Day of Infamy Console Command Tutorial Guide

Day of Infamy Console Command Tutorial Guide 1 - steamsplay.com
Day of Infamy Console Command Tutorial Guide 1 - steamsplay.com

A quick reference for anyone who needs it. Use CTRL+F to search.
 
 
Click here for a console tutorial. – [valvesoftware.com] 
 
 

_

_autosave: Autosave
 
_autosavedangerous: AutoSaveDangerous
 
_bugreporter_restart: Restarts bug reporter .dll
 
_fov: Automates fov command to server
 
_record: Record a demo incrementally
 
_resetgamestats: Erases current game stats and writes out a blank stats file
 
_restart: Shutdown and restart the engine
 
 
 

+

+alt1
 
+alt2
 
+attack
 
+attack2
 
+back
 
+break
 
+camdistance
 
+camin
 
+cammousemove
 
+camout
 
+campitchdown
 
+campitchup
 
+camyawleft
 
+camyawright
 
+commandermousemove
 
+compa*s: Opens compa*s
 
+csm_rot_x_neg
 
+csm_rot_x_plus
 
+csm_rot_y_neg
 
+csm_rot_y_plus
 
+demoui2: Bring the advanced demo player UI (demoui2) to foreground
 
+duck
 
+firemode
 
+flashlight
 
+foliage_place
 
+foliage_remove
 
+forward
 
+graph
 
+grenade1
 
+grenade2
 
+jlook
 
+jump
 
+klook
 
+leanleft
 
+leanright
 
+left
 
+lookdown
 
+lookspin
 
+lookup
 
+mat_texture_list
 
+movedown
 
+moveleft
 
+moveright
 
+moveup
 
+posedebug: Turn on pose debugger or add ents to pose debugger UI
 
+prone
 
+quickselect
 
+radialmenu: Opens radial menu
 
+reload
 
+right
 
+score
 
+showbudget
 
+showbudget_texture
 
+showbudget_texture_global
 
+showscores
 
+showvprof
 
+special1
 
+special2
 
+speed
 
+sprint
 
+stance
 
+strafe
 
+tacticalmap
 
+toggle_duck
 
+toggle_sprint
 
+toggle_walk
 
+toggle_zoom
 
+underbarrel
 
+use
 
+use_accessory
 
+usereload
 
+vgui_drawtree
 
+voicerecord
 
+walk
 
+zoom
 
+zoom_in
 
+zoom_out
 
 
 

A

achievement_debug: Turn on achievement debug msgs
 
achievement_disable: Turn off achievements
 
action_progress_reset_interval
 
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_reset_nodes
 
adsp_room_min
 
adsp_scale_delay_feedback
 
adsp_scale_delay_gain
 
adsp_street_min
 
adsp_tunnel_min
 
adsp_wall_height
 
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_ragdoll_magnets
 
ai_debug_shoot_positions
 
ai_debug_speech
 
ai_expression_frametime: Maximum frametime to still play background expressions
 
ai_expression_optimization: Disable npc background expressions when you can’t see them
 
ai_force_serverside_ragdoll
 
ai_LOS_mode
 
ai_sequence_debug
 
ai_setupbones_debug: Shows that bones that are setup every think
 
ai_shot_bias_max
 
ai_shot_bias_min
 
ai_show_hull_attacks
 
ai_use_visibility_cache
 
air_density: Changes the density of air for drag computations
 
alias: Alias a command
 
anim_3wayblend: Toggle the 3-way animation blending code
 
anim_showmainactivity: Show the idle, walk, run, and/or sprint activities
 
anim_showstate: Show the (client) animation state for the specified entity (-1 for none)
 
anim_showstatelog: 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both
 
anim_spewdesired
 
anim_twistbones_enabled: Enable procedural twist bones
 
askconnect_accept: Accept a redirect request by the server
 
asw_engine_finished_building_map: Notify engine that we’ve finished building a map
 
async_allow_held_files: Allow AsyncBegin/EndRead()
 
async_mode: Set the async filesystem mode (0 = async, 1 = synchronous)
 
async_resume
 
async_serialize: Force async reads to serialize for profiling
 
async_simulate_delay: 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
 
autoaim_max_dist
 
autosave: Autosave
 
autosavedangerous: AutoSaveDangerous
 
autosavedangerousissafe
 
 
 

B

banid: Add a user ID to the ban list
 
banip: Add an IP address to the ban list
 
beclient: Run Battleye command
 
bench_end: Ends gathering of info
 
bench_start: filename to write results into
 
bench_upload: Uploads most recent benchmark stats to the Valve servers
 
benchframe: Takes a snapshot of a particular frame in a time demo
 
bind_osx: Bind a key for OSX only
 
bind: Bind a key
 
BindToggle: Performs a bind <key> ‘increment var <cvar> 0 1 1’
 
bink_preload_videopanel_movies: Preload Bink movies used by VideoPanel
 
blackbox
 
blackbox_dump: Dump the contents of the blackbox
 
blackbox_record: Record an entry into the blackbox
 
BlendBonesMode
 
blink_duration: How many seconds an eye blink will last
 
bot_aim_aimtracking_base: How often we should sample our target’s position and velocity to update our aim tracking, to allow realistic slop in tracking
 
bot_aim_aimtracking_frac_easy: Frac appplied to the head aim tracking interval if difficulty is easy
 
bot_aim_aimtracking_frac_hard: Frac appplied to the head aim tracking interval if difficulty is hard
 
bot_aim_aimtracking_frac_impossible: Frac appplied to the head aim tracking interval if difficulty is impossible
 
bot_aim_aimtracking_frac_sprinting_target: Frac appplied to the head aim tracking interval if target is sprinting
 
bot_aim_angularvelocity_base_ooc: How fast do the bots turn their heads WHEN OUT OF COMBAT( deg/second )
 
bot_aim_angularvelocity_base: How fast do the bots turn their heads ( deg/second )
 
bot_aim_angularvelocity_frac_easy: Frac appplied to the angular velocity if difficulty is easy
 
bot_aim_angularvelocity_frac_hard: Frac appplied to the angular velocity if difficulty is hard
 
bot_aim_angularvelocity_frac_impossible: Frac appplied to the angular velocity if difficulty is impossible
 
bot_aim_angularvelocity_frac_sprinting_target: Frac appplied to the angular velocity if target is sprinting
 
bot_aim_angularvelocity_uber: How fast do the bots turn their heads ( deg/second ) (uberbot)
 
bot_aim_attack_aimtolerance_frac_easy: The easy frac for aim tolerance for the bots
 
bot_aim_attack_aimtolerance_frac_hard: The hard frac for aim tolerance for the bots
 
bot_aim_attack_aimtolerance_frac_impossible: The impossible frac for aim tolerance for the bots
 
bot_aim_attack_aimtolerance_frac_normal: The normal frac for aim tolerance for the bots
 
bot_aimtracking_frac_survival_end: Frac applied at end (level 30) of Survival
 
bot_aimtracking_frac_survival_start: Frac applied at start of Survival
 
bot_aimtracking_uber: How often we should sample our target’s position and velocity to update our aim tracking, to allow realistic slop in tracking (
 
bot_attack_aimpenalty_amt_close: How much should we offset our aim after just spotting enemy nearby
 
bot_attack_aimpenalty_amt_far: How much should we offset our aim after just spotting enemy a long way away
 
bot_attack_aimpenalty_amt_frac_dark: Frac to multiply against the aim penalty amount when target is in darkness
 
bot_attack_aimpenalty_amt_frac_easy: Multiply amt by this much for easy difficulty
 
bot_attack_aimpenalty_amt_frac_hard: Multiply amt by this much for hard difficulty
 
bot_attack_aimpenalty_amt_frac_impossible: Multiply amt by this much for impossible difficulty
 
bot_attack_aimpenalty_amt_frac_light: Frac to multiply against the aim penalty amount when target is in lightness
 
bot_attack_aimpenalty_time_close: How long before we stop penalizing aim position nearby?
 
bot_attack_aimpenalty_time_far: How long before we stop penalizing aim position a long way away?
 
bot_attack_aimpenalty_time_frac_dark: Frac to multiply against the aim penalty time when target is in darkness
 
bot_attack_aimpenalty_time_frac_light: Frac to multiply against the aim penalty time when target is in lightness
 
bot_attack_aimtolerance_newthreat_amt_solo: How much should we artificially bloat aimtolerance boxes for enemies we just spotted? (solo)
 
bot_attack_aimtolerance_newthreat_amt: How much should we artificially bloat aimtolerance boxes for enemies we just spotted?
 
bot_attack_aimtolerance_newthreat_time_solo: How long before we stop artificially bloating aimtolerance box? (solo)
 
bot_attack_aimtolerance_newthreat_time: How long before we stop artificially bloating aimtolerance box?
 
bot_attack_burst_maxtime_solo: The maximum amount of time the bot pulls the trigger for automatic weapons (solo)
 
bot_attack_burst_maxtime: The maximum amount of time the bot pulls the trigger for automatic weapons
 
bot_attack_burst_mintime_solo: The minimum amount of time the bot pulls the trigger for automatic weapons (solo)
 
bot_attack_burst_mintime: The minimum amount of time the bot pulls the trigger for automatic weapons
 
bot_attack_retarget_maxtime: The maximum amount of time until the bot retargets
 
bot_attack_retarget_mintime: The minimum amount of time until the bot retargets
 
bot_attackdelay_base: Attack delay base value in seconds
 
bot_attackdelay_frac_desiredrange: Frac applied if distance is greater than hipfire range
 
bot_attackdelay_frac_difficulty_easy: Frac applied if in easy difficulty
 
bot_attackdelay_frac_difficulty_hard: Frac applied if in hard difficulty
 
bot_attackdelay_frac_difficulty_impossible: Frac applied if in impossible difficulty
 
bot_attackdelay_frac_doi: Frac to DOI attack delay (to compensate for worser weapons)
 
bot_attackdelay_frac_hipfirerange: Frac applied if within hipfire range
 
bot_attackdelay_frac_maxrange: Frac applied if distance is greater than desired range
 
bot_attackdelay_frac_outofrange: Frac applied if distance is greater than max range
 
bot_attackdelay_frac_outsidefov: Frac applied if the bot is not looking at the player
 
bot_attackdelay_frac_survival_end: Frac applied at end (level 20) of Survival
 
bot_attackdelay_frac_survival_start: Frac applied at start of Survival
 
bot_damage: Float representing the damage bots give off
 
bot_debug_aimpenalty
 
bot_debug_artillery
 
bot_debug_bipod
 
bot_debug_body_and_locomotion
 
bot_debug_bounding
 
bot_debug_chatter
 
bot_debug_combat
 
bot_debug_combat_decisions
 
bot_debug_commander
 
bot_debug_corner_check
 
bot_debug_cover_entities
 
bot_debug_cover_search
 
bot_debug_cover_search_angle
 
bot_debug_cover_search_radius
 
bot_debug_cover_search_type
 
bot_debug_doorways
 
bot_debug_flank_points
 
bot_debug_grenade_targets
 
bot_debug_investigations
 
bot_debug_kicking
 
bot_debug_morale
 
bot_debug_movement_requests
 
bot_debug_officer_quarter
 
bot_debug_patrol
 
bot_debug_patrol_points
 
bot_debug_rocket_targets
 
bot_debug_runner
 
bot_debug_silhouette
 
bot_debug_special_nav_areas
 
bot_debug_tactical_role
 
bot_fov_frac_survival_end: Frac applied at end (level 30) of Survival
 
bot_fov_frac_survival_start: Frac applied at start of Survival
 
bot_grenade_think_time
 
bot_hearing_flashbang_effect_max_distance: Max range that a flashbang will effect the bots
 
bot_hearing_flashbang_effect_max_time: Max time that a flashbang will effect the bots
 
bot_hearing_grenade_hearing_range: How far away can a bot hear a grenade explosion
 
bot_hearing_silenced_weapon_sound_reduction: By what percentage do silenced weapons reduce the hearing range
 
bot_investigate_sneak_lightvalue: The light value the bot must be in order to activate sneak
 
bot_loco_hurry_sprinthold_max: Maximum tme to hold the sprint when ShouldHurry returns true
 
bot_loco_hurry_sprinthold_min: Minimum tme to hold the sprint when ShouldHurry returns true
 
bot_loco_path_max_retreat_length: Maximum distance a bot will run a retreat path
 
bot_loco_path_minlookahead: Minimum look-ahead distance for bot pathing
 
bot_loco_pronehold_max: Maximum tme to hold the prone button
 
bot_loco_pronehold_min: Minimum tme to hold the prone button
 
bot_loco_slowdown_walkhold_max: Maximum tme to hold the walk button when within slowdown distance
 
bot_loco_slowdown_walkhold_min: Minimum tme to hold the walk button when within slowdown distance
 
bot_mimic: Bot uses usercmd of player by index
 
bot_range_frac_desiredrange: Frac applied to the desired range of bots
 
bot_range_frac_hipfirerange: Frac applied to the hipfire range of bots
 
 
 

B

bot_range_frac_maxrange: Frac applied to the max range of bots
 
bot_recognizetime_frac_survival_end: Frac applied at end (level 30) of Survival
 
bot_recognizetime_frac_survival_start: Frac applied at start of Survival
 
bot_recoil_multiplier: Multiplier applied to recoil if the shooter is a bot
 
bot_rpg_spawn_attackdelay: Bots won’t shoot RPGs if within 8 seconds if players spawning
 
bot_silhouette_discover_timer: Time in seconds that a silhouette remains visible after it’s discovered
 
bot_silhouette_light_threshold_low: Light data with a lower float value than this number will be considered low lighting
 
bot_silhouette_light_threshold_medium: Light data with a lower float value than this number will be considered medium lighting
 
bot_silhouette_range_close: Silhouette has to be closer than this distance to qualify as close
 
bot_silhouette_range_far: Silhouette has to be further than this distance to qualify as far
 
bot_silhouette_range_movement: Movement makes silhouette easier to read within this range
 
bot_silhouette_readtime_clear: Time it takes to shoot at a clear silhouette
 
bot_silhouette_readtime_dark: Time it takes to shoot at a dark silhouette
 
bot_silhouette_readtime_fuzzy: Time it takes to shoot at a fuzzy silhouette
 
bot_silhouette_scan_frequency: Time in seconds between each silhouette scan if a silhouette is not visible
 
bot_targeting_noise_x_base_solo: The targeting noise X value (solo)
 
bot_targeting_noise_x_base: The targeting noise X value
 
bot_targeting_noise_x_frac_desiredrange: The targeting noise frac applied to X value on desired range
 
bot_targeting_noise_x_frac_hipfirerange: The targeting noise frac applied to X value on hipfire range
 
bot_targeting_noise_x_frac_maxrange: The targeting noise frac applied to X value on max range
 
bot_targeting_noise_y_base_solo: The targeting noise Y value (solo)
 
bot_targeting_noise_y_base: The targeting noise Y value
 
bot_targeting_noise_y_frac_desiredrange: The targeting noise frac applied to Y value on desired range
 
bot_targeting_noise_y_frac_hipfirerange: The targeting noise frac applied to Y value on hipfire range
 
bot_targeting_noise_y_frac_maxrange: The targeting noise frac applied to Y value on max range
 
bot_targeting_noise_z_base_solo: The targeting noise Z value (solo)
 
bot_targeting_noise_z_base: The targeting noise Z value
 
bot_targeting_noise_z_frac_desiredrange: The targeting noise frac applied to Z value on desired range
 
bot_targeting_noise_z_frac_hipfirerange: The targeting noise frac applied to Z value on hipfire range
 
bot_targeting_noise_z_frac_maxrange: The targeting noise frac applied to Z value on max range
 
bot_vis_foliage_threshold: Bots LoS checking against a target < than this will ignore foliage
 
bot_vis_fov_attack_base: FOV when the bot is trying to attack
 
bot_vis_fov_frac_easy: Frac applied to the FOV if the difficulty is easy
 
bot_vis_fov_frac_hard: Frac applied to the FOV if the difficulty is hard
 
bot_vis_fov_frac_impossible: Frac applied to the FOV if the difficulty is impossible
 
bot_vis_fov_idle_base: FOV when the bot is idle/guarding (normal difficulty)
 
bot_vis_recognizetime_base: Time it takes for bot to recognize a target (normal difficulty)
 
bot_vis_recognizetime_frac_doi: Frac appplied to the recognize time in Day Of Infamy (to compensate for worser weapons)
 
bot_vis_recognizetime_frac_easy: Frac appplied to the recognize time if difficulty is easy
 
bot_vis_recognizetime_frac_hard: Frac appplied to the recognize time if difficulty is hard
 
bot_vis_recognizetime_frac_impossible: Frac appplied to the recognize time if difficulty is impossible
 
box: Draw a debug box
 
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_alpha: how translucent the budget panel is
 
budget_bargraph_range_ms: budget bargraph range in milliseconds
 
budget_history_numsamplesvisible: 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
 
budget_toggle_group: Turn a budget group on/off
 
bug_swap: Automatically swaps the current weapon for the bug bait and back again
 
bug: Show the bug reporting UI
 
bugreporter_console_bytes: Max # of console bytes to put into bug report body (full text still attached)
 
bugreporter_includebsp: Include .bsp for internal bug submissions
 
bugreporter_snapshot_delay: Frames to delay before taking snapshot
 
bugreporter_uploadasync: Upload attachments asynchronously
 
bugreporter_username: Username to use for bugreporter
 
buildcubemaps: Rebuild cubemaps
 
building_cubemaps: Indicates we’re building cubemaps
 
buildmodelforworld: buildmodelforworld
 
bullet_ff_through_walls
 
 
 

C

c_maxdistance
 
c_maxpitch
 
c_maxyaw
 
c_mindistance
 
c_minpitch
 
c_minyaw
 
c_orthoheight
 
c_orthowidth
 
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
 
cache_print: cache_print [section] Print out contents of cache memory
 
callvote: Start a vote on an issue
 
cam_collision: When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from pa*sing though walls
 
cam_command: Tells camera to change modes
 
cam_idealdelta: Controls the speed when matching offset to ideal angles in thirdperson view
 
cam_idealdist
 
cam_idealdistright
 
cam_idealdistup
 
cam_ideallag: Amount of lag used when matching offset to ideal angles in thirdperson view
 
cam_idealpitch
 
cam_idealyaw
 
cam_showangles: When in thirdperson, print viewangles/idealangles/cameraoffsets to the console
 
cam_snapto
 
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_findsound: Searches for soundname which emits specified text
 
cc_flush: Flushes async’d captions
 
cc_lang: Current close caption language (emtpy = use game UI language)
 
cc_linger_time: Close caption linger time
 
cc_minvisibleitems: Minimum number of caption items to show
 
cc_norepeat: In multiplayer games, don’t repeat captions more often than this many seconds
 
cc_predisplay_time: Close caption delay before showing caption
 
cc_random: Emits a random caption
 
cc_sentencecaptionnorepeat: How often a sentence can repeat
 
cc_showblocks: Toggles showing which blocks are pending/loaded async
 
cc_showmissing: Show missing closecaption entries
 
cc_subtitles: If set, don’t show sound effect captions, just voice overs (i.e., won’t help hearing impaired players)
 
centerview
 
ch_createairboat: Spawn airboat in front of the player
 
ch_createaircraft
 
ch_createammo
 
ch_createjeep: Spawn jeep in front of the player
 
changeinventory: Shows the inventory menu
 
changelevel_next: Immediately changes to the next map in the map rotation for the server
 
changelevel: Change server to the specified map
 
changelevel2: Transition to the specified map in single player
 
changeteam: Toggles the team selection menu
 
cheap_captions_fadetime
 
cheap_captions_test
 
chet_debug_idle: If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
 
choreo_spew_filter: Spew choreo. Use a sub-string or * to display all events
 
cl_addon_debug
 
cl_addon_fade_max
 
cl_addon_fade_min
 
cl_ads_fov_scale: Zoom factor when looking down sights
 
cl_ads_weapon_fov_scale: Weapon FOV scale when ADS
 
cl_aggregate_particles
 
cl_allowdownload: Client downloads customization files
 
cl_allowupload: Client uploads customization files
 
cl_always_flush_models: If set, always flush models between map loads. Useful on systems under memory pressure
 
cl_ambient_light_disableentities: Disable map ambient light entities
 
cl_anglespeedkey
 
cl_animationinfo: Hud element to examine
 
cl_a*sa*sination_vip_preference: 0 = never be VIP, 1 = indifferent, 2 = PICK ME!!!
 
cl_backspeed
 
cl_bipod_auto: 1 = automatically attempt bipod deployment when ironsighting
 
cl_bipod_effect_length
 
cl_bipod_effect_lookup
 
cl_blobulator_freezing_max_metaball_radius: Setting this can create more complex surfaces on large hitboxes at the cost of performance
 
cl_blurClearAlpha: 0-255, but 0 has errors at the moment
 
cl_blurDebug
 
cl_blurPa*ses
 
cl_blurTapSize
 
cl_bobPitch
 
cl_bobRoll
 
cl_bobYaw
 
cl_brushfastpath
 
cl_burninggibs: A burning player that gibs has burning gibs
 
cl_camera_animation: Enables/disables view model camera animation
 
cl_camera_follow_bone_index: Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index
 
cl_chat_active
 
cl_chatfilters: Stores the chat filter settings
 
cl_cla*s: Default cla*s when joining a game
 
cl_clearhinthistory: Clear memory of client side hints displayed to the player
 
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_server_tick: Force clock correction to match the server tick + this offset (-999 disables it)
 
cl_clock_correction: Enable/disable clock correction on the client
 
cl_clock_showdebuginfo: Show debugging info about the clock drift.
 
cl_clockdrift_max_ms_threadmode: Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s
 
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_cmdrate: Max number of command packets sent to server per second
 
cl_colorfastpath
 
cl_colorgrade_profile
 
cl_colorgrade_profile_test
 
cl_countbones
 
cl_csm_auto_entity
 
cl_csm_server_status: cl_csm_server_status
 
cl_csm_status: cl_csm_status
 
cl_customsounds: Enable customized player sound playback
 
cl_debug_controlleraim
 
cl_debug_hulls
 
cl_debug_player_paths
 
cl_debug_player_paths_camping_threshold
 
cl_debug_player_paths_reset: Clear tracked paths
 
cl_debug_player_paths_span
 
cl_debug_player_use: Visualizes +use logic for the given range. Green cross=trace success, Red cross=trace too far, Green box=radius success
 
cl_debug_pov
 
cl_debug_tracers
 
cl_debugcam_forceweaponfov
 
cl_debugcam_speed
 
cl_debugrumble: Turn on rumble debugging spew
 
cl_demoviewoverride: Override view during demo playback
 
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_detail_multiplier: extra details to create
 
cl_developer_status
 
cl_disable_ragdolls
 
cl_disable_splitscreen_cpu_level_cfgs_in_pip
 
cl_disable_water_render_targets
 
cl_disablehtmlmotd: Disable HTML motds
 
cl_downloadfilter: Determines which files can be downloaded from the server (all, none, nosounds)
 
cl_drawhud: Enable the rendering of the hud
 
cl_drawleaf
 
cl_drawmaterial: Draw a particular material over the frame
 
cl_drawmonitors
 
cl_drawshadowtexture
 
cl_dump_particle_stats: dump particle profiling info to particle_profile.csv
 
cl_dumpplayer: Dumps info about a player
 
cl_dumpsplithacks: Dump split screen workarounds
 
cl_earlyaccess_status
 
cl_ejectbra*s
 
cl_ejectbra*s_3p: Show bra*s ejection particle effect and model in 3rd person
 
cl_elevator_physics
 
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_event_sound_cues
 
cl_extrapolate_amount: Set how many seconds the client will extrapolate entities for
 
cl_extrapolate: Enable/disable extrapolation if interpolation history runs out
 
cl_fastdetailsprites: whether to use new detail sprite system
 
cl_fasttempentcollision
 
cl_find_ent_index: cl_find_ent_index <index>
 
cl_find_ent: cl_find_ent <substring>
 
cl_flushentitypacket: For debugging. Force the engine to flush an entity packet
 
cl_foliage
 
cl_foliage_bsp: Allow generated foliage to cover BSP surfaces
 
cl_foliage_cluster_culling: -1 = Freeze | 0 = No culling | 1 = Enable cluster culling
 
cl_foliage_cluster_distance
 
cl_foliage_debug_clusters
 
cl_foliage_detail_override
 
cl_foliage_dynvb
 
cl_foliage_edit_radius
 
cl_foliage_material_override
 
cl_foliage_obstruction_test: Adds obstruction at feet
 
 
 

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cl_foliage_reset: Re-initializes foliage system
 
cl_foliage_scale
 
cl_foliage_shadows
 
cl_foliage_static_multiplier
 
cl_foliage_static_offset
 
cl_foliage_windstrength_override
 
cl_foliage_wireframe
 
cl_forcepreload: Whether we should force preloading
 
cl_forwardspeed
 
cl_foundry_ShowEntityHighlights
 
cl_fullupdate: Forces the server to send a full update packet
 
cl_glow_item_b
 
cl_glow_item_g
 
cl_glow_item_r
 
cl_grenade_auto_switch: If enabled, automatically switch to primary after throwing a grenade
 
cl_headbob_amp
 
cl_headbob_freq
 
cl_headbob_land_dip_amt
 
cl_hq_debug: Additional debug messages when queued
 
cl_hq_messages_enabled: Play messages from HQ?
 
cl_hq_messages_gap: Gap between playing HQ messages after each other
 
cl_hud_chat_subtitles: Display radial comms subtitles
 
cl_hud_compa*s_alpha_altarrows: Fractional alpha of alternate arrows (NW/NE/SE/SW)
 
cl_hud_compa*s_alpha: Opacity of our entire compa*s
 
cl_hud_compa*s_approach
 
cl_hud_compa*s_arrows_split: Distance the arrows should separate when overlapping
 
cl_hud_compa*s_bg_alpha: Opacity of the background as a fraction of the main alpha
 
cl_hud_compa*s_enemy_appear_time: How long should the compa*s appear for after a nearby enemy was spotted
 
cl_hud_compa*s_fadetime: How long should the compa*s take to entirely fade
 
cl_hud_compa*s_holdtime: How long should the compa*s remain open after letting go of the key
 
cl_hud_compa*s_horizontal_inset: Inset the compa*s vertical position by this much
 
cl_hud_compa*s_marker_inset
 
cl_hud_compa*s_needle_scale: Inner needle proportional scale
 
cl_hud_compa*s_show_ads: Show the compa*s automatically when aiming?
 
cl_hud_compa*s_show_always: Always render the compa*s?
 
cl_hud_compa*s_show_tacmap: Show the compa*s when viewing tacmap?
 
cl_hud_compa*s_size: Compa*s scale
 
cl_hud_compa*s_vertical_inset: Inset the compa*s vertical position by this much
 
cl_hud_cp_blink_speed
 
cl_hud_cp_docking_display
 
cl_hud_cp_floating_action_display_distance
 
cl_hud_cp_floating_ads_alpha: Alpha reduction for aiming down sights
 
cl_hud_cp_floating_display
 
cl_hud_cp_floating_max_alpha
 
cl_hud_cp_floating_min_alpha
 
cl_hud_cp_floating_nontarget_alpha: Alpha reduction for non-targeted objectives
 
cl_hud_cp_floating_show_progress_range
 
cl_hud_cp_main_display
 
cl_hud_damageindicator_alpha: Alpha of the HUD damage indicator
 
cl_hud_damageindicator_scale: Scales the HUD damage indicator
 
cl_hud_damageindicator_time: Time indicator displays for
 
cl_hud_deathnotice_captures: Show point captures in the death notices?
 
cl_hud_deathnotice_display
 
cl_hud_deathnotice_show_demo: Show player deathnotices during demo playback (regardless of server setting at the time)?
 
cl_hud_draw_floating
 
cl_hud_draw3d
 
cl_hud_firemode_show_always: Always show firemode display?
 
cl_hud_radial_bgalpha: BG Alpha of unselected buttons
 
cl_hud_radial_centerhighlightsize: panel width / x, radius of the center highlight
 
cl_hud_radial_centersize: panel width / x, radius of the center hotspot
 
cl_hud_radial_controls: Control style for the radial menu. 1 = default, 2 = scrolling, 3 = numbered
 
cl_hud_radial_debug
 
cl_hud_radial_fadein_delay
 
cl_hud_radial_fadein_duration
 
cl_hud_radial_highlightalpha: Alpha of segment/center highlights
 
cl_hud_radial_iconsize: panel width / x, Size of center icon
 
cl_hud_radial_maxdistance: panel width / x, Max distance that the cursor can travel from the center
 
cl_hud_radial_textdistance: panel width / x, distance of text from center
 
cl_hud_radial_totalsize
 
cl_hud_viewmodel_size
 
cl_hud_voices_show_local: Show the local player in the list of names speaking?
 
cl_hud_voices_show_names: Show the names of other user speaking on VoIP?
 
cl_idealpitchscale
 
cl_ignorepackets: Force client to ignore packets (for debugging)
 
cl_impacteffects
 
cl_impacteffects_limit_exit: Limits the number of exit impact effects per frame
 
cl_impacteffects_limit_general: Limits the number of impact effects per frame
 
cl_impacteffects_limit_water: Limits the number of water impact effects per frame
 
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_interp_ratio: Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate)
 
cl_interp: Sets the interpolation amount (bounded on low side by server interp ratio settings)
 
cl_inventory_sorting_method: 0 = alphabetical, 1 = cost ascending, 2 = cost descending
 
cl_jiggle_bone_debug_pitch_constraints: Display physics-based ‘jiggle bone’ debugging information
 
cl_jiggle_bone_debug_yaw_constraints: Display physics-based ‘jiggle bone’ debugging information
 
cl_jiggle_bone_debug: Display physics-based ‘jiggle bone’ debugging information
 
cl_jiggle_bone_invert
 
cl_jiggle_bone_sanity: Prevent jiggle bones from pointing directly away from their target in case of numerical instability
 
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_language: Language (from Steam API)
 
cl_leafsystemvis
 
cl_legacy_server_browser: Show button for legacy server browser?
 
cl_leveloverview
 
cl_leveloverviewmarker
 
cl_localnetworkbackdoor: Enable network optimizations for single player games
 
cl_logofile: Spraypoint logo decal
 
cl_maxrenderable_dist: Max distance from the camera at which things will be rendered
 
cl_menu_bg_color
 
cl_menu_bg_color_ingame
 
cl_menu_html_reload
 
cl_menu_music_fadespeed
 
cl_minimal_rtt_shadows
 
cl_mm_crc_check
 
cl_mm_debug
 
cl_mm_debug_lan: If true, requests will query LAN servers, not internet
 
cl_mm_verbose
 
cl_mm_version_check
 
cl_modelfastpath
 
cl_modemanager_reload: Reloads the panel metacla*ses for vgui screens
 
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_mumble_positionalaudio: Enable Mumble positional audio on the client
 
cl_music_ducking_minimum
 
cl_music_loadout_fade
 
cl_music_menu_fade
 
cl_music_track_fade
 
cl_muzzleflash_dlight_1st
 
cl_muzzleflash_dlight_1st_lifetime
 
cl_muzzleflash_dlight_3rd
 
cl_overdraw_test
 
cl_panelanimation: <panelname | blank for all panels>
 
cl_particle_batch_mode
 
cl_particle_fallback_base: Base for falling back to cheaper effects under load
 
cl_particle_fallback_multiplier: Multiplier for falling back to cheaper effects under load
 
cl_particle_max_count
 
cl_particle_retire_cost
 
cl_particle_sim_fallback_base_multiplier: How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time
 
cl_particle_sim_fallback_threshold_ms: Amount of simulation time that can elapse before new systems start falling back to cheaper versions
 
cl_particles_debug_overdraw
 
cl_particles_dump_effects
 
cl_particles_dumplist: Dump all new particles, optional name substring
 
cl_particles_show_bbox
 
cl_particles_show_controlpoints
 
cl_pcla*s: Dump entity by prediction cla*sname
 
cl_pdump: Dump info about this entity to screen
 
cl_phys_block_dist
 
cl_phys_block_fraction
 
cl_phys_maxticks: Sets the max number of physics ticks allowed for client-side physics (ragdolls)
 
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_props_respawndist: Minimum distance from the player that a clientside prop must be before it’s allowed to respawn
 
cl_phys_props_respawnrate: Time, in seconds, between clientside prop respawns
 
cl_phys_show_active
 
cl_phys_timescale: Sets the scale of time for client-side physics (ragdolls)
 
cl_physicsshadowupdate_render
 
cl_pitchdown
 
cl_pitchspeed
 
cl_pitchup
 
cl_playback_screenshots: Allows the client to playback screenshot and jpeg commands in demos
 
cl_player_fullupdate_predicted_origin_fix
 
cl_player_shadow_dist
 
cl_playlists_verbose
 
cl_portal_use_new_dissolve: Use new dissolve effect
 
cl_precacheinfo: Show precache info (client)
 
cl_pred_doresetlatch
 
cl_pred_error_verbose: Show more field info when spewing prediction errors
 
 
 

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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_pred_track: Track changes to entity index entindex, for field fieldname
 
cl_predict_basetoggles
 
cl_predict_motioncontrol
 
cl_predict: Perform client side prediction
 
cl_prediction_error_timestamps
 
cl_predictioncopy_describe: Describe datamap_t for entindex
 
cl_predictionlist: Show which entities are predicting
 
cl_predictphysics: Use a prediction-friendly physics interface on the client
 
cl_predictweapons: Perform client side prediction of weapon effects
 
cl_quickplay_preference_coop_difficulty: Used for remembering preferred cooperative difficulty (0 = Infantry, 1 = Commando)
 
cl_quickplay_preference_coop_faction: Used for remembering preferred cooperative faction (0 = Americans, 1 = Commonwealth, 2 = Germans, 3 = Random)
 
cl_quickplay_preference_pvp_playlist: Used for remembering preferred pvp playlist (0 = Casual with bots, 1 = Battles, 2 = Special Assignemtns, 3 = Any)
 
cl_quickselect_cooldown
 
cl_quickselect_debug
 
cl_quickselect_delay
 
cl_radio_bypa*s
 
cl_radio_debug: Debug messages for incoming radio
 
cl_radio_ducking_volume
 
cl_radio_show
 
cl_ragdoll_animation_activity
 
cl_ragdoll_animation_debug
 
cl_ragdoll_animation_mode
 
cl_ragdoll_animation_threshold
 
cl_ragdoll_animation_time
 
cl_ragdoll_animation_weight
 
cl_ragdoll_collide
 
cl_ragdoll_dismember_bullets_fraction: 1 / <amount of impacts required>
 
cl_ragdoll_dismember_bullets: Allow ragdolls to be dismembered by bullets
 
cl_ragdoll_dismember_chance: Likelihood that a limb will dismember from an explosion
 
cl_ragdoll_dismember_limb_limit: Explosions shouldn’t dismember more limbs if this number has been reached
 
cl_ragdoll_dismember_spray_threshold: Distance a limb has to travel before considering spawning a decal (to prevent decal spamming and respawning)
 
cl_ragdoll_dismemberment: Enables meat grinding code, please refrain from eating the meat. (client)
 
cl_ragdoll_gib_freeze: Freeze dismembered ragdolls in place
 
cl_ragdoll_gib_shadows: Enable drawing of ragdoll giblet shadows
 
cl_ragdoll_gravity: Sets the gravity client-side ragdolls
 
cl_ragdoll_max_fps: Clients with framerates less than this will reduce the ideal number of ragdolls to display
 
cl_ragdoll_max_remove_per_frame
 
cl_ragdoll_maxcount: Clients will only show this many ragdolls
 
cl_ragdoll_min_fps: Clients with framerates less than this will only show 1 ragdoll of each type
 
cl_ragdoll_physics_active_ragdoll_force: Active ragdoll force (scale)
 
cl_ragdoll_physics_active_ragdoll_shake: Shake frequency (Hz)
 
cl_ragdoll_physics_active_ragdoll_time: Shake behaviour length in seconds
 
cl_ragdoll_physics_active_ragdolls: Use active ragdolls
 
cl_ragdoll_physics_active_ragdollscrash: Use active ragdolls
 
cl_ragdoll_physics_blood_decal_distance: Distance blood can travel if splattered on walls/floors postmortem
 
cl_ragdoll_physics_bullet_impact_strength: Multiplier that affects strength of the force applied to a ragdoll that is being fired at
 
cl_ragdoll_physics_damping: Damping multiplier
 
cl_ragdoll_physics_delta
 
cl_ragdoll_physics_enable: Enable/disable ragdoll physics
 
cl_ragdoll_physics_force: Force applied to the local ragdolls upon their death. (scale)
 
cl_ragdoll_physics_torque: Torque applied to the local ragdolls upon their death. (scale)
 
cl_ragdoll_spawn: Spawns a ragdoll
 
cl_recoil_return_debug
 
cl_removedecals: Remove the decals from the entity under the crosshair
 
cl_report_soundpatch: reports client-side sound patch count
 
cl_resend_timeout: Total time allowed for the client to resend the ‘connect’ attempt
 
cl_resend: Delay in seconds before the client will resend the ‘connect’ attempt
 
cl_retire_low_priority_lights: Low priority dlights are replaced by high priority ones
 
cl_ricochet_percent_shotgun: Percent chance a shotgun pellet will create a ricochet tracer (0..10)
 
cl_ricochet_percent: Percent chance a bullet will create a ricochet tracer (0..10)
 
cl_rumblescale: Scale sensitivity of rumble effects (0 to 1.0)
 
cl_sb_ping_interval: Server browser rows ping this often while selected
 
cl_sb_rules_interval: Server browser rows request rules this often while selected
 
cl_screenshotname: Custom Screenshot name
 
cl_SetupAllBones
 
cl_shadowtextureoverlaysize
 
cl_shadowupdatespacing
 
cl_show_bounds_errors
 
cl_show_splashes
 
cl_showanimstate_activities: Show activities in the (client) animation state display
 
cl_showbattery: Draw current battery level at top of screen when on battery power
 
cl_ShowBoneSetupEnts: Show which entities are having their bones setup each frame
 
cl_showdemooverlay: How often to flash demo recording/playback overlay (0 – disable overlay, -1 – show always)
 
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 (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, +10 = detailed )
 
cl_showhelp: Set to 0 to not show on-screen help
 
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_showtextmsg: Enable/disable text messages printing on the screen
 
cl_showtracerdistances: Show the distances of the tracers, every 250 units
 
cl_sideRoll
 
cl_sideRollSpeed
 
cl_sidespeed
 
cl_simdbones: Use SIMD bone setup
 
cl_skipfastpath: Set to 1 to stop all models that go through the model fast path from rendering
 
cl_skipslowpath: Set to 1 to skip any models that don’t go through the model fast path
 
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 (server only)
 
cl_soundemitter_reload: Flushes the sounds.txt system
 
cl_soundfile: Jingle sound file
 
cl_soundscape_flush: Flushes the client side soundscapes
 
cl_soundscape_printdebuginfo: print soundscapes
 
cl_spec_mode: spectator mode
 
cl_sporeclipdistance
 
cl_ss_origin: print origin in script format
 
cl_sun_decay_rate
 
cl_sunlight_depthbias
 
cl_sunlight_ortho_size: Set to values greater than 0 for ortho view render projections
 
cl_suppression_blur_bullet_duration
 
cl_suppression_blur_chemical_multiplier
 
cl_suppression_blur_chemical_speed
 
cl_suppression_blur_dirt_duration
 
cl_suppression_blur_dirt_test
 
cl_suppression_blur_strength
 
cl_suppression_blur_test
 
cl_team_colors_relative: If enabled, the local team is always blue
 
cl_team: Default team when joining a game
 
cl_teamid
 
cl_teamid_max
 
cl_teamid_min
 
cl_thirdperson_obstruct_color: Toggles third-person reticle obstruction color changes
 
cl_thirdperson_obstruct_delay: Delay for third-person reticle obstruction detection
 
cl_thirdperson_obstruct_frac: Threshold for third-person reticle obstruction detection
 
cl_thirdperson_obstruct_marker: Toggles third-person reticle obstruction marker
 
cl_thirdperson_reticle: Sets a custom third-person reticle
 
cl_thirdperson_spectate_alpha: Alpha transparency for third-person spectate reticle
 
cl_threaded_bone_setup:SetupBones()
 
cl_threaded_init
 
cl_timeout: After this many seconds without receiving a packet from the server, the client will disconnect itself
 
cl_tlucfastpath
 
cl_tracers
 
cl_tree_sway_dir: sets tree sway wind direction and strength
 
cl_updaterate: Number of packets per second of updates you are requesting from the server
 
cl_updatevisibility: Updates visibility bits
 
cl_upgrade_fade_max
 
cl_upgrade_fade_min
 
cl_upspeed
 
cl_use_simd_bones: 1 use SIMD bones 0 use scalar bones
 
cl_use_update_interval: Time between use target updates
 
cl_view: Set the view entity index
 
cl_viewbob: Enable/Disable new viewbob movement
 
cl_viewmodelsclonedasworld
 
cl_vip_preference: 0 = never be VIP, 1 = indifferent, 2 = PICK ME!!!
 
cl_vm_debug_pp
 
cl_vm_holo_test: Disables stencil rendering of holographics
 
cl_vm_move_x
 
cl_voice_filter: Filter voice by name substring
 
cl_vote_ui_active_after_voting
 
cl_vote_ui_show_notification
 
 
 

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cl_winddir: Weather effects wind direction angle
 
cl_windspeed: Weather effects wind speed scalar
 
cl_workshop_listmaps: Lists maps from subscribed workshop items
 
cl_wound_offset_enabled
 
cl_wound_particles
 
cl_yawspeed
 
cl_zoom_sensitivity
 
cl_zoom_sensitivity_fov_scaled
 
cl_zoom_sensitivity_fov_scope: If off, FOV sens scaling uses world FOV with scopes
 
cl_zoom_sensitivity_scope
 
cl_zoom_sensitivity_scope_uses_irons_scale
 
clear_anim_cache: Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested)
 
clear_debug_overlays: clears debug overlays
 
clear: Clear all console output
 
clearmutes: Clear server side mutes for disconnected players
 
clientport: Host game client port
 
closecaption: Enable close captioning
 
cloth_wind
 
cloth_wind_pitch
 
cloth_windage_multiplier
 
cmd: Forward command to server
 
cmd1: sets userinfo string for split screen player in slot 1
 
cmd2: sets userinfo string for split screen player in slot 2
 
cmd3: sets userinfo string for split screen player in slot 3
 
cmd4: sets userinfo string for split screen player in slot 4
 
collision_shake_amp
 
collision_shake_freq
 
collision_shake_time
 
collision_test: Tests collision system
 
colorcorrectionui: Show/hide the color correction tools UI
 
commentary_showmodelviewer: commentary_showmodelviewer <model name> <optional attached model name>
 
con_drawnotify: Disables drawing of notification area (for taking screenshots)
 
con_enable: Allows the console to be activated
 
con_filter_enable: Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot
 
con_filter_text_out: Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate
 
con_filter_text: Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate
 
con_logfile: Console output gets written to this file
 
con_min_severity: LS_MESSAGE=0, LS_WARNING=1, LS_ASSERT=2, LS_ERROR=3
 
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_proportionalfont
 
con_timestamp: Prefix console.log entries with timestamps
 
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
 
cpu_level: High
 
crash_client: DmCrashDump() (xbox360 only)
 
crash: Cause the engine to crash (Debug!!)
 
create_flashlight
 
creditsdone
 
csm_quality_level: Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST
 
curve_bias
 
cvarlist: Show the list of convars/concommands
 
 
 

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das_max_z_trace_length: Maximum height of player and still test for adsp
 
das_process_overhang_spaces
 
datacachesize: Size in MB
 
dbg_demofile
 
dbghist_addline: <category id> <line>
 
dbghist_dump: Sc
 
deathmatch: Running a deathmatch server
 
debug_materialmodifycontrol
 
debug_materialmodifycontrol_client
 
debug_overlay_fullposition
 
debug_physimpact
 
debug_touchlinks: Spew touch link activity
 
debug_visibility_monitor
 
debugcam: toggle the debug camera
 
debugsystemui: Show/hide the debug system UI
 
decalfrequency
 
default_fov
 
demo_avellimit: Angular velocity limit before eyes considered snapped for demo playback
 
demo_debug: Demo debug info
 
demo_enabledemos: Enable recording demos (must be set true before loading a map)
 
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_interplimit: How much origin velocity before it’s considered to have ‘teleported’ causing interpolation to reset
 
demo_interpolateview: Do view interpolation during dem playback
 
demo_legacy_rollback: Use legacy view interpolation rollback amount in demo 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
 
demoui2: Show/hide the advanced demo player UI (demoui2)
 
developer: Set developer message level
 
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
 
disable_static_prop_loading: If non-zero when a map loads, static props won’t be loaded
 
disconnect: Disconnect game from server
 
disp_dynamic
 
disp_list_all_collideable: List all collideable displacements
 
disp_smoothnormals
 
dispcoll_drawplane
 
display_elapsedtime: Displays how much time has elapsed since the game started
 
display_game_events
 
displaysoundlist
 
dlight_debug: Creates a dlight in front of the player
 
dod_grenadegravity: gravity applied to grenades
 
doi_bot_add_t2: Adds a bot to team 2
 
doi_bot_add: Adds a bot
 
doi_bot_aim_aimtracking_base: How often we should sample our target’s position and velocity to update our aim tracking, to allow realistic slop in tracking
 
doi_bot_allow_attack: Are we allowed to attack?
 
doi_bot_artillery_min_distance: Don’t fire artillery closer than this distance
 
doi_bot_artillery_min_enemies_in_radius: Don’t fire artillery unless this many enemies are in the splash zone
 
doi_bot_attack_burst_maxtime_close: The maximum amount of time the bot pulls the trigger for automatic weapons (when close)
 
doi_bot_attack_burst_maxtime: The maximum amount of time the bot pulls the trigger for automatic weapons
 
doi_bot_attack_burst_mintime_close: The minimum amount of time the bot pulls the trigger for automatic weapons (when close)
 
doi_bot_attack_burst_mintime: The minimum amount of time the bot pulls the trigger for automatic weapons
 
doi_bot_attack_delay_carefully_indoors: Time it takes for us to react to targets indoors when we’re being careful
 
doi_bot_attack_delay_flamethrower: Second delay added to flamethrower bots to give the players a chance to react
 
doi_bot_attack_delay_maxrange_wasvisible: Time it takes for us to attack a target who just became visible (max weapon range)
 
doi_bot_attack_delay_maxrange: Time it takes for us to attack a target who just became visible (max weapon range)
 
doi_bot_attack_delay_minrange_wasvisible: Time it takes for us to attack a target who we are anticipating (min weapon range)
 
doi_bot_attack_delay_minrange: Time it takes for us to attack a target who just became visible (min weapon range)
 
doi_bot_awareness_conversation_range: Hearing range of bots when talking to eachother
 
doi_bot_combat_advance_timer_a*sault: Advance after not seeing the enemy for this much time (a*sault troops)
 
doi_bot_combat_advance_timer_frontline: Advance after not seeing the enemy for this much time (frontline troops)
 
doi_bot_combat_advance_timer_overwatch: Advance after not seeing the enemy for this much time (overwatch troops)
 
doi_bot_combat_end_suppression_alone: Stop being suppressed and peek out of cover when our suppression frac reaches this (alone)
 
doi_bot_combat_end_suppression_teammates: Stop being suppressed and peek out of cover when our suppression frac reaches this (near teammates)
 
doi_bot_combat_start_suppression_alone: If we reach this much suppression by ourselves, we will duck behind cover
 
doi_bot_combat_start_suppression_teammates: If we reach this much suppression near teammates, we will duck behind cover
 
doi_bot_combat_suppress_fire_duration: How long should we light up the last spotted area of a threat
 
doi_bot_combat_tickrate: ticks per second for combat logic
 
doi_bot_commander_radius: How close do bots need to be to join the player squad
 
doi_bot_communication_range_blocked_frac: If we don’t have LoS, cut down range by this much
 
doi_bot_communication_range: How close do bots need to be to hear radio commands from another
 
doi_bot_count_default_enemy_max_players: Default max enemy bot count when playing online coop
 
doi_bot_count_default_enemy_min_players: Default min enemy bot count when playing online coop
 
doi_bot_count_default_friendly_max_players: Default friendly bot count when playing online coop
 
doi_bot_count_default_friendly_min_players: Default friendly bot count when playing online coop
 
doi_bot_count_override: Override the bot count in mapscripts with the cvar counts
 
doi_bot_count_solo_enemy: Default enemy bot count when playing solo
 
doi_bot_count_solo_friendly: Default friendly bot count when playing solo
 
doi_bot_cover_combat_search_radius_overwatch: look for cover within this radius to myself in combat (overwatch)
 
doi_bot_cover_combat_search_radius: look for cover within this radius to myself in combat
 
doi_bot_cover_deathintensity_abort_threshold: If we’re moving to cover and the death intensity gets to this high, abort!
 
doi_bot_cover_deathintensity_search_threshold: Don’t look for cover with a death threshold this high
 
doi_bot_cover_fortify_search_radius_patrol: look for cover within this radius to control point when fortifying (patrol only)
 
doi_bot_cover_nearby_threshold: cover this close to a bot gives a penalty
 
doi_bot_cover_ranking_closest_distance: added to cover ranking if close (scales at distance)
 
doi_bot_cover_ranking_cp_overwatch_frac: overwatch multiplier for cp LOS
 
doi_bot_cover_ranking_danger_zone: added to cover ranking if enemies are nearby
 
doi_bot_cover_ranking_death_zone: added to cover ranking if people died nearby
 
doi_bot_cover_ranking_has_los_per_cp: added to cover ranking for each LOS we have to a valid control point
 
doi_bot_cover_ranking_has_nolos_per_cp: added to cover ranking if we don’t have LOS to a valid control point
 
doi_bot_cover_ranking_max_height: added to cover ranking for overwatch soldiers (scales by height)
 
doi_bot_cover_ranking_nearby: added to cover ranking if people are in the nearby threshold
 
doi_bot_cover_ranking_suppressed: added to cover ranking if people are in combat
 
doi_bot_debug_moonwalking
 
doi_bot_debug_movement_requests
 
doi_bot_difficulty: Difficulty of bots, 0-1
 
doi_bot_follow_close_radius: Request radio
 
doi_bot_follow_far_radius: Need backup / spread out
 
doi_bot_follow_medium_radius: Stick together
 
doi_bot_fov_combat: FOV when the bot is trying to attack
 
doi_bot_fov_idle: FOV when the bot is idle/guarding (normal difficulty)
 
doi_bot_grenade_max_range: Max distance bots will try to throw grenades from
 
 
 

D

doi_bot_investigation_grace_time: Bots will ignore investigating targets that have lived for this long
 
doi_bot_investigation_max_distance: Bots will ignore investigating targets that are further than this
 
doi_bot_launcher_bloat: Additional offset in units added to the bots aim with launchers (panzerfaust, piat etc.)
 
doi_bot_melee_ammo_threshold: Ammo ratio less/equal this will force a melee attack
 
doi_bot_melee_attack_range: Range we will try and melee if we’re out of ammo
 
doi_bot_melee_bayonet_range: Bots with bayonets will always try to melee within this range, even with ammo
 
doi_bot_melee_only: Bots will hack and maim each other to death
 
doi_bot_newthreat_search_interval: Look for new threats every N seconds
 
doi_bot_overwatch_height_ranking_frac: Multiplier added to overwatch bots for prioritizing height for cover (the more this is, the more they care about height)
 
doi_bot_path_compute_throttle_combat: Minimum time between each path compute in combat (tweaked for optimization)
 
doi_bot_path_compute_throttle_idle: Minimum time between each path compute Out of Combat(tweaked for optimization)
 
doi_bot_path_deathintensity_frac: Combatants will increase their path cost by this amount for death areas
 
doi_bot_path_distance_max: Max distance of bot paths
 
doi_bot_path_follow_aimahead
 
doi_bot_path_minlookahead: Minimum look-ahead distance for bot pathing
 
doi_bot_path_sneak_combat_frac: Sneak combatants will increase their path cost by this amount for combat areas
 
doi_bot_patrol_path_distance: Max distance for pathing to patrol areas (to tune performance)
 
doi_bot_patrol_proximity_to_target_destroyed: Bots will prioritize patrol point pathing within this range of the target they’re protecting
 
doi_bot_patrol_proximity_to_target: Bots will prioritize patrol point pathing within this range of the target they’re protecting
 
doi_bot_quota: How many bots to place on each team when no players are present?
 
doi_bot_range_frac_desiredrange: Frac applied to the desired range of bots
 
doi_bot_range_frac_hipfirerange: Frac applied to the hipfire range of bots
 
doi_bot_range_frac_maxrange: Frac applied to the max range of bots
 
doi_bot_rank_combat_bonus: How much each rank patches effect our combat effectiveness (increase to make harder)
 
doi_bot_rocket_grace_time
 
doi_bot_rocket_minimum_firing_distance: Minimum distance required to a target
 
doi_bot_rocket_minimum_player_cluster: Minimum cluster size of players for bots to consider firing a rocket, 0 to disable rocket firing
 
doi_bot_rocket_player_cluster_bloat: Bloat applied to rocket targets
 
doi_bot_rocket_player_cluster_radius: Radius from target to consider within a cluster
 
doi_bot_shooting_weapon_sound_reduction: By what percentage does firing my weapon reduce the hearing range (to simulate ear ringing)
 
doi_bot_silenced_weapon_sound_reduction: By what percentage do silenced weapons reduce the hearing range
 
doi_bot_silhouette_discover_timer: Time in seconds that a silhouette remains visible after it’s discovered
 
doi_bot_silhouette_light_threshold_low: Light data with a lower float value than this number will be considered low lighting
 
doi_bot_silhouette_light_threshold_medium: Light data with a lower float value than this number will be considered medium lighting
 
doi_bot_silhouette_range_close: Silhouette has to be closer than this distance to qualify as close
 
doi_bot_silhouette_range_far: Silhouette has to be further than this distance to qualify as far
 
doi_bot_silhouette_range_movement: Movement makes silhouette easier to read within this range
 
doi_bot_silhouette_readtime_clear: Time it takes to shoot at a clear silhouette
 
doi_bot_silhouette_readtime_dark: Time it takes to shoot at a dark silhouette
 
doi_bot_silhouette_readtime_fuzzy: Time it takes to shoot at a fuzzy silhouette
 
doi_bot_silhouette_scan_frequency: Time in seconds between each silhouette scan if a silhouette is not visible
 
doi_bot_spread_frac_maxrange: Spread multiplier applied to AI weapons at max distance (does not effect MG)
 
doi_bot_spread_frac_minrange: Spread multiplier applied to AI weapons at hipfire distance
 
doi_bot_spread_frac: Spread multiplier applied to AI weapons per difficulty
 
doi_bot_spread_mg_zeroed: Spread of MGs when they have zeroed in on the player (set to above 3 for inaccurate)
 
doi_bot_spread_mg_zerotimer: Time it takes for an MG to zero in on a player
 
doi_bot_spread_suppressed: Additive spread added if we are suppressed
 
doi_bot_spread_target_moving: Additive spread added to players who are sprinting
 
doi_bot_spread_target_not_aiming: Additive spread added to players who are not aiming at us
 
doi_bot_spread_target_sprinting: Additive spread added to players who are sprinting
 
doi_bot_turn_speed: How fast do the bots turn their head ( deg/second )
 
doi_bot_vis_foliage_threshold: Bots LoS checking against a target < than this will ignore foliage
 
doi_coop_bot_ranking_officer: The ranking of an officer bot (difficulty)
 
doi_coop_bot_ranking: The ranking of an standard bot (difficulty)
 
doi_coop_cp_proximity_check_frequency: Time in seconds between each point proximity check
 
doi_coop_elitebots_loadout_chance: Chance our elite bot will spawn with a historical loadout
 
doi_coop_elitebots: Determines our enemy quality
 
doi_coop_lobby_size: Size of DOI coop lobby
 
doi_coop_respawn_frac: Multiplier applied to the bot respawn time per difficulty
 
doi_coop_resupplytime_postspawn: The amount of extra time players have to resupply after spawning
 
doi_debug_aircraft
 
doi_debug_controlpoints
 
doi_fake_human_players: Fakes the number of human players in a server for testing bot scaling
 
doi_flamethrower_debug
 
doi_flamethrower_dynamic_lighting
 
doi_fuel_dump_bullet_damage_frac: Frac applied to bullet damage
 
doi_fuel_dump_burn_boost_threshold: Once the fuel has leaked to this amount, flamethrowers set the thing on fire instantly
 
doi_fuel_dump_burn_radius: Radius of blast damage
 
doi_fuel_dump_explosion_damage: Damage dealt by fuel dump exploding
 
doi_fuel_dump_explosion_radius: Radius of blast damage
 
doi_fuel_dump_fire_spread_time: Time in seconds that fire accumulates before triggering explosion
 
doi_fuel_dump_fuel_leaked_fx_min: Amount of fuel that must be leaked before leaking FX will begin
 
doi_fuel_dump_fuel_leaked_max: Amount of fuel that can be leaked before setting the fuel dump on fire
 
doi_fuel_dump_health: Default health of a destructible fuel dump
 
doi_newbots
 
doi_offensive_regroup_point_cooldown: Cooldown after a new regroup point is unlocked until a new one may be unlocked
 
doi_offensive_regroup_point_notification_frequency: Cooldown after a new regroup point is unlocked until a new one may be unlocked
 
doi_offensive_regroup_point_proximity_check_frequency: Frequency to check for a new regroup point for human team
 
doi_officer_quarters_defense_radius: Radius from the officer that nearby body guards will stand post
 
doi_raid_discovery_check_frequency: How frequently in seconds to check whether players can see an objective
 
doi_raid_objective_discovery_range: Minimum distance a player must be to an objective to discover it
 
doi_raid_objective_discovery_trace_distance: If a trace to the objective hits this close to an objective, then it can be discovered
 
doi_raid_objective_spacing_distance: Minimum distance each objective must be apart from one another
 
doi_sabotage_capture_time_extension: How long (in seconds) the round should be extended for after a capture
 
doi_sabotage_defenders_dead_spawn_delay: Defenders may get an automatic respawn if their whole team is dead, but to discourage this a delay can be added from the point
 
doi_sabotage_defense_reinforcements_dpr: Dead player ratio that allows defenders to regroup
 
doi_sabotage_regroup_point_check_frequency: Frequency to check for a new regroup point for human team
 
doi_sabotage_regroup_point_cooldown: Cooldown after a new regroup point is unlocked until a new one may be unlocked
 
doi_target_discovery_radius: Default discovery radius for targets
 
doi_target_he_damage_multiplier: Frac applied to tnt damage
 
 
 

