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2024-03-29T11:21:27Z
User contributions
MediaWiki 1.39.3
http://wiki.pvkii.com/index.php?title=Bondi&diff=1974
Bondi
2019-08-30T21:59:28Z
<p>SauceMan527: </p>
<hr />
<div>''Young, but far from inexperienced, Bondi carries a bow to hunt for food (very sensible) and to shoot enemies (also very sensible).''<br />
{| cellpadding="2" style="width: 20%;border: 1px solid darkgray;" align="right"<br />
! class="header" style="font-size:140%;text-align: center;background-color:#8CDC94;"| Bondi<br />
[[Image:Meetbondi.jpg|150px|link=bondi]]<br />
|-<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | General Info<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Introduced in''' [[Beta 0.4.1.0]]<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Health:''' 110<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Armor:''' 90<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Speed:''' 210<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Damage required for special:''' 210<br />
|}<br />
<br />
<br />
<br />
<br />
<br />
== Overview ==<br />
A diligent young fellow who had his whole life ahead of him, until it all went up in flames. Now that he's left the fields of grain for the fields of battle, his unremarkable vitality belies the sharp mind he used to hunt in the Scandinavian wilderness. He puts his hunting skills to use by shooting at anybody foolish enough to stay at range, and his seax to gut anybody foolish enough to wander too near.<br />
<br />
<br />
Voiced by: Hankshaw<br />
<br />
<br />
== Arsenal ==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Weapons<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Seax<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Atlatl<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Flatbow<br />
|-<br />
| style="text-align: center" | [[File:Bondiseax.png]]<br />
| style="text-align: center" | [[File:Atlatl.png]]<br />
| style="text-align: center" | [[File:Flatbow.png]]<br />
|-<br />
| style="text-align: center" | No Viking is complete without his trusty knife, and in the hands of the Bondi it serves as a lethal close-range weapon. The engraved runes remind him of his past, and inspire ferocity when cornered.<br />
| style="text-align: center" | The ultimate (or should that be primordial?) javelin-throwing equipment. Able to launch massive darts huge distances from even a standing position, and with enough stopping power to make your enemies just as still, if not stiller.<br />
| style="text-align: center" | This beautifully decorated elm flatbow may not match a yew longbow in range or power, but it's the Bondi's record-setting shooting speed his targets ought to fear. Use your special to unleash a storm of arrows!<br />
|-<br />
| style="text-align: center" | '''Forward Damage:''' 61 (charged), 50 (not charged)<br />
| style="text-align: center" | '''Bodyshot Damage:''' 85<br />
| style="text-align: center" | '''Damage:''' 53<br />
|-<br />
| style="text-align: center" | '''Left/Right damage:''' 54 (charged), 45 (not charged)<br />
| style="text-align: center" | '''Headshot Damage:''' 127.5<br />
| style="text-align: center" | '''Charge Time:''' 0.8s<br />
|-<br />
| style="text-align: center" | '''Backwards damage:''' 45 (charged), 40 (not charged)<br />
| style="text-align: center" | '''Charge Time:''' 0.35s<br />
| style="text-align: center" | '''Reload Time:''' 0.5s<br />
|-<br />
| style="text-align: center" | <br />
| style="text-align: center" | '''Reload Time:''' 1.5s<br />
| style="text-align: center" | '''Special Attack:''' Speed fire 5 arrows in quick succession.<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Special attack: Speed Shooting<br />
|-<br />
! class="header" style="font-size:100%;width: 100%;background-color:#8CDC94" | Only activates when holding Flatbow<br />
|-<br />
! style="font-size:120%;text-align: center;background-color:#FFFFFF;" colspan=1 | When your special bar is filled, press the special button to unleash a fury of 5 arrows in quick succession.<br />
|}<br />
<br />
<br />
==Achievements==<br />
<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 80%;background-color:#fbbd19" | Achievements<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_play.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Play a full round lasting at least five minutes as a Bondi"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Any Way You Slice It"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_dmg_100k.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 100,000 points of damage against your enemies using the seax"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The True'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Got Something To Prove Kid?"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_objective_points_1000x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 1000 objective points as a Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The New Kid'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Green Team"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_assists_100x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Assist 100 kills as Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Viking'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Long Distance Relationship"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2 bondi kill 100ft.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill an enemy with the atlatl or flatbow from 100 ft"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Life Coach'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"You Wood"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_pickup_projectiles_50x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "As a Bondi, collect 50 missed darts/arrows from the environment (not pickups)"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Gatherer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"The Gutting"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_kills_25x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 25 enemies using the seax"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Field Dresser'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"We're Having Parrot Tonight"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbow_kill_parrot_20x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Hunt down 20 enemy parrots with the flatbow"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Bird Man'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Raised By Wolves"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_air_kills.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 20 enemies while they are in mid-air using either your flatbow or atlatl"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Jungle Club'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Reinventing Archery"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_10x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 10 enemies with the Rapid Fire special"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Andersen'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Lay Low Aim High"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_atlatl_duck_headshot_kills_5x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 5 enemies with atlatl headshot while crouched and not moving"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Squatter'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hunting Season"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbowkills_three_10seconds.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the flatbow within 10 seconds"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Predator'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Beast Mode"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_single_life_3x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the Rapid Fire special in one life"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Beast Killer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hiding In The Daisies"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_low_health_2x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 2 enemies in a row using the Rapid Fire special while pushing up daisies"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Botanist'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi, Janus Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_dominate_rangers.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Dominate an Archer or a Sharpshooter"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Hunter'''''<br />
|}<br />
<br />
==Trivia==<br />
*During the vast majority of the development of Bondi, the class used pitched down voice lines from the [[Archer]] as placeholders, much like how it wore the longbow and the shortsword early in development. The PVKII Team ended up creating an inside joke in which they claimed that Bondi was the ancestor of the Archer. No final voice line provided by Hankshaw references the inside joke, however.<br />
*The development team placed several easter eggs regarding Bondi in order to tease the fans, most notably in the 2016 trailer "Mundo Caníbal", in which Bondi can be briefly seen at around 2:05.<ref>https://www.youtube.com/watch?v=kswhl4wAtSc</ref><br />
*Bondi's forward seax swing is animated like a backstab, similar to that of the Spy from Team Fortress 2, however while it looks unique from a visual standpoint, it doesn't provide bonus damage when stabbing a player in the back.<br />
*Bondi's release is a milestone in the mod's history, for it's the very first class released made entirely from scratch since, unlike the first nine classes, Bondi has no counterpert in the original [[Pirates, Vikings and Knights]] mod.<br />
<br />
==Gallery==<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:bondifull.jpg|thumb|right|Concept art for the Bondi made by Hengishammer from the [[PVKII Developer team]]]]<br />
[[File:seax.jpg|thumb|right|Seax Render]]<br />
</li><br />
</ul></div><br />
<br />
== See Also ==<br />
[[Vikings]]<br />
<br />
[[Bondi Strategy]]<br />
<br />
[[Obtaining_Bondi_Achievements|How to get Bondi Achievements]]<br />
<references /><br />
{{Template:Classes}}<br />
[[Category: Classes]]<br />
[[Category: Classes - Vikings]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Man-at-Arms&diff=1973
Man-at-Arms
2019-08-30T21:50:10Z
<p>SauceMan527: 4.1.3. Updated Values</p>
<hr />
<div>''Truly the most feared among the knights, the Man-at-Arms is a frenchman who is versatile in the battlefield and comes with a wide array of insulting taunts.'' <br />
{| cellpadding="2" style="width: 20%;border: 1px solid darkgray;" align="right"<br />
! class="header" style="font-size:140%;text-align: center;background-color:#8CA7DC;"| the Man-at-Arms<br />
[[File:ManAtArmsNew.png|300px|]]<br />
|-<br />
! style="font-size:140%;text-align: center;background-color:#8CA7DC;" colspan=1 | General Info<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Introduced in''' [[Beta 3.0]]<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Health:''' 105<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Armor:''' 130<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Speed:''' 225, 270 (special)<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Damage required for special:''' 210<br />
|}<br />
<br />
<br />
<br />
==Overview==<br />
<br />
A pantsless Frenchman who's as skilled with his Halberd as he is with his tear-inducing taunts. You'll be running for your mommy when his crossbow finishes you off, assuming you still have legs to run with after he's broken your knees with his mace.<br />
<br />
Voiced by Weaver<br />
<br />
<br />
==Arsenal==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CA7DC" | Weapons<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! style="font-size:140%;text-align: center;background-color:#8CA7DC;" colspan=1 | Halberd<br />
! style="font-size:140%;text-align: center;background-color:#8CA7DC;" colspan=1 | Mace and Buckler<br />
! style="font-size:140%;text-align: center;background-color:#8CA7DC;" colspan=1 | Crossbow<br />
|-<br />
| style="text-align: center" | [[File:Halberdmaa.png]] <br />
| style="text-align: center" | [[File:Macebucklermaa.png]]<br />
| style="text-align: center" | [[File:Crossbowmaa.png]]<br />
|-<br />
| style="text-align: center" | The Man-at-Arm's long pole comes equipped with a dangerously sharp metal head, which is very effective at turning opponents into flower food.<br />
| style="text-align: center" | His buckler may be small, but his mace can deal painfully heavy blows. The buckler provides just enough defense to close the gap on those annoying ranged opponents. Very similar to the Gestir's Shield and Langseax.<br />
| style="text-align: center" | This crossbow is quicker than the Archer's, but is also less powerful. That won't matter, because the Man-at-Arms prefers his battles up close and personal. The crossbow is mainly for picking off those enemies who would rather run than finish a good melee fight.<br />
|-<br />
| style="text-align: center" | '''Forward Damage:''' 69 (charged), 58 (not charged)<br />
| style="text-align: center" | '''Damage:''' 60 (charged), 40 (not charged)<br />
| style="text-align: center" | '''Damage (unaimed):''' 55 (far), 30 (close)<br />
|-<br />
| style="text-align: center" | '''Left/Right Damage:''' 62 (charged), 51 (not charged)<br />
| style="text-align: center" | '''Shield Bash Damage:''' 10 (charged), 5 (not charged)<br />
| style="text-align: center" | '''Damage (aimed):''' 77 (far), 40 (close)<br />
|-<br />
| style="text-align: center" | '''Backward Damage:''' 63 (charged), 52 (not charged)<br />
| style="text-align: center" | <br />
| style="text-align: center" | '''Headshot Damage (unaimed):''' 85 (far), 50 (close)<br />
|-<br />
| style="text-align: center" | <br />
| style="text-align: center" | <br />
| style="text-align: center" | '''Headshot Damage (aimed):''' 105 (far), 70 (close)<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CA7DC" | Special attack: Fart Cloud<br />
|-<br />
! style="font-size:120%;text-align: center;background-color:#FFFFFF;" colspan=1 | When your special meter is filled, remember your training and let the gas free. This green mist is known to choke enemies to death, while also giving the Man-at-Arms a boost in speed and damage. It's as though the smell of his own farts invigorates this smug fool! The Man-at-Arms can easily lock-down an area with this stinky cloud, but the speed boost also makes it easier to run to or from a battle.<br />
|-<br />
| style="text-align: center" | '''Speed Boost:''' +45<br />
|-<br />
| style="text-align: center" | '''Special Duration:''' 5 seconds<br />
|-<br />
| style="text-align: center" | '''Fart cloud lifetime:''' 3 seconds<br />
|-<br />
| style="text-align: center" | '''Enemy player symptoms:''' 120% damage income and unable to perform perfect parries<br />
|}<br />
<br />
==Achievements==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 80%;background-color:#fbbd19" | Achievements<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Man-at-Arms"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAPlayRound.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Play a full round lasting at least five minutes as a Man-at-Arms"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Variété"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAVariety.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "As a Man-at-Arms, kill with each of your weapons in a single life"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"The One Who Knocks"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAKnocks.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Stun 100 enemies with the buckler"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Sacre Blur!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAABlur.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill an enemy while blinded"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Parisian Harvest"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAHarvest.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Amass 1,000,000 points of damage against your enemies using your halberd"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Omlette Au Perroquet"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAOmlette.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Bash 10 parrots with your shield as Man-at-Arms"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Monsieur Limbhurt"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAALimbhurt.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 3 enemies with the halberd while pushing up daisies"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Mind Your Own Business"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAABusiness.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 2 enemies with a single fart special"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Meat Tenderizer"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAATenderizer.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 100 enemies using your mace"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Macetro"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAMacetro.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 4 enemies in a single life with your mace and buckler"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Le Lapin Sauté"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAALapin.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "As MaA, kill 100 enemies whilst jumping in air"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Grim Reaper"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAReaper.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 10 enemies in a single life as the Man-at-Arms"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Frenchy Wenchy"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAWenchy.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 3 players with your crossbow in a single round"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"French Submarine"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAASubmarine.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "As MaA kill 50 enemies while swimming"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"French Kiss"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAKiss.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Headshot 50 enemies with the crossbow"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Feel My Shaft Within"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAWithin.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Amass 100,000 points of damage against your enemies using your halberd"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Doeth Thou Scoff Verily?"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:MAAScoff.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Directly taunt every enemy class"<br />
|}<br />
<br />
=Trivia=<br />
*The Man-at-Arms' voice actor Weaver, and Bingo Bango, who voices the [[Archer]], the [[Skirmisher]] and the [[Gestir]], are real life friends. It's likely that Bingo introduced Weaver to the PVKII Team at the time the class was in development.<br />
<br />
*The Man-at-Arms, like the [[Heavy Knight]], is loosely based on a character from the movie ''Monty Python and the Holy Grail'', specifically the French Taunter. Like the Black Knight (the Heavy Knight's influence) he's also performed by John Cleese. Many of MaA's taunts were taken from this character.<br />
<br />
*Also like the Heavy Knight, the Man-at-Arms was planned to have a flail like his PVK1 counterpart, but it was ultimately replaced by the mace, which was his primary weapon in the original mod while the halberd replaces its slot in PVKII.<br />
<br />
*The PVK1 mace lacked the buckler, which was added in PVKII for the sake of giving a bashing and parrying ability to the Man-at-Arms.<br />
<br />
*The Man-at-Arms is the first and so far the only class in the mod to have a unique model for its headgear. Because of this, there's a bug where sometimes the hat is completely missing. There are also many occasions where an [[Archer]] respawns with MaA's hat.<br />
<br />
==Gallery==<br />
<div><ul> <br />
<li style="display: inline-block;"> [[image:man-at-armsfull.jpg|thumb|right|Concept art of the Man-at-Arms made by Hengishammer from the [[PVKII Developer team]]]]<br />
<li style="display: inline-block;"> [[image:mace.jpg|right|thumb|Mace Render]]<br />
<li style="display: inline-block;"> [[image:halberd.jpg|right|thumb|Halberd Render]]<br />
</li><br />
</ul></div><br />
<br />
==See Also==<br />
<br />
[[Knights]]<br />
<br />
[[Man-At-Arms Strategy]]<br />
<br />
[[Obtaining Man-at-Arms Achievements|How To Get Man-At-Arms Achievements]]<br />
{{Template:Classes}}<br />
[[Category: Classes]]<br />
[[Category: Classes - Knights]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Bondi&diff=1972
Bondi
2019-08-30T21:31:56Z
<p>SauceMan527: </p>
<hr />
<div>''Young, but far from inexperienced, Bondi carries a bow to hunt for food (very sensible) and to shoot enemies (also very sensible).''<br />
{| cellpadding="2" style="width: 20%;border: 1px solid darkgray;" align="right"<br />
! class="header" style="font-size:140%;text-align: center;background-color:#8CDC94;"| Bondi<br />
[[Image:Meetbondi.jpg|150px|link=bondi]]<br />
|-<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | General Info<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Introduced in''' [[Beta 0.4.1.0]]<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Health:''' 110<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Armor:''' 90<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Speed:''' 210<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Damage required for special:''' 210<br />
|}<br />
<br />
<br />
<br />
<br />
<br />
== Overview ==<br />
A diligent young fellow who had his whole life ahead of him, until it all went up in flames. Now that he's left the fields of grain for the fields of battle, his unremarkable vitality belies the sharp mind he used to hunt in the Scandinavian wilderness. He puts his hunting skills to use by shooting at anybody foolish enough to stay at range, and his seax to gut anybody foolish enough to wander too near.<br />
<br />
<br />
Voiced by: Hankshaw<br />
<br />
<br />
== Arsenal ==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Weapons<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Seax<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Atlatl<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Flatbow<br />
|-<br />
| style="text-align: center" | [[File:Bondiseax.png]]<br />
| style="text-align: center" | [[File:Atlatl.png]]<br />
| style="text-align: center" | [[File:Flatbow.png]]<br />
|-<br />
| style="text-align: center" | No Viking is complete without his trusty knife, and in the hands of the Bondi it serves as a lethal close-range weapon. The engraved runes remind him of his past, and inspire ferocity when cornered.<br />
| style="text-align: center" | The ultimate (or should that be primordial?) javelin-throwing equipment. Able to launch massive darts huge distances from even a standing position, and with enough stopping power to make your enemies just as still, if not stiller.<br />
| style="text-align: center" | This beautifully decorated elm flatbow may not match a yew longbow in range or power, but it's the Bondi's record-setting shooting speed his targets ought to fear. Use your special to unleash a storm of arrows!<br />
|-<br />
| style="text-align: center" | '''Forward Damage:''' 61 (charged), 50 (not charged)<br />
| style="text-align: center" | '''Bodyshot Damage:''' 85<br />
| style="text-align: center" | '''Damage:''' 53<br />
|-<br />
| style="text-align: center" | '''Left/Right damage:''' 54 (charged), 45 (not charged)<br />
| style="text-align: center" | '''Headshot Damage:''' 127.5<br />
| style="text-align: center" | '''Charge Time:''' 0.8s<br />
|-<br />
| style="text-align: center" | '''Backwards damage:''' 40 (charged), 45 (not charged)<br />
| style="text-align: center" | '''Charge Time:''' 0.35s<br />
| style="text-align: center" | '''Reload Time:''' 0.5s<br />
|-<br />
| style="text-align: center" | <br />
| style="text-align: center" | '''Reload Time:''' 1.5s<br />
| style="text-align: center" | '''Special Attack:''' Speed fire 5 arrows in quick succession.<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Special attack: Speed Shooting<br />
|-<br />
! class="header" style="font-size:100%;width: 100%;background-color:#8CDC94" | Only activates when holding Flatbow<br />
|-<br />
! style="font-size:120%;text-align: center;background-color:#FFFFFF;" colspan=1 | When your special bar is filled, press the special button to unleash a fury of 5 arrows in quick succession.<br />
|}<br />
<br />
<br />
==Achievements==<br />
<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 80%;background-color:#fbbd19" | Achievements<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_play.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Play a full round lasting at least five minutes as a Bondi"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Any Way You Slice It"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_dmg_100k.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 100,000 points of damage against your enemies using the seax"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The True'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Got Something To Prove Kid?"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_objective_points_1000x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 1000 objective points as a Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The New Kid'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Green Team"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_assists_100x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Assist 100 kills as Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Viking'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Long Distance Relationship"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2 bondi kill 100ft.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill an enemy with the atlatl or flatbow from 100 ft"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Life Coach'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"You Wood"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_pickup_projectiles_50x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "As a Bondi, collect 50 missed darts/arrows from the environment (not pickups)"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Gatherer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"The Gutting"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_kills_25x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 25 enemies using the seax"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Field Dresser'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"We're Having Parrot Tonight"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbow_kill_parrot_20x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Hunt down 20 enemy parrots with the flatbow"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Bird Man'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Raised By Wolves"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_air_kills.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 20 enemies while they are in mid-air using either your flatbow or atlatl"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Jungle Club'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Reinventing Archery"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_10x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 10 enemies with the Rapid Fire special"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Andersen'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Lay Low Aim High"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_atlatl_duck_headshot_kills_5x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 5 enemies with atlatl headshot while crouched and not moving"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Squatter'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hunting Season"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbowkills_three_10seconds.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the flatbow within 10 seconds"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Predator'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Beast Mode"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_single_life_3x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the Rapid Fire special in one life"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Beast Killer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hiding In The Daisies"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_low_health_2x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 2 enemies in a row using the Rapid Fire special while pushing up daisies"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Botanist'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi, Janus Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_dominate_rangers.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Dominate an Archer or a Sharpshooter"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Hunter'''''<br />
|}<br />
<br />
==Trivia==<br />
*During the vast majority of the development of Bondi, the class used pitched down voice lines from the [[Archer]] as placeholders, much like how it wore the longbow and the shortsword early in development. The PVKII Team ended up creating an inside joke in which they claimed that Bondi was the ancestor of the Archer. No final voice line provided by Hankshaw references the inside joke, however.<br />
*The development team placed several easter eggs regarding Bondi in order to tease the fans, most notably in the 2016 trailer "Mundo Caníbal", in which Bondi can be briefly seen at around 2:05.<ref>https://www.youtube.com/watch?v=kswhl4wAtSc</ref><br />
*Bondi's forward seax swing is animated like a backstab, similar to that of the Spy from Team Fortress 2, however while it looks unique from a visual standpoint, it doesn't provide bonus damage when stabbing a player in the back.<br />
*Bondi's release is a milestone in the mod's history, for it's the very first class released made entirely from scratch since, unlike the first nine classes, Bondi has no counterpert in the original [[Pirates, Vikings and Knights]] mod.<br />
<br />
==Gallery==<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:bondifull.jpg|thumb|right|Concept art for the Bondi made by Hengishammer from the [[PVKII Developer team]]]]<br />
[[File:seax.jpg|thumb|right|Seax Render]]<br />
</li><br />
</ul></div><br />
<br />
== See Also ==<br />
[[Vikings]]<br />
<br />
[[Bondi Strategy]]<br />
<br />
[[Obtaining_Bondi_Achievements|How to get Bondi Achievements]]<br />
<references /><br />
{{Template:Classes}}<br />
[[Category: Classes]]<br />
[[Category: Classes - Vikings]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Bondi&diff=1971
Bondi
2019-08-30T21:30:36Z
<p>SauceMan527: 4.1.3. Updated Values</p>
<hr />
<div>''Young, but far from inexperienced, Bondi carries a bow to hunt for food (very sensible) and to shoot enemies (also very sensible).''<br />
{| cellpadding="2" style="width: 20%;border: 1px solid darkgray;" align="right"<br />
! class="header" style="font-size:140%;text-align: center;background-color:#8CDC94;"| Bondi<br />
[[Image:Meetbondi.jpg|150px|link=bondi]]<br />
|-<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | General Info<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Introduced in''' [[Beta 0.4.1.0]]<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Health:''' 110<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Armor:''' 90<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Speed:''' 210<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Damage required for special:''' 210<br />
|}<br />
<br />
<br />
<br />
<br />
<br />
== Overview ==<br />
A diligent young fellow who had his whole life ahead of him, until it all went up in flames. Now that he's left the fields of grain for the fields of battle, his unremarkable vitality belies the sharp mind he used to hunt in the Scandinavian wilderness. He puts his hunting skills to use by shooting at anybody foolish enough to stay at range, and his seax to gut anybody foolish enough to wander too near.<br />
<br />
<br />
Voiced by: Hankshaw<br />
<br />
<br />
== Arsenal ==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Weapons<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Seax<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Atlatl<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Flatbow<br />
|-<br />
| style="text-align: center" | [[File:Bondiseax.png]]<br />
| style="text-align: center" | [[File:Atlatl.png]]<br />
| style="text-align: center" | [[File:Flatbow.png]]<br />
|-<br />
| style="text-align: center" | No Viking is complete without his trusty knife, and in the hands of the Bondi it serves as a lethal close-range weapon. The engraved runes remind him of his past, and inspire ferocity when cornered.<br />
| style="text-align: center" | The ultimate (or should that be primordial?) javelin-throwing equipment. Able to launch massive darts huge distances from even a standing position, and with enough stopping power to make your enemies just as still, if not stiller.<br />
| style="text-align: center" | This beautifully decorated elm flatbow may not match a yew longbow in range or power, but it's the Bondi's record-setting shooting speed his targets ought to fear. Use your special to unleash a storm of arrows!<br />
|-<br />
| style="text-align: center" | '''Forward Damage:''' 61 (charged), 50 (not charged)<br />
| style="text-align: center" | '''Bodyshot Damage:''' 85<br />
| style="text-align: center" | '''Damage:''' 52<br />
|-<br />
| style="text-align: center" | '''Left/Right damage:''' 54 (charged), 45 (not charged)<br />
| style="text-align: center" | '''Headshot Damage:''' 127.5<br />
| style="text-align: center" | '''Charge Time:''' 0.8s<br />
|-<br />
| style="text-align: center" | '''Backwards damage:''' 40 (charged), 45 (not charged)<br />
| style="text-align: center" | '''Charge Time:''' 0.35s<br />
| style="text-align: center" | '''Reload Time:''' 0.5s<br />
|-<br />
| style="text-align: center" | <br />
| style="text-align: center" | '''Reload Time:''' 1.5s<br />
| style="text-align: center" | '''Special Attack:''' Speed fire 5 arrows in quick succession.<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Special attack: Speed Shooting<br />
|-<br />
! class="header" style="font-size:100%;width: 100%;background-color:#8CDC94" | Only activates when holding Flatbow<br />
|-<br />
! style="font-size:120%;text-align: center;background-color:#FFFFFF;" colspan=1 | When your special bar is filled, press the special button to unleash a fury of 5 arrows in quick succession.<br />
|}<br />
<br />
<br />
==Achievements==<br />
<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 80%;background-color:#fbbd19" | Achievements<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_play.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Play a full round lasting at least five minutes as a Bondi"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Any Way You Slice It"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_dmg_100k.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 100,000 points of damage against your enemies using the seax"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The True'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Got Something To Prove Kid?"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_objective_points_1000x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 1000 objective points as a Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The New Kid'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Green Team"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_assists_100x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Assist 100 kills as Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Viking'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Long Distance Relationship"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2 bondi kill 100ft.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill an enemy with the atlatl or flatbow from 100 ft"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Life Coach'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"You Wood"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_pickup_projectiles_50x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "As a Bondi, collect 50 missed darts/arrows from the environment (not pickups)"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Gatherer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"The Gutting"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_kills_25x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 25 enemies using the seax"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Field Dresser'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"We're Having Parrot Tonight"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbow_kill_parrot_20x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Hunt down 20 enemy parrots with the flatbow"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Bird Man'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Raised By Wolves"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_air_kills.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 20 enemies while they are in mid-air using either your flatbow or atlatl"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Jungle Club'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Reinventing Archery"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_10x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 10 enemies with the Rapid Fire special"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Andersen'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Lay Low Aim High"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_atlatl_duck_headshot_kills_5x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 5 enemies with atlatl headshot while crouched and not moving"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Squatter'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hunting Season"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbowkills_three_10seconds.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the flatbow within 10 seconds"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Predator'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Beast Mode"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_single_life_3x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the Rapid Fire special in one life"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Beast Killer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hiding In The Daisies"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_low_health_2x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 2 enemies in a row using the Rapid Fire special while pushing up daisies"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Botanist'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi, Janus Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_dominate_rangers.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Dominate an Archer or a Sharpshooter"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Hunter'''''<br />
|}<br />
<br />
==Trivia==<br />
*During the vast majority of the development of Bondi, the class used pitched down voice lines from the [[Archer]] as placeholders, much like how it wore the longbow and the shortsword early in development. The PVKII Team ended up creating an inside joke in which they claimed that Bondi was the ancestor of the Archer. No final voice line provided by Hankshaw references the inside joke, however.<br />
*The development team placed several easter eggs regarding Bondi in order to tease the fans, most notably in the 2016 trailer "Mundo Caníbal", in which Bondi can be briefly seen at around 2:05.<ref>https://www.youtube.com/watch?v=kswhl4wAtSc</ref><br />
*Bondi's forward seax swing is animated like a backstab, similar to that of the Spy from Team Fortress 2, however while it looks unique from a visual standpoint, it doesn't provide bonus damage when stabbing a player in the back.<br />
*Bondi's release is a milestone in the mod's history, for it's the very first class released made entirely from scratch since, unlike the first nine classes, Bondi has no counterpert in the original [[Pirates, Vikings and Knights]] mod.<br />
<br />
==Gallery==<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:bondifull.jpg|thumb|right|Concept art for the Bondi made by Hengishammer from the [[PVKII Developer team]]]]<br />
[[File:seax.jpg|thumb|right|Seax Render]]<br />
</li><br />
</ul></div><br />
<br />
== See Also ==<br />
[[Vikings]]<br />
<br />
[[Bondi Strategy]]<br />
<br />
[[Obtaining_Bondi_Achievements|How to get Bondi Achievements]]<br />
<references /><br />
{{Template:Classes}}<br />
[[Category: Classes]]<br />
[[Category: Classes - Vikings]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Conlog.txt&diff=1970
Conlog.txt
2019-08-16T22:42:42Z
<p>SauceMan527: </p>
<hr />
<div>cvar list<br />
--------------<br />
_autosave : cmd : : Autosave<br />
_autosavedangerous : cmd : : AutoSaveDangerous<br />
_bugreporter_restart : cmd : : Restarts bug reporter .dll<br />
_fov : 0 : , "cl" : Automates fov command to server.<br />
_resetgamestats : cmd : : Erases current game stats and writes out a blank stats file<br />
_restart : cmd : : Shutdown and restart the engine.<br />
<br />
<br />
<br />
achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs.<br />
achievement_evaluate : cmd : : <internal name> Causes failable achievement to be evaluated<br />
achievement_mark_dirty : cmd : : Mark achievement data as dirty<br />
achievement_notification_test : cmd : : Test the hud notification UI<br />
achievement_reset : cmd : : <internal name> Clears specified achievement<br />
achievement_reset_all : cmd : : Clears all achievements<br />
achievement_status : cmd : : Shows status of all achievement<br />
achievement_test_clan_count : cmd : : Determines if specified # of teammates belong to same clan w/local player<br />
achievement_test_friend_count : cmd : : Counts the # of teammates on local player's friends list<br />
achievement_unlock : cmd : : <internal name> Unlocks achievement<br />
achievement_unlock_all : cmd : : Unlocks all achievements<br />
addbot : cmd : : Add a bot.<br />
addbot_name : cmd : : Add a bot by profile name.<br />
addip : cmd : : Add an IP address to the ban list.<br />
addons : cmd : : Open Add-on Manager.<br />
addons_cfg_startdir : 0 : , "a", "cl" : <br />
addons_clear_preview_cache : cmd : : Clear preview cache<br />
addons_dump_metadata : cmd : : Dump add-on metadata<br />
addons_list : cmd : : Dumps add-on list<br />
addons_publisher_save_startdir : 1 : , "a", "cl" : <br />
addons_publisher_startdir_preview : 0 : , "a", "cl" : <br />
addons_publisher_startdir_vpk : 0 : , "a", "cl" : <br />
addons_showtags : cmd : : Prints add-on tags<br />
adsp_alley_min : 122 : : <br />
adsp_courtyard_min : 126 : : <br />
adsp_debug : 0 : , "a" : <br />
adsp_door_height : 112 : : <br />
adsp_duct_min : 106 : : <br />
adsp_hall_min : 110 : : <br />
adsp_low_ceiling : 108 : : <br />
adsp_opencourtyard_min : 126 : : <br />
adsp_openspace_min : 130 : : <br />
adsp_openstreet_min : 118 : : <br />
adsp_openwall_min : 130 : : <br />
adsp_room_min : 102 : : <br />
adsp_street_min : 118 : : <br />
adsp_tunnel_min : 114 : : <br />
adsp_wall_height : 128 : : <br />
ai_auto_contact_solver : 1 : , "sv" : <br />
ai_block_damage : 0 : , "sv" : <br />
ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable <br />
ai_debug_assault : 0 : , "sv" : <br />
ai_debug_avoidancebounds : 0 : , "sv" : <br />
ai_debug_cover : 0 : , "sv" : <br />
ai_debug_directnavprobe : 0 : , "sv" : <br />
ai_debug_doors : 0 : , "sv" : <br />
ai_debug_dyninteractions : 0 : , "sv" : Debug the NPC dynamic interaction system.<br />
ai_debug_efficiency : 0 : , "sv" : <br />
ai_debug_enemies : 0 : , "sv" : <br />
ai_debug_expressions : 0 : , "sv" : Show random expression decisions for NPCs.<br />
ai_debug_follow : 0 : , "sv" : <br />
ai_debug_loners : 0 : , "sv" : <br />
ai_debug_looktargets : 0 : , "sv" : <br />
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'll show non-solid entities that would do it if they were solid.<br />
ai_debug_nav : 0 : , "sv" : <br />
ai_debug_node_connect : cmd : : Debug the attempted connection between two nodes<br />
ai_debug_ragdoll_magnets : 0 : , "sv" : <br />
ai_debug_shoot_positions : 0 : , "sv", "cheat", "rep" : <br />
ai_debug_speech : 0 : , "sv" : <br />
ai_debug_squads : 0 : , "sv" : <br />
ai_debug_tactical_los : 0 : , "sv" : <br />
ai_debug_think_ticks : 0 : , "sv" : <br />
ai_debugscriptconditions : 0 : , "sv" : <br />
ai_default_efficient : 0 : , "sv" : <br />
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 test effect of AI logic routines on frame rate<br />
ai_disable_path_simplification : 0 : , "sv" : <br />
ai_draw_motor_movement : 0 : , "sv" : <br />
ai_drawbattlelines : 0 : , "sv", "cheat" : <br />
ai_drop_hint : cmd : : Drop an ai_hint at the player's current eye position.<br />
ai_dump_hints : cmd : : <br />
ai_efficiency_override : 0 : , "sv" : <br />
ai_enable_fear_behavior : 1 : , "sv" : <br />
ai_expression_frametime : 0 : , "sv" : Maximum frametime to still play background expressions.<br />
ai_expression_optimization : 0 : , "sv" : Disable npc background expressions when you can't see them.<br />
ai_fear_player_dist : 720 : , "sv" : <br />
ai_find_lateral_cover : 1 : , "sv" : <br />
ai_find_lateral_los : 1 : , "sv" : <br />
ai_follow_use_points : 1 : , "sv" : <br />
ai_follow_use_points_when_moving : 1 : , "sv" : <br />
ai_force_serverside_ragdoll : 0 : , "sv" : <br />
ai_frametime_limit : 50 : , "sv" : frametime limit for min efficiency AIE_NORMAL (in sec's).<br />
ai_hull : cmd : : Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, <none>=NPC under crosshair<br />
ai_inhibit_spawners : 0 : , "sv", "cheat" : <br />
ai_lead_time : 0 : , "sv" : <br />
ai_LOS_mode : 0 : , "sv", "rep" : <br />
ai_moveprobe_debug : 0 : , "sv" : <br />
ai_moveprobe_jump_debug : 0 : , "sv" : <br />
ai_moveprobe_usetracelist : 0 : , "sv" : <br />
ai_navigator_generate_spikes : 0 : , "sv" : <br />
ai_navigator_generate_spikes_strength : 8 : , "sv" : <br />
ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-<br />
ai_no_local_paths : 0 : , "sv" : <br />
ai_no_node_cache : 0 : , "sv" : <br />
ai_no_select_box : 0 : , "sv" : <br />
ai_no_steer : 0 : , "sv" : <br />
ai_no_talk_delay : 0 : , "sv" : <br />
ai_nodes : cmd : : Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green - ground node Cyan - air node Magenta - climb node Grey - node not available for selected hull size Orange - node currently locked<br />
ai_norebuildgraph : 0 : , "sv" : <br />
ai_old_check_stand_position : 0 : , "sv" : <br />
ai_path_adjust_speed_on_immediate_turns : 1 : , "sv" : <br />
ai_path_insert_pause_at_est_end : 1 : , "sv" : <br />
ai_path_insert_pause_at_obstruction : 1 : , "sv" : <br />
ai_post_frame_navigation : 0 : , "sv" : <br />
ai_radial_max_link_dist : 512 : , "sv" : <br />
ai_reaction_delay_alert : 0 : , "sv" : <br />
ai_reaction_delay_idle : 0 : , "sv" : <br />
ai_rebalance_thinks : 1 : , "sv" : <br />
ai_report_task_timings_on_limit : 0 : , "a", "sv" : <br />
ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resume normal processing.<br />
ai_sequence_debug : 0 : , "sv" : <br />
ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps<br />
ai_setupbones_debug : 0 : , "sv" : Shows that bones that are setup every think<br />
ai_shot_bias : 1 : , "sv" : <br />
ai_shot_bias_max : 1 : , "sv", "rep" : <br />
ai_shot_bias_min : -1 : , "sv", "rep" : <br />
ai_shot_stats : 0 : , "sv" : <br />
ai_shot_stats_term : 1000 : , "sv" : <br />
ai_show_connect : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
ai_show_connect_fly : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
ai_show_connect_jump : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
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 the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.<br />
ai_show_grid : cmd : : Draw a grid on the floor where looking.<br />
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 - hint not being used by timed out Grey - hint has been disabled<br />
ai_show_hull : cmd : : Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Arguments: -none-<br />
ai_show_hull_attacks : 0 : , "sv" : <br />
ai_show_node : cmd : : Highlight the specified node<br />
ai_show_think_tolerance : 0 : , "sv" : <br />
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 drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.<br />
ai_simulate_task_overtime : 0 : , "sv" : <br />
ai_spread_cone_focus_time : 0 : , "sv" : <br />
ai_spread_defocused_cone_multiplier : 3 : , "sv" : <br />
ai_spread_pattern_focus_time : 0 : , "sv" : <br />
ai_step : cmd : : NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'<br />
ai_strong_optimizations : 0 : , "sv" : <br />
ai_strong_optimizations_no_checkstand : 0 : , "sv" : <br />
ai_task_pre_script : 0 : , "sv" : <br />
ai_test_los : cmd : : Test AI LOS from the player's POV<br />
ai_test_move_solver : cmd : : Tests the AI move solver system<br />
ai_test_moveprobe_ignoresmall : 0 : , "sv" : <br />
ai_test_nav_failure_handling : 0 : , "sv" : <br />
ai_think_limit_label : 0 : , "a", "sv" : <br />
ai_use_clipped_paths : 1 : , "sv" : <br />
ai_use_efficiency : 1 : , "sv" : <br />
ai_use_frame_think_limits : 1 : , "sv" : <br />
ai_use_think_optimizations : 1 : , "sv" : <br />
ai_use_visibility_cache : 1 : , "sv" : <br />
ai_vehicle_avoidance : 1 : , "sv", "cheat" : <br />
ainet_generate_report : cmd : : Generate a report to the console.<br />
ainet_generate_report_only : cmd : : Generate a report to the console.<br />
air_density : cmd : : Changes the density of air for drag computations.<br />
alias : cmd : : Alias a command.<br />
+alt1 : cmd : : <br />
-alt1 : cmd : : <br />
+alt2 : cmd : : <br />
-alt2 : cmd : : <br />
anim_3wayblend : 1 : , "sv", "rep" : Toggle the 3-way animation blending code.<br />
armedtotheteeth : cmd : : Fully load the player with anything and everything... <br />
askconnect_accept : cmd : : Accept a redirect request by the server.<br />
async_allow_held_files : 1 : : Allow AsyncBegin/EndRead()<br />
async_mode : 0 : : Set the async filesystem mode (0 = async, 1 = synchronous)<br />
async_resume : cmd : : <br />
async_serialize : 0 : : Force async reads to serialize for profiling<br />
async_simulate_delay : 0 : : Simulate a delay of up to a set msec per file operation<br />
async_suspend : cmd : : <br />
+attack : cmd : : <br />
-attack : cmd : : <br />
+attack2 : cmd : : <br />
-attack2 : cmd : : <br />
+attack3 : cmd : : <br />
-attack3 : cmd : : <br />
audit_save_in_memory : cmd : : Audit the memory usage and files in the save-to-memory system<br />
autoaim_max_deflect : 0 : , "sv" : <br />
autoaim_max_dist : 2160 : , "sv" : <br />
autosave : cmd : : Autosave<br />
autosavedangerous : cmd : : AutoSaveDangerous<br />
autosavedangerousissafe : cmd : : <br />
<br />
<br />
<br />
+back : cmd : : <br />
-back : cmd : : <br />
banid : cmd : : Add a user ID to the ban list.<br />
banip : cmd : : Add an IP address to the ban list.<br />
bench_end : cmd : : Ends gathering of info.<br />
bench_showstatsdialog : cmd : : Shows a dialog displaying the most recent benchmark results.<br />
bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into<br />
bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers.<br />
benchframe : cmd : : Takes a snapshot of a particular frame in a time demo.<br />
bind : cmd : : Bind a key.<br />
bind_mac : cmd : : Bind this key but only on Mac, not win32<br />
binds_per_command : 1 : , "cl" : <br />
BindToggle : cmd : : Performs a bind <key> 'increment var <cvar> 0 1 1'<br />
birds_debug : 0 : , "sv" : <br />
blink_duration : 0 : , "cl" : How many seconds an eye blink will last.<br />
bloodspray : cmd : : blood<br />
bot_aim_drop_factor : 0 : , "sv", "cheat" : <br />
bot_aim_easy_multiplier : 1 : , "sv", "cheat" : <br />
bot_aim_hard_multiplier : 0 : , "sv", "cheat" : <br />
bot_aim_medium_multiplier : 1 : , "sv", "cheat" : <br />
bot_aim_ranged_spread : 2 : , "sv", "cheat" : <br />
bot_aim_skill_roll_max : 200 : , "sv", "cheat" : <br />
bot_aim_spread : 1 : , "sv", "cheat" : <br />
bot_attack_ignoreblock : 0 : , "sv" : <br />
bot_blast_radius : 128 : , "sv", "cheat" : <br />
bot_blockhere : cmd : : Order the bot to stand and block using a shield<br />
bot_chatter : 1 : , "sv" : Enable/Disable bot chatter.<br />
bot_clearcond : cmd : : Clear condition from the bot<br />
bot_cycle : 1 : , "sv" : Enable/Disable bot cycling through the server.<br />
bot_debug : 0 : , "sv" : Display the debug information panel for bots<br />
bot_debug_invalid_schedule : 0 : , "sv", "cheat" : <br />
bot_debug_ladders : 0 : , "sv", "cheat" : <br />
bot_debug_projectile_drop : 0 : , "sv" : <br />
bot_debug_stuck : 0 : , "sv", "cheat" : <br />
bot_debug_think_we_fell : 0 : , "sv", "cheat" : <br />
bot_defend_complete_time : 5 : , "sv" : <br />
bot_difficulty : 1 : , "sv" : Bot difficulty. 0 = Easy, 1 = Medium, 2 = Hard<br />
bot_dropitem : cmd : : Drop the item the bot is holding<br />
bot_enemy_danger_close_distance : 250 : , "sv", "cheat" : <br />
bot_enemy_near_distance : 1024 : , "sv", "cheat" : <br />
bot_fair_fight : 1 : , "sv", "cheat" : <br />
bot_feeler_trail_time : 0 : , "sv", "cheat" : <br />
bot_givespecial : cmd : : Give full special meter to bot<br />
bot_goforchest : cmd : : Schedules the bot to go after the chest the player is pointing to.<br />
bot_holdposhere : cmd : : Order the bot to hold position at the location of othe crosshair's intersection with the ground<br />
bot_kick_all : cmd : : Kick all bots.<br />
bot_max_attack_cancel_chance : 60 : , "sv", "cheat" : <br />
bot_max_desired_playtime : 2000 : , "sv" : <br />
bot_mimic : 0 : , "sv" : Bot uses usercmd of player by index.<br />
bot_mimic_yaw_offset : 0 : , "sv" : Offsets the bot yaw.<br />
bot_min_desired_playtime : 700 : , "sv" : <br />
bot_moveto : cmd : : Moves a bot to the position the issuing player is looking at.<br />
bot_nearby_pickup_distance : 256 : , "sv" : <br />
bot_obj_drop_mag : 35 : , "sv", "cheat" : <br />
bot_push_away_force : 4 : , "sv", "cheat" : <br />
bot_pushaway_force : 15000 : , "sv" : <br />
bot_pushaway_max_force : 10000 : , "sv" : <br />
bot_pushaway_movement_multiplier_max : 1 : , "sv" : <br />
bot_quota : 0 : , "sv" : Total number of bots<br />
bot_require_humans : 1 : , "sv" : Bots will not be added until a human joins a team<br />
bot_say_basic_info : cmd : : Print the basic information for the bot in the chat<br />
bot_select : cmd : : Selects the bot the player is aiming at for debugging<br />
bot_select_next : cmd : : Switch to the next bot.<br />
bot_select_prev : cmd : : Switch to the previous bot.<br />
bot_setcond : cmd : : Set condition to the bot<br />
bot_spy : cmd : : Print the info for the first n collisions<br />
bot_step_height_modifier : 9 : , "sv", "cheat" : <br />
bot_stop : cmd : : <br />
bot_te_capture_dist : 130 : , "sv", "cheat" : <br />
box : cmd : : Draw a debug box.<br />
+break : cmd : : <br />
-break : cmd : : <br />
breakable_disable_gib_limit : 0 : , "sv" : <br />
breakable_multiplayer : 1 : , "sv" : <br />
breakmyshield : cmd : : Breaks your equipped shield<br />
buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero)<br />
budget_averages_window : 30 : , "a" : number of frames to look at when figuring out average frametimes<br />
budget_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
budget_bargraph_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
budget_bargraph_range_ms : 16 : , "a" : budget bargraph range in milliseconds<br />
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<br />
budget_history_range_ms : 66 : , "a" : budget history range in milliseconds<br />
budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1<br />
budget_panel_height : 384 : , "a" : height in pixels of the budget panel<br />
budget_panel_width : 512 : , "a" : width in pixels of the budget panel<br />
budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel<br />
budget_panel_y : 50 : , "a" : number of pixels from the top side of the game screen to draw the budget panel<br />
budget_peaks_window : 30 : , "a" : number of frames to look at when figuring out peak frametimes<br />
budget_show_averages : 0 : , "a" : enable/disable averages in the budget panel<br />
budget_show_history : 1 : , "a" : turn history graph off and on. . good to turn off on low end<br />
budget_show_peaks : 1 : , "a" : enable/disable peaks in the budget panel<br />
budget_toggle_group : cmd : : Turn a budget group on/off<br />
bug : cmd : : Show/hide the bug reporting UI.<br />
bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again.<br />
bugreporter_includebsp : 1 : : Include .bsp for internal bug submissions.<br />
bugreporter_uploadasync : 0 : , "a" : Upload attachments asynchronously<br />
buildcubemaps : cmd : : Rebuild cubemaps.<br />
building_cubemaps : 0 : : <br />
<br />
<br />
<br />
c_maxdistance : 200 : , "a", "cheat", "cl" : <br />
c_maxpitch : 90 : , "a", "cheat", "cl" : <br />
c_maxyaw : 135 : , "a", "cheat", "cl" : <br />
c_mindistance : 30 : , "a", "cheat", "cl" : <br />
c_minpitch : 0 : , "a", "cheat", "cl" : <br />
c_minyaw : -135 : , "a", "cheat", "cl" : <br />
c_orthoheight : 100 : , "a", "cheat", "cl" : <br />
c_orthowidth : 100 : , "a", "cheat", "cl" : <br />
cache_print : cmd : : cache_print [section] Print out contents of cache memory.<br />
cache_print_lru : cmd : : cache_print_lru [section] Print out contents of cache memory.<br />
cache_print_summary : cmd : : cache_print_summary [section] Print out a summary contents of cache memory.<br />
callvote : cmd : : Start a vote on an issue.<br />
caltrops_throw_delay : 0 : , "sv", "nf", "rep" : Caltrops throw delay<br />
caltrops_throw_force : 150 : , "sv", "nf" : Caltrops throw force<br />
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.<br />
cam_command : 0 : , "cheat", "cl" : <br />
cam_idealdelta : 4 : , "a", "cheat", "cl" : Controls the speed when matching offset to ideal angles in thirdperson view<br />
cam_idealdist : 50 : , "a", "cl" : Distance from camera to player in thirdperson.<br />
cam_idealdistright : 0 : , "a", "cheat", "cl" : <br />
cam_idealdistup : 15 : , "a", "cl" : How many units the camera is up or down from the player in thirdperson.<br />
cam_ideallag : 0 : , "a", "cheat", "cl" : Amount of lag used when matching offset to ideal angles in thirdperson view<br />
cam_idealpitch : 0 : , "a", "cheat", "cl" : <br />
cam_idealyaw : 0 : , "a", "cheat", "cl" : <br />
cam_pvk2_tauntcam_dist : 110 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_pitch : 0 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_rotspeed : 0 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_yaw : 0 : , "cheat", "cl" : <br />
cam_showangles : 0 : , "cheat", "cl" : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.<br />
cam_snapto : 0 : , "a", "cheat", "cl" : <br />
+camdistance : cmd : : <br />
-camdistance : cmd : : <br />
+camin : cmd : : <br />
-camin : cmd : : <br />
+cammousemove : cmd : : <br />
-cammousemove : cmd : : <br />
camortho : cmd : : Switch to orthographic camera.<br />
+camout : cmd : : <br />
-camout : cmd : : <br />
+campitchdown : cmd : : <br />
-campitchdown : cmd : : <br />
+campitchup : cmd : : <br />
-campitchup : cmd : : <br />
+camyawleft : cmd : : <br />
-camyawleft : cmd : : <br />
+camyawright : cmd : : <br />
-camyawright : cmd : : <br />
cancelselect : cmd : : <br />
cast_hull : cmd : : Tests hull collision detection<br />
cast_ray : cmd : : Tests collision detection<br />
cc_captiontrace : 1 : , "cl" : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)<br />
cc_emit : cmd : : Emits a closed caption<br />
cc_findsound : cmd : : Searches for soundname which emits specified text.<br />
cc_flush : cmd : : Flushes async'd captions.<br />
cc_lang : 0 : , "a", "cl" : Current close caption language (emtpy = use game UI language)<br />
cc_linger_time : 1 : , "a", "cl" : Close caption linger time.<br />
cc_minvisibleitems : 1 : , "cl" : Minimum number of caption items to show.<br />
cc_predisplay_time : 0 : , "a", "cl" : Close caption delay before showing caption.<br />
cc_random : cmd : : Emits a random caption<br />
cc_sentencecaptionnorepeat : 4 : , "cl" : How often a sentence can repeat.<br />
cc_showblocks : cmd : : Toggles showing which blocks are pending/loaded async.<br />
cc_smallfontlength : 300 : , "cl" : If text stream is this long, force usage of small font size.<br />
cc_subtitles : 0 : , "a", "cl" : If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).<br />
ccs_create_convars_from_hwconfig : cmd : : Create convars from the current hardware config, useful for diffing purposes<br />
centerview : cmd : : <br />
ch_createairboat : cmd : : Spawn airboat in front of the player.<br />
ch_createjeep : cmd : : Spawn jeep in front of the player.<br />
changelevel : cmd : : Change server to the specified map<br />
changelevel2 : cmd : : Transition to the specified map in single player<br />
changelevel_delayed : cmd : : Change level after x seconds<br />
changelevel_next : cmd : : Immediately changes to the next map in the map rotation for the server.<br />
characterinfopanel : cmd : : Character Info and Setup<br />
cl_achievement_title : 1108 : , "a", "cl" : Player Achievement Title<br />
cl_allowdownload : 1 : , "a" : Client downloads customization files<br />
cl_allowupload : 1 : , "a" : Client uploads customization files<br />
cl_always_flush_models : 0 : : If set, always flush models between map loads. Useful on systems under memory pressure.<br />
cl_anglespeedkey : 0 : , "cl" : <br />
cl_animationinfo : cmd : : Hud element to examine.<br />
cl_attachedmodels : 1 : , "a", "cl" : <br />
cl_autozoomthirdperson : 1 : , "a", "user", "cl" : Enable/Disable auto-zoom to first person while in thirdperson.<br />
cl_backspeed : 450 : , "sv", "cheat", "rep" : <br />
cl_berserktint : 1 : , "a", "user", "cl" : Enable/Disable berserk tint.<br />
cl_blood_affected_by_ff : 1 : , "a", "user", "cl" : Sets whether viewmodel blood is affected by friendly fire.<br />
cl_blood_pass_lifetime : 60 : , "a", "cl" : <br />
cl_bob : 0 : , "cl" : <br />
cl_bobcycle : 0 : , "cl" : <br />
cl_bobup : 0 : , "cl" : <br />
cl_burninggibs : 0 : , "cl" : A burning player that gibs has burning gibs.<br />
cl_chat_textcolor : 255 : , "a", "cl" : Chat text color in RGB.<br />
cl_chatfilters : 63 : , "a", "cl" : Stores the chat filter settings <br />
cl_chest_glow_mode : 1 : , "a", "user", "cl" : 0 = No chest glow 1 = Default neutral chest glow 2 = Team based chest glow<br />
cl_clantag : 0 : , "a", "user", "cl" : Clan tag id.<br />
cl_class : 0 : , "a", "user", "cl" : Default class when joining a game<br />
cl_clean_textures_on_death : 0 : , "cl" : If enabled, attempts to purge unused textures every time a freeze cam is shown<br />
cl_clearhinthistory : cmd : : Clear memory of client side hints displayed to the player.<br />
cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.<br />
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 if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.<br />
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 applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.<br />
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.<br />
cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it).<br />
cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift. <br />
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.<br />
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.<br />
cl_cmdrate : 66 : , "a", "user" : Max number of command packets sent to server per second<br />
cl_cosmetic_shadows_enable : 1 : , "user", "cl" : <br />
cl_cosmetics_enable : 1 : , "a", "cl" : <br />
cl_critsound : 1 : , "a", "cl" : Play a sound on debuff crits.<br />
cl_customsounds : 0 : , "cl" : Enable customized player sound playback<br />
cl_damaged_aberration_enable : 1 : , "a", "cl" : <br />
cl_damagedisplay : 1 : , "a", "cl" : Display damage done as... 1 = text on your target's position. 2 = text on the HUD.<br />
cl_damagedisplay_font : 0 : , "a", "cl" : Damage display font name. Note that this needs to be a name of the font in system or .ttf, not in the ClientScheme.res.<br />
cl_damagedisplay_font_antialias : 1 : , "a", "cl" : Damage display font is antialiased?<br />
cl_damagedisplay_font_dropshadow : 1 : , "a", "cl" : Damage display font has drop shadow?<br />
cl_damagedisplay_font_size : 18 : , "a", "cl" : Damage display font size. Note that this value is proportional.<br />
cl_damagedisplay_font_size_hud : 24 : , "a", "cl" : Damage display HUD mode font size. Note that this value is proportional.<br />
cl_damagedisplay_showtotal : 0 : , "a", "cl" : On melee swings or explosions, show the total damage dealt in 1 display.<br />
cl_damagenotifications : 1 : , "a", "cl" : Show damage notifications, such as crits, headshots etc. 1 = text on your target's position. 2 = text on the HUD.<br />
cl_debuffparticles : 1 : , "a", "user", "cl" : Enable/Disable MAA fart debuff particles.<br />
cl_debufftint : 1 : , "a", "user", "cl" : Enable/Disable debuff tint.<br />
cl_debug_player_perf : 0 : : <br />
cl_debugrumble : 0 : , "a", "cl" : Turn on rumble debugging spew<br />
cl_demoviewoverride : 0 : , "cl" : Override view during demo playback<br />
cl_detail_avoid_force : 0 : , "a", "cl" : force with which to avoid players ( in units, percentage of the width of the detail sprite )<br />
cl_detail_avoid_radius : 0 : , "a", "cl" : radius around detail sprite to avoid players<br />
cl_detail_avoid_recover_speed : 0 : , "a", "cl" : how fast to recover position after avoiding players<br />
cl_detail_max_sway : 0 : , "a", "cl" : Amplitude of the detail prop sway<br />
cl_detail_multiplier : 1 : , "cheat", "cl" : extra details to create<br />
cl_detaildist : 1200 : : Distance at which detail props are no longer visible<br />
cl_detailfade : 400 : : Distance across which detail props fade in<br />
cl_disablehtmlmotd : 0 : , "a", "cl" : Disable HTML motds.<br />
cl_dismemberment_enable : 1 : , "a", "user", "cl" : <br />
cl_dodge_vieweffects : 1 : , "a", "cl" : <br />
cl_downloadfilter : 0 : , "a" : Determines which files can be downloaded from the server (all, none, nosounds, mapsonly)<br />
cl_drawhud : 1 : , "cheat", "cl" : Enable the rendering of the hud<br />
cl_drawleaf : -1 : , "cheat", "cl" : <br />
cl_drawmaterial : 0 : , "cheat", "cl" : Draw a particular material over the frame<br />
cl_drawmonitors : 1 : , "cl" : <br />
cl_drawshadowtexture : 0 : , "cheat", "cl" : <br />
cl_dump_particle_stats : cmd : : dump particle profiling info to particle_profile.csv<br />
cl_ejectbrass : 1 : : <br />
cl_ent_absbox : cmd : : Displays the client's absbox for the entity under the crosshair.<br />
cl_ent_bbox : cmd : : Displays the client's bounding box for the entity under the crosshair.<br />
cl_ent_rbox : cmd : : Displays the client's render box for the entity under the crosshair.<br />
cl_entityreport : 0 : , "cheat" : For debugging, draw entity states to console<br />
cl_entityreport_sorted : 0 : , "cheat" : For debugging, draw entity states to console in sorted order. [0 = disabled, 1 = average, 2 = current, 3 = peak<br />
cl_extrapolate : 1 : , "cheat", "cl" : Enable/disable extrapolation if interpolation history runs out.<br />
cl_extrapolate_amount : 0 : , "cheat", "cl" : Set how many seconds the client will extrapolate entities for.<br />
cl_fastdetailsprites : 1 : , "cheat", "cl" : whether to use new detail sprite system<br />
cl_fasttempentcollision : 5 : , "cl" : <br />
cl_find_ent : cmd : : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring> <br />
cl_find_ent_index : cmd : : Display data for clientside entity matching specified index. Format: cl_find_ent_index <index> <br />
cl_first_person_uses_world_model : 0 : , "a", "cl" : Causes the third person model to be drawn instead of the view model<br />
cl_flushentitypacket : 0 : , "cheat" : For debugging. Force the engine to flush an entity packet.<br />
cl_forwardspeed : 450 : , "sv", "cheat", "rep" : <br />
cl_fpspanel_font : 0 : , "a", "cl" : <br />
cl_freezecam : 1 : , "a", "user", "cl" : <br />
cl_freezecam_auto_screenshot : 0 : , "a", "cl" : Enable/Disable the Death Cam taking screenshots automatically<br />
cl_freezecam_auto_screenshot_quality : 100 : , "a", "cl" : Quality of the screenshots auto-generated by the Death Cam<br />
cl_fullupdate : cmd : : Forces the server to send a full update packet<br />
cl_gib_always : 0 : , "a", "user", "cl" : <br />
cl_gib_insane_multiplier : 10 : , "a", "user", "cl" : Multiplier for insane gibbing (Min 2, Max 50)<br />
cl_gibs_attackable : 0 : , "a", "user", "cl" : Enables/Disables attackable gibs.<br />
cl_gibs_enable : 1 : , "a", "user", "cl" : Enables/Disables gibbing<br />
cl_gibs_insane_enable : 0 : , "a", "user", "cl" : Enables/Disables insane gibbing<br />
cl_gibs_insane_limit : 512 : , "a", "user", "cl" : Limit for number of insane gibs (Min 128, Max 768)<br />
cl_gibsound_enable : 1 : , "a", "user", "cl" : <br />
cl_headbob : 1 : , "a", "cl" : <br />
cl_headicons : 1 : , "a", "cl" : <br />
cl_hitsound : 1 : , "a", "cl" : Plays a sound on hit.<br />
cl_hitsound_filename : 0 : , "a", "cl" : Hit sound filename.<br />
cl_hitsound_pitch : 100 : , "a", "cl" : Hit sound main pitch<br />
cl_hitsound_ranged_only : 0 : , "a", "cl" : Only plays hit sound on ranged hits and explosions, ignores melee swings<br />
cl_hitsound_volume : 1 : , "a", "cl" : Hit sound volume.<br />
cl_hudhint_sound : 1 : , "a", "cl" : Disable hudhint sounds.<br />
cl_hunter_effect_fadein : 0 : , "cheat", "cl" : <br />
cl_hunter_effect_fadeout : 2 : , "cheat", "cl" : <br />
cl_hunter_effect_intensity : 0 : , "cheat", "cl" : <br />
cl_idealpitchscale : 0 : , "a", "cl" : <br />
cl_ignorepackets : 0 : , "cheat" : Force client to ignore packets (for debugging).<br />
cl_interp : 0 : , "user", "cl" : Sets the interpolation amount (bounded on low side by server interp ratio settings).<br />
cl_interp_all : 0 : , "cl" : Disable interpolation list optimizations.<br />
cl_interp_npcs : 0 : , "user", "cl" : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)<br />
cl_interp_ratio : 1 : , "user", "cl" : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).<br />
cl_jiggle_bone_debug : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_debug_pitch_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_debug_yaw_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_framerate_cutoff : 20 : , "cl" : Skip jiggle bone simulation if framerate drops below this value (frames/second)<br />
cl_lagcompensation : 1 : , "user", "cl" : Perform server side lag compensation of weapon firing events.<br />
cl_language : 0 : , "user" : Language (from HKCU\Software\Valve\Steam\Language)<br />
cl_leveloverview : 0 : , "cheat", "cl" : <br />
cl_leveloverviewmarker : 0 : , "cheat", "cl" : <br />
cl_localnetworkbackdoor : 1 : : Enable network optimizations for single player games.<br />
cl_logofile : 0 : , "a" : Spraypoint logo decal.<br />
cl_maxrenderable_dist : 3000 : , "cheat", "cl" : Max distance from the camera at which things will be rendered<br />
cl_meathook_neck_pivot_ingame_fwd : 3 : , "cl" : <br />
cl_meathook_neck_pivot_ingame_up : 7 : , "cl" : <br />
cl_melee_attack_mode : 1 : , "a", "user", "cl" : <br />
cl_melee_block_mode : 1 : , "a", "user", "cl" : <br />
cl_melee_dirselect_lock_view : 0 : , "a", "cl" : <br />
cl_melee_dirselect_sensitivity : 0 : , "a", "cl" : Sensitivity of attack/block direction selection<br />
cl_meleecrosshair : 1 : , "a", "cl" : <br />
cl_meleevieweffects : 1 : , "a", "cl" : <br />
cl_menumodels : 1 : , "a", "cl" : <br />
cl_motionblur : 0 : , "cl" : Draw motion blur<br />
cl_mouseenable : 1 : , "cl" : <br />
cl_mouselook : 1 : , "a", "cl" : Set to 1 to use mouse for look, 0 for keyboard look.<br />
cl_mute_all_comms : 1 : , "a", "cl" : If 1, then all communications from a player will be blocked when that player is muted, including chat messages.<br />
cl_new_blood_effects : 1 : , "a", "cl" : <br />
cl_new_impact_effects : 1 : , "cl" : <br />
cl_new_splash_effects : 1 : , "cl" : <br />
cl_observercrosshair : 1 : , "a", "cl" : <br />
cl_overdraw_test : 0 : , "cheat", "numeric", "cl" : <br />
cl_panelanimation : cmd : : Shows panel animation variables: <panelname | blank for all panels>.<br />
cl_parrot_color : 12 : , "a", "user", "cl" : IDX to Dye for Parrot<br />
cl_particle_batch_mode : 1 : , "cl" : <br />
cl_particle_retire_cost : 0 : , "cheat", "cl" : <br />
cl_particle_show_bbox : 0 : , "cheat", "cl" : <br />
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<br />
cl_particle_stats_start : cmd : : Start or restart particle stats - also dumps to particle_stats.csv<br />
cl_particle_stats_stop : cmd : : Stop particle stats, or snapshot this frame - also dumps to particle_stats.csv<br />
cl_particle_stats_trigger_count : 0 : , "cl" : Dump stats if the particle count exceeds this number.<br />
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 often.<br />
cl_pclass : 0 : , "cheat", "cl" : Dump entity by prediction classname.<br />
cl_pdump : -1 : , "cheat", "cl" : Dump info about this entity to screen.<br />
cl_phys_props_enable : 1 : , "cl" : Disable clientside physics props (must be set before loading a level).<br />
cl_phys_props_max : 300 : , "cl" : Maximum clientside physic props<br />
cl_phys_props_respawndist : 1500 : , "cl" : Minimum distance from the player that a clientside prop must be before it's allowed to respawn.<br />
cl_phys_props_respawnrate : 60 : , "cl" : Time, in seconds, between clientside prop respawns.<br />
cl_phys_timescale : 1 : , "cheat", "cl" : Sets the scale of time for client-side physics (ragdolls)<br />
cl_pitchdown : 89 : , "cheat", "cl" : <br />
cl_pitchspeed : 225 : , "cl" : Client pitch speed.<br />
cl_pitchup : 89 : , "cheat", "cl" : <br />
cl_playback_screenshots : 0 : : Allows the client to playback screenshot and jpeg commands in demos.<br />
cl_player_colorcorrection_fx : 1 : , "a", "cl" : Enable/Disable player color correction effects<br />
cl_playergib_lifetime : 30 : , "a", "cl" : <br />
cl_playerspraydisable : 0 : , "a", "cl" : Disable player sprays.<br />
cl_powderhornblast_advanced_enable : 1 : , "a", "cl" : <br />
cl_precacheinfo : cmd : : Show precache info (client).<br />
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).<br />
cl_pred_track : cmd : : <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.<br />
cl_predict : 1 : , "user", "cl" : Perform client side prediction.<br />
cl_predictionlist : 0 : , "cheat", "cl" : Show which entities are predicting <br />
cl_predictweapons : 1 : , "user", "cl" : Perform client side prediction of weapon effects.<br />
cl_pvk2_announcer : 1 : , "a", "cl" : <br />
cl_pvk2_contexthints : 1 : , "cl" : <br />
cl_pvk2_droppedweapon_lifetime : 30 : , "cl" : <br />
cl_pvk2_dropweapons : 1 : , "cl" : <br />
cl_ragdoll_collide : 0 : , "cl" : <br />
cl_ragdoll_enable : 1 : , "a", "cl" : <br />
cl_ragdoll_lifetime : 60 : , "a", "cl" : <br />
cl_ragdoll_limit : 56 : , "a", "cl" : Limits the amount of ragdolls that can be spawned<br />
cl_reload_localization_files : cmd : : Reloads all localization files<br />
cl_removedecals : cmd : : Remove the decals from the entity under the crosshair.<br />
cl_resend : 6 : : Delay in seconds before the client will resend the 'connect' attempt<br />
cl_richpresence : 1 : , "a", "cl" : Enable Rich Presence.<br />
cl_rumblescale : 1 : , "a", "cl" : Scale sensitivity of rumble effects (0 to 1.0)<br />
cl_screenshot_autotag : 1 : , "a", "cl" : <br />
cl_screenshotname : 0 : : Custom Screenshot name<br />
cl_SetupAllBones : 0 : , "cl" : <br />
cl_shadowtextureoverlaysize : 256 : , "cheat", "cl" : <br />
cl_show_connectionless_packet_warnings : 0 : : Show console messages about ignored connectionless packets on the client.<br />
cl_show_num_particle_systems : 0 : , "cl" : Display the number of active particle systems.<br />
cl_show_splashes : 1 : , "cl" : <br />
cl_showanimstate : -1 : , "cheat", "cl" : Show the (client) animation state for the specified entity (-1 for none).<br />
cl_showanimstate_log : 0 : , "cheat", "cl" : 1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.<br />
cl_showbattery : 0 : , "cl" : Draw current battery level at top of screen when on battery power<br />
cl_ShowBoneSetupEnts : 0 : , "cl" : Show which entities are having their bones setup each frame.<br />
cl_showclantags : 1 : , "a", "user", "cl" : Show clan tags on scoreboard, deathnotices etc.<br />
cl_showdemooverlay : 0 : : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)<br />
cl_showents : cmd : : Dump entity list to console.<br />
cl_showerror : 0 : , "cl" : Show prediction errors, 2 for above plus detailed field deltas.<br />
cl_showevents : 0 : , "cheat" : Print event firing info in the console<br />
cl_showfps : 0 : , "cl" : Draw fps meter at top of screen (1 = fps, 2 = smooth fps)<br />
cl_showhelp : 1 : , "a", "user", "cl" : Set to 0 to not show on-screen help<br />
cl_showhints : 0 : , "a", "user", "cl" : <br />
cl_shownemeses : 1 : , "a", "user", "cl" : Show dominations and revenges. Does not affect scoring.<br />
cl_showpausedimage : 1 : , "cl" : Show the 'Paused' image when game is paused.<br />
cl_showplstatus : 1 : , "a", "cl" : Show player special status<br />
cl_showpluginmessages : 1 : , "a" : Allow plugins to display messages to you<br />
cl_showpos : 0 : , "cl" : Draw current position at top of screen<br />
cl_ShowSunVectors : 0 : , "cl" : <br />
cl_showtextmsg : 1 : , "cl" : Enable/disable text messages printing on the screen.<br />
cl_sidespeed : 450 : , "sv", "cheat", "rep" : <br />
cl_sizeof : cmd : : Determines the size of the specified client class.<br />
cl_smooth : 1 : , "cl" : Smooth view/eye origin after prediction errors<br />
cl_smoothtime : 0 : , "cl" : Smooth client's view after prediction error over this many seconds<br />
cl_software_cursor : 0 : , "a", "cl" : Switches the game to use a larger software cursor instead of the normal OS cursor<br />
cl_soundemitter_flush : cmd : : Flushes the sounds.txt system (client only)<br />
cl_soundfile : 0 : , "a" : Jingle sound file.<br />
cl_soundscape_flush : cmd : : Flushes the client side soundscapes<br />
cl_soundscape_printdebuginfo : cmd : : print soundscapes<br />
cl_spec_mode : 4 : , "a", "user", "server_can_execute", "cl" : spectator mode<br />
cl_special_perks_enable : 0 : , "a", "user", "cl" : <br />
cl_sporeclipdistance : 512 : , "cheat", "cl" : <br />
cl_sprayfile : 0 : , "a", "user", "cl" : Spray filename, use this instead of cl_logofile!<br />
cl_steam_notification_position : 1 : , "a", "cl" : Steam overlay notification position.<br />
cl_stickyprojectiles_enable : 1 : , "a", "cl" : <br />
cl_stickyprojectiles_gib : 1 : , "a", "cl" : <br />
cl_stickyprojectiles_limit : 5 : , "a", "cl" : <br />
cl_stickyprojectiles_ragdoll : 1 : , "a", "cl" : <br />
cl_sun_decay_rate : 0 : , "cheat", "cl" : <br />
cl_targetid_showrelationship : 1 : , "a", "cl" : <br />
cl_team : 0 : , "a", "user", "cl" : Default team when joining a game<br />
cl_thirdperson : 0 : , "a", "user", "cl" : Enables/Disables third person<br />
cl_threaded_bone_setup : 0 : , "cl" : Enable parallel processing of C_BaseAnimating::SetupBones()<br />
cl_threaded_client_leaf_system : 0 : , "cl" : <br />
cl_timeout : 30 : , "a" : After this many seconds without receiving a packet from the server, the client will disconnect itself<br />
cl_updaterate : 66 : , "a", "user" : Number of packets per second of updates you are requesting from the server<br />
cl_upspeed : 320 : , "sv", "cheat", "rep" : <br />
cl_view : cmd : : Set the view entity index.<br />
cl_viewmodel_blood : 1 : , "a", "user", "cl" : Enable/Disable viewmodel blood.<br />
cl_voice_filter : 0 : : Filter voice by name substring<br />
cl_vote_ui_active_after_voting : 1 : , "cl" : <br />
cl_vote_ui_show_notification : 0 : , "cl" : <br />
cl_winddir : 0 : , "cheat", "cl" : Weather effects wind direction angle<br />
cl_windspeed : 0 : , "cheat", "cl" : Weather effects wind speed scalar<br />
cl_workshop_download_maps : 1 : , "a", "cl" : Download maps automatically from Workshop. (Depends on server)<br />
cl_wpn_sway_interp : 0 : , "cl" : <br />
cl_wpn_sway_scale : 1 : , "cheat", "cl" : <br />
cl_yawspeed : 210 : , "cl" : Client yaw speed.<br />
clear : cmd : : Clear all console output.<br />
clear_debug_overlays : cmd : : clears debug overlays<br />
clientport : 27005 : : Host game client port<br />
closecaption : 0 : , "a", "user" : Enable close captioning.<br />
cloth_test_dampingconstant_bd : 0 : , "cl" : <br />
cloth_test_dampingconstant_sh : 0 : , "cl" : <br />
cloth_test_dampingconstant_st : 0 : , "cl" : <br />
cloth_test_dragconstant : 0 : , "cl" : <br />
cloth_test_gravityscale : 0 : , "cl" : <br />
cloth_test_lengthscale_bd : 2 : , "cl" : <br />
cloth_test_lengthscale_sh : 0 : , "cl" : <br />
cloth_test_lengthscale_st : 0 : , "cl" : <br />
cloth_test_mass : 0 : , "cl" : <br />
cloth_test_showbend : 1 : , "cl" : <br />
cloth_test_showdebug : 1 : , "cl" : <br />
cloth_test_showparticles : 0 : , "cl" : <br />
cloth_test_showshear : 1 : , "cl" : <br />
cloth_test_showstruct : 1 : , "cl" : <br />
cloth_test_simtime : -1 : , "cl" : <br />
cloth_test_spawn : cmd : : <br />
cloth_test_springconstant_bd : 10 : , "cl" : <br />
cloth_test_springconstant_sh : 50 : , "cl" : <br />
cloth_test_springconstant_st : 75 : , "cl" : <br />
cloth_test_wind_pitch : 0 : , "cl" : <br />
cloth_test_wind_strength : 0 : , "cl" : <br />
cloth_test_wind_yaw : 90 : , "cl" : <br />
cmd : cmd : : Forward command to server.<br />
collision_shake_amp : 0 : , "sv" : <br />
collision_shake_freq : 0 : , "sv" : <br />
collision_shake_time : 0 : , "sv" : <br />
collision_test : cmd : : Tests collision system<br />
colorcorrectionui : cmd : : Show/hide the color correction tools UI.<br />
+commandermousemove : cmd : : <br />
-commandermousemove : cmd : : <br />
commentary : 0 : , "sv" : Desired commentary mode state.<br />
commentary_available : 0 : , "sv" : Automatically set by the game when a commentary file is available for the current map.<br />
commentary_cvarsnotchanging : cmd : : <br />
commentary_finishnode : cmd : : <br />
commentary_firstrun : 0 : , "a", "cl" : <br />
commentary_showmodelviewer : cmd : : Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name><br />
commentary_testfirstrun : cmd : : <br />
con_drawnotify : 1 : : Disables drawing of notification area (for taking screenshots).<br />
con_enable : 1 : , "a" : Allows the console to be activated.<br />
con_filter_enable : 0 : : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than other text.<br />
con_filter_text : 0 : : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.<br />
con_filter_text_out : 0 : : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.<br />
con_logfile : 0 : : Console output gets written to this file<br />
con_notifytime : 8 : : How long to display recent console text to the upper part of the game window<br />
con_nprint_bgalpha : 50 : : Con_NPrint background alpha.<br />
con_nprint_bgborder : 5 : : Con_NPrint border size.<br />
con_timestamp : 0 : : Prefix console.log entries with timestamps<br />
con_trace : 0 : : Print console text to low level printout.<br />
condump : cmd : : dump the text currently in the console to condumpXX.log<br />
connect : cmd : : Connect to specified server.<br />
contimes : 8 : : Number of console lines to overlay for debugging.<br />
coop : 0 : , "nf" : Cooperative play.<br />
cosmeticsui : cmd : : Cosmetics Display UI<br />
cpu_frequency_monitoring : 0 : : Set CPU frequency monitoring interval in seconds. Zero means disabled.<br />
crash : cmd : : Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only)<br />
create_flashlight : cmd : : <br />
createbotgame : cmd : : Create bot game.<br />
CreateHairball : cmd : : <br />
CreatePredictionError : cmd : : Create a prediction error<br />
credits : cmd : : Show game credits.<br />
creditsdone : cmd : : <br />
crosshair : 1 : , "a", "cl" : <br />
curl_test_print_page : cmd : : <br />
cvarlist : cmd : : Show the list of convars/concommands.<br />
<br />
<br />
<br />
datacachesize : 256 : : Size in MB.<br />
dbganimmodel : 0 : , "cl" : <br />
dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line><br />
dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player<br />
deathmatch : 1 : , "nf" : Running a deathmatch server.<br />
debug_blood_pass_shader : 0 : , "cheat", "cl" : <br />
debug_caltrops_traces : 0 : , "sv", "nf" : If set to 1, lines will be drawn for caltrops swing traces<br />
debug_fur : 0 : : <br />
debug_hint_system : 0 : , "cheat", "cl" : <br />
debug_hintevents : 0 : , "cheat", "cl" : <br />
debug_maa_special : 0 : , "sv" : <br />
debug_materialmodifycontrol : 0 : , "sv" : <br />
debug_materialmodifycontrol_client : 0 : , "cl" : <br />
debug_melee_traces : 0 : , "sv", "nf" : If set to 1, lines will be drawn for melee swing traces<br />
debug_physimpact : 0 : , "sv" : <br />
debug_player_expressions : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_disable : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_mourning : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_querydist : 500 : , "sv", "cheat" : <br />
debug_player_speech_script_expand : cmd : : Utility ConCommand that will take the old player sound scripts and expand the entries so that each wav file has its own sound script entry so that we can generate a scene per wav<br />
debug_prop_dynamic_video : 0 : , "cheat", "cl" : When set to 1 will display frame size, and the UV coords for all BIKs playing on props; Resets to 0 too (Doesn't spam :) )<br />
debug_pvk2_test_balance_new : 0 : , "sv" : <br />
debug_ragdoll_deathtypes : 0 : , "cheat", "cl" : <br />
debug_title_id : 0 : , "cl" : <br />
debug_touchlinks : 0 : , "sv" : Spew touch link activity<br />
debug_trigger_jump : 0 : , "sv", "cheat" : <br />
debugsystemui : cmd : : Show/hide the debug system UI.<br />
decalfrequency : 10 : , "sv", "nf" : <br />
default_fov : 90 : , "cl" : <br />
demo_avellimit : 2000 : : Angular velocity limit before eyes considered snapped for demo playback.<br />
demo_debug : 0 : : Demo debug info.<br />
demo_fastforwardfinalspeed : 20 : : Go this fast when starting to hold FF button.<br />
demo_fastforwardramptime : 5 : : How many seconds it takes to get to full FF speed.<br />
demo_fastforwardstartspeed : 2 : : Go this fast when starting to hold FF button.<br />
demo_fov_override : 0 : , "norecord", "cl" : If nonzero, this value will be used to override FOV during demo playback.<br />
demo_gototick : cmd : : Skips to a tick in demo.<br />
demo_interplimit : 4000 : : How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.<br />
demo_interpolateview : 1 : : Do view interpolation during dem playback.<br />
demo_legacy_rollback : 1 : : Use legacy view interpolation rollback amount in demo playback.<br />
demo_pause : cmd : : Pauses demo playback.<br />
demo_pauseatservertick : 0 : : Pauses demo playback at server tick<br />
demo_quitafterplayback : 0 : : Quits game after demo playback.<br />
demo_recordcommands : 1 : , "cheat" : Record commands typed at console into .dem files.<br />
demo_resume : cmd : : Resumes demo playback.<br />
demo_setendtick : cmd : : Sets end demo playback tick. Set to 0 to disable.<br />
demo_timescale : cmd : : Sets demo replay speed.<br />
demo_togglepause : cmd : : Toggles demo playback.<br />
demolist : cmd : : Print demo sequence list.<br />
demos : cmd : : Demo demo file sequence.<br />
demoui : cmd : : Show/hide the demo player UI.<br />
demoui2 : cmd : : Show/hide the advanced demo player UI (demoui2).<br />
+demoui2 : cmd : : Bring the advanced demo player UI (demoui2) to foreground.<br />
-demoui2 : cmd : : Send the advanced demo player UI (demoui2) to background.<br />
developer : 0 : : Set developer message level<br />
devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist.<br />
devshots_screenshot : cmd : : Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.<br />
differences : cmd : : Show all convars which are not at their default values.<br />
disconnect : cmd : : Disconnect game from server.<br />
dismember : cmd : : Kills the player with dismemberment<br />
disp_dynamic : 0 : : <br />
dispcoll_drawplane : 0 : , "sv" : <br />
displaysoundlist : 0 : , "sv" : <br />
dlight_debug : cmd : : Creates a dlight in front of the player<br />
dm_spawns_add : cmd : : Add DM spawn to your current position<br />
dm_spawns_load : cmd : : Load DM spawns from a file<br />
dm_spawns_remove : cmd : : Remove DM spawn by id<br />
dm_spawns_save : cmd : : Save DM spawns to a file<br />
dm_spawns_show : 0 : , "sv", "cheat", "norecord" : <br />
download_debug : 0 : , "norecord" : <br />
drawcross : cmd : : Draws a cross at the given location Arguments: x y z<br />
drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2<br />
dropallweapons : cmd : : <br />
ds_autodelete : 0 : , "a", "norecord", "cl" : Auto-delete recordings with no associated bookmark.<br />
ds_autorecord : 0 : , "a", "norecord", "cl" : Auto-record demos on map start, will be saved to the directory set in 'ds_dir'.<br />
ds_bookmark_backtrack : 0 : , "a", "norecord", "cl" : By default, how many seconds should the timer go backwards when the bookmark key is pressed<br />
ds_bookmark_goto : cmd : : Go to bookmark tick.<br />
ds_dir : 0 : , "a", "norecord", "cl" : Demos are saved into this directory located in PVK2 game folder. Directory will be created if it doesn't exist.<br />
ds_exportlog : cmd : : Export log of a demo.<br />
ds_fileprefix : 0 : , "a", "norecord", "cl" : File name prefix.<br />
ds_log : 0 : , "a", "norecord", "cl" : Log events such as player chat, kills, round wins and so on. Saved as [demoname].txt in the same folder as demo.<br />
ds_mark : cmd : : Set bookmark to current tick. Usage: ds_mark [name] [secs to backtrack]<br />
ds_playback_controls : 1 : , "a", "norecord", "cl" : Enable demo playback controls.<br />
ds_playback_open_ui : 1 : , "a", "norecord", "cl" : Open demo UI on playback.<br />
ds_playback_open_ui_version : 2 : , "a", "norecord", "cl" : Demo UI version to open. 1: Normal UI. 2: Simple UI.<br />
ds_playdemo : cmd : : This command attempts to load a demo in the dir that is set in 'ds_dir' first, and root second.<br />
ds_record : cmd : : Record a demo using PVK2 Demo Manager.<br />
ds_record_toggle : cmd : : Record a demo using PVK2 Demo Manager. (Toggle version for bind)<br />
ds_sounds : 1 : , "a", "norecord", "cl" : Play a sound on record/stop.<br />
ds_stop : cmd : : Stop a demo using PVK2 Demo Manager.<br />
dsp_automatic : 0 : , "demo" : <br />
dsp_db_min : 80 : , "demo" : <br />
dsp_db_mixdrop : 0 : , "demo" : <br />
dsp_dist_max : 1440 : , "cheat", "demo" : <br />
dsp_dist_min : 0 : , "cheat", "demo" : <br />
dsp_enhance_stereo : 0 : , "a" : <br />
dsp_facingaway : 0 : , "demo" : <br />
dsp_mix_max : 0 : , "demo" : <br />
dsp_mix_min : 0 : , "demo" : <br />
dsp_off : 0 : , "cheat" : <br />
dsp_player : 0 : , "demo", "server_can_execute" : <br />
dsp_reload : cmd : : <br />
dsp_room : 0 : , "demo" : <br />
dsp_slow_cpu : 0 : , "a", "demo" : <br />
dsp_spatial : 40 : , "demo" : <br />
dsp_speaker : 50 : , "demo" : <br />
dsp_vol_2ch : 1 : , "demo" : <br />
dsp_vol_4ch : 0 : , "demo" : <br />
dsp_vol_5ch : 0 : , "demo" : <br />
dsp_volume : 1 : , "a", "demo" : <br />
dsp_water : 14 : , "demo" : <br />
dt_ShowPartialChangeEnts : 0 : : (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).<br />
dt_UsePartialChangeEnts : 1 : : (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.<br />
dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work).<br />
dtwarning : 0 : : Print data table warnings?<br />
dtwatchclass : 0 : : Watch all fields encoded with this table.<br />
dtwatchent : -1 : : Watch this entities data table encoding.<br />
dtwatchvar : 0 : : Watch the named variable.<br />
+duck : cmd : : <br />
-duck : cmd : : <br />
dump_achievement_counters : cmd : : Spew the per-life achievement counters for multiplayer players<br />
dump_entity_sizes : cmd : : Print sizeof(entclass)<br />
dump_globals : cmd : : Dump all global entities/states<br />
dump_panels : cmd : : Dump Panel Tree<br />
dump_x360_cfg : cmd : : Dump X360 config files to disk<br />
dump_x360_saves : cmd : : Dump X360 save games to disk<br />
dumpentityfactories : cmd : : Lists all entity factory names.<br />
dumpeventqueue : cmd : : Dump the contents of the Entity I/O event queue to the console.<br />
dumpgamestringtable : cmd : : Dump the contents of the game string table to the console.<br />
dumplongticks : cmd : : Enables generating minidumps on long ticks.<br />
dumpsavedir : cmd : : List the contents of the save directory in memory<br />
dumpstringtables : cmd : : Print string tables to console.<br />
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echo : cmd : : Echo text to console.<br />
editdemo : cmd : : Edit a recorded demo file (.dem ).<br />
emit_fmod : cmd : : Emit FMOD sound<br />
enable_debug_overlays : 1 : , "sv", "cheat" : Enable rendering of debug overlays<br />
endmovie : cmd : : Stop recording movie frames.<br />
engine_no_focus_sleep : 50 : , "a" : <br />
english : 1 : , "user", "cl" : If set to 1, running the english language set of assets.<br />
ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.<br />
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_create <entity name> <param 1 name> <param 1> <param 2 name> <param 2>...<param N name> <param N><br />
ent_debugkeys : 0 : , "sv" : <br />
ent_dump : cmd : : Usage: ent_dump <entity name> <br />
ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay] <br />
ent_info : cmd : : Usage: ent_info <class name> <br />
ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1> <value1> <key2> <value2> ... <keyN> <valueN> <br />
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 messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
ent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity.<br />
ent_name : cmd : : <br />
ent_orient : cmd : : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles><br />
ent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.<br />
ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name} <br />
ent_rotate : cmd : : Rotates an entity by a specified # of degrees<br />
ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.<br />
ent_teleport : cmd : : Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name><br />
ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
envmap : cmd : : <br />
escape : cmd : : Escape key pressed.<br />
exec : cmd : : Execute script file.<br />
exit : cmd : : Exit the engine.<br />
explode : cmd : : Kills the player with explosive damage<br />
explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value><br />
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fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.<br />
fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.<br />
fakespecialgroups : cmd : : become a dev!<br />
fast_fogvolume : 0 : : <br />
filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none<br />
filesystem_max_stdio_read : 16 : : <br />
filesystem_native : 1 : : Use native FS or STDIO<br />
filesystem_report_buffered_io : 0 : : <br />
filesystem_unbuffered_io : 1 : : <br />
filesystem_use_overlapped_io : 1 : : <br />
fillspecial : cmd : : Fills the special bar.<br />
find : cmd : : Find concommands with the specified string in their name/help text.<br />
find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring> <br />
find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index <index> <br />
findflags : cmd : : Find concommands by flags.<br />
fire_absorbrate : 3 : , "sv" : <br />
fire_dmgbase : 1 : , "sv" : <br />
fire_dmginterval : 1 : , "sv" : <br />
fire_dmgscale : 0 : , "sv" : <br />
fire_extabsorb : 5 : , "sv" : <br />
fire_extscale : 12 : , "sv" : <br />
fire_growthrate : 1 : , "sv" : <br />
fire_heatscale : 1 : , "sv" : <br />
fire_incomingheatscale : 0 : , "sv" : <br />
fire_maxabsorb : 50 : , "sv" : <br />
firetarget : cmd : : <br />
firstperson : cmd : : Switch to firstperson camera.<br />
fish_debug : 0 : , "cheat", "cl" : Show debug info for fish<br />
fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive.<br />
fixmyshield : cmd : : Repairs your equipped shield<br />
flex_expression : 0 : , "sv" : <br />
flex_looktime : 5 : , "sv" : <br />
flex_maxawaytime : 1 : , "sv" : <br />
flex_maxplayertime : 7 : , "sv" : <br />
flex_minawaytime : 0 : , "sv" : <br />
flex_minplayertime : 5 : , "sv" : <br />
flex_rules : 1 : , "cl" : Allow flex animation rules to run.<br />
flex_smooth : 1 : , "cl" : Applies smoothing/decay curve to flex animation controller changes.<br />
flex_talk : 0 : , "sv" : <br />
flush : cmd : : Flush unlocked cache memory.<br />
flush_locked : cmd : : Flush unlocked and locked cache memory.<br />
fog_color : -1 : , "cheat", "cl" : <br />
fog_colorskybox : -1 : , "cheat", "cl" : <br />
fog_enable : 1 : , "cheat", "cl" : <br />
fog_enable_water_fog : 1 : , "cheat" : <br />
fog_enableskybox : 1 : , "cheat", "cl" : <br />
fog_end : -1 : , "cheat", "cl" : <br />
fog_endskybox : -1 : , "cheat", "cl" : <br />
fog_maxdensity : -1 : , "cheat", "cl" : <br />
fog_maxdensityskybox : -1 : , "cheat", "cl" : <br />
fog_override : 0 : , "cheat", "cl" : <br />
fog_start : -1 : , "cheat", "cl" : <br />
fog_startskybox : -1 : , "cheat", "cl" : <br />
fogui : cmd : : Show/hide fog control UI.<br />
force_centerview : cmd : : <br />
+forward : cmd : : <br />
-forward : cmd : : <br />
fov : cmd : : Change players FOV<br />
fov_desired : 90 : , "a", "user", "cl" : <br />
fov_desired_thirdperson : 90 : , "a", "user", "cl" : <br />
fps_max : 300 : : Frame rate limiter, cannot be set while connected to a server.<br />
free_pass_peek_debug : 0 : , "sv" : <br />
fs_monitor_read_from_pack : 0 : : 0:Off, 1:Any, 2:Sync only<br />
fs_printopenfiles : cmd : : Show all files currently opened by the engine.<br />
fs_report_sync_opens : 0 : : 0:Off, 1:Blocking only, 2:All<br />
fs_warning_level : cmd : : Set the filesystem warning level.<br />
fs_warning_mode : 0 : : 0:Off, 1:Warn main thread, 2:Warn other threads<br />
func_break_max_pieces : 15 : , "a", "sv", "rep" : <br />
func_break_reduction_factor : 0 : , "sv" : <br />
func_breakdmg_bullet : 0 : , "sv" : <br />
func_breakdmg_club : 1 : , "sv" : <br />
func_breakdmg_explosive : 1 : , "sv" : <br />
fx_drawimpactdebris : 1 : , "cl" : Draw impact debris effects.<br />
fx_drawimpactdust : 1 : , "cl" : Draw impact dust effects.<br />
fx_drawmetalspark : 1 : , "cl" : Draw metal spark effects.<br />
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g15_dumpplayer : cmd : : Spew player data.<br />
g15_enabled : 0 : , "a", "cl" : Enable/Disable Logitech G-15 Keyboard LCD HUD. Requires g15_reload.<br />
g15_reload : cmd : : Reloads the Logitech G-15 Keyboard configs.<br />
g15_update_msec : 250 : , "a", "cl" : Logitech G-15 Keyboard update interval.<br />
g_debug_angularsensor : 0 : , "sv", "cheat" : <br />
g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds.<br />
g_debug_doors : 0 : , "sv" : <br />
g_debug_npc_vehicle_roles : 0 : , "sv" : <br />
g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" : <br />
g_debug_ragdoll_visualize : 0 : , "cheat", "cl" : <br />
g_debug_trackpather : 0 : , "sv", "cheat" : <br />
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 & associated results during a transition.<br />
g_debug_vehiclebase : 0 : , "sv", "cheat" : <br />
g_debug_vehicledriver : 0 : , "sv", "cheat" : <br />
g_debug_vehicleexit : 0 : , "sv", "cheat" : <br />
g_debug_vehiclesound : 0 : , "sv", "cheat" : <br />
g_Language : 0 : , "sv", "rep" : <br />
g_ragdoll_fadespeed : 600 : , "cl" : <br />
g_ragdoll_important_maxcount : 2 : , "sv", "rep" : <br />
g_ragdoll_lifetime : 5 : , "cl" : <br />
g_ragdoll_lvfadespeed : 100 : , "cl" : <br />
g_ragdoll_maxcount : 8 : , "sv", "rep" : <br />
gamemenucommand : cmd : : Issue game menu command.<br />
gamemenucommand_pvk2 : cmd : : <br />
gameui_activate : cmd : : Shows the game UI<br />
gameui_allowescape : cmd : : Escape key allowed to hide game UI<br />
gameui_allowescapetoshow : cmd : : Escape key allowed to show game UI<br />
gameui_hide : cmd : : Hides the game UI<br />
gameui_hide_dialog : cmd : : asdf<br />
gameui_preventescape : cmd : : Escape key doesn't hide game UI<br />
gameui_preventescapetoshow : cmd : : Escape key doesn't show game UI<br />
gameui_show_dialog : cmd : : Show an arbitrary Dialog.<br />
gameui_xbox : 0 : : <br />
generate_fur_texture : cmd : : Generates a fur map, R Channel is the fur mask, should be transferred to the alpha channel of fur color map<br />
getpos : cmd : : dump position and angles to the console<br />
give : cmd : : Give item to player. Syntax: <item name><br />
givecurrentammo : cmd : : Give a supply of ammo for current weapon.. <br />
gl_amd_occlusion_workaround : 1 : : <br />
gl_clear : 0 : , "cl" : <br />
gl_clear_randomcolor : 0 : , "cheat", "cl" : Clear the back buffer to random colors every frame. Helps spot open seams in geometry.<br />
global_set : cmd : : global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).<br />
glow_outline_effect_enable : 1 : , "a", "cl" : Enable entity outline glow effects.<br />
glow_outline_width : 10 : , "cheat", "cl" : Width of glow outline effect in screen space.<br />
god : cmd : : Toggle. Player becomes invulnerable.<br />
+graph : cmd : : <br />
-graph : cmd : : <br />
grasscluster_cullDist : 4096 : , "cheat", "cl" : <br />
grasscluster_debug : 0 : , "cheat", "cl" : <br />
grasscluster_enable : 1 : , "cheat", "cl" : <br />
grasscluster_enable_flashlightSupport : 0 : , "cheat", "cl" : <br />
grasscluster_enable_morph : -1 : , "cheat", "cl" : <br />
grasscluster_flush : cmd : : <br />
grasscluster_grass_clusterMaxQuads : -1 : , "cheat", "cl" : <br />
grasscluster_grass_height_huge_max : 45 : , "cheat", "cl" : <br />
grasscluster_grass_height_huge_min : 25 : , "cheat", "cl" : <br />
grasscluster_grass_height_med_max : 30 : , "cheat", "cl" : <br />
grasscluster_grass_height_med_min : 15 : , "cheat", "cl" : <br />
grasscluster_grass_height_small_max : 15 : , "cheat", "cl" : <br />
grasscluster_grass_height_small_min : 10 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_delay : 5 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_framelag : 0 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_speed : 1 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_scale : 1 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_exp : 0 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_min : 20 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_multi : 2 : , "cheat", "cl" : <br />
grasscluster_grass_type_huge_oddness : 10 : , "cheat", "cl" : <br />
grasscluster_grass_type_small_oddness : 2 : , "cheat", "cl" : <br />
grasscluster_grass_width_huge_max : 50 : , "cheat", "cl" : <br />
grasscluster_grass_width_huge_min : 30 : , "cheat", "cl" : <br />
grasscluster_grass_width_med_max : 35 : , "cheat", "cl" : <br />
grasscluster_grass_width_med_min : 20 : , "cheat", "cl" : <br />
grasscluster_grass_width_small_max : 20 : , "cheat", "cl" : <br />
grasscluster_grass_width_small_min : 15 : , "cheat", "cl" : <br />
grasscluster_grass_wind_angle : 70 : , "cheat", "cl" : <br />
grasscluster_grass_wind_strength : 1 : , "cheat", "cl" : <br />
grasscluster_LOD_enable : 0 : , "cheat", "cl" : <br />
grasscluster_LOD_objects_per_hint : 1 : , "cheat", "cl" : <br />
grasscluster_LOD_transitionDist : 2048 : , "cheat", "cl" : <br />
grasscluster_objects_per_hint : 8 : , "cheat", "cl" : <br />
grasscluster_preset_density_high : cmd : : <br />
grasscluster_preset_density_low : cmd : : <br />
grasscluster_preset_density_med : cmd : : <br />
grasscluster_preset_height_high : cmd : : <br />
grasscluster_preset_height_low : cmd : : <br />
grasscluster_preset_height_med : cmd : : <br />
grasscluster_preset_height_monstrous : cmd : : <br />
grasscluster_preset_meadow_ultra : cmd : : <br />
grasscluster_sprite_material : 0 : , "cheat", "cl" : <br />
-grenade1 : cmd : : <br />
+grenade1 : cmd : : <br />
-grenade2 : cmd : : <br />
+grenade2 : cmd : : <br />
groundlist : cmd : : Display ground entity list <index><br />
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hammer_update_entity : cmd : : Updates the entity's position/angles when in edit mode<br />
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 entities mentioned in any hammer_updateignorelist objects in this map.<br />
hap_damagescale_game : 1 : , "cl" : <br />
hap_HasDevice : 0 : , "user", "cl" : falcon is connected<br />
hap_melee_scale : 0 : , "numeric", "cl" : <br />
hap_noclip_avatar_scale : 0 : , "numeric", "cl" : <br />
hap_ui_vehicles : 0 : , "cl" : <br />
heartbeat : cmd : : Force heartbeat of master servers<br />
help : cmd : : Find help about a convar/concommand.<br />
hideconsole : cmd : : Hide the console.<br />
hidehud : 0 : , "cheat", "cl" : <br />
hidepanel : cmd : : Hides a viewport panel <name><br />
hint_test : cmd : : Test the hint UI<br />
hl2_episodic : 0 : , "sv", "rep" : <br />
host_flush_threshold : 20 : : Memory threshold below which the host should flush caches between server instances<br />
host_framerate : 0 : : Set to lock per-frame time elapse.<br />
host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection<br />
host_map : 0 : : Current map name.<br />
host_profile : 0 : : <br />
host_runofftime : cmd : : Run off some time without rendering/updating sounds <br />
host_showcachemiss : 0 : : Print a debug message when the client or server cache is missed.<br />
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.<br />
host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.<br />
host_speeds : 0 : : Show general system running times.<br />
host_thread_mode : 0 : : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)<br />
host_timer_report : cmd : : Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)<br />
host_timer_spin_ms : 0 : : Use CPU busy-loop for improved timer precision (dedicated only)<br />
host_timescale : 1 : , "rep" : Prescale the clock by this amount.<br />
host_writeconfig : cmd : : Store current settings to config.cfg (or specified .cfg file).<br />
hostip : -1062717440.000 : : Host game server ip<br />
hostname : 0 : : Hostname for server.<br />
hostport : 27015 : : Host game server port<br />
hud_attackdirindicator : 1 : , "a", "cl" : <br />
hud_autoaim_method : 1 : , "cl" : <br />
hud_autoaim_scale_icon : 0 : , "cl" : <br />
hud_autoreloadscript : 0 : , "cl" : Automatically reloads the animation script each time one is ran<br />
hud_centerid : 1 : , "cl" : <br />
hud_chargemeter_circles : 0 : , "a", "cl" : Use circles instead of bars in chargemeter.<br />
hud_chargemeter_circles_alpha : 152 : , "a", "cl" : <br />
hud_chargemeter_circles_width : 96 : , "a", "cl" : <br />
hud_classautokill : 1 : , "a", "cl" : Automatically kill player after choosing a new playerclass.<br />
hud_demotimer_icon_colors : 0 : , "a", "cl" : <br />
hud_demotimer_play_resolution : 2 : , "a", "cl" : <br />
hud_demotimer_play_showtotal : 0 : , "a", "cl" : <br />
hud_demotimer_record_resolution : 1 : , "a", "cl" : <br />
hud_draw_active_reticle : 0 : , "cl" : <br />
hud_draw_fixed_reticle : 0 : , "a", "cl" : <br />
hud_drawhistory_time : 5 : , "cl" : <br />
hud_enemyindicator : 1 : , "a", "cl" : <br />
hud_fastswitch : 1 : , "a", "cl" : <br />
hud_freezecamhide : 0 : , "a", "cl" : Hide the HUD during freeze-cam<br />
hud_gamemodeintro_duration : 5 : , "a", "cl" : <br />
hud_magnetism : 0 : , "cl" : <br />
hud_markers_metric : 1 : , "a", "cl" : <br />
hud_markers_showdistance : 1 : , "a", "cl" : <br />
hud_reloadscheme : cmd : : Reloads hud layout and animation scripts.<br />
hud_reticle_alpha_speed : 700 : , "cl" : <br />
hud_reticle_maxalpha : 255 : , "cl" : <br />
hud_reticle_minalpha : 125 : , "cl" : <br />
hud_reticle_scale : 1 : , "cl" : <br />
hud_saytext_time : 12 : , "cl" : <br />
hud_show_use_display : 1 : , "a", "cl" : <br />
hud_showavatars : 2 : , "a", "cl" : Show avatars for alive players, currently only used for LTS. 1 = avatars only, 2 = avatars with health bars<br />
hud_showdemotimer : 1 : , "a", "cl" : <br />
hud_showgamemodeintro : 1 : , "a", "cl" : <br />
hud_showmarkers : 1 : , "a", "cl" : <br />
hud_showrespawntimers : 1 : , "a", "cl" : <br />
hud_showtargetid : 1 : , "cl" : <br />
hud_showterritorystatus : 1 : , "cl" : <br />
hud_showtimers : 1 : , "a", "cl" : <br />
hud_showtrinkets : 1 : , "cl" : <br />
hud_stackavatars : 1 : , "a", "cl" : Stack avatars?<br />
hud_stackavatars_count : 4 : , "a", "cl" : Stack after this amount of avatars.<br />
hud_style : 3 : , "a", "user", "cl" : <br />
hud_takesshots : 0 : , "a", "cl" : Auto-save a scoreboard screenshot at the end of a map.<br />
hurtme : cmd : : Hurts the player. Arguments: <health to lose><br />
hurtmehealth : cmd : : Hurts the player's health only. Arguments: <health to lose><br />
<br />
<br />
<br />
iamduke : cmd : : Restore all HP & Armor... <br />
impulse : cmd : : <br />
in_usekeyboardsampletime : 1 : , "cl" : Use keyboard sample time smoothing.<br />
incrementvar : cmd : : Increment specified convar value.<br />
invnext : cmd : : <br />
invprev : cmd : : <br />
ip : 0 : : Overrides IP for multihomed hosts<br />
+jlook : cmd : : <br />
-jlook : cmd : : <br />
<br />
<br />
<br />
joy_accel_filter : 0 : , "cl" : <br />
joy_accelmax : 1 : , "a", "cl" : <br />
joy_accelscale : 0 : , "a", "cl" : <br />
joy_active : -1 : : Which of the connected joysticks / gamepads to use (-1 means first found)<br />
joy_advanced : 1 : , "a", "cl" : <br />
joy_advaxisr : 1 : , "a", "cl" : <br />
joy_advaxisu : 3 : , "a", "cl" : <br />
joy_advaxisv : 0 : , "a", "cl" : <br />
joy_advaxisx : 4 : , "a", "cl" : <br />
joy_advaxisy : 2 : , "a", "cl" : <br />
joy_advaxisz : 0 : , "a", "cl" : <br />
joy_autoaimdampen : 0 : , "a", "cl" : How much to scale user stick input when the gun is pointing at a valid target.<br />
joy_autoaimdampenrange : 0 : , "a", "cl" : The stick range where autoaim dampening is applied. 0 = off<br />
joy_autosprint : 0 : , "cl" : Automatically sprint when moving with an analog joystick<br />
joy_axis_deadzone : 0 : , "a" : Dead zone near the zero point to not report movement.<br />
joy_axisbutton_threshold : 0 : , "a" : Analog axis range before a button press is registered.<br />
joy_diagonalpov : 0 : , "a", "cl" : POV manipulator operates on diagonal axes, too.<br />
joy_display_input : 0 : , "a", "cl" : <br />
joy_forwardsensitivity : -1 : , "a", "cl" : <br />
joy_forwardthreshold : 0 : , "a", "cl" : <br />
joy_gamecontroller_config : 0 : , "a" : Game controller mapping (passed to SDL with SDL_HINT_GAMECONTROLLERCONFIG), can also be configured in Steam Big Picture mode.<br />
joy_inverty : 0 : , "a", "cl" : Whether to invert the Y axis of the joystick for looking.<br />
joy_inverty_default : 0 : , "cl" : <br />
joy_lowend : 1 : , "a", "cl" : <br />
joy_lowmap : 1 : , "a", "cl" : <br />
joy_movement_stick : 0 : , "a", "cl" : Which stick controls movement (0 is left stick)<br />
joy_movement_stick_default : 0 : , "cl" : <br />
joy_name : 0 : , "a", "cl" : <br />
joy_pegged : 0 : , "cl" : <br />
joy_pitchsensitivity : 1 : , "a", "cl" : <br />
joy_pitchsensitivity_default : -1 : , "cl" : <br />
joy_pitchthreshold : 0 : , "a", "cl" : <br />
joy_response_look : 0 : , "a", "cl" : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion<br />
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)), 5=two-stage<br />
joy_response_move_vehicle : 6 : , "cl" : <br />
joy_sidesensitivity : 1 : , "a", "cl" : <br />
joy_sidethreshold : 0 : , "a", "cl" : <br />
joy_vehicle_turn_lowend : 0 : , "cl" : <br />
joy_vehicle_turn_lowmap : 0 : , "cl" : <br />
joy_virtual_peg : 0 : , "cl" : <br />
joy_wingmanwarrior_turnhack : 0 : , "a", "cl" : Wingman warrior hack related to turn axes.<br />
joy_xcontroller_cfg_loaded : 0 : , "a", "cl" : If 0, the 360controller.cfg file will be executed on startup & option changes.<br />
joy_yawsensitivity : -1 : , "a", "cl" : <br />
joy_yawsensitivity_default : -1 : , "cl" : <br />
joy_yawthreshold : 0 : , "a", "cl" : <br />
joyadvancedupdate : cmd : : <br />
joystick : 0 : , "a", "cl" : <br />
jpeg : cmd : : Take a jpeg screenshot: jpeg <filename> <quality 1-100>.<br />
jpeg_quality : 90 : : jpeg screenshot quality.<br />
+jump : cmd : : <br />
-jump : cmd : : <br />
<br />
<br />
<br />
kdtree_test : cmd : : Tests spatial partition for entities queries.<br />
key_findbinding : cmd : : Find key bound to specified command string.<br />
key_listboundkeys : cmd : : List bound keys with bindings.<br />
key_updatelayout : cmd : : Updates game keyboard layout to current windows keyboard setting.<br />
+kick : cmd : : <br />
-kick : cmd : : <br />
kick : cmd : : Kick a player by name.<br />
kickall : cmd : : Kicks everybody connected with a message.<br />
kickid : cmd : : Kick a player by userid or uniqueid, with a message.<br />
kill : cmd : : Kills the player with generic damage<br />
killserver : cmd : : Shutdown the server.<br />
killvector : cmd : : Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value><br />
+klook : cmd : : <br />
-klook : cmd : : <br />
<br />
<br />
<br />
lan_override : -1 : , "sv" : <br />
lastinv : cmd : : <br />
leaderboard_print : cmd : : Debug print of leaderboards system<br />
leaderboard_test : cmd : : <br />
+left : cmd : : <br />
-left : cmd : : <br />
light_crosshair : cmd : : Show texture color at crosshair<br />
lightcache_maxmiss : 2 : , "cheat" : <br />
lightprobe : cmd : : Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'materials/lightprobes' .The lightprobe command requires you specify a base file name. <br />
linefile : cmd : : Parses map leak data from .lin file<br />
list_community_groups : cmd : : lists ids of Steam Community groups user is in<br />
listdemo : cmd : : List demo file contents.<br />
listid : cmd : : Lists banned users.<br />
listip : cmd : : List IP addresses on the ban list.<br />
listissues : cmd : : List all the issues that can be voted on.<br />
listmodels : cmd : : List loaded models.<br />
listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs.<br />
load : cmd : : Load a saved game.<br />
loadcommentary : cmd : : <br />
loader_dump_table : cmd : : <br />
loader_spew_info : 0 : : 0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All <br />
loader_spew_info_ex : 0 : : (internal)<br />
