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Day of Defeat: Source Console Commands


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Day of Defeat: Source 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

+overview_largemap

+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

-overview_largemap

-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.

addip // Add an IP address to the ban list.

adsp_alley_min "122"

adsp_courtyard_min "126"

adsp_debug "0"

adsp_door_height "112"

adsp_duct_min "106"

adsp_hall_min "110"

adsp_low_ceiling "108"

adsp_opencourtyard_min "126"

adsp_openspace_min "130"

adsp_openstreet_min "118"

adsp_openwall_min "130"

adsp_room_min "102"

adsp_street_min "118"

adsp_tunnel_min "114"

adsp_wall_height "128"

air_density // Changes the density of air for drag computations.

ai_auto_contact_solver "1"

ai_block_damage "0"

ai_debugscriptconditions "0"

ai_debug_assault "0"

ai_debug_avoidancebounds "0"

ai_debug_directnavprobe "0"

ai_debug_doors "0"

ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.

ai_debug_efficiency "0"

ai_debug_enemies "0"

ai_debug_expressions "0" // Show random expression decisions for NPCs.

ai_debug_follow "0"

ai_debug_loners "0"

ai_debug_looktargets "0"

ai_debug_los "0" // itl

ai_debug_nav "0"

ai_debug_node_connect // Debug the attempted connection between two nodes

ai_debug_ragdoll_magnets "0"

ai_debug_shoot_positions "0"

ai_debug_speech "0"

ai_debug_squads "0"

ai_debug_think_ticks "0"

ai_default_efficient "0"

ai_drawbattlelines "0"

ai_drop_hint // Drop an ai_hint at the players current eye position.

ai_dump_hints

ai_efficiency_override "0"

ai_enable_fear_behavior "1"

ai_expression_frametime "0" // Maximum frametime to still play background expressions.

ai_expression_optimization "0" // Disable npc background expressions when you cant see them.

ai_fear_player_dist "720"

ai_find_lateral_cover "1"

ai_find_lateral_los "1"

ai_follow_use_points "1"

ai_follow_use_points_when_moving "1"

ai_force_serverside_ragdoll "0"

ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).

ai_lead_time "0"

ai_LOS_mode "0"

ai_moveprobe_debug "0"

ai_moveprobe_jump_debug "0"

ai_moveprobe_usetracelist "0"

ai_navigator_generate_spikes "0"

ai_navigator_generate_spikes_strength "8"

ai_norebuildgraph "0"

ai_no_local_paths "0"

ai_no_node_cache "0"

ai_no_select_box "0"

ai_no_steer "0"

ai_no_talk_delay "0"

ai_path_adjust_speed_on_immediate_turns "1"

ai_path_insert_pause_at_est_end "1"

ai_path_insert_pause_at_obstruction "1"

ai_post_frame_navigation "0"

ai_radial_max_link_dist "512"

ai_reaction_delay_alert "0"

ai_reaction_delay_idle "0"

ai_rebalance_thinks "1"

ai_report_task_timings_on_limit "0"

ai_sequence_debug "0"

ai_setupbones_debug "0" // Shows that bones that are setup every think

ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps

ai_shot_bias "1"

ai_shot_bias_max "1"

ai_shot_bias_min "-1"

ai_shot_stats "0"

ai_shot_stats_term "1000"

ai_show_hull_attacks "0"

ai_show_think_tolerance "0"

ai_simulate_task_overtime "0"

ai_spread_cone_focus_time "0"

ai_spread_defocused_cone_multiplier "3"

ai_spread_pattern_focus_time "0"

ai_strong_optimizations "0"

ai_strong_optimizations_no_checkstand "0"

ai_task_pre_script "0"

ai_test_moveprobe_ignoresmall "0"

ai_think_limit_label "0"

ai_use_clipped_paths "1"

ai_use_efficiency "1"

ai_use_frame_think_limits "1"

ai_use_think_optimizations "1"

ai_use_visibility_cache "1"

ai_vehicle_avoidance "1"

alias // Alias a command.

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.

askconnect_accept // Accept a redirect request by the server.

async_allow_held_files "1" // Allow AsyncBegin/EndRead()

async_mode "0" // 1 = synchronous)

async_resume

async_serialize "0" // Force async reads to serialize for profiling

async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation

async_suspend

audit_save_in_memory // Audit the memory usage and files in the save-to-memory system

autoaim_max_deflect "0"

autoaim_max_dist "2160"

autosave // Autosave

autosavedangerous // AutoSaveDangerous

autosavedangerousissafe

banid // Add a user ID to the ban list.

banip // Add an IP address to the ban list.

benchframe // Takes a snapshot of a particular frame in a time demo.

bench_end // Ends gathering of info.

bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.

bench_start // Starts gathering of info. Arguments: filename to write results into

bench_upload // Uploads most recent benchmark stats to the Valve servers.

bind // Bind a key.

binds_per_command "1"

BindToggle // Performs a bind <key> increment var <cvar> 0 1 1

bind_mac // not win32

blink_duration "0" // How many seconds an eye blink will last.

bloodspray // blood

bot // Add a bot.

bot_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.

bugreporter_includebsp "1" // Include .bsp for internal bug submissions.

bugreporter_uploadasync "0" // Upload attachments asynchronously

bug_swap // Automatically swaps the current weapon for the bug bait and back again.

buildcubemaps // Rebuild cubemaps.

building_cubemaps "0"

cache_print // cache_print [section] Print out contents of cache memory.

cache_print_lru // cache_print_lru [section] Print out contents of cache memory.

cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.