D

drawcross: x y z
 
drawline: x1 y1 z1 x2 y2 z2
 
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
 
dt_ShowPartialChangeEnts: (SP only) – show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE)
 
dt_UsePartialChangeEnts: (SP only) – enable FL_EDICT_PARTIAL_CHANGE optimization
 
dti_flush: Write out the datatable instrumentation files (you must run with -dti for this to work)
 
dtwarning: Print data table warnings?
 
dtwatchcla*s: Watch all fields encoded with this table
 
dtwatchdecode: When watching show decode
 
dtwatchencode: When watching show encode
 
dtwatchent: Watch this entities data table encoding
 
dtwatchvar: Watch the named variable
 
dump_entity_sizes: Print sizeof(entcla*s)
 
dump_globals: Dump all global entities/states
 
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
 
dumpstringtables: Print string tables to console
 
dumptexallocs: List currently allocated textures and properties about them
 
dumptheaterentityfactories: Lists all theater entity factory names
 
durationcache_debug
 
dxa_nullrefresh_capslock
 
 
 

E

echo: Echo text to console
 
editdemo: Edit a recorded demo file (.dem )
 
editor_toggle: Disables the simulation and returns focus to the editor
 
enable_debug_overlays: Enable rendering of debug overlays
 
enable_skeleton_draw: Render skeletons in wireframe
 
endmovie: Stop recording movie frames
 
engine_no_focus_sleep
 
english: If set to 1, running the english language set of a*sets
 
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: {entity_name} / {cla*s_name} / no argument picks what player is loo
 
ent_autoaim: {entity_name} / {cla*s_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
 
ent_debugkeys
 
ent_dump: ent_dump <entity name>
 
ent_fire: ent_fire <target> [action] [value] [delay]
 
ent_info: ent_info <cla*s name>
 
ent_keyvalue: ent_keyvalue <entity id> <key1>=<v
 
ent_messages_draw: Visualizes all entity input/output activity
 
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_name
 
ent_orient: Orient the specified entity to match the player’s angles. By default, only orients target entity’s 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: {entity_name} / {cla*s
 
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_all: {entity_name} / {cla*s_name}
 
ent_remove: {entity_name} / {cla*s_name} / no argument picks what player is looking at
 
ent_rotate: Rotates an entity by a specified # of degrees
 
ent_setang: Set entity angles
 
ent_setname: {new entity name} {entity_name} / {cla*s_name} / no argument picks wh
 
ent_setpos: Move entity to position
 
ent_show_contexts: Show entity contexts in ent_text display
 
ent_show_response_criteria: {entity_name} / {cla*s_name} /
 
ent_step: When ‘ent_pause’ is set this will step through one waiting input / output message at a time
 
ent_teleport: ent_teleport <entity name>
 
ent_text: {entity_
 
ent_viewoffset: {entity_name} / {cla*s_name} / no argument picks wha
 
envmap
 
er_colwidth
 
er_graphwidthfrac
 
er_maxname
 
escape: Escape key pressed
 
exec: Execute script file
 
execifexists: Execute script file if file exists
 
execwithwhitelist: Execute script file, only execing convars on a whitelist
 
exit: Exit the engine
 
explode: Kills the player with explosive damage
 
explodevector: explodevector <player> <x value> <y value> <z value>
 
 
 

F

fadein: Fades the screen in from black or from the specified color over the given number of seconds
 
fadeout: Fades the screen to black or to the specified color over the given number of seconds
 
fast_fogvolume
 
filesystem_buffer_size: Size of per file buffers. 0 for none
 
filesystem_max_stdio_read
 
filesystem_native: Use native FS or STDIO
 
filesystem_report_buffered_io
 
filesystem_unbuffered_io
 
find_ent_index: find_ent_index <index>
 
find_ent: find_ent <substring>
 
find: Find concommands with the specified string in their name/help text
 
findflags: Find concommands by flags
 
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_rules: Allow flex animation rules to run
 
flex_smooth: Applies smoothing/decay curve to flex animation controller changes
 
flex_talk
 
flush_locked: Flush unlocked and locked cache memory
 
flush: Flush unlocked cache memory
 
fog_color
 
fog_colorskybox
 
fog_enable
 
fog_enable_water_fog
 
fog_enableskybox
 
fog_end
 
fog_endskybox
 
fog_hdrcolorscale
 
fog_hdrcolorscaleskybox
 
fog_maxdensity
 
fog_maxdensityskybox
 
fog_override: Overrides the map’s fog settings (-1 populates fog_ vars with map’s values)
 
fog_start
 
fog_startskybox
 
fog_volume_debug: If enabled, prints diagnostic information about the current fog volume
 
fogui: Show/hide fog control UI
 
foliage_edit: Foliage edit mode
 
foliage_generate: Generate foliage
 
foliage_load: Loads foliage from file
 
foliage_optimize: Cull unused clusters
 
foliage_save: Save foliage to file
 
force_audio_english: Keeps track of whether we’re forcing english in a localized language
 
force_centerview
 
force_lobby_mode
 
force_respawn_me
 
force_show_lobby
 
force_show_xp_bar
 
forcebind:suggestedKey)
 
foundry_engine_get_mouse_control: Give the engine control of the mouse
 
foundry_engine_release_mouse_control: Give the control of the mouse back to Hammer
 
foundry_select_entity: Select the entity under the crosshair or select entities with the specified name
 
foundry_sync_hammer_view: Move Hammer’s 3D view to the same position as the engine’s 3D view
 
foundry_update_entity: Updates the entity’s position/angles when in edit mode
 
fov_desired: Sets the base field-of-view
 
fps_max_menu: Frame rate limiter, main menu
 
fps_max_splitscreen: Frame rate limiter, splitscreen
 
fps_max: Frame rate limiter
 
fps_screenshot_frequency: While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
 
fps_screenshot_threshold: Dump a screenshot when the FPS drops below the given value
 
fs_monitor_read_from_pack:Sync only
 
fs_printopenfiles: Show all files currently opened by the engine
 
fs_report_sync_opens:Not during load
 
fs_warning_level: Set the filesystem warning level
 
fs_warning_mode:Warn other threads
 
func_break_max_pieces
 
func_break_reduction_factor
 
func_breakdmg_bullet
 
func_breakdmg_club
 
func_breakdmg_explosive
 
fx_gla*s_velocity_cap: Maximum downwards speed of shattered gla*s particles
 
fx_new_sparks: Use new style sparks.
 
 
 

G

g_debug_angularsensor
 
g_debug_constraint_sounds: Enable debug printing about constraint sounds
 
g_debug_doors
 
g_debug_npc_vehicle_roles
 
g_debug_ragdoll_removal
 
g_debug_ragdoll_visualize
 
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_vehicleexit
 
g_debug_vehiclesound
 
g_Language
 
g_ragdoll_fadespeed
 
g_ragdoll_important_maxcount
 
g_ragdoll_lvfadespeed
 
g_ragdoll_maxcount
 
g15_dumpplayer: Spew player data
 
g15_reload: Reloads the Logitech G-15 Keyboard configs
 
g15_update_msec: Logitech G-15 Keyboard update interval
 
gameinstructor_dump_open_lessons: Gives a list of all currently open lessons
 
gameinstructor_enable: Display in game lessons that teach new players
 
gameinstructor_find_errors: Set to 1 and the game instructor will run EVERY scripted command to uncover errors
 
gameinstructor_reload_lessons: Shuts down all open lessons and reloads them from the script file
 
gameinstructor_reset_counts: Resets all display and success counts to zero
 
gameinstructor_save_restore_lessons: Set to 0 to disable save/load of open lesson opportunities in single player
 
gameinstructor_start_sound_cooldown: Number of seconds forced between similar lesson start sounds
 
gameinstructor_verbose_lesson: Display more verbose information for lessons have this name
 
gameinstructor_verbose: Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions
 
gamestats_file_output_directory: When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
 
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_preventescape: Escape key doesn’t hide game UI
 
gameui_preventescapetoshow: Escape key doesn’t show game UI
 
gameui_xbox
 
getpos_exact: dump origin and angles to the console
 
getpos_mapscript: dump position and angles to the console
 
getpos: dump position and angles to the console
 
give_ammo: Give ammo for active weapon to the player
 
give_gear: Give a Gear to the player
 
give_supply: Cheat to give player x number of supply
 
give_upgrade: Install weapon upgrade for active weapon to the player
 
give_weapon: Give a weapon to the player
 
give: <item_name>
 
gl_amd_occlusion_workaround
 
gl_batch_vis
 
gl_blit_halfx
 
gl_blit_halfy
 
gl_blitmode
 
gl_bufmode
 
gl_can_query_fast
 
gl_can_resolve_flipped
 
gl_cannot_resolve_flipped
 
gl_clear
 
gl_clear_randomcolor: Clear the back buffer to random colors every frame. Helps spot open seams in geometry
 
gl_debug_output
 
gl_disable_forced_vsync
 
gl_dump_stats
 
gl_enabletexsubimage
 
gl_flushpaircache
 
gl_magnify_resolve_mode
 
gl_minify_resolve_mode
 
gl_minimize_all_tex
 
gl_minimize_rt_tex
 
gl_minimize_tex_log
 
gl_mtglflush_at_tof
 
gl_nullqueries
 
gl_nvidia_occlusion_workaround
 
gl_paircache_rows_lg2
 
gl_paircache_ways_lg2
 
gl_paircachestats
 
gl_persistent_buffer_max_offset
 
gl_radar7954721_workaround_all
 
gl_radar7954721_workaround_maskval
 
gl_radar7954721_workaround_mixed
 
gl_rt_forcergba
 
gl_shader_compile_time_dump: Dump stats shader compile time
 
gl_shaderpair_cachelog
 
gl_singlecontext
 
gl_swap_limit
 
gl_swapdebug
 
gl_swapinterval
 
gl_swaplimit
 
gl_swaplimit_mt
 
gl_swaptear
 
gl_telemetry_gpu
 
gl_telemetry_gpu_pipeline_flushing
 
gl_texlayoutstats
 
gl_texmsaalog
 
glm_literefresh_capslock
 
glm_nullrefresh_capslock
 
global_event_log_enabled: Enables the global event log system
 
global_set: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD)
 
glow_outline_effect_enable: Enable entity outline glow effects
 
glow_outline_width: Width of glow outline effect in screen space
 
god: Toggle. Player becomes invulnerable
 
gods: Toggle. All players become invulnerable
 
gpu_level: High
 
gpu_mem_level: High
 
grab_window: grab/ungrab window
 
grenade_debug_aoe: Show AOE grenade radius
 
groundlist: Display ground entity list <index>
 
 
 

H

hammer_beginsession: Begin Hammer editing session
 
hammer_endsession: End Hammer editing session
 
hammer_update_entity: Updates the entity’s position/angles when in edit mode
 
hammer_update_safe_entities: Updates entities in the map that can safely be updated (don’t have parents or are affected by constraints). Also excludes entit
 
heartbeat: Force heartbeat of master servers
 
help: Find help about a convar/concommand
 
hide_server: Whether the server should be hidden from the master server
 
hideconsole: Hide the console
 
hidehud
 
hideinventory: Hide the inventory menu
 
hidepanel: Hides a viewport panel <name>
 
hint_loadcollection
 
hint_show
 
hint_test_demo
 
hl2_episodic
 
host_filtered_time_report: Dumps time spent idle in previous frames in ms(dedicated only)
 
host_flush_threshold: Memory threshold below which the host should flush caches between server instances
 
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_print_frame_times
 
host_profile
 
host_reset_config: reset config (for testing) with param as splitscreen index
 
host_runframe_input_parcelremainder
 
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_ShowIPCCallCount: Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame
 
host_sleep: Force the host to sleep a certain number of milliseconds each frame
 
host_speeds: Show general system running times
 
host_threaded_sound_simplethread: Run the sound on a simple thread not a jobthread
 
host_threaded_sound: Run the sound on a thread (independent of mix)
 
host_timer_report: Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
 
host_timescale: Prescale the clock by this amount
 
host_writeconfig_ss: Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index
 
host_writeconfig: Store current settings to config.cfg (or specified .cfg file)
 
hostfile: The HOST file to load
 
hostip: Host game server ip
 
hostname: Hostname for server
 
hostport: Host game server port
 
hq_radio_cooldown
 
hq_radio_lastmanstanding_frequency: How long in seconds before the next last man standing message gets output
 
hq_radio_restrictedarea_frequency: How long in seconds before the next restricted area message gets output
 
hq_radio_waveslow_frequency: How long in seconds before the next low reinforcement waves message gets output
 
hq_radio_wavesout_frequency: How long in seconds before the next out of reinforcement waves message gets output
 
hud_autoreloadscript: Automatically reloads the animation script each time one is ran
 
hud_cla*sautokill: Automatically kill player after choosing a new playercla*s
 
hud_deathnotice_time
 
hud_objects_floating_display_cant_interact_alpha
 
hud_objects_floating_display_distance_default
 
hud_objects_floating_display_distance_low_ammo
 
hud_objects_floating_display_distance_no_ammo
 
hud_objects_floating_display_enabled
 
hud_objects_floating_display_focus_dot
 
hud_objects_floating_display_ironsight_alpha
 
hud_objects_floating_display_obscured_alpha
 
hud_objects_floating_display_obstruction_distance_default
 
hud_objects_floating_display_out_of_view_alpha
 
hud_objects_floating_display_role_fade_time
 
hud_objects_floating_display_role_show_time
 
hud_objects_floating_display_vertical_offset
 
hud_reloadscheme: Reloads hud layout and animation scripts
 
hud_saytext_time
 
hud_show_steamfriend_icon
 
hud_startround_notify: How long notifications should stay on the screen before fading
 
hud_stream_friendly: If enabled, server name is hidden from various HUD elements
 
hud_subtitles: <filename>
 
hud_takesshots: Auto-save a scoreboard screenshot at the end of a map
 
hud_targetid_alpha_max_dot
 
hud_targetid_draw_local
 
hud_targetid_enabled
 
hud_targetid_friendly_obstruction_distance
 
hud_targetid_interactive_obstruction_distance
 
hud_targetid_ironsight_icon_alpha_doi
 
hud_targetid_ironsight_name_alpha_doi
 
hud_targetid_name_dot
 
hud_targetid_name_hide_dot
 
hud_targetid_obscured_alpha_doi
 
hud_targetid_officer_obstruction_distance
 
hud_targetid_other_player_officer_obstruction_distance
 
hud_targetid_out_of_view_alpha_doi
 
hud_targetid_radial_duration: How long should the voice icon appear after hearing a player speak radial vo
 
hud_targetid_role_fade_time
 
hud_targetid_role_show_time
 
hud_targetid_steamfriend_obstruction_distance
 
hud_toggle_floating: Toggle floating HUD elements
 
humans: Show user info for players on server
 
hunk_print_allocations
 
hunk_track_allocation_types
 
hurtme: <health to lose>
 
 
 

I

impulse
 
in_forceuser: Force user input to this split screen player
 
in_usekeyboardsampletime: Use keyboard sample time smoothing
 
incrementvar: Increment specified convar value
 
ins_base_vehicle_max_turn_rate
 
ins_base_vehicle_speed
 
ins_bipod_view_length_forward
 
ins_bipod_view_length_up
 
ins_bot_add_t2: Adds a bot to team 2
 
ins_bot_add: Adds a bot
 
ins_bot_approach_position: Approach a vector position
 
ins_bot_arousal_combat_falloff: Arousal falloff when in combat but not being suppressed
 
ins_bot_arousal_combat_max: 0-10 how high can arousal go from being in combat alone
 
ins_bot_arousal_default_falloff: How fast arousal falls off OOC
 
ins_bot_arousal_firing_max: 0-10 how high can arousal go from firing weapon
 
ins_bot_arousal_frac_aimpenalty_max: Arousal aimpenalty Frac Max Arousal
 
ins_bot_arousal_frac_aimpenalty_med: Arousal aimpenalty Frac Halfway
 
ins_bot_arousal_frac_aimpenalty_min: Arousal aimpenalty Frac Min Arousal
 
ins_bot_arousal_frac_aimtolerance_max: Arousal aimtolerance Frac Max Arousal
 
ins_bot_arousal_frac_aimtolerance_med: Arousal aimtolerance Frac Halfway
 
ins_bot_arousal_frac_aimtolerance_min: Arousal aimtolerance Frac Min Arousal
 
ins_bot_arousal_frac_aimtracking_max: Arousal Aimtracking Frac Max Arousal
 
ins_bot_arousal_frac_aimtracking_med: Arousal Aimtracking Frac Halfway
 
ins_bot_arousal_frac_aimtracking_min: Arousal Aimtracking Frac Min Arousal
 
ins_bot_arousal_frac_angularvelocity_max: Arousal angularvelocity Frac Max Arousal
 
ins_bot_arousal_frac_angularvelocity_med: Arousal angularvelocity Frac Halfway
 
ins_bot_arousal_frac_angularvelocity_min: Arousal angularvelocity Frac Min Arousal
 
ins_bot_arousal_frac_attackdelay_max: Arousal attackdelay Frac Max Arousal
 
ins_bot_arousal_frac_attackdelay_med: Arousal attackdelay Frac Halfway
 
ins_bot_arousal_frac_attackdelay_min: Arousal attackdelay Frac Min Arousal
 
ins_bot_arousal_frac_recognizetime_max: Arousal recognizetime Frac Max Arousal
 
ins_bot_arousal_frac_recognizetime_med: Arousal recognizetime Frac Halfway
 
ins_bot_arousal_frac_recognizetime_min: Arousal recognizetime Frac Min Arousal
 
ins_bot_arousal_suppression_falloff: Arousal falloff when being suppressed
 
ins_bot_arousal_suppression_max: 0-10 how high can arousal go from being suppressed
 
ins_bot_attack_pistol_fire_rate: Base Rate for easy pistol fire, scaled faster by difficulty
 
ins_bot_attack_reload_ratio: Ratio of ammo that triggers a reload
 
ins_bot_attack_slide_cooldown
 
ins_bot_change_difficulty: When to change bot difficulty, 1 = instantly, 0 = when new bots are added
 
ins_bot_count_checkpoint_default: This is the default bot count for Checkpoint that the server will reset to when hibernating
 
ins_bot_count_checkpoint_max: The max bot count for Checkpoint
 
ins_bot_count_checkpoint_min: The min bot count for Checkpoint
 
ins_bot_count_checkpoint: A set bot count for Checkpoint
 
ins_bot_count_conquer_default: This is the default bot count for conquer that the server will reset to when hibernating
 
ins_bot_count_conquer_max: Max bot count in Conquer mode
 
ins_bot_count_conquer_min: Min bot count in Conquer mode
 
ins_bot_count_conquer_solo: A set bot count for conquer in solo mode
 
ins_bot_count_conquer: A set bot count for conquer
 
ins_bot_count_hunt_default: This is the default bot count for Hunt that the server will reset to when hibernating
 
ins_bot_count_hunt_max: The max bot count for Hunt
 
ins_bot_count_hunt_min: The min bot count for Hunt
 
ins_bot_count_hunt_solo: A set bot count for hunt in solo mode
 
ins_bot_count_hunt: A set bot count for Checkpoint
 
ins_bot_count_outpost_default: This is the default bot count for Survival that the server will reset to when hibernating
 
ins_bot_count_outpost_level_multiplier: Multiplier applied to bot count each round that pa*ses
 
ins_bot_count_outpost_max: The max bot count at the end of outpost
 
ins_bot_count_outpost_start_max: The max bot count at the start of outpost
 
ins_bot_count_outpost_start_min: The min bot count at the start of outpost
 
ins_bot_count_outpost: A set bot count for outpost
 
ins_bot_count_survival_day_start_max: The max bot count at the start of Survival during daytime
 
ins_bot_count_survival_day_start_min: The min bot count at the start of Survival during daytime
 
ins_bot_count_survival_default: This is the default bot count for Survival that the server will reset to when hibernating
 
ins_bot_count_survival_level_multiplier: Multiplier applied to bot count each round that pa*ses
 
ins_bot_count_survival_max: The max bot count at the end of Survival
 
ins_bot_count_survival_start_max: The max bot count at the start of Survival
 
ins_bot_count_survival_start_min: The min bot count at the start of Survival
 
ins_bot_count_survival: A set bot count for Survival
 
ins_bot_debug_combat_decisions
 
ins_bot_debug_combat_target: Show active combat target
 
ins_bot_debug_escort_formations
 
ins_bot_debug_movement_requests
 
ins_bot_debug_silhouette
 
ins_bot_debug_visibility_blockers
 
ins_bot_difficulty: Difficulty of bots, 0-3
 
ins_bot_enemy_seen_notify_distance: Hearing range of bots when talking to eachother
 
ins_bot_friendly_death_hearing_distance: Hearing range of bots when a friendly dies nearby
 
ins_bot_ignore_human_triggers: If 1, bots will ignore all things human.
 
ins_bot_kick_t1: ins_bot_kick_t1 kick bot from team two
 
ins_bot_kick_t2: ins_bot_kick_t2 kick bot from team two
 
ins_bot_kick: <#/bots> <team_id>
 
ins_bot_knives_only
 
ins_bot_knives_only_enable_slide
 
ins_bot_knives_only_sprint_range
 
ins_bot_max_grenade_range: Max distance bots will try to throw grenades from
 
ins_bot_max_setup_gate_defend_range: How far from the setup gate(s) defending bots can take up positions
 
ins_bot_min_setup_gate_defend_range: How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush
 
ins_bot_min_setup_gate_sniper_defend_range: How far from the setup gate(s) a defending sniper will take up position
 
ins_bot_path_compute_throttle_combat: Minimum time between each path compute in combat (tweaked for optimization)
 
ins_bot_path_compute_throttle_ooc: Minimum time between each path compute Out of Combat(tweaked for optimization)
 
ins_bot_path_distance_conquer: Max distance for pathing to objectives in Conquer (to tune performance)
 
ins_bot_path_distance_entrenchment: Max distance for pathing to objectives in Entrenchment (to tune performance)
 
ins_bot_path_distance_hunt: Max distance for pathing to objectives in Hunt (to tune performance)
 
ins_bot_path_distance_max: Max distance for pathing (to tune performance)
 
ins_bot_path_distance_outpost: Max distance for pathing to objectives in Outpost (to tune performance)
 
ins_bot_path_distance_patrol: Max distance for pathing to patrol areas (to tune performance)
 
ins_bot_path_distance_sabotage: Max distance for pathing to objectives in Sabotage (to tune performance)
 
ins_bot_path_distance_stronghold: Max distance for pathing to objectives in Stronghold (to tune performance)
 
ins_bot_path_distance_survival: Max distance for pathing to objectives in Survival (to tune performance)
 
ins_bot_path_simplify_range
 
ins_bot_path_update_interval: Time between each path update (tweaked for optimization)
 
ins_bot_pathfollower_aimahead
 
ins_bot_pistols_only
 
ins_bot_pistols_only_enable_slide
 
ins_bot_pistols_only_sprint_range
 
ins_bot_radio_range_blocked_fraction: If we don’t have LoS, cut down range by this much
 
ins_bot_radio_range: How close do bots need to be to hear radio commands from another
 
ins_bot_rpg_grace_time
 
ins_bot_rpg_minimum_firing_distance: Minimum distance required to a target
 
ins_bot_rpg_minimum_player_cluster: Minimum cluster size of players for bots to consider firing an RPG, 0 to disable RPG firing
 
ins_bot_rpg_player_cluster_bloat: Bloat applied to rpg targets
 
ins_bot_rpg_player_cluster_radius: Radius from target to consider within a cluster
 
ins_bot_suppress_visible_requirement: Total time we have to have seen a threat before lighting him up!
 
ins_bot_suppressing_fire_duration: How long should we light up the last spotted area of a threat
 
 
 

I

ins_bot_survival_cache_notify_radius_max: Notify radius of cache capture in survival mode (in early game)
 
ins_bot_survival_cache_notify_radius_min: Notify radius of cache capture in survival mode (in later game)
 
ins_cache_buy_zone_size: Default size of the buy area on a weapon cache
 
ins_cache_explosion_damage: Damage dealt by cache exploding
 
ins_cache_explosion_radius: Radius of blast damage
 
ins_cache_health: Default health of a weapon cache entity
 
ins_clear_attribute: Remove given attribute from all areas in the selected set
 
ins_deadcam_modes: Restricts Spectator Modes
 
ins_debug_centerma*s: Debug the centerma*s attachment
 
ins_debug_head: Debug the head attachment
 
ins_debug_navareas: Force a round cleanup
 
ins_debug_prone_angles
 
ins_debug_spawnchange: Display enabled/disabled spawnpoints
 
ins_loadtheater: Loads a theater
 
ins_mark: Set attribute of selected area
 
ins_nav_cp_surrounding_distance
 
ins_nav_custom_an*lyze: Rebuild All INS specific nav mesh attributes
 
ins_nav_death_range
 
ins_nav_debug_cover_entities
 
ins_nav_debug_distance_to_cp
 
ins_nav_enable_distancetocp_pathing
 
ins_nav_enable_pathfinding_debug_times
 
ins_nav_enable_pathfinding_updates
 
ins_nav_hiding_spot_update_rate
 
ins_nav_in_combat_range
 
ins_nav_rebuild_hiding_spots: Rebuild Hiding Spots
 
ins_object_destroyed_damage_amount_default: Damage dealt by object being destroyed
 
ins_object_destroyed_damage_radius_default: Radius of damage
 
ins_object_health_default: Default health of a destructible object
 
ins_outpost_attack_wave_dpr_end: Dead player ratio at level 30
 
ins_outpost_attack_wave_dpr_start: Dead player ratio at start
 
ins_outpost_bot_hurry_final_distance: Final minimum distance for bots to sprint
 
ins_outpost_bot_hurry_initial_distance: Initial minimum distance for bots to sprint
 
ins_outpost_bot_max_cache_destroyers: Max amount of bots attempting to destroy the cache at a single moment
 
ins_outpost_bot_smoke_amount_max: Max (unclamped) number of smoke grenade targets to generate per interval
 
ins_outpost_bot_smoke_amount_min: Min number of smoke grenade targets to generate per interval
 
ins_outpost_bot_smoke_amount_total: Absolute maximum of smoke grenade targets generated
 
ins_outpost_bot_smoke_interval_max: Maximum delay between smoke targets being generated
 
ins_outpost_bot_smoke_interval_min: Minimum delay between smoke targets being generated
 
ins_outpost_bot_smoke_length_max: Max duration of grenade targets
 
ins_outpost_bot_smoke_length_min: Min duration of grenade targets
 
ins_outpost_bot_smoke_scale_max: Maximum level used in smoke scaling
 
ins_outpost_bot_smoke_scale_min: Minimum level used in smoke scaling
 
ins_outpost_bot_smoke_variance: Random variance added to the interval
 
ins_outpost_bot_spawn_distance: Min distance between players and bot spawn zones
 
ins_outpost_bot_spawn_update_interval: Seconds between each check to update which spawns are active/inactive
 
ins_outpost_bot_walk_final_distance: Final maximum distance for bots to walk
 
ins_outpost_bot_walk_initial_distance: Initial maximum distance for bots to walk
 
ins_outpost_last_deployment_timer: Seconds the final deployment of the wave lasts for
 
ins_outpost_random_location_each_round: Whether the cache being defended is randomized each round (otherwise will be on map load only)
 
ins_outpost_supply_frequency: How frequently (in waves) should players get a supply point
 
ins_prone_maxlookspeed: The maximum speed the player can turn while prone
 
ins_prone_maxlooktolerance: The amount the player must try and turn for the maxlookspeed to kick in
 
ins_select_with_attribute: Selects areas with the given attribute
 
ins_server_loadtheater: Server loads a theater
 
ins_survival_bot_spawn_distance: Min distance between players and bot spawn zones
 
ins_survival_bot_spawn_update_interval: Seconds between each check to update which spawns are active/inactive
 
ins_survival_cache_distance_threshold_attacking: threshold distance for attacking team to each cache to capture/block
 
ins_survival_cache_distance_threshold_defending: threshold distance for defending team to each cache to capture/block
 
ins_survival_cache_secure_cooldown_time: Time before you can secure another safehouse
 
ins_survival_cache_secure_team_ratio: Percentage of team required to secure a cache
 
ins_survival_coordinated_attack_time_max: Max seconds that bots will attack the most recently captured point
 
ins_survival_coordinated_attack_time_min: Min seconds that bots will attack the most recently captured point
 
ins_survival_human_spawn_update_interval: Seconds between each check to update which spawns are active/inactive
 
ins_survival_next_cache_min_distance: Distance the next cache must be in order to qualify as the next possible objective
 
ins_survival_safehouse_tip_delay_max: Max time before the attacking team is tipped off about your safehouse
 
ins_survival_safehouse_tip_delay_min: Min time before the attacking team is tipped off about your safehouse
 
ins_tank_health
 
ins_tank_kill
 
ins_teamsize: Maximum team size
 
ins_terminal_access_zone_size: Default size of the terminal access area
 
ins_terminal_health: Default health of a terminal entity
 
ins_test_map_vote: Test map vote
 
ins_vehicle_minibus_health: Default health of a minibus
 
ins_wipe_attributes: Clear all INS-specific attributes of selected area
 
inventory_buy_gear: Buys an item of gear
 
inventory_buy_upgrade: Buys a weapon upgrade
 
inventory_buy_weapon: Buys a weapon
 
inventory_cla*s_images
 
inventory_confirm: Confirming a purchase
 
inventory_debug
 
inventory_debug_cla*s_images
 
inventory_debug_weight
 
inventory_open_primary: Opens the kit UI at the primary weapon screen
 
inventory_open_secondary: Opens the kit UI at the secondary weapon screen
 
inventory_print_weapons_cl: Print local player’s weapon purchases to client console
 
inventory_print_weapons: Print weapon purchases to server console
 
inventory_reset: Reset the player’s current loadout to the cla*s default
 
inventory_resupply: Resupply current loadout
 
inventory_sell_all: Sell all items (except melee)
 
inventory_sell_gear: Sells an item of gear
 
inventory_sell_upgrade: Sells an upgrade
 
inventory_sell_weapon: Sell a weapon
 
inventory_set_firemode: Set firemode pref
 
invnext
 
invprev
 
ip: Overrides IP for multihomed hosts
 
item_flag_respawntime: Flag respawn time
 
 
 

J

joy_accel_filter
 
joy_accelmax
 
joy_accelscale
 
joy_accelscalepoly
 
joy_active: Which of the connected joysticks / gamepads to use (-1 means first found)
 
joy_advanced
 
joy_advaxisr
 
joy_advaxisu
 
joy_advaxisv
 
joy_advaxisx
 
joy_advaxisy
 
joy_advaxisz
 
joy_autoaim_dampen_smoothout_speed
 
joy_autoaimdampen: How much to scale user stick input when the gun is pointing at a valid target
 
joy_autoAimDampenMethod
 
joy_autoaimdampenrange: The stick range where autoaim dampening is applied. 0 = off
 
joy_autosprint: Automatically sprint when moving with an an*log joystick
 
joy_axis_deadzone: Dead zone near the zero point to not report movement
 
joy_axisbutton_threshold: Analog axis range before a button press is registered
 
joy_cfg_preset
 
joy_circle_correct
 
joy_cursor_emulation: When enabled, the right thumbstick emulates mouse movement when interacting with the UI
 
joy_cursor_sensitivity: Sensitivity when moving a mouse cursor with a controller
 
joy_curvepoint_1
 
joy_curvepoint_2
 
joy_curvepoint_3
 
joy_curvepoint_4
 
joy_curvepoint_end
 
joy_deadzone_mode: 0 => Cross-shaped deadzone (default), 1 => Square deadzone
 
joy_diagonalpov: POV manipulator operates on diagonal axes, too
 
joy_display_input
 
joy_forwardsensitivity
 
joy_forwardthreshold
 
joy_gamecontroller_config: Game controller mapping (pa*sed to SDL with SDL_HINT_GAMECONTROLLERCONFIG), can also be configured in Steam Big Picture mode
 
joy_gamma
 
joy_invertx: Whether to invert the X axis of the joystick for looking
 
joy_inverty: Whether to invert the Y axis of the joystick for looking
 
joy_lookspin_default
 
joy_lowend
 
joy_lowend_linear
 
joy_lowmap
 
joy_movement_stick: 0 = left stick, 1 = right stick, 2 = legacy controls
 
joy_name
 
joy_no_accel_jump
 
joy_pegged
 
joy_pitchsensitivity_default
 
joy_pitchsensitivity: joystick pitch sensitivity
 
joy_pitchthreshold
 
joy_response_look_pitch: 0=Default, 1=Acceleration Promotion
 
joy_response_look: 0=Default, 1=Acceleration Promotion
 
joy_response_move_vehicle
 
joy_response_move: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity
 
joy_sensitive_step0
 
joy_sensitive_step1
 
joy_sensitive_step2
 
joy_sidesensitivity
 
joy_sidethreshold
 
joy_useNewAcecelMethod
 
joy_useNewJoystickPeggedTest
 
joy_variable_frametime
 
joy_vehicle_turn_lowend
 
joy_vehicle_turn_lowmap
 
joy_vibration: Controller vibration
 
joy_virtual_peg
 
joy_wingmanwarrior_turnhack: Wingman warrior hack related to turn axes
 
joy_xcontroller_cfg_loaded: If 0, the 360controller.cfg file will be executed on startup & option changes
 
joy_xcontroller_found: Automatically set to 1 if an xcontroller has been detected
 
joy_yawsensitivity_default
 
joy_yawsensitivity: joystick yaw sensitivity
 
joy_yawthreshold
 
joyadvancedupdate
 
joystick_force_disabled_set: Sets controllers enabled/disabled just before the config is written
 
joystick_force_disabled: Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
 
joystick: True if the joystick is enabled, false otherwise
 
jpeg_quality: jpeg screenshot quality
 
jpeg: jpeg <filename> <quality 1-100>
 
 
 

K

kdtree_create: Test K-D tree
 
kdtree_debug: Test K-D tree
 
kdtree_search: Search the tree
 
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_ex: Kick a player by userid or uniqueid, provide a force-the-kick flag and also a*sign a message
 
kickid: Kick a player by userid or uniqueid, with a message
 
kill: Kills the player with generic damage
 
killserver: Shutdown the server
 
killvector: killvector <player> <x value> <y value> <z value>
 
 
 

L

ladder_autocenter: Auto-center players on ladders
 
lastinv
 
light_crosshair: Show texture color at crosshair
 
lightcache_maxmiss
 
lightprobe: Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called ‘material
 
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
 
listrecentfiles: ListRecentFiles
 
listRecentNPCSpeech: Displays a list of the last 5 lines of speech from NPCs
 
listtheateritems
 
listtrackedfiles: ListTrackedFiles
 
load: Load a saved game
 
loader_dump_table
 
loader_spew_info_ex: (internal)
 
loader_spew_info:All
 
loader_throttle_io
 
locator_background_border_color: The default color for the border
 
locator_background_border_thickness: How many pixels the background borders the left and right
 
locator_background_color: The default color for the background
 
locator_background_shift_x: How many pixels the background is shifted right
 
locator_background_shift_y: How many pixels the background is shifted down
 
locator_background_style: Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers
 
locator_background_thickness_x: How many pixels the background borders the left and right
 
locator_background_thickness_y: How many pixels the background borders the top and bottom
 
locator_fade_time: Number of seconds it takes for a lesson to fully fade in/out
 
locator_icon_max_size_non_ss: Minimum scale of the icon on the screen
 
locator_icon_min_size_non_ss: Minimum scale of the icon on the screen
 
locator_lerp_rest: Number of seconds before moving from the center
 
locator_lerp_speed: Speed that static lessons move along the Y axis
 
locator_lerp_time: Number of seconds to lerp before reaching final destination
 
locator_pulse_time: Number of seconds to pulse after changing icon or position
 
locator_screen_pos_y: Percentage of the lower half of the screen that the locator will draw at when at its reseting position on the hud
 
locator_split_len
 
locator_split_maxwide_percent
 
locator_start_at_crosshair: Start position at the crosshair instead of the top middle of the screen
 
locator_target_offset_x: How many pixels to offset the locator from the target position
 
locator_target_offset_y: How many pixels to offset the locator from the target position
 
locator_topdown_style: Topdown games set this to handle distance and offscreen location differently
 
log_color: Set the color of a logging channel
 
log_dumpchannels: Dumps information about all logging channels
 
log_flags: Set the flags on a logging channel
 
log_level: Set the spew level of a logging channel
 
log: Enables logging to file, console, and udp < on | off >
 
logaddress_add:port>
 
logaddress_del:port>
 
logaddress_delall: Remove all udp addresses being logged to
 
logaddress_list: List all addresses currently being used by logaddress
 
lookspring
 
lookstrafe
 
loopsingleplayermaps
 
lservercfgfile
 
 
 

M

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_customaccel: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
 
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: enable initial threshold], 2 to enable secondary threshold
 
m_pitch: Mouse pitch factor
 
m_rawinput: Use Raw Input for mouse input
 
m_side: Mouse side factor
 
m_yaw: Mouse yaw factor
 
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_wants_save_disable
 
map: Start playing on specified map
 
mapcycledisabled: repeats the same map after each match instead of using the map cycle
 
mapcyclefile: Name of the default .txt file used to cycle the maps on multiplayer servers
 
mapgroup: Specify a map group
 
maps: Displays list of maps
 
mat_aaquality
 
mat_accelerate_adjust_exposure_down
 
mat_alternatefastclipalgorithm
 
mat_ambient_light_b
 
mat_ambient_light_g
 
mat_ambient_light_r
 
mat_aniso_disable: You must change mat_forceaniso after changing this convar for this to take effect
 
mat_antialias
 
mat_autoexposure_max
 
mat_autoexposure_max_multiplier
 
mat_autoexposure_min
 
mat_autoload_glshaders
 
mat_autosave_glshaders
 
mat_bloomamount_rate
 
mat_blur_b
 
mat_blur_g
 
mat_blur_r
 
mat_bufferprimitives
 
mat_bumpbasis
 
mat_bumpmap
 
mat_ca_frac_night
 
mat_ca_frac_suppressed_max
 
mat_ca_frac_suppressed_min
 
mat_ca_max_stamina
 
mat_ca_min_stamina
 
mat_camerarendertargetoverlaysize
 
mat_clipz
 
mat_colcorrection_disableentities: Disable map color-correction entities
 
mat_colcorrection_editor
 
mat_colcorrection_forceentitiesclientside: Forces color correction entities to be updated on the client
 
mat_colorcorrection
 
mat_compressedtextures
 
mat_configcurrent: show the current video control panel config for the material system
 
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_crosshair: Display the name of the material under the crosshair
 
mat_debug_bloom
 
mat_debug_postprocessing_effects: 0 = off, 1 = show post-processing pa*ses in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
 
mat_debugalttab
 
mat_debugdepth
 
mat_debugdepthmode
 
mat_debugdepthval
 
mat_debugdepthvalmax
 
mat_defaultlightmap: Default brightness for lightmaps where none have been created in the level
 
mat_depthbias_shadowmap
 
mat_depthfeather_enable
 
mat_depthfeather_override_scale: When higher than 0.0, this value controls the blend scale/distance
 
mat_detail_tex
 
mat_diffuse
 
mat_disable_bloom
 
mat_disable_fancy_blending
 
mat_displacementmap
 
mat_do_not_shrink_dynamic_vb: Do not shrink the size of dynamic vertex buffers during map load/unload to save memory
 
mat_dof_enabled
 
mat_dof_far_blur_depth
 
mat_dof_far_blur_radius
 
mat_dof_far_focus_depth
 
mat_dof_max_blur_radius
 
mat_dof_near_blur_depth
 
mat_dof_near_blur_radius
 
mat_dof_near_focus_depth
 
mat_dof_override
 
mat_dof_quality
 
mat_drawflat
 
mat_drawTexture: Enable debug view texture
 
mat_drawTextureScale: Debug view texture scale
 
mat_drawTitleSafe: Enable title safe overlay
 
mat_drawwater
 
mat_dynamic_tonemapping
 
mat_dynamicPaintmaps
 
mat_edit: Bring up the material under the crosshair in the editor
 
mat_envmapsize
 
mat_envmaptgasize
 
mat_evict_all: Evict all fine mipmaps from the gpu
 
mat_exclude_async_update
 
mat_excludetextures
 
mat_exposure_center_region_x
 
mat_exposure_center_region_y
 
mat_fastclip
 
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_min_avglum: Override. Old default was 3.0
 
mat_force_tonemap_percent_bright_pixels: Override. Old value was 2.0
 
mat_force_tonemap_percent_target: Override. Old default was 60
 
mat_force_tonemap_scale
 
mat_forceaniso
 
mat_forcedynamic
 
mat_forcehardwaresync
 
mat_frame_sync_enable
 
mat_frame_sync_force_texture: Force frame syncing to lock a managed texture
 
mat_framebuffercopyoverlaysize
 
mat_fullbright
 
mat_fxaa_edge_sharpness_C: Does not affect PS3 which uses FXAA_CONSOLE_PS3_EDGE_SHARPNESS define due to being ALU bound (and only safe values are 2, 4, 8)
 
mat_fxaa_edge_threshold_C: Does not affect PS3 which uses FXAA_CONSOLE_PS3_EDGE_THRESHOLD define due to being ALU bound (and only safe values are 1/4, 1/8
 
mat_fxaa_edge_threshold_min_C: Trims the algorithm from processing darks. Does not affect PS3 due to being ALU bound. (0.04 – slower and less aliasing in dark
 
mat_fxaa_edge_threshold_min_Q: (0.0312 – visible limit, slower), (0.0625 – high quality, faster), (0.0833 – upper l
 
mat_fxaa_edge_threshold_Q: (0.063 – overkill, slower), (0.125 – high quality), (0.166 –
 
mat_fxaa_subpixel_C: (0.33 – sharper), (0.5 – default)
 
mat_fxaa_subpixel_Q: (0.0 – off), (1.0 – upper limit, softer), def
 
mat_gbuffer
 
mat_gbuffer_mode
 
mat_gbuffer_overview: Shows an overview of the G-Buffer render targets
 
mat_gbuffer_renderviewmodels
 
mat_grain_enable
 
mat_hbao_anglebias: View angle at which surface should be biased. Helps reduce artifacts, decreases overall accuracy of AO result
 
mat_hbao_blur
 
mat_hbao_blursharpness
 
mat_hbao_fogwarp
 
mat_hbao_occlusionintensity: Specifies the intensity of the effect
 
mat_hbao_occlusionradius: Specifies range of occlusion checks
 
mat_hbao: Enables HBAO rendering
 
mat_hdr_enabled: Report if HDR is enabled for debugging
 
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_uncapexposure
 
mat_hsv
 
mat_info: Shows material system info
 
mat_insdof_debug
 
mat_insdof_focaldistance_override
 
mat_insdof_focallength
 
mat_insdof_focalspeed: Speed at which focus is pulled when the focal distance is not overridden
 
mat_insdof_fstop
 
mat_insdof_radius
 
mat_insdof: Enables Depth of Field rendering
 
mat_leafvis_draw_mask: render PVS- an
 
mat_leafvis_freeze: If set to 1, uses the last known leaf visibility data for visualization. If set to 0, updates based on camera movement
 
mat_leafvis_update_every_frame: Updates leafvis debug render every frame (expensive)
 
mat_leafvis: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what
 
mat_lensdirt_frac_night
 
mat_lensdirt_frac_suppressed_max
 
mat_lensdirt_frac_suppressed_min
 
mat_lensdirt_max_stamina
 
mat_lensdirt_min_stamina
 
mat_lensfx
 
mat_lensfx_abberation_override
 
mat_lensfx_dustpower_override
 
mat_levelflush
 
mat_lightmap_pfms: Outputs .pfm files containing lightmap data for each lightmap page when a level exits
 
mat_loadtextures
 
mat_local_contrast_edge_scale_override
 
mat_local_contrast_midtone_mask_override
 
mat_local_contrast_scale_override
 
mat_local_contrast_vignette_end_override
 
mat_local_contrast_vignette_start_override
 
mat_lodin_hidden_pop
 
mat_lodin_time
 
mat_lpreview_mode
 
mat_luxels
 
mat_max_worldmesh_vertices
 
mat_maxframelatency
 
mat_measurefillrate
 
mat_mipmaptextures
 
mat_monitorgamma_force_480_full_tv_range
 
mat_monitorgamma_pwl2srgb
 
mat_monitorgamma_tv_enabled
 
mat_monitorgamma_tv_exp
 
mat_monitorgamma_tv_range_max
 
mat_monitorgamma_tv_range_min
 
mat_monitorgamma_vganonpwlgamma
 
mat_monitorgamma: monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
 
mat_morphstats
 
mat_motion_blur_enabled
 
mat_motion_blur_falling_intensity
 
mat_motion_blur_falling_max
 
mat_motion_blur_falling_min
 
mat_motion_blur_forward_enabled
 
mat_motion_blur_percent_of_screen_max
 
mat_motion_blur_rotation_intensity
 
mat_motion_blur_strength
 
mat_nightvision_vignette_size
 
mat_nightvision_vignette_softness
 
 
 

M

mat_nightvision_vignette_strength
 
mat_norendering
 
mat_normalmaps
 
mat_normals
 
mat_object_motion_blur_enable
 
mat_object_motion_blur_model_scale
 
mat_paint_enabled
 
mat_parallaxmap
 
mat_phong
 
mat_picmip
 
mat_postprocess_enable
 
mat_postprocess_x
 
mat_postprocess_y
 
mat_powersavingsmode: Power Savings Mode
 
mat_print_top_model_vert_counts: Constantly print to screen the top N models as measured by total faces rendered this frame
 
mat_processtoolvars
 
mat_proxy
 
mat_queue_mode: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued
 
mat_queue_priority
 
mat_reducefillrate
 
mat_reduceparticles
 
mat_reloadallmaterials: Reloads all materials
 
mat_reloadmaterial: Reloads a single material
 
mat_reloadtextures: Reloads all textures
 
mat_remoteshadercompile
 
mat_rendered_faces_count: Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use ‘mat_re
 
mat_rendered_faces_spew: ‘mat_rendered_faces_spew <n>’ Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
 
mat_report_queue_status
 
mat_reporthwmorphmemory: Reports the amount of size in bytes taken up by hardware morph textures
 
mat_resolveFullFrameDepth: Enable depth resolve to a texture. 0=disable, 1=enable via resolve tricks if supported in hw, otherwise disable, 2=force extra
 
mat_reversedepth
 
mat_rgbfilmgrain
 
mat_rgbfilmgrain_falloff
 
mat_rgbfilmgrain_intensity
 
mat_rgbfilmgrain_size
 
mat_rgbfilmgrain_spectatoronly
 
mat_rgbfilmgrain_speed
 
mat_savechanges: saves current video configuration to the registry
 
mat_scope_debug
 
mat_scope_draw_viewmodel
 
mat_scope_fancy: Render fancy scopes?
 
mat_scope_render_quality: Scope render quality
 
mat_scope_roll_fixup
 
mat_scope_roll_offset
 
mat_scope_znear
 
mat_setvideomode: sets the width, height, windowed state of the material system
 
mat_shadercount: display count of all shaders and reset that count
 
mat_shadowstate
 
mat_show_ab_hdr_hudelement: HDR Demo HUD Element toggle
 
mat_show_histogram
 
mat_show_texture_memory_usage: Display the texture memory usage on the HUD
 
mat_showcamerarendertarget
 
mat_showenvmapmask
 
mat_showframebuffertexture
 
mat_showlightmappage
 
mat_showmaterials: Show materials
 
mat_showmaterialsverbose: Show materials (verbose version)
 
mat_showmiplevels: everything else
 
mat_showtextures: Show used textures
 
mat_showwatertextures
 
mat_slopescaledepthbias_shadowmap
 
mat_software_aa_blur_one_pixel_lines: (0.0 – none), (1.0 – lots)
 
mat_software_aa_debug: 0->black, 1->red, 2->green, 3->blue), (2 – show anti-a
 
mat_software_aa_edge_threshold: Software AA – adjusts the sensitivity of the software AA shader’s edge detection (default 1.0 – a lower value will soften more
 
mat_software_aa_quality: (0 – 5-tap filter), (1 – 9-tap filter)
 
mat_software_aa_strength_vgui: Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pa*s
 
mat_software_aa_strength: Software AA – perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
 
mat_software_aa_tap_offset: 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_softwarelighting
 
mat_softwareskin
 
mat_specular: Enable/Disable specularity for perf testing. Will cause a material reload upon change
 
mat_spew_long_frames: warn about frames that go over 66ms for CERT purposes
 
mat_spew_on_texture_size: Print warnings about vtf content that isn’t of the expected size
 
mat_spewalloc
 
mat_spewvertexandpixelshaders: Print all vertex and pixel shaders currently loaded to the console
 
mat_stub
 
mat_superbloom
 
mat_superbloom_intensity
 
mat_superbloom_kernel
 
mat_superbloom_offset
 
mat_superbloom_power
 
mat_superbloom_saturation
 
mat_surfaceid
 
mat_surfacemat
 
mat_tessellation_accgeometrytangents
 
mat_tessellation_cornertangents
 
mat_tessellation_update_buffers
 
mat_tessellationlevel
 
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_all_frames: How many frames to sample texture memory for all textures
 
mat_texture_list_all: If this is nonzero, then the texture list panel will show all currently-loaded textures
 
mat_texture_list_exclude_editing
 
mat_texture_list_txlod: Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution
 
mat_texture_list_view: If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures
 
mat_texture_list: For debugging, show a list of used textures per frame
 
mat_texture_reload_frame_swap_workaround: Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps
 
mat_texture_tracking
 
mat_tonemap_algorithm: 0 = Original Algorithm 1 = New Algorithm
 
mat_triplebuffered: This means we want triple buffering if we are fullscreen and vsync’d
 
mat_updateconvars: updates the video config convars
 
mat_use_compressed_hdr_textures
 
mat_velocity_blur
 
mat_velocity_blur_scale
 
mat_viewportscale: Scale down the main viewport (to reduce GPU impact on CPU profiling)
 
mat_vignette_blur
 
mat_vignette_enable
 
mat_vignette_end
 
mat_vignette_start
 
mat_vsync: Force sync to vertical retrace
 
mat_water_debug
 
mat_water_debug_color
 
mat_water_exponent
 
mat_water_intensity
 
mat_water_phong
 
mat_water_waves
 
mat_wateroverlaysize
 
mat_wireframe
 
mat_worldggx_fallback
 
mat_worldggx_fallback_ps2
 
mat_worldggx_lightintensity
 
mat_wvt2worldggx_roughness
 
mat_wvt2worldggx: Automatically convert compatible WorldVertexTransition and LightmappedGeneric shaders to WorldGGX shaders
 
mat_yuv
 
maxplayers: Change the maximum number of players allowed on this server
 
mc_accel_band_size: Percentage of half the screen width or height
 
mc_dead_zone_radius: 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen
 
mc_max_pitchrate: (degrees/sec)
 
mc_max_yawrate: (degrees/sec)
 
mdlcache_dump_dictionary_state: Dump the state of the MDLCache Dictionary
 
melee_combo_reset_time: Seconds after a swing until we reset the combo activities
 
melee_show_hits
 
melee_show_swing
 
mem_compact
 
mem_dump: Dump memory stats to text file
 
mem_dumpstats: 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_section: Cache section to restrict mem_force_flush
 
mem_force_flush: Force cache flush of unlocked resources on every alloc
 
mem_incremental_compact
 
mem_incremental_compact_rate: Rate at which to attempt internal heap compation
 
mem_level: High
 
mem_max_heapsize_dedicated: Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)
 
mem_max_heapsize: Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
 
mem_min_heapsize: Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
 
mem_periodicdumps: Write periodic memstats dumps every n seconds
 
mem_test
 
mem_test_each_frame: Run heap check at end of every frame
 
mem_test_every_n_seconds: Run heap check at a specified interval
 
mem_test_quiet: Don’t print stats when memtesting
 
mem_vcollide: Dumps the memory used by vcollides
 
mem_verify: Verify the validity of the heap
 
memory: Print memory stats
 
miniprofiler_dump
 
minisave: Saves game (for current level only!)
 
mm_csgo_community_search_players_min: When performing CSGO community matchmaking look for servers with at least so many human players
 
mm_datacenter_debugprint: Shows information retrieved from data center
 
mm_debugprint: Show debug information about current matchmaking session
 
mm_dedicated_force_servers:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
 
mm_dedicated_search_maxping: Longest preferred ping to dedicated servers for games
 
mm_dlc_debugprint: Shows information about dlc
 
mm_heartbeat_seconds
 
mm_heartbeat_seconds_xlsp
 
mm_heartbeat_timeout
 
mm_heartbeat_timeout_legacy
 
 
 

M

mm_server_search_lan_ports: Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs
 
mm_session_search_ping_buckets
 
mm_session_search_ping_limit
 
mm_session_search_qos_timeout
 
mm_status: Matchmaking status
 
mm_tu_string
 
mod_check_vcollide: Check all vcollides on load
 
mod_dont_load_vertices: For the dedicated server, supress loading model vertex data
 
mod_forcedata: Forces all model file data into cache on model load
 
mod_forcetouchdata: Forces all model file data into cache on model load
 
mod_load_anims_async
 
mod_load_fakestall: Forces all ANI file loading to stall for specified ms
 
mod_load_mesh_async
 
mod_load_preload: Indicates how far ahead in seconds to preload animations
 
mod_load_showstall: 1 – show hitches , 2 – show stalls
 
mod_load_vcollide_async
 
mod_lock_mdls_on_load
 
mod_lock_meshes_on_load
 
mod_log_filesystem: Log the filesystem type
 
mod_test_mesh_not_available
 
mod_test_not_available
 
mod_test_verts_not_available
 
mod_touchalldata: Touch model data during level startup
 
mod_trace_load
 
morph_debug
 
morph_path
 
mortar_visualize
 
motdfile: The MOTD file to load
 
movement_anim_playback_minrate
 
movie_fixwave: Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc
 
movie_volume_scale
 
mp_allowNPCs
 
mp_allowspectators: toggles whether the server allows spectator mode or not
 
mp_ambush_single_point_max: Max number of players where a single point is used
 
mp_artillery_cooldown_attack: How long between artillery bombardments if player is on attacking team in offensive
 
mp_artillery_cooldown_defend: How long between artillery bombardments if player is on defending team in offensive
 
mp_artillery_spawnzone_cancel_radius: Artillery won’t fire if it’s within this radius of a spawn zone
 
mp_a*sa*sination_single_point_max: Max number of players where a single point is used
 
mp_autocrosshair
 
mp_autokick_idlers: Kick idlers players ( mins )
 
mp_autokick_tk_cooldown: Amount of time between TKs being cooled off
 
mp_autokick_tk_limit: Number of TKs allowed before auto-kick
 
mp_autokick: Kick team-killing players
 
mp_autoteambalance
 
mp_checkpoint_counterattack_always: Always have a counter-attack after each cap. Value represents number of human players needed
 
mp_checkpoint_counterattack_capture_speedup: Bot capture speed-up
 
mp_checkpoint_counterattack_delay_finale: How long (in seconds) until the enemy counter-attack wave spawns (finale)
 
mp_checkpoint_counterattack_delay: How long (in seconds) until the enemy counter-attack wave spawns
 
mp_checkpoint_counterattack_disable: 1 to Disable all counter attacks in Checkpoint
 
mp_checkpoint_counterattack_duration_finale: How long a checkpoint counter-attack lasts
 
mp_checkpoint_counterattack_duration: How long a checkpoint counter-attack lasts
 
mp_checkpoint_counterattack_wave_finale: How long until we get the subsequent waves in Checkpoint finale?
 
mp_clan_ready_signal: Text that team leader from each team must speak for the match to begin
 
mp_clan_readyrestart: If non-zero, game will restart once someone from each team gives the ready signal
 
mp_conquer_auto_reinforce_at_bot_count: If there are this many bots left alive, an automatic reinforcement will be deployed
 
mp_conquer_cache_destroyed_response_distance_high_strength: The distance bots will respond to humans destroying a cache when high strength
 
mp_conquer_cache_destroyed_response_distance_low_strength: The distance bots will respond to humans destroying a cache when low strength
 
mp_conquer_capture_finished_response_distance_high_strength: The distance bots will respond to humans finishing a capture when high strength
 
mp_conquer_capture_finished_response_distance_low_strength: The distance bots will respond to humans finishing a capture when low strength
 
mp_conquer_capture_start_followup_response_distance_high_strength: The distance bots will respond to humans starting a capture when high strength
 
mp_conquer_capture_start_followup_response_distance_low_strength: The distance bots will respond to humans starting a capture when low strength
 
mp_conquer_capture_start_response_distance_high_strength: The distance bots will respond to humans starting a capture when high strength
 
mp_conquer_capture_start_response_distance_low_strength: The distance bots will respond to humans starting a capture when low strength
 
mp_conquer_debug_gamemode
 
mp_conquer_enemy_strength_all_caches_solo: The percentage of bots to spawn when none of the caches are destroyed in Solo mode
 
mp_conquer_enemy_strength_all_caches: The percentage of bots to spawn when none of the caches are destroyed
 
mp_conquer_enemy_strength_no_caches_solo: The percentage of bots to spawn when all the caches are destroyed in Solo mode
 
mp_conquer_enemy_strength_no_caches: The percentage of bots to spawn when all the caches are destroyed
 
mp_conquer_followup_wave_time_high_strength: The time after a capture is initiated that a second AI wave will spawn when high strength
 
mp_conquer_followup_wave_time_low_strength: The time after a capture is initiated that a second AI wave will spawn when low strength
 
mp_conquer_hostile_objective_response_distance_high_strength_solo: The distance bots will respond to a human owned objective when high strength
 
mp_conquer_hostile_objective_response_distance_high_strength: The distance bots will respond to a human owned objective when high strength
 
mp_conquer_hostile_objective_response_distance_low_strength_solo: The distance bots will respond to a human owned objective when low strength
 
mp_conquer_hostile_objective_response_distance_low_strength: The distance bots will respond to a human owned objective when low strength
 
mp_conquer_last_man_standing_capture_speedup: How much faster capturing goes if you’re the last man standing (scales towards this)
 
mp_conquer_losing_objective_response_distance_high_strength_solo: The distance bots will respond to losing an objective when high strength
 
mp_conquer_losing_objective_response_distance_high_strength: The distance bots will respond to losing an objective when high strength
 
mp_conquer_losing_objective_response_distance_low_strength_solo: The distance bots will respond to losing an objective when low strength
 
mp_conquer_losing_objective_response_distance_low_strength: The distance bots will respond to losing an objective when low strength
 
mp_conquer_obj_recapture_distance_high_strength: The distance bots will attempt to recapture a nearby enemy objective when high strength
 
mp_conquer_obj_recapture_distance_low_strength: The distance bots will attempt to recapture a nearby enemy objective when low strength
 
mp_coop_ai_teammate_count: Number of Teammates, 0 to fill lobby
 
mp_coop_ai_teammate_handicap: How much should these bots impact enemy bot counts
 
mp_coop_ai_teammates_debug
 
mp_coop_ai_teammates: Use AI Teammate System
 
mp_coop_lobbysize: Size of coop lobby
 
mp_coop_max_bots: Maximum number of bots allowed on the server
 
mp_coop_min_bots: The number of bots used for 1 player
 
mp_cp_capture_time: capture time in seconds
 
mp_cp_deteriorate_time: deteriorate time in seconds
 
mp_cp_proximity_check_frequency: Frequency CP proximity should be checked
 
mp_cp_proximity_distance_sabotage: Distance players are considered to be close to a capture zone in sabotage
 
mp_cp_proximity_distance: Distance players are considered to be close to a capture zone
 
mp_cp_radio_speedup_rate: Speed-up rate per additional teammate in a cap zone when radio is present
 
mp_cp_speedup_max: Maximum players to effect the speed-up
 
mp_cp_speedup_rate: Speed-up rate per additional teammate in the cap zone
 
mp_death_fade_in_duration_critical: Fade out duration from dying from a headshot or explosion
 
mp_death_fade_in_duration: Fade in duration from dying -> spectator
 
mp_death_fade_out_delay_critical: Death fade out delay from a headshot or explosion
 
mp_death_fade_out_delay: Death fade out delay
 
mp_death_fade_out_duration: Fade out duration from dying
 
mp_defaultteam
 
mp_disable_autokick: Prevents a userid from being auto-kicked
 
 
 

M

mp_entrenchment_bot_respawn_time: Time between AI spawn waves
 
mp_entrenchment_bot_spawn_distance: Min distance between players and bot spawn zones
 
mp_entrenchment_bot_spawn_update_interval: Seconds between each check to update which spawns are active/inactive
 
mp_entrenchment_defense_reinforcements_dpr: Dead player ratio that allows defenders to regroup
 
mp_entrenchment_regroup_point_cooldown: Cooldown after a new regroup point is unlocked until a new one may be unlocked
 
mp_entrenchment_regroup_point_proximity_check_frequency: Frequency to check for a new regroup point for human team
 
mp_entrenchment_round_extend_timer: Seconds extended to the round timer when we lose a point
 
mp_entrenchment_supply_timer: Seconds until we get our earned supply
 
mp_entrenchment_wave_max_delay
 
mp_entrenchment_wave_min_delay
 
mp_extract_point: Point to use for patrol (0 = random, 1-3 = specified point)
 
mp_fadetoblack: fade a player’s screen to black when he dies
 
mp_fall_damage_threshold: Minimum HP of fall damage to be inflicted
 
mp_fall_speed_fatal: sqrt( 2 * gravity * x * 12 )
 
mp_fall_speed_safe_iron: sqrt( 2 * gravity * x * 12 )
 
mp_fall_speed_safe: sqrt( 2 * gravity * x * 12 )
 
mp_falldamage
 
mp_firesupport_personal_cooldown: How long between firesupport requests for each player
 
mp_flashlight
 
mp_footsteps
 
mp_forcecamera: Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
 
mp_forcerespawn
 
mp_fraglimit: The number of kills at which the map ends
 
mp_freezetime: Round freeze time in seconds
 
mp_friendlyfire_damage_spawnarea: The frac value applied to friendly fire damage when either in a spawn area
 
mp_friendlyfire_damage: The frac value applied to friendly fire damage
 
mp_friendlyfire_explosives: When enabled, friendlies can set off each other’s explosives if they are reactive
 
mp_friendlyfire: Allows team members to injure other members of their team
 
mp_frontline_all_dead_spawn_delay: Teams get an automatic respawn if their whole team is dead before the wave is finished, but to discourage this a delay can be a
 
mp_hunt_autoattack_bot_frac: The % of bot players that need to be left before auto attack starts
 
mp_hunt_autoattack_distance_too_close: If bots are closer than this distance to an alive player they won’t auto attack
 
mp_hunt_autoattack_start_delay: The delay after the autoattack bot % is reached before the autoattack actually begins
 
mp_hunt_counterattack_distance: Distance bots will respond to a cache blowing up
 
mp_hunt_nav_spawning: Enable experimental spawning system?
 
mp_hunt_patrol_proximity_to_cache_destroyed: Bots will prioritize patrol point pathing within this range of their cache
 
mp_hunt_patrol_proximity_to_cache: Bots will prioritize patrol point pathing within this range of their cache
 
mp_ignore_timer_conditions: Ignore round timer conditions
 
mp_ignore_win_conditions: Ignore round win conditions
 
mp_invasion_capture_time_extension: How long (in seconds) the round should be extended for after a capture
 
mp_invasion_counter_round: If on, after full-cap victory, flip the attacking team for a counter attack round
 
mp_invasion_deferred_advance: If >0, advanced spawns will be delayed by this number of seconds
 
mp_invasion_final_holdout_spawn_delay: Defenders get two spawns within this amount of time after the final territorial objective is captured since it’s their final wa
 
mp_joinwaittime: How long to wait for the first round once the minimum players requirement has been reached
 
mp_liberation_all_dead_spawn_delay: Teams get an automatic respawn if their whole team is dead before the wave is finished, but to discourage this a delay can be a
 
mp_lobbytime: Lobby time in seconds
 
mp_match_restart_delay: Time (in seconds) until a match restarts
 
mp_maxgames: Max games before map change
 
mp_maxrounds: Max rounds before game ends
 
mp_minteamplayers: min players on each team to start the match
 
mp_occupy_bonus_wave: Number of waves given to a team for capturing the point
 
mp_offensive_all_dead_spawn_delay: Teams get an automatic respawn if their whole team is dead before the wave is finished, but to discourage this a delay can be a
 
mp_offensive_capture_time_extension: How long (in seconds) the round should be extended for after a capture
 
mp_offensive_defenders_dead_spawn_delay: Defenders may get an automatic respawn if their whole team is dead, but to discourage this a delay can be added from the point
 
mp_offensive_deferred_advance: If >0, advanced spawns will be delayed by this number of seconds
 
mp_offensive_final_holdout_spawn_delay: Defenders get two spawns within this amount of time after the final territorial objective is captured since it’s their final wa
 
mp_outpost_nav_spawning
 
mp_patrol_final_waypoint_enemy_clearance: Distance enemies should be away from the final point in order to win the round
 
mp_patrol_waypoint_secure_ratio: Players required to secure a waypoint
 
mp_player_resupply_coop_delay_base: Delay applied to resupplying
 
mp_player_resupply_coop_delay_max: Max delay for resupply
 
mp_player_resupply_coop_delay_penalty: Delay added for each additional resupply
 
mp_player_resupply_coop_grace_initial: Grace timer applied when the player hasn’t left spawn yet
 
mp_player_resupply_coop_grace: Grace time in which the resupply delay is not applied
 
mp_player_resupply_coop_penalty_reset: Time taken to decrement resupply counter
 
mp_player_resupply_delay_base: Delay applied to resupplying
 
mp_player_resupply_delay_max: Max delay for resupply
 
mp_player_resupply_delay_penalty: Delay added for each additional resupply
 
mp_player_resupply_grace_initial: Grace timer applied when the player hasn’t left spawn yet
 
mp_player_resupply_grace: Grace time in which the resupply delay is not applied
 
mp_player_resupply_penalty_reset: Time taken to decrement resupply counter
 
mp_push_capture_time_extension: How long (in seconds) the round should be extended for after a capture
 
mp_push_counter_round: If on, after full-cap victory, flip the attacking team for a counter attack round
 
mp_push_deferred_advance: If >0, advanced spawns will be delayed by this number of seconds
 
mp_push_final_holdout_spawn_delay: Defenders get two spawns within this amount of time after the final territorial objective is captured since it’s their final wa
 
mp_raid_auto_reinforce_at_bot_count: If there are this many bots left alive, an automatic reinforcement will be deployed
 
mp_raid_bot_respawn_frequency_normal: Time between AI spawn waves
 
mp_raid_counterattack_extra_count: Extra bots to spawn during the counter attack
 
mp_raid_counterattack_radio_only: If true, only soldiers with radios will run back to regroup
 
mp_raid_counterattack_timer: Raid counter attack timer in seconds
 
mp_raid_respawn_on_capture: Respawn the enemy bots after a point is captured
 
mp_respawnwavetime_max: Min respawn wave interval
 
mp_respawnwavetime_min: Max respawn wave interval
 
mp_restartgame: If non-zero, game will restart in the specified number of seconds
 
mp_restartround: If non-zero, round will restart in the specified number of seconds
 
mp_restricted_area_wpn_time: Time a player can use their weapon inside a restricted area for
 
mp_roundlives: Max lives in a round
 
mp_roundtime: round time per map in seconds
 
mp_scrambleteams_auto_windifference: Number of round wins a team must lead by in order to trigger an auto scramble
 
mp_scrambleteams_auto: Server will automatically scramble the teams if criteria met. Only works on dedicated servers
 
mp_scrambleteams: Scramble the teams and restart the game
 
mp_searchdestroy_capture_time_extension: How long (in seconds) the round should be extended for after a cache gets destroyed
 
mp_searchdestroy_single_cache_max: Max number of players where a single cache is used
 
mp_showgestureslots: Show multiplayer client/server gesture slot information for the specified player index (-1 for no one)
 
mp_slammoveyaw: Force movement yaw along an animation path
 
 
 

M

mp_spawnprotectiontime_navspawn: Spawn protection time in seconds when spawning on the nav
 
mp_spawnprotectontime: Spawn protection time in seconds
 
mp_spawns_per_frame: Maximum number of players to spawn per frame
 
mp_spectator_allow_chase: When set to 0, chase camera in spectator mode is disabled
 
mp_strike_capture_time_extension: How long (in seconds) the round should be extended for after a capture
 
mp_strike_capture_wave_decrement: How many waves to deduct from defenders when a cache is blown
 
mp_stronghold_auto_reinforce_at_bot_count: If there are this many bots left alive, an automatic reinforcement will be deployed
 
mp_stronghold_bot_respawn_friendly: Should we respawn friendly bots after they die?
 
mp_stronghold_bot_respawn_time: Time between AI spawn waves
 
mp_stronghold_counterattack_artillery_chance: Chance of air support during the counter attack
 
mp_stronghold_counterattack_chance: Chance of a runner deciding to regroup
 
mp_stronghold_counterattack_extra_count: Extra bots to spawn during the counter attack
 
mp_stronghold_counterattack_max_per_round: Max times a counter attack can happen per round
 
mp_stronghold_counterattack_radio_only: If true, only soldiers with radios will run back to regroup
 
mp_stronghold_counterattack_super_chance: Chance of a runner deciding to regroup
 
mp_stronghold_counterattack_super_max_per_round: Max times a super counter attack can happen per round
 
mp_stronghold_counterattack_timer: Stronghold counter attack timer in seconds
 
mp_stronghold_last_man_standing_capture_speedup: How much faster capturing goes if you’re the last man standing (scales towards this)
 
mp_stronghold_respawn_on_capture: Respawn the enemy bots after a point is captured
 
mp_supply_gain_kill_a*sist_amount: Once threshold is reached, how much supply is earned
 
mp_supply_gain_kill_a*sist_threshold: Total kills/a*sists to earn before being rewarded
 
mp_supply_gain_obj_cap: Amount of supply players earn by capturing a point
 
mp_supply_gain_obj_destroyed: Amount of supply players earn by destroying a cache
 
mp_supply_gain_obj_hero_cap: Amount of supply players earn for hero capture on top of capturing
 
mp_supply_gain_regroup: Amount of supply players earn by falling back to regroup
 
mp_supply_gain: Whether players earn supply throughout the course of a round depending on actions
 
mp_supply_rate_losing_team_high: Amount of supply the more skilled players on the losing team get
 
mp_supply_rate_losing_team_low: Amount of supply the less skilled players on the losing team get
 
mp_supply_rate_winning_team_high: Amount of supply the more skilled players on the winning team get
 
mp_supply_rate_winning_team_low: Amount of supply the less skilled players on the winning team get
 
mp_supply_token_base: The amount of supply players start with
 
mp_supply_token_bot_base: The amount of supply bots start with
 
mp_supply_token_max: The maximum amount of supply a player can get
 
mp_survival_nav_spawning
 
mp_survival_patrol_proximity_to_active_safehouse: Bots will prioritize patrol point pathing within this range of an active safehouse
 
mp_survival_patrol_proximity_to_potential_safehouse: Bots will prioritize patrol point pathing within this range of a potentially new safehouse
 
mp_switchteams_each_game: Switch the teams after each game
 
mp_switchteams_each_round: If >0, switch the teams after x rounds
 
mp_switchteams_reset_supply: Should supply be reset when teams are switched?
 
mp_switchteams: Switch teams and restart the game
 
mp_teamlist
 
mp_teamoverride
 
mp_teamplay
 
mp_teams_auto_join: When enabled, players are automatically a*signed to a team on join
 
mp_teams_unbalance_limit: Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
 
mp_theater_force_holiday
 
mp_theater_override: If set, the given theater file is loaded instead
 
mp_timelimit_waiting_random: If true, pick a random map on the map cycle when performing the empty server switch
 
mp_timelimit_waiting: Time to wait on an empty server before changing levels
 
mp_timelimit: game time per map in minutes
 
mp_timer_postgame: Postgame timer in seconds
 
mp_timer_postround: Postround timer in seconds
 
mp_timer_pregame: Pregame timer in seconds
 
mp_timer_preround_first: Preround timer in seconds for the first round
 
mp_timer_preround_switch: Preround timer in seconds when a team switch occurs
 
mp_timer_preround: Preround timer in seconds
 
mp_timer_taglines: Tagline display timer
 
mp_timer_voting: Time given to post-game voting
 
mp_tkpunish: Will a TK’er be punished in the next round? {0=no, 1=warning, 2=kill}
 
mp_usehwmmodels: Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
 
mp_usehwmvcds: Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
 
mp_voice_bias
 
mp_voice_blocked_lineofsight_enemy_volume
 
mp_voice_blocked_lineofsight_friendly_volume
 
mp_voice_friendly_volume_bias
 
mp_voice_max_distance_enemy
 
mp_voice_max_distance_friendly
 
mp_voice_max_distance_friendly_radio
 
mp_voice_max_enemy_volume_local
 
mp_voice_max_friendly_volume_local
 
mp_voice_max_squad_volume_local
 
mp_voice_max_squad_volume_radio
 
mp_voice_min_distance_enemy
 
mp_voice_min_distance_friendly
 
mp_voice_min_enemy_volume_local
 
mp_voice_min_friendly_volume_local
 
mp_voice_min_squad_volume_local
 
mp_voice_min_squad_volume_radio
 
mp_voice_radio_filter: Should a radio filter be applied to distant squad comms?
 
mp_voice_relay: Should nearby players with radios be able to relay our voip to others with radios
 
mp_voice_squad_radio: Whether to use the squad radio or not. Disabling this will force spatial only
 
mp_voice_use_3d_voip: Alive players use spatial audio for voice communications?
 
mp_waitingforplayers_cancel: Set to 1 to end the WaitingForPlayers period
 
mp_waitingforplayers_restart: Set to 1 to start or restart the WaitingForPlayers period
 
mp_waitingforplayers_time: WaitingForPlayers time length in seconds
 
mp_wave_capture_increment: Amount of waves awarded for capturing points
 
mp_wave_count_attackers: Total waves for attackers
 
mp_wave_count_defenders_per_obj: Total waves for defenders per objective (so Push can support many objectives)
 
mp_wave_count_defenders: Total waves for defenders
 
mp_wave_count_perteam: Total waves per team
 
mp_wave_dpr_attackers_finale: Dead player ratio that triggers a reinforcement wave for attacking team during the last stand specifically
 
mp_wave_dpr_attackers: Dead player ratio that triggers a reinforcement wave for attacking team
 
mp_wave_dpr_defenders_finale: Dead player ratio that triggers a reinforcement wave for defending team for the last objective specifically
 
mp_wave_dpr_defenders_regroup_auto: Dead player ratio that triggers a reinforcement wave for defending team
 
mp_wave_dpr_defenders_regroup: Dead player ratio that triggers a reinforcement wave for defending team
 
mp_wave_dpr_defenders: Dead player ratio that triggers a reinforcement wave for defending team
 
mp_wave_dpr_perteam: Dead player ratio that triggers a reinforcement wave for both teams
 
mp_wave_dpr_survival_end: Dead player ratio at level 30 of Survival game
 
mp_wave_dpr_survival_start: Dead player ratio at start of Survival game
 
mp_wave_grace_period: Grace period where if a reinforcement wave occurs it does not get deducted from wave count
 
mp_wave_max_wait_attackers: Max wave trigger time for attacking team
 
mp_wave_max_wait_defenders: Max wave trigger time for defending team
 
mp_wave_max_wait_perteam: Max wave trigger time for both teams
 
mp_wave_spawn_instant: Server side option to force instant spawning
 
mp_waves_enabled: Whether or not waves are enabled for this mode
 
mp_weaponstay
 
mp_winlimit_coop: win limit for coop
 
mp_winlimit: win limit
 
ms_player_dump_properties: Prints a dump the current players property data
 
multvar: Multiply specified convar value
 
muteid: Server side mute
 
muzzleflash_light
 
 
 

N

name: Current user name
 
namelockid: Prevent name changes for this userID
 
nav_add_to_selected_set_by_id: Add specified area id to the selected set
 
nav_add_to_selected_set: Add current area to the selected set
 
nav_an*lyze: Re-an*lyze 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_area_max_size: Max area size created in nav generation
 
nav_areas_danger_zone_cooldown_player_gunshot: Time between each bullet impact check
 
nav_areas_danger_zone_increment_gunshot: Enemy killed friendly from location increment
 
nav_areas_danger_zone_increment_shoot_player: Someone shot another player from this area
 
nav_areas_death_trap_increment_blown_up: Death by explosion increment
 
nav_areas_death_trap_increment_shot: Death by gunshot increment
 
nav_areas_increment_neighbor_falloff: Frac of the increment amount applied to neighboring nav areas
 
nav_areas_suppression_increment_bullet_impact: Bullet impact suppression increment
 
nav_areas_suppression_increment_explosion: Explosion suppression increment
 
nav_areas_suppression_increment_friendly_take_damage: Friendly taken damage suppression increment
 
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_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 1×1 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 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_coplanar_slope_limit_displacement
 
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_area_at_feet: Anchor nav_begin_area Z to editing player’s feet
 
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_debug_areas: Debugging nav areas
 
nav_debug_blocked
 
nav_debug_dangerzone: Show danger zones
 
nav_debug_deathtraps: Show death traps
 
nav_debug_flanker: Debugging nav for flankers
 
nav_debug_pathing: Debugging nav pathing
 
nav_delete_marked: Deletes the currently marked Area (if any)
 
nav_delete: Deletes the currently highlighted Area
 
nav_disconnect_outgoing_oneways: For each area in the selected set, disconnect all outgoing one-way connections
 
nav_disconnect: To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec
 
nav_displacement_test: 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: The offset of the nav drag volume top from center
 
nav_drag_selection_volume_zmin_offset: The offset of the nav drag volume bottom from center
 
nav_draw_limit: The maximum number of areas to draw in edit mode
 
nav_dump_selected_set_positions: Write the (x,y,z) coordinates of the centers of all selected nav areas to a file
 
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_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: Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again
 
nav_gen_cliffs_approx: Mark cliff areas, post-processing approximation
 
nav_generate_fencetops: Autogenerate nav areas on fence and obstacle tops
 
nav_generate_fixup_jump_areas: Convert obsolete jump areas into 2-way connections
 
nav_generate_incremental_range
 
nav_generate_incremental_tolerance: Z tolerance for adding new nav areas
 
nav_generate_incremental: Generate a Navigation Mesh for the current map and save it to disk
 
nav_generate: 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_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_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_mark: Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands
 
nav_max_view_distance: Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
 
nav_max_vis_delta_list_length
 
nav_merge_mesh: Merges a saved selected set into the current mesh
 
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_place_set: Sets the Place of all selected areas to the current Place
 
nav_potentially_visible_dot_tolerance
 
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 an*lysis. 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: Removes legacy jump areas, replacing them with connections
 
 
 

N

nav_run: Toggles the ‘traverse this area by running’ flag used by the AI system
 
nav_save_selected: Writes the selected set to disk for merging into another mesh via nav_merge_mesh
 
nav_save: Saves the current Navigation Mesh to disk
 
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_selected_set_border_color: Color used to draw the selected set borders while editing
 
nav_selected_set_color: Color used to draw the selected set background while editing
 
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: 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_compa*s
 
nav_show_continguous: Highlight non-contiguous connections
 
nav_show_cursor_position
 
nav_show_danger: Show current ‘danger’ levels
 
nav_show_dumped_positions: Show the (x,y,z) coordinate positions of the given dump file
 
nav_show_func_nav_avoid: Show areas of designer-placed bot avoidance due to func_nav_avoid entities
 
nav_show_func_nav_prefer: Show areas of designer-placed bot preference due to func_nav_prefer entities
 
nav_show_light_intensity
 
nav_show_node_grid
 
nav_show_node_id
 
nav_show_nodes
 
nav_show_player_counts: Show current player counts in each area
 
nav_show_potentially_visible: Show areas that are potentially visible from the current nav area
 
nav_simplify_selected: Chops all selected areas into their component 1×1 areas and re-merges them together into larger areas
 
nav_slope_limit: The ground unit normal’s Z component must be greater than this for nav areas to be generated
 
nav_slope_tolerance: The ground unit normal’s Z component must be this close to the nav area’s Z component to be generated
 
nav_snap_to_grid: Snap to the nav generation grid when creating new nav areas
 
nav_solid_props: Make props solid to nav generation/editing
 
nav_spawn_debug_force_collect: Rebuild All Nav Spawn Points
 
nav_spawn_debug_generation
 
nav_spawn_debug_generation_details
 
nav_spawn_debug_scoring
 
nav_spawn_debug_scoring_details
 
nav_spawn_debug_selection
 
nav_spawn_debug_selection_details
 
nav_spawn_debug_show_discards
 
nav_spawn_debug_show_spawns
 
nav_spawn_debug_squad_spawning
 
nav_spawn_debug: Turn on debug messages for spawn system
 
nav_spawn_enemy_max_distance: Maximum distance to players to consider
 
nav_spawn_enemy_maximum_distance_conquer: Maximum distance to players to consider (conquer)
 
nav_spawn_enemy_maximum_distance_hunt: Maximum distance to players to consider (hunt)
 
nav_spawn_enemy_maximum_distance_outpost: Maximum distance to players to consider (outpost)
 
nav_spawn_enemy_maximum_distance_survival: Maximum distance to players to consider (survival)
 
nav_spawn_enemy_min_distance_start_frac: Map based Frac for the start of the Round
 
nav_spawn_enemy_min_distance: Minimum distance to players to consider
 
nav_spawn_enemy_minimum_distance_conquer: Minimum distance to players to consider (conquer)
 
nav_spawn_enemy_minimum_distance_frac_conquer_start: Map based Frac for Conquer at the start of the Round
 
nav_spawn_enemy_minimum_distance_frac_conquer: Map based Frac for Conquer during Round
 
nav_spawn_enemy_minimum_distance_frac_hunt_start: Map based Frac for Hunt at the start of the Round
 
nav_spawn_enemy_minimum_distance_frac_outpost_start: Map based Frac for Outpost at the start of the Round
 
nav_spawn_enemy_minimum_distance_frac_outpost: Map based Frac for Outpost during Round
 
nav_spawn_enemy_minimum_distance_frac_survival_start: Map based Frac for Survival at the start of the Round
 
nav_spawn_enemy_minimum_distance_frac_survival: Map based Frac for Survival during Round
 
nav_spawn_enemy_minimum_distance_hunt: Minimum distance to players to consider (hunt)
 
nav_spawn_enemy_minimum_distance_outpost: Minimum distance to players to consider (outpost)
 
nav_spawn_enemy_minimum_distance_survival: Minimum distance to players to consider (survival)
 
nav_spawn_fill_empty_rate
 
nav_spawn_frequency_bot: Minimum time inbetween each bot spawn
 
nav_spawn_frequency_human: Minimum time inbetween each human spawn
 
nav_spawn_generate_location_max: Max amount of nav spawns to generate in a given location
 
nav_spawn_max_per_controlpoint
 
nav_spawn_max_player_distance_default: Maximum distance to players to consider
 
nav_spawn_min_area_size: Minimum size of nav area tile to be considered
 
nav_spawn_min_bot_spawn_frequency: Minimum time inbetween each bot spawn
 
nav_spawn_min_human_spawn_frequency: Minimum time inbetween each human spawn
 
nav_spawn_min_per_controlpoint
 
nav_spawn_min_player_distance_default: Minimum distance to players to consider
 
nav_spawn_min_spacing_sq: Minimum spacing inbetween each spawn point
 
nav_spawn_proximity_penalty
 
nav_spawn_recollect_time: Max time before spawn system discards and recollects spawn points
 
nav_spawn_rescore_rate
 
nav_spawn_rescore_time: Persistently show the active spawns
 
nav_spawn_score_base: Base score given to a nav spawn before anything is factored
 
nav_spawn_score_cachepoint_bonus: bonus max for being near a cache point
 
nav_spawn_score_controlpoint_bonus: bonus max for being near a control point
 
nav_spawn_score_controlpoint_proximity: how far to fall off the controlpoint bonus
 
nav_spawn_score_cp_locked
 
nav_spawn_score_cp_proximity_max
 
nav_spawn_score_cp_proximity_min
 
nav_spawn_score_cp_score_max
 
nav_spawn_score_cp_score_min
 
nav_spawn_score_decoy_score_max
 
nav_spawn_score_decoy_score_min
 
nav_spawn_score_decrement_combat_high: Decrement for being in a high combat area
 
nav_spawn_score_decrement_combat_medium: Decrement for being in a medium combat area
 
nav_spawn_score_decrement_light_intensity_high: Decrement for being in a high light intensity area
 
nav_spawn_score_decrement_light_intensity_medium: Decrement for being in a medium light intensity area
 
nav_spawn_score_decrement_no_hiding_spots: Decrement for not having any hiding spots
 
nav_spawn_score_decrement_occupied: Decrement for being occupied
 
nav_spawn_score_discard: Minimum score a nav spawn must have to be added
 
nav_spawn_score_enemy_player_proximity_bonus: Max bonus to apply
 
nav_spawn_score_enemy_player_proximity_distance: Ideal distance from enemies for each spawn
 
nav_spawn_score_enemy_player_proximity_falloff: Range to apply the distance bonus
 
nav_spawn_score_enemy_spawn_dist_ideal
 
nav_spawn_score_enemy_spawn_dist_min
 
nav_spawn_score_enemy_spawn_score_ideal
 
nav_spawn_score_enemy_spawn_score_ideal_falloff
 
nav_spawn_score_frequency: Nav spawn rescore frequency in seconds
 
nav_spawn_score_friendly_spawn_bonus_max_distance: how far to fall off the spawn zone bonus
 
nav_spawn_score_friendly_spawn_bonus: bonus max for being near a friendly spawn zone
 
nav_spawn_score_hiding_bonus: Bonus given to Nav Spawns derived from Hiding Spots
 
nav_spawn_score_inside: Modifier for areas that are inside
 
nav_spawn_score_los_check: Whether or not we should do an los check
 
nav_spawn_score_max: Max spawn score
 
nav_spawn_score_min: Min spawn score
 
nav_spawn_score_multiplier_outdoors: Multiplier if outdoors
 
nav_spawn_score_outpost_bonus
 
nav_spawn_score_player_proximity_bonus
 
nav_spawn_score_player_proximity_distance
 
nav_spawn_score_player_proximity_outpost_max
 
nav_spawn_score_player_proximity_outpost_min
 
nav_spawn_score_player_proximity_penalty
 
 
 

N

nav_spawn_score_player_proximity_sustained_max
 
nav_spawn_score_player_proximity_sustained_min
 
nav_spawn_score_potentially_visible: Modifier for areas that are potentially visible by enemy team
 
nav_spawn_score_random_max: Random modifier given to each spawn to prevent spawn patterns
 
nav_spawn_score_random_min: Random modifier given to each spawn to prevent spawn patterns
 
nav_spawn_score_spawn_point_bonus: Bonus given to Nav Spawns derived from Spawn Points
 
nav_spawn_score_sustained_bonus
 
nav_spawn_stored_spawn_expiration
 
nav_spawn_verify_rate
 
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_place_on_ground: If true, nav areas will be placed flush with the ground when split
 
nav_split: To split an Area into two, align the split line using your cursor and invoke the split command
 
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_s*rip: Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area
 
nav_subdivide: Subdivides all selected areas
 
nav_test_node
 
nav_test_node_crouch
 
nav_test_node_crouch_dir
 
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: Toggles Place Painting mode. When 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: If nonzero editing the mesh will incrementally recompue visibility
 
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
 
nav_world_center: Centers the nav mesh in the world
 
nb_allow_avoiding
 
nb_allow_climbing
 
nb_allow_gap_jumping
 
nb_blind: Disable vision
 
nb_command: Sends a command string to all bots
 
nb_debug_climbing
 
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: If true, each bot keeps a history of debug output in memory
 
nb_debug_known_entities: Show the ‘known entities’ for the bot that is the current spectator target
 
nb_debug_spectatefilter: If 1, nextbot debug will only show for the observer target
 
nb_debug: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS
 
nb_force_look_at: Force selected bot to look at the local player’s position
 
nb_goal_look_ahead_range
 
nb_head_aim_resettle_angle: After rotating through this angle, the bot pauses to ‘recenter’ its virtual mouse on its virtual mousepad
 
nb_head_aim_resettle_time: How long the bot pauses to ‘recenter’ its virtual mouse on its virtual mousepad
 
nb_head_aim_settle_duration
 
nb_head_aim_steady_max_rate
 
nb_ladder_align_range
 
nb_move_to_cursor: Tell all NextBots to move to the cursor position
 
nb_nav_combat_build_rate: Gunfire/second increase (combat caps at 1.0)
 
nb_nav_combat_decay_rate: Decay/second toward zero
 
nb_nav_death_build_rate: Death increase (caps at 1.0)
 
nb_nav_death_decay_rate: Decay/second toward zero
 
nb_nav_hiding_spot_show_cover
 
nb_nav_hiding_spot_show_score
 
nb_nav_in_combat_duration: How long after gunfire occurs is this area still considered to be ‘in combat’
 
nb_nav_show_actor_potential_visibility
 
nb_nav_show_blocked_areas: Highlight areas that are considered blocked for TF-specific reasons
 
nb_nav_show_bomb_drop_areas
 
nb_nav_show_bomb_target_distance: Display travel distances to bomb target
 
nb_nav_show_control_points
 
nb_nav_show_death_areas
 
nb_nav_show_enemy_invasion_areas: Highlight areas where the enemy team enters the visible environment of the local player
 
nb_nav_show_gate_defense_areas
 
nb_nav_show_in_combat_areas
 
nb_nav_show_incursion_distance: Display travel distances from current spawn room (1=red, 2=blue)
 
nb_nav_show_incursion_flow
 
nb_nav_show_incursion_flow_gradient: 1 = red, 2 = blue
 
nb_nav_show_incursion_flow_range: 1 = red, 2 = blue
 
nb_nav_show_incursion_range_max: Highlight areas with incursion distances between min and max cvar values
 
nb_nav_show_incursion_range_min: Highlight areas with incursion distances between min and max cvar values
 
nb_nav_show_incursion_range: 1 = red, 2 = blue
 
nb_nav_show_mesh_decoration_manual: Highlight special areas marked by hand
 
nb_nav_show_mesh_decoration: Highlight special areas
 
nb_nav_show_point_defense_areas
 
nb_nav_show_sentry_danger
 
nb_nav_show_sniper_areas
 
nb_nav_show_sniper_areas_safety_range
 
nb_nav_show_sweeped_areas
 
nb_nav_show_turf_ownership: Color nav area by smallest incursion distance
 
nb_nav_show_valid_spawn_points: Show points > 11 score ( 1 = team_one , 2 = team_two )
 
nb_path_draw_inc
 
nb_path_draw_segment_count
 
nb_path_segment_influence_radius
 
nb_player_crouch: Force bots to crouch
 
nb_player_move_direct
 
nb_player_move: Prevents bots from moving
 
nb_player_stop: Stop all NextBotPlayers from updating
 
nb_player_walk: Force bots to walk
 
nb_saccade_speed
 
nb_saccade_time
 
nb_select: Select the bot you are aiming at for further debug operations
 
nb_shadow_dist
 
nb_speed_look_ahead_range
 
nb_stop: Stop all NextBots
 
nb_update_debug
 
nb_update_framelimit
 
nb_update_frequency
 
nb_update_maxslide
 
nb_warp_selected_here: Teleport the selected bot to your cursor position
 
nearz_player_death
 
net_allow_multicast
 
net_blockmsg: <0|1|name>
 
net_channels: Shows net channel info
 
net_compressvoice: Attempt to compress out of band voice payloads (360 only)
 
net_drawslider: Draw completion slider during signon
 
net_droppackets: Drops next n packets on client
 
net_dumpeventstats: Dumps out a report of game event network usage
 
net_earliertempents
 
net_fakejitter: Jitter fakelag packet time
 
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, = 2 draws data on payload, = 3 draws payload legend
 
net_graphheight: Height of netgraph panel
 
net_graphmsecs: The latency graph represents this many milliseconds
 
net_graphpos
 
net_graphproportionalfont: Determines whether netgraph font is proportional or not
 
net_graphshowinterp: Draw the interpolation graph
 
net_graphshowlatency: Draw the ping/packet loss graph
 
net_graphshowsvframerate: Draw the server framerate graph
 
net_graphsolid
 
net_graphtext: Draw text fields
 
net_maxcleartime: Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit)
 
net_maxfilesize: Maximum allowed file size for uploading in MB
 
net_maxfragments: Max fragment bytes per packet
 
net_maxroutable: Requested max packet size before packets are ‘split’
 
net_megasnapshot
 
net_public_adr: (‘x.x.x.x’
 
net_queue_trace
 
net_queued_packet_thread: Use a high priority thread to send queued packets out instead of sending them each frame
 
net_scale
 
net_showeventlisteners: Show listening addition/removals
 
net_showevents: Dump game events to console (1=client only, 2=all)
 
net_showfragments: Show netchannel fragments
 
net_showpeaks: <size>
 
net_showreliablesounds
 
net_showsplits: Show info about packet splits
 
net_showtcp: Dump TCP stream summary to console
 
 
 

N

net_showudp_oob: Dump OOB UDP packets summary to console
 
net_showudp_remoteonly: Dump non-loopback udp only
 
net_showudp: Dump UDP packets summary to console
 
net_showusercmd: Show user command encoding
 
net_splitrate: 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_steamcnx_allowrelay: +net_steamcnx_allowrel
 
net_steamcnx_debug: Show debug spew for steam based connections, 2 shows all network traffic for steam sockets
 
net_steamcnx_enabled: Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP
 
net_steamcnx_status: Print status of steam connection sockets
 
net_usesocketsforloopback: Use network sockets layer even for listen server local player’s packets (multiplayer only)
 
next: Set to 1 to advance to next frame ( when singlestep == 1 )
 
nextdemo: Play next demo in sequence
 
nextlevel: If set to a valid map name, will change to this map during the next changelevel
 
noclip_fixup
 
noclip: Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
 
notarget: Toggle. Player becomes hidden to NPCs
 
npc_height_adjust: Enable test mode for ik height adjustment
 
npc_vphysics
 
 
 

O

obj_ammo_crate_drag: Default drag of an ammo crate
 
obj_ammo_crate_health: Default health of an ammo crate
 
obj_ammo_crate_lifetime: Lifetime of an ammo crate
 
obj_ammo_crate_ma*s: Default ma*s of an ammo crate
 
obj_ammo_crate_resupply_zone_size: Default size of the resupply area of an ammo crate
 
obj_capture_damage: Captures all damage taken by objects for dumping later
 
obj_dump_damage
 
obj_show_damage: Show all damage taken by objects
 
old_radiusdamage
 
openserverbrowser: Opens server browser
 
option_duck_method
 
option_speed_method
 
overview_alpha: Overview map translucency.
 
overview_bounds_alpha
 
overview_cla*s_icon_size
 
overview_focus_box_opacity
 
overview_grid_overlay
 
overview_health: Show player’s health in map overview.
 
overview_locked: Locks map angle, doesn’t follow view angle.
 
overview_mode: <0|1|2>
 
overview_names: Show player’s names in map overview.
 
overview_player_size: Icon size
 
overview_tracks: Show player’s tracks in map overview.
 
overview_zoom: <zoom> [<time>] [rel]
 
 
 

P

paintsplat_bias: Change bias value for computing circle buffer
 
paintsplat_max_alpha_noise: Max noise value of circle alpha
 
paintsplat_noise_enabled
 
panel_test_title_safe: Test vgui panel positioning with title safe indentation
 
particle_sim_alt_cores
 
particle_simulateoverflow: Used for stress-testing particle systems. Randomly denies creation of particles
 
particle_test_attach_attachment: Attachment index for attachment mode
 
particle_test_attach_mode: ‘start_at_attachment’, ‘follow_attachment’, ‘start_at_origin’, ‘follow_origin’
 
particle_test_file: Name of the particle system to dynamically spawn
 
particle_test_start: Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particl
 
particle_test_stop: {entity_name} / {cla*s_name} / no argument picks what playe
 
pa*sword: Current server access pa*sword
 
path: Show the engine filesystem path
 
pause: Toggle the server pause state
 
perf_fire_bullet_firstpredictedonly: Only do effects tracing, etc., first time a CUserCmd is predicted
 
perf_fire_bullet_single
 
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 pa*s over phonemes
 
phonemesnap: Lod at level at which visemes stops always considering two phonemes, regardless of duration
 
phys_debug_check_contacts
 
phys_impactforcescale
 
phys_penetration_error_time: Controls the duration of vphysics penetration error boxes
 
phys_pushscale
 
phys_show_active
 
phys_speeds
 
phys_stressbodyweights
 
phys_timescale: Scale time for physics
 
phys_upimpactforcescale
 
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
 
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
 
pingserver: Ping a server for info
 
pipeline_static_props
 
pixelvis_debug: Dump debug info
 
play_distance:’10 foot’ presets
 
play: Play a sound
 
playdemo: Play a recorded demo file (.dem )
 
player_debug_print_damage: When true, print amount and type of all damage received by player to console
 
player_old_armor
 
player_prone_pushaway_debug
 
player_prone_pushaway_distance
 
player_prone_pushaway_speed
 
player_prone_pushaway_speed_ads
 
player_prone_pushaway_sufacezmax
 
player_prone_pushaway_zmin
 
player_slide_cooldown
 
player_slide_duration
 
player_slide_impact_epsilon
 
player_slide_probe_distance
 
player_slide_probe_dot
 
player_slide_sample_period
 
player_slide_speed_acceleration
 
player_slide_speedfrac_max
 
player_slide_speedfrac_warmup
 
player_slide_warmup_interval
 
player_use_radius
 
player_use_tolerance
 
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
 
playvideo_end_level_transition: <filename> <time>
 
playvideo_exitcommand_nointerrupt: <filename> <exit command>
 
playvideo_exitcommand: <filename> <exit command>
 
playvideo_nointerrupt: <filename> [width height]
 
playvideo: <filename> [width height]
 
playvol: Play a sound at a specified volume
 
plr_debug
 
plr_debug_inventory
 
plugin_load: loads a plugin
 
plugin_pause_all: pauses all loaded plugins
 
plugin_pause: pauses a loaded plugin
 
plugin_print: Prints details about loaded plugins
 
plugin_unload: unloads a plugin
 
plugin_unpause_all: unpauses all disabled plugins
 
plugin_unpause: unpauses a disabled plugin
 
pop_helmets
 
print_colorcorrection: Display the color correction layer information
 
progress_enable
 
prop_active_gib_limit
 
prop_active_gib_max_fade_time
 
prop_break_disable_float
 
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
 
prop_dynamic_create: {.mdl name}
 
prop_physics_create: {.mdl name}
 
prop_sprinkler_debug
 
props_break_max_pieces_perframe: Maximum prop breakable piece count per frame (-1 = model default)
 
props_break_max_pieces: Maximum prop breakable piece count (-1 = model default)
 
pwatchent: Entity to watch for prediction system changes
 
pwatchvar: Entity variable to watch in prediction system for changes
 
 
 

Q

qa_broadcast_music: [id] – Broadcast the specific music trigger ID (0-x)
 
qa_capture_points
 
qa_force_mvp: Force the specific entindex to be mvp
 
qa_kill_all_bots
 
qa_loseround: Loses the round for the players team
 
qa_panic_all_bots
 
qa_respawn_all_bots
 
qa_stronghold_counterattack
 
qa_tieround: Ties the round for the players team
 
qa_winround: Wins the round for the players team
 
quit: Exit the engine
 
 
 

R

r_3dsky: Enable the rendering of 3d sky boxes
 
r_alphafade_usefov: Account for FOV when computing an entity’s distance-based alpha fade
 
r_ambientboost: Set to boost ambient term if it is totally swamped by local lights
 
r_ambientfactor: Boost ambient cube by no more than this factor
 
r_ambientfraction: Fraction of direct lighting used to boost lighting when model requests
 
r_ambientlightingonly: Set this to 1 to light models with only ambient lighting (and no static lighting)
 
r_ambientmin: Threshold above which ambient cube will not boost (i.e. it’s already sufficiently bright
 
r_aspectratio
 
r_avglight
 
r_avglightmap
 
r_bloomtintb
 
r_bloomtintexponent
 
r_bloomtintg
 
r_bloomtintr
 
r_brush_queue_mode
 
r_buildingmapforworld
 
r_cheapwaterend
 
r_cheapwaterstart
 
r_cleardecals: Usage r_cleardecals <permanent>
 
r_ClipAreaFrustums
 
r_ClipAreaPortals
 
r_colorstaticprops
 
r_debug_ik
 
r_debug_sequencesets
 
r_debugcheapwater
 
r_debugrandomstaticlighting: Set to 1 to randomize static lighting for debugging. Must restart for change to take affect
 
r_decal_cover_count
 
r_decal_overlap_area
 
r_decal_overlap_count
 
r_decals
 
r_decalstaticprops: Decal static props test
 
r_deferopaquefastclipped
 
r_depthoverlay: Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output
 
r_depthpa*s_batchbspgeometry
 
r_disable_distance_fade_on_big_props_thresh: Distance prop fade disable threshold size
 
r_disable_distance_fade_on_big_props: Completely disable distance fading on large props
 
r_disable_update_shadow
 
r_DispBuildable
 
r_dispcombinecalls: Experimental feature that combines the draw calls of displacements
 
r_DispWalkable
 
r_dlightsenable
 
r_dopixelvisibility
 
r_draw_flashlight_3rd_person: Draw flashlight beams for other players
 
r_draw_lasersight_1st_person: Draw laser sight for the local player
 
r_draw_lasersight_3rd_person: Draw laser sights for other players
 
r_drawallrenderables: Draw all renderables, even ones inside solid leaves
 
r_drawbatchdecals: Render decals batched
 
r_DrawBeams: 0=Off, 1=Normal, 2=Wireframe
 
r_drawbrushmodels: Render brush models. 0=Off, 1=Normal, 2=Wireframe
 
r_drawclipbrushes: Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
 
r_drawdecals: Render decals
 
r_DrawDisp: Toggles rendering of displacment maps
 
r_drawentities
 
r_drawflecks
 
r_drawfuncdetail: Render func_detail
 
r_drawleaf: Draw the specified leaf
 
r_drawlightcache: draw rays
 
r_drawlightinfo
 
r_drawlights
 
r_drawmodeldecals
 
r_DrawModelLightOrigin
 
r_drawmodelstatsoverlay
 
r_drawmodelstatsoverlaydistance
 
r_drawmodelstatsoverlayfilter
 
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: 0=Off, 1=Normal, 2=Wireframe
 
r_drawparticles: Enable/disable particle rendering
 
r_drawpixelvisibility: Show the occlusion proxies
 
r_DrawPortals
 
r_DrawRain: Enable/disable rain rendering
 
r_drawrenderboxes: (0 – off) (1 – Draws the bounding box of entities) (2 – Draws the axis aligned bounding box used for culling) (3 – draws both b
 
r_drawropes
 
r_drawscreenoverlay
 
r_drawskybox
 
r_DrawSpecificStaticProp
 
r_drawsprites
 
r_drawstaticprops: 0=Off, 1=Normal, 2=Wireframe
 
r_drawtracers
 
r_drawtracers_firstperson: Toggle visibility of first person weapon tracers
 
r_drawtracers_movetonotintersect
 
r_drawtranslucentrenderables
 
r_drawtranslucentworld
 
r_drawunderwateroverlay
 
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_dynamiclighting
 
r_emulategl
 
r_entityclips
 
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_fade360style
 
r_farz: Override the far clipping plane. -1 means to use the value in env_fog_controller
 
r_fastreflectionfastpath
 
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_fastzrejectdisp: Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on
 
r_flashlight_3rd_person_range: Distance to draw flashlight beams for other players
 
r_flashlight_always_cull_for_single_pa*s
 
r_flashlight_attach_to_viewmodel: Attach the flashlight effect to the viewmodel
 
r_flashlight_info: Information about currently enabled flashlights
 
r_flashlight_topdown
 
r_flashlightambient
 
r_flashlightbacktraceoffset
 
r_flashlightbrightness
 
r_flashlightclip
 
r_flashlightconstant
 
r_flashlightculldepth
 
r_flashlightdepth_drawtranslucents
 
r_flashlightdepthres
 
r_flashlightdepthreshigh
 
r_flashlightdepthtexture
 
r_FlashlightDetailProps: Enable a flashlight drawing pa*s on detail props. 0 = off, 1 = single pa*s, 2 = multipa*s (multipa*s is PC ONLY)
 
r_flashlightdrawclip
 
r_flashlightdrawdepth
 
r_flashlightdrawdepthres
 
r_flashlightdrawfrustum
 
r_flashlightdrawfrustumbbox
 
r_flashlightdrawsweptbbox
 
r_flashlightenableculling: Enable frustum culling of flashlights
 
r_flashlightfar
 
r_flashlightfov
 
r_flashlightladderdist
 
r_flashlightlinear
 
r_flashlightlockposition
 
r_flashlightmodels
 
r_flashlightmuzzleflashfov
 
r_flashlightnear
 
r_flashlightnearoffsetscale
 
r_flashlightnodraw
 
r_flashlightoffsetforward
 
r_flashlightoffsetforward_low
 
r_flashlightoffsetright
 
r_flashlightoffsetright_low
 
r_flashlightoffsetup
 
r_flashlightoffsetup_low
 
r_flashlightquadratic
 
r_flashlightrender
 
r_flashlightrendermodels
 
r_flashlightrenderworld
 
r_flashlightscissor
 
r_flashlightshadowatten
 
r_flashlighttracedistcutoff
 
r_flashlightupdatedepth
 
r_flashlightvisualizetrace
 
r_flashlightvolumetrics
 
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_glint_alwaysdraw
 
r_glint_procedural
 
r_hidepaintedsurfaces: If enabled, hides all surfaces which have been painted
 
r_highlight_translucent_renderables
 
r_hunkalloclightmaps
 
r_hwmorph
 
r_impacts_alt_orientation
 
r_itemblinkmax
 
r_itemblinkrate
 
r_JeepFOV
 
r_jiggle_bones
 
r_keepstyledlightmapsonly
 
r_lightaverage: Activates/deactivate light averaging
 
r_lightcache_invalidate
 
r_lightcache_numambientsamples: number of random directions to fire rays when computing ambient lighting
 
r_lightcache_radiusfactor: Allow lights to influence lightcaches beyond the lights’ radii
 
r_lightcache_zbuffercache
 
r_lightcachecenter
 
r_lightcachemodel
 
r_lightinterp: Controls the speed of light interpolation, 0 turns off interpolation
 
r_lightmap
 
r_lightstyle
 
r_lightwarpidentity
 
r_lockpvs: Lock the PVS so you can fly around and inspect what is being drawn
 
r_lod
 
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_modelAmbientMin: Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns)
 
r_modelwireframedecal
 
r_nohw
 
r_norefresh
 
r_nosw
 
r_novis: Turn off the PVS
 
r_occludeemaxarea: 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: 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: 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_oldlightselection: Set this to revert to HL2’s method of selecting lights
 
r_overlayfadeenable
 
r_overlayfademax
 
r_overlayfademin
 
r_overlaywireframe
 
r_particle_sim_spike_threshold_ms
 
r_particle_timescale
 
 
 

R

r_partition_level: Displays a particular level of the spatial partition system. Use -1 to disable it
 
r_PhysPropStaticLighting
 
r_pix_recordframes
 
r_pix_start
 
r_pixelfog
 
r_pixelvisibility_partial
 
r_pixelvisibility_spew
 
r_portal_use_pvs_optimization: Enables an optimization that allows portals to be culled when outside of the PVS
 
r_portalscloseall
 
r_portalsopenall: Open all portals
 
r_PortalTestEnts: Clip entities against portal frustums
 
r_printdecalinfo
 
r_proplightingfromdisk: 0=Off, 1=On, 2=Show Errors
 
r_proplightingpooling: 0 – off, 1 – static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
 
r_propsmaxdist: Maximum visible distance
 
r_queued_decals: Offloads a bit of decal rendering setup work to the material system queue when enabled
 
r_queued_post_processing
 
r_queued_ropes
 
r_radiosity: 162 samples for static props, 6 sam
 
r_RainAllowInSplitScreen: Allows rain in splitscreen
 
r_rainalpha
 
r_rainalphapow
 
r_RainCheck: Enable/disable IsInAir() check for rain drops?
 
