Garry's Mod Wiki

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ConVars_In_Garrysmod#561389

<cat>Play</cat> Garry's Mod adds a bunch of additional console commands and variables alongside with the [Source Engine default ones](https://developer.valvesoftware.com/wiki/Console_Command_List). <note> This is not a list of ALL the convars added by gmod, there are many many more. If you are trying to look for one in particular there are two important console commands to know: The first command is `find`. You can add search arguments after it to search through all the console commands to return the one your looking for. For example, if I wanted to find all the vgui commands I could run `find vgui` The second command is `cvarlist`. This will print out every consolevar currently loaded, HOWEVER *THE CONSOLE LINE LIMIT OFTEN IS REACHED* which means many of them will be cut off at the top </note> ## Lua related console variables Command | Default | Description | --------|---------|------------| | sv_allowcslua | 1 | Allow clients on the server to run lua_openscript_cl and lua_run_cl. | | sv_kickerrornum | 0 | If a client's amount of clientside errors reaches this value, the client is automatically disconnected from the server. A value of 0 means disabling this functionality. | | lua_networkvar_bytespertick | 256 | Allows you to control how many bytes are networked each tick. This should affect all NW functions. not NW2 | ## Physics Gun specific console variables Command | Default | Description | --------|---------|------------| | physgun_timeToArrive | 0.05 | How fast the held entity should arrive to target position in front of the player | | physgun_timeToArriveRagdoll | 0.1 | Same as above but for ragdolls | | physgun_teleportDistance | 0 | If distance between target position and current position of held entity is greater than this, the held entity will teleport to target position, instead of trying to get there by "flying" | | physgun_limited | 0 | When enabled the physgun can only pickup props and ragdolls. | | physgun_rotation_sensitivity | 0.05 | The sensitivity of rotation | | physgun_wheelspeed | 10 | The sensitivity of scrolling | | physgun_maxAngular | 5000 | Max angular velocity of held entity | | physgun_maxAngularDamping | 10000 | | | physgun_maxSpeed | 5000 | Max velocity of held entity | | physgun_maxSpeedDamping | 10000 | | | gm_snapgrid | 0 | Snaps your props to a grid based on the value set | | gm_snapangles | 45 | How many degrees should the entity snap when rotating with shift+e | ## Miscellaneous console variables Command | Default | Description | --------|---------|------------| | cl_steamoverlay_pos | 1 (Top Right) | Which corner to position the steam overlay notifications.<br/><br/>0=Top Left, 1=Top Right, 2=Bottom Left, 3=Bottom Right | | cc_lang | Steam language-dependent | Changes the language used by closed captions in HL2. | | gmod_delete_temp_files | 1 | Delete temporary files downloaded from servers such as sprays. | | gmod_language | "" | Changes language of Garry's mod | | gmod_maxammo | 0 | If set to above 0, overrides max ammo carried per player of all ammo types. Otherwise ammo type's max ammo is used. | | gmod_mcore_test | 0 | if you find this, don't go around enabling it and then complaining about issues | | gmod_sneak_attack | 1 | If set to zero, disables Half-Life 2's Sneak Attack feature, where headshotting NPCs who have not seen the player would result in an instant kill. | | gmod_suit | 0 | Set to non zero to enable Half-Life 2 aux suit power stuff. | | gmod_unload_test | 0 | Unload materials and models on disconnect. Unstable. Use at your own risk. | | fs_tellmeyoursecrets | 0 | Causes the Filesystem to print every action | ⤶ ⤶ # cvarlist dump⤶ ⤶ ```⤶ cvar list⤶ --------------⤶ _autosave : cmd : : Autosave⤶ _autosavedangerous : cmd : : AutoSaveDangerous⤶ _bugreporter_restart : cmd : : Restarts bug reporter .dll⤶ _fov : 0 : , "cl" : Automates fov command to server.⤶ _resetgamestats : cmd : : Erases current game stats and writes out a blank stats file⤶ _restart : cmd : : Shutdown and restart the engine.⤶ achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs.⤶ act : cmd : : ⤶ addip : cmd : : Add an IP address to the ban list.⤶ adsp_alley_min : 122 : : ⤶ adsp_courtyard_min : 126 : : ⤶ adsp_debug : 0 : , "a" : ⤶ adsp_door_height : 112 : : ⤶ adsp_duct_min : 106 : : ⤶ adsp_hall_min : 110 : : ⤶ adsp_low_ceiling : 108 : : ⤶ adsp_opencourtyard_min : 126 : : ⤶ adsp_openspace_min : 130 : : ⤶ adsp_openstreet_min : 118 : : ⤶ adsp_openwall_min : 130 : : ⤶ adsp_room_min : 102 : : ⤶ adsp_street_min : 118 : : ⤶ adsp_tunnel_min : 114 : : ⤶ adsp_wall_height : 128 : : ⤶ advisor_use_impact_table : 1 : , "sv" : If true, advisor will use her custom impact damage table.⤶ ai_actbusy_search_time : 10 : , "sv" : ⤶ ai_ally_manager_debug : 0 : , "sv" : ⤶ ai_auto_contact_solver : 1 : , "sv" : ⤶ ai_block_damage : 0 : , "sv" : ⤶ ai_citizen_debug_commander : 1 : , "sv" : ⤶ ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable ⤶ ai_debug_actbusy : 0 : , "sv", "cheat" : Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2:⤶ ai_debug_assault : 0 : , "sv" : ⤶ ai_debug_avoidancebounds : 0 : , "sv" : ⤶ ai_debug_directnavprobe : 0 : , "sv" : ⤶ ai_debug_doors : 0 : , "sv" : ⤶ ai_debug_dyninteractions : 0 : , "sv" : Debug the NPC dynamic interaction system.⤶ ai_debug_efficiency : 0 : , "sv" : ⤶ ai_debug_enemies : 0 : , "sv" : ⤶ ai_debug_enemyfinders : 0 : , "sv" : ⤶ ai_debug_eventresponses : 0 : , "sv" : Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them.⤶ ai_debug_expressions : 0 : , "sv" : Show random expression decisions for NPCs.⤶ ai_debug_follow : 0 : , "sv" : ⤶ ai_debug_loners : 0 : , "sv" : ⤶ ai_debug_looktargets : 0 : , "sv" : ⤶ ai_debug_los : 0 : , "sv", "cheat" : NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l⤶ ai_debug_nav : 0 : , "sv" : ⤶ ai_debug_node_connect : cmd : : Debug the attempted connection between two nodes⤶ ai_debug_ragdoll_magnets : 0 : , "sv" : ⤶ ai_debug_readiness : 0 : , "sv" : ⤶ ai_debug_shoot_positions : 0 : , "sv", "cheat", "rep" : ⤶ ai_debug_speech : 0 : , "sv" : ⤶ ai_debug_squads : 0 : , "sv" : ⤶ ai_debug_think_ticks : 0 : , "sv" : ⤶ ai_debugscriptconditions : 0 : , "sv" : ⤶ ai_default_efficient : 0 : , "sv" : ⤶ ai_disable : cmd : : Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t⤶ ai_disabled : 0 : , "sv", "nf" : ⤶ ai_drawbattlelines : 0 : , "sv", "cheat" : ⤶ ai_drop_hint : cmd : : Drop an ai_hint at the player's current eye position.⤶ ai_dump_hints : cmd : : ⤶ ai_ef_hate_npc_duration : 1 : , "sv" : ⤶ ai_ef_hate_npc_frequency : 5 : , "sv" : ⤶ ai_efficiency_override : 0 : , "sv" : ⤶ ai_enable_fear_behavior : 1 : , "sv" : ⤶ ai_expression_frametime : 0 : , "sv" : Maximum frametime to still play background expressions.⤶ ai_expression_optimization : 0 : , "sv" : Disable npc background expressions when you can't see them.⤶ ai_fear_player_dist : 720 : , "sv" : ⤶ ai_find_lateral_cover : 1 : , "sv" : ⤶ ai_find_lateral_los : 1 : , "sv" : ⤶ ai_follow_move_commands : 1 : , "sv" : ⤶ ai_follow_use_points : 1 : , "sv" : ⤶ ai_follow_use_points_when_moving : 1 : , "sv" : ⤶ ai_force_serverside_ragdoll : 0 : , "sv" : ⤶ ai_frametime_limit : 50 : , "sv" : frametime limit for min efficiency AIE_NORMAL (in sec's).⤶ ai_hull : cmd : : Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, ⤶ ai_ignoreplayers : 0 : , "sv", "nf" : ⤶ ai_inhibit_spawners : 0 : , "sv", "cheat" : ⤶ ai_lead_time : 0 : , "sv" : ⤶ ai_LOS_mode : 0 : , "sv", "rep" : ⤶ ai_moveprobe_debug : 0 : , "sv" : ⤶ ai_moveprobe_jump_debug : 0 : , "sv" : ⤶ ai_moveprobe_usetracelist : 0 : , "sv" : ⤶ ai_navigator_generate_spikes : 0 : , "sv" : ⤶ ai_navigator_generate_spikes_strength : 8 : , "sv" : ⤶ ai_new_aiming : 1 : , "sv" : ⤶ ai_newgroundturret : 0 : , "sv" : ⤶ ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are ⤶ ai_no_local_paths : 0 : , "sv" : ⤶ ai_no_node_cache : 0 : , "sv" : ⤶ ai_no_select_box : 0 : , "sv" : ⤶ ai_no_steer : 0 : , "sv" : ⤶ ai_no_talk_delay : 0 : , "sv" : ⤶ ai_nodes : cmd : : Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a⤶ ai_norebuildgraph : 0 : , "sv" : ⤶ ai_path_adjust_speed_on_immediate_turns : 1 : , "sv" : ⤶ ai_path_insert_pause_at_est_end : 1 : , "sv" : ⤶ ai_path_insert_pause_at_obstruction : 1 : , "sv" : ⤶ ai_post_frame_navigation : 0 : , "sv" : ⤶ ai_radial_max_link_dist : 512 : , "sv" : ⤶ ai_reaction_delay_alert : 0 : , "sv" : ⤶ ai_reaction_delay_idle : 0 : , "sv" : ⤶ ai_readiness_decay : 120 : , "sv" : ⤶ ai_rebalance_thinks : 1 : , "sv" : ⤶ ai_report_task_timings_on_limit : 0 : , "a", "sv" : ⤶ ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resume normal processing.⤶ ai_sequence_debug : 0 : , "sv" : ⤶ ai_serverragdolls : 0 : , "a", "sv" : If set to 1 then ragdolls will be solid by default⤶ ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps⤶ ai_setupbones_debug : 0 : , "sv" : Shows that bones that are setup every think⤶ ai_shot_bias : 1 : , "sv" : ⤶ ai_shot_bias_max : 1 : , "sv", "rep" : ⤶ ai_shot_bias_min : -1 : , "sv", "rep" : ⤶ ai_shot_stats : 0 : , "sv" : ⤶ ai_shot_stats_term : 1000 : , "sv" : ⤶ ai_show_connect : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre⤶ ai_show_connect_fly : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre⤶ ai_show_connect_jump : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre⤶ ai_show_graph_connect : cmd : : Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by ⤶ ai_show_grid : cmd : : Draw a grid on the floor where looking.⤶ ai_show_hints : cmd : : Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - ⤶ ai_show_hull : cmd : : Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ⤶ ai_show_hull_attacks : 0 : , "sv" : ⤶ ai_show_node : cmd : : Highlight the specified node⤶ ai_show_think_tolerance : 0 : , "sv" : ⤶ ai_show_visibility : cmd : : Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d⤶ ai_simulate_task_overtime : 0 : , "sv" : ⤶ ai_spread_cone_focus_time : 0 : , "sv" : ⤶ ai_spread_defocused_cone_multiplier : 3 : , "sv" : ⤶ ai_spread_pattern_focus_time : 0 : , "sv" : ⤶ ai_step : cmd : : NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no⤶ ai_strong_optimizations : 0 : , "sv" : ⤶ ai_strong_optimizations_no_checkstand : 0 : , "sv" : ⤶ ai_task_pre_script : 0 : , "sv" : ⤶ ai_test_los : cmd : : Test AI LOS from the player's POV⤶ ai_test_moveprobe_ignoresmall : 0 : , "sv" : ⤶ ai_think_limit_label : 0 : , "a", "sv" : ⤶ ai_use_clipped_paths : 1 : , "sv" : ⤶ ai_use_efficiency : 1 : , "sv" : ⤶ ai_use_frame_think_limits : 1 : , "sv" : ⤶ ai_use_readiness : 1 : , "sv" : ⤶ ai_use_think_optimizations : 1 : , "sv" : ⤶ ai_use_visibility_cache : 1 : , "sv" : ⤶ ai_vehicle_avoidance : 1 : , "sv", "cheat" : ⤶ ainet_generate_report : cmd : : Generate a report to the console.⤶ ainet_generate_report_only : cmd : : Generate a report to the console.⤶ air_density : cmd : : Changes the density of air for drag computations.⤶ airboat_fatal_stress : 5000 : , "sv" : Amount of stress in kg that would kill the airboat driver.⤶ airboat_joy_response_move : 1 : , "cl" : ⤶ alias : cmd : : Alias a command.⤶ -alt1 : cmd : : ⤶ +alt1 : cmd : : ⤶ -alt2 : cmd : : ⤶ +alt2 : cmd : : ⤶ anim_3wayblend : 1 : , "sv", "rep" : Toggle the 3-way animation blending code.⤶ anim_showmainactivity : 0 : , "cheat", "cl" : Show the idle, walk, run, and/or sprint activities.⤶ antlion_easycrush : 1 : , "sv" : ⤶ askconnect_accept : cmd : : Accept a redirect request by the server.⤶ async_allow_held_files : 1 : : Allow AsyncBegin/EndRead()⤶ async_mode : 0 : : Set the async filesystem mode (0 = async, 1 = synchronous)⤶ async_resume : cmd : : ⤶ 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 : cmd : : ⤶ +attack : cmd : : ⤶ -attack : cmd : : ⤶ -attack2 : cmd : : ⤶ +attack2 : cmd : : ⤶ -attack3 : cmd : : ⤶ +attack3 : cmd : : ⤶ audit_save_in_memory : cmd : : Audit the memory usage and files in the save-to-memory system⤶ autoaim_max_deflect : 0 : , "sv" : ⤶ autoaim_max_dist : 2160 : , "sv" : ⤶ autoaim_unlock_target : 0 : , "sv" : ⤶ autosave : cmd : : Autosave⤶ autosavedangerous : cmd : : AutoSaveDangerous⤶ autosavedangerousissafe : cmd : : ⤶ -back : cmd : : ⤶ +back : cmd : : ⤶ banid : cmd : : Add a user ID to the ban list.⤶ banip : cmd : : Add an IP address to the ban list.⤶ bench_end : cmd : : Ends gathering of info.⤶ bench_showstatsdialog : cmd : : Shows a dialog displaying the most recent benchmark results.⤶ bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into⤶ bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers.⤶ benchframe : cmd : : Takes a snapshot of a particular frame in a time demo.⤶ bind : cmd : : Bind a key.⤶ bind_mac : cmd : : Bind this key but only on Mac, not win32⤶ BindToggle : cmd : : Performs a bind <key> 'increment var <cvar> 0 1 1'⤶ birds_debug : 0 : , "sv" : ⤶ blink_duration : 0 : , "cl" : How many seconds an eye blink will last.⤶ bloodspray : cmd : : blood⤶ bot : cmd : : Add a bot.⤶ bot_attack : 0 : , "sv" : Shoot!⤶ bot_changeclass : 0 : , "sv" : Force all bots to change to the specified class.⤶ bot_crouch : 0 : , "sv" : Bot crouches⤶ bot_defend : 0 : , "sv" : Set to a team number, and that team will all keep their combat shields raised.⤶ bot_flipout : 0 : , "sv" : When on, all bots fire their guns.⤶ bot_forceattack2 : 0 : , "sv" : When firing, use attack2.⤶ bot_forceattackon : 0 : , "sv" : When firing, don't tap fire, hold it down.⤶ bot_forcefireweapon : 0 : , "sv" : Force bots with the specified weapon to fire.⤶ bot_mimic : 0 : , "sv" : Bot uses usercmd of player by index.⤶ bot_mimic_yaw_offset : 0 : , "sv" : Offsets the bot yaw.⤶ bot_sendcmd : 0 : , "sv" : Forces bots to send the specified command.⤶ bot_zombie : 0 : , "sv" : Brraaaaaiiiins.⤶ box : cmd : : Draw a debug box.⤶ -break : cmd : : ⤶ +break : cmd : : ⤶ breakable_disable_gib_limit : 0 : , "sv" : ⤶ breakable_multiplayer : 1 : , "sv" : ⤶ buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero)⤶ budget_averages_window : 30 : , "a" : number of frames to look at when figuring out average frametimes⤶ budget_background_alpha : 128 : , "a" : how translucent the budget panel is⤶ budget_bargraph_background_alpha : 128 : , "a" : how translucent the budget panel is⤶ budget_bargraph_range_ms : 16 : , "a" : budget bargraph range in milliseconds⤶ budget_history_numsamplesvisible : 100 : , "a" : 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 : , "a" : budget history range in milliseconds⤶ budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1⤶ budget_panel_height : 384 : , "a" : height in pixels of the budget panel⤶ budget_panel_width : 512 : , "a" : width in pixels of the budget panel⤶ budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel⤶ budget_panel_y : 50 : , "a" : number of pixels from the top side of the game screen to draw the budget panel⤶ budget_peaks_window : 30 : , "a" : number of frames to look at when figuring out peak frametimes⤶ budget_show_averages : 0 : , "a" : enable/disable averages in the budget panel⤶ budget_show_history : 1 : , "a" : turn history graph off and on. . good to turn off on low end⤶ budget_show_peaks : 1 : , "a" : enable/disable peaks in the budget panel⤶ budget_toggle_group : cmd : : Turn a budget group on/off⤶ bug : cmd : : Show/hide the bug reporting UI.⤶ bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again.⤶ bugbait_distract_time : 5 : , "sv" : ⤶ bugbait_grenade_radius : 150 : , "sv" : ⤶ bugbait_hear_radius : 2500 : , "sv" : ⤶ bugbait_radius : 512 : , "sv" : ⤶ bugreporter_includebsp : 1 : : Include .bsp for internal bug submissions.⤶ bugreporter_uploadasync : 0 : , "a" : Upload attachments asynchronously⤶ buildcubemaps : cmd : : Rebuild cubemaps.⤶ building_cubemaps : 0 : : ⤶ bulletspeed : 6000 : , "sv" : ⤶ c_maxdistance : 200 : , "a", "cheat", "cl" : ⤶ c_maxpitch : 90 : , "a", "cheat", "cl" : ⤶ c_maxyaw : 135 : , "a", "cheat", "cl" : ⤶ c_mindistance : 30 : , "a", "cheat", "cl" : ⤶ c_minpitch : 0 : , "a", "cheat", "cl" : ⤶ c_minyaw : -135 : , "a", "cheat", "cl" : ⤶ c_orthoheight : 100 : , "a", "cheat", "cl" : ⤶ c_orthowidth : 100 : , "a", "cheat", "cl" : ⤶ cache_print : cmd : : cache_print [section] Print out contents of cache memory.⤶ cache_print_lru : cmd : : cache_print_lru [section] Print out contents of cache memory.⤶ cache_print_summary : cmd : : cache_print_summary [section] Print out a summary contents of cache memory.⤶ callvote : cmd : : Start a vote on an issue.⤶ cam_collision : 1 : , "a", "cheat", "cl" : When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.⤶ cam_command : 0 : , "cheat", "cl" : ⤶ cam_idealdelta : 4 : , "a", "cheat", "cl" : Controls the speed when matching offset to ideal angles in thirdperson view⤶ cam_idealdist : 150 : , "a", "cheat", "cl" : ⤶ cam_idealdistright : 0 : , "a", "cheat", "cl" : ⤶ cam_idealdistup : 0 : , "a", "cheat", "cl" : ⤶ cam_ideallag : 4 : , "a", "cheat", "cl" : Amount of lag used when matching offset to ideal angles in thirdperson view⤶ cam_idealpitch : 0 : , "a", "cheat", "cl" : ⤶ cam_idealyaw : 0 : , "a", "cheat", "cl" : ⤶ cam_showangles : 0 : , "cheat", "cl" : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.⤶ cam_snapto : 0 : , "a", "cheat", "cl" : ⤶ -camdistance : cmd : : ⤶ +camdistance : cmd : : ⤶ +camin : cmd : : ⤶ -camin : cmd : : ⤶ +cammousemove : cmd : : ⤶ -cammousemove : cmd : : ⤶ camortho : cmd : : Switch to orthographic camera.⤶ -camout : cmd : : ⤶ +camout : cmd : : ⤶ +campitchdown : cmd : : ⤶ -campitchdown : cmd : : ⤶ +campitchup : cmd : : ⤶ -campitchup : cmd : : ⤶ +camyawleft : cmd : : ⤶ -camyawleft : cmd : : ⤶ +camyawright : cmd : : ⤶ -camyawright : cmd : : ⤶ cancelselect : cmd : : ⤶ cast_hull : cmd : : Tests hull collision detection⤶ cast_ray : cmd : : Tests collision detection⤶ catapult_physics_drag_boost : 2 : , "sv", "rep" : ⤶ cc_captiontrace : 0 : , "cl" : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)⤶ cc_emit : cmd : : Emits a closed caption⤶ cc_findsound : cmd : : Searches for soundname which emits specified text.⤶ cc_flush : cmd : : Flushes async'd captions.⤶ cc_lang : 0 : , "a", "cl" : Current close caption language (emtpy = use game UI language)⤶ cc_linger_time : 1 : , "a", "cl" : Close caption linger time.⤶ cc_minvisibleitems : 1 : , "cl" : Minimum number of caption items to show.⤶ cc_predisplay_time : 0 : , "a", "cl" : Close caption delay before showing caption.⤶ cc_random : cmd : : Emits a random caption⤶ cc_sentencecaptionnorepeat : 4 : , "cl" : How often a sentence can repeat.⤶ cc_showblocks : cmd : : Toggles showing which blocks are pending/loaded async.⤶ cc_smallfontlength : 300 : , "cl" : If text stream is this long, force usage of small font size.⤶ cc_subtitles : 0 : , "a", "cl" : If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).⤶ ccs_create_convars_from_hwconfig : cmd : : Create convars from the current hardware config, useful for diffing purposes⤶ cef_credits : cmd : : ⤶ centerview : cmd : : ⤶ ch_createairboat : cmd : : Spawn airboat in front of the player.⤶ ch_createjalopy : cmd : : Spawn jalopy in front of the player.⤶ ch_createjeep : cmd : : Spawn jeep in front of the player.⤶ changelevel : cmd : : Change server to the specified map⤶ changelevel2 : cmd : : Transition to the specified map in single player⤶ cl_allowdownload : 1 : , "a" : Client downloads customization files⤶ cl_allowupload : 1 : , "a" : Client uploads customization files⤶ cl_anglespeedkey : 0 : , "cl" : ⤶ cl_animationinfo : cmd : : Hud element to examine.⤶ cl_autowepswitch : 1 : , "a", "user", "cl" : Automatically switch to picked up weapons (if more powerful)⤶ cl_backspeed : 10000 : , "sv", "cheat", "rep" : ⤶ cl_burninggibs : 0 : , "cl" : A burning player that gibs has burning gibs.⤶ cl_chatfilters : 127 : , "a", "cl" : Stores the chat filter settings ⤶ cl_class : 0 : , "a", "user", "cl" : Default class when joining a game⤶ cl_clearhinthistory : cmd : : Clear memory of client side hints displayed to the player.⤶ cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.⤶ cl_clock_correction_adjustment_max_amount : 200 : , "cheat" : 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 : , "cheat" : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply⤶ cl_clock_correction_adjustment_min_offset : 10 : , "cheat" : If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.⤶ cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it).⤶ cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift. ⤶ cl_clockdrift_max_ms : 150 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.⤶ cl_clockdrift_max_ms_threadmode : 0 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.⤶ cl_cmdrate : 66 : , "a", "user" : Max number of command packets sent to server per second⤶ cl_crosshair_drawoutline : 1 : , "a", "cl" : Draws a black outline around the crosshair for better visibility⤶ cl_crosshair_outlinethickness : 1 : , "a", "cl" : Set how thick you want your crosshair outline to draw (0.1-3)⤶ cl_crosshair_t : 0 : , "a", "cl" : Whether to draw the top line nor not⤶ cl_crosshairalpha : 255 : , "a", "cl" : Classic Crosshair alpha⤶ cl_crosshaircolor_b : 255 : , "a", "cl" : Classic Crosshair blue color⤶ cl_crosshaircolor_g : 255 : , "a", "cl" : Classic Crosshair green color⤶ cl_crosshaircolor_r : 255 : , "a", "cl" : Classic Crosshair red color⤶ cl_crosshairdot : 0 : , "a", "cl" : Whether to draw a dot in the middle of the crosshair⤶ cl_crosshairgap : 5 : , "a", "cl" : Gap between crosshair middle and the horizontal lines⤶ cl_crosshairsize : 6 : , "a", "cl" : Length of each of the crosshair lines⤶ cl_crosshairstyle : 0 : , "a", "cl" : 0 = Default HL2, 1 = Custom image, 2 = Custom Image + HL, 3 = Classic⤶ cl_crosshairthickness : 0 : , "a", "cl" : Thinkness of each of the crosshair lines⤶ cl_crosshairusealpha : 1 : , "a", "cl" : If set, use cl_crosshairalpha, otherwise be additive⤶ cl_customsounds : 0 : , "cl" : Enable customized player sound playback⤶ cl_debug_player_perf : 0 : : ⤶ cl_debugrumble : 0 : , "a", "cl" : Turn on rumble debugging spew⤶ cl_defaultweapon : 0 : , "a", "user", "cl" : Default Spawn Weapon⤶ cl_demoviewoverride : 0 : , "cl" : Override view during demo playback⤶ cl_detail_allow_vertex_lighting : 0 : , "cl" : Allow studiomdl detail objects to use vertex lighting⤶ cl_detail_avoid_force : 0 : , "a", "cl" : force with which to avoid players ( in units, percentage of the width of the detail sprite )⤶ cl_detail_avoid_radius : 30 : , "a", "cl" : radius around detail sprite to avoid players⤶ cl_detail_avoid_recover_speed : 1 : , "a", "cl" : how fast to recover position after avoiding players⤶ cl_detail_max_sway : 10 : , "a", "cl" : Amplitude of the detail prop sway⤶ cl_detail_multiplier : 1 : , "cheat", "cl" : extra details to create⤶ cl_detaildist : 1200 : : Distance at which detail props are no longer visible⤶ cl_detailfade : 400 : : Distance across which detail props fade in⤶ cl_downloadfilter : 0 : , "a" : Determines which files can be downloaded from the server (all, none, nosounds, mapsonly, noworkshop)⤶ cl_draw_airboat_wake : 1 : , "cheat", "cl" : ⤶ cl_drawhud : 1 : , "cl" : Enable the rendering of the hud⤶ cl_drawleaf : -1 : , "cheat", "cl" : ⤶ cl_drawmaterial : 0 : , "cheat", "cl" : Draw a particular material over the frame⤶ cl_drawmonitors : 1 : , "cl" : ⤶ cl_drawownshadow : 0 : , "cl" : Draw own shadow in first person mode⤶ cl_drawshadowtexture : 0 : , "cheat", "cl" : ⤶ cl_dump_particle_stats : cmd : : dump particle profiling info to particle_profile.csv⤶ cl_ejectbrass : 1 : : ⤶ cl_enable_loadingurl : 0 : , "a" : Enable/disable viewing custom loading screens provided by joined servers.⤶ cl_ent_absbox : cmd : : Displays the client's absbox for the entity under the crosshair.⤶ cl_ent_bbox : cmd : : Displays the client's bounding box for the entity under the crosshair.⤶ cl_ent_rbox : cmd : : Displays the client's render box for the entity under the crosshair.⤶ cl_entityreport : 0 : , "cheat" : For debugging, draw entity states to console⤶ cl_entityreport_sorted : 0 : , "cheat" : For debugging, draw entity states to console in sorted order. [0 = disabled, 1 = average, 2 = current, 3 = peak⤶ cl_extrapolate : 1 : , "cheat", "cl" : Enable/disable extrapolation if interpolation history runs out.⤶ cl_extrapolate_amount : 0 : , "cheat", "cl" : Set how many seconds the client will extrapolate entities for.⤶ cl_fastdetailsprites : 1 : , "cheat", "cl" : whether to use new detail sprite system⤶ cl_fasttempentcollision : 5 : , "cl" : ⤶ cl_find_ent : cmd : : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring> ⤶ cl_find_ent_index : cmd : : Display data for clientside entity matching specified index. Format: cl_find_ent_index <index> ⤶ cl_first_person_uses_world_model : 0 : , "cl" : Causes the third person model to be drawn instead of the view model⤶ cl_flushentitypacket : 0 : , "cheat" : For debugging. Force the engine to flush an entity packet.⤶ cl_forcepreload : 0 : , "a" : Whether we should force preloading.⤶ cl_forwardspeed : 10000 : , "sv", "cheat", "rep" : ⤶ cl_fullupdate : cmd : : Forces the server to send a full update packet⤶ cl_idealpitchscale : 0 : , "a", "cl" : ⤶ cl_ignorepackets : 0 : , "cheat" : Force client to ignore packets (for debugging).⤶ cl_interp : 0 : , "user", "cl" : Sets the interpolation amount (bounded on low side by server interp ratio settings).⤶ cl_interp_all : 0 : , "cl" : Disable interpolation list optimizations.⤶ cl_interp_npcs : 0 : , "user", "cl" : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)⤶ cl_interp_ratio : 2 : , "user", "cl" : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).⤶ cl_jiggle_bone_debug : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information⤶ cl_jiggle_bone_debug_pitch_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information⤶ cl_jiggle_bone_debug_yaw_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information⤶ cl_jiggle_bone_invert : 0 : , "cheat", "cl" : ⤶ cl_jiggle_bone_sanity : 1 : , "cl" : Prevent jiggle bones from pointing directly away from their target in case of numerical instability.⤶ cl_lagcompensation : 1 : , "user", "cl" : Perform server side lag compensation of weapon firing events.⤶ cl_language : 0 : , "user" : Language (from HKCU\Software\Valve\Steam\Language)⤶ cl_leveloverview : 0 : , "cheat", "cl" : ⤶ cl_leveloverviewmarker : 0 : , "cheat", "cl" : ⤶ cl_localnetworkbackdoor : 1 : : Enable network optimizations for single player games.⤶ cl_logofile : 0 : , "a" : Spraypoint logo decal.⤶ cl_maxrenderable_dist : 3000 : , "cheat", "cl" : Max distance from the camera at which things will be rendered⤶ cl_mouseenable : 1 : , "cl" : ⤶ cl_mouselook : 1 : , "a", "cl" : Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.⤶ cl_new_impact_effects : 0 : , "cl" : ⤶ cl_npc_speedmod_intime : 0 : , "a", "cl" : ⤶ cl_npc_speedmod_outtime : 1 : , "a", "cl" : ⤶ cl_observercrosshair : 1 : , "a", "cl" : ⤶ cl_overdraw_test : 0 : , "cheat", "numeric", "cl" : ⤶ cl_panelanimation : cmd : : Shows panel animation variables: <panelname | blank for all panels>.⤶ cl_particle_batch_mode : 1 : , "cl" : ⤶ cl_particle_retire_cost : 0 : , "cheat", "cl" : ⤶ cl_particle_show_bbox : 0 : , "cheat", "cl" : ⤶ cl_particle_show_bbox_cost : 0 : , "cheat", "cl" : Show # of particles: green->blue->red. Use a negative number to show ALL particles even cheap ones⤶ cl_particle_stats_start : cmd : : Start or restart particle stats - also dumps to particle_stats.csv⤶ cl_particle_stats_stop : cmd : : Stop particle stats, or snapshot this frame - also dumps to particle_stats.csv⤶ cl_particle_stats_trigger_count : 0 : , "cl" : Dump stats if the particle count exceeds this number.⤶ cl_particleeffect_aabb_buffer : 2 : , "cheat", "cl" : Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as oft⤶ cl_pclass : 0 : , "cheat", "cl" : Dump entity by prediction classname.⤶ cl_pdump : -1 : , "cheat", "cl" : Dump info about this entity to screen.⤶ cl_phys_props_enable : 1 : , "cl" : Disable clientside physics props (must be set before loading a level).⤶ cl_phys_props_max : 300 : , "cl" : Maximum clientside physic props⤶ cl_phys_props_respawndist : 1500 : , "cl" : Minimum distance from the player that a clientside prop must be before it's allowed to respawn.⤶ cl_phys_props_respawnrate : 60 : , "cl" : Time, in seconds, between clientside prop respawns.⤶ cl_phys_timescale : 1 : , "cheat", "cl" : Sets the scale of time for client-side physics (ragdolls)⤶ cl_pitchdown : 89 : , "cheat", "cl" : ⤶ cl_pitchspeed : 225 : , "cl" : Client pitch speed.⤶ cl_pitchup : 89 : , "cheat", "cl" : ⤶ cl_playback_screenshots : 0 : : Allows the client to playback screenshot and jpeg commands in demos.⤶ cl_playermodel : 0 : , "a", "user", "server_can_execute", "cl" : Default Player Model⤶ cl_playerspraydisable : 0 : , "a", "cl" : Disable player sprays.⤶ cl_precacheinfo : cmd : : Show precache info (client).⤶ cl_pred_optimize : 2 : , "cl" : Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)⤶ cl_pred_track : cmd : : <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.⤶ cl_predict : 1 : , "user", "cl" : Perform client side prediction.⤶ cl_predictionlist : 0 : , "cheat", "cl" : Show which entities are predicting ⤶ cl_predictweapons : 1 : , "user", "cl" : Perform client side prediction of weapon effects.⤶ cl_ragdoll_collide : 0 : , "cl" : ⤶ cl_removedecals : cmd : : Remove the decals from the entity under the crosshair.⤶ cl_report_soundpatch : cmd : : reports client-side sound patch count⤶ cl_resend : 6 : : Delay in seconds before the client will resend the 'connect' attempt⤶ cl_rumblescale : 1 : , "a", "cl" : Scale sensitivity of rumble effects (0 to 1.0)⤶ cl_screenshotname : 0 : : Custom Screenshot name⤶ cl_SetupAllBones : 0 : , "cl" : ⤶ cl_shadowtextureoverlaysize : 256 : , "cheat", "cl" : ⤶ cl_show_connectionless_packet_warnings : 0 : : Show console messages about ignored connectionless packets on the client.⤶ cl_show_num_particle_systems : 0 : , "cl" : Display the number of active particle systems.⤶ cl_show_splashes : 1 : , "cl" : ⤶ cl_showbattery : 0 : , "cl" : Draw current battery level at top of screen when on battery power⤶ cl_ShowBoneSetupEnts : 0 : , "cl" : Show which entities are having their bones setup each frame.⤶ cl_showdemooverlay : 0 : : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)⤶ cl_showents : cmd : : Dump entity list to console.⤶ cl_showerror : 0 : , "cl" : Show prediction errors, 2 for above plus detailed field deltas.⤶ cl_showevents : 0 : , "cheat" : Print event firing info in the console⤶ cl_showfps : 0 : , "cl" : Draw fps meter at top of screen (1 = fps, 2 = smooth fps)⤶ cl_showhelp : 1 : , "a", "user", "cl" : Set to 0 to not show on-screen help⤶ cl_showhitboxes : 0 : , "cheat", "cl" : ⤶ cl_showpausedimage : 1 : , "cl" : Show the 'Paused' image when game is paused.⤶ cl_showpluginmessages : 1 : , "a" : Allow plugins to display messages to you⤶ cl_showpos : 0 : , "cl" : Draw current position at top of screen⤶ cl_ShowSunVectors : 0 : , "cl" : ⤶ cl_showtextmsg : 1 : , "cl" : Enable/disable text messages printing on the screen.⤶ cl_sidespeed : 10000 : , "sv", "cheat", "rep" : ⤶ cl_smooth : 1 : , "cl" : Smooth view/eye origin after prediction errors⤶ cl_smoothtime : 0 : , "cl" : Smooth client's view after prediction error over this many seconds⤶ cl_software_cursor : 0 : , "a", "cl" : Switches the game to use a larger software cursor instead of the normal OS cursor⤶ cl_soundemitter_flush : cmd : : Flushes the sounds.txt system (client only)⤶ cl_soundfile : 0 : , "a" : Jingle sound file.⤶ cl_soundscape_flush : cmd : : Flushes the client side soundscapes⤶ cl_soundscape_printdebuginfo : cmd : : print soundscapes⤶ cl_spewscriptintro : 0 : , "sv" : ⤶ cl_sporeclipdistance : 512 : , "cheat", "cl" : ⤶ cl_starfield_diameter : 128 : , "cl" : ⤶ cl_starfield_distance : 256 : , "cl" : ⤶ cl_steamoverlay_pos : 1 : , "a", "cl" : The position of the Steam notifications: 0=top left, 1=top right, 2=bottom left, 3=bottom right⤶ cl_sun_decay_rate : 0 : , "cheat", "cl" : ⤶ cl_team : 0 : , "a", "user", "cl" : Default team when joining a game⤶ cl_threaded_bone_setup : 0 : , "cl" : Enable parallel processing of C_BaseAnimating::SetupBones()⤶ cl_timeout : 9000 : , "a" : After this many seconds without receiving a packet from the server, the client will disconnect itself⤶ cl_tree_sway_dir : cmd : : sets tree sway wind direction via 2 numbers as params⤶ cl_updaterate : 66 : , "a", "user" : Number of packets per second of updates you are requesting from the server⤶ cl_upspeed : 10000 : , "sv", "cheat", "rep" : ⤶ cl_view : cmd : : Set the view entity index.⤶ cl_voice_filter : 0 : : Filter voice by name substring⤶ cl_winddir : 0 : , "cheat", "cl" : Weather effects wind direction angle⤶ cl_windspeed : 0 : , "cheat", "cl" : Weather effects wind speed scalar⤶ cl_wpn_sway_interp : 0 : , "cl" : ⤶ cl_wpn_sway_scale : 1 : , "cheat", "cl" : ⤶ cl_yawspeed : 210 : , "cl" : Client yaw speed.⤶ clear : cmd : : Clear all console output.⤶ clear_debug_overlays : cmd : : clears debug overlays⤶ clientport : 27005 : : Host game client port⤶ closecaption : 0 : , "a", "user" : Enable close captioning.⤶ cmd : cmd : : Forward command to server.⤶ collision_shake_amp : 0 : , "sv" : ⤶ collision_shake_freq : 0 : , "sv" : ⤶ collision_shake_time : 0 : , "sv" : ⤶ collision_test : cmd : : Tests collision system⤶ colorcorrectionui : cmd : : Show/hide the color correction tools UI.⤶ combine_guard_spawn_health : 1 : , "sv" : ⤶ combine_spawn_health : 1 : , "sv" : ⤶ +commandermousemove : cmd : : ⤶ -commandermousemove : cmd : : ⤶ con_drawnotify : 1 : : Disables drawing of notification area (for taking screenshots).⤶ con_enable : 1 : , "a" : Allows the console to be activated.⤶ con_filter_dupe : 1 : , "cl" : Set to 1 to remove duplicate messages from client console⤶ con_filter_enable : 0 : : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot⤶ con_filter_text : 0 : : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.⤶ con_filter_text_out : 0 : : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.⤶ con_notifytime : 8 : : How long to display recent console text to the upper part of the game window⤶ con_nprint_bgalpha : 50 : : Con_NPrint background alpha.⤶ con_nprint_bgborder : 5 : : Con_NPrint border size.⤶ con_timestamp : 0 : : Prefix console.log entries with timestamps⤶ con_trace : 0 : : Print console text to low level printout.⤶ connect : cmd : : Connect to specified server.⤶ contimes : 8 : : Number of console lines to overlay for debugging.⤶ coop : 0 : , "nf" : Cooperative play.⤶ create_flashlight : cmd : : ⤶ CreateHairball : cmd : : ⤶ creditsdone : cmd : : ⤶ crosshair : 1 : , "a", "cl" : ⤶ crosshair_setup : cmd : : ⤶ curve_bias : 0 : , "sv" : ⤶ cvarlist : cmd : : Show the list of convars/concommands.⤶ darkness_ignore_LOS_to_sources : 1 : , "sv" : ⤶ datacachesize : 256 : : Size in MB.⤶ datapack_list : cmd : : List the files in the data tables that are fully transmitted⤶ datapack_paths : cmd : : Clientside paths for the datapack⤶ datapack_stats : cmd : : Stats for files in the datapack⤶ dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line>⤶ dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc⤶ deathmatch : 0 : , "nf" : Running a deathmatch server.⤶ debug_dump : cmd : : ⤶ debug_materialmodifycontrol : 0 : , "sv" : ⤶ debug_materialmodifycontrol_client : 0 : , "cl" : ⤶ debug_physimpact : 0 : , "sv" : ⤶ debug_touchlinks : 0 : , "sv" : Spew touch link activity⤶ debugsystemui : cmd : : Show/hide the debug system UI.⤶ decalfrequency : 10 : , "sv", "nf" : ⤶ default_fov : 75 : , "cheat", "cl" : ⤶ demo_avellimit : 2000 : : Angular velocity limit before eyes considered snapped for demo playback.⤶ demo_debug : 0 : : Demo debug info.⤶ demo_fastforwardfinalspeed : 20 : : Go this fast when starting to hold FF button.⤶ demo_fastforwardramptime : 5 : : How many seconds it takes to get to full FF speed.⤶ demo_fastforwardstartspeed : 2 : : Go this fast when starting to hold FF button.⤶ demo_fov_override : 0 : , "norecord", "cl" : If nonzero, this value will be used to override FOV during demo playback.⤶ demo_gototick : cmd : : Skips to a tick in demo.⤶ demo_interplimit : 4000 : : How much origin velocity before it's 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 : cmd : : Pauses demo playback.⤶ demo_pauseatservertick : 0 : : Pauses demo playback at server tick⤶ demo_quitafterplayback : 0 : : Quits game after demo playback.⤶ demo_recordcommands : 1 : , "cheat" : Record commands typed at console into .dem files.⤶ demo_resume : cmd : : Resumes demo playback.⤶ demo_setendtick : cmd : : Sets end demo playback tick. Set to 0 to disable.⤶ demo_timescale : cmd : : Sets demo replay speed.⤶ demo_togglepause : cmd : : Toggles demo playback.⤶ demolist : cmd : : Print demo sequence list.⤶ demos : cmd : : Demo demo file sequence.⤶ demoui : cmd : : Show/hide the demo player UI.⤶ +demoui2 : cmd : : Bring the advanced demo player UI (demoui2) to foreground.⤶ -demoui2 : cmd : : Send the advanced demo player UI (demoui2) to background.⤶ demoui2 : cmd : : Show/hide the advanced demo player UI (demoui2).⤶ derma_controls_menu : cmd : : ⤶ derma_icon_browser : cmd : : Opens the Derma Icon Browser⤶ developer : 0 : : Set developer message level⤶ devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist.⤶ differences : cmd : : Show all convars which are not at their default values.⤶ disconnect : cmd : : Disconnect game from server.⤶ disp_dynamic : 0 : : ⤶ dispcoll_drawplane : 0 : , "sv" : ⤶ displaysoundlist : 0 : , "sv" : ⤶ dlight_debug : cmd : : Creates a dlight in front of the player⤶ dog_debug : 0 : , "sv" : ⤶ dog_max_wait_time : 7 : , "sv" : ⤶ download_debug : 0 : , "norecord" : ⤶ drawcross : cmd : : Draws a cross at the given location Arguments: x y z⤶ drawline : cmd : : 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 : , "demo" : ⤶ dsp_db_min : 80 : , "demo" : ⤶ dsp_db_mixdrop : 0 : , "demo" : ⤶ dsp_dist_max : 1440 : , "cheat", "demo" : ⤶ dsp_dist_min : 0 : , "cheat", "demo" : ⤶ dsp_enhance_stereo : 1 : , "a" : ⤶ dsp_facingaway : 0 : , "demo" : ⤶ dsp_mix_max : 0 : , "demo" : ⤶ dsp_mix_min : 0 : , "demo" : ⤶ dsp_off : 0 : , "cheat" : ⤶ dsp_player : 0 : , "demo", "server_can_execute" : ⤶ dsp_reload : cmd : : ⤶ dsp_room : 0 : , "demo" : ⤶ dsp_slow_cpu : 0 : , "a", "demo" : ⤶ dsp_spatial : 40 : , "demo" : ⤶ dsp_speaker : 50 : , "demo" : ⤶ dsp_vol_2ch : 1 : , "demo" : ⤶ dsp_vol_4ch : 0 : , "demo" : ⤶ dsp_vol_5ch : 0 : , "demo" : ⤶ dsp_volume : 1 : , "a", "demo" : ⤶ dsp_water : 14 : , "demo" : ⤶ 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.⤶ dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work).⤶ dtwarning : 1 : : 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.⤶ +duck : cmd : : ⤶ -duck : cmd : : ⤶ dump_entity_sizes : cmd : : Print sizeof(entclass)⤶ dump_globals : cmd : : Dump all global entities/states⤶ dump_panels : cmd : : Dump Panel Tree⤶ dump_x360_cfg : cmd : : Dump X360 config files to disk⤶ dump_x360_saves : cmd : : Dump X360 save games to disk⤶ dumpentityfactories : cmd : : Lists all entity factory names.⤶ dumpeventqueue : cmd : : Dump the contents of the Entity I/O event queue to the console.⤶ dumpgamestringtable : cmd : : Dump the contents of the game string table to the console.⤶ dumplongticks : cmd : : Enables generating minidumps on long ticks.⤶ dumpsavedir : cmd : : List the contents of the save directory in memory⤶ dumpstringtables : cmd : : Print string tables to console.⤶ dumpstringtables_new : cmd : : Dumps the named string table, or list them if none⤶ dupe_publish : cmd : : ⤶ echo : cmd : : Echo text to console.⤶ editdemo : cmd : : Edit a recorded demo file (.dem ).⤶ editor_toggle : cmd : : Disables the simulation and returns focus to the editor⤶ effects_list : cmd : : Lists the internal, engine effects.⤶ effects_reload : cmd : : Reloads the effect scripts (For development purposes)⤶ enable_debug_overlays : 1 : , "sv", "cheat" : Enable rendering of debug overlays⤶ endmovie : cmd : : Stop recording movie frames.⤶ engine_no_focus_sleep : 50 : , "a" : ⤶ english : 1 : , "user", "cl" : If set to 1, running the english language set of assets.⤶ ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar⤶ ent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo⤶ ent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at⤶ ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay⤶ ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.⤶ ent_create : cmd : : Creates an entity of the given type where the player is looking. Additional parameters can be passed in in the form: ent_creat⤶ ent_debugkeys : 0 : , "sv" : ⤶ ent_dump : cmd : : Usage: ent_dump <entity name> ⤶ ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay] ⤶ ent_info : cmd : : Usage: ent_info <class name> ⤶ ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1> <v⤶ ent_messages : cmd : : 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 : , "sv", "cheat" : Visualizes all entity input/output activity.⤶ ent_name : cmd : : ⤶ ent_orient : cmd : : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt⤶ ent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess⤶ ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class⤶ ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar⤶ ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at ⤶ ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name} ⤶ ent_rotate : cmd : : Rotates an entity by a specified # of degrees⤶ ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh⤶ ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} /⤶ ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.⤶ ent_teleport : cmd : : Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>⤶ ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_⤶ ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha⤶ envmap : cmd : : ⤶ escape : cmd : : Escape key pressed.⤶ exec : cmd : : Execute script file.⤶ exit : cmd : : Exit the engine.⤶ explode : cmd : : Kills the player with explosive damage⤶ explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>⤶ explosion_dlight : 1 : , "a", "cl" : ⤶ fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.⤶ fadeout : cmd : : 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⤶ filesystem_max_stdio_read : 16 : : ⤶ filesystem_native : 1 : : Use native FS or STDIO⤶ filesystem_report_buffered_io : 0 : : ⤶ filesystem_unbuffered_io : 1 : : ⤶ filesystem_use_overlapped_io : 1 : : ⤶ find : cmd : : Find concommands with the specified string in their name/help text.⤶ find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring> ⤶ find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index <index> ⤶ findflags : cmd : : Find concommands by flags.⤶ fire_absorbrate : 3 : , "sv" : ⤶ fire_dmgbase : 1 : , "sv" : ⤶ fire_dmginterval : 1 : , "sv" : ⤶ fire_dmgscale : 0 : , "sv" : ⤶ fire_extabsorb : 5 : , "sv" : ⤶ fire_extscale : 12 : , "sv" : ⤶ fire_growthrate : 1 : , "sv" : ⤶ fire_heatscale : 1 : , "sv" : ⤶ fire_incomingheatscale : 0 : , "sv" : ⤶ fire_maxabsorb : 50 : , "sv" : ⤶ firetarget : cmd : : ⤶ firstperson : cmd : : Switch to firstperson camera.⤶ fish_debug : 0 : , "cheat", "cl" : Show debug info for fish⤶ fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive.⤶ flex_expression : 0 : , "sv" : ⤶ flex_looktime : 5 : , "sv" : ⤶ flex_maxawaytime : 1 : , "sv" : ⤶ flex_maxplayertime : 7 : , "sv" : ⤶ flex_minawaytime : 0 : , "sv" : ⤶ flex_minplayertime : 5 : , "sv" : ⤶ flex_rules : 1 : , "cl" : Allow flex animation rules to run.⤶ flex_smooth : 1 : , "cl" : Applies smoothing/decay curve to flex animation controller changes.⤶ flex_talk : 0 : , "sv" : ⤶ flush : cmd : : Flush unlocked cache memory.⤶ flush_locked : cmd : : Flush unlocked and locked cache memory.⤶ fog_color : -1 : , "cheat", "cl" : ⤶ fog_colorskybox : -1 : , "cheat", "cl" : ⤶ fog_enable : 1 : , "cheat", "cl" : ⤶ fog_enable_water_fog : 1 : , "cheat" : ⤶ fog_enableskybox : 1 : , "cheat", "cl" : ⤶ fog_end : -1 : , "cheat", "cl" : ⤶ fog_endskybox : -1 : , "cheat", "cl" : ⤶ fog_maxdensity : -1 : , "cheat", "cl" : ⤶ fog_maxdensityskybox : -1 : , "cheat", "cl" : ⤶ fog_override : 0 : , "cheat", "cl" : ⤶ fog_start : -1 : , "cheat", "cl" : ⤶ fog_startskybox : -1 : , "cheat", "cl" : ⤶ fogui : cmd : : Show/hide fog control UI.⤶ force_centerview : cmd : : ⤶ -forward : cmd : : ⤶ +forward : cmd : : ⤶ fov : cmd : : Change players FOV⤶ fov_desired : 90 : , "a", "user", "cl" : Sets the base field-of-view.⤶ fps_max : 200 : , "a" : Frame rate limiter.⤶ free_pass_peek_debug : 0 : , "sv" : ⤶ fs_monitor_read_from_pack : 0 : : 0:Off, 1:Any, 2:Sync only⤶ fs_printopenfiles : cmd : : Show all files currently opened by the engine.⤶ fs_report_sync_opens : 0 : : 0:Off, 1:Always, 2:Not during load⤶ fs_tellmeyoursecrets : 0 : : 0:Off, 1:On, 2:Extra⤶ fs_warning_level : cmd : : Set the filesystem warning level.⤶ fs_warning_mode : 0 : : 0:Off, 1:Warn main thread, 2:Warn other threads⤶ func_break_max_pieces : 15 : , "a", "sv", "rep" : ⤶ func_break_reduction_factor : 0 : , "sv" : ⤶ func_breakdmg_bullet : 0 : , "sv" : ⤶ func_breakdmg_club : 1 : , "sv" : ⤶ func_breakdmg_explosive : 1 : , "sv" : ⤶ g15_dumpplayer : cmd : : Spew player data.⤶ g15_reload : cmd : : Reloads the Logitech G-15 Keyboard configs.