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_emit // Emits a closed caption

cc_findsound // Searches for soundname which emits specified text.

cc_flush // Flushes asyncd captions.

cc_lang "0" // Current close caption language (emtpy = use game UI language)

cc_linger_time "1" // Close caption linger time.

cc_minvisibleitems "1" // Minimum number of caption items to show.

cc_predisplay_time "0" // Close caption delay before showing caption.

cc_random // Emits a random caption

cc_sentencecaptionnorepeat "4" // How often a sentence can repeat.

cc_showblocks // Toggles showing which blocks are pending/loaded async.

cc_smallfontlength "300" // force usage of small font size.

cc_subtitles "0" // wont help hearing impaired players).

centerview

changeclass // Choose a new class

changelevel // Change server to the specified map

changelevel2 // Transition to the specified map in single player

changeteam // Choose a new team

ch_createairboat // Spawn airboat in front of the player.

ch_createjeep // Spawn jeep in front of the player.

clear // Clear all console output.

clear_debug_overlays // clears debug overlays

clientport "27005" // Host game client port

closecaption "0" // Enable close captioning.

cl_allowdownload "1" // Client downloads customization files

cl_allowupload "1" // Client uploads customization files

cl_anglespeedkey "0"

cl_animationinfo // Hud element to examine.

cl_autoreload "1" // Set to 1 to auto reload your weapon when it is empty

cl_autorezoom "1" // sniper rifles and bazooka weapons will automatically raise after each shot

cl_avoidspeed "1000"

cl_backspeed "450"

cl_blobbyshadows "0"

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_coldbreath_enable "1"

cl_coldbreath_forcestamina "0"

cl_crosshair_alpha "200"

cl_crosshair_approach_speed "0"

cl_crosshair_blue "0"

cl_crosshair_file "0"

cl_crosshair_green "0"

cl_crosshair_red "255"

cl_crosshair_scale "32"

cl_customsounds "0" // Enable customized player sound playback

cl_deatheffect_always_on "0" // Always show the death effect

cl_deathicon_bg_alpha "1"

cl_deathicon_height "18"

cl_deathicon_width "57"

cl_deathlookup "0" // Sets the lookup map to use for death cameras

cl_debugrumble "0" // Turn on rumble debugging spew

cl_debug_player_perf "0"

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 "64" // radius around detail sprite to avoid players

cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players

cl_detail_max_sway "5" // Amplitude of the detail prop sway

cl_detail_multiplier "1" // extra details to create

cl_disablehtmlmotd "0" // Disable HTML motds.

cl_dod_freezecam "1" // Client option to not show freeze camera on death

cl_downloadfilter "0" // nosounds)

cl_drawhud "1" // Enable the rendering of the hud

cl_drawleaf "-1"

cl_drawmaterial "0" // Draw a particular material over the frame

cl_drawmonitors "1"

cl_drawshadowtexture "0"

cl_dump_particle_stats // dump particle profiling info to particle_profile.csv

cl_dynamic_crosshair "1"

cl_ejectbrass "1"

cl_enabledeatheffects "1" // Enable/disable death camera effects

cl_enabledeathfilmgrain "1" // Enable/disable the death camera film grain

cl_enablespectatoreffects "0" // Enable/disable spectator camera effects

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_gunlowerangle "30"

cl_gunlowerspeed "2"

cl_headiconoffset "24"

cl_headiconsize "8"

cl_idealpitchscale "0"

cl_identiconmode "2" // 2 - icons over teammates heads 1- icons over target teammate 0 - no head icons

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_low_violence "0"

cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered

cl_mouseenable "1"

cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.

cl_muzzleflash_dlight_1st "1"

cl_muzzleflash_dlight_3rd "1"

cl_new_impact_effects "0"

cl_observercrosshair "1"

cl_overdraw_test "0"

cl_overview_chat_time "2"

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_playerspraydisable "0" // Disable player sprays.

cl_precacheinfo // Show precache info (client).

cl_predict "1" // Perform client side prediction.

cl_predictionlist "0" // Show which entities are predicting

cl_predictweapons "1" // Perform client side prediction of weapon effects.

cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)

cl_pred_track // for field fieldname.

cl_ragdoll_collide "0"

cl_ragdoll_fade_time "15"

cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.

cl_ragdoll_pronecheck_distance "64"

cl_removedecals // Remove the decals from the entity under the crosshair.

cl_resend "6" // Delay in seconds before the client will resend the connect attempt

cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)

cl_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_speed "0" // spam console with local player speed

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_spectatorlookup "0" // Sets the lookup map to use for spectator cameras

cl_spec_mode "1" // spectator mode

cl_sporeclipdistance "512"

cl_sun_decay_rate "0"

cl_team "0" // Default team when joining a game

cl_test_vm_offset "0"

cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()

cl_threaded_client_leaf_system "0"

cl_timeout "30" // the client will disconnect itself

cl_updaterate "20" // Number of packets per second of updates you are requesting from the server

cl_upspeed "320"

cl_view // Set the view entity index.

cl_voicesubtitles "1" // Enable/disable subtitle printing on voice commands and hand signals.

cl_voicetest "0"

cl_voice_filter "0" // Filter voice by name substring

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 "2"

cl_yawspeed "210" // Client yaw speed.

cmd // Forward command to server.

collision_shake_amp "0"

collision_shake_freq "0"

collision_shake_time "0"

collision_test // Tests collision system

colorcorrectionui // Show/hide the color correction tools UI.

commentary "0" // Desired commentary mode state.

commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.

commentary_cvarsnotchanging

commentary_finishnode

commentary_firstrun "0"

commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>

commentary_testfirstrun

condump // dump the text currently in the console to condumpXX.log

connect // Connect to specified server.