r_RainDebugDuration: Shows rain tracelines for this many seconds (0 disables)
 
r_raindensity
 
r_RainHack
 
r_rainlength
 
r_RainParticleDensity: Density of Particle Rain 0-1
 
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_randomflex
 
r_renderoverlayfragment
 
r_rimlight
 
r_rootlod: Root LOD
 
r_ropetranslucent
 
r_scope_mask_debug
 
r_screenoverlay: Draw specified material as an overlay
 
r_sequence_debug
 
r_shader_srgb: -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
 
r_shader_srgbread: 1 = use shader srgb texture reads, 0 = use HW
 
r_shadow_debug_spew
 
r_shadow_deferred_downsample: Toggle low-res deferred shadow rendering
 
r_shadow_deferred_simd
 
r_shadow_deferred: Toggle deferred shadow rendering
 
r_shadow_half_update_rate: Updates shadows at half the framerate
 
r_shadow_lightpos_lerptime
 
r_shadow_shortenfactor: Makes shadows cast from local lights shorter
 
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_shadowfromanyworldlight
 
r_shadowfromworldlights_debug
 
r_shadowfromworldlights: Enable shadowing from world lights
 
r_shadowids
 
r_shadowlod
 
r_shadowmaxrendered
 
r_shadowrendertotexture
 
r_shadows
 
r_shadows_gamecontrol
 
r_shadows_on_renderables_enable: Support casting RTT shadows onto other renderables
 
r_shadowwireframe
 
r_showenvcubemap
 
r_ShowViewerArea
 
r_showz_power
 
r_simpleworldmodel_drawbeyonddistance_fullscreen
 
r_simpleworldmodel_drawbeyonddistance_pip
 
r_simpleworldmodel_drawbeyonddistance_splitscreen
 
r_simpleworldmodel_drawforrecursionlevel_fullscreen
 
r_simpleworldmodel_drawforrecursionlevel_pip
 
r_simpleworldmodel_drawforrecursionlevel_splitscreen
 
r_simpleworldmodel_waterreflections_fullscreen
 
r_simpleworldmodel_waterreflections_pip
 
r_simpleworldmodel_waterreflections_splitscreen
 
r_skin
 
r_skybox_draw_last: Draws skybox after world brush geometry, rather than before
 
r_skybox: Enable the rendering of sky boxes
 
r_slowpathwireframe
 
r_snapportal
 
r_SnowDebugBox: Snow Debug Boxes
 
r_SnowEnable: Snow Enable
 
r_SnowEndAlpha: Snow
 
r_SnowEndSize: Snow
 
r_SnowFallSpeed: Snow fall speed scale
 
r_SnowInsideRadius: Snow
 
r_SnowOutsideRadius: Snow
 
r_SnowParticles: Snow
 
r_SnowPosScale: Snow
 
r_SnowRayEnable: Snow
 
r_SnowRayLength: Snow
 
r_SnowRayRadius: Snow
 
r_SnowSpeedScale: Snow
 
r_SnowStartAlpha: Snow
 
r_SnowStartSize: Snow
 
r_SnowWindScale: Snow
 
r_SnowZoomOffset: Snow
 
r_SnowZoomRadius: Snow
 
r_spray_lifetime: Number of rounds player sprays are visible
 
r_sse_s: sse ins for particle sphere create
 
r_staticlight_streams
 
r_staticpropinfo
 
r_swingflashlight
 
r_teeth
 
r_threaded_particles
 
r_threaded_shadow_clip
 
r_threadeddetailprops: enable threading of detail prop drawing
 
r_unlimitedrefract
 
r_unloadlightmaps
 
r_updaterefracttexture
 
r_vehicleBrakeRate
 
r_VehicleViewClamp
 
r_VehicleViewDampen
 
r_visambient: Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
 
r_visocclusion: Activate/deactivate wireframe rendering of what the occlusion system is doing
 
r_visualizelighttraces
 
r_visualizelighttracesshowfulltrace
 
r_visualizeproplightcaching
 
r_visualizetraces
 
r_volumetricsunshafts
 
r_volumetricsunshafts_blurmode
 
r_volumetricsunshafts_debug
 
r_volumetricsunshafts_fullresolutionpa*s
 
r_volumetricsunshafts_intensity
 
r_volumetricsunshafts_offset
 
r_volumetricsunshafts_scattering
 
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
 
r_worldlistcache
 
ragdoll_sleep_debug
 
ragdoll_sleepaftertime: After this many seconds of being basically stationary, the ragdoll will go to sleep
 
rank_xp_test: Given an XP amount, determines a rank and prints it to console
 
rate: Max bytes/sec the host can receive data
 
rcon_address:p)
 
rcon_pa*sword: remote console pa*sword
 
rcon: Issue an rcon command
 
recompute_speed: Recomputes clock speed (for debugging purposes)
 
record: Record a demo
 
refresh_inventory: refresh inventory menu
 
reload_hud_panels: Reloads each hud panel
 
reload_inventory: Reloads the inventory menu
 
reload_materials
 
reload_menus: Reload all of our menus
 
reload_schemes: Reloads all schemes (gameui_scheme, clientscheme, few engine schemes)
 
reload_scoreboard: Reloads the scoreboard menu
 
reload_spectatorgui: Reloads the scoreboard menu
 
reload_vjobs: reload vjobs module
 
reload: Reload the most recent saved game (add setpos to jump to current view position on reload)
 
remote_bug: Starts a bug report with data from the currently connected rcon machine
 
remove_upgrade: Remove weapon upgrade for active weapon to the player
 
removeallids: Remove all user IDs from the ban list
 
removeid: Remove a user ID from the ban list
 
removeip: Remove an IP address from the ban list
 
render_blanks: render N blank frames
 
report_cliententitysim: List all clientside simulations and time – will report and turn itself off
 
report_clientthinklist: List all clientside entities thinking and time – will report and turn itself off
 
report_entities: Lists all entities
 
report_simthinklist: Lists all simulating/thinking entities
 
report_soundpatch: reports sound patch count
 
report_touchlinks: Lists all touchlinks
 
res_restrict_access
 
reset_gameconvars: Reset a bunch of game convars to default values
 
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
 
rope_averagelight: Makes ropes use average of cubemap lighting instead of max intensity
 
rope_collide: Collide rope with the world
 
rope_min_pixel_diameter
 
rope_rendersolid
 
rope_shake
 
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_smooth: Do an antialiasing effect on ropes
 
rope_solid_maxalpha
 
rope_solid_maxwidth
 
rope_solid_minalpha
 
rope_solid_minwidth
 
rope_subdiv: Rope subdivision amount
 
rope_wind_dist: Don’t use CPU applying small wind gusts to ropes when they’re past this distance
 
round_start_reset_duck
 
round_start_reset_speed
 
rr_debugresponseconcept: If set, rr_debugresponses will print only responses testing for the specified concept
 
rr_debugresponses: Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/f
 
rr_debugrule: If set to the name of the rule, that rule’s score will be shown whenever a concept is pa*sed into the response rules system
 
rr_dumpresponses: Dump all response_rules.txt and rules (requires restart)
 
 
 

R

rr_followup_maxdist: ‘then ANY’ or ‘then ALL’ response followups will be dispatched only to characters within this distance
 
rr_forceconcept:va
 
rr_reloadresponsesystems: Reload all response system scripts
 
rr_thenany_score_slop: When computing respondents for a ‘THEN ANY’ rule, all rule-matching scores within this much of the best score will be considere
 
 
 

S

save_async
 
save_asyncdelay: For testing, adds this many milliseconds of delay to the save operation
 
save_console: Autosave on the PC behaves like it does on the consoles
 
save_disable
 
save_finish_async
 
save_history_count: Keep this many old copies in history of autosaves and quicksaves
 
save_huddelayframes: Number of frames to defer for drawing the Saving message
 
save_in_memory: Set to 1 to save to memory instead of disk (Xbox 360)
 
save_noxsave
 
save_screenshot: 0 = none, 1 = non-autosave, 2 = always
 
save_spew
 
save: Saves current game
 
say_team: Display player message to team
 
say: Display player message
 
sb_quick_list_bit_field
 
sb_showblacklists: If set to 1, blacklist rules will be printed to the console as they’re applied
 
sb_version_filter: If set to 1, only servers matching your client version will appear in the server browser
 
sc_autoaimdampen_enable: Use autoaim dampen on Steam Controllers?
 
sc_debug_sets: Debugging
 
sc_enable: Enable SteamController
 
sc_joystick_inner_deadzone_scale: Scale of the default inner deadzone
 
sc_joystick_map: How to map the an*log joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square
 
sc_joystick_outer_deadzone_scale: Scale of the default outer pegged amount
 
sc_pitch_sensitivity_default
 
sc_pitch_sensitivity: SteamController pitch factor
 
sc_yaw_sensitivity_default
 
sc_yaw_sensitivity: SteamController yaw factor
 
scene_async_prefetch_spew: Display async .ani file loading info
 
scene_clientflex: Do client side flex animation
 
scene_clientplayback: Play all vcds on the clients
 
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_playvcd: Play the given VCD as an instanced scripted scene
 
scene_print: When playing back a scene, print timing and event info to console
 
scene_showlook: When playing back, show the directions of look events
 
scene_showmoveto: When moving, show the end location
 
scene_showunlock: Show when a vcd is playing but normal AI is running
 
scene_vcdautosave: Create a savegame before VCD playback
 
scr_centertime
 
screenshot: Take a screenshot
 
scrolldown
 
scrollup
 
sdl_double_click_size
 
sdl_double_click_time
 
sensitivity: Mouse sensitivity
 
server_game_time: Gives the game time in seconds (server’s curtime)
 
servercfgfile
 
setang_exact:optional> (must have sv_cheats)
 
setang:optional> (must have sv_cheats)
 
setinfo: Adds a new user info value
 
setmaster: add/remove/enable/disable master servers
 
setmodel: Changes’s player’s model
 
setpause: Set the pause state of the server
 
setpos_exact: Move player to an exact specified origin (must have sv_cheats)
 
setpos_player: Move specified player to specified origin (must have sv_cheats)
 
setpos: Move player to specified origin (must have sv_cheats)
 
sfm_record_hz
 
shake_show: Displays a list of the active screen shakes
 
shake_stop: Stops all active screen shakes.
 
shake_testpunch: Test a punch-style screen shake.
 
shake: Shake the screen
 
showbudget_texture_global_dumpstats: Dump all items in +showbudget_texture_global in a text form
 
showbudget_texture_global_sum
 
showbudget_texture: Enable the texture budget panel
 
showconsole: Show the console
 
showfiremode: Show current firemode
 
showinfo: <type> <title> <message> [<command number>]
 
showpanel: Shows a viewport panel <name>
 
showparticlecounts: Display number of particles drawn per frame
 
showtriggers_toggle: Toggle show triggers
 
showtriggers: Shows trigger brushes
 
simple_bot_add: Add a simple bot
 
simulate_capturezone_pointindex
 
simulate_capturezone_team0
 
simulate_capturezone_team1
 
singlestep: Run engine in single step mode ( set next to 1 to advance a frame )
 
sk_autoaim_mode
 
sk_player_arm
 
sk_player_chest
 
sk_player_head
 
sk_player_leg
 
sk_player_stomach
 
skill: Game skill level (1-3)
 
skip_next_map: Skips the next map in the map rotation for the server
 
sleep_when_meeting_framerate: Sleep instead of spinning if we’re meeting the desired framerate
 
slot0
 
slot1
 
slot2
 
slot3
 
slot4
 
slot5
 
slot6
 
slot7
 
slot8
 
slot9
 
smoothstairs: Smooth player eye z coordinate when traversing stairs
 
snapto
 
snd_async_flush: Flush all unlocked async audio data
 
snd_async_fullyasync: All playback is fully async (sound doesn’t play until data arrives)
 
snd_async_minsize
 
snd_async_showmem_music: Show async memory stats for just non-streamed music
 
snd_async_showmem_summary: Show brief async memory stats
 
snd_async_showmem: Show async memory stats
 
snd_async_spew_blocking: Spew message to console any time async sound loading blocks on file i/o
 
snd_async_stream_fail: Spew stream pool failures
 
snd_async_stream_purges: Spew stream pool purges
 
snd_async_stream_recover_from_exhausted_stream: If 1, recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many soun
 
snd_async_stream_spew_delayed_start_filter: Filter used to spew sounds that starts late. Use an empty string ” to display all sounds. By default only the VO are displayed
 
snd_async_stream_spew_delayed_start_time: Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms del
 
snd_async_stream_spew_exhausted_buffer_time: Number of milliseconds between each exhausted buffer spew
 
snd_async_stream_spew_exhausted_buffer: If 1, spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only)
 
snd_async_stream_spew: Spew streaming info ( 0=Off, 1=streams, 2=buffers
 
snd_async_stream_static_alloc: If 1, spews allocations on the static alloc pool. Set to 0 for no spew
 
snd_buildcache: <directory or VPK filename> Rebulds sound cache for a given search path.
 
snd_cull_duplicates: If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
 
snd_debug_gaincurve: Visualize sound gain fall off
 
snd_debug_gaincurvevol: Visualize sound gain fall off
 
snd_debug_panlaw: Visualize panning crossfade curves
 
snd_debug_radio: Applies radio DSP to all voice, should be used with voice_loopback 1
 
snd_debug_roomvoice: Forcefully applies room DSP to all voice
 
snd_defer_trace
 
snd_delay_for_choreo_enabled: Enables update of delay for choreo to compensate for IO latency
 
snd_delay_for_choreo_reset_after_N_milliseconds: Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms
 
snd_delay_sound_shift
 
snd_disable_mixer_duck
 
snd_disable_mixer_solo
 
snd_dsp_cancel_old_preset_after_N_milliseconds: Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade
 
snd_dsp_optimization: Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off
 
snd_dsp_spew_changes: Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default)
 
snd_dsp_test1
 
snd_dsp_test2
 
snd_duckerattacktime
 
snd_duckerreleasetime
 
snd_duckerthreshold
 
snd_ducking_off
 
snd_ducktovolume
 
snd_dump_filepaths
 
snd_dumpclientsounds: Dump sounds to console
 
snd_dvar_dist_max: Play full ‘far’ sound at this distance
 
snd_dvar_dist_min: Play full ‘near’ sound at this distance
 
snd_filter
 
snd_find_channel: Scan every channel to find the corresponding sound
 
snd_foliage_db_loss: foliage dB loss per 1200 units
 
snd_gain
 
snd_gain_max
 
snd_gain_min
 
snd_getmixer: Get data related to mix group matching string
 
snd_legacy_surround
 
snd_list
 
snd_max_same_sounds
 
snd_max_same_weapon_sounds
 
snd_mergemethod: Sound merge method (0 == sum and clip, 1 == max, 2 == avg)
 
snd_mix_async
 
snd_mix_dry_volume
 
snd_mix_menudsp: Enables the low pa*s menu DSP filter
 
snd_mix_optimization: Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off
 
snd_mix_soundchar_enabled: Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of
 
snd_mix_test1
 
snd_mix_test2
 
 
 

S

snd_mixahead
 
snd_mixer_master_dsp
 
snd_mixer_master_level
 
snd_moviefix: Defer sound recording until next tick when laying off movies
 
snd_musicvolume: Music volume
 
snd_noextraupdate
 
snd_obscured_gain_dB
 
snd_obstruction_debug_force: Force occlusion amount, 0 to 1 representing 0% to 100% occlusion
 
snd_obstruction_debug_players: If set to 1, display debug information for obstruction players
 
snd_obstruction_debug: If set to 1, display debug information for obstruction
 
snd_obstruction_enable: Enable additional DSP effects for obstructed sound sources (not fully implemented)
 
snd_op_test_convar
 
snd_pause_all: Specifies to pause all sounds and not just voice
 
snd_pitchquality
 
snd_playsounds: Play sounds from the game sounds txt file at a given location
 
snd_pre_gain_dist_falloff
 
snd_prefetch_common: Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
 
snd_print_channel_by_guid: Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>
 
snd_print_channel_by_index: Prints the content of a channel from its index. snd_print_channel_by_index <index>
 
snd_print_channels: Prints all the active channel
 
snd_print_dsp_effect: Prints the content of a dsp effect
 
snd_profile
 
snd_radio_filter: Enables/disables voice radio filter
 
snd_refdb: Reference dB at snd_refdist
 
snd_refdist: Reference distance for snd_refdb
 
snd_report_format_sound: If set to 1, report all sound formats.
 
snd_report_loop_sound: If set to 1, report all sounds that just looped.
 
snd_report_start_sound: If set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
 
snd_report_stop_sound: If set to 1, report all sounds stopped with S_StopSound().
 
snd_report_verbose_error: If set to 1, report more error found when playing sounds.
 
snd_restart: Restart sound system
 
snd_rms_active: Actually manipulate audio signal
 
snd_rms_compressor_attack: Attack time (ms)
 
snd_rms_compressor_postgain: Post-gain (dB)
 
snd_rms_compressor_pregain: Pre-gain (dB)
 
snd_rms_compressor_ratio:1)
 
snd_rms_compressor_release: Release time (ms)
 
snd_rms_compressor_treshold: Treshold (dB)
 
snd_rms_limiter: 0 – off, 1 – compressor, 2 – limiter
 
snd_rms_override: Override RMS
 
snd_set_master_volume: Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>
 
snd_setmixer: Set named Mixgroup of current mixer to mix vol, mute, solo
 
snd_setmixlayer_amount: Set named mix layer mix amount
 
snd_setmixlayer: Set named Mixgroup of named mix layer to mix vol, mute, solo
 
snd_setsoundparam: Set a sound paramater
 
snd_show_channel_count: Show the current count of channel types
 
snd_show: Show sounds info
 
snd_showcla*sname
 
snd_showmixer
 
snd_showstart
 
snd_ShowThreadFrameTime
 
snd_sos_allow_dynamic_chantype
 
snd_sos_exec_when_paused
 
snd_sos_flush_operators: Flush and re-parse the sound operator system
 
snd_sos_get_opvar
 
snd_sos_list_operator_updates
 
snd_sos_print_operators: Prints a list of currently available operators
 
snd_sos_set_opvar
 
snd_sos_show_block_debug: Spew data about the list of block entries
 
snd_sos_show_client_rcv
 
snd_sos_show_client_xmit
 
snd_sos_show_entry_match_free
 
snd_sos_show_operator_entry_filter
 
snd_sos_show_operator_init
 
snd_sos_show_operator_parse
 
snd_sos_show_operator_prestart
 
snd_sos_show_operator_shutdown
 
snd_sos_show_operator_start
 
snd_sos_show_operator_stop_entry
 
snd_sos_show_operator_updates
 
snd_sos_show_opvar_list
 
snd_sos_show_queuetotrack
 
snd_sos_show_server_xmit
 
snd_sos_show_source_info
 
snd_sos_show_startqueue
 
snd_sos_show_track_list
 
snd_soundmixer
 
snd_soundmixer_flush: Reload soundmixers.txt file
 
snd_soundmixer_list_mix_groups: List all mix groups to dev console
 
snd_soundmixer_list_mix_layers: List all mix layers to dev console
 
snd_soundmixer_list_mixers: List all mixers to dev console
 
snd_soundmixer_parse_debug
 
snd_soundmixer_set_trigger_factor: Set named mix layer / mix group, trigger amount
 
snd_soundmixer_version
 
snd_spatialize_roundrobin: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
 
snd_spew_dsp_process: Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default)
 
snd_store_filepaths
 
snd_surround_speakers
 
snd_visualize: Show sounds location in world
 
snd_vol_no_xfade: If current and target volumes are close, don’t cross-fade
 
snd_vol_xfade_incr_max: Never change volume by more than +/-N units per frame during cross-fade
 
snd_vol_xfade_speed_multiplier_for_doppler: Doppler effect is extremely sensible to volume variation. To reduce the pops, the cross-fade has to be very slow
 
snd_vol_xfade_time: Channel volume cross-fade time in seconds
 
snd_vox_captiontrace: Shows sentence name for sentences which are set not to show captions
 
snd_vox_globaltimeout
 
snd_vox_sectimetout
 
snd_vox_seqtimetout
 
sndplaydelay
 
solo_timer_pregame: Pregame timer in seconds (solo)
 
solo_timer_preround: Preround timer in seconds (solo)
 
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_dumpclient: Dumps the client’s soundscape data.
 
soundscape_fadetime: Time to crossfade sound effects between soundscapes
 
soundscape_flush: Flushes the server & client side soundscapes
 
soundscape_message
 
soundscape_radius_debug: Prints current volume of radius sounds
 
spawnpoint_debug: Display debugging information on each spawn point. You must active this cvar before loading a level!
 
speak: Play a constructed sentence
 
spec_allow_bots: Can we spectate bots in coop?
 
spec_autodirector: Auto-director chooses best view modes while spectating
 
spec_bank_angle: Maximum roll angle
 
spec_bank_override: Override bank angle
 
spec_bank_speed: Banking speed
 
spec_bank: Roll the camera when yawing
 
spec_camera_options_gui: Opens a window with option sliders for various roaming spectator camera options
 
spec_death_skip_time
 
spec_death_skip_time_critical
 
spec_focaldistance_delta: Units of change when using focal distance overrides for the Depth of Field
 
spec_fov_angle: Spectator camera FOV
 
spec_fov_delta: Degrees of change
 
spec_fov_lockdoftofov: Lock Depth of Field focal length to FOV
 
spec_fov_maximum: Maximum FOV
 
spec_fov_minimum: Minimum FOV
 
spec_fov_smoothing: FOV smoothing amount
 
spec_fov: Use manual spectator FOV controls (scrollwheel)
 
spec_freeze_deathanim_time: The time that the death cam will spend watching the player’s ragdoll before going into freeze cam
 
spec_freeze_distance_max: Maximum random distance from the target to stop when framing them in observer freeze cam when t hey are far away from the camer
 
spec_freeze_distance_min: Minimum random distance from the target to stop when framing them in observer freeze cam
 
spec_freeze_enable: Toggle FreezeCam
 
spec_freeze_fov: FOV while in FreezeCam
 
spec_freeze_roll: Camera roll tilt while freeze cam is active
 
spec_freeze_time: Time spend frozen in observer freeze cam
 
spec_freeze_traveltime: Time taken to zoom in to frame a target in observer freeze cam
 
spec_freeze_zoffset_max: Maximum random z distance from the target to stop when framing them in observer freeze cam
 
spec_freeze_zoffset_min: Minimum random z distance from the target to stop when framing them in observer freeze cam
 
spec_handheld_amplitude: Handheld camera movement amplitude
 
spec_handheld_frequency: Handheld camera movement frequency
 
spec_handheld: Simulates handheld camera feel
 
spec_interpolate_position_smoothing: Camera position smoothing amount
 
spec_interpolate_position: Smooth out camera position over time
 
spec_interpolate_smoothing: Amount of mouse smoothing
 
spec_interpolate: Enables configurable mouse smoothing
 
spec_mode: Set spectator mode
 
spec_next: Spectate next player
 
spec_player: Spectate player by partial name, steamid, or userid
 
 
 

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spec_pos: dump position and angles to the console
 
spec_prev: Spectate previous player
 
spec_scoreboard
 
spec_toggle_xray: Toggle spectator x-ray on and off
 
spec_track: Tracks an entity in spec mode
 
spec_xray_demo: Show spectator x-rays when playing back a demo?
 
spec_xray_test
 
spec_xray: Enable xrays in spectator?
 
spike: generates a fake spike
 
ss_map: Start playing on specified map with max allowed splitscreen players
 
ss_voice_hearpartner: Route voice between splitscreen players on same system
 
star_memory: Dump memory stats
 
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
 
stat_dump
 
stat_save
 
stats_debug
 
stats_enabled
 
stats_host_override
 
stats_server_environment
 
stats_use_ssl
 
stats: Prints server performance variables
 
status: Display map and connection status
 
step_spline
 
stop_transition_videos_fadeout: <time>
 
stop: Finish recording demo
 
stopdemo: Stop playing back a demo
 
stopsound
 
stopsoundscape: Stops all soundscape processing and fades current looping sounds
 
stopvideos_fadeout: <time>
 
stopvideos: Stops all videos playing to the screen
 
stringtable_alwaysrebuilddictionaries: Rebuild dictionary file on every level load
 
stringtable_compress: Compress string table for networking
 
stringtable_showsizes: Show sizes of string tables when building for signon
 
stringtable_usedictionaries: Use dictionaries for string table networking
 
stringtabledictionary: Create dictionary for current strings
 
studio_queue_mode
 
stuffcmds: Parses and stuffs command line + commands to command buffer
 
suitvolume
 
surfaceprop: Reports the surface properties at the cursor
 
sv_accelerate
 
sv_airaccelerate
 
sv_allchat: Players can receive all other players’ text chat, team restrictions apply
 
sv_allow_legacy_cmd_execution_from_client: Enables old concommand execution behavior allowing remote clients to run any command not explicitly flagged as disallowed
 
sv_allow_point_servercommand: Always disallow alwa
 
sv_allow_suppression
 
sv_allow_votes: Allow voting?
 
sv_allow_wait_command: Allow or disallow the wait command on clients connected to this server
 
sv_allowdownload: Allow clients to download files
 
sv_allowupload: Allow clients to upload customizations files
 
sv_alltalk_dead: Dead players broadcast their voice to enemies?
 
sv_alltalk_endgame: All talk enabled at the end of the game?
 
sv_alltalk_intermission: All talk enabled between rounds?
 
sv_alltalk: Players can hear all other players, no team restrictions
 
sv_alternateticks: If set, server only simulates entities on even numbered ticks.
 
sv_autosave: Set to 1 to autosave game on level transition. Does not affect autosave triggers
 
sv_battleye: Enable BattlEye?
 
sv_benchmark_autovprofrecord: If running a benchmark and this is set, 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. It’s better to set sv_benchmark to 1 and restart the level
 
sv_benchmark_numticks: If > 0, then it only runs the benchmark for this # of ticks
 
sv_bipod_debug
 
sv_bipod_min_dot
 
sv_bonus_challenge: Set to values other than 0 to select a bonus map challenge type
 
sv_breathing_particles: Enables breathing particle effect
 
sv_cacheencodedents: If set to 1, does an optimization to prevent extra SendTable_Encode calls
 
sv_changelevel_next_round: Change level next round?
 
sv_cheats: Allow cheats on server
 
sv_clearhinthistory: Clear memory of server side hints displayed to the player
 
sv_client_cmdrate_difference: 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: 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: This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
 
sv_client_predict: 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: The server tries to keep each player’s m_nTickBase withing this many msecs of the server absolute tickcount
 
sv_consistency: Whether the server enforces file consistency for critical files
 
sv_contact: Contact email for server sysop
 
sv_crawl_grace_timer
 
sv_dc_friends_reqd: Set this to 0 to allow direct connects to a game in progress even if no presents are present
 
sv_deadtalk_team: Can dead players use team text chat to speak to living?
 
sv_deadtalk: Can chat messages from dead players be seen by living?
 
sv_deadvoice: Can dead players speak to the living?
 
sv_debug_mapdatabase
 
sv_debug_plant
 
sv_debug_player_use: Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
 
sv_debug_stamina
 
sv_debug_suppression
 
sv_debugmanualmode: Make sure entities correctly report whether or not their network data has changed
 
sv_debugtempentities: Show temp entity bandwidth usage
 
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_dump_serialized_entities_mem: Dump serialized entity allocations stats
 
sv_dumpstringtables
 
sv_enable_delta_packing: When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, b
 
sv_enableoldqueries: Enable support for old style (HL1) server queries
 
sv_extra_client_connect_time: Seconds after client connect during which extra frames are buffered to prevent non-delta’d update
 
sv_filterban: Set packet filtering by IP mode
 
sv_firesupport_cooldown_frac: Firesupport cooldown frac multiplier
 
sv_firesupport_nag_timer: Nag the team if no firesupport has been called in for X seconds
 
sv_footstep_low_time_sound: How frequent to hear the player’s step sound or how fast they appear to be running from first person
 
sv_footstep_run_time_sound: How frequent to hear the player’s step sound or how fast they appear to be running from first person
 
sv_footstep_sound_frequency: How frequent to hear the player’s step sound or how fast they appear to be running from first person
 
sv_footstep_sprint_time_sound: How frequent to hear the player’s step sound or how fast they appear to be running from first person
 
sv_footstep_thirdperson: Enable the player’s step sound or how fast they appear to be running from third person
 
sv_footstepinterval
 
sv_forcepreload: Force server side preloading
 
sv_friction: World friction
 
sv_gameinstructor_disable: Force all clients to disable their game instructors
 
sv_gravity: World gravity
 
sv_health_bonus_enable
 
sv_health_bonus_per_outnumbered_player
 
sv_hibernate_ms_vgui: # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
 
sv_hibernate_ms: # of milliseconds to sleep per frame while hibernating
 
sv_hibernate_postgame_delay: # of seconds to wait after final client leaves before hibernating
 
sv_hibernate_when_empty: Puts the server into extremely low CPU usage mode when no clients connected
 
sv_hq_messages_allowed: If 0, HQ messages will be disabled for all players
 
sv_hud_deathmessages
 
sv_hud_deathmessages_spectator: Show death notices to people spectating?
 
