Created
March 31, 2020 12:24
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All default gmod console commands
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+alt1 | |
+alt2 | |
+attack | |
+attack2 | |
+back | |
+break | |
+camdistance | |
+camin | |
+cammousemove | |
+camout | |
+campitchdown | |
+campitchup | |
+camyawleft | |
+camyawright | |
+commandermousemove | |
+demoui2 // Bring the advanced demo player UI (demoui2) to foreground. | |
+duck | |
+forward | |
+graph | |
+grenade1 | |
+grenade2 | |
+jlook | |
+jump | |
+klook | |
+left | |
+lookdown | |
+lookup | |
+mat_texture_list | |
+movedown | |
+moveleft | |
+moveright | |
+moveup | |
+posedebug // Turn on pose debugger or add ents to pose debugger UI | |
+reload | |
+right | |
+score | |
+showbudget | |
+showbudget_texture | |
+showbudget_texture_global | |
+showscores | |
+showvprof | |
+speed | |
+strafe | |
+use | |
+vgui_drawtree | |
+voicerecord | |
+walk | |
+zoom | |
-alt1 | |
-alt2 | |
-attack | |
-attack2 | |
-back | |
-break | |
-camdistance | |
-camin | |
-cammousemove | |
-camout | |
-campitchdown | |
-campitchup | |
-camyawleft | |
-camyawright | |
-commandermousemove | |
-demoui2 // Send the advanced demo player UI (demoui2) to background. | |
-duck | |
-forward | |
-graph | |
-grenade1 | |
-grenade2 | |
-jlook | |
-jump | |
-klook | |
-left | |
-lookdown | |
-lookup | |
-mat_texture_list | |
-movedown | |
-moveleft | |
-moveright | |
-moveup | |
-posedebug // Turn off pose debugger or hide ents from pose debugger UI | |
-reload | |
-right | |
-score | |
-showbudget | |
-showbudget_texture | |
-showbudget_texture_global | |
-showscores | |
-showvprof | |
-speed | |
-strafe | |
-use | |
-vgui_drawtree | |
-voicerecord | |
-walk | |
-zoom | |
achievement_debug "0" // Turn on achievement debug msgs. | |
act | |
addip // Add an IP address to the ban list. | |
adsp_alley_min "122" | |
adsp_courtyard_min "126" | |
adsp_debug "0" | |
adsp_door_height "112" | |
adsp_duct_min "106" | |
adsp_hall_min "110" | |
adsp_low_ceiling "108" | |
adsp_opencourtyard_min "126" | |
adsp_openspace_min "130" | |
adsp_openstreet_min "118" | |
adsp_openwall_min "130" | |
adsp_room_min "102" | |
adsp_street_min "118" | |
adsp_tunnel_min "114" | |
adsp_wall_height "128" | |
advisor_use_impact_table "1" // advisor will use her custom impact damage table. | |
ainet_generate_report // Generate a report to the console. | |
ainet_generate_report_only // Generate a report to the console. | |
airboat_fatal_stress "5000" // Amount of stress in kg that would kill the airboat driver. | |
airboat_joy_response_move "1" | |
air_density // Changes the density of air for drag computations. | |
ai_actbusy_search_time "10" | |
ai_ally_manager_debug "0" | |
ai_auto_contact_solver "1" | |
ai_block_damage "0" | |
ai_citizen_debug_commander "1" | |
ai_clear_bad_links // Clears bits set on nav links indicating link is unusable | |
ai_debugscriptconditions "0" | |
ai_debug_actbusy "0" // Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes theyve chosen to actbusy at. 2: | |
ai_debug_assault "0" | |
ai_debug_avoidancebounds "0" | |
ai_debug_directnavprobe "0" | |
ai_debug_doors "0" | |
ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system. | |
ai_debug_efficiency "0" | |
ai_debug_enemies "0" | |
ai_debug_enemyfinders "0" | |
ai_debug_expressions "0" // Show random expression decisions for NPCs. | |
ai_debug_follow "0" | |
ai_debug_loners "0" | |
ai_debug_looktargets "0" | |
ai_debug_los "0" // itl | |
ai_debug_nav "0" | |
ai_debug_node_connect // Debug the attempted connection between two nodes | |
ai_debug_ragdoll_magnets "0" | |
ai_debug_readiness "0" | |
ai_debug_shoot_positions "0" | |
ai_debug_speech "0" | |
ai_debug_squads "0" | |
ai_debug_think_ticks "0" | |
ai_default_efficient "0" | |
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_disabled "0" | |
ai_drawbattlelines "0" | |
ai_drop_hint // Drop an ai_hint at the players current eye position. | |
ai_dump_hints | |
ai_efficiency_override "0" | |
ai_ef_hate_npc_duration "1" | |
ai_ef_hate_npc_frequency "5" | |
ai_enable_fear_behavior "1" | |
ai_expression_frametime "0" // Maximum frametime to still play background expressions. | |
ai_expression_optimization "0" // Disable npc background expressions when you cant see them. | |
ai_fear_player_dist "720" | |
ai_find_lateral_cover "1" | |
ai_find_lateral_los "1" | |
ai_follow_move_commands "1" | |
ai_follow_use_points "1" | |
ai_follow_use_points_when_moving "1" | |
ai_force_serverside_ragdoll "0" | |
ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs). | |
ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, | |
ai_ignoreplayers "0" | |
ai_inhibit_spawners "0" | |
ai_keepragdolls "0" | |
ai_lead_time "0" | |
ai_LOS_mode "0" | |
ai_moveprobe_debug "0" | |
ai_moveprobe_jump_debug "0" | |
ai_moveprobe_usetracelist "0" | |
ai_navigator_generate_spikes "0" | |
ai_navigator_generate_spikes_strength "8" | |
ai_newgroundturret "0" | |
ai_new_aiming "1" | |
ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are | |
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 "0" | |
ai_no_local_paths "0" | |
ai_no_node_cache "0" | |
ai_no_select_box "0" | |
ai_no_steer "0" | |
ai_no_talk_delay "0" | |
ai_path_adjust_speed_on_immediate_turns "1" | |
ai_path_insert_pause_at_est_end "1" | |
ai_path_insert_pause_at_obstruction "1" | |
ai_post_frame_navigation "0" | |
ai_radial_max_link_dist "512" | |
ai_reaction_delay_alert "0" | |
ai_reaction_delay_idle "0" | |
ai_readiness_decay "120" | |
ai_rebalance_thinks "1" | |
ai_report_task_timings_on_limit "0" | |
ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing. | |
ai_sequence_debug "0" | |
ai_setupbones_debug "0" // Shows that bones that are setup every think | |
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps | |
ai_shot_bias "1" | |
ai_shot_bias_max "1" | |
ai_shot_bias_min "-1" | |
ai_shot_stats "0" | |
ai_shot_stats_term "1000" | |
ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre | |
ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre | |
ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre | |
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: Green - | |
ai_show_hull_attacks "0" | |
ai_show_node // Highlight the specified node | |
ai_show_think_tolerance "0" | |
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 "0" | |
ai_spread_cone_focus_time "0" | |
ai_spread_defocused_cone_multiplier "3" | |
ai_spread_pattern_focus_time "0" | |
ai_step // use ai_step again. To resume processing no | |
ai_strong_optimizations "0" | |
ai_strong_optimizations_no_checkstand "0" | |
ai_task_pre_script "0" | |
ai_test_los // Test AI LOS from the players POV | |
ai_test_moveprobe_ignoresmall "0" | |
ai_think_limit_label "0" | |
ai_use_clipped_paths "1" | |
ai_use_efficiency "1" | |
ai_use_frame_think_limits "1" | |
ai_use_readiness "1" | |
ai_use_think_optimizations "1" | |
ai_use_visibility_cache "1" | |
ai_vehicle_avoidance "1" | |
alias // Alias a command. | |
anim_3wayblend "1" // Toggle the 3-way animation blending code. | |
anim_showmainactivity "0" // and/or sprint activities. | |
anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none). | |
anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both. | |
antlion_easycrush "1" | |
askconnect_accept // Accept a redirect request by the server. | |
async_allow_held_files "1" // Allow AsyncBegin/EndRead() | |
async_mode "0" // 1 = synchronous) | |
async_resume | |
async_serialize "0" // Force async reads to serialize for profiling | |
async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation | |
async_suspend | |
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system | |
autoaim_max_deflect "0" | |
autoaim_max_dist "2160" | |
autoaim_unlock_target "0" | |
autosave // Autosave | |
autosavedangerous // AutoSaveDangerous | |
autosavedangerousissafe | |
banid // Add a user ID to the ban list. | |
banip // Add an IP address to the ban list. | |
benchframe // Takes a snapshot of a particular frame in a time demo. | |
bench_end // Ends gathering of info. | |
bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results. | |
bench_start // Starts gathering of info. Arguments: filename to write results into | |
bench_upload // Uploads most recent benchmark stats to the Valve servers. | |
bind // Bind a key. | |
binds_per_command "1" | |
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1 | |
bind_mac // not win32 | |
birds_debug "0" | |
blink_duration "0" // How many seconds an eye blink will last. | |
bloodspray // blood | |
bot // Add a bot. | |
bot_attack "0" // Shoot! | |
bot_changeclass "0" // Force all bots to change to the specified class. | |
bot_crouch "0" // Bot crouches | |
bot_defend "0" // and that team will all keep their combat shields raised. | |
bot_flipout "0" // all bots fire their guns. | |
bot_forceattack2 "0" // use attack2. | |
bot_forceattackon "0" // hold it down. | |
bot_forcefireweapon "0" // Force bots with the specified weapon to fire. | |
bot_mimic "0" // Bot uses usercmd of player by index. | |
bot_mimic_yaw_offset "0" // Offsets the bot yaw. | |
bot_sendcmd "0" // Forces bots to send the specified command. | |
bot_zombie "0" // Brraaaaaiiiins. | |
box // Draw a debug box. | |
breakable_disable_gib_limit "0" | |
breakable_multiplayer "1" | |
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero) | |
budget_averages_window "30" // number of frames to look at when figuring out average frametimes | |
budget_background_alpha "128" // how translucent the budget panel is | |
budget_bargraph_background_alpha "128" // how translucent the budget panel is | |
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds | |
budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel | |
budget_history_range_ms "66" // budget history range in milliseconds | |
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1 | |
budget_panel_height "384" // height in pixels of the budget panel | |
budget_panel_width "512" // width in pixels of the budget panel | |
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel | |
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel | |
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes | |
budget_show_averages "0" // enable/disable averages in the budget panel | |
budget_show_history "1" // turn history graph off and on. . good to turn off on low end | |
budget_show_peaks "1" // enable/disable peaks in the budget panel | |
budget_toggle_group // Turn a budget group on/off | |
bug // Show/hide the bug reporting UI. | |
bugbait_distract_time "5" | |
bugbait_grenade_radius "150" | |
bugbait_hear_radius "2500" | |
bugbait_radius "512" | |
bugreporter_includebsp "1" // Include .bsp for internal bug submissions. | |
bugreporter_uploadasync "0" // Upload attachments asynchronously | |
bug_swap // Automatically swaps the current weapon for the bug bait and back again. | |
buildcubemaps // Rebuild cubemaps. | |
building_cubemaps "0" | |
bulletspeed "6000" | |
cache_print // cache_print [section] Print out contents of cache memory. | |
cache_print_lru // cache_print_lru [section] Print out contents of cache memory. | |
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory. | |
callvote // Start a vote on an issue. | |
camortho // Switch to orthographic camera. | |
cam_collision "1" // an attempt is made to keep the camera from passing though walls. | |
cam_command "0" | |
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view | |
cam_idealdist "150" | |
cam_idealdistright "0" | |
cam_idealdistup "0" | |
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view | |
cam_idealpitch "0" | |
cam_idealyaw "0" | |
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console. | |
cam_snapto "0" | |
cancelselect | |
cast_hull // Tests hull collision detection | |
cast_ray // Tests collision detection | |
cc_captiontrace "1" // 2 = show in hud) | |
cc_linger_time "1" // Close caption linger time. | |
cc_predisplay_time "0" // Close caption delay before showing caption. | |
cc_smallfontlength "300" // force usage of small font size. | |
cc_subtitles "0" // wont help hearing impaired players). | |
centerview | |
changegamemode // <map> <gamemode> - Start a map with named gamemode instead of the default | |
changelevel // Change server to the specified map | |
changelevel2 // Transition to the specified map in single player | |
ch_createairboat // Spawn airboat in front of the player. | |
ch_createjalopy // Spawn jalopy in front of the player. | |
ch_createjeep // Spawn jeep in front of the player. | |
clear // Clear all console output. | |
clear_debug_overlays // clears debug overlays | |
clientport "27005" // Host game client port | |
closecaption "0" // Enable close captioning. | |
cl_allowdownload "1" // Client downloads customization files | |
cl_allowupload "1" // Client uploads customization files | |
cl_anglespeedkey "0" | |
cl_animationinfo // Hud element to examine. | |
cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful) | |
cl_backspeed "450" | |
cl_bob "0" | |
cl_bobcycle "0" | |
cl_bobup "0" | |
cl_burninggibs "0" // A burning player that gibs has burning gibs. | |
cl_chatfilters "63" // Stores the chat filter settings | |
cl_class "0" // Default class when joining a game | |
cl_clearhinthistory // Clear memory of client side hints displayed to the player. | |
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers. | |
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers. | |
cl_clock_correction "1" // Enable/disable clock correction on the client. | |
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount | |
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply | |
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied. | |
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it). | |
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift. | |
cl_cmdrate "30" // Max number of command packets sent to server per second | |
cl_customsounds "0" // Enable customized player sound playback | |
cl_debugrumble "0" // Turn on rumble debugging spew | |
cl_debug_player_perf "0" | |
cl_defaultweapon "0" // Default Spawn Weapon | |
cl_demoviewoverride "0" // Override view during demo playback | |
cl_detaildist "1200" // Distance at which detail props are no longer visible | |
cl_detailfade "400" // Distance across which detail props fade in | |
cl_detail_avoid_force "0" // percentage of the width of the detail sprite ) | |
cl_detail_avoid_radius "30" // radius around detail sprite to avoid players | |
cl_detail_avoid_recover_speed "1" // how fast to recover position after avoiding players | |
cl_detail_max_sway "10" // Amplitude of the detail prop sway | |
cl_detail_multiplier "1" // extra details to create | |
cl_disablehtmlmotd "0" // Disable HTML motds. | |
cl_downloadfilter "0" // nosounds) | |
cl_drawhud "1" // Enable the rendering of the hud | |
cl_drawleaf "-1" | |
cl_drawmaterial "0" // Draw a particular material over the frame | |
cl_drawmonitors "1" | |
cl_drawownshadow "0" // Draw own shadow in first person mode | |
cl_drawshadowtexture "0" | |
cl_draw_airboat_wake "1" | |
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv | |
cl_ejectbrass "1" | |
cl_entityreport "0" // draw entity states to console | |
cl_entityreport_sorted "0" // 3 = peak | |
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair. | |
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair. | |
cl_ent_rbox // Displays the clients render box for the entity under the crosshair. | |
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out. | |
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for. | |
cl_fastdetailsprites "1" // whether to use new detail sprite system | |
cl_fasttempentcollision "5" | |
cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring> | |
cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index> | |
cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet. | |
cl_forcepreload "0" // Whether we should force preloading. | |
cl_forwardspeed "450" | |
cl_fullupdate // Forces the server to send a full update packet | |
cl_hudhint_sound "1" // Disable hudhint sounds. | |
cl_idealpitchscale "0" | |
cl_ignorepackets "0" // Force client to ignore packets (for debugging). | |
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings). | |
cl_interp_all "0" // Disable interpolation list optimizations. | |
cl_interp_npcs "0" // if greater) | |
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). | |
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information | |
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information | |
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information | |
cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second) | |
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events. | |
cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage) | |
cl_leveloverview "0" | |
cl_leveloverviewmarker "0" | |
cl_localnetworkbackdoor "1" // Enable network optimizations for single player games. | |
cl_logofile "0" // Spraypoint logo decal. | |
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered | |
cl_mouseenable "1" | |
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server. | |
cl_new_impact_effects "0" | |
cl_npc_speedmod_intime "0" | |
cl_npc_speedmod_outtime "1" | |
cl_observercrosshair "1" | |
cl_overdraw_test "0" | |
cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>. | |
cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft | |
cl_particles_dump_effects | |
cl_particles_show_bbox "0" | |
cl_particle_batch_mode "1" | |
cl_particle_max_count "0" | |
cl_particle_retire_cost "0" | |
cl_pclass "0" // Dump entity by prediction classname. | |
cl_pdump "-1" // Dump info about this entity to screen. | |
cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level). | |
cl_phys_props_max "300" // Maximum clientside physic props | |
cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn. | |
cl_phys_props_respawnrate "60" // between clientside prop respawns. | |
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls) | |
cl_pitchdown "89" | |
cl_pitchspeed "225" // Client pitch speed. | |
cl_pitchup "89" | |
cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos. | |
cl_playermodel "0" // Default Player Model | |
cl_playerspraydisable "0" // Disable player sprays. | |
cl_precacheinfo // Show precache info (client). | |
cl_predict "1" // Perform client side prediction. | |
cl_predictionlist "0" // Show which entities are predicting | |
cl_predictweapons "1" // Perform client side prediction of weapon effects. | |
cl_pred_optimize "2" // and also for not repredicting if there were no errors (2) | |
cl_pred_track // for field fieldname. | |
cl_ragdoll_collide "0" | |
cl_removedecals // Remove the decals from the entity under the crosshair. | |
cl_resend "6" // Delay in seconds before the client will resend the connect attempt | |
cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0) | |
cl_screenshotname "0" // Custom Screenshot name | |
cl_SetupAllBones "0" | |
cl_shadowtextureoverlaysize "256" | |
cl_showbattery "0" // Draw current battery level at top of screen when on battery power | |
cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame. | |
cl_showdemooverlay "0" // -1 - show always) | |
cl_showents // Dump entity list to console. | |
cl_showerror "0" // 2 for above plus detailed field deltas. | |
cl_showevents "0" // Print event firing info in the console | |
cl_showfps "0" // 2 = smooth fps) | |
cl_showhelp "1" // Set to 0 to not show on-screen help | |
cl_showpausedimage "1" // Show the Paused image when game is paused. | |
cl_showpluginmessages "1" // Allow plugins to display messages to you | |
cl_showpos "0" // Draw current position at top of screen | |
cl_ShowSunVectors "0" | |
cl_showtextmsg "1" // Enable/disable text messages printing on the screen. | |
cl_show_num_particle_systems "0" // Display the number of active particle systems. | |
cl_show_splashes "1" | |
cl_sidespeed "450" | |
cl_smooth "1" // Smooth view/eye origin after prediction errors | |
cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds | |
cl_soundemitter_flush // Flushes the sounds.txt system (client only) | |
cl_soundfile "0" // Jingle sound file. | |
cl_soundscape_flush // Flushes the client side soundscapes | |
cl_soundscape_printdebuginfo // print soundscapes | |
cl_spewscriptintro "0" | |
cl_spewuserinfoconvars // Re-send your myinfo variables to the server | |
cl_sporeclipdistance "512" | |
cl_starfield_diameter "128" | |
cl_starfield_distance "256" | |
cl_sun_decay_rate "0" | |
cl_team "0" // Default team when joining a game | |
cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones() | |
cl_threaded_client_leaf_system "0" | |
cl_timeout "45" // the client will disconnect itself | |
cl_updaterate "30" // Number of packets per second of updates you are requesting from the server | |
cl_upspeed "320" | |
cl_view // Set the view entity index. | |
cl_voice_filter "0" // Filter voice by name substring | |
cl_vote_ui_active_after_voting "0" | |
cl_vote_ui_show_notification "0" | |
cl_winddir "0" // Weather effects wind direction angle | |
cl_windspeed "0" // Weather effects wind speed scalar | |
cl_wpn_sway_interp "0" | |
cl_wpn_sway_scale "1" | |
cl_yawspeed "210" // Client yaw speed. | |
cmd // Forward command to server. | |
cnc // Context Click | |
collision_shake_amp "0" | |
collision_shake_freq "0" | |
collision_shake_time "0" | |
collision_test // Tests collision system | |
colorcorrectionui // Show/hide the color correction tools UI. | |
combine_guard_spawn_health "1" | |
combine_spawn_health "1" | |
commentary "0" // Desired commentary mode state. | |
commentary_available "0" // Automatically set by the game when a commentary file is available for the current map. | |
commentary_cvarsnotchanging | |
commentary_finishnode | |
commentary_firstrun "0" | |
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name> | |
commentary_testfirstrun | |
condump // dump the text currently in the console to condumpXX.log | |
connect // Connect to specified server. | |
contimes "8" // Number of console lines to overlay for debugging. | |
con_drawnotify "1" // Disables drawing of notification area (for taking screenshots). | |
con_enable "0" // Allows the console to be activated. | |
con_filter_enable "0" // 2 displays filtered text brighter than ot | |
con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate. | |
con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate. | |
con_notifytime "8" // How long to display recent console text to the upper part of the game window | |
con_nprint_bgalpha "50" // Con_NPrint background alpha. | |
con_nprint_bgborder "5" // Con_NPrint border size. | |
con_timestamp "0" // Prefix console.log entries with timestamps | |
con_trace "0" // Print console text to low level printout. | |
coop "0" // Cooperative play. | |
CreateHairball | |
create_flashlight | |
creditsdone | |
crosshair "1" | |
cursor_active "0" | |
cursor_x "0" | |
cursor_y "0" | |
cursor_z "0" | |
curve_bias "0" | |
cvarlist // Show the list of convars/concommands. | |
c_maxdistance "200" | |
c_maxpitch "90" | |
c_maxyaw "135" | |
c_mindistance "30" | |
c_minpitch "0" | |
c_minyaw "-135" | |
c_orthoheight "100" | |
c_orthowidth "100" | |
datacachesize "32" // Size in MB. | |
dbghist_addline // Add a line to the debug history. Format: <category id> <line> | |
dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc | |
deathmatch "0" // Running a deathmatch server. | |
debugsystemui // Show/hide the debug system UI. | |
debug_materialmodifycontrol "0" | |
debug_materialmodifycontrol_client "0" | |
debug_physimpact "0" | |
debug_touchlinks "0" // Spew touch link activity | |
decalfrequency "10" | |
default_fov "75" | |
demolist // Print demo sequence list. | |
demos // Demo demo file sequence. | |
demoui // Show/hide the demo player UI. | |
demoui2 // Show/hide the advanced demo player UI (demoui2). | |
demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback. | |
demo_debug "0" // Demo debug info. | |
demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button. | |
demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed. | |
demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button. | |
demo_fov_override "0" // this value will be used to override FOV during demo playback. | |
demo_gototick // Skips to a tick in demo. | |
demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset. | |
demo_interpolateview "1" // Do view interpolation during dem playback. | |
demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback. | |
demo_pause // Pauses demo playback. | |
demo_pauseatservertick "0" // Pauses demo playback at server tick | |
demo_quitafterplayback "0" // Quits game after demo playback. | |
demo_recordcommands "1" // Record commands typed at console into .dem files. | |
demo_resume // Resumes demo playback. | |
demo_setendtick // Sets end demo playback tick. Set to 0 to disable. | |
demo_timescale // Sets demo replay speed. | |
demo_togglepause // Toggles demo playback. | |
derma_controls | |
developer "0" // Set developer message level | |
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist. | |
devshots_screenshot // use the screenshot command instead. | |
differences // Show all convars which are not at their default values. | |
disconnect // Disconnect game from server. | |
dispcoll_drawplane "0" | |
displaysoundlist "0" | |
disp_dynamic "0" | |
dlight_debug // Creates a dlight in front of the player | |
dog_debug "0" | |
dog_max_wait_time "7" | |
download_debug "0" | |
drawcross // Draws a cross at the given location Arguments: x y z | |
drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2 | |
dropprimary // dropprimary: Drops the primary weapon of the player. | |
dsp_automatic "0" | |
dsp_db_min "80" | |
dsp_db_mixdrop "0" | |
dsp_dist_max "1440" | |
dsp_dist_min "0" | |
dsp_enhance_stereo "0" | |
dsp_facingaway "0" | |
dsp_mix_max "0" | |
dsp_mix_min "0" | |
dsp_off "0" | |
dsp_player "0" | |
dsp_reload | |
dsp_room "0" | |
dsp_slow_cpu "0" | |
dsp_spatial "40" | |
dsp_speaker "50" | |
dsp_volume "1" | |
dsp_vol_2ch "1" | |
dsp_vol_4ch "0" | |
dsp_vol_5ch "0" | |
dsp_water "14" | |
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work). | |
dtwarning "0" // Print data table warnings? | |
dtwatchclass "0" // Watch all fields encoded with this table. | |
dtwatchent "-1" // Watch this entities data table encoding. | |
dtwatchvar "0" // Watch the named variable. | |
dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE). | |
dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization. | |
dumpentityfactories // Lists all entity factory names. | |
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console. | |
dumpgamestringtable // Dump the contents of the game string table to the console. | |
dumplongticks // Enables generating minidumps on long ticks. | |
dumpsavedir // List the contents of the save directory in memory | |
dumpstringtables // Print string tables to console. | |
dumpstringtables_new // or list them if none | |
dumpstringtables_new // or list them if none | |
dump_entity_sizes // Print sizeof(entclass) | |
dump_globals // Dump all global entities/states | |
dump_luafiles | |
dump_luafiles | |
dump_luafiles_bootstrap | |
dump_luafiles_nosend | |
dump_panels // Dump Panel Tree | |
dump_pooledstrings // Dumps a list of Lua pooled strings | |
dump_x360_cfg // Dump X360 config files to disk | |
dump_x360_saves // Dump X360 save games to disk | |
echo // Echo text to console. | |
editdemo // Edit a recorded demo file (.dem ). | |
editor_toggle // Disables the simulation and returns focus to the editor | |
effects_list // engine effects. | |
effects_reload // Reloads the effect scripts (For development purposes) | |
enable_debug_overlays "1" // Enable rendering of debug overlays | |
endmovie // Stop recording movie frames. | |
english "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: {entity_name} / {class_name} / no argument picks what player is loo | |
ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at | |
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay | |
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire. | |
ent_create // Creates an entity of the given type where the player is looking. Additional parameters can be passed in in the form: ent_creat | |
ent_debugkeys "0" | |
ent_dump // Usage: ent_dump <entity name> | |
ent_fire // Usage: ent_fire <target> [action] [value] [delay] | |
ent_info // Usage: ent_info <class name> | |
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v | |
ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes | |
ent_messages_draw "0" // Visualizes all entity input/output activity. | |
ent_name | |
ent_orient // only orients target entitys YAW. Use the allangles opt | |
ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess | |
ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class | |
ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar | |
ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at | |
ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name} | |
ent_rotate // Rotates an entity by a specified # of degrees | |
ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh | |
ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} / | |
ent_step // When ent_pause is set this will step through one waiting input / output message at a time. | |
ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name> | |
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_ | |
ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha | |
envmap | |
escape // Escape key pressed. | |
exec // Execute script file. | |
exit // Exit the engine. | |
explode // Kills the player with explosive damage | |
explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value> | |
explosion_dlight "1" | |
fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. | |
fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds. | |
fast_fogvolume "0" | |
filesystem_buffer_size "0" // Size of per file buffers. 0 for none | |
find // Find concommands with the specified string in their name/help text. | |
findflags // Find concommands by flags. | |
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring> | |
find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index> | |
firetarget | |
fire_absorbrate "3" | |
fire_dmgbase "1" | |
fire_dmginterval "1" | |
fire_dmgscale "0" | |
fire_extabsorb "5" | |
fire_extscale "12" | |
fire_growthrate "1" | |
fire_heatscale "1" | |
fire_incomingheatscale "0" | |
fire_maxabsorb "50" | |
firstperson // Switch to firstperson camera. | |
fish_debug "0" // Show debug info for fish | |
fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive. | |
flex_expression "0" | |
flex_looktime "5" | |
flex_maxawaytime "1" | |
flex_maxplayertime "7" | |
flex_minawaytime "0" | |
flex_minplayertime "5" | |
flex_rules "1" // Allow flex animation rules to run. | |
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes. | |
flex_talk "0" | |
flush // Flush unlocked cache memory. | |
flush_locked // Flush unlocked and locked cache memory. | |
fogui // Show/hide fog control UI. | |
fog_color "-1" | |
fog_colorskybox "-1" | |
fog_color_b "-1" | |
fog_color_g "-1" | |
fog_color_r "-1" | |
fog_enable "1" | |
fog_enableskybox "1" | |
fog_enable_water_fog "1" | |
fog_end "1" | |
fog_endskybox "1" | |
fog_maxdensity "-1" | |
fog_maxdensityskybox "-1" | |
fog_override "0" | |
fog_start "1" | |
fog_startskybox "1" | |
force_centerview | |
fov // Change players FOV | |
fov_desired "75" // Sets the base field-of-view. | |
fps_max "300" // cannot be set while connected to a server. | |
free_pass_peek_debug "0" | |
fstat | |
fstat_clear | |
fs_monitor_read_from_pack "0" // 2:Sync only | |
fs_printopenfiles // Show all files currently opened by the engine. | |
fs_report_sync_opens "0" // 2:Not during load | |
fs_translate_names "1" | |
fs_warning_level // Set the filesystem warning level. | |
fs_warning_mode "0" // 2:Warn other threads | |
func_breakdmg_bullet "0" | |
func_breakdmg_club "1" | |
func_breakdmg_explosive "1" | |
func_break_max_pieces "15" | |
func_break_reduction_factor "0" | |
fun_npcscale "1" | |
g15_dumpplayer // Spew player data. | |
g15_reload // Reloads the Logitech G-15 Keyboard configs. | |
g15_update_msec "250" // Logitech G-15 Keyboard update interval. | |
gamemenucommand // Issue game menu command. | |
gamemode // outputs information about the gamemode | |
gamemode_reload // Reloads the gamemode. This wont transfer new clientside files - so youll need to restart the map for connected clients to see | |
gamemode_reload_cl // Reloads the gamemode on the client | |
gameui_activate // Shows the game UI | |
gameui_allowescape // Escape key allowed to hide game UI | |
gameui_allowescapetoshow // Escape key allowed to show game UI | |
gameui_hide // Hides the game UI | |
gameui_hide_dialog // asdf | |
gameui_preventescape // Escape key doesnt hide game UI | |
gameui_preventescapetoshow // Escape key doesnt show game UI | |
gameui_show_dialog // Show an arbitrary Dialog. | |
gameui_xbox "0" | |
getpos // dump position and angles to the console | |
give // Give item to player. Arguments: <item_name> | |
givecurrentammo // Give a supply of ammo for current weapon.. | |
global_set // 2 = DEAD). | |
gl_clear "0" | |
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry. | |
gm_clearfonts // For development purposes. Clears the font list so itll be forced to re-create the font next time. (This means it leaks memory) | |
