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COUNTER STRIKE: SOURCE

Netonhack

This is a complete list of all of the server side, client side, and console commands in Counter-Strike: Source. The things these commands control range from changing the weather effects to displaying frame rate information in real time. The first few tables list the most commonly used Client Side and Server Side Values.  The last table lists all other variables.
Console/Client/Server Commands


Dette gjeller for Counter strike Sorce

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

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

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

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

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


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

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

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


Other Variables Description
_fov Automates fov command to server.
_restart Shutdown and restart the engine.
addip Add an IP address to the ban list.
adsp_alley_min
adsp_courtyard_min
adsp_debug
adsp_door_height
adsp_duct_min
adsp_hall_min
adsp_low_ceiling
adsp_opencourtyard_min
adsp_openspace_min
adsp_openstreet_min
adsp_openwall_min
adsp_room_min
adsp_street_min
adsp_tunnel_min
adsp_wall_height
ai_auto_contact_solver
ai_clear_bad_links Clears bits set on nav links indicating link is unusable
ai_debug_assault
ai_debug_directnavprobe
ai_debug_doors
ai_debug_dyninteractions Debug the NPC dynamic interaction system.
ai_debug_efficiency
ai_debug_enemies
ai_debug_expressions Show random expression decisions for NPCs.
ai_debug_follow
ai_debug_loners
ai_debug_looktargets
ai_debug_los NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l
ai_debug_nav
ai_debug_node_connect Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets
ai_debug_shoot_positions
ai_debug_speech
ai_debug_squads
ai_debug_think_ticks
ai_debugscriptconditions
ai_disable Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drawbattlelines
ai_dump_hints
ai_efficiency_override
ai_follow_use_points
ai_follow_use_points_when_movi
ng
ai_lead_time
ai_LOS_mode
ai_moveprobe_debug
ai_moveprobe_jump_debug
ai_moveprobe_usetracelist
ai_next_hull Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_no_local_paths
ai_no_node_cache
ai_no_select_box
ai_no_steer
ai_no_talk_delay
ai_nodes Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_norebuildgraph
ai_path_adjust_speed_on_immedi
ate_turns
ai_path_insert_pause_at_est_en
d
ai_path_insert_pause_at_obstru
ction
ai_reaction_delay_alert
ai_reaction_delay_idle
ai_rebalance_thinks
ai_reloadresponsesystems Reload all response system scripts.
ai_report_task_timings_on_limi
t
ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug
ai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking steps
ai_shot_bias
ai_shot_bias_max
ai_shot_bias_min
ai_shot_stats
ai_shot_stats_term
ai_show_connect Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows
ai_show_connect_fly Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows
ai_show_connect_jump Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows
ai_show_graph_connect Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid Draw a grid on the floor where looking.
ai_show_hints Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows
ai_show_hull_attacks
ai_show_node Highlight the specified node
ai_show_think_tolerance
ai_show_visibility Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_simulate_task_overtime
ai_spread_cone_focus_time
ai_spread_defocused_cone_multi
plier
ai_spread_pattern_focus_time
ai_step NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no
ai_think_limit_label
ai_use_clipped_paths
ai_use_efficiency
ai_use_frame_think_limits
ai_use_think_optimizations
ainet_generate_report Generate a report to the console.
ainet_generate_report_only Generate a report to the console.
air_density Changes the density of air for drag computations.
alias Alias a command.
+alt1
-alt1
ammo_338mag_max
ammo_357sig_max
ammo_45acp_max
ammo_50AE_max
ammo_556mm_box_max
ammo_556mm_max
ammo_57mm_max
ammo_762mm_max
ammo_9mm_max
ammo_buckshot_max
ammo_flashbang_max
ammo_hegrenade_max
ammo_smokegrenade_max
async_mode Set the async filesystem mode (0 == optimal async, 1 == simple async, 2 == synchronous
async_simulate_delay Simulate a delay of up to a set msec per file operation
async_simulate_mixed_mode Simulate a mix of async load styles
+attack
-attack
+attack2
-attack2
autobuy Attempt to purchase items with the order listed in cl_autobuy
autosave
+back
-back
banid Add a user ID to the ban list.
banip Add an IP address to the ban list.
bench_end Ends gathering of info.
bench_showstatsdialog Shows a dialog displaying the most recent benchmark results.
bench_start Starts gathering of info. Arguments
bench_upload Uploads most recent benchmark stats to the Valve servers.
benchframe Takes a snapshot of a particular frame in a time demo.
bgmvolume CD sound playback volume.
bind Bind a key.
BindToggle
blink_duration How many seconds an eye blink will last.
bloodspray blood
bot_add bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
bot_add_ct bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
bot_all_weapons Allows the bots to use all weapons
bot_allow_grenades If nonzero, bots may use grenades.
bot_allow_machine_guns If nonzero, bots may use the machine gun.
bot_allow_pistols If nonzero, bots may use pistols.
bot_allow_rifles If nonzero, bots may use rifles.
bot_allow_rogues If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
bot_allow_shotguns If nonzero, bots may use shotguns.
bot_allow_snipers If nonzero, bots may use sniper rifles.
bot_allow_sub_machine_guns If nonzero, bots may use sub-machine guns.
bot_auto_follow If nonzero, bots with high co-op may automatically follow a nearby human player.
bot_auto_vacate If nonzero, bots will automatically leave to make room for human players.
bot_chatter Control how bots talk. Allowed values
bot_crouch
bot_debug For internal testing purposes.
bot_debug_target For internal testing purposes.
bot_defer_to_human If nonzero and there is a human on the team, the bots will not do the scenario tasks.
bot_difficulty Defines the skill of bots joining the game. Values are
bot_dont_shoot If nonzero, bots will not fire weapons (for debugging).
bot_eco_limit If nonzero, bots will not buy if their money falls below this amount.
bot_freeze
bot_goto_mark Sends a bot to the selected nav area (useful for testing navigation meshes)
bot_join_after_player If nonzero, bots wait until a player joins before entering the game.
bot_join_delay Prevents bots from joining the server for this many seconds after a map change.
bot_join_team Determines the team bots will join into. Allowed values
bot_kick bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
bot_kill bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
bot_knives_only Restricts the bots to only using knives
bot_loadout bots are given these items at round start
bot_mimic
bot_mimic_yaw_offset
bot_pistols_only Restricts the bots to only using pistols
bot_prefix This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <w
bot_profile_db The filename from which bot profiles will be read.
bot_quota Determines the total number of bots in the game.
bot_quota_mode Determines the type of quota. Allowed values
bot_show_battlefront Show areas where rushing players will initially meet.
bot_show_nav For internal testing purposes.
bot_show_occupy_time Show when each nav area can first be reached by each team.
bot_snipers_only Restricts the bots to only using sniper rifles
bot_stop If nonzero, immediately stops all bot processing.
bot_traceview For internal testing purposes.
bot_walk If nonzero, bots can only walk, not run.
bot_zombie If nonzero, bots will stay in idle mode and not attack.
box Draw a debug box.