sv_hud_enemy_wave_display
 
sv_hud_scoreboard_show_score_dead: Show score info while dead?
 
sv_hud_scoreboard_show_score: Show score when alive and out of spawn?
 
sv_hud_targetindicator
 
sv_hud_targetindicator_friend_color: Sets the color of the target indicator for players on your friends list
 
sv_hud_targetindicator_friend_max_distance: Hide target indicators for teammates after this distance
 
sv_hud_targetindicator_friend_obstruct: Hide obstructed target indicators for players on your friends list
 
 
 

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sv_hud_targetindicator_party_color: Sets the color of the target indicator for players in the same party
 
sv_hud_targetindicator_party_obstruct: Hide obstructed target indicators for players in the same party
 
sv_hud_targetindicator_squad_color: Sets the color of the target indicator for players in the same squad
 
sv_hud_targetindicator_squad_obstruct: Hide obstructed target indicators for players in the same squad
 
sv_hud_targetindicator_teammate_color: Sets the color of the target indicator for players on the same team
 
sv_hud_targetindicator_teammate_obstruct: Hide obstructed target indicators for teammates
 
sv_hud_targetindicator_vip_color: Sets the color of the target indicator for players on the same team
 
sv_hudhint_sound
 
sv_infected_damage_cutouts
 
sv_infinite_ammo: Player’s active weapon will never run out of ammo
 
sv_lagcompensateself: Player can lag compensate themselves
 
sv_lagcompensationforcerestore: Don’t test validity of a lag comp restore, just do it
 
sv_lan: Server is a lan server ( no heartbeat, no authentication, no non-cla*s C addresses )
 
sv_log_onefile: Log server information to only one file
 
sv_logbans: Log server bans in the server logs
 
sv_logblocks: If true when log when a query is blocked (can cause very large log files)
 
sv_logdownloadlist
 
sv_logecho: Echo log information to the console
 
sv_logfile: Log server information in the log file
 
sv_logflush: Flush the log file to disk on each write (slow)
 
sv_logsdir: Folder in the game directory where server logs will be stored
 
sv_logsecret: If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)
 
sv_map_voting_shuffle: Initially use random map selections in the vote rather than using the map cycle order
 
sv_map_voting: Is map voting enabled?
 
sv_ma*sreport
 
sv_master_legacy_mode: Use (outside-of-Steam) code to communicate with master servers
 
sv_master_share_game_socket: Use the game’s socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm
 
sv_max_queries_sec_global: Maximum queries per second to respond to from anywhere
 
sv_max_queries_sec: Maximum queries per second to respond to from a single IP address
 
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_max_usercmd_move_magnitude: Maximum move magnitude that can be requested by client
 
sv_maxclientframes
 
sv_maxcmdrate: (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate
 
sv_maxrate: Max bandwidth rate allowed on server, 0 == unlimited
 
sv_maxreplay: Maximum replay time in seconds
 
sv_maxroutable: Server upper bound on net_maxroutable that a client can use
 
sv_maxupdaterate: Maximum updates per second that the server will allow
 
sv_maxuptimelimit: If set, whenever a game ends, if the uptime is greater than this number of hours, the server will exit
 
sv_memlimit: If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit
 
sv_mincmdrate: This sets the minimum value for cl_cmdrate. 0 == unlimited
 
sv_minrate: Min bandwidth rate allowed on server, 0 == unlimited
 
sv_minupdaterate: Minimum updates per second that the server will allow
 
sv_multiplayer_maxtempentities
 
sv_multiplayer_sounds
 
sv_mumble_positionalaudio: Allows players using Mumble to have support for positional audio
 
sv_music_enabled: If disabled, no music triggers will be sent to players
 
sv_name_change_limit
 
sv_namechange_cooldown_seconds: When a client name change is received, wait N seconds before allowing another name change
 
sv_new_delta_bits
 
sv_noclipaccelerate
 
sv_noclipduringpause: If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)
 
sv_noclipspeed
 
sv_nwi_backend
 
sv_nwi_backend_submit
 
sv_parallel_packentities
 
sv_parallel_sendsnapshot
 
sv_pa*sword: Server pa*sword for entry into multiplayer games
 
sv_pausable: Is the server pausable
 
sv_plantable_cooldown: Cooldown time for plantable items
 
sv_player_death_time
 
sv_player_stuck_tolerance
 
sv_playerperfhistorycount: Number of samples to maintain in player perf history
 
sv_playlist: sv_playlist <playlist>
 
sv_precacheinfo: Show precache info
 
sv_pure_consensus: Minimum number of file hashes to agree to form a consensus
 
sv_pure_kick_clients: If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client
 
sv_pure_retiretime: Seconds of server idle time to flush the sv_pure file hash cache
 
sv_pure_trace: If set to 1, the server will print a message whenever a client is verifying a CRC for a file
 
sv_pure: Show user data
 
sv_purge_on_unload: If enabled, purge all unused models after unloading a level to save memory at a cost of load times
 
sv_pvsskipanimation: Skips SetupBones when npc’s are outside the PVS
 
sv_querycache_stats: Display status of the query cache (client only)
 
sv_quota_stringcmdspersecond: How many string commands per second clients are allowed to submit, 0 to disallow all string commands
 
sv_radial_cooldown: Wait time between radial commands
 
sv_radial_debug_artillery: If 1, artillery bypa*ses nearby radio requirements
 
sv_radial_enemy_confirm: Timeout for enemy spotted confirmation commands
 
sv_radial_marker_duration_attack: How long does the waypoint marker persist
 
sv_radial_marker_duration: How long do radial markers persist in the world
 
sv_radial_spam_cooldown: How long until spam counter resets
 
sv_radial_spam_delay_leaderfrac: Max possible delay for radial command spamming
 
sv_radial_spam_delay: How much to increase delay by if radial commands are being spammed
 
sv_radial_viewcone_enemy: Viewcone for radial menu FoV enemy check (degrees)
 
sv_radial_viewcone_objective: Viewcone for radial menu FoV objective check (degrees)
 
sv_radial_vo_enemies: If non-zero, enemy radial commands within this distance are audible
 
sv_ragdoll_cleanup: Clean up player ragdolls if they have already been spawned before
 
sv_ragdoll_dismemberment: Enables meat grinding code, please refrain from eating the meat
 
sv_ragdoll_max_fps: Clients with framerates less than this will reduce the ideal number of ragdolls to display
 
sv_ragdoll_max_remove_per_frame
 
sv_ragdoll_maxcount: Server will only show this many ragdolls
 
sv_ragdoll_min_fps: Clients with framerates less than this will only show 1 ragdoll of each type
 
sv_rcon_banpenalty: Number of minutes to ban users who fail rcon authentication
 
sv_rcon_log: Enable/disable rcon logging
 
sv_rcon_maxfailures: Max number of times a user can fail rcon authentication before being banned
 
sv_rcon_minfailures: Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
 
sv_rcon_minfailuretime: Number of seconds to track failed rcon authentications
 
sv_rcon_whitelist_address: When set, rcon failed authentications will never ban this address, e.g. ‘127.0.0.1’
 
sv_recoil_debug
 
sv_regeneration_wait_time
 
sv_region: The region of the world to report this server in
 
sv_reservation_grace: Time in seconds given for a lobby reservation
 
sv_reservation_timeout: Time in seconds before lobby reservation expires
 
sv_ruleset: sv_ruleset <ruleset>
 
sv_runcmds
 
sv_script_think_interval
 
sv_search_key: When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key
 
sv_search_team_key: When initiating team search, set this key to match with known opponents team
 
sv_setsteamaccount
 
sv_showdamage: Shows base damage below what sv_showimpacts would show, and if a player was hit he’ll show the damage he took above it (as heal
 
sv_showdebugtracers:Show autoaim candidates
 
sv_showfootsteps: Shows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both)
 
sv_showhitboxes: this uses lots of bandwidth, use on listen server only)
 
sv_showimpacts_text: Show debug text relating to bullet penetration?
 
sv_showimpacts_time: Time that impacts are shown for
 
 
 

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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_showlagcompensation_duration: Duration to show lag-compensated hitboxes
 
sv_showlagcompensation: Show lag compensated hitboxes whenever a player is lag compensated
 
sv_showplayerhitboxes: Show lag compensated hitboxes for the specified player index whenever a player fires
 
sv_showplayerpositions
 
sv_showtags: Describe current gametags
 
sv_showvminteraction
 
sv_shutdown_cancel: Cancels pending sv_shutdown command
 
sv_shutdown_timeout_minutes: If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown
 
sv_shutdown: Sets the server to shutdown when all games have completed
 
sv_skip_wounds
 
sv_skyname: Current name of the skybox texture
 
sv_SlowOnHit
 
sv_sound_discardextraunreliable
 
sv_soundemitter_reload: Flushes the sounds.txt system
 
sv_soundemitter_trace: Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for eve
 
sv_soundscape_printdebuginfo: print soundscapes
 
sv_specaccelerate
 
sv_specnoclip
 
sv_specspeed
 
sv_stats: Collect CPU usage stats
 
sv_steamgroup_exclusive: If set, only members of Steam group will be able to join the server when it’s empty, public people will be able to join the ser
 
sv_steamgroup: The ID of the steam group that this server belongs to. You can find your group’s ID on the admin profile page in the steam comm
 
sv_stickysprint_default
 
sv_stopspeed_prone: Minimum stopping speed when on ground and prone
 
sv_stopspeed: Minimum stopping speed when on ground
 
sv_strict_notarget: If set, notarget will cause entities to never think they are in the pvs
 
sv_suppress_steam_score: If enabled, player scores are not sent to the master server and will show as 0 for all players
 
sv_sway_debug
 
sv_tags: Server tags. Used to provide extra information to clients when they’re browsing for servers. Separate tags with a comma
 
sv_takedamagedebug
 
sv_teststepsimulation
 
sv_thinktimecheck: Check for thinktimes all on same timestamp
 
sv_thirdperson
 
sv_thirdperson_aimangle: Camera aim-cone angle for third-person
 
sv_thirdperson_aimdist: Camera aim-point distance for third-person
 
sv_thirdperson_dist: Camera distance for third-person
 
sv_thirdperson_fov: Camera FOV for third-person
 
sv_thirdperson_height: Camera height for third-person
 
sv_thirdperson_leandist: Camera lean distance for third-person
 
sv_thirdperson_mindist: Camera minimum distance for third-person
 
sv_thirdperson_useangle: Camera use-cone angle for third-person
 
sv_threaded_init
 
sv_timeout: After this many seconds without a message from a client, the client is dropped
 
sv_traceattackdebug
 
sv_turbophysics: Turns on turbo physics
 
sv_unlockedchapters: Highest unlocked game chapter
 
sv_validate_edict_change_infos: Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode)
 
sv_vehicle_autoaim_scale
 
sv_visiblemaxplayers: Overrides the max players reported to prospective clients
 
sv_voicecodec: Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension
 
sv_voiceenable
 
sv_vote_allow_spectators: Allow spectators to vote?
 
sv_vote_failure_timer: A vote that fails cannot be re-submitted for this long
 
sv_vote_issue_botcount_allowed: Can people hold votes to change AI count?
 
sv_vote_issue_botcount_min_population: The voting population required to pa*s a bot count vote
 
sv_vote_issue_botcount_min_ratio: What ratio of the votes needs to be yes to pa*s? (1.0 = All votes need to be yes)
 
sv_vote_issue_botdifficulty_allowed: Can people hold votes to change AI difficulty?
 
sv_vote_issue_botdifficulty_min_population: The voting population required to pa*s a next level vote
 
sv_vote_issue_botdifficulty_min_ratio: What ratio of the votes needs to be yes to pa*s? (1.0 = All votes need to be yes)
 
sv_vote_issue_changegamemode_allowed: Can people hold votes to change the gamemode?
 
sv_vote_issue_changelevel_allowed: Can people hold votes to change levels?
 
sv_vote_issue_changelevel_wait: If enabled, wait until the end of the round to change levels
 
sv_vote_issue_kick_allowed: Can people hold votes to kick players from the server?
 
sv_vote_issue_kick_other_team: Can we kick the other team?
 
sv_vote_issue_mute_allowed: Can people hold votes to mute players on the server?
 
sv_vote_issue_mute_duration: How long a mute should last (in minutes)
 
sv_vote_issue_mute_min_players: The minimum number of players needed on the server to start a vote mute
 
sv_vote_issue_mute_min_voters: Minimum number of vote attempts required to start an actual mute
 
sv_vote_issue_nextlevel_allowed: Can people hold votes to set the next level?
 
sv_vote_issue_nextlevel_allowextend: Allow players to extend the current map?
 
sv_vote_issue_nextlevel_choicesmode: Present players with a list of maps to choose from?
 
sv_vote_issue_nextlevel_min_population: The voting population required to pa*s a next level vote
 
sv_vote_issue_nextlevel_min_ratio: How strong does the yes vote need to be to win? (2.0 = 2x more voters)
 
sv_vote_issue_nextlevel_prevent_change: Not allowed to vote for a nextlevel if one has already been set
 
sv_vote_issue_nextlevel_round_count_delay: How many rounds before map voting can begin
 
sv_vote_issue_restart_game_allowed: Can people hold votes to restart the game?
 
sv_vote_issue_restart_round_allowed: Can people hold votes to restart the round?
 
sv_vote_issue_scramble_teams_allowed: Can people hold votes to scramble the teams?
 
sv_vote_issue_switch_teams_allowed: Can people hold votes to switch the teams?
 
sv_vote_kick_ban_duration_cheating: How long should a kick ban last for if a player is kicked for hacking? (minutes)
 
sv_vote_kick_ban_duration_idle: How long should a kick vote ban someone from the server? (in minutes)
 
sv_vote_kick_ban_duration_teamkilling: How long should a kick ban last for if a player is kicked for team killing? (minutes)
 
sv_vote_kick_ban_duration_trolling: How long should a kick ban last for if a player is kicked for trolling? (minutes)
 
sv_vote_kick_ban_owner: If a user is successfully votebanned, shall we also ban the game owner if the game has been shared?
 
sv_vote_kick_hack_min_population: The voting population required to kick a person for hacking
 
sv_vote_kick_hack_min_ratio: What ratio of the votes needs to be yes to pa*s? (1.0 = All votes need to be yes)
 
sv_vote_kick_idle_min_population: The voting population required to kick a person for being idle
 
sv_vote_kick_idle_min_ratio: What ratio of the votes needs to be yes to pa*s? (1.0 = All votes need to be yes)
 
sv_vote_kick_min_players: The minimum number of players needed on the server to start a vote kick
 
sv_vote_kick_min_voters: Minimum number of vote attempts required to start an actual vote
 
sv_vote_kick_tk_min_population: The voting population required to kick a person for team killing
 
sv_vote_kick_tk_min_ratio: What ratio of the votes needs to be yes to pa*s? (1.0 = All votes need to be yes)
 
sv_vote_kick_troll_min_population: The voting population required to kick a person for trolling
 
sv_vote_kick_troll_min_ratio: What ratio of the votes needs to be yes to pa*s? (1.0 = All votes need to be yes)
 
sv_vote_min_population: The voting population required
 
sv_vote_min_ratio: What ratio of the votes needs to be yes to pa*s? (1.0 = All votes need to be yes)
 
sv_vote_ui_hide_disabled_issues: Suppress listing of disabled issues in the vote setup screen
 
sv_weapon_manager_cleanup
 
sv_weapon_manager_drop_timer
 
sv_weapon_manager_max_count
 
sv_workshop_enabled: Enable Workshop support?
 
sv_workshop_list_file: File containing list of server Workshop files
 
sv_workshop_mapcycle_random: Generate mapcycle in random order?
 
sv_workshop_mapcycle_start: Start Workshop mapcycle if any maps are defined?
 
sys_minidumpexpandedspew
 
sys_minidumpspewlines: Lines of crash dump console spew to keep
 
 
 

T

taglines_enabled_bots: Should bots be able to get taglines?
 
taglines_enabled: Enable the tagline system?
 
template_debug
 
Test_CreateEntity
 
test_dispatcheffect: 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_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_outtro_stats
 
Test_ProxyToggle_EnableProxy
 
Test_ProxyToggle_EnsureValue: 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
 
test_xplevel: Send fake XP level data to client for testing XP UI
 
testhudanim: <anim name>
 
testscript_debug: Debug test scripts
 
testscript_running: Set to true when test scripts are running
 
texture_budget_background_alpha: 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_mayamode: Switch to thirdperson Maya-like camera controls
 
thirdperson_platformer: Player will aim in the direction they are moving
 
thirdperson_screenspace: left means screen-left
 
thirdperson: Switch to thirdperson camera
 
thread_test_tslist
 
thread_test_tsqueue
 
threadpool_affinity: Enable setting affinity
 
threadpool_cycle_reserve: Cycles threadpool reservation by powers of 2
 
threadpool_reserve: Consume the specified number of threads in the thread pool
 
threadpool_run_tests
 
timedemo_vprofrecord: Play a demo and report performance info. Also record vprof data for the span of the demo
 
timedemo: Play a demo and report performance info
 
timedemoquit: Play a demo, report performance info, and then exit
 
timerefresh: Profile the renderer
 
toggle: Toggles a convar on or off, or cycles through a set of values
 
togglecompa*s: Toggle compa*s
 
toggleconsole: Show/hide the console
 
toggleLmapPath: toggleLmapPath
 
togglemeleeexplosives
 
toggleprimarysecondary
 
toggleradialmenu_internal
 
toggleradialmenu: Toggles radial menu
 
togglescores: Toggles the scoreboard
 
toggleShadowPath: Toggles CSM generation method
 
toggleUnlitPath: toggleUnlitPath
 
toggleVtxLitPath: toggleVtxLitPath
 
toolload: Load a tool
 
toolunload: Unload a tool
 
trace_report
 
tracer_extra
 
tv_allow_camera_man: Auto director allows spectators to become camera man
 
tv_allow_static_shots: Auto director uses fixed level cameras for shots
 
tv_autorecord: Automatically records all games as SourceTV demos
 
tv_autoretry: Relay proxies retry connection after network timeout
 
tv_chatgroupsize: Set the default chat group size
 
tv_chattimelimit: Limits spectators to chat only every n seconds
 
tv_clients: Shows list of connected SourceTV clients
 
tv_debug: SourceTV debug info
 
tv_delay: SourceTV broadcast delay in seconds
 
tv_delaymapchange: Delays map change until broadcast is complete
 
tv_deltacache: Enable delta entity bit stream cache
 
tv_dispatchmode: 0=never, 1=if appropriate, 2=always
 
tv_enable: Activates SourceTV on server
 
tv_maxclients: Maximum client number on SourceTV server
 
tv_maxrate: Max SourceTV spectator bandwidth rate allowed, 0 == unlimited
 
tv_msg: Send a screen message to all clients
 
tv_name: SourceTV host name
 
tv_nochat: Don’t receive chat messages from other SourceTV spectators
 
tv_overridemaster: Overrides the SourceTV master root address
 
tv_pa*sword: SourceTV pa*sword for all clients
 
tv_port: Host SourceTV port
 
tv_record: Starts SourceTV demo recording
 
tv_relay: Connect to SourceTV server and relay broadcast
 
tv_relaypa*sword: SourceTV pa*sword for relay proxies
 
tv_relayvoice: 0=off, 1=on
 
tv_retry: Reconnects the SourceTV relay proxy
 
tv_snapshotrate: Snapshots broadcasted per second
 
tv_status: Show SourceTV server status
 
tv_stop: Stops the SourceTV broadcast
 
tv_stoprecord: Stops SourceTV demo recording
 
tv_timeout: SourceTV connection timeout in seconds
 
tv_title: Set title for SourceTV spectator UI
 
tv_transmitall: Transmit all entities (not only director view)
 
 
 

U

ui_posedebug_fade_in_time: Time during which a new pose activity layer is shown in green in +posedebug UI
 
ui_posedebug_fade_out_time: Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
 
ui_reloadscheme: Reloads the resource files for the active UI window
 
ui_show_window_borders
 
ui_volume_scale
 
unbind: Unbind a key
 
unbindall: Unbind all keys
 
unbindalljoystick: Unbind all joystick keys
 
unbindallmousekeyboard: Unbind all mouse / keyboard keys
 
unpause: Unpause the game
 
use: <weapon_name>
 
user: Show user data
 
users: Show user info for players on server
 
 
 

V

v_centermove
 
v_centerspeed
 
vcollide_wireframe: Render physics collision models in wireframe
 
vehicle_flushscript: Flush and reload all vehicle scripts
 
version: Print version info string
 
vgui_cache_res_files
 
vgui_drawfocus: Report which panel is under the mouse
 
vgui_drawkeyfocus: Report which panel has keyboard focus
 
vgui_drawtree_bounds: Show panel bounds
 
vgui_drawtree_clear
 
vgui_drawtree_draw_selected: Highlight the selected panel
 
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_scheme: Show scheme file for each panel
 
vgui_drawtree_visible: Draw the visible panels
 
vgui_drawtree: Draws the vgui panel hiearchy to the specified depth level
 
vgui_dump_panels: vgui_dump_panels [visible]
 
vgui_spew_fonts
 
vgui_togglepanel: show/hide vgui panel by name
 
view_punch_decay: Decay factor exponent for view punch
 
view_recoil_tracking: How closely the view tracks with the aim punch from weapon recoil
 
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
 
viewmodel_offset_x
 
viewmodel_offset_y
 
viewmodel_offset_z
 
violence_ablood: Draw alien blood
 
violence_agibs: Show alien gib entities
 
violence_hblood: Draw human blood
 
violence_hgibs: Show human gib entities
 
vis_force
 
vismon_poll_frequency
 
vismon_trace_limit
 
vm_debug
 
vm_draw_always: 1 – Always draw view models, 2 – Never draw view models. Should be done before map launches
 
voice_all_icons: Draw all players’ voice icons
 
voice_avggain
 
voice_clientdebug
 
voice_debug_incoming
 
voice_debugfeedback
 
voice_debugfeedbackfrom
 
voice_enable: Toggle voice transmit and receive
 
voice_fadeouttime
 
voice_forcemicrecord
 
voice_forceproximity
 
voice_forcesource
 
voice_head_icon_height: Voice icons are this many inches over player eye positions
 
voice_head_icon_size: Size of voice icon over player heads in inches
 
voice_icons_method: 0 = cla*sic style, 1 = particles, 2 = integrated into target ID
 
voice_inputfromfile: Get voice input from ‘voice_input.wav’ rather than from the microphone
 
voice_local_icon: Draw local player’s voice icon
 
voice_loopback
 
voice_maxgain
 
voice_minimum_gain
 
voice_modenable: Enable/disable voice in this mod
 
voice_mute: Mute a specific Steam user
 
voice_overdrive
 
voice_overdrivefadetime
 
voice_player_speaking_delay_threshold
 
voice_profile
 
voice_recordtofile: Record mic data and decompressed voice data into ‘voice_micdata.wav’ and ‘voice_decompressed.wav’
 
voice_reset_mutelist: Reset all mute information for all players who were ever muted
 
voice_scale
 
voice_serverdebug
 
voice_show_mute: Show whether current players are muted
 
voice_showchannels
 
voice_showincoming
 
voice_steal
 
voice_threshold
 
voice_thresold_delay
 
voice_unmute: Unmute a specific Steam user, or `all` to unmute all connected players
 
voice_verbose: Turns on debug output with detailed spew about voice data processing
 
voice_writevoices: Saves each speaker’s voice data into separate .wav files
 
voice_xsend_debug
 
voicerecord_toggle
 
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
 
vphys_sleep_timeout: large values mean stuff won’t ever sleep
 
vprof_adddebuggroup1: add a new budget group dynamically for debugging
 
vprof_cachemiss_off: Turn off VProf cache miss checking
 
vprof_cachemiss_on: Turn on VProf cache miss checking
 
vprof_cachemiss: Toggle VProf cache miss checking
 
vprof_child
 
vprof_collapse_all: Collapse the whole vprof tree
 
vprof_counters
 
vprof_counters_show_minmax
 
vprof_dump_counters: Dump vprof counters to the console
 
vprof_dump_groupnames: Write the names of all of the vprof groups to the console
 
vprof_dump_oninterval: Interval (in seconds) at which vprof will batch up data and dump it to the console
 
vprof_dump_spikes_budget_group: Budget gtNode to start report from when doing a dump spikes
 
vprof_dump_spikes_hiearchy: Set to 1 to get a hierarchy report whith vprof_dump_spikes
 
vprof_dump_spikes_node: Node to start report from when doing a dump spikes
 
vprof_dump_spikes_terse: Whether to use most terse output
 
vprof_dump_spikes: Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump
 
vprof_expand_all: Expand the whole vprof tree
 
vprof_expand_group: Expand a budget group in the vprof tree by name
 
vprof_generate_report_AI_only: Generate a report to the console
 
vprof_generate_report_AI: Generate a report to the console
 
vprof_generate_report_budget: Generate a report to the console based on budget group
 
vprof_generate_report_hierarchy_per_frame_and_count_only: Generate a minimal hiearchical report to the console
 
vprof_generate_report_hierarchy: Generate a report to the console
 
vprof_generate_report_map_load: Generate a report to the console
 
vprof_generate_report: Generate a report to the console
 
vprof_graph_averagingtype: 0 – moving average 1 – weighed average -1 – No averaging
 
vprof_graph_averagingwindow
 
vprof_graph_pacingdelta: Frame pacing delta threshold
 
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: 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_peaks: Reset just the peak time in VProf profiler
 
vprof_reset: Reset the stats in VProf profiler
 
vprof_scope_entity_gamephys
 
vprof_scope_entity_thinks
 
vprof_scope: Set a specific scope to start showing vprof tree
 
vprof_server_spike_threshold
 
vprof_server_thread
 
vprof_think_limit
 
vprof_to_csv: Convert a recorded .vprof file to .csv
 
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
 
vprof: Toggle VProf profiler
 
vtune: Controls VTune’s sampling
 
vx_do_not_throttle_events: Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost
 
 
 

W

weapon_showproficiency
 
weapon_throw_force
 
whitelistcmd: Runs a whitelisted command
 
wipe_nav_attributes: Clear all nav attributes of selected area
 
wpn_debug_active_weapon
 
wpn_shot_bias_max
 
wpn_shot_bias_min
 
wpn_showanimations
 
write_dump: Forces an instant breakpad dump
 
writeid: Writes a list of permanently-banned user IDs to banned_user.cfg
 
writeip: Save the ban list to banned_ip.cfg
 
 
 

X

xbox_autothrottle
 
xbox_steering_deadzone
 
xbox_throttlebias
 
xbox_throttlespoof
 
xc_crouch_debounce
 
xload: Load a saved game from a console storage device
 
xlook
 
xlsp_force_dc_name: Restrict to xlsp datacenter by name
 
xmove
 
xp_bar_anim_speed
 
xp_bar_debug
 
xp_bar_debug_show
 
xp_bar_tagline_switch_interval
 
xsave: Saves current game to a console storage device
 
 
 

Z

z_added_light_max
 
z_added_light_min
 
z_ragdoll_impact_strength
 
zoom_sensitivity_ratio_joystick: Additional controller sensitivity scale factor applied when FOV is zoomed in
 
zoom_sensitivity_ratio_mouse: Additional mouse sensitivity scale factor applied when FOV is zoomed in.
 
 

Written by >noderunner_

 
 
This is all for Day of Infamy Console Command Tutorial Guide hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
 


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