Hack Anti-Hacks, Cheats, Aimbots Para Qualquer Jogo Online Aprenda a Fazer Cheats

Tira todas suas dúvidas no chat online

Saiba que agora você pode comprar tudo para Airsoft e Paintball  pagando mais de 50% de Desconto?

FOTOS REAIS APÓS A IMPORTAÇÃO DOS PRODUTOS 


Você gostaria de realizar seu sonho de ter seu próprio Equipamento de Airsoft e Paintball pagando bem pouco por eles?

O MÉTODO QUERO IMPORTAR AIRSOFT E PAINTBALL é um livro digital, onde contém todos os segredos para importar os seus produtos para Airsoft e Paintball.




Onde o Método mostra todo o passo-a-passo para você importar diretamente dos EUA e da China com total segurança.


Listas de Fornecedores Exclusivos de Colete, Mascaras, Acessórios, Fardamentos e muito mais, São vários segredos e métodos para facilitar a importação de uma forma lucrativa $ e escalável 



Todo o risco do seu voto de confiança é meu!
Por que não experimentar?
Estou absolutamente certo de que este método vai ajudar a você realizar seu sonho de adquirir seus equipamentos de Airsoft e Paintball, 

CLIQUE NA IMAGEM E ASSISTA O VÍDEO PARA MAIS DETALHES DA IMPORTAÇÂO




MAIS ARTIGOS RELACIONADOS 

ATENÇÃO VESTIBULANDOS: 

VOCÊS ESTÃO REALMENTE PREPARADOS PARA O ENEM?

Segredos do Enem é um Método Para Aumentar a Performance nos Estudos.
O foco é a prova do Enem, que conta com mais de 9 milhões de participantes.

Treinamento foi Desenvolvido por Lucas Marques.


Baseado em 9 módulos o Treinamento é diferente de tudo que já foi visto sobre métodos de estudo.


Comece a estudar no mesmo nível  dos primeiros colocados em universidades como ITA, UFMG, USP, UFRJ...



Quer saber mais sobre mim, e Minhas Dicas? Clique no vídeo abaixo e assista !

3 SEGREDOS para aprender o DOBRO ou MAIS com a metade do tempo,DESCUBRA Clicando aqui para Acessar este método...



O melhor Treinamento online do Brasil sobre importar roupas de marca, Relógios Invicta ORIGINAIS, direto dos fornecedores OFICIAIS dos Estados Unidos. 

Além de roupas de marcas famosas, celulares, eletrônicos, perfumes, suplementos alimentares, peças de carros, bonés, maquiagens em geral, o melhor curso sobre importação do momento.

Tanto para quem deseja economizar, quanto para quem deseja revender, o Academia do Importador é, sem dúvida, a SUA melhor opção.

O que se paga aqui no Brasil é UM ROUBO, saia dessa também, aprenda comprar mais barato.

VOCÊ SABIA???
Uma camiseta da marca Hollister
que aqui no Brasil custa mais de R$ 100,00,
nos EUA custa só U$ 8,00

QUER SABER COMO IMPORTAR 
ROUPAS DE MARCA E OUTROS
PRODUTOS DOS EUA?

Curso de Manutenção De Notebooks.


Autor do Curso, Diaulas Morais, visa explicar detalhadamente como qualquer pessoa pode realizar manutenções em notebooks.

Sejam manutenções mais simples, ou mais complexas. Não envie seu notebook para a assistência técnica, faça você mesmo.

Ou torne-se um profissional da área de manutenção de notebooks.

Neste video, o professor Diaulas do curso Manutenção de Notebooks descreve os sintomas gerais de uma placa mãe de desktop, e como detectá-los para providenciar solução ao problema.
Neste video, o professor Diaulas do curso Manutenção de Notebooks descreve os sintomas gerais de uma placa mãe de desktop, e como detectá-los para providenciar solução ao problema. 

Esta é a parte 2. Caso queira ver a parte 1, Assista o primeiro vídeo acima:

Neste video, o professor Diaulas do curso Manutenção de Notebooks descreve os defeitos crônicos em um notebook, e como detectá-los para providenciar solução ao problema.
Neste video o professor Diaulas detalha especificadamente o que fazer para reparar o Notebook modelo G42 com problemas na BIOS. 
Reparo em placa mãe de desktop P5KPL-AM, sintoma: Liga e não dá video.
Quer conhecer o curso completo de manutenção de notebooks Acesse: Clique aqui?

Saiba como você pode transformar a sua vida tornando-se um Expert em Manutenção de Notebooks
Vídeo GRATUITO revela como você pode aprender a consertar Notebooks e se tornar um Expert requisitado por centenas de clientes.

Deixe clique no botão azul para conhecer o método que transformou a vida de centenas de técnicos de informática!

Warface é um first-person shooter free-to-play on-line desenvolvido pela Crytek e co-produzido pela Crytek Seul e Crytek Frankfurt.
O jogo foi desenvolvido com a CryEngine da Crytek 3. Enquanto os jogadores jogar e jogos completos, eles vão ganhar pontos de experiência (XP), Warface Dólares ($), e pontos de fornecedor (VP); o quanto é ganho varia dependendo do número de jogadores no lobby (a fim de prevenir ou reduzir o potencial de aumentar entre os jogadores), a rapidez com que o jogo está terminado, e a quantidade de pontuação e mata.
Dólares Warface pode ser usado para comprar certos armas e itens para as aulas do jogador, enquanto pontos de fornecedor contribuir para desbloquear novos itens para compra em uma das três categorias: Armas, Acessórios e equipamentos. Boosters estão disponíveis para venda na loja in-game, permitindo que o jogador para ganhar XP adicional, $, e VP.
Características Warface Bizon de hacker

Arma Hack:
  • No Recoil
  • No Spread
  • Flying Mines
  • Quick Knife
  • Accuracy
  • Accuracy (Medic)
  • No Reload (Medic/Sniper)
  • Silencer
  • Quick Knife [LMC]
  • Quick Knife [RMC]
  • Rate of Fire
ESP Hack:
  • EPS Skeleon
  • ESP 3D Box
  • ESP Distance
  • ESP Lines
  • ESP Grenades and Mines
  • ESP Weapon
  • ESP Name
  • Color ESP Enemy Visible
  • Color Enemy Behind a Wall
  • Color Weapon
  • Color Grenades and Mines
  • Team Selection (PVE/PVP)
AIM Hack:
  • Aimbot
  • Auto Aim
  • Accounting for Head Protection
  • Off aim, on bosses
  • Part of Body
  • Button Aim
Player Hack:
  • Stamina
  • Long Sliding
  • No Glare
  • Dark Mode
  • Giraffe
  • Wallframe [Q]
  • Third-Person [F1]
Magnet Hack:

  • Magnet [Caps_Lock]
  • Off Magnet, on bosses

Anti-Cheat:
  • Secure Hack Streaming System


Como usar Warface Bizon hack?
  1. Baixar
  2. Execute o jogo
  3. Injectar a fraude
  4. Seleccione a função desejada
  5. Jogar
Atualizado e trabalhar a partir de:
17 outubro de 2015
Baixe Warface Bizon Hack
Warface Bizon.zip
Tamanho do arquivo: 3.69 MB
MD5 Valor: 94bfb24s4d5e6cc76fr44
Credits: SicheaterS e RutSS

(ADMIN MESSAGE)

* Todos os hacks que são postados aqui foi testado antes de enviar mensagens. Teste vai acontecer a cada duas semanas também maximizar a quantidade de hacks que estão sendo feitos e minimizar o tempo de inatividade de hacking *

* Nós não somos responsáveis ​​pela forma como utiliza estes hacks. Nós simplesmente fornecer o link de download para os arquivos que criamos. Sempre use nossos hacks em seu próprio risco *

MAIS CHEATS

Battlefield Hardline Cheat Aimjunkies v2.0 Aimbot - Sicheaters

informações
Game Engine:
  • Frostbite 3 Engine
Versão do jogo:
  • Última versão
Status:
UNDETECTED

Preço:
Um mês $ 10,95 USD - Grátis

Características Versão Inglês

Aimbot:
  • No Recoil (Enabled with or without the aimbot)
  • No Spread (Does not shake; Enabled with or without the aimbot)
  • One shot
  • Auto Fire
  • Auto Switch
  • Aim Key
  • Visibility Checks
  • Bone Scan
  • Prediction Multiplier
  • FOV Limit
  • Aim Bone
  • Vehicle Aimbot
  • Vehicle 1 Shot Kill
2D Radar:
  • Enable Radar
  • Draw Friends
3D Radar:
  • Name Esp
  • Box Esp
  • Distance Esp
  • Health Esp
  • Visibility Checks
  • Snap Lines
  • Vehicle Esp
  • Vehicle Distance
  • Vehicle Box
  • Vehicle Health
  • Vehicle Type
  • Bone Esp
  • Weapon Esp
  • Esp Color Modifier
Misc:
  • Crosshair
  • Enemy Warning
  • 2D Radar
  • Auto Knife
  • Save settings
Anti-Cheats:
  • Punkbuster Undetected
  • PBSS Protection
  • PBSS Cleaner
  • Fairfight

Atualizado e trabalhar a partir de :
 16 outubro de 2015
Battlefield v2.0.zip Hardline
Tamanho do arquivo: 7.5 MB
MD5 Valor: 94bfbfb41eba4e7150261511f4370f65

(ADMIN MESSAGE)

* Todos os hacks que são postados aqui foi testado antes de enviar mensagens. Teste vai acontecer a cada duas semanas também maximizar a quantidade de hacks que estão sendo feitos e minimizar o tempo de inatividade de hacking *

* Nós não somos responsáveis ​​pela forma como utiliza estes hacks. Nós simplesmente fornecer o link de download para os arquivos que criamos. Sempre use nossos hacks em seu próprio risco *

MAIS CHEATS

A MELHOR MANEIRA DE MELHORAR SUAS HABILIDADES EM COUNTER STRIKE ... CONFIRA NOSSA MULTIHACK!

Nós decidimos lançar nosso multihack ao público! Nós incluímos ESP e aimbot! O aimbot é um pouco de buggy pouco e ele decide não trabalhar, por vezes. Dito isto, como as pessoas criando e distribuindo estes CS GO Hacks, nós nos esforçamos para trazer os melhores hacks para a comunidade Counter Strike.

Este hack será atualizado no futuro próximo, portanto, fique atento! Entretanto, esta CS GO corte é um grande! Ele inclui um aimbot de trabalho livre, o que mais você poderia querer!

VAC Estado = Undetected (Use por conta e risco)

Como instalar o hack?
Por favor consulte o FAQ. Siga o tutorial para injectar um .dll em um processo (csgo.exe)

Como faço para baixar o hack? 
Por favor, clique no botão grande de download que você vê! Em seguida, será levado para a página de download onde você pode baixar MultiHack.zip. Você vai obter o código e instruções necessárias sobre como usar o hack.
 MD5: F429DE5A270F1711371AEA6E3A40D667


(Eu ainda postou, mesmo que seja um arquivo .dll!)

(ADMIN MESSAGE)

* Todos os hacks que são postados aqui foi testado antes de enviar mensagens. Teste vai acontecer a cada duas semanas também maximizar a quantidade de hacks que estão sendo feitos e minimizar o tempo de inatividade de hacking *

* Nós não somos responsáveis ​​pela forma como utiliza estes hacks. Nós simplesmente fornecer o link de download para os arquivos que criamos. Sempre use nossos hacks em seu próprio risco *

"Como Fazer Cheats Para Jogos Online Em 4 Semanas... Com Um Método Fácil e Comprovado Começando do Zero"Para todos aqueles que querem desenvolver seus próprios cheats (hacks) ou anti-cheats (anti-hacks) e obter vantagens ou lucrar com isso:


VEJA O QUE NOSSOS ALUNOS FALAM SOBRE O TREINAMENTO

Oferta válida até 09/10 às 23:59


Bom, uma coisa é certo - eu quero e vou cumprir minha palavra:
Dar o melhor e mais completo suporte e atendimento que você já viu!
Porque eu sei o quanto isso é importante!

Não tenho certeza até quando serão as inscrições, mas com certeza de dia 09 de Outubro, Sexta-feira as 11:59 não passa!

Esse era o período original planejado.
DEVIDO OS COMANDOS DO CS: GO SEREM EM INGLÊS NÃO TRADUZIMOS! PARA NÃO AFETAR OS COMANDOS, E OCORRER FALHAS, RECOMENDAMOS QUE VOCÊ TRADUZA O COMANDO DESEJADO EM PORTUGUÊS BR.