localplayer_visionflags : 0 : , "cl" : <br />
lod_TransitionDist : 800 : , "cl" : <br />
log : cmd : : Enables logging to file, console, and udp < on | off >.<br />
log_verbose_enable : 0 : , "sv" : Set to 1 to enable verbose server log on the server.<br />
log_verbose_interval : 3 : , "sv" : Determines the interval (in seconds) for the verbose server log.<br />
logaddress_add : cmd : : Set address and port for remote host <ip:port>.<br />
logaddress_del : cmd : : Remove address and port for remote host <ip:port>.<br />
logaddress_delall : cmd : : Remove all udp addresses being logged to<br />
logaddress_list : cmd : : List all addresses currently being used by logaddress.<br />
+lookdown : cmd : : <br />
-lookdown : cmd : : <br />
lookspring : 0 : , "a", "cl" : <br />
lookstrafe : 0 : , "a", "cl" : <br />
+lookup : cmd : : <br />
-lookup : cmd : : <br />
lservercfgfile : 0 : , "sv" : <br />
lzma_persistent_buffer : 0 : : If set, attempt to keep a persistent buffer for the LZMA decoder dictionary. This avoids re-allocating a ~16-64meg buffer for each operation, at the expensive of keeping extra memory around when it is not in-use.<br />
<br />
<br />
<br />
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) * m_customaccel_scale + sensitivity) 2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. 3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity<br />
m_customaccel_exponent : 1 : , "a", "cl" : Mouse move is raised to this power before being scaled by scale factor.<br />
m_customaccel_max : 0 : , "a", "cl" : Max mouse move scale factor, 0 for no limit<br />
m_customaccel_scale : 0 : , "a", "cl" : Custom mouse acceleration value.<br />
m_filter : 0 : , "a", "cl" : Mouse filtering (set this to 1 to average the mouse over 2 frames).<br />
m_forward : 1 : , "a", "cl" : Mouse forward factor.<br />
m_mouseaccel1 : 0 : , "a", "cl" : Windows mouse acceleration initial threshold (2x movement).<br />
m_mouseaccel2 : 0 : , "a", "cl" : Windows mouse acceleration secondary threshold (4x movement).<br />
m_mousespeed : 1 : , "a", "cl" : Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).<br />
m_pitch : 0 : , "a", "cl" : Mouse pitch factor.<br />
m_rawinput : 0 : , "a", "cl" : Use Raw Input for mouse input.<br />
m_side : 0 : , "a", "cl" : Mouse side factor.<br />
m_yaw : 0 : , "a", "cl" : Mouse yaw factor.<br />
map : cmd : : Start playing on specified map.<br />
map_background : cmd : : Runs a map as the background to the main menu.<br />
map_commentary : cmd : : Start playing, with commentary, on a specified map.<br />
map_edit : cmd : : <br />
map_noareas : 0 : : Disable area to area connection testing.<br />
mapcyclefile : 0 : , "sv" : Name of the .txt file used to cycle the maps on multiplayer servers <br />
maphack_dump_vars : cmd : : Dump MapHack variables to console.<br />
maphack_include : cmd : : Include file by name into existing MapHack.<br />
maphack_load : cmd : : Load MapHack file by name.<br />
maphack_reload : cmd : : Reload current MapHack.<br />
maphack_trigger : cmd : : Trigger a MapHack event.<br />
maps : cmd : : Displays list of maps.<br />
mat_aaquality : 0 : , "a" : <br />
mat_accelerate_adjust_exposure_down : 3 : , "cheat" : <br />
mat_advancedshaders : 1 : , "a" : Enable/Disable Advanced Character Shading Techniques<br />
mat_advancedweaponblood : 1 : , "a", "cl" : Enable/Disable Advanced Weapon Blood Shading Techniques<br />
mat_alphacoverage : 1 : : <br />
mat_antialias : 8 : , "a" : <br />
mat_autoexposure_max : 2 : , "cl" : <br />
mat_autoexposure_min : 0 : , "cl" : <br />
mat_bloom_scalefactor_scalar : 1 : , "cl" : <br />
mat_bloomamount_rate : 0 : , "cheat", "cl" : <br />
mat_bloomscale : 1 : , "cl" : <br />
mat_bufferprimitives : 1 : : <br />
mat_bumpbasis : 0 : , "cheat" : <br />
mat_bumpmap : 1 : : <br />
mat_camerarendertargetoverlaysize : 256 : , "cheat", "cl" : <br />
mat_clipz : 1 : , "cl" : <br />
mat_colcorrection_disableentities : 0 : : Disable map color-correction entities<br />
mat_color_projection : 0 : , "a" : <br />
mat_colorcorrection : 1 : , "a" : <br />
mat_compressedtextures : 1 : : <br />
mat_configcurrent : cmd : : show the current video control panel config for the material system<br />
mat_crosshair : cmd : : Display the name of the material under the crosshair<br />
mat_crosshair_edit : cmd : : open the material under the crosshair in the editor defined by mat_crosshair_edit_editor<br />
mat_crosshair_explorer : cmd : : open the material under the crosshair in explorer and highlight the vmt file<br />
mat_crosshair_printmaterial : cmd : : print the material under the crosshair<br />
mat_crosshair_reloadmaterial : cmd : : reload the material under the crosshair<br />
mat_debug_autoexposure : 0 : , "cheat", "cl" : <br />
mat_debug_bloom : 0 : , "cheat", "cl" : <br />
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<br />
mat_debug_process_halfscreen : 0 : , "cheat", "cl" : <br />
mat_debugalttab : 0 : , "cheat" : <br />
mat_debugdepth : 0 : : <br />
mat_debugdepthmode : 0 : : <br />
mat_debugdepthval : 128 : : <br />
mat_debugdepthvalmax : 256 : : <br />
mat_depthbias_decal : -262144 : , "cheat" : <br />
mat_depthbias_normal : 0 : , "cheat" : <br />
mat_depthbias_shadowmap : 0 : , "cheat" : <br />
mat_diffuse : 1 : , "cheat" : <br />
mat_disable_bloom : 0 : , "cl" : <br />
mat_disable_fancy_blending : 0 : : <br />
mat_disable_lightwarp : 0 : : <br />
mat_disable_ps_patch : 0 : : <br />
mat_disablehwmorph : 0 : : Disables HW morphing for particular mods<br />
mat_drawflat : 0 : , "cheat" : <br />
mat_drawTexture : 0 : , "cl" : Enable debug view texture<br />
mat_drawTextureScale : 1 : , "cl" : Debug view texture scale<br />
mat_drawTitleSafe : 0 : : Enable title safe overlay<br />
mat_drawwater : 1 : , "cheat", "cl" : <br />
mat_dump_rts : 0 : , "cl" : <br />
mat_dxlevel : 95 : : Current DirectX Level. Competitive play requires at least mat_dxlevel 90<br />
mat_dynamic_tonemapping : 1 : , "cheat" : <br />
mat_edit : cmd : : Bring up the material under the crosshair in the editor<br />
mat_enable_vrmode : cmd : : Switches the material system to VR mode (after restart)<br />
mat_envmapsize : 128 : : <br />
mat_envmaptgasize : 32 : : <br />
mat_evict_all : cmd : : Evict all fine mipmaps from the gpu<br />
mat_excludetextures : 0 : , "cheat" : <br />
mat_exposure_center_region_x : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_x_flashlight : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_y : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_y_flashlight : 0 : , "cheat", "cl" : <br />
mat_fastclip : 0 : , "cheat" : <br />
mat_fastnobump : 0 : , "cheat" : <br />
mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.<br />
mat_fillrate : 0 : , "cheat" : <br />
mat_filterlightmaps : 1 : : <br />
mat_filtertextures : 1 : : <br />
mat_force_bloom : 0 : , "cheat", "cl" : <br />
mat_force_ps_patch : 0 : : <br />
mat_force_tonemap_scale : 0 : , "cheat" : <br />
mat_forceaniso : 1 : , "a" : <br />
mat_forcedynamic : 0 : , "cheat" : <br />
mat_forcehardwaresync : 1 : : <br />
mat_frame_sync_enable : 1 : , "cheat" : <br />
mat_frame_sync_force_texture : 0 : , "cheat" : Force frame syncing to lock a managed texture.<br />
mat_framebuffercopyoverlaysize : 256 : , "cl" : <br />
mat_fullbright : 0 : , "cheat" : <br />
mat_hdr_enabled : cmd : : Report if HDR is enabled for debugging<br />
mat_hdr_level : 2 : , "a" : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.<br />
mat_hdr_manual_tonemap_rate : 1 : : <br />
mat_hdr_tonemapscale : 2 : , "cheat" : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.<br />
mat_hdr_uncapexposure : 0 : , "cheat", "cl" : <br />
mat_hsv : 0 : , "cheat", "cl" : <br />
mat_info : cmd : : Shows material system info<br />
mat_leafvis : 0 : , "cheat" : Draw wireframe of current leaf<br />
mat_levelflush : 1 : : <br />
mat_lightmap_pfms : 0 : : Outputs .pfm files containing lightmap data for each lightmap page when a level exits.<br />
mat_loadtextures : 1 : , "cheat" : <br />
mat_luxels : 0 : , "cheat" : <br />
mat_managedtextures : 1 : , "a" : If set, allows Direct3D to manage texture uploading at the cost of extra system memory<br />
mat_max_worldmesh_vertices : 65536 : : <br />
mat_measurefillrate : 0 : , "cheat" : <br />
mat_mipmaptextures : 1 : : <br />
mat_monitorgamma : 1 : , "a" : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)<br />
mat_monitorgamma_tv_enabled : 0 : , "a" : <br />
mat_monitorgamma_tv_exp : 2 : : <br />
mat_monitorgamma_tv_range_max : 255 : : <br />
mat_monitorgamma_tv_range_min : 16 : : <br />
mat_morphstats : 0 : , "cheat" : <br />
mat_motion_blur_enabled : 1 : , "a" : <br />
mat_motion_blur_falling_intensity : 1 : , "cl" : <br />
mat_motion_blur_falling_max : 20 : , "cl" : <br />
mat_motion_blur_falling_min : 10 : , "cl" : <br />
mat_motion_blur_forward_enabled : 0 : , "cl" : <br />
mat_motion_blur_percent_of_screen_max : 4 : : <br />
mat_motion_blur_rotation_intensity : 1 : , "cl" : <br />
mat_motion_blur_strength : 1 : , "cl" : <br />
mat_non_hdr_bloom_scalefactor : 0 : , "cl" : <br />
mat_norendering : 0 : , "cheat" : <br />
mat_normalmaps : 0 : , "cheat" : <br />
mat_normals : 0 : , "cheat" : <br />
mat_phong : 1 : : <br />
mat_picmip : 0 : , "a" : <br />
mat_postprocess_x : 4 : , "cl" : <br />
mat_postprocess_y : 1 : , "cl" : <br />
mat_postprocessing_combine : 1 : , "cl" : Combine bloom, software anti-aliasing and color correction into one post-processing pass<br />
mat_powersavingsmode : 0 : , "a" : Power Savings Mode<br />
mat_proxy : 0 : , "cheat" : <br />
mat_queue_mode : -1 : , "a" : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 2=queued multithreaded<br />
mat_queue_report : 0 : , "a" : Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.<br />
mat_reducefillrate : 0 : : <br />
mat_reduceparticles : 0 : : <br />
mat_reloadallmaterials : cmd : : Reloads all materials<br />
mat_reloadmaterial : cmd : : Reloads a single material<br />
mat_reloadtextures : cmd : : Reloads all textures<br />
mat_remoteshadercompile : 127 : , "cheat" : <br />
mat_report_queue_status : 0 : : <br />
mat_reporthwmorphmemory : cmd : : Reports the amount of size in bytes taken up by hardware morph textures.<br />
mat_reset_rendertargets : cmd : : Resets all the render targets<br />
mat_reversedepth : 0 : , "cheat" : <br />
mat_savechanges : cmd : : saves current video configuration to the registry<br />
mat_setvideomode : cmd : : sets the width, height, windowed state of the material system<br />
mat_shadercount : cmd : : display count of all shaders and reset that count<br />
mat_show_ab_hdr : 0 : : <br />
mat_show_ab_hdr_hudelement : 0 : , "cheat", "cl" : HDR Demo HUD Element toggle.<br />
mat_show_histogram : 0 : , "cl" : <br />
mat_show_texture_memory_usage : 0 : , "cheat", "numeric" : Display the texture memory usage on the HUD.<br />
mat_showcamerarendertarget : 0 : , "cheat", "cl" : <br />
mat_showenvmapmask : 0 : : <br />
mat_showframebuffertexture : 0 : , "cheat", "cl" : <br />
mat_showlightmappage : -1 : , "cl" : <br />
mat_showlowresimage : 0 : , "cheat" : <br />
mat_showmaterials : cmd : : Show materials.<br />
mat_showmaterialsverbose : cmd : : Show materials (verbose version).<br />
mat_showmiplevels : 0 : , "cheat" : color-code miplevels 2: normalmaps, 1: everything else<br />
mat_showtextures : cmd : : Show used textures.<br />
mat_showwatertextures : 0 : , "cheat", "cl" : <br />
mat_slopescaledepthbias_decal : 0 : , "cheat" : <br />
mat_slopescaledepthbias_normal : 0 : , "cheat" : <br />
mat_slopescaledepthbias_shadowmap : 16 : , "cheat" : <br />
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)<br />
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-alias blend strength), (3 - show averaged 'unlike' colour)<br />
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 edges, a higher value will soften fewer)<br />
mat_software_aa_quality : 0 : , "a", "cl" : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)<br />
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 of the effect: (0.0 - off), (1.0 - full)<br />
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.<br />
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 image sharper, higher will make it blurrier)<br />
mat_softwarelighting : 0 : : <br />
mat_softwareskin : 0 : , "cheat" : <br />
mat_specular : 1 : : Enable/Disable specularity for perf testing. Will cause a material reload upon change.<br />
mat_spew_on_texture_size : 0 : : Print warnings about vtf content that isn't of the expected size<br />
mat_spewvertexandpixelshaders : cmd : : Print all vertex and pixel shaders currently loaded to the console<br />
mat_stub : 0 : , "cheat", "cl" : <br />
mat_surfaceid : 0 : , "cheat" : <br />
mat_surfacemat : 0 : , "cheat" : <br />
mat_texture_limit : -1 : , "numeric" : If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.<br />
mat_texture_list : 0 : , "cheat" : For debugging, show a list of used textures per frame<br />
+mat_texture_list : cmd : : <br />
-mat_texture_list : cmd : : <br />
mat_texture_list_all : 0 : , "cheat", "numeric" : If this is nonzero, then the texture list panel will show all currently-loaded textures.<br />
mat_texture_list_content_path : 0 : , "a" : The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently running game dir.<br />
mat_texture_list_txlod : cmd : : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution<br />
mat_texture_list_txlod_sync : cmd : : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files<br />
mat_texture_list_view : 1 : , "cheat", "numeric" : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.<br />
mat_texture_outline_fonts : cmd : : Outline fonts textures.<br />
mat_texture_reload_frame_swap_workaround : 0 : : Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps<br />
mat_texture_save_fonts : cmd : : Save all font textures<br />
mat_texture_tracking : 0 : : <br />
mat_tintalphablendfactordst : 5 : : <br />
mat_tintalphablendfactorsrc : 4 : : <br />
mat_tintalphablendmode : 4 : : <br />
mat_tonemap_algorithm : 1 : , "cheat" : 0 = Original Algorithm 1 = New Algorithm<br />
mat_tonemap_min_avglum : 3 : , "cheat", "cl" : <br />
mat_tonemap_percent_bright_pixels : 2 : , "cheat", "cl" : <br />
mat_tonemap_percent_target : 60 : , "cheat", "cl" : <br />
mat_tonemapping_occlusion_use_stencil : 0 : : <br />
mat_trilinear : 1 : : <br />
mat_use_compressed_hdr_textures : 1 : : <br />
mat_viewportscale : 1 : , "a", "cl" : Scale down the main viewport (to reduce GPU impact on CPU profiling)<br />
mat_viewportupscale : 1 : , "a", "cl" : Scale the viewport back up<br />
mat_visualize_dof : 0 : , "cheat" : <br />
mat_vrmode_adapter : -1 : : <br />
mat_vsync : 0 : : Force sync to vertical retrace<br />
mat_wateroverlaysize : 256 : , "cl" : <br />
mat_wireframe : 0 : , "cheat" : <br />
mat_yuv : 0 : , "cheat", "cl" : <br />
matchmakingport : 27025 : : Host Matchmaking port<br />
maxplayers : cmd : : Change the maximum number of players allowed on this server.<br />
maxplayers_extended : 0 : , "sv" : Extends max player limit to 33. Please note that going over the recommended value (24) can cause significant performance issues.<br />
mem_compact : cmd : : <br />
mem_dump : cmd : : Dump memory stats to text file.<br />
mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) <br />
mem_dumpvballocs : cmd : : Dump VB memory allocation stats.<br />
mem_eat : cmd : : <br />
mem_force_flush : 0 : , "cheat" : Force cache flush of unlocked resources on every alloc<br />
mem_max_heapsize : 256 : : Maximum amount of memory to dedicate to engine hunk and datacache (in mb)<br />
mem_max_heapsize_dedicated : 64 : : Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)<br />
mem_min_heapsize : 48 : : Minimum amount of memory to dedicate to engine hunk and datacache (in mb)<br />
mem_periodicdumps : 0 : : Write periodic memstats dumps every n seconds.<br />
mem_test : cmd : : <br />
mem_test_each_frame : 0 : : Run heap check at end of every frame <br />
mem_test_every_n_seconds : 0 : : Run heap check at a specified interval <br />
mem_vcollide : cmd : : Dumps the memory used by vcollides<br />
memory : cmd : : Print memory stats.<br />
memory_diff : cmd : : show memory stats relative to snapshot<br />
memory_list : cmd : : dump memory list (linux only)<br />
memory_mark : cmd : : snapshot current allocation status<br />
memory_status : cmd : : show memory stats (linux only)<br />
minisave : cmd : : Saves game (for current level only!)<br />
mission_list : cmd : : List all available tactical missions<br />
mission_show : cmd : : Show the given mission<br />
mm_add_item : cmd : : Add a stats item<br />
mm_add_player : cmd : : Add a player<br />
mm_max_spectators : 4 : : Max players allowed on the spectator team<br />
mm_message : cmd : : Send a message to all remote clients<br />
mm_minplayers : 2 : : Number of players required to start an unranked game<br />
mm_select_session : cmd : : Select a session<br />
mm_session_info : cmd : : Dump session information<br />
mm_stats : cmd : : <br />
mod_forcedata : 1 : : Forces all model file data into cache on model load.<br />
mod_forcetouchdata : 1 : : Forces all model file data into cache on model load.<br />
mod_load_anims_async : 0 : : <br />
mod_load_fakestall : 0 : : Forces all ANI file loading to stall for specified ms <br />
mod_load_mesh_async : 0 : : <br />
mod_load_showstall : 0 : : 1 - show hitches , 2 - show stalls<br />
mod_load_vcollide_async : 0 : : <br />
mod_lock_mdls_on_load : 0 : : <br />
mod_offline_hdr_switch : 0 : : Re-order the HDR/LDR mode switch to do most of the material system reloading with the device offline. This reduces unnecessary device resource uploads and may drastically reduce load time and memory pressure on certain drivers, but may trigger bugs in some very old source engine pathways.<br />
mod_test_mesh_not_available : 0 : , "cheat" : <br />
mod_test_not_available : 0 : , "cheat" : <br />
mod_test_verts_not_available : 0 : , "cheat" : <br />
mod_touchalldata : 1 : : Touch model data during level startup<br />
mod_trace_load : 0 : : <br />
model_list : cmd : : Dump model list to file<br />
motdfile : 0 : , "sv" : The MOTD file to load.<br />
motdfile_text : 0 : , "sv" : The text-only MOTD file to use for clients that have disabled HTML MOTDs.<br />
+movedown : cmd : : <br />
-movedown : cmd : : <br />
+moveleft : cmd : : <br />
-moveleft : cmd : : <br />
moveplayer : cmd : : Forces a player to change team. Format: moveplayer <userid> <team><br />
moveplayerid : cmd : : Forces a player to change team. Format: moveplayer <userid> <team><br />
+moveright : cmd : : <br />
-moveright : cmd : : <br />
+moveup : cmd : : <br />
-moveup : cmd : : <br />
movie_fixwave : cmd : : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.<br />
mp_afkprotector_chestdroptime : 20 : , "sv", "nf", "rep" : AFK chest carriers drop the chest after this many seconds of idling<br />
mp_afkprotector_dealmethod : 1 : , "sv", "nf", "rep" : 0 = Do nothing, 1 = Move to spectator, 2 = Kick from the server, 3 = Move to spectator, but kick if they still AFK.<br />
mp_afkprotector_kickadmins : 0 : , "sv", "nf", "rep" : Admins lose their immunity to AFK kicks.<br />
mp_afkprotector_kickspecs : 0 : , "sv", "nf", "rep" : Always kick inactive spectators. Set to 2 to kick unassigned players as well.<br />
mp_afkprotector_time : 90 : , "sv", "nf", "rep" : Deal with AFK players after this many seconds of idling, see mp_afkprotector_dealmethod for dealing methods.<br />
mp_afkprotector_trinketdroptime : 20 : , "sv", "nf", "rep" : AFK trinket carriers drop the trinket after this many seconds of idling<br />
mp_allow_custom_balance : 0 : , "sv", "nf", "rep" : Allow custom weapon/class scripts, reload map to take effect. NOTE: This will flag your server as 'modded'!<br />
mp_allowNPCs : 1 : , "sv", "nf" : <br />
mp_allowrespawntime : 5 : , "sv", "nf", "rep" : Time in seconds from the round start that players joining may spawn in, or players who die may respawn.<br />
mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not<br />
mp_assist_dmg_threshold : 10 : , "sv", "nf", "rep" : Minimum Damage to be considered an assister<br />
mp_assist_lifetime : 5 : , "sv", "nf", "rep" : How long assist status remains on player after damage dealt, set to -1 for no lifetime<br />
mp_attackdirindicator : 1 : , "sv", "nf", "rep" : Allow the use of attack dir indicator.<br />
mp_autocrosshair : 1 : , "sv", "nf" : <br />
mp_autoteambalance : 1 : , "sv", "nf", "rep" : Forced team balancing<br />
mp_blunderbuss_bulletdrop : 250 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet drop<br />
mp_blunderbuss_bulletspeed : 3500 : , "sv", "cheat", "nf", "rep" : Blunderbuss bullet speed<br />
mp_button_dist : 70 : , "sv", "nf", "rep" : <br />
mp_chattime : 10 : , "sv", "rep" : amount of time players can chat after the game is over<br />
mp_clan_ready_signal : 0 : , "sv" : Text that team leader from each team must speak for the match to begin<br />
mp_clan_readyrestart : 0 : , "sv" : If non-zero, game will restart once someone from each team gives the ready signal<br />
mp_classlimit : 0 : , "sv", "nf", "rep" : Enable class limit, use mp_classlimit_* cvars to set limits.<br />
mp_classlimit_archer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_assassin : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_berserker : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_bondi : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_buccaneer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_captain : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_ealer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_gestir : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_heavyknight : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_huscarl : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_manatarms : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_sharpshooter : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_skirmisher : -1 : , "sv", "nf", "rep" : <br />
mp_ctf_capturelimit : 5 : , "sv", "nf", "rep" : How many flag captures needed in CTF to win the game if using capture limit<br />
mp_ctf_flagreturntime : 15 : , "sv", "nf", "rep" : How long before the flag returns to your base<br />
mp_ctf_timelimit : 10 : , "sv", "nf", "rep" : Time limit (in minutes) to CTF matches if using time limit<br />
mp_ctf_wincondition : 0 : , "sv", "nf", "rep" : Win condition for CTF 0 = Capture Limit 1 = Time Limit<br />
mp_decals : 200 : , "a" : <br />
mp_defaultteam : 0 : , "sv" : <br />
mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked<br />
mp_disable_respawn_times : 0 : , "sv", "nf", "rep" : Disable respawn times<br />
mp_disabledteam : 0 : , "sv", "nf", "rep" : Team that is disabled<br />
mp_disablepickups : 0 : , "sv", "nf", "rep" : Disables item pickups.<br />
mp_disablespecial : 0 : , "sv", "nf", "rep" : Disables player specials.<br />
mp_dm_force : 0 : , "sv", "nf", "rep" : Forces deathmatch rules on all maps. Change takes effect on map reload.<br />
mp_dm_oldrules : 0 : , "sv", "nf", "rep" : Use old gamerules for (t)dm instead of the new round based rules.<br />
mp_dm_spawnsound : 0 : , "sv", "nf", "rep" : Plays a sound when player spawns.<br />
mp_dodge_cooldown_minspeed : 120 : , "sv", "nf", "rep" : <br />
mp_dodge_duration : 1 : , "sv", "nf", "rep" : <br />
mp_dodge_easing_mode : 4 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_boost_time : 0 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_multiplier_min : 0 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_multiplier_peak : 2 : , "sv", "nf", "rep" : <br />
mp_door_blocked_react_dist : 350 : , "sv", "nf", "rep" : How far away should we consider a door to be in blocking range<br />
mp_door_dist : 100 : , "sv", "nf", "rep" : <br />
mp_endgame : cmd : : Usage: mp_endgame [winner team number]<br />
mp_endround : cmd : : Usage: mp_endround [winner team number] [runner-up] [loser]. If no runnerup/loser params are set losers are tied.<br />
mp_facefronttime : 3 : , "sv", "rep" : After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.<br />
mp_fadetoblack : 0 : , "sv", "nf", "rep" : fade a player's screen to black when he dies<br />
mp_falldamage : 1 : , "sv", "nf" : <br />
mp_fastchestrespawn_enabled : 1 : , "sv", "nf", "rep" : Enabled/Disable fast chest respawn if chest is carried for less than 5 seconds.<br />
mp_feetyawrate : 720 : , "sv", "rep" : How many degrees per second that we can turn our feet or upper body.<br />
mp_ff_affects_kick_attack : 1 : , "sv", "nf", "rep" : Can players kick their teammates when FF is on?<br />
mp_ff_autokick : 1 : , "sv", "nf", "rep" : Auto-kick team killers.<br />
mp_ff_autokick_banminutes : 30 : , "sv", "nf", "rep" : Ban length in minutes. Set 0 for kick only.<br />
mp_ff_autokick_limit : 5 : , "sv", "nf", "rep" : Auto-kick after this amount of TKs.<br />
mp_ff_damagescale : 0 : , "sv", "nf", "rep" : FF damage gets scaled by this value.<br />
mp_ff_message : 1 : , "sv", "nf", "rep" : Shows message to a player when their teammate hurts a friend.<br />
mp_filterdeadchat : 0 : , "sv", "nf", "rep" : Should dead player's chat be visible to player's alive<br />
mp_flashlight : 0 : , "sv", "nf" : <br />
mp_flintlock_bulletdrop : 250 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet drop<br />
mp_flintlock_bulletspeed : 4500 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet speed<br />
mp_footsteps : 1 : , "sv", "nf" : <br />
mp_forcecamera : 1 : , "sv", "rep" : Restricts spectator modes for dead players<br />
mp_forcerespawn : 1 : , "sv", "nf" : <br />
mp_fraglimit : 0 : , "sv", "nf", "rep" : The number of kills at which the map ends<br />
mp_freezecam : 1 : , "sv", "nf", "rep" : Enables/Disables death cam to freeze on killer when a player dies<br />
mp_friendlyfire : 0 : , "sv", "nf", "rep" : Allows team members to injure other members of their team<br />
mp_gamemodeintro : 1 : , "sv", "nf", "rep" : Show game mode intros for players at round start<br />
mp_harpoon_maxrange : 320 : , "sv", "nf", "rep" : Harpoon range in Source units.<br />
mp_harpoon_pullspeed : 25 : , "sv", "nf", "rep" : <br />
mp_headicons : 1 : , "sv", "nf", "rep" : Show player head icons such as voice/text chat and nemesis. Disabling this ignores client option.<br />
mp_hittraces_per_tick : 2 : , "sv", "nf", "rep" : Number of hit traces per simulation tick.<br />
mp_ik : 1 : , "sv", "rep" : Use IK on in-place turns.<br />
mp_infinite_ammo : 0 : , "sv", "cheat", "nf", "rep" : Infinite ammo<br />
mp_initialwait_freeze : 0 : , "sv", "nf", "rep" : Should the players be frozen when the game is about to start<br />
mp_initialwait_freeze_duration : 4 : , "sv", "nf", "rep" : How long in seconds the players are frozen on game start<br />
mp_initialwaittime : 30 : , "sv", "nf", "rep" : How long to wait for people who are still loading before starting the real round<br />
mp_kick_berserk_dmgmulti : 2 : , "sv", "cheat", "nf", "rep" : Kick damage gets multiplied by this value while berserking.<br />
mp_kick_delay : 2 : , "sv", "cheat", "nf", "rep" : Delay between kicks.<br />
mp_kick_dmg : 3 : , "sv", "cheat", "nf", "rep" : Kick damage.<br />
mp_kick_movementstop : 1 : , "sv", "cheat", "nf", "rep" : Enable/Disable kick movement stop.<br />
mp_kick_physics_maxmass : 200 : , "sv", "cheat", "nf", "rep" : Max object mass that can be kicked.<br />
mp_kick_physics_push : 400 : , "sv", "cheat", "nf", "rep" : Kick physics push.<br />
mp_kick_player_push : 300 : , "sv", "cheat", "nf", "rep" : Kick player push.<br />
mp_killdelay : 5 : , "a", "sv" : <br />
mp_limitteams : 1 : , "sv", "nf", "rep" : Max. allowed diference between team player counts<br />
mp_lts_adjustroundtimer : 1 : , "sv", "nf", "rep" : Should the round timer be adjusted by player count?<br />
mp_lts_alivecheck_method : 0 : , "sv", "nf", "rep" : 0 = Check every second (classic default) 1 = Check on player death<br />
mp_lts_allowdraws : 1 : , "sv", "nf", "rep" : Allow round draws. If not, when time limit is hit during sudden death, the win goes to team with more HP<br />
mp_lts_override_sdtime : 0 : , "sv", "nf", "rep" : Always override sudden death time by the value of 'mp_suddendeathtime', ignores map settings<br />
mp_lts_roundend_delay : 1 : , "sv", "nf", "rep" : When a team wins, how long should it take for round end screen to appear<br />
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<br />
mp_matchbased : 0 : , "sv", "nf", "rep" : Should the time/round limited games be considered as matches<br />
mp_maxsprinttime : 0 : , "sv", "rep" : <br />
mp_meleedamagecalc : 1 : , "sv", "nf", "rep" : Type of melee damage calculation. 0 - default 2.2 style, 1 - first hit does most damage<br />
mp_meleedamagemultiplier : 1 : , "sv", "nf", "rep" : Melee damage multiplier<br />
mp_meleerangeboost : 0 : , "sv", "nf", "rep" : Increases the range of all melee weapons by this amount (see also mp_meleerangescale)<br />
mp_meleerangescale : 1 : , "sv", "nf", "rep" : Scales the range of all melee weapons by this amount (scale is applied first, then boost)<br />
mp_meleesubsequenthitdmg : 0 : , "sv", "nf", "rep" : If mp_meleedamagecalc is 1, subsequent hits do the previous hit's damage multiplied by this amount<br />
mp_meleetracehullsize : 3 : , "sv", "nf", "rep" : Melee hit trace hull size (smaller value = harder to hit)<br />
mp_moveduringsuicide : 0 : , "sv", "nf", "rep" : Determines whether players can move during sucidie.<br />
mp_nemesis : 1 : , "sv", "nf", "rep" : Enable dominations and revenges.<br />
mp_nemesis_assistscount : 1 : , "sv", "nf", "rep" : Should assists count as 'kills' for nemesis status?<br />
mp_nemesis_kills : 4 : , "sv", "nf", "rep" : How many kills are required for nemesis status.<br />
mp_overtime_dm : 120 : , "sv", "nf", "rep" : If non-zero, overtime will be used if there's a draw, in seconds.<br />
mp_pausegame : cmd : : Pauses the game on next round start<br />
mp_player_pushaway_max_force : 200 : , "sv", "rep", "server_can_execute" : <br />
mp_player_pushaway_min_force : 20 : , "sv", "rep", "server_can_execute" : <br />
mp_playercollisionbounds : 24 : , "sv", "nf", "rep" : <br />
mp_preventchestpickup : 1 : , "sv", "nf", "rep" : If set to 0, players are allowed to pickup chests inside their own zone<br />
mp_projectile_use_hitboxes : 0 : , "sv", "nf", "rep" : Use hitboxes for projectile hit calculation.<br />
mp_randomclass : 0 : , "a", "sv" : <br />
mp_randsuddendeath : 0 : , "sv", "nf", "rep" : Pecrent chance sudden death will occur right at the start of the round. (Time for round will still be as usual)<br />
mp_respawntime : 5 : , "sv", "nf", "rep" : Respawn time in seconds<br />
mp_respawntime_waves : 10 : , "sv", "nf", "rep" : Respawn time in seconds<br />
mp_respawnwaves_minwait : 5 : , "sv", "nf", "rep" : Minimum respawn time<br />
mp_restartgame : 0 : , "sv", "rep" : If non-zero, game will restart in the specified number of seconds<br />
mp_restartgame_immediate : 0 : , "sv", "rep" : If non-zero, game will restart immediately<br />
mp_restartround : 0 : , "sv", "rep" : Restart round in X seconds<br />
mp_restartround_immediate : 0 : , "sv", "rep" : If non-zero, round will restart immediately<br />
mp_roundlimit : 3 : , "sv", "nf", "rep" : Round limit in number of rounds<br />
mp_roundlimit_clinch : 0 : , "sv", "nf", "rep" : Team can clinch the match when other teams have no way to catch up in round wins.<br />
mp_roundtime : 3 : , "sv", "nf", "rep" : round duration in minutes<br />
mp_roundtime_dm : 0 : , "sv", "nf", "rep" : If non-zero, this will be a round timer for DM rounds, otherwise map time limit is used.<br />
mp_roundtimer_lastteamstanding : 45 : , "sv", "nf", "rep" : Round time for Last Team Standing gamemode<br />
mp_ruleset : 0 : , "sv", "nf", "rep" : Which ruleset should be used.<br />
mp_show_silver_medals : 1 : , "sv", "nf", "rep" : Should team silver medals be shown in the scoreboard?<br />
mp_show_voice_icons : 1 : , "sv", "rep" : Show overhead player voice icons when players are speaking. <br />
mp_shuffleplayers : cmd : : Shuffles players in the server between the three teams equally<br />
mp_sprintdefaultrechargerate : 0 : , "sv", "rep" : <br />
mp_sprintexhaustedrechargerate : 0 : , "sv", "rep" : <br />
mp_sprintrechargedelay : 2 : , "sv", "rep" : <br />
mp_sprintspeedmultiplier : 1 : , "sv" : <br />
mp_ssrifle_specialmin : 0 : , "sv", "cheat", "nf", "rep" : Minimum throw strength fraction<br />
mp_suddendeathtime : 45 : , "sv", "nf", "rep" : Time in seconds that Sudden Death Mode will last<br />
mp_suicide_interval : 5 : , "a", "sv" : Time to wait before player can suicide again<br />
mp_teamlist : 0 : , "sv", "nf" : <br />
mp_teamoverride : 1 : , "sv" : <br />
mp_teamplay : 0 : , "sv", "nf" : <br />
mp_teamswitch_delay : 5 : , "sv" : <br />
mp_territorycapdeteriorate : 60 : , "sv", "nf", "rep" : Time in seconds it takes for a capture to fully deteriorate.<br />
mp_territorywindelay : 30 : , "sv", "nf", "rep" : Win delay after all territories have been captured by the same team.<br />
mp_thirdperson : 1 : , "sv", "nf", "rep" : Allow players to use thirdperson mode.<br />
mp_timelimit : 20 : , "sv", "nf", "rep" : game time per map in minutes<br />
mp_timelimit_waitroundend : 1 : , "sv", "nf", "rep" : Wait for the end of round before changing map<br />
mp_trinketdeath_scoregrace : 10 : , "sv", "nf", "rep" : When a trinket carrier dies that trinket when picked up cannot cause carrier death related gamemode scoring till this time has passed.<br />
mp_trinketreset : 20 : , "sv", "nf", "rep" : How long it takes for a dropped trinket to be despawned<br />
mp_trinketrespawn : 30 : , "sv", "nf", "rep" : How long it takes a lost trinket to respawn to a player on that team<br />
mp_trinketwars_killmultiplier : 1 : , "sv", "nf", "rep" : The number of kills required to win the game is the total number of players multiplied by this value.<br />
mp_trinketwars_maxkills : 32 : , "sv", "nf", "rep" : Don't allow the number of kills required to win the game to be more than this value.<br />
mp_trinketwars_minkills : 4 : , "sv", "nf", "rep" : Don't allow the number of kills required to win the game to be less than this value.<br />
mp_unpausegame : cmd : : Resume the game<br />
mp_usehwmmodels : 0 : , "cl" : Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)<br />
mp_usehwmvcds : 0 : , "cl" : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)<br />
mp_waitingforplayers_cancel : 0 : , "sv" : Set to 1 to end the WaitingForPlayers period.<br />
mp_waitingforplayers_restart : 0 : , "sv" : Set to 1 to start or restart the WaitingForPlayers period.<br />
mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds<br />
mp_weaponstay : 0 : , "sv", "nf" : <br />
mp_winlimit : 0 : , "sv", "nf", "rep" : Win limit in number of rounds<br />
multvar : cmd : : Multiply specified convar value.<br />
muzzleflash_light : 1 : , "a", "cl" : <br />
<br />
<br />
<br />
name : 0 : , "a", "user", "print", "server_can_execute" : Current user name<br />
name_parrot : 0 : , "a", "user", "print", "cl" : <br />
namelockid : cmd : : Prevent name changes for this userID.<br />
nav_add_to_selected_set : cmd : : Add current area to the selected set.<br />
nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set.<br />
nav_analyze : cmd : : Re-analyze the current Navigation Mesh and save it to disk.<br />
nav_area_bgcolor : 0 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing.<br />
nav_area_max_size : 50 : , "sv", "cheat" : Max area size created in nav generation<br />
nav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system.<br />
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 issue a 'nav_end_area' command.<br />
nav_begin_deselecting : cmd : : Start continuously removing from the selected set.<br />
nav_begin_drag_deselecting : cmd : : Start dragging a selection area.<br />
nav_begin_drag_selecting : cmd : : Start dragging a selection area.<br />
nav_begin_selecting : cmd : : Start continuously adding to the selected set.<br />
nav_begin_shift_xy : cmd : : Begin shifting the Selected Set.<br />
nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor.<br />
nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/out-of-date navigation files.<br />
nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area.<br />
nav_check_stairs : cmd : : Update the nav mesh STAIRS attribute<br />
nav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areas<br />
nav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set.<br />
nav_clear_selected_set : cmd : : Clear the selected set.<br />
nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions.<br />
nav_compress_id : cmd : : Re-orders area and ladder ID's so they are continuous.<br />
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 ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.<br />
nav_coplanar_slope_limit : 0 : , "sv", "cheat" : <br />
nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" : <br />
nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners.<br />
nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.<br />
nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground.<br />
nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.<br />
nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners.<br />
nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feet<br />
nav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand.<br />
nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.<br />
nav_debug_blocked : 0 : , "sv", "cheat" : <br />
nav_delete : cmd : : Deletes the currently highlighted Area.<br />
nav_delete_marked : cmd : : Deletes the currently marked Area (if any).<br />
nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.<br />
nav_disconnect_outgoing_oneways : cmd : : For each area in the selected set, disconnect all outgoing one-way connections.<br />
nav_displacement_test : 10000 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for in-development maps)<br />
nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.<br />
nav_drag_selection_volume_zmax_offset : 32 : , "sv", "rep" : The offset of the nav drag volume top from center<br />
nav_drag_selection_volume_zmin_offset : 32 : , "sv", "rep" : The offset of the nav drag volume bottom from center<br />
nav_draw_limit : 50 : , "sv", "cheat" : The maximum number of areas to draw in edit mode<br />
nav_dump_selected_set_positions : cmd : : Write the (x,y,z) coordinates of the centers of all selected nav areas to a file.<br />
nav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.<br />
nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it.<br />
nav_end_deselecting : cmd : : Stop continuously removing from the selected set.<br />
nav_end_drag_deselecting : cmd : : Stop dragging a selection area.<br />
nav_end_drag_selecting : cmd : : Stop dragging a selection area.<br />
nav_end_selecting : cmd : : Stop continuously adding to the selected set.<br />
nav_end_shift_xy : cmd : : Finish shifting the Selected Set.<br />
nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.<br />
nav_gen_cliffs_approx : cmd : : Mark cliff areas, post-processing approximation<br />
nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.<br />
nav_generate_fencetops : 1 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle tops<br />
nav_generate_fixup_jump_areas : 0 : , "sv", "cheat" : Convert obsolete jump areas into 2-way connections<br />
nav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk.<br />
nav_generate_incremental_range : 2000 : , "sv", "cheat" : <br />
nav_generate_incremental_tolerance : 0 : , "sv", "cheat" : Z tolerance for adding new nav areas.<br />
nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.<br />
nav_ladder_flip : cmd : : Flips the selected ladder's direction.<br />
nav_load : cmd : : Loads the Navigation Mesh for the current map.<br />
nav_lower_drag_volume_max : cmd : : Lower the top of the drag select volume.<br />
nav_lower_drag_volume_min : cmd : : Lower the bottom of the drag select volume.<br />
nav_make_sniper_spots : cmd : : Chops the marked area into disconnected sub-areas suitable for sniper spots.<br />
nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.<br />
nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set.<br />
nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.<br />
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 a Navigation Mesh.<br />
nav_max_view_distance : 6000 : , "sv", "cheat" : Maximum range for precomputed nav mesh visibility (0 = default 1500 units)<br />
nav_max_vis_delta_list_length : 64 : , "sv", "cheat" : <br />
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 command.<br />
nav_merge_mesh : cmd : : Merges a saved selected set into the current mesh.<br />
nav_no_hostages : cmd : : Toggles the 'hostages cannot use this area' flag used by the AI system.<br />
nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.<br />
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-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.<br />
nav_place_list : cmd : : Lists all place names used in the map.<br />
nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.<br />
nav_place_replace : cmd : : Replaces all instances of the first place with the second place.<br />
nav_place_set : cmd : : Sets the Place of all selected areas to the current Place.<br />
nav_potentially_visible_dot_tolerance : 0 : , "sv", "cheat" : <br />
nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.<br />
nav_quicksave : 1 : , "sv", "cheat" : Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.<br />
nav_raise_drag_volume_max : cmd : : Raise the top of the drag select volume.<br />
nav_raise_drag_volume_min : cmd : : Raise the bottom of the drag select volume.<br />
nav_recall_selected_set : cmd : : Re-selects the stored selected set.<br />
nav_remove_from_selected_set : cmd : : Remove current area from the selected set.<br />
nav_remove_jump_areas : cmd : : Removes legacy jump areas, replacing them with connections.<br />
nav_run : cmd : : Toggles the 'traverse this area by running' flag used by the AI system.<br />
nav_save : cmd : : Saves the current Navigation Mesh to disk.<br />
nav_save_selected : cmd : : Writes the selected set to disk for merging into another mesh via nav_merge_mesh.<br />
nav_select_blocked_areas : cmd : : Adds all blocked areas to the selected set<br />
nav_select_damaging_areas : cmd : : Adds all damaging areas to the selected set<br />
nav_select_half_space : cmd : : Selects any areas that intersect the given half-space.<br />
nav_select_invalid_areas : cmd : : Adds all invalid areas to the Selected Set.<br />
nav_select_larger_than : cmd : : Select nav areas where both dimensions are larger than the given size.<br />
nav_select_obstructed_areas : cmd : : Adds all obstructed areas to the selected set<br />
nav_select_orphans : cmd : : Adds all orphan areas to the selected set (highlight a valid area first).<br />
nav_select_overlapping : cmd : : Selects nav areas that are overlapping others.<br />
nav_select_radius : cmd : : Adds all areas in a radius to the selection set<br />
nav_select_stairs : cmd : : Adds all stairway areas to the selected set<br />
nav_selected_set_border_color : 100 : , "sv", "cheat" : Color used to draw the selected set borders while editing.<br />
nav_selected_set_color : 255 : , "sv", "cheat" : Color used to draw the selected set background while editing.<br />
nav_set_place_mode : cmd : : Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.<br />
nav_shift : cmd : : Shifts the selected areas by the specified amount<br />
nav_show_approach_points : 0 : , "sv", "cheat" : Show Approach Points in the Navigation Mesh.<br />
nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editing<br />
nav_show_compass : 0 : , "sv", "cheat" : <br />
nav_show_continguous : 0 : , "sv", "cheat" : Highlight non-contiguous connections<br />
nav_show_danger : 0 : , "sv", "cheat" : Show current 'danger' levels.<br />
nav_show_dumped_positions : cmd : : Show the (x,y,z) coordinate positions of the given dump file.<br />
nav_show_func_nav_avoid : 0 : , "sv", "cheat" : Show areas of designer-placed bot avoidance due to func_nav_avoid entities<br />
nav_show_func_nav_prefer : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prefer entities<br />
nav_show_func_nav_prerequisite : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prerequisite entities<br />
nav_show_ladder_bounds : cmd : : Draws the bounding boxes of all func_ladders in the map.<br />
nav_show_light_intensity : 0 : , "sv", "cheat" : <br />
nav_show_node_grid : 0 : , "sv", "cheat" : <br />
nav_show_node_id : 0 : , "sv", "cheat" : <br />
nav_show_nodes : 0 : , "sv", "cheat" : <br />
nav_show_player_counts : 0 : , "sv", "cheat" : Show current player counts in each area.<br />
nav_show_potentially_visible : 0 : , "sv", "cheat" : Show areas that are potentially visible from the current nav area<br />
nav_simplify_selected : cmd : : Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas<br />
nav_slope_limit : 0 : , "sv", "cheat" : The ground unit normal's Z component must be greater than this for nav areas to be generated.<br />
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.<br />
nav_snap_to_grid : 0 : , "sv", "cheat" : Snap to the nav generation grid when creating new nav areas<br />
nav_solid_props : 0 : , "sv", "cheat" : Make props solid to nav generation/editing<br />
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.<br />
nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command.<br />
nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split.<br />
nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system.<br />
nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system.<br />
nav_store_selected_set : cmd : : Stores the current selected set for later retrieval.<br />
nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.<br />
nav_subdivide : cmd : : Subdivides all selected areas.<br />
nav_test_node : 0 : , "sv", "cheat" : <br />
nav_test_node_crouch : 0 : , "sv", "cheat" : <br />
nav_test_node_crouch_dir : 4 : , "sv", "cheat" : <br />
nav_test_stairs : cmd : : Test the selected set for being on stairs<br />
nav_toggle_deselecting : cmd : : Start or stop continuously removing from the selected set.<br />
nav_toggle_in_selected_set : cmd : : Remove current area from the selected set.<br />
nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.<br />
nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.<br />
nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set.<br />
nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set.<br />
nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system.<br />
nav_unmark : cmd : : Clears the marked Area or Ladder.<br />
nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area.<br />
nav_update_lighting : cmd : : Recomputes lighting values<br />
nav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibility<br />
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.<br />
nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system.<br />
nav_warp_to_mark : cmd : : Warps the player to the marked area.<br />
nav_world_center : cmd : : Centers the nav mesh in the world<br />
nb_last_area_update_tolerance : 4 : , "sv", "cheat" : Distance a character needs to travel in order to invalidate cached area<br />
net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name><br />
net_channels : cmd : : Shows net channel info<br />
net_chokeloop : 0 : : Apply bandwidth choke to loopback packets<br />
net_compresspackets : 1 : : Use compression on game packets.<br />
net_compresspackets_minsize : 1024 : : Don't bother compressing packets below this size.<br />
net_compressvoice : 0 : : Attempt to compress out of band voice payloads (360 only).<br />
net_drawslider : 0 : : Draw completion slider during signon<br />
net_droppackets : 0 : , "cheat" : Drops next n packets on client<br />
net_fakejitter : 0 : , "cheat" : Jitter fakelag packet time<br />
net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds.<br />
net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets)<br />
net_graph : 1 : , "a", "cl" : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.<br />
net_graphheight : 300 : , "a", "cl" : Height of netgraph panel<br />
net_graphmsecs : 400 : , "a", "cl" : The latency graph represents this many milliseconds.<br />
net_graphpos : 1 : , "a", "cl" : <br />
net_graphproportionalfont : 1 : , "a", "cl" : Determines whether netgraph font is proportional or not<br />
net_graphshowinterp : 1 : , "a", "cl" : Draw the interpolation graph.<br />
net_graphshowlatency : 1 : , "a", "cl" : Draw the ping/packet loss graph.<br />
net_graphsolid : 1 : , "a", "cl" : <br />
net_graphtext : 1 : , "a", "cl" : Draw text fields<br />
net_maxcleartime : 4 : : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).<br />
net_maxfilesize : 16 : : Maximum allowed file size for uploading in MB<br />
net_maxfragments : 1260 : : Max fragment bytes per packet<br />
net_maxpacketdrop : 5000 : : Ignore any packets with the sequence number more than this ahead (0 == no limit)<br />
net_maxroutable : 1260 : , "a", "user" : Requested max packet size before packets are 'split'.<br />
net_queue_trace : 0 : : <br />
net_queued_packet_thread : 1 : : Use a high priority thread to send queued packets out instead of sending them each frame.<br />
net_scale : 5 : , "a", "cl" : <br />
net_showdrop : 0 : : Show dropped packets in console<br />
net_showevents : 0 : , "cheat" : Dump game events to console (1=client only, 2=all).<br />
net_showfragments : 0 : : Show netchannel fragments<br />
net_showmsg : 0 : : Show incoming message: <0|1|name><br />
net_showpeaks : 0 : : Show messages for large packets only: <size><br />
net_showsplits : 0 : : Show info about packet splits<br />
net_showtcp : 0 : : Dump TCP stream summary to console<br />
net_showudp : 0 : : Dump UDP packets summary to console<br />
net_showudp_wire : 0 : : Show incoming packet information<br />
net_splitpacket_maxrate : 80000 : : Max bytes per second when queueing splitpacket chunks<br />
net_splitrate : 1 : : Number of fragments for a splitpacket that can be sent per frame<br />
net_start : cmd : : Inits multiplayer network sockets<br />
net_status : cmd : : Shows current network status<br />
net_udp_rcvbuf : 131072 : : Default UDP receive buffer size<br />
net_usesocketsforloopback : 0 : : Use network sockets layer even for listen server local player's packets (multiplayer only).<br />
next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )<br />
nextdemo : cmd : : Play next demo in sequence.<br />
nextlevel : 0 : , "sv", "nf" : If set to a valid map name, will change to this map during the next changelevel<br />
noclip : cmd : : Toggle. Player becomes non-solid and flies.<br />
notarget : cmd : : Toggle. Player becomes hidden to NPCs.<br />
npc_ally_deathmessage : 1 : , "sv", "cheat" : <br />
npc_ammo_deplete : cmd : : Subtracts half of the target's ammo<br />
npc_bipass : cmd : : Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.<br />
npc_combat : cmd : : Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
npc_conditions : cmd : : Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
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 this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}<br />
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 that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}<br />
npc_create_equipment : 0 : , "sv" : <br />
npc_destroy : cmd : : Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at<br />
npc_destroy_unselected : cmd : : Removes all NPCs from the universe that aren't currently selected<br />
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 entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
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} / {npc class_name} / no argument picks what player is looking at<br />
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: -none-<br />
npc_freeze_unselected : cmd : : Freeze all NPCs not selected<br />
npc_go : cmd : : Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-<br />
npc_go_do_run : 1 : , "sv" : Set whether should run on NPC go<br />
npc_go_random : cmd : : Sends all selected NPC(s) to a random node. Arguments: -none-<br />
npc_heal : cmd : : Heals the target back to full health<br />
npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment<br />
npc_kill : cmd : : Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at<br />
npc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
npc_relationships : cmd : : Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_reset : cmd : : Reloads schedules for all NPC's from their script files Arguments: -none-<br />
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 rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at <br />
npc_select : cmd : : Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
npc_sentences : 0 : , "sv" : <br />
npc_speakall : cmd : : Force the npc to try and speak all their responses<br />
npc_squads : cmd : : Obsolete. Replaced by npc_combat<br />
npc_steering : cmd : : Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_steering_all : cmd : : Displays the steering obstructions of all NPCs (used to perform local avoidance) <br />
npc_task_text : cmd : : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at <br />
npc_tasks : cmd : : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at <br />
npc_teleport : cmd : : Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-<br />
npc_thinknow : cmd : : Trigger NPC to think<br />
npc_viewcone : cmd : : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_vphysics : 0 : , "sv" : <br />
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old_radiusdamage : 0 : , "sv", "rep" : <br />
onehp : cmd : : Set health to 1, and remove all armor.<br />
opt_EnumerateLeavesFastAlgorithm : 1 : : Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.<br />
option_duck_method : 1 : , "a", "sv", "rep" : <br />
option_duck_method_default : 1 : , "cl" : <br />
optionspanel : cmd : : Options<br />
overview_alpha : 1 : , "a", "clientcmd_can_execute", "cl" : Overview map translucency. <br />
overview_health : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's health in map overview. <br />
overview_locked : 1 : , "a", "clientcmd_can_execute", "cl" : Locks map angle, doesn't follow view angle. <br />
overview_mode : cmd : : Sets overview map mode off,small,large: <0|1|2><br />
overview_names : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's names in map overview. <br />
overview_tracks : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's tracks in map overview. <br />
overview_zoom : cmd : : Sets overview map zoom: <zoom> [<time>] [rel]<br />
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panel_test_title_safe : 0 : , "cheat" : Test vgui panel positioning with title safe indentation<br />
particle_sim_alt_cores : 2 : , "cl" : <br />
particle_simulateoverflow : 0 : , "cheat", "cl" : Used for stress-testing particle systems. Randomly denies creation of particles.<br />
particle_test_attach_attachment : 0 : , "sv", "cheat" : Attachment index for attachment mode<br />
particle_test_attach_mode : 0 : , "sv", "cheat" : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'<br />
particle_test_file : 0 : , "sv", "cheat" : Name of the particle system to dynamically spawn<br />
particle_test_start : cmd : : Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
particle_test_stop : cmd : : Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
password : 0 : , "a", "norecord" : Current server access password<br />
path : cmd : : Show the engine filesystem path.<br />
pause : cmd : : Toggle the server pause state.<br />
PerfMark : cmd : : inserts a telemetry marker into the stream. If args are provided, they will be included.<br />
perfui : cmd : : Show/hide the level performance tools UI.<br />
perfvisualbenchmark : cmd : : <br />
perfvisualbenchmark_abort : cmd : : <br />
phonemedelay : 0 : , "cl" : Phoneme delay to account for sound system latency.<br />
phonemefilter : 0 : , "cl" : Time duration of box filter to pass over phonemes.<br />
phonemesnap : 2 : , "cl" : Lod at level at which visemes stops always considering two phonemes, regardless of duration.<br />
phys_dontprintint : 1 : , "sv" : Don't print inter-penetration warnings.<br />
phys_impactforcescale : 1 : , "sv" : <br />
phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes.<br />
phys_pushscale : 100000 : , "sv", "rep" : <br />
phys_speeds : 0 : , "sv" : <br />
phys_stressbodyweights : 5 : , "sv" : <br />
phys_timescale : 1 : , "sv" : Scale time for physics<br />
phys_upimpactforcescale : 0 : , "sv" : <br />
physics_budget : cmd : : Times the cost of each active object<br />
physics_constraints : cmd : : Highlights constraint system graph for an entity<br />
physics_debug_entity : cmd : : Dumps debug info for an entity<br />
physics_highlight_active : cmd : : Turns on the absbox for all active physics objects<br />
physics_report_active : cmd : : Lists all active physics objects<br />
physics_select : cmd : : Dumps debug info for an entity<br />
physicsshadowupdate_render : 0 : , "sv" : <br />
picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information<br />
ping : cmd : : Display ping to server.<br />
pipeline_static_props : 1 : : <br />
pixelvis_debug : cmd : : Dump debug info<br />
play : cmd : : Play a sound.<br />
playdemo : cmd : : Play a recorded demo file (.dem ).<br />
player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console.<br />
player_old_armor : 0 : , "sv" : <br />
playflush : cmd : : Play a sound, reloading from disk in case of changes.<br />
playgamesound : cmd : : Play a sound from the game sounds txt file<br />
playsoundscape : cmd : : Forces a soundscape to play<br />
playvideo : cmd : : Plays a video: <filename> [width height]<br />
playvideo_exitcommand : cmd : : Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command><br />
playviewmodelanim : cmd : : Play a view model animation.<br />
playvol : cmd : : Play a sound at a specified volume.<br />
plugin_load : cmd : : plugin_load <filename> : loads a plugin<br />
plugin_pause : cmd : : plugin_pause <index> : pauses a loaded plugin<br />
plugin_pause_all : cmd : : pauses all loaded plugins<br />
plugin_print : cmd : : Prints details about loaded plugins<br />
plugin_unload : cmd : : plugin_unload <index> : unloads a plugin<br />
plugin_unpause : cmd : : plugin_unpause <index> : unpauses a disabled plugin<br />
plugin_unpause_all : cmd : : unpauses all disabled plugins<br />
pop_a_zit : cmd : : Pops zits... for debugging<br />
+posedebug : cmd : : Turn on pose debugger or add ents to pose debugger UI<br />
-posedebug : cmd : : Turn off pose debugger or hide ents from pose debugger UI<br />
print_colorcorrection : cmd : : Display the color correction layer information.<br />
progress_enable : cmd : : <br />
prop_active_gib_limit : 999999 : , "sv" : <br />
prop_active_gib_max_fade_time : 999999 : , "sv" : <br />
prop_crosshair : cmd : : Shows name for prop looking at<br />
prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.<br />
prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}<br />
prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}<br />
props_break_max_pieces : -1 : : Maximum prop breakable piece count (-1 = model default)<br />
props_break_max_pieces_perframe : -1 : , "sv", "rep" : Maximum prop breakable piece count per frame (-1 = model default)<br />
pvk2_assistedsuicide_time : 2 : , "sv", "cheat" : <br />
pvk2_captainspecial_selfdmg : 0 : , "sv" : <br />
pvk2_demos : cmd : : Open demos dialog.<br />
pvk2_max_usercmd_future_ticks : 8 : , "sv" : Prevents clients from running usercmds too far in the future. Prevents speed hacks.<br />
pvk2_server_browser : cmd : : Open Server Browser<br />
pvk2_support_helper : cmd : : Prints troubleshooting information.<br />
pwatchent : -1 : , "cheat", "cl" : Entity to watch for prediction system changes.<br />
pwatchvar : 0 : , "cheat", "cl" : Entity variable to watch in prediction system for changes.<br />
pyro_max_intensity : 0 : , "a", "cl" : <br />
pyro_max_rate : 0 : , "a", "cl" : <br />
pyro_max_side_length : 0 : , "a", "cl" : <br />
pyro_max_side_width : 0 : , "a", "cl" : <br />
pyro_min_intensity : 0 : , "a", "cl" : <br />
pyro_min_rate : 0 : , "a", "cl" : <br />
pyro_min_side_length : 0 : , "a", "cl" : <br />
pyro_min_side_width : 0 : , "a", "cl" : <br />
pyro_vignette : 2 : , "a", "cl" : <br />
pyro_vignette_distortion : 1 : , "a", "cl" : <br />
<br />
<br />
<br />
quit : cmd : : Exit the engine.<br />
r_3dnow : cmd : : Enable/disable 3DNow code<br />
r_3dsky : 1 : , "cl" : Enable the rendering of 3d sky boxes<br />
r_AirboatViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_AirboatViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : <br />
r_AirboatViewZHeight : 0 : , "sv", "cheat", "nf", "rep" : <br />
r_ambientboost : 1 : , "a" : Set to boost ambient term if it is totally swamped by local lights<br />
r_ambientfactor : 5 : , "a" : Boost ambient cube by no more than this factor<br />
r_ambientfraction : 0 : , "cheat" : Fraction of direct lighting that ambient cube must be below to trigger boosting<br />
r_ambientlightingonly : 0 : , "cheat" : Set this to 1 to light models with only ambient lighting (and no static lighting).<br />
r_ambientmin : 0 : , "a" : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright<br />
r_aspectratio : 0 : , "cheat" : <br />
r_avglight : 1 : , "cheat" : <br />
r_avglightmap : 0 : , "cheat" : <br />
r_bloomtintb : 0 : : <br />
r_bloomtintexponent : 2 : : <br />
r_bloomtintg : 0 : : <br />
r_bloomtintr : 0 : : <br />
r_cheapwaterend : cmd : : <br />
r_cheapwaterstart : cmd : : <br />
r_cleardecals : cmd : : Usage r_cleardecals <permanent>.<br />
r_ClipAreaPortals : 1 : , "cheat" : <br />
r_colorstaticprops : 0 : , "cheat" : <br />
r_debugcheapwater : 0 : , "cheat", "cl" : <br />
r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.<br />
r_decal_cover_count : 4 : : <br />
r_decal_cullsize : 5 : : <br />
r_decal_overlap_area : 0 : : <br />
r_decal_overlap_count : 3 : : <br />
r_decals : 200 : : <br />
r_decalstaticprops : 1 : : Decal static props test<br />
r_depthoverlay : 0 : , "cheat", "cl" : Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.<br />
r_DispBuildable : 0 : , "cheat" : <br />
r_DispDrawAxes : 0 : : <br />
r_DispWalkable : 0 : , "cheat" : <br />
r_dopixelvisibility : 1 : , "cl" : <br />
r_drawbatchdecals : 1 : : Render decals batched.<br />
r_DrawBeams : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframe<br />
r_drawclipbrushes : 0 : , "cheat" : Draw clip brushes (red=NPC+player, pink=player, purple=NPC)<br />
r_drawdecals : 1 : , "cheat" : Render decals.<br />
r_drawdetailprops : 0 : : 0=Off, 1=Normal, 2=Wireframe<br />
r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps<br />
r_drawentities : 1 : , "cheat" : <br />
r_drawflecks : 1 : : <br />
r_drawfuncdetail : 1 : , "cheat" : Render func_detail<br />
r_drawleaf : -1 : , "cheat" : Draw the specified leaf.<br />
r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw rays <br />
r_drawlightinfo : 0 : , "cheat" : <br />
r_drawlights : 0 : , "cheat" : <br />
r_drawmodeldecals : 1 : : <br />
r_DrawModelLightOrigin : 0 : , "cheat" : <br />
r_drawmodelstatsoverlay : 0 : , "cheat" : <br />
r_drawmodelstatsoverlaydistance : 500 : , "cheat" : <br />
r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2<br />
r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2<br />
r_drawopaquerenderables : 1 : , "cheat", "cl" : <br />
r_drawopaquestaticpropslast : 0 : , "cl" : Whether opaque static props are rendered after non-npcs<br />
r_drawopaqueworld : 1 : , "cheat", "cl" : <br />
r_drawothermodels : 1 : , "cheat", "cl" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawparticles : 1 : , "cheat", "cl" : Enable/disable particle rendering<br />
r_drawpixelvisibility : 0 : , "cl" : Show the occlusion proxies<br />
r_DrawPortals : 0 : , "cheat" : <br />
r_DrawRain : 1 : , "cheat", "cl" : Enable/disable rain rendering.<br />
r_drawrenderboxes : 0 : , "cheat", "cl" : <br />
r_drawropes : 1 : , "cheat", "cl" : <br />
r_drawskybox : 1 : , "cheat" : <br />
r_DrawSpecificStaticProp : -1 : : <br />
r_drawsprites : 1 : , "cheat", "cl" : <br />
r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawtracers : 1 : , "cheat", "cl" : <br />
r_drawtracers_firstperson : 1 : , "a", "cl" : Toggle visibility of first person weapon tracers<br />
r_drawtranslucentrenderables : 1 : , "cheat", "cl" : <br />
r_drawtranslucentworld : 1 : , "cheat" : <br />
r_drawvgui : 1 : , "cheat" : Enable the rendering of vgui panels<br />
r_drawviewmodel : 1 : , "cheat", "cl" : <br />
r_drawworld : 1 : , "cheat" : Render the world.<br />
r_dscale_basefov : 90 : , "cheat" : <br />
r_dscale_fardist : 2000 : , "cheat" : <br />
r_dscale_farscale : 4 : , "cheat" : <br />
r_dscale_neardist : 100 : , "cheat" : <br />
r_dscale_nearscale : 1 : , "cheat" : <br />
r_dynamic : 1 : : <br />
r_dynamiclighting : 1 : , "cheat" : <br />
r_entityclips : 1 : , "cl" : <br />
r_eyeglintlodpixels : 20 : , "cheat" : The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.<br />
r_eyegloss : 1 : , "a", "cl" : <br />
r_eyemove : 1 : , "a" : <br />
r_eyes : 1 : : <br />
r_eyeshift_x : 0 : , "a" : <br />
r_eyeshift_y : 0 : , "a" : <br />
r_eyeshift_z : 0 : , "a" : <br />
r_eyesize : 0 : , "a" : <br />
r_eyewaterepsilon : 10 : , "cheat", "cl" : <br />
r_FadeProps : 1 : , "cl" : <br />
r_farz : -1 : , "cheat", "cl" : Override the far clipping plane. -1 means to use the value in env_fog_controller.<br />
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 settings<br />
r_fastzrejectdisp : 0 : : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.<br />
r_flashlightambient : 0 : , "cheat", "cl" : <br />
r_flashlightclip : 0 : , "cheat" : <br />
r_flashlightconstant : 0 : , "cheat", "cl" : <br />
r_flashlightculldepth : 1 : : <br />
r_flashlightdepthres : 512 : , "cl" : <br />
r_flashlightdepthtexture : 1 : : <br />
r_flashlightdrawclip : 0 : , "cheat" : <br />
r_flashlightdrawdepth : 0 : : <br />
r_flashlightdrawfrustum : 0 : , "cl" : <br />
r_flashlightdrawfrustumbbox : 0 : : <br />
r_flashlightdrawsweptbbox : 0 : : <br />
r_flashlightfar : 750 : , "cheat", "cl" : <br />
r_flashlightfov : 45 : , "cheat", "cl" : <br />
r_flashlightladderdist : 40 : , "cheat", "cl" : <br />
r_flashlightlinear : 100 : , "cheat", "cl" : <br />
r_flashlightlockposition : 0 : , "cheat", "cl" : <br />
r_flashlightmodels : 1 : , "cl" : <br />
r_flashlightnear : 4 : , "cheat", "cl" : <br />
r_flashlightnodraw : 0 : : <br />
r_flashlightoffsetx : 10 : , "cheat", "cl" : <br />
r_flashlightoffsety : -20 : , "cheat", "cl" : <br />
r_flashlightoffsetz : 24 : , "cheat", "cl" : <br />
r_flashlightquadratic : 0 : , "cheat", "cl" : <br />
r_flashlightrender : 1 : : <br />
r_flashlightrendermodels : 1 : : <br />
r_flashlightrenderworld : 1 : : <br />
r_flashlightscissor : 0 : : <br />
r_flashlightshadowatten : 0 : , "cheat", "cl" : <br />
r_flashlightupdatedepth : 1 : : <br />
r_flashlightvisualizetrace : 0 : , "cheat", "cl" : <br />
r_flex : 1 : : <br />
r_flushlod : cmd : : Flush and reload LODs.<br />
r_ForceWaterLeaf : 1 : , "cl" : Enable for optimization to water - considers view in leaf under water for purposes of culling<br />
r_frustumcullworld : 1 : : <br />
r_glint_alwaysdraw : 0 : : <br />
r_glint_procedural : 0 : : <br />
r_hunkalloclightmaps : 1 : : <br />
r_hwmorph : 1 : , "cheat" : <br />
r_itemblinkmax : 0 : , "cheat" : <br />
r_itemblinkrate : 4 : , "cheat" : <br />
r_JeepFOV : 90 : , "sv", "cheat", "rep" : <br />
r_JeepViewBlendTo : 1 : , "cheat", "cl" : <br />
r_JeepViewBlendToScale : 0 : , "cheat", "cl" : <br />
r_JeepViewBlendToTime : 1 : , "cheat", "cl" : <br />
r_JeepViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_JeepViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : <br />
r_JeepViewZHeight : 10 : , "sv", "cheat", "nf", "rep" : <br />
r_light_debug : 0 : , "cheat", "cl" : <br />
r_light_intensemin : 0 : , "cheat", "cl" : Minimum brightness of a light to be classed as shadow casting<br />
r_light_lerp : 1 : , "cheat", "cl" : <br />
r_light_shadows : 0 : , "a", "cl" : Allow lights to cast dynamic rtt shadows<br />
r_light_shortfactor : 2 : , "cheat", "cl" : Makes shadows cast from local lights shorter<br />
r_lightaverage : 1 : : Activates/deactivate light averaging<br />
r_lightcache_numambientsamples : 162 : , "cheat" : number of random directions to fire rays when computing ambient lighting<br />
r_lightcache_zbuffercache : 0 : : <br />
r_lightcachecenter : 1 : , "cheat" : <br />
r_lightcachemodel : -1 : , "cheat" : <br />
r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolation<br />
r_lightmap : -1 : , "cheat" : <br />
r_lightstyle : -1 : , "cheat" : <br />
r_lightwarpidentity : 0 : , "cheat" : <br />
r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn.<br />
r_lod : -1 : : <br />
r_mapextents : 16384 : , "cheat", "cl" : Set the max dimension for the map. This determines the far clipping plane<br />
r_maxdlights : 32 : : <br />
r_maxmodeldecal : 50 : : <br />
r_maxnewsamples : 6 : : <br />
r_maxsampledist : 128 : : <br />
r_minnewsamples : 3 : : <br />
r_modelwireframedecal : 0 : , "cheat" : <br />
r_newflashlight : 1 : , "cheat", "cl" : <br />
r_nohw : 0 : , "cheat" : <br />
r_norefresh : 0 : : <br />
r_nosw : 0 : , "cheat" : <br />
r_novis : 0 : , "cheat" : Turn off the PVS.<br />
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.<br />
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.<br />
r_occludermincount : 0 : : At least this many occluders will be used, no matter how big they are.<br />
r_occlusion : 1 : : Activate/deactivate the occlusion system.<br />
r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing.<br />
r_oldlightselection : 0 : , "cheat" : Set this to revert to HL2's method of selecting lights<br />
r_overlayfadeenable : 0 : : <br />
r_overlayfademax : 2000 : : <br />
r_overlayfademin : 1750 : : <br />
r_overlaywireframe : 0 : : <br />
r_particle_sim_spike_threshold_ms : 5 : , "cl" : <br />
r_particle_timescale : 1 : , "cheat", "cl" : <br />
r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it.<br />
r_PhysPropStaticLighting : 1 : , "cl" : <br />
r_pix_recordframes : 0 : : <br />
r_pix_start : 0 : : <br />
r_pixelfog : 1 : : <br />
r_pixelvisibility_partial : 1 : , "cl" : <br />
r_pixelvisibility_spew : 0 : , "cl" : <br />
r_portalsopenall : 0 : , "cheat" : Open all portals<br />
r_PortalTestEnts : 1 : , "cheat", "cl" : Clip entities against portal frustums.<br />
r_printdecalinfo : cmd : : <br />
r_proplightingfromdisk : 1 : , "cheat" : 0=Off, 1=On, 2=Show Errors<br />
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)<br />
r_propsmaxdist : 1200 : , "cl" : Maximum visible distance<br />
r_queued_decals : 0 : : Offloads a bit of decal rendering setup work to the material system queue when enabled.<br />
r_queued_post_processing : 0 : , "cl" : <br />
r_queued_ropes : 1 : , "cl" : <br />
r_radiosity : 4 : , "cheat" : 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 samples for everything else<br />
r_rainalpha : 1 : , "cheat", "cl" : <br />
r_rainalphapow : 1 : , "cheat", "cl" : <br />
r_raindensity : 0 : , "cheat", "cl" : <br />
r_RainHack : 0 : , "cheat", "cl" : <br />
r_rainlength : 0 : , "cheat", "cl" : <br />
r_RainProfile : 0 : , "cheat", "cl" : Enable/disable rain profiling.<br />
r_RainRadius : 1500 : , "cheat", "cl" : <br />
r_RainSideVel : 5 : , "cheat", "cl" : How much sideways velocity rain gets.<br />
r_RainSimulate : 1 : , "cheat", "cl" : Enable/disable rain simulation.<br />
r_rainspeed : 600 : , "cheat", "cl" : <br />
r_RainSplashPercentage : 50 : , "cheat", "cl" : <br />
r_rainwidth : 1 : , "cheat", "cl" : <br />
r_randomflex : 0 : , "cheat" : <br />
r_renderoverlayfragment : 1 : : <br />
r_rimlight : 1 : : <br />
r_rootlod : 2 : , "a" : Root LOD<br />
r_rope_holiday_light_scale : 0 : , "cl" : <br />
r_ropes_holiday_lights_allowed : 1 : , "cl" : <br />
r_ropetranslucent : 1 : , "cl" : <br />
r_screenfademaxsize : 0 : : <br />
r_screenfademinsize : 0 : : <br />
r_screenoverlay : cmd : : Draw specified material as an overlay<br />
r_sequence_debug : 0 : , "cl" : <br />
r_shader_srgb : 0 : : -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)<br />
r_shadowangles : cmd : : Set shadow angles<br />
r_shadowblobbycutoff : cmd : : some shadow stuff<br />
r_shadowbreak : cmd : : <br />
r_shadowcolor : cmd : : Set shadow color<br />
r_shadowdir : cmd : : Set shadow direction<br />
r_shadowdist : cmd : : Set shadow distance<br />
r_shadowids : 0 : , "cheat" : <br />
r_shadowlod : -1 : : <br />
r_shadowlodbias : 2 : : <br />
r_shadowmaxrendered : 32 : , "cl" : <br />
r_shadowrendertotexture : 1 : , "a" : <br />
r_shadows : 1 : : <br />
r_shadows_gamecontrol : -1 : , "cheat" : <br />
r_shadowwireframe : 0 : , "cheat" : <br />
r_showenvcubemap : 0 : , "cheat" : <br />
r_ShowViewerArea : 0 : : <br />
r_showz_power : 1 : , "cheat" : <br />
r_skin : 0 : , "cheat" : <br />
r_skybox : 1 : , "cheat", "cl" : Enable the rendering of sky boxes<br />
r_snapportal : -1 : : <br />
r_SnowColorBlue : 200 : , "cheat", "cl" : Snow.<br />
r_SnowColorGreen : 175 : , "cheat", "cl" : Snow.<br />
r_SnowColorRed : 150 : , "cheat", "cl" : Snow.<br />
r_SnowDebugBox : 0 : , "cheat", "cl" : Snow Debug Boxes.<br />
r_SnowEnable : 1 : , "cheat", "cl" : Snow Enable<br />
r_SnowEndAlpha : 255 : , "cheat", "cl" : Snow.<br />
r_SnowEndSize : 0 : , "cheat", "cl" : Snow.<br />
r_SnowFallSpeed : 1 : , "cheat", "cl" : Snow fall speed scale.<br />
r_SnowInsideRadius : 256 : , "cheat", "cl" : Snow.<br />
r_SnowOutsideRadius : 1024 : , "cheat", "cl" : Snow.<br />
r_SnowParticles : 500 : , "cheat", "cl" : Snow.<br />
r_SnowPosScale : 1 : , "cheat", "cl" : Snow.<br />
r_SnowRayEnable : 1 : , "cheat", "cl" : Snow.<br />
r_SnowRayLength : 8192 : , "cheat", "cl" : Snow.<br />
r_SnowRayRadius : 256 : , "cheat", "cl" : Snow.<br />
r_SnowSpeedScale : 1 : , "cheat", "cl" : Snow.<br />
r_SnowStartAlpha : 25 : , "cheat", "cl" : Snow.<br />
r_SnowStartSize : 1 : , "cheat", "cl" : Snow.<br />
r_SnowWindScale : 0 : , "cheat", "cl" : Snow.<br />
r_SnowZoomOffset : 384 : , "cheat", "cl" : Snow.<br />
r_SnowZoomRadius : 512 : , "cheat", "cl" : Snow.<br />
r_spewleaf : 0 : : <br />
r_spray_lifetime : 2 : : Number of rounds player sprays are visible<br />
r_sse2 : cmd : : Enable/disable SSE2 code<br />
r_sse_s : 1 : , "cl" : sse ins for particle sphere create<br />
r_staticprop_lod : -1 : : <br />
r_staticpropinfo : 0 : : <br />
r_studio_stats : 0 : , "cheat" : <br />
r_studio_stats_lock : 0 : , "cheat", "cl" : Lock the current studio stats entity selection<br />
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 crosshair 2 = Your viewmodel 3 = The first entity attached to your viewmodel<br />
r_swingflashlight : 1 : , "cheat", "cl" : <br />
r_teeth : 1 : : <br />
r_threaded_client_shadow_manager : 0 : , "a", "cl" : <br />
r_threaded_particles : 1 : , "cl" : <br />
r_threaded_renderables : 0 : , "cl" : <br />
r_unloadlightmaps : 0 : , "cheat" : <br />
r_updaterefracttexture : 1 : , "cheat", "cl" : <br />
r_vehicleBrakeRate : 1 : , "sv", "cheat" : <br />
r_VehicleViewClamp : 1 : , "cheat", "cl" : <br />
r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_visambient : 0 : : Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work<br />
r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing.<br />
r_visualizelighttraces : 0 : , "cheat" : <br />
r_visualizelighttracesshowfulltrace : 0 : , "cheat" : <br />
r_visualizeproplightcaching : 0 : , "cl" : <br />
r_visualizetraces : 0 : , "cheat" : <br />
r_WaterDrawReflection : 1 : , "cl" : Enable water reflection<br />
r_WaterDrawRefraction : 1 : , "cl" : Enable water refraction<br />
r_waterforceexpensive : 1 : , "a" : <br />
r_waterforcereflectentities : 0 : : <br />
r_worldlightmin : 0 : : <br />
r_worldlights : 4 : : number of world lights to use per vertex<br />
r_worldlistcache : 1 : , "cl" : <br />
ragdoll_sleepaftertime : 5 : , "cl" : After this many seconds of being basically stationary, the ragdoll will go to sleep.<br />
rate : 80000 : , "a", "user" : Max bytes/sec the host can receive data<br />
rcon : cmd : : Issue an rcon command.<br />
rcon_address : 0 : , "norecord" : Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) <br />
rcon_password : 0 : , "norecord" : remote console password.<br />
recompute_speed : cmd : : Recomputes clock speed (for debugging purposes).<br />
record : cmd : : Record a demo.<br />
redirect : cmd : : Redirect client to specified server.<br />
refresh_options_dialog : cmd : : Refresh the options dialog.<br />
+reload : cmd : : <br />
-reload : cmd : : <br />
reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload).<br />
reload_mainmenu : cmd : : Reloads <br />
reload_materials : 0 : : <br />
reload_scriptables : cmd : : Reloads PVK2 scriptables, does not affect weapon scripts<br />
removeid : cmd : : Remove a user ID from the ban list.<br />
removeip : cmd : : Remove an IP address from the ban list.<br />
render_beckman_roughness_lookup : cmd : : <br />
replay_debug : 0 : , "norecord" : <br />
replay_ignorereplayticks : 0 : : <br />
report_entities : cmd : : Lists all entities<br />
report_simthinklist : cmd : : Lists all simulating/thinking entities<br />
report_soundpatch : cmd : : reports sound patch count<br />
report_soundpatch : cmd : : reports sound patch count<br />
report_touchlinks : cmd : : Lists all touchlinks<br />
reputation_print : cmd : : Debug print of reputation system<br />
reputation_test : cmd : : Reputation tester<br />
reset_securityfix : 0 : , "a", "cl" : <br />
respawn_entities : cmd : : Respawn all the entities in the map.<br />
restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart).<br />
retry : cmd : : Retry connection to last server.<br />
+right : cmd : : <br />
-right : cmd : : <br />
+roll : cmd : : <br />
-roll : cmd : : <br />
room_type : 0 : , "demo" : <br />
rope_averagelight : 1 : , "cl" : Makes ropes use average of cubemap lighting instead of max intensity.<br />
rope_collide : 1 : , "cl" : Collide rope with the world<br />
rope_rendersolid : 1 : , "cl" : <br />
rope_shake : 0 : , "cl" : <br />
rope_smooth : 1 : , "cl" : Do an antialiasing effect on ropes<br />
rope_smooth_enlarge : 1 : , "cl" : How much to enlarge ropes in screen space for antialiasing effect<br />
rope_smooth_maxalpha : 0 : , "cl" : Alpha for rope antialiasing effect<br />
rope_smooth_maxalphawidth : 1 : , "cl" : <br />
rope_smooth_minalpha : 0 : , "cl" : Alpha for rope antialiasing effect<br />
rope_smooth_minwidth : 0 : , "cl" : When using smoothing, this is the min screenspace width it lets a rope shrink to<br />
rope_solid_maxalpha : 1 : , "cl" : <br />
rope_solid_maxwidth : 1 : , "cl" : <br />
rope_solid_minalpha : 0 : , "cl" : <br />
rope_solid_minwidth : 0 : , "cl" : <br />
rope_subdiv : 2 : , "cl" : Rope subdivision amount<br />
rope_wind_dist : 1000 : , "cl" : Don't use CPU applying small wind gusts to ropes when they're past this distance.<br />
rr_debug_qa : 0 : , "sv" : Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.<br />
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 npc_selected NPCs.<br />
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.<br />
rr_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart)<br />
rr_reloadresponsesystems : cmd : : Reload all response system scripts.<br />
ruleset : cmd : : Show ruleset dialog<br />
ruleset_reset : cmd : : Reverts all values to ruleset defaults (vanilla). Removes modified status from server.<br />
<br />
<br />
<br />
save : cmd : : Saves current game.<br />
save_async : 1 : : <br />
save_asyncdelay : 0 : : For testing, adds this many milliseconds of delay to the save operation.<br />
save_console : 0 : : Autosave on the PC behaves like it does on the consoles.<br />
save_disable : 0 : : <br />
save_finish_async : cmd : : <br />
save_history_count : 1 : : Keep this many old copies in history of autosaves and quicksaves.<br />
save_huddelayframes : 1 : : Number of frames to defer for drawing the Saving message.<br />
save_in_memory : 0 : : Set to 1 to save to memory instead of disk (Xbox 360)<br />
save_noxsave : 0 : : <br />
save_screenshot : 1 : : 0 = none, 1 = non-autosave, 2 = always<br />
save_spew : 0 : : <br />
say : cmd : : Display player message<br />
say_team : cmd : : Display player message to team<br />
sb_filter_incompatible_versions : 1 : : Hides servers running incompatible versions from the server browser. (Internet tab only.)<br />
sb_quick_list_bit_field : 0 : : <br />
sb_showblacklists : 0 : : If set to 1, blacklist rules will be printed to the console as they're applied.<br />
sc_debug_sets : 0 : , "a" : Debugging<br />
sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.<br />
sc_look_sensitivity_scale : 0 : , "cl" : Steam Controller look sensitivity global scale factor.<br />
sc_pitch_sensitivity : 0 : , "a", "cl" : SteamController pitch factor.<br />
sc_pitch_sensitivity_default : 0 : , "cl" : <br />
sc_show_binding_panel : cmd : : Launches the Steam Controller binding panel UI<br />
sc_status : cmd : : Show Steam Controller status information<br />
sc_yaw_sensitivity : 1 : , "a", "cl" : SteamController yaw factor.<br />
sc_yaw_sensitivity_default : 1 : , "cl" : <br />
scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info.<br />
scene_clamplookat : 1 : , "sv" : Clamp head turns to a max of 20 degrees per think.<br />
scene_clientflex : 1 : , "sv", "rep" : Do client side flex animation.<br />
scene_flatturn : 1 : , "sv" : <br />
scene_flush : cmd : : Flush all .vcds from the cache and reload from disk.<br />
scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even in english.<br />
scene_maxcaptionradius : 1200 : , "sv" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).<br />
scene_print : 0 : , "sv", "rep" : When playing back a scene, print timing and event info to console.<br />
scene_showfaceto : 0 : , "a", "sv" : When playing back, show the directions of faceto events.<br />
scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events.<br />
scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location.<br />
scene_showunlock : 0 : , "a", "sv" : Show when a vcd is playing but normal AI is running.<br />
+score : cmd : : <br />
-score : cmd : : <br />
scr_centertime : 2 : , "cl" : <br />
screenshot : cmd : : Take a screenshot.<br />
sensitivity : 3 : , "a", "cl" : Mouse sensitivity.<br />
server_game_time : cmd : : Gives the game time in seconds (server's curtime)<br />
servercfgfile : 0 : , "sv" : <br />
setang : cmd : : Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).<br />
setang_exact : cmd : : Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).<br />
setinfo : cmd : : Adds a new user info value<br />
setmodel : cmd : : Changes's player's model<br />
setpause : cmd : : Set the pause state of the server.<br />
setpos : cmd : : Move player to specified origin (must have sv_cheats).<br />
setpos_exact : cmd : : Move player to an exact specified origin (must have sv_cheats).<br />
shake : cmd : : Shake the screen.<br />
shake_show : 0 : , "cl" : Displays a list of the active screen shakes.<br />
shake_stop : cmd : : Stops all active screen shakes. <br />
show_instant_triggers : 0 : , "sv", "cheat" : <br />
+showbudget : cmd : : <br />
-showbudget : cmd : : <br />
showbudget_texture : 0 : , "cheat" : Enable the texture budget panel.<br />
+showbudget_texture : cmd : : <br />
-showbudget_texture : cmd : : <br />
+showbudget_texture_global : cmd : : <br />
-showbudget_texture_global : cmd : : <br />
showbudget_texture_global_dumpstats : cmd : : Dump all items in +showbudget_texture_global in a text form<br />
showbudget_texture_global_sum : 0 : : <br />
showconsole : cmd : : Show the console.<br />
showhitlocation : 0 : , "sv" : <br />
showinfo : cmd : : Shows a info panel: <type> <title> <message> [<command number>]<br />
showpanel : cmd : : Shows a viewport panel <name><br />
showparticlecounts : 0 : , "cl" : Display number of particles drawn per frame<br />
showschemevisualizer : cmd : : Show borders, fonts and colors for a particular scheme. The default is ClientScheme.res<br />
+showscores : cmd : : <br />
-showscores : cmd : : <br />
showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes<br />
showtriggers_toggle : cmd : : Toggle show triggers<br />
+showvprof : cmd : : <br />
-showvprof : cmd : : <br />
singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )<br />
sk_ally_regen_time : 0 : , "sv" : Time taken for an ally to regenerate a point of health.<br />
sk_armor : 40 : , "sv" : <br />
sk_autoaim_mode : 1 : , "a", "sv", "rep" : <br />
sk_blunderbuss_gibdistance : 128 : , "sv" : <br />
sk_blunderbuss_pushback : 130 : , "sv", "nf" : <br />
sk_blunderbuss_pushup : 130 : , "sv", "nf" : <br />
sk_blunderbuss_pushup_limit : 250 : , "sv", "nf" : <br />
sk_crow_health : 1 : , "sv" : <br />
sk_crow_melee_dmg : 0 : , "sv" : <br />
sk_healthkit : 40 : , "sv" : <br />
sk_npc_arm : 1 : , "sv" : <br />
sk_npc_chest : 1 : , "sv" : <br />
sk_npc_head : 2 : , "sv" : <br />
sk_npc_leg : 1 : , "sv" : <br />
sk_npc_stomach : 1 : , "sv" : <br />
sk_player_arm : 1 : , "sv" : <br />
sk_player_chest : 1 : , "sv" : <br />
sk_player_chest_ranged : 0 : , "sv" : <br />
sk_player_head : 1 : , "sv" : <br />
sk_player_headshot_scalar : 1 : , "sv" : <br />
sk_player_leg : 1 : , "sv" : <br />
sk_player_stomach : 1 : , "sv" : <br />
sk_plr_dmg_grenade : 0 : , "sv", "rep" : <br />
skill : 1 : , "a" : Game skill level (1-3).<br />
skip_next_map : cmd : : Skips the next map in the map rotation for the server.<br />
slot0 : cmd : : <br />
slot1 : cmd : : <br />
slot10 : cmd : : <br />
slot2 : cmd : : <br />
slot3 : cmd : : <br />
slot4 : cmd : : <br />
slot5 : cmd : : <br />
slot6 : cmd : : <br />
slot7 : cmd : : <br />
slot8 : cmd : : <br />
slot9 : cmd : : <br />
smoothstairs : 1 : , "sv", "rep" : Smooth player eye z coordinate when traversing stairs.<br />
snapto : cmd : : <br />
snd_async_flush : cmd : : Flush all unlocked async audio data<br />
snd_async_fullyasync : 0 : : All playback is fully async (sound doesn't play until data arrives).<br />
snd_async_minsize : 262144 : : <br />
snd_async_showmem : cmd : : Show async memory stats<br />
snd_async_spew : 0 : : Spew all async sound reads, including success<br />
snd_async_spew_blocking : 1 : : Spew message to console any time async sound loading blocks on file i/o. ( 0=Off, 1=With -steam only, 2=Always<br />
snd_async_stream_spew : 0 : : Spew streaming info ( 0=Off, 1=streams, 2=buffers<br />
snd_buildcache : cmd : : <directory or VPK filename> Rebulds sound cache for a given search path. <br />
snd_cull_duplicates : 0 : : If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be played.<br />
snd_defer_trace : 1 : : <br />
snd_delay_sound_shift : 0 : : <br />
snd_disable_mixer_duck : 0 : : <br />
snd_duckerattacktime : 0 : , "a" : <br />
snd_duckerreleasetime : 2 : , "a" : <br />
snd_duckerthreshold : 0 : , "a" : <br />
snd_ducktovolume : 0 : , "a" : <br />
snd_dumpclientsounds : cmd : : Dump sounds to VXConsole<br />
snd_foliage_db_loss : 4 : , "cheat" : <br />
snd_gain : 1 : , "cheat" : <br />
snd_gain_max : 1 : , "cheat" : <br />
snd_gain_min : 0 : , "cheat" : <br />
snd_legacy_surround : 0 : , "a" : <br />
snd_lockpartial : 1 : : <br />
snd_mainmenu_musicvolume : 1 : , "a" : Main Menu Music Volume<br />
snd_mix_async : 0 : : <br />
snd_mixahead : 0 : , "a" : <br />
snd_musicvolume : 0 : , "a" : Music volume<br />
snd_mute_losefocus : 1 : , "a" : <br />
snd_noextraupdate : 0 : : <br />
snd_obscured_gain_dB : -2 : , "cheat" : <br />
snd_pitchquality : 1 : , "a" : <br />
snd_profile : 0 : , "demo" : <br />
snd_refdb : 60 : , "cheat" : <br />
snd_refdist : 36 : , "cheat" : <br />
snd_restart : cmd : : Restart sound system.<br />
snd_show : 0 : , "cheat" : Show sounds info<br />
snd_show_fmod : 0 : , "cheat", "cl" : <br />
snd_showclassname : 0 : : <br />
snd_showmixer : 0 : : <br />
snd_showstart : 0 : , "cheat" : <br />
snd_ShowThreadFrameTime : 0 : : <br />
snd_soundmixer : 0 : : <br />
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 per frame.<br />
snd_surround_speakers : 2 : : <br />
snd_visualize : 0 : , "cheat" : Show sounds location in world<br />
snd_vox_captiontrace : 0 : : Shows sentence name for sentences which are set not to show captions.<br />
snd_vox_globaltimeout : 300 : : <br />
snd_vox_sectimetout : 300 : : <br />
snd_vox_seqtimetout : 300 : : <br />
sndplaydelay : cmd : : Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname<br />
softcount : cmd : : Get soft player count.<br />
soundfade : cmd : : Fade client volume.<br />
soundinfo : cmd : : Describe the current sound device.<br />
soundlist : cmd : : List all known sounds.<br />
soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for.<br />
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 aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.<br />
soundscape_dumpclient : cmd : : Dumps the client's soundscape data. <br />
soundscape_fadetime : 3 : , "cheat", "cl" : Time to crossfade sound effects between soundscapes<br />
soundscape_flush : cmd : : Flushes the server & client side soundscapes<br />
speak : cmd : : Play a constructed sentence.<br />
spec_autodirector : 1 : , "clientcmd_can_execute", "cl" : Auto-director chooses best view modes while spectating<br />
spec_freeze_delay_deathtime : 1 : , "sv", "cheat" : <br />
spec_freeze_distance_max : 200 : , "cheat", "cl" : Maximum random distance from the target to stop when framing them in observer freeze cam.<br />
spec_freeze_distance_min : 96 : , "cheat", "cl" : Minimum random distance from the target to stop when framing them in observer freeze cam.<br />
spec_freeze_time : 4 : , "sv", "cheat", "rep" : Time spend frozen in observer freeze cam.<br />
spec_freeze_traveltime : 0 : , "sv", "cheat", "rep" : Time taken to zoom in to frame a target in observer freeze cam.<br />
spec_mode : cmd : : Set spectator mode<br />
spec_next : cmd : : Spectate next player<br />
spec_player : cmd : : Spectate player by name<br />
spec_pos : cmd : : dump position and angles to the console<br />
spec_prev : cmd : : Spectate previous player<br />
spec_scoreboard : 0 : , "a", "cl" : <br />
spec_track : 0 : , "cl" : Tracks an entity in spec mode<br />
+special : cmd : : <br />
-special : cmd : : <br />
+speed : cmd : : <br />
-speed : cmd : : <br />
spew_consolelog_to_debugstring : 0 : : Send console log to PLAT_DebugString()<br />
spike : cmd : : generates a fake spike<br />
star_memory : cmd : : Dump memory stats<br />
startdemos : cmd : : Play demos in demo sequence.<br />
startmovie : cmd : : Start recording movie frames.<br />
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 mode.<br />
statistic_print : cmd : : Debug print of Statistics system<br />
statistics_callresult_test : cmd : : for realz<br />
statisticsui : cmd : : Statistics Display UI<br />
stats : cmd : : Prints server performance variables<br />
status : cmd : : Display map and connection status.<br />
status_pvk2 : cmd : : Shows information useful to admins for each client<br />
step_spline : 0 : , "sv" : <br />
stop : cmd : : Finish recording demo.<br />
stopdemo : cmd : : Stop playing back a demo.<br />
stopsound : cmd : : <br />
stopsoundscape : cmd : : Stops all soundscape processing and fades current looping sounds<br />
+strafe : cmd : : <br />
-strafe : cmd : : <br />
studio_queue_mode : 1 : : <br />
stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.<br />
suitvolume : 0 : , "a", "sv" : <br />
surfaceprop : cmd : : Reports the surface properties at the cursor<br />
sv_accelerate : 10 : , "sv", "nf", "rep" : <br />
sv_admin_groupid : 0 : , "a", "sv", "rep" : <br />
sv_admin_grouptag : 0 : , "a", "sv", "rep" : <br />
sv_airaccelerate : 10 : , "sv", "nf", "rep" : <br />
sv_allow_color_correction : 1 : , "rep" : Allow or disallow clients to use color correction on this server.<br />
sv_allow_point_servercommand : 0 : , "sv" : Allow use of point_servercommand entities in map. Potentially dangerous for untrusted maps. disallow : Always disallow always : Allow for all maps<br />
sv_allow_voice_from_file : 1 : , "rep" : Allow or disallow clients from using voice_inputfromfile on this server.<br />
sv_allow_votes : 1 : , "sv" : Allow voting?<br />
sv_allow_wait_command : 1 : , "rep" : Allow or disallow the wait command on clients connected to this server.<br />
sv_allowdownload : 1 : : Allow clients to download files<br />
sv_allowupload : 1 : : Allow clients to upload customizations files<br />
sv_alltalk : 1 : , "sv", "nf", "rep" : Players can hear all other players, no team restrictions<br />
sv_alternateticks : 0 : , "sp" : If set, server only simulates entities on even numbered ticks. <br />
sv_autosave : 1 : : Set to 1 to autosave game on level transition. Does not affect autosave triggers.<br />
sv_backspeed : 0 : , "a", "sv", "rep" : How much to slow down backwards motion<br />
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.vprof.<br />
sv_benchmark_force_start : cmd : : Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.<br />
sv_benchmark_numticks : 3300 : , "sv" : If > 0, then it only runs the benchmark for this # of ticks.<br />
sv_bonus_challenge : 0 : , "sv", "rep" : Set to values other than 0 to select a bonus map challenge type.<br />
sv_bonus_map_challenge_update : cmd : : Updates a bonus map challenge score.<br />
sv_bonus_map_complete : cmd : : Completes a bonus map.<br />
sv_bonus_map_unlock : cmd : : Locks a bonus map.<br />
sv_bounce : 0 : , "sv", "nf", "rep" : Bounce multiplier for when physically simulated objects collide with other objects.<br />
sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTable_Encode calls.<br />
sv_cheats : 0 : , "nf", "rep" : Allow cheats on server<br />
sv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player.<br />
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 and sv_maxcmdrate.<br />
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_interp_ratio is -1, then this cvar has no effect.<br />
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 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio<br />
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 set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1<br />
sv_clockcorrection_msecs : 60 : , "sv" : The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount<br />
sv_community_groupid : 2157 : , "a", "sv", "rep" : <br />
sv_community_grouptag : 0 : , "a", "sv", "rep" : <br />
sv_compressstringtablebaselines_threshold : 2048 : : Minimum size (in bytes) for stringtablebaseline buffer to be compressed.<br />
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 servers running old versions of SMAC<br />
sv_contact : 0 : , "nf" : Contact email for server sysop<br />
sv_debug_player_use : 0 : , "sv", "rep" : Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success<br />
sv_debugmanualmode : 0 : : Make sure entities correctly report whether or not their network data has changed.<br />
sv_debugtempentities : 0 : : Show temp entity bandwidth usage.<br />
sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)<br />
sv_deltatime : 0 : : Enable profiling of CalcDelta calls<br />
sv_disable_querycache : 0 : , "sv", "cheat" : debug - disable trace query cache<br />
sv_downloadurl : 0 : , "rep" : Location from which clients can download missing files<br />
sv_dump_edicts : cmd : : Display a list of edicts allocated on the server.<br />
sv_dumpstringtables : 0 : , "cheat" : <br />
sv_enableoldqueries : 0 : : Enable support for old style (HL1) server queries<br />
sv_filterban : 1 : : Set packet filtering by IP mode<br />
sv_findsoundname : cmd : : Find sound names which reference the specified wave files.<br />
sv_footsteps : 1 : , "sv", "nf", "rep" : Play footstep sound for players<br />
sv_force_transmit_ents : 0 : , "sv", "cheat" : Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).<br />
sv_forcepreload : 0 : , "a" : Force server side preloading.<br />
sv_friction : 4 : , "sv", "nf", "rep" : World friction.<br />
sv_gravity : 800 : , "sv", "nf", "rep" : World gravity.<br />
sv_hudhint_sound : 1 : , "sv", "rep" : <br />
sv_lagcompensation_teleport_dist : 64 : , "sv", "cheat" : How far a player got moved by game code before we can't lag compensate their position back<br />
sv_lagflushbonecache : 1 : , "sv" : Flushes entity bone cache on lag compensation<br />
sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )<br />
sv_log_onefile : 0 : , "a" : Log server information to only one file.<br />
sv_logbans : 0 : , "a" : Log server bans in the server logs.<br />
sv_logblocks : 0 : : If true when log when a query is blocked (can cause very large log files)<br />
sv_logdownloadlist : 1 : : <br />
sv_logecho : 1 : , "a" : Echo log information to the console.<br />
sv_logfile : 1 : , "a" : Log server information in the log file.<br />
sv_logfilecompress : 0 : , "a" : Gzip compress logfile and rename to logfilename.log.gz on close.<br />
sv_logfilename_format : 0 : , "a" : Log filename format. See strftime for formatting codes.<br />
sv_logflush : 0 : , "a" : Flush the log file to disk on each write (slow).<br />
sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored.<br />
sv_logsecret : 0 : : If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)<br />
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 map in the map cycle, 5 - spew all edicts.<br />
sv_lowedict_threshold : 8 : : When only this many edicts are free, take the action specified by sv_lowedict_action.<br />
sv_maphack : 1 : , "sv", "nf", "rep" : Enable MapHack. MapHacks are text files used for adding or modifying entities in the map.<br />
sv_maphack_directory : 0 : , "sv", "rep" : The game will search this directory for [mapname].txt files.<br />
sv_maphack_filename : 0 : , "sv", "nf", "rep" : If not empty, load this file for MapHack.<br />
sv_massreport : 0 : , "sv" : <br />
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 communicate to the master server on.<br />
sv_max_connects_sec : 2 : : Maximum connections per second to respond to from a single IP address.<br />
sv_max_connects_sec_global : 0 : : Maximum connections per second to respond to from anywhere.<br />
sv_max_connects_window : 4 : : Window over which to average connections per second averages.<br />
sv_max_queries_sec : 3 : : Maximum queries per second to respond to from a single IP address.<br />
sv_max_queries_sec_global : 3000 : : Maximum queries per second to respond to from anywhere.<br />
sv_max_queries_window : 30 : : Window over which to average queries per second averages.<br />
sv_maxcmdrate : 66 : , "rep" : (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.<br />
sv_maxrate : 0 : , "rep" : Max bandwidth rate allowed on server, 0 == unlimited<br />
sv_maxreplay : 0 : : Maximum replay time in seconds<br />
sv_maxroutable : 1260 : : Server upper bound on net_maxroutable that a client can use.<br />
sv_maxspeed : 320 : , "sv", "nf", "rep" : <br />
sv_maxunlag : 1 : , "sv" : Maximum lag compensation in seconds<br />
sv_maxupdaterate : 66 : , "rep" : Maximum updates per second that the server will allow<br />
sv_maxuptimelimit : 0 : : If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.<br />
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<br />
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 tick; 2+: hold multiple ticks)<br />
sv_maxusrcmdprocessticks_warning : -1 : , "sv" : Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled<br />
sv_maxvelocity : 3500 : , "sv", "rep" : Maximum speed any ballistically moving object is allowed to attain per axis.<br />
sv_memlimit : 0 : : If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.<br />
sv_mincmdrate : 10 : , "rep" : This sets the minimum value for cl_cmdrate. 0 == unlimited.<br />
sv_minrate : 3500 : , "rep" : Min bandwidth rate allowed on server, 0 == unlimited<br />
sv_minupdaterate : 10 : , "rep" : Minimum updates per second that the server will allow<br />
sv_minuptimelimit : 0 : : If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardless of sv_memlimit.<br />
sv_mumble_positionalaudio : 1 : , "rep", "cl" : Allows players using Mumble to have support for positional audio.<br />
sv_namechange_cooldown_seconds : 30 : : When a client name change is received, wait N seconds before allowing another name change<br />
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 enabled, even if never triggered, impacts performance. Set to zero when not in use. For compatibility reasons, this command can be initialized on the command line with the -netspike option.<br />
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<br />
sv_netspike_output : 1 : : Where the netspike data be written? Sum of the following values: 1=netspike.txt, 2=ordinary server log<br />
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 feature does take some CPU cycles, so it should be left off when not in use.<br />
sv_netvisdist : 10000 : , "sv", "cheat" : Test networking visibility distance<br />
sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" : <br />
sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).<br />
sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" : <br />
sv_npc_talker_maxdist : 1024 : , "sv" : NPCs over this distance from the player won't attempt to speak.<br />
sv_optimizedmovement : 1 : , "sv", "rep" : <br />
sv_parallel_packentities : 1 : : <br />
sv_parallel_sendsnapshot : 0 : : <br />
sv_password : 0 : , "nf", "prot", "norecord" : Server password for entry into multiplayer games<br />
sv_pausable : 0 : , "nf" : Is the server pausable.<br />
sv_player_display_usercommand_errors : 0 : , "sv", "cheat" : 1 = Display warning when command values are out-of-range. 2 = Spew invalid ranges.<br />
sv_player_net_suppress_usercommands : 0 : , "sv", "cheat" : For testing usercommand hacking sideeffects. DO NOT SHIP<br />
sv_playeralwaystransmit : 0 : , "sv" : Tells the server to always transmit player data to clients and disregard PVS.<br />
sv_playerdecals : 1 : , "sv", "rep" : Enable/Disable player decals.<br />
sv_playerperfhistorycount : 60 : , "sv" : Number of samples to maintain in player perf history<br />
sv_precacheinfo : cmd : : Show precache info.<br />
sv_proximitytalk : 0 : , "sv", "nf" : Players can only hear other players if they are within the proximity distance<br />
sv_proximitytalk_distance : 256 : , "sv", "nf" : Players can only hear other players within this distance when in proximity mode<br />
sv_pure : cmd : : Show user data.<br />
sv_pure_consensus : 5 : : Minimum number of file hashes to agree to form a consensus.<br />
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.<br />
sv_pure_retiretime : 900 : : Seconds of server idle time to flush the sv_pure file hash cache.<br />
sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file.<br />
sv_pushaway_clientside : 0 : , "sv", "rep" : Clientside physics push away (0=off, 1=only localplayer, 1=all players)<br />
sv_pushaway_clientside_size : 15 : , "sv", "rep" : Minimum size of pushback objects<br />
sv_pushaway_force : 30000 : , "sv", "rep" : How hard physics objects are pushed away from the players on the server.<br />
sv_pushaway_max_force : 1000 : , "sv", "rep" : Maximum amount of force applied to physics objects by players.<br />
sv_pushaway_max_player_force : 10000 : , "sv", "cheat", "rep" : Maximum of how hard the player is pushed away from physics objects.<br />
sv_pushaway_min_player_speed : 75 : , "sv", "rep" : If a player is moving slower than this, don't push away physics objects (enables ducking behind things).<br />
sv_pushaway_player_force : 200000 : , "sv", "cheat", "rep" : How hard the player is pushed away from physics objects (falls off with inverse square of distance).<br />
sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS<br />
sv_querycache_stats : cmd : : Display status of the query cache (client only)<br />
sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication<br />
sv_rcon_log : 1 : : Enable/disable rcon logging.<br />
sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication before being banned<br />
sv_rcon_maxpacketbans : 1 : : Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize<br />
sv_rcon_maxpacketsize : 1024 : : The maximum number of bytes to allow in a command packet<br />
sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned<br />
sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications<br />
sv_rcon_whitelist_address : 0 : : When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'<br />
sv_region : -1 : : The region of the world to report this server in.<br />
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 (slightly wider than 16:9). 0 = do not cap effective FOV 1 = limit the effective FOV on windowed mode users using resolutions greater than 1.85:1 2 = limit the effective FOV on both windowed mode and full-screen users <br />
sv_rollangle : 0 : , "sv", "nf", "rep" : Max view roll angle<br />
sv_rollspeed : 200 : , "sv", "nf", "rep" : <br />
sv_setsteamaccount : cmd : : token Set game server account token to use for logging in to a persistent game server account<br />
sv_showanimstate : -1 : , "sv", "cheat" : Show the (server) animation state for the specified entity (-1 for none).<br />
sv_showanimstate_log : 0 : , "sv", "cheat" : 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.<br />
sv_showhitboxes : -1 : , "sv", "cheat" : Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).<br />
sv_showimpacts : 0 : , "sv", "rep" : Shows client (red) and server (blue) bullet impact point<br />
sv_showladders : 0 : , "sv" : Show bbox and dismount points for all ladders (must be set before level load.) <br />
sv_showlagcompensation : 0 : , "sv", "cheat" : Show lag compensated hitboxes whenever a player is lag compensated.<br />
sv_shutdown : cmd : : Sets the server to shutdown next time it's empty<br />
sv_shutdown_cancel : cmd : : Cancels pending sv_shutdown command<br />
sv_shutdown_timeout_minutes : 360 : , "rep" : If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown.<br />
sv_simbullet_visualize : 0 : , "sv", "cheat", "nf", "rep" : Visualize simulated bullets<br />
sv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texture<br />
sv_skyoverride : 0 : , "a", "sv", "rep" : Skybox texture to override with in maps. If this is empty, the original skybox will be used.<br />
sv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files.<br />
sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)<br />
sv_soundemitter_trace : 0 : , "sv", "rep" : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to <br />
sv_soundscape_printdebuginfo : cmd : : print soundscapes<br />
sv_specaccelerate : 5 : , "a", "sv", "nf", "rep" : <br />
sv_specnoclip : 1 : , "a", "sv", "nf", "rep" : <br />
sv_specspeed : 3 : , "a", "sv", "nf", "rep" : <br />
sv_stats : 1 : : Collect CPU usage stats<br />
sv_steamblockingcheck : 0 : : Check each new player for Steam blocking compatibility, 1 = message only, 2 >= drop if any member of owning clan blocks,3 >= drop if any player has blocked, 4 >= drop if player has blocked anyone on server<br />
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 community.<br />
sv_stepsize : 18 : , "sv", "nf", "rep" : <br />
sv_stickysprint_default : 0 : , "cl" : <br />
sv_stopspeed : 100 : , "sv", "nf", "rep" : Minimum stopping speed when on ground.<br />
sv_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they are in the pvs<br />
sv_suppress_viewpunch : 0 : , "sv", "cheat", "rep" : <br />
sv_tags : 0 : , "nf" : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.<br />
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 through the world.<br />
sv_teststepsimulation : 1 : , "sv" : <br />
sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp.<br />
sv_timeout : 65 : : After this many seconds without a message from a client, the client is dropped<br />
sv_turbophysics : 0 : , "sv", "rep" : Turns on turbo physics<br />
sv_unlag : 1 : , "sv" : Enables player lag compensation<br />
sv_unlag_debug : 0 : , "sv" : <br />
sv_unlag_fixstuck : 0 : , "sv" : Disallow backtracking a player for lag compensation if it will cause them to become stuck<br />
sv_unlockedchapters : 1 : , "a" : Highest unlocked game chapter.<br />
sv_usercmd_custom_random_seed : 1 : , "sv", "cheat" : When enabled server will populate an additional random seed independent of the client<br />
sv_vehicle_autoaim_scale : 8 : , "sv" : <br />
sv_visiblemaxplayers : -1 : : Overrides the max players reported to prospective clients<br />
sv_voicecodec : 0 : : Specifies which voice codec to use. Valid options are: vaudio_speex - Legacy Speex codec (lowest quality) vaudio_celt - Newer CELT codec steam - Use Steam voice API<br />
sv_voiceenable : 1 : , "a", "nf" : <br />
sv_vote_allow_spectators : 0 : , "sv" : Allow spectators to vote?<br />
sv_vote_changeruleset_restart : 1 : , "sv" : Change ruleset vote restarts game?<br />
sv_vote_command_delay : 2 : , "sv" : How long after a vote passes until the action happens<br />
sv_vote_creation_timer : 150 : , "sv" : How long before a player can attempt to call another vote (in seconds).<br />
sv_vote_extendmap_time : 10 : , "sv" : Map time limit will be incremented by this value (in minutes) if extend map vote passes<br />
sv_vote_failure_timer : 300 : , "sv" : A vote that fails cannot be re-submitted for this long<br />
sv_vote_issue_autobalance_allowed : 1 : , "sv" : Allow auto-balance vote issue<br />
sv_vote_issue_changelevel_allowed : 1 : , "sv" : Allow change level vote issue<br />
sv_vote_issue_changeruleset_allowed : 0 : , "sv" : Allow change ruleset vote issue<br />
sv_vote_issue_extendmap_allowed : 1 : , "sv" : Allow extend map vote issue<br />
sv_vote_issue_forcetdm_allowed : 1 : , "sv" : Allow force team deathmatch vote issue<br />
sv_vote_issue_kick_allowed : 0 : , "sv" : Allow kick players vote issue<br />
sv_vote_issue_restartround_allowed : 1 : , "sv" : Allow restart round vote issue<br />
sv_vote_issue_shuffleplayers_allowed : 1 : , "sv" : Allow shuffle players vote issue<br />
sv_vote_issue_timeout_allowed : 0 : , "sv" : Allow timeout vote issue<br />
sv_vote_kick_ban_duration : 10 : , "sv" : Vote kick ban duration in minutes (0 = disable)<br />
sv_vote_quorum_ratio : 0 : , "sv", "nf" : The minimum ratio of eligible players needed to pass a vote. Min 0.5, Max 1.0.<br />
sv_vote_timeout_duration : 60 : , "sv" : Timeout duration<br />
sv_vote_timeout_limit : 1 : , "sv" : How many timeouts can the team call<br />
sv_vote_timer_duration : 15 : , "sv" : How long to allow voting on an issue<br />
sv_vote_ui_hide_disabled_issues : 1 : , "sv" : Suppress listing of disabled issues in the vote setup screen.<br />
sv_wateraccelerate : 10 : , "sv", "nf", "rep" : <br />
sv_waterdist : 12 : , "sv", "rep" : Vertical view fixup when eyes are near water plane.<br />
sv_waterfriction : 1 : , "sv", "nf", "rep" : <br />
sys_minidumpexpandedspew : 1 : : <br />
sys_minidumpspewlines : 500 : : Lines of crash dump console spew to keep.<br />
systemlinkport : 27030 : : System Link port<br />
<br />
<br />
<br />
+taunt : cmd : : <br />
-taunt : cmd : : <br />
template_debug : 0 : , "sv" : <br />
Test_CreateEntity : cmd : : <br />
test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0> <br />
Test_EHandle : cmd : : <br />
test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player.<br />
test_fartme : cmd : : lol<br />
test_freezeframe : cmd : : Test the freeze frame code.<br />
test_gamemode_intro : cmd : : it does EVEN MORE stuff<br />
test_headshotme : cmd : : lol<br />
test_hintevent_failurepaths : cmd : : <br />
Test_InitRandomEntitySpawner : cmd : : <br />
test_mainmenumodel : cmd : : <br />
test_matchstart_reload : cmd : : <br />
test_parrotdisplay : cmd : : <br />
test_powderhorneffect : cmd : : test powderhorn effect<br />
Test_ProxyToggle_EnableProxy : cmd : : <br />
Test_ProxyToggle_EnsureValue : cmd : : Test_ProxyToggle_EnsureValue<br />
Test_ProxyToggle_SetValue : cmd : : <br />
test_pvk2_aberration_blue : 0 : , "cl" : <br />
test_pvk2_aberration_green : 0 : , "cl" : <br />
test_pvk2_aberration_red : 0 : , "cl" : <br />
test_pvk2_pixelizer_enable : 0 : , "cl" : <br />
test_pvk2_pixelizer_ph : 12 : , "cl" : <br />
test_pvk2_pixelizer_pw : 8 : , "cl" : <br />
test_pvk2_powderhorn_lumi_strength : 300 : , "cl" : <br />
test_pvk2_radialblur_enable : 0 : , "cl" : <br />
test_pvk2_radialblur_intensity : 0 : , "cl" : <br />
Test_RandomizeInPVS : cmd : : <br />
Test_RandomPlayerPosition : cmd : : <br />
test_rank_give : cmd : : <br />
test_rank_printlevels : cmd : : <br />
test_rank_reset : cmd : : <br />
test_rank_xp2level : cmd : : <br />
test_register_output_callback : cmd : : Usage: test_register_output_callback [entity targetname]<br />
test_remove_all_output_callbacks : cmd : : <br />
Test_RemoveAllRandomEntities : cmd : : <br />
test_ruleset_reload_scripts : cmd : : Reloads weapon & class scripts.<br />
test_ruleset_show_status : cmd : : Is the ruleset modified or not?<br />
Test_SpawnRandomEntities : cmd : : <br />
test_sprayimport : cmd : : it's magic<br />
test_stringpool : cmd : : Tests the class CStringPool<br />
test_timer_event : cmd : : it does stuff<br />
test_timer_message : cmd : : it does even more stuff<br />
test_zerkme : cmd : : lol<br />
testblockatk : cmd : : Test block attack.<br />
testhudanim : cmd : : Test a hud element animation. Arguments: <anim name> <br />
testscript_debug : 0 : : Debug test scripts.<br />
teststun : cmd : : Stuns the player<br />
texture_budget_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
texture_budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1<br />
texture_budget_panel_global : 0 : : Show global times in the texture budget panel.<br />
texture_budget_panel_height : 284 : , "a" : height in pixels of the budget panel<br />
texture_budget_panel_width : 512 : , "a" : width in pixels of the budget panel<br />
texture_budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel<br />
texture_budget_panel_y : 450 : , "a" : number of pixels from the top side of the game screen to draw the budget panel<br />
tf_escort_score_rate : 1 : , "sv", "cheat" : Score for escorting the train, in points per second<br />
think_limit : 0 : , "sv", "rep" : Maximum think time in milliseconds, warning is printed if this is exceeded.<br />
thirdperson : cmd : : Switch to thirdperson camera.<br />
thirdperson_mayamode : cmd : : Switch to thirdperson Maya-like camera controls.<br />
thirdperson_platformer : 0 : , "cl" : Player will aim in the direction they are moving.<br />
thirdperson_screenspace : 0 : , "cl" : Movement will be relative to the camera, eg: left means screen-left<br />
threadpool_affinity : 1 : : Enable setting affinity<br />
timedemo : cmd : : Play a demo and report performance info.<br />
timedemo_runcount : 0 : : Runs time demo X number of times.<br />
timedemoquit : cmd : : Play a demo, report performance info, and then exit<br />
timerefresh : cmd : : Profile the renderer.<br />
toggle : cmd : : Toggles a convar on or off, or cycles through a set of values.<br />
toggle_chestphysics : cmd : : <br />
toggleconsole : cmd : : Show/hide the console.<br />
togglehints : cmd : : Enable or disable contextual hints<br />
togglethirdperson : cmd : : Enable or disable thirdperson.<br />
trace_report : 0 : , "sv" : <br />
tracer_extra : 1 : , "cl" : <br />
trackerlistallfiles : cmd : : TrackerListAllFiles<br />
trackerlistvpkfiles : cmd : : TrackerListVPKFiles<br />
tv_allow_camera_man : 1 : , "sv" : Auto director allows spectators to become camera man<br />
tv_allow_static_shots : 1 : , "sv" : Auto director uses fixed level cameras for shots<br />
tv_autorecord : 0 : : Automatically records all games as SourceTV demos.<br />
tv_autoretry : 1 : : Relay proxies retry connection after network timeout<br />
tv_chatgroupsize : 0 : : Set the default chat group size<br />
tv_chattimelimit : 8 : : Limits spectators to chat only every n seconds<br />
tv_clients : cmd : : Shows list of connected SourceTV clients.<br />
tv_debug : 0 : : SourceTV debug info.<br />
tv_delay : 30 : , "sv" : SourceTV broadcast delay in seconds<br />
tv_delaymapchange : 0 : , "sv" : Delays map change until broadcast is complete<br />
tv_delaymapchange_protect : 1 : , "sv" : Protect against doing a manual map change if HLTV is broadcasting and has not caught up with a major game event such as round_end<br />
tv_deltacache : 2 : : Enable delta entity bit stream cache<br />
tv_dispatchmode : 1 : : Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always<br />
tv_enable : 0 : , "nf" : Activates SourceTV on server.<br />
tv_maxclients : 128 : : Maximum client number on SourceTV server.<br />
tv_maxrate : 8000 : : Max SourceTV spectator bandwidth rate allowed, 0 == unlimited<br />
tv_msg : cmd : : Send a screen message to all clients.<br />
tv_name : 0 : : SourceTV host name<br />
tv_nochat : 0 : , "a", "user" : Don't receive chat messages from other SourceTV spectators<br />
tv_overridemaster : 0 : : Overrides the SourceTV master root address.<br />
tv_password : 0 : , "nf", "prot", "norecord" : SourceTV password for all clients<br />
tv_port : 27020 : : Host SourceTV port<br />
tv_record : cmd : : Starts SourceTV demo recording.<br />
tv_relay : cmd : : Connect to SourceTV server and relay broadcast.<br />
tv_relaypassword : 0 : , "nf", "prot", "norecord" : SourceTV password for relay proxies<br />
tv_relayvoice : 1 : : Relay voice data: 0=off, 1=on<br />
tv_retry : cmd : : Reconnects the SourceTV relay proxy.<br />
tv_snapshotrate : 16 : : Snapshots broadcasted per second<br />
tv_status : cmd : : Show SourceTV server status.<br />
tv_stop : cmd : : Stops the SourceTV broadcast.<br />
tv_stoprecord : cmd : : Stops SourceTV demo recording.<br />
tv_timeout : 30 : : SourceTV connection timeout in seconds.<br />
tv_title : 0 : : Set title for SourceTV spectator UI<br />
tv_transmitall : 0 : , "rep" : Transmit all entities (not only director view)<br />
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<br />
<br />
ui_posedebug_fade_in_time : 0 : , "cheat", "norecord", "cl" : Time during which a new pose activity layer is shown in green in +posedebug UI<br />
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<br />
unbind : cmd : : Unbind a key.<br />
unbind_mac : cmd : : Unbind a key on the Mac only.<br />
unbindall : cmd : : Unbind all keys.<br />
unpause : cmd : : Unpause the game.<br />
updateplstatus : cmd : : Updates the showing of dev status for the client issuing the command<br />
+use : cmd : : <br />
-use : cmd : : <br />
use : cmd : : Use a particular weapon Arguments: <weapon_name><br />
UseNetworkVars : 1 : , "sv", "cheat" : For profiling, toggle network vars.<br />
user : cmd : : Show user data.<br />
user_context : cmd : : Set a Rich Presence Context: user_context <context id> <context value><br />
user_property : cmd : : Set a Rich Presence Property: user_property <property id><br />
users : cmd : : Show user info for players on server.<br />
<br />
<br />
<br />
v_centermove : 0 : , "cl" : <br />
v_centerspeed : 500 : , "cl" : <br />
v_ipitch_cycle : 1 : , "cheat", "rep", "cl" : <br />
v_ipitch_level : 0 : , "cheat", "rep", "cl" : <br />
v_iroll_cycle : 0 : , "cheat", "rep", "cl" : <br />
v_iroll_level : 0 : , "cheat", "rep", "cl" : <br />
v_iyaw_cycle : 2 : , "cheat", "rep", "cl" : <br />
v_iyaw_level : 0 : , "cheat", "rep", "cl" : <br />
vcollide_wireframe : 0 : , "cheat", "cl" : Render physics collision models in wireframe<br />
vcr_verbose : 0 : : Write extra information into .vcr file.<br />
vehicle_flushscript : cmd : : Flush and reload all vehicle scripts<br />
version : cmd : : Print version info string.<br />
vgui_cache_res_files : 1 : : <br />
vgui_drawfocus : 0 : : Report which panel is under the mouse.<br />
vgui_drawtree : 0 : , "cheat" : Draws the vgui panel hiearchy to the specified depth level.<br />
+vgui_drawtree : cmd : : <br />
-vgui_drawtree : cmd : : <br />
vgui_drawtree_bounds : 0 : : Show panel bounds.<br />
vgui_drawtree_clear : cmd : : <br />
vgui_drawtree_draw_selected : 0 : : Highlight the selected panel<br />
vgui_drawtree_freeze : 0 : : Set to 1 to stop updating the vgui_drawtree view.<br />
vgui_drawtree_hidden : 0 : : Draw the hidden panels.<br />
vgui_drawtree_panelalpha : 0 : : Show the panel alpha values in the vgui_drawtree view.<br />
vgui_drawtree_panelptr : 0 : : Show the panel pointer values in the vgui_drawtree view.<br />
vgui_drawtree_popupsonly : 0 : : Draws the vgui popup list in hierarchy(1) or most recently used(2) order.<br />
vgui_drawtree_render_order : 0 : : List the vgui_drawtree panels in render order.<br />
vgui_drawtree_visible : 1 : : Draw the visible panels.<br />
vgui_message_dialog_modal : 1 : , "a", "cl" : <br />
vgui_spew_fonts : cmd : : <br />
vgui_togglepanel : cmd : : show/hide vgui panel by name.<br />
video_quicktime_decode_gamma : 0 : , "a" : QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5<br />
video_quicktime_encode_gamma : 3 : , "a" : QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5<br />
viewanim_addkeyframe : cmd : : <br />
viewanim_create : cmd : : viewanim_create<br />
viewanim_load : cmd : : load animation from file<br />
viewanim_reset : cmd : : reset view angles!<br />
viewanim_save : cmd : : Save current animation to file<br />
viewanim_test : cmd : : test view animation<br />
viewmodel_fov : 74 : , "a", "cl" : Sets the field-of-view for the viewmodel.<br />
viewmodel_offset_x : 0 : , "a", "cl" : <br />
viewmodel_offset_y : 0 : , "a", "cl" : <br />
viewmodel_offset_z : 0 : , "a", "cl" : <br />
violence_ablood : 1 : : Draw alien blood<br />
violence_agibs : 1 : : Show alien gib entities<br />
violence_hblood : 1 : : Draw human blood<br />
violence_hgibs : 1 : : Show human gib entities<br />
voice_avggain : 0 : : <br />
voice_buffer_ms : 100 : : How many milliseconds of voice to buffer to avoid dropouts due to jitter and frame time differences.<br />
voice_clientdebug : 0 : , "cl" : <br />
voice_debugfeedback : 0 : : <br />
voice_debugfeedbackfrom : 0 : : <br />
voice_enable : 1 : , "a" : <br />
voice_fadeouttime : 0 : : <br />
voice_forcemicrecord : 1 : , "a" : <br />
voice_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than from the microphone.<br />
voice_loopback : 0 : , "user" : <br />
voice_maxgain : 10 : : <br />
voice_modenable : 1 : , "a", "clientcmd_can_execute", "cl" : Enable/disable voice in this mod.<br />
voice_overdrive : 2 : : <br />
voice_overdrivefadetime : 0 : : <br />
voice_printtalkers : cmd : : voice debug.<br />
voice_profile : 0 : : <br />
voice_recordtofile : 0 : : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'<br />
voice_scale : 1 : , "a" : <br />
voice_serverdebug : 0 : , "sv" : <br />
voice_showchannels : 0 : : <br />
voice_showincoming : 0 : : <br />
voice_spam_autoban : 45 : , "a", "cl" : How long till the autoban of voice spammers kicks in.<br />
voice_steal : 2 : : <br />
voice_writevoices : 0 : : Saves each speaker's voice data into separate .wav files <br />
voicemenu1 : cmd : : menu for voice commands<br />
voicemenu2 : cmd : : menu for voice commands<br />
voicemenu3 : cmd : : menu for voice commands<br />
+voicerecord : cmd : : <br />
-voicerecord : cmd : : <br />
volume : 0 : , "a" : Sound volume<br />
vox_reload : cmd : : Reload sentences.txt file<br />
voxeltree_box : cmd : : View entities in the voxel-tree inside box <Vector(min), Vector(max)>.<br />
voxeltree_playerview : cmd : : View entities in the voxel-tree at the player position.<br />
voxeltree_sphere : cmd : : View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.<br />
voxeltree_view : cmd : : View entities in the voxel-tree.<br />
vpk_dump_files_list : cmd : : Spews all filenames from selected VPK to console.<br />
vpk_valid : cmd : : Check VPK for Workshop validity.<br />
vprof : cmd : : Toggle VProf profiler<br />
vprof_adddebuggroup1 : cmd : : add a new budget group dynamically for debugging<br />
vprof_cachemiss : cmd : : Toggle VProf cache miss checking<br />
vprof_cachemiss_off : cmd : : Turn off VProf cache miss checking<br />
vprof_cachemiss_on : cmd : : Turn on VProf cache miss checking<br />
vprof_child : cmd : : <br />
vprof_collapse_all : cmd : : Collapse the whole vprof tree<br />
vprof_counters : 0 : : <br />
vprof_dump_groupnames : cmd : : Write the names of all of the vprof groups to the console.<br />
vprof_dump_oninterval : 0 : : Interval (in seconds) at which vprof will batch up data and dump it to the console.<br />
vprof_dump_spikes : 0 : : Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump<br />
vprof_dump_spikes_budget_group : 0 : : Budget gtNode to start report from when doing a dump spikes<br />
vprof_dump_spikes_node : 0 : : Node to start report from when doing a dump spikes<br />
vprof_expand_all : cmd : : Expand the whole vprof tree<br />
vprof_expand_group : cmd : : Expand a budget group in the vprof tree by name<br />
vprof_generate_report : cmd : : Generate a report to the console.<br />
vprof_generate_report_AI : cmd : : Generate a report to the console.<br />
vprof_generate_report_AI_only : cmd : : Generate a report to the console.<br />
vprof_generate_report_budget : cmd : : Generate a report to the console based on budget group.<br />
vprof_generate_report_hierarchy : cmd : : Generate a report to the console.<br />
vprof_generate_report_map_load : cmd : : Generate a report to the console.<br />
vprof_graph : 0 : : Draw the vprof graph.<br />
vprof_graphheight : 256 : , "a" : <br />
vprof_graphwidth : 512 : , "a" : <br />
vprof_nextsibling : cmd : : <br />
vprof_off : cmd : : Turn off VProf profiler<br />
vprof_on : cmd : : Turn on VProf profiler<br />
vprof_parent : cmd : : <br />
vprof_playback_average : cmd : : Average the next N frames.<br />
vprof_playback_start : cmd : : Start playing back a recorded .vprof file.<br />
vprof_playback_step : cmd : : While playing back a .vprof file, step to the next tick.<br />
vprof_playback_stepback : cmd : : While playing back a .vprof file, step to the previous tick.<br />
vprof_playback_stop : cmd : : Stop playing back a recorded .vprof file.<br />
vprof_prevsibling : cmd : : <br />
vprof_record_start : cmd : : Start recording vprof data for playback later.<br />
vprof_record_stop : cmd : : Stop recording vprof data<br />
vprof_remote_start : cmd : : Request a VProf data stream from the remote server (requires authentication)<br />
vprof_remote_stop : cmd : : Stop an existing remote VProf data request<br />
vprof_report_oninterval : 0 : : Interval (in seconds) at which vprof will batch up a full report to the console -- more detailed than vprof_dump_oninterval.<br />
vprof_reset : cmd : : Reset the stats in VProf profiler<br />
vprof_reset_peaks : cmd : : Reset just the peak time in VProf profiler<br />
vprof_scope : 0 : : Set a specific scope to start showing vprof tree<br />
vprof_scope_entity_gamephys : 0 : , "sv" : <br />
vprof_scope_entity_thinks : 0 : , "sv" : <br />
vprof_unaccounted_limit : 0 : , "a" : number of milliseconds that a node must exceed to turn red in the vprof panel<br />
vprof_verbose : 1 : , "a" : Set to one to show average and peak times<br />
vprof_vtrace : cmd : : Toggle whether vprof data is sent to VTrace<br />
vprof_vtune_group : cmd : : enable vtune for a particular vprof group ('disable' to disable)<br />
vprof_warningmsec : 10 : , "a" : Above this many milliseconds render the label red to indicate slow code.<br />
vr_activate : cmd : : Switch to VR mode<br />
vr_activate_default : 0 : , "a", "cl" : If this is true the game will switch to VR mode once startup is complete.<br />
vr_aim_yaw_offset : 90 : , "cl" : This value is added to Yaw when returning the vehicle aim angles to Source.<br />
vr_cycle_aim_move_mode : cmd : : Cycle through the aim & move modes.<br />
vr_deactivate : cmd : : Switch from VR mode to normal mode<br />
vr_debug_nochromatic : 0 : : <br />
vr_debug_nodistortion : 0 : : <br />
vr_debug_remote_cam : 0 : , "cl" : <br />
vr_debug_remote_cam_pos_x : 150 : , "cl" : <br />
vr_debug_remote_cam_pos_y : 0 : , "cl" : <br />
vr_debug_remote_cam_pos_z : 0 : , "cl" : <br />
vr_debug_remote_cam_target_x : 0 : , "cl" : <br />
vr_debug_remote_cam_target_y : 0 : , "cl" : <br />
vr_debug_remote_cam_target_z : -50 : , "cl" : <br />
vr_distortion_enable : 1 : : <br />
vr_first_person_uses_world_model : 1 : , "cl" : Causes the third person model to be drawn instead of the view model<br />
vr_force_windowed : 0 : , "a", "cl" : <br />
vr_hud_axis_lock_to_world : 0 : , "a", "cl" : Bitfield - locks HUD axes to the world - 0=pitch, 1=yaw, 2=roll<br />
vr_hud_display_ratio : 0 : , "a", "cl" : <br />
vr_hud_forward : 500 : , "a", "cl" : Apparent distance of the HUD in inches<br />
vr_hud_max_fov : 60 : , "a", "cl" : Max FOV of the HUD<br />
vr_hud_never_overlay : 0 : , "cl" : <br />
vr_moveaim_mode : 3 : , "a", "cl" : 0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful.<br />
vr_moveaim_mode_zoom : 3 : , "a", "cl" : 0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful.<br />
vr_moveaim_reticle_pitch_limit : 30 : , "a", "cl" : Beyond this number of degrees, the mouse clamps<br />
vr_moveaim_reticle_pitch_limit_zoom : -1 : , "a", "cl" : Beyond this number of degrees, the mouse clamps<br />
vr_moveaim_reticle_yaw_limit : 10 : , "a", "cl" : Beyond this number of degrees, the mouse drags the torso<br />
vr_moveaim_reticle_yaw_limit_zoom : 0 : , "a", "cl" : Beyond this number of degrees, the mouse drags the torso<br />
vr_projection_znear_multiplier : 0 : , "cl" : Allows moving the ZNear plane to deal with body clipping<br />
vr_refresh_distortion_texture : cmd : : <br />
vr_render_hud_in_world : 1 : , "cl" : <br />
vr_reset_home_pos : cmd : : Sets the current HMD position as the zero point<br />
vr_stereo_mono_set_eye : 0 : , "cl" : 0=off, Set all eyes to 1=left, 2=right, 3=middle eye<br />
vr_stereo_swap_eyes : 0 : , "cl" : 1=swap eyes.<br />
vr_toggle : cmd : : Toggles VR mode<br />
vr_track_reinit : cmd : : Reinitializes HMD tracking<br />
vr_translation_limit : 10 : , "cl" : How far the in-game head will translate before being clamped.<br />
vr_use_offscreen_render_target : 0 : : Experimental: Use larger offscreen render target for pre-distorted scene in VR<br />
vr_viewmodel_offset_forward : -8 : , "cl" : <br />
vr_viewmodel_offset_forward_large : -15 : , "cl" : <br />
vr_viewmodel_translate_with_head : 0 : , "cl" : 1=translate the viewmodel with the head motion.<br />
vr_zoom_multiplier : 2 : , "a", "cl" : When zoomed, how big is the scope on your HUD?<br />
vr_zoom_scope_scale : 6 : , "cl" : Something to do with the default scope HUD overlay size.<br />
vtune : cmd : : Controls VTune's sampling.<br />
<br />
<br />
<br />
+walk : cmd : : <br />
-walk : cmd : : <br />
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 player<br />
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<br />
wc_air_node_edit : cmd : : When in WC edit mode, toggles laying down or air nodes instead of ground nodes<br />
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 selected hull size (see ai_next_hull)<br />
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).<br />
wc_destroy_undo : cmd : : When in WC edit mode restores the last deleted node<br />
wc_link_edit : cmd : : <br />
weapon_showproficiency : 0 : , "sv" : <br />
windows_speaker_config : 4 : , "a" : <br />
wipe_nav_attributes : cmd : : Clear all nav attributes of selected area.<br />
workshop_download : cmd : : Download a Workshop map and add it to the list.<br />
workshop_download_collection : cmd : : Download all Workshop maps in a collection and add them to the list.<br />
workshop_publisher : cmd : : Open Workshop Publisher.<br />
workshop_validate : cmd : : Validate all Workshop items, and redownload them if missing.<br />
writeid : cmd : : Writes a list of permanently-banned user IDs to banned_user.cfg.<br />
writeip : cmd : : Save the ban list to banned_ip.cfg.<br />
<br />
<br />
<br />
x360_audio_english : 0 : , "cl" : Keeps track of whether we're forcing english in a localized language.<br />
x360_resolution_height : 480 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_interlaced : 0 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_widescreen_mode : 0 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_width : 640 : , "cl" : This is only used for reference. Changing this value does nothing<br />
xbox_autothrottle : 1 : , "a", "sv" : <br />
xbox_steering_deadzone : 0 : , "sv" : <br />
xbox_throttlebias : 100 : , "a", "sv" : <br />
xbox_throttlespoof : 200 : , "a", "sv" : <br />
xc_crouch_debounce : 0 : , "sv" : <br />
xload : cmd : : Load a saved game from a 360 storage device.<br />
xlook : cmd : : <br />
xmove : cmd : : <br />
xsave : cmd : : Saves current game to a 360 storage device.<br />
<br />
<br />
<br />
+zoom : cmd : : <br />
-zoom : cmd : : <br />
zoom_sensitivity_ratio : 0 : , "cl" : Additional mouse sensitivity scale factor applied when FOV is zoomed in.<br />
zoominthirdperson : cmd : : Zoom in thirdperson<br />
zoomoutthirdperson : cmd : : Zoom out thirdperson<br />
--------------<br />
3125 total convars/concommands</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1969
FAQ
2019-08-16T22:37:54Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer game?'''<br />
<br />
This is a multiplayer only game, but offline play will be available soon.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 10 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good amount of players?'''<br />
<br />
Every player will have a preference, some people like 3-9 players, and other likes 18-24 players. Generally the pvkii experience of rambunctious combat hits it's peak around 18-24 players. If you're looking for slow-paced duels then 3-9 is the right amount.<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all ten are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVKII have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!<br />
<br />
<br />
'''What commands can I use in console?'''<br />
<br />
This page should contain every single command you can use in pvkii: [[Conlog.txt]] (Careful, it's pretty huge!)</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Conlog.txt&diff=1968
Conlog.txt
2019-08-16T22:37:16Z
<p>SauceMan527: </p>
<hr />
<div>cvar list<br />
--------------<br />
_autosave : cmd : : Autosave<br />
_autosavedangerous : cmd : : AutoSaveDangerous<br />
_bugreporter_restart : cmd : : Restarts bug reporter .dll<br />
_fov : 0 : , "cl" : Automates fov command to server.<br />
_resetgamestats : cmd : : Erases current game stats and writes out a blank stats file<br />
_restart : cmd : : Shutdown and restart the engine.<br />
achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs.<br />
achievement_evaluate : cmd : : <internal name> Causes failable achievement to be evaluated<br />
achievement_mark_dirty : cmd : : Mark achievement data as dirty<br />
achievement_notification_test : cmd : : Test the hud notification UI<br />
achievement_reset : cmd : : <internal name> Clears specified achievement<br />
achievement_reset_all : cmd : : Clears all achievements<br />
achievement_status : cmd : : Shows status of all achievement<br />
achievement_test_clan_count : cmd : : Determines if specified # of teammates belong to same clan w/local player<br />
achievement_test_friend_count : cmd : : Counts the # of teammates on local player's friends list<br />
achievement_unlock : cmd : : <internal name> Unlocks achievement<br />
achievement_unlock_all : cmd : : Unlocks all achievements<br />
addbot : cmd : : Add a bot.<br />
addbot_name : cmd : : Add a bot by profile name.<br />
addip : cmd : : Add an IP address to the ban list.<br />
addons : cmd : : Open Add-on Manager.<br />
addons_cfg_startdir : 0 : , "a", "cl" : <br />
addons_clear_preview_cache : cmd : : Clear preview cache<br />
addons_dump_metadata : cmd : : Dump add-on metadata<br />
addons_list : cmd : : Dumps add-on list<br />
addons_publisher_save_startdir : 1 : , "a", "cl" : <br />
addons_publisher_startdir_preview : 0 : , "a", "cl" : <br />
addons_publisher_startdir_vpk : 0 : , "a", "cl" : <br />
addons_showtags : cmd : : Prints add-on tags<br />
adsp_alley_min : 122 : : <br />
adsp_courtyard_min : 126 : : <br />
adsp_debug : 0 : , "a" : <br />
adsp_door_height : 112 : : <br />
adsp_duct_min : 106 : : <br />
adsp_hall_min : 110 : : <br />
adsp_low_ceiling : 108 : : <br />
adsp_opencourtyard_min : 126 : : <br />
adsp_openspace_min : 130 : : <br />
adsp_openstreet_min : 118 : : <br />
adsp_openwall_min : 130 : : <br />
adsp_room_min : 102 : : <br />
adsp_street_min : 118 : : <br />
adsp_tunnel_min : 114 : : <br />
adsp_wall_height : 128 : : <br />
ai_auto_contact_solver : 1 : , "sv" : <br />
ai_block_damage : 0 : , "sv" : <br />
ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable <br />
ai_debug_assault : 0 : , "sv" : <br />
ai_debug_avoidancebounds : 0 : , "sv" : <br />
ai_debug_cover : 0 : , "sv" : <br />
ai_debug_directnavprobe : 0 : , "sv" : <br />
ai_debug_doors : 0 : , "sv" : <br />
ai_debug_dyninteractions : 0 : , "sv" : Debug the NPC dynamic interaction system.<br />
ai_debug_efficiency : 0 : , "sv" : <br />
ai_debug_enemies : 0 : , "sv" : <br />
ai_debug_expressions : 0 : , "sv" : Show random expression decisions for NPCs.<br />
ai_debug_follow : 0 : , "sv" : <br />
ai_debug_loners : 0 : , "sv" : <br />
ai_debug_looktargets : 0 : , "sv" : <br />
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'll show non-solid entities that would do it if they were solid.<br />
ai_debug_nav : 0 : , "sv" : <br />
ai_debug_node_connect : cmd : : Debug the attempted connection between two nodes<br />
ai_debug_ragdoll_magnets : 0 : , "sv" : <br />
ai_debug_shoot_positions : 0 : , "sv", "cheat", "rep" : <br />
ai_debug_speech : 0 : , "sv" : <br />
ai_debug_squads : 0 : , "sv" : <br />
ai_debug_tactical_los : 0 : , "sv" : <br />
ai_debug_think_ticks : 0 : , "sv" : <br />
ai_debugscriptconditions : 0 : , "sv" : <br />
ai_default_efficient : 0 : , "sv" : <br />
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 test effect of AI logic routines on frame rate<br />
ai_disable_path_simplification : 0 : , "sv" : <br />
ai_draw_motor_movement : 0 : , "sv" : <br />
ai_drawbattlelines : 0 : , "sv", "cheat" : <br />
ai_drop_hint : cmd : : Drop an ai_hint at the player's current eye position.<br />
ai_dump_hints : cmd : : <br />
ai_efficiency_override : 0 : , "sv" : <br />
ai_enable_fear_behavior : 1 : , "sv" : <br />
ai_expression_frametime : 0 : , "sv" : Maximum frametime to still play background expressions.<br />
ai_expression_optimization : 0 : , "sv" : Disable npc background expressions when you can't see them.<br />
ai_fear_player_dist : 720 : , "sv" : <br />
ai_find_lateral_cover : 1 : , "sv" : <br />
ai_find_lateral_los : 1 : , "sv" : <br />
ai_follow_use_points : 1 : , "sv" : <br />
ai_follow_use_points_when_moving : 1 : , "sv" : <br />
ai_force_serverside_ragdoll : 0 : , "sv" : <br />
ai_frametime_limit : 50 : , "sv" : frametime limit for min efficiency AIE_NORMAL (in sec's).<br />
ai_hull : cmd : : Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, <none>=NPC under crosshair<br />
ai_inhibit_spawners : 0 : , "sv", "cheat" : <br />
ai_lead_time : 0 : , "sv" : <br />
ai_LOS_mode : 0 : , "sv", "rep" : <br />
ai_moveprobe_debug : 0 : , "sv" : <br />
ai_moveprobe_jump_debug : 0 : , "sv" : <br />
ai_moveprobe_usetracelist : 0 : , "sv" : <br />
ai_navigator_generate_spikes : 0 : , "sv" : <br />
ai_navigator_generate_spikes_strength : 8 : , "sv" : <br />
ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-<br />
ai_no_local_paths : 0 : , "sv" : <br />
ai_no_node_cache : 0 : , "sv" : <br />
ai_no_select_box : 0 : , "sv" : <br />
ai_no_steer : 0 : , "sv" : <br />
ai_no_talk_delay : 0 : , "sv" : <br />
ai_nodes : cmd : : Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green - ground node Cyan - air node Magenta - climb node Grey - node not available for selected hull size Orange - node currently locked<br />
ai_norebuildgraph : 0 : , "sv" : <br />
ai_old_check_stand_position : 0 : , "sv" : <br />
ai_path_adjust_speed_on_immediate_turns : 1 : , "sv" : <br />
ai_path_insert_pause_at_est_end : 1 : , "sv" : <br />
ai_path_insert_pause_at_obstruction : 1 : , "sv" : <br />
ai_post_frame_navigation : 0 : , "sv" : <br />
ai_radial_max_link_dist : 512 : , "sv" : <br />
ai_reaction_delay_alert : 0 : , "sv" : <br />
ai_reaction_delay_idle : 0 : , "sv" : <br />
ai_rebalance_thinks : 1 : , "sv" : <br />
ai_report_task_timings_on_limit : 0 : , "a", "sv" : <br />
ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resume normal processing.<br />
ai_sequence_debug : 0 : , "sv" : <br />
ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps<br />
ai_setupbones_debug : 0 : , "sv" : Shows that bones that are setup every think<br />
ai_shot_bias : 1 : , "sv" : <br />
ai_shot_bias_max : 1 : , "sv", "rep" : <br />
ai_shot_bias_min : -1 : , "sv", "rep" : <br />
ai_shot_stats : 0 : , "sv" : <br />
ai_shot_stats_term : 1000 : , "sv" : <br />
ai_show_connect : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
ai_show_connect_fly : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
ai_show_connect_jump : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
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 the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.<br />
ai_show_grid : cmd : : Draw a grid on the floor where looking.<br />
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 - hint not being used by timed out Grey - hint has been disabled<br />
ai_show_hull : cmd : : Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Arguments: -none-<br />
ai_show_hull_attacks : 0 : , "sv" : <br />
ai_show_node : cmd : : Highlight the specified node<br />
ai_show_think_tolerance : 0 : , "sv" : <br />
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 drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.<br />
ai_simulate_task_overtime : 0 : , "sv" : <br />
ai_spread_cone_focus_time : 0 : , "sv" : <br />
ai_spread_defocused_cone_multiplier : 3 : , "sv" : <br />
ai_spread_pattern_focus_time : 0 : , "sv" : <br />
ai_step : cmd : : NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'<br />
ai_strong_optimizations : 0 : , "sv" : <br />
ai_strong_optimizations_no_checkstand : 0 : , "sv" : <br />
ai_task_pre_script : 0 : , "sv" : <br />
ai_test_los : cmd : : Test AI LOS from the player's POV<br />
ai_test_move_solver : cmd : : Tests the AI move solver system<br />
ai_test_moveprobe_ignoresmall : 0 : , "sv" : <br />
ai_test_nav_failure_handling : 0 : , "sv" : <br />
ai_think_limit_label : 0 : , "a", "sv" : <br />
ai_use_clipped_paths : 1 : , "sv" : <br />
ai_use_efficiency : 1 : , "sv" : <br />
ai_use_frame_think_limits : 1 : , "sv" : <br />
ai_use_think_optimizations : 1 : , "sv" : <br />
ai_use_visibility_cache : 1 : , "sv" : <br />
ai_vehicle_avoidance : 1 : , "sv", "cheat" : <br />
ainet_generate_report : cmd : : Generate a report to the console.<br />
ainet_generate_report_only : cmd : : Generate a report to the console.<br />
air_density : cmd : : Changes the density of air for drag computations.<br />
alias : cmd : : Alias a command.<br />
+alt1 : cmd : : <br />
-alt1 : cmd : : <br />
+alt2 : cmd : : <br />
-alt2 : cmd : : <br />
anim_3wayblend : 1 : , "sv", "rep" : Toggle the 3-way animation blending code.<br />
armedtotheteeth : cmd : : Fully load the player with anything and everything... <br />
askconnect_accept : cmd : : Accept a redirect request by the server.<br />
async_allow_held_files : 1 : : Allow AsyncBegin/EndRead()<br />
async_mode : 0 : : Set the async filesystem mode (0 = async, 1 = synchronous)<br />
async_resume : cmd : : <br />
async_serialize : 0 : : Force async reads to serialize for profiling<br />
async_simulate_delay : 0 : : Simulate a delay of up to a set msec per file operation<br />
async_suspend : cmd : : <br />
+attack : cmd : : <br />
-attack : cmd : : <br />
+attack2 : cmd : : <br />
-attack2 : cmd : : <br />
+attack3 : cmd : : <br />
-attack3 : cmd : : <br />
audit_save_in_memory : cmd : : Audit the memory usage and files in the save-to-memory system<br />
autoaim_max_deflect : 0 : , "sv" : <br />
autoaim_max_dist : 2160 : , "sv" : <br />
autosave : cmd : : Autosave<br />
autosavedangerous : cmd : : AutoSaveDangerous<br />
autosavedangerousissafe : cmd : : <br />
+back : cmd : : <br />
-back : cmd : : <br />
banid : cmd : : Add a user ID to the ban list.<br />
banip : cmd : : Add an IP address to the ban list.<br />
bench_end : cmd : : Ends gathering of info.<br />
bench_showstatsdialog : cmd : : Shows a dialog displaying the most recent benchmark results.<br />
bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into<br />
bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers.<br />
benchframe : cmd : : Takes a snapshot of a particular frame in a time demo.<br />
bind : cmd : : Bind a key.<br />
bind_mac : cmd : : Bind this key but only on Mac, not win32<br />
binds_per_command : 1 : , "cl" : <br />
BindToggle : cmd : : Performs a bind <key> 'increment var <cvar> 0 1 1'<br />
birds_debug : 0 : , "sv" : <br />
blink_duration : 0 : , "cl" : How many seconds an eye blink will last.<br />
bloodspray : cmd : : blood<br />
bot_aim_drop_factor : 0 : , "sv", "cheat" : <br />
bot_aim_easy_multiplier : 1 : , "sv", "cheat" : <br />
bot_aim_hard_multiplier : 0 : , "sv", "cheat" : <br />
bot_aim_medium_multiplier : 1 : , "sv", "cheat" : <br />
bot_aim_ranged_spread : 2 : , "sv", "cheat" : <br />
bot_aim_skill_roll_max : 200 : , "sv", "cheat" : <br />
bot_aim_spread : 1 : , "sv", "cheat" : <br />
bot_attack_ignoreblock : 0 : , "sv" : <br />
bot_blast_radius : 128 : , "sv", "cheat" : <br />
bot_blockhere : cmd : : Order the bot to stand and block using a shield<br />
bot_chatter : 1 : , "sv" : Enable/Disable bot chatter.<br />
bot_clearcond : cmd : : Clear condition from the bot<br />
bot_cycle : 1 : , "sv" : Enable/Disable bot cycling through the server.<br />
bot_debug : 0 : , "sv" : Display the debug information panel for bots<br />
bot_debug_invalid_schedule : 0 : , "sv", "cheat" : <br />
bot_debug_ladders : 0 : , "sv", "cheat" : <br />
bot_debug_projectile_drop : 0 : , "sv" : <br />
bot_debug_stuck : 0 : , "sv", "cheat" : <br />
bot_debug_think_we_fell : 0 : , "sv", "cheat" : <br />
bot_defend_complete_time : 5 : , "sv" : <br />
bot_difficulty : 1 : , "sv" : Bot difficulty. 0 = Easy, 1 = Medium, 2 = Hard<br />
bot_dropitem : cmd : : Drop the item the bot is holding<br />
bot_enemy_danger_close_distance : 250 : , "sv", "cheat" : <br />
bot_enemy_near_distance : 1024 : , "sv", "cheat" : <br />
bot_fair_fight : 1 : , "sv", "cheat" : <br />
bot_feeler_trail_time : 0 : , "sv", "cheat" : <br />
bot_givespecial : cmd : : Give full special meter to bot<br />
bot_goforchest : cmd : : Schedules the bot to go after the chest the player is pointing to.<br />
bot_holdposhere : cmd : : Order the bot to hold position at the location of othe crosshair's intersection with the ground<br />
bot_kick_all : cmd : : Kick all bots.<br />
bot_max_attack_cancel_chance : 60 : , "sv", "cheat" : <br />
bot_max_desired_playtime : 2000 : , "sv" : <br />
bot_mimic : 0 : , "sv" : Bot uses usercmd of player by index.<br />
bot_mimic_yaw_offset : 0 : , "sv" : Offsets the bot yaw.<br />
bot_min_desired_playtime : 700 : , "sv" : <br />
bot_moveto : cmd : : Moves a bot to the position the issuing player is looking at.<br />
bot_nearby_pickup_distance : 256 : , "sv" : <br />
bot_obj_drop_mag : 35 : , "sv", "cheat" : <br />
bot_push_away_force : 4 : , "sv", "cheat" : <br />
bot_pushaway_force : 15000 : , "sv" : <br />
bot_pushaway_max_force : 10000 : , "sv" : <br />
bot_pushaway_movement_multiplier_max : 1 : , "sv" : <br />
bot_quota : 0 : , "sv" : Total number of bots<br />
bot_require_humans : 1 : , "sv" : Bots will not be added until a human joins a team<br />
bot_say_basic_info : cmd : : Print the basic information for the bot in the chat<br />
bot_select : cmd : : Selects the bot the player is aiming at for debugging<br />
bot_select_next : cmd : : Switch to the next bot.<br />
bot_select_prev : cmd : : Switch to the previous bot.<br />
bot_setcond : cmd : : Set condition to the bot<br />
bot_spy : cmd : : Print the info for the first n collisions<br />
bot_step_height_modifier : 9 : , "sv", "cheat" : <br />
bot_stop : cmd : : <br />
bot_te_capture_dist : 130 : , "sv", "cheat" : <br />
box : cmd : : Draw a debug box.<br />
+break : cmd : : <br />
-break : cmd : : <br />
breakable_disable_gib_limit : 0 : , "sv" : <br />
breakable_multiplayer : 1 : , "sv" : <br />
breakmyshield : cmd : : Breaks your equipped shield<br />
buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero)<br />
budget_averages_window : 30 : , "a" : number of frames to look at when figuring out average frametimes<br />
budget_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
budget_bargraph_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
budget_bargraph_range_ms : 16 : , "a" : budget bargraph range in milliseconds<br />
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<br />
budget_history_range_ms : 66 : , "a" : budget history range in milliseconds<br />
budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1<br />
budget_panel_height : 384 : , "a" : height in pixels of the budget panel<br />
budget_panel_width : 512 : , "a" : width in pixels of the budget panel<br />
budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel<br />
budget_panel_y : 50 : , "a" : number of pixels from the top side of the game screen to draw the budget panel<br />
budget_peaks_window : 30 : , "a" : number of frames to look at when figuring out peak frametimes<br />
budget_show_averages : 0 : , "a" : enable/disable averages in the budget panel<br />
budget_show_history : 1 : , "a" : turn history graph off and on. . good to turn off on low end<br />
budget_show_peaks : 1 : , "a" : enable/disable peaks in the budget panel<br />
budget_toggle_group : cmd : : Turn a budget group on/off<br />
bug : cmd : : Show/hide the bug reporting UI.<br />
bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again.<br />
bugreporter_includebsp : 1 : : Include .bsp for internal bug submissions.<br />
bugreporter_uploadasync : 0 : , "a" : Upload attachments asynchronously<br />
buildcubemaps : cmd : : Rebuild cubemaps.<br />
building_cubemaps : 0 : : <br />
c_maxdistance : 200 : , "a", "cheat", "cl" : <br />
c_maxpitch : 90 : , "a", "cheat", "cl" : <br />
c_maxyaw : 135 : , "a", "cheat", "cl" : <br />
c_mindistance : 30 : , "a", "cheat", "cl" : <br />
c_minpitch : 0 : , "a", "cheat", "cl" : <br />
c_minyaw : -135 : , "a", "cheat", "cl" : <br />
c_orthoheight : 100 : , "a", "cheat", "cl" : <br />
c_orthowidth : 100 : , "a", "cheat", "cl" : <br />
cache_print : cmd : : cache_print [section] Print out contents of cache memory.<br />
cache_print_lru : cmd : : cache_print_lru [section] Print out contents of cache memory.<br />
cache_print_summary : cmd : : cache_print_summary [section] Print out a summary contents of cache memory.<br />
callvote : cmd : : Start a vote on an issue.<br />
caltrops_throw_delay : 0 : , "sv", "nf", "rep" : Caltrops throw delay<br />
caltrops_throw_force : 150 : , "sv", "nf" : Caltrops throw force<br />
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.<br />
cam_command : 0 : , "cheat", "cl" : <br />
cam_idealdelta : 4 : , "a", "cheat", "cl" : Controls the speed when matching offset to ideal angles in thirdperson view<br />
cam_idealdist : 50 : , "a", "cl" : Distance from camera to player in thirdperson.<br />
cam_idealdistright : 0 : , "a", "cheat", "cl" : <br />
cam_idealdistup : 15 : , "a", "cl" : How many units the camera is up or down from the player in thirdperson.<br />
cam_ideallag : 0 : , "a", "cheat", "cl" : Amount of lag used when matching offset to ideal angles in thirdperson view<br />
cam_idealpitch : 0 : , "a", "cheat", "cl" : <br />
cam_idealyaw : 0 : , "a", "cheat", "cl" : <br />
cam_pvk2_tauntcam_dist : 110 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_pitch : 0 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_rotspeed : 0 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_yaw : 0 : , "cheat", "cl" : <br />
cam_showangles : 0 : , "cheat", "cl" : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.<br />
cam_snapto : 0 : , "a", "cheat", "cl" : <br />
+camdistance : cmd : : <br />
-camdistance : cmd : : <br />
+camin : cmd : : <br />
-camin : cmd : : <br />
+cammousemove : cmd : : <br />
-cammousemove : cmd : : <br />
camortho : cmd : : Switch to orthographic camera.<br />
+camout : cmd : : <br />
-camout : cmd : : <br />
+campitchdown : cmd : : <br />
-campitchdown : cmd : : <br />
+campitchup : cmd : : <br />
-campitchup : cmd : : <br />
+camyawleft : cmd : : <br />
-camyawleft : cmd : : <br />
+camyawright : cmd : : <br />
-camyawright : cmd : : <br />
cancelselect : cmd : : <br />
cast_hull : cmd : : Tests hull collision detection<br />
cast_ray : cmd : : Tests collision detection<br />
cc_captiontrace : 1 : , "cl" : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)<br />
cc_emit : cmd : : Emits a closed caption<br />
cc_findsound : cmd : : Searches for soundname which emits specified text.<br />
cc_flush : cmd : : Flushes async'd captions.<br />
cc_lang : 0 : , "a", "cl" : Current close caption language (emtpy = use game UI language)<br />
cc_linger_time : 1 : , "a", "cl" : Close caption linger time.<br />
cc_minvisibleitems : 1 : , "cl" : Minimum number of caption items to show.<br />
cc_predisplay_time : 0 : , "a", "cl" : Close caption delay before showing caption.<br />
cc_random : cmd : : Emits a random caption<br />
cc_sentencecaptionnorepeat : 4 : , "cl" : How often a sentence can repeat.<br />
cc_showblocks : cmd : : Toggles showing which blocks are pending/loaded async.<br />
cc_smallfontlength : 300 : , "cl" : If text stream is this long, force usage of small font size.<br />
cc_subtitles : 0 : , "a", "cl" : If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).<br />
ccs_create_convars_from_hwconfig : cmd : : Create convars from the current hardware config, useful for diffing purposes<br />
centerview : cmd : : <br />
ch_createairboat : cmd : : Spawn airboat in front of the player.<br />
ch_createjeep : cmd : : Spawn jeep in front of the player.<br />
changelevel : cmd : : Change server to the specified map<br />
changelevel2 : cmd : : Transition to the specified map in single player<br />
changelevel_delayed : cmd : : Change level after x seconds<br />
changelevel_next : cmd : : Immediately changes to the next map in the map rotation for the server.<br />
characterinfopanel : cmd : : Character Info and Setup<br />
cl_achievement_title : 1108 : , "a", "cl" : Player Achievement Title<br />
cl_allowdownload : 1 : , "a" : Client downloads customization files<br />
cl_allowupload : 1 : , "a" : Client uploads customization files<br />
cl_always_flush_models : 0 : : If set, always flush models between map loads. Useful on systems under memory pressure.<br />
cl_anglespeedkey : 0 : , "cl" : <br />
cl_animationinfo : cmd : : Hud element to examine.<br />
cl_attachedmodels : 1 : , "a", "cl" : <br />
cl_autozoomthirdperson : 1 : , "a", "user", "cl" : Enable/Disable auto-zoom to first person while in thirdperson.<br />
cl_backspeed : 450 : , "sv", "cheat", "rep" : <br />
cl_berserktint : 1 : , "a", "user", "cl" : Enable/Disable berserk tint.<br />
cl_blood_affected_by_ff : 1 : , "a", "user", "cl" : Sets whether viewmodel blood is affected by friendly fire.<br />
cl_blood_pass_lifetime : 60 : , "a", "cl" : <br />
cl_bob : 0 : , "cl" : <br />
cl_bobcycle : 0 : , "cl" : <br />
cl_bobup : 0 : , "cl" : <br />
cl_burninggibs : 0 : , "cl" : A burning player that gibs has burning gibs.<br />
cl_chat_textcolor : 255 : , "a", "cl" : Chat text color in RGB.<br />
cl_chatfilters : 63 : , "a", "cl" : Stores the chat filter settings <br />
cl_chest_glow_mode : 1 : , "a", "user", "cl" : 0 = No chest glow 1 = Default neutral chest glow 2 = Team based chest glow<br />
cl_clantag : 0 : , "a", "user", "cl" : Clan tag id.<br />
cl_class : 0 : , "a", "user", "cl" : Default class when joining a game<br />
cl_clean_textures_on_death : 0 : , "cl" : If enabled, attempts to purge unused textures every time a freeze cam is shown<br />
cl_clearhinthistory : cmd : : Clear memory of client side hints displayed to the player.<br />
cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.<br />
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 if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.<br />
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 applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.<br />
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.<br />
cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it).<br />
cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift. <br />
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.<br />
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.<br />
cl_cmdrate : 66 : , "a", "user" : Max number of command packets sent to server per second<br />
cl_cosmetic_shadows_enable : 1 : , "user", "cl" : <br />
cl_cosmetics_enable : 1 : , "a", "cl" : <br />
cl_critsound : 1 : , "a", "cl" : Play a sound on debuff crits.<br />
cl_customsounds : 0 : , "cl" : Enable customized player sound playback<br />
cl_damaged_aberration_enable : 1 : , "a", "cl" : <br />
cl_damagedisplay : 1 : , "a", "cl" : Display damage done as... 1 = text on your target's position. 2 = text on the HUD.<br />
cl_damagedisplay_font : 0 : , "a", "cl" : Damage display font name. Note that this needs to be a name of the font in system or .ttf, not in the ClientScheme.res.<br />
cl_damagedisplay_font_antialias : 1 : , "a", "cl" : Damage display font is antialiased?<br />
cl_damagedisplay_font_dropshadow : 1 : , "a", "cl" : Damage display font has drop shadow?<br />
cl_damagedisplay_font_size : 18 : , "a", "cl" : Damage display font size. Note that this value is proportional.<br />
cl_damagedisplay_font_size_hud : 24 : , "a", "cl" : Damage display HUD mode font size. Note that this value is proportional.<br />
cl_damagedisplay_showtotal : 0 : , "a", "cl" : On melee swings or explosions, show the total damage dealt in 1 display.<br />
cl_damagenotifications : 1 : , "a", "cl" : Show damage notifications, such as crits, headshots etc. 1 = text on your target's position. 2 = text on the HUD.<br />
cl_debuffparticles : 1 : , "a", "user", "cl" : Enable/Disable MAA fart debuff particles.<br />
cl_debufftint : 1 : , "a", "user", "cl" : Enable/Disable debuff tint.<br />
cl_debug_player_perf : 0 : : <br />
cl_debugrumble : 0 : , "a", "cl" : Turn on rumble debugging spew<br />
cl_demoviewoverride : 0 : , "cl" : Override view during demo playback<br />
cl_detail_avoid_force : 0 : , "a", "cl" : force with which to avoid players ( in units, percentage of the width of the detail sprite )<br />
cl_detail_avoid_radius : 0 : , "a", "cl" : radius around detail sprite to avoid players<br />
cl_detail_avoid_recover_speed : 0 : , "a", "cl" : how fast to recover position after avoiding players<br />
cl_detail_max_sway : 0 : , "a", "cl" : Amplitude of the detail prop sway<br />
cl_detail_multiplier : 1 : , "cheat", "cl" : extra details to create<br />
cl_detaildist : 1200 : : Distance at which detail props are no longer visible<br />
cl_detailfade : 400 : : Distance across which detail props fade in<br />
cl_disablehtmlmotd : 0 : , "a", "cl" : Disable HTML motds.<br />
cl_dismemberment_enable : 1 : , "a", "user", "cl" : <br />
cl_dodge_vieweffects : 1 : , "a", "cl" : <br />
cl_downloadfilter : 0 : , "a" : Determines which files can be downloaded from the server (all, none, nosounds, mapsonly)<br />
cl_drawhud : 1 : , "cheat", "cl" : Enable the rendering of the hud<br />
cl_drawleaf : -1 : , "cheat", "cl" : <br />
cl_drawmaterial : 0 : , "cheat", "cl" : Draw a particular material over the frame<br />
cl_drawmonitors : 1 : , "cl" : <br />
cl_drawshadowtexture : 0 : , "cheat", "cl" : <br />
cl_dump_particle_stats : cmd : : dump particle profiling info to particle_profile.csv<br />
cl_ejectbrass : 1 : : <br />
cl_ent_absbox : cmd : : Displays the client's absbox for the entity under the crosshair.<br />
cl_ent_bbox : cmd : : Displays the client's bounding box for the entity under the crosshair.<br />
cl_ent_rbox : cmd : : Displays the client's render box for the entity under the crosshair.<br />
cl_entityreport : 0 : , "cheat" : For debugging, draw entity states to console<br />
cl_entityreport_sorted : 0 : , "cheat" : For debugging, draw entity states to console in sorted order. [0 = disabled, 1 = average, 2 = current, 3 = peak<br />
cl_extrapolate : 1 : , "cheat", "cl" : Enable/disable extrapolation if interpolation history runs out.<br />
cl_extrapolate_amount : 0 : , "cheat", "cl" : Set how many seconds the client will extrapolate entities for.<br />
cl_fastdetailsprites : 1 : , "cheat", "cl" : whether to use new detail sprite system<br />
cl_fasttempentcollision : 5 : , "cl" : <br />
cl_find_ent : cmd : : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring> <br />
cl_find_ent_index : cmd : : Display data for clientside entity matching specified index. Format: cl_find_ent_index <index> <br />
cl_first_person_uses_world_model : 0 : , "a", "cl" : Causes the third person model to be drawn instead of the view model<br />
cl_flushentitypacket : 0 : , "cheat" : For debugging. Force the engine to flush an entity packet.<br />
cl_forwardspeed : 450 : , "sv", "cheat", "rep" : <br />
cl_fpspanel_font : 0 : , "a", "cl" : <br />
cl_freezecam : 1 : , "a", "user", "cl" : <br />
cl_freezecam_auto_screenshot : 0 : , "a", "cl" : Enable/Disable the Death Cam taking screenshots automatically<br />
cl_freezecam_auto_screenshot_quality : 100 : , "a", "cl" : Quality of the screenshots auto-generated by the Death Cam<br />
cl_fullupdate : cmd : : Forces the server to send a full update packet<br />
cl_gib_always : 0 : , "a", "user", "cl" : <br />
cl_gib_insane_multiplier : 10 : , "a", "user", "cl" : Multiplier for insane gibbing (Min 2, Max 50)<br />
cl_gibs_attackable : 0 : , "a", "user", "cl" : Enables/Disables attackable gibs.<br />
cl_gibs_enable : 1 : , "a", "user", "cl" : Enables/Disables gibbing<br />
cl_gibs_insane_enable : 0 : , "a", "user", "cl" : Enables/Disables insane gibbing<br />
cl_gibs_insane_limit : 512 : , "a", "user", "cl" : Limit for number of insane gibs (Min 128, Max 768)<br />
cl_gibsound_enable : 1 : , "a", "user", "cl" : <br />
cl_headbob : 1 : , "a", "cl" : <br />
cl_headicons : 1 : , "a", "cl" : <br />
cl_hitsound : 1 : , "a", "cl" : Plays a sound on hit.<br />
cl_hitsound_filename : 0 : , "a", "cl" : Hit sound filename.<br />
cl_hitsound_pitch : 100 : , "a", "cl" : Hit sound main pitch<br />
cl_hitsound_ranged_only : 0 : , "a", "cl" : Only plays hit sound on ranged hits and explosions, ignores melee swings<br />
cl_hitsound_volume : 1 : , "a", "cl" : Hit sound volume.<br />
cl_hudhint_sound : 1 : , "a", "cl" : Disable hudhint sounds.<br />
cl_hunter_effect_fadein : 0 : , "cheat", "cl" : <br />
cl_hunter_effect_fadeout : 2 : , "cheat", "cl" : <br />
cl_hunter_effect_intensity : 0 : , "cheat", "cl" : <br />
cl_idealpitchscale : 0 : , "a", "cl" : <br />
cl_ignorepackets : 0 : , "cheat" : Force client to ignore packets (for debugging).<br />
cl_interp : 0 : , "user", "cl" : Sets the interpolation amount (bounded on low side by server interp ratio settings).<br />
cl_interp_all : 0 : , "cl" : Disable interpolation list optimizations.<br />
cl_interp_npcs : 0 : , "user", "cl" : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)<br />
cl_interp_ratio : 1 : , "user", "cl" : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).<br />
cl_jiggle_bone_debug : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_debug_pitch_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_debug_yaw_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_framerate_cutoff : 20 : , "cl" : Skip jiggle bone simulation if framerate drops below this value (frames/second)<br />
cl_lagcompensation : 1 : , "user", "cl" : Perform server side lag compensation of weapon firing events.<br />
cl_language : 0 : , "user" : Language (from HKCU\Software\Valve\Steam\Language)<br />
cl_leveloverview : 0 : , "cheat", "cl" : <br />
cl_leveloverviewmarker : 0 : , "cheat", "cl" : <br />
cl_localnetworkbackdoor : 1 : : Enable network optimizations for single player games.<br />
cl_logofile : 0 : , "a" : Spraypoint logo decal.<br />
cl_maxrenderable_dist : 3000 : , "cheat", "cl" : Max distance from the camera at which things will be rendered<br />
cl_meathook_neck_pivot_ingame_fwd : 3 : , "cl" : <br />
cl_meathook_neck_pivot_ingame_up : 7 : , "cl" : <br />
cl_melee_attack_mode : 1 : , "a", "user", "cl" : <br />
cl_melee_block_mode : 1 : , "a", "user", "cl" : <br />
cl_melee_dirselect_lock_view : 0 : , "a", "cl" : <br />
cl_melee_dirselect_sensitivity : 0 : , "a", "cl" : Sensitivity of attack/block direction selection<br />
cl_meleecrosshair : 1 : , "a", "cl" : <br />
cl_meleevieweffects : 1 : , "a", "cl" : <br />
cl_menumodels : 1 : , "a", "cl" : <br />
cl_motionblur : 0 : , "cl" : Draw motion blur<br />
cl_mouseenable : 1 : , "cl" : <br />
cl_mouselook : 1 : , "a", "cl" : Set to 1 to use mouse for look, 0 for keyboard look.<br />
cl_mute_all_comms : 1 : , "a", "cl" : If 1, then all communications from a player will be blocked when that player is muted, including chat messages.<br />
cl_new_blood_effects : 1 : , "a", "cl" : <br />
cl_new_impact_effects : 1 : , "cl" : <br />
cl_new_splash_effects : 1 : , "cl" : <br />
cl_observercrosshair : 1 : , "a", "cl" : <br />
cl_overdraw_test : 0 : , "cheat", "numeric", "cl" : <br />
cl_panelanimation : cmd : : Shows panel animation variables: <panelname | blank for all panels>.<br />
cl_parrot_color : 12 : , "a", "user", "cl" : IDX to Dye for Parrot<br />
cl_particle_batch_mode : 1 : , "cl" : <br />
cl_particle_retire_cost : 0 : , "cheat", "cl" : <br />
cl_particle_show_bbox : 0 : , "cheat", "cl" : <br />
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<br />
cl_particle_stats_start : cmd : : Start or restart particle stats - also dumps to particle_stats.csv<br />
cl_particle_stats_stop : cmd : : Stop particle stats, or snapshot this frame - also dumps to particle_stats.csv<br />
cl_particle_stats_trigger_count : 0 : , "cl" : Dump stats if the particle count exceeds this number.<br />
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 often.<br />
cl_pclass : 0 : , "cheat", "cl" : Dump entity by prediction classname.<br />
cl_pdump : -1 : , "cheat", "cl" : Dump info about this entity to screen.<br />
cl_phys_props_enable : 1 : , "cl" : Disable clientside physics props (must be set before loading a level).<br />
cl_phys_props_max : 300 : , "cl" : Maximum clientside physic props<br />
cl_phys_props_respawndist : 1500 : , "cl" : Minimum distance from the player that a clientside prop must be before it's allowed to respawn.<br />
cl_phys_props_respawnrate : 60 : , "cl" : Time, in seconds, between clientside prop respawns.<br />
cl_phys_timescale : 1 : , "cheat", "cl" : Sets the scale of time for client-side physics (ragdolls)<br />
cl_pitchdown : 89 : , "cheat", "cl" : <br />
cl_pitchspeed : 225 : , "cl" : Client pitch speed.<br />
cl_pitchup : 89 : , "cheat", "cl" : <br />
cl_playback_screenshots : 0 : : Allows the client to playback screenshot and jpeg commands in demos.<br />
cl_player_colorcorrection_fx : 1 : , "a", "cl" : Enable/Disable player color correction effects<br />
cl_playergib_lifetime : 30 : , "a", "cl" : <br />
cl_playerspraydisable : 0 : , "a", "cl" : Disable player sprays.<br />
cl_powderhornblast_advanced_enable : 1 : , "a", "cl" : <br />
cl_precacheinfo : cmd : : Show precache info (client).<br />
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).<br />
cl_pred_track : cmd : : <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.<br />
cl_predict : 1 : , "user", "cl" : Perform client side prediction.<br />
cl_predictionlist : 0 : , "cheat", "cl" : Show which entities are predicting <br />
cl_predictweapons : 1 : , "user", "cl" : Perform client side prediction of weapon effects.<br />
cl_pvk2_announcer : 1 : , "a", "cl" : <br />
cl_pvk2_contexthints : 1 : , "cl" : <br />
cl_pvk2_droppedweapon_lifetime : 30 : , "cl" : <br />
cl_pvk2_dropweapons : 1 : , "cl" : <br />
cl_ragdoll_collide : 0 : , "cl" : <br />
cl_ragdoll_enable : 1 : , "a", "cl" : <br />
cl_ragdoll_lifetime : 60 : , "a", "cl" : <br />
cl_ragdoll_limit : 56 : , "a", "cl" : Limits the amount of ragdolls that can be spawned<br />
cl_reload_localization_files : cmd : : Reloads all localization files<br />
cl_removedecals : cmd : : Remove the decals from the entity under the crosshair.<br />
cl_resend : 6 : : Delay in seconds before the client will resend the 'connect' attempt<br />
cl_richpresence : 1 : , "a", "cl" : Enable Rich Presence.<br />
cl_rumblescale : 1 : , "a", "cl" : Scale sensitivity of rumble effects (0 to 1.0)<br />
cl_screenshot_autotag : 1 : , "a", "cl" : <br />
cl_screenshotname : 0 : : Custom Screenshot name<br />
cl_SetupAllBones : 0 : , "cl" : <br />
cl_shadowtextureoverlaysize : 256 : , "cheat", "cl" : <br />
cl_show_connectionless_packet_warnings : 0 : : Show console messages about ignored connectionless packets on the client.<br />
cl_show_num_particle_systems : 0 : , "cl" : Display the number of active particle systems.<br />
cl_show_splashes : 1 : , "cl" : <br />
cl_showanimstate : -1 : , "cheat", "cl" : Show the (client) animation state for the specified entity (-1 for none).<br />
cl_showanimstate_log : 0 : , "cheat", "cl" : 1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.<br />
cl_showbattery : 0 : , "cl" : Draw current battery level at top of screen when on battery power<br />
cl_ShowBoneSetupEnts : 0 : , "cl" : Show which entities are having their bones setup each frame.<br />
cl_showclantags : 1 : , "a", "user", "cl" : Show clan tags on scoreboard, deathnotices etc.<br />
cl_showdemooverlay : 0 : : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)<br />
cl_showents : cmd : : Dump entity list to console.<br />
cl_showerror : 0 : , "cl" : Show prediction errors, 2 for above plus detailed field deltas.<br />
cl_showevents : 0 : , "cheat" : Print event firing info in the console<br />
cl_showfps : 0 : , "cl" : Draw fps meter at top of screen (1 = fps, 2 = smooth fps)<br />
cl_showhelp : 1 : , "a", "user", "cl" : Set to 0 to not show on-screen help<br />
cl_showhints : 0 : , "a", "user", "cl" : <br />
cl_shownemeses : 1 : , "a", "user", "cl" : Show dominations and revenges. Does not affect scoring.<br />
cl_showpausedimage : 1 : , "cl" : Show the 'Paused' image when game is paused.<br />
cl_showplstatus : 1 : , "a", "cl" : Show player special status<br />
cl_showpluginmessages : 1 : , "a" : Allow plugins to display messages to you<br />
cl_showpos : 0 : , "cl" : Draw current position at top of screen<br />
cl_ShowSunVectors : 0 : , "cl" : <br />
cl_showtextmsg : 1 : , "cl" : Enable/disable text messages printing on the screen.<br />
cl_sidespeed : 450 : , "sv", "cheat", "rep" : <br />
cl_sizeof : cmd : : Determines the size of the specified client class.<br />
cl_smooth : 1 : , "cl" : Smooth view/eye origin after prediction errors<br />
cl_smoothtime : 0 : , "cl" : Smooth client's view after prediction error over this many seconds<br />
cl_software_cursor : 0 : , "a", "cl" : Switches the game to use a larger software cursor instead of the normal OS cursor<br />
cl_soundemitter_flush : cmd : : Flushes the sounds.txt system (client only)<br />
cl_soundfile : 0 : , "a" : Jingle sound file.<br />
cl_soundscape_flush : cmd : : Flushes the client side soundscapes<br />
cl_soundscape_printdebuginfo : cmd : : print soundscapes<br />
cl_spec_mode : 4 : , "a", "user", "server_can_execute", "cl" : spectator mode<br />
cl_special_perks_enable : 0 : , "a", "user", "cl" : <br />
cl_sporeclipdistance : 512 : , "cheat", "cl" : <br />
cl_sprayfile : 0 : , "a", "user", "cl" : Spray filename, use this instead of cl_logofile!<br />
cl_steam_notification_position : 1 : , "a", "cl" : Steam overlay notification position.<br />
cl_stickyprojectiles_enable : 1 : , "a", "cl" : <br />
cl_stickyprojectiles_gib : 1 : , "a", "cl" : <br />
cl_stickyprojectiles_limit : 5 : , "a", "cl" : <br />
cl_stickyprojectiles_ragdoll : 1 : , "a", "cl" : <br />
cl_sun_decay_rate : 0 : , "cheat", "cl" : <br />
cl_targetid_showrelationship : 1 : , "a", "cl" : <br />
cl_team : 0 : , "a", "user", "cl" : Default team when joining a game<br />
cl_thirdperson : 0 : , "a", "user", "cl" : Enables/Disables third person<br />
cl_threaded_bone_setup : 0 : , "cl" : Enable parallel processing of C_BaseAnimating::SetupBones()<br />
cl_threaded_client_leaf_system : 0 : , "cl" : <br />
cl_timeout : 30 : , "a" : After this many seconds without receiving a packet from the server, the client will disconnect itself<br />
cl_updaterate : 66 : , "a", "user" : Number of packets per second of updates you are requesting from the server<br />
cl_upspeed : 320 : , "sv", "cheat", "rep" : <br />
cl_view : cmd : : Set the view entity index.<br />
cl_viewmodel_blood : 1 : , "a", "user", "cl" : Enable/Disable viewmodel blood.<br />
cl_voice_filter : 0 : : Filter voice by name substring<br />
cl_vote_ui_active_after_voting : 1 : , "cl" : <br />
cl_vote_ui_show_notification : 0 : , "cl" : <br />
cl_winddir : 0 : , "cheat", "cl" : Weather effects wind direction angle<br />
cl_windspeed : 0 : , "cheat", "cl" : Weather effects wind speed scalar<br />
cl_workshop_download_maps : 1 : , "a", "cl" : Download maps automatically from Workshop. (Depends on server)<br />
cl_wpn_sway_interp : 0 : , "cl" : <br />
cl_wpn_sway_scale : 1 : , "cheat", "cl" : <br />
cl_yawspeed : 210 : , "cl" : Client yaw speed.<br />
clear : cmd : : Clear all console output.<br />
clear_debug_overlays : cmd : : clears debug overlays<br />
clientport : 27005 : : Host game client port<br />
closecaption : 0 : , "a", "user" : Enable close captioning.<br />
cloth_test_dampingconstant_bd : 0 : , "cl" : <br />
cloth_test_dampingconstant_sh : 0 : , "cl" : <br />
cloth_test_dampingconstant_st : 0 : , "cl" : <br />
cloth_test_dragconstant : 0 : , "cl" : <br />
cloth_test_gravityscale : 0 : , "cl" : <br />
cloth_test_lengthscale_bd : 2 : , "cl" : <br />
cloth_test_lengthscale_sh : 0 : , "cl" : <br />
cloth_test_lengthscale_st : 0 : , "cl" : <br />
cloth_test_mass : 0 : , "cl" : <br />
cloth_test_showbend : 1 : , "cl" : <br />
cloth_test_showdebug : 1 : , "cl" : <br />
cloth_test_showparticles : 0 : , "cl" : <br />
cloth_test_showshear : 1 : , "cl" : <br />
cloth_test_showstruct : 1 : , "cl" : <br />
cloth_test_simtime : -1 : , "cl" : <br />
cloth_test_spawn : cmd : : <br />
cloth_test_springconstant_bd : 10 : , "cl" : <br />
cloth_test_springconstant_sh : 50 : , "cl" : <br />
cloth_test_springconstant_st : 75 : , "cl" : <br />
cloth_test_wind_pitch : 0 : , "cl" : <br />
cloth_test_wind_strength : 0 : , "cl" : <br />
cloth_test_wind_yaw : 90 : , "cl" : <br />
cmd : cmd : : Forward command to server.<br />
collision_shake_amp : 0 : , "sv" : <br />
collision_shake_freq : 0 : , "sv" : <br />
collision_shake_time : 0 : , "sv" : <br />
collision_test : cmd : : Tests collision system<br />
colorcorrectionui : cmd : : Show/hide the color correction tools UI.<br />
+commandermousemove : cmd : : <br />
-commandermousemove : cmd : : <br />
commentary : 0 : , "sv" : Desired commentary mode state.<br />
commentary_available : 0 : , "sv" : Automatically set by the game when a commentary file is available for the current map.<br />
commentary_cvarsnotchanging : cmd : : <br />
commentary_finishnode : cmd : : <br />
commentary_firstrun : 0 : , "a", "cl" : <br />
commentary_showmodelviewer : cmd : : Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name><br />
commentary_testfirstrun : cmd : : <br />
con_drawnotify : 1 : : Disables drawing of notification area (for taking screenshots).<br />
con_enable : 1 : , "a" : Allows the console to be activated.<br />
con_filter_enable : 0 : : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than other text.<br />
con_filter_text : 0 : : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.<br />
con_filter_text_out : 0 : : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.<br />
con_logfile : 0 : : Console output gets written to this file<br />
con_notifytime : 8 : : How long to display recent console text to the upper part of the game window<br />
con_nprint_bgalpha : 50 : : Con_NPrint background alpha.<br />
con_nprint_bgborder : 5 : : Con_NPrint border size.<br />
con_timestamp : 0 : : Prefix console.log entries with timestamps<br />
con_trace : 0 : : Print console text to low level printout.<br />
condump : cmd : : dump the text currently in the console to condumpXX.log<br />
connect : cmd : : Connect to specified server.<br />
contimes : 8 : : Number of console lines to overlay for debugging.<br />
coop : 0 : , "nf" : Cooperative play.<br />
cosmeticsui : cmd : : Cosmetics Display UI<br />
cpu_frequency_monitoring : 0 : : Set CPU frequency monitoring interval in seconds. Zero means disabled.<br />
crash : cmd : : Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only)<br />
create_flashlight : cmd : : <br />
createbotgame : cmd : : Create bot game.<br />
CreateHairball : cmd : : <br />
CreatePredictionError : cmd : : Create a prediction error<br />
credits : cmd : : Show game credits.<br />
creditsdone : cmd : : <br />
crosshair : 1 : , "a", "cl" : <br />
curl_test_print_page : cmd : : <br />
cvarlist : cmd : : Show the list of convars/concommands.<br />
datacachesize : 256 : : Size in MB.<br />
dbganimmodel : 0 : , "cl" : <br />
dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line><br />
dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player<br />
deathmatch : 1 : , "nf" : Running a deathmatch server.<br />
debug_blood_pass_shader : 0 : , "cheat", "cl" : <br />
debug_caltrops_traces : 0 : , "sv", "nf" : If set to 1, lines will be drawn for caltrops swing traces<br />
debug_fur : 0 : : <br />
debug_hint_system : 0 : , "cheat", "cl" : <br />
debug_hintevents : 0 : , "cheat", "cl" : <br />
debug_maa_special : 0 : , "sv" : <br />
debug_materialmodifycontrol : 0 : , "sv" : <br />
debug_materialmodifycontrol_client : 0 : , "cl" : <br />
debug_melee_traces : 0 : , "sv", "nf" : If set to 1, lines will be drawn for melee swing traces<br />
debug_physimpact : 0 : , "sv" : <br />
debug_player_expressions : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_disable : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_mourning : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_querydist : 500 : , "sv", "cheat" : <br />
debug_player_speech_script_expand : cmd : : Utility ConCommand that will take the old player sound scripts and expand the entries so that each wav file has its own sound script entry so that we can generate a scene per wav<br />
debug_prop_dynamic_video : 0 : , "cheat", "cl" : When set to 1 will display frame size, and the UV coords for all BIKs playing on props; Resets to 0 too (Doesn't spam :) )<br />
debug_pvk2_test_balance_new : 0 : , "sv" : <br />
debug_ragdoll_deathtypes : 0 : , "cheat", "cl" : <br />
debug_title_id : 0 : , "cl" : <br />
debug_touchlinks : 0 : , "sv" : Spew touch link activity<br />
debug_trigger_jump : 0 : , "sv", "cheat" : <br />
debugsystemui : cmd : : Show/hide the debug system UI.<br />
decalfrequency : 10 : , "sv", "nf" : <br />
default_fov : 90 : , "cl" : <br />
demo_avellimit : 2000 : : Angular velocity limit before eyes considered snapped for demo playback.<br />
demo_debug : 0 : : Demo debug info.<br />
demo_fastforwardfinalspeed : 20 : : Go this fast when starting to hold FF button.<br />
demo_fastforwardramptime : 5 : : How many seconds it takes to get to full FF speed.<br />
demo_fastforwardstartspeed : 2 : : Go this fast when starting to hold FF button.<br />
demo_fov_override : 0 : , "norecord", "cl" : If nonzero, this value will be used to override FOV during demo playback.<br />
demo_gototick : cmd : : Skips to a tick in demo.<br />
demo_interplimit : 4000 : : How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.<br />
demo_interpolateview : 1 : : Do view interpolation during dem playback.<br />
demo_legacy_rollback : 1 : : Use legacy view interpolation rollback amount in demo playback.<br />
demo_pause : cmd : : Pauses demo playback.<br />
demo_pauseatservertick : 0 : : Pauses demo playback at server tick<br />
demo_quitafterplayback : 0 : : Quits game after demo playback.<br />
demo_recordcommands : 1 : , "cheat" : Record commands typed at console into .dem files.<br />
demo_resume : cmd : : Resumes demo playback.<br />
demo_setendtick : cmd : : Sets end demo playback tick. Set to 0 to disable.<br />
demo_timescale : cmd : : Sets demo replay speed.<br />
demo_togglepause : cmd : : Toggles demo playback.<br />
demolist : cmd : : Print demo sequence list.<br />
demos : cmd : : Demo demo file sequence.<br />
demoui : cmd : : Show/hide the demo player UI.<br />
demoui2 : cmd : : Show/hide the advanced demo player UI (demoui2).<br />
+demoui2 : cmd : : Bring the advanced demo player UI (demoui2) to foreground.<br />
-demoui2 : cmd : : Send the advanced demo player UI (demoui2) to background.<br />
developer : 0 : : Set developer message level<br />
devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist.<br />
devshots_screenshot : cmd : : Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.<br />
differences : cmd : : Show all convars which are not at their default values.<br />
disconnect : cmd : : Disconnect game from server.<br />
dismember : cmd : : Kills the player with dismemberment<br />
disp_dynamic : 0 : : <br />
dispcoll_drawplane : 0 : , "sv" : <br />
displaysoundlist : 0 : , "sv" : <br />
dlight_debug : cmd : : Creates a dlight in front of the player<br />
dm_spawns_add : cmd : : Add DM spawn to your current position<br />
dm_spawns_load : cmd : : Load DM spawns from a file<br />
dm_spawns_remove : cmd : : Remove DM spawn by id<br />
dm_spawns_save : cmd : : Save DM spawns to a file<br />
dm_spawns_show : 0 : , "sv", "cheat", "norecord" : <br />
download_debug : 0 : , "norecord" : <br />
drawcross : cmd : : Draws a cross at the given location Arguments: x y z<br />
drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2<br />
dropallweapons : cmd : : <br />
ds_autodelete : 0 : , "a", "norecord", "cl" : Auto-delete recordings with no associated bookmark.<br />
ds_autorecord : 0 : , "a", "norecord", "cl" : Auto-record demos on map start, will be saved to the directory set in 'ds_dir'.<br />
ds_bookmark_backtrack : 0 : , "a", "norecord", "cl" : By default, how many seconds should the timer go backwards when the bookmark key is pressed<br />
ds_bookmark_goto : cmd : : Go to bookmark tick.<br />
ds_dir : 0 : , "a", "norecord", "cl" : Demos are saved into this directory located in PVK2 game folder. Directory will be created if it doesn't exist.<br />
ds_exportlog : cmd : : Export log of a demo.<br />
ds_fileprefix : 0 : , "a", "norecord", "cl" : File name prefix.<br />
ds_log : 0 : , "a", "norecord", "cl" : Log events such as player chat, kills, round wins and so on. Saved as [demoname].txt in the same folder as demo.<br />
ds_mark : cmd : : Set bookmark to current tick. Usage: ds_mark [name] [secs to backtrack]<br />
ds_playback_controls : 1 : , "a", "norecord", "cl" : Enable demo playback controls.<br />
ds_playback_open_ui : 1 : , "a", "norecord", "cl" : Open demo UI on playback.<br />
ds_playback_open_ui_version : 2 : , "a", "norecord", "cl" : Demo UI version to open. 1: Normal UI. 2: Simple UI.<br />
ds_playdemo : cmd : : This command attempts to load a demo in the dir that is set in 'ds_dir' first, and root second.<br />
ds_record : cmd : : Record a demo using PVK2 Demo Manager.<br />
ds_record_toggle : cmd : : Record a demo using PVK2 Demo Manager. (Toggle version for bind)<br />
ds_sounds : 1 : , "a", "norecord", "cl" : Play a sound on record/stop.<br />
ds_stop : cmd : : Stop a demo using PVK2 Demo Manager.<br />
dsp_automatic : 0 : , "demo" : <br />
dsp_db_min : 80 : , "demo" : <br />
dsp_db_mixdrop : 0 : , "demo" : <br />
dsp_dist_max : 1440 : , "cheat", "demo" : <br />
dsp_dist_min : 0 : , "cheat", "demo" : <br />
dsp_enhance_stereo : 0 : , "a" : <br />
dsp_facingaway : 0 : , "demo" : <br />
dsp_mix_max : 0 : , "demo" : <br />
dsp_mix_min : 0 : , "demo" : <br />
dsp_off : 0 : , "cheat" : <br />
dsp_player : 0 : , "demo", "server_can_execute" : <br />
dsp_reload : cmd : : <br />
dsp_room : 0 : , "demo" : <br />
dsp_slow_cpu : 0 : , "a", "demo" : <br />
dsp_spatial : 40 : , "demo" : <br />
dsp_speaker : 50 : , "demo" : <br />
dsp_vol_2ch : 1 : , "demo" : <br />
dsp_vol_4ch : 0 : , "demo" : <br />
dsp_vol_5ch : 0 : , "demo" : <br />
dsp_volume : 1 : , "a", "demo" : <br />
dsp_water : 14 : , "demo" : <br />
dt_ShowPartialChangeEnts : 0 : : (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).<br />
dt_UsePartialChangeEnts : 1 : : (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.<br />
dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work).<br />
dtwarning : 0 : : Print data table warnings?<br />
dtwatchclass : 0 : : Watch all fields encoded with this table.<br />
dtwatchent : -1 : : Watch this entities data table encoding.<br />
dtwatchvar : 0 : : Watch the named variable.<br />
+duck : cmd : : <br />
-duck : cmd : : <br />
dump_achievement_counters : cmd : : Spew the per-life achievement counters for multiplayer players<br />
dump_entity_sizes : cmd : : Print sizeof(entclass)<br />
dump_globals : cmd : : Dump all global entities/states<br />
dump_panels : cmd : : Dump Panel Tree<br />
dump_x360_cfg : cmd : : Dump X360 config files to disk<br />
dump_x360_saves : cmd : : Dump X360 save games to disk<br />
dumpentityfactories : cmd : : Lists all entity factory names.<br />
dumpeventqueue : cmd : : Dump the contents of the Entity I/O event queue to the console.<br />
dumpgamestringtable : cmd : : Dump the contents of the game string table to the console.<br />
dumplongticks : cmd : : Enables generating minidumps on long ticks.<br />
dumpsavedir : cmd : : List the contents of the save directory in memory<br />
dumpstringtables : cmd : : Print string tables to console.<br />
echo : cmd : : Echo text to console.<br />
editdemo : cmd : : Edit a recorded demo file (.dem ).<br />
emit_fmod : cmd : : Emit FMOD sound<br />
enable_debug_overlays : 1 : , "sv", "cheat" : Enable rendering of debug overlays<br />
endmovie : cmd : : Stop recording movie frames.<br />
engine_no_focus_sleep : 50 : , "a" : <br />
english : 1 : , "user", "cl" : If set to 1, running the english language set of assets.<br />
ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.<br />
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_create <entity name> <param 1 name> <param 1> <param 2 name> <param 2>...<param N name> <param N><br />
ent_debugkeys : 0 : , "sv" : <br />
ent_dump : cmd : : Usage: ent_dump <entity name> <br />
ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay] <br />
ent_info : cmd : : Usage: ent_info <class name> <br />
ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1> <value1> <key2> <value2> ... <keyN> <valueN> <br />
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 messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
ent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity.<br />
ent_name : cmd : : <br />
ent_orient : cmd : : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles><br />
ent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.<br />
ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name} <br />
ent_rotate : cmd : : Rotates an entity by a specified # of degrees<br />
ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.<br />
ent_teleport : cmd : : Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name><br />
ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
envmap : cmd : : <br />
escape : cmd : : Escape key pressed.<br />
exec : cmd : : Execute script file.<br />
exit : cmd : : Exit the engine.<br />
explode : cmd : : Kills the player with explosive damage<br />
explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value><br />
fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.<br />
fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.<br />
fakespecialgroups : cmd : : become a dev!<br />
fast_fogvolume : 0 : : <br />
filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none<br />
filesystem_max_stdio_read : 16 : : <br />
filesystem_native : 1 : : Use native FS or STDIO<br />
filesystem_report_buffered_io : 0 : : <br />
filesystem_unbuffered_io : 1 : : <br />
filesystem_use_overlapped_io : 1 : : <br />
fillspecial : cmd : : Fills the special bar.<br />
find : cmd : : Find concommands with the specified string in their name/help text.<br />
find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring> <br />
find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index <index> <br />
findflags : cmd : : Find concommands by flags.<br />
fire_absorbrate : 3 : , "sv" : <br />
fire_dmgbase : 1 : , "sv" : <br />
fire_dmginterval : 1 : , "sv" : <br />
fire_dmgscale : 0 : , "sv" : <br />
fire_extabsorb : 5 : , "sv" : <br />
fire_extscale : 12 : , "sv" : <br />
fire_growthrate : 1 : , "sv" : <br />
fire_heatscale : 1 : , "sv" : <br />
fire_incomingheatscale : 0 : , "sv" : <br />
fire_maxabsorb : 50 : , "sv" : <br />
firetarget : cmd : : <br />
firstperson : cmd : : Switch to firstperson camera.<br />
fish_debug : 0 : , "cheat", "cl" : Show debug info for fish<br />
fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive.<br />
fixmyshield : cmd : : Repairs your equipped shield<br />
flex_expression : 0 : , "sv" : <br />
flex_looktime : 5 : , "sv" : <br />
flex_maxawaytime : 1 : , "sv" : <br />
flex_maxplayertime : 7 : , "sv" : <br />
flex_minawaytime : 0 : , "sv" : <br />
flex_minplayertime : 5 : , "sv" : <br />
flex_rules : 1 : , "cl" : Allow flex animation rules to run.<br />
flex_smooth : 1 : , "cl" : Applies smoothing/decay curve to flex animation controller changes.<br />
flex_talk : 0 : , "sv" : <br />
flush : cmd : : Flush unlocked cache memory.<br />
flush_locked : cmd : : Flush unlocked and locked cache memory.<br />
fog_color : -1 : , "cheat", "cl" : <br />
fog_colorskybox : -1 : , "cheat", "cl" : <br />
fog_enable : 1 : , "cheat", "cl" : <br />
fog_enable_water_fog : 1 : , "cheat" : <br />
fog_enableskybox : 1 : , "cheat", "cl" : <br />
fog_end : -1 : , "cheat", "cl" : <br />
fog_endskybox : -1 : , "cheat", "cl" : <br />
fog_maxdensity : -1 : , "cheat", "cl" : <br />
fog_maxdensityskybox : -1 : , "cheat", "cl" : <br />
fog_override : 0 : , "cheat", "cl" : <br />
fog_start : -1 : , "cheat", "cl" : <br />
fog_startskybox : -1 : , "cheat", "cl" : <br />
fogui : cmd : : Show/hide fog control UI.<br />
force_centerview : cmd : : <br />
+forward : cmd : : <br />
-forward : cmd : : <br />
fov : cmd : : Change players FOV<br />
fov_desired : 90 : , "a", "user", "cl" : <br />
fov_desired_thirdperson : 90 : , "a", "user", "cl" : <br />
fps_max : 300 : : Frame rate limiter, cannot be set while connected to a server.<br />
free_pass_peek_debug : 0 : , "sv" : <br />
fs_monitor_read_from_pack : 0 : : 0:Off, 1:Any, 2:Sync only<br />
fs_printopenfiles : cmd : : Show all files currently opened by the engine.<br />
fs_report_sync_opens : 0 : : 0:Off, 1:Blocking only, 2:All<br />
fs_warning_level : cmd : : Set the filesystem warning level.<br />
fs_warning_mode : 0 : : 0:Off, 1:Warn main thread, 2:Warn other threads<br />
func_break_max_pieces : 15 : , "a", "sv", "rep" : <br />
func_break_reduction_factor : 0 : , "sv" : <br />
func_breakdmg_bullet : 0 : , "sv" : <br />
func_breakdmg_club : 1 : , "sv" : <br />
func_breakdmg_explosive : 1 : , "sv" : <br />
fx_drawimpactdebris : 1 : , "cl" : Draw impact debris effects.<br />
fx_drawimpactdust : 1 : , "cl" : Draw impact dust effects.<br />
fx_drawmetalspark : 1 : , "cl" : Draw metal spark effects.<br />
g15_dumpplayer : cmd : : Spew player data.<br />
g15_enabled : 0 : , "a", "cl" : Enable/Disable Logitech G-15 Keyboard LCD HUD. Requires g15_reload.<br />
g15_reload : cmd : : Reloads the Logitech G-15 Keyboard configs.<br />
g15_update_msec : 250 : , "a", "cl" : Logitech G-15 Keyboard update interval.<br />
g_debug_angularsensor : 0 : , "sv", "cheat" : <br />
g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds.<br />
g_debug_doors : 0 : , "sv" : <br />
g_debug_npc_vehicle_roles : 0 : , "sv" : <br />
g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" : <br />
g_debug_ragdoll_visualize : 0 : , "cheat", "cl" : <br />
g_debug_trackpather : 0 : , "sv", "cheat" : <br />
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 & associated results during a transition.<br />
g_debug_vehiclebase : 0 : , "sv", "cheat" : <br />
g_debug_vehicledriver : 0 : , "sv", "cheat" : <br />
g_debug_vehicleexit : 0 : , "sv", "cheat" : <br />
g_debug_vehiclesound : 0 : , "sv", "cheat" : <br />
g_Language : 0 : , "sv", "rep" : <br />
g_ragdoll_fadespeed : 600 : , "cl" : <br />
g_ragdoll_important_maxcount : 2 : , "sv", "rep" : <br />
g_ragdoll_lifetime : 5 : , "cl" : <br />
g_ragdoll_lvfadespeed : 100 : , "cl" : <br />
g_ragdoll_maxcount : 8 : , "sv", "rep" : <br />
gamemenucommand : cmd : : Issue game menu command.<br />
gamemenucommand_pvk2 : cmd : : <br />
gameui_activate : cmd : : Shows the game UI<br />
gameui_allowescape : cmd : : Escape key allowed to hide game UI<br />
gameui_allowescapetoshow : cmd : : Escape key allowed to show game UI<br />
gameui_hide : cmd : : Hides the game UI<br />
gameui_hide_dialog : cmd : : asdf<br />
gameui_preventescape : cmd : : Escape key doesn't hide game UI<br />
gameui_preventescapetoshow : cmd : : Escape key doesn't show game UI<br />
gameui_show_dialog : cmd : : Show an arbitrary Dialog.<br />
gameui_xbox : 0 : : <br />
generate_fur_texture : cmd : : Generates a fur map, R Channel is the fur mask, should be transferred to the alpha channel of fur color map<br />
getpos : cmd : : dump position and angles to the console<br />
give : cmd : : Give item to player. Syntax: <item name><br />
givecurrentammo : cmd : : Give a supply of ammo for current weapon.. <br />
gl_amd_occlusion_workaround : 1 : : <br />
gl_clear : 0 : , "cl" : <br />
gl_clear_randomcolor : 0 : , "cheat", "cl" : Clear the back buffer to random colors every frame. Helps spot open seams in geometry.<br />
global_set : cmd : : global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).<br />
glow_outline_effect_enable : 1 : , "a", "cl" : Enable entity outline glow effects.<br />
glow_outline_width : 10 : , "cheat", "cl" : Width of glow outline effect in screen space.<br />
god : cmd : : Toggle. Player becomes invulnerable.<br />
+graph : cmd : : <br />
-graph : cmd : : <br />
grasscluster_cullDist : 4096 : , "cheat", "cl" : <br />
grasscluster_debug : 0 : , "cheat", "cl" : <br />
grasscluster_enable : 1 : , "cheat", "cl" : <br />
grasscluster_enable_flashlightSupport : 0 : , "cheat", "cl" : <br />
grasscluster_enable_morph : -1 : , "cheat", "cl" : <br />
grasscluster_flush : cmd : : <br />
grasscluster_grass_clusterMaxQuads : -1 : , "cheat", "cl" : <br />
grasscluster_grass_height_huge_max : 45 : , "cheat", "cl" : <br />
grasscluster_grass_height_huge_min : 25 : , "cheat", "cl" : <br />
grasscluster_grass_height_med_max : 30 : , "cheat", "cl" : <br />
grasscluster_grass_height_med_min : 15 : , "cheat", "cl" : <br />
grasscluster_grass_height_small_max : 15 : , "cheat", "cl" : <br />
grasscluster_grass_height_small_min : 10 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_delay : 5 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_framelag : 0 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_speed : 1 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_scale : 1 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_exp : 0 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_min : 20 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_multi : 2 : , "cheat", "cl" : <br />
grasscluster_grass_type_huge_oddness : 10 : , "cheat", "cl" : <br />
grasscluster_grass_type_small_oddness : 2 : , "cheat", "cl" : <br />
grasscluster_grass_width_huge_max : 50 : , "cheat", "cl" : <br />
grasscluster_grass_width_huge_min : 30 : , "cheat", "cl" : <br />
grasscluster_grass_width_med_max : 35 : , "cheat", "cl" : <br />
grasscluster_grass_width_med_min : 20 : , "cheat", "cl" : <br />
grasscluster_grass_width_small_max : 20 : , "cheat", "cl" : <br />
grasscluster_grass_width_small_min : 15 : , "cheat", "cl" : <br />
grasscluster_grass_wind_angle : 70 : , "cheat", "cl" : <br />
grasscluster_grass_wind_strength : 1 : , "cheat", "cl" : <br />
grasscluster_LOD_enable : 0 : , "cheat", "cl" : <br />
grasscluster_LOD_objects_per_hint : 1 : , "cheat", "cl" : <br />
grasscluster_LOD_transitionDist : 2048 : , "cheat", "cl" : <br />
grasscluster_objects_per_hint : 8 : , "cheat", "cl" : <br />
grasscluster_preset_density_high : cmd : : <br />
grasscluster_preset_density_low : cmd : : <br />
grasscluster_preset_density_med : cmd : : <br />
grasscluster_preset_height_high : cmd : : <br />
grasscluster_preset_height_low : cmd : : <br />
grasscluster_preset_height_med : cmd : : <br />
grasscluster_preset_height_monstrous : cmd : : <br />
grasscluster_preset_meadow_ultra : cmd : : <br />
grasscluster_sprite_material : 0 : , "cheat", "cl" : <br />
-grenade1 : cmd : : <br />
+grenade1 : cmd : : <br />
-grenade2 : cmd : : <br />
+grenade2 : cmd : : <br />
groundlist : cmd : : Display ground entity list <index><br />
hammer_update_entity : cmd : : Updates the entity's position/angles when in edit mode<br />
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 entities mentioned in any hammer_updateignorelist objects in this map.<br />
hap_damagescale_game : 1 : , "cl" : <br />
hap_HasDevice : 0 : , "user", "cl" : falcon is connected<br />
hap_melee_scale : 0 : , "numeric", "cl" : <br />
hap_noclip_avatar_scale : 0 : , "numeric", "cl" : <br />
hap_ui_vehicles : 0 : , "cl" : <br />
heartbeat : cmd : : Force heartbeat of master servers<br />
help : cmd : : Find help about a convar/concommand.<br />
hideconsole : cmd : : Hide the console.<br />
hidehud : 0 : , "cheat", "cl" : <br />
hidepanel : cmd : : Hides a viewport panel <name><br />
hint_test : cmd : : Test the hint UI<br />
hl2_episodic : 0 : , "sv", "rep" : <br />
host_flush_threshold : 20 : : Memory threshold below which the host should flush caches between server instances<br />
host_framerate : 0 : : Set to lock per-frame time elapse.<br />
host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection<br />
host_map : 0 : : Current map name.<br />
host_profile : 0 : : <br />
host_runofftime : cmd : : Run off some time without rendering/updating sounds <br />
host_showcachemiss : 0 : : Print a debug message when the client or server cache is missed.<br />
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.<br />
host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.<br />
host_speeds : 0 : : Show general system running times.<br />
host_thread_mode : 0 : : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)<br />
host_timer_report : cmd : : Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)<br />
host_timer_spin_ms : 0 : : Use CPU busy-loop for improved timer precision (dedicated only)<br />
host_timescale : 1 : , "rep" : Prescale the clock by this amount.<br />
host_writeconfig : cmd : : Store current settings to config.cfg (or specified .cfg file).<br />
hostip : -1062717440.000 : : Host game server ip<br />
hostname : 0 : : Hostname for server.<br />
hostport : 27015 : : Host game server port<br />
hud_attackdirindicator : 1 : , "a", "cl" : <br />
hud_autoaim_method : 1 : , "cl" : <br />
hud_autoaim_scale_icon : 0 : , "cl" : <br />
hud_autoreloadscript : 0 : , "cl" : Automatically reloads the animation script each time one is ran<br />
hud_centerid : 1 : , "cl" : <br />
hud_chargemeter_circles : 0 : , "a", "cl" : Use circles instead of bars in chargemeter.<br />
hud_chargemeter_circles_alpha : 152 : , "a", "cl" : <br />
hud_chargemeter_circles_width : 96 : , "a", "cl" : <br />
hud_classautokill : 1 : , "a", "cl" : Automatically kill player after choosing a new playerclass.<br />
hud_demotimer_icon_colors : 0 : , "a", "cl" : <br />
hud_demotimer_play_resolution : 2 : , "a", "cl" : <br />
hud_demotimer_play_showtotal : 0 : , "a", "cl" : <br />
hud_demotimer_record_resolution : 1 : , "a", "cl" : <br />
hud_draw_active_reticle : 0 : , "cl" : <br />
hud_draw_fixed_reticle : 0 : , "a", "cl" : <br />
hud_drawhistory_time : 5 : , "cl" : <br />
hud_enemyindicator : 1 : , "a", "cl" : <br />
hud_fastswitch : 1 : , "a", "cl" : <br />
hud_freezecamhide : 0 : , "a", "cl" : Hide the HUD during freeze-cam<br />
hud_gamemodeintro_duration : 5 : , "a", "cl" : <br />
hud_magnetism : 0 : , "cl" : <br />
hud_markers_metric : 1 : , "a", "cl" : <br />
hud_markers_showdistance : 1 : , "a", "cl" : <br />
hud_reloadscheme : cmd : : Reloads hud layout and animation scripts.<br />
hud_reticle_alpha_speed : 700 : , "cl" : <br />
hud_reticle_maxalpha : 255 : , "cl" : <br />
hud_reticle_minalpha : 125 : , "cl" : <br />
hud_reticle_scale : 1 : , "cl" : <br />
hud_saytext_time : 12 : , "cl" : <br />
hud_show_use_display : 1 : , "a", "cl" : <br />
hud_showavatars : 2 : , "a", "cl" : Show avatars for alive players, currently only used for LTS. 1 = avatars only, 2 = avatars with health bars<br />
hud_showdemotimer : 1 : , "a", "cl" : <br />
hud_showgamemodeintro : 1 : , "a", "cl" : <br />
hud_showmarkers : 1 : , "a", "cl" : <br />
hud_showrespawntimers : 1 : , "a", "cl" : <br />
hud_showtargetid : 1 : , "cl" : <br />
hud_showterritorystatus : 1 : , "cl" : <br />
hud_showtimers : 1 : , "a", "cl" : <br />
hud_showtrinkets : 1 : , "cl" : <br />
hud_stackavatars : 1 : , "a", "cl" : Stack avatars?<br />
hud_stackavatars_count : 4 : , "a", "cl" : Stack after this amount of avatars.<br />
hud_style : 3 : , "a", "user", "cl" : <br />
hud_takesshots : 0 : , "a", "cl" : Auto-save a scoreboard screenshot at the end of a map.<br />
hurtme : cmd : : Hurts the player. Arguments: <health to lose><br />
hurtmehealth : cmd : : Hurts the player's health only. Arguments: <health to lose><br />
iamduke : cmd : : Restore all HP & Armor... <br />
impulse : cmd : : <br />
in_usekeyboardsampletime : 1 : , "cl" : Use keyboard sample time smoothing.<br />
incrementvar : cmd : : Increment specified convar value.<br />
invnext : cmd : : <br />
invprev : cmd : : <br />
ip : 0 : : Overrides IP for multihomed hosts<br />
+jlook : cmd : : <br />
-jlook : cmd : : <br />
joy_accel_filter : 0 : , "cl" : <br />
joy_accelmax : 1 : , "a", "cl" : <br />
joy_accelscale : 0 : , "a", "cl" : <br />
joy_active : -1 : : Which of the connected joysticks / gamepads to use (-1 means first found)<br />
joy_advanced : 1 : , "a", "cl" : <br />
joy_advaxisr : 1 : , "a", "cl" : <br />
joy_advaxisu : 3 : , "a", "cl" : <br />
joy_advaxisv : 0 : , "a", "cl" : <br />
joy_advaxisx : 4 : , "a", "cl" : <br />
joy_advaxisy : 2 : , "a", "cl" : <br />
joy_advaxisz : 0 : , "a", "cl" : <br />
joy_autoaimdampen : 0 : , "a", "cl" : How much to scale user stick input when the gun is pointing at a valid target.<br />
joy_autoaimdampenrange : 0 : , "a", "cl" : The stick range where autoaim dampening is applied. 0 = off<br />
joy_autosprint : 0 : , "cl" : Automatically sprint when moving with an analog joystick<br />
joy_axis_deadzone : 0 : , "a" : Dead zone near the zero point to not report movement.<br />
joy_axisbutton_threshold : 0 : , "a" : Analog axis range before a button press is registered.<br />
joy_diagonalpov : 0 : , "a", "cl" : POV manipulator operates on diagonal axes, too.<br />
joy_display_input : 0 : , "a", "cl" : <br />
joy_forwardsensitivity : -1 : , "a", "cl" : <br />
joy_forwardthreshold : 0 : , "a", "cl" : <br />
joy_gamecontroller_config : 0 : , "a" : Game controller mapping (passed to SDL with SDL_HINT_GAMECONTROLLERCONFIG), can also be configured in Steam Big Picture mode.<br />
joy_inverty : 0 : , "a", "cl" : Whether to invert the Y axis of the joystick for looking.<br />
joy_inverty_default : 0 : , "cl" : <br />
joy_lowend : 1 : , "a", "cl" : <br />
joy_lowmap : 1 : , "a", "cl" : <br />
joy_movement_stick : 0 : , "a", "cl" : Which stick controls movement (0 is left stick)<br />
joy_movement_stick_default : 0 : , "cl" : <br />
joy_name : 0 : , "a", "cl" : <br />
joy_pegged : 0 : , "cl" : <br />
joy_pitchsensitivity : 1 : , "a", "cl" : <br />
joy_pitchsensitivity_default : -1 : , "cl" : <br />
joy_pitchthreshold : 0 : , "a", "cl" : <br />
joy_response_look : 0 : , "a", "cl" : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion<br />
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)), 5=two-stage<br />
joy_response_move_vehicle : 6 : , "cl" : <br />
joy_sidesensitivity : 1 : , "a", "cl" : <br />
joy_sidethreshold : 0 : , "a", "cl" : <br />
joy_vehicle_turn_lowend : 0 : , "cl" : <br />
joy_vehicle_turn_lowmap : 0 : , "cl" : <br />
joy_virtual_peg : 0 : , "cl" : <br />
joy_wingmanwarrior_turnhack : 0 : , "a", "cl" : Wingman warrior hack related to turn axes.<br />
joy_xcontroller_cfg_loaded : 0 : , "a", "cl" : If 0, the 360controller.cfg file will be executed on startup & option changes.<br />
joy_yawsensitivity : -1 : , "a", "cl" : <br />
joy_yawsensitivity_default : -1 : , "cl" : <br />
joy_yawthreshold : 0 : , "a", "cl" : <br />
joyadvancedupdate : cmd : : <br />
joystick : 0 : , "a", "cl" : <br />
jpeg : cmd : : Take a jpeg screenshot: jpeg <filename> <quality 1-100>.<br />
jpeg_quality : 90 : : jpeg screenshot quality.<br />
+jump : cmd : : <br />
-jump : cmd : : <br />
kdtree_test : cmd : : Tests spatial partition for entities queries.<br />
key_findbinding : cmd : : Find key bound to specified command string.<br />
key_listboundkeys : cmd : : List bound keys with bindings.<br />
key_updatelayout : cmd : : Updates game keyboard layout to current windows keyboard setting.<br />
+kick : cmd : : <br />
-kick : cmd : : <br />
kick : cmd : : Kick a player by name.<br />
kickall : cmd : : Kicks everybody connected with a message.<br />
kickid : cmd : : Kick a player by userid or uniqueid, with a message.<br />
kill : cmd : : Kills the player with generic damage<br />
killserver : cmd : : Shutdown the server.<br />
killvector : cmd : : Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value><br />
+klook : cmd : : <br />
-klook : cmd : : <br />
lan_override : -1 : , "sv" : <br />
lastinv : cmd : : <br />
leaderboard_print : cmd : : Debug print of leaderboards system<br />
leaderboard_test : cmd : : <br />
+left : cmd : : <br />
-left : cmd : : <br />
light_crosshair : cmd : : Show texture color at crosshair<br />
lightcache_maxmiss : 2 : , "cheat" : <br />
lightprobe : cmd : : Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'materials/lightprobes' .The lightprobe command requires you specify a base file name. <br />
linefile : cmd : : Parses map leak data from .lin file<br />
list_community_groups : cmd : : lists ids of Steam Community groups user is in<br />
listdemo : cmd : : List demo file contents.<br />
listid : cmd : : Lists banned users.<br />
listip : cmd : : List IP addresses on the ban list.<br />
listissues : cmd : : List all the issues that can be voted on.<br />
listmodels : cmd : : List loaded models.<br />
listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs.<br />
load : cmd : : Load a saved game.<br />
loadcommentary : cmd : : <br />
loader_dump_table : cmd : : <br />
loader_spew_info : 0 : : 0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All <br />
loader_spew_info_ex : 0 : : (internal)<br />
localplayer_visionflags : 0 : , "cl" : <br />
lod_TransitionDist : 800 : , "cl" : <br />
log : cmd : : Enables logging to file, console, and udp < on | off >.<br />
log_verbose_enable : 0 : , "sv" : Set to 1 to enable verbose server log on the server.<br />
log_verbose_interval : 3 : , "sv" : Determines the interval (in seconds) for the verbose server log.<br />
logaddress_add : cmd : : Set address and port for remote host <ip:port>.<br />
logaddress_del : cmd : : Remove address and port for remote host <ip:port>.<br />
logaddress_delall : cmd : : Remove all udp addresses being logged to<br />
logaddress_list : cmd : : List all addresses currently being used by logaddress.<br />
+lookdown : cmd : : <br />
-lookdown : cmd : : <br />
lookspring : 0 : , "a", "cl" : <br />
lookstrafe : 0 : , "a", "cl" : <br />
+lookup : cmd : : <br />
-lookup : cmd : : <br />
lservercfgfile : 0 : , "sv" : <br />
lzma_persistent_buffer : 0 : : If set, attempt to keep a persistent buffer for the LZMA decoder dictionary. This avoids re-allocating a ~16-64meg buffer for each operation, at the expensive of keeping extra memory around when it is not in-use.<br />
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) * m_customaccel_scale + sensitivity) 2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. 3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity<br />
m_customaccel_exponent : 1 : , "a", "cl" : Mouse move is raised to this power before being scaled by scale factor.<br />
m_customaccel_max : 0 : , "a", "cl" : Max mouse move scale factor, 0 for no limit<br />
m_customaccel_scale : 0 : , "a", "cl" : Custom mouse acceleration value.<br />
m_filter : 0 : , "a", "cl" : Mouse filtering (set this to 1 to average the mouse over 2 frames).<br />
m_forward : 1 : , "a", "cl" : Mouse forward factor.<br />
m_mouseaccel1 : 0 : , "a", "cl" : Windows mouse acceleration initial threshold (2x movement).<br />
m_mouseaccel2 : 0 : , "a", "cl" : Windows mouse acceleration secondary threshold (4x movement).<br />
m_mousespeed : 1 : , "a", "cl" : Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).<br />
m_pitch : 0 : , "a", "cl" : Mouse pitch factor.<br />
m_rawinput : 0 : , "a", "cl" : Use Raw Input for mouse input.<br />
m_side : 0 : , "a", "cl" : Mouse side factor.<br />
m_yaw : 0 : , "a", "cl" : Mouse yaw factor.<br />
map : cmd : : Start playing on specified map.<br />
map_background : cmd : : Runs a map as the background to the main menu.<br />
map_commentary : cmd : : Start playing, with commentary, on a specified map.<br />
map_edit : cmd : : <br />
map_noareas : 0 : : Disable area to area connection testing.<br />
mapcyclefile : 0 : , "sv" : Name of the .txt file used to cycle the maps on multiplayer servers <br />
maphack_dump_vars : cmd : : Dump MapHack variables to console.<br />
maphack_include : cmd : : Include file by name into existing MapHack.<br />
maphack_load : cmd : : Load MapHack file by name.<br />
maphack_reload : cmd : : Reload current MapHack.<br />
maphack_trigger : cmd : : Trigger a MapHack event.<br />
maps : cmd : : Displays list of maps.<br />
mat_aaquality : 0 : , "a" : <br />
mat_accelerate_adjust_exposure_down : 3 : , "cheat" : <br />
mat_advancedshaders : 1 : , "a" : Enable/Disable Advanced Character Shading Techniques<br />
mat_advancedweaponblood : 1 : , "a", "cl" : Enable/Disable Advanced Weapon Blood Shading Techniques<br />
mat_alphacoverage : 1 : : <br />
mat_antialias : 8 : , "a" : <br />
mat_autoexposure_max : 2 : , "cl" : <br />
mat_autoexposure_min : 0 : , "cl" : <br />
mat_bloom_scalefactor_scalar : 1 : , "cl" : <br />
mat_bloomamount_rate : 0 : , "cheat", "cl" : <br />
mat_bloomscale : 1 : , "cl" : <br />
mat_bufferprimitives : 1 : : <br />
mat_bumpbasis : 0 : , "cheat" : <br />
mat_bumpmap : 1 : : <br />
mat_camerarendertargetoverlaysize : 256 : , "cheat", "cl" : <br />
mat_clipz : 1 : , "cl" : <br />
mat_colcorrection_disableentities : 0 : : Disable map color-correction entities<br />
mat_color_projection : 0 : , "a" : <br />
mat_colorcorrection : 1 : , "a" : <br />
mat_compressedtextures : 1 : : <br />
mat_configcurrent : cmd : : show the current video control panel config for the material system<br />
mat_crosshair : cmd : : Display the name of the material under the crosshair<br />
mat_crosshair_edit : cmd : : open the material under the crosshair in the editor defined by mat_crosshair_edit_editor<br />
mat_crosshair_explorer : cmd : : open the material under the crosshair in explorer and highlight the vmt file<br />
mat_crosshair_printmaterial : cmd : : print the material under the crosshair<br />
mat_crosshair_reloadmaterial : cmd : : reload the material under the crosshair<br />
mat_debug_autoexposure : 0 : , "cheat", "cl" : <br />
mat_debug_bloom : 0 : , "cheat", "cl" : <br />
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<br />
mat_debug_process_halfscreen : 0 : , "cheat", "cl" : <br />
mat_debugalttab : 0 : , "cheat" : <br />
mat_debugdepth : 0 : : <br />
mat_debugdepthmode : 0 : : <br />
mat_debugdepthval : 128 : : <br />
mat_debugdepthvalmax : 256 : : <br />
mat_depthbias_decal : -262144 : , "cheat" : <br />
mat_depthbias_normal : 0 : , "cheat" : <br />
mat_depthbias_shadowmap : 0 : , "cheat" : <br />
mat_diffuse : 1 : , "cheat" : <br />
mat_disable_bloom : 0 : , "cl" : <br />
mat_disable_fancy_blending : 0 : : <br />
mat_disable_lightwarp : 0 : : <br />
mat_disable_ps_patch : 0 : : <br />
mat_disablehwmorph : 0 : : Disables HW morphing for particular mods<br />
mat_drawflat : 0 : , "cheat" : <br />
mat_drawTexture : 0 : , "cl" : Enable debug view texture<br />
mat_drawTextureScale : 1 : , "cl" : Debug view texture scale<br />
mat_drawTitleSafe : 0 : : Enable title safe overlay<br />
mat_drawwater : 1 : , "cheat", "cl" : <br />
mat_dump_rts : 0 : , "cl" : <br />
mat_dxlevel : 95 : : Current DirectX Level. Competitive play requires at least mat_dxlevel 90<br />
mat_dynamic_tonemapping : 1 : , "cheat" : <br />
mat_edit : cmd : : Bring up the material under the crosshair in the editor<br />
mat_enable_vrmode : cmd : : Switches the material system to VR mode (after restart)<br />
mat_envmapsize : 128 : : <br />
mat_envmaptgasize : 32 : : <br />
mat_evict_all : cmd : : Evict all fine mipmaps from the gpu<br />
mat_excludetextures : 0 : , "cheat" : <br />
mat_exposure_center_region_x : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_x_flashlight : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_y : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_y_flashlight : 0 : , "cheat", "cl" : <br />
mat_fastclip : 0 : , "cheat" : <br />
mat_fastnobump : 0 : , "cheat" : <br />
mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.<br />
mat_fillrate : 0 : , "cheat" : <br />
mat_filterlightmaps : 1 : : <br />
mat_filtertextures : 1 : : <br />
mat_force_bloom : 0 : , "cheat", "cl" : <br />
mat_force_ps_patch : 0 : : <br />
mat_force_tonemap_scale : 0 : , "cheat" : <br />
mat_forceaniso : 1 : , "a" : <br />
mat_forcedynamic : 0 : , "cheat" : <br />
mat_forcehardwaresync : 1 : : <br />
mat_frame_sync_enable : 1 : , "cheat" : <br />
mat_frame_sync_force_texture : 0 : , "cheat" : Force frame syncing to lock a managed texture.<br />
mat_framebuffercopyoverlaysize : 256 : , "cl" : <br />
mat_fullbright : 0 : , "cheat" : <br />
mat_hdr_enabled : cmd : : Report if HDR is enabled for debugging<br />
mat_hdr_level : 2 : , "a" : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.<br />
mat_hdr_manual_tonemap_rate : 1 : : <br />
mat_hdr_tonemapscale : 2 : , "cheat" : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.<br />
mat_hdr_uncapexposure : 0 : , "cheat", "cl" : <br />
mat_hsv : 0 : , "cheat", "cl" : <br />
mat_info : cmd : : Shows material system info<br />
mat_leafvis : 0 : , "cheat" : Draw wireframe of current leaf<br />
mat_levelflush : 1 : : <br />
mat_lightmap_pfms : 0 : : Outputs .pfm files containing lightmap data for each lightmap page when a level exits.<br />
mat_loadtextures : 1 : , "cheat" : <br />
mat_luxels : 0 : , "cheat" : <br />
mat_managedtextures : 1 : , "a" : If set, allows Direct3D to manage texture uploading at the cost of extra system memory<br />
mat_max_worldmesh_vertices : 65536 : : <br />
mat_measurefillrate : 0 : , "cheat" : <br />
mat_mipmaptextures : 1 : : <br />
mat_monitorgamma : 1 : , "a" : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)<br />
mat_monitorgamma_tv_enabled : 0 : , "a" : <br />
mat_monitorgamma_tv_exp : 2 : : <br />
mat_monitorgamma_tv_range_max : 255 : : <br />
mat_monitorgamma_tv_range_min : 16 : : <br />
mat_morphstats : 0 : , "cheat" : <br />
mat_motion_blur_enabled : 1 : , "a" : <br />
mat_motion_blur_falling_intensity : 1 : , "cl" : <br />
mat_motion_blur_falling_max : 20 : , "cl" : <br />
mat_motion_blur_falling_min : 10 : , "cl" : <br />
mat_motion_blur_forward_enabled : 0 : , "cl" : <br />
mat_motion_blur_percent_of_screen_max : 4 : : <br />
mat_motion_blur_rotation_intensity : 1 : , "cl" : <br />
mat_motion_blur_strength : 1 : , "cl" : <br />
mat_non_hdr_bloom_scalefactor : 0 : , "cl" : <br />
mat_norendering : 0 : , "cheat" : <br />
mat_normalmaps : 0 : , "cheat" : <br />
mat_normals : 0 : , "cheat" : <br />
mat_phong : 1 : : <br />
mat_picmip : 0 : , "a" : <br />
mat_postprocess_x : 4 : , "cl" : <br />
mat_postprocess_y : 1 : , "cl" : <br />
mat_postprocessing_combine : 1 : , "cl" : Combine bloom, software anti-aliasing and color correction into one post-processing pass<br />
mat_powersavingsmode : 0 : , "a" : Power Savings Mode<br />
mat_proxy : 0 : , "cheat" : <br />
mat_queue_mode : -1 : , "a" : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 2=queued multithreaded<br />
mat_queue_report : 0 : , "a" : Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.<br />
mat_reducefillrate : 0 : : <br />
mat_reduceparticles : 0 : : <br />
mat_reloadallmaterials : cmd : : Reloads all materials<br />
mat_reloadmaterial : cmd : : Reloads a single material<br />
mat_reloadtextures : cmd : : Reloads all textures<br />
mat_remoteshadercompile : 127 : , "cheat" : <br />
mat_report_queue_status : 0 : : <br />
mat_reporthwmorphmemory : cmd : : Reports the amount of size in bytes taken up by hardware morph textures.<br />
mat_reset_rendertargets : cmd : : Resets all the render targets<br />
mat_reversedepth : 0 : , "cheat" : <br />
mat_savechanges : cmd : : saves current video configuration to the registry<br />
mat_setvideomode : cmd : : sets the width, height, windowed state of the material system<br />
mat_shadercount : cmd : : display count of all shaders and reset that count<br />
mat_show_ab_hdr : 0 : : <br />
mat_show_ab_hdr_hudelement : 0 : , "cheat", "cl" : HDR Demo HUD Element toggle.<br />
mat_show_histogram : 0 : , "cl" : <br />
mat_show_texture_memory_usage : 0 : , "cheat", "numeric" : Display the texture memory usage on the HUD.<br />
mat_showcamerarendertarget : 0 : , "cheat", "cl" : <br />
mat_showenvmapmask : 0 : : <br />
mat_showframebuffertexture : 0 : , "cheat", "cl" : <br />
mat_showlightmappage : -1 : , "cl" : <br />
mat_showlowresimage : 0 : , "cheat" : <br />
mat_showmaterials : cmd : : Show materials.<br />
mat_showmaterialsverbose : cmd : : Show materials (verbose version).<br />
mat_showmiplevels : 0 : , "cheat" : color-code miplevels 2: normalmaps, 1: everything else<br />
mat_showtextures : cmd : : Show used textures.<br />
mat_showwatertextures : 0 : , "cheat", "cl" : <br />
mat_slopescaledepthbias_decal : 0 : , "cheat" : <br />
mat_slopescaledepthbias_normal : 0 : , "cheat" : <br />
mat_slopescaledepthbias_shadowmap : 16 : , "cheat" : <br />
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)<br />
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-alias blend strength), (3 - show averaged 'unlike' colour)<br />
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 edges, a higher value will soften fewer)<br />
mat_software_aa_quality : 0 : , "a", "cl" : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)<br />
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 of the effect: (0.0 - off), (1.0 - full)<br />
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.<br />
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 image sharper, higher will make it blurrier)<br />
mat_softwarelighting : 0 : : <br />
mat_softwareskin : 0 : , "cheat" : <br />
mat_specular : 1 : : Enable/Disable specularity for perf testing. Will cause a material reload upon change.<br />
mat_spew_on_texture_size : 0 : : Print warnings about vtf content that isn't of the expected size<br />
mat_spewvertexandpixelshaders : cmd : : Print all vertex and pixel shaders currently loaded to the console<br />
mat_stub : 0 : , "cheat", "cl" : <br />
mat_surfaceid : 0 : , "cheat" : <br />
mat_surfacemat : 0 : , "cheat" : <br />
mat_texture_limit : -1 : , "numeric" : If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.<br />
mat_texture_list : 0 : , "cheat" : For debugging, show a list of used textures per frame<br />
+mat_texture_list : cmd : : <br />
-mat_texture_list : cmd : : <br />
mat_texture_list_all : 0 : , "cheat", "numeric" : If this is nonzero, then the texture list panel will show all currently-loaded textures.<br />
mat_texture_list_content_path : 0 : , "a" : The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently running game dir.<br />
mat_texture_list_txlod : cmd : : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution<br />
mat_texture_list_txlod_sync : cmd : : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files<br />
mat_texture_list_view : 1 : , "cheat", "numeric" : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.<br />
mat_texture_outline_fonts : cmd : : Outline fonts textures.<br />
mat_texture_reload_frame_swap_workaround : 0 : : Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps<br />
mat_texture_save_fonts : cmd : : Save all font textures<br />
mat_texture_tracking : 0 : : <br />
mat_tintalphablendfactordst : 5 : : <br />
mat_tintalphablendfactorsrc : 4 : : <br />
mat_tintalphablendmode : 4 : : <br />
mat_tonemap_algorithm : 1 : , "cheat" : 0 = Original Algorithm 1 = New Algorithm<br />
mat_tonemap_min_avglum : 3 : , "cheat", "cl" : <br />
mat_tonemap_percent_bright_pixels : 2 : , "cheat", "cl" : <br />
mat_tonemap_percent_target : 60 : , "cheat", "cl" : <br />
mat_tonemapping_occlusion_use_stencil : 0 : : <br />
mat_trilinear : 1 : : <br />
mat_use_compressed_hdr_textures : 1 : : <br />
mat_viewportscale : 1 : , "a", "cl" : Scale down the main viewport (to reduce GPU impact on CPU profiling)<br />
mat_viewportupscale : 1 : , "a", "cl" : Scale the viewport back up<br />
mat_visualize_dof : 0 : , "cheat" : <br />
mat_vrmode_adapter : -1 : : <br />
mat_vsync : 0 : : Force sync to vertical retrace<br />
mat_wateroverlaysize : 256 : , "cl" : <br />
mat_wireframe : 0 : , "cheat" : <br />
mat_yuv : 0 : , "cheat", "cl" : <br />
matchmakingport : 27025 : : Host Matchmaking port<br />
maxplayers : cmd : : Change the maximum number of players allowed on this server.<br />
maxplayers_extended : 0 : , "sv" : Extends max player limit to 33. Please note that going over the recommended value (24) can cause significant performance issues.<br />
mem_compact : cmd : : <br />
mem_dump : cmd : : Dump memory stats to text file.<br />
mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) <br />
mem_dumpvballocs : cmd : : Dump VB memory allocation stats.<br />
mem_eat : cmd : : <br />
mem_force_flush : 0 : , "cheat" : Force cache flush of unlocked resources on every alloc<br />
mem_max_heapsize : 256 : : Maximum amount of memory to dedicate to engine hunk and datacache (in mb)<br />
mem_max_heapsize_dedicated : 64 : : Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)<br />
mem_min_heapsize : 48 : : Minimum amount of memory to dedicate to engine hunk and datacache (in mb)<br />
mem_periodicdumps : 0 : : Write periodic memstats dumps every n seconds.<br />
mem_test : cmd : : <br />
mem_test_each_frame : 0 : : Run heap check at end of every frame <br />
mem_test_every_n_seconds : 0 : : Run heap check at a specified interval <br />
mem_vcollide : cmd : : Dumps the memory used by vcollides<br />
memory : cmd : : Print memory stats.<br />
memory_diff : cmd : : show memory stats relative to snapshot<br />
memory_list : cmd : : dump memory list (linux only)<br />
memory_mark : cmd : : snapshot current allocation status<br />
memory_status : cmd : : show memory stats (linux only)<br />
minisave : cmd : : Saves game (for current level only!)<br />
mission_list : cmd : : List all available tactical missions<br />
mission_show : cmd : : Show the given mission<br />
mm_add_item : cmd : : Add a stats item<br />
mm_add_player : cmd : : Add a player<br />
mm_max_spectators : 4 : : Max players allowed on the spectator team<br />
mm_message : cmd : : Send a message to all remote clients<br />
mm_minplayers : 2 : : Number of players required to start an unranked game<br />
mm_select_session : cmd : : Select a session<br />
mm_session_info : cmd : : Dump session information<br />
mm_stats : cmd : : <br />
mod_forcedata : 1 : : Forces all model file data into cache on model load.<br />
mod_forcetouchdata : 1 : : Forces all model file data into cache on model load.<br />
mod_load_anims_async : 0 : : <br />
mod_load_fakestall : 0 : : Forces all ANI file loading to stall for specified ms <br />
mod_load_mesh_async : 0 : : <br />
mod_load_showstall : 0 : : 1 - show hitches , 2 - show stalls<br />
mod_load_vcollide_async : 0 : : <br />
mod_lock_mdls_on_load : 0 : : <br />
mod_offline_hdr_switch : 0 : : Re-order the HDR/LDR mode switch to do most of the material system reloading with the device offline. This reduces unnecessary device resource uploads and may drastically reduce load time and memory pressure on certain drivers, but may trigger bugs in some very old source engine pathways.<br />
mod_test_mesh_not_available : 0 : , "cheat" : <br />
mod_test_not_available : 0 : , "cheat" : <br />
mod_test_verts_not_available : 0 : , "cheat" : <br />
mod_touchalldata : 1 : : Touch model data during level startup<br />
mod_trace_load : 0 : : <br />
model_list : cmd : : Dump model list to file<br />
motdfile : 0 : , "sv" : The MOTD file to load.<br />
motdfile_text : 0 : , "sv" : The text-only MOTD file to use for clients that have disabled HTML MOTDs.<br />
+movedown : cmd : : <br />
-movedown : cmd : : <br />
+moveleft : cmd : : <br />
-moveleft : cmd : : <br />
moveplayer : cmd : : Forces a player to change team. Format: moveplayer <userid> <team><br />
moveplayerid : cmd : : Forces a player to change team. Format: moveplayer <userid> <team><br />
+moveright : cmd : : <br />
-moveright : cmd : : <br />
+moveup : cmd : : <br />
-moveup : cmd : : <br />
movie_fixwave : cmd : : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.<br />
mp_afkprotector_chestdroptime : 20 : , "sv", "nf", "rep" : AFK chest carriers drop the chest after this many seconds of idling<br />
mp_afkprotector_dealmethod : 1 : , "sv", "nf", "rep" : 0 = Do nothing, 1 = Move to spectator, 2 = Kick from the server, 3 = Move to spectator, but kick if they still AFK.<br />
mp_afkprotector_kickadmins : 0 : , "sv", "nf", "rep" : Admins lose their immunity to AFK kicks.<br />
mp_afkprotector_kickspecs : 0 : , "sv", "nf", "rep" : Always kick inactive spectators. Set to 2 to kick unassigned players as well.<br />
mp_afkprotector_time : 90 : , "sv", "nf", "rep" : Deal with AFK players after this many seconds of idling, see mp_afkprotector_dealmethod for dealing methods.<br />
mp_afkprotector_trinketdroptime : 20 : , "sv", "nf", "rep" : AFK trinket carriers drop the trinket after this many seconds of idling<br />
mp_allow_custom_balance : 0 : , "sv", "nf", "rep" : Allow custom weapon/class scripts, reload map to take effect. NOTE: This will flag your server as 'modded'!<br />
mp_allowNPCs : 1 : , "sv", "nf" : <br />
mp_allowrespawntime : 5 : , "sv", "nf", "rep" : Time in seconds from the round start that players joining may spawn in, or players who die may respawn.<br />
mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not<br />
mp_assist_dmg_threshold : 10 : , "sv", "nf", "rep" : Minimum Damage to be considered an assister<br />
mp_assist_lifetime : 5 : , "sv", "nf", "rep" : How long assist status remains on player after damage dealt, set to -1 for no lifetime<br />
mp_attackdirindicator : 1 : , "sv", "nf", "rep" : Allow the use of attack dir indicator.<br />
mp_autocrosshair : 1 : , "sv", "nf" : <br />
mp_autoteambalance : 1 : , "sv", "nf", "rep" : Forced team balancing<br />
mp_blunderbuss_bulletdrop : 250 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet drop<br />
mp_blunderbuss_bulletspeed : 3500 : , "sv", "cheat", "nf", "rep" : Blunderbuss bullet speed<br />
mp_button_dist : 70 : , "sv", "nf", "rep" : <br />
mp_chattime : 10 : , "sv", "rep" : amount of time players can chat after the game is over<br />
mp_clan_ready_signal : 0 : , "sv" : Text that team leader from each team must speak for the match to begin<br />
mp_clan_readyrestart : 0 : , "sv" : If non-zero, game will restart once someone from each team gives the ready signal<br />
mp_classlimit : 0 : , "sv", "nf", "rep" : Enable class limit, use mp_classlimit_* cvars to set limits.<br />
mp_classlimit_archer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_assassin : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_berserker : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_bondi : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_buccaneer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_captain : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_ealer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_gestir : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_heavyknight : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_huscarl : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_manatarms : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_sharpshooter : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_skirmisher : -1 : , "sv", "nf", "rep" : <br />
mp_ctf_capturelimit : 5 : , "sv", "nf", "rep" : How many flag captures needed in CTF to win the game if using capture limit<br />
mp_ctf_flagreturntime : 15 : , "sv", "nf", "rep" : How long before the flag returns to your base<br />
mp_ctf_timelimit : 10 : , "sv", "nf", "rep" : Time limit (in minutes) to CTF matches if using time limit<br />
mp_ctf_wincondition : 0 : , "sv", "nf", "rep" : Win condition for CTF 0 = Capture Limit 1 = Time Limit<br />
mp_decals : 200 : , "a" : <br />
mp_defaultteam : 0 : , "sv" : <br />
mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked<br />
mp_disable_respawn_times : 0 : , "sv", "nf", "rep" : Disable respawn times<br />
mp_disabledteam : 0 : , "sv", "nf", "rep" : Team that is disabled<br />
mp_disablepickups : 0 : , "sv", "nf", "rep" : Disables item pickups.<br />
mp_disablespecial : 0 : , "sv", "nf", "rep" : Disables player specials.<br />
mp_dm_force : 0 : , "sv", "nf", "rep" : Forces deathmatch rules on all maps. Change takes effect on map reload.<br />
mp_dm_oldrules : 0 : , "sv", "nf", "rep" : Use old gamerules for (t)dm instead of the new round based rules.<br />
mp_dm_spawnsound : 0 : , "sv", "nf", "rep" : Plays a sound when player spawns.<br />
mp_dodge_cooldown_minspeed : 120 : , "sv", "nf", "rep" : <br />
mp_dodge_duration : 1 : , "sv", "nf", "rep" : <br />
mp_dodge_easing_mode : 4 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_boost_time : 0 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_multiplier_min : 0 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_multiplier_peak : 2 : , "sv", "nf", "rep" : <br />
mp_door_blocked_react_dist : 350 : , "sv", "nf", "rep" : How far away should we consider a door to be in blocking range<br />
mp_door_dist : 100 : , "sv", "nf", "rep" : <br />
mp_endgame : cmd : : Usage: mp_endgame [winner team number]<br />
mp_endround : cmd : : Usage: mp_endround [winner team number] [runner-up] [loser]. If no runnerup/loser params are set losers are tied.<br />
mp_facefronttime : 3 : , "sv", "rep" : After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.<br />
mp_fadetoblack : 0 : , "sv", "nf", "rep" : fade a player's screen to black when he dies<br />
mp_falldamage : 1 : , "sv", "nf" : <br />
mp_fastchestrespawn_enabled : 1 : , "sv", "nf", "rep" : Enabled/Disable fast chest respawn if chest is carried for less than 5 seconds.<br />
mp_feetyawrate : 720 : , "sv", "rep" : How many degrees per second that we can turn our feet or upper body.<br />
mp_ff_affects_kick_attack : 1 : , "sv", "nf", "rep" : Can players kick their teammates when FF is on?<br />
mp_ff_autokick : 1 : , "sv", "nf", "rep" : Auto-kick team killers.<br />
mp_ff_autokick_banminutes : 30 : , "sv", "nf", "rep" : Ban length in minutes. Set 0 for kick only.<br />
mp_ff_autokick_limit : 5 : , "sv", "nf", "rep" : Auto-kick after this amount of TKs.<br />
mp_ff_damagescale : 0 : , "sv", "nf", "rep" : FF damage gets scaled by this value.<br />
mp_ff_message : 1 : , "sv", "nf", "rep" : Shows message to a player when their teammate hurts a friend.<br />
mp_filterdeadchat : 0 : , "sv", "nf", "rep" : Should dead player's chat be visible to player's alive<br />
mp_flashlight : 0 : , "sv", "nf" : <br />
mp_flintlock_bulletdrop : 250 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet drop<br />
mp_flintlock_bulletspeed : 4500 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet speed<br />
mp_footsteps : 1 : , "sv", "nf" : <br />
mp_forcecamera : 1 : , "sv", "rep" : Restricts spectator modes for dead players<br />
mp_forcerespawn : 1 : , "sv", "nf" : <br />
mp_fraglimit : 0 : , "sv", "nf", "rep" : The number of kills at which the map ends<br />
mp_freezecam : 1 : , "sv", "nf", "rep" : Enables/Disables death cam to freeze on killer when a player dies<br />
mp_friendlyfire : 0 : , "sv", "nf", "rep" : Allows team members to injure other members of their team<br />
mp_gamemodeintro : 1 : , "sv", "nf", "rep" : Show game mode intros for players at round start<br />
mp_harpoon_maxrange : 320 : , "sv", "nf", "rep" : Harpoon range in Source units.<br />
mp_harpoon_pullspeed : 25 : , "sv", "nf", "rep" : <br />
mp_headicons : 1 : , "sv", "nf", "rep" : Show player head icons such as voice/text chat and nemesis. Disabling this ignores client option.<br />
mp_hittraces_per_tick : 2 : , "sv", "nf", "rep" : Number of hit traces per simulation tick.<br />
mp_ik : 1 : , "sv", "rep" : Use IK on in-place turns.<br />
mp_infinite_ammo : 0 : , "sv", "cheat", "nf", "rep" : Infinite ammo<br />
mp_initialwait_freeze : 0 : , "sv", "nf", "rep" : Should the players be frozen when the game is about to start<br />
mp_initialwait_freeze_duration : 4 : , "sv", "nf", "rep" : How long in seconds the players are frozen on game start<br />
mp_initialwaittime : 30 : , "sv", "nf", "rep" : How long to wait for people who are still loading before starting the real round<br />
mp_kick_berserk_dmgmulti : 2 : , "sv", "cheat", "nf", "rep" : Kick damage gets multiplied by this value while berserking.<br />
mp_kick_delay : 2 : , "sv", "cheat", "nf", "rep" : Delay between kicks.<br />
mp_kick_dmg : 3 : , "sv", "cheat", "nf", "rep" : Kick damage.<br />
mp_kick_movementstop : 1 : , "sv", "cheat", "nf", "rep" : Enable/Disable kick movement stop.<br />
mp_kick_physics_maxmass : 200 : , "sv", "cheat", "nf", "rep" : Max object mass that can be kicked.<br />
mp_kick_physics_push : 400 : , "sv", "cheat", "nf", "rep" : Kick physics push.<br />
mp_kick_player_push : 300 : , "sv", "cheat", "nf", "rep" : Kick player push.<br />
mp_killdelay : 5 : , "a", "sv" : <br />
mp_limitteams : 1 : , "sv", "nf", "rep" : Max. allowed diference between team player counts<br />
mp_lts_adjustroundtimer : 1 : , "sv", "nf", "rep" : Should the round timer be adjusted by player count?<br />
mp_lts_alivecheck_method : 0 : , "sv", "nf", "rep" : 0 = Check every second (classic default) 1 = Check on player death<br />
mp_lts_allowdraws : 1 : , "sv", "nf", "rep" : Allow round draws. If not, when time limit is hit during sudden death, the win goes to team with more HP<br />
mp_lts_override_sdtime : 0 : , "sv", "nf", "rep" : Always override sudden death time by the value of 'mp_suddendeathtime', ignores map settings<br />
mp_lts_roundend_delay : 1 : , "sv", "nf", "rep" : When a team wins, how long should it take for round end screen to appear<br />
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<br />
mp_matchbased : 0 : , "sv", "nf", "rep" : Should the time/round limited games be considered as matches<br />
mp_maxsprinttime : 0 : , "sv", "rep" : <br />
mp_meleedamagecalc : 1 : , "sv", "nf", "rep" : Type of melee damage calculation. 0 - default 2.2 style, 1 - first hit does most damage<br />
mp_meleedamagemultiplier : 1 : , "sv", "nf", "rep" : Melee damage multiplier<br />
mp_meleerangeboost : 0 : , "sv", "nf", "rep" : Increases the range of all melee weapons by this amount (see also mp_meleerangescale)<br />
mp_meleerangescale : 1 : , "sv", "nf", "rep" : Scales the range of all melee weapons by this amount (scale is applied first, then boost)<br />
mp_meleesubsequenthitdmg : 0 : , "sv", "nf", "rep" : If mp_meleedamagecalc is 1, subsequent hits do the previous hit's damage multiplied by this amount<br />
mp_meleetracehullsize : 3 : , "sv", "nf", "rep" : Melee hit trace hull size (smaller value = harder to hit)<br />
mp_moveduringsuicide : 0 : , "sv", "nf", "rep" : Determines whether players can move during sucidie.<br />
mp_nemesis : 1 : , "sv", "nf", "rep" : Enable dominations and revenges.<br />
mp_nemesis_assistscount : 1 : , "sv", "nf", "rep" : Should assists count as 'kills' for nemesis status?<br />
mp_nemesis_kills : 4 : , "sv", "nf", "rep" : How many kills are required for nemesis status.<br />
mp_overtime_dm : 120 : , "sv", "nf", "rep" : If non-zero, overtime will be used if there's a draw, in seconds.<br />
mp_pausegame : cmd : : Pauses the game on next round start<br />
mp_player_pushaway_max_force : 200 : , "sv", "rep", "server_can_execute" : <br />
mp_player_pushaway_min_force : 20 : , "sv", "rep", "server_can_execute" : <br />
mp_playercollisionbounds : 24 : , "sv", "nf", "rep" : <br />
mp_preventchestpickup : 1 : , "sv", "nf", "rep" : If set to 0, players are allowed to pickup chests inside their own zone<br />
mp_projectile_use_hitboxes : 0 : , "sv", "nf", "rep" : Use hitboxes for projectile hit calculation.<br />
mp_randomclass : 0 : , "a", "sv" : <br />
mp_randsuddendeath : 0 : , "sv", "nf", "rep" : Pecrent chance sudden death will occur right at the start of the round. (Time for round will still be as usual)<br />
mp_respawntime : 5 : , "sv", "nf", "rep" : Respawn time in seconds<br />
mp_respawntime_waves : 10 : , "sv", "nf", "rep" : Respawn time in seconds<br />
mp_respawnwaves_minwait : 5 : , "sv", "nf", "rep" : Minimum respawn time<br />
mp_restartgame : 0 : , "sv", "rep" : If non-zero, game will restart in the specified number of seconds<br />
mp_restartgame_immediate : 0 : , "sv", "rep" : If non-zero, game will restart immediately<br />
mp_restartround : 0 : , "sv", "rep" : Restart round in X seconds<br />
mp_restartround_immediate : 0 : , "sv", "rep" : If non-zero, round will restart immediately<br />
mp_roundlimit : 3 : , "sv", "nf", "rep" : Round limit in number of rounds<br />
mp_roundlimit_clinch : 0 : , "sv", "nf", "rep" : Team can clinch the match when other teams have no way to catch up in round wins.<br />
mp_roundtime : 3 : , "sv", "nf", "rep" : round duration in minutes<br />
mp_roundtime_dm : 0 : , "sv", "nf", "rep" : If non-zero, this will be a round timer for DM rounds, otherwise map time limit is used.<br />
mp_roundtimer_lastteamstanding : 45 : , "sv", "nf", "rep" : Round time for Last Team Standing gamemode<br />
mp_ruleset : 0 : , "sv", "nf", "rep" : Which ruleset should be used.<br />
mp_show_silver_medals : 1 : , "sv", "nf", "rep" : Should team silver medals be shown in the scoreboard?<br />
mp_show_voice_icons : 1 : , "sv", "rep" : Show overhead player voice icons when players are speaking. <br />
mp_shuffleplayers : cmd : : Shuffles players in the server between the three teams equally<br />
mp_sprintdefaultrechargerate : 0 : , "sv", "rep" : <br />
mp_sprintexhaustedrechargerate : 0 : , "sv", "rep" : <br />
mp_sprintrechargedelay : 2 : , "sv", "rep" : <br />
mp_sprintspeedmultiplier : 1 : , "sv" : <br />
mp_ssrifle_specialmin : 0 : , "sv", "cheat", "nf", "rep" : Minimum throw strength fraction<br />
mp_suddendeathtime : 45 : , "sv", "nf", "rep" : Time in seconds that Sudden Death Mode will last<br />
mp_suicide_interval : 5 : , "a", "sv" : Time to wait before player can suicide again<br />
mp_teamlist : 0 : , "sv", "nf" : <br />
mp_teamoverride : 1 : , "sv" : <br />
mp_teamplay : 0 : , "sv", "nf" : <br />
mp_teamswitch_delay : 5 : , "sv" : <br />
mp_territorycapdeteriorate : 60 : , "sv", "nf", "rep" : Time in seconds it takes for a capture to fully deteriorate.<br />
mp_territorywindelay : 30 : , "sv", "nf", "rep" : Win delay after all territories have been captured by the same team.<br />
mp_thirdperson : 1 : , "sv", "nf", "rep" : Allow players to use thirdperson mode.<br />
mp_timelimit : 20 : , "sv", "nf", "rep" : game time per map in minutes<br />
mp_timelimit_waitroundend : 1 : , "sv", "nf", "rep" : Wait for the end of round before changing map<br />
mp_trinketdeath_scoregrace : 10 : , "sv", "nf", "rep" : When a trinket carrier dies that trinket when picked up cannot cause carrier death related gamemode scoring till this time has passed.<br />
mp_trinketreset : 20 : , "sv", "nf", "rep" : How long it takes for a dropped trinket to be despawned<br />
mp_trinketrespawn : 30 : , "sv", "nf", "rep" : How long it takes a lost trinket to respawn to a player on that team<br />
mp_trinketwars_killmultiplier : 1 : , "sv", "nf", "rep" : The number of kills required to win the game is the total number of players multiplied by this value.<br />
mp_trinketwars_maxkills : 32 : , "sv", "nf", "rep" : Don't allow the number of kills required to win the game to be more than this value.<br />
mp_trinketwars_minkills : 4 : , "sv", "nf", "rep" : Don't allow the number of kills required to win the game to be less than this value.<br />
mp_unpausegame : cmd : : Resume the game<br />
mp_usehwmmodels : 0 : , "cl" : Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)<br />
mp_usehwmvcds : 0 : , "cl" : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)<br />
mp_waitingforplayers_cancel : 0 : , "sv" : Set to 1 to end the WaitingForPlayers period.<br />
mp_waitingforplayers_restart : 0 : , "sv" : Set to 1 to start or restart the WaitingForPlayers period.<br />
mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds<br />
mp_weaponstay : 0 : , "sv", "nf" : <br />
mp_winlimit : 0 : , "sv", "nf", "rep" : Win limit in number of rounds<br />
multvar : cmd : : Multiply specified convar value.<br />
muzzleflash_light : 1 : , "a", "cl" : <br />
name : 0 : , "a", "user", "print", "server_can_execute" : Current user name<br />
name_parrot : 0 : , "a", "user", "print", "cl" : <br />
namelockid : cmd : : Prevent name changes for this userID.<br />
nav_add_to_selected_set : cmd : : Add current area to the selected set.<br />
nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set.<br />
nav_analyze : cmd : : Re-analyze the current Navigation Mesh and save it to disk.<br />
nav_area_bgcolor : 0 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing.<br />
nav_area_max_size : 50 : , "sv", "cheat" : Max area size created in nav generation<br />
nav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system.<br />
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 issue a 'nav_end_area' command.<br />
nav_begin_deselecting : cmd : : Start continuously removing from the selected set.<br />
nav_begin_drag_deselecting : cmd : : Start dragging a selection area.<br />
nav_begin_drag_selecting : cmd : : Start dragging a selection area.<br />
nav_begin_selecting : cmd : : Start continuously adding to the selected set.<br />
nav_begin_shift_xy : cmd : : Begin shifting the Selected Set.<br />
nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor.<br />
nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/out-of-date navigation files.<br />
nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area.<br />
nav_check_stairs : cmd : : Update the nav mesh STAIRS attribute<br />
nav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areas<br />
nav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set.<br />
nav_clear_selected_set : cmd : : Clear the selected set.<br />
nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions.<br />
nav_compress_id : cmd : : Re-orders area and ladder ID's so they are continuous.<br />
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 ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.<br />
nav_coplanar_slope_limit : 0 : , "sv", "cheat" : <br />
nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" : <br />
nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners.<br />
nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.<br />
nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground.<br />
nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.<br />
nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners.<br />
nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feet<br />
nav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand.<br />
nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.<br />
nav_debug_blocked : 0 : , "sv", "cheat" : <br />
nav_delete : cmd : : Deletes the currently highlighted Area.<br />
nav_delete_marked : cmd : : Deletes the currently marked Area (if any).<br />
nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.<br />
nav_disconnect_outgoing_oneways : cmd : : For each area in the selected set, disconnect all outgoing one-way connections.<br />
nav_displacement_test : 10000 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for in-development maps)<br />
nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.<br />
nav_drag_selection_volume_zmax_offset : 32 : , "sv", "rep" : The offset of the nav drag volume top from center<br />
nav_drag_selection_volume_zmin_offset : 32 : , "sv", "rep" : The offset of the nav drag volume bottom from center<br />
nav_draw_limit : 50 : , "sv", "cheat" : The maximum number of areas to draw in edit mode<br />
nav_dump_selected_set_positions : cmd : : Write the (x,y,z) coordinates of the centers of all selected nav areas to a file.<br />
nav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.<br />
nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it.<br />
nav_end_deselecting : cmd : : Stop continuously removing from the selected set.<br />
nav_end_drag_deselecting : cmd : : Stop dragging a selection area.<br />
nav_end_drag_selecting : cmd : : Stop dragging a selection area.<br />
nav_end_selecting : cmd : : Stop continuously adding to the selected set.<br />
nav_end_shift_xy : cmd : : Finish shifting the Selected Set.<br />
nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.<br />
nav_gen_cliffs_approx : cmd : : Mark cliff areas, post-processing approximation<br />
nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.<br />
nav_generate_fencetops : 1 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle tops<br />
nav_generate_fixup_jump_areas : 0 : , "sv", "cheat" : Convert obsolete jump areas into 2-way connections<br />
nav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk.<br />
nav_generate_incremental_range : 2000 : , "sv", "cheat" : <br />
nav_generate_incremental_tolerance : 0 : , "sv", "cheat" : Z tolerance for adding new nav areas.<br />
nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.<br />
nav_ladder_flip : cmd : : Flips the selected ladder's direction.<br />
nav_load : cmd : : Loads the Navigation Mesh for the current map.<br />
nav_lower_drag_volume_max : cmd : : Lower the top of the drag select volume.<br />
nav_lower_drag_volume_min : cmd : : Lower the bottom of the drag select volume.<br />
nav_make_sniper_spots : cmd : : Chops the marked area into disconnected sub-areas suitable for sniper spots.<br />
nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.<br />
nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set.<br />
nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.<br />
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 a Navigation Mesh.<br />
nav_max_view_distance : 6000 : , "sv", "cheat" : Maximum range for precomputed nav mesh visibility (0 = default 1500 units)<br />
nav_max_vis_delta_list_length : 64 : , "sv", "cheat" : <br />
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 command.<br />
nav_merge_mesh : cmd : : Merges a saved selected set into the current mesh.<br />
nav_no_hostages : cmd : : Toggles the 'hostages cannot use this area' flag used by the AI system.<br />
nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.<br />
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-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.<br />
nav_place_list : cmd : : Lists all place names used in the map.<br />
nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.<br />
nav_place_replace : cmd : : Replaces all instances of the first place with the second place.<br />
nav_place_set : cmd : : Sets the Place of all selected areas to the current Place.<br />
nav_potentially_visible_dot_tolerance : 0 : , "sv", "cheat" : <br />
nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.<br />
nav_quicksave : 1 : , "sv", "cheat" : Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.<br />
nav_raise_drag_volume_max : cmd : : Raise the top of the drag select volume.<br />
nav_raise_drag_volume_min : cmd : : Raise the bottom of the drag select volume.<br />
nav_recall_selected_set : cmd : : Re-selects the stored selected set.<br />
nav_remove_from_selected_set : cmd : : Remove current area from the selected set.<br />
nav_remove_jump_areas : cmd : : Removes legacy jump areas, replacing them with connections.<br />
nav_run : cmd : : Toggles the 'traverse this area by running' flag used by the AI system.<br />
nav_save : cmd : : Saves the current Navigation Mesh to disk.<br />
nav_save_selected : cmd : : Writes the selected set to disk for merging into another mesh via nav_merge_mesh.<br />
nav_select_blocked_areas : cmd : : Adds all blocked areas to the selected set<br />
nav_select_damaging_areas : cmd : : Adds all damaging areas to the selected set<br />
nav_select_half_space : cmd : : Selects any areas that intersect the given half-space.<br />
nav_select_invalid_areas : cmd : : Adds all invalid areas to the Selected Set.<br />
nav_select_larger_than : cmd : : Select nav areas where both dimensions are larger than the given size.<br />
nav_select_obstructed_areas : cmd : : Adds all obstructed areas to the selected set<br />
nav_select_orphans : cmd : : Adds all orphan areas to the selected set (highlight a valid area first).<br />
nav_select_overlapping : cmd : : Selects nav areas that are overlapping others.<br />
nav_select_radius : cmd : : Adds all areas in a radius to the selection set<br />
nav_select_stairs : cmd : : Adds all stairway areas to the selected set<br />
nav_selected_set_border_color : 100 : , "sv", "cheat" : Color used to draw the selected set borders while editing.<br />
nav_selected_set_color : 255 : , "sv", "cheat" : Color used to draw the selected set background while editing.<br />
nav_set_place_mode : cmd : : Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.<br />
nav_shift : cmd : : Shifts the selected areas by the specified amount<br />
nav_show_approach_points : 0 : , "sv", "cheat" : Show Approach Points in the Navigation Mesh.<br />
nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editing<br />
nav_show_compass : 0 : , "sv", "cheat" : <br />
nav_show_continguous : 0 : , "sv", "cheat" : Highlight non-contiguous connections<br />
nav_show_danger : 0 : , "sv", "cheat" : Show current 'danger' levels.<br />
nav_show_dumped_positions : cmd : : Show the (x,y,z) coordinate positions of the given dump file.<br />
nav_show_func_nav_avoid : 0 : , "sv", "cheat" : Show areas of designer-placed bot avoidance due to func_nav_avoid entities<br />
nav_show_func_nav_prefer : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prefer entities<br />
nav_show_func_nav_prerequisite : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prerequisite entities<br />
nav_show_ladder_bounds : cmd : : Draws the bounding boxes of all func_ladders in the map.<br />
nav_show_light_intensity : 0 : , "sv", "cheat" : <br />
nav_show_node_grid : 0 : , "sv", "cheat" : <br />
nav_show_node_id : 0 : , "sv", "cheat" : <br />
nav_show_nodes : 0 : , "sv", "cheat" : <br />
nav_show_player_counts : 0 : , "sv", "cheat" : Show current player counts in each area.<br />
nav_show_potentially_visible : 0 : , "sv", "cheat" : Show areas that are potentially visible from the current nav area<br />
nav_simplify_selected : cmd : : Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas<br />
nav_slope_limit : 0 : , "sv", "cheat" : The ground unit normal's Z component must be greater than this for nav areas to be generated.<br />
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.<br />
nav_snap_to_grid : 0 : , "sv", "cheat" : Snap to the nav generation grid when creating new nav areas<br />
nav_solid_props : 0 : , "sv", "cheat" : Make props solid to nav generation/editing<br />
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.<br />
nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command.<br />
nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split.<br />
nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system.<br />
nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system.<br />
nav_store_selected_set : cmd : : Stores the current selected set for later retrieval.<br />
nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.<br />
nav_subdivide : cmd : : Subdivides all selected areas.<br />
nav_test_node : 0 : , "sv", "cheat" : <br />
nav_test_node_crouch : 0 : , "sv", "cheat" : <br />
nav_test_node_crouch_dir : 4 : , "sv", "cheat" : <br />
nav_test_stairs : cmd : : Test the selected set for being on stairs<br />
nav_toggle_deselecting : cmd : : Start or stop continuously removing from the selected set.<br />
nav_toggle_in_selected_set : cmd : : Remove current area from the selected set.<br />
nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.<br />
nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.<br />
nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set.<br />
nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set.<br />
nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system.<br />
nav_unmark : cmd : : Clears the marked Area or Ladder.<br />
nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area.<br />
nav_update_lighting : cmd : : Recomputes lighting values<br />
nav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibility<br />
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.<br />
nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system.<br />
nav_warp_to_mark : cmd : : Warps the player to the marked area.<br />
nav_world_center : cmd : : Centers the nav mesh in the world<br />
nb_last_area_update_tolerance : 4 : , "sv", "cheat" : Distance a character needs to travel in order to invalidate cached area<br />
net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name><br />
net_channels : cmd : : Shows net channel info<br />
net_chokeloop : 0 : : Apply bandwidth choke to loopback packets<br />
net_compresspackets : 1 : : Use compression on game packets.<br />
net_compresspackets_minsize : 1024 : : Don't bother compressing packets below this size.<br />
net_compressvoice : 0 : : Attempt to compress out of band voice payloads (360 only).<br />
net_drawslider : 0 : : Draw completion slider during signon<br />
net_droppackets : 0 : , "cheat" : Drops next n packets on client<br />
net_fakejitter : 0 : , "cheat" : Jitter fakelag packet time<br />
net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds.<br />
net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets)<br />
net_graph : 1 : , "a", "cl" : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.<br />
net_graphheight : 300 : , "a", "cl" : Height of netgraph panel<br />
net_graphmsecs : 400 : , "a", "cl" : The latency graph represents this many milliseconds.<br />
net_graphpos : 1 : , "a", "cl" : <br />
net_graphproportionalfont : 1 : , "a", "cl" : Determines whether netgraph font is proportional or not<br />
net_graphshowinterp : 1 : , "a", "cl" : Draw the interpolation graph.<br />
net_graphshowlatency : 1 : , "a", "cl" : Draw the ping/packet loss graph.<br />
net_graphsolid : 1 : , "a", "cl" : <br />
net_graphtext : 1 : , "a", "cl" : Draw text fields<br />
net_maxcleartime : 4 : : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).<br />
net_maxfilesize : 16 : : Maximum allowed file size for uploading in MB<br />
net_maxfragments : 1260 : : Max fragment bytes per packet<br />
net_maxpacketdrop : 5000 : : Ignore any packets with the sequence number more than this ahead (0 == no limit)<br />
net_maxroutable : 1260 : , "a", "user" : Requested max packet size before packets are 'split'.<br />
net_queue_trace : 0 : : <br />
net_queued_packet_thread : 1 : : Use a high priority thread to send queued packets out instead of sending them each frame.<br />
net_scale : 5 : , "a", "cl" : <br />
net_showdrop : 0 : : Show dropped packets in console<br />
net_showevents : 0 : , "cheat" : Dump game events to console (1=client only, 2=all).<br />
net_showfragments : 0 : : Show netchannel fragments<br />
net_showmsg : 0 : : Show incoming message: <0|1|name><br />
net_showpeaks : 0 : : Show messages for large packets only: <size><br />
net_showsplits : 0 : : Show info about packet splits<br />
net_showtcp : 0 : : Dump TCP stream summary to console<br />
net_showudp : 0 : : Dump UDP packets summary to console<br />
net_showudp_wire : 0 : : Show incoming packet information<br />
net_splitpacket_maxrate : 80000 : : Max bytes per second when queueing splitpacket chunks<br />
net_splitrate : 1 : : Number of fragments for a splitpacket that can be sent per frame<br />
net_start : cmd : : Inits multiplayer network sockets<br />
net_status : cmd : : Shows current network status<br />
net_udp_rcvbuf : 131072 : : Default UDP receive buffer size<br />
net_usesocketsforloopback : 0 : : Use network sockets layer even for listen server local player's packets (multiplayer only).<br />
next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )<br />
nextdemo : cmd : : Play next demo in sequence.<br />
nextlevel : 0 : , "sv", "nf" : If set to a valid map name, will change to this map during the next changelevel<br />
noclip : cmd : : Toggle. Player becomes non-solid and flies.<br />
notarget : cmd : : Toggle. Player becomes hidden to NPCs.<br />
npc_ally_deathmessage : 1 : , "sv", "cheat" : <br />
npc_ammo_deplete : cmd : : Subtracts half of the target's ammo<br />
npc_bipass : cmd : : Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.<br />
npc_combat : cmd : : Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
npc_conditions : cmd : : Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
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 this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}<br />
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 that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}<br />
npc_create_equipment : 0 : , "sv" : <br />
npc_destroy : cmd : : Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at<br />
npc_destroy_unselected : cmd : : Removes all NPCs from the universe that aren't currently selected<br />
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 entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
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} / {npc class_name} / no argument picks what player is looking at<br />
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: -none-<br />
npc_freeze_unselected : cmd : : Freeze all NPCs not selected<br />
npc_go : cmd : : Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-<br />
npc_go_do_run : 1 : , "sv" : Set whether should run on NPC go<br />
npc_go_random : cmd : : Sends all selected NPC(s) to a random node. Arguments: -none-<br />
npc_heal : cmd : : Heals the target back to full health<br />
npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment<br />
npc_kill : cmd : : Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at<br />
npc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
npc_relationships : cmd : : Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_reset : cmd : : Reloads schedules for all NPC's from their script files Arguments: -none-<br />
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 rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at <br />
npc_select : cmd : : Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
npc_sentences : 0 : , "sv" : <br />
npc_speakall : cmd : : Force the npc to try and speak all their responses<br />
npc_squads : cmd : : Obsolete. Replaced by npc_combat<br />
npc_steering : cmd : : Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_steering_all : cmd : : Displays the steering obstructions of all NPCs (used to perform local avoidance) <br />
npc_task_text : cmd : : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at <br />
npc_tasks : cmd : : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at <br />
npc_teleport : cmd : : Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-<br />
npc_thinknow : cmd : : Trigger NPC to think<br />
npc_viewcone : cmd : : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_vphysics : 0 : , "sv" : <br />
old_radiusdamage : 0 : , "sv", "rep" : <br />
onehp : cmd : : Set health to 1, and remove all armor.<br />
opt_EnumerateLeavesFastAlgorithm : 1 : : Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.<br />
option_duck_method : 1 : , "a", "sv", "rep" : <br />
option_duck_method_default : 1 : , "cl" : <br />
optionspanel : cmd : : Options<br />
overview_alpha : 1 : , "a", "clientcmd_can_execute", "cl" : Overview map translucency. <br />
overview_health : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's health in map overview. <br />
overview_locked : 1 : , "a", "clientcmd_can_execute", "cl" : Locks map angle, doesn't follow view angle. <br />
overview_mode : cmd : : Sets overview map mode off,small,large: <0|1|2><br />
overview_names : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's names in map overview. <br />
overview_tracks : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's tracks in map overview. <br />
overview_zoom : cmd : : Sets overview map zoom: <zoom> [<time>] [rel]<br />
panel_test_title_safe : 0 : , "cheat" : Test vgui panel positioning with title safe indentation<br />
particle_sim_alt_cores : 2 : , "cl" : <br />
particle_simulateoverflow : 0 : , "cheat", "cl" : Used for stress-testing particle systems. Randomly denies creation of particles.<br />
particle_test_attach_attachment : 0 : , "sv", "cheat" : Attachment index for attachment mode<br />
particle_test_attach_mode : 0 : , "sv", "cheat" : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'<br />
particle_test_file : 0 : , "sv", "cheat" : Name of the particle system to dynamically spawn<br />
particle_test_start : cmd : : Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
particle_test_stop : cmd : : Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
password : 0 : , "a", "norecord" : Current server access password<br />
path : cmd : : Show the engine filesystem path.<br />
pause : cmd : : Toggle the server pause state.<br />
PerfMark : cmd : : inserts a telemetry marker into the stream. If args are provided, they will be included.<br />
perfui : cmd : : Show/hide the level performance tools UI.<br />
perfvisualbenchmark : cmd : : <br />
perfvisualbenchmark_abort : cmd : : <br />
phonemedelay : 0 : , "cl" : Phoneme delay to account for sound system latency.<br />
phonemefilter : 0 : , "cl" : Time duration of box filter to pass over phonemes.<br />
phonemesnap : 2 : , "cl" : Lod at level at which visemes stops always considering two phonemes, regardless of duration.<br />
phys_dontprintint : 1 : , "sv" : Don't print inter-penetration warnings.<br />
phys_impactforcescale : 1 : , "sv" : <br />
phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes.<br />
phys_pushscale : 100000 : , "sv", "rep" : <br />
phys_speeds : 0 : , "sv" : <br />
phys_stressbodyweights : 5 : , "sv" : <br />
phys_timescale : 1 : , "sv" : Scale time for physics<br />
phys_upimpactforcescale : 0 : , "sv" : <br />
physics_budget : cmd : : Times the cost of each active object<br />
physics_constraints : cmd : : Highlights constraint system graph for an entity<br />
physics_debug_entity : cmd : : Dumps debug info for an entity<br />
physics_highlight_active : cmd : : Turns on the absbox for all active physics objects<br />
physics_report_active : cmd : : Lists all active physics objects<br />
physics_select : cmd : : Dumps debug info for an entity<br />
physicsshadowupdate_render : 0 : , "sv" : <br />
picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information<br />
ping : cmd : : Display ping to server.<br />
pipeline_static_props : 1 : : <br />
pixelvis_debug : cmd : : Dump debug info<br />
play : cmd : : Play a sound.<br />
playdemo : cmd : : Play a recorded demo file (.dem ).<br />
player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console.<br />
player_old_armor : 0 : , "sv" : <br />
playflush : cmd : : Play a sound, reloading from disk in case of changes.<br />
playgamesound : cmd : : Play a sound from the game sounds txt file<br />
playsoundscape : cmd : : Forces a soundscape to play<br />
playvideo : cmd : : Plays a video: <filename> [width height]<br />
playvideo_exitcommand : cmd : : Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command><br />
playviewmodelanim : cmd : : Play a view model animation.<br />
playvol : cmd : : Play a sound at a specified volume.<br />
plugin_load : cmd : : plugin_load <filename> : loads a plugin<br />
plugin_pause : cmd : : plugin_pause <index> : pauses a loaded plugin<br />
plugin_pause_all : cmd : : pauses all loaded plugins<br />
plugin_print : cmd : : Prints details about loaded plugins<br />
plugin_unload : cmd : : plugin_unload <index> : unloads a plugin<br />
plugin_unpause : cmd : : plugin_unpause <index> : unpauses a disabled plugin<br />
plugin_unpause_all : cmd : : unpauses all disabled plugins<br />
pop_a_zit : cmd : : Pops zits... for debugging<br />
+posedebug : cmd : : Turn on pose debugger or add ents to pose debugger UI<br />
-posedebug : cmd : : Turn off pose debugger or hide ents from pose debugger UI<br />
print_colorcorrection : cmd : : Display the color correction layer information.<br />
progress_enable : cmd : : <br />
prop_active_gib_limit : 999999 : , "sv" : <br />
prop_active_gib_max_fade_time : 999999 : , "sv" : <br />
prop_crosshair : cmd : : Shows name for prop looking at<br />
prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.<br />
prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}<br />
prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}<br />
props_break_max_pieces : -1 : : Maximum prop breakable piece count (-1 = model default)<br />
props_break_max_pieces_perframe : -1 : , "sv", "rep" : Maximum prop breakable piece count per frame (-1 = model default)<br />
pvk2_assistedsuicide_time : 2 : , "sv", "cheat" : <br />
pvk2_captainspecial_selfdmg : 0 : , "sv" : <br />
pvk2_demos : cmd : : Open demos dialog.<br />
pvk2_max_usercmd_future_ticks : 8 : , "sv" : Prevents clients from running usercmds too far in the future. Prevents speed hacks.<br />
pvk2_server_browser : cmd : : Open Server Browser<br />
pvk2_support_helper : cmd : : Prints troubleshooting information.<br />
pwatchent : -1 : , "cheat", "cl" : Entity to watch for prediction system changes.<br />
pwatchvar : 0 : , "cheat", "cl" : Entity variable to watch in prediction system for changes.<br />
pyro_max_intensity : 0 : , "a", "cl" : <br />
pyro_max_rate : 0 : , "a", "cl" : <br />
pyro_max_side_length : 0 : , "a", "cl" : <br />
pyro_max_side_width : 0 : , "a", "cl" : <br />
pyro_min_intensity : 0 : , "a", "cl" : <br />
pyro_min_rate : 0 : , "a", "cl" : <br />
pyro_min_side_length : 0 : , "a", "cl" : <br />
pyro_min_side_width : 0 : , "a", "cl" : <br />
pyro_vignette : 2 : , "a", "cl" : <br />
pyro_vignette_distortion : 1 : , "a", "cl" : <br />
quit : cmd : : Exit the engine.<br />
r_3dnow : cmd : : Enable/disable 3DNow code<br />
r_3dsky : 1 : , "cl" : Enable the rendering of 3d sky boxes<br />
r_AirboatViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_AirboatViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : <br />
r_AirboatViewZHeight : 0 : , "sv", "cheat", "nf", "rep" : <br />
r_ambientboost : 1 : , "a" : Set to boost ambient term if it is totally swamped by local lights<br />
r_ambientfactor : 5 : , "a" : Boost ambient cube by no more than this factor<br />
r_ambientfraction : 0 : , "cheat" : Fraction of direct lighting that ambient cube must be below to trigger boosting<br />
r_ambientlightingonly : 0 : , "cheat" : Set this to 1 to light models with only ambient lighting (and no static lighting).<br />
r_ambientmin : 0 : , "a" : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright<br />
r_aspectratio : 0 : , "cheat" : <br />
r_avglight : 1 : , "cheat" : <br />
r_avglightmap : 0 : , "cheat" : <br />
r_bloomtintb : 0 : : <br />
r_bloomtintexponent : 2 : : <br />
r_bloomtintg : 0 : : <br />
r_bloomtintr : 0 : : <br />
r_cheapwaterend : cmd : : <br />
r_cheapwaterstart : cmd : : <br />
r_cleardecals : cmd : : Usage r_cleardecals <permanent>.<br />
r_ClipAreaPortals : 1 : , "cheat" : <br />
r_colorstaticprops : 0 : , "cheat" : <br />
r_debugcheapwater : 0 : , "cheat", "cl" : <br />
r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.<br />
r_decal_cover_count : 4 : : <br />
r_decal_cullsize : 5 : : <br />
r_decal_overlap_area : 0 : : <br />
r_decal_overlap_count : 3 : : <br />
r_decals : 200 : : <br />
r_decalstaticprops : 1 : : Decal static props test<br />
r_depthoverlay : 0 : , "cheat", "cl" : Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.<br />
r_DispBuildable : 0 : , "cheat" : <br />
r_DispDrawAxes : 0 : : <br />
r_DispWalkable : 0 : , "cheat" : <br />
r_dopixelvisibility : 1 : , "cl" : <br />
r_drawbatchdecals : 1 : : Render decals batched.<br />
r_DrawBeams : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframe<br />
r_drawclipbrushes : 0 : , "cheat" : Draw clip brushes (red=NPC+player, pink=player, purple=NPC)<br />
r_drawdecals : 1 : , "cheat" : Render decals.<br />
r_drawdetailprops : 0 : : 0=Off, 1=Normal, 2=Wireframe<br />
r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps<br />
r_drawentities : 1 : , "cheat" : <br />
r_drawflecks : 1 : : <br />
r_drawfuncdetail : 1 : , "cheat" : Render func_detail<br />
r_drawleaf : -1 : , "cheat" : Draw the specified leaf.<br />
r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw rays <br />
r_drawlightinfo : 0 : , "cheat" : <br />
r_drawlights : 0 : , "cheat" : <br />
r_drawmodeldecals : 1 : : <br />
r_DrawModelLightOrigin : 0 : , "cheat" : <br />
r_drawmodelstatsoverlay : 0 : , "cheat" : <br />
r_drawmodelstatsoverlaydistance : 500 : , "cheat" : <br />
r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2<br />
r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2<br />
r_drawopaquerenderables : 1 : , "cheat", "cl" : <br />
r_drawopaquestaticpropslast : 0 : , "cl" : Whether opaque static props are rendered after non-npcs<br />
r_drawopaqueworld : 1 : , "cheat", "cl" : <br />
r_drawothermodels : 1 : , "cheat", "cl" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawparticles : 1 : , "cheat", "cl" : Enable/disable particle rendering<br />
r_drawpixelvisibility : 0 : , "cl" : Show the occlusion proxies<br />
r_DrawPortals : 0 : , "cheat" : <br />
r_DrawRain : 1 : , "cheat", "cl" : Enable/disable rain rendering.<br />
r_drawrenderboxes : 0 : , "cheat", "cl" : <br />
r_drawropes : 1 : , "cheat", "cl" : <br />
r_drawskybox : 1 : , "cheat" : <br />
r_DrawSpecificStaticProp : -1 : : <br />
r_drawsprites : 1 : , "cheat", "cl" : <br />
r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawtracers : 1 : , "cheat", "cl" : <br />
r_drawtracers_firstperson : 1 : , "a", "cl" : Toggle visibility of first person weapon tracers<br />
r_drawtranslucentrenderables : 1 : , "cheat", "cl" : <br />
r_drawtranslucentworld : 1 : , "cheat" : <br />
r_drawvgui : 1 : , "cheat" : Enable the rendering of vgui panels<br />
r_drawviewmodel : 1 : , "cheat", "cl" : <br />
r_drawworld : 1 : , "cheat" : Render the world.<br />
r_dscale_basefov : 90 : , "cheat" : <br />
r_dscale_fardist : 2000 : , "cheat" : <br />
r_dscale_farscale : 4 : , "cheat" : <br />
r_dscale_neardist : 100 : , "cheat" : <br />
r_dscale_nearscale : 1 : , "cheat" : <br />
r_dynamic : 1 : : <br />
r_dynamiclighting : 1 : , "cheat" : <br />
r_entityclips : 1 : , "cl" : <br />
r_eyeglintlodpixels : 20 : , "cheat" : The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.<br />
r_eyegloss : 1 : , "a", "cl" : <br />
r_eyemove : 1 : , "a" : <br />
r_eyes : 1 : : <br />
r_eyeshift_x : 0 : , "a" : <br />
r_eyeshift_y : 0 : , "a" : <br />
r_eyeshift_z : 0 : , "a" : <br />
r_eyesize : 0 : , "a" : <br />
r_eyewaterepsilon : 10 : , "cheat", "cl" : <br />
r_FadeProps : 1 : , "cl" : <br />
r_farz : -1 : , "cheat", "cl" : Override the far clipping plane. -1 means to use the value in env_fog_controller.<br />
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 settings<br />
r_fastzrejectdisp : 0 : : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.<br />
r_flashlightambient : 0 : , "cheat", "cl" : <br />
r_flashlightclip : 0 : , "cheat" : <br />
r_flashlightconstant : 0 : , "cheat", "cl" : <br />
r_flashlightculldepth : 1 : : <br />
r_flashlightdepthres : 512 : , "cl" : <br />
r_flashlightdepthtexture : 1 : : <br />
r_flashlightdrawclip : 0 : , "cheat" : <br />
r_flashlightdrawdepth : 0 : : <br />
r_flashlightdrawfrustum : 0 : , "cl" : <br />
r_flashlightdrawfrustumbbox : 0 : : <br />
r_flashlightdrawsweptbbox : 0 : : <br />
r_flashlightfar : 750 : , "cheat", "cl" : <br />
r_flashlightfov : 45 : , "cheat", "cl" : <br />
r_flashlightladderdist : 40 : , "cheat", "cl" : <br />
r_flashlightlinear : 100 : , "cheat", "cl" : <br />
r_flashlightlockposition : 0 : , "cheat", "cl" : <br />
r_flashlightmodels : 1 : , "cl" : <br />
r_flashlightnear : 4 : , "cheat", "cl" : <br />
r_flashlightnodraw : 0 : : <br />
r_flashlightoffsetx : 10 : , "cheat", "cl" : <br />
r_flashlightoffsety : -20 : , "cheat", "cl" : <br />
r_flashlightoffsetz : 24 : , "cheat", "cl" : <br />
r_flashlightquadratic : 0 : , "cheat", "cl" : <br />
r_flashlightrender : 1 : : <br />
r_flashlightrendermodels : 1 : : <br />
r_flashlightrenderworld : 1 : : <br />
r_flashlightscissor : 0 : : <br />
r_flashlightshadowatten : 0 : , "cheat", "cl" : <br />
r_flashlightupdatedepth : 1 : : <br />
r_flashlightvisualizetrace : 0 : , "cheat", "cl" : <br />
r_flex : 1 : : <br />
r_flushlod : cmd : : Flush and reload LODs.<br />
r_ForceWaterLeaf : 1 : , "cl" : Enable for optimization to water - considers view in leaf under water for purposes of culling<br />
r_frustumcullworld : 1 : : <br />
r_glint_alwaysdraw : 0 : : <br />
r_glint_procedural : 0 : : <br />
r_hunkalloclightmaps : 1 : : <br />
r_hwmorph : 1 : , "cheat" : <br />
r_itemblinkmax : 0 : , "cheat" : <br />
r_itemblinkrate : 4 : , "cheat" : <br />
r_JeepFOV : 90 : , "sv", "cheat", "rep" : <br />
r_JeepViewBlendTo : 1 : , "cheat", "cl" : <br />
r_JeepViewBlendToScale : 0 : , "cheat", "cl" : <br />
r_JeepViewBlendToTime : 1 : , "cheat", "cl" : <br />
r_JeepViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_JeepViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : <br />
r_JeepViewZHeight : 10 : , "sv", "cheat", "nf", "rep" : <br />
r_light_debug : 0 : , "cheat", "cl" : <br />
r_light_intensemin : 0 : , "cheat", "cl" : Minimum brightness of a light to be classed as shadow casting<br />
r_light_lerp : 1 : , "cheat", "cl" : <br />
r_light_shadows : 0 : , "a", "cl" : Allow lights to cast dynamic rtt shadows<br />
r_light_shortfactor : 2 : , "cheat", "cl" : Makes shadows cast from local lights shorter<br />
r_lightaverage : 1 : : Activates/deactivate light averaging<br />
r_lightcache_numambientsamples : 162 : , "cheat" : number of random directions to fire rays when computing ambient lighting<br />
r_lightcache_zbuffercache : 0 : : <br />
r_lightcachecenter : 1 : , "cheat" : <br />
r_lightcachemodel : -1 : , "cheat" : <br />
r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolation<br />
r_lightmap : -1 : , "cheat" : <br />
r_lightstyle : -1 : , "cheat" : <br />
r_lightwarpidentity : 0 : , "cheat" : <br />
r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn.<br />
r_lod : -1 : : <br />
r_mapextents : 16384 : , "cheat", "cl" : Set the max dimension for the map. This determines the far clipping plane<br />
r_maxdlights : 32 : : <br />
r_maxmodeldecal : 50 : : <br />
r_maxnewsamples : 6 : : <br />
r_maxsampledist : 128 : : <br />
r_minnewsamples : 3 : : <br />
r_modelwireframedecal : 0 : , "cheat" : <br />
r_newflashlight : 1 : , "cheat", "cl" : <br />
r_nohw : 0 : , "cheat" : <br />
r_norefresh : 0 : : <br />
r_nosw : 0 : , "cheat" : <br />
r_novis : 0 : , "cheat" : Turn off the PVS.<br />
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.<br />
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.<br />
r_occludermincount : 0 : : At least this many occluders will be used, no matter how big they are.<br />
r_occlusion : 1 : : Activate/deactivate the occlusion system.<br />
r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing.<br />
r_oldlightselection : 0 : , "cheat" : Set this to revert to HL2's method of selecting lights<br />
r_overlayfadeenable : 0 : : <br />
r_overlayfademax : 2000 : : <br />
r_overlayfademin : 1750 : : <br />
r_overlaywireframe : 0 : : <br />
r_particle_sim_spike_threshold_ms : 5 : , "cl" : <br />
r_particle_timescale : 1 : , "cheat", "cl" : <br />
r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it.<br />
r_PhysPropStaticLighting : 1 : , "cl" : <br />
r_pix_recordframes : 0 : : <br />
r_pix_start : 0 : : <br />
r_pixelfog : 1 : : <br />
r_pixelvisibility_partial : 1 : , "cl" : <br />
r_pixelvisibility_spew : 0 : , "cl" : <br />
r_portalsopenall : 0 : , "cheat" : Open all portals<br />
r_PortalTestEnts : 1 : , "cheat", "cl" : Clip entities against portal frustums.<br />
r_printdecalinfo : cmd : : <br />
r_proplightingfromdisk : 1 : , "cheat" : 0=Off, 1=On, 2=Show Errors<br />
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)<br />
r_propsmaxdist : 1200 : , "cl" : Maximum visible distance<br />
r_queued_decals : 0 : : Offloads a bit of decal rendering setup work to the material system queue when enabled.<br />
r_queued_post_processing : 0 : , "cl" : <br />
r_queued_ropes : 1 : , "cl" : <br />
r_radiosity : 4 : , "cheat" : 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 samples for everything else<br />
r_rainalpha : 1 : , "cheat", "cl" : <br />
r_rainalphapow : 1 : , "cheat", "cl" : <br />
r_raindensity : 0 : , "cheat", "cl" : <br />
r_RainHack : 0 : , "cheat", "cl" : <br />
r_rainlength : 0 : , "cheat", "cl" : <br />
r_RainProfile : 0 : , "cheat", "cl" : Enable/disable rain profiling.<br />
r_RainRadius : 1500 : , "cheat", "cl" : <br />
r_RainSideVel : 5 : , "cheat", "cl" : How much sideways velocity rain gets.<br />
r_RainSimulate : 1 : , "cheat", "cl" : Enable/disable rain simulation.<br />
r_rainspeed : 600 : , "cheat", "cl" : <br />
r_RainSplashPercentage : 50 : , "cheat", "cl" : <br />
r_rainwidth : 1 : , "cheat", "cl" : <br />
r_randomflex : 0 : , "cheat" : <br />
r_renderoverlayfragment : 1 : : <br />
r_rimlight : 1 : : <br />
r_rootlod : 2 : , "a" : Root LOD<br />
r_rope_holiday_light_scale : 0 : , "cl" : <br />
r_ropes_holiday_lights_allowed : 1 : , "cl" : <br />
r_ropetranslucent : 1 : , "cl" : <br />
r_screenfademaxsize : 0 : : <br />
r_screenfademinsize : 0 : : <br />
r_screenoverlay : cmd : : Draw specified material as an overlay<br />
r_sequence_debug : 0 : , "cl" : <br />
r_shader_srgb : 0 : : -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)<br />
r_shadowangles : cmd : : Set shadow angles<br />
r_shadowblobbycutoff : cmd : : some shadow stuff<br />
r_shadowbreak : cmd : : <br />
r_shadowcolor : cmd : : Set shadow color<br />
r_shadowdir : cmd : : Set shadow direction<br />
r_shadowdist : cmd : : Set shadow distance<br />
r_shadowids : 0 : , "cheat" : <br />
r_shadowlod : -1 : : <br />
r_shadowlodbias : 2 : : <br />
r_shadowmaxrendered : 32 : , "cl" : <br />
r_shadowrendertotexture : 1 : , "a" : <br />
r_shadows : 1 : : <br />
r_shadows_gamecontrol : -1 : , "cheat" : <br />
r_shadowwireframe : 0 : , "cheat" : <br />
r_showenvcubemap : 0 : , "cheat" : <br />
r_ShowViewerArea : 0 : : <br />
r_showz_power : 1 : , "cheat" : <br />
r_skin : 0 : , "cheat" : <br />
r_skybox : 1 : , "cheat", "cl" : Enable the rendering of sky boxes<br />
r_snapportal : -1 : : <br />
r_SnowColorBlue : 200 : , "cheat", "cl" : Snow.<br />
r_SnowColorGreen : 175 : , "cheat", "cl" : Snow.<br />
r_SnowColorRed : 150 : , "cheat", "cl" : Snow.<br />
r_SnowDebugBox : 0 : , "cheat", "cl" : Snow Debug Boxes.<br />
r_SnowEnable : 1 : , "cheat", "cl" : Snow Enable<br />
r_SnowEndAlpha : 255 : , "cheat", "cl" : Snow.<br />
r_SnowEndSize : 0 : , "cheat", "cl" : Snow.<br />
r_SnowFallSpeed : 1 : , "cheat", "cl" : Snow fall speed scale.<br />
r_SnowInsideRadius : 256 : , "cheat", "cl" : Snow.<br />
r_SnowOutsideRadius : 1024 : , "cheat", "cl" : Snow.<br />
r_SnowParticles : 500 : , "cheat", "cl" : Snow.<br />
r_SnowPosScale : 1 : , "cheat", "cl" : Snow.<br />
r_SnowRayEnable : 1 : , "cheat", "cl" : Snow.<br />
r_SnowRayLength : 8192 : , "cheat", "cl" : Snow.<br />
r_SnowRayRadius : 256 : , "cheat", "cl" : Snow.<br />
r_SnowSpeedScale : 1 : , "cheat", "cl" : Snow.<br />
r_SnowStartAlpha : 25 : , "cheat", "cl" : Snow.<br />
r_SnowStartSize : 1 : , "cheat", "cl" : Snow.<br />
r_SnowWindScale : 0 : , "cheat", "cl" : Snow.<br />
r_SnowZoomOffset : 384 : , "cheat", "cl" : Snow.<br />
r_SnowZoomRadius : 512 : , "cheat", "cl" : Snow.<br />
r_spewleaf : 0 : : <br />
r_spray_lifetime : 2 : : Number of rounds player sprays are visible<br />
r_sse2 : cmd : : Enable/disable SSE2 code<br />
r_sse_s : 1 : , "cl" : sse ins for particle sphere create<br />
r_staticprop_lod : -1 : : <br />
r_staticpropinfo : 0 : : <br />
r_studio_stats : 0 : , "cheat" : <br />
r_studio_stats_lock : 0 : , "cheat", "cl" : Lock the current studio stats entity selection<br />
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 crosshair 2 = Your viewmodel 3 = The first entity attached to your viewmodel<br />
r_swingflashlight : 1 : , "cheat", "cl" : <br />
r_teeth : 1 : : <br />
r_threaded_client_shadow_manager : 0 : , "a", "cl" : <br />
r_threaded_particles : 1 : , "cl" : <br />
r_threaded_renderables : 0 : , "cl" : <br />
r_unloadlightmaps : 0 : , "cheat" : <br />
r_updaterefracttexture : 1 : , "cheat", "cl" : <br />
r_vehicleBrakeRate : 1 : , "sv", "cheat" : <br />
r_VehicleViewClamp : 1 : , "cheat", "cl" : <br />
r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_visambient : 0 : : Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work<br />
r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing.<br />
r_visualizelighttraces : 0 : , "cheat" : <br />
r_visualizelighttracesshowfulltrace : 0 : , "cheat" : <br />
r_visualizeproplightcaching : 0 : , "cl" : <br />
r_visualizetraces : 0 : , "cheat" : <br />
r_WaterDrawReflection : 1 : , "cl" : Enable water reflection<br />
r_WaterDrawRefraction : 1 : , "cl" : Enable water refraction<br />
r_waterforceexpensive : 1 : , "a" : <br />
r_waterforcereflectentities : 0 : : <br />
r_worldlightmin : 0 : : <br />
r_worldlights : 4 : : number of world lights to use per vertex<br />
r_worldlistcache : 1 : , "cl" : <br />
ragdoll_sleepaftertime : 5 : , "cl" : After this many seconds of being basically stationary, the ragdoll will go to sleep.<br />
rate : 80000 : , "a", "user" : Max bytes/sec the host can receive data<br />
rcon : cmd : : Issue an rcon command.<br />
rcon_address : 0 : , "norecord" : Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) <br />
rcon_password : 0 : , "norecord" : remote console password.<br />
recompute_speed : cmd : : Recomputes clock speed (for debugging purposes).<br />
record : cmd : : Record a demo.<br />
redirect : cmd : : Redirect client to specified server.<br />
refresh_options_dialog : cmd : : Refresh the options dialog.<br />
+reload : cmd : : <br />
-reload : cmd : : <br />
reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload).<br />
reload_mainmenu : cmd : : Reloads <br />
reload_materials : 0 : : <br />
reload_scriptables : cmd : : Reloads PVK2 scriptables, does not affect weapon scripts<br />
removeid : cmd : : Remove a user ID from the ban list.<br />
removeip : cmd : : Remove an IP address from the ban list.<br />
render_beckman_roughness_lookup : cmd : : <br />
replay_debug : 0 : , "norecord" : <br />
replay_ignorereplayticks : 0 : : <br />
report_entities : cmd : : Lists all entities<br />
report_simthinklist : cmd : : Lists all simulating/thinking entities<br />
report_soundpatch : cmd : : reports sound patch count<br />
report_soundpatch : cmd : : reports sound patch count<br />
report_touchlinks : cmd : : Lists all touchlinks<br />
reputation_print : cmd : : Debug print of reputation system<br />
reputation_test : cmd : : Reputation tester<br />
reset_securityfix : 0 : , "a", "cl" : <br />
respawn_entities : cmd : : Respawn all the entities in the map.<br />
restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart).<br />
retry : cmd : : Retry connection to last server.<br />
+right : cmd : : <br />
-right : cmd : : <br />
+roll : cmd : : <br />
-roll : cmd : : <br />
room_type : 0 : , "demo" : <br />
rope_averagelight : 1 : , "cl" : Makes ropes use average of cubemap lighting instead of max intensity.<br />
rope_collide : 1 : , "cl" : Collide rope with the world<br />
rope_rendersolid : 1 : , "cl" : <br />
rope_shake : 0 : , "cl" : <br />
rope_smooth : 1 : , "cl" : Do an antialiasing effect on ropes<br />
rope_smooth_enlarge : 1 : , "cl" : How much to enlarge ropes in screen space for antialiasing effect<br />
rope_smooth_maxalpha : 0 : , "cl" : Alpha for rope antialiasing effect<br />
rope_smooth_maxalphawidth : 1 : , "cl" : <br />
rope_smooth_minalpha : 0 : , "cl" : Alpha for rope antialiasing effect<br />
rope_smooth_minwidth : 0 : , "cl" : When using smoothing, this is the min screenspace width it lets a rope shrink to<br />
rope_solid_maxalpha : 1 : , "cl" : <br />
rope_solid_maxwidth : 1 : , "cl" : <br />
rope_solid_minalpha : 0 : , "cl" : <br />
rope_solid_minwidth : 0 : , "cl" : <br />
rope_subdiv : 2 : , "cl" : Rope subdivision amount<br />
rope_wind_dist : 1000 : , "cl" : Don't use CPU applying small wind gusts to ropes when they're past this distance.<br />
rr_debug_qa : 0 : , "sv" : Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.<br />
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 npc_selected NPCs.<br />
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.<br />
rr_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart)<br />
rr_reloadresponsesystems : cmd : : Reload all response system scripts.<br />
ruleset : cmd : : Show ruleset dialog<br />
ruleset_reset : cmd : : Reverts all values to ruleset defaults (vanilla). Removes modified status from server.<br />
save : cmd : : Saves current game.<br />
save_async : 1 : : <br />
save_asyncdelay : 0 : : For testing, adds this many milliseconds of delay to the save operation.<br />
save_console : 0 : : Autosave on the PC behaves like it does on the consoles.<br />
save_disable : 0 : : <br />
save_finish_async : cmd : : <br />
save_history_count : 1 : : Keep this many old copies in history of autosaves and quicksaves.<br />
save_huddelayframes : 1 : : Number of frames to defer for drawing the Saving message.<br />
save_in_memory : 0 : : Set to 1 to save to memory instead of disk (Xbox 360)<br />
save_noxsave : 0 : : <br />
save_screenshot : 1 : : 0 = none, 1 = non-autosave, 2 = always<br />
save_spew : 0 : : <br />
say : cmd : : Display player message<br />
say_team : cmd : : Display player message to team<br />
sb_filter_incompatible_versions : 1 : : Hides servers running incompatible versions from the server browser. (Internet tab only.)<br />
sb_quick_list_bit_field : 0 : : <br />
sb_showblacklists : 0 : : If set to 1, blacklist rules will be printed to the console as they're applied.<br />
sc_debug_sets : 0 : , "a" : Debugging<br />
sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.<br />
sc_look_sensitivity_scale : 0 : , "cl" : Steam Controller look sensitivity global scale factor.<br />
sc_pitch_sensitivity : 0 : , "a", "cl" : SteamController pitch factor.<br />
sc_pitch_sensitivity_default : 0 : , "cl" : <br />
sc_show_binding_panel : cmd : : Launches the Steam Controller binding panel UI<br />
sc_status : cmd : : Show Steam Controller status information<br />
sc_yaw_sensitivity : 1 : , "a", "cl" : SteamController yaw factor.<br />
sc_yaw_sensitivity_default : 1 : , "cl" : <br />
scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info.<br />
scene_clamplookat : 1 : , "sv" : Clamp head turns to a max of 20 degrees per think.<br />
scene_clientflex : 1 : , "sv", "rep" : Do client side flex animation.<br />
scene_flatturn : 1 : , "sv" : <br />
scene_flush : cmd : : Flush all .vcds from the cache and reload from disk.<br />
scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even in english.<br />
scene_maxcaptionradius : 1200 : , "sv" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).<br />
scene_print : 0 : , "sv", "rep" : When playing back a scene, print timing and event info to console.<br />
scene_showfaceto : 0 : , "a", "sv" : When playing back, show the directions of faceto events.<br />
scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events.<br />
scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location.<br />
scene_showunlock : 0 : , "a", "sv" : Show when a vcd is playing but normal AI is running.<br />
+score : cmd : : <br />
-score : cmd : : <br />
scr_centertime : 2 : , "cl" : <br />
screenshot : cmd : : Take a screenshot.<br />
sensitivity : 3 : , "a", "cl" : Mouse sensitivity.<br />
server_game_time : cmd : : Gives the game time in seconds (server's curtime)<br />
servercfgfile : 0 : , "sv" : <br />
setang : cmd : : Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).<br />
setang_exact : cmd : : Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).<br />
setinfo : cmd : : Adds a new user info value<br />
setmodel : cmd : : Changes's player's model<br />
setpause : cmd : : Set the pause state of the server.<br />
setpos : cmd : : Move player to specified origin (must have sv_cheats).<br />
setpos_exact : cmd : : Move player to an exact specified origin (must have sv_cheats).<br />
shake : cmd : : Shake the screen.<br />
shake_show : 0 : , "cl" : Displays a list of the active screen shakes.<br />
shake_stop : cmd : : Stops all active screen shakes. <br />
show_instant_triggers : 0 : , "sv", "cheat" : <br />
+showbudget : cmd : : <br />
-showbudget : cmd : : <br />
showbudget_texture : 0 : , "cheat" : Enable the texture budget panel.<br />
+showbudget_texture : cmd : : <br />
-showbudget_texture : cmd : : <br />
+showbudget_texture_global : cmd : : <br />
-showbudget_texture_global : cmd : : <br />
showbudget_texture_global_dumpstats : cmd : : Dump all items in +showbudget_texture_global in a text form<br />
showbudget_texture_global_sum : 0 : : <br />
showconsole : cmd : : Show the console.<br />
showhitlocation : 0 : , "sv" : <br />
showinfo : cmd : : Shows a info panel: <type> <title> <message> [<command number>]<br />
showpanel : cmd : : Shows a viewport panel <name><br />
showparticlecounts : 0 : , "cl" : Display number of particles drawn per frame<br />
showschemevisualizer : cmd : : Show borders, fonts and colors for a particular scheme. The default is ClientScheme.res<br />
+showscores : cmd : : <br />
-showscores : cmd : : <br />
showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes<br />
showtriggers_toggle : cmd : : Toggle show triggers<br />
+showvprof : cmd : : <br />
-showvprof : cmd : : <br />
singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )<br />
sk_ally_regen_time : 0 : , "sv" : Time taken for an ally to regenerate a point of health.<br />
sk_armor : 40 : , "sv" : <br />
sk_autoaim_mode : 1 : , "a", "sv", "rep" : <br />
sk_blunderbuss_gibdistance : 128 : , "sv" : <br />
sk_blunderbuss_pushback : 130 : , "sv", "nf" : <br />
sk_blunderbuss_pushup : 130 : , "sv", "nf" : <br />
sk_blunderbuss_pushup_limit : 250 : , "sv", "nf" : <br />
sk_crow_health : 1 : , "sv" : <br />
sk_crow_melee_dmg : 0 : , "sv" : <br />
sk_healthkit : 40 : , "sv" : <br />
sk_npc_arm : 1 : , "sv" : <br />
sk_npc_chest : 1 : , "sv" : <br />
sk_npc_head : 2 : , "sv" : <br />
sk_npc_leg : 1 : , "sv" : <br />
sk_npc_stomach : 1 : , "sv" : <br />
sk_player_arm : 1 : , "sv" : <br />
sk_player_chest : 1 : , "sv" : <br />
sk_player_chest_ranged : 0 : , "sv" : <br />
sk_player_head : 1 : , "sv" : <br />
sk_player_headshot_scalar : 1 : , "sv" : <br />
sk_player_leg : 1 : , "sv" : <br />
sk_player_stomach : 1 : , "sv" : <br />
sk_plr_dmg_grenade : 0 : , "sv", "rep" : <br />
skill : 1 : , "a" : Game skill level (1-3).<br />
skip_next_map : cmd : : Skips the next map in the map rotation for the server.<br />
slot0 : cmd : : <br />
slot1 : cmd : : <br />
slot10 : cmd : : <br />
slot2 : cmd : : <br />
slot3 : cmd : : <br />
slot4 : cmd : : <br />
slot5 : cmd : : <br />
slot6 : cmd : : <br />
slot7 : cmd : : <br />
slot8 : cmd : : <br />
slot9 : cmd : : <br />
smoothstairs : 1 : , "sv", "rep" : Smooth player eye z coordinate when traversing stairs.<br />
snapto : cmd : : <br />
snd_async_flush : cmd : : Flush all unlocked async audio data<br />
snd_async_fullyasync : 0 : : All playback is fully async (sound doesn't play until data arrives).<br />
snd_async_minsize : 262144 : : <br />
snd_async_showmem : cmd : : Show async memory stats<br />
snd_async_spew : 0 : : Spew all async sound reads, including success<br />
snd_async_spew_blocking : 1 : : Spew message to console any time async sound loading blocks on file i/o. ( 0=Off, 1=With -steam only, 2=Always<br />
snd_async_stream_spew : 0 : : Spew streaming info ( 0=Off, 1=streams, 2=buffers<br />
snd_buildcache : cmd : : <directory or VPK filename> Rebulds sound cache for a given search path. <br />
snd_cull_duplicates : 0 : : If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be played.<br />
snd_defer_trace : 1 : : <br />
snd_delay_sound_shift : 0 : : <br />
snd_disable_mixer_duck : 0 : : <br />
snd_duckerattacktime : 0 : , "a" : <br />
snd_duckerreleasetime : 2 : , "a" : <br />
snd_duckerthreshold : 0 : , "a" : <br />
snd_ducktovolume : 0 : , "a" : <br />
snd_dumpclientsounds : cmd : : Dump sounds to VXConsole<br />
snd_foliage_db_loss : 4 : , "cheat" : <br />
snd_gain : 1 : , "cheat" : <br />
snd_gain_max : 1 : , "cheat" : <br />
snd_gain_min : 0 : , "cheat" : <br />
snd_legacy_surround : 0 : , "a" : <br />
snd_lockpartial : 1 : : <br />
snd_mainmenu_musicvolume : 1 : , "a" : Main Menu Music Volume<br />
snd_mix_async : 0 : : <br />
snd_mixahead : 0 : , "a" : <br />
snd_musicvolume : 0 : , "a" : Music volume<br />
snd_mute_losefocus : 1 : , "a" : <br />
snd_noextraupdate : 0 : : <br />
snd_obscured_gain_dB : -2 : , "cheat" : <br />
snd_pitchquality : 1 : , "a" : <br />
snd_profile : 0 : , "demo" : <br />
snd_refdb : 60 : , "cheat" : <br />
snd_refdist : 36 : , "cheat" : <br />
snd_restart : cmd : : Restart sound system.<br />
snd_show : 0 : , "cheat" : Show sounds info<br />
snd_show_fmod : 0 : , "cheat", "cl" : <br />
snd_showclassname : 0 : : <br />
snd_showmixer : 0 : : <br />
snd_showstart : 0 : , "cheat" : <br />
snd_ShowThreadFrameTime : 0 : : <br />
snd_soundmixer : 0 : : <br />
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 per frame.<br />
snd_surround_speakers : 2 : : <br />
snd_visualize : 0 : , "cheat" : Show sounds location in world<br />
snd_vox_captiontrace : 0 : : Shows sentence name for sentences which are set not to show captions.<br />
snd_vox_globaltimeout : 300 : : <br />
snd_vox_sectimetout : 300 : : <br />
snd_vox_seqtimetout : 300 : : <br />
sndplaydelay : cmd : : Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname<br />
softcount : cmd : : Get soft player count.<br />
soundfade : cmd : : Fade client volume.<br />
soundinfo : cmd : : Describe the current sound device.<br />
soundlist : cmd : : List all known sounds.<br />
soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for.<br />
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 aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.<br />
soundscape_dumpclient : cmd : : Dumps the client's soundscape data. <br />
soundscape_fadetime : 3 : , "cheat", "cl" : Time to crossfade sound effects between soundscapes<br />
soundscape_flush : cmd : : Flushes the server & client side soundscapes<br />
speak : cmd : : Play a constructed sentence.<br />
spec_autodirector : 1 : , "clientcmd_can_execute", "cl" : Auto-director chooses best view modes while spectating<br />
spec_freeze_delay_deathtime : 1 : , "sv", "cheat" : <br />
spec_freeze_distance_max : 200 : , "cheat", "cl" : Maximum random distance from the target to stop when framing them in observer freeze cam.<br />
spec_freeze_distance_min : 96 : , "cheat", "cl" : Minimum random distance from the target to stop when framing them in observer freeze cam.<br />
spec_freeze_time : 4 : , "sv", "cheat", "rep" : Time spend frozen in observer freeze cam.<br />
spec_freeze_traveltime : 0 : , "sv", "cheat", "rep" : Time taken to zoom in to frame a target in observer freeze cam.<br />
spec_mode : cmd : : Set spectator mode<br />
spec_next : cmd : : Spectate next player<br />
spec_player : cmd : : Spectate player by name<br />
spec_pos : cmd : : dump position and angles to the console<br />
spec_prev : cmd : : Spectate previous player<br />
spec_scoreboard : 0 : , "a", "cl" : <br />
spec_track : 0 : , "cl" : Tracks an entity in spec mode<br />
+special : cmd : : <br />
-special : cmd : : <br />
+speed : cmd : : <br />
-speed : cmd : : <br />
spew_consolelog_to_debugstring : 0 : : Send console log to PLAT_DebugString()<br />
spike : cmd : : generates a fake spike<br />
star_memory : cmd : : Dump memory stats<br />
startdemos : cmd : : Play demos in demo sequence.<br />
startmovie : cmd : : Start recording movie frames.<br />
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 mode.<br />
statistic_print : cmd : : Debug print of Statistics system<br />
statistics_callresult_test : cmd : : for realz<br />
statisticsui : cmd : : Statistics Display UI<br />
stats : cmd : : Prints server performance variables<br />
status : cmd : : Display map and connection status.<br />
status_pvk2 : cmd : : Shows information useful to admins for each client<br />
step_spline : 0 : , "sv" : <br />
stop : cmd : : Finish recording demo.<br />
stopdemo : cmd : : Stop playing back a demo.<br />
stopsound : cmd : : <br />
stopsoundscape : cmd : : Stops all soundscape processing and fades current looping sounds<br />
+strafe : cmd : : <br />
-strafe : cmd : : <br />
studio_queue_mode : 1 : : <br />
stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.<br />
suitvolume : 0 : , "a", "sv" : <br />
surfaceprop : cmd : : Reports the surface properties at the cursor<br />
sv_accelerate : 10 : , "sv", "nf", "rep" : <br />
sv_admin_groupid : 0 : , "a", "sv", "rep" : <br />
sv_admin_grouptag : 0 : , "a", "sv", "rep" : <br />
sv_airaccelerate : 10 : , "sv", "nf", "rep" : <br />
sv_allow_color_correction : 1 : , "rep" : Allow or disallow clients to use color correction on this server.<br />
sv_allow_point_servercommand : 0 : , "sv" : Allow use of point_servercommand entities in map. Potentially dangerous for untrusted maps. disallow : Always disallow always : Allow for all maps<br />
sv_allow_voice_from_file : 1 : , "rep" : Allow or disallow clients from using voice_inputfromfile on this server.<br />
sv_allow_votes : 1 : , "sv" : Allow voting?<br />
sv_allow_wait_command : 1 : , "rep" : Allow or disallow the wait command on clients connected to this server.<br />
sv_allowdownload : 1 : : Allow clients to download files<br />
sv_allowupload : 1 : : Allow clients to upload customizations files<br />
sv_alltalk : 1 : , "sv", "nf", "rep" : Players can hear all other players, no team restrictions<br />
sv_alternateticks : 0 : , "sp" : If set, server only simulates entities on even numbered ticks. <br />
sv_autosave : 1 : : Set to 1 to autosave game on level transition. Does not affect autosave triggers.<br />
sv_backspeed : 0 : , "a", "sv", "rep" : How much to slow down backwards motion<br />
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.vprof.<br />
sv_benchmark_force_start : cmd : : Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.<br />
sv_benchmark_numticks : 3300 : , "sv" : If > 0, then it only runs the benchmark for this # of ticks.<br />
sv_bonus_challenge : 0 : , "sv", "rep" : Set to values other than 0 to select a bonus map challenge type.<br />
sv_bonus_map_challenge_update : cmd : : Updates a bonus map challenge score.<br />
sv_bonus_map_complete : cmd : : Completes a bonus map.<br />
sv_bonus_map_unlock : cmd : : Locks a bonus map.<br />
sv_bounce : 0 : , "sv", "nf", "rep" : Bounce multiplier for when physically simulated objects collide with other objects.<br />
sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTable_Encode calls.<br />
sv_cheats : 0 : , "nf", "rep" : Allow cheats on server<br />
sv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player.<br />
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 and sv_maxcmdrate.<br />
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_interp_ratio is -1, then this cvar has no effect.<br />
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 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio<br />
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 set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1<br />
sv_clockcorrection_msecs : 60 : , "sv" : The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount<br />
sv_community_groupid : 2157 : , "a", "sv", "rep" : <br />
sv_community_grouptag : 0 : , "a", "sv", "rep" : <br />
sv_compressstringtablebaselines_threshold : 2048 : : Minimum size (in bytes) for stringtablebaseline buffer to be compressed.<br />
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 servers running old versions of SMAC<br />
sv_contact : 0 : , "nf" : Contact email for server sysop<br />
sv_debug_player_use : 0 : , "sv", "rep" : Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success<br />
sv_debugmanualmode : 0 : : Make sure entities correctly report whether or not their network data has changed.<br />
sv_debugtempentities : 0 : : Show temp entity bandwidth usage.<br />
sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)<br />
sv_deltatime : 0 : : Enable profiling of CalcDelta calls<br />
sv_disable_querycache : 0 : , "sv", "cheat" : debug - disable trace query cache<br />
sv_downloadurl : 0 : , "rep" : Location from which clients can download missing files<br />
sv_dump_edicts : cmd : : Display a list of edicts allocated on the server.<br />
sv_dumpstringtables : 0 : , "cheat" : <br />
sv_enableoldqueries : 0 : : Enable support for old style (HL1) server queries<br />
sv_filterban : 1 : : Set packet filtering by IP mode<br />
sv_findsoundname : cmd : : Find sound names which reference the specified wave files.<br />
sv_footsteps : 1 : , "sv", "nf", "rep" : Play footstep sound for players<br />
sv_force_transmit_ents : 0 : , "sv", "cheat" : Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).<br />
sv_forcepreload : 0 : , "a" : Force server side preloading.<br />
sv_friction : 4 : , "sv", "nf", "rep" : World friction.<br />
sv_gravity : 800 : , "sv", "nf", "rep" : World gravity.<br />
sv_hudhint_sound : 1 : , "sv", "rep" : <br />
sv_lagcompensation_teleport_dist : 64 : , "sv", "cheat" : How far a player got moved by game code before we can't lag compensate their position back<br />
sv_lagflushbonecache : 1 : , "sv" : Flushes entity bone cache on lag compensation<br />
sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )<br />
sv_log_onefile : 0 : , "a" : Log server information to only one file.<br />
sv_logbans : 0 : , "a" : Log server bans in the server logs.<br />
sv_logblocks : 0 : : If true when log when a query is blocked (can cause very large log files)<br />
sv_logdownloadlist : 1 : : <br />
sv_logecho : 1 : , "a" : Echo log information to the console.<br />
sv_logfile : 1 : , "a" : Log server information in the log file.<br />
sv_logfilecompress : 0 : , "a" : Gzip compress logfile and rename to logfilename.log.gz on close.<br />
sv_logfilename_format : 0 : , "a" : Log filename format. See strftime for formatting codes.<br />
sv_logflush : 0 : , "a" : Flush the log file to disk on each write (slow).<br />
sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored.<br />
sv_logsecret : 0 : : If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)<br />
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 map in the map cycle, 5 - spew all edicts.<br />
sv_lowedict_threshold : 8 : : When only this many edicts are free, take the action specified by sv_lowedict_action.<br />
sv_maphack : 1 : , "sv", "nf", "rep" : Enable MapHack. MapHacks are text files used for adding or modifying entities in the map.<br />
sv_maphack_directory : 0 : , "sv", "rep" : The game will search this directory for [mapname].txt files.<br />
sv_maphack_filename : 0 : , "sv", "nf", "rep" : If not empty, load this file for MapHack.<br />
sv_massreport : 0 : , "sv" : <br />
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 communicate to the master server on.<br />
sv_max_connects_sec : 2 : : Maximum connections per second to respond to from a single IP address.<br />
sv_max_connects_sec_global : 0 : : Maximum connections per second to respond to from anywhere.<br />
sv_max_connects_window : 4 : : Window over which to average connections per second averages.<br />
sv_max_queries_sec : 3 : : Maximum queries per second to respond to from a single IP address.<br />
sv_max_queries_sec_global : 3000 : : Maximum queries per second to respond to from anywhere.<br />
sv_max_queries_window : 30 : : Window over which to average queries per second averages.<br />
sv_maxcmdrate : 66 : , "rep" : (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.<br />
sv_maxrate : 0 : , "rep" : Max bandwidth rate allowed on server, 0 == unlimited<br />
sv_maxreplay : 0 : : Maximum replay time in seconds<br />
sv_maxroutable : 1260 : : Server upper bound on net_maxroutable that a client can use.<br />
sv_maxspeed : 320 : , "sv", "nf", "rep" : <br />
sv_maxunlag : 1 : , "sv" : Maximum lag compensation in seconds<br />
sv_maxupdaterate : 66 : , "rep" : Maximum updates per second that the server will allow<br />
sv_maxuptimelimit : 0 : : If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.<br />
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<br />
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 tick; 2+: hold multiple ticks)<br />
sv_maxusrcmdprocessticks_warning : -1 : , "sv" : Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled<br />
sv_maxvelocity : 3500 : , "sv", "rep" : Maximum speed any ballistically moving object is allowed to attain per axis.<br />
sv_memlimit : 0 : : If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.<br />
sv_mincmdrate : 10 : , "rep" : This sets the minimum value for cl_cmdrate. 0 == unlimited.<br />
sv_minrate : 3500 : , "rep" : Min bandwidth rate allowed on server, 0 == unlimited<br />
sv_minupdaterate : 10 : , "rep" : Minimum updates per second that the server will allow<br />
sv_minuptimelimit : 0 : : If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardless of sv_memlimit.<br />
sv_mumble_positionalaudio : 1 : , "rep", "cl" : Allows players using Mumble to have support for positional audio.<br />
sv_namechange_cooldown_seconds : 30 : : When a client name change is received, wait N seconds before allowing another name change<br />
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 enabled, even if never triggered, impacts performance. Set to zero when not in use. For compatibility reasons, this command can be initialized on the command line with the -netspike option.<br />
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<br />
sv_netspike_output : 1 : : Where the netspike data be written? Sum of the following values: 1=netspike.txt, 2=ordinary server log<br />
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 feature does take some CPU cycles, so it should be left off when not in use.<br />
sv_netvisdist : 10000 : , "sv", "cheat" : Test networking visibility distance<br />
sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" : <br />
sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).<br />
sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" : <br />
sv_npc_talker_maxdist : 1024 : , "sv" : NPCs over this distance from the player won't attempt to speak.<br />
sv_optimizedmovement : 1 : , "sv", "rep" : <br />
sv_parallel_packentities : 1 : : <br />
sv_parallel_sendsnapshot : 0 : : <br />
sv_password : 0 : , "nf", "prot", "norecord" : Server password for entry into multiplayer games<br />
sv_pausable : 0 : , "nf" : Is the server pausable.<br />
sv_player_display_usercommand_errors : 0 : , "sv", "cheat" : 1 = Display warning when command values are out-of-range. 2 = Spew invalid ranges.<br />
sv_player_net_suppress_usercommands : 0 : , "sv", "cheat" : For testing usercommand hacking sideeffects. DO NOT SHIP<br />
sv_playeralwaystransmit : 0 : , "sv" : Tells the server to always transmit player data to clients and disregard PVS.<br />
sv_playerdecals : 1 : , "sv", "rep" : Enable/Disable player decals.<br />
sv_playerperfhistorycount : 60 : , "sv" : Number of samples to maintain in player perf history<br />
sv_precacheinfo : cmd : : Show precache info.<br />
sv_proximitytalk : 0 : , "sv", "nf" : Players can only hear other players if they are within the proximity distance<br />
sv_proximitytalk_distance : 256 : , "sv", "nf" : Players can only hear other players within this distance when in proximity mode<br />
sv_pure : cmd : : Show user data.<br />
sv_pure_consensus : 5 : : Minimum number of file hashes to agree to form a consensus.<br />
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.<br />
sv_pure_retiretime : 900 : : Seconds of server idle time to flush the sv_pure file hash cache.<br />
sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file.<br />
sv_pushaway_clientside : 0 : , "sv", "rep" : Clientside physics push away (0=off, 1=only localplayer, 1=all players)<br />
sv_pushaway_clientside_size : 15 : , "sv", "rep" : Minimum size of pushback objects<br />
sv_pushaway_force : 30000 : , "sv", "rep" : How hard physics objects are pushed away from the players on the server.<br />
sv_pushaway_max_force : 1000 : , "sv", "rep" : Maximum amount of force applied to physics objects by players.<br />
sv_pushaway_max_player_force : 10000 : , "sv", "cheat", "rep" : Maximum of how hard the player is pushed away from physics objects.<br />
sv_pushaway_min_player_speed : 75 : , "sv", "rep" : If a player is moving slower than this, don't push away physics objects (enables ducking behind things).<br />
sv_pushaway_player_force : 200000 : , "sv", "cheat", "rep" : How hard the player is pushed away from physics objects (falls off with inverse square of distance).<br />
sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS<br />
sv_querycache_stats : cmd : : Display status of the query cache (client only)<br />
sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication<br />
sv_rcon_log : 1 : : Enable/disable rcon logging.<br />
sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication before being banned<br />
sv_rcon_maxpacketbans : 1 : : Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize<br />
sv_rcon_maxpacketsize : 1024 : : The maximum number of bytes to allow in a command packet<br />
sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned<br />
sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications<br />
sv_rcon_whitelist_address : 0 : : When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'<br />
sv_region : -1 : : The region of the world to report this server in.<br />
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 (slightly wider than 16:9). 0 = do not cap effective FOV 1 = limit the effective FOV on windowed mode users using resolutions greater than 1.85:1 2 = limit the effective FOV on both windowed mode and full-screen users <br />
sv_rollangle : 0 : , "sv", "nf", "rep" : Max view roll angle<br />
sv_rollspeed : 200 : , "sv", "nf", "rep" : <br />
sv_setsteamaccount : cmd : : token Set game server account token to use for logging in to a persistent game server account<br />
sv_showanimstate : -1 : , "sv", "cheat" : Show the (server) animation state for the specified entity (-1 for none).<br />
sv_showanimstate_log : 0 : , "sv", "cheat" : 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.<br />
sv_showhitboxes : -1 : , "sv", "cheat" : Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).<br />
sv_showimpacts : 0 : , "sv", "rep" : Shows client (red) and server (blue) bullet impact point<br />
sv_showladders : 0 : , "sv" : Show bbox and dismount points for all ladders (must be set before level load.) <br />
sv_showlagcompensation : 0 : , "sv", "cheat" : Show lag compensated hitboxes whenever a player is lag compensated.<br />
sv_shutdown : cmd : : Sets the server to shutdown next time it's empty<br />
sv_shutdown_cancel : cmd : : Cancels pending sv_shutdown command<br />
sv_shutdown_timeout_minutes : 360 : , "rep" : If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown.<br />
sv_simbullet_visualize : 0 : , "sv", "cheat", "nf", "rep" : Visualize simulated bullets<br />
sv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texture<br />
sv_skyoverride : 0 : , "a", "sv", "rep" : Skybox texture to override with in maps. If this is empty, the original skybox will be used.<br />
sv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files.<br />
sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)<br />
sv_soundemitter_trace : 0 : , "sv", "rep" : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to <br />
sv_soundscape_printdebuginfo : cmd : : print soundscapes<br />
sv_specaccelerate : 5 : , "a", "sv", "nf", "rep" : <br />
sv_specnoclip : 1 : , "a", "sv", "nf", "rep" : <br />
sv_specspeed : 3 : , "a", "sv", "nf", "rep" : <br />
sv_stats : 1 : : Collect CPU usage stats<br />
sv_steamblockingcheck : 0 : : Check each new player for Steam blocking compatibility, 1 = message only, 2 >= drop if any member of owning clan blocks,3 >= drop if any player has blocked, 4 >= drop if player has blocked anyone on server<br />
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 community.<br />
sv_stepsize : 18 : , "sv", "nf", "rep" : <br />
sv_stickysprint_default : 0 : , "cl" : <br />
sv_stopspeed : 100 : , "sv", "nf", "rep" : Minimum stopping speed when on ground.<br />
sv_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they are in the pvs<br />
sv_suppress_viewpunch : 0 : , "sv", "cheat", "rep" : <br />
sv_tags : 0 : , "nf" : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.<br />
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 through the world.<br />
sv_teststepsimulation : 1 : , "sv" : <br />
sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp.<br />
sv_timeout : 65 : : After this many seconds without a message from a client, the client is dropped<br />
sv_turbophysics : 0 : , "sv", "rep" : Turns on turbo physics<br />
sv_unlag : 1 : , "sv" : Enables player lag compensation<br />
sv_unlag_debug : 0 : , "sv" : <br />
sv_unlag_fixstuck : 0 : , "sv" : Disallow backtracking a player for lag compensation if it will cause them to become stuck<br />
sv_unlockedchapters : 1 : , "a" : Highest unlocked game chapter.<br />
sv_usercmd_custom_random_seed : 1 : , "sv", "cheat" : When enabled server will populate an additional random seed independent of the client<br />
sv_vehicle_autoaim_scale : 8 : , "sv" : <br />
sv_visiblemaxplayers : -1 : : Overrides the max players reported to prospective clients<br />
sv_voicecodec : 0 : : Specifies which voice codec to use. Valid options are: vaudio_speex - Legacy Speex codec (lowest quality) vaudio_celt - Newer CELT codec steam - Use Steam voice API<br />
sv_voiceenable : 1 : , "a", "nf" : <br />
sv_vote_allow_spectators : 0 : , "sv" : Allow spectators to vote?<br />
sv_vote_changeruleset_restart : 1 : , "sv" : Change ruleset vote restarts game?<br />
sv_vote_command_delay : 2 : , "sv" : How long after a vote passes until the action happens<br />
sv_vote_creation_timer : 150 : , "sv" : How long before a player can attempt to call another vote (in seconds).<br />
sv_vote_extendmap_time : 10 : , "sv" : Map time limit will be incremented by this value (in minutes) if extend map vote passes<br />
sv_vote_failure_timer : 300 : , "sv" : A vote that fails cannot be re-submitted for this long<br />
sv_vote_issue_autobalance_allowed : 1 : , "sv" : Allow auto-balance vote issue<br />
sv_vote_issue_changelevel_allowed : 1 : , "sv" : Allow change level vote issue<br />
sv_vote_issue_changeruleset_allowed : 0 : , "sv" : Allow change ruleset vote issue<br />
sv_vote_issue_extendmap_allowed : 1 : , "sv" : Allow extend map vote issue<br />
sv_vote_issue_forcetdm_allowed : 1 : , "sv" : Allow force team deathmatch vote issue<br />
sv_vote_issue_kick_allowed : 0 : , "sv" : Allow kick players vote issue<br />
sv_vote_issue_restartround_allowed : 1 : , "sv" : Allow restart round vote issue<br />
sv_vote_issue_shuffleplayers_allowed : 1 : , "sv" : Allow shuffle players vote issue<br />
sv_vote_issue_timeout_allowed : 0 : , "sv" : Allow timeout vote issue<br />
sv_vote_kick_ban_duration : 10 : , "sv" : Vote kick ban duration in minutes (0 = disable)<br />
sv_vote_quorum_ratio : 0 : , "sv", "nf" : The minimum ratio of eligible players needed to pass a vote. Min 0.5, Max 1.0.<br />
sv_vote_timeout_duration : 60 : , "sv" : Timeout duration<br />
sv_vote_timeout_limit : 1 : , "sv" : How many timeouts can the team call<br />
sv_vote_timer_duration : 15 : , "sv" : How long to allow voting on an issue<br />
sv_vote_ui_hide_disabled_issues : 1 : , "sv" : Suppress listing of disabled issues in the vote setup screen.<br />
sv_wateraccelerate : 10 : , "sv", "nf", "rep" : <br />
sv_waterdist : 12 : , "sv", "rep" : Vertical view fixup when eyes are near water plane.<br />
sv_waterfriction : 1 : , "sv", "nf", "rep" : <br />
sys_minidumpexpandedspew : 1 : : <br />
sys_minidumpspewlines : 500 : : Lines of crash dump console spew to keep.<br />
systemlinkport : 27030 : : System Link port<br />
+taunt : cmd : : <br />
-taunt : cmd : : <br />
template_debug : 0 : , "sv" : <br />
Test_CreateEntity : cmd : : <br />
test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0> <br />
Test_EHandle : cmd : : <br />
test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player.<br />
test_fartme : cmd : : lol<br />
test_freezeframe : cmd : : Test the freeze frame code.<br />
test_gamemode_intro : cmd : : it does EVEN MORE stuff<br />
test_headshotme : cmd : : lol<br />
test_hintevent_failurepaths : cmd : : <br />
Test_InitRandomEntitySpawner : cmd : : <br />
test_mainmenumodel : cmd : : <br />
test_matchstart_reload : cmd : : <br />
test_parrotdisplay : cmd : : <br />
test_powderhorneffect : cmd : : test powderhorn effect<br />
Test_ProxyToggle_EnableProxy : cmd : : <br />
Test_ProxyToggle_EnsureValue : cmd : : Test_ProxyToggle_EnsureValue<br />
Test_ProxyToggle_SetValue : cmd : : <br />
test_pvk2_aberration_blue : 0 : , "cl" : <br />
test_pvk2_aberration_green : 0 : , "cl" : <br />
test_pvk2_aberration_red : 0 : , "cl" : <br />
test_pvk2_pixelizer_enable : 0 : , "cl" : <br />
test_pvk2_pixelizer_ph : 12 : , "cl" : <br />
test_pvk2_pixelizer_pw : 8 : , "cl" : <br />
test_pvk2_powderhorn_lumi_strength : 300 : , "cl" : <br />
test_pvk2_radialblur_enable : 0 : , "cl" : <br />
test_pvk2_radialblur_intensity : 0 : , "cl" : <br />
Test_RandomizeInPVS : cmd : : <br />
Test_RandomPlayerPosition : cmd : : <br />
test_rank_give : cmd : : <br />
test_rank_printlevels : cmd : : <br />
test_rank_reset : cmd : : <br />
test_rank_xp2level : cmd : : <br />
test_register_output_callback : cmd : : Usage: test_register_output_callback [entity targetname]<br />
test_remove_all_output_callbacks : cmd : : <br />
Test_RemoveAllRandomEntities : cmd : : <br />
test_ruleset_reload_scripts : cmd : : Reloads weapon & class scripts.<br />
test_ruleset_show_status : cmd : : Is the ruleset modified or not?<br />
Test_SpawnRandomEntities : cmd : : <br />
test_sprayimport : cmd : : it's magic<br />
test_stringpool : cmd : : Tests the class CStringPool<br />
test_timer_event : cmd : : it does stuff<br />
test_timer_message : cmd : : it does even more stuff<br />
test_zerkme : cmd : : lol<br />
testblockatk : cmd : : Test block attack.<br />
testhudanim : cmd : : Test a hud element animation. Arguments: <anim name> <br />
testscript_debug : 0 : : Debug test scripts.<br />
teststun : cmd : : Stuns the player<br />
texture_budget_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
texture_budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1<br />
texture_budget_panel_global : 0 : : Show global times in the texture budget panel.<br />
texture_budget_panel_height : 284 : , "a" : height in pixels of the budget panel<br />
texture_budget_panel_width : 512 : , "a" : width in pixels of the budget panel<br />
texture_budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel<br />
texture_budget_panel_y : 450 : , "a" : number of pixels from the top side of the game screen to draw the budget panel<br />
tf_escort_score_rate : 1 : , "sv", "cheat" : Score for escorting the train, in points per second<br />
think_limit : 0 : , "sv", "rep" : Maximum think time in milliseconds, warning is printed if this is exceeded.<br />
thirdperson : cmd : : Switch to thirdperson camera.<br />
thirdperson_mayamode : cmd : : Switch to thirdperson Maya-like camera controls.<br />
thirdperson_platformer : 0 : , "cl" : Player will aim in the direction they are moving.<br />
thirdperson_screenspace : 0 : , "cl" : Movement will be relative to the camera, eg: left means screen-left<br />
threadpool_affinity : 1 : : Enable setting affinity<br />
timedemo : cmd : : Play a demo and report performance info.<br />
timedemo_runcount : 0 : : Runs time demo X number of times.<br />
timedemoquit : cmd : : Play a demo, report performance info, and then exit<br />
timerefresh : cmd : : Profile the renderer.<br />
toggle : cmd : : Toggles a convar on or off, or cycles through a set of values.<br />
toggle_chestphysics : cmd : : <br />
toggleconsole : cmd : : Show/hide the console.<br />
togglehints : cmd : : Enable or disable contextual hints<br />
togglethirdperson : cmd : : Enable or disable thirdperson.<br />
trace_report : 0 : , "sv" : <br />
tracer_extra : 1 : , "cl" : <br />
trackerlistallfiles : cmd : : TrackerListAllFiles<br />
trackerlistvpkfiles : cmd : : TrackerListVPKFiles<br />
tv_allow_camera_man : 1 : , "sv" : Auto director allows spectators to become camera man<br />
tv_allow_static_shots : 1 : , "sv" : Auto director uses fixed level cameras for shots<br />
tv_autorecord : 0 : : Automatically records all games as SourceTV demos.<br />
tv_autoretry : 1 : : Relay proxies retry connection after network timeout<br />
tv_chatgroupsize : 0 : : Set the default chat group size<br />
tv_chattimelimit : 8 : : Limits spectators to chat only every n seconds<br />
tv_clients : cmd : : Shows list of connected SourceTV clients.<br />
tv_debug : 0 : : SourceTV debug info.<br />
tv_delay : 30 : , "sv" : SourceTV broadcast delay in seconds<br />
tv_delaymapchange : 0 : , "sv" : Delays map change until broadcast is complete<br />
tv_delaymapchange_protect : 1 : , "sv" : Protect against doing a manual map change if HLTV is broadcasting and has not caught up with a major game event such as round_end<br />
tv_deltacache : 2 : : Enable delta entity bit stream cache<br />
tv_dispatchmode : 1 : : Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always<br />
tv_enable : 0 : , "nf" : Activates SourceTV on server.<br />
tv_maxclients : 128 : : Maximum client number on SourceTV server.<br />
tv_maxrate : 8000 : : Max SourceTV spectator bandwidth rate allowed, 0 == unlimited<br />
tv_msg : cmd : : Send a screen message to all clients.<br />
tv_name : 0 : : SourceTV host name<br />
tv_nochat : 0 : , "a", "user" : Don't receive chat messages from other SourceTV spectators<br />
tv_overridemaster : 0 : : Overrides the SourceTV master root address.<br />
tv_password : 0 : , "nf", "prot", "norecord" : SourceTV password for all clients<br />
tv_port : 27020 : : Host SourceTV port<br />
tv_record : cmd : : Starts SourceTV demo recording.<br />
tv_relay : cmd : : Connect to SourceTV server and relay broadcast.<br />
tv_relaypassword : 0 : , "nf", "prot", "norecord" : SourceTV password for relay proxies<br />
tv_relayvoice : 1 : : Relay voice data: 0=off, 1=on<br />
tv_retry : cmd : : Reconnects the SourceTV relay proxy.<br />
tv_snapshotrate : 16 : : Snapshots broadcasted per second<br />
tv_status : cmd : : Show SourceTV server status.<br />
tv_stop : cmd : : Stops the SourceTV broadcast.<br />
tv_stoprecord : cmd : : Stops SourceTV demo recording.<br />
tv_timeout : 30 : : SourceTV connection timeout in seconds.<br />
tv_title : 0 : : Set title for SourceTV spectator UI<br />
tv_transmitall : 0 : , "rep" : Transmit all entities (not only director view)<br />
ui_posedebug_fade_in_time : 0 : , "cheat", "norecord", "cl" : Time during which a new pose activity layer is shown in green in +posedebug UI<br />
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<br />
unbind : cmd : : Unbind a key.<br />
unbind_mac : cmd : : Unbind a key on the Mac only.<br />
unbindall : cmd : : Unbind all keys.<br />
unpause : cmd : : Unpause the game.<br />
updateplstatus : cmd : : Updates the showing of dev status for the client issuing the command<br />
+use : cmd : : <br />
-use : cmd : : <br />
use : cmd : : Use a particular weapon Arguments: <weapon_name><br />
UseNetworkVars : 1 : , "sv", "cheat" : For profiling, toggle network vars.<br />
user : cmd : : Show user data.<br />
user_context : cmd : : Set a Rich Presence Context: user_context <context id> <context value><br />
user_property : cmd : : Set a Rich Presence Property: user_property <property id><br />
users : cmd : : Show user info for players on server.<br />
v_centermove : 0 : , "cl" : <br />
v_centerspeed : 500 : , "cl" : <br />
v_ipitch_cycle : 1 : , "cheat", "rep", "cl" : <br />
v_ipitch_level : 0 : , "cheat", "rep", "cl" : <br />
v_iroll_cycle : 0 : , "cheat", "rep", "cl" : <br />
v_iroll_level : 0 : , "cheat", "rep", "cl" : <br />
v_iyaw_cycle : 2 : , "cheat", "rep", "cl" : <br />
v_iyaw_level : 0 : , "cheat", "rep", "cl" : <br />
vcollide_wireframe : 0 : , "cheat", "cl" : Render physics collision models in wireframe<br />
vcr_verbose : 0 : : Write extra information into .vcr file.<br />
vehicle_flushscript : cmd : : Flush and reload all vehicle scripts<br />
version : cmd : : Print version info string.<br />
vgui_cache_res_files : 1 : : <br />
vgui_drawfocus : 0 : : Report which panel is under the mouse.<br />
vgui_drawtree : 0 : , "cheat" : Draws the vgui panel hiearchy to the specified depth level.<br />
+vgui_drawtree : cmd : : <br />
-vgui_drawtree : cmd : : <br />
vgui_drawtree_bounds : 0 : : Show panel bounds.<br />
vgui_drawtree_clear : cmd : : <br />
vgui_drawtree_draw_selected : 0 : : Highlight the selected panel<br />
vgui_drawtree_freeze : 0 : : Set to 1 to stop updating the vgui_drawtree view.<br />
vgui_drawtree_hidden : 0 : : Draw the hidden panels.<br />
vgui_drawtree_panelalpha : 0 : : Show the panel alpha values in the vgui_drawtree view.<br />
vgui_drawtree_panelptr : 0 : : Show the panel pointer values in the vgui_drawtree view.<br />
vgui_drawtree_popupsonly : 0 : : Draws the vgui popup list in hierarchy(1) or most recently used(2) order.<br />
vgui_drawtree_render_order : 0 : : List the vgui_drawtree panels in render order.<br />
vgui_drawtree_visible : 1 : : Draw the visible panels.<br />
vgui_message_dialog_modal : 1 : , "a", "cl" : <br />
vgui_spew_fonts : cmd : : <br />
vgui_togglepanel : cmd : : show/hide vgui panel by name.<br />
video_quicktime_decode_gamma : 0 : , "a" : QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5<br />
video_quicktime_encode_gamma : 3 : , "a" : QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5<br />
viewanim_addkeyframe : cmd : : <br />
viewanim_create : cmd : : viewanim_create<br />
viewanim_load : cmd : : load animation from file<br />
viewanim_reset : cmd : : reset view angles!<br />
viewanim_save : cmd : : Save current animation to file<br />
viewanim_test : cmd : : test view animation<br />
viewmodel_fov : 74 : , "a", "cl" : Sets the field-of-view for the viewmodel.<br />
viewmodel_offset_x : 0 : , "a", "cl" : <br />
viewmodel_offset_y : 0 : , "a", "cl" : <br />
viewmodel_offset_z : 0 : , "a", "cl" : <br />
violence_ablood : 1 : : Draw alien blood<br />
violence_agibs : 1 : : Show alien gib entities<br />
violence_hblood : 1 : : Draw human blood<br />
violence_hgibs : 1 : : Show human gib entities<br />
voice_avggain : 0 : : <br />
voice_buffer_ms : 100 : : How many milliseconds of voice to buffer to avoid dropouts due to jitter and frame time differences.<br />
voice_clientdebug : 0 : , "cl" : <br />
voice_debugfeedback : 0 : : <br />
voice_debugfeedbackfrom : 0 : : <br />
voice_enable : 1 : , "a" : <br />
voice_fadeouttime : 0 : : <br />
voice_forcemicrecord : 1 : , "a" : <br />
voice_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than from the microphone.<br />
voice_loopback : 0 : , "user" : <br />
voice_maxgain : 10 : : <br />
voice_modenable : 1 : , "a", "clientcmd_can_execute", "cl" : Enable/disable voice in this mod.<br />
voice_overdrive : 2 : : <br />
voice_overdrivefadetime : 0 : : <br />
voice_printtalkers : cmd : : voice debug.<br />
voice_profile : 0 : : <br />
voice_recordtofile : 0 : : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'<br />
voice_scale : 1 : , "a" : <br />
voice_serverdebug : 0 : , "sv" : <br />
voice_showchannels : 0 : : <br />
voice_showincoming : 0 : : <br />
voice_spam_autoban : 45 : , "a", "cl" : How long till the autoban of voice spammers kicks in.<br />
voice_steal : 2 : : <br />
voice_writevoices : 0 : : Saves each speaker's voice data into separate .wav files <br />
voicemenu1 : cmd : : menu for voice commands<br />
voicemenu2 : cmd : : menu for voice commands<br />
voicemenu3 : cmd : : menu for voice commands<br />
+voicerecord : cmd : : <br />
-voicerecord : cmd : : <br />
volume : 0 : , "a" : Sound volume<br />
vox_reload : cmd : : Reload sentences.txt file<br />
voxeltree_box : cmd : : View entities in the voxel-tree inside box <Vector(min), Vector(max)>.<br />
voxeltree_playerview : cmd : : View entities in the voxel-tree at the player position.<br />
voxeltree_sphere : cmd : : View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.<br />
voxeltree_view : cmd : : View entities in the voxel-tree.<br />
vpk_dump_files_list : cmd : : Spews all filenames from selected VPK to console.<br />
vpk_valid : cmd : : Check VPK for Workshop validity.<br />
vprof : cmd : : Toggle VProf profiler<br />
vprof_adddebuggroup1 : cmd : : add a new budget group dynamically for debugging<br />
vprof_cachemiss : cmd : : Toggle VProf cache miss checking<br />
vprof_cachemiss_off : cmd : : Turn off VProf cache miss checking<br />
vprof_cachemiss_on : cmd : : Turn on VProf cache miss checking<br />
vprof_child : cmd : : <br />
vprof_collapse_all : cmd : : Collapse the whole vprof tree<br />
vprof_counters : 0 : : <br />
vprof_dump_groupnames : cmd : : Write the names of all of the vprof groups to the console.<br />
vprof_dump_oninterval : 0 : : Interval (in seconds) at which vprof will batch up data and dump it to the console.<br />
vprof_dump_spikes : 0 : : Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump<br />
vprof_dump_spikes_budget_group : 0 : : Budget gtNode to start report from when doing a dump spikes<br />
vprof_dump_spikes_node : 0 : : Node to start report from when doing a dump spikes<br />
vprof_expand_all : cmd : : Expand the whole vprof tree<br />
vprof_expand_group : cmd : : Expand a budget group in the vprof tree by name<br />
vprof_generate_report : cmd : : Generate a report to the console.<br />
vprof_generate_report_AI : cmd : : Generate a report to the console.<br />
vprof_generate_report_AI_only : cmd : : Generate a report to the console.<br />
vprof_generate_report_budget : cmd : : Generate a report to the console based on budget group.<br />
vprof_generate_report_hierarchy : cmd : : Generate a report to the console.<br />
vprof_generate_report_map_load : cmd : : Generate a report to the console.<br />
vprof_graph : 0 : : Draw the vprof graph.<br />
vprof_graphheight : 256 : , "a" : <br />
vprof_graphwidth : 512 : , "a" : <br />
vprof_nextsibling : cmd : : <br />
vprof_off : cmd : : Turn off VProf profiler<br />
vprof_on : cmd : : Turn on VProf profiler<br />
vprof_parent : cmd : : <br />
vprof_playback_average : cmd : : Average the next N frames.<br />
vprof_playback_start : cmd : : Start playing back a recorded .vprof file.<br />
vprof_playback_step : cmd : : While playing back a .vprof file, step to the next tick.<br />
vprof_playback_stepback : cmd : : While playing back a .vprof file, step to the previous tick.<br />
vprof_playback_stop : cmd : : Stop playing back a recorded .vprof file.<br />
vprof_prevsibling : cmd : : <br />
vprof_record_start : cmd : : Start recording vprof data for playback later.<br />
vprof_record_stop : cmd : : Stop recording vprof data<br />
vprof_remote_start : cmd : : Request a VProf data stream from the remote server (requires authentication)<br />
vprof_remote_stop : cmd : : Stop an existing remote VProf data request<br />
vprof_report_oninterval : 0 : : Interval (in seconds) at which vprof will batch up a full report to the console -- more detailed than vprof_dump_oninterval.<br />
vprof_reset : cmd : : Reset the stats in VProf profiler<br />
vprof_reset_peaks : cmd : : Reset just the peak time in VProf profiler<br />
vprof_scope : 0 : : Set a specific scope to start showing vprof tree<br />
vprof_scope_entity_gamephys : 0 : , "sv" : <br />
vprof_scope_entity_thinks : 0 : , "sv" : <br />
vprof_unaccounted_limit : 0 : , "a" : number of milliseconds that a node must exceed to turn red in the vprof panel<br />
vprof_verbose : 1 : , "a" : Set to one to show average and peak times<br />
vprof_vtrace : cmd : : Toggle whether vprof data is sent to VTrace<br />
vprof_vtune_group : cmd : : enable vtune for a particular vprof group ('disable' to disable)<br />
vprof_warningmsec : 10 : , "a" : Above this many milliseconds render the label red to indicate slow code.<br />
vr_activate : cmd : : Switch to VR mode<br />
vr_activate_default : 0 : , "a", "cl" : If this is true the game will switch to VR mode once startup is complete.<br />
vr_aim_yaw_offset : 90 : , "cl" : This value is added to Yaw when returning the vehicle aim angles to Source.<br />
vr_cycle_aim_move_mode : cmd : : Cycle through the aim & move modes.<br />
vr_deactivate : cmd : : Switch from VR mode to normal mode<br />
vr_debug_nochromatic : 0 : : <br />
vr_debug_nodistortion : 0 : : <br />
vr_debug_remote_cam : 0 : , "cl" : <br />
vr_debug_remote_cam_pos_x : 150 : , "cl" : <br />
vr_debug_remote_cam_pos_y : 0 : , "cl" : <br />
vr_debug_remote_cam_pos_z : 0 : , "cl" : <br />
vr_debug_remote_cam_target_x : 0 : , "cl" : <br />
vr_debug_remote_cam_target_y : 0 : , "cl" : <br />
vr_debug_remote_cam_target_z : -50 : , "cl" : <br />
vr_distortion_enable : 1 : : <br />
vr_first_person_uses_world_model : 1 : , "cl" : Causes the third person model to be drawn instead of the view model<br />
vr_force_windowed : 0 : , "a", "cl" : <br />
vr_hud_axis_lock_to_world : 0 : , "a", "cl" : Bitfield - locks HUD axes to the world - 0=pitch, 1=yaw, 2=roll<br />
vr_hud_display_ratio : 0 : , "a", "cl" : <br />
vr_hud_forward : 500 : , "a", "cl" : Apparent distance of the HUD in inches<br />
vr_hud_max_fov : 60 : , "a", "cl" : Max FOV of the HUD<br />
vr_hud_never_overlay : 0 : , "cl" : <br />
vr_moveaim_mode : 3 : , "a", "cl" : 0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful.<br />
vr_moveaim_mode_zoom : 3 : , "a", "cl" : 0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful.<br />
vr_moveaim_reticle_pitch_limit : 30 : , "a", "cl" : Beyond this number of degrees, the mouse clamps<br />
vr_moveaim_reticle_pitch_limit_zoom : -1 : , "a", "cl" : Beyond this number of degrees, the mouse clamps<br />
vr_moveaim_reticle_yaw_limit : 10 : , "a", "cl" : Beyond this number of degrees, the mouse drags the torso<br />
vr_moveaim_reticle_yaw_limit_zoom : 0 : , "a", "cl" : Beyond this number of degrees, the mouse drags the torso<br />
vr_projection_znear_multiplier : 0 : , "cl" : Allows moving the ZNear plane to deal with body clipping<br />
vr_refresh_distortion_texture : cmd : : <br />
vr_render_hud_in_world : 1 : , "cl" : <br />
vr_reset_home_pos : cmd : : Sets the current HMD position as the zero point<br />
vr_stereo_mono_set_eye : 0 : , "cl" : 0=off, Set all eyes to 1=left, 2=right, 3=middle eye<br />
vr_stereo_swap_eyes : 0 : , "cl" : 1=swap eyes.<br />
vr_toggle : cmd : : Toggles VR mode<br />
vr_track_reinit : cmd : : Reinitializes HMD tracking<br />
vr_translation_limit : 10 : , "cl" : How far the in-game head will translate before being clamped.<br />
vr_use_offscreen_render_target : 0 : : Experimental: Use larger offscreen render target for pre-distorted scene in VR<br />
vr_viewmodel_offset_forward : -8 : , "cl" : <br />
vr_viewmodel_offset_forward_large : -15 : , "cl" : <br />
vr_viewmodel_translate_with_head : 0 : , "cl" : 1=translate the viewmodel with the head motion.<br />
vr_zoom_multiplier : 2 : , "a", "cl" : When zoomed, how big is the scope on your HUD?<br />
vr_zoom_scope_scale : 6 : , "cl" : Something to do with the default scope HUD overlay size.<br />
vtune : cmd : : Controls VTune's sampling.<br />
+walk : cmd : : <br />
-walk : cmd : : <br />
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 player<br />
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<br />
wc_air_node_edit : cmd : : When in WC edit mode, toggles laying down or air nodes instead of ground nodes<br />
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 selected hull size (see ai_next_hull)<br />
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).<br />
wc_destroy_undo : cmd : : When in WC edit mode restores the last deleted node<br />
wc_link_edit : cmd : : <br />
weapon_showproficiency : 0 : , "sv" : <br />
windows_speaker_config : 4 : , "a" : <br />
wipe_nav_attributes : cmd : : Clear all nav attributes of selected area.<br />
workshop_download : cmd : : Download a Workshop map and add it to the list.<br />
workshop_download_collection : cmd : : Download all Workshop maps in a collection and add them to the list.<br />
workshop_publisher : cmd : : Open Workshop Publisher.<br />
workshop_validate : cmd : : Validate all Workshop items, and redownload them if missing.<br />
writeid : cmd : : Writes a list of permanently-banned user IDs to banned_user.cfg.<br />
writeip : cmd : : Save the ban list to banned_ip.cfg.<br />
x360_audio_english : 0 : , "cl" : Keeps track of whether we're forcing english in a localized language.<br />
x360_resolution_height : 480 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_interlaced : 0 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_widescreen_mode : 0 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_width : 640 : , "cl" : This is only used for reference. Changing this value does nothing<br />
xbox_autothrottle : 1 : , "a", "sv" : <br />
xbox_steering_deadzone : 0 : , "sv" : <br />
xbox_throttlebias : 100 : , "a", "sv" : <br />
xbox_throttlespoof : 200 : , "a", "sv" : <br />
xc_crouch_debounce : 0 : , "sv" : <br />
xload : cmd : : Load a saved game from a 360 storage device.<br />
xlook : cmd : : <br />
xmove : cmd : : <br />
xsave : cmd : : Saves current game to a 360 storage device.<br />
+zoom : cmd : : <br />
-zoom : cmd : : <br />
zoom_sensitivity_ratio : 0 : , "cl" : Additional mouse sensitivity scale factor applied when FOV is zoomed in.<br />
zoominthirdperson : cmd : : Zoom in thirdperson<br />
zoomoutthirdperson : cmd : : Zoom out thirdperson<br />
--------------<br />
3125 total convars/concommands</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Conlog.txt&diff=1967
Conlog.txt
2019-08-16T22:36:21Z
<p>SauceMan527: </p>
<hr />
<div>cvar list<br />
--------------<br />
_autosave : cmd : : Autosave<br />
<br />
_autosavedangerous : cmd : : AutoSaveDangerous<br />
<br />
_bugreporter_restart : cmd : : Restarts bug reporter .dll<br />
_fov : 0 : , "cl" : Automates fov command to server.<br />
_resetgamestats : cmd : : Erases current game stats and writes out a blank stats file<br />
_restart : cmd : : Shutdown and restart the engine.<br />
achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs.<br />
achievement_evaluate : cmd : : <internal name> Causes failable achievement to be evaluated<br />
achievement_mark_dirty : cmd : : Mark achievement data as dirty<br />
achievement_notification_test : cmd : : Test the hud notification UI<br />
achievement_reset : cmd : : <internal name> Clears specified achievement<br />
achievement_reset_all : cmd : : Clears all achievements<br />
achievement_status : cmd : : Shows status of all achievement<br />
achievement_test_clan_count : cmd : : Determines if specified # of teammates belong to same clan w/local player<br />
achievement_test_friend_count : cmd : : Counts the # of teammates on local player's friends list<br />
achievement_unlock : cmd : : <internal name> Unlocks achievement<br />
achievement_unlock_all : cmd : : Unlocks all achievements<br />
addbot : cmd : : Add a bot.<br />
addbot_name : cmd : : Add a bot by profile name.<br />
addip : cmd : : Add an IP address to the ban list.<br />
addons : cmd : : Open Add-on Manager.<br />
addons_cfg_startdir : 0 : , "a", "cl" : <br />
addons_clear_preview_cache : cmd : : Clear preview cache<br />
addons_dump_metadata : cmd : : Dump add-on metadata<br />
addons_list : cmd : : Dumps add-on list<br />
addons_publisher_save_startdir : 1 : , "a", "cl" : <br />
addons_publisher_startdir_preview : 0 : , "a", "cl" : <br />
addons_publisher_startdir_vpk : 0 : , "a", "cl" : <br />
addons_showtags : cmd : : Prints add-on tags<br />
adsp_alley_min : 122 : : <br />
adsp_courtyard_min : 126 : : <br />
adsp_debug : 0 : , "a" : <br />
adsp_door_height : 112 : : <br />
adsp_duct_min : 106 : : <br />
adsp_hall_min : 110 : : <br />
adsp_low_ceiling : 108 : : <br />
adsp_opencourtyard_min : 126 : : <br />
adsp_openspace_min : 130 : : <br />
adsp_openstreet_min : 118 : : <br />
adsp_openwall_min : 130 : : <br />
adsp_room_min : 102 : : <br />
adsp_street_min : 118 : : <br />
adsp_tunnel_min : 114 : : <br />
adsp_wall_height : 128 : : <br />
ai_auto_contact_solver : 1 : , "sv" : <br />
ai_block_damage : 0 : , "sv" : <br />
ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable <br />
ai_debug_assault : 0 : , "sv" : <br />
ai_debug_avoidancebounds : 0 : , "sv" : <br />
ai_debug_cover : 0 : , "sv" : <br />
ai_debug_directnavprobe : 0 : , "sv" : <br />
ai_debug_doors : 0 : , "sv" : <br />
ai_debug_dyninteractions : 0 : , "sv" : Debug the NPC dynamic interaction system.<br />
ai_debug_efficiency : 0 : , "sv" : <br />
ai_debug_enemies : 0 : , "sv" : <br />
ai_debug_expressions : 0 : , "sv" : Show random expression decisions for NPCs.<br />
ai_debug_follow : 0 : , "sv" : <br />
ai_debug_loners : 0 : , "sv" : <br />
ai_debug_looktargets : 0 : , "sv" : <br />
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'll show non-solid entities that would do it if they were solid.<br />
ai_debug_nav : 0 : , "sv" : <br />
ai_debug_node_connect : cmd : : Debug the attempted connection between two nodes<br />
ai_debug_ragdoll_magnets : 0 : , "sv" : <br />
ai_debug_shoot_positions : 0 : , "sv", "cheat", "rep" : <br />
ai_debug_speech : 0 : , "sv" : <br />
ai_debug_squads : 0 : , "sv" : <br />
ai_debug_tactical_los : 0 : , "sv" : <br />
ai_debug_think_ticks : 0 : , "sv" : <br />
ai_debugscriptconditions : 0 : , "sv" : <br />
ai_default_efficient : 0 : , "sv" : <br />
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 test effect of AI logic routines on frame rate<br />
ai_disable_path_simplification : 0 : , "sv" : <br />
ai_draw_motor_movement : 0 : , "sv" : <br />
ai_drawbattlelines : 0 : , "sv", "cheat" : <br />
ai_drop_hint : cmd : : Drop an ai_hint at the player's current eye position.<br />
ai_dump_hints : cmd : : <br />
ai_efficiency_override : 0 : , "sv" : <br />
ai_enable_fear_behavior : 1 : , "sv" : <br />
ai_expression_frametime : 0 : , "sv" : Maximum frametime to still play background expressions.<br />
ai_expression_optimization : 0 : , "sv" : Disable npc background expressions when you can't see them.<br />
ai_fear_player_dist : 720 : , "sv" : <br />
ai_find_lateral_cover : 1 : , "sv" : <br />
ai_find_lateral_los : 1 : , "sv" : <br />
ai_follow_use_points : 1 : , "sv" : <br />
ai_follow_use_points_when_moving : 1 : , "sv" : <br />
ai_force_serverside_ragdoll : 0 : , "sv" : <br />
ai_frametime_limit : 50 : , "sv" : frametime limit for min efficiency AIE_NORMAL (in sec's).<br />
ai_hull : cmd : : Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, <none>=NPC under crosshair<br />
ai_inhibit_spawners : 0 : , "sv", "cheat" : <br />
ai_lead_time : 0 : , "sv" : <br />
ai_LOS_mode : 0 : , "sv", "rep" : <br />
ai_moveprobe_debug : 0 : , "sv" : <br />
ai_moveprobe_jump_debug : 0 : , "sv" : <br />
ai_moveprobe_usetracelist : 0 : , "sv" : <br />
ai_navigator_generate_spikes : 0 : , "sv" : <br />
ai_navigator_generate_spikes_strength : 8 : , "sv" : <br />
ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-<br />
ai_no_local_paths : 0 : , "sv" : <br />
ai_no_node_cache : 0 : , "sv" : <br />
ai_no_select_box : 0 : , "sv" : <br />
ai_no_steer : 0 : , "sv" : <br />
ai_no_talk_delay : 0 : , "sv" : <br />
ai_nodes : cmd : : Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green - ground node Cyan - air node Magenta - climb node Grey - node not available for selected hull size Orange - node currently locked<br />
ai_norebuildgraph : 0 : , "sv" : <br />
ai_old_check_stand_position : 0 : , "sv" : <br />
ai_path_adjust_speed_on_immediate_turns : 1 : , "sv" : <br />
ai_path_insert_pause_at_est_end : 1 : , "sv" : <br />
ai_path_insert_pause_at_obstruction : 1 : , "sv" : <br />
ai_post_frame_navigation : 0 : , "sv" : <br />
ai_radial_max_link_dist : 512 : , "sv" : <br />
ai_reaction_delay_alert : 0 : , "sv" : <br />
ai_reaction_delay_idle : 0 : , "sv" : <br />
ai_rebalance_thinks : 1 : , "sv" : <br />
ai_report_task_timings_on_limit : 0 : , "a", "sv" : <br />
ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resume normal processing.<br />
ai_sequence_debug : 0 : , "sv" : <br />
ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps<br />
ai_setupbones_debug : 0 : , "sv" : Shows that bones that are setup every think<br />
ai_shot_bias : 1 : , "sv" : <br />
ai_shot_bias_max : 1 : , "sv", "rep" : <br />
ai_shot_bias_min : -1 : , "sv", "rep" : <br />
ai_shot_stats : 0 : , "sv" : <br />
ai_shot_stats_term : 1000 : , "sv" : <br />
ai_show_connect : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
ai_show_connect_fly : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
ai_show_connect_jump : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
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 the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.<br />
ai_show_grid : cmd : : Draw a grid on the floor where looking.<br />
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 - hint not being used by timed out Grey - hint has been disabled<br />
ai_show_hull : cmd : : Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Arguments: -none-<br />
ai_show_hull_attacks : 0 : , "sv" : <br />
ai_show_node : cmd : : Highlight the specified node<br />
ai_show_think_tolerance : 0 : , "sv" : <br />
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 drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.<br />
ai_simulate_task_overtime : 0 : , "sv" : <br />
ai_spread_cone_focus_time : 0 : , "sv" : <br />
ai_spread_defocused_cone_multiplier : 3 : , "sv" : <br />
ai_spread_pattern_focus_time : 0 : , "sv" : <br />
ai_step : cmd : : NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'<br />
ai_strong_optimizations : 0 : , "sv" : <br />
ai_strong_optimizations_no_checkstand : 0 : , "sv" : <br />
ai_task_pre_script : 0 : , "sv" : <br />
ai_test_los : cmd : : Test AI LOS from the player's POV<br />
ai_test_move_solver : cmd : : Tests the AI move solver system<br />
ai_test_moveprobe_ignoresmall : 0 : , "sv" : <br />
ai_test_nav_failure_handling : 0 : , "sv" : <br />
ai_think_limit_label : 0 : , "a", "sv" : <br />
ai_use_clipped_paths : 1 : , "sv" : <br />
ai_use_efficiency : 1 : , "sv" : <br />
ai_use_frame_think_limits : 1 : , "sv" : <br />
ai_use_think_optimizations : 1 : , "sv" : <br />
ai_use_visibility_cache : 1 : , "sv" : <br />
ai_vehicle_avoidance : 1 : , "sv", "cheat" : <br />
ainet_generate_report : cmd : : Generate a report to the console.<br />
ainet_generate_report_only : cmd : : Generate a report to the console.<br />
air_density : cmd : : Changes the density of air for drag computations.<br />
alias : cmd : : Alias a command.<br />
+alt1 : cmd : : <br />
-alt1 : cmd : : <br />
+alt2 : cmd : : <br />
-alt2 : cmd : : <br />
anim_3wayblend : 1 : , "sv", "rep" : Toggle the 3-way animation blending code.<br />
armedtotheteeth : cmd : : Fully load the player with anything and everything... <br />
askconnect_accept : cmd : : Accept a redirect request by the server.<br />
async_allow_held_files : 1 : : Allow AsyncBegin/EndRead()<br />
async_mode : 0 : : Set the async filesystem mode (0 = async, 1 = synchronous)<br />
async_resume : cmd : : <br />
async_serialize : 0 : : Force async reads to serialize for profiling<br />
async_simulate_delay : 0 : : Simulate a delay of up to a set msec per file operation<br />
async_suspend : cmd : : <br />
+attack : cmd : : <br />
-attack : cmd : : <br />
+attack2 : cmd : : <br />
-attack2 : cmd : : <br />
+attack3 : cmd : : <br />
-attack3 : cmd : : <br />
audit_save_in_memory : cmd : : Audit the memory usage and files in the save-to-memory system<br />
autoaim_max_deflect : 0 : , "sv" : <br />
autoaim_max_dist : 2160 : , "sv" : <br />
autosave : cmd : : Autosave<br />
autosavedangerous : cmd : : AutoSaveDangerous<br />
autosavedangerousissafe : cmd : : <br />
+back : cmd : : <br />
-back : cmd : : <br />
banid : cmd : : Add a user ID to the ban list.<br />
banip : cmd : : Add an IP address to the ban list.<br />
bench_end : cmd : : Ends gathering of info.<br />
bench_showstatsdialog : cmd : : Shows a dialog displaying the most recent benchmark results.<br />
bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into<br />
bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers.<br />
benchframe : cmd : : Takes a snapshot of a particular frame in a time demo.<br />
bind : cmd : : Bind a key.<br />
bind_mac : cmd : : Bind this key but only on Mac, not win32<br />
binds_per_command : 1 : , "cl" : <br />
BindToggle : cmd : : Performs a bind <key> 'increment var <cvar> 0 1 1'<br />
birds_debug : 0 : , "sv" : <br />
blink_duration : 0 : , "cl" : How many seconds an eye blink will last.<br />
bloodspray : cmd : : blood<br />
bot_aim_drop_factor : 0 : , "sv", "cheat" : <br />
bot_aim_easy_multiplier : 1 : , "sv", "cheat" : <br />
bot_aim_hard_multiplier : 0 : , "sv", "cheat" : <br />
bot_aim_medium_multiplier : 1 : , "sv", "cheat" : <br />
bot_aim_ranged_spread : 2 : , "sv", "cheat" : <br />
bot_aim_skill_roll_max : 200 : , "sv", "cheat" : <br />
bot_aim_spread : 1 : , "sv", "cheat" : <br />
bot_attack_ignoreblock : 0 : , "sv" : <br />
bot_blast_radius : 128 : , "sv", "cheat" : <br />
bot_blockhere : cmd : : Order the bot to stand and block using a shield<br />
bot_chatter : 1 : , "sv" : Enable/Disable bot chatter.<br />
bot_clearcond : cmd : : Clear condition from the bot<br />
bot_cycle : 1 : , "sv" : Enable/Disable bot cycling through the server.<br />
bot_debug : 0 : , "sv" : Display the debug information panel for bots<br />
bot_debug_invalid_schedule : 0 : , "sv", "cheat" : <br />
bot_debug_ladders : 0 : , "sv", "cheat" : <br />
bot_debug_projectile_drop : 0 : , "sv" : <br />
bot_debug_stuck : 0 : , "sv", "cheat" : <br />
bot_debug_think_we_fell : 0 : , "sv", "cheat" : <br />
bot_defend_complete_time : 5 : , "sv" : <br />
bot_difficulty : 1 : , "sv" : Bot difficulty. 0 = Easy, 1 = Medium, 2 = Hard<br />
bot_dropitem : cmd : : Drop the item the bot is holding<br />
bot_enemy_danger_close_distance : 250 : , "sv", "cheat" : <br />
bot_enemy_near_distance : 1024 : , "sv", "cheat" : <br />
bot_fair_fight : 1 : , "sv", "cheat" : <br />
bot_feeler_trail_time : 0 : , "sv", "cheat" : <br />
bot_givespecial : cmd : : Give full special meter to bot<br />
bot_goforchest : cmd : : Schedules the bot to go after the chest the player is pointing to.<br />
bot_holdposhere : cmd : : Order the bot to hold position at the location of othe crosshair's intersection with the ground<br />
bot_kick_all : cmd : : Kick all bots.<br />
bot_max_attack_cancel_chance : 60 : , "sv", "cheat" : <br />
bot_max_desired_playtime : 2000 : , "sv" : <br />
bot_mimic : 0 : , "sv" : Bot uses usercmd of player by index.<br />
bot_mimic_yaw_offset : 0 : , "sv" : Offsets the bot yaw.<br />
bot_min_desired_playtime : 700 : , "sv" : <br />
bot_moveto : cmd : : Moves a bot to the position the issuing player is looking at.<br />
bot_nearby_pickup_distance : 256 : , "sv" : <br />
bot_obj_drop_mag : 35 : , "sv", "cheat" : <br />
bot_push_away_force : 4 : , "sv", "cheat" : <br />
bot_pushaway_force : 15000 : , "sv" : <br />
bot_pushaway_max_force : 10000 : , "sv" : <br />
bot_pushaway_movement_multiplier_max : 1 : , "sv" : <br />
bot_quota : 0 : , "sv" : Total number of bots<br />
bot_require_humans : 1 : , "sv" : Bots will not be added until a human joins a team<br />
bot_say_basic_info : cmd : : Print the basic information for the bot in the chat<br />
bot_select : cmd : : Selects the bot the player is aiming at for debugging<br />
bot_select_next : cmd : : Switch to the next bot.<br />
bot_select_prev : cmd : : Switch to the previous bot.<br />
bot_setcond : cmd : : Set condition to the bot<br />
bot_spy : cmd : : Print the info for the first n collisions<br />
bot_step_height_modifier : 9 : , "sv", "cheat" : <br />
bot_stop : cmd : : <br />
bot_te_capture_dist : 130 : , "sv", "cheat" : <br />
box : cmd : : Draw a debug box.<br />
+break : cmd : : <br />
-break : cmd : : <br />
breakable_disable_gib_limit : 0 : , "sv" : <br />
breakable_multiplayer : 1 : , "sv" : <br />
breakmyshield : cmd : : Breaks your equipped shield<br />
buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero)<br />
budget_averages_window : 30 : , "a" : number of frames to look at when figuring out average frametimes<br />
budget_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
budget_bargraph_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
budget_bargraph_range_ms : 16 : , "a" : budget bargraph range in milliseconds<br />
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<br />
budget_history_range_ms : 66 : , "a" : budget history range in milliseconds<br />
budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1<br />
budget_panel_height : 384 : , "a" : height in pixels of the budget panel<br />
budget_panel_width : 512 : , "a" : width in pixels of the budget panel<br />
budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel<br />
budget_panel_y : 50 : , "a" : number of pixels from the top side of the game screen to draw the budget panel<br />
budget_peaks_window : 30 : , "a" : number of frames to look at when figuring out peak frametimes<br />
budget_show_averages : 0 : , "a" : enable/disable averages in the budget panel<br />
budget_show_history : 1 : , "a" : turn history graph off and on. . good to turn off on low end<br />
budget_show_peaks : 1 : , "a" : enable/disable peaks in the budget panel<br />
budget_toggle_group : cmd : : Turn a budget group on/off<br />
bug : cmd : : Show/hide the bug reporting UI.<br />
bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again.<br />
bugreporter_includebsp : 1 : : Include .bsp for internal bug submissions.<br />
bugreporter_uploadasync : 0 : , "a" : Upload attachments asynchronously<br />
buildcubemaps : cmd : : Rebuild cubemaps.<br />
building_cubemaps : 0 : : <br />
c_maxdistance : 200 : , "a", "cheat", "cl" : <br />
c_maxpitch : 90 : , "a", "cheat", "cl" : <br />
c_maxyaw : 135 : , "a", "cheat", "cl" : <br />
c_mindistance : 30 : , "a", "cheat", "cl" : <br />
c_minpitch : 0 : , "a", "cheat", "cl" : <br />
c_minyaw : -135 : , "a", "cheat", "cl" : <br />
c_orthoheight : 100 : , "a", "cheat", "cl" : <br />
c_orthowidth : 100 : , "a", "cheat", "cl" : <br />
cache_print : cmd : : cache_print [section] Print out contents of cache memory.<br />
cache_print_lru : cmd : : cache_print_lru [section] Print out contents of cache memory.<br />
cache_print_summary : cmd : : cache_print_summary [section] Print out a summary contents of cache memory.<br />
callvote : cmd : : Start a vote on an issue.<br />
caltrops_throw_delay : 0 : , "sv", "nf", "rep" : Caltrops throw delay<br />
caltrops_throw_force : 150 : , "sv", "nf" : Caltrops throw force<br />
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.<br />
cam_command : 0 : , "cheat", "cl" : <br />
cam_idealdelta : 4 : , "a", "cheat", "cl" : Controls the speed when matching offset to ideal angles in thirdperson view<br />
cam_idealdist : 50 : , "a", "cl" : Distance from camera to player in thirdperson.<br />
cam_idealdistright : 0 : , "a", "cheat", "cl" : <br />
cam_idealdistup : 15 : , "a", "cl" : How many units the camera is up or down from the player in thirdperson.<br />
cam_ideallag : 0 : , "a", "cheat", "cl" : Amount of lag used when matching offset to ideal angles in thirdperson view<br />
cam_idealpitch : 0 : , "a", "cheat", "cl" : <br />
cam_idealyaw : 0 : , "a", "cheat", "cl" : <br />
cam_pvk2_tauntcam_dist : 110 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_pitch : 0 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_rotspeed : 0 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_yaw : 0 : , "cheat", "cl" : <br />
cam_showangles : 0 : , "cheat", "cl" : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.<br />
cam_snapto : 0 : , "a", "cheat", "cl" : <br />
+camdistance : cmd : : <br />
-camdistance : cmd : : <br />
+camin : cmd : : <br />
-camin : cmd : : <br />
+cammousemove : cmd : : <br />
-cammousemove : cmd : : <br />
camortho : cmd : : Switch to orthographic camera.<br />
+camout : cmd : : <br />
-camout : cmd : : <br />
+campitchdown : cmd : : <br />
-campitchdown : cmd : : <br />
+campitchup : cmd : : <br />
-campitchup : cmd : : <br />
+camyawleft : cmd : : <br />
-camyawleft : cmd : : <br />
+camyawright : cmd : : <br />
-camyawright : cmd : : <br />
cancelselect : cmd : : <br />
cast_hull : cmd : : Tests hull collision detection<br />
cast_ray : cmd : : Tests collision detection<br />
cc_captiontrace : 1 : , "cl" : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)<br />
cc_emit : cmd : : Emits a closed caption<br />
cc_findsound : cmd : : Searches for soundname which emits specified text.<br />
cc_flush : cmd : : Flushes async'd captions.<br />
cc_lang : 0 : , "a", "cl" : Current close caption language (emtpy = use game UI language)<br />
cc_linger_time : 1 : , "a", "cl" : Close caption linger time.<br />
cc_minvisibleitems : 1 : , "cl" : Minimum number of caption items to show.<br />
cc_predisplay_time : 0 : , "a", "cl" : Close caption delay before showing caption.<br />
cc_random : cmd : : Emits a random caption<br />
cc_sentencecaptionnorepeat : 4 : , "cl" : How often a sentence can repeat.<br />
cc_showblocks : cmd : : Toggles showing which blocks are pending/loaded async.<br />
cc_smallfontlength : 300 : , "cl" : If text stream is this long, force usage of small font size.<br />
cc_subtitles : 0 : , "a", "cl" : If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).<br />
ccs_create_convars_from_hwconfig : cmd : : Create convars from the current hardware config, useful for diffing purposes<br />
centerview : cmd : : <br />
ch_createairboat : cmd : : Spawn airboat in front of the player.<br />
ch_createjeep : cmd : : Spawn jeep in front of the player.<br />
changelevel : cmd : : Change server to the specified map<br />
changelevel2 : cmd : : Transition to the specified map in single player<br />
changelevel_delayed : cmd : : Change level after x seconds<br />
changelevel_next : cmd : : Immediately changes to the next map in the map rotation for the server.<br />
characterinfopanel : cmd : : Character Info and Setup<br />
cl_achievement_title : 1108 : , "a", "cl" : Player Achievement Title<br />
cl_allowdownload : 1 : , "a" : Client downloads customization files<br />
cl_allowupload : 1 : , "a" : Client uploads customization files<br />
cl_always_flush_models : 0 : : If set, always flush models between map loads. Useful on systems under memory pressure.<br />
cl_anglespeedkey : 0 : , "cl" : <br />
cl_animationinfo : cmd : : Hud element to examine.<br />
cl_attachedmodels : 1 : , "a", "cl" : <br />
cl_autozoomthirdperson : 1 : , "a", "user", "cl" : Enable/Disable auto-zoom to first person while in thirdperson.<br />
cl_backspeed : 450 : , "sv", "cheat", "rep" : <br />
cl_berserktint : 1 : , "a", "user", "cl" : Enable/Disable berserk tint.<br />
cl_blood_affected_by_ff : 1 : , "a", "user", "cl" : Sets whether viewmodel blood is affected by friendly fire.<br />
cl_blood_pass_lifetime : 60 : , "a", "cl" : <br />
cl_bob : 0 : , "cl" : <br />
cl_bobcycle : 0 : , "cl" : <br />
cl_bobup : 0 : , "cl" : <br />
cl_burninggibs : 0 : , "cl" : A burning player that gibs has burning gibs.<br />
cl_chat_textcolor : 255 : , "a", "cl" : Chat text color in RGB.<br />
cl_chatfilters : 63 : , "a", "cl" : Stores the chat filter settings <br />
cl_chest_glow_mode : 1 : , "a", "user", "cl" : 0 = No chest glow 1 = Default neutral chest glow 2 = Team based chest glow<br />
cl_clantag : 0 : , "a", "user", "cl" : Clan tag id.<br />
cl_class : 0 : , "a", "user", "cl" : Default class when joining a game<br />
cl_clean_textures_on_death : 0 : , "cl" : If enabled, attempts to purge unused textures every time a freeze cam is shown<br />
cl_clearhinthistory : cmd : : Clear memory of client side hints displayed to the player.<br />
cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.<br />
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 if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.<br />
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 applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.<br />
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.<br />
cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it).<br />
cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift. <br />
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.<br />
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.<br />
cl_cmdrate : 66 : , "a", "user" : Max number of command packets sent to server per second<br />
cl_cosmetic_shadows_enable : 1 : , "user", "cl" : <br />
cl_cosmetics_enable : 1 : , "a", "cl" : <br />
cl_critsound : 1 : , "a", "cl" : Play a sound on debuff crits.<br />
cl_customsounds : 0 : , "cl" : Enable customized player sound playback<br />
cl_damaged_aberration_enable : 1 : , "a", "cl" : <br />
cl_damagedisplay : 1 : , "a", "cl" : Display damage done as... 1 = text on your target's position. 2 = text on the HUD.<br />
cl_damagedisplay_font : 0 : , "a", "cl" : Damage display font name. Note that this needs to be a name of the font in system or .ttf, not in the ClientScheme.res.<br />
cl_damagedisplay_font_antialias : 1 : , "a", "cl" : Damage display font is antialiased?<br />
cl_damagedisplay_font_dropshadow : 1 : , "a", "cl" : Damage display font has drop shadow?<br />
cl_damagedisplay_font_size : 18 : , "a", "cl" : Damage display font size. Note that this value is proportional.<br />
cl_damagedisplay_font_size_hud : 24 : , "a", "cl" : Damage display HUD mode font size. Note that this value is proportional.<br />
cl_damagedisplay_showtotal : 0 : , "a", "cl" : On melee swings or explosions, show the total damage dealt in 1 display.<br />
cl_damagenotifications : 1 : , "a", "cl" : Show damage notifications, such as crits, headshots etc. 1 = text on your target's position. 2 = text on the HUD.<br />
cl_debuffparticles : 1 : , "a", "user", "cl" : Enable/Disable MAA fart debuff particles.<br />
cl_debufftint : 1 : , "a", "user", "cl" : Enable/Disable debuff tint.<br />
cl_debug_player_perf : 0 : : <br />
cl_debugrumble : 0 : , "a", "cl" : Turn on rumble debugging spew<br />
cl_demoviewoverride : 0 : , "cl" : Override view during demo playback<br />
cl_detail_avoid_force : 0 : , "a", "cl" : force with which to avoid players ( in units, percentage of the width of the detail sprite )<br />
cl_detail_avoid_radius : 0 : , "a", "cl" : radius around detail sprite to avoid players<br />
cl_detail_avoid_recover_speed : 0 : , "a", "cl" : how fast to recover position after avoiding players<br />
cl_detail_max_sway : 0 : , "a", "cl" : Amplitude of the detail prop sway<br />
cl_detail_multiplier : 1 : , "cheat", "cl" : extra details to create<br />
cl_detaildist : 1200 : : Distance at which detail props are no longer visible<br />
cl_detailfade : 400 : : Distance across which detail props fade in<br />
cl_disablehtmlmotd : 0 : , "a", "cl" : Disable HTML motds.<br />
cl_dismemberment_enable : 1 : , "a", "user", "cl" : <br />
cl_dodge_vieweffects : 1 : , "a", "cl" : <br />
cl_downloadfilter : 0 : , "a" : Determines which files can be downloaded from the server (all, none, nosounds, mapsonly)<br />
cl_drawhud : 1 : , "cheat", "cl" : Enable the rendering of the hud<br />
cl_drawleaf : -1 : , "cheat", "cl" : <br />
cl_drawmaterial : 0 : , "cheat", "cl" : Draw a particular material over the frame<br />
cl_drawmonitors : 1 : , "cl" : <br />
cl_drawshadowtexture : 0 : , "cheat", "cl" : <br />
cl_dump_particle_stats : cmd : : dump particle profiling info to particle_profile.csv<br />
cl_ejectbrass : 1 : : <br />
cl_ent_absbox : cmd : : Displays the client's absbox for the entity under the crosshair.<br />
cl_ent_bbox : cmd : : Displays the client's bounding box for the entity under the crosshair.<br />
cl_ent_rbox : cmd : : Displays the client's render box for the entity under the crosshair.<br />
cl_entityreport : 0 : , "cheat" : For debugging, draw entity states to console<br />
cl_entityreport_sorted : 0 : , "cheat" : For debugging, draw entity states to console in sorted order. [0 = disabled, 1 = average, 2 = current, 3 = peak<br />
cl_extrapolate : 1 : , "cheat", "cl" : Enable/disable extrapolation if interpolation history runs out.<br />
cl_extrapolate_amount : 0 : , "cheat", "cl" : Set how many seconds the client will extrapolate entities for.<br />
cl_fastdetailsprites : 1 : , "cheat", "cl" : whether to use new detail sprite system<br />
cl_fasttempentcollision : 5 : , "cl" : <br />
cl_find_ent : cmd : : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring> <br />
cl_find_ent_index : cmd : : Display data for clientside entity matching specified index. Format: cl_find_ent_index <index> <br />
cl_first_person_uses_world_model : 0 : , "a", "cl" : Causes the third person model to be drawn instead of the view model<br />
cl_flushentitypacket : 0 : , "cheat" : For debugging. Force the engine to flush an entity packet.<br />
cl_forwardspeed : 450 : , "sv", "cheat", "rep" : <br />
cl_fpspanel_font : 0 : , "a", "cl" : <br />
cl_freezecam : 1 : , "a", "user", "cl" : <br />
cl_freezecam_auto_screenshot : 0 : , "a", "cl" : Enable/Disable the Death Cam taking screenshots automatically<br />
cl_freezecam_auto_screenshot_quality : 100 : , "a", "cl" : Quality of the screenshots auto-generated by the Death Cam<br />
cl_fullupdate : cmd : : Forces the server to send a full update packet<br />
cl_gib_always : 0 : , "a", "user", "cl" : <br />
cl_gib_insane_multiplier : 10 : , "a", "user", "cl" : Multiplier for insane gibbing (Min 2, Max 50)<br />
cl_gibs_attackable : 0 : , "a", "user", "cl" : Enables/Disables attackable gibs.<br />
cl_gibs_enable : 1 : , "a", "user", "cl" : Enables/Disables gibbing<br />
cl_gibs_insane_enable : 0 : , "a", "user", "cl" : Enables/Disables insane gibbing<br />
cl_gibs_insane_limit : 512 : , "a", "user", "cl" : Limit for number of insane gibs (Min 128, Max 768)<br />
cl_gibsound_enable : 1 : , "a", "user", "cl" : <br />
cl_headbob : 1 : , "a", "cl" : <br />
cl_headicons : 1 : , "a", "cl" : <br />
cl_hitsound : 1 : , "a", "cl" : Plays a sound on hit.<br />
cl_hitsound_filename : 0 : , "a", "cl" : Hit sound filename.<br />
cl_hitsound_pitch : 100 : , "a", "cl" : Hit sound main pitch<br />
cl_hitsound_ranged_only : 0 : , "a", "cl" : Only plays hit sound on ranged hits and explosions, ignores melee swings<br />
cl_hitsound_volume : 1 : , "a", "cl" : Hit sound volume.<br />
cl_hudhint_sound : 1 : , "a", "cl" : Disable hudhint sounds.<br />
cl_hunter_effect_fadein : 0 : , "cheat", "cl" : <br />
cl_hunter_effect_fadeout : 2 : , "cheat", "cl" : <br />
cl_hunter_effect_intensity : 0 : , "cheat", "cl" : <br />
cl_idealpitchscale : 0 : , "a", "cl" : <br />
cl_ignorepackets : 0 : , "cheat" : Force client to ignore packets (for debugging).<br />
cl_interp : 0 : , "user", "cl" : Sets the interpolation amount (bounded on low side by server interp ratio settings).<br />
cl_interp_all : 0 : , "cl" : Disable interpolation list optimizations.<br />
cl_interp_npcs : 0 : , "user", "cl" : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)<br />
cl_interp_ratio : 1 : , "user", "cl" : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).<br />
cl_jiggle_bone_debug : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_debug_pitch_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_debug_yaw_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_framerate_cutoff : 20 : , "cl" : Skip jiggle bone simulation if framerate drops below this value (frames/second)<br />
cl_lagcompensation : 1 : , "user", "cl" : Perform server side lag compensation of weapon firing events.<br />
cl_language : 0 : , "user" : Language (from HKCU\Software\Valve\Steam\Language)<br />
cl_leveloverview : 0 : , "cheat", "cl" : <br />
cl_leveloverviewmarker : 0 : , "cheat", "cl" : <br />
cl_localnetworkbackdoor : 1 : : Enable network optimizations for single player games.<br />
cl_logofile : 0 : , "a" : Spraypoint logo decal.<br />
cl_maxrenderable_dist : 3000 : , "cheat", "cl" : Max distance from the camera at which things will be rendered<br />
cl_meathook_neck_pivot_ingame_fwd : 3 : , "cl" : <br />
cl_meathook_neck_pivot_ingame_up : 7 : , "cl" : <br />
cl_melee_attack_mode : 1 : , "a", "user", "cl" : <br />
cl_melee_block_mode : 1 : , "a", "user", "cl" : <br />
cl_melee_dirselect_lock_view : 0 : , "a", "cl" : <br />
cl_melee_dirselect_sensitivity : 0 : , "a", "cl" : Sensitivity of attack/block direction selection<br />
cl_meleecrosshair : 1 : , "a", "cl" : <br />
cl_meleevieweffects : 1 : , "a", "cl" : <br />
cl_menumodels : 1 : , "a", "cl" : <br />
cl_motionblur : 0 : , "cl" : Draw motion blur<br />
cl_mouseenable : 1 : , "cl" : <br />
cl_mouselook : 1 : , "a", "cl" : Set to 1 to use mouse for look, 0 for keyboard look.<br />
cl_mute_all_comms : 1 : , "a", "cl" : If 1, then all communications from a player will be blocked when that player is muted, including chat messages.<br />
cl_new_blood_effects : 1 : , "a", "cl" : <br />
cl_new_impact_effects : 1 : , "cl" : <br />
cl_new_splash_effects : 1 : , "cl" : <br />
cl_observercrosshair : 1 : , "a", "cl" : <br />
cl_overdraw_test : 0 : , "cheat", "numeric", "cl" : <br />
cl_panelanimation : cmd : : Shows panel animation variables: <panelname | blank for all panels>.<br />
cl_parrot_color : 12 : , "a", "user", "cl" : IDX to Dye for Parrot<br />
cl_particle_batch_mode : 1 : , "cl" : <br />
cl_particle_retire_cost : 0 : , "cheat", "cl" : <br />
cl_particle_show_bbox : 0 : , "cheat", "cl" : <br />
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<br />
cl_particle_stats_start : cmd : : Start or restart particle stats - also dumps to particle_stats.csv<br />
cl_particle_stats_stop : cmd : : Stop particle stats, or snapshot this frame - also dumps to particle_stats.csv<br />
cl_particle_stats_trigger_count : 0 : , "cl" : Dump stats if the particle count exceeds this number.<br />
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 often.<br />
cl_pclass : 0 : , "cheat", "cl" : Dump entity by prediction classname.<br />
cl_pdump : -1 : , "cheat", "cl" : Dump info about this entity to screen.<br />
cl_phys_props_enable : 1 : , "cl" : Disable clientside physics props (must be set before loading a level).<br />
cl_phys_props_max : 300 : , "cl" : Maximum clientside physic props<br />
cl_phys_props_respawndist : 1500 : , "cl" : Minimum distance from the player that a clientside prop must be before it's allowed to respawn.<br />
cl_phys_props_respawnrate : 60 : , "cl" : Time, in seconds, between clientside prop respawns.<br />
cl_phys_timescale : 1 : , "cheat", "cl" : Sets the scale of time for client-side physics (ragdolls)<br />
cl_pitchdown : 89 : , "cheat", "cl" : <br />
cl_pitchspeed : 225 : , "cl" : Client pitch speed.<br />
cl_pitchup : 89 : , "cheat", "cl" : <br />
cl_playback_screenshots : 0 : : Allows the client to playback screenshot and jpeg commands in demos.<br />
cl_player_colorcorrection_fx : 1 : , "a", "cl" : Enable/Disable player color correction effects<br />
cl_playergib_lifetime : 30 : , "a", "cl" : <br />
cl_playerspraydisable : 0 : , "a", "cl" : Disable player sprays.<br />
cl_powderhornblast_advanced_enable : 1 : , "a", "cl" : <br />
cl_precacheinfo : cmd : : Show precache info (client).<br />
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).<br />
cl_pred_track : cmd : : <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.<br />
cl_predict : 1 : , "user", "cl" : Perform client side prediction.<br />
cl_predictionlist : 0 : , "cheat", "cl" : Show which entities are predicting <br />
cl_predictweapons : 1 : , "user", "cl" : Perform client side prediction of weapon effects.<br />
cl_pvk2_announcer : 1 : , "a", "cl" : <br />
cl_pvk2_contexthints : 1 : , "cl" : <br />
cl_pvk2_droppedweapon_lifetime : 30 : , "cl" : <br />
cl_pvk2_dropweapons : 1 : , "cl" : <br />
cl_ragdoll_collide : 0 : , "cl" : <br />
cl_ragdoll_enable : 1 : , "a", "cl" : <br />
cl_ragdoll_lifetime : 60 : , "a", "cl" : <br />
cl_ragdoll_limit : 56 : , "a", "cl" : Limits the amount of ragdolls that can be spawned<br />
cl_reload_localization_files : cmd : : Reloads all localization files<br />
cl_removedecals : cmd : : Remove the decals from the entity under the crosshair.<br />
cl_resend : 6 : : Delay in seconds before the client will resend the 'connect' attempt<br />
cl_richpresence : 1 : , "a", "cl" : Enable Rich Presence.<br />
cl_rumblescale : 1 : , "a", "cl" : Scale sensitivity of rumble effects (0 to 1.0)<br />
cl_screenshot_autotag : 1 : , "a", "cl" : <br />
cl_screenshotname : 0 : : Custom Screenshot name<br />
cl_SetupAllBones : 0 : , "cl" : <br />
cl_shadowtextureoverlaysize : 256 : , "cheat", "cl" : <br />
cl_show_connectionless_packet_warnings : 0 : : Show console messages about ignored connectionless packets on the client.<br />
cl_show_num_particle_systems : 0 : , "cl" : Display the number of active particle systems.<br />
cl_show_splashes : 1 : , "cl" : <br />
cl_showanimstate : -1 : , "cheat", "cl" : Show the (client) animation state for the specified entity (-1 for none).<br />
cl_showanimstate_log : 0 : , "cheat", "cl" : 1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.<br />
cl_showbattery : 0 : , "cl" : Draw current battery level at top of screen when on battery power<br />
cl_ShowBoneSetupEnts : 0 : , "cl" : Show which entities are having their bones setup each frame.<br />
cl_showclantags : 1 : , "a", "user", "cl" : Show clan tags on scoreboard, deathnotices etc.<br />
cl_showdemooverlay : 0 : : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)<br />
cl_showents : cmd : : Dump entity list to console.<br />
cl_showerror : 0 : , "cl" : Show prediction errors, 2 for above plus detailed field deltas.<br />
cl_showevents : 0 : , "cheat" : Print event firing info in the console<br />
cl_showfps : 0 : , "cl" : Draw fps meter at top of screen (1 = fps, 2 = smooth fps)<br />
cl_showhelp : 1 : , "a", "user", "cl" : Set to 0 to not show on-screen help<br />
cl_showhints : 0 : , "a", "user", "cl" : <br />
cl_shownemeses : 1 : , "a", "user", "cl" : Show dominations and revenges. Does not affect scoring.<br />
cl_showpausedimage : 1 : , "cl" : Show the 'Paused' image when game is paused.<br />
cl_showplstatus : 1 : , "a", "cl" : Show player special status<br />
cl_showpluginmessages : 1 : , "a" : Allow plugins to display messages to you<br />
cl_showpos : 0 : , "cl" : Draw current position at top of screen<br />
cl_ShowSunVectors : 0 : , "cl" : <br />
cl_showtextmsg : 1 : , "cl" : Enable/disable text messages printing on the screen.<br />
cl_sidespeed : 450 : , "sv", "cheat", "rep" : <br />
cl_sizeof : cmd : : Determines the size of the specified client class.<br />
cl_smooth : 1 : , "cl" : Smooth view/eye origin after prediction errors<br />
cl_smoothtime : 0 : , "cl" : Smooth client's view after prediction error over this many seconds<br />
cl_software_cursor : 0 : , "a", "cl" : Switches the game to use a larger software cursor instead of the normal OS cursor<br />
cl_soundemitter_flush : cmd : : Flushes the sounds.txt system (client only)<br />
cl_soundfile : 0 : , "a" : Jingle sound file.<br />
cl_soundscape_flush : cmd : : Flushes the client side soundscapes<br />
cl_soundscape_printdebuginfo : cmd : : print soundscapes<br />
cl_spec_mode : 4 : , "a", "user", "server_can_execute", "cl" : spectator mode<br />
cl_special_perks_enable : 0 : , "a", "user", "cl" : <br />
cl_sporeclipdistance : 512 : , "cheat", "cl" : <br />
cl_sprayfile : 0 : , "a", "user", "cl" : Spray filename, use this instead of cl_logofile!<br />
cl_steam_notification_position : 1 : , "a", "cl" : Steam overlay notification position.<br />
cl_stickyprojectiles_enable : 1 : , "a", "cl" : <br />
cl_stickyprojectiles_gib : 1 : , "a", "cl" : <br />
cl_stickyprojectiles_limit : 5 : , "a", "cl" : <br />
cl_stickyprojectiles_ragdoll : 1 : , "a", "cl" : <br />
cl_sun_decay_rate : 0 : , "cheat", "cl" : <br />
cl_targetid_showrelationship : 1 : , "a", "cl" : <br />
cl_team : 0 : , "a", "user", "cl" : Default team when joining a game<br />
cl_thirdperson : 0 : , "a", "user", "cl" : Enables/Disables third person<br />
cl_threaded_bone_setup : 0 : , "cl" : Enable parallel processing of C_BaseAnimating::SetupBones()<br />
cl_threaded_client_leaf_system : 0 : , "cl" : <br />
cl_timeout : 30 : , "a" : After this many seconds without receiving a packet from the server, the client will disconnect itself<br />
cl_updaterate : 66 : , "a", "user" : Number of packets per second of updates you are requesting from the server<br />
cl_upspeed : 320 : , "sv", "cheat", "rep" : <br />
cl_view : cmd : : Set the view entity index.<br />
cl_viewmodel_blood : 1 : , "a", "user", "cl" : Enable/Disable viewmodel blood.<br />
cl_voice_filter : 0 : : Filter voice by name substring<br />
cl_vote_ui_active_after_voting : 1 : , "cl" : <br />
cl_vote_ui_show_notification : 0 : , "cl" : <br />
cl_winddir : 0 : , "cheat", "cl" : Weather effects wind direction angle<br />
cl_windspeed : 0 : , "cheat", "cl" : Weather effects wind speed scalar<br />
cl_workshop_download_maps : 1 : , "a", "cl" : Download maps automatically from Workshop. (Depends on server)<br />
cl_wpn_sway_interp : 0 : , "cl" : <br />
cl_wpn_sway_scale : 1 : , "cheat", "cl" : <br />
cl_yawspeed : 210 : , "cl" : Client yaw speed.<br />
clear : cmd : : Clear all console output.<br />
clear_debug_overlays : cmd : : clears debug overlays<br />
clientport : 27005 : : Host game client port<br />
closecaption : 0 : , "a", "user" : Enable close captioning.<br />
cloth_test_dampingconstant_bd : 0 : , "cl" : <br />
cloth_test_dampingconstant_sh : 0 : , "cl" : <br />
cloth_test_dampingconstant_st : 0 : , "cl" : <br />
cloth_test_dragconstant : 0 : , "cl" : <br />
cloth_test_gravityscale : 0 : , "cl" : <br />
cloth_test_lengthscale_bd : 2 : , "cl" : <br />
cloth_test_lengthscale_sh : 0 : , "cl" : <br />
cloth_test_lengthscale_st : 0 : , "cl" : <br />
cloth_test_mass : 0 : , "cl" : <br />
cloth_test_showbend : 1 : , "cl" : <br />
cloth_test_showdebug : 1 : , "cl" : <br />
cloth_test_showparticles : 0 : , "cl" : <br />
cloth_test_showshear : 1 : , "cl" : <br />
cloth_test_showstruct : 1 : , "cl" : <br />
cloth_test_simtime : -1 : , "cl" : <br />
cloth_test_spawn : cmd : : <br />
cloth_test_springconstant_bd : 10 : , "cl" : <br />
cloth_test_springconstant_sh : 50 : , "cl" : <br />
cloth_test_springconstant_st : 75 : , "cl" : <br />
cloth_test_wind_pitch : 0 : , "cl" : <br />
cloth_test_wind_strength : 0 : , "cl" : <br />
cloth_test_wind_yaw : 90 : , "cl" : <br />
cmd : cmd : : Forward command to server.<br />
collision_shake_amp : 0 : , "sv" : <br />
collision_shake_freq : 0 : , "sv" : <br />
collision_shake_time : 0 : , "sv" : <br />
collision_test : cmd : : Tests collision system<br />
colorcorrectionui : cmd : : Show/hide the color correction tools UI.<br />
+commandermousemove : cmd : : <br />
-commandermousemove : cmd : : <br />
commentary : 0 : , "sv" : Desired commentary mode state.<br />
commentary_available : 0 : , "sv" : Automatically set by the game when a commentary file is available for the current map.<br />
commentary_cvarsnotchanging : cmd : : <br />
commentary_finishnode : cmd : : <br />
commentary_firstrun : 0 : , "a", "cl" : <br />
commentary_showmodelviewer : cmd : : Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name><br />
commentary_testfirstrun : cmd : : <br />
con_drawnotify : 1 : : Disables drawing of notification area (for taking screenshots).<br />
con_enable : 1 : , "a" : Allows the console to be activated.<br />
con_filter_enable : 0 : : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than other text.<br />
con_filter_text : 0 : : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.<br />
con_filter_text_out : 0 : : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.<br />
con_logfile : 0 : : Console output gets written to this file<br />
con_notifytime : 8 : : How long to display recent console text to the upper part of the game window<br />
con_nprint_bgalpha : 50 : : Con_NPrint background alpha.<br />
con_nprint_bgborder : 5 : : Con_NPrint border size.<br />
con_timestamp : 0 : : Prefix console.log entries with timestamps<br />
con_trace : 0 : : Print console text to low level printout.<br />
condump : cmd : : dump the text currently in the console to condumpXX.log<br />
connect : cmd : : Connect to specified server.<br />
contimes : 8 : : Number of console lines to overlay for debugging.<br />
coop : 0 : , "nf" : Cooperative play.<br />
cosmeticsui : cmd : : Cosmetics Display UI<br />
cpu_frequency_monitoring : 0 : : Set CPU frequency monitoring interval in seconds. Zero means disabled.<br />
crash : cmd : : Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only)<br />
create_flashlight : cmd : : <br />
createbotgame : cmd : : Create bot game.<br />
CreateHairball : cmd : : <br />
CreatePredictionError : cmd : : Create a prediction error<br />
credits : cmd : : Show game credits.<br />
creditsdone : cmd : : <br />
crosshair : 1 : , "a", "cl" : <br />
curl_test_print_page : cmd : : <br />
cvarlist : cmd : : Show the list of convars/concommands.<br />
datacachesize : 256 : : Size in MB.<br />
dbganimmodel : 0 : , "cl" : <br />
dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line><br />
dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player<br />
deathmatch : 1 : , "nf" : Running a deathmatch server.<br />
debug_blood_pass_shader : 0 : , "cheat", "cl" : <br />
debug_caltrops_traces : 0 : , "sv", "nf" : If set to 1, lines will be drawn for caltrops swing traces<br />
debug_fur : 0 : : <br />
debug_hint_system : 0 : , "cheat", "cl" : <br />
debug_hintevents : 0 : , "cheat", "cl" : <br />
debug_maa_special : 0 : , "sv" : <br />
debug_materialmodifycontrol : 0 : , "sv" : <br />
debug_materialmodifycontrol_client : 0 : , "cl" : <br />
debug_melee_traces : 0 : , "sv", "nf" : If set to 1, lines will be drawn for melee swing traces<br />
debug_physimpact : 0 : , "sv" : <br />
debug_player_expressions : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_disable : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_mourning : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_querydist : 500 : , "sv", "cheat" : <br />
debug_player_speech_script_expand : cmd : : Utility ConCommand that will take the old player sound scripts and expand the entries so that each wav file has its own sound script entry so that we can generate a scene per wav<br />
debug_prop_dynamic_video : 0 : , "cheat", "cl" : When set to 1 will display frame size, and the UV coords for all BIKs playing on props; Resets to 0 too (Doesn't spam :) )<br />
debug_pvk2_test_balance_new : 0 : , "sv" : <br />
debug_ragdoll_deathtypes : 0 : , "cheat", "cl" : <br />
debug_title_id : 0 : , "cl" : <br />
debug_touchlinks : 0 : , "sv" : Spew touch link activity<br />
debug_trigger_jump : 0 : , "sv", "cheat" : <br />
debugsystemui : cmd : : Show/hide the debug system UI.<br />
decalfrequency : 10 : , "sv", "nf" : <br />
default_fov : 90 : , "cl" : <br />
demo_avellimit : 2000 : : Angular velocity limit before eyes considered snapped for demo playback.<br />
demo_debug : 0 : : Demo debug info.<br />
demo_fastforwardfinalspeed : 20 : : Go this fast when starting to hold FF button.<br />
demo_fastforwardramptime : 5 : : How many seconds it takes to get to full FF speed.<br />
demo_fastforwardstartspeed : 2 : : Go this fast when starting to hold FF button.<br />
demo_fov_override : 0 : , "norecord", "cl" : If nonzero, this value will be used to override FOV during demo playback.<br />
demo_gototick : cmd : : Skips to a tick in demo.<br />
demo_interplimit : 4000 : : How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.<br />
demo_interpolateview : 1 : : Do view interpolation during dem playback.<br />
demo_legacy_rollback : 1 : : Use legacy view interpolation rollback amount in demo playback.<br />
demo_pause : cmd : : Pauses demo playback.<br />
demo_pauseatservertick : 0 : : Pauses demo playback at server tick<br />
demo_quitafterplayback : 0 : : Quits game after demo playback.<br />
demo_recordcommands : 1 : , "cheat" : Record commands typed at console into .dem files.<br />
demo_resume : cmd : : Resumes demo playback.<br />
demo_setendtick : cmd : : Sets end demo playback tick. Set to 0 to disable.<br />
demo_timescale : cmd : : Sets demo replay speed.<br />
demo_togglepause : cmd : : Toggles demo playback.<br />
demolist : cmd : : Print demo sequence list.<br />
demos : cmd : : Demo demo file sequence.<br />
demoui : cmd : : Show/hide the demo player UI.<br />
demoui2 : cmd : : Show/hide the advanced demo player UI (demoui2).<br />
+demoui2 : cmd : : Bring the advanced demo player UI (demoui2) to foreground.<br />
-demoui2 : cmd : : Send the advanced demo player UI (demoui2) to background.<br />
developer : 0 : : Set developer message level<br />
devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist.<br />
devshots_screenshot : cmd : : Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.<br />
differences : cmd : : Show all convars which are not at their default values.<br />
disconnect : cmd : : Disconnect game from server.<br />
dismember : cmd : : Kills the player with dismemberment<br />
disp_dynamic : 0 : : <br />
dispcoll_drawplane : 0 : , "sv" : <br />
displaysoundlist : 0 : , "sv" : <br />
dlight_debug : cmd : : Creates a dlight in front of the player<br />
dm_spawns_add : cmd : : Add DM spawn to your current position<br />
dm_spawns_load : cmd : : Load DM spawns from a file<br />
dm_spawns_remove : cmd : : Remove DM spawn by id<br />
dm_spawns_save : cmd : : Save DM spawns to a file<br />
dm_spawns_show : 0 : , "sv", "cheat", "norecord" : <br />
download_debug : 0 : , "norecord" : <br />
drawcross : cmd : : Draws a cross at the given location Arguments: x y z<br />
drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2<br />
dropallweapons : cmd : : <br />
ds_autodelete : 0 : , "a", "norecord", "cl" : Auto-delete recordings with no associated bookmark.<br />
ds_autorecord : 0 : , "a", "norecord", "cl" : Auto-record demos on map start, will be saved to the directory set in 'ds_dir'.<br />
ds_bookmark_backtrack : 0 : , "a", "norecord", "cl" : By default, how many seconds should the timer go backwards when the bookmark key is pressed<br />
ds_bookmark_goto : cmd : : Go to bookmark tick.<br />
ds_dir : 0 : , "a", "norecord", "cl" : Demos are saved into this directory located in PVK2 game folder. Directory will be created if it doesn't exist.<br />
ds_exportlog : cmd : : Export log of a demo.<br />
ds_fileprefix : 0 : , "a", "norecord", "cl" : File name prefix.<br />
ds_log : 0 : , "a", "norecord", "cl" : Log events such as player chat, kills, round wins and so on. Saved as [demoname].txt in the same folder as demo.<br />
ds_mark : cmd : : Set bookmark to current tick. Usage: ds_mark [name] [secs to backtrack]<br />
ds_playback_controls : 1 : , "a", "norecord", "cl" : Enable demo playback controls.<br />
ds_playback_open_ui : 1 : , "a", "norecord", "cl" : Open demo UI on playback.<br />
ds_playback_open_ui_version : 2 : , "a", "norecord", "cl" : Demo UI version to open. 1: Normal UI. 2: Simple UI.<br />
ds_playdemo : cmd : : This command attempts to load a demo in the dir that is set in 'ds_dir' first, and root second.<br />
ds_record : cmd : : Record a demo using PVK2 Demo Manager.<br />
ds_record_toggle : cmd : : Record a demo using PVK2 Demo Manager. (Toggle version for bind)<br />
ds_sounds : 1 : , "a", "norecord", "cl" : Play a sound on record/stop.<br />
ds_stop : cmd : : Stop a demo using PVK2 Demo Manager.<br />
dsp_automatic : 0 : , "demo" : <br />
dsp_db_min : 80 : , "demo" : <br />
dsp_db_mixdrop : 0 : , "demo" : <br />
dsp_dist_max : 1440 : , "cheat", "demo" : <br />
dsp_dist_min : 0 : , "cheat", "demo" : <br />
dsp_enhance_stereo : 0 : , "a" : <br />
dsp_facingaway : 0 : , "demo" : <br />
dsp_mix_max : 0 : , "demo" : <br />
dsp_mix_min : 0 : , "demo" : <br />
dsp_off : 0 : , "cheat" : <br />
dsp_player : 0 : , "demo", "server_can_execute" : <br />
dsp_reload : cmd : : <br />
dsp_room : 0 : , "demo" : <br />
dsp_slow_cpu : 0 : , "a", "demo" : <br />
dsp_spatial : 40 : , "demo" : <br />
dsp_speaker : 50 : , "demo" : <br />
dsp_vol_2ch : 1 : , "demo" : <br />
dsp_vol_4ch : 0 : , "demo" : <br />
dsp_vol_5ch : 0 : , "demo" : <br />
dsp_volume : 1 : , "a", "demo" : <br />
dsp_water : 14 : , "demo" : <br />
dt_ShowPartialChangeEnts : 0 : : (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).<br />
dt_UsePartialChangeEnts : 1 : : (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.<br />
dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work).<br />
dtwarning : 0 : : Print data table warnings?<br />
dtwatchclass : 0 : : Watch all fields encoded with this table.<br />
dtwatchent : -1 : : Watch this entities data table encoding.<br />
dtwatchvar : 0 : : Watch the named variable.<br />
+duck : cmd : : <br />
-duck : cmd : : <br />
dump_achievement_counters : cmd : : Spew the per-life achievement counters for multiplayer players<br />
dump_entity_sizes : cmd : : Print sizeof(entclass)<br />
dump_globals : cmd : : Dump all global entities/states<br />
dump_panels : cmd : : Dump Panel Tree<br />
dump_x360_cfg : cmd : : Dump X360 config files to disk<br />
dump_x360_saves : cmd : : Dump X360 save games to disk<br />
dumpentityfactories : cmd : : Lists all entity factory names.<br />
dumpeventqueue : cmd : : Dump the contents of the Entity I/O event queue to the console.<br />
dumpgamestringtable : cmd : : Dump the contents of the game string table to the console.<br />
dumplongticks : cmd : : Enables generating minidumps on long ticks.<br />
dumpsavedir : cmd : : List the contents of the save directory in memory<br />
dumpstringtables : cmd : : Print string tables to console.<br />
echo : cmd : : Echo text to console.<br />
editdemo : cmd : : Edit a recorded demo file (.dem ).<br />
emit_fmod : cmd : : Emit FMOD sound<br />
enable_debug_overlays : 1 : , "sv", "cheat" : Enable rendering of debug overlays<br />
endmovie : cmd : : Stop recording movie frames.<br />
engine_no_focus_sleep : 50 : , "a" : <br />
english : 1 : , "user", "cl" : If set to 1, running the english language set of assets.<br />
ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.<br />
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_create <entity name> <param 1 name> <param 1> <param 2 name> <param 2>...<param N name> <param N><br />
ent_debugkeys : 0 : , "sv" : <br />
ent_dump : cmd : : Usage: ent_dump <entity name> <br />
ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay] <br />
ent_info : cmd : : Usage: ent_info <class name> <br />
ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1> <value1> <key2> <value2> ... <keyN> <valueN> <br />
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 messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
ent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity.<br />
ent_name : cmd : : <br />
ent_orient : cmd : : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles><br />
ent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.<br />
ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name} <br />
ent_rotate : cmd : : Rotates an entity by a specified # of degrees<br />
ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.<br />
ent_teleport : cmd : : Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name><br />
ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
envmap : cmd : : <br />
escape : cmd : : Escape key pressed.<br />
exec : cmd : : Execute script file.<br />
exit : cmd : : Exit the engine.<br />
explode : cmd : : Kills the player with explosive damage<br />
explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value><br />
fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.<br />
fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.<br />
fakespecialgroups : cmd : : become a dev!<br />
fast_fogvolume : 0 : : <br />
filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none<br />
filesystem_max_stdio_read : 16 : : <br />
filesystem_native : 1 : : Use native FS or STDIO<br />
filesystem_report_buffered_io : 0 : : <br />
filesystem_unbuffered_io : 1 : : <br />
filesystem_use_overlapped_io : 1 : : <br />
fillspecial : cmd : : Fills the special bar.<br />
find : cmd : : Find concommands with the specified string in their name/help text.<br />
find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring> <br />
find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index <index> <br />
findflags : cmd : : Find concommands by flags.<br />
fire_absorbrate : 3 : , "sv" : <br />
fire_dmgbase : 1 : , "sv" : <br />
fire_dmginterval : 1 : , "sv" : <br />
fire_dmgscale : 0 : , "sv" : <br />
fire_extabsorb : 5 : , "sv" : <br />
fire_extscale : 12 : , "sv" : <br />
fire_growthrate : 1 : , "sv" : <br />
fire_heatscale : 1 : , "sv" : <br />
fire_incomingheatscale : 0 : , "sv" : <br />
fire_maxabsorb : 50 : , "sv" : <br />
firetarget : cmd : : <br />
firstperson : cmd : : Switch to firstperson camera.<br />
fish_debug : 0 : , "cheat", "cl" : Show debug info for fish<br />
fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive.<br />
fixmyshield : cmd : : Repairs your equipped shield<br />
flex_expression : 0 : , "sv" : <br />
flex_looktime : 5 : , "sv" : <br />
flex_maxawaytime : 1 : , "sv" : <br />
flex_maxplayertime : 7 : , "sv" : <br />
flex_minawaytime : 0 : , "sv" : <br />
flex_minplayertime : 5 : , "sv" : <br />
flex_rules : 1 : , "cl" : Allow flex animation rules to run.<br />
flex_smooth : 1 : , "cl" : Applies smoothing/decay curve to flex animation controller changes.<br />
flex_talk : 0 : , "sv" : <br />
flush : cmd : : Flush unlocked cache memory.<br />
flush_locked : cmd : : Flush unlocked and locked cache memory.<br />
fog_color : -1 : , "cheat", "cl" : <br />
fog_colorskybox : -1 : , "cheat", "cl" : <br />
fog_enable : 1 : , "cheat", "cl" : <br />
fog_enable_water_fog : 1 : , "cheat" : <br />
fog_enableskybox : 1 : , "cheat", "cl" : <br />
fog_end : -1 : , "cheat", "cl" : <br />
fog_endskybox : -1 : , "cheat", "cl" : <br />
fog_maxdensity : -1 : , "cheat", "cl" : <br />
fog_maxdensityskybox : -1 : , "cheat", "cl" : <br />
fog_override : 0 : , "cheat", "cl" : <br />
fog_start : -1 : , "cheat", "cl" : <br />
fog_startskybox : -1 : , "cheat", "cl" : <br />
fogui : cmd : : Show/hide fog control UI.<br />
force_centerview : cmd : : <br />
+forward : cmd : : <br />
-forward : cmd : : <br />
fov : cmd : : Change players FOV<br />
fov_desired : 90 : , "a", "user", "cl" : <br />
fov_desired_thirdperson : 90 : , "a", "user", "cl" : <br />
fps_max : 300 : : Frame rate limiter, cannot be set while connected to a server.<br />
free_pass_peek_debug : 0 : , "sv" : <br />
fs_monitor_read_from_pack : 0 : : 0:Off, 1:Any, 2:Sync only<br />
fs_printopenfiles : cmd : : Show all files currently opened by the engine.<br />
fs_report_sync_opens : 0 : : 0:Off, 1:Blocking only, 2:All<br />
fs_warning_level : cmd : : Set the filesystem warning level.<br />
fs_warning_mode : 0 : : 0:Off, 1:Warn main thread, 2:Warn other threads<br />
func_break_max_pieces : 15 : , "a", "sv", "rep" : <br />
func_break_reduction_factor : 0 : , "sv" : <br />
func_breakdmg_bullet : 0 : , "sv" : <br />
func_breakdmg_club : 1 : , "sv" : <br />
func_breakdmg_explosive : 1 : , "sv" : <br />
fx_drawimpactdebris : 1 : , "cl" : Draw impact debris effects.<br />
fx_drawimpactdust : 1 : , "cl" : Draw impact dust effects.<br />
fx_drawmetalspark : 1 : , "cl" : Draw metal spark effects.<br />
g15_dumpplayer : cmd : : Spew player data.<br />
g15_enabled : 0 : , "a", "cl" : Enable/Disable Logitech G-15 Keyboard LCD HUD. Requires g15_reload.<br />
g15_reload : cmd : : Reloads the Logitech G-15 Keyboard configs.<br />
g15_update_msec : 250 : , "a", "cl" : Logitech G-15 Keyboard update interval.<br />
g_debug_angularsensor : 0 : , "sv", "cheat" : <br />
g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds.<br />
g_debug_doors : 0 : , "sv" : <br />
g_debug_npc_vehicle_roles : 0 : , "sv" : <br />
g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" : <br />
g_debug_ragdoll_visualize : 0 : , "cheat", "cl" : <br />
g_debug_trackpather : 0 : , "sv", "cheat" : <br />
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 & associated results during a transition.<br />
g_debug_vehiclebase : 0 : , "sv", "cheat" : <br />
g_debug_vehicledriver : 0 : , "sv", "cheat" : <br />
g_debug_vehicleexit : 0 : , "sv", "cheat" : <br />
g_debug_vehiclesound : 0 : , "sv", "cheat" : <br />
g_Language : 0 : , "sv", "rep" : <br />
g_ragdoll_fadespeed : 600 : , "cl" : <br />
g_ragdoll_important_maxcount : 2 : , "sv", "rep" : <br />
g_ragdoll_lifetime : 5 : , "cl" : <br />
g_ragdoll_lvfadespeed : 100 : , "cl" : <br />
g_ragdoll_maxcount : 8 : , "sv", "rep" : <br />
gamemenucommand : cmd : : Issue game menu command.<br />
gamemenucommand_pvk2 : cmd : : <br />
gameui_activate : cmd : : Shows the game UI<br />
gameui_allowescape : cmd : : Escape key allowed to hide game UI<br />
gameui_allowescapetoshow : cmd : : Escape key allowed to show game UI<br />
gameui_hide : cmd : : Hides the game UI<br />
gameui_hide_dialog : cmd : : asdf<br />
gameui_preventescape : cmd : : Escape key doesn't hide game UI<br />
gameui_preventescapetoshow : cmd : : Escape key doesn't show game UI<br />
gameui_show_dialog : cmd : : Show an arbitrary Dialog.<br />
gameui_xbox : 0 : : <br />
generate_fur_texture : cmd : : Generates a fur map, R Channel is the fur mask, should be transferred to the alpha channel of fur color map<br />
getpos : cmd : : dump position and angles to the console<br />
give : cmd : : Give item to player. Syntax: <item name><br />
givecurrentammo : cmd : : Give a supply of ammo for current weapon.. <br />
gl_amd_occlusion_workaround : 1 : : <br />
gl_clear : 0 : , "cl" : <br />
gl_clear_randomcolor : 0 : , "cheat", "cl" : Clear the back buffer to random colors every frame. Helps spot open seams in geometry.<br />
global_set : cmd : : global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).<br />
glow_outline_effect_enable : 1 : , "a", "cl" : Enable entity outline glow effects.<br />
glow_outline_width : 10 : , "cheat", "cl" : Width of glow outline effect in screen space.<br />
god : cmd : : Toggle. Player becomes invulnerable.<br />
+graph : cmd : : <br />
-graph : cmd : : <br />
grasscluster_cullDist : 4096 : , "cheat", "cl" : <br />
grasscluster_debug : 0 : , "cheat", "cl" : <br />
grasscluster_enable : 1 : , "cheat", "cl" : <br />
grasscluster_enable_flashlightSupport : 0 : , "cheat", "cl" : <br />
grasscluster_enable_morph : -1 : , "cheat", "cl" : <br />
grasscluster_flush : cmd : : <br />
grasscluster_grass_clusterMaxQuads : -1 : , "cheat", "cl" : <br />
grasscluster_grass_height_huge_max : 45 : , "cheat", "cl" : <br />
grasscluster_grass_height_huge_min : 25 : , "cheat", "cl" : <br />
grasscluster_grass_height_med_max : 30 : , "cheat", "cl" : <br />
grasscluster_grass_height_med_min : 15 : , "cheat", "cl" : <br />
grasscluster_grass_height_small_max : 15 : , "cheat", "cl" : <br />
grasscluster_grass_height_small_min : 10 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_delay : 5 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_framelag : 0 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_speed : 1 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_scale : 1 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_exp : 0 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_min : 20 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_multi : 2 : , "cheat", "cl" : <br />
grasscluster_grass_type_huge_oddness : 10 : , "cheat", "cl" : <br />
grasscluster_grass_type_small_oddness : 2 : , "cheat", "cl" : <br />
grasscluster_grass_width_huge_max : 50 : , "cheat", "cl" : <br />
grasscluster_grass_width_huge_min : 30 : , "cheat", "cl" : <br />
grasscluster_grass_width_med_max : 35 : , "cheat", "cl" : <br />
grasscluster_grass_width_med_min : 20 : , "cheat", "cl" : <br />
grasscluster_grass_width_small_max : 20 : , "cheat", "cl" : <br />
grasscluster_grass_width_small_min : 15 : , "cheat", "cl" : <br />
grasscluster_grass_wind_angle : 70 : , "cheat", "cl" : <br />
grasscluster_grass_wind_strength : 1 : , "cheat", "cl" : <br />
grasscluster_LOD_enable : 0 : , "cheat", "cl" : <br />
grasscluster_LOD_objects_per_hint : 1 : , "cheat", "cl" : <br />
grasscluster_LOD_transitionDist : 2048 : , "cheat", "cl" : <br />
grasscluster_objects_per_hint : 8 : , "cheat", "cl" : <br />
grasscluster_preset_density_high : cmd : : <br />
grasscluster_preset_density_low : cmd : : <br />
grasscluster_preset_density_med : cmd : : <br />
grasscluster_preset_height_high : cmd : : <br />
grasscluster_preset_height_low : cmd : : <br />
grasscluster_preset_height_med : cmd : : <br />
grasscluster_preset_height_monstrous : cmd : : <br />
grasscluster_preset_meadow_ultra : cmd : : <br />
grasscluster_sprite_material : 0 : , "cheat", "cl" : <br />
-grenade1 : cmd : : <br />
+grenade1 : cmd : : <br />
-grenade2 : cmd : : <br />
+grenade2 : cmd : : <br />
groundlist : cmd : : Display ground entity list <index><br />
hammer_update_entity : cmd : : Updates the entity's position/angles when in edit mode<br />
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 entities mentioned in any hammer_updateignorelist objects in this map.<br />
hap_damagescale_game : 1 : , "cl" : <br />
hap_HasDevice : 0 : , "user", "cl" : falcon is connected<br />
hap_melee_scale : 0 : , "numeric", "cl" : <br />
hap_noclip_avatar_scale : 0 : , "numeric", "cl" : <br />
hap_ui_vehicles : 0 : , "cl" : <br />
heartbeat : cmd : : Force heartbeat of master servers<br />
help : cmd : : Find help about a convar/concommand.<br />
hideconsole : cmd : : Hide the console.<br />
hidehud : 0 : , "cheat", "cl" : <br />
hidepanel : cmd : : Hides a viewport panel <name><br />
hint_test : cmd : : Test the hint UI<br />
hl2_episodic : 0 : , "sv", "rep" : <br />
host_flush_threshold : 20 : : Memory threshold below which the host should flush caches between server instances<br />
host_framerate : 0 : : Set to lock per-frame time elapse.<br />
host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection<br />
host_map : 0 : : Current map name.<br />
host_profile : 0 : : <br />
host_runofftime : cmd : : Run off some time without rendering/updating sounds <br />
host_showcachemiss : 0 : : Print a debug message when the client or server cache is missed.<br />
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.<br />
host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.<br />
host_speeds : 0 : : Show general system running times.<br />
host_thread_mode : 0 : : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)<br />
host_timer_report : cmd : : Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)<br />
host_timer_spin_ms : 0 : : Use CPU busy-loop for improved timer precision (dedicated only)<br />
host_timescale : 1 : , "rep" : Prescale the clock by this amount.<br />
host_writeconfig : cmd : : Store current settings to config.cfg (or specified .cfg file).<br />
hostip : -1062717440.000 : : Host game server ip<br />
hostname : 0 : : Hostname for server.<br />
hostport : 27015 : : Host game server port<br />
hud_attackdirindicator : 1 : , "a", "cl" : <br />
hud_autoaim_method : 1 : , "cl" : <br />
hud_autoaim_scale_icon : 0 : , "cl" : <br />
hud_autoreloadscript : 0 : , "cl" : Automatically reloads the animation script each time one is ran<br />
hud_centerid : 1 : , "cl" : <br />
hud_chargemeter_circles : 0 : , "a", "cl" : Use circles instead of bars in chargemeter.<br />
hud_chargemeter_circles_alpha : 152 : , "a", "cl" : <br />
hud_chargemeter_circles_width : 96 : , "a", "cl" : <br />
hud_classautokill : 1 : , "a", "cl" : Automatically kill player after choosing a new playerclass.<br />
hud_demotimer_icon_colors : 0 : , "a", "cl" : <br />
hud_demotimer_play_resolution : 2 : , "a", "cl" : <br />
hud_demotimer_play_showtotal : 0 : , "a", "cl" : <br />
hud_demotimer_record_resolution : 1 : , "a", "cl" : <br />
hud_draw_active_reticle : 0 : , "cl" : <br />
hud_draw_fixed_reticle : 0 : , "a", "cl" : <br />
hud_drawhistory_time : 5 : , "cl" : <br />
hud_enemyindicator : 1 : , "a", "cl" : <br />
hud_fastswitch : 1 : , "a", "cl" : <br />
hud_freezecamhide : 0 : , "a", "cl" : Hide the HUD during freeze-cam<br />
hud_gamemodeintro_duration : 5 : , "a", "cl" : <br />
hud_magnetism : 0 : , "cl" : <br />
hud_markers_metric : 1 : , "a", "cl" : <br />
hud_markers_showdistance : 1 : , "a", "cl" : <br />
hud_reloadscheme : cmd : : Reloads hud layout and animation scripts.<br />
hud_reticle_alpha_speed : 700 : , "cl" : <br />
hud_reticle_maxalpha : 255 : , "cl" : <br />
hud_reticle_minalpha : 125 : , "cl" : <br />
hud_reticle_scale : 1 : , "cl" : <br />
hud_saytext_time : 12 : , "cl" : <br />
hud_show_use_display : 1 : , "a", "cl" : <br />
hud_showavatars : 2 : , "a", "cl" : Show avatars for alive players, currently only used for LTS. 1 = avatars only, 2 = avatars with health bars<br />
hud_showdemotimer : 1 : , "a", "cl" : <br />
hud_showgamemodeintro : 1 : , "a", "cl" : <br />
hud_showmarkers : 1 : , "a", "cl" : <br />
hud_showrespawntimers : 1 : , "a", "cl" : <br />
hud_showtargetid : 1 : , "cl" : <br />
hud_showterritorystatus : 1 : , "cl" : <br />
hud_showtimers : 1 : , "a", "cl" : <br />
hud_showtrinkets : 1 : , "cl" : <br />
hud_stackavatars : 1 : , "a", "cl" : Stack avatars?<br />
hud_stackavatars_count : 4 : , "a", "cl" : Stack after this amount of avatars.<br />
hud_style : 3 : , "a", "user", "cl" : <br />
hud_takesshots : 0 : , "a", "cl" : Auto-save a scoreboard screenshot at the end of a map.<br />
hurtme : cmd : : Hurts the player. Arguments: <health to lose><br />
hurtmehealth : cmd : : Hurts the player's health only. Arguments: <health to lose><br />
iamduke : cmd : : Restore all HP & Armor... <br />
impulse : cmd : : <br />
in_usekeyboardsampletime : 1 : , "cl" : Use keyboard sample time smoothing.<br />
incrementvar : cmd : : Increment specified convar value.<br />
invnext : cmd : : <br />
invprev : cmd : : <br />
ip : 0 : : Overrides IP for multihomed hosts<br />
+jlook : cmd : : <br />
-jlook : cmd : : <br />
joy_accel_filter : 0 : , "cl" : <br />
joy_accelmax : 1 : , "a", "cl" : <br />
joy_accelscale : 0 : , "a", "cl" : <br />
joy_active : -1 : : Which of the connected joysticks / gamepads to use (-1 means first found)<br />
joy_advanced : 1 : , "a", "cl" : <br />
joy_advaxisr : 1 : , "a", "cl" : <br />
joy_advaxisu : 3 : , "a", "cl" : <br />
joy_advaxisv : 0 : , "a", "cl" : <br />
joy_advaxisx : 4 : , "a", "cl" : <br />
joy_advaxisy : 2 : , "a", "cl" : <br />
joy_advaxisz : 0 : , "a", "cl" : <br />
joy_autoaimdampen : 0 : , "a", "cl" : How much to scale user stick input when the gun is pointing at a valid target.<br />
joy_autoaimdampenrange : 0 : , "a", "cl" : The stick range where autoaim dampening is applied. 0 = off<br />
joy_autosprint : 0 : , "cl" : Automatically sprint when moving with an analog joystick<br />
joy_axis_deadzone : 0 : , "a" : Dead zone near the zero point to not report movement.<br />
joy_axisbutton_threshold : 0 : , "a" : Analog axis range before a button press is registered.<br />
joy_diagonalpov : 0 : , "a", "cl" : POV manipulator operates on diagonal axes, too.<br />
joy_display_input : 0 : , "a", "cl" : <br />
joy_forwardsensitivity : -1 : , "a", "cl" : <br />
joy_forwardthreshold : 0 : , "a", "cl" : <br />
joy_gamecontroller_config : 0 : , "a" : Game controller mapping (passed to SDL with SDL_HINT_GAMECONTROLLERCONFIG), can also be configured in Steam Big Picture mode.<br />
joy_inverty : 0 : , "a", "cl" : Whether to invert the Y axis of the joystick for looking.<br />
joy_inverty_default : 0 : , "cl" : <br />
joy_lowend : 1 : , "a", "cl" : <br />
joy_lowmap : 1 : , "a", "cl" : <br />
joy_movement_stick : 0 : , "a", "cl" : Which stick controls movement (0 is left stick)<br />
joy_movement_stick_default : 0 : , "cl" : <br />
joy_name : 0 : , "a", "cl" : <br />
joy_pegged : 0 : , "cl" : <br />
joy_pitchsensitivity : 1 : , "a", "cl" : <br />
joy_pitchsensitivity_default : -1 : , "cl" : <br />
joy_pitchthreshold : 0 : , "a", "cl" : <br />
joy_response_look : 0 : , "a", "cl" : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion<br />
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)), 5=two-stage<br />
joy_response_move_vehicle : 6 : , "cl" : <br />
joy_sidesensitivity : 1 : , "a", "cl" : <br />
joy_sidethreshold : 0 : , "a", "cl" : <br />
joy_vehicle_turn_lowend : 0 : , "cl" : <br />
joy_vehicle_turn_lowmap : 0 : , "cl" : <br />
joy_virtual_peg : 0 : , "cl" : <br />
joy_wingmanwarrior_turnhack : 0 : , "a", "cl" : Wingman warrior hack related to turn axes.<br />
joy_xcontroller_cfg_loaded : 0 : , "a", "cl" : If 0, the 360controller.cfg file will be executed on startup & option changes.<br />
joy_yawsensitivity : -1 : , "a", "cl" : <br />
joy_yawsensitivity_default : -1 : , "cl" : <br />
joy_yawthreshold : 0 : , "a", "cl" : <br />
joyadvancedupdate : cmd : : <br />
joystick : 0 : , "a", "cl" : <br />
jpeg : cmd : : Take a jpeg screenshot: jpeg <filename> <quality 1-100>.<br />
jpeg_quality : 90 : : jpeg screenshot quality.<br />
+jump : cmd : : <br />
-jump : cmd : : <br />
kdtree_test : cmd : : Tests spatial partition for entities queries.<br />
key_findbinding : cmd : : Find key bound to specified command string.<br />
key_listboundkeys : cmd : : List bound keys with bindings.<br />
key_updatelayout : cmd : : Updates game keyboard layout to current windows keyboard setting.<br />
+kick : cmd : : <br />
-kick : cmd : : <br />
kick : cmd : : Kick a player by name.<br />
kickall : cmd : : Kicks everybody connected with a message.<br />
kickid : cmd : : Kick a player by userid or uniqueid, with a message.<br />
kill : cmd : : Kills the player with generic damage<br />
killserver : cmd : : Shutdown the server.<br />
killvector : cmd : : Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value><br />
+klook : cmd : : <br />
-klook : cmd : : <br />
lan_override : -1 : , "sv" : <br />
lastinv : cmd : : <br />
leaderboard_print : cmd : : Debug print of leaderboards system<br />
leaderboard_test : cmd : : <br />
+left : cmd : : <br />
-left : cmd : : <br />
light_crosshair : cmd : : Show texture color at crosshair<br />
lightcache_maxmiss : 2 : , "cheat" : <br />
lightprobe : cmd : : Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'materials/lightprobes' .The lightprobe command requires you specify a base file name. <br />
linefile : cmd : : Parses map leak data from .lin file<br />
list_community_groups : cmd : : lists ids of Steam Community groups user is in<br />
listdemo : cmd : : List demo file contents.<br />
listid : cmd : : Lists banned users.<br />
listip : cmd : : List IP addresses on the ban list.<br />
listissues : cmd : : List all the issues that can be voted on.<br />
listmodels : cmd : : List loaded models.<br />
listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs.<br />
load : cmd : : Load a saved game.<br />
loadcommentary : cmd : : <br />
loader_dump_table : cmd : : <br />
loader_spew_info : 0 : : 0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All <br />
loader_spew_info_ex : 0 : : (internal)<br />
localplayer_visionflags : 0 : , "cl" : <br />
lod_TransitionDist : 800 : , "cl" : <br />
log : cmd : : Enables logging to file, console, and udp < on | off >.<br />
log_verbose_enable : 0 : , "sv" : Set to 1 to enable verbose server log on the server.<br />
log_verbose_interval : 3 : , "sv" : Determines the interval (in seconds) for the verbose server log.<br />
logaddress_add : cmd : : Set address and port for remote host <ip:port>.<br />
logaddress_del : cmd : : Remove address and port for remote host <ip:port>.<br />
logaddress_delall : cmd : : Remove all udp addresses being logged to<br />
logaddress_list : cmd : : List all addresses currently being used by logaddress.<br />
+lookdown : cmd : : <br />
-lookdown : cmd : : <br />
lookspring : 0 : , "a", "cl" : <br />
lookstrafe : 0 : , "a", "cl" : <br />
+lookup : cmd : : <br />
-lookup : cmd : : <br />
lservercfgfile : 0 : , "sv" : <br />
lzma_persistent_buffer : 0 : : If set, attempt to keep a persistent buffer for the LZMA decoder dictionary. This avoids re-allocating a ~16-64meg buffer for each operation, at the expensive of keeping extra memory around when it is not in-use.<br />
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) * m_customaccel_scale + sensitivity) 2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. 3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity<br />
m_customaccel_exponent : 1 : , "a", "cl" : Mouse move is raised to this power before being scaled by scale factor.<br />
m_customaccel_max : 0 : , "a", "cl" : Max mouse move scale factor, 0 for no limit<br />
m_customaccel_scale : 0 : , "a", "cl" : Custom mouse acceleration value.<br />
m_filter : 0 : , "a", "cl" : Mouse filtering (set this to 1 to average the mouse over 2 frames).<br />
m_forward : 1 : , "a", "cl" : Mouse forward factor.<br />
m_mouseaccel1 : 0 : , "a", "cl" : Windows mouse acceleration initial threshold (2x movement).<br />
m_mouseaccel2 : 0 : , "a", "cl" : Windows mouse acceleration secondary threshold (4x movement).<br />
m_mousespeed : 1 : , "a", "cl" : Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).<br />
m_pitch : 0 : , "a", "cl" : Mouse pitch factor.<br />
m_rawinput : 0 : , "a", "cl" : Use Raw Input for mouse input.<br />
m_side : 0 : , "a", "cl" : Mouse side factor.<br />
m_yaw : 0 : , "a", "cl" : Mouse yaw factor.<br />
map : cmd : : Start playing on specified map.<br />
map_background : cmd : : Runs a map as the background to the main menu.<br />
map_commentary : cmd : : Start playing, with commentary, on a specified map.<br />
map_edit : cmd : : <br />
map_noareas : 0 : : Disable area to area connection testing.<br />
mapcyclefile : 0 : , "sv" : Name of the .txt file used to cycle the maps on multiplayer servers <br />
maphack_dump_vars : cmd : : Dump MapHack variables to console.<br />
maphack_include : cmd : : Include file by name into existing MapHack.<br />
maphack_load : cmd : : Load MapHack file by name.<br />
maphack_reload : cmd : : Reload current MapHack.<br />
maphack_trigger : cmd : : Trigger a MapHack event.<br />
maps : cmd : : Displays list of maps.<br />
mat_aaquality : 0 : , "a" : <br />
mat_accelerate_adjust_exposure_down : 3 : , "cheat" : <br />
mat_advancedshaders : 1 : , "a" : Enable/Disable Advanced Character Shading Techniques<br />
mat_advancedweaponblood : 1 : , "a", "cl" : Enable/Disable Advanced Weapon Blood Shading Techniques<br />
mat_alphacoverage : 1 : : <br />
mat_antialias : 8 : , "a" : <br />
mat_autoexposure_max : 2 : , "cl" : <br />
mat_autoexposure_min : 0 : , "cl" : <br />
mat_bloom_scalefactor_scalar : 1 : , "cl" : <br />
mat_bloomamount_rate : 0 : , "cheat", "cl" : <br />
mat_bloomscale : 1 : , "cl" : <br />
mat_bufferprimitives : 1 : : <br />
mat_bumpbasis : 0 : , "cheat" : <br />
mat_bumpmap : 1 : : <br />
mat_camerarendertargetoverlaysize : 256 : , "cheat", "cl" : <br />
mat_clipz : 1 : , "cl" : <br />
mat_colcorrection_disableentities : 0 : : Disable map color-correction entities<br />
mat_color_projection : 0 : , "a" : <br />
mat_colorcorrection : 1 : , "a" : <br />
mat_compressedtextures : 1 : : <br />
mat_configcurrent : cmd : : show the current video control panel config for the material system<br />
mat_crosshair : cmd : : Display the name of the material under the crosshair<br />
mat_crosshair_edit : cmd : : open the material under the crosshair in the editor defined by mat_crosshair_edit_editor<br />
mat_crosshair_explorer : cmd : : open the material under the crosshair in explorer and highlight the vmt file<br />
mat_crosshair_printmaterial : cmd : : print the material under the crosshair<br />
mat_crosshair_reloadmaterial : cmd : : reload the material under the crosshair<br />
mat_debug_autoexposure : 0 : , "cheat", "cl" : <br />
mat_debug_bloom : 0 : , "cheat", "cl" : <br />
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<br />
mat_debug_process_halfscreen : 0 : , "cheat", "cl" : <br />
mat_debugalttab : 0 : , "cheat" : <br />
mat_debugdepth : 0 : : <br />
mat_debugdepthmode : 0 : : <br />
mat_debugdepthval : 128 : : <br />
mat_debugdepthvalmax : 256 : : <br />
mat_depthbias_decal : -262144 : , "cheat" : <br />
mat_depthbias_normal : 0 : , "cheat" : <br />
mat_depthbias_shadowmap : 0 : , "cheat" : <br />
mat_diffuse : 1 : , "cheat" : <br />
mat_disable_bloom : 0 : , "cl" : <br />
mat_disable_fancy_blending : 0 : : <br />
mat_disable_lightwarp : 0 : : <br />
mat_disable_ps_patch : 0 : : <br />
mat_disablehwmorph : 0 : : Disables HW morphing for particular mods<br />
mat_drawflat : 0 : , "cheat" : <br />
mat_drawTexture : 0 : , "cl" : Enable debug view texture<br />
mat_drawTextureScale : 1 : , "cl" : Debug view texture scale<br />
mat_drawTitleSafe : 0 : : Enable title safe overlay<br />
mat_drawwater : 1 : , "cheat", "cl" : <br />
mat_dump_rts : 0 : , "cl" : <br />
mat_dxlevel : 95 : : Current DirectX Level. Competitive play requires at least mat_dxlevel 90<br />
mat_dynamic_tonemapping : 1 : , "cheat" : <br />
mat_edit : cmd : : Bring up the material under the crosshair in the editor<br />
mat_enable_vrmode : cmd : : Switches the material system to VR mode (after restart)<br />
mat_envmapsize : 128 : : <br />
mat_envmaptgasize : 32 : : <br />
mat_evict_all : cmd : : Evict all fine mipmaps from the gpu<br />
mat_excludetextures : 0 : , "cheat" : <br />
mat_exposure_center_region_x : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_x_flashlight : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_y : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_y_flashlight : 0 : , "cheat", "cl" : <br />
mat_fastclip : 0 : , "cheat" : <br />
mat_fastnobump : 0 : , "cheat" : <br />
mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.<br />
mat_fillrate : 0 : , "cheat" : <br />
mat_filterlightmaps : 1 : : <br />
mat_filtertextures : 1 : : <br />
mat_force_bloom : 0 : , "cheat", "cl" : <br />
mat_force_ps_patch : 0 : : <br />
mat_force_tonemap_scale : 0 : , "cheat" : <br />
mat_forceaniso : 1 : , "a" : <br />
mat_forcedynamic : 0 : , "cheat" : <br />
mat_forcehardwaresync : 1 : : <br />
mat_frame_sync_enable : 1 : , "cheat" : <br />
mat_frame_sync_force_texture : 0 : , "cheat" : Force frame syncing to lock a managed texture.<br />
mat_framebuffercopyoverlaysize : 256 : , "cl" : <br />
mat_fullbright : 0 : , "cheat" : <br />
mat_hdr_enabled : cmd : : Report if HDR is enabled for debugging<br />
mat_hdr_level : 2 : , "a" : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.<br />
mat_hdr_manual_tonemap_rate : 1 : : <br />
mat_hdr_tonemapscale : 2 : , "cheat" : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.<br />
mat_hdr_uncapexposure : 0 : , "cheat", "cl" : <br />
mat_hsv : 0 : , "cheat", "cl" : <br />
mat_info : cmd : : Shows material system info<br />
mat_leafvis : 0 : , "cheat" : Draw wireframe of current leaf<br />
mat_levelflush : 1 : : <br />
mat_lightmap_pfms : 0 : : Outputs .pfm files containing lightmap data for each lightmap page when a level exits.<br />
mat_loadtextures : 1 : , "cheat" : <br />
mat_luxels : 0 : , "cheat" : <br />
mat_managedtextures : 1 : , "a" : If set, allows Direct3D to manage texture uploading at the cost of extra system memory<br />
mat_max_worldmesh_vertices : 65536 : : <br />
mat_measurefillrate : 0 : , "cheat" : <br />
mat_mipmaptextures : 1 : : <br />
mat_monitorgamma : 1 : , "a" : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)<br />
mat_monitorgamma_tv_enabled : 0 : , "a" : <br />
mat_monitorgamma_tv_exp : 2 : : <br />
mat_monitorgamma_tv_range_max : 255 : : <br />
mat_monitorgamma_tv_range_min : 16 : : <br />
mat_morphstats : 0 : , "cheat" : <br />
mat_motion_blur_enabled : 1 : , "a" : <br />
mat_motion_blur_falling_intensity : 1 : , "cl" : <br />
mat_motion_blur_falling_max : 20 : , "cl" : <br />
mat_motion_blur_falling_min : 10 : , "cl" : <br />
mat_motion_blur_forward_enabled : 0 : , "cl" : <br />
mat_motion_blur_percent_of_screen_max : 4 : : <br />
mat_motion_blur_rotation_intensity : 1 : , "cl" : <br />
mat_motion_blur_strength : 1 : , "cl" : <br />
mat_non_hdr_bloom_scalefactor : 0 : , "cl" : <br />
mat_norendering : 0 : , "cheat" : <br />
mat_normalmaps : 0 : , "cheat" : <br />
mat_normals : 0 : , "cheat" : <br />
mat_phong : 1 : : <br />
mat_picmip : 0 : , "a" : <br />
mat_postprocess_x : 4 : , "cl" : <br />
mat_postprocess_y : 1 : , "cl" : <br />
mat_postprocessing_combine : 1 : , "cl" : Combine bloom, software anti-aliasing and color correction into one post-processing pass<br />
mat_powersavingsmode : 0 : , "a" : Power Savings Mode<br />
mat_proxy : 0 : , "cheat" : <br />
mat_queue_mode : -1 : , "a" : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 2=queued multithreaded<br />
mat_queue_report : 0 : , "a" : Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.<br />
mat_reducefillrate : 0 : : <br />
mat_reduceparticles : 0 : : <br />
mat_reloadallmaterials : cmd : : Reloads all materials<br />
mat_reloadmaterial : cmd : : Reloads a single material<br />
mat_reloadtextures : cmd : : Reloads all textures<br />
mat_remoteshadercompile : 127 : , "cheat" : <br />
mat_report_queue_status : 0 : : <br />
mat_reporthwmorphmemory : cmd : : Reports the amount of size in bytes taken up by hardware morph textures.<br />
mat_reset_rendertargets : cmd : : Resets all the render targets<br />
mat_reversedepth : 0 : , "cheat" : <br />
mat_savechanges : cmd : : saves current video configuration to the registry<br />
mat_setvideomode : cmd : : sets the width, height, windowed state of the material system<br />
mat_shadercount : cmd : : display count of all shaders and reset that count<br />
mat_show_ab_hdr : 0 : : <br />
mat_show_ab_hdr_hudelement : 0 : , "cheat", "cl" : HDR Demo HUD Element toggle.<br />
mat_show_histogram : 0 : , "cl" : <br />
mat_show_texture_memory_usage : 0 : , "cheat", "numeric" : Display the texture memory usage on the HUD.<br />
mat_showcamerarendertarget : 0 : , "cheat", "cl" : <br />
mat_showenvmapmask : 0 : : <br />
mat_showframebuffertexture : 0 : , "cheat", "cl" : <br />
mat_showlightmappage : -1 : , "cl" : <br />
mat_showlowresimage : 0 : , "cheat" : <br />
mat_showmaterials : cmd : : Show materials.<br />
mat_showmaterialsverbose : cmd : : Show materials (verbose version).<br />
mat_showmiplevels : 0 : , "cheat" : color-code miplevels 2: normalmaps, 1: everything else<br />
mat_showtextures : cmd : : Show used textures.<br />
mat_showwatertextures : 0 : , "cheat", "cl" : <br />
mat_slopescaledepthbias_decal : 0 : , "cheat" : <br />
mat_slopescaledepthbias_normal : 0 : , "cheat" : <br />
mat_slopescaledepthbias_shadowmap : 16 : , "cheat" : <br />
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)<br />
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-alias blend strength), (3 - show averaged 'unlike' colour)<br />
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 edges, a higher value will soften fewer)<br />
mat_software_aa_quality : 0 : , "a", "cl" : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)<br />
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 of the effect: (0.0 - off), (1.0 - full)<br />
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.<br />
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 image sharper, higher will make it blurrier)<br />
mat_softwarelighting : 0 : : <br />
mat_softwareskin : 0 : , "cheat" : <br />
mat_specular : 1 : : Enable/Disable specularity for perf testing. Will cause a material reload upon change.<br />
mat_spew_on_texture_size : 0 : : Print warnings about vtf content that isn't of the expected size<br />
mat_spewvertexandpixelshaders : cmd : : Print all vertex and pixel shaders currently loaded to the console<br />
mat_stub : 0 : , "cheat", "cl" : <br />
mat_surfaceid : 0 : , "cheat" : <br />
mat_surfacemat : 0 : , "cheat" : <br />
mat_texture_limit : -1 : , "numeric" : If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.<br />
mat_texture_list : 0 : , "cheat" : For debugging, show a list of used textures per frame<br />
+mat_texture_list : cmd : : <br />
-mat_texture_list : cmd : : <br />
mat_texture_list_all : 0 : , "cheat", "numeric" : If this is nonzero, then the texture list panel will show all currently-loaded textures.<br />
mat_texture_list_content_path : 0 : , "a" : The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently running game dir.<br />
mat_texture_list_txlod : cmd : : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution<br />
mat_texture_list_txlod_sync : cmd : : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files<br />
mat_texture_list_view : 1 : , "cheat", "numeric" : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.<br />
mat_texture_outline_fonts : cmd : : Outline fonts textures.<br />
mat_texture_reload_frame_swap_workaround : 0 : : Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps<br />
mat_texture_save_fonts : cmd : : Save all font textures<br />
mat_texture_tracking : 0 : : <br />
mat_tintalphablendfactordst : 5 : : <br />
mat_tintalphablendfactorsrc : 4 : : <br />
mat_tintalphablendmode : 4 : : <br />
mat_tonemap_algorithm : 1 : , "cheat" : 0 = Original Algorithm 1 = New Algorithm<br />
mat_tonemap_min_avglum : 3 : , "cheat", "cl" : <br />
mat_tonemap_percent_bright_pixels : 2 : , "cheat", "cl" : <br />
mat_tonemap_percent_target : 60 : , "cheat", "cl" : <br />
mat_tonemapping_occlusion_use_stencil : 0 : : <br />
mat_trilinear : 1 : : <br />
mat_use_compressed_hdr_textures : 1 : : <br />
mat_viewportscale : 1 : , "a", "cl" : Scale down the main viewport (to reduce GPU impact on CPU profiling)<br />
mat_viewportupscale : 1 : , "a", "cl" : Scale the viewport back up<br />
mat_visualize_dof : 0 : , "cheat" : <br />
mat_vrmode_adapter : -1 : : <br />
mat_vsync : 0 : : Force sync to vertical retrace<br />
mat_wateroverlaysize : 256 : , "cl" : <br />
mat_wireframe : 0 : , "cheat" : <br />
mat_yuv : 0 : , "cheat", "cl" : <br />
matchmakingport : 27025 : : Host Matchmaking port<br />
maxplayers : cmd : : Change the maximum number of players allowed on this server.<br />
maxplayers_extended : 0 : , "sv" : Extends max player limit to 33. Please note that going over the recommended value (24) can cause significant performance issues.<br />
mem_compact : cmd : : <br />
mem_dump : cmd : : Dump memory stats to text file.<br />
mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) <br />
mem_dumpvballocs : cmd : : Dump VB memory allocation stats.<br />
mem_eat : cmd : : <br />
mem_force_flush : 0 : , "cheat" : Force cache flush of unlocked resources on every alloc<br />
mem_max_heapsize : 256 : : Maximum amount of memory to dedicate to engine hunk and datacache (in mb)<br />
mem_max_heapsize_dedicated : 64 : : Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)<br />
mem_min_heapsize : 48 : : Minimum amount of memory to dedicate to engine hunk and datacache (in mb)<br />
mem_periodicdumps : 0 : : Write periodic memstats dumps every n seconds.<br />
mem_test : cmd : : <br />
mem_test_each_frame : 0 : : Run heap check at end of every frame <br />
mem_test_every_n_seconds : 0 : : Run heap check at a specified interval <br />
mem_vcollide : cmd : : Dumps the memory used by vcollides<br />
memory : cmd : : Print memory stats.<br />
memory_diff : cmd : : show memory stats relative to snapshot<br />
memory_list : cmd : : dump memory list (linux only)<br />
memory_mark : cmd : : snapshot current allocation status<br />
memory_status : cmd : : show memory stats (linux only)<br />
minisave : cmd : : Saves game (for current level only!)<br />
mission_list : cmd : : List all available tactical missions<br />
mission_show : cmd : : Show the given mission<br />
mm_add_item : cmd : : Add a stats item<br />
mm_add_player : cmd : : Add a player<br />
mm_max_spectators : 4 : : Max players allowed on the spectator team<br />
mm_message : cmd : : Send a message to all remote clients<br />
mm_minplayers : 2 : : Number of players required to start an unranked game<br />
mm_select_session : cmd : : Select a session<br />
mm_session_info : cmd : : Dump session information<br />
mm_stats : cmd : : <br />
mod_forcedata : 1 : : Forces all model file data into cache on model load.<br />
mod_forcetouchdata : 1 : : Forces all model file data into cache on model load.<br />
mod_load_anims_async : 0 : : <br />
mod_load_fakestall : 0 : : Forces all ANI file loading to stall for specified ms <br />
mod_load_mesh_async : 0 : : <br />
mod_load_showstall : 0 : : 1 - show hitches , 2 - show stalls<br />
mod_load_vcollide_async : 0 : : <br />
mod_lock_mdls_on_load : 0 : : <br />
mod_offline_hdr_switch : 0 : : Re-order the HDR/LDR mode switch to do most of the material system reloading with the device offline. This reduces unnecessary device resource uploads and may drastically reduce load time and memory pressure on certain drivers, but may trigger bugs in some very old source engine pathways.<br />
mod_test_mesh_not_available : 0 : , "cheat" : <br />
mod_test_not_available : 0 : , "cheat" : <br />
mod_test_verts_not_available : 0 : , "cheat" : <br />
mod_touchalldata : 1 : : Touch model data during level startup<br />
mod_trace_load : 0 : : <br />
model_list : cmd : : Dump model list to file<br />
motdfile : 0 : , "sv" : The MOTD file to load.<br />
motdfile_text : 0 : , "sv" : The text-only MOTD file to use for clients that have disabled HTML MOTDs.<br />
+movedown : cmd : : <br />
-movedown : cmd : : <br />
+moveleft : cmd : : <br />
-moveleft : cmd : : <br />
moveplayer : cmd : : Forces a player to change team. Format: moveplayer <userid> <team><br />
moveplayerid : cmd : : Forces a player to change team. Format: moveplayer <userid> <team><br />
+moveright : cmd : : <br />
-moveright : cmd : : <br />
+moveup : cmd : : <br />
-moveup : cmd : : <br />
movie_fixwave : cmd : : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.<br />
mp_afkprotector_chestdroptime : 20 : , "sv", "nf", "rep" : AFK chest carriers drop the chest after this many seconds of idling<br />
mp_afkprotector_dealmethod : 1 : , "sv", "nf", "rep" : 0 = Do nothing, 1 = Move to spectator, 2 = Kick from the server, 3 = Move to spectator, but kick if they still AFK.<br />
mp_afkprotector_kickadmins : 0 : , "sv", "nf", "rep" : Admins lose their immunity to AFK kicks.<br />
mp_afkprotector_kickspecs : 0 : , "sv", "nf", "rep" : Always kick inactive spectators. Set to 2 to kick unassigned players as well.<br />
mp_afkprotector_time : 90 : , "sv", "nf", "rep" : Deal with AFK players after this many seconds of idling, see mp_afkprotector_dealmethod for dealing methods.<br />
mp_afkprotector_trinketdroptime : 20 : , "sv", "nf", "rep" : AFK trinket carriers drop the trinket after this many seconds of idling<br />
mp_allow_custom_balance : 0 : , "sv", "nf", "rep" : Allow custom weapon/class scripts, reload map to take effect. NOTE: This will flag your server as 'modded'!<br />
mp_allowNPCs : 1 : , "sv", "nf" : <br />
mp_allowrespawntime : 5 : , "sv", "nf", "rep" : Time in seconds from the round start that players joining may spawn in, or players who die may respawn.<br />
mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not<br />
mp_assist_dmg_threshold : 10 : , "sv", "nf", "rep" : Minimum Damage to be considered an assister<br />
mp_assist_lifetime : 5 : , "sv", "nf", "rep" : How long assist status remains on player after damage dealt, set to -1 for no lifetime<br />
mp_attackdirindicator : 1 : , "sv", "nf", "rep" : Allow the use of attack dir indicator.<br />
mp_autocrosshair : 1 : , "sv", "nf" : <br />
mp_autoteambalance : 1 : , "sv", "nf", "rep" : Forced team balancing<br />
mp_blunderbuss_bulletdrop : 250 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet drop<br />
mp_blunderbuss_bulletspeed : 3500 : , "sv", "cheat", "nf", "rep" : Blunderbuss bullet speed<br />
mp_button_dist : 70 : , "sv", "nf", "rep" : <br />
mp_chattime : 10 : , "sv", "rep" : amount of time players can chat after the game is over<br />
mp_clan_ready_signal : 0 : , "sv" : Text that team leader from each team must speak for the match to begin<br />
mp_clan_readyrestart : 0 : , "sv" : If non-zero, game will restart once someone from each team gives the ready signal<br />
mp_classlimit : 0 : , "sv", "nf", "rep" : Enable class limit, use mp_classlimit_* cvars to set limits.<br />
mp_classlimit_archer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_assassin : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_berserker : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_bondi : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_buccaneer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_captain : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_ealer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_gestir : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_heavyknight : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_huscarl : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_manatarms : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_sharpshooter : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_skirmisher : -1 : , "sv", "nf", "rep" : <br />
mp_ctf_capturelimit : 5 : , "sv", "nf", "rep" : How many flag captures needed in CTF to win the game if using capture limit<br />
mp_ctf_flagreturntime : 15 : , "sv", "nf", "rep" : How long before the flag returns to your base<br />
mp_ctf_timelimit : 10 : , "sv", "nf", "rep" : Time limit (in minutes) to CTF matches if using time limit<br />
mp_ctf_wincondition : 0 : , "sv", "nf", "rep" : Win condition for CTF 0 = Capture Limit 1 = Time Limit<br />
mp_decals : 200 : , "a" : <br />
mp_defaultteam : 0 : , "sv" : <br />
mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked<br />
mp_disable_respawn_times : 0 : , "sv", "nf", "rep" : Disable respawn times<br />
mp_disabledteam : 0 : , "sv", "nf", "rep" : Team that is disabled<br />
mp_disablepickups : 0 : , "sv", "nf", "rep" : Disables item pickups.<br />
mp_disablespecial : 0 : , "sv", "nf", "rep" : Disables player specials.<br />
mp_dm_force : 0 : , "sv", "nf", "rep" : Forces deathmatch rules on all maps. Change takes effect on map reload.<br />
mp_dm_oldrules : 0 : , "sv", "nf", "rep" : Use old gamerules for (t)dm instead of the new round based rules.<br />
mp_dm_spawnsound : 0 : , "sv", "nf", "rep" : Plays a sound when player spawns.<br />
mp_dodge_cooldown_minspeed : 120 : , "sv", "nf", "rep" : <br />
mp_dodge_duration : 1 : , "sv", "nf", "rep" : <br />
mp_dodge_easing_mode : 4 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_boost_time : 0 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_multiplier_min : 0 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_multiplier_peak : 2 : , "sv", "nf", "rep" : <br />
mp_door_blocked_react_dist : 350 : , "sv", "nf", "rep" : How far away should we consider a door to be in blocking range<br />
mp_door_dist : 100 : , "sv", "nf", "rep" : <br />
mp_endgame : cmd : : Usage: mp_endgame [winner team number]<br />
mp_endround : cmd : : Usage: mp_endround [winner team number] [runner-up] [loser]. If no runnerup/loser params are set losers are tied.<br />
mp_facefronttime : 3 : , "sv", "rep" : After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.<br />
mp_fadetoblack : 0 : , "sv", "nf", "rep" : fade a player's screen to black when he dies<br />
mp_falldamage : 1 : , "sv", "nf" : <br />
mp_fastchestrespawn_enabled : 1 : , "sv", "nf", "rep" : Enabled/Disable fast chest respawn if chest is carried for less than 5 seconds.<br />
mp_feetyawrate : 720 : , "sv", "rep" : How many degrees per second that we can turn our feet or upper body.<br />
mp_ff_affects_kick_attack : 1 : , "sv", "nf", "rep" : Can players kick their teammates when FF is on?<br />
mp_ff_autokick : 1 : , "sv", "nf", "rep" : Auto-kick team killers.<br />
mp_ff_autokick_banminutes : 30 : , "sv", "nf", "rep" : Ban length in minutes. Set 0 for kick only.<br />
mp_ff_autokick_limit : 5 : , "sv", "nf", "rep" : Auto-kick after this amount of TKs.<br />
mp_ff_damagescale : 0 : , "sv", "nf", "rep" : FF damage gets scaled by this value.<br />
mp_ff_message : 1 : , "sv", "nf", "rep" : Shows message to a player when their teammate hurts a friend.<br />
mp_filterdeadchat : 0 : , "sv", "nf", "rep" : Should dead player's chat be visible to player's alive<br />
mp_flashlight : 0 : , "sv", "nf" : <br />
mp_flintlock_bulletdrop : 250 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet drop<br />
mp_flintlock_bulletspeed : 4500 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet speed<br />
mp_footsteps : 1 : , "sv", "nf" : <br />
mp_forcecamera : 1 : , "sv", "rep" : Restricts spectator modes for dead players<br />
mp_forcerespawn : 1 : , "sv", "nf" : <br />
mp_fraglimit : 0 : , "sv", "nf", "rep" : The number of kills at which the map ends<br />
mp_freezecam : 1 : , "sv", "nf", "rep" : Enables/Disables death cam to freeze on killer when a player dies<br />
mp_friendlyfire : 0 : , "sv", "nf", "rep" : Allows team members to injure other members of their team<br />
mp_gamemodeintro : 1 : , "sv", "nf", "rep" : Show game mode intros for players at round start<br />
mp_harpoon_maxrange : 320 : , "sv", "nf", "rep" : Harpoon range in Source units.<br />
mp_harpoon_pullspeed : 25 : , "sv", "nf", "rep" : <br />
mp_headicons : 1 : , "sv", "nf", "rep" : Show player head icons such as voice/text chat and nemesis. Disabling this ignores client option.<br />
mp_hittraces_per_tick : 2 : , "sv", "nf", "rep" : Number of hit traces per simulation tick.<br />
mp_ik : 1 : , "sv", "rep" : Use IK on in-place turns.<br />
mp_infinite_ammo : 0 : , "sv", "cheat", "nf", "rep" : Infinite ammo<br />
mp_initialwait_freeze : 0 : , "sv", "nf", "rep" : Should the players be frozen when the game is about to start<br />
mp_initialwait_freeze_duration : 4 : , "sv", "nf", "rep" : How long in seconds the players are frozen on game start<br />
mp_initialwaittime : 30 : , "sv", "nf", "rep" : How long to wait for people who are still loading before starting the real round<br />
mp_kick_berserk_dmgmulti : 2 : , "sv", "cheat", "nf", "rep" : Kick damage gets multiplied by this value while berserking.<br />
mp_kick_delay : 2 : , "sv", "cheat", "nf", "rep" : Delay between kicks.<br />
mp_kick_dmg : 3 : , "sv", "cheat", "nf", "rep" : Kick damage.<br />
mp_kick_movementstop : 1 : , "sv", "cheat", "nf", "rep" : Enable/Disable kick movement stop.<br />
mp_kick_physics_maxmass : 200 : , "sv", "cheat", "nf", "rep" : Max object mass that can be kicked.<br />
mp_kick_physics_push : 400 : , "sv", "cheat", "nf", "rep" : Kick physics push.<br />
mp_kick_player_push : 300 : , "sv", "cheat", "nf", "rep" : Kick player push.<br />
mp_killdelay : 5 : , "a", "sv" : <br />
mp_limitteams : 1 : , "sv", "nf", "rep" : Max. allowed diference between team player counts<br />
mp_lts_adjustroundtimer : 1 : , "sv", "nf", "rep" : Should the round timer be adjusted by player count?<br />
mp_lts_alivecheck_method : 0 : , "sv", "nf", "rep" : 0 = Check every second (classic default) 1 = Check on player death<br />
mp_lts_allowdraws : 1 : , "sv", "nf", "rep" : Allow round draws. If not, when time limit is hit during sudden death, the win goes to team with more HP<br />
mp_lts_override_sdtime : 0 : , "sv", "nf", "rep" : Always override sudden death time by the value of 'mp_suddendeathtime', ignores map settings<br />
mp_lts_roundend_delay : 1 : , "sv", "nf", "rep" : When a team wins, how long should it take for round end screen to appear<br />
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<br />
mp_matchbased : 0 : , "sv", "nf", "rep" : Should the time/round limited games be considered as matches<br />
mp_maxsprinttime : 0 : , "sv", "rep" : <br />
mp_meleedamagecalc : 1 : , "sv", "nf", "rep" : Type of melee damage calculation. 0 - default 2.2 style, 1 - first hit does most damage<br />
mp_meleedamagemultiplier : 1 : , "sv", "nf", "rep" : Melee damage multiplier<br />
mp_meleerangeboost : 0 : , "sv", "nf", "rep" : Increases the range of all melee weapons by this amount (see also mp_meleerangescale)<br />
mp_meleerangescale : 1 : , "sv", "nf", "rep" : Scales the range of all melee weapons by this amount (scale is applied first, then boost)<br />
mp_meleesubsequenthitdmg : 0 : , "sv", "nf", "rep" : If mp_meleedamagecalc is 1, subsequent hits do the previous hit's damage multiplied by this amount<br />
mp_meleetracehullsize : 3 : , "sv", "nf", "rep" : Melee hit trace hull size (smaller value = harder to hit)<br />
mp_moveduringsuicide : 0 : , "sv", "nf", "rep" : Determines whether players can move during sucidie.<br />
mp_nemesis : 1 : , "sv", "nf", "rep" : Enable dominations and revenges.<br />
mp_nemesis_assistscount : 1 : , "sv", "nf", "rep" : Should assists count as 'kills' for nemesis status?<br />
mp_nemesis_kills : 4 : , "sv", "nf", "rep" : How many kills are required for nemesis status.<br />
mp_overtime_dm : 120 : , "sv", "nf", "rep" : If non-zero, overtime will be used if there's a draw, in seconds.<br />
mp_pausegame : cmd : : Pauses the game on next round start<br />
mp_player_pushaway_max_force : 200 : , "sv", "rep", "server_can_execute" : <br />
mp_player_pushaway_min_force : 20 : , "sv", "rep", "server_can_execute" : <br />
mp_playercollisionbounds : 24 : , "sv", "nf", "rep" : <br />
mp_preventchestpickup : 1 : , "sv", "nf", "rep" : If set to 0, players are allowed to pickup chests inside their own zone<br />
mp_projectile_use_hitboxes : 0 : , "sv", "nf", "rep" : Use hitboxes for projectile hit calculation.<br />
mp_randomclass : 0 : , "a", "sv" : <br />
mp_randsuddendeath : 0 : , "sv", "nf", "rep" : Pecrent chance sudden death will occur right at the start of the round. (Time for round will still be as usual)<br />
mp_respawntime : 5 : , "sv", "nf", "rep" : Respawn time in seconds<br />
mp_respawntime_waves : 10 : , "sv", "nf", "rep" : Respawn time in seconds<br />
mp_respawnwaves_minwait : 5 : , "sv", "nf", "rep" : Minimum respawn time<br />
mp_restartgame : 0 : , "sv", "rep" : If non-zero, game will restart in the specified number of seconds<br />
mp_restartgame_immediate : 0 : , "sv", "rep" : If non-zero, game will restart immediately<br />
mp_restartround : 0 : , "sv", "rep" : Restart round in X seconds<br />
mp_restartround_immediate : 0 : , "sv", "rep" : If non-zero, round will restart immediately<br />
mp_roundlimit : 3 : , "sv", "nf", "rep" : Round limit in number of rounds<br />
mp_roundlimit_clinch : 0 : , "sv", "nf", "rep" : Team can clinch the match when other teams have no way to catch up in round wins.<br />
mp_roundtime : 3 : , "sv", "nf", "rep" : round duration in minutes<br />
mp_roundtime_dm : 0 : , "sv", "nf", "rep" : If non-zero, this will be a round timer for DM rounds, otherwise map time limit is used.<br />
mp_roundtimer_lastteamstanding : 45 : , "sv", "nf", "rep" : Round time for Last Team Standing gamemode<br />
mp_ruleset : 0 : , "sv", "nf", "rep" : Which ruleset should be used.<br />
mp_show_silver_medals : 1 : , "sv", "nf", "rep" : Should team silver medals be shown in the scoreboard?<br />
mp_show_voice_icons : 1 : , "sv", "rep" : Show overhead player voice icons when players are speaking. <br />
mp_shuffleplayers : cmd : : Shuffles players in the server between the three teams equally<br />
mp_sprintdefaultrechargerate : 0 : , "sv", "rep" : <br />
mp_sprintexhaustedrechargerate : 0 : , "sv", "rep" : <br />
mp_sprintrechargedelay : 2 : , "sv", "rep" : <br />
mp_sprintspeedmultiplier : 1 : , "sv" : <br />
mp_ssrifle_specialmin : 0 : , "sv", "cheat", "nf", "rep" : Minimum throw strength fraction<br />
mp_suddendeathtime : 45 : , "sv", "nf", "rep" : Time in seconds that Sudden Death Mode will last<br />
mp_suicide_interval : 5 : , "a", "sv" : Time to wait before player can suicide again<br />
mp_teamlist : 0 : , "sv", "nf" : <br />
mp_teamoverride : 1 : , "sv" : <br />
mp_teamplay : 0 : , "sv", "nf" : <br />
mp_teamswitch_delay : 5 : , "sv" : <br />
mp_territorycapdeteriorate : 60 : , "sv", "nf", "rep" : Time in seconds it takes for a capture to fully deteriorate.<br />
mp_territorywindelay : 30 : , "sv", "nf", "rep" : Win delay after all territories have been captured by the same team.<br />
mp_thirdperson : 1 : , "sv", "nf", "rep" : Allow players to use thirdperson mode.<br />
mp_timelimit : 20 : , "sv", "nf", "rep" : game time per map in minutes<br />
mp_timelimit_waitroundend : 1 : , "sv", "nf", "rep" : Wait for the end of round before changing map<br />
mp_trinketdeath_scoregrace : 10 : , "sv", "nf", "rep" : When a trinket carrier dies that trinket when picked up cannot cause carrier death related gamemode scoring till this time has passed.<br />
mp_trinketreset : 20 : , "sv", "nf", "rep" : How long it takes for a dropped trinket to be despawned<br />
mp_trinketrespawn : 30 : , "sv", "nf", "rep" : How long it takes a lost trinket to respawn to a player on that team<br />
mp_trinketwars_killmultiplier : 1 : , "sv", "nf", "rep" : The number of kills required to win the game is the total number of players multiplied by this value.<br />
mp_trinketwars_maxkills : 32 : , "sv", "nf", "rep" : Don't allow the number of kills required to win the game to be more than this value.<br />
mp_trinketwars_minkills : 4 : , "sv", "nf", "rep" : Don't allow the number of kills required to win the game to be less than this value.<br />
mp_unpausegame : cmd : : Resume the game<br />
mp_usehwmmodels : 0 : , "cl" : Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)<br />
mp_usehwmvcds : 0 : , "cl" : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)<br />
mp_waitingforplayers_cancel : 0 : , "sv" : Set to 1 to end the WaitingForPlayers period.<br />
mp_waitingforplayers_restart : 0 : , "sv" : Set to 1 to start or restart the WaitingForPlayers period.<br />
mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds<br />
mp_weaponstay : 0 : , "sv", "nf" : <br />
mp_winlimit : 0 : , "sv", "nf", "rep" : Win limit in number of rounds<br />
multvar : cmd : : Multiply specified convar value.<br />
muzzleflash_light : 1 : , "a", "cl" : <br />
name : 0 : , "a", "user", "print", "server_can_execute" : Current user name<br />
name_parrot : 0 : , "a", "user", "print", "cl" : <br />
namelockid : cmd : : Prevent name changes for this userID.<br />
nav_add_to_selected_set : cmd : : Add current area to the selected set.<br />
nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set.<br />
nav_analyze : cmd : : Re-analyze the current Navigation Mesh and save it to disk.<br />
nav_area_bgcolor : 0 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing.<br />
nav_area_max_size : 50 : , "sv", "cheat" : Max area size created in nav generation<br />
nav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system.<br />
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 issue a 'nav_end_area' command.<br />
nav_begin_deselecting : cmd : : Start continuously removing from the selected set.<br />
nav_begin_drag_deselecting : cmd : : Start dragging a selection area.<br />
nav_begin_drag_selecting : cmd : : Start dragging a selection area.<br />
nav_begin_selecting : cmd : : Start continuously adding to the selected set.<br />
nav_begin_shift_xy : cmd : : Begin shifting the Selected Set.<br />
nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor.<br />
nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/out-of-date navigation files.<br />
nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area.<br />
nav_check_stairs : cmd : : Update the nav mesh STAIRS attribute<br />
nav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areas<br />
nav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set.<br />
nav_clear_selected_set : cmd : : Clear the selected set.<br />
nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions.<br />
nav_compress_id : cmd : : Re-orders area and ladder ID's so they are continuous.<br />
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 ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.<br />
nav_coplanar_slope_limit : 0 : , "sv", "cheat" : <br />
nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" : <br />
nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners.<br />
nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.<br />
nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground.<br />
nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.<br />
nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners.<br />
nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feet<br />
nav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand.<br />
nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.<br />
nav_debug_blocked : 0 : , "sv", "cheat" : <br />
nav_delete : cmd : : Deletes the currently highlighted Area.<br />
nav_delete_marked : cmd : : Deletes the currently marked Area (if any).<br />
nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.<br />
nav_disconnect_outgoing_oneways : cmd : : For each area in the selected set, disconnect all outgoing one-way connections.<br />
nav_displacement_test : 10000 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for in-development maps)<br />
nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.<br />
nav_drag_selection_volume_zmax_offset : 32 : , "sv", "rep" : The offset of the nav drag volume top from center<br />
nav_drag_selection_volume_zmin_offset : 32 : , "sv", "rep" : The offset of the nav drag volume bottom from center<br />
nav_draw_limit : 50 : , "sv", "cheat" : The maximum number of areas to draw in edit mode<br />
nav_dump_selected_set_positions : cmd : : Write the (x,y,z) coordinates of the centers of all selected nav areas to a file.<br />
nav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.<br />
nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it.<br />
nav_end_deselecting : cmd : : Stop continuously removing from the selected set.<br />
nav_end_drag_deselecting : cmd : : Stop dragging a selection area.<br />
nav_end_drag_selecting : cmd : : Stop dragging a selection area.<br />
nav_end_selecting : cmd : : Stop continuously adding to the selected set.<br />
nav_end_shift_xy : cmd : : Finish shifting the Selected Set.<br />
nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.<br />
nav_gen_cliffs_approx : cmd : : Mark cliff areas, post-processing approximation<br />
nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.<br />
nav_generate_fencetops : 1 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle tops<br />
nav_generate_fixup_jump_areas : 0 : , "sv", "cheat" : Convert obsolete jump areas into 2-way connections<br />
nav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk.<br />
nav_generate_incremental_range : 2000 : , "sv", "cheat" : <br />
nav_generate_incremental_tolerance : 0 : , "sv", "cheat" : Z tolerance for adding new nav areas.<br />
nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.<br />
nav_ladder_flip : cmd : : Flips the selected ladder's direction.<br />
nav_load : cmd : : Loads the Navigation Mesh for the current map.<br />
nav_lower_drag_volume_max : cmd : : Lower the top of the drag select volume.<br />
nav_lower_drag_volume_min : cmd : : Lower the bottom of the drag select volume.<br />
nav_make_sniper_spots : cmd : : Chops the marked area into disconnected sub-areas suitable for sniper spots.<br />
nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.<br />
nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set.<br />
nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.<br />
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 a Navigation Mesh.<br />
nav_max_view_distance : 6000 : , "sv", "cheat" : Maximum range for precomputed nav mesh visibility (0 = default 1500 units)<br />
nav_max_vis_delta_list_length : 64 : , "sv", "cheat" : <br />
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 command.<br />
nav_merge_mesh : cmd : : Merges a saved selected set into the current mesh.<br />
nav_no_hostages : cmd : : Toggles the 'hostages cannot use this area' flag used by the AI system.<br />
nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.<br />
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-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.<br />
nav_place_list : cmd : : Lists all place names used in the map.<br />
nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.<br />
nav_place_replace : cmd : : Replaces all instances of the first place with the second place.<br />
nav_place_set : cmd : : Sets the Place of all selected areas to the current Place.<br />
nav_potentially_visible_dot_tolerance : 0 : , "sv", "cheat" : <br />
nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.<br />
nav_quicksave : 1 : , "sv", "cheat" : Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.<br />
nav_raise_drag_volume_max : cmd : : Raise the top of the drag select volume.<br />
nav_raise_drag_volume_min : cmd : : Raise the bottom of the drag select volume.<br />
nav_recall_selected_set : cmd : : Re-selects the stored selected set.<br />
nav_remove_from_selected_set : cmd : : Remove current area from the selected set.<br />
nav_remove_jump_areas : cmd : : Removes legacy jump areas, replacing them with connections.<br />
nav_run : cmd : : Toggles the 'traverse this area by running' flag used by the AI system.<br />
nav_save : cmd : : Saves the current Navigation Mesh to disk.<br />
nav_save_selected : cmd : : Writes the selected set to disk for merging into another mesh via nav_merge_mesh.<br />
nav_select_blocked_areas : cmd : : Adds all blocked areas to the selected set<br />
nav_select_damaging_areas : cmd : : Adds all damaging areas to the selected set<br />
nav_select_half_space : cmd : : Selects any areas that intersect the given half-space.<br />
nav_select_invalid_areas : cmd : : Adds all invalid areas to the Selected Set.<br />
nav_select_larger_than : cmd : : Select nav areas where both dimensions are larger than the given size.<br />
nav_select_obstructed_areas : cmd : : Adds all obstructed areas to the selected set<br />
nav_select_orphans : cmd : : Adds all orphan areas to the selected set (highlight a valid area first).<br />
nav_select_overlapping : cmd : : Selects nav areas that are overlapping others.<br />
nav_select_radius : cmd : : Adds all areas in a radius to the selection set<br />
nav_select_stairs : cmd : : Adds all stairway areas to the selected set<br />
nav_selected_set_border_color : 100 : , "sv", "cheat" : Color used to draw the selected set borders while editing.<br />
nav_selected_set_color : 255 : , "sv", "cheat" : Color used to draw the selected set background while editing.<br />
nav_set_place_mode : cmd : : Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.<br />
nav_shift : cmd : : Shifts the selected areas by the specified amount<br />
nav_show_approach_points : 0 : , "sv", "cheat" : Show Approach Points in the Navigation Mesh.<br />
nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editing<br />
nav_show_compass : 0 : , "sv", "cheat" : <br />
nav_show_continguous : 0 : , "sv", "cheat" : Highlight non-contiguous connections<br />
nav_show_danger : 0 : , "sv", "cheat" : Show current 'danger' levels.<br />
nav_show_dumped_positions : cmd : : Show the (x,y,z) coordinate positions of the given dump file.<br />
nav_show_func_nav_avoid : 0 : , "sv", "cheat" : Show areas of designer-placed bot avoidance due to func_nav_avoid entities<br />
nav_show_func_nav_prefer : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prefer entities<br />
nav_show_func_nav_prerequisite : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prerequisite entities<br />
nav_show_ladder_bounds : cmd : : Draws the bounding boxes of all func_ladders in the map.<br />
nav_show_light_intensity : 0 : , "sv", "cheat" : <br />
nav_show_node_grid : 0 : , "sv", "cheat" : <br />
nav_show_node_id : 0 : , "sv", "cheat" : <br />
nav_show_nodes : 0 : , "sv", "cheat" : <br />
nav_show_player_counts : 0 : , "sv", "cheat" : Show current player counts in each area.<br />
nav_show_potentially_visible : 0 : , "sv", "cheat" : Show areas that are potentially visible from the current nav area<br />
nav_simplify_selected : cmd : : Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas<br />
nav_slope_limit : 0 : , "sv", "cheat" : The ground unit normal's Z component must be greater than this for nav areas to be generated.<br />
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.<br />
nav_snap_to_grid : 0 : , "sv", "cheat" : Snap to the nav generation grid when creating new nav areas<br />
nav_solid_props : 0 : , "sv", "cheat" : Make props solid to nav generation/editing<br />
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.<br />
nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command.<br />
nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split.<br />
nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system.<br />
nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system.<br />
nav_store_selected_set : cmd : : Stores the current selected set for later retrieval.<br />
nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.<br />
nav_subdivide : cmd : : Subdivides all selected areas.<br />
nav_test_node : 0 : , "sv", "cheat" : <br />
nav_test_node_crouch : 0 : , "sv", "cheat" : <br />
nav_test_node_crouch_dir : 4 : , "sv", "cheat" : <br />
nav_test_stairs : cmd : : Test the selected set for being on stairs<br />
nav_toggle_deselecting : cmd : : Start or stop continuously removing from the selected set.<br />
nav_toggle_in_selected_set : cmd : : Remove current area from the selected set.<br />
nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.<br />
nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.<br />
nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set.<br />
nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set.<br />
nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system.<br />
nav_unmark : cmd : : Clears the marked Area or Ladder.<br />
nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area.<br />
nav_update_lighting : cmd : : Recomputes lighting values<br />
nav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibility<br />
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.<br />
nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system.<br />
nav_warp_to_mark : cmd : : Warps the player to the marked area.<br />
nav_world_center : cmd : : Centers the nav mesh in the world<br />
nb_last_area_update_tolerance : 4 : , "sv", "cheat" : Distance a character needs to travel in order to invalidate cached area<br />
net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name><br />
net_channels : cmd : : Shows net channel info<br />
net_chokeloop : 0 : : Apply bandwidth choke to loopback packets<br />
net_compresspackets : 1 : : Use compression on game packets.<br />
net_compresspackets_minsize : 1024 : : Don't bother compressing packets below this size.<br />
net_compressvoice : 0 : : Attempt to compress out of band voice payloads (360 only).<br />
net_drawslider : 0 : : Draw completion slider during signon<br />
net_droppackets : 0 : , "cheat" : Drops next n packets on client<br />
net_fakejitter : 0 : , "cheat" : Jitter fakelag packet time<br />
net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds.<br />
net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets)<br />
net_graph : 1 : , "a", "cl" : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.<br />
net_graphheight : 300 : , "a", "cl" : Height of netgraph panel<br />
net_graphmsecs : 400 : , "a", "cl" : The latency graph represents this many milliseconds.<br />
net_graphpos : 1 : , "a", "cl" : <br />
net_graphproportionalfont : 1 : , "a", "cl" : Determines whether netgraph font is proportional or not<br />
net_graphshowinterp : 1 : , "a", "cl" : Draw the interpolation graph.<br />
net_graphshowlatency : 1 : , "a", "cl" : Draw the ping/packet loss graph.<br />
net_graphsolid : 1 : , "a", "cl" : <br />
net_graphtext : 1 : , "a", "cl" : Draw text fields<br />
net_maxcleartime : 4 : : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).<br />
net_maxfilesize : 16 : : Maximum allowed file size for uploading in MB<br />
net_maxfragments : 1260 : : Max fragment bytes per packet<br />
net_maxpacketdrop : 5000 : : Ignore any packets with the sequence number more than this ahead (0 == no limit)<br />
net_maxroutable : 1260 : , "a", "user" : Requested max packet size before packets are 'split'.<br />
net_queue_trace : 0 : : <br />
net_queued_packet_thread : 1 : : Use a high priority thread to send queued packets out instead of sending them each frame.<br />
net_scale : 5 : , "a", "cl" : <br />
net_showdrop : 0 : : Show dropped packets in console<br />
net_showevents : 0 : , "cheat" : Dump game events to console (1=client only, 2=all).<br />
net_showfragments : 0 : : Show netchannel fragments<br />
net_showmsg : 0 : : Show incoming message: <0|1|name><br />
net_showpeaks : 0 : : Show messages for large packets only: <size><br />
net_showsplits : 0 : : Show info about packet splits<br />
net_showtcp : 0 : : Dump TCP stream summary to console<br />
net_showudp : 0 : : Dump UDP packets summary to console<br />
net_showudp_wire : 0 : : Show incoming packet information<br />
net_splitpacket_maxrate : 80000 : : Max bytes per second when queueing splitpacket chunks<br />
net_splitrate : 1 : : Number of fragments for a splitpacket that can be sent per frame<br />
net_start : cmd : : Inits multiplayer network sockets<br />
net_status : cmd : : Shows current network status<br />
net_udp_rcvbuf : 131072 : : Default UDP receive buffer size<br />
net_usesocketsforloopback : 0 : : Use network sockets layer even for listen server local player's packets (multiplayer only).<br />
next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )<br />
nextdemo : cmd : : Play next demo in sequence.<br />
nextlevel : 0 : , "sv", "nf" : If set to a valid map name, will change to this map during the next changelevel<br />
noclip : cmd : : Toggle. Player becomes non-solid and flies.<br />
notarget : cmd : : Toggle. Player becomes hidden to NPCs.<br />
npc_ally_deathmessage : 1 : , "sv", "cheat" : <br />
npc_ammo_deplete : cmd : : Subtracts half of the target's ammo<br />
npc_bipass : cmd : : Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.<br />
npc_combat : cmd : : Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
npc_conditions : cmd : : Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
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 this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}<br />
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 that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}<br />
npc_create_equipment : 0 : , "sv" : <br />
npc_destroy : cmd : : Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at<br />
npc_destroy_unselected : cmd : : Removes all NPCs from the universe that aren't currently selected<br />
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 entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
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} / {npc class_name} / no argument picks what player is looking at<br />
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: -none-<br />
npc_freeze_unselected : cmd : : Freeze all NPCs not selected<br />
npc_go : cmd : : Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-<br />
npc_go_do_run : 1 : , "sv" : Set whether should run on NPC go<br />
npc_go_random : cmd : : Sends all selected NPC(s) to a random node. Arguments: -none-<br />
npc_heal : cmd : : Heals the target back to full health<br />
npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment<br />
npc_kill : cmd : : Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at<br />
npc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
npc_relationships : cmd : : Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_reset : cmd : : Reloads schedules for all NPC's from their script files Arguments: -none-<br />
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 rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at <br />
npc_select : cmd : : Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
npc_sentences : 0 : , "sv" : <br />
npc_speakall : cmd : : Force the npc to try and speak all their responses<br />
npc_squads : cmd : : Obsolete. Replaced by npc_combat<br />
npc_steering : cmd : : Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_steering_all : cmd : : Displays the steering obstructions of all NPCs (used to perform local avoidance) <br />
npc_task_text : cmd : : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at <br />
npc_tasks : cmd : : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at <br />
npc_teleport : cmd : : Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-<br />
npc_thinknow : cmd : : Trigger NPC to think<br />
npc_viewcone : cmd : : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_vphysics : 0 : , "sv" : <br />
old_radiusdamage : 0 : , "sv", "rep" : <br />
onehp : cmd : : Set health to 1, and remove all armor.<br />
opt_EnumerateLeavesFastAlgorithm : 1 : : Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.<br />
option_duck_method : 1 : , "a", "sv", "rep" : <br />
option_duck_method_default : 1 : , "cl" : <br />
optionspanel : cmd : : Options<br />
overview_alpha : 1 : , "a", "clientcmd_can_execute", "cl" : Overview map translucency. <br />
overview_health : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's health in map overview. <br />
overview_locked : 1 : , "a", "clientcmd_can_execute", "cl" : Locks map angle, doesn't follow view angle. <br />
overview_mode : cmd : : Sets overview map mode off,small,large: <0|1|2><br />
overview_names : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's names in map overview. <br />
overview_tracks : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's tracks in map overview. <br />
overview_zoom : cmd : : Sets overview map zoom: <zoom> [<time>] [rel]<br />
panel_test_title_safe : 0 : , "cheat" : Test vgui panel positioning with title safe indentation<br />
particle_sim_alt_cores : 2 : , "cl" : <br />
particle_simulateoverflow : 0 : , "cheat", "cl" : Used for stress-testing particle systems. Randomly denies creation of particles.<br />
particle_test_attach_attachment : 0 : , "sv", "cheat" : Attachment index for attachment mode<br />
particle_test_attach_mode : 0 : , "sv", "cheat" : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'<br />
particle_test_file : 0 : , "sv", "cheat" : Name of the particle system to dynamically spawn<br />
particle_test_start : cmd : : Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
particle_test_stop : cmd : : Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
password : 0 : , "a", "norecord" : Current server access password<br />
path : cmd : : Show the engine filesystem path.<br />
pause : cmd : : Toggle the server pause state.<br />
PerfMark : cmd : : inserts a telemetry marker into the stream. If args are provided, they will be included.<br />
perfui : cmd : : Show/hide the level performance tools UI.<br />
perfvisualbenchmark : cmd : : <br />
perfvisualbenchmark_abort : cmd : : <br />
phonemedelay : 0 : , "cl" : Phoneme delay to account for sound system latency.<br />
phonemefilter : 0 : , "cl" : Time duration of box filter to pass over phonemes.<br />
phonemesnap : 2 : , "cl" : Lod at level at which visemes stops always considering two phonemes, regardless of duration.<br />
phys_dontprintint : 1 : , "sv" : Don't print inter-penetration warnings.<br />
phys_impactforcescale : 1 : , "sv" : <br />
phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes.<br />
phys_pushscale : 100000 : , "sv", "rep" : <br />
phys_speeds : 0 : , "sv" : <br />
phys_stressbodyweights : 5 : , "sv" : <br />
phys_timescale : 1 : , "sv" : Scale time for physics<br />
phys_upimpactforcescale : 0 : , "sv" : <br />
physics_budget : cmd : : Times the cost of each active object<br />
physics_constraints : cmd : : Highlights constraint system graph for an entity<br />
physics_debug_entity : cmd : : Dumps debug info for an entity<br />
physics_highlight_active : cmd : : Turns on the absbox for all active physics objects<br />
physics_report_active : cmd : : Lists all active physics objects<br />
physics_select : cmd : : Dumps debug info for an entity<br />
physicsshadowupdate_render : 0 : , "sv" : <br />
picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information<br />
ping : cmd : : Display ping to server.<br />
pipeline_static_props : 1 : : <br />
pixelvis_debug : cmd : : Dump debug info<br />
play : cmd : : Play a sound.<br />
playdemo : cmd : : Play a recorded demo file (.dem ).<br />
player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console.<br />
player_old_armor : 0 : , "sv" : <br />
playflush : cmd : : Play a sound, reloading from disk in case of changes.<br />
playgamesound : cmd : : Play a sound from the game sounds txt file<br />
playsoundscape : cmd : : Forces a soundscape to play<br />
playvideo : cmd : : Plays a video: <filename> [width height]<br />
playvideo_exitcommand : cmd : : Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command><br />
playviewmodelanim : cmd : : Play a view model animation.<br />
playvol : cmd : : Play a sound at a specified volume.<br />
plugin_load : cmd : : plugin_load <filename> : loads a plugin<br />
plugin_pause : cmd : : plugin_pause <index> : pauses a loaded plugin<br />
plugin_pause_all : cmd : : pauses all loaded plugins<br />
plugin_print : cmd : : Prints details about loaded plugins<br />
plugin_unload : cmd : : plugin_unload <index> : unloads a plugin<br />
plugin_unpause : cmd : : plugin_unpause <index> : unpauses a disabled plugin<br />
plugin_unpause_all : cmd : : unpauses all disabled plugins<br />
pop_a_zit : cmd : : Pops zits... for debugging<br />
+posedebug : cmd : : Turn on pose debugger or add ents to pose debugger UI<br />
-posedebug : cmd : : Turn off pose debugger or hide ents from pose debugger UI<br />
print_colorcorrection : cmd : : Display the color correction layer information.<br />
progress_enable : cmd : : <br />
prop_active_gib_limit : 999999 : , "sv" : <br />
prop_active_gib_max_fade_time : 999999 : , "sv" : <br />
prop_crosshair : cmd : : Shows name for prop looking at<br />
prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.<br />
prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}<br />
prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}<br />
props_break_max_pieces : -1 : : Maximum prop breakable piece count (-1 = model default)<br />
props_break_max_pieces_perframe : -1 : , "sv", "rep" : Maximum prop breakable piece count per frame (-1 = model default)<br />
pvk2_assistedsuicide_time : 2 : , "sv", "cheat" : <br />
pvk2_captainspecial_selfdmg : 0 : , "sv" : <br />
pvk2_demos : cmd : : Open demos dialog.<br />
pvk2_max_usercmd_future_ticks : 8 : , "sv" : Prevents clients from running usercmds too far in the future. Prevents speed hacks.<br />
pvk2_server_browser : cmd : : Open Server Browser<br />
pvk2_support_helper : cmd : : Prints troubleshooting information.<br />
pwatchent : -1 : , "cheat", "cl" : Entity to watch for prediction system changes.<br />
pwatchvar : 0 : , "cheat", "cl" : Entity variable to watch in prediction system for changes.<br />
pyro_max_intensity : 0 : , "a", "cl" : <br />
pyro_max_rate : 0 : , "a", "cl" : <br />
pyro_max_side_length : 0 : , "a", "cl" : <br />
pyro_max_side_width : 0 : , "a", "cl" : <br />
pyro_min_intensity : 0 : , "a", "cl" : <br />
pyro_min_rate : 0 : , "a", "cl" : <br />
pyro_min_side_length : 0 : , "a", "cl" : <br />
pyro_min_side_width : 0 : , "a", "cl" : <br />
pyro_vignette : 2 : , "a", "cl" : <br />
pyro_vignette_distortion : 1 : , "a", "cl" : <br />
quit : cmd : : Exit the engine.<br />
r_3dnow : cmd : : Enable/disable 3DNow code<br />
r_3dsky : 1 : , "cl" : Enable the rendering of 3d sky boxes<br />
r_AirboatViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_AirboatViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : <br />
r_AirboatViewZHeight : 0 : , "sv", "cheat", "nf", "rep" : <br />
r_ambientboost : 1 : , "a" : Set to boost ambient term if it is totally swamped by local lights<br />
r_ambientfactor : 5 : , "a" : Boost ambient cube by no more than this factor<br />
r_ambientfraction : 0 : , "cheat" : Fraction of direct lighting that ambient cube must be below to trigger boosting<br />
r_ambientlightingonly : 0 : , "cheat" : Set this to 1 to light models with only ambient lighting (and no static lighting).<br />
r_ambientmin : 0 : , "a" : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright<br />
r_aspectratio : 0 : , "cheat" : <br />
r_avglight : 1 : , "cheat" : <br />
r_avglightmap : 0 : , "cheat" : <br />
r_bloomtintb : 0 : : <br />
r_bloomtintexponent : 2 : : <br />
r_bloomtintg : 0 : : <br />
r_bloomtintr : 0 : : <br />
r_cheapwaterend : cmd : : <br />
r_cheapwaterstart : cmd : : <br />
r_cleardecals : cmd : : Usage r_cleardecals <permanent>.<br />
r_ClipAreaPortals : 1 : , "cheat" : <br />
r_colorstaticprops : 0 : , "cheat" : <br />
r_debugcheapwater : 0 : , "cheat", "cl" : <br />
r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.<br />
r_decal_cover_count : 4 : : <br />
r_decal_cullsize : 5 : : <br />
r_decal_overlap_area : 0 : : <br />
r_decal_overlap_count : 3 : : <br />
r_decals : 200 : : <br />
r_decalstaticprops : 1 : : Decal static props test<br />
r_depthoverlay : 0 : , "cheat", "cl" : Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.<br />
r_DispBuildable : 0 : , "cheat" : <br />
r_DispDrawAxes : 0 : : <br />
r_DispWalkable : 0 : , "cheat" : <br />
r_dopixelvisibility : 1 : , "cl" : <br />
r_drawbatchdecals : 1 : : Render decals batched.<br />
r_DrawBeams : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframe<br />
r_drawclipbrushes : 0 : , "cheat" : Draw clip brushes (red=NPC+player, pink=player, purple=NPC)<br />
r_drawdecals : 1 : , "cheat" : Render decals.<br />
r_drawdetailprops : 0 : : 0=Off, 1=Normal, 2=Wireframe<br />
r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps<br />
r_drawentities : 1 : , "cheat" : <br />
r_drawflecks : 1 : : <br />
r_drawfuncdetail : 1 : , "cheat" : Render func_detail<br />
r_drawleaf : -1 : , "cheat" : Draw the specified leaf.<br />
r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw rays <br />
r_drawlightinfo : 0 : , "cheat" : <br />
r_drawlights : 0 : , "cheat" : <br />
r_drawmodeldecals : 1 : : <br />
r_DrawModelLightOrigin : 0 : , "cheat" : <br />
r_drawmodelstatsoverlay : 0 : , "cheat" : <br />
r_drawmodelstatsoverlaydistance : 500 : , "cheat" : <br />
r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2<br />
r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2<br />
r_drawopaquerenderables : 1 : , "cheat", "cl" : <br />
r_drawopaquestaticpropslast : 0 : , "cl" : Whether opaque static props are rendered after non-npcs<br />
r_drawopaqueworld : 1 : , "cheat", "cl" : <br />
r_drawothermodels : 1 : , "cheat", "cl" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawparticles : 1 : , "cheat", "cl" : Enable/disable particle rendering<br />
r_drawpixelvisibility : 0 : , "cl" : Show the occlusion proxies<br />
r_DrawPortals : 0 : , "cheat" : <br />
r_DrawRain : 1 : , "cheat", "cl" : Enable/disable rain rendering.<br />
r_drawrenderboxes : 0 : , "cheat", "cl" : <br />
r_drawropes : 1 : , "cheat", "cl" : <br />
r_drawskybox : 1 : , "cheat" : <br />
r_DrawSpecificStaticProp : -1 : : <br />
r_drawsprites : 1 : , "cheat", "cl" : <br />
r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawtracers : 1 : , "cheat", "cl" : <br />
r_drawtracers_firstperson : 1 : , "a", "cl" : Toggle visibility of first person weapon tracers<br />
r_drawtranslucentrenderables : 1 : , "cheat", "cl" : <br />
r_drawtranslucentworld : 1 : , "cheat" : <br />
r_drawvgui : 1 : , "cheat" : Enable the rendering of vgui panels<br />
r_drawviewmodel : 1 : , "cheat", "cl" : <br />
r_drawworld : 1 : , "cheat" : Render the world.<br />
r_dscale_basefov : 90 : , "cheat" : <br />
r_dscale_fardist : 2000 : , "cheat" : <br />
r_dscale_farscale : 4 : , "cheat" : <br />
r_dscale_neardist : 100 : , "cheat" : <br />
r_dscale_nearscale : 1 : , "cheat" : <br />
r_dynamic : 1 : : <br />
r_dynamiclighting : 1 : , "cheat" : <br />
r_entityclips : 1 : , "cl" : <br />
r_eyeglintlodpixels : 20 : , "cheat" : The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.<br />
r_eyegloss : 1 : , "a", "cl" : <br />
r_eyemove : 1 : , "a" : <br />
r_eyes : 1 : : <br />
r_eyeshift_x : 0 : , "a" : <br />
r_eyeshift_y : 0 : , "a" : <br />
r_eyeshift_z : 0 : , "a" : <br />
r_eyesize : 0 : , "a" : <br />
r_eyewaterepsilon : 10 : , "cheat", "cl" : <br />
r_FadeProps : 1 : , "cl" : <br />
r_farz : -1 : , "cheat", "cl" : Override the far clipping plane. -1 means to use the value in env_fog_controller.<br />
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 settings<br />
r_fastzrejectdisp : 0 : : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.<br />
r_flashlightambient : 0 : , "cheat", "cl" : <br />
r_flashlightclip : 0 : , "cheat" : <br />
r_flashlightconstant : 0 : , "cheat", "cl" : <br />
r_flashlightculldepth : 1 : : <br />
r_flashlightdepthres : 512 : , "cl" : <br />
r_flashlightdepthtexture : 1 : : <br />
r_flashlightdrawclip : 0 : , "cheat" : <br />
r_flashlightdrawdepth : 0 : : <br />
r_flashlightdrawfrustum : 0 : , "cl" : <br />
r_flashlightdrawfrustumbbox : 0 : : <br />
r_flashlightdrawsweptbbox : 0 : : <br />
r_flashlightfar : 750 : , "cheat", "cl" : <br />
r_flashlightfov : 45 : , "cheat", "cl" : <br />
r_flashlightladderdist : 40 : , "cheat", "cl" : <br />
r_flashlightlinear : 100 : , "cheat", "cl" : <br />
r_flashlightlockposition : 0 : , "cheat", "cl" : <br />
r_flashlightmodels : 1 : , "cl" : <br />
r_flashlightnear : 4 : , "cheat", "cl" : <br />
r_flashlightnodraw : 0 : : <br />
r_flashlightoffsetx : 10 : , "cheat", "cl" : <br />
r_flashlightoffsety : -20 : , "cheat", "cl" : <br />
r_flashlightoffsetz : 24 : , "cheat", "cl" : <br />
r_flashlightquadratic : 0 : , "cheat", "cl" : <br />
r_flashlightrender : 1 : : <br />
r_flashlightrendermodels : 1 : : <br />
r_flashlightrenderworld : 1 : : <br />
r_flashlightscissor : 0 : : <br />
r_flashlightshadowatten : 0 : , "cheat", "cl" : <br />
r_flashlightupdatedepth : 1 : : <br />
r_flashlightvisualizetrace : 0 : , "cheat", "cl" : <br />
r_flex : 1 : : <br />
r_flushlod : cmd : : Flush and reload LODs.<br />
r_ForceWaterLeaf : 1 : , "cl" : Enable for optimization to water - considers view in leaf under water for purposes of culling<br />
r_frustumcullworld : 1 : : <br />
r_glint_alwaysdraw : 0 : : <br />
r_glint_procedural : 0 : : <br />
r_hunkalloclightmaps : 1 : : <br />
r_hwmorph : 1 : , "cheat" : <br />
r_itemblinkmax : 0 : , "cheat" : <br />
r_itemblinkrate : 4 : , "cheat" : <br />
r_JeepFOV : 90 : , "sv", "cheat", "rep" : <br />
r_JeepViewBlendTo : 1 : , "cheat", "cl" : <br />
r_JeepViewBlendToScale : 0 : , "cheat", "cl" : <br />
r_JeepViewBlendToTime : 1 : , "cheat", "cl" : <br />
r_JeepViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_JeepViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : <br />
r_JeepViewZHeight : 10 : , "sv", "cheat", "nf", "rep" : <br />
r_light_debug : 0 : , "cheat", "cl" : <br />
r_light_intensemin : 0 : , "cheat", "cl" : Minimum brightness of a light to be classed as shadow casting<br />
r_light_lerp : 1 : , "cheat", "cl" : <br />
r_light_shadows : 0 : , "a", "cl" : Allow lights to cast dynamic rtt shadows<br />
r_light_shortfactor : 2 : , "cheat", "cl" : Makes shadows cast from local lights shorter<br />
r_lightaverage : 1 : : Activates/deactivate light averaging<br />
r_lightcache_numambientsamples : 162 : , "cheat" : number of random directions to fire rays when computing ambient lighting<br />
r_lightcache_zbuffercache : 0 : : <br />
r_lightcachecenter : 1 : , "cheat" : <br />
r_lightcachemodel : -1 : , "cheat" : <br />
r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolation<br />
r_lightmap : -1 : , "cheat" : <br />
r_lightstyle : -1 : , "cheat" : <br />
r_lightwarpidentity : 0 : , "cheat" : <br />
r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn.<br />
r_lod : -1 : : <br />
r_mapextents : 16384 : , "cheat", "cl" : Set the max dimension for the map. This determines the far clipping plane<br />
r_maxdlights : 32 : : <br />
r_maxmodeldecal : 50 : : <br />
r_maxnewsamples : 6 : : <br />
r_maxsampledist : 128 : : <br />
r_minnewsamples : 3 : : <br />
r_modelwireframedecal : 0 : , "cheat" : <br />
r_newflashlight : 1 : , "cheat", "cl" : <br />
r_nohw : 0 : , "cheat" : <br />
r_norefresh : 0 : : <br />
r_nosw : 0 : , "cheat" : <br />
r_novis : 0 : , "cheat" : Turn off the PVS.<br />
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.<br />
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.<br />
r_occludermincount : 0 : : At least this many occluders will be used, no matter how big they are.<br />
r_occlusion : 1 : : Activate/deactivate the occlusion system.<br />
r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing.<br />
r_oldlightselection : 0 : , "cheat" : Set this to revert to HL2's method of selecting lights<br />
r_overlayfadeenable : 0 : : <br />
r_overlayfademax : 2000 : : <br />
r_overlayfademin : 1750 : : <br />
r_overlaywireframe : 0 : : <br />
r_particle_sim_spike_threshold_ms : 5 : , "cl" : <br />
r_particle_timescale : 1 : , "cheat", "cl" : <br />
r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it.<br />
r_PhysPropStaticLighting : 1 : , "cl" : <br />
r_pix_recordframes : 0 : : <br />
r_pix_start : 0 : : <br />
r_pixelfog : 1 : : <br />
r_pixelvisibility_partial : 1 : , "cl" : <br />
r_pixelvisibility_spew : 0 : , "cl" : <br />
r_portalsopenall : 0 : , "cheat" : Open all portals<br />
r_PortalTestEnts : 1 : , "cheat", "cl" : Clip entities against portal frustums.<br />
r_printdecalinfo : cmd : : <br />
r_proplightingfromdisk : 1 : , "cheat" : 0=Off, 1=On, 2=Show Errors<br />
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)<br />
r_propsmaxdist : 1200 : , "cl" : Maximum visible distance<br />
r_queued_decals : 0 : : Offloads a bit of decal rendering setup work to the material system queue when enabled.<br />
r_queued_post_processing : 0 : , "cl" : <br />
r_queued_ropes : 1 : , "cl" : <br />
r_radiosity : 4 : , "cheat" : 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 samples for everything else<br />
r_rainalpha : 1 : , "cheat", "cl" : <br />
r_rainalphapow : 1 : , "cheat", "cl" : <br />
r_raindensity : 0 : , "cheat", "cl" : <br />
r_RainHack : 0 : , "cheat", "cl" : <br />
r_rainlength : 0 : , "cheat", "cl" : <br />
r_RainProfile : 0 : , "cheat", "cl" : Enable/disable rain profiling.<br />
r_RainRadius : 1500 : , "cheat", "cl" : <br />
r_RainSideVel : 5 : , "cheat", "cl" : How much sideways velocity rain gets.<br />
r_RainSimulate : 1 : , "cheat", "cl" : Enable/disable rain simulation.<br />
r_rainspeed : 600 : , "cheat", "cl" : <br />
r_RainSplashPercentage : 50 : , "cheat", "cl" : <br />
r_rainwidth : 1 : , "cheat", "cl" : <br />
r_randomflex : 0 : , "cheat" : <br />
r_renderoverlayfragment : 1 : : <br />
r_rimlight : 1 : : <br />
r_rootlod : 2 : , "a" : Root LOD<br />
r_rope_holiday_light_scale : 0 : , "cl" : <br />
r_ropes_holiday_lights_allowed : 1 : , "cl" : <br />
r_ropetranslucent : 1 : , "cl" : <br />
r_screenfademaxsize : 0 : : <br />
r_screenfademinsize : 0 : : <br />
r_screenoverlay : cmd : : Draw specified material as an overlay<br />
r_sequence_debug : 0 : , "cl" : <br />
r_shader_srgb : 0 : : -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)<br />
r_shadowangles : cmd : : Set shadow angles<br />
r_shadowblobbycutoff : cmd : : some shadow stuff<br />
r_shadowbreak : cmd : : <br />
r_shadowcolor : cmd : : Set shadow color<br />
r_shadowdir : cmd : : Set shadow direction<br />
r_shadowdist : cmd : : Set shadow distance<br />
r_shadowids : 0 : , "cheat" : <br />
r_shadowlod : -1 : : <br />
r_shadowlodbias : 2 : : <br />
r_shadowmaxrendered : 32 : , "cl" : <br />
r_shadowrendertotexture : 1 : , "a" : <br />
r_shadows : 1 : : <br />
r_shadows_gamecontrol : -1 : , "cheat" : <br />
r_shadowwireframe : 0 : , "cheat" : <br />
r_showenvcubemap : 0 : , "cheat" : <br />
r_ShowViewerArea : 0 : : <br />
r_showz_power : 1 : , "cheat" : <br />
r_skin : 0 : , "cheat" : <br />
r_skybox : 1 : , "cheat", "cl" : Enable the rendering of sky boxes<br />
r_snapportal : -1 : : <br />
r_SnowColorBlue : 200 : , "cheat", "cl" : Snow.<br />
r_SnowColorGreen : 175 : , "cheat", "cl" : Snow.<br />
r_SnowColorRed : 150 : , "cheat", "cl" : Snow.<br />
r_SnowDebugBox : 0 : , "cheat", "cl" : Snow Debug Boxes.<br />
r_SnowEnable : 1 : , "cheat", "cl" : Snow Enable<br />
r_SnowEndAlpha : 255 : , "cheat", "cl" : Snow.<br />
r_SnowEndSize : 0 : , "cheat", "cl" : Snow.<br />
r_SnowFallSpeed : 1 : , "cheat", "cl" : Snow fall speed scale.<br />
r_SnowInsideRadius : 256 : , "cheat", "cl" : Snow.<br />
r_SnowOutsideRadius : 1024 : , "cheat", "cl" : Snow.<br />
r_SnowParticles : 500 : , "cheat", "cl" : Snow.<br />
r_SnowPosScale : 1 : , "cheat", "cl" : Snow.<br />
r_SnowRayEnable : 1 : , "cheat", "cl" : Snow.<br />
r_SnowRayLength : 8192 : , "cheat", "cl" : Snow.<br />
r_SnowRayRadius : 256 : , "cheat", "cl" : Snow.<br />
r_SnowSpeedScale : 1 : , "cheat", "cl" : Snow.<br />
r_SnowStartAlpha : 25 : , "cheat", "cl" : Snow.<br />
r_SnowStartSize : 1 : , "cheat", "cl" : Snow.<br />
r_SnowWindScale : 0 : , "cheat", "cl" : Snow.<br />
r_SnowZoomOffset : 384 : , "cheat", "cl" : Snow.<br />
r_SnowZoomRadius : 512 : , "cheat", "cl" : Snow.<br />
r_spewleaf : 0 : : <br />
r_spray_lifetime : 2 : : Number of rounds player sprays are visible<br />
r_sse2 : cmd : : Enable/disable SSE2 code<br />
r_sse_s : 1 : , "cl" : sse ins for particle sphere create<br />
r_staticprop_lod : -1 : : <br />
r_staticpropinfo : 0 : : <br />
r_studio_stats : 0 : , "cheat" : <br />
r_studio_stats_lock : 0 : , "cheat", "cl" : Lock the current studio stats entity selection<br />
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 crosshair 2 = Your viewmodel 3 = The first entity attached to your viewmodel<br />
r_swingflashlight : 1 : , "cheat", "cl" : <br />
r_teeth : 1 : : <br />
r_threaded_client_shadow_manager : 0 : , "a", "cl" : <br />
r_threaded_particles : 1 : , "cl" : <br />
r_threaded_renderables : 0 : , "cl" : <br />
r_unloadlightmaps : 0 : , "cheat" : <br />
r_updaterefracttexture : 1 : , "cheat", "cl" : <br />
r_vehicleBrakeRate : 1 : , "sv", "cheat" : <br />
r_VehicleViewClamp : 1 : , "cheat", "cl" : <br />
r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_visambient : 0 : : Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work<br />
r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing.<br />
r_visualizelighttraces : 0 : , "cheat" : <br />
r_visualizelighttracesshowfulltrace : 0 : , "cheat" : <br />
r_visualizeproplightcaching : 0 : , "cl" : <br />
r_visualizetraces : 0 : , "cheat" : <br />
r_WaterDrawReflection : 1 : , "cl" : Enable water reflection<br />
r_WaterDrawRefraction : 1 : , "cl" : Enable water refraction<br />
r_waterforceexpensive : 1 : , "a" : <br />
r_waterforcereflectentities : 0 : : <br />
r_worldlightmin : 0 : : <br />
r_worldlights : 4 : : number of world lights to use per vertex<br />
r_worldlistcache : 1 : , "cl" : <br />
ragdoll_sleepaftertime : 5 : , "cl" : After this many seconds of being basically stationary, the ragdoll will go to sleep.<br />
rate : 80000 : , "a", "user" : Max bytes/sec the host can receive data<br />
rcon : cmd : : Issue an rcon command.<br />
rcon_address : 0 : , "norecord" : Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) <br />
rcon_password : 0 : , "norecord" : remote console password.<br />
recompute_speed : cmd : : Recomputes clock speed (for debugging purposes).<br />
record : cmd : : Record a demo.<br />
redirect : cmd : : Redirect client to specified server.<br />
refresh_options_dialog : cmd : : Refresh the options dialog.<br />
+reload : cmd : : <br />
-reload : cmd : : <br />
reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload).<br />
reload_mainmenu : cmd : : Reloads <br />
reload_materials : 0 : : <br />
reload_scriptables : cmd : : Reloads PVK2 scriptables, does not affect weapon scripts<br />
removeid : cmd : : Remove a user ID from the ban list.<br />
removeip : cmd : : Remove an IP address from the ban list.<br />
render_beckman_roughness_lookup : cmd : : <br />
replay_debug : 0 : , "norecord" : <br />
replay_ignorereplayticks : 0 : : <br />
report_entities : cmd : : Lists all entities<br />
report_simthinklist : cmd : : Lists all simulating/thinking entities<br />
report_soundpatch : cmd : : reports sound patch count<br />
report_soundpatch : cmd : : reports sound patch count<br />
report_touchlinks : cmd : : Lists all touchlinks<br />
reputation_print : cmd : : Debug print of reputation system<br />
reputation_test : cmd : : Reputation tester<br />
reset_securityfix : 0 : , "a", "cl" : <br />
respawn_entities : cmd : : Respawn all the entities in the map.<br />
restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart).<br />
retry : cmd : : Retry connection to last server.<br />
+right : cmd : : <br />
-right : cmd : : <br />
+roll : cmd : : <br />
-roll : cmd : : <br />
room_type : 0 : , "demo" : <br />
rope_averagelight : 1 : , "cl" : Makes ropes use average of cubemap lighting instead of max intensity.<br />
rope_collide : 1 : , "cl" : Collide rope with the world<br />
rope_rendersolid : 1 : , "cl" : <br />
rope_shake : 0 : , "cl" : <br />
rope_smooth : 1 : , "cl" : Do an antialiasing effect on ropes<br />
rope_smooth_enlarge : 1 : , "cl" : How much to enlarge ropes in screen space for antialiasing effect<br />
rope_smooth_maxalpha : 0 : , "cl" : Alpha for rope antialiasing effect<br />
rope_smooth_maxalphawidth : 1 : , "cl" : <br />
rope_smooth_minalpha : 0 : , "cl" : Alpha for rope antialiasing effect<br />
rope_smooth_minwidth : 0 : , "cl" : When using smoothing, this is the min screenspace width it lets a rope shrink to<br />
rope_solid_maxalpha : 1 : , "cl" : <br />
rope_solid_maxwidth : 1 : , "cl" : <br />
rope_solid_minalpha : 0 : , "cl" : <br />
rope_solid_minwidth : 0 : , "cl" : <br />
rope_subdiv : 2 : , "cl" : Rope subdivision amount<br />
rope_wind_dist : 1000 : , "cl" : Don't use CPU applying small wind gusts to ropes when they're past this distance.<br />
rr_debug_qa : 0 : , "sv" : Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.<br />
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 npc_selected NPCs.<br />
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.<br />
rr_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart)<br />
rr_reloadresponsesystems : cmd : : Reload all response system scripts.<br />
ruleset : cmd : : Show ruleset dialog<br />
ruleset_reset : cmd : : Reverts all values to ruleset defaults (vanilla). Removes modified status from server.<br />
save : cmd : : Saves current game.<br />
save_async : 1 : : <br />
save_asyncdelay : 0 : : For testing, adds this many milliseconds of delay to the save operation.<br />
save_console : 0 : : Autosave on the PC behaves like it does on the consoles.<br />
save_disable : 0 : : <br />
save_finish_async : cmd : : <br />
save_history_count : 1 : : Keep this many old copies in history of autosaves and quicksaves.<br />
save_huddelayframes : 1 : : Number of frames to defer for drawing the Saving message.<br />
save_in_memory : 0 : : Set to 1 to save to memory instead of disk (Xbox 360)<br />
save_noxsave : 0 : : <br />
save_screenshot : 1 : : 0 = none, 1 = non-autosave, 2 = always<br />
save_spew : 0 : : <br />
say : cmd : : Display player message<br />
say_team : cmd : : Display player message to team<br />
sb_filter_incompatible_versions : 1 : : Hides servers running incompatible versions from the server browser. (Internet tab only.)<br />
sb_quick_list_bit_field : 0 : : <br />
sb_showblacklists : 0 : : If set to 1, blacklist rules will be printed to the console as they're applied.<br />
sc_debug_sets : 0 : , "a" : Debugging<br />
sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.<br />
sc_look_sensitivity_scale : 0 : , "cl" : Steam Controller look sensitivity global scale factor.<br />
sc_pitch_sensitivity : 0 : , "a", "cl" : SteamController pitch factor.<br />
sc_pitch_sensitivity_default : 0 : , "cl" : <br />
sc_show_binding_panel : cmd : : Launches the Steam Controller binding panel UI<br />
sc_status : cmd : : Show Steam Controller status information<br />
sc_yaw_sensitivity : 1 : , "a", "cl" : SteamController yaw factor.<br />
sc_yaw_sensitivity_default : 1 : , "cl" : <br />
scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info.<br />
scene_clamplookat : 1 : , "sv" : Clamp head turns to a max of 20 degrees per think.<br />
scene_clientflex : 1 : , "sv", "rep" : Do client side flex animation.<br />
scene_flatturn : 1 : , "sv" : <br />
scene_flush : cmd : : Flush all .vcds from the cache and reload from disk.<br />
scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even in english.<br />
scene_maxcaptionradius : 1200 : , "sv" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).<br />
scene_print : 0 : , "sv", "rep" : When playing back a scene, print timing and event info to console.<br />
scene_showfaceto : 0 : , "a", "sv" : When playing back, show the directions of faceto events.<br />
scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events.<br />
scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location.<br />
scene_showunlock : 0 : , "a", "sv" : Show when a vcd is playing but normal AI is running.<br />
+score : cmd : : <br />
-score : cmd : : <br />
scr_centertime : 2 : , "cl" : <br />
screenshot : cmd : : Take a screenshot.<br />
sensitivity : 3 : , "a", "cl" : Mouse sensitivity.<br />
server_game_time : cmd : : Gives the game time in seconds (server's curtime)<br />
servercfgfile : 0 : , "sv" : <br />
setang : cmd : : Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).<br />
setang_exact : cmd : : Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).<br />
setinfo : cmd : : Adds a new user info value<br />
setmodel : cmd : : Changes's player's model<br />
setpause : cmd : : Set the pause state of the server.<br />
setpos : cmd : : Move player to specified origin (must have sv_cheats).<br />
setpos_exact : cmd : : Move player to an exact specified origin (must have sv_cheats).<br />
shake : cmd : : Shake the screen.<br />
shake_show : 0 : , "cl" : Displays a list of the active screen shakes.<br />
shake_stop : cmd : : Stops all active screen shakes. <br />
show_instant_triggers : 0 : , "sv", "cheat" : <br />
+showbudget : cmd : : <br />
-showbudget : cmd : : <br />
showbudget_texture : 0 : , "cheat" : Enable the texture budget panel.<br />
+showbudget_texture : cmd : : <br />
-showbudget_texture : cmd : : <br />
+showbudget_texture_global : cmd : : <br />
-showbudget_texture_global : cmd : : <br />
showbudget_texture_global_dumpstats : cmd : : Dump all items in +showbudget_texture_global in a text form<br />
showbudget_texture_global_sum : 0 : : <br />
showconsole : cmd : : Show the console.<br />
showhitlocation : 0 : , "sv" : <br />
showinfo : cmd : : Shows a info panel: <type> <title> <message> [<command number>]<br />
showpanel : cmd : : Shows a viewport panel <name><br />
showparticlecounts : 0 : , "cl" : Display number of particles drawn per frame<br />
showschemevisualizer : cmd : : Show borders, fonts and colors for a particular scheme. The default is ClientScheme.res<br />
+showscores : cmd : : <br />
-showscores : cmd : : <br />
showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes<br />
showtriggers_toggle : cmd : : Toggle show triggers<br />
+showvprof : cmd : : <br />
-showvprof : cmd : : <br />
singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )<br />
sk_ally_regen_time : 0 : , "sv" : Time taken for an ally to regenerate a point of health.<br />
sk_armor : 40 : , "sv" : <br />
sk_autoaim_mode : 1 : , "a", "sv", "rep" : <br />
sk_blunderbuss_gibdistance : 128 : , "sv" : <br />
sk_blunderbuss_pushback : 130 : , "sv", "nf" : <br />
sk_blunderbuss_pushup : 130 : , "sv", "nf" : <br />
sk_blunderbuss_pushup_limit : 250 : , "sv", "nf" : <br />
sk_crow_health : 1 : , "sv" : <br />
sk_crow_melee_dmg : 0 : , "sv" : <br />
sk_healthkit : 40 : , "sv" : <br />
sk_npc_arm : 1 : , "sv" : <br />
sk_npc_chest : 1 : , "sv" : <br />
sk_npc_head : 2 : , "sv" : <br />
sk_npc_leg : 1 : , "sv" : <br />
sk_npc_stomach : 1 : , "sv" : <br />
sk_player_arm : 1 : , "sv" : <br />
sk_player_chest : 1 : , "sv" : <br />
sk_player_chest_ranged : 0 : , "sv" : <br />
sk_player_head : 1 : , "sv" : <br />
sk_player_headshot_scalar : 1 : , "sv" : <br />
sk_player_leg : 1 : , "sv" : <br />
sk_player_stomach : 1 : , "sv" : <br />
sk_plr_dmg_grenade : 0 : , "sv", "rep" : <br />
skill : 1 : , "a" : Game skill level (1-3).<br />
skip_next_map : cmd : : Skips the next map in the map rotation for the server.<br />
slot0 : cmd : : <br />
slot1 : cmd : : <br />
slot10 : cmd : : <br />
slot2 : cmd : : <br />
slot3 : cmd : : <br />
slot4 : cmd : : <br />
slot5 : cmd : : <br />
slot6 : cmd : : <br />
slot7 : cmd : : <br />
slot8 : cmd : : <br />
slot9 : cmd : : <br />
smoothstairs : 1 : , "sv", "rep" : Smooth player eye z coordinate when traversing stairs.<br />
snapto : cmd : : <br />
snd_async_flush : cmd : : Flush all unlocked async audio data<br />
snd_async_fullyasync : 0 : : All playback is fully async (sound doesn't play until data arrives).<br />
snd_async_minsize : 262144 : : <br />
snd_async_showmem : cmd : : Show async memory stats<br />
snd_async_spew : 0 : : Spew all async sound reads, including success<br />
snd_async_spew_blocking : 1 : : Spew message to console any time async sound loading blocks on file i/o. ( 0=Off, 1=With -steam only, 2=Always<br />
snd_async_stream_spew : 0 : : Spew streaming info ( 0=Off, 1=streams, 2=buffers<br />
snd_buildcache : cmd : : <directory or VPK filename> Rebulds sound cache for a given search path. <br />
snd_cull_duplicates : 0 : : If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be played.<br />
snd_defer_trace : 1 : : <br />
snd_delay_sound_shift : 0 : : <br />
snd_disable_mixer_duck : 0 : : <br />
snd_duckerattacktime : 0 : , "a" : <br />
snd_duckerreleasetime : 2 : , "a" : <br />
snd_duckerthreshold : 0 : , "a" : <br />
snd_ducktovolume : 0 : , "a" : <br />
snd_dumpclientsounds : cmd : : Dump sounds to VXConsole<br />
snd_foliage_db_loss : 4 : , "cheat" : <br />
snd_gain : 1 : , "cheat" : <br />
snd_gain_max : 1 : , "cheat" : <br />
snd_gain_min : 0 : , "cheat" : <br />
snd_legacy_surround : 0 : , "a" : <br />
snd_lockpartial : 1 : : <br />
snd_mainmenu_musicvolume : 1 : , "a" : Main Menu Music Volume<br />
snd_mix_async : 0 : : <br />
snd_mixahead : 0 : , "a" : <br />
snd_musicvolume : 0 : , "a" : Music volume<br />
snd_mute_losefocus : 1 : , "a" : <br />
snd_noextraupdate : 0 : : <br />
snd_obscured_gain_dB : -2 : , "cheat" : <br />
snd_pitchquality : 1 : , "a" : <br />
snd_profile : 0 : , "demo" : <br />
snd_refdb : 60 : , "cheat" : <br />
snd_refdist : 36 : , "cheat" : <br />
snd_restart : cmd : : Restart sound system.<br />
snd_show : 0 : , "cheat" : Show sounds info<br />
snd_show_fmod : 0 : , "cheat", "cl" : <br />
snd_showclassname : 0 : : <br />
snd_showmixer : 0 : : <br />
snd_showstart : 0 : , "cheat" : <br />
snd_ShowThreadFrameTime : 0 : : <br />
snd_soundmixer : 0 : : <br />
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 per frame.<br />
snd_surround_speakers : 2 : : <br />
snd_visualize : 0 : , "cheat" : Show sounds location in world<br />
snd_vox_captiontrace : 0 : : Shows sentence name for sentences which are set not to show captions.<br />
snd_vox_globaltimeout : 300 : : <br />
snd_vox_sectimetout : 300 : : <br />
snd_vox_seqtimetout : 300 : : <br />
sndplaydelay : cmd : : Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname<br />
softcount : cmd : : Get soft player count.<br />
soundfade : cmd : : Fade client volume.<br />
soundinfo : cmd : : Describe the current sound device.<br />
soundlist : cmd : : List all known sounds.<br />
soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for.<br />
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 aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.<br />
soundscape_dumpclient : cmd : : Dumps the client's soundscape data. <br />
soundscape_fadetime : 3 : , "cheat", "cl" : Time to crossfade sound effects between soundscapes<br />
soundscape_flush : cmd : : Flushes the server & client side soundscapes<br />
speak : cmd : : Play a constructed sentence.<br />
spec_autodirector : 1 : , "clientcmd_can_execute", "cl" : Auto-director chooses best view modes while spectating<br />
spec_freeze_delay_deathtime : 1 : , "sv", "cheat" : <br />
spec_freeze_distance_max : 200 : , "cheat", "cl" : Maximum random distance from the target to stop when framing them in observer freeze cam.<br />
spec_freeze_distance_min : 96 : , "cheat", "cl" : Minimum random distance from the target to stop when framing them in observer freeze cam.<br />
spec_freeze_time : 4 : , "sv", "cheat", "rep" : Time spend frozen in observer freeze cam.<br />
spec_freeze_traveltime : 0 : , "sv", "cheat", "rep" : Time taken to zoom in to frame a target in observer freeze cam.<br />
spec_mode : cmd : : Set spectator mode<br />
spec_next : cmd : : Spectate next player<br />
spec_player : cmd : : Spectate player by name<br />
spec_pos : cmd : : dump position and angles to the console<br />
spec_prev : cmd : : Spectate previous player<br />
spec_scoreboard : 0 : , "a", "cl" : <br />
spec_track : 0 : , "cl" : Tracks an entity in spec mode<br />
+special : cmd : : <br />
-special : cmd : : <br />
+speed : cmd : : <br />
-speed : cmd : : <br />
spew_consolelog_to_debugstring : 0 : : Send console log to PLAT_DebugString()<br />
spike : cmd : : generates a fake spike<br />
star_memory : cmd : : Dump memory stats<br />
startdemos : cmd : : Play demos in demo sequence.<br />
startmovie : cmd : : Start recording movie frames.<br />
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 mode.<br />
statistic_print : cmd : : Debug print of Statistics system<br />
statistics_callresult_test : cmd : : for realz<br />
statisticsui : cmd : : Statistics Display UI<br />
stats : cmd : : Prints server performance variables<br />
status : cmd : : Display map and connection status.<br />
status_pvk2 : cmd : : Shows information useful to admins for each client<br />
step_spline : 0 : , "sv" : <br />
stop : cmd : : Finish recording demo.<br />
stopdemo : cmd : : Stop playing back a demo.<br />
stopsound : cmd : : <br />
stopsoundscape : cmd : : Stops all soundscape processing and fades current looping sounds<br />
+strafe : cmd : : <br />
-strafe : cmd : : <br />
studio_queue_mode : 1 : : <br />
stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.<br />
suitvolume : 0 : , "a", "sv" : <br />
surfaceprop : cmd : : Reports the surface properties at the cursor<br />
sv_accelerate : 10 : , "sv", "nf", "rep" : <br />
sv_admin_groupid : 0 : , "a", "sv", "rep" : <br />
sv_admin_grouptag : 0 : , "a", "sv", "rep" : <br />
sv_airaccelerate : 10 : , "sv", "nf", "rep" : <br />
sv_allow_color_correction : 1 : , "rep" : Allow or disallow clients to use color correction on this server.<br />
sv_allow_point_servercommand : 0 : , "sv" : Allow use of point_servercommand entities in map. Potentially dangerous for untrusted maps. disallow : Always disallow always : Allow for all maps<br />
sv_allow_voice_from_file : 1 : , "rep" : Allow or disallow clients from using voice_inputfromfile on this server.<br />
sv_allow_votes : 1 : , "sv" : Allow voting?<br />
sv_allow_wait_command : 1 : , "rep" : Allow or disallow the wait command on clients connected to this server.<br />
sv_allowdownload : 1 : : Allow clients to download files<br />
sv_allowupload : 1 : : Allow clients to upload customizations files<br />
sv_alltalk : 1 : , "sv", "nf", "rep" : Players can hear all other players, no team restrictions<br />
sv_alternateticks : 0 : , "sp" : If set, server only simulates entities on even numbered ticks. <br />
sv_autosave : 1 : : Set to 1 to autosave game on level transition. Does not affect autosave triggers.<br />
sv_backspeed : 0 : , "a", "sv", "rep" : How much to slow down backwards motion<br />
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.vprof.<br />
sv_benchmark_force_start : cmd : : Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.<br />
sv_benchmark_numticks : 3300 : , "sv" : If > 0, then it only runs the benchmark for this # of ticks.<br />
sv_bonus_challenge : 0 : , "sv", "rep" : Set to values other than 0 to select a bonus map challenge type.<br />
sv_bonus_map_challenge_update : cmd : : Updates a bonus map challenge score.<br />
sv_bonus_map_complete : cmd : : Completes a bonus map.<br />
sv_bonus_map_unlock : cmd : : Locks a bonus map.<br />
sv_bounce : 0 : , "sv", "nf", "rep" : Bounce multiplier for when physically simulated objects collide with other objects.<br />
sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTable_Encode calls.<br />
sv_cheats : 0 : , "nf", "rep" : Allow cheats on server<br />
sv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player.<br />
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 and sv_maxcmdrate.<br />
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_interp_ratio is -1, then this cvar has no effect.<br />
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 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio<br />
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 set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1<br />
sv_clockcorrection_msecs : 60 : , "sv" : The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount<br />
sv_community_groupid : 2157 : , "a", "sv", "rep" : <br />
sv_community_grouptag : 0 : , "a", "sv", "rep" : <br />
sv_compressstringtablebaselines_threshold : 2048 : : Minimum size (in bytes) for stringtablebaseline buffer to be compressed.<br />
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 servers running old versions of SMAC<br />
sv_contact : 0 : , "nf" : Contact email for server sysop<br />
sv_debug_player_use : 0 : , "sv", "rep" : Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success<br />
sv_debugmanualmode : 0 : : Make sure entities correctly report whether or not their network data has changed.<br />
sv_debugtempentities : 0 : : Show temp entity bandwidth usage.<br />
sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)<br />
sv_deltatime : 0 : : Enable profiling of CalcDelta calls<br />
sv_disable_querycache : 0 : , "sv", "cheat" : debug - disable trace query cache<br />
sv_downloadurl : 0 : , "rep" : Location from which clients can download missing files<br />
sv_dump_edicts : cmd : : Display a list of edicts allocated on the server.<br />
sv_dumpstringtables : 0 : , "cheat" : <br />
sv_enableoldqueries : 0 : : Enable support for old style (HL1) server queries<br />
sv_filterban : 1 : : Set packet filtering by IP mode<br />
sv_findsoundname : cmd : : Find sound names which reference the specified wave files.<br />
sv_footsteps : 1 : , "sv", "nf", "rep" : Play footstep sound for players<br />
sv_force_transmit_ents : 0 : , "sv", "cheat" : Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).<br />
sv_forcepreload : 0 : , "a" : Force server side preloading.<br />
sv_friction : 4 : , "sv", "nf", "rep" : World friction.<br />
sv_gravity : 800 : , "sv", "nf", "rep" : World gravity.<br />
sv_hudhint_sound : 1 : , "sv", "rep" : <br />
sv_lagcompensation_teleport_dist : 64 : , "sv", "cheat" : How far a player got moved by game code before we can't lag compensate their position back<br />
sv_lagflushbonecache : 1 : , "sv" : Flushes entity bone cache on lag compensation<br />
sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )<br />
sv_log_onefile : 0 : , "a" : Log server information to only one file.<br />
sv_logbans : 0 : , "a" : Log server bans in the server logs.<br />
sv_logblocks : 0 : : If true when log when a query is blocked (can cause very large log files)<br />
sv_logdownloadlist : 1 : : <br />
sv_logecho : 1 : , "a" : Echo log information to the console.<br />
sv_logfile : 1 : , "a" : Log server information in the log file.<br />
sv_logfilecompress : 0 : , "a" : Gzip compress logfile and rename to logfilename.log.gz on close.<br />
sv_logfilename_format : 0 : , "a" : Log filename format. See strftime for formatting codes.<br />
sv_logflush : 0 : , "a" : Flush the log file to disk on each write (slow).<br />
sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored.<br />
sv_logsecret : 0 : : If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)<br />
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 map in the map cycle, 5 - spew all edicts.<br />
sv_lowedict_threshold : 8 : : When only this many edicts are free, take the action specified by sv_lowedict_action.<br />
sv_maphack : 1 : , "sv", "nf", "rep" : Enable MapHack. MapHacks are text files used for adding or modifying entities in the map.<br />
sv_maphack_directory : 0 : , "sv", "rep" : The game will search this directory for [mapname].txt files.<br />
sv_maphack_filename : 0 : , "sv", "nf", "rep" : If not empty, load this file for MapHack.<br />
sv_massreport : 0 : , "sv" : <br />
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 communicate to the master server on.<br />
sv_max_connects_sec : 2 : : Maximum connections per second to respond to from a single IP address.<br />
sv_max_connects_sec_global : 0 : : Maximum connections per second to respond to from anywhere.<br />
sv_max_connects_window : 4 : : Window over which to average connections per second averages.<br />
sv_max_queries_sec : 3 : : Maximum queries per second to respond to from a single IP address.<br />
sv_max_queries_sec_global : 3000 : : Maximum queries per second to respond to from anywhere.<br />
sv_max_queries_window : 30 : : Window over which to average queries per second averages.<br />
sv_maxcmdrate : 66 : , "rep" : (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.<br />
sv_maxrate : 0 : , "rep" : Max bandwidth rate allowed on server, 0 == unlimited<br />
sv_maxreplay : 0 : : Maximum replay time in seconds<br />
sv_maxroutable : 1260 : : Server upper bound on net_maxroutable that a client can use.<br />
sv_maxspeed : 320 : , "sv", "nf", "rep" : <br />
sv_maxunlag : 1 : , "sv" : Maximum lag compensation in seconds<br />
sv_maxupdaterate : 66 : , "rep" : Maximum updates per second that the server will allow<br />
sv_maxuptimelimit : 0 : : If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.<br />
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<br />
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 tick; 2+: hold multiple ticks)<br />
sv_maxusrcmdprocessticks_warning : -1 : , "sv" : Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled<br />
sv_maxvelocity : 3500 : , "sv", "rep" : Maximum speed any ballistically moving object is allowed to attain per axis.<br />
sv_memlimit : 0 : : If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.<br />
sv_mincmdrate : 10 : , "rep" : This sets the minimum value for cl_cmdrate. 0 == unlimited.<br />
sv_minrate : 3500 : , "rep" : Min bandwidth rate allowed on server, 0 == unlimited<br />
sv_minupdaterate : 10 : , "rep" : Minimum updates per second that the server will allow<br />
sv_minuptimelimit : 0 : : If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardless of sv_memlimit.<br />
sv_mumble_positionalaudio : 1 : , "rep", "cl" : Allows players using Mumble to have support for positional audio.<br />
sv_namechange_cooldown_seconds : 30 : : When a client name change is received, wait N seconds before allowing another name change<br />
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 enabled, even if never triggered, impacts performance. Set to zero when not in use. For compatibility reasons, this command can be initialized on the command line with the -netspike option.<br />
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<br />
sv_netspike_output : 1 : : Where the netspike data be written? Sum of the following values: 1=netspike.txt, 2=ordinary server log<br />
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 feature does take some CPU cycles, so it should be left off when not in use.<br />
sv_netvisdist : 10000 : , "sv", "cheat" : Test networking visibility distance<br />
sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" : <br />
sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).<br />
sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" : <br />
sv_npc_talker_maxdist : 1024 : , "sv" : NPCs over this distance from the player won't attempt to speak.<br />
sv_optimizedmovement : 1 : , "sv", "rep" : <br />
sv_parallel_packentities : 1 : : <br />
sv_parallel_sendsnapshot : 0 : : <br />
sv_password : 0 : , "nf", "prot", "norecord" : Server password for entry into multiplayer games<br />
sv_pausable : 0 : , "nf" : Is the server pausable.<br />
sv_player_display_usercommand_errors : 0 : , "sv", "cheat" : 1 = Display warning when command values are out-of-range. 2 = Spew invalid ranges.<br />
sv_player_net_suppress_usercommands : 0 : , "sv", "cheat" : For testing usercommand hacking sideeffects. DO NOT SHIP<br />
sv_playeralwaystransmit : 0 : , "sv" : Tells the server to always transmit player data to clients and disregard PVS.<br />
sv_playerdecals : 1 : , "sv", "rep" : Enable/Disable player decals.<br />
sv_playerperfhistorycount : 60 : , "sv" : Number of samples to maintain in player perf history<br />
sv_precacheinfo : cmd : : Show precache info.<br />
sv_proximitytalk : 0 : , "sv", "nf" : Players can only hear other players if they are within the proximity distance<br />
sv_proximitytalk_distance : 256 : , "sv", "nf" : Players can only hear other players within this distance when in proximity mode<br />
sv_pure : cmd : : Show user data.<br />
sv_pure_consensus : 5 : : Minimum number of file hashes to agree to form a consensus.<br />
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.<br />
sv_pure_retiretime : 900 : : Seconds of server idle time to flush the sv_pure file hash cache.<br />
sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file.<br />
sv_pushaway_clientside : 0 : , "sv", "rep" : Clientside physics push away (0=off, 1=only localplayer, 1=all players)<br />
sv_pushaway_clientside_size : 15 : , "sv", "rep" : Minimum size of pushback objects<br />
sv_pushaway_force : 30000 : , "sv", "rep" : How hard physics objects are pushed away from the players on the server.<br />
sv_pushaway_max_force : 1000 : , "sv", "rep" : Maximum amount of force applied to physics objects by players.<br />
sv_pushaway_max_player_force : 10000 : , "sv", "cheat", "rep" : Maximum of how hard the player is pushed away from physics objects.<br />
sv_pushaway_min_player_speed : 75 : , "sv", "rep" : If a player is moving slower than this, don't push away physics objects (enables ducking behind things).<br />
sv_pushaway_player_force : 200000 : , "sv", "cheat", "rep" : How hard the player is pushed away from physics objects (falls off with inverse square of distance).<br />
sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS<br />
sv_querycache_stats : cmd : : Display status of the query cache (client only)<br />
sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication<br />
sv_rcon_log : 1 : : Enable/disable rcon logging.<br />
sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication before being banned<br />
sv_rcon_maxpacketbans : 1 : : Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize<br />
sv_rcon_maxpacketsize : 1024 : : The maximum number of bytes to allow in a command packet<br />
sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned<br />
sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications<br />
sv_rcon_whitelist_address : 0 : : When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'<br />
sv_region : -1 : : The region of the world to report this server in.<br />
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 (slightly wider than 16:9). 0 = do not cap effective FOV 1 = limit the effective FOV on windowed mode users using resolutions greater than 1.85:1 2 = limit the effective FOV on both windowed mode and full-screen users <br />
sv_rollangle : 0 : , "sv", "nf", "rep" : Max view roll angle<br />
sv_rollspeed : 200 : , "sv", "nf", "rep" : <br />
sv_setsteamaccount : cmd : : token Set game server account token to use for logging in to a persistent game server account<br />
sv_showanimstate : -1 : , "sv", "cheat" : Show the (server) animation state for the specified entity (-1 for none).<br />
sv_showanimstate_log : 0 : , "sv", "cheat" : 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.<br />
sv_showhitboxes : -1 : , "sv", "cheat" : Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).<br />
sv_showimpacts : 0 : , "sv", "rep" : Shows client (red) and server (blue) bullet impact point<br />
sv_showladders : 0 : , "sv" : Show bbox and dismount points for all ladders (must be set before level load.) <br />
sv_showlagcompensation : 0 : , "sv", "cheat" : Show lag compensated hitboxes whenever a player is lag compensated.<br />
sv_shutdown : cmd : : Sets the server to shutdown next time it's empty<br />
sv_shutdown_cancel : cmd : : Cancels pending sv_shutdown command<br />
sv_shutdown_timeout_minutes : 360 : , "rep" : If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown.<br />
sv_simbullet_visualize : 0 : , "sv", "cheat", "nf", "rep" : Visualize simulated bullets<br />
sv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texture<br />
sv_skyoverride : 0 : , "a", "sv", "rep" : Skybox texture to override with in maps. If this is empty, the original skybox will be used.<br />
sv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files.<br />
sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)<br />
sv_soundemitter_trace : 0 : , "sv", "rep" : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to <br />
sv_soundscape_printdebuginfo : cmd : : print soundscapes<br />
sv_specaccelerate : 5 : , "a", "sv", "nf", "rep" : <br />
sv_specnoclip : 1 : , "a", "sv", "nf", "rep" : <br />
sv_specspeed : 3 : , "a", "sv", "nf", "rep" : <br />
sv_stats : 1 : : Collect CPU usage stats<br />
sv_steamblockingcheck : 0 : : Check each new player for Steam blocking compatibility, 1 = message only, 2 >= drop if any member of owning clan blocks,3 >= drop if any player has blocked, 4 >= drop if player has blocked anyone on server<br />
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 community.<br />
sv_stepsize : 18 : , "sv", "nf", "rep" : <br />
sv_stickysprint_default : 0 : , "cl" : <br />
sv_stopspeed : 100 : , "sv", "nf", "rep" : Minimum stopping speed when on ground.<br />
sv_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they are in the pvs<br />
sv_suppress_viewpunch : 0 : , "sv", "cheat", "rep" : <br />
sv_tags : 0 : , "nf" : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.<br />
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 through the world.<br />
sv_teststepsimulation : 1 : , "sv" : <br />
sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp.<br />
sv_timeout : 65 : : After this many seconds without a message from a client, the client is dropped<br />
sv_turbophysics : 0 : , "sv", "rep" : Turns on turbo physics<br />
sv_unlag : 1 : , "sv" : Enables player lag compensation<br />
sv_unlag_debug : 0 : , "sv" : <br />
sv_unlag_fixstuck : 0 : , "sv" : Disallow backtracking a player for lag compensation if it will cause them to become stuck<br />
sv_unlockedchapters : 1 : , "a" : Highest unlocked game chapter.<br />
sv_usercmd_custom_random_seed : 1 : , "sv", "cheat" : When enabled server will populate an additional random seed independent of the client<br />
sv_vehicle_autoaim_scale : 8 : , "sv" : <br />
sv_visiblemaxplayers : -1 : : Overrides the max players reported to prospective clients<br />
sv_voicecodec : 0 : : Specifies which voice codec to use. Valid options are: vaudio_speex - Legacy Speex codec (lowest quality) vaudio_celt - Newer CELT codec steam - Use Steam voice API<br />
sv_voiceenable : 1 : , "a", "nf" : <br />
sv_vote_allow_spectators : 0 : , "sv" : Allow spectators to vote?<br />
sv_vote_changeruleset_restart : 1 : , "sv" : Change ruleset vote restarts game?<br />
sv_vote_command_delay : 2 : , "sv" : How long after a vote passes until the action happens<br />
sv_vote_creation_timer : 150 : , "sv" : How long before a player can attempt to call another vote (in seconds).<br />
sv_vote_extendmap_time : 10 : , "sv" : Map time limit will be incremented by this value (in minutes) if extend map vote passes<br />
sv_vote_failure_timer : 300 : , "sv" : A vote that fails cannot be re-submitted for this long<br />
sv_vote_issue_autobalance_allowed : 1 : , "sv" : Allow auto-balance vote issue<br />
sv_vote_issue_changelevel_allowed : 1 : , "sv" : Allow change level vote issue<br />
sv_vote_issue_changeruleset_allowed : 0 : , "sv" : Allow change ruleset vote issue<br />
sv_vote_issue_extendmap_allowed : 1 : , "sv" : Allow extend map vote issue<br />
sv_vote_issue_forcetdm_allowed : 1 : , "sv" : Allow force team deathmatch vote issue<br />
sv_vote_issue_kick_allowed : 0 : , "sv" : Allow kick players vote issue<br />
sv_vote_issue_restartround_allowed : 1 : , "sv" : Allow restart round vote issue<br />
sv_vote_issue_shuffleplayers_allowed : 1 : , "sv" : Allow shuffle players vote issue<br />
sv_vote_issue_timeout_allowed : 0 : , "sv" : Allow timeout vote issue<br />
sv_vote_kick_ban_duration : 10 : , "sv" : Vote kick ban duration in minutes (0 = disable)<br />
sv_vote_quorum_ratio : 0 : , "sv", "nf" : The minimum ratio of eligible players needed to pass a vote. Min 0.5, Max 1.0.<br />
sv_vote_timeout_duration : 60 : , "sv" : Timeout duration<br />
sv_vote_timeout_limit : 1 : , "sv" : How many timeouts can the team call<br />
sv_vote_timer_duration : 15 : , "sv" : How long to allow voting on an issue<br />
sv_vote_ui_hide_disabled_issues : 1 : , "sv" : Suppress listing of disabled issues in the vote setup screen.<br />
sv_wateraccelerate : 10 : , "sv", "nf", "rep" : <br />
sv_waterdist : 12 : , "sv", "rep" : Vertical view fixup when eyes are near water plane.<br />
sv_waterfriction : 1 : , "sv", "nf", "rep" : <br />
sys_minidumpexpandedspew : 1 : : <br />
sys_minidumpspewlines : 500 : : Lines of crash dump console spew to keep.<br />
systemlinkport : 27030 : : System Link port<br />
+taunt : cmd : : <br />
-taunt : cmd : : <br />
template_debug : 0 : , "sv" : <br />
Test_CreateEntity : cmd : : <br />
test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0> <br />
Test_EHandle : cmd : : <br />
test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player.<br />
test_fartme : cmd : : lol<br />
test_freezeframe : cmd : : Test the freeze frame code.<br />
test_gamemode_intro : cmd : : it does EVEN MORE stuff<br />
test_headshotme : cmd : : lol<br />
test_hintevent_failurepaths : cmd : : <br />
Test_InitRandomEntitySpawner : cmd : : <br />
test_mainmenumodel : cmd : : <br />
test_matchstart_reload : cmd : : <br />
test_parrotdisplay : cmd : : <br />
test_powderhorneffect : cmd : : test powderhorn effect<br />
Test_ProxyToggle_EnableProxy : cmd : : <br />
Test_ProxyToggle_EnsureValue : cmd : : Test_ProxyToggle_EnsureValue<br />
Test_ProxyToggle_SetValue : cmd : : <br />
test_pvk2_aberration_blue : 0 : , "cl" : <br />
test_pvk2_aberration_green : 0 : , "cl" : <br />
test_pvk2_aberration_red : 0 : , "cl" : <br />
test_pvk2_pixelizer_enable : 0 : , "cl" : <br />
test_pvk2_pixelizer_ph : 12 : , "cl" : <br />
test_pvk2_pixelizer_pw : 8 : , "cl" : <br />
test_pvk2_powderhorn_lumi_strength : 300 : , "cl" : <br />
test_pvk2_radialblur_enable : 0 : , "cl" : <br />
test_pvk2_radialblur_intensity : 0 : , "cl" : <br />
Test_RandomizeInPVS : cmd : : <br />
Test_RandomPlayerPosition : cmd : : <br />
test_rank_give : cmd : : <br />
test_rank_printlevels : cmd : : <br />
test_rank_reset : cmd : : <br />
test_rank_xp2level : cmd : : <br />
test_register_output_callback : cmd : : Usage: test_register_output_callback [entity targetname]<br />
test_remove_all_output_callbacks : cmd : : <br />
Test_RemoveAllRandomEntities : cmd : : <br />
test_ruleset_reload_scripts : cmd : : Reloads weapon & class scripts.<br />
test_ruleset_show_status : cmd : : Is the ruleset modified or not?<br />
Test_SpawnRandomEntities : cmd : : <br />
test_sprayimport : cmd : : it's magic<br />
test_stringpool : cmd : : Tests the class CStringPool<br />
test_timer_event : cmd : : it does stuff<br />
test_timer_message : cmd : : it does even more stuff<br />
test_zerkme : cmd : : lol<br />
testblockatk : cmd : : Test block attack.<br />
testhudanim : cmd : : Test a hud element animation. Arguments: <anim name> <br />
testscript_debug : 0 : : Debug test scripts.<br />
teststun : cmd : : Stuns the player<br />
texture_budget_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
texture_budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1<br />
texture_budget_panel_global : 0 : : Show global times in the texture budget panel.<br />
texture_budget_panel_height : 284 : , "a" : height in pixels of the budget panel<br />
texture_budget_panel_width : 512 : , "a" : width in pixels of the budget panel<br />
texture_budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel<br />
texture_budget_panel_y : 450 : , "a" : number of pixels from the top side of the game screen to draw the budget panel<br />
tf_escort_score_rate : 1 : , "sv", "cheat" : Score for escorting the train, in points per second<br />
think_limit : 0 : , "sv", "rep" : Maximum think time in milliseconds, warning is printed if this is exceeded.<br />
thirdperson : cmd : : Switch to thirdperson camera.<br />
thirdperson_mayamode : cmd : : Switch to thirdperson Maya-like camera controls.<br />
thirdperson_platformer : 0 : , "cl" : Player will aim in the direction they are moving.<br />
thirdperson_screenspace : 0 : , "cl" : Movement will be relative to the camera, eg: left means screen-left<br />
threadpool_affinity : 1 : : Enable setting affinity<br />
timedemo : cmd : : Play a demo and report performance info.<br />
timedemo_runcount : 0 : : Runs time demo X number of times.<br />
timedemoquit : cmd : : Play a demo, report performance info, and then exit<br />
timerefresh : cmd : : Profile the renderer.<br />
toggle : cmd : : Toggles a convar on or off, or cycles through a set of values.<br />
toggle_chestphysics : cmd : : <br />
toggleconsole : cmd : : Show/hide the console.<br />
togglehints : cmd : : Enable or disable contextual hints<br />
togglethirdperson : cmd : : Enable or disable thirdperson.<br />
trace_report : 0 : , "sv" : <br />
tracer_extra : 1 : , "cl" : <br />
trackerlistallfiles : cmd : : TrackerListAllFiles<br />
trackerlistvpkfiles : cmd : : TrackerListVPKFiles<br />
tv_allow_camera_man : 1 : , "sv" : Auto director allows spectators to become camera man<br />
tv_allow_static_shots : 1 : , "sv" : Auto director uses fixed level cameras for shots<br />
tv_autorecord : 0 : : Automatically records all games as SourceTV demos.<br />
tv_autoretry : 1 : : Relay proxies retry connection after network timeout<br />
tv_chatgroupsize : 0 : : Set the default chat group size<br />
tv_chattimelimit : 8 : : Limits spectators to chat only every n seconds<br />
tv_clients : cmd : : Shows list of connected SourceTV clients.<br />
tv_debug : 0 : : SourceTV debug info.<br />
tv_delay : 30 : , "sv" : SourceTV broadcast delay in seconds<br />
tv_delaymapchange : 0 : , "sv" : Delays map change until broadcast is complete<br />
tv_delaymapchange_protect : 1 : , "sv" : Protect against doing a manual map change if HLTV is broadcasting and has not caught up with a major game event such as round_end<br />
tv_deltacache : 2 : : Enable delta entity bit stream cache<br />
tv_dispatchmode : 1 : : Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always<br />
tv_enable : 0 : , "nf" : Activates SourceTV on server.<br />
tv_maxclients : 128 : : Maximum client number on SourceTV server.<br />
tv_maxrate : 8000 : : Max SourceTV spectator bandwidth rate allowed, 0 == unlimited<br />
tv_msg : cmd : : Send a screen message to all clients.<br />
tv_name : 0 : : SourceTV host name<br />
tv_nochat : 0 : , "a", "user" : Don't receive chat messages from other SourceTV spectators<br />
tv_overridemaster : 0 : : Overrides the SourceTV master root address.<br />
tv_password : 0 : , "nf", "prot", "norecord" : SourceTV password for all clients<br />
tv_port : 27020 : : Host SourceTV port<br />
tv_record : cmd : : Starts SourceTV demo recording.<br />
tv_relay : cmd : : Connect to SourceTV server and relay broadcast.<br />
tv_relaypassword : 0 : , "nf", "prot", "norecord" : SourceTV password for relay proxies<br />
tv_relayvoice : 1 : : Relay voice data: 0=off, 1=on<br />
tv_retry : cmd : : Reconnects the SourceTV relay proxy.<br />
tv_snapshotrate : 16 : : Snapshots broadcasted per second<br />
tv_status : cmd : : Show SourceTV server status.<br />
tv_stop : cmd : : Stops the SourceTV broadcast.<br />
tv_stoprecord : cmd : : Stops SourceTV demo recording.<br />
tv_timeout : 30 : : SourceTV connection timeout in seconds.<br />
tv_title : 0 : : Set title for SourceTV spectator UI<br />
tv_transmitall : 0 : , "rep" : Transmit all entities (not only director view)<br />
ui_posedebug_fade_in_time : 0 : , "cheat", "norecord", "cl" : Time during which a new pose activity layer is shown in green in +posedebug UI<br />
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<br />
unbind : cmd : : Unbind a key.<br />
unbind_mac : cmd : : Unbind a key on the Mac only.<br />
unbindall : cmd : : Unbind all keys.<br />
unpause : cmd : : Unpause the game.<br />
updateplstatus : cmd : : Updates the showing of dev status for the client issuing the command<br />
+use : cmd : : <br />
-use : cmd : : <br />
use : cmd : : Use a particular weapon Arguments: <weapon_name><br />
UseNetworkVars : 1 : , "sv", "cheat" : For profiling, toggle network vars.<br />
user : cmd : : Show user data.<br />
user_context : cmd : : Set a Rich Presence Context: user_context <context id> <context value><br />
user_property : cmd : : Set a Rich Presence Property: user_property <property id><br />
users : cmd : : Show user info for players on server.<br />
v_centermove : 0 : , "cl" : <br />
v_centerspeed : 500 : , "cl" : <br />
v_ipitch_cycle : 1 : , "cheat", "rep", "cl" : <br />
v_ipitch_level : 0 : , "cheat", "rep", "cl" : <br />
v_iroll_cycle : 0 : , "cheat", "rep", "cl" : <br />
v_iroll_level : 0 : , "cheat", "rep", "cl" : <br />
v_iyaw_cycle : 2 : , "cheat", "rep", "cl" : <br />
v_iyaw_level : 0 : , "cheat", "rep", "cl" : <br />
vcollide_wireframe : 0 : , "cheat", "cl" : Render physics collision models in wireframe<br />
vcr_verbose : 0 : : Write extra information into .vcr file.<br />
vehicle_flushscript : cmd : : Flush and reload all vehicle scripts<br />
version : cmd : : Print version info string.<br />
vgui_cache_res_files : 1 : : <br />
vgui_drawfocus : 0 : : Report which panel is under the mouse.<br />
vgui_drawtree : 0 : , "cheat" : Draws the vgui panel hiearchy to the specified depth level.<br />
+vgui_drawtree : cmd : : <br />
-vgui_drawtree : cmd : : <br />
vgui_drawtree_bounds : 0 : : Show panel bounds.<br />
vgui_drawtree_clear : cmd : : <br />
vgui_drawtree_draw_selected : 0 : : Highlight the selected panel<br />
vgui_drawtree_freeze : 0 : : Set to 1 to stop updating the vgui_drawtree view.<br />
vgui_drawtree_hidden : 0 : : Draw the hidden panels.<br />
vgui_drawtree_panelalpha : 0 : : Show the panel alpha values in the vgui_drawtree view.<br />
vgui_drawtree_panelptr : 0 : : Show the panel pointer values in the vgui_drawtree view.<br />
vgui_drawtree_popupsonly : 0 : : Draws the vgui popup list in hierarchy(1) or most recently used(2) order.<br />
vgui_drawtree_render_order : 0 : : List the vgui_drawtree panels in render order.<br />
vgui_drawtree_visible : 1 : : Draw the visible panels.<br />
vgui_message_dialog_modal : 1 : , "a", "cl" : <br />
vgui_spew_fonts : cmd : : <br />
vgui_togglepanel : cmd : : show/hide vgui panel by name.<br />
video_quicktime_decode_gamma : 0 : , "a" : QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5<br />
video_quicktime_encode_gamma : 3 : , "a" : QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5<br />
viewanim_addkeyframe : cmd : : <br />
viewanim_create : cmd : : viewanim_create<br />
viewanim_load : cmd : : load animation from file<br />
viewanim_reset : cmd : : reset view angles!<br />
viewanim_save : cmd : : Save current animation to file<br />
viewanim_test : cmd : : test view animation<br />
viewmodel_fov : 74 : , "a", "cl" : Sets the field-of-view for the viewmodel.<br />
viewmodel_offset_x : 0 : , "a", "cl" : <br />
viewmodel_offset_y : 0 : , "a", "cl" : <br />
viewmodel_offset_z : 0 : , "a", "cl" : <br />
violence_ablood : 1 : : Draw alien blood<br />
violence_agibs : 1 : : Show alien gib entities<br />
violence_hblood : 1 : : Draw human blood<br />
violence_hgibs : 1 : : Show human gib entities<br />
voice_avggain : 0 : : <br />
voice_buffer_ms : 100 : : How many milliseconds of voice to buffer to avoid dropouts due to jitter and frame time differences.<br />
voice_clientdebug : 0 : , "cl" : <br />
voice_debugfeedback : 0 : : <br />
voice_debugfeedbackfrom : 0 : : <br />
voice_enable : 1 : , "a" : <br />
voice_fadeouttime : 0 : : <br />
voice_forcemicrecord : 1 : , "a" : <br />
voice_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than from the microphone.<br />
voice_loopback : 0 : , "user" : <br />
voice_maxgain : 10 : : <br />
voice_modenable : 1 : , "a", "clientcmd_can_execute", "cl" : Enable/disable voice in this mod.<br />
voice_overdrive : 2 : : <br />
voice_overdrivefadetime : 0 : : <br />
voice_printtalkers : cmd : : voice debug.<br />
voice_profile : 0 : : <br />
voice_recordtofile : 0 : : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'<br />
voice_scale : 1 : , "a" : <br />
voice_serverdebug : 0 : , "sv" : <br />
voice_showchannels : 0 : : <br />
voice_showincoming : 0 : : <br />
voice_spam_autoban : 45 : , "a", "cl" : How long till the autoban of voice spammers kicks in.<br />
voice_steal : 2 : : <br />
voice_writevoices : 0 : : Saves each speaker's voice data into separate .wav files <br />
voicemenu1 : cmd : : menu for voice commands<br />
voicemenu2 : cmd : : menu for voice commands<br />
voicemenu3 : cmd : : menu for voice commands<br />
+voicerecord : cmd : : <br />
-voicerecord : cmd : : <br />
volume : 0 : , "a" : Sound volume<br />
vox_reload : cmd : : Reload sentences.txt file<br />
voxeltree_box : cmd : : View entities in the voxel-tree inside box <Vector(min), Vector(max)>.<br />
voxeltree_playerview : cmd : : View entities in the voxel-tree at the player position.<br />
voxeltree_sphere : cmd : : View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.<br />
voxeltree_view : cmd : : View entities in the voxel-tree.<br />
vpk_dump_files_list : cmd : : Spews all filenames from selected VPK to console.<br />
vpk_valid : cmd : : Check VPK for Workshop validity.<br />
vprof : cmd : : Toggle VProf profiler<br />
vprof_adddebuggroup1 : cmd : : add a new budget group dynamically for debugging<br />
vprof_cachemiss : cmd : : Toggle VProf cache miss checking<br />
vprof_cachemiss_off : cmd : : Turn off VProf cache miss checking<br />
vprof_cachemiss_on : cmd : : Turn on VProf cache miss checking<br />
vprof_child : cmd : : <br />
vprof_collapse_all : cmd : : Collapse the whole vprof tree<br />
vprof_counters : 0 : : <br />
vprof_dump_groupnames : cmd : : Write the names of all of the vprof groups to the console.<br />
vprof_dump_oninterval : 0 : : Interval (in seconds) at which vprof will batch up data and dump it to the console.<br />
vprof_dump_spikes : 0 : : Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump<br />
vprof_dump_spikes_budget_group : 0 : : Budget gtNode to start report from when doing a dump spikes<br />
vprof_dump_spikes_node : 0 : : Node to start report from when doing a dump spikes<br />
vprof_expand_all : cmd : : Expand the whole vprof tree<br />
vprof_expand_group : cmd : : Expand a budget group in the vprof tree by name<br />
vprof_generate_report : cmd : : Generate a report to the console.<br />
vprof_generate_report_AI : cmd : : Generate a report to the console.<br />
vprof_generate_report_AI_only : cmd : : Generate a report to the console.<br />
vprof_generate_report_budget : cmd : : Generate a report to the console based on budget group.<br />
vprof_generate_report_hierarchy : cmd : : Generate a report to the console.<br />
vprof_generate_report_map_load : cmd : : Generate a report to the console.<br />
vprof_graph : 0 : : Draw the vprof graph.<br />
vprof_graphheight : 256 : , "a" : <br />
vprof_graphwidth : 512 : , "a" : <br />
vprof_nextsibling : cmd : : <br />
vprof_off : cmd : : Turn off VProf profiler<br />
vprof_on : cmd : : Turn on VProf profiler<br />
vprof_parent : cmd : : <br />
vprof_playback_average : cmd : : Average the next N frames.<br />
vprof_playback_start : cmd : : Start playing back a recorded .vprof file.<br />
vprof_playback_step : cmd : : While playing back a .vprof file, step to the next tick.<br />
vprof_playback_stepback : cmd : : While playing back a .vprof file, step to the previous tick.<br />
vprof_playback_stop : cmd : : Stop playing back a recorded .vprof file.<br />
vprof_prevsibling : cmd : : <br />
vprof_record_start : cmd : : Start recording vprof data for playback later.<br />
vprof_record_stop : cmd : : Stop recording vprof data<br />
vprof_remote_start : cmd : : Request a VProf data stream from the remote server (requires authentication)<br />
vprof_remote_stop : cmd : : Stop an existing remote VProf data request<br />
vprof_report_oninterval : 0 : : Interval (in seconds) at which vprof will batch up a full report to the console -- more detailed than vprof_dump_oninterval.<br />
vprof_reset : cmd : : Reset the stats in VProf profiler<br />
vprof_reset_peaks : cmd : : Reset just the peak time in VProf profiler<br />
vprof_scope : 0 : : Set a specific scope to start showing vprof tree<br />
vprof_scope_entity_gamephys : 0 : , "sv" : <br />
vprof_scope_entity_thinks : 0 : , "sv" : <br />
vprof_unaccounted_limit : 0 : , "a" : number of milliseconds that a node must exceed to turn red in the vprof panel<br />
vprof_verbose : 1 : , "a" : Set to one to show average and peak times<br />
vprof_vtrace : cmd : : Toggle whether vprof data is sent to VTrace<br />
vprof_vtune_group : cmd : : enable vtune for a particular vprof group ('disable' to disable)<br />
vprof_warningmsec : 10 : , "a" : Above this many milliseconds render the label red to indicate slow code.<br />
vr_activate : cmd : : Switch to VR mode<br />
vr_activate_default : 0 : , "a", "cl" : If this is true the game will switch to VR mode once startup is complete.<br />
vr_aim_yaw_offset : 90 : , "cl" : This value is added to Yaw when returning the vehicle aim angles to Source.<br />
vr_cycle_aim_move_mode : cmd : : Cycle through the aim & move modes.<br />
vr_deactivate : cmd : : Switch from VR mode to normal mode<br />
vr_debug_nochromatic : 0 : : <br />
vr_debug_nodistortion : 0 : : <br />
vr_debug_remote_cam : 0 : , "cl" : <br />
vr_debug_remote_cam_pos_x : 150 : , "cl" : <br />
vr_debug_remote_cam_pos_y : 0 : , "cl" : <br />
vr_debug_remote_cam_pos_z : 0 : , "cl" : <br />
vr_debug_remote_cam_target_x : 0 : , "cl" : <br />
vr_debug_remote_cam_target_y : 0 : , "cl" : <br />
vr_debug_remote_cam_target_z : -50 : , "cl" : <br />
vr_distortion_enable : 1 : : <br />
vr_first_person_uses_world_model : 1 : , "cl" : Causes the third person model to be drawn instead of the view model<br />
vr_force_windowed : 0 : , "a", "cl" : <br />
vr_hud_axis_lock_to_world : 0 : , "a", "cl" : Bitfield - locks HUD axes to the world - 0=pitch, 1=yaw, 2=roll<br />
vr_hud_display_ratio : 0 : , "a", "cl" : <br />
vr_hud_forward : 500 : , "a", "cl" : Apparent distance of the HUD in inches<br />
vr_hud_max_fov : 60 : , "a", "cl" : Max FOV of the HUD<br />
vr_hud_never_overlay : 0 : , "cl" : <br />
vr_moveaim_mode : 3 : , "a", "cl" : 0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful.<br />
vr_moveaim_mode_zoom : 3 : , "a", "cl" : 0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful.<br />
vr_moveaim_reticle_pitch_limit : 30 : , "a", "cl" : Beyond this number of degrees, the mouse clamps<br />
vr_moveaim_reticle_pitch_limit_zoom : -1 : , "a", "cl" : Beyond this number of degrees, the mouse clamps<br />
vr_moveaim_reticle_yaw_limit : 10 : , "a", "cl" : Beyond this number of degrees, the mouse drags the torso<br />
vr_moveaim_reticle_yaw_limit_zoom : 0 : , "a", "cl" : Beyond this number of degrees, the mouse drags the torso<br />
vr_projection_znear_multiplier : 0 : , "cl" : Allows moving the ZNear plane to deal with body clipping<br />
vr_refresh_distortion_texture : cmd : : <br />
vr_render_hud_in_world : 1 : , "cl" : <br />
vr_reset_home_pos : cmd : : Sets the current HMD position as the zero point<br />
vr_stereo_mono_set_eye : 0 : , "cl" : 0=off, Set all eyes to 1=left, 2=right, 3=middle eye<br />
vr_stereo_swap_eyes : 0 : , "cl" : 1=swap eyes.<br />
vr_toggle : cmd : : Toggles VR mode<br />
vr_track_reinit : cmd : : Reinitializes HMD tracking<br />
vr_translation_limit : 10 : , "cl" : How far the in-game head will translate before being clamped.<br />
vr_use_offscreen_render_target : 0 : : Experimental: Use larger offscreen render target for pre-distorted scene in VR<br />
vr_viewmodel_offset_forward : -8 : , "cl" : <br />
vr_viewmodel_offset_forward_large : -15 : , "cl" : <br />
vr_viewmodel_translate_with_head : 0 : , "cl" : 1=translate the viewmodel with the head motion.<br />
vr_zoom_multiplier : 2 : , "a", "cl" : When zoomed, how big is the scope on your HUD?<br />
vr_zoom_scope_scale : 6 : , "cl" : Something to do with the default scope HUD overlay size.<br />
vtune : cmd : : Controls VTune's sampling.<br />
+walk : cmd : : <br />
-walk : cmd : : <br />
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 player<br />
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<br />
wc_air_node_edit : cmd : : When in WC edit mode, toggles laying down or air nodes instead of ground nodes<br />
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 selected hull size (see ai_next_hull)<br />
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).<br />
wc_destroy_undo : cmd : : When in WC edit mode restores the last deleted node<br />
wc_link_edit : cmd : : <br />
weapon_showproficiency : 0 : , "sv" : <br />
windows_speaker_config : 4 : , "a" : <br />
wipe_nav_attributes : cmd : : Clear all nav attributes of selected area.<br />
workshop_download : cmd : : Download a Workshop map and add it to the list.<br />
workshop_download_collection : cmd : : Download all Workshop maps in a collection and add them to the list.<br />
workshop_publisher : cmd : : Open Workshop Publisher.<br />
workshop_validate : cmd : : Validate all Workshop items, and redownload them if missing.<br />
writeid : cmd : : Writes a list of permanently-banned user IDs to banned_user.cfg.<br />
writeip : cmd : : Save the ban list to banned_ip.cfg.<br />
x360_audio_english : 0 : , "cl" : Keeps track of whether we're forcing english in a localized language.<br />
x360_resolution_height : 480 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_interlaced : 0 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_widescreen_mode : 0 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_width : 640 : , "cl" : This is only used for reference. Changing this value does nothing<br />
xbox_autothrottle : 1 : , "a", "sv" : <br />
xbox_steering_deadzone : 0 : , "sv" : <br />
xbox_throttlebias : 100 : , "a", "sv" : <br />
xbox_throttlespoof : 200 : , "a", "sv" : <br />
xc_crouch_debounce : 0 : , "sv" : <br />
xload : cmd : : Load a saved game from a 360 storage device.<br />
xlook : cmd : : <br />
xmove : cmd : : <br />
xsave : cmd : : Saves current game to a 360 storage device.<br />
+zoom : cmd : : <br />
-zoom : cmd : : <br />
zoom_sensitivity_ratio : 0 : , "cl" : Additional mouse sensitivity scale factor applied when FOV is zoomed in.<br />
zoominthirdperson : cmd : : Zoom in thirdperson<br />
zoomoutthirdperson : cmd : : Zoom out thirdperson<br />
--------------<br />
3125 total convars/concommands</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Conlog.txt&diff=1966
Conlog.txt
2019-08-16T22:34:52Z
<p>SauceMan527: Created page with "cvar list -------------- _autosave : cmd : : Autosave _autosavedangerous : cmd : ..."</p>
<hr />
<div>cvar list<br />
--------------<br />
_autosave : cmd : : Autosave<br />
_autosavedangerous : cmd : : AutoSaveDangerous<br />
_bugreporter_restart : cmd : : Restarts bug reporter .dll<br />
_fov : 0 : , "cl" : Automates fov command to server.<br />
_resetgamestats : cmd : : Erases current game stats and writes out a blank stats file<br />
_restart : cmd : : Shutdown and restart the engine.<br />
achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs.<br />
achievement_evaluate : cmd : : <internal name> Causes failable achievement to be evaluated<br />
achievement_mark_dirty : cmd : : Mark achievement data as dirty<br />
achievement_notification_test : cmd : : Test the hud notification UI<br />
achievement_reset : cmd : : <internal name> Clears specified achievement<br />
achievement_reset_all : cmd : : Clears all achievements<br />
achievement_status : cmd : : Shows status of all achievement<br />
achievement_test_clan_count : cmd : : Determines if specified # of teammates belong to same clan w/local player<br />
achievement_test_friend_count : cmd : : Counts the # of teammates on local player's friends list<br />
achievement_unlock : cmd : : <internal name> Unlocks achievement<br />
achievement_unlock_all : cmd : : Unlocks all achievements<br />
addbot : cmd : : Add a bot.<br />
addbot_name : cmd : : Add a bot by profile name.<br />
addip : cmd : : Add an IP address to the ban list.<br />
addons : cmd : : Open Add-on Manager.<br />
addons_cfg_startdir : 0 : , "a", "cl" : <br />
addons_clear_preview_cache : cmd : : Clear preview cache<br />
addons_dump_metadata : cmd : : Dump add-on metadata<br />
addons_list : cmd : : Dumps add-on list<br />
addons_publisher_save_startdir : 1 : , "a", "cl" : <br />
addons_publisher_startdir_preview : 0 : , "a", "cl" : <br />
addons_publisher_startdir_vpk : 0 : , "a", "cl" : <br />
addons_showtags : cmd : : Prints add-on tags<br />
adsp_alley_min : 122 : : <br />
adsp_courtyard_min : 126 : : <br />
adsp_debug : 0 : , "a" : <br />
adsp_door_height : 112 : : <br />
adsp_duct_min : 106 : : <br />
adsp_hall_min : 110 : : <br />
adsp_low_ceiling : 108 : : <br />
adsp_opencourtyard_min : 126 : : <br />
adsp_openspace_min : 130 : : <br />
adsp_openstreet_min : 118 : : <br />
adsp_openwall_min : 130 : : <br />
adsp_room_min : 102 : : <br />
adsp_street_min : 118 : : <br />
adsp_tunnel_min : 114 : : <br />
adsp_wall_height : 128 : : <br />
ai_auto_contact_solver : 1 : , "sv" : <br />
ai_block_damage : 0 : , "sv" : <br />
ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable <br />
ai_debug_assault : 0 : , "sv" : <br />
ai_debug_avoidancebounds : 0 : , "sv" : <br />
ai_debug_cover : 0 : , "sv" : <br />
ai_debug_directnavprobe : 0 : , "sv" : <br />
ai_debug_doors : 0 : , "sv" : <br />
ai_debug_dyninteractions : 0 : , "sv" : Debug the NPC dynamic interaction system.<br />
ai_debug_efficiency : 0 : , "sv" : <br />
ai_debug_enemies : 0 : , "sv" : <br />
ai_debug_expressions : 0 : , "sv" : Show random expression decisions for NPCs.<br />
ai_debug_follow : 0 : , "sv" : <br />
ai_debug_loners : 0 : , "sv" : <br />
ai_debug_looktargets : 0 : , "sv" : <br />
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'll show non-solid entities that would do it if they were solid.<br />
ai_debug_nav : 0 : , "sv" : <br />
ai_debug_node_connect : cmd : : Debug the attempted connection between two nodes<br />
ai_debug_ragdoll_magnets : 0 : , "sv" : <br />
ai_debug_shoot_positions : 0 : , "sv", "cheat", "rep" : <br />
ai_debug_speech : 0 : , "sv" : <br />
ai_debug_squads : 0 : , "sv" : <br />
ai_debug_tactical_los : 0 : , "sv" : <br />
ai_debug_think_ticks : 0 : , "sv" : <br />
ai_debugscriptconditions : 0 : , "sv" : <br />
ai_default_efficient : 0 : , "sv" : <br />
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 test effect of AI logic routines on frame rate<br />
ai_disable_path_simplification : 0 : , "sv" : <br />
ai_draw_motor_movement : 0 : , "sv" : <br />
ai_drawbattlelines : 0 : , "sv", "cheat" : <br />
ai_drop_hint : cmd : : Drop an ai_hint at the player's current eye position.<br />
ai_dump_hints : cmd : : <br />
ai_efficiency_override : 0 : , "sv" : <br />
ai_enable_fear_behavior : 1 : , "sv" : <br />
ai_expression_frametime : 0 : , "sv" : Maximum frametime to still play background expressions.<br />
ai_expression_optimization : 0 : , "sv" : Disable npc background expressions when you can't see them.<br />
ai_fear_player_dist : 720 : , "sv" : <br />
ai_find_lateral_cover : 1 : , "sv" : <br />
ai_find_lateral_los : 1 : , "sv" : <br />
ai_follow_use_points : 1 : , "sv" : <br />
ai_follow_use_points_when_moving : 1 : , "sv" : <br />
ai_force_serverside_ragdoll : 0 : , "sv" : <br />
ai_frametime_limit : 50 : , "sv" : frametime limit for min efficiency AIE_NORMAL (in sec's).<br />
ai_hull : cmd : : Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, <none>=NPC under crosshair<br />
ai_inhibit_spawners : 0 : , "sv", "cheat" : <br />
ai_lead_time : 0 : , "sv" : <br />
ai_LOS_mode : 0 : , "sv", "rep" : <br />
ai_moveprobe_debug : 0 : , "sv" : <br />
ai_moveprobe_jump_debug : 0 : , "sv" : <br />
ai_moveprobe_usetracelist : 0 : , "sv" : <br />
ai_navigator_generate_spikes : 0 : , "sv" : <br />
ai_navigator_generate_spikes_strength : 8 : , "sv" : <br />
ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-<br />
ai_no_local_paths : 0 : , "sv" : <br />
ai_no_node_cache : 0 : , "sv" : <br />
ai_no_select_box : 0 : , "sv" : <br />
ai_no_steer : 0 : , "sv" : <br />
ai_no_talk_delay : 0 : , "sv" : <br />
ai_nodes : cmd : : Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green - ground node Cyan - air node Magenta - climb node Grey - node not available for selected hull size Orange - node currently locked<br />
ai_norebuildgraph : 0 : , "sv" : <br />
ai_old_check_stand_position : 0 : , "sv" : <br />
ai_path_adjust_speed_on_immediate_turns : 1 : , "sv" : <br />
ai_path_insert_pause_at_est_end : 1 : , "sv" : <br />
ai_path_insert_pause_at_obstruction : 1 : , "sv" : <br />
ai_post_frame_navigation : 0 : , "sv" : <br />
ai_radial_max_link_dist : 512 : , "sv" : <br />
ai_reaction_delay_alert : 0 : , "sv" : <br />
ai_reaction_delay_idle : 0 : , "sv" : <br />
ai_rebalance_thinks : 1 : , "sv" : <br />
ai_report_task_timings_on_limit : 0 : , "a", "sv" : <br />
ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resume normal processing.<br />
ai_sequence_debug : 0 : , "sv" : <br />
ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps<br />
ai_setupbones_debug : 0 : , "sv" : Shows that bones that are setup every think<br />
ai_shot_bias : 1 : , "sv" : <br />
ai_shot_bias_max : 1 : , "sv", "rep" : <br />
ai_shot_bias_min : -1 : , "sv", "rep" : <br />
ai_shot_stats : 0 : , "sv" : <br />
ai_shot_stats_term : 1000 : , "sv" : <br />
ai_show_connect : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
ai_show_connect_fly : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
ai_show_connect_jump : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled<br />
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 the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.<br />
ai_show_grid : cmd : : Draw a grid on the floor where looking.<br />
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 - hint not being used by timed out Grey - hint has been disabled<br />
ai_show_hull : cmd : : Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Arguments: -none-<br />
ai_show_hull_attacks : 0 : , "sv" : <br />
ai_show_node : cmd : : Highlight the specified node<br />
ai_show_think_tolerance : 0 : , "sv" : <br />
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 drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.<br />
ai_simulate_task_overtime : 0 : , "sv" : <br />
ai_spread_cone_focus_time : 0 : , "sv" : <br />
ai_spread_defocused_cone_multiplier : 3 : , "sv" : <br />
ai_spread_pattern_focus_time : 0 : , "sv" : <br />
ai_step : cmd : : NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'<br />
ai_strong_optimizations : 0 : , "sv" : <br />
ai_strong_optimizations_no_checkstand : 0 : , "sv" : <br />
ai_task_pre_script : 0 : , "sv" : <br />
ai_test_los : cmd : : Test AI LOS from the player's POV<br />
ai_test_move_solver : cmd : : Tests the AI move solver system<br />
ai_test_moveprobe_ignoresmall : 0 : , "sv" : <br />
ai_test_nav_failure_handling : 0 : , "sv" : <br />
ai_think_limit_label : 0 : , "a", "sv" : <br />
ai_use_clipped_paths : 1 : , "sv" : <br />
ai_use_efficiency : 1 : , "sv" : <br />
ai_use_frame_think_limits : 1 : , "sv" : <br />
ai_use_think_optimizations : 1 : , "sv" : <br />
ai_use_visibility_cache : 1 : , "sv" : <br />
ai_vehicle_avoidance : 1 : , "sv", "cheat" : <br />
ainet_generate_report : cmd : : Generate a report to the console.<br />
ainet_generate_report_only : cmd : : Generate a report to the console.<br />
air_density : cmd : : Changes the density of air for drag computations.<br />
alias : cmd : : Alias a command.<br />
+alt1 : cmd : : <br />
-alt1 : cmd : : <br />
+alt2 : cmd : : <br />
-alt2 : cmd : : <br />
anim_3wayblend : 1 : , "sv", "rep" : Toggle the 3-way animation blending code.<br />
armedtotheteeth : cmd : : Fully load the player with anything and everything... <br />
askconnect_accept : cmd : : Accept a redirect request by the server.<br />
async_allow_held_files : 1 : : Allow AsyncBegin/EndRead()<br />
async_mode : 0 : : Set the async filesystem mode (0 = async, 1 = synchronous)<br />
async_resume : cmd : : <br />
async_serialize : 0 : : Force async reads to serialize for profiling<br />
async_simulate_delay : 0 : : Simulate a delay of up to a set msec per file operation<br />
async_suspend : cmd : : <br />
+attack : cmd : : <br />
-attack : cmd : : <br />
+attack2 : cmd : : <br />
-attack2 : cmd : : <br />
+attack3 : cmd : : <br />
-attack3 : cmd : : <br />
audit_save_in_memory : cmd : : Audit the memory usage and files in the save-to-memory system<br />
autoaim_max_deflect : 0 : , "sv" : <br />
autoaim_max_dist : 2160 : , "sv" : <br />
autosave : cmd : : Autosave<br />
autosavedangerous : cmd : : AutoSaveDangerous<br />
autosavedangerousissafe : cmd : : <br />
+back : cmd : : <br />
-back : cmd : : <br />
banid : cmd : : Add a user ID to the ban list.<br />
banip : cmd : : Add an IP address to the ban list.<br />
bench_end : cmd : : Ends gathering of info.<br />
bench_showstatsdialog : cmd : : Shows a dialog displaying the most recent benchmark results.<br />
bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into<br />
bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers.<br />
benchframe : cmd : : Takes a snapshot of a particular frame in a time demo.<br />
bind : cmd : : Bind a key.<br />
bind_mac : cmd : : Bind this key but only on Mac, not win32<br />
binds_per_command : 1 : , "cl" : <br />
BindToggle : cmd : : Performs a bind <key> 'increment var <cvar> 0 1 1'<br />
birds_debug : 0 : , "sv" : <br />
blink_duration : 0 : , "cl" : How many seconds an eye blink will last.<br />
bloodspray : cmd : : blood<br />
bot_aim_drop_factor : 0 : , "sv", "cheat" : <br />
bot_aim_easy_multiplier : 1 : , "sv", "cheat" : <br />
bot_aim_hard_multiplier : 0 : , "sv", "cheat" : <br />
bot_aim_medium_multiplier : 1 : , "sv", "cheat" : <br />
bot_aim_ranged_spread : 2 : , "sv", "cheat" : <br />
bot_aim_skill_roll_max : 200 : , "sv", "cheat" : <br />
bot_aim_spread : 1 : , "sv", "cheat" : <br />
bot_attack_ignoreblock : 0 : , "sv" : <br />
bot_blast_radius : 128 : , "sv", "cheat" : <br />
bot_blockhere : cmd : : Order the bot to stand and block using a shield<br />
bot_chatter : 1 : , "sv" : Enable/Disable bot chatter.<br />
bot_clearcond : cmd : : Clear condition from the bot<br />
bot_cycle : 1 : , "sv" : Enable/Disable bot cycling through the server.<br />
bot_debug : 0 : , "sv" : Display the debug information panel for bots<br />
bot_debug_invalid_schedule : 0 : , "sv", "cheat" : <br />
bot_debug_ladders : 0 : , "sv", "cheat" : <br />
bot_debug_projectile_drop : 0 : , "sv" : <br />
bot_debug_stuck : 0 : , "sv", "cheat" : <br />
bot_debug_think_we_fell : 0 : , "sv", "cheat" : <br />
bot_defend_complete_time : 5 : , "sv" : <br />
bot_difficulty : 1 : , "sv" : Bot difficulty. 0 = Easy, 1 = Medium, 2 = Hard<br />
bot_dropitem : cmd : : Drop the item the bot is holding<br />
bot_enemy_danger_close_distance : 250 : , "sv", "cheat" : <br />
bot_enemy_near_distance : 1024 : , "sv", "cheat" : <br />
bot_fair_fight : 1 : , "sv", "cheat" : <br />
bot_feeler_trail_time : 0 : , "sv", "cheat" : <br />
bot_givespecial : cmd : : Give full special meter to bot<br />
bot_goforchest : cmd : : Schedules the bot to go after the chest the player is pointing to.<br />
bot_holdposhere : cmd : : Order the bot to hold position at the location of othe crosshair's intersection with the ground<br />
bot_kick_all : cmd : : Kick all bots.<br />
bot_max_attack_cancel_chance : 60 : , "sv", "cheat" : <br />
bot_max_desired_playtime : 2000 : , "sv" : <br />
bot_mimic : 0 : , "sv" : Bot uses usercmd of player by index.<br />
bot_mimic_yaw_offset : 0 : , "sv" : Offsets the bot yaw.<br />
bot_min_desired_playtime : 700 : , "sv" : <br />
bot_moveto : cmd : : Moves a bot to the position the issuing player is looking at.<br />
bot_nearby_pickup_distance : 256 : , "sv" : <br />
bot_obj_drop_mag : 35 : , "sv", "cheat" : <br />
bot_push_away_force : 4 : , "sv", "cheat" : <br />
bot_pushaway_force : 15000 : , "sv" : <br />
bot_pushaway_max_force : 10000 : , "sv" : <br />
bot_pushaway_movement_multiplier_max : 1 : , "sv" : <br />
bot_quota : 0 : , "sv" : Total number of bots<br />
bot_require_humans : 1 : , "sv" : Bots will not be added until a human joins a team<br />
bot_say_basic_info : cmd : : Print the basic information for the bot in the chat<br />
bot_select : cmd : : Selects the bot the player is aiming at for debugging<br />
bot_select_next : cmd : : Switch to the next bot.<br />
bot_select_prev : cmd : : Switch to the previous bot.<br />
bot_setcond : cmd : : Set condition to the bot<br />
bot_spy : cmd : : Print the info for the first n collisions<br />
bot_step_height_modifier : 9 : , "sv", "cheat" : <br />
bot_stop : cmd : : <br />
bot_te_capture_dist : 130 : , "sv", "cheat" : <br />
box : cmd : : Draw a debug box.<br />
+break : cmd : : <br />
-break : cmd : : <br />
breakable_disable_gib_limit : 0 : , "sv" : <br />
breakable_multiplayer : 1 : , "sv" : <br />
breakmyshield : cmd : : Breaks your equipped shield<br />
buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero)<br />
budget_averages_window : 30 : , "a" : number of frames to look at when figuring out average frametimes<br />
budget_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
budget_bargraph_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
budget_bargraph_range_ms : 16 : , "a" : budget bargraph range in milliseconds<br />
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<br />
budget_history_range_ms : 66 : , "a" : budget history range in milliseconds<br />
budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1<br />
budget_panel_height : 384 : , "a" : height in pixels of the budget panel<br />
budget_panel_width : 512 : , "a" : width in pixels of the budget panel<br />
budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel<br />
budget_panel_y : 50 : , "a" : number of pixels from the top side of the game screen to draw the budget panel<br />
budget_peaks_window : 30 : , "a" : number of frames to look at when figuring out peak frametimes<br />
budget_show_averages : 0 : , "a" : enable/disable averages in the budget panel<br />
budget_show_history : 1 : , "a" : turn history graph off and on. . good to turn off on low end<br />
budget_show_peaks : 1 : , "a" : enable/disable peaks in the budget panel<br />
budget_toggle_group : cmd : : Turn a budget group on/off<br />
bug : cmd : : Show/hide the bug reporting UI.<br />
bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again.<br />
bugreporter_includebsp : 1 : : Include .bsp for internal bug submissions.<br />
bugreporter_uploadasync : 0 : , "a" : Upload attachments asynchronously<br />
buildcubemaps : cmd : : Rebuild cubemaps.<br />
building_cubemaps : 0 : : <br />
c_maxdistance : 200 : , "a", "cheat", "cl" : <br />
c_maxpitch : 90 : , "a", "cheat", "cl" : <br />
c_maxyaw : 135 : , "a", "cheat", "cl" : <br />
c_mindistance : 30 : , "a", "cheat", "cl" : <br />
c_minpitch : 0 : , "a", "cheat", "cl" : <br />
c_minyaw : -135 : , "a", "cheat", "cl" : <br />
c_orthoheight : 100 : , "a", "cheat", "cl" : <br />
c_orthowidth : 100 : , "a", "cheat", "cl" : <br />
cache_print : cmd : : cache_print [section] Print out contents of cache memory.<br />
cache_print_lru : cmd : : cache_print_lru [section] Print out contents of cache memory.<br />
cache_print_summary : cmd : : cache_print_summary [section] Print out a summary contents of cache memory.<br />
callvote : cmd : : Start a vote on an issue.<br />
caltrops_throw_delay : 0 : , "sv", "nf", "rep" : Caltrops throw delay<br />
caltrops_throw_force : 150 : , "sv", "nf" : Caltrops throw force<br />
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.<br />
cam_command : 0 : , "cheat", "cl" : <br />
cam_idealdelta : 4 : , "a", "cheat", "cl" : Controls the speed when matching offset to ideal angles in thirdperson view<br />
cam_idealdist : 50 : , "a", "cl" : Distance from camera to player in thirdperson.<br />
cam_idealdistright : 0 : , "a", "cheat", "cl" : <br />
cam_idealdistup : 15 : , "a", "cl" : How many units the camera is up or down from the player in thirdperson.<br />
cam_ideallag : 0 : , "a", "cheat", "cl" : Amount of lag used when matching offset to ideal angles in thirdperson view<br />
cam_idealpitch : 0 : , "a", "cheat", "cl" : <br />
cam_idealyaw : 0 : , "a", "cheat", "cl" : <br />
cam_pvk2_tauntcam_dist : 110 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_pitch : 0 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_rotspeed : 0 : , "cheat", "cl" : <br />
cam_pvk2_tauntcam_yaw : 0 : , "cheat", "cl" : <br />
cam_showangles : 0 : , "cheat", "cl" : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.<br />
cam_snapto : 0 : , "a", "cheat", "cl" : <br />
+camdistance : cmd : : <br />
-camdistance : cmd : : <br />
+camin : cmd : : <br />
-camin : cmd : : <br />
+cammousemove : cmd : : <br />
-cammousemove : cmd : : <br />
camortho : cmd : : Switch to orthographic camera.<br />
+camout : cmd : : <br />
-camout : cmd : : <br />
+campitchdown : cmd : : <br />
-campitchdown : cmd : : <br />
+campitchup : cmd : : <br />
-campitchup : cmd : : <br />
+camyawleft : cmd : : <br />
-camyawleft : cmd : : <br />
+camyawright : cmd : : <br />
-camyawright : cmd : : <br />
cancelselect : cmd : : <br />
cast_hull : cmd : : Tests hull collision detection<br />
cast_ray : cmd : : Tests collision detection<br />
cc_captiontrace : 1 : , "cl" : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)<br />
cc_emit : cmd : : Emits a closed caption<br />
cc_findsound : cmd : : Searches for soundname which emits specified text.<br />
cc_flush : cmd : : Flushes async'd captions.<br />
cc_lang : 0 : , "a", "cl" : Current close caption language (emtpy = use game UI language)<br />
cc_linger_time : 1 : , "a", "cl" : Close caption linger time.<br />
cc_minvisibleitems : 1 : , "cl" : Minimum number of caption items to show.<br />
cc_predisplay_time : 0 : , "a", "cl" : Close caption delay before showing caption.<br />
cc_random : cmd : : Emits a random caption<br />
cc_sentencecaptionnorepeat : 4 : , "cl" : How often a sentence can repeat.<br />
cc_showblocks : cmd : : Toggles showing which blocks are pending/loaded async.<br />
cc_smallfontlength : 300 : , "cl" : If text stream is this long, force usage of small font size.<br />
cc_subtitles : 0 : , "a", "cl" : If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).<br />
ccs_create_convars_from_hwconfig : cmd : : Create convars from the current hardware config, useful for diffing purposes<br />
centerview : cmd : : <br />
ch_createairboat : cmd : : Spawn airboat in front of the player.<br />
ch_createjeep : cmd : : Spawn jeep in front of the player.<br />
changelevel : cmd : : Change server to the specified map<br />
changelevel2 : cmd : : Transition to the specified map in single player<br />
changelevel_delayed : cmd : : Change level after x seconds<br />
changelevel_next : cmd : : Immediately changes to the next map in the map rotation for the server.<br />
characterinfopanel : cmd : : Character Info and Setup<br />
cl_achievement_title : 1108 : , "a", "cl" : Player Achievement Title<br />
cl_allowdownload : 1 : , "a" : Client downloads customization files<br />
cl_allowupload : 1 : , "a" : Client uploads customization files<br />
cl_always_flush_models : 0 : : If set, always flush models between map loads. Useful on systems under memory pressure.<br />
cl_anglespeedkey : 0 : , "cl" : <br />
cl_animationinfo : cmd : : Hud element to examine.<br />
cl_attachedmodels : 1 : , "a", "cl" : <br />
cl_autozoomthirdperson : 1 : , "a", "user", "cl" : Enable/Disable auto-zoom to first person while in thirdperson.<br />
cl_backspeed : 450 : , "sv", "cheat", "rep" : <br />
cl_berserktint : 1 : , "a", "user", "cl" : Enable/Disable berserk tint.<br />
cl_blood_affected_by_ff : 1 : , "a", "user", "cl" : Sets whether viewmodel blood is affected by friendly fire.<br />
cl_blood_pass_lifetime : 60 : , "a", "cl" : <br />
cl_bob : 0 : , "cl" : <br />
cl_bobcycle : 0 : , "cl" : <br />
cl_bobup : 0 : , "cl" : <br />
cl_burninggibs : 0 : , "cl" : A burning player that gibs has burning gibs.<br />
cl_chat_textcolor : 255 : , "a", "cl" : Chat text color in RGB.<br />
cl_chatfilters : 63 : , "a", "cl" : Stores the chat filter settings <br />
cl_chest_glow_mode : 1 : , "a", "user", "cl" : 0 = No chest glow 1 = Default neutral chest glow 2 = Team based chest glow<br />
cl_clantag : 0 : , "a", "user", "cl" : Clan tag id.<br />
cl_class : 0 : , "a", "user", "cl" : Default class when joining a game<br />
cl_clean_textures_on_death : 0 : , "cl" : If enabled, attempts to purge unused textures every time a freeze cam is shown<br />
cl_clearhinthistory : cmd : : Clear memory of client side hints displayed to the player.<br />
cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.<br />
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 if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.<br />
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 applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.<br />
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.<br />
cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it).<br />
cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift. <br />
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.<br />
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.<br />
cl_cmdrate : 66 : , "a", "user" : Max number of command packets sent to server per second<br />
cl_cosmetic_shadows_enable : 1 : , "user", "cl" : <br />
cl_cosmetics_enable : 1 : , "a", "cl" : <br />
cl_critsound : 1 : , "a", "cl" : Play a sound on debuff crits.<br />
cl_customsounds : 0 : , "cl" : Enable customized player sound playback<br />
cl_damaged_aberration_enable : 1 : , "a", "cl" : <br />
cl_damagedisplay : 1 : , "a", "cl" : Display damage done as... 1 = text on your target's position. 2 = text on the HUD.<br />
cl_damagedisplay_font : 0 : , "a", "cl" : Damage display font name. Note that this needs to be a name of the font in system or .ttf, not in the ClientScheme.res.<br />
cl_damagedisplay_font_antialias : 1 : , "a", "cl" : Damage display font is antialiased?<br />
cl_damagedisplay_font_dropshadow : 1 : , "a", "cl" : Damage display font has drop shadow?<br />
cl_damagedisplay_font_size : 18 : , "a", "cl" : Damage display font size. Note that this value is proportional.<br />
cl_damagedisplay_font_size_hud : 24 : , "a", "cl" : Damage display HUD mode font size. Note that this value is proportional.<br />
cl_damagedisplay_showtotal : 0 : , "a", "cl" : On melee swings or explosions, show the total damage dealt in 1 display.<br />
cl_damagenotifications : 1 : , "a", "cl" : Show damage notifications, such as crits, headshots etc. 1 = text on your target's position. 2 = text on the HUD.<br />
cl_debuffparticles : 1 : , "a", "user", "cl" : Enable/Disable MAA fart debuff particles.<br />
cl_debufftint : 1 : , "a", "user", "cl" : Enable/Disable debuff tint.<br />
cl_debug_player_perf : 0 : : <br />
cl_debugrumble : 0 : , "a", "cl" : Turn on rumble debugging spew<br />
cl_demoviewoverride : 0 : , "cl" : Override view during demo playback<br />
cl_detail_avoid_force : 0 : , "a", "cl" : force with which to avoid players ( in units, percentage of the width of the detail sprite )<br />
cl_detail_avoid_radius : 0 : , "a", "cl" : radius around detail sprite to avoid players<br />
cl_detail_avoid_recover_speed : 0 : , "a", "cl" : how fast to recover position after avoiding players<br />
cl_detail_max_sway : 0 : , "a", "cl" : Amplitude of the detail prop sway<br />
cl_detail_multiplier : 1 : , "cheat", "cl" : extra details to create<br />
cl_detaildist : 1200 : : Distance at which detail props are no longer visible<br />
cl_detailfade : 400 : : Distance across which detail props fade in<br />
cl_disablehtmlmotd : 0 : , "a", "cl" : Disable HTML motds.<br />
cl_dismemberment_enable : 1 : , "a", "user", "cl" : <br />
cl_dodge_vieweffects : 1 : , "a", "cl" : <br />
cl_downloadfilter : 0 : , "a" : Determines which files can be downloaded from the server (all, none, nosounds, mapsonly)<br />
cl_drawhud : 1 : , "cheat", "cl" : Enable the rendering of the hud<br />
cl_drawleaf : -1 : , "cheat", "cl" : <br />
cl_drawmaterial : 0 : , "cheat", "cl" : Draw a particular material over the frame<br />
cl_drawmonitors : 1 : , "cl" : <br />
cl_drawshadowtexture : 0 : , "cheat", "cl" : <br />
cl_dump_particle_stats : cmd : : dump particle profiling info to particle_profile.csv<br />
cl_ejectbrass : 1 : : <br />
cl_ent_absbox : cmd : : Displays the client's absbox for the entity under the crosshair.<br />
cl_ent_bbox : cmd : : Displays the client's bounding box for the entity under the crosshair.<br />
cl_ent_rbox : cmd : : Displays the client's render box for the entity under the crosshair.<br />
cl_entityreport : 0 : , "cheat" : For debugging, draw entity states to console<br />
cl_entityreport_sorted : 0 : , "cheat" : For debugging, draw entity states to console in sorted order. [0 = disabled, 1 = average, 2 = current, 3 = peak<br />
cl_extrapolate : 1 : , "cheat", "cl" : Enable/disable extrapolation if interpolation history runs out.<br />
cl_extrapolate_amount : 0 : , "cheat", "cl" : Set how many seconds the client will extrapolate entities for.<br />
cl_fastdetailsprites : 1 : , "cheat", "cl" : whether to use new detail sprite system<br />
cl_fasttempentcollision : 5 : , "cl" : <br />
cl_find_ent : cmd : : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring> <br />
cl_find_ent_index : cmd : : Display data for clientside entity matching specified index. Format: cl_find_ent_index <index> <br />
cl_first_person_uses_world_model : 0 : , "a", "cl" : Causes the third person model to be drawn instead of the view model<br />
cl_flushentitypacket : 0 : , "cheat" : For debugging. Force the engine to flush an entity packet.<br />
cl_forwardspeed : 450 : , "sv", "cheat", "rep" : <br />
cl_fpspanel_font : 0 : , "a", "cl" : <br />
cl_freezecam : 1 : , "a", "user", "cl" : <br />
cl_freezecam_auto_screenshot : 0 : , "a", "cl" : Enable/Disable the Death Cam taking screenshots automatically<br />
cl_freezecam_auto_screenshot_quality : 100 : , "a", "cl" : Quality of the screenshots auto-generated by the Death Cam<br />
cl_fullupdate : cmd : : Forces the server to send a full update packet<br />
cl_gib_always : 0 : , "a", "user", "cl" : <br />
cl_gib_insane_multiplier : 10 : , "a", "user", "cl" : Multiplier for insane gibbing (Min 2, Max 50)<br />
cl_gibs_attackable : 0 : , "a", "user", "cl" : Enables/Disables attackable gibs.<br />
cl_gibs_enable : 1 : , "a", "user", "cl" : Enables/Disables gibbing<br />
cl_gibs_insane_enable : 0 : , "a", "user", "cl" : Enables/Disables insane gibbing<br />
cl_gibs_insane_limit : 512 : , "a", "user", "cl" : Limit for number of insane gibs (Min 128, Max 768)<br />
cl_gibsound_enable : 1 : , "a", "user", "cl" : <br />
cl_headbob : 1 : , "a", "cl" : <br />
cl_headicons : 1 : , "a", "cl" : <br />
cl_hitsound : 1 : , "a", "cl" : Plays a sound on hit.<br />
cl_hitsound_filename : 0 : , "a", "cl" : Hit sound filename.<br />
cl_hitsound_pitch : 100 : , "a", "cl" : Hit sound main pitch<br />
cl_hitsound_ranged_only : 0 : , "a", "cl" : Only plays hit sound on ranged hits and explosions, ignores melee swings<br />
cl_hitsound_volume : 1 : , "a", "cl" : Hit sound volume.<br />
cl_hudhint_sound : 1 : , "a", "cl" : Disable hudhint sounds.<br />
cl_hunter_effect_fadein : 0 : , "cheat", "cl" : <br />
cl_hunter_effect_fadeout : 2 : , "cheat", "cl" : <br />
cl_hunter_effect_intensity : 0 : , "cheat", "cl" : <br />
cl_idealpitchscale : 0 : , "a", "cl" : <br />
cl_ignorepackets : 0 : , "cheat" : Force client to ignore packets (for debugging).<br />
cl_interp : 0 : , "user", "cl" : Sets the interpolation amount (bounded on low side by server interp ratio settings).<br />
cl_interp_all : 0 : , "cl" : Disable interpolation list optimizations.<br />
cl_interp_npcs : 0 : , "user", "cl" : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)<br />
cl_interp_ratio : 1 : , "user", "cl" : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).<br />
cl_jiggle_bone_debug : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_debug_pitch_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_debug_yaw_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information<br />
cl_jiggle_bone_framerate_cutoff : 20 : , "cl" : Skip jiggle bone simulation if framerate drops below this value (frames/second)<br />
cl_lagcompensation : 1 : , "user", "cl" : Perform server side lag compensation of weapon firing events.<br />
cl_language : 0 : , "user" : Language (from HKCU\Software\Valve\Steam\Language)<br />
cl_leveloverview : 0 : , "cheat", "cl" : <br />
cl_leveloverviewmarker : 0 : , "cheat", "cl" : <br />
cl_localnetworkbackdoor : 1 : : Enable network optimizations for single player games.<br />
cl_logofile : 0 : , "a" : Spraypoint logo decal.<br />
cl_maxrenderable_dist : 3000 : , "cheat", "cl" : Max distance from the camera at which things will be rendered<br />
cl_meathook_neck_pivot_ingame_fwd : 3 : , "cl" : <br />
cl_meathook_neck_pivot_ingame_up : 7 : , "cl" : <br />
cl_melee_attack_mode : 1 : , "a", "user", "cl" : <br />
cl_melee_block_mode : 1 : , "a", "user", "cl" : <br />
cl_melee_dirselect_lock_view : 0 : , "a", "cl" : <br />
cl_melee_dirselect_sensitivity : 0 : , "a", "cl" : Sensitivity of attack/block direction selection<br />
cl_meleecrosshair : 1 : , "a", "cl" : <br />
cl_meleevieweffects : 1 : , "a", "cl" : <br />
cl_menumodels : 1 : , "a", "cl" : <br />
cl_motionblur : 0 : , "cl" : Draw motion blur<br />
cl_mouseenable : 1 : , "cl" : <br />
cl_mouselook : 1 : , "a", "cl" : Set to 1 to use mouse for look, 0 for keyboard look.<br />
cl_mute_all_comms : 1 : , "a", "cl" : If 1, then all communications from a player will be blocked when that player is muted, including chat messages.<br />
cl_new_blood_effects : 1 : , "a", "cl" : <br />
cl_new_impact_effects : 1 : , "cl" : <br />
cl_new_splash_effects : 1 : , "cl" : <br />
cl_observercrosshair : 1 : , "a", "cl" : <br />
cl_overdraw_test : 0 : , "cheat", "numeric", "cl" : <br />
cl_panelanimation : cmd : : Shows panel animation variables: <panelname | blank for all panels>.<br />
cl_parrot_color : 12 : , "a", "user", "cl" : IDX to Dye for Parrot<br />
cl_particle_batch_mode : 1 : , "cl" : <br />
cl_particle_retire_cost : 0 : , "cheat", "cl" : <br />
cl_particle_show_bbox : 0 : , "cheat", "cl" : <br />
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<br />
cl_particle_stats_start : cmd : : Start or restart particle stats - also dumps to particle_stats.csv<br />
cl_particle_stats_stop : cmd : : Stop particle stats, or snapshot this frame - also dumps to particle_stats.csv<br />
cl_particle_stats_trigger_count : 0 : , "cl" : Dump stats if the particle count exceeds this number.<br />
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 often.<br />
cl_pclass : 0 : , "cheat", "cl" : Dump entity by prediction classname.<br />
cl_pdump : -1 : , "cheat", "cl" : Dump info about this entity to screen.<br />
cl_phys_props_enable : 1 : , "cl" : Disable clientside physics props (must be set before loading a level).<br />
cl_phys_props_max : 300 : , "cl" : Maximum clientside physic props<br />
cl_phys_props_respawndist : 1500 : , "cl" : Minimum distance from the player that a clientside prop must be before it's allowed to respawn.<br />
cl_phys_props_respawnrate : 60 : , "cl" : Time, in seconds, between clientside prop respawns.<br />
cl_phys_timescale : 1 : , "cheat", "cl" : Sets the scale of time for client-side physics (ragdolls)<br />
cl_pitchdown : 89 : , "cheat", "cl" : <br />
cl_pitchspeed : 225 : , "cl" : Client pitch speed.<br />
cl_pitchup : 89 : , "cheat", "cl" : <br />
cl_playback_screenshots : 0 : : Allows the client to playback screenshot and jpeg commands in demos.<br />
cl_player_colorcorrection_fx : 1 : , "a", "cl" : Enable/Disable player color correction effects<br />
cl_playergib_lifetime : 30 : , "a", "cl" : <br />
cl_playerspraydisable : 0 : , "a", "cl" : Disable player sprays.<br />
cl_powderhornblast_advanced_enable : 1 : , "a", "cl" : <br />
cl_precacheinfo : cmd : : Show precache info (client).<br />
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).<br />
cl_pred_track : cmd : : <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.<br />
cl_predict : 1 : , "user", "cl" : Perform client side prediction.<br />
cl_predictionlist : 0 : , "cheat", "cl" : Show which entities are predicting <br />
cl_predictweapons : 1 : , "user", "cl" : Perform client side prediction of weapon effects.<br />
cl_pvk2_announcer : 1 : , "a", "cl" : <br />
cl_pvk2_contexthints : 1 : , "cl" : <br />
cl_pvk2_droppedweapon_lifetime : 30 : , "cl" : <br />
cl_pvk2_dropweapons : 1 : , "cl" : <br />
cl_ragdoll_collide : 0 : , "cl" : <br />
cl_ragdoll_enable : 1 : , "a", "cl" : <br />
cl_ragdoll_lifetime : 60 : , "a", "cl" : <br />
cl_ragdoll_limit : 56 : , "a", "cl" : Limits the amount of ragdolls that can be spawned<br />
cl_reload_localization_files : cmd : : Reloads all localization files<br />
cl_removedecals : cmd : : Remove the decals from the entity under the crosshair.<br />
cl_resend : 6 : : Delay in seconds before the client will resend the 'connect' attempt<br />
cl_richpresence : 1 : , "a", "cl" : Enable Rich Presence.<br />
cl_rumblescale : 1 : , "a", "cl" : Scale sensitivity of rumble effects (0 to 1.0)<br />
cl_screenshot_autotag : 1 : , "a", "cl" : <br />
cl_screenshotname : 0 : : Custom Screenshot name<br />
cl_SetupAllBones : 0 : , "cl" : <br />
cl_shadowtextureoverlaysize : 256 : , "cheat", "cl" : <br />
cl_show_connectionless_packet_warnings : 0 : : Show console messages about ignored connectionless packets on the client.<br />
cl_show_num_particle_systems : 0 : , "cl" : Display the number of active particle systems.<br />
cl_show_splashes : 1 : , "cl" : <br />
cl_showanimstate : -1 : , "cheat", "cl" : Show the (client) animation state for the specified entity (-1 for none).<br />
cl_showanimstate_log : 0 : , "cheat", "cl" : 1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.<br />
cl_showbattery : 0 : , "cl" : Draw current battery level at top of screen when on battery power<br />
cl_ShowBoneSetupEnts : 0 : , "cl" : Show which entities are having their bones setup each frame.<br />
cl_showclantags : 1 : , "a", "user", "cl" : Show clan tags on scoreboard, deathnotices etc.<br />
cl_showdemooverlay : 0 : : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)<br />
cl_showents : cmd : : Dump entity list to console.<br />
cl_showerror : 0 : , "cl" : Show prediction errors, 2 for above plus detailed field deltas.<br />
cl_showevents : 0 : , "cheat" : Print event firing info in the console<br />
cl_showfps : 0 : , "cl" : Draw fps meter at top of screen (1 = fps, 2 = smooth fps)<br />
cl_showhelp : 1 : , "a", "user", "cl" : Set to 0 to not show on-screen help<br />
cl_showhints : 0 : , "a", "user", "cl" : <br />
cl_shownemeses : 1 : , "a", "user", "cl" : Show dominations and revenges. Does not affect scoring.<br />
cl_showpausedimage : 1 : , "cl" : Show the 'Paused' image when game is paused.<br />
cl_showplstatus : 1 : , "a", "cl" : Show player special status<br />
cl_showpluginmessages : 1 : , "a" : Allow plugins to display messages to you<br />
cl_showpos : 0 : , "cl" : Draw current position at top of screen<br />
cl_ShowSunVectors : 0 : , "cl" : <br />
cl_showtextmsg : 1 : , "cl" : Enable/disable text messages printing on the screen.<br />
cl_sidespeed : 450 : , "sv", "cheat", "rep" : <br />
cl_sizeof : cmd : : Determines the size of the specified client class.<br />
cl_smooth : 1 : , "cl" : Smooth view/eye origin after prediction errors<br />
cl_smoothtime : 0 : , "cl" : Smooth client's view after prediction error over this many seconds<br />
cl_software_cursor : 0 : , "a", "cl" : Switches the game to use a larger software cursor instead of the normal OS cursor<br />
cl_soundemitter_flush : cmd : : Flushes the sounds.txt system (client only)<br />
cl_soundfile : 0 : , "a" : Jingle sound file.<br />
cl_soundscape_flush : cmd : : Flushes the client side soundscapes<br />
cl_soundscape_printdebuginfo : cmd : : print soundscapes<br />
cl_spec_mode : 4 : , "a", "user", "server_can_execute", "cl" : spectator mode<br />
cl_special_perks_enable : 0 : , "a", "user", "cl" : <br />
cl_sporeclipdistance : 512 : , "cheat", "cl" : <br />
cl_sprayfile : 0 : , "a", "user", "cl" : Spray filename, use this instead of cl_logofile!<br />
cl_steam_notification_position : 1 : , "a", "cl" : Steam overlay notification position.<br />
cl_stickyprojectiles_enable : 1 : , "a", "cl" : <br />
cl_stickyprojectiles_gib : 1 : , "a", "cl" : <br />
cl_stickyprojectiles_limit : 5 : , "a", "cl" : <br />
cl_stickyprojectiles_ragdoll : 1 : , "a", "cl" : <br />
cl_sun_decay_rate : 0 : , "cheat", "cl" : <br />
cl_targetid_showrelationship : 1 : , "a", "cl" : <br />
cl_team : 0 : , "a", "user", "cl" : Default team when joining a game<br />
cl_thirdperson : 0 : , "a", "user", "cl" : Enables/Disables third person<br />
cl_threaded_bone_setup : 0 : , "cl" : Enable parallel processing of C_BaseAnimating::SetupBones()<br />
cl_threaded_client_leaf_system : 0 : , "cl" : <br />
cl_timeout : 30 : , "a" : After this many seconds without receiving a packet from the server, the client will disconnect itself<br />
cl_updaterate : 66 : , "a", "user" : Number of packets per second of updates you are requesting from the server<br />
cl_upspeed : 320 : , "sv", "cheat", "rep" : <br />
cl_view : cmd : : Set the view entity index.<br />
cl_viewmodel_blood : 1 : , "a", "user", "cl" : Enable/Disable viewmodel blood.<br />
cl_voice_filter : 0 : : Filter voice by name substring<br />
cl_vote_ui_active_after_voting : 1 : , "cl" : <br />
cl_vote_ui_show_notification : 0 : , "cl" : <br />
cl_winddir : 0 : , "cheat", "cl" : Weather effects wind direction angle<br />
cl_windspeed : 0 : , "cheat", "cl" : Weather effects wind speed scalar<br />
cl_workshop_download_maps : 1 : , "a", "cl" : Download maps automatically from Workshop. (Depends on server)<br />
cl_wpn_sway_interp : 0 : , "cl" : <br />
cl_wpn_sway_scale : 1 : , "cheat", "cl" : <br />
cl_yawspeed : 210 : , "cl" : Client yaw speed.<br />
clear : cmd : : Clear all console output.<br />
clear_debug_overlays : cmd : : clears debug overlays<br />
clientport : 27005 : : Host game client port<br />
closecaption : 0 : , "a", "user" : Enable close captioning.<br />
cloth_test_dampingconstant_bd : 0 : , "cl" : <br />
cloth_test_dampingconstant_sh : 0 : , "cl" : <br />
cloth_test_dampingconstant_st : 0 : , "cl" : <br />
cloth_test_dragconstant : 0 : , "cl" : <br />
cloth_test_gravityscale : 0 : , "cl" : <br />
cloth_test_lengthscale_bd : 2 : , "cl" : <br />
cloth_test_lengthscale_sh : 0 : , "cl" : <br />
cloth_test_lengthscale_st : 0 : , "cl" : <br />
cloth_test_mass : 0 : , "cl" : <br />
cloth_test_showbend : 1 : , "cl" : <br />
cloth_test_showdebug : 1 : , "cl" : <br />
cloth_test_showparticles : 0 : , "cl" : <br />
cloth_test_showshear : 1 : , "cl" : <br />
cloth_test_showstruct : 1 : , "cl" : <br />
cloth_test_simtime : -1 : , "cl" : <br />
cloth_test_spawn : cmd : : <br />
cloth_test_springconstant_bd : 10 : , "cl" : <br />
cloth_test_springconstant_sh : 50 : , "cl" : <br />
cloth_test_springconstant_st : 75 : , "cl" : <br />
cloth_test_wind_pitch : 0 : , "cl" : <br />
cloth_test_wind_strength : 0 : , "cl" : <br />
cloth_test_wind_yaw : 90 : , "cl" : <br />
cmd : cmd : : Forward command to server.<br />
collision_shake_amp : 0 : , "sv" : <br />
collision_shake_freq : 0 : , "sv" : <br />
collision_shake_time : 0 : , "sv" : <br />
collision_test : cmd : : Tests collision system<br />
colorcorrectionui : cmd : : Show/hide the color correction tools UI.<br />
+commandermousemove : cmd : : <br />
-commandermousemove : cmd : : <br />
commentary : 0 : , "sv" : Desired commentary mode state.<br />
commentary_available : 0 : , "sv" : Automatically set by the game when a commentary file is available for the current map.<br />
commentary_cvarsnotchanging : cmd : : <br />
commentary_finishnode : cmd : : <br />
commentary_firstrun : 0 : , "a", "cl" : <br />
commentary_showmodelviewer : cmd : : Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name><br />
commentary_testfirstrun : cmd : : <br />
con_drawnotify : 1 : : Disables drawing of notification area (for taking screenshots).<br />
con_enable : 1 : , "a" : Allows the console to be activated.<br />
con_filter_enable : 0 : : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than other text.<br />
con_filter_text : 0 : : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.<br />
con_filter_text_out : 0 : : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.<br />
con_logfile : 0 : : Console output gets written to this file<br />
con_notifytime : 8 : : How long to display recent console text to the upper part of the game window<br />
con_nprint_bgalpha : 50 : : Con_NPrint background alpha.<br />
con_nprint_bgborder : 5 : : Con_NPrint border size.<br />
con_timestamp : 0 : : Prefix console.log entries with timestamps<br />
con_trace : 0 : : Print console text to low level printout.<br />
condump : cmd : : dump the text currently in the console to condumpXX.log<br />
connect : cmd : : Connect to specified server.<br />
contimes : 8 : : Number of console lines to overlay for debugging.<br />
coop : 0 : , "nf" : Cooperative play.<br />
cosmeticsui : cmd : : Cosmetics Display UI<br />
cpu_frequency_monitoring : 0 : : Set CPU frequency monitoring interval in seconds. Zero means disabled.<br />
crash : cmd : : Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only)<br />
create_flashlight : cmd : : <br />
createbotgame : cmd : : Create bot game.<br />
CreateHairball : cmd : : <br />
CreatePredictionError : cmd : : Create a prediction error<br />
credits : cmd : : Show game credits.<br />
creditsdone : cmd : : <br />
crosshair : 1 : , "a", "cl" : <br />
curl_test_print_page : cmd : : <br />
cvarlist : cmd : : Show the list of convars/concommands.<br />
datacachesize : 256 : : Size in MB.<br />
dbganimmodel : 0 : , "cl" : <br />
dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line><br />
dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player<br />
deathmatch : 1 : , "nf" : Running a deathmatch server.<br />
debug_blood_pass_shader : 0 : , "cheat", "cl" : <br />
debug_caltrops_traces : 0 : , "sv", "nf" : If set to 1, lines will be drawn for caltrops swing traces<br />
debug_fur : 0 : : <br />
debug_hint_system : 0 : , "cheat", "cl" : <br />
debug_hintevents : 0 : , "cheat", "cl" : <br />
debug_maa_special : 0 : , "sv" : <br />
debug_materialmodifycontrol : 0 : , "sv" : <br />
debug_materialmodifycontrol_client : 0 : , "cl" : <br />
debug_melee_traces : 0 : , "sv", "nf" : If set to 1, lines will be drawn for melee swing traces<br />
debug_physimpact : 0 : , "sv" : <br />
debug_player_expressions : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_disable : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_mourning : 0 : , "sv", "cheat" : <br />
debug_player_spatialspeech_querydist : 500 : , "sv", "cheat" : <br />
debug_player_speech_script_expand : cmd : : Utility ConCommand that will take the old player sound scripts and expand the entries so that each wav file has its own sound script entry so that we can generate a scene per wav<br />
debug_prop_dynamic_video : 0 : , "cheat", "cl" : When set to 1 will display frame size, and the UV coords for all BIKs playing on props; Resets to 0 too (Doesn't spam :) )<br />
debug_pvk2_test_balance_new : 0 : , "sv" : <br />
debug_ragdoll_deathtypes : 0 : , "cheat", "cl" : <br />
debug_title_id : 0 : , "cl" : <br />
debug_touchlinks : 0 : , "sv" : Spew touch link activity<br />
debug_trigger_jump : 0 : , "sv", "cheat" : <br />
debugsystemui : cmd : : Show/hide the debug system UI.<br />
decalfrequency : 10 : , "sv", "nf" : <br />
default_fov : 90 : , "cl" : <br />
demo_avellimit : 2000 : : Angular velocity limit before eyes considered snapped for demo playback.<br />
demo_debug : 0 : : Demo debug info.<br />
demo_fastforwardfinalspeed : 20 : : Go this fast when starting to hold FF button.<br />
demo_fastforwardramptime : 5 : : How many seconds it takes to get to full FF speed.<br />
demo_fastforwardstartspeed : 2 : : Go this fast when starting to hold FF button.<br />
demo_fov_override : 0 : , "norecord", "cl" : If nonzero, this value will be used to override FOV during demo playback.<br />
demo_gototick : cmd : : Skips to a tick in demo.<br />
demo_interplimit : 4000 : : How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.<br />
demo_interpolateview : 1 : : Do view interpolation during dem playback.<br />
demo_legacy_rollback : 1 : : Use legacy view interpolation rollback amount in demo playback.<br />
demo_pause : cmd : : Pauses demo playback.<br />
demo_pauseatservertick : 0 : : Pauses demo playback at server tick<br />
demo_quitafterplayback : 0 : : Quits game after demo playback.<br />
demo_recordcommands : 1 : , "cheat" : Record commands typed at console into .dem files.<br />
demo_resume : cmd : : Resumes demo playback.<br />
demo_setendtick : cmd : : Sets end demo playback tick. Set to 0 to disable.<br />
demo_timescale : cmd : : Sets demo replay speed.<br />
demo_togglepause : cmd : : Toggles demo playback.<br />
demolist : cmd : : Print demo sequence list.<br />
demos : cmd : : Demo demo file sequence.<br />
demoui : cmd : : Show/hide the demo player UI.<br />
demoui2 : cmd : : Show/hide the advanced demo player UI (demoui2).<br />
+demoui2 : cmd : : Bring the advanced demo player UI (demoui2) to foreground.<br />
-demoui2 : cmd : : Send the advanced demo player UI (demoui2) to background.<br />
developer : 0 : : Set developer message level<br />
devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist.<br />
devshots_screenshot : cmd : : Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.<br />
differences : cmd : : Show all convars which are not at their default values.<br />
disconnect : cmd : : Disconnect game from server.<br />
dismember : cmd : : Kills the player with dismemberment<br />
disp_dynamic : 0 : : <br />
dispcoll_drawplane : 0 : , "sv" : <br />
displaysoundlist : 0 : , "sv" : <br />
dlight_debug : cmd : : Creates a dlight in front of the player<br />
dm_spawns_add : cmd : : Add DM spawn to your current position<br />
dm_spawns_load : cmd : : Load DM spawns from a file<br />
dm_spawns_remove : cmd : : Remove DM spawn by id<br />
dm_spawns_save : cmd : : Save DM spawns to a file<br />
dm_spawns_show : 0 : , "sv", "cheat", "norecord" : <br />
download_debug : 0 : , "norecord" : <br />
drawcross : cmd : : Draws a cross at the given location Arguments: x y z<br />
drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2<br />
dropallweapons : cmd : : <br />
ds_autodelete : 0 : , "a", "norecord", "cl" : Auto-delete recordings with no associated bookmark.<br />
ds_autorecord : 0 : , "a", "norecord", "cl" : Auto-record demos on map start, will be saved to the directory set in 'ds_dir'.<br />
ds_bookmark_backtrack : 0 : , "a", "norecord", "cl" : By default, how many seconds should the timer go backwards when the bookmark key is pressed<br />
ds_bookmark_goto : cmd : : Go to bookmark tick.<br />
ds_dir : 0 : , "a", "norecord", "cl" : Demos are saved into this directory located in PVK2 game folder. Directory will be created if it doesn't exist.<br />
ds_exportlog : cmd : : Export log of a demo.<br />
ds_fileprefix : 0 : , "a", "norecord", "cl" : File name prefix.<br />
ds_log : 0 : , "a", "norecord", "cl" : Log events such as player chat, kills, round wins and so on. Saved as [demoname].txt in the same folder as demo.<br />
ds_mark : cmd : : Set bookmark to current tick. Usage: ds_mark [name] [secs to backtrack]<br />
ds_playback_controls : 1 : , "a", "norecord", "cl" : Enable demo playback controls.<br />
ds_playback_open_ui : 1 : , "a", "norecord", "cl" : Open demo UI on playback.<br />
ds_playback_open_ui_version : 2 : , "a", "norecord", "cl" : Demo UI version to open. 1: Normal UI. 2: Simple UI.<br />
ds_playdemo : cmd : : This command attempts to load a demo in the dir that is set in 'ds_dir' first, and root second.<br />
ds_record : cmd : : Record a demo using PVK2 Demo Manager.<br />
ds_record_toggle : cmd : : Record a demo using PVK2 Demo Manager. (Toggle version for bind)<br />
ds_sounds : 1 : , "a", "norecord", "cl" : Play a sound on record/stop.<br />
ds_stop : cmd : : Stop a demo using PVK2 Demo Manager.<br />
dsp_automatic : 0 : , "demo" : <br />
dsp_db_min : 80 : , "demo" : <br />
dsp_db_mixdrop : 0 : , "demo" : <br />
dsp_dist_max : 1440 : , "cheat", "demo" : <br />
dsp_dist_min : 0 : , "cheat", "demo" : <br />
dsp_enhance_stereo : 0 : , "a" : <br />
dsp_facingaway : 0 : , "demo" : <br />
dsp_mix_max : 0 : , "demo" : <br />
dsp_mix_min : 0 : , "demo" : <br />
dsp_off : 0 : , "cheat" : <br />
dsp_player : 0 : , "demo", "server_can_execute" : <br />
dsp_reload : cmd : : <br />
dsp_room : 0 : , "demo" : <br />
dsp_slow_cpu : 0 : , "a", "demo" : <br />
dsp_spatial : 40 : , "demo" : <br />
dsp_speaker : 50 : , "demo" : <br />
dsp_vol_2ch : 1 : , "demo" : <br />
dsp_vol_4ch : 0 : , "demo" : <br />
dsp_vol_5ch : 0 : , "demo" : <br />
dsp_volume : 1 : , "a", "demo" : <br />
dsp_water : 14 : , "demo" : <br />
dt_ShowPartialChangeEnts : 0 : : (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).<br />
dt_UsePartialChangeEnts : 1 : : (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.<br />
dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work).<br />
dtwarning : 0 : : Print data table warnings?<br />
dtwatchclass : 0 : : Watch all fields encoded with this table.<br />
dtwatchent : -1 : : Watch this entities data table encoding.<br />
dtwatchvar : 0 : : Watch the named variable.<br />
+duck : cmd : : <br />
-duck : cmd : : <br />
dump_achievement_counters : cmd : : Spew the per-life achievement counters for multiplayer players<br />
dump_entity_sizes : cmd : : Print sizeof(entclass)<br />
dump_globals : cmd : : Dump all global entities/states<br />
dump_panels : cmd : : Dump Panel Tree<br />
dump_x360_cfg : cmd : : Dump X360 config files to disk<br />
dump_x360_saves : cmd : : Dump X360 save games to disk<br />
dumpentityfactories : cmd : : Lists all entity factory names.<br />
dumpeventqueue : cmd : : Dump the contents of the Entity I/O event queue to the console.<br />
dumpgamestringtable : cmd : : Dump the contents of the game string table to the console.<br />
dumplongticks : cmd : : Enables generating minidumps on long ticks.<br />
dumpsavedir : cmd : : List the contents of the save directory in memory<br />
dumpstringtables : cmd : : Print string tables to console.<br />
echo : cmd : : Echo text to console.<br />
editdemo : cmd : : Edit a recorded demo file (.dem ).<br />
emit_fmod : cmd : : Emit FMOD sound<br />
enable_debug_overlays : 1 : , "sv", "cheat" : Enable rendering of debug overlays<br />
endmovie : cmd : : Stop recording movie frames.<br />
engine_no_focus_sleep : 50 : , "a" : <br />
english : 1 : , "user", "cl" : If set to 1, running the english language set of assets.<br />
ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.<br />
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_create <entity name> <param 1 name> <param 1> <param 2 name> <param 2>...<param N name> <param N><br />
ent_debugkeys : 0 : , "sv" : <br />
ent_dump : cmd : : Usage: ent_dump <entity name> <br />
ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay] <br />
ent_info : cmd : : Usage: ent_info <class name> <br />
ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1> <value1> <key2> <value2> ... <keyN> <valueN> <br />
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 messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
ent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity.<br />
ent_name : cmd : : <br />
ent_orient : cmd : : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles><br />
ent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.<br />
ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name} <br />
ent_rotate : cmd : : Rotates an entity by a specified # of degrees<br />
ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.<br />
ent_teleport : cmd : : Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name><br />
ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
envmap : cmd : : <br />
escape : cmd : : Escape key pressed.<br />
exec : cmd : : Execute script file.<br />
exit : cmd : : Exit the engine.<br />
explode : cmd : : Kills the player with explosive damage<br />
explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value><br />
fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.<br />
fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.<br />
fakespecialgroups : cmd : : become a dev!<br />
fast_fogvolume : 0 : : <br />
filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none<br />
filesystem_max_stdio_read : 16 : : <br />
filesystem_native : 1 : : Use native FS or STDIO<br />
filesystem_report_buffered_io : 0 : : <br />
filesystem_unbuffered_io : 1 : : <br />
filesystem_use_overlapped_io : 1 : : <br />
fillspecial : cmd : : Fills the special bar.<br />
find : cmd : : Find concommands with the specified string in their name/help text.<br />
find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring> <br />
find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index <index> <br />
findflags : cmd : : Find concommands by flags.<br />
fire_absorbrate : 3 : , "sv" : <br />
fire_dmgbase : 1 : , "sv" : <br />
fire_dmginterval : 1 : , "sv" : <br />
fire_dmgscale : 0 : , "sv" : <br />
fire_extabsorb : 5 : , "sv" : <br />
fire_extscale : 12 : , "sv" : <br />
fire_growthrate : 1 : , "sv" : <br />
fire_heatscale : 1 : , "sv" : <br />
fire_incomingheatscale : 0 : , "sv" : <br />
fire_maxabsorb : 50 : , "sv" : <br />
firetarget : cmd : : <br />
firstperson : cmd : : Switch to firstperson camera.<br />
fish_debug : 0 : , "cheat", "cl" : Show debug info for fish<br />
fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive.<br />
fixmyshield : cmd : : Repairs your equipped shield<br />
flex_expression : 0 : , "sv" : <br />
flex_looktime : 5 : , "sv" : <br />
flex_maxawaytime : 1 : , "sv" : <br />
flex_maxplayertime : 7 : , "sv" : <br />
flex_minawaytime : 0 : , "sv" : <br />
flex_minplayertime : 5 : , "sv" : <br />
flex_rules : 1 : , "cl" : Allow flex animation rules to run.<br />
flex_smooth : 1 : , "cl" : Applies smoothing/decay curve to flex animation controller changes.<br />
flex_talk : 0 : , "sv" : <br />
flush : cmd : : Flush unlocked cache memory.<br />
flush_locked : cmd : : Flush unlocked and locked cache memory.<br />
fog_color : -1 : , "cheat", "cl" : <br />
fog_colorskybox : -1 : , "cheat", "cl" : <br />
fog_enable : 1 : , "cheat", "cl" : <br />
fog_enable_water_fog : 1 : , "cheat" : <br />
fog_enableskybox : 1 : , "cheat", "cl" : <br />
fog_end : -1 : , "cheat", "cl" : <br />
fog_endskybox : -1 : , "cheat", "cl" : <br />
fog_maxdensity : -1 : , "cheat", "cl" : <br />
fog_maxdensityskybox : -1 : , "cheat", "cl" : <br />
fog_override : 0 : , "cheat", "cl" : <br />
fog_start : -1 : , "cheat", "cl" : <br />
fog_startskybox : -1 : , "cheat", "cl" : <br />
fogui : cmd : : Show/hide fog control UI.<br />
force_centerview : cmd : : <br />
+forward : cmd : : <br />
-forward : cmd : : <br />
fov : cmd : : Change players FOV<br />
fov_desired : 90 : , "a", "user", "cl" : <br />
fov_desired_thirdperson : 90 : , "a", "user", "cl" : <br />
fps_max : 300 : : Frame rate limiter, cannot be set while connected to a server.<br />
free_pass_peek_debug : 0 : , "sv" : <br />
fs_monitor_read_from_pack : 0 : : 0:Off, 1:Any, 2:Sync only<br />
fs_printopenfiles : cmd : : Show all files currently opened by the engine.<br />
fs_report_sync_opens : 0 : : 0:Off, 1:Blocking only, 2:All<br />
fs_warning_level : cmd : : Set the filesystem warning level.<br />
fs_warning_mode : 0 : : 0:Off, 1:Warn main thread, 2:Warn other threads<br />
func_break_max_pieces : 15 : , "a", "sv", "rep" : <br />
func_break_reduction_factor : 0 : , "sv" : <br />
func_breakdmg_bullet : 0 : , "sv" : <br />
func_breakdmg_club : 1 : , "sv" : <br />
func_breakdmg_explosive : 1 : , "sv" : <br />
fx_drawimpactdebris : 1 : , "cl" : Draw impact debris effects.<br />
fx_drawimpactdust : 1 : , "cl" : Draw impact dust effects.<br />
fx_drawmetalspark : 1 : , "cl" : Draw metal spark effects.<br />
g15_dumpplayer : cmd : : Spew player data.<br />
g15_enabled : 0 : , "a", "cl" : Enable/Disable Logitech G-15 Keyboard LCD HUD. Requires g15_reload.<br />
g15_reload : cmd : : Reloads the Logitech G-15 Keyboard configs.<br />
g15_update_msec : 250 : , "a", "cl" : Logitech G-15 Keyboard update interval.<br />
g_debug_angularsensor : 0 : , "sv", "cheat" : <br />
g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds.<br />
g_debug_doors : 0 : , "sv" : <br />
g_debug_npc_vehicle_roles : 0 : , "sv" : <br />
g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" : <br />
g_debug_ragdoll_visualize : 0 : , "cheat", "cl" : <br />
g_debug_trackpather : 0 : , "sv", "cheat" : <br />
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 & associated results during a transition.<br />
g_debug_vehiclebase : 0 : , "sv", "cheat" : <br />
g_debug_vehicledriver : 0 : , "sv", "cheat" : <br />
g_debug_vehicleexit : 0 : , "sv", "cheat" : <br />
g_debug_vehiclesound : 0 : , "sv", "cheat" : <br />
g_Language : 0 : , "sv", "rep" : <br />
g_ragdoll_fadespeed : 600 : , "cl" : <br />
g_ragdoll_important_maxcount : 2 : , "sv", "rep" : <br />
g_ragdoll_lifetime : 5 : , "cl" : <br />
g_ragdoll_lvfadespeed : 100 : , "cl" : <br />
g_ragdoll_maxcount : 8 : , "sv", "rep" : <br />
gamemenucommand : cmd : : Issue game menu command.<br />
gamemenucommand_pvk2 : cmd : : <br />
gameui_activate : cmd : : Shows the game UI<br />
gameui_allowescape : cmd : : Escape key allowed to hide game UI<br />
gameui_allowescapetoshow : cmd : : Escape key allowed to show game UI<br />
gameui_hide : cmd : : Hides the game UI<br />
gameui_hide_dialog : cmd : : asdf<br />
gameui_preventescape : cmd : : Escape key doesn't hide game UI<br />
gameui_preventescapetoshow : cmd : : Escape key doesn't show game UI<br />
gameui_show_dialog : cmd : : Show an arbitrary Dialog.<br />
gameui_xbox : 0 : : <br />
generate_fur_texture : cmd : : Generates a fur map, R Channel is the fur mask, should be transferred to the alpha channel of fur color map<br />
getpos : cmd : : dump position and angles to the console<br />
give : cmd : : Give item to player. Syntax: <item name><br />
givecurrentammo : cmd : : Give a supply of ammo for current weapon.. <br />
gl_amd_occlusion_workaround : 1 : : <br />
gl_clear : 0 : , "cl" : <br />
gl_clear_randomcolor : 0 : , "cheat", "cl" : Clear the back buffer to random colors every frame. Helps spot open seams in geometry.<br />
global_set : cmd : : global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).<br />
glow_outline_effect_enable : 1 : , "a", "cl" : Enable entity outline glow effects.<br />
glow_outline_width : 10 : , "cheat", "cl" : Width of glow outline effect in screen space.<br />
god : cmd : : Toggle. Player becomes invulnerable.<br />
+graph : cmd : : <br />
-graph : cmd : : <br />
grasscluster_cullDist : 4096 : , "cheat", "cl" : <br />
grasscluster_debug : 0 : , "cheat", "cl" : <br />
grasscluster_enable : 1 : , "cheat", "cl" : <br />
grasscluster_enable_flashlightSupport : 0 : , "cheat", "cl" : <br />
grasscluster_enable_morph : -1 : , "cheat", "cl" : <br />
grasscluster_flush : cmd : : <br />
grasscluster_grass_clusterMaxQuads : -1 : , "cheat", "cl" : <br />
grasscluster_grass_height_huge_max : 45 : , "cheat", "cl" : <br />
grasscluster_grass_height_huge_min : 25 : , "cheat", "cl" : <br />
grasscluster_grass_height_med_max : 30 : , "cheat", "cl" : <br />
grasscluster_grass_height_med_min : 15 : , "cheat", "cl" : <br />
grasscluster_grass_height_small_max : 15 : , "cheat", "cl" : <br />
grasscluster_grass_height_small_min : 10 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_delay : 5 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_framelag : 0 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_morph_speed : 1 : , "cheat", "cl" : <br />
grasscluster_grass_meadow_scale : 1 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_exp : 0 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_min : 20 : , "cheat", "cl" : <br />
grasscluster_grass_terrain_offset_multi : 2 : , "cheat", "cl" : <br />
grasscluster_grass_type_huge_oddness : 10 : , "cheat", "cl" : <br />
grasscluster_grass_type_small_oddness : 2 : , "cheat", "cl" : <br />
grasscluster_grass_width_huge_max : 50 : , "cheat", "cl" : <br />
grasscluster_grass_width_huge_min : 30 : , "cheat", "cl" : <br />
grasscluster_grass_width_med_max : 35 : , "cheat", "cl" : <br />
grasscluster_grass_width_med_min : 20 : , "cheat", "cl" : <br />
grasscluster_grass_width_small_max : 20 : , "cheat", "cl" : <br />
grasscluster_grass_width_small_min : 15 : , "cheat", "cl" : <br />
grasscluster_grass_wind_angle : 70 : , "cheat", "cl" : <br />
grasscluster_grass_wind_strength : 1 : , "cheat", "cl" : <br />
grasscluster_LOD_enable : 0 : , "cheat", "cl" : <br />
grasscluster_LOD_objects_per_hint : 1 : , "cheat", "cl" : <br />
grasscluster_LOD_transitionDist : 2048 : , "cheat", "cl" : <br />
grasscluster_objects_per_hint : 8 : , "cheat", "cl" : <br />
grasscluster_preset_density_high : cmd : : <br />
grasscluster_preset_density_low : cmd : : <br />
grasscluster_preset_density_med : cmd : : <br />
grasscluster_preset_height_high : cmd : : <br />
grasscluster_preset_height_low : cmd : : <br />
grasscluster_preset_height_med : cmd : : <br />
grasscluster_preset_height_monstrous : cmd : : <br />
grasscluster_preset_meadow_ultra : cmd : : <br />
grasscluster_sprite_material : 0 : , "cheat", "cl" : <br />
-grenade1 : cmd : : <br />
+grenade1 : cmd : : <br />
-grenade2 : cmd : : <br />
+grenade2 : cmd : : <br />
groundlist : cmd : : Display ground entity list <index><br />
hammer_update_entity : cmd : : Updates the entity's position/angles when in edit mode<br />
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 entities mentioned in any hammer_updateignorelist objects in this map.<br />
hap_damagescale_game : 1 : , "cl" : <br />
hap_HasDevice : 0 : , "user", "cl" : falcon is connected<br />
hap_melee_scale : 0 : , "numeric", "cl" : <br />
hap_noclip_avatar_scale : 0 : , "numeric", "cl" : <br />
hap_ui_vehicles : 0 : , "cl" : <br />
heartbeat : cmd : : Force heartbeat of master servers<br />
help : cmd : : Find help about a convar/concommand.<br />
hideconsole : cmd : : Hide the console.<br />
hidehud : 0 : , "cheat", "cl" : <br />
hidepanel : cmd : : Hides a viewport panel <name><br />
hint_test : cmd : : Test the hint UI<br />
hl2_episodic : 0 : , "sv", "rep" : <br />
host_flush_threshold : 20 : : Memory threshold below which the host should flush caches between server instances<br />
host_framerate : 0 : : Set to lock per-frame time elapse.<br />
host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection<br />
host_map : 0 : : Current map name.<br />
host_profile : 0 : : <br />
host_runofftime : cmd : : Run off some time without rendering/updating sounds <br />
host_showcachemiss : 0 : : Print a debug message when the client or server cache is missed.<br />
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.<br />
host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.<br />
host_speeds : 0 : : Show general system running times.<br />
host_thread_mode : 0 : : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)<br />
host_timer_report : cmd : : Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)<br />
host_timer_spin_ms : 0 : : Use CPU busy-loop for improved timer precision (dedicated only)<br />
host_timescale : 1 : , "rep" : Prescale the clock by this amount.<br />
host_writeconfig : cmd : : Store current settings to config.cfg (or specified .cfg file).<br />
hostip : -1062717440.000 : : Host game server ip<br />
hostname : 0 : : Hostname for server.<br />
hostport : 27015 : : Host game server port<br />
hud_attackdirindicator : 1 : , "a", "cl" : <br />
hud_autoaim_method : 1 : , "cl" : <br />
hud_autoaim_scale_icon : 0 : , "cl" : <br />
hud_autoreloadscript : 0 : , "cl" : Automatically reloads the animation script each time one is ran<br />
hud_centerid : 1 : , "cl" : <br />
hud_chargemeter_circles : 0 : , "a", "cl" : Use circles instead of bars in chargemeter.<br />
hud_chargemeter_circles_alpha : 152 : , "a", "cl" : <br />
hud_chargemeter_circles_width : 96 : , "a", "cl" : <br />
hud_classautokill : 1 : , "a", "cl" : Automatically kill player after choosing a new playerclass.<br />
hud_demotimer_icon_colors : 0 : , "a", "cl" : <br />
hud_demotimer_play_resolution : 2 : , "a", "cl" : <br />
hud_demotimer_play_showtotal : 0 : , "a", "cl" : <br />
hud_demotimer_record_resolution : 1 : , "a", "cl" : <br />
hud_draw_active_reticle : 0 : , "cl" : <br />
hud_draw_fixed_reticle : 0 : , "a", "cl" : <br />
hud_drawhistory_time : 5 : , "cl" : <br />
hud_enemyindicator : 1 : , "a", "cl" : <br />
hud_fastswitch : 1 : , "a", "cl" : <br />
hud_freezecamhide : 0 : , "a", "cl" : Hide the HUD during freeze-cam<br />
hud_gamemodeintro_duration : 5 : , "a", "cl" : <br />
hud_magnetism : 0 : , "cl" : <br />
hud_markers_metric : 1 : , "a", "cl" : <br />
hud_markers_showdistance : 1 : , "a", "cl" : <br />
hud_reloadscheme : cmd : : Reloads hud layout and animation scripts.<br />
hud_reticle_alpha_speed : 700 : , "cl" : <br />
hud_reticle_maxalpha : 255 : , "cl" : <br />
hud_reticle_minalpha : 125 : , "cl" : <br />
hud_reticle_scale : 1 : , "cl" : <br />
hud_saytext_time : 12 : , "cl" : <br />
hud_show_use_display : 1 : , "a", "cl" : <br />
hud_showavatars : 2 : , "a", "cl" : Show avatars for alive players, currently only used for LTS. 1 = avatars only, 2 = avatars with health bars<br />
hud_showdemotimer : 1 : , "a", "cl" : <br />
hud_showgamemodeintro : 1 : , "a", "cl" : <br />
hud_showmarkers : 1 : , "a", "cl" : <br />
hud_showrespawntimers : 1 : , "a", "cl" : <br />
hud_showtargetid : 1 : , "cl" : <br />
hud_showterritorystatus : 1 : , "cl" : <br />
hud_showtimers : 1 : , "a", "cl" : <br />
hud_showtrinkets : 1 : , "cl" : <br />
hud_stackavatars : 1 : , "a", "cl" : Stack avatars?<br />
hud_stackavatars_count : 4 : , "a", "cl" : Stack after this amount of avatars.<br />
hud_style : 3 : , "a", "user", "cl" : <br />
hud_takesshots : 0 : , "a", "cl" : Auto-save a scoreboard screenshot at the end of a map.<br />
hurtme : cmd : : Hurts the player. Arguments: <health to lose><br />
hurtmehealth : cmd : : Hurts the player's health only. Arguments: <health to lose><br />
iamduke : cmd : : Restore all HP & Armor... <br />
impulse : cmd : : <br />
in_usekeyboardsampletime : 1 : , "cl" : Use keyboard sample time smoothing.<br />
incrementvar : cmd : : Increment specified convar value.<br />
invnext : cmd : : <br />
invprev : cmd : : <br />
ip : 0 : : Overrides IP for multihomed hosts<br />
+jlook : cmd : : <br />
-jlook : cmd : : <br />
joy_accel_filter : 0 : , "cl" : <br />
joy_accelmax : 1 : , "a", "cl" : <br />
joy_accelscale : 0 : , "a", "cl" : <br />
joy_active : -1 : : Which of the connected joysticks / gamepads to use (-1 means first found)<br />
joy_advanced : 1 : , "a", "cl" : <br />
joy_advaxisr : 1 : , "a", "cl" : <br />
joy_advaxisu : 3 : , "a", "cl" : <br />
joy_advaxisv : 0 : , "a", "cl" : <br />
joy_advaxisx : 4 : , "a", "cl" : <br />
joy_advaxisy : 2 : , "a", "cl" : <br />
joy_advaxisz : 0 : , "a", "cl" : <br />
joy_autoaimdampen : 0 : , "a", "cl" : How much to scale user stick input when the gun is pointing at a valid target.<br />
joy_autoaimdampenrange : 0 : , "a", "cl" : The stick range where autoaim dampening is applied. 0 = off<br />
joy_autosprint : 0 : , "cl" : Automatically sprint when moving with an analog joystick<br />
joy_axis_deadzone : 0 : , "a" : Dead zone near the zero point to not report movement.<br />
joy_axisbutton_threshold : 0 : , "a" : Analog axis range before a button press is registered.<br />
joy_diagonalpov : 0 : , "a", "cl" : POV manipulator operates on diagonal axes, too.<br />
joy_display_input : 0 : , "a", "cl" : <br />
joy_forwardsensitivity : -1 : , "a", "cl" : <br />
joy_forwardthreshold : 0 : , "a", "cl" : <br />
joy_gamecontroller_config : 0 : , "a" : Game controller mapping (passed to SDL with SDL_HINT_GAMECONTROLLERCONFIG), can also be configured in Steam Big Picture mode.<br />
joy_inverty : 0 : , "a", "cl" : Whether to invert the Y axis of the joystick for looking.<br />
joy_inverty_default : 0 : , "cl" : <br />
joy_lowend : 1 : , "a", "cl" : <br />
joy_lowmap : 1 : , "a", "cl" : <br />
joy_movement_stick : 0 : , "a", "cl" : Which stick controls movement (0 is left stick)<br />
joy_movement_stick_default : 0 : , "cl" : <br />
joy_name : 0 : , "a", "cl" : <br />
joy_pegged : 0 : , "cl" : <br />
joy_pitchsensitivity : 1 : , "a", "cl" : <br />
joy_pitchsensitivity_default : -1 : , "cl" : <br />
joy_pitchthreshold : 0 : , "a", "cl" : <br />
joy_response_look : 0 : , "a", "cl" : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion<br />
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)), 5=two-stage<br />
joy_response_move_vehicle : 6 : , "cl" : <br />
joy_sidesensitivity : 1 : , "a", "cl" : <br />
joy_sidethreshold : 0 : , "a", "cl" : <br />
joy_vehicle_turn_lowend : 0 : , "cl" : <br />
joy_vehicle_turn_lowmap : 0 : , "cl" : <br />
joy_virtual_peg : 0 : , "cl" : <br />
joy_wingmanwarrior_turnhack : 0 : , "a", "cl" : Wingman warrior hack related to turn axes.<br />
joy_xcontroller_cfg_loaded : 0 : , "a", "cl" : If 0, the 360controller.cfg file will be executed on startup & option changes.<br />
joy_yawsensitivity : -1 : , "a", "cl" : <br />
joy_yawsensitivity_default : -1 : , "cl" : <br />
joy_yawthreshold : 0 : , "a", "cl" : <br />
joyadvancedupdate : cmd : : <br />
joystick : 0 : , "a", "cl" : <br />
jpeg : cmd : : Take a jpeg screenshot: jpeg <filename> <quality 1-100>.<br />
jpeg_quality : 90 : : jpeg screenshot quality.<br />
+jump : cmd : : <br />
-jump : cmd : : <br />
kdtree_test : cmd : : Tests spatial partition for entities queries.<br />
key_findbinding : cmd : : Find key bound to specified command string.<br />
key_listboundkeys : cmd : : List bound keys with bindings.<br />
key_updatelayout : cmd : : Updates game keyboard layout to current windows keyboard setting.<br />
+kick : cmd : : <br />
-kick : cmd : : <br />
kick : cmd : : Kick a player by name.<br />
kickall : cmd : : Kicks everybody connected with a message.<br />
kickid : cmd : : Kick a player by userid or uniqueid, with a message.<br />
kill : cmd : : Kills the player with generic damage<br />
killserver : cmd : : Shutdown the server.<br />
killvector : cmd : : Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value><br />
+klook : cmd : : <br />
-klook : cmd : : <br />
lan_override : -1 : , "sv" : <br />
lastinv : cmd : : <br />
leaderboard_print : cmd : : Debug print of leaderboards system<br />
leaderboard_test : cmd : : <br />
+left : cmd : : <br />
-left : cmd : : <br />
light_crosshair : cmd : : Show texture color at crosshair<br />
lightcache_maxmiss : 2 : , "cheat" : <br />
lightprobe : cmd : : Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'materials/lightprobes' .The lightprobe command requires you specify a base file name. <br />
linefile : cmd : : Parses map leak data from .lin file<br />
list_community_groups : cmd : : lists ids of Steam Community groups user is in<br />
listdemo : cmd : : List demo file contents.<br />
listid : cmd : : Lists banned users.<br />
listip : cmd : : List IP addresses on the ban list.<br />
listissues : cmd : : List all the issues that can be voted on.<br />
listmodels : cmd : : List loaded models.<br />
listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs.<br />
load : cmd : : Load a saved game.<br />
loadcommentary : cmd : : <br />
loader_dump_table : cmd : : <br />
loader_spew_info : 0 : : 0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All <br />
loader_spew_info_ex : 0 : : (internal)<br />
localplayer_visionflags : 0 : , "cl" : <br />
lod_TransitionDist : 800 : , "cl" : <br />
log : cmd : : Enables logging to file, console, and udp < on | off >.<br />
log_verbose_enable : 0 : , "sv" : Set to 1 to enable verbose server log on the server.<br />
log_verbose_interval : 3 : , "sv" : Determines the interval (in seconds) for the verbose server log.<br />
logaddress_add : cmd : : Set address and port for remote host <ip:port>.<br />
logaddress_del : cmd : : Remove address and port for remote host <ip:port>.<br />
logaddress_delall : cmd : : Remove all udp addresses being logged to<br />
logaddress_list : cmd : : List all addresses currently being used by logaddress.<br />
+lookdown : cmd : : <br />
-lookdown : cmd : : <br />
lookspring : 0 : , "a", "cl" : <br />
lookstrafe : 0 : , "a", "cl" : <br />
+lookup : cmd : : <br />
-lookup : cmd : : <br />
lservercfgfile : 0 : , "sv" : <br />
lzma_persistent_buffer : 0 : : If set, attempt to keep a persistent buffer for the LZMA decoder dictionary. This avoids re-allocating a ~16-64meg buffer for each operation, at the expensive of keeping extra memory around when it is not in-use.<br />
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) * m_customaccel_scale + sensitivity) 2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. 3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity<br />
m_customaccel_exponent : 1 : , "a", "cl" : Mouse move is raised to this power before being scaled by scale factor.<br />
m_customaccel_max : 0 : , "a", "cl" : Max mouse move scale factor, 0 for no limit<br />
m_customaccel_scale : 0 : , "a", "cl" : Custom mouse acceleration value.<br />
m_filter : 0 : , "a", "cl" : Mouse filtering (set this to 1 to average the mouse over 2 frames).<br />
m_forward : 1 : , "a", "cl" : Mouse forward factor.<br />
m_mouseaccel1 : 0 : , "a", "cl" : Windows mouse acceleration initial threshold (2x movement).<br />
m_mouseaccel2 : 0 : , "a", "cl" : Windows mouse acceleration secondary threshold (4x movement).<br />
m_mousespeed : 1 : , "a", "cl" : Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).<br />
m_pitch : 0 : , "a", "cl" : Mouse pitch factor.<br />
m_rawinput : 0 : , "a", "cl" : Use Raw Input for mouse input.<br />
m_side : 0 : , "a", "cl" : Mouse side factor.<br />
m_yaw : 0 : , "a", "cl" : Mouse yaw factor.<br />
map : cmd : : Start playing on specified map.<br />
map_background : cmd : : Runs a map as the background to the main menu.<br />
map_commentary : cmd : : Start playing, with commentary, on a specified map.<br />
map_edit : cmd : : <br />
map_noareas : 0 : : Disable area to area connection testing.<br />
mapcyclefile : 0 : , "sv" : Name of the .txt file used to cycle the maps on multiplayer servers <br />
maphack_dump_vars : cmd : : Dump MapHack variables to console.<br />
maphack_include : cmd : : Include file by name into existing MapHack.<br />
maphack_load : cmd : : Load MapHack file by name.<br />
maphack_reload : cmd : : Reload current MapHack.<br />
maphack_trigger : cmd : : Trigger a MapHack event.<br />
maps : cmd : : Displays list of maps.<br />
mat_aaquality : 0 : , "a" : <br />
mat_accelerate_adjust_exposure_down : 3 : , "cheat" : <br />
mat_advancedshaders : 1 : , "a" : Enable/Disable Advanced Character Shading Techniques<br />
mat_advancedweaponblood : 1 : , "a", "cl" : Enable/Disable Advanced Weapon Blood Shading Techniques<br />
mat_alphacoverage : 1 : : <br />
mat_antialias : 8 : , "a" : <br />
mat_autoexposure_max : 2 : , "cl" : <br />
mat_autoexposure_min : 0 : , "cl" : <br />
mat_bloom_scalefactor_scalar : 1 : , "cl" : <br />
mat_bloomamount_rate : 0 : , "cheat", "cl" : <br />
mat_bloomscale : 1 : , "cl" : <br />
mat_bufferprimitives : 1 : : <br />
mat_bumpbasis : 0 : , "cheat" : <br />
mat_bumpmap : 1 : : <br />
mat_camerarendertargetoverlaysize : 256 : , "cheat", "cl" : <br />
mat_clipz : 1 : , "cl" : <br />
mat_colcorrection_disableentities : 0 : : Disable map color-correction entities<br />
mat_color_projection : 0 : , "a" : <br />
mat_colorcorrection : 1 : , "a" : <br />
mat_compressedtextures : 1 : : <br />
mat_configcurrent : cmd : : show the current video control panel config for the material system<br />
mat_crosshair : cmd : : Display the name of the material under the crosshair<br />
mat_crosshair_edit : cmd : : open the material under the crosshair in the editor defined by mat_crosshair_edit_editor<br />
mat_crosshair_explorer : cmd : : open the material under the crosshair in explorer and highlight the vmt file<br />
mat_crosshair_printmaterial : cmd : : print the material under the crosshair<br />
mat_crosshair_reloadmaterial : cmd : : reload the material under the crosshair<br />
mat_debug_autoexposure : 0 : , "cheat", "cl" : <br />
mat_debug_bloom : 0 : , "cheat", "cl" : <br />
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<br />
mat_debug_process_halfscreen : 0 : , "cheat", "cl" : <br />
mat_debugalttab : 0 : , "cheat" : <br />
mat_debugdepth : 0 : : <br />
mat_debugdepthmode : 0 : : <br />
mat_debugdepthval : 128 : : <br />
mat_debugdepthvalmax : 256 : : <br />
mat_depthbias_decal : -262144 : , "cheat" : <br />
mat_depthbias_normal : 0 : , "cheat" : <br />
mat_depthbias_shadowmap : 0 : , "cheat" : <br />
mat_diffuse : 1 : , "cheat" : <br />
mat_disable_bloom : 0 : , "cl" : <br />
mat_disable_fancy_blending : 0 : : <br />
mat_disable_lightwarp : 0 : : <br />
mat_disable_ps_patch : 0 : : <br />
mat_disablehwmorph : 0 : : Disables HW morphing for particular mods<br />
mat_drawflat : 0 : , "cheat" : <br />
mat_drawTexture : 0 : , "cl" : Enable debug view texture<br />
mat_drawTextureScale : 1 : , "cl" : Debug view texture scale<br />
mat_drawTitleSafe : 0 : : Enable title safe overlay<br />
mat_drawwater : 1 : , "cheat", "cl" : <br />
mat_dump_rts : 0 : , "cl" : <br />
mat_dxlevel : 95 : : Current DirectX Level. Competitive play requires at least mat_dxlevel 90<br />
mat_dynamic_tonemapping : 1 : , "cheat" : <br />
mat_edit : cmd : : Bring up the material under the crosshair in the editor<br />
mat_enable_vrmode : cmd : : Switches the material system to VR mode (after restart)<br />
mat_envmapsize : 128 : : <br />
mat_envmaptgasize : 32 : : <br />
mat_evict_all : cmd : : Evict all fine mipmaps from the gpu<br />
mat_excludetextures : 0 : , "cheat" : <br />
mat_exposure_center_region_x : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_x_flashlight : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_y : 0 : , "cheat", "cl" : <br />
mat_exposure_center_region_y_flashlight : 0 : , "cheat", "cl" : <br />
mat_fastclip : 0 : , "cheat" : <br />
mat_fastnobump : 0 : , "cheat" : <br />
mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.<br />
mat_fillrate : 0 : , "cheat" : <br />
mat_filterlightmaps : 1 : : <br />
mat_filtertextures : 1 : : <br />
mat_force_bloom : 0 : , "cheat", "cl" : <br />
mat_force_ps_patch : 0 : : <br />
mat_force_tonemap_scale : 0 : , "cheat" : <br />
mat_forceaniso : 1 : , "a" : <br />
mat_forcedynamic : 0 : , "cheat" : <br />
mat_forcehardwaresync : 1 : : <br />
mat_frame_sync_enable : 1 : , "cheat" : <br />
mat_frame_sync_force_texture : 0 : , "cheat" : Force frame syncing to lock a managed texture.<br />
mat_framebuffercopyoverlaysize : 256 : , "cl" : <br />
mat_fullbright : 0 : , "cheat" : <br />
mat_hdr_enabled : cmd : : Report if HDR is enabled for debugging<br />
mat_hdr_level : 2 : , "a" : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.<br />
mat_hdr_manual_tonemap_rate : 1 : : <br />
mat_hdr_tonemapscale : 2 : , "cheat" : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.<br />
mat_hdr_uncapexposure : 0 : , "cheat", "cl" : <br />
mat_hsv : 0 : , "cheat", "cl" : <br />
mat_info : cmd : : Shows material system info<br />
mat_leafvis : 0 : , "cheat" : Draw wireframe of current leaf<br />
mat_levelflush : 1 : : <br />
mat_lightmap_pfms : 0 : : Outputs .pfm files containing lightmap data for each lightmap page when a level exits.<br />
mat_loadtextures : 1 : , "cheat" : <br />
mat_luxels : 0 : , "cheat" : <br />
mat_managedtextures : 1 : , "a" : If set, allows Direct3D to manage texture uploading at the cost of extra system memory<br />
mat_max_worldmesh_vertices : 65536 : : <br />
mat_measurefillrate : 0 : , "cheat" : <br />
mat_mipmaptextures : 1 : : <br />
mat_monitorgamma : 1 : , "a" : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)<br />
mat_monitorgamma_tv_enabled : 0 : , "a" : <br />
mat_monitorgamma_tv_exp : 2 : : <br />
mat_monitorgamma_tv_range_max : 255 : : <br />
mat_monitorgamma_tv_range_min : 16 : : <br />
mat_morphstats : 0 : , "cheat" : <br />
mat_motion_blur_enabled : 1 : , "a" : <br />
mat_motion_blur_falling_intensity : 1 : , "cl" : <br />
mat_motion_blur_falling_max : 20 : , "cl" : <br />
mat_motion_blur_falling_min : 10 : , "cl" : <br />
mat_motion_blur_forward_enabled : 0 : , "cl" : <br />
mat_motion_blur_percent_of_screen_max : 4 : : <br />
mat_motion_blur_rotation_intensity : 1 : , "cl" : <br />
mat_motion_blur_strength : 1 : , "cl" : <br />
mat_non_hdr_bloom_scalefactor : 0 : , "cl" : <br />
mat_norendering : 0 : , "cheat" : <br />
mat_normalmaps : 0 : , "cheat" : <br />
mat_normals : 0 : , "cheat" : <br />
mat_phong : 1 : : <br />
mat_picmip : 0 : , "a" : <br />
mat_postprocess_x : 4 : , "cl" : <br />
mat_postprocess_y : 1 : , "cl" : <br />
mat_postprocessing_combine : 1 : , "cl" : Combine bloom, software anti-aliasing and color correction into one post-processing pass<br />
mat_powersavingsmode : 0 : , "a" : Power Savings Mode<br />
mat_proxy : 0 : , "cheat" : <br />
mat_queue_mode : -1 : , "a" : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 2=queued multithreaded<br />
mat_queue_report : 0 : , "a" : Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.<br />
mat_reducefillrate : 0 : : <br />
mat_reduceparticles : 0 : : <br />
mat_reloadallmaterials : cmd : : Reloads all materials<br />
mat_reloadmaterial : cmd : : Reloads a single material<br />
mat_reloadtextures : cmd : : Reloads all textures<br />
mat_remoteshadercompile : 127 : , "cheat" : <br />
mat_report_queue_status : 0 : : <br />
mat_reporthwmorphmemory : cmd : : Reports the amount of size in bytes taken up by hardware morph textures.<br />
mat_reset_rendertargets : cmd : : Resets all the render targets<br />
mat_reversedepth : 0 : , "cheat" : <br />
mat_savechanges : cmd : : saves current video configuration to the registry<br />
mat_setvideomode : cmd : : sets the width, height, windowed state of the material system<br />
mat_shadercount : cmd : : display count of all shaders and reset that count<br />
mat_show_ab_hdr : 0 : : <br />
mat_show_ab_hdr_hudelement : 0 : , "cheat", "cl" : HDR Demo HUD Element toggle.<br />
mat_show_histogram : 0 : , "cl" : <br />
mat_show_texture_memory_usage : 0 : , "cheat", "numeric" : Display the texture memory usage on the HUD.<br />
mat_showcamerarendertarget : 0 : , "cheat", "cl" : <br />
mat_showenvmapmask : 0 : : <br />
mat_showframebuffertexture : 0 : , "cheat", "cl" : <br />
mat_showlightmappage : -1 : , "cl" : <br />
mat_showlowresimage : 0 : , "cheat" : <br />
mat_showmaterials : cmd : : Show materials.<br />
mat_showmaterialsverbose : cmd : : Show materials (verbose version).<br />
mat_showmiplevels : 0 : , "cheat" : color-code miplevels 2: normalmaps, 1: everything else<br />
mat_showtextures : cmd : : Show used textures.<br />
mat_showwatertextures : 0 : , "cheat", "cl" : <br />
mat_slopescaledepthbias_decal : 0 : , "cheat" : <br />
mat_slopescaledepthbias_normal : 0 : , "cheat" : <br />
mat_slopescaledepthbias_shadowmap : 16 : , "cheat" : <br />
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)<br />
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-alias blend strength), (3 - show averaged 'unlike' colour)<br />
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 edges, a higher value will soften fewer)<br />
mat_software_aa_quality : 0 : , "a", "cl" : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)<br />
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 of the effect: (0.0 - off), (1.0 - full)<br />
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.<br />
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 image sharper, higher will make it blurrier)<br />
mat_softwarelighting : 0 : : <br />
mat_softwareskin : 0 : , "cheat" : <br />
mat_specular : 1 : : Enable/Disable specularity for perf testing. Will cause a material reload upon change.<br />
mat_spew_on_texture_size : 0 : : Print warnings about vtf content that isn't of the expected size<br />
mat_spewvertexandpixelshaders : cmd : : Print all vertex and pixel shaders currently loaded to the console<br />
mat_stub : 0 : , "cheat", "cl" : <br />
mat_surfaceid : 0 : , "cheat" : <br />
mat_surfacemat : 0 : , "cheat" : <br />
mat_texture_limit : -1 : , "numeric" : If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.<br />
mat_texture_list : 0 : , "cheat" : For debugging, show a list of used textures per frame<br />
+mat_texture_list : cmd : : <br />
-mat_texture_list : cmd : : <br />
mat_texture_list_all : 0 : , "cheat", "numeric" : If this is nonzero, then the texture list panel will show all currently-loaded textures.<br />
mat_texture_list_content_path : 0 : , "a" : The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently running game dir.<br />
mat_texture_list_txlod : cmd : : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution<br />
mat_texture_list_txlod_sync : cmd : : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files<br />
mat_texture_list_view : 1 : , "cheat", "numeric" : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.<br />
mat_texture_outline_fonts : cmd : : Outline fonts textures.<br />
mat_texture_reload_frame_swap_workaround : 0 : : Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps<br />
mat_texture_save_fonts : cmd : : Save all font textures<br />
mat_texture_tracking : 0 : : <br />
mat_tintalphablendfactordst : 5 : : <br />
mat_tintalphablendfactorsrc : 4 : : <br />
mat_tintalphablendmode : 4 : : <br />
mat_tonemap_algorithm : 1 : , "cheat" : 0 = Original Algorithm 1 = New Algorithm<br />
mat_tonemap_min_avglum : 3 : , "cheat", "cl" : <br />
mat_tonemap_percent_bright_pixels : 2 : , "cheat", "cl" : <br />
mat_tonemap_percent_target : 60 : , "cheat", "cl" : <br />
mat_tonemapping_occlusion_use_stencil : 0 : : <br />
mat_trilinear : 1 : : <br />
mat_use_compressed_hdr_textures : 1 : : <br />
mat_viewportscale : 1 : , "a", "cl" : Scale down the main viewport (to reduce GPU impact on CPU profiling)<br />
mat_viewportupscale : 1 : , "a", "cl" : Scale the viewport back up<br />
mat_visualize_dof : 0 : , "cheat" : <br />
mat_vrmode_adapter : -1 : : <br />
mat_vsync : 0 : : Force sync to vertical retrace<br />
mat_wateroverlaysize : 256 : , "cl" : <br />
mat_wireframe : 0 : , "cheat" : <br />
mat_yuv : 0 : , "cheat", "cl" : <br />
matchmakingport : 27025 : : Host Matchmaking port<br />
maxplayers : cmd : : Change the maximum number of players allowed on this server.<br />
maxplayers_extended : 0 : , "sv" : Extends max player limit to 33. Please note that going over the recommended value (24) can cause significant performance issues.<br />
mem_compact : cmd : : <br />
mem_dump : cmd : : Dump memory stats to text file.<br />
mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) <br />
mem_dumpvballocs : cmd : : Dump VB memory allocation stats.<br />
mem_eat : cmd : : <br />
mem_force_flush : 0 : , "cheat" : Force cache flush of unlocked resources on every alloc<br />
mem_max_heapsize : 256 : : Maximum amount of memory to dedicate to engine hunk and datacache (in mb)<br />
mem_max_heapsize_dedicated : 64 : : Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)<br />
mem_min_heapsize : 48 : : Minimum amount of memory to dedicate to engine hunk and datacache (in mb)<br />
mem_periodicdumps : 0 : : Write periodic memstats dumps every n seconds.<br />
mem_test : cmd : : <br />
mem_test_each_frame : 0 : : Run heap check at end of every frame <br />
mem_test_every_n_seconds : 0 : : Run heap check at a specified interval <br />
mem_vcollide : cmd : : Dumps the memory used by vcollides<br />
memory : cmd : : Print memory stats.<br />
memory_diff : cmd : : show memory stats relative to snapshot<br />
memory_list : cmd : : dump memory list (linux only)<br />
memory_mark : cmd : : snapshot current allocation status<br />
memory_status : cmd : : show memory stats (linux only)<br />
minisave : cmd : : Saves game (for current level only!)<br />
mission_list : cmd : : List all available tactical missions<br />
mission_show : cmd : : Show the given mission<br />
mm_add_item : cmd : : Add a stats item<br />
mm_add_player : cmd : : Add a player<br />
mm_max_spectators : 4 : : Max players allowed on the spectator team<br />
mm_message : cmd : : Send a message to all remote clients<br />
mm_minplayers : 2 : : Number of players required to start an unranked game<br />
mm_select_session : cmd : : Select a session<br />
mm_session_info : cmd : : Dump session information<br />
mm_stats : cmd : : <br />
mod_forcedata : 1 : : Forces all model file data into cache on model load.<br />
mod_forcetouchdata : 1 : : Forces all model file data into cache on model load.<br />
mod_load_anims_async : 0 : : <br />
mod_load_fakestall : 0 : : Forces all ANI file loading to stall for specified ms <br />
mod_load_mesh_async : 0 : : <br />
mod_load_showstall : 0 : : 1 - show hitches , 2 - show stalls<br />
mod_load_vcollide_async : 0 : : <br />
mod_lock_mdls_on_load : 0 : : <br />
mod_offline_hdr_switch : 0 : : Re-order the HDR/LDR mode switch to do most of the material system reloading with the device offline. This reduces unnecessary device resource uploads and may drastically reduce load time and memory pressure on certain drivers, but may trigger bugs in some very old source engine pathways.<br />
mod_test_mesh_not_available : 0 : , "cheat" : <br />
mod_test_not_available : 0 : , "cheat" : <br />
mod_test_verts_not_available : 0 : , "cheat" : <br />
mod_touchalldata : 1 : : Touch model data during level startup<br />
mod_trace_load : 0 : : <br />
model_list : cmd : : Dump model list to file<br />
motdfile : 0 : , "sv" : The MOTD file to load.<br />
motdfile_text : 0 : , "sv" : The text-only MOTD file to use for clients that have disabled HTML MOTDs.<br />
+movedown : cmd : : <br />
-movedown : cmd : : <br />
+moveleft : cmd : : <br />
-moveleft : cmd : : <br />
moveplayer : cmd : : Forces a player to change team. Format: moveplayer <userid> <team><br />
moveplayerid : cmd : : Forces a player to change team. Format: moveplayer <userid> <team><br />
+moveright : cmd : : <br />
-moveright : cmd : : <br />
+moveup : cmd : : <br />
-moveup : cmd : : <br />
movie_fixwave : cmd : : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.<br />
mp_afkprotector_chestdroptime : 20 : , "sv", "nf", "rep" : AFK chest carriers drop the chest after this many seconds of idling<br />
mp_afkprotector_dealmethod : 1 : , "sv", "nf", "rep" : 0 = Do nothing, 1 = Move to spectator, 2 = Kick from the server, 3 = Move to spectator, but kick if they still AFK.<br />
mp_afkprotector_kickadmins : 0 : , "sv", "nf", "rep" : Admins lose their immunity to AFK kicks.<br />
mp_afkprotector_kickspecs : 0 : , "sv", "nf", "rep" : Always kick inactive spectators. Set to 2 to kick unassigned players as well.<br />
mp_afkprotector_time : 90 : , "sv", "nf", "rep" : Deal with AFK players after this many seconds of idling, see mp_afkprotector_dealmethod for dealing methods.<br />
mp_afkprotector_trinketdroptime : 20 : , "sv", "nf", "rep" : AFK trinket carriers drop the trinket after this many seconds of idling<br />
mp_allow_custom_balance : 0 : , "sv", "nf", "rep" : Allow custom weapon/class scripts, reload map to take effect. NOTE: This will flag your server as 'modded'!<br />
mp_allowNPCs : 1 : , "sv", "nf" : <br />
mp_allowrespawntime : 5 : , "sv", "nf", "rep" : Time in seconds from the round start that players joining may spawn in, or players who die may respawn.<br />
mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not<br />
mp_assist_dmg_threshold : 10 : , "sv", "nf", "rep" : Minimum Damage to be considered an assister<br />
mp_assist_lifetime : 5 : , "sv", "nf", "rep" : How long assist status remains on player after damage dealt, set to -1 for no lifetime<br />
mp_attackdirindicator : 1 : , "sv", "nf", "rep" : Allow the use of attack dir indicator.<br />
mp_autocrosshair : 1 : , "sv", "nf" : <br />
mp_autoteambalance : 1 : , "sv", "nf", "rep" : Forced team balancing<br />
mp_blunderbuss_bulletdrop : 250 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet drop<br />
mp_blunderbuss_bulletspeed : 3500 : , "sv", "cheat", "nf", "rep" : Blunderbuss bullet speed<br />
mp_button_dist : 70 : , "sv", "nf", "rep" : <br />
mp_chattime : 10 : , "sv", "rep" : amount of time players can chat after the game is over<br />
mp_clan_ready_signal : 0 : , "sv" : Text that team leader from each team must speak for the match to begin<br />
mp_clan_readyrestart : 0 : , "sv" : If non-zero, game will restart once someone from each team gives the ready signal<br />
mp_classlimit : 0 : , "sv", "nf", "rep" : Enable class limit, use mp_classlimit_* cvars to set limits.<br />
mp_classlimit_archer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_assassin : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_berserker : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_bondi : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_buccaneer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_captain : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_ealer : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_gestir : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_heavyknight : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_huscarl : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_manatarms : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_sharpshooter : -1 : , "sv", "nf", "rep" : <br />
mp_classlimit_skirmisher : -1 : , "sv", "nf", "rep" : <br />
mp_ctf_capturelimit : 5 : , "sv", "nf", "rep" : How many flag captures needed in CTF to win the game if using capture limit<br />
mp_ctf_flagreturntime : 15 : , "sv", "nf", "rep" : How long before the flag returns to your base<br />
mp_ctf_timelimit : 10 : , "sv", "nf", "rep" : Time limit (in minutes) to CTF matches if using time limit<br />
mp_ctf_wincondition : 0 : , "sv", "nf", "rep" : Win condition for CTF 0 = Capture Limit 1 = Time Limit<br />
mp_decals : 200 : , "a" : <br />
mp_defaultteam : 0 : , "sv" : <br />
mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked<br />
mp_disable_respawn_times : 0 : , "sv", "nf", "rep" : Disable respawn times<br />
mp_disabledteam : 0 : , "sv", "nf", "rep" : Team that is disabled<br />
mp_disablepickups : 0 : , "sv", "nf", "rep" : Disables item pickups.<br />
mp_disablespecial : 0 : , "sv", "nf", "rep" : Disables player specials.<br />
mp_dm_force : 0 : , "sv", "nf", "rep" : Forces deathmatch rules on all maps. Change takes effect on map reload.<br />
mp_dm_oldrules : 0 : , "sv", "nf", "rep" : Use old gamerules for (t)dm instead of the new round based rules.<br />
mp_dm_spawnsound : 0 : , "sv", "nf", "rep" : Plays a sound when player spawns.<br />
mp_dodge_cooldown_minspeed : 120 : , "sv", "nf", "rep" : <br />
mp_dodge_duration : 1 : , "sv", "nf", "rep" : <br />
mp_dodge_easing_mode : 4 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_boost_time : 0 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_multiplier_min : 0 : , "sv", "nf", "rep" : <br />
mp_dodge_speed_multiplier_peak : 2 : , "sv", "nf", "rep" : <br />
mp_door_blocked_react_dist : 350 : , "sv", "nf", "rep" : How far away should we consider a door to be in blocking range<br />
mp_door_dist : 100 : , "sv", "nf", "rep" : <br />
mp_endgame : cmd : : Usage: mp_endgame [winner team number]<br />
mp_endround : cmd : : Usage: mp_endround [winner team number] [runner-up] [loser]. If no runnerup/loser params are set losers are tied.<br />
mp_facefronttime : 3 : , "sv", "rep" : After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.<br />
mp_fadetoblack : 0 : , "sv", "nf", "rep" : fade a player's screen to black when he dies<br />
mp_falldamage : 1 : , "sv", "nf" : <br />
mp_fastchestrespawn_enabled : 1 : , "sv", "nf", "rep" : Enabled/Disable fast chest respawn if chest is carried for less than 5 seconds.<br />
mp_feetyawrate : 720 : , "sv", "rep" : How many degrees per second that we can turn our feet or upper body.<br />
mp_ff_affects_kick_attack : 1 : , "sv", "nf", "rep" : Can players kick their teammates when FF is on?<br />
mp_ff_autokick : 1 : , "sv", "nf", "rep" : Auto-kick team killers.<br />
mp_ff_autokick_banminutes : 30 : , "sv", "nf", "rep" : Ban length in minutes. Set 0 for kick only.<br />
mp_ff_autokick_limit : 5 : , "sv", "nf", "rep" : Auto-kick after this amount of TKs.<br />
mp_ff_damagescale : 0 : , "sv", "nf", "rep" : FF damage gets scaled by this value.<br />
mp_ff_message : 1 : , "sv", "nf", "rep" : Shows message to a player when their teammate hurts a friend.<br />
mp_filterdeadchat : 0 : , "sv", "nf", "rep" : Should dead player's chat be visible to player's alive<br />
mp_flashlight : 0 : , "sv", "nf" : <br />
mp_flintlock_bulletdrop : 250 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet drop<br />
mp_flintlock_bulletspeed : 4500 : , "sv", "cheat", "nf", "rep" : SS flintlock bullet speed<br />
mp_footsteps : 1 : , "sv", "nf" : <br />
mp_forcecamera : 1 : , "sv", "rep" : Restricts spectator modes for dead players<br />
mp_forcerespawn : 1 : , "sv", "nf" : <br />
mp_fraglimit : 0 : , "sv", "nf", "rep" : The number of kills at which the map ends<br />
mp_freezecam : 1 : , "sv", "nf", "rep" : Enables/Disables death cam to freeze on killer when a player dies<br />
mp_friendlyfire : 0 : , "sv", "nf", "rep" : Allows team members to injure other members of their team<br />
mp_gamemodeintro : 1 : , "sv", "nf", "rep" : Show game mode intros for players at round start<br />
mp_harpoon_maxrange : 320 : , "sv", "nf", "rep" : Harpoon range in Source units.<br />
mp_harpoon_pullspeed : 25 : , "sv", "nf", "rep" : <br />
mp_headicons : 1 : , "sv", "nf", "rep" : Show player head icons such as voice/text chat and nemesis. Disabling this ignores client option.<br />
mp_hittraces_per_tick : 2 : , "sv", "nf", "rep" : Number of hit traces per simulation tick.<br />
mp_ik : 1 : , "sv", "rep" : Use IK on in-place turns.<br />
mp_infinite_ammo : 0 : , "sv", "cheat", "nf", "rep" : Infinite ammo<br />
mp_initialwait_freeze : 0 : , "sv", "nf", "rep" : Should the players be frozen when the game is about to start<br />
mp_initialwait_freeze_duration : 4 : , "sv", "nf", "rep" : How long in seconds the players are frozen on game start<br />
mp_initialwaittime : 30 : , "sv", "nf", "rep" : How long to wait for people who are still loading before starting the real round<br />
mp_kick_berserk_dmgmulti : 2 : , "sv", "cheat", "nf", "rep" : Kick damage gets multiplied by this value while berserking.<br />
mp_kick_delay : 2 : , "sv", "cheat", "nf", "rep" : Delay between kicks.<br />
mp_kick_dmg : 3 : , "sv", "cheat", "nf", "rep" : Kick damage.<br />
mp_kick_movementstop : 1 : , "sv", "cheat", "nf", "rep" : Enable/Disable kick movement stop.<br />
mp_kick_physics_maxmass : 200 : , "sv", "cheat", "nf", "rep" : Max object mass that can be kicked.<br />
mp_kick_physics_push : 400 : , "sv", "cheat", "nf", "rep" : Kick physics push.<br />
mp_kick_player_push : 300 : , "sv", "cheat", "nf", "rep" : Kick player push.<br />
mp_killdelay : 5 : , "a", "sv" : <br />
mp_limitteams : 1 : , "sv", "nf", "rep" : Max. allowed diference between team player counts<br />
mp_lts_adjustroundtimer : 1 : , "sv", "nf", "rep" : Should the round timer be adjusted by player count?<br />
mp_lts_alivecheck_method : 0 : , "sv", "nf", "rep" : 0 = Check every second (classic default) 1 = Check on player death<br />
mp_lts_allowdraws : 1 : , "sv", "nf", "rep" : Allow round draws. If not, when time limit is hit during sudden death, the win goes to team with more HP<br />
mp_lts_override_sdtime : 0 : , "sv", "nf", "rep" : Always override sudden death time by the value of 'mp_suddendeathtime', ignores map settings<br />
mp_lts_roundend_delay : 1 : , "sv", "nf", "rep" : When a team wins, how long should it take for round end screen to appear<br />
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<br />
mp_matchbased : 0 : , "sv", "nf", "rep" : Should the time/round limited games be considered as matches<br />
mp_maxsprinttime : 0 : , "sv", "rep" : <br />
mp_meleedamagecalc : 1 : , "sv", "nf", "rep" : Type of melee damage calculation. 0 - default 2.2 style, 1 - first hit does most damage<br />
mp_meleedamagemultiplier : 1 : , "sv", "nf", "rep" : Melee damage multiplier<br />
mp_meleerangeboost : 0 : , "sv", "nf", "rep" : Increases the range of all melee weapons by this amount (see also mp_meleerangescale)<br />
mp_meleerangescale : 1 : , "sv", "nf", "rep" : Scales the range of all melee weapons by this amount (scale is applied first, then boost)<br />
mp_meleesubsequenthitdmg : 0 : , "sv", "nf", "rep" : If mp_meleedamagecalc is 1, subsequent hits do the previous hit's damage multiplied by this amount<br />
mp_meleetracehullsize : 3 : , "sv", "nf", "rep" : Melee hit trace hull size (smaller value = harder to hit)<br />
mp_moveduringsuicide : 0 : , "sv", "nf", "rep" : Determines whether players can move during sucidie.<br />
mp_nemesis : 1 : , "sv", "nf", "rep" : Enable dominations and revenges.<br />
mp_nemesis_assistscount : 1 : , "sv", "nf", "rep" : Should assists count as 'kills' for nemesis status?<br />
mp_nemesis_kills : 4 : , "sv", "nf", "rep" : How many kills are required for nemesis status.<br />
mp_overtime_dm : 120 : , "sv", "nf", "rep" : If non-zero, overtime will be used if there's a draw, in seconds.<br />
mp_pausegame : cmd : : Pauses the game on next round start<br />
mp_player_pushaway_max_force : 200 : , "sv", "rep", "server_can_execute" : <br />
mp_player_pushaway_min_force : 20 : , "sv", "rep", "server_can_execute" : <br />
mp_playercollisionbounds : 24 : , "sv", "nf", "rep" : <br />
mp_preventchestpickup : 1 : , "sv", "nf", "rep" : If set to 0, players are allowed to pickup chests inside their own zone<br />
mp_projectile_use_hitboxes : 0 : , "sv", "nf", "rep" : Use hitboxes for projectile hit calculation.<br />
mp_randomclass : 0 : , "a", "sv" : <br />
mp_randsuddendeath : 0 : , "sv", "nf", "rep" : Pecrent chance sudden death will occur right at the start of the round. (Time for round will still be as usual)<br />
mp_respawntime : 5 : , "sv", "nf", "rep" : Respawn time in seconds<br />
mp_respawntime_waves : 10 : , "sv", "nf", "rep" : Respawn time in seconds<br />
mp_respawnwaves_minwait : 5 : , "sv", "nf", "rep" : Minimum respawn time<br />
mp_restartgame : 0 : , "sv", "rep" : If non-zero, game will restart in the specified number of seconds<br />
mp_restartgame_immediate : 0 : , "sv", "rep" : If non-zero, game will restart immediately<br />
mp_restartround : 0 : , "sv", "rep" : Restart round in X seconds<br />
mp_restartround_immediate : 0 : , "sv", "rep" : If non-zero, round will restart immediately<br />
mp_roundlimit : 3 : , "sv", "nf", "rep" : Round limit in number of rounds<br />
mp_roundlimit_clinch : 0 : , "sv", "nf", "rep" : Team can clinch the match when other teams have no way to catch up in round wins.<br />
mp_roundtime : 3 : , "sv", "nf", "rep" : round duration in minutes<br />
mp_roundtime_dm : 0 : , "sv", "nf", "rep" : If non-zero, this will be a round timer for DM rounds, otherwise map time limit is used.<br />
mp_roundtimer_lastteamstanding : 45 : , "sv", "nf", "rep" : Round time for Last Team Standing gamemode<br />
mp_ruleset : 0 : , "sv", "nf", "rep" : Which ruleset should be used.<br />
mp_show_silver_medals : 1 : , "sv", "nf", "rep" : Should team silver medals be shown in the scoreboard?<br />
mp_show_voice_icons : 1 : , "sv", "rep" : Show overhead player voice icons when players are speaking. <br />
mp_shuffleplayers : cmd : : Shuffles players in the server between the three teams equally<br />
mp_sprintdefaultrechargerate : 0 : , "sv", "rep" : <br />
mp_sprintexhaustedrechargerate : 0 : , "sv", "rep" : <br />
mp_sprintrechargedelay : 2 : , "sv", "rep" : <br />
mp_sprintspeedmultiplier : 1 : , "sv" : <br />
mp_ssrifle_specialmin : 0 : , "sv", "cheat", "nf", "rep" : Minimum throw strength fraction<br />
mp_suddendeathtime : 45 : , "sv", "nf", "rep" : Time in seconds that Sudden Death Mode will last<br />
mp_suicide_interval : 5 : , "a", "sv" : Time to wait before player can suicide again<br />
mp_teamlist : 0 : , "sv", "nf" : <br />
mp_teamoverride : 1 : , "sv" : <br />
mp_teamplay : 0 : , "sv", "nf" : <br />
mp_teamswitch_delay : 5 : , "sv" : <br />
mp_territorycapdeteriorate : 60 : , "sv", "nf", "rep" : Time in seconds it takes for a capture to fully deteriorate.<br />
mp_territorywindelay : 30 : , "sv", "nf", "rep" : Win delay after all territories have been captured by the same team.<br />
mp_thirdperson : 1 : , "sv", "nf", "rep" : Allow players to use thirdperson mode.<br />
mp_timelimit : 20 : , "sv", "nf", "rep" : game time per map in minutes<br />
mp_timelimit_waitroundend : 1 : , "sv", "nf", "rep" : Wait for the end of round before changing map<br />
mp_trinketdeath_scoregrace : 10 : , "sv", "nf", "rep" : When a trinket carrier dies that trinket when picked up cannot cause carrier death related gamemode scoring till this time has passed.<br />
mp_trinketreset : 20 : , "sv", "nf", "rep" : How long it takes for a dropped trinket to be despawned<br />
mp_trinketrespawn : 30 : , "sv", "nf", "rep" : How long it takes a lost trinket to respawn to a player on that team<br />
mp_trinketwars_killmultiplier : 1 : , "sv", "nf", "rep" : The number of kills required to win the game is the total number of players multiplied by this value.<br />
mp_trinketwars_maxkills : 32 : , "sv", "nf", "rep" : Don't allow the number of kills required to win the game to be more than this value.<br />
mp_trinketwars_minkills : 4 : , "sv", "nf", "rep" : Don't allow the number of kills required to win the game to be less than this value.<br />
mp_unpausegame : cmd : : Resume the game<br />
mp_usehwmmodels : 0 : , "cl" : Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)<br />
mp_usehwmvcds : 0 : , "cl" : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)<br />
mp_waitingforplayers_cancel : 0 : , "sv" : Set to 1 to end the WaitingForPlayers period.<br />
mp_waitingforplayers_restart : 0 : , "sv" : Set to 1 to start or restart the WaitingForPlayers period.<br />
mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds<br />
mp_weaponstay : 0 : , "sv", "nf" : <br />
mp_winlimit : 0 : , "sv", "nf", "rep" : Win limit in number of rounds<br />
multvar : cmd : : Multiply specified convar value.<br />
muzzleflash_light : 1 : , "a", "cl" : <br />
name : 0 : , "a", "user", "print", "server_can_execute" : Current user name<br />
name_parrot : 0 : , "a", "user", "print", "cl" : <br />
namelockid : cmd : : Prevent name changes for this userID.<br />
nav_add_to_selected_set : cmd : : Add current area to the selected set.<br />
nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set.<br />
nav_analyze : cmd : : Re-analyze the current Navigation Mesh and save it to disk.<br />
nav_area_bgcolor : 0 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing.<br />
nav_area_max_size : 50 : , "sv", "cheat" : Max area size created in nav generation<br />
nav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system.<br />
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 issue a 'nav_end_area' command.<br />
nav_begin_deselecting : cmd : : Start continuously removing from the selected set.<br />
nav_begin_drag_deselecting : cmd : : Start dragging a selection area.<br />
nav_begin_drag_selecting : cmd : : Start dragging a selection area.<br />
nav_begin_selecting : cmd : : Start continuously adding to the selected set.<br />
nav_begin_shift_xy : cmd : : Begin shifting the Selected Set.<br />
nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor.<br />
nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/out-of-date navigation files.<br />
nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area.<br />
nav_check_stairs : cmd : : Update the nav mesh STAIRS attribute<br />
nav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areas<br />
nav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set.<br />
nav_clear_selected_set : cmd : : Clear the selected set.<br />
nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions.<br />
nav_compress_id : cmd : : Re-orders area and ladder ID's so they are continuous.<br />
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 ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.<br />
nav_coplanar_slope_limit : 0 : , "sv", "cheat" : <br />
nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" : <br />
nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners.<br />
nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.<br />
nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground.<br />
nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.<br />
nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners.<br />
nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feet<br />
nav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand.<br />
nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.<br />
nav_debug_blocked : 0 : , "sv", "cheat" : <br />
nav_delete : cmd : : Deletes the currently highlighted Area.<br />
nav_delete_marked : cmd : : Deletes the currently marked Area (if any).<br />
nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.<br />
nav_disconnect_outgoing_oneways : cmd : : For each area in the selected set, disconnect all outgoing one-way connections.<br />
nav_displacement_test : 10000 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for in-development maps)<br />
nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.<br />
nav_drag_selection_volume_zmax_offset : 32 : , "sv", "rep" : The offset of the nav drag volume top from center<br />
nav_drag_selection_volume_zmin_offset : 32 : , "sv", "rep" : The offset of the nav drag volume bottom from center<br />
nav_draw_limit : 50 : , "sv", "cheat" : The maximum number of areas to draw in edit mode<br />
nav_dump_selected_set_positions : cmd : : Write the (x,y,z) coordinates of the centers of all selected nav areas to a file.<br />
nav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.<br />
nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it.<br />
nav_end_deselecting : cmd : : Stop continuously removing from the selected set.<br />
nav_end_drag_deselecting : cmd : : Stop dragging a selection area.<br />
nav_end_drag_selecting : cmd : : Stop dragging a selection area.<br />
nav_end_selecting : cmd : : Stop continuously adding to the selected set.<br />
nav_end_shift_xy : cmd : : Finish shifting the Selected Set.<br />
nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.<br />
nav_gen_cliffs_approx : cmd : : Mark cliff areas, post-processing approximation<br />
nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.<br />
nav_generate_fencetops : 1 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle tops<br />
nav_generate_fixup_jump_areas : 0 : , "sv", "cheat" : Convert obsolete jump areas into 2-way connections<br />
nav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk.<br />
nav_generate_incremental_range : 2000 : , "sv", "cheat" : <br />
nav_generate_incremental_tolerance : 0 : , "sv", "cheat" : Z tolerance for adding new nav areas.<br />
nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.<br />
nav_ladder_flip : cmd : : Flips the selected ladder's direction.<br />
nav_load : cmd : : Loads the Navigation Mesh for the current map.<br />
nav_lower_drag_volume_max : cmd : : Lower the top of the drag select volume.<br />
nav_lower_drag_volume_min : cmd : : Lower the bottom of the drag select volume.<br />
nav_make_sniper_spots : cmd : : Chops the marked area into disconnected sub-areas suitable for sniper spots.<br />
nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.<br />
nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set.<br />
nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.<br />
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 a Navigation Mesh.<br />
nav_max_view_distance : 6000 : , "sv", "cheat" : Maximum range for precomputed nav mesh visibility (0 = default 1500 units)<br />
nav_max_vis_delta_list_length : 64 : , "sv", "cheat" : <br />
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 command.<br />
nav_merge_mesh : cmd : : Merges a saved selected set into the current mesh.<br />
nav_no_hostages : cmd : : Toggles the 'hostages cannot use this area' flag used by the AI system.<br />
nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.<br />
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-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.<br />
nav_place_list : cmd : : Lists all place names used in the map.<br />
nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.<br />
nav_place_replace : cmd : : Replaces all instances of the first place with the second place.<br />
nav_place_set : cmd : : Sets the Place of all selected areas to the current Place.<br />
nav_potentially_visible_dot_tolerance : 0 : , "sv", "cheat" : <br />
nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.<br />
nav_quicksave : 1 : , "sv", "cheat" : Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.<br />
nav_raise_drag_volume_max : cmd : : Raise the top of the drag select volume.<br />
nav_raise_drag_volume_min : cmd : : Raise the bottom of the drag select volume.<br />
nav_recall_selected_set : cmd : : Re-selects the stored selected set.<br />
nav_remove_from_selected_set : cmd : : Remove current area from the selected set.<br />
nav_remove_jump_areas : cmd : : Removes legacy jump areas, replacing them with connections.<br />
nav_run : cmd : : Toggles the 'traverse this area by running' flag used by the AI system.<br />
nav_save : cmd : : Saves the current Navigation Mesh to disk.<br />
nav_save_selected : cmd : : Writes the selected set to disk for merging into another mesh via nav_merge_mesh.<br />
nav_select_blocked_areas : cmd : : Adds all blocked areas to the selected set<br />
nav_select_damaging_areas : cmd : : Adds all damaging areas to the selected set<br />
nav_select_half_space : cmd : : Selects any areas that intersect the given half-space.<br />
nav_select_invalid_areas : cmd : : Adds all invalid areas to the Selected Set.<br />
nav_select_larger_than : cmd : : Select nav areas where both dimensions are larger than the given size.<br />
nav_select_obstructed_areas : cmd : : Adds all obstructed areas to the selected set<br />
nav_select_orphans : cmd : : Adds all orphan areas to the selected set (highlight a valid area first).<br />
nav_select_overlapping : cmd : : Selects nav areas that are overlapping others.<br />
nav_select_radius : cmd : : Adds all areas in a radius to the selection set<br />
nav_select_stairs : cmd : : Adds all stairway areas to the selected set<br />
nav_selected_set_border_color : 100 : , "sv", "cheat" : Color used to draw the selected set borders while editing.<br />
nav_selected_set_color : 255 : , "sv", "cheat" : Color used to draw the selected set background while editing.<br />
nav_set_place_mode : cmd : : Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.<br />
nav_shift : cmd : : Shifts the selected areas by the specified amount<br />
nav_show_approach_points : 0 : , "sv", "cheat" : Show Approach Points in the Navigation Mesh.<br />
nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editing<br />
nav_show_compass : 0 : , "sv", "cheat" : <br />
nav_show_continguous : 0 : , "sv", "cheat" : Highlight non-contiguous connections<br />
nav_show_danger : 0 : , "sv", "cheat" : Show current 'danger' levels.<br />
nav_show_dumped_positions : cmd : : Show the (x,y,z) coordinate positions of the given dump file.<br />
nav_show_func_nav_avoid : 0 : , "sv", "cheat" : Show areas of designer-placed bot avoidance due to func_nav_avoid entities<br />
nav_show_func_nav_prefer : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prefer entities<br />
nav_show_func_nav_prerequisite : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prerequisite entities<br />
nav_show_ladder_bounds : cmd : : Draws the bounding boxes of all func_ladders in the map.<br />
nav_show_light_intensity : 0 : , "sv", "cheat" : <br />
nav_show_node_grid : 0 : , "sv", "cheat" : <br />
nav_show_node_id : 0 : , "sv", "cheat" : <br />
nav_show_nodes : 0 : , "sv", "cheat" : <br />
nav_show_player_counts : 0 : , "sv", "cheat" : Show current player counts in each area.<br />
nav_show_potentially_visible : 0 : , "sv", "cheat" : Show areas that are potentially visible from the current nav area<br />
nav_simplify_selected : cmd : : Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas<br />
nav_slope_limit : 0 : , "sv", "cheat" : The ground unit normal's Z component must be greater than this for nav areas to be generated.<br />
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.<br />
nav_snap_to_grid : 0 : , "sv", "cheat" : Snap to the nav generation grid when creating new nav areas<br />
nav_solid_props : 0 : , "sv", "cheat" : Make props solid to nav generation/editing<br />
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.<br />
nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command.<br />
nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split.<br />
nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system.<br />
nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system.<br />
nav_store_selected_set : cmd : : Stores the current selected set for later retrieval.<br />
nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.<br />
nav_subdivide : cmd : : Subdivides all selected areas.<br />
nav_test_node : 0 : , "sv", "cheat" : <br />
nav_test_node_crouch : 0 : , "sv", "cheat" : <br />
nav_test_node_crouch_dir : 4 : , "sv", "cheat" : <br />
nav_test_stairs : cmd : : Test the selected set for being on stairs<br />
nav_toggle_deselecting : cmd : : Start or stop continuously removing from the selected set.<br />
nav_toggle_in_selected_set : cmd : : Remove current area from the selected set.<br />
nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.<br />
nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.<br />
nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set.<br />
nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set.<br />
nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system.<br />
nav_unmark : cmd : : Clears the marked Area or Ladder.<br />
nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area.<br />
nav_update_lighting : cmd : : Recomputes lighting values<br />
nav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibility<br />
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.<br />
nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system.<br />
nav_warp_to_mark : cmd : : Warps the player to the marked area.<br />
nav_world_center : cmd : : Centers the nav mesh in the world<br />
nb_last_area_update_tolerance : 4 : , "sv", "cheat" : Distance a character needs to travel in order to invalidate cached area<br />
net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name><br />
net_channels : cmd : : Shows net channel info<br />
net_chokeloop : 0 : : Apply bandwidth choke to loopback packets<br />
net_compresspackets : 1 : : Use compression on game packets.<br />
net_compresspackets_minsize : 1024 : : Don't bother compressing packets below this size.<br />
net_compressvoice : 0 : : Attempt to compress out of band voice payloads (360 only).<br />
net_drawslider : 0 : : Draw completion slider during signon<br />
net_droppackets : 0 : , "cheat" : Drops next n packets on client<br />
net_fakejitter : 0 : , "cheat" : Jitter fakelag packet time<br />
net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds.<br />
net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets)<br />
net_graph : 1 : , "a", "cl" : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.<br />
net_graphheight : 300 : , "a", "cl" : Height of netgraph panel<br />
net_graphmsecs : 400 : , "a", "cl" : The latency graph represents this many milliseconds.<br />
net_graphpos : 1 : , "a", "cl" : <br />
net_graphproportionalfont : 1 : , "a", "cl" : Determines whether netgraph font is proportional or not<br />
net_graphshowinterp : 1 : , "a", "cl" : Draw the interpolation graph.<br />
net_graphshowlatency : 1 : , "a", "cl" : Draw the ping/packet loss graph.<br />
net_graphsolid : 1 : , "a", "cl" : <br />
net_graphtext : 1 : , "a", "cl" : Draw text fields<br />
net_maxcleartime : 4 : : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).<br />
net_maxfilesize : 16 : : Maximum allowed file size for uploading in MB<br />
net_maxfragments : 1260 : : Max fragment bytes per packet<br />
net_maxpacketdrop : 5000 : : Ignore any packets with the sequence number more than this ahead (0 == no limit)<br />
net_maxroutable : 1260 : , "a", "user" : Requested max packet size before packets are 'split'.<br />
net_queue_trace : 0 : : <br />
net_queued_packet_thread : 1 : : Use a high priority thread to send queued packets out instead of sending them each frame.<br />
net_scale : 5 : , "a", "cl" : <br />
net_showdrop : 0 : : Show dropped packets in console<br />
net_showevents : 0 : , "cheat" : Dump game events to console (1=client only, 2=all).<br />
net_showfragments : 0 : : Show netchannel fragments<br />
net_showmsg : 0 : : Show incoming message: <0|1|name><br />
net_showpeaks : 0 : : Show messages for large packets only: <size><br />
net_showsplits : 0 : : Show info about packet splits<br />
net_showtcp : 0 : : Dump TCP stream summary to console<br />
net_showudp : 0 : : Dump UDP packets summary to console<br />
net_showudp_wire : 0 : : Show incoming packet information<br />
net_splitpacket_maxrate : 80000 : : Max bytes per second when queueing splitpacket chunks<br />
net_splitrate : 1 : : Number of fragments for a splitpacket that can be sent per frame<br />
net_start : cmd : : Inits multiplayer network sockets<br />
net_status : cmd : : Shows current network status<br />
net_udp_rcvbuf : 131072 : : Default UDP receive buffer size<br />
net_usesocketsforloopback : 0 : : Use network sockets layer even for listen server local player's packets (multiplayer only).<br />
next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )<br />
nextdemo : cmd : : Play next demo in sequence.<br />
nextlevel : 0 : , "sv", "nf" : If set to a valid map name, will change to this map during the next changelevel<br />
noclip : cmd : : Toggle. Player becomes non-solid and flies.<br />
notarget : cmd : : Toggle. Player becomes hidden to NPCs.<br />
npc_ally_deathmessage : 1 : , "sv", "cheat" : <br />
npc_ammo_deplete : cmd : : Subtracts half of the target's ammo<br />
npc_bipass : cmd : : Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.<br />
npc_combat : cmd : : Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
npc_conditions : cmd : : Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
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 this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}<br />
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 that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}<br />
npc_create_equipment : 0 : , "sv" : <br />
npc_destroy : cmd : : Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at<br />
npc_destroy_unselected : cmd : : Removes all NPCs from the universe that aren't currently selected<br />
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 entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at<br />
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} / {npc class_name} / no argument picks what player is looking at<br />
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: -none-<br />
npc_freeze_unselected : cmd : : Freeze all NPCs not selected<br />
npc_go : cmd : : Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-<br />
npc_go_do_run : 1 : , "sv" : Set whether should run on NPC go<br />
npc_go_random : cmd : : Sends all selected NPC(s) to a random node. Arguments: -none-<br />
npc_heal : cmd : : Heals the target back to full health<br />
npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment<br />
npc_kill : cmd : : Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at<br />
npc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
npc_relationships : cmd : : Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_reset : cmd : : Reloads schedules for all NPC's from their script files Arguments: -none-<br />
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 rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at <br />
npc_select : cmd : : Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
npc_sentences : 0 : , "sv" : <br />
npc_speakall : cmd : : Force the npc to try and speak all their responses<br />
npc_squads : cmd : : Obsolete. Replaced by npc_combat<br />
npc_steering : cmd : : Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_steering_all : cmd : : Displays the steering obstructions of all NPCs (used to perform local avoidance) <br />
npc_task_text : cmd : : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at <br />
npc_tasks : cmd : : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at <br />
npc_teleport : cmd : : Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-<br />
npc_thinknow : cmd : : Trigger NPC to think<br />
npc_viewcone : cmd : : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at<br />
npc_vphysics : 0 : , "sv" : <br />
old_radiusdamage : 0 : , "sv", "rep" : <br />
onehp : cmd : : Set health to 1, and remove all armor.<br />
opt_EnumerateLeavesFastAlgorithm : 1 : : Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.<br />
option_duck_method : 1 : , "a", "sv", "rep" : <br />
option_duck_method_default : 1 : , "cl" : <br />
optionspanel : cmd : : Options<br />
overview_alpha : 1 : , "a", "clientcmd_can_execute", "cl" : Overview map translucency. <br />
overview_health : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's health in map overview. <br />
overview_locked : 1 : , "a", "clientcmd_can_execute", "cl" : Locks map angle, doesn't follow view angle. <br />
overview_mode : cmd : : Sets overview map mode off,small,large: <0|1|2><br />
overview_names : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's names in map overview. <br />
overview_tracks : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's tracks in map overview. <br />
overview_zoom : cmd : : Sets overview map zoom: <zoom> [<time>] [rel]<br />
panel_test_title_safe : 0 : , "cheat" : Test vgui panel positioning with title safe indentation<br />
particle_sim_alt_cores : 2 : , "cl" : <br />
particle_simulateoverflow : 0 : , "cheat", "cl" : Used for stress-testing particle systems. Randomly denies creation of particles.<br />
particle_test_attach_attachment : 0 : , "sv", "cheat" : Attachment index for attachment mode<br />
particle_test_attach_mode : 0 : , "sv", "cheat" : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'<br />
particle_test_file : 0 : , "sv", "cheat" : Name of the particle system to dynamically spawn<br />
particle_test_start : cmd : : Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
particle_test_stop : cmd : : Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at <br />
password : 0 : , "a", "norecord" : Current server access password<br />
path : cmd : : Show the engine filesystem path.<br />
pause : cmd : : Toggle the server pause state.<br />
PerfMark : cmd : : inserts a telemetry marker into the stream. If args are provided, they will be included.<br />
perfui : cmd : : Show/hide the level performance tools UI.<br />
perfvisualbenchmark : cmd : : <br />
perfvisualbenchmark_abort : cmd : : <br />
phonemedelay : 0 : , "cl" : Phoneme delay to account for sound system latency.<br />
phonemefilter : 0 : , "cl" : Time duration of box filter to pass over phonemes.<br />
phonemesnap : 2 : , "cl" : Lod at level at which visemes stops always considering two phonemes, regardless of duration.<br />
phys_dontprintint : 1 : , "sv" : Don't print inter-penetration warnings.<br />
phys_impactforcescale : 1 : , "sv" : <br />
phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes.<br />
phys_pushscale : 100000 : , "sv", "rep" : <br />
phys_speeds : 0 : , "sv" : <br />
phys_stressbodyweights : 5 : , "sv" : <br />
phys_timescale : 1 : , "sv" : Scale time for physics<br />
phys_upimpactforcescale : 0 : , "sv" : <br />
physics_budget : cmd : : Times the cost of each active object<br />
physics_constraints : cmd : : Highlights constraint system graph for an entity<br />
physics_debug_entity : cmd : : Dumps debug info for an entity<br />
physics_highlight_active : cmd : : Turns on the absbox for all active physics objects<br />
physics_report_active : cmd : : Lists all active physics objects<br />
physics_select : cmd : : Dumps debug info for an entity<br />
physicsshadowupdate_render : 0 : , "sv" : <br />
picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information<br />
ping : cmd : : Display ping to server.<br />
pipeline_static_props : 1 : : <br />
pixelvis_debug : cmd : : Dump debug info<br />
play : cmd : : Play a sound.<br />
playdemo : cmd : : Play a recorded demo file (.dem ).<br />
player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console.<br />
player_old_armor : 0 : , "sv" : <br />
playflush : cmd : : Play a sound, reloading from disk in case of changes.<br />
playgamesound : cmd : : Play a sound from the game sounds txt file<br />
playsoundscape : cmd : : Forces a soundscape to play<br />
playvideo : cmd : : Plays a video: <filename> [width height]<br />
playvideo_exitcommand : cmd : : Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command><br />
playviewmodelanim : cmd : : Play a view model animation.<br />
playvol : cmd : : Play a sound at a specified volume.<br />
plugin_load : cmd : : plugin_load <filename> : loads a plugin<br />
plugin_pause : cmd : : plugin_pause <index> : pauses a loaded plugin<br />
plugin_pause_all : cmd : : pauses all loaded plugins<br />
plugin_print : cmd : : Prints details about loaded plugins<br />
plugin_unload : cmd : : plugin_unload <index> : unloads a plugin<br />
plugin_unpause : cmd : : plugin_unpause <index> : unpauses a disabled plugin<br />
plugin_unpause_all : cmd : : unpauses all disabled plugins<br />
pop_a_zit : cmd : : Pops zits... for debugging<br />
+posedebug : cmd : : Turn on pose debugger or add ents to pose debugger UI<br />
-posedebug : cmd : : Turn off pose debugger or hide ents from pose debugger UI<br />
print_colorcorrection : cmd : : Display the color correction layer information.<br />
progress_enable : cmd : : <br />
prop_active_gib_limit : 999999 : , "sv" : <br />
prop_active_gib_max_fade_time : 999999 : , "sv" : <br />
prop_crosshair : cmd : : Shows name for prop looking at<br />
prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.<br />
prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}<br />
prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}<br />
props_break_max_pieces : -1 : : Maximum prop breakable piece count (-1 = model default)<br />
props_break_max_pieces_perframe : -1 : , "sv", "rep" : Maximum prop breakable piece count per frame (-1 = model default)<br />
pvk2_assistedsuicide_time : 2 : , "sv", "cheat" : <br />
pvk2_captainspecial_selfdmg : 0 : , "sv" : <br />
pvk2_demos : cmd : : Open demos dialog.<br />
pvk2_max_usercmd_future_ticks : 8 : , "sv" : Prevents clients from running usercmds too far in the future. Prevents speed hacks.<br />
pvk2_server_browser : cmd : : Open Server Browser<br />
pvk2_support_helper : cmd : : Prints troubleshooting information.<br />
pwatchent : -1 : , "cheat", "cl" : Entity to watch for prediction system changes.<br />
pwatchvar : 0 : , "cheat", "cl" : Entity variable to watch in prediction system for changes.<br />
pyro_max_intensity : 0 : , "a", "cl" : <br />
pyro_max_rate : 0 : , "a", "cl" : <br />
pyro_max_side_length : 0 : , "a", "cl" : <br />
pyro_max_side_width : 0 : , "a", "cl" : <br />
pyro_min_intensity : 0 : , "a", "cl" : <br />
pyro_min_rate : 0 : , "a", "cl" : <br />
pyro_min_side_length : 0 : , "a", "cl" : <br />
pyro_min_side_width : 0 : , "a", "cl" : <br />
pyro_vignette : 2 : , "a", "cl" : <br />
pyro_vignette_distortion : 1 : , "a", "cl" : <br />
quit : cmd : : Exit the engine.<br />
r_3dnow : cmd : : Enable/disable 3DNow code<br />
r_3dsky : 1 : , "cl" : Enable the rendering of 3d sky boxes<br />
r_AirboatViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_AirboatViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : <br />
r_AirboatViewZHeight : 0 : , "sv", "cheat", "nf", "rep" : <br />
r_ambientboost : 1 : , "a" : Set to boost ambient term if it is totally swamped by local lights<br />
r_ambientfactor : 5 : , "a" : Boost ambient cube by no more than this factor<br />
r_ambientfraction : 0 : , "cheat" : Fraction of direct lighting that ambient cube must be below to trigger boosting<br />
r_ambientlightingonly : 0 : , "cheat" : Set this to 1 to light models with only ambient lighting (and no static lighting).<br />
r_ambientmin : 0 : , "a" : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright<br />
r_aspectratio : 0 : , "cheat" : <br />
r_avglight : 1 : , "cheat" : <br />
r_avglightmap : 0 : , "cheat" : <br />
r_bloomtintb : 0 : : <br />
r_bloomtintexponent : 2 : : <br />
r_bloomtintg : 0 : : <br />
r_bloomtintr : 0 : : <br />
r_cheapwaterend : cmd : : <br />
r_cheapwaterstart : cmd : : <br />
r_cleardecals : cmd : : Usage r_cleardecals <permanent>.<br />
r_ClipAreaPortals : 1 : , "cheat" : <br />
r_colorstaticprops : 0 : , "cheat" : <br />
r_debugcheapwater : 0 : , "cheat", "cl" : <br />
r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.<br />
r_decal_cover_count : 4 : : <br />
r_decal_cullsize : 5 : : <br />
r_decal_overlap_area : 0 : : <br />
r_decal_overlap_count : 3 : : <br />
r_decals : 200 : : <br />
r_decalstaticprops : 1 : : Decal static props test<br />
r_depthoverlay : 0 : , "cheat", "cl" : Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.<br />
r_DispBuildable : 0 : , "cheat" : <br />
r_DispDrawAxes : 0 : : <br />
r_DispWalkable : 0 : , "cheat" : <br />
r_dopixelvisibility : 1 : , "cl" : <br />
r_drawbatchdecals : 1 : : Render decals batched.<br />
r_DrawBeams : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframe<br />
r_drawclipbrushes : 0 : , "cheat" : Draw clip brushes (red=NPC+player, pink=player, purple=NPC)<br />
r_drawdecals : 1 : , "cheat" : Render decals.<br />
r_drawdetailprops : 0 : : 0=Off, 1=Normal, 2=Wireframe<br />
r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps<br />
r_drawentities : 1 : , "cheat" : <br />
r_drawflecks : 1 : : <br />
r_drawfuncdetail : 1 : , "cheat" : Render func_detail<br />
r_drawleaf : -1 : , "cheat" : Draw the specified leaf.<br />
r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw rays <br />
r_drawlightinfo : 0 : , "cheat" : <br />
r_drawlights : 0 : , "cheat" : <br />
r_drawmodeldecals : 1 : : <br />
r_DrawModelLightOrigin : 0 : , "cheat" : <br />
r_drawmodelstatsoverlay : 0 : , "cheat" : <br />
r_drawmodelstatsoverlaydistance : 500 : , "cheat" : <br />
r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2<br />
r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2<br />
r_drawopaquerenderables : 1 : , "cheat", "cl" : <br />
r_drawopaquestaticpropslast : 0 : , "cl" : Whether opaque static props are rendered after non-npcs<br />
r_drawopaqueworld : 1 : , "cheat", "cl" : <br />
r_drawothermodels : 1 : , "cheat", "cl" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawparticles : 1 : , "cheat", "cl" : Enable/disable particle rendering<br />
r_drawpixelvisibility : 0 : , "cl" : Show the occlusion proxies<br />
r_DrawPortals : 0 : , "cheat" : <br />
r_DrawRain : 1 : , "cheat", "cl" : Enable/disable rain rendering.<br />
r_drawrenderboxes : 0 : , "cheat", "cl" : <br />
r_drawropes : 1 : , "cheat", "cl" : <br />
r_drawskybox : 1 : , "cheat" : <br />
r_DrawSpecificStaticProp : -1 : : <br />
r_drawsprites : 1 : , "cheat", "cl" : <br />
r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe<br />
r_drawtracers : 1 : , "cheat", "cl" : <br />
r_drawtracers_firstperson : 1 : , "a", "cl" : Toggle visibility of first person weapon tracers<br />
r_drawtranslucentrenderables : 1 : , "cheat", "cl" : <br />
r_drawtranslucentworld : 1 : , "cheat" : <br />
r_drawvgui : 1 : , "cheat" : Enable the rendering of vgui panels<br />
r_drawviewmodel : 1 : , "cheat", "cl" : <br />
r_drawworld : 1 : , "cheat" : Render the world.<br />
r_dscale_basefov : 90 : , "cheat" : <br />
r_dscale_fardist : 2000 : , "cheat" : <br />
r_dscale_farscale : 4 : , "cheat" : <br />
r_dscale_neardist : 100 : , "cheat" : <br />
r_dscale_nearscale : 1 : , "cheat" : <br />
r_dynamic : 1 : : <br />
r_dynamiclighting : 1 : , "cheat" : <br />
r_entityclips : 1 : , "cl" : <br />
r_eyeglintlodpixels : 20 : , "cheat" : The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.<br />
r_eyegloss : 1 : , "a", "cl" : <br />
r_eyemove : 1 : , "a" : <br />
r_eyes : 1 : : <br />
r_eyeshift_x : 0 : , "a" : <br />
r_eyeshift_y : 0 : , "a" : <br />
r_eyeshift_z : 0 : , "a" : <br />
r_eyesize : 0 : , "a" : <br />
r_eyewaterepsilon : 10 : , "cheat", "cl" : <br />
r_FadeProps : 1 : , "cl" : <br />
r_farz : -1 : , "cheat", "cl" : Override the far clipping plane. -1 means to use the value in env_fog_controller.<br />
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 settings<br />
r_fastzrejectdisp : 0 : : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.<br />
r_flashlightambient : 0 : , "cheat", "cl" : <br />
r_flashlightclip : 0 : , "cheat" : <br />
r_flashlightconstant : 0 : , "cheat", "cl" : <br />
r_flashlightculldepth : 1 : : <br />
r_flashlightdepthres : 512 : , "cl" : <br />
r_flashlightdepthtexture : 1 : : <br />
r_flashlightdrawclip : 0 : , "cheat" : <br />
r_flashlightdrawdepth : 0 : : <br />
r_flashlightdrawfrustum : 0 : , "cl" : <br />
r_flashlightdrawfrustumbbox : 0 : : <br />
r_flashlightdrawsweptbbox : 0 : : <br />
r_flashlightfar : 750 : , "cheat", "cl" : <br />
r_flashlightfov : 45 : , "cheat", "cl" : <br />
r_flashlightladderdist : 40 : , "cheat", "cl" : <br />
r_flashlightlinear : 100 : , "cheat", "cl" : <br />
r_flashlightlockposition : 0 : , "cheat", "cl" : <br />
r_flashlightmodels : 1 : , "cl" : <br />
r_flashlightnear : 4 : , "cheat", "cl" : <br />
r_flashlightnodraw : 0 : : <br />
r_flashlightoffsetx : 10 : , "cheat", "cl" : <br />
r_flashlightoffsety : -20 : , "cheat", "cl" : <br />
r_flashlightoffsetz : 24 : , "cheat", "cl" : <br />
r_flashlightquadratic : 0 : , "cheat", "cl" : <br />
r_flashlightrender : 1 : : <br />
r_flashlightrendermodels : 1 : : <br />
r_flashlightrenderworld : 1 : : <br />
r_flashlightscissor : 0 : : <br />
r_flashlightshadowatten : 0 : , "cheat", "cl" : <br />
r_flashlightupdatedepth : 1 : : <br />
r_flashlightvisualizetrace : 0 : , "cheat", "cl" : <br />
r_flex : 1 : : <br />
r_flushlod : cmd : : Flush and reload LODs.<br />
r_ForceWaterLeaf : 1 : , "cl" : Enable for optimization to water - considers view in leaf under water for purposes of culling<br />
r_frustumcullworld : 1 : : <br />
r_glint_alwaysdraw : 0 : : <br />
r_glint_procedural : 0 : : <br />
r_hunkalloclightmaps : 1 : : <br />
r_hwmorph : 1 : , "cheat" : <br />
r_itemblinkmax : 0 : , "cheat" : <br />
r_itemblinkrate : 4 : , "cheat" : <br />
r_JeepFOV : 90 : , "sv", "cheat", "rep" : <br />
r_JeepViewBlendTo : 1 : , "cheat", "cl" : <br />
r_JeepViewBlendToScale : 0 : , "cheat", "cl" : <br />
r_JeepViewBlendToTime : 1 : , "cheat", "cl" : <br />
r_JeepViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_JeepViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : <br />
r_JeepViewZHeight : 10 : , "sv", "cheat", "nf", "rep" : <br />
r_light_debug : 0 : , "cheat", "cl" : <br />
r_light_intensemin : 0 : , "cheat", "cl" : Minimum brightness of a light to be classed as shadow casting<br />
r_light_lerp : 1 : , "cheat", "cl" : <br />
r_light_shadows : 0 : , "a", "cl" : Allow lights to cast dynamic rtt shadows<br />
r_light_shortfactor : 2 : , "cheat", "cl" : Makes shadows cast from local lights shorter<br />
r_lightaverage : 1 : : Activates/deactivate light averaging<br />
r_lightcache_numambientsamples : 162 : , "cheat" : number of random directions to fire rays when computing ambient lighting<br />
r_lightcache_zbuffercache : 0 : : <br />
r_lightcachecenter : 1 : , "cheat" : <br />
r_lightcachemodel : -1 : , "cheat" : <br />
r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolation<br />
r_lightmap : -1 : , "cheat" : <br />
r_lightstyle : -1 : , "cheat" : <br />
r_lightwarpidentity : 0 : , "cheat" : <br />
r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn.<br />
r_lod : -1 : : <br />
r_mapextents : 16384 : , "cheat", "cl" : Set the max dimension for the map. This determines the far clipping plane<br />
r_maxdlights : 32 : : <br />
r_maxmodeldecal : 50 : : <br />
r_maxnewsamples : 6 : : <br />
r_maxsampledist : 128 : : <br />
r_minnewsamples : 3 : : <br />
r_modelwireframedecal : 0 : , "cheat" : <br />
r_newflashlight : 1 : , "cheat", "cl" : <br />
r_nohw : 0 : , "cheat" : <br />
r_norefresh : 0 : : <br />
r_nosw : 0 : , "cheat" : <br />
r_novis : 0 : , "cheat" : Turn off the PVS.<br />
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.<br />
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.<br />
r_occludermincount : 0 : : At least this many occluders will be used, no matter how big they are.<br />
r_occlusion : 1 : : Activate/deactivate the occlusion system.<br />
r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing.<br />
r_oldlightselection : 0 : , "cheat" : Set this to revert to HL2's method of selecting lights<br />
r_overlayfadeenable : 0 : : <br />
r_overlayfademax : 2000 : : <br />
r_overlayfademin : 1750 : : <br />
r_overlaywireframe : 0 : : <br />
r_particle_sim_spike_threshold_ms : 5 : , "cl" : <br />
r_particle_timescale : 1 : , "cheat", "cl" : <br />
r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it.<br />
r_PhysPropStaticLighting : 1 : , "cl" : <br />
r_pix_recordframes : 0 : : <br />
r_pix_start : 0 : : <br />
r_pixelfog : 1 : : <br />
r_pixelvisibility_partial : 1 : , "cl" : <br />
r_pixelvisibility_spew : 0 : , "cl" : <br />
r_portalsopenall : 0 : , "cheat" : Open all portals<br />
r_PortalTestEnts : 1 : , "cheat", "cl" : Clip entities against portal frustums.<br />
r_printdecalinfo : cmd : : <br />
r_proplightingfromdisk : 1 : , "cheat" : 0=Off, 1=On, 2=Show Errors<br />
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)<br />
r_propsmaxdist : 1200 : , "cl" : Maximum visible distance<br />
r_queued_decals : 0 : : Offloads a bit of decal rendering setup work to the material system queue when enabled.<br />
r_queued_post_processing : 0 : , "cl" : <br />
r_queued_ropes : 1 : , "cl" : <br />
r_radiosity : 4 : , "cheat" : 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 samples for everything else<br />
r_rainalpha : 1 : , "cheat", "cl" : <br />
r_rainalphapow : 1 : , "cheat", "cl" : <br />
r_raindensity : 0 : , "cheat", "cl" : <br />
r_RainHack : 0 : , "cheat", "cl" : <br />
r_rainlength : 0 : , "cheat", "cl" : <br />
r_RainProfile : 0 : , "cheat", "cl" : Enable/disable rain profiling.<br />
r_RainRadius : 1500 : , "cheat", "cl" : <br />
r_RainSideVel : 5 : , "cheat", "cl" : How much sideways velocity rain gets.<br />
r_RainSimulate : 1 : , "cheat", "cl" : Enable/disable rain simulation.<br />
r_rainspeed : 600 : , "cheat", "cl" : <br />
r_RainSplashPercentage : 50 : , "cheat", "cl" : <br />
r_rainwidth : 1 : , "cheat", "cl" : <br />
r_randomflex : 0 : , "cheat" : <br />
r_renderoverlayfragment : 1 : : <br />
r_rimlight : 1 : : <br />
r_rootlod : 2 : , "a" : Root LOD<br />
r_rope_holiday_light_scale : 0 : , "cl" : <br />
r_ropes_holiday_lights_allowed : 1 : , "cl" : <br />
r_ropetranslucent : 1 : , "cl" : <br />
r_screenfademaxsize : 0 : : <br />
r_screenfademinsize : 0 : : <br />
r_screenoverlay : cmd : : Draw specified material as an overlay<br />
r_sequence_debug : 0 : , "cl" : <br />
r_shader_srgb : 0 : : -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)<br />
r_shadowangles : cmd : : Set shadow angles<br />
r_shadowblobbycutoff : cmd : : some shadow stuff<br />
r_shadowbreak : cmd : : <br />
r_shadowcolor : cmd : : Set shadow color<br />
r_shadowdir : cmd : : Set shadow direction<br />
r_shadowdist : cmd : : Set shadow distance<br />
r_shadowids : 0 : , "cheat" : <br />
r_shadowlod : -1 : : <br />
r_shadowlodbias : 2 : : <br />
r_shadowmaxrendered : 32 : , "cl" : <br />
r_shadowrendertotexture : 1 : , "a" : <br />
r_shadows : 1 : : <br />
r_shadows_gamecontrol : -1 : , "cheat" : <br />
r_shadowwireframe : 0 : , "cheat" : <br />
r_showenvcubemap : 0 : , "cheat" : <br />
r_ShowViewerArea : 0 : : <br />
r_showz_power : 1 : , "cheat" : <br />
r_skin : 0 : , "cheat" : <br />
r_skybox : 1 : , "cheat", "cl" : Enable the rendering of sky boxes<br />
r_snapportal : -1 : : <br />
r_SnowColorBlue : 200 : , "cheat", "cl" : Snow.<br />
r_SnowColorGreen : 175 : , "cheat", "cl" : Snow.<br />
r_SnowColorRed : 150 : , "cheat", "cl" : Snow.<br />
r_SnowDebugBox : 0 : , "cheat", "cl" : Snow Debug Boxes.<br />
r_SnowEnable : 1 : , "cheat", "cl" : Snow Enable<br />
r_SnowEndAlpha : 255 : , "cheat", "cl" : Snow.<br />
r_SnowEndSize : 0 : , "cheat", "cl" : Snow.<br />
r_SnowFallSpeed : 1 : , "cheat", "cl" : Snow fall speed scale.<br />
r_SnowInsideRadius : 256 : , "cheat", "cl" : Snow.<br />
r_SnowOutsideRadius : 1024 : , "cheat", "cl" : Snow.<br />
r_SnowParticles : 500 : , "cheat", "cl" : Snow.<br />
r_SnowPosScale : 1 : , "cheat", "cl" : Snow.<br />
r_SnowRayEnable : 1 : , "cheat", "cl" : Snow.<br />
r_SnowRayLength : 8192 : , "cheat", "cl" : Snow.<br />
r_SnowRayRadius : 256 : , "cheat", "cl" : Snow.<br />
r_SnowSpeedScale : 1 : , "cheat", "cl" : Snow.<br />
r_SnowStartAlpha : 25 : , "cheat", "cl" : Snow.<br />
r_SnowStartSize : 1 : , "cheat", "cl" : Snow.<br />
r_SnowWindScale : 0 : , "cheat", "cl" : Snow.<br />
r_SnowZoomOffset : 384 : , "cheat", "cl" : Snow.<br />
r_SnowZoomRadius : 512 : , "cheat", "cl" : Snow.<br />
r_spewleaf : 0 : : <br />
r_spray_lifetime : 2 : : Number of rounds player sprays are visible<br />
r_sse2 : cmd : : Enable/disable SSE2 code<br />
r_sse_s : 1 : , "cl" : sse ins for particle sphere create<br />
r_staticprop_lod : -1 : : <br />
r_staticpropinfo : 0 : : <br />
r_studio_stats : 0 : , "cheat" : <br />
r_studio_stats_lock : 0 : , "cheat", "cl" : Lock the current studio stats entity selection<br />
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 crosshair 2 = Your viewmodel 3 = The first entity attached to your viewmodel<br />
r_swingflashlight : 1 : , "cheat", "cl" : <br />
r_teeth : 1 : : <br />
r_threaded_client_shadow_manager : 0 : , "a", "cl" : <br />
r_threaded_particles : 1 : , "cl" : <br />
r_threaded_renderables : 0 : , "cl" : <br />
r_unloadlightmaps : 0 : , "cheat" : <br />
r_updaterefracttexture : 1 : , "cheat", "cl" : <br />
r_vehicleBrakeRate : 1 : , "sv", "cheat" : <br />
r_VehicleViewClamp : 1 : , "cheat", "cl" : <br />
r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" : <br />
r_visambient : 0 : : Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work<br />
r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing.<br />
r_visualizelighttraces : 0 : , "cheat" : <br />
r_visualizelighttracesshowfulltrace : 0 : , "cheat" : <br />
r_visualizeproplightcaching : 0 : , "cl" : <br />
r_visualizetraces : 0 : , "cheat" : <br />
r_WaterDrawReflection : 1 : , "cl" : Enable water reflection<br />
r_WaterDrawRefraction : 1 : , "cl" : Enable water refraction<br />
r_waterforceexpensive : 1 : , "a" : <br />
r_waterforcereflectentities : 0 : : <br />
r_worldlightmin : 0 : : <br />
r_worldlights : 4 : : number of world lights to use per vertex<br />
r_worldlistcache : 1 : , "cl" : <br />
ragdoll_sleepaftertime : 5 : , "cl" : After this many seconds of being basically stationary, the ragdoll will go to sleep.<br />
rate : 80000 : , "a", "user" : Max bytes/sec the host can receive data<br />
rcon : cmd : : Issue an rcon command.<br />
rcon_address : 0 : , "norecord" : Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) <br />
rcon_password : 0 : , "norecord" : remote console password.<br />
recompute_speed : cmd : : Recomputes clock speed (for debugging purposes).<br />
record : cmd : : Record a demo.<br />
redirect : cmd : : Redirect client to specified server.<br />
refresh_options_dialog : cmd : : Refresh the options dialog.<br />
+reload : cmd : : <br />
-reload : cmd : : <br />
reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload).<br />
reload_mainmenu : cmd : : Reloads <br />
reload_materials : 0 : : <br />
reload_scriptables : cmd : : Reloads PVK2 scriptables, does not affect weapon scripts<br />
removeid : cmd : : Remove a user ID from the ban list.<br />
removeip : cmd : : Remove an IP address from the ban list.<br />
render_beckman_roughness_lookup : cmd : : <br />
replay_debug : 0 : , "norecord" : <br />
replay_ignorereplayticks : 0 : : <br />
report_entities : cmd : : Lists all entities<br />
report_simthinklist : cmd : : Lists all simulating/thinking entities<br />
report_soundpatch : cmd : : reports sound patch count<br />
report_soundpatch : cmd : : reports sound patch count<br />
report_touchlinks : cmd : : Lists all touchlinks<br />
reputation_print : cmd : : Debug print of reputation system<br />
reputation_test : cmd : : Reputation tester<br />
reset_securityfix : 0 : , "a", "cl" : <br />
respawn_entities : cmd : : Respawn all the entities in the map.<br />
restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart).<br />
retry : cmd : : Retry connection to last server.<br />
+right : cmd : : <br />
-right : cmd : : <br />
+roll : cmd : : <br />
-roll : cmd : : <br />
room_type : 0 : , "demo" : <br />
rope_averagelight : 1 : , "cl" : Makes ropes use average of cubemap lighting instead of max intensity.<br />
rope_collide : 1 : , "cl" : Collide rope with the world<br />
rope_rendersolid : 1 : , "cl" : <br />
rope_shake : 0 : , "cl" : <br />
rope_smooth : 1 : , "cl" : Do an antialiasing effect on ropes<br />
rope_smooth_enlarge : 1 : , "cl" : How much to enlarge ropes in screen space for antialiasing effect<br />
rope_smooth_maxalpha : 0 : , "cl" : Alpha for rope antialiasing effect<br />
rope_smooth_maxalphawidth : 1 : , "cl" : <br />
rope_smooth_minalpha : 0 : , "cl" : Alpha for rope antialiasing effect<br />
rope_smooth_minwidth : 0 : , "cl" : When using smoothing, this is the min screenspace width it lets a rope shrink to<br />
rope_solid_maxalpha : 1 : , "cl" : <br />
rope_solid_maxwidth : 1 : , "cl" : <br />
rope_solid_minalpha : 0 : , "cl" : <br />
rope_solid_minwidth : 0 : , "cl" : <br />
rope_subdiv : 2 : , "cl" : Rope subdivision amount<br />
rope_wind_dist : 1000 : , "cl" : Don't use CPU applying small wind gusts to ropes when they're past this distance.<br />
rr_debug_qa : 0 : , "sv" : Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.<br />
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 npc_selected NPCs.<br />
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.<br />
rr_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart)<br />
rr_reloadresponsesystems : cmd : : Reload all response system scripts.<br />
ruleset : cmd : : Show ruleset dialog<br />
ruleset_reset : cmd : : Reverts all values to ruleset defaults (vanilla). Removes modified status from server.<br />
save : cmd : : Saves current game.<br />
save_async : 1 : : <br />
save_asyncdelay : 0 : : For testing, adds this many milliseconds of delay to the save operation.<br />
save_console : 0 : : Autosave on the PC behaves like it does on the consoles.<br />
save_disable : 0 : : <br />
save_finish_async : cmd : : <br />
save_history_count : 1 : : Keep this many old copies in history of autosaves and quicksaves.<br />
save_huddelayframes : 1 : : Number of frames to defer for drawing the Saving message.<br />
save_in_memory : 0 : : Set to 1 to save to memory instead of disk (Xbox 360)<br />
save_noxsave : 0 : : <br />
save_screenshot : 1 : : 0 = none, 1 = non-autosave, 2 = always<br />
save_spew : 0 : : <br />
say : cmd : : Display player message<br />
say_team : cmd : : Display player message to team<br />
sb_filter_incompatible_versions : 1 : : Hides servers running incompatible versions from the server browser. (Internet tab only.)<br />
sb_quick_list_bit_field : 0 : : <br />
sb_showblacklists : 0 : : If set to 1, blacklist rules will be printed to the console as they're applied.<br />
sc_debug_sets : 0 : , "a" : Debugging<br />
sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.<br />
sc_look_sensitivity_scale : 0 : , "cl" : Steam Controller look sensitivity global scale factor.<br />
sc_pitch_sensitivity : 0 : , "a", "cl" : SteamController pitch factor.<br />
sc_pitch_sensitivity_default : 0 : , "cl" : <br />
sc_show_binding_panel : cmd : : Launches the Steam Controller binding panel UI<br />
sc_status : cmd : : Show Steam Controller status information<br />
sc_yaw_sensitivity : 1 : , "a", "cl" : SteamController yaw factor.<br />
sc_yaw_sensitivity_default : 1 : , "cl" : <br />
scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info.<br />
scene_clamplookat : 1 : , "sv" : Clamp head turns to a max of 20 degrees per think.<br />
scene_clientflex : 1 : , "sv", "rep" : Do client side flex animation.<br />
scene_flatturn : 1 : , "sv" : <br />
scene_flush : cmd : : Flush all .vcds from the cache and reload from disk.<br />
scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even in english.<br />
scene_maxcaptionradius : 1200 : , "sv" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).<br />
scene_print : 0 : , "sv", "rep" : When playing back a scene, print timing and event info to console.<br />
scene_showfaceto : 0 : , "a", "sv" : When playing back, show the directions of faceto events.<br />
scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events.<br />
scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location.<br />
scene_showunlock : 0 : , "a", "sv" : Show when a vcd is playing but normal AI is running.<br />
+score : cmd : : <br />
-score : cmd : : <br />
scr_centertime : 2 : , "cl" : <br />
screenshot : cmd : : Take a screenshot.<br />
sensitivity : 3 : , "a", "cl" : Mouse sensitivity.<br />
server_game_time : cmd : : Gives the game time in seconds (server's curtime)<br />
servercfgfile : 0 : , "sv" : <br />
setang : cmd : : Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).<br />
setang_exact : cmd : : Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).<br />
setinfo : cmd : : Adds a new user info value<br />
setmodel : cmd : : Changes's player's model<br />
setpause : cmd : : Set the pause state of the server.<br />
setpos : cmd : : Move player to specified origin (must have sv_cheats).<br />
setpos_exact : cmd : : Move player to an exact specified origin (must have sv_cheats).<br />
shake : cmd : : Shake the screen.<br />
shake_show : 0 : , "cl" : Displays a list of the active screen shakes.<br />
shake_stop : cmd : : Stops all active screen shakes. <br />
show_instant_triggers : 0 : , "sv", "cheat" : <br />
+showbudget : cmd : : <br />
-showbudget : cmd : : <br />
showbudget_texture : 0 : , "cheat" : Enable the texture budget panel.<br />
+showbudget_texture : cmd : : <br />
-showbudget_texture : cmd : : <br />
+showbudget_texture_global : cmd : : <br />
-showbudget_texture_global : cmd : : <br />
showbudget_texture_global_dumpstats : cmd : : Dump all items in +showbudget_texture_global in a text form<br />
showbudget_texture_global_sum : 0 : : <br />
showconsole : cmd : : Show the console.<br />
showhitlocation : 0 : , "sv" : <br />
showinfo : cmd : : Shows a info panel: <type> <title> <message> [<command number>]<br />
showpanel : cmd : : Shows a viewport panel <name><br />
showparticlecounts : 0 : , "cl" : Display number of particles drawn per frame<br />
showschemevisualizer : cmd : : Show borders, fonts and colors for a particular scheme. The default is ClientScheme.res<br />
+showscores : cmd : : <br />
-showscores : cmd : : <br />
showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes<br />
showtriggers_toggle : cmd : : Toggle show triggers<br />
+showvprof : cmd : : <br />
-showvprof : cmd : : <br />
singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )<br />
sk_ally_regen_time : 0 : , "sv" : Time taken for an ally to regenerate a point of health.<br />
sk_armor : 40 : , "sv" : <br />
sk_autoaim_mode : 1 : , "a", "sv", "rep" : <br />
sk_blunderbuss_gibdistance : 128 : , "sv" : <br />
sk_blunderbuss_pushback : 130 : , "sv", "nf" : <br />
sk_blunderbuss_pushup : 130 : , "sv", "nf" : <br />
sk_blunderbuss_pushup_limit : 250 : , "sv", "nf" : <br />
sk_crow_health : 1 : , "sv" : <br />
sk_crow_melee_dmg : 0 : , "sv" : <br />
sk_healthkit : 40 : , "sv" : <br />
sk_npc_arm : 1 : , "sv" : <br />
sk_npc_chest : 1 : , "sv" : <br />
sk_npc_head : 2 : , "sv" : <br />
sk_npc_leg : 1 : , "sv" : <br />
sk_npc_stomach : 1 : , "sv" : <br />
sk_player_arm : 1 : , "sv" : <br />
sk_player_chest : 1 : , "sv" : <br />
sk_player_chest_ranged : 0 : , "sv" : <br />
sk_player_head : 1 : , "sv" : <br />
sk_player_headshot_scalar : 1 : , "sv" : <br />
sk_player_leg : 1 : , "sv" : <br />
sk_player_stomach : 1 : , "sv" : <br />
sk_plr_dmg_grenade : 0 : , "sv", "rep" : <br />
skill : 1 : , "a" : Game skill level (1-3).<br />
skip_next_map : cmd : : Skips the next map in the map rotation for the server.<br />
slot0 : cmd : : <br />
slot1 : cmd : : <br />
slot10 : cmd : : <br />
slot2 : cmd : : <br />
slot3 : cmd : : <br />
slot4 : cmd : : <br />
slot5 : cmd : : <br />
slot6 : cmd : : <br />
slot7 : cmd : : <br />
slot8 : cmd : : <br />
slot9 : cmd : : <br />
smoothstairs : 1 : , "sv", "rep" : Smooth player eye z coordinate when traversing stairs.<br />
snapto : cmd : : <br />
snd_async_flush : cmd : : Flush all unlocked async audio data<br />
snd_async_fullyasync : 0 : : All playback is fully async (sound doesn't play until data arrives).<br />
snd_async_minsize : 262144 : : <br />
snd_async_showmem : cmd : : Show async memory stats<br />
snd_async_spew : 0 : : Spew all async sound reads, including success<br />
snd_async_spew_blocking : 1 : : Spew message to console any time async sound loading blocks on file i/o. ( 0=Off, 1=With -steam only, 2=Always<br />
snd_async_stream_spew : 0 : : Spew streaming info ( 0=Off, 1=streams, 2=buffers<br />
snd_buildcache : cmd : : <directory or VPK filename> Rebulds sound cache for a given search path. <br />
snd_cull_duplicates : 0 : : If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be played.<br />
snd_defer_trace : 1 : : <br />
snd_delay_sound_shift : 0 : : <br />
snd_disable_mixer_duck : 0 : : <br />
snd_duckerattacktime : 0 : , "a" : <br />
snd_duckerreleasetime : 2 : , "a" : <br />
snd_duckerthreshold : 0 : , "a" : <br />
snd_ducktovolume : 0 : , "a" : <br />
snd_dumpclientsounds : cmd : : Dump sounds to VXConsole<br />
snd_foliage_db_loss : 4 : , "cheat" : <br />
snd_gain : 1 : , "cheat" : <br />
snd_gain_max : 1 : , "cheat" : <br />
snd_gain_min : 0 : , "cheat" : <br />
snd_legacy_surround : 0 : , "a" : <br />
snd_lockpartial : 1 : : <br />
snd_mainmenu_musicvolume : 1 : , "a" : Main Menu Music Volume<br />
snd_mix_async : 0 : : <br />
snd_mixahead : 0 : , "a" : <br />
snd_musicvolume : 0 : , "a" : Music volume<br />
snd_mute_losefocus : 1 : , "a" : <br />
snd_noextraupdate : 0 : : <br />
snd_obscured_gain_dB : -2 : , "cheat" : <br />
snd_pitchquality : 1 : , "a" : <br />
snd_profile : 0 : , "demo" : <br />
snd_refdb : 60 : , "cheat" : <br />
snd_refdist : 36 : , "cheat" : <br />
snd_restart : cmd : : Restart sound system.<br />
snd_show : 0 : , "cheat" : Show sounds info<br />
snd_show_fmod : 0 : , "cheat", "cl" : <br />
snd_showclassname : 0 : : <br />
snd_showmixer : 0 : : <br />
snd_showstart : 0 : , "cheat" : <br />
snd_ShowThreadFrameTime : 0 : : <br />
snd_soundmixer : 0 : : <br />
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 per frame.<br />
snd_surround_speakers : 2 : : <br />
snd_visualize : 0 : , "cheat" : Show sounds location in world<br />
snd_vox_captiontrace : 0 : : Shows sentence name for sentences which are set not to show captions.<br />
snd_vox_globaltimeout : 300 : : <br />
snd_vox_sectimetout : 300 : : <br />
snd_vox_seqtimetout : 300 : : <br />
sndplaydelay : cmd : : Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname<br />
softcount : cmd : : Get soft player count.<br />
soundfade : cmd : : Fade client volume.<br />
soundinfo : cmd : : Describe the current sound device.<br />
soundlist : cmd : : List all known sounds.<br />
soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for.<br />
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 aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.<br />
soundscape_dumpclient : cmd : : Dumps the client's soundscape data. <br />
soundscape_fadetime : 3 : , "cheat", "cl" : Time to crossfade sound effects between soundscapes<br />
soundscape_flush : cmd : : Flushes the server & client side soundscapes<br />
speak : cmd : : Play a constructed sentence.<br />
spec_autodirector : 1 : , "clientcmd_can_execute", "cl" : Auto-director chooses best view modes while spectating<br />
spec_freeze_delay_deathtime : 1 : , "sv", "cheat" : <br />
spec_freeze_distance_max : 200 : , "cheat", "cl" : Maximum random distance from the target to stop when framing them in observer freeze cam.<br />
spec_freeze_distance_min : 96 : , "cheat", "cl" : Minimum random distance from the target to stop when framing them in observer freeze cam.<br />
spec_freeze_time : 4 : , "sv", "cheat", "rep" : Time spend frozen in observer freeze cam.<br />
spec_freeze_traveltime : 0 : , "sv", "cheat", "rep" : Time taken to zoom in to frame a target in observer freeze cam.<br />
spec_mode : cmd : : Set spectator mode<br />
spec_next : cmd : : Spectate next player<br />
spec_player : cmd : : Spectate player by name<br />
spec_pos : cmd : : dump position and angles to the console<br />
spec_prev : cmd : : Spectate previous player<br />
spec_scoreboard : 0 : , "a", "cl" : <br />
spec_track : 0 : , "cl" : Tracks an entity in spec mode<br />
+special : cmd : : <br />
-special : cmd : : <br />
+speed : cmd : : <br />
-speed : cmd : : <br />
spew_consolelog_to_debugstring : 0 : : Send console log to PLAT_DebugString()<br />
spike : cmd : : generates a fake spike<br />
star_memory : cmd : : Dump memory stats<br />
startdemos : cmd : : Play demos in demo sequence.<br />
startmovie : cmd : : Start recording movie frames.<br />
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 mode.<br />
statistic_print : cmd : : Debug print of Statistics system<br />
statistics_callresult_test : cmd : : for realz<br />
statisticsui : cmd : : Statistics Display UI<br />
stats : cmd : : Prints server performance variables<br />
status : cmd : : Display map and connection status.<br />
status_pvk2 : cmd : : Shows information useful to admins for each client<br />
step_spline : 0 : , "sv" : <br />
stop : cmd : : Finish recording demo.<br />
stopdemo : cmd : : Stop playing back a demo.<br />
stopsound : cmd : : <br />
stopsoundscape : cmd : : Stops all soundscape processing and fades current looping sounds<br />
+strafe : cmd : : <br />
-strafe : cmd : : <br />
studio_queue_mode : 1 : : <br />
stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.<br />
suitvolume : 0 : , "a", "sv" : <br />
surfaceprop : cmd : : Reports the surface properties at the cursor<br />
sv_accelerate : 10 : , "sv", "nf", "rep" : <br />
sv_admin_groupid : 0 : , "a", "sv", "rep" : <br />
sv_admin_grouptag : 0 : , "a", "sv", "rep" : <br />
sv_airaccelerate : 10 : , "sv", "nf", "rep" : <br />
sv_allow_color_correction : 1 : , "rep" : Allow or disallow clients to use color correction on this server.<br />
sv_allow_point_servercommand : 0 : , "sv" : Allow use of point_servercommand entities in map. Potentially dangerous for untrusted maps. disallow : Always disallow always : Allow for all maps<br />
sv_allow_voice_from_file : 1 : , "rep" : Allow or disallow clients from using voice_inputfromfile on this server.<br />
sv_allow_votes : 1 : , "sv" : Allow voting?<br />
sv_allow_wait_command : 1 : , "rep" : Allow or disallow the wait command on clients connected to this server.<br />
sv_allowdownload : 1 : : Allow clients to download files<br />
sv_allowupload : 1 : : Allow clients to upload customizations files<br />
sv_alltalk : 1 : , "sv", "nf", "rep" : Players can hear all other players, no team restrictions<br />
sv_alternateticks : 0 : , "sp" : If set, server only simulates entities on even numbered ticks. <br />
sv_autosave : 1 : : Set to 1 to autosave game on level transition. Does not affect autosave triggers.<br />
sv_backspeed : 0 : , "a", "sv", "rep" : How much to slow down backwards motion<br />
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.vprof.<br />
sv_benchmark_force_start : cmd : : Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.<br />
sv_benchmark_numticks : 3300 : , "sv" : If > 0, then it only runs the benchmark for this # of ticks.<br />
sv_bonus_challenge : 0 : , "sv", "rep" : Set to values other than 0 to select a bonus map challenge type.<br />
sv_bonus_map_challenge_update : cmd : : Updates a bonus map challenge score.<br />
sv_bonus_map_complete : cmd : : Completes a bonus map.<br />
sv_bonus_map_unlock : cmd : : Locks a bonus map.<br />
sv_bounce : 0 : , "sv", "nf", "rep" : Bounce multiplier for when physically simulated objects collide with other objects.<br />
sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTable_Encode calls.<br />
sv_cheats : 0 : , "nf", "rep" : Allow cheats on server<br />
sv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player.<br />
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 and sv_maxcmdrate.<br />
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_interp_ratio is -1, then this cvar has no effect.<br />
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 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio<br />
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 set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1<br />
sv_clockcorrection_msecs : 60 : , "sv" : The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount<br />
sv_community_groupid : 2157 : , "a", "sv", "rep" : <br />
sv_community_grouptag : 0 : , "a", "sv", "rep" : <br />
sv_compressstringtablebaselines_threshold : 2048 : : Minimum size (in bytes) for stringtablebaseline buffer to be compressed.<br />
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 servers running old versions of SMAC<br />
sv_contact : 0 : , "nf" : Contact email for server sysop<br />
sv_debug_player_use : 0 : , "sv", "rep" : Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success<br />
sv_debugmanualmode : 0 : : Make sure entities correctly report whether or not their network data has changed.<br />
sv_debugtempentities : 0 : : Show temp entity bandwidth usage.<br />
sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)<br />
sv_deltatime : 0 : : Enable profiling of CalcDelta calls<br />
sv_disable_querycache : 0 : , "sv", "cheat" : debug - disable trace query cache<br />
sv_downloadurl : 0 : , "rep" : Location from which clients can download missing files<br />
sv_dump_edicts : cmd : : Display a list of edicts allocated on the server.<br />
sv_dumpstringtables : 0 : , "cheat" : <br />
sv_enableoldqueries : 0 : : Enable support for old style (HL1) server queries<br />
sv_filterban : 1 : : Set packet filtering by IP mode<br />
sv_findsoundname : cmd : : Find sound names which reference the specified wave files.<br />
sv_footsteps : 1 : , "sv", "nf", "rep" : Play footstep sound for players<br />
sv_force_transmit_ents : 0 : , "sv", "cheat" : Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).<br />
sv_forcepreload : 0 : , "a" : Force server side preloading.<br />
sv_friction : 4 : , "sv", "nf", "rep" : World friction.<br />
sv_gravity : 800 : , "sv", "nf", "rep" : World gravity.<br />
sv_hudhint_sound : 1 : , "sv", "rep" : <br />
sv_lagcompensation_teleport_dist : 64 : , "sv", "cheat" : How far a player got moved by game code before we can't lag compensate their position back<br />
sv_lagflushbonecache : 1 : , "sv" : Flushes entity bone cache on lag compensation<br />
sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )<br />
sv_log_onefile : 0 : , "a" : Log server information to only one file.<br />
sv_logbans : 0 : , "a" : Log server bans in the server logs.<br />
sv_logblocks : 0 : : If true when log when a query is blocked (can cause very large log files)<br />
sv_logdownloadlist : 1 : : <br />
sv_logecho : 1 : , "a" : Echo log information to the console.<br />
sv_logfile : 1 : , "a" : Log server information in the log file.<br />
sv_logfilecompress : 0 : , "a" : Gzip compress logfile and rename to logfilename.log.gz on close.<br />
sv_logfilename_format : 0 : , "a" : Log filename format. See strftime for formatting codes.<br />
sv_logflush : 0 : , "a" : Flush the log file to disk on each write (slow).<br />
sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored.<br />
sv_logsecret : 0 : : If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)<br />
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 map in the map cycle, 5 - spew all edicts.<br />
sv_lowedict_threshold : 8 : : When only this many edicts are free, take the action specified by sv_lowedict_action.<br />
sv_maphack : 1 : , "sv", "nf", "rep" : Enable MapHack. MapHacks are text files used for adding or modifying entities in the map.<br />
sv_maphack_directory : 0 : , "sv", "rep" : The game will search this directory for [mapname].txt files.<br />
sv_maphack_filename : 0 : , "sv", "nf", "rep" : If not empty, load this file for MapHack.<br />
sv_massreport : 0 : , "sv" : <br />
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 communicate to the master server on.<br />
sv_max_connects_sec : 2 : : Maximum connections per second to respond to from a single IP address.<br />
sv_max_connects_sec_global : 0 : : Maximum connections per second to respond to from anywhere.<br />
sv_max_connects_window : 4 : : Window over which to average connections per second averages.<br />
sv_max_queries_sec : 3 : : Maximum queries per second to respond to from a single IP address.<br />
sv_max_queries_sec_global : 3000 : : Maximum queries per second to respond to from anywhere.<br />
sv_max_queries_window : 30 : : Window over which to average queries per second averages.<br />
sv_maxcmdrate : 66 : , "rep" : (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.<br />
sv_maxrate : 0 : , "rep" : Max bandwidth rate allowed on server, 0 == unlimited<br />
sv_maxreplay : 0 : : Maximum replay time in seconds<br />
sv_maxroutable : 1260 : : Server upper bound on net_maxroutable that a client can use.<br />
sv_maxspeed : 320 : , "sv", "nf", "rep" : <br />
sv_maxunlag : 1 : , "sv" : Maximum lag compensation in seconds<br />
sv_maxupdaterate : 66 : , "rep" : Maximum updates per second that the server will allow<br />
sv_maxuptimelimit : 0 : : If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.<br />
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<br />
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 tick; 2+: hold multiple ticks)<br />
sv_maxusrcmdprocessticks_warning : -1 : , "sv" : Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled<br />
sv_maxvelocity : 3500 : , "sv", "rep" : Maximum speed any ballistically moving object is allowed to attain per axis.<br />
sv_memlimit : 0 : : If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.<br />
sv_mincmdrate : 10 : , "rep" : This sets the minimum value for cl_cmdrate. 0 == unlimited.<br />
sv_minrate : 3500 : , "rep" : Min bandwidth rate allowed on server, 0 == unlimited<br />
sv_minupdaterate : 10 : , "rep" : Minimum updates per second that the server will allow<br />
sv_minuptimelimit : 0 : : If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardless of sv_memlimit.<br />
sv_mumble_positionalaudio : 1 : , "rep", "cl" : Allows players using Mumble to have support for positional audio.<br />
sv_namechange_cooldown_seconds : 30 : : When a client name change is received, wait N seconds before allowing another name change<br />
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 enabled, even if never triggered, impacts performance. Set to zero when not in use. For compatibility reasons, this command can be initialized on the command line with the -netspike option.<br />
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<br />
sv_netspike_output : 1 : : Where the netspike data be written? Sum of the following values: 1=netspike.txt, 2=ordinary server log<br />
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 feature does take some CPU cycles, so it should be left off when not in use.<br />
sv_netvisdist : 10000 : , "sv", "cheat" : Test networking visibility distance<br />
sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" : <br />
sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).<br />
sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" : <br />
sv_npc_talker_maxdist : 1024 : , "sv" : NPCs over this distance from the player won't attempt to speak.<br />
sv_optimizedmovement : 1 : , "sv", "rep" : <br />
sv_parallel_packentities : 1 : : <br />
sv_parallel_sendsnapshot : 0 : : <br />
sv_password : 0 : , "nf", "prot", "norecord" : Server password for entry into multiplayer games<br />
sv_pausable : 0 : , "nf" : Is the server pausable.<br />
sv_player_display_usercommand_errors : 0 : , "sv", "cheat" : 1 = Display warning when command values are out-of-range. 2 = Spew invalid ranges.<br />
sv_player_net_suppress_usercommands : 0 : , "sv", "cheat" : For testing usercommand hacking sideeffects. DO NOT SHIP<br />
sv_playeralwaystransmit : 0 : , "sv" : Tells the server to always transmit player data to clients and disregard PVS.<br />
sv_playerdecals : 1 : , "sv", "rep" : Enable/Disable player decals.<br />
sv_playerperfhistorycount : 60 : , "sv" : Number of samples to maintain in player perf history<br />
sv_precacheinfo : cmd : : Show precache info.<br />
sv_proximitytalk : 0 : , "sv", "nf" : Players can only hear other players if they are within the proximity distance<br />
sv_proximitytalk_distance : 256 : , "sv", "nf" : Players can only hear other players within this distance when in proximity mode<br />
sv_pure : cmd : : Show user data.<br />
sv_pure_consensus : 5 : : Minimum number of file hashes to agree to form a consensus.<br />
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.<br />
sv_pure_retiretime : 900 : : Seconds of server idle time to flush the sv_pure file hash cache.<br />
sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file.<br />
sv_pushaway_clientside : 0 : , "sv", "rep" : Clientside physics push away (0=off, 1=only localplayer, 1=all players)<br />
sv_pushaway_clientside_size : 15 : , "sv", "rep" : Minimum size of pushback objects<br />
sv_pushaway_force : 30000 : , "sv", "rep" : How hard physics objects are pushed away from the players on the server.<br />
sv_pushaway_max_force : 1000 : , "sv", "rep" : Maximum amount of force applied to physics objects by players.<br />
sv_pushaway_max_player_force : 10000 : , "sv", "cheat", "rep" : Maximum of how hard the player is pushed away from physics objects.<br />
sv_pushaway_min_player_speed : 75 : , "sv", "rep" : If a player is moving slower than this, don't push away physics objects (enables ducking behind things).<br />
sv_pushaway_player_force : 200000 : , "sv", "cheat", "rep" : How hard the player is pushed away from physics objects (falls off with inverse square of distance).<br />
sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS<br />
sv_querycache_stats : cmd : : Display status of the query cache (client only)<br />
sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication<br />
sv_rcon_log : 1 : : Enable/disable rcon logging.<br />
sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication before being banned<br />
sv_rcon_maxpacketbans : 1 : : Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize<br />
sv_rcon_maxpacketsize : 1024 : : The maximum number of bytes to allow in a command packet<br />
sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned<br />
sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications<br />
sv_rcon_whitelist_address : 0 : : When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'<br />
sv_region : -1 : : The region of the world to report this server in.<br />
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 (slightly wider than 16:9). 0 = do not cap effective FOV 1 = limit the effective FOV on windowed mode users using resolutions greater than 1.85:1 2 = limit the effective FOV on both windowed mode and full-screen users <br />
sv_rollangle : 0 : , "sv", "nf", "rep" : Max view roll angle<br />
sv_rollspeed : 200 : , "sv", "nf", "rep" : <br />
sv_setsteamaccount : cmd : : token Set game server account token to use for logging in to a persistent game server account<br />
sv_showanimstate : -1 : , "sv", "cheat" : Show the (server) animation state for the specified entity (-1 for none).<br />
sv_showanimstate_log : 0 : , "sv", "cheat" : 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.<br />
sv_showhitboxes : -1 : , "sv", "cheat" : Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).<br />
sv_showimpacts : 0 : , "sv", "rep" : Shows client (red) and server (blue) bullet impact point<br />
sv_showladders : 0 : , "sv" : Show bbox and dismount points for all ladders (must be set before level load.) <br />
sv_showlagcompensation : 0 : , "sv", "cheat" : Show lag compensated hitboxes whenever a player is lag compensated.<br />
sv_shutdown : cmd : : Sets the server to shutdown next time it's empty<br />
sv_shutdown_cancel : cmd : : Cancels pending sv_shutdown command<br />
sv_shutdown_timeout_minutes : 360 : , "rep" : If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown.<br />
sv_simbullet_visualize : 0 : , "sv", "cheat", "nf", "rep" : Visualize simulated bullets<br />
sv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texture<br />
sv_skyoverride : 0 : , "a", "sv", "rep" : Skybox texture to override with in maps. If this is empty, the original skybox will be used.<br />
sv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files.<br />
sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)<br />
sv_soundemitter_trace : 0 : , "sv", "rep" : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to <br />
sv_soundscape_printdebuginfo : cmd : : print soundscapes<br />
sv_specaccelerate : 5 : , "a", "sv", "nf", "rep" : <br />
sv_specnoclip : 1 : , "a", "sv", "nf", "rep" : <br />
sv_specspeed : 3 : , "a", "sv", "nf", "rep" : <br />
sv_stats : 1 : : Collect CPU usage stats<br />
sv_steamblockingcheck : 0 : : Check each new player for Steam blocking compatibility, 1 = message only, 2 >= drop if any member of owning clan blocks,3 >= drop if any player has blocked, 4 >= drop if player has blocked anyone on server<br />
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 community.<br />
sv_stepsize : 18 : , "sv", "nf", "rep" : <br />
sv_stickysprint_default : 0 : , "cl" : <br />
sv_stopspeed : 100 : , "sv", "nf", "rep" : Minimum stopping speed when on ground.<br />
sv_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they are in the pvs<br />
sv_suppress_viewpunch : 0 : , "sv", "cheat", "rep" : <br />
sv_tags : 0 : , "nf" : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.<br />
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 through the world.<br />
sv_teststepsimulation : 1 : , "sv" : <br />
sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp.<br />
sv_timeout : 65 : : After this many seconds without a message from a client, the client is dropped<br />
sv_turbophysics : 0 : , "sv", "rep" : Turns on turbo physics<br />
sv_unlag : 1 : , "sv" : Enables player lag compensation<br />
sv_unlag_debug : 0 : , "sv" : <br />
sv_unlag_fixstuck : 0 : , "sv" : Disallow backtracking a player for lag compensation if it will cause them to become stuck<br />
sv_unlockedchapters : 1 : , "a" : Highest unlocked game chapter.<br />
sv_usercmd_custom_random_seed : 1 : , "sv", "cheat" : When enabled server will populate an additional random seed independent of the client<br />
sv_vehicle_autoaim_scale : 8 : , "sv" : <br />
sv_visiblemaxplayers : -1 : : Overrides the max players reported to prospective clients<br />
sv_voicecodec : 0 : : Specifies which voice codec to use. Valid options are: vaudio_speex - Legacy Speex codec (lowest quality) vaudio_celt - Newer CELT codec steam - Use Steam voice API<br />
sv_voiceenable : 1 : , "a", "nf" : <br />
sv_vote_allow_spectators : 0 : , "sv" : Allow spectators to vote?<br />
sv_vote_changeruleset_restart : 1 : , "sv" : Change ruleset vote restarts game?<br />
sv_vote_command_delay : 2 : , "sv" : How long after a vote passes until the action happens<br />
sv_vote_creation_timer : 150 : , "sv" : How long before a player can attempt to call another vote (in seconds).<br />
sv_vote_extendmap_time : 10 : , "sv" : Map time limit will be incremented by this value (in minutes) if extend map vote passes<br />
sv_vote_failure_timer : 300 : , "sv" : A vote that fails cannot be re-submitted for this long<br />
sv_vote_issue_autobalance_allowed : 1 : , "sv" : Allow auto-balance vote issue<br />
sv_vote_issue_changelevel_allowed : 1 : , "sv" : Allow change level vote issue<br />
sv_vote_issue_changeruleset_allowed : 0 : , "sv" : Allow change ruleset vote issue<br />
sv_vote_issue_extendmap_allowed : 1 : , "sv" : Allow extend map vote issue<br />
sv_vote_issue_forcetdm_allowed : 1 : , "sv" : Allow force team deathmatch vote issue<br />
sv_vote_issue_kick_allowed : 0 : , "sv" : Allow kick players vote issue<br />
sv_vote_issue_restartround_allowed : 1 : , "sv" : Allow restart round vote issue<br />
sv_vote_issue_shuffleplayers_allowed : 1 : , "sv" : Allow shuffle players vote issue<br />
sv_vote_issue_timeout_allowed : 0 : , "sv" : Allow timeout vote issue<br />
sv_vote_kick_ban_duration : 10 : , "sv" : Vote kick ban duration in minutes (0 = disable)<br />
sv_vote_quorum_ratio : 0 : , "sv", "nf" : The minimum ratio of eligible players needed to pass a vote. Min 0.5, Max 1.0.<br />
sv_vote_timeout_duration : 60 : , "sv" : Timeout duration<br />
sv_vote_timeout_limit : 1 : , "sv" : How many timeouts can the team call<br />
sv_vote_timer_duration : 15 : , "sv" : How long to allow voting on an issue<br />
sv_vote_ui_hide_disabled_issues : 1 : , "sv" : Suppress listing of disabled issues in the vote setup screen.<br />
sv_wateraccelerate : 10 : , "sv", "nf", "rep" : <br />
sv_waterdist : 12 : , "sv", "rep" : Vertical view fixup when eyes are near water plane.<br />
sv_waterfriction : 1 : , "sv", "nf", "rep" : <br />
sys_minidumpexpandedspew : 1 : : <br />
sys_minidumpspewlines : 500 : : Lines of crash dump console spew to keep.<br />
systemlinkport : 27030 : : System Link port<br />
+taunt : cmd : : <br />
-taunt : cmd : : <br />
template_debug : 0 : , "sv" : <br />
Test_CreateEntity : cmd : : <br />
test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0> <br />
Test_EHandle : cmd : : <br />
test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player.<br />
test_fartme : cmd : : lol<br />
test_freezeframe : cmd : : Test the freeze frame code.<br />
test_gamemode_intro : cmd : : it does EVEN MORE stuff<br />
test_headshotme : cmd : : lol<br />
test_hintevent_failurepaths : cmd : : <br />
Test_InitRandomEntitySpawner : cmd : : <br />
test_mainmenumodel : cmd : : <br />
test_matchstart_reload : cmd : : <br />
test_parrotdisplay : cmd : : <br />
test_powderhorneffect : cmd : : test powderhorn effect<br />
Test_ProxyToggle_EnableProxy : cmd : : <br />
Test_ProxyToggle_EnsureValue : cmd : : Test_ProxyToggle_EnsureValue<br />
Test_ProxyToggle_SetValue : cmd : : <br />
test_pvk2_aberration_blue : 0 : , "cl" : <br />
test_pvk2_aberration_green : 0 : , "cl" : <br />
test_pvk2_aberration_red : 0 : , "cl" : <br />
test_pvk2_pixelizer_enable : 0 : , "cl" : <br />
test_pvk2_pixelizer_ph : 12 : , "cl" : <br />
test_pvk2_pixelizer_pw : 8 : , "cl" : <br />
test_pvk2_powderhorn_lumi_strength : 300 : , "cl" : <br />
test_pvk2_radialblur_enable : 0 : , "cl" : <br />
test_pvk2_radialblur_intensity : 0 : , "cl" : <br />
Test_RandomizeInPVS : cmd : : <br />
Test_RandomPlayerPosition : cmd : : <br />
test_rank_give : cmd : : <br />
test_rank_printlevels : cmd : : <br />
test_rank_reset : cmd : : <br />
test_rank_xp2level : cmd : : <br />
test_register_output_callback : cmd : : Usage: test_register_output_callback [entity targetname]<br />
test_remove_all_output_callbacks : cmd : : <br />
Test_RemoveAllRandomEntities : cmd : : <br />
test_ruleset_reload_scripts : cmd : : Reloads weapon & class scripts.<br />
test_ruleset_show_status : cmd : : Is the ruleset modified or not?<br />
Test_SpawnRandomEntities : cmd : : <br />
test_sprayimport : cmd : : it's magic<br />
test_stringpool : cmd : : Tests the class CStringPool<br />
test_timer_event : cmd : : it does stuff<br />
test_timer_message : cmd : : it does even more stuff<br />
test_zerkme : cmd : : lol<br />
testblockatk : cmd : : Test block attack.<br />
testhudanim : cmd : : Test a hud element animation. Arguments: <anim name> <br />
testscript_debug : 0 : : Debug test scripts.<br />
teststun : cmd : : Stuns the player<br />
texture_budget_background_alpha : 128 : , "a" : how translucent the budget panel is<br />
texture_budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1<br />
texture_budget_panel_global : 0 : : Show global times in the texture budget panel.<br />
texture_budget_panel_height : 284 : , "a" : height in pixels of the budget panel<br />
texture_budget_panel_width : 512 : , "a" : width in pixels of the budget panel<br />
texture_budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel<br />
texture_budget_panel_y : 450 : , "a" : number of pixels from the top side of the game screen to draw the budget panel<br />
tf_escort_score_rate : 1 : , "sv", "cheat" : Score for escorting the train, in points per second<br />
think_limit : 0 : , "sv", "rep" : Maximum think time in milliseconds, warning is printed if this is exceeded.<br />
thirdperson : cmd : : Switch to thirdperson camera.<br />
thirdperson_mayamode : cmd : : Switch to thirdperson Maya-like camera controls.<br />
thirdperson_platformer : 0 : , "cl" : Player will aim in the direction they are moving.<br />
thirdperson_screenspace : 0 : , "cl" : Movement will be relative to the camera, eg: left means screen-left<br />
threadpool_affinity : 1 : : Enable setting affinity<br />
timedemo : cmd : : Play a demo and report performance info.<br />
timedemo_runcount : 0 : : Runs time demo X number of times.<br />
timedemoquit : cmd : : Play a demo, report performance info, and then exit<br />
timerefresh : cmd : : Profile the renderer.<br />
toggle : cmd : : Toggles a convar on or off, or cycles through a set of values.<br />
toggle_chestphysics : cmd : : <br />
toggleconsole : cmd : : Show/hide the console.<br />
togglehints : cmd : : Enable or disable contextual hints<br />
togglethirdperson : cmd : : Enable or disable thirdperson.<br />
trace_report : 0 : , "sv" : <br />
tracer_extra : 1 : , "cl" : <br />
trackerlistallfiles : cmd : : TrackerListAllFiles<br />
trackerlistvpkfiles : cmd : : TrackerListVPKFiles<br />
tv_allow_camera_man : 1 : , "sv" : Auto director allows spectators to become camera man<br />
tv_allow_static_shots : 1 : , "sv" : Auto director uses fixed level cameras for shots<br />
tv_autorecord : 0 : : Automatically records all games as SourceTV demos.<br />
tv_autoretry : 1 : : Relay proxies retry connection after network timeout<br />
tv_chatgroupsize : 0 : : Set the default chat group size<br />
tv_chattimelimit : 8 : : Limits spectators to chat only every n seconds<br />
tv_clients : cmd : : Shows list of connected SourceTV clients.<br />
tv_debug : 0 : : SourceTV debug info.<br />
tv_delay : 30 : , "sv" : SourceTV broadcast delay in seconds<br />
tv_delaymapchange : 0 : , "sv" : Delays map change until broadcast is complete<br />
tv_delaymapchange_protect : 1 : , "sv" : Protect against doing a manual map change if HLTV is broadcasting and has not caught up with a major game event such as round_end<br />
tv_deltacache : 2 : : Enable delta entity bit stream cache<br />
tv_dispatchmode : 1 : : Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always<br />
tv_enable : 0 : , "nf" : Activates SourceTV on server.<br />
tv_maxclients : 128 : : Maximum client number on SourceTV server.<br />
tv_maxrate : 8000 : : Max SourceTV spectator bandwidth rate allowed, 0 == unlimited<br />
tv_msg : cmd : : Send a screen message to all clients.<br />
tv_name : 0 : : SourceTV host name<br />
tv_nochat : 0 : , "a", "user" : Don't receive chat messages from other SourceTV spectators<br />
tv_overridemaster : 0 : : Overrides the SourceTV master root address.<br />
tv_password : 0 : , "nf", "prot", "norecord" : SourceTV password for all clients<br />
tv_port : 27020 : : Host SourceTV port<br />
tv_record : cmd : : Starts SourceTV demo recording.<br />
tv_relay : cmd : : Connect to SourceTV server and relay broadcast.<br />
tv_relaypassword : 0 : , "nf", "prot", "norecord" : SourceTV password for relay proxies<br />
tv_relayvoice : 1 : : Relay voice data: 0=off, 1=on<br />
tv_retry : cmd : : Reconnects the SourceTV relay proxy.<br />
tv_snapshotrate : 16 : : Snapshots broadcasted per second<br />
tv_status : cmd : : Show SourceTV server status.<br />
tv_stop : cmd : : Stops the SourceTV broadcast.<br />
tv_stoprecord : cmd : : Stops SourceTV demo recording.<br />
tv_timeout : 30 : : SourceTV connection timeout in seconds.<br />
tv_title : 0 : : Set title for SourceTV spectator UI<br />
tv_transmitall : 0 : , "rep" : Transmit all entities (not only director view)<br />
ui_posedebug_fade_in_time : 0 : , "cheat", "norecord", "cl" : Time during which a new pose activity layer is shown in green in +posedebug UI<br />
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<br />
unbind : cmd : : Unbind a key.<br />
unbind_mac : cmd : : Unbind a key on the Mac only.<br />
unbindall : cmd : : Unbind all keys.<br />
unpause : cmd : : Unpause the game.<br />
updateplstatus : cmd : : Updates the showing of dev status for the client issuing the command<br />
+use : cmd : : <br />
-use : cmd : : <br />
use : cmd : : Use a particular weapon Arguments: <weapon_name><br />
UseNetworkVars : 1 : , "sv", "cheat" : For profiling, toggle network vars.<br />
user : cmd : : Show user data.<br />
user_context : cmd : : Set a Rich Presence Context: user_context <context id> <context value><br />
user_property : cmd : : Set a Rich Presence Property: user_property <property id><br />
users : cmd : : Show user info for players on server.<br />
v_centermove : 0 : , "cl" : <br />
v_centerspeed : 500 : , "cl" : <br />
v_ipitch_cycle : 1 : , "cheat", "rep", "cl" : <br />
v_ipitch_level : 0 : , "cheat", "rep", "cl" : <br />
v_iroll_cycle : 0 : , "cheat", "rep", "cl" : <br />
v_iroll_level : 0 : , "cheat", "rep", "cl" : <br />
v_iyaw_cycle : 2 : , "cheat", "rep", "cl" : <br />
v_iyaw_level : 0 : , "cheat", "rep", "cl" : <br />
vcollide_wireframe : 0 : , "cheat", "cl" : Render physics collision models in wireframe<br />
vcr_verbose : 0 : : Write extra information into .vcr file.<br />
vehicle_flushscript : cmd : : Flush and reload all vehicle scripts<br />
version : cmd : : Print version info string.<br />
vgui_cache_res_files : 1 : : <br />
vgui_drawfocus : 0 : : Report which panel is under the mouse.<br />
vgui_drawtree : 0 : , "cheat" : Draws the vgui panel hiearchy to the specified depth level.<br />
+vgui_drawtree : cmd : : <br />
-vgui_drawtree : cmd : : <br />
vgui_drawtree_bounds : 0 : : Show panel bounds.<br />
vgui_drawtree_clear : cmd : : <br />
vgui_drawtree_draw_selected : 0 : : Highlight the selected panel<br />
vgui_drawtree_freeze : 0 : : Set to 1 to stop updating the vgui_drawtree view.<br />
vgui_drawtree_hidden : 0 : : Draw the hidden panels.<br />
vgui_drawtree_panelalpha : 0 : : Show the panel alpha values in the vgui_drawtree view.<br />
vgui_drawtree_panelptr : 0 : : Show the panel pointer values in the vgui_drawtree view.<br />
vgui_drawtree_popupsonly : 0 : : Draws the vgui popup list in hierarchy(1) or most recently used(2) order.<br />
vgui_drawtree_render_order : 0 : : List the vgui_drawtree panels in render order.<br />
vgui_drawtree_visible : 1 : : Draw the visible panels.<br />
vgui_message_dialog_modal : 1 : , "a", "cl" : <br />
vgui_spew_fonts : cmd : : <br />
vgui_togglepanel : cmd : : show/hide vgui panel by name.<br />
video_quicktime_decode_gamma : 0 : , "a" : QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5<br />
video_quicktime_encode_gamma : 3 : , "a" : QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5<br />
viewanim_addkeyframe : cmd : : <br />
viewanim_create : cmd : : viewanim_create<br />
viewanim_load : cmd : : load animation from file<br />
viewanim_reset : cmd : : reset view angles!<br />
viewanim_save : cmd : : Save current animation to file<br />
viewanim_test : cmd : : test view animation<br />
viewmodel_fov : 74 : , "a", "cl" : Sets the field-of-view for the viewmodel.<br />
viewmodel_offset_x : 0 : , "a", "cl" : <br />
viewmodel_offset_y : 0 : , "a", "cl" : <br />
viewmodel_offset_z : 0 : , "a", "cl" : <br />
violence_ablood : 1 : : Draw alien blood<br />
violence_agibs : 1 : : Show alien gib entities<br />
violence_hblood : 1 : : Draw human blood<br />
violence_hgibs : 1 : : Show human gib entities<br />
voice_avggain : 0 : : <br />
voice_buffer_ms : 100 : : How many milliseconds of voice to buffer to avoid dropouts due to jitter and frame time differences.<br />
voice_clientdebug : 0 : , "cl" : <br />
voice_debugfeedback : 0 : : <br />
voice_debugfeedbackfrom : 0 : : <br />
voice_enable : 1 : , "a" : <br />
voice_fadeouttime : 0 : : <br />
voice_forcemicrecord : 1 : , "a" : <br />
voice_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than from the microphone.<br />
voice_loopback : 0 : , "user" : <br />
voice_maxgain : 10 : : <br />
voice_modenable : 1 : , "a", "clientcmd_can_execute", "cl" : Enable/disable voice in this mod.<br />
voice_overdrive : 2 : : <br />
voice_overdrivefadetime : 0 : : <br />
voice_printtalkers : cmd : : voice debug.<br />
voice_profile : 0 : : <br />
voice_recordtofile : 0 : : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'<br />
voice_scale : 1 : , "a" : <br />
voice_serverdebug : 0 : , "sv" : <br />
voice_showchannels : 0 : : <br />
voice_showincoming : 0 : : <br />
voice_spam_autoban : 45 : , "a", "cl" : How long till the autoban of voice spammers kicks in.<br />
voice_steal : 2 : : <br />
voice_writevoices : 0 : : Saves each speaker's voice data into separate .wav files <br />
voicemenu1 : cmd : : menu for voice commands<br />
voicemenu2 : cmd : : menu for voice commands<br />
voicemenu3 : cmd : : menu for voice commands<br />
+voicerecord : cmd : : <br />
-voicerecord : cmd : : <br />
volume : 0 : , "a" : Sound volume<br />
vox_reload : cmd : : Reload sentences.txt file<br />
voxeltree_box : cmd : : View entities in the voxel-tree inside box <Vector(min), Vector(max)>.<br />
voxeltree_playerview : cmd : : View entities in the voxel-tree at the player position.<br />
voxeltree_sphere : cmd : : View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.<br />
voxeltree_view : cmd : : View entities in the voxel-tree.<br />
vpk_dump_files_list : cmd : : Spews all filenames from selected VPK to console.<br />
vpk_valid : cmd : : Check VPK for Workshop validity.<br />
vprof : cmd : : Toggle VProf profiler<br />
vprof_adddebuggroup1 : cmd : : add a new budget group dynamically for debugging<br />
vprof_cachemiss : cmd : : Toggle VProf cache miss checking<br />
vprof_cachemiss_off : cmd : : Turn off VProf cache miss checking<br />
vprof_cachemiss_on : cmd : : Turn on VProf cache miss checking<br />
vprof_child : cmd : : <br />
vprof_collapse_all : cmd : : Collapse the whole vprof tree<br />
vprof_counters : 0 : : <br />
vprof_dump_groupnames : cmd : : Write the names of all of the vprof groups to the console.<br />
vprof_dump_oninterval : 0 : : Interval (in seconds) at which vprof will batch up data and dump it to the console.<br />
vprof_dump_spikes : 0 : : Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump<br />
vprof_dump_spikes_budget_group : 0 : : Budget gtNode to start report from when doing a dump spikes<br />
vprof_dump_spikes_node : 0 : : Node to start report from when doing a dump spikes<br />
vprof_expand_all : cmd : : Expand the whole vprof tree<br />
vprof_expand_group : cmd : : Expand a budget group in the vprof tree by name<br />
vprof_generate_report : cmd : : Generate a report to the console.<br />
vprof_generate_report_AI : cmd : : Generate a report to the console.<br />
vprof_generate_report_AI_only : cmd : : Generate a report to the console.<br />
vprof_generate_report_budget : cmd : : Generate a report to the console based on budget group.<br />
vprof_generate_report_hierarchy : cmd : : Generate a report to the console.<br />
vprof_generate_report_map_load : cmd : : Generate a report to the console.<br />
vprof_graph : 0 : : Draw the vprof graph.<br />
vprof_graphheight : 256 : , "a" : <br />
vprof_graphwidth : 512 : , "a" : <br />
vprof_nextsibling : cmd : : <br />
vprof_off : cmd : : Turn off VProf profiler<br />
vprof_on : cmd : : Turn on VProf profiler<br />
vprof_parent : cmd : : <br />
vprof_playback_average : cmd : : Average the next N frames.<br />
vprof_playback_start : cmd : : Start playing back a recorded .vprof file.<br />
vprof_playback_step : cmd : : While playing back a .vprof file, step to the next tick.<br />
vprof_playback_stepback : cmd : : While playing back a .vprof file, step to the previous tick.<br />
vprof_playback_stop : cmd : : Stop playing back a recorded .vprof file.<br />
vprof_prevsibling : cmd : : <br />
vprof_record_start : cmd : : Start recording vprof data for playback later.<br />
vprof_record_stop : cmd : : Stop recording vprof data<br />
vprof_remote_start : cmd : : Request a VProf data stream from the remote server (requires authentication)<br />
vprof_remote_stop : cmd : : Stop an existing remote VProf data request<br />
vprof_report_oninterval : 0 : : Interval (in seconds) at which vprof will batch up a full report to the console -- more detailed than vprof_dump_oninterval.<br />
vprof_reset : cmd : : Reset the stats in VProf profiler<br />
vprof_reset_peaks : cmd : : Reset just the peak time in VProf profiler<br />
vprof_scope : 0 : : Set a specific scope to start showing vprof tree<br />
vprof_scope_entity_gamephys : 0 : , "sv" : <br />
vprof_scope_entity_thinks : 0 : , "sv" : <br />
vprof_unaccounted_limit : 0 : , "a" : number of milliseconds that a node must exceed to turn red in the vprof panel<br />
vprof_verbose : 1 : , "a" : Set to one to show average and peak times<br />
vprof_vtrace : cmd : : Toggle whether vprof data is sent to VTrace<br />
vprof_vtune_group : cmd : : enable vtune for a particular vprof group ('disable' to disable)<br />
vprof_warningmsec : 10 : , "a" : Above this many milliseconds render the label red to indicate slow code.<br />
vr_activate : cmd : : Switch to VR mode<br />
vr_activate_default : 0 : , "a", "cl" : If this is true the game will switch to VR mode once startup is complete.<br />
vr_aim_yaw_offset : 90 : , "cl" : This value is added to Yaw when returning the vehicle aim angles to Source.<br />
vr_cycle_aim_move_mode : cmd : : Cycle through the aim & move modes.<br />
vr_deactivate : cmd : : Switch from VR mode to normal mode<br />
vr_debug_nochromatic : 0 : : <br />
vr_debug_nodistortion : 0 : : <br />
vr_debug_remote_cam : 0 : , "cl" : <br />
vr_debug_remote_cam_pos_x : 150 : , "cl" : <br />
vr_debug_remote_cam_pos_y : 0 : , "cl" : <br />
vr_debug_remote_cam_pos_z : 0 : , "cl" : <br />
vr_debug_remote_cam_target_x : 0 : , "cl" : <br />
vr_debug_remote_cam_target_y : 0 : , "cl" : <br />
vr_debug_remote_cam_target_z : -50 : , "cl" : <br />
vr_distortion_enable : 1 : : <br />
vr_first_person_uses_world_model : 1 : , "cl" : Causes the third person model to be drawn instead of the view model<br />
vr_force_windowed : 0 : , "a", "cl" : <br />
vr_hud_axis_lock_to_world : 0 : , "a", "cl" : Bitfield - locks HUD axes to the world - 0=pitch, 1=yaw, 2=roll<br />
vr_hud_display_ratio : 0 : , "a", "cl" : <br />
vr_hud_forward : 500 : , "a", "cl" : Apparent distance of the HUD in inches<br />
vr_hud_max_fov : 60 : , "a", "cl" : Max FOV of the HUD<br />
vr_hud_never_overlay : 0 : , "cl" : <br />
vr_moveaim_mode : 3 : , "a", "cl" : 0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful.<br />
vr_moveaim_mode_zoom : 3 : , "a", "cl" : 0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful.<br />
vr_moveaim_reticle_pitch_limit : 30 : , "a", "cl" : Beyond this number of degrees, the mouse clamps<br />
vr_moveaim_reticle_pitch_limit_zoom : -1 : , "a", "cl" : Beyond this number of degrees, the mouse clamps<br />
vr_moveaim_reticle_yaw_limit : 10 : , "a", "cl" : Beyond this number of degrees, the mouse drags the torso<br />
vr_moveaim_reticle_yaw_limit_zoom : 0 : , "a", "cl" : Beyond this number of degrees, the mouse drags the torso<br />
vr_projection_znear_multiplier : 0 : , "cl" : Allows moving the ZNear plane to deal with body clipping<br />
vr_refresh_distortion_texture : cmd : : <br />
vr_render_hud_in_world : 1 : , "cl" : <br />
vr_reset_home_pos : cmd : : Sets the current HMD position as the zero point<br />
vr_stereo_mono_set_eye : 0 : , "cl" : 0=off, Set all eyes to 1=left, 2=right, 3=middle eye<br />
vr_stereo_swap_eyes : 0 : , "cl" : 1=swap eyes.<br />
vr_toggle : cmd : : Toggles VR mode<br />
vr_track_reinit : cmd : : Reinitializes HMD tracking<br />
vr_translation_limit : 10 : , "cl" : How far the in-game head will translate before being clamped.<br />
vr_use_offscreen_render_target : 0 : : Experimental: Use larger offscreen render target for pre-distorted scene in VR<br />
vr_viewmodel_offset_forward : -8 : , "cl" : <br />
vr_viewmodel_offset_forward_large : -15 : , "cl" : <br />
vr_viewmodel_translate_with_head : 0 : , "cl" : 1=translate the viewmodel with the head motion.<br />
vr_zoom_multiplier : 2 : , "a", "cl" : When zoomed, how big is the scope on your HUD?<br />
vr_zoom_scope_scale : 6 : , "cl" : Something to do with the default scope HUD overlay size.<br />
vtune : cmd : : Controls VTune's sampling.<br />
+walk : cmd : : <br />
-walk : cmd : : <br />
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 player<br />
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<br />
wc_air_node_edit : cmd : : When in WC edit mode, toggles laying down or air nodes instead of ground nodes<br />
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 selected hull size (see ai_next_hull)<br />
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).<br />
wc_destroy_undo : cmd : : When in WC edit mode restores the last deleted node<br />
wc_link_edit : cmd : : <br />
weapon_showproficiency : 0 : , "sv" : <br />
windows_speaker_config : 4 : , "a" : <br />
wipe_nav_attributes : cmd : : Clear all nav attributes of selected area.<br />
workshop_download : cmd : : Download a Workshop map and add it to the list.<br />
workshop_download_collection : cmd : : Download all Workshop maps in a collection and add them to the list.<br />
workshop_publisher : cmd : : Open Workshop Publisher.<br />
workshop_validate : cmd : : Validate all Workshop items, and redownload them if missing.<br />
writeid : cmd : : Writes a list of permanently-banned user IDs to banned_user.cfg.<br />
writeip : cmd : : Save the ban list to banned_ip.cfg.<br />
x360_audio_english : 0 : , "cl" : Keeps track of whether we're forcing english in a localized language.<br />
x360_resolution_height : 480 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_interlaced : 0 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_widescreen_mode : 0 : , "cl" : This is only used for reference. Changing this value does nothing<br />
x360_resolution_width : 640 : , "cl" : This is only used for reference. Changing this value does nothing<br />
xbox_autothrottle : 1 : , "a", "sv" : <br />
xbox_steering_deadzone : 0 : , "sv" : <br />
xbox_throttlebias : 100 : , "a", "sv" : <br />
xbox_throttlespoof : 200 : , "a", "sv" : <br />
xc_crouch_debounce : 0 : , "sv" : <br />
xload : cmd : : Load a saved game from a 360 storage device.<br />
xlook : cmd : : <br />
xmove : cmd : : <br />
xsave : cmd : : Saves current game to a 360 storage device.<br />
+zoom : cmd : : <br />
-zoom : cmd : : <br />
zoom_sensitivity_ratio : 0 : , "cl" : Additional mouse sensitivity scale factor applied when FOV is zoomed in.<br />
zoominthirdperson : cmd : : Zoom in thirdperson<br />
zoomoutthirdperson : cmd : : Zoom out thirdperson<br />
--------------<br />
3125 total convars/concommands</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1965
FAQ
2019-08-16T22:34:12Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer game?'''<br />
<br />
This is a multiplayer only game, but offline play will be available soon.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 10 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good amount of players?'''<br />
<br />
Every player will have a preference, some people like 3-9 players, and other likes 18-24 players. Generally the pvkii experience of rambunctious combat hits it's peak around 18-24 players. If you're looking for slow-paced duels then 3-9 is the right amount.<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all ten are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVKII have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!<br />
<br />
<br />
'''What commands can I use in console?'''<br />
<br />
This file should contain every single command you can use in pvkii: [[Conlog.txt]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1964
FAQ
2019-08-16T22:31:29Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer game?'''<br />
<br />
This is a multiplayer only game, but offline play will be available soon.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 10 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good amount of players?'''<br />
<br />
Every player will have a preference, some people like 3-9 players, and other likes 18-24 players. Generally the pvkii experience of rambunctious combat hits it's peak around 18-24 players. If you're looking for slow-paced duels then 3-9 is the right amount.<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all ten are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVKII have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!<br />
<br />
<br />
'''What commands can I use in console?'''<br />
<br />
This file should contain every single command you can use in pvkii [[File:conlog.txt]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1963
FAQ
2019-08-16T22:29:31Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer game?'''<br />
<br />
This is a multiplayer only game, but offline play will be available soon.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 10 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good amount of players?'''<br />
<br />
Every player will have a preference, some people like 3-9 players, and other likes 18-24 players. Generally the pvkii experience of rambunctious combat hits it's peak around 18-24 players. If you're looking for slow-paced duels then 3-9 is the right amount.<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all ten are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVKII have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!<br />
<br />
'''What commands can I use in console?'''<br />
<br />
This file should contain every single command you can use in pvkii [[File:conlog.txt]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1962
FAQ
2019-08-16T22:22:27Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer game?'''<br />
<br />
This is a multiplayer only game, but offline play will be available soon.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 10 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good amount of players?'''<br />
<br />
Every player will have a preference, some people like 3-9 players, and other likes 18-24 players. Generally the pvkii experience of rambunctious combat hits it's peak around 18-24 players. If you're looking for slow-paced duels then 3-9 is the right amount.<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all ten are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVKII have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1961
FAQ
2019-08-16T22:21:54Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer mod?'''<br />
<br />
This is a multiplayer only mod.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 10 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good amount of players?'''<br />
<br />
Every player will have a preference, some people like 3-9 players, and other likes 18-24 players. Generally the pvkii experience of rambunctious combat hits it's peak around 18-24 players. If you're looking for slow-paced duels then 3-9 is the right amount.<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all ten are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVKII have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1960
FAQ
2019-08-16T22:21:20Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer mod?'''<br />
<br />
This is a multiplayer only mod.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 10 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good amount of players?'''<br />
<br />
Every player will have a preference, some people like 3-9 players, and other likes 18-24 players. Generally the pvkii experience of rambunctious combat hits it's peak around 18-24 players. If you're looking for slow-paced duels then 3-9 is the right amount.<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all nine are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVK II have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1959
FAQ
2019-08-16T22:18:21Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer mod?'''<br />
<br />
This is a multiplayer only mod.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 10 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good server limit?'''<br />
<br />
18-24 players is ideal for a fun PVKII match. More players is welcome if the server can handle it, however too many players and the game becomes quite a bit chaotic (Although still fun!)<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all nine are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVK II have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1958
FAQ
2019-08-16T22:17:52Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer mod?'''<br />
<br />
This is a multiplayer only mod.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 10 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Bondi|Viking Bondi]] and [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good server limit?'''<br />
<br />
18-24 players is ideal for a fun PVKII match. More players is welcome if the server can handle it, however too many players and the game becomes quite a bit chaotic (Although still fun!)<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all nine are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVK II have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=FAQ&diff=1957
FAQ
2019-08-16T22:17:23Z
<p>SauceMan527: </p>
<hr />
<div>'''Is this a multiplayer or singleplayer mod?'''<br />
<br />
This is a multiplayer only mod.<br />
<br />
<br />
'''Is this game free?'''<br />
<br />
Yes.<br />
<br />
<br />
'''Where can I go to learn how to play?'''<br />
<br />
[[Getting started|Please follow this link, if you'd like to learn the basics]]<br />
<br />
<br />
'''What kind of [[Gamemodes|game modes]] are there?'''<br />
<br />
Currently the mod features [[Gamemodes#Booty|Booty]], [[Gamemodes#Holy Grail|Holy Grail]], [[Gamemodes#Territory|Territory]], [[Gamemodes#Objective Push|Push]], [[Gamemodes#Team Deathmatch|Team Deathmatch]] and [[Gamemodes#Last Team Standing|Last Team Standing]]. Others planned for future releases include: [[Gamemodes#Relic|Relic]], [[Gamemodes#Siege|Siege]], [[Gamemodes#Slay the Dragon|Slay the Dragon]] and [[Gamemodes#Assassination|more]].<br />
<br />
<br />
'''Will there be any new classes in PVKII?''' <br />
<br />
Yes, in later builds we plan to have 6 classes per team. <br />
* Pirates: Skirmisher, Captain, Sharpshooter, Freebooter, Swashbuckler and 'Ealer. <br />
* Vikings: Berserker, Huscarl, Gestir, Seio-Kona, Jarl and Bondi. <br />
* Knights: Heavy Knight, Archer, Man-at-arms, Assassin, Cleric and Lord.<br />
<br />
<br />
'''Why are there only 9 classes available?'''<br />
<br />
This is a public beta. More classes will be added in future releases as a lot of time and work goes into creating them.<br />
<br />
<br />
'''What classes are next?'''<br />
<br />
We're working on the [[Bondi|Viking Bondi]] and [[Assassin|Knight Assassin]]. No dates set yet for when the next release will be.<br />
<br />
<br />
'''Why does my PVKII lag?'''<br />
<br />
Most of the choppy lag is caused server-side. Try playing with the tickrate and other variables. If this doesn't help you may need to lower your game settings.<br />
<br />
<br />
'''What is a good server limit?'''<br />
<br />
18-24 players is ideal for a fun PVKII match. More players is welcome if the server can handle it, however too many players and the game becomes quite a bit chaotic (Although still fun!)<br />
<br />
<br />
'''Weapon/Class X seems too weak/strong. Why?'''<br />
<br />
Although in some situations one class excels over another, all nine are balanced for combat. If you're having trouble with a class try playing it differently, as there's a bit of strategy to the combat. Game modes will also be balanced out as more classes are added.<br />
<br />
<br />
'''What teams does PVK II have? Can we be expecting any new ones?'''<br />
<br />
PVK is Pirates, Vikings, and Knights! Not Pirates, Vikings, Knights, [[Ninjas]], Samurai and Mutated Walrus Hamsters ''(Although the Walrus Hamsters are being considered)''.<br />
<br />
<br />
'''What kind of environments will we see in maps?'''<br />
<br />
Across Medieval Europe, the Viking northlands, Caribbean, areas from myth, legends and more.<br />
<br />
<br />
'''When can we expect the next version?'''<br />
<br />
If you keep an eye out on our forums and news, you may catch a release date. If one hasn't been specified, we have no set release date and bugging us to tell you is futile!</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Archer&diff=1956
Archer
2019-08-11T10:01:24Z
<p>SauceMan527: </p>
<hr />
<div>''The Crème de Cacao (Chocolate Bean?) of the Knight's Arsenal. These guys may not be the burliest of men, but they know how to make killing look good.''<br />
<br />
{{Template:ClassInfo<br />
|color1 = #37345c<br />
|color2 = #9193cc<br />
|class = The Archer<br />
|aka = {{Template:Aka}} Bowman<br />
|image = ArcherNew.png<br />
|image_size: 147px<br />
|update = [[Beta 2.0]]<br />
|health = 100<br />
|armor = 80<br />
|speed = 210<br />
|special = 165<br />
}}<br />
== Overview ==<br />
Archers are pretty much the opposite of Heavy Knights, as the Masters of Range.<br />
<br />
With two different bows (as if one is not enough) enemies need not be close for you to kill them. Archers are exceptionally weak and usually avoid melee fights, but if they are forced, they have their infamous butter-knife to fall back on.<br />
<br />
Voiced by: Joseph "Bingo Bango" Bracken<br />
<br />
== Arsenal ==<br />
{{Template:3weapons <br />
|color1 = #37345c<br />
|color2 = #9193cc<br />
|weapon1name = Shortsword<br />
|weapon2name = Crossbow<br />
|weapon3name = Longbow<br />
|weapon1pic = [[File:ShortswordArcherNew.png|center|]]<br />
|weapon2pic = [[File:CrossbowArcherNew.png|center|]]<br />
|weapon3pic = [[File:LongbowNew.png|center|]]<br />
|weapon1text = Short, but quick. It's useful when you are forced to cross swords, but there's a reason it's often called the "Butter-knife" and used for humiliating purposes.<br />
Its damage is identical to the Skirmisher's cutlass, but it charges slower.<br />
|weapon2text = Very powerful and accurate. Right-click to aim. When aiming, the Crossbow is more accurate and deals more damage, but your walking speed is reduced. Headshots are even more devastating. A successful hit pushes back your enemy and can hurt them even if they have a shield. You have to reload after every shot, which will leave you unprotected for three seconds.<br />
|weapon3text = Quick, powerful and deadly in skilled hands. Be aware of the arc and time it takes arrows to travel. It cannot be charged while in mid-air, and will slow you down slightly while charging.<br />
|weapon1stat1 = Damage<br />
|stat1-1 = 56 '''(charged)''', 42 '''(not charged)'''<br />
|weapon1stat2 = Forward/Side Interval<br />
|stat1-2 = 15<br />
|weapon1stat3 = String<br />
|stat1-3 = 10<br />
|weapon1stat4 = Forward Interval<br />
|stat1-4 = 16<br />
|weapon2stat1 = Damage (unaimed)<br />
|stat2-1 = 73 '''(far)''', 45 '''(close)'''<br />
|weapon2stat2 = Damage (aimed)<br />
|stat2-2 = 97 '''(far)''', 60 '''(close)'''<br />
|weapon2stat3 = Headshot Damage (unaimed)<br />
|stat2-3 = 110 '''(far)''', 70 '''(close)'''<br />
|weapon2stat4 = Headshot Damage (aimed)<br />
|stat2-4 = 145 '''(far)''', 90 '''(close)'''<br />
|weapon3stat1 = Damage (far)<br />
|stat3-1 = 80<br />
|weapon3stat2 = Damage (close)<br />
|stat3-2 = 47 '''(charged)''', 15 '''(not charged)'''<br />
|weapon3stat3 = <br />
|stat3-3 = <br />
|weapon3stat4 = <br />
|stat3-4 = <br />
|special = Triple Shot<br />
|specialweapon = {{Template:oneweaponhold}} the Longbow<br />
|specialtext = When your special meter is filled, press the special button to fire three flaming arrows at once to pierce right through enemies and their shields. Each arrow deals 120 damage, but only one of the arrows can hit a specific enemy, therefore it's suggested to use the special against crowded players.<br />
}}<br />
<br />
==Achievements==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 80%;background-color:#fbbd19" | Achievements<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Archer"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_play.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Play a full round lasting at least five minutes as a Archer"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Legolas"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_bowkills_three_10seconds.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the Longbow within 10 seconds"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Instinctive Nocker'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Robin Hood"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_kill_100ft.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill an enemy with the crossbow or longbow from 100ft"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Precise'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Cornish Game Hen"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_bowkill_parrot_15x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Hunt down 15 enemy parrots with the longbow"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Parrot Connoisseur'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"It's Like Weakness Water Three!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_kill_special_2x.jpg]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 2 enemies with a single longbow special"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Butterknifed!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_butterknife_kill.jpg]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 25 enemies using the short sword"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"I Can't Believe It's Not Butter!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_sword_dmg_100k.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 100,000 points of damage against your enemies using the short sword"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Greasy Bandit'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Clay Pigeon"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Clay_Pidgeon.png]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 20 enemies while they are in mid-air using either your longbow or crossbow"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Bane of Pigeons'''''<br />
|}<br />
<br />
==Trivia==<br />
<br />
*It's possible to kill an Archer with full health by using only the keg or the Captain's special, and possibly the Sharpshooter's special. By targeting his feet with an explosive, the Archer is thrown up in the air, and the fall damage finishing off the remaining health.<br />
<br />
*The Archer and Sharpshooter are the only characters to not draw their primary weapon (the short-sword and dagger, respectively) on respawn. Instead he draws the longbow, which holds the third weapon slot.<br />
<br />
*The taunt "Thanks for standing still, you bastard" is a reference to the Sniper from Valve's video game Team Fortress 2;<br />
<br />
==Gallery==<br />
<div><ul> <br />
<li style="display: inline-block;"> [[image:archerfull.jpg|thumb|right|Concept art from the Archer made by Hengishammer from the [[PVKII Developer team]]]]<br />
</li><br />
</ul></div><br />
<br />
<br />
== See Also ==<br />
[[Knights]]<br />
<br />
[[Archer Strategy]]<br />
<br />
[[Obtaining_Archer_Achievements|How to get Archer achievements]]<br />
{{Template:Classes}}<br />
[[Category: Classes]]<br />
[[Category: Classes - Knights]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Archer&diff=1955
Archer
2019-08-11T09:49:07Z
<p>SauceMan527: </p>
<hr />
<div>''The Crème de Cacao (Chocolate Bean?) of the Knight's Arsenal. These guys may not be the burliest of men, but they know how to make killing look good.''<br />
<br />
{{Template:ClassInfo<br />
|color1 = #37345c<br />
|color2 = #9193cc<br />
|class = The Archer<br />
|aka = {{Template:Aka}} Bowman<br />
|image = ArcherNew.png<br />
|image_size: 147px<br />
|update = [[Beta 2.0]]<br />
|health = 100<br />
|armor = 80<br />
|speed = 210<br />
|special = 165<br />
}}<br />
== Overview ==<br />
Archers are pretty much the opposite of Heavy Knights, as the Masters of Range.<br />
<br />
With two different bows (as if one is not enough) enemies need not be close for you to kill them. Archers are exceptionally weak and usually avoid melee fights, but if they are forced, they have their infamous butter-knife to fall back on.<br />
<br />
Voiced by: Joseph "Bingo Bango" Bracken<br />
<br />
== Arsenal ==<br />
{{Template:3weapons <br />
|color1 = #37345c<br />
|color2 = #9193cc<br />
|weapon1name = Shortsword<br />
|weapon2name = Crossbow<br />
|weapon3name = Longbow<br />
|weapon1pic = [[File:ShortswordArcherNew.png|center|]]<br />
|weapon2pic = [[File:CrossbowArcherNew.png|center|]]<br />
|weapon3pic = [[File:LongbowNew.png|center|]]<br />
|weapon1text = Short, but quick. It's useful when you are forced to cross swords, but there's a reason it's often called the "Butter-knife" and used for humiliating purposes.<br />
Its damage is identical to the Skirmisher's cutlass, but it charges slower.<br />
|weapon2text = Very powerful and accurate. Right-click to aim. When aiming, the Crossbow is more accurate and deals more damage, but your walking speed is reduced. Headshots are even more devastating. A successful hit pushes back your enemy and can hurt them even if they have a shield. You have to reload after every shot, which will leave you unprotected for three seconds.<br />
|weapon3text = Quick, powerful and deadly in skilled hands. Be aware of the arc and time it takes arrows to travel. It cannot be charged while in mid-air, and will slow you down slightly while charging.<br />
|weapon1stat1 = Damage<br />
|stat1-1 = 56 '''(charged)''', 42 '''(not charged)'''<br />
|weapon1stat2 = Forward/Side Interval<br />
|stat1-2 = 15<br />
|weapon1stat3 = String<br />
|stat1-3 = 10<br />
|weapon1stat4 = Forward Interval<br />
|stat1-4 = 16<br />
|weapon2stat1 = Damage (unaimed)<br />
|stat2-1 = 68 '''(far)''', 44 '''(close)'''<br />
|weapon2stat2 = Damage (aimed)<br />
|stat2-2 = 97 '''(far)''', 58 '''(close)'''<br />
|weapon2stat3 = Headshot Damage (unaimed)<br />
|stat2-3 = 110 '''(far)''', 70 '''(close)'''<br />
|weapon2stat4 = Headshot Damage (aimed)<br />
|stat2-4 = 145 '''(far)''', 90 '''(close)'''<br />
|weapon3stat1 = Damage (far)<br />
|stat3-1 = 80<br />
|weapon3stat2 = Damage (close)<br />
|stat3-2 = 47 '''(charged)''', 15 '''(not charged)'''<br />
|weapon3stat3 = <br />
|stat3-3 = <br />
|weapon3stat4 = <br />
|stat3-4 = <br />
|special = Triple Shot<br />
|specialweapon = {{Template:oneweaponhold}} the Longbow<br />
|specialtext = When your special meter is filled, press the special button to fire three flaming arrows at once to pierce right through enemies and their shields. Each arrow deals 120 damage, but only one of the arrows can hit a specific enemy, therefore it's suggested to use the special against crowded players.<br />
}}<br />
<br />
==Achievements==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 80%;background-color:#fbbd19" | Achievements<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Archer"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_play.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Play a full round lasting at least five minutes as a Archer"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Legolas"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_bowkills_three_10seconds.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the Longbow within 10 seconds"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Instinctive Nocker'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Robin Hood"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_kill_100ft.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill an enemy with the crossbow or longbow from 100ft"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Precise'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Cornish Game Hen"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_bowkill_parrot_15x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Hunt down 15 enemy parrots with the longbow"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Parrot Connoisseur'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"It's Like Weakness Water Three!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_kill_special_2x.jpg]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 2 enemies with a single longbow special"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Butterknifed!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_butterknife_kill.jpg]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 25 enemies using the short sword"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"I Can't Believe It's Not Butter!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_sword_dmg_100k.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 100,000 points of damage against your enemies using the short sword"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Greasy Bandit'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Clay Pigeon"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Clay_Pidgeon.png]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 20 enemies while they are in mid-air using either your longbow or crossbow"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Bane of Pigeons'''''<br />
|}<br />
<br />
==Trivia==<br />
<br />
*It's possible to kill an Archer with full health by using only the keg or the Captain's special, and possibly the Sharpshooter's special. By targeting his feet with an explosive, the Archer is thrown up in the air, and the fall damage finishing off the remaining health.<br />
<br />
*The Archer and Sharpshooter are the only characters to not draw their primary weapon (the short-sword and dagger, respectively) on respawn. Instead he draws the longbow, which holds the third weapon slot.<br />
<br />
*The taunt "Thanks for standing still, you bastard" is a reference to the Sniper from Valve's video game Team Fortress 2;<br />
<br />
==Gallery==<br />
<div><ul> <br />
<li style="display: inline-block;"> [[image:archerfull.jpg|thumb|right|Concept art from the Archer made by Hengishammer from the [[PVKII Developer team]]]]<br />
</li><br />
</ul></div><br />
<br />
<br />
== See Also ==<br />
[[Knights]]<br />
<br />
[[Archer Strategy]]<br />
<br />
[[Obtaining_Archer_Achievements|How to get Archer achievements]]<br />
{{Template:Classes}}<br />
[[Category: Classes]]<br />
[[Category: Classes - Knights]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Archer&diff=1954
Archer
2019-08-11T09:47:40Z
<p>SauceMan527: </p>
<hr />
<div>''The Crème de Cacao (Chocolate Bean?) of the Knight's Arsenal. These guys may not be the burliest of men, but they know how to make killing look good.''<br />
<br />
{{Template:ClassInfo<br />
|color1 = #37345c<br />
|color2 = #9193cc<br />
|class = The Archer<br />
|aka = {{Template:Aka}} Bowman<br />
|image = ArcherNew.png<br />
|image_size: 147px<br />
|update = [[Beta 2.0]]<br />
|health = 100<br />
|armor = 80<br />
|speed = 210<br />
|special = 165<br />
}}<br />
== Overview ==<br />
Archers are pretty much the opposite of Heavy Knights, as the Masters of Range.<br />
<br />
With two different bows (as if one is not enough) enemies need not be close for you to kill them. Archers are exceptionally weak and usually avoid melee fights, but if they are forced, they have their infamous butter-knife to fall back on.<br />
<br />
Voiced by: Joseph "Bingo Bango" Bracken<br />
<br />
== Arsenal ==<br />
{{Template:3weapons <br />
|color1 = #37345c<br />
|color2 = #9193cc<br />
|weapon1name = Shortsword<br />
|weapon2name = Crossbow<br />
|weapon3name = Longbow<br />
|weapon1pic = [[File:ShortswordArcherNew.png|center|]]<br />
|weapon2pic = [[File:CrossbowArcherNew.png|center|]]<br />
|weapon3pic = [[File:LongbowNew.png|center|]]<br />
|weapon1text = Short, but quick. It's useful when you are forced to cross swords, but there's a reason it's often called the "Butter-knife" and used for humiliating purposes.<br />
Its damage is identical to the Skirmisher's cutlass, but it charges slower.<br />
|weapon2text = Very powerful and accurate. Right-click to aim. When aiming, the Crossbow is more accurate and deals more damage, but your walking speed is reduced. Headshots are even more devastating. A successful hit pushes back your enemy and can hurt them even if they have a shield. You have to reload after every shot, which will leave you unprotected for three seconds.<br />
|weapon3text = Quick, powerful and deadly in skilled hands. Be aware of the arc and time it takes arrows to travel. It cannot be charged while in mid-air, and will slow you down slightly while charging.<br />
|weapon1stat1 = Damage<br />
|stat1-1 = 56 '''(charged)''', 42 '''(not charged)'''<br />
|weapon1stat2 = Forward/Side Interval<br />
|stat1-2 = 15<br />
|weapon1stat3 = String<br />
|stat1-3 = 10<br />
|weapon1stat4 = Forward Interval<br />
|stat1-4 = 16<br />
|weapon2stat1 = Damage (unaimed)<br />
|stat2-1 = 68 '''(far)''', 44 '''(close)'''<br />
|weapon2stat2 = Damage (aimed)<br />
|stat2-2 = 97 '''(far)''', 58 '''(close)'''<br />
|weapon2stat3 = Headshot Damage (unaimed)<br />
|stat2-3 = 107 '''(far)''', 68 '''(close)'''<br />
|weapon2stat4 = Headshot Damage (aimed)<br />
|stat2-4 = 140 '''(far)''', 87 '''(close)'''<br />
|weapon3stat1 = Damage (far)<br />
|stat3-1 = 80<br />
|weapon3stat2 = Damage (close)<br />
|stat3-2 = 47 '''(charged)''', 15 '''(not charged)'''<br />
|weapon3stat3 = <br />
|stat3-3 = <br />
|weapon3stat4 = <br />
|stat3-4 = <br />
|special = Triple Shot<br />
|specialweapon = {{Template:oneweaponhold}} the Longbow<br />
|specialtext = When your special meter is filled, press the special button to fire three flaming arrows at once to pierce right through enemies and their shields. Each arrow deals 120 damage, but only one of the arrows can hit a specific enemy, therefore it's suggested to use the special against crowded players.<br />
}}<br />
<br />
==Achievements==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 80%;background-color:#fbbd19" | Achievements<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Archer"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_play.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Play a full round lasting at least five minutes as a Archer"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Legolas"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_bowkills_three_10seconds.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the Longbow within 10 seconds"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Instinctive Nocker'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Robin Hood"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_kill_100ft.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill an enemy with the crossbow or longbow from 100ft"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Precise'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Cornish Game Hen"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_bowkill_parrot_15x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Hunt down 15 enemy parrots with the longbow"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Parrot Connoisseur'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"It's Like Weakness Water Three!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_kill_special_2x.jpg]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 2 enemies with a single longbow special"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Butterknifed!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_butterknife_kill.jpg]]<br />
| class="header" style="font-size:100%;width: 80%" | "Kill 25 enemies using the short sword"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"I Can't Believe It's Not Butter!"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_archer_sword_dmg_100k.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 100,000 points of damage against your enemies using the short sword"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Greasy Bandit'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Clay Pigeon"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Clay_Pidgeon.png]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 20 enemies while they are in mid-air using either your longbow or crossbow"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The Bane of Pigeons'''''<br />
|}<br />
<br />
==Trivia==<br />
<br />
*It's possible to kill an Archer with full health by using only the keg or the Captain's special, and possibly the Sharpshooter's special. By targeting his feet with an explosive, the Archer is thrown up in the air, and the fall damage finishing off the remaining health.<br />
<br />
*The Archer and Sharpshooter are the only characters to not draw their primary weapon (the short-sword and dagger, respectively) on respawn. Instead he draws the longbow, which holds the third weapon slot.<br />
<br />
*The taunt "Thanks for standing still, you bastard" is a reference to the Sniper from Valve's video game Team Fortress 2;<br />
<br />
==Gallery==<br />
<div><ul> <br />
<li style="display: inline-block;"> [[image:archerfull.jpg|thumb|right|Concept art from the Archer made by Hengishammer from the [[PVKII Developer team]]]]<br />
</li><br />
</ul></div><br />
<br />
<br />
== See Also ==<br />
[[Knights]]<br />
<br />
[[Archer Strategy]]<br />
<br />
[[Obtaining_Archer_Achievements|How to get Archer achievements]]<br />
{{Template:Classes}}<br />
[[Category: Classes]]<br />
[[Category: Classes - Knights]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Bondi&diff=1953
Bondi
2019-08-11T09:31:05Z
<p>SauceMan527: Accidentally used SVN Values for Seax.</p>
<hr />
<div>''Young, but far from inexperienced, Bondi carries a bow to hunt for food (very sensible) and to shoot enemies (also very sensible).''<br />
{| cellpadding="2" style="width: 20%;border: 1px solid darkgray;" align="right"<br />
! class="header" style="font-size:140%;text-align: center;background-color:#8CDC94;"| Bondi<br />
[[Image:Meetbondi.jpg|150px|link=bondi]]<br />
|-<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | General Info<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Introduced in''' [[Beta 0.4.1.0]]<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Health:''' 110<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Armor:''' 90<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Speed:''' 210<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Damage required for special:''' 210<br />
|}<br />
<br />
<br />
<br />
<br />
<br />
== Overview ==<br />
A diligent young fellow who had his whole life ahead of him, until it all went up in flames. Now that he's left the fields of grain for the fields of battle, his unremarkable vitality belies the sharp mind he used to hunt in the Scandinavian wilderness. He puts his hunting skills to use by shooting at anybody foolish enough to stay at range, and his seax to gut anybody foolish enough to wander too near.<br />
<br />
<br />
Voiced by: Hankshaw<br />
<br />
<br />
== Arsenal ==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Weapons<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Seax<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Atlatl<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Flatbow<br />
|-<br />
| style="text-align: center" | [[File:Bondiseax.png]]<br />
| style="text-align: center" | [[File:Atlatl.png]]<br />
| style="text-align: center" | [[File:Flatbow.png]]<br />
|-<br />
| style="text-align: center" | No Viking is complete without his trusty knife, and in the hands of the Bondi it serves as a lethal close-range weapon. The engraved runes remind him of his past, and inspire ferocity when cornered.<br />
| style="text-align: center" | The ultimate (or should that be primordial?) javelin-throwing equipment. Able to launch massive darts huge distances from even a standing position, and with enough stopping power to make your enemies just as still, if not stiller.<br />
| style="text-align: center" | This beautifully decorated elm flatbow may not match a yew longbow in range or power, but it's the Bondi's record-setting shooting speed his targets ought to fear. Use your special to unleash a storm of arrows!<br />
|-<br />
| style="text-align: center" | '''Forward Damage:''' 55 (charged), 46 (not charged)<br />
| style="text-align: center" | '''Bodyshot Damage:''' 85<br />
| style="text-align: center" | '''Damage:''' 58<br />
|-<br />
| style="text-align: center" | '''Left/Right damage:''' 55 (charged), 46 (not charged)<br />
| style="text-align: center" | '''Headshot Damage:''' 127.5<br />
| style="text-align: center" | '''Charge Time:''' 0.8s<br />
|-<br />
| style="text-align: center" | '''Backwards damage:''' 61 (charged), 50 (not charged)<br />
| style="text-align: center" | '''Charge Time:''' 0.35s<br />
| style="text-align: center" | '''Reload Time:''' 0.5s<br />
|-<br />
| style="text-align: center" | <br />
| style="text-align: center" | '''Reload Time:''' 1.5s<br />
| style="text-align: center" | '''Special Attack:''' Speed fire 5 arrows in quick succession.<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Special attack: Speed Shooting<br />
|-<br />
! class="header" style="font-size:100%;width: 100%;background-color:#8CDC94" | Only activates when holding Flatbow<br />
|-<br />
! style="font-size:120%;text-align: center;background-color:#FFFFFF;" colspan=1 | When your special bar is filled, press the special button to unleash a fury of 5 arrows in quick succession.<br />
|}<br />
<br />
<br />
==Achievements==<br />
<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 80%;background-color:#fbbd19" | Achievements<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_play.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Play a full round lasting at least five minutes as a Bondi"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Any Way You Slice It"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_dmg_100k.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 100,000 points of damage against your enemies using the seax"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The True'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Got Something To Prove Kid?"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_objective_points_1000x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 1000 objective points as a Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The New Kid'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Green Team"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_assists_100x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Assist 100 kills as Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Viking'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Long Distance Relationship"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2 bondi kill 100ft.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill an enemy with the atlatl or flatbow from 100 ft"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Life Coach'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"You Wood"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_pickup_projectiles_50x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "As a Bondi, collect 50 missed darts/arrows from the environment (not pickups)"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Gatherer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"The Gutting"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_kills_25x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 25 enemies using the seax"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Field Dresser'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"We're Having Parrot Tonight"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbow_kill_parrot_20x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Hunt down 20 enemy parrots with the flatbow"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Bird Man'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Raised By Wolves"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_air_kills.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 20 enemies while they are in mid-air using either your flatbow or atlatl"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Jungle Club'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Reinventing Archery"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_10x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 10 enemies with the Rapid Fire special"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Andersen'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Lay Low Aim High"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_atlatl_duck_headshot_kills_5x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 5 enemies with atlatl headshot while crouched and not moving"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Squatter'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hunting Season"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbowkills_three_10seconds.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the flatbow within 10 seconds"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Predator'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Beast Mode"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_single_life_3x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the Rapid Fire special in one life"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Beast Killer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hiding In The Daisies"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_low_health_2x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 2 enemies in a row using the Rapid Fire special while pushing up daisies"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Botanist'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi, Janus Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_dominate_rangers.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Dominate an Archer or a Sharpshooter"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Hunter'''''<br />
|}<br />
<br />
==Trivia==<br />
*During the vast majority of the development of Bondi, the class used pitched down voice lines from the [[Archer]] as placeholders, much like how it wore the longbow and the shortsword early in development. The PVKII Team ended up creating an inside joke in which they claimed that Bondi was the ancestor of the Archer. No final voice line provided by Hankshaw references the inside joke, however.<br />
*The development team placed several easter eggs regarding Bondi in order to tease the fans, most notably in the 2016 trailer "Mundo Caníbal", in which Bondi can be briefly seen at around 2:05.<ref>https://www.youtube.com/watch?v=kswhl4wAtSc</ref><br />
*Bondi's forward seax swing is animated like a backstab, similar to that of the Spy from Team Fortress 2, however while it looks unique from a visual standpoint, it doesn't provide bonus damage when stabbing a player in the back.<br />
*Bondi's release is a milestone in the mod's history, for it's the very first class released made entirely from scratch since, unlike the first nine classes, Bondi has no counterpert in the original [[Pirates, Vikings and Knights]] mod.<br />
<br />
==Gallery==<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:bondifull.jpg|thumb|right|Concept art for the Bondi made by Hengishammer from the [[PVKII Developer team]]]]<br />
[[File:seax.jpg|thumb|right|Seax Render]]<br />
</li><br />
</ul></div><br />
<br />
== See Also ==<br />
[[Vikings]]<br />
<br />
[[Bondi Strategy]]<br />
<br />
[[Obtaining_Bondi_Achievements|How to get Bondi Achievements]]<br />
<references /><br />
{{Template:Classes}}<br />
[[Category: Classes]]<br />
[[Category: Classes - Vikings]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Bondi&diff=1952
Bondi
2019-08-11T09:25:06Z
<p>SauceMan527: Re-made entire page to make it similar it with other character pages.</p>
<hr />
<div>''Young, but far from inexperienced, Bondi carries a bow to hunt for food (very sensible) and to shoot enemies (also very sensible).''<br />
{| cellpadding="2" style="width: 20%;border: 1px solid darkgray;" align="right"<br />
! class="header" style="font-size:140%;text-align: center;background-color:#8CDC94;"| Bondi<br />
[[Image:Meetbondi.jpg|150px|link=bondi]]<br />
|-<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | General Info<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Introduced in''' [[Beta 0.4.1.0]]<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Health:''' 110<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Armor:''' 90<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Speed:''' 210<br />
|-<br />
! style="font-size:100%;text-align: center;background-color:#FFFFFF;" colspan=1 | '''Damage required for special:''' 210<br />
|}<br />
<br />
<br />
<br />
<br />
<br />
== Overview ==<br />
A diligent young fellow who had his whole life ahead of him, until it all went up in flames. Now that he's left the fields of grain for the fields of battle, his unremarkable vitality belies the sharp mind he used to hunt in the Scandinavian wilderness. He puts his hunting skills to use by shooting at anybody foolish enough to stay at range, and his seax to gut anybody foolish enough to wander too near.<br />
<br />
<br />
Voiced by: Hankshaw<br />
<br />
<br />
== Arsenal ==<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Weapons<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Seax<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Atlatl<br />
! style="font-size:140%;text-align: center;background-color:#8CDC94;" colspan=1 | Flatbow<br />
|-<br />
| style="text-align: center" | [[File:Bondiseax.png]]<br />
| style="text-align: center" | [[File:Atlatl.png]]<br />
| style="text-align: center" | [[File:Flatbow.png]]<br />
|-<br />
| style="text-align: center" | No Viking is complete without his trusty knife, and in the hands of the Bondi it serves as a lethal close-range weapon. The engraved runes remind him of his past, and inspire ferocity when cornered.<br />
| style="text-align: center" | The ultimate (or should that be primordial?) javelin-throwing equipment. Able to launch massive darts huge distances from even a standing position, and with enough stopping power to make your enemies just as still, if not stiller.<br />
| style="text-align: center" | This beautifully decorated elm flatbow may not match a yew longbow in range or power, but it's the Bondi's record-setting shooting speed his targets ought to fear. Use your special to unleash a storm of arrows!<br />
|-<br />
| style="text-align: center" | '''Forward Damage:''' 61 (charged), 50 (not charged)<br />
| style="text-align: center" | '''Bodyshot Damage:''' 85<br />
| style="text-align: center" | '''Damage:''' 58<br />
|-<br />
| style="text-align: center" | '''Left/Right damage:''' 54 (charged), 45 (not charged)<br />
| style="text-align: center" | '''Headshot Damage:''' 127.5<br />
| style="text-align: center" | '''Charge Time:''' 0.8s<br />
|-<br />
| style="text-align: center" | '''Backwards damage:''' 48 (charged), 40 (not charged)<br />
| style="text-align: center" | '''Charge Time:''' 0.35s<br />
| style="text-align: center" | '''Reload Time:''' 0.5s<br />
|-<br />
| style="text-align: center" | <br />
| style="text-align: center" | '''Reload Time:''' 1.5s<br />
| style="text-align: center" | '''Special Attack:''' Speed fire 5 arrows in quick succession.<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 100%;background-color:#8CDC94" | Special attack: Speed Shooting<br />
|-<br />
! class="header" style="font-size:100%;width: 100%;background-color:#8CDC94" | Only activates when holding Flatbow<br />
|-<br />
! style="font-size:120%;text-align: center;background-color:#FFFFFF;" colspan=1 | When your special bar is filled, press the special button to unleash a fury of 5 arrows in quick succession.<br />
|}<br />
<br />
<br />
==Achievements==<br />
<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:180%;width: 80%;background-color:#fbbd19" | Achievements<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_play.jpg ]]<br />
| class="header" style="font-size:100%;width: 80%" | "Play a full round lasting at least five minutes as a Bondi"<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Any Way You Slice It"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_dmg_100k.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 100,000 points of damage against your enemies using the seax"<br />
| class="header" style="font-size:100%;width: 60%" | '''''The True'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Got Something To Prove Kid?"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_objective_points_1000x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Amass 1000 objective points as a Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The New Kid'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Green Team"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_assists_100x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Assist 100 kills as Bondi"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Viking'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Long Distance Relationship"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2 bondi kill 100ft.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill an enemy with the atlatl or flatbow from 100 ft"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Life Coach'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"You Wood"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_pickup_projectiles_50x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "As a Bondi, collect 50 missed darts/arrows from the environment (not pickups)"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Gatherer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"The Gutting"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_seax_kills_25x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 25 enemies using the seax"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Field Dresser'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"We're Having Parrot Tonight"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbow_kill_parrot_20x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Hunt down 20 enemy parrots with the flatbow"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Bird Man'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Raised By Wolves"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_air_kills.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 20 enemies while they are in mid-air using either your flatbow or atlatl"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Jungle Club'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Reinventing Archery"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_10x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 10 enemies with the Rapid Fire special"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Andersen'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Lay Low Aim High"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_atlatl_duck_headshot_kills_5x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 5 enemies with atlatl headshot while crouched and not moving"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Squatter'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hunting Season"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_flatbowkills_three_10seconds.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the flatbow within 10 seconds"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Predator'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Beast Mode"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_single_life_3x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 3 enemies with the Rapid Fire special in one life"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Beast Killer'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Hiding In The Daisies"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_special_kills_in_low_health_2x.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Kill 2 enemies in a row using the Rapid Fire special while pushing up daisies"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Botanist'''''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:120%;width: 100%;background-color:#ffef96" | '''"Bondi, Janus Bondi"'''<br />
|}<br />
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"<br />
! class="header" style="font-size:100%;width: 20%" | [[File:Pvk2_bondi_dominate_rangers.jpg]]<br />
| class="header" style="font-size:100%;width: 60%" | "Dominate an Archer or a Sharpshooter"<br />
| class="header" style="font-size:100%;width: 100%" | '''''The Hunter'''''<br />
|}<br />
<br />
==Trivia==<br />
*During the vast majority of the development of Bondi, the class used pitched down voice lines from the [[Archer]] as placeholders, much like how it wore the longbow and the shortsword early in development. The PVKII Team ended up creating an inside joke in which they claimed that Bondi was the ancestor of the Archer. No final voice line provided by Hankshaw references the inside joke, however.<br />
*The development team placed several easter eggs regarding Bondi in order to tease the fans, most notably in the 2016 trailer "Mundo Caníbal", in which Bondi can be briefly seen at around 2:05.<ref>https://www.youtube.com/watch?v=kswhl4wAtSc</ref><br />
*Bondi's forward seax swing is animated like a backstab, similar to that of the Spy from Team Fortress 2, however while it looks unique from a visual standpoint, it doesn't provide bonus damage when stabbing a player in the back.<br />
*Bondi's release is a milestone in the mod's history, for it's the very first class released made entirely from scratch since, unlike the first nine classes, Bondi has no counterpert in the original [[Pirates, Vikings and Knights]] mod.<br />
<br />
==Gallery==<br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:bondifull.jpg|thumb|right|Concept art for the Bondi made by Hengishammer from the [[PVKII Developer team]]]]<br />
[[File:seax.jpg|thumb|right|Seax Render]]<br />
</li><br />
</ul></div><br />
<br />
== See Also ==<br />
[[Vikings]]<br />
<br />
[[Bondi Strategy]]<br />
<br />
[[Obtaining_Bondi_Achievements|How to get Bondi Achievements]]<br />
<references /><br />
{{Template:Classes}}<br />
[[Category: Classes]]<br />
[[Category: Classes - Vikings]]</div>
SauceMan527
http://wiki.pvkii.com/index.php?title=Assassin&diff=1951
Assassin
2019-08-11T08:06:06Z
<p>SauceMan527: Gendered her correctly.</p>
<hr />
<div>[[image:assassinfull.jpg|thumb|right|Concept art of the Assassin made by Hengishammer from the [[PVKII Developer team]]]]<br />
The Assassin is the Knights' stealth class. In addition to having two unique weapons, the Stilleto and the Crossbow Pistol, the Assassin can drop Caltrops to slow down pursuers. Also, the assassin has the ability to camouflage herself.<br />
==Weapons==<br />
=== '''Crossbow Pistol''' ===<br />
[[image:assaxbow.gif]]<br />
<br />
Damage: Moderate<br />
<br />
Damage Type: Piercing<br />
<br />
Speed: Fast<br />
<br />
Primary Attack: Primary fires the crossbow pistol, no need to aim with it. You can hold up to 25 bolts at once.<br />
<br />
=== '''Caltrops''' ===<br />
[[image:assacaltrops.gif]]<br />
<br />
Damage: Weak<br />
<br />
Damage Type: Generic<br />
<br />
Speed: N/A<br />
<br />
These are left on the ground and will cause damage to a player walking on them. They will also slow that player down.<br />
<br />
=== '''Stiletto''' ===<br />
[[image:assastiletto.gif]][[image:stiletto.jpg|right|thumb|Stiletto Render]]<br />
<br />
Damage: Moderate<br />
<br />
Damage Type: Cutting<br />
<br />
Speed: Fast<br />
<br />
Primary attack: This is a slashing attack with the Stiletto, 4 methods.<br />
<br />
Block: Allows the Assassin to parry incoming hits.<br />
<br />
Special: Stab. This is a powerful thrust that does horrific damage from behind.<br />
<br />
=== '''Camouflage''' ===<br />
<br />
This can be activated any time by pressing an assigned key. The Assassin fades from view a certain percentage. Once the Assassin moves, the disguise is gone and she can be seen as normal. Camouflage works better in shadows and dark places.</div>
SauceMan527