+break
-break
breakable_disable_gib_limit
breakable_multiplayer
buddha Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
budget_averages_window number of frames to look at when figuring out average frametimes
budget_background_alpha how translucent the budget panel is
budget_bargraph_background_alp
ha
how translucent the budget panel is
budget_bargraph_range_ms budget bargraph range in milliseconds
budget_history_numsamplesvisib
le
number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms budget history range in milliseconds
budget_panel_bottom_of_history
_fraction
number between 0 and 1
budget_panel_height height in pixels of the budget panel
budget_panel_width width in pixels of the budget panel
budget_panel_x number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window number of frames to look at when figuring out peak frametimes
budget_show_averages enable/disable averages in the budget panel
budget_show_history turn history graph off and on. . good to turn off on low end
budget_show_peaks enable/disable peaks in the budget panel
bug Show/hide the bug reporting UI.
bug_swap Automatically swaps the current weapon for the bug bait and back again.
bugreporter_includebsp Include .bsp for internal bug submissions.
buildcubemaps Rebuild cubemaps.
building_cubemaps
buyequip Show equipment buy menu
buymenu Show main buy menu
c_maxdistance
c_maxpitch
c_maxyaw
c_mindistance
c_minpitch
c_minyaw
c_orthoheight
c_orthowidth
cache_print Print out contents of cache memory. Optionally use cache_set_print_section
cache_print_lru Print out contents of cache memory. Optionally use cache_set_print_section
cache_print_summary Print out a summary contents of cache memory.
cache_set_print_section
cam_command
cam_idealdist
cam_idealpitch
cam_idealyaw
cam_snapto
+camdistance
-camdistance
+camin
-camin
+cammousemove
-cammousemove
camortho Switch to orthographic camera.
+camout
-camout
+campitchdown
-campitchdown
+campitchup
-campitchup
+camyawleft
-camyawleft
+camyawright
-camyawright
cancelselect
cast_hull Tests hull collision detection
cast_ray Tests collision detection
cc_captiontrace Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_emit Emits a closed caption
cc_lang Current close caption language (emtpy = use game UI language)
cc_linger_time Close caption linger time.
cc_lookup_crc For tracking down missing CC token strings
cc_predisplay_time Close caption delay before showing caption.
cc_sentencecaptionnorepeat How often a sentence can repeat.
cc_subtitles If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
cd Play or stop a cd track.
centerview
ch_createairboat Spawn airboat in front of the player.
ch_createjeep Spawn jeep in front of the player.
changelevel Change server to the specified map
changelevel2 Transition to the specified map in single player
chooseteam Choose a new team
cl_anglespeedkey
cl_animationinfo Hud element to examine.
cl_autobuy The order in which autobuy will attempt to purchase items
cl_autohelp Auto-help
cl_backspeed
cl_bob
cl_bobcycle
cl_bobup
cl_buy_favorite Purchase a favorite weapon/equipment loadout
cl_buy_favorite_nowarn Skips the error prompt when saving an invalid buy favorite
cl_buy_favorite_quiet Skips the prompt when saving a buy favorite in the buy menu
cl_buy_favorite_reset Reset favorite loadouts to the default
cl_buy_favorite_set Saves the current loadout as a favorite
cl_class Default class when joining a game
cl_clock_correction Enable/disable clock correction on the client.
cl_clock_correction_adjustment
_max_amount
Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment
_max_offset
As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply
cl_clock_correction_adjustment
_min_offset
If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_serv
er_tick
Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo Show debugging info about the clock drift.
cl_clockdrift_max_ms Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdbackup For each command packet, how many additional history commands are sent ( helps in case of packet loss )
cl_crosshairalpha
cl_detail_avoid_force force with which to avoid players ( in units, percentage of the width of the detail sprite )
cl_detail_avoid_radius radius around detail sprite to avoid players
cl_detail_avoid_recover_speed how fast to recover position after avoiding players
cl_detail_max_sway Amplitude of the detail prop sway
cl_detaildist
cl_detailfade
cl_downloadfilter Determines which files can be downloaded from the server (all, none, nosounds)
cl_drawleaf
cl_drawmaterial Draw a particular material over the frame
cl_drawmonitors
cl_drawshadowtexture
cl_dynamiccrosshair
cl_ejectbrass
cl_ent_absbox Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox Displays the client's render box for the entity under the crosshair.
cl_entityreport For debugging, draw entity states to console
cl_extrapolate Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount Set how many seconds the client will extrapolate entities for.
cl_flushentitypacket For debugging. Force the engine to flush an entity packet.
cl_forcepreload Whether we should force preloading.
cl_forwardspeed
cl_fullupdate Forces the server to send a full update packet
cl_idealpitchscale
cl_ignorepackets Force client to ignore packets (for debugging).
cl_interp Interpolate object positions starting this many seconds in past
cl_interp_all Disable interpolation list optimizations.
cl_interp_npcs Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interpolate Interpolate entities on the client.
cl_lagcomp_errorcheck Player index of other player to check for position errors.
cl_lagcompensation Perform server side lag compensation of weapon firing events.
cl_left_hand_ik Attach player's left hand to rifle with IK.
cl_leveloverview
cl_leveloverviewmarker
cl_localnetworkbackdoor Enable network optimizations for single player games.
cl_locationalpha
cl_logofile Spraypoint logo decal.
cl_maxrenderable_dist Max distance from the camera at which things will be rendered
cl_min_ct Controls which CT model is used when cl_minmodels is set.
cl_min_t Controls which Terrorist model is used when cl_minmodels is set.
cl_minmodels Uses one player model for each team.
cl_mouseenable
cl_mouselook Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_observercrosshair
cl_overdraw_test
cl_panelanimation Shows panel animation variables
cl_particleeffect_aabb_buffer Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as oft
cl_pclass Dump entity by prediction classname.
cl_pdump Dump info about this entity to screen.
cl_phys_props_enable Disable clientside physics props (must be set before loading a level).
cl_phys_props_max Maximum clientside physic props
cl_phys_timescale Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown
cl_pitchspeed
cl_pitchup
cl_precacheinfo Show precache info (client).
cl_pred_optimize Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_predict Perform client side prediction.
cl_predictionlist Show which entities are predicting
cl_predictweapons Perform client side prediction of weapon effects.
cl_radaralpha
cl_radartype
cl_ragdoll_collide
cl_ragdoll_physics_enable Enable/disable ragdoll physics.
cl_rebuy The order in which rebuy will attempt to repurchase items
cl_removedecals Remove the decals from the entity under the crosshair.
cl_resend Delay in seconds before the client will resend the 'connect' attempt
cl_righthand Use right-handed view models.
cl_scalecrosshair
cl_SetupAllBones
cl_show_splashes
cl_showanimstate Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_log 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
cl_ShowBoneSetupEnts Show which entities are having their bones setup each frame.
cl_showents Dump entity list to console.
cl_showerror Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents Print event firing info in the console
cl_showfps Draw fps meter at top of screen (1 = fps, 2 = smooth fps)
cl_showpausedimage Show the 'Paused' image when game is paused.
cl_showpluginmessages Allow plugins to display messages to you
cl_showpos Draw current position at top of screen
cl_ShowSunVectors
cl_sidespeed
cl_slist Number of seconds to wait for server ping responses when checking for server on your lan
cl_smooth Smooth view/eye origin after prediction errors
cl_smoothtime Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush Flushes the sounds.txt system (client only)
cl_soundfile Jingle sound file.
cl_soundscape_flush Flushes the client side soundscapes
cl_soundscape_printdebuginfo print soundscapes
cl_spec_mode spectator mode
cl_sun_decay_rate
cl_team Default team when joining a game
cl_timeout After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_upspeed
cl_view Set the view entity index.
cl_winddir Weather effects wind direction angle
cl_windspeed Weather effects wind speed scalar
cl_wpn_sway_interp
cl_wpn_sway_scale
cl_yawspeed
clear Clear all console output.
clear_debug_overlays clears debug overlays
clientport Host game client port
closecaption Enable close captioning.
cmd Forward command to server.
collision_shake_amp
collision_shake_freq
collision_shake_time
colorcorrectionui Show/hide the color correction tools UI.
+commandermousemove
-commandermousemove
commentary Desired commentary mode state.
commentary_available Automatically set by the game when a commentary file is available for the current map.
commentary_cvarsnotchanging
commentary_finishnode
commentary_firstrun
commentary_testfirstrun
con_drawnotify Disables drawing of notification area (for taking screenshots).
con_enable Allows the console to be activated.
con_notifytime How long to display recent console text to the upper part of the game window
con_nprint_bgalpha Con_NPrint background alpha.
con_nprint_bgborder Con_NPrint border size.
con_trace Print console text to low level printout.
condump dump the text currently in the console to condumpXX.log
connect Connect to specified server.
contimes Number of console lines to overlay for debugging.
coop Cooperative play.
CreateHairball
CreatePredictionError Create a prediction error
creditsdone
crosshair
cs_make_vip Marks a player as the VIP
cs_ShowStateTransitions cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
cvarlist Show the list of convars/concommands.
deathmatch Running a deathmatch server.
debug_physimpact
default_fov
demo_debug Demo debug info.
demo_fastforwardfinalspeed Go this fast when starting to hold FF button.
demo_fastforwardramptime How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed Go this fast when starting to hold FF button.
demo_gototick Skips to a tick in demo.
demo_interpolateview Do view interpolation during dem playback.
demo_pause Pauses demo playback.
demo_pauseatservertick Pauses demo playback at server tick
demo_quitafterplayback Quits game after demo playback.
demo_recordcommands Record commands typed at console into .dem files.
demo_resume Resumes demo playback.
demo_timescale Sets demo replay speed.
demo_togglepause Toggles demo playback.
demolist Print demo sequence list.
demos Demo demo file sequence.
demoui Show/hide the demo player UI.
developer Show developer messages.
devshots_nextmap Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.
differences Show all convars which are not at their default values.
disconnect Disconnect game from server.
disp_dynamic
disp_modlimit
disp_modlimit_down
disp_modlimit_up
disp_numiterations
dispcoll_drawplane
displaysoundlist
drawcross Draws a cross at the given location Arguments
drawline Draws line between two 3D Points. Green if no collision Red is collides with something Arguments
drawradar Draws HUD radar
dsp_automatic
dsp_db_min
dsp_db_mixdrop
dsp_dist_max
dsp_dist_min
dsp_enhance_stereo
dsp_facingaway
dsp_mix_max
dsp_mix_min
dsp_off
dsp_player
dsp_reload
dsp_room
dsp_slow_cpu
dsp_spatial
dsp_speaker
dsp_vol_2ch
dsp_vol_4ch
dsp_vol_5ch
dsp_volume
dsp_water
dti_flush Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning Print data table warnings?
dtwatchent Watch this entities data table encoding.
dtwatchvar Watch the named variable.
+duck
-duck
dump_globals Dump all global entities/states
dump_panels Dump Panel Tree
dump_terrain Dump physics info about virtual terrains
dump_terrain Dump physics info about virtual terrains
dumpstringtables Print string tables to console.
echo Echo text to console.
editdemo Edit a recorded demo file (.dem ).
editor_toggle Disables the simulation and returns focus to the editor
endmovie Stop recording movie frames.
endround End the current round.
english If set to 1, running the english language set of assets.
ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments Displays the attachment points on an entity. Arguments
ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_debugkeys
ent_dump Usage
ent_fire Usage
ent_info Usage
ent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw Visualizes all entity input/output activity.
ent_name
ent_pause Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments
ent_rbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove Removes the given entity(s) Arguments
ent_remove_all Removes all entities of the specified type Arguments
ent_setname Sets the targetname of the given entity(s) Arguments
ent_show_response_criteria Print, to the console, an entity's current criteria set used to select responses. Arguments
ent_step When 'ent_pause' is set this will step through one waiting input / output message at a time.
ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments
envmap
escape Escape key pressed.
exec Execute script file.
exit Exit the engine.
fadein fadein {time r g b}
fadeout fadeout {time r g b}
filesystem_buffer_size Size of per file buffers. 0 for none
find Find concommands with the specified string in their name/help text.
fire_absorbrate
fire_dmgbase
fire_dmginterval
fire_dmgscale
fire_extabsorb
fire_extscale
fire_growthrate
fire_heatscale
fire_incomingheatscale
fire_maxabsorb
firetarget
firstperson Switch to firstperson camera.
fish_debug Show debug info for fish
fish_dormant Turns off interactive fish behavior. Fish become immobile and unresponsive.
flex_expression
flex_looktime
flex_maxawaytime
flex_maxplayertime
flex_minawaytime
flex_minplayertime
flex_rules Allow flex animation rules to run.
flex_smooth Applies smoothing/decay curve to flex animation controller changes.
flex_talk
flush Flush cache memory.
flush_unlocked Flush unlocked cache memory.
fog_color
fog_colorskybox
fog_enable
fog_enable_water_fog
fog_enableskybox
fog_end
fog_endskybox
fog_override
fog_start
fog_startskybox
force_centerview
+forward
-forward
fov Change players FOV
free_pass_peek_debug
fs_printopenfiles Show all files currently opened by the engine.
fs_warning_level Set the filesystem warning level.
func_break_max_pieces
func_breakdmg_bullet
func_breakdmg_club
func_breakdmg_explosive
g_debug_angularsensor
g_debug_doors
g_debug_ragdoll_removal
g_debug_ragdoll_visualize
g_debug_trackpather
g_debug_transitions Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
g_debug_vehiclebase
g_debug_vehicledriver
g_debug_vehicleexit
g_debug_vehiclesound
g_jeepexitspeed
g_Language
g_ragdoll_fadespeed
g_ragdoll_lvfadespeed
g_ragdoll_maxcount
gameui_activate
gameui_allowescape
gameui_hide
gameui_preventescape
getpos dump position and angles to the console
give Give item to player. Arguments
gl_clear
global_set global_set <globalname> <state>
god Toggle. Player becomes invulnerable.
+graph
-graph
-grenade1
+grenade1
-grenade2
+grenade2
groundlist Display ground entity list <index>
heartbeat
help Find help about a convar/concommand.
hideconsole Hide the console.
hidehud
hidepanel Hides a viewport panel <name>
hideradar Hides HUD radar
hl2_episodic
host_framerate Set to lock per-frame time elapse.
host_limitlocal Apply cl_cmdrate and cl_updaterate to loopback connection
host_map Current map name.
host_profile
host_runofftime Run off some time without rendering/updating sounds
host_showcachemiss Print a debug message when the client or server cache is missed.
host_sleep Force the host to sleep a certain number of milliseconds each frame.
host_speeds Show general system running times.
host_timescale Prescale the clock by this amount.
host_writeconfig Store current settings to config.cfg (or specified .cfg file).
hostage_debug Show hostage AI debug information
hostport Host game server port
hud_autoreloadscript Automatically reloads the animation script each time one is ran
hud_centerid
hud_classautokill Automatically kill player after choosing a new playerclass.
hud_deathnotice_time
hud_drawhistory_time
hud_fastswitch
hud_jeephint_numentries
hud_reloadscheme Reloads hud layout and animation scripts.
hud_saytext_time
hud_showtargetid
hurtme Hurts the player. Arguments
impulse
incrementvar Increment specified convar value.
invnext
invprev
ip Overrides IP for multihomed hosts
+jlook
-jlook
joy_advanced
joy_advaxisr
joy_advaxisu
joy_advaxisv
joy_advaxisx
joy_advaxisy
joy_advaxisz
joy_autosprint Automatically sprint when moving with an analog joystick
joy_diagonalpov POV manipulator operates on diagonal axes, too.
joy_forwardsensitivity
joy_forwardthreshold
joy_name
joy_pitchsensitivity
joy_pitchthreshold
joy_sidesensitivity
joy_sidethreshold
joy_wingmanwarrier_centerhack Wingman warrior centering hack.
joy_wingmanwarrier_turnhack Wingman warrior hack related to turn axes.
joy_yawsensitivity
joy_yawthreshold
joyadvancedupdate
joystick
jpeg Take a jpeg screenshot
jpeg_quality jpeg screenshot quality.