+alt1
+alt2
+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+csm_rot_x_neg
+csm_rot_x_plus
+csm_rot_y_neg
+csm_rot_y_plus
+duck
+forward
+graph
+grenade1
+grenade2
+jlook
+jump
+klook
+left
+lookdown
+lookspin
+lookup
+mat_texture_list
+movedown
+moveleft
+moveright
+moveup
+posedebug // Turn on pose debugger or add ents to pose debugger UI - EM PORTUGUÊS BR : Ligue depurador pose ou adicionar entos para representar depurador UI
+reload
+right
+score



+showbudget
+showbudget_texture
+showbudget_texture_global
+showscores
+showvprof
+speed
+strafe
+use
+vgui_drawtree
+voicerecord
+walk
+zoom
+zoom_in
+zoom_out
-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-csm_rot_x_neg
-csm_rot_x_plus
-csm_rot_y_neg
-csm_rot_y_plus
-duck
-forward
-graph
-grenade1
-grenade2
-jlook
-jump
-klook
-left
-lookdown
-lookspin
-lookup
-mat_texture_list
-movedown
-moveleft
-moveright
-moveup
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
-reload
-right
-score
-showbudget
-showbudget_texture
-showbudget_texture_global
-showscores
-showvprof
-speed
-strafe
-use
-vgui_drawtree
-voicerecord
-walk
-zoom
-zoom_in
-zoom_out
achievement_debug "0" // Turn on achievement debug msgs.
achievement_disable "0" // Turn off achievements.
addip // Add an IP address to the ban list.
adsp_debug "0"
adsp_reset_nodes
ainet_generate_report // Generate a report to the console.
ainet_generate_report_only // Generate a report to the console.
air_density // Changes the density of air for drag computations.
ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
ai_debug_los "0" // itl
ai_debug_node_connect // Debug the attempted connection between two nodes
ai_debug_shoot_positions "0"
ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drawbattlelines "0"
ai_drop_hint // Drop an ai_hint at the players current eye position.
ai_dump_hints
ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_report_task_timings_on_limit "0"
ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid // Draw a grid on the floor where looking.
ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
ai_show_node // Highlight the specified node
ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_step // use ai_step again. To resume processing no
ai_test_los // Test AI LOS from the players POV
ai_think_limit_label "0"
ai_vehicle_avoidance "1"
alias // Alias a command.
ammo_338mag_max "30"
ammo_357sig_max "52"
ammo_357sig_min_max "12"
ammo_357sig_small_max "24"
ammo_45acp_max "100"
ammo_50AE_max "35"
ammo_556mm_box_max "200"
ammo_556mm_max "90"
ammo_556mm_small_max "40"
ammo_57mm_max "100"
ammo_762mm_max "90"
ammo_9mm_max "120"
ammo_buckshot_max "32"
ammo_grenade_limit_default "1"
ammo_grenade_limit_flashbang "1"
ammo_grenade_limit_total "3"
askconnect_accept // Accept a redirect request by the server.
asw_engine_finished_building_map // Notify engine that weve finished building a map
async_resume
async_suspend
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autobuy // Attempt to purchase items with the order listed in cl_autobuy
autosave // Autosave
autosavedangerous // AutoSaveDangerous
autosavedangerousissafe
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // Ends gathering of info.
bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
bench_start // Starts gathering of info. Arguments: filename to write results into
bench_upload // Uploads most recent benchmark stats to the Valve servers.
bind // Bind a key.
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
bind_osx // Bind a key for OSX only.
blackbox_dump // Dump the contents of the blackbox
blackbox_record // Record an entry into the blackbox
bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
bot_all_weapons // Allows the bots to use all weapons
bot_autodifficulty_threshold_high "5" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
bot_autodifficulty_threshold_low "-2" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
bot_chatter "0" // or normal.
bot_crouch "0"
bot_debug "0" // For internal testing purposes.
bot_debug_target "0" // For internal testing purposes.
bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.
bot_defer_to_human_items "1" // the bots will not get scenario items.
bot_difficulty "1" // 3=expert.
bot_dont_shoot "0" // bots will not fire weapons (for debugging).
bot_freeze "0"
bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
bot_join_after_player "1" // bots wait until a player joins before entering the game.
bot_join_team "0" // or CT.
bot_kick // matching the given criteria.
bot_kill // matching the given criteria.
bot_knives_only // Restricts the bots to only using knives
bot_loadout "0" // bots are given these items at round start
bot_max_vision_distance_override "-1" // Max distance bots can see targets.
bot_mimic "0"
bot_mimic_yaw_offset "180"
bot_pistols_only // Restricts the bots to only using pistols
bot_place // bot_place - Places a bot from the map at where the local player is pointing.
bot_quota "10" // Determines the total number of bots in the game.
bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
bot_show_battlefront "0" // Show areas where rushing players will initially meet.
bot_show_nav "0" // For internal testing purposes.
bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
bot_snipers_only // Restricts the bots to only using sniper rifles
bot_stop "0" // immediately stops all bot processing.
bot_traceview "0" // For internal testing purposes.
bot_zombie "0" // bots will stay in idle mode and not attack.
box // Draw a debug box.
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
budget_averages_window "30" // number of frames to look at when figuring out average frametimes
budget_background_alpha "128" // how translucent the budget panel is
budget_bargraph_background_alpha "128" // how translucent the budget panel is
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms "66" // budget history range in milliseconds
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
budget_panel_height "384" // height in pixels of the budget panel
budget_panel_width "512" // width in pixels of the budget panel
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // enable/disable averages in the budget panel
budget_show_history "1" // turn history graph off and on. . good to turn off on low end
budget_show_peaks "1" // enable/disable peaks in the budget panel
budget_toggle_group // Turn a budget group on/off
bug // Show the bug reporting UI.
bugreporter_uploadasync "0" // Upload attachments asynchronously
bugreporter_username "0" // Username to use for bugreporter
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
building_cubemaps "0" // Indicates were building cubemaps
buildmodelforworld // buildmodelforworld
buymenu // Show or hide main buy menu
buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
buy_stamps // Temporary solution for Pinion to kick back to community map makers.
cache_print // cache_print [section] Print out contents of cache memory.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
callvote // Start a vote on an issue.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
cam_command // Tells camera to change modes
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch "0"
cam_idealyaw "0"
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cancelselect
cash_player_bomb_defused "300"
cash_player_bomb_planted "300"
cash_player_damage_hostage "-30"
cash_player_get_killed "0"
cash_player_interact_with_hostage "150"
cash_player_killed_enemy_default "300"
cash_player_killed_enemy_factor "1"
cash_player_killed_hostage "-1000"
cash_player_killed_teammate "-300"
cash_player_rescued_hostage "1000"
cash_player_respawn_amount "0"
cash_team_elimination_bomb_map "3250"
cash_team_elimination_hostage_map_ct "2000"
cash_team_elimination_hostage_map_t "1000"
cash_team_hostage_alive "0"
cash_team_hostage_interaction "500"
cash_team_loser_bonus "1400"
cash_team_loser_bonus_consecutive_rounds "500"
cash_team_planted_bomb_but_defused "800"
cash_team_rescued_hostage "0"
cash_team_terrorist_win_bomb "3500"
cash_team_win_by_defusing_bomb "3250"
cash_team_win_by_hostage_rescue "3500"
cash_team_win_by_time_running_out_bomb "3250"
cash_team_win_by_time_running_out_hostage "3250"
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
cc_emit // Emits a closed caption
cc_findsound // Searches for soundname which emits specified text.
cc_flush // Flushes asyncd captions.
cc_lang "0" // Current close caption language (emtpy = use game UI language)
cc_linger_time "1" // Close caption linger time.
cc_predisplay_time "0" // Close caption delay before showing caption.
cc_random // Emits a random caption
cc_showblocks // Toggles showing which blocks are pending/loaded async.
cc_subtitles "0" // wont help hearing impaired players).
centerview
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
ch_createairboat // Spawn airboat in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
closecaption "0" // Enable close captioning.
closeonbuy "0" // Set non-zero to close the buy menu after buying something
cl_allowdownload "1" // Client downloads customization files
cl_allowupload "1" // Client uploads customization files
cl_animationinfo // Hud element to examine.
cl_autobuy "0" // The order in which autobuy will attempt to purchase items
cl_autohelp "0" // Auto-help
cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
cl_backspeed "450"
cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running
cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running
cl_bobcycle "0" // the frequency at which the viewmodel bobs.
cl_bobup "0"
cl_bob_lower_amt "21" // The amount the viewmodel lowers when running
cl_bob_version "0"
cl_brushfastpath "1"
cl_buy_favorite // Purchase a favorite weapon/equipment loadout
cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
cl_buy_favorite_reset // Reset favorite loadouts to the default
cl_buy_favorite_set // Saves the current loadout as a favorite
cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_chatfilters "63" // Stores the chat filter settings
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "128" // Max number of command packets sent to server per second
cl_color "0" // Preferred teammate color


cl_crosshairalpha "200"
cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt
cl_crosshaircolor_b "50"
cl_crosshaircolor_g "250"
cl_crosshaircolor_r "50"
cl_crosshairdot "0"
cl_crosshairgap "0"
cl_crosshairgap_useweaponvalue "0" // the gap will update dynamically based on which weapon is currently equipped
cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
cl_crosshairsize "5"
cl_crosshairstyle "1" // 3 = ACCURATE DYN
cl_crosshairthickness "0"
cl_crosshairusealpha "1"
cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility
cl_crosshair_dynamic_maxdist_splitratio "0" // this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_
cl_crosshair_dynamic_splitalpha_innermod "1" // this is the alpha modification that will be used for the INNER crosshair pips once theyve split.
cl_crosshair_dynamic_splitalpha_outermod "0" // this is the alpha modification that will be used for the OUTER crosshair pips once theyve split.
cl_crosshair_dynamic_splitdist "7" // this is the distance that the crosshair pips will split into 2. (default is 7)
cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.1-3)
cl_csm_server_status // Usage: cl_csm_server_status
cl_csm_status // Usage: cl_csm_status
cl_cs_dump_econ_item_stringtable // cl_cs_dump_econ_item_stringtable
cl_custommaterial_debug_graph "0"
cl_debugrumble "0" // Turn on rumble debugging spew
cl_debug_ugc_downloads "0"
cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messages
cl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messages
cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
cl_detail_max_sway "5" // Amplitude of the detail prop sway
cl_detail_multiplier "1" // extra details to create
cl_disablefreezecam "0" // Turn on/off freezecam on client
cl_disablehtmlmotd "0" // Disable HTML motds.
cl_disable_ragdolls "0"
cl_dm_buyrandomweapons "1" // they will receive the
cl_downloadfilter "0" // nosounds)
cl_download_demoplayer "1" // 2:all)
cl_drawhud "1" // Enable the rendering of the hud
cl_drawleaf "-1"
cl_drawmaterial "0" // Draw a particular material over the frame
cl_drawshadowtexture "0"
cl_draw_only_deathnotices "0" // For drawing only the crosshair and death notices (used for moviemaking)
cl_dumpplayer // Dumps info about a player
cl_dumpsplithacks // Dump split screen workarounds.
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
cl_entityreport "0" // draw entity states to console
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites "1" // whether to use new detail sprite system
cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
cl_forcepreload "0" // Whether we should force preloading.
cl_forwardspeed "450"
cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve!
cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement
cl_fullupdate // Forces the server to send a full update packet
cl_game_mode_convars // Display the values of the convars for the current game_mode.
cl_hideserverip "0" // server IPs will be hidden in the console (except when you type status)
cl_hud_background_alpha "0"
cl_hud_bomb_under_radar "1"
cl_hud_color "0" // 5 = white.
cl_hud_healthammo_style "0"
cl_hud_playercount_pos "0" // 1 = bottom
cl_hud_playercount_showcount "0" // 1 = just show count number (no avatars)
cl_hud_radar_scale "1"
cl_idealpitchscale "0"
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interpolate "1" // Enables or disables interpolation on listen servers or during demo playback
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_inventory_saved_filter "0"
cl_inventory_saved_sort "0"
cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_invert "0"
cl_join_advertise "1" // 0: no
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_leafsystemvis "0"
cl_leveloverview "0"
cl_leveloverviewmarker "0"
cl_loadout_colorweaponnames "0" // the weapon names are colored in the weapon loadout to match their rarity.
cl_logofile "0" // Spraypoint logo decal.
cl_mainmenu_show_datagraph "0"
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
cl_minimal_rtt_shadows "1"
cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
cl_mouseenable "0"
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
cl_observercrosshair "1"
cl_obs_interp_enable "1" // Enables interpolation between observer targets
cl_operation_premium_reminder_op05 "0"
cl_overdraw_test "0"
cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
cl_particles_dumplist // optional name substring.
cl_particles_dump_effects
cl_particles_show_bbox "0"
cl_particles_show_controlpoints "0"
cl_particle_retire_cost "0"
cl_pclass "0" // Dump entity by prediction classname.
cl_pdump "-1" // Dump info about this entity to screen.
cl_phys_show_active "0"
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown "89"
cl_pitchup "89"
cl_portal_use_new_dissolve "1" // Use new dissolve effect
cl_precacheinfo // Show precache info (client).
cl_predict "1" // Perform client side prediction.
cl_predictioncopy_describe // Describe datamap_t for entindex
cl_predictionlist "0" // Show which entities are predicting
cl_predictweapons "1" // Perform client side prediction of weapon effects.
cl_pred_track // for field fieldname.
cl_radar_always_centered "1" // even at map extents.
cl_radar_icon_scale_min "0" // Sets the minimum icon scale. Valid values are 0.4 to 1.0.
cl_radar_rotate "1" // 1
cl_radar_scale "0" // Sets the radar scale. Valid values are 0.25 to 1.0.
cl_radar_square_with_scoreboard "1" // the radar will toggle to square when the scoreboard is visible.
cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
cl_reloadpostprocessparams
cl_removedecals // Remove the decals from the entity under the crosshair.
cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
cl_remove_old_ugc_downloads "1"
cl_report_soundpatch // reports client-side sound patch count
cl_resend "6" // Delay in seconds before the client will resend the connect attempt
cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
cl_righthand "1" // Use right-handed view models.
cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
cl_saveweaponcustomtextures // Save custom textures of current weapon.
cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
cl_scoreboard_mouse_enable_binding "0" // Name of the binding to enable mouse selection in the scoreboard
cl_shadowtextureoverlaysize "256"
cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
cl_showents // Dump entity list to console.
cl_showerror "0" // 2 for above plus detailed field deltas.
cl_showevents "0" // Print event firing info in the console
cl_showfps "0" // 5 = Thread and wait times +10 = detailed )
cl_showhelp "1" // Set to 0 to not show on-screen help
cl_showloadout "1" // Toggles display of current loadout.
cl_showpluginmessages "1" // Allow plugins to display messages to you
cl_showpos "0" // Draw current position at top of screen
cl_show_clan_in_death_notice "1" // the clan name will show next to player names in the death notices.
cl_sidespeed "450"
cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
cl_sos_test_get_opvar
cl_sos_test_set_opvar
cl_soundemitter_flush // Flushes the sounds.txt system (server only)