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_logfile "0" // Console output gets written to this file

con_notifytime "8" // How long to display recent console text to the upper part of the game window

con_nprint_bgalpha "50" // Con_NPrint background alpha.

con_nprint_bgborder "5" // Con_NPrint border size.

con_timestamp "0" // Prefix console.log entries with timestamps

con_trace "0" // Print console text to low level printout.

coop "0" // Cooperative play.

CreateHairball

CreatePredictionError // Create a prediction error

create_flashlight

creditsdone

crosshair "1"

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 "1" // Running a deathmatch server.

debugsystemui // Show/hide the debug system UI.

debug_materialmodifycontrol "0"

debug_materialmodifycontrol_client "0"

debug_physimpact "0"

debug_touchlinks "0" // Spew touch link activity

decalfrequency "10"

default_fov "90"

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_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.

deployed_bazooka_sensitivity "0" // Mouse sensitivity while deploying a bazooka

deployed_mg_sensitivity "0" // Mouse sensitivity while deploying a machine gun

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

dod_bodyheightoffset "4" // Deploy height offset.

dod_bonusround "1" // the winners of the round can attack in the intermission.

dod_bonusroundtime "15" // Time after round win until round restarts

dod_bulletforcescale "1"

dod_debugdamage "0"

dod_debugmgdeploy "0"

dod_enableroundwaittime "1" // Enable timers to wait between rounds.

dod_explosionforcescale "1"

dod_flagrespawnbonus "1" // How many seconds per advantage flag to decrease the respawn time

dod_freezecam "1" // show players a freezecam shot of their killer on death

dod_friendlyfiresafezone "100" // even if FF is on

dod_grenadegravity "-420" // gravity applied to grenades

dod_grenademaxspeed "1400"

dod_grenademinspeed "500"

dod_grenadespeed "4"

dod_meleeattackforcescale "8"

dod_overview_voice_icon_size "64"

dod_playachievementsound "1"

dod_playerstatetransitions "-2" // dod_playerstatetransitions <ent index or -1 for all>. Show player state transitions.

dod_playrivalrysounds "1"

dod_playwinmusic "1"

dod_showcleanedupents "0" // Show entities that are removed on round respawn

dod_showroundtransitions "0" // Show gamestate round transitions

dod_simulatemultiplecappers "1"

dod_stun_max_pitch "50"

dod_stun_max_roll "30"

dod_stun_max_yaw "150"

dod_stun_min_pitch "30"

dod_stun_min_roll "15"

dod_stun_min_yaw "120"

dod_test_winpanel

dod_waverespawnfactor "1" // Factor for respawn wave timers

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

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.

dumpsavedir // List the contents of the save directory in memory

dumpstringtables // Print string tables to console.

dump_entity_sizes // Print sizeof(entclass)

dump_globals // Dump all global entities/states

dump_panels // Dump Panel Tree

dump_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

enable_debug_overlays "1" // Enable rendering of debug overlays

endmovie // Stop recording movie frames.

english "0" // running the english language set of assets.

ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar

ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo

ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay

ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.

ent_create // Creates an entity of the given type where the player is looking.

ent_debugkeys "0"

ent_dump // Usage: ent_dump <entity name>

ent_fire // Usage: ent_fire <target> [action] [value] [delay]

ent_info // Usage: ent_info <class name>

ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v

ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes

ent_messages_draw "0" // Visualizes all entity input/output activity.

ent_name

ent_orient // only orients target entitys YAW. Use the allangles opt

ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess

ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class

ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar

ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}

ent_rotate // Rotates an entity by a specified # of degrees

ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh

ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /

ent_step // When ent_pause is set this will step through one waiting input / output message at a time.

ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>

ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_

ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha

envmap

escape // Escape key pressed.

exec // Execute script file.

exit // Exit the engine.

explode // Kills the player with explosive damage

explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>

fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.

fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.

fast_fogvolume "0"

filesystem_buffer_size "0" // Size of per file buffers. 0 for none

find // Find concommands with the specified string in their name/help text.

findflags // Find concommands by flags.

find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>

find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>

firetarget

fire_absorbrate "3"

fire_dmgbase "1"

fire_dmginterval "1"

fire_dmgscale "0"

fire_extabsorb "5"

fire_extscale "12"

fire_growthrate "1"

fire_heatscale "1"

fire_incomingheatscale "0"

fire_maxabsorb "50"

firstperson // Switch to firstperson camera.

fish_debug "0" // Show debug info for fish

fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.

flex_expression "0"

flex_looktime "5"

flex_maxawaytime "1"

flex_maxplayertime "7"

flex_minawaytime "0"

flex_minplayertime "5"

flex_rules "1" // Allow flex animation rules to run.

flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.

flex_talk "0"

flush // Flush unlocked cache memory.

flush_locked // Flush unlocked and locked cache memory.

fogui // Show/hide fog control UI.

fog_color "-1"

fog_colorskybox "-1"

fog_enable "1"

fog_enableskybox "1"

fog_enable_water_fog "1"

fog_end "-1"

fog_endskybox "-1"

fog_maxdensity "-1"

fog_maxdensityskybox "-1"

fog_override "0"

fog_start "-1"

fog_startskybox "-1"

force_centerview

fov // Change players FOV

fps_max "300" // cannot be set while connected to a server.

free_pass_peek_debug "0"

fs_convert "1" // Allow Xbox 360 files to be generated at runtime

fs_monitor_read_from_pack "0" // 2:Sync only

fs_printopenfiles // Show all files currently opened by the engine.

fs_report_sync_opens "0" // 2:Not during load

fs_warning_level // Set the filesystem warning level.

fs_warning_mode "0" // 2:Warn other threads

func_breakdmg_bullet "0"

func_breakdmg_club "1"

func_breakdmg_explosive "1"

func_break_max_pieces "15"

func_break_reduction_factor "0"

g15_dumpplayer // Spew player data.

g15_reload // Reloads the Logitech G-15 Keyboard configs.

g15_update_msec "250" // Logitech G-15 Keyboard update interval.

gamemenucommand // Issue game menu command.

gameui_activate // Shows the game UI

gameui_allowescape // Escape key allowed to hide game UI

gameui_allowescapetoshow // Escape key allowed to show game UI

gameui_hide // Hides the game UI

gameui_hide_dialog // asdf

gameui_preventescape // Escape key doesnt hide game UI

gameui_preventescapetoshow // Escape key doesnt show game UI

gameui_show_dialog // Show an arbitrary Dialog.

gameui_xbox "0"

getpos // dump position and angles to the console

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.

god // Toggle. Player becomes invulnerable.

groundlist // Display ground entity list <index>

g_debug_angularsensor "0"

g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.

g_debug_doors "0"

g_debug_npc_vehicle_roles "0"

g_debug_ragdoll_removal "0"

g_debug_ragdoll_visualize "0"

g_debug_trackpather "0"

g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities

g_debug_vehiclebase "0"

g_debug_vehicledriver "0"

g_debug_vehicleexit "0"

g_debug_vehiclesound "0"

g_Language "0"

g_ragdoll_fadespeed "600"

g_ragdoll_important_maxcount "2"

g_ragdoll_lvfadespeed "100"

g_ragdoll_maxcount "8"

hammer_update_entity // Updates the entitys position/angles when in edit mode

hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit

hap_damagescale_game "1"

hap_HasDevice "0" // falcon is connected

hap_melee_scale "0"

hap_noclip_avatar_scale "0"

hap_ui_vehicles "0"

heartbeat // Force heartbeat of master servers

help // Find help about a convar/concommand.

hideconsole // Hide the console.

hidehud "0"

hidepanel // Hides a viewport panel <name>

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_timescale "1" // Prescale the clock by this amount.

host_writeconfig // Store current settings to config.cfg (or specified .cfg file).

hud_autoaim_method "1"

hud_autoaim_scale_icon "0"

hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran

hud_c4pickuppanel "1" // Set to 0 to not draw the HUD c4 pickup panel

hud_capturepanel "1" // Set to 0 to not draw the HUD capture panel

hud_centerid "1"

hud_classautokill "1" // Automatically kill player after choosing a new playerclass.

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_magnetism "0"

hud_reloadscheme // Reloads hud layout and animation scripts.

hud_reticle_alpha_speed "700"

hud_reticle_maxalpha "255"

hud_reticle_minalpha "125"

hud_reticle_scale "1"

hud_saytext_time "12"

hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.

hurtme // Hurts the player. Arguments: <health to lose>

ifm_basecamera_camerastate // Set camera state

ifm_steadycam_2ddragconstant "11"

ifm_steadycam_2dspringconstant "33"

ifm_steadycam_armspeed "0"

ifm_steadycam_mousefactor "1"

ifm_steadycam_mousepower "1"

ifm_steadycam_noise "0"

ifm_steadycam_rotatedamp "0"

ifm_steadycam_rotaterate "60"

ifm_steadycam_sensitivity "1"

ifm_steadycam_zoomdamp "0"

ifm_steadycam_zoomspeed "1"

impulse

incrementvar // Increment specified convar value.

invnext

invprev

in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.

ip "0" // Overrides IP for multihomed hosts

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.

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>

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.

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

load_enttext

lod_TransitionDist "800"

log // and udp < on | off >.

logaddress_add // Set address and port for remote host <ip:port>.

logaddress_del // Remove address and port for remote host <ip:port>.

logaddress_delall // Remove all udp addresses being logged to

logaddress_list // List all addresses currently being used by logaddress.

log_verbose_enable "0" // Set to 1 to enable verbose server log on the server.

log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log.

lookspring "0"

lookstrafe "0"

lservercfgfile "0"

map // Start playing on specified map.

mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers

maps // Displays list of maps.

map_background // Runs a map as the background to the main menu.

map_commentary // on a specified map.

map_edit

map_noareas "0" // Disable area to area connection testing.

map_showspawnpoints // draws for 60 seconds

matchmakingport "27025" // Host Matchmaking port

mat_aaquality "0"

mat_accelerate_adjust_exposure_down "3"

mat_alphacoverage "1"

mat_antialias "0"

mat_autoexposure_max "2"

mat_autoexposure_min "0"

mat_bloomamount_rate "0"

mat_bloomscale "1"

mat_bloom_scalefactor_scalar "0"

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_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_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_filmgrain "0" // Enable/disable film grain post effect

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_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 "1"

mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass

mat_postprocess_x "4"

mat_postprocess_y "1"

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 "16"

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_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.

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

menuselect // menuselect

minisave // Saves game (for current level only!)

mission_list // List all available tactical missions

mission_show // Show the given mission

mm_add_item // Add a stats item

mm_add_player // Add a player

mm_max_spectators "4" // Max players allowed on the spectator team

mm_message // Send a message to all remote clients

mm_minplayers "2" // Number of players required to start an unranked game

mm_select_session // Select a session

mm_session_info // Dump session information

mm_stats

model_list // Dump model list to file

mod_forcedata "1" // Forces all model file data into cache on model load.

mod_forcetouchdata "1" // Forces all model file data into cache on model load.

mod_load_anims_async "0"

mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms

mod_load_mesh_async "0"

mod_load_showstall "0" // 2 - show stalls

mod_load_vcollide_async "0"

mod_lock_mdls_on_load "0"

mod_test_mesh_not_available "0"

mod_test_not_available "0"

mod_test_verts_not_available "0"

mod_touchalldata "1" // Touch model data during level startup

mod_trace_load "0"

motdfile "0" // The MOTD file to load.

motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs.

movie_fixwave // etc.