+jump
-jump
kdtree_test Tests spatial partition for entities queries.
key_findbinding Find key bound to specified command string.
key_listboundkeys List bound keys with bindings.
key_updatelayout Updates game keyboard layout to current windows keyboard setting.
kick Kick a player by name.
kickid Kick a player by userid or uniqueid, with a message.
kill kills the player
killserver Shutdown the server.
+klook
-klook
lastinv
+left
-left
light_crosshair Show texture color at crosshair
linefile Parses map leak data from .lin file
list List cached servers.
listdemo List demo file contents.
listid Lists banned users.
listip List IP addresses on the ban list.
listmodels List loaded models.
load Load a saved game.
lod_Enable
lod_TransitionDist
log Enables logging to file, console, and udp < on | off >.
logaddress_add Set address and port for remote host <ip
logaddress_del Remove address and port for remote host <ip
logaddress_delall Remove all udp addresses being logged to
logaddress_list List all addresses currently being used by logaddress.
+lookdown
-lookdown
lookspring
lookstrafe
+lookup
-lookup
lservercfgfile
m_customaccel Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula
m_customaccel_exponent Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max Max mouse move scale factor, 0 for no limit
m_customaccel_scale Custom mouse acceleration value.
m_filter Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward Mouse forward factor.
m_mouseaccel1 Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed Windows mouse speed factor (range 1 to 20).
m_pitch Mouse pitch factor.
m_side Mouse side factor.
m_yaw Mouse yaw factor.
map Start playing on specified map.
map_background Runs a map as the background to the main menu.
map_commentary Start playing, with commentary, on a specified map.
map_edit
map_noareas Disable area to area connection testing.
map_setbombradius Sets the bomb radius for the map.
map_showbombradius Shows bomb radius from the center of each bomb site and planted bomb.
map_showspawnpoints Shows player spawn points (red=invalid)
mapcyclefile
maps Displays list of maps.
mat_antialias
mat_autoexposure_max
mat_autoexposure_min
mat_bloomamount_rate
mat_bloomscale
mat_bufferprimitives
mat_bumpbasis
mat_bumpmap
mat_camerarendertargetoverlays
ize
mat_clipz
mat_compressedtextures
mat_configcurrent show the current video control panel config for the material system
mat_crosshair
mat_debug
mat_debug_autoexposure
mat_debug_postprocessing_effec
ts
mat_debug_process_halfscreen
mat_debugalttab
mat_debugdepth
mat_debugdepthmode
mat_debugdepthval
mat_debugdepthvalmax
mat_depthbias_decal
mat_depthbias_normal
mat_diffuse
mat_disable_bloom
mat_drawflat
mat_drawwater
mat_dxlevel
mat_dynamic_tonemapping
mat_edit
mat_envmapsize
mat_envmaptgasize
mat_fastnobump
mat_fastspecular Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate
mat_filterlightmaps
mat_filtertextures
mat_force_bloom
mat_force_tonemap_scale
mat_forceaniso
mat_forcedynamic
mat_forcehardwaresync
mat_forcemanagedtextureintohar
dware
mat_frame_sync_enable
mat_frame_sync_force_texture Force frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize
mat_fullbright
mat_hdr_enabled
mat_hdr_level Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_hdr_manual_tonemap_rate
mat_hdr_tonemapscale
mat_hdr_tonemapscale_max
mat_hdroverbrightrange
mat_hsv
mat_info Shows material system info
mat_leafvis Draw wireframe of current leaf
mat_levelflush
mat_loadtextures
mat_luxels
mat_maxframelatency
mat_measurefillrate
mat_mipmaptextures
mat_monitorgamma monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_norendering
mat_normalmaps
mat_normals
mat_parallaxmap
mat_picmip
mat_proxy
mat_reducefillrate
mat_reloadallmaterials
mat_reloadmaterial
mat_reloadtextures
mat_reversedepth
mat_savechanges saves current video configuration to the registry
mat_setvideomode sets the width, height, windowed state of the material system
mat_shadowstate
mat_show_ab_hdr
mat_show_histogram
mat_show_texture_memory_usage Display the texture memory usage on the HUD.
mat_showcamerarendertarget
mat_showenvmapmask
mat_showframebuffertexture
mat_showlightmapcomponent 0
mat_showlightmappage
mat_showlowresimage
mat_showmaterials Show materials.
mat_showmaterialsverbose
mat_showmiplevels
mat_showtextures Show textures.
mat_showwatertextures
mat_slopescaledepthbias_decal
mat_slopescaledepthbias_normal
mat_softwarelighting
mat_softwareskin
mat_specular Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_spewvertexandpixelshaders print all vertex and pixel shaders currently loaded to the console
mat_stub
mat_suppress Supress a material from drawing
mat_surfaceid
mat_surfacemat
mat_texture_limit If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
-mat_texture_list
+mat_texture_list
mat_texture_list For debugging, show a list of used textures per frame
mat_texture_list_all If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texturelist_directories
mat_texturelist_files
mat_tonemapping_occlusion_use_
stencil
mat_trilinear
mat_viewportscale
mat_vsync Force sync to vertical retrace
mat_wateroverlaysize
mat_wireframe
mat_yuv
maxplayers Change the maximum number of players allowed on this server.
mem_dumpstats Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_force_flush Force cache flush of unlocked resources on every alloc
memory Print memory stats.
menuselect
minisave Saves game (for current level only!)
mod_forcedata Forces all model file data into cache on model load.
mod_load_async
mod_test_mesh_not_available
mod_test_not_available
mod_test_verts_not_available
mod_trace_load
motdfile The MOTD file to load.
+movedown
-movedown
+moveleft
-moveleft
+moveright
-moveright
+moveup
-moveup
mp3 Show/hide mp3 player UI.
mp_allowNPCs
mp_autocrosshair
mp_buytime How many minutes after round start players can buy items for.
mp_decals
mp_defaultteam
mp_disable_autokick Prevents a userid from being auto-kicked
mp_facefronttime After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_fadetoblack fade a player's screen to black when he dies
mp_falldamage
mp_feetyawrate How many degrees per second that we can turn our feet or upper body.
mp_forcerespawn
mp_humanteam Restricts human players to a single team {any, CT, T}
mp_ik Use IK on in-place turns.
mp_logdetail Logs attacks. Values are
mp_playerid_delay Number of seconds to delay showing information in the status bar
mp_playerid_hold Number of seconds to keep showing old information in the status bar
mp_restartgame If non-zero, game will restart in the specified number of seconds
mp_teamlist
mp_teamoverride
mp_teamplay
mp_timelimit game time per map in minutes
mp_weaponstay
muzzleflash_light
name Current user name
nav_analyze Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor RGBA color to draw as the background color for nav areas while editing.
nav_avoid Toggles the 'avoid this area when possible' flag used by the AI system.
nav_begin_area Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and
nav_build_ladder Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_connectivity Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
nav_check_file_consistency Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor Updates the blocked/unblocked status for every nav area.
nav_clear_walkable_marks Erase any previously placed walkable positions.
nav_compress_id Re-orders area and ladder ID's so they are continuous.
nav_connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit
nav_corner_adjust_adjacent radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground Places the selected corner of the currently marked Area on the ground.
nav_corner_raise Raise the selected corner of the currently marked Area.
nav_corner_select Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_place_on_ground If true, nav areas will be placed flush with the ground when created by hand.
nav_crouch Toggles the 'must crouch in this area' flag used by the AI system.
nav_delete Deletes the currently highlighted Area.
nav_disconnect To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec
nav_dont_hide Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
nav_edit Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area Defines the second corner of a new Area or Ladder and creates it.
nav_generate Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental Generate a Navigation Mesh for the current map and save it to disk.
nav_jump Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_ladder_flip Flips the selected ladder's direction.
nav_load Loads the Navigation Mesh for the current map.
nav_make_sniper_spots Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_unnamed Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
nav_merge To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm
nav_no_hostages Toggles the 'hostages cannot use this area' flag used by the AI system.
nav_no_jump Toggles the 'dont jump in this area' flag used by the AI system.
nav_place_floodfill Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli
nav_place_list Lists all place names used in the map.
nav_place_pick Sets the current Place to the Place of the Area under the cursor.
nav_place_replace Replaces all instances of the first place with the second place.
nav_precise Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_quicksave Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_remove_unused_jump_areas Removes jump areas with at most 1 connection to a ladder or non-jump area.
nav_restart_after_analysis When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for increm
nav_run Toggles the 'traverse this area by running' flag used by the AI system.
nav_save Saves the current Navigation Mesh to disk.
nav_set_place_mode Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_show_approach_points Show Approach Points in the Navigation Mesh.
nav_show_area_info Duration in seconds to show nav area ID and attributes while editing
nav_show_danger Show current 'danger' levels.
nav_show_ladder_bounds Draws the bounding boxes of all func_ladders in the map.
nav_show_nodes
nav_show_player_counts Show current player counts in each area.
nav_slope_limit The ground unit normal's Z component must be greater than this for nav areas to be generated.
nav_snap_to_grid Snap to the nav generation grid when creating new nav areas
nav_splice To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split To split an Area into two, align the split line using your cursor and invoke the split command.
nav_split_place_on_ground If true, nav areas will be placed flush with the ground when split.
nav_stand Toggles the 'stand while hiding' flag used by the AI system.
nav_stop Toggles the 'must stop when entering this area' flag used by the AI system.
nav_strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_toggle_place_mode Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_transient Toggles the 'area is transient and may become blocked' flag used by the AI system.
nav_unmark Clears the marked Area or Ladder.
nav_update_blocked Updates the blocked/unblocked status for every nav area.
nav_use_place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_walk Toggles the 'traverse this area by walking' flag used by the AI system.
nav_warp_to_mark Warps the player to the marked area.
net_blockmsg Discards incoming message
net_channels Shows net channel info
net_chokeloop Apply bandwidth choke to loopback packets
net_drawslider Draw completion slider during signon
net_droppackets Drops next n packets on client
net_fakelag Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph Draw the network usage graph
net_graphheight
net_graphpos
net_graphsolid
net_maxfilesize Maximum allowed file size for uploading in MB
net_maxfragments Max fragment bytes per packet
net_scale
net_showdrop Show dropped packets in console
net_showevents Dump game events to console (1=client only, 2=all).
net_showfragments Show netchannel fragments
net_showmsg Show incoming message
net_showpeaks Show messages for large packets only
net_showsplits Show info about packet splits
net_showtcp Dump TCP stream summary to console
net_showudp Dump UPD packets summary to console
net_start Inits multiplayer network sockets
next Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo Play next demo in sequence.
nextlevel If set, will trigger a changelevel to the specified map at the end of the round
noclip Toggle. Player becomes non-solid and flies.
notarget Toggle. Player becomes hidden to NPCs.
npc_ammo_deplete Subtracts half of the target's ammo
npc_bipass Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s
npc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments
npc_conditions Displays all the current AI conditions that an NPC has in the overlay text. Arguments
npc_create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that
npc_create_aimed Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
npc_create_equipment
npc_destroy Removes the given NPC(s) from the universe Arguments
npc_destroy_unselected Removes all NPCs from the universe that aren't currently selected
npc_enemies Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable
npc_focus Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments
npc_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments
npc_gameendally_deathmessage
npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments
npc_go_do_run Set whether should run on NPC go
npc_go_random Sends all selected NPC(s) to a random node. Arguments
npc_heal Heals the target back to full health
npc_height_adjust Enable test mode for ik height adjustment
npc_kill Kills the given NPC(s) Arguments
npc_nearest Draw's a while box around the NPC(s) nearest node Arguments
npc_relationships Displays the relationships between this NPC and all others. Arguments
npc_reset Reloads schedules for all NPC's from their script files Arguments
npc_route Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
npc_select Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arg
npc_sentences
npc_speakall Force the npc to try and speak all thier responses
npc_squads Obsolete. Replaced by npc_combat
npc_steering Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments
npc_steering_all Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_task_text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
npc_tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
npc_teleport Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments
npc_thinknow Trigger NPC to think
npc_viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments
npc_vphysics
old_radiusdamage
overview_alpha Overview map translucency.
overview_health Show player's health in map overview.
overview_locked Locks map angle, doesn't follow view angle.
overview_mode Sets overview map mode off,small,large
overview_names Show player's names in map overview.
overview_tracks Show player's tracks in map overview.
overview_zoom Sets overview map zoom
particle_simulateoverflow Used for stress-testing particle systems. Randomly denies creation of particles.
password Current server access password
path Show the engine filesystem path.
pause Toggle the server pause state.
perfui Show/hide the level performance tools UI.
perfvisualbenchmark
perfvisualbenchmark_abort
phonemedelay Phoneme delay to account for sound system latency.
phonemefilter Time duration of box filter to pass over phonemes.
phonemesnap Don't force visemes to always consider two phonemes, regardless of duration.
phys_impactforcescale
phys_penetration_error_time Controls the duration of vphysics penetration error boxes.
phys_pushscale
phys_speeds
phys_stressbodyweights
phys_swap Automatically swaps the current weapon for the physcannon and back again.
phys_timescale Scale time for physics
phys_upimpactforcescale
physics_budget Times the cost of each active object
physics_debug_entity Dumps debug info for an entity
physics_highlight_active Turns on the absbox for all active physics objects
physics_report_active Lists all active physics objects
physics_select Dumps debug info for an entity
physicsshadowupdate_render
picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play
ping Display ping to server.
pixelvis_debug Dump debug info
play Play a sound.
playdemo Play a recorded demo file (.dem ).
player_old_armor
playflush Play a sound, reloading from disk in case of changes.
playgamesound Play a sound from the game sounds txt file
playsoundscape Forces a soundscape to play
playvol Play a sound at a specified volume.