⤶ g15_update_msec : 250 : , "a", "cl" : Logitech G-15 Keyboard update interval.⤶ g_ai_citizen_show_enemy : 0 : , "sv" : ⤶ g_antlion_cascade_push : 1 : , "a", "sv" : ⤶ g_antlion_maxgibs : 16 : , "a", "cl" : ⤶ g_antlionguard_hemorrhage : 1 : , "sv" : If 1, guard will emit a bleeding particle effect when wounded.⤶ g_debug_angularsensor : 0 : , "sv", "cheat" : ⤶ g_debug_antlion : 0 : , "sv" : ⤶ g_debug_antlion_worker : 0 : , "sv" : ⤶ g_debug_antlionguard : 0 : , "sv" : ⤶ g_debug_antlionmaker : 0 : , "sv", "cheat" : ⤶ g_debug_basehelicopter : 0 : , "sv", "cheat" : ⤶ g_debug_basescanner : 0 : , "sv", "cheat" : ⤶ g_debug_combine_camera : 0 : , "sv" : ⤶ g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds.⤶ g_debug_cscanner : 0 : , "sv" : ⤶ g_debug_darkness : 0 : , "sv" : Show darkness mode lightsources.⤶ g_debug_doors : 0 : , "sv" : ⤶ g_debug_dropship : 0 : , "sv" : ⤶ g_debug_dynamicresupplies : 0 : , "sv" : Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other item⤶ g_debug_gunship : 0 : , "sv", "cheat" : ⤶ g_debug_headcrab : 0 : , "sv", "cheat" : ⤶ g_debug_hunter_charge : 0 : , "sv" : ⤶ g_debug_injured_follow : 0 : , "sv" : ⤶ g_debug_npc_vehicle_roles : 0 : , "sv" : ⤶ g_debug_physcannon : 0 : , "sv", "cheat", "rep" : ⤶ g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" : ⤶ g_debug_ragdoll_visualize : 0 : , "cheat", "cl" : ⤶ g_debug_trackpather : 0 : , "sv", "cheat" : ⤶ g_debug_transitions : 0 : , "sv" : Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities ⤶ g_debug_turret : 0 : , "sv" : ⤶ g_debug_turret_ceiling : 0 : , "sv" : ⤶ g_debug_vehiclebase : 0 : , "sv", "cheat" : ⤶ g_debug_vehicledriver : 0 : , "sv", "cheat" : ⤶ g_debug_vehicleexit : 0 : , "sv", "cheat" : ⤶ g_debug_vehiclesound : 0 : , "sv", "cheat" : ⤶ g_debug_vortigaunt_aim : 0 : , "sv" : ⤶ g_helicopter_bomb_danger_radius : 120 : , "sv" : ⤶ g_helicopter_bullrush_bomb_enemy_distance : 0 : , "sv" : ⤶ g_helicopter_bullrush_bomb_speed : 850 : , "sv" : The maximum distance the player can be from the chopper before it stops firing⤶ g_helicopter_bullrush_bomb_time : 10 : , "sv" : ⤶ g_helicopter_bullrush_distance : 5000 : , "sv" : ⤶ g_helicopter_bullrush_mega_bomb_health : 0 : , "sv" : Fraction of the health of the chopper before it mega-bombs⤶ g_helicopter_bullrush_shoot_height : 650 : , "sv" : The maximum distance the player can be from the chopper before it stops firing⤶ g_helicopter_chargetime : 2 : , "sv" : How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires⤶ g_helicopter_idletime : 3 : , "sv" : How much time we have to wait (on average) after we fire before we can charge up again⤶ g_helicopter_maxfiringdist : 2500 : , "sv" : The maximum distance the player can be from the chopper before it stops firing⤶ g_jeepexitspeed : 100 : , "sv", "cheat" : ⤶ g_Language : 0 : , "sv", "rep" : ⤶ g_ragdoll_fadespeed : 600 : , "cl" : ⤶ g_ragdoll_important_maxcount : 2 : , "sv", "rep" : ⤶ g_ragdoll_lvfadespeed : 100 : , "cl" : ⤶ g_ragdoll_maxcount : 32 : , "sv", "rep" : ⤶ g_test_new_antlion_jump : 1 : , "a", "sv" : ⤶ gamemenucommand : cmd : : Issue game menu command.⤶ gamemode : 0 : : The current gamemode⤶ gameui_activate : cmd : : Shows the game UI⤶ gameui_allowescape : cmd : : Escape key allowed to hide game UI⤶ gameui_allowescapetoshow : cmd : : Escape key allowed to show game UI⤶ gameui_hide : cmd : : Hides the game UI⤶ gameui_hide_dialog : cmd : : asdf⤶ gameui_preventescape : cmd : : Escape key doesn't hide game UI⤶ gameui_preventescapetoshow : cmd : : Escape key doesn't show game UI⤶ gameui_show_dialog : cmd : : Show an arbitrary Dialog.⤶ gameui_xbox : 0 : : ⤶ getpos : cmd : : dump position and angles to the console⤶ give : cmd : : Give item to player. Arguments: <item_name>⤶ givecurrentammo : cmd : : Give a supply of ammo for current weapon.. ⤶ gl_amd_occlusion_workaround : 1 : : ⤶ gl_clear : 0 : , "cl" : ⤶ gl_clear_randomcolor : 0 : , "cheat", "cl" : Clear the back buffer to random colors every frame. Helps spot open seams in geometry.⤶ global_set : cmd : : global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).⤶ gm_demo_to_video : cmd : : ⤶ gm_load : cmd : : ⤶ gm_showhelp : cmd : : ⤶ gm_showspare1 : cmd : : ⤶ gm_showspare2 : cmd : : ⤶ gm_showteam : cmd : : ⤶ gm_snapangles : 45 : , "a", "user", "cl" : What angle should we snap to⤶ gm_snapgrid : 0 : , "a", "user", "cl" : What grid should we snap to⤶ gm_video : cmd : : Starts and stops the recording of a .webm (VP8/Vorbis) video. See vid_* convars for settings.⤶ gmod_delete_temp_files : 1 : , "a", "cl" : Delete temporary files downloaded from servers such as sprays.⤶ gmod_language : 0 : , "a", "user" : Changes language of Garry's mod⤶ gmod_maxammo : 9999 : , "sv", "rep" : If set to above 0, overrides max ammo carried per player of all ammo types. Otherwise ammo type's max ammo is used.⤶ gmod_mcore_test : 1 : : if you find this, don't go around enabling it and then complaining about issues⤶ gmod_modding : cmd : : ⤶ gmod_privacy : cmd : : ⤶ gmod_servers : cmd : : ⤶ gmod_sneak_attack : 1 : , "sv" : If set to zero, disables Half-Life 2's Sneak Attack feature, where headshotting NPCs who have not seen the player would result ⤶ gmod_suit : 0 : , "sv", "rep" : Set to non zero to enable Half-Life 2 aux suit power stuff.⤶ gmod_tos : cmd : : ⤶ gmod_unload_test : 0 : : Unload materials and models on disconnect. Unstable. Use at your own risk.⤶ god : cmd : : Toggle. Player becomes invulnerable.⤶ -graph : cmd : : ⤶ +graph : cmd : : ⤶ -grenade1 : cmd : : ⤶ +grenade1 : cmd : : ⤶ -grenade2 : cmd : : ⤶ +grenade2 : cmd : : ⤶ groundlist : cmd : : Display ground entity list <index>⤶ hammer_update_entity : cmd : : Updates the entity's position/angles when in edit mode⤶ hammer_update_safe_entities : cmd : : Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit⤶ hap_airboat_gun_mag : 3 : , "sv" : ⤶ hap_damagescale_game : 1 : , "cl" : ⤶ hap_HasDevice : 0 : , "user", "cl" : falcon is connected⤶ hap_jeep_cannon_mag : 10 : , "sv" : ⤶ hap_melee_scale : 0 : , "numeric", "cl" : ⤶ hap_noclip_avatar_scale : 0 : , "numeric", "cl" : ⤶ hap_turret_mag : 5 : , "sv" : ⤶ hap_ui_vehicles : 1 : , "cl" : ⤶ help : cmd : : Find help about a convar/concommand.⤶ hideconsole : cmd : : Hide the console.⤶ hidehud : 0 : , "cheat", "cl" : ⤶ hidepanel : cmd : : Hides a viewport panel <name>⤶ hl1_debug_sentence_volume : 0 : , "sv" : ⤶ hl1_fixup_sentence_sndlevel : 1 : , "sv" : ⤶ hl2_darkness_flashlight_factor : 1 : , "sv" : ⤶ hl2_episodic : 0 : , "sv", "rep" : ⤶ host_flush_threshold : 20 : : Memory threshold below which the host should flush caches between server instances⤶ host_framerate : 0 : , "cheat", "rep" : 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 : cmd : : 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 : : Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.⤶ host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.⤶ host_speeds : 0 : : Show general system running times.⤶ host_timer_report : cmd : : Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)⤶ host_timescale : 1 : , "cheat", "rep" : Prescale the clock by this amount.⤶ host_workshop_collection : 0 : , "sv" : ⤶ host_writeconfig : cmd : : Store current settings to config.cfg (or specified .cfg file).⤶ hostip : 0 : : Host game server ip⤶ hostname : 0 : : Hostname for server.⤶ hostport : 27015 : : Host game server port⤶ hud_airboathint_numentries : 10 : , "sv" : ⤶ hud_autoaim_method : 1 : , "cl" : ⤶ hud_autoaim_scale_icon : 0 : , "cl" : ⤶ hud_autoreloadscript : 0 : , "cl" : Automatically reloads the animation script each time one is ran⤶ hud_centerid : 1 : , "cl" : ⤶ hud_deathnotice_time : 6 : , "cl" : ⤶ hud_draw_active_reticle : 0 : , "cl" : ⤶ hud_draw_fixed_reticle : 0 : , "cl" : ⤶ hud_drawhistory_time : 5 : , "cl" : ⤶ hud_fastswitch : 0 : , "a", "cl" : ⤶ hud_freezecamhide : 0 : , "a", "cl" : Hide the HUD during freeze-cam⤶ hud_jeephint_numentries : 10 : , "sv" : ⤶ hud_magnetism : 0 : , "cl" : ⤶ hud_quickinfo : 0 : , "a", "cl" : ⤶ hud_reloadscheme : cmd : : Reloads hud layout and animation scripts.⤶ hud_reticle_alpha_speed : 700 : , "cl" : ⤶ hud_reticle_maxalpha : 255 : , "cl" : ⤶ hud_reticle_minalpha : 125 : , "cl" : ⤶ hud_reticle_scale : 1 : , "cl" : ⤶ hud_saytext_time : 12 : , "cl" : ⤶ hud_showtargetid : 1 : , "cl" : ⤶ hud_takesshots : 0 : , "a", "cl" : Auto-save a scoreboard screenshot at the end of a map.⤶ hunter_allow_dissolve : 1 : , "sv" : ⤶ hunter_allow_nav_jump : 0 : , "sv" : ⤶ hunter_charge : 1 : , "sv" : ⤶ hunter_charge_min_delay : 10 : , "sv" : ⤶ hunter_charge_pct : 25 : , "sv" : ⤶ hunter_charge_test : 0 : , "sv" : ⤶ hunter_cheap_explosions : 1 : , "sv" : ⤶ hunter_clamp_shots : 1 : , "sv" : ⤶ hunter_disable_patrol : 0 : , "sv" : ⤶ hunter_dodge_debug : 0 : , "sv" : ⤶ hunter_dodge_warning : 1 : , "sv" : ⤶ hunter_dodge_warning_cone : 0 : , "sv" : ⤶ hunter_dodge_warning_width : 180 : , "sv" : ⤶ hunter_first_flechette_delay : 0 : , "sv" : ⤶ hunter_flechette_delay : 0 : , "sv" : ⤶ hunter_flechette_explode_delay : 2 : , "sv" : ⤶ hunter_flechette_max_concurrent_volleys : 2 : , "sv" : ⤶ hunter_flechette_max_range : 1200 : , "sv" : ⤶ hunter_flechette_min_range : 100 : , "sv" : ⤶ hunter_flechette_speed : 2000 : , "sv" : ⤶ hunter_flechette_test : 0 : , "sv" : ⤶ hunter_flechette_volley_end_max_delay : 2 : , "sv" : ⤶ hunter_flechette_volley_end_min_delay : 1 : , "sv" : ⤶ hunter_flechette_volley_size : 8 : , "sv" : ⤶ hunter_flechette_volley_start_max_delay : 0 : , "sv" : ⤶ hunter_flechette_volley_start_min_delay : 0 : , "sv" : ⤶ hunter_free_knowledge : 10 : , "sv" : ⤶ hunter_hate_attached_striderbusters : 1 : , "sv" : ⤶ hunter_hate_held_striderbusters : 1 : , "sv" : ⤶ hunter_hate_held_striderbusters_delay : 0 : , "sv" : ⤶ hunter_hate_held_striderbusters_tolerance : 2000 : , "sv" : ⤶ hunter_hate_thrown_striderbusters : 1 : , "sv" : ⤶ hunter_hate_thrown_striderbusters_tolerance : 300 : , "sv" : ⤶ hunter_jostle_car_max_speed : 600 : , "sv" : ⤶ hunter_jostle_car_min_speed : 100 : , "sv" : ⤶ hunter_melee_delay : 2 : , "sv" : ⤶ hunter_plant_adjust_z : 12 : , "sv" : ⤶ hunter_random_expressions : 0 : , "sv" : ⤶ hunter_retreat_striderbusters : 1 : , "sv" : If true, the hunter will retreat when a buster is glued to him.⤶ hunter_seek_thrown_striderbusters_tolerance : 400 : , "sv" : ⤶ hunter_shoot_flechette : cmd : : Fires a hunter flechette where the player is looking.⤶ hunter_show_weapon_los_condition : 0 : , "sv" : ⤶ hunter_show_weapon_los_z : 0 : , "sv" : ⤶ hunter_siege_frequency : 12 : , "sv" : ⤶ hunter_stand_still : 0 : , "sv" : ⤶ hurtme : cmd : : Hurts the player. Arguments: <health to lose>⤶ impulse : cmd : : ⤶ in_usekeyboardsampletime : 1 : , "cl" : Use keyboard sample time smoothing.⤶ incrementvar : cmd : : Increment specified convar value.⤶ injured_help_plee_range : 256 : , "sv" : ⤶ invnext : cmd : : ⤶ invprev : cmd : : ⤶ ip : 0 : : Overrides IP for multihomed hosts⤶ jalopy_blocked_exit_max_speed : 50 : , "sv" : ⤶ jalopy_cargo_anim_time : 1 : , "sv" : ⤶ jalopy_radar_test_ent : 0 : , "sv" : ⤶ +jlook : cmd : : ⤶ -jlook : cmd : : ⤶ joy_accel_filter : 0 : , "cl" : ⤶ joy_accelmax : 1 : , "a", "cl" : ⤶ joy_accelscale : 0 : , "a", "cl" : ⤶ joy_advanced : 1 : , "a", "cl" : ⤶ joy_advaxisr : 1 : , "a", "cl" : ⤶ joy_advaxisu : 3 : , "a", "cl" : ⤶ joy_advaxisv : 0 : , "a", "cl" : ⤶ joy_advaxisx : 4 : , "a", "cl" : ⤶ joy_advaxisy : 2 : , "a", "cl" : ⤶ joy_advaxisz : 0 : , "a", "cl" : ⤶ joy_autoaimdampen : 0 : , "a", "cl" : How much to scale user stick input when the gun is pointing at a valid target.⤶ joy_autoaimdampenrange : 0 : , "a", "cl" : The stick range where autoaim dampening is applied. 0 = off⤶ joy_autosprint : 0 : , "cl" : Automatically sprint when moving with an analog joystick⤶ joy_axisbutton_threshold : 0 : , "a" : Analog axis range before a button press is registered.⤶ joy_deadzone_mode : 0 : : 0 => Cross-shaped deadzone (default), 1 => Square deadzone.⤶ joy_diagonalpov : 0 : , "a", "cl" : POV manipulator operates on diagonal axes, too.⤶ joy_display_input : 0 : , "a", "cl" : ⤶ joy_forwardsensitivity : -1 : , "a", "cl" : ⤶ joy_forwardthreshold : 0 : , "a", "cl" : ⤶ joy_inverty : 0 : , "a", "cl" : Whether to invert the Y axis of the joystick for looking.⤶ joy_inverty_default : 0 : , "cl" : ⤶ joy_lowend : 1 : , "a", "cl" : ⤶ joy_lowmap : 1 : , "a", "cl" : ⤶ joy_movement_stick : 0 : , "a", "cl" : Which stick controls movement (0 is left stick)⤶ joy_movement_stick_default : 0 : , "cl" : ⤶ joy_name : 0 : , "a", "cl" : ⤶ joy_pegged : 0 : , "cl" : ⤶ joy_pitchsensitivity : 1 : , "a", "cl" : ⤶ joy_pitchsensitivity_default : -1 : , "cl" : ⤶ joy_pitchthreshold : 0 : , "a", "cl" : ⤶ joy_response_look : 0 : , "a", "cl" : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion⤶ joy_response_move : 1 : , "a", "cl" : 'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity⤶ joy_response_move_vehicle : 6 : , "cl" : ⤶ joy_sidesensitivity : 1 : , "a", "cl" : ⤶ joy_sidethreshold : 0 : , "a", "cl" : ⤶ joy_vehicle_turn_lowend : 0 : , "cl" : ⤶ joy_vehicle_turn_lowmap : 0 : , "cl" : ⤶ joy_virtual_peg : 0 : , "cl" : ⤶ joy_wingmanwarrior_centerhack : 0 : , "a" : Wingman warrior centering hack.⤶ joy_wingmanwarrior_turnhack : 0 : , "a", "cl" : Wingman warrior hack related to turn axes.⤶ joy_xcontroller_cfg_loaded : 0 : , "a", "cl" : If 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 : , "a", "cl" : ⤶ joy_yawsensitivity_default : -1 : , "cl" : ⤶ joy_yawthreshold : 0 : , "a", "cl" : ⤶ joyadvancedupdate : cmd : : ⤶ joystick : 0 : , "a", "cl" : ⤶ joystick_force_disabled : 1 : , "a", "cl" : Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si⤶ jpeg : cmd : : Take a jpeg screenshot: jpeg <filename> <quality 1-100>.⤶ jpeg_quality : 90 : : jpeg screenshot quality.⤶ -jump : cmd : : ⤶ +jump : cmd : : ⤶ kdtree_test : cmd : : Tests spatial partition for entities queries.⤶ key_findbinding : cmd : : Find key bound to specified command string.⤶ key_listboundkeys : cmd : : List bound keys with bindings.⤶ key_updatelayout : cmd : : Updates game keyboard layout to current windows keyboard setting.⤶ kick : cmd : : Kick a player by name.⤶ kickall : cmd : : Kicks everybody connected with a message.⤶ kickid : cmd : : Kick a player by userid or uniqueid, with a message.⤶ kill : cmd : : Kills the player with generic damage⤶ killserver : cmd : : Shutdown the server.⤶ killvector : cmd : : Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>⤶ -klook : cmd : : ⤶ +klook : cmd : : ⤶ language_reload : cmd : : Reloads the language files⤶ lastinv : cmd : : ⤶ -left : cmd : : ⤶ +left : cmd : : ⤶ light_crosshair : cmd : : Show texture color at crosshair⤶ lightcache_maxmiss : 2 : , "cheat" : ⤶ lightprobe : cmd : : Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material⤶ linefile : cmd : : Parses map leak data from .lin file⤶ listdemo : cmd : : List demo file contents.⤶ listid : cmd : : Lists banned users.⤶ listip : cmd : : List IP addresses on the ban list.⤶ listissues : cmd : : List all the issues that can be voted on.⤶ listmodels : cmd : : List loaded models.⤶ listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs.⤶ load : cmd : : Load a saved game.⤶ loader_dump_table : cmd : : ⤶ loader_spew_info : 0 : : 0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All ⤶ loader_spew_info_ex : 0 : : (internal)⤶ lod_TransitionDist : 800 : , "cl" : ⤶ log : cmd : : Enables logging to file, console, and udp < on | off >.⤶ log_verbose_enable : 0 : , "sv" : Set to 1 to enable verbose server log on the server.⤶ log_verbose_interval : 3 : , "sv" : Determines the interval (in seconds) for the verbose server log.⤶ logaddress_add : cmd : : Set address and port for remote host <ip:port>.⤶ logaddress_del : cmd : : Remove address and port for remote host <ip:port>.⤶ logaddress_delall : cmd : : Remove all udp addresses being logged to⤶ logaddress_list : cmd : : List all addresses currently being used by logaddress.⤶ -lookdown : cmd : : ⤶ +lookdown : cmd : : ⤶ lookspring : 0 : , "a", "cl" : ⤶ lookstrafe : 0 : , "a", "cl" : ⤶ +lookup : cmd : : ⤶ -lookup : cmd : : ⤶ lservercfgfile : 0 : , "sv" : ⤶ lua_dumpfonts : cmd : : Dumps all the fonts registered on the client state using surface.CreateFont⤶ lua_dumpfonts_menu : cmd : : Dumps all the fonts registered on the menu state using surface.CreateFont⤶ lua_dumptimers_cl : cmd : : Dumps all the currently active Lua timers on the client⤶ lua_dumptimers_menu : cmd : : Dumps all the currently active Lua timers in the menu⤶ lua_dumptimers_sv : cmd : : Dumps all the currently active Lua timers on the server⤶ lua_error_url : 0 : , "sv", "rep", "norecord" : ⤶ lua_filestats : cmd : : Lua File Stats⤶ lua_log_cl : 0 : , "cl" : ⤶ lua_log_sv : 0 : , "sv" : ⤶ lua_matproxy : 1 : , "cl" : ⤶ lua_networkvar_bytespertick : 256 : , "sv" : ⤶ lua_openscript : cmd : : Open a Lua script⤶ lua_openscript_cl : cmd : : Open a Lua script⤶ lua_refresh_file : cmd : : Manually refresh a Lua script, as if it was auto refreshed by editing it.⤶ lua_reloadents : cmd : : Reload all scripted entities⤶ lua_run : cmd : : Run a Lua command⤶ lua_run_cl : cmd : : Run a Lua command⤶ LuaParticle_SettleSpeed : 100 : , "cl" : ⤶ m_customaccel : 0 : , "a", "cl" : Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, ⤶ m_customaccel_exponent : 1 : , "a", "cl" : Mouse move is raised to this power before being scaled by scale factor.⤶ m_customaccel_max : 0 : , "a", "cl" : Max mouse move scale factor, 0 for no limit⤶ m_customaccel_scale : 0 : , "a", "cl" : Custom mouse acceleration value.⤶ m_filter : 0 : , "a", "cl" : Mouse filtering (set this to 1 to average the mouse over 2 frames).⤶ m_forward : 1 : , "a", "cl" : Mouse forward factor.⤶ m_mouseaccel1 : 0 : , "a", "cl" : Windows mouse acceleration initial threshold (2x movement).⤶ m_mouseaccel2 : 0 : , "a", "cl" : Windows mouse acceleration secondary threshold (4x movement).⤶ m_mousespeed : 1 : , "a", "cl" : Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold⤶ m_pitch : 0 : , "a", "cl" : Mouse pitch factor.⤶ m_rawinput : 0 : , "a", "cl" : Use Raw Input for mouse input.⤶ m_side : 0 : , "a", "cl" : Mouse side factor.⤶ m_yaw : 0 : , "a", "cl" : Mouse yaw factor.⤶ map : cmd : : Start playing on specified map.⤶ map_background : cmd : : Runs a map as the background to the main menu.⤶ map_edit : cmd : : ⤶ map_noareas : 0 : : Disable area to area connection testing.⤶ mapcyclefile : 0 : , "sv" : Name of the .txt file used to cycle the maps on multiplayer servers ⤶ maps : cmd : : Displays list of maps.⤶ mat_aaquality : 0 : : ⤶ mat_accelerate_adjust_exposure_down : 3 : , "cheat" : ⤶ mat_alphacoverage : 1 : : ⤶ mat_antialias : 8 : : ⤶ mat_autoexposure_max : 2 : , "cl" : ⤶ mat_autoexposure_min : 0 : , "cl" : ⤶ mat_bloom_scalefactor_scalar : 1 : , "cl" : ⤶ mat_bloomamount_rate : 0 : , "cheat", "cl" : ⤶ mat_bloomscale : 1 : , "cl" : ⤶ mat_bufferprimitives : 1 : : ⤶ mat_bumpbasis : 0 : , "cheat" : ⤶ mat_bumpmap : 1 : : ⤶ mat_camerarendertargetoverlaysize : 256 : , "cheat", "cl" : ⤶ mat_clipz : 1 : , "cl" : ⤶ mat_colcorrection_disableentities : 0 : : Disable map color-correction entities⤶ mat_color_projection : 0 : , "a" : ⤶ mat_colorcorrection : 1 : : ⤶ mat_compressedtextures : 1 : : ⤶ mat_configcurrent : cmd : : show the current video control panel config for the material system⤶ mat_crosshair : cmd : : Display the name of the material under the crosshair⤶ mat_crosshair_printmaterial : cmd : : print the material under the crosshair⤶ mat_crosshair_reloadmaterial : cmd : : reload the material under the crosshair⤶ mat_debug_autoexposure : 0 : , "cheat", "cl" : ⤶ mat_debug_bloom : 0 : , "cheat", "cl" : ⤶ mat_debug_postprocessing_effects : 0 : , "cl" : 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen⤶ mat_debug_process_halfscreen : 0 : , "cheat", "cl" : ⤶ mat_debugalttab : 0 : , "cheat" : ⤶ mat_debugdepth : 0 : : ⤶ mat_debugdepthmode : 0 : : ⤶ mat_debugdepthval : 128 : : ⤶ mat_debugdepthvalmax : 256 : : ⤶ mat_depthbias_decal : -262144 : , "cheat" : ⤶ mat_depthbias_normal : 0 : , "cheat" : ⤶ mat_depthbias_shadowmap : 0 : : ⤶ mat_diffuse : 1 : , "cheat" : ⤶ mat_disable_bloom : 0 : , "cl" : ⤶ mat_disable_d3d9ex : 0 : , "a" : Disables Windows Aero DirectX extensions (may positively or negatively affect performance depending on video drivers)⤶ mat_disable_fancy_blending : 0 : : ⤶ mat_disable_lightwarp : 0 : : ⤶ mat_disable_ps_patch : 0 : : ⤶ mat_disablehwmorph : 0 : : Disables HW morphing for particular mods⤶ mat_drawflat : 0 : , "cheat" : ⤶ mat_drawTexture : 0 : , "cl" : Enable debug view texture⤶ mat_drawTextureScale : 1 : , "cl" : Debug view texture scale⤶ mat_drawTitleSafe : 0 : : Enable title safe overlay⤶ mat_drawwater : 1 : , "cheat", "cl" : ⤶ mat_dump_rts : 0 : , "cl" : ⤶ mat_dumpmaterials : cmd : : <skip0refs> Dump all materials for debugging⤶ mat_dumptextures : cmd : : Dump all textures for debugging⤶ mat_dxlevel : 95 : : ⤶ mat_dynamic_tonemapping : 1 : , "cheat" : ⤶ mat_edit : cmd : : 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 : , "cheat", "cl" : ⤶ mat_exposure_center_region_x_flashlight : 0 : , "cheat", "cl" : ⤶ mat_exposure_center_region_y : 0 : , "cheat", "cl" : ⤶ mat_exposure_center_region_y_flashlight : 0 : , "cheat", "cl" : ⤶ mat_fastclip : 0 : , "cheat" : ⤶ mat_fastnobump : 0 : , "cheat" : ⤶ mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.⤶ mat_fillrate : 0 : , "cheat" : ⤶ mat_filterlightmaps : 1 : : ⤶ mat_filtertextures : 1 : : ⤶ mat_force_bloom : 0 : , "cheat", "cl" : ⤶ mat_force_ps_patch : 0 : : ⤶ mat_force_tonemap_scale : 0 : , "cheat" : ⤶ mat_forceaniso : 16 : : ⤶ mat_forcedynamic : 0 : , "cheat" : ⤶ mat_forcehardwaresync : 1 : : ⤶ mat_forcemanagedtextureintohardware : 0 : : ⤶ mat_frame_sync_enable : 1 : , "cheat" : ⤶ mat_frame_sync_force_texture : 0 : , "cheat" : Force frame syncing to lock a managed texture.⤶ mat_framebuffercopyoverlaysize : 256 : , "cl" : ⤶ mat_fullbright : 0 : , "cheat" : ⤶ mat_hdr_enabled : cmd : : Report if HDR is enabled for debugging⤶ mat_hdr_level : 0 : , "a" : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.⤶ mat_hdr_manual_tonemap_rate : 1 : : ⤶ mat_hdr_tonemapscale : 1 : , "cheat" : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.