gm_gridsize "32" | |
gm_showhelp | |
gm_showspare1 | |
gm_showspare2 | |
gm_showteam | |
gm_snapdegrees "45" | |
gm_snaptogrid "0" | |
god // Toggle. Player becomes invulnerable. | |
groundlist // Display ground entity list <index> | |
g_ai_citizen_show_enemy "0" | |
g_antlionguard_hemorrhage "1" // guard will emit a bleeding particle effect when wounded. | |
g_antlion_cascade_push "1" | |
g_antlion_maxgibs "16" | |
g_debug_angularsensor "0" | |
g_debug_antlion "0" | |
g_debug_antlionguard "0" | |
g_debug_antlionmaker "0" | |
g_debug_antlion_worker "0" | |
g_debug_basehelicopter "0" | |
g_debug_basescanner "0" | |
g_debug_combine_camera "0" | |
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds. | |
g_debug_cscanner "0" | |
g_debug_doors "0" | |
g_debug_dropship "0" | |
g_debug_dynamicresupplies "0" // Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other item | |
g_debug_gunship "0" | |
g_debug_headcrab "0" | |
g_debug_hunter_charge "0" | |
g_debug_npc_vehicle_roles "0" | |
g_debug_physcannon "0" | |
g_debug_ragdoll_removal "0" | |
g_debug_ragdoll_visualize "0" | |
g_debug_trackpather "0" | |
g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities | |
g_debug_turret "0" | |
g_debug_turret_ceiling "0" | |
g_debug_vehiclebase "0" | |
g_debug_vehicledriver "0" | |
g_debug_vehicleexit "0" | |
g_debug_vehiclesound "0" | |
g_debug_vortigaunt_aim "0" | |
g_helicopter_bomb_danger_radius "120" | |
g_helicopter_bullrush_bomb_enemy_distance "0" | |
g_helicopter_bullrush_bomb_speed "850" // The maximum distance the player can be from the chopper before it stops firing | |
g_helicopter_bullrush_bomb_time "10" | |
g_helicopter_bullrush_distance "5000" | |
g_helicopter_bullrush_mega_bomb_health "0" // Fraction of the health of the chopper before it mega-bombs | |
g_helicopter_bullrush_shoot_height "650" // The maximum distance the player can be from the chopper before it stops firing | |
g_helicopter_chargetime "2" // How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires | |
g_helicopter_idletime "3" // How much time we have to wait (on average) after we fire before we can charge up again | |
g_helicopter_maxfiringdist "2500" // The maximum distance the player can be from the chopper before it stops firing | |
g_jeepexitspeed "100" | |
g_Language "0" | |
g_ragdoll_fadespeed "600" | |
g_ragdoll_important_maxcount "2" | |
g_ragdoll_lvfadespeed "100" | |
g_ragdoll_maxcount "32" | |
g_test_new_antlion_jump "1" | |
hap_airboat_gun_mag "3" | |
hap_damagescale_game "1" | |
hap_HasDevice "0" // falcon is connected | |
hap_jeep_cannon_mag "10" | |
hap_melee_scale "0" | |
hap_noclip_avatar_scale "0" | |
hap_turret_mag "5" | |
hap_ui_vehicles "1" | |
heartbeat // Force heartbeat of master servers | |
help // Find help about a convar/concommand. | |
hideconsole // Hide the console. | |
hidehud "0" | |
hidepanel // Hides a viewport panel <name> | |
hl1_debug_sentence_volume "0" | |
hl1_fixup_sentence_sndlevel "1" | |
hl2_darkness_flashlight_factor "1" | |
hl2_episodic "0" | |
hostip "0" // Host game server ip | |
hostname "0" // Hostname for server. | |
hostport "27015" // Host game server port | |
host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances | |
host_framerate "0" // Set to lock per-frame time elapse. | |
host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection | |
host_map "0" // Current map name. | |
host_profile "0" | |
host_runofftime // Run off some time without rendering/updating sounds | |
host_showcachemiss "0" // Print a debug message when the client or server cache is missed. | |
host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame. | |
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame. | |
host_speeds "0" // Show general system running times. | |
host_thread_mode "0" // 2 == force) | |
host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only) | |
host_timer_spin_ms "0" // Use CPU busy-loop for improved timer precision (dedicated only) | |
host_timescale "1" // Prescale the clock by this amount. | |
host_writeconfig // Store current settings to config.cfg (or specified .cfg file). | |
hud_airboathint_numentries "10" | |
hud_autoaim_method "1" | |
hud_autoaim_scale_icon "0" | |
hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran | |
hud_centerid "1" | |
hud_deathnotice_time "6" | |
hud_drawhistory_time "5" | |
hud_draw_active_reticle "0" | |
hud_draw_fixed_reticle "0" | |
hud_fastswitch "0" | |
hud_freezecamhide "0" // Hide the HUD during freeze-cam | |
hud_jeephint_numentries "10" | |
hud_magnetism "0" | |
hud_quickinfo "1" | |
hud_reloadscheme // Reloads hud layout and animation scripts. | |
hud_reticle_alpha_speed "700" | |
hud_reticle_maxalpha "255" | |
hud_reticle_minalpha "125" | |
hud_reticle_scale "1" | |
hud_saytext_time "12" | |
hud_showtargetid "1" | |
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map. | |
hunter_allow_dissolve "1" | |
hunter_allow_nav_jump "0" | |
hunter_charge "1" | |
hunter_charge_min_delay "10" | |
hunter_charge_pct "25" | |
hunter_charge_test "0" | |
hunter_cheap_explosions "1" | |
hunter_clamp_shots "1" | |
hunter_disable_patrol "0" | |
hunter_dodge_debug "0" | |
hunter_dodge_warning "1" | |
hunter_dodge_warning_cone "0" | |
hunter_dodge_warning_width "180" | |
hunter_first_flechette_delay "0" | |
hunter_flechette_delay "0" | |
hunter_flechette_explode_delay "2" | |
hunter_flechette_max_concurrent_volleys "2" | |
hunter_flechette_max_range "1200" | |
hunter_flechette_min_range "100" | |
hunter_flechette_speed "2000" | |
hunter_flechette_test "0" | |
hunter_flechette_volley_end_max_delay "2" | |
hunter_flechette_volley_end_min_delay "1" | |
hunter_flechette_volley_size "8" | |
hunter_flechette_volley_start_max_delay "0" | |
hunter_flechette_volley_start_min_delay "0" | |
hunter_free_knowledge "10" | |
hunter_hate_attached_striderbusters "1" | |
hunter_hate_held_striderbusters "1" | |
hunter_hate_held_striderbusters_delay "0" | |
hunter_hate_held_striderbusters_tolerance "2000" | |
hunter_hate_thrown_striderbusters "1" | |
hunter_hate_thrown_striderbusters_tolerance "300" | |
hunter_jostle_car_max_speed "600" | |
hunter_jostle_car_min_speed "100" | |
hunter_melee_delay "2" | |
hunter_plant_adjust_z "12" | |
hunter_random_expressions "0" | |
hunter_retreat_striderbusters "1" // the hunter will retreat when a buster is glued to him. | |
hunter_seek_thrown_striderbusters_tolerance "400" | |
hunter_shoot_flechette // Fires a hunter flechette where the player is looking. | |
hunter_show_weapon_los_condition "0" | |
hunter_show_weapon_los_z "0" | |
hunter_siege_frequency "12" | |
hunter_stand_still "0" | |
hurtme // Hurts the player. Arguments: <health to lose> | |
impulse | |
incrementvar // Increment specified convar value. | |
invnext | |
invprev | |
in_usekeyboardsampletime "1" // Use keyboard sample time smoothing. | |
ip "0" // Overrides IP for multihomed hosts | |
jalopy_blocked_exit_max_speed "50" | |
jalopy_cargo_anim_time "1" | |
jalopy_radar_test_ent "0" | |
joyadvancedupdate | |
joystick "0" | |
joy_accelmax "1" | |
joy_accelscale "0" | |
joy_accel_filter "0" | |
joy_advanced "0" | |
joy_advaxisr "0" | |
joy_advaxisu "0" | |
joy_advaxisv "0" | |
joy_advaxisx "0" | |
joy_advaxisy "0" | |
joy_advaxisz "0" | |
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target. | |
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off | |
joy_autosprint "0" // Automatically sprint when moving with an analog joystick | |
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered. | |
joy_diagonalpov "0" // too. | |
joy_display_input "0" | |
joy_forwardsensitivity "-1" | |
joy_forwardthreshold "0" | |
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking. | |
joy_inverty_default "0" | |
joy_lowend "1" | |
joy_lowmap "1" | |
joy_movement_stick "0" // Which stick controls movement (0 is left stick) | |
joy_movement_stick_default "0" | |
joy_name "0" | |
joy_pegged "0" | |
joy_pitchsensitivity "1" | |
joy_pitchsensitivity_default "-1" | |
joy_pitchthreshold "0" | |
joy_response_look "0" // 1=Acceleration Promotion | |
joy_response_move "1" // 1/sensitivity | |
joy_response_move_vehicle "6" | |
joy_sidesensitivity "1" | |
joy_sidethreshold "0" | |
joy_vehicle_turn_lowend "0" | |
joy_vehicle_turn_lowmap "0" | |
joy_virtual_peg "0" | |
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack. | |
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes. | |
joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes. | |
joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected. | |
joy_yawsensitivity "-1" | |
joy_yawsensitivity_default "-1" | |
joy_yawthreshold "0" | |
jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>. | |
jpeg_quality "90" // jpeg screenshot quality. | |
kdtree_test // Tests spatial partition for entities queries. | |
key_findbinding // Find key bound to specified command string. | |
key_listboundkeys // List bound keys with bindings. | |
key_updatelayout // Updates game keyboard layout to current windows keyboard setting. | |
kick // Kick a player by name. | |
kickall // Kicks everybody connected with a message. | |
kickid // with a message. | |
kill // Kills the player with generic damage | |
killserver // Shutdown the server. | |
killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value> | |
language_reload // Reloads the language files | |
lastinv | |
lightcache_maxmiss "2" | |
lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material | |
light_crosshair // Show texture color at crosshair | |
linefile // Parses map leak data from .lin file | |
listdemo // List demo file contents. | |
listid // Lists banned users. | |
listip // List IP addresses on the ban list. | |
listissues // List all the issues that can be voted on. | |
listmodels // List loaded models. | |
listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs. | |
load // Load a saved game. | |
loadcommentary | |
loader_dump_table | |
loader_spew_info "0" // -1:All | |
loader_spew_info_ex "0" // (internal) | |
lod_TransitionDist "800" | |
log // and udp < on | off >. | |
logaddress_add // Set address and port for remote host <ip:port>. | |
logaddress_del // Remove address and port for remote host <ip:port>. | |
logaddress_delall // Remove all udp addresses being logged to | |
logaddress_list // List all addresses currently being used by logaddress. | |
log_verbose_enable "0" // Set to 1 to enable verbose server log on the server. | |
log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log. | |
lookspring "0" | |
lookstrafe "0" | |
lservercfgfile "0" | |
LuaParticle_SettleSpeed "100" | |
lua_cookieclear | |
lua_cookiespew | |
lua_filestats // Lua File Stats | |
lua_log_cl "0" | |
lua_log_sv "0" | |
lua_md5 | |
lua_networkvar_bytespertick "256" | |
lua_networkvar_refreshtime "60" | |
lua_openscript // Open a Lua script | |
lua_openscript_cl // Open a Lua script | |
lua_reloadents // Reload all scripted entities | |
lua_run // Run a Lua command | |
lua_run_cl // Run a Lua command | |
map // Start playing on specified map. | |
map2 // <map> <gamemode> - Start a map with named gamemode instead of the default | |
mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers | |
maps // Displays list of maps. | |
map_background // Runs a map as the background to the main menu. | |
map_commentary // on a specified map. | |
map_edit | |
map_noareas "0" // Disable area to area connection testing. | |
matchmakingport "27025" // Host Matchmaking port | |
mat_aaquality "0" | |
mat_accelerate_adjust_exposure_down "3" | |
mat_alphacoverage "1" | |
mat_antialias "0" | |
mat_autoexposure_max "2" | |
mat_autoexposure_min "0" | |
mat_bloomamount_rate "0" | |
mat_bloomscale "1" | |
mat_bloom_scalefactor_scalar "1" | |
mat_bufferprimitives "1" | |
mat_bumpbasis "0" | |
mat_bumpmap "1" | |
mat_camerarendertargetoverlaysize "128" | |
mat_clipz "1" | |
mat_colcorrection_disableentities "0" // Disable map color-correction entities | |
mat_colorcorrection "1" | |
mat_color_projection "0" | |
mat_compressedtextures "1" | |
mat_configcurrent // show the current video control panel config for the material system | |
mat_crosshair // Display the name of the material under the crosshair | |
mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor | |
mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file | |
mat_crosshair_printmaterial // print the material under the crosshair | |
mat_crosshair_reloadmaterial // reload the material under the crosshair | |
mat_debugalttab "0" | |
mat_debugdepth "0" | |
mat_debugdepthmode "0" | |
mat_debugdepthval "128" | |
mat_debugdepthvalmax "256" | |
mat_debug_autoexposure "0" | |
mat_debug_bloom "0" | |
mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen | |
mat_debug_process_halfscreen "0" | |
mat_depthbias_decal "-262144" | |
mat_depthbias_normal "0" | |
mat_depthbias_shadowmap "0" | |
mat_diffuse "1" | |
mat_disablehwmorph "0" // Disables HW morphing for particular mods | |
mat_disable_bloom "0" | |
mat_disable_d3d9ex "0" // Disables Windows Aero DirectX extensions (may positively or negatively affect performance depending on video drivers) | |
mat_disable_fancy_blending "0" | |
mat_disable_lightwarp "0" | |
mat_disable_ps_patch "0" | |
mat_drawflat "0" | |
mat_drawTexture "0" // Enable debug view texture | |
mat_drawTextureScale "1" // Debug view texture scale | |
mat_drawTitleSafe "0" // Enable title safe overlay | |
mat_drawwater "1" | |
mat_dump_rts "0" | |
mat_dxlevel "95" | |
mat_dynamic_tonemapping "1" | |
mat_edit // Bring up the material under the crosshair in the editor | |
mat_envmapsize "128" | |
mat_envmaptgasize "32" | |
mat_excludetextures "0" | |
mat_exposure_center_region_x "0" | |
mat_exposure_center_region_x_flashlight "0" | |
mat_exposure_center_region_y "0" | |
mat_exposure_center_region_y_flashlight "0" | |
mat_fastclip "0" | |
mat_fastnobump "0" | |
mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. | |
mat_fillrate "0" | |
mat_filterlightmaps "1" | |
mat_filtertextures "1" | |
mat_forceaniso "1" | |
mat_forcedynamic "0" | |
mat_forcehardwaresync "1" | |
mat_forcemanagedtextureintohardware "0" | |
mat_force_bloom "0" | |
mat_force_ps_patch "0" | |
mat_force_tonemap_scale "0" | |
mat_framebuffercopyoverlaysize "128" | |
mat_frame_sync_enable "1" | |
mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture. | |
mat_fullbright "0" | |
mat_hdr_enabled // Report if HDR is enabled for debugging | |
mat_hdr_level "2" // and 2 for full HDR on HDR maps. | |
mat_hdr_manual_tonemap_rate "1" | |
mat_hdr_tonemapscale "1" // 16 = eyes wide open. | |
mat_hdr_uncapexposure "0" | |
mat_hsv "0" | |
mat_info // Shows material system info | |
mat_leafvis "0" // Draw wireframe of current leaf | |
mat_levelflush "1" | |
mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits. | |
mat_loadtextures "1" | |
mat_luxels "0" | |
mat_managedtextures "1" // allows Direct3D to manage texture uploading at the cost of extra system memory | |
mat_maxframelatency "1" | |
mat_max_worldmesh_vertices "65536" | |
mat_measurefillrate "0" | |
mat_mipmaptextures "1" | |
mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD) | |
mat_monitorgamma_tv_enabled "0" | |
mat_monitorgamma_tv_exp "2" | |
mat_monitorgamma_tv_range_max "255" | |
mat_monitorgamma_tv_range_min "16" | |
mat_morphstats "0" | |
mat_motion_blur_enabled "0" | |
mat_motion_blur_falling_intensity "1" | |
mat_motion_blur_falling_max "20" | |
mat_motion_blur_falling_min "10" | |
mat_motion_blur_forward_enabled "0" | |
mat_motion_blur_percent_of_screen_max "4" | |
mat_motion_blur_rotation_intensity "1" | |
mat_motion_blur_strength "1" | |
mat_non_hdr_bloom_scalefactor "0" | |
mat_norendering "0" | |
mat_normalmaps "0" | |
mat_normals "0" | |
mat_parallaxmap "0" | |
mat_picmip "0" | |
mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass | |
mat_postprocess_x "4" | |
mat_postprocess_y "1" | |
mat_powersavingsmode "0" // Power Savings Mode | |
mat_proxy "0" | |
mat_queue_mode "-2" // 1=queued sing | |
mat_reducefillrate "0" | |
mat_reduceparticles "0" | |
mat_reloadallmaterials // Reloads all materials | |
mat_reloadmaterial // Reloads a single material | |
mat_reloadtextures // Reloads all textures | |
mat_remoteshadercompile "0" | |
mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures. | |
mat_report_queue_status "0" | |
mat_reversedepth "0" | |
mat_savechanges // saves current video configuration to the registry | |
mat_setvideomode // windowed state of the material system | |
mat_shadowstate "1" | |
mat_showcamerarendertarget "0" | |
mat_showenvmapmask "0" | |
mat_showframebuffertexture "0" | |
mat_showlightmappage "-1" | |
mat_showlowresimage "0" | |
mat_showmaterials // Show materials. | |
mat_showmaterialsverbose // Show materials (verbose version). | |