plugin_load plugin_load <filename>
plugin_pause plugin_pause <index>
plugin_pause_all pauses all loaded plugins
plugin_print Prints details about loaded plugins
plugin_unload plugin_unload <index>
plugin_unpause plugin_unpause <index>
plugin_unpause_all unpauses all disabled plugins
progress_enable
prop_crosshair Shows name for prop looking at
prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
props_break_max_pieces
props_break_max_pieces_perfram
e
Maximum prop breakable piece count per frame (-1 = model default)
pwatchent Entity to watch for prediction system changes.
pwatchvar Entity variable to watch in prediction system for changes.
quit Exit the engine.
quti Exit the engine.
r_3dnow
r_3dsky Enable the rendering of 3d sky boxes
r_AirboatViewDampenDamp
r_AirboatViewDampenFreq
r_AirboatViewZHeight
r_ambientlightingonly Set this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio
r_avglight
r_avglightmap
r_cheapwaterend
r_cheapwaterstart
r_cleardecals Usage r_cleardecals <permanent>.
r_ClipAreaPortals
r_colorstaticprops
r_debugcheapwater
r_debugrandomstaticlighting Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize Decals under this size in pixels are culled
r_decals
r_decalstaticprops Decal static props test
r_DispBuildable
r_DispDrawAxes
r_DispWalkable
r_DoCovertTransitions
r_dopixelvisibility
r_drawbatchdecals Render decals batched.
r_DrawBeams
r_drawbrushmodels Render brush models.
r_drawclipbrushes Draw clip brushes
r_drawdecals Render decals.
r_drawdetailprops
r_DrawDisp Toggles rendering of displacment maps
r_drawentities
r_drawflecks
r_drawfullskybox
r_drawleaf Draw the specified leaf.
r_drawlightcache 0
r_drawlightinfo
r_drawlights
r_drawmodeldecals
r_DrawModelLightOrigin
r_drawmodelstatsoverlay
r_drawmodelstatsoverlaydistanc
e
r_drawmodelstatsoverlaymax time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables
r_drawopaqueworld
r_drawothermodels
r_drawparticles Enable/disable particle rendering
r_drawpixelvisibility Show the occlusion proxies
r_DrawPortals
r_DrawRain Enable/disable rain rendering.
r_drawrenderboxes
r_drawropes
r_drawskybox
r_DrawSpecificStaticProp
r_drawsprites
r_drawstaticprops
r_drawtranslucentrenderables
r_drawtranslucentworld
r_drawvgui Enable the rendering of vgui panels
r_drawviewmodel
r_drawworld Render the world.
r_dscale_basefov
r_dscale_fardist
r_dscale_farscale
r_dscale_neardist
r_dscale_nearscale
r_dynamic
r_eyeglintlodpixels The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss
r_eyemove
r_eyes
r_eyeshift_x
r_eyeshift_y
r_eyeshift_z
r_eyesize
r_eyewaterepsilon
r_farz Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_flashlightconstant
r_flashlightdrawfrustum
r_flashlightdrawfrustumbbox
r_flashlightdrawsweptbbox
r_flashlightfar
r_flashlightfov
r_flashlightlinear
r_flashlightlockposition
r_flashlightmodels
r_flashlightnear
r_flashlightnodraw
r_flashlightoffsetx
r_flashlightoffsety
r_flashlightoffsetz
r_flashlightquadratic
r_flashlightvisualizetrace
r_flex
r_flushlod Flush and reload LODs.
r_ForceRestore
r_ForceWaterLeaf Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld
r_JeepFOV
r_JeepViewBlendTo
r_JeepViewBlendToScale
r_JeepViewBlendToTime
r_JeepViewDampenDamp
r_JeepViewDampenFreq
r_JeepViewZHeight
r_lightaverage Activates/deactivate light averaging
r_lightcache_numambientsamples number of random directions to fire rays when computing ambient lighting
r_lightcachecenter
r_lightinterp Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap
r_lightstyle
r_lockpvs Lock the PVS so you can fly around and inspect what is being drawn.
r_lod
r_lod_noupdate
r_mapextents Set the max dimension for the map. This determines the far clipping plane
r_maxdlights
r_maxmodeldecal
r_maxnewsamples
r_maxsampledist
r_minnewsamples
r_mmx
r_modellodscale 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal
r_newflashlight
r_newproplighting
r_nohw
r_norefresh
r_nosw
r_novis Turn off the PVS.
r_occludeemaxarea Prevents occlusion testing for entities that take up more than X42447600f the screen. 0 means use whatever the level said to use.
r_occluderminarea Prevents this occluder from being used if it takes up less than X42447600f the screen. 0 means use whatever the level said to use.
r_occludermincount At least this many occluders will be used, no matter how big they are.
r_occlusion Activate/deactivate the occlusion system.
r_occlusionspew Activate/deactivates spew about what the occlusion system is doing.
r_overlayfadeenable
r_overlayfademax
r_overlayfademin
r_overlaywireframe
r_PhysPropStaticLighting
r_pixelvis_partial
r_portalscloseall
r_portalsopenall
r_PortalTestEnts Clip entities against portal frustums.
r_printdecalinfo
r_propsmaxdist Maximum visible distance
r_radiosity 0
r_rainalpha
r_rainalphapow
r_raindensity
r_RainHack
r_rainlength
r_RainProfile Enable/disable rain profiling.
r_RainRadius
r_RainSideVel How much sideways velocity rain gets.
r_RainSimulate Enable/disable rain simulation.
r_rainspeed
r_RainSplashPercentage
r_rainwidth
r_renderoverlayfragment
r_rootlod Root LOD
r_ropebatch
r_ropetranslucent
r_screenfademaxsize
r_screenfademinsize
r_screenoverlay
r_sequence_debug
r_shadowangles Set shadow angles
r_shadowblobbycutoff some shadow stuff
r_shadowcolor Set shadow color
r_shadowdir Set shadow direction
r_shadowdist Set shadow distance
r_shadowids
r_shadowmaxrendered
r_shadowrendertotexture
r_shadows
r_shadowwireframe
r_showenvcubemap
r_ShowViewerArea
r_skin
r_skybox Enable the rendering of sky boxes
r_snapportal
r_spray_lifetime Number of rounds player sprays are visible
r_sse
r_sse2
r_staticpropinfo
r_teeth
r_TransitionSensitivity Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture
r_vehicleBrakeRate
r_vehicleDrawDebug
r_VehicleViewClamp
r_VehicleViewDampen
r_visocclusion Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces
r_visualizelighttracesshowfull
trace
r_visualizeproplightcaching
r_visualizetraces
r_WaterDrawReflection Enable water reflection
r_WaterDrawRefraction Enable water refraction
r_waterforceexpensive
r_waterforcereflectentities
r_worldlightmin
r_worldlights number of world lights to use per vertex
radio1 Opens a radio menu
radio2 Opens a radio menu
radio3 Opens a radio menu
rate Max bytes/sec the host can receive data
rcon Issue an rcon command.
rcon_address Address of remote server if sending unconnected rcon commands (format x.x.x.x
rebuy Attempt to repurchase items with the order listed in cl_rebuy
recompute_speed Recomputes clock speed (for debugging purposes).
record Record a demo.
