_resetgamestats | cmd | | | | | | | | | | | | | | | | | | | | Erases current game stats and writes out a blank stats file |
_restart | cmd | | | | | | | | | | | | | | | | | | | | Shutdown and restart the engine. |
achievement_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Turn on achievement debug msgs. |
achievement_disable | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Turn off achievements. |
action_progress_reset_interval | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
addip | cmd | | | | | | | | | | | | | | | | | | | | Add an IP address to the ban list. |
adminlist_adminflag | 0 | | | | | | | | | | | | | | | | | | | | admin flag to use for list. must be in char format |
adminlist_mode | 1 | | | | | | | | | | | | | | | | | | | | mode that changes how the list appears.. |
adminlist_on | 1 | | | | | | | | | | | | | | | | | | | | turns on and off admin list, 1=on ,0=off |
adminlist_version | 1 | | SPONLY | | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Admin List Version |
ai_debug_los | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l |
ai_debug_ragdoll_magnets | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ai_debug_shoot_positions | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
ai_debug_speech | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ai_expression_frametime | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Maximum frametime to still play background expressions. |
ai_expression_optimization | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Disable npc background expressions when you can't see them. |
ai_force_serverside_ragdoll | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ai_LOS_mode | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
ai_sequence_debug | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ai_setupbones_debug | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Shows that bones that are setup every think |
ai_shot_bias_max | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
ai_shot_bias_min | -1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
ai_show_hull_attacks | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ai_use_visibility_cache | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
air_density | cmd | | | | | | | | | | | | | | | | | | | | Changes the density of air for drag computations. |
alias | cmd | | | | | | | | | | | | | | | | | | | | Alias a command. |
anim_3wayblend | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Toggle the 3-way animation blending code. |
anim_showstate | -1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Show the (client) animation state for the specified entity (-1 for none). |
anim_showstatelog | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both. |
anim_spewdesired | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
async_allow_held_files | 1 | | | | | | | | | | | | | | | | | | | | Allow AsyncBegin/EndRead() |
async_mode | 0 | | | | | | | | | | | | | | | | | | | | Set the async filesystem mode (0 = async, 1 = synchronous) |
async_resume | cmd | | | | | | | | | | | | | | | | | | | | |
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 | cmd | | | | | | | | | | | | | | | | | | | | |
autoaim_max_deflect | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
autoaim_max_dist | 2160 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
banid | cmd | | | | | | | | | | | | | | | | | | | | Add a user ID to the ban list. |
banip | cmd | | | | | | | | | | | | | | | | | | | | Add an IP address to the ban list. |
bind | cmd | | | | | | | | | | | | | | | | | | | | Bind a key. |
bind_osx | cmd | | | | | | | | | | | | | | | | | | | | Bind a key for OSX only. |
BindToggle | cmd | | | | | | | | | | | | | | | | | | | | Performs a bind <key> 'increment var <cvar> 0 1 1' |
blackbox | 1 | | | | | | | | | | | | | | | | | | | | |
blackbox_dump | cmd | | | | | | | | | | | | | | | | | | | | Dump the contents of the blackbox |
blackbox_record | cmd | | | | | | | | | | | | | | | | | | | | Record an entry into the blackbox |
BlendBonesMode | 2 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
bot_aim_aimtracking_base | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking |
bot_aim_aimtracking_frac_easy | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the head aim tracking interval if difficulty is easy |
bot_aim_aimtracking_frac_hard | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the head aim tracking interval if difficulty is hard |
bot_aim_aimtracking_frac_impossible | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the head aim tracking interval if difficulty is impossible |
bot_aim_aimtracking_frac_sprinting_target | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the head aim tracking interval if target is sprinting |
bot_aim_angularvelocity_base | 920 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How fast do the bots turn their heads ( deg/second ) |
bot_aim_angularvelocity_base_ooc | 800 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How fast do the bots turn their heads WHEN OUT OF COMBAT( deg/second ) |
bot_aim_angularvelocity_frac_easy | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the angular velocity if difficulty is easy |
bot_aim_angularvelocity_frac_hard | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the angular velocity if difficulty is hard |
bot_aim_angularvelocity_frac_impossible | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the angular velocity if difficulty is impossible |
bot_aim_angularvelocity_frac_sprinting_target | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the angular velocity if target is sprinting |
bot_aim_angularvelocity_uber | 1400 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How fast do the bots turn their heads ( deg/second ) (uberbot) |
bot_aim_attack_aimtolerance_frac_easy | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | The easy frac for aim tolerance for the bots |
bot_aim_attack_aimtolerance_frac_hard | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | The hard frac for aim tolerance for the bots |
bot_aim_attack_aimtolerance_frac_impossible | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | The impossible frac for aim tolerance for the bots |
bot_aim_attack_aimtolerance_frac_normal | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | The normal frac for aim tolerance for the bots |
bot_aimtracking_frac_survival_end | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied at end (level 30) of Survival |
bot_aimtracking_frac_survival_start | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied at start of Survival |
bot_aimtracking_uber | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking ( |
bot_attack_aimpenalty_amt_close | 50 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How much should we offset our aim after just spotting enemy nearby |
bot_attack_aimpenalty_amt_far | 120 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How much should we offset our aim after just spotting enemy a long way away |
bot_attack_aimpenalty_amt_frac_dark | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac to multiply against the aim penalty amount when target is in darkness |
bot_attack_aimpenalty_amt_frac_easy | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Multiply amt by this much for easy difficulty |
bot_attack_aimpenalty_amt_frac_hard | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Multiply amt by this much for hard difficulty |
bot_attack_aimpenalty_amt_frac_impossible | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Multiply amt by this much for impossible difficulty |
bot_attack_aimpenalty_amt_frac_light | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac to multiply against the aim penalty amount when target is in lightness |
bot_attack_aimpenalty_time_close | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How long before we stop penalizing aim position nearby? |
bot_attack_aimpenalty_time_far | 9 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How long before we stop penalizing aim position a long way away? |
bot_attack_aimpenalty_time_frac_dark | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac to multiply against the aim penalty time when target is in darkness |
bot_attack_aimpenalty_time_frac_light | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac to multiply against the aim penalty time when target is in lightness |
bot_attack_aimtolerance_newthreat_amt | 3 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How much should we artificially bloat aimtolerance boxes for enemies we just spotted? |
bot_attack_aimtolerance_newthreat_amt_solo | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How much should we artificially bloat aimtolerance boxes for enemies we just spotted? (solo) |
bot_attack_aimtolerance_newthreat_time | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How long before we stop artificially bloating aimtolerance box? |
bot_attack_aimtolerance_newthreat_time_solo | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How long before we stop artificially bloating aimtolerance box? (solo) |
bot_attack_burst_maxtime | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The maximum amount of time the bot pulls the trigger for automatic weapons |
bot_attack_burst_maxtime_solo | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The maximum amount of time the bot pulls the trigger for automatic weapons (solo) |
bot_attack_burst_mintime | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The minimum amount of time the bot pulls the trigger for automatic weapons |
bot_attack_burst_mintime_solo | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The minimum amount of time the bot pulls the trigger for automatic weapons (solo) |
bot_attack_retarget_maxtime | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The maximum amount of time until the bot retargets |
bot_attack_retarget_mintime | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The minimum amount of time until the bot retargets |
bot_attackdelay_base | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Attack delay base value in seconds |
bot_attackdelay_frac_desiredrange | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied if distance is greater than hipfire range |
bot_attackdelay_frac_difficulty_easy | 2 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied if in easy difficulty |
bot_attackdelay_frac_difficulty_hard | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied if in hard difficulty |
bot_attackdelay_frac_difficulty_impossible | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied if in impossible difficulty |
bot_attackdelay_frac_hipfirerange | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied if within hipfire range |
bot_attackdelay_frac_maxrange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied if distance is greater than desired range |
bot_attackdelay_frac_outofrange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied if distance is greater than max range |
bot_attackdelay_frac_outsidefov | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied if the bot is not looking at the player |
bot_attackdelay_frac_survival_end | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied at end (level 20) of Survival |
bot_attackdelay_frac_survival_start | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied at start of Survival |
bot_damage | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Float representing the damage bots give off. |
bot_fov_frac_survival_end | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied at end (level 30) of Survival |
bot_fov_frac_survival_start | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied at start of Survival |
bot_grenade_think_time | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
bot_hearing_flashbang_effect_max_distance | 750 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max range that a flashbang will effect the bots |
bot_hearing_flashbang_effect_max_time | 10 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max time that a flashbang will effect the bots |
bot_hearing_grenade_hearing_range | 3000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How far away can a bot hear a grenade explosion |
bot_hearing_silenced_weapon_sound_reduction | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | By what percentage do silenced weapons reduce the hearing range |
bot_investigate_sneak_lightvalue | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | The light value the bot must be in order to activate sneak |
bot_loco_hurry_sprinthold_max | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum tme to hold the sprint when ShouldHurry returns true |
bot_loco_hurry_sprinthold_min | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum tme to hold the sprint when ShouldHurry returns true |
bot_loco_path_max_retreat_length | 420 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum distance a bot will run a retreat path |
bot_loco_path_minlookahead | 120 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum look-ahead distance for bot pathing |
bot_loco_pronehold_max | 8 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum tme to hold the prone button |
bot_loco_pronehold_min | 3 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum tme to hold the prone button |
bot_loco_slowdown_walkhold_max | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum tme to hold the walk button when within slowdown distance |
bot_loco_slowdown_walkhold_min | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum tme to hold the walk button when within slowdown distance |
bot_mimic | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Bot uses usercmd of player by index. |
bot_range_frac_desiredrange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied to the desired range of bots |
bot_range_frac_hipfirerange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied to the hipfire range of bots |
bot_range_frac_maxrange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied to the max range of bots |
bot_recognizetime_frac_survival_end | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied at end (level 30) of Survival |
bot_recognizetime_frac_survival_start | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Frac applied at start of Survival |
bot_recoil_multiplier | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Multiplier applied to recoil if the shooter is a bot |
bot_rpg_spawn_attackdelay | 15 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Bots won't shoot RPGs if within 8 seconds if players spawning |
bot_silhouette_discover_timer | 3 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Time in seconds that a silhouette remains visible after it's discovered |
bot_silhouette_light_threshold_low | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Light data with a lower float value than this number will be considered low lighting |
bot_silhouette_light_threshold_medium | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Light data with a lower float value than this number will be considered medium lighting |
bot_silhouette_range_close | 1200 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Silhouette has to be closer than this distance to qualify as close |
bot_silhouette_range_far | 3000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Silhouette has to be further than this distance to qualify as far |
bot_silhouette_range_movement | 4000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Movement makes silhouette easier to read within this range |
bot_silhouette_readtime_clear | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Time it takes to shoot at a clear silhouette |
bot_silhouette_readtime_dark | 7 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Time it takes to shoot at a dark silhouette |
bot_silhouette_readtime_fuzzy | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Time it takes to shoot at a fuzzy silhouette |
bot_silhouette_scan_frequency | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Time in seconds between each silhouette scan if a silhouette is not visible |
bot_targeting_noise_x_base | 60 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise X value |
bot_targeting_noise_x_base_solo | 15 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise X value (solo) |
bot_targeting_noise_x_frac_desiredrange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise frac applied to X value on desired range |
bot_targeting_noise_x_frac_hipfirerange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise frac applied to X value on hipfire range |
bot_targeting_noise_x_frac_maxrange | 2 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise frac applied to X value on max range |
bot_targeting_noise_y_base | 60 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise Y value |
bot_targeting_noise_y_base_solo | 15 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise Y value (solo) |
bot_targeting_noise_y_frac_desiredrange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise frac applied to Y value on desired range |
bot_targeting_noise_y_frac_hipfirerange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise frac applied to Y value on hipfire range |
bot_targeting_noise_y_frac_maxrange | 2 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise frac applied to Y value on max range |
bot_targeting_noise_z_base | 80 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise Z value |
bot_targeting_noise_z_base_solo | 20 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise Z value (solo) |
bot_targeting_noise_z_frac_desiredrange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise frac applied to Z value on desired range |
bot_targeting_noise_z_frac_hipfirerange | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise frac applied to Z value on hipfire range |
bot_targeting_noise_z_frac_maxrange | 2 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The targeting noise frac applied to Z value on max range |
bot_vis_foliage_threshold | 250 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Bots LoS checking against a target < than this will ignore foliage. |
bot_vis_fov_attack_base | 90 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | FOV when the bot is trying to attack |
bot_vis_fov_frac_easy | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac applied to the FOV if the difficulty is easy |
bot_vis_fov_frac_hard | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac applied to the FOV if the difficulty is hard |
bot_vis_fov_frac_impossible | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac applied to the FOV if the difficulty is impossible |
bot_vis_fov_idle_base | 150 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | FOV when the bot is idle/guarding (normal difficulty) |
bot_vis_recognizetime_base | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Time it takes for bot to recognize a target (normal difficulty) |
bot_vis_recognizetime_frac_easy | 2 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the recognize time if difficulty is easy |
bot_vis_recognizetime_frac_hard | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the recognize time if difficulty is hard |
bot_vis_recognizetime_frac_impossible | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Frac appplied to the recognize time if difficulty is impossible |
breakable_disable_gib_limit | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
breakable_multiplayer | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
buddha | cmd | | | | | | | | | | | | | | | | | | | | Toggle. Player takes damage but won't die. (Shows red cross when health is zero) |
budget_toggle_group | cmd | | | | | | | | | | | | | | | | | | | | Turn a budget group on/off |
bug_swap | cmd | | | | | | | | | | | | | | | | | | | | Automatically swaps the current weapon for the bug bait and back again. |
bullet_ff_through_walls | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
cache_print | cmd | | | | | | | | | | | | | | | | | | | | cache_print [section]
Print out contents of cache memory. |
cache_print_lru | cmd | | | | | | | | | | | | | | | | | | | | cache_print_lru [section]
Print out contents of cache memory. |
cache_print_summary | cmd | | | | | | | | | | | | | | | | | | | | cache_print_summary [section]
Print out a summary contents of cache memory. |
callvote | cmd | | | | | | | | | | | | | | | | | | | | Start a vote on an issue. |
cast_hull | cmd | | | | | | | | | | | | | | | | | | | | Tests hull collision detection |
cast_ray | cmd | | | | | | | | | | | | | | | | | | | | Tests collision detection |
cc_norepeat | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | In multiplayer games, don't repeat captions more often than this many seconds. |
cc_showmissing | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Show missing closecaption entries. |
ch_createairboat | cmd | | | | | | | | | | | | | | | | | | | | Spawn airboat in front of the player. |
ch_createjeep | cmd | | | | | | | | | | | | | | | | | | | | Spawn jeep in front of the player. |
changelevel | cmd | | | | | | | | | | | | | | | | | | | | Change server to the specified map |
changelevel2 | cmd | | | | | | | | | | | | | | | | | | | | Transition to the specified map in single player |
changelevel_next | cmd | | | | | | | | | | | | | | | | | | | | Immediately changes to the next map in the map rotation for the server. |
check_ammo | cmd | | | | | | | | | | | | | | | | | | | | Check ammo of the current weapon |
chet_debug_idle | 0 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info |
choreo_spew_filter | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Spew choreo. Use a sub-string or * to display all events. |
cl_clock_correction | 1 | | | | CHEAT | | | | | | | | | | | | | | | | Enable/disable clock correction on the client. |
cl_clock_correction_adjustment_max_amount | 200 | | | | CHEAT | | | | | | | | | | | | | | | | 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 | | | | CHEAT | | | | | | | | | | | | | | | | As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply |
cl_clock_correction_adjustment_min_offset | 10 | | | | CHEAT | | | | | | | | | | | | | | | | If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. |
cl_clock_correction_force_server_tick | 999 | | | | CHEAT | | | | | | | | | | | | | | | | Force clock correction to match the server tick + this offset (-999 disables it). |
cl_clock_showdebuginfo | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Show debugging info about the clock drift. |
cl_clockdrift_max_ms | 150 | | | | CHEAT | | | | | | | | | | | | | | | | Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. |
cl_clockdrift_max_ms_threadmode | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. |
cl_csm_auto_entity | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
cl_csm_server_status | cmd | | | | | | | | | | | | | | | | | | | | Usage:
cl_csm_server_status |
cl_particles_debug_overdraw | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
cl_playlists_verbose | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
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_simdbones | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Use SIMD bone setup. |
cl_skipslowpath | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Set to 1 to skip any models that don't go through the model fast path |
cl_use_simd_bones | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | 1 use SIMD bones 0 use scalar bones. |
clear_anim_cache | cmd | | | | | | | | | | | | | | | | | | | | Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested). |
clear_debug_overlays | cmd | | | | | | | | | | | | | | | | | | | | clears debug overlays |
clearmutes | cmd | | | | | | | | | | | | | | | | | | | | Clear server side mutes for disconnected players |
clientport | 27005 | | | | | | | | | | | | | | | | | | | | Host game client port |
cmd | cmd | | | | | | | | | | | | | | | | | | | | Forward command to server. |
cmd1 | cmd | | | | | | | | | | | | | | | | | | | | sets userinfo string for split screen player in slot 1 |
cmd2 | cmd | | | | | | | | | | | | | | | | | | | | sets userinfo string for split screen player in slot 2 |
cmd3 | cmd | | | | | | | | | | | | | | | | | | | | sets userinfo string for split screen player in slot 3 |
cmd4 | cmd | | | | | | | | | | | | | | | | | | | | sets userinfo string for split screen player in slot 4 |
collision_shake_amp | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
collision_shake_freq | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
collision_shake_time | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
collision_test | cmd | | | | | | | | | | | | | | | | | | | | Tests collision system |
con_logfile | 0 | | | | | | | | | | | | | | | | | | | | Console output gets written to this file |
con_timestamp | 0 | | | | | | | | | | | | | | | | | | | | Prefix console.log entries with timestamps |
coop | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Cooperative play. |
cpu_level | 3 | | | | | | | | | | | | | | | | | | | | CPU Level - Default: High |
crash | cmd | | | | | | | | | | | | | | | | | | | | Cause the engine to crash (Debug!!) |
create_flashlight | cmd | | | | | | | | | | | | | | | | | | | | |
creditsdone | cmd | | | | | | | | | | | | | | | | | | | | |
csm_quality_level | 0 | | | | | | | | | | | | | | | | | | | | Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST |
curve_bias | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
cvarlist | cmd | | | | | | | | | | | | | | | | | | | | Show the list of convars/concommands. |
damage_report | cmd | | | | | | | | | | | | | | | | | | | | |
datacachesize | 64 | | | | | | | | | | | | | | | | | | | | Size in MB. |
dbg_demofile | 0 | | | | | | | | | | | | | | | | | | | | |
dbghist_addline | cmd | | | | | | | | | | | | | | | | | | | | Add a line to the debug history. Format: <category id> <line> |
dbghist_dump | cmd | | | | | | | | | | | | | | | | | | | | Dump the debug history to the console. Format: <category id>
Categories:
0: Entity I/O
1: AI Decisions
2: Sc |
deathmatch | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Running a deathmatch server. |
debug_materialmodifycontrol | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
debug_overlay_fullposition | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
debug_physimpact | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
debug_touchlinks | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Spew touch link activity |
debug_visibility_monitor | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
decalfrequency | 10 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
developer | 0 | | | | | | | | | | | | | | | | | | | | Set developer message level |
devshots_nextmap | cmd | | | | | | | | | | | | | | | | | | | | Used by the devshots system to go to the next map in the devshots maplist. |
differences | cmd | | | | | | | | | | | | | | | | | | | | Show all convars which are not at their default values. |
disable_static_prop_loading | 0 | | | | CHEAT | | | | | | | | | | | | | | | | If non-zero when a map loads, static props won't be loaded |
disconnect | cmd | | | | | | | | | | | | | | | | | | | | Disconnect game from server. |
disp_dynamic | 0 | | | | | | | | | | | | | | | | | | | | |
disp_list_all_collideable | cmd | | | | | | | | | | | | | | | | | | | | List all collideable displacements |
dispcoll_drawplane | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
display_elapsedtime | cmd | | | | | | | | | | | | | | | | | | | | Displays how much time has elapsed since the game started |
display_game_events | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
displaysoundlist | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
dod_grenadegravity | -420 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | gravity applied to grenades |
drawcross | cmd | | | | | | | | | | | | | | | | | | | | Draws a cross at the given location
Arguments: x y z |
drawline | cmd | | | | | | | | | | | | | | | | | | | | Draws line between two 3D Points.
Green if no collision
Red is collides with something
Arguments: x1 y1 z1 x2 y2 z2 |
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. |
dti_flush | cmd | | | | | | | | | | | | | | | | | | | | 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. |
dump_entity_sizes | cmd | | | | | | | | | | | | | | | | | | | | Print sizeof(entclass) |
dump_globals | cmd | | | | | | | | | | | | | | | | | | | | Dump all global entities/states |
dumpentityfactories | cmd | | | | | | | | | | | | | | | | | | | | Lists all entity factory names. |
dumpeventqueue | cmd | | | | | | | | | | | | | | | | | | | | Dump the contents of the Entity I/O event queue to the console. |
dumpgamestringtable | cmd | | | | | | | | | | | | | | | | | | | | Dump the contents of the game string table to the console. |
dumpstringtables | cmd | | | | | | | | | | | | | | | | | | | | Print string tables to console. |
dumptexallocs | cmd | | | | | | | | | | | | | | | | | | | | List currently allocated textures and properties about them |
dumptheaterentityfactories | cmd | | | | | | | | | | | | | | | | | | | | Lists all theater entity factory names. |
echo | cmd | | | | | | | | | | | | | | | | | | | | Echo text to console. |
ent_absbox | cmd | | | | | | | | | | | | | | | | | | | | Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
Ar |
ent_attachments | cmd | | | | | | | | | | | | | | | | | | | | Displays the attachment points on an entity.
Arguments: {entity_name} / {class_name} / no argument picks what player is loo |
ent_autoaim | cmd | | | | | | | | | | | | | | | | | | | | Displays the entity's autoaim radius.
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at |
ent_bbox | cmd | | | | | | | | | | | | | | | | | | | | Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay |
ent_cancelpendingentfires | cmd | | | | | | | | | | | | | | | | | | | | Cancels all ent_fire created outputs that are currently waiting for their delay to expire. |
ent_create | cmd | | | | | | | | | | | | | | | | | | | | Creates an entity of the given type where the player is looking. |
ent_debugkeys | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ent_dump | cmd | | | | | | | | | | | | | | | | | | | | Usage:
ent_dump <entity name> |
ent_fire | cmd | | | | | | | | | | | | | | | | | | | | Usage:
ent_fire <target> [action] [value] [delay] |
ent_info | cmd | | | | | | | | | | | | | | | | | | | | Usage:
ent_info <class name> |
ent_keyvalue | cmd | | | | | | | | | | | | | | | | | | | | Applies the comma delimited key=value pairs to the entity with the given Hammer ID.
Format: ent_keyvalue <entity id> <key1>=<v |
ent_messages | cmd | | | | | | | | | | | | | | | | | | | | 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 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Visualizes all entity input/output activity. |
ent_name | cmd | | | | | | | | | | | | | | | | | | | | |
ent_orient | cmd | | | | | | | | | | | | | | | | | | | | Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt |
ent_pause | cmd | | | | | | | | | | | | | | | | | | | | Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess |
ent_pivot | cmd | | | | | | | | | | | | | | | | | | | | Displays the pivot for the given entity(ies).
(y=up=green, z=forward=blue, x=left=red).
Arguments: {entity_name} / {class |
ent_rbox | cmd | | | | | | | | | | | | | | | | | | | | Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
Ar |
ent_remove | cmd | | | | | | | | | | | | | | | | | | | | Removes the given entity(s)
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at |
ent_remove_all | cmd | | | | | | | | | | | | | | | | | | | | Removes all entities of the specified type
Arguments: {entity_name} / {class_name} |
ent_rotate | cmd | | | | | | | | | | | | | | | | | | | | Rotates an entity by a specified # of degrees |
ent_setang | cmd | | | | | | | | | | | | | | | | | | | | Set entity angles |
ent_setname | cmd | | | | | | | | | | | | | | | | | | | | Sets the targetname of the given entity(s)
Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh |
ent_setpos | cmd | | | | | | | | | | | | | | | | | | | | Move entity to position |
ent_show_contexts | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Show entity contexts in ent_text display |
ent_show_response_criteria | cmd | | | | | | | | | | | | | | | | | | | | Print, to the console, an entity's current criteria set used to select responses.
Arguments: {entity_name} / {class_name} / |
ent_step | cmd | | | | | | | | | | | | | | | | | | | | When 'ent_pause' is set this will step through one waiting input / output message at a time. |
ent_teleport | cmd | | | | | | | | | | | | | | | | | | | | Teleport the specified entity to where the player is looking.
Format: ent_teleport <entity name> |
ent_text | cmd | | | | | | | | | | | | | | | | | | | | Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_ |
ent_viewoffset | cmd | | | | | | | | | | | | | | | | | | | | Displays the eye position for the given entity(ies) in red.
Arguments: {entity_name} / {class_name} / no argument picks wha |
exec | cmd | | | | | | | | | | | | | | | | | | | | Execute script file. |
execifexists | cmd | | | | | | | | | | | | | | | | | | | | Execute script file if file exists. |
exit | cmd | | | | | | | | | | | | | | | | | | | | Exit the engine. |
explode | cmd | | | | | | | | | | | | | | | | | | | | Kills the player with explosive damage |
explodevector | cmd | | | | | | | | | | | | | | | | | | | | Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value> |
fadein | cmd | | | | | | | | | | | | | | | | | | | | fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. |
fadeout | cmd | | | | | | | | | | | | | | | | | | | | fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds. |
ff | cmd | | | | | | | | | | | | | | | | | | | | |
filesystem_buffer_size | 0 | | | | | | | | | | | | | | | | | | | | Size of per file buffers. 0 for none |
filesystem_max_stdio_read | 16 | | | | | | | | | | | | | | | | | | | | |
filesystem_native | 1 | | | | | | | | | | | | | | | | | | | | Use native FS or STDIO |
filesystem_report_buffered_io | 0 | | | | | | | | | | | | | | | | | | | | |
filesystem_unbuffered_io | 1 | | | | | | | | | | | | | | | | | | | | |
find | cmd | | | | | | | | | | | | | | | | | | | | Find concommands with the specified string in their name/help text. |
find_ent | cmd | | | | | | | | | | | | | | | | | | | | Find and list all entities with classnames or targetnames that contain the specified substring.
Format: find_ent <substring> |
find_ent_index | cmd | | | | | | | | | | | | | | | | | | | | Display data for entity matching specified index.
Format: find_ent_index <index> |
findflags | cmd | | | | | | | | | | | | | | | | | | | | Find concommands by flags. |
fire_absorbrate | 3 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fire_dmgbase | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fire_dmginterval | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fire_dmgscale | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fire_extabsorb | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fire_extscale | 12 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fire_growthrate | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fire_heatscale | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fire_incomingheatscale | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fire_maxabsorb | 50 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
firetarget | cmd | | | | | | | | | | | | | | | | | | | | |
fish_dormant | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Turns off interactive fish behavior. Fish become immobile and unresponsive. |
flex_expression | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
flex_talk | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
flush | cmd | | | | | | | | | | | | | | | | | | | | Flush unlocked cache memory. |
flush_locked | cmd | | | | | | | | | | | | | | | | | | | | Flush unlocked and locked cache memory. |
fog_enable_water_fog | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
fog_volume_debug | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | If enabled, prints diagnostic information about the current fog volume |
force_respawn_me | cmd | | | | | | | | | | | | | | | | | | | | |
forcebind | cmd | | | | | | | | | | | | | | | | | | | | Bind a command to an available key. (forcebind command opt:suggestedKey) |
foundry_engine_get_mouse_control | cmd | | | | | | | | | | | | | | | | | | | | Give the engine control of the mouse. |
foundry_engine_release_mouse_control | cmd | | | | | | | | | | | | | | | | | | | | Give the control of the mouse back to Hammer. |
foundry_select_entity | cmd | | | | | | | | | | | | | | | | | | | | Select the entity under the crosshair or select entities with the specified name. |
foundry_sync_hammer_view | cmd | | | | | | | | | | | | | | | | | | | | Move Hammer's 3D view to the same position as the engine's 3D view. |
foundry_update_entity | cmd | | | | | | | | | | | | | | | | | | | | Updates the entity's position/angles when in edit mode |
fps_max | 300 | | | | | | | | | | | | | | | | | | | | Frame rate limiter |
fps_max_splitscreen | 300 | | | | | | | | | | | | | | | | | | | | Frame rate limiter, splitscreen |
fs_monitor_read_from_pack | 0 | | | | | | | | | | | | | | | | | | | | 0:Off, 1:Any, 2:Sync only |
fs_printopenfiles | cmd | | | | | | | | | | | | | | | | | | | | Show all files currently opened by the engine. |
fs_report_sync_opens | 0 | | | | | | | | | | | | | | | | | | | | 0:Off, 1:Always, 2:Not during load |
fs_warning_level | cmd | | | | | | | | | | | | | | | | | | | | Set the filesystem warning level. |
fs_warning_mode | 0 | | | | | | | | | | | | | | | | | | | | 0:Off, 1:Warn main thread, 2:Warn other threads |
func_break_max_pieces | 15 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
func_break_reduction_factor | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
func_breakdmg_bullet | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
func_breakdmg_club | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
func_breakdmg_explosive | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
fx_new_sparks | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Use new style sparks. |
g_debug_angularsensor | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
g_debug_constraint_sounds | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Enable debug printing about constraint sounds. |
g_debug_doors | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
g_debug_npc_vehicle_roles | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
g_debug_ragdoll_removal | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
g_debug_transitions | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | 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_debug_vehiclebase | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
g_debug_vehicleexit | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
g_debug_vehiclesound | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
g_Language | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
g_ragdoll_important_maxcount | 2 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
g_ragdoll_maxcount | 8 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
gamestats_file_output_directory | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath |
give | cmd | | | | | | | | | | | | | | | | | | | | Give item to player.
Arguments: <item_name> |
give_ammo | cmd | | | | | | | | | | | | | | | | | | | | Give ammo for active weapon to the player |
give_gear | cmd | | | | | | | | | | | | | | | | | | | | Give a Gear to the player |
give_supply | cmd | | | | | | | | | | | | | | | | | | | | Cheat to give player x number of supply |
give_upgrade | cmd | | | | | | | | | | | | | | | | | | | | Install weapon upgrade for active weapon to the player |
give_weapon | cmd | | | | | | | | | | | | | | | | | | | | Give a weapon to the player |
global_event_log_enabled | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Enables the global event log system |
global_set | cmd | | | | | | | | | | | | | | | | | | | | global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD). |
god | cmd | | | | | | | | | | | | | | | | | | | | Toggle. Player becomes invulnerable. |
gods | cmd | | | | | | | | | | | | | | | | | | | | Toggle. All players become invulnerable. |
gpu_level | 3 | | | | | | | | | | | | | | | | | | | | GPU Level - Default: High |
gpu_mem_level | 3 | | | | | | | | | | | | | | | | | | | | Memory Level - Default: High |
grenade_debug_aoe | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show AOE grenade radius |
groundlist | cmd | | | | | | | | | | | | | | | | | | | | Display ground entity list <index> |
hammer_update_entity | cmd | | | | | | | | | | | | | | | | | | | | Updates the entity's position/angles when in edit mode |
hammer_update_safe_entities | cmd | | | | | | | | | | | | | | | | | | | | Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit |
heartbeat | cmd | | | | | | | | | | | | | | | | | | | | Force heartbeat of master servers |
help | cmd | | | | | | | | | | | | | | | | | | | | Find help about a convar/concommand. |
hide_server | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Whether the server should be hidden from the master server |
hl2_episodic | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
hlx_block_commands | 1 | | | | | | | | | | | | | | | | | | | | If activated HLstatsX commands are blocked from the chat area |
hlx_message_prefix | 0 | | | | | | | | | | | | | | | | | | | | Define the prefix displayed on every HLstatsX ingame message |
hlx_message_prefix_clear | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_protect_address | 0 | | | | | | | | | | | | | | | | | | | | Address to be protected for logging/forwarding |
hlx_server_tag | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | If enabled, adds 'HLstatsX:CE' to server tags on supported games. 1 = Enabled (default), 0 = Disabled |
hlx_sm_browse | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_bulkpsay | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_csay | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_hint | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_msay | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_player_action | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_psay | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_psay2 | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_redirect | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_swap | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_team_action | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_tsay | cmd | | | | | | | | | | | | | | | | | | | | |
hlx_sm_world_action | cmd | | | | | | | | | | | | | | | | | | | | |
hlxce_plugin_version | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | HLstatsX:CE Ingame Plugin |
hlxce_version | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | HLstatsX:CE |
hlxce_webpage | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | http://www.hlxcommunity.com |
host_filtered_time_report | cmd | | | | | | | | | | | | | | | | | | | | 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_runframe_input_parcelremainder | 1 | | | | | | | | | | | | | | | | | | | | |
host_runofftime | cmd | | | | | | | | | | | | | | | | | | | | 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 | | | | | | | | | | | | | | | | | | | | Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame. |
host_sleep | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Force the host to sleep a certain number of milliseconds each frame. |
host_speeds | 0 | | | | | | | | | | | | | | | | | | | | Show general system running times. |
host_threaded_sound | 1 | | | | | | | | | | | | | | | | | | | | Run the sound on a thread (independent of mix) |
host_threaded_sound_simplethread | 0 | | | | | | | | | | | | | | | | | | | | Run the sound on a simple thread not a jobthread |
host_timer_report | cmd | | | | | | | | | | | | | | | | | | | | Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only) |
host_timescale | 1 | | | | | | | | | | | REPLICATED | | | | | | | | | Prescale the clock by this amount. |
hostfile | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The HOST file to load. |
hostip | 1247506560.000 | | | | | | | | | | | | | | | | | | | | Host game server ip |
hostname | 0 | | | | | | | | | | | | | | | | | | | | Hostname for server. |
hostport | 27015 | | | | | | | | | | | | | | | | | | | | Host game server port |
humans | cmd | | | | | | | | | | | | | | | | | | | | Show user info for players on server. |
hunk_print_allocations | cmd | | | | | | | | | | | | | | | | | | | | |
hunk_track_allocation_types | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
hurtme | cmd | | | | | | | | | | | | | | | | | | | | Hurts the player.
Arguments: <health to lose> |
in_forceuser | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Force user input to this split screen player. |
incrementvar | cmd | | | | | | | | | | | | | | | | | | | | Increment specified convar value. |
ins_base_vehicle_max_turn_rate | 25 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_base_vehicle_speed | 160 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_bipod_view_length_forward | 22 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
ins_bipod_view_length_up | 28 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
ins_bot_add | cmd | | | | | | | | | | | | | | | | | | | | Adds a bot |
ins_bot_add_t2 | cmd | | | | | | | | | | | | | | | | | | | | Adds a bot to team 2 |
ins_bot_approach_position | cmd | | | | | | | | | | | | | | | | | | | | Approach a vector position |
ins_bot_arousal_combat_falloff | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal falloff when in combat but not being suppressed |
ins_bot_arousal_combat_max | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | 0-10 how high can arousal go from being in combat alone |
ins_bot_arousal_default_falloff | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | How fast arousal falls off OOC |
ins_bot_arousal_firing_max | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | 0-10 how high can arousal go from firing weapon |
ins_bot_arousal_frac_aimpenalty_max | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal aimpenalty Frac Max Arousal |
ins_bot_arousal_frac_aimpenalty_med | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal aimpenalty Frac Halfway |
ins_bot_arousal_frac_aimpenalty_min | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal aimpenalty Frac Min Arousal |
ins_bot_arousal_frac_aimtolerance_max | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal aimtolerance Frac Max Arousal |
ins_bot_arousal_frac_aimtolerance_med | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal aimtolerance Frac Halfway |
ins_bot_arousal_frac_aimtolerance_min | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal aimtolerance Frac Min Arousal |
ins_bot_arousal_frac_aimtracking_max | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal Aimtracking Frac Max Arousal |
ins_bot_arousal_frac_aimtracking_med | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal Aimtracking Frac Halfway |
ins_bot_arousal_frac_aimtracking_min | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal Aimtracking Frac Min Arousal |
ins_bot_arousal_frac_angularvelocity_max | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal angularvelocity Frac Max Arousal |
ins_bot_arousal_frac_angularvelocity_med | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal angularvelocity Frac Halfway |
ins_bot_arousal_frac_angularvelocity_min | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal angularvelocity Frac Min Arousal |
ins_bot_arousal_frac_attackdelay_max | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal attackdelay Frac Max Arousal |
ins_bot_arousal_frac_attackdelay_med | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal attackdelay Frac Halfway |
ins_bot_arousal_frac_attackdelay_min | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal attackdelay Frac Min Arousal |
ins_bot_arousal_frac_recognizetime_max | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal recognizetime Frac Max Arousal |
ins_bot_arousal_frac_recognizetime_med | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal recognizetime Frac Halfway |
ins_bot_arousal_frac_recognizetime_min | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal recognizetime Frac Min Arousal |
ins_bot_arousal_suppression_falloff | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Arousal falloff when being suppressed |
ins_bot_arousal_suppression_max | 7 | | | GAMEDLL | | | | | | | | | | | | | | | | | 0-10 how high can arousal go from being suppressed |
ins_bot_attack_pistol_fire_rate | 3 | | | GAMEDLL | | | | | | | | | | | | | | | | | Base Rate for easy pistol fire, scaled faster by difficulty |
ins_bot_attack_reload_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Ratio of ammo that triggers a reload. |
ins_bot_attack_slide_cooldown | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_bot_change_difficulty | 1 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | When to change bot difficulty, 1 = instantly, 0 = when new bots are added |
ins_bot_count_checkpoint | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | A set bot count for Checkpoint. |
ins_bot_count_checkpoint_default | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | This is the default bot count for Checkpoint that the server will reset to when hibernating. |
ins_bot_count_checkpoint_max | 60 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The max bot count for Checkpoint. |
ins_bot_count_checkpoint_min | 12 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The min bot count for Checkpoint. |
ins_bot_count_conquer | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | A set bot count for conquer. |
ins_bot_count_conquer_default | 12 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | This is the default bot count for conquer that the server will reset to when hibernating. |
ins_bot_count_conquer_max | 24 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Max bot count in Conquer mode. |
ins_bot_count_conquer_min | 8 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Min bot count in Conquer mode. |
ins_bot_count_conquer_solo | 8 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | A set bot count for conquer in solo mode. |
ins_bot_count_hunt | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | A set bot count for Checkpoint. |
ins_bot_count_hunt_default | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | This is the default bot count for Hunt that the server will reset to when hibernating. |
ins_bot_count_hunt_max | 60 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The max bot count for Hunt. |
ins_bot_count_hunt_min | 12 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The min bot count for Hunt. |
ins_bot_count_hunt_solo | 25 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | A set bot count for hunt in solo mode. |
ins_bot_count_outpost | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | A set bot count for outpost. |
ins_bot_count_outpost_default | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | This is the default bot count for Survival that the server will reset to when hibernating. |
ins_bot_count_outpost_level_multiplier | 1 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Multiplier applied to bot count each round that passes. |
ins_bot_count_outpost_max | 18 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The max bot count at the end of outpost. |
ins_bot_count_outpost_start_max | 14 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The max bot count at the start of outpost. |
ins_bot_count_outpost_start_min | 7 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The min bot count at the start of outpost. |
ins_bot_count_survival | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | A set bot count for Survival. |
ins_bot_count_survival_day_start_max | 19 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The max bot count at the start of Survival during daytime. |
ins_bot_count_survival_day_start_min | 14 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The min bot count at the start of Survival during daytime. |
ins_bot_count_survival_default | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | This is the default bot count for Survival that the server will reset to when hibernating. |
ins_bot_count_survival_level_multiplier | 1 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Multiplier applied to bot count each round that passes. |
ins_bot_count_survival_max | 24 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The max bot count at the end of Survival. |
ins_bot_count_survival_start_max | 17 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The max bot count at the start of Survival. |
ins_bot_count_survival_start_min | 12 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The min bot count at the start of Survival. |
ins_bot_debug_combat_decisions | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ins_bot_debug_combat_target | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show active combat target |
ins_bot_debug_escort_formations | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ins_bot_debug_movement_requests | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ins_bot_debug_silhouette | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_bot_debug_visibility_blockers | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ins_bot_difficulty | 2 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Difficulty of bots, 0-3 |
ins_bot_enemy_seen_notify_distance | 300 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Hearing range of bots when talking to eachother |
ins_bot_friendly_death_hearing_distance | 100 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Hearing range of bots when a friendly dies nearby |
ins_bot_ignore_human_triggers | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | If 1, bots will ignore all things human. |
ins_bot_kick | cmd | | | | | | | | | | | | | | | | | | | | Kick a bot. Parameters: <#/bots> <team_id> |
ins_bot_kick_t1 | cmd | | | | | | | | | | | | | | | | | | | | ins_bot_kick_t1 kick bot from team two |
ins_bot_kick_t2 | cmd | | | | | | | | | | | | | | | | | | | | ins_bot_kick_t2 kick bot from team two |
ins_bot_knives_only | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ins_bot_knives_only_enable_slide | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_bot_knives_only_sprint_range | 360 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_bot_max_grenade_range | 900 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Max distance bots will try to throw grenades from |
ins_bot_max_setup_gate_defend_range | 2000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How far from the setup gate(s) defending bots can take up positions |
ins_bot_min_setup_gate_defend_range | 750 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush. |
ins_bot_min_setup_gate_sniper_defend_range | 1500 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How far from the setup gate(s) a defending sniper will take up position |
ins_bot_path_compute_throttle_combat | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum time between each path compute in combat (tweaked for optimization) |
ins_bot_path_compute_throttle_ooc | 5 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum time between each path compute Out of Combat(tweaked for optimization) |
ins_bot_path_distance_conquer | 12000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max distance for pathing to objectives in Conquer (to tune performance) |
ins_bot_path_distance_hunt | 20000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max distance for pathing to objectives in Hunt (to tune performance) |
ins_bot_path_distance_max | 12000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max distance for pathing (to tune performance) |
ins_bot_path_distance_outpost | 20000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max distance for pathing to objectives in Outpost (to tune performance) |
ins_bot_path_distance_patrol | 8000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max distance for pathing to patrol areas (to tune performance) |
ins_bot_path_distance_survival | 20000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max distance for pathing to objectives in Survival (to tune performance) |
ins_bot_path_simplify_range | 1000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_bot_path_update_interval | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Time between each path update (tweaked for optimization) |
ins_bot_pathfollower_aimahead | 240 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_bot_pistols_only | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ins_bot_pistols_only_enable_slide | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_bot_pistols_only_sprint_range | 720 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_bot_quota | 0 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | How many bots to place on each team when no players are present? |
ins_bot_radio_range | 2000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How close do bots need to be to hear radio commands from another. |
ins_bot_radio_range_blocked_fraction | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | If we don't have LoS, cut down range by this much |
ins_bot_rpg_grace_time | 20 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ins_bot_rpg_minimum_firing_distance | 512 | | | GAMEDLL | | | | | | | | | | | | | | | | | Minimum distance required to a target |
ins_bot_rpg_minimum_player_cluster | 2 | | | GAMEDLL | | | | | | | | | | | | | | | | | Minimum cluster size of players for bots to consider firing an RPG, 0 to disable RPG firing |
ins_bot_rpg_player_cluster_bloat | 20 | | | GAMEDLL | | | | | | | | | | | | | | | | | Bloat applied to rpg targets |
ins_bot_rpg_player_cluster_radius | 460 | | | GAMEDLL | | | | | | | | | | | | | | | | | Radius from target to consider within a cluster |
ins_bot_suppress_visible_requirement | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Total time we have to have seen a threat before lighting him up! |
ins_bot_suppressing_fire_duration | 2 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How long should we light up the last spotted area of a threat |
ins_bot_survival_cache_notify_radius_max | 4800 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Notify radius of cache capture in survival mode (in early game) |
ins_bot_survival_cache_notify_radius_min | 2400 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Notify radius of cache capture in survival mode (in later game) |
ins_cache_buy_zone_size | 184 | | | GAMEDLL | | | | | | | | | | | | | | | | | Default size of the buy area on a weapon cache. |
ins_cache_explosion_damage | 1000 | | | GAMEDLL | | | | | | | | | | | | | | | | | Damage dealt by cache exploding |
ins_cache_explosion_radius | 256 | | | GAMEDLL | | | | | | | | | | | | | | | | | Radius of blast damage |
ins_cache_health | 200 | | | GAMEDLL | | | | | | | | | | | | | | | | | Default health of a weapon cache entity. |
ins_clear_attribute | cmd | | | | | | | | | | | | | | | | | | | | Remove given attribute from all areas in the selected set. |
ins_deadcam_modes | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Restricts Spectator Modes |
ins_debug_centermass | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Debug the centermass attachment |
ins_debug_head | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Debug the head attachment |
ins_debug_navareas | cmd | | | | | | | | | | | | | | | | | | | | Force a round cleanup |
ins_debug_prone_angles | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
ins_debug_spawnchange | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Display enabled/disabled spawnpoints. |
ins_mark | cmd | | | | | | | | | | | | | | | | | | | | Set attribute of selected area. |
ins_nav_cp_surrounding_distance | 620 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_nav_custom_analyze | cmd | | | | | | | | | | | | | | | | | | | | Rebuild All INS specific nav mesh attributes |
ins_nav_death_range | 400 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_nav_debug_cover_entities | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_nav_debug_distance_to_cp | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
ins_nav_enable_distancetocp_pathing | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_nav_enable_pathfinding_debug_times | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_nav_enable_pathfinding_updates | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_nav_hiding_spot_update_rate | 100 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_nav_in_combat_range | 1000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
ins_nav_rebuild_hiding_spots | cmd | | | | | | | | | | | | | | | | | | | | Rebuild Hiding Spots |
ins_object_destroyed_damage_amount_default | 25 | | | GAMEDLL | | | | | | | | | | | | | | | | | Damage dealt by object being destroyed |
ins_object_destroyed_damage_radius_default | 50 | | | GAMEDLL | | | | | | | | | | | | | | | | | Radius of damage |
ins_object_health_default | 100 | | | GAMEDLL | | | | | | | | | | | | | | | | | Default health of a destructible object. |
ins_outpost_attack_wave_dpr_end | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Dead player ratio at level 30 |
ins_outpost_attack_wave_dpr_start | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Dead player ratio at start |
ins_outpost_bot_hurry_final_distance | 540 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Final minimum distance for bots to sprint |
ins_outpost_bot_hurry_initial_distance | 1800 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Initial minimum distance for bots to sprint |
ins_outpost_bot_max_cache_destroyers | 3 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Max amount of bots attempting to destroy the cache at a single moment |
ins_outpost_bot_smoke_amount_max | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Max (unclamped) number of smoke grenade targets to generate per interval |
ins_outpost_bot_smoke_amount_min | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Min number of smoke grenade targets to generate per interval |
ins_outpost_bot_smoke_amount_total | 3 | | | GAMEDLL | | | | | | | | | | | | | | | | | Absolute maximum of smoke grenade targets generated |
ins_outpost_bot_smoke_interval_max | 15 | | | GAMEDLL | | | | | | | | | | | | | | | | | Maximum delay between smoke targets being generated. |
ins_outpost_bot_smoke_interval_min | 35 | | | GAMEDLL | | | | | | | | | | | | | | | | | Minimum delay between smoke targets being generated. |
ins_outpost_bot_smoke_length_max | 15 | | | GAMEDLL | | | | | | | | | | | | | | | | | Max duration of grenade targets |
ins_outpost_bot_smoke_length_min | 35 | | | GAMEDLL | | | | | | | | | | | | | | | | | Min duration of grenade targets |
ins_outpost_bot_smoke_scale_max | 20 | | | GAMEDLL | | | | | | | | | | | | | | | | | Maximum level used in smoke scaling |
ins_outpost_bot_smoke_scale_min | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Minimum level used in smoke scaling |
ins_outpost_bot_smoke_variance | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | Random variance added to the interval |
ins_outpost_bot_spawn_distance | 2000 | | | GAMEDLL | | | | | | | | | | | | | | | | | Min distance between players and bot spawn zones |
ins_outpost_bot_spawn_update_interval | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | Seconds between each check to update which spawns are active/inactive |
ins_outpost_bot_walk_final_distance | 200 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Final maximum distance for bots to walk |
ins_outpost_bot_walk_initial_distance | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Initial maximum distance for bots to walk |
ins_outpost_last_deployment_timer | 120 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Seconds the final deployment of the wave lasts for |
ins_outpost_random_location_each_round | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Whether the cache being defended is randomized each round (otherwise will be on map load only) |
ins_outpost_supply_frequency | 3 | | | GAMEDLL | | | | | | | | | | | | | | | | | How frequently (in waves) should players get a supply point |
ins_select_with_attribute | cmd | | | | | | | | | | | | | | | | | | | | Selects areas with the given attribute. |
ins_server_loadtheater | cmd | | | | | | | | | | | | | | | | | | | | Server loads a theater |
ins_survival_bot_spawn_distance | 2500 | | | GAMEDLL | | | | | | | | | | | | | | | | | Min distance between players and bot spawn zones |
ins_survival_bot_spawn_update_interval | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | Seconds between each check to update which spawns are active/inactive |
ins_survival_cache_distance_threshold_attacking | 500 | | | GAMEDLL | | | | | | | | | | | | | | | | | threshold distance for attacking team to each cache to capture/block |
ins_survival_cache_distance_threshold_defending | 1000 | | | GAMEDLL | | | | | | | | | | | | | | | | | threshold distance for defending team to each cache to capture/block |
ins_survival_cache_secure_cooldown_time | 15 | | | GAMEDLL | | | | | | | | | | | | | | | | | Time before you can secure another safehouse |
ins_survival_cache_secure_team_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Percentage of team required to secure a cache |
ins_survival_coordinated_attack_time_max | 40 | | | GAMEDLL | | | | | | | | | | | | | | | | | Max seconds that bots will attack the most recently captured point |
ins_survival_coordinated_attack_time_min | 20 | | | GAMEDLL | | | | | | | | | | | | | | | | | Min seconds that bots will attack the most recently captured point |
ins_survival_human_spawn_update_interval | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Seconds between each check to update which spawns are active/inactive |
ins_survival_next_cache_min_distance | 3500 | | | GAMEDLL | | | | | | | | | | | | | | | | | Distance the next cache must be in order to qualify as the next possible objective |
ins_survival_safehouse_tip_delay_max | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | Max time before the attacking team is tipped off about your safehouse |
ins_survival_safehouse_tip_delay_min | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Min time before the attacking team is tipped off about your safehouse |
ins_tank_health | cmd | | | | | | | | | | | | | | | | | | | | |
ins_tank_kill | cmd | | | | | | | | | | | | | | | | | | | | |
ins_teamsize | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Maximum team size |
ins_terminal_access_zone_size | 72 | | | GAMEDLL | | | | | | | | | | | | | | | | | Default size of the terminal access area. |
ins_terminal_health | 100 | | | GAMEDLL | | | | | | | | | | | | | | | | | Default health of a terminal entity. |
ins_test_map_vote | cmd | | | | | | | | | | | | | | | | | | | | Test map vote |
ins_vehicle_minibus_health | 320 | | | GAMEDLL | | | | | | | | | | | | | | | | | Default health of a minibus. |
ins_wipe_attributes | cmd | | | | | | | | | | | | | | | | | | | | Clear all INS-specific attributes of selected area. |
inventory_buy_gear | cmd | | | | | | | | | | | | | | | | | | | | Buys an item of gear |
inventory_buy_upgrade | cmd | | | | | | | | | | | | | | | | | | | | Buys a weapon upgrade |
inventory_buy_weapon | cmd | | | | | | | | | | | | | | | | | | | | Buys a weapon |
inventory_confirm | cmd | | | | | | | | | | | | | | | | | | | | Confirming a purchase |
inventory_print_weapons | cmd | | | | | | | | | | | | | | | | | | | | Print weapon purchases to server console |
inventory_reset | cmd | | | | | | | | | | | | | | | | | | | | Reset the player's current loadout to the class default |
inventory_resupply | cmd | | | | | | | | | | | | | | | | | | | | Resupply current loadout |
inventory_sell_all | cmd | | | | | | | | | | | | | | | | | | | | Sell all items (except melee) |
inventory_sell_gear | cmd | | | | | | | | | | | | | | | | | | | | Sells an item of gear |
inventory_sell_upgrade | cmd | | | | | | | | | | | | | | | | | | | | Sells an upgrade |
inventory_sell_weapon | cmd | | | | | | | | | | | | | | | | | | | | Sell a weapon |
inventory_set_firemode | cmd | | | | | | | | | | | | | | | | | | | | Set firemode pref |
ip | 0 | | | | | | | | | | | | | | | | | | | | Overrides IP for multihomed hosts |
item_flag_respawntime | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Flag respawn time. |
joy_deadzone_mode | 1 | | | | | | | | | | | | | | | | | | | | 0 => Cross-shaped deadzone (default), 1 => Square deadzone. |
joy_xcontroller_found | 0 | | | | | | | | | | | | | | | | | | | | Automatically set to 1 if an xcontroller has been detected. |
kdtree_test | cmd | | | | | | | | | | | | | | | | | | | | Tests spatial partition for entities queries. |
key_findbinding | cmd | | | | | | | | | | | | | | | | | | | | Find key bound to specified command string. |
key_listboundkeys | cmd | | | | | | | | | | | | | | | | | | | | List bound keys with bindings. |
key_updatelayout | cmd | | | | | | | | | | | | | | | | | | | | Updates game keyboard layout to current windows keyboard setting. |
kick | cmd | | | | | | | | | | | | | | | | | | | | Kick a player by name. |
kickid | cmd | | | | | | | | | | | | | | | | | | | | Kick a player by userid or uniqueid, with a message. |
kickid_ex | cmd | | | | | | | | | | | | | | | | | | | | Kick a player by userid or uniqueid, provide a force-the-kick flag and also assign a message. |
kid_announcetime | 5 | | | | | | | | | | | | | | | | | | SS_ADDED | | Time in seconds after an announce about turning killer infos on/off is printed to chat, set to -1 to disable. |
kid_defaultpref | 1 | | | | | | | | | | | | | | | | | | SS_ADDED | | Default client preference (0 - killer info display off, 1 - killer info display on) |
kid_distancetype | 0 | | | | | | | | | | | | | | | | | | SS_ADDED | | Set to 'meters' to show the distance in 'meters' or 'feet' for feet. |
kid_printtochat | 1 | | | | | | | | | | | | | | | | | | SS_ADDED | | Prints the killer info to the victims chat |
kid_printtopanel | 1 | | | | | | | | | | | | | | | | | | SS_ADDED | | Displays the killer info to the victim as a panel |
kid_showarmorleft | 1 | | | | | | | | | | | | | | | | | | SS_ADDED | | Set to 0 to disable, 1 to show the armor, 2 to show the suitpower the killer has left. |
kid_showdistance | 1 | | | | | | | | | | | | | | | | | | SS_ADDED | | Set to 1 to show the distance to the killer, 0 to disable. |
kid_showweapon | 1 | | | | | | | | | | | | | | | | | | SS_ADDED | | Set to 1 to show the weapon the player got killed with, 0 to disable. |
kid_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Killer info display plugin version |
kill | cmd | | | | | | | | | | | | | | | | | | | | Kills the player with generic damage |
killserver | cmd | | | | | | | | | | | | | | | | | | | | Shutdown the server. |
killvector | cmd | | | | | | | | | | | | | | | | | | | | Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value> |
ladder_autocenter | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Auto-center players on ladders. |
last_damage_report | cmd | | | | | | | | | | | | | | | | | | | | |
ldr | cmd | | | | | | | | | | | | | | | | | | | | |
listid | cmd | | | | | | | | | | | | | | | | | | | | Lists banned users. |
listip | cmd | | | | | | | | | | | | | | | | | | | | List IP addresses on the ban list. |
listissues | cmd | | | | | | | | | | | | | | | | | | | | List all the issues that can be voted on. |
listmodels | cmd | | | | | | | | | | | | | | | | | | | | List loaded models. |
listrecentfiles | cmd | | | | | | | | | | | | | | | | | | | | ListRecentFiles |
listRecentNPCSpeech | cmd | | | | | | | | | | | | | | | | | | | | Displays a list of the last 5 lines of speech from NPCs. |
listtrackedfiles | cmd | | | | | | | | | | | | | | | | | | | | ListTrackedFiles |
loader_dump_table | cmd | | | | | | | | | | | | | | | | | | | | |
loader_spew_info | 0 | | | | | | | | | | | | | | | | | | | | 0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Purges, -1:All |
loader_spew_info_ex | 0 | | | | | | | | | | | | | | | | | | | | (internal) |
loader_throttle_io | 1 | | | | | | | | | | | | | | | | | | | | |
log | cmd | | | | | | | | | | | | | | | | | | | | Enables logging to file, console, and udp < on | off >. |
logaddress_add | cmd | | | | | | | | | | | | | | | | | | | | Set address and port for remote host <ip:port>. |
logaddress_del | cmd | | | | | | | | | | | | | | | | | | | | Remove address and port for remote host <ip:port>. |
logaddress_delall | cmd | | | | | | | | | | | | | | | | | | | | Remove all udp addresses being logged to |
logaddress_list | cmd | | | | | | | | | | | | | | | | | | | | List all addresses currently being used by logaddress. |
loopsingleplayermaps | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
lservercfgfile | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
map | cmd | | | | | | | | | | | | | | | | | | | | Start playing on specified map. |
map_background | cmd | | | | | | | | | | | | | | | | | | | | Runs a map as the background to the main menu. |
map_commentary | cmd | | | | | | | | | | | | | | | | | | | | Start playing, with commentary, on a specified map. |
map_noareas | 0 | | | | | | | | | | | | | | | | | | | | Disable area to area connection testing. |
mapcycledisabled | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | repeats the same map after each match instead of using the map cycle |
mapcyclefile | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Name of the default .txt file used to cycle the maps on multiplayer servers |
mapgroup | cmd | | | | | | | | | | | | | | | | | | | | Specify a map group |
maps | cmd | | | | | | | | | | | | | | | | | | | | Displays list of maps. |
mat_aaquality | 0 | | | | | | | | | | | | | | | | | | | | |
mat_antialias | 0 | | | | | | | | | | | | | | | | | | | | |
mat_bufferprimitives | 0 | | | | | | | | | | | | | | | | | | | | |
mat_bumpbasis | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_bumpmap | 1 | | | | | | | | | | | | | | | | | | | | |
mat_compressedtextures | 1 | | | | | | | | | | | | | | | | | | | | |
mat_configcurrent | cmd | | | | | | | | | | | | | | | | | | | | show the current video control panel config for the material system |
mat_debugalttab | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_debugdepth | 0 | | | | | | | | | | | | | | | | | | | | |
mat_depthbias_normal | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_depthfeather_enable | 1 | | | | | | | | | | | | | | | | | | | | |
mat_detail_tex | 1 | | | | | | | | | | | | | | | | | | | | |
mat_diffuse | 1 | | | | | | | | | | | | | | | | | | | | |
mat_drawflat | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_dynamicPaintmaps | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_envmapsize | 128 | | | | | | | | | | | | | | | | | | | | |
mat_envmaptgasize | 32 | | | | | | | | | | | | | | | | | | | | |
mat_evict_all | cmd | | | | | | | | | | | | | | | | | | | | Evict all fine mipmaps from the gpu |
mat_exclude_async_update | 1 | | | | | | | | | | | | | | | | | | | | |
mat_excludetextures | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_fastnobump | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_fastspecular | 1 | | | | | | | | | | | | | | | | | | | | Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. |
mat_fillrate | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_filterlightmaps | 1 | | | | | | | | | | | | | | | | | | | | |
mat_filtertextures | 1 | | | | | | | | | | | | | | | | | | | | |
mat_forceaniso | 1 | | | | | | | | | | | | | | | | | | | | |
mat_forcedynamic | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_forcehardwaresync | 0 | | | | | | | | | | | | | | | | | | | | |
mat_fullbright | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_hdr_enabled | cmd | | | | | | | | | | | | | | | | | | | | Report if HDR is enabled for debugging |
mat_info | cmd | | | | | | | | | | | | | | | | | | | | Shows material system info |
mat_levelflush | 1 | | | | | | | | | | | | | | | | | | | | |
mat_lightmap_pfms | 0 | | | | | | | | | | | | | | | | | | | | Outputs .pfm files containing lightmap data for each lightmap page when a level exits. |
mat_loadtextures | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_lodin_hidden_pop | 1 | | | | | | | | | | | | | | | | | | | | |
mat_lodin_time | 0 | | | | | | | | | | | | | | | | | | | | |
mat_luxels | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_maxframelatency | 1 | | | | | | | | | | | | | | | | | | | | |
mat_measurefillrate | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_mipmaptextures | 1 | | | | | | | | | | | | | | | | | | | | |
mat_monitorgamma | 2 | ARCHIVE | | | | | | | | | | | | | | | | | | | monitor gamma (typically 2.2 for CRT and 1.7 for LCD) |
mat_monitorgamma_tv_enabled | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | |
mat_monitorgamma_tv_exp | 2 | | | | | | | | | | | | | | | | | | | | |
mat_monitorgamma_tv_range_max | 235 | | | | | | | | | | | | | | | | | | | | |
mat_monitorgamma_tv_range_min | 16 | | | | | | | | | | | | | | | | | | | | |
mat_morphstats | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_motion_blur_enabled | 0 | | | | | | | | | | | | | | | | | | | | |
mat_norendering | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_normalmaps | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_normals | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_paint_enabled | 0 | | | | | | | | | | | | | | | | | | | | |
mat_parallaxmap | 1 | | | | | | | | | | | | | | | | | | | | |
mat_phong | 1 | | | | | | | | | | | | | | | | | | | | |
mat_picmip | 0 | | | | | | | | | | | | | | | | | | | | |
mat_powersavingsmode | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | 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 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_queue_mode | -1 | | | | | | | | | | | | | | | | | | | | The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued |
mat_queue_priority | 1 | | | | | | | | | | | | | | | | | | | | |
mat_reducefillrate | 0 | | | | | | | | | | | | | | | | | | | | |
mat_reduceparticles | 0 | | | | | | | | | | | | | | | | | | | | |
mat_reloadallmaterials | cmd | | | | | | | | | | | | | | | | | | | | Reloads all materials |
mat_reloadmaterial | cmd | | | | | | | | | | | | | | | | | | | | Reloads a single material |
mat_reloadtextures | cmd | | | | | | | | | | | | | | | | | | | | Reloads all textures |
mat_rendered_faces_count | 0 | | | | CHEAT | | | | | | | | | | | | | | | | 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 | cmd | | | | | | | | | | | | | | | | | | | | 'mat_rendered_faces_spew <n>' Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count |
mat_report_queue_status | 0 | | | | | | | | | | | | | | | | | | | | |
mat_reporthwmorphmemory | cmd | | | | | | | | | | | | | | | | | | | | Reports the amount of size in bytes taken up by hardware morph textures. |
mat_resolveFullFrameDepth | 1 | | | | | | | | | | | | | | | | | | | | Enable depth resolve to a texture. 0=disable, 1=enable via resolve tricks if supported in hw, otherwise disable, 2=force extra |
mat_reversedepth | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_savechanges | cmd | | | | | | | | | | | | | | | | | | | | saves current video configuration to the registry |
mat_shadowstate | 1 | | | | | | | | | | | | | | | | | | | | |
mat_showenvmapmask | 0 | | | | | | | | | | | | | | | | | | | | |
mat_showmaterials | cmd | | | | | | | | | | | | | | | | | | | | Show materials. |
mat_showmaterialsverbose | cmd | | | | | | | | | | | | | | | | | | | | Show materials (verbose version). |
mat_showmiplevels | 0 | | | | CHEAT | | | | | | | | | | | | | | | | color-code miplevels 2: normalmaps, 1: everything else |
mat_showtextures | cmd | | | | | | | | | | | | | | | | | | | | Show used textures. |
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_softwarelighting | 0 | | | | | | | | | | | | | | | | | | | | |
mat_softwareskin | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_specular | 1 | | | | | | | | | | | | | | | | | | | | Enable/Disable specularity for perf testing. Will cause a material reload upon change. |
mat_spew_on_texture_size | 0 | | | | | | | | | | | | | | | | | | | | Print warnings about vtf content that isn't of the expected size |
mat_spewalloc | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | |
mat_superbloom | 0 | | | | | | | | | | | | | | | | | | | | |
mat_tessellation_accgeometrytangents | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_tessellation_cornertangents | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_tessellation_update_buffers | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
mat_texture_reload_frame_swap_workaround | 0 | | | | | | | | | | | | | | | | | | | | Workaround certain GL drivers holding unnecessary amounts of data when loading many materials by forcing synthetic frame swaps |
mat_texture_tracking | 0 | | | | | | | | | | | | | | | | | | | | |
mat_triplebuffered | 0 | | | | | | | | | | | | | | | | | | | | This means we want triple buffering if we are fullscreen and vsync'd |
mat_vsync | 0 | | | | | | | | | | | | | | | | | | | | Force sync to vertical retrace |
mat_wireframe | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
maxplayers | cmd | | | | | | | | | | | | | | | | | | | | Change the maximum number of players allowed on this server. |
mdlcache_dump_dictionary_state | cmd | | | | | | | | | | | | | | | | | | | | Dump the state of the MDLCache Dictionary. |
melee_combo_reset_time | 1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Seconds after a swing until we reset the combo activities |
melee_show_hits | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
melee_show_swing | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mem_compact | cmd | | | | | | | | | | | | | | | | | | | | |
mem_dump | cmd | | | | | | | | | | | | | | | | | | | | 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_eat | cmd | | | | | | | | | | | | | | | | | | | | |
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_rate | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Rate at which to attempt internal heap compation |
mem_level | 3 | | | | | | | | | | | | | | | | | | | | Memory Level - Default: High |
mem_max_heapsize | 512 | | | | | | | | | | | | | | | | | | | | Maximum amount of memory to dedicate to engine hunk and datacache (in mb) |
mem_max_heapsize_dedicated | 64 | | | | | | | | | | | | | | | | | | | | Maximum amount of memory to dedicate to engine hunk and datacache, 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 | cmd | | | | | | | | | | | | | | | | | | | | |
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 | | | | | | | | | | | | | | | | | | | | Don't print stats when memtesting |
mem_vcollide | cmd | | | | | | | | | | | | | | | | | | | | Dumps the memory used by vcollides |
mem_verify | cmd | | | | | | | | | | | | | | | | | | | | Verify the validity of the heap |
memory | cmd | | | | | | | | | | | | | | | | | | | | Print memory stats. |
meta | cmd | | | | | | | | | | | | | | | | | | | | Metamod:Source control options |
metamod_version | 1 | | SPONLY | | | | NOTIFY | | | | | | | | | | | | | | Metamod:Source Version |
mm_basedir | 0 | | SPONLY | | | | | | | | | | | | | | | | | | Metamod:Source Base Folder |
mm_csgo_community_search_players_min | 3 | ARCHIVE | | | | | | | | | | | | | | | | | | | When performing CSGO community matchmaking look for servers with at least so many human players |
mm_datacenter_debugprint | cmd | | | | | | | | | | | | | | | | | | | | Shows information retrieved from data center |
mm_dlc_debugprint | cmd | | | | | | | | | | | | | | | | | | | | Shows information about dlc |
mm_heartbeat_seconds | 300 | | | | | | | | | | | | | | | | | | | | |
mm_heartbeat_seconds_xlsp | 60 | | | | | | | | | | | | | | | | | | | | |
mm_heartbeat_timeout | 10 | | | | | | | | | | | | | | | | | | | | |
mm_heartbeat_timeout_legacy | 15 | | | | | | | | | | | | | | | | | | | | |
mm_pluginsfile | 0 | | SPONLY | | | | | | | | | | | | | | | | | | Metamod:Source Plugins File |
mm_server_search_lan_ports | 27015 | ARCHIVE | | | | | | | | | | | | | | | | | | | Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs. |
mm_status | cmd | | | | | | | | | | | | | | | | | | | | Matchmaking status |
mod_check_vcollide | 0 | | | | | | | | | | | | | | | | | | | | Check all vcollides on load |
mod_dont_load_vertices | 1 | | | | | | | | | | | | | | | | | | | | For the dedicated server, don't load model vertex data |
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 | | | | | | | | | | | | | | | | | | | | 1 - show hitches , 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 | | | | | | | | | | | | | | | | | | | | |
morph_debug | 0 | | | | | | | | | | | | | | | | | | | | |
morph_path | 7 | | | | | | | | | | | | | | | | | | | | |
mortar_visualize | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
motd | cmd | | | | | | | | | | | | | | | | | | | | |
motdfile | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The MOTD file to load. |
movement_anim_playback_minrate | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
mp_allowNPCs | 1 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
mp_allowspectators | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | toggles whether the server allows spectator mode or not |
mp_ambush_single_point_max | 10 | ARCHIVE | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | Max number of players where a single point is used |
mp_autocrosshair | 1 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
mp_autokick | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Kick team-killing players |
mp_autokick_idlers | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Kick idlers players ( mins ) |
mp_autokick_tk_cooldown | 180 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Amount of time between TKs being cooled off |
mp_autokick_tk_limit | 3 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Number of TKs allowed before auto-kick |
mp_autoteambalance | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
mp_checkpoint_counterattack_always | 3 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Always have a counter-attack after each cap. Value represents number of human players needed. |
mp_checkpoint_counterattack_capture_speedup | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Bot capture speed-up |
mp_checkpoint_counterattack_delay | 12 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How long (in seconds) until the enemy counter-attack wave spawns. |
mp_checkpoint_counterattack_delay_finale | 15 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How long (in seconds) until the enemy counter-attack wave spawns (finale). |
mp_checkpoint_counterattack_disable | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | 1 to Disable all counter attacks in Checkpoint |
mp_checkpoint_counterattack_duration | 65 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How long a checkpoint counter-attack lasts |
mp_checkpoint_counterattack_duration_finale | 120 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How long a checkpoint counter-attack lasts |
mp_checkpoint_counterattack_wave_finale | 60 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How long until we get the subsequent waves in Checkpoint finale? |
mp_clan_ready_signal | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Text that team leader from each team must speak for the match to begin |
mp_clan_readyrestart | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | If non-zero, game will restart once someone from each team gives the ready signal |
mp_conquer_auto_reinforce_at_bot_count | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | If there are this many bots left alive, an automatic reinforcement will be deployed |
mp_conquer_cache_destroyed_response_distance_high_strength | 4500 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to humans destroying a cache when high strength |
mp_conquer_cache_destroyed_response_distance_low_strength | 3500 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to humans destroying a cache when low strength |
mp_conquer_capture_finished_response_distance_high_strength | 5000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to humans finishing a capture when high strength |
mp_conquer_capture_finished_response_distance_low_strength | 3000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to humans finishing a capture when low strength |
mp_conquer_capture_start_followup_response_distance_high_strength | 16000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to humans starting a capture when high strength |
mp_conquer_capture_start_followup_response_distance_low_strength | 7000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to humans starting a capture when low strength |
mp_conquer_capture_start_response_distance_high_strength | 20000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to humans starting a capture when high strength |
mp_conquer_capture_start_response_distance_low_strength | 9000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to humans starting a capture when low strength |
mp_conquer_debug_gamemode | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
mp_conquer_enemy_strength_all_caches | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | The percentage of bots to spawn when none of the caches are destroyed |
mp_conquer_enemy_strength_all_caches_solo | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The percentage of bots to spawn when none of the caches are destroyed in Solo mode |
mp_conquer_enemy_strength_no_caches | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The percentage of bots to spawn when all the caches are destroyed |
mp_conquer_enemy_strength_no_caches_solo | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The percentage of bots to spawn when all the caches are destroyed in Solo mode |
mp_conquer_followup_wave_time_high_strength | 20 | | | GAMEDLL | | | | | | | | | | | | | | | | | The time after a capture is initiated that a second AI wave will spawn when high strength |
mp_conquer_followup_wave_time_low_strength | 40 | | | GAMEDLL | | | | | | | | | | | | | | | | | The time after a capture is initiated that a second AI wave will spawn when low strength |
mp_conquer_hostile_objective_response_distance_high_strength | 5000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to a human owned objective when high strength |
mp_conquer_hostile_objective_response_distance_high_strength_solo | 2000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to a human owned objective when high strength |
mp_conquer_hostile_objective_response_distance_low_strength | 3500 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to a human owned objective when low strength |
mp_conquer_hostile_objective_response_distance_low_strength_solo | 400 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to a human owned objective when low strength |
mp_conquer_last_man_standing_capture_speedup | 2 | | | GAMEDLL | | | | | | | | | | | | | | | | | How much faster capturing goes if you're the last man standing (scales towards this) |
mp_conquer_losing_objective_response_distance_high_strength | 9000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to losing an objective when high strength |
mp_conquer_losing_objective_response_distance_high_strength_solo | 5000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to losing an objective when high strength |
mp_conquer_losing_objective_response_distance_low_strength | 6000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to losing an objective when low strength |
mp_conquer_losing_objective_response_distance_low_strength_solo | 1500 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will respond to losing an objective when low strength |
mp_conquer_obj_recapture_distance_high_strength | 6000 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will attempt to recapture a nearby enemy objective when high strength |
mp_conquer_obj_recapture_distance_low_strength | 3500 | | | GAMEDLL | | | | | | | | | | | | | | | | | The distance bots will attempt to recapture a nearby enemy objective when low strength |
mp_coop_ai_teammate_count | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Number of Teammates, 0 to fill lobby |
mp_coop_ai_teammate_handicap | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How much should these bots impact enemy bot counts |
mp_coop_ai_teammates | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Use AI Teammate System |
mp_coop_ai_teammates_debug | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
mp_coop_lobbysize | 6 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Size of coop lobby |
mp_coop_max_bots | 18 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Maximum number of bots allowed on the server. |
mp_coop_min_bots | 5 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The number of bots used for 1 player. |
mp_cp_capture_time | 30 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | capture time in seconds |
mp_cp_deteriorate_time | 8 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | deteriorate time in seconds |
mp_cp_proximity_check_frequency | 3 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Frequency CP proximity should be checked |
mp_cp_proximity_distance | 3500 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Distance players are considered to be close to a capture zone |
mp_cp_proximity_distance_sabotage | 1500 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Distance players are considered to be close to a capture zone in sabotage |
mp_cp_speedup_max | 5 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Maximum players to effect the speed-up. |
mp_cp_speedup_rate | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Speed-up rate per additional teammate in the cap zone. |
mp_death_fade_in_duration | 3 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Fade in duration from dying -> spectator |
mp_death_fade_in_duration_critical | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Fade out duration from dying from a headshot or explosion. |
mp_death_fade_out_delay | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Death fade out delay |
mp_death_fade_out_delay_critical | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Death fade out delay from a headshot or explosion |
mp_death_fade_out_duration | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Fade out duration from dying. |
mp_defaultteam | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
mp_disable_autokick | cmd | | | | | | | | | | | | | | | | | | | | Prevents a userid from being auto-kicked |
mp_extract_point | 0 | ARCHIVE | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | Point to use for patrol (0 = random, 1-3 = specified point) |
mp_fadetoblack | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | fade a player's screen to black when he dies |
mp_fall_damage_threshold | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Minimum HP of fall damage to be inflicted. |
mp_fall_speed_fatal | 720 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | sqrt( 2 * gravity * x * 12 ) |
mp_fall_speed_safe | 560 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | sqrt( 2 * gravity * x * 12 ) |
mp_fall_speed_safe_iron | 250 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | sqrt( 2 * gravity * x * 12 ) |
mp_falldamage | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
mp_flashlight | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
mp_footsteps | 1 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
mp_forcecamera | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | 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 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
mp_fraglimit | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | The number of kills at which the map ends |
mp_freezetime | 15 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Round freeze time in seconds |
mp_friendlyfire | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Allows team members to injure other members of their team |
mp_friendlyfire_damage | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The frac value applied to friendly fire damage |
mp_friendlyfire_damage_spawnarea | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The frac value applied to friendly fire damage when either in a spawn area |
mp_friendlyfire_explosives | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | When enabled, friendlies can set off each other's explosives if they are reactive. |
mp_hunt_autoattack_bot_frac | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The % of bot players that need to be left before auto attack starts |
mp_hunt_autoattack_distance_too_close | 400 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | If bots are closer than this distance to an alive player they won't auto attack |
mp_hunt_autoattack_start_delay | 10 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The delay after the autoattack bot % is reached before the autoattack actually begins |
mp_hunt_counterattack_distance | 6000 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Distance bots will respond to a cache blowing up |
mp_hunt_nav_spawning | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Enable experimental spawning system? |
mp_hunt_patrol_proximity_to_cache | 3500 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Bots will prioritize patrol point pathing within this range of their cache |
mp_hunt_patrol_proximity_to_cache_destroyed | 1500 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Bots will prioritize patrol point pathing within this range of their cache |
mp_ignore_timer_conditions | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Ignore round timer conditions. |
mp_ignore_win_conditions | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Ignore round win conditions. |
mp_invasion_capture_time_extension | 300 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | How long (in seconds) the round should be extended for after a capture. |
mp_invasion_counter_round | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | If on, after full-cap victory, flip the attacking team for a counter attack round. |
mp_invasion_deferred_advance | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | If >0, advanced spawns will be delayed by this number of seconds. |
mp_invasion_final_holdout_spawn_delay | 8 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa |
mp_joinwaittime | 20 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | How long to wait for the first round once the minimum players requirement has been reached. |
mp_lobbytime | 10 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Lobby time in seconds |
mp_match_restart_delay | 15 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Time (in seconds) until a match restarts. |
mp_maxgames | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Max games before map change |
mp_maxrounds | 5 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Max rounds before game ends |
mp_minteamplayers | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | min players on each team to start the match |
mp_occupy_bonus_wave | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Number of waves given to a team for capturing the point. |
mp_outpost_nav_spawning | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
mp_player_resupply_coop_delay_base | 20 | | | GAMEDLL | | | | | | | | | | | | | | | | | Delay applied to resupplying |
mp_player_resupply_coop_delay_max | 40 | | | GAMEDLL | | | | | | | | | | | | | | | | | Max delay for resupply |
mp_player_resupply_coop_delay_penalty | 10 | | | GAMEDLL | | | | | | | | | | | | | | | | | Delay added for each additional resupply |
mp_player_resupply_coop_grace | 15 | | | GAMEDLL | | | | | | | | | | | | | | | | | Grace time in which the resupply delay is not applied. |
mp_player_resupply_coop_grace_initial | 45 | | | GAMEDLL | | | | | | | | | | | | | | | | | Grace timer applied when the player hasn't left spawn yet |
mp_player_resupply_coop_penalty_reset | 45 | | | GAMEDLL | | | | | | | | | | | | | | | | | Time taken to decrement resupply counter |
mp_player_resupply_delay_base | 10 | | | GAMEDLL | | | | | | | | | | | | | | | | | Delay applied to resupplying |
mp_player_resupply_delay_max | 30 | | | GAMEDLL | | | | | | | | | | | | | | | | | Max delay for resupply |
mp_player_resupply_delay_penalty | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Delay added for each additional resupply |
mp_player_resupply_grace | 120 | | | GAMEDLL | | | | | | | | | | | | | | | | | Grace time in which the resupply delay is not applied. |
mp_player_resupply_grace_initial | 45 | | | GAMEDLL | | | | | | | | | | | | | | | | | Grace timer applied when the player hasn't left spawn yet |
mp_player_resupply_penalty_reset | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | Time taken to decrement resupply counter |
mp_push_capture_time_extension | 300 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | How long (in seconds) the round should be extended for after a capture. |
mp_push_counter_round | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | If on, after full-cap victory, flip the attacking team for a counter attack round. |
mp_push_deferred_advance | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | If >0, advanced spawns will be delayed by this number of seconds. |
mp_push_final_holdout_spawn_delay | 8 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Defenders get two spawns within this amount of time after the final territorial objective is captured since it's their final wa |
mp_respawnwavetime_max | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Min respawn wave interval. |
mp_respawnwavetime_min | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Max respawn wave interval. |
mp_restartgame | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | If non-zero, game will restart in the specified number of seconds |
mp_restartround | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | If non-zero, round will restart in the specified number of seconds |
mp_restricted_area_wpn_time | 3600 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Time a player can use their weapon inside a restricted area for. |
mp_roundlives | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Max lives in a round |
mp_roundtime | 3600 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | round time per map in seconds |
mp_scrambleteams | cmd | | | | | | | | | | | | | | | | | | | | Scramble the teams and restart the game |
mp_scrambleteams_auto | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | Server will automatically scramble the teams if criteria met. Only works on dedicated servers. |
mp_scrambleteams_auto_windifference | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | Number of round wins a team must lead by in order to trigger an auto scramble. |
mp_searchdestroy_capture_time_extension | 120 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | How long (in seconds) the round should be extended for after a cache gets destroyed. |
mp_searchdestroy_single_cache_max | 12 | ARCHIVE | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | Max number of players where a single cache is used |
mp_showgestureslots | -1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Show multiplayer client/server gesture slot information for the specified player index (-1 for no one). |
mp_slammoveyaw | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Force movement yaw along an animation path. |
mp_spawnprotectiontime_navspawn | 15 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Spawn protection time in seconds when spawning on the nav |
mp_spawnprotectontime | 30 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Spawn protection time in seconds |
mp_spawns_per_frame | 6 | | | GAMEDLL | | | | | | | | | | | | | | | | | Maximum number of players to spawn per frame |
mp_spectator_allow_chase | 1 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | When set to 0, chase camera in spectator mode is disabled |
mp_strike_capture_time_extension | 180 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | How long (in seconds) the round should be extended for after a capture. |
mp_strike_capture_wave_decrement | 1 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | How many waves to deduct from defenders when a cache is blown |
mp_supply_gain | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Whether players earn supply throughout the course of a round depending on actions |
mp_supply_gain_kill_assist_amount | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Once threshold is reached, how much supply is earned |
mp_supply_gain_kill_assist_threshold | 5 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Total kills/assists to earn before being rewarded |
mp_supply_gain_obj_cap | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Amount of supply players earn by capturing a point |
mp_supply_gain_obj_destroyed | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Amount of supply players earn by destroying a cache |
mp_supply_gain_obj_hero_cap | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Amount of supply players earn for hero capture on top of capturing |
mp_supply_gain_regroup | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Amount of supply players earn by falling back to regroup |
mp_supply_rate_losing_team_high | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Amount of supply the more skilled players on the losing team get |
mp_supply_rate_losing_team_low | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Amount of supply the less skilled players on the losing team get |
mp_supply_rate_winning_team_high | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Amount of supply the more skilled players on the winning team get |
mp_supply_rate_winning_team_low | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Amount of supply the less skilled players on the winning team get |
mp_supply_token_base | 30 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | The amount of supply players start with |
mp_supply_token_bot_base | 20 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | The amount of supply bots start with |
mp_supply_token_max | 30 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | The maximum amount of supply a player can get |
mp_survival_nav_spawning | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
mp_survival_patrol_proximity_to_active_safehouse | 3000 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Bots will prioritize patrol point pathing within this range of an active safehouse |
mp_survival_patrol_proximity_to_potential_safehouse | 8000 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Bots will prioritize patrol point pathing within this range of a potentially new safehouse |
mp_switchteams | cmd | | | | | | | | | | | | | | | | | | | | Switch teams and restart the game |
mp_switchteams_each_game | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Switch the teams after each game |
mp_switchteams_each_round | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | If >0, switch the teams after x rounds |
mp_switchteams_reset_supply | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Should supply be reset when teams are switched? |
mp_teamlist | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
mp_teamoverride | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
mp_teamplay | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
mp_teams_auto_join | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | When enabled, players are automatically assigned to a team on join. |
mp_teams_unbalance_limit | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Teams are unbalanced when one team has this many more players than the other team. (0 disables check) |
mp_theater_force_holiday | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
mp_theater_override | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | If set, the given theater file is loaded instead. |
mp_timelimit | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | game time per map in minutes |
mp_timelimit_waiting | 3600 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Time to wait on an empty server before changing levels. |
mp_timer_postgame | 5 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Postgame timer in seconds |
mp_timer_postround | 5 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Postround timer in seconds |
mp_timer_pregame | 5 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Pregame timer in seconds |
mp_timer_preround | 5 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Preround timer in seconds |
mp_timer_preround_first | 15 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Preround timer in seconds for the first round |
mp_timer_preround_switch | 30 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Preround timer in seconds when a team switch occurs |
mp_timer_voting | 25 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Time given to post-game voting. |
mp_tkpunish | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Will a TK'er be punished in the next round? {0=no, 1=warning, 2=kill} |
mp_voice_bias | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_blocked_lineofsight_enemy_volume | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_blocked_lineofsight_friendly_volume | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_friendly_volume_bias | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_max_distance_enemy | 550 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_max_distance_friendly | 1300 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_max_distance_friendly_radio | 6000 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_max_enemy_volume_local | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_max_friendly_volume_local | 1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_max_squad_volume_local | 1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_max_squad_volume_radio | 1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_min_distance_enemy | 100 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_min_distance_friendly | 100 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_min_enemy_volume_local | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_min_friendly_volume_local | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_min_squad_volume_local | 1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_min_squad_volume_radio | 1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
mp_voice_radio_filter | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Should a radio filter be applied to distant squad comms? |
mp_voice_squad_radio | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Whether to use the squad radio or not. Disabling this will force spatial only. |
mp_voice_use_3d_voip | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Alive players use spatial audio for voice communications? |
mp_waitingforplayers_cancel | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Set to 1 to end the WaitingForPlayers period. |
mp_waitingforplayers_restart | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Set to 1 to start or restart the WaitingForPlayers period. |
mp_waitingforplayers_time | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | WaitingForPlayers time length in seconds |
mp_wave_capture_increment | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Amount of waves awarded for capturing points |
mp_wave_count_attackers | 10 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Total waves for attackers |
mp_wave_count_defenders | 20 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Total waves for defenders |
mp_wave_count_defenders_per_obj | 5 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Total waves for defenders per objective (so Push can support many objectives) |
mp_wave_count_perteam | 2 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Total waves per team |
mp_wave_dpr_attackers | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Dead player ratio that triggers a reinforcement wave for attacking team |
mp_wave_dpr_attackers_finale | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Dead player ratio that triggers a reinforcement wave for attacking team during the last stand specifically |
mp_wave_dpr_defenders | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Dead player ratio that triggers a reinforcement wave for defending team |
mp_wave_dpr_defenders_finale | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Dead player ratio that triggers a reinforcement wave for defending team for the last objective specifically |
mp_wave_dpr_perteam | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Dead player ratio that triggers a reinforcement wave for both teams |
mp_wave_dpr_survival_end | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Dead player ratio at level 30 of Survival game |
mp_wave_dpr_survival_start | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Dead player ratio at start of Survival game |
mp_wave_grace_period | 30 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Grace period where if a reinforcement wave occurs it does not get deducted from wave count |
mp_wave_max_wait_attackers | 30 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Max wave trigger time for attacking team |
mp_wave_max_wait_defenders | 30 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Max wave trigger time for defending team |
mp_wave_max_wait_perteam | 40 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Max wave trigger time for both teams |
mp_wave_spawn_instant | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Server side option to force instant spawning |
mp_waves_enabled | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Whether or not waves are enabled for this mode |
mp_weaponstay | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | |
mp_winlimit | 5 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | win limit |
mp_winlimit_coop | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | win limit for coop |
multvar | cmd | | | | | | | | | | | | | | | | | | | | Multiply specified convar value. |
muteid | cmd | | | | | | | | | | | | | | | | | | | | Server side mute |
name | 0 | ARCHIVE | | | | USERINFO | | | PRINTABLEONLY | | | | | | SERVER_CAN_EXECUTE | | | SS | | | Current user name |
namelockid | cmd | | | | | | | | | | | | | | | | | | | | Prevent name changes for this userID. |
nav_add_to_selected_set | cmd | | | | | | | | | | | | | | | | | | | | Add current area to the selected set. |
nav_add_to_selected_set_by_id | cmd | | | | | | | | | | | | | | | | | | | | Add specified area id to the selected set. |
nav_analyze | cmd | | | | | | | | | | | | | | | | | | | | Re-analyze the current Navigation Mesh and save it to disk. |
nav_area_bgcolor | 503316480 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | RGBA color to draw as the background color for nav areas while editing. |
nav_area_max_size | 50 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max area size created in nav generation |
nav_avoid | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'avoid this area when possible' flag used by the AI system. |
nav_begin_area | cmd | | | | | | | | | | | | | | | | | | | | Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and |
nav_begin_deselecting | cmd | | | | | | | | | | | | | | | | | | | | Start continuously removing from the selected set. |
nav_begin_drag_deselecting | cmd | | | | | | | | | | | | | | | | | | | | Start dragging a selection area. |
nav_begin_drag_selecting | cmd | | | | | | | | | | | | | | | | | | | | Start dragging a selection area. |
nav_begin_selecting | cmd | | | | | | | | | | | | | | | | | | | | Start continuously adding to the selected set. |
nav_begin_shift_xy | cmd | | | | | | | | | | | | | | | | | | | | Begin shifting the Selected Set. |
nav_build_ladder | cmd | | | | | | | | | | | | | | | | | | | | Attempts to build a nav ladder on the climbable surface under the cursor. |
nav_check_file_consistency | cmd | | | | | | | | | | | | | | | | | | | | Scans the maps directory and reports any missing/out-of-date navigation files. |
nav_check_floor | cmd | | | | | | | | | | | | | | | | | | | | Updates the blocked/unblocked status for every nav area. |
nav_check_stairs | cmd | | | | | | | | | | | | | | | | | | | | Update the nav mesh STAIRS attribute |
nav_chop_selected | cmd | | | | | | | | | | | | | | | | | | | | Chops all selected areas into their component 1x1 areas |
nav_clear_attribute | cmd | | | | | | | | | | | | | | | | | | | | Remove given nav attribute from all areas in the selected set. |
nav_clear_selected_set | cmd | | | | | | | | | | | | | | | | | | | | Clear the selected set. |
nav_clear_walkable_marks | cmd | | | | | | | | | | | | | | | | | | | | Erase any previously placed walkable positions. |
nav_compress_id | cmd | | | | | | | | | | | | | | | | | | | | Re-orders area and ladder ID's so they are continuous. |
nav_connect | cmd | | | | | | | | | | | | | | | | | | | | To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a |
nav_coplanar_slope_limit | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_coplanar_slope_limit_displacement | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_corner_adjust_adjacent | 18 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | radius used to raise/lower corners in nearby areas when raising/lowering corners. |
nav_corner_lower | cmd | | | | | | | | | | | | | | | | | | | | Lower the selected corner of the currently marked Area. |
nav_corner_place_on_ground | cmd | | | | | | | | | | | | | | | | | | | | Places the selected corner of the currently marked Area on the ground. |
nav_corner_raise | cmd | | | | | | | | | | | | | | | | | | | | Raise the selected corner of the currently marked Area. |
nav_corner_select | cmd | | | | | | | | | | | | | | | | | | | | Select a corner of the currently marked Area. Use multiple times to access all four corners. |
nav_create_area_at_feet | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Anchor nav_begin_area Z to editing player's feet |
nav_create_place_on_ground | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | If true, nav areas will be placed flush with the ground when created by hand. |
nav_crouch | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'must crouch in this area' flag used by the AI system. |
nav_debug_blocked | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_delete | cmd | | | | | | | | | | | | | | | | | | | | Deletes the currently highlighted Area. |
nav_delete_marked | cmd | | | | | | | | | | | | | | | | | | | | Deletes the currently marked Area (if any). |
nav_disconnect | cmd | | | | | | | | | | | | | | | | | | | | To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec |
nav_disconnect_outgoing_oneways | cmd | | | | | | | | | | | | | | | | | | | | For each area in the selected set, disconnect all outgoing one-way connections. |
nav_displacement_test | 10000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Checks for nodes embedded in displacements (useful for in-development maps) |
nav_dont_hide | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'area is not suitable for hiding spots' flag used by the AI system. |
nav_drag_selection_volume_zmax_offset | 32 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The offset of the nav drag volume top from center |
nav_drag_selection_volume_zmin_offset | 32 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | The offset of the nav drag volume bottom from center |
nav_draw_limit | 500 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | The maximum number of areas to draw in edit mode |
nav_dump_selected_set_positions | cmd | | | | | | | | | | | | | | | | | | | | Write the (x,y,z) coordinates of the centers of all selected nav areas to a file. |
nav_edit | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. |
nav_end_area | cmd | | | | | | | | | | | | | | | | | | | | Defines the second corner of a new Area or Ladder and creates it. |
nav_end_deselecting | cmd | | | | | | | | | | | | | | | | | | | | Stop continuously removing from the selected set. |
nav_end_drag_deselecting | cmd | | | | | | | | | | | | | | | | | | | | Stop dragging a selection area. |
nav_end_drag_selecting | cmd | | | | | | | | | | | | | | | | | | | | Stop dragging a selection area. |
nav_end_selecting | cmd | | | | | | | | | | | | | | | | | | | | Stop continuously adding to the selected set. |
nav_end_shift_xy | cmd | | | | | | | | | | | | | | | | | | | | Finish shifting the Selected Set. |
nav_flood_select | cmd | | | | | | | | | | | | | | | | | | | | Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again. |
nav_gen_cliffs_approx | cmd | | | | | | | | | | | | | | | | | | | | Mark cliff areas, post-processing approximation |
nav_generate | cmd | | | | | | | | | | | | | | | | | | | | Generate a Navigation Mesh for the current map and save it to disk. |
nav_generate_fencetops | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Autogenerate nav areas on fence and obstacle tops |
nav_generate_fixup_jump_areas | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Convert obsolete jump areas into 2-way connections |
nav_generate_incremental | cmd | | | | | | | | | | | | | | | | | | | | Generate a Navigation Mesh for the current map and save it to disk. |
nav_generate_incremental_range | 2000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_generate_incremental_tolerance | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Z tolerance for adding new nav areas. |
nav_jump | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'traverse this area by jumping' flag used by the AI system. |
nav_ladder_flip | cmd | | | | | | | | | | | | | | | | | | | | Flips the selected ladder's direction. |
nav_load | cmd | | | | | | | | | | | | | | | | | | | | Loads the Navigation Mesh for the current map. |
nav_lower_drag_volume_max | cmd | | | | | | | | | | | | | | | | | | | | Lower the top of the drag select volume. |
nav_lower_drag_volume_min | cmd | | | | | | | | | | | | | | | | | | | | Lower the bottom of the drag select volume. |
nav_make_sniper_spots | cmd | | | | | | | | | | | | | | | | | | | | Chops the marked area into disconnected sub-areas suitable for sniper spots. |
nav_mark | cmd | | | | | | | | | | | | | | | | | | | | Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. |
nav_mark_attribute | cmd | | | | | | | | | | | | | | | | | | | | Set nav attribute for all areas in the selected set. |
nav_mark_unnamed | cmd | | | | | | | | | | | | | | | | | | | | Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. |
nav_mark_walkable | cmd | | | | | | | | | | | | | | | | | | | | 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 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum range for precomputed nav mesh visibility (0 = default 1500 units) |
nav_max_vis_delta_list_length | 64 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_merge | cmd | | | | | | | | | | | | | | | | | | | | To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm |
nav_merge_mesh | cmd | | | | | | | | | | | | | | | | | | | | Merges a saved selected set into the current mesh. |
nav_no_hostages | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'hostages cannot use this area' flag used by the AI system. |
nav_no_jump | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'dont jump in this area' flag used by the AI system. |
nav_place_floodfill | cmd | | | | | | | | | | | | | | | | | | | | Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli |
nav_place_list | cmd | | | | | | | | | | | | | | | | | | | | Lists all place names used in the map. |
nav_place_pick | cmd | | | | | | | | | | | | | | | | | | | | Sets the current Place to the Place of the Area under the cursor. |
nav_place_replace | cmd | | | | | | | | | | | | | | | | | | | | Replaces all instances of the first place with the second place. |
nav_place_set | cmd | | | | | | | | | | | | | | | | | | | | Sets the Place of all selected areas to the current Place. |
nav_potentially_visible_dot_tolerance | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_precise | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'dont avoid obstacles' flag used by the AI system. |
nav_quicksave | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. |
nav_raise_drag_volume_max | cmd | | | | | | | | | | | | | | | | | | | | Raise the top of the drag select volume. |
nav_raise_drag_volume_min | cmd | | | | | | | | | | | | | | | | | | | | Raise the bottom of the drag select volume. |
nav_recall_selected_set | cmd | | | | | | | | | | | | | | | | | | | | Re-selects the stored selected set. |
nav_remove_from_selected_set | cmd | | | | | | | | | | | | | | | | | | | | Remove current area from the selected set. |
nav_remove_jump_areas | cmd | | | | | | | | | | | | | | | | | | | | Removes legacy jump areas, replacing them with connections. |
nav_run | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'traverse this area by running' flag used by the AI system. |
nav_save | cmd | | | | | | | | | | | | | | | | | | | | Saves the current Navigation Mesh to disk. |
nav_save_selected | cmd | | | | | | | | | | | | | | | | | | | | Writes the selected set to disk for merging into another mesh via nav_merge_mesh. |
nav_select_blocked_areas | cmd | | | | | | | | | | | | | | | | | | | | Adds all blocked areas to the selected set |
nav_select_damaging_areas | cmd | | | | | | | | | | | | | | | | | | | | Adds all damaging areas to the selected set |
nav_select_half_space | cmd | | | | | | | | | | | | | | | | | | | | Selects any areas that intersect the given half-space. |
nav_select_invalid_areas | cmd | | | | | | | | | | | | | | | | | | | | Adds all invalid areas to the Selected Set. |
nav_select_larger_than | cmd | | | | | | | | | | | | | | | | | | | | Select nav areas where both dimensions are larger than the given size. |
nav_select_obstructed_areas | cmd | | | | | | | | | | | | | | | | | | | | Adds all obstructed areas to the selected set |
nav_select_orphans | cmd | | | | | | | | | | | | | | | | | | | | Adds all orphan areas to the selected set (highlight a valid area first). |
nav_select_overlapping | cmd | | | | | | | | | | | | | | | | | | | | Selects nav areas that are overlapping others. |
nav_select_radius | cmd | | | | | | | | | | | | | | | | | | | | Adds all areas in a radius to the selection set |
nav_select_stairs | cmd | | | | | | | | | | | | | | | | | | | | Adds all stairway areas to the selected set |
nav_selected_set_border_color | -16751516 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Color used to draw the selected set borders while editing. |
nav_selected_set_color | 1623785472.000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Color used to draw the selected set background while editing. |
nav_set_place_mode | cmd | | | | | | | | | | | | | | | | | | | | Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. |
nav_shift | cmd | | | | | | | | | | | | | | | | | | | | Shifts the selected areas by the specified amount |
nav_show_approach_points | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show Approach Points in the Navigation Mesh. |
nav_show_area_info | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Duration in seconds to show nav area ID and attributes while editing |
nav_show_compass | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_show_continguous | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Highlight non-contiguous connections |
nav_show_cursor_position | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_show_danger | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show current 'danger' levels. |
nav_show_dumped_positions | cmd | | | | | | | | | | | | | | | | | | | | Show the (x,y,z) coordinate positions of the given dump file. |
nav_show_func_nav_avoid | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show areas of designer-placed bot avoidance due to func_nav_avoid entities |
nav_show_func_nav_prefer | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show areas of designer-placed bot preference due to func_nav_prefer entities |
nav_show_light_intensity | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_show_node_grid | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_show_node_id | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_show_nodes | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_show_player_counts | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show current player counts in each area. |
nav_show_potentially_visible | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show areas that are potentially visible from the current nav area |
nav_simplify_selected | cmd | | | | | | | | | | | | | | | | | | | | Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas |
nav_slope_limit | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | The ground unit normal's Z component must be greater than this for nav areas to be generated. |
nav_slope_tolerance | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | The ground unit normal's Z component must be this close to the nav area's Z component to be generated. |
nav_snap_to_grid | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Snap to the nav generation grid when creating new nav areas |
nav_solid_props | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Make props solid to nav generation/editing |
nav_spawn_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Turn on debug messages for spawn system |
nav_spawn_debug_force_collect | cmd | | | | | | | | | | | | | | | | | | | | Rebuild All Nav Spawn Points |
nav_spawn_debug_show_discards | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_debug_show_spawns | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_spawn_enemy_maximum_distance_conquer | 5000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum distance to players to consider (conquer) |
nav_spawn_enemy_maximum_distance_hunt | 20000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum distance to players to consider (hunt) |
nav_spawn_enemy_maximum_distance_outpost | 6000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum distance to players to consider (outpost) |
nav_spawn_enemy_maximum_distance_survival | 5000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum distance to players to consider (survival) |
nav_spawn_enemy_minimum_distance_conquer | 800 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum distance to players to consider (conquer) |
nav_spawn_enemy_minimum_distance_frac_conquer | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Map based Frac for Conquer during Round |
nav_spawn_enemy_minimum_distance_frac_conquer_start | 2 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Map based Frac for Conquer at the start of the Round |
nav_spawn_enemy_minimum_distance_frac_hunt_start | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Map based Frac for Hunt at the start of the Round |
nav_spawn_enemy_minimum_distance_frac_outpost | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Map based Frac for Outpost during Round |
nav_spawn_enemy_minimum_distance_frac_outpost_start | 3 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Map based Frac for Outpost at the start of the Round |
nav_spawn_enemy_minimum_distance_frac_survival | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Map based Frac for Survival during Round |
nav_spawn_enemy_minimum_distance_frac_survival_start | 4 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Map based Frac for Survival at the start of the Round |
nav_spawn_enemy_minimum_distance_hunt | 4000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum distance to players to consider (hunt) |
nav_spawn_enemy_minimum_distance_outpost | 500 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum distance to players to consider (outpost) |
nav_spawn_enemy_minimum_distance_survival | 500 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum distance to players to consider (survival) |
nav_spawn_fill_empty_rate | 250 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_max_per_controlpoint | 32 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_max_player_distance_default | 7000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Maximum distance to players to consider |
nav_spawn_min_area_size | 128 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum size of nav area tile to be considered |
nav_spawn_min_bot_spawn_frequency | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum time inbetween each bot spawn |
nav_spawn_min_human_spawn_frequency | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum time inbetween each human spawn |
nav_spawn_min_per_controlpoint | 8 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_min_player_distance_default | 1500 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum distance to players to consider |
nav_spawn_min_spacing_sq | 1024 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum spacing inbetween each spawn point |
nav_spawn_proximity_penalty | 20 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_recollect_time | 60 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max time before spawn system discards and recollects spawn points |
nav_spawn_rescore_rate | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_rescore_time | 15 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Persistently show the active spawns |
nav_spawn_score_base | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Base score given to a nav spawn before anything is factored |
nav_spawn_score_cachepoint_bonus | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | bonus max for being near a cache point |
nav_spawn_score_controlpoint_bonus | 2 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | bonus max for being near a control point |
nav_spawn_score_controlpoint_proximity | 1500 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | how far to fall off the controlpoint bonus |
nav_spawn_score_cp_locked | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_cp_proximity_max | 1500 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_cp_proximity_min | 100 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_cp_score_max | 2 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_cp_score_min | 2 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_decoy_score_max | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_decoy_score_min | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_discard | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Minimum score a nav spawn must have to be added |
nav_spawn_score_enemy_player_proximity_bonus | 2 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Max bonus to apply |
nav_spawn_score_enemy_player_proximity_distance | 2000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Ideal distance from enemies for each spawn |
nav_spawn_score_enemy_player_proximity_falloff | 3000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Range to apply the distance bonus |
nav_spawn_score_enemy_spawn_dist_ideal | 2500 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_enemy_spawn_dist_min | 1500 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_enemy_spawn_score_ideal | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_enemy_spawn_score_ideal_falloff | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_friendly_spawn_bonus | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | bonus max for being near a friendly spawn zone |
nav_spawn_score_friendly_spawn_bonus_max_distance | 500 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | how far to fall off the spawn zone bonus |
nav_spawn_score_hiding_bonus | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Bonus given to Nav Spawns derived from Hiding Spots |
nav_spawn_score_inside | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Modifier for areas that are inside |
nav_spawn_score_outpost_bonus | 2 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_player_proximity_bonus | 2 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_player_proximity_distance | 1000 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_player_proximity_outpost_max | 2000 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_player_proximity_outpost_min | 100 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_player_proximity_penalty | 2 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_player_proximity_sustained_max | 1000 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_player_proximity_sustained_min | 100 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_score_potentially_visible | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Modifier for areas that are potentially visible by enemy team |
nav_spawn_score_random_max | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Random modifier given to each spawn to prevent spawn patterns |
nav_spawn_score_random_min | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Random modifier given to each spawn to prevent spawn patterns |
nav_spawn_score_spawn_point_bonus | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Bonus given to Nav Spawns derived from Spawn Points |
nav_spawn_score_sustained_bonus | 2 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_stored_spawn_expiration | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_spawn_verify_rate | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nav_splice | cmd | | | | | | | | | | | | | | | | | | | | To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. |
nav_split | cmd | | | | | | | | | | | | | | | | | | | | To split an Area into two, align the split line using your cursor and invoke the split command. |
nav_split_place_on_ground | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | If true, nav areas will be placed flush with the ground when split. |
nav_stand | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'stand while hiding' flag used by the AI system. |
nav_stop | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'must stop when entering this area' flag used by the AI system. |
nav_store_selected_set | cmd | | | | | | | | | | | | | | | | | | | | Stores the current selected set for later retrieval. |
nav_strip | cmd | | | | | | | | | | | | | | | | | | | | Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. |
nav_subdivide | cmd | | | | | | | | | | | | | | | | | | | | Subdivides all selected areas. |
nav_test_node | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_test_node_crouch | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_test_node_crouch_dir | 4 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nav_test_stairs | cmd | | | | | | | | | | | | | | | | | | | | Test the selected set for being on stairs |
nav_toggle_deselecting | cmd | | | | | | | | | | | | | | | | | | | | Start or stop continuously removing from the selected set. |
nav_toggle_in_selected_set | cmd | | | | | | | | | | | | | | | | | | | | Remove current area from the selected set. |
nav_toggle_place_mode | cmd | | | | | | | | | | | | | | | | | | | | Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. |
nav_toggle_place_painting | cmd | | | | | | | | | | | | | | | | | | | | Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. |
nav_toggle_selected_set | cmd | | | | | | | | | | | | | | | | | | | | Toggles all areas into/out of the selected set. |
nav_toggle_selecting | cmd | | | | | | | | | | | | | | | | | | | | Start or stop continuously adding to the selected set. |
nav_transient | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'area is transient and may become blocked' flag used by the AI system. |
nav_unmark | cmd | | | | | | | | | | | | | | | | | | | | Clears the marked Area or Ladder. |
nav_update_blocked | cmd | | | | | | | | | | | | | | | | | | | | Updates the blocked/unblocked status for every nav area. |
nav_update_lighting | cmd | | | | | | | | | | | | | | | | | | | | Recomputes lighting values |
nav_update_visibility_on_edit | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | If nonzero editing the mesh will incrementally recompue visibility |
nav_use_place | cmd | | | | | | | | | | | | | | | | | | | | If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. |
nav_walk | cmd | | | | | | | | | | | | | | | | | | | | Toggles the 'traverse this area by walking' flag used by the AI system. |
nav_warp_to_mark | cmd | | | | | | | | | | | | | | | | | | | | Warps the player to the marked area. |
nav_world_center | cmd | | | | | | | | | | | | | | | | | | | | Centers the nav mesh in the world |
nb_allow_avoiding | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_allow_climbing | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_allow_gap_jumping | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_blind | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Disable vision |
nb_command | cmd | | | | | | | | | | | | | | | | | | | | Sends a command string to all bots |
nb_debug | cmd | | | | | | | | | | | | | | | | | | | | Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS. |
nb_debug_climbing | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_debug_filter | cmd | | | | | | | | | | | | | | | | | | | | Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots. |
nb_debug_history | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | If true, each bot keeps a history of debug output in memory |
nb_debug_known_entities | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show the 'known entities' for the bot that is the current spectator target |
nb_debug_spectatefilter | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | If 1, nextbot debug will only show for the observer target. |
nb_force_look_at | cmd | | | | | | | | | | | | | | | | | | | | Force selected bot to look at the local player's position |
nb_goal_look_ahead_range | 50 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_head_aim_resettle_angle | 100 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | After rotating through this angle, the bot pauses to 'recenter' its virtual mouse on its virtual mousepad |
nb_head_aim_resettle_time | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How long the bot pauses to 'recenter' its virtual mouse on its virtual mousepad |
nb_head_aim_settle_duration | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_head_aim_steady_max_rate | 100 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_ladder_align_range | 50 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_move_to_cursor | cmd | | | | | | | | | | | | | | | | | | | | Tell all NextBots to move to the cursor position |
nb_nav_combat_build_rate | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Gunfire/second increase (combat caps at 1.0) |
nb_nav_combat_decay_rate | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Decay/second toward zero |
nb_nav_death_build_rate | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Death increase (caps at 1.0) |
nb_nav_death_decay_rate | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Decay/second toward zero |
nb_nav_hiding_spot_show_cover | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_hiding_spot_show_score | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_in_combat_duration | 30 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | How long after gunfire occurs is this area still considered to be 'in combat' |
nb_nav_show_actor_potential_visibility | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_blocked_areas | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Highlight areas that are considered blocked for TF-specific reasons |
nb_nav_show_bomb_drop_areas | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_bomb_target_distance | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Display travel distances to bomb target |
nb_nav_show_control_points | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_death_areas | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_enemy_invasion_areas | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Highlight areas where the enemy team enters the visible environment of the local player |
nb_nav_show_gate_defense_areas | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_in_combat_areas | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_incursion_distance | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Display travel distances from current spawn room (1=red, 2=blue) |
nb_nav_show_incursion_flow | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_incursion_flow_gradient | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | 1 = red, 2 = blue |
nb_nav_show_incursion_flow_range | 150 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | 1 = red, 2 = blue |
nb_nav_show_incursion_range | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | 1 = red, 2 = blue |
nb_nav_show_incursion_range_max | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Highlight areas with incursion distances between min and max cvar values |
nb_nav_show_incursion_range_min | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Highlight areas with incursion distances between min and max cvar values |
nb_nav_show_mesh_decoration | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Highlight special areas |
nb_nav_show_mesh_decoration_manual | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Highlight special areas marked by hand |
nb_nav_show_point_defense_areas | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_sentry_danger | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_sniper_areas | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_sniper_areas_safety_range | 1000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_sweeped_areas | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_nav_show_turf_ownership | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Color nav area by smallest incursion distance |
nb_nav_show_valid_spawn_points | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show points > 11 score ( 1 = team_one , 2 = team_two ) |
nb_path_draw_inc | 100 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_path_draw_segment_count | 100 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_path_segment_influence_radius | 100 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_player_crouch | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Force bots to crouch |
nb_player_move | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Prevents bots from moving |
nb_player_move_direct | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
nb_player_stop | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Stop all NextBotPlayers from updating |
nb_player_walk | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Force bots to walk |
nb_saccade_speed | 1000 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_saccade_time | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_select | cmd | | | | | | | | | | | | | | | | | | | | Select the bot you are aiming at for further debug operations. |
nb_speed_look_ahead_range | 150 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_stop | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Stop all NextBots |
nb_update_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_update_framelimit | 10 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_update_frequency | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_update_maxslide | 4 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
nb_warp_selected_here | cmd | | | | | | | | | | | | | | | | | | | | Teleport the selected bot to your cursor position |
net_allow_multicast | 1 | ARCHIVE | | | | | | | | | | | | | | | | | | | |
net_blockmsg | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Discards incoming message: <0|1|name> |
net_channels | cmd | | | | | | | | | | | | | | | | | | | | 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 | | | | CHEAT | | | | | | | | | | | | | | | | Drops next n packets on client |
net_dumpeventstats | cmd | | | | | | | | | | | | | | | | | | | | Dumps out a report of game event network usage |
net_dumptest | 0 | | | | | | | | | | | | | | | | | | | | |
net_fakejitter | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Jitter fakelag packet time |
net_fakelag | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Lag all incoming network data (including loopback) by this many milliseconds. |
net_fakeloss | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Simulate packet loss as a percentage (negative means drop 1/n packets) |
net_maxcleartime | 4 | | | | | | | | | | | | | | | | | | | | Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit). |
net_maxfilesize | 50 | | | | | | | | | | | | | | | | | | | | Maximum allowed file size for uploading in MB |
net_maxfragments | 1200 | | | | | | | | | | | | | | | | | | | | Max fragment bytes per packet |
net_maxroutable | 1200 | ARCHIVE | | | | USERINFO | | | | | | | | | | | | | | | Requested max packet size before packets are 'split'. |
net_megasnapshot | 1 | | | | | | | | | | | | | | | | | | | | |
net_paranoid | 1 | | | | | | | | | | | | | | | | | | | | |
net_public_adr | 0 | | | | | | | | | | | | | | | | | | | | For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x' |
net_queue_trace | 0 | | | | | | | | | | | | | | | | | | | | |
net_queued_packet_thread | 1 | | | | | | | | | | | | | | | | | | | | Use a high priority thread to send queued packets out instead of sending them each frame. |
net_showeventlisteners | 0 | | | | | | | | | | | | | | | | | | | | Show listening addition/removals |
net_showevents | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Dump game events to console (1=client only, 2=all). |
net_showfragments | 0 | | | | | | | | | | | | | | | | | | | | Show netchannel fragments |
net_showpeaks | 0 | | | | | | | | | | | | | | | | | | | | Show messages for large packets only: <size> |
net_showreliablesounds | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
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_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 | cmd | | | | | | | | | | | | | | | | | | | | Inits multiplayer network sockets |
net_status | cmd | | | | | | | | | | | | | | | | | | | | Shows current network status |
net_steamcnx_status | cmd | | | | | | | | | | | | | | | | | | | | Print status of steam connection sockets. |
net_usesocketsforloopback | 0 | | | | | | | | | | | | | | | | | | | | Use network sockets layer even for listen server local player's packets (multiplayer only). |
next | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Set to 1 to advance to next frame ( when singlestep == 1 ) |
nextlevel | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | If set to a valid map name, will change to this map during the next changelevel |
nextmap | cmd | | | | | | | | | | | | | | | | | | | | |
noclip | cmd | | | | | | | | | | | | | | | | | | | | Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable |
noclip_fixup | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
notarget | cmd | | | | | | | | | | | | | | | | | | | | Toggle. Player becomes hidden to NPCs. |
npc_height_adjust | 1 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | Enable test mode for ik height adjustment |
npc_vphysics | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
obj_capture_damage | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Captures all damage taken by objects for dumping later. |
obj_dump_damage | cmd | | | | | | | | | | | | | | | | | | | | |
obj_show_damage | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Show all damage taken by objects. |
old_radiusdamage | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
paintsplat_bias | 0 | | | | CHEAT | | | | | | | REPLICATED | | | | | | | | | Change bias value for computing circle buffer |
paintsplat_max_alpha_noise | 0 | | | | CHEAT | | | | | | | REPLICATED | | | | | | | | | Max noise value of circle alpha |
paintsplat_noise_enabled | 1 | | | | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
particle_test_attach_attachment | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Attachment index for attachment mode |
particle_test_attach_mode | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin' |
particle_test_file | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Name of the particle system to dynamically spawn |
particle_test_start | cmd | | | | | | | | | | | | | | | | | | | | Dispatches the test particle system with the parameters specified in particle_test_file,
particle_test_attach_mode and particl |
particle_test_stop | cmd | | | | | | | | | | | | | | | | | | | | Stops all particle systems on the selected entities.
Arguments: {entity_name} / {class_name} / no argument picks what playe |
password | 0 | ARCHIVE | | | | | | | | | | | | DONTRECORD | | | | | | | Current server access password |
path | cmd | | | | | | | | | | | | | | | | | | | | Show the engine filesystem path. |
pause | cmd | | | | | | | | | | | | | | | | | | | | Toggle the server pause state. |
perf_fire_bullet_firstpredictedonly | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Only do effects tracing, etc., first time a CUserCmd is predicted. |
perf_fire_bullet_single | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
phys_debug_check_contacts | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
phys_impactforcescale | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
phys_penetration_error_time | 10 | | | GAMEDLL | | | | | | | | | | | | | | | | | Controls the duration of vphysics penetration error boxes. |
phys_pushscale | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
phys_show_active | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
phys_speeds | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
phys_stressbodyweights | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
phys_timescale | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Scale time for physics |
phys_upimpactforcescale | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
physics_budget | cmd | | | | | | | | | | | | | | | | | | | | Times the cost of each active object |
physics_constraints | cmd | | | | | | | | | | | | | | | | | | | | Highlights constraint system graph for an entity |
physics_debug_entity | cmd | | | | | | | | | | | | | | | | | | | | Dumps debug info for an entity |
physics_highlight_active | cmd | | | | | | | | | | | | | | | | | | | | Turns on the absbox for all active physics objects |
physics_report_active | cmd | | | | | | | | | | | | | | | | | | | | Lists all active physics objects |
physics_select | cmd | | | | | | | | | | | | | | | | | | | | Dumps debug info for an entity |
physicsshadowupdate_render | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
picker | cmd | | | | | | | | | | | | | | | | | | | | Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play |
ping | cmd | | | | | | | | | | | | | | | | | | | | Display ping to server. |
pingserver | cmd | | | | | | | | | | | | | | | | | | | | Ping a server for info |
pipeline_static_props | 1 | | | | | | | | | | | | | | | | | | | | |
player_debug_print_damage | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | When true, print amount and type of all damage received by player to console. |
player_old_armor | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
player_prone_pushaway_debug | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
player_prone_pushaway_distance | 42 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
player_prone_pushaway_speed | 35 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
player_prone_pushaway_speed_ads | 14 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
player_prone_pushaway_sufacezmax | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
player_prone_pushaway_zmin | 12 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
player_slide_cooldown | 3 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
player_slide_duration | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
player_slide_impact_epsilon | 8 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
player_slide_probe_distance | 16 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
player_slide_probe_dot | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
player_slide_sample_period | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
player_slide_speed_acceleration | 10 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
player_slide_speedfrac_max | 1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
player_slide_speedfrac_warmup | 1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
player_slide_warmup_interval | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
player_use_radius | 96 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
player_use_tolerance | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
plr_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
plr_debug_inventory | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
plugin_load | cmd | | | | | | | | | | | | | | | | | | | | plugin_load <filename> : loads a plugin |
plugin_pause | cmd | | | | | | | | | | | | | | | | | | | | plugin_pause <index> : pauses a loaded plugin |
plugin_pause_all | cmd | | | | | | | | | | | | | | | | | | | | pauses all loaded plugins |
plugin_print | cmd | | | | | | | | | | | | | | | | | | | | Prints details about loaded plugins |
plugin_unload | cmd | | | | | | | | | | | | | | | | | | | | plugin_unload <index> : unloads a plugin |
plugin_unpause | cmd | | | | | | | | | | | | | | | | | | | | plugin_unpause <index> : unpauses a disabled plugin |
plugin_unpause_all | cmd | | | | | | | | | | | | | | | | | | | | unpauses all disabled plugins |
prop_active_gib_limit | 64 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
prop_active_gib_max_fade_time | 12 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
prop_break_disable_float | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
prop_crosshair | cmd | | | | | | | | | | | | | | | | | | | | Shows name for prop looking at |
prop_debug | cmd | | | | | | | | | | | | | | | | | | | | Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys |
prop_dynamic_create | cmd | | | | | | | | | | | | | | | | | | | | Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.
Arguments: {.mdl name} |
prop_physics_create | cmd | | | | | | | | | | | | | | | | | | | | Creates a physics prop with a specific .mdl aimed away from where the player is looking.
Arguments: {.mdl name} |
prop_sprinkler_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
props_break_max_pieces | -1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Maximum prop breakable piece count (-1 = model default) |
props_break_max_pieces_perframe | -1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Maximum prop breakable piece count per frame (-1 = model default) |
quit | cmd | | | | | | | | | | | | | | | | | | | | Exit the engine. |
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 | | | | CHEAT | | | | | | | | | | | | | | | | Fraction of direct lighting used to boost lighting when model requests |
r_ambientmin | 0 | | | | | | | | | | | | | | | | | | | | Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright |
r_colorstaticprops | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_debugrandomstaticlighting | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Set to 1 to randomize static lighting for debugging. Must restart for change to take affect. |
r_decal_cover_count | 4 | | | | | | | | | | | | | | | | | | | | |
r_decal_overlap_area | 0 | | | | | | | | | | | | | | | | | | | | |
r_decal_overlap_count | 3 | | | | | | | | | | | | | | | | | | | | |
r_decals | 2048 | | | | | | | | | | | | | | | | | | | | |
r_decalstaticprops | 1 | | | | | | | | | | | | | | | | | | | | Decal static props test |
r_DispBuildable | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_dispcombinecalls | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Experimental feature that combines the draw calls of displacements |
r_DispWalkable | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_drawbatchdecals | 1 | | | | | | | | | | | | | | | | | | | | Render decals batched. |
r_drawbrushmodels | 1 | | | | CHEAT | | | | | | | | | | | | | | | | Render brush models. 0=Off, 1=Normal, 2=Wireframe |
r_drawdecals | 1 | | | | CHEAT | | | | | | | | | | | | | | | | Render decals. |
r_DrawDisp | 1 | | | | CHEAT | | | | | | | | | | | | | | | | Toggles rendering of displacment maps |
r_drawentities | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_drawfuncdetail | 1 | | | | CHEAT | | | | | | | | | | | | | | | | Render func_detail |
r_drawleaf | -1 | | | | CHEAT | | | | | | | | | | | | | | | | Draw the specified leaf. |
r_drawlightcache | 0 | | | | CHEAT | | | | | | | | | | | | | | | | 0: off
1: draw light cache entries
2: draw rays |
r_drawmodeldecals | 1 | | | | | | | | | | | | | | | | | | | | |
r_DrawModelLightOrigin | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_drawmodelstatsoverlay | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_drawmodelstatsoverlaydistance | 500 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_drawmodelstatsoverlayfilter | -1 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_drawmodelstatsoverlaymax | 1 | ARCHIVE | | | | | | | | | | | | | | | | | | | time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 |
r_drawmodelstatsoverlaymin | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 |
r_DrawSpecificStaticProp | -1 | | | | | | | | | | | | | | | | | | | | |
r_drawstaticprops | 1 | | | | CHEAT | | | | | | | | | | | | | | | | 0=Off, 1=Normal, 2=Wireframe |
r_drawtranslucentworld | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_drawworld | 1 | | | | CHEAT | | | | | | | | | | | | | | | | Render the world. |
r_dscale_basefov | 90 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_dscale_fardist | 2000 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_dscale_farscale | 4 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_dscale_neardist | 100 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_dscale_nearscale | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_dynamic | 1 | | | | | | | | | | | | | | | | | | | | |
r_emulategl | 0 | | | | | | | | | | | | | | | | | | | | |
r_eyeglintlodpixels | 20 | | | | | | | | | | | | | | | | | | | | The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. |
r_eyemove | 1 | ARCHIVE | | | | | | | | | | | | | | | | | | | |
r_eyes | 1 | | | | | | | | | | | | | | | | | | | | |
r_eyeshift_x | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | |
r_eyeshift_y | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | |
r_eyeshift_z | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | |
r_eyesize | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | |
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 |
r_fastzrejectdisp | 0 | | | | | | | | | | | | | | | | | | | | Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on. |
r_flashlightdepthtexture | 1 | | | | | | | | | | | | | | | | | | | | |
r_flashlightscissor | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_flex | 1 | | | | | | | | | | | | | | | | | | | | |
r_flushlod | cmd | | | | | | | | | | | | | | | | | | | | Flush and reload LODs. |
r_ForceRestore | 0 | | | | | | | | | | | | | | | | | | | | |
r_glint_alwaysdraw | 0 | | | | | | | | | | | | | | | | | | | | |
r_glint_procedural | 0 | | | | | | | | | | | | | | | | | | | | |
r_hidepaintedsurfaces | 0 | | | | | | | | | | | | | | | | | | | | If enabled, hides all surfaces which have been painted. |
r_hunkalloclightmaps | 1 | | | | | | | | | | | | | | | | | | | | |
r_hwmorph | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_itemblinkmax | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_itemblinkrate | 4 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_JeepFOV | 90 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
r_keepstyledlightmapsonly | 0 | | | | | | | | | | | | | | | | | | | | |
r_lightaverage | 1 | | | | | | | | | | | | | | | | | | | | Activates/deactivate light averaging |
r_lightcachemodel | -1 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_lightinterp | 5 | | | | CHEAT | | | | | | | | | | | | | | | | Controls the speed of light interpolation, 0 turns off interpolation |
r_lightmap | -1 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_lightstyle | -1 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_lockpvs | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Lock the PVS so you can fly around and inspect what is being drawn. |
r_lod | -1 | | | | | | | | | | | | | | | | | | | | |
r_maxmodeldecal | 50 | | | | | | | | | | | | | | | | | | | | |
r_modelAmbientMin | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns). |
r_modelwireframedecal | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_nohw | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_norefresh | 0 | | | | | | | | | | | | | | | | | | | | |
r_nosw | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_novis | 0 | | | | CHEAT | | | | | | | | | | | | | | | | 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 | | | | | | | | | | | | | | | | | | | | At least this many occluders will be used, no matter how big they are. |
r_occlusion | 1 | | | | | | | | | | | | | | | | | | | | Activate/deactivate the occlusion system. |
r_occlusionspew | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Activate/deactivates spew about what the occlusion system is doing. |
r_partition_level | -1 | | | | CHEAT | | | | | | | | | | | | | | | | Displays a particular level of the spatial partition system. Use -1 to disable it. |
r_portal_use_pvs_optimization | 1 | | | | | | | | | | | | | | | | | | | | Enables an optimization that allows portals to be culled when outside of the PVS. |
r_printdecalinfo | cmd | | | | | | | | | | | | | | | | | | | | |
r_proplightingfromdisk | 0 | | | | CHEAT | | | | | | | | | | | | | | | | 0=Off, 1=On, 2=Show Errors |
r_proplightingpooling | -1 | | | | CHEAT | | | | | | | | | | | | | | | | 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset |
r_queued_decals | 0 | | | | | | | | | | | | | | | | | | | | Offloads a bit of decal rendering setup work to the material system queue when enabled. |
r_randomflex | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_rootlod | 0 | | | | | | | | | | | | | | | | | | | | Root LOD |
r_shadow_deferred | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Toggle deferred shadow rendering |
r_shadowrendertotexture | 0 | | | | | | | | | | | | | | | | | | | | |
r_showenvcubemap | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_skin | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_skybox_draw_last | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Draws skybox after world brush geometry, rather than before. |
r_slowpathwireframe | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_spray_lifetime | 10 | | | | | | | | | | | | | | | | | | | | Number of rounds player sprays are visible |
r_staticlight_streams | 1 | | | | | | | | | | | | | | | | | | | | |
r_staticpropinfo | 0 | | | | | | | | | | | | | | | | | | | | |
r_teeth | 1 | | | | | | | | | | | | | | | | | | | | |
r_unloadlightmaps | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
r_vehicleBrakeRate | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
r_VehicleViewDampen | 1 | | | GAMEDLL | CHEAT | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
r_visocclusion | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Activate/deactivate wireframe rendering of what the occlusion system is doing. |
r_visualizetraces | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
rcon_password | 0 | | | | | | | | | | | | | DONTRECORD | | | | | | | remote console password. |
recompute_speed | cmd | | | | | | | | | | | | | | | | | | | | Recomputes clock speed (for debugging purposes). |
reload | cmd | | | | | | | | | | | | | | | | | | | | Reload the most recent saved game (add setpos to jump to current view position on reload). |
remove_upgrade | cmd | | | | | | | | | | | | | | | | | | | | Remove weapon upgrade for active weapon to the player |
removeid | cmd | | | | | | | | | | | | | | | | | | | | Remove a user ID from the ban list. |
removeip | cmd | | | | | | | | | | | | | | | | | | | | Remove an IP address from the ban list. |
report_entities | cmd | | | | | | | | | | | | | | | | | | | | Lists all entities |
report_simthinklist | cmd | | | | | | | | | | | | | | | | | | | | Lists all simulating/thinking entities |
report_soundpatch | cmd | | | | | | | | | | | | | | | | | | | | reports sound patch count |
report_touchlinks | cmd | | | | | | | | | | | | | | | | | | | | Lists all touchlinks |
res_restrict_access | 0 | | | | | | | | | | | | | | | | | | | | |
reset_gameconvars | cmd | | | | | | | | | | | | | | | | | | | | Reset a bunch of game convars to default values |
respawn_entities | cmd | | | | | | | | | | | | | | | | | | | | Respawn all the entities in the map. |
restart | cmd | | | | | | | | | | | | | | | | | | | | Restart the game on the same level (add setpos to jump to current view position on restart). |
rr_debugresponseconcept | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | If set, rr_debugresponses will print only responses testing for the specified concept |
rr_debugresponses | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/f |
rr_debugrule | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system. |
rr_dumpresponses | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Dump all response_rules.txt and rules (requires restart) |
rr_followup_maxdist | 1800 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance. |
rr_forceconcept | cmd | | | | | | | | | | | | | | | | | | | | fire a response concept directly at a given character.
USAGE: rr_forceconcept <target> <concept> 'criteria1:value1,criteria2:va |
rr_reloadresponsesystems | cmd | | | | | | | | | | | | | | | | | | | | Reload all response system scripts. |
rr_thenany_score_slop | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considere |
say | cmd | | | | | | | | | | | | | | | | | | | | Display player message |
say_team | cmd | | | | | | | | | | | | | | | | | | | | Display player message to team |
sb_reload | cmd | | | | | | | | | | | | | | | | | | | | Reload sourcebans config and ban reason menu options |
sb_short_message | 0 | | | | | | | | | | | | | | | | | | | | Use shorter message for displying prev bans |
sb_version | 1 | | SPONLY | | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sbchecker_version | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | |
sbr_version | 1 | | SPONLY | | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sc_debug_sets | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | Debugging |
sc_joystick_map | 1 | ARCHIVE | | | | | | | | | | | | | | | | | | | How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square. |
scene_async_prefetch_spew | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Display async .ani file loading info. |
scene_clientflex | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Do client side flex animation. |
scene_clientplayback | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Play all vcds on the clients. |
scene_flush | cmd | | | | | | | | | | | | | | | | | | | | Flush all .vcds from the cache and reload from disk. |
scene_forcecombined | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | When playing back, force use of combined .wav files even in english. |
scene_maxcaptionradius | 1200 | | | GAMEDLL | | | | | | | | | | | | | | | | | Only show closed captions if recipient is within this many units of speaking actor (0==disabled). |
scene_playvcd | cmd | | | | | | | | | | | | | | | | | | | | Play the given VCD as an instanced scripted scene. |
scene_print | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | When playing back a scene, print timing and event info to console. |
scene_showlook | 0 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | When playing back, show the directions of look events. |
scene_showmoveto | 0 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | When moving, show the end location. |
scene_showunlock | 0 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | Show when a vcd is playing but normal AI is running. |
server_game_time | cmd | | | | | | | | | | | | | | | | | | | | Gives the game time in seconds (server's curtime) |
servercfgfile | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
setang | cmd | | | | | | | | | | | | | | | | | | | | Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats). |
setang_exact | cmd | | | | | | | | | | | | | | | | | | | | Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats). |
setmaster | cmd | | | | | | | | | | | | | | | | | | | | add/remove/enable/disable master servers |
setmodel | cmd | | | | | | | | | | | | | | | | | | | | Changes's player's model |
setpause | cmd | | | | | | | | | | | | | | | | | | | | Set the pause state of the server. |
setpos | cmd | | | | | | | | | | | | | | | | | | | | Move player to specified origin (must have sv_cheats). |
setpos_exact | cmd | | | | | | | | | | | | | | | | | | | | Move player to an exact specified origin (must have sv_cheats). |
setpos_player | cmd | | | | | | | | | | | | | | | | | | | | Move specified player to specified origin (must have sv_cheats). |
shake | cmd | | | | | | | | | | | | | | | | | | | | Shake the screen. |
showtriggers | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Shows trigger brushes |
showtriggers_toggle | cmd | | | | | | | | | | | | | | | | | | | | Toggle show triggers |
simple_bot_add | cmd | | | | | | | | | | | | | | | | | | | | Add a simple bot. |
simulate_capturezone_pointindex | -1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
simulate_capturezone_team0 | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
simulate_capturezone_team1 | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
singlestep | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Run engine in single step mode ( set next to 1 to advance a frame ) |
sk_autoaim_mode | 1 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
sk_player_arm | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sk_player_chest | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sk_player_head | 2 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sk_player_leg | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sk_player_stomach | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
skill | 1 | ARCHIVE | | | | | | | | | | | | | | | | | | | Game skill level (1-3). |
skip_next_map | cmd | | | | | | | | | | | | | | | | | | | | Skips the next map in the map rotation for the server. |
sleep_when_meeting_framerate | 1 | | | | | | | | | | | | | | | | | | | | Sleep instead of spinning if we're meeting the desired framerate. |
sleep_when_meeting_framerate_headroom_ms | 1 | | | | | | | | | | | | | | | | | | | | Only sleep if the current frame has at least this much time remaining, otherwise spin. |
sm | cmd | | | | | | | | | | | | | | | | | | | | SourceMod Menu |
sm_addban | cmd | | | | | | | | | | | | | | | | | | | | sm_addban <time> <steamid> [reason] |
sm_admin | cmd | | | | | | | | | | | | | | | | | | | | Displays the admin menu |
sm_admin_cheats_level | 0 | | | | | | | | | | | | | | | | | | SS_ADDED | | Level required to execute cheat commands |
sm_admin_cheats_version | 0 | | | | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Version Information |
sm_adminoff | cmd | | | | | | | | | | | | | | | | | | | | Hide you from the public !admins list. |
sm_adminon | cmd | | | | | | | | | | | | | | | | | | | | Show you on the public !admins list. |
sm_admins | cmd | | | | | | | | | | | | | | | | | | | | Displays Admins to players |
sm_advertisements_enabled | 1 | | | | | | | | | | | | | | | | | | | | Enable/disable displaying advertisements. |
sm_advertisements_file | 0 | | | | | | | | | | | | | | | | | | | | File to read the advertisements from. |
sm_advertisements_interval | 30 | | | | | | | | | | | | | | | | | | | | Amount of seconds between advertisements. |
sm_advertisements_reload | cmd | | | | | | | | | | | | | | | | | | | | Reload the advertisements |
sm_advertisements_version | 0 | | SPONLY | | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Display advertisements |
sm_ammocheck_attack_delay | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Delay in seconds until next attack when checking ammo |
sm_ammocheck_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Allow clients to use check_ammo and post-reload ammo checks |
sm_ammocheck_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Adds a check_ammo command for clients to get approximate ammo left in magazine, and display the same message when loading a new |
sm_ban | cmd | | | | | | | | | | | | | | | | | | | | sm_ban <#userid|name> <minutes|0> [reason] |
sm_banip | cmd | | | | | | | | | | | | | | | | | | | | sm_banip <ip|#userid|name> <time> [reason] |
sm_basepath | 0 | | | | | | | | | | | | | | | | | | | | SourceMod base path (set via command line) |
sm_beacon | cmd | | | | | | | | | | | | | | | | | | | | sm_beacon <#userid|name> [0/1] |
sm_beacon_radius | 375 | | | | | | | | | | | | | | | | | | | | Sets the radius for beacon's light rings. |
sm_blind | cmd | | | | | | | | | | | | | | | | | | | | sm_blind <#userid|name> [amount] - Leave amount off to reset. |
sm_botcount_enabled | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether bot naming is enabled |
sm_botcount_timer | 60 | | | | | | NOTIFY | | | | | | | | | | | | | | Frequency to show count |
sm_botcount_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Shows Bots Left Alive |
sm_botnames_announce | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether to announce bots when added |
sm_botnames_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether bot naming is enabled |
sm_botnames_list | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Set list to use for bots |
sm_botnames_prefix | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | sets a prefix for bot names (include a trailing space, if needed!) |
sm_botnames_random | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether to randomize names used |
sm_botnames_reload | cmd | | | | | | | | | | | | | | | | | | | | |
sm_botnames_rename_all | cmd | | | | | | | | | | | | | | | | | | | | |
sm_botnames_suppress | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether to supress join/team change/name change bot messages |
sm_botnames_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Gives automatic names to bots on creation. |
sm_botspawns_counterattack_finale_infinite | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Obey sm_botspawns_counterattack_respawn_mode (0), use rules and do infinite respawns (1) |
sm_botspawns_counterattack_frac | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Multiplier to total bots for spawning in counterattack wave |
sm_botspawns_counterattack_mode | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Do not alter default game spawning during counterattacks (0), Respawn using new rules during counterattack by following sm_bots |
sm_botspawns_enabled | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Enable enhanced bot spawning features |
sm_botspawns_max_fireteam_size | 5 | | | | | | NOTIFY | | | | | | | | | | | | | | Max number of bots to spawn per fireteam. Default 5 |
sm_botspawns_max_frac_in_game | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Max multiplier of bot quota to have alive at any time. Set to 1 to emulate standard spawning. |
sm_botspawns_max_objective_distance | 12000 | | | | | | NOTIFY | | | | | | | | | | | | | | Max distance from next objective to spawn |
sm_botspawns_max_player_distance | 16000 | | | | | | NOTIFY | | | | | | | | | | | | | | Max distance from players to spawn |
sm_botspawns_max_spawn_delay | 30 | | | | | | NOTIFY | | | | | | | | | | | | | | Max delay in seconds for spawning. Set to 0 for instant. |
sm_botspawns_min_counterattack_distance | 3600 | | | | | | NOTIFY | | | | | | | | | | | | | | Min distance from counterattack objective to spawn |
sm_botspawns_min_fireteam_size | 3 | | | | | | NOTIFY | | | | | | | | | | | | | | Min number of bots to spawn per fireteam. Default 3 |
sm_botspawns_min_frac_in_game | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Min multiplier of bot quota to have alive at any time. Set to 1 to emulate standard spawning. |
sm_botspawns_min_objective_distance | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Min distance from next objective to spawn |
sm_botspawns_min_player_distance | 1200 | | | | | | NOTIFY | | | | | | | | | | | | | | Min distance from players to spawn |
sm_botspawns_min_spawn_delay | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Min delay in seconds for spawning. Set to 0 for instant. |
sm_botspawns_remove_unseen_when_capping | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Silently kill off all unseen bots when capping next point (1, default) |
sm_botspawns_spawn_attack_delay | 10 | | | | | | NOTIFY | | | | | | | | | | | | | | Delay in seconds for spawning bots to wait before firing. |
sm_botspawns_spawn_mode | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Only normal spawnpoints at the objective, the old way (0), spawn in hiding spots following rules (1), spawnpoints that meet rul |
sm_botspawns_spawn_snipers_alone | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Spawn snipers alone, can be 50% further from the objective than normal bots if this is enabled? |
sm_botspawns_stop_spawning_at_objective | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Stop spawning new bots when near next objective (1, default) |
sm_botspawns_total_spawn_frac | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Total number of bots to spawn as multiple of number of bots in game to simulate larger numbers. 1 is standard, values less than |
sm_botspawns_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Adds a number of options and ways to handle bot spawns |
sm_burn | cmd | | | | | | | | | | | | | | | | | | | | sm_burn <#userid|name> [time] |
sm_burn_duration | 20 | | | | | | | | | | | | | | | | | | | | Sets the default duration of sm_burn and firebomb victims. |
sm_cancelvote | cmd | | | | | | | | | | | | | | | | | | | | sm_cancelvote |
sm_chat | cmd | | | | | | | | | | | | | | | | | | | | sm_chat <message> - sends message to admins |
sm_chat_mode | 1 | | | | | | | | | | | | | | | | | | | | Allows player's to send messages to admin chat. |
sm_conhook_start | cmd | | | | | | | | | | | | | | | | | | | | |
sm_conhook_stop | cmd | | | | | | | | | | | | | | | | | | | | |
sm_cookies | cmd | | | | | | | | | | | | | | | | | | | | sm_cookies <name> [value] |
sm_corecfgfile | 0 | | | | | | | | | | | | | | | | | | | | SourceMod core configuration file |
sm_csay | cmd | | | | | | | | | | | | | | | | | | | | sm_csay <message> - sends centered message to all players |
sm_cvar | cmd | | | | | | | | | | | | | | | | | | | | sm_cvar <cvar> [value] |
sm_cvarlist | cmd | | | | | | | | | | | | | | | | | | | | sm_cvarlist <search strings> [/listed] or [/unlisted] [/defaults] [/file] |
sm_cvarlist_version | 1 | | SPONLY | | | | NOTIFY | | | | | | | | | | | | | | sm_cvarlist version |
sm_damage_report_version | 1 | | SPONLY | | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Damage report version |
sm_damagemod_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Enable Damage Mod plugin |
sm_damagemod_ff_min_distance | 120 | | | | | | NOTIFY | | | | | | | | | | | | | | Minimum distance between players for Friendly Fire to register |
sm_damagemod_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Modifies damage before applying to players |
sm_datetime_format | 0 | | | | | | | | | | | | | | | | | | | | Default formatting time rules |
sm_deadtalk | 0 | | | | | | | | | | | | | | | | | | | | Controls how dead communicate. 0 - Off. 1 - Dead players ignore teams. 2 - Dead players talk to living teammates. |
sm_debug_connect | 0 | | | | | | | | | | | | | | | | | | | | Log Debug information about potential connection issues. |
sm_downloader_enabled | 1 | | | | | | | | | | | | | | | | | | | | |
sm_downloader_normal | 1 | | | | | | | | | | | | | | | | | | | | |
sm_downloader_simple | 1 | | | | | | | | | | | | | | | | | | | | |
sm_downloader_version | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | SM File Downloader and Precacher Version |
sm_drug | cmd | | | | | | | | | | | | | | | | | | | | sm_drug <#userid|name> [0/1] |
sm_dump_admcache | cmd | | | | | | | | | | | | | | | | | | | | Dumps the admin cache for debugging |
sm_dump_classes | cmd | | | | | | | | | | | | | | | | | | | | Dumps the class list as a text file |
sm_dump_datamaps | cmd | | | | | | | | | | | | | | | | | | | | Dumps the data map list as a text file |
sm_dump_handles | cmd | | | | | | | | | | | | | | | | | | | | Dumps Handle usage to a file for finding Handle leaks |
sm_dump_netprops | cmd | | | | | | | | | | | | | | | | | | | | Dumps the networkable property table as a text file |
sm_dump_netprops_xml | cmd | | | | | | | | | | | | | | | | | | | | Dumps the networkable property table as an XML file |
sm_dump_teprops | cmd | | | | | | | | | | | | | | | | | | | | Dumps tempentity props to a file |
sm_events_keylisten | cmd | | | | | | | | | | | | | | | | | | | | Start or stop listening to an event's keys |
sm_events_keylistentoall | cmd | | | | | | | | | | | | | | | | | | | | Start listening to all event keys |
sm_events_listen | cmd | | | | | | | | | | | | | | | | | | | | Start or stop listening to an event |
sm_events_listentoall | cmd | | | | | | | | | | | | | | | | | | | | Start listening to all events |
sm_events_listevents | cmd | | | | | | | | | | | | | | | | | | | | List all hooked events |
sm_events_listkeys | cmd | | | | | | | | | | | | | | | | | | | | List all keys for an event |
sm_events_prefix | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | What to prefix on event messages |
sm_events_searchevents | cmd | | | | | | | | | | | | | | | | | | | | Search for events |
sm_events_stoplisten | cmd | | | | | | | | | | | | | | | | | | | | Stop listening to all events and keys |
sm_events_version | 1 | | | | | | NOTIFY | | | | | REPLICATED | | DONTRECORD | | | | | | | Version of Event Info on this server |
sm_execcfg | cmd | | | | | | | | | | | | | | | | | | | | sm_execcfg <filename> |
sm_firebomb | cmd | | | | | | | | | | | | | | | | | | | | sm_firebomb <#userid|name> [0/1] |
sm_firebomb_mode | 0 | | | | | | | | | | | | | | | | | | | | Who is targetted by the FireBomb? 0 = Target only, 1 = Target's team, 2 = Everyone |
sm_firebomb_radius | 600 | | | | | | | | | | | | | | | | | | | | Sets the bomb blast radius. |
sm_firebomb_ticks | 10 | | | | | | | | | | | | | | | | | | | | Sets how long the FireBomb fuse is. |
sm_flood_time | 0 | | | | | | | | | | | | | | | | | | | | Amount of time allowed between chat messages |
sm_freeze | cmd | | | | | | | | | | | | | | | | | | | | sm_freeze <#userid|name> [time] |
sm_freeze_duration | 10 | | | | | | | | | | | | | | | | | | | | Sets the default duration for sm_freeze and freezebomb victims |
sm_freezebomb | cmd | | | | | | | | | | | | | | | | | | | | sm_freezebomb <#userid|name> [0/1] |
sm_freezebomb_mode | 0 | | | | | | | | | | | | | | | | | | | | Who is targetted by the freezebomb? 0 = Target only, 1 = Target's team, 2 = Everyone |
sm_freezebomb_radius | 600 | | | | | | | | | | | | | | | | | | | | Sets the freezebomb blast radius. |
sm_freezebomb_ticks | 10 | | | | | | | | | | | | | | | | | | | | Sets how long the freezebomb fuse is. |
sm_gag | cmd | | | | | | | | | | | | | | | | | | | | sm_gag <player> - Removes a player's ability to use chat. |
sm_gravity | cmd | | | | | | | | | | | | | | | | | | | | sm_gravity <#userid|name> [amount] - Leave amount off to reset. Amount is 0.0 through 5.0 |
sm_help | cmd | | | | | | | | | | | | | | | | | | | | Displays SourceMod commands and descriptions |
sm_hide_slots | 0 | | | | | | | | | | | | | | | | | | | | If set to 1, reserved slots will hidden (subtracted from the max slot count) |
sm_hop_advertise | 1 | | | | | | | | | | | | | | | | | | | | Set to 1 to enable server advertisements |
sm_hop_advertisement_interval | 1 | | | | | | | | | | | | | | | | | | | | Advertisement interval: advertise a server every x minute(s) |
sm_hop_broadcasthops | 1 | | | | | | | | | | | | | | | | | | | | Set to 1 if you want a broadcast message when a player hops to another server |
sm_hop_serverformat | 0 | | | | | | | | | | | | | | | | | | | | Defines how the server info should be presented |
sm_hop_trigger | 0 | | | | | | | | | | | | | | | | | | | | What players have to type in chat to activate the plugin (besides !hop) |
sm_hsay | cmd | | | | | | | | | | | | | | | | | | | | sm_hsay <message> - sends hint message to all players |
sm_immunity_mode | 1 | | SPONLY | | | | | | | | | | | | | | | | | | Mode for deciding immunity protection |
sm_insurgency_class_strip_words | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Strings to strip out of player class (squad slot) names |
sm_insurgency_disable_sliding | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | 0: do nothing, 1: disable for everyone, 2: disable for Security, 3: disable for Insurgents |
sm_insurgency_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether log fixing is enabled |
sm_insurgency_infinite_ammo | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Infinite ammo, still uses magazines and needs to reload |
sm_insurgency_infinite_magazine | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Infinite magazine, will never need reloading. |
sm_insurgency_log_level | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Logging level, values can be: all, trace, debug, info, warn, error |
sm_insurgency_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Provides functions to support Insurgency. Includes logging, round statistics, weapon names, player class names, and more. |
sm_internal | cmd | | | | | | | | | | | | | | | | | | | | |
sm_kick | cmd | | | | | | | | | | | | | | | | | | | | sm_kick <#userid|name> [reason] |
sm_killerinfo | cmd | | | | | | | | | | | | | | | | | | | | On/Off Killer info display |
sm_listbans | cmd | | | | | | | | | | | | | | | | | | | | sm_listsbbans <#userid|name> - Lists a user's prior bans from Sourcebans |
sm_map | cmd | | | | | | | | | | | | | | | | | | | | sm_map <map> |
sm_maphistory_size | 20 | | | | | | | | | | | | | | | | | | | | |
sm_menu_sounds | 1 | | | | | | | | | | | | | | | | | | | | Sets whether SourceMod menus play trigger sounds |
sm_msay | cmd | | | | | | | | | | | | | | | | | | | | sm_msay <message> - sends message as a menu panel |
sm_mute | cmd | | | | | | | | | | | | | | | | | | | | sm_mute <player> - Removes a player's ability to use voice. |
sm_nextmap | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | |
sm_noclip | cmd | | | | | | | | | | | | | | | | | | | | sm_noclip <#userid|name> |
sm_nofog_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether bot naming is enabled |
sm_nofog_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Removes fog |
sm_play | cmd | | | | | | | | | | | | | | | | | | | | sm_play <#userid|name> <filename> |
sm_print_telist | cmd | | | | | | | | | | | | | | | | | | | | Prints the temp entity list |
sm_psay | cmd | | | | | | | | | | | | | | | | | | | | sm_psay <name or #userid> <message> - sends private message |
sm_rcon | cmd | | | | | | | | | | | | | | | | | | | | sm_rcon <args> |
sm_rehash | cmd | | | | | | | | | | | | | | | | | | | | Reload SQL admins |
sm_reload_translations | cmd | | | | | | | | | | | | | | | | | | | | Reparses all loaded translation files |
sm_reloadadmins | cmd | | | | | | | | | | | | | | | | | | | | sm_reloadadmins |
sm_rename | cmd | | | | | | | | | | | | | | | | | | | | sm_rename <#userid|name> |
sm_reserve_kicktype | 0 | | | | | | | | | | | | | | | | | | | | How to select a client to kick (if appropriate) |
sm_reserve_maxadmins | 1 | | | | | | | | | | | | | | | | | | | | Maximum amount of admins to let in the server with reserve type 2 |
sm_reserve_type | 0 | | | | | | | | | | | | | | | | | | | | Method of reserving slots |
sm_reserved_slots | 0 | | | | | | | | | | | | | | | | | | | | Number of reserved player slots |
sm_resetcvar | cmd | | | | | | | | | | | | | | | | | | | | sm_resetcvar <cvar> |
sm_respawn | cmd | | | | | | | | | | | | | | | | | | | | sm_respawn <#userid|name> |
sm_respawn_auto | 0 | | | | | | | | | | | | | | | | | | | | Automatically respawn players when they die; 0 - disabled, 1 - enabled |
sm_respawn_count | 0 | | | | | | | | | | | | | | | | | | | | Respawn all players this many times |
sm_respawn_count_team2 | -1 | | | | | | | | | | | | | | | | | | | | Respawn all Team 2 players this many times |
sm_respawn_count_team3 | -1 | | | | | | | | | | | | | | | | | | | | Respawn all Team 3 players this many times |
sm_respawn_counterattack | 0 | | | | | | | | | | | | | | | | | | | | Respawn during counterattack? (0: no, 1: yes, 2: infinite) |
sm_respawn_delay | 1 | | | | | | | | | | | | | | | | | | | | How many seconds to delay the respawn |
sm_respawn_enabled | 0 | | | | | | | | | | | | | | | | | | | | Enable respawn plugin |
sm_respawn_final_counterattack | 0 | | | | | | | | | | | | | | | | | | | | Respawn during final counterattack? (0: no, 1: yes, 2: infinite) |
sm_respawn_reset_each_objective | 1 | | | | | | | | | | | | | | | | | | | | Reset player respawn counts each objective |
sm_respawn_reset_each_round | 1 | | | | | | | | | | | | | | | | | | | | Reset player respawn counts each round |
sm_respawn_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Respawn players |
sm_restrictedarea_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether bot naming is enabled |
sm_restrictedarea_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Plugin for removing Restricted Areas |
sm_revote | cmd | | | | | | | | | | | | | | | | | | | | |
sm_rpgdrift_always_bots | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Always affect bot-fired rockets |
sm_rpgdrift_amount | 2 | | | | | | NOTIFY | | | | | | | | | | | | | | Sets RPG drift max change per tick |
sm_rpgdrift_chance | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Chance as a fraction of 1 that a player-fired rocket will be affected |
sm_rpgdrift_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Sets whether RPG drifting is enabled |
sm_rpgdrift_version | 0 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Adjusts behavior of RPG rounds |
sm_say | cmd | | | | | | | | | | | | | | | | | | | | sm_say <message> - sends message to all players |
sm_searchcmd | cmd | | | | | | | | | | | | | | | | | | | | Searches SourceMod commands |
sm_settings | cmd | | | | | | | | | | | | | | | | | | | | |
sm_show_activity | 0 | | SPONLY | | | | | | | | | | | | | | | | | | Activity display setting (see sourcemod.cfg) |
sm_silence | cmd | | | | | | | | | | | | | | | | | | | | sm_silence <player> - Removes a player's ability to use voice or chat. |
sm_slap | cmd | | | | | | | | | | | | | | | | | | | | sm_slap <#userid|name> [damage] |
sm_slay | cmd | | | | | | | | | | | | | | | | | | | | sm_slay <#userid|name> |
sm_suicidebomb_auto_detonate_count | 2 | | | | | | NOTIFY | | | | | | | | | | | | | | Do not detonate until this many enemies are in range |
sm_suicidebomb_auto_detonate_range | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Range at which to automatically set off the bomb (0 is disabled) |
sm_suicidebomb_bots_only | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Only apply suicide bomber code to bots |
sm_suicidebomb_death_chance | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Chance as a fraction of 1 that a bomber will explode when killed |
sm_suicidebomb_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether suicide bombs are enabled |
sm_suicidebomb_explode_armed | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Explode when killed if C4 or IED is in hand |
sm_suicidebomb_player_classes | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Player classes to apply suicide bomber changes to |
sm_suicidebomb_spawn_delay | 30 | | | | | | NOTIFY | | | | | | | | | | | | | | Do not detonate if player has been alive less than this many seconds |
sm_suicidebomb_strip_weapons | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Remove all weapons from suicide bombers except the bomb |
sm_suicidebomb_version | 0 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Adds suicide bomb for bots |
sm_time_adjustment | 0 | | | | | | | | | | | | | | | | | | | | Adjusts the server time in seconds |
sm_timebomb | cmd | | | | | | | | | | | | | | | | | | | | sm_timebomb <#userid|name> [0/1] |
sm_timebomb_mode | 0 | | | | | | | | | | | | | | | | | | | | Who is killed by the timebomb? 0 = Target only, 1 = Target's team, 2 = Everyone |
sm_timebomb_radius | 600 | | | | | | | | | | | | | | | | | | | | Sets the bomb blast radius. |
sm_timebomb_ticks | 10 | | | | | | | | | | | | | | | | | | | | Sets how long the timebomb fuse is. |
sm_timeleft_interval | 0 | | | | | | | | | | | | | | | | | | | | Display timeleft every x seconds. Default 0. |
sm_trigger_show | 0 | | | | | | | | | | | | | | | | | | | | Display triggers message to all players? (0 off, 1 on, def. 0) |
sm_tsay | cmd | | | | | | | | | | | | | | | | | | | | sm_tsay [color] <message> - sends top-left message to all players |
sm_unban | cmd | | | | | | | | | | | | | | | | | | | | sm_unban <steamid|ip> [reason] |
sm_ungag | cmd | | | | | | | | | | | | | | | | | | | | sm_ungag <player> - Restores a player's ability to use chat. |
sm_unmute | cmd | | | | | | | | | | | | | | | | | | | | sm_unmute <player> - Restores a player's ability to use voice. |
sm_unsilence | cmd | | | | | | | | | | | | | | | | | | | | sm_unsilence <player> - Restores a player's ability to use voice and chat. |
sm_updater | 2 | | | | | | | | | | | | | | | | | | | | Determines update functionality. (1 = Notify, 2 = Download, 3 = Include source code) |
sm_updater_check | cmd | | | | | | | | | | | | | | | | | | | | Forces Updater to check for updates. |
sm_updater_status | cmd | | | | | | | | | | | | | | | | | | | | View the status of Updater. |
sm_updater_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Updater |
sm_vote | cmd | | | | | | | | | | | | | | | | | | | | sm_vote <question> [Answer1] [Answer2] ... [Answer5] |
sm_vote_alltalk | 0 | | | | | | | | | | | | | | | | | | | | percent required for successful alltalk vote. |
sm_vote_ban | 0 | | | | | | | | | | | | | | | | | | | | percent required for successful ban vote. |
sm_vote_burn | 0 | | | | | | | | | | | | | | | | | | | | percent required for successful burn vote. |
sm_vote_delay | 30 | | | | | | | | | | | | | | | | | | | | Sets the recommended time in between public votes |
sm_vote_ff | 0 | | | | | | | | | | | | | | | | | | | | percent required for successful friendly fire vote. |
sm_vote_gravity | 0 | | | | | | | | | | | | | | | | | | | | percent required for successful gravity vote. |
sm_vote_kick | 0 | | | | | | | | | | | | | | | | | | | | percent required for successful kick vote. |
sm_vote_map | 0 | | | | | | | | | | | | | | | | | | | | percent required for successful map vote. |
sm_vote_progress_chat | 0 | | | | | | | | | | | | | | | | | | | | Show current vote progress as chat messages |
sm_vote_progress_client_console | 0 | | | | | | | | | | | | | | | | | | | | Show current vote progress as console messages to clients |
sm_vote_progress_console | 0 | | | | | | | | | | | | | | | | | | | | Show current vote progress as console messages |
sm_vote_progress_hintbox | 0 | | | | | | | | | | | | | | | | | | | | Show current vote progress in a hint box |
sm_vote_slay | 0 | | | | | | | | | | | | | | | | | | | | percent required for successful slay vote. |
sm_votealltalk | cmd | | | | | | | | | | | | | | | | | | | | sm_votealltalk |
sm_voteban | cmd | | | | | | | | | | | | | | | | | | | | sm_voteban <player> [reason] |
sm_voteburn | cmd | | | | | | | | | | | | | | | | | | | | sm_voteburn <player> |
sm_voteff | cmd | | | | | | | | | | | | | | | | | | | | sm_voteff |
sm_votegravity | cmd | | | | | | | | | | | | | | | | | | | | sm_votegravity <amount> [amount2] ... [amount5] |
sm_votekick | cmd | | | | | | | | | | | | | | | | | | | | sm_votekick <player> [reason] |
sm_votelog_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | Enable vote logging |
sm_votelog_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Logs voting events |
sm_votemap | cmd | | | | | | | | | | | | | | | | | | | | sm_votemap <mapname> [mapname2] ... [mapname5] |
sm_voteslay | cmd | | | | | | | | | | | | | | | | | | | | sm_voteslay <player> |
sm_weapon_pickup_ammo | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether picking up a weapon the player already has will add to the player's ammo count |
sm_weapon_pickup_enabled | 1 | | | | | | NOTIFY | | | | | | | | | | | | | | sets whether weapon pickup manipulation is enabled |
sm_weapon_pickup_max_explosive | 3 | | | | | | NOTIFY | | | | | | | | | | | | | | Maximum number of ammo that can be carried for explosives |
sm_weapon_pickup_max_magazine | 12 | | | | | | NOTIFY | | | | | | | | | | | | | | Maximum number of magazines that can be carried |
sm_weapon_pickup_version | 1 | | | | | | NOTIFY | | | | | | | DONTRECORD | | | | | | | Weapon Pickup logic for manipulating player inventory |
sm_web | cmd | | | | | | | | | | | | | | | | | | | | Open URL for target |
sm_webshortcutscsgo_version | 2 | | | | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sm_who | cmd | | | | | | | | | | | | | | | | | | | | sm_who [#userid|name] |
smoothstairs | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Smooth player eye z coordinate when traversing stairs. |
snd_foliage_db_loss | 4 | | | | CHEAT | | | | | | | | | | | | | | | | foliage dB loss per 1200 units |
snd_gain | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
snd_gain_max | 1 | | | | CHEAT | | | | | | | | | | | | | | | | |
snd_gain_min | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
snd_refdb | 60 | | | | CHEAT | | | | | | | | | | | | | | | | Reference dB at snd_refdist |
snd_refdist | 36 | | | | CHEAT | | | | | | | | | | | | | | | | Reference distance for snd_refdb |
snd_restart | cmd | | | | | | | | | | | | | | | | | | | | Restart sound system. |
snd_sos_show_server_xmit | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
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 | | | | | | | | | | | | | | | | | | | | |
solo_timer_pregame | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Pregame timer in seconds (solo) |
solo_timer_preround | 3 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Preround timer in seconds (solo) |
soundpatch_captionlength | -1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How long looping soundpatch captions should display for. |
soundscape_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar |
soundscape_flush | cmd | | | | | | | | | | | | | | | | | | | | Flushes the server & client side soundscapes |
sourcemod_version | 1 | | SPONLY | | | | NOTIFY | | | | | REPLICATED | | | | | | | | | SourceMod Version |
spawnpoint_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Display debugging information on each spawn point. You must active this cvar before loading a level! |
spec_allow_bots | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | Can we spectate bots in coop? |
spec_freeze_deathanim_time | 2 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | The time that the death cam will spend watching the player's ragdoll before going into freeze cam |
spec_freeze_distance_max | 80 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | 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 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Minimum random distance from the target to stop when framing them in observer freeze cam. |
spec_freeze_enable | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Toggle FreezeCam |
spec_freeze_fov | 65 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | FOV while in FreezeCam |
spec_freeze_roll | -15 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Camera roll tilt while freeze cam is active. |
spec_freeze_time | 4 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Time spend frozen in observer freeze cam. |
spec_freeze_traveltime | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Time taken to zoom in to frame a target in observer freeze cam. |
spec_freeze_zoffset_max | -10 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Maximum random z distance from the target to stop when framing them in observer freeze cam. |
spec_freeze_zoffset_min | -20 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Minimum random z distance from the target to stop when framing them in observer freeze cam. |
spike | cmd | | | | | | | | | | | | | | | | | | | | generates a fake spike |
ss_map | cmd | | | | | | | | | | | | | | | | | | | | Start playing on specified map with max allowed splitscreen players. |
ss_voice_hearpartner | 0 | | | | | | | | | | | | | | | | | | | | Route voice between splitscreen players on same system. |
star_memory | cmd | | | | | | | | | | | | | | | | | | | | Dump memory stats |
stats | cmd | | | | | | | | | | | | | | | | | | | | Prints server performance variables |
stats_debug | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
stats_enabled | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
stats_host_override | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
stats_server_environment | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
stats_use_ssl | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
status | cmd | | | | | | | | | | | | | | | | | | | | Display map and connection status. |
step_spline | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
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 | 0 | | | | | | | | | | | | | | | | | | | | Use dictionaries for string table networking |
stringtabledictionary | cmd | | | | | | | | | | | | | | | | | | | | Create dictionary for current strings. |
studio_queue_mode | 1 | | | | | | | | | | | | | | | | | | | | |
stuffcmds | cmd | | | | | | | | | | | | | | | | | | | | Parses and stuffs command line + commands to command buffer. |
suitvolume | 0 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | |
surfaceprop | cmd | | | | | | | | | | | | | | | | | | | | Reports the surface properties at the cursor |
sv_accelerate | 10 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_airaccelerate | 10 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_allchat | 1 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | Players can receive all other players' text chat, team restrictions apply |
sv_allow_point_servercommand | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Allow use of point_servercommand entities in map. Potentially dangerous for untrusted maps.
disallow : Always disallow
alwa |
sv_allow_suppression | 1 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
sv_allow_votes | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Allow voting? |
sv_allow_wait_command | 1 | | | | | | | | | | | REPLICATED | | | | | | | | | Allow or disallow the wait command on clients connected to this server. |
sv_allowdownload | 1 | | | | | | | | | | | | | | | | | | | | Allow clients to download files |
sv_allowupload | 1 | | | | | | | | | | | | | | | | | | | | Allow clients to upload customizations files |
sv_alltalk | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Players can hear all other players, no team restrictions |
sv_alltalk_dead | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Dead players broadcast their voice to enemies? |
sv_alltalk_endgame | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | All talk enabled at the end of the game? |
sv_alltalk_intermission | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | All talk enabled between rounds? |
sv_alternateticks | 0 | | | | | | | | | | | | | | | | | | | | If set, server only simulates entities on even numbered ticks. |
sv_autosave | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Set to 1 to autosave game on level transition. Does not affect autosave triggers. |
sv_battleye | 0 | | | | | | | | | | | REPLICATED | | | | | | | | | Enable BattlEye? |
sv_benchmark_autovprofrecord | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark. |
sv_benchmark_force_start | cmd | | | | | | | | | | | | | | | | | | | | Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level. |
sv_benchmark_numticks | 3300 | | | GAMEDLL | | | | | | | | | | | | | | | | | If > 0, then it only runs the benchmark for this # of ticks. |
sv_bipod_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
sv_bipod_min_dot | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
sv_bonus_challenge | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Set to values other than 0 to select a bonus map challenge type. |
sv_breathing_particles | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Enables breathing particle effect |
sv_cacheencodedents | 1 | | | | | | | | | | | | | | | | | | | | If set to 1, does an optimization to prevent extra SendTable_Encode calls. |
sv_changelevel_next_round | 0 | | | GAMEDLL | | | NOTIFY | | | | | | | | | | | | | | Change level next round? |
sv_cheats | 0 | | | | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Allow cheats on server |
sv_clearhinthistory | cmd | | | | | | | | | | | | | | | | | | | | Clear memory of server side hints displayed to the player. |
sv_client_cmdrate_difference | 20 | | | | | | | | | | | REPLICATED | | | | | | | | | 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 | | | | | | | | | | | REPLICATED | | | | | | | | | 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 | | | | | | | | | | | REPLICATED | | | | | | | | | 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 | | | | | | | | | | | REPLICATED | | | | | | | | | 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 | 30 | | | GAMEDLL | | | | | | | | | | | | | | | | | The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount |
sv_consistency | 0 | | | | | | | | | | | REPLICATED | | | | | | | | | Whether the server enforces file consistency for critical files |
sv_contact | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Contact email for server sysop |
sv_crawl_grace_timer | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
sv_dc_friends_reqd | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Set this to 0 to allow direct connects to a game in progress even if no presents are present |
sv_deadtalk | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Can chat messages from dead players be seen by living? |
sv_deadtalk_team | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Can dead players use team text chat to speak to living? |
sv_deadvoice | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Can dead players speak to the living? |
sv_debug_plant | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
sv_debug_player_use | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success |
sv_debug_stamina | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
sv_debug_suppression | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
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_deltaprint | 0 | | | | | | | | | | | | | | | | | | | | Print accumulated CalcDelta profiling data (only if sv_deltatime is on) |
sv_deltatime | 0 | | | | | | | | | | | | | | | | | | | | Enable profiling of CalcDelta calls |
sv_downloadurl | 0 | | | | | | | | | | | REPLICATED | | | | | | | | | Location from which clients can download missing files |
sv_dump_serialized_entities_mem | cmd | | | | | | | | | | | | | | | | | | | | Dump serialized entity allocations stats. |
sv_dumpstringtables | 0 | | | | CHEAT | | | | | | | | | | | | | | | | |
sv_enable_delta_packing | 0 | | | | | | | | | | | | | | | | | | | | When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, b |
sv_enableoldqueries | 0 | | | | | | | | | | | | | | | | | | | | Enable support for old style (HL1) server queries |
sv_extra_client_connect_time | 15 | | | | | | | | | | | | | | | | | | | | Seconds after client connect during which extra frames are buffered to prevent non-delta'd update |
sv_filterban | 1 | | | | | | | | | | | | | | | | | | | | Set packet filtering by IP mode |
sv_footstep_low_time_sound | 900 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | How frequent to hear the player's step sound or how fast they appear to be running from first person. |
sv_footstep_run_time_sound | 740 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | How frequent to hear the player's step sound or how fast they appear to be running from first person. |
sv_footstep_sound_frequency | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | How frequent to hear the player's step sound or how fast they appear to be running from first person. |
sv_footstep_sprint_time_sound | 340 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | How frequent to hear the player's step sound or how fast they appear to be running from first person. |
sv_footstep_thirdperson | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Enable the player's step sound or how fast they appear to be running from third person. |
sv_footstepinterval | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
sv_forcepreload | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | Force server side preloading. |
sv_friction | 4 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | World friction. |
sv_gravity | 800 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | World gravity. |
sv_health_bonus_enable | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
sv_health_bonus_per_outnumbered_player | 5 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
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_hq_messages_allowed | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | If 0, HQ messages will be disabled for all players |
sv_hud_deathmessages | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_hud_deathmessages_spectator | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Show death notices to people spectating? |
sv_hud_enemy_wave_display | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_hud_scoreboard_show_score | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Show score when alive and out of spawn? |
sv_hud_scoreboard_show_score_dead | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Show score info while dead? |
sv_hud_targetindicator | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_hud_targetindicator_party_color | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Sets the color of the target indicator for players in the same party. |
sv_hud_targetindicator_party_obstruct | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Hide obstructed target indicators for players in the same party. |
sv_hud_targetindicator_squad_color | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Sets the color of the target indicator for players in the same squad. |
sv_hud_targetindicator_squad_obstruct | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Hide obstructed target indicators for players in the same squad. |
sv_hud_targetindicator_teammate_color | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Sets the color of the target indicator for players on the same team. |
sv_hud_targetindicator_teammate_obstruct | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Hide obstructed target indicators for teammates. |
sv_hud_targetindicator_vip_color | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Sets the color of the target indicator for players on the same team. |
sv_infected_damage_cutouts | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
sv_infinite_ammo | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Player's active weapon will never run out of ammo |
sv_lagcompensationforcerestore | 1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Don't test validity of a lag comp restore, just do it. |
sv_lan | 0 | | | | | | | | | | | | | | | | | | | | Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) |
sv_log_onefile | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | Log server information to only one file. |
sv_logbans | 1 | ARCHIVE | | | | | | | | | | | | | | | | | | | 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 | ARCHIVE | | | | | | | | | | | | | | | | | | | Echo log information to the console. |
sv_logfile | 1 | ARCHIVE | | | | | | | | | | | | | | | | | | | Log server information in the log file. |
sv_logflush | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | Flush the log file to disk on each write (slow). |
sv_logsdir | 0 | ARCHIVE | | | | | | | | | | | | | | | | | | | Folder in the game directory where server logs will be stored. |
sv_logsecret | 0 | | | | | | | | | | | | | | | | | | | | If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52) |
sv_map_voting | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Is map voting enabled? |
sv_map_voting_shuffle | 1 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Initially use random map selections in the vote rather than using the map cycle order. |
sv_massreport | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_master_legacy_mode | 1 | | | | | | | | | | | | | | | | | | | | Use (outside-of-Steam) code to communicate with master servers. |
sv_master_share_game_socket | 1 | | | | | | | | | | | | | | | | | | | | Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm |
sv_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 | | | GAMEDLL | | | | | | | | | | | | | | | | | Prevents clients from running usercmds too far in the future. Prevents speed hacks. |
sv_maxclientframes | 128 | | | | | | | | | | | | | | | | | | | | |
sv_maxcmdrate | 64 | | | | | | | | | | | REPLICATED | | | | | | | | | (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate. |
sv_maxrate | 0 | | | | | | | | | | | REPLICATED | | | | | | | | | Max bandwidth rate allowed on server, 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 | | | | | | | | | | | REPLICATED | | | | | | | | | Maximum updates per second that the server will allow |
sv_maxuptimelimit | 0 | | | | | | | | | | | | | | | | | | | | If set, whenever a game ends, if the uptime is greater than this number of hours, the server will exit |
sv_memlimit | 0 | | | | | | | | | | | | | | | | | | | | If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit. |
sv_mincmdrate | 10 | | | | | | | | | | | REPLICATED | | | | | | | | | This sets the minimum value for cl_cmdrate. 0 == unlimited. |
sv_minrate | 5000 | | | | | | | | | | | REPLICATED | | | | | | | | | Min bandwidth rate allowed on server, 0 == unlimited |
sv_minupdaterate | 10 | | | | | | | | | | | REPLICATED | | | | | | | | | Minimum updates per second that the server will allow |
sv_multiplayer_maxtempentities | 32 | | | | | | | | | | | | | | | | | | | | |
sv_multiplayer_sounds | 20 | | | | | | | | | | | | | | | | | | | | |
sv_mumble_positionalaudio | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Allows players using Mumble to have support for positional audio. |
sv_name_change_limit | 10 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_namechange_cooldown_seconds | 30 | | | | | | | | | | | | | | | | | | | | When a client name change is received, wait N seconds before allowing another name change |
sv_new_delta_bits | 1 | | | | | | | | | | | | | | | | | | | | |
sv_noclipaccelerate | 5 | ARCHIVE | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_noclipduringpause | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). |
sv_noclipspeed | 5 | ARCHIVE | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_parallel_packentities | 1 | | | | | | | | | | | | | | | | | | | | |
sv_parallel_sendsnapshot | 1 | | | | | | | | | | | | | | | | | | | | |
sv_password | 0 | | | | | | NOTIFY | PROTECTED | | | | | | DONTRECORD | | | | | | | Server password for entry into multiplayer games |
sv_pausable | 0 | | | | | | | | | | | | | | | | | | | | Is the server pausable. |
sv_player_stuck_tolerance | 10 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
sv_playerperfhistorycount | 20 | | | GAMEDLL | | | | | | | | | | | | | | | | | Number of samples to maintain in player perf history |
sv_playlist | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Active playlist. Format: sv_playlist <playlist> |
sv_precacheinfo | cmd | | | | | | | | | | | | | | | | | | | | Show precache info. |
sv_pure | cmd | | | | | | | | | | | | | | | | | | | | Show user data. |
sv_pure_consensus | 100000000 | | | | | | | | | | | | | | | | | | | | Minimum number of file hashes to agree to form a consensus. |
sv_pure_kick_clients | 1 | | | | | | | | | | | | | | | | | | | | If set to 1, the server will kick clients with mismatching files. Otherwise, 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 | | | | | | | | | | | | | | | | | | | | If set to 1, the server will print a message whenever a client is verifying a CRC for a file. |
sv_pvsskipanimation | 1 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | Skips SetupBones when npc's are outside the PVS |
sv_querycache_stats | cmd | | | | | | | | | | | | | | | | | | | | Display status of the query cache (client only) |
sv_radial_cooldown | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Wait time between radial commands |
sv_radial_enemy_confirm | 8 | | | GAMEDLL | | | | | | | | | | | | | | | | | Timeout for enemy spotted confirmation commands |
sv_radial_marker_duration | 15 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How long do radial markers persist in the world. |
sv_radial_marker_duration_attack | 10 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How long does the waypoint marker persist. |
sv_radial_spam_cooldown | 2 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How long until spam counter resets |
sv_radial_spam_delay | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | How much to increase delay by if radial commands are being spammed |
sv_radial_spam_delay_leaderfrac | 6 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Max possible delay for radial command spamming |
sv_radial_viewcone_enemy | 5 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Viewcone for radial menu FoV enemy check (degrees) |
sv_radial_viewcone_objective | 12 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Viewcone for radial menu FoV objective check (degrees) |
sv_radial_vo_enemies | 420 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | If non-zero, enemy radial commands within this distance are audible |
sv_ragdoll_dismemberment | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Enables meat grinding code, please refrain from eating the meat. |
sv_ragdoll_max_fps | 30 | | | GAMEDLL | | | | | | | | | | | | | | | | | Clients with framerates less than this will reduce the ideal number of ragdolls to display |
sv_ragdoll_max_remove_per_frame | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_ragdoll_maxcount | 25 | | | GAMEDLL | | | | | | | | | | | | | | | | | Server will only show this many ragdolls |
sv_ragdoll_min_fps | 10 | | | GAMEDLL | | | | | | | | | | | | | | | | | 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_maxpacketbans | 1 | | | | | | | | | | | | | | | | | | | | Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize |
sv_rcon_maxpacketsize | 1024 | | | | | | | | | | | | | | | | | | | | The maximum number of bytes to allow in a command packet |
sv_rcon_minfailures | 5 | | | | | | | | | | | | | | | | | | | | Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned |
sv_rcon_minfailuretime | 30 | | | | | | | | | | | | | | | | | | | | Number of seconds to track failed rcon authentications |
sv_rcon_whitelist_address | 0 | | | | | | | | | | | | | | | | | | | | When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1' |
sv_recoil_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
sv_regeneration_wait_time | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
sv_region | 255 | | | | | | | | | | | | | | | | | | | | The region of the world to report this server in. |
sv_reservation_grace | 5 | | | | | | | | | | | | | | | | | | | | Time in seconds given for a lobby reservation. |
sv_reservation_timeout | 45 | | | | | | | | | | | | | | | | | | | | Time in seconds before lobby reservation expires. |
sv_ruleset | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Active playlist ruleset. Format: sv_ruleset <ruleset> |
sv_runcmds | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_script_think_interval | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_search_key | 0 | | | | | | | | | | | | | | | | | | | | When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key. |
sv_setsteamaccount | cmd | | | | | | | | | | | | | | | | | | | | |
sv_showdamage | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Shows base damage below what sv_showimpacts would show, and if a player was hit he'll show the damage he took above it (as heal |
sv_showdebugtracers | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | 1: Shows a line following bullet path. Blue on client, red on server. (They should always match.) 2:Show autoaim candidates. |
sv_showfootsteps | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Shows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both) |
sv_showhitboxes | -1 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only). |
sv_showimpacts | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only) |
sv_showimpacts_text | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Show debug text relating to bullet penetration? |
sv_showimpacts_time | 4 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Time that impacts are shown for. |
sv_showladders | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Show bbox and dismount points for all ladders (must be set before level load.) |
sv_showlagcompensation | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | Show lag compensated hitboxes whenever a player is lag compensated. |
sv_showplayerhitboxes | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Show lag compensated hitboxes for the specified player index whenever a player fires. |
sv_showplayerpositions | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
sv_showtags | cmd | | | | | | | | | | | | | | | | | | | | Describe current gametags. |
sv_showvminteraction | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
sv_shutdown | cmd | | | | | | | | | | | | | | | | | | | | Sets the server to shutdown when all games have completed |
sv_shutdown_cancel | cmd | | | | | | | | | | | | | | | | | | | | Cancels pending sv_shutdown command |
sv_shutdown_timeout_minutes | 360 | | | | | | | | | | | REPLICATED | | | | | | | | | If sv_shutdown is pending, wait at most N minutes for server to drain before forcing shutdown. |
sv_skip_wounds | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_skyname | 0 | ARCHIVE | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Current name of the skybox texture |
sv_SlowOnHit | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_sound_discardextraunreliable | 1 | | | | | | | | | | | | | | | | | | | | |
sv_soundemitter_reload | cmd | | | | | | | | | | | | | | | | | | | | Flushes the sounds.txt system |
sv_soundemitter_trace | -1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for eve |
sv_soundscape_printdebuginfo | cmd | | | | | | | | | | | | | | | | | | | | print soundscapes |
sv_specaccelerate | 5 | ARCHIVE | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_specnoclip | 1 | ARCHIVE | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_specspeed | 3 | ARCHIVE | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_stats | 1 | | | | | | | | | | | | | | | | | | | | Collect CPU usage stats |
sv_steamgroup | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam comm |
sv_steamgroup_exclusive | 0 | | | | | | | | | | | | | | | | | | | | If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the ser |
sv_stopspeed | 75 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Minimum stopping speed when on ground. |
sv_stopspeed_prone | 45 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Minimum stopping speed when on ground and prone. |
sv_strict_notarget | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | If set, notarget will cause entities to never think they are in the pvs |
sv_suppress_steam_score | 0 | | | | | | | | | | | | | | | | | | | | If enabled, player scores are not sent to the master server and will show as 0 for all players |
sv_sway_debug | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
sv_tags | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. |
sv_takedamagedebug | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
sv_teststepsimulation | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_thinktimecheck | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Check for thinktimes all on same timestamp. |
sv_thirdperson | 0 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | |
sv_thirdperson_aimangle | 45 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Camera aim-cone angle for third-person. |
sv_thirdperson_aimdist | 1000 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Camera aim-point distance for third-person. |
sv_thirdperson_dist | 100 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Camera distance for third-person. |
sv_thirdperson_fov | 75 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Camera FOV for third-person. |
sv_thirdperson_height | 20 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Camera height for third-person. |
sv_thirdperson_leandist | 35 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Camera lean distance for third-person. |
sv_thirdperson_mindist | 25 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Camera minimum distance for third-person. |
sv_thirdperson_useangle | 15 | | | GAMEDLL | | | NOTIFY | | | | | REPLICATED | | | | | | | | | Camera use-cone angle for third-person. |
sv_threaded_init | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_timeout | 65 | | | | | | | | | | | | | | | | | | | | After this many seconds without a message from a client, the client is dropped |
sv_traceattackdebug | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
sv_turbophysics | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Turns on turbo physics |
sv_unlockedchapters | 1 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_validate_edict_change_infos | 0 | | | | | | | | | | | | | | | | | | | | Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode). |
sv_vehicle_autoaim_scale | 8 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
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 | ARCHIVE | | | | | NOTIFY | | | | | | | | | | | | | | |
sv_vote_allow_spectators | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Allow spectators to vote? |
sv_vote_failure_timer | 300 | | | GAMEDLL | | | | | | | | | | | | | | | | | A vote that fails cannot be re-submitted for this long |
sv_vote_issue_botcount_allowed | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Can people hold votes to change AI count? |
sv_vote_issue_botcount_min_population | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The voting population required to pass a bot count vote |
sv_vote_issue_botcount_min_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) |
sv_vote_issue_botdifficulty_allowed | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Can people hold votes to change AI difficulty? |
sv_vote_issue_botdifficulty_min_population | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The voting population required to pass a next level vote |
sv_vote_issue_botdifficulty_min_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) |
sv_vote_issue_changegamemode_allowed | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can people hold votes to change the gamemode? |
sv_vote_issue_changelevel_allowed | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can people hold votes to change levels? |
sv_vote_issue_changelevel_wait | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | If enabled, wait until the end of the round to change levels |
sv_vote_issue_kick_allowed | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can people hold votes to kick players from the server? |
sv_vote_issue_kick_other_team | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can we kick the other team? |
sv_vote_issue_mute_allowed | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can people hold votes to mute players on the server? |
sv_vote_issue_mute_duration | 30 | | | GAMEDLL | | | | | | | | | | | | | | | | | How long a mute should last (in minutes) |
sv_vote_issue_mute_min_players | 4 | | | GAMEDLL | | | | | | | | | | | | | | | | | The minimum number of players needed on the server to start a vote mute. |
sv_vote_issue_mute_min_voters | 3 | | | GAMEDLL | | | | | | | | | | | | | | | | | Minimum number of vote attempts required to start an actual mute. |
sv_vote_issue_nextlevel_allowed | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can people hold votes to set the next level? |
sv_vote_issue_nextlevel_allowextend | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Allow players to extend the current map? |
sv_vote_issue_nextlevel_choicesmode | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Present players with a list of maps to choose from? |
sv_vote_issue_nextlevel_min_population | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The voting population required to pass a next level vote |
sv_vote_issue_nextlevel_min_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | How strong does the yes vote need to be to win? (2.0 = 2x more voters) |
sv_vote_issue_nextlevel_prevent_change | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Not allowed to vote for a nextlevel if one has already been set. |
sv_vote_issue_nextlevel_round_count_delay | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | How many rounds before map voting can begin. |
sv_vote_issue_restart_game_allowed | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can people hold votes to restart the game? |
sv_vote_issue_restart_round_allowed | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can people hold votes to restart the round? |
sv_vote_issue_scramble_teams_allowed | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can people hold votes to scramble the teams? |
sv_vote_issue_switch_teams_allowed | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Can people hold votes to switch the teams? |
sv_vote_kick_ban_duration_cheating | 240 | | | GAMEDLL | | | | | | | | | | | | | | | | | How long should a kick ban last for if a player is kicked for hacking? (minutes) |
sv_vote_kick_ban_duration_idle | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | How long should a kick vote ban someone from the server? (in minutes) |
sv_vote_kick_ban_duration_teamkilling | 10 | | | GAMEDLL | | | | | | | | | | | | | | | | | How long should a kick ban last for if a player is kicked for team killing? (minutes) |
sv_vote_kick_ban_duration_trolling | 60 | | | GAMEDLL | | | | | | | | | | | | | | | | | How long should a kick ban last for if a player is kicked for trolling? (minutes) |
sv_vote_kick_ban_owner | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | If a user is successfully votebanned, shall we also ban the game owner if the game has been shared? |
sv_vote_kick_hack_min_population | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The voting population required to kick a person for hacking |
sv_vote_kick_hack_min_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) |
sv_vote_kick_idle_min_population | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The voting population required to kick a person for being idle |
sv_vote_kick_idle_min_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) |
sv_vote_kick_min_players | 4 | | | GAMEDLL | | | | | | | | | | | | | | | | | The minimum number of players needed on the server to start a vote kick. |
sv_vote_kick_min_voters | 5 | | | GAMEDLL | | | | | | | | | | | | | | | | | Minimum number of vote attempts required to start an actual vote. |
sv_vote_kick_tk_min_population | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The voting population required to kick a person for team killing |
sv_vote_kick_tk_min_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) |
sv_vote_kick_troll_min_population | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The voting population required to kick a person for trolling |
sv_vote_kick_troll_min_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) |
sv_vote_min_population | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | The voting population required |
sv_vote_min_ratio | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) |
sv_vote_ui_hide_disabled_issues | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Suppress listing of disabled issues in the vote setup screen. |
sv_weapon_manager_cleanup | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_weapon_manager_drop_timer | 45 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_weapon_manager_max_count | 50 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
sv_workshop_enabled | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Enable Workshop support? |
sv_workshop_list_file | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | File containing list of server Workshop files. |
sv_workshop_mapcycle_random | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Generate mapcycle in random order? |
sv_workshop_mapcycle_start | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Start Workshop mapcycle if any maps are defined? |
sys_minidumpexpandedspew | 1 | | | | | | | | | | | | | | | | | | | | |
sys_minidumpspewlines | 500 | | | | | | | | | | | | | | | | | | | | Lines of crash dump console spew to keep. |
template_debug | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
Test_CreateEntity | cmd | | | | | | | | | | | | | | | | | | | | |
test_dispatcheffect | cmd | | | | | | | | | | | | | | | | | | | | Test a clientside dispatch effect.
Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
Defau |
Test_EHandle | cmd | | | | | | | | | | | | | | | | | | | | |
test_entity_blocker | cmd | | | | | | | | | | | | | | | | | | | | Test command that drops an entity blocker out in front of the player. |
Test_InitRandomEntitySpawner | cmd | | | | | | | | | | | | | | | | | | | | |
Test_Loop | cmd | | | | | | | | | | | | | | | | | | | | Test_Loop <loop name> - loop back to the specified loop start point unconditionally. |
Test_LoopCount | cmd | | | | | | | | | | | | | | | | | | | | Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times. |
Test_LoopForNumSeconds | cmd | | | | | | | | | | | | | | | | | | | | Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds. |
test_outtro_stats | cmd | | | | | | | | | | | | | | | | | | | | |
Test_ProxyToggle_EnableProxy | cmd | | | | | | | | | | | | | | | | | | | | |
Test_ProxyToggle_SetValue | cmd | | | | | | | | | | | | | | | | | | | | |
Test_RandomChance | cmd | | | | | | | | | | | | | | | | | | | | Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta |
Test_RandomizeInPVS | cmd | | | | | | | | | | | | | | | | | | | | |
Test_RandomPlayerPosition | cmd | | | | | | | | | | | | | | | | | | | | |
Test_RemoveAllRandomEntities | cmd | | | | | | | | | | | | | | | | | | | | |
Test_RunFrame | cmd | | | | | | | | | | | | | | | | | | | | |
Test_SendKey | cmd | | | | | | | | | | | | | | | | | | | | |
Test_SpawnRandomEntities | cmd | | | | | | | | | | | | | | | | | | | | |
Test_StartLoop | cmd | | | | | | | | | | | | | | | | | | | | Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to. |
Test_StartScript | cmd | | | | | | | | | | | | | | | | | | | | Start a test script running.. |
Test_Wait | cmd | | | | | | | | | | | | | | | | | | | | |
Test_WaitForCheckPoint | cmd | | | | | | | | | | | | | | | | | | | | |
test_xplevel | cmd | | | | | | | | | | | | | | | | | | | | Send fake XP level data to client for testing XP UI |
testscript_debug | 0 | | | | | | | | | | | | | | | | | | | | Debug test scripts. |
testscript_running | 0 | | | | | | | | | | | | | | | | | | | | Set to true when test scripts are running |
think_limit | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | Maximum think time in milliseconds, warning is printed if this is exceeded. |
thread_test_tslist | cmd | | | | | | | | | | | | | | | | | | | | |
thread_test_tsqueue | cmd | | | | | | | | | | | | | | | | | | | | |
threadpool_affinity | 1 | | | | | | | | | | | | | | | | | | | | Enable setting affinity |
threadpool_cycle_reserve | cmd | | | | | | | | | | | | | | | | | | | | Cycles threadpool reservation by powers of 2 |
threadpool_reserve | 0 | | | | | | | | | | | | | | | | | | | | Consume the specified number of threads in the thread pool |
threadpool_run_tests | cmd | | | | | | | | | | | | | | | | | | | | |
timeleft | cmd | | | | | | | | | | | | | | | | | | | | |
toggle | cmd | | | | | | | | | | | | | | | | | | | | Toggles a convar on or off, or cycles through a set of values. |
trace_report | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
tv_allow_camera_man | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | Auto director allows spectators to become camera man |
tv_allow_static_shots | 1 | | | GAMEDLL | | | | | | | | | | | | | | | | | 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 | cmd | | | | | | | | | | | | | | | | | | | | Shows list of connected SourceTV clients. |
tv_debug | 0 | | | | | | | | | | | | | | | | | | | | SourceTV debug info. |
tv_delay | 30 | | | GAMEDLL | | | | | | | | | | | | | | | | | SourceTV broadcast delay in seconds |
tv_delaymapchange | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | Delays map change until broadcast is complete |
tv_deltacache | 2 | | | | | | | | | | | | | | | | | | | | Enable delta entity bit stream cache |
tv_dispatchmode | 1 | | | | | | | | | | | | | | | | | | | | Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always |
tv_enable | 0 | | | | | | NOTIFY | | | | | | | | | | | | | | Activates SourceTV on server. |
tv_maxclients | 128 | | | | | | | | | | | | | | | | | | | | Maximum client number on SourceTV server. |
tv_maxrate | 8000 | | | | | | | | | | | | | | | | | | | | Max SourceTV spectator bandwidth rate allowed, 0 == unlimited |
tv_msg | cmd | | | | | | | | | | | | | | | | | | | | Send a screen message to all clients. |
tv_name | 0 | | | | | | | | | | | | | | | | | | | | SourceTV host name |
tv_overridemaster | 0 | | | | | | | | | | | | | | | | | | | | Overrides the SourceTV master root address. |
tv_password | 0 | | | | | | NOTIFY | PROTECTED | | | | | | DONTRECORD | | | | | | | SourceTV password for all clients |
tv_port | 27020 | | | | | | | | | | | | | | | | | | | | Host SourceTV port |
tv_record | cmd | | | | | | | | | | | | | | | | | | | | Starts SourceTV demo recording. |
tv_relay | cmd | | | | | | | | | | | | | | | | | | | | Connect to SourceTV server and relay broadcast. |
tv_relaypassword | 0 | | | | | | NOTIFY | PROTECTED | | | | | | DONTRECORD | | | | | | | SourceTV password for relay proxies |
tv_relayvoice | 1 | | | | | | | | | | | | | | | | | | | | Relay voice data: 0=off, 1=on |
tv_retry | cmd | | | | | | | | | | | | | | | | | | | | Reconnects the SourceTV relay proxy. |
tv_snapshotrate | 16 | | | | | | | | | | | | | | | | | | | | Snapshots broadcasted per second |
tv_status | cmd | | | | | | | | | | | | | | | | | | | | Show SourceTV server status. |
tv_stop | cmd | | | | | | | | | | | | | | | | | | | | Stops the SourceTV broadcast. |
tv_stoprecord | cmd | | | | | | | | | | | | | | | | | | | | Stops SourceTV demo recording. |
tv_timeout | 30 | | | | | | | | | | | | | | | | | | | | SourceTV connection timeout in seconds. |
tv_title | 0 | | | | | | | | | | | | | | | | | | | | Set title for SourceTV spectator UI |
tv_transmitall | 0 | | | | | | | | | | | REPLICATED | | | | | | | | | Transmit all entities (not only director view) |
unbind | cmd | | | | | | | | | | | | | | | | | | | | Unbind a key. |
unbindall | cmd | | | | | | | | | | | | | | | | | | | | Unbind all keys. |
unbindalljoystick | cmd | | | | | | | | | | | | | | | | | | | | Unbind all joystick keys. |
unbindallmousekeyboard | cmd | | | | | | | | | | | | | | | | | | | | Unbind all mouse / keyboard keys. |
unpause | cmd | | | | | | | | | | | | | | | | | | | | Unpause the game. |
use | cmd | | | | | | | | | | | | | | | | | | | | Use a particular weapon
Arguments: <weapon_name> |
user | cmd | | | | | | | | | | | | | | | | | | | | Show user data. |
users | cmd | | | | | | | | | | | | | | | | | | | | Show user info for players on server. |
vehicle_flushscript | cmd | | | | | | | | | | | | | | | | | | | | Flush and reload all vehicle scripts |
version | cmd | | | | | | | | | | | | | | | | | | | | Print version info string. |
view_punch_decay | 11 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | Decay factor exponent for view punch |
view_recoil_tracking | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | How closely the view tracks with the aim punch from weapon recoil |
viewmodel_fov | 56 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
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 |
vis_force | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
vismon_poll_frequency | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
vismon_trace_limit | 12 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
voice_debugfeedbackfrom | 0 | | | | | | | | | | | | | | | | | | | | |
voice_inputfromfile | 0 | | | | | | | | | | | | | | | | | | | | Get voice input from 'voice_input.wav' rather than from the microphone. |
voice_mute | cmd | | | | | | | | | | | | | | | | | | | | Mute a specific Steam user |
voice_player_speaking_delay_threshold | 0 | | | GAMEDLL | CHEAT | | | | | | | | | | | | | | | | |
voice_recordtofile | 0 | | | | | | | | | | | | | | | | | | | | Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav' |
voice_reset_mutelist | cmd | | | | | | | | | | | | | | | | | | | | Reset all mute information for all players who were ever muted. |
voice_serverdebug | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
voice_show_mute | cmd | | | | | | | | | | | | | | | | | | | | Show whether current players are muted. |
voice_unmute | cmd | | | | | | | | | | | | | | | | | | | | Unmute a specific Steam user, or `all` to unmute all connected players. |
voice_verbose | 0 | | | | CHEAT | | | | | | | | | | | | | | | | Turns on debug output with detailed spew about voice data processing. |
voice_xsend_debug | 0 | | | | | | | | | | | | | | | | | | | | |
vox_reload | cmd | | | | | | | | | | | | | | | | | | | | Reload sentences.txt file |
voxeltree_box | cmd | | | | | | | | | | | | | | | | | | | | View entities in the voxel-tree inside box <Vector(min), Vector(max)>. |
voxeltree_playerview | cmd | | | | | | | | | | | | | | | | | | | | View entities in the voxel-tree at the player position. |
voxeltree_sphere | cmd | | | | | | | | | | | | | | | | | | | | View entities in the voxel-tree inside sphere <Vector(center), float(radius)>. |
voxeltree_view | cmd | | | | | | | | | | | | | | | | | | | | View entities in the voxel-tree. |
vphys_sleep_timeout | cmd | | | | | | | | | | | | | | | | | | | | set sleep timeout: large values mean stuff won't ever sleep |
vprof | cmd | | | | | | | | | | | | | | | | | | | | Toggle VProf profiler |
vprof_cachemiss | cmd | | | | | | | | | | | | | | | | | | | | Toggle VProf cache miss checking |
vprof_cachemiss_off | cmd | | | | | | | | | | | | | | | | | | | | Turn off VProf cache miss checking |
vprof_cachemiss_on | cmd | | | | | | | | | | | | | | | | | | | | Turn on VProf cache miss checking |
vprof_counters | 0 | | | | | | | | | | | | | | | | | | | | |
vprof_counters_show_minmax | 0 | | | | | | | | | | | | | | | | | | | | |
vprof_dump_counters | cmd | | | | | | | | | | | | | | | | | | | | Dump vprof counters to the console |
vprof_dump_groupnames | cmd | | | | | | | | | | | | | | | | | | | | 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 | | | | | | | | | | | | | | | | | | | | Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, 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_generate_report | cmd | | | | | | | | | | | | | | | | | | | | Generate a report to the console. |
vprof_generate_report_AI | cmd | | | | | | | | | | | | | | | | | | | | Generate a report to the console. |
vprof_generate_report_AI_only | cmd | | | | | | | | | | | | | | | | | | | | Generate a report to the console. |
vprof_generate_report_budget | cmd | | | | | | | | | | | | | | | | | | | | Generate a report to the console based on budget group. |
vprof_generate_report_hierarchy | cmd | | | | | | | | | | | | | | | | | | | | Generate a report to the console. |
vprof_generate_report_hierarchy_per_frame_and_count_only | cmd | | | | | | | | | | | | | | | | | | | | Generate a minimal hiearchical report to the console. |
vprof_generate_report_map_load | cmd | | | | | | | | | | | | | | | | | | | | Generate a report to the console. |
vprof_off | cmd | | | | | | | | | | | | | | | | | | | | Turn off VProf profiler |
vprof_on | cmd | | | | | | | | | | | | | | | | | | | | Turn on VProf profiler |
vprof_playback_average | cmd | | | | | | | | | | | | | | | | | | | | Average the next N frames. |
vprof_playback_start | cmd | | | | | | | | | | | | | | | | | | | | Start playing back a recorded .vprof file. |
vprof_playback_step | cmd | | | | | | | | | | | | | | | | | | | | While playing back a .vprof file, step to the next tick. |
vprof_playback_stepback | cmd | | | | | | | | | | | | | | | | | | | | While playing back a .vprof file, step to the previous tick. |
vprof_playback_stop | cmd | | | | | | | | | | | | | | | | | | | | Stop playing back a recorded .vprof file. |
vprof_record_start | cmd | | | | | | | | | | | | | | | | | | | | Start recording vprof data for playback later. |
vprof_record_stop | cmd | | | | | | | | | | | | | | | | | | | | Stop recording vprof data |
vprof_reset | cmd | | | | | | | | | | | | | | | | | | | | Reset the stats in VProf profiler |
vprof_reset_peaks | cmd | | | | | | | | | | | | | | | | | | | | Reset just the peak time in VProf profiler |
vprof_scope_entity_gamephys | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
vprof_scope_entity_thinks | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
vprof_server_spike_threshold | 999 | | | | | | | | | | | | | | | | | | | | |
vprof_server_thread | 0 | | | | | | | | | | | | | | | | | | | | |
vprof_think_limit | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
vprof_to_csv | cmd | | | | | | | | | | | | | | | | | | | | Convert a recorded .vprof file to .csv. |
vprof_vtune_group | cmd | | | | | | | | | | | | | | | | | | | | enable vtune for a particular vprof group ('disable' to disable) |
vx_do_not_throttle_events | 0 | | | | | | | | | | | | | | | | | | | | Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost. |
weapon_showproficiency | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
weapon_throw_force | 2000 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
wipe_nav_attributes | cmd | | | | | | | | | | | | | | | | | | | | Clear all nav attributes of selected area. |
wp_removeweapons | cmd | | | | | | | | | | | | | | | | | | | | Removes all weapons. Usage: wp_removeweapons [target] |
wp_weaponlist | cmd | | | | | | | | | | | | | | | | | | | | Lists all weapons. Usage: wp_weaponlist [target] |
wp_weaponslots | cmd | | | | | | | | | | | | | | | | | | | | Lists weapon slots. Usage: wp_weaponslots [target] |
wpn_debug_active_weapon | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
wpn_shot_bias_max | 1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
wpn_shot_bias_min | -1 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
wpn_showanimations | 0 | | | GAMEDLL | CHEAT | | | | | | | REPLICATED | | | | | | | | | |
write_dump | cmd | | | | | | | | | | | | | | | | | | | | Forces an instant breakpad dump |
writeid | cmd | | | | | | | | | | | | | | | | | | | | Writes a list of permanently-banned user IDs to banned_user.cfg. |
writeip | cmd | | | | | | | | | | | | | | | | | | | | Save the ban list to banned_ip.cfg. |
xbox_autothrottle | 1 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | |
xbox_steering_deadzone | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
xbox_throttlebias | 100 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | |
xbox_throttlespoof | 200 | ARCHIVE | | GAMEDLL | | | | | | | | | | | | | | | | | |
xc_crouch_debounce | 0 | | | GAMEDLL | | | | | | | | | | | | | | | | | |
xlsp_force_dc_name | 0 | | | | | | | | | | | | | | | | | | | | Restrict to xlsp datacenter by name. |
z_added_light_max | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |
z_added_light_min | 0 | | | GAMEDLL | | | | | | | | REPLICATED | | | | | | | | | |