http://www.gamerconfig.eu/commands/insurgency/

+alt1
+alt2
+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+csm_rot_x_neg
+csm_rot_x_plus
+csm_rot_y_neg
+csm_rot_y_plus
+demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
+duck
+firemode
+flashlight
+forward
+graph
+grenade
+grenade1
+grenade2
+jlook
+jump
+klook
+leanleft
+leanright
+left
+lookdown
+lookspin
+lookup
+mat_texture_list
+movedown
+moveleft
+moveright
+moveup
+posedebug // Turn on pose debugger or add ents to pose debugger UI
+prone
+radialmenu // Opens radial menu
+reload
+right
+score
+showbudget
+showbudget_texture
+showbudget_texture_global
+showscores
+showvprof
+special1
+special2
+speed
+sprint
+strafe
+tacticalmap
+use
+vgui_drawtree
+voicerecord
+walk
+zoom
+zoom_in
+zoom_out
-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-csm_rot_x_neg
-csm_rot_x_plus
-csm_rot_y_neg
-csm_rot_y_plus
-demoui2 // Send the advanced demo player UI (demoui2) to background.
-duck
-firemode
-flashlight
-forward
-graph
-grenade
-grenade1
-grenade2
-jlook
-jump
-klook
-leanleft
-leanright
-left
-lookdown
-lookspin
-lookup
-mat_texture_list
-movedown
-moveleft
-moveright
-moveup
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
-prone
-radialmenu // Closes radial menu
-reload
-right
-score
-showbudget
-showbudget_texture
-showbudget_texture_global
-showscores
-showvprof
-special1
-special2
-speed
-sprint
-strafe
-tacticalmap
-use
-vgui_drawtree
-voicerecord
-walk
-zoom
-zoom_in
-zoom_out
achievement_debug "0" // Turn on achievement debug msgs.
achievement_disable "0" // Turn off achievements.
addip // Add an IP address to the ban list.
adsp_alley_min "122"
adsp_courtyard_min "126"
adsp_debug "0"
adsp_door_height "112"
adsp_duct_min "106"
adsp_hall_min "110"
adsp_low_ceiling "108"
adsp_opencourtyard_min "126"
adsp_openspace_min "130"
adsp_openstreet_min "118"
adsp_openwall_min "130"
adsp_reset_nodes
adsp_room_min "102"
adsp_scale_delay_feedback "0"
adsp_scale_delay_gain "0"
adsp_street_min "118"
adsp_tunnel_min "114"
adsp_wall_height "128"
air_density // Changes the density of air for drag computations.
ai_debug_los "0" // itl
ai_debug_ragdoll_magnets "0"
ai_debug_shoot_positions "0"
ai_debug_speech "0"
ai_expression_frametime "0" // Maximum frametime to still play background expressions.
ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
ai_force_serverside_ragdoll "0"
ai_LOS_mode "0"
ai_sequence_debug "0"
ai_setupbones_debug "0" // Shows that bones that are setup every think
ai_shot_bias_max "1"
ai_shot_bias_min "-1"
ai_show_hull_attacks "0"
ai_use_visibility_cache "1"
alias // Alias a command.
anim_3wayblend "1" // Toggle the 3-way animation blending code.
anim_showmainactivity "0" // and/or sprint activities.
anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
askconnect_accept // Accept a redirect request by the server.
asw_engine_finished_building_map // Notify engine that weve finished building a map
async_allow_held_files "1" // Allow AsyncBegin/EndRead()
async_mode "0" // 1 = synchronous)
async_resume
async_serialize "0" // Force async reads to serialize for profiling
async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
async_suspend
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autoaim_max_deflect "0"
autoaim_max_dist "2160"
autosave // Autosave
autosavedangerous // AutoSaveDangerous
autosavedangerousissafe
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // Ends gathering of info.
bench_start // Starts gathering of info. Arguments: filename to write results into
bench_upload // Uploads most recent benchmark stats to the Valve servers.
bind // Bind a key.
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
bind_osx // Bind a key for OSX only.
bink_preload_videopanel_movies "1" // Preload Bink movies used by VideoPanel.
blackbox "1"
blackbox_dump // Dump the contents of the blackbox
blackbox_record // Record an entry into the blackbox
BlendBonesMode "2"
blink_duration "0" // How many seconds an eye blink will last.
bot_aimtracking_base "0" // to allow realistic slop in tracking
bot_aimtracking_frac_easy "1" // Frac appplied to the head aim tracking interval if difficulty is easy
bot_aimtracking_frac_hard "0" // Frac appplied to the head aim tracking interval if difficulty is hard
bot_aimtracking_frac_impossible "0" // Frac appplied to the head aim tracking interval if difficulty is impossible
bot_angularvelocity_base "1300" // How fast do the bots turn their heads ( deg/second )
bot_angularvelocity_frac_easy "0" // Frac appplied to the angular velocity if difficulty is easy
bot_angularvelocity_frac_hard "1" // Frac appplied to the angular velocity if difficulty is hard
bot_angularvelocity_frac_impossible "1" // Frac appplied to the angular velocity if difficulty is impossible
bot_attackdelay_base "1" // Attack delay base value in seconds
bot_attackdelay_frac_desiredrange "1" // Frac applied if distance is greater than hipfire range
bot_attackdelay_frac_difficulty_easy "1" // Frac applied if in easy difficulty
bot_attackdelay_frac_difficulty_hard "0" // Frac applied if in hard difficulty
bot_attackdelay_frac_difficulty_impossible "0" // Frac applied if in impossible difficulty
bot_attackdelay_frac_hipfirerange "0" // Frac applied if within hipfire range
bot_attackdelay_frac_maxrange "2" // Frac applied if distance is greater than desired range
bot_attackdelay_frac_outofrange "3" // Frac applied if distance is greater than max range
bot_attackdelay_frac_outsidefov "2" // Frac applied if the bot is not looking at the player
bot_attack_aimtolerance_base "0" // The base aim tolerance for the bots
bot_attack_aimtolerance_frac_easy "1" // The easy frac for aim tolerance for the bots
bot_attack_aimtolerance_frac_hard "1" // The hard frac for aim tolerance for the bots
bot_attack_aimtolerance_frac_impossible "1" // The impossible frac for aim tolerance for the bots
bot_attack_burst_maxtime "0" // The maximum amount of time the bot pulls the trigger for automatic weapons
bot_attack_burst_mintime "0" // The minimum amount of time the bot pulls the trigger for automatic weapons
bot_attack_reaimtimer_max "1" // The max reaim timer value for attacking
bot_attack_reaimtimer_min "0" // The min reaim timer value for attacking
bot_attack_retarget_maxtime "0" // The maximum amount of time until the bot retargets
bot_attack_retarget_mintime "0" // The minimum amount of time until the bot retargets
bot_damage "0" // Float representing the damage bots give off.
bot_fov_attack_base "90" // FOV when the bot is trying to attack
bot_fov_frac_easy "0" // Frac applied to the FOV if the difficulty is easy
bot_fov_frac_hard "1" // Frac applied to the FOV if the difficulty is hard
bot_fov_frac_impossible "1" // Frac applied to the FOV if the difficulty is impossible
bot_fov_idle_base "170" // FOV when the bot is idle/guarding (normal difficulty)
bot_hurry_hunt_distance "300" // At what range from our target do we sprint up to it
bot_hurry_move_distance "300" // At what range from our objective do we sprint up to it
bot_hurry_sprinthold_max "0" // Maximum tme to hold the sprint when ShouldHurry returns true
bot_hurry_sprinthold_min "0" // Minimum tme to hold the sprint when ShouldHurry returns true
bot_mimic "0" // Bot uses usercmd of player by index.
bot_path_minlookahead "300" // Minimum look-ahead distance for both pathing
bot_range_frac_desiredrange "1" // Frac applied to the desired range of bots
bot_range_frac_hipfirerange "1" // Frac applied to the hipfire range of bots
bot_range_frac_maxrange "1" // Frac applied to the max range of bots
bot_recognizetime_base "0" // Time it takes for bot to recognize a target (normal difficulty)
bot_recognizetime_frac_easy "1" // Frac appplied to the recognize time if difficulty is easy
bot_recognizetime_frac_hard "0" // Frac appplied to the recognize time if difficulty is hard
bot_recognizetime_frac_impossible "0" // Frac appplied to the recognize time if difficulty is impossible
bot_recoil_multiplier "0" // Multiplier applied to recoil if the shooter is a bot
bot_slowdown_distance "160" // Distance from target position where the bot slows down into walk
bot_slowdown_walkhold_max "0" // Maximum tme to hold the walk button when within slowdown distance
bot_slowdown_walkhold_min "0" // Minimum tme to hold the walk button when within slowdown distance
bot_spread_modifier_desiredrange "6" // Multiplier applied to spread for bots at desired range
bot_spread_modifier_hipfirerange "8" // Multiplier applied to spread for bots at hipfire range
bot_spread_modifier_maxrange "4" // Multiplier applied to spread for bots at max range
bot_targeting_noise_x_base "40" // The targeting noise X value
bot_targeting_noise_x_frac_desiredrange "2" // The targeting noise frac applied to X value on desired range
bot_targeting_noise_x_frac_hipfirerange "2" // The targeting noise frac applied to X value on hipfire range
bot_targeting_noise_x_frac_maxrange "3" // The targeting noise frac applied to X value on max range
bot_targeting_noise_y_base "40" // The targeting noise Y value
bot_targeting_noise_y_frac_desiredrange "2" // The targeting noise frac applied to Y value on desired range
bot_targeting_noise_y_frac_hipfirerange "2" // The targeting noise frac applied to Y value on hipfire range
bot_targeting_noise_y_frac_maxrange "3" // The targeting noise frac applied to Y value on max range
bot_targeting_noise_z_base "60" // The targeting noise Z value
bot_targeting_noise_z_frac_desiredrange "2" // The targeting noise frac applied to Z value on desired range
bot_targeting_noise_z_frac_hipfirerange "2" // The targeting noise frac applied to Z value on hipfire range
bot_targeting_noise_z_frac_maxrange "3" // The targeting noise frac applied to Z value on max range
box // Draw a debug box.
breakable_disable_gib_limit "0"
breakable_multiplayer "1"
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
budget_averages_window "30" // number of frames to look at when figuring out average frametimes
budget_background_alpha "128" // how translucent the budget panel is
budget_bargraph_background_alpha "128" // how translucent the budget panel is
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms "66" // budget history range in milliseconds
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
budget_panel_height "384" // height in pixels of the budget panel
budget_panel_width "512" // width in pixels of the budget panel
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // enable/disable averages in the budget panel
budget_show_history "1" // turn history graph off and on. . good to turn off on low end
budget_show_peaks "1" // enable/disable peaks in the budget panel
budget_toggle_group // Turn a budget group on/off
bug // Show the bug reporting UI.
bugreporter_console_bytes "15000" // Max # of console bytes to put into bug report body (full text still attached).
bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
bugreporter_snapshot_delay "15" // Frames to delay before taking snapshot
bugreporter_uploadasync "0" // Upload attachments asynchronously
bugreporter_username "0" // Username to use for bugreporter
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
building_cubemaps "0" // Indicates were building cubemaps
buildmodelforworld // buildmodelforworld
bullet_ff_through_walls "0"
cache_print // cache_print [section] Print out contents of cache memory.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
callvote // Start a vote on an issue.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
cam_command // Tells camera to change modes
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch "0"
cam_idealyaw "0"
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
centerview
changeinventory // Shows the inventory menu
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
changesquad // Toggle map/squad menu
changeteam // Toggles the scoreboard (allows team selection)
chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
choreo_spew_filter "0" // Spew choreo. Use a sub-string or * to display all events.
ch_createairboat // Spawn airboat in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
cl_addon_debug "0"
cl_addon_fade_max "1000"
cl_addon_fade_min "800"
cl_aggregate_particles "1"
cl_allowdownload "1" // Client downloads customization files
cl_allowupload "1" // Client uploads customization files
cl_ambient_light_disableentities "0" // Disable map ambient light entities.
cl_anglespeedkey "0"
cl_animationinfo // Hud element to examine.
cl_backspeed "450"
cl_bipod_auto "1" // 1 = automatically attempt bipod deployment when ironsighting
cl_bipod_hold "0" // 1 = hold key down to bipod.
cl_blobulator_freezing_max_metaball_radius "12" // Setting this can create more complex surfaces on large hitboxes at the cost of performance.
cl_blurClearAlpha "0" // but 0 has errors at the moment
cl_blurDebug "0"
cl_blurPasses "1"
cl_blurTapSize "0"
cl_brushfastpath "1"
cl_burninggibs "0" // A burning player that gibs has burning gibs.
cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_chatfilters "63" // Stores the chat filter settings
cl_chat_active "0"
cl_class "0" // Default class when joining a game
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "128" // Max number of command packets sent to server per second
cl_colorfastpath "0"
cl_crosshair_debug "0"
cl_crouch_hold "1" // 1 = hold key down to crouch.
cl_csm_auto_entity "1"
cl_csm_server_status // Usage: cl_csm_server_status
cl_csm_status // Usage: cl_csm_status
cl_customsounds "0" // Enable customized player sound playback
cl_debugcam_forceweaponfov "1"
cl_debugcam_speed "1"
cl_debugrumble "0" // Turn on rumble debugging spew
cl_debug_player_use "0" // Green box=radius success
cl_debug_tracers "0"
cl_demoviewoverride "0" // Override view during demo playback
cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
cl_detail_avoid_radius "0" // radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
cl_detail_max_sway "0" // Amplitude of the detail prop sway
cl_detail_multiplier "1" // extra details to create
cl_developer_status "1"
cl_disablehtmlmotd "1" // Disable HTML motds.
cl_disable_ragdolls "0"
cl_disable_splitscreen_cpu_level_cfgs_in_pip "1"
cl_disable_water_render_targets "0"
cl_downloadfilter "0" // nosounds)
cl_drawhud "1" // Enable the rendering of the hud
cl_drawleaf "-1"
cl_drawmaterial "0" // Draw a particular material over the frame
cl_drawmonitors "1"
cl_drawshadowtexture "0"
cl_dumpplayer // Dumps info about a player
cl_dumpsplithacks // Dump split screen workarounds.
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
cl_ejectbrass "1"
cl_entityreport "0" // draw entity states to console
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
cl_event_sound_cues "1"
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites "1" // whether to use new detail sprite system
cl_fasttempentcollision "5"
cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
cl_forcepreload "1" // Whether we should force preloading.
cl_forwardspeed "450"
cl_foundry_ShowEntityHighlights "1"
cl_fullupdate // Forces the server to send a full update packet
cl_glow_item_b "1"
cl_glow_item_g "0"
cl_glow_item_r "0"
cl_grenade_auto_switch "1" // automatically switch to primary after throwing a grenade
cl_headbob_amp "1"
cl_headbob_freq "12"
cl_headbob_land_dip_amt "4"
cl_hud_chat_subtitles "1" // Display radial comms subtitles
cl_hud_cp_blink_speed "8"
cl_hud_cp_docking_display "1"
cl_hud_cp_floating_ads_alpha "0" // Alpha reduction for aiming down sights
cl_hud_cp_floating_display "1"
cl_hud_cp_floating_max_alpha "0"
cl_hud_cp_floating_min_alpha "0"
cl_hud_cp_floating_nontarget_alpha "0" // Alpha reduction for non-targeted objectives
cl_hud_deathnotice_captures "1" // Show point captures in the death notices?
cl_hud_deathnotice_display "1"
cl_hud_draw3d "0"
cl_hud_draw_floating "0"
cl_hud_viewmodel_size "1"
cl_hud_voices_show_local "0" // Show the local player in the list of names speaking?
cl_hud_voices_show_names "1" // Show the names of other user speaking on VoIP?
cl_idealpitchscale "0"
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
cl_impacteffects "1"
cl_impacteffects_limit_exit "6" // Limits the number of exit impact effects per frame
cl_impacteffects_limit_general "20" // Limits the number of impact effects per frame
cl_impacteffects_limit_water "4" // Limits the number of water impact effects per frame
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all "0" // Disable interpolation list optimizations.
cl_interp_npcs "0" // if greater)
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_ironsight_hold "0" // 1 = hold key down to ironsights.
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_invert "0"
cl_jiggle_bone_sanity "1" // Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_lagcomp_errorcheck "0" // Player index of other player to check for position errors.
cl_language "0" // Language (from Steam API)
cl_leafsystemvis "0"
cl_leveloverview "0"
cl_leveloverviewmarker "0"
cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
cl_logofile "0" // Spraypoint logo decal.
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
cl_minimal_rtt_shadows "1"
cl_mm_crc_check "1"
cl_mm_debug "0"
cl_mm_verbose "0"
cl_mm_version_check "1"
cl_modelfastpath "1"
cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
cl_mouseenable "1"
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
cl_mumble_positionalaudio "1" // Enable Mumble positional audio on the client.
cl_muzzleflash_dlight_3rd "1"
cl_overdraw_test "0"
cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
cl_particles_dumplist // optional name substring.
cl_particles_dump_effects
cl_particles_show_bbox "0"
cl_particles_show_controlpoints "0"
cl_particle_batch_mode "1"
cl_particle_fallback_base "1" // Base for falling back to cheaper effects under load.
cl_particle_fallback_multiplier "1" // Multiplier for falling back to cheaper effects under load.
cl_particle_max_count "0"
cl_particle_retire_cost "0"
cl_particle_sim_fallback_base_multiplier "5" // How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time
cl_particle_sim_fallback_threshold_ms "6" // Amount of simulation time that can elapse before new systems start falling back to cheaper versions
cl_pclass "0" // Dump entity by prediction classname.
cl_pdump "-1" // Dump info about this entity to screen.
cl_physicsshadowupdate_render "0"
cl_phys_block_dist "1"
cl_phys_block_fraction "0"
cl_phys_maxticks "2" // Sets the max number of physics ticks allowed for client-side physics (ragdolls)
cl_phys_show_active "0"
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown "89"
cl_pitchspeed "225"
cl_pitchup "89"
cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
cl_player_fullupdate_predicted_origin_fix "1"
cl_player_shadow_dist "1000"
cl_portal_use_new_dissolve "1" // Use new dissolve effect
cl_precacheinfo // Show precache info (client).
cl_predict "1" // Perform client side prediction.
cl_predictioncopy_describe // Describe datamap_t for entindex
cl_predictionlist "0" // Show which entities are predicting
cl_prediction_error_timestamps "0"
cl_predictphysics "0" // Use a prediction-friendly physics interface on the client
cl_predictweapons "1" // Perform client side prediction of weapon effects.
cl_predict_basetoggles "1"
cl_predict_motioncontrol "0"
cl_pred_doresetlatch "1"
cl_pred_error_verbose "0" // Show more field info when spewing prediction errors.
cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
cl_pred_track // for field fieldname.
cl_radial_fadein_delay "0"
cl_radial_fadein_duration "0"
cl_ragdoll_collide "0"
cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
cl_ragdoll_maxcount "8" // Clients will only show this many ragdolls
cl_ragdoll_max_fps "30" // Clients with framerates less than this will reduce the ideal number of ragdolls to display
cl_ragdoll_max_remove_per_frame "1"
cl_ragdoll_min_fps "10" // Clients with framerates less than this will only show 1 ragdoll of each type
cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
cl_removedecals // Remove the decals from the entity under the crosshair.
cl_report_soundpatch // reports client-side sound patch count
cl_resend "6" // Delay in seconds before the client will resend the connect attempt
cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
cl_retire_low_priority_lights "0" // Low priority dlights are replaced by high priority ones
cl_ricochet_percent "0" // Percent chance a bullet will create a ricochet tracer (0..10)
cl_ricochet_percent_shotgun "0" // Percent chance a shotgun pellet will create a ricochet tracer (0..10)
cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
cl_screenshotname "0" // Custom Screenshot name
cl_SetupAllBones "0"
cl_shadowtextureoverlaysize "256"
cl_shadowupdatespacing "10"
cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
cl_showbattery "0" // Draw current battery level at top of screen when on battery power
cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
cl_showdemooverlay "0" // -1 - show always)
cl_showents // Dump entity list to console.
cl_showerror "0" // 2 for above plus detailed field deltas.
cl_showevents "0" // Print event firing info in the console
cl_showfps "0" // +10 = detailed )
cl_showhelp "1" // Set to 0 to not show on-screen help
cl_showpausedimage "1" // Show the Paused image when game is paused.
cl_showpluginmessages "0" // Allow plugins to display messages to you
cl_showpos "0" // Draw current position at top of screen
cl_ShowSunVectors "0"
cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
cl_showtracerdistances "0" // every 250 units.
cl_show_bounds_errors "0"
cl_show_splashes "1"
cl_sidespeed "450"
cl_simdbones "0" // Use SIMD bone setup.
cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
cl_smooth "1" // Smooth view/eye origin after prediction errors
cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
cl_soundemitter_flush // Flushes the sounds.txt system (server only)
cl_soundemitter_reload // Flushes the sounds.txt system
cl_soundfile "0" // Jingle sound file.
cl_soundscape_flush // Flushes the client side soundscapes
cl_soundscape_printdebuginfo // print soundscapes
cl_spec_mode "5" // spectator mode
cl_sporeclipdistance "512"
cl_sprint_hold "1" // 1 = hold key down to sprint.
cl_ss_origin // print origin in script format
cl_sunlight_depthbias "0"
cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
cl_sun_decay_rate "0"
cl_suppression_blur_strength "1"
cl_suppression_blur_test "0"
cl_team "0" // Default team when joining a game
cl_teamid "0"
cl_teamid_max "1000"
cl_teamid_min "200"
cl_team_colors_relative "1" // the local team is always blue.
cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
cl_threaded_init "0"
cl_timeout "30" // the client will disconnect itself
cl_tlucfastpath "1"
cl_tracers "1"
cl_tree_sway_dir // sets tree sway wind direction and strength
cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
cl_updatevisibility // Updates visibility bits.
cl_upgrade_fade_max "512"
cl_upgrade_fade_min "480"
cl_upspeed "320"
cl_use_simd_bones "1" // 1 use SIMD bones 0 use scalar bones.
cl_use_update_interval "0" // Time between use target updates
cl_view // Set the view entity index.
cl_vip_preference "1" // 2 = PICK ME!!!
cl_vm_holo_debug "0"
cl_vm_holo_spec_test "0"
cl_voice_filter "0" // Filter voice by name substring
cl_vote_ui_active_after_voting "0"
cl_vote_ui_show_notification "0"
cl_walk_hold "1" // 1 = hold key down to walk.
cl_winddir "0" // Weather effects wind direction angle
cl_windspeed "0" // Weather effects wind speed scalar
cl_wound_offset_enabled "0"
cl_wound_particles "1"
cl_yawspeed "210"
cl_zoom_sensitivity "1"
cl_zoom_sensitivity_fov_scaled "1"
cl_zoom_sensitivity_scope "2"
cmd // Forward command to server.
cmd1 // sets userinfo string for split screen player in slot 1
cmd2 // sets userinfo string for split screen player in slot 2
cmd3 // sets userinfo string for split screen player in slot 3
cmd4 // sets userinfo string for split screen player in slot 4
collision_shake_amp "0"
collision_shake_freq "0"
collision_shake_time "0"
collision_test // Tests collision system
colorcorrectionui // Show/hide the color correction tools UI.
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
condump // dump the text currently in the console to condumpXX.log
connect // Connect to specified server.
contimes "8" // Number of console lines to overlay for debugging.
con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
con_enable "1" // Allows the console to be activated.
con_filter_enable "0" // 2 displays filtered text brighter than ot
con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile "0" // Console output gets written to this file
con_min_severity // LS_ERROR=3.
con_notifytime "8" // How long to display recent console text to the upper part of the game window
con_nprint_bgalpha "50" // Con_NPrint background alpha.
con_nprint_bgborder "5" // Con_NPrint border size.
con_timestamp "0" // Prefix console.log entries with timestamps
con_trace "0" // Print console text to low level printout.
coop "0" // Cooperative play.
cpu_level "1" // CPU Level - Default: High
crash // Cause the engine to crash (Debug!!)
crash_client // Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only)
create_flashlight
creditsdone
csm_quality_level "0" // 3=HIGHEST
curve_bias "0"
cvarlist // Show the list of convars/concommands.
c_maxdistance "200"
c_maxpitch "90"
c_maxyaw "135"
c_mindistance "30"
c_minpitch "0"
c_minyaw "-135"
c_orthoheight "100"
c_orthowidth "100"
c_thirdpersonshoulder "0"
c_thirdpersonshoulderaimdist "120"
c_thirdpersonshoulderdist "40"
c_thirdpersonshoulderheight "5"
c_thirdpersonshoulderoffset "20"
das_max_z_trace_length "72" // Maximum height of player and still test for adsp
das_process_overhang_spaces "0"
datacachesize "32" // Size in MB.
dbghist_addline // Add a line to the debug history. Format: <category id> <line>
dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
dbg_demofile "0"
deathmatch "1" // Running a deathmatch server.
debugcam // toggle the debug camera
debugsystemui // Show/hide the debug system UI.
debug_award_tokens // Debug award token
debug_materialmodifycontrol "0"
debug_materialmodifycontrol_client "0"
debug_overlay_fullposition "0"
debug_physimpact "0"
debug_player_template // Debug player template
debug_purchase_gear // Debug gear purchase
debug_purchase_weapon // Debug weapon purchase
debug_purchase_weapon_upgrade // Debug weapon upgrade purchase
debug_refund_current_weapon // Debug refund current weapon
debug_reset_inventory // Debug reset inventory
debug_touchlinks "0" // Spew touch link activity
debug_visibility_monitor "0"
decalfrequency "10"
default_fov "90"
demolist // Print demo sequence list.
demos // Demo demo file sequence.
demoui // Show/hide the demo player UI.
demoui2 // Show/hide the advanced demo player UI (demoui2).
demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
demo_debug "0" // Demo debug info.
demo_enabledemos "1" // Enable recording demos (must be set true before loading a map)
demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
demo_gototick // Skips to a tick in demo.
demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
demo_interpolateview "1" // Do view interpolation during dem playback.
demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
demo_pause // Pauses demo playback.
demo_pauseatservertick "0" // Pauses demo playback at server tick
demo_quitafterplayback "0" // Quits game after demo playback.
demo_recordcommands "1" // Record commands typed at console into .dem files.
demo_resume // Resumes demo playback.
demo_timescale // Sets demo replay speed.
demo_togglepause // Toggles demo playback.
developer "0" // Set developer message level
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot // use the screenshot command instead.
differences // Show all convars which are not at their default values.
disable_static_prop_loading "0" // static props wont be loaded
disconnect // Disconnect game from server.
dispcoll_drawplane "0"
displaysoundlist "0"
display_elapsedtime // Displays how much time has elapsed since the game started
display_game_events "0"
disp_dynamic "0"
disp_list_all_collideable // List all collideable displacements
dlight_debug // Creates a dlight in front of the player
drawcross // Draws a cross at the given location Arguments: x y z
drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
dsp_automatic "0"
dsp_db_min "80"
dsp_db_mixdrop "0"
dsp_dist_max "1440"
dsp_dist_min "0"
dsp_enhance_stereo "1"
dsp_facingaway "0"
dsp_mix_max "0"
dsp_mix_min "0"
dsp_off "0"
dsp_player "0"
dsp_reload
dsp_room "0"
dsp_slow_cpu "0"
dsp_spatial "40"
dsp_speaker "50"
dsp_volume "0"
dsp_vol_2ch "1"
dsp_vol_4ch "0"
dsp_vol_5ch "0"
dsp_water "14"
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning "0" // Print data table warnings?
dtwatchclass "0" // Watch all fields encoded with this table.
dtwatchdecode "1" // When watching show decode.
dtwatchencode "1" // When watching show encode.
dtwatchent "-1" // Watch this entities data table encoding.
dtwatchvar "0" // Watch the named variable.
dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
dumpentityfactories // Lists all entity factory names.
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable // Dump the contents of the game string table to the console.
dumpstringtables // Print string tables to console.
dumptheaterentityfactories // Lists all theater entity factory names.
dump_entity_sizes // Print sizeof(entclass)
dump_globals // Dump all global entities/states
echo // Echo text to console.
editdemo // Edit a recorded demo file (.dem ).
editor_toggle // Disables the simulation and returns focus to the editor
enable_debug_overlays "1" // Enable rendering of debug overlays
enable_skeleton_draw "0" // Render skeletons in wireframe
endmovie // Stop recording movie frames.
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create // Creates an entity of the given type where the player is looking.
ent_debugkeys "0"
ent_dump // Usage: ent_dump <entity name>
ent_fire // Usage: ent_fire <target> [action] [value] [delay]
ent_info // Usage: ent_info <class name>
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw "0" // Visualizes all entity input/output activity.
ent_name
ent_orient // only orients target entitys YAW. Use the allangles opt
ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotate // Rotates an entity by a specified # of degrees
ent_setang // Set entity angles
ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
ent_setpos // Move entity to position
ent_show_contexts "0" // Show entity contexts in ent_text display
ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
envmap
er_colwidth "100"
er_graphwidthfrac "0"
er_maxname "14"
escape // Escape key pressed.
exec // Execute script file.
execifexists // Execute script file if file exists.
exit // Exit the engine.
explode // Kills the player with explosive damage
explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
fast_fogvolume "0"
filesystem_buffer_size "0" // Size of per file buffers. 0 for none
filesystem_max_stdio_read "16"
filesystem_native "1" // Use native FS or STDIO
filesystem_report_buffered_io "0"
filesystem_unbuffered_io "1"
filesystem_use_overlapped_io "1"
find // Find concommands with the specified string in their name/help text.
findflags // Find concommands by flags.
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
firetarget
fire_absorbrate "3"
fire_dmgbase "1"
fire_dmginterval "1"
fire_dmgscale "0"
fire_extabsorb "5"
fire_extscale "12"
fire_growthrate "1"
fire_heatscale "1"
fire_incomingheatscale "0"
fire_maxabsorb "50"
firstperson // Switch to firstperson camera.
fish_debug "0" // Show debug info for fish
fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
flex_expression "0"
flex_rules "1" // Allow flex animation rules to run.
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
flex_talk "0"
flush // Flush unlocked cache memory.
flush_locked // Flush unlocked and locked cache memory.
fogui // Show/hide fog control UI.
fog_color "-1"
fog_colorskybox "-1"
fog_enable "1"
fog_enableskybox "1"
fog_enable_water_fog "1"
fog_end "-1"
fog_endskybox "-1"
fog_hdrcolorscale "-1"
fog_hdrcolorscaleskybox "-1"
fog_maxdensity "-1"
fog_maxdensityskybox "-1"
fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
fog_start "-1"
fog_startskybox "-1"
fog_volume_debug "0" // prints diagnostic information about the current fog volume
forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
force_centerview
foundry_engine_get_mouse_control // Give the engine control of the mouse.
foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
foundry_update_entity // Updates the entitys position/angles when in edit mode
fov_desired "90" // Sets the base field-of-view.
fps_max "300" // Frame rate limiter
fps_max_splitscreen "300" // splitscreen
fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
fs_monitor_read_from_pack "0" // 2:Sync only
fs_printopenfiles // Show all files currently opened by the engine.
fs_report_sync_opens "0" // 2:Not during load
fs_warning_level // Set the filesystem warning level.
fs_warning_mode "0" // 2:Warn other threads
func_breakdmg_bullet "0"
func_breakdmg_club "1"
func_breakdmg_explosive "1"
func_break_max_pieces "15"
func_break_reduction_factor "0"
fx_glass_velocity_cap "0" // Maximum downwards speed of shattered glass particles
fx_new_sparks "1" // Use new style sparks.
g15_dumpplayer // Spew player data.
g15_reload // Reloads the Logitech G-15 Keyboard configs.
g15_update_msec "250" // Logitech G-15 Keyboard update interval.
gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
gameinstructor_enable "1" // Display in game lessons that teach new players.
gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts // Resets all display and success counts to zero.
gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
gameinstructor_start_sound_cooldown "1" // Number of seconds forced between similar lesson start sounds.
gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
gamestats_file_output_directory "0" // file will be emitted here instead of to modpath
gameui_activate // Shows the game UI
gameui_allowescape // Escape key allowed to hide game UI
gameui_allowescapetoshow // Escape key allowed to show game UI
gameui_hide // Hides the game UI
gameui_preventescape // Escape key doesnt hide game UI
gameui_preventescapetoshow // Escape key doesnt show game UI
gameui_xbox "0"
getpos // dump position and angles to the console
getpos_exact // dump origin and angles to the console
give // Give item to player. Arguments: <item_name>
give_ammo // Give ammo for active weapon to the player
give_gear // Give a Gear to the player
give_upgrade // Install weapon upgrade for active weapon to the player
give_weapon // Give a weapon to the player
global_event_log_enabled "0" // Enables the global event log system
global_set // 2 = DEAD).
glow_outline_effect_enable "0" // Enable entity outline glow effects.
glow_outline_width "1" // Width of glow outline effect in screen space.
gl_clear "0"
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
god // Toggle. Player becomes invulnerable.
gods // Toggle. All players become invulnerable.
gpu_level "2" // GPU Level - Default: High
gpu_mem_level "2" // Memory Level - Default: High
groundlist // Display ground entity list <index>
g_debug_angularsensor "0"
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
g_debug_doors "0"
g_debug_ragdoll_removal "0"
g_debug_ragdoll_visualize "0"
g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
g_Language "0"
g_ragdoll_fadespeed "600"
g_ragdoll_important_maxcount "2"
g_ragdoll_lvfadespeed "100"
g_ragdoll_maxcount "8"
hammer_update_entity // Updates the entitys position/angles when in edit mode
hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
heartbeat // Force heartbeat of master servers
help // Find help about a convar/concommand.
hideconsole // Hide the console.
hidehud "0"
hidepanel // Hides a viewport panel <name>
hide_server "0" // Whether the server should be hidden from the master server
hl2_episodic "0"
hostfile "0" // The HOST file to load.
hostip "-1407646208.000" // Host game server ip
hostname "0" // Hostname for server.
hostport "27015" // Host game server port
host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
host_framerate "0" // Set to lock per-frame time elapse.
host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
host_map "0" // Current map name.
host_print_frame_times "0"
host_profile "0"
host_reset_config // reset config (for testing) with param as splitscreen index.
host_runframe_input_parcelremainder "1"
host_runofftime // Run off some time without rendering/updating sounds
host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
host_speeds "0" // Show general system running times.
host_threaded_sound "0" // Run the sound on a thread (independent of mix)
host_threaded_sound_simplethread "0" // Run the sound on a simple thread not a jobthread
host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
host_timescale "1" // Prescale the clock by this amount.
host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
hq_radio_cooldown "2"
hq_radio_lastmanstanding_frequency "40" // How long in seconds before the next last man standing message gets output
hq_radio_restrictedarea_frequency "12" // How long in seconds before the next restricted area message gets output
hq_radio_waveslow_frequency "80" // How long in seconds before the next low reinforcement waves message gets output
hq_radio_wavesout_frequency "60" // How long in seconds before the next out of reinforcement waves message gets output
hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
hud_deathnotice_time "6"
hud_reloadscheme // Reloads hud layout and animation scripts.
hud_saytext_time "12"
hud_startround_notify "6" // How long notifications should stay on the screen before fading
hud_stream_friendly "0" // server name is hidden from various HUD elements
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
hud_targetid_enabled "1"
hud_targetid_ironsight_alpha "0"
hud_targetid_name_dot "0"
hud_toggle_floating // Toggle floating HUD elements
hunk_print_allocations
hunk_track_allocation_types "1"
hurtme // Hurts the player. Arguments: <health to lose>
impulse
incrementvar // Increment specified convar value.
ins_base_vehicle_max_turn_rate "25"
ins_base_vehicle_speed "160"
ins_bot_add // Adds a bot
ins_bot_add_t2 // Adds a bot to team 2
ins_bot_attack_command_hearing_range "350" // How far away do bots tell eachother about your presence
ins_bot_attack_pistol_fire_rate "4" // scaled faster by difficulty
ins_bot_attack_reload_ratio "0" // Ratio of ammo that triggers a reload.
ins_bot_change_difficulty "1" // 0 = when new bots are added
ins_bot_chase_give_up_time "15" // For how long do we want to chase the enemy?
ins_bot_chase_hurry_range "1500" // At what range do we start to sprint at our enemy?
ins_bot_chase_min_wait_time "2" // For how long do we want to wait until chasing an enemy?
ins_bot_debug_stuck_log // visually display bot stuck locations.
ins_bot_difficulty "1" // 0-3
ins_bot_flashbang_effect_max_distance "750" // Max range that a flashbang will effect the bots
ins_bot_flashbang_effect_max_time "10" // Max time that a flashbang will effect the bots
ins_bot_grenade_hearing_range "3000" // How far away can a bot hear a grenade explosion
ins_bot_grenade_think_time "0"
ins_bot_kick // Kick a bot. Parameters: <#/bots> <team_id>
ins_bot_kick_t1 // ins_bot_kick_t1 kick bot from team two
ins_bot_kick_t2 // ins_bot_kick_t2 kick bot from team two
ins_bot_max_setup_gate_defend_range "2000" // How far from the setup gate(s) defending bots can take up positions
ins_bot_min_setup_gate_defend_range "750" // How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush.
ins_bot_min_setup_gate_sniper_defend_range "1500" // How far from the setup gate(s) a defending sniper will take up position
ins_bot_nav_spacing "1"
ins_bot_path_max_retreat_length "500" // Maximum distance a bot will run a retreat path
ins_bot_quota "10" // How many bots to place on each team when no players are present?
ins_bot_silenced_weapon_sound_reduction "0" // By what percentage do silenced weapons reduce the hearing range
ins_cache_buy_zone_size "184" // Default size of the buy area on a weapon cache.
ins_cache_explosion_damage "1000" // Damage dealt by cache exploding
ins_cache_explosion_radius "256" // Radius of blast damage
ins_cache_health "220" // Default health of a weapon cache entity.
ins_clear_attribute // Remove given attribute from all areas in the selected set.
ins_deadcam_modes "0" // Restricts Spectator Modes
ins_debug_centermass "0" // Debug the centermass attachment
ins_debug_head "0" // Debug the head attachment
ins_debug_visibility // Debugs player visibility. Returns players which are not being drawn.
ins_loadtheater // Loads a theater
ins_mark // Set attribute of selected area.
ins_prone_maxlookspeed "120" // The maximum speed the player can turn while prone
ins_prone_maxlooktolerance "100" // The amount the player must try and turn for the maxlookspeed to kick in
ins_reload_definitiondata_c // Reload all the definition scripts
ins_reload_definitiondata_s // Reload all the definition scripts
ins_select_ambush_areas // Add good ambush spots to the selected set. For debugging.
ins_select_ambush_areas_close_range "300"
ins_select_ambush_areas_max_enemy_exposure_area "500000"
ins_select_ambush_areas_radius "750"
ins_select_with_attribute // Selects areas with the given attribute.
ins_server_loadtheater // Server loads a theater
ins_tank_health
ins_tank_kill
ins_teamsize "0" // Maximum team size
ins_vehicle_minibus_health "320" // Default health of a minibus.
ins_wipe_attributes // Clear all INS-specific attributes of selected area.
inventory_buy_gear // Buys an item of gear
inventory_buy_upgrade // Buys a weapon upgrade
inventory_buy_weapon // Buys a weapon
inventory_confirm // Confirming a purchase
inventory_open_primary // Opens the kit UI at the primary weapon screen
inventory_open_secondary // Opens the kit UI at the secondary weapon screen
inventory_resupply // Resupply current loadout
inventory_sell_gear // Sells an item of gear
inventory_sell_upgrade // Sells an upgrade
inventory_sell_weapon // Sell a weapon
invnext
invprev
in_forceuser "0" // Force user input to this split screen player.
in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
ip "0" // Overrides IP for multihomed hosts
item_flag_respawntime "0" // Flag respawn time.
joyadvancedupdate
joystick "1" // false otherwise.
joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
joy_accelmax "1"
joy_accelscale "3"
joy_accelscalepoly "0"
joy_accel_filter "0"
joy_advanced "0"
joy_advaxisr "0"
joy_advaxisu "0"
joy_advaxisv "0"
joy_advaxisx "0"
joy_advaxisy "0"
joy_advaxisz "0"
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
joy_autoAimDampenMethod "0"
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
joy_autoaim_dampen_smoothout_speed "0"
joy_autosprint "0" // Automatically sprint when moving with an analog joystick
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
joy_cfg_preset "1"
joy_circle_correct "1"
joy_curvepoint_1 "0"
joy_curvepoint_2 "0"
joy_curvepoint_3 "0"
joy_curvepoint_4 "1"
joy_curvepoint_end "2"
joy_deadzone_mode "1" // 1 => Square deadzone.
joy_diagonalpov "0" // too.
joy_display_input "0"
joy_forwardsensitivity "-1"
joy_forwardthreshold "0"
joy_gamma "0"
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
joy_lookspin_default "0"
joy_lowend "1"
joy_lowend_linear "0"
joy_lowmap "1"
joy_movement_stick "0" // 2 = legacy controls
joy_name "0"
joy_no_accel_jump "0"
joy_pegged "0"
joy_pitchsensitivity "-1" // joystick pitch sensitivity
joy_pitchsensitivity_default "-1"
joy_pitchthreshold "0"
joy_response_look "0" // 1=Acceleration Promotion
joy_response_look_pitch "1" // 1=Acceleration Promotion
joy_response_move "1" // 1/sensitivity
joy_response_move_vehicle "6"
joy_sensitive_step0 "0"
joy_sensitive_step1 "0"
joy_sensitive_step2 "0"
joy_sidesensitivity "1"
joy_sidethreshold "0"
joy_useNewAcecelMethod "1"
joy_useNewJoystickPeggedTest "0"
joy_variable_frametime "1"
joy_vehicle_turn_lowend "0"
joy_vehicle_turn_lowmap "0"
joy_virtual_peg "0"
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
joy_yawsensitivity "-1" // joystick yaw sensitivity
joy_yawsensitivity_default "-1"
joy_yawthreshold "0"
jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
jpeg_quality "90" // jpeg screenshot quality.
kdtree_test // Tests spatial partition for entities queries.
key_findbinding // Find key bound to specified command string.
key_listboundkeys // List bound keys with bindings.
key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
kick // Kick a player by name.
kickid // with a message.
kickid_ex // provide a force-the-kick flag and also assign a message.
kill // Kills the player with generic damage
killserver // Shutdown the server.
killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
ladder_autocenter "1" // Auto-center players on ladders.
lastinv
lightcache_maxmiss "2"
lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
light_crosshair // Show texture color at crosshair
linefile // Parses map leak data from .lin file
listdemo // List demo file contents.
listid // Lists banned users.
listip // List IP addresses on the ban list.
listissues // List all the issues that can be voted on.
listmodels // List loaded models.
listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
load // Load a saved game.
loader_dump_table
loader_spew_info "0" // -1:All
loader_spew_info_ex "0" // (internal)
loader_throttle_io "1"
locator_background_border_color "1082163328" // The default color for the border.
locator_background_border_thickness "2" // How many pixels the background borders the left and right.
locator_background_color "-939524096" // The default color for the background.
locator_background_shift_x "3" // How many pixels the background is shifted right.
locator_background_shift_y "1" // How many pixels the background is shifted down.
locator_background_style "2" // Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
locator_background_thickness_x "8" // How many pixels the background borders the left and right.
locator_background_thickness_y "0" // How many pixels the background borders the top and bottom.
locator_fade_time "0" // Number of seconds it takes for a lesson to fully fade in/out.
locator_icon_max_size_non_ss "2" // Minimum scale of the icon on the screen
locator_icon_min_size_non_ss "1" // Minimum scale of the icon on the screen
locator_lerp_rest "0" // Number of seconds before moving from the center.
locator_lerp_speed "5" // Speed that static lessons move along the Y axis.
locator_lerp_time "1" // Number of seconds to lerp before reaching final destination
locator_pulse_time "1" // Number of seconds to pulse after changing icon or position
locator_screen_pos_y "0" // Percentage of the lower half of the screen that the locator will draw at when at its reseting position on the hud.
locator_split_len "0"
locator_split_maxwide_percent "0"
locator_start_at_crosshair "1" // Start position at the crosshair instead of the top middle of the screen.
locator_target_offset_x "-17" // How many pixels to offset the locator from the target position.
locator_target_offset_y "-64" // How many pixels to offset the locator from the target position.
locator_topdown_style "0" // Topdown games set this to handle distance and offscreen location differently.
log // and udp < on | off >.
logaddress_add // Set address and port for remote host <ip:port>.
logaddress_del // Remove address and port for remote host <ip:port>.
logaddress_delall // Remove all udp addresses being logged to
logaddress_list // List all addresses currently being used by logaddress.
log_color // Set the color of a logging channel.
log_dumpchannels // Dumps information about all logging channels.
log_flags // Set the flags on a logging channel.
log_level // Set the spew level of a logging channel.
lookspring "0"
lookstrafe "0"
loopsingleplayermaps "0"
lservercfgfile "0"
map // Start playing on specified map.
mapcyclefile "0" // Name of the default .txt file used to cycle the maps on multiplayer servers
mapgroup // Specify a map group
maps // Displays list of maps.
map_background // Runs a map as the background to the main menu.
map_commentary // on a specified map.
map_edit
map_noareas "0" // Disable area to area connection testing.
map_wants_save_disable "0"
mat_aaquality "0"
mat_accelerate_adjust_exposure_down "40"
mat_alternatefastclipalgorithm "1"
mat_ambient_light_b "0"
mat_ambient_light_g "0"
mat_ambient_light_r "0"
mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
mat_antialias "0"
mat_autoexposure_max "2"
mat_autoexposure_max_multiplier "1"
mat_autoexposure_min "0"
mat_bloomamount_rate "0"
mat_blur_b "0"
mat_blur_g "0"
mat_blur_r "0"
mat_bufferprimitives "1"
mat_bumpbasis "0"
mat_bumpmap "1"
mat_camerarendertargetoverlaysize "128"
mat_clipz "1"
mat_colcorrection_disableentities "0" // Disable map color-correction entities
mat_colcorrection_editor "0"
mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
mat_colorcorrection "1"
mat_compressedtextures "1"
mat_configcurrent // show the current video control panel config for the material system
mat_crosshair // Display the name of the material under the crosshair
mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial // print the material under the crosshair
mat_crosshair_reloadmaterial // reload the material under the crosshair
mat_debugalttab "0"
mat_debugdepth "0"
mat_debugdepthmode "0"
mat_debugdepthval "128"
mat_debugdepthvalmax "256"
mat_debug_bloom "0"
mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
mat_defaultlightmap "1" // Default brightness for lightmaps where none have been created in the level.
mat_depthbias_shadowmap "0"
mat_detail_tex "1"
mat_diffuse "1"
mat_disable_bloom "0"
mat_disable_fancy_blending "0"
mat_displacementmap "1"
mat_dof_enabled "1"
mat_dof_far_blur_depth "1000"
mat_dof_far_blur_radius "5"
mat_dof_far_focus_depth "250"
mat_dof_max_blur_radius "10"
mat_dof_near_blur_depth "20"
mat_dof_near_blur_radius "10"
mat_dof_near_focus_depth "100"
mat_dof_override "0"
mat_dof_quality "0"
mat_do_not_shrink_dynamic_vb "0" // Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
mat_drawflat "0"
mat_drawTexture "0" // Enable debug view texture
mat_drawTextureScale "1" // Debug view texture scale
mat_drawTitleSafe "0" // Enable title safe overlay
mat_drawwater "1"
mat_dynamiclightmaps "0"
mat_dynamicPaintmaps "0"
mat_dynamic_tonemapping "1"
mat_edit // Bring up the material under the crosshair in the editor
mat_envmapsize "128"
mat_envmaptgasize "32"
mat_excludetextures "0"
mat_exclude_async_update "1"
mat_exposure_center_region_x "0"
mat_exposure_center_region_y "0"
mat_fastclip "0"
mat_fastnobump "0"
mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate "0"
mat_filterlightmaps "1"
mat_filtertextures "1"
mat_forceaniso "1"
mat_forcedynamic "0"
mat_forcehardwaresync "1"
mat_force_bloom "0"
mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
mat_force_tonemap_scale "0"
mat_framebuffercopyoverlaysize "128"
mat_frame_sync_enable "1"
mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
mat_fullbright "0"
mat_fxaa_edge_sharpness_C "8" // 8)
mat_fxaa_edge_threshold_C "0" // 1/8
mat_fxaa_edge_threshold_min_C "0" // Trims the algorithm from processing darks. Does not affect PS3 due to being ALU bound. (0.04 - slower and less aliasing in dark
mat_fxaa_edge_threshold_min_Q "0" // (0.0833 - upper l
mat_fxaa_edge_threshold_Q "0" // (0.166 -
mat_fxaa_subpixel_C "0" // (0.5 - default)
mat_fxaa_subpixel_Q "0" // def
mat_grain_enable "1"
mat_hdr_enabled // Report if HDR is enabled for debugging
mat_hdr_level "2" // and 2 for full HDR on HDR maps.
mat_hdr_uncapexposure "0"
mat_hsv "0"
mat_info // Shows material system info
mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
mat_leafvis_draw_mask "3" // bit 1: render PVS- an
mat_leafvis_freeze "0" // updates based on camera movement.
mat_leafvis_update_every_frame "0" // Updates leafvis debug render every frame (expensive)
mat_levelflush "1"
mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
mat_loadtextures "1"
mat_local_contrast_edge_scale_override "-1000"
mat_local_contrast_midtone_mask_override "-1"
mat_local_contrast_scale_override "0"
mat_local_contrast_vignette_end_override "-1"
mat_local_contrast_vignette_start_override "-1"
mat_lpreview_mode "-1"
mat_luxels "0"
mat_maxframelatency "1"
mat_max_worldmesh_vertices "65536"
mat_measurefillrate "0"
mat_mipmaptextures "1"
mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_force_480_full_tv_range "1"
mat_monitorgamma_pwl2srgb "0"
mat_monitorgamma_tv_enabled "0"
mat_monitorgamma_tv_exp "2"
mat_monitorgamma_tv_range_max "235"
mat_monitorgamma_tv_range_min "16"
mat_monitorgamma_vganonpwlgamma "2"
mat_morphstats "0"
mat_motion_blur_enabled "0"
mat_motion_blur_falling_intensity "1"
mat_motion_blur_falling_max "20"
mat_motion_blur_falling_min "10"
mat_motion_blur_forward_enabled "0"
mat_motion_blur_percent_of_screen_max "4"
mat_motion_blur_rotation_intensity "1"
mat_motion_blur_strength "1"
mat_norendering "0"
mat_normalmaps "0"
mat_normals "0"
mat_object_motion_blur_enable "0"
mat_object_motion_blur_model_scale "1"
mat_paint_enabled "0"
mat_parallaxmap "1"
mat_parallaxmapsamplesmax "50"
mat_parallaxmapsamplesmin "12"
mat_phong "1"
mat_picmip "-1"
mat_postprocess_enable "1"
mat_postprocess_x "4"
mat_postprocess_y "1"
mat_powersavingsmode "0" // Power Savings Mode
mat_print_top_model_vert_counts "0" // Constantly print to screen the top N models as measured by total faces rendered this frame
mat_processtoolvars "0"
mat_proxy "0"
mat_queue_mode "-1" // 2=queued
mat_queue_priority "1"
mat_reducefillrate "0"
mat_reduceparticles "0"
mat_reloadallmaterials // Reloads all materials
mat_reloadmaterial // Reloads a single material
mat_reloadtextures // Reloads all textures
mat_remoteshadercompile "0"
mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
mat_report_queue_status "0"
mat_reversedepth "0"
mat_savechanges // saves current video configuration to the registry
mat_scope_render_quality "3" // Scope render quality
mat_setvideomode // windowed state of the material system
mat_shadercount // display count of all shaders and reset that count
mat_shadowstate "1"
mat_showcamerarendertarget "0"
mat_showenvmapmask "0"
mat_showframebuffertexture "0"
mat_showlightmappage "-1"
mat_showlowresimage "0"
mat_showmaterials // Show materials.
mat_showmaterialsverbose // Show materials (verbose version).
mat_showmiplevels "0" // 1: everything else
mat_showtextures // Show used textures.
mat_showwatertextures "0"
mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
mat_show_histogram "0"
mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
mat_slopescaledepthbias_shadowmap "3"
mat_softwarelighting "0"
mat_softwareskin "0"
mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
mat_software_aa_debug "0" // (2 - show anti-a
mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
mat_software_aa_quality "0" // (1 - 9-tap filter)
mat_software_aa_strength "1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_spewalloc "0"
mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
mat_spew_long_frames "0" // warn about frames that go over 66ms for CERT purposes.
mat_stub "0"
mat_surfaceid "0"
mat_surfacemat "0"
mat_tessellationlevel "6"
mat_tessellation_accgeometrytangents "0"
mat_tessellation_cornertangents "1"
mat_tessellation_update_buffers "1"
mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
mat_texture_list "0" // show a list of used textures per frame
mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
mat_texture_list_all_frames "2" // How many frames to sample texture memory for all textures.
mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
mat_texture_list_exclude // save - saves exclude list file
mat_texture_list_exclude_editing "0"
mat_texture_list_txlod // -1 to dec resolution
mat_texture_list_txlod_sync // save - saves all changes to material content files
mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
mat_triplebuffered "0" // This means we want triple buffering if we are fullscreen and vsyncd
mat_updateconvars // updates the video config convars
mat_use_compressed_hdr_textures "1"
mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_vignette_blur "0"
mat_vignette_enable "1"
mat_vignette_end "1"
mat_vignette_start "0"
mat_vsync "0" // Force sync to vertical retrace
mat_wateroverlaysize "128"
mat_wireframe "0"
mat_yuv "0"
maxplayers // Change the maximum number of players allowed on this server.
mc_accel_band_size "0" // Percentage of half the screen width or height.
mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
mc_max_pitchrate "100" // (degrees/sec)
mc_max_yawrate "230" // (degrees/sec)
melee_combo_reset_time "1" // Seconds after a swing until we reset the combo activities
melee_show_swing "0"
memory // Print memory stats.
mem_compact
mem_dump // Dump memory stats to text file.
mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_dumpvballocs // Dump VB memory allocation stats.
mem_eat
mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
mem_force_flush_section "0" // Cache section to restrict mem_force_flush
mem_incremental_compact
mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
mem_level "2" // Memory Level - Default: High
mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
mem_test
mem_test_each_frame "0" // Run heap check at end of every frame
mem_test_every_n_seconds "0" // Run heap check at a specified interval
mem_test_quiet "0" // Dont print stats when memtesting
mem_vcollide // Dumps the memory used by vcollides
mem_verify // Verify the validity of the heap
miniprofiler_dump "0"
minisave // Saves game (for current level only!)
mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
mm_datacenter_debugprint // Shows information retrieved from data center
mm_debugprint // Show debug information about current matchmaking session
mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
mm_dlc_debugprint // Shows information about dlc
mm_heartbeat_seconds "300"
mm_heartbeat_seconds_xlsp "60"
mm_heartbeat_timeout "10"
mm_heartbeat_timeout_legacy "15"
mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
mm_session_search_ping_buckets "4"
mm_session_search_ping_limit "200"
mm_session_search_qos_timeout "15"
mm_tu_string "0"
mod_check_vcollide "0" // Check all vcollides on load
mod_dont_load_vertices "0" // supress loading model vertex data
mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
mod_forcedata "1" // Forces all model file data into cache on model load.
mod_forcetouchdata "1" // Forces all model file data into cache on model load.
mod_load_anims_async "0"
mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
mod_load_mesh_async "0"
mod_load_preload "1" // Indicates how far ahead in seconds to preload animations.
mod_load_showstall "0" // 2 - show stalls
mod_load_vcollide_async "0"
mod_lock_mdls_on_load "1"
mod_lock_meshes_on_load "1"
mod_log_filesystem "0" // Log the filesystem type
mod_test_mesh_not_available "0"
mod_test_not_available "0"
mod_test_verts_not_available "0"
mod_touchalldata "1" // Touch model data during level startup
mod_trace_load "0"
mod_WeaponViewModelCache "8"
mod_WeaponWorldModelCache "10"
mod_WeaponWorldModelMinAge "3000"
morph_debug "0"
morph_path "7"
mortar_visualize "0"
motdfile "0" // The MOTD file to load.
movement_anim_playback_minrate "0"
movie_fixwave // etc.
movie_volume_scale "1"
mp_allowNPCs "1"
mp_allowspectators "1" // toggles whether the server allows spectator mode or not
mp_autocrosshair "1"
mp_autokick "1" // Kick team-killing players
mp_autokick_idlers "0" // Kick idlers players ( mins )
mp_autoteambalance "1"
mp_checkpoint_capture_time_extension "0" // How long (in seconds) the round should be extended for after a capture.
mp_checkpoint_counterattack_always "0" // Always have a counter-attack after each cap. Value represents number of human players needed.
mp_checkpoint_counterattack_delay "12" // How long (in seconds) until the enemy counter-attack wave spawns.
mp_checkpoint_respawn_frequency "1" // etc.
mp_coop_lobbysize "6" // Size of coop lobby
mp_coop_max_bots "18" // Maximum number of bots allowed on the server.
mp_coop_max_bot_difficulty "2" // The max difficulty on the server.
mp_coop_min_bots "6" // The number of bots used for 1 player.
mp_coop_min_bot_difficulty "0" // The easiest difficulty on the server.
mp_cp_capture_time "2" // capture time in seconds
mp_cp_deteriorate_time "8" // deteriorate time in seconds
mp_cp_speedup_max "2" // Maximum players to effect the speed-up.
mp_cp_speedup_rate "0" // Speed-up rate per additional teammate in the cap zone.
mp_defaultteam "0"
mp_disable_autokick // Prevents a userid from being auto-kicked
mp_fadetoblack "0" // fade a players screen to black when he dies
mp_falldamage "0"
mp_fall_speed_fatal "720" // sqrt( 2 * gravity * x * 12 )
mp_fall_speed_safe "560" // sqrt( 2 * gravity * x * 12 )
mp_fall_speed_safe_iron "250" // sqrt( 2 * gravity * x * 12 )
mp_flashlight "0"
mp_footsteps "1"
mp_forceactivityset "-1" // SHORTRIFLE = 0 PISTOL = 1 KNIFE = 2 LMG = 3 LAUNCHER = 4 GRENADE = 5
mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
mp_forcerespawn "1"
mp_freezetime "15" // Round freeze time in seconds
mp_friendlyfire "1" // Allows team members to injure other members of their team
mp_friendlyfire_damage "0" // The frac value applied to friendly fire damage
mp_friendlyfire_damage_spawnarea "0" // The frac value applied to friendly fire damage when either in a spawn area
mp_friendlyfire_explosives "0" // friendlies can set off each others explosives if they are reactive.
mp_joinwaittime "20" // How long to wait for the first round once the minimum players requirement has been reached.
mp_lobbytime "10" // Lobby time in seconds
mp_maxgames "1" // Max games before map change
mp_maxrounds "10" // Max rounds before game ends
mp_minteamplayers "1" // min players on each team to start the match
mp_push_capture_time_extension "300" // How long (in seconds) the round should be extended for after a capture.
mp_push_counter_round "0" // flip the attacking team for a counter attack round.
mp_push_deferred_advance "0" // advanced spawns will be delayed by this number of seconds.
mp_respawnwavetime_max "0" // Min respawn wave interval.
mp_respawnwavetime_min "0" // Max respawn wave interval.
mp_restartgame "0" // game will restart in the specified number of seconds
mp_restartround "0" // round will restart in the specified number of seconds
mp_roundlives "0" // Max lives in a round
mp_roundtime "210" // round time per map in seconds
mp_scrambleteams // Scramble the teams and restart the game
mp_scrambleteams_auto "0" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
mp_scrambleteams_auto_windifference "3" // Number of round wins a team must lead by in order to trigger an auto scramble.
mp_searchdestroy_capture_time_extension "120" // How long (in seconds) the round should be extended for after a cache gets destroyed.
mp_searchdestroy_single_cache_max "12" // Max number of players where a single cache is used
mp_showgestureslots "-1" // Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
mp_slammoveyaw "0" // Force movement yaw along an animation path.
mp_spawnprotectontime "30" // Spawn protection time in seconds
mp_spectator_allow_chase "1" // chase camera in spectator mode is disabled
mp_strike_capture_time_extension "120" // How long (in seconds) the round should be extended for after a cache gets destroyed.
mp_strike_four_cache_max "24" // Max number of players where a single cache is used
mp_supply_rate_losing_team_high "2" // Amount of supply the more skilled players on the losing team get
mp_supply_rate_losing_team_low "1" // Amount of supply the less skilled players on the losing team get
mp_supply_rate_winning_team_high "3" // Amount of supply the more skilled players on the winning team get
mp_supply_rate_winning_team_low "2" // Amount of supply the less skilled players on the winning team get
mp_supply_token_base "10" // The amount of supply players start with
mp_supply_token_bot_base "18" // The amount of supply bots start with
mp_supply_token_max "20" // The maximum amount of supply a player can get
mp_switchteams // Switch teams and restart the game
mp_switchteams_each_game "0" // Switch the teams after each game
mp_switchteams_each_round "0" // Switch the teams after each round
mp_switchteams_reset_supply "0" // Should supply be reset when teams are switched?
mp_teamlist "0"
mp_teamoverride "1"
mp_teamplay "0"
mp_teams_auto_join "1" // players are automatically assigned to a team on join.
mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_theater_override "0" // the given theater file is loaded instead.
mp_timelimit_waiting "600" // Time to wait on an empty server before changing levels.
mp_timer_postgame "15" // Postgame timer in seconds
mp_timer_postround "15" // Postround timer in seconds
mp_timer_pregame "10" // Pregame timer in seconds
mp_timer_preround "15" // Preround timer in seconds
mp_tkpunish "1" // 2=kill}
mp_usehwmmodels "-1" // 0 = based upon GPU)
mp_usehwmvcds "-1" // 0 = based upon GPU)
mp_vip_single_point_max "10" // Max number of players where a single point is used
mp_voice_bias "0"
mp_voice_blocked_lineofsight_enemy_volume "0"
mp_voice_blocked_lineofsight_friendly_volume "0"
mp_voice_indirect_listener_volume "0"
mp_voice_indirect_talker_volume "0"
mp_voice_max_distance_enemy "360"
mp_voice_max_distance_friendly "1080"
mp_voice_max_enemy_volume "0"
mp_voice_max_friendly_volume "0"
mp_voice_min_distance_enemy "8"
mp_voice_min_distance_friendly "8"
mp_voice_min_squad_volume "0"
mp_voice_use_3d_voip "1" // Alive players use spatial audio for voice communications?
mp_wave_capture_increment "0" // Amount of waves awarded for capturing points
mp_wave_count_attackers "10" // Total waves for attackers
mp_wave_count_defenders "20" // Total waves for defenders
mp_wave_count_perteam "2" // Total waves per team
mp_wave_dpr_attackers "0" // Dead player ratio that triggers a reinforcement wave for attacking team
mp_wave_dpr_defenders "0" // Dead player ratio that triggers a reinforcement wave for defending team
mp_wave_dpr_perteam "0" // Dead player ratio that triggers a reinforcement wave for both teams
mp_wave_grace_period "30" // Grace period where if a reinforcement wave occurs it does not get deducted from wave count
mp_wave_max_wait_attackers "30" // Max wave trigger time for attacking team
mp_wave_max_wait_defenders "30" // Max wave trigger time for defending team
mp_wave_max_wait_perteam "40" // Max wave trigger time for both teams
mp_wave_spawn_instant "0" // Server side option to force instant spawning
mp_weaponstay "0"
mp_winlimit "5" // win limit
mp_winlimit_coop "1" // win limit for coop
ms_player_dump_properties // Prints a dump the current players property data
multvar // Multiply specified convar value.
muzzleflash_light "1"
m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max "0" // 0 for no limit
m_customaccel_scale "0" // Custom mouse acceleration value.
m_forward "1" // Mouse forward factor.
m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed "1" // 2 to enable secondary threshold
m_pitch "0" // Mouse pitch factor.
m_rawinput "1" // Use Raw Input for mouse input.
m_side "0" // Mouse side factor.
m_yaw "0" // Mouse yaw factor.
name "0" // Current user name
nav_add_to_selected_set // Add current area to the selected set.
nav_add_to_selected_set_by_id // Add specified area id to the selected set.
nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size "50" // Max area size created in nav generation
nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
nav_begin_area // drag the opposite corner to the desired location and
nav_begin_deselecting // Start continuously removing from the selected set.
nav_begin_drag_deselecting // Start dragging a selection area.
nav_begin_drag_selecting // Start dragging a selection area.
nav_begin_selecting // Start continuously adding to the selected set.
nav_begin_shift_xy // Begin shifting the Selected Set.
nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor // Updates the blocked/unblocked status for every nav area.
nav_check_stairs // Update the nav mesh STAIRS attribute
nav_chop_selected // Chops all selected areas into their component 1x1 areas
nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set // Clear the selected set.
nav_clear_walkable_marks // Erase any previously placed walkable positions.
nav_compress_id // Re-orders area and ladder IDs so they are continuous.
nav_connect // then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit "0"
nav_coplanar_slope_limit_displacement "0"
nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower // Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
nav_corner_raise // Raise the selected corner of the currently marked Area.
nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
nav_crouch // Toggles the must crouch in this area flag used by the AI system.
nav_debug_blocked "0"
nav_delete // Deletes the currently highlighted Area.
nav_delete_marked // Deletes the currently marked Area (if any).
nav_disconnect // then invoke the disconnect command. This will remove all connec
nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
nav_draw_limit "500" // The maximum number of areas to draw in edit mode
nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting // Stop continuously removing from the selected set.
nav_end_drag_deselecting // Stop dragging a selection area.
nav_end_drag_selecting // Stop dragging a selection area.
nav_end_selecting // Stop continuously adding to the selected set.
nav_end_shift_xy // Finish shifting the Selected Set.
nav_flood_select // use this command again.
nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range "2000"
nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
nav_gen_cliffs_approx // post-processing approximation
nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
nav_ladder_flip // Flips the selected ladders direction.
nav_load // Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max // Lower the top of the drag select volume.
nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute // Set nav attribute for all areas in the selected set.
nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length "64"
nav_merge // and invoke the merge comm
nav_merge_mesh // Merges a saved selected set into the current mesh.
nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
nav_place_list // Lists all place names used in the map.
nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
nav_place_replace // Replaces all instances of the first place with the second place.
nav_place_set // Sets the Place of all selected areas to the current Place.
nav_potentially_visible_dot_tolerance "0"
nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_raise_drag_volume_max // Raise the top of the drag select volume.
nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
nav_recall_selected_set // Re-selects the stored selected set.
nav_remove_from_selected_set // Remove current area from the selected set.
nav_remove_jump_areas // replacing them with connections.
nav_run // Toggles the traverse this area by running flag used by the AI system.
nav_save // Saves the current Navigation Mesh to disk.
nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
nav_select_blocked_areas // Adds all blocked areas to the selected set
nav_select_damaging_areas // Adds all damaging areas to the selected set
nav_select_half_space // Selects any areas that intersect the given half-space.
nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
nav_select_obstructed_areas // Adds all obstructed areas to the selected set
nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
nav_select_overlapping // Selects nav areas that are overlapping others.
nav_select_radius // Adds all areas in a radius to the selection set
nav_select_stairs // Adds all stairway areas to the selected set
nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift // Shifts the selected areas by the specified amount
nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
nav_show_compass "0"
nav_show_continguous "0" // Highlight non-contiguous connections
nav_show_danger "0" // Show current danger levels.
nav_show_dumped_positions // z) coordinate positions of the given dump file.
nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
nav_show_light_intensity "0"
nav_show_nodes "0"
nav_show_node_grid "0"
nav_show_node_id "0"
nav_show_player_counts "0" // Show current player counts in each area.
nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
nav_solid_props "0" // Make props solid to nav generation/editing
nav_splice // connected area between them.
nav_split // align the split line using your cursor and invoke the split command.
nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
nav_stand // Toggles the stand while hiding flag used by the AI system.
nav_stop // Toggles the must stop when entering this area flag used by the AI system.
nav_store_selected_set // Stores the current selected set for later retrieval.
nav_strip // and Encounter Spots from the current Area.
nav_subdivide // Subdivides all selected areas.
nav_test_node "0"
nav_test_node_crouch "0"
nav_test_node_crouch_dir "4"
nav_test_stairs // Test the selected set for being on stairs
nav_toggle_deselecting // Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set // Remove current area from the selected set.
nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
nav_toggle_selected_set // Toggles all areas into/out of the selected set.
nav_toggle_selecting // Start or stop continuously adding to the selected set.
nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
nav_unmark // Clears the marked Area or Ladder.
nav_update_blocked // Updates the blocked/unblocked status for every nav area.
nav_update_lighting // Recomputes lighting values
nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
nav_use_place // the current Place is set.
nav_walk // Toggles the traverse this area by walking flag used by the AI system.
nav_warp_to_mark // Warps the player to the marked area.
nav_world_center // Centers the nav mesh in the world
nb_allow_avoiding "1"
nb_allow_climbing "1"
nb_allow_gap_jumping "1"
nb_blind "0" // Disable vision
nb_command // Sends a command string to all bots
nb_debug // ERRORS.
nb_debug_climbing "0"
nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
nb_debug_history "1" // each bot keeps a history of debug output in memory
nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
nb_force_look_at // Force selected bot to look at the local players position
nb_goal_look_ahead_range "50"
nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
nb_head_aim_settle_duration "0"
nb_head_aim_steady_max_rate "100"
nb_ladder_align_range "50"
nb_move_to_cursor // Tell all NextBots to move to the cursor position
nb_nav_combat_build_rate "0" // Gunfire/second increase (combat caps at 1.0)
nb_nav_combat_decay_rate "0" // Decay/second toward zero
nb_nav_in_combat_duration "30" // How long after gunfire occurs is this area still considered to be in combat
nb_nav_show_actor_potential_visibility "0"
nb_nav_show_blocked_areas "0" // Highlight areas that are considered blocked for TF-specific reasons
nb_nav_show_bomb_drop_areas "0"
nb_nav_show_bomb_target_distance "0" // Display travel distances to bomb target
nb_nav_show_control_points "0"
nb_nav_show_enemy_invasion_areas "0" // Highlight areas where the enemy team enters the visible environment of the local player
nb_nav_show_gate_defense_areas "0"
nb_nav_show_incursion_distance "0" // 2=blue)
nb_nav_show_incursion_flow "0"
nb_nav_show_incursion_flow_gradient "0" // 2 = blue
nb_nav_show_incursion_flow_range "150" // 2 = blue
nb_nav_show_incursion_range "0" // 2 = blue
nb_nav_show_incursion_range_max "0" // Highlight areas with incursion distances between min and max cvar values
nb_nav_show_incursion_range_min "0" // Highlight areas with incursion distances between min and max cvar values
nb_nav_show_in_combat_areas "0"
nb_nav_show_mesh_decoration "0" // Highlight special areas
nb_nav_show_mesh_decoration_manual "0" // Highlight special areas marked by hand
nb_nav_show_point_defense_areas "0"
nb_nav_show_sentry_danger "0"
nb_nav_show_sniper_areas "0"
nb_nav_show_sniper_areas_safety_range "1000"
nb_nav_show_turf_ownership "0" // Color nav area by smallest incursion distance
nb_path_draw_inc "100"
nb_path_draw_segment_count "100"
nb_path_segment_influence_radius "100"
nb_player_crouch "0" // Force bots to crouch
nb_player_move "1" // Prevents bots from moving
nb_player_move_direct "0"
nb_player_stop "0" // Stop all NextBotPlayers from updating
nb_player_walk "0" // Force bots to walk
nb_saccade_speed "1000"
nb_saccade_time "0"
nb_select // Select the bot you are aiming at for further debug operations.
nb_shadow_dist "400"
nb_speed_look_ahead_range "150"
nb_stop "0" // Stop all NextBots
nb_update_debug "0"
nb_update_framelimit "15"
nb_update_frequency "0"
nb_update_maxslide "2"
nb_warp_selected_here // Teleport the selected bot to your cursor position
nearz_player_death "1"
net_allow_multicast "1"
net_blockmsg "0" // Discards incoming message: <0|1|name>
net_channels // Shows net channel info
net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
net_drawslider "0" // Draw completion slider during signon
net_droppackets "0" // Drops next n packets on client
net_dumpeventstats // Dumps out a report of game event network usage
net_dumptest "0"
net_earliertempents "0"
net_fakejitter "0" // Jitter fakelag packet time
net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph "0" // = 3 draws payload legend.
net_graphheight "64" // Height of netgraph panel
net_graphmsecs "400" // The latency graph represents this many milliseconds.
net_graphpos "1"
net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
net_graphshowinterp "1" // Draw the interpolation graph.
net_graphshowlatency "1" // Draw the ping/packet loss graph.
net_graphshowsvframerate "0" // Draw the server framerate graph.
net_graphsolid "1"
net_graphtext "1" // Draw text fields
net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_maxfilesize "16" // Maximum allowed file size for uploading in MB
net_maxfragments "1200" // Max fragment bytes per packet
net_maxroutable "1200" // Requested max packet size before packets are split.
net_megasnapshot "1"
net_paranoid "1"
net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
net_queue_trace "0"
net_scale "5"
net_showeventlisteners "0" // Show listening addition/removals
net_showevents "0" // 2=all).
net_showfragments "0" // Show netchannel fragments
net_showpeaks "0" // Show messages for large packets only: <size>
net_showreliablesounds "0"
net_showsplits "0" // Show info about packet splits
net_showtcp "0" // Dump TCP stream summary to console
net_showudp "0" // Dump UDP packets summary to console
net_showudp_oob "0" // Dump OOB UDP packets summary to console
net_showudp_remoteonly "0" // Dump non-loopback udp only
net_showusercmd "0" // Show user command encoding
net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
net_start // Inits multiplayer network sockets
net_status // Shows current network status
net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
net_steamcnx_debug "1" // 2 shows all network traffic for steam sockets.
net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
net_steamcnx_status // Print status of steam connection sockets.
net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo // Play next demo in sequence.
nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
noclip_fixup "1"
notarget // Toggle. Player becomes hidden to NPCs.
npc_height_adjust "1" // Enable test mode for ik height adjustment
npc_vphysics "0"
obj_capture_damage "0" // Captures all damage taken by objects for dumping later.
obj_dump_damage
obj_show_damage "0" // Show all damage taken by objects.
old_radiusdamage "0"
openserverbrowser // Opens server browser
option_duck_method "0"
option_speed_method "0"
overview_alpha "1" // Overview map translucency.
overview_health "1" // Show players health in map overview.
overview_locked "1" // doesnt follow view angle.
overview_mode // large: <0|1|2>
overview_names "1" // Show players names in map overview.
overview_player_size "100" // Icon size
overview_tracks "1" // Show players tracks in map overview.
overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
paintsplat_bias "0" // Change bias value for computing circle buffer
paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
paintsplat_noise_enabled "1"
panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
particle_sim_alt_cores "2"
particle_test_attach_attachment "0" // Attachment index for attachment mode
particle_test_attach_mode "0" // follow_origin
particle_test_file "0" // Name of the particle system to dynamically spawn
particle_test_start // particle_test_attach_mode and particl
particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
password "0" // Current server access password
path // Show the engine filesystem path.
pause // Toggle the server pause state.
perfui // Show/hide the level performance tools UI.
perfvisualbenchmark
perfvisualbenchmark_abort
perf_fire_bullet_firstpredictedonly "1" // first time a CUserCmd is predicted.
perf_fire_bullet_single "0"
phonemedelay "0" // Phoneme delay to account for sound system latency.
phonemefilter "0" // Time duration of box filter to pass over phonemes.
phonemesnap "2" // regardless of duration.
physicsshadowupdate_render "0"
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_impactforcescale "1"
phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
phys_pushscale "1"
phys_show_active "0"
phys_speeds "0"
phys_stressbodyweights "5"
phys_timescale "1" // Scale time for physics
phys_upimpactforcescale "0"
picker // pivot and debugging text is displayed for whatever entity the play
ping // Display ping to server.
pingserver // Ping a server for info
pipeline_static_props "1"
pixelvis_debug // Dump debug info
play // Play a sound.
playdemo // Play a recorded demo file (.dem ).
player_debug_print_damage "0" // print amount and type of all damage received by player to console.
player_old_armor "0"
player_slide_cooldown "3"
player_slide_duration "0"
player_slide_impact_epsilon "8"
player_slide_probe_distance "16"
player_slide_probe_dot "0"
player_slide_sample_period "0"
player_slide_speedfrac_max "1"
player_slide_speedfrac_warmup "1"
player_slide_speed_acceleration "10"
player_slide_warmup_interval "0"
player_use_radius "96"
player_use_tolerance "0"
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.
plr_debug_inventory "0"
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
press_x360_button // d[own])
print_colorcorrection // Display the color correction layer information.
progress_enable
props_break_max_pieces "50" // Maximum prop breakable piece count (-1 = model default)
props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
prop_active_gib_limit "64"
prop_active_gib_max_fade_time "12"
prop_break_disable_float "0"
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.
ragdoll_sleepaftertime "2" // the ragdoll will go to sleep.
rate "10000" // 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.
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_hud_panels // Reloads each hud panel
reload_inventory // Reloads the inventory menu
reload_materials "0"
reload_scoreboard // Reloads the scoreboard menu
reload_spectatorgui // Reloads the scoreboard menu
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.
remove_upgrade // Remove weapon upgrade for active weapon to the player
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_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).
res_restrict_access "0"
retry // Retry connection to last server.
room_type "0"
rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide "1" // Collide rope with the world
rope_min_pixel_diameter "2"
rope_rendersolid "1"
rope_shake "0"
rope_smooth "1" // Do an antialiasing effect on ropes
rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
rope_smooth_maxalphawidth "1"
rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
rope_solid_maxalpha "1"
rope_solid_maxwidth "1"
rope_solid_minalpha "0"
rope_solid_minwidth "0"
rope_subdiv "2" // Rope subdivision amount
rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
round_start_reset_duck "0"
round_start_reset_speed "0"
rr_debugresponseconcept "0" // rr_debugresponses will print only responses testing for the specified concept
rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
rr_debugresponses "0" // it will only show response success/f
rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
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_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
r_3dsky "1" // Enable the rendering of 3d sky boxes
r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
r_ambientfactor "5" // Boost ambient cube by no more than this factor
r_ambientfraction "0" // 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_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
r_aspectratio "0"
r_avglight "1"
r_avglightmap "0"
r_bloomtintb "0"
r_bloomtintexponent "2"
r_bloomtintg "0"
r_bloomtintr "0"
r_brush_queue_mode "0"
r_buildingmapforworld "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_debug_ik "0"
r_debug_sequencesets "-2"
r_decals "1024"
r_decalstaticprops "1" // Decal static props test
r_decal_cover_count "4"
r_decal_overlap_area "0"
r_decal_overlap_count "3"
r_deferopaquefastclipped "1"
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_dopixelvisibility "1"
r_drawallrenderables "0" // even ones inside solid leaves.
r_drawbatchdecals "1" // Render decals batched.
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_drawflecks "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_drawmodeldecals "1"
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_drawpixelvisibility "0" // Show the occlusion proxies
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_DrawSpecificStaticProp "-1"
r_drawsprites "1"
r_drawstaticprops "1" // 2=Wireframe
r_drawtracers "1"
r_drawtracers_firstperson "0" // 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_draw_flashlight_3rd_person "1" // Draw flashlight beams for other players
r_draw_lasersight_1st_person "1" // Draw laser sight for the local player
r_draw_lasersight_3rd_person "1" // Draw laser sights for other players
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_emulategl "0"
r_entityclips "1"
r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss "0"
r_eyemove "0"
r_eyes "1"
r_eyeshift_x "0"
r_eyeshift_y "0"
r_eyeshift_z "0"
r_eyesize "0"
r_eyewaterepsilon "7"
r_fade360style "1"
r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastreflectionfastpath "1"
r_fastzreject "1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
r_flashlightambient "0"
r_flashlightbacktraceoffset "0"
r_flashlightbrightness "0"
r_flashlightclip "0"
r_flashlightconstant "0"
r_flashlightculldepth "1"
r_flashlightdepthres "1024"
r_flashlightdepthreshigh "1024"
r_flashlightdepthtexture "1"
r_flashlightdepth_drawtranslucents "0"
r_FlashlightDetailProps "1" // 2 = multipass (multipass is PC ONLY)
r_flashlightdrawclip "0"
r_flashlightdrawdepth "0"
r_flashlightdrawdepthres "256"
r_flashlightdrawfrustum "0"
r_flashlightdrawfrustumbbox "0"
r_flashlightdrawsweptbbox "0"
r_flashlightenableculling "1" // Enable frustum culling of flashlights
r_flashlightfar "2600"
r_flashlightfov "48"
r_flashlightladderdist "40"
r_flashlightlinear "130"
r_flashlightlockposition "0"
r_flashlightmodels "1"
r_flashlightmuzzleflashfov "120"
r_flashlightnear "4"
r_flashlightnearoffsetscale "1"
r_flashlightnodraw "0"
r_flashlightoffsetforward "0"
r_flashlightoffsetforward_low "0"
r_flashlightoffsetright "5"
r_flashlightoffsetright_low "10"
r_flashlightoffsetup "-5"
r_flashlightoffsetup_low "-16"
r_flashlightquadratic "0"
r_flashlightrender "1"
r_flashlightrendermodels "1"
r_flashlightrenderworld "1"
r_flashlightscissor "0"
r_flashlightshadowatten "0"
r_flashlighttracedistcutoff "128"
r_flashlightupdatedepth "1"
r_flashlightvisualizetrace "0"
r_flashlightvolumetrics "1"
r_flashlight_3rd_person_range "200" // Distance to draw flashlight beams for other players
r_flashlight_always_cull_for_single_pass "0"
r_flashlight_attach_to_viewmodel "1" // Attach the flashlight effect to the viewmodel
r_flashlight_info "0" // Information about currently enabled flashlights
r_flashlight_topdown "0"
r_flex "1"
r_flushlod // Flush and reload LODs.
r_ForceRestore "0"
r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld "1"
r_glint_alwaysdraw "0"
r_glint_procedural "0"
r_hidepaintedsurfaces "0" // hides all surfaces which have been painted.
r_highlight_translucent_renderables "0"
r_hunkalloclightmaps "1"
r_hwmorph "0"
r_impacts_alt_orientation "1"
r_itemblinkmax "0"
r_itemblinkrate "4"
r_jiggle_bones "1"
r_keepstyledlightmapsonly "0"
r_lightaverage "1" // Activates/deactivate light averaging
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_lightcache_zbuffercache "0"
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_lod "-1"
r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
r_maxdlights "32"
r_maxmodeldecal "50"
r_maxnewsamples "6"
r_maxsampledist "128"
r_minnewsamples "3"
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_norefresh "0"
r_nosw "0"
r_novis "0" // Turn off the PVS.
r_occludeemaxarea "0" // Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea "0" // Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occludermincount "0" // no matter how big they are.
r_occlusion "1" // Activate/deactivate the occlusion system.
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_overlayfadeenable "0"
r_overlayfademax "2000"
r_overlayfademin "1750"
r_overlaywireframe "0"
r_particle_sim_spike_threshold_ms "0"
r_particle_timescale "1"
r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
r_PhysPropStaticLighting "0"
r_pixelfog "1"
r_pixelvisibility_partial "1"
r_pixelvisibility_spew "0"
r_pix_recordframes "0"
r_pix_start "0"
r_portalscloseall "0"
r_portalsopenall "0" // Open all portals
r_PortalTestEnts "1" // Clip entities against portal frustums.
r_portal_use_pvs_optimization "1" // Enables an optimization that allows portals to be culled when outside of the PVS.
r_printdecalinfo
r_proplightingfromdisk "1" // 2=Show Errors
r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_propsmaxdist "1200" // Maximum visible distance
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_queued_post_processing "0"
r_queued_ropes "1"
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_RainAllowInSplitScreen "0" // Allows rain in splitscreen
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_RainParticleDensity "0" // Density of Particle Rain 0-1
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_renderoverlayfragment "1"
r_rimlight "1"
r_rootlod "0" // Root LOD
r_ropetranslucent "1"
r_screenoverlay // Draw specified material as an overlay
r_sequence_debug "0"
r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
r_shader_srgbread "0" // 0 = use HW
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 "1" // Enable shadowing from world lights
r_shadowfromworldlights_debug "0"
r_shadowids "0"
r_shadowlod "-1"
r_shadowmaxrendered "32"
r_shadowrendertotexture "0"
r_shadows "1"
r_shadows_gamecontrol "-1"
r_shadows_on_renderables_enable "0" // Support casting RTT shadows onto other renderables
r_shadowwireframe "0"
r_shadow_debug_spew "0"
r_shadow_deferred "0" // Toggle deferred shadow rendering
r_shadow_deferred_downsample "0" // Toggle low-res deferred shadow rendering
r_shadow_deferred_simd "0"
r_shadow_half_update_rate "1" // Updates shadows at half the framerate
r_shadow_lightpos_lerptime "0"
r_shadow_shortenfactor "2" // Makes shadows cast from local lights shorter
r_showenvcubemap "0"
r_ShowViewerArea "0"
r_showz_power "1"
r_simpleworldmodel_drawbeyonddistance_fullscreen "-1"
r_simpleworldmodel_drawbeyonddistance_pip "-1"
r_simpleworldmodel_drawbeyonddistance_splitscreen "-1"
r_simpleworldmodel_drawforrecursionlevel_fullscreen "-1"
r_simpleworldmodel_drawforrecursionlevel_pip "-1"
r_simpleworldmodel_drawforrecursionlevel_splitscreen "-1"
r_simpleworldmodel_waterreflections_fullscreen "0"
r_simpleworldmodel_waterreflections_pip "0"
r_simpleworldmodel_waterreflections_splitscreen "0"
r_skin "0"
r_skybox "1" // Enable the rendering of sky boxes
r_skybox_draw_last "0" // rather than before.
r_slowpathwireframe "0"
r_snapportal "-1"
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_spray_lifetime "10" // Number of rounds player sprays are visible
r_sse_s "1" // sse ins for particle sphere create
r_staticlight_streams "1"
r_staticpropinfo "0"
r_swingflashlight "1"
r_teeth "1"
r_threadeddetailprops "1" // enable threading of detail prop drawing
r_threaded_particles "1"
r_threaded_shadow_clip "0"
r_unlimitedrefract "0"
r_unloadlightmaps "0"
r_updaterefracttexture "1"
r_VehicleViewDampen "1"
r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces "0"
r_visualizelighttracesshowfulltrace "0"
r_visualizeproplightcaching "0"
r_visualizetraces "0"
r_WaterDrawReflection "1" // Enable water reflection
r_WaterDrawRefraction "1" // Enable water refraction
r_waterforceexpensive "0"
r_waterforcereflectentities "0"
r_worldlightmin "0"
r_worldlights "3" // number of world lights to use per vertex
r_worldlistcache "1"
save // Saves current game.
save_async "1"
save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
save_console "0" // Autosave on the PC behaves like it does on the consoles.
save_disable "0"
save_finish_async
save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
save_noxsave "0"
save_screenshot "1" // 2 = always
save_spew "0"
say // Display player message
say_team // Display player message to team
sb_quick_list_bit_field "-1"
sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
scene_async_prefetch_spew "0" // Display async .ani file loading info.
scene_clientflex "1" // Do client side flex animation.
scene_clientplayback "1" // Play all vcds on the clients.
scene_flush // Flush all .vcds from the cache and reload from disk.
scene_forcecombined "0" // force use of combined .wav files even in english.
scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_playvcd // Play the given VCD as an instanced scripted scene.
scene_print "0" // print timing and event info to console.
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.
scene_vcdautosave "0" // Create a savegame before VCD playback
screenshot // Take a screenshot.
scrolldown
scrollup
scr_centertime "2"
sensitivity "6" // 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).
sfm_record_hz "30"
shake // Shake the screen.
shake_show "0" // Displays a list of the active screen shakes.
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
showbudget_texture_global_sum "0"
showconsole // Show the console.
showinfo // Shows a info panel: <type> <title> <message> [<command number>]
showpanel // Shows a viewport panel <name>
showparticlecounts "0" // Display number of particles drawn per frame
showtriggers "0" // Shows trigger brushes
showtriggers_toggle // Toggle show triggers
simple_bot_add // Add a simple bot.
simulate_capturezone_pointindex "-1"
simulate_capturezone_team0 "0"
simulate_capturezone_team1 "0"
singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
skill "1" // Game skill level (1-3).
sk_autoaim_mode "1"
sk_player_arm "1"
sk_player_chest "1"
sk_player_head "2"
sk_player_leg "1"
sk_player_stomach "1"
sleep_when_meeting_framerate "1" // Sleep instead of spinning if were meeting the desired framerate.
sleep_when_meeting_framerate_headroom_ms "2" // otherwise spin.
slot0
slot1
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
snapto
sndplaydelay
snd_async_flush // Flush all unlocked async audio data
snd_async_fullyasync "1" // All playback is fully async (sound doesnt play until data arrives).
snd_async_minsize "262144"
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_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
snd_async_stream_fail "0" // Spew stream pool failures.
snd_async_stream_purges "0" // Spew stream pool purges.
snd_async_stream_recover_from_exhausted_stream "1" // recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many soun
snd_async_stream_spew "0" // 2=buffers
snd_async_stream_spew_delayed_start_filter "0" // Filter used to spew sounds that starts late. Use an empty string to display all sounds. By default only the VO are displayed
snd_async_stream_spew_delayed_start_time "500" // Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms del
snd_async_stream_spew_exhausted_buffer "1" // spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only).
snd_async_stream_spew_exhausted_buffer_time "1000" // Number of milliseconds between each exhausted buffer spew.
snd_async_stream_static_alloc "0" // spews allocations on the static alloc pool. Set to 0 for no spew.
snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
snd_debug_gaincurve "0" // Visualize sound gain fall off
snd_debug_gaincurvevol "1" // Visualize sound gain fall off
snd_debug_panlaw "0" // Visualize panning crossfade curves
snd_defer_trace "1"
snd_delay_for_choreo_enabled "1" // Enables update of delay for choreo to compensate for IO latency.
snd_delay_for_choreo_reset_after_N_milliseconds "500" // Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
snd_delay_sound_shift "0"
snd_disable_mixer_duck "0"
snd_disable_mixer_solo "0"
snd_dsp_cancel_old_preset_after_N_milliseconds "1000" // Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade.
snd_dsp_optimization "0" // Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off.
snd_dsp_spew_changes "0" // Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default).
snd_dsp_test1 "1"
snd_dsp_test2 "1"
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_find_channel "0" // Scan every channel to find the corresponding sound.
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_lockpartial "1"
snd_max_same_sounds "4"
snd_max_same_weapon_sounds "3"
snd_mergemethod "1" // 2 == avg).
snd_mixahead "0"
snd_mixer_master_dsp "1"
snd_mixer_master_level "1"
snd_mix_async "0"
snd_mix_dry_volume "1"
snd_mix_optimization "0" // Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off.
snd_mix_soundchar_enabled "1" // Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of
snd_mix_test1 "1"
snd_mix_test2 "1"
snd_moviefix "1" // Defer sound recording until next tick when laying off movies.
snd_musicvolume "0" // Music volume
snd_mute_losefocus "1"
snd_noextraupdate "0"
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_profile "0"
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_ShowThreadFrameTime "0"
snd_show_channel_count "0" // Show the current count of channel types.
snd_sos_allow_dynamic_chantype "1"
snd_sos_exec_when_paused "1"
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_entry_match_free "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_opvar_list "0"
snd_sos_show_queuetotrack "0"
snd_sos_show_server_xmit "0"
snd_sos_show_source_info "0"
snd_sos_show_startqueue "0"
snd_sos_show_track_list "0"
snd_soundmixer "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_parse_debug "0"
snd_soundmixer_set_trigger_factor // trigger amount.
snd_soundmixer_version "2"
snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
snd_spew_dsp_process "0" // Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default).
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_store_filepaths "0"
snd_surround_speakers "0"
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_vol_no_xfade "5" // dont cross-fade.
snd_vol_xfade_incr_max "20" // Never change volume by more than +/-N units per frame during cross-fade.
snd_vol_xfade_speed_multiplier_for_doppler "1" // the cross-fade has to be very slow.
snd_vol_xfade_time "0" // Channel volume cross-fade time in seconds.
snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout "300"
snd_vox_sectimetout "300"
snd_vox_seqtimetout "300"
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.
soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
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_message "0"
soundscape_radius_debug "0" // Prints current volume of radius sounds
spawnpoint_debug "0" // Display debugging information on each spawn point. You must active this cvar before loading a level!
speak // Play a constructed sentence.
spec_autodirector "1" // Auto-director chooses best view modes while spectating
spec_death_fade_in_duration "3" // Duration of fades in when dying.
spec_death_fade_out_duration "3" // Duration of fades out when dying.
spec_freeze_deathanim_time "2" // The time that the death cam will spend watching the players ragdoll before going into freeze cam
spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam when t hey are far away from the camer
spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_enable "0" // Toggle FreezeCam
spec_freeze_fov "65" // FOV while in FreezeCam
spec_freeze_roll "-15" // Camera roll tilt while freeze cam is active.
spec_freeze_time "4" // Time spend frozen in observer freeze cam.
spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
spec_freeze_zoffset_max "-10" // Maximum random z distance from the target to stop when framing them in observer freeze cam.
spec_freeze_zoffset_min "-20" // Minimum random z distance from the target to stop when framing them in observer freeze cam.
spec_mode // Set spectator mode
spec_next // Spectate next player
spec_player // Spectate player by name
spec_pos // dump position and angles to the console
spec_prev // Spectate previous player
spec_scoreboard "0"
spec_track "0" // Tracks an entity in spec mode
spike // generates a fake spike
ss_map // Start playing on specified map with max allowed splitscreen players.
ss_voice_hearpartner "0" // Route voice between splitscreen players on same system.
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.
stat_dump
stat_save
step_spline "0"
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.
stringtable_alwaysrebuilddictionaries "0" // Rebuild dictionary file on every level load
stringtable_compress "1" // Compress string table for networking
stringtable_showsizes "0" // Show sizes of string tables when building for signon
stringtable_usedictionaries "1" // Use dictionaries for string table networking
studio_queue_mode "1"
stuffcmds // Parses and stuffs command line + commands to command buffer.
suitvolume "0"
surfaceprop // Reports the surface properties at the cursor
sv_accelerate "10"
sv_airaccelerate "10"
sv_allowdownload "1" // Allow clients to download files
sv_allowupload "1" // Allow clients to upload customizations files
sv_allow_suppression "1"
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 "1" // no team restrictions
sv_alltalk_dead "0" // Dead players broadcast their voice to enemies?
sv_alternateticks "0" // server only simulates entities on even numbered ticks.
sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
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_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
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_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
sv_client_predict "-1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
sv_consistency "0" // Whether the server enforces file consistency for critical files
sv_contact "0" // Contact email for server sysop
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_deadchat "0" // Can alive players see text chat messages from dead players?
sv_deadchat_team "1" // Can dead players use team text chat to speak to living?
sv_deadvoice "0" // Can dead players speak to the living?
sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
sv_debugtempentities "0" // Show temp entity bandwidth usage.
sv_debug_player_use "0" // Green box=radius success
sv_debug_stamina "0"
sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_deltatime "0" // Enable profiling of CalcDelta calls
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_enableoldqueries "0" // Enable support for old style (HL1) server queries
sv_enable_delta_packing "0" // b
sv_extra_client_connect_time "15" // Seconds after client connect during which extra frames are buffered to prevent non-deltad update
sv_filterban "1" // Set packet filtering by IP mode
sv_footstepinterval "0"
sv_footstep_low_time_sound "900" // How frequent to hear the players step sound or how fast they appear to be running from first person.
sv_footstep_run_time_sound "740" // How frequent to hear the players step sound or how fast they appear to be running from first person.
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_footstep_sprint_time_sound "340" // 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_gameinstructor_disable "0" // Force all clients to disable their game instructors.
sv_gravity "800" // World gravity.
sv_health_bonus_enable "0"
sv_health_bonus_per_outnumbered_player "5"
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_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
sv_hudhint_sound "1"
sv_hud_deathmessages "0"
sv_hud_scoreboard_show_kd "1"
sv_hud_targetindicator "1"
sv_infected_damage_cutouts "1"
sv_infinite_ammo "0" // Players active weapon will never run out of ammo
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_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist "0"
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_logsecret "0" // not usual 0x52)
sv_log_onefile "0" // Log server information to only one file.
sv_massreport "0"
sv_master_legacy_mode "1" // Use (outside-of-Steam) code to communicate with master servers.
sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
sv_maxclientframes "128"
sv_maxcmdrate "64" // this sets the maximum value for cl_cmdrate.
sv_maxrate "0" // 0 == unlimited
sv_maxreplay "0" // Maximum replay time in seconds
sv_maxroutable "1200" // Server upper bound on net_maxroutable that a client can use.
sv_maxupdaterate "64" // Maximum updates per second that the server will allow
sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global "60" // Maximum queries per second to respond to from anywhere.
sv_max_queries_window "30" // Window over which to average queries per second averages.
sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
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_multiplayer_maxtempentities "32"
sv_multiplayer_sounds "20"
sv_mumble_positionalaudio "1" // Allows players using Mumble to have support for positional audio.
sv_name_change_limit "10"
sv_new_delta_bits "1"
sv_noclipaccelerate "5"
sv_noclipduringpause "0" // etc.).
sv_noclipspeed "5"
sv_nwi_banlist "0"
sv_parallel_packentities "1"
sv_parallel_sendsnapshot "1"
sv_password "0" // Server password for entry into multiplayer games
sv_pausable "0" // Is the server pausable.
sv_playerperfhistorycount "20" // Number of samples to maintain in player perf history
sv_player_death_time "2"
sv_player_stuck_tolerance "10"
sv_playlist "0" // Matchmaking playlist
sv_precacheinfo // Show precache info.
sv_pure // Show user data.
sv_pure_consensus "100000000" // Minimum number of file hashes to agree to form a consensus.
sv_pure_kick_clients "1" // it will issue a warning to the client.
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_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
sv_querycache_stats // Display status of the query cache (client only)
sv_radial_cooldown "1" // Wait time between radial commands
sv_radial_marker_duration "15" // How long do radial markers persist in the world.
sv_radial_marker_duration_attack "7" // How long does the waypoint marker persist.
sv_radial_marker_duration_waypoint "120" // How long does the waypoint marker persist.
sv_radial_viewcone_enemy "0" // Viewcone for radial menu FoV enemy check
sv_radial_viewcone_objective "0" // Viewcone for radial menu FoV objective check
sv_ragdoll_maxcount "8" // Server will only show this many ragdolls
sv_ragdoll_max_fps "30" // Clients with framerates less than this will reduce the ideal number of ragdolls to display
sv_ragdoll_max_remove_per_frame "1"
sv_ragdoll_min_fps "10" // Clients with framerates less than this will only show 1 ragdoll of each type
sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
sv_rcon_log "1" // Enable/disable rcon logging.
sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
sv_recoil_aim_frac "0"
sv_recoil_freeaim_scale "0"
sv_regeneration_wait_time "1"
sv_region "-1" // The region of the world to report this server in.
sv_reservation_grace "5" // Time in seconds given for a lobby reservation.
sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
sv_runcmds "1"
sv_script_think_interval "0"
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_showdamage "0" // and if a player was hit hell show the damage he took above it (as heal
sv_showdebugtracers "0" // red on server. (They should always match.) 2:Show autoaim candidates.
sv_showfootsteps "0" // 3=both)
sv_showhitboxes "-1" // use on listen server only).
sv_showimpacts "0" // 3=server-only)
sv_showimpacts_time "4" // Time that impacts are shown for.
sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
sv_showplayerhitboxes "0" // Show lag compensated hitboxes for the specified player index whenever a player fires.
sv_showplayerpositions "0"
sv_showtags // Describe current gametags.
sv_shutdown // Sets the server to shutdown when all games have completed
sv_skip_wounds "1"
sv_skyname "0" // Current name of the skybox texture
sv_SlowOnHit "1"
sv_soundemitter_reload // Flushes the sounds.txt system
sv_soundemitter_trace "-1" // 0 = for eve
sv_soundscape_printdebuginfo // print soundscapes
sv_sound_discardextraunreliable "1"
sv_specaccelerate "5"
sv_specnoclip "1"
sv_specspeed "3"
sv_stats "1" // Collect CPU usage stats
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_stickysprint_default "0"
sv_stopspeed "100" // Minimum stopping speed when on ground.
sv_stopspeed_prone "45" // Minimum stopping speed when on ground and prone.
sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
sv_teststepsimulation "1"
sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
sv_threaded_init "0"
sv_timeout "65" // the client is dropped
sv_turbophysics "0" // Turns on turbo physics
sv_unlockedchapters "1" // Highest unlocked game chapter.
sv_validate_edict_change_infos "0" // Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable "1"
sv_vote_allow_spectators "0" // Allow spectators to vote?
sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
sv_vote_issue_changegamemode_allowed "0" // Can people hold votes to change the gamemode?
sv_vote_issue_changelevel_allowed "0" // Can people hold votes to change levels?
sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
sv_vote_issue_nextlevel_allowed "1" // Can people hold votes to set the next level?
sv_vote_issue_nextlevel_allowextend "0" // Allow players to extend the current map?
sv_vote_issue_nextlevel_prevent_change "1" // Not allowed to vote for a nextlevel if one has already been set.
sv_vote_issue_nextlevel_round_count_delay "1" // How many rounds before map voting can begin.
sv_vote_issue_restart_game_allowed "1" // Can people hold votes to restart the game?
sv_vote_issue_restart_round_allowed "1" // Can people hold votes to restart the round?
sv_vote_issue_scramble_teams_allowed "1" // Can people hold votes to scramble the teams?
sv_vote_issue_switch_teams_allowed "1" // Can people hold votes to switch the teams?
sv_vote_kick_ban_duration_cheating "240" // How long should a kick ban last for if a player is kicked for hacking? (minutes)
sv_vote_kick_ban_duration_idle "0" // How long should a kick vote ban someone from the server? (in minutes)
sv_vote_kick_ban_duration_teamkilling "10" // How long should a kick ban last for if a player is kicked for team killing? (minutes)
sv_vote_kick_ban_duration_trolling "60" // How long should a kick ban last for if a player is kicked for trolling? (minutes)
sv_vote_kick_min_players "4" // The minimum number of players needed on the server to start a vote kick.
sv_vote_kick_min_voters "2" // Minimum number of vote attempts required to start an actual vote.
sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
sv_weapon_manager_cleanup "1"
sv_weapon_manager_drop_timer "30"
sv_weapon_manager_max_count "10"
sys_minidumpexpandedspew "1"
sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
template_debug "0"
testhudanim // Test a hud element animation. Arguments: <anim name>
testscript_debug "0" // Debug test scripts.
testscript_running "0" // Set to true when test scripts are running
test_bans
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_global "0" // Show global times in the texture budget panel.
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
tf_bot_debug_stuck_log_clear // Clear currently loaded bot stuck data
think_limit "10" // warning is printed if this is exceeded.
thirdperson // Switch to thirdperson camera.
thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
thirdperson_platformer "0" // Player will aim in the direction they are moving.
thirdperson_screenspace "0" // eg: left means screen-left
threadpool_affinity "1" // Enable setting affinity
threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
threadpool_reserve "0" // Consume the specified number of threads in the thread pool
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
timerefresh // Profile the renderer.
toggle // or cycles through a set of values.
toggleconsole // Show/hide the console.
toolload // Load a tool.
toolunload // Unload a tool.
tracer_extra "1"
trace_report "0"
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 SourceTV 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 SourceTV clients.
tv_debug "0" // SourceTV debug info.
tv_delay "30" // SourceTV broadcast delay in seconds
tv_deltacache "2" // Enable delta entity bit stream cache
tv_dispatchmode "1" // 2=always
tv_enable "0" // Activates SourceTV on server.
tv_maxclients "128" // Maximum client number on SourceTV server.
tv_maxrate "8000" // 0 == unlimited
tv_msg // Send a screen message to all clients.
tv_name "0" // SourceTV host name
tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
tv_overridemaster "0" // Overrides the SourceTV master root address.
tv_password "0" // SourceTV password for all clients
tv_port "27020" // Host SourceTV port
tv_record // Starts SourceTV demo recording.
tv_relay // Connect to SourceTV server and relay broadcast.
tv_relaypassword "0" // SourceTV password for relay proxies
tv_relayvoice "1" // 1=on
tv_retry // Reconnects the SourceTV relay proxy.
tv_snapshotrate "16" // Snapshots broadcasted per second
tv_status // Show SourceTV server status.
tv_stop // Stops the SourceTV broadcast.
tv_stoprecord // Stops SourceTV demo recording.
tv_timeout "30" // SourceTV connection timeout in seconds.
tv_title "0" // Set title for SourceTV spectator UI
tv_transmitall "0" // Transmit all entities (not only director view)
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_volume_scale "1"
unbind // Unbind a key.
unbindall // Unbind all keys.
unbindalljoystick // Unbind all joystick keys.
unbindallmousekeyboard // Unbind all mouse / keyboard keys.
unpause // Unpause the game.
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
version // Print version info string.
vgui_drawfocus "0" // Report which panel is under the mouse.
vgui_drawkeyfocus "0" // Report which panel has keyboard focus.
vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds "0" // Show panel bounds.
vgui_drawtree_clear
vgui_drawtree_draw_selected "0" // Highlight the selected panel
vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden "0" // Draw the hidden panels.
vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
vgui_drawtree_scheme "0" // Show scheme file for each panel
vgui_drawtree_visible "1" // Draw the visible panels.
vgui_dump_panels // vgui_dump_panels [visible]
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 "56"
viewmodel_offset_x "0"
viewmodel_offset_y "0"
viewmodel_offset_z "0"
view_punch_decay "11" // Decay factor exponent for view punch
view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
violence_ablood "1" // Draw alien blood
violence_agibs "1" // Show alien gib entities
violence_hblood "1" // Draw human blood
violence_hgibs "1" // Show human gib entities
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_all_icons "0" // Draw all players voice icons
voice_avggain "0"
voice_clientdebug "0"
voice_debugfeedback "0"
voice_debugfeedbackfrom "0"
voice_enable "1" // Toggle voice transmit and receive.
voice_fadeouttime "0"
voice_forcemicrecord "1"
voice_head_icon_height "20" // Voice icons are this many inches over player eye positions
voice_head_icon_size "6" // Size of voice icon over player heads in inches
voice_icons_method "2" // 2 = integrated into target ID
voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
voice_local_icon "0" // Draw local players voice icon
voice_loopback "0"
voice_maxgain "10"
voice_minimum_gain "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_overdrive "2"
voice_overdrivefadetime "0"
voice_player_speaking_delay_threshold "0"
voice_profile "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_serverdebug "0"
voice_showchannels "0"
voice_showincoming "0"
voice_show_mute // Show whether current players are muted.
voice_steal "2"
voice_threshold "2000"
voice_thresold_delay "0"
voice_unmute // or `all` to unmute all connected players.
voice_writevoices "0" // Saves each speakers voice data into separate .wav files
voice_xsend_debug "0"
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_counters "0"
vprof_counters_show_minmax "0"
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_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
vprof_dump_spikes "0" // negative to reset after dump
vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
vprof_dump_spikes_hiearchy "0" // Set to 1 to get a hierarchy report whith vprof_dump_spikes
vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
vprof_dump_spikes_terse "0" // Whether to use most terse output
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_graph "0" // Draw the vprof graph.
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_scope "0" // Set a specific scope to start showing vprof tree
vprof_scope_entity_gamephys "0"
vprof_scope_entity_thinks "0"
vprof_server_spike_threshold "999"
vprof_server_thread "0"
vprof_think_limit "0"
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_do_not_throttle_events "0" // Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost.
vx_model_list // Dump models to VXConsole
v_centermove "0"
v_centerspeed "500"
weapon_showproficiency "0"
weapon_throw_force "2000"
windows_speaker_config "1"
wipe_nav_attributes // Clear all nav attributes of selected area.
wpn_debug_active_weapon "0"
wpn_shot_bias_max "1"
wpn_shot_bias_min "-1"
writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip // Save the ban list to banned_ip.cfg.
xc_crouch_debounce "0"
xload // Load a saved game from a console storage device.
xlook
xlsp_force_dc_name "0" // Restrict to xlsp datacenter by name.
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.
z_ragdoll_impact_strength "500"
_autosave // Autosave
_autosavedangerous // AutoSaveDangerous
_bugreporter_restart // Restarts bug reporter .dll
_fov "0" // Automates fov command to server.
_record // Record a demo incrementally.
_resetgamestats // Erases current game stats and writes out a blank stats file
_restart // Shutdown and restart the engine.


IMSIDAFA57A29AB61353E666CFC2C91B42489933D3EF2