⤶ mat_hdr_uncapexposure : 0 : , "cheat", "cl" : ⤶ mat_hsv : 0 : , "cheat", "cl" : ⤶ mat_info : cmd : : Shows material system info⤶ mat_leafvis : 0 : , "cheat" : 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 : , "cheat" : ⤶ mat_luxels : 0 : , "cheat" : ⤶ mat_managedtextures : 1 : , "a" : If set, allows Direct3D to manage texture uploading at the cost of extra system memory⤶ mat_max_worldmesh_vertices : 65536 : : ⤶ mat_maxframelatency : 1 : : ⤶ mat_measurefillrate : 0 : , "cheat" : ⤶ mat_mipmaptextures : 1 : : ⤶ mat_monitorgamma : 1 : : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)⤶ mat_monitorgamma_tv_enabled : 0 : , "a" : ⤶ mat_monitorgamma_tv_exp : 2 : : ⤶ mat_monitorgamma_tv_range_max : 255 : : ⤶ mat_monitorgamma_tv_range_min : 16 : : ⤶ mat_morphstats : 0 : , "cheat" : ⤶ mat_motion_blur_enabled : 0 : : ⤶ mat_motion_blur_falling_intensity : 1 : , "cl" : ⤶ mat_motion_blur_falling_max : 20 : , "cl" : ⤶ mat_motion_blur_falling_min : 10 : , "cl" : ⤶ mat_motion_blur_forward_enabled : 0 : , "cl" : ⤶ mat_motion_blur_percent_of_screen_max : 4 : : ⤶ mat_motion_blur_rotation_intensity : 1 : , "cl" : ⤶ mat_motion_blur_strength : 1 : , "cl" : ⤶ mat_non_hdr_bloom_scalefactor : 0 : , "cl" : ⤶ mat_norendering : 0 : , "cheat" : ⤶ mat_normalmaps : 0 : , "cheat" : ⤶ mat_normals : 0 : , "cheat" : ⤶ mat_parallaxmap : 0 : : ⤶ mat_picmip : -1 : : ⤶ mat_postprocess_x : 4 : , "cl" : ⤶ mat_postprocess_y : 1 : , "cl" : ⤶ mat_postprocessing_combine : 1 : , "cl" : Combine bloom, software anti-aliasing and color correction into one post-processing pass⤶ mat_powersavingsmode : 0 : , "a" : Power Savings Mode⤶ mat_proxy : 0 : , "cheat" : ⤶ mat_queue_mode : 0 : , "a" : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 2=queued multithreaded⤶ mat_queue_report : 0 : , "a" : Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.⤶ mat_reducefillrate : 0 : : ⤶ mat_reduceparticles : 0 : : ⤶ mat_reloadallmaterials : cmd : : Reloads all materials⤶ mat_reloadmaterial : cmd : : Reloads a single material⤶ mat_reloadtexture : cmd : : Reloads a single texture⤶ mat_reloadtextures : cmd : : Reloads all textures⤶ mat_remoteshadercompile : 127 : , "cheat" : ⤶ mat_report_queue_status : 0 : : ⤶ mat_reporthwmorphmemory : cmd : : Reports the amount of size in bytes taken up by hardware morph textures.⤶ mat_reversedepth : 0 : , "cheat" : ⤶ mat_savechanges : cmd : : saves current video configuration to the registry⤶ mat_setvideomode : cmd : : sets the width, height, windowed state of the material system⤶ mat_shadercount : cmd : : display count of all shaders and reset that count⤶ mat_shadowstate : 1 : : ⤶ mat_show_ab_hdr : 0 : : ⤶ mat_show_ab_hdr_hudelement : 0 : , "cheat", "cl" : HDR Demo HUD Element toggle.⤶ mat_show_histogram : 0 : , "cl" : ⤶ mat_show_texture_memory_usage : 0 : , "cheat", "numeric" : Display the texture memory usage on the HUD.⤶ mat_showcamerarendertarget : 0 : , "cheat", "cl" : ⤶ mat_showenvmapmask : 0 : : ⤶ mat_showframebuffertexture : 0 : , "cheat", "cl" : ⤶ mat_showlightmappage : -1 : , "cl" : ⤶ mat_showlowresimage : 0 : , "cheat" : ⤶ mat_showmaterials : cmd : : Show materials.⤶ mat_showmaterialsverbose : cmd : : Show materials (verbose version).⤶ mat_showmiplevels : 0 : , "cheat" : color-code miplevels 2: normalmaps, 1: everything else⤶ mat_showtextures : cmd : : Show used textures.⤶ mat_showwatertextures : 0 : , "cheat", "cl" : ⤶ mat_slopescaledepthbias_decal : 0 : , "cheat" : ⤶ mat_slopescaledepthbias_normal : 0 : , "cheat" : ⤶ mat_slopescaledepthbias_shadowmap : 2 : : ⤶ mat_software_aa_blur_one_pixel_lines : 0 : , "a", "cl" : How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)⤶ mat_software_aa_debug : 0 : , "cl" : Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0->black, 1->red, 2->green, 3->blue), (2 - show anti-a⤶ mat_software_aa_edge_threshold : 1 : , "a", "cl" : Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more ⤶ mat_software_aa_quality : 0 : , "a", "cl" : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)⤶ mat_software_aa_strength : 0 : , "a", "cl" : 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 : , "a", "cl" : Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.⤶ mat_software_aa_tap_offset : 1 : , "a", "cl" : Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im⤶ mat_softwarelighting : 0 : : ⤶ mat_softwareskin : 0 : , "cheat" : ⤶ mat_specular : 1 : : Enable/Disable specularity for perf testing. Will cause a material reload upon change.⤶ mat_spewvertexandpixelshaders : cmd : : Print all vertex and pixel shaders currently loaded to the console⤶ mat_stub : 0 : , "cheat", "cl" : ⤶ mat_supportflashlight : 1 : : 0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported⤶ mat_surfaceid : 0 : , "cheat" : ⤶ mat_surfacemat : 0 : , "cheat" : ⤶ +mat_texture_list : cmd : : ⤶ mat_texture_list : 0 : : For debugging, show a list of used textures per frame⤶ -mat_texture_list : cmd : : ⤶ mat_texture_list_all : 0 : , "numeric" : If this is nonzero, then the texture list panel will show all currently-loaded textures.⤶ mat_texture_list_txlod : cmd : : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution⤶ mat_texture_list_txlod_sync : cmd : : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files⤶ mat_texture_list_view : 1 : , "numeric" : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.⤶ mat_texture_outline_fonts : cmd : : Outline fonts textures.⤶ mat_texture_save_fonts : cmd : : Save all font textures⤶ mat_tonemap_algorithm : 1 : , "cheat" : 0 = Original Algorithm 1 = New Algorithm⤶ mat_tonemap_min_avglum : 3 : , "cheat", "cl" : ⤶ mat_tonemap_percent_bright_pixels : 2 : , "cheat", "cl" : ⤶ mat_tonemap_percent_target : 60 : , "cheat", "cl" : ⤶ mat_tonemapping_occlusion_use_stencil : 0 : : ⤶ mat_trilinear : 0 : : ⤶ mat_use_compressed_hdr_textures : 1 : : ⤶ mat_viewportscale : 1 : , "a", "cl" : Scale down the main viewport (to reduce GPU impact on CPU profiling)⤶ mat_viewportupscale : 1 : , "a", "cl" : Scale the viewport back up⤶ mat_visualize_dof : 0 : , "cheat" : ⤶ mat_vsync : 0 : : Force sync to vertical retrace⤶ mat_wateroverlaysize : 256 : , "cl" : ⤶ mat_wireframe : 0 : , "cheat" : ⤶ mat_yuv : 0 : , "cheat", "cl" : ⤶ matchmakingport : 27025 : : Host Matchmaking port⤶ maxplayers : cmd : : Change the maximum number of players allowed on this server.⤶ mem_compact : cmd : : ⤶ mem_dump : cmd : : 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 : cmd : : Dump VB memory allocation stats.⤶ mem_force_flush : 0 : , "cheat" : Force cache flush of unlocked resources on every alloc⤶ mem_incremental_compact : cmd : : ⤶ mem_max_heapsize : 256 : : Maximum amount of memory to dedicate to engine hunk and datacache (in mb)⤶ mem_max_heapsize_dedicated : 64 : : Maximum amount of memory to dedicate to engine hunk and datacache, 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 : cmd : : ⤶ 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 : cmd : : Dumps the memory used by vcollides⤶ mem_verify : cmd : : Verify the validity of the heap⤶ memory : cmd : : Print memory stats.⤶ menu_cleanupgmas : cmd : : ⤶ metropolice_charge : 1 : , "sv" : ⤶ metropolice_chase_use_follow : 0 : , "sv" : ⤶ metropolice_move_and_melee : 1 : , "sv" : ⤶ minisave : cmd : : Saves game (for current level only!)⤶ mission_list : cmd : : List all available tactical missions⤶ mission_show : cmd : : Show the given mission⤶ 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 : : 1 - show hitches , 2 - show stalls⤶ mod_load_vcollide_async : 0 : : ⤶ mod_lock_mdls_on_load : 0 : : ⤶ mod_test_mesh_not_available : 0 : , "cheat" : ⤶ mod_test_not_available : 0 : , "cheat" : ⤶ mod_test_verts_not_available : 0 : , "cheat" : ⤶ mod_touchalldata : 1 : : Touch model data during level startup⤶ mod_trace_load : 0 : : ⤶ model_list : cmd : : Dump model list to file⤶ monk_headshot_freq : 2 : , "sv" : ⤶ mortar_visualize : 0 : , "sv" : ⤶ motdfile : 0 : , "sv" : The MOTD file to load.⤶ motdfile_text : 0 : , "sv" : The text-only MOTD file to use for clients that have disabled HTML MOTDs.⤶ +movedown : cmd : : ⤶ -movedown : cmd : : ⤶ +moveleft : cmd : : ⤶ -moveleft : cmd : : ⤶ +moveright : cmd : : ⤶ -moveright : cmd : : ⤶ +moveup : cmd : : ⤶ -moveup : cmd : : ⤶ movie_fixwave : cmd : : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.⤶ mp_allowNPCs : 1 : , "sv", "nf" : ⤶ mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not⤶ mp_autocrosshair : 1 : , "sv", "nf" : ⤶ mp_chattime : 10 : , "sv", "rep" : amount of time players can chat after the game is over⤶ mp_clan_ready_signal : 0 : , "sv" : Text that team leader from each team must speak for the match to begin⤶ mp_clan_readyrestart : 0 : , "sv" : If non-zero, game will restart once someone from each team gives the ready signal⤶ mp_decals : 99999 : , "a" : ⤶ mp_defaultteam : 0 : , "sv" : ⤶ mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked⤶ mp_fadetoblack : 0 : , "sv", "nf", "rep" : fade a player's screen to black when he dies⤶ mp_falldamage : 0 : , "sv", "nf" : ⤶ mp_flashlight : 0 : , "sv", "nf" : ⤶ mp_footsteps : 1 : , "sv", "nf" : ⤶ mp_forcecamera : 0 : , "sv", "rep" : Restricts spectator modes for dead players⤶ mp_forcerespawn : 1 : , "sv", "nf" : ⤶ mp_fraglimit : 0 : , "sv", "nf", "rep" : The number of kills at which the map ends⤶ mp_friendlyfire : 0 : , "sv", "nf", "rep" : Allows team members to injure other members of their team⤶ mp_mapcycle_empty_timeout_seconds : 0 : , "sv", "rep" : If nonzero, server will cycle to the next map if it has been empty on the current map for N seconds⤶ mp_ready_signal : 0 : , "sv" : Text that each player must speak for the match to begin⤶ mp_readyrestart : 0 : , "sv" : If non-zero, game will restart once each player gives the ready signal⤶ mp_restartgame : 0 : , "sv" : If non-zero, game will restart in the specified number of seconds⤶ mp_restartgame_immediate : 0 : , "sv" : If non-zero, game will restart immediately⤶ mp_show_voice_icons : 1 : , "sv", "rep" : Show overhead player voice icons when players are speaking. ⤶ mp_teamlist : 0 : , "sv", "nf" : ⤶ mp_teamoverride : 1 : , "sv" : ⤶ mp_teamplay : 0 : , "sv", "nf" : ⤶ mp_timelimit : 0 : , "sv", "nf", "rep" : game time per map in minutes⤶ mp_usehwmmodels : 0 : , "cl" : Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)⤶ mp_usehwmvcds : 0 : , "cl" : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)⤶ mp_waitingforplayers_cancel : 0 : , "sv" : Set to 1 to end the WaitingForPlayers period.⤶ mp_waitingforplayers_restart : 0 : , "sv" : Set to 1 to start or restart the WaitingForPlayers period.⤶ mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds⤶ mp_weaponstay : 0 : , "sv", "nf" : ⤶ multvar : cmd : : Multiply specified convar value.⤶ muzzleflash_light : 1 : , "a", "cl" : ⤶ name : 0 : , "a", "user", "print", "server_can_execute" : Current user name⤶ nav_add_to_selected_set : cmd : : Add current area to the selected set.⤶ nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set.⤶ nav_analyze : cmd : : Re-analyze the current Navigation Mesh and save it to disk.⤶ nav_area_bgcolor : -1082534656.000 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing.⤶ nav_area_max_size : 50 : , "sv", "cheat" : Max area size created in nav generation⤶ nav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system.⤶ nav_begin_area : cmd : : Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and ⤶ nav_begin_deselecting : cmd : : Start continuously removing from the selected set.⤶ nav_begin_drag_deselecting : cmd : : Start dragging a selection area.⤶ nav_begin_drag_selecting : cmd : : Start dragging a selection area.⤶ nav_begin_selecting : cmd : : Start continuously adding to the selected set.⤶ nav_begin_shift_xy : cmd : : Begin shifting the Selected Set.⤶ nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor.⤶ nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/out-of-date navigation files.⤶ nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area.⤶ nav_check_stairs : cmd : : Update the nav mesh STAIRS attribute⤶ nav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areas⤶ nav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set.⤶ nav_clear_selected_set : cmd : : Clear the selected set.⤶ nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions.⤶ nav_compress_id : cmd : : Re-orders area and ladder ID's so they are continuous.⤶ nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a⤶ nav_coplanar_slope_limit : 0 : , "sv", "cheat" : ⤶ nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" : ⤶ nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners.⤶ nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.⤶ nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground.⤶ nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.⤶ nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners.⤶ nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feet⤶ nav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand.⤶ nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.⤶ nav_debug_blocked : 0 : , "sv", "cheat" : ⤶ nav_delete : cmd : : Deletes the currently highlighted Area.⤶ nav_delete_marked : cmd : : Deletes the currently marked Area (if any).⤶ nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec⤶ nav_disconnect_outgoing_oneways : cmd : : For each area in the selected set, disconnect all outgoing one-way connections.⤶ nav_displacement_test : 10000 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for in-development maps)⤶ nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.⤶ nav_drag_selection_volume_zmax_offset : 32 : , "sv", "rep" : The offset of the nav drag volume top from center⤶ nav_drag_selection_volume_zmin_offset : 32 : , "sv", "rep" : The offset of the nav drag volume bottom from center⤶ nav_draw_limit : 500 : , "sv", "cheat" : The maximum number of areas to draw in edit mode⤶ nav_dump_selected_set_positions : cmd : : Write the (x,y,z) coordinates of the centers of all selected nav areas to a file.⤶ nav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.⤶ nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it.⤶ nav_end_deselecting : cmd : : Stop continuously removing from the selected set.⤶ nav_end_drag_deselecting : cmd : : Stop dragging a selection area.⤶ nav_end_drag_selecting : cmd : : Stop dragging a selection area.⤶ nav_end_selecting : cmd : : Stop continuously adding to the selected set.⤶ nav_end_shift_xy : cmd : : Finish shifting the Selected Set.⤶ nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.⤶ nav_gen_cliffs_approx : cmd : : Mark cliff areas, post-processing approximation⤶ nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.⤶ nav_generate_fencetops : 1 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle tops⤶ nav_generate_fixup_jump_areas : 1 : , "sv", "cheat" : Convert obsolete jump areas into 2-way connections⤶ nav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk.⤶ nav_generate_incremental_range : 2000 : , "sv", "cheat" : ⤶ nav_generate_incremental_tolerance : 0 : , "sv", "cheat" : Z tolerance for adding new nav areas.⤶ nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.⤶ nav_ladder_flip : cmd : : Flips the selected ladder's direction.⤶ nav_load : cmd : : Loads the Navigation Mesh for the current map.⤶ nav_lower_drag_volume_max : cmd : : Lower the top of the drag select volume.⤶ nav_lower_drag_volume_min : cmd : : Lower the bottom of the drag select volume.⤶ nav_make_sniper_spots : cmd : : Chops the marked area into disconnected sub-areas suitable for sniper spots.⤶ nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.⤶ nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set.⤶ nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.⤶ nav_mark_walkable : cmd : : 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 : , "sv", "cheat" : Maximum range for precomputed nav mesh visibility (0 = default 1500 units)⤶ nav_max_vis_delta_list_length : 64 : , "sv", "cheat" : ⤶ nav_merge : cmd : : To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm⤶ nav_merge_mesh : cmd : : Merges a saved selected set into the current mesh.⤶ nav_no_hostages : cmd : : Toggles the 'hostages cannot use this area' flag used by the AI system.⤶ nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.⤶ nav_place_floodfill : cmd : : Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli⤶ nav_place_list : cmd : : Lists all place names used in the map.⤶ nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.⤶ nav_place_replace : cmd : : Replaces all instances of the first place with the second place.⤶ nav_place_set : cmd : : Sets the Place of all selected areas to the current Place.⤶ nav_potentially_visible_dot_tolerance : 0 : , "sv", "cheat" : ⤶ nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.⤶ nav_quicksave : 1 : , "sv", "cheat" : Set to one to skip the time consuming phases of the analysis. Set to 2 to skip time consuming visibility calculations. Useful f⤶ nav_raise_drag_volume_max : cmd : : Raise the top of the drag select volume.⤶ nav_raise_drag_volume_min : cmd : : Raise the bottom of the drag select volume.⤶ nav_recall_selected_set : cmd : : Re-selects the stored selected set.⤶ nav_remove_from_selected_set : cmd : : Remove current area from the selected set.⤶ nav_remove_jump_areas : cmd : : Removes legacy jump areas, replacing them with connections.⤶ nav_run : cmd : : Toggles the 'traverse this area by running' flag used by the AI system.⤶ nav_save : cmd : : Saves the current Navigation Mesh to disk.⤶ nav_save_selected : cmd : : Writes the selected set to disk for merging into another mesh via nav_merge_mesh.⤶ nav_select_blocked_areas : cmd : : Adds all blocked areas to the selected set⤶ nav_select_damaging_areas : cmd : : Adds all damaging areas to the selected set⤶ nav_select_half_space : cmd : : Selects any areas that intersect the given half-space.⤶ nav_select_invalid_areas : cmd : : Adds all invalid areas to the Selected Set.⤶ nav_select_larger_than : cmd : : Select nav areas where both dimensions are larger than the given size.⤶ nav_select_obstructed_areas : cmd : : Adds all obstructed areas to the selected set⤶ nav_select_orphans : cmd : : Adds all orphan areas to the selected set (highlight a valid area first).⤶ nav_select_overlapping : cmd : : Selects nav areas that are overlapping others.⤶ nav_select_radius : cmd : : Adds all areas in a radius to the selection set⤶ nav_select_stairs : cmd : : Adds all stairway areas to the selected set⤶ nav_selected_set_border_color : 1585036928.000 : , "sv", "cheat" : Color used to draw the selected set borders while editing.⤶ nav_selected_set_color : -1045355072.000 : , "sv", "cheat" : Color used to draw the selected set background while editing.⤶ nav_set_place_mode : cmd : : Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.⤶ nav_shift : cmd : : Shifts the selected areas by the specified amount⤶ nav_show_approach_points : 0 : , "sv", "cheat" : Show Approach Points in the Navigation Mesh.⤶ nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editing⤶ nav_show_compass : 0 : , "sv", "cheat" : ⤶ nav_show_continguous : 0 : , "sv", "cheat" : Highlight non-contiguous connections⤶ nav_show_danger : 0 : , "sv", "cheat" : Show current 'danger' levels.⤶ nav_show_dumped_positions : cmd : : Show the (x,y,z) coordinate positions of the given dump file.⤶ nav_show_func_nav_avoid : 0 : , "sv", "cheat" : Show areas of designer-placed bot avoidance due to func_nav_avoid entities⤶ nav_show_func_nav_prefer : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prefer entities⤶ nav_show_light_intensity : 0 : , "sv", "cheat" : ⤶ nav_show_node_grid : 0 : , "sv", "cheat" : ⤶ nav_show_node_id : 0 : , "sv", "cheat" : ⤶ nav_show_nodes : 0 : , "sv", "cheat" : ⤶ nav_show_player_counts : 0 : , "sv", "cheat" : Show current player counts in each area.⤶ nav_show_potentially_visible : 0 : , "sv", "cheat" : Show areas that are potentially visible from the current nav area⤶ nav_simplify_selected : cmd : : Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas⤶ nav_slope_limit : 0 : , "sv", "cheat" : The ground unit normal's Z component must be greater than this for nav areas to be generated.⤶ nav_slope_tolerance : 0 : , "sv", "cheat" : The ground unit normal's Z component must be this close to the nav area's Z component to be generated.⤶ nav_snap_to_grid : 0 : , "sv", "cheat" : Snap to the nav generation grid when creating new nav areas⤶ nav_solid_props : 0 : , "sv", "cheat" : Make props solid to nav generation/editing⤶ nav_splice : cmd : : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.⤶ nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command.⤶ nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split.⤶ nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system.⤶ nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system.⤶ nav_store_selected_set : cmd : : Stores the current selected set for later retrieval.⤶ nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.⤶ nav_subdivide : cmd : : Subdivides all selected areas.⤶ nav_test_node : 0 : , "sv", "cheat" : ⤶ nav_test_node_crouch : 0 : , "sv", "cheat" : ⤶ nav_test_node_crouch_dir : 4 : , "sv", "cheat" : ⤶ nav_test_stairs : cmd : : Test the selected set for being on stairs⤶ nav_toggle_deselecting : cmd : : Start or stop continuously removing from the selected set.⤶ nav_toggle_in_selected_set : cmd : : Remove current area from the selected set.⤶ nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.⤶ nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.⤶ nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set.⤶ nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set.⤶ nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system.⤶ nav_unmark : cmd : : Clears the marked Area or Ladder.⤶ nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area.⤶ nav_update_lighting : cmd : : Recomputes lighting values⤶ nav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibility⤶ nav_use_place : cmd : : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.⤶ nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system.⤶ nav_warp_to_mark : cmd : : Warps the player to the marked area.⤶ nav_world_center : cmd : : Centers the nav mesh in the world⤶ nb_allow_avoiding : 1 : , "sv", "cheat" : ⤶ nb_allow_climbing : 1 : , "sv", "cheat" : ⤶ nb_allow_gap_jumping : 1 : , "sv", "cheat" : ⤶ nb_blind : 0 : , "sv", "cheat" : Disable vision⤶ nb_command : cmd : : Sends a command string to all bots⤶ nb_debug : cmd : : Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS.⤶ nb_debug_climbing : 0 : , "sv", "cheat" : ⤶ nb_debug_filter : cmd : : 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 : , "sv", "cheat" : If true, each bot keeps a history of debug output in memory⤶ nb_debug_known_entities : 0 : , "sv", "cheat" : Show the 'known entities' for the bot that is the current spectator target⤶ nb_delete_all : cmd : : Delete all non-player NextBot entities.