 

 

 

 

 

 

 

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mp_allowNPCs "1"

mp_allowrandomclass "1" // Allow players to select random class

mp_allowspectators "1" // toggles whether the server allows spectator mode or not

mp_autocrosshair "1"

mp_autokick "0" // Kick idle/team-killing players

mp_bandage_heal_amount "40" // How much health to give after a successful bandage

mp_bonusroundtime "15" // Time after round win until round restarts

mp_cancelwarmup "0" // Set to 1 to end the warmup period.

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_clan_restartround "0" // the round will restart in the specified number of seconds

mp_combinemglimits "0" // Set to 1 to combine the class limit cvars for mg34 and mg42. New limit is sum of two

mp_decals "200"

mp_defaultteam "0"

mp_disable_autokick // Prevents a userid from being auto-kicked

mp_disable_respawn_times "0"

mp_fadetoblack "0" // fade a players screen to black when he dies

mp_falldamage "0"

mp_flashlight "0"

mp_footsteps "1"

mp_forceautoteam "0" // Automatically assign players to teams when joining.

mp_forcecamera "1" // Restricts spectator modes for dead players

mp_forcerespawn "1"

mp_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_limitteams "2" // Max # of players 1 team can have over another

mp_limit_allies_assault "-1" // Class limit for team: Allies class: Assault

mp_limit_allies_mg "-1" // Class limit for team: Allies class: Machinegunner

mp_limit_allies_rifleman "-1" // Class limit for team: Allies class: Rifleman

mp_limit_allies_rocket "-1" // Class limit for team: Allies class: Rocket

mp_limit_allies_sniper "-1" // Class limit for team: Allies class: Sniper

mp_limit_allies_support "-1" // Class limit for team: Allies class: Support

mp_limit_axis_assault "-1" // Class limit for team: Axis class: Assault

mp_limit_axis_mg "-1" // Class limit for team: Axis class: Machinegunner

mp_limit_axis_rifleman "-1" // Class limit for team: Axis class: Rifleman

mp_limit_axis_rocket "-1" // Class limit for team: Axis class: Rocket

mp_limit_axis_sniper "-1" // Class limit for team: Axis class: Sniper

mp_limit_axis_support "-1" // Class limit for team: Axis class: Support

mp_logdetail "0" // 3=both)

mp_maxrounds "0" // max number of rounds to play before server changes maps

mp_respawnwavetime "10" // Time between respawn waves.

mp_restartgame "0" // game will restart in the specified number of seconds

mp_restartwarmup "0" // Set to 1 to start or restart the warmup period.

mp_rocketdamage "150"

mp_rocketradius "200"

mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death.

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_tickpointinterval "30" // Delay between point gives.

mp_timelimit "0" // game time per map in minutes

mp_tournament "0"

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_warmup_time "0" // Warmup 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"

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_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_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_obstructed_areas // Adds all obstructed areas to the selected set

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_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_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 // Toggle. Player becomes non-solid and flies.

notarget // Toggle. Player becomes hidden to NPCs.

npc_ally_deathmessage "1"

npc_height_adjust "1" // Enable test mode for ik height adjustment

npc_sentences "0"

npc_speakall // Force the npc to try and speak all their responses

npc_vphysics "0"

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 "0" // Show players names in map overview.

overview_togglezoom

overview_tracks "0" // 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.

physicsshadowupdate_render "0"

physics_budget // Times the cost of each active object

physics_constraints // Highlights constraint system graph for an entity

physics_debug_entity // Dumps debug info for an entity

physics_highlight_active // Turns on the absbox for all active physics objects

physics_report_active // Lists all active physics objects

physics_select // Dumps debug info for an entity

phys_impactforcescale "1"

phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.

phys_pushscale "1"

phys_speeds "0"

phys_stressbodyweights "5"

phys_timescale "1" // Scale time for physics

phys_upimpactforcescale "0"

picker // pivot and debugging text is displayed for whatever entity the play

ping // Display ping to server.

pipeline_static_props "1"

pixelvis_debug // Dump debug info

play // Play a sound.

playdemo // Play a recorded demo file (.dem ).

player_debug_print_damage "0" // print amount and type of all damage received by player to console.

player_old_armor "0"

playflush // reloading from disk in case of changes.

playgamesound // Play a sound from the game sounds txt file

playsoundscape // Forces a soundscape to play

playvideo // Plays a video: <filename> [width height]

playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>

playvol // Play a sound at a specified volume.

plugin_load // plugin_load <filename> : loads a plugin

plugin_pause // plugin_pause <index> : pauses a loaded plugin

plugin_pause_all // pauses all loaded plugins

plugin_print // Prints details about loaded plugins

plugin_unload // plugin_unload <index> : unloads a plugin

plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin

plugin_unpause_all // unpauses all disabled plugins

print_colorcorrection // Display the color correction layer information.

progress_enable

props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)

props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)

prop_active_gib_limit "999999"

prop_active_gib_max_fade_time "999999"

prop_crosshair // Shows name for prop looking at

prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys

prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}

prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}

pwatchent "-1" // Entity to watch for prediction system changes.

pwatchvar "0" // Entity variable to watch in prediction system for changes.

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"

removeid // Remove a user ID from the ban list.

removeip // Remove an IP address from the ban list.

report_entities // Lists all entities

report_simthinklist // Lists all simulating/thinking entities

report_soundpatch // reports sound patch count

report_soundpatch // reports sound patch count

report_touchlinks // Lists all touchlinks

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).

restartround // Restart the round

retry // Retry connection to last server.

room_type "0"

rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.

rope_collide "1" // Collide rope with the world

rope_rendersolid "1"

rope_shake "0"

rope_smooth "1" // Do an antialiasing effect on ropes

rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect

rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect

rope_smooth_maxalphawidth "1"

rope_smooth_minalpha "0" // Alpha for rope antialiasing effect

rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to

rope_solid_maxalpha "1"

rope_solid_maxwidth "1"

rope_solid_minalpha "0"

rope_solid_minwidth "0"

rope_subdiv "2" // Rope subdivision amount

rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.

rr_debugresponses "0" // it will only show response success/failure for np

rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.

rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.

rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)

rr_reloadresponsesystems // Reload all response system scripts.

r_3dnow // Enable/disable 3DNow code

r_3dsky "1" // Enable the rendering of 3d sky boxes

r_AirboatViewDampenDamp "1"

r_AirboatViewDampenFreq "7"

r_AirboatViewZHeight "0"

r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights

r_ambientfactor "5" // Boost ambient cube by no more than this factor

r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting

r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).

r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright

r_aspectratio "0"

r_avglight "1"

r_avglightmap "0"

r_bloomtintb "0"

r_bloomtintexponent "2"

r_bloomtintg "0"

r_bloomtintr "0"

r_cheapwaterend

r_cheapwaterstart

r_cleardecals // Usage r_cleardecals <permanent>.

r_ClipAreaPortals "1"

r_colorstaticprops "0"

r_debugcheapwater "0"

r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.

r_decals "2048"

r_decalstaticprops "1" // Decal static props test

r_decal_cover_count "4"

r_decal_cullsize "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_eyegloss "1"

r_eyemove "1"

r_eyes "1"

r_eyeshift_x "0"

r_eyeshift_y "0"

r_eyeshift_z "0"

r_eyesize "0"

r_eyewaterepsilon "10"

r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.

r_fastzreject "1" // 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 "256"

r_flashlightdepthtexture "1"

r_flashlightdrawclip "0"

r_flashlightdrawdepth "0"

r_flashlightdrawfrustum "0"

r_flashlightdrawfrustumbbox "0"

r_flashlightdrawsweptbbox "0"

r_flashlightfar "750"

r_flashlightfov "45"

r_flashlightladderdist "40"

r_flashlightlinear "100"

r_flashlightlockposition "0"

r_flashlightmodels "1"

r_flashlightnear "4"

r_flashlightnodraw "0"

r_flashlightoffsetx "10"

r_flashlightoffsety "-20"

r_flashlightoffsetz "24"

r_flashlightquadratic "0"

r_flashlightrender "1"

r_flashlightrendermodels "1"

r_flashlightrenderworld "1"

r_flashlightscissor "1"

r_flashlightshadowatten "0"

r_flashlightupdatedepth "1"

r_flashlightvisualizetrace "0"

r_flashlight_version2 "0"

r_flex "1"

r_flushlod // Flush and reload LODs.

r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling

r_frustumcullworld "1"

r_glint_alwaysdraw "0"

r_glint_procedural "0"

r_hunkalloclightmaps "1"

r_hwmorph "1"

r_itemblinkmax "0"

r_itemblinkrate "4"

r_JeepFOV "90"

r_JeepViewBlendTo "1"

r_JeepViewBlendToScale "0"

r_JeepViewBlendToTime "1"

r_JeepViewDampenDamp "1"

r_JeepViewDampenFreq "7"

r_JeepViewZHeight "10"

r_lightaverage "1" // Activates/deactivate light averaging

r_lightcachecenter "1"

r_lightcachemodel "-1"

r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting

r_lightcache_zbuffercache "0"

r_lightinterp "5" // 0 turns off interpolation

r_lightmap "-1"

r_lightstyle "-1"

r_lightwarpidentity "0"

r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.

r_lod "-1"

r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane

r_maxdlights "12"

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_portalscloseall "0"

r_portalsopenall "0" // Open all portals

r_PortalTestEnts "1" // Clip entities against portal frustums.

r_printdecalinfo

r_proplightingfromdisk "1" // 2=Show Errors

r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset

r_propsmaxdist "1200" // Maximum visible distance

r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.

r_queued_post_processing "0"

r_queued_ropes "1"

r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam

r_rainalpha "0"

r_rainalphapow "0"

r_raindensity "0"

r_RainHack "0"

r_rainlength "0"

r_RainProfile "0" // Enable/disable rain profiling.

r_RainRadius "1500"

r_RainSideVel "130" // How much sideways velocity rain gets.

r_RainSimulate "1" // Enable/disable rain simulation.

r_rainspeed "600"

r_RainSplashPercentage "20"

r_rainwidth "0"

r_randomflex "0"

r_renderoverlayfragment "1"

r_rimlight "1"

r_rootlod "0" // Root LOD

r_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_swingflashlight "1"

r_teeth "1"

r_threaded_client_shadow_manager "0"

r_threaded_particles "1"

r_threaded_renderables "0"

r_unloadlightmaps "0"

r_updaterefracttexture "1"

r_vehicleBrakeRate "1"

r_VehicleViewClamp "1"

r_VehicleViewDampen "1"

r_viewmodelfov "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_visualizeExplosion "0"

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

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.

screenshot // Take a screenshot.

scr_centertime "2"

sensitivity "3" // 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

setmaster // add/remove/enable/disable master servers

setmodel // Changess players model

setpause // Set the pause state of the server.

setpos // Move player to specified origin (must have sv_cheats).

setpos_exact // Move player to an exact specified origin (must have sv_cheats).

shake // Shake the screen.

shake_show "0" // Displays a list of the active screen shakes.

shake_stop // Stops all active screen shakes.

showblockerwalls "0" // Set to 1 to visualize blocker walls

showbudget_texture "0" // Enable the texture budget panel.

showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form

showbudget_texture_global_sum "0"

showconsole // Show the console.

showhitlocation "0"

showinfo // Shows a info panel: <type> <title> <message> [<command number>]

showpanel // Shows a viewport panel <name>

showparticlecounts "0" // Display number of particles drawn per frame

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).

skip_next_map // Skips the next map in the map rotation for the server.

sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.

sk_autoaim_mode "1"

sk_npc_arm "1"

sk_npc_chest "1"

sk_npc_head "2"

sk_npc_leg "1"

sk_npc_stomach "1"

sk_player_arm "1"

sk_player_chest "1"

sk_player_head "2"

sk_player_leg "1"

sk_player_stomach "1"

slot0

slot1

slot10

slot2

slot3

slot4

slot5

slot6

slot7

slot8

slot9

smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.

snapto

sndplaydelay

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 "-2"

snd_pitchquality "1"

snd_profile "0"

snd_rebuildaudiocache // level caches) from reslists

snd_refdb "60"

snd_refdist "36"

snd_restart // Restart sound system.

snd_show "0" // Show sounds info

snd_showclassname "0"

snd_showmixer "0"

snd_showstart "0"

snd_ShowThreadFrameTime "0"

snd_soundmixer "0"

snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized

snd_surround_speakers "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

soundfade // Fade client volume.

soundinfo // Describe the current sound device.

soundlist // List all known sounds.

soundpatch_captionlength "2" // How long looping soundpatch captions should display for.

soundscape_debug "0" // red lines show soundscapes that ar

soundscape_dumpclient // Dumps the clients soundscape data.

soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes

soundscape_flush // Flushes the server & client side soundscapes

speak // Play a constructed sentence.

spec_autodirector "1" // Auto-director chooses best view modes while spectating

spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.

spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.

spec_freeze_time "4" // Time spend frozen in observer freeze cam.

spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.

spec_menu // Activates spectator menu

spec_mode // Set spectator mode

spec_next // Spectate next player

spec_player // Spectate player by name

spec_pos // dump position and angles to the console

spec_prev // Spectate previous player

spec_scoreboard "0"

spec_track "0" // Tracks an entity in spec mode

spike // generates a fake spike

startdemos // Play demos in demo sequence.

startmovie // Start recording movie frames.

startupmenu // and were not in developer

star_memory // Dump memory stats

stats // Prints server performance variables

status // Display map and connection status.

step_spline "0"

stop // Finish recording demo.

stopdemo // Stop playing back a demo.

stopsound

stopsoundscape // Stops all soundscape processing and fades current looping sounds

studio_queue_mode "1"

stuffcmds // Parses and stuffs command line + commands to command buffer.

suitvolume "0"

surfaceprop // Reports the surface properties at the cursor

sv_allowdownload "1" // Allow clients to download files

sv_allowupload "1" // Allow clients to upload customizations files

sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server.

sv_allow_voice_from_file "1" // Allow or disallow clients from using voice_inputfromfile on this server.

sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.

sv_alltalk "0" // no team restrictions

sv_alternateticks "0" // server only simulates entities on even numbered ticks.

sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.

sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.

sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.

sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.

sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.

sv_bonus_map_challenge_update // Updates a bonus map challenge score.

sv_bonus_map_complete // Completes a bonus map.

sv_bonus_map_unlock // Locks a bonus map.

sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.

sv_cheats "0" // Allow cheats on server

sv_clearhinthistory // Clear memory of server side hints displayed to the player.

sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an

sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_

sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1

sv_client_predict "-1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se

sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount

sv_consistency "1" // Whether the server enforces file consistency for critical files

sv_contact "0" // Contact email for server sysop

sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.

sv_debugtempentities "0" // Show temp entity bandwidth usage.

sv_debug_player_use "0" // Green box=radius success

sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)

sv_deltatime "0" // Enable profiling of CalcDelta calls

sv_disable_querycache "0" // debug - disable trace query cache

sv_downloadurl "0" // Location from which clients can download missing files

sv_dumpstringtables "0"

sv_enableoldqueries "0" // Enable support for old style (HL1) server queries

sv_filterban "1" // Set packet filtering by IP mode

sv_forcepreload "0" // Force server side preloading.

sv_friction "4" // World friction.

sv_gravity "800" // World gravity.

sv_hudhint_sound "1"

sv_lan "0" // no non-class C addresses )

sv_logbans "0" // Log server bans in the server logs.

sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)

sv_logdownloadlist "1"

sv_logecho "1" // Echo log information to the console.

sv_logfile "1" // Log server information in the log file.

sv_logflush "0" // Flush the log file to disk on each write (slow).

sv_logsdir "0" // Folder in the game directory where server logs will be stored.

sv_log_onefile "0" // Log server information to only one file.

sv_massreport "0"

sv_master_legacy_mode "0" // Use old (outside-of-Steam) code to communicate with master servers.

sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm

sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate.

sv_maxrate "0" // 0 == unlimited

sv_maxreplay "0" // Maximum replay time in seconds

sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use.

sv_maxupdaterate "66" // Maximum updates per second that the server will allow

sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.

sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere.

sv_max_queries_window "30" // Window over which to average queries per second averages.

sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.

sv_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_noclipaccelerate "5"

sv_noclipduringpause "0" // etc.).

sv_noclipspeed "5"

sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.

sv_parallel_packentities "1"

sv_parallel_sendsnapshot "1"

sv_password "0" // Server password for entry into multiplayer games

sv_pausable "0" // Is the server pausable.

sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history

sv_precacheinfo // Show precache info.

sv_pure // Show user data.

sv_pure_kick_clients "1" // it will issue a warning to the client.

sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.

sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS

sv_querycache_stats // Display status of the query cache (client only)

sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication

sv_rcon_log "1" // Enable/disable rcon logging.

sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned

sv_rcon_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_runcmds "1"

sv_showimpacts "0" // Shows client (red) and server (blue) bullet impact point

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_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_stickysprint_default "0"

sv_stopspeed "100" // 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 "65" // the client is dropped

sv_turbophysics "0" // Turns on turbo physics

sv_unlockedchapters "1" // Highest unlocked game chapter.

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"

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_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_score_rate "1" // in points per second

think_limit "10" // warning is printed if this is exceeded.

thirdperson // Switch to thirdperson camera.

thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.

thirdperson_platformer "0" // Player will aim in the direction they are moving.

thirdperson_screenspace "0" // eg: left means screen-left

threadpool_affinity "1" // Enable setting affinity

timedemo // Play a demo and report performance info.

timedemoquit // and then exit

timerefresh // Profile the renderer.

toggle // or cycles through a set of values.

toggleconsole // Show/hide the console.

togglescores // Toggles score panel

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_record // Starts SourceTV demo recording.

tv_relay // Connect to SourceTV server and relay broadcast.

tv_relaypassword "0" // SourceTV password for relay proxies

tv_relayvoice "1" // 1=on

tv_retry // Reconnects the SourceTV relay proxy.

tv_snapshotrate "16" // Snapshots broadcasted per second

tv_status // Show SourceTV server status.

tv_stop // Stops the SourceTV broadcast.

tv_stoprecord // Stops SourceTV demo recording.

tv_timeout "30" // SourceTV connection timeout in seconds.

tv_title "0" // Set title for SourceTV spectator UI

tv_transmitall "0" // Transmit all entities (not only director view)

ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI

ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI

unbind // Unbind a key.

unbindall // Unbind all keys.

unbind_mac // Unbind a key on the Mac only.

unpause // Unpause the game.

use // Use a particular weapon Arguments: <weapon_name>

user // Show user data.

users // Show user info for players on server.

user_context // Set a Rich Presence Context: user_context <context id> <context value>

user_property // Set a Rich Presence Property: user_property <property id>

vcollide_wireframe "0" // Render physics collision models in wireframe

vcr_verbose "0" // Write extra information into .vcr file.

vehicle_flushscript // Flush and reload all vehicle scripts

version // Print version info string.

vgui_drawfocus "0" // Report which panel is under the mouse.

vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.

vgui_drawtree_bounds "0" // Show panel bounds.

vgui_drawtree_clear

vgui_drawtree_draw_selected "0" // Highlight the selected panel

vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.

vgui_drawtree_hidden "0" // Draw the hidden panels.

vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.

vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.

vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.

vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.

vgui_drawtree_visible "1" // Draw the visible panels.

vgui_message_dialog_modal "1"

vgui_togglepanel // show/hide vgui panel by name.

viewanim_addkeyframe

viewanim_create // viewanim_create

viewanim_load // load animation from file

viewanim_reset // reset view angles!

viewanim_save // Save current animation to file

viewanim_test // test view animation

viewmodel_fov "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

voicemenu1 // Opens a voice menu

voicemenu2 // Opens a voice menu

voicemenu3 // Opens a voice menu

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_record_start // Start recording vprof data for playback later.

vprof_record_stop // Stop recording vprof data

vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)

vprof_remote_stop // Stop an existing remote VProf data request

vprof_reset // Reset the stats in VProf profiler

vprof_reset_peaks // Reset just the peak time in VProf profiler

vprof_scope "0" // Set a specific scope to start showing vprof tree

vprof_scope_entity_gamephys "0"

vprof_scope_entity_thinks "0"

vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel

vprof_verbose "1" // Set to one to show average and peak times

vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)

vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.

vtune // Controls VTunes sampling.

v_centermove "0"

v_centerspeed "500"

v_ipitch_cycle "1"

v_ipitch_level "0"

v_iroll_cycle "0"

v_iroll_level "0"

v_iyaw_cycle "2"

v_iyaw_level "0"

wc_air_edit_further // moves position of air node crosshair and placement location further away from play

wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player

wc_air_node_edit // toggles laying down or air nodes instead of ground nodes

wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select

wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).

wc_destroy_undo // When in WC edit mode restores the last deleted node

wc_link_edit

weapon_showproficiency "0"

windows_speaker_config "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"

xload // Load a saved game from a 360 storage device.

xlook

xmove

xsave // Saves current game to a 360 storage device.

zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.

_autosave // Autosave

_autosavedangerous // AutoSaveDangerous

_bugreporter_restart // Restarts bug reporter .dll

_cl_minimapzoom "1"

_fov "0" // Automates fov command to server.

_overview_mode "1" // 2=full

_resetgamestats // Erases current game stats and writes out a blank stats file

_restart // Shutdown and restart the engine.

 

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