From 3f9a2a8b6e06e1e2bf8e2a01d53b6eddb249302c Mon Sep 17 00:00:00 2001 From: spacegears Date: Thu, 18 Feb 2021 13:04:50 +0100 Subject: [PATCH] Update INS/DoI full cvar lists and fix invalid cvars in DoI server config (#112) * Update insurgency full_cvar_list.txt * Add Day of Infamy full_cvar_list.txt * Update Day of Infamy server.cfg Fixes invalid cvars --- DayOfInfamy/cvars/full_cvar_list.txt | 4395 ++++++++++++++++++++++++++ DayOfInfamy/server.cfg | 13 +- Insurgency/cvars/full_cvar_list.txt | 4152 ++++++++++++++++++------ 3 files changed, 7645 insertions(+), 915 deletions(-) create mode 100644 DayOfInfamy/cvars/full_cvar_list.txt diff --git a/DayOfInfamy/cvars/full_cvar_list.txt b/DayOfInfamy/cvars/full_cvar_list.txt new file mode 100644 index 0000000..cf0471b --- /dev/null +++ b/DayOfInfamy/cvars/full_cvar_list.txt @@ -0,0 +1,4395 @@ +// **************************************************************************** +// * * +// * Day of Infamy - full_cvar_list.txt * +// * 4383 total convars/concommands * +// * Game version: 3.2.1.5 CL68747 * +// * * +// **************************************************************************** + +cvar list +-------------- +_autosave : cmd : : Autosave +_autosavedangerous : cmd : : AutoSaveDangerous +_bugreporter_restart : cmd : : Restarts bug reporter .dll +_fov : 0 : , "cl" : Automates fov command to server. +_record : cmd : : Record a demo incrementally. +_resetgamestats : cmd : : Erases current game stats and writes out a blank stats file +_restart : cmd : : Shutdown and restart the engine. +achievement_debug : 0 : , "cheat", "rep", "cl" : Turn on achievement debug msgs. +achievement_disable : 0 : , "cheat", "rep", "cl" : Turn off achievements. +action_progress_reset_interval : 1 : , "sv", "cheat" : +addip : cmd : : Add an IP address to the ban list. +adsp_alley_min : 122 : : +adsp_courtyard_min : 126 : : +adsp_debug : 0 : , "a" : +adsp_door_height : 112 : : +adsp_duct_min : 106 : : +adsp_hall_min : 110 : : +adsp_low_ceiling : 108 : : +adsp_opencourtyard_min : 126 : : +adsp_openspace_min : 130 : : +adsp_openstreet_min : 118 : : +adsp_openwall_min : 130 : : +adsp_reset_nodes : cmd : : +adsp_room_min : 102 : : +adsp_scale_delay_feedback : 0 : : +adsp_scale_delay_gain : 0 : : +adsp_street_min : 118 : : +adsp_tunnel_min : 114 : : +adsp_wall_height : 128 : : +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 : , "cheat", "rep", "cl" : +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 : , "rep", "cl" : +ai_shot_bias_min : -1 : , "rep", "cl" : +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. +-alt1 : cmd : : ++alt1 : cmd : : +-alt2 : cmd : : ++alt2 : cmd : : +anim_3wayblend : 1 : , "rep", "cl" : Toggle the 3-way animation blending code. +anim_showmainactivity : 0 : , "cheat", "cl" : Show the idle, walk, run, and/or sprint activities. +anim_showstate : -1 : , "cheat", "rep", "cl" : Show the (client) animation state for the specified entity (-1 for none). +anim_showstatelog : 0 : , "cheat", "rep", "cl" : 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both. +anim_spewdesired : 0 : , "cl" : +anim_twistbones_enabled : 0 : , "cheat", "rep", "cl" : Enable procedural twist bones. +askconnect_accept : cmd : : Accept a redirect request by the server. +asw_engine_finished_building_map : cmd : : Notify engine that we've finished building a map +async_allow_held_files : 1 : : Allow AsyncBegin/EndRead() +async_mode : 0 : : Set the async filesystem mode (0 = async, 1 = synchronous) +async_resume : cmd : : +async_serialize : 0 : : Force async reads to serialize for profiling +async_simulate_delay : 0 : : Simulate a delay of up to a set msec per file operation +async_suspend : cmd : : ++attack : cmd : : +-attack : cmd : : +-attack2 : cmd : : ++attack2 : cmd : : +audit_save_in_memory : cmd : : Audit the memory usage and files in the save-to-memory system +autoaim_max_deflect : 0 : , "sv" : +autoaim_max_dist : 2160 : , "sv" : +autosave : cmd : : Autosave +autosavedangerous : cmd : : AutoSaveDangerous +autosavedangerousissafe : cmd : : +-back : cmd : : ++back : cmd : : +banid : cmd : : Add a user ID to the ban list. +banip : cmd : : Add an IP address to the ban list. +beclient : cmd : : Run Battleye command +bench_end : cmd : : Ends gathering of info. +bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into +bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers. +benchframe : cmd : : Takes a snapshot of a particular frame in a time demo. +bind : cmd : : Bind a key. +bind_osx : cmd : : Bind a key for OSX only. +BindToggle : cmd : : Performs a bind 'increment var 0 1 1' +bink_preload_videopanel_movies : 1 : , "cl" : Preload Bink movies used by VideoPanel. +blackbox : 0 : : +blackbox_dump : cmd : : Dump the contents of the blackbox +blackbox_record : cmd : : Record an entry into the blackbox +BlendBonesMode : 2 : , "rep", "cl" : +blink_duration : 0 : , "cl" : How many seconds an eye blink will last. +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_angularvelocity_uber : 1400 : , "sv", "cheat" : How fast do the bots turn their heads ( deg/second ) (uberbot) +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_aimtracking_uber : 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_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_amt_solo : 1 : , "sv", "cheat" : How much should we artificially bloat aimtolerance boxes for enemies we just spotted? (solo) +bot_attack_aimtolerance_newthreat_time : 0 : , "sv", "cheat" : How long before we stop artificially bloating aimtolerance box? +bot_attack_aimtolerance_newthreat_time_solo : 0 : , "sv", "cheat" : How long before we stop artificially bloating aimtolerance box? (solo) +bot_attack_burst_maxtime : 0 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons +bot_attack_burst_maxtime_solo : 0 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons (solo) +bot_attack_burst_mintime : 0 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons +bot_attack_burst_mintime_solo : 0 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons (solo) +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_doi : 0 : , "sv", "rep" : Frac to DOI attack delay (to compensate for worser weapons) +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_debug_aimpenalty : 0 : , "sv", "cheat" : +bot_debug_artillery : 0 : , "sv", "cheat" : +bot_debug_bipod : 0 : , "sv", "cheat" : +bot_debug_body_and_locomotion : 0 : , "sv", "cheat" : +bot_debug_bounding : 0 : , "sv", "cheat" : +bot_debug_chatter : 0 : , "sv", "cheat" : +bot_debug_combat : 0 : , "sv", "cheat" : +bot_debug_combat_decisions : 0 : , "sv", "cheat" : +bot_debug_commander : 0 : , "sv", "cheat" : +bot_debug_corner_check : 0 : , "sv", "cheat" : +bot_debug_cover_entities : 0 : , "sv", "cheat" : +bot_debug_cover_search : 0 : , "sv", "cheat" : +bot_debug_cover_search_angle : 180 : , "sv", "cheat" : +bot_debug_cover_search_radius : 1024 : , "sv", "cheat" : +bot_debug_cover_search_type : 0 : , "sv", "cheat" : +bot_debug_doorways : 0 : , "sv", "cheat" : +bot_debug_flank_points : 0 : , "sv", "cheat" : +bot_debug_grenade_targets : 0 : , "sv", "cheat" : +bot_debug_investigations : 0 : , "sv", "cheat" : +bot_debug_kicking : 0 : , "sv", "cheat" : +bot_debug_morale : 0 : , "sv", "cheat" : +bot_debug_movement_requests : 0 : , "sv" : +bot_debug_officer_quarter : 0 : , "sv", "cheat" : +bot_debug_patrol : 0 : , "sv", "cheat" : +bot_debug_patrol_points : 0 : , "sv", "cheat" : +bot_debug_rocket_targets : 0 : , "sv", "cheat" : +bot_debug_runner : 0 : , "sv", "cheat" : +bot_debug_silhouette : 0 : , "sv", "cheat" : +bot_debug_special_nav_areas : 0 : , "sv", "cheat" : +bot_debug_tactical_role : 0 : , "sv", "cheat" : +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 : , "rep", "cl" : 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_base_solo : 15 : , "sv", "rep" : The targeting noise X value (solo) +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_base_solo : 15 : , "sv", "rep" : The targeting noise Y value (solo) +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_base_solo : 20 : , "sv", "rep" : The targeting noise Z value (solo) +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_doi : 0 : , "sv", "cheat" : Frac appplied to the recognize time in Day Of Infamy (to compensate for worser weapons) +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 +box : cmd : : Draw a debug box. +-break : cmd : : ++break : cmd : : +breakable_disable_gib_limit : 0 : , "sv" : +breakable_multiplayer : 1 : , "sv" : +buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero) +budget_averages_window : 30 : , "a" : number of frames to look at when figuring out average frametimes +budget_background_alpha : 128 : , "a" : how translucent the budget panel is +budget_bargraph_background_alpha : 128 : , "a" : how translucent the budget panel is +budget_bargraph_range_ms : 16 : , "a" : budget bargraph range in milliseconds +budget_history_numsamplesvisible : 100 : , "a" : number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel +budget_history_range_ms : 66 : , "a" : budget history range in milliseconds +budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1 +budget_panel_height : 384 : , "a" : height in pixels of the budget panel +budget_panel_width : 512 : , "a" : width in pixels of the budget panel +budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel +budget_panel_y : 50 : , "a" : number of pixels from the top side of the game screen to draw the budget panel +budget_peaks_window : 30 : , "a" : number of frames to look at when figuring out peak frametimes +budget_show_averages : 0 : , "a" : enable/disable averages in the budget panel +budget_show_history : 1 : , "a" : turn history graph off and on. . good to turn off on low end +budget_show_peaks : 1 : , "a" : enable/disable peaks in the budget panel +budget_toggle_group : cmd : : Turn a budget group on/off +bug : cmd : : Show the bug reporting UI. +bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again. +bugreporter_console_bytes : 15000 : : Max # of console bytes to put into bug report body (full text still attached). +bugreporter_includebsp : 1 : : Include .bsp for internal bug submissions. +bugreporter_snapshot_delay : 15 : : Frames to delay before taking snapshot +bugreporter_uploadasync : 0 : , "a" : Upload attachments asynchronously +bugreporter_username : 0 : , "a" : Username to use for bugreporter +buildcubemaps : cmd : : Rebuild cubemaps. +building_cubemaps : 0 : , "cheat", "cl" : Indicates we're building cubemaps +buildmodelforworld : cmd : : buildmodelforworld +bullet_ff_through_walls : 0 : , "rep", "cl" : +c_maxdistance : 200 : , "a", "cl" : +c_maxpitch : 90 : , "a", "cl" : +c_maxyaw : 135 : , "a", "cl" : +c_mindistance : 30 : , "a", "cl" : +c_minpitch : 0 : , "a", "cl" : +c_minyaw : -135 : , "a", "cl" : +c_orthoheight : 100 : , "a", "cl" : +c_orthowidth : 100 : , "a", "cl" : +cache_print : cmd : : cache_print [section] Print out contents of cache memory. +cache_print_lru : cmd : : cache_print_lru [section] Print out contents of cache memory. +cache_print_summary : cmd : : cache_print_summary [section] Print out a summary contents of cache memory. +callvote : cmd : : Start a vote on an issue. +cam_collision : 1 : , "a", "server_can_execute", "cl" : When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls. +cam_command : cmd : : Tells camera to change modes +cam_idealdelta : 4 : , "a", "server_can_execute", "cl" : Controls the speed when matching offset to ideal angles in thirdperson view +cam_idealdist : 150 : , "a", "server_can_execute", "cl" : +cam_idealdistright : 0 : , "a", "server_can_execute", "cl" : +cam_idealdistup : 0 : , "a", "server_can_execute", "cl" : +cam_ideallag : 4 : , "a", "server_can_execute", "cl" : Amount of lag used when matching offset to ideal angles in thirdperson view +cam_idealpitch : 0 : , "a", "server_can_execute", "cl" : +cam_idealyaw : 0 : , "a", "server_can_execute", "cl" : +cam_showangles : 0 : , "cheat", "cl" : When in thirdperson, print viewangles/idealangles/cameraoffsets to the console. +cam_snapto : 0 : , "a", "server_can_execute", "cl" : +-camdistance : cmd : : ++camdistance : cmd : : ++camin : cmd : : +-camin : cmd : : ++cammousemove : cmd : : +-cammousemove : cmd : : +-camout : cmd : : ++camout : cmd : : ++campitchdown : cmd : : +-campitchdown : cmd : : ++campitchup : cmd : : +-campitchup : cmd : : ++camyawleft : cmd : : +-camyawleft : cmd : : ++camyawright : cmd : : +-camyawright : cmd : : +cast_hull : cmd : : Tests hull collision detection +cast_ray : cmd : : Tests collision detection +cc_captiontrace : 1 : , "cl" : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud) +cc_emit : cmd : : Emits a closed caption +cc_findsound : cmd : : Searches for soundname which emits specified text. +cc_flush : cmd : : Flushes async'd captions. +cc_lang : 0 : , "a", "cl" : Current close caption language (emtpy = use game UI language) +cc_linger_time : 1 : , "a", "cl" : Close caption linger time. +cc_minvisibleitems : 1 : , "cl" : Minimum number of caption items to show. +cc_norepeat : 5 : , "sv" : In multiplayer games, don't repeat captions more often than this many seconds. +cc_predisplay_time : 0 : , "a", "cl" : Close caption delay before showing caption. +cc_random : cmd : : Emits a random caption +cc_sentencecaptionnorepeat : 4 : , "cl" : How often a sentence can repeat. +cc_showblocks : cmd : : Toggles showing which blocks are pending/loaded async. +cc_showmissing : 0 : , "rep", "cl" : Show missing closecaption entries. +cc_subtitles : 0 : , "a", "cl" : If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players). +centerview : cmd : : +ch_createairboat : cmd : : Spawn airboat in front of the player. +ch_createaircraft : cmd : : +ch_createammo : cmd : : +ch_createjeep : cmd : : Spawn jeep in front of the player. +changeinventory : cmd : : Shows the inventory menu +changelevel : cmd : : Change server to the specified map +changelevel2 : cmd : : Transition to the specified map in single player +changelevel_next : cmd : : Immediately changes to the next map in the map rotation for the server. +changeteam : cmd : : Toggles the team selection menu +cheap_captions_fadetime : 0 : , "cl" : +cheap_captions_test : 0 : , "cl" : +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 : , "rep", "cl" : Spew choreo. Use a sub-string or * to display all events. +cl_addon_debug : 0 : , "cheat", "cl" : +cl_addon_fade_max : 1000 : , "cl" : +cl_addon_fade_min : 800 : , "cl" : +cl_ads_fov_scale : 1 : , "a", "cl" : Zoom factor when looking down sights. +cl_ads_weapon_fov_scale : 1 : , "a", "cl" : Weapon FOV scale when ADS +cl_aggregate_particles : 1 : , "cl" : +cl_allowdownload : 1 : , "a" : Client downloads customization files +cl_allowupload : 1 : , "a" : Client uploads customization files +cl_always_flush_models : 0 : : If set, always flush models between map loads. Useful on systems under memory pressure. +cl_ambient_light_disableentities : 0 : , "cl" : Disable map ambient light entities. +cl_anglespeedkey : 0 : , "cl" : +cl_animationinfo : cmd : : Hud element to examine. +cl_assassination_vip_preference : 1 : , "a", "user", "cl" : 0 = never be VIP, 1 = indifferent, 2 = PICK ME!!! +cl_backspeed : 450 : , "cheat", "cl" : +cl_bipod_auto : 1 : , "a", "user", "cl" : 1 = automatically attempt bipod deployment when ironsighting +cl_bipod_effect_length : 12 : , "cheat", "cl" : +cl_bipod_effect_lookup : 0 : , "cheat", "cl" : +cl_blobulator_freezing_max_metaball_radius : 12 : , "cl" : Setting this can create more complex surfaces on large hitboxes at the cost of performance. +cl_blurClearAlpha : 0 : , "cl" : 0-255, but 0 has errors at the moment +cl_blurDebug : 0 : , "cl" : +cl_blurPasses : 1 : , "cl" : +cl_blurTapSize : 0 : , "cl" : +cl_bobPitch : 0 : , "cheat", "cl" : +cl_bobRoll : 0 : , "cheat", "cl" : +cl_bobYaw : 0 : , "cheat", "cl" : +cl_brushfastpath : 1 : , "cheat", "cl" : +cl_burninggibs : 0 : , "cl" : A burning player that gibs has burning gibs. +cl_camera_animation : 1 : , "a", "cl" : Enables/disables view model camera animation +cl_camera_follow_bone_index : -2 : , "cheat", "cl" : Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index. +cl_chat_active : 0 : , "cl" : +cl_chatfilters : 63 : , "a", "cl" : Stores the chat filter settings +cl_class : 0 : , "a", "user", "cl" : Default class when joining a game +cl_clearhinthistory : cmd : : Clear memory of client side hints displayed to the player. +cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client. +cl_clock_correction_adjustment_max_amount : 200 : , "cheat" : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount +cl_clock_correction_adjustment_max_offset : 90 : , "cheat" : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply +cl_clock_correction_adjustment_min_offset : 10 : , "cheat" : If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. +cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it). +cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift. +cl_clockdrift_max_ms : 150 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. +cl_clockdrift_max_ms_threadmode : 0 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. +cl_cmdrate : 64 : , "a", "user" : Max number of command packets sent to server per second +cl_colorfastpath : 0 : , "cheat", "cl" : +cl_colorgrade_profile : 0 : , "a", "cl" : +cl_colorgrade_profile_test : 0 : , "cheat", "cl" : +cl_countbones : 0 : , "cheat", "cl" : +cl_csm_auto_entity : 1 : , "sv" : +cl_csm_server_status : cmd : : Usage: cl_csm_server_status +cl_csm_status : cmd : : Usage: cl_csm_status +cl_customsounds : 0 : , "cl" : Enable customized player sound playback +cl_debug_controlleraim : 0 : , "cheat", "cl" : +cl_debug_hulls : 0 : , "cheat", "cl" : +cl_debug_player_paths : 0 : , "cl" : +cl_debug_player_paths_camping_threshold : 16 : , "cheat", "cl" : +cl_debug_player_paths_reset : cmd : : Clear tracked paths +cl_debug_player_paths_span : 30 : , "cheat", "cl" : +cl_debug_player_use : 0 : , "cl" : Visualizes +use logic for the given range. Green cross=trace success, Red cross=trace too far, Green box=radius success +cl_debug_pov : 0 : , "cheat", "cl" : +cl_debug_tracers : 0 : , "cheat", "cl" : +cl_debugcam_forceweaponfov : 1 : , "cheat", "cl" : +cl_debugcam_speed : 1 : , "cheat", "cl" : +cl_debugrumble : 0 : , "a", "cl" : Turn on rumble debugging spew +cl_demoviewoverride : 0 : , "cl" : Override view during demo playback +cl_detail_avoid_force : 0 : , "a", "cl" : force with which to avoid players ( in units, percentage of the width of the detail sprite ) +cl_detail_avoid_radius : 0 : , "a", "cl" : radius around detail sprite to avoid players +cl_detail_avoid_recover_speed : 0 : , "a", "cl" : how fast to recover position after avoiding players +cl_detail_max_sway : 0 : , "a", "cl" : Amplitude of the detail prop sway +cl_detail_multiplier : 1 : , "cheat", "cl" : extra details to create +cl_developer_status : 1 : , "a", "user", "cl" : +cl_disable_ragdolls : 0 : , "cheat", "cl" : +cl_disable_splitscreen_cpu_level_cfgs_in_pip : 1 : , "cl" : +cl_disable_water_render_targets : 0 : , "cl" : +cl_disablehtmlmotd : 0 : , "a", "cl" : Disable HTML motds. +cl_downloadfilter : 0 : , "a" : Determines which files can be downloaded from the server (all, none, nosounds) +cl_drawhud : 1 : , "cl" : Enable the rendering of the hud +cl_drawleaf : -1 : , "cheat", "cl" : +cl_drawmaterial : 0 : , "cheat", "cl" : Draw a particular material over the frame +cl_drawmonitors : 1 : , "cl" : +cl_drawshadowtexture : 0 : , "cheat", "cl" : +cl_dump_particle_stats : cmd : : dump particle profiling info to particle_profile.csv +cl_dumpplayer : cmd : : Dumps info about a player +cl_dumpsplithacks : cmd : : Dump split screen workarounds. +cl_earlyaccess_status : 1 : , "a", "user", "cl" : +cl_ejectbrass : 1 : , "cl" : +cl_ejectbrass_3p : 1 : , "a", "cl" : Show brass ejection particle effect and model in 3rd person +cl_elevator_physics : 1 : , "cl" : +cl_ent_absbox : cmd : : Displays the client's absbox for the entity under the crosshair. +cl_ent_bbox : cmd : : Displays the client's bounding box for the entity under the crosshair. +cl_ent_rbox : cmd : : Displays the client's render box for the entity under the crosshair. +cl_entityreport : 0 : , "cheat" : For debugging, draw entity states to console +cl_event_sound_cues : 1 : , "a", "cl" : +cl_extrapolate : 1 : , "cheat", "cl" : Enable/disable extrapolation if interpolation history runs out. +cl_extrapolate_amount : 0 : , "cheat", "cl" : Set how many seconds the client will extrapolate entities for. +cl_fastdetailsprites : 1 : , "cheat", "cl" : whether to use new detail sprite system +cl_fasttempentcollision : 5 : , "cl" : +cl_find_ent : cmd : : Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent +cl_find_ent_index : cmd : : Display data for clientside entity matching specified index. Format: cl_find_ent_index +cl_flushentitypacket : 0 : , "cheat" : For debugging. Force the engine to flush an entity packet. +cl_foliage : 1 : , "cheat" : +cl_foliage_bsp : 0 : , "cheat" : Allow generated foliage to cover BSP surfaces +cl_foliage_cluster_culling : 1 : , "cheat" : -1 = Freeze | 0 = No culling | 1 = Enable cluster culling +cl_foliage_cluster_distance : 4096 : , "cheat" : +cl_foliage_debug_clusters : 0 : , "cheat" : +cl_foliage_detail_override : 0 : , "cheat" : +cl_foliage_dynvb : 0 : , "cheat" : +cl_foliage_edit_radius : 256 : , "cheat" : +cl_foliage_material_override : 0 : , "cheat" : +cl_foliage_obstruction_test : cmd : : Adds obstruction at feet +cl_foliage_reset : cmd : : Re-initializes foliage system +cl_foliage_scale : 1 : , "cheat" : +cl_foliage_shadows : 1 : : +cl_foliage_static_multiplier : 1 : , "cheat" : +cl_foliage_static_offset : 10 : , "cheat" : +cl_foliage_windstrength_override : 5 : , "cheat" : +cl_foliage_wireframe : 0 : , "cheat" : +cl_forcepreload : 1 : , "a" : Whether we should force preloading. +cl_forwardspeed : 450 : , "cheat", "cl" : +cl_foundry_ShowEntityHighlights : 1 : , "cl" : +cl_fullupdate : cmd : : Forces the server to send a full update packet +cl_glow_item_b : 1 : , "cl" : +cl_glow_item_g : 0 : , "cl" : +cl_glow_item_r : 0 : , "cl" : +cl_grenade_auto_switch : 1 : , "a", "user", "cl" : If enabled, automatically switch to primary after throwing a grenade +cl_headbob_amp : 1 : , "cl" : +cl_headbob_freq : 12 : , "cl" : +cl_headbob_land_dip_amt : 4 : , "cheat", "cl" : +cl_hq_debug : 0 : , "cl" : Additional debug messages when queued +cl_hq_messages_enabled : 1 : , "a", "cl" : Play messages from HQ? +cl_hq_messages_gap : 1 : , "cl" : Gap between playing HQ messages after each other. +cl_hud_chat_subtitles : 1 : , "a", "cl" : Display radial comms subtitles +cl_hud_compass_alpha : 255 : , "a", "cl" : Opacity of our entire compass +cl_hud_compass_alpha_altarrows : 0 : , "cl" : Fractional alpha of alternate arrows (NW/NE/SE/SW) +cl_hud_compass_approach : 0 : , "cl" : +cl_hud_compass_arrows_split : 3 : , "cl" : Distance the arrows should separate when overlapping +cl_hud_compass_bg_alpha : 1 : , "a", "cl" : Opacity of the background as a fraction of the main alpha +cl_hud_compass_enemy_appear_time : 4 : , "a", "cl" : How long should the compass appear for after a nearby enemy was spotted. +cl_hud_compass_fadetime : 0 : , "a", "cl" : How long should the compass take to entirely fade +cl_hud_compass_holdtime : 0 : , "a", "cl" : How long should the compass remain open after letting go of the key +cl_hud_compass_horizontal_inset : 0 : , "a", "cl" : Inset the compass vertical position by this much +cl_hud_compass_marker_inset : 0 : , "a", "cl" : +cl_hud_compass_needle_scale : 0 : , "a", "cl" : Inner needle proportional scale +cl_hud_compass_show_ads : 0 : , "a", "cl" : Show the compass automatically when aiming? +cl_hud_compass_show_always : 1 : , "a", "cl" : Always render the compass? +cl_hud_compass_show_tacmap : 0 : , "a", "cl" : Show the compass when viewing tacmap? +cl_hud_compass_size : 0 : , "a", "cl" : Compass scale +cl_hud_compass_vertical_inset : 100 : , "a", "cl" : Inset the compass vertical position by this much +cl_hud_cp_blink_speed : 8 : , "cl" : +cl_hud_cp_docking_display : 1 : , "a", "cl" : +cl_hud_cp_floating_action_display_distance : 1000 : , "a", "cl" : +cl_hud_cp_floating_ads_alpha : 0 : , "a", "cl" : Alpha reduction for aiming down sights +cl_hud_cp_floating_display : 1 : , "a", "cl" : +cl_hud_cp_floating_max_alpha : 1 : , "a", "cl" : +cl_hud_cp_floating_min_alpha : 0 : , "a", "cl" : +cl_hud_cp_floating_nontarget_alpha : 0 : , "a", "cl" : Alpha reduction for non-targeted objectives +cl_hud_cp_floating_show_progress_range : 1000 : , "cl" : +cl_hud_cp_main_display : 1 : , "a", "cl" : +cl_hud_damageindicator_alpha : 0 : , "a", "cl" : Alpha of the HUD damage indicator +cl_hud_damageindicator_scale : 0 : , "a", "cl" : Scales the HUD damage indicator +cl_hud_damageindicator_time : 1 : , "a", "cl" : Time indicator displays for +cl_hud_deathnotice_captures : 1 : , "a", "cl" : Show point captures in the death notices? +cl_hud_deathnotice_display : 1 : , "a", "cl" : +cl_hud_deathnotice_show_demo : 0 : , "a", "cl" : Show player deathnotices during demo playback (regardless of server setting at the time)? +cl_hud_draw3d : 0 : , "cl" : +cl_hud_draw_floating : 1 : , "a", "cl" : +cl_hud_firemode_show_always : 0 : , "a", "cl" : Always show firemode display? +cl_hud_radial_bgalpha : 255 : , "cl" : BG Alpha of unselected buttons +cl_hud_radial_centerhighlightsize : 4 : , "cl" : panel width / x, radius of the center highlight +cl_hud_radial_centersize : 10 : , "cl" : panel width / x, radius of the center hotspot +cl_hud_radial_controls : 1 : , "a", "cl" : Control style for the radial menu. 1 = default, 2 = scrolling, 3 = numbered +cl_hud_radial_debug : 0 : , "cheat", "cl" : +cl_hud_radial_fadein_delay : 0 : , "a", "cl" : +cl_hud_radial_fadein_duration : 0 : , "a", "cl" : +cl_hud_radial_highlightalpha : 255 : , "cl" : Alpha of segment/center highlights +cl_hud_radial_iconsize : 5 : , "cl" : panel width / x, Size of center icon +cl_hud_radial_maxdistance : 3 : , "cl" : panel width / x, Max distance that the cursor can travel from the center +cl_hud_radial_textdistance : 3 : , "cl" : panel width / x, distance of text from center +cl_hud_radial_totalsize : 500 : , "cl" : +cl_hud_viewmodel_size : 1 : , "cl" : +cl_hud_voices_show_local : 0 : , "a", "cl" : Show the local player in the list of names speaking? +cl_hud_voices_show_names : 1 : , "a", "cl" : Show the names of other user speaking on VoIP? +cl_idealpitchscale : 0 : , "a", "cl" : +cl_ignorepackets : 0 : , "cheat" : Force client to ignore packets (for debugging). +cl_impacteffects : 1 : , "cl" : +cl_impacteffects_limit_exit : 10 : , "cl" : Limits the number of exit impact effects per frame +cl_impacteffects_limit_general : 30 : , "cl" : Limits the number of impact effects per frame +cl_impacteffects_limit_water : 6 : , "cl" : Limits the number of water impact effects per frame +cl_interp : 0 : , "a", "user", "cl" : Sets the interpolation amount (bounded on low side by server interp ratio settings). +cl_interp_all : 0 : , "cl" : Disable interpolation list optimizations. +cl_interp_npcs : 0 : , "cl" : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater) +cl_interp_ratio : 2 : , "a", "user", "cl" : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). +cl_inventory_sorting_method : 2 : , "a", "cl" : 0 = alphabetical, 1 = cost ascending, 2 = cost descending +cl_jiggle_bone_debug : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information +cl_jiggle_bone_debug_pitch_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information +cl_jiggle_bone_debug_yaw_constraints : 0 : , "cheat", "cl" : Display physics-based 'jiggle bone' debugging information +cl_jiggle_bone_invert : 0 : , "cheat", "cl" : +cl_jiggle_bone_sanity : 1 : , "cl" : Prevent jiggle bones from pointing directly away from their target in case of numerical instability. +cl_lagcomp_errorcheck : 0 : , "cl" : Player index of other player to check for position errors. +cl_lagcompensation : 1 : , "user", "cl" : Perform server side lag compensation of weapon firing events. +cl_language : 0 : , "user" : Language (from Steam API) +cl_leafsystemvis : 0 : , "cheat", "cl" : +cl_legacy_server_browser : 1 : , "a", "cl" : Show button for legacy server browser? +cl_leveloverview : 0 : , "cheat", "cl" : +cl_leveloverviewmarker : 0 : , "cheat", "cl" : +cl_localnetworkbackdoor : 1 : : Enable network optimizations for single player games. +cl_logofile : 0 : , "a" : Spraypoint logo decal. +cl_maxrenderable_dist : 3000 : , "cheat", "cl" : Max distance from the camera at which things will be rendered +cl_menu_bg_color : 591456832.000 : , "cl" : +cl_menu_bg_color_ingame : 591456960.000 : , "cl" : +cl_menu_html_reload : 0 : , "cl" : +cl_menu_music_fadespeed : 0 : , "cl" : +cl_minimal_rtt_shadows : 1 : , "a", "cl" : +cl_mm_crc_check : 1 : , "cl" : +cl_mm_debug : 0 : , "cl" : +cl_mm_debug_lan : 0 : , "cl" : If true, requests will query LAN servers, not internet. +cl_mm_verbose : 0 : , "cl" : +cl_mm_version_check : 1 : , "cl" : +cl_modelfastpath : 1 : , "cl" : +cl_modemanager_reload : cmd : : Reloads the panel metaclasses for vgui screens. +cl_mouseenable : 1 : , "cl" : +cl_mouselook : 1 : , "a", "user", "cl", "ss" : Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server. +cl_mumble_positionalaudio : 1 : , "a", "cl" : Enable Mumble positional audio on the client. +cl_music_ducking_minimum : 0 : , "cl" : +cl_music_loadout_fade : 0 : , "cl" : +cl_music_menu_fade : 0 : , "cl" : +cl_music_track_fade : 1 : , "cl" : +cl_muzzleflash_dlight_1st : 1 : , "user", "cl" : +cl_muzzleflash_dlight_1st_lifetime : 0 : , "cheat", "cl" : +cl_muzzleflash_dlight_3rd : 1 : , "user", "cl" : +cl_overdraw_test : 0 : , "cheat", "numeric", "cl" : +cl_panelanimation : cmd : : Shows panel animation variables: . +cl_particle_batch_mode : 1 : , "cl" : +cl_particle_fallback_base : 0 : , "cl" : Base for falling back to cheaper effects under load. +cl_particle_fallback_multiplier : 1 : , "cl" : Multiplier for falling back to cheaper effects under load. +cl_particle_max_count : 0 : , "cheat", "cl" : +cl_particle_retire_cost : 0 : , "cheat", "cl" : +cl_particle_sim_fallback_base_multiplier : 5 : , "cl" : How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time +cl_particle_sim_fallback_threshold_ms : 6 : , "cl" : Amount of simulation time that can elapse before new systems start falling back to cheaper versions +cl_particles_debug_overdraw : 0 : , "cheat", "cl" : +cl_particles_dump_effects : cmd : : +cl_particles_dumplist : cmd : : Dump all new particles, optional name substring. +cl_particles_show_bbox : 0 : , "cheat", "cl" : +cl_particles_show_controlpoints : 0 : , "cheat", "cl" : +cl_pclass : 0 : , "cheat", "cl" : Dump entity by prediction classname. +cl_pdump : -1 : , "cheat", "cl" : Dump info about this entity to screen. +cl_phys_block_dist : 1 : , "cl" : +cl_phys_block_fraction : 0 : , "cl" : +cl_phys_maxticks : 2 : , "cl" : Sets the max number of physics ticks allowed for client-side physics (ragdolls) +cl_phys_props_enable : 1 : , "cl" : Disable clientside physics props (must be set before loading a level). +cl_phys_props_max : 300 : , "cl" : Maximum clientside physic props +cl_phys_props_respawndist : 1500 : , "cl" : Minimum distance from the player that a clientside prop must be before it's allowed to respawn. +cl_phys_props_respawnrate : 60 : , "cl" : Time, in seconds, between clientside prop respawns. +cl_phys_show_active : 0 : , "cheat", "cl" : +cl_phys_timescale : 1 : , "cheat", "cl" : Sets the scale of time for client-side physics (ragdolls) +cl_physicsshadowupdate_render : 0 : , "cl" : +cl_pitchdown : 89 : , "cheat", "cl" : +cl_pitchspeed : 225 : , "cl" : +cl_pitchup : 89 : , "cheat", "cl" : +cl_playback_screenshots : 0 : : Allows the client to playback screenshot and jpeg commands in demos. +cl_player_fullupdate_predicted_origin_fix : 1 : , "cl" : +cl_player_shadow_dist : 1000 : , "cl" : +cl_playlists_verbose : 0 : , "cl" : +cl_portal_use_new_dissolve : 1 : , "cheat", "cl" : Use new dissolve effect +cl_precacheinfo : cmd : : Show precache info (client). +cl_pred_doresetlatch : 1 : , "cl" : +cl_pred_error_verbose : 0 : , "cl" : Show more field info when spewing prediction errors. +cl_pred_optimize : 2 : , "cl" : Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) +cl_pred_track : cmd : : : Track changes to entity index entindex, for field fieldname. +cl_predict : 1 : , "cheat", "user", "cl" : Perform client side prediction. +cl_predict_basetoggles : 1 : , "cl" : +cl_predict_motioncontrol : 0 : , "cl" : +cl_prediction_error_timestamps : 0 : , "cl" : +cl_predictioncopy_describe : cmd : : Describe datamap_t for entindex +cl_predictionlist : 0 : , "cheat", "cl" : Show which entities are predicting +cl_predictphysics : 0 : , "cl" : Use a prediction-friendly physics interface on the client +cl_predictweapons : 1 : , "user", "cl" : Perform client side prediction of weapon effects. +cl_quickplay_preference_coop_difficulty : 0 : , "a", "cl" : Used for remembering preferred cooperative difficulty (0 = Infantry, 1 = Commando) +cl_quickplay_preference_coop_faction : 3 : , "a", "cl" : Used for remembering preferred cooperative faction (0 = Americans, 1 = Commonwealth, 2 = Germans, 3 = Random) +cl_quickplay_preference_pvp_playlist : 0 : , "a", "cl" : Used for remembering preferred pvp playlist (0 = Casual with bots, 1 = Battles, 2 = Special Assignemtns, 3 = Any) +cl_quickselect_cooldown : 10 : , "cheat", "cl" : +cl_quickselect_debug : 0 : , "cl" : +cl_quickselect_delay : 0 : , "cl" : +cl_radio_bypass : 0 : , "cheat", "cl" : +cl_radio_debug : 0 : , "cheat", "cl" : Debug messages for incoming radio +cl_radio_ducking_volume : 0 : , "cl" : +cl_radio_show : 0 : , "cheat", "cl" : +cl_ragdoll_animation_activity : 0 : , "cheat", "cl" : +cl_ragdoll_animation_debug : 0 : , "cheat", "cl" : +cl_ragdoll_animation_mode : 0 : , "cheat", "cl" : +cl_ragdoll_animation_threshold : 50000 : , "cheat", "cl" : +cl_ragdoll_animation_time : 5 : , "cheat", "cl" : +cl_ragdoll_animation_weight : 0 : , "cheat", "cl" : +cl_ragdoll_collide : 0 : , "cl" : +cl_ragdoll_dismember_bullets : 1 : , "cl" : Allow ragdolls to be dismembered by bullets +cl_ragdoll_dismember_bullets_fraction : 0 : , "a", "cl" : 1 / +cl_ragdoll_dismember_chance : 0 : , "a", "cl" : Likelihood that a limb will dismember from an explosion +cl_ragdoll_dismember_limb_limit : 2 : , "a", "cl" : Explosions shouldn't dismember more limbs if this number has been reached +cl_ragdoll_dismember_spray_threshold : 64 : , "a", "cl" : Distance a limb has to travel before considering spawning a decal (to prevent decal spamming and respawning) +cl_ragdoll_dismemberment : 1 : , "a", "cl" : Enables meat grinding code, please refrain from eating the meat. (client) +cl_ragdoll_gib_freeze : 0 : , "cheat", "cl" : Freeze dismembered ragdolls in place +cl_ragdoll_gib_shadows : 1 : , "a", "cl" : Enable drawing of ragdoll giblet shadows +cl_ragdoll_gravity : 600 : , "cheat", "cl" : Sets the gravity client-side ragdolls +cl_ragdoll_max_fps : 30 : , "cheat", "cl" : Clients with framerates less than this will reduce the ideal number of ragdolls to display +cl_ragdoll_max_remove_per_frame : 1 : , "cheat", "cl" : +cl_ragdoll_maxcount : 24 : , "cl" : Clients will only show this many ragdolls +cl_ragdoll_min_fps : 10 : , "cheat", "cl" : Clients with framerates less than this will only show 1 ragdoll of each type +cl_ragdoll_physics_active_ragdoll_force : 3 : , "cheat", "cl" : Active ragdoll force (scale). +cl_ragdoll_physics_active_ragdoll_shake : 4 : , "cheat", "cl" : Shake frequency (Hz) +cl_ragdoll_physics_active_ragdoll_time : 4 : , "cheat", "cl" : Shake behaviour length in seconds +cl_ragdoll_physics_active_ragdolls : 1 : , "cl" : Use active ragdolls. +cl_ragdoll_physics_active_ragdollscrash : 0 : , "cl" : Use active ragdolls. +cl_ragdoll_physics_blood_decal_distance : 172 : , "a", "cl" : Distance blood can travel if splattered on walls/floors postmortem. +cl_ragdoll_physics_bullet_impact_strength : 1000 : , "a", "cl" : Multiplier that affects strength of the force applied to a ragdoll that is being fired at. +cl_ragdoll_physics_damping : 0 : , "cheat", "cl" : Damping multiplier +cl_ragdoll_physics_delta : 0 : , "cheat", "cl" : +cl_ragdoll_physics_enable : 1 : , "cheat", "cl" : Enable/disable ragdoll physics. +cl_ragdoll_physics_force : 1 : , "cheat", "cl" : Force applied to the local ragdolls upon their death. (scale) +cl_ragdoll_physics_torque : 1 : , "cheat", "cl" : Torque applied to the local ragdolls upon their death. (scale) +cl_ragdoll_spawn : cmd : : Spawns a ragdoll +cl_recoil_return_debug : 0 : , "cheat", "cl" : +cl_removedecals : cmd : : Remove the decals from the entity under the crosshair. +cl_report_soundpatch : cmd : : reports client-side sound patch count +cl_resend : 6 : : Delay in seconds before the client will resend the 'connect' attempt +cl_resend_timeout : 60 : : Total time allowed for the client to resend the 'connect' attempt +cl_retire_low_priority_lights : 0 : : Low priority dlights are replaced by high priority ones +cl_ricochet_percent : 0 : , "cl" : Percent chance a bullet will create a ricochet tracer (0..10) +cl_ricochet_percent_shotgun : 0 : , "cl" : Percent chance a shotgun pellet will create a ricochet tracer (0..10) +cl_rumblescale : 1 : , "a", "cl", "ss" : Scale sensitivity of rumble effects (0 to 1.0) +cl_sb_ping_interval : 4 : , "cl" : Server browser rows ping this often while selected +cl_sb_rules_interval : 15 : , "cl" : Server browser rows request rules this often while selected +cl_screenshotname : 0 : : Custom Screenshot name +cl_SetupAllBones : 0 : , "cl" : +cl_shadowtextureoverlaysize : 256 : , "cheat", "cl" : +cl_shadowupdatespacing : 10 : , "cl" : +cl_show_bounds_errors : 0 : , "cl" : +cl_show_splashes : 1 : , "cl" : +cl_showanimstate_activities : 0 : , "cheat", "cl" : Show activities in the (client) animation state display. +cl_showbattery : 0 : , "cl" : Draw current battery level at top of screen when on battery power +cl_ShowBoneSetupEnts : 0 : , "cl" : Show which entities are having their bones setup each frame. +cl_showdemooverlay : 0 : : How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always) +cl_showents : cmd : : Dump entity list to console. +cl_showerror : 0 : , "cl" : Show prediction errors, 2 for above plus detailed field deltas. +cl_showevents : 0 : , "cheat" : Print event firing info in the console +cl_showfps : 0 : , "cl" : Draw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, +10 = detailed ) +cl_showhelp : 1 : , "a", "user", "cl" : Set to 0 to not show on-screen help +cl_showpausedimage : 1 : , "cl" : Show the 'Paused' image when game is paused. +cl_showpluginmessages : 1 : , "a" : Allow plugins to display messages to you +cl_showpos : 0 : , "cl" : Draw current position at top of screen +cl_ShowSunVectors : 0 : , "cl" : +cl_showtextmsg : 1 : , "cl" : Enable/disable text messages printing on the screen. +cl_showtracerdistances : 0 : , "cheat", "cl" : Show the distances of the tracers, every 250 units. +cl_sideRoll : 1 : , "cheat", "cl" : +cl_sideRollSpeed : 220 : , "cheat", "cl" : +cl_sidespeed : 450 : , "cheat", "cl" : +cl_simdbones : 0 : , "rep", "cl" : Use SIMD bone setup. +cl_skipfastpath : 0 : , "cheat", "cl" : Set to 1 to stop all models that go through the model fast path from rendering +cl_skipslowpath : 0 : , "cheat" : Set to 1 to skip any models that don't go through the model fast path +cl_smooth : 1 : , "cl" : Smooth view/eye origin after prediction errors +cl_smoothtime : 0 : , "cl" : Smooth client's view after prediction error over this many seconds +cl_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only) +cl_soundemitter_reload : cmd : : Flushes the sounds.txt system +cl_soundfile : 0 : , "a" : Jingle sound file. +cl_soundscape_flush : cmd : : Flushes the client side soundscapes +cl_soundscape_printdebuginfo : cmd : : print soundscapes +cl_spec_mode : 6 : , "a", "user", "server_can_execute", "cl" : spectator mode +cl_sporeclipdistance : 512 : , "cheat", "cl" : +cl_ss_origin : cmd : : print origin in script format +cl_sun_decay_rate : 0 : , "cheat", "cl" : +cl_sunlight_depthbias : 0 : , "cl" : +cl_sunlight_ortho_size : 0 : , "cheat", "cl" : Set to values greater than 0 for ortho view render projections. +cl_suppression_blur_bullet_duration : 2 : , "cheat", "cl" : +cl_suppression_blur_chemical_multiplier : 1 : , "cheat", "cl" : +cl_suppression_blur_chemical_speed : 0 : , "cheat", "cl" : +cl_suppression_blur_dirt_duration : 6 : , "cheat", "cl" : +cl_suppression_blur_dirt_test : 0 : , "cheat", "cl" : +cl_suppression_blur_strength : 1 : , "cheat", "cl" : +cl_suppression_blur_test : 0 : , "cheat", "cl" : +cl_team : 0 : , "a", "user", "cl" : Default team when joining a game +cl_team_colors_relative : 1 : , "a", "cl" : If enabled, the local team is always blue. +cl_teamid : 0 : , "cl" : +cl_teamid_max : 1000 : : +cl_teamid_min : 200 : : +cl_thirdperson_obstruct_color : 0 : , "a", "cl" : Toggles third-person reticle obstruction color changes. +cl_thirdperson_obstruct_delay : 0 : , "a", "cl" : Delay for third-person reticle obstruction detection. +cl_thirdperson_obstruct_frac : 0 : , "a", "cl" : Threshold for third-person reticle obstruction detection. +cl_thirdperson_obstruct_marker : 1 : , "a", "cl" : Toggles third-person reticle obstruction marker. +cl_thirdperson_reticle : 0 : , "a", "cl" : Sets a custom third-person reticle. +cl_thirdperson_spectate_alpha : 1 : , "a", "cl" : Alpha transparency for third-person spectate reticle. +cl_threaded_bone_setup : 0 : , "cl" : Enable parallel processing of C_BaseAnimating::SetupBones() +cl_threaded_init : 0 : , "cl" : +cl_timeout : 30 : , "a" : After this many seconds without receiving a packet from the server, the client will disconnect itself +cl_tlucfastpath : 1 : , "cl" : +cl_tracers : 1 : , "cl" : +cl_tree_sway_dir : cmd : : sets tree sway wind direction and strength +cl_updaterate : 64 : , "a", "user" : Number of packets per second of updates you are requesting from the server +cl_updatevisibility : cmd : : Updates visibility bits. +cl_upgrade_fade_max : 512 : , "cl" : +cl_upgrade_fade_min : 480 : , "cl" : +cl_upspeed : 320 : , "cheat", "cl" : +cl_use_simd_bones : 1 : , "rep", "cl" : 1 use SIMD bones 0 use scalar bones. +cl_use_update_interval : 0 : , "cheat", "cl" : Time between use target updates +cl_view : cmd : : Set the view entity index. +cl_viewbob : 1 : , "cl" : Enable/Disable new viewbob movement +cl_viewmodelsclonedasworld : 1 : , "cl" : +cl_vip_preference : 1 : , "a", "user", "cl" : 0 = never be VIP, 1 = indifferent, 2 = PICK ME!!! +cl_vm_debug_pp : 0 : , "cheat", "cl" : +cl_vm_holo_test : 0 : , "cheat", "cl" : Disables stencil rendering of holographics +cl_vm_move_x : 0 : , "cl" : +cl_voice_filter : 0 : : Filter voice by name substring +cl_vote_ui_active_after_voting : 0 : , "cl" : +cl_vote_ui_show_notification : 0 : , "cl" : +cl_winddir : 0 : , "cheat", "cl" : Weather effects wind direction angle +cl_windspeed : 0 : , "cheat", "cl" : Weather effects wind speed scalar +cl_workshop_listmaps : cmd : : Lists maps from subscribed workshop items +cl_wound_offset_enabled : 0 : , "cheat", "cl" : +cl_wound_particles : 1 : , "cheat", "cl" : +cl_yawspeed : 210 : , "cl" : +cl_zoom_sensitivity : 1 : , "a", "cl" : +cl_zoom_sensitivity_fov_scaled : 1 : , "a", "cl" : +cl_zoom_sensitivity_fov_scope : 1 : , "a", "cl" : If off, FOV sens scaling uses world FOV with scopes +cl_zoom_sensitivity_scope : 3 : , "a", "cl" : +cl_zoom_sensitivity_scope_uses_irons_scale : 0 : , "a", "cl" : +clear : cmd : : Clear all console output. +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 +clearmutes : cmd : : Clear server side mutes for disconnected players +clientport : 27005 : : Host game client port +closecaption : 0 : , "a", "user", "cl" : Enable close captioning. +cloth_wind : 0 : , "cl" : +cloth_wind_pitch : 0 : , "cl" : +cloth_windage_multiplier : 1 : , "cheat", "cl" : +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 +colorcorrectionui : cmd : : Show/hide the color correction tools UI. ++commandermousemove : cmd : : +-commandermousemove : cmd : : +commentary_showmodelviewer : cmd : : Display the commentary model viewer. Usage: commentary_showmodelviewer +-compass : cmd : : Closes compass ++compass : cmd : : Opens compass +con_drawnotify : 1 : : Disables drawing of notification area (for taking screenshots). +con_enable : 1 : , "a" : Allows the console to be activated. +con_filter_enable : 0 : : Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot +con_filter_text : 0 : : Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate. +con_filter_text_out : 0 : : Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate. +con_logfile : 0 : : Console output gets written to this file +con_min_severity : cmd : : Minimum severity level for messages sent to any logging channel: LS_MESSAGE=0, LS_WARNING=1, LS_ASSERT=2, LS_ERROR=3. +con_notifytime : 8 : : How long to display recent console text to the upper part of the game window +con_nprint_bgalpha : 50 : : Con_NPrint background alpha. +con_nprint_bgborder : 5 : : Con_NPrint border size. +con_proportionalfont : 1 : : +con_timestamp : 0 : : Prefix console.log entries with timestamps +con_trace : 0 : : Print console text to low level printout. +condump : cmd : : dump the text currently in the console to condumpXX.log +connect : cmd : : Connect to specified server. +contimes : 8 : : Number of console lines to overlay for debugging. +coop : 0 : , "nf" : Cooperative play. +cpu_frequency_monitoring : 0 : : Set CPU frequency monitoring interval in seconds. Zero means disabled. +cpu_level : 2 : : CPU Level - Default: High +crash : cmd : : Cause the engine to crash (Debug!!) +crash_client : cmd : : Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only) +create_flashlight : cmd : : +creditsdone : cmd : : +csm_quality_level : 3 : : Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST ++csm_rot_x_neg : cmd : : +-csm_rot_x_neg : cmd : : ++csm_rot_x_plus : cmd : : +-csm_rot_x_plus : cmd : : ++csm_rot_y_neg : cmd : : +-csm_rot_y_neg : cmd : : ++csm_rot_y_plus : cmd : : +-csm_rot_y_plus : cmd : : +curve_bias : 0 : , "sv" : +cvarlist : cmd : : Show the list of convars/concommands. +das_max_z_trace_length : 72 : : Maximum height of player and still test for adsp +das_process_overhang_spaces : 0 : : +datacachesize : 64 : : 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_materialmodifycontrol_client : 0 : , "cl" : +debug_overlay_fullposition : 0 : , "sv" : +debug_physimpact : 0 : , "sv" : +debug_touchlinks : 0 : , "sv" : Spew touch link activity +debug_visibility_monitor : 0 : , "sv", "cheat" : +debugcam : cmd : : toggle the debug camera +debugsystemui : cmd : : Show/hide the debug system UI. +decalfrequency : 10 : , "sv", "nf" : +default_fov : 90 : , "cheat", "cl" : +demo_avellimit : 2000 : : Angular velocity limit before eyes considered snapped for demo playback. +demo_debug : 0 : : Demo debug info. +demo_enabledemos : 1 : : Enable recording demos (must be set true before loading a map) +demo_fastforwardfinalspeed : 20 : : Go this fast when starting to hold FF button. +demo_fastforwardramptime : 5 : : How many seconds it takes to get to full FF speed. +demo_fastforwardstartspeed : 2 : : Go this fast when starting to hold FF button. +demo_gototick : cmd : : Skips to a tick in demo. +demo_interplimit : 4000 : : How much origin velocity before it's considered to have 'teleported' causing interpolation to reset. +demo_interpolateview : 1 : : Do view interpolation during dem playback. +demo_legacy_rollback : 1 : : Use legacy view interpolation rollback amount in demo playback. +demo_pause : cmd : : Pauses demo playback. +demo_pauseatservertick : 0 : : Pauses demo playback at server tick +demo_quitafterplayback : 0 : : Quits game after demo playback. +demo_recordcommands : 1 : , "cheat" : Record commands typed at console into .dem files. +demo_resume : cmd : : Resumes demo playback. +demo_timescale : cmd : : Sets demo replay speed. +demo_togglepause : cmd : : Toggles demo playback. +demolist : cmd : : Print demo sequence list. +demos : cmd : : Demo demo file sequence. +demoui : cmd : : Show/hide the demo player UI. ++demoui2 : cmd : : Bring the advanced demo player UI (demoui2) to foreground. +-demoui2 : cmd : : Send the advanced demo player UI (demoui2) to background. +demoui2 : cmd : : Show/hide the advanced demo player UI (demoui2). +developer : 0 : : Set developer message level +devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist. +devshots_screenshot : cmd : : Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead. +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 +disp_smoothnormals : 0 : : +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" : +dlight_debug : cmd : : Creates a dlight in front of the player +dod_grenadegravity : -420 : , "cheat", "cl" : gravity applied to grenades +doi_bot_add : cmd : : Adds a bot +doi_bot_add_t2 : cmd : : Adds a bot to team 2 +doi_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 +doi_bot_allow_attack : 1 : , "sv", "cheat" : Are we allowed to attack? +doi_bot_artillery_min_distance : 1400 : , "sv", "cheat" : Don't fire artillery closer than this distance +doi_bot_artillery_min_enemies_in_radius : 2 : , "sv", "cheat" : Don't fire artillery unless this many enemies are in the splash zone +doi_bot_attack_burst_maxtime : 0 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons +doi_bot_attack_burst_maxtime_close : 1 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons (when close) +doi_bot_attack_burst_mintime : 0 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons +doi_bot_attack_burst_mintime_close : 1 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons (when close) +doi_bot_attack_delay_carefully_indoors : 0 : , "sv" : Time it takes for us to react to targets indoors when we're being careful +doi_bot_attack_delay_flamethrower : 0 : , "sv" : Second delay added to flamethrower bots to give the players a chance to react +doi_bot_attack_delay_maxrange : 3 : , "sv", "rep" : Time it takes for us to attack a target who just became visible (max weapon range) +doi_bot_attack_delay_maxrange_wasvisible : 1 : , "sv", "rep" : Time it takes for us to attack a target who just became visible (max weapon range) +doi_bot_attack_delay_minrange : 0 : , "sv", "rep" : Time it takes for us to attack a target who just became visible (min weapon range) +doi_bot_attack_delay_minrange_wasvisible : 0 : , "sv", "rep" : Time it takes for us to attack a target who we are anticipating (min weapon range) +doi_bot_awareness_conversation_range : 300 : , "a", "sv", "cheat" : Hearing range of bots when talking to eachother +doi_bot_combat_advance_timer_assault : 3 : , "sv" : Advance after not seeing the enemy for this much time (assault troops) +doi_bot_combat_advance_timer_frontline : 6 : , "sv" : Advance after not seeing the enemy for this much time (frontline troops) +doi_bot_combat_advance_timer_overwatch : 10 : , "sv" : Advance after not seeing the enemy for this much time (overwatch troops) +doi_bot_combat_end_suppression_alone : 0 : , "sv" : Stop being suppressed and peek out of cover when our suppression frac reaches this (alone) +doi_bot_combat_end_suppression_teammates : 0 : , "sv" : Stop being suppressed and peek out of cover when our suppression frac reaches this (near teammates) +doi_bot_combat_start_suppression_alone : 0 : , "sv" : If we reach this much suppression by ourselves, we will duck behind cover +doi_bot_combat_start_suppression_teammates : 0 : , "sv" : If we reach this much suppression near teammates, we will duck behind cover +doi_bot_combat_suppress_fire_duration : 5 : , "sv" : How long should we light up the last spotted area of a threat +doi_bot_combat_tickrate : 4 : , "sv" : ticks per second for combat logic +doi_bot_commander_radius : 800 : , "sv", "cheat" : How close do bots need to be to join the player squad +doi_bot_communication_range : 2000 : , "sv", "cheat" : How close do bots need to be to hear radio commands from another. +doi_bot_communication_range_blocked_frac : 0 : , "sv", "cheat" : If we don't have LoS, cut down range by this much +doi_bot_count_default_enemy_max_players : 18 : , "a", "sv", "rep" : Default max enemy bot count when playing online coop. +doi_bot_count_default_enemy_min_players : 12 : , "a", "sv", "rep" : Default min enemy bot count when playing online coop. +doi_bot_count_default_friendly_max_players : 0 : , "a", "sv", "rep" : Default friendly bot count when playing online coop. +doi_bot_count_default_friendly_min_players : 7 : , "a", "sv", "rep" : Default friendly bot count when playing online coop. +doi_bot_count_override : 0 : , "a", "sv", "rep" : Override the bot count in mapscripts with the cvar counts +doi_bot_count_solo_enemy : 16 : , "a", "sv", "rep" : Default enemy bot count when playing solo. +doi_bot_count_solo_friendly : 13 : , "a", "sv", "rep" : Default friendly bot count when playing solo. +doi_bot_cover_combat_search_radius : 1500 : , "sv", "cheat" : look for cover within this radius to myself in combat +doi_bot_cover_combat_search_radius_overwatch : 3000 : , "sv", "cheat" : look for cover within this radius to myself in combat (overwatch) +doi_bot_cover_deathintensity_abort_threshold : 0 : , "a", "sv" : If we're moving to cover and the death intensity gets to this high, abort! +doi_bot_cover_deathintensity_search_threshold : 0 : , "a", "sv" : Don't look for cover with a death threshold this high. +doi_bot_cover_fortify_search_radius_patrol : 3000 : , "sv", "cheat" : look for cover within this radius to control point when fortifying (patrol only) +doi_bot_cover_nearby_threshold : 100 : , "a", "sv", "cheat" : cover this close to a bot gives a penalty +doi_bot_cover_ranking_closest_distance : 200 : , "sv", "cheat" : added to cover ranking if close (scales at distance) +doi_bot_cover_ranking_cp_overwatch_frac : 5 : , "sv", "cheat" : overwatch multiplier for cp LOS +doi_bot_cover_ranking_danger_zone : -80 : , "sv", "cheat" : added to cover ranking if enemies are nearby +doi_bot_cover_ranking_death_zone : -50 : , "sv", "cheat" : added to cover ranking if people died nearby +doi_bot_cover_ranking_has_los_per_cp : 100 : , "sv", "cheat" : added to cover ranking for each LOS we have to a valid control point +doi_bot_cover_ranking_has_nolos_per_cp : -100 : , "sv", "cheat" : added to cover ranking if we don't have LOS to a valid control point +doi_bot_cover_ranking_max_height : 500 : , "sv", "cheat" : added to cover ranking for overwatch soldiers (scales by height) +doi_bot_cover_ranking_nearby : -150 : , "sv", "cheat" : added to cover ranking if people are in the nearby threshold +doi_bot_cover_ranking_suppressed : -20 : , "sv", "cheat" : added to cover ranking if people are in combat +doi_bot_debug_moonwalking : 0 : , "sv", "cheat" : +doi_bot_debug_movement_requests : 0 : , "sv" : +doi_bot_difficulty : 0 : , "sv", "nf", "rep" : Difficulty of bots, 0-1 +doi_bot_follow_close_radius : 150 : , "sv", "cheat" : Request radio +doi_bot_follow_far_radius : 800 : , "sv", "cheat" : Need backup / spread out +doi_bot_follow_medium_radius : 400 : , "sv", "cheat" : Stick together +doi_bot_fov_combat : 90 : , "sv", "cheat" : FOV when the bot is trying to attack +doi_bot_fov_idle : 130 : , "sv", "cheat" : FOV when the bot is idle/guarding (normal difficulty) +doi_bot_grenade_max_range : 900 : , "sv", "rep" : Max distance bots will try to throw grenades from +doi_bot_investigation_grace_time : 10 : , "sv", "cheat" : Bots will ignore investigating targets that have lived for this long +doi_bot_investigation_max_distance : 3000 : , "sv", "cheat" : Bots will ignore investigating targets that are further than this +doi_bot_launcher_bloat : 80 : , "sv" : Additional offset in units added to the bots aim with launchers (panzerfaust, piat etc.) +doi_bot_melee_ammo_threshold : 0 : , "sv" : Ammo ratio less/equal this will force a melee attack +doi_bot_melee_attack_range : 120 : , "sv" : Range we will try and melee if we're out of ammo +doi_bot_melee_bayonet_range : 200 : , "sv" : Bots with bayonets will always try to melee within this range, even with ammo +doi_bot_melee_only : 0 : , "sv", "rep" : Bots will hack and maim each other to death +doi_bot_newthreat_search_interval : 0 : , "sv", "cheat" : Look for new threats every N seconds +doi_bot_overwatch_height_ranking_frac : 5 : , "sv", "cheat" : Multiplier added to overwatch bots for prioritizing height for cover (the more this is, the more they care about height) +doi_bot_path_compute_throttle_combat : 0 : , "sv", "cheat" : Minimum time between each path compute in combat (tweaked for optimization) +doi_bot_path_compute_throttle_idle : 5 : , "sv", "cheat" : Minimum time between each path compute Out of Combat(tweaked for optimization) +doi_bot_path_deathintensity_frac : 5 : , "sv", "cheat" : Combatants will increase their path cost by this amount for death areas +doi_bot_path_distance_max : 10000 : , "sv", "cheat" : Max distance of bot paths +doi_bot_path_follow_aimahead : 240 : , "sv", "cheat" : +doi_bot_path_minlookahead : 120 : , "sv", "cheat" : Minimum look-ahead distance for bot pathing +doi_bot_path_sneak_combat_frac : 20 : , "sv", "cheat" : Sneak combatants will increase their path cost by this amount for combat areas +doi_bot_patrol_path_distance : 8000 : , "sv", "rep" : Max distance for pathing to patrol areas (to tune performance) +doi_bot_patrol_proximity_to_target : 6000 : , "sv", "rep" : Bots will prioritize patrol point pathing within this range of the target they're protecting +doi_bot_patrol_proximity_to_target_destroyed : 2000 : , "sv", "rep" : Bots will prioritize patrol point pathing within this range of the target they're protecting +doi_bot_quota : 0 : , "sv" : How many bots to place on each team when no players are present? +doi_bot_range_frac_desiredrange : 1 : , "sv", "rep" : Frac applied to the desired range of bots +doi_bot_range_frac_hipfirerange : 1 : , "sv", "rep" : Frac applied to the hipfire range of bots +doi_bot_range_frac_maxrange : 1 : , "sv", "rep" : Frac applied to the max range of bots +doi_bot_rank_combat_bonus : 0 : , "sv" : How much each rank patches effect our combat effectiveness (increase to make harder) +doi_bot_rocket_grace_time : 20 : , "sv" : +doi_bot_rocket_minimum_firing_distance : 512 : , "sv" : Minimum distance required to a target +doi_bot_rocket_minimum_player_cluster : 1 : , "sv" : Minimum cluster size of players for bots to consider firing a rocket, 0 to disable rocket firing +doi_bot_rocket_player_cluster_bloat : 20 : , "sv" : Bloat applied to rocket targets +doi_bot_rocket_player_cluster_radius : 460 : , "sv" : Radius from target to consider within a cluster +doi_bot_shooting_weapon_sound_reduction : 0 : , "sv" : By what percentage does firing my weapon reduce the hearing range (to simulate ear ringing) +doi_bot_silenced_weapon_sound_reduction : 0 : , "sv" : By what percentage do silenced weapons reduce the hearing range +doi_bot_silhouette_discover_timer : 3 : , "a", "sv", "cheat" : Time in seconds that a silhouette remains visible after it's discovered +doi_bot_silhouette_light_threshold_low : 0 : , "a", "sv", "cheat" : Light data with a lower float value than this number will be considered low lighting +doi_bot_silhouette_light_threshold_medium : 0 : , "a", "sv", "cheat" : Light data with a lower float value than this number will be considered medium lighting +doi_bot_silhouette_range_close : 1200 : , "a", "sv", "cheat" : Silhouette has to be closer than this distance to qualify as close +doi_bot_silhouette_range_far : 3000 : , "a", "sv", "cheat" : Silhouette has to be further than this distance to qualify as far +doi_bot_silhouette_range_movement : 4000 : , "a", "sv", "cheat" : Movement makes silhouette easier to read within this range +doi_bot_silhouette_readtime_clear : 0 : , "a", "sv", "cheat" : Time it takes to shoot at a clear silhouette +doi_bot_silhouette_readtime_dark : 7 : , "a", "sv", "cheat" : Time it takes to shoot at a dark silhouette +doi_bot_silhouette_readtime_fuzzy : 1 : , "a", "sv", "cheat" : Time it takes to shoot at a fuzzy silhouette +doi_bot_silhouette_scan_frequency : 0 : , "a", "sv", "cheat" : Time in seconds between each silhouette scan if a silhouette is not visible +doi_bot_spread_frac : 1 : , "sv" : Spread multiplier applied to AI weapons per difficulty +doi_bot_spread_frac_maxrange : 3 : , "sv", "rep" : Spread multiplier applied to AI weapons at max distance (does not effect MG) +doi_bot_spread_frac_minrange : 1 : , "sv", "rep" : Spread multiplier applied to AI weapons at hipfire distance +doi_bot_spread_mg_zeroed : 0 : , "sv", "rep" : Spread of MGs when they have zeroed in on the player (set to above 3 for inaccurate) +doi_bot_spread_mg_zerotimer : 1 : , "sv", "rep" : Time it takes for an MG to zero in on a player +doi_bot_spread_suppressed : 0 : , "sv" : Additive spread added if we are suppressed +doi_bot_spread_target_moving : 0 : , "sv" : Additive spread added to players who are sprinting +doi_bot_spread_target_not_aiming : 0 : , "sv" : Additive spread added to players who are not aiming at us +doi_bot_spread_target_sprinting : 0 : , "sv" : Additive spread added to players who are sprinting +doi_bot_turn_speed : 225 : , "sv", "cheat" : How fast do the bots turn their head ( deg/second ) +doi_bot_vis_foliage_threshold : 250 : , "a", "sv", "cheat" : Bots LoS checking against a target < than this will ignore foliage. +doi_coop_bot_ranking : 1 : , "sv", "nf" : The ranking of an standard bot (difficulty) +doi_coop_bot_ranking_officer : 6 : , "sv", "nf" : The ranking of an officer bot (difficulty) +doi_coop_cp_proximity_check_frequency : 5 : , "sv", "nf" : Time in seconds between each point proximity check +doi_coop_elitebots : 0 : , "sv" : Determines our enemy quality +doi_coop_elitebots_loadout_chance : 0 : , "sv" : Chance our elite bot will spawn with a historical loadout +doi_coop_lobby_size : 8 : , "sv", "nf", "rep" : Size of DOI coop lobby +doi_coop_respawn_frac : 1 : , "sv" : Multiplier applied to the bot respawn time per difficulty +doi_coop_resupplytime_postspawn : 6 : , "a", "sv", "rep" : The amount of extra time players have to resupply after spawning +doi_debug_aircraft : 0 : , "sv", "cheat" : +doi_debug_controlpoints : 0 : , "sv", "cheat" : +doi_fake_human_players : 0 : , "sv", "cheat" : Fakes the number of human players in a server for testing bot scaling +doi_flamethrower_debug : 0 : , "cheat", "rep", "cl" : +doi_flamethrower_dynamic_lighting : 0 : , "a", "cl" : +doi_fuel_dump_bullet_damage_frac : 0 : , "sv" : Frac applied to bullet damage. +doi_fuel_dump_burn_boost_threshold : 10 : , "sv" : Once the fuel has leaked to this amount, flamethrowers set the thing on fire instantly +doi_fuel_dump_burn_radius : 240 : , "sv" : Radius of blast damage +doi_fuel_dump_explosion_damage : 600 : , "sv" : Damage dealt by fuel dump exploding +doi_fuel_dump_explosion_radius : 900 : , "sv" : Radius of blast damage +doi_fuel_dump_fire_spread_time : 7 : , "sv" : Time in seconds that fire accumulates before triggering explosion +doi_fuel_dump_fuel_leaked_fx_min : 40 : , "sv" : Amount of fuel that must be leaked before leaking FX will begin. +doi_fuel_dump_fuel_leaked_max : 600 : , "sv" : Amount of fuel that can be leaked before setting the fuel dump on fire. +doi_fuel_dump_health : 175 : , "sv" : Default health of a destructible fuel dump. +doi_newbots : 1 : , "a", "sv", "cheat" : +doi_offensive_regroup_point_cooldown : 45 : , "rep", "cl" : Cooldown after a new regroup point is unlocked until a new one may be unlocked. +doi_offensive_regroup_point_notification_frequency : 60 : , "rep", "cl" : Cooldown after a new regroup point is unlocked until a new one may be unlocked. +doi_offensive_regroup_point_proximity_check_frequency : 3 : , "rep", "cl" : Frequency to check for a new regroup point for human team +doi_officer_quarters_defense_radius : 200 : , "sv" : Radius from the officer that nearby body guards will stand post. +doi_raid_discovery_check_frequency : 0 : , "sv" : How frequently in seconds to check whether players can see an objective +doi_raid_objective_discovery_range : 3000 : , "sv" : Minimum distance a player must be to an objective to discover it +doi_raid_objective_discovery_trace_distance : 400 : , "sv" : If a trace to the objective hits this close to an objective, then it can be discovered +doi_raid_objective_spacing_distance : 1000 : , "sv" : Minimum distance each objective must be apart from one another +doi_sabotage_capture_time_extension : 180 : , "a", "cl" : How long (in seconds) the round should be extended for after a capture. +doi_sabotage_defenders_dead_spawn_delay : 5 : , "rep", "cl" : Defenders may get an automatic respawn if their whole team is dead, but to discourage this a delay can be added from the point +doi_sabotage_defense_reinforcements_dpr : 0 : , "rep", "cl" : Dead player ratio that allows defenders to regroup +doi_sabotage_regroup_point_check_frequency : 3 : , "rep", "cl" : Frequency to check for a new regroup point for human team +doi_sabotage_regroup_point_cooldown : 45 : , "rep", "cl" : Cooldown after a new regroup point is unlocked until a new one may be unlocked. +doi_target_discovery_radius : 400 : , "sv" : Default discovery radius for targets. +doi_target_he_damage_multiplier : 10 : , "sv" : Frac applied to tnt damage. +doi_target_health : 800 : , "sv" : Default health of a destructible flak 38. +drawcross : cmd : : Draws a cross at the given location Arguments: x y z +drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2 +dsp_automatic : 0 : , "demo" : +dsp_db_min : 80 : , "cheat", "demo" : +dsp_db_mixdrop : 0 : , "cheat", "demo" : +dsp_dist_max : 1440 : , "cheat", "demo" : +dsp_dist_min : 0 : , "cheat", "demo" : +dsp_enhance_stereo : 0 : , "a" : +dsp_facingaway : 0 : , "demo" : +dsp_mix_max : 0 : , "cheat", "demo" : +dsp_mix_min : 0 : , "cheat", "demo" : +dsp_off : 0 : , "cheat" : +dsp_player : 0 : , "demo", "server_can_execute" : +dsp_reload : cmd : : +dsp_room : 0 : , "demo" : +dsp_slow_cpu : 0 : , "cheat" : +dsp_spatial : 40 : , "demo" : +dsp_speaker : 50 : , "demo" : +dsp_vol_2ch : 1 : , "demo" : +dsp_vol_4ch : 0 : , "demo" : +dsp_vol_5ch : 0 : , "demo" : +dsp_volume : 0 : , "cheat" : +dsp_water : 14 : , "demo" : +dt_ShowPartialChangeEnts : 0 : : (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE). +dt_UsePartialChangeEnts : 1 : : (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization. +dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work). +dtwarning : 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. ++duck : cmd : : +-duck : cmd : : +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. +dumptexallocs : cmd : : List currently allocated textures and properties about them +dumptheaterentityfactories : cmd : : Lists all theater entity factory names. +durationcache_debug : 0 : : +echo : cmd : : Echo text to console. +editdemo : cmd : : Edit a recorded demo file (.dem ). +editor_toggle : cmd : : Disables the simulation and returns focus to the editor +enable_debug_overlays : 1 : , "sv", "cheat" : Enable rendering of debug overlays +enable_skeleton_draw : 0 : , "cheat", "cl" : Render skeletons in wireframe +endmovie : cmd : : Stop recording movie frames. +engine_no_focus_sleep : 50 : , "a" : +english : 1 : , "user", "cl" : If set to 1, running the english language set of assets. +ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar +ent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo +ent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at +ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay +ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire. +ent_create : cmd : : Creates an entity of the given type where the player is looking. +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 +envmap : cmd : : +er_colwidth : 100 : : +er_graphwidthfrac : 0 : : +er_maxname : 14 : : +escape : cmd : : Escape key pressed. +exec : cmd : : Execute script file. +execifexists : cmd : : Execute script file if file exists. +execwithwhitelist : cmd : : Execute script file, only execing convars on a whitelist. +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. +fast_fogvolume : 0 : : +filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none +filesystem_max_stdio_read : 16 : : +filesystem_native : 1 : : Use native FS or STDIO +filesystem_report_buffered_io : 0 : : +filesystem_unbuffered_io : 1 : : +filesystem_use_overlapped_io : 1 : : +find : cmd : : Find concommands with the specified string in their name/help text. +find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent +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" : ++firemode : cmd : : +-firemode : cmd : : +firetarget : cmd : : +firstperson : cmd : : Switch to firstperson camera. +fish_debug : 0 : , "cheat", "cl" : Show debug info for fish +fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive. +-flashlight : cmd : : ++flashlight : cmd : : +flex_expression : 0 : , "sv" : +flex_rules : 1 : , "cl" : Allow flex animation rules to run. +flex_smooth : 1 : , "cl" : Applies smoothing/decay curve to flex animation controller changes. +flex_talk : 0 : , "sv" : +flush : cmd : : Flush unlocked cache memory. +flush_locked : cmd : : Flush unlocked and locked cache memory. +fog_color : -1 : , "cheat", "cl" : +fog_colorskybox : -1 : , "cheat", "cl" : +fog_enable : 1 : , "cheat", "cl" : +fog_enable_water_fog : 1 : , "cheat" : +fog_enableskybox : 1 : , "cheat", "cl" : +fog_end : -1 : , "cheat", "cl" : +fog_endskybox : -1 : , "cheat", "cl" : +fog_hdrcolorscale : -1 : , "cheat", "cl" : +fog_hdrcolorscaleskybox : -1 : , "cheat", "cl" : +fog_maxdensity : -1 : , "cheat", "cl" : +fog_maxdensityskybox : -1 : , "cheat", "cl" : +fog_override : 0 : , "cheat", "cl" : Overrides the map's fog settings (-1 populates fog_ vars with map's values) +fog_start : -1 : , "cheat", "cl" : +fog_startskybox : -1 : , "cheat", "cl" : +fog_volume_debug : 0 : , "sv" : If enabled, prints diagnostic information about the current fog volume +fogui : cmd : : Show/hide fog control UI. +foliage_edit : cmd : : Foliage edit mode +foliage_generate : cmd : : Generate foliage +foliage_load : cmd : : Loads foliage from file +foliage_optimize : cmd : : Cull unused clusters +-foliage_place : cmd : : ++foliage_place : cmd : : +-foliage_remove : cmd : : ++foliage_remove : cmd : : +foliage_save : cmd : : Save foliage to file +force_audio_english : 0 : , "a" : Keeps track of whether we're forcing english in a localized language. +force_centerview : cmd : : +force_lobby_mode : 0 : , "cheat", "cl" : +force_respawn_me : cmd : : +force_show_lobby : 0 : , "cheat", "cl" : +force_show_xp_bar : 0 : , "cheat", "cl" : +forcebind : cmd : : Bind a command to an available key. (forcebind command opt:suggestedKey) +-forward : cmd : : ++forward : cmd : : +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 +fov_desired : 90 : , "a", "user", "cl" : Sets the base field-of-view. +fps_max : 300 : : Frame rate limiter +fps_max_menu : 120 : : Frame rate limiter, main menu +fps_max_splitscreen : 300 : : Frame rate limiter, splitscreen +fps_screenshot_frequency : 10 : , "cheat" : While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w +fps_screenshot_threshold : -1 : , "cheat" : Dump a screenshot when the FPS drops below the given value. +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", "rep", "cl" : +func_break_reduction_factor : 0 : , "sv" : +func_breakdmg_bullet : 0 : , "sv" : +func_breakdmg_club : 1 : , "sv" : +func_breakdmg_explosive : 1 : , "sv" : +fx_glass_velocity_cap : 0 : , "cl" : Maximum downwards speed of shattered glass particles +fx_new_sparks : 1 : , "sv", "cheat" : Use new style sparks. +g15_dumpplayer : cmd : : Spew player data. +g15_reload : cmd : : Reloads the Logitech G-15 Keyboard configs. +g15_update_msec : 250 : , "a", "cl" : Logitech G-15 Keyboard update interval. +g_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 : , "cheat", "rep", "cl" : +g_debug_ragdoll_visualize : 0 : , "cheat", "cl" : +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 : , "rep", "cl" : +g_ragdoll_fadespeed : 600 : , "cl" : +g_ragdoll_important_maxcount : 2 : , "rep", "cl" : +g_ragdoll_lvfadespeed : 100 : , "cl" : +g_ragdoll_maxcount : 8 : , "rep", "cl" : +gameinstructor_dump_open_lessons : cmd : : Gives a list of all currently open lessons. +gameinstructor_enable : 1 : , "a", "cl" : Display in game lessons that teach new players. +gameinstructor_find_errors : 0 : , "cheat", "cl" : Set to 1 and the game instructor will run EVERY scripted command to uncover errors. +gameinstructor_reload_lessons : cmd : : Shuts down all open lessons and reloads them from the script file. +gameinstructor_reset_counts : cmd : : Resets all display and success counts to zero. +gameinstructor_save_restore_lessons : 1 : , "cheat", "cl" : Set to 0 to disable save/load of open lesson opportunities in single player. +gameinstructor_start_sound_cooldown : 1 : , "cl" : Number of seconds forced between similar lesson start sounds. +gameinstructor_verbose : 0 : , "cheat", "cl" : Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions. +gameinstructor_verbose_lesson : 0 : , "cheat", "cl" : Display more verbose information for lessons have this name. +gamestats_file_output_directory : 0 : , "sv" : When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath +gameui_activate : cmd : : Shows the game UI +gameui_allowescape : cmd : : Escape key allowed to hide game UI +gameui_allowescapetoshow : cmd : : Escape key allowed to show game UI +gameui_hide : cmd : : Hides the game UI +gameui_preventescape : cmd : : Escape key doesn't hide game UI +gameui_preventescapetoshow : cmd : : Escape key doesn't show game UI +gameui_xbox : 0 : : +getpos : cmd : : dump position and angles to the console +getpos_exact : cmd : : dump origin and angles to the console +getpos_mapscript : cmd : : dump position and angles to the console +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 +gl_amd_occlusion_workaround : 1 : : +gl_clear : 0 : , "cl" : +gl_clear_randomcolor : 0 : , "cheat", "cl" : Clear the back buffer to random colors every frame. Helps spot open seams in geometry. +gl_nvidia_occlusion_workaround : 0 : : +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). +glow_outline_effect_enable : 1 : , "cheat", "cl" : Enable entity outline glow effects. +glow_outline_width : 6 : , "cheat", "cl" : Width of glow outline effect in screen space. +god : cmd : : Toggle. Player becomes invulnerable. +gods : cmd : : Toggle. All players become invulnerable. +gpu_level : 3 : : GPU Level - Default: High +gpu_mem_level : 2 : : Memory Level - Default: High +-graph : cmd : : ++graph : cmd : : +-grenade1 : cmd : : ++grenade1 : cmd : : +-grenade2 : cmd : : ++grenade2 : cmd : : +grenade_debug_aoe : 0 : , "sv", "cheat" : Show AOE grenade radius +groundlist : cmd : : Display ground entity list +hammer_beginsession : cmd : : Begin Hammer editing session +hammer_endsession : cmd : : End Hammer editing session +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 +hideconsole : cmd : : Hide the console. +hidehud : 0 : , "cheat", "cl", "ss" : +hideinventory : cmd : : Hide the inventory menu +hidepanel : cmd : : Hides a viewport panel +hint_loadcollection : cmd : : +hint_show : cmd : : +hint_test_demo : cmd : : +hl2_episodic : 0 : , "rep", "cl" : +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_reset_config : cmd : : reset config (for testing) with param as splitscreen index. +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) +host_timescale : 1 : , "rep" : Prescale the clock by this amount. +host_writeconfig : cmd : : Store current settings to config.cfg (or specified .cfg file). +host_writeconfig_ss : cmd : : Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index. +hostfile : 0 : , "sv" : The HOST file to load. +hostip : -1062731648.000 : : Host game server ip +hostname : 0 : : Hostname for server. +hostport : 27015 : : Host game server port +hq_radio_cooldown : 2 : , "a", "cl" : +hq_radio_lastmanstanding_frequency : 40 : , "cl" : How long in seconds before the next last man standing message gets output +hq_radio_restrictedarea_frequency : 12 : , "cl" : How long in seconds before the next restricted area message gets output +hq_radio_waveslow_frequency : 80 : , "cl" : How long in seconds before the next low reinforcement waves message gets output +hq_radio_wavesout_frequency : 60 : , "cl" : How long in seconds before the next out of reinforcement waves message gets output +hud_autoreloadscript : 0 : , "cl" : Automatically reloads the animation script each time one is ran +hud_classautokill : 1 : , "a", "cl" : Automatically kill player after choosing a new playerclass. +hud_deathnotice_time : 6 : , "cl" : +hud_objects_floating_display_cant_interact_alpha : 0 : , "cl" : +hud_objects_floating_display_distance_default : 1000 : , "cheat", "cl" : +hud_objects_floating_display_distance_low_ammo : 2000 : , "cheat", "cl" : +hud_objects_floating_display_distance_no_ammo : 6000 : , "cheat", "cl" : +hud_objects_floating_display_enabled : 1 : , "a", "cl" : +hud_objects_floating_display_focus_dot : 0 : , "cl" : +hud_objects_floating_display_ironsight_alpha : 0 : , "cl" : +hud_objects_floating_display_obscured_alpha : 0 : , "cl" : +hud_objects_floating_display_obstruction_distance_default : 40 : , "cl" : +hud_objects_floating_display_out_of_view_alpha : 0 : , "cl" : +hud_objects_floating_display_role_fade_time : 0 : , "cl" : +hud_objects_floating_display_role_show_time : 0 : , "cl" : +hud_objects_floating_display_vertical_offset : 30 : , "cl" : +hud_reloadscheme : cmd : : Reloads hud layout and animation scripts. +hud_saytext_time : 12 : , "cl" : +hud_show_steamfriend_icon : 1 : , "a", "cl" : +hud_startround_notify : 6 : , "cl" : How long notifications should stay on the screen before fading +hud_stream_friendly : 0 : , "a", "cl" : If enabled, server name is hidden from various HUD elements +hud_subtitles : cmd : : Plays the Subtitles: +hud_takesshots : 0 : , "a", "cl" : Auto-save a scoreboard screenshot at the end of a map. +hud_targetid_alpha_max_dot : 0 : , "cl" : +hud_targetid_draw_local : 0 : , "cl" : +hud_targetid_enabled : 1 : , "a", "cl" : +hud_targetid_friendly_obstruction_distance : 300 : , "cl" : +hud_targetid_interactive_obstruction_distance : 7000 : , "cl" : +hud_targetid_ironsight_icon_alpha_doi : 0 : , "cl" : +hud_targetid_ironsight_name_alpha_doi : 0 : , "cl" : +hud_targetid_name_dot : 0 : , "cl" : +hud_targetid_name_hide_dot : 0 : , "cl" : +hud_targetid_obscured_alpha_doi : 0 : , "cl" : +hud_targetid_officer_obstruction_distance : 1500 : , "cl" : +hud_targetid_other_player_officer_obstruction_distance : 3000 : , "cl" : +hud_targetid_out_of_view_alpha_doi : 0 : , "cl" : +hud_targetid_radial_duration : 3 : , "a", "cl" : How long should the voice icon appear after hearing a player speak radial vo +hud_targetid_role_fade_time : 0 : , "cl" : +hud_targetid_role_show_time : 0 : , "cl" : +hud_targetid_steamfriend_obstruction_distance : 1500 : , "cl" : +hud_toggle_floating : cmd : : Toggle floating HUD elements +humans : cmd : : Show user info for players on server. +hunk_print_allocations : cmd : : +hunk_track_allocation_types : 1 : , "cheat" : +hurtme : cmd : : Hurts the player. Arguments: +impulse : cmd : : +in_forceuser : 0 : , "cheat" : Force user input to this split screen player. +in_usekeyboardsampletime : 1 : , "cl" : Use keyboard sample time smoothing. +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 : , "rep", "cl" : +ins_bipod_view_length_up : 28 : , "rep", "cl" : +ins_bot_add : cmd : : Adds a bot +ins_bot_add_t2 : cmd : : Adds a bot to team 2 +ins_bot_approach_position : cmd : : Approach a vector position +ins_bot_arousal_combat_falloff : 0 : , "sv" : Arousal falloff when in combat but not being suppressed +ins_bot_arousal_combat_max : 5 : , "sv" : 0-10 how high can arousal go from being in combat alone +ins_bot_arousal_default_falloff : 0 : , "sv" : How fast arousal falls off OOC +ins_bot_arousal_firing_max : 5 : , "sv" : 0-10 how high can arousal go from firing weapon +ins_bot_arousal_frac_aimpenalty_max : 1 : , "sv" : Arousal aimpenalty Frac Max Arousal +ins_bot_arousal_frac_aimpenalty_med : 1 : , "sv" : Arousal aimpenalty Frac Halfway +ins_bot_arousal_frac_aimpenalty_min : 1 : , "sv" : Arousal aimpenalty Frac Min Arousal +ins_bot_arousal_frac_aimtolerance_max : 1 : , "sv" : Arousal aimtolerance Frac Max Arousal +ins_bot_arousal_frac_aimtolerance_med : 1 : , "sv" : Arousal aimtolerance Frac Halfway +ins_bot_arousal_frac_aimtolerance_min : 1 : , "sv" : Arousal aimtolerance Frac Min Arousal +ins_bot_arousal_frac_aimtracking_max : 1 : , "sv" : Arousal Aimtracking Frac Max Arousal +ins_bot_arousal_frac_aimtracking_med : 1 : , "sv" : Arousal Aimtracking Frac Halfway +ins_bot_arousal_frac_aimtracking_min : 1 : , "sv" : Arousal Aimtracking Frac Min Arousal +ins_bot_arousal_frac_angularvelocity_max : 1 : , "sv" : Arousal angularvelocity Frac Max Arousal +ins_bot_arousal_frac_angularvelocity_med : 1 : , "sv" : Arousal angularvelocity Frac Halfway +ins_bot_arousal_frac_angularvelocity_min : 0 : , "sv" : Arousal angularvelocity Frac Min Arousal +ins_bot_arousal_frac_attackdelay_max : 1 : , "sv" : Arousal attackdelay Frac Max Arousal +ins_bot_arousal_frac_attackdelay_med : 1 : , "sv" : Arousal attackdelay Frac Halfway +ins_bot_arousal_frac_attackdelay_min : 1 : , "sv" : Arousal attackdelay Frac Min Arousal +ins_bot_arousal_frac_recognizetime_max : 1 : , "sv" : Arousal recognizetime Frac Max Arousal +ins_bot_arousal_frac_recognizetime_med : 0 : , "sv" : Arousal recognizetime Frac Halfway +ins_bot_arousal_frac_recognizetime_min : 1 : , "sv" : Arousal recognizetime Frac Min Arousal +ins_bot_arousal_suppression_falloff : 0 : , "sv" : Arousal falloff when being suppressed +ins_bot_arousal_suppression_max : 7 : , "sv" : 0-10 how high can arousal go from being suppressed +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", "rep", "cl" : A set bot count for Checkpoint. +ins_bot_count_checkpoint_default : 0 : , "a", "rep", "cl" : This is the default bot count for Checkpoint that the server will reset to when hibernating. +ins_bot_count_checkpoint_max : 15 : , "a", "rep", "cl" : The max bot count for Checkpoint. +ins_bot_count_checkpoint_min : 5 : , "a", "rep", "cl" : The min bot count for Checkpoint. +ins_bot_count_conquer : 0 : , "a", "sv", "rep" : A set bot count for conquer. +ins_bot_count_conquer_default : 12 : , "a", "sv", "rep" : This is the default bot count for conquer that the server will reset to when hibernating. +ins_bot_count_conquer_max : 24 : , "sv", "rep" : Max bot count in Conquer mode. +ins_bot_count_conquer_min : 8 : , "sv", "rep" : Min bot count in Conquer mode. +ins_bot_count_conquer_solo : 8 : , "a", "sv", "rep" : A set bot count for conquer in solo mode. +ins_bot_count_hunt : 0 : , "a", "rep", "cl" : A set bot count for Checkpoint. +ins_bot_count_hunt_default : 0 : , "a", "rep", "cl" : This is the default bot count for Hunt that the server will reset to when hibernating. +ins_bot_count_hunt_max : 25 : , "a", "rep", "cl" : The max bot count for Hunt. +ins_bot_count_hunt_min : 15 : , "a", "rep", "cl" : The min bot count for Hunt. +ins_bot_count_hunt_solo : 15 : , "a", "rep", "cl" : A set bot count for hunt in solo mode. +ins_bot_count_outpost : 0 : , "a", "rep", "cl" : A set bot count for outpost. +ins_bot_count_outpost_default : 0 : , "a", "rep", "cl" : This is the default bot count for Survival that the server will reset to when hibernating. +ins_bot_count_outpost_level_multiplier : 1 : , "a", "rep", "cl" : Multiplier applied to bot count each round that passes. +ins_bot_count_outpost_max : 24 : , "a", "rep", "cl" : The max bot count at the end of outpost. +ins_bot_count_outpost_start_max : 12 : , "a", "rep", "cl" : The max bot count at the start of outpost. +ins_bot_count_outpost_start_min : 6 : , "a", "rep", "cl" : The min bot count at the start of outpost. +ins_bot_count_survival : 0 : , "a", "rep", "cl" : A set bot count for Survival. +ins_bot_count_survival_day_start_max : 19 : , "a", "rep", "cl" : The max bot count at the start of Survival during daytime. +ins_bot_count_survival_day_start_min : 14 : , "a", "rep", "cl" : The min bot count at the start of Survival during daytime. +ins_bot_count_survival_default : 0 : , "a", "rep", "cl" : This is the default bot count for Survival that the server will reset to when hibernating. +ins_bot_count_survival_level_multiplier : 1 : , "a", "rep", "cl" : Multiplier applied to bot count each round that passes. +ins_bot_count_survival_max : 24 : , "a", "rep", "cl" : The max bot count at the end of Survival. +ins_bot_count_survival_start_max : 18 : , "a", "rep", "cl" : The max bot count at the start of Survival. +ins_bot_count_survival_start_min : 12 : , "a", "rep", "cl" : The min bot count at the start of Survival. +ins_bot_debug_combat_decisions : 0 : , "sv" : +ins_bot_debug_combat_target : 0 : , "sv", "cheat" : Show active combat target +ins_bot_debug_escort_formations : 0 : , "sv" : +ins_bot_debug_movement_requests : 0 : , "sv" : +ins_bot_debug_silhouette : 0 : , "sv", "cheat" : +ins_bot_debug_visibility_blockers : 0 : , "cl" : +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_knives_only_enable_slide : 1 : , "sv", "cheat" : +ins_bot_knives_only_sprint_range : 360 : , "sv", "cheat" : +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_compute_throttle_combat : 0 : , "sv", "cheat" : Minimum time between each path compute in combat (tweaked for optimization) +ins_bot_path_compute_throttle_ooc : 5 : , "sv", "cheat" : Minimum time between each path compute Out of Combat(tweaked for optimization) +ins_bot_path_distance_conquer : 12000 : , "sv", "cheat" : Max distance for pathing to objectives in Conquer (to tune performance) +ins_bot_path_distance_entrenchment : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Entrenchment (to tune performance) +ins_bot_path_distance_hunt : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Hunt (to tune performance) +ins_bot_path_distance_max : 12000 : , "sv", "cheat" : Max distance for pathing (to tune performance) +ins_bot_path_distance_outpost : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Outpost (to tune performance) +ins_bot_path_distance_patrol : 8000 : , "sv", "cheat" : Max distance for pathing to patrol areas (to tune performance) +ins_bot_path_distance_sabotage : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Sabotage (to tune performance) +ins_bot_path_distance_stronghold : 12000 : , "sv", "cheat" : Max distance for pathing to objectives in Stronghold (to tune performance) +ins_bot_path_distance_survival : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Survival (to tune performance) +ins_bot_path_simplify_range : 1000 : , "sv", "cheat" : +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_pistols_only : 0 : , "sv" : +ins_bot_pistols_only_enable_slide : 1 : , "sv", "cheat" : +ins_bot_pistols_only_sprint_range : 720 : , "sv", "cheat" : +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 : , "rep", "cl" : Restricts Spectator Modes +ins_debug_centermass : 0 : , "rep", "cl" : Debug the centermass attachment +ins_debug_head : 0 : , "rep", "cl" : Debug the head attachment +ins_debug_navareas : cmd : : Force a round cleanup +ins_debug_prone_angles : 0 : , "rep", "cl" : +ins_debug_spawnchange : 0 : , "cheat", "rep", "cl" : Display enabled/disabled spawnpoints. +ins_loadtheater : cmd : : Loads a theater +ins_mark : cmd : : Set attribute of selected area. +ins_nav_cp_surrounding_distance : 620 : , "sv", "cheat" : +ins_nav_custom_analyze : cmd : : Rebuild All INS specific nav mesh attributes +ins_nav_death_range : 400 : , "sv", "cheat" : +ins_nav_debug_cover_entities : 0 : , "sv", "cheat" : +ins_nav_debug_distance_to_cp : 0 : , "sv" : +ins_nav_enable_distancetocp_pathing : 0 : , "sv", "cheat" : +ins_nav_enable_pathfinding_debug_times : 0 : , "sv", "cheat" : +ins_nav_enable_pathfinding_updates : 0 : , "sv", "cheat" : +ins_nav_hiding_spot_update_rate : 100 : , "sv", "cheat" : +ins_nav_in_combat_range : 1000 : , "sv", "cheat" : +ins_nav_rebuild_hiding_spots : cmd : : Rebuild Hiding Spots +ins_object_destroyed_damage_amount_default : 25 : , "sv" : Damage dealt by object being destroyed +ins_object_destroyed_damage_radius_default : 50 : , "sv" : Radius of damage +ins_object_health_default : 100 : , "sv" : Default health of a destructible object. +ins_outpost_attack_wave_dpr_end : 0 : , "rep", "cl" : Dead player ratio at level 30 +ins_outpost_attack_wave_dpr_start : 0 : , "rep", "cl" : 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", "cl" : Max (unclamped) number of smoke grenade targets to generate per interval +ins_outpost_bot_smoke_amount_min : 1 : , "sv", "cl" : Min number of smoke grenade targets to generate per interval +ins_outpost_bot_smoke_amount_total : 3 : , "sv", "cl" : Absolute maximum of smoke grenade targets generated +ins_outpost_bot_smoke_interval_max : 15 : , "sv", "cl" : Maximum delay between smoke targets being generated. +ins_outpost_bot_smoke_interval_min : 35 : , "sv", "cl" : Minimum delay between smoke targets being generated. +ins_outpost_bot_smoke_length_max : 15 : , "sv", "cl" : Max duration of grenade targets +ins_outpost_bot_smoke_length_min : 35 : , "sv", "cl" : Min duration of grenade targets +ins_outpost_bot_smoke_scale_max : 20 : , "sv", "cl" : Maximum level used in smoke scaling +ins_outpost_bot_smoke_scale_min : 0 : , "sv", "cl" : Minimum level used in smoke scaling +ins_outpost_bot_smoke_variance : 5 : , "sv", "cl" : Random variance added to the interval +ins_outpost_bot_spawn_distance : 2000 : , "sv", "cl" : Min distance between players and bot spawn zones +ins_outpost_bot_spawn_update_interval : 5 : , "sv", "cl" : 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 : , "rep", "cl" : Seconds the final deployment of the wave lasts for +ins_outpost_random_location_each_round : 1 : , "sv", "cl" : Whether the cache being defended is randomized each round (otherwise will be on map load only) +ins_outpost_supply_frequency : 3 : , "sv", "cl" : How frequently (in waves) should players get a supply point +ins_prone_maxlookspeed : 120 : , "rep", "cl" : The maximum speed the player can turn while prone +ins_prone_maxlooktolerance : 100 : , "rep", "cl" : The amount the player must try and turn for the maxlookspeed to kick in +ins_select_with_attribute : cmd : : Selects areas with the given attribute. +ins_server_loadtheater : cmd : : Server loads a theater +ins_survival_bot_spawn_distance : 2500 : , "sv", "cl" : Min distance between players and bot spawn zones +ins_survival_bot_spawn_update_interval : 5 : , "sv", "cl" : Seconds between each check to update which spawns are active/inactive +ins_survival_cache_distance_threshold_attacking : 500 : , "cl" : threshold distance for attacking team to each cache to capture/block +ins_survival_cache_distance_threshold_defending : 1000 : , "cl" : threshold distance for defending team to each cache to capture/block +ins_survival_cache_secure_cooldown_time : 15 : , "sv", "cl" : Time before you can secure another safehouse +ins_survival_cache_secure_team_ratio : 0 : , "sv", "cl" : Percentage of team required to secure a cache +ins_survival_coordinated_attack_time_max : 24 : , "sv", "cl" : Max seconds that bots will attack the most recently captured point +ins_survival_coordinated_attack_time_min : 12 : , "sv", "cl" : Min seconds that bots will attack the most recently captured point +ins_survival_human_spawn_update_interval : 1 : , "sv", "cl" : Seconds between each check to update which spawns are active/inactive +ins_survival_next_cache_min_distance : 3500 : , "sv", "cl" : Distance the next cache must be in order to qualify as the next possible objective +ins_survival_safehouse_tip_delay_max : 5 : , "sv", "cl" : Max time before the attacking team is tipped off about your safehouse +ins_survival_safehouse_tip_delay_min : 1 : , "sv", "cl" : 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_class_images : 1 : , "cheat", "cl" : +inventory_confirm : cmd : : Confirming a purchase +inventory_debug : 0 : , "cheat", "cl" : +inventory_debug_class_images : 0 : , "cheat", "cl" : +inventory_debug_weight : 0 : , "cheat", "cl" : +inventory_open_primary : cmd : : Opens the kit UI at the primary weapon screen +inventory_open_secondary : cmd : : Opens the kit UI at the secondary weapon screen +inventory_print_weapons : cmd : : Print weapon purchases to server console +inventory_print_weapons_cl : cmd : : Print local player's weapon purchases to client 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 +invnext : cmd : : +invprev : cmd : : +ip : 0 : : Overrides IP for multihomed hosts +item_flag_respawntime : 0 : , "sv", "rep" : Flag respawn time. ++jlook : cmd : : +-jlook : cmd : : +joy_accel_filter : 0 : , "cl" : +joy_accelmax : 1 : , "a", "cl" : +joy_accelscale : 3 : , "a", "cl" : +joy_accelscalepoly : 0 : , "a", "cl" : +joy_advanced : 0 : , "a", "cl" : +joy_advaxisr : 0 : , "a", "cl" : +joy_advaxisu : 0 : , "a", "cl" : +joy_advaxisv : 0 : , "a", "cl" : +joy_advaxisx : 0 : , "a", "cl" : +joy_advaxisy : 0 : , "a", "cl" : +joy_advaxisz : 0 : , "a", "cl" : +joy_autoaim_dampen_smoothout_speed : 0 : , "cl" : +joy_autoaimdampen : 0 : , "a", "user", "cl" : How much to scale user stick input when the gun is pointing at a valid target. +joy_autoAimDampenMethod : 0 : , "a", "cl" : +joy_autoaimdampenrange : 0 : , "a", "cl" : The stick range where autoaim dampening is applied. 0 = off +joy_autosprint : 0 : , "cl" : Automatically sprint when moving with an analog joystick +joy_axisbutton_threshold : 0 : , "a" : Analog axis range before a button press is registered. +joy_cfg_preset : 1 : , "a", "cl", "ss" : +joy_circle_correct : 1 : , "a", "cl" : +joy_cursor_emulation : 1 : , "a", "cl" : When enabled, the right thumbstick emulates mouse movement when interacting with the UI +joy_cursor_sensitivity : 0 : , "cl" : Sensitivity when moving a mouse cursor with a controller +joy_curvepoint_1 : 0 : , "a", "cl" : +joy_curvepoint_2 : 0 : , "a", "cl" : +joy_curvepoint_3 : 0 : , "a", "cl" : +joy_curvepoint_4 : 1 : , "a", "cl" : +joy_curvepoint_end : 2 : , "a", "cl" : +joy_deadzone_mode : 1 : : 0 => Cross-shaped deadzone (default), 1 => Square deadzone. +joy_diagonalpov : 0 : , "a", "cl" : POV manipulator operates on diagonal axes, too. +joy_display_input : 0 : , "a", "cl" : +joy_forwardsensitivity : -1 : , "a", "cl" : +joy_forwardthreshold : 0 : , "a", "cl" : +joy_gamma : 0 : , "a", "cl" : +joy_invertx : 0 : , "a", "cl", "ss" : Whether to invert the X axis of the joystick for looking. +joy_inverty : 0 : , "a", "cl", "ss" : Whether to invert the Y axis of the joystick for looking. +joy_lookspin_default : 0 : , "cl" : +joy_lowend : 1 : , "a", "cl" : +joy_lowend_linear : 0 : , "a", "cl" : +joy_lowmap : 1 : , "a", "cl" : +joy_movement_stick : 0 : , "a", "cl", "ss" : Which stick controls movement : 0 = left stick, 1 = right stick, 2 = legacy controls +joy_name : 0 : , "a", "cl" : +joy_no_accel_jump : 0 : , "a", "cl" : +joy_pegged : 0 : , "cl" : +joy_pitchsensitivity : -1 : , "a", "cl", "ss" : joystick pitch sensitivity +joy_pitchsensitivity_default : -1 : , "cl" : +joy_pitchthreshold : 0 : , "a", "cl" : +joy_remap_player_for_controller1 : 0 : , "a" : Force controller 1 to control a different player. 0 = default, 1-4 = player number +joy_remap_player_for_controller2 : 0 : , "a" : Force controller 2 to control a different player. 0 = default, 1-4 = player number +joy_remap_player_for_controller3 : 0 : , "a" : Force controller 3 to control a different player. 0 = default, 1-4 = player number +joy_remap_player_for_controller4 : 0 : , "a" : Force controller 4 to control a different player. 0 = default, 1-4 = player number +joy_response_look : 0 : , "a", "cl" : 'Look' stick response mode: 0=Default, 1=Acceleration Promotion +joy_response_look_pitch : 1 : , "a", "cl" : 'Look' stick response mode for pitch: 0=Default, 1=Acceleration Promotion +joy_response_move : 1 : , "a", "cl" : 'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity +joy_response_move_vehicle : 6 : , "cl" : +joy_sensitive_step0 : 0 : , "a", "cl" : +joy_sensitive_step1 : 0 : , "a", "cl" : +joy_sensitive_step2 : 0 : , "a", "cl" : +joy_sidesensitivity : 1 : , "a", "cl" : +joy_sidethreshold : 0 : , "a", "cl" : +joy_useNewAcecelMethod : 1 : , "cl" : +joy_useNewJoystickPeggedTest : 0 : , "cl" : +joy_variable_frametime : 1 : , "cl" : +joy_vehicle_turn_lowend : 0 : , "cl" : +joy_vehicle_turn_lowmap : 0 : , "cl" : +joy_vibration : 1 : , "a", "cl", "ss" : Controller vibration. +joy_virtual_peg : 0 : , "cl" : +joy_wingmanwarrior_centerhack : 0 : , "a" : Wingman warrior centering hack. +joy_wingmanwarrior_turnhack : 0 : , "a", "cl" : Wingman warrior hack related to turn axes. +joy_xcontroller_cfg_loaded : 0 : , "cl" : If 0, the 360controller.cfg file will be executed on startup & option changes. +joy_xcontroller_found : 0 : : Automatically set to 1 if an xcontroller has been detected. +joy_yawsensitivity : -1 : , "a", "cl", "ss" : joystick yaw sensitivity +joy_yawsensitivity_default : -1 : , "cl" : +joy_yawthreshold : 0 : , "a", "cl" : +joyadvancedupdate : cmd : : +joystick : 0 : , "a", "cl" : True if the joystick is enabled, false otherwise. +joystick_force_disabled : 0 : , "a", "cl" : Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si +joystick_force_disabled_set : 0 : , "a", "cl" : Sets controllers enabled/disabled just before the config is written. +jpeg : cmd : : Take a jpeg screenshot: jpeg . +jpeg_quality : 90 : : jpeg screenshot quality. +-jump : cmd : : ++jump : cmd : : +kdtree_create : cmd : : Test K-D tree +kdtree_debug : cmd : : Test K-D tree +kdtree_search : cmd : : Search the tree +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 +-klook : cmd : : ++klook : cmd : : +ladder_autocenter : 1 : , "rep", "cl" : Auto-center players on ladders. +lastinv : cmd : : ++leanleft : cmd : : +-leanleft : cmd : : ++leanright : cmd : : +-leanright : cmd : : +-left : cmd : : ++left : cmd : : +light_crosshair : cmd : : Show texture color at crosshair +lightcache_maxmiss : 2 : , "cheat" : +lightprobe : cmd : : Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material +linefile : cmd : : Parses map leak data from .lin file +listdemo : cmd : : List demo file contents. +listid : cmd : : Lists banned users. +listip : cmd : : List IP addresses on the ban list. +listissues : cmd : : List all the issues that can be voted on. +listmodels : cmd : : List loaded models. +listrecentfiles : cmd : : ListRecentFiles +listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs. +listtheateritems : cmd : : +listtrackedfiles : cmd : : ListTrackedFiles +load : cmd : : Load a saved game. +loader_dump_table : cmd : : +loader_spew_info : 0 : : 0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All +loader_spew_info_ex : 0 : : (internal) +loader_throttle_io : 1 : : +locator_background_border_color : -1673772544.000 : , "cl" : The default color for the border. +locator_background_border_thickness : 2 : , "cl" : How many pixels the background borders the left and right. +locator_background_color : 347914752.000 : , "cl" : The default color for the background. +locator_background_shift_x : 3 : , "cl" : How many pixels the background is shifted right. +locator_background_shift_y : 1 : , "cl" : How many pixels the background is shifted down. +locator_background_style : 0 : , "cl" : Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers. +locator_background_thickness_x : 8 : , "cl" : How many pixels the background borders the left and right. +locator_background_thickness_y : 0 : , "cl" : How many pixels the background borders the top and bottom. +locator_fade_time : 0 : , "cl" : Number of seconds it takes for a lesson to fully fade in/out. +locator_icon_max_size_non_ss : 2 : , "cl" : Minimum scale of the icon on the screen +locator_icon_min_size_non_ss : 1 : , "cl" : Minimum scale of the icon on the screen +locator_lerp_rest : 0 : , "cl" : Number of seconds before moving from the center. +locator_lerp_speed : 5 : , "cl" : Speed that static lessons move along the Y axis. +locator_lerp_time : 1 : , "cl" : Number of seconds to lerp before reaching final destination +locator_pulse_time : 1 : , "cl" : Number of seconds to pulse after changing icon or position +locator_screen_pos_y : 0 : , "cl" : Percentage of the lower half of the screen that the locator will draw at when at its reseting position on the hud. +locator_split_len : 0 : , "cheat", "cl" : +locator_split_maxwide_percent : 0 : , "cheat", "cl" : +locator_start_at_crosshair : 1 : , "cl" : Start position at the crosshair instead of the top middle of the screen. +locator_target_offset_x : -17 : , "cl" : How many pixels to offset the locator from the target position. +locator_target_offset_y : -64 : , "cl" : How many pixels to offset the locator from the target position. +locator_topdown_style : 0 : , "cl" : Topdown games set this to handle distance and offscreen location differently. +log : cmd : : Enables logging to file, console, and udp < on | off >. +log_color : cmd : : Set the color of a logging channel. +log_dumpchannels : cmd : : Dumps information about all logging channels. +log_flags : cmd : : Set the flags on a logging channel. +log_level : cmd : : Set the spew level of a logging channel. +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. +-lookdown : cmd : : ++lookdown : cmd : : +-lookspin : cmd : : ++lookspin : cmd : : +lookspring : 0 : , "a", "cl" : +lookstrafe : 0 : , "a", "cl" : ++lookup : cmd : : +-lookup : cmd : : +loopsingleplayermaps : 0 : , "sv", "cheat", "rep" : +lservercfgfile : 0 : , "sv" : +m_customaccel : 0 : , "a", "cl" : Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, +m_customaccel_exponent : 1 : , "a", "cl" : Mouse move is raised to this power before being scaled by scale factor. +m_customaccel_max : 0 : , "a", "cl" : Max mouse move scale factor, 0 for no limit +m_customaccel_scale : 0 : , "a", "cl" : Custom mouse acceleration value. +m_forward : 1 : , "a", "cl" : Mouse forward factor. +m_mouseaccel1 : 0 : , "a", "cl" : Windows mouse acceleration initial threshold (2x movement). +m_mouseaccel2 : 0 : , "a", "cl" : Windows mouse acceleration secondary threshold (4x movement). +m_mousespeed : 1 : , "a", "cl" : Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold +m_pitch : 0 : , "a", "cl", "ss" : Mouse pitch factor. +m_rawinput : 1 : , "a", "cl" : Use Raw Input for mouse input. +m_side : 0 : , "a", "cl" : Mouse side factor. +m_yaw : 0 : , "a", "cl" : Mouse yaw factor. +map : cmd : : Start playing on specified map. +map_background : cmd : : Runs a map as the background to the main menu. +map_commentary : cmd : : Start playing, with commentary, on a specified map. +map_edit : cmd : : +map_noareas : 0 : : Disable area to area connection testing. +map_wants_save_disable : 0 : : +mapcycledisabled : 0 : , "rep", "cl" : 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_accelerate_adjust_exposure_down : 40 : , "cheat", "cl" : +mat_alternatefastclipalgorithm : 1 : : +mat_ambient_light_b : 0 : , "cheat" : +mat_ambient_light_g : 0 : , "cheat" : +mat_ambient_light_r : 0 : , "cheat" : +mat_aniso_disable : 0 : , "cheat" : NOTE: You must change mat_forceaniso after changing this convar for this to take effect +mat_antialias : 0 : : +mat_autoexposure_max : 2 : , "cheat", "cl" : +mat_autoexposure_max_multiplier : 1 : , "cheat", "cl" : +mat_autoexposure_min : 0 : , "cheat", "cl" : +mat_bloomamount_rate : 0 : , "cheat", "cl" : +mat_blur_b : 0 : , "cl" : +mat_blur_g : 0 : , "cl" : +mat_blur_r : 0 : , "cl" : +mat_bufferprimitives : 1 : : +mat_bumpbasis : 0 : , "cheat" : +mat_bumpmap : 1 : : +mat_ca_frac_night : 1 : , "cheat", "cl" : +mat_ca_frac_suppressed_max : 1 : , "cheat", "cl" : +mat_ca_frac_suppressed_min : 1 : , "cheat", "cl" : +mat_ca_max_stamina : 0 : , "cheat", "cl" : +mat_ca_min_stamina : 0 : , "cheat", "cl" : +mat_camerarendertargetoverlaysize : 128 : , "cheat", "cl" : +mat_clipz : 1 : , "cl" : +mat_colcorrection_disableentities : 0 : : Disable map color-correction entities +mat_colcorrection_editor : 0 : : +mat_colcorrection_forceentitiesclientside : 0 : , "cheat", "cl" : Forces color correction entities to be updated on the client +mat_colorcorrection : 1 : , "cheat" : +mat_compressedtextures : 1 : : +mat_configcurrent : cmd : : show the current video control panel config for the material system +mat_crosshair : cmd : : Display the name of the material under the crosshair +mat_crosshair_edit : cmd : : open the material under the crosshair in the editor defined by mat_crosshair_edit_editor +mat_crosshair_explorer : cmd : : open the material under the crosshair in explorer and highlight the vmt file +mat_crosshair_printmaterial : cmd : : print the material under the crosshair +mat_crosshair_reloadmaterial : cmd : : reload the material under the crosshair +mat_debug_bloom : 0 : , "cheat", "cl" : +mat_debug_postprocessing_effects : 0 : , "cheat", "cl" : 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen +mat_debugalttab : 0 : , "cheat" : +mat_debugdepth : 0 : : +mat_debugdepthmode : 0 : : +mat_debugdepthval : 128 : : +mat_debugdepthvalmax : 256 : : +mat_defaultlightmap : 1 : : Default brightness for lightmaps where none have been created in the level. +mat_depthbias_shadowmap : 0 : : +mat_depthfeather_enable : 1 : : +mat_depthfeather_override_scale : 0 : , "cheat" : When higher than 0.0, this value controls the blend scale/distance +mat_detail_tex : 1 : : +mat_diffuse : 1 : : +mat_disable_bloom : 0 : , "cheat", "cl" : +mat_disable_fancy_blending : 0 : : +mat_displacementmap : 1 : , "cheat" : +mat_do_not_shrink_dynamic_vb : 0 : : Do not shrink the size of dynamic vertex buffers during map load/unload to save memory. +mat_dof_enabled : 1 : , "cl" : +mat_dof_far_blur_depth : 1000 : , "cl" : +mat_dof_far_blur_radius : 5 : , "cl" : +mat_dof_far_focus_depth : 250 : , "cl" : +mat_dof_max_blur_radius : 10 : : +mat_dof_near_blur_depth : 20 : , "cl" : +mat_dof_near_blur_radius : 10 : , "cl" : +mat_dof_near_focus_depth : 100 : , "cl" : +mat_dof_override : 0 : , "cl" : +mat_dof_quality : 0 : : +mat_drawflat : 0 : , "cheat" : +mat_drawTexture : 0 : , "cheat", "cl" : Enable debug view texture +mat_drawTextureScale : 1 : , "cheat", "cl" : Debug view texture scale +mat_drawTitleSafe : 0 : : Enable title safe overlay +mat_drawwater : 1 : , "cheat", "cl" : +mat_dynamic_tonemapping : 1 : , "cheat" : +mat_dynamicPaintmaps : 0 : , "cheat" : +mat_edit : cmd : : Bring up the material under the crosshair in the editor +mat_envmapsize : 128 : : +mat_envmaptgasize : 32 : : +mat_evict_all : cmd : : Evict all fine mipmaps from the gpu +mat_exclude_async_update : 1 : : +mat_excludetextures : 0 : , "cheat" : +mat_exposure_center_region_x : 0 : , "cheat", "cl" : +mat_exposure_center_region_y : 0 : , "cheat", "cl" : +mat_fastclip : 0 : , "cheat" : +mat_fastnobump : 0 : , "cheat" : +mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. +mat_fillrate : 0 : , "cheat" : +mat_filterlightmaps : 1 : : +mat_filtertextures : 1 : : +mat_force_bloom : 0 : , "cheat", "cl" : +mat_force_tonemap_min_avglum : -1 : , "cheat", "cl" : Override. Old default was 3.0 +mat_force_tonemap_percent_bright_pixels : -1 : , "cheat", "cl" : Override. Old value was 2.0 +mat_force_tonemap_percent_target : -1 : , "cheat", "cl" : Override. Old default was 60. +mat_force_tonemap_scale : 0 : , "cheat" : +mat_forceaniso : 2 : : +mat_forcedynamic : 0 : , "cheat" : +mat_forcehardwaresync : 1 : : +mat_frame_sync_enable : 1 : , "cheat" : +mat_frame_sync_force_texture : 0 : , "cheat" : Force frame syncing to lock a managed texture. +mat_framebuffercopyoverlaysize : 128 : , "cl" : +mat_fullbright : 0 : , "cheat" : +mat_fxaa_edge_sharpness_C : 8 : , "cl" : Does not affect PS3 which uses FXAA_CONSOLE_PS3_EDGE_SHARPNESS define due to being ALU bound (and only safe values are 2, 4, 8) +mat_fxaa_edge_threshold_C : 0 : , "cl" : Does not affect PS3 which uses FXAA_CONSOLE_PS3_EDGE_THRESHOLD define due to being ALU bound (and only safe values are 1/4, 1/8 +mat_fxaa_edge_threshold_min_C : 0 : , "cl" : Trims the algorithm from processing darks. Does not affect PS3 due to being ALU bound. (0.04 - slower and less aliasing in dark +mat_fxaa_edge_threshold_min_Q : 0 : , "cl" : Trims the algorithm from processing darks: (0.0312 - visible limit, slower), (0.0625 - high quality, faster), (0.0833 - upper l +mat_fxaa_edge_threshold_Q : 0 : , "cl" : The minimum amount of local contrast required to apply algorithm: (0.063 - overkill, slower), (0.125 - high quality), (0.166 - +mat_fxaa_subpixel_C : 0 : , "cl" : Effects sub-pixel AA quality and inversely sharpness (only used on FXAA Console): (0.33 - sharper), (0.5 - default) +mat_fxaa_subpixel_Q : 0 : , "cl" : Effects sub-pixel AA quality and inversely sharpness (only used on FXAA Quality): (0.0 - off), (1.0 - upper limit, softer), def +mat_gbuffer : 1 : , "cheat", "cl" : +mat_gbuffer_mode : 0 : : +mat_gbuffer_overview : 0 : , "cheat", "cl" : Shows an overview of the G-Buffer render targets +mat_gbuffer_renderviewmodels : 0 : , "cheat", "cl" : +mat_grain_enable : 1 : , "cl" : +mat_hbao : 0 : , "a", "cl" : Enables HBAO rendering +mat_hbao_anglebias : 0 : , "cheat", "cl" : View angle at which surface should be biased. Helps reduce artifacts, decreases overall accuracy of AO result +mat_hbao_blur : 1 : , "cheat", "cl" : +mat_hbao_blursharpness : 1000 : : +mat_hbao_fogwarp : 1 : , "cheat" : +mat_hbao_occlusionintensity : 5 : , "cheat", "cl" : Specifies the intensity of the effect +mat_hbao_occlusionradius : 0 : , "cheat", "cl" : Specifies range of occlusion checks +mat_hdr_enabled : cmd : : Report if HDR is enabled for debugging +mat_hdr_level : 2 : : Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps. +mat_hdr_uncapexposure : 0 : , "cheat", "cl" : +mat_hsv : 0 : , "cheat", "cl" : +mat_info : cmd : : Shows material system info +mat_insdof : 0 : , "a", "cl" : Enables Depth of Field rendering +mat_insdof_debug : 0 : : +mat_insdof_focaldistance_override : 0 : , "a", "cl" : +mat_insdof_focallength : 35 : , "a" : +mat_insdof_focalspeed : 3 : , "a", "cl" : Speed at which focus is pulled when the focal distance is not overridden +mat_insdof_fstop : 22 : , "a" : +mat_insdof_radius : 6 : , "cheat" : +mat_leafvis : 0 : , "cheat" : Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what +mat_leafvis_draw_mask : 3 : : A bitfield which affects leaf visibility debug rendering. -1: show all, bit 0: render PVS-visible leafs, bit 1: render PVS- an +mat_leafvis_freeze : 0 : : If set to 1, uses the last known leaf visibility data for visualization. If set to 0, updates based on camera movement. +mat_leafvis_update_every_frame : 0 : : Updates leafvis debug render every frame (expensive) +mat_lensdirt_frac_night : 0 : , "cheat", "cl" : +mat_lensdirt_frac_suppressed_max : 0 : , "cheat", "cl" : +mat_lensdirt_frac_suppressed_min : 1 : , "cheat", "cl" : +mat_lensdirt_max_stamina : 3 : , "cheat", "cl" : +mat_lensdirt_min_stamina : 1 : , "cheat", "cl" : +mat_lensfx : 1 : , "a", "cl" : +mat_lensfx_abberation_override : 0 : , "cheat", "cl" : +mat_lensfx_dustpower_override : 0 : , "cheat", "cl" : +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_local_contrast_edge_scale_override : -1000 : , "cheat" : +mat_local_contrast_midtone_mask_override : -1 : , "cheat" : +mat_local_contrast_scale_override : 0 : , "cheat" : +mat_local_contrast_vignette_end_override : -1 : , "cheat" : +mat_local_contrast_vignette_start_override : -1 : , "cheat" : +mat_lodin_hidden_pop : 1 : : +mat_lodin_time : 0 : : +mat_lpreview_mode : -1 : , "cheat", "cl" : +mat_luxels : 0 : , "cheat" : +mat_managedtextures : 1 : , "a" : If set, allows Direct3D to manage texture uploading at the cost of extra system memory +mat_max_worldmesh_vertices : 65536 : : +mat_maxframelatency : 1 : : +mat_measurefillrate : 0 : , "cheat" : +mat_mipmaptextures : 1 : : +mat_monitorgamma : 2 : , "a" : monitor gamma (typically 2.2 for CRT and 1.7 for LCD) +mat_monitorgamma_force_480_full_tv_range : 1 : : +mat_monitorgamma_pwl2srgb : 0 : : +mat_monitorgamma_tv_enabled : 0 : , "a" : +mat_monitorgamma_tv_exp : 2 : : +mat_monitorgamma_tv_range_max : 235 : : +mat_monitorgamma_tv_range_min : 16 : : +mat_monitorgamma_vganonpwlgamma : 2 : : +mat_morphstats : 0 : , "cheat" : +mat_motion_blur_enabled : 0 : : +mat_motion_blur_falling_intensity : 1 : , "cl" : +mat_motion_blur_falling_max : 20 : , "cl" : +mat_motion_blur_falling_min : 10 : , "cl" : +mat_motion_blur_forward_enabled : 0 : , "cl" : +mat_motion_blur_percent_of_screen_max : 4 : : +mat_motion_blur_rotation_intensity : 1 : , "cl" : +mat_motion_blur_strength : 1 : , "cl" : +mat_nightvision_vignette_size : 2 : , "cheat" : +mat_nightvision_vignette_softness : 2 : , "cheat" : +mat_nightvision_vignette_strength : 5 : , "cheat" : +mat_norendering : 0 : , "cheat" : +mat_normalmaps : 0 : , "cheat" : +mat_normals : 0 : , "cheat" : +mat_object_motion_blur_enable : 0 : , "cl" : +mat_object_motion_blur_model_scale : 1 : , "cl" : +mat_paint_enabled : 0 : : +mat_parallaxmap : 1 : : +mat_parallaxmapsamplesmax : 50 : : +mat_parallaxmapsamplesmin : 12 : : +mat_phong : 1 : : +mat_picmip : -1 : : +mat_postprocess_enable : 1 : , "cheat", "cl" : +mat_postprocess_x : 4 : , "cl" : +mat_postprocess_y : 1 : , "cl" : +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_remoteshadercompile : 127 : , "cheat" : +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_resolveFullFrameDepth : 2 : : Enable depth resolve to a texture. 0=disable, 1=enable via resolve tricks if supported in hw, otherwise disable, 2=force extra +mat_reversedepth : 0 : , "cheat" : +mat_rgbfilmgrain : 0 : , "cl" : +mat_rgbfilmgrain_falloff : 3 : , "a" : +mat_rgbfilmgrain_intensity : 2 : , "a" : +mat_rgbfilmgrain_size : 128 : , "a" : +mat_rgbfilmgrain_spectatoronly : 0 : , "cl" : +mat_rgbfilmgrain_speed : 5 : , "a" : +mat_savechanges : cmd : : saves current video configuration to the registry +mat_scope_debug : 0 : , "cl" : +mat_scope_draw_viewmodel : 0 : , "cl" : +mat_scope_fancy : 1 : , "a", "cl" : Render fancy scopes? +mat_scope_render_quality : 1 : , "a", "cl" : Scope render quality +mat_scope_roll_fixup : 1 : , "cl" : +mat_scope_roll_offset : 90 : , "cl" : +mat_scope_znear : 10 : , "cheat", "cl" : +mat_setvideomode : cmd : : sets the width, height, windowed state of the material system +mat_shadercount : cmd : : display count of all shaders and reset that count +mat_shadowstate : 1 : : +mat_show_ab_hdr_hudelement : 0 : , "cl" : HDR Demo HUD Element toggle. +mat_show_histogram : 0 : , "cheat", "cl" : +mat_show_texture_memory_usage : 0 : , "cheat", "numeric" : Display the texture memory usage on the HUD. +mat_showcamerarendertarget : 0 : , "cheat", "cl" : +mat_showenvmapmask : 0 : : +mat_showframebuffertexture : 0 : , "cheat", "cl" : +mat_showlightmappage : -1 : , "cl" : +mat_showmaterials : cmd : : Show materials. +mat_showmaterialsverbose : cmd : : Show materials (verbose version). +mat_showmiplevels : 0 : , "cheat" : color-code miplevels 2: normalmaps, 1: everything else +mat_showtextures : cmd : : Show used textures. +mat_showwatertextures : 0 : , "cheat", "cl" : +mat_slopescaledepthbias_shadowmap : 3 : : +mat_software_aa_blur_one_pixel_lines : 0 : , "cl" : How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots) +mat_software_aa_debug : 0 : , "cl" : Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0->black, 1->red, 2->green, 3->blue), (2 - show anti-a +mat_software_aa_edge_threshold : 1 : , "cl" : Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more +mat_software_aa_quality : 0 : , "cl" : Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter) +mat_software_aa_strength : 1 : : Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o +mat_software_aa_strength_vgui : -1 : , "cl" : Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass. +mat_software_aa_tap_offset : 1 : , "cl" : Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im +mat_softwarelighting : 0 : : +mat_softwareskin : 0 : , "cheat" : +mat_specular : 1 : : Enable/Disable specularity for perf testing. Will cause a material reload upon change. +mat_spew_long_frames : 0 : : warn about frames that go over 66ms for CERT purposes. +mat_spew_on_texture_size : 0 : : Print warnings about vtf content that isn't of the expected size +mat_spewalloc : 0 : , "a" : +mat_spewvertexandpixelshaders : cmd : : Print all vertex and pixel shaders currently loaded to the console +mat_stub : 0 : , "cheat", "cl" : +mat_superbloom : 0 : : +mat_superbloom_intensity : 0 : , "cheat", "cl" : +mat_superbloom_kernel : 4 : , "cl" : +mat_superbloom_offset : 0 : , "cheat" : +mat_superbloom_power : 1 : , "cheat" : +mat_superbloom_saturation : 0 : , "cheat" : +mat_surfaceid : 0 : , "cheat" : +mat_surfacemat : 0 : , "cheat" : +mat_tessellation_accgeometrytangents : 0 : , "cheat" : +mat_tessellation_cornertangents : 1 : , "cheat" : +mat_tessellation_update_buffers : 1 : , "cheat" : +mat_tessellationlevel : 6 : , "cheat" : +mat_texture_limit : -1 : , "numeric" : If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying ++mat_texture_list : cmd : : +mat_texture_list : 0 : , "cheat" : For debugging, show a list of used textures per frame +-mat_texture_list : cmd : : +mat_texture_list_all : 0 : , "numeric" : If this is nonzero, then the texture list panel will show all currently-loaded textures. +mat_texture_list_all_frames : 2 : : How many frames to sample texture memory for all textures. +mat_texture_list_content_path : 0 : , "a" : The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently runn +mat_texture_list_exclude : cmd : : 'load' - loads the exclude list file, 'reset' - resets all loaded exclude information, 'save' - saves exclude list file +mat_texture_list_exclude_editing : 0 : : +mat_texture_list_txlod : cmd : : Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution +mat_texture_list_txlod_sync : cmd : : 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files +mat_texture_list_view : 1 : , "numeric" : If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures. +mat_texture_reload_frame_swap_workaround : 0 : : Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps +mat_texture_tracking : 0 : : +mat_tonemap_algorithm : 1 : , "cheat", "cl" : 0 = Original Algorithm 1 = New Algorithm +mat_triplebuffered : 0 : : This means we want triple buffering if we are fullscreen and vsync'd +mat_updateconvars : cmd : : updates the video config convars +mat_use_compressed_hdr_textures : 1 : : +mat_velocity_blur : 0 : , "cl" : +mat_velocity_blur_scale : 1 : : +mat_viewportscale : 1 : , "a", "cl" : Scale down the main viewport (to reduce GPU impact on CPU profiling) +mat_vignette_blur : 0 : , "cl" : +mat_vignette_enable : 1 : , "rep" : +mat_vignette_end : 1 : , "cl" : +mat_vignette_start : 0 : , "cl" : +mat_vsync : 0 : : Force sync to vertical retrace +mat_water_debug : 0 : , "cheat" : +mat_water_debug_color : 566003840.000 : : +mat_water_exponent : 0 : , "cheat" : +mat_water_intensity : 0 : , "cheat" : +mat_water_phong : 1 : , "a" : +mat_water_waves : 0 : : +mat_wateroverlaysize : 128 : , "cl" : +mat_wireframe : 0 : , "cheat" : +mat_worldggx_fallback : 0 : : +mat_worldggx_fallback_ps2 : 0 : : +mat_worldggx_lightintensity : 10000 : , "cheat" : +mat_wvt2worldggx : 0 : : Automatically convert compatible WorldVertexTransition and LightmappedGeneric shaders to WorldGGX shaders. +mat_wvt2worldggx_roughness : -1 : : +mat_yuv : 0 : , "cheat", "cl" : +maxplayers : cmd : : Change the maximum number of players allowed on this server. +mc_accel_band_size : 0 : , "a", "cl" : Percentage of half the screen width or height. +mc_dead_zone_radius : 0 : , "a", "cl" : 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen. +mc_max_pitchrate : 100 : , "a", "cl" : (degrees/sec) +mc_max_yawrate : 230 : , "a", "cl" : (degrees/sec) +mdlcache_dump_dictionary_state : cmd : : Dump the state of the MDLCache Dictionary. +melee_combo_reset_time : 1 : , "cheat", "rep", "cl" : Seconds after a swing until we reset the combo activities +melee_show_hits : 0 : , "cheat", "rep", "cl" : +melee_show_swing : 0 : , "cheat", "rep", "cl" : +mem_compact : cmd : : +mem_dump : cmd : : Dump memory stats to text file. +mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) +mem_dumpvballocs : cmd : : Dump VB memory allocation stats. +mem_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 : cmd : : +mem_incremental_compact_rate : 0 : , "cheat" : Rate at which to attempt internal heap compation +mem_level : 2 : : Memory Level - Default: Medium +mem_max_heapsize : 512 : : 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. +miniprofiler_dump : 0 : : +minisave : cmd : : Saves game (for current level only!) +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_debugprint : cmd : : Show debug information about current matchmaking session +mm_dedicated_force_servers : 0 : : Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy +mm_dedicated_search_maxping : 150 : : Longest preferred ping to dedicated servers for games +mm_dlc_debugprint : cmd : : Shows information about dlc +mm_heartbeat_seconds : 300 : : +mm_heartbeat_seconds_xlsp : 60 : : +mm_heartbeat_timeout : 10 : : +mm_heartbeat_timeout_legacy : 15 : : +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_session_search_ping_buckets : 4 : : +mm_session_search_ping_limit : 200 : : +mm_session_search_qos_timeout : 15 : : +mm_status : cmd : : Matchmaking status +mm_tu_string : 0 : : +mod_check_vcollide : 0 : : Check all vcollides on load +mod_dont_load_vertices : 0 : : For the dedicated server, supress loading model vertex data +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 : : +morph_debug : 0 : : +morph_path : 7 : : +mortar_visualize : 0 : , "sv" : +motdfile : 0 : , "sv" : The MOTD file to load. ++movedown : cmd : : +-movedown : cmd : : ++moveleft : cmd : : +-moveleft : cmd : : +movement_anim_playback_minrate : 0 : , "rep", "cl" : ++moveright : cmd : : +-moveright : cmd : : ++moveup : cmd : : +-moveup : cmd : : +movie_fixwave : cmd : : Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc. +movie_volume_scale : 1 : : +mp_allowNPCs : 1 : , "sv", "nf" : +mp_allowspectators : 1 : , "rep", "cl" : 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_artillery_cooldown_attack : 30 : , "sv" : How long between artillery bombardments if player is on attacking team in offensive +mp_artillery_cooldown_defend : 60 : , "sv" : How long between artillery bombardments if player is on defending team in offensive +mp_artillery_spawnzone_cancel_radius : 1000 : , "sv" : Artillery won't fire if it's within this radius of a spawn zone +mp_assassination_single_point_max : 16 : , "a", "sv", "nf" : Max number of players where a single point is used +mp_autocrosshair : 1 : , "sv", "nf" : +mp_autokick : 1 : , "rep", "cl" : Kick team-killing players +mp_autokick_idlers : 0 : , "rep", "cl" : Kick idlers players ( mins ) +mp_autokick_tk_cooldown : 180 : , "rep", "cl" : Amount of time between TKs being cooled off +mp_autokick_tk_limit : 3 : , "rep", "cl" : Number of TKs allowed before auto-kick +mp_autoteambalance : 1 : , "sv" : +mp_checkpoint_counterattack_always : 0 : , "rep", "cl" : Always have a counter-attack after each cap. Value represents number of human players needed. +mp_checkpoint_counterattack_capture_speedup : 2 : , "rep", "cl" : Bot capture speed-up +mp_checkpoint_counterattack_delay : 12 : , "rep", "cl" : How long (in seconds) until the enemy counter-attack wave spawns. +mp_checkpoint_counterattack_delay_finale : 20 : , "rep", "cl" : How long (in seconds) until the enemy counter-attack wave spawns (finale). +mp_checkpoint_counterattack_disable : 0 : , "rep", "cl" : 1 to Disable all counter attacks in Checkpoint +mp_checkpoint_counterattack_duration : 65 : , "rep", "cl" : How long a checkpoint counter-attack lasts +mp_checkpoint_counterattack_duration_finale : 120 : , "rep", "cl" : How long a checkpoint counter-attack lasts +mp_checkpoint_counterattack_wave_finale : 60 : , "rep", "cl" : 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_conquer_auto_reinforce_at_bot_count : 0 : , "sv" : If there are this many bots left alive, an automatic reinforcement will be deployed +mp_conquer_cache_destroyed_response_distance_high_strength : 4500 : , "sv" : The distance bots will respond to humans destroying a cache when high strength +mp_conquer_cache_destroyed_response_distance_low_strength : 3500 : , "sv" : The distance bots will respond to humans destroying a cache when low strength +mp_conquer_capture_finished_response_distance_high_strength : 5000 : , "sv" : The distance bots will respond to humans finishing a capture when high strength +mp_conquer_capture_finished_response_distance_low_strength : 3000 : , "sv" : The distance bots will respond to humans finishing a capture when low strength +mp_conquer_capture_start_followup_response_distance_high_strength : 16000 : , "sv" : The distance bots will respond to humans starting a capture when high strength +mp_conquer_capture_start_followup_response_distance_low_strength : 7000 : , "sv" : The distance bots will respond to humans starting a capture when low strength +mp_conquer_capture_start_response_distance_high_strength : 20000 : , "sv" : The distance bots will respond to humans starting a capture when high strength +mp_conquer_capture_start_response_distance_low_strength : 9000 : , "sv" : The distance bots will respond to humans starting a capture when low strength +mp_conquer_debug_gamemode : 1 : , "sv", "cheat" : +mp_conquer_enemy_strength_all_caches : 1 : , "sv" : The percentage of bots to spawn when none of the caches are destroyed +mp_conquer_enemy_strength_all_caches_solo : 0 : , "sv" : The percentage of bots to spawn when none of the caches are destroyed in Solo mode +mp_conquer_enemy_strength_no_caches : 0 : , "sv" : The percentage of bots to spawn when all the caches are destroyed +mp_conquer_enemy_strength_no_caches_solo : 0 : , "sv" : The percentage of bots to spawn when all the caches are destroyed in Solo mode +mp_conquer_followup_wave_time_high_strength : 20 : , "sv" : The time after a capture is initiated that a second AI wave will spawn when high strength +mp_conquer_followup_wave_time_low_strength : 40 : , "sv" : The time after a capture is initiated that a second AI wave will spawn when low strength +mp_conquer_hostile_objective_response_distance_high_strength : 5000 : , "sv" : The distance bots will respond to a human owned objective when high strength +mp_conquer_hostile_objective_response_distance_high_strength_solo : 2000 : , "sv" : The distance bots will respond to a human owned objective when high strength +mp_conquer_hostile_objective_response_distance_low_strength : 3500 : , "sv" : The distance bots will respond to a human owned objective when low strength +mp_conquer_hostile_objective_response_distance_low_strength_solo : 400 : , "sv" : The distance bots will respond to a human owned objective when low strength +mp_conquer_last_man_standing_capture_speedup : 2 : , "sv" : How much faster capturing goes if you're the last man standing (scales towards this) +mp_conquer_losing_objective_response_distance_high_strength : 9000 : , "sv" : The distance bots will respond to losing an objective when high strength +mp_conquer_losing_objective_response_distance_high_strength_solo : 5000 : , "sv" : The distance bots will respond to losing an objective when high strength +mp_conquer_losing_objective_response_distance_low_strength : 6000 : , "sv" : The distance bots will respond to losing an objective when low strength +mp_conquer_losing_objective_response_distance_low_strength_solo : 1500 : , "sv" : The distance bots will respond to losing an objective when low strength +mp_conquer_obj_recapture_distance_high_strength : 6000 : , "sv" : The distance bots will attempt to recapture a nearby enemy objective when high strength +mp_conquer_obj_recapture_distance_low_strength : 3500 : , "sv" : The distance bots will attempt to recapture a nearby enemy objective when low strength +mp_coop_ai_teammate_count : 0 : , "rep", "cl" : Number of Teammates, 0 to fill lobby +mp_coop_ai_teammate_handicap : 0 : , "rep", "cl" : How much should these bots impact enemy bot counts +mp_coop_ai_teammates : 0 : , "rep", "cl" : Use AI Teammate System +mp_coop_ai_teammates_debug : 0 : , "cl" : +mp_coop_lobbysize : 6 : , "nf", "rep", "cl" : Size of coop lobby +mp_coop_max_bots : 18 : , "a", "rep", "cl" : Maximum number of bots allowed on the server. +mp_coop_min_bots : 5 : , "a", "rep", "cl" : The number of bots used for 1 player. +mp_cp_capture_time : 2 : , "sv", "nf" : capture time in seconds +mp_cp_deteriorate_time : 8 : , "sv", "nf" : deteriorate time in seconds +mp_cp_proximity_check_frequency : 3 : , "sv", "nf", "rep" : Frequency CP proximity should be checked +mp_cp_proximity_distance : 3500 : , "sv", "nf", "rep" : Distance players are considered to be close to a capture zone +mp_cp_proximity_distance_sabotage : 1500 : , "sv", "nf", "rep" : Distance players are considered to be close to a capture zone in sabotage +mp_cp_radio_speedup_rate : 0 : , "sv", "nf", "rep" : Speed-up rate per additional teammate in a cap zone when radio is present. +mp_cp_speedup_max : 5 : , "nf", "rep", "cl" : Maximum players to effect the speed-up. +mp_cp_speedup_rate : 0 : , "nf", "rep", "cl" : Speed-up rate per additional teammate in the cap zone. +mp_death_fade_in_duration : 0 : , "rep", "cl" : Fade in duration from dying -> spectator +mp_death_fade_in_duration_critical : 0 : , "rep", "cl" : Fade out duration from dying from a headshot or explosion. +mp_death_fade_out_delay : 2 : , "rep", "cl" : Death fade out delay +mp_death_fade_out_delay_critical : 0 : , "rep", "cl" : Death fade out delay from a headshot or explosion +mp_death_fade_out_duration : 10 : , "rep", "cl" : Fade out duration from dying. +mp_defaultteam : 0 : , "sv" : +mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked +mp_entrenchment_bot_respawn_time : 5 : , "sv", "cl" : Time between AI spawn waves. +mp_entrenchment_bot_spawn_distance : 2000 : , "sv", "cl" : Min distance between players and bot spawn zones +mp_entrenchment_bot_spawn_update_interval : 5 : , "sv", "cl" : Seconds between each check to update which spawns are active/inactive +mp_entrenchment_defense_reinforcements_dpr : 0 : , "rep", "cl" : Dead player ratio that allows defenders to regroup +mp_entrenchment_regroup_point_cooldown : 90 : , "rep", "cl" : Cooldown after a new regroup point is unlocked until a new one may be unlocked. +mp_entrenchment_regroup_point_proximity_check_frequency : 3 : , "rep", "cl" : Frequency to check for a new regroup point for human team +mp_entrenchment_round_extend_timer : 120 : , "rep", "cl" : Seconds extended to the round timer when we lose a point +mp_entrenchment_supply_timer : 120 : , "rep", "cl" : Seconds until we get our earned supply +mp_entrenchment_wave_max_delay : 160 : , "sv", "cl" : +mp_entrenchment_wave_min_delay : 100 : , "sv", "cl" : +mp_extract_point : 0 : , "a", "nf", "cl" : Point to use for patrol (0 = random, 1-3 = specified point) +mp_fadetoblack : 0 : , "nf", "rep", "cl" : fade a player's screen to black when he dies +mp_fall_damage_threshold : 0 : , "rep", "cl" : Minimum HP of fall damage to be inflicted. +mp_fall_speed_fatal : 720 : , "rep", "cl" : sqrt( 2 * gravity * x * 12 ) +mp_fall_speed_safe : 560 : , "rep", "cl" : sqrt( 2 * gravity * x * 12 ) +mp_fall_speed_safe_iron : 250 : , "rep", "cl" : sqrt( 2 * gravity * x * 12 ) +mp_falldamage : 0 : , "sv", "nf" : +mp_firesupport_personal_cooldown : 15 : , "sv" : How long between firesupport requests for each player +mp_flashlight : 0 : , "sv", "nf" : +mp_footsteps : 1 : , "sv", "nf" : +mp_forcecamera : 1 : , "rep", "cl" : 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 : , "nf", "rep", "cl" : The number of kills at which the map ends +mp_freezetime : 15 : , "nf", "rep", "cl" : Round freeze time in seconds +mp_friendlyfire : 1 : , "nf", "rep", "cl" : 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 : , "nf", "rep", "cl" : When enabled, friendlies can set off each other's explosives if they are reactive. +mp_frontline_all_dead_spawn_delay : 3 : , "rep", "cl" : Teams get an automatic respawn if their whole team is dead before the wave is finished, but to discourage this a delay can be a +mp_hunt_autoattack_bot_frac : 0 : , "rep", "cl" : The % of bot players that need to be left before auto attack starts +mp_hunt_autoattack_distance_too_close : 400 : , "rep", "cl" : If bots are closer than this distance to an alive player they won't auto attack +mp_hunt_autoattack_start_delay : 10 : , "rep", "cl" : The delay after the autoattack bot % is reached before the autoattack actually begins +mp_hunt_counterattack_distance : 6000 : , "rep", "cl" : Distance bots will respond to a cache blowing up +mp_hunt_nav_spawning : 0 : , "sv", "rep" : Enable experimental spawning system? +mp_hunt_patrol_proximity_to_cache : 6000 : , "rep", "cl" : Bots will prioritize patrol point pathing within this range of their cache +mp_hunt_patrol_proximity_to_cache_destroyed : 2000 : , "rep", "cl" : Bots will prioritize patrol point pathing within this range of their cache +mp_ignore_timer_conditions : 0 : , "nf", "rep", "cl" : Ignore round timer conditions. +mp_ignore_win_conditions : 0 : , "nf", "rep", "cl" : Ignore round win conditions. +mp_invasion_capture_time_extension : 300 : , "a", "cl" : How long (in seconds) the round should be extended for after a capture. +mp_invasion_counter_round : 0 : , "rep", "cl" : If on, after full-cap victory, flip the attacking team for a counter attack round. +mp_invasion_deferred_advance : 0 : , "rep", "cl" : If >0, advanced spawns will be delayed by this number of seconds. +mp_invasion_final_holdout_spawn_delay : 8 : , "rep", "cl" : Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa +mp_joinwaittime : 20 : , "nf", "cl" : How long to wait for the first round once the minimum players requirement has been reached. +mp_liberation_all_dead_spawn_delay : 4 : , "rep", "cl" : Teams get an automatic respawn if their whole team is dead before the wave is finished, but to discourage this a delay can be a +mp_lobbytime : 10 : , "nf", "rep", "cl" : Lobby time in seconds +mp_match_restart_delay : 15 : , "rep", "cl" : Time (in seconds) until a match restarts. +mp_maxgames : 1 : , "nf", "rep", "cl" : Max games before map change +mp_maxrounds : 1 : , "nf", "rep", "cl" : Max rounds before game ends +mp_minteamplayers : 1 : , "nf", "rep", "cl" : min players on each team to start the match +mp_occupy_bonus_wave : 1 : , "rep", "cl" : Number of waves given to a team for capturing the point. +mp_offensive_all_dead_spawn_delay : 3 : , "rep", "cl" : Teams get an automatic respawn if their whole team is dead before the wave is finished, but to discourage this a delay can be a +mp_offensive_capture_time_extension : 300 : , "a", "cl" : How long (in seconds) the round should be extended for after a capture. +mp_offensive_defenders_dead_spawn_delay : 4 : , "rep", "cl" : Defenders may get an automatic respawn if their whole team is dead, but to discourage this a delay can be added from the point +mp_offensive_deferred_advance : 0 : , "rep", "cl" : If >0, advanced spawns will be delayed by this number of seconds. +mp_offensive_final_holdout_spawn_delay : 8 : , "rep", "cl" : Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa +mp_outpost_nav_spawning : 1 : , "rep", "cl" : +mp_patrol_final_waypoint_enemy_clearance : 1500 : , "a", "sv", "rep" : Distance enemies should be away from the final point in order to win the round. +mp_patrol_waypoint_secure_ratio : 0 : , "a", "sv", "rep" : Players required to secure a waypoint +mp_player_resupply_coop_delay_base : 20 : , "sv" : Delay applied to resupplying +mp_player_resupply_coop_delay_max : 40 : , "sv" : Max delay for resupply +mp_player_resupply_coop_delay_penalty : 10 : , "sv" : Delay added for each additional resupply +mp_player_resupply_coop_grace : 15 : , "sv" : Grace time in which the resupply delay is not applied. +mp_player_resupply_coop_grace_initial : 45 : , "sv" : Grace timer applied when the player hasn't left spawn yet +mp_player_resupply_coop_penalty_reset : 45 : , "sv" : Time taken to decrement resupply counter +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_grace : 15 : , "sv" : Grace time in which the resupply delay is not applied. +mp_player_resupply_grace_initial : 45 : , "sv" : Grace timer applied when the player hasn't left spawn yet +mp_player_resupply_penalty_reset : 45 : , "sv" : Time taken to decrement resupply counter +mp_push_capture_time_extension : 300 : , "a", "cl" : How long (in seconds) the round should be extended for after a capture. +mp_push_counter_round : 0 : , "rep", "cl" : If on, after full-cap victory, flip the attacking team for a counter attack round. +mp_push_deferred_advance : 0 : , "rep", "cl" : If >0, advanced spawns will be delayed by this number of seconds. +mp_push_final_holdout_spawn_delay : 8 : , "rep", "cl" : Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa +mp_raid_auto_reinforce_at_bot_count : 2 : , "sv" : If there are this many bots left alive, an automatic reinforcement will be deployed +mp_raid_bot_respawn_frequency_normal : 20 : , "sv" : Time between AI spawn waves. +mp_raid_counterattack_extra_count : 2 : , "sv" : Extra bots to spawn during the counter attack +mp_raid_counterattack_radio_only : 1 : , "sv" : If true, only soldiers with radios will run back to regroup +mp_raid_counterattack_timer : 30 : , "sv" : Raid counter attack timer in seconds +mp_raid_respawn_on_capture : 1 : , "sv" : Respawn the enemy bots after a point is captured +mp_respawnwavetime_max : 0 : , "nf", "rep", "cl" : Min respawn wave interval. +mp_respawnwavetime_min : 0 : , "nf", "rep", "cl" : 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 : , "rep", "cl" : Time a player can use their weapon inside a restricted area for. +mp_roundlives : 0 : , "nf", "rep", "cl" : Max lives in a round +mp_roundtime : 210 : , "nf", "rep", "cl" : 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", "cl" : How long (in seconds) the round should be extended for after a cache gets destroyed. +mp_searchdestroy_single_cache_max : 12 : , "a", "nf", "cl" : Max number of players where a single cache is used +mp_showgestureslots : -1 : , "cheat", "rep", "cl" : Show multiplayer client/server gesture slot information for the specified player index (-1 for no one). +mp_slammoveyaw : 0 : , "rep", "cl" : Force movement yaw along an animation path. +mp_spawnprotectiontime_navspawn : 15 : , "nf", "rep", "cl" : Spawn protection time in seconds when spawning on the nav +mp_spawnprotectontime : 30 : , "nf", "rep", "cl" : Spawn protection time in seconds +mp_spawns_per_frame : 6 : , "cl" : Maximum number of players to spawn per frame +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", "cl" : How long (in seconds) the round should be extended for after a capture. +mp_strike_capture_wave_decrement : 1 : , "a", "cl" : How many waves to deduct from defenders when a cache is blown +mp_stronghold_auto_reinforce_at_bot_count : 2 : , "sv" : If there are this many bots left alive, an automatic reinforcement will be deployed +mp_stronghold_bot_respawn_friendly : 1 : , "sv" : Should we respawn friendly bots after they die? +mp_stronghold_bot_respawn_time : 40 : , "sv" : Time between AI spawn waves. +mp_stronghold_counterattack_artillery_chance : 0 : , "sv", "rep" : Chance of air support during the counter attack +mp_stronghold_counterattack_chance : 0 : , "sv" : Chance of a runner deciding to regroup +mp_stronghold_counterattack_extra_count : 4 : , "sv" : Extra bots to spawn during the counter attack +mp_stronghold_counterattack_max_per_round : 3 : , "sv" : Max times a counter attack can happen per round +mp_stronghold_counterattack_radio_only : 1 : , "sv" : If true, only soldiers with radios will run back to regroup +mp_stronghold_counterattack_super_chance : 0 : , "sv" : Chance of a runner deciding to regroup +mp_stronghold_counterattack_super_max_per_round : 1 : , "sv" : Max times a super counter attack can happen per round +mp_stronghold_counterattack_timer : 60 : , "sv" : Stronghold counter attack timer in seconds +mp_stronghold_last_man_standing_capture_speedup : 2 : , "sv" : How much faster capturing goes if you're the last man standing (scales towards this) +mp_stronghold_respawn_on_capture : 1 : , "sv" : Respawn the enemy bots after a point is captured +mp_supply_gain : 1 : , "sv", "nf", "rep" : Whether players earn supply throughout the course of a round depending on actions +mp_supply_gain_kill_assist_amount : 1 : , "sv", "nf", "rep" : Once threshold is reached, how much supply is earned +mp_supply_gain_kill_assist_threshold : 5 : , "sv", "nf", "rep" : Total kills/assists to earn before being rewarded +mp_supply_gain_obj_cap : 1 : , "sv", "nf", "rep" : Amount of supply players earn by capturing a point +mp_supply_gain_obj_destroyed : 1 : , "sv", "nf", "rep" : Amount of supply players earn by destroying a cache +mp_supply_gain_obj_hero_cap : 1 : , "sv", "nf", "rep" : Amount of supply players earn for hero capture on top of capturing +mp_supply_gain_regroup : 1 : , "sv", "nf", "rep" : Amount of supply players earn by falling back to regroup +mp_supply_rate_losing_team_high : 0 : , "nf", "rep", "cl" : Amount of supply the more skilled players on the losing team get +mp_supply_rate_losing_team_low : 0 : , "nf", "rep", "cl" : Amount of supply the less skilled players on the losing team get +mp_supply_rate_winning_team_high : 0 : , "nf", "rep", "cl" : Amount of supply the more skilled players on the winning team get +mp_supply_rate_winning_team_low : 0 : , "nf", "rep", "cl" : 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 : 30 : , "sv", "nf", "rep" : The maximum amount of supply a player can get +mp_survival_nav_spawning : 0 : , "sv", "rep" : +mp_survival_patrol_proximity_to_active_safehouse : 3000 : , "rep", "cl" : Bots will prioritize patrol point pathing within this range of an active safehouse +mp_survival_patrol_proximity_to_potential_safehouse : 8000 : , "rep", "cl" : Bots will prioritize patrol point pathing within this range of a potentially new safehouse +mp_switchteams : cmd : : Switch teams and restart the game +mp_switchteams_each_game : 0 : , "nf", "rep", "cl" : Switch the teams after each game +mp_switchteams_each_round : 0 : , "nf", "rep", "cl" : If >0, switch the teams after x rounds +mp_switchteams_reset_supply : 1 : , "nf", "rep", "cl" : 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 : , "nf", "rep", "cl" : Teams are unbalanced when one team has this many more players than the other team. (0 disables check) +mp_theater_force_holiday : 0 : , "rep", "cl" : +mp_theater_override : 0 : , "rep", "cl" : If set, the given theater file is loaded instead. +mp_timelimit : 0 : , "nf", "rep", "cl" : game time per map in minutes +mp_timelimit_waiting : 3600 : , "rep", "cl" : Time to wait on an empty server before changing levels. +mp_timelimit_waiting_random : 0 : , "rep", "cl" : If true, pick a random map on the map cycle when performing the empty server switch +mp_timer_postgame : 0 : , "nf", "rep", "cl" : Postgame timer in seconds +mp_timer_postround : 19 : , "nf", "rep", "cl" : Postround timer in seconds +mp_timer_pregame : 10 : , "nf", "rep", "cl" : Pregame timer in seconds +mp_timer_preround : 18 : , "nf", "rep", "cl" : Preround timer in seconds +mp_timer_preround_first : 18 : , "nf", "rep", "cl" : Preround timer in seconds for the first round +mp_timer_preround_switch : 30 : , "nf", "rep", "cl" : Preround timer in seconds when a team switch occurs +mp_timer_taglines : 17 : , "nf", "rep", "cl" : Tagline display timer +mp_timer_voting : 15 : , "nf", "rep", "cl" : Time given to post-game voting. +mp_tkpunish : 1 : , "rep", "cl" : Will a TK'er be punished in the next round? {0=no, 1=warning, 2=kill} +mp_usehwmmodels : -1 : , "cl" : Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU) +mp_usehwmvcds : -1 : , "cl" : Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU) +mp_voice_bias : 0 : , "cheat", "rep", "cl" : +mp_voice_blocked_lineofsight_enemy_volume : 0 : , "cheat", "rep", "cl" : +mp_voice_blocked_lineofsight_friendly_volume : 0 : , "cheat", "rep", "cl" : +mp_voice_friendly_volume_bias : 0 : , "cheat", "rep", "cl" : +mp_voice_max_distance_enemy : 550 : , "cheat", "rep", "cl" : +mp_voice_max_distance_friendly : 1300 : , "cheat", "rep", "cl" : +mp_voice_max_distance_friendly_radio : 6000 : , "cheat", "rep", "cl" : +mp_voice_max_enemy_volume_local : 0 : , "cheat", "rep", "cl" : +mp_voice_max_friendly_volume_local : 1 : , "cheat", "rep", "cl" : +mp_voice_max_squad_volume_local : 1 : , "cheat", "rep", "cl" : +mp_voice_max_squad_volume_radio : 1 : , "cheat", "rep", "cl" : +mp_voice_min_distance_enemy : 100 : , "cheat", "rep", "cl" : +mp_voice_min_distance_friendly : 100 : , "cheat", "rep", "cl" : +mp_voice_min_enemy_volume_local : 0 : , "cheat", "rep", "cl" : +mp_voice_min_friendly_volume_local : 0 : , "cheat", "rep", "cl" : +mp_voice_min_squad_volume_local : 1 : , "cheat", "rep", "cl" : +mp_voice_min_squad_volume_radio : 1 : , "cheat", "rep", "cl" : +mp_voice_radio_filter : 1 : , "rep", "cl" : Should a radio filter be applied to distant squad comms? +mp_voice_relay : 1 : , "rep", "cl" : Should nearby players with radios be able to relay our voip to others with radios +mp_voice_squad_radio : 0 : , "rep", "cl" : Whether to use the squad radio or not. Disabling this will force spatial only. +mp_voice_use_3d_voip : 1 : , "rep", "cl" : 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 : , "rep", "cl" : Amount of waves awarded for capturing points +mp_wave_count_attackers : 10 : , "rep", "cl" : Total waves for attackers +mp_wave_count_defenders : 20 : , "rep", "cl" : Total waves for defenders +mp_wave_count_defenders_per_obj : 5 : , "rep", "cl" : Total waves for defenders per objective (so Push can support many objectives) +mp_wave_count_perteam : 2 : , "rep", "cl" : Total waves per team +mp_wave_dpr_attackers : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for attacking team +mp_wave_dpr_attackers_finale : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for attacking team during the last stand specifically +mp_wave_dpr_defenders : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for defending team +mp_wave_dpr_defenders_finale : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for defending team for the last objective specifically +mp_wave_dpr_defenders_regroup : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for defending team +mp_wave_dpr_defenders_regroup_auto : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for defending team +mp_wave_dpr_perteam : 0 : , "rep", "cl" : Dead player ratio that triggers a reinforcement wave for both teams +mp_wave_dpr_survival_end : 0 : , "rep", "cl" : Dead player ratio at level 30 of Survival game +mp_wave_dpr_survival_start : 0 : , "rep", "cl" : Dead player ratio at start of Survival game +mp_wave_grace_period : 30 : , "rep", "cl" : Grace period where if a reinforcement wave occurs it does not get deducted from wave count +mp_wave_max_wait_attackers : 30 : , "rep", "cl" : Max wave trigger time for attacking team +mp_wave_max_wait_defenders : 30 : , "rep", "cl" : Max wave trigger time for defending team +mp_wave_max_wait_perteam : 40 : , "rep", "cl" : Max wave trigger time for both teams +mp_wave_spawn_instant : 0 : , "rep", "cl" : Server side option to force instant spawning +mp_waves_enabled : 1 : , "rep", "cl" : Whether or not waves are enabled for this mode +mp_weaponstay : 0 : , "sv", "nf" : +mp_winlimit : 5 : , "nf", "rep", "cl" : win limit +mp_winlimit_coop : 1 : , "nf", "rep", "cl" : win limit for coop +ms_player_dump_properties : cmd : : Prints a dump the current players property data +multvar : cmd : : Multiply specified convar value. +muteid : cmd : : Server side mute +muzzleflash_light : 1 : , "a", "cl" : +name : 0 : , "a", "user", "print", "server_can_execute", "ss" : Current user name +namelockid : cmd : : Prevent name changes for this userID. +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 : -1039607936.000 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing. +nav_area_max_size : 160 : , "sv", "cheat" : Max area size created in nav generation +nav_areas_danger_zone_cooldown_player_gunshot : 1 : , "sv", "cheat" : Time between each bullet impact check +nav_areas_danger_zone_increment_gunshot : 0 : , "sv", "cheat" : Enemy killed friendly from location increment +nav_areas_danger_zone_increment_shoot_player : 0 : , "sv", "cheat" : Someone shot another player from this area +nav_areas_death_trap_increment_blown_up : 0 : , "sv", "cheat" : Death by explosion increment +nav_areas_death_trap_increment_shot : 0 : , "sv", "cheat" : Death by gunshot increment +nav_areas_increment_neighbor_falloff : 0 : , "sv", "cheat" : Frac of the increment amount applied to neighboring nav areas +nav_areas_suppression_increment_bullet_impact : 0 : , "sv", "cheat" : Bullet impact suppression increment +nav_areas_suppression_increment_explosion : 0 : , "sv", "cheat" : Explosion suppression increment +nav_areas_suppression_increment_friendly_take_damage : 0 : , "sv", "cheat" : Friendly taken damage suppression increment +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_areas : 0 : , "sv", "cheat" : Debugging nav areas +nav_debug_blocked : 0 : , "sv", "cheat" : +nav_debug_dangerzone : 0 : , "sv", "cheat" : Show danger zones +nav_debug_deathtraps : 0 : , "sv", "cheat" : Show death traps +nav_debug_flanker : 0 : , "sv", "cheat" : Debugging nav for flankers +nav_debug_pathing : 0 : , "sv", "cheat" : Debugging nav pathing +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 : 100 : , "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 : 0 : , "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 : 750 : , "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 : 587774528.000 : , "sv", "cheat" : Color used to draw the selected set borders while editing. +nav_selected_set_color : -1128258944.000 : , "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_cursor_position : 0 : , "sv", "cheat" : +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" : Turn on debug messages for spawn system +nav_spawn_debug_force_collect : cmd : : Rebuild All Nav Spawn Points +nav_spawn_debug_generation : 0 : , "sv", "cheat" : +nav_spawn_debug_generation_details : 0 : , "sv", "cheat" : +nav_spawn_debug_scoring : 0 : , "sv", "cheat" : +nav_spawn_debug_scoring_details : 0 : , "sv", "cheat" : +nav_spawn_debug_selection : 0 : , "sv", "cheat" : +nav_spawn_debug_selection_details : 0 : , "sv", "cheat" : +nav_spawn_debug_show_discards : 0 : , "sv" : +nav_spawn_debug_show_spawns : 0 : , "sv", "cheat" : +nav_spawn_debug_squad_spawning : 0 : , "sv", "cheat" : +nav_spawn_enemy_max_distance : 8000 : , "sv", "cheat" : Maximum distance to players to consider +nav_spawn_enemy_maximum_distance_conquer : 5000 : , "sv", "cheat" : Maximum distance to players to consider (conquer) +nav_spawn_enemy_maximum_distance_hunt : 20000 : , "sv", "cheat" : Maximum distance to players to consider (hunt) +nav_spawn_enemy_maximum_distance_outpost : 6000 : , "sv", "cheat" : Maximum distance to players to consider (outpost) +nav_spawn_enemy_maximum_distance_survival : 5000 : , "sv", "cheat" : Maximum distance to players to consider (survival) +nav_spawn_enemy_min_distance : 1000 : , "sv", "cheat" : Minimum distance to players to consider +nav_spawn_enemy_min_distance_start_frac : 4 : , "sv", "cheat" : Map based Frac for the start of the Round +nav_spawn_enemy_minimum_distance_conquer : 800 : , "sv", "cheat" : Minimum distance to players to consider (conquer) +nav_spawn_enemy_minimum_distance_frac_conquer : 1 : , "sv", "cheat" : Map based Frac for Conquer during Round +nav_spawn_enemy_minimum_distance_frac_conquer_start : 2 : , "sv", "cheat" : Map based Frac for Conquer at the start of the Round +nav_spawn_enemy_minimum_distance_frac_hunt_start : 1 : , "sv", "cheat" : Map based Frac for Hunt at the start of the Round +nav_spawn_enemy_minimum_distance_frac_outpost : 1 : , "sv", "cheat" : Map based Frac for Outpost during Round +nav_spawn_enemy_minimum_distance_frac_outpost_start : 3 : , "sv", "cheat" : Map based Frac for Outpost at the start of the Round +nav_spawn_enemy_minimum_distance_frac_survival : 1 : , "sv", "cheat" : Map based Frac for Survival during Round +nav_spawn_enemy_minimum_distance_frac_survival_start : 4 : , "sv", "cheat" : Map based Frac for Survival at the start of the Round +nav_spawn_enemy_minimum_distance_hunt : 4000 : , "sv", "cheat" : Minimum distance to players to consider (hunt) +nav_spawn_enemy_minimum_distance_outpost : 500 : , "sv", "cheat" : Minimum distance to players to consider (outpost) +nav_spawn_enemy_minimum_distance_survival : 500 : , "sv", "cheat" : Minimum distance to players to consider (survival) +nav_spawn_fill_empty_rate : 250 : , "sv" : +nav_spawn_frequency_bot : 0 : , "sv", "cheat" : Minimum time inbetween each bot spawn +nav_spawn_frequency_human : 0 : , "sv", "cheat" : Minimum time inbetween each human spawn +nav_spawn_generate_location_max : 50 : , "sv", "cheat" : Max amount of nav spawns to generate in a given location +nav_spawn_max_per_controlpoint : 16 : , "sv" : +nav_spawn_max_player_distance_default : 7000 : , "sv", "cheat" : Maximum distance to players to consider +nav_spawn_min_area_size : 128 : , "sv", "cheat" : Minimum size of nav area tile to be considered +nav_spawn_min_bot_spawn_frequency : 0 : , "sv", "cheat" : Minimum time inbetween each bot spawn +nav_spawn_min_human_spawn_frequency : 0 : , "sv", "cheat" : Minimum time inbetween each human spawn +nav_spawn_min_per_controlpoint : 8 : , "sv" : +nav_spawn_min_player_distance_default : 1500 : , "sv", "cheat" : Minimum distance to players to consider +nav_spawn_min_spacing_sq : 1024 : , "sv", "cheat" : Minimum spacing inbetween each spawn point +nav_spawn_proximity_penalty : 20 : , "sv" : +nav_spawn_recollect_time : 60 : , "sv", "cheat" : Max time before spawn system discards and recollects spawn points +nav_spawn_rescore_rate : 5 : , "sv" : +nav_spawn_rescore_time : 15 : , "sv", "cheat" : Persistently show the active spawns +nav_spawn_score_base : 1 : , "sv", "cheat" : Base score given to a nav spawn before anything is factored +nav_spawn_score_cachepoint_bonus : 1 : , "sv", "cheat" : bonus max for being near a cache point +nav_spawn_score_controlpoint_bonus : 2 : , "sv", "cheat" : bonus max for being near a control point +nav_spawn_score_controlpoint_proximity : 1500 : , "sv", "cheat" : how far to fall off the controlpoint bonus +nav_spawn_score_cp_locked : 0 : , "sv" : +nav_spawn_score_cp_proximity_max : 1800 : , "sv" : +nav_spawn_score_cp_proximity_min : 100 : , "sv" : +nav_spawn_score_cp_score_max : 1 : , "sv" : +nav_spawn_score_cp_score_min : 1 : , "sv" : +nav_spawn_score_decoy_score_max : 1 : , "sv" : +nav_spawn_score_decoy_score_min : 1 : , "sv" : +nav_spawn_score_decrement_combat_high : 0 : , "sv", "cheat" : Decrement for being in a high combat area +nav_spawn_score_decrement_combat_medium : 0 : , "sv", "cheat" : Decrement for being in a medium combat area +nav_spawn_score_decrement_light_intensity_high : 0 : , "sv", "cheat" : Decrement for being in a high light intensity area +nav_spawn_score_decrement_light_intensity_medium : 0 : , "sv", "cheat" : Decrement for being in a medium light intensity area +nav_spawn_score_decrement_no_hiding_spots : 0 : , "sv", "cheat" : Decrement for not having any hiding spots +nav_spawn_score_decrement_occupied : 0 : , "sv", "cheat" : Decrement for being occupied +nav_spawn_score_discard : 0 : , "sv", "cheat" : Minimum score a nav spawn must have to be added +nav_spawn_score_enemy_player_proximity_bonus : 2 : , "sv", "cheat" : Max bonus to apply +nav_spawn_score_enemy_player_proximity_distance : 2000 : , "sv", "cheat" : Ideal distance from enemies for each spawn +nav_spawn_score_enemy_player_proximity_falloff : 3000 : , "sv", "cheat" : Range to apply the distance bonus +nav_spawn_score_enemy_spawn_dist_ideal : 2500 : , "sv" : +nav_spawn_score_enemy_spawn_dist_min : 1500 : , "sv" : +nav_spawn_score_enemy_spawn_score_ideal : 1 : , "sv" : +nav_spawn_score_enemy_spawn_score_ideal_falloff : 0 : , "sv" : +nav_spawn_score_frequency : 5 : , "sv", "cheat" : Nav spawn rescore frequency in seconds +nav_spawn_score_friendly_spawn_bonus : 1 : , "sv", "cheat" : bonus max for being near a friendly spawn zone +nav_spawn_score_friendly_spawn_bonus_max_distance : 500 : , "sv", "cheat" : how far to fall off the spawn zone bonus +nav_spawn_score_hiding_bonus : 1 : , "sv", "cheat" : Bonus given to Nav Spawns derived from Hiding Spots +nav_spawn_score_inside : 1 : , "sv", "cheat" : Modifier for areas that are inside +nav_spawn_score_los_check : 0 : , "sv", "cheat" : Whether or not we should do an los check +nav_spawn_score_max : 1 : , "sv", "cheat" : Max spawn score +nav_spawn_score_min : 0 : , "sv", "cheat" : Min spawn score +nav_spawn_score_multiplier_outdoors : 1 : , "sv", "cheat" : Multiplier if outdoors +nav_spawn_score_outpost_bonus : 2 : , "sv" : +nav_spawn_score_player_proximity_bonus : 2 : , "sv" : +nav_spawn_score_player_proximity_distance : 1000 : , "sv" : +nav_spawn_score_player_proximity_outpost_max : 2000 : , "sv" : +nav_spawn_score_player_proximity_outpost_min : 100 : , "sv" : +nav_spawn_score_player_proximity_penalty : 2 : , "sv" : +nav_spawn_score_player_proximity_sustained_max : 1000 : , "sv" : +nav_spawn_score_player_proximity_sustained_min : 100 : , "sv" : +nav_spawn_score_potentially_visible : 0 : , "sv", "cheat" : Modifier for areas that are potentially visible by enemy team +nav_spawn_score_random_max : 1 : , "sv", "cheat" : Random modifier given to each spawn to prevent spawn patterns +nav_spawn_score_random_min : 0 : , "sv", "cheat" : Random modifier given to each spawn to prevent spawn patterns +nav_spawn_score_spawn_point_bonus : 1 : , "sv", "cheat" : Bonus given to Nav Spawns derived from Spawn Points +nav_spawn_score_sustained_bonus : 2 : , "sv" : +nav_spawn_stored_spawn_expiration : 1 : , "sv" : +nav_spawn_verify_rate : 1 : , "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_hiding_spot_show_cover : 0 : , "sv", "cheat" : +nb_nav_hiding_spot_show_score : 0 : , "sv", "cheat" : +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_nav_show_valid_spawn_points : 0 : , "sv", "cheat" : Show points > 11 score ( 1 = team_one , 2 = team_two ) +nb_path_draw_inc : 100 : , "sv", "cheat" : +nb_path_draw_segment_count : 100 : , "sv", "cheat" : +nb_path_segment_influence_radius : 100 : , "sv", "cheat" : +nb_player_crouch : 0 : , "sv", "cheat" : Force bots to crouch +nb_player_move : 1 : , "sv", "cheat" : Prevents bots from moving +nb_player_move_direct : 0 : , "sv" : +nb_player_stop : 0 : , "sv", "cheat" : Stop all NextBotPlayers from updating +nb_player_walk : 0 : , "sv", "cheat" : Force bots to walk +nb_saccade_speed : 1000 : , "sv", "cheat" : +nb_saccade_time : 0 : , "sv", "cheat" : +nb_select : cmd : : Select the bot you are aiming at for further debug operations. +nb_shadow_dist : 400 : , "cl" : +nb_speed_look_ahead_range : 150 : , "sv", "cheat" : +nb_stop : 0 : , "sv", "cheat", "rep" : Stop all NextBots +nb_update_debug : 0 : , "sv", "cheat" : +nb_update_framelimit : 4 : , "sv", "cheat" : +nb_update_frequency : 0 : , "sv", "cheat" : +nb_update_maxslide : 10 : , "sv", "cheat" : +nb_warp_selected_here : cmd : : Teleport the selected bot to your cursor position +nearz_player_death : 0 : , "cheat", "cl" : +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_earliertempents : 0 : , "cheat" : +net_fakejitter : 0 : , "cheat" : Jitter fakelag packet time +net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds. +net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets) +net_graph : 0 : , "a", "cl" : Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend. +net_graphheight : 64 : , "a", "cl" : Height of netgraph panel +net_graphmsecs : 400 : , "a", "cl" : The latency graph represents this many milliseconds. +net_graphpos : 1 : , "a", "cl" : +net_graphproportionalfont : 1 : , "a", "cl" : Determines whether netgraph font is proportional or not +net_graphshowinterp : 1 : , "a", "cl" : Draw the interpolation graph. +net_graphshowlatency : 1 : , "a", "cl" : Draw the ping/packet loss graph. +net_graphshowsvframerate : 0 : , "a", "cl" : Draw the server framerate graph. +net_graphsolid : 1 : , "a", "cl" : +net_graphtext : 1 : , "a", "cl" : Draw text fields +net_maxcleartime : 4 : : Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit). +net_maxfilesize : 16 : : Maximum allowed file size for uploading in MB +net_maxfragments : 1200 : : Max fragment bytes per packet +net_maxroutable : 1200 : , "a", "user" : Requested max packet size before packets are 'split'. +net_megasnapshot : 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_scale : 5 : , "a", "cl" : +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_showusercmd : 0 : , "cl" : Show user command encoding +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_allowrelay : 1 : , "a" : Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel +net_steamcnx_debug : 1 : : Show debug spew for steam based connections, 2 shows all network traffic for steam sockets. +net_steamcnx_enabled : 1 : : Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP. +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 ) +nextdemo : cmd : : Play next demo in sequence. +nextlevel : 0 : , "sv", "nf", "rep" : If set to a valid map name, will change to this map during the next changelevel +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_ammo_crate_drag : 50 : , "sv" : Default drag of an ammo crate. +obj_ammo_crate_health : 200 : , "sv" : Default health of an ammo crate. +obj_ammo_crate_lifetime : 300 : , "sv" : Lifetime of an ammo crate. +obj_ammo_crate_mass : 500 : , "sv" : Default mass of an ammo crate. +obj_ammo_crate_resupply_zone_size : 300 : , "sv" : Default size of the resupply area of an ammo crate. +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 : , "rep", "cl" : +openserverbrowser : cmd : : Opens server browser +option_duck_method : 0 : , "a", "cl", "ss" : +option_speed_method : 0 : , "a", "cl", "ss" : +overview_alpha : 1 : , "a", "clientcmd_can_execute", "cl" : Overview map translucency. +overview_bounds_alpha : 1 : , "a", "cl" : +overview_class_icon_size : 0 : , "cl" : +overview_focus_box_opacity : 230 : , "cl" : +overview_grid_overlay : 1 : , "cl" : +overview_health : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's health in map overview. +overview_locked : 1 : , "a", "clientcmd_can_execute", "cl" : Locks map angle, doesn't follow view angle. +overview_mode : cmd : : Sets overview map mode off,small,large: <0|1|2> +overview_names : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's names in map overview. +overview_player_size : 260 : , "cl" : Icon size +overview_tracks : 1 : , "a", "clientcmd_can_execute", "cl" : Show player's tracks in map overview. +overview_zoom : cmd : : Sets overview map zoom: [