cl_soundemitter_reload // Flushes the sounds.txt system
cl_soundfile "0" // Jingle sound file.
cl_soundscape_flush // Flushes the client side soundscapes
cl_soundscape_printdebuginfo // print soundscapes
cl_spec_mode "5" // Saves the last viewed spectator mode for use next time we start to spectate
cl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.
cl_spec_stats "1"
cl_sporeclipdistance "512"
cl_ss_origin // print origin in script format
cl_steamscreenshots // Enable/disable saving screenshots to Steam
cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
cl_sun_decay_rate "0"
cl_teamid_overhead "1" // 1 = on
cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show
cl_teamid_overhead_maxdist_spec "2000" // max distance at which the overhead team id icons will show when a spectator
cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.
cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.
cl_teammate_colors_show "1" // 2 = show colors and letters
cl_timeout "30" // the client will disconnect itself
cl_tree_sway_dir // sets tree sway wind direction and strength
cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
cl_updatevisibility // Updates visibility bits.
cl_upspeed "320"
cl_use_new_headbob "1"
cl_use_opens_buy_menu "1" // Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the buy key).
cl_view // Set the view entity index.
cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.
cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.
cl_weapon_debug_print_accuracy "0"
cl_winddir "0" // Weather effects wind direction angle
cl_windspeed "0" // Weather effects wind speed scalar
cl_wpn_sway_scale "1"
cmd // Forward command to server.
cmd1 // sets userinfo string for split screen player in slot 1
cmd2 // sets userinfo string for split screen player in slot 2
cmd3 // sets userinfo string for split screen player in slot 3
cmd4 // sets userinfo string for split screen player in slot 4
collision_test // Tests collision system
colorcorrectionui // Show/hide the color correction tools UI.
commentary_cvarsnotchanging
commentary_finishnode
commentary_firstrun "0"
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
commentary_testfirstrun
computer_name // Spew computer name
condump // dump the text currently in the console to condumpXX.log
connect // Connect to specified server.
con_enable "0" // Allows the console to be activated.
con_filter_enable "0" // 2 displays filtered text brighter than ot
con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile "0" // Console output gets written to this file
con_min_severity // LS_ERROR=3.
cpu_frequency_monitoring "0" // Set CPU frequency monitoring interval in seconds. Zero means disabled.
crash // Cause the engine to crash (Debug!!)
CreatePredictionError // Create a prediction error
create_flashlight
creditsdone
crosshair "1"
csgo_download_match // Downloads a match via serial code and starts playback
cs_enable_player_physics_box "0"
cs_hostage_near_rescue_music_distance "2000"
cs_make_vip // Marks a player as the VIP
cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend
cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
custom_bot_difficulty "0" // Bot difficulty for offline play.
cvarlist // Show the list of convars/concommands.
c_maxdistance "200"
c_maxpitch "90"
c_maxyaw "135"
c_mindistance "30"
c_minpitch "0"
c_minyaw "-135"
c_orthoheight "100"
c_orthowidth "100"
c_thirdpersonshoulder "0"
c_thirdpersonshoulderaimdist "120"
c_thirdpersonshoulderdist "40"
c_thirdpersonshoulderheight "5"
c_thirdpersonshoulderoffset "20"
dbghist_addline // Add a line to the debug history. Format: <category id> <line>
dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
debugsystemui // Show/hide the debug system UI.
debug_map_crc "0" // Prints CRC for each map lump loaded
debug_visibility_monitor "0"
default_fov "90"
demolist // Print demo sequence list.
demos // Demo demo file sequence.
demoui // Show/hide the demo player UI.
demo_gototick // Skips to a tick in demo.
demo_listhighlights // List all highlights data for the demo.
demo_listimportantticks // List all important ticks in the demo.
demo_pause // Pauses demo playback.
demo_recordcommands "1" // Record commands typed at console into .dem files.
demo_resume // Resumes demo playback.
demo_timescale // Sets demo replay speed.
demo_togglepause // Toggles demo playback.
developer "0" // Set developer message level
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot // use the screenshot command instead.
differences // Show all convars which are not at their default values.
disable_static_prop_loading "0" // static props wont be loaded
disconnect // Disconnect game from server.
display_elapsedtime // Displays how much time has elapsed since the game started
display_game_events "0"
disp_list_all_collideable // List all collideable displacements
dlight_debug // Creates a dlight in front of the player
dm_reset_spawns
dm_togglerandomweapons // Turns random weapons in deathmatch on/off
drawcross // Draws a cross at the given location Arguments: x y z
drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
drawoverviewmap // Draws the overview map
drawradar // Draws HUD radar
dsp_db_min "80"
dsp_db_mixdrop "0"
dsp_dist_max "1440"
dsp_dist_min "0"
dsp_enhance_stereo "1"
dsp_mix_max "0"
dsp_mix_min "0"
dsp_off "0"
dsp_player "0"
dsp_reload
dsp_slow_cpu "0"
dsp_volume "0"
ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
dt_dump_flattened_tables "0" // Dump out the flattened sendtable props.
dumpentityfactories // Lists all entity factory names.
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable // Dump the contents of the game string table to the console.
dumpstringtables // Print string tables to console.
dump_entity_sizes // Print sizeof(entclass)
dump_globals // Dump all global entities/states
dump_particlemanifest // Dump the list of particles loaded.
echo // Echo text to console.
econ_build_pinboard_images_from_collection_name // Renders and saves images for all models in a collection.
econ_clear_inventory_images // clear the local inventory images (they will regenerate)
econ_highest_baseitem_seen "62"
econ_show_items_with_tag // Lists the item definitions that have a specified tag.
editdemo // Edit a recorded demo file (.dem ).
editor_toggle // Disables the simulation and returns focus to the editor
enable_debug_overlays "1" // Enable rendering of debug overlays
enable_fast_math "1" // Turns Denormals-Are-Zeroes and Flush-to-Zero on or off
enable_skeleton_draw "0" // Render skeletons in wireframe
endmatch_votenextmap // Votes for the next map at the end of the match
endmovie // Stop recording movie frames.
endround // End the current round.
engine_no_focus_sleep "50"
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create // Creates an entity of the given type where the player is looking.
ent_dump // Usage: ent_dump <entity name>
ent_fire // Usage: ent_fire <target> [action] [value] [delay]
ent_info // Usage: ent_info <class name>
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw "0" // Visualizes all entity input/output activity.
ent_name
ent_orient // only orients target entitys YAW. Use the allangles opt
ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotate // Rotates an entity by a specified # of degrees
ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
ent_setang // Set entity angles
ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
ent_setpos // Move entity to position
ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
envmap
escape // Escape key pressed.
exec // Execute script file.
execifexists // Execute script file if file exists.
execwithwhitelist // only execing convars on a whitelist.
exit // Exit the engine.
explode // Kills the player with explosive damage
explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en
ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don
ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do
ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag
find // Find concommands with the specified string in their name/help text.
findflags // Find concommands by flags.
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
firetarget
firstperson // Switch to firstperson camera.
fish_debug "0" // Show debug info for fish
fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
flush // Flush unlocked cache memory.
flush_locked // Flush unlocked and locked cache memory.
fogui // Show/hide fog control UI.
fog_color "-1"
fog_colorskybox "-1"
fog_enable "1"
fog_enableskybox "1"
fog_enable_water_fog "1"
fog_end "-1"
fog_endskybox "-1"
fog_hdrcolorscale "-1"
fog_hdrcolorscaleskybox "-1"
fog_maxdensity "-1"
fog_maxdensityskybox "-1"
fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
fog_start "-1"
fog_startskybox "-1"
forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
force_centerview
foundry_engine_get_mouse_control // Give the engine control of the mouse.
foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
foundry_update_entity // Updates the entitys position/angles when in edit mode
fov_cs_debug "0" // Sets the view fov if cheats are on.
fps_max "300" // Frame rate limiter
fps_max_menu "120" // main menu
fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
fs_clear_open_duplicate_times // Clear the list of files that have been opened.
fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
fs_fios_flush_cache // Flushes the FIOS HDD cache.
fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
fs_fios_print_prefetches // Displays all the prefetches currently in progress.
fs_printopenfiles // Show all files currently opened by the engine.
fs_report_sync_opens "0" // 2:Not during map load
fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
fs_warning_level // Set the filesystem warning level.
func_break_max_pieces "15"
fx_new_sparks "1" // Use new style sparks.
g15_dumpplayer // Spew player data.
g15_reload // Reloads the Logitech G-15 Keyboard configs.
g15_update_msec "250" // Logitech G-15 Keyboard update interval.
gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
gameinstructor_enable "1" // Display in game lessons that teach new players.
gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts // Resets all display and success counts to zero.
gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
gamemenucommand // Issue game menu command.
gamepadslot1
gamepadslot2
gamepadslot3
gamepadslot4
gamepadslot5
gamepadslot6
gameui_activate // Shows the game UI
gameui_allowescape // Escape key allowed to hide game UI
gameui_allowescapetoshow // Escape key allowed to show game UI
gameui_hide // Hides the game UI
gameui_preventescape // Escape key doesnt hide game UI
gameui_preventescapetoshow // Escape key doesnt show game UI
game_mode "0" // The current game mode (based on game type). See GameModes.txt.
game_type "0" // The current game type. See GameModes.txt.
getpos // dump position and angles to the console
getpos_exact // dump origin and angles to the console
give // Give item to player. Arguments: <item_name>
givecurrentammo // Give a supply of ammo for current weapon..
global_event_log_enabled "0" // Enables the global event log system
global_set // 2 = DEAD).
glow_outline_effect_enable "1" // Enable entity outline glow effects.
glow_outline_width "6" // Width of glow outline effect in screen space.
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
god // Toggle. Player becomes invulnerable.
gods // Toggle. All players become invulnerable.
gotv_theater_container "0" // setting it to live will play top live matches
groundlist // Display ground entity list <index>
g_debug_angularsensor "0"
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
g_debug_ragdoll_removal "0"
g_debug_ragdoll_visualize "0"
g_debug_trackpather "0"
g_debug_vehiclebase "0"
g_debug_vehicledriver "0"
g_debug_vehicleexit "0"
g_debug_vehiclesound "0"
g_jeepexitspeed "100"
hammer_update_entity // Updates the entitys position/angles when in edit mode
hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
heartbeat // Force heartbeat of master servers
help // Find help about a convar/concommand.
hideconsole // Hide the console.
hidehud "0"
hideoverviewmap // Hides the overview map
hidepanel // Hides a viewport panel <name>
hideradar // Hides HUD radar
hidescores // Forcibly hide score panel
hostage_debug "0" // Show hostage AI debug information
hostfile "0" // The HOST file to load.
hostip "-1062686208.000" // Host game server ip
hostname "0" // Hostname for server.
hostport "27015" // Host game server port
host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
host_info_show "1" // 2 - show full info
host_map "0" // Current map name.
host_name_store "1" // Whether hostname is recorded in game events and GOTV.
host_players_show "1" // 2 - show all players
host_reset_config // reset config (for testing) with param as splitscreen index.
host_rules_show "1" // 1 - query enabled
host_runofftime // Run off some time without rendering/updating sounds
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
host_timescale "1" // Prescale the clock by this amount.
host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
host_workshop_map // Get the latest version of the map and host it on this server.
host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
hud_reloadscheme // Reloads hud layout and animation scripts.
hud_scaling "0" // Scales hud elements
hud_showtargetid "1" // Enables display of target names
hud_subtitles // Plays the Subtitles: <filename>
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
hunk_print_allocations
hunk_track_allocation_types "1"
hurtme // Hurts the player. Arguments: <health to lose>
impulse
incrementvar // Increment specified convar value.
inferno_child_spawn_interval_multiplier "0" // Amount spawn interval increases for each child
inferno_child_spawn_max_depth "4"
inferno_damage "40" // Damage per second
inferno_debug "0"
inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
inferno_flame_spacing "42" // Minimum distance between separate flame spawns
inferno_forward_reduction_factor "0"
inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
inferno_max_child_spawn_interval "0" // Largest time interval for child flame spawning