mat_showmiplevels "0" // 1: everything else | |
mat_showtextures // Show used textures. | |
mat_showwatertextures "0" | |
mat_show_ab_hdr "0" | |
mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle. | |
mat_show_histogram "0" | |
mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD. | |
mat_slopescaledepthbias_decal "0" | |
mat_slopescaledepthbias_normal "0" | |
mat_slopescaledepthbias_shadowmap "5" | |
mat_softwarelighting "0" | |
mat_softwareskin "0" | |
mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots) | |
mat_software_aa_debug "0" // (2 - show anti-a | |
mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more | |
mat_software_aa_quality "0" // (1 - 9-tap filter) | |
mat_software_aa_strength "-1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o | |
mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass. | |
mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im | |
mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change. | |
mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console | |
mat_stub "0" | |
mat_supportflashlight "1" // 1 - flashlight is supported | |
mat_surfaceid "0" | |
mat_surfacemat "0" | |
mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying | |
mat_texture_list "0" // show a list of used textures per frame | |
mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures. | |
mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn | |
mat_texture_list_txlod // -1 to dec resolution | |
mat_texture_list_txlod_sync // save - saves all changes to material content files | |
mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures. | |
mat_tonemapping_occlusion_use_stencil "0" | |
mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm | |
mat_tonemap_min_avglum "3" | |
mat_tonemap_percent_bright_pixels "2" | |
mat_tonemap_percent_target "60" | |
mat_trilinear "1" | |
mat_use_compressed_hdr_textures "1" | |
mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling) | |
mat_visualize_dof "0" | |
mat_vsync "0" // Force sync to vertical retrace | |
mat_wateroverlaysize "128" | |
mat_wireframe "0" | |
mat_yuv "0" | |
maxplayers // Change the maximum number of players allowed on this server. | |
memory // Print memory stats. | |
memory_diff // show memory stats relative to snapshot | |
memory_list // dump memory list (linux only) | |
memory_mark // snapshot current allocation status | |
memory_status // show memory stats (linux only) | |
mem_compact | |
mem_dump // Dump memory stats to text file. | |
mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) | |
mem_dumpvballocs // Dump VB memory allocation stats. | |
mem_eat | |
mem_force_flush "0" // Force cache flush of unlocked resources on every alloc | |
mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb) | |
mem_max_heapsize_dedicated "64" // for dedicated server (in mb) | |
mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb) | |
mem_periodicdumps "0" // Write periodic memstats dumps every n seconds. | |
mem_test | |
mem_test_each_frame "0" // Run heap check at end of every frame | |
mem_test_every_n_seconds "0" // Run heap check at a specified interval | |
mem_vcollide // Dumps the memory used by vcollides | |
menu_achievements | |
menu_clearfonts // For development purposes. Clears the font list so itll be forced to re-create the font next time. (This means it leaks memory) | |
menu_extensions | |
menu_reload // Forces a total reload of the Lua base menu | |
menu_startgame | |
metropolice_charge "1" | |
metropolice_chase_use_follow "0" | |
metropolice_move_and_melee "1" | |
minisave // Saves game (for current level only!) | |
mission_list // List all available tactical missions | |
mission_show // Show the given mission | |
mm_add_item // Add a stats item | |
mm_add_player // Add a player | |
mm_max_spectators "4" // Max players allowed on the spectator team | |
mm_message // Send a message to all remote clients | |
mm_minplayers "2" // Number of players required to start an unranked game | |
mm_select_session // Select a session | |
mm_session_info // Dump session information | |
mm_stats | |
model_list // Dump model list to file | |
mod_forcedata "1" // Forces all model file data into cache on model load. | |
mod_forcetouchdata "1" // Forces all model file data into cache on model load. | |
mod_load_anims_async "0" | |
mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms | |
mod_load_mesh_async "0" | |
mod_load_showstall "0" // 2 - show stalls | |
mod_load_vcollide_async "0" | |
mod_lock_mdls_on_load "0" | |
mod_test_mesh_not_available "0" | |
mod_test_not_available "0" | |
mod_test_verts_not_available "0" | |
mod_touchalldata "1" // Touch model data during level startup | |
mod_trace_load "0" | |
monk_headshot_freq "2" | |
mortar_visualize "0" | |
motdfile "0" // The MOTD file to load. | |
motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs. | |
movie_fixwave // etc. | |
mp_allowNPCs "1" | |
mp_allowspectators "1" // toggles whether the server allows spectator mode or not | |
mp_autocrosshair "1" | |
mp_autoteambalance "1" | |
mp_bonusroundtime "15" // Time after round win until round restarts | |
mp_chattime "10" // amount of time players can chat after the game is over | |
mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal | |
mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin | |
mp_decals "5000" | |
mp_defaultteam "0" | |
mp_disable_autokick // Prevents a userid from being auto-kicked | |
mp_disable_respawn_times "0" | |
mp_enableroundwaittime "1" // Enable timers to wait between rounds. | |
mp_fadetoblack "0" // fade a players screen to black when he dies | |
mp_falldamage "0" | |
mp_flashlight "0" | |
mp_footsteps "1" | |
mp_forceautoteam "0" // Automatically assign players to teams when joining. | |
mp_forcecamera "0" // Restricts spectator modes for dead players | |
mp_forcerespawn "1" | |
mp_forcerespawnplayers // Force all players to respawn. | |
mp_forcewin // Forces team to win | |
mp_fraglimit "0" // The number of kills at which the map ends | |
mp_friendlyfire "0" // Allows team members to injure other members of their team | |
mp_holiday_nogifts "0" // Set to 1 to prevent holiday gifts from spawning when players are killed. | |
mp_match_end_at_timelimit "0" // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round. | |
mp_maxrounds "0" // max number of rounds to play before server changes maps | |
mp_readyrestart "0" // game will restart once each player gives the ready signal | |
mp_ready_signal "0" // Text that each player must speak for the match to begin | |
mp_respawnwavetime "10" // Time between respawn waves. | |
mp_restartgame "0" // game will restart in the specified number of seconds | |
mp_restartgame_immediate "0" // game will restart immediately | |
mp_restartround "0" // the current round will restart in the specified number of seconds | |
mp_scrambleteams // Scramble the teams and restart the game | |
mp_scrambleteams_auto "1" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers. | |
mp_scrambleteams_auto_windifference "2" // Number of round wins a team must lead by in order to trigger an auto scramble. | |
mp_showgestureslots "-1" // Show multiplayer client/server gesture slot information for the specified player index (-1 for no one). | |
mp_show_voice_icons "1" // Show overhead player voice icons when players are speaking. | |
mp_simulatemultiplecappers "1" | |
mp_stalemate_enable "0" // Enable/Disable stalemate mode. | |
mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death. | |
mp_stalemate_timelimit "240" // Timelimit (in seconds) of the stalemate round. | |
mp_switchteams // Switch teams and restart the game | |
mp_teamlist "0" | |
mp_teamoverride "1" | |
mp_teamplay "0" | |
mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check) | |
mp_timelimit "0" // game time per map in minutes | |
mp_time_between_capscoring "30" // Delay between scoring of owned capture points. | |
mp_tournament "0" | |
mp_tournament_allow_non_admin_restart "1" // Allow mp_tournament_restart command to be issued by players other than admin. | |
mp_tournament_restart // Restart Tournament Mode on the current level. | |
mp_usehwmmodels "0" // 0 = based upon GPU) | |
mp_usehwmvcds "0" // 0 = based upon GPU) | |
mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period. | |
mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period. | |
mp_waitingforplayers_time "0" // WaitingForPlayers time length in seconds | |
mp_weaponstay "0" | |
mp_winlimit "0" // Max score one team can reach before server changes maps | |
multvar // Multiply specified convar value. | |
muzzleflash_light "1" | |
myinfo // myinfo.. | |
myinfo_bytes "128" | |
myinfo_debug "0" | |
m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, | |
m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor. | |
m_customaccel_max "0" // 0 for no limit | |
m_customaccel_scale "0" // Custom mouse acceleration value. | |
m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames). | |
m_forward "1" // Mouse forward factor. | |
m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement). | |
m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement). | |
m_mousespeed "1" // 2 to enable secondary threshold | |
m_pitch "0" // Mouse pitch factor. | |
m_rawinput "0" // Use Raw Input for mouse input. | |
m_side "0" // Mouse side factor. | |
m_yaw "0" // Mouse yaw factor. | |
name "0" // Current user name | |
nav_add_to_selected_set // Add current area to the selected set. | |
nav_add_to_selected_set_by_id // Add specified area id to the selected set. | |
nav_analyze // Re-analyze the current Navigation Mesh and save it to disk. | |
nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing. | |
nav_area_max_size "50" // Max area size created in nav generation | |
nav_avoid // Toggles the avoid this area when possible flag used by the AI system. | |
nav_begin_area // drag the opposite corner to the desired location and | |
nav_begin_deselecting // Start continuously removing from the selected set. | |
nav_begin_drag_deselecting // Start dragging a selection area. | |
nav_begin_drag_selecting // Start dragging a selection area. | |
nav_begin_selecting // Start continuously adding to the selected set. | |
nav_begin_shift_xy // Begin shifting the Selected Set. | |
nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor. | |
nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files. | |
nav_check_floor // Updates the blocked/unblocked status for every nav area. | |
nav_check_stairs // Update the nav mesh STAIRS attribute | |
nav_chop_selected // Chops all selected areas into their component 1x1 areas | |
nav_clear_attribute // Remove given nav attribute from all areas in the selected set. | |
nav_clear_selected_set // Clear the selected set. | |
nav_clear_walkable_marks // Erase any previously placed walkable positions. | |
nav_compress_id // Re-orders area and ladder IDs so they are continuous. | |
nav_connect // then invoke the connect command. Note that this creates a | |
nav_coplanar_slope_limit "0" | |
nav_coplanar_slope_limit_displacement "0" | |
nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners. | |
nav_corner_lower // Lower the selected corner of the currently marked Area. | |
nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground. | |
nav_corner_raise // Raise the selected corner of the currently marked Area. | |
nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners. | |
nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet | |
nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand. | |
nav_crouch // Toggles the must crouch in this area flag used by the AI system. | |
nav_debug_blocked "0" | |
nav_delete // Deletes the currently highlighted Area. | |
nav_delete_marked // Deletes the currently marked Area (if any). | |
nav_disconnect // then invoke the disconnect command. This will remove all connec | |
nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections. | |
nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps) | |
nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system. | |
nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center | |
nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center | |
nav_draw_limit "500" // The maximum number of areas to draw in edit mode | |
nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file. | |
nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. | |
nav_end_area // Defines the second corner of a new Area or Ladder and creates it. | |
nav_end_deselecting // Stop continuously removing from the selected set. | |
nav_end_drag_deselecting // Stop dragging a selection area. | |
nav_end_drag_selecting // Stop dragging a selection area. | |
nav_end_selecting // Stop continuously adding to the selected set. | |
nav_end_shift_xy // Finish shifting the Selected Set. | |
nav_flood_select // use this command again. | |
nav_generate // Generate a Navigation Mesh for the current map and save it to disk. | |
nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops | |
nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections | |
nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk. | |
nav_generate_incremental_range "2000" | |
nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas. | |
nav_gen_cliffs_approx // post-processing approximation | |
nav_jump // Toggles the traverse this area by jumping flag used by the AI system. | |
nav_ladder_flip // Flips the selected ladders direction. | |
nav_load // Loads the Navigation Mesh for the current map. | |
nav_lower_drag_volume_max // Lower the top of the drag select volume. | |
nav_lower_drag_volume_min // Lower the bottom of the drag select volume. | |
nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots. | |
nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. | |
nav_mark_attribute // Set nav attribute for all areas in the selected set. | |
nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. | |
nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate | |
nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units) | |
nav_max_vis_delta_list_length "64" | |
nav_merge // and invoke the merge comm | |
nav_merge_mesh // Merges a saved selected set into the current mesh. | |
nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system. | |
nav_no_jump // Toggles the dont jump in this area flag used by the AI system. | |
nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli | |
nav_place_list // Lists all place names used in the map. | |
nav_place_pick // Sets the current Place to the Place of the Area under the cursor. | |
nav_place_replace // Replaces all instances of the first place with the second place. | |
nav_place_set // Sets the Place of all selected areas to the current Place. | |
nav_potentially_visible_dot_tolerance "0" | |
nav_precise // Toggles the dont avoid obstacles flag used by the AI system. | |
nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. | |
nav_raise_drag_volume_max // Raise the top of the drag select volume. | |
nav_raise_drag_volume_min // Raise the bottom of the drag select volume. | |
nav_recall_selected_set // Re-selects the stored selected set. | |
nav_remove_from_selected_set // Remove current area from the selected set. | |
nav_remove_jump_areas // replacing them with connections. | |
nav_run // Toggles the traverse this area by running flag used by the AI system. | |
nav_save // Saves the current Navigation Mesh to disk. | |
nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh. | |
nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing. | |
nav_selected_set_color "255" // Color used to draw the selected set background while editing. | |
nav_select_blocked_areas // Adds all blocked areas to the selected set | |
nav_select_damaging_areas // Adds all damaging areas to the selected set | |
nav_select_half_space // Selects any areas that intersect the given half-space. | |
nav_select_invalid_areas // Adds all invalid areas to the Selected Set. | |
nav_select_larger_than // Select nav areas where both dimensions are larger than the given size. | |
nav_select_obstructed_areas // Adds all obstructed areas to the selected set | |
nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first). | |
nav_select_overlapping // Selects nav areas that are overlapping others. | |
nav_select_radius // Adds all areas in a radius to the selection set | |
nav_select_stairs // Adds all stairway areas to the selected set | |
nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. | |
nav_shift // Shifts the selected areas by the specified amount | |
nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh. | |
nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing | |
nav_show_compass "0" | |
nav_show_continguous "0" // Highlight non-contiguous connections | |
nav_show_danger "0" // Show current danger levels. | |
nav_show_dumped_positions // z) coordinate positions of the given dump file. | |
nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities | |
nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities | |
nav_show_light_intensity "0" | |
nav_show_nodes "0" | |
nav_show_node_grid "0" | |
nav_show_node_id "0" | |
nav_show_player_counts "0" // Show current player counts in each area. | |
nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area | |
nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas | |
nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated. | |
nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated. | |
nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas | |
nav_solid_props "0" // Make props solid to nav generation/editing | |
nav_splice // connected area between them. | |
nav_split // align the split line using your cursor and invoke the split command. | |
nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split. | |
nav_stand // Toggles the stand while hiding flag used by the AI system. | |
nav_stop // Toggles the must stop when entering this area flag used by the AI system. | |
nav_store_selected_set // Stores the current selected set for later retrieval. | |
nav_strip // and Encounter Spots from the current Area. | |
nav_subdivide // Subdivides all selected areas. | |
nav_test_node "0" | |
nav_test_node_crouch "0" | |
nav_test_node_crouch_dir "4" | |
nav_test_stairs // Test the selected set for being on stairs | |
nav_toggle_deselecting // Start or stop continuously removing from the selected set. | |
nav_toggle_in_selected_set // Remove current area from the selected set. | |
nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. | |
nav_toggle_place_painting // pointing at an Area will paint it with the current Place. | |
nav_toggle_selected_set // Toggles all areas into/out of the selected set. | |
nav_toggle_selecting // Start or stop continuously adding to the selected set. | |
nav_transient // Toggles the area is transient and may become blocked flag used by the AI system. | |
nav_unmark // Clears the marked Area or Ladder. | |
nav_update_blocked // Updates the blocked/unblocked status for every nav area. | |
nav_update_lighting // Recomputes lighting values | |
nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility | |
nav_use_place // the current Place is set. | |
nav_walk // Toggles the traverse this area by walking flag used by the AI system. | |
nav_warp_to_mark // Warps the player to the marked area. | |
nav_world_center // Centers the nav mesh in the world | |
nb_allow_avoiding "1" | |
nb_allow_climbing "1" | |
nb_allow_gap_jumping "1" | |
nb_blind "0" // Disable vision | |
nb_command // Sends a command string to all bots | |
nb_debug // ERRORS. | |
nb_debug_climbing "0" | |
nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots. | |
nb_debug_history "1" // each bot keeps a history of debug output in memory | |
nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target | |
nb_delete_all // Delete all non-player NextBot entities. | |
nb_force_look_at // Force selected bot to look at the local players position | |
nb_goal_look_ahead_range "50" | |
nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad | |
nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad | |
nb_head_aim_settle_duration "0" | |
nb_head_aim_steady_max_rate "100" | |
nb_ladder_align_range "50" | |
nb_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area | |
nb_move_to_cursor // Tell all NextBots to move to the cursor position | |
nb_path_draw_inc "100" | |
nb_path_draw_segment_count "100" | |
nb_path_segment_influence_radius "100" | |
nb_player_crouch "0" // Force bots to crouch | |
nb_player_move "1" // Prevents bots from moving | |
nb_player_move_direct "0" | |
nb_player_stop "0" // Stop all NextBotPlayers from updating | |
nb_player_walk "0" // Force bots to walk | |
nb_saccade_speed "1000" | |
nb_saccade_time "0" | |
nb_select // Select the bot you are aiming at for further debug operations. | |
nb_shadow_dist "400" | |
nb_speed_look_ahead_range "150" | |
nb_stop "0" // Stop all NextBots | |
nb_update_debug "0" | |
nb_update_framelimit "15" | |
nb_update_frequency "0" | |
nb_update_maxslide "2" | |
nb_warp_selected_here // Teleport the selected bot to your cursor position | |
net_blockmsg "0" // Discards incoming message: <0|1|name> | |
net_channels // Shows net channel info | |
net_chokeloop "0" // Apply bandwidth choke to loopback packets | |
net_compresspackets "1" // Use lz compression on game packets. | |
net_compresspackets_minsize "128" // Dont bother compressing packets below this size. | |
net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only). | |
net_drawslider "0" // Draw completion slider during signon | |
net_droppackets "0" // Drops next n packets on client | |
net_fakejitter "0" // Jitter fakelag packet time | |
net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds. | |
net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets) | |
net_graph "0" // = 3 draws payload legend. | |
net_graphheight "64" // Height of netgraph panel | |
net_graphmsecs "400" // The latency graph represents this many milliseconds. | |
net_graphpos "1" | |
net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not | |
net_graphshowinterp "1" // Draw the interpolation graph. | |
net_graphshowlatency "1" // Draw the ping/packet loss graph. | |
net_graphsolid "1" | |
net_graphtext "1" // Draw text fields | |
net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit). | |
net_maxfilesize "16" // Maximum allowed file size for uploading in MB | |
net_maxfragments "1260" // Max fragment bytes per packet | |
net_maxpacketdrop "5000" // Ignore any packets with the sequence number more than this ahead (0 == no limit) | |
net_maxroutable "1260" // Requested max packet size before packets are split. | |
net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame. | |
net_queue_trace "0" | |
net_scale "5" | |
net_showdrop "0" // Show dropped packets in console | |
net_showevents "0" // 2=all). | |
net_showfragments "0" // Show netchannel fragments | |
net_showmsg "0" // Show incoming message: <0|1|name> | |
net_showpeaks "0" // Show messages for large packets only: <size> | |
net_showsplits "0" // Show info about packet splits | |
net_showtcp "0" // Dump TCP stream summary to console | |
net_showudp "0" // Dump UDP packets summary to console | |
net_showudp_wire "0" // Show incoming packet information | |
net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks | |
net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame | |
net_start // Inits multiplayer network sockets | |
net_status // Shows current network status | |
net_udp_rcvbuf "131072" // Default UDP receive buffer size | |
net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only). | |
next "0" // Set to 1 to advance to next frame ( when singlestep == 1 ) | |
nextdemo // Play next demo in sequence. | |
nextlevel "0" // will change to this map during the next changelevel | |
noclip | |
notarget // Toggle. Player becomes hidden to NPCs. | |
npc_ally_deathmessage "1" | |
npc_ammo_deplete // Subtracts half of the targets ammo | |
npc_barnacle_swallow "0" // Use prototype swallow code. | |
npc_bipass // s | |
npc_citizen_auto_player_squad "1" | |
npc_citizen_auto_player_squad_allow_use "0" | |
npc_citizen_dont_precache_all "1" | |
npc_citizen_explosive_resist "0" | |
npc_citizen_insignia "0" | |
npc_citizen_medic_emit_sound "1" | |
npc_citizen_squad_marker "0" | |
npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} | |
npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a | |
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 "0" | |
npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki | |
npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected | |
npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable | |
npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np | |
npc_freeze // uses the NPC under the crosshair. Arguments | |
npc_freeze_unselected // Freeze all NPCs not selected | |
npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none- | |
npc_go_do_run "1" // Set whether should run on NPC go | |
npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none- | |
npc_heal // Heals the target back to full health | |
npc_height_adjust "1" // Enable test mode for ik height adjustment | |
npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at | |
npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i | |
npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha | |
npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none- | |
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 NPCs are shown surrounded by a red translucent box Arg | |
npc_sentences "0" | |
npc_squads // Obsolete. Replaced by npc_combat | |
npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n | |
npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance) | |
npc_strider_height_adj "0" | |
npc_strider_shake_ropes_magnitude "150" | |
npc_strider_shake_ropes_radius "1200" | |
npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A | |
npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu | |
npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none- | |
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: {ent | |
npc_vphysics "0" | |
old_radiusdamage "0" | |
option_duck_method "1" | |
option_duck_method_default "1" | |
opt_EnumerateLeavesFastAlgorithm "1" // Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox. | |
overview_alpha "1" // Overview map translucency. | |
overview_health "1" // Show players health in map overview. | |
overview_locked "1" // doesnt follow view angle. | |
overview_mode // large: <0|1|2> | |
overview_names "1" // Show players names in map overview. | |
overview_tracks "1" // Show players tracks in map overview. | |
overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel] | |
particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles. | |
particle_sim_alt_cores "2" | |
particle_test_attach_attachment "0" // Attachment index for attachment mode | |
particle_test_attach_mode "0" // follow_origin | |
particle_test_file "0" // Name of the particle system to dynamically spawn | |
particle_test_start // particle_test_attach_mode and particl | |
particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe | |
password "0" // Current server access password | |
path // Show the engine filesystem path. | |
pause // Toggle the server pause state. | |
perfui // Show/hide the level performance tools UI. | |
perfvisualbenchmark | |
perfvisualbenchmark_abort | |
phonemedelay "0" // Phoneme delay to account for sound system latency. | |
phonemefilter "0" // Time duration of box filter to pass over phonemes. | |
phonemesnap "2" // regardless of duration. | |
physcannon_ball_cone "0" | |
physcannon_chargetime "2" | |
physcannon_cone "0" | |
physcannon_maxforce "1500" | |
physcannon_maxmass "250" | |
physcannon_mega_enabled "0" | |
physcannon_minforce "700" | |
physcannon_pullforce "4000" | |
physcannon_tracelength "250" | |
physgun_DampingFactor "0" | |
physgun_drawbeams "1" | |
physgun_limited "0" | |
physgun_maxAngular "5000" | |
physgun_maxAngularDamping "10000" | |
physgun_maxSpeed "5000" | |
physgun_maxSpeedDamping "10000" | |
physgun_rotation_sensitivity "0" // The sensitivity of rotation. | |
physgun_teleportDistance "0" | |
physgun_timeToArrive "0" | |
physgun_timeToArriveRagdoll "0" | |
physicsshadowupdate_render "0" | |
physics_budget // Times the cost of each active object | |
physics_constraints // Highlights constraint system graph for an entity | |
physics_debug_entity // Dumps debug info for an entity | |
physics_highlight_active // Turns on the absbox for all active physics objects | |
physics_report_active // Lists all active physics objects | |
physics_select // Dumps debug info for an entity | |
phys_impactforcescale "1" | |
phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes. | |
phys_pushscale "1" | |
phys_speeds "0" | |
phys_spinspeed "200" | |
phys_stressbodyweights "5" | |
phys_swap // Automatically swaps the current weapon for the physcannon and back again. | |
phys_timescale "1" // Scale time for physics | |
phys_upimpactforcescale "0" | |
picker // pivot and debugging text is displayed for whatever entity the play | |
ping // Display ping to server. | |
pipeline_static_props "1" | |
pistol_use_new_accuracy "1" | |
pixelvis_debug // Dump debug info | |
play // Play a sound. | |
playdemo // Play a recorded demo file (.dem ). | |
player_debug_print_damage "0" // print amount and type of all damage received by player to console. | |
player_limit_jump_speed "1" | |
player_old_armor "0" | |
player_showpredictedposition "0" | |
player_showpredictedposition_timestep "1" | |
player_squad_autosummon_debug "0" | |
player_squad_autosummon_move_tolerance "20" | |
player_squad_autosummon_player_tolerance "10" | |
player_squad_autosummon_time "5" | |
player_squad_autosummon_time_after_combat "8" | |
player_squad_double_tap_time "0" | |
player_squad_transient_commands "1" | |
player_throwforce "1000" | |
playflush // reloading from disk in case of changes. | |
playgamesound // Play a sound from the game sounds txt file | |
playsoundscape // Forces a soundscape to play | |
playvideo // Plays a video: <filename> [width height] | |
playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command> | |
playvol // Play a sound at a specified volume. | |
plugin_pause // plugin_pause <index> : pauses a loaded plugin | |
plugin_pause_all // pauses all loaded plugins | |
plugin_print // Prints details about loaded plugins | |
plugin_unload // plugin_unload <index> : unloads a plugin | |
plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin | |
plugin_unpause_all // unpauses all disabled plugins | |
print_colorcorrection // Display the color correction layer information. | |
progress_enable | |
props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default) | |
props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default) | |
prop_active_gib_limit "999999" | |
prop_active_gib_max_fade_time "999999" | |
prop_crosshair // Shows name for prop looking at | |
prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys | |
prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} | |
prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} | |
pwatchent "-1" // Entity to watch for prediction system changes. | |
pwatchvar "0" // Entity variable to watch in prediction system for changes. | |
pyro_max_intensity "0" | |
pyro_max_rate "0" | |
pyro_max_side_length "0" | |
pyro_max_side_width "0" | |
pyro_min_intensity "0" | |
pyro_min_rate "0" | |
pyro_min_side_length "0" | |
pyro_min_side_width "0" | |
pyro_vignette "2" | |
pyro_vignette_distortion "1" | |
quit // Exit the engine. | |
ragdoll_sleepaftertime "5" // the ragdoll will go to sleep. | |
rate "30000" // Max bytes/sec the host can receive data | |
rcon // Issue an rcon command. | |
rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) | |
rcon_password "0" // remote console password. | |
recompute_speed // Recomputes clock speed (for debugging purposes). | |
record // Record a demo. | |
refresh_options_dialog // Refresh the options dialog. | |
reload // Reload the most recent saved game (add setpos to jump to current view position on reload). | |
reload_materials "0" | |
reload_postprocess // Reload the post process scripts | |
removeid // Remove a user ID from the ban list. | |
removeip // Remove an IP address from the ban list. | |
replay_debug "0" | |
replay_ignorereplayticks "0" | |
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 | |
respawn_entities // Respawn all the entities in the map. | |
restart // Restart the game on the same level (add setpos to jump to current view position on restart). | |
retry // Retry connection to last server. | |
room_type "0" | |
rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity. | |
rope_collide "1" // Collide rope with the world | |
rope_rendersolid "1" | |
rope_shake "0" | |
rope_smooth "1" // Do an antialiasing effect on ropes | |
rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect | |
rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect | |
rope_smooth_maxalphawidth "1" | |
rope_smooth_minalpha "0" // Alpha for rope antialiasing effect | |
rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to | |
rope_solid_maxalpha "1" | |
rope_solid_maxwidth "1" | |
rope_solid_minalpha "0" | |
rope_solid_minwidth "0" | |
rope_subdiv "2" // Rope subdivision amount | |
rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance. | |
rr_debugresponses "0" // it will only show response success/failure for np | |
rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system. | |
rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs. | |
rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart) | |
rr_reloadresponsesystems // Reload all response system scripts. | |
r_3dnow // Enable/disable 3DNow code | |
r_3dsky "1" // Enable the rendering of 3d sky boxes | |
r_AirboatPitchCurveLinear "60" | |
r_AirboatPitchCurveZero "25" | |
r_AirboatRollCurveLinear "120" | |
r_AirboatRollCurveZero "90" | |
r_AirboatViewBlendTo "1" | |
r_AirboatViewBlendToScale "0" | |
r_AirboatViewBlendToTime "1" | |
r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights | |
r_ambientfactor "5" // Boost ambient cube by no more than this factor | |
r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting | |
r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting). | |
r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright | |
r_aspectratio "0" | |
r_avglight "1" | |
r_avglightmap "0" | |
r_bloomtintb "0" | |
r_bloomtintexponent "2" | |
r_bloomtintg "0" | |
r_bloomtintr "0" | |
r_cheapwaterend | |
r_cheapwaterstart | |
r_cleardecals // Usage r_cleardecals <permanent>. | |
r_ClipAreaPortals "1" | |
r_colorstaticprops "0" | |
r_debugcheapwater "0" | |
r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect. | |
r_decals "2048" | |
r_decalstaticprops "1" // Decal static props test | |
r_decal_cover_count "4" | |
r_decal_cullsize "5" | |
r_decal_overlap_area "0" | |
r_decal_overlap_count "3" | |
r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output. | |
r_DispBuildable "0" | |
r_DispDrawAxes "0" | |
r_DispWalkable "0" | |
r_dopixelvisibility "1" | |
r_drawbatchdecals "1" // Render decals batched. | |
r_DrawBeams "1" // 2=Wireframe | |
r_drawbrushmodels "1" // 2=Wireframe | |
r_drawclipbrushes "0" // purple=NPC) | |
r_drawdecals "1" // Render decals. | |
r_drawdetailprops "1" // 2=Wireframe | |
r_DrawDisp "1" // Toggles rendering of displacment maps | |
r_drawentities "1" | |
r_drawflecks "1" | |
r_drawfuncdetail "1" // Render func_detail | |
r_drawleaf "-1" // Draw the specified leaf. | |
r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays | |
r_drawlightinfo "0" | |
r_drawlights "0" | |
r_drawmodeldecals "1" | |
r_DrawModelLightOrigin "0" | |
r_drawmodelstatsoverlay "0" | |
r_drawmodelstatsoverlaydistance "500" | |
r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 | |
r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 | |
r_drawopaquerenderables "1" | |
r_drawopaquestaticpropslast "0" // Whether opaque static props are rendered after non-npcs | |
r_drawopaqueworld "1" | |
r_drawothermodels "1" // 2=Wireframe | |
r_drawparticles "1" // Enable/disable particle rendering | |
r_drawpixelvisibility "0" // Show the occlusion proxies | |
r_DrawPortals "0" | |
r_DrawRain "1" // Enable/disable rain rendering. | |
r_drawrenderboxes "0" | |
r_drawropes "1" | |
r_drawskybox "1" | |
r_DrawSpecificStaticProp "-1" | |
r_drawsprites "1" | |
r_drawstaticprops "1" // 2=Wireframe | |
r_drawtranslucentrenderables "1" | |
r_drawtranslucentworld "1" | |
r_drawvgui "1" // Enable the rendering of vgui panels | |
r_drawviewmodel "1" | |
r_drawworld "1" // Render the world. | |
r_dscale_basefov "90" | |
r_dscale_fardist "2000" | |
r_dscale_farscale "4" | |
r_dscale_neardist "100" | |
r_dscale_nearscale "1" | |
r_dynamic "1" | |
r_dynamiclighting "1" | |
r_emulategl "0" | |
r_entityclips "1" | |
r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. | |
r_eyemove "1" | |
r_eyes "1" | |
r_eyeshift_x "0" | |
r_eyeshift_y "0" | |
r_eyeshift_z "0" | |
r_eyesize "0" | |
r_eyewaterepsilon "10" | |
r_farz "30000" // Override the far clipping plane. -1 means to use the value in env_fog_controller. | |
r_fastzreject "0" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware | |
r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on. | |
r_flashlightambient "0" | |
r_flashlightclip "0" | |
r_flashlightconstant "0" | |
r_flashlightculldepth "1" | |
r_flashlightdepthres "1024" | |
r_flashlightdepthtexture "1" | |
r_flashlightdrawclip "0" | |
r_flashlightdrawdepth "0" | |
r_flashlightdrawfrustum "0" | |
r_flashlightdrawfrustumbbox "0" | |
r_flashlightdrawsweptbbox "0" | |
r_flashlightfar "750" | |
r_flashlightfov "45" | |
r_flashlightladderdist "40" | |
r_flashlightlinear "100" | |
r_flashlightlockposition "0" | |
r_flashlightmodels "1" | |
r_flashlightnear "4" | |
r_flashlightnodraw "0" | |
r_flashlightoffsetx "10" | |
r_flashlightoffsety "-20" | |
r_flashlightoffsetz "24" | |
r_flashlightquadratic "0" | |
r_flashlightrender "1" | |
r_flashlightrendermodels "1" | |
r_flashlightrenderworld "1" | |
r_flashlightscissor "0" | |
r_flashlightshadowatten "0" | |
r_flashlightupdatedepth "1" | |
r_flashlightvisualizetrace "0" | |
r_flex "1" | |
r_flushlod // Flush and reload LODs. | |
r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling | |
r_frustumcullworld "1" | |
r_glint_alwaysdraw "0" | |
r_glint_procedural "0" | |
r_hunkalloclightmaps "0" | |
r_hwmorph "1" | |
r_itemblinkmax "0" | |
r_itemblinkrate "4" | |
r_JeepFOV "90" | |
r_JeepViewBlendTo "0" | |
r_JeepViewBlendToScale "0" | |
r_JeepViewBlendToTime "1" | |
r_lightaverage "1" // Activates/deactivate light averaging | |
r_lightcachecenter "1" | |
r_lightcachemodel "-1" | |
r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting | |
r_lightcache_zbuffercache "0" | |
r_lightinterp "5" // 0 turns off interpolation | |
r_lightmap "-1" | |
r_lightstyle "-1" | |
r_lightwarpidentity "0" | |
r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn. | |
r_lod "-1" | |
r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane | |
r_maxdlights "32" | |
r_maxmodeldecal "50" | |
r_maxnewsamples "6" | |
r_maxsampledist "128" | |
r_minnewsamples "3" | |
r_modelwireframedecal "0" | |
r_newflashlight "1" | |
r_nohw "0" | |
r_norefresh "0" | |
r_nosw "0" | |
r_novis "0" // Turn off the PVS. | |
r_occludeemaxarea "0" // Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use. | |
r_occluderminarea "0" // Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use. | |
r_occludermincount "0" // no matter how big they are. | |
r_occlusion "1" // Activate/deactivate the occlusion system. | |
r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing. | |
r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights | |
r_overlayfadeenable "0" | |
r_overlayfademax "2000" | |
r_overlayfademin "1750" | |
r_overlaywireframe "0" | |
r_particle_sim_spike_threshold_ms "5" | |
r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it. | |
r_PhysPropStaticLighting "1" | |
r_pixelfog "1" | |
r_pixelvisibility_partial "1" | |
r_pixelvisibility_spew "0" | |
r_pix_recordframes "0" | |
r_pix_start "0" | |
r_portalsopenall "0" // Open all portals | |
r_PortalTestEnts "1" // Clip entities against portal frustums. | |
r_printdecalinfo | |
r_projectedtexture_filter "1" | |
r_proplightingfromdisk "1" // 2=Show Errors | |
r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset | |
r_propsmaxdist "1200" // Maximum visible distance | |
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled. | |
r_queued_post_processing "0" | |
r_queued_ropes "1" | |
r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam | |
r_rainalpha "0" | |
r_rainalphapow "0" | |
r_raindensity "0" | |
r_RainHack "0" | |
r_rainlength "0" | |
r_RainProfile "0" // Enable/disable rain profiling. | |
r_RainRadius "1500" | |
r_RainSideVel "130" // How much sideways velocity rain gets. | |
r_RainSimulate "1" // Enable/disable rain simulation. | |
r_rainspeed "600" | |
r_RainSplashPercentage "20" | |
r_rainwidth "0" | |
r_randomflex "0" | |
r_renderoverlayfragment "1" | |
r_rimlight "1" | |
r_rootlod "0" // Root LOD | |
r_ropetranslucent "1" | |
r_screenfademaxsize "0" | |
r_screenfademinsize "0" | |
r_screenoverlay // Draw specified material as an overlay | |
r_sequence_debug "0" | |
r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup) | |
r_shadowangles // Set shadow angles | |
r_shadowblobbycutoff // some shadow stuff | |
r_shadowcolor // Set shadow color | |
r_shadowdir // Set shadow direction | |
r_shadowdist // Set shadow distance | |
r_shadowids "0" | |
r_shadowmaxrendered "32" | |
r_shadowrendertotexture "1" | |
r_shadows "1" | |
r_shadows_gamecontrol "-1" | |
r_shadowwireframe "0" | |
r_showenvcubemap "0" | |
r_ShowViewerArea "0" | |
r_showz_power "1" | |
r_skin "0" | |
r_skybox "1" // Enable the rendering of sky boxes | |
r_snapportal "-1" | |
r_SnowColorBlue "200" // Snow. | |
r_SnowColorGreen "175" // Snow. | |
r_SnowColorRed "150" // Snow. | |
r_SnowDebugBox "0" // Snow Debug Boxes. | |
r_SnowEnable "1" // Snow Enable | |
r_SnowEndAlpha "255" // Snow. | |
r_SnowEndSize "0" // Snow. | |
r_SnowFallSpeed "1" // Snow fall speed scale. | |
r_SnowInsideRadius "256" // Snow. | |
r_SnowOutsideRadius "1024" // Snow. | |
r_SnowParticles "500" // Snow. | |
r_SnowPosScale "1" // Snow. | |
r_SnowRayEnable "1" // Snow. | |
r_SnowRayLength "8192" // Snow. | |
r_SnowRayRadius "256" // Snow. | |
r_SnowSpeedScale "1" // Snow. | |
r_SnowStartAlpha "25" // Snow. | |
r_SnowStartSize "1" // Snow. | |
r_SnowWindScale "0" // Snow. | |
r_SnowZoomOffset "384" // Snow. | |
r_SnowZoomRadius "512" // Snow. | |
r_spray_lifetime "2" // Number of rounds player sprays are visible | |
r_sse2 // Enable/disable SSE2 code | |
r_sse_s "1" // sse ins for particle sphere create | |
r_staticpropinfo "0" | |
r_staticprop_lod "-1" | |
r_studio_stats "0" | |
r_studio_stats_lock "0" // Lock the current studio stats entity selection | |
r_studio_stats_mode "0" // Sets a mode for r_studio_stats. Modes are as follows: 0 = Entity under your crosshair 1 = Weapon held by player under your cr | |
r_swingflashlight "1" | |
r_teeth "1" | |
r_threaded_client_shadow_manager "0" | |
r_threaded_particles "1" | |
r_threaded_renderables "0" | |
r_unloadlightmaps "0" | |
r_updaterefracttexture "1" | |
r_vehicleBrakeRate "1" | |
r_VehicleViewClamp "1" | |
r_VehicleViewDampen "0" | |
r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work | |
r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing. | |
r_visualizelighttraces "0" | |
r_visualizelighttracesshowfulltrace "0" | |
r_visualizeproplightcaching "0" | |
r_visualizetraces "0" | |
r_WaterDrawReflection "1" // Enable water reflection | |
r_WaterDrawRefraction "1" // Enable water refraction | |
r_waterforceexpensive "1" | |
r_waterforcereflectentities "0" | |
r_worldlightmin "0" | |
r_worldlights "4" // number of world lights to use per vertex | |
r_worldlistcache "1" | |
save // Saves current game. | |
save_async "1" | |
save_asyncdelay "0" // adds this many milliseconds of delay to the save operation. | |
save_console "0" // Autosave on the PC behaves like it does on the consoles. | |
save_disable "0" | |
save_finish_async | |
save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves. | |
save_huddelayframes "1" // Number of frames to defer for drawing the Saving message. | |
save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360) | |
save_noxsave "0" | |
save_screenshot "1" // 2 = always | |
save_spew "0" | |
say // Display player message | |
say_team // Display player message to team | |
sbox_godmode "1" | |
sbox_maxballoons "20" | |
sbox_maxbuttons "50" | |
sbox_maxdynamite "10" | |
sbox_maxeffects "50" | |
sbox_maxemitters "20" | |
sbox_maxhoverballs "50" | |
sbox_maxlamps "5" | |
sbox_maxlights "5" | |
sbox_maxnpcs "0" | |
sbox_maxprops "100" | |
sbox_maxragdolls "2" | |
sbox_maxsents "512" | |
sbox_maxspawners "2" | |
sbox_maxthrusters "50" | |
sbox_maxturrets "4" | |
sbox_maxvehicles "3" | |
sbox_maxwheels "50" | |
sbox_noclip "1" | |
sbox_plpldamage "1" | |
sbox_weapons "1" | |
sb_mod_suggested_maxplayers "0" | |
sb_quick_list_bit_field "-1" | |
sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied. | |
scene_async_prefetch_spew "0" // Display async .ani file loading info. | |
scene_clamplookat "1" // Clamp head turns to a max of 20 degrees per think. | |
scene_clientflex "1" // Do client side flex animation. | |
scene_flatturn "1" | |
scene_flush // Flush all .vcds from the cache and reload from disk. | |
scene_forcecombined "0" // force use of combined .wav files even in english. | |
scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled). | |
scene_print "0" // print timing and event info to console. | |
scene_showfaceto "0" // show the directions of faceto events. | |
scene_showlook "0" // show the directions of look events. | |
scene_showmoveto "0" // show the end location. | |
scene_showunlock "0" // Show when a vcd is playing but normal AI is running. | |
SchoolMe | |
screenshot // Take a screenshot. | |
scr_centertime "2" | |
sd | |
se | |
sensitivity "10" // Mouse sensitivity. | |
servercfgfile "0" | |
server_game_time // Gives the game time in seconds (servers curtime) | |
setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats). | |
setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats). | |
setinfo // Adds a new user info value | |
setpause // Set the pause state of the server. | |
setpos // Move player to specified origin (must have sv_cheats). | |
setpos_exact // Move player to an exact specified origin (must have sv_cheats). | |
shake // Shake the screen. | |
shake_show "0" // Displays a list of the active screen shakes. | |
shake_stop // Stops all active screen shakes. | |
showbudget_texture "0" // Enable the texture budget panel. | |
showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form | |
showbudget_texture_global_sum "256" | |
showconsole // Show the console. | |
showhitlocation "0" | |
showinfo // Shows a info panel: <type> <title> <message> [<command number>] | |
showpanel // Shows a viewport panel <name> | |
showparticlecounts "0" // Display number of particles drawn per frame | |
showschemevisualizer // fonts and colors for a particular scheme. The default is ClientScheme.res | |
showsniperdist "0" | |
showsniperlines "0" | |
showtriggers "0" // Shows trigger brushes | |
showtriggers_toggle // Toggle show triggers | |
simple_bot_add // Add a simple bot. | |
singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame ) | |
skill "1" // Game skill level (1-3). | |
sk_advisor_health "0" | |
sk_airboat_drain_rate "10" | |
sk_airboat_max_ammo "100" | |
sk_airboat_recharge_rate "15" | |
sk_allow_autoaim "1" | |
sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health. | |
sk_ammo_qty_scale1 "1" | |
sk_ammo_qty_scale2 "1" | |
sk_ammo_qty_scale3 "0" | |
sk_antlionguard_dmg_charge "0" | |
sk_antlionguard_dmg_shove "0" | |
sk_antlionguard_health "0" | |
sk_antlion_air_attack_dmg "0" | |
sk_antlion_health "0" | |
sk_antlion_jump_damage "0" | |
sk_antlion_swipe_damage "0" | |
sk_antlion_worker_burst_damage "50" // How much damage is inflicted by an antlion workers death explosion. | |
sk_antlion_worker_burst_radius "160" // Effect radius of an antlion workers death explosion. | |
sk_antlion_worker_health "60" // will use base antlion hitpoints. | |
sk_antlion_worker_spit_grenade_dmg "20" // Total damage done by an individual antlion worker loogie. | |
sk_antlion_worker_spit_grenade_poison_ratio "0" // Percentage of an antlion workers spit damage done as poison (which regenerates) | |
sk_antlion_worker_spit_grenade_radius "40" // Radius of effect for an antlion worker spit grenade. | |
sk_antlion_worker_spit_speed "600" // Speed at which an antlion spit grenade travels. | |
sk_apc_health "750" | |
sk_apc_missile_damage "15" | |
sk_autoaim_mode "1" | |
sk_autoaim_scale1 "1" | |
sk_autoaim_scale2 "1" | |
sk_auto_reload_time "3" | |
sk_barnacle_health "0" | |
sk_barney_health "0" | |
sk_battery "0" | |
sk_bullseye_health "0" | |
sk_bullsquid_dmg_bite "0" | |
sk_bullsquid_dmg_whip "0" | |
sk_bullsquid_health "0" | |
sk_citizen_giveammo_player_delay "10" | |
sk_citizen_health "0" | |
sk_citizen_heal_ally "30" | |
sk_citizen_heal_ally_delay "20" | |
sk_citizen_heal_ally_min_pct "0" | |
sk_citizen_heal_player "25" | |
sk_citizen_heal_player_delay "25" | |
sk_citizen_heal_player_min_forced "10" | |
sk_citizen_heal_player_min_pct "0" | |
sk_citizen_player_stare_dist "72" | |
sk_citizen_player_stare_time "1" | |
sk_citizen_stare_heal_time "5" | |
sk_combineball_guidefactor "0" | |
sk_combineball_seek_angle "15" | |
sk_combineball_seek_kill "0" | |
sk_combine_ball_search_radius "512" | |
sk_combine_guard_health "0" | |
sk_combine_guard_kick "0" | |
sk_combine_s_health "0" | |
sk_combine_s_kick "0" | |
sk_controller_dmgball "3" | |
sk_controller_dmgzap "15" | |
sk_controller_health "60" | |
sk_controller_speedball "650" | |
sk_crowbar_lead_time "0" | |
sk_crow_health "1" | |
sk_crow_melee_dmg "0" | |
sk_dmg_homer_grenade "0" | |
sk_dmg_inflict_scale1 "1" | |
sk_dmg_inflict_scale2 "1" | |
sk_dmg_inflict_scale3 "0" | |
sk_dmg_pathfollower_grenade "0" | |
sk_dmg_sniper_penetrate_npc "0" | |
sk_dmg_sniper_penetrate_plr "0" | |
sk_dmg_take_scale1 "0" | |
sk_dmg_take_scale2 "1" | |
sk_dmg_take_scale3 "1" | |
sk_dropship_container_health "750" | |
sk_dynamic_resupply_modifier "1" | |
sk_env_headcrabcanister_shake_amplitude "50" | |
sk_env_headcrabcanister_shake_radius "1024" | |
sk_env_headcrabcanister_shake_radius_vehicle "2500" | |
sk_fraggrenade_radius "0" | |
sk_gargantua_dmg_fire "3" | |
sk_gargantua_dmg_slash "10" | |
sk_gargantua_dmg_stomp "50" | |
sk_gargantua_health "800" | |
sk_grubnugget_enabled "1" | |
sk_grubnugget_health_large "6" | |
sk_grubnugget_health_medium "4" | |
sk_grubnugget_health_small "1" | |
sk_gunship_burst_dist "768" | |
sk_gunship_burst_min "800" | |
sk_gunship_burst_size "15" | |
sk_gunship_health_increments "0" | |
sk_hassassin_health "50" | |
sk_headcrab_dmg_bite "10" | |
sk_headcrab_fast_health "0" | |
sk_headcrab_health "0" | |
sk_headcrab_melee_dmg "0" | |
sk_headcrab_poison_health "0" | |
sk_headcrab_poison_npc_damage "0" | |
sk_healthcharger "0" | |
sk_healthkit "0" | |
sk_healthvial "0" | |
sk_helicopter_burstcount "12" // the longer the firing is | |
sk_helicopter_drone_speed "450" // How fast does the zapper drone move? | |
sk_helicopter_firingcone "20" // The angle in degrees of the cone in which the shots will be fired | |
sk_helicopter_grenadedamage "25" // The amount of damage the helicopter grenade deals. | |
sk_helicopter_grenadeforce "55000" // The physics force that the helicopter grenade exerts. | |
sk_helicopter_grenaderadius "275" // The damage radius of the helicopter grenade. | |
sk_helicopter_grenade_puntscale "1" // scale its velocity by this much. | |
sk_helicopter_health "5600" | |
sk_helicopter_num_bombs1 "3" | |
sk_helicopter_num_bombs2 "5" | |
sk_helicopter_num_bombs3 "5" | |
sk_helicopter_roundsperburst "5" // How many shots to fire in a single burst | |
sk_homer_grenade_radius "0" | |
sk_hunter_buckshot_damage_scale "0" | |
sk_hunter_bullet_damage_scale "0" | |
sk_hunter_charge_damage_scale "2" | |
sk_hunter_citizen_damage_scale "0" | |
sk_hunter_dmg_charge "20" | |
sk_hunter_dmg_flechette "4" | |
sk_hunter_dmg_from_striderbuster "150" | |
sk_hunter_dmg_one_slash "20" | |
sk_hunter_flechette_explode_dmg "12" | |
sk_hunter_flechette_explode_radius "128" | |
sk_hunter_health "210" | |
sk_hunter_vehicle_damage_scale "2" | |
sk_ichthyosaur_health "0" | |
sk_ichthyosaur_melee_dmg "0" | |
sk_islave_dmg_claw "8" | |
sk_islave_dmg_clawrake "25" | |
sk_islave_dmg_zap "15" | |
sk_jeep_gauss_damage "15" | |
sk_manhack_health "0" | |
sk_manhack_melee_dmg "0" | |
sk_manhack_v2 "1" | |
sk_max_357 "0" | |
sk_max_alyxgun "0" | |
sk_max_ar2 "0" | |
sk_max_ar2_altfire "0" | |
sk_max_buckshot "0" | |
sk_max_crossbow "0" | |
sk_max_gauss_round "0" | |
sk_max_grenade "0" | |
sk_max_pistol "0" | |
sk_max_rpg_round "0" | |
sk_max_smg1 "0" | |
sk_max_smg1_grenade "0" | |
sk_max_sniper_round "0" | |
sk_metropolice_health "0" | |
sk_metropolice_simple_health "26" | |
sk_metropolice_stitch_along_hitcount "2" | |
sk_metropolice_stitch_at_hitcount "1" | |
sk_metropolice_stitch_behind_hitcount "3" | |
sk_metropolice_stitch_distance "1000" | |
sk_metropolice_stitch_reaction "1" | |
sk_metropolice_stitch_tight_hitcount "2" | |
sk_nihilanth_health "800" | |
sk_nihilanth_zap "30" | |
sk_npc_arm "1" | |
sk_npc_chest "1" | |
sk_npc_dmg_357 "0" | |
sk_npc_dmg_airboat "0" | |
sk_npc_dmg_alyxgun "0" | |
sk_npc_dmg_ar2 "0" | |
sk_npc_dmg_buckshot "0" | |
sk_npc_dmg_combineball "15" | |
sk_npc_dmg_crossbow "0" | |
sk_npc_dmg_crowbar "0" | |
sk_npc_dmg_dropship "5" // Dropship container cannon damage. | |
sk_npc_dmg_fraggrenade "0" | |
sk_npc_dmg_grenade "0" | |
sk_npc_dmg_gunship "0" | |
sk_npc_dmg_gunship_to_plr "0" | |
sk_npc_dmg_helicopter "6" // Damage helicopter shots deal to everything but the player | |
sk_npc_dmg_helicopter_to_plr "3" // Damage helicopter shots deal to the player | |
sk_npc_dmg_pistol "0" | |
sk_npc_dmg_rpg_round "0" | |
sk_npc_dmg_satchel "0" | |
sk_npc_dmg_smg1 "0" | |
sk_npc_dmg_smg1_grenade "0" | |
sk_npc_dmg_sniper_round "0" | |
sk_npc_dmg_stunstick "0" | |
sk_npc_dmg_tripmine "0" | |
sk_npc_head "2" | |
sk_npc_leg "1" | |
sk_npc_stomach "1" | |
sk_pathfollower_grenade_radius "0" | |
sk_player_arm "1" | |
sk_player_chest "1" | |
sk_player_head "2" | |
sk_player_leg "1" | |
sk_player_stomach "1" | |
sk_plr_dmg_357 "0" | |
sk_plr_dmg_airboat "0" | |
sk_plr_dmg_alyxgun "0" | |
sk_plr_dmg_ar2 "0" | |
sk_plr_dmg_buckshot "0" | |
sk_plr_dmg_crossbow "0" | |
sk_plr_dmg_crowbar "0" | |
sk_plr_dmg_fraggrenade "0" | |
sk_plr_dmg_grenade "0" | |
sk_plr_dmg_pistol "0" | |
sk_plr_dmg_rpg_round "0" | |
sk_plr_dmg_satchel "0" | |
sk_plr_dmg_smg1 "0" | |
sk_plr_dmg_smg1_grenade "0" | |
sk_plr_dmg_sniper_round "0" | |
sk_plr_dmg_stunstick "0" | |
sk_plr_dmg_tripmine "0" | |
sk_plr_grenade_drop_time "30" | |
sk_plr_health_drop_time "30" | |
sk_plr_num_shotgun_pellets "7" | |
sk_rollermine_shock "0" | |
sk_rollermine_stun_delay "1" | |
sk_rollermine_vehicle_intercept "1" | |
sk_satchel_radius "0" | |
sk_scanner_dmg_dive "0" | |
sk_scanner_health "0" | |
sk_smg1_grenade_radius "0" | |
sk_stalker_health "0" | |
sk_stalker_melee_dmg "0" | |
sk_striderbuster_magnet_multiplier "2" | |
sk_strider_health "350" | |
sk_strider_num_missiles1 "5" | |
sk_strider_num_missiles2 "7" | |
sk_strider_num_missiles3 "7" | |
sk_suitcharger "0" | |
sk_suitcharger_citadel "0" | |
sk_suitcharger_citadel_maxarmor "0" | |
sk_tripmine_radius "0" | |
sk_vortigaunt_armor_charge "30" | |
sk_vortigaunt_armor_charge_per_token "5" | |
sk_vortigaunt_dmg_claw "0" | |
sk_vortigaunt_dmg_rake "0" | |
sk_vortigaunt_dmg_zap "0" | |
sk_vortigaunt_health "0" | |
sk_vortigaunt_vital_antlion_worker_dmg "0" // Vital-ally vortigaunts scale damage taken from antlion workers by this amount. | |
sk_vortigaunt_zap_range "100" // Range of vortigaunts ranged attack (feet) | |
sk_weapon_ar2_alt_fire_duration "4" | |
sk_weapon_ar2_alt_fire_mass "150" | |
sk_weapon_ar2_alt_fire_radius "10" | |
sk_zombie_dmg_both_slash "0" | |
sk_zombie_dmg_one_slash "0" | |
sk_zombie_health "0" | |
sk_zombie_poison_dmg_spit "0" | |
sk_zombie_poison_health "0" | |
sk_zombie_soldier_health "0" | |
slot0 | |
slot1 | |
slot10 | |
slot2 | |
slot3 | |
slot4 | |
slot5 | |
slot6 | |
slot7 | |
slot8 | |
slot9 | |
smoke_trail "1" | |
smoothstairs "1" // Smooth player eye z coordinate when traversing stairs. | |
snapto | |
sndplaydelay // Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname | |
snd_async_flush // Flush all unlocked async audio data | |
snd_async_fullyasync "0" // All playback is fully async (sound doesnt play until data arrives). | |
snd_async_minsize "262144" | |
snd_async_showmem // Show async memory stats | |
snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o. | |
snd_async_stream_spew "0" // 2=buffers | |
snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe | |
snd_defer_trace "1" | |
snd_delay_sound_shift "0" | |
snd_disable_mixer_duck "0" | |
snd_duckerattacktime "0" | |
snd_duckerreleasetime "2" | |
snd_duckerthreshold "0" | |
snd_ducktovolume "0" | |
snd_dumpclientsounds // Dump sounds to VXConsole | |
snd_foliage_db_loss "4" | |
snd_gain "1" | |
snd_gain_max "1" | |
snd_gain_min "0" | |
snd_legacy_surround "0" | |
snd_lockpartial "1" | |
snd_mixahead "0" | |
snd_mix_async "0" | |
snd_musicvolume "1" // Music volume | |
snd_mute_losefocus "1" | |
snd_noextraupdate "0" | |
snd_obscured_gain_dB "0" | |
snd_pitchquality "1" | |
snd_profile "0" | |
snd_rebuildaudiocache // level caches) from reslists | |
snd_refdb "60" | |
snd_refdist "36" | |
snd_restart // Restart sound system. | |
snd_show "0" // Show sounds info | |
snd_showclassname "0" | |
snd_showmixer "0" | |
snd_showstart "0" | |
snd_ShowThreadFrameTime "0" | |
snd_soundmixer "0" | |
snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized | |
snd_surround_speakers "2" | |
snd_visualize "0" // Show sounds location in world | |
snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions. | |
snd_vox_globaltimeout "300" | |
snd_vox_sectimetout "300" | |
snd_vox_seqtimetout "300" | |
snd_writemanifest // outputs the precache manifest for the current level | |
sniperspeak "0" | |
sniperviewdist "35" | |
sniper_xbox_delay "1" | |
soundfade // Fade client volume. | |
soundinfo // Describe the current sound device. | |
soundlist // List all known sounds. | |
soundpatch_captionlength "2" // How long looping soundpatch captions should display for. | |
soundscape_debug "0" // red lines show soundscapes that ar | |
soundscape_dumpclient // Dumps the clients soundscape data. | |
soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes | |
soundscape_flush // Flushes the server & client side soundscapes | |
spawnicon_disablepreload "0" // Set to 1 to disable preloading | |
speak // Play a constructed sentence. | |
spec_autodirector "1" // Auto-director chooses best view modes while spectating | |
spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam. | |
spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam. | |
spec_freeze_time "4" // Time spend frozen in observer freeze cam. | |
spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam. | |
spec_pos // dump position and angles to the console | |
spec_scoreboard "0" | |
spec_track "0" // Tracks an entity in spec mode | |
spike // generates a fake spike | |
startdemos // Play demos in demo sequence. | |
startmovie // Start recording movie frames. | |
startupmenu // and were not in developer | |
star_memory // Dump memory stats | |
stats // Prints server performance variables | |
status // Display map and connection status. | |
step_spline "0" | |
stop // Finish recording demo. | |
stopdemo // Stop playing back a demo. | |
stopsound | |
stopsounds // Stops all sounds.. | |
stopsoundscape // Stops all soundscape processing and fades current looping sounds | |
striderbuster_allow_all_damage "0" // If set to 1 the bomb will detonate on any damage taken. Otherwise only the player may trigger it. | |
striderbuster_autoaim_radius "64" | |
striderbuster_debugseek "0" | |
striderbuster_die_detach "1" | |
striderbuster_dive_force "-200" | |
striderbuster_falloff_power "4" // Order of the distance falloff. 1 = linear 2 = quadratic | |
striderbuster_health "14" | |
striderbuster_leg_stick_dist "80" // the max distance from the head at which it sticks anyway. | |
striderbuster_magnetic_force_hunter "1750000" // Intensity of magnades attraction to a hunter. | |
striderbuster_magnetic_force_strider "750000" // Intensity of magnades attraction to a strider. | |
striderbuster_shot_velocity "2500" // Speed at which launch the bomb from the physcannon | |
striderbuster_use_particle_flare "1" | |
strider_always_use_procedural_height "0" | |
strider_ar2_altfire_dmg "25" | |
strider_distributed_fire "1" | |
strider_eyepositions "0" | |
strider_free_knowledge "0" | |
strider_free_pass_after_escorts_dead "2" | |
strider_free_pass_cover_dist "120" | |
strider_free_pass_duration "2" | |
strider_free_pass_move_tolerance "320" | |
strider_free_pass_refill_rate "0" | |
strider_free_pass_start_time "3" | |
strider_free_pass_tolerance_after_escorts_dead "600" | |
strider_idle_test "0" | |
strider_immolate "0" | |
strider_missile_suppress_dist "240" | |
strider_missile_suppress_time "3" | |
strider_pct_height_no_crouch_move "90" | |
strider_peek_eye_dist "1" | |
strider_peek_eye_dist_z "4" | |
strider_peek_time "0" | |
strider_peek_time_after_damage "4" | |
strider_show_cannonlos "0" | |
strider_show_focus "0" | |
strider_show_weapon_los_condition "0" | |
strider_show_weapon_los_z "0" | |
strider_test_height "0" | |
stringtabletotals // Size of all string tables | |
stringtabletotals // Size of all string tables | |
studio_queue_mode "1" | |
stuffcmds // Parses and stuffs command line + commands to command buffer. | |
suitvolume "0" | |
surfaceprop // Reports the surface properties at the cursor | |
sv_accelerate "10" | |
sv_airaccelerate "10" | |
sv_allowdownload "1" // Allow clients to download files | |
sv_allowupload "1" // Allow clients to upload customizations files | |
sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server. | |
sv_allow_voice_from_file "0" // Allow or disallow clients from using voice_inputfromfile on this server. | |
sv_allow_votes "1" // Allow voting? | |
sv_alltalk "0" // no team restrictions | |
sv_alternateticks "0" // server only simulates entities on even numbered ticks. | |
sv_autojump "0" | |
sv_autoladderdismount "1" // Automatically dismount from ladders when you reach the end (dont have to +USE). | |
sv_autosave "0" // Set to 1 to autosave game on level transition. Does not affect autosave triggers. | |
sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark. | |
sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks. | |
sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type. | |
sv_bonus_map_challenge_update // Updates a bonus map challenge score. | |
sv_bonus_map_complete // Completes a bonus map. | |
sv_bonus_map_unlock // Locks a bonus map. | |
sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls. | |
sv_cheats "1" // Allow cheats on server | |
sv_clearhinthistory // Clear memory of server side hints displayed to the player. | |
sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an | |
sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_ | |
sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 | |
sv_client_predict "1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se | |
sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount | |
sv_consistency "1" // Whether the server enforces file consistency for critical files | |
sv_contact "0" // Contact email for server sysop | |
sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed. | |
sv_debugtempentities "0" // Show temp entity bandwidth usage. | |
sv_debug_player_use "0" // Green box=radius success | |
sv_defaultdeployspeed "4" | |
sv_defaultgamemode "0" // The default gamemode | |
sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on) | |
sv_deltatime "0" // Enable profiling of CalcDelta calls | |
sv_disable_querycache "0" // debug - disable trace query cache | |
sv_downloadurl "0" // Location from which clients can download missing files | |
sv_dumpstringtables "0" | |
sv_enableoldqueries "0" // Enable support for old style (HL1) server queries | |
sv_filterban "1" // Set packet filtering by IP mode | |
sv_footsteps "1" // Play footstep sound for players | |
sv_forcepreload "0" // Force server side preloading. | |
sv_friction "8" // World friction. | |
sv_gamemode "0" // The current gamemode name | |
sv_gamemodeoverride "0" // Gamemode to override. | |
sv_gravity "600" // World gravity. | |
sv_hudhint_sound "1" | |
sv_infinite_aux_power "0" | |
sv_ladderautomountdot "0" // this is the tolerance for looking now directly along the ladder axis. | |
sv_ladder_useonly "0" // ladders can only be mounted by pressing +USE | |
sv_lan "0" // no non-class C addresses ) | |
sv_loadingurl "0" // URL to show to clients while joining the server | |
sv_logbans "0" // Log server bans in the server logs. | |
sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files) | |
sv_logdownloadlist "1" | |
sv_logecho "1" // Echo log information to the console. | |
sv_logfile "1" // Log server information in the log file. | |
sv_logflush "0" // Flush the log file to disk on each write (slow). | |
sv_logsdir "0" // Folder in the game directory where server logs will be stored. | |
sv_logsecret "0" // not usual 0x52) | |
sv_log_onefile "0" // Log server information to only one file. | |
sv_lowedict_action "0" // 4 - go to the next ma | |
sv_lowedict_threshold "8" // take the action specified by sv_lowedict_action. | |
sv_massreport "0" | |
sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm | |
sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate. | |
sv_maxplayers "8" // This is a hack around the fact that maxplayers isnt a real convar. | |
sv_maxrate "0" // 0 == unlimited | |
sv_maxreplay "0" // Maximum replay time in seconds | |
sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use. | |
sv_maxupdaterate "66" // Maximum updates per second that the server will allow | |
sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis. | |
sv_max_connects_sec "2" // Maximum connections per second to respond to from a single IP address. | |
sv_max_connects_sec_global "0" // Maximum connections per second to respond to from anywhere. | |
sv_max_connects_window "4" // Window over which to average connections per second averages. | |
sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address. | |
sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere. | |
sv_max_queries_window "30" // Window over which to average queries per second averages. | |
sv_max_usercmd_future_ticks "12" // Prevents clients from running usercmds too far in the future. Prevents speed hacks. | |
sv_memlimit "0" // the server wi | |
sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited. | |
sv_minrate "3500" // 0 == unlimited | |
sv_minupdaterate "10" // Minimum updates per second that the server will allow | |
sv_namechange_cooldown_seconds "20" // wait N seconds allowing another name change | |
sv_netspike_on_reliable_snapshot_overflow "0" // the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow | |
sv_noclipaccelerate "5" | |
sv_noclipduringpause "0" // etc.). | |
sv_noclipspeed "5" | |
sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak. | |
sv_parallel_packentities "1" | |
sv_parallel_sendsnapshot "1" | |
sv_passengersalwaysvisible "1" | |
sv_password "0" // Server password for entry into multiplayer games | |
sv_pausable "0" // Is the server pausable. | |
sv_playerforcedupdate "10" | |
sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history | |
sv_playerpickupallowed "1" // Allow the player to pick things up using the USE key | |
sv_precacheinfo // Show precache info. | |
sv_pure // Show user data. | |
sv_pure_kick_clients "1" // it will issue a warning to the client. | |
sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file. | |
sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS | |
sv_querycache_stats // Display status of the query cache (client only) | |
sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication | |
sv_rcon_log "1" // Enable/disable rcon logging. | |
sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned | |
sv_rcon_maxpacketbans "1" // Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize | |
sv_rcon_maxpacketsize "1024" // The maximum number of bytes to allow in a command packet | |
sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned | |
sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications | |
sv_region "-1" // The region of the world to report this server in. | |
sv_restrict_aspect_ratio_fov "1" // This can be used to limit the effective FOV of users using wide-screen resolutions with aspect ratios wider than 1.85:1 (slight | |
sv_robust_explosions "1" | |
sv_rollangle "0" // Max view roll angle | |
sv_rollspeed "200" | |
sv_scriptenforcer "0" // Enforce script consistency | |
sv_scriptenforcer_initialkick "0" // Kick for initial SE check failure | |
sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.) | |
sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated. | |
sv_show_crosshair_target "0" | |
sv_shutdown // Sets the server to shutdown next time its empty | |
sv_skyname "0" // Current name of the skybox texture | |
sv_soundemitter_trace "0" // Show all EmitSound calls including their symbolic name and the actual wave file they resolved to | |
sv_specaccelerate "5" | |
sv_specnoclip "1" | |
sv_specspeed "3" | |
sv_stats "1" // Collect CPU usage stats | |
sv_steamblockingcheck "0" // 3 >= dr | |
sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm | |
sv_stickysprint "0" | |
sv_stickysprint_default "0" | |
sv_stopspeed "50" // Minimum stopping speed when on ground. | |
sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs | |
sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma. | |
sv_teststepsimulation "1" | |
sv_test_scripted_sequences "0" // Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu | |
sv_thinktimecheck "0" // Check for thinktimes all on same timestamp. | |
sv_timeout "180" // the client is dropped | |
sv_turbophysics "0" // Turns on turbo physics | |
sv_unlockedchapters "19" // Highest unlocked game chapter. | |
sv_usermessage_maxsize "1024" // The max number of bytes to output per tick | |
sv_use_steam_voice "1" // voice_inputfromfile will no longer function). | |
sv_vehicle_autoaim_scale "8" | |
sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients | |
sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. | |
sv_voiceenable "1" | |
sv_vote_allow_spectators "0" // Allow spectators to vote? | |
sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long | |
sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen. | |
sv_wateraccelerate "10" | |
sv_waterfriction "1" | |
systemlinkport "27030" // System Link port | |
sys_minidumpexpandedspew "1" | |
sys_minidumpspewlines "500" // Lines of crash dump console spew to keep. | |
template_debug "0" | |
testhudanim // Test a hud element animation. Arguments: <anim name> | |
testscript_debug "0" // Debug test scripts. | |
Test_CreateEntity | |
test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau | |
Test_EHandle | |
test_entity_blocker // Test command that drops an entity blocker out in front of the player. | |
test_freezeframe // Test the freeze frame code. | |
Test_InitRandomEntitySpawner | |
test_massive_dmg "30" | |
test_massive_dmg_clip "0" | |
Test_ProxyToggle_EnableProxy | |
Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue | |
Test_ProxyToggle_SetValue | |
Test_RandomizeInPVS | |
Test_RandomPlayerPosition | |
Test_RemoveAllRandomEntities | |
Test_SpawnRandomEntities | |
texture_budget_background_alpha "128" // how translucent the budget panel is | |
texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1 | |
texture_budget_panel_global "0" // Show global times in the texture budget panel. | |
texture_budget_panel_height "284" // height in pixels of the budget panel | |
texture_budget_panel_width "512" // width in pixels of the budget panel | |
texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel | |
texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel | |
tf_arena_max_streak "3" // Teams will be scrambled if one team reaches this streak | |
tf_arena_preround_time "10" // Length of the Pre-Round time | |
tf_arena_round_time "0" | |
tf_arena_use_queue "1" // Enables the spectator queue system for Arena. | |
tf_escort_recede_time "30" | |
tf_escort_recede_time_overtime "5" | |
tf_escort_score_rate "1" // in points per second | |
tf_matprox_BurnLevel "0" | |
tf_matprox_InvulnLevel "0" | |
tf_matprox_spy_invis "0" | |
tf_matprox_YellowLevel "1" | |
tf_show_train_path "0" | |
think_limit "10" // warning is printed if this is exceeded. | |
thirdperson // Switch to thirdperson camera. | |
thirdperson_mayamode // Switch to thirdperson Maya-like camera controls. | |
thirdperson_platformer "0" // Player will aim in the direction they are moving. | |
thirdperson_screenspace "0" // eg: left means screen-left | |
threadpool_affinity "1" // Enable setting affinity | |
thumper_show_radius "0" // advisor will use her custom impact damage table. | |
timedemo // Play a demo and report performance info. | |
timedemoquit // and then exit | |
timerefresh // Profile the renderer. | |
toggle // or cycles through a set of values. | |
toggleconsole // Show/hide the console. | |
toggle_duck // Toggles duck | |
toggle_zoom // Toggles zoom display | |
toybox_entity // Spawn a test entity from a local file | |
toybox_save // Save a game onto the cloud | |
toybox_weapon // Spawn a test weapon from a local file | |
tracer_extra "1" | |
trace_report "0" | |
tv_allow_camera_man "1" // Auto director allows spectators to become camera man | |
tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots | |
tv_autorecord "0" // Automatically records all games as SourceTV demos. | |
tv_autoretry "1" // Relay proxies retry connection after network timeout | |
tv_chatgroupsize "0" // Set the default chat group size | |
tv_chattimelimit "8" // Limits spectators to chat only every n seconds | |
tv_clients // Shows list of connected SourceTV clients. | |
tv_debug "0" // SourceTV debug info. | |
tv_delay "30" // SourceTV broadcast delay in seconds | |
tv_delaymapchange "0" // Delays map change until broadcast is complete | |
tv_deltacache "2" // Enable delta entity bit stream cache | |
tv_dispatchmode "1" // 2=always | |
tv_enable "0" // Activates SourceTV on server. | |
tv_maxclients "128" // Maximum client number on SourceTV server. | |
tv_maxrate "8000" // 0 == unlimited | |
tv_msg // Send a screen message to all clients. | |
tv_name "0" // SourceTV host name | |
tv_nochat "0" // Dont receive chat messages from other SourceTV spectators | |
tv_overridemaster "0" // Overrides the SourceTV master root address. | |
tv_password "0" // SourceTV password for all clients | |
tv_port "27020" // Host SourceTV port | |
tv_relay // Connect to SourceTV server and relay broadcast. | |
tv_relaypassword "0" // SourceTV password for relay proxies | |
tv_relayvoice "1" // 1=on | |
tv_retry // Reconnects the SourceTV relay proxy. | |
tv_snapshotrate "16" // Snapshots broadcasted per second | |
tv_status // Show SourceTV server status. | |
tv_stop // Stops the SourceTV broadcast. | |
tv_stoprecord // Stops SourceTV demo recording. | |
tv_timeout "30" // SourceTV connection timeout in seconds. | |
tv_title "0" // Set title for SourceTV spectator UI | |
tv_transmitall "0" // Transmit all entities (not only director view) | |
ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI | |
ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI | |
unbind // Unbind a key. | |
unbindall // Unbind all keys. | |
unbind_mac // Unbind a key on the Mac only. | |
unpause // Unpause the game. | |
updatemyinfo // Re-send your myinfo variables to the server | |
use // Use a particular weapon Arguments: <weapon_name> | |
user // Show user data. | |
users // Show user info for players on server. | |
user_context // Set a Rich Presence Context: user_context <context id> <context value> | |
user_property // Set a Rich Presence Property: user_property <property id> | |
vcollide_wireframe "0" // Render physics collision models in wireframe | |
vcr_verbose "0" // Write extra information into .vcr file. | |
vehicle_flushscript // Flush and reload all vehicle scripts | |
version // Print version info string. | |
vgui_allowhtml "1" | |
vgui_drawfocus "0" // Report which panel is under the mouse. | |
vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level. | |
vgui_drawtree_bounds "0" // Show panel bounds. | |
vgui_drawtree_clear | |
vgui_drawtree_draw_selected "0" // Highlight the selected panel | |
vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view. | |
vgui_drawtree_hidden "0" // Draw the hidden panels. | |
vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view. | |
vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view. | |
vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order. | |
vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order. | |
vgui_drawtree_visible "1" // Draw the visible panels. | |
vgui_luapaint "1" | |
vgui_message_dialog_modal "1" | |
vgui_togglepanel // show/hide vgui panel by name. | |
video_quicktime_decode_gamma "0" // QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5 | |
video_quicktime_encode_gamma "3" // QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5 | |
viewmodel_fov "54" | |
violence_ablood "1" // Draw alien blood | |
violence_agibs "1" // Show alien gib entities | |
violence_hblood "1" // Draw human blood | |
violence_hgibs "1" // Show human gib entities | |
voice_avggain "0" | |
voice_clientdebug "0" | |
voice_debugfeedback "0" | |
voice_debugfeedbackfrom "0" | |
voice_enable "1" | |
voice_fadeouttime "0" | |
voice_forcemicrecord "1" | |
voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone. | |
voice_loopback "0" | |
voice_maxgain "10" | |
voice_modenable "1" // Enable/disable voice in this mod. | |
voice_overdrive "2" | |
voice_overdrivefadetime "0" | |
voice_printtalkers // voice debug. | |
voice_profile "0" | |
voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav | |
voice_scale "1" | |
voice_serverdebug "0" | |
voice_showchannels "0" | |
voice_showincoming "0" | |
voice_steal "2" | |
voice_writevoices "0" // Saves each speakers voice data into separate .wav files | |
volume "1" // Sound volume | |
voxeltree_box // Vector(max)>. | |
voxeltree_playerview // View entities in the voxel-tree at the player position. | |
voxeltree_sphere // float(radius)>. | |
voxeltree_view // View entities in the voxel-tree. | |
vox_reload // Reload sentences.txt file | |
vprof // Toggle VProf profiler | |
vprof_adddebuggroup1 // add a new budget group dynamically for debugging | |
vprof_cachemiss // Toggle VProf cache miss checking | |
vprof_cachemiss_off // Turn off VProf cache miss checking | |
vprof_cachemiss_on // Turn on VProf cache miss checking | |
vprof_child | |
vprof_collapse_all // Collapse the whole vprof tree | |
vprof_counters "0" | |
vprof_dump_groupnames // Write the names of all of the vprof groups to the console. | |
vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console. | |
vprof_dump_spikes "0" // negative to reset after dump | |
vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes | |
vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes | |
vprof_expand_all // Expand the whole vprof tree | |
vprof_expand_group // Expand a budget group in the vprof tree by name | |
vprof_generate_report // Generate a report to the console. | |
vprof_generate_report_AI // Generate a report to the console. | |
vprof_generate_report_AI_only // Generate a report to the console. | |
vprof_generate_report_budget // Generate a report to the console based on budget group. | |
vprof_generate_report_hierarchy // Generate a report to the console. | |
vprof_generate_report_map_load // Generate a report to the console. | |
vprof_graph "0" // Draw the vprof graph. | |
vprof_graphheight "256" | |
vprof_graphwidth "512" | |
vprof_nextsibling | |
vprof_off // Turn off VProf profiler | |
vprof_on // Turn on VProf profiler | |
vprof_parent | |
vprof_playback_average // Average the next N frames. | |
vprof_playback_start // Start playing back a recorded .vprof file. | |
vprof_playback_step // step to the next tick. | |
vprof_playback_stepback // step to the previous tick. | |
vprof_playback_stop // Stop playing back a recorded .vprof file. | |
vprof_prevsibling | |
vprof_remote_start // Request a VProf data stream from the remote server (requires authentication) | |
vprof_remote_stop // Stop an existing remote VProf data request | |
vprof_reset // Reset the stats in VProf profiler | |
vprof_reset_peaks // Reset just the peak time in VProf profiler | |
vprof_scope "0" // Set a specific scope to start showing vprof tree | |
vprof_scope_entity_gamephys "0" | |
vprof_scope_entity_thinks "0" | |
vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel | |
vprof_verbose "1" // Set to one to show average and peak times | |
vprof_vtune_group // enable vtune for a particular vprof group (disable to disable) | |
vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code. | |
vtune // Controls VTunes sampling. | |
v_centermove "0" | |
v_centerspeed "500" | |
v_ipitch_cycle "1" | |
v_ipitch_level "0" | |
v_iroll_cycle "0" | |
v_iroll_level "0" | |
v_iyaw_cycle "2" | |
v_iyaw_level "0" | |
weapon_showproficiency "0" | |
windows_speaker_config "4" | |
wipe_nav_attributes // Clear all nav attributes of selected area. | |
writeid // Writes a list of permanently-banned user IDs to banned_user.cfg. | |
writeip // Save the ban list to banned_ip.cfg. | |
x360_audio_english "0" // Keeps track of whether were forcing english in a localized language. | |
x360_resolution_height "480" // This is only used for reference. Changing this value does nothing | |
x360_resolution_interlaced "0" // This is only used for reference. Changing this value does nothing | |
x360_resolution_widescreen_mode "0" // This is only used for reference. Changing this value does nothing | |
x360_resolution_width "640" // This is only used for reference. Changing this value does nothing | |
xbox_autothrottle "1" | |
xbox_steering_deadzone "0" | |
xbox_throttlebias "100" | |
xbox_throttlespoof "200" | |
xc_crouch_debounce "0" | |
xc_crouch_range "0" // Percentarge [1..0] of joystick range to allow ducking within | |
xc_uncrouch_on_jump "1" // Uncrouch when jump occurs | |
xc_use_crouch_limiter "0" // Use the crouch limiting logic on the controller | |
xload // Load a saved game from a 360 storage device. | |
xlook | |
xmove | |
xsave // Saves current game to a 360 storage device. | |
zombie_ambushdist "16000" | |
zombie_basemax "100" | |
zombie_basemin "100" | |
zombie_changemax "0" | |
zombie_changemin "0" | |
zombie_decaymax "0" | |
zombie_decaymin "0" | |
zombie_moanfreq "1" | |
zombie_stepfreq "4" | |
zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in. | |
_autosave // Autosave | |
_autosavedangerous // AutoSaveDangerous | |
_bugreporter_restart // Restarts bug reporter .dll | |
_fov "0" // Automates fov command to server. | |
_resetgamestats // Erases current game stats and writes out a blank stats file | |
_restart // Shutdown and restart the engine. |
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