+reload
-reload
reload Reload the most recent saved game (add setpos to jump to current view position on reload).
removeid Remove a user ID from the ban list.
removeip Remove an IP address from the ban list.
report_entities Lists all entities
report_simthinklist Lists all simulating/thinking entities
report_soundpatch reports sound patch count
report_soundpatch reports sound patch count
report_touchlinks Lists all touchlinks
restart Restart the game on the same level (add setpos to jump to current view position on restart).
retry Retry connection to last server.
revert Revert convars to their default values.
+right
-right
room_type
rope_averagelight Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide Collide rope with the world
rope_drawlines
rope_shake
rope_smooth Do an antialiasing effect on ropes
rope_smooth_enlarge How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha Alpha for rope antialiasing effect
rope_smooth_maxalphawidth
rope_smooth_minalpha Alpha for rope antialiasing effect
rope_smooth_minwidth When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv Rope subdivision amount
rope_wind_dist Don't use CPU applying small wind gusts to ropes when they're past this distance.
save Saves current game.
say Display player message
say_team Display player message to team
scene_allowoverrides When playing back a choreographed scene, allow per-model expression overrides.
scene_flatturn
scene_flush Flush all .vcds from the cache and reload from disk.
scene_forcecombined When playing back, force use of combined .wav files even in english.
scene_maxcaptionradius Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_print When playing back a scene, print timing and event info to console.
scene_showfaceto When playing back, show the directions of faceto events.
scene_showlook When playing back, show the directions of look events.
scene_showmoveto When moving, show the end location.
+score
-score
scr_centertime
screenshot Take a screenshot.
sensitivity Mouse sensitivity.
servercfgfile
setang Snap player eyes to specified pitch yaw <roll
setinfo Addes a new user info value
setmaster
setmodel Changes's player's model
setpause Set the pause state of the server.
setpos Move player to specified origin (must have sv_cheats).
shake Shake the screen.
shake_show Displays a list of the active screen shakes.
shake_stop Stops all active screen shakes.
-showbudget
+showbudget
-showbudget_texture
+showbudget_texture
showbudget_texture Enable the texture budget panel.
-showbudget_texture_global
+showbudget_texture_global
showconsole Show the console.
showhitlocation
showinfo Shows a info panel
showpanel Shows a viewport panel <name>
showparticlecounts Display number of particles drawn per frame
+showscores
-showscores
showtriggers Shows trigger brushes
showtriggers_toggle Toggle show triggers
-showvprof
+showvprof
singlestep Run engine in single step mode ( set next to 1 to advance a frame )
sk_ally_regen_time Time taken for an ally to regenerate a point of health.
sk_npc_arm
sk_npc_chest
sk_npc_head
sk_npc_leg
sk_npc_stomach
sk_player_arm
sk_player_chest
sk_player_head
sk_player_leg
sk_player_stomach
skill Game skill level (1-3).
slist List servers on your LAN.
slot0
slot1
slot10
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
smoothstairs Smooth player eye z coordinate when traversing stairs.
snapto
snd_async_fullyasync All playback is fully async (sound doesn't play until data arrives).
snd_async_spew_blocking Spew message to console any time async sound loading blocks on file i/o.
snd_digital_surround
snd_disable_mixer_duck
snd_duckerattacktime
snd_duckerreleasetime
snd_duckerthreshold
snd_ducktovolume
snd_flushasync Flush all unlocked async .wav data
snd_foliage_db_loss
snd_gain
snd_gain_max
snd_gain_min
snd_memasync Show async memory stats
snd_mixahead
snd_musicvolume Music volume
snd_noextraupdate
snd_obscured_gain_dB
snd_pitchquality
snd_profile
snd_rebuildaudiocache Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists
snd_refdb
snd_refdist
snd_restart Restart sound system.
snd_show Show sounds info
snd_showclassname
snd_showmixer
snd_showstart
snd_soundmixer
snd_surround_speakers
snd_visualize Show sounds location in world
snd_vox_captiontrace Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout
snd_vox_sectimetout
snd_vox_seqtimetout
snd_writemanifest If running a game, outputs the precache manifest for the current level
sndplaydelay
soundfade Fade client volume.
soundinfo Describe the current sound device.
soundlist List all known sounds.
soundpatch_captionlength How long looping soundpatch captions should display for.
soundscape_debug When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar
soundscape_fadetime Time to crossfade sound effects between soundscapes
soundscape_flush Flushes the server & client side soundscapes
speak Play a constructed sentence.
spec_help Show spectator help screen
spec_menu Activates spectator menu
spec_mode Set spectator mode
spec_next Spectate next player
spec_player Spectate player by name
spec_pos dump position and angles to the console
spec_prev Spectate previous player
spec_scoreboard
spec_track Tracks an entity in spec mode
+speed
-speed
spike generates a fake spike
startdemos Play demos in demo sequence.
startmovie Start recording movie frames.
startupmenu Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer
stats Prints server performance variables
status Display map and connection status.
step_spline
stop Finish recording demo.
stopdemo Stop playing back a demo.
stopsound
stopsoundscape Stops all soundscape processing and fades current looping sounds
+strafe
-strafe
stuffcmds Parses and stuffs command line + commands to command buffer.
suitvolume
surfaceprop Reports the surface properties at the cursor
sv_accelerate
sv_airaccelerate
sv_alternateticks
sv_autosave Set to 1 to save game on level transition. Does not affect autosave triggers.
sv_backspeed How much to slow down backwards motion
sv_bounce Bounce multiplier for when physically simulated objects collide with other objects.
sv_cacheencodedents If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_debug_player_use Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_debugmanualmode Make sure entities correctly report whether or not their network data has changed.
sv_debugresponses Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for np
sv_deltaprint Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_deltatime Enable profiling of CalcDelta calls
sv_downloadurl Location from which clients can download missing files
sv_dumpresponses Dump all response_rules.txt and rules (requires restart)
sv_enableoldqueries Enable support for old style (HL1) server queries
sv_filterban Set packet filtering by IP mode
sv_findsoundname Find sound names which reference the specified wave files.
sv_footsteps Play footstep sound for players
sv_forcepreload Force server side preloading.
sv_friction World friction.
sv_instancebaselines Enable instanced baselines. Saves network overhead.
sv_lagflushbonecache Flushes entity bone cache on lag compensation
sv_logblocks If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist
sv_massreport
sv_max_queries_sec Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global Maximum queries per second to respond to from anywhere.
sv_max_queries_window Window over which to average queries per second averages.
sv_max_usercmd_future_ticks Prevents clients from running usercmds too far in the future. Prevents speed hacks.
sv_maxreplay Maximum replay time in seconds
sv_maxunlag Maximum lag compensation in seconds
sv_netvisdist Test networking visibility distance
sv_noclipaccelerate
sv_noclipduringpause If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed
sv_npc_talker_maxdist NPCs over this distance from the player won't attempt to speak.
sv_precacheinfo Show precache info.
sv_pushaway_clientside Clientside physics push away (0=off, 1=only localplayer, 1=all players)
sv_pushaway_clientside_size Minimum size of pushback objects
sv_pushaway_force How hard physics objects are pushed away from the players on the server.
sv_pushaway_hostage_force How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
sv_pushaway_max_force Maximum amount of force applied to physics objects by players.
sv_pushaway_max_hostage_force Maximum of how hard the hostage is pushed away from physics objects.
sv_pushaway_max_player_force Maximum of how hard the player is pushed away from physics objects.
sv_pushaway_min_player_speed If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
sv_pushaway_player_force How hard the player is pushed away from physics objects (falls off with inverse square of distance).
sv_rollangle Max view roll angle
sv_rollspeed
sv_runcmds
sv_secure Server is using Valve Anti-Cheat
sv_sendtables Force full sendtable sending path.
sv_showhitboxes Send server-side hitboxes for specified entity to client (NOTE
sv_showimpacts Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
sv_showladders Show bbox and dismount points for all ladders (must be set before level load.)
sv_skyname Current name of the skybox texture
sv_soundemitter_filecheck Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush Flushes the sounds.txt system (server only)
sv_soundemitter_trace Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_soundscape_printdebuginfo print soundscapes
sv_specaccelerate
sv_specnoclip
sv_specspeed
sv_stats Collect CPU usage stats
sv_stepsize
sv_stopspeed Minimum stopping speed when on ground.
sv_stressbots If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_strict_notarget If set, notarget will cause entities to never think they are in the pvs
sv_suppress_viewpunch
sv_teststepsimulation
sv_thinktimecheck Check for thinktimes all on same timestamp.
sv_turbophysics Turns on turbo physics
sv_unlag_debug
sv_unlag_fixstuck Disallow backtracking a player for lag compensation if it will cause them to become stuck
sv_unlockedchapters Highest unlocked game chapter.
sv_visiblemaxplayers Overrides the max players reported to prospective clients
sv_wateraccelerate
sv_waterdist Vertical view fixup when eyes are near water plane.
sv_waterfriction
template_debug
Test_CreateEntity
test_dispatcheffect Test a clientside dispatch effect. Usage
Test_EHandle
test_entity_blocker Test command that drops an entity blocker out in front of the player.
Test_InitRandomEntitySpawner
Test_Loop Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_nav_opt
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue
Test_RandomChance Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS
Test_RandomPlayerPosition
Test_RemoveAllRandomEntities
Test_RunFrame
Test_SendKey
Test_SpawnRandomEntities
Test_StartLoop Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript Start a test script running..
Test_Wait
Test_WaitForCheckPoint
testhudanim Test a hud element animation. Arguments
testscript_debug Debug test scripts.
texture_budget_background_alph
a
how translucent the budget panel is
texture_budget_panel_bottom_of
_history_fraction
number between 0 and 1
texture_budget_panel_global Show global times in the texture budget panel.
texture_budget_panel_height height in pixels of the budget panel
texture_budget_panel_width width in pixels of the budget panel
texture_budget_panel_x number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y number of pixels from the top side of the game screen to draw the budget panel
think_limit Maximum think time in milliseconds, warning is printed if this is exceeded.
thirdperson Switch to thirdperson camera.
timedemo Play a demo and report performance info.
timedemoquit Play a demo, report performance info, and then exit
timeleft prints the time remaining in the match
timerefresh Profile the renderer.
toggleconsole Show/hide the console.
togglescores Toggles score panel
trace_report
tracer_extra
unbind Unbind a key.
unbindall Unbind all keys.
unpause Unpause the game.
+use
-use
use Use a particular weapon Arguments
user Show user data.
users Show user info for players on server.
v_centermove
v_centerspeed
vcollide_wireframe
vcollide_wireframe_axes
vcr_verbose Write extra information into .vcr file.
version Print version info string.
vgui_drawfocus Report which panel is under the mouse.
-vgui_drawtree
+vgui_drawtree
vgui_drawtree Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds Show panel bounds.
vgui_drawtree_clear
vgui_drawtree_freeze Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden Draw the hidden panels.
vgui_drawtree_panelalpha Show the panel alpha values in the vgui_drawtree view.
vgui_drawtree_panelptr Show the panel pointer values in the vgui_drawtree view.
vgui_drawtree_popupsonly Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order List the vgui_drawtree panels in render order.
vgui_drawtree_visible Draw the visible panels.
vgui_togglepanel show/hide vgui panel by name.
viewanim_addkeyframe
viewanim_create
viewanim_load load animation from file
viewanim_reset reset view angles!
viewanim_save Save current animation to file
viewanim_test test view animation
viewmodel_fov
violence_ablood Draw alien blood
violence_agibs Show alien gib entities
violence_hblood Draw human blood
violence_hgibs Show human gib entities
voice_avggain
voice_clientdebug
voice_dsound
voice_enable
voice_fadeouttime
voice_forcemicrecord
voice_inputfromfile Get voice input from 'voice_input.wav' rather than from the microphone.
voice_loopback
voice_maxgain
voice_modenable Enable/disable voice in this mod.
voice_overdrive
voice_overdrivefadetime
voice_profile
voice_recordtofile Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
voice_scale
voice_serverdebug
voice_showchannels
voice_showincoming
voice_steal
-voicerecord
+voicerecord
volume Sound volume
vox_reload Reload sentences.txt file
voxeltree_box View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
voxeltree_playerview View entities in the voxel-tree at the player position.
voxeltree_sphere View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
voxeltree_view View entities in the voxel-tree.
vprof Toggle VProf profiler
vprof_adddebuggroup1 add a new budget group dynamically for debugging
vprof_cachemiss Toggle VProf cache miss checking
vprof_cachemiss_off Turn off VProf cache miss checking
vprof_cachemiss_on Turn on VProf cache miss checking
vprof_child
vprof_collapse_all Collapse the whole vprof tree
vprof_counters
vprof_dump_groupnames Write the names of all of the vprof groups to the console.
vprof_dump_spikes Framerate at which vprof will begin to dump spikes to the console. 0 = disabled.
vprof_expand_all Expand the whole vprof tree
vprof_expand_group Expand a budget group in the vprof tree by name
vprof_generate_report Generate a report to the console.
vprof_generate_report_AI Generate a report to the console.
vprof_generate_report_AI_only Generate a report to the console.
vprof_generate_report_hierarch
y
Generate a report to the console.
vprof_generate_report_map_load Generate a report to the console.
vprof_graph Draw the vprof graph.
vprof_graphheight
vprof_graphwidth
vprof_nextsibling
vprof_off Turn off VProf profiler
vprof_on Turn on VProf profiler
vprof_parent
vprof_playback_average Average the next N frames.
vprof_playback_start Start playing back a recorded .vprof file.
vprof_playback_step While playing back a .vprof file, step to the next tick.
vprof_playback_stepback While playing back a .vprof file, step to the previous tick.
vprof_playback_stop
vprof_prevsibling
vprof_record_start Start recording vprof data for playback later.
vprof_record_stop
vprof_remote_start Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop Stop an existing remote VProf data request
vprof_reset Reset the stats in VProf profiler
vprof_reset_peaks Reset just the peak time in VProf profiler
vprof_scope Set a specific scope to start showing vprof tree
vprof_unaccounted_limit number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose Set to one to show average and peak times
vprof_vtune_group enable vtune for a particular vprof group ('disable' to disable)
vprof_warningmsec Above this many milliseconds render the label red to indicate slow code.
vtune Controls VTune's sampling.
wait Stop command parsing until next frame.
+walk
-walk
wc_air_edit_further When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from play
wc_air_edit_nearer When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player
wc_air_node_edit When in WC edit mode, toggles laying down or air nodes instead of ground nodes
wc_create When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select
wc_destroy When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
wc_destroy_undo When in WC edit mode restores the last deleted node
wc_link_edit
wc_update_entity Updates the entity's position/angles when in edit mode
weapon_showproficiency
writeid Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip Save the ban list to banned_ip.cfg.
+zoom
-zoom
zoom_sensitivity_ratio Additional mouse sensitivity scale factor applied when FOV is zoomed in.

 
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