diff --git a/Insurgency2/full_cvar_list.txt b/Insurgency2/full_cvar_list.txt new file mode 100644 index 0000000..b56aca7 --- /dev/null +++ b/Insurgency2/full_cvar_list.txt @@ -0,0 +1,1978 @@ +// **************************************************************************** +// * +// Insurgency 2 - full_cvar_list.txt * +// 1968 total convars/concommands * +// Version 140815 * +// * +// **************************************************************************** + +_resetgamestats : cmd : : Erases current game stats and writes out a blank stats file +_restart : cmd : : Shutdown and restart the engine. +achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs. +achievement_disable : 0 : , "sv", "cheat", "rep" : Turn off achievements. +addip : cmd : : Add an IP address to the ban list. +ai_debug_los : 0 : , "sv", "cheat" : NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l +ai_debug_ragdoll_magnets : 0 : , "sv" : +ai_debug_shoot_positions : 0 : , "sv", "cheat", "rep" : +ai_debug_speech : 0 : , "sv" : +ai_expression_frametime : 0 : , "sv" : Maximum frametime to still play background expressions. +ai_expression_optimization : 0 : , "sv" : Disable npc background expressions when you can't see them. +ai_force_serverside_ragdoll : 0 : , "sv" : +ai_LOS_mode : 0 : , "sv", "rep" : +ai_sequence_debug : 0 : , "sv" : +ai_setupbones_debug : 0 : , "sv" : Shows that bones that are setup every think +ai_shot_bias_max : 1 : , "sv", "rep" : +ai_shot_bias_min : -1 : , "sv", "rep" : +ai_show_hull_attacks : 0 : , "sv" : +ai_use_visibility_cache : 1 : , "sv" : +air_density : cmd : : Changes the density of air for drag computations. +alias : cmd : : Alias a command. +anim_3wayblend : 1 : , "sv", "rep" : Toggle the 3-way animation blending code. +anim_showstate : -1 : , "sv", "cheat", "rep" : Show the (client) animation state for the specified entity (-1 for none). +anim_showstatelog : 0 : , "sv", "cheat", "rep" : 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both. +anim_spewdesired : 0 : , "sv" : +async_allow_held_files : 1 : : Allow AsyncBegin/EndRead() +async_mode : 0 : : Set the async filesystem mode (0 = async, 1 = synchronous) +async_resume : cmd : : +async_serialize : 0 : : Force async reads to serialize for profiling +async_simulate_delay : 0 : : Simulate a delay of up to a set msec per file operation +async_suspend : cmd : : +autoaim_max_deflect : 0 : , "sv" : +autoaim_max_dist : 2160 : , "sv" : +banid : cmd : : Add a user ID to the ban list. +banip : cmd : : Add an IP address to the ban list. +bind : cmd : : Bind a key. +bind_osx : cmd : : Bind a key for OSX only. +BindToggle : cmd : : Performs a bind 'increment var 0 1 1' +blackbox : 1 : : +blackbox_dump : cmd : : Dump the contents of the blackbox +blackbox_record : cmd : : Record an entry into the blackbox +BlendBonesMode : 2 : , "sv", "rep" : +bot_aim_aimtracking_base : 0 : , "sv", "cheat" : How often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking +bot_aim_aimtracking_frac_easy : 1 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is easy +bot_aim_aimtracking_frac_hard : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is hard +bot_aim_aimtracking_frac_impossible : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is impossible +bot_aim_aimtracking_frac_sprinting_target : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if target is sprinting +bot_aim_angularvelocity_base : 920 : , "sv", "cheat" : How fast do the bots turn their heads ( deg/second ) +bot_aim_angularvelocity_base_ooc : 800 : , "sv", "cheat" : How fast do the bots turn their heads WHEN OUT OF COMBAT( deg/second ) +bot_aim_angularvelocity_frac_easy : 0 : , "sv", "cheat" : Frac appplied to the angular velocity if difficulty is easy +bot_aim_angularvelocity_frac_hard : 1 : , "sv", "cheat" : Frac appplied to the angular velocity if difficulty is hard +bot_aim_angularvelocity_frac_impossible : 1 : , "sv", "cheat" : Frac appplied to the angular velocity if difficulty is impossible +bot_aim_angularvelocity_frac_sprinting_target : 1 : , "sv", "cheat" : Frac appplied to the angular velocity if target is sprinting +bot_aim_attack_aimtolerance_frac_easy : 1 : , "sv", "cheat" : The easy frac for aim tolerance for the bots +bot_aim_attack_aimtolerance_frac_hard : 0 : , "sv", "cheat" : The hard frac for aim tolerance for the bots +bot_aim_attack_aimtolerance_frac_impossible : 0 : , "sv", "cheat" : The impossible frac for aim tolerance for the bots +bot_aim_attack_aimtolerance_frac_normal : 1 : , "sv", "cheat" : The normal frac for aim tolerance for the bots +bot_aimtracking_frac_survival_end : 0 : , "sv", "rep" : Frac applied at end (level 30) of Survival +bot_aimtracking_frac_survival_start : 1 : , "sv", "rep" : Frac applied at start of Survival +bot_attack_aimpenalty_amt_close : 50 : , "sv", "cheat" : How much should we offset our aim after just spotting enemy nearby +bot_attack_aimpenalty_amt_far : 120 : , "sv", "cheat" : How much should we offset our aim after just spotting enemy a long way away +bot_attack_aimpenalty_amt_frac_dark : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty amount when target is in darkness +bot_attack_aimpenalty_amt_frac_easy : 1 : , "sv", "cheat" : Multiply amt by this much for easy difficulty +bot_attack_aimpenalty_amt_frac_hard : 0 : , "sv", "cheat" : Multiply amt by this much for hard difficulty +bot_attack_aimpenalty_amt_frac_impossible : 0 : , "sv", "cheat" : Multiply amt by this much for impossible difficulty +bot_attack_aimpenalty_amt_frac_light : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty amount when target is in lightness +bot_attack_aimpenalty_time_close : 0 : , "sv", "cheat" : How long before we stop penalizing aim position nearby? +bot_attack_aimpenalty_time_far : 9 : , "sv", "cheat" : How long before we stop penalizing aim position a long way away? +bot_attack_aimpenalty_time_frac_dark : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty time when target is in darkness +bot_attack_aimpenalty_time_frac_light : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty time when target is in lightness +bot_attack_aimtolerance_newthreat_amt : 3 : , "sv", "cheat" : How much should we artificially bloat aimtolerance boxes for enemies we just spotted? +bot_attack_aimtolerance_newthreat_time : 0 : , "sv", "cheat" : How long before we stop artificially bloating aimtolerance box? +bot_attack_burst_maxtime : 0 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons +bot_attack_burst_mintime : 0 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons +bot_attack_retarget_maxtime : 0 : , "sv", "rep" : The maximum amount of time until the bot retargets +bot_attack_retarget_mintime : 0 : , "sv", "rep" : The minimum amount of time until the bot retargets +bot_attackdelay_base : 1 : , "sv", "rep" : Attack delay base value in seconds +bot_attackdelay_frac_desiredrange : 0 : , "sv", "rep" : Frac applied if distance is greater than hipfire range +bot_attackdelay_frac_difficulty_easy : 2 : , "sv", "rep" : Frac applied if in easy difficulty +bot_attackdelay_frac_difficulty_hard : 0 : , "sv", "rep" : Frac applied if in hard difficulty +bot_attackdelay_frac_difficulty_impossible : 0 : , "sv", "rep" : Frac applied if in impossible difficulty +bot_attackdelay_frac_hipfirerange : 0 : , "sv", "rep" : Frac applied if within hipfire range +bot_attackdelay_frac_maxrange : 1 : , "sv", "rep" : Frac applied if distance is greater than desired range +bot_attackdelay_frac_outofrange : 1 : , "sv", "rep" : Frac applied if distance is greater than max range +bot_attackdelay_frac_outsidefov : 1 : , "sv", "rep" : Frac applied if the bot is not looking at the player +bot_attackdelay_frac_survival_end : 0 : , "sv", "rep" : Frac applied at end (level 20) of Survival +bot_attackdelay_frac_survival_start : 1 : , "sv", "rep" : Frac applied at start of Survival +bot_damage : 1 : , "sv", "rep" : Float representing the damage bots give off. +bot_fov_frac_survival_end : 1 : , "sv", "rep" : Frac applied at end (level 30) of Survival +bot_fov_frac_survival_start : 0 : , "sv", "rep" : Frac applied at start of Survival +bot_grenade_think_time : 0 : , "sv", "cheat" : +bot_hearing_flashbang_effect_max_distance : 750 : , "sv", "cheat" : Max range that a flashbang will effect the bots +bot_hearing_flashbang_effect_max_time : 10 : , "sv", "cheat" : Max time that a flashbang will effect the bots +bot_hearing_grenade_hearing_range : 3000 : , "sv", "cheat" : How far away can a bot hear a grenade explosion +bot_hearing_silenced_weapon_sound_reduction : 0 : , "sv", "cheat" : By what percentage do silenced weapons reduce the hearing range +bot_investigate_sneak_lightvalue : 0 : , "sv", "cheat" : The light value the bot must be in order to activate sneak +bot_loco_hurry_sprinthold_max : 1 : , "sv", "cheat" : Maximum tme to hold the sprint when ShouldHurry returns true +bot_loco_hurry_sprinthold_min : 0 : , "sv", "cheat" : Minimum tme to hold the sprint when ShouldHurry returns true +bot_loco_path_max_retreat_length : 420 : , "sv", "cheat" : Maximum distance a bot will run a retreat path +bot_loco_path_minlookahead : 120 : , "sv", "cheat" : Minimum look-ahead distance for bot pathing +bot_loco_pronehold_max : 8 : , "sv", "cheat" : Maximum tme to hold the prone button +bot_loco_pronehold_min : 3 : , "sv", "cheat" : Minimum tme to hold the prone button +bot_loco_slowdown_walkhold_max : 1 : , "sv", "cheat" : Maximum tme to hold the walk button when within slowdown distance +bot_loco_slowdown_walkhold_min : 0 : , "sv", "cheat" : Minimum tme to hold the walk button when within slowdown distance +bot_mimic : 0 : , "sv" : Bot uses usercmd of player by index. +bot_range_frac_desiredrange : 1 : , "sv", "rep" : Frac applied to the desired range of bots +bot_range_frac_hipfirerange : 1 : , "sv", "rep" : Frac applied to the hipfire range of bots +bot_range_frac_maxrange : 1 : , "sv", "rep" : Frac applied to the max range of bots +bot_recognizetime_frac_survival_end : 0 : , "sv", "rep" : Frac applied at end (level 30) of Survival +bot_recognizetime_frac_survival_start : 1 : , "sv", "rep" : Frac applied at start of Survival +bot_recoil_multiplier : 0 : , "sv", "rep" : Multiplier applied to recoil if the shooter is a bot +bot_rpg_spawn_attackdelay : 15 : , "sv", "cheat" : Bots won't shoot RPGs if within 8 seconds if players spawning +bot_silhouette_discover_timer : 3 : , "sv", "cheat" : Time in seconds that a silhouette remains visible after it's discovered +bot_silhouette_light_threshold_low : 0 : , "sv", "cheat" : Light data with a lower float value than this number will be considered low lighting +bot_silhouette_light_threshold_medium : 0 : , "sv", "cheat" : Light data with a lower float value than this number will be considered medium lighting +bot_silhouette_range_close : 1200 : , "sv", "cheat" : Silhouette has to be closer than this distance to qualify as close +bot_silhouette_range_far : 3000 : , "sv", "cheat" : Silhouette has to be further than this distance to qualify as far +bot_silhouette_range_movement : 4000 : , "sv", "cheat" : Movement makes silhouette easier to read within this range +bot_silhouette_readtime_clear : 0 : , "sv", "cheat" : Time it takes to shoot at a clear silhouette +bot_silhouette_readtime_dark : 7 : , "sv", "cheat" : Time it takes to shoot at a dark silhouette +bot_silhouette_readtime_fuzzy : 1 : , "sv", "cheat" : Time it takes to shoot at a fuzzy silhouette +bot_silhouette_scan_frequency : 0 : , "sv", "cheat" : Time in seconds between each silhouette scan if a silhouette is not visible +bot_targeting_noise_x_base : 60 : , "sv", "rep" : The targeting noise X value +bot_targeting_noise_x_frac_desiredrange : 1 : , "sv", "rep" : The targeting noise frac applied to X value on desired range +bot_targeting_noise_x_frac_hipfirerange : 1 : , "sv", "rep" : The targeting noise frac applied to X value on hipfire range +bot_targeting_noise_x_frac_maxrange : 2 : , "sv", "rep" : The targeting noise frac applied to X value on max range +bot_targeting_noise_y_base : 60 : , "sv", "rep" : The targeting noise Y value +bot_targeting_noise_y_frac_desiredrange : 1 : , "sv", "rep" : The targeting noise frac applied to Y value on desired range +bot_targeting_noise_y_frac_hipfirerange : 1 : , "sv", "rep" : The targeting noise frac applied to Y value on hipfire range +bot_targeting_noise_y_frac_maxrange : 2 : , "sv", "rep" : The targeting noise frac applied to Y value on max range +bot_targeting_noise_z_base : 80 : , "sv", "rep" : The targeting noise Z value +bot_targeting_noise_z_frac_desiredrange : 1 : , "sv", "rep" : The targeting noise frac applied to Z value on desired range +bot_targeting_noise_z_frac_hipfirerange : 1 : , "sv", "rep" : The targeting noise frac applied to Z value on hipfire range +bot_targeting_noise_z_frac_maxrange : 2 : , "sv", "rep" : The targeting noise frac applied to Z value on max range +bot_vis_foliage_threshold : 250 : , "sv", "cheat" : Bots LoS checking against a target < than this will ignore foliage. +bot_vis_fov_attack_base : 90 : , "sv", "cheat" : FOV when the bot is trying to attack +bot_vis_fov_frac_easy : 0 : , "sv", "cheat" : Frac applied to the FOV if the difficulty is easy +bot_vis_fov_frac_hard : 1 : , "sv", "cheat" : Frac applied to the FOV if the difficulty is hard +bot_vis_fov_frac_impossible : 1 : , "sv", "cheat" : Frac applied to the FOV if the difficulty is impossible +bot_vis_fov_idle_base : 150 : , "sv", "cheat" : FOV when the bot is idle/guarding (normal difficulty) +bot_vis_recognizetime_base : 0 : , "sv", "cheat" : Time it takes for bot to recognize a target (normal difficulty) +bot_vis_recognizetime_frac_easy : 2 : , "sv", "cheat" : Frac appplied to the recognize time if difficulty is easy +bot_vis_recognizetime_frac_hard : 0 : , "sv", "cheat" : Frac appplied to the recognize time if difficulty is hard +bot_vis_recognizetime_frac_impossible : 0 : , "sv", "cheat" : Frac appplied to the recognize time if difficulty is impossible +breakable_disable_gib_limit : 0 : , "sv" : +breakable_multiplayer : 1 : , "sv" : +buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero) +budget_toggle_group : cmd : : Turn a budget group on/off +bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again. +bullet_ff_through_walls : 0 : , "sv", "rep" : +cache_print : cmd : : cache_print [section] Print out contents of cache memory. +cache_print_lru : cmd : : cache_print_lru [section] Print out contents of cache memory. +cache_print_summary : cmd : : cache_print_summary [section] Print out a summary contents of cache memory. +callvote : cmd : : Start a vote on an issue. +cast_hull : cmd : : Tests hull collision detection +cast_ray : cmd : : Tests collision detection +ch_createairboat : cmd : : Spawn airboat in front of the player. +ch_createjeep : cmd : : Spawn jeep in front of the player. +changelevel : cmd : : Change server to the specified map +changelevel2 : cmd : : Transition to the specified map in single player +chet_debug_idle : 0 : , "a", "sv" : If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info +choreo_spew_filter : 0 : , "sv", "rep" : Spew choreo. Use a sub-string or * to display all events. +cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client. +cl_clock_correction_adjustment_max_amount : 200 : , "cheat" : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount +cl_clock_correction_adjustment_max_offset : 90 : , "cheat" : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply +cl_clock_correction_adjustment_min_offset : 10 : , "cheat" : If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. +cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it). +cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift. +cl_clockdrift_max_ms : 150 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. +cl_clockdrift_max_ms_threadmode : 0 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. +cl_csm_auto_entity : 1 : , "sv" : +cl_csm_server_status : cmd : : Usage: cl_csm_server_status +cl_particles_debug_overdraw : 0 : , "sv", "cheat" : +cl_playlists_verbose : 0 : , "sv" : +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_simdbones : 0 : , "sv", "rep" : Use SIMD bone setup. +cl_skipslowpath : 0 : , "cheat" : Set to 1 to skip any models that don't go through the model fast path +cl_use_simd_bones : 1 : , "sv", "rep" : 1 use SIMD bones 0 use scalar bones. +clear_anim_cache : cmd : : Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested). +clear_debug_overlays : cmd : : clears debug overlays +clientport : 27005 : : Host game client port +cmd : cmd : : Forward command to server. +cmd1 : cmd : : sets userinfo string for split screen player in slot 1 +cmd2 : cmd : : sets userinfo string for split screen player in slot 2 +cmd3 : cmd : : sets userinfo string for split screen player in slot 3 +cmd4 : cmd : : sets userinfo string for split screen player in slot 4 +collision_shake_amp : 0 : , "sv" : +collision_shake_freq : 0 : , "sv" : +collision_shake_time : 0 : , "sv" : +collision_test : cmd : : Tests collision system +con_logfile : 0 : : Console output gets written to this file +con_timestamp : 0 : : Prefix console.log entries with timestamps +coop : 0 : , "nf" : Cooperative play. +cpu_level : 3 : : CPU Level - Default: High +crash : cmd : : Cause the engine to crash (Debug!!) +create_flashlight : cmd : : +creditsdone : cmd : : +csm_quality_level : 0 : : Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST +curve_bias : 0 : , "sv" : +cvarlist : cmd : : Show the list of convars/concommands. +datacachesize : 32 : : Size in MB. +dbg_demofile : 0 : : +dbghist_addline : cmd : : Add a line to the debug history. Format: +dbghist_dump : cmd : : Dump the debug history to the console. Format: Categories: 0: Entity I/O 1: AI Decisions 2: Sc +deathmatch : 1 : , "nf" : Running a deathmatch server. +debug_materialmodifycontrol : 0 : , "sv" : +debug_overlay_fullposition : 0 : , "sv" : +debug_physimpact : 0 : , "sv" : +debug_touchlinks : 0 : , "sv" : Spew touch link activity +debug_visibility_monitor : 0 : , "sv", "cheat" : +decalfrequency : 10 : , "sv", "nf" : +developer : 0 : : Set developer message level +devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist. +differences : cmd : : Show all convars which are not at their default values. +disable_static_prop_loading : 0 : , "cheat" : If non-zero when a map loads, static props won't be loaded +disconnect : cmd : : Disconnect game from server. +disp_dynamic : 0 : : +disp_list_all_collideable : cmd : : List all collideable displacements +dispcoll_drawplane : 0 : , "sv" : +display_elapsedtime : cmd : : Displays how much time has elapsed since the game started +display_game_events : 0 : , "cheat" : +displaysoundlist : 0 : , "sv" : +dod_grenadegravity : -420 : , "sv", "cheat" : gravity applied to grenades +drawcross : cmd : : Draws a cross at the given location Arguments: x y z +drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2 +dt_ShowPartialChangeEnts : 0 : : (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE). +dt_UsePartialChangeEnts : 1 : : (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization. +dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work). +dtwarning : 0 : : Print data table warnings? +dtwatchclass : 0 : : Watch all fields encoded with this table. +dtwatchdecode : 1 : : When watching show decode. +dtwatchencode : 1 : : When watching show encode. +dtwatchent : -1 : : Watch this entities data table encoding. +dtwatchvar : 0 : : Watch the named variable. +dump_entity_sizes : cmd : : Print sizeof(entclass) +dump_globals : cmd : : Dump all global entities/states +dumpentityfactories : cmd : : Lists all entity factory names. +dumpeventqueue : cmd : : Dump the contents of the Entity I/O event queue to the console. +dumpgamestringtable : cmd : : Dump the contents of the game string table to the console. +dumpstringtables : cmd : : Print string tables to console. +dumptheaterentityfactories : cmd : : Lists all theater entity factory names. +echo : cmd : : Echo text to console. +ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar +ent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo +ent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at +ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay +ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire. +ent_create : cmd : : Creates an entity of the given type where the player is looking. +ent_debugkeys : 0 : , "sv" : +ent_dump : cmd : : Usage: ent_dump +ent_fire : cmd : : Usage: ent_fire [action] [value] [delay] +ent_info : cmd : : Usage: ent_info +ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue = +ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_ +ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha +exec : cmd : : Execute script file. +execifexists : cmd : : Execute script file if file exists. +exit : cmd : : Exit the engine. +explode : cmd : : Kills the player with explosive damage +explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector +fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. +fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds. +ff : cmd : : +filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none +filesystem_max_stdio_read : 16 : : +filesystem_native : 1 : : Use native FS or STDIO +filesystem_report_buffered_io : 0 : : +filesystem_unbuffered_io : 1 : : +find : cmd : : Find concommands with the specified string in their name/help text. +find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent +find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index +findflags : cmd : : Find concommands by flags. +fire_absorbrate : 3 : , "sv" : +fire_dmgbase : 1 : , "sv" : +fire_dmginterval : 1 : , "sv" : +fire_dmgscale : 0 : , "sv" : +fire_extabsorb : 5 : , "sv" : +fire_extscale : 12 : , "sv" : +fire_growthrate : 1 : , "sv" : +fire_heatscale : 1 : , "sv" : +fire_incomingheatscale : 0 : , "sv" : +fire_maxabsorb : 50 : , "sv" : +firetarget : cmd : : +fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive. +flex_expression : 0 : , "sv" : +flex_talk : 0 : , "sv" : +flush : cmd : : Flush unlocked cache memory. +flush_locked : cmd : : Flush unlocked and locked cache memory. +fog_enable_water_fog : 1 : , "cheat" : +fog_volume_debug : 0 : , "sv" : If enabled, prints diagnostic information about the current fog volume +forcebind : cmd : : Bind a command to an available key. (forcebind command opt:suggestedKey) +foundry_engine_get_mouse_control : cmd : : Give the engine control of the mouse. +foundry_engine_release_mouse_control : cmd : : Give the control of the mouse back to Hammer. +foundry_select_entity : cmd : : Select the entity under the crosshair or select entities with the specified name. +foundry_sync_hammer_view : cmd : : Move Hammer's 3D view to the same position as the engine's 3D view. +foundry_update_entity : cmd : : Updates the entity's position/angles when in edit mode +fps_max : 300 : : Frame rate limiter +fps_max_splitscreen : 300 : : Frame rate limiter, splitscreen +fs_monitor_read_from_pack : 0 : : 0:Off, 1:Any, 2:Sync only +fs_printopenfiles : cmd : : Show all files currently opened by the engine. +fs_report_sync_opens : 0 : : 0:Off, 1:Always, 2:Not during load +fs_warning_level : cmd : : Set the filesystem warning level. +fs_warning_mode : 0 : : 0:Off, 1:Warn main thread, 2:Warn other threads +func_break_max_pieces : 15 : , "a", "sv", "rep" : +func_break_reduction_factor : 0 : , "sv" : +func_breakdmg_bullet : 0 : , "sv" : +func_breakdmg_club : 1 : , "sv" : +func_breakdmg_explosive : 1 : , "sv" : +fx_new_sparks : 1 : , "sv", "cheat" : Use new style sparks. +g_debug_angularsensor : 0 : , "sv", "cheat" : +g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds. +g_debug_doors : 0 : , "sv" : +g_debug_npc_vehicle_roles : 0 : , "sv" : +g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" : +g_debug_transitions : 0 : , "sv" : Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities +g_debug_vehiclebase : 0 : , "sv", "cheat" : +g_debug_vehicleexit : 0 : , "sv", "cheat" : +g_debug_vehiclesound : 0 : , "sv", "cheat" : +g_Language : 0 : , "sv", "rep" : +g_ragdoll_important_maxcount : 2 : , "sv", "rep" : +g_ragdoll_maxcount : 8 : , "sv", "rep" : +gamestats_file_output_directory : 0 : , "sv" : When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath +give : cmd : : Give item to player. Arguments: +give_ammo : cmd : : Give ammo for active weapon to the player +give_gear : cmd : : Give a Gear to the player +give_supply : cmd : : Cheat to give player x number of supply +give_upgrade : cmd : : Install weapon upgrade for active weapon to the player +give_weapon : cmd : : Give a weapon to the player +global_bans_show : cmd : : +global_event_log_enabled : 0 : , "sv", "cheat" : Enables the global event log system +global_set : cmd : : global_set : Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD). +god : cmd : : Toggle. Player becomes invulnerable. +gods : cmd : : Toggle. All players become invulnerable. +gpu_level : 3 : : GPU Level - Default: High +gpu_mem_level : 3 : : Memory Level - Default: High +groundlist : cmd : : Display ground entity list +hammer_update_entity : cmd : : Updates the entity's position/angles when in edit mode +hammer_update_safe_entities : cmd : : Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit +heartbeat : cmd : : Force heartbeat of master servers +help : cmd : : Find help about a convar/concommand. +hide_server : 0 : , "sv" : Whether the server should be hidden from the master server +hl2_episodic : 0 : , "sv", "rep" : +host_filtered_time_report : cmd : : 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_framerate : 0 : : Set to lock per-frame time elapse. +host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection +host_map : 0 : : Current map name. +host_print_frame_times : 0 : : +host_profile : 0 : : +host_runframe_input_parcelremainder : 1 : : +host_runofftime : cmd : : Run off some time without rendering/updating sounds +host_showcachemiss : 0 : : Print a debug message when the client or server cache is missed. +host_ShowIPCCallCount : 0 : : Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame. +host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame. +host_speeds : 0 : : Show general system running times. +host_threaded_sound : 1 : : Run the sound on a thread (independent of mix) +host_threaded_sound_simplethread : 0 : : Run the sound on a simple thread not a jobthread +host_timer_report : cmd : : Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only) +hostfile : 0 : , "sv" : The HOST file to load. +hostip : -1407249408.000 : : Host game server ip +hostname : 0 : : Hostname for server. +hostport : 27015 : : Host game server port +hunk_print_allocations : cmd : : +hunk_track_allocation_types : 1 : , "cheat" : +hurtme : cmd : : Hurts the player. Arguments: +in_forceuser : 0 : , "cheat" : Force user input to this split screen player. +incrementvar : cmd : : Increment specified convar value. +ins_base_vehicle_max_turn_rate : 25 : , "sv", "cheat" : +ins_base_vehicle_speed : 160 : , "sv", "cheat" : +ins_bipod_view_length_forward : 22 : , "sv", "rep" : +ins_bipod_view_length_up : 28 : , "sv", "rep" : +ins_bot_add : cmd : : Adds a bot +ins_bot_add_t2 : cmd : : Adds a bot to team 2 +ins_bot_attack_pistol_fire_rate : 4 : , "sv" : Base Rate for easy pistol fire, scaled faster by difficulty +ins_bot_attack_reload_ratio : 0 : , "sv" : Ratio of ammo that triggers a reload. +ins_bot_attack_slide_cooldown : 1 : , "sv", "cheat" : +ins_bot_change_difficulty : 1 : , "sv", "nf" : When to change bot difficulty, 1 = instantly, 0 = when new bots are added +ins_bot_count_checkpoint : 0 : , "a", "sv", "rep" : A set bot count for Checkpoint. +ins_bot_count_checkpoint_default : 0 : , "a", "sv", "rep" : This is the default bot count for Checkpoint that the server will reset to when hibernating. +ins_bot_count_checkpoint_max : 15 : , "a", "sv", "rep" : The max bot count for Checkpoint. +ins_bot_count_checkpoint_min : 5 : , "a", "sv", "rep" : The min bot count for Checkpoint. +ins_bot_count_conquest : 0 : , "a", "sv", "rep" : A set bot count for conquest. +ins_bot_count_conquest_default : 0 : , "a", "sv", "rep" : This is the default bot count for conquest that the server will reset to when hibernating. +ins_bot_count_conquest_max : 15 : , "a", "sv", "rep" : The max bot count for conquest. +ins_bot_count_conquest_min : 5 : , "a", "sv", "rep" : The min bot count for conquest. +ins_bot_count_hunt : 0 : , "a", "sv", "rep" : A set bot count for Checkpoint. +ins_bot_count_hunt_default : 0 : , "a", "sv", "rep" : This is the default bot count for Hunt that the server will reset to when hibernating. +ins_bot_count_hunt_max : 25 : , "a", "sv", "rep" : The max bot count for Hunt. +ins_bot_count_hunt_min : 15 : , "a", "sv", "rep" : The min bot count for Hunt. +ins_bot_count_outpost : 0 : , "a", "sv", "rep" : A set bot count for outpost. +ins_bot_count_outpost_default : 0 : , "a", "sv", "rep" : This is the default bot count for Survival that the server will reset to when hibernating. +ins_bot_count_outpost_level_multiplier : 1 : , "a", "sv", "rep" : Multiplier applied to bot count each round that passes. +ins_bot_count_outpost_max : 18 : , "a", "sv", "rep" : The max bot count at the end of outpost. +ins_bot_count_outpost_start_max : 14 : , "a", "sv", "rep" : The max bot count at the start of outpost. +ins_bot_count_outpost_start_min : 7 : , "a", "sv", "rep" : The min bot count at the start of outpost. +ins_bot_count_survival : 0 : , "a", "sv", "rep" : A set bot count for Survival. +ins_bot_count_survival_default : 0 : , "a", "sv", "rep" : This is the default bot count for Survival that the server will reset to when hibernating. +ins_bot_count_survival_level_multiplier : 1 : , "a", "sv", "rep" : Multiplier applied to bot count each round that passes. +ins_bot_count_survival_max : 18 : , "a", "sv", "rep" : The max bot count at the end of Survival. +ins_bot_count_survival_start_max : 14 : , "a", "sv", "rep" : The max bot count at the start of Survival. +ins_bot_count_survival_start_min : 7 : , "a", "sv", "rep" : The min bot count at the start of Survival. +ins_bot_difficulty : 1 : , "sv", "nf", "rep" : Difficulty of bots, 0-3 +ins_bot_enemy_seen_notify_distance : 300 : , "sv", "cheat" : Hearing range of bots when talking to eachother +ins_bot_friendly_death_hearing_distance : 100 : , "sv", "cheat" : Hearing range of bots when a friendly dies nearby +ins_bot_ignore_human_triggers : 0 : , "sv", "cheat" : If 1, bots will ignore all things human. +ins_bot_kick : cmd : : Kick a bot. Parameters: <#/bots> +ins_bot_kick_t1 : cmd : : ins_bot_kick_t1 kick bot from team two +ins_bot_kick_t2 : cmd : : ins_bot_kick_t2 kick bot from team two +ins_bot_knives_only : 0 : , "sv" : +ins_bot_max_grenade_range : 900 : , "sv", "rep" : Max distance bots will try to throw grenades from +ins_bot_max_setup_gate_defend_range : 2000 : , "sv", "cheat" : How far from the setup gate(s) defending bots can take up positions +ins_bot_min_setup_gate_defend_range : 750 : , "sv", "cheat" : How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush. +ins_bot_min_setup_gate_sniper_defend_range : 1500 : , "sv", "cheat" : How far from the setup gate(s) a defending sniper will take up position +ins_bot_path_update_interval : 0 : , "sv", "cheat" : Time between each path update (tweaked for optimization) +ins_bot_pathfollower_aimahead : 240 : , "sv", "cheat" : +ins_bot_quota : 0 : , "a", "sv" : How many bots to place on each team when no players are present? +ins_bot_radio_range : 2000 : , "sv", "cheat" : How close do bots need to be to hear radio commands from another. +ins_bot_radio_range_blocked_fraction : 0 : , "sv", "cheat" : If we don't have LoS, cut down range by this much +ins_bot_rpg_grace_time : 20 : , "sv" : +ins_bot_rpg_minimum_firing_distance : 512 : , "sv" : Minimum distance required to a target +ins_bot_rpg_minimum_player_cluster : 2 : , "sv" : Minimum cluster size of players for bots to consider firing an RPG, 0 to disable RPG firing +ins_bot_rpg_player_cluster_bloat : 20 : , "sv" : Bloat applied to rpg targets +ins_bot_rpg_player_cluster_radius : 460 : , "sv" : Radius from target to consider within a cluster +ins_bot_suppress_visible_requirement : 1 : , "sv", "cheat" : Total time we have to have seen a threat before lighting him up! +ins_bot_suppressing_fire_duration : 2 : , "sv", "cheat" : How long should we light up the last spotted area of a threat +ins_bot_survival_cache_notify_radius_max : 4800 : , "sv", "cheat" : Notify radius of cache capture in survival mode (in early game) +ins_bot_survival_cache_notify_radius_min : 2400 : , "sv", "cheat" : Notify radius of cache capture in survival mode (in later game) +ins_cache_buy_zone_size : 184 : , "sv" : Default size of the buy area on a weapon cache. +ins_cache_explosion_damage : 1000 : , "sv" : Damage dealt by cache exploding +ins_cache_explosion_radius : 256 : , "sv" : Radius of blast damage +ins_cache_health : 200 : , "sv" : Default health of a weapon cache entity. +ins_clear_attribute : cmd : : Remove given attribute from all areas in the selected set. +ins_deadcam_modes : 0 : , "sv", "rep" : Restricts Spectator Modes +ins_debug_centermass : 0 : , "sv", "rep" : Debug the centermass attachment +ins_debug_head : 0 : , "sv", "rep" : Debug the head attachment +ins_debug_navareas : cmd : : Force a round cleanup +ins_debug_spawnchange : 0 : , "sv", "cheat", "rep" : Display enabled/disabled spawnpoints. +ins_mark : cmd : : Set attribute of selected area. +ins_nav_cp_surrounding_distance : 620 : , "sv", "cheat" : +ins_nav_death_range : 400 : , "sv", "cheat" : +ins_nav_in_combat_range : 1000 : , "sv", "cheat" : +ins_outpost_attack_wave_dpr_end : 0 : , "sv", "rep" : Dead player ratio at level 30 +ins_outpost_attack_wave_dpr_start : 0 : , "sv", "rep" : Dead player ratio at start +ins_outpost_bot_hurry_final_distance : 540 : , "sv", "rep" : Final minimum distance for bots to sprint +ins_outpost_bot_hurry_initial_distance : 1800 : , "sv", "rep" : Initial minimum distance for bots to sprint +ins_outpost_bot_max_cache_destroyers : 3 : , "sv", "rep" : Max amount of bots attempting to destroy the cache at a single moment +ins_outpost_bot_smoke_amount_max : 1 : , "sv" : Max (unclamped) number of smoke grenade targets to generate per interval +ins_outpost_bot_smoke_amount_min : 1 : , "sv" : Min number of smoke grenade targets to generate per interval +ins_outpost_bot_smoke_amount_total : 3 : , "sv" : Absolute maximum of smoke grenade targets generated +ins_outpost_bot_smoke_interval_max : 15 : , "sv" : Maximum delay between smoke targets being generated. +ins_outpost_bot_smoke_interval_min : 35 : , "sv" : Minimum delay between smoke targets being generated. +ins_outpost_bot_smoke_length_max : 15 : , "sv" : Max duration of grenade targets +ins_outpost_bot_smoke_length_min : 35 : , "sv" : Min duration of grenade targets +ins_outpost_bot_smoke_scale_max : 20 : , "sv" : Maximum level used in smoke scaling +ins_outpost_bot_smoke_scale_min : 0 : , "sv" : Minimum level used in smoke scaling +ins_outpost_bot_smoke_variance : 5 : , "sv" : Random variance added to the interval +ins_outpost_bot_spawn_distance : 2000 : , "sv" : Min distance between players and bot spawn zones +ins_outpost_bot_spawn_update_interval : 5 : , "sv" : Seconds between each check to update which spawns are active/inactive +ins_outpost_bot_walk_final_distance : 200 : , "sv", "rep" : Final maximum distance for bots to walk +ins_outpost_bot_walk_initial_distance : 1 : , "sv", "rep" : Initial maximum distance for bots to walk +ins_outpost_last_deployment_timer : 120 : , "sv", "rep" : Seconds the final deployment of the wave lasts for +ins_outpost_nav_spawns : 0 : , "sv", "rep" : +ins_outpost_supply_frequency : 3 : , "sv" : How frequently (in waves) should players get a supply point +ins_select_with_attribute : cmd : : Selects areas with the given attribute. +ins_server_loadtheater : cmd : : Server loads a theater +ins_stats_status : cmd : : Current status of stats connection +ins_survival_bot_spawn_distance : 2500 : , "sv" : Min distance between players and bot spawn zones +ins_survival_bot_spawn_update_interval : 5 : , "sv" : Seconds between each check to update which spawns are active/inactive +ins_survival_cache_secure_cooldown_time : 15 : , "sv" : Time before you can secure another safehouse +ins_survival_cache_secure_team_ratio : 0 : , "sv" : Percentage of team required to secure a cache +ins_survival_coordinated_attack_time_max : 40 : , "sv" : Max seconds that bots will attack the most recently captured point +ins_survival_coordinated_attack_time_min : 20 : , "sv" : Min seconds that bots will attack the most recently captured point +ins_survival_human_spawn_update_interval : 1 : , "sv" : Seconds between each check to update which spawns are active/inactive +ins_survival_next_cache_min_distance : 3500 : , "sv" : Distance the next cache must be in order to qualify as the next possible objective +ins_survival_safehouse_tip_delay_max : 8 : , "sv" : Max time before the attacking team is tipped off about your safehouse +ins_survival_safehouse_tip_delay_min : 1 : , "sv" : Min time before the attacking team is tipped off about your safehouse +ins_tank_health : cmd : : +ins_tank_kill : cmd : : +ins_teamsize : 0 : , "sv", "nf", "rep" : Maximum team size +ins_terminal_access_zone_size : 72 : , "sv" : Default size of the terminal access area. +ins_terminal_health : 100 : , "sv" : Default health of a terminal entity. +ins_test_map_vote : cmd : : Test map vote +ins_vehicle_minibus_health : 320 : , "sv" : Default health of a minibus. +ins_wipe_attributes : cmd : : Clear all INS-specific attributes of selected area. +inventory_buy_gear : cmd : : Buys an item of gear +inventory_buy_upgrade : cmd : : Buys a weapon upgrade +inventory_buy_weapon : cmd : : Buys a weapon +inventory_confirm : cmd : : Confirming a purchase +inventory_print_weapons : cmd : : Print weapon purchases to server console +inventory_reset : cmd : : Reset the player's current loadout to the class default +inventory_resupply : cmd : : Resupply current loadout +inventory_sell_all : cmd : : Sell all items (except melee) +inventory_sell_gear : cmd : : Sells an item of gear +inventory_sell_upgrade : cmd : : Sells an upgrade +inventory_sell_weapon : cmd : : Sell a weapon +inventory_set_firemode : cmd : : Set firemode pref +ip : 172 : : Overrides IP for multihomed hosts +item_flag_respawntime : 0 : , "sv", "rep" : Flag respawn time. +joy_deadzone_mode : 1 : : 0 => Cross-shaped deadzone (default), 1 => Square deadzone. +joy_xcontroller_found : 0 : : Automatically set to 1 if an xcontroller has been detected. +kdtree_test : cmd : : Tests spatial partition for entities queries. +key_findbinding : cmd : : Find key bound to specified command string. +key_listboundkeys : cmd : : List bound keys with bindings. +key_updatelayout : cmd : : Updates game keyboard layout to current windows keyboard setting. +kick : cmd : : Kick a player by name. +kickid : cmd : : Kick a player by userid or uniqueid, with a message. +kickid_ex : cmd : : Kick a player by userid or uniqueid, provide a force-the-kick flag and also assign a message. +kill : cmd : : Kills the player with generic damage +killserver : cmd : : Shutdown the server. +killvector : cmd : : Kills a player applying force. Usage: killvector +ladder_autocenter : 1 : , "sv", "rep" : Auto-center players on ladders. +listid : cmd : : Lists banned users. +listip : cmd : : List IP addresses on the ban list. +listissues : cmd : : List all the issues that can be voted on. +listmodels : cmd : : List loaded models. +listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs. +loader_dump_table : cmd : : +loader_spew_info : 0 : : 0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All +loader_spew_info_ex : 0 : : (internal) +loader_throttle_io : 1 : : +log : cmd : : Enables logging to file, console, and udp < on | off >. +logaddress_add : cmd : : Set address and port for remote host . +logaddress_del : cmd : : Remove address and port for remote host . +logaddress_delall : cmd : : Remove all udp addresses being logged to +logaddress_list : cmd : : List all addresses currently being used by logaddress. +lookup_id : cmd : : Lookup Steam IDs of user +loopsingleplayermaps : 0 : , "sv", "cheat", "rep" : +lservercfgfile : 0 : , "sv" : +map : cmd : : Start playing on specified map. +map_background : cmd : : Runs a map as the background to the main menu. +map_commentary : cmd : : Start playing, with commentary, on a specified map. +map_noareas : 0 : : Disable area to area connection testing. +mapcycledisabled : 0 : , "sv", "rep" : repeats the same map after each match instead of using the map cycle +mapcyclefile : 0 : , "sv" : Name of the default .txt file used to cycle the maps on multiplayer servers +mapgroup : cmd : : Specify a map group +maps : cmd : : Displays list of maps. +mat_aaquality : 0 : : +mat_antialias : 0 : : +mat_bufferprimitives : 0 : : +mat_bumpbasis : 0 : , "cheat" : +mat_bumpmap : 1 : : +mat_compressedtextures : 1 : : +mat_configcurrent : cmd : : show the current video control panel config for the material system +mat_debugalttab : 0 : , "cheat" : +mat_debugdepth : 0 : : +mat_depthbias_normal : 0 : , "cheat" : +mat_depthfeather_enable : 0 : : +mat_detail_tex : 1 : : +mat_diffuse : 1 : : +mat_drawflat : 0 : , "cheat" : +mat_dynamiclightmaps : 0 : , "cheat" : +mat_dynamicPaintmaps : 0 : , "cheat" : +mat_envmapsize : 128 : : +mat_envmaptgasize : 32 : : +mat_exclude_async_update : 1 : : +mat_excludetextures : 0 : , "cheat" : +mat_fastnobump : 0 : , "cheat" : +mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. +mat_fillrate : 0 : , "cheat" : +mat_filterlightmaps : 1 : : +mat_filtertextures : 1 : : +mat_forceaniso : 1 : : +mat_forcedynamic : 0 : , "cheat" : +mat_forcehardwaresync : 0 : : +mat_fullbright : 0 : , "cheat" : +mat_hdr_enabled : cmd : : Report if HDR is enabled for debugging +mat_info : cmd : : Shows material system info +mat_levelflush : 1 : : +mat_lightmap_pfms : 0 : : Outputs .pfm files containing lightmap data for each lightmap page when a level exits. +mat_loadtextures : 1 : , "cheat" : +mat_luxels : 0 : , "cheat" : +mat_maxframelatency : 1 : : +mat_measurefillrate : 0 : , "cheat" : +mat_mipmaptextures : 1 : : +mat_monitorgamma : 2 : , "a" : monitor gamma (typically 2.2 for CRT and 1.7 for LCD) +mat_monitorgamma_tv_enabled : 0 : , "a" : +mat_monitorgamma_tv_exp : 2 : : +mat_monitorgamma_tv_range_max : 235 : : +mat_monitorgamma_tv_range_min : 16 : : +mat_morphstats : 0 : , "cheat" : +mat_motion_blur_enabled : 0 : : +mat_norendering : 0 : , "cheat" : +mat_normalmaps : 0 : , "cheat" : +mat_normals : 0 : , "cheat" : +mat_paint_enabled : 0 : : +mat_parallaxmap : 1 : : +mat_phong : 1 : : +mat_picmip : 0 : : +mat_powersavingsmode : 0 : , "a" : Power Savings Mode +mat_print_top_model_vert_counts : 0 : : Constantly print to screen the top N models as measured by total faces rendered this frame +mat_processtoolvars : 0 : : +mat_proxy : 0 : , "cheat" : +mat_queue_mode : -1 : : The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued +mat_queue_priority : 1 : : +mat_reducefillrate : 0 : : +mat_reduceparticles : 0 : : +mat_reloadallmaterials : cmd : : Reloads all materials +mat_reloadmaterial : cmd : : Reloads a single material +mat_reloadtextures : cmd : : Reloads all textures +mat_rendered_faces_count : 0 : , "cheat" : 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 : cmd : : 'mat_rendered_faces_spew ' Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count +mat_report_queue_status : 0 : : +mat_reporthwmorphmemory : cmd : : Reports the amount of size in bytes taken up by hardware morph textures. +mat_reversedepth : 0 : , "cheat" : +mat_savechanges : cmd : : saves current video configuration to the registry +mat_shadowstate : 1 : : +mat_showenvmapmask : 0 : : +mat_showmaterials : cmd : : Show materials. +mat_showmaterialsverbose : cmd : : Show materials (verbose version). +mat_showmiplevels : 0 : , "cheat" : color-code miplevels 2: normalmaps, 1: everything else +mat_showtextures : cmd : : Show used textures. +mat_software_aa_strength : -1 : : Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o +mat_softwarelighting : 0 : : +mat_softwareskin : 0 : , "cheat" : +mat_specular : 1 : : Enable/Disable specularity for perf testing. Will cause a material reload upon change. +mat_spewalloc : 0 : , "a" : +mat_tessellation_accgeometrytangents : 0 : , "cheat" : +mat_tessellation_cornertangents : 1 : , "cheat" : +mat_tessellation_update_buffers : 1 : , "cheat" : +mat_triplebuffered : 0 : : This means we want triple buffering if we are fullscreen and vsync'd +mat_vsync : 0 : : Force sync to vertical retrace +mat_wireframe : 0 : , "cheat" : +maxplayers : cmd : : Change the maximum number of players allowed on this server. +melee_combo_reset_time : 1 : , "sv", "cheat", "rep" : Seconds after a swing until we reset the combo activities +melee_show_swing : 0 : , "sv", "cheat", "rep" : +mem_compact : cmd : : +mem_dump : cmd : : Dump memory stats to text file. +mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) +mem_eat : cmd : : +mem_force_flush : 0 : : Force cache flush of unlocked resources on every alloc +mem_force_flush_section : 0 : : Cache section to restrict mem_force_flush +mem_incremental_compact_rate : 0 : , "cheat" : Rate at which to attempt internal heap compation +mem_level : 3 : : Memory Level - Default: High +mem_max_heapsize : 256 : : Maximum amount of memory to dedicate to engine hunk and datacache (in mb) +mem_max_heapsize_dedicated : 64 : : Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb) +mem_min_heapsize : 48 : : Minimum amount of memory to dedicate to engine hunk and datacache (in mb) +mem_periodicdumps : 0 : : Write periodic memstats dumps every n seconds. +mem_test : cmd : : +mem_test_each_frame : 0 : : Run heap check at end of every frame +mem_test_every_n_seconds : 0 : : Run heap check at a specified interval +mem_test_quiet : 0 : : Don't print stats when memtesting +mem_vcollide : cmd : : Dumps the memory used by vcollides +mem_verify : cmd : : Verify the validity of the heap +memory : cmd : : Print memory stats. +meta : cmd : : Metamod:Source control options +metamod_version : 1 : , "sp", "nf" : Metamod:Source Version +mm_basedir : 0 : , "sp" : Metamod:Source Base Folder +mm_csgo_community_search_players_min : 3 : , "a" : When performing CSGO community matchmaking look for servers with at least so many human players +mm_datacenter_debugprint : cmd : : Shows information retrieved from data center +mm_dlc_debugprint : cmd : : Shows information about dlc +mm_heartbeat_seconds : 300 : : +mm_heartbeat_seconds_xlsp : 60 : : +mm_heartbeat_timeout : 10 : : +mm_heartbeat_timeout_legacy : 15 : : +mm_pluginsfile : 0 : , "sp" : Metamod:Source Plugins File +mm_server_search_lan_ports : 27015 : , "a" : Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs. +mm_status : cmd : : Matchmaking status +mod_check_vcollide : 0 : : Check all vcollides on load +mod_dont_load_vertices : 1 : : For the dedicated server, don't load model vertex data +mod_DumpWeaponWiewModelCache : cmd : : Dumps the weapon view model cache contents +mod_DumpWeaponWorldModelCache : cmd : : Dumps the weapon world model cache contents +mod_forcedata : 1 : : Forces all model file data into cache on model load. +mod_forcetouchdata : 1 : : Forces all model file data into cache on model load. +mod_load_anims_async : 0 : : +mod_load_fakestall : 0 : : Forces all ANI file loading to stall for specified ms +mod_load_mesh_async : 0 : : +mod_load_preload : 1 : : Indicates how far ahead in seconds to preload animations. +mod_load_showstall : 0 : : 1 - show hitches , 2 - show stalls +mod_load_vcollide_async : 0 : : +mod_lock_mdls_on_load : 1 : : +mod_lock_meshes_on_load : 1 : : +mod_log_filesystem : 0 : : Log the filesystem type +mod_test_mesh_not_available : 0 : : +mod_test_not_available : 0 : : +mod_test_verts_not_available : 0 : : +mod_touchalldata : 1 : : Touch model data during level startup +mod_trace_load : 0 : : +mod_WeaponViewModelCache : 8 : : +mod_WeaponWorldModelCache : 10 : : +mod_WeaponWorldModelMinAge : 3000 : : +morph_debug : 0 : : +morph_path : 7 : : +mortar_visualize : 0 : , "sv" : +motd : cmd : : +motdfile : 0 : , "sv" : The MOTD file to load. +movement_anim_playback_minrate : 0 : , "sv", "rep" : +mp_allowNPCs : 1 : , "sv", "nf" : +mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not +mp_ambush_single_point_max : 10 : , "a", "sv", "nf" : Max number of players where a single point is used +mp_autocrosshair : 1 : , "sv", "nf" : +mp_autokick : 1 : , "sv", "rep" : Kick team-killing players +mp_autokick_idlers : 0 : , "sv", "rep" : Kick idlers players ( mins ) +mp_autokick_tk_cooldown : 180 : , "sv", "rep" : Amount of time between TKs being cooled off +mp_autokick_tk_limit : 3 : , "sv", "rep" : Number of TKs allowed before auto-kick +mp_autoteambalance : 1 : , "sv" : +mp_checkpoint_counterattack_always : 0 : , "sv", "rep" : Always have a counter-attack after each cap. Value represents number of human players needed. +mp_checkpoint_counterattack_capture_speedup : 2 : , "sv", "rep" : Bot capture speed-up +mp_checkpoint_counterattack_delay : 12 : , "sv", "rep" : How long (in seconds) until the enemy counter-attack wave spawns. +mp_checkpoint_counterattack_delay_finale : 20 : , "sv", "rep" : How long (in seconds) until the enemy counter-attack wave spawns (finale). +mp_checkpoint_counterattack_disable : 0 : , "sv", "rep" : 1 to Disable all counter attacks in Checkpoint +mp_checkpoint_counterattack_duration : 65 : , "sv", "rep" : How long a checkpoint counter-attack lasts +mp_checkpoint_counterattack_duration_finale : 120 : , "sv", "rep" : How long a checkpoint counter-attack lasts +mp_checkpoint_counterattack_wave_finale : 60 : , "sv", "rep" : How long until we get the subsequent waves in Checkpoint finale? +mp_clan_ready_signal : 0 : , "sv" : Text that team leader from each team must speak for the match to begin +mp_clan_readyrestart : 0 : , "sv" : If non-zero, game will restart once someone from each team gives the ready signal +mp_conquest_counterattack_always : 0 : , "sv", "rep" : Always have a counter-attack after each cap. Value represents number of human players needed. +mp_conquest_counterattack_capture_speedup : 2 : , "sv", "rep" : Bot capture speed-up +mp_conquest_counterattack_delay : 12 : , "sv", "rep" : How long (in seconds) until the enemy counter-attack wave spawns. +mp_conquest_counterattack_delay_finale : 20 : , "sv", "rep" : How long (in seconds) until the enemy counter-attack wave spawns (finale). +mp_conquest_counterattack_duration : 65 : , "sv", "rep" : How long a conquest counter-attack lasts +mp_conquest_counterattack_duration_finale : 120 : , "sv", "rep" : How long a conquest counter-attack lasts +mp_conquest_counterattack_wave_finale : 60 : , "sv", "rep" : How long until we get the subsequent waves in conquest finale? +mp_conquest_enemy_waves_per_obj : 3 : , "sv", "rep" : Number of waves defenders get for each objective +mp_coop_lobbysize : 6 : , "sv", "nf", "rep" : Size of coop lobby +mp_coop_max_bots : 18 : , "a", "sv", "rep" : Maximum number of bots allowed on the server. +mp_coop_min_bots : 5 : , "a", "sv", "rep" : The number of bots used for 1 player. +mp_cp_capture_time : 30 : , "sv", "nf" : capture time in seconds +mp_cp_deteriorate_time : 0 : , "sv", "nf" : deteriorate time in seconds +mp_cp_speedup_max : 4 : , "sv", "nf", "rep" : Maximum players to effect the speed-up. +mp_cp_speedup_rate : 0 : , "sv", "nf", "rep" : Speed-up rate per additional teammate in the cap zone. +mp_death_fade_in_duration : 3 : , "sv", "rep" : Fade in duration from dying -> spectator +mp_death_fade_in_duration_critical : 0 : , "sv", "rep" : Fade out duration from dying from a headshot or explosion. +mp_death_fade_out_delay : 0 : , "sv", "rep" : Death fade out delay +mp_death_fade_out_delay_critical : 0 : , "sv", "rep" : Death fade out delay from a headshot or explosion +mp_death_fade_out_duration : 1 : , "sv", "rep" : Fade out duration from dying. +mp_defaultteam : 0 : , "sv" : +mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked +mp_extract_point : 0 : , "a", "sv", "nf" : Point to use for patrol (0 = random, 1-3 = specified point) +mp_fadetoblack : 0 : , "sv", "nf", "rep" : fade a player's screen to black when he dies +mp_fall_speed_fatal : 720 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 ) +mp_fall_speed_safe : 560 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 ) +mp_fall_speed_safe_iron : 250 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 ) +mp_falldamage : 0 : , "sv", "nf" : +mp_flashlight : 0 : , "sv", "nf" : +mp_footsteps : 1 : , "sv", "nf" : +mp_forceactivityset : -1 : , "sv", "cheat", "rep" : SHORTRIFLE = 0 PISTOL = 1 KNIFE = 2 LMG = 3 LAUNCHER = 4 GRENADE = 5 +mp_forcecamera : 1 : , "sv", "rep" : Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_ +mp_forcerespawn : 1 : , "sv", "nf" : +mp_fraglimit : 0 : , "sv", "nf", "rep" : The number of kills at which the map ends +mp_freezetime : 15 : , "sv", "nf", "rep" : Round freeze time in seconds +mp_friendlyfire : 1 : , "sv", "nf", "rep" : Allows team members to injure other members of their team +mp_friendlyfire_damage : 0 : , "sv" : The frac value applied to friendly fire damage +mp_friendlyfire_damage_spawnarea : 0 : , "sv" : The frac value applied to friendly fire damage when either in a spawn area +mp_friendlyfire_explosives : 0 : , "sv", "nf", "rep" : When enabled, friendlies can set off each other's explosives if they are reactive. +mp_hunt_autoattack_bot_frac : 0 : , "sv", "rep" : The % of bot players that need to be left before auto attack starts +mp_hunt_autoattack_distance_too_close : 400 : , "sv", "rep" : If bots are closer than this distance to an alive player they won't auto attack +mp_hunt_autoattack_start_delay : 10 : , "sv", "rep" : The delay after the autoattack bot % is reached before the autoattack actually begins +mp_hunt_counterattack_distance : 4800 : , "sv", "rep" : Distance bots will respond to a cache blowing up +mp_hunt_nav_spawning : 0 : , "sv" : Enable experimental spawning system? +mp_joinwaittime : 20 : , "sv", "nf" : How long to wait for the first round once the minimum players requirement has been reached. +mp_lobbytime : 10 : , "sv", "nf", "rep" : Lobby time in seconds +mp_match_restart_delay : 15 : , "sv", "rep" : Time (in seconds) until a match restarts. +mp_maxgames : 1 : , "sv", "nf", "rep" : Max games before map change +mp_maxrounds : 5 : , "sv", "nf", "rep" : Max rounds before game ends +mp_occupy_bonus_wave : 1 : , "sv", "rep" : Number of waves given to a team for capturing the point. +mp_player_resupply_delay_base : 20 : , "sv" : Delay applied to resupplying +mp_player_resupply_delay_max : 90 : , "sv" : Max delay for resupply +mp_player_resupply_delay_penalty : 15 : , "sv" : Delay added for each additional resupply +mp_player_resupply_delay_survival : 10 : , "sv" : Delay applied to resupplying (Survival-only) +mp_player_resupply_grace : 30 : , "sv" : Grace time in which the resupply delay is not applied. +mp_player_resupply_grace_survival : 30 : , "sv" : Grace time in which the resupply delay is not applied (Survival-only). +mp_player_resupply_penalty_reset : 45 : , "sv" : Time taken to decrement resupply counter +mp_player_spotting : 1 : , "sv", "rep" : +mp_push_capture_time_extension : 300 : , "a", "sv" : How long (in seconds) the round should be extended for after a capture. +mp_push_counter_round : 0 : , "sv", "rep" : If on, after full-cap victory, flip the attacking team for a counter attack round. +mp_push_deferred_advance : 0 : , "sv", "rep" : If >0, advanced spawns will be delayed by this number of seconds. +mp_push_final_holdout_spawn_delay : 8 : , "sv", "rep" : Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa +mp_respawnwavetime_max : 0 : , "sv", "nf", "rep" : Min respawn wave interval. +mp_respawnwavetime_min : 0 : , "sv", "nf", "rep" : Max respawn wave interval. +mp_restartgame : 0 : , "sv" : If non-zero, game will restart in the specified number of seconds +mp_restartround : 0 : , "sv" : If non-zero, round will restart in the specified number of seconds +mp_restricted_area_wpn_time : 3 : , "sv", "rep" : Time a player can use their weapon inside a restricted area for. +mp_roundlives : 0 : , "sv", "nf", "rep" : Max lives in a round +mp_roundtime : 900 : , "sv", "nf", "rep" : round time per map in seconds +mp_scrambleteams : cmd : : Scramble the teams and restart the game +mp_scrambleteams_auto : 0 : , "sv", "nf" : Server will automatically scramble the teams if criteria met. Only works on dedicated servers. +mp_scrambleteams_auto_windifference : 3 : , "sv", "nf" : Number of round wins a team must lead by in order to trigger an auto scramble. +mp_searchdestroy_capture_time_extension : 120 : , "a", "sv" : How long (in seconds) the round should be extended for after a cache gets destroyed. +mp_searchdestroy_single_cache_max : 12 : , "a", "sv", "nf" : Max number of players where a single cache is used +mp_showgestureslots : -1 : , "sv", "cheat", "rep" : Show multiplayer client/server gesture slot information for the specified player index (-1 for no one). +mp_slammoveyaw : 0 : , "sv", "rep" : Force movement yaw along an animation path. +mp_spawnprotectontime : 30 : , "sv", "nf", "rep" : Spawn protection time in seconds +mp_spectator_allow_chase : 1 : , "a", "sv", "rep" : When set to 0, chase camera in spectator mode is disabled +mp_strike_capture_time_extension : 180 : , "a", "sv" : How long (in seconds) the round should be extended for after a capture. +mp_strike_capture_wave_decrement : 1 : , "a", "sv" : How many waves to deduct from defenders when a cache is blown +mp_supply_rate_losing_team_high : 1 : , "sv", "nf", "rep" : Amount of supply the more skilled players on the losing team get +mp_supply_rate_losing_team_low : 1 : , "sv", "nf", "rep" : Amount of supply the less skilled players on the losing team get +mp_supply_rate_winning_team_high : 1 : , "sv", "nf", "rep" : Amount of supply the more skilled players on the winning team get +mp_supply_rate_winning_team_low : 1 : , "sv", "nf", "rep" : Amount of supply the less skilled players on the winning team get +mp_supply_token_base : 10 : , "sv", "nf", "rep" : The amount of supply players start with +mp_supply_token_bot_base : 18 : , "sv", "nf", "rep" : The amount of supply bots start with +mp_supply_token_max : 20 : , "sv", "nf", "rep" : The maximum amount of supply a player can get +mp_switchteams : cmd : : Switch teams and restart the game +mp_switchteams_each_game : 0 : , "sv", "nf", "rep" : Switch the teams after each game +mp_switchteams_each_round : 0 : , "sv", "nf", "rep" : If >0, switch the teams after x rounds +mp_switchteams_reset_supply : 1 : , "sv", "nf", "rep" : Should supply be reset when teams are switched? +mp_teamlist : 0 : , "sv", "nf" : +mp_teamoverride : 1 : , "sv" : +mp_teamplay : 0 : , "sv", "nf" : +mp_teams_auto_join : 1 : , "sv" : When enabled, players are automatically assigned to a team on join. +mp_teams_unbalance_limit : 1 : , "sv", "nf", "rep" : Teams are unbalanced when one team has this many more players than the other team. (0 disables check) +mp_timelimit : 0 : , "sv", "nf", "rep" : game time per map in minutes +mp_timelimit_waiting : 3600 : , "sv", "rep" : Time to wait on an empty server before changing levels. +mp_timer_postgame : 0 : , "sv", "nf", "rep" : Postgame timer in seconds +mp_timer_postround : 15 : , "sv", "nf", "rep" : Postround timer in seconds +mp_timer_pregame : 10 : , "sv", "nf", "rep" : Pregame timer in seconds +mp_timer_preround : 15 : , "sv", "nf", "rep" : Preround timer in seconds +mp_timer_preround_first : 15 : , "sv", "nf", "rep" : Preround timer in seconds for the first round +mp_timer_preround_switch : 30 : , "sv", "nf", "rep" : Preround timer in seconds when a team switch occurs +mp_timer_voting : 25 : , "sv", "nf", "rep" : Time given to post-game voting. +mp_tkpunish : 1 : , "sv", "rep" : Will a TK'er be punished in the next round? {0=no, 1=warning, 2=kill} +mp_voice_bias : 0 : , "sv", "cheat", "rep" : +mp_voice_blocked_lineofsight_enemy_volume : 0 : , "sv", "cheat", "rep" : +mp_voice_blocked_lineofsight_friendly_volume : 0 : , "sv", "cheat", "rep" : +mp_voice_max_distance_enemy : 420 : , "sv", "cheat", "rep" : +mp_voice_max_distance_friendly : 1100 : , "sv", "cheat", "rep" : +mp_voice_max_distance_friendly_radio : 6000 : , "sv", "cheat", "rep" : +mp_voice_max_enemy_volume_local : 0 : , "sv", "cheat", "rep" : +mp_voice_max_friendly_volume_local : 0 : , "sv", "cheat", "rep" : +mp_voice_max_squad_volume_local : 1 : , "sv", "cheat", "rep" : +mp_voice_max_squad_volume_radio : 1 : , "sv", "cheat", "rep" : +mp_voice_min_distance_enemy : 8 : , "sv", "cheat", "rep" : +mp_voice_min_distance_friendly : 8 : , "sv", "cheat", "rep" : +mp_voice_min_enemy_volume_local : 0 : , "sv", "cheat", "rep" : +mp_voice_min_friendly_volume_local : 0 : , "sv", "cheat", "rep" : +mp_voice_min_squad_volume_local : 1 : , "sv", "cheat", "rep" : +mp_voice_min_squad_volume_radio : 1 : , "sv", "cheat", "rep" : +mp_voice_radio_filter : 1 : , "sv", "rep" : Should a radio filter be applied to distant squad comms? +mp_voice_use_3d_voip : 1 : , "sv", "rep" : Alive players use spatial audio for voice communications? +mp_waitingforplayers_cancel : 0 : , "sv" : Set to 1 to end the WaitingForPlayers period. +mp_waitingforplayers_restart : 0 : , "sv" : Set to 1 to start or restart the WaitingForPlayers period. +mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds +mp_wave_capture_increment : 0 : , "sv", "rep" : Amount of waves awarded for capturing points +mp_wave_count_attackers : 10 : , "sv", "rep" : Total waves for attackers +mp_wave_count_defenders : 20 : , "sv", "rep" : Total waves for defenders +mp_wave_count_defenders_per_obj : 5 : , "sv", "rep" : Total waves for defenders per objective (so Push can support many objectives) +mp_wave_count_perteam : 2 : , "sv", "rep" : Total waves per team +mp_wave_dpr_attackers : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for attacking team +mp_wave_dpr_attackers_finale : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for attacking team during the last stand specifically +mp_wave_dpr_defenders : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for defending team +mp_wave_dpr_defenders_finale : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for defending team for the last objective specifically +mp_wave_dpr_perteam : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for both teams +mp_wave_dpr_survival_end : 0 : , "sv", "rep" : Dead player ratio at level 30 of Survival game +mp_wave_dpr_survival_start : 0 : , "sv", "rep" : Dead player ratio at start of Survival game +mp_wave_grace_period : 30 : , "sv", "rep" : Grace period where if a reinforcement wave occurs it does not get deducted from wave count +mp_wave_max_wait_attackers : 30 : , "sv", "rep" : Max wave trigger time for attacking team +mp_wave_max_wait_defenders : 30 : , "sv", "rep" : Max wave trigger time for defending team +mp_wave_max_wait_perteam : 40 : , "sv", "rep" : Max wave trigger time for both teams +mp_wave_spawn_instant : 0 : , "sv", "rep" : Server side option to force instant spawning +mp_waves_enabled : 1 : , "sv", "rep" : Whether or not waves are enabled for this mode +mp_weaponstay : 0 : , "sv", "nf" : +mp_winlimit : 5 : , "sv", "nf", "rep" : win limit +mp_winlimit_coop : 3 : , "sv", "nf", "rep" : win limit for coop +multvar : cmd : : Multiply specified convar value. +name : 0 : , "a", "user", "print", "server_can_execute", "ss" : Current user name +nav_add_to_selected_set : cmd : : Add current area to the selected set. +nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set. +nav_analyze : cmd : : Re-analyze the current Navigation Mesh and save it to disk. +nav_area_bgcolor : 503316480 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing. +nav_area_max_size : 50 : , "sv", "cheat" : Max area size created in nav generation +nav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system. +nav_begin_area : cmd : : Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and +nav_begin_deselecting : cmd : : Start continuously removing from the selected set. +nav_begin_drag_deselecting : cmd : : Start dragging a selection area. +nav_begin_drag_selecting : cmd : : Start dragging a selection area. +nav_begin_selecting : cmd : : Start continuously adding to the selected set. +nav_begin_shift_xy : cmd : : Begin shifting the Selected Set. +nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor. +nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/out-of-date navigation files. +nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area. +nav_check_stairs : cmd : : Update the nav mesh STAIRS attribute +nav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areas +nav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set. +nav_clear_selected_set : cmd : : Clear the selected set. +nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions. +nav_compress_id : cmd : : Re-orders area and ladder ID's so they are continuous. +nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a +nav_coplanar_slope_limit : 0 : , "sv", "cheat" : +nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" : +nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners. +nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area. +nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground. +nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area. +nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners. +nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feet +nav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand. +nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system. +nav_debug_blocked : 0 : , "sv", "cheat" : +nav_delete : cmd : : Deletes the currently highlighted Area. +nav_delete_marked : cmd : : Deletes the currently marked Area (if any). +nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec +nav_disconnect_outgoing_oneways : cmd : : For each area in the selected set, disconnect all outgoing one-way connections. +nav_displacement_test : 10000 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for in-development maps) +nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system. +nav_drag_selection_volume_zmax_offset : 32 : , "sv", "rep" : The offset of the nav drag volume top from center +nav_drag_selection_volume_zmin_offset : 32 : , "sv", "rep" : The offset of the nav drag volume bottom from center +nav_draw_limit : 500 : , "sv", "cheat" : The maximum number of areas to draw in edit mode +nav_dump_selected_set_positions : cmd : : Write the (x,y,z) coordinates of the centers of all selected nav areas to a file. +nav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. +nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it. +nav_end_deselecting : cmd : : Stop continuously removing from the selected set. +nav_end_drag_deselecting : cmd : : Stop dragging a selection area. +nav_end_drag_selecting : cmd : : Stop dragging a selection area. +nav_end_selecting : cmd : : Stop continuously adding to the selected set. +nav_end_shift_xy : cmd : : Finish shifting the Selected Set. +nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again. +nav_gen_cliffs_approx : cmd : : Mark cliff areas, post-processing approximation +nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk. +nav_generate_fencetops : 1 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle tops +nav_generate_fixup_jump_areas : 1 : , "sv", "cheat" : Convert obsolete jump areas into 2-way connections +nav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk. +nav_generate_incremental_range : 2000 : , "sv", "cheat" : +nav_generate_incremental_tolerance : 0 : , "sv", "cheat" : Z tolerance for adding new nav areas. +nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system. +nav_ladder_flip : cmd : : Flips the selected ladder's direction. +nav_load : cmd : : Loads the Navigation Mesh for the current map. +nav_lower_drag_volume_max : cmd : : Lower the top of the drag select volume. +nav_lower_drag_volume_min : cmd : : Lower the bottom of the drag select volume. +nav_make_sniper_spots : cmd : : Chops the marked area into disconnected sub-areas suitable for sniper spots. +nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. +nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set. +nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. +nav_mark_walkable : cmd : : Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate +nav_max_view_distance : 6000 : , "sv", "cheat" : Maximum range for precomputed nav mesh visibility (0 = default 1500 units) +nav_max_vis_delta_list_length : 64 : , "sv", "cheat" : +nav_merge : cmd : : To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm +nav_merge_mesh : cmd : : Merges a saved selected set into the current mesh. +nav_no_hostages : cmd : : Toggles the 'hostages cannot use this area' flag used by the AI system. +nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system. +nav_place_floodfill : cmd : : Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli +nav_place_list : cmd : : Lists all place names used in the map. +nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor. +nav_place_replace : cmd : : Replaces all instances of the first place with the second place. +nav_place_set : cmd : : Sets the Place of all selected areas to the current Place. +nav_potentially_visible_dot_tolerance : 0 : , "sv", "cheat" : +nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system. +nav_quicksave : 1 : , "sv", "cheat" : Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. +nav_raise_drag_volume_max : cmd : : Raise the top of the drag select volume. +nav_raise_drag_volume_min : cmd : : Raise the bottom of the drag select volume. +nav_recall_selected_set : cmd : : Re-selects the stored selected set. +nav_remove_from_selected_set : cmd : : Remove current area from the selected set. +nav_remove_jump_areas : cmd : : Removes legacy jump areas, replacing them with connections. +nav_run : cmd : : Toggles the 'traverse this area by running' flag used by the AI system. +nav_save : cmd : : Saves the current Navigation Mesh to disk. +nav_save_selected : cmd : : Writes the selected set to disk for merging into another mesh via nav_merge_mesh. +nav_select_blocked_areas : cmd : : Adds all blocked areas to the selected set +nav_select_damaging_areas : cmd : : Adds all damaging areas to the selected set +nav_select_half_space : cmd : : Selects any areas that intersect the given half-space. +nav_select_invalid_areas : cmd : : Adds all invalid areas to the Selected Set. +nav_select_larger_than : cmd : : Select nav areas where both dimensions are larger than the given size. +nav_select_obstructed_areas : cmd : : Adds all obstructed areas to the selected set +nav_select_orphans : cmd : : Adds all orphan areas to the selected set (highlight a valid area first). +nav_select_overlapping : cmd : : Selects nav areas that are overlapping others. +nav_select_radius : cmd : : Adds all areas in a radius to the selection set +nav_select_stairs : cmd : : Adds all stairway areas to the selected set +nav_selected_set_border_color : -16751516 : , "sv", "cheat" : Color used to draw the selected set borders while editing. +nav_selected_set_color : 1623785472.000 : , "sv", "cheat" : Color used to draw the selected set background while editing. +nav_set_place_mode : cmd : : Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. +nav_shift : cmd : : Shifts the selected areas by the specified amount +nav_show_approach_points : 0 : , "sv", "cheat" : Show Approach Points in the Navigation Mesh. +nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editing +nav_show_compass : 0 : , "sv", "cheat" : +nav_show_continguous : 0 : , "sv", "cheat" : Highlight non-contiguous connections +nav_show_danger : 0 : , "sv", "cheat" : Show current 'danger' levels. +nav_show_dumped_positions : cmd : : Show the (x,y,z) coordinate positions of the given dump file. +nav_show_func_nav_avoid : 0 : , "sv", "cheat" : Show areas of designer-placed bot avoidance due to func_nav_avoid entities +nav_show_func_nav_prefer : 0 : , "sv", "cheat" : Show areas of designer-placed bot preference due to func_nav_prefer entities +nav_show_light_intensity : 0 : , "sv", "cheat" : +nav_show_node_grid : 0 : , "sv", "cheat" : +nav_show_node_id : 0 : , "sv", "cheat" : +nav_show_nodes : 0 : , "sv", "cheat" : +nav_show_player_counts : 0 : , "sv", "cheat" : Show current player counts in each area. +nav_show_potentially_visible : 0 : , "sv", "cheat" : Show areas that are potentially visible from the current nav area +nav_simplify_selected : cmd : : Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas +nav_slope_limit : 0 : , "sv", "cheat" : The ground unit normal's Z component must be greater than this for nav areas to be generated. +nav_slope_tolerance : 0 : , "sv", "cheat" : The ground unit normal's Z component must be this close to the nav area's Z component to be generated. +nav_snap_to_grid : 0 : , "sv", "cheat" : Snap to the nav generation grid when creating new nav areas +nav_solid_props : 1 : , "sv", "cheat" : Make props solid to nav generation/editing +nav_spawn_debug : 0 : , "sv", "cheat" : +nav_spawn_min_area_size : 128 : , "sv" : +nav_spawn_min_spacing_sq : 16384 : , "sv" : +nav_spawn_recollect_time : 20 : , "sv" : +nav_spawn_rescore_time : 0 : , "sv" : +nav_spawn_score_base : 1 : , "sv" : +nav_spawn_score_cp_locked : 0 : , "sv" : +nav_spawn_score_cp_proximity_max : 1000 : , "sv" : +nav_spawn_score_cp_proximity_min : 200 : , "sv" : +nav_spawn_score_cp_score_max : 1 : , "sv" : +nav_spawn_score_cp_score_min : 2 : , "sv" : +nav_spawn_score_decoy_score_max : 1 : , "sv" : +nav_spawn_score_decoy_score_min : 0 : , "sv" : +nav_spawn_score_discard : 0 : , "sv" : +nav_spawn_score_enemy_spawn_dist_ideal : 3800 : , "sv" : +nav_spawn_score_enemy_spawn_dist_min : 2000 : , "sv" : +nav_spawn_score_enemy_spawn_score_ideal : 2 : , "sv" : +nav_spawn_score_enemy_spawn_score_ideal_falloff : 0 : , "sv" : +nav_spawn_score_hiding_bonus : 1 : , "sv" : +nav_spawn_score_potentially_visible : 0 : , "sv" : +nav_spawn_score_random_max : 1 : , "sv" : +nav_spawn_score_random_min : 0 : , "sv" : +nav_splice : cmd : : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. +nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command. +nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split. +nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system. +nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system. +nav_store_selected_set : cmd : : Stores the current selected set for later retrieval. +nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. +nav_subdivide : cmd : : Subdivides all selected areas. +nav_test_node : 0 : , "sv", "cheat" : +nav_test_node_crouch : 0 : , "sv", "cheat" : +nav_test_node_crouch_dir : 4 : , "sv", "cheat" : +nav_test_stairs : cmd : : Test the selected set for being on stairs +nav_toggle_deselecting : cmd : : Start or stop continuously removing from the selected set. +nav_toggle_in_selected_set : cmd : : Remove current area from the selected set. +nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. +nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. +nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set. +nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set. +nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system. +nav_unmark : cmd : : Clears the marked Area or Ladder. +nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area. +nav_update_lighting : cmd : : Recomputes lighting values +nav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibility +nav_use_place : cmd : : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. +nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system. +nav_warp_to_mark : cmd : : Warps the player to the marked area. +nav_world_center : cmd : : Centers the nav mesh in the world +nb_allow_avoiding : 1 : , "sv", "cheat" : +nb_allow_climbing : 1 : , "sv", "cheat" : +nb_allow_gap_jumping : 1 : , "sv", "cheat" : +nb_blind : 0 : , "sv", "cheat" : Disable vision +nb_command : cmd : : Sends a command string to all bots +nb_debug : cmd : : Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS. +nb_debug_climbing : 0 : , "sv", "cheat" : +nb_debug_filter : cmd : : Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots. +nb_debug_history : 0 : , "sv", "cheat" : If true, each bot keeps a history of debug output in memory +nb_debug_known_entities : 0 : , "sv", "cheat" : Show the 'known entities' for the bot that is the current spectator target +nb_debug_spectatefilter : 0 : , "sv", "cheat" : If 1, nextbot debug will only show for the observer target. +nb_force_look_at : cmd : : Force selected bot to look at the local player's position +nb_goal_look_ahead_range : 50 : , "sv", "cheat" : +nb_head_aim_resettle_angle : 100 : , "sv", "cheat" : After rotating through this angle, the bot pauses to 'recenter' its virtual mouse on its virtual mousepad +nb_head_aim_resettle_time : 0 : , "sv", "cheat" : How long the bot pauses to 'recenter' its virtual mouse on its virtual mousepad +nb_head_aim_settle_duration : 0 : , "sv", "cheat" : +nb_head_aim_steady_max_rate : 100 : , "sv", "cheat" : +nb_ladder_align_range : 50 : , "sv", "cheat" : +nb_move_to_cursor : cmd : : Tell all NextBots to move to the cursor position +nb_nav_combat_build_rate : 0 : , "sv", "cheat" : Gunfire/second increase (combat caps at 1.0) +nb_nav_combat_decay_rate : 0 : , "sv", "cheat" : Decay/second toward zero +nb_nav_death_build_rate : 0 : , "sv", "cheat" : Death increase (caps at 1.0) +nb_nav_death_decay_rate : 0 : , "sv", "cheat" : Decay/second toward zero +nb_nav_in_combat_duration : 30 : , "sv", "cheat" : How long after gunfire occurs is this area still considered to be 'in combat' +nb_nav_show_actor_potential_visibility : 0 : , "sv", "cheat" : +nb_nav_show_blocked_areas : 0 : , "sv", "cheat" : Highlight areas that are considered blocked for TF-specific reasons +nb_nav_show_bomb_drop_areas : 0 : , "sv", "cheat" : +nb_nav_show_bomb_target_distance : 0 : , "sv", "cheat" : Display travel distances to bomb target +nb_nav_show_control_points : 0 : , "sv", "cheat" : +nb_nav_show_death_areas : 0 : , "sv", "cheat" : +nb_nav_show_enemy_invasion_areas : 0 : , "sv", "cheat" : Highlight areas where the enemy team enters the visible environment of the local player +nb_nav_show_gate_defense_areas : 0 : , "sv", "cheat" : +nb_nav_show_in_combat_areas : 0 : , "sv", "cheat" : +nb_nav_show_incursion_distance : 0 : , "sv", "cheat" : Display travel distances from current spawn room (1=red, 2=blue) +nb_nav_show_incursion_flow : 0 : , "sv", "cheat" : +nb_nav_show_incursion_flow_gradient : 0 : , "sv", "cheat" : 1 = red, 2 = blue +nb_nav_show_incursion_flow_range : 150 : , "sv", "cheat" : 1 = red, 2 = blue +nb_nav_show_incursion_range : 0 : , "sv", "cheat" : 1 = red, 2 = blue +nb_nav_show_incursion_range_max : 0 : , "sv", "cheat" : Highlight areas with incursion distances between min and max cvar values +nb_nav_show_incursion_range_min : 0 : , "sv", "cheat" : Highlight areas with incursion distances between min and max cvar values +nb_nav_show_mesh_decoration : 0 : , "sv", "cheat" : Highlight special areas +nb_nav_show_mesh_decoration_manual : 0 : , "sv", "cheat" : Highlight special areas marked by hand +nb_nav_show_point_defense_areas : 0 : , "sv", "cheat" : +nb_nav_show_sentry_danger : 0 : , "sv", "cheat" : +nb_nav_show_sniper_areas : 0 : , "sv", "cheat" : +nb_nav_show_sniper_areas_safety_range : 1000 : , "sv", "cheat" : +nb_nav_show_sweeped_areas : 0 : , "sv", "cheat" : +nb_nav_show_turf_ownership : 0 : , "sv", "cheat" : Color nav area by smallest incursion distance +nb_path_draw_inc : 100 : , "sv", "cheat" : +nb_path_draw_segment_count : 100 : , "sv", "cheat" : +nb_path_segment_influence_radius : 100 : , "sv", "cheat" : +nb_player_crouch : 0 : , "sv", "cheat" : Force bots to crouch +nb_player_move : 1 : , "sv", "cheat" : Prevents bots from moving +nb_player_move_direct : 0 : , "sv" : +nb_player_stop : 0 : , "sv", "cheat" : Stop all NextBotPlayers from updating +nb_player_walk : 0 : , "sv", "cheat" : Force bots to walk +nb_saccade_speed : 1000 : , "sv", "cheat" : +nb_saccade_time : 0 : , "sv", "cheat" : +nb_select : cmd : : Select the bot you are aiming at for further debug operations. +nb_speed_look_ahead_range : 150 : , "sv", "cheat" : +nb_stop : 0 : , "sv", "cheat", "rep" : Stop all NextBots +nb_update_debug : 0 : , "sv", "cheat" : +nb_update_framelimit : 10 : , "sv", "cheat" : +nb_update_frequency : 0 : , "sv", "cheat" : +nb_update_maxslide : 4 : , "sv", "cheat" : +nb_warp_selected_here : cmd : : Teleport the selected bot to your cursor position +net_allow_multicast : 1 : , "a" : +net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name> +net_channels : cmd : : Shows net channel info +net_compressvoice : 0 : : Attempt to compress out of band voice payloads (360 only). +net_drawslider : 0 : : Draw completion slider during signon +net_droppackets : 0 : , "cheat" : Drops next n packets on client +net_dumpeventstats : cmd : : Dumps out a report of game event network usage +net_dumptest : 0 : : +net_fakejitter : 0 : , "cheat" : Jitter fakelag packet time +net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds. +net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets) +net_maxcleartime : 4 : : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit). +net_maxfilesize : 16 : : Maximum allowed file size for uploading in MB +net_maxfragments : 1200 : : Max fragment bytes per packet +net_maxroutable : 1200 : , "a", "user" : Requested max packet size before packets are 'split'. +net_megasnapshot : 1 : : +net_paranoid : 1 : : +net_public_adr : 0 : : For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x' +net_queue_trace : 0 : : +net_queued_packet_thread : 1 : : Use a high priority thread to send queued packets out instead of sending them each frame. +net_showeventlisteners : 0 : : Show listening addition/removals +net_showevents : 0 : , "cheat" : Dump game events to console (1=client only, 2=all). +net_showfragments : 0 : : Show netchannel fragments +net_showpeaks : 0 : : Show messages for large packets only: +net_showreliablesounds : 0 : , "cheat" : +net_showsplits : 0 : : Show info about packet splits +net_showtcp : 0 : : Dump TCP stream summary to console +net_showudp : 0 : : Dump UDP packets summary to console +net_showudp_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 : cmd : : Inits multiplayer network sockets +net_status : cmd : : Shows current network status +net_steamcnx_status : cmd : : Print status of steam connection sockets. +net_usesocketsforloopback : 0 : : Use network sockets layer even for listen server local player's packets (multiplayer only). +next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 ) +nextlevel : 0 : , "sv", "nf" : If set to a valid map name, will change to this map during the next changelevel +nextmap : cmd : : +noclip : cmd : : Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable +noclip_fixup : 1 : , "sv", "cheat" : +notarget : cmd : : Toggle. Player becomes hidden to NPCs. +npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment +npc_vphysics : 0 : , "sv" : +obj_capture_damage : 0 : , "sv" : Captures all damage taken by objects for dumping later. +obj_dump_damage : cmd : : +obj_show_damage : 0 : , "sv" : Show all damage taken by objects. +old_radiusdamage : 0 : , "sv", "rep" : +paintsplat_bias : 0 : , "cheat", "rep" : Change bias value for computing circle buffer +paintsplat_max_alpha_noise : 0 : , "cheat", "rep" : Max noise value of circle alpha +paintsplat_noise_enabled : 1 : , "cheat", "rep" : +particle_test_attach_attachment : 0 : , "sv", "cheat" : Attachment index for attachment mode +particle_test_attach_mode : 0 : , "sv", "cheat" : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin' +particle_test_file : 0 : , "sv", "cheat" : Name of the particle system to dynamically spawn +particle_test_start : cmd : : Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particl +particle_test_stop : cmd : : Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe +password : 0 : , "a", "norecord" : Current server access password +path : cmd : : Show the engine filesystem path. +pause : cmd : : Toggle the server pause state. +perf_fire_bullet_firstpredictedonly : 1 : , "sv", "rep" : Only do effects tracing, etc., first time a CUserCmd is predicted. +perf_fire_bullet_single : 0 : , "sv", "rep" : +phys_debug_check_contacts : 0 : , "sv", "cheat", "rep" : +phys_impactforcescale : 1 : , "sv" : +phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes. +phys_pushscale : 1 : , "sv", "rep" : +phys_show_active : 0 : , "sv", "cheat" : +phys_speeds : 0 : , "sv" : +phys_stressbodyweights : 5 : , "sv" : +phys_timescale : 1 : , "sv" : Scale time for physics +phys_upimpactforcescale : 0 : , "sv" : +physics_budget : cmd : : Times the cost of each active object +physics_constraints : cmd : : Highlights constraint system graph for an entity +physics_debug_entity : cmd : : Dumps debug info for an entity +physics_highlight_active : cmd : : Turns on the absbox for all active physics objects +physics_report_active : cmd : : Lists all active physics objects +physics_select : cmd : : Dumps debug info for an entity +physicsshadowupdate_render : 0 : , "sv" : +picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play +ping : cmd : : Display ping to server. +pingserver : cmd : : Ping a server for info +pipeline_static_props : 1 : : +player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console. +player_old_armor : 0 : , "sv" : +player_slide_cooldown : 3 : , "sv", "cheat", "rep" : +player_slide_duration : 0 : , "sv", "cheat", "rep" : +player_slide_impact_epsilon : 8 : , "sv", "cheat" : +player_slide_probe_distance : 16 : , "sv", "cheat" : +player_slide_probe_dot : 0 : , "sv", "cheat" : +player_slide_sample_period : 0 : , "sv", "cheat" : +player_slide_speed_acceleration : 10 : , "sv", "cheat", "rep" : +player_slide_speedfrac_max : 1 : , "sv", "cheat", "rep" : +player_slide_speedfrac_warmup : 1 : , "sv", "cheat", "rep" : +player_slide_warmup_interval : 0 : , "sv", "cheat", "rep" : +player_use_radius : 96 : , "sv", "cheat", "rep" : +player_use_tolerance : 0 : , "sv", "cheat", "rep" : +plr_debug : 0 : , "sv", "cheat", "rep" : +plr_debug_inventory : 0 : , "sv", "cheat", "rep" : +plugin_load : cmd : : plugin_load : loads a plugin +plugin_pause : cmd : : plugin_pause : pauses a loaded plugin +plugin_pause_all : cmd : : pauses all loaded plugins +plugin_print : cmd : : Prints details about loaded plugins +plugin_unload : cmd : : plugin_unload : unloads a plugin +plugin_unpause : cmd : : plugin_unpause : unpauses a disabled plugin +plugin_unpause_all : cmd : : unpauses all disabled plugins +prop_active_gib_limit : 64 : , "sv" : +prop_active_gib_max_fade_time : 12 : , "sv" : +prop_break_disable_float : 0 : , "sv" : +prop_crosshair : cmd : : Shows name for prop looking at +prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys +prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} +prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} +props_break_max_pieces : -1 : , "sv", "rep" : Maximum prop breakable piece count (-1 = model default) +props_break_max_pieces_perframe : -1 : , "sv", "rep" : Maximum prop breakable piece count per frame (-1 = model default) +quit : cmd : : Exit the engine. +r_ambientboost : 1 : : Set to boost ambient term if it is totally swamped by local lights +r_ambientfactor : 5 : : Boost ambient cube by no more than this factor +r_ambientfraction : 0 : , "cheat" : Fraction of direct lighting used to boost lighting when model requests +r_ambientmin : 0 : : Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright +r_colorstaticprops : 0 : , "cheat" : +r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect. +r_decal_cover_count : 4 : : +r_decal_overlap_area : 0 : : +r_decal_overlap_count : 3 : : +r_decals : 2048 : : +r_decalstaticprops : 1 : : Decal static props test +r_DispBuildable : 0 : , "cheat" : +r_DispWalkable : 0 : , "cheat" : +r_drawbatchdecals : 1 : : Render decals batched. +r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframe +r_drawdecals : 1 : , "cheat" : Render decals. +r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps +r_drawentities : 1 : , "cheat" : +r_drawfuncdetail : 1 : , "cheat" : Render func_detail +r_drawleaf : -1 : , "cheat" : Draw the specified leaf. +r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw rays +r_drawmodeldecals : 1 : : +r_DrawModelLightOrigin : 0 : , "cheat" : +r_drawmodelstatsoverlay : 0 : , "cheat" : +r_drawmodelstatsoverlaydistance : 500 : , "cheat" : +r_drawmodelstatsoverlayfilter : -1 : , "cheat" : +r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 +r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 +r_DrawSpecificStaticProp : -1 : : +r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe +r_drawtranslucentworld : 1 : , "cheat" : +r_drawworld : 1 : , "cheat" : Render the world. +r_dscale_basefov : 90 : , "cheat" : +r_dscale_fardist : 2000 : , "cheat" : +r_dscale_farscale : 4 : , "cheat" : +r_dscale_neardist : 100 : , "cheat" : +r_dscale_nearscale : 1 : , "cheat" : +r_dynamic : 1 : : +r_emulategl : 0 : : +r_eyeglintlodpixels : 20 : : The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. +r_eyemove : 1 : , "a" : +r_eyes : 1 : : +r_eyeshift_x : 0 : , "a" : +r_eyeshift_y : 0 : , "a" : +r_eyeshift_z : 0 : , "a" : +r_eyesize : 0 : , "a" : +r_fastzreject : 0 : : Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware +r_fastzrejectdisp : 0 : : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on. +r_flashlightdepthtexture : 1 : : +r_flashlightscissor : 0 : , "cheat" : +r_flex : 1 : : +r_flushlod : cmd : : Flush and reload LODs. +r_ForceRestore : 0 : : +r_glint_alwaysdraw : 0 : : +r_glint_procedural : 0 : : +r_hidepaintedsurfaces : 0 : : If enabled, hides all surfaces which have been painted. +r_hunkalloclightmaps : 1 : : +r_hwmorph : 0 : , "cheat" : +r_itemblinkmax : 0 : , "cheat" : +r_itemblinkrate : 4 : , "cheat" : +r_JeepFOV : 90 : , "sv", "cheat", "rep" : +r_keepstyledlightmapsonly : 0 : : +r_lightaverage : 1 : : Activates/deactivate light averaging +r_lightcachemodel : -1 : , "cheat" : +r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolation +r_lightmap : -1 : , "cheat" : +r_lightstyle : -1 : , "cheat" : +r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn. +r_lod : -1 : : +r_maxmodeldecal : 50 : : +r_modelAmbientMin : 0 : , "cheat" : Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns). +r_modelwireframedecal : 0 : , "cheat" : +r_nohw : 0 : , "cheat" : +r_norefresh : 0 : : +r_nosw : 0 : , "cheat" : +r_novis : 0 : , "cheat" : Turn off the PVS. +r_occludeemaxarea : 0 : : Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use. +r_occluderminarea : 0 : : Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use. +r_occludermincount : 0 : : At least this many occluders will be used, no matter how big they are. +r_occlusion : 1 : : Activate/deactivate the occlusion system. +r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing. +r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it. +r_portal_use_pvs_optimization : 1 : : Enables an optimization that allows portals to be culled when outside of the PVS. +r_printdecalinfo : cmd : : +r_proplightingfromdisk : 1 : : 0=Off, 1=On, 2=Show Errors +r_proplightingpooling : -1 : , "cheat" : 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset +r_queued_decals : 0 : : Offloads a bit of decal rendering setup work to the material system queue when enabled. +r_randomflex : 0 : , "cheat" : +r_rootlod : 0 : : Root LOD +r_shadow_deferred : 0 : , "cheat" : Toggle deferred shadow rendering +r_shadowrendertotexture : 0 : : +r_showenvcubemap : 0 : , "cheat" : +r_skin : 0 : , "cheat" : +r_skybox_draw_last : 0 : , "cheat" : Draws skybox after world brush geometry, rather than before. +r_slowpathwireframe : 0 : , "cheat" : +r_spray_lifetime : 10 : : Number of rounds player sprays are visible +r_staticlight_streams : 1 : : +r_staticpropinfo : 0 : : +r_teeth : 1 : : +r_unloadlightmaps : 0 : : +r_vehicleBrakeRate : 1 : , "sv", "cheat" : +r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" : +r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing. +r_visualizetraces : 0 : , "sv", "cheat" : +rcon_password : 0 : , "norecord" : remote console password. +recompute_speed : cmd : : Recomputes clock speed (for debugging purposes). +reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload). +remove_upgrade : cmd : : Remove weapon upgrade for active weapon to the player +removeid : cmd : : Remove a user ID from the ban list. +removeip : cmd : : Remove an IP address from the ban list. +report_entities : cmd : : Lists all entities +report_simthinklist : cmd : : Lists all simulating/thinking entities +report_soundpatch : cmd : : reports sound patch count +report_touchlinks : cmd : : Lists all touchlinks +res_restrict_access : 0 : : +reset_gameconvars : cmd : : Reset a bunch of game convars to default values +respawn_entities : cmd : : Respawn all the entities in the map. +restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart). +rr_debugresponseconcept : 0 : , "sv" : If set, rr_debugresponses will print only responses testing for the specified concept +rr_debugresponseconcept_exclude : cmd : : Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments +rr_debugresponses : 0 : , "sv" : Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/f +rr_debugrule : 0 : , "sv" : If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system. +rr_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart) +rr_followup_maxdist : 1800 : , "sv", "cheat" : 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance. +rr_forceconcept : cmd : : fire a response concept directly at a given character. USAGE: rr_forceconcept 'criteria1:value1,criteria2:va +rr_reloadresponsesystems : cmd : : Reload all response system scripts. +rr_thenany_score_slop : 0 : , "sv", "cheat" : When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considere +say : cmd : : Display player message +say_team : cmd : : Display player message to team +sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square. +scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info. +scene_clientflex : 1 : , "sv", "rep" : Do client side flex animation. +scene_clientplayback : 1 : , "sv" : Play all vcds on the clients. +scene_flush : cmd : : Flush all .vcds from the cache and reload from disk. +scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even in english. +scene_maxcaptionradius : 1200 : , "sv" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled). +scene_playvcd : cmd : : Play the given VCD as an instanced scripted scene. +scene_print : 0 : , "sv", "rep" : When playing back a scene, print timing and event info to console. +scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events. +scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location. +scene_showunlock : 0 : , "a", "sv" : Show when a vcd is playing but normal AI is running. +script : cmd : : Run the text as a script +script_connect_debugger_on_mapspawn : 0 : , "sv" : +script_debug : cmd : : Connect the vscript VM to the script debugger +script_dump_all : cmd : : Dump the state of the VM to the console +script_execute : cmd : : Run a vscript file +script_help : cmd : : Output help for script functions, optionally with a search string +script_reload_code : cmd : : Execute a vscript file, replacing existing functions with the functions in the run script +script_reload_entity_code : cmd : : Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts +script_reload_think : cmd : : Execute an activation script, replacing existing functions with the functions in the run script +server_game_time : cmd : : Gives the game time in seconds (server's curtime) +servercfgfile : 0 : , "sv" : +setang : cmd : : Snap player eyes to specified pitch yaw (must have sv_cheats). +setang_exact : cmd : : Snap player eyes and orientation to specified pitch yaw (must have sv_cheats). +setmaster : cmd : : add/remove/enable/disable master servers +setmodel : cmd : : Changes's player's model +setpause : cmd : : Set the pause state of the server. +setpos : cmd : : Move player to specified origin (must have sv_cheats). +setpos_exact : cmd : : Move player to an exact specified origin (must have sv_cheats). +setpos_player : cmd : : Move specified player to specified origin (must have sv_cheats). +shake : cmd : : Shake the screen. +showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes +showtriggers_toggle : cmd : : Toggle show triggers +simple_bot_add : cmd : : Add a simple bot. +simulate_capturezone_pointindex : -1 : , "sv", "cheat" : +simulate_capturezone_team0 : 0 : , "sv", "cheat" : +simulate_capturezone_team1 : 0 : , "sv", "cheat" : +singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame ) +sk_autoaim_mode : 1 : , "a", "sv", "rep" : +sk_player_arm : 1 : , "sv" : +sk_player_chest : 1 : , "sv" : +sk_player_head : 2 : , "sv" : +sk_player_leg : 1 : , "sv" : +sk_player_stomach : 1 : , "sv" : +skill : 1 : , "a" : Game skill level (1-3). +skip_next_map : cmd : : Skips the next map in the map rotation for the server. +sleep_when_meeting_framerate : 1 : : Sleep instead of spinning if we're meeting the desired framerate. +sleep_when_meeting_framerate_headroom_ms : 1 : : Only sleep if the current frame has at least this much time remaining, otherwise spin. +sm : cmd : : SourceMod Menu +sm_abortban : cmd : : sm_abortban +sm_addban : cmd : : sm_addban