Lista komend klienta CS:GO

Lista komend klienta CS:GO

+posedebug // Turn on pose debugger or add ents to pose debugger UI
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
achievement_debug "0" // Turn on achievement debug msgs.
achievement_disable "0" // Turn off achievements.
addip // Add an IP address to the ban list.
adsp_debug "0"
ainet_generate_report // Generate a report to the console.
ainet_generate_report_only // Generate a report to the console.

air_density // Changes the density of air for drag computations.
ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
ai_debug_los "0" // itl
ai_debug_node_connect // Debug the attempted connection between two nodes
ai_debug_shoot_positions "0"
ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drawbattlelines "0"
ai_drop_hint // Drop an ai_hint at the players current eye position.
ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_report_task_timings_on_limit "0"
ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid // Draw a grid on the floor where looking.
ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
ai_show_node // Highlight the specified node
ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_step // use ai_step again. To resume processing no
ai_test_los // Test AI LOS from the players POV
ai_think_limit_label "0"
ai_vehicle_avoidance "1"
alias // Alias a command.
ammo_338mag_max "30"
ammo_357sig_max "52"
ammo_357sig_min_max "12"
ammo_357sig_small_max "24"
ammo_45acp_max "100"
ammo_50AE_max "35"
ammo_556mm_box_max "200"
ammo_556mm_max "90"
ammo_556mm_small_max "40"
ammo_57mm_max "100"
ammo_762mm_max "90"
ammo_9mm_max "120"
ammo_buckshot_max "32"
ammo_grenade_limit_default "1"
ammo_grenade_limit_flashbang "1"
ammo_grenade_limit_total "3"
askconnect_accept // Accept a redirect request by the server.
asw_engine_finished_building_map // Notify engine that weve finished building a map
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autobuy // Attempt to purchase items with the order listed in cl_autobuy
autosave // Autosave
autosavedangerous // AutoSaveDangerous
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // Ends gathering of info.
bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
bench_start // Starts gathering of info. Arguments: filename to write results into
bench_upload // Uploads most recent benchmark stats to the Valve servers.
bind // Bind a key.
BindToggle // Performs a bind increment var 0 1 1
bind_osx // Bind a key for OSX only.
blackbox_dump // Dump the contents of the blackbox
blackbox_record // Record an entry into the blackbox
bot_add // bot_add - Adds a bot matching the given criteria.
bot_add_ct // bot_add_ct - Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t // bot_add_t - Adds a terrorist bot matching the given criteria.
bot_all_weapons // Allows the bots to use all weapons
bot_autodifficulty_threshold_high "2" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
bot_autodifficulty_threshold_low "-6" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
bot_chatter "0" // or normal.
bot_crouch "0"
bot_debug "0" // For internal testing purposes.
bot_debug_target "0" // For internal testing purposes.
bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.
bot_defer_to_human_items "1" // the bots will not get scenario items.
bot_difficulty "1" // 3=expert.
bot_dont_shoot "0" // bots will not fire weapons (for debugging).
bot_freeze "0"
bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
bot_join_after_player "1" // bots wait until a player joins before entering the game.
bot_join_team "0" // or CT.
bot_kick // matching the given criteria.
bot_kill // matching the given criteria.
bot_knives_only // Restricts the bots to only using knives
bot_loadout "0" // bots are given these items at round start
bot_mimic "0"
bot_mimic_yaw_offset "180"
bot_pistols_only // Restricts the bots to only using pistols
bot_place // bot_place - Places a bot from the map at where the local player is pointing.
bot_quota "10" // Determines the total number of bots in the game.
bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
bot_show_battlefront "0" // Show areas where rushing players will initially meet.
bot_show_nav "0" // For internal testing purposes.
bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
bot_snipers_only // Restricts the bots to only using sniper rifles
bot_stop "0" // immediately stops all bot processing.
bot_traceview "0" // For internal testing purposes.
bot_zombie "0" // bots will stay in idle mode and not attack.
box // Draw a debug box.
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
budget_averages_window "30" // number of frames to look at when figuring out average frametimes
budget_background_alpha "128" // how translucent the budget panel is
budget_bargraph_background_alpha "128" // how translucent the budget panel is
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms "66" // budget history range in milliseconds
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
budget_panel_height "384" // height in pixels of the budget panel
budget_panel_width "512" // width in pixels of the budget panel
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // enable/disable averages in the budget panel
budget_show_history "1" // turn history graph off and on. . good to turn off on low end
budget_show_peaks "1" // enable/disable peaks in the budget panel
budget_toggle_group // Turn a budget group on/off
bug // Show the bug reporting UI.
bugreporter_uploadasync "0" // Upload attachments asynchronously
bugreporter_username "0" // Username to use for bugreporter
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
building_cubemaps "0" // Indicates were building cubemaps
buildmodelforworld // buildmodelforworld
buymenu // Show or hide main buy menu
buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
buy_stamps // Temporary solution for Pinion to kick back to community map makers.
cache_print // cache_print [section] Print out contents of cache memory.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
callvote // Start a vote on an issue.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
cam_command // Tells camera to change modes
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch "0"
cam_idealyaw "0"
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cash_player_bomb_defused "300"
cash_player_bomb_planted "300"
cash_player_damage_hostage "-30"
cash_player_get_killed "0"
cash_player_interact_with_hostage "150"
cash_player_killed_enemy_default "300"
cash_player_killed_enemy_factor "1"
cash_player_killed_hostage "-1000"
cash_player_killed_teammate "-3300"
cash_player_rescued_hostage "1000"
cash_player_respawn_amount "0"
cash_team_elimination_bomb_map "3250"
cash_team_elimination_hostage_map_ct "2000"
cash_team_elimination_hostage_map_t "1000"
cash_team_hostage_alive "0"
cash_team_hostage_interaction "500"
cash_team_loser_bonus "1400"
cash_team_loser_bonus_consecutive_rounds "500"
cash_team_planted_bomb_but_defused "800"
cash_team_rescued_hostage "0"
cash_team_terrorist_win_bomb "3500"
cash_team_win_by_defusing_bomb "3250"
cash_team_win_by_hostage_rescue "3500"
cash_team_win_by_time_running_out_bomb "3250"
cash_team_win_by_time_running_out_hostage "3250"
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
cc_emit // Emits a closed caption
cc_findsound // Searches for soundname which emits specified text.
cc_flush // Flushes asyncd captions.
cc_lang "0" // Current close caption language (emtpy = use game UI language)
cc_linger_time "1" // Close caption linger time.
cc_predisplay_time "0" // Close caption delay before showing caption.
cc_random // Emits a random caption
cc_showblocks // Toggles showing which blocks are pending/loaded async.
cc_subtitles "0" // wont help hearing impaired players).
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
ch_createairboat // Spawn airboat in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
closecaption "0" // Enable close captioning.
closeonbuy "0" // Set non-zero to close the buy menu after buying something
cl_allowdownload "1" // Client downloads customization files
cl_allowupload "1" // Client uploads customization files
cl_animationinfo // Hud element to examine.
cl_autobuy "0" // The order in which autobuy will attempt to purchase items
cl_autohelp "0" // Auto-help
cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
cl_backspeed "450"
cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running
cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running
cl_bobcycle "0" // the frequency at which the viewmodel bobs.
cl_bobup "0"
cl_bob_lower_amt "21" // The amount the viewmodel lowers when running
cl_bob_version "0"
cl_brushfastpath "1"
cl_buy_favorite // Purchase a favorite weapon/equipment loadout
cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
cl_buy_favorite_reset // Reset favorite loadouts to the default
cl_buy_favorite_set // Saves the current loadout as a favorite
cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_chatfilters "63" // Stores the chat filter settings
cl_class "0" // Default class when joining a game
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "128" // Max number of command packets sent to server per second
cl_cmm_showteamplayercolors "1" // etc.
cl_cmm_teamplayercolors_showletters "0" // this will show letters over the colors.
cl_crosshairalpha "200"
cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt
cl_crosshaircolor_b "50"
cl_crosshaircolor_g "250"
cl_crosshaircolor_r "50"
cl_crosshairdot "0"
cl_crosshairgap "0"
cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
cl_crosshairsize "5"
cl_crosshairstyle "1"
cl_crosshairthickness "0"
cl_crosshairusealpha "1"
cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility
cl_crosshair_dynamic_maxdist_splitratio "0" // this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_
cl_crosshair_dynamic_splitalpha_innermod "1" // this is the alpha modification that will be used for the INNER crosshair pips once theyve split.
cl_crosshair_dynamic_splitalpha_outermod "0" // this is the alpha modification that will be used for the OUTER crosshair pips once theyve split.
cl_crosshair_dynamic_splitdist "7" // this is the distance that the crosshair pips will split into 2. (default is 7)
cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.1-3)
cl_csm_server_status // Usage: cl_csm_server_status
cl_csm_status // Usage: cl_csm_status
cl_cs_dump_econ_item_stringtable // cl_cs_dump_econ_item_stringtable
cl_custommaterial_debug_graph "0"
cl_debugrumble "0" // Turn on rumble debugging spew
cl_debug_ugc_downloads "1"
cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messages
cl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messages
cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
cl_detail_max_sway "5" // Amplitude of the detail prop sway
cl_detail_multiplier "1" // extra details to create
cl_disablefreezecam "0" // Turn on/off freezecam on client
cl_disablehtmlmotd "0" // Disable HTML motds.
cl_disable_ragdolls "0"
cl_dm_buyrandomweapons "1" // they will receive the
cl_downloadfilter "0" // nosounds)
cl_download_demoplayer "1" // 2:all)
cl_drawhud "1" // Enable the rendering of the hud
cl_drawleaf "-1"
cl_drawmaterial "0" // Draw a particular material over the frame
cl_drawshadowtexture "0"
cl_draw_only_deathnotices "0" // For drawing only the crosshair and death notices (used for moviemaking)
cl_dumpplayer // Dumps info about a player
cl_dumpsplithacks // Dump split screen workarounds.
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
cl_entityreport "0" // draw entity states to console
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites "1" // whether to use new detail sprite system
cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent
cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index
cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
cl_forcepreload "0" // Whether we should force preloading.
cl_forwardspeed "450"
cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve!
cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement
cl_fullupdate // Forces the server to send a full update packet
cl_game_mode_convars // Display the values of the convars for the current game_mode.
cl_idealpitchscale "0"
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interpolate "1" // Enables or disables interpolation on listen servers or during demo playback
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_invert "0"
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_language "0" // Language (from Steam API)
cl_leafsystemvis "0"
cl_leveloverview "0"
cl_leveloverviewmarker "0"
cl_loadout_colorweaponnames "0" // the weapon names are colored in the weapon loadout to match their rarity.
cl_logofile "0" // Spraypoint logo decal.
cl_mainmenu_show_datagraph "0"
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
cl_minimal_rtt_shadows "1"
cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
cl_mouseenable "0"
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
cl_observercrosshair "1"
cl_overdraw_test "0"
cl_panelanimation // Shows panel animation variables: .
cl_particles_dumplist // optional name substring.
cl_particles_show_bbox "0"
cl_particles_show_controlpoints "0"
cl_particle_retire_cost "0"
cl_pclass "0" // Dump entity by prediction classname.
cl_pdump "-1" // Dump info about this entity to screen.
cl_phys_show_active "0"
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown "89"
cl_pitchup "89"
cl_portal_use_new_dissolve "1" // Use new dissolve effect
cl_precacheinfo // Show precache info (client).
cl_predict "1" // Perform client side prediction.
cl_predictioncopy_describe // Describe datamap_t for entindex
cl_predictionlist "0" // Show which entities are predicting
cl_predictweapons "1" // Perform client side prediction of weapon effects.
cl_pred_track // for field fieldname.
cl_radar_always_centered "1" // even at map extents.
cl_radar_icon_scale_min "0" // Sets the minimum icon scale. Valid values are 0.4 to 1.0.
cl_radar_rotate "1" // 1
cl_radar_scale "0" // Sets the radar scale. Valid values are 0.25 to 1.0.
cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
cl_removedecals // Remove the decals from the entity under the crosshair.
cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
cl_remove_old_ugc_downloads "1"
cl_report_soundpatch // reports client-side sound patch count
cl_resend "6" // Delay in seconds before the client will resend the connect attempt
cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
cl_righthand "1" // Use right-handed view models.
cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
cl_saveweaponcustomtextures // Save custom textures of current weapon.
cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
cl_shadowtextureoverlaysize "256"
cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
cl_showents // Dump entity list to console.
cl_showerror "0" // 2 for above plus detailed field deltas.
cl_showevents "0" // Print event firing info in the console
cl_showfps "0" // 5 = Thread and wait times +10 = detailed )
cl_showhelp "1" // Set to 0 to not show on-screen help
cl_showloadout "1" // Toggles display of current loadout.
cl_showpluginmessages "1" // Allow plugins to display messages to you
cl_showpos "0" // Draw current position at top of screen
cl_show_clan_in_death_notice "1" // the clan name will show next to player names in the death notices.
cl_sidespeed "450"
cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
cl_soundemitter_flush // Flushes the sounds.txt system (server only)
cl_soundemitter_reload // Flushes the sounds.txt system
cl_soundfile "0" // Jingle sound file.
cl_soundscape_flush // Flushes the client side soundscapes
cl_soundscape_printdebuginfo // print soundscapes
cl_spec_mode "5" // Saves the last viewed spectator mode for use next time we start to spectate
cl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.
cl_spec_stats "1"
cl_sporeclipdistance "512"
cl_ss_origin // print origin in script format
cl_steamscreenshots // Enable/disable saving screenshots to Steam
cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
cl_sun_decay_rate "0"
cl_team "0" // Default team when joining a game
cl_teamid_overhead "1" // 1 = on
cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show
cl_teamid_overhead_maxdist_spec "2000" // max distance at which the overhead team id icons will show when a spectator
cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.
cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.
cl_timeout "30" // the client will disconnect itself
cl_tree_sway_dir // sets tree sway wind direction and strength
cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
cl_updatevisibility // Updates visibility bits.
cl_upspeed "320"
cl_use_new_headbob "1"
cl_use_opens_buy_menu "1" // Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the buy key).
cl_view // Set the view entity index.
cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.
cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.
cl_winddir "0" // Weather effects wind direction angle
cl_windspeed "0" // Weather effects wind speed scalar
cl_wpn_sway_scale "1"
cmd // Forward command to server.
cmd1 // sets userinfo string for split screen player in slot 1
cmd2 // sets userinfo string for split screen player in slot 2
cmd3 // sets userinfo string for split screen player in slot 3
cmd4 // sets userinfo string for split screen player in slot 4
collision_test // Tests collision system
colorcorrectionui // Show/hide the color correction tools UI.
commentary_firstrun "0"
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer
computer_name // Spew computer name
condump // dump the text currently in the console to condumpXX.log
connect // Connect to specified server.
con_enable "0" // Allows the console to be activated.
con_filter_enable "0" // 2 displays filtered text brighter than ot
con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile "0" // Console output gets written to this file
con_min_severity // LS_ERROR=3.
crash // Cause the engine to crash (Debug!!)
CreatePredictionError // Create a prediction error
crosshair "1"
csgo_download_match // Downloads a match via serial code and starts playback
cs_enable_player_physics_box "0"
cs_hostage_near_rescue_music_distance "2000"
cs_make_vip // Marks a player as the VIP
cs_ShowStateTransitions "-2" // cs_ShowStateTransitions . Show player state transitions.
CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend
cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
custom_bot_difficulty "0" // Bot difficulty for offline play.
cvarlist // Show the list of convars/concommands.
c_maxdistance "200"
c_maxpitch "90"
c_maxyaw "135"
c_mindistance "30"
c_minpitch "0"
c_minyaw "-135"
c_orthoheight "100"
c_orthowidth "100"
c_thirdpersonshoulder "0"
c_thirdpersonshoulderaimdist "120"
c_thirdpersonshoulderdist "40"
c_thirdpersonshoulderheight "5"
c_thirdpersonshoulderoffset "20"
dbghist_addline // Add a line to the debug history. Format: dbghist_dump // Dump the debug history to the console. Format: Categories: 0: Entity I/O 1: AI Decisions 2: Sc
debugsystemui // Show/hide the debug system UI.
debug_map_crc "0" // Prints CRC for each map lump loaded
debug_visibility_monitor "0"
default_fov "90"
demolist // Print demo sequence list.
demos // Demo demo file sequence.
demoui // Show/hide the demo player UI.
demo_gototick // Skips to a tick in demo.
demo_listhighlights // List all highlights data for the demo.
demo_listimportantticks // List all important ticks in the demo.
demo_pause // Pauses demo playback.
demo_recordcommands "1" // Record commands typed at console into .dem files.
demo_resume // Resumes demo playback.
demo_timescale // Sets demo replay speed.
demo_togglepause // Toggles demo playback.
developer "0" // Set developer message level
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot // use the screenshot command instead.
differences // Show all convars which are not at their default values.
disable_static_prop_loading "0" // static props wont be loaded
disconnect // Disconnect game from server.
display_elapsedtime // Displays how much time has elapsed since the game started
display_game_events "0"
disp_list_all_collideable // List all collideable displacements
dlight_debug // Creates a dlight in front of the player
dm_togglerandomweapons // Turns random weapons in deathmatch on/off
drawcross // Draws a cross at the given location Arguments: x y z
drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
drawoverviewmap // Draws the overview map
drawradar // Draws HUD radar
dsp_db_min "80"
dsp_db_mixdrop "0"
dsp_dist_max "1440"
dsp_dist_min "0"
dsp_enhance_stereo "1"
dsp_mix_max "0"
dsp_mix_min "0"
dsp_off "0"
dsp_player "0"
dsp_slow_cpu "0"
dsp_volume "0"
ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
dumpentityfactories // Lists all entity factory names.
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable // Dump the contents of the game string table to the console.
dumpstringtables // Print string tables to console.
dump_entity_sizes // Print sizeof(entclass)
dump_globals // Dump all global entities/states
dump_particlemanifest // Dump the list of particles loaded.
echo // Echo text to console.
econ_build_pinboard_images_from_collection_name // Renders and saves images for all models in a collection.
econ_clear_inventory_images // clear the local inventory images (they will regenerate)
econ_highest_baseitem_seen "62"
econ_show_items_with_tag // Lists the item definitions that have a specified tag.
editdemo // Edit a recorded demo file (.dem ).
editor_toggle // Disables the simulation and returns focus to the editor
enable_debug_overlays "1" // Enable rendering of debug overlays
enable_skeleton_draw "0" // Render skeletons in wireframe
endmatch_votenextmap // Votes for the next map at the end of the match
endmovie // Stop recording movie frames.
endround // End the current round.
english "0" // running the english language set of assets.
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create // Creates an entity of the given type where the player is looking.
ent_dump // Usage: ent_dump
ent_fire // Usage: ent_fire [action] [value] [delay]
ent_info // Usage: ent_info
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue =
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
escape // Escape key pressed.
exec // Execute script file.
execifexists // Execute script file if file exists.
execwithwhitelist // only execing convars on a whitelist.
exit // Exit the engine.
explode // Kills the player with explosive damage
explodevector // Kills a player applying an explosive force. Usage: explodevector
fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en
ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don
ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do
ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag
find // Find concommands with the specified string in their name/help text.
findflags // Find concommands by flags.
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent
find_ent_index // Display data for entity matching specified index. Format: find_ent_index
firstperson // Switch to firstperson camera.
fish_debug "0" // Show debug info for fish
fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
flush // Flush unlocked cache memory.
flush_locked // Flush unlocked and locked cache memory.
fogui // Show/hide fog control UI.
fog_color "-1"
fog_colorskybox "-1"
fog_enable "1"
fog_enableskybox "1"
fog_enable_water_fog "1"
fog_end "-1"
fog_endskybox "-1"
fog_hdrcolorscale "-1"
fog_hdrcolorscaleskybox "-1"
fog_maxdensity "-1"
fog_maxdensityskybox "-1"
fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
fog_start "-1"
fog_startskybox "-1"
forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
foundry_engine_get_mouse_control // Give the engine control of the mouse.
foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
foundry_update_entity // Updates the entitys position/angles when in edit mode
fov_cs_debug "0" // Sets the view fov if cheats are on.
fps_max "300" // Frame rate limiter
fps_max_menu "120" // main menu
fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
fs_clear_open_duplicate_times // Clear the list of files that have been opened.
fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
fs_fios_flush_cache // Flushes the FIOS HDD cache.
fs_fios_prefetch_file // Prefetches a file: . The preftech is medium priority and persistent.
fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: . The preftech is medium priority and non-pers
fs_fios_print_prefetches // Displays all the prefetches currently in progress.
fs_printopenfiles // Show all files currently opened by the engine.
fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
fs_warning_level // Set the filesystem warning level.
func_break_max_pieces "15"
fx_new_sparks "1" // Use new style sparks.
g15_dumpplayer // Spew player data.
g15_reload // Reloads the Logitech G-15 Keyboard configs.
g15_update_msec "250" // Logitech G-15 Keyboard update interval.
gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
gameinstructor_enable "1" // Display in game lessons that teach new players.
gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts // Resets all display and success counts to zero.
gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
gamemenucommand // Issue game menu command.
gameui_activate // Shows the game UI
gameui_allowescape // Escape key allowed to hide game UI
gameui_allowescapetoshow // Escape key allowed to show game UI
gameui_hide // Hides the game UI
gameui_preventescape // Escape key doesnt hide game UI
gameui_preventescapetoshow // Escape key doesnt show game UI
game_mode "0" // The current game mode (based on game type). See GameModes.txt.
game_type "0" // The current game type. See GameModes.txt.
getpos // dump position and angles to the console
getpos_exact // dump origin and angles to the console
give // Give item to player. Arguments:
givecurrentammo // Give a supply of ammo for current weapon..
global_event_log_enabled "0" // Enables the global event log system
global_set // 2 = DEAD).
glow_outline_effect_enable "1" // Enable entity outline glow effects.
glow_outline_width "6" // Width of glow outline effect in screen space.
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
god // Toggle. Player becomes invulnerable.
gods // Toggle. All players become invulnerable.
gotv_theater_container "0" // setting it to live will play top live matches
groundlist // Display ground entity list
g_debug_angularsensor "0"
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
g_debug_ragdoll_removal "0"
g_debug_ragdoll_visualize "0"
g_debug_trackpather "0"
g_debug_vehiclebase "0"
g_debug_vehicledriver "0"
g_debug_vehicleexit "0"
g_debug_vehiclesound "0"
g_jeepexitspeed "100"
hammer_update_entity // Updates the entitys position/angles when in edit mode
hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
heartbeat // Force heartbeat of master servers
help // Find help about a convar/concommand.
hideconsole // Hide the console.
hidehud "0"
hideoverviewmap // Hides the overview map
hidepanel // Hides a viewport panel
hideradar // Hides HUD radar
hidescores // Forcibly hide score panel
hostage_debug "0" // Show hostage AI debug information
hostfile "0" // The HOST file to load.
hostip "-1062686208.000" // Host game server ip
hostname "0" // Hostname for server.
hostport "27015" // Host game server port
host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
host_map "0" // Current map name.
host_reset_config // reset config (for testing) with param as splitscreen index.
host_runofftime // Run off some time without rendering/updating sounds
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
host_timescale "1" // Prescale the clock by this amount.
host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
host_workshop_map // Get the latest version of the map and host it on this server.
host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
hud_reloadscheme // Reloads hud layout and animation scripts.
hud_scaling "0" // Scales hud elements
hud_showtargetid "1" // Enables display of target names
hud_subtitles // Plays the Subtitles:
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
hunk_track_allocation_types "1"
hurtme // Hurts the player. Arguments:
incrementvar // Increment specified convar value.
inferno_child_spawn_interval_multiplier "0" // Amount spawn interval increases for each child
inferno_child_spawn_max_depth "4"
inferno_damage "40" // Damage per second
inferno_debug "0"
inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
inferno_flame_spacing "42" // Minimum distance between separate flame spawns
inferno_forward_reduction_factor "0"
inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
inferno_max_child_spawn_interval "0" // Largest time interval for child flame spawning
inferno_max_flames "16" // Maximum number of flames that can be created
inferno_max_range "150" // Maximum distance flames can spread from their initial ignition point
inferno_per_flame_spawn_duration "3" // Duration each new flame will attempt to spawn new flames
inferno_scorch_decals "1"
inferno_spawn_angle "45" // Angular change from parent
inferno_surface_offset "20"
inferno_velocity_decay_factor "0"
inferno_velocity_factor "0"
inferno_velocity_normal_factor "0"
in_forceuser "0" // Force user input to this split screen player.
ip "0" // Overrides IP for multihomed hosts
ipc_console_disable // Disable IPC console(s)
ipc_console_disable_all // Disable all IPC consoles
ipc_console_enable // Enable IPC console
ipc_console_show // Show status of IPC consoles
joinsplitscreen // join split screen
joystick "0" // false otherwise.
joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
joy_accelmax "1"
joy_accelscale "3"
joy_accelscalepoly "0"
joy_advanced "0"
joy_advaxisr "0"
joy_advaxisu "0"
joy_advaxisv "0"
joy_advaxisx "0"
joy_advaxisy "0"
joy_advaxisz "0"
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
joy_autoAimDampenMethod "0"
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
joy_cfg_preset "1"
joy_circle_correct "1"
joy_curvepoint_1 "0"
joy_curvepoint_2 "0"
joy_curvepoint_3 "0"
joy_curvepoint_4 "1"
joy_curvepoint_end "2"
joy_diagonalpov "0" // too.
joy_display_input "0"
joy_forwardsensitivity "-1"
joy_forwardthreshold "0"
joy_gamma "0"
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
joy_lowend "1"
joy_lowend_linear "0"
joy_lowmap "1"
joy_movement_stick "0" // 2 = legacy controls
joy_name "0"
joy_no_accel_jump "0"
joy_pitchsensitivity "-1" // joystick pitch sensitivity
joy_pitchthreshold "0"
joy_response_look "0" // 1=Acceleration Promotion
joy_response_look_pitch "1" // 1=Acceleration Promotion
joy_response_move "1" // 1/sensitivity
joy_sensitive_step0 "0"
joy_sensitive_step1 "0"
joy_sensitive_step2 "0"
joy_sidesensitivity "1"
joy_sidethreshold "0"
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
joy_yawsensitivity "-1" // joystick yaw sensitivity
joy_yawthreshold "0"
jpeg // Take a jpeg screenshot: jpeg .
kdtree_test // Tests spatial partition for entities queries.
key_findbinding // Find key bound to specified command string.
key_listboundkeys // List bound keys with bindings.
key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
kick // Kick a player by name.
kickid // with a message.
kickid_ex // provide a force-the-kick flag and also assign a message.
kill // Kills the player with generic damage
killserver // Shutdown the server.
killvector // Kills a player applying force. Usage: killvector
lightcache_maxmiss "2"
lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
light_crosshair // Show texture color at crosshair
linefile // Parses map leak data from .lin file
listdemo // List demo file contents.
listid // Lists banned users.
listip // List IP addresses on the ban list.
listissues // List all the issues that can be voted on.
listmodels // List loaded models.
listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
load // Load a saved game.
lobby_voice_chat_enabled "1" // Lobby microphone is enabled when this is set to 1
locator_split_len "0"
locator_split_maxwide_percent "0"
lockMoveControllerRet "0"
log // and udp < on | off >.
logaddress_add // Set address and port for remote host .
logaddress_del // Remove address and port for remote host .
logaddress_delall // Remove all udp addresses being logged to
logaddress_list // List all addresses currently being used by logaddress.
log_color // Set the color of a logging channel.
log_dumpchannels // Dumps information about all logging channels.
log_flags // Set the flags on a logging channel.
log_level // Set the spew level of a logging channel.
lookspring "0"
lookstrafe "0"
loopsingleplayermaps "0"
map // Start playing on specified map.
mapcycledisabled "0" // repeats the same map after each match instead of using the map cycle
mapgroup // Specify a map group
mapoverview_allow_client_draw "0" // Allow a client to draw on the map overview
maps // Displays list of maps.
map_background // Runs a map as the background to the main menu.
map_commentary // on a specified map.
map_setbombradius // Sets the bomb radius for the map.
map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.
mat_accelerate_adjust_exposure_down "40"
mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
mat_autoexposure_max "2"
mat_autoexposure_max_multiplier "1"
mat_autoexposure_min "0"
mat_bloomamount_rate "0"
mat_bumpbasis "0"
mat_camerarendertargetoverlaysize "128"
mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
mat_colorcorrection "1"
mat_configcurrent // show the current video control panel config for the material system
mat_crosshair // Display the name of the material under the crosshair
mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial // print the material under the crosshair
mat_crosshair_reloadmaterial // reload the material under the crosshair
mat_custommaterialusage // Show memory usage for custom weapon materials.
mat_debugalttab "0"
mat_debug_bloom "0"
mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
mat_disable_bloom "0"
mat_displacementmap "1"
mat_drawflat "0"
mat_drawgray "0"
mat_drawwater "1"
mat_dynamiclightmaps "0"
mat_dynamicPaintmaps "0"
mat_dynamic_tonemapping "1"
mat_edit // Bring up the material under the crosshair in the editor
mat_exposure_center_region_x "0"
mat_exposure_center_region_y "0"
mat_fastclip "0"
mat_fastnobump "0"
mat_fillrate "0"
mat_forcedynamic "0"
mat_force_bloom "0"
mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
mat_force_tonemap_scale "0"
mat_frame_sync_enable "1"
mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
mat_fullbright "0"
mat_hdr_enabled // Report if HDR is enabled for debugging
mat_hdr_uncapexposure "0"
mat_hsv "0"
mat_info // Shows material system info
mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
mat_loadtextures "1"
mat_local_contrast_edge_scale_override "-1000"
mat_local_contrast_midtone_mask_override "-1"
mat_local_contrast_scale_override "0"
mat_local_contrast_vignette_end_override "-1"
mat_local_contrast_vignette_start_override "-1"
mat_lpreview_mode "-1"
mat_luxels "0"
mat_measurefillrate "0"
mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_tv_enabled "0"
mat_morphstats "0"
mat_norendering "0"
mat_normalmaps "0"
mat_normals "0"
mat_postprocess_enable "1"
mat_powersavingsmode "0" // Power Savings Mode
mat_proxy "0"
mat_queue_mode "-1" // 2=queued
mat_queue_priority "1"
mat_reloadallcustommaterials // Reloads all custom materials
mat_reloadallmaterials // Reloads all materials
mat_reloadmaterial // Reloads a single material
mat_reloadtextures // Reloads all textures
mat_remoteshadercompile "0"
mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
mat_rendered_faces_spew // mat_rendered_faces_spew Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
mat_reversedepth "0"
mat_savechanges // saves current video configuration to the registry
mat_setvideomode // windowed state of the material system
mat_shadercount // display count of all shaders and reset that count
mat_showcamerarendertarget "0"
mat_showframebuffertexture "0"
mat_showlowresimage "0"
mat_showmaterials // Show materials.
mat_showmaterialsverbose // Show materials (verbose version).
mat_showmiplevels "0" // 1: everything else
mat_showtextures // Show used textures.
mat_showwatertextures "0"
mat_show_histogram "0"
mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
mat_softwareskin "0"
mat_spewalloc "0"
mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
mat_stub "0"
mat_surfaceid "0"
mat_surfacemat "0"
mat_tessellationlevel "6"
mat_tessellation_accgeometrytangents "0"
mat_tessellation_cornertangents "1"
mat_tessellation_update_buffers "1"
mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
mat_texture_list_exclude // save - saves exclude list file
mat_texture_list_txlod // -1 to dec resolution
mat_texture_list_txlod_sync // save - saves all changes to material content files
mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
mat_updateconvars // updates the video config convars
mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_wireframe "0"
mat_yuv "0"
maxplayers // Change the maximum number of players allowed on this server.
mc_accel_band_size "0" // Percentage of half the screen width or height.
mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
mc_max_pitchrate "100" // (degrees/sec)
mc_max_yawrate "230" // (degrees/sec)
mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.
memory // Print memory stats.
mem_dump // Dump memory stats to text file.
mem_dumpvballocs // Dump VB memory allocation stats.
mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
mem_vcollide // Dumps the memory used by vcollides
mem_verify // Verify the validity of the heap
menuselect // menuselect
minisave // Saves game (for current level only!)
mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
mm_datacenter_debugprint // Shows information retrieved from data center
mm_debugprint // Show debug information about current matchmaking session
mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
mm_dlc_debugprint // Shows information about dlc
mm_queue_show_stats // Display global server stats
mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
mm_session_search_ping_buckets "4"
mm_session_search_qos_timeout "15"
mod_combiner_info // debug spew for Combiner Info
mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
molotov_throw_detonate_time "2"
motdfile "0" // The MOTD file to load.
movie_fixwave // etc.
mp_afterroundmoney "0" // amount of money awared to every player after each round
mp_autokick "1" // Kick idle/team-killing/team-damaging players
mp_autoteambalance "1"
mp_backup_restore_list_files // accepts a numeric parameter to limit the number o
mp_backup_restore_load_file // scores and team scores; resets to the next round after the backup
mp_backup_round_file "0" // If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor
mp_backup_round_file_last "0" // Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
mp_backup_round_file_pattern "0" // e.g.%prefix%_%date%_%time%_%team1%_
mp_buytime "90" // How many seconds after round start players can buy items for.
mp_buy_allow_grenades "1" // Whether players can purchase grenades from the buy menu or not.
mp_buy_anywhere "0" // not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_buy_during_immunity "0" // ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_c4timer "45" // how long from when the C4 is armed until it blows
mp_competitive_endofmatch_extra_time "15" // After a competitive match finishes rematch voting extra time is given for rankings.
mp_ct_default_grenades "0" // separate each weapon class with a space like thi
mp_ct_default_melee "0" // it shou
mp_ct_default_primary "0" // The default primary (rifle) weapon that the CTs will spawn with
mp_ct_default_secondary "0" // The default secondary (pistol) weapon that the CTs will spawn with
mp_death_drop_c4 "1" // Whether c4 is droppable
mp_death_drop_defuser "1" // Drop defuser on player death
mp_death_drop_grenade "2" // 2=current or best
mp_death_drop_gun "1" // 2=current or best
mp_default_team_winner_no_objective "-1" // the value of this convar will declare the winner when the time run
mp_defuser_allocation "0" // 2=everyone
mp_disable_autokick // Prevents a userid from being auto-kicked
mp_display_kill_assists "1" // Whether to display and score player assists
mp_dm_bonus_length_max "30" // Maximum time the bonus time will last (in seconds)
mp_dm_bonus_length_min "30" // Minimum time the bonus time will last (in seconds)
mp_dm_bonus_percent "50" // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
mp_dm_time_between_bonus_max "40" // Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
mp_dm_time_between_bonus_min "30" // Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
mp_do_warmup_offine "0" // Whether or not to do a warmup period at the start of a match in an offline (bot) match.
mp_do_warmup_period "1" // Whether or not to do a warmup period at the start of a match.
mp_dump_timers // Prints round timers to the console for debugging
mp_endmatch_votenextleveltime "20" // players have this much time to vote on the next map at match end.
mp_endmatch_votenextmap "1" // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
mp_endmatch_votenextmap_keepcurrent "1" // the current map is not guaranteed to be in the
mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
mp_forcerespawnplayers // Force all players to respawn.
mp_forcewin // Forces team to win
mp_force_pick_time "15" // The amount of time a player has on the team screen to make a selection before being auto-teamed
mp_freezetime "6" // how many seconds to keep players frozen when the round starts
mp_free_armor "0" // Determines whether armor and helmet are given automatically.
mp_friendlyfire "0" // Allows team members to injure other members of their team
mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
mp_ggtr_bomb_defuse_bonus "1" // Number of bonus upgrades to award the CTs when they defuse a gun game bomb
mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
mp_ggtr_bomb_pts_for_flash "4" // Kill points required in a round to get a bonus flash grenade
mp_ggtr_bomb_pts_for_he "3" // Kill points required in a round to get a bonus HE grenade
mp_ggtr_bomb_pts_for_molotov "5" // Kill points required in a round to get a bonus molotov cocktail
mp_ggtr_bomb_pts_for_upgrade "2" // Kill points required to upgrade a players weapon
mp_ggtr_bomb_respawn_delay "0" // Number of seconds to delay before making the bomb available to a respawner in gun game
mp_ggtr_end_round_kill_bonus "1" // Number of bonus points awarded in Demolition Mode when knife kill ends round
mp_ggtr_halftime_delay "0" // Number of seconds to delay during TR Mode halftime
mp_ggtr_last_weapon_kill_ends_half "0" // End the half and give a team round point when a player makes a kill using the final weapon
mp_give_player_c4 "1" // Whether this map should spawn a c4 bomb for a player or not.
mp_halftime "0" // Determines whether the match switches sides in a halftime event.
mp_halftime_duration "15" // Number of seconds that halftime lasts
mp_halftime_pausetimer "0" // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
mp_hostages_max "2" // Maximum number of hostages to spawn.
mp_hostages_rescuetime "1" // Additional time added to round time if a hostage is reached by a CT.
mp_hostages_run_speed_modifier "1" // slow down hostages by setting this to < 1.0. mp_hostages_spawn_farthest "0" // When enabled will consistently force the farthest hostages to spawn. mp_hostages_spawn_force_positions "0" // 6 mp_hostages_spawn_same_every_round "1" // 1 = same spawns for entire match. mp_hostages_takedamage "0" // Whether or not hostages can be hurt. mp_humanteam "0" // T} mp_ignore_round_win_conditions "0" // Ignore conditions which would end the current round mp_join_grace_time "2" // Number of seconds after round start to allow a player to join a game mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check) mp_logdetail "0" // 3=both) mp_match_can_clinch "1" // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up? mp_match_end_changelevel "0" // perform a changelevel even if next map is the same mp_match_end_restart "0" // perform a restart instead of loading a new map mp_match_restart_delay "15" // Time (in seconds) until a match restarts. mp_maxmoney "16000" // maximum amount of money allowed in a players account mp_maxrounds "0" // max number of rounds to play before server changes maps mp_molotovusedelay "15" // Number of seconds to delay before the molotov can be used after acquiring it mp_overtime_enable "0" // use overtime rules to determine winner mp_overtime_halftime_pausetimer "0" // If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the t mp_overtime_maxrounds "6" // When overtime is enabled play additional rounds to determine winner mp_overtime_startmoney "10000" // Money assigned to all players at start of every overtime half mp_pause_match // Pause the match in the next freeze time mp_playercashawards "1" // Players can earn money by performing in-game actions mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar mp_radar_showall "0" // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. mp_randomspawn "0" // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs. mp_randomspawn_los "1" // determines whether to test Line of Sight when spawning. mp_respawnwavetime_ct "10" // Time between respawn waves for CTs. mp_respawnwavetime_t "10" // Time between respawn waves for Terrorists. mp_respawn_immunitytime "4" // How many seconds after respawn immunity lasts. mp_respawn_on_death_ct "0" // counter-terrorists will respawn after dying. mp_respawn_on_death_t "0" // terrorists will respawn after dying. mp_restartgame "0" // game will restart in the specified number of seconds mp_roundtime "5" // How many minutes each round takes. mp_roundtime_defuse "0" // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead. mp_roundtime_hostage "0" // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead. mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win mp_scrambleteams // Scramble the teams and restart the game mp_solid_teammates "1" // Determines whether teammates are solid or not. mp_spawnprotectiontime "5" // Kick players who team-kill within this many seconds of a round restart. mp_spectators_max "2" // How many spectators are allowed in a match. mp_spec_swapplayersides "0" // Toggle set the player names and team names to the opposite side in which they are are on the spectator panel. mp_startmoney "800" // amount of money each player gets when they reset mp_swapteams // Swap the teams and restart the game mp_switchteams // Switch teams and restart the game mp_td_dmgtokick "300" // The damage threshhold players have to exceed in a match to get kicked. mp_td_dmgtowarn "200" // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked. mp_td_spawndmgthreshold "50" // The damage threshold players have to exceed at the start of the round to be warned/kick. mp_teamcashawards "1" // Teams can earn money by performing in-game actions mp_teamflag_1 "0" // Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard. mp_teamflag_2 "0" // Enter a countrys alpha 2 code to show that flag next to team 2s name in the spectator scoreboard. mp_teammates_are_enemies "0" // your teammates act as enemies and all players are valid targets. mp_teamname_1 "0" // A non-empty string overrides the first teams name. mp_teamname_2 "0" // A non-empty string overrides the second teams name. mp_timelimit "5" // game time per map in minutes mp_tkpunish "0" // 1=yes} mp_tournament_restart // Restart Tournament Mode on the current level. mp_t_default_grenades "0" // separate each weapon class with a space like this mp_t_default_melee "0" // The default melee weapon that the Ts will spawn with mp_t_default_primary "0" // The default primary (rifle) weapon that the Ts will spawn with mp_t_default_secondary "0" // The default secondary (pistol) weapon that the Ts will spawn with mp_unpause_match // Resume the match mp_use_respawn_waves "0" // they will respawn in waves. mp_verbose_changelevel_spew "1" mp_warmuptime "30" // How long the warmup period lasts. Changing this value resets warmup. mp_warmup_end // End warmup immediately. mp_warmup_pausetimer "0" // set to 2 to allow players to unpause warmup. Set to 0 to resume the timer. mp_warmup_start // Start warmup. mp_weapons_allow_map_placed "0" // the game will not delete weapons placed in the map. mp_weapons_allow_randomize "0" // If set to >0 the buy menu will populate with random weapons with the value of this convar specifying how many from each weapon
mp_weapons_allow_zeus "1" // Determines whether the Zeus is purchasable or not.
mp_weapons_glow_on_ground "0" // weapons on the ground will have a glow around them.
mp_win_panel_display_time "3" // The amount of time to show the win panel between matches / halfs
ms_player_dump_properties // Prints a dump the current players property data
multvar // Multiply specified convar value.
muzzleflash_light "1"
m_customaccel "3" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max "0" // 0 for no limit
m_customaccel_scale "0" // Custom mouse acceleration value.
m_forward "1" // Mouse forward factor.
m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed "1" // 2 to enable secondary threshold
m_pitch "0" // Mouse pitch factor.
m_rawinput "1" // Use Raw Input for mouse input.
m_side "0" // Mouse side factor.
m_yaw "0" // Mouse yaw factor.
name "0" // Current user name
nav_add_to_selected_set // Add current area to the selected set.
nav_add_to_selected_set_by_id // Add specified area id to the selected set.
nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size "50" // Max area size created in nav generation
nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
nav_begin_area // drag the opposite corner to the desired location and
nav_begin_deselecting // Start continuously removing from the selected set.
nav_begin_drag_deselecting // Start dragging a selection area.
nav_begin_drag_selecting // Start dragging a selection area.
nav_begin_selecting // Start continuously adding to the selected set.
nav_begin_shift_xy // Begin shifting the Selected Set.
nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_connectivity // Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor // Updates the blocked/unblocked status for every nav area.
nav_check_stairs // Update the nav mesh STAIRS attribute
nav_chop_selected // Chops all selected areas into their component 1x1 areas
nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set // Clear the selected set.
nav_clear_walkable_marks // Erase any previously placed walkable positions.
nav_compress_id // Re-orders area and ladder IDs so they are continuous.
nav_connect // then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit "0"
nav_coplanar_slope_limit_displacement "0"
nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower // Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
nav_corner_raise // Raise the selected corner of the currently marked Area.
nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
nav_crouch // Toggles the must crouch in this area flag used by the AI system.
nav_debug_blocked "0"
nav_delete // Deletes the currently highlighted Area.
nav_delete_marked // Deletes the currently marked Area (if any).
nav_disconnect // then invoke the disconnect command. This will remove all connec
nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
nav_draw_limit "500" // The maximum number of areas to draw in edit mode
nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting // Stop continuously removing from the selected set.
nav_end_drag_deselecting // Stop dragging a selection area.
nav_end_drag_selecting // Stop dragging a selection area.
nav_end_selecting // Stop continuously adding to the selected set.
nav_end_shift_xy // Finish shifting the Selected Set.
nav_flood_select // use this command again.
nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range "2000"
nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
nav_gen_cliffs_approx // post-processing approximation
nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
nav_ladder_flip // Flips the selected ladders direction.
nav_load // Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max // Lower the top of the drag select volume.
nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute // Set nav attribute for all areas in the selected set.
nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length "64"
nav_merge // and invoke the merge comm
nav_merge_mesh // Merges a saved selected set into the current mesh.
nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
nav_place_list // Lists all place names used in the map.
nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
nav_place_replace // Replaces all instances of the first place with the second place.
nav_place_set // Sets the Place of all selected areas to the current Place.
nav_potentially_visible_dot_tolerance "0"
nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
nav_quicksave "0" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_raise_drag_volume_max // Raise the top of the drag select volume.
nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
nav_recall_selected_set // Re-selects the stored selected set.
nav_remove_from_selected_set // Remove current area from the selected set.
nav_remove_jump_areas // replacing them with connections.
nav_run // Toggles the traverse this area by running flag used by the AI system.
nav_save // Saves the current Navigation Mesh to disk.
nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
nav_select_blocked_areas // Adds all blocked areas to the selected set
nav_select_damaging_areas // Adds all damaging areas to the selected set
nav_select_half_space // Selects any areas that intersect the given half-space.
nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
nav_select_obstructed_areas // Adds all obstructed areas to the selected set
nav_select_overlapping // Selects nav areas that are overlapping others.
nav_select_radius // Adds all areas in a radius to the selection set
nav_select_stairs // Adds all stairway areas to the selected set
nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift // Shifts the selected areas by the specified amount
nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
nav_show_compass "0"
nav_show_continguous "0" // Highlight non-contiguous connections
nav_show_danger "0" // Show current danger levels.
nav_show_light_intensity "0"
nav_show_nodes "0"
nav_show_node_grid "0"
nav_show_node_id "0"
nav_show_player_counts "0" // Show current player counts in each area.
nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
nav_solid_props "0" // Make props solid to nav generation/editing
nav_splice // connected area between them.
nav_split // align the split line using your cursor and invoke the split command.
nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
nav_stand // Toggles the stand while hiding flag used by the AI system.
nav_stop // Toggles the must stop when entering this area flag used by the AI system.
nav_store_selected_set // Stores the current selected set for later retrieval.
nav_strip // and Encounter Spots from the current Area.
nav_subdivide // Subdivides all selected areas.
nav_test_node "0"
nav_test_node_crouch "0"
nav_test_node_crouch_dir "4"
nav_test_stairs // Test the selected set for being on stairs
nav_toggle_deselecting // Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set // Remove current area from the selected set.
nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
nav_toggle_selected_set // Toggles all areas into/out of the selected set.
nav_toggle_selecting // Start or stop continuously adding to the selected set.
nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
nav_unmark // Clears the marked Area or Ladder.
nav_update_blocked // Updates the blocked/unblocked status for every nav area.
nav_update_lighting // Recomputes lighting values
nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
nav_use_place // the current Place is set.
nav_walk // Toggles the traverse this area by walking flag used by the AI system.
nav_warp_to_mark // Warps the player to the marked area.
nav_world_center // Centers the nav mesh in the world
net_allow_multicast "1"
net_blockmsg "0" // Discards incoming message: <0|1|name>
net_channels // Shows net channel info
net_droponsendoverflow "0" // channel will drop client when sending too much data causes buffer overrun
net_droppackets "0" // Drops next n packets on client
net_dumpeventstats // Dumps out a report of game event network usage
net_earliertempents "0"
net_fakejitter "0" // Jitter fakelag packet time
net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph "0"
net_graphheight "65" // Height of netgraph panel
net_graphmsecs "400" // The latency graph represents this many milliseconds.
net_graphpos "1"
net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
net_graphshowinterp "1" // Draw the interpolation graph.
net_graphshowlatency "1" // Draw the ping/packet loss graph.
net_graphshowsvframerate "0" // Draw the server framerate graph.
net_graphsolid "1"
net_graphtext "1" // Draw text fields
net_maxroutable "1200" // Requested max packet size before packets are split.
net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
net_scale "5"
net_showreliablesounds "0"
net_showsplits "0" // Show info about packet splits
net_showudp "0" // Dump UDP packets summary to console
net_showudp_oob "0" // Dump OOB UDP packets summary to console
net_showudp_remoteonly "0" // Dump non-loopback udp only
net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
net_start // Inits multiplayer network sockets
net_status // Shows current network status
net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
net_steamcnx_status // Print status of steam connection sockets.
next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo // Play next demo in sequence.
nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
noclip_fixup "1"
notarget // Toggle. Player becomes hidden to NPCs.
npc_ally_deathmessage "1"
npc_ammo_deplete // Subtracts half of the targets ammo
npc_bipass // s
npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
npc_freeze // uses the NPC under the crosshair. Arguments
npc_freeze_unselected // Freeze all NPCs not selected
npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
npc_heal // Heals the target back to full health
npc_height_adjust "1" // Enable test mode for ik height adjustment
npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
npc_set_freeze // uses the NPC under the crosshair. Arguments
npc_set_freeze_unselected // Freeze all NPCs not selected
npc_squads // Obsolete. Replaced by npc_combat
npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
npc_thinknow // Trigger NPC to think
npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
option_duck_method "0"
option_speed_method "0"
paintsplat_bias "0" // Change bias value for computing circle buffer
paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
paintsplat_noise_enabled "1"
panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
particle_test_attach_attachment "0" // Attachment index for attachment mode
particle_test_attach_mode "0" // follow_origin
particle_test_file "0" // Name of the particle system to dynamically spawn
particle_test_start // particle_test_attach_mode and particl
particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
password "0" // Current server access password
path // Show the engine filesystem path.
pause // Toggle the server pause state.
perfui // Show/hide the level performance tools UI.
physics_budget // Times the cost of each active object
physics_constraints // Highlights constraint system graph for an entity
physics_debug_entity // Dumps debug info for an entity
physics_highlight_active // Turns on the absbox for all active physics objects
physics_report_active // Lists all active physics objects
physics_select // Dumps debug info for an entity
phys_debug_check_contacts "0"
phys_show_active "0"
picker // pivot and debugging text is displayed for whatever entity the play
ping // Display ping to server.
pingserver // Ping a server for info
pixelvis_debug // Dump debug info
play // Play a sound.
playdemo // Play a recorded demo file (.dem ).
player_botdifflast_s "1"
player_competitive_maplist3 "0"
player_debug_print_damage "0" // print amount and type of all damage received by player to console.
player_gamemodelast_m "0"
player_gamemodelast_s "2"
player_gametypelast_m "1"
player_gametypelast_s "1"
player_last_leaderboards_filter "2" // Last mode setting in the Leaderboards screen
player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
player_last_medalstats_category "3" // Last selected category on the Medals panel in the Medals & Stats screen
player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
player_maplast_m "0"
player_maplast_s "0"
player_medalstats_most_recent_time "1377959808" // Timestamp of most recently earned achievement displayed on Medals & Stats screen
player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show
player_nevershow_communityservermessage "0"
player_teamplayedlast "3"
playflush // reloading from disk in case of changes.
playgamesound // Play a sound from the game sounds txt file
playsoundscape // Forces a soundscape to play
playvideo // Plays a video: [width height]
playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in:


Dodaj komentarz

This site uses Akismet to reduce spam. Learn how your comment data is processed.