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CS:GO príkazy 3/3
Posledné príkazy pre hru CS:GO:
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_competitive_maplist1 "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 "2" // Last mode setting in the Leaderboards screen
player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
player_last_medalstats_category "4" // Last selected category on the Medals panel in the Medals & Stats screen
player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
player_maplast_m "0"
player_maplast_s "0"
player_medalstats_most_recent_time "1358022784" // Timestamp of most recently earned achievement displayed on Medals & Stats screen
player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show
player_nevershow_communityservermessage "0"
player_teamplayedlast "2"
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: <filename> [width height]
playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
playvol // Play a sound at a specified volume.
play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
play_with_friends_enabled "1"
plugin_load // plugin_load <filename> : loads a plugin
plugin_pause // plugin_pause <index> : pauses a loaded plugin
plugin_pause_all // pauses all loaded plugins
plugin_print // Prints details about loaded plugins
plugin_unload // plugin_unload <index> : unloads a plugin
plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
plugin_unpause_all // unpauses all disabled plugins
post_jump_crouch "0" // This determines how long the third person player character will crouch for after landing a jump. This only affects the third p
press_x360_button // d[own])
print_colorcorrection // Display the color correction layer information.
progress_enable
prop_crosshair // Shows name for prop looking at
prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
pwatchent "-1" // Entity to watch for prediction system changes.
pwatchvar "0" // Entity variable to watch in prediction system for changes.
quit // Exit the engine.
radarvisdistance "1000" // at this distance and beyond you need to be point right at someone to see them
radarvismaxdot "0" // how closely you have to point at someone to see them beyond max distance
radarvismethod "1" // 1 for more realistic method
radarvispow "0" // and still see them on radar.
radio1 // Opens a radio menu
radio2 // Opens a radio menu
radio3 // Opens a radio menu
rate "80000" // Max bytes/sec the host can receive data
rcon // Issue an rcon command.
rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password "0" // remote console password.
rebuy // Attempt to repurchase items with the order listed in cl_rebuy
recompute_speed // Recomputes clock speed (for debugging purposes).
record // Record a demo.
reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
reload_vjobs // reload vjobs module
remote_bug // Starts a bug report with data from the currently connected rcon machine
removeid // Remove a user ID from the ban list.
removeip // Remove an IP address from the ban list.
render_blanks // render N blank frames
report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
report_entities // Lists all entities
report_simthinklist // Lists all simulating/thinking entities
report_soundpatch // reports sound patch count
report_touchlinks // Lists all touchlinks
reset_expo // and end the round
reset_gameconvars // Reset a bunch of game convars to default values
respawn_entities // Respawn all the entities in the map.
restart // Restart the game on the same level (add setpos to jump to current view position on restart).
rope_min_pixel_diameter "2"
rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
rr_reloadresponsesystems // Reload all response system scripts.
rr_remarkables_enabled "1" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
r_AirboatViewDampenDamp "1"
r_AirboatViewDampenFreq "7"
r_AirboatViewZHeight "0"
r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
r_avglight "1"
r_avglightmap "0"
r_brush_queue_mode "0"
r_cheapwaterend
r_cheapwaterstart
r_cleardecals // Usage r_cleardecals <permanent>.
r_ClipAreaFrustums "1"
r_ClipAreaPortals "1"
r_colorstaticprops "0"
r_debugcheapwater "0"
r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
r_disable_update_shadow "1"
r_DispBuildable "0"
r_DispWalkable "0"
r_dlightsenable "1"
r_drawallrenderables "0" // even ones inside solid leaves.
r_DrawBeams "1" // 2=Wireframe
r_drawbrushmodels "1" // 2=Wireframe
r_drawclipbrushes "0" // purple=NPC)
r_drawdecals "1" // Render decals.
r_DrawDisp "1" // Toggles rendering of displacment maps
r_drawentities "1"
r_drawfuncdetail "1" // Render func_detail
r_drawleaf "-1" // Draw the specified leaf.
r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
r_drawlightinfo "0"
r_drawlights "0"
r_DrawModelLightOrigin "0"
r_drawmodelstatsoverlay "0"
r_drawmodelstatsoverlaydistance "500"
r_drawmodelstatsoverlayfilter "-1"
r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables "1"
r_drawopaqueworld "1"
r_drawothermodels "1" // 2=Wireframe
r_drawparticles "1" // Enable/disable particle rendering
r_DrawPortals "0"
r_DrawRain "1" // Enable/disable rain rendering.
r_drawrenderboxes "0" // (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
r_drawropes "1"
r_drawscreenoverlay "0"
r_drawskybox "1"
r_drawsprites "1"
r_drawstaticprops "1" // 2=Wireframe
r_drawtracers "1"
r_drawtracers_firstperson "1" // Toggle visibility of first person weapon tracers
r_drawtracers_movetonotintersect "1"
r_drawtranslucentrenderables "1"
r_drawtranslucentworld "1"
r_drawunderwateroverlay "0"
r_drawvgui "1" // Enable the rendering of vgui panels
r_drawviewmodel "1"
r_drawworld "1" // Render the world.
r_dscale_basefov "90"
r_dscale_fardist "2000"
r_dscale_farscale "4"
r_dscale_neardist "100"
r_dscale_nearscale "1"
r_dynamic "1"
r_dynamiclighting "1"
r_eyegloss "1"
r_eyemove "1"
r_eyeshift_x "0"
r_eyeshift_y "0"
r_eyeshift_z "0"
r_eyesize "0"
r_eyewaterepsilon "7"
r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_flashlightambient "0"
r_flashlightbacktraceoffset "0"
r_flashlightbrightness "0"
r_flashlightclip "0"
r_flashlightconstant "0"
r_flashlightdrawclip "0"
r_flashlightfar "750"
r_flashlightfov "53"
r_flashlightladderdist "40"
r_flashlightlinear "100"
r_flashlightlockposition "0"
r_flashlightmuzzleflashfov "120"
r_flashlightnear "4"
r_flashlightnearoffsetscale "1"
r_flashlightoffsetforward "0"
r_flashlightoffsetright "5"
r_flashlightoffsetup "-5"
r_flashlightquadratic "0"
r_flashlightshadowatten "0"
r_flashlightvisualizetrace "0"
r_flushlod // Flush and reload LODs.
r_hwmorph "0"
r_itemblinkmax "0"
r_itemblinkrate "4"
r_JeepFOV "90"
r_JeepViewBlendTo "1"
r_JeepViewBlendToScale "0"
r_JeepViewBlendToTime "1"
r_JeepViewDampenDamp "1"
r_JeepViewDampenFreq "7"
r_JeepViewZHeight "10"
r_lightcachecenter "1"
r_lightcachemodel "-1"
r_lightcache_invalidate
r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
r_lightinterp "5" // 0 turns off interpolation
r_lightmap "-1"
r_lightstyle "-1"
r_lightwarpidentity "0"
r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
r_modelwireframedecal "0"
r_nohw "0"
r_nosw "0"
r_novis "0" // Turn off the PVS.
r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
r_particle_demo "0"
r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
r_portalsopenall "0" // Open all portals
r_PortalTestEnts "1" // Clip entities against portal frustums.
r_printdecalinfo
r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
r_rainalpha "0"
r_rainalphapow "0"
r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
r_raindensity "0"
r_RainHack "0"
r_rainlength "0"
r_RainProfile "0" // Enable/disable rain profiling.
r_RainRadius "1500"
r_RainSideVel "130" // How much sideways velocity rain gets.
r_RainSimulate "1" // Enable/disable rain simulation.
r_rainspeed "600"
r_RainSplashPercentage "20"
r_rainwidth "0"
r_randomflex "0"
r_rimlight "1"
r_screenoverlay // Draw specified material as an overlay
r_shadowangles // Set shadow angles
r_shadowblobbycutoff // some shadow stuff
r_shadowcolor // Set shadow color
r_shadowdir // Set shadow direction
r_shadowdist // Set shadow distance
r_shadowfromanyworldlight "0"
r_shadowfromworldlights_debug "0"
r_shadowids "0"
r_shadows_gamecontrol "-1"
r_shadowwireframe "0"
r_shadow_debug_spew "0"
r_shadow_deferred "0" // Toggle deferred shadow rendering
r_showenvcubemap "0"
r_showz_power "1"
r_skin "0"
r_skybox "1" // Enable the rendering of sky boxes
r_slowpathwireframe "0"
r_SnowDebugBox "0" // Snow Debug Boxes.
r_SnowEnable "1" // Snow Enable
r_SnowEndAlpha "255" // Snow.
r_SnowEndSize "0" // Snow.
r_SnowFallSpeed "1" // Snow fall speed scale.
r_SnowInsideRadius "256" // Snow.
r_SnowOutsideRadius "1024" // Snow.
r_SnowParticles "500" // Snow.
r_SnowPosScale "1" // Snow.
r_SnowRayEnable "1" // Snow.
r_SnowRayLength "8192" // Snow.
r_SnowRayRadius "256" // Snow.
r_SnowSpeedScale "1" // Snow.
r_SnowStartAlpha "25" // Snow.
r_SnowStartSize "1" // Snow.
r_SnowWindScale "0" // Snow.
r_SnowZoomOffset "384" // Snow.
r_SnowZoomRadius "512" // Snow.
r_swingflashlight "1"
r_updaterefracttexture "1"
r_vehicleBrakeRate "1"
r_VehicleViewClamp "1"
r_VehicleViewDampen "1"
r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces "0"
r_visualizelighttracesshowfulltrace "0"
r_visualizetraces "0"
safezonex "1" // The percentage of the screen width that is considered safe from overscan
safezoney "1" // The percentage of the screen height that is considered safe from overscan
save // Saves current game.
save_finish_async
say // Display player message
say_team // Display player message to team
scene_flush // Flush all .vcds from the cache and reload from disk.
scene_playvcd // Play the given VCD as an instanced scripted scene.
scene_showfaceto "0" // show the directions of faceto events.
scene_showlook "0" // show the directions of look events.
scene_showmoveto "0" // show the end location.
scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
screenshot // Take a screenshot.
script // Run the text as a script
script_client // Run the text as a script
script_debug // Connect the vscript VM to the script debugger
script_debug_client // Connect the vscript VM to the script debugger
script_dump_all // Dump the state of the VM to the console
script_dump_all_client // Dump the state of the VM to the console
script_execute // Run a vscript file
script_execute_client // Run a vscript file
script_help // optionally with a search string
script_help_client // optionally with a search string
script_reload_code // replacing existing functions with the functions in the run script
script_reload_entity_code // replacing existing functions with the functions in the run scripts
script_reload_think // replacing existing functions with the functions in the run script
sensitivity "3" // Mouse sensitivity.
servercfgfile "0"
server_game_time // Gives the game time in seconds (servers curtime)
setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
setinfo // Adds a new user info value
setmaster // add/remove/enable/disable master servers
setmodel // Changess players model
setpause // Set the pause state of the server.
setpos // Move player to specified origin (must have sv_cheats).
setpos_exact // Move player to an exact specified origin (must have sv_cheats).
setpos_player // Move specified player to specified origin (must have sv_cheats).
sf_ui_tint "2" // The current tint applied to the Scaleform UI
shake // Shake the screen.
shake_stop // Stops all active screen shakes.
shake_testpunch // Test a punch-style screen shake.
showbudget_texture "0" // Enable the texture budget panel.
showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
showconsole // Show the console.
showinfo // Shows a info panel: <type> <title> <message> [<command number>]
showpanel // Shows a viewport panel <name>
showtriggers "0" // Shows trigger brushes
showtriggers_toggle // Toggle show triggers
show_loadout_toggle // Toggles loadout display
singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
skill "1" // Game skill level (1-3).
skip_next_map // Skips the next map in the map rotation for the server.
sk_autoaim_mode "1"
slot0
slot1
slot10
slot11
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
snapto
sndplaydelay
snd_async_flush // Flush all unlocked async audio data
snd_async_showmem // Show async memory stats
snd_async_showmem_music // Show async memory stats for just non-streamed music
snd_async_showmem_summary // Show brief async memory stats
snd_debug_panlaw "0" // Visualize panning crossfade curves
snd_disable_mixer_duck "0"
snd_disable_mixer_solo "0"
snd_duckerattacktime "0"
snd_duckerreleasetime "2"
snd_duckerthreshold "0"
snd_ducking_off "1"
snd_ducktovolume "0"
snd_dumpclientsounds // Dump sounds to console
snd_dump_filepaths
snd_dvar_dist_max "1320" // Play full far sound at this distance
snd_dvar_dist_min "240" // Play full near sound at this distance
snd_filter "0"
snd_foliage_db_loss "4" // foliage dB loss per 1200 units
snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
snd_gain "1"
snd_gain_max "1"
snd_gain_min "0"
snd_getmixer // Get data related to mix group matching string
snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_legacy_surround "0"
snd_list "0"
snd_max_same_sounds "4"
snd_max_same_weapon_sounds "3"
snd_mixahead "0"
snd_mixer_master_dsp "1"
snd_mixer_master_level "1"
snd_musicvolume "0" // Music volume
snd_music_selection "3" // Temporary convar to choose which music kit to use for this player.
snd_mute_losefocus "1"
snd_obscured_gain_dB "-2"
snd_op_test_convar "1"
snd_pause_all "1" // Specifies to pause all sounds and not just voice
snd_pitchquality "1"
snd_playsounds // Play sounds from the game sounds txt file at a given location
snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
snd_pre_gain_dist_falloff "1"
snd_print_channels // Prints all the active channel.
snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
snd_print_dsp_effect // Prints the content of a dsp effect.
snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rebuildaudiocache // rebuild audio cache for current language
snd_refdb "60" // Reference dB at snd_refdist
snd_refdist "36" // Reference distance for snd_refdb
snd_report_format_sound "0" // report all sound formats.
snd_report_loop_sound "0" // report all sounds that just looped.
snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
snd_report_verbose_error "0" // report more error found when playing sounds.
snd_restart // Restart sound system.
snd_setmixer // solo.
snd_setmixlayer // solo.
snd_setmixlayer_amount // Set named mix layer mix amount.
snd_setsoundparam // Set a sound paramater
snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
snd_show "0" // Show sounds info
snd_showclassname "0"
snd_showmixer "0"
snd_showstart "0"
snd_sos_flush_operators // Flush and re-parse the sound operator system
snd_sos_list_operator_updates "0"
snd_sos_print_operators // Prints a list of currently available operators
snd_sos_show_block_debug "0" // Spew data about the list of block entries.
snd_sos_show_client_rcv "0"
snd_sos_show_client_xmit "0"
snd_sos_show_operator_entry_filter "0"
snd_sos_show_operator_init "0"
snd_sos_show_operator_parse "0"
snd_sos_show_operator_prestart "0"
snd_sos_show_operator_shutdown "0"
snd_sos_show_operator_start "0"
snd_sos_show_operator_stop_entry "0"
snd_sos_show_operator_updates "0"
snd_sos_show_queuetotrack "0"
snd_sos_show_server_xmit "0"
snd_sos_show_startqueue "0"
snd_soundmixer_flush // Reload soundmixers.txt file.
snd_soundmixer_list_mixers // List all mixers to dev console.
snd_soundmixer_list_mix_groups // List all mix groups to dev console.
snd_soundmixer_list_mix_layers // List all mix layers to dev console.
snd_soundmixer_set_trigger_factor // trigger amount.
snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
snd_visualize "0" // Show sounds location in world
snd_writemanifest // outputs the precache manifest for the current level
soundfade // Fade client volume.
soundinfo // Describe the current sound device.
soundlist // List all known sounds.
soundscape_debug "0" // red lines show soundscapes that ar
soundscape_dumpclient // Dumps the clients soundscape data.
soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
soundscape_flush // Flushes the server & client side soundscapes
soundscape_radius_debug "0" // Prints current volume of radius sounds
speak // Play a constructed sentence.
spec_allow_roaming "0" // allow free-roaming spectator camera.
spec_freeze_cinematiclight_b "1"
spec_freeze_cinematiclight_g "1"
spec_freeze_cinematiclight_r "1"
spec_freeze_cinematiclight_scale "2"
spec_freeze_deathanim_time "0" // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_panel_extended_time "0" // Time spent with the freeze panel still up after observer freeze cam is done.
spec_freeze_target_fov "42" // The target FOV that the deathcam should use.
spec_freeze_target_fov_long "90" // The target FOV that the deathcam should use when the cam zoom far away on the target.
spec_freeze_time "5" // Time spend frozen in observer freeze cam.
spec_freeze_time_lock "2" // Time players are prevented from skipping the freeze cam
spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
spec_freeze_traveltime_long "0" // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
spec_gui // Shows or hides the spectator bar
spec_hide_players "0" // Toggle the visibility of scoreboard players.
spec_menu // Activates spectator menu
spec_mode // Set spectator mode
spec_next // Spectate next player
spec_player // Spectate player by index
spec_player_by_name // Spectate player by name
spec_pos // dump position and angles to the console
spec_prev // Spectate previous player ( valid values are 3 to 6 )
spec_show_xray "1" // you can see player outlines and name IDs through walls - who you can see depends on your team and mode
spike // generates a fake spike
spincycle // Cause the engine to spincycle (Debug!!)
ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
ss_map // Start playing on specified map with max allowed splitscreen players.
ss_reloadletterbox // ss_reloadletterbox
ss_splitmode "0" // 2 - vertical (only allowed in widescr
startdemos // Play demos in demo sequence.
startmovie // Start recording movie frames.
startupmenu // and were not in developer
star_memory // Dump memory stats
stats // Prints server performance variables
status // Display map and connection status.
stop // Finish recording demo.
stopdemo // Stop playing back a demo.
stopsound
stopsoundscape // Stops all soundscape processing and fades current looping sounds
stopvideos // Stops all videos playing to the screen
stopvideos_fadeout // Fades out all videos playing to the screen: <time>
stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
stringtabledictionary // Create dictionary for current strings.
stuffcmds // Parses and stuffs command line + commands to command buffer.
suitvolume "0"
surfaceprop // Reports the surface properties at the cursor
sv_accelerate "5"
sv_airaccelerate "10"
sv_allow_votes "1" // Allow voting?
sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
sv_alltalk "0" // chat)
sv_alternateticks "0" // server only simulates entities on even numbered ticks.
sv_arms_race_vote_to_restart_disallowed_after "0" // Arms Race gun level after which vote to restart is disallowed
sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
sv_broadcast_ugc_downloads "1"
sv_broadcast_ugc_download_progress_interval "4"
sv_cheats "0" // Allow cheats on server
sv_clearhinthistory // Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
sv_clockcorrection_msecs "30" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
sv_competitive_minspec "1" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
sv_competitive_official_5v5 "0" // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
sv_consistency "0" // Whether the server enforces file consistency for critical files
sv_contact "0" // Contact email for server sysop
sv_damage_print_enable "1" // Turn this off to disable the players damage feed in the console after getting killed.
sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
sv_deadtalk "0" // text) to the living
sv_debug_ugc_downloads "1"
sv_downloadurl "0" // Location from which clients can download missing files
sv_dumpstringtables "0"
sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
sv_forcepreload "0" // Force server side preloading.
sv_friction "4" // World friction.
sv_full_alltalk "0" // Any player (including Spectator team) can speak to any other player
sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
sv_game_mode_convars // Display the values of the convars for the current game_mode.
sv_gravity "800" // World gravity.
sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
sv_hibernate_punt_tv_clients "0" // When enabled will punt all GOTV clients during hibernation
sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
sv_infinite_ammo "0" // Players active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
sv_kick_ban_duration "5" // How long should a kick ban from the server should last (in minutes)
sv_kick_players_with_cooldown "1" // (0: do not kick; 1: kick Untrusted players; 2: kick players with any cooldown)
sv_lagcompensationforcerestore "1" // just do it.
sv_lan "0" // no non-class C addresses )
sv_logbans "0" // Log server bans in the server logs.
sv_logecho "1" // Echo log information to the console.
sv_logfile "1" // Log server information in the log file.
sv_logflush "0" // Flush the log file to disk on each write (slow).
sv_logsdir "0" // Folder in the game directory where server logs will be stored.
sv_log_onefile "0" // Log server information to only one file.
sv_maxrate "0" // 0 == unlimited
sv_maxspeed "320"
sv_maxuptimelimit "0" // the server will exit.
sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
sv_memlimit "0" // the server will exit.
sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate "5000" // 0 == unlimited
sv_minupdaterate "10" // Minimum updates per second that the server will allow
sv_minuptimelimit "0" // the server will continue running regardle
sv_noclipaccelerate "5"
sv_noclipduringpause "0" // etc.).
sv_noclipspeed "5"
sv_password "0" // Server password for entry into multiplayer games
sv_pausable "0" // Is the server pausable.
sv_precacheinfo // Show precache info.
sv_pure // Show user data.
sv_pure_checkvpk // CheckPureServerVPKFiles
sv_pure_consensus "100000000" // Minimum number of file hashes to agree to form a consensus.
sv_pure_finduserfiles // ListPureServerFiles
sv_pure_kick_clients "1" // it will issue a warning to the client.
sv_pure_listfiles // ListPureServerFiles
sv_pure_listuserfiles // ListPureServerFiles
sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
sv_querycache_stats // Display status of the query cache (client only)
sv_regeneration_force_on "0" // Cheat to test regenerative health systems
sv_region "-1" // The region of the world to report this server in.
sv_reservation_tickrate_adjustment "0" // Adjust server tickrate upon reservation
sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
sv_search_team_key "0" // set this key to match with known opponents team
sv_showimpacts "0" // 3=server-only)
sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
sv_showtags // Describe current gametags.
sv_shutdown // Sets the server to shutdown when all games have completed
sv_skyname "0" // Current name of the skybox texture
sv_soundemitter_reload // Flushes the sounds.txt system
sv_soundscape_printdebuginfo // print soundscapes
sv_specaccelerate "5"
sv_specnoclip "1"
sv_specspeed "3"
sv_spec_hear "1" // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
sv_staminajumpcost "0" // Stamina penalty for jumping
sv_staminalandcost "0" // Stamina penalty for landing
sv_staminamax "80" // Maximum stamina penalty
sv_staminarecoveryrate "60" // Rate at which stamina recovers (units/sec)
sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
sv_steamgroup_exclusive "0" // public people will be able to join the ser
sv_stopspeed "75" // Minimum stopping speed when on ground.
sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
sv_ugc_manager_max_new_file_check_interval_secs "600"
sv_unlockedchapters "1" // Highest unlocked game chapter.
sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
sv_voiceenable "1"
sv_vote_allow_spectators "0" // Allow spectators to vote?
sv_vote_command_delay "2" // How long after a vote passes until the action happens
sv_vote_creation_timer "120" // How often someone can individually call a vote.
sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
sv_vote_quorum_ratio "0" // The minimum ratio of players needed to vote on an issue to resolve it.
sv_vote_timer_duration "15" // How long to allow voting on an issue
sv_workshop_allow_other_maps "1" // users can play other workshop map on this server when it is empty and then mapcycle into th
sys_antialiasing "0" // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
sys_aspectratio "2" // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
sys_refldetail "0" // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
sys_sound_quality "-1" // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
teammenu // Show team selection window
testhudanim // Test a hud element animation. Arguments: <anim name>
Test_CreateEntity
test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
Test_EHandle
test_entity_blocker // Test command that drops an entity blocker out in front of the player.
test_freezeframe // Test the freeze frame code.
Test_InitRandomEntitySpawner
Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_outtro_stats
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue
Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS
Test_RandomPlayerPosition
Test_RemoveAllRandomEntities
Test_RunFrame
Test_SendKey
Test_SpawnRandomEntities
Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript // Start a test script running..
Test_Wait
Test_WaitForCheckPoint
texture_budget_background_alpha "128" // how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
texture_budget_panel_height "284" // height in pixels of the budget panel
texture_budget_panel_width "512" // width in pixels of the budget panel
texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
think_limit "10" // warning is printed if this is exceeded.
thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
threadpool_run_tests
thread_test_tslist
thread_test_tsqueue
timedemo // Play a demo and report performance info.
timedemoquit // and then exit
timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
timeleft // prints the time remaining in the match
timerefresh // Profile the renderer.
toggle // or cycles through a set of values.
toggleconsole // Show/hide the console.
togglescores // Toggles score panel
toolload // Load a tool.
toolunload // Unload a tool.
tv_advertise_watchable "0" // clients watching via UI will not need to type password
tv_allow_camera_man "1" // Auto director allows spectators to become camera man
tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
tv_autorecord "0" // Automatically records all games as GOTV demos.
tv_autoretry "1" // Relay proxies retry connection after network timeout
tv_chatgroupsize "0" // Set the default chat group size
tv_chattimelimit "8" // Limits spectators to chat only every n seconds
tv_clients // Shows list of connected GOTV clients.
tv_debug "0" // GOTV debug info.
tv_delay "10" // GOTV broadcast delay in seconds
tv_delaymapchange "1" // Delays map change until broadcast is complete
tv_deltacache "2" // Enable delta entity bit stream cache
tv_dispatchmode "1" // 2=always
tv_enable "0" // Activates GOTV on server (0=off;1=on;2=on when reserved)
tv_encryptdata_key "0" // When set to a valid key communication messages will be encrypted for GOTV
tv_encryptdata_key_pub "0" // When set to a valid key public communication messages will be encrypted for GOTV
tv_maxclients "128" // Maximum client number on GOTV server.
tv_maxrate "20000" // 0 == unlimited
tv_msg // Send a screen message to all clients.
tv_name "0" // GOTV host name
tv_nochat "0" // Dont receive chat messages from other GOTV spectators
tv_overridemaster "0" // Overrides the GOTV master root address.
tv_password "0" // GOTV password for all clients
tv_port "27020" // Host GOTV port
tv_record // Starts GOTV demo recording.
tv_relay // Connect to GOTV server and relay broadcast.
tv_relaypassword "0" // GOTV password for relay proxies
tv_relayradio "0" // 1=on
tv_relaytextchat "1" // 2=say+say_team
tv_relayvoice "1" // 1=on
tv_retry // Reconnects the GOTV relay proxy.
tv_snapshotrate "16" // Snapshots broadcasted per second
tv_status // Show GOTV server status.
tv_stop // Stops the GOTV broadcast.
tv_stoprecord // Stops GOTV demo recording.
tv_timeout "30" // GOTV connection timeout in seconds.
tv_title "0" // Set title for GOTV spectator UI
tv_transmitall "1" // Transmit all entities (not only director view)
tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
ui_reloadscheme // Reloads the resource files for the active UI window
ui_steam_overlay_notification_position "0" // Steam overlay notification position
ui_workshop_games_expire_minutes "3"
unbind // Unbind a key.
unbindall // Unbind all keys.
unbindalljoystick // Unbind all joystick keys.
unbindallmousekeyboard // Unbind all mouse / keyboard keys.
unload_all_addons // Reloads the search paths for game addons.
unpause // Unpause the game.
update_addon_paths // Reloads the search paths for game addons.
use // Use a particular weapon Arguments: <weapon_name>
user // Show user data.
users // Show user info for players on server.
vcollide_wireframe "0" // Render physics collision models in wireframe
vehicle_flushscript // Flush and reload all vehicle scripts
version // Print version info string.
vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_clear
vgui_dump_panels // vgui_dump_panels [visible]
vgui_message_dialog_modal "1"
vgui_spew_fonts
vgui_togglepanel // show/hide vgui panel by name.
viewanim_addkeyframe
viewanim_create // viewanim_create
viewanim_load // load animation from file
viewanim_reset // reset view angles!
viewanim_save // Save current animation to file
viewanim_test // test view animation
viewmodel_fov "60"
viewmodel_offset_x "1"
viewmodel_offset_y "1"
viewmodel_offset_z "-1"
viewmodel_presetpos "1" // 3:Classic
view_punch_decay "18" // Decay factor exponent for view punch
view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
vismon_poll_frequency "0"
vismon_trace_limit "12"
vis_force "0"
vm_debug "0"
vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
voicerecord_toggle
voice_enable "1" // Toggle voice transmit and receive.
voice_forcemicrecord "1"
voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
voice_loopback "0"
voice_mixer_boost "0"
voice_mixer_mute "0"
voice_mixer_volume "1"
voice_modenable "1" // Enable/disable voice in this mod.
voice_mute // Mute a specific Steam user
voice_player_speaking_delay_threshold "0"
voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
voice_reset_mutelist // Reset all mute information for all players who were ever muted.
voice_scale "1"
voice_show_mute // Show whether current players are muted.
voice_threshold "2000"
voice_unmute // or `all` to unmute all connected players.
volume "0" // Sound volume
voxeltree_box // Vector(max)>.
voxeltree_playerview // View entities in the voxel-tree at the player position.
voxeltree_sphere // float(radius)>.
voxeltree_view // View entities in the voxel-tree.
vox_reload // Reload sentences.txt file
vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
vprof // Toggle VProf profiler
vprof_adddebuggroup1 // add a new budget group dynamically for debugging
vprof_cachemiss // Toggle VProf cache miss checking
vprof_cachemiss_off // Turn off VProf cache miss checking
vprof_cachemiss_on // Turn on VProf cache miss checking
vprof_child
vprof_collapse_all // Collapse the whole vprof tree
vprof_dump_counters // Dump vprof counters to the console
vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
vprof_expand_all // Expand the whole vprof tree
vprof_expand_group // Expand a budget group in the vprof tree by name
vprof_generate_report // Generate a report to the console.
vprof_generate_report_AI // Generate a report to the console.
vprof_generate_report_AI_only // Generate a report to the console.
vprof_generate_report_budget // Generate a report to the console based on budget group.
vprof_generate_report_hierarchy // Generate a report to the console.
vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
vprof_generate_report_map_load // Generate a report to the console.
vprof_graphheight "256"
vprof_graphwidth "512"
vprof_nextsibling
vprof_off // Turn off VProf profiler
vprof_on // Turn on VProf profiler
vprof_parent
vprof_playback_average // Average the next N frames.
vprof_playback_start // Start playing back a recorded .vprof file.
vprof_playback_step // step to the next tick.
vprof_playback_stepback // step to the previous tick.
vprof_playback_stop // Stop playing back a recorded .vprof file.
vprof_prevsibling
vprof_record_start // Start recording vprof data for playback later.
vprof_record_stop // Stop recording vprof data
vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop // Stop an existing remote VProf data request
vprof_reset // Reset the stats in VProf profiler
vprof_reset_peaks // Reset just the peak time in VProf profiler
vprof_to_csv // Convert a recorded .vprof file to .csv.
vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose "1" // Set to one to show average and peak times
vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
vtune // Controls VTunes sampling.
vx_model_list // Dump models to VXConsole
wc_air_edit_further // moves position of air node crosshair and placement location further away from play
wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
wc_destroy_undo // When in WC edit mode restores the last deleted node
wc_link_edit
weapon_accuracy_nospread "0" // Disable weapon inaccuracy spread
weapon_debug_spread_gap "0"
weapon_debug_spread_show "0" // 3: show accuracy with dynamic crosshair
weapon_recoil_cooldown "0" // Amount of time needed between shots before restarting recoil
weapon_recoil_decay1_exp "3" // Decay factor exponent for weapon recoil
weapon_recoil_decay2_exp "8" // Decay factor exponent for weapon recoil
weapon_recoil_decay2_lin "18" // Decay factor (linear term) for weapon recoil
weapon_recoil_scale "2" // Overall scale factor for recoil. Used to reduce recoil on specific platforms
weapon_recoil_scale_motion_controller "1" // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
weapon_recoil_suppression_factor "0" // lerping to 1 for later shots
weapon_recoil_suppression_shots "4" // Number of shots before weapon uses full recoil
weapon_recoil_variance "0" // Amount of variance per recoil impulse
weapon_recoil_vel_decay "4" // Decay factor for weapon recoil velocity
weapon_recoil_view_punch_extra "0" // Additional (non-aim) punch added to view from recoil
weapon_reload_database // Reload the weapon database
windows_speaker_config "1"
wipe_nav_attributes // Clear all nav attributes of selected area.
workshop_start_map // Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip // Save the ban list to banned_ip.cfg.
xbox_autothrottle "1"
xbox_throttlebias "100"
xbox_throttlespoof "200"
xload // Load a saved game from a console storage device.
xlook
xmove
xsave // Saves current game to a console storage device.
zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
_autosave // Autosave
_autosavedangerous // AutoSaveDangerous
_bugreporter_restart // Restarts bug reporter .dll
_record // Record a demo incrementally.
_resetgamestats // Erases current game stats and writes out a blank stats file
_restart // Shutdown and restart the engine.
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_competitive_maplist1 "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 "2" // Last mode setting in the Leaderboards screen
player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
player_last_medalstats_category "4" // Last selected category on the Medals panel in the Medals & Stats screen
player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
player_maplast_m "0"
player_maplast_s "0"
player_medalstats_most_recent_time "1358022784" // Timestamp of most recently earned achievement displayed on Medals & Stats screen
player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show
player_nevershow_communityservermessage "0"
player_teamplayedlast "2"
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: <filename> [width height]
playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
playvol // Play a sound at a specified volume.
play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
play_with_friends_enabled "1"
plugin_load // plugin_load <filename> : loads a plugin
plugin_pause // plugin_pause <index> : pauses a loaded plugin
plugin_pause_all // pauses all loaded plugins
plugin_print // Prints details about loaded plugins
plugin_unload // plugin_unload <index> : unloads a plugin
plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
plugin_unpause_all // unpauses all disabled plugins
post_jump_crouch "0" // This determines how long the third person player character will crouch for after landing a jump. This only affects the third p
press_x360_button // d[own])
print_colorcorrection // Display the color correction layer information.
progress_enable
prop_crosshair // Shows name for prop looking at
prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
pwatchent "-1" // Entity to watch for prediction system changes.
pwatchvar "0" // Entity variable to watch in prediction system for changes.
quit // Exit the engine.
radarvisdistance "1000" // at this distance and beyond you need to be point right at someone to see them
radarvismaxdot "0" // how closely you have to point at someone to see them beyond max distance
radarvismethod "1" // 1 for more realistic method
radarvispow "0" // and still see them on radar.
radio1 // Opens a radio menu
radio2 // Opens a radio menu
radio3 // Opens a radio menu
rate "80000" // Max bytes/sec the host can receive data
rcon // Issue an rcon command.
rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password "0" // remote console password.
rebuy // Attempt to repurchase items with the order listed in cl_rebuy
recompute_speed // Recomputes clock speed (for debugging purposes).
record // Record a demo.
reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
reload_vjobs // reload vjobs module
remote_bug // Starts a bug report with data from the currently connected rcon machine
removeid // Remove a user ID from the ban list.
removeip // Remove an IP address from the ban list.
render_blanks // render N blank frames
report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
report_entities // Lists all entities
report_simthinklist // Lists all simulating/thinking entities
report_soundpatch // reports sound patch count
report_touchlinks // Lists all touchlinks
reset_expo // and end the round
reset_gameconvars // Reset a bunch of game convars to default values
respawn_entities // Respawn all the entities in the map.
restart // Restart the game on the same level (add setpos to jump to current view position on restart).
rope_min_pixel_diameter "2"
rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
rr_reloadresponsesystems // Reload all response system scripts.
rr_remarkables_enabled "1" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
r_AirboatViewDampenDamp "1"
r_AirboatViewDampenFreq "7"
r_AirboatViewZHeight "0"
r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
r_avglight "1"
r_avglightmap "0"
r_brush_queue_mode "0"
r_cheapwaterend
r_cheapwaterstart
r_cleardecals // Usage r_cleardecals <permanent>.
r_ClipAreaFrustums "1"
r_ClipAreaPortals "1"
r_colorstaticprops "0"
r_debugcheapwater "0"
r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
r_disable_update_shadow "1"
r_DispBuildable "0"
r_DispWalkable "0"
r_dlightsenable "1"
r_drawallrenderables "0" // even ones inside solid leaves.
r_DrawBeams "1" // 2=Wireframe
r_drawbrushmodels "1" // 2=Wireframe
r_drawclipbrushes "0" // purple=NPC)
r_drawdecals "1" // Render decals.
r_DrawDisp "1" // Toggles rendering of displacment maps
r_drawentities "1"
r_drawfuncdetail "1" // Render func_detail
r_drawleaf "-1" // Draw the specified leaf.
r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
r_drawlightinfo "0"
r_drawlights "0"
r_DrawModelLightOrigin "0"
r_drawmodelstatsoverlay "0"
r_drawmodelstatsoverlaydistance "500"
r_drawmodelstatsoverlayfilter "-1"
r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables "1"
r_drawopaqueworld "1"
r_drawothermodels "1" // 2=Wireframe
r_drawparticles "1" // Enable/disable particle rendering
r_DrawPortals "0"
r_DrawRain "1" // Enable/disable rain rendering.
r_drawrenderboxes "0" // (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
r_drawropes "1"
r_drawscreenoverlay "0"
r_drawskybox "1"
r_drawsprites "1"
r_drawstaticprops "1" // 2=Wireframe
r_drawtracers "1"
r_drawtracers_firstperson "1" // Toggle visibility of first person weapon tracers
r_drawtracers_movetonotintersect "1"
r_drawtranslucentrenderables "1"
r_drawtranslucentworld "1"
r_drawunderwateroverlay "0"
r_drawvgui "1" // Enable the rendering of vgui panels
r_drawviewmodel "1"
r_drawworld "1" // Render the world.
r_dscale_basefov "90"
r_dscale_fardist "2000"
r_dscale_farscale "4"
r_dscale_neardist "100"
r_dscale_nearscale "1"
r_dynamic "1"
r_dynamiclighting "1"
r_eyegloss "1"
r_eyemove "1"
r_eyeshift_x "0"
r_eyeshift_y "0"
r_eyeshift_z "0"
r_eyesize "0"
r_eyewaterepsilon "7"
r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_flashlightambient "0"
r_flashlightbacktraceoffset "0"
r_flashlightbrightness "0"
r_flashlightclip "0"
r_flashlightconstant "0"
r_flashlightdrawclip "0"
r_flashlightfar "750"
r_flashlightfov "53"
r_flashlightladderdist "40"
r_flashlightlinear "100"
r_flashlightlockposition "0"
r_flashlightmuzzleflashfov "120"
r_flashlightnear "4"
r_flashlightnearoffsetscale "1"
r_flashlightoffsetforward "0"
r_flashlightoffsetright "5"
r_flashlightoffsetup "-5"
r_flashlightquadratic "0"
r_flashlightshadowatten "0"
r_flashlightvisualizetrace "0"
r_flushlod // Flush and reload LODs.
r_hwmorph "0"
r_itemblinkmax "0"
r_itemblinkrate "4"
r_JeepFOV "90"
r_JeepViewBlendTo "1"
r_JeepViewBlendToScale "0"
r_JeepViewBlendToTime "1"
r_JeepViewDampenDamp "1"
r_JeepViewDampenFreq "7"
r_JeepViewZHeight "10"
r_lightcachecenter "1"
r_lightcachemodel "-1"
r_lightcache_invalidate
r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
r_lightinterp "5" // 0 turns off interpolation
r_lightmap "-1"
r_lightstyle "-1"
r_lightwarpidentity "0"
r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
r_modelwireframedecal "0"
r_nohw "0"
r_nosw "0"
r_novis "0" // Turn off the PVS.
r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
r_particle_demo "0"
r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
r_portalsopenall "0" // Open all portals
r_PortalTestEnts "1" // Clip entities against portal frustums.
r_printdecalinfo
r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
r_rainalpha "0"
r_rainalphapow "0"
r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
r_raindensity "0"
r_RainHack "0"
r_rainlength "0"
r_RainProfile "0" // Enable/disable rain profiling.
r_RainRadius "1500"
r_RainSideVel "130" // How much sideways velocity rain gets.
r_RainSimulate "1" // Enable/disable rain simulation.
r_rainspeed "600"
r_RainSplashPercentage "20"
r_rainwidth "0"
r_randomflex "0"
r_rimlight "1"
r_screenoverlay // Draw specified material as an overlay
r_shadowangles // Set shadow angles
r_shadowblobbycutoff // some shadow stuff
r_shadowcolor // Set shadow color
r_shadowdir // Set shadow direction
r_shadowdist // Set shadow distance
r_shadowfromanyworldlight "0"
r_shadowfromworldlights_debug "0"
r_shadowids "0"
r_shadows_gamecontrol "-1"
r_shadowwireframe "0"
r_shadow_debug_spew "0"
r_shadow_deferred "0" // Toggle deferred shadow rendering
r_showenvcubemap "0"
r_showz_power "1"
r_skin "0"
r_skybox "1" // Enable the rendering of sky boxes
r_slowpathwireframe "0"
r_SnowDebugBox "0" // Snow Debug Boxes.
r_SnowEnable "1" // Snow Enable
r_SnowEndAlpha "255" // Snow.
r_SnowEndSize "0" // Snow.
r_SnowFallSpeed "1" // Snow fall speed scale.
r_SnowInsideRadius "256" // Snow.
r_SnowOutsideRadius "1024" // Snow.
r_SnowParticles "500" // Snow.
r_SnowPosScale "1" // Snow.
r_SnowRayEnable "1" // Snow.
r_SnowRayLength "8192" // Snow.
r_SnowRayRadius "256" // Snow.
r_SnowSpeedScale "1" // Snow.
r_SnowStartAlpha "25" // Snow.
r_SnowStartSize "1" // Snow.
r_SnowWindScale "0" // Snow.
r_SnowZoomOffset "384" // Snow.
r_SnowZoomRadius "512" // Snow.
r_swingflashlight "1"
r_updaterefracttexture "1"
r_vehicleBrakeRate "1"
r_VehicleViewClamp "1"
r_VehicleViewDampen "1"
r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces "0"
r_visualizelighttracesshowfulltrace "0"
r_visualizetraces "0"
safezonex "1" // The percentage of the screen width that is considered safe from overscan
safezoney "1" // The percentage of the screen height that is considered safe from overscan
save // Saves current game.
save_finish_async
say // Display player message
say_team // Display player message to team
scene_flush // Flush all .vcds from the cache and reload from disk.
scene_playvcd // Play the given VCD as an instanced scripted scene.
scene_showfaceto "0" // show the directions of faceto events.
scene_showlook "0" // show the directions of look events.
scene_showmoveto "0" // show the end location.
scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
screenshot // Take a screenshot.
script // Run the text as a script
script_client // Run the text as a script
script_debug // Connect the vscript VM to the script debugger
script_debug_client // Connect the vscript VM to the script debugger
script_dump_all // Dump the state of the VM to the console
script_dump_all_client // Dump the state of the VM to the console
script_execute // Run a vscript file
script_execute_client // Run a vscript file
script_help // optionally with a search string
script_help_client // optionally with a search string
script_reload_code // replacing existing functions with the functions in the run script
script_reload_entity_code // replacing existing functions with the functions in the run scripts
script_reload_think // replacing existing functions with the functions in the run script
sensitivity "3" // Mouse sensitivity.
servercfgfile "0"
server_game_time // Gives the game time in seconds (servers curtime)
setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
setinfo // Adds a new user info value
setmaster // add/remove/enable/disable master servers
setmodel // Changess players model
setpause // Set the pause state of the server.
setpos // Move player to specified origin (must have sv_cheats).
setpos_exact // Move player to an exact specified origin (must have sv_cheats).
setpos_player // Move specified player to specified origin (must have sv_cheats).
sf_ui_tint "2" // The current tint applied to the Scaleform UI
shake // Shake the screen.
shake_stop // Stops all active screen shakes.
shake_testpunch // Test a punch-style screen shake.
showbudget_texture "0" // Enable the texture budget panel.
showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
showconsole // Show the console.
showinfo // Shows a info panel: <type> <title> <message> [<command number>]
showpanel // Shows a viewport panel <name>
showtriggers "0" // Shows trigger brushes
showtriggers_toggle // Toggle show triggers
show_loadout_toggle // Toggles loadout display
singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
skill "1" // Game skill level (1-3).
skip_next_map // Skips the next map in the map rotation for the server.
sk_autoaim_mode "1"
slot0
slot1
slot10
slot11
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
snapto
sndplaydelay
snd_async_flush // Flush all unlocked async audio data
snd_async_showmem // Show async memory stats
snd_async_showmem_music // Show async memory stats for just non-streamed music
snd_async_showmem_summary // Show brief async memory stats
snd_debug_panlaw "0" // Visualize panning crossfade curves
snd_disable_mixer_duck "0"
snd_disable_mixer_solo "0"
snd_duckerattacktime "0"
snd_duckerreleasetime "2"
snd_duckerthreshold "0"
snd_ducking_off "1"
snd_ducktovolume "0"
snd_dumpclientsounds // Dump sounds to console
snd_dump_filepaths
snd_dvar_dist_max "1320" // Play full far sound at this distance
snd_dvar_dist_min "240" // Play full near sound at this distance
snd_filter "0"
snd_foliage_db_loss "4" // foliage dB loss per 1200 units
snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
snd_gain "1"
snd_gain_max "1"
snd_gain_min "0"
snd_getmixer // Get data related to mix group matching string
snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_legacy_surround "0"
snd_list "0"
snd_max_same_sounds "4"
snd_max_same_weapon_sounds "3"
snd_mixahead "0"
snd_mixer_master_dsp "1"
snd_mixer_master_level "1"
snd_musicvolume "0" // Music volume
snd_music_selection "3" // Temporary convar to choose which music kit to use for this player.
snd_mute_losefocus "1"
snd_obscured_gain_dB "-2"
snd_op_test_convar "1"
snd_pause_all "1" // Specifies to pause all sounds and not just voice
snd_pitchquality "1"
snd_playsounds // Play sounds from the game sounds txt file at a given location
snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
snd_pre_gain_dist_falloff "1"
snd_print_channels // Prints all the active channel.
snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
snd_print_dsp_effect // Prints the content of a dsp effect.
snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rebuildaudiocache // rebuild audio cache for current language
snd_refdb "60" // Reference dB at snd_refdist
snd_refdist "36" // Reference distance for snd_refdb
snd_report_format_sound "0" // report all sound formats.
snd_report_loop_sound "0" // report all sounds that just looped.
snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
snd_report_verbose_error "0" // report more error found when playing sounds.
snd_restart // Restart sound system.
snd_setmixer // solo.
snd_setmixlayer // solo.
snd_setmixlayer_amount // Set named mix layer mix amount.
snd_setsoundparam // Set a sound paramater
snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
snd_show "0" // Show sounds info
snd_showclassname "0"
snd_showmixer "0"
snd_showstart "0"
snd_sos_flush_operators // Flush and re-parse the sound operator system
snd_sos_list_operator_updates "0"
snd_sos_print_operators // Prints a list of currently available operators
snd_sos_show_block_debug "0" // Spew data about the list of block entries.
snd_sos_show_client_rcv "0"
snd_sos_show_client_xmit "0"
snd_sos_show_operator_entry_filter "0"
snd_sos_show_operator_init "0"
snd_sos_show_operator_parse "0"
snd_sos_show_operator_prestart "0"
snd_sos_show_operator_shutdown "0"
snd_sos_show_operator_start "0"
snd_sos_show_operator_stop_entry "0"
snd_sos_show_operator_updates "0"
snd_sos_show_queuetotrack "0"
snd_sos_show_server_xmit "0"
snd_sos_show_startqueue "0"
snd_soundmixer_flush // Reload soundmixers.txt file.
snd_soundmixer_list_mixers // List all mixers to dev console.
snd_soundmixer_list_mix_groups // List all mix groups to dev console.
snd_soundmixer_list_mix_layers // List all mix layers to dev console.
snd_soundmixer_set_trigger_factor // trigger amount.
snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
snd_visualize "0" // Show sounds location in world
snd_writemanifest // outputs the precache manifest for the current level
soundfade // Fade client volume.
soundinfo // Describe the current sound device.
soundlist // List all known sounds.
soundscape_debug "0" // red lines show soundscapes that ar
soundscape_dumpclient // Dumps the clients soundscape data.
soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
soundscape_flush // Flushes the server & client side soundscapes
soundscape_radius_debug "0" // Prints current volume of radius sounds
speak // Play a constructed sentence.
spec_allow_roaming "0" // allow free-roaming spectator camera.
spec_freeze_cinematiclight_b "1"
spec_freeze_cinematiclight_g "1"
spec_freeze_cinematiclight_r "1"
spec_freeze_cinematiclight_scale "2"
spec_freeze_deathanim_time "0" // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_panel_extended_time "0" // Time spent with the freeze panel still up after observer freeze cam is done.
spec_freeze_target_fov "42" // The target FOV that the deathcam should use.
spec_freeze_target_fov_long "90" // The target FOV that the deathcam should use when the cam zoom far away on the target.
spec_freeze_time "5" // Time spend frozen in observer freeze cam.
spec_freeze_time_lock "2" // Time players are prevented from skipping the freeze cam
spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
spec_freeze_traveltime_long "0" // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
spec_gui // Shows or hides the spectator bar
spec_hide_players "0" // Toggle the visibility of scoreboard players.
spec_menu // Activates spectator menu
spec_mode // Set spectator mode
spec_next // Spectate next player
spec_player // Spectate player by index
spec_player_by_name // Spectate player by name
spec_pos // dump position and angles to the console
spec_prev // Spectate previous player ( valid values are 3 to 6 )
spec_show_xray "1" // you can see player outlines and name IDs through walls - who you can see depends on your team and mode
spike // generates a fake spike
spincycle // Cause the engine to spincycle (Debug!!)
ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
ss_map // Start playing on specified map with max allowed splitscreen players.
ss_reloadletterbox // ss_reloadletterbox
ss_splitmode "0" // 2 - vertical (only allowed in widescr
startdemos // Play demos in demo sequence.
startmovie // Start recording movie frames.
startupmenu // and were not in developer
star_memory // Dump memory stats
stats // Prints server performance variables
status // Display map and connection status.
stop // Finish recording demo.
stopdemo // Stop playing back a demo.
stopsound
stopsoundscape // Stops all soundscape processing and fades current looping sounds
stopvideos // Stops all videos playing to the screen
stopvideos_fadeout // Fades out all videos playing to the screen: <time>
stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
stringtabledictionary // Create dictionary for current strings.
stuffcmds // Parses and stuffs command line + commands to command buffer.
suitvolume "0"
surfaceprop // Reports the surface properties at the cursor
sv_accelerate "5"
sv_airaccelerate "10"
sv_allow_votes "1" // Allow voting?
sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
sv_alltalk "0" // chat)
sv_alternateticks "0" // server only simulates entities on even numbered ticks.
sv_arms_race_vote_to_restart_disallowed_after "0" // Arms Race gun level after which vote to restart is disallowed
sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
sv_broadcast_ugc_downloads "1"
sv_broadcast_ugc_download_progress_interval "4"
sv_cheats "0" // Allow cheats on server
sv_clearhinthistory // Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
sv_clockcorrection_msecs "30" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
sv_competitive_minspec "1" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
sv_competitive_official_5v5 "0" // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
sv_consistency "0" // Whether the server enforces file consistency for critical files
sv_contact "0" // Contact email for server sysop
sv_damage_print_enable "1" // Turn this off to disable the players damage feed in the console after getting killed.
sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
sv_deadtalk "0" // text) to the living
sv_debug_ugc_downloads "1"
sv_downloadurl "0" // Location from which clients can download missing files
sv_dumpstringtables "0"
sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
sv_forcepreload "0" // Force server side preloading.
sv_friction "4" // World friction.
sv_full_alltalk "0" // Any player (including Spectator team) can speak to any other player
sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
sv_game_mode_convars // Display the values of the convars for the current game_mode.
sv_gravity "800" // World gravity.
sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
sv_hibernate_punt_tv_clients "0" // When enabled will punt all GOTV clients during hibernation
sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
sv_infinite_ammo "0" // Players active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
sv_kick_ban_duration "5" // How long should a kick ban from the server should last (in minutes)
sv_kick_players_with_cooldown "1" // (0: do not kick; 1: kick Untrusted players; 2: kick players with any cooldown)
sv_lagcompensationforcerestore "1" // just do it.
sv_lan "0" // no non-class C addresses )
sv_logbans "0" // Log server bans in the server logs.
sv_logecho "1" // Echo log information to the console.
sv_logfile "1" // Log server information in the log file.
sv_logflush "0" // Flush the log file to disk on each write (slow).
sv_logsdir "0" // Folder in the game directory where server logs will be stored.
sv_log_onefile "0" // Log server information to only one file.
sv_maxrate "0" // 0 == unlimited
sv_maxspeed "320"
sv_maxuptimelimit "0" // the server will exit.
sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
sv_memlimit "0" // the server will exit.
sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate "5000" // 0 == unlimited
sv_minupdaterate "10" // Minimum updates per second that the server will allow
sv_minuptimelimit "0" // the server will continue running regardle
sv_noclipaccelerate "5"
sv_noclipduringpause "0" // etc.).
sv_noclipspeed "5"
sv_password "0" // Server password for entry into multiplayer games
sv_pausable "0" // Is the server pausable.
sv_precacheinfo // Show precache info.
sv_pure // Show user data.
sv_pure_checkvpk // CheckPureServerVPKFiles
sv_pure_consensus "100000000" // Minimum number of file hashes to agree to form a consensus.
sv_pure_finduserfiles // ListPureServerFiles
sv_pure_kick_clients "1" // it will issue a warning to the client.
sv_pure_listfiles // ListPureServerFiles
sv_pure_listuserfiles // ListPureServerFiles
sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
sv_querycache_stats // Display status of the query cache (client only)
sv_regeneration_force_on "0" // Cheat to test regenerative health systems
sv_region "-1" // The region of the world to report this server in.
sv_reservation_tickrate_adjustment "0" // Adjust server tickrate upon reservation
sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
sv_search_team_key "0" // set this key to match with known opponents team
sv_showimpacts "0" // 3=server-only)
sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
sv_showtags // Describe current gametags.
sv_shutdown // Sets the server to shutdown when all games have completed
sv_skyname "0" // Current name of the skybox texture
sv_soundemitter_reload // Flushes the sounds.txt system
sv_soundscape_printdebuginfo // print soundscapes
sv_specaccelerate "5"
sv_specnoclip "1"
sv_specspeed "3"
sv_spec_hear "1" // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
sv_staminajumpcost "0" // Stamina penalty for jumping
sv_staminalandcost "0" // Stamina penalty for landing
sv_staminamax "80" // Maximum stamina penalty
sv_staminarecoveryrate "60" // Rate at which stamina recovers (units/sec)
sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
sv_steamgroup_exclusive "0" // public people will be able to join the ser
sv_stopspeed "75" // Minimum stopping speed when on ground.
sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
sv_ugc_manager_max_new_file_check_interval_secs "600"
sv_unlockedchapters "1" // Highest unlocked game chapter.
sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
sv_voiceenable "1"
sv_vote_allow_spectators "0" // Allow spectators to vote?
sv_vote_command_delay "2" // How long after a vote passes until the action happens
sv_vote_creation_timer "120" // How often someone can individually call a vote.
sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
sv_vote_quorum_ratio "0" // The minimum ratio of players needed to vote on an issue to resolve it.
sv_vote_timer_duration "15" // How long to allow voting on an issue
sv_workshop_allow_other_maps "1" // users can play other workshop map on this server when it is empty and then mapcycle into th
sys_antialiasing "0" // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
sys_aspectratio "2" // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
sys_refldetail "0" // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
sys_sound_quality "-1" // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
teammenu // Show team selection window
testhudanim // Test a hud element animation. Arguments: <anim name>
Test_CreateEntity
test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
Test_EHandle
test_entity_blocker // Test command that drops an entity blocker out in front of the player.
test_freezeframe // Test the freeze frame code.
Test_InitRandomEntitySpawner
Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_outtro_stats
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue
Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS
Test_RandomPlayerPosition
Test_RemoveAllRandomEntities
Test_RunFrame
Test_SendKey
Test_SpawnRandomEntities
Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript // Start a test script running..
Test_Wait
Test_WaitForCheckPoint
texture_budget_background_alpha "128" // how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
texture_budget_panel_height "284" // height in pixels of the budget panel
texture_budget_panel_width "512" // width in pixels of the budget panel
texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
think_limit "10" // warning is printed if this is exceeded.
thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
threadpool_run_tests
thread_test_tslist
thread_test_tsqueue
timedemo // Play a demo and report performance info.
timedemoquit // and then exit
timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
timeleft // prints the time remaining in the match
timerefresh // Profile the renderer.
toggle // or cycles through a set of values.
toggleconsole // Show/hide the console.
togglescores // Toggles score panel
toolload // Load a tool.
toolunload // Unload a tool.
tv_advertise_watchable "0" // clients watching via UI will not need to type password
tv_allow_camera_man "1" // Auto director allows spectators to become camera man
tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
tv_autorecord "0" // Automatically records all games as GOTV demos.
tv_autoretry "1" // Relay proxies retry connection after network timeout
tv_chatgroupsize "0" // Set the default chat group size
tv_chattimelimit "8" // Limits spectators to chat only every n seconds
tv_clients // Shows list of connected GOTV clients.
tv_debug "0" // GOTV debug info.
tv_delay "10" // GOTV broadcast delay in seconds
tv_delaymapchange "1" // Delays map change until broadcast is complete
tv_deltacache "2" // Enable delta entity bit stream cache
tv_dispatchmode "1" // 2=always
tv_enable "0" // Activates GOTV on server (0=off;1=on;2=on when reserved)
tv_encryptdata_key "0" // When set to a valid key communication messages will be encrypted for GOTV
tv_encryptdata_key_pub "0" // When set to a valid key public communication messages will be encrypted for GOTV
tv_maxclients "128" // Maximum client number on GOTV server.
tv_maxrate "20000" // 0 == unlimited
tv_msg // Send a screen message to all clients.
tv_name "0" // GOTV host name
tv_nochat "0" // Dont receive chat messages from other GOTV spectators
tv_overridemaster "0" // Overrides the GOTV master root address.
tv_password "0" // GOTV password for all clients
tv_port "27020" // Host GOTV port
tv_record // Starts GOTV demo recording.
tv_relay // Connect to GOTV server and relay broadcast.
tv_relaypassword "0" // GOTV password for relay proxies
tv_relayradio "0" // 1=on
tv_relaytextchat "1" // 2=say+say_team
tv_relayvoice "1" // 1=on
tv_retry // Reconnects the GOTV relay proxy.
tv_snapshotrate "16" // Snapshots broadcasted per second
tv_status // Show GOTV server status.
tv_stop // Stops the GOTV broadcast.
tv_stoprecord // Stops GOTV demo recording.
tv_timeout "30" // GOTV connection timeout in seconds.
tv_title "0" // Set title for GOTV spectator UI
tv_transmitall "1" // Transmit all entities (not only director view)
tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
ui_reloadscheme // Reloads the resource files for the active UI window
ui_steam_overlay_notification_position "0" // Steam overlay notification position
ui_workshop_games_expire_minutes "3"
unbind // Unbind a key.
unbindall // Unbind all keys.
unbindalljoystick // Unbind all joystick keys.
unbindallmousekeyboard // Unbind all mouse / keyboard keys.
unload_all_addons // Reloads the search paths for game addons.
unpause // Unpause the game.
update_addon_paths // Reloads the search paths for game addons.
use // Use a particular weapon Arguments: <weapon_name>
user // Show user data.
users // Show user info for players on server.
vcollide_wireframe "0" // Render physics collision models in wireframe
vehicle_flushscript // Flush and reload all vehicle scripts
version // Print version info string.
vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_clear
vgui_dump_panels // vgui_dump_panels [visible]
vgui_message_dialog_modal "1"
vgui_spew_fonts
vgui_togglepanel // show/hide vgui panel by name.
viewanim_addkeyframe
viewanim_create // viewanim_create
viewanim_load // load animation from file
viewanim_reset // reset view angles!
viewanim_save // Save current animation to file
viewanim_test // test view animation
viewmodel_fov "60"
viewmodel_offset_x "1"
viewmodel_offset_y "1"
viewmodel_offset_z "-1"
viewmodel_presetpos "1" // 3:Classic
view_punch_decay "18" // Decay factor exponent for view punch
view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
vismon_poll_frequency "0"
vismon_trace_limit "12"
vis_force "0"
vm_debug "0"
vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
voicerecord_toggle
voice_enable "1" // Toggle voice transmit and receive.
voice_forcemicrecord "1"
voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
voice_loopback "0"
voice_mixer_boost "0"
voice_mixer_mute "0"
voice_mixer_volume "1"
voice_modenable "1" // Enable/disable voice in this mod.
voice_mute // Mute a specific Steam user
voice_player_speaking_delay_threshold "0"
voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
voice_reset_mutelist // Reset all mute information for all players who were ever muted.
voice_scale "1"
voice_show_mute // Show whether current players are muted.
voice_threshold "2000"
voice_unmute // or `all` to unmute all connected players.
volume "0" // Sound volume
voxeltree_box // Vector(max)>.
voxeltree_playerview // View entities in the voxel-tree at the player position.
voxeltree_sphere // float(radius)>.
voxeltree_view // View entities in the voxel-tree.
vox_reload // Reload sentences.txt file
vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
vprof // Toggle VProf profiler
vprof_adddebuggroup1 // add a new budget group dynamically for debugging
vprof_cachemiss // Toggle VProf cache miss checking
vprof_cachemiss_off // Turn off VProf cache miss checking
vprof_cachemiss_on // Turn on VProf cache miss checking
vprof_child
vprof_collapse_all // Collapse the whole vprof tree
vprof_dump_counters // Dump vprof counters to the console
vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
vprof_expand_all // Expand the whole vprof tree
vprof_expand_group // Expand a budget group in the vprof tree by name
vprof_generate_report // Generate a report to the console.
vprof_generate_report_AI // Generate a report to the console.
vprof_generate_report_AI_only // Generate a report to the console.
vprof_generate_report_budget // Generate a report to the console based on budget group.
vprof_generate_report_hierarchy // Generate a report to the console.
vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
vprof_generate_report_map_load // Generate a report to the console.
vprof_graphheight "256"
vprof_graphwidth "512"
vprof_nextsibling
vprof_off // Turn off VProf profiler
vprof_on // Turn on VProf profiler
vprof_parent
vprof_playback_average // Average the next N frames.
vprof_playback_start // Start playing back a recorded .vprof file.
vprof_playback_step // step to the next tick.
vprof_playback_stepback // step to the previous tick.
vprof_playback_stop // Stop playing back a recorded .vprof file.
vprof_prevsibling
vprof_record_start // Start recording vprof data for playback later.
vprof_record_stop // Stop recording vprof data
vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop // Stop an existing remote VProf data request
vprof_reset // Reset the stats in VProf profiler
vprof_reset_peaks // Reset just the peak time in VProf profiler
vprof_to_csv // Convert a recorded .vprof file to .csv.
vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose "1" // Set to one to show average and peak times
vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
vtune // Controls VTunes sampling.
vx_model_list // Dump models to VXConsole
wc_air_edit_further // moves position of air node crosshair and placement location further away from play
wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
wc_destroy_undo // When in WC edit mode restores the last deleted node
wc_link_edit
weapon_accuracy_nospread "0" // Disable weapon inaccuracy spread
weapon_debug_spread_gap "0"
weapon_debug_spread_show "0" // 3: show accuracy with dynamic crosshair
weapon_recoil_cooldown "0" // Amount of time needed between shots before restarting recoil
weapon_recoil_decay1_exp "3" // Decay factor exponent for weapon recoil
weapon_recoil_decay2_exp "8" // Decay factor exponent for weapon recoil
weapon_recoil_decay2_lin "18" // Decay factor (linear term) for weapon recoil
weapon_recoil_scale "2" // Overall scale factor for recoil. Used to reduce recoil on specific platforms
weapon_recoil_scale_motion_controller "1" // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
weapon_recoil_suppression_factor "0" // lerping to 1 for later shots
weapon_recoil_suppression_shots "4" // Number of shots before weapon uses full recoil
weapon_recoil_variance "0" // Amount of variance per recoil impulse
weapon_recoil_vel_decay "4" // Decay factor for weapon recoil velocity
weapon_recoil_view_punch_extra "0" // Additional (non-aim) punch added to view from recoil
weapon_reload_database // Reload the weapon database
windows_speaker_config "1"
wipe_nav_attributes // Clear all nav attributes of selected area.
workshop_start_map // Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip // Save the ban list to banned_ip.cfg.
xbox_autothrottle "1"
xbox_throttlebias "100"
xbox_throttlespoof "200"
xload // Load a saved game from a console storage device.
xlook
xmove
xsave // Saves current game to a console storage device.
zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
_autosave // Autosave
_autosavedangerous // AutoSaveDangerous
_bugreporter_restart // Restarts bug reporter .dll
_record // Record a demo incrementally.
_resetgamestats // Erases current game stats and writes out a blank stats file
_restart // Shutdown and restart the engine.


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BlackJack - Mistr
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CS:GO príkazy 3/3
A uz jsi vyzkousel treba tohle? 

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Rumcajz - Patriot
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Příspěvek: 1
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