+alt1 +alt2 +attack +attack2 +back +break +camdistance +camin +cammousemove +camout +campitchdown +campitchup +camyawleft +camyawright +commandermousemove +csm_rot_x_neg +csm_rot_x_plus +csm_rot_y_neg +csm_rot_y_plus +demoui2 // Bring the advanced demo player UI (demoui2) to foreground. +duck +forward +graph +grenade1 +grenade2 +jlook +jump +klook +left +lookdown +lookspin +lookup +mat_texture_list +movedown +moveleft +moveright +moveup +posedebug // Turn on pose debugger or add ents to pose debugger UI +reload +right +score +showbudget +showbudget_texture +showbudget_texture_global +showscores +showvprof +sixense_left_point_gesture +sixense_ratchet +sixense_right_point_gesture +speed +strafe +use +vgui_drawtree +voicerecord +walk +zoom +zoom_in +zoom_out -alt1 -alt2 -attack -attack2 -back -break -camdistance -camin -cammousemove -camout -campitchdown -campitchup -camyawleft -camyawright -commandermousemove -csm_rot_x_neg -csm_rot_x_plus -csm_rot_y_neg -csm_rot_y_plus -demoui2 // Send the advanced demo player UI (demoui2) to background. -duck -forward -graph -grenade1 -grenade2 -jlook -jump -klook -left -lookdown -lookspin -lookup -mat_texture_list -movedown -moveleft -moveright -moveup -posedebug // Turn off pose debugger or hide ents from pose debugger UI -reload -right -score -showbudget -showbudget_texture -showbudget_texture_global -showscores -showvprof -sixense_left_point_gesture -sixense_ratchet -sixense_right_point_gesture -speed -strafe -use -vgui_drawtree -voicerecord -walk -zoom -zoom_in -zoom_out achievement_debug "0" // Turn on achievement debug msgs. achievement_disable "0" // Turn off achievements. addip // Add an IP address to the ban list. adsp_debug "0" adsp_reset_nodes ainet_generate_report // Generate a report to the console. ainet_generate_report_only // Generate a report to the console. air_density // Changes the density of air for drag computations. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable ai_debug_los "0" // itl ai_debug_node_connect // Debug the attempted connection between two nodes ai_debug_shoot_positions "0" ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t ai_drawbattlelines "0" ai_drop_hint // Drop an ai_hint at the players current eye position. ai_dump_hints ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a ai_report_task_timings_on_limit "0" ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by ai_show_grid // Draw a grid on the floor where looking. ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ai_show_node // Highlight the specified node ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d ai_step // use ai_step again. To resume processing no ai_test_los // Test AI LOS from the players POV ai_think_limit_label "0" ai_vehicle_avoidance "1" alias // Alias a command. ammo_338mag_max "30" ammo_357sig_max "52" ammo_45acp_max "100" ammo_50AE_max "35" ammo_556mm_box_max "200" ammo_556mm_max "90" ammo_57mm_max "100" ammo_762mm_max "90" ammo_9mm_max "120" ammo_buckshot_max "32" ammo_grenade_limit_default "1" ammo_grenade_limit_flashbang "1" ammo_grenade_limit_total "3" askconnect_accept // Accept a redirect request by the server. asw_engine_finished_building_map // Notify engine that weve finished building a map async_resume async_suspend audit_save_in_memory // Audit the memory usage and files in the save-to-memory system autobuy // Attempt to purchase items with the order listed in cl_autobuy autosave // Autosave autosavedangerous // AutoSaveDangerous autosavedangerousissafe banid // Add a user ID to the ban list. banip // Add an IP address to the ban list. benchframe // Takes a snapshot of a particular frame in a time demo. bench_end // Ends gathering of info. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results. bench_start // Starts gathering of info. Arguments: filename to write results into bench_upload // Uploads most recent benchmark stats to the Valve servers. bind // Bind a key. BindToggle // Performs a bind increment var 0 1 1 bind_osx // Bind a key for OSX only. blackbox_dump // Dump the contents of the blackbox blackbox_record // Record an entry into the blackbox bot_add // bot_add - Adds a bot matching the given criteria. bot_add_ct // bot_add_ct - Adds a Counter-Terrorist bot matching the given criteria. bot_add_t // bot_add_t - Adds a terrorist bot matching the given criteria. bot_all_weapons // Allows the bots to use all weapons bot_autodifficulty_threshold_high "2" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty bot_autodifficulty_threshold_low "-6" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty bot_chatter "0" // or normal. bot_crouch "0" bot_debug "0" // For internal testing purposes. bot_debug_target "0" // For internal testing purposes. bot_defer_to_human_goals "0" // the bots will not do the scenario tasks. bot_defer_to_human_items "1" // the bots will not get scenario items. bot_difficulty "1" // 3=expert. bot_dont_shoot "0" // bots will not fire weapons (for debugging). bot_freeze "0" bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes) bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes) bot_join_after_player "1" // bots wait until a player joins before entering the game. bot_join_team "0" // or CT. bot_kick // matching the given criteria. bot_kill // matching the given criteria. bot_knives_only // Restricts the bots to only using knives bot_loadout "0" // bots are given these items at round start bot_mimic "0" bot_mimic_yaw_offset "180" bot_pistols_only // Restricts the bots to only using pistols bot_place // bot_place - Places a bot from the map at where the local player is pointing. bot_quota "10" // Determines the total number of bots in the game. bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random? bot_show_battlefront "0" // Show areas where rushing players will initially meet. bot_show_nav "0" // For internal testing purposes. bot_show_occupy_time "0" // Show when each nav area can first be reached by each team. bot_snipers_only // Restricts the bots to only using sniper rifles bot_stop "0" // immediately stops all bot processing. bot_take_control // Take control of a bot. bot_traceview "0" // For internal testing purposes. bot_zombie "0" // bots will stay in idle mode and not attack. box // Draw a debug box. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero) budget_averages_window "30" // number of frames to look at when figuring out average frametimes budget_background_alpha "128" // how translucent the budget panel is budget_bargraph_background_alpha "128" // how translucent the budget panel is budget_bargraph_range_ms "16" // budget bargraph range in milliseconds budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel budget_history_range_ms "66" // budget history range in milliseconds budget_panel_bottom_of_history_fraction "0" // number between 0 and 1 budget_panel_height "384" // height in pixels of the budget panel budget_panel_width "512" // width in pixels of the budget panel budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes budget_show_averages "0" // enable/disable averages in the budget panel budget_show_history "1" // turn history graph off and on. . good to turn off on low end budget_show_peaks "1" // enable/disable peaks in the budget panel budget_toggle_group // Turn a budget group on/off bug // Show the bug reporting UI. bugreporter_uploadasync "0" // Upload attachments asynchronously bugreporter_username "0" // Username to use for bugreporter bug_swap // Automatically swaps the current weapon for the bug bait and back again. buildcubemaps // Rebuild cubemaps. buildmodelforworld // buildmodelforworld buymenu // Show or hide main buy menu cache_print // cache_print [section] Print out contents of cache memory. cache_print_lru // cache_print_lru [section] Print out contents of cache memory. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory. callvote // Start a vote on an issue. cam_collision "1" // an attempt is made to keep the camera from passing though walls. cam_command // Tells camera to change modes cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view cam_idealdist "150" cam_idealdistright "0" cam_idealdistup "0" cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view cam_idealpitch "0" cam_idealyaw "0" cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console. cam_snapto "0" cancelselect cash_player_bomb_defused "300" cash_player_bomb_planted "300" cash_player_damage_hostage "-30" cash_player_interact_with_hostage "150" cash_player_killed_enemy_default "300" cash_player_killed_enemy_factor "1" cash_player_killed_hostage "-1000" cash_player_killed_teammate "-3300" cash_player_rescued_hostage "1000" cash_team_elimination_bomb_map "3250" cash_team_elimination_hostage_map "3000" cash_team_hostage_alive "150" cash_team_hostage_interaction "150" cash_team_loser_bonus "1400" cash_team_loser_bonus_consecutive_rounds "500" cash_team_planted_bomb_but_defused "800" cash_team_rescued_hostage "750" cash_team_terrorist_win_bomb "3500" cash_team_win_by_defusing_bomb "3250" cash_team_win_by_hostage_rescue "3500" cash_team_win_by_time_running_out "3250" cast_hull // Tests hull collision detection cast_ray // Tests collision detection cc_emit // Emits a closed caption cc_findsound // Searches for soundname which emits specified text. cc_flush // Flushes asyncd captions. cc_lang "0" // Current close caption language (emtpy = use game UI language) cc_linger_time "1" // Close caption linger time. cc_predisplay_time "0" // Close caption delay before showing caption. cc_random // Emits a random caption cc_showblocks // Toggles showing which blocks are pending/loaded async. cc_subtitles "0" // wont help hearing impaired players). centerview changelevel // Change server to the specified map changelevel2 // Transition to the specified map in single player chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info ch_createairboat // Spawn airboat in front of the player. ch_createjeep // Spawn jeep in front of the player. clear // Clear all console output. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested). clear_debug_overlays // clears debug overlays clientport "27005" // Host game client port closecaption "0" // Enable close captioning. closeonbuy "0" // Set non-zero to close the buy menu after buying something cl_allowdownload "1" // Client downloads customization files cl_allowupload "1" // Client uploads customization files cl_animationinfo // Hud element to examine. cl_autobuy "0" // The order in which autobuy will attempt to purchase items cl_autohelp "1" // Auto-help cl_autowepswitch "0" // Automatically switch to picked up weapons (if more powerful) cl_backspeed "450" cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running cl_bobcycle "1" // the frequency at which the viewmodel bobs. cl_bobup "0" cl_bob_lower_amt "21" // The amount the viewmodel lowers when running cl_bob_version "0" cl_brushfastpath "1" cl_buy_favorite // Purchase a favorite weapon/equipment loadout cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu cl_buy_favorite_reset // Reset favorite loadouts to the default cl_buy_favorite_set // Saves the current loadout as a favorite cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index. cl_chatfilters "63" // Stores the chat filter settings cl_class "0" // Default class when joining a game cl_clearhinthistory // Clear memory of client side hints displayed to the player. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers. cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers. cl_clock_correction "1" // Enable/disable clock correction on the client. cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount cl_clock_correction_adjustment_max_offset "90" // it moves towards apply cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it). cl_clock_showdebuginfo "0" // Show debugging info about the clock drift. cl_cmdrate "128" // Max number of command packets sent to server per second cl_crosshairalpha "200" cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt cl_crosshaircolor_b "50" cl_crosshaircolor_g "250" cl_crosshaircolor_r "50" cl_crosshairdot "0" cl_crosshairgap "0" cl_crosshairscale "0" // Crosshair scaling factor (deprecated) cl_crosshairsize "5" cl_crosshairstyle "3" cl_crosshairthickness "0" cl_crosshairusealpha "1" cl_csm_server_status // Usage: cl_csm_server_status cl_csm_status // Usage: cl_csm_status cl_debugrumble "0" // Turn on rumble debugging spew cl_detail_avoid_force "0" // percentage of the width of the detail sprite ) cl_detail_avoid_radius "64" // radius around detail sprite to avoid players cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players cl_detail_max_sway "5" // Amplitude of the detail prop sway cl_detail_multiplier "1" // extra details to create cl_disablefreezecam "0" // Turn on/off freezecam on client cl_disablehtmlmotd "0" // Disable HTML motds. cl_disable_ragdolls "0" cl_downloadfilter "0" // nosounds) cl_drawhud "1" // Enable the rendering of the hud cl_drawleaf "-1" cl_drawmaterial "0" // Draw a particular material over the frame cl_drawshadowtexture "0" cl_dumpplayer // Dumps info about a player cl_dumpsplithacks // Dump split screen workarounds. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv cl_entityreport "0" // draw entity states to console cl_ent_absbox // Displays the clients absbox for the entity under the crosshair. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair. cl_ent_rbox // Displays the clients render box for the entity under the crosshair. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for. cl_fastdetailsprites "1" // whether to use new detail sprite system cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet. cl_forcepreload "0" // Whether we should force preloading. cl_forwardspeed "450" cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement cl_fullupdate // Forces the server to send a full update packet cl_game_mode_convars // Display the values of the convars for the current game_mode. cl_idealpitchscale "0" cl_ignorepackets "0" // Force client to ignore packets (for debugging). cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings). cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information cl_jiggle_bone_invert "0" cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events. cl_language "0" // Language (from Steam API) cl_leafsystemvis "0" cl_leveloverview "0" cl_leveloverviewmarker "0" cl_logofile "0" // Spraypoint logo decal. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered cl_minimal_rtt_shadows "1" cl_modemanager_reload // Reloads the panel metaclasses for vgui screens. cl_mouseenable "0" cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server. cl_observercrosshair "1" cl_overdraw_test "0" cl_panelanimation // Shows panel animation variables: . cl_particles_dumplist // optional name substring. cl_particles_dump_effects cl_particles_show_bbox "0" cl_particles_show_controlpoints "0" cl_particle_retire_cost "0" cl_pclass "0" // Dump entity by prediction classname. cl_pdump "-1" // Dump info about this entity to screen. cl_phys_show_active "0" cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls) cl_pitchdown "89" cl_pitchup "89" cl_portal_use_new_dissolve "1" // Use new dissolve effect cl_precacheinfo // Show precache info (client). cl_predict "1" // Perform client side prediction. cl_predictioncopy_describe // Describe datamap_t for entindex cl_predictionlist "0" // Show which entities are predicting cl_predictweapons "1" // Perform client side prediction of weapon effects. cl_pred_track // for field fieldname. cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls cl_rebuy "0" // The order in which rebuy will attempt to repurchase items cl_reloadpostprocessparams cl_removedecals // Remove the decals from the entity under the crosshair. cl_report_soundpatch // reports client-side sound patch count cl_resend "6" // Delay in seconds before the client will resend the connect attempt cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt cl_righthand "1" // Use right-handed view models. cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0) cl_scalecrosshair "1" // Enable crosshair scaling (deprecated) cl_shadowtextureoverlaysize "256" cl_showanimstate_activities "0" // Show activities in the (client) animation state display. cl_showents // Dump entity list to console. cl_showerror "0" // 2 for above plus detailed field deltas. cl_showevents "0" // Print event firing info in the console cl_showfps "1" // +10 = detailed ) cl_showhelp "1" // Set to 0 to not show on-screen help cl_showloadout "1" // Toggles display of current loadout. cl_showpluginmessages "1" // Allow plugins to display messages to you cl_showpos "0" // Draw current position at top of screen cl_sidespeed "450" cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path cl_sos_test_get_opvar cl_sos_test_set_opvar cl_soundemitter_flush // Flushes the sounds.txt system (server only) cl_soundemitter_reload // Flushes the sounds.txt system cl_soundfile "0" // Jingle sound file. cl_soundscape_flush // Flushes the client side soundscapes cl_soundscape_printdebuginfo // print soundscapes cl_spec_mode "4" // Saves the last viewed spectator mode for use next time we start to spectate cl_sporeclipdistance "512" cl_ss_origin // print origin in script format cl_steamscreenshots // Enable/disable saving screenshots to Steam cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections. cl_sun_decay_rate "0" cl_team "0" // Default team when joining a game cl_teamid_overhead "1" // 1 = on cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as. cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target. cl_timeout "30" // the client will disconnect itself cl_tree_sway_dir // sets tree sway wind direction and strength cl_updaterate "64" // Number of packets per second of updates you are requesting from the server cl_updatevisibility // Updates visibility bits. cl_upspeed "320" cl_use_new_headbob "1" cl_view // Set the view entity index. cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases. cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases. cl_winddir "0" // Weather effects wind direction angle cl_windspeed "0" // Weather effects wind speed scalar cl_wpn_sway_scale "1" cmd // Forward command to server. cmd1 // sets userinfo string for split screen player in slot 1 cmd2 // sets userinfo string for split screen player in slot 2 cmd3 // sets userinfo string for split screen player in slot 3 cmd4 // sets userinfo string for split screen player in slot 4 collision_test // Tests collision system colorcorrectionui // Show/hide the color correction tools UI. commentary_cvarsnotchanging commentary_finishnode commentary_firstrun "0" commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer commentary_testfirstrun condump // dump the text currently in the console to condumpXX.log connect // Connect to specified server. con_enable "1" // Allows the console to be activated. con_min_severity // LS_ERROR=3. crash // Cause the engine to crash (Debug!!) CreatePredictionError // Create a prediction error create_flashlight creditsdone crosshair "1" cs_hostage_near_rescue_music_distance "2000" cs_make_vip // Marks a player as the VIP cs_ShowStateTransitions "-2" // cs_ShowStateTransitions . Show player state transitions. CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity custom_bot_difficulty "0" // Bot difficulty for offline play. cvarlist // Show the list of convars/concommands. c_maxdistance "200" c_maxpitch "90" c_maxyaw "135" c_mindistance "30" c_minpitch "0" c_minyaw "-135" c_orthoheight "100" c_orthowidth "100" c_thirdpersonshoulder "0" c_thirdpersonshoulderaimdist "120" c_thirdpersonshoulderdist "40" c_thirdpersonshoulderheight "5" c_thirdpersonshoulderoffset "20" dbghist_addline // Add a line to the debug history. Format: dbghist_dump // Dump the debug history to the console. Format: Categories: 0: Entity I/O 1: AI Decisions 2: Sc debugsystemui // Show/hide the debug system UI. debug_visibility_monitor "0" default_fov "90" demolist // Print demo sequence list. demos // Demo demo file sequence. demoui // Show/hide the demo player UI. demoui2 // Show/hide the advanced demo player UI (demoui2). demo_gototick // Skips to a tick in demo. demo_pause // Pauses demo playback. demo_recordcommands "1" // Record commands typed at console into .dem files. demo_resume // Resumes demo playback. demo_timescale // Sets demo replay speed. demo_togglepause // Toggles demo playback. developer "0" // Set developer message level devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist. devshots_screenshot // use the screenshot command instead. differences // Show all convars which are not at their default values. disable_static_prop_loading "0" // static props wont be loaded disconnect // Disconnect game from server. display_elapsedtime // Displays how much time has elapsed since the game started display_game_events "0" disp_list_all_collideable // List all collideable displacements dlight_debug // Creates a dlight in front of the player drawcross // Draws a cross at the given location Arguments: x y z drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2 drawradar // Draws HUD radar dsp_db_min "80" dsp_db_mixdrop "0" dsp_dist_max "1440" dsp_dist_min "0" dsp_enhance_stereo "0" dsp_mix_max "0" dsp_mix_min "0" dsp_off "0" dsp_player "0" dsp_reload dsp_slow_cpu "0" dsp_volume "0" dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work). dumpentityfactories // Lists all entity factory names. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console. dumpgamestringtable // Dump the contents of the game string table to the console. dumpstringtables // Print string tables to console. dump_entity_sizes // Print sizeof(entclass) dump_globals // Dump all global entities/states dump_particlemanifest // Dump the list of particles loaded. echo // Echo text to console. editdemo // Edit a recorded demo file (.dem ). editor_toggle // Disables the simulation and returns focus to the editor enable_debug_overlays "1" // Enable rendering of debug overlays enable_skeleton_draw "0" // Render skeletons in wireframe endmovie // Stop recording movie frames. endround // End the current round. english "0" // running the english language set of assets. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire. ent_create // Creates an entity of the given type where the player is looking. ent_dump // Usage: ent_dump ent_fire // Usage: ent_fire [action] [value] [delay] ent_info // Usage: ent_info ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue = ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_ ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha envmap escape // Escape key pressed. exec // Execute script file. execifexists // Execute script file if file exists. exit // Exit the engine. explode // Kills the player with explosive damage explodevector // Kills a player applying an explosive force. Usage: explodevector fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds. ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag find // Find concommands with the specified string in their name/help text. findflags // Find concommands by flags. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent find_ent_index // Display data for entity matching specified index. Format: find_ent_index firetarget firstperson // Switch to firstperson camera. fish_debug "0" // Show debug info for fish fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive. flush // Flush unlocked cache memory. flush_locked // Flush unlocked and locked cache memory. fogui // Show/hide fog control UI. fog_color "-1" fog_colorskybox "-1" fog_enable "1" fog_enableskybox "1" fog_enable_water_fog "1" fog_end "-1" fog_endskybox "-1" fog_hdrcolorscale "-1" fog_hdrcolorscaleskybox "-1" fog_maxdensity "-1" fog_maxdensityskybox "-1" fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values) fog_start "-1" fog_startskybox "-1" forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey) force_audio_english "0" // Keeps track of whether were forcing english in a localized language. force_centerview foundry_engine_get_mouse_control // Give the engine control of the mouse. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view. foundry_update_entity // Updates the entitys position/angles when in edit mode fov_cs_debug "0" // Sets the view fov if cheats are on. fps_max "300" // Frame rate limiter fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value. fs_clear_open_duplicate_times // Clear the list of files that have been opened. fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was fs_fios_cancel_prefetches // Cancels all the prefetches in progress. fs_fios_flush_cache // Flushes the FIOS HDD cache. fs_fios_prefetch_file // Prefetches a file: . The preftech is medium priority and persistent. fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: . The preftech is medium priority and non-pers fs_fios_print_prefetches // Displays all the prefetches currently in progress. fs_printopenfiles // Show all files currently opened by the engine. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev. fs_warning_level // Set the filesystem warning level. func_break_max_pieces "15" fx_new_sparks "1" // Use new style sparks. g15_dumpplayer // Spew player data. g15_reload // Reloads the Logitech G-15 Keyboard configs. g15_update_msec "250" // Logitech G-15 Keyboard update interval. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons. gameinstructor_enable "1" // Display in game lessons that teach new players. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file. gameinstructor_reset_counts // Resets all display and success counts to zero. gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name. gamemenucommand // Issue game menu command. gamepadslot1 gamepadslot2 gamepadslot3 gamepadslot4 gamepadslot5 gamepadslot6 gameui_activate // Shows the game UI gameui_allowescape // Escape key allowed to hide game UI gameui_allowescapetoshow // Escape key allowed to show game UI gameui_hide // Hides the game UI gameui_preventescape // Escape key doesnt hide game UI gameui_preventescapetoshow // Escape key doesnt show game UI game_mode "0" // The current game mode (based on game type). See GameModes.txt. game_type "0" // The current game type. See GameModes.txt. getpos // dump position and angles to the console getpos_exact // dump origin and angles to the console give // Give item to player. Arguments: givecurrentammo // Give a supply of ammo for current weapon.. global_event_log_enabled "0" // Enables the global event log system global_set // 2 = DEAD). glow_outline_effect_enable "1" // Enable entity outline glow effects. glow_outline_width "6" // Width of glow outline effect in screen space. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry. god // Toggle. Player becomes invulnerable. gods // Toggle. All players become invulnerable. groundlist // Display ground entity list g_debug_angularsensor "0" g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds. g_debug_ragdoll_removal "0" g_debug_ragdoll_visualize "0" g_debug_trackpather "0" g_debug_vehiclebase "0" g_debug_vehicledriver "0" g_debug_vehicleexit "0" g_debug_vehiclesound "0" g_jeepexitspeed "100" hammer_update_entity // Updates the entitys position/angles when in edit mode hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit heartbeat // Force heartbeat of master servers help // Find help about a convar/concommand. hideconsole // Hide the console. hidehud "0" hidepanel // Hides a viewport panel hideradar // Hides HUD radar hidescores // Forcibly hide score panel hide_sf_main_menu // Hide the Scaleform main menu hostage_debug "0" // Show hostage AI debug information hostfile "0" // The HOST file to load. hostip "-1062686208.000" // Host game server ip hostname "0" // Hostname for server. hostport "27015" // Host game server port host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances host_map "0" // Current map name. host_reset_config // reset config (for testing) with param as splitscreen index. host_runofftime // Run off some time without rendering/updating sounds host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame. host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only) host_timescale "1" // Prescale the clock by this amount. host_writeconfig // Store current settings to config.cfg (or specified .cfg file). host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index. hud_reloadscheme // Reloads hud layout and animation scripts. hud_scaling "0" // Scales hud elements hud_showtargetid "1" // Enables display of target names hud_subtitles // Plays the Subtitles: hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map. hunk_print_allocations hunk_track_allocation_types "1" hurtme // Hurts the player. Arguments: impulse incrementvar // Increment specified convar value. inferno_child_spawn_interval_multiplier "1" // Amount spawn interval increases for each child inferno_child_spawn_max_depth "4" inferno_damage "40" // Damage per second inferno_debug "0" inferno_dlight_spacing "200" // Inferno dlights are at least this far apart inferno_flame_lifetime "7" // Average lifetime of each flame in seconds inferno_flame_spacing "50" // Minimum distance between separate flame spawns inferno_forward_reduction_factor "0" inferno_friendly_fire_duration "6" // FF is credited back to the thrower. inferno_initial_spawn_interval "0" // Time between spawning flames for first fire inferno_max_child_spawn_interval "1" // Largest time interval for child flame spawning inferno_max_flames "32" // Maximum number of flames that can be created inferno_max_range "300" // Maximum distance flames can spread from their initial ignition point inferno_per_flame_spawn_duration "5" // Duration each new flame will attempt to spawn new flames inferno_scorch_decals "1" inferno_spawn_angle "45" // Angular change from parent inferno_surface_offset "20" inferno_velocity_decay_factor "0" inferno_velocity_factor "0" inferno_velocity_normal_factor "0" invnext invnextgrenade invnextitem invnextnongrenade invprev in_forceuser "0" // Force user input to this split screen player. ip "0" // Overrides IP for multihomed hosts item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode. joinsplitscreen // join split screen joyadvancedupdate joystick "0" // false otherwise. joy_accelmax "1" joy_accelscale "0" joy_accelscalepoly "0" joy_advanced "0" joy_advaxisr "0" joy_advaxisu "0" joy_advaxisv "0" joy_advaxisx "0" joy_advaxisy "0" joy_advaxisz "0" joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target. joy_autoAimDampenMethod "0" joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off joy_axisbutton_threshold "0" // Analog axis range before a button press is registered. joy_cfg_preset "1" joy_circle_correct "1" joy_curvepoint_1 "0" joy_curvepoint_2 "0" joy_curvepoint_3 "0" joy_curvepoint_4 "1" joy_curvepoint_end "2" joy_diagonalpov "0" // too. joy_display_input "0" joy_forwardsensitivity "-1" joy_forwardthreshold "0" joy_gamma "0" joy_inverty "0" // Whether to invert the Y axis of the joystick for looking. joy_lowend "1" joy_lowend_linear "0" joy_lowmap "1" joy_movement_stick "0" // Which stick controls movement (0 is left stick) joy_name "0" joy_no_accel_jump "0" joy_pitchsensitivity "-1" // joystick pitch sensitivity joy_pitchthreshold "0" joy_response_look "0" // 1=Acceleration Promotion joy_response_look_pitch "1" // 1=Acceleration Promotion joy_response_move "1" // 1/sensitivity joy_sensitive_step0 "0" joy_sensitive_step1 "0" joy_sensitive_step2 "0" joy_sidesensitivity "1" joy_sidethreshold "0" joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes. joy_yawsensitivity "-1" // joystick yaw sensitivity joy_yawthreshold "0" jpeg // Take a jpeg screenshot: jpeg . kdtree_test // Tests spatial partition for entities queries. key_findbinding // Find key bound to specified command string. key_listboundkeys // List bound keys with bindings. key_updatelayout // Updates game keyboard layout to current windows keyboard setting. kick // Kick a player by name. kickid // with a message. kickid_ex // provide a force-the-kick flag and also assign a message. kill // Kills the player with generic damage killserver // Shutdown the server. killvector // Kills a player applying force. Usage: killvector lastinv lightcache_maxmiss "2" lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material light_crosshair // Show texture color at crosshair linefile // Parses map leak data from .lin file listdemo // List demo file contents. listid // Lists banned users. listip // List IP addresses on the ban list. listissues // List all the issues that can be voted on. listmodels // List loaded models. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs. load // Load a saved game. loadcommentary loader_dump_table locator_split_len "0" locator_split_maxwide_percent "0" lockMoveControllerRet "0" log // and udp < on | off >. logaddress_add // Set address and port for remote host . logaddress_del // Remove address and port for remote host . logaddress_delall // Remove all udp addresses being logged to logaddress_list // List all addresses currently being used by logaddress. log_color // Set the color of a logging channel. log_dumpchannels // Dumps information about all logging channels. log_flags // Set the flags on a logging channel. log_level // Set the spew level of a logging channel. lookspring "0" lookstrafe "0" loopsingleplayermaps "0" map // Start playing on specified map. mapcycledisabled "0" // repeats the same map after each match instead of using the map cycle mapgroup // Specify a map group maps // Displays list of maps. map_background // Runs a map as the background to the main menu. map_commentary // on a specified map. map_edit map_setbombradius // Sets the bomb radius for the map. map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb. map_showspawnpoints // Shows player spawn points (red=invalid) mat_accelerate_adjust_exposure_down "40" mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect mat_autoexposure_max "2" mat_autoexposure_max_multiplier "1" mat_autoexposure_min "0" mat_bloomamount_rate "0" mat_bumpbasis "0" mat_camerarendertargetoverlaysize "128" mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client mat_configcurrent // show the current video control panel config for the material system mat_crosshair // Display the name of the material under the crosshair mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file mat_crosshair_printmaterial // print the material under the crosshair mat_crosshair_reloadmaterial // reload the material under the crosshair mat_debugalttab "0" mat_debug_bloom "0" mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen mat_disable_bloom "0" mat_displacementmap "1" mat_drawflat "0" mat_drawwater "1" mat_dynamiclightmaps "0" mat_dynamicPaintmaps "0" mat_dynamic_tonemapping "1" mat_edit // Bring up the material under the crosshair in the editor mat_exposure_center_region_x "0" mat_exposure_center_region_y "0" mat_fastclip "0" mat_fastnobump "0" mat_fillrate "0" mat_forcedynamic "0" mat_force_bloom "0" mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0 mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0 mat_force_tonemap_percent_target "-1" // Override. Old default was 60. mat_force_tonemap_scale "0" mat_frame_sync_enable "1" mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture. mat_fullbright "0" mat_hdr_enabled // Report if HDR is enabled for debugging mat_hdr_uncapexposure "0" mat_hsv "0" mat_info // Shows material system info mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what mat_loadtextures "1" mat_local_contrast_edge_scale_override "-1000" mat_local_contrast_midtone_mask_override "-1" mat_local_contrast_scale_override "0" mat_local_contrast_vignette_end_override "-1" mat_local_contrast_vignette_start_override "-1" mat_lpreview_mode "-1" mat_luxels "0" mat_measurefillrate "0" mat_monitorgamma "1" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD) mat_monitorgamma_tv_enabled "0" mat_morphstats "0" mat_norendering "0" mat_normalmaps "0" mat_normals "0" mat_postprocess_enable "1" mat_powersavingsmode "0" // Power Savings Mode mat_proxy "0" mat_queue_mode "-1" // 2=queued mat_queue_priority "1" mat_reloadallmaterials // Reloads all materials mat_reloadmaterial // Reloads a single material mat_reloadtextures // Reloads all textures mat_remoteshadercompile "0" mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re mat_rendered_faces_spew // mat_rendered_faces_spew Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures. mat_reversedepth "0" mat_savechanges // saves current video configuration to the registry mat_setvideomode // windowed state of the material system mat_shadercount // display count of all shaders and reset that count mat_showcamerarendertarget "0" mat_showframebuffertexture "0" mat_showlowresimage "0" mat_showmaterials // Show materials. mat_showmaterialsverbose // Show materials (verbose version). mat_showmiplevels "0" // 1: everything else mat_showtextures // Show used textures. mat_showwatertextures "0" mat_show_histogram "0" mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD. mat_softwareskin "0" mat_spewalloc "0" mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console mat_stub "0" mat_surfaceid "0" mat_surfacemat "0" mat_tessellationlevel "6" mat_tessellation_accgeometrytangents "0" mat_tessellation_cornertangents "1" mat_tessellation_update_buffers "1" mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn mat_texture_list_exclude // save - saves exclude list file mat_texture_list_txlod // -1 to dec resolution mat_texture_list_txlod_sync // save - saves all changes to material content files mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm mat_updateconvars // updates the video config convars mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling) mat_wireframe "0" mat_yuv "0" maxplayers // Change the maximum number of players allowed on this server. mc_accel_band_size "2" // Percentage of half the screen width or height. mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen. mc_max_pitchrate "100" // (degrees/sec) mc_max_yawrate "230" // (degrees/sec) memory // Print memory stats. mem_compact mem_dump // Dump memory stats to text file. mem_dumpvballocs // Dump VB memory allocation stats. mem_eat mem_incremental_compact mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation mem_test mem_vcollide // Dumps the memory used by vcollides mem_verify // Verify the validity of the heap menuselect // menuselect minisave // Saves game (for current level only!) mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players mm_datacenter_debugprint // Shows information retrieved from data center mm_debugprint // Show debug information about current matchmaking session mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games mm_dlc_debugprint // Shows information about dlc mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs. mm_session_search_ping_buckets "4" mm_session_search_ping_limit "200" mm_session_search_qos_timeout "15" mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents motdfile "0" // The MOTD file to load. movie_fixwave // etc. mp_afterroundmoney "0" // amount of money awared to every player after each round mp_autokick "1" // Kick idle/team-killing players mp_autoteambalance "1" mp_buytime "90" // How many seconds after round start players can buy items for. mp_c4timer "45" // how long from when the C4 is armed until it blows mp_death_drop_defuser "1" // Drop defuser on player death mp_death_drop_grenade "2" // 2=current or best mp_death_drop_gun "1" // 2=current or best mp_defuser_allocation "0" // 2=everyone mp_disable_autokick // Prevents a userid from being auto-kicked mp_do_warmup_offine "0" // Whether or not to do a warmup period at the start of a match in an offline (bot) match. mp_do_warmup_period "1" // Whether or not to do a warmup period at the start of a match. mp_dump_timers // Prints round timers to the console for debugging mp_forcecamera "1" // Restricts spectator modes for dead players mp_forcerespawnplayers // Force all players to respawn. mp_forcewin // Forces team to win mp_force_pick_time "15" // The amount of time a player has on the team screen to make a selection before being auto-teamed mp_freezetime "6" // how many seconds to keep players frozen when the round starts mp_free_armor "0" // Determines whether armor and helmet are given automatically. mp_friendlyfire "0" // Allows team members to injure other members of their team mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive mp_ggtr_bomb_defuse_bonus "1" // Number of bonus upgrades to award the CTs when they defuse a gun game bomb mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb mp_ggtr_bomb_pts_for_flash "4" // Kill points required in a round to get a bonus flash grenade mp_ggtr_bomb_pts_for_he "3" // Kill points required in a round to get a bonus HE grenade mp_ggtr_bomb_pts_for_upgrade "2" // Kill points required to upgrade a players weapon mp_ggtr_bomb_respawn_delay "0" // Number of seconds to delay before making the bomb available to a respawner in gun game mp_ggtr_end_round_kill_bonus "1" // Number of bonus points awarded in Demolition Mode when knife kill ends round mp_ggtr_halftime_delay "0" // Number of seconds to delay during TR Mode halftime mp_ggtr_last_weapon_kill_ends_half "0" // End the half and give a team round point when a player makes a kill using the final weapon mp_gungameimmunitytime "4" // How many seconds after respawn immunity lasts. mp_halftime "0" // Determines whether the match switches sides in a halftime event. mp_halftime_duration "15" // Number of seconds that halftime lasts mp_join_grace_time "20" // Number of seconds after round start to allow a player to join a game mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check) mp_match_can_clinch "1" // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up? mp_match_end_restart "0" // perform a restart instead of loading a new map mp_maxmoney "16000" // maximum amount of money allowed in a players account mp_maxrounds "0" // max number of rounds to play before server changes maps mp_molotovusedelay "15" // Number of seconds to delay before the molotov can be used after acquiring it mp_playercashawards "1" // Players can earn money by performing in-game actions mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar mp_restartgame "0" // game will restart in the specified number of seconds mp_roundtime "5" // How many minutes each round takes. mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win mp_scrambleteams // Scramble the teams and restart the game mp_solid_teammates "1" // Determines whether teammates are solid or not. mp_startmoney "800" // amount of money each player gets when they reset mp_swapteams // Swap the teams and restart the game mp_switchteams // Switch teams and restart the game mp_teamcashawards "1" // Teams can earn money by performing in-game actions mp_timelimit "0" // game time per map in minutes mp_tkpunish "0" // 1=yes} mp_tournament_restart // Restart Tournament Mode on the current level. mp_warmuptime "25" // there will be a warmup period/round at the start of each match to allow all players to connect. mp_weapons_allow_zeus "1" // Determines whether the Zeus is purchasable or not. mp_win_panel_display_time "3" // The amount of time to show the win panel between matches / halfs ms_player_dump_properties // Prints a dump the current players property data multvar // Multiply specified convar value. muzzleflash_light "1" m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor. m_customaccel_max "0" // 0 for no limit m_customaccel_scale "0" // Custom mouse acceleration value. m_forward "1" // Mouse forward factor. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement). m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement). m_mousespeed "1" // 2 to enable secondary threshold m_pitch "0" // Mouse pitch factor. m_rawinput "1" // Use Raw Input for mouse input. m_side "0" // Mouse side factor. m_yaw "0" // Mouse yaw factor. name "0" // Current user name nav_add_to_selected_set // Add current area to the selected set. nav_add_to_selected_set_by_id // Add specified area id to the selected set. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk. nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing. nav_area_max_size "50" // Max area size created in nav generation nav_avoid // Toggles the avoid this area when possible flag used by the AI system. nav_begin_area // drag the opposite corner to the desired location and nav_begin_deselecting // Start continuously removing from the selected set. nav_begin_drag_deselecting // Start dragging a selection area. nav_begin_drag_selecting // Start dragging a selection area. nav_begin_selecting // Start continuously adding to the selected set. nav_begin_shift_xy // Begin shifting the Selected Set. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor. nav_check_connectivity // Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site). nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files. nav_check_floor // Updates the blocked/unblocked status for every nav area. nav_check_stairs // Update the nav mesh STAIRS attribute nav_chop_selected // Chops all selected areas into their component 1x1 areas nav_clear_attribute // Remove given nav attribute from all areas in the selected set. nav_clear_selected_set // Clear the selected set. nav_clear_walkable_marks // Erase any previously placed walkable positions. nav_compress_id // Re-orders area and ladder IDs so they are continuous. nav_connect // then invoke the connect command. Note that this creates a nav_coplanar_slope_limit "0" nav_coplanar_slope_limit_displacement "0" nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners. nav_corner_lower // Lower the selected corner of the currently marked Area. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground. nav_corner_raise // Raise the selected corner of the currently marked Area. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand. nav_crouch // Toggles the must crouch in this area flag used by the AI system. nav_debug_blocked "0" nav_delete // Deletes the currently highlighted Area. nav_delete_marked // Deletes the currently marked Area (if any). nav_disconnect // then invoke the disconnect command. This will remove all connec nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps) nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system. nav_draw_limit "500" // The maximum number of areas to draw in edit mode nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. nav_end_area // Defines the second corner of a new Area or Ladder and creates it. nav_end_deselecting // Stop continuously removing from the selected set. nav_end_drag_deselecting // Stop dragging a selection area. nav_end_drag_selecting // Stop dragging a selection area. nav_end_selecting // Stop continuously adding to the selected set. nav_end_shift_xy // Finish shifting the Selected Set. nav_flood_select // use this command again. nav_generate // Generate a Navigation Mesh for the current map and save it to disk. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk. nav_generate_incremental_range "2000" nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas. nav_gen_cliffs_approx // post-processing approximation nav_jump // Toggles the traverse this area by jumping flag used by the AI system. nav_ladder_flip // Flips the selected ladders direction. nav_load // Loads the Navigation Mesh for the current map. nav_lower_drag_volume_max // Lower the top of the drag select volume. nav_lower_drag_volume_min // Lower the bottom of the drag select volume. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. nav_mark_attribute // Set nav attribute for all areas in the selected set. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units) nav_max_vis_delta_list_length "64" nav_merge // and invoke the merge comm nav_merge_mesh // Merges a saved selected set into the current mesh. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system. nav_no_jump // Toggles the dont jump in this area flag used by the AI system. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli nav_place_list // Lists all place names used in the map. nav_place_pick // Sets the current Place to the Place of the Area under the cursor. nav_place_replace // Replaces all instances of the first place with the second place. nav_place_set // Sets the Place of all selected areas to the current Place. nav_potentially_visible_dot_tolerance "0" nav_precise // Toggles the dont avoid obstacles flag used by the AI system. nav_quicksave "0" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. nav_raise_drag_volume_max // Raise the top of the drag select volume. nav_raise_drag_volume_min // Raise the bottom of the drag select volume. nav_recall_selected_set // Re-selects the stored selected set. nav_remove_from_selected_set // Remove current area from the selected set. nav_remove_jump_areas // replacing them with connections. nav_run // Toggles the traverse this area by running flag used by the AI system. nav_save // Saves the current Navigation Mesh to disk. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh. nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing. nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing. nav_select_blocked_areas // Adds all blocked areas to the selected set nav_select_damaging_areas // Adds all damaging areas to the selected set nav_select_half_space // Selects any areas that intersect the given half-space. nav_select_invalid_areas // Adds all invalid areas to the Selected Set. nav_select_obstructed_areas // Adds all obstructed areas to the selected set nav_select_overlapping // Selects nav areas that are overlapping others. nav_select_radius // Adds all areas in a radius to the selection set nav_select_stairs // Adds all stairway areas to the selected set nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. nav_shift // Shifts the selected areas by the specified amount nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing nav_show_compass "0" nav_show_continguous "0" // Highlight non-contiguous connections nav_show_danger "0" // Show current danger levels. nav_show_light_intensity "0" nav_show_nodes "0" nav_show_node_grid "0" nav_show_node_id "0" nav_show_player_counts "0" // Show current player counts in each area. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas nav_solid_props "0" // Make props solid to nav generation/editing nav_splice // connected area between them. nav_split // align the split line using your cursor and invoke the split command. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split. nav_stand // Toggles the stand while hiding flag used by the AI system. nav_stop // Toggles the must stop when entering this area flag used by the AI system. nav_store_selected_set // Stores the current selected set for later retrieval. nav_strip // and Encounter Spots from the current Area. nav_subdivide // Subdivides all selected areas. nav_test_node "0" nav_test_node_crouch "0" nav_test_node_crouch_dir "4" nav_test_stairs // Test the selected set for being on stairs nav_toggle_deselecting // Start or stop continuously removing from the selected set. nav_toggle_in_selected_set // Remove current area from the selected set. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. nav_toggle_place_painting // pointing at an Area will paint it with the current Place. nav_toggle_selected_set // Toggles all areas into/out of the selected set. nav_toggle_selecting // Start or stop continuously adding to the selected set. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system. nav_unmark // Clears the marked Area or Ladder. nav_update_blocked // Updates the blocked/unblocked status for every nav area. nav_update_lighting // Recomputes lighting values nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility nav_use_place // the current Place is set. nav_walk // Toggles the traverse this area by walking flag used by the AI system. nav_warp_to_mark // Warps the player to the marked area. nav_world_center // Centers the nav mesh in the world net_allow_multicast "1" net_blockmsg "0" // Discards incoming message: <0|1|name> net_channels // Shows net channel info net_droppackets "0" // Drops next n packets on client net_dumpeventstats // Dumps out a report of game event network usage net_earliertempents "0" net_fakejitter "0" // Jitter fakelag packet time net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets) net_graph "0" // = 3 draws payload legend. net_graphheight "64" // Height of netgraph panel net_graphmsecs "400" // The latency graph represents this many milliseconds. net_graphpos "1" net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not net_graphshowinterp "1" // Draw the interpolation graph. net_graphshowlatency "1" // Draw the ping/packet loss graph. net_graphshowsvframerate "0" // Draw the server framerate graph. net_graphsolid "1" net_graphtext "1" // Draw text fields net_maxroutable "1200" // Requested max packet size before packets are split. net_public_adr "0" // this is the public facing ip address string: (x.x.x.x net_scale "5" net_showreliablesounds "0" net_showsplits "0" // Show info about packet splits net_showudp "0" // Dump UDP packets summary to console net_showudp_oob "0" // Dump OOB UDP packets summary to console net_showudp_remoteonly "0" // Dump non-loopback udp only net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame net_start // Inits multiplayer network sockets net_status // Shows current network status net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP. net_steamcnx_status // Print status of steam connection sockets. next "0" // Set to 1 to advance to next frame ( when singlestep == 1 ) nextdemo // Play next demo in sequence. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable noclip_fixup "1" notarget // Toggle. Player becomes hidden to NPCs. npc_ally_deathmessage "1" npc_ammo_deplete // Subtracts half of the targets ammo npc_bipass // s npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np npc_freeze // uses the NPC under the crosshair. Arguments npc_freeze_unselected // Freeze all NPCs not selected npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none- npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none- npc_heal // Heals the target back to full health npc_height_adjust "1" // Enable test mode for ik height adjustment npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none- npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg npc_set_freeze // uses the NPC under the crosshair. Arguments npc_set_freeze_unselected // Freeze all NPCs not selected npc_squads // Obsolete. Replaced by npc_combat npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance) npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none- npc_thinknow // Trigger NPC to think npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent option_duck_method "0" option_speed_method "0" paintsplat_bias "0" // Change bias value for computing circle buffer paintsplat_max_alpha_noise "0" // Max noise value of circle alpha paintsplat_noise_enabled "1" panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles. particle_test_attach_attachment "0" // Attachment index for attachment mode particle_test_attach_mode "0" // follow_origin particle_test_file "0" // Name of the particle system to dynamically spawn particle_test_start // particle_test_attach_mode and particl particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe password "0" // Current server access password path // Show the engine filesystem path. pause // Toggle the server pause state. perfui // Show/hide the level performance tools UI. perfvisualbenchmark perfvisualbenchmark_abort physics_budget // Times the cost of each active object physics_constraints // Highlights constraint system graph for an entity physics_debug_entity // Dumps debug info for an entity physics_highlight_active // Turns on the absbox for all active physics objects physics_report_active // Lists all active physics objects physics_select // Dumps debug info for an entity phys_debug_check_contacts "0" phys_show_active "0" picker // pivot and debugging text is displayed for whatever entity the play ping // Display ping to server. pingserver // Ping a server for info pixelvis_debug // Dump debug info play // Play a sound. playdemo // Play a recorded demo file (.dem ). player_botdifflast_s "0" player_debug_print_damage "0" // print amount and type of all damage received by player to console. player_gamemodelast_m "1" player_gamemodelast_s "1" player_gametypelast_m "0" player_gametypelast_s "0" player_last_leaderboards_filter "0" // Last mode setting in the Leaderboards screen player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen player_last_medalstats_category "0" // Last selected category on the Medals panel in the Medals & Stats screen player_last_medalstats_panel "1" // Last opened panel in the Medals & Stats screen player_maplast_m "1" player_maplast_s "4" player_medalstats_most_recent_time "1335041792" // Timestamp of most recently earned achievement displayed on Medals & Stats screen player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show player_teamplayedlast "3" playflush // reloading from disk in case of changes. playgamesound // Play a sound from the game sounds txt file playsoundscape // Forces a soundscape to play playvideo // Plays a video: [width height] playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: