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Updated cvars

pull/3/head
Daniel Gibbs 9 years ago
parent
commit
af4ef188fd
  1. 399
      Insurgency2/cvars/full_cvar_list.txt

399
Insurgency2/cvars/full_cvar_list.txt

@ -2,7 +2,7 @@
// * // *
// Insurgency 2 - full_cvar_list.txt * // Insurgency 2 - full_cvar_list.txt *
// 1844 total convars/concommands * // 1844 total convars/concommands *
// Version 140815 * // Version 280816 *
// * // *
// **************************************************************************** // ****************************************************************************
@ -77,9 +77,13 @@ bot_attack_aimpenalty_time_far : 9 : , "sv", "cheat" : How lon
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_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_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 : 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 : 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 : 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 : 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_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_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_base : 1 : , "sv", "rep" : Attack delay base value in seconds
@ -129,14 +133,17 @@ bot_silhouette_readtime_dark : 7 : , "sv", "cheat" : Time it
bot_silhouette_readtime_fuzzy : 1 : , "sv", "cheat" : Time it takes to shoot at a fuzzy 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_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 : 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_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_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_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 : 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_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_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_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 : 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_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_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_targeting_noise_z_frac_maxrange : 2 : , "sv", "rep" : The targeting noise frac applied to Z value on max range
@ -162,6 +169,8 @@ cache_print_summary : cmd : : cache_p
callvote : cmd : : Start a vote on an issue. callvote : cmd : : Start a vote on an issue.
cast_hull : cmd : : Tests hull collision detection cast_hull : cmd : : Tests hull collision detection
cast_ray : cmd : : Tests collision detection cast_ray : cmd : : Tests collision detection
cc_norepeat : 5 : , "sv" : In multiplayer games, don't repeat captions more often than this many seconds.
cc_showmissing : 0 : , "sv", "rep" : Show missing closecaption entries.
ch_createairboat : cmd : : Spawn airboat in front of the player. ch_createairboat : cmd : : Spawn airboat in front of the player.
ch_createjeep : cmd : : Spawn jeep in front of the player. ch_createjeep : cmd : : Spawn jeep in front of the player.
changelevel : cmd : : Change server to the specified map changelevel : cmd : : Change server to the specified map
@ -187,7 +196,7 @@ cl_skipslowpath : 0 : , "cheat" : Set to
cl_use_simd_bones : 1 : , "sv", "rep" : 1 use SIMD bones 0 use scalar bones. cl_use_simd_bones : 1 : , "sv", "rep" : 1 use SIMD bones 0 use scalar bones.
clear_anim_cache : cmd : : Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested). clear_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 clear_debug_overlays : cmd : : clears debug overlays
clientport : 27005 : : Host game client port clientport : 27057 : : Host game client port
cmd : cmd : : Forward command to server. cmd : cmd : : Forward command to server.
cmd1 : cmd : : sets userinfo string for split screen player in slot 1 cmd1 : cmd : : sets userinfo string for split screen player in slot 1
cmd2 : cmd : : sets userinfo string for split screen player in slot 2 cmd2 : cmd : : sets userinfo string for split screen player in slot 2
@ -207,7 +216,7 @@ creditsdone : cmd : :
csm_quality_level : 0 : : Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST csm_quality_level : 0 : : Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST
curve_bias : 0 : , "sv" : curve_bias : 0 : , "sv" :
cvarlist : cmd : : Show the list of convars/concommands. cvarlist : cmd : : Show the list of convars/concommands.
datacachesize : 32 : : Size in MB. datacachesize : 64 : : Size in MB.
dbg_demofile : 0 : : dbg_demofile : 0 : :
dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line> dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line>
dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
@ -287,7 +296,6 @@ explode : cmd : : Kills t
explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value> explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. 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. fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
ff : cmd : :
filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none
filesystem_max_stdio_read : 16 : : filesystem_max_stdio_read : 16 : :
filesystem_native : 1 : : Use native FS or STDIO filesystem_native : 1 : : Use native FS or STDIO
@ -383,10 +391,12 @@ host_speeds : 0 : : Show ge
host_threaded_sound : 1 : : Run the sound on a thread (independent of mix) 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_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_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.
hostfile : 0 : , "sv" : The HOST file to load. hostfile : 0 : , "sv" : The HOST file to load.
hostip : -1407249408.000 : : Host game server ip hostip : 1534674944.000 : : Host game server ip
hostname : 0 : : Hostname for server. hostname : 0 : : Hostname for server.
hostport : 27015 : : Host game server port hostport : 27055 : : Host game server port
humans : cmd : : Show user info for players on server.
hunk_print_allocations : cmd : : hunk_print_allocations : cmd : :
hunk_track_allocation_types : 1 : , "cheat" : hunk_track_allocation_types : 1 : , "cheat" :
hurtme : cmd : : Hurts the player. Arguments: <health to lose> hurtme : cmd : : Hurts the player. Arguments: <health to lose>
@ -398,6 +408,31 @@ ins_bipod_view_length_forward : 22 : , "sv", "rep" :
ins_bipod_view_length_up : 28 : , "sv", "rep" : ins_bipod_view_length_up : 28 : , "sv", "rep" :
ins_bot_add : cmd : : Adds a bot ins_bot_add : cmd : : Adds a bot
ins_bot_add_t2 : cmd : : Adds a bot to team 2 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_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_reload_ratio : 0 : , "sv" : Ratio of ammo that triggers a reload.
ins_bot_attack_slide_cooldown : 1 : , "sv", "cheat" : ins_bot_attack_slide_cooldown : 1 : , "sv", "cheat" :
@ -406,47 +441,76 @@ ins_bot_count_checkpoint : 0 : , "a", "sv", "rep" : A set
ins_bot_count_checkpoint_default : 0 : , "a", "sv", "rep" : This is the default bot count for Checkpoint that the server will reset to when hibernating. ins_bot_count_checkpoint_default : 0 : , "a", "sv", "rep" : This is the default bot count for Checkpoint that the server will reset to when hibernating.
ins_bot_count_checkpoint_max : 15 : , "a", "sv", "rep" : The max bot count for Checkpoint. ins_bot_count_checkpoint_max : 15 : , "a", "sv", "rep" : The max bot count for Checkpoint.
ins_bot_count_checkpoint_min : 5 : , "a", "sv", "rep" : The min bot count for Checkpoint. ins_bot_count_checkpoint_min : 5 : , "a", "sv", "rep" : The min bot count for Checkpoint.
ins_bot_count_conquest : 0 : , "a", "sv", "rep" : A set bot count for conquest. ins_bot_count_conquer : 0 : , "a", "sv", "rep" : A set bot count for conquer.
ins_bot_count_conquest_default : 0 : , "a", "sv", "rep" : This is the default bot count for conquest that the server will reset to when hibernating. ins_bot_count_conquer_default : 0 : , "a", "sv", "rep" : This is the default bot count for conquer that the server will reset to when hibernating.
ins_bot_count_conquest_max : 15 : , "a", "sv", "rep" : The max bot count for conquest. ins_bot_count_conquer_max : 24 : , "sv", "rep" : Max bot count in Conquer mode.
ins_bot_count_conquest_min : 5 : , "a", "sv", "rep" : The min bot count for conquest. 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", "sv", "rep" : A set bot count for Checkpoint. ins_bot_count_hunt : 0 : , "a", "sv", "rep" : A set bot count for Checkpoint.
ins_bot_count_hunt_default : 0 : , "a", "sv", "rep" : This is the default bot count for Hunt that the server will reset to when hibernating. ins_bot_count_hunt_default : 0 : , "a", "sv", "rep" : This is the default bot count for Hunt that the server will reset to when hibernating.
ins_bot_count_hunt_max : 25 : , "a", "sv", "rep" : The max bot count for Hunt. ins_bot_count_hunt_max : 26 : , "a", "sv", "rep" : The max bot count for Hunt.
ins_bot_count_hunt_min : 15 : , "a", "sv", "rep" : The min bot count for Hunt. ins_bot_count_hunt_min : 18 : , "a", "sv", "rep" : The min bot count for Hunt.
ins_bot_count_hunt_solo : 15 : , "a", "sv", "rep" : A set bot count for hunt in solo mode.
ins_bot_count_outpost : 0 : , "a", "sv", "rep" : A set bot count for outpost. ins_bot_count_outpost : 0 : , "a", "sv", "rep" : A set bot count for outpost.
ins_bot_count_outpost_default : 0 : , "a", "sv", "rep" : This is the default bot count for Survival that the server will reset to when hibernating. ins_bot_count_outpost_default : 0 : , "a", "sv", "rep" : This is the default bot count for Survival that the server will reset to when hibernating.
ins_bot_count_outpost_level_multiplier : 1 : , "a", "sv", "rep" : Multiplier applied to bot count each round that passes. ins_bot_count_outpost_level_multiplier : 1 : , "a", "sv", "rep" : Multiplier applied to bot count each round that passes.
ins_bot_count_outpost_max : 18 : , "a", "sv", "rep" : The max bot count at the end of outpost. ins_bot_count_outpost_max : 24 : , "a", "sv", "rep" : The max bot count at the end of outpost.
ins_bot_count_outpost_start_max : 14 : , "a", "sv", "rep" : The max bot count at the start of outpost. ins_bot_count_outpost_start_max : 12 : , "a", "sv", "rep" : The max bot count at the start of outpost.
ins_bot_count_outpost_start_min : 7 : , "a", "sv", "rep" : The min bot count at the start of outpost. ins_bot_count_outpost_start_min : 6 : , "a", "sv", "rep" : The min bot count at the start of outpost.
ins_bot_count_survival : 0 : , "a", "sv", "rep" : A set bot count for Survival. ins_bot_count_survival : 0 : , "a", "sv", "rep" : A set bot count for Survival.
ins_bot_count_survival_day_start_max : 19 : , "a", "sv", "rep" : The max bot count at the start of Survival during daytime.
ins_bot_count_survival_day_start_min : 14 : , "a", "sv", "rep" : The min bot count at the start of Survival during daytime.
ins_bot_count_survival_default : 0 : , "a", "sv", "rep" : This is the default bot count for Survival that the server will reset to when hibernating. ins_bot_count_survival_default : 0 : , "a", "sv", "rep" : This is the default bot count for Survival that the server will reset to when hibernating.
ins_bot_count_survival_level_multiplier : 1 : , "a", "sv", "rep" : Multiplier applied to bot count each round that passes. ins_bot_count_survival_level_multiplier : 1 : , "a", "sv", "rep" : Multiplier applied to bot count each round that passes.
ins_bot_count_survival_max : 18 : , "a", "sv", "rep" : The max bot count at the end of Survival. ins_bot_count_survival_max : 22 : , "a", "sv", "rep" : The max bot count at the end of Survival.
ins_bot_count_survival_start_max : 14 : , "a", "sv", "rep" : The max bot count at the start of Survival. ins_bot_count_survival_start_max : 10 : , "a", "sv", "rep" : The max bot count at the start of Survival.
ins_bot_count_survival_start_min : 7 : , "a", "sv", "rep" : The min bot count at the start of Survival. ins_bot_count_survival_start_min : 8 : , "a", "sv", "rep" : The min bot count at the start of Survival.
ins_bot_difficulty : 1 : , "sv", "nf", "rep" : Difficulty of bots, 0-3 ins_bot_cover_debug : 0 : , "a", "sv", "cheat" :
ins_bot_debug_bounding : 0 : , "sv", "cheat" :
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 : , "sv" :
ins_bot_difficulty : 2 : , "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_enemy_seen_notify_distance : 300 : , "sv", "cheat" : Hearing range of bots when talking to eachother
ins_bot_entrench_combat_hold_time : 5 : , "a", "sv" : Time we should entrench for before moving in combat
ins_bot_entrench_hold_time : 3 : , "a", "sv" : Time we should entrench for before moving
ins_bot_entrench_suppression_threshold : 0 : , "a", "sv" : Any suppression over this will prevent us from peeking out/moving to next cover
ins_bot_friendly_death_hearing_distance : 100 : , "sv", "cheat" : Hearing range of bots when a friendly dies nearby 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_ignore_human_triggers : 0 : , "sv", "cheat" : If 1, bots will ignore all things human.
ins_bot_kick : cmd : : Kick a bot. Parameters: <#/bots> <team_id> ins_bot_kick : cmd : : Kick a bot. Parameters: <#/bots> <team_id>
ins_bot_kick_t1 : cmd : : ins_bot_kick_t1 kick bot from team two 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_kick_t2 : cmd : : ins_bot_kick_t2 kick bot from team two
ins_bot_knives_only : 0 : , "sv" : 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_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_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_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_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_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_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_path_update_interval : 0 : , "sv", "cheat" : Time between each path update (tweaked for optimization)
ins_bot_pathfollower_aimahead : 240 : , "sv", "cheat" : 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_quota : 0 : , "a", "sv" : How many bots to place on each team when no players are present? ins_bot_quota : 0 : , "a", "sv" : How many bots to place on each team when no players are present?
ins_bot_radio_range : 2000 : , "sv", "cheat" : How close do bots need to be to hear radio commands from another. ins_bot_radio_range : 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_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_grace_time : 20 : , "sv" :
ins_bot_rpg_minimum_firing_distance : 512 : , "sv" : Minimum distance required to a target 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_minimum_player_cluster : 1 : , "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_bloat : 80 : , "sv" : Bloat applied to rpg targets
ins_bot_rpg_player_cluster_radius : 460 : , "sv" : Radius from target to consider within a cluster 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_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_suppressing_fire_duration : 2 : , "sv", "cheat" : How long should we light up the last spotted area of a threat
@ -464,11 +528,22 @@ ins_debug_navareas : cmd : : Force a
ins_debug_spawnchange : 0 : , "sv", "cheat", "rep" : Display enabled/disabled spawnpoints. ins_debug_spawnchange : 0 : , "sv", "cheat", "rep" : Display enabled/disabled spawnpoints.
ins_mark : cmd : : Set attribute of selected area. ins_mark : cmd : : Set attribute of selected area.
ins_nav_cp_surrounding_distance : 620 : , "sv", "cheat" : 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_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_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 : , "sv", "rep" : Dead player ratio at level 30 ins_outpost_attack_wave_dpr_end : 0 : , "sv", "rep" : Dead player ratio at level 30
ins_outpost_attack_wave_dpr_start : 0 : , "sv", "rep" : Dead player ratio at start ins_outpost_attack_wave_dpr_start : 0 : , "sv", "rep" : Dead player ratio at start
ins_outpost_bot_hurry_final_distance : 540 : , "sv", "rep" : Final minimum distance for bots to sprint ins_outpost_bot_hurry_final_distance : 1200 : , "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_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_max_cache_destroyers : 3 : , "sv", "rep" : Max amount of bots attempting to destroy the cache at a single moment
ins_outpost_bot_smoke_amount_max : 1 : , "sv" : Max (unclamped) number of smoke grenade targets to generate per interval ins_outpost_bot_smoke_amount_max : 1 : , "sv" : Max (unclamped) number of smoke grenade targets to generate per interval
@ -481,25 +556,27 @@ ins_outpost_bot_smoke_length_min : 35 : , "sv" : Min dur
ins_outpost_bot_smoke_scale_max : 20 : , "sv" : Maximum level used in smoke scaling ins_outpost_bot_smoke_scale_max : 20 : , "sv" : Maximum level used in smoke scaling
ins_outpost_bot_smoke_scale_min : 0 : , "sv" : Minimum level used in smoke scaling ins_outpost_bot_smoke_scale_min : 0 : , "sv" : Minimum level used in smoke scaling
ins_outpost_bot_smoke_variance : 5 : , "sv" : Random variance added to the interval ins_outpost_bot_smoke_variance : 5 : , "sv" : Random variance added to the interval
ins_outpost_bot_spawn_distance : 2000 : , "sv" : Min distance between players and bot spawn zones ins_outpost_bot_spawn_distance : 2600 : , "sv" : Min distance between players and bot spawn zones
ins_outpost_bot_spawn_update_interval : 5 : , "sv" : Seconds between each check to update which spawns are active/inactive ins_outpost_bot_spawn_update_interval : 5 : , "sv" : Seconds between each check to update which spawns are active/inactive
ins_outpost_bot_walk_final_distance : 200 : , "sv", "rep" : Final maximum distance for bots to walk ins_outpost_bot_walk_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_bot_walk_initial_distance : 1 : , "sv", "rep" : Initial maximum distance for bots to walk
ins_outpost_last_deployment_timer : 120 : , "sv", "rep" : Seconds the final deployment of the wave lasts for ins_outpost_last_deployment_timer : 50 : , "sv", "rep" : Seconds the final deployment of the wave lasts for
ins_outpost_nav_spawns : 0 : , "sv", "rep" : ins_outpost_random_location_each_round : 1 : , "sv" : Whether the cache being defended is randomized each round (otherwise will be on map load only)
ins_outpost_supply_frequency : 3 : , "sv" : How frequently (in waves) should players get a supply point ins_outpost_supply_frequency : 3 : , "sv" : How frequently (in waves) should players get a supply point
ins_select_with_attribute : cmd : : Selects areas with the given attribute. ins_select_with_attribute : cmd : : Selects areas with the given attribute.
ins_server_loadtheater : cmd : : Server loads a theater ins_server_loadtheater : cmd : : Server loads a theater
ins_stats_status : cmd : : Current status of stats connection ins_stats_status : cmd : : Current status of stats connection
ins_survival_bot_spawn_distance : 2500 : , "sv" : Min distance between players and bot spawn zones ins_survival_bot_spawn_distance : 2800 : , "sv" : Min distance between players and bot spawn zones
ins_survival_bot_spawn_update_interval : 5 : , "sv" : Seconds between each check to update which spawns are active/inactive ins_survival_bot_spawn_update_interval : 5 : , "sv" : Seconds between each check to update which spawns are active/inactive
ins_survival_cache_secure_cooldown_time : 15 : , "sv" : Time before you can secure another safehouse ins_survival_cache_distance_threshold_attacking : 500 : , "sv" : threshold distance for attacking team to each cache to capture/block
ins_survival_cache_distance_threshold_defending : 1000 : , "sv" : threshold distance for defending team to each cache to capture/block
ins_survival_cache_secure_cooldown_time : 10 : , "sv" : Time before you can secure another safehouse
ins_survival_cache_secure_team_ratio : 0 : , "sv" : Percentage of team required to secure a cache ins_survival_cache_secure_team_ratio : 0 : , "sv" : Percentage of team required to secure a cache
ins_survival_coordinated_attack_time_max : 40 : , "sv" : Max seconds that bots will attack the most recently captured point ins_survival_coordinated_attack_time_max : 60 : , "sv" : Max seconds that bots will attack the most recently captured point
ins_survival_coordinated_attack_time_min : 20 : , "sv" : Min seconds that bots will attack the most recently captured point ins_survival_coordinated_attack_time_min : 30 : , "sv" : Min seconds that bots will attack the most recently captured point
ins_survival_human_spawn_update_interval : 1 : , "sv" : Seconds between each check to update which spawns are active/inactive ins_survival_human_spawn_update_interval : 1 : , "sv" : Seconds between each check to update which spawns are active/inactive
ins_survival_next_cache_min_distance : 3500 : , "sv" : Distance the next cache must be in order to qualify as the next possible objective ins_survival_next_cache_min_distance : 3600 : , "sv" : Distance the next cache must be in order to qualify as the next possible objective
ins_survival_safehouse_tip_delay_max : 8 : , "sv" : Max time before the attacking team is tipped off about your safehouse ins_survival_safehouse_tip_delay_max : 10 : , "sv" : Max time before the attacking team is tipped off about your safehouse
ins_survival_safehouse_tip_delay_min : 1 : , "sv" : Min time before the attacking team is tipped off about your safehouse ins_survival_safehouse_tip_delay_min : 1 : , "sv" : Min time before the attacking team is tipped off about your safehouse
ins_tank_health : cmd : : ins_tank_health : cmd : :
ins_tank_kill : cmd : : ins_tank_kill : cmd : :
@ -521,7 +598,7 @@ inventory_sell_gear : cmd : : Sells a
inventory_sell_upgrade : cmd : : Sells an upgrade inventory_sell_upgrade : cmd : : Sells an upgrade
inventory_sell_weapon : cmd : : Sell a weapon inventory_sell_weapon : cmd : : Sell a weapon
inventory_set_firemode : cmd : : Set firemode pref inventory_set_firemode : cmd : : Set firemode pref
ip : 172 : : Overrides IP for multihomed hosts ip : 91 : : Overrides IP for multihomed hosts
item_flag_respawntime : 0 : , "sv", "rep" : Flag respawn time. item_flag_respawntime : 0 : , "sv", "rep" : Flag respawn time.
joy_deadzone_mode : 1 : : 0 => Cross-shaped deadzone (default), 1 => Square deadzone. joy_deadzone_mode : 1 : : 0 => Cross-shaped deadzone (default), 1 => Square deadzone.
joy_xcontroller_found : 0 : : Automatically set to 1 if an xcontroller has been detected. joy_xcontroller_found : 0 : : Automatically set to 1 if an xcontroller has been detected.
@ -571,7 +648,7 @@ mat_configcurrent : cmd : : show th
mat_debugalttab : 0 : , "cheat" : mat_debugalttab : 0 : , "cheat" :
mat_debugdepth : 0 : : mat_debugdepth : 0 : :
mat_depthbias_normal : 0 : , "cheat" : mat_depthbias_normal : 0 : , "cheat" :
mat_depthfeather_enable : 0 : : mat_depthfeather_enable : 1 : :
mat_detail_tex : 1 : : mat_detail_tex : 1 : :
mat_diffuse : 1 : : mat_diffuse : 1 : :
mat_drawflat : 0 : , "cheat" : mat_drawflat : 0 : , "cheat" :
@ -669,10 +746,19 @@ mem_test_quiet : 0 : : Don't p
mem_vcollide : cmd : : Dumps the memory used by vcollides mem_vcollide : cmd : : Dumps the memory used by vcollides
mem_verify : cmd : : Verify the validity of the heap mem_verify : cmd : : Verify the validity of the heap
memory : cmd : : Print memory stats. memory : cmd : : Print memory stats.
mm_csgo_community_search_players_min : 3 : , "a" : When performing CSGO community matchmaking look for servers with at least so many human players
mm_datacenter_debugprint : cmd : : Shows information retrieved from data center
mm_dlc_debugprint : cmd : : Shows information about dlc
mm_heartbeat_seconds : 300 : :
mm_heartbeat_seconds_xlsp : 60 : :
mm_heartbeat_timeout : 10 : :
mm_heartbeat_timeout_legacy : 15 : :
mm_server_search_lan_ports : 27015 : , "a" : Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
mm_status : cmd : : Matchmaking status
mod_check_vcollide : 0 : : Check all vcollides on load mod_check_vcollide : 0 : : Check all vcollides on load
mod_dont_load_vertices : 1 : : For the dedicated server, don't load model vertex data mod_dont_load_vertices : 1 : : For the dedicated server, don't load model vertex data
mod_DumpWeaponWiewModelCache : cmd : : Dumps the weapon view model cache contents mod_dynamicunloadtex : 1 : :
mod_DumpWeaponWorldModelCache : cmd : : Dumps the weapon world model cache contents mod_dynamicunloadtime : 150 : :
mod_forcedata : 1 : : Forces all model file data into cache on model load. 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_forcetouchdata : 1 : : Forces all model file data into cache on model load.
mod_load_anims_async : 0 : : mod_load_anims_async : 0 : :
@ -689,13 +775,9 @@ mod_test_not_available : 0 : :
mod_test_verts_not_available : 0 : : mod_test_verts_not_available : 0 : :
mod_touchalldata : 1 : : Touch model data during level startup mod_touchalldata : 1 : : Touch model data during level startup
mod_trace_load : 0 : : mod_trace_load : 0 : :
mod_WeaponViewModelCache : 8 : :
mod_WeaponWorldModelCache : 10 : :
mod_WeaponWorldModelMinAge : 3000 : :
morph_debug : 0 : : morph_debug : 0 : :
morph_path : 7 : : morph_path : 7 : :
mortar_visualize : 0 : , "sv" : mortar_visualize : 0 : , "sv" :
motd : cmd : :
motdfile : 0 : , "sv" : The MOTD file to load. motdfile : 0 : , "sv" : The MOTD file to load.
movement_anim_playback_minrate : 0 : , "sv", "rep" : movement_anim_playback_minrate : 0 : , "sv", "rep" :
mp_allowNPCs : 1 : , "sv", "nf" : mp_allowNPCs : 1 : , "sv", "nf" :
@ -717,20 +799,43 @@ mp_checkpoint_counterattack_duration_finale : 120 : , "sv", "rep" : How
mp_checkpoint_counterattack_wave_finale : 60 : , "sv", "rep" : How long until we get the subsequent waves in Checkpoint finale? mp_checkpoint_counterattack_wave_finale : 60 : , "sv", "rep" : How long until we get the subsequent waves in Checkpoint finale?
mp_clan_ready_signal : 0 : , "sv" : Text that team leader from each team must speak for the match to begin mp_clan_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_clan_readyrestart : 0 : , "sv" : If non-zero, game will restart once someone from each team gives the ready signal
mp_conquest_counterattack_always : 0 : , "sv", "rep" : Always have a counter-attack after each cap. Value represents number of human players needed. mp_conquer_auto_reinforce_at_bot_count : 0 : , "sv" : If there are this many bots left alive, an automatic reinforcement will be deployed
mp_conquest_counterattack_capture_speedup : 2 : , "sv", "rep" : Bot capture speed-up mp_conquer_cache_destroyed_response_distance_high_strength : 4500 : , "sv" : The distance bots will respond to humans destroying a cache when high strength
mp_conquest_counterattack_delay : 12 : , "sv", "rep" : How long (in seconds) until the enemy counter-attack wave spawns. mp_conquer_cache_destroyed_response_distance_low_strength : 3500 : , "sv" : The distance bots will respond to humans destroying a cache when low strength
mp_conquest_counterattack_delay_finale : 20 : , "sv", "rep" : How long (in seconds) until the enemy counter-attack wave spawns (finale). mp_conquer_capture_finished_response_distance_high_strength : 5000 : , "sv" : The distance bots will respond to humans finishing a capture when high strength
mp_conquest_counterattack_duration : 65 : , "sv", "rep" : How long a conquest counter-attack lasts mp_conquer_capture_finished_response_distance_low_strength : 3000 : , "sv" : The distance bots will respond to humans finishing a capture when low strength
mp_conquest_counterattack_duration_finale : 120 : , "sv", "rep" : How long a conquest counter-attack lasts 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_conquest_counterattack_wave_finale : 60 : , "sv", "rep" : How long until we get the subsequent waves in conquest finale? 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_conquest_enemy_waves_per_obj : 3 : , "sv", "rep" : Number of waves defenders get for each objective 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 : , "sv", "rep" : Number of Teammates, 0 to fill lobby
mp_coop_ai_teammate_handicap : 0 : , "sv", "rep" : How much should these bots impact enemy bot counts
mp_coop_ai_teammates : 0 : , "sv", "rep" : Use AI Teammate System
mp_coop_ai_teammates_debug : 0 : , "sv" :
mp_coop_lobbysize : 6 : , "sv", "nf", "rep" : Size of coop lobby mp_coop_lobbysize : 6 : , "sv", "nf", "rep" : Size of coop lobby
mp_coop_max_bots : 18 : , "a", "sv", "rep" : Maximum number of bots allowed on the server. mp_coop_max_bots : 18 : , "a", "sv", "rep" : Maximum number of bots allowed on the server.
mp_coop_min_bots : 5 : , "a", "sv", "rep" : The number of bots used for 1 player. mp_coop_min_bots : 5 : , "a", "sv", "rep" : The number of bots used for 1 player.
mp_cp_capture_time : 30 : , "sv", "nf" : capture time in seconds mp_cp_capture_time : 30 : , "sv", "nf" : capture time in seconds
mp_cp_deteriorate_time : 0 : , "sv", "nf" : deteriorate time in seconds mp_cp_deteriorate_time : 0 : , "sv", "nf" : deteriorate time in seconds
mp_cp_speedup_max : 4 : , "sv", "nf", "rep" : Maximum players to effect the speed-up. mp_cp_speedup_max : 5 : , "sv", "nf", "rep" : Maximum players to effect the speed-up.
mp_cp_speedup_rate : 0 : , "sv", "nf", "rep" : Speed-up rate per additional teammate in the cap zone. mp_cp_speedup_rate : 0 : , "sv", "nf", "rep" : Speed-up rate per additional teammate in the cap zone.
mp_death_fade_in_duration : 3 : , "sv", "rep" : Fade in duration from dying -> spectator mp_death_fade_in_duration : 3 : , "sv", "rep" : Fade in duration from dying -> spectator
mp_death_fade_in_duration_critical : 0 : , "sv", "rep" : Fade out duration from dying from a headshot or explosion. mp_death_fade_in_duration_critical : 0 : , "sv", "rep" : Fade out duration from dying from a headshot or explosion.
@ -741,13 +846,13 @@ mp_defaultteam : 0 : , "sv" :
mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked
mp_extract_point : 0 : , "a", "sv", "nf" : Point to use for patrol (0 = random, 1-3 = specified point) mp_extract_point : 0 : , "a", "sv", "nf" : Point to use for patrol (0 = random, 1-3 = specified point)
mp_fadetoblack : 0 : , "sv", "nf", "rep" : fade a player's screen to black when he dies mp_fadetoblack : 0 : , "sv", "nf", "rep" : fade a player's screen to black when he dies
mp_fall_damage_threshold : 0 : , "sv", "rep" : Minimum HP of fall damage to be inflicted.
mp_fall_speed_fatal : 720 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 ) mp_fall_speed_fatal : 720 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 )
mp_fall_speed_safe : 560 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 ) mp_fall_speed_safe : 560 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 )
mp_fall_speed_safe_iron : 250 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 ) mp_fall_speed_safe_iron : 250 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 )
mp_falldamage : 0 : , "sv", "nf" : mp_falldamage : 0 : , "sv", "nf" :
mp_flashlight : 0 : , "sv", "nf" : mp_flashlight : 0 : , "sv", "nf" :
mp_footsteps : 1 : , "sv", "nf" : mp_footsteps : 1 : , "sv", "nf" :
mp_forceactivityset : -1 : , "sv", "cheat", "rep" : SHORTRIFLE = 0 PISTOL = 1 KNIFE = 2 LMG = 3 LAUNCHER = 4 GRENADE = 5
mp_forcecamera : 1 : , "sv", "rep" : Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_ mp_forcecamera : 1 : , "sv", "rep" : Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
mp_forcerespawn : 1 : , "sv", "nf" : mp_forcerespawn : 1 : , "sv", "nf" :
mp_fraglimit : 0 : , "sv", "nf", "rep" : The number of kills at which the map ends mp_fraglimit : 0 : , "sv", "nf", "rep" : The number of kills at which the map ends
@ -759,28 +864,36 @@ mp_friendlyfire_explosives : 0 : , "sv", "nf", "rep" : When
mp_hunt_autoattack_bot_frac : 0 : , "sv", "rep" : The % of bot players that need to be left before auto attack starts mp_hunt_autoattack_bot_frac : 0 : , "sv", "rep" : The % of bot players that need to be left before auto attack starts
mp_hunt_autoattack_distance_too_close : 400 : , "sv", "rep" : If bots are closer than this distance to an alive player they won't auto attack mp_hunt_autoattack_distance_too_close : 400 : , "sv", "rep" : If bots are closer than this distance to an alive player they won't auto attack
mp_hunt_autoattack_start_delay : 10 : , "sv", "rep" : The delay after the autoattack bot % is reached before the autoattack actually begins mp_hunt_autoattack_start_delay : 10 : , "sv", "rep" : The delay after the autoattack bot % is reached before the autoattack actually begins
mp_hunt_counterattack_distance : 4800 : , "sv", "rep" : Distance bots will respond to a cache blowing up mp_hunt_counterattack_distance : 6000 : , "sv", "rep" : Distance bots will respond to a cache blowing up
mp_hunt_nav_spawning : 0 : , "sv" : Enable experimental spawning system? mp_hunt_nav_spawning : 0 : , "sv", "rep" : Enable experimental spawning system?
mp_hunt_patrol_proximity_to_cache : 6000 : , "sv", "rep" : Bots will prioritize patrol point pathing within this range of their cache
mp_hunt_patrol_proximity_to_cache_destroyed : 2000 : , "sv", "rep" : Bots will prioritize patrol point pathing within this range of their cache
mp_ignore_timer_conditions : 0 : , "sv", "nf", "rep" : Ignore round timer conditions.
mp_ignore_win_conditions : 0 : , "sv", "nf", "rep" : Ignore round win conditions.
mp_invasion_capture_time_extension : 480 : , "a", "sv" : How long (in seconds) the round should be extended for after a capture.
mp_invasion_deferred_advance : 0 : , "sv", "rep" : If >0, advanced spawns will be delayed by this number of seconds.
mp_invasion_final_holdout_spawn_delay : 8 : , "sv", "rep" : Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa
mp_joinwaittime : 20 : , "sv", "nf" : How long to wait for the first round once the minimum players requirement has been reached. mp_joinwaittime : 20 : , "sv", "nf" : How long to wait for the first round once the minimum players requirement has been reached.
mp_lobbytime : 10 : , "sv", "nf", "rep" : Lobby time in seconds mp_lobbytime : 10 : , "sv", "nf", "rep" : Lobby time in seconds
mp_match_restart_delay : 15 : , "sv", "rep" : Time (in seconds) until a match restarts. mp_match_restart_delay : 15 : , "sv", "rep" : Time (in seconds) until a match restarts.
mp_maxgames : 1 : , "sv", "nf", "rep" : Max games before map change mp_maxgames : 1 : , "sv", "nf", "rep" : Max games before map change
mp_maxrounds : 5 : , "sv", "nf", "rep" : Max rounds before game ends mp_maxrounds : 5 : , "sv", "nf", "rep" : Max rounds before game ends
mp_minteamplayers : 1 : , "sv", "nf", "rep" : min players on each team to start the match
mp_occupy_bonus_wave : 1 : , "sv", "rep" : Number of waves given to a team for capturing the point. mp_occupy_bonus_wave : 1 : , "sv", "rep" : Number of waves given to a team for capturing the point.
mp_outpost_nav_spawning : 1 : , "sv", "rep" :
mp_player_resupply_delay_base : 20 : , "sv" : Delay applied to resupplying 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_max : 90 : , "sv" : Max delay for resupply
mp_player_resupply_delay_penalty : 15 : , "sv" : Delay added for each additional resupply mp_player_resupply_delay_penalty : 15 : , "sv" : Delay added for each additional resupply
mp_player_resupply_delay_survival : 10 : , "sv" : Delay applied to resupplying (Survival-only) mp_player_resupply_grace : 15 : , "sv" : Grace time in which the resupply delay is not applied.
mp_player_resupply_grace : 30 : , "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_grace_survival : 30 : , "sv" : Grace time in which the resupply delay is not applied (Survival-only).
mp_player_resupply_penalty_reset : 45 : , "sv" : Time taken to decrement resupply counter mp_player_resupply_penalty_reset : 45 : , "sv" : Time taken to decrement resupply counter
mp_player_spotting : 1 : , "sv", "rep" : mp_player_spotting : 1 : , "sv", "rep" :
mp_push_capture_time_extension : 300 : , "a", "sv" : How long (in seconds) the round should be extended for after a capture. mp_push_capture_time_extension : 300 : , "a", "sv" : How long (in seconds) the round should be extended for after a capture.
mp_push_counter_round : 0 : , "sv", "rep" : If on, after full-cap victory, flip the attacking team for a counter attack round. mp_push_counter_round : 0 : , "sv", "rep" : If on, after full-cap victory, flip the attacking team for a counter attack round.
mp_push_deferred_advance : 0 : , "sv", "rep" : If >0, advanced spawns will be delayed by this number of seconds. mp_push_deferred_advance : 0 : , "sv", "rep" : If >0, advanced spawns will be delayed by this number of seconds.
mp_push_final_holdout_spawn_delay : 8 : , "sv", "rep" : Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa mp_push_final_holdout_spawn_delay : 8 : , "sv", "rep" : Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa
mp_respawnwavetime_max : 0 : , "sv", "nf", "rep" : Min respawn wave interval. mp_respawnwavetime_max : 10 : , "sv", "nf", "rep" : Min respawn wave interval.
mp_respawnwavetime_min : 0 : , "sv", "nf", "rep" : Max respawn wave interval. mp_respawnwavetime_min : 1 : , "sv", "nf", "rep" : Max respawn wave interval.
mp_restartgame : 0 : , "sv" : If non-zero, game will restart in the specified number of seconds 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_restartround : 0 : , "sv" : If non-zero, round will restart in the specified number of seconds
mp_restricted_area_wpn_time : 3 : , "sv", "rep" : Time a player can use their weapon inside a restricted area for. mp_restricted_area_wpn_time : 3 : , "sv", "rep" : Time a player can use their weapon inside a restricted area for.
@ -793,7 +906,9 @@ mp_searchdestroy_capture_time_extension : 120 : , "a", "sv" : How lon
mp_searchdestroy_single_cache_max : 12 : , "a", "sv", "nf" : Max number of players where a single cache is used mp_searchdestroy_single_cache_max : 12 : , "a", "sv", "nf" : Max number of players where a single cache is used
mp_showgestureslots : -1 : , "sv", "cheat", "rep" : Show multiplayer client/server gesture slot information for the specified player index (-1 for no one). mp_showgestureslots : -1 : , "sv", "cheat", "rep" : Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
mp_slammoveyaw : 0 : , "sv", "rep" : Force movement yaw along an animation path. mp_slammoveyaw : 0 : , "sv", "rep" : Force movement yaw along an animation path.
mp_spawnprotectontime : 30 : , "sv", "nf", "rep" : Spawn protection time in seconds mp_spawnprotectiontime_navspawn : 15 : , "sv", "nf", "rep" : Spawn protection time in seconds when spawning on the nav
mp_spawnprotectontime : 10 : , "sv", "nf", "rep" : Spawn protection time in seconds
mp_spawns_per_frame : 6 : , "sv" : 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_spectator_allow_chase : 1 : , "a", "sv", "rep" : When set to 0, chase camera in spectator mode is disabled
mp_strike_capture_time_extension : 180 : , "a", "sv" : How long (in seconds) the round should be extended for after a capture. mp_strike_capture_time_extension : 180 : , "a", "sv" : How long (in seconds) the round should be extended for after a capture.
mp_strike_capture_wave_decrement : 1 : , "a", "sv" : How many waves to deduct from defenders when a cache is blown mp_strike_capture_wave_decrement : 1 : , "a", "sv" : How many waves to deduct from defenders when a cache is blown
@ -804,6 +919,9 @@ mp_supply_rate_winning_team_low : 1 : , "sv", "nf", "rep" : Amou
mp_supply_token_base : 10 : , "sv", "nf", "rep" : The amount of supply players start with 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_bot_base : 18 : , "sv", "nf", "rep" : The amount of supply bots start with
mp_supply_token_max : 20 : , "sv", "nf", "rep" : The maximum amount of supply a player can get mp_supply_token_max : 20 : , "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 : , "sv", "rep" : Bots will prioritize patrol point pathing within this range of an active safehouse
mp_survival_patrol_proximity_to_potential_safehouse : 8000 : , "sv", "rep" : 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 : cmd : : Switch teams and restart the game
mp_switchteams_each_game : 0 : , "sv", "nf", "rep" : Switch the teams after each game mp_switchteams_each_game : 0 : , "sv", "nf", "rep" : Switch the teams after each game
mp_switchteams_each_round : 0 : , "sv", "nf", "rep" : If >0, switch the teams after x rounds mp_switchteams_each_round : 0 : , "sv", "nf", "rep" : If >0, switch the teams after x rounds
@ -813,6 +931,8 @@ mp_teamoverride : 1 : , "sv" :
mp_teamplay : 0 : , "sv", "nf" : mp_teamplay : 0 : , "sv", "nf" :
mp_teams_auto_join : 1 : , "sv" : When enabled, players are automatically assigned to a team on join. mp_teams_auto_join : 1 : , "sv" : When enabled, players are automatically assigned to a team on join.
mp_teams_unbalance_limit : 1 : , "sv", "nf", "rep" : Teams are unbalanced when one team has this many more players than the other team. (0 disables check) mp_teams_unbalance_limit : 1 : , "sv", "nf", "rep" : Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_theater_force_holiday : 0 : , "sv", "rep" :
mp_theater_override : 0 : , "sv", "rep" : If set, the given theater file is loaded instead.
mp_timelimit : 0 : , "sv", "nf", "rep" : game time per map in minutes mp_timelimit : 0 : , "sv", "nf", "rep" : game time per map in minutes
mp_timelimit_waiting : 3600 : , "sv", "rep" : Time to wait on an empty server before changing levels. mp_timelimit_waiting : 3600 : , "sv", "rep" : Time to wait on an empty server before changing levels.
mp_timer_postgame : 0 : , "sv", "nf", "rep" : Postgame timer in seconds mp_timer_postgame : 0 : , "sv", "nf", "rep" : Postgame timer in seconds
@ -840,13 +960,14 @@ mp_voice_min_friendly_volume_local : 0 : , "sv", "cheat", "rep" :
mp_voice_min_squad_volume_local : 1 : , "sv", "cheat", "rep" : mp_voice_min_squad_volume_local : 1 : , "sv", "cheat", "rep" :
mp_voice_min_squad_volume_radio : 1 : , "sv", "cheat", "rep" : mp_voice_min_squad_volume_radio : 1 : , "sv", "cheat", "rep" :
mp_voice_radio_filter : 1 : , "sv", "rep" : Should a radio filter be applied to distant squad comms? mp_voice_radio_filter : 1 : , "sv", "rep" : Should a radio filter be applied to distant squad comms?
mp_voice_squad_radio : 1 : , "sv", "rep" : Whether to use the squad radio or not. Disabling this will force spatial only.
mp_voice_use_3d_voip : 1 : , "sv", "rep" : Alive players use spatial audio for voice communications? mp_voice_use_3d_voip : 1 : , "sv", "rep" : Alive players use spatial audio for voice communications?
mp_waitingforplayers_cancel : 0 : , "sv" : Set to 1 to end the WaitingForPlayers period. mp_waitingforplayers_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_restart : 0 : , "sv" : Set to 1 to start or restart the WaitingForPlayers period.
mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds
mp_wave_capture_increment : 0 : , "sv", "rep" : Amount of waves awarded for capturing points mp_wave_capture_increment : 0 : , "sv", "rep" : Amount of waves awarded for capturing points
mp_wave_count_attackers : 10 : , "sv", "rep" : Total waves for attackers mp_wave_count_attackers : 10 : , "sv", "rep" : Total waves for attackers
mp_wave_count_defenders : 20 : , "sv", "rep" : Total waves for defenders mp_wave_count_defenders : 0 : , "sv", "rep" : Total waves for defenders
mp_wave_count_defenders_per_obj : 5 : , "sv", "rep" : Total waves for defenders per objective (so Push can support many objectives) mp_wave_count_defenders_per_obj : 5 : , "sv", "rep" : Total waves for defenders per objective (so Push can support many objectives)
mp_wave_count_perteam : 2 : , "sv", "rep" : Total waves per team mp_wave_count_perteam : 2 : , "sv", "rep" : Total waves per team
mp_wave_dpr_attackers : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for attacking team mp_wave_dpr_attackers : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for attacking team
@ -856,7 +977,7 @@ mp_wave_dpr_defenders_finale : 0 : , "sv", "rep" : Dead pl
mp_wave_dpr_perteam : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for both teams mp_wave_dpr_perteam : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for both teams
mp_wave_dpr_survival_end : 0 : , "sv", "rep" : Dead player ratio at level 30 of Survival game mp_wave_dpr_survival_end : 0 : , "sv", "rep" : Dead player ratio at level 30 of Survival game
mp_wave_dpr_survival_start : 0 : , "sv", "rep" : Dead player ratio at start of Survival game mp_wave_dpr_survival_start : 0 : , "sv", "rep" : Dead player ratio at start of Survival game
mp_wave_grace_period : 30 : , "sv", "rep" : Grace period where if a reinforcement wave occurs it does not get deducted from wave count mp_wave_grace_period : 0 : , "sv", "rep" : Grace period where if a reinforcement wave occurs it does not get deducted from wave count
mp_wave_max_wait_attackers : 30 : , "sv", "rep" : Max wave trigger time for attacking team mp_wave_max_wait_attackers : 30 : , "sv", "rep" : Max wave trigger time for attacking team
mp_wave_max_wait_defenders : 30 : , "sv", "rep" : Max wave trigger time for defending team mp_wave_max_wait_defenders : 30 : , "sv", "rep" : Max wave trigger time for defending team
mp_wave_max_wait_perteam : 40 : , "sv", "rep" : Max wave trigger time for both teams mp_wave_max_wait_perteam : 40 : , "sv", "rep" : Max wave trigger time for both teams
@ -867,6 +988,7 @@ mp_winlimit : 5 : , "sv", "nf", "rep" : win
mp_winlimit_coop : 3 : , "sv", "nf", "rep" : win limit for coop mp_winlimit_coop : 3 : , "sv", "nf", "rep" : win limit for coop
multvar : cmd : : Multiply specified convar value. multvar : cmd : : Multiply specified convar value.
name : 0 : , "a", "user", "print", "server_can_execute", "ss" : Current user name 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 : 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_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_analyze : cmd : : Re-analyze the current Navigation Mesh and save it to disk.
@ -975,6 +1097,7 @@ nav_show_approach_points : 0 : , "sv", "cheat" : Show Ap
nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editing 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_compass : 0 : , "sv", "cheat" :
nav_show_continguous : 0 : , "sv", "cheat" : Highlight non-contiguous connections 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_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_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_avoid : 0 : , "sv", "cheat" : Show areas of designer-placed bot avoidance due to func_nav_avoid entities
@ -990,28 +1113,76 @@ nav_slope_limit : 0 : , "sv", "cheat" : The gro
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_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_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_solid_props : 1 : , "sv", "cheat" : Make props solid to nav generation/editing
nav_spawn_debug : 0 : , "sv", "cheat" : nav_spawn_debug : 0 : , "sv", "cheat" : Turn on debug messages for spawn system
nav_spawn_min_area_size : 128 : , "sv" : nav_spawn_debug_force_collect : cmd : : Rebuild All Nav Spawn Points
nav_spawn_min_spacing_sq : 16384 : , "sv" : nav_spawn_debug_show_discards : 0 : , "sv" :
nav_spawn_recollect_time : 20 : , "sv" : nav_spawn_debug_show_spawns : 0 : , "sv", "cheat" :
nav_spawn_rescore_time : 0 : , "sv" : nav_spawn_enemy_maximum_distance_conquer : 5000 : , "sv", "cheat" : Maximum distance to players to consider (conquer)
nav_spawn_score_base : 1 : , "sv" : 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_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_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_locked : 0 : , "sv" :
nav_spawn_score_cp_proximity_max : 1000 : , "sv" : nav_spawn_score_cp_proximity_max : 1800 : , "sv" :
nav_spawn_score_cp_proximity_min : 200 : , "sv" : nav_spawn_score_cp_proximity_min : 100 : , "sv" :
nav_spawn_score_cp_score_max : 1 : , "sv" : nav_spawn_score_cp_score_max : 1 : , "sv" :
nav_spawn_score_cp_score_min : 2 : , "sv" : nav_spawn_score_cp_score_min : 1 : , "sv" :
nav_spawn_score_decoy_score_max : 1 : , "sv" : nav_spawn_score_decoy_score_max : 1 : , "sv" :
nav_spawn_score_decoy_score_min : 0 : , "sv" : nav_spawn_score_decoy_score_min : 1 : , "sv" :
nav_spawn_score_discard : 0 : , "sv" : nav_spawn_score_discard : 0 : , "sv", "cheat" : Minimum score a nav spawn must have to be added
nav_spawn_score_enemy_spawn_dist_ideal : 3800 : , "sv" : nav_spawn_score_enemy_player_proximity_bonus : 2 : , "sv", "cheat" : Max bonus to apply
nav_spawn_score_enemy_spawn_dist_min : 2000 : , "sv" : nav_spawn_score_enemy_player_proximity_distance : 2000 : , "sv", "cheat" : Ideal distance from enemies for each spawn
nav_spawn_score_enemy_spawn_score_ideal : 2 : , "sv" : 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_enemy_spawn_score_ideal_falloff : 0 : , "sv" :
nav_spawn_score_hiding_bonus : 1 : , "sv" : nav_spawn_score_friendly_spawn_bonus : 1 : , "sv", "cheat" : bonus max for being near a friendly spawn zone
nav_spawn_score_potentially_visible : 0 : , "sv" : nav_spawn_score_friendly_spawn_bonus_max_distance : 500 : , "sv", "cheat" : how far to fall off the spawn zone bonus
nav_spawn_score_random_max : 1 : , "sv" : nav_spawn_score_hiding_bonus : 1 : , "sv", "cheat" : Bonus given to Nav Spawns derived from Hiding Spots
nav_spawn_score_random_min : 0 : , "sv" : nav_spawn_score_inside : 1 : , "sv", "cheat" : Modifier for areas that are inside
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_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 : 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_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split.
@ -1062,6 +1233,8 @@ nb_nav_combat_build_rate : 0 : , "sv", "cheat" : Gunfire
nb_nav_combat_decay_rate : 0 : , "sv", "cheat" : Decay/second toward zero 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_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_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_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_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_blocked_areas : 0 : , "sv", "cheat" : Highlight areas that are considered blocked for TF-specific reasons
@ -1087,6 +1260,7 @@ nb_nav_show_sniper_areas : 0 : , "sv", "cheat" :
nb_nav_show_sniper_areas_safety_range : 1000 : , "sv", "cheat" : nb_nav_show_sniper_areas_safety_range : 1000 : , "sv", "cheat" :
nb_nav_show_sweeped_areas : 0 : , "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_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_inc : 100 : , "sv", "cheat" :
nb_path_draw_segment_count : 100 : , "sv", "cheat" : nb_path_draw_segment_count : 100 : , "sv", "cheat" :
nb_path_segment_influence_radius : 100 : , "sv", "cheat" : nb_path_segment_influence_radius : 100 : , "sv", "cheat" :
@ -1143,7 +1317,6 @@ net_steamcnx_status : cmd : : Print s
net_usesocketsforloopback : 0 : : Use network sockets layer even for listen server local player's packets (multiplayer only). 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 ) next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )
nextlevel : 0 : , "sv", "nf" : If set to a valid map name, will change to this map during the next changelevel nextlevel : 0 : , "sv", "nf" : If set to a valid map name, will change to this map during the next changelevel
nextmap : cmd : :
noclip : cmd : : Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable noclip : cmd : : Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
noclip_fixup : 1 : , "sv", "cheat" : noclip_fixup : 1 : , "sv", "cheat" :
notarget : cmd : : Toggle. Player becomes hidden to NPCs. notarget : cmd : : Toggle. Player becomes hidden to NPCs.
@ -1188,6 +1361,12 @@ pingserver : cmd : : Ping a
pipeline_static_props : 1 : : pipeline_static_props : 1 : :
player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console. player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console.
player_old_armor : 0 : , "sv" : player_old_armor : 0 : , "sv" :
player_prone_pushaway_debug : 0 : , "sv" :
player_prone_pushaway_distance : 42 : , "sv", "rep" :
player_prone_pushaway_speed : 35 : , "sv", "rep" :
player_prone_pushaway_speed_ads : 14 : , "sv", "rep" :
player_prone_pushaway_sufacezmax : 0 : , "sv", "rep" :
player_prone_pushaway_zmin : 12 : , "sv", "rep" :
player_slide_cooldown : 3 : , "sv", "cheat", "rep" : player_slide_cooldown : 3 : , "sv", "cheat", "rep" :
player_slide_duration : 0 : , "sv", "cheat", "rep" : player_slide_duration : 0 : , "sv", "cheat", "rep" :
player_slide_impact_epsilon : 8 : , "sv", "cheat" : player_slide_impact_epsilon : 8 : , "sv", "cheat" :
@ -1216,6 +1395,7 @@ prop_crosshair : cmd : : Shows n
prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_sprinkler_debug : 0 : , "sv", "cheat" :
props_break_max_pieces : -1 : , "sv", "rep" : Maximum prop breakable piece count (-1 = model default) props_break_max_pieces : -1 : , "sv", "rep" : Maximum prop breakable piece count (-1 = model default)
props_break_max_pieces_perframe : -1 : , "sv", "rep" : Maximum prop breakable piece count per frame (-1 = model default) props_break_max_pieces_perframe : -1 : , "sv", "rep" : Maximum prop breakable piece count per frame (-1 = model default)
quit : cmd : : Exit the engine. quit : cmd : : Exit the engine.
@ -1303,7 +1483,7 @@ r_occlusionspew : 0 : , "cheat" : Activat
r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it. r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it.
r_portal_use_pvs_optimization : 1 : : Enables an optimization that allows portals to be culled when outside of the PVS. r_portal_use_pvs_optimization : 1 : : Enables an optimization that allows portals to be culled when outside of the PVS.
r_printdecalinfo : cmd : : r_printdecalinfo : cmd : :
r_proplightingfromdisk : 1 : : 0=Off, 1=On, 2=Show Errors r_proplightingfromdisk : 1 : , "cheat" : 0=Off, 1=On, 2=Show Errors
r_proplightingpooling : -1 : , "cheat" : 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset r_proplightingpooling : -1 : , "cheat" : 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_queued_decals : 0 : : Offloads a bit of decal rendering setup work to the material system queue when enabled. r_queued_decals : 0 : : Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_randomflex : 0 : , "cheat" : r_randomflex : 0 : , "cheat" :
@ -1318,7 +1498,7 @@ r_spray_lifetime : 10 : : Number
r_staticlight_streams : 1 : : r_staticlight_streams : 1 : :
r_staticpropinfo : 0 : : r_staticpropinfo : 0 : :
r_teeth : 1 : : r_teeth : 1 : :
r_unloadlightmaps : 0 : : r_unloadlightmaps : 0 : , "cheat" :
r_vehicleBrakeRate : 1 : , "sv", "cheat" : r_vehicleBrakeRate : 1 : , "sv", "cheat" :
r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" : r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" :
r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing. r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing.
@ -1348,6 +1528,7 @@ rr_reloadresponsesystems : cmd : : Reload
rr_thenany_score_slop : 0 : , "sv", "cheat" : When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considere rr_thenany_score_slop : 0 : , "sv", "cheat" : When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considere
say : cmd : : Display player message say : cmd : : Display player message
say_team : cmd : : Display player message to team say_team : cmd : : Display player message to team
sc_debug_sets : 0 : , "a" : Debugging
sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square. sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.
scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info. scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info.
scene_clientflex : 1 : , "sv", "rep" : Do client side flex animation. scene_clientflex : 1 : , "sv", "rep" : Do client side flex animation.
@ -1413,7 +1594,6 @@ snd_vox_seqtimetout : 300 : :
soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for. soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for.
soundscape_debug : 0 : , "sv", "cheat" : When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar soundscape_debug : 0 : , "sv", "cheat" : When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar
soundscape_flush : cmd : : Flushes the server & client side soundscapes soundscape_flush : cmd : : Flushes the server & client side soundscapes
sourcemod_version : 1 : , "sp", "nf", "rep" : SourceMod Version
spawnpoint_debug : 0 : , "sv", "cheat" : Display debugging information on each spawn point. You must active this cvar before loading a level! spawnpoint_debug : 0 : , "sv", "cheat" : Display debugging information on each spawn point. You must active this cvar before loading a level!
spec_allow_bots : 0 : , "sv", "nf" : Can we spectate bots in coop? spec_allow_bots : 0 : , "sv", "nf" : Can we spectate bots in coop?
spec_freeze_deathanim_time : 2 : , "sv", "cheat", "rep" : The time that the death cam will spend watching the player's ragdoll before going into freeze cam spec_freeze_deathanim_time : 2 : , "sv", "cheat", "rep" : The time that the death cam will spend watching the player's ragdoll before going into freeze cam
@ -1452,6 +1632,8 @@ sv_allowdownload : 1 : : Allow c
sv_allowupload : 1 : : Allow clients to upload customizations files sv_allowupload : 1 : : Allow clients to upload customizations files
sv_alltalk : 1 : , "sv", "nf", "rep" : Players can hear all other players, no team restrictions sv_alltalk : 1 : , "sv", "nf", "rep" : Players can hear all other players, no team restrictions
sv_alltalk_dead : 0 : , "sv", "nf", "rep" : Dead players broadcast their voice to enemies? sv_alltalk_dead : 0 : , "sv", "nf", "rep" : Dead players broadcast their voice to enemies?
sv_alltalk_endgame : 1 : , "sv", "nf", "rep" : All talk enabled at the end of the game?
sv_alltalk_intermission : 1 : , "sv", "nf", "rep" : All talk enabled between rounds?
sv_alternateticks : 0 : : If set, server only simulates entities on even numbered ticks. sv_alternateticks : 0 : : If set, server only simulates entities on even numbered ticks.
sv_autosave : 1 : , "sv" : Set to 1 to autosave game on level transition. Does not affect autosave triggers. sv_autosave : 1 : , "sv" : Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_benchmark_autovprofrecord : 0 : , "sv" : If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark. sv_benchmark_autovprofrecord : 0 : , "sv" : If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.
@ -1460,7 +1642,9 @@ sv_benchmark_numticks : 3300 : , "sv" : If > 0,
sv_bipod_debug : 0 : , "sv", "cheat", "rep" : sv_bipod_debug : 0 : , "sv", "cheat", "rep" :
sv_bipod_min_dot : 0 : , "sv", "cheat", "rep" : sv_bipod_min_dot : 0 : , "sv", "cheat", "rep" :
sv_bonus_challenge : 0 : , "sv", "rep" : Set to values other than 0 to select a bonus map challenge type. sv_bonus_challenge : 0 : , "sv", "rep" : Set to values other than 0 to select a bonus map challenge type.
sv_breathing_particles : 1 : , "sv", "cheat" : Enables breathing particle effect
sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTable_Encode calls. sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_changelevel_next_round : 0 : , "sv", "nf" : Change level next round?
sv_cheats : 0 : , "nf", "rep" : Allow cheats on server sv_cheats : 0 : , "nf", "rep" : Allow cheats on server
sv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player. sv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference : 20 : , "rep" : cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an sv_client_cmdrate_difference : 20 : , "rep" : cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
@ -1474,8 +1658,10 @@ sv_dc_friends_reqd : 0 : , "sv" : Set thi
sv_deadtalk : 0 : , "sv", "nf", "rep" : Can chat messages from dead players be seen by living? sv_deadtalk : 0 : , "sv", "nf", "rep" : Can chat messages from dead players be seen by living?
sv_deadtalk_team : 1 : , "sv", "nf", "rep" : Can dead players use team text chat to speak to living? sv_deadtalk_team : 1 : , "sv", "nf", "rep" : Can dead players use team text chat to speak to living?
sv_deadvoice : 0 : , "sv", "nf", "rep" : Can dead players speak to the living? sv_deadvoice : 0 : , "sv", "nf", "rep" : Can dead players speak to the living?
sv_debug_plant : 0 : , "sv", "cheat" :
sv_debug_player_use : 0 : , "sv", "rep" : Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success sv_debug_player_use : 0 : , "sv", "rep" : Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_debug_stamina : 0 : , "sv", "cheat", "rep" : sv_debug_stamina : 0 : , "sv", "cheat", "rep" :
sv_debug_suppression : 0 : , "sv", "cheat" :
sv_debugmanualmode : 0 : : Make sure entities correctly report whether or not their network data has changed. sv_debugmanualmode : 0 : : Make sure entities correctly report whether or not their network data has changed.
sv_debugtempentities : 0 : : Show temp entity bandwidth usage. sv_debugtempentities : 0 : : Show temp entity bandwidth usage.
sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime is on) sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
@ -1491,6 +1677,7 @@ sv_footstep_low_time_sound : 900 : , "sv", "cheat", "rep" : H
sv_footstep_run_time_sound : 740 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person. sv_footstep_run_time_sound : 740 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person.
sv_footstep_sound_frequency : 0 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person. sv_footstep_sound_frequency : 0 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person.
sv_footstep_sprint_time_sound : 340 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person. sv_footstep_sprint_time_sound : 340 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person.
sv_footstep_thirdperson : 0 : , "sv", "cheat", "rep" : Enable the player's step sound or how fast they appear to be running from third person.
sv_footstepinterval : 0 : , "sv", "cheat", "rep" : sv_footstepinterval : 0 : , "sv", "cheat", "rep" :
sv_forcepreload : 0 : , "a" : Force server side preloading. sv_forcepreload : 0 : , "a" : Force server side preloading.
sv_friction : 4 : , "sv", "nf", "rep" : World friction. sv_friction : 4 : , "sv", "nf", "rep" : World friction.
@ -1507,6 +1694,13 @@ sv_hud_deathmessages_spectator : 0 : , "sv", "nf", "rep" : Show
sv_hud_scoreboard_show_score : 0 : , "sv", "nf", "rep" : Show score when alive and out of spawn? sv_hud_scoreboard_show_score : 0 : , "sv", "nf", "rep" : Show score when alive and out of spawn?
sv_hud_scoreboard_show_score_dead : 1 : , "sv", "nf", "rep" : Show score info while dead? sv_hud_scoreboard_show_score_dead : 1 : , "sv", "nf", "rep" : Show score info while dead?
sv_hud_targetindicator : 1 : , "sv", "nf", "rep" : sv_hud_targetindicator : 1 : , "sv", "nf", "rep" :
sv_hud_targetindicator_party_color : 0 : , "sv", "nf", "rep" : Sets the color of the target indicator for players in the same party.
sv_hud_targetindicator_party_obstruct : 0 : , "sv", "nf", "rep" : Hide obstructed target indicators for players in the same party.
sv_hud_targetindicator_squad_color : 0 : , "sv", "nf", "rep" : Sets the color of the target indicator for players in the same squad.
sv_hud_targetindicator_squad_obstruct : 0 : , "sv", "nf", "rep" : Hide obstructed target indicators for players in the same squad.
sv_hud_targetindicator_teammate_color : 0 : , "sv", "nf", "rep" : Sets the color of the target indicator for players on the same team.
sv_hud_targetindicator_teammate_obstruct : 1 : , "sv", "nf", "rep" : Hide obstructed target indicators for teammates.
sv_hud_targetindicator_vip_color : 0 : , "sv", "nf", "rep" : Sets the color of the target indicator for players on the same team.
sv_infected_damage_cutouts : 1 : , "sv", "rep" : sv_infected_damage_cutouts : 1 : , "sv", "rep" :
sv_infinite_ammo : 0 : , "sv", "cheat", "rep" : Player's active weapon will never run out of ammo sv_infinite_ammo : 0 : , "sv", "cheat", "rep" : Player's active weapon will never run out of ammo
sv_lagcompensationforcerestore : 1 : , "sv", "cheat" : Don't test validity of a lag comp restore, just do it. sv_lagcompensationforcerestore : 1 : , "sv", "cheat" : Don't test validity of a lag comp restore, just do it.
@ -1521,6 +1715,7 @@ sv_logflush : 0 : , "a" : Flush t
sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored. sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored.
sv_logsecret : 0 : : If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52) sv_logsecret : 0 : : If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)
sv_map_voting : 1 : , "sv", "nf", "rep" : Is map voting enabled? sv_map_voting : 1 : , "sv", "nf", "rep" : Is map voting enabled?
sv_map_voting_shuffle : 1 : , "sv", "nf", "rep" : Initially use random map selections in the vote rather than using the map cycle order.
sv_massreport : 0 : , "sv" : sv_massreport : 0 : , "sv" :
sv_master_legacy_mode : 1 : : Use (outside-of-Steam) code to communicate with master servers. sv_master_legacy_mode : 1 : : Use (outside-of-Steam) code to communicate with master servers.
sv_master_share_game_socket : 1 : : Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm sv_master_share_game_socket : 1 : : Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm
@ -1543,10 +1738,12 @@ sv_multiplayer_maxtempentities : 32 : :
sv_multiplayer_sounds : 20 : : sv_multiplayer_sounds : 20 : :
sv_mumble_positionalaudio : 1 : , "sv", "rep" : Allows players using Mumble to have support for positional audio. sv_mumble_positionalaudio : 1 : , "sv", "rep" : Allows players using Mumble to have support for positional audio.
sv_name_change_limit : 10 : , "sv" : sv_name_change_limit : 10 : , "sv" :
sv_namechange_cooldown_seconds : 30 : : When a client name change is received, wait N seconds before allowing another name change
sv_new_delta_bits : 1 : : sv_new_delta_bits : 1 : :
sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" : sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" :
sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" : sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" :
sv_nwi_banlist : 1 : , "sv", "nf", "rep" :
sv_nwi_banlist_show : 0 : , "sv" : sv_nwi_banlist_show : 0 : , "sv" :
sv_parallel_packentities : 1 : : sv_parallel_packentities : 1 : :
sv_parallel_sendsnapshot : 1 : : sv_parallel_sendsnapshot : 1 : :
@ -1554,7 +1751,7 @@ sv_password : 0 : , "nf", "prot", "norecord"
sv_pausable : 0 : : Is the server pausable. sv_pausable : 0 : : Is the server pausable.
sv_player_stuck_tolerance : 10 : , "sv", "cheat" : sv_player_stuck_tolerance : 10 : , "sv", "cheat" :
sv_playerperfhistorycount : 20 : , "sv" : Number of samples to maintain in player perf history sv_playerperfhistorycount : 20 : , "sv" : Number of samples to maintain in player perf history
sv_playlist : 0 : , "sv", "rep" : Matchmaking playlist sv_playlist : 0 : , "sv", "nf", "rep" : Active playlist. Format: sv_playlist <playlist>
sv_precacheinfo : cmd : : Show precache info. sv_precacheinfo : cmd : : Show precache info.
sv_pure : cmd : : Show user data. sv_pure : cmd : : Show user data.
sv_pure_consensus : 100000000 : : Minimum number of file hashes to agree to form a consensus. sv_pure_consensus : 100000000 : : Minimum number of file hashes to agree to form a consensus.
@ -1563,32 +1760,35 @@ sv_pure_retiretime : 900 : : Seconds
sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file. sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS
sv_querycache_stats : cmd : : Display status of the query cache (client only) sv_querycache_stats : cmd : : Display status of the query cache (client only)
sv_radial_cooldown : 2 : , "sv", "rep" : Wait time between radial commands sv_radial_cooldown : 1 : , "sv", "rep" : Wait time between radial commands
sv_radial_cooldown_spotting : 10 : , "sv", "rep" : Wait time between radial spotting commands sv_radial_cooldown_spotting : 1 : , "sv", "rep" : Wait time between radial spotting commands
sv_radial_enemy_confirm : 8 : , "sv" : Timeout for enemy spotted confirmation commands
sv_radial_marker_duration : 15 : , "sv", "rep" : How long do radial markers persist in the world. sv_radial_marker_duration : 15 : , "sv", "rep" : How long do radial markers persist in the world.
sv_radial_marker_duration_attack : 7 : , "sv", "rep" : How long does the waypoint marker persist. sv_radial_marker_duration_attack : 10 : , "sv", "rep" : How long does the waypoint marker persist.
sv_radial_marker_duration_waypoint : 120 : , "sv", "rep" : How long does the waypoint marker persist. sv_radial_spam_cooldown : 2 : , "sv", "rep" : How long until spam counter resets
sv_radial_spam_cooldown : 3 : , "sv", "rep" : How long until spam counter resets
sv_radial_spam_delay : 0 : , "sv", "rep" : How much to increase delay by if radial commands are being spammed sv_radial_spam_delay : 0 : , "sv", "rep" : How much to increase delay by if radial commands are being spammed
sv_radial_spam_delay_leaderfrac : 0 : , "sv", "rep" : Apply this fraction to spam delays for squad leaders sv_radial_spam_delay_leaderfrac : 0 : , "sv", "rep" : Apply this fraction to spam delays for squad leaders
sv_radial_viewcone_enemy : 5 : , "sv", "cheat", "rep" : Viewcone for radial menu FoV enemy check (degrees) sv_radial_viewcone_enemy : 5 : , "sv", "cheat", "rep" : Viewcone for radial menu FoV enemy check (degrees)
sv_radial_viewcone_objective : 12 : , "sv", "cheat", "rep" : Viewcone for radial menu FoV objective check (degrees) sv_radial_viewcone_objective : 12 : , "sv", "cheat", "rep" : Viewcone for radial menu FoV objective check (degrees)
sv_radial_vo_enemies : 420 : , "sv", "rep" : If non-zero, enemy radial commands within this distance are audible
sv_ragdoll_max_fps : 30 : , "sv" : Clients with framerates less than this will reduce the ideal number of ragdolls to display sv_ragdoll_max_fps : 30 : , "sv" : Clients with framerates less than this will reduce the ideal number of ragdolls to display
sv_ragdoll_max_remove_per_frame : 1 : , "sv" : sv_ragdoll_max_remove_per_frame : 1 : , "sv" :
sv_ragdoll_maxcount : 25 : , "sv" : Server will only show this many ragdolls sv_ragdoll_maxcount : 25 : , "sv" : Server will only show this many ragdolls
sv_ragdoll_min_fps : 10 : , "sv" : Clients with framerates less than this will only show 1 ragdoll of each type sv_ragdoll_min_fps : 10 : , "sv" : Clients with framerates less than this will only show 1 ragdoll of each type
sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication sv_rcon_banpenalty : 10 : : Number of minutes to ban users who fail rcon authentication
sv_rcon_log : 1 : : Enable/disable rcon logging. sv_rcon_log : 1 : : Enable/disable rcon logging.
sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication before being banned sv_rcon_maxfailures : 5 : : Max number of times a user can fail rcon authentication before being banned
sv_rcon_maxpacketbans : 1 : : Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize sv_rcon_maxpacketbans : 1 : : Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize
sv_rcon_maxpacketsize : 1024 : : The maximum number of bytes to allow in a command packet sv_rcon_maxpacketsize : 1024 : : The maximum number of bytes to allow in a command packet
sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications
sv_rcon_whitelist_address : 0 : : When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'
sv_recoil_debug : 0 : , "sv", "cheat", "rep" : sv_recoil_debug : 0 : , "sv", "cheat", "rep" :
sv_regeneration_wait_time : 1 : , "sv", "rep" : sv_regeneration_wait_time : 1 : , "sv", "rep" :
sv_region : 255 : : The region of the world to report this server in. sv_region : 255 : : The region of the world to report this server in.
sv_reservation_grace : 5 : : Time in seconds given for a lobby reservation. sv_reservation_grace : 5 : : Time in seconds given for a lobby reservation.
sv_reservation_timeout : 45 : : Time in seconds before lobby reservation expires. sv_reservation_timeout : 45 : : Time in seconds before lobby reservation expires.
sv_ruleset : 0 : , "sv", "nf", "rep" : Active playlist ruleset. Format: sv_ruleset <ruleset>
sv_runcmds : 1 : , "sv" : sv_runcmds : 1 : , "sv" :
sv_script_think_interval : 0 : , "sv" : sv_script_think_interval : 0 : , "sv" :
sv_search_key : 0 : : When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key. sv_search_key : 0 : : When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
@ -1623,12 +1823,21 @@ sv_steamgroup_exclusive : 0 : : If set,
sv_stopspeed : 75 : , "sv", "nf", "rep" : Minimum stopping speed when on ground. sv_stopspeed : 75 : , "sv", "nf", "rep" : Minimum stopping speed when on ground.
sv_stopspeed_prone : 45 : , "sv", "nf", "rep" : Minimum stopping speed when on ground and prone. sv_stopspeed_prone : 45 : , "sv", "nf", "rep" : Minimum stopping speed when on ground and prone.
sv_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they are in the pvs sv_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they are in the pvs
sv_suppress_steam_score : 0 : : If enabled, player scores are not sent to the master server and will show as 0 for all players
sv_sway_debug : 0 : , "sv", "cheat", "rep" : sv_sway_debug : 0 : , "sv", "cheat", "rep" :
sv_tags : 0 : , "nf" : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. sv_tags : 0 : , "nf" : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
sv_takedamagedebug : 0 : , "sv", "cheat" : sv_takedamagedebug : 0 : , "sv", "cheat" :
sv_teststepsimulation : 1 : , "sv" : sv_teststepsimulation : 1 : , "sv" :
sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp. sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp.
sv_thirdperson_allowed : 0 : , "sv", "rep" : 1 = controlled by server only, 2 = controlled by clients or server sv_thirdperson : 0 : , "sv", "nf", "rep" :
sv_thirdperson_aimangle : 45 : , "sv", "nf", "rep" : Camera aim-cone angle for third-person.
sv_thirdperson_aimdist : 1000 : , "sv", "nf", "rep" : Camera aim-point distance for third-person.
sv_thirdperson_dist : 100 : , "sv", "nf", "rep" : Camera distance for third-person.
sv_thirdperson_fov : 75 : , "sv", "nf", "rep" : Camera FOV for third-person.
sv_thirdperson_height : 20 : , "sv", "nf", "rep" : Camera height for third-person.
sv_thirdperson_leandist : 35 : , "sv", "nf", "rep" : Camera lean distance for third-person.
sv_thirdperson_mindist : 25 : , "sv", "nf", "rep" : Camera minimum distance for third-person.
sv_thirdperson_useangle : 15 : , "sv", "nf", "rep" : Camera use-cone angle for third-person.
sv_threaded_init : 0 : , "sv" : sv_threaded_init : 0 : , "sv" :
sv_timeout : 65 : : After this many seconds without a message from a client, the client is dropped sv_timeout : 65 : : After this many seconds without a message from a client, the client is dropped
sv_traceattackdebug : 0 : , "sv", "cheat" : sv_traceattackdebug : 0 : , "sv", "cheat" :
@ -1648,14 +1857,15 @@ sv_vote_issue_botdifficulty_allowed : 1 : , "sv", "rep" : Can peo
sv_vote_issue_botdifficulty_min_population : 0 : , "sv" : The voting population required to pass a next level vote sv_vote_issue_botdifficulty_min_population : 0 : , "sv" : The voting population required to pass a next level vote
sv_vote_issue_botdifficulty_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) sv_vote_issue_botdifficulty_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes)
sv_vote_issue_changegamemode_allowed : 0 : , "sv" : Can people hold votes to change the gamemode? sv_vote_issue_changegamemode_allowed : 0 : , "sv" : Can people hold votes to change the gamemode?
sv_vote_issue_changelevel_allowed : 0 : , "sv" : Can people hold votes to change levels? sv_vote_issue_changelevel_allowed : 1 : , "sv" : Can people hold votes to change levels?
sv_vote_issue_changelevel_wait : 1 : , "sv" : If enabled, wait until the end of the round to change levels
sv_vote_issue_kick_allowed : 1 : , "sv" : Can people hold votes to kick players from the server? sv_vote_issue_kick_allowed : 1 : , "sv" : Can people hold votes to kick players from the server?
sv_vote_issue_kick_other_team : 0 : , "sv" : Can we kick the other team? sv_vote_issue_kick_other_team : 0 : , "sv" : Can we kick the other team?
sv_vote_issue_nextlevel_allowed : 1 : , "sv" : Can people hold votes to set the next level? sv_vote_issue_nextlevel_allowed : 1 : , "sv" : Can people hold votes to set the next level?
sv_vote_issue_nextlevel_allowextend : 0 : , "sv" : Allow players to extend the current map? sv_vote_issue_nextlevel_allowextend : 0 : , "sv" : Allow players to extend the current map?
sv_vote_issue_nextlevel_choicesmode : 1 : , "sv" : Present players with a list of maps to choose from? sv_vote_issue_nextlevel_choicesmode : 1 : , "sv" : Present players with a list of maps to choose from?
sv_vote_issue_nextlevel_min_population : 0 : , "sv" : The voting population required to pass a next level vote sv_vote_issue_nextlevel_min_population : 0 : , "sv" : The voting population required to pass a next level vote
sv_vote_issue_nextlevel_min_ratio : 0 : , "sv" : How strong does the yes vote need to be to win? (2.0 = 2x more voters) sv_vote_issue_nextlevel_min_ratio : 1 : , "sv" : How strong does the yes vote need to be to win? (2.0 = 2x more voters)
sv_vote_issue_nextlevel_prevent_change : 1 : , "sv" : Not allowed to vote for a nextlevel if one has already been set. sv_vote_issue_nextlevel_prevent_change : 1 : , "sv" : Not allowed to vote for a nextlevel if one has already been set.
sv_vote_issue_nextlevel_round_count_delay : 1 : , "sv" : How many rounds before map voting can begin. sv_vote_issue_nextlevel_round_count_delay : 1 : , "sv" : How many rounds before map voting can begin.
sv_vote_issue_restart_game_allowed : 1 : , "sv" : Can people hold votes to restart the game? sv_vote_issue_restart_game_allowed : 1 : , "sv" : Can people hold votes to restart the game?
@ -1721,7 +1931,6 @@ threadpool_affinity : 1 : : Enable
threadpool_cycle_reserve : cmd : : Cycles threadpool reservation by powers of 2 threadpool_cycle_reserve : cmd : : Cycles threadpool reservation by powers of 2
threadpool_reserve : 0 : : Consume the specified number of threads in the thread pool threadpool_reserve : 0 : : Consume the specified number of threads in the thread pool
threadpool_run_tests : cmd : : threadpool_run_tests : cmd : :
timeleft : cmd : :
toggle : cmd : : Toggles a convar on or off, or cycles through a set of values. toggle : cmd : : Toggles a convar on or off, or cycles through a set of values.
trace_report : 0 : , "sv" : trace_report : 0 : , "sv" :
tv_allow_camera_man : 1 : , "sv" : Auto director allows spectators to become camera man tv_allow_camera_man : 1 : , "sv" : Auto director allows spectators to become camera man
@ -1743,7 +1952,7 @@ tv_msg : cmd : : Send a
tv_name : 0 : : SourceTV host name tv_name : 0 : : SourceTV host name
tv_overridemaster : 0 : : Overrides the SourceTV master root address. tv_overridemaster : 0 : : Overrides the SourceTV master root address.
tv_password : 0 : , "nf", "prot", "norecord" : SourceTV password for all clients tv_password : 0 : , "nf", "prot", "norecord" : SourceTV password for all clients
tv_port : 27020 : : Host SourceTV port tv_port : 27056 : : Host SourceTV port
tv_record : cmd : : Starts SourceTV demo recording. tv_record : cmd : : Starts SourceTV demo recording.
tv_relay : cmd : : Connect to SourceTV server and relay broadcast. tv_relay : cmd : : Connect to SourceTV server and relay broadcast.
tv_relaypassword : 0 : , "nf", "prot", "norecord" : SourceTV password for relay proxies tv_relaypassword : 0 : , "nf", "prot", "norecord" : SourceTV password for relay proxies
@ -1850,4 +2059,4 @@ xlsp_force_dc_name : 0 : : Restric
z_added_light_max : 0 : , "sv", "rep" : z_added_light_max : 0 : , "sv", "rep" :
z_added_light_min : 0 : , "sv", "rep" : z_added_light_min : 0 : , "sv", "rep" :
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1844 total convars/concommands 2052 total convars/concommands
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