⤶ nb_force_look_at : cmd : : Force selected bot to look at the local player's position⤶ nb_goal_look_ahead_range : 50 : , "sv", "cheat" : ⤶ nb_head_aim_resettle_angle : 100 : , "sv", "cheat" : After rotating through this angle, the bot pauses to 'recenter' its virtual mouse on its virtual mousepad⤶ nb_head_aim_resettle_time : 0 : , "sv", "cheat" : How long the bot pauses to 'recenter' its virtual mouse on its virtual mousepad⤶ nb_head_aim_settle_duration : 0 : , "sv", "cheat" : ⤶ nb_head_aim_steady_max_rate : 100 : , "sv", "cheat" : ⤶ nb_ladder_align_range : 50 : , "sv", "cheat" : ⤶ nb_last_area_update_tolerance : 4 : , "sv", "cheat" : Distance a character needs to travel in order to invalidate cached area⤶ nb_move_to_cursor : cmd : : Tell all NextBots to move to the cursor position⤶ nb_path_draw_inc : 100 : , "sv", "cheat" : ⤶ nb_path_draw_segment_count : 100 : , "sv", "cheat" : ⤶ nb_path_segment_influence_radius : 100 : , "sv", "cheat" : ⤶ nb_player_crouch : 0 : , "sv", "cheat" : Force bots to crouch⤶ nb_player_move : 1 : , "sv", "cheat" : Prevents bots from moving⤶ nb_player_move_direct : 0 : , "sv" : ⤶ nb_player_stop : 0 : , "sv", "cheat" : Stop all NextBotPlayers from updating⤶ nb_player_walk : 0 : , "sv", "cheat" : Force bots to walk⤶ nb_saccade_speed : 1000 : , "sv", "cheat" : ⤶ nb_saccade_time : 0 : , "sv", "cheat" : ⤶ nb_select : cmd : : Select the bot you are aiming at for further debug operations.⤶ nb_shadow_dist : 3000 : , "cl" : ⤶ nb_speed_look_ahead_range : 150 : , "sv", "cheat" : ⤶ nb_stop : 0 : , "sv", "cheat", "rep" : Stop all NextBots⤶ nb_update_debug : 0 : , "sv", "cheat" : ⤶ nb_update_framelimit : 15 : , "sv", "cheat" : ⤶ nb_update_frequency : 0 : , "sv", "cheat" : ⤶ nb_update_maxslide : 2 : , "sv", "cheat" : ⤶ nb_warp_selected_here : cmd : : Teleport the selected bot to your cursor position⤶ net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name>⤶ net_channels : cmd : : Shows net channel info⤶ net_chokeloop : 0 : : Apply bandwidth choke to loopback packets⤶ net_compresspackets : 1 : : Use compression on game packets.⤶ net_compresspackets_minsize : 1024 : : Don't 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 : , "cheat" : Drops next n packets on client⤶ net_fakejitter : 0 : , "cheat" : Jitter fakelag packet time⤶ net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds.⤶ net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets)⤶ net_graph : 1 : , "a", "cl" : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.⤶ net_graphheight : 64 : , "a", "cl" : Height of netgraph panel⤶ net_graphmsecs : 400 : , "a", "cl" : The latency graph represents this many milliseconds.⤶ net_graphpos : 1 : , "a", "cl" : ⤶ net_graphproportionalfont : 1 : , "a", "cl" : Determines whether netgraph font is proportional or not⤶ net_graphshowinterp : 1 : , "a", "cl" : Draw the interpolation graph.⤶ net_graphshowlatency : 1 : , "a", "cl" : Draw the ping/packet loss graph.⤶ net_graphsolid : 0 : , "a", "cl" : ⤶ net_graphtext : 1 : , "a", "cl" : Draw text fields⤶ net_maxcleartime : 4 : : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).⤶ net_maxfilesize : 16 : : Maximum allowed file size for uploading in MB⤶ net_maxfragments : 1260 : : Max fragment bytes per packet⤶ net_maxpacketdrop : 5000 : : Ignore any packets with the sequence number more than this ahead (0 == no limit)⤶ net_maxroutable : 1260 : , "a", "user" : Requested max packet size before packets are 'split'.⤶ net_queue_trace : 0 : : ⤶ net_queued_packet_thread : 1 : : Use a high priority thread to send queued packets out instead of sending them each frame.⤶ net_scale : 5 : , "a", "cl" : ⤶ net_showdrop : 0 : : Show dropped packets in console⤶ net_showevents : 0 : , "cheat" : Dump game events to console (1=client only, 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 : 1048576 : : 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 : cmd : : Inits multiplayer network sockets⤶ net_status : cmd : : 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 player's packets (multiplayer only).⤶ next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )⤶ nextdemo : cmd : : Play next demo in sequence.⤶ nextlevel : 0 : , "sv", "nf" : If set to a valid map name, will change to this map during the next changelevel⤶ noclip : cmd : : ⤶ notarget : cmd : : Toggle. Player becomes hidden to NPCs.⤶ npc_ally_deathmessage : 1 : , "sv", "cheat" : ⤶ npc_alyx_crouch : 1 : , "sv" : ⤶ npc_alyx_force_stop_moving : 1 : , "sv" : ⤶ npc_alyx_readiness : 1 : , "sv" : ⤶ npc_alyx_readiness_transitions : 1 : , "sv" : ⤶ npc_ammo_deplete : cmd : : Subtracts half of the target's ammo⤶ npc_barnacle_swallow : 0 : , "sv" : Use prototype swallow code.⤶ npc_bipass : cmd : : Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s⤶ npc_citizen_auto_player_squad : 1 : , "a", "sv" : ⤶ npc_citizen_auto_player_squad_allow_use : 0 : , "sv" : ⤶ npc_citizen_dont_precache_all : 1 : , "sv" : ⤶ npc_citizen_explosive_resist : 0 : , "sv" : ⤶ npc_citizen_heal_chuck_medkit : 1 : , "a", "sv" : Set to 1 to use new experimental healthkit-throwing medic.⤶ npc_citizen_insignia : 0 : , "sv" : ⤶ npc_citizen_medic_emit_sound : 1 : , "sv" : ⤶ npc_citizen_medic_throw_speed : 650 : , "sv" : ⤶ npc_citizen_medic_throw_style : 1 : , "a", "sv" : Set to 0 for a lobbier trajectory⤶ npc_citizen_squad_marker : 0 : , "sv" : ⤶ npc_combat : cmd : : Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}⤶ npc_conditions : cmd : : Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a⤶ npc_create : cmd : : Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that⤶ npc_create_aimed : cmd : : Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at⤶ npc_create_equipment : 0 : , "sv" : ⤶ npc_destroy : cmd : : Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki⤶ npc_destroy_unselected : cmd : : Removes all NPCs from the universe that aren't currently selected⤶ npc_enemies : cmd : : Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable ⤶ npc_focus : cmd : : Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments: {npc_name} / {np⤶ npc_freeze : cmd : : Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments⤶ npc_freeze_unselected : cmd : : Freeze all NPCs not selected⤶ npc_go : cmd : : Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-⤶ npc_go_do_run : 1 : , "sv" : Set whether should run on NPC go⤶ npc_go_random : cmd : : Sends all selected NPC(s) to a random node. Arguments: -none-⤶ npc_heal : cmd : : Heals the target back to full health⤶ npc_height_adjust : 1 : , "sv" : Enable test mode for ik height adjustment⤶ npc_kill : cmd : : Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at⤶ npc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i⤶ npc_relationships : cmd : : Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha⤶ npc_reset : cmd : : Reloads schedules for all NPC's from their script files Arguments: -none-⤶ npc_route : cmd : : Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang⤶ npc_select : cmd : : Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arg⤶ npc_sentences : 0 : , "sv" : ⤶ npc_squads : cmd : : Obsolete. Replaced by npc_combat⤶ npc_steering : cmd : : Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n⤶ npc_steering_all : cmd : : Displays the steering obstructions of all NPCs (used to perform local avoidance) ⤶ npc_strider_height_adj : 0 : , "sv" : ⤶ npc_strider_shake_ropes_magnitude : 150 : , "sv" : ⤶ npc_strider_shake_ropes_radius : 1200 : , "sv" : ⤶ npc_task_text : cmd : : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu⤶ npc_tasks : cmd : : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A⤶ npc_teleport : cmd : : Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-⤶ npc_thinknow : cmd : : Trigger NPC to think⤶ npc_viewcone : cmd : : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent⤶ npc_vphysics : 0 : , "sv" : ⤶ old_radiusdamage : 0 : , "sv", "rep" : ⤶ opt_EnumerateLeavesFastAlgorithm : 1 : : Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.⤶ option_duck_method : 1 : , "a", "sv", "rep" : ⤶ option_duck_method_default : 1 : , "cl" : ⤶ p2p_enabled : 1 : , "sv" : Allow clients to connect to your listen server via Steam's peer-to-peer API.⤶ p2p_friendsonly : 0 : , "cl" : Only allow Steam friends to establish peer-to-peer connections with you.⤶ panel_test_title_safe : 0 : , "cheat" : Test vgui panel positioning with title safe indentation⤶ particle_sim_alt_cores : 2 : , "cl" : ⤶ particle_simulateoverflow : 0 : , "cheat", "cl" : Used for stress-testing particle systems. Randomly denies creation of particles.⤶ particle_test_attach_attachment : 0 : , "sv", "cheat" : Attachment index for attachment mode⤶ particle_test_attach_mode : 0 : , "sv", "cheat" : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'⤶ particle_test_file : 0 : , "sv", "cheat" : Name of the particle system to dynamically spawn⤶ particle_test_start : cmd : : Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particl⤶ particle_test_stop : cmd : : Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe⤶ passenger_collision_response_threshold : 250 : , "sv" : ⤶ passenger_debug_entry : 0 : , "sv" : ⤶ passenger_debug_transition : 0 : , "sv" : ⤶ passenger_impact_response_threshold : -350 : , "sv" : ⤶ passenger_use_leaning : 1 : , "sv" : ⤶ password : 0 : , "a", "norecord" : Current server access password⤶ path : cmd : : Show the engine filesystem path.⤶ pause : cmd : : Toggle the server pause state.⤶ perfui : cmd : : Show/hide the level performance tools UI.⤶ perfvisualbenchmark : cmd : : ⤶ perfvisualbenchmark_abort : cmd : : ⤶ phonemedelay : 0 : , "cl" : Phoneme delay to account for sound system latency.⤶ phonemefilter : 0 : , "cl" : Time duration of box filter to pass over phonemes.⤶ phonemesnap : 2 : , "cl" : Lod at level at which visemes stops always considering two phonemes, regardless of duration.⤶ phys_impactforcescale : 1 : , "sv" : ⤶ phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes.⤶ phys_pushscale : 1 : , "sv", "rep" : ⤶ phys_speeds : 0 : , "sv" : ⤶ phys_spinspeed : 200 : , "sv" : The sensitivity of rotation when using the movement keys. It's serverside.⤶ phys_stressbodyweights : 5 : , "sv" : ⤶ phys_swap : cmd : : Automatically swaps the current weapon for the physcannon and back again.⤶ phys_timescale : 1 : , "sv" : Scale time for physics⤶ phys_upimpactforcescale : 0 : , "sv" : ⤶ physcannon_ball_cone : 0 : , "sv", "rep" : ⤶ physcannon_chargetime : 2 : , "sv", "rep" : ⤶ physcannon_cone : 0 : , "sv", "rep" : ⤶ physcannon_maxforce : 1500 : , "sv", "rep" : ⤶ physcannon_maxmass : 250 : , "sv", "rep" : ⤶ physcannon_mega_enabled : 0 : , "sv", "cheat", "rep" : ⤶ physcannon_minforce : 700 : , "sv", "rep" : ⤶ physcannon_pullforce : 4000 : , "sv", "rep" : ⤶ physcannon_tracelength : 250 : , "sv", "rep" : ⤶ physgun_DampingFactor : 0 : , "sv" : ⤶ physgun_drawbeams : 1 : , "cl" : ⤶ physgun_limited : 0 : , "a", "nf", "rep", "lua_server" : If enabled, the Physics Gun will not be able to pick up certain map entities⤶ physgun_maxAngular : 5000 : , "sv" : ⤶ physgun_maxAngularDamping : 10000 : , "sv" : ⤶ physgun_maxrange : 4096 : , "sv", "nf", "rep" : The maximum range of the physgun.⤶ physgun_maxSpeed : 5000 : , "sv" : ⤶ physgun_maxSpeedDamping : 10000 : , "sv" : ⤶ physgun_rotation_sensitivity : 0 : , "a", "user", "cl" : The sensitivity of rotation.⤶ physgun_teleportDistance : 0 : , "sv" : ⤶ physgun_timeToArrive : 0 : , "sv" : ⤶ physgun_timeToArriveRagdoll : 0 : , "sv" : ⤶ physgun_wheelspeed : 100 : , "a", "user", "cl" : The sensitivity of wheel scrolling.⤶ physics_budget : cmd : : Times the cost of each active object⤶ physics_constraints : cmd : : Highlights constraint system graph for an entity⤶ physics_debug_entity : cmd : : Dumps debug info for an entity⤶ physics_highlight_active : cmd : : Turns on the absbox for all active physics objects⤶ physics_report_active : cmd : : Lists all active physics objects⤶ physics_select : cmd : : Dumps debug info for an entity⤶ physicsshadowupdate_render : 0 : , "sv" : ⤶ picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play⤶ ping : cmd : : Display ping to server.⤶ pipeline_static_props : 1 : : ⤶ pixelvis_debug : cmd : : Dump debug info⤶ play : cmd : : Play a sound.⤶ playdemo : cmd : : Play a recorded demo file (.dem ).⤶ player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console.⤶ player_limit_jump_speed : 1 : , "sv", "rep" : ⤶ player_old_armor : 0 : , "sv" : ⤶ player_showpredictedposition : 0 : , "sv" : ⤶ player_showpredictedposition_timestep : 1 : , "sv" : ⤶ player_squad_autosummon_debug : 0 : , "sv" : ⤶ player_squad_autosummon_move_tolerance : 20 : , "sv" : ⤶ player_squad_autosummon_player_tolerance : 10 : , "sv" : ⤶ player_squad_autosummon_time : 5 : , "sv" : ⤶ player_squad_autosummon_time_after_combat : 8 : , "sv" : ⤶ player_squad_double_tap_time : 0 : , "sv" : ⤶ player_squad_transient_commands : 1 : , "sv", "rep" : ⤶ player_throwforce : 1000 : , "sv", "rep" : ⤶ playflush : cmd : : Play a sound, reloading from disk in case of changes.⤶ playgamesound : cmd : : Play a sound from the game sounds txt file⤶ playsoundscape : cmd : : Forces a soundscape to play⤶ playvideo : cmd : : Plays a video: <filename> [width height]⤶ playvol : cmd : : Play a sound at a specified volume.⤶ plugin_pause : cmd : : plugin_pause <index> : pauses a loaded plugin⤶ plugin_pause_all : cmd : : pauses all loaded plugins⤶ plugin_print : cmd : : Prints details about loaded plugins⤶ plugin_unload : cmd : : plugin_unload <index> : unloads a plugin⤶ plugin_unpause : cmd : : plugin_unpause <index> : unpauses a disabled plugin⤶ plugin_unpause_all : cmd : : unpauses all disabled plugins⤶ +posedebug : cmd : : Turn on pose debugger or add ents to pose debugger UI⤶ -posedebug : cmd : : Turn off pose debugger or hide ents from pose debugger UI⤶ poster : cmd : : [multiplier] [bSaveEach] - Renders a poster X times size of your game's resolution and saves it in your screenshots/ folder⤶ press_x360_button : cmd : : Press the specified Xbox 360 controller button (lt, rt, st[art], ba[ck], lb, rb, a, b, x, y, l[eft], r[right], u[p], d[own])⤶ print_colorcorrection : cmd : : Display the color correction layer information.⤶ progress_enable : cmd : : ⤶ prop_active_gib_limit : 999999 : , "sv" : ⤶ prop_active_gib_max_fade_time : 999999 : , "sv" : ⤶ prop_crosshair : cmd : : Shows name for prop looking at⤶ prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys⤶ prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}⤶ prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}⤶ props_break_max_pieces : -1 : : Maximum prop breakable piece count (-1 = model default)⤶ props_break_max_pieces_perframe : -1 : , "sv", "rep" : Maximum prop breakable piece count per frame (-1 = model default)⤶ pwatchent : -1 : , "cheat", "cl" : Entity to watch for prediction system changes.⤶ pwatchvar : 0 : , "cheat", "cl" : Entity variable to watch in prediction system for changes.⤶ pyro_max_intensity : 0 : , "a", "cl" : ⤶ pyro_max_rate : 0 : , "a", "cl" : ⤶ pyro_max_side_length : 0 : , "a", "cl" : ⤶ pyro_max_side_width : 0 : , "a", "cl" : ⤶ pyro_min_intensity : 0 : , "a", "cl" : ⤶ pyro_min_rate : 0 : , "a", "cl" : ⤶ pyro_min_side_length : 0 : , "a", "cl" : ⤶ pyro_min_side_width : 0 : , "a", "cl" : ⤶ pyro_vignette : 2 : , "a", "cl" : ⤶ pyro_vignette_distortion : 1 : , "a", "cl" : ⤶ quit : cmd : : Exit the engine.⤶ r_3dsky : 1 : , "cl" : Enable the rendering of 3d sky boxes⤶ r_AirboatPitchCurveLinear : 60 : , "cheat", "cl" : ⤶ r_AirboatPitchCurveZero : 25 : , "cheat", "cl" : ⤶ r_AirboatRollCurveLinear : 120 : , "cheat", "cl" : ⤶ r_AirboatRollCurveZero : 90 : , "cheat", "cl" : ⤶ r_AirboatViewBlendTo : 1 : , "cheat", "cl" : ⤶ r_AirboatViewBlendToScale : 0 : , "cheat", "cl" : ⤶ r_AirboatViewBlendToTime : 1 : , "cheat", "cl" : ⤶ r_ambientboost : 1 : , "a" : Set to boost ambient term if it is totally swamped by local lights⤶ r_ambientfactor : 5 : , "a" : Boost ambient cube by no more than this factor⤶ r_ambientfraction : 0 : , "cheat" : Fraction of direct lighting that ambient cube must be below to trigger boosting⤶ r_ambientlightingonly : 0 : , "cheat" : Set this to 1 to light models with only ambient lighting (and no static lighting).⤶ r_ambientmin : 0 : , "a" : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright⤶ r_aspectratio : 0 : , "cheat" : ⤶ r_avglight : 1 : , "cheat" : ⤶ r_avglightmap : 0 : , "cheat" : ⤶ r_bloomtintb : 0 : : ⤶ r_bloomtintexponent : 2 : : ⤶ r_bloomtintg : 0 : : ⤶ r_bloomtintr : 0 : : ⤶ r_cheapwaterend : cmd : : ⤶ r_cheapwaterstart : cmd : : ⤶ r_cleardecals : cmd : : Usage r_cleardecals <permanent>.⤶ r_ClipAreaFrustums : 1 : , "cheat" : ⤶ r_ClipAreaPortals : 1 : , "cheat" : ⤶ r_colorstaticprops : 0 : , "cheat" : ⤶ r_debugcheapwater : 0 : , "cheat", "cl" : ⤶ r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.⤶ r_decal_cover_count : 4 : : ⤶ r_decal_cullsize : 5 : : ⤶ r_decal_overlap_area : 0 : : ⤶ r_decal_overlap_count : 3 : : ⤶ r_decals : 2048 : : ⤶ r_decalstaticprops : 1 : : Decal static props test⤶ r_depthoverlay : 0 : , "cheat", "cl" : Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.⤶ r_DispBuildable : 0 : , "cheat" : ⤶ r_DispDrawAxes : 0 : : ⤶ r_DispWalkable : 0 : , "cheat" : ⤶ r_dopixelvisibility : 1 : , "cl" : ⤶ r_drawbatchdecals : 1 : : Render decals batched.⤶ r_DrawBeams : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe⤶ r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframe⤶ r_drawclipbrushes : 0 : , "cheat" : Draw clip brushes (red=NPC+player, pink=player, purple=NPC)⤶ r_drawdecals : 1 : , "cheat" : Render decals.⤶ r_drawdetailprops : 1 : : 0=Off, 1=Normal, 2=Wireframe⤶ r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps⤶ r_drawentities : 1 : , "cheat" : ⤶ r_drawflecks : 1 : : ⤶ r_drawfuncdetail : 1 : , "cheat" : Render func_detail⤶ r_drawleaf : -1 : , "cheat" : Draw the specified leaf.⤶ r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw rays ⤶ r_drawlightinfo : 0 : , "cheat" : ⤶ r_drawlights : 0 : , "cheat" : ⤶ r_drawmodeldecals : 1 : : ⤶ r_DrawModelLightOrigin : 0 : , "cheat" : ⤶ r_drawmodelstatsoverlay : 0 : , "cheat" : ⤶ r_drawmodelstatsoverlaydistance : 500 : , "cheat" : ⤶ r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2⤶ r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2⤶ r_drawopaquerenderables : 1 : , "cheat", "cl" : ⤶ r_drawopaquestaticpropslast : 0 : , "cl" : Whether opaque static props are rendered after non-npcs⤶ r_drawopaqueworld : 1 : , "cheat", "cl" : ⤶ r_drawothermodels : 1 : , "cheat", "cl" : 0=Off, 1=Normal, 2=Wireframe⤶ r_drawparticles : 1 : , "cheat", "cl" : Enable/disable particle rendering⤶ r_drawpixelvisibility : 0 : , "cl" : Show the occlusion proxies⤶ r_DrawPortals : 0 : , "cheat" : ⤶ r_DrawRain : 1 : , "cheat", "cl" : Enable/disable rain rendering.⤶ r_drawrenderboxes : 0 : , "cheat", "cl" : ⤶ r_drawropes : 1 : , "cheat", "cl" : ⤶ r_drawskybox : 1 : , "cheat" : ⤶ r_DrawSpecificStaticProp : -1 : : ⤶ r_drawsprites : 1 : , "cheat", "cl" : ⤶ r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe⤶ r_drawtranslucentrenderables : 1 : , "cheat", "cl" : ⤶ r_drawtranslucentworld : 1 : , "cheat" : ⤶ r_drawvgui : 1 : , "cheat" : Enable the rendering of vgui panels⤶ r_drawviewmodel : 1 : , "cheat", "cl" : ⤶ r_drawworld : 1 : , "cheat" : Render the world.⤶ r_dscale_basefov : 90 : , "cheat" : ⤶ r_dscale_fardist : 2000 : , "cheat" : ⤶ r_dscale_farscale : 4 : , "cheat" : ⤶ r_dscale_neardist : 100 : , "cheat" : ⤶ r_dscale_nearscale : 1 : , "cheat" : ⤶ r_dynamic : 1 : : ⤶ r_dynamiclighting : 1 : , "cheat" : ⤶ r_entityclips : 1 : , "cl" : ⤶ r_eyeglintlodpixels : 20 : , "cheat" : The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.⤶ r_eyemove : 1 : : ⤶ r_eyes : 1 : : ⤶ r_eyeshift_x : 0 : : ⤶ r_eyeshift_y : 0 : : ⤶ r_eyeshift_z : 0 : : ⤶ r_eyesize : 0 : : ⤶ r_eyewaterepsilon : 10 : , "cheat", "cl" : ⤶ r_farz : -1 : , "cheat", "cl" : Override the far clipping plane. -1 means to use the value in env_fog_controller.⤶ r_fastzreject : 0 : : Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware⤶ r_fastzrejectdisp : 0 : : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.⤶ r_flashlightambient : 0 : , "cheat", "cl" : ⤶ r_flashlightclip : 0 : , "cheat" : ⤶ r_flashlightconstant : 0 : , "cheat", "cl" : ⤶ r_flashlightculldepth : 1 : : ⤶ r_flashlightdepthres : 512 : , "a", "cl" : ⤶ r_flashlightdepthtexture : 1 : : ⤶ r_flashlightdrawclip : 0 : , "cheat" : ⤶ r_flashlightdrawdepth : 0 : : ⤶ r_flashlightdrawfrustum : 0 : , "cl" : ⤶ r_flashlightdrawfrustumbbox : 0 : : ⤶ r_flashlightdrawsweptbbox : 0 : : ⤶ r_flashlightfar : 750 : , "cheat", "cl" : ⤶ r_flashlightfov : 60 : , "cheat", "cl" : ⤶ r_flashlightladderdist : 40 : , "cheat", "cl" : ⤶ r_flashlightlinear : 100 : , "cheat", "cl" : ⤶ r_flashlightlockposition : 0 : , "cheat", "cl" : ⤶ r_flashlightmodels : 1 : , "cl" : ⤶ r_flashlightnear : 4 : , "cheat", "cl" : ⤶ r_flashlightnodraw : 0 : : ⤶ r_flashlightoffsetx : 10 : , "cheat", "cl" : ⤶ r_flashlightoffsety : -20 : , "cheat", "cl" : ⤶ r_flashlightoffsetz : 24 : , "cheat", "cl" : ⤶ r_flashlightquadratic : 0 : , "cheat", "cl" : ⤶ r_flashlightrender : 1 : : ⤶ r_flashlightrendermodels : 1 : : ⤶ r_flashlightrenderworld : 1 : : ⤶ r_flashlightscissor : 0 : : ⤶ r_flashlightshadowatten : 0 : , "cheat", "cl" : ⤶ r_flashlightupdatedepth : 1 : : ⤶ r_flashlightvisualizetrace : 0 : , "cheat", "cl" : ⤶ r_flex : 1 : : ⤶ r_flushlod : cmd : : Flush and reload LODs.⤶ r_ForceWaterLeaf : 1 : , "cl" : Enable for optimization to water - considers view in leaf under water for purposes of culling⤶ r_frustumcullworld : 1 : : ⤶ r_glint_alwaysdraw : 0 : : ⤶ r_glint_procedural : 0 : : ⤶ r_hunkalloclightmaps : 0 : : ⤶ r_hwmorph : 1 : , "cheat" : ⤶ r_itemblinkmax : 0 : , "cheat" : ⤶ r_itemblinkrate : 4 : , "cheat" : ⤶ r_JeepFOV : 0 : , "sv", "cheat", "rep" : ⤶ r_JeepViewBlendTo : 0 : , "cl" : ⤶ r_JeepViewBlendToScale : 0 : , "cheat", "cl" : ⤶ r_JeepViewBlendToTime : 1 : , "cheat", "cl" : ⤶ r_lightaverage : 1 : : Activates/deactivate light averaging⤶ r_lightcache_numambientsamples : 162 : , "cheat" : number of random directions to fire rays when computing ambient lighting⤶ r_lightcache_zbuffercache : 0 : : ⤶ r_lightcachecenter : 1 : , "cheat" : ⤶ r_lightcachemodel : -1 : , "cheat" : ⤶ r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolation⤶ r_lightmap : -1 : , "cheat" : ⤶ r_lightstyle : -1 : , "cheat" : ⤶ r_lightwarpidentity : 0 : , "cheat" : ⤶ r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn.⤶ r_lod : -1 : : ⤶ r_mapextents : 16384 : , "cheat", "cl" : Set the max dimension for the map. This determines the far clipping plane⤶ r_maxdlights : 32 : : ⤶ r_maxmodeldecal : 50 : : ⤶ r_maxnewsamples : 6 : : ⤶ r_maxsampledist : 128 : : ⤶ r_minnewsamples : 3 : : ⤶ r_modelwireframedecal : 0 : , "cheat" : ⤶ r_newflashlight : 1 : , "cheat", "cl" : ⤶ r_nohw : 0 : , "cheat" : ⤶ r_norefresh : 0 : : ⤶ r_nosw : 0 : , "cheat" : ⤶ r_novis : 0 : , "cheat" : 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 : : At least this many occluders will be used, no matter how big they are.⤶ r_occlusion : 1 : : Activate/deactivate the occlusion system.⤶ r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing.⤶ r_oldlightselection : 0 : , "cheat" : Set this to revert to HL2's method of selecting lights⤶ r_overlayfadeenable : 0 : : ⤶ r_overlayfademax : 2000 : : ⤶ r_overlayfademin : 1750 : : ⤶ r_overlaywireframe : 0 : : ⤶ r_particle_sim_spike_threshold_ms : 5 : , "cl" : ⤶ r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it.⤶ r_PhysPropStaticLighting : 1 : , "cl" : ⤶ r_pix_recordframes : 0 : : ⤶ r_pix_start : 0 : : ⤶ r_pixelfog : 1 : : ⤶ r_pixelvisibility_partial : 1 : , "cl" : ⤶ r_pixelvisibility_spew : 0 : , "cl" : ⤶ r_portalscloseall : 0 : , "cheat" : ⤶ r_portalsopenall : 0 : , "cheat" : Open all portals⤶ r_PortalTestEnts : 1 : , "cheat", "cl" : Clip entities against portal frustums.⤶ r_printdecalinfo : cmd : : ⤶ r_projectedtexture_filter : 1 : , "cl" : ⤶ r_proplightingfromdisk : 1 : : 0=Off, 1=On, 2=Show Errors⤶ r_proplightingpooling : -1 : , "cheat" : 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset⤶ r_propsmaxdist : 1200 : , "cl" : Maximum visible distance⤶ r_queued_ropes : 1 : , "cl" : ⤶ r_radiosity : 3 : : 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 : , "cheat", "cl" : ⤶ r_rainalphapow : 0 : , "cheat", "cl" : ⤶ r_raindensity : 0 : , "cheat", "cl" : ⤶ r_RainHack : 0 : , "cheat", "cl" : ⤶ r_rainlength : 0 : , "cheat", "cl" : ⤶ r_RainProfile : 0 : , "cheat", "cl" : Enable/disable rain profiling.⤶ r_RainRadius : 1500 : , "cheat", "cl" : ⤶ r_RainSideVel : 130 : , "cheat", "cl" : How much sideways velocity rain gets.⤶ r_RainSimulate : 1 : , "cheat", "cl" : Enable/disable rain simulation.⤶ r_rainspeed : 600 : , "cheat", "cl" : ⤶ r_RainSplashPercentage : 20 : , "cheat", "cl" : ⤶ r_rainwidth : 0 : , "cheat", "cl" : ⤶ r_randomflex : 0 : , "cheat" : ⤶ r_renderoverlayfragment : 1 : : ⤶ r_rimlight : 1 : , "cheat" : ⤶ r_rootlod : 0 : , "a" : Root LOD⤶ r_ropetranslucent : 1 : , "cl" : ⤶ r_screenfademaxsize : 0 : : ⤶ r_screenfademinsize : 0 : : ⤶ r_screenoverlay : cmd : : Draw specified material as an overlay⤶ r_sequence_debug : 0 : , "cl" : ⤶ r_shader_srgb : 0 : : -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)⤶ r_shadow_allowbelow : 0 : : Allow r_shadowfromworldlights to alter shadow angles from light sources below entity's position.⤶ r_shadow_allowdynamic : 0 : : Allow r_shadowfromworldlights to alter shadow angles from dynamic light sources as well.⤶ r_shadow_lightpos_lerptime : 0 : , "cl" : ⤶ r_shadow_shortenfactor : 2 : , "cl" : Makes shadows cast from local lights shorter⤶ r_shadowangles : cmd : : Set shadow angles⤶ r_shadowblobbycutoff : cmd : : some shadow stuff⤶ r_shadowcolor : cmd : : Set shadow color⤶ r_shadowdir : cmd : : Set shadow direction⤶ r_shadowdist : cmd : : Set shadow distance⤶ r_shadowfromanyworldlight : 0 : , "cheat", "cl" : Enables shadowing from ANY world light⤶ r_shadowfromworldlights : 1 : , "cl" : Enable shadowing from world lights⤶ r_shadowids : 0 : , "cheat" : ⤶ r_shadowmaxrendered : 32 : , "cl" : ⤶ r_shadowrendertotexture : 1 : : ⤶ r_shadows : 1 : : ⤶ r_shadows_gamecontrol : -1 : , "cheat" : ⤶ r_shadowwireframe : 0 : , "cheat" : ⤶ r_showenvcubemap : 0 : , "cheat" : ⤶ r_ShowViewerArea : 0 : : ⤶ r_showz_power : 1 : , "cheat" : ⤶ r_skin : 0 : , "cheat" : ⤶ r_skybox : 1 : , "cheat", "cl" : Enable the rendering of sky boxes⤶ r_snapportal : -1 : : ⤶ r_SnowColorBlue : 200 : , "cheat", "cl" : Snow.⤶ r_SnowColorGreen : 175 : , "cheat", "cl" : Snow.⤶ r_SnowColorRed : 150 : , "cheat", "cl" : Snow.⤶ r_SnowDebugBox : 0 : , "cheat", "cl" : Snow Debug Boxes.⤶ r_SnowEnable : 1 : , "cheat", "cl" : Snow Enable⤶ r_SnowEndAlpha : 255 : , "cheat", "cl" : Snow.⤶ r_SnowEndSize : 0 : , "cheat", "cl" : Snow.⤶ r_SnowFallSpeed : 1 : , "cheat", "cl" : Snow fall speed scale.⤶ r_SnowInsideRadius : 256 : , "cheat", "cl" : Snow.⤶ r_SnowOutsideRadius : 1024 : , "cheat", "cl" : Snow.⤶ r_SnowParticles : 500 : , "cheat", "cl" : Snow.⤶ r_SnowPosScale : 1 : , "cheat", "cl" : Snow.⤶ r_SnowRayEnable : 1 : , "cheat", "cl" : Snow.⤶ r_SnowRayLength : 8192 : , "cheat", "cl" : Snow.⤶ r_SnowRayRadius : 256 : , "cheat", "cl" : Snow.⤶ r_SnowSpeedScale : 1 : , "cheat", "cl" : Snow.⤶ r_SnowStartAlpha : 25 : , "cheat", "cl" : Snow.⤶ r_SnowStartSize : 1 : , "cheat", "cl" : Snow.⤶ r_SnowWindScale : 0 : , "cheat", "cl" : Snow.⤶ r_SnowZoomOffset : 384 : , "cheat", "cl" : Snow.⤶ r_SnowZoomRadius : 512 : , "cheat", "cl" : Snow.⤶ r_spray_lifetime : 2 : : Number of rounds player sprays are visible⤶ r_sse2 : cmd : : Enable/disable SSE2 code⤶ r_sse_s : 1 : , "cl" : sse ins for particle sphere create⤶ r_staticprop_lod : -1 : : ⤶ r_staticpropinfo : 0 : : ⤶ r_studio_stats : 0 : , "cheat" : ⤶ r_studio_stats_lock : 0 : , "cheat", "cl" : Lock the current studio stats entity selection⤶ r_studio_stats_mode : 0 : , "cheat", "cl" : Sets a mode for r_studio_stats. Modes are as follows: 0 = Entity under your crosshair 1 = Weapon held by player under your cr⤶ r_swingflashlight : 1 : , "cheat", "cl" : ⤶ r_teeth : 1 : : ⤶ r_threaded_particles : 1 : , "cl" : ⤶ r_unloadlightmaps : 0 : , "cheat" : ⤶ r_updaterefracttexture : 1 : , "cheat", "cl" : ⤶ r_vehicleBrakeRate : 1 : , "sv", "cheat" : ⤶ r_VehicleViewClamp : 1 : , "cheat", "cl" : ⤶ r_VehicleViewDampen : 0 : , "sv", "cheat", "nf", "rep" : ⤶ r_visambient : 0 : : Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work⤶ r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing.⤶ r_visualizelighttraces : 0 : , "cheat" : ⤶ r_visualizelighttracesshowfulltrace : 0 : , "cheat" : ⤶ r_visualizeproplightcaching : 0 : , "cl" : ⤶ r_visualizetraces : 0 : , "cheat" : ⤶ r_WaterDrawReflection : 1 : , "cl" : Enable water reflection⤶ r_WaterDrawRefraction : 1 : , "cl" : Enable water refraction⤶ r_waterforceexpensive : 1 : , "a" : ⤶ r_waterforcereflectentities : 1 : : ⤶ r_worldlightmin : 0 : : ⤶ r_worldlights : 4 : : number of world lights to use per vertex⤶ r_worldlistcache : 1 : , "cl" : ⤶ radar_range : 3000 : , "cl" : ⤶ ragdoll_sleepaftertime : 5 : , "cl" : After this many seconds of being basically stationary, the ragdoll will go to sleep.⤶ rate : 100000 : , "a", "user" : Max bytes/sec the host can receive data⤶ rcon : cmd : : Issue an rcon command.⤶ rcon_address : 0 : , "norecord" : Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) ⤶ rcon_password : 0 : , "norecord" : remote console password.⤶ record : cmd : : Record a demo.⤶ record_screenshot : cmd : : saves a screenshot for the currently recording demo⤶ refresh_options_dialog : cmd : : Refresh the options dialog.⤶ reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload).⤶ +reload : cmd : : ⤶ -reload : cmd : : ⤶ reload_legacy_addons : cmd : : ⤶ reload_materials : 0 : : ⤶ removeid : cmd : : Remove a user ID from the ban list.⤶ removeip : cmd : : Remove an IP address from the ban list.⤶ report_entities : cmd : : Lists all entities⤶ report_simthinklist : cmd : : Lists all simulating/thinking entities⤶ report_soundpatch : cmd : : reports sound patch count⤶ report_touchlinks : cmd : : Lists all touchlinks⤶ respawn_entities : cmd : : Respawn all the entities in the map.⤶ restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart).⤶ retry : cmd : : Retry connection to last server.⤶ +right : cmd : : ⤶ -right : cmd : : ⤶ room_type : 0 : , "demo" : ⤶ rope_averagelight : 1 : , "cl" : Makes ropes use average of cubemap lighting instead of max intensity.⤶ rope_collide : 1 : , "cl" : Collide rope with the world⤶ rope_rendersolid : 1 : , "cl" : ⤶ rope_shake : 0 : , "cl" : ⤶ rope_smooth : 1 : , "cl" : Do an antialiasing effect on ropes⤶ rope_smooth_enlarge : 1 : , "cl" : How much to enlarge ropes in screen space for antialiasing effect⤶ rope_smooth_maxalpha : 0 : , "cl" : Alpha for rope antialiasing effect⤶ rope_smooth_maxalphawidth : 1 : , "cl" : ⤶ rope_smooth_minalpha : 0 : , "cl" : Alpha for rope antialiasing effect⤶ rope_smooth_minwidth : 0 : , "cl" : When using smoothing, this is the min screenspace width it lets a rope shrink to⤶ rope_solid_maxalpha : 1 : , "cl" : ⤶ rope_solid_maxwidth : 1 : , "cl" : ⤶ rope_solid_minalpha : 0 : , "cl" : ⤶ rope_solid_minwidth : 0 : , "cl" : ⤶ rope_subdiv : 2 : , "cl" : Rope subdivision amount⤶ rope_wind_dist : 1000 : , "cl" : Don't use CPU applying small wind gusts to ropes when they're past this distance.⤶ rr_debug_qa : 0 : , "sv" : Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.⤶ rr_debugresponses : 0 : , "sv" : Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for np⤶ rr_debugrule : 0 : , "sv" : If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.⤶ rr_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart)⤶ rr_reloadresponsesystems : cmd : : Reload all response system scripts.⤶ save : cmd : : Saves current game.⤶ save_async : 1 : : ⤶ save_asyncdelay : 0 : : For testing, 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 : cmd : : ⤶ 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_publish : cmd : : ⤶ save_screenshot : 1 : : 0 = none, 1 = non-autosave, 2 = always⤶ save_spew : 0 : : ⤶ say : cmd : : Display player message⤶ say_team : cmd : : Display player message to team⤶ sb_filter_incompatible_versions : 1 : : Hides servers running incompatible versions from the server browser. (Internet tab only.)⤶ sb_mod_suggested_maxplayers : 0 : : ⤶ sb_quick_list_bit_field : -1 : : ⤶ sb_showblacklists : 0 : : If set to 1, blacklist rules will be printed to the console as they're applied.⤶ sbox_bonemanip_misc : 0 : , "a", "nf", "rep", "lua_server" : If enabled then manipulating the bones of other entities will be allowed⤶ sbox_bonemanip_npc : 1 : , "a", "nf", "rep", "lua_server" : If enabled then manipulating NPC bones will be allowed⤶ sbox_bonemanip_player : 0 : , "a", "nf", "rep", "lua_server" : If enabled then manipulating Player bones will be allowed⤶ sbox_godmode : 0 : , "a", "nf", "rep", "lua_server" : If enabled, all players will be invincible⤶ sbox_maxballoons : 100 : , "a", "nf", "rep", "lua_server" : Maximum balloons a single player can create⤶ sbox_maxbuttons : 50 : , "a", "nf", "rep", "lua_server" : Maximum buttons a single player can create⤶ sbox_maxcameras : 10 : , "a", "nf", "rep", "lua_server" : Maximum cameras a single player can create⤶ sbox_maxdynamite : 10 : , "a", "nf", "rep", "lua_server" : Maximum dynamites a single player can create⤶ sbox_maxeffects : 200 : , "a", "nf", "rep", "lua_server" : Maximum effect props a single player can create⤶ sbox_maxemitters : 20 : , "a", "nf", "rep", "lua_server" : Maximum emitters a single player can create⤶ sbox_maxhoverballs : 50 : , "a", "nf", "rep", "lua_server" : Maximum hoverballs a single player can create⤶ sbox_maxlamps : 3 : , "a", "nf", "rep", "lua_server" : Maximum lamps a single player can create⤶ sbox_maxlights : 5 : , "a", "nf", "rep", "lua_server" : Maximum lights a single player can create⤶ sbox_maxnpcs : 10 : , "a", "nf", "rep", "lua_server" : Maximum NPCs a single player can create⤶ sbox_maxprops : 200 : , "a", "nf", "rep", "lua_server" : Maximum props a single player can create⤶ sbox_maxragdolls : 10 : , "a", "nf", "rep", "lua_server" : Maximum ragdolls a single player can create⤶ sbox_maxsents : 100 : , "a", "nf", "rep", "lua_server" : Maximum entities a single player can create⤶ sbox_maxthrusters : 50 : , "a", "nf", "rep", "lua_server" : Maximum thrusters a single player can create⤶ sbox_maxvehicles : 4 : , "a", "nf", "rep", "lua_server" : Maximum vehicles a single player can create⤶ sbox_maxwheels : 50 : , "a", "nf", "rep", "lua_server" : Maximum wheels a single player can create⤶ sbox_noclip : 1 : , "a", "nf", "rep", "lua_server" : If enabled, players will be able to use noclip⤶ sbox_persist : 1 : , "a", "nf", "rep", "lua_server" : If not empty, enables 'Make Persistent' option when you right click on props while holding C, allowing you to save them across ⤶ sbox_playershurtplayers : 1 : , "a", "nf", "rep", "lua_server" : If enabled, players will be able to hurt each other⤶ sbox_weapons : 1 : , "a", "nf", "rep", "lua_server" : If enabled, each player will receive default Half-Life 2 weapons on each spawn⤶ sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.⤶ scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info.⤶ scene_clamplookat : 1 : , "sv" : Clamp head turns to a max of 20 degrees per think.⤶ scene_clientflex : 1 : , "sv", "rep" : Do client side flex animation.⤶ scene_flatturn : 1 : , "sv" : ⤶ scene_flush : cmd : : Flush all .vcds from the cache and reload from disk.⤶ scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even in english.⤶ scene_maxcaptionradius : 1200 : , "sv" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).⤶ scene_print : 0 : , "sv", "rep" : When playing back a scene, print timing and event info to console.⤶ scene_showfaceto : 0 : , "a", "sv" : When playing back, show the directions of faceto events.⤶ scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events.⤶ scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location.⤶ scene_showunlock : 0 : , "a", "sv" : Show when a vcd is playing but normal AI is running.⤶ +score : cmd : : ⤶ -score : cmd : : ⤶ scr_centertime : 5 : , "cl" : ⤶ screenshot : cmd : : Take a screenshot.⤶ sensitivity : 3 : , "a", "cl" : Mouse sensitivity.⤶ sensor_color_scale : 0 : , "norecord" : ⤶ sensor_color_show : 0 : , "norecord" : ⤶ sensor_color_x : 32 : , "norecord" : ⤶ sensor_color_y : -32 : , "norecord" : ⤶ server_game_time : cmd : : Gives the game time in seconds (server's curtime)⤶ servercfgfile : 0 : , "sv" : ⤶ setang : cmd : : Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).⤶ setang_exact : cmd : : Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).⤶ setinfo : cmd : : Adds a new user info value⤶ setpause : cmd : : Set the pause state of the server.⤶ setpos : cmd : : Move player to specified origin (must have sv_cheats).⤶ setpos_exact : cmd : : Move player to an exact specified origin (must have sv_cheats).⤶ shake : cmd : : Shake the screen.⤶ shake_show : 0 : , "cl" : Displays a list of the active screen shakes.⤶ shake_stop : cmd : : Stops all active screen shakes. ⤶ +showbudget : cmd : : ⤶ -showbudget : cmd : : ⤶ showbudget_texture : 0 : , "cheat" : Enable the texture budget panel.⤶ -showbudget_texture : cmd : : ⤶ +showbudget_texture : cmd : : ⤶ -showbudget_texture_global : cmd : : ⤶ +showbudget_texture_global : cmd : : ⤶ showbudget_texture_global_dumpstats : cmd : : Dump all items in +showbudget_texture_global in a text form⤶ showbudget_texture_global_sum : 0 : : ⤶ showconsole : cmd : : Show the console.⤶ showhitlocation : 0 : , "sv" : ⤶ showpanel : cmd : : Shows a viewport panel <name>⤶ showparticlecounts : 0 : , "cl" : Display number of particles drawn per frame⤶ showschemevisualizer : cmd : : Show borders, fonts and colors for a particular scheme. The default is ClientScheme.res⤶ -showscores : cmd : : ⤶ +showscores : cmd : : ⤶ showsniperdist : 0 : , "sv" : ⤶ showsniperlines : 0 : , "sv" : ⤶ showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes⤶ showtriggers_toggle : cmd : : Toggle show triggers⤶ -showvprof : cmd : : ⤶ +showvprof : cmd : : ⤶ simple_bot_add : cmd : : Add a simple bot.⤶ singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )⤶ sk_advisor_health : 0 : , "sv" : ⤶ sk_agrunt_dmg_punch : 20 : , "sv" : ⤶ sk_agrunt_health : 90 : , "sv" : ⤶ sk_airboat_drain_rate : 10 : , "sv" : ⤶ sk_airboat_max_ammo : 100 : , "sv" : ⤶ sk_airboat_recharge_rate : 15 : , "sv" : ⤶ sk_allow_autoaim : 1 : , "sv", "rep" : ⤶ sk_ally_regen_time : 0 : , "sv" : Time taken for an ally to regenerate a point of health.⤶ sk_ammo_qty_scale1 : 1 : , "sv", "rep" : ⤶ sk_ammo_qty_scale2 : 1 : , "sv", "rep" : ⤶ sk_ammo_qty_scale3 : 0 : , "sv", "rep" : ⤶ sk_antlion_air_attack_dmg : 0 : , "sv" : ⤶ sk_antlion_health : 0 : , "sv" : ⤶ sk_antlion_jump_damage : 0 : , "sv" : ⤶ sk_antlion_swipe_damage : 0 : , "sv" : ⤶ sk_antlion_worker_burst_damage : 50 : , "sv" : How much damage is inflicted by an antlion worker's death explosion.⤶ sk_antlion_worker_burst_radius : 160 : , "sv" : Effect radius of an antlion worker's death explosion.⤶ sk_antlion_worker_health : 60 : , "sv" : Hitpoints of an antlion worker. If 0, will use base antlion hitpoints.⤶ sk_antlion_worker_spit_grenade_dmg : 20 : , "sv" : Total damage done by an individual antlion worker loogie.⤶ sk_antlion_worker_spit_grenade_poison_ratio : 0 : , "sv" : Percentage of an antlion worker's spit damage done as poison (which regenerates)⤶ sk_antlion_worker_spit_grenade_radius : 40 : , "sv" : Radius of effect for an antlion worker spit grenade.⤶ sk_antlion_worker_spit_speed : 600 : , "sv" : Speed at which an antlion spit grenade travels.⤶ sk_antlionguard_dmg_charge : 0 : , "sv" : ⤶ sk_antlionguard_dmg_shove : 0 : , "sv" : ⤶ sk_antlionguard_health : 0 : , "sv" : ⤶ sk_apache_health : 250 : , "sv" : ⤶ sk_apc_health : 750 : , "sv" : ⤶ sk_apc_missile_damage : 15 : , "sv" : ⤶ sk_auto_reload_time : 3 : , "sv", "rep" : ⤶ sk_autoaim_mode : 1 : , "a", "sv", "rep" : ⤶ sk_autoaim_scale1 : 1 : , "sv", "rep" : ⤶ sk_autoaim_scale2 : 1 : , "sv", "rep" : ⤶ sk_barnacle_health : 0 : , "sv" : ⤶ sk_barney_health : 0 : , "sv" : ⤶ sk_battery : 0 : , "sv" : ⤶ sk_bigmomma_dmg_blast : 120 : , "sv" : ⤶ sk_bigmomma_dmg_slash : 60 : , "sv" : ⤶ sk_bigmomma_health_factor : 1 : , "sv" : ⤶ sk_bigmomma_radius_blast : 250 : , "sv" : ⤶ sk_bullseye_health : 0 : , "sv" : ⤶ sk_bullsquid_dmg_bite : 25 : , "sv" : ⤶ sk_bullsquid_dmg_spit : 10 : , "sv" : ⤶ sk_bullsquid_dmg_whip : 35 : , "sv" : ⤶ sk_bullsquid_health : 40 : , "sv" : ⤶ sk_citizen_giveammo_player_delay : 10 : , "sv" : ⤶ sk_citizen_heal_ally : 30 : , "sv" : ⤶ sk_citizen_heal_ally_delay : 20 : , "sv" : ⤶ sk_citizen_heal_ally_min_pct : 0 : , "sv" : ⤶ sk_citizen_heal_player : 25 : , "sv" : ⤶ sk_citizen_heal_player_delay : 25 : , "sv" : ⤶ sk_citizen_heal_player_min_forced : 10 : , "sv" : ⤶ sk_citizen_heal_player_min_pct : 0 : , "sv" : ⤶ sk_citizen_heal_toss_player_delay : 26 : , "sv" : how long between throwing healthkits⤶ sk_citizen_health : 0 : , "sv" : ⤶ sk_citizen_player_stare_dist : 72 : , "sv" : ⤶ sk_citizen_player_stare_time : 1 : , "sv" : ⤶ sk_citizen_stare_heal_time : 5 : , "sv" : ⤶ sk_combine_ball_search_radius : 512 : , "sv", "rep" : ⤶ sk_combine_guard_health : 0 : , "sv" : ⤶ sk_combine_guard_kick : 0 : , "sv" : ⤶ sk_combine_s_health : 0 : , "sv" : ⤶ sk_combine_s_kick : 0 : , "sv" : ⤶ sk_combineball_guidefactor : 0 : , "sv", "rep" : ⤶ sk_combineball_seek_angle : 15 : , "sv", "rep" : ⤶ sk_combineball_seek_kill : 0 : , "sv", "rep" : ⤶ sk_controller_dmgball : 3 : , "sv" : ⤶ sk_controller_dmgzap : 15 : , "sv" : ⤶ sk_controller_health : 60 : , "sv" : ⤶ sk_controller_speedball : 650 : , "sv" : ⤶ sk_crow_health : 1 : , "sv" : ⤶ sk_crow_melee_dmg : 0 : , "sv" : ⤶ sk_crowbar_lead_time : 0 : , "sv" : ⤶ sk_dmg_homer_grenade : 0 : , "sv" : ⤶ sk_dmg_inflict_scale1 : 1 : , "sv", "rep" : ⤶ sk_dmg_inflict_scale2 : 1 : , "sv", "rep" : ⤶ sk_dmg_inflict_scale3 : 0 : , "sv", "rep" : ⤶ sk_dmg_pathfollower_grenade : 0 : , "sv" : ⤶ sk_dmg_sniper_penetrate_npc : 10 : , "sv", "rep" : ⤶ sk_dmg_sniper_penetrate_plr : 10 : , "sv", "rep" : ⤶ sk_dmg_take_scale1 : 0 : , "sv", "rep" : ⤶ sk_dmg_take_scale2 : 1 : , "sv", "rep" : ⤶ sk_dmg_take_scale3 : 1 : , "sv", "rep" : ⤶ sk_dropship_container_health : 750 : , "sv" : ⤶ sk_dynamic_resupply_modifier : 1 : , "sv" : ⤶ sk_env_headcrabcanister_shake_amplitude : 50 : , "sv" : ⤶ sk_env_headcrabcanister_shake_radius : 1024 : , "sv" : ⤶ sk_env_headcrabcanister_shake_radius_vehicle : 2500 : , "sv" : ⤶ sk_fraggrenade_radius : 0 : , "sv" : ⤶ sk_gargantua_dmg_fire : 3 : , "sv" : ⤶ sk_gargantua_dmg_slash : 10 : , "sv" : ⤶ sk_gargantua_dmg_stomp : 50 : , "sv" : ⤶ sk_gargantua_health : 800 : , "sv" : ⤶ sk_grubnugget_enabled : 1 : , "sv" : ⤶ sk_grubnugget_health_large : 6 : , "sv" : ⤶ sk_grubnugget_health_medium : 4 : , "sv" : ⤶ sk_grubnugget_health_small : 1 : , "sv" : ⤶ sk_gunship_burst_dist : 768 : , "sv" : ⤶ sk_gunship_burst_min : 800 : , "sv" : ⤶ sk_gunship_burst_size : 15 : , "sv" : ⤶ sk_gunship_health_increments : 0 : , "sv" : ⤶ sk_hassassin_health : 50 : , "sv" : ⤶ sk_headcrab_dmg_bite : 10 : , "sv" : ⤶ sk_headcrab_fast_health : 0 : , "sv" : ⤶ sk_headcrab_health : 0 : , "sv" : ⤶ sk_headcrab_melee_dmg : 0 : , "sv" : ⤶ sk_headcrab_poison_health : 0 : , "sv" : ⤶ sk_headcrab_poison_npc_damage : 0 : , "sv" : ⤶ sk_healthcharger : 0 : , "sv" : ⤶ sk_healthkit : 0 : , "sv" : ⤶ sk_healthvial : 0 : , "sv" : ⤶ sk_helicopter_burstcount : 12 : , "sv" : How many shot bursts to fire after charging up. The bigger the number, the longer the firing is⤶ sk_helicopter_drone_speed : 450 : , "sv" : How fast does the zapper drone move?⤶ sk_helicopter_firingcone : 20 : , "sv" : The angle in degrees of the cone in which the shots will be fired⤶ sk_helicopter_grenade_puntscale : 1 : , "sv" : When physpunting a chopper's grenade, scale its velocity by this much.⤶ sk_helicopter_grenadedamage : 25 : , "sv" : The amount of damage the helicopter grenade deals.⤶ sk_helicopter_grenadeforce : 55000 : , "sv" : The physics force that the helicopter grenade exerts.⤶ sk_helicopter_grenaderadius : 275 : , "sv" : The damage radius of the helicopter grenade.⤶ sk_helicopter_health : 5600 : , "sv" : ⤶ sk_helicopter_num_bombs1 : 3 : , "sv" : ⤶ sk_helicopter_num_bombs2 : 5 : , "sv" : ⤶ sk_helicopter_num_bombs3 : 5 : , "sv" : ⤶ sk_helicopter_roundsperburst : 5 : , "sv" : How many shots to fire in a single burst⤶ sk_hgrunt_gspeed : 600 : , "sv" : ⤶ sk_hgrunt_health : 50 : , "sv" : ⤶ sk_hgrunt_kick : 10 : , "sv" : ⤶ sk_hgrunt_pellets : 5 : , "sv" : ⤶ sk_hl1barnacle_health : 25 : , "sv" : ⤶ sk_hl1barney_health : 35 : , "sv" : ⤶ sk_hl1headcrab_health : 20 : , "sv" : ⤶ sk_hl1ichthyosaur_health : 200 : , "sv" : ⤶ sk_hl1zombie_dmg_both_slash : 40 : , "sv" : ⤶ sk_hl1zombie_dmg_one_slash : 20 : , "sv" : ⤶ sk_hl1zombie_health : 50 : , "sv" : ⤶ sk_homer_grenade_radius : 0 : , "sv" : ⤶ sk_houndeye_dmg_blast : 15 : , "sv" : ⤶ sk_houndeye_health : 20 : , "sv" : ⤶ sk_hunter_buckshot_damage_scale : 0 : , "sv" : ⤶ sk_hunter_bullet_damage_scale : 0 : , "sv" : ⤶ sk_hunter_charge_damage_scale : 2 : , "sv" : ⤶ sk_hunter_citizen_damage_scale : 0 : , "sv" : ⤶ sk_hunter_dmg_charge : 20 : , "sv" : ⤶ sk_hunter_dmg_flechette : 4 : , "sv" : ⤶ sk_hunter_dmg_from_striderbuster : 150 : , "sv" : ⤶ sk_hunter_dmg_one_slash : 20 : , "sv" : ⤶ sk_hunter_flechette_explode_dmg : 12 : , "sv" : ⤶ sk_hunter_flechette_explode_radius : 128 : , "sv" : ⤶ sk_hunter_health : 210 : , "sv" : ⤶ sk_hunter_vehicle_damage_scale : 2 : , "sv" : ⤶ sk_ichthyosaur_health : 0 : , "sv" : ⤶ sk_ichthyosaur_melee_dmg : 0 : , "sv" : ⤶ sk_ichthyosaur_shake : 35 : , "sv" : ⤶ sk_islave_dmg_claw : 8 : , "sv" : ⤶ sk_islave_dmg_clawrake : 25 : , "sv" : ⤶ sk_islave_dmg_zap : 10 : , "sv" : ⤶ sk_islave_health : 30 : , "sv" : ⤶ sk_jeep_gauss_damage : 15 : , "sv" : ⤶ sk_leech_dmg_bite : 2 : , "sv" : ⤶ sk_leech_health : 2 : , "sv" : ⤶ sk_manhack_health : 0 : , "sv" : ⤶ sk_manhack_melee_dmg : 0 : , "sv" : ⤶ sk_manhack_v2 : 1 : , "sv" : ⤶ sk_max_357 : 0 : , "sv", "rep" : ⤶ sk_max_357_bullet : 36 : , "sv", "rep" : ⤶ sk_max_9mm_bullet : 250 : , "sv", "rep" : ⤶ sk_max_alyxgun : 0 : , "sv", "rep" : ⤶ sk_max_ar2 : 0 : , "sv", "rep" : ⤶ sk_max_ar2_altfire : 0 : , "sv", "rep" : ⤶ sk_max_buckshot : 0 : , "sv", "rep" : ⤶ sk_max_crossbow : 0 : , "sv", "rep" : ⤶ sk_max_gauss_round : 0 : , "sv", "rep" : ⤶ sk_max_grenade : 0 : , "sv", "rep" : ⤶ sk_max_hl1buckshot : 125 : , "sv", "rep" : ⤶ sk_max_hl1grenade : 10 : , "sv", "rep" : ⤶ sk_max_hl1satchel : 5 : , "sv", "rep" : ⤶ sk_max_hl1tripmine : 5 : , "sv", "rep" : ⤶ sk_max_hornet : 8 : , "sv", "rep" : ⤶ sk_max_mp5_grenade : 10 : , "sv", "rep" : ⤶ sk_max_pistol : 0 : , "sv", "rep" : ⤶ sk_max_rpg_rocket : 5 : , "sv", "rep" : ⤶ sk_max_rpg_round : 0 : , "sv", "rep" : ⤶ sk_max_smg1 : 0 : , "sv", "rep" : ⤶ sk_max_smg1_grenade : 0 : , "sv", "rep" : ⤶ sk_max_snark : 15 : , "sv", "rep" : ⤶ sk_max_sniper_round : 0 : , "sv", "rep" : ⤶ sk_max_uranium : 100 : , "sv", "rep" : ⤶ sk_max_xbow_bolt : 50 : , "sv", "rep" : ⤶ sk_metropolice_health : 0 : , "sv" : ⤶ sk_metropolice_simple_health : 26 : , "sv" : ⤶ sk_metropolice_stitch_along_hitcount : 2 : , "sv" : ⤶ sk_metropolice_stitch_at_hitcount : 1 : , "sv" : ⤶ sk_metropolice_stitch_behind_hitcount : 3 : , "sv" : ⤶ sk_metropolice_stitch_distance : 1000 : , "sv" : ⤶ sk_metropolice_stitch_reaction : 1 : , "sv" : ⤶ sk_metropolice_stitch_tight_hitcount : 2 : , "sv" : ⤶ sk_miniturret_health : 40 : , "sv" : ⤶ sk_mp5_grenade_radius : 100 : , "sv", "rep" : ⤶ sk_nihilanth_health : 800 : , "sv" : ⤶ sk_nihilanth_zap : 30 : , "sv" : ⤶ sk_npc_arm : 1 : , "sv" : ⤶ sk_npc_chest : 1 : , "sv" : ⤶ sk_npc_dmg_12mm_bullet : 10 : , "sv", "rep" : ⤶ sk_npc_dmg_357 : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_9mm_bullet : 5 : , "sv", "rep" : ⤶ sk_npc_dmg_9mmAR_bullet : 4 : , "sv", "rep" : ⤶ sk_npc_dmg_airboat : 10 : , "sv", "rep" : ⤶ sk_npc_dmg_alyxgun : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_ar2 : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_buckshot : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_combineball : 15 : , "sv", "rep" : ⤶ sk_npc_dmg_crossbow : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_crowbar : 0 : , "sv" : ⤶ sk_npc_dmg_dropship : 5 : , "sv" : Dropship container cannon damage.⤶ sk_npc_dmg_fraggrenade : 0 : , "sv" : ⤶ sk_npc_dmg_grenade : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_gunship : 5 : , "sv", "rep" : ⤶ sk_npc_dmg_gunship_to_plr : 5 : , "sv", "rep" : ⤶ sk_npc_dmg_helicopter : 6 : , "sv" : Damage helicopter shots deal to everything but the player⤶ sk_npc_dmg_helicopter_to_plr : 3 : , "sv" : Damage helicopter shots deal to the player⤶ sk_npc_dmg_hornet : 5 : , "sv", "rep" : ⤶ sk_npc_dmg_pistol : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_rpg_round : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_satchel : 0 : , "sv" : ⤶ sk_npc_dmg_smg1 : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_smg1_grenade : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_sniper_round : 0 : , "sv", "rep" : ⤶ sk_npc_dmg_stunstick : 0 : , "sv" : ⤶ sk_npc_dmg_tripmine : 0 : , "sv" : ⤶ sk_npc_head : 2 : , "sv" : ⤶ sk_npc_leg : 1 : , "sv" : ⤶ sk_npc_stomach : 1 : , "sv" : ⤶ sk_pathfollower_grenade_radius : 0 : , "sv" : ⤶ sk_player_arm : 1 : , "sv" : ⤶ sk_player_chest : 1 : , "sv" : ⤶ sk_player_head : 2 : , "sv" : ⤶ sk_player_leg : 1 : , "sv" : ⤶ sk_player_stomach : 1 : , "sv" : ⤶ sk_plr_dmg_357 : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_357_bullet : 40 : , "sv", "rep" : ⤶ sk_plr_dmg_9mm_bullet : 8 : , "sv", "rep" : ⤶ sk_plr_dmg_airboat : 10 : , "sv", "rep" : ⤶ sk_plr_dmg_alyxgun : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_ar2 : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_buckshot : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_crossbow : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_crowbar : 0 : , "sv" : ⤶ sk_plr_dmg_egon_narrow : 6 : , "sv", "rep" : ⤶ sk_plr_dmg_egon_wide : 14 : , "sv", "rep" : ⤶ sk_plr_dmg_fraggrenade : 0 : , "sv" : ⤶ sk_plr_dmg_gauss : 20 : , "sv", "rep" : ⤶ sk_plr_dmg_grenade : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_hl1buckshot : 5 : , "sv", "rep" : ⤶ sk_plr_dmg_hl1crowbar : 10 : , "sv", "rep" : ⤶ sk_plr_dmg_hl1grenade : 100 : , "sv", "rep" : ⤶ sk_plr_dmg_hl1satchel : 150 : , "sv", "rep" : ⤶ sk_plr_dmg_hl1tripmine : 150 : , "sv", "rep" : ⤶ sk_plr_dmg_hornet : 7 : , "sv", "rep" : ⤶ sk_plr_dmg_mp5_grenade : 100 : , "sv", "rep" : ⤶ sk_plr_dmg_pistol : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_rpg : 100 : , "sv", "rep" : ⤶ sk_plr_dmg_rpg_round : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_satchel : 0 : , "sv" : ⤶ sk_plr_dmg_smg1 : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_smg1_grenade : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_sniper_round : 0 : , "sv", "rep" : ⤶ sk_plr_dmg_stunstick : 0 : , "sv" : ⤶ sk_plr_dmg_tripmine : 0 : , "sv" : ⤶ sk_plr_dmg_xbow_bolt_npc : 50 : , "sv", "rep" : ⤶ sk_plr_dmg_xbow_bolt_plr : 10 : , "sv", "rep" : ⤶ sk_plr_grenade_drop_time : 30 : , "sv", "rep" : ⤶ sk_plr_health_drop_time : 30 : , "sv", "rep" : ⤶ sk_plr_num_shotgun_pellets : 7 : , "sv", "rep" : ⤶ sk_rollermine_shock : 0 : , "sv" : ⤶ sk_rollermine_stun_delay : 1 : , "sv" : ⤶ sk_rollermine_vehicle_intercept : 1 : , "sv" : ⤶ sk_satchel_radius : 0 : , "sv" : ⤶ sk_scanner_dmg_dive : 0 : , "sv" : ⤶ sk_scanner_health : 0 : , "sv" : ⤶ sk_scientist_heal : 25 : , "sv" : ⤶ sk_scientist_health : 20 : , "sv" : ⤶ sk_sentry_health : 40 : , "sv" : ⤶ sk_smg1_grenade_radius : 0 : , "sv" : ⤶ sk_snark_dmg_bite : 10 : , "sv" : ⤶ sk_snark_dmg_pop : 5 : , "sv" : ⤶ sk_snark_health : 2 : , "sv" : ⤶ sk_stalker_health : 0 : , "sv" : ⤶ sk_stalker_melee_dmg : 0 : , "sv" : ⤶ sk_strider_health : 350 : , "sv" : ⤶ sk_strider_num_missiles1 : 5 : , "sv" : ⤶ sk_strider_num_missiles2 : 7 : , "sv" : ⤶ sk_strider_num_missiles3 : 7 : , "sv" : ⤶ sk_striderbuster_magnet_multiplier : 2 : , "sv" : ⤶ sk_suitcharger : 0 : , "sv" : ⤶ sk_suitcharger_citadel : 0 : , "sv" : ⤶ sk_suitcharger_citadel_maxarmor : 0 : , "sv" : ⤶ sk_tripmine_radius : 0 : , "sv" : ⤶ sk_turret_health : 50 : , "sv" : ⤶ sk_vortigaunt_armor_charge : 30 : , "sv" : ⤶ sk_vortigaunt_armor_charge_per_token : 5 : , "sv" : ⤶ sk_vortigaunt_dmg_claw : 0 : , "sv" : ⤶ sk_vortigaunt_dmg_rake : 0 : , "sv" : ⤶ sk_vortigaunt_dmg_zap : 0 : , "sv" : ⤶ sk_vortigaunt_health : 0 : , "sv" : ⤶ sk_vortigaunt_vital_antlion_worker_dmg : 0 : , "sv" : Vital-ally vortigaunts scale damage taken from antlion workers by this amount.⤶ sk_vortigaunt_zap_range : 100 : , "sv" : Range of vortigaunt's ranged attack (feet)⤶ sk_weapon_ar2_alt_fire_duration : 4 : , "sv" : ⤶ sk_weapon_ar2_alt_fire_mass : 150 : , "sv" : ⤶ sk_weapon_ar2_alt_fire_radius : 10 : , "sv" : ⤶ sk_zombie_dmg_both_slash : 0 : , "sv" : ⤶ sk_zombie_dmg_one_slash : 0 : , "sv" : ⤶ sk_zombie_health : 0 : , "sv" : ⤶ sk_zombie_poison_dmg_spit : 0 : , "sv" : ⤶ sk_zombie_poison_health : 0 : , "sv" : ⤶ sk_zombie_soldier_health : 0 : , "sv" : ⤶ skill : 1 : , "a" : Game skill level (1-3).⤶ slot0 : cmd : : ⤶ slot1 : cmd : : ⤶ slot10 : cmd : : ⤶ slot2 : cmd : : ⤶ slot3 : cmd : : ⤶ slot4 : cmd : : ⤶ slot5 : cmd : : ⤶ slot6 : cmd : : ⤶ slot7 : cmd : : ⤶ slot8 : cmd : : ⤶ slot9 : cmd : : ⤶ smoke_trail : 1 : , "sv" : ⤶ smoothstairs : 1 : , "sv", "rep" : Smooth player eye z coordinate when traversing stairs.⤶ snapto : cmd : : ⤶ snd_async_flush : cmd : : Flush all unlocked async audio data⤶ snd_async_fullyasync : 0 : : All playback is fully async (sound doesn't play until data arrives).⤶ snd_async_minsize : 262144 : : ⤶ snd_async_showmem : cmd : : 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 : : Spew streaming info ( 0=Off, 1=streams, 2=buffers⤶ snd_buildcache : cmd : : <directory or VPK filename> Rebulds sound cache for a given search path. ⤶ snd_cull_duplicates : 0 : : If nonzero, 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 : , "a" : ⤶ snd_duckerreleasetime : 2 : , "a" : ⤶ snd_duckerthreshold : 0 : , "a" : ⤶ snd_ducktovolume : 0 : , "a" : ⤶ snd_dumpclientsounds : cmd : : Dump sounds to VXConsole⤶ snd_fixed_rate : 0 : : ⤶ snd_foliage_db_loss : 4 : , "cheat" : ⤶ snd_gain : 1 : , "cheat" : ⤶ snd_gain_max : 1 : , "cheat" : ⤶ snd_gain_min : 0 : , "cheat" : ⤶ snd_legacy_surround : 0 : , "a" : ⤶ snd_lockpartial : 1 : : ⤶ snd_mix_async : 0 : : ⤶ snd_mixahead : 0 : , "a" : ⤶ snd_musicvolume : 0 : , "a" : Music volume⤶ snd_mute_losefocus : 1 : , "a" : ⤶ snd_noextraupdate : 0 : : ⤶ snd_obscured_gain_dB : -2 : , "cheat" : ⤶ snd_pitchquality : 1 : , "a" : ⤶ snd_profile : 0 : , "demo" : ⤶ snd_refdb : 60 : , "cheat" : ⤶ snd_refdist : 36 : , "cheat" : ⤶ snd_restart : cmd : : Restart sound system.⤶ snd_show : 0 : , "cheat" : Show sounds info⤶ snd_showclassname : 0 : : ⤶ snd_showmixer : 0 : : ⤶ snd_showstart : 0 : , "cheat" : ⤶ snd_ShowThreadFrameTime : 0 : : ⤶ snd_soundmixer : 0 : : ⤶ snd_spatialize_roundrobin : 0 : : Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized⤶ snd_surround_speakers : 0 : : ⤶ snd_visualize : 0 : , "cheat" : 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 : : ⤶ sndplaydelay : cmd : : Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname⤶ sniper_xbox_delay : 1 : , "sv" : ⤶ sniperspeak : 0 : , "sv" : ⤶ sniperviewdist : 35 : , "sv" : ⤶ soundfade : cmd : : Fade client volume.⤶ soundinfo : cmd : : Describe the current sound device.⤶ soundlist : cmd : : List all known sounds.⤶ soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for.⤶ soundscape_debug : 0 : , "sv", "cheat" : When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar⤶ soundscape_dumpclient : cmd : : Dumps the client's soundscape data. ⤶ soundscape_fadetime : 3 : , "cheat", "cl" : Time to crossfade sound effects between soundscapes⤶ soundscape_flush : cmd : : Flushes the server & client side soundscapes⤶ spawnicon_queue : 0 : , "cl" : Enables experimental spawnicon loading queue, which prevents the game from freezing when opening large spawnlists.⤶ spawnicon_sharpen : 4 : , "cl" : ⤶ speak : cmd : : Play a constructed sentence.⤶ spec_autodirector : 1 : , "clientcmd_can_execute", "cl" : Auto-director chooses best view modes while spectating⤶ spec_freeze_distance_max : 200 : , "cheat", "cl" : Maximum random distance from the target to stop when framing them in observer freeze cam.⤶ spec_freeze_distance_min : 96 : , "cheat", "cl" : Minimum random distance from the target to stop when framing them in observer freeze cam.⤶ spec_freeze_time : 4 : , "sv", "cheat", "rep" : Time spend frozen in observer freeze cam.⤶ spec_freeze_traveltime : 0 : , "sv", "cheat", "rep" : Time taken to zoom in to frame a target in observer freeze cam.⤶ spec_pos : cmd : : dump position and angles to the console⤶ spec_track : 0 : , "cl" : Tracks an entity in spec mode⤶ +speed : cmd : : ⤶ -speed : cmd : : ⤶ spew_consolelog_to_debugstring : 0 : : Send console log to PLAT_DebugString()⤶ spike : cmd : : generates a fake spike⤶ star_memory : cmd : : Dump memory stats⤶ startdemos : cmd : : Play demos in demo sequence.⤶ startmovie : cmd : : Start recording movie frames.⤶ startupmenu : cmd : : Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer ⤶ stats : cmd : : Prints server performance variables⤶ status : cmd : : Display map and connection status.⤶ steam_controller_status : cmd : : Spew report of steam controller status⤶ step_spline : 0 : , "sv" : ⤶ stop : cmd : : Finish recording demo.⤶ stopdemo : cmd : : Stop playing back a demo.⤶ stopsound : cmd : : ⤶ stopsoundscape : cmd : : Stops all soundscape processing and fades current looping sounds⤶ +strafe : cmd : : ⤶ -strafe : cmd : : ⤶ strider_always_use_procedural_height : 0 : , "sv" : ⤶ strider_ar2_altfire_dmg : 25 : , "sv" : ⤶ strider_distributed_fire : 1 : , "sv" : ⤶ strider_eyepositions : 0 : , "sv" : ⤶ strider_free_knowledge : 0 : , "sv" : ⤶ strider_free_pass_after_escorts_dead : 2 : , "sv" : ⤶ strider_free_pass_cover_dist : 120 : , "sv" : ⤶ strider_free_pass_duration : 2 : , "sv" : ⤶ strider_free_pass_move_tolerance : 320 : , "sv" : ⤶ strider_free_pass_refill_rate : 0 : , "sv" : ⤶ strider_free_pass_start_time : 3 : , "sv" : ⤶ strider_free_pass_tolerance_after_escorts_dead : 600 : , "sv" : ⤶ strider_idle_test : 0 : , "sv" : ⤶ strider_immolate : 0 : , "sv" : ⤶ strider_missile_suppress_dist : 240 : , "sv" : ⤶ strider_missile_suppress_time : 3 : , "sv" : ⤶ strider_pct_height_no_crouch_move : 90 : , "sv" : ⤶ strider_peek_eye_dist : 1 : , "sv" : ⤶ strider_peek_eye_dist_z : 4 : , "sv" : ⤶ strider_peek_time : 0 : , "sv" : ⤶ strider_peek_time_after_damage : 4 : , "sv" : ⤶ strider_show_cannonlos : 0 : , "sv" : ⤶ strider_show_focus : 0 : , "sv" : ⤶ strider_show_weapon_los_condition : 0 : , "sv" : ⤶ strider_show_weapon_los_z : 0 : , "sv" : ⤶ strider_test_height : 0 : , "sv" : ⤶ striderbuster_allow_all_damage : 0 : , "sv" : If set to '1' the bomb will detonate on any damage taken. Otherwise only the player may trigger it.⤶ striderbuster_autoaim_radius : 64 : , "sv" : ⤶ striderbuster_debugseek : 0 : , "sv" : ⤶ striderbuster_die_detach : 1 : , "sv" : ⤶ striderbuster_dive_force : -200 : , "sv" : ⤶ striderbuster_falloff_power : 4 : , "sv" : Order of the distance falloff. 1 = linear 2 = quadratic⤶ striderbuster_health : 14 : , "sv" : ⤶ striderbuster_leg_stick_dist : 80 : , "sv" : If the buster hits a strider's leg, the max distance from the head at which it sticks anyway.⤶ striderbuster_magnetic_force_hunter : 1750000 : , "sv" : Intensity of magnade's attraction to a hunter.⤶ striderbuster_magnetic_force_strider : 750000 : , "sv" : Intensity of magnade's attraction to a strider.⤶ striderbuster_shot_velocity : 2500 : , "sv" : Speed at which launch the bomb from the physcannon⤶ striderbuster_use_particle_flare : 1 : , "sv" : ⤶ stringtabletotals : cmd : : Size of all string tables⤶ studio_queue_mode : 1 : : ⤶ stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.⤶ suitvolume : 0 : , "a", "sv" : ⤶ surfaceprop : cmd : : Reports the surface properties at the cursor⤶ sv_accelerate : 10 : , "sv", "nf", "rep" : ⤶ sv_airaccelerate : 10 : , "sv", "nf", "rep" : ⤶ sv_allow_color_correction : 1 : , "rep" : Allow or disallow clients to use color correction on this server.⤶ sv_allow_voice_from_file : 0 : , "rep" : Allow or disallow clients from using voice_inputfromfile on this server.⤶ sv_allow_votes : 1 : , "sv" : Allow voting?⤶ sv_allowcslua : 1 : , "a", "sv", "nf", "rep" : Allow clients to run clientside addons. This will override any gamemode setting!⤶ sv_allowdownload : 1 : : Allow clients to download files⤶ sv_allowupload : 1 : : Allow clients to upload customizations files⤶ sv_alltalk : 0 : , "sv", "nf" : Players can hear all other players, no team restrictions⤶ sv_alternateticks : 0 : , "sp" : If set, server only simulates entities on even numbered ticks. ⤶ sv_autojump : 0 : , "sv" : ⤶ sv_autoladderdismount : 1 : , "sv", "rep" : Automatically dismount from ladders when you reach the end (don't have to +USE).⤶ sv_autosave : 1 : : Set to 1 to autosave game on level transition. Does not affect autosave triggers.⤶ sv_benchmark_autovprofrecord : 0 : , "sv" : If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.⤶ sv_benchmark_numticks : 3300 : , "sv" : If > 0, then it only runs the benchmark for this # of ticks.⤶ sv_bonus_map_challenge_update : cmd : : Updates a bonus map challenge score.⤶ sv_bonus_map_complete : cmd : : Completes a bonus map.⤶ sv_bonus_map_unlock : cmd : : Locks a bonus map.⤶ sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTable_Encode calls.⤶ sv_cheats : 1 : , "nf", "rep" : Allow cheats on server⤶ sv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player.⤶ sv_client_cmdrate_difference : 20 : , "rep" : 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 : , "rep" : 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 : , "rep" : 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 : , "rep" : 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 : , "sv" : The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount⤶ sv_consistency : 1 : , "rep" : Legacy variable with no effect! This was deleted and then added as a temporary kludge to prevent players from being banned by ⤶ sv_contact : 0 : , "nf" : Contact email for server sysop⤶ sv_crazyphysics_defuse : 1 : , "sv", "rep" : Reset the physics objects of entities when we detect their physics are going crazy. Turning this off should be a LAST RESORT - ⤶ sv_crazyphysics_remove : 1 : , "sv", "rep" : Remove entities when we detect their physics are going crazy. Turning this off should be a LAST RESORT - turning it off will al⤶ sv_crazyphysics_vehicles : 1 : , "sv", "rep" : Enable crazy physics detection for vehicles.⤶ sv_crazyphysics_warning : 1 : , "sv", "rep" : Print warnings to the console when entities with crazy physics are encountered.⤶ sv_crazyphysics_wheels : 0 : , "sv", "rep" : Enable crazy physics detection for vehicles' wheels.⤶ sv_debug_player_use : 0 : , "sv", "rep" : Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success⤶ 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_defaultdeployspeed : 4 : , "sv", "rep" : ⤶ 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 : , "sv", "cheat" : debug - disable trace query cache⤶ sv_downloadurl : 0 : , "rep" : Location from which clients can download missing files⤶ sv_dumpstringtables : 0 : , "cheat" : ⤶ sv_enableoldqueries : 0 : : Enable support for old style (HL1) server queries⤶ sv_filterban : 1 : : Set packet filtering by IP mode⤶ sv_footsteps : 1 : , "sv", "nf", "rep" : Play footstep sound for players⤶ sv_forcepreload : 0 : , "a" : Force server side preloading.⤶ sv_friction : 8 : , "sv", "nf", "rep" : World friction.⤶ sv_gamename_override : 0 : , "sv" : If not empty, overrides the gamemode name reported by the server to Steam.⤶ sv_gravity : 600 : , "sv", "nf", "rep" : World gravity.⤶ sv_hibernate_drop_bots : 1 : : Kicks bots when the server enters hibernation⤶ sv_hibernate_think : 0 : : Forces the server to think even when hibernating⤶ sv_hudhint_sound : 1 : , "sv", "rep" : ⤶ sv_infinite_aux_power : 0 : , "sv", "cheat" : ⤶ sv_kickerrornum : 0 : , "a", "sv" : Kick clients if they have this many Lua errors. Set to 0 to never kick.⤶ sv_ladder_useonly : 0 : , "sv", "rep" : If set, ladders can only be mounted by pressing +USE⤶ sv_ladderautomountdot : 0 : , "sv", "rep" : When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis.⤶ sv_lagcompensateself : 0 : , "sv", "cheat" : Player can lag compensate themselves.⤶ sv_lagcompensationforcerestore : 1 : , "sv", "cheat" : Don't test validity of a lag comp restore, just do it.⤶ sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )⤶ sv_loadingurl : 0 : , "a" : URL to show to clients while joining the server. Must start with http:// or https://⤶ sv_location : 0 : : The location of the server to be displayed in the server browser. Format is ISO 3166-1 alpha-2 country codes, all possible icon⤶ sv_log_onefile : 0 : , "a" : Log server information to only one file.⤶ sv_logbans : 0 : , "a" : 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 : , "a" : Echo log information to the console.⤶ sv_logfile : 1 : , "a" : Log server information in the log file.⤶ sv_logfilecompress : 0 : , "a" : Gzip compress logfile and rename to logfilename.log.gz on close.⤶ sv_logfilename_format : 0 : , "a" : Log filename format. See strftime for formatting codes.⤶ sv_logflush : 0 : , "a" : Flush the log file to disk on each write (slow).⤶ sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored. Must start with 'logs/'.⤶ sv_logsecret : 0 : : If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)⤶ sv_lowedict_action : 0 : : 0 - no action, 1 - warn to log file, 2 - attempt to restart the game, if applicable, 3 - restart the map, 4 - go to the next ma⤶ sv_lowedict_threshold : 8 : : When only this many edicts are free, take the action specified by sv_lowedict_action.⤶ sv_massreport : 0 : , "sv" : ⤶ sv_master_share_game_socket : 1 : : Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm⤶ sv_max_connects_sec : 2 : : Maximum connections per second to respond to from a single IP address.⤶ sv_max_connects_sec_global : 0 : : Maximum connections per second to respond to from anywhere.⤶ sv_max_connects_window : 4 : : Window over which to average connections per second averages.⤶ sv_max_queries_sec : 3 : : Maximum queries per second to respond to from a single IP address.⤶ sv_max_queries_sec_global : 3000 : : Maximum queries per second to respond to from anywhere.⤶ sv_max_queries_window : 30 : : Window over which to average queries per second averages.⤶ sv_max_userinfo : 4096 : : The max amount of userinfo ConVars clients are allowed to send to the server. Setting this too high may result in loss of perfo⤶ sv_maxcmdrate : 66 : , "rep" : (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.⤶ sv_maxrate : 0 : , "rep" : Max bandwidth rate allowed on server, 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 : , "rep" : Maximum updates per second that the server will allow⤶ sv_maxusrcmdprocessticks : 24 : , "sv", "nf" : Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions⤶ sv_maxusrcmdprocessticks_holdaim : 1 : , "sv", "cheat" : Hold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this server ⤶ sv_maxusrcmdprocessticks_warning : -1 : , "sv" : Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negat⤶ sv_maxvelocity : 3500 : , "sv", "rep" : Maximum speed any ballistically moving object is allowed to attain per axis.⤶ sv_memlimit : 0 : , "cheat" : If set, whenever the server is empty, if the total memory used by the server is greater than this # of megabytes, the server wi⤶ sv_mincmdrate : 10 : , "rep" : This sets the minimum value for cl_cmdrate. 0 == unlimited.⤶ sv_minrate : 3500 : , "rep" : Min bandwidth rate allowed on server, 0 == unlimited⤶ sv_minupdaterate : 10 : , "rep" : Minimum updates per second that the server will allow⤶ sv_mumble_positionalaudio : 1 : , "rep", "cl" : Allows players using Mumble to have support for positional audio.⤶ sv_namechange_cooldown_seconds : 20 : : When a client name change is received, wait N seconds allowing another name change⤶ sv_netspike : cmd : : Write network trace if amount of data sent to client exceeds N bytes. Use zero to disable tracing. Note that having this enabl⤶ sv_netspike_on_reliable_snapshot_overflow : 0 : : If nonzero, the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow⤶ sv_netspike_output : 1 : : Where the netspike data be written? Sum of the following values: 1=netspike.txt, 2=ordinary server log⤶ sv_netspike_sendtime_ms : 0 : : If nonzero, the server will dump a netspike trace if it takes more than N ms to prepare a snapshot to a single client. This fe⤶ sv_no_ain_files : 0 : : Disables sending of .ain files associated with currently active map. Use at your own risk.⤶ sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" : ⤶ sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).⤶ sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" : ⤶ sv_npc_talker_maxdist : 1024 : , "sv" : NPCs over this distance from the player won't attempt to speak.⤶ sv_parallel_packentities : 1 : : ⤶ sv_parallel_sendsnapshot : 0 : : ⤶ sv_password : 0 : , "nf", "prot", "norecord" : Server password for entry into multiplayer games⤶ sv_pausable : 0 : , "nf" : Is the server pausable.⤶ sv_player_display_usercommand_errors : 0 : , "sv", "cheat" : 1 = Display warning when command values are out-of-range. 2 = Spew invalid ranges.⤶ sv_playerforcedupdate : 10 : , "sv" : ⤶ sv_playerperfhistorycount : 60 : , "sv" : Number of samples to maintain in player perf history⤶ sv_playerpickupallowed : 1 : , "sv" : Allow the player to pick things up using the USE key⤶ sv_precacheinfo : cmd : : Show precache info.⤶ sv_pure : cmd : : Show user data.⤶ sv_pure_consensus : 5 : : Minimum number of file hashes to agree to form a consensus.⤶ sv_pure_kick_clients : 1 : : If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.⤶ sv_pure_retiretime : 900 : : Seconds of server idle time to flush the sv_pure file hash cache.⤶ sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file.⤶ sv_pvsskipanimation : 0 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS⤶ sv_querycache_stats : cmd : : Display status of the query cache (client only)⤶ sv_quota_stringcmdspersecond : 256 : : How many string commands per second clients are allowed to submit, 0 to disallow all string commands⤶ sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication⤶ sv_rcon_log : 1 : : Enable/disable rcon logging.⤶ sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication before being banned⤶ sv_rcon_maxpacketbans : 1 : : Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize⤶ sv_rcon_maxpacketsize : 1024 : : The maximum number of bytes to allow in a command packet⤶ sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned⤶ sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications⤶ sv_rcon_whitelist_address : 0 : : When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'⤶ sv_region : -1 : : The region of the world to report this server in.⤶ sv_restrict_aspect_ratio_fov : 1 : , "rep" : This can be used to limit the effective FOV of users using wide-screen resolutions with aspect ratios wider than 1.85:1 (slight⤶ sv_robust_explosions : 1 : , "sv", "rep" : ⤶ sv_rollangle : 0 : , "sv", "nf", "rep" : Max view roll angle⤶ sv_rollspeed : 200 : , "sv", "nf", "rep" : ⤶ sv_setsteamaccount : cmd : : token Set game server account token to use for logging in to a persistent game server account⤶ sv_show_crosshair_target : 0 : , "sv" : ⤶ sv_showladders : 0 : , "sv" : Show bbox and dismount points for all ladders (must be set before level load.) ⤶ sv_showlagcompensation : 0 : , "sv", "cheat" : Show lag compensated hitboxes whenever a player is lag compensated.⤶ sv_showlagcompensation_duration : 4 : , "sv", "cheat" : Duration to show lag-compensated hitboxes⤶ sv_shutdown : cmd : : Sets the server to shutdown next time it's empty⤶ sv_shutdown_timeout_minutes : 360 : , "rep" : If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown.⤶ sv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texture⤶ sv_soundemitter_trace : 0 : , "sv", "rep" : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to ⤶ sv_specaccelerate : 5 : , "a", "sv", "nf", "rep" : ⤶ sv_specnoclip : 1 : , "a", "sv", "nf", "rep" : ⤶ sv_specspeed : 3 : , "a", "sv", "nf", "rep" : ⤶ sv_startup_time : 0 : : Sets the starting CurTime of the server (in seconds). This is used for finding issues on a server that has been running for a l⤶ sv_stats : 1 : : Collect CPU usage stats⤶ sv_steamblockingcheck : 0 : : Check each new player for Steam blocking compatibility, 1 = message only, 2 >= drop if any member of owning clan blocks,3 >= dr⤶ sv_steamgroup : 0 : , "nf" : The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam comm⤶ sv_sticktoground : 1 : , "sv", "rep" : ⤶ sv_stickysprint : 0 : , "a", "sv" : ⤶ sv_stickysprint_default : 0 : , "cl" : ⤶ sv_stopspeed : 10 : , "sv", "nf", "rep" : Minimum stopping speed when on ground.⤶ sv_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they are in the pvs⤶ sv_test_scripted_sequences : 0 : , "sv" : Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu⤶ sv_teststepsimulation : 1 : , "sv" : ⤶ sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp.⤶ sv_timeout : 180 : : After this many seconds without a message from a client, the client is dropped⤶ sv_timeout_signon : 300 : : After this many seconds without a message from a client, the client is dropped (while connecting)⤶ sv_turbophysics : 0 : , "sv", "rep" : Turns on turbo physics⤶ sv_unlockedchapters : 1 : , "a" : Highest unlocked game chapter.⤶ sv_use_steam_voice : 1 : , "rep" : Enable/disable using Steam Voice instead of the old voice codec (if enabled, voice_inputfromfile will no longer function).⤶ sv_usermessage_maxsize : 1024 : , "sv" : The max number of bytes to output per tick⤶ sv_vehicle_autoaim_scale : 8 : , "sv" : ⤶ sv_visiblemaxplayers : -1 : : Overrides the max players reported to prospective clients⤶ sv_voiceenable : 1 : , "a", "nf" : ⤶ sv_vote_allow_spectators : 0 : , "sv" : Allow spectators to vote?⤶ sv_vote_failure_timer : 300 : , "sv" : A vote that fails cannot be re-submitted for this long⤶ sv_vote_ui_hide_disabled_issues : 1 : , "sv" : Suppress listing of disabled issues in the vote setup screen.⤶ sv_wateraccelerate : 10 : , "sv", "nf", "rep" : ⤶ sv_waterfriction : 1 : , "sv", "nf", "rep" : ⤶ sys_minidumpexpandedspew : 1 : : ⤶ sys_minidumpspewlines : 500 : : Lines of crash dump console spew to keep.⤶ systemlinkport : 27030 : : System Link port⤶ template_debug : 0 : , "sv" : ⤶ Test_CreateEntity : cmd : : ⤶ test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau⤶ Test_EHandle : cmd : : ⤶ test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player.⤶ test_freezeframe : cmd : : Test the freeze frame code.⤶ test_massive_dmg : 30 : , "sv" : ⤶ test_massive_dmg_clip : 0 : , "sv" : ⤶ Test_ProxyToggle_EnableProxy : cmd : : ⤶ Test_ProxyToggle_EnsureValue : cmd : : Test_ProxyToggle_EnsureValue⤶ Test_ProxyToggle_SetValue : cmd : : ⤶ Test_RandomPlayerPosition : cmd : : ⤶ testhudanim : cmd : : Test a hud element animation. Arguments: <anim name> ⤶ testscript_debug : 0 : : Debug test scripts.⤶ texture_budget_background_alpha : 128 : , "a" : how translucent the budget panel is⤶ texture_budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1⤶ texture_budget_panel_global : 0 : : Show global times in the texture budget panel.⤶ texture_budget_panel_height : 284 : , "a" : height in pixels of the budget panel⤶ texture_budget_panel_width : 512 : , "a" : width in pixels of the budget panel⤶ texture_budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel⤶ texture_budget_panel_y : 450 : , "a" : number of pixels from the top side of the game screen to draw the budget panel⤶ tf_escort_score_rate : 1 : , "sv", "cheat" : Score for escorting the train, in points per second⤶ tf_matprox_BurnLevel : 0 : , "cl" : ⤶ tf_matprox_InvulnLevel : 0 : , "cl" : ⤶ tf_matprox_spy_invis : 0 : , "cl" : ⤶ tf_matprox_YellowLevel : 1 : , "cl" : ⤶ think_limit : 10 : , "sv", "rep" : Maximum think time in milliseconds, warning is printed if this is exceeded.⤶ thirdperson : cmd : : Switch to thirdperson camera.⤶ thirdperson_mayamode : cmd : : Switch to thirdperson Maya-like camera controls.⤶ thirdperson_platformer : 0 : , "cl" : Player will aim in the direction they are moving.⤶ thirdperson_screenspace : 0 : , "cl" : Movement will be relative to the camera, eg: left means screen-left⤶ threadpool_affinity : 1 : : Enable setting affinity⤶ thumper_show_radius : 0 : , "sv", "cheat" : If true, advisor will use her custom impact damage table.⤶ timedemo : cmd : : Play a demo and report performance info.⤶ timedemo_runcount : 0 : : Runs time demo X number of times.⤶ timedemoquit : cmd : : Play a demo, report performance info, and then exit⤶ timerefresh : cmd : : Profile the renderer.⤶ toggle : cmd : : Toggles a convar on or off, or cycles through a set of values.⤶ toggle_duck : cmd : : Toggles duck⤶ toggle_zoom : cmd : : Toggles zoom display⤶ toggleconsole : cmd : : Show/hide the console.⤶ tooltip_delay : 0 : , "norecord" : ⤶ trace_report : 0 : , "sv" : ⤶ tracer_extra : 1 : , "cl" : ⤶ ttt_allow_discomb_jump : 0 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_credits_starting : 2 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_debug_preventwin : 0 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_det_credits_starting : 1 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_detective_hats : 1 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_detective_karma_min : 600 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_detective_max : 32 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_detective_min_players : 8 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_detective_pct : 0 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_firstpreptime : 60 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_haste : 1 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_haste_minutes_per_death : 0 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_haste_starting_minutes : 5 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_namechange_bantime : 10 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_namechange_kick : 1 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_no_nade_throw_during_prep : 1 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_postround_dm : 0 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_posttime_seconds : 30 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_preptime_seconds : 30 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_ragdoll_pinning : 1 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_ragdoll_pinning_innocents : 0 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_round_limit : 6 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_roundtime_minutes : 10 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_teleport_telefrags : 1 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_time_limit_minutes : 75 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_traitor_max : 32 : , "a", "nf", "rep", "lua_server" : ⤶ ttt_traitor_pct : 0 : , "a", "nf", "rep", "lua_server" : ⤶ tv_allow_camera_man : 1 : , "sv" : Auto director allows spectators to become camera man⤶ tv_allow_static_shots : 1 : , "sv" : 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 : cmd : : Shows list of connected SourceTV clients.⤶ tv_debug : 0 : : SourceTV debug info.⤶ tv_delay : 30 : , "sv" : SourceTV broadcast delay in seconds⤶ tv_delaymapchange : 0 : , "sv" : Delays map change until broadcast is complete⤶ tv_deltacache : 2 : : Enable delta entity bit stream cache⤶ tv_dispatchmode : 1 : : Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always⤶ tv_enable : 0 : , "nf" : Activates SourceTV on server.⤶ tv_maxclients : 64 : : Maximum client number on SourceTV server.⤶ tv_maxrate : 8000 : : Max SourceTV spectator bandwidth rate allowed, 0 == unlimited⤶ tv_msg : cmd : : Send a screen message to all clients.⤶ tv_name : 0 : : SourceTV host name⤶ tv_nochat : 0 : , "a", "user" : Don't receive chat messages from other SourceTV spectators⤶ tv_overridemaster : 0 : : Overrides the SourceTV master root address.⤶ tv_password : 0 : , "nf", "prot", "norecord" : SourceTV password for all clients⤶ tv_port : 27020 : : Host SourceTV port⤶ tv_record : cmd : : Starts SourceTV demo recording.⤶ tv_relay : cmd : : Connect to SourceTV server and relay broadcast.⤶ tv_relaypassword : 0 : , "nf", "prot", "norecord" : SourceTV password for relay proxies⤶ tv_relayvoice : 1 : : Relay voice data: 0=off, 1=on⤶ tv_retry : cmd : : Reconnects the SourceTV relay proxy.⤶ tv_snapshotrate : 16 : : Snapshots broadcasted per second⤶ tv_status : cmd : : Show SourceTV server status.⤶ tv_stop : cmd : : Stops the SourceTV broadcast.⤶ tv_stoprecord : cmd : : Stops SourceTV demo recording.⤶ tv_timeout : 30 : : SourceTV connection timeout in seconds.⤶ tv_title : 0 : : Set title for SourceTV spectator UI⤶ tv_transmitall : 0 : , "rep" : Transmit all entities (not only director view)⤶ ui_posedebug_fade_in_time : 0 : , "cheat", "norecord", "cl" : Time during which a new pose activity layer is shown in green in +posedebug UI⤶ ui_posedebug_fade_out_time : 0 : , "cheat", "norecord", "cl" : Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI⤶ unbind : cmd : : Unbind a key.⤶ unbind_mac : cmd : : Unbind a key on the Mac only.⤶ unbindall : cmd : : Unbind all keys.⤶ unpause : cmd : : Unpause the game.⤶ use : cmd : : Use a particular weapon Arguments: <weapon_name>⤶ -use : cmd : : ⤶ +use : cmd : : ⤶ user : cmd : : Show user data.⤶ user_context : cmd : : Set a Rich Presence Context: user_context <context id> <context value>⤶ user_property : cmd : : Set a Rich Presence Property: user_property <property id>⤶ users : cmd : : Show user info for players on server.⤶ v_centermove : 0 : , "cl" : ⤶ v_centerspeed : 500 : , "cl" : ⤶ vcollide_wireframe : 0 : , "cheat", "cl" : Render physics collision models in wireframe⤶ vcr_verbose : 0 : : Write extra information into .vcr file.⤶ vehicle_flushscript : cmd : : Flush and reload all vehicle scripts⤶ version : cmd : : Print version info string.⤶ vgui_drawfocus : 0 : , "cheat" : Report which panel is under the mouse.⤶ -vgui_drawtree : cmd : : ⤶ +vgui_drawtree : cmd : : ⤶ vgui_drawtree : 0 : , "cheat" : Draws the vgui panel hiearchy to the specified depth level.⤶ vgui_drawtree_bounds : 0 : : Show panel bounds.⤶ vgui_drawtree_clear : cmd : : ⤶ vgui_drawtree_draw_selected : 0 : : Highlight the selected panel⤶ vgui_drawtree_freeze : 0 : : Set to 1 to stop updating the vgui_drawtree view.⤶ vgui_drawtree_hidden : 0 : : Draw the hidden panels.⤶ vgui_drawtree_panelalpha : 0 : : Show the panel alpha values in the vgui_drawtree view.⤶ vgui_drawtree_panelptr : 0 : : Show the panel pointer values in the vgui_drawtree view.⤶ vgui_drawtree_popupsonly : 0 : : Draws the vgui popup list in hierarchy(1) or most recently used(2) order.⤶ vgui_drawtree_render_order : 0 : : List the vgui_drawtree panels in render order.⤶ vgui_drawtree_visible : 1 : : Draw the visible panels.⤶ vgui_luapaint : 1 : : ⤶ vgui_message_dialog_modal : 1 : , "a", "cl" : ⤶ vgui_spew_fonts : cmd : : ⤶ vgui_togglepanel : cmd : : show/hide vgui panel by name.⤶ vgui_visualizelayout : 0 : : ⤶ vid_fps : 30 : , "norecord" : The FPS of the recorded video⤶ vid_sound : 1 : , "norecord" : Enable sound recording⤶ vid_width : 640 : , "norecord" : Specifies the width of the recorded video. The height will be adjusted automatically based on your aspect ratio⤶ viewmodel_fov : 54 : , "cl" : ⤶ violence_ablood : 1 : : Draw alien blood⤶ violence_agibs : 1 : : Show alien gib entities⤶ violence_hblood : 1 : : Draw human blood⤶ violence_hgibs : 1 : : Show human gib entities⤶ voice_clientdebug : 0 : , "cl" : ⤶ voice_debugfeedback : 0 : : ⤶ voice_debugfeedbackfrom : 0 : : ⤶ voice_enable : 1 : , "a" : ⤶ voice_fadeouttime : 0 : : ⤶ voice_forcemicrecord : 1 : , "a" : ⤶ voice_gain_downward_multiplier : 100 : : How quickly it will lower gain when it detects that the current gain value will cause clipping⤶ voice_gain_max : 5 : : ⤶ voice_gain_rate : 1 : : ⤶ voice_gain_target : 32000 : : ⤶ voice_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than from the microphone.⤶ voice_loopback : 0 : , "user" : ⤶ voice_modenable : 1 : , "a", "clientcmd_can_execute", "cl" : Enable/disable voice in this mod.⤶ voice_overdrive : 2 : : ⤶ voice_overdrivefadetime : 0 : : ⤶ voice_profile : 0 : : ⤶ voice_recordtofile : 0 : : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'⤶ voice_scale : 0 : , "a" : ⤶ voice_serverdebug : 0 : , "sv" : ⤶ voice_showchannels : 0 : : ⤶ voice_showincoming : 0 : : ⤶ voice_steal : 2 : : ⤶ voice_writevoices : 0 : : Saves each speaker's voice data into separate .wav files ⤶ -voicerecord : cmd : : ⤶ +voicerecord : cmd : : ⤶ volume : 0 : , "a" : Sound volume⤶ volume_sfx : 0 : , "a" : Adjusts the volume of sound effects & NPC voices, but does not affect player voice chat or music, both of which have their own ⤶ vox_reload : cmd : : Reload sentences.txt file⤶ voxeltree_box : cmd : : View entities in the voxel-tree inside box <Vector(min), Vector(max)>.⤶ voxeltree_playerview : cmd : : View entities in the voxel-tree at the player position.⤶ voxeltree_sphere : cmd : : View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.⤶ voxeltree_view : cmd : : View entities in the voxel-tree.⤶ vphys_sleep_timeout : cmd : : set sleep timeout: large values mean stuff won't ever sleep⤶ vprof : cmd : : Toggle VProf profiler⤶ vprof_adddebuggroup1 : cmd : : add a new budget group dynamically for debugging⤶ vprof_cachemiss : cmd : : Toggle VProf cache miss checking⤶ vprof_cachemiss_off : cmd : : Turn off VProf cache miss checking⤶ vprof_cachemiss_on : cmd : : Turn on VProf cache miss checking⤶ vprof_child : cmd : : ⤶ vprof_collapse_all : cmd : : Collapse the whole vprof tree⤶ vprof_counters : 0 : : ⤶ vprof_dump_groupnames : cmd : : 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 : : Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, 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 : cmd : : Expand the whole vprof tree⤶ vprof_expand_group : cmd : : Expand a budget group in the vprof tree by name⤶ vprof_generate_report : cmd : : Generate a report to the console.⤶ vprof_generate_report_AI : cmd : : Generate a report to the console.⤶ vprof_generate_report_AI_only : cmd : : Generate a report to the console.⤶ vprof_generate_report_budget : cmd : : Generate a report to the console based on budget group.⤶ vprof_generate_report_hierarchy : cmd : : Generate a report to the console.⤶ vprof_generate_report_map_load : cmd : : Generate a report to the console.⤶ vprof_graph : 0 : : Draw the vprof graph.⤶ vprof_graphheight : 256 : , "a" : ⤶ vprof_graphwidth : 512 : , "a" : ⤶ vprof_nextsibling : cmd : : ⤶ vprof_off : cmd : : Turn off VProf profiler⤶ vprof_on : cmd : : Turn on VProf profiler⤶ vprof_parent : cmd : : ⤶ vprof_playback_average : cmd : : Average the next N frames.⤶ vprof_playback_start : cmd : : Start playing back a recorded .vprof file.⤶ vprof_playback_step : cmd : : While playing back a .vprof file, step to the next tick.⤶ vprof_playback_stepback : cmd : : While playing back a .vprof file, step to the previous tick.⤶ vprof_playback_stop : cmd : : Stop playing back a recorded .vprof file.⤶ vprof_prevsibling : cmd : : ⤶ vprof_remote_start : cmd : : Request a VProf data stream from the remote server (requires authentication)⤶ vprof_remote_stop : cmd : : Stop an existing remote VProf data request⤶ vprof_reset : cmd : : Reset the stats in VProf profiler⤶ vprof_reset_peaks : cmd : : 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 : , "sv" : ⤶ vprof_scope_entity_thinks : 0 : , "sv" : ⤶ vprof_unaccounted_limit : 0 : , "a" : number of milliseconds that a node must exceed to turn red in the vprof panel⤶ vprof_verbose : 1 : , "a" : Set to one to show average and peak times⤶ vprof_vtune_group : cmd : : enable vtune for a particular vprof group ('disable' to disable)⤶ vprof_warningmsec : 10 : , "a" : Above this many milliseconds render the label red to indicate slow code.⤶ vtune : cmd : : Controls VTune's sampling.⤶ +walk : cmd : : ⤶ -walk : cmd : : ⤶ wc_air_edit_further : cmd : : When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from play⤶ wc_air_edit_nearer : cmd : : When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player⤶ wc_air_node_edit : cmd : : When in WC edit mode, toggles laying down or air nodes instead of ground nodes⤶ wc_create : cmd : : When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select⤶ wc_destroy : cmd : : When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).⤶ wc_destroy_undo : cmd : : When in WC edit mode restores the last deleted node⤶ wc_link_edit : cmd : : ⤶ weapon_showproficiency : 0 : , "sv" : ⤶ whereis : cmd : : Searches for the highest priority instance of a file within the GAME mount path.⤶ windows_speaker_config : 1 : , "a" : ⤶ wipe_nav_attributes : cmd : : Clear all nav attributes of selected area.⤶ writeid : cmd : : Writes a list of permanently-banned user IDs to banned_user.cfg.⤶ writeip : cmd : : Save the ban list to banned_ip.cfg.⤶ xbox_autothrottle : 1 : , "a", "sv" : ⤶ xbox_steering_deadzone : 0 : , "sv" : ⤶ xbox_throttlebias : 100 : , "a", "sv" : ⤶ xbox_throttlespoof : 200 : , "a", "sv" : ⤶ xc_crouch_debounce : 0 : , "sv" : ⤶ xc_crouch_range : 0 : , "a", "sv" : Percentarge [1..0] of joystick range to allow ducking within⤶ xc_uncrouch_on_jump : 1 : , "a", "sv" : Uncrouch when jump occurs⤶ xc_use_crouch_limiter : 0 : , "a", "sv" : Use the crouch limiting logic on the controller⤶ xload : cmd : : Load a saved game from a 360 storage device.⤶ xlook : cmd : : ⤶ xmove : cmd : : ⤶ xsave : cmd : : Saves current game to a 360 storage device.⤶ zombie_ambushdist : 16000 : , "sv" : ⤶ zombie_basemax : 100 : , "sv" : ⤶ zombie_basemin : 100 : , "sv" : ⤶ zombie_changemax : 0 : , "sv" : ⤶ zombie_changemin : 0 : , "sv" : ⤶ zombie_decaymax : 0 : , "sv" : ⤶ zombie_decaymin : 0 : , "sv" : ⤶ zombie_moanfreq : 1 : , "sv" : ⤶ zombie_stepfreq : 4 : , "sv" : ⤶ -zoom : cmd : : ⤶ +zoom : cmd : : ⤶ zoom_sensitivity_ratio : 1 : , "cl" : Additional mouse sensitivity scale factor applied when FOV is zoomed in.⤶ --------------⤶ ```