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Command Default Cheat? Help Text _fov 0 Automates fov command to server. _restart Shutdown and restart the engine. addip Add an IP address to the ban list. adsp_alley_min 122 None adsp_courtyard_min 126 None adsp_debug 0 None adsp_door_height 112 None adsp_duct_min 106 None adsp_hall_min 110 None adsp_low_ceiling 108 None adsp_opencourtyard_min 126 None adsp_openspace_min 130 None adsp_openstreet_min 118 None adsp_openwall_min 130 None adsp_room_min 102 None adsp_street_min 118 None adsp_tunnel_min 114 None adsp_wall_height 128 None ai_actbusy_search_time 10 None ai_ally_manager_debug 0 None ai_auto_contact_solver 1 None ai_citizen_debug_commander 1 None ai_clear_bad_links Clears bits set on nav links indicating link is unusable ai_debug_actbusy 0 Yes Used to debug actbusy behavior. Usage:
1 Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2 Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen. 3 Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes. 4 Display debug output of actbusy logic.
ai_debug_assault 0 None ai_debug_directnavprobe 0 None ai_debug_doors 0 None ai_debug_efficiency 0 None ai_debug_enemies 0 None ai_debug_expressions 0 Show random expression decisions for NPCs. ai_debug_follow 0 None ai_debug_loners 0 None ai_debug_looktargets 0 None ai_debug_los 0 Yes NPC Line-Of-Sight debug mode.
1 Solid entities that block NPC LOC will be highlighted with white bounding boxes. 2 It'll show non-solid entities that would do it if they were solid.
ai_debug_nav 0 None ai_debug_node_connect Debug the attempted connection between two nodes ai_debug_ragdoll_magnets 0 None ai_debug_readiness 0 None ai_debug_shoot_positions 0 None ai_debug_speech 0 None ai_debug_squads 0 None ai_debug_think_ticks 0 None ai_debugscriptconditions 0 None ai_disable Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate ai_drawbattlelines 0 Yes None ai_dump_hints None ai_efficiency_override 0 None ai_follow_move_commands 1 None ai_follow_use_points 1 None ai_follow_use_points_when_moving 1 None ai_lead_time 0 None ai_LOS_mode 0 None ai_moveprobe_debug 0 None ai_moveprobe_jump_debug 0 None ai_moveprobe_usetracelist 0 None ai_new_aiming 1 None ai_newgroundturret 0 None ai_next_hull Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used ai_no_local_paths 0 None ai_no_node_cache 0 None ai_no_select_box 0 None ai_no_steer 0 None ai_no_talk_delay 0 None ai_nodes Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:
Green Ground node Cyan Air node Magenta Climb node Grey Node not available for selected hull size Orange Node currently locked
ai_norebuildgraph 0 None ai_path_adjust_speed_on_immediate_turns 1 None ai_path_insert_pause_at_est_end 1 None ai_path_insert_pause_at_obstruction 1 None ai_reaction_delay_alert 0 None ai_reaction_delay_idle 0 None ai_readiness_decay 120 None ai_rebalance_thinks 1 None ai_reloadresponsesystems Reload all response system scripts. ai_report_task_timings_on_limit 0 None ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing. ai_sequence_debug 0 None ai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking steps ai_shot_bias 1 None ai_shot_bias_max 1 None ai_shot_bias_min -1 None ai_shot_stats 0 None ai_shot_stats_term 1000 None ai_show_connect Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement Red Connection disabled
ai_show_connect_fly Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement Red Connection disabled
ai_show_connect_jump Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement Red Connection disabled
ai_show_graph_connect Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue. ai_show_grid Draw a grid on the floor where looking. ai_show_hints Displays all hints as small boxes
Blue Hint is available for use Red Hint is currently being used by an NPC Orange Hint not being used by timed out Grey Hint has been disabled
ai_show_hull Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:
Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement
ai_show_hull_attacks 0 None ai_show_node Highlight the specified node ai_show_think_tolerance 0 None ai_show_visibility Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue. ai_simulate_task_overtime 0 None ai_spread_cone_focus_time 0 None ai_spread_defocused_cone_multiplier 3 None ai_spread_pattern_focus_time 0 None ai_step NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume' ai_think_limit_label 0 None ai_use_clipped_paths 1 None ai_use_efficiency 1 None ai_use_frame_think_limits 1 None ai_use_readiness 1 None ai_use_think_optimizations 1 None ainet_generate_report Generate a report to the console. ainet_generate_report_only Generate a report to the console. air_density Changes the density of air for drag computations. airboat_fatal_stress 5000 Amount of stress in kg that would kill the airboat driver. alias Alias a command. +alt1 None -alt1 None +attack Launches the selected weapons primary attack. -attack None +attack2 Launches the selected weapons secondary attack. -attack2 None autosave None Commands starting with letter "B" Command Default Cheat? Help Text +back Start moving player backward (button down) -back Stop moving player backward (button up) banid Add a user ID to the ban list. bench_end Ends gathering of info. bench_showstatsdialog Shows a dialog displaying the most recent benchmark results. bench_start Starts gathering of info. Arguments: filename to write results into bench_upload Uploads most recent benchmark stats to the Valve servers. benchframe Takes a snapshot of a particular frame in a time demo. bgmvolume 1 CD sound playback volume. bind Bind a key. E.g Bind "y" "noclip" Will bind the key 'y' when pressed to turn on 'noclip'. When typing into the console include the "" before and after the key and the console command. BindToggle None birds_debug 0 None blink_duration 0 How many seconds an eye blink will last. bloodspray blood bot_add Yes (Counter-Strike: Source only) Adds a bot onto either the Counter-Terrorist team or the Terrorist team, by random. If the server is hosted online the an rcon login is required. bot_add_ct Yes (Counter-Strike: Source only) Adds a bot onto the Counter-Terrorist team. If the server is hosted online the an rcon login is required. bot_add_t Yes (Counter-Strike: Source only) Adds a bot onto the Terrorist team.I f the server is hosted online the an rcon login is required. bot_kick Yes (Counter-Strike: Source only) Kick's all of the bots from the server. If the server is hosted online the an rcon login is required. bot_kick ct Yes (Counter-Strike: Source only) Kicks a bot from the Counter-Terrorist team by random. If the server is hosted online the an rcon login is required. bot_kick t Yes (Counter-Strike:Source only) Kicks a bot from the Terrorist team by random. If the server is hosted online the an rcon login is required. bot_kill Yes (Counter-Strike:Source only) Kills all of the bots on the server. If the server is hosted online the an rcon login is required. box Draw a debug box. +break None -break None breakable_disable_gib_limit 0 None breakable_multiplayer 1 None buddha Toggle. Player takes damage but won't 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 bug Show/hide the bug reporting UI. bug_swap Automatically swaps the current weapon for the bug bait and back again. bugbait_distract_time 5 None bugbait_grenade_radius 150 None bugbait_hear_radius 2500 None bugbait_radius 512 None bugreporter_includebsp 1 Include .bsp for internal bug submissions. buildcubemaps Rebuild cubemaps. building_cubemaps 0 None bulletspeed 6000 None Commands starting with letter "C" Command Default Cheat? Help Text c_maxdistance 200 None c_maxpitch 90 None c_maxyaw 135 None c_mindistance 30 None c_minpitch 0 None c_minyaw -135 None c_orthoheight 100 None c_orthowidth 100 None cache_print Print out contents of cache memory. cam_command 0 Yes Changes camera view, first/third person cam_idealdist 64 Cam distance from player cam_idealdistup 0 Cam above/below player cam_idealdistright 0 Cam left/right of player cam_idealpitch 0 None cam_idealyaw 90 0=Behind player, 90=Right arm cam_snapto 0 None +camdistance None -camdistance None +camin None -camin None +cammousemove None -cammousemove None camortho Switch to orthographic camera. +camout None -camout None +campitchdown None -campitchdown None +campitchup None -campitchup None +camyawleft None -camyawleft None +camyawright None -camyawright None cancelselect None cast_hull Tests hull collision detection cast_ray Tests collision detection cc_captiontrace 1 Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in hud) cc_emit Emits a closed caption cc_lang 0 Current close caption language (emtpy = use game UI language) cc_linger_time 1 Close caption linger time. cc_lookup_crc For tracking down missing CC token strings cc_predisplay_time 0 Close caption delay before showing caption. cc_sentencecaptionnorepeat 4 How often a sentence can repeat. cc_subtitles 0 If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players). cd Play or stop a cd track. centerview None ch_createairboat Spawn airboat in front of the player. ch_createjeep Spawn jeep in front of the player. changelevel Change server to the specified map changelevel2 Transition to the specified map in single player cl_allowdownload 1 Client downloads customization files cl_allowupload 1 Client uploads customization files cl_anglespeedkey 0 None cl_animationinfo Hud element to examine. cl_backspeed 400 None cl_bob 0 None cl_bobcycle 0 None cl_bobup 0 None cl_class 0 Default class when joining a game cl_clock_correction 1 Yes Enable/disable clock correction on the client. cl_clock_correction_adjustment_max_amount 200 Yes Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset. cl_clock_correction_adjustment_max_offset 90 Yes As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small. cl_clock_correction_adjustment_min_offset 10 Yes If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. cl_clock_correction_force_server_tick 999 Yes Force clock correction to match the server tick + this offset (-999 disables it). cl_clock_showdebuginfo 0 Yes Show debugging info about the clock drift. cl_clockdrift_max_ms 150 Yes Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. cl_cmdbackup 2 For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists) cl_cmdrate 30 Max number of command packets sent to server per second cl_customsounds 0 Enable customized player sound playback cl_demoviewoverride 0 Override view during demo playback cl_detaildist 1200 Distance at which detail props (e.g. grass) are shown. cl_detailfade 400 Distance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0. cl_draw_airboat_wake 1 Yes None cl_drawhud 1 Yes Enable the rendering of the hud cl_drawleaf -1 Yes None cl_drawmaterial 0 Yes Draw a particular material over the frame cl_drawmonitors 1 None cl_drawshadowtexture 0 Yes None cl_ejectbrass 1 Determines whether spent shells are shown ejecting from a gun. cl_ent_absbox Displays the client's absbox for the entity under the crosshair. cl_ent_bbox Displays the client's bounding box for the entity under the crosshair. cl_ent_rbox Displays the client's render box for the entity under the crosshair. cl_entityreport 0 Yes For debugging, draw entity states to console cl_extrapolate 1 Yes Enable/disable extrapolation if interpolation history runs out. cl_extrapolate_amount 0 Yes Set how many seconds the client will extrapolate entities for. cl_flushentitypacket 0 Yes For debugging. Force the engine to flush an entity packet. cl_forcehighendmonitors 1 None cl_forcepreload 0 Whether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly. cl_forwardspeed 400 None cl_fullupdate Forces the server to send a full update packet cl_idealpitchscale 0 None cl_ignorepackets 0 Yes Force client to ignore packets (for debugging). cl_interp 0 Interpolate object positions starting this many seconds in past cl_interp_npcs 0 Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater) cl_interpolate 1 Interpolate entities on the client. cl_lagcomp_errorcheck 0 Player index of other player to check for position errors. cl_lagcompensation 1 Perform server side lag compensation of weapon firing events. cl_leveloverview 0 Yes None cl_localnetworkbackdoor 1 Enable network optimizations for single player games. cl_logofile 0 Spraypoint logo decal. cl_maxrenderable_dist 3000 Yes Max distance from the camera at which things will be rendered cl_mouseenable 1 None cl_observercrosshair 1 None cl_overdraw_test 0 Yes None cl_panelanimation blanak for all panels>. cl_particleeffect_aabb_buffer 2 Yes Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often. cl_pclass 0 Yes Dump entity by prediction classname. cl_pdump -1 Yes Dump info about this entity to screen. cl_phys_props_enable 1 Disable clientside physics props (must be set before loading a level). cl_phys_props_max 300 Maximum clientside physic props cl_phys_timescale 1 Yes Sets the scale of time for client-side physics (ragdolls) cl_pitchdown 89 None cl_pitchspeed 225 None cl_pitchup 89 None cl_playback_screenshots 0 Allows the client to playback screenshot and jpeg commands in demos. cl_precacheinfo Show precache info (client). cl_pred_optimize 2 Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2). cl_predict 0 Perform client side prediction. cl_predictionlist 0 Yes Show which entities are predicting cl_predictweapons 1 Perform client side prediction of weapon effects. cl_ragdoll_collide 0 None cl_rate 10000 Max bytes/sec the host can send data (This command no longer exists) cl_removedecals Remove the decals from the entity under the crosshair. cl_resend 6 Delay in seconds before the client will resend the 'connect' attempt cl_restrict_server_commands 1 Prevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage:
Don't restrict any server commands. 1 Restrict server commands in Valve multiplayer games. 2 Restrict server commands in all multiplayer games.
cl_SetupAllBones 0 None cl_show_bloodspray 1 None cl_show_splashes 1 None cl_showanimstate -1 Yes Show the (client) animation state for the specified entity (-1 for none). cl_showanimstate_log 0 Yes 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both. cl_showents Dump entity list to console. cl_showerror 0 Yes Show prediction errors, 2 for above plus detailed field deltas. cl_showevents 0 Yes Print event firing info in the console cl_showfps 0 See Optimization Commands. cl_showpos 0 Draw current position at top of screen cl_ShowSunVectors 0 None cl_showtextmsg 1 Enable/disable text messages printing on the screen. cl_sidespeed 400 None cl_slist 10 Number of seconds to wait for server ping responses when checking for server on your lan cl_smooth 1 Smooth view/eye origin after prediction errors cl_smoothtime 0 Smooth client's view after prediction error over this many seconds cl_soundemitter_flush Flushes the sounds.txt system (client only) cl_soundfile 0 Jingle sound file. cl_soundscape_flush Flushes the client side soundscapes cl_soundscape_printdebuginfo print soundscapes cl_starfield_diameter 128 None cl_starfield_distance 256 None cl_sun_decay_rate 0 Yes None cl_team 0 Default team when joining a game cl_timeout 30 After this many seconds without receiving a packet from the server, the client will disconnect itself cl_updaterate 20 Number of packets per second of updates you are requesting from the server cl_upspeed 320 None cl_view Set the view entity index. cl_winddir 0 Weather effects wind direction angle cl_windspeed 0 Weather effects wind speed scalar cl_yawspeed 210 None clear Clear all console output. clear_debug_overlays clears debug overlays clientport 27005 Host game client port closecaption 0 Enable close captioning. cmd Forward command to server. collision_shake_amp 0 None collision_shake_freq 0 None collision_shake_time 0 None combine_guard_spawn_health 1 None combine_spawn_health 1 None +commandermousemove None -commandermousemove None +commandmenu Gold Source Command Menu -commandmenu None con_drawnotify 1 Disables drawing of notification area (for taking screenshots). con_enable 1 Allows the console to be activated. 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_trace 0 Print console text to low level printout. connect Connect to specified server. contimes 8 Number of console lines to overlay for debugging. coop 0 Cooperative play. CreateHairball None creditsdone None crosshair 1 None curve_bias 0 None cvarlist Show the list of convars/concommands. Commands starting with letter "D" Command Default Cheat? Help Text deathmatch 0 Running a deathmatch server. debug_physimpact 0 None decalfrequency 10 None default_fov 75 Yes None demo_debug 0 Demo debug info. demo_fastforwardfinalspeed 20 Go this fast when holding FF button for a set amount of time (see below). 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_interpolateview 1 Do view interpolation during dem 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. demogototick Skips to a tick in demo. demolist Print demo sequence list. demopause Pauses demo playback. demoresume Resumes demo playback. demos Demo demo file sequence. demotimescale Sets demo replay speed. demotogglepause Toggles demo playback. demoui Show/hide the demo player UI. developer 0 Show developer messages. differences Show all convars which are not at their default values. disconnect Disconnect game from server. disp_dynamic 0 None disp_modlimit 80 None disp_modlimit_down 20 None disp_modlimit_up 80 None disp_numiterations 1 Yes None dispcoll_drawplane 0 None displaysoundlist 0 None dog_debug 0 None dog_max_wait_time 7 None 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 collided with something Arguments x1 y1 z1 x2 y2 z2
dropprimary dropprimary: Drops the primary weapon of the player. dsp_automatic 0 None dsp_db_min 80 None dsp_db_mixdrop 0 None dsp_dist_max 1440 None dsp_dist_min 0 None dsp_enhance_stereo 1 None dsp_facingaway 0 None dsp_mix_max 0 None dsp_mix_min 0 None dsp_off 0 Yes None dsp_player 0 None dsp_reload None dsp_room 0 None dsp_slow_cpu 0 None dsp_spatial 40 None dsp_speaker 50 None dsp_vol_2ch 1 None dsp_vol_4ch 0 None dsp_vol_5ch 0 None dsp_volume 1 None dsp_water 14 None dti_flush Write out the datatable instrumentation files (you must run with -dti for this to work). dtwarning 0 Print data table warnings? dtwatchent -1 Watch this entities data table encoding. dtwatchvar 0 Watch the named variable. +duck Start player ducking (button down) -duck Stop player ducking (button up) dump_globals Dump all global entities/states dumpstringtables Print string tables to console. Commands starting with letter "E" Command Default Cheat? Help Text echo Echo text to console. editdemo Edit a recorded demo file (.dem ). endmovie Stop recording movie frames. english 1 If set to 1, running the english language set of assets. ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
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 overlays.
Arguments {entity_name} / {class_name} / no argument picks what player is looking at
ent_debugkeys 0 None ent_dump Usage: ent_dump <entity name></pre> ent_fire Usage: ent_fire <target> [action] [value] [delay] ent_info Usage: ent_info <class name></pre> ent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives.
Arguments {entity_name} / {class_name} / no argument picks what player is looking at
ent_messages_draw 0 Yes Visualizes all entity input/output activity. ent_name None ent_pause Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'. ent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red).
Arguments {entity_name} / {class_name} / no argument picks what player is looking at
ent_rbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
Arguments {entity_name} / {class_name} / no argument picks what player is looking at
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_setname Sets the targetname of the given entity(s)
Arguments {entity_name} / {class_name} / no argument picks what player is looking at
ent_show_response_criteria Print, to the console, an entity's current criteria set used to select responses.
Arguments {entity_name} / {class_name} / no argument picks what player is looking at
ent_step When 'ent_pause' is set this will step through one waiting input / output message at a time. ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments {entity_name} / {class_name} / no argument picks what player is looking at
envmap None escape Escape key pressed. exec Executes a config, // exec config_default.cfg exit Exit the engine. Commands starting with letter "F" Command Default Cheat? Help Text 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. find Find concommands with the specified string in their name/help text. findflags Displays a list of console commands with the specified flags. Usage: findflags <string>
Available flags to search for:
- ARCHIVE - SPONLY - GAMEDLL - CHEAT - USERINFO - NOTIFY - PROTECTED - PRINTABLEONLY - UNLOGGED - NEVER_AS_STRING - REPLICATED - DEMO - DONTRECORD - SERVER_CAN_EXECUTE - CLIENTCMD_CAN_EXECUTE - CLIENTDLL - MATERIAL_SYSTEM - STUDIORENDER
fire_absorbrate 3 None fire_dmgbase 1 None fire_dmginterval 1 None fire_dmgscale 0 None fire_extabsorb 5 None fire_extscale 12 None fire_growthrate 1 None fire_heatscale 1 None fire_incomingheatscale 0 None fire_maxabsorb 50 None firetarget None firstperson Switch to firstperson camera. flex_expression 0 None flex_looktime 5 None flex_maxawaytime 1 None flex_maxplayertime 7 None flex_minawaytime 0 None flex_minplayertime 5 None flex_rules 1 Allow flex animation rules to run. flex_smooth 1 Applies smoothing/decay curve to flex animation controller changes. flex_talk 0 None flush Flush cache memory. flush_unlocked Flush unlocked cache memory. fog_color -1 None fog_colorskybox -1 None fog_enable 1 None fog_enable_water_fog 1 None fog_enableskybox 1 None fog_end -1 None fog_endskybox -1 None fog_override 0 Yes None fog_start -1 None fog_startskybox -1 None force_centerview Positions the player's view straight ahead +forward Start moving player forward (button down) -forward Stop moving player forward (button up) fov Change players FOV fps_max 300 Frame rate limiter free_pass_peek_debug 0 None fs_printopenfiles Show all files currently opened by the engine. fs_warning_level Set the filesystem warning level. func_break_max_pieces 15 None func_breakdmg_bullet 0 None func_breakdmg_club 1 None func_breakdmg_explosive 1 None Commands starting with letter "G" Command Default Cheat? Help Text g_ai_citizen_show_enemy 0 None g_antlion_maxgibs 16 None g_debug_antlion 0 None g_debug_antlionguard 0 None g_debug_antlionmaker 0 Yes None g_debug_basehelicopter 0 Yes None g_debug_combine_camera 0 None g_debug_cscanner 0 None g_debug_doors 0 None g_debug_dropship 0 None g_debug_dynamicresupplies 0 Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning. g_debug_gunship 0 Yes None g_debug_headcrab 0 Yes None g_debug_physcannon 0 None g_debug_ragdoll_removal 0 Yes None g_debug_ragdoll_visualize 0 Yes None g_debug_trackpather 0 Yes None 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 & associated results during a transition. g_debug_turret 0 None g_debug_turret_ceiling 0 None g_debug_vehiclebase 0 Yes None g_debug_vehicledriver 0 Yes None g_debug_vehicleexit 0 Yes None g_debug_vehiclesound 0 Yes None g_helicopter_bullrush_bomb_enemy_distance 0 None g_helicopter_bullrush_bomb_speed 850 The maximum distance the player can be from the chopper before it stops firing g_helicopter_bullrush_bomb_time 10 None g_helicopter_bullrush_distance 5000 None g_helicopter_bullrush_mega_bomb_health 0 Fraction of the health of the chopper before it mega-bombs g_helicopter_bullrush_shoot_height 650 The maximum distance the player can be from the chopper before it stops firing g_helicopter_chargetime 2 How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires g_helicopter_idletime 3 How much time we have to wait (on average) after we fire before we can charge up again g_helicopter_maxfiringdist 2500 The maximum distance the player can be from the chopper before it stops firing g_jeepexitspeed 100 Yes None g_Language 0 None g_ragdoll_fadespeed 600 None g_ragdoll_maxcount 8 None g_test_new_antlion_jump 1 None gameui_hide None getpos dump position and angles to the console give Give item to player. Arguments: <item_name> gl_clear 0 None god Yes Toggle. Player becomes invulnerable. (Suit will still take damage.) +graph None -graph None groundlist Display ground entity list <index> Commands starting with letter "H" Command Default Cheat? Help Text hammer_update_entity Orange Box replacement for wc_update_entity. heartbeat None help Find help about a convar/concommand. hideconsole Hide the console. hidehud 0 Yes None hidepanel Hides a viewport panel <name> hl2_normspeed 190 None hl2_sprintspeed 320 None hl2_walkspeed 150 None hltv_autorecord 0 Automatically records all games as HLTV demos. hltv_cam_distance 96 Default HLTV chase camera distance hltv_cam_fov 90 Default HLTV chase camera FOV hltv_cam_inertia 100 Default HLTV chase camera inertia hltv_cam_offset 64 Default HLTV chase camera offset hltv_cam_phi 0 Default HLTV chase camera phi angle hltv_cam_theta 0 Default HLTV chase camera theta angle hltv_connect Connect to specified HLTV server. hltv_debug 0 HLTV debug info. hltv_delay 10 HLTV broadcast delay in seconds hltv_maxclients 128 Maximum client number on HLTV server. hltv_maxrate 3500 Max client bandwidth rate allowed, 0 == unlimited hltv_port 27020 Host HLTV port hltv_record Starts HLTV demo recording. hltv_retry Reconnects the HLTV relay proxy. hltv_snapshotinterval 2 Take game snapshot every nth tick hltv_status Connect to specified HLTV server. hltv_stop Stops the HLTV broadcast. hltv_stoprecord Stops HLTV demo recording. hltv_viewent 0 HLTV camera entity index 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_profile 0 None 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_sleep 0 Yes Force the host to sleep a certain number of milliseconds each frame. host_speeds 0 Show general system running times. host_timescale 1 Yes Prescale the clock by this amount. host_writeconfig Store current settings to config.cfg (or specified .cfg file). hostname 0 Hostname for server. hostport 27015 Host game server port hud_airboathint_numentries 10 None hud_autoreloadscript 0 Automatically reloads the animation script each time one is ran hud_deathnotice_time 6 None hud_drawhistory_time 5 None hud_fastswitch 0 None hud_jeephint_numentries 10 None hud_quickinfo 0 None hud_reloadscheme Reloads hud layout and animation scripts. hud_saytext_time 12 None hurtme Hurts the player. Arguments: <health to lose> Commands starting with letter "I" Command Default Cheat? Help Text impulse See impulse. incrementvar Increment specified convar value. invnext None invprev None ip 0 Overrides IP for multihomed hosts +jlook None -jlook None Commands starting with letter "J" Command Default Cheat? Help Text joy_advanced 0 None joy_advaxisr 0 None joy_advaxisu 0 None joy_advaxisv 0 None joy_advaxisx 0 None joy_advaxisy 0 None joy_advaxisz 0 None joy_diagonalpov 0 POV manipulator operates on diagonal axes, too. joy_forwardsensitivity -1 None joy_forwardthreshold 0 None joy_name 0 None joy_pitchsensitivity 1 None joy_pitchthreshold 0 None joy_sidesensitivity -1 None joy_sidethreshold 0 None joy_wingmanwarrier_centerhack 0 Wingman warrior centering hack. joy_wingmanwarrier_turnhack 0 Wingman warrior hack related to turn axes. joy_yawsensitivity -1 None joy_yawthreshold 0 None joyadvancedupdate None joystick 0 None jpeg Take a jpeg screenshot: jpeg <filename> <quality 1-100>. jpeg_quality 90 jpeg screenshot quality. +jump Start player jump upward (button down) -jump Stop player jump upward (button up) Commands starting with letter "K" Command Default Cheat? Help Text 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 slot, userid or name. kill kills the player killserver Shutdown the server. +klook None -klook None Commands starting with letter "L" Command Default Cheat? Help Text lastinv None +left Start moving player left (button down) -left Stop moving player left (button up) light_crosshair Show texture color at crosshair linefile Parses map leak data from .lin file list List cached servers. listdemo List demo file contents. listid Lists banned users. listip List IP addresses on the ban list. listmodels List loaded models. load Load a saved game. lod_Enable 1 None lod_TransitionDist 800 None log 1>. log_addaddress Set address and port for remote host <ip:port>. log_console 1>. log_events 1>. log_level Specifies a logging level 0..15 <n>. log_udp 1>. +lookdown None -lookdown None lookspring 0 None lookstrafe 0 None +lookup None -lookup None lservercfgfile 0 None Commands starting with letter "M" Command Default Cheat? Help Text m_customaccel 0 Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).
Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity. If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively. m_customaccel_exponent 1 Mouse move is raised to this power before being scaled by scale factor. m_customaccel_max 0 Max mouse move scale factor, 0 for no limit m_customaccel_scale 0 Custom mouse acceleration value. m_filter 0 Mouse filtering (set this to 1 to average the mouse over 2 frames). 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 Windows mouse speed factor (range 1 to 20). m_pitch 0 Mouse pitch factor. m_side 0 Mouse side factor. m_yaw 0 Mouse yaw factor. map Start playing on specified map. map_background Runs a map as the background to the main menu. map_edit None map_noareas 0 Disable area to area connection testing. mapcyclefile mapcycle.txt Sets the map cycle file to use for cycling maps. maps Displays list of maps. mat_antialias 0 None mat_bloom 1 None mat_bufferprimitives 1 None mat_bumpbasis 0 None mat_bumpmap 1 Toggles bumpmap rendering on/off. mat_camerarendertargetoverlaysize 128 Yes None mat_clipz 1 None mat_compressedtextures 1 None mat_configcurrent Show the current video control panel config for the material system. mat_crosshair Display the name of the material/texture under the crosshair. mat_debug None mat_debugdepth 0 None mat_debugdepthmode 0 None mat_debugdepthval 128 None mat_debugdepthvalmax 256 None mat_depthbias_decal -262144 None mat_depthbias_normal 0 Yes None mat_diffuse 1 None mat_drawflat 0 Yes None mat_drawwater 1 Yes None mat_dxlevel 90 None mat_envmapsize 128 None mat_envmaptgasize 32 None mat_fastnobump 0 None mat_fastspecular 1 Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. mat_fillrate 0 Yes None mat_filterlightmaps 1 Smooths lightmaps. Lighting appears blocky when this is off. mat_filtertextures 1 Smooths textures. Textures appear blocky when this is off. mat_forceaniso 1 Sets Anistropic Filtering Level mat_forcedynamic 0 Yes None mat_forcehardwaresync 1 None mat_frame_sync_enable 1 Yes None mat_frame_sync_force_texture 0 Yes Force frame syncing to lock a managed texture. mat_framebuffercopyoverlaysize 128 None mat_fullbright 0 Yes None mat_hsv 0 None mat_info Shows material system info mat_leafvis 0 Draw wireframe of current leaf mat_levelflush 1 None mat_loadtextures 1 None mat_luxels 0 Yes None mat_maxframelatency 1 None mat_measurefillrate 0 Yes None mat_mipmaptextures 1 None mat_monitorgamma 2 Monitor gamma (typically 2.2 for CRT and 1.7 for LCD). mat_norendering 0 None mat_normalmaps 0 Yes None mat_normals 0 Yes None mat_parallaxmap 0 None mat_picmip 0 Sets texture quality. Is the same as the "Texture Detail" menu. Values are 0-High, 1-Medium, 2-Low mat_proxy 0 None mat_reducefillrate 0 None mat_reloadallmaterials None mat_reloadmaterial None mat_reloadtextures None mat_reversedepth 0 Yes None mat_savechanges Saves current video configuration to the registry. mat_setvideomode Sets the width, height, windowed state of the material system. mat_shadowstate 1 None mat_show_texture_memory_usage 0 Display the texture memory usage on the HUD. mat_showcamerarendertarget 0 Yes None mat_showenvmapmask 0 None mat_showframebuffertexture 0 Yes None mat_showlightmapcomponent 0 0: show normal-mapped lightmap
1: show component 11: show component 21: show component 3 mat_showlightmappage -1 None mat_showlowresimage 0 None mat_showmaterials Show materials. mat_showmaterialsverbose None mat_showmiplevels 0 None mat_showtextures Show textures. mat_showwatertextures 0 Yes None mat_skybloomamount 1 None mat_slopescaledepthbias_decal 0 Yes None mat_slopescaledepthbias_normal 0 Yes None mat_softwarelighting 0 None mat_softwareskin 0 None mat_specular 1 Enable/Disable specularity for performance testing. Will cause a material reload upon change. mat_spewvertexandpixelshaders Print all vertex and pixel shaders currently loaded to the console. mat_stub 0 Yes None mat_suppress Suppress a material from drawing mat_surfaceid 0 None mat_surfacemat 0 None mat_texture_limit -1 If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes. +mat_texture_list None -mat_texture_list None mat_texture_list 0 For debugging, show a list of used textures per frame mat_texture_list_all 0 If this is nonzero, then the texture list panel will show all currently-loaded textures. mat_texturelist_directories 0 None mat_texturelist_files 1 None mat_trilinear 1 None mat_viewportscale 1 Yes Debugging viewport scale mat_vsync 0 Force sync to vertical retrace mat_wateroverlaysize 128 None mat_wireframe 0 See Optimization Commands. mat_yuv 0 Turns the screen monochrome maxplayers Change the maximum number of players allowed on this server. mem_dump Dump memory stats. mem_dumpstats 0 Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) mem_force_flush 0 Force cache flush of unlocked resources on every alloc. metropolice_charge 1 None metropolice_chase_use_follow 0 None metropolice_move_and_melee 1 None minisave Saves game (for current level only!) mod_forcedata 1 Forces all model file data into cache on model load. monk_headshot_freq 2 None mortar_visualize 0 None +movedown None -movedown None +moveleft None -moveleft None +moveright None -moveright None +moveup None -moveup None mp_allowNPCs 1 None mp_autoteambalance 1 None - New Source Engine mp_autoteambalance_delay 1 Time after the teams become unbalanced to attempt to switch players. - New Source Engine mp_autoteambalance_warning_delay 1 Time after the teams become unbalanced to print a balance warning. - New Source Engine mp_allowspectators 1 Toggles whether the server allows spectator mode or not. mp_autocrosshair 1 None mp_bonusroundtime 1 Time after round win until round restarts - New Source Engine mp_buytime 1.5 Time players have to buy weapons mp_chattime 10 Amount of time players can chat after the game is over. mp_decals 200 None mp_defaultteam 0 None mp_enableroundwaittime 1 Enable timers to wait between rounds. - New Source Engine mp_facefronttime 3 After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body. mp_falldamage 0 None mp_feetyawrate 720 How many degrees per second that we can turn our feet or upper body. mp_flashlight 0 None mp_footsteps 1 None mp_forcecamera 0 Restricts spectator modes for dead players. mp_forcerespawn 1 None mp_fraglimit 0 None mp_friendlyfire 0 None mp_ik 1 Use IK on in-place turns. mp_logecho 1 None mp_logfile 1 None mp_maxrounds 1 Max number of rounds to play before server changes maps - New Source Engine. mp_restartround 1 If non-zero, the current round will restart in the specified number of seconds - New Source Engine. mp_stalemate_timelimit 1 Timelimit (in seconds) of the stalemate round. - New Source Engine. mp_teamlist 0 None mp_teamoverride 1 None mp_teamplay 0 None mp_teams_unbalance_limit 1 Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine. mp_timelimit 0 Game time per map in minutes. mp_weaponstay 0 None mp_winlimit 0 Max number of rounds one team can win before server changes maps - New Source Engine. mp3 (Counter-Strike: Source only) Starts the Valve MP3 Player. muzzleflash_light 1 None Commands starting with letter "N" Command Default Cheat? Help Text name 0 Current user name. nav_begin_area Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command. nav_clear_walkable_marks Erase any previously placed walkable positions. nav_connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. nav_corner_lower Lower the selected corner of the currently marked Area. 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_crouch Toggles the 'must crouch in this area' flag used by the AI system. nav_delete Deletes the currently highlighted Area. nav_disconnect To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. 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 and creates it. nav_generate Generate a Navigation Mesh for the current map and save it to disk. nav_jump Toggles the 'traverse this area by jumping' flag used by the AI system. nav_load Loads the Navigation Mesh for the current map. nav_mark Marks the Area under the cursor for manipulation by subsequent editing commands. 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 a Navigation Mesh. nav_merge To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. nav_no_jump Toggles the 'don't jump in this area' flag used by the AI system. nav_place_floodfill Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. nav_place_pick Sets the current Place to the Place of the Area under the cursor. nav_precise Toggles the 'don't 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_save Saves the current Navigation Mesh to disk. nav_show_approach_points 0 Show Approach Points in the Navigation Mesh. nav_show_danger 0 Show current 'danger' levels. nav_splice To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. nav_split To split an Area into two, align the split line using your cursor and invoke the split command. nav_strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. 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 Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. nav_use_place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. net_blockmsg 0 Yes 1|name> net_channels Shows net channel info. net_chokeloop 0 Apply bandwidth choke to loopback packets. net_drawslider 0 Draw completion slider during signon. net_droppackets 0 Yes Drops next n packets on client. net_fakelag 0 Yes Lag all incoming network data (including loopback) by this many milliseconds. net_fakeloss 0 Yes Simulate packet loss as a percentage (negative means drop 1/n packets). net_graph 0 Draw the network usage graph. net_graphheight 64 None net_graphpos 1 None net_graphsolid 1 None net_maxfilesize 16 Max filesize server can transfer to clients. net_maxfragments 1280 Max fragment bytes per packet. net_scale 5 None net_showdrop 0 Show dropped packets in console net_showevents 0 Print game event infos to console. net_showfragments 0 Show netchannel fragments. net_showmsg 0 1|name> net_showpeaks 0 Show messages for large packets only: <size> net_showsplits 0 Show info about packet splits. net_showtcp 0 Dump TCP stream summary to console. net_showudp 0 Dump UPD packets summary to console net_start Initializes multiplayer network sockets. net_synctags 0 Yes Insert tokens into the net stream to find client/server mismatches. next 0 Yes Set to 1 to advance to next frame ( when singlestep == 1 ) nextdemo Play next demo in sequence. noclip Yes Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck. notarget Toggle. Player becomes hidden to NPCs. npc_ammo_deplete Subtracts half of the target's ammo. npc_barnacle_swallow 0 Use prototype swallow code. npc_bipass Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green.
Arguments {entity_name} / {class_name} / no argument picks what player is looking at.
npc_citizen_auto_player_squad 1 None npc_citizen_auto_player_squad_allow_use 0 None npc_citizen_explosive_resist 0 None npc_citizen_insignia 0 None npc_citizen_squad_marker 0 None npc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
Arguments {entity_name} / {class_name} / no argument picks what player is looking at.
npc_conditions Displays all the current AI conditions that an NPC has in the overlay text.
Arguments {entity_name} / {class_name} / no argument picks what player is looking at.
npc_create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
Arguments {npc_class_name}.
npc_create_aimed Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
Arguments {npc_class_name}.
npc_create_equipment 0 None npc_destroy Removes the given NPC(s) from the universe
Arguments {entity_name} / {class_name} / no argument picks what player is looking at.
npc_destroy_unselected Removes all NPCs from the universe that aren't currently selected. npc_enemies Shows memory of NPC. Draws an X on top of each memory.
Blue Eluded entities (don't know where it went) Green Unreachable entities (can't get to it) Red Current enemy Magenta Current target entity Pink All other entities drawn Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_focus Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box). npc_go_do_run 1 Set whether should run on NPC go. npc_go_random Sends all selected NPC(s) to a random node. npc_heal Heals the target back to full health. npc_height_adjust 1 Enable test mode for ik height adjustment. npc_kill Kills the given NPC(s)
Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_nearest Draw's a while box around the NPC(s) nearest node
Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_reset Reloads schedules for all NPC's from their script files. npc_route Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner:
Blue Path to a node Cyan Detour around an object (triangulation) Red Jump Maroon Path to final target position Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_select Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_sentences 0 None npc_speakall Force the npc to try and speak all their responses. npc_squads Obsolete. Replaced by npc_combat. npc_steering Displays the steering obstructions of the NPC (used to perform local avoidance)
Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_steering_all Displays the steering obstructions of all NPCs (used to perform local avoidance). npc_strider_height_adj 0 None npc_strider_shake_ropes_magnitude 150 None npc_strider_shake_ropes_radius 1200 None npc_task_text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_thinknow Trigger NPC to think. npc_viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_vphysics 0 None Commands starting with letter "O" Command Default Cheat? Help Text old_radiusdamage 0 None overview_health 1 Show player's health in map overview. overview_locked 1 Locks map angle, doesn't follow view angle. overview_mode 1|2> overview_names 1 Show player's names in map overview. overview_tracks 1 Show player's tracks in map overview. overview_zoomabs Sets overview map zoom: <zoom> overview_zoomrel Changes overview map zoom: <factor> Commands starting with letter "P" Command Default Cheat? Help Text particle_simulateoverflow 0 Yes Used for stress-testing particle systems. Randomly denies creation of particles. 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 None perfvisualbenchmark_abort None phonemedelay 0 Phoneme delay to account for sound system latency. phonemefilter 0 Time duration of box filter to pass over phonemes. phonemesnap 1 Don't force visemes to always consider two phonemes, regardless of duration. phys_impactforcescale 1 None phys_penetration_error_time 10 Controls the duration of vphysics penetration error boxes. phys_pushscale 1 None phys_speeds 0 None phys_stressbodyweights 5 None phys_swap Automatically swaps the current weapon for the physcannon and back again. phys_timescale 1 Scale time for physics phys_upimpactforcescale 0 None physcannon_ball_cone 0 None physcannon_chargetime 2 None physcannon_cone 0 None physcannon_maxforce 1500 None physcannon_maxmass 250 None physcannon_mega_pullforce 8000 None physcannon_mega_tracelength 850 None physcannon_minforce 700 None physcannon_pullforce 4000 None physcannon_tracelength 250 None physics_budget Times the cost of each active object 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 physicsshadowupdate_render 0 None picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
Arguments Full - enables all debug information
ping Display ping to server. pistol_use_new_accuracy 1 None pixelvis_debug Dump debug info play Play a sound. playdemo Play a recorded demo file (.dem ). player_old_armor 0 None player_showpredictedposition 0 None player_showpredictedposition_timestep 1 None player_squad_autosummon_debug 0 None player_squad_autosummon_move_tolerance 20 None player_squad_autosummon_player_tolerance 10 None player_squad_autosummon_time 5 None player_squad_autosummon_time_after_combat 8 None player_squad_double_tap_time 0 None player_squad_transient_commands 1 None player_throwforce 1000 None playflush Play a sound, reloading from disk in case of changes. playgamesound Play a sound from the game sounds txt file playsoundscape Forces a soundscape to play playvol Play a sound at a specified volume. plugin_load Loads a plugin present in the addons directory. plugin_print Prints loaded plugins (server). plugin_unload Unloads a plugin based on it's ID in plugin_print. progress_enable None prop_crosshair Shows name for prop looking at prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1. props_break_max_pieces -1 None pwatchent -1 Yes Entity to watch for prediction system changes. pwatchvar 0 Yes Entity variable to watch in prediction system for changes. Commands starting with letter "Q" Command Default Cheat? Help Text quit Exit the engine. quti Exit the engine. Commands starting with letter "R" Command Default Cheat? Help Text r_3dnow 1 hl2 : to make engine uses amd 3dnow registers r_3dsky 1 Yes Enable the rendering of 3d sky boxes r_AirboatPitchCurveLinear 60 Yes None r_AirboatPitchCurveZero 25 Yes None r_AirboatRollCurveLinear 120 Yes None r_AirboatRollCurveZero 90 Yes None r_AirboatViewBlendTo 1 Yes None r_AirboatViewBlendToScale 0 Yes None r_AirboatViewBlendToTime 1 Yes None r_AirboatViewDampenDamp 1 Yes None r_AirboatViewDampenFreq 7 Yes None r_AirboatViewZHeight 0 Yes None r_ambientlightingonly 0 Yes Set this to 1 to light models with only ambient lighting (and no static lighting). r_aspectratio 0 Yes None r_avglight 1 None r_avglightmap 0 None r_cheapwaterend None r_cheapwaterstart None r_cleardecals Usage r_cleardecals <permanent>. r_ClipAreaPortals 1 Yes None r_colorstaticprops 0 Yes None r_debugcheapwater 0 Yes None r_debugrandomstaticlighting 0 Yes Set to 1 to make all static lighting red for debugging. Must restart for change to take affect. r_decal_cullsize 5 Decals under this size in pixels are culled r_decals 2048 None r_decalstaticprops 1 Decal static props test r_DispBuildable 0 Yes None r_DispDrawAxes 0 None r_DispEnableLOD 0 None r_DispFullRadius 400 Radius within which a displacement will stay at its highest LOD r_DispLockLOD 0 None r_DispRadius 500 None r_DispSetLOD 0 None r_DispTolerance 5 None r_DispUpdateAll 0 None r_DispUseStaticMeshes 1 Yes High end machines use static meshes. Low end machines use temp meshes. r_DispWalkable 0 Yes None r_DoCovertTransitions 0 None r_dopixelvisibility 1 None r_drawbatchdecals 1 Render decals batched. r_DrawBeams 1 Yes None r_drawbrushmodels 1 Yes Render brush models. r_drawclipbrushes 0 Yes Draw clip brushes r_drawdecals 1 Yes Render decals. r_drawdetailprops 1 None r_DrawDisp 1 Yes Toggles rendering of displacment maps r_drawentities 1 Yes None r_drawflecks 1 None r_drawfullskybox 1 Yes None r_drawleaf -1 Yes Draw the specified leaf. r_drawlightcache 0 Yes 0: off
1: draw light cache entries2: draw rays r_drawlightinfo 0 Yes None r_drawlights 0 Yes None r_drawmodeldecals 1 None r_DrawModelLightOrigin 0 Yes None r_drawmodelstatsoverlay 0 Yes None r_drawmodelstatsoverlaydistance 500 Yes None 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 Yes None r_drawopaqueworld 1 Yes None r_drawothermodels 1 Yes None r_drawparticles 1 Yes Enable/disable particle rendering r_drawpixelvisibility 0 Show the occlusion proxies r_DrawPortals 0 Yes None r_DrawRain 1 Yes Enable/disable rain rendering. r_drawrenderboxes 0 Yes None r_drawropes 1 Yes None r_drawskybox 1 Yes None r_DrawSpecificStaticProp -1 None r_drawsprites 1 Yes None r_drawstaticprops 1 Yes None r_drawtranslucentrenderables 1 Yes None r_drawtranslucentworld 1 Yes None r_drawvgui 1 Yes Enable the rendering of vgui panels r_drawviewmodel 1 Yes None r_drawworld 1 Yes Render the world. r_dynamic 1 None r_eyeglintlodpixels 20 The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. r_eyegloss 1 None r_eyemove 1 None r_eyes 1 None r_eyeshift_x 0 None r_eyeshift_y 0 None r_eyeshift_z 0 None r_eyesize 0 None r_eyewaterepsilon 7 Yes None r_farz -1 Yes Override the far clipping plane. -1 means to use the value in env_fog_controller. r_fastzreject 0 Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings r_flashlightconstant 0 Yes None r_flashlightdrawfrustum 0 None r_flashlightdrawfrustumbbox 0 None r_flashlightdrawsweptbbox 0 None r_flashlightfar 750 Yes None r_flashlightfov 45 Yes None r_flashlightlinear 100 Yes None r_flashlightlockposition 0 Yes None r_flashlightmodels 1 None r_flashlightnear 1 Yes None r_flashlightnodraw 0 None r_flashlightoffsetx 10 Yes None r_flashlightoffsety -20 Yes None r_flashlightoffsetz 24 Yes None r_flashlightquadratic 0 Yes None r_flashlightvisualizetrace 0 Yes None r_flex 1 None r_flushlod Flush and reload LODs. r_ForceRestore 0 None r_ForceWaterLeaf 1 Enable for optimization to water - considers view in leaf under water for purposes of culling r_frustumcullworld 1 None r_JeepFOV 90 Yes None r_JeepViewBlendTo 1 Yes None r_JeepViewBlendToScale 0 Yes None r_JeepViewBlendToTime 1 Yes None r_JeepViewDampenDamp 1 Yes None r_JeepViewDampenFreq 7 Yes None r_JeepViewZHeight 10 Yes None r_lightaverage 1 Activates/deactivate light averaging r_lightcache_numambientsamples 162 number of random directions to fire rays when computing ambient lighting r_lightcachecenter 1 Yes None r_lightinterp 5 Controls the speed of light interpolation, 0 turns off interpolation r_lightmap -1 None r_lightstyle -1 None r_lockpvs 0 Yes Lock the PVS so you can fly around and inspect what is being drawn. r_lod -1 None r_lod_noupdate 0 None r_mapextents 16384 Yes Set the max dimension for the map. This determines the far clipping plane r_maxdlights 32 None r_maxmodeldecal 50 None r_maxnewsamples 6 None r_maxsampledist 128 None r_minnewsamples 3 None r_mmx 1 hl1 and hl2 : to make engines use mmx registers r_modellodscale 1 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models r_modelwireframedecal 0 Yes None r_newflashlight 1 Yes None r_newproplighting 0 None r_nohw 0 Yes None r_norefresh 0 None r_nosw 0 Yes None r_novis 0 Yes 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
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