inferno_max_flames "16" // Maximum number of flames that can be created
inferno_max_range "150" // Maximum distance flames can spread from their initial ignition point
inferno_per_flame_spawn_duration "3" // Duration each new flame will attempt to spawn new flames
inferno_scorch_decals "1"
inferno_spawn_angle "45" // Angular change from parent
inferno_surface_offset "20"
inferno_velocity_decay_factor "0"
inferno_velocity_factor "0"
inferno_velocity_normal_factor "0"
invnext
invnextgrenade
invnextitem
invnextnongrenade
invprev
in_forceuser "0" // Force user input to this split screen player.
ip "0" // Overrides IP for multihomed hosts
ipc_console_disable // Disable IPC console(s)
ipc_console_disable_all // Disable all IPC consoles
ipc_console_enable // Enable IPC console
ipc_console_show // Show status of IPC consoles
ip_steam "0" // Overrides IP used to bind Steam port for multihomed hosts
ip_tv "0" // Overrides IP used to bind TV port for multihomed hosts
joyadvancedupdate
joystick "0" // false otherwise.
joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
joy_accelmax "1"
joy_accelscale "3"
joy_accelscalepoly "0"
joy_advanced "0"
joy_advaxisr "0"
joy_advaxisu "0"
joy_advaxisv "0"
joy_advaxisx "0"
joy_advaxisy "0"
joy_advaxisz "0"
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
joy_autoAimDampenMethod "0"
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
joy_cfg_preset "1"
joy_circle_correct "1"
joy_curvepoint_1 "0"
joy_curvepoint_2 "0"
joy_curvepoint_3 "0"
joy_curvepoint_4 "1"
joy_curvepoint_end "2"
joy_diagonalpov "0" // too.
joy_display_input "0"
joy_forwardsensitivity "-1"
joy_forwardthreshold "0"
joy_gamma "0"
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
joy_lowend "1"
joy_lowend_linear "0"
joy_lowmap "1"
joy_movement_stick "0" // 2 = legacy controls
joy_name "0"
joy_no_accel_jump "0"
joy_pitchsensitivity "-1" // joystick pitch sensitivity
joy_pitchthreshold "0"
joy_response_look "0" // 1=Acceleration Promotion
joy_response_look_pitch "1" // 1=Acceleration Promotion
joy_response_move "1" // 1/sensitivity
joy_sensitive_step0 "0"
joy_sensitive_step1 "0"
joy_sensitive_step2 "0"
joy_sidesensitivity "1"
joy_sidethreshold "0"
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
joy_yawsensitivity "-1" // joystick yaw sensitivity
joy_yawthreshold "0"
jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
kdtree_test // Tests spatial partition for entities queries.
key_findbinding // Find key bound to specified command string.
key_listboundkeys // List bound keys with bindings.
key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
kick // Kick a player by name.
kickid // with a message.
kickid_ex // provide a force-the-kick flag and also assign a message.
kill // Kills the player with generic damage
killserver // Shutdown the server.
killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
lastinv
lightcache_maxmiss "2"
lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
light_crosshair // Show texture color at crosshair
linefile // Parses map leak data from .lin file
listdemo // List demo file contents.
listid // Lists banned users.
listip // List IP addresses on the ban list.
listissues // List all the issues that can be voted on.
listmodels // List loaded models.
listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
load // Load a saved game.
loadcommentary
loader_dump_table
lobby_voice_chat_enabled "1" // Lobby microphone is enabled when this is set to 1
locator_split_len "0"
locator_split_maxwide_percent "0"
lockMoveControllerRet "0"
log // and udp < on | off >.
logaddress_add // Set address and port for remote host <ip:port>.
logaddress_del // Remove address and port for remote host <ip:port>.
logaddress_delall // Remove all udp addresses being logged to
logaddress_list // List all addresses currently being used by logaddress.
log_color // Set the color of a logging channel.
log_dumpchannels // Dumps information about all logging channels.
log_flags // Set the flags on a logging channel.
log_level // Set the spew level of a logging channel.
lookspring "0"
lookstrafe "0"
loopsingleplayermaps "0"
map // Start playing on specified map.
mapcycledisabled "0" // repeats the same map after each match instead of using the map cycle
mapgroup // Specify a map group
mapoverview_allow_client_draw "0" // Allow a client to draw on the map overview
maps // Displays list of maps.
map_background // Runs a map as the background to the main menu.
map_commentary // on a specified map.
map_edit
map_setbombradius // Sets the bomb radius for the map.
map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.
mat_accelerate_adjust_exposure_down "40"
mat_ambient_light_b "0"
mat_ambient_light_g "0"
mat_ambient_light_r "0"
mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
mat_autoexposure_max "2"
mat_autoexposure_max_multiplier "1"
mat_autoexposure_min "0"
mat_bloomamount_rate "0"
mat_bumpbasis "0"
mat_camerarendertargetoverlaysize "128"
mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
mat_colorcorrection "1"
mat_configcurrent // show the current video control panel config for the material system
mat_crosshair // Display the name of the material under the crosshair
mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial // print the material under the crosshair
mat_crosshair_reloadmaterial // reload the material under the crosshair
mat_custommaterialusage // Show memory usage for custom weapon materials.
mat_debugalttab "0"
mat_debug_bloom "0"
mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
mat_disable_bloom "0"
mat_displacementmap "1"
mat_drawflat "0"
mat_drawgray "0"
mat_drawwater "1"
mat_dynamiclightmaps "0"
mat_dynamicPaintmaps "0"
mat_dynamic_tonemapping "1"
mat_edit // Bring up the material under the crosshair in the editor
mat_exposure_center_region_x "0"
mat_exposure_center_region_y "0"
mat_fastclip "0"
mat_fastnobump "0"
mat_fillrate "0"
mat_forcedynamic "0"
mat_force_bloom "0"
mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
mat_force_tonemap_scale "0"
mat_frame_sync_enable "1"
mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
mat_fullbright "0"
mat_hdr_enabled // Report if HDR is enabled for debugging
mat_hdr_uncapexposure "0"
mat_hsv "0"
mat_info // Shows material system info
mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
mat_loadtextures "1"
mat_local_contrast_edge_scale_override "-1000"
mat_local_contrast_midtone_mask_override "-1"
mat_local_contrast_scale_override "0"
mat_local_contrast_vignette_end_override "-1"
mat_local_contrast_vignette_start_override "-1"
mat_lpreview_mode "-1"
mat_luxels "0"
mat_measurefillrate "0"
mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_tv_enabled "0"
mat_morphstats "0"
mat_norendering "0"
mat_normalmaps "0"
mat_normals "0"
mat_postprocess_enable "1"
mat_powersavingsmode "0" // Power Savings Mode
mat_proxy "0"
mat_queue_mode "-1" // 2=queued
mat_queue_priority "1"
mat_queue_report "0" // Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
mat_reloadallcustommaterials // Reloads all custom materials
mat_reloadallmaterials // Reloads all materials
mat_reloadmaterial // Reloads a single material
mat_reloadtextures // Reloads all textures
mat_remoteshadercompile "127"
mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
mat_reversedepth "0"
mat_savechanges // saves current video configuration to the registry
mat_setvideomode // windowed state of the material system
mat_shadercount // display count of all shaders and reset that count
mat_showcamerarendertarget "0"
mat_showframebuffertexture "0"
mat_showlowresimage "0"
mat_showmaterials // Show materials.
mat_showmaterialsverbose // Show materials (verbose version).
mat_showmiplevels "0" // 1: everything else
mat_showtextures // Show used textures.
mat_showwatertextures "0"
mat_show_histogram "0"
mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
mat_softwareskin "0"
mat_spewalloc "0"
mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
mat_stub "0"
mat_surfaceid "0"
mat_surfacemat "0"
mat_tessellationlevel "6"
mat_tessellation_accgeometrytangents "0"
mat_tessellation_cornertangents "1"
mat_tessellation_update_buffers "1"
mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
mat_texture_list_exclude // save - saves exclude list file
mat_texture_list_txlod // -1 to dec resolution
mat_texture_list_txlod_sync // save - saves all changes to material content files
mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
mat_updateconvars // updates the video config convars
mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_viewportupscale "1" // Scale the viewport back up
mat_wireframe "0"
mat_yuv "0"
maxplayers // Change the maximum number of players allowed on this server.
mc_accel_band_size "0" // Percentage of half the screen width or height.
mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
mc_max_pitchrate "100" // (degrees/sec)
mc_max_yawrate "230" // (degrees/sec)
mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.
memory // Print memory stats.
mem_compact
mem_dump // Dump memory stats to text file.
mem_dumpvballocs // Dump VB memory allocation stats.
mem_eat
mem_incremental_compact
mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
mem_test
mem_vcollide // Dumps the memory used by vcollides
mem_verify // Verify the validity of the heap
menuselect // menuselect
minisave // Saves game (for current level only!)
mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
mm_datacenter_debugprint // Shows information retrieved from data center
mm_debugprint // Show debug information about current matchmaking session
mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
mm_dlc_debugprint // Shows information about dlc
mm_queue_show_stats // Display global server stats
mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
mm_session_search_ping_buckets "4"
mm_session_search_qos_timeout "15"
mod_combiner_info // debug spew for Combiner Info
mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
molotov_throw_detonate_time "2"
motdfile "0" // The MOTD file to load.
movie_fixwave // etc.
mp_afterroundmoney "0" // amount of money awared to every player after each round
mp_autokick "1" // Kick idle/team-killing/team-damaging players
mp_autoteambalance "1"
mp_backup_restore_list_files // accepts a numeric parameter to limit the number o
mp_backup_restore_load_autopause "1" // Whether to automatically pause the match after restoring round data from backup
mp_backup_restore_load_file // scores and team scores; resets to the next round after the backup
mp_backup_round_auto "1" // If enabled will keep in-memory backups to handle reconnecting players even if the backup files arent written to disk
mp_backup_round_file "0" // If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor
mp_backup_round_file_last "0" // Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
mp_backup_round_file_pattern "0" // e.g.%prefix%_%date%_%time%_%team1%_
mp_buytime "90" // How many seconds after round start players can buy items for.
mp_buy_allow_grenades "1" // Whether players can purchase grenades from the buy menu or not.
mp_buy_anywhere "0" // not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_buy_during_immunity "0" // ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_c4timer "45" // how long from when the C4 is armed until it blows
mp_competitive_endofmatch_extra_time "15" // After a competitive match finishes rematch voting extra time is given for rankings.
mp_ct_default_grenades "0" // separate each weapon class with a space like thi
mp_ct_default_melee "0" // it shou
mp_ct_default_primary "0" // The default primary (rifle) weapon that the CTs will spawn with
mp_ct_default_secondary "0" // The default secondary (pistol) weapon that the CTs will spawn with
mp_deathcam_skippable "1" // Determines whether a player can early-out of the deathcam.
mp_death_drop_c4 "1" // Whether c4 is droppable
mp_death_drop_defuser "1" // Drop defuser on player death
mp_death_drop_grenade "2" // 2=current or best
mp_death_drop_gun "1" // 2=current or best
mp_default_team_winner_no_objective "-1" // the value of this convar will declare the winner when the time run
mp_defuser_allocation "0" // 2=everyone
mp_disable_autokick // Prevents a userid from being auto-kicked
mp_display_kill_assists "1" // Whether to display and score player assists
mp_dm_bonus_length_max "30" // Maximum time the bonus time will last (in seconds)
mp_dm_bonus_length_min "30" // Minimum time the bonus time will last (in seconds)
mp_dm_bonus_percent "50" // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
mp_dm_time_between_bonus_max "40" // Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
mp_dm_time_between_bonus_min "30" // Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
mp_do_warmup_offine "0" // Whether or not to do a warmup period at the start of a match in an offline (bot) match.
mp_do_warmup_period "1" // Whether or not to do a warmup period at the start of a match.
mp_dump_timers // Prints round timers to the console for debugging
mp_endmatch_votenextleveltime "20" // players have this much time to vote on the next map at match end.
mp_endmatch_votenextmap "1" // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
mp_endmatch_votenextmap_keepcurrent "1" // the current map is not guaranteed to be in the
mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
mp_forcerespawnplayers // Force all players to respawn.
mp_forcewin // Forces team to win
mp_force_assign_teams "0" // it is auto assinged.
mp_force_pick_time "15" // The amount of time a player has on the team screen to make a selection before being auto-teamed
mp_freezetime "6" // how many seconds to keep players frozen when the round starts
mp_free_armor "0" // Determines whether armor and helmet are given automatically.
mp_friendlyfire "0" // Allows team members to injure other members of their team
mp_ggprogressive_random_weapon_kills_needed "2" // this is the number of kills needed with each weapon
mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
mp_ggprogressive_use_random_weapons "1" // selects random weapons from set categories for the progression order
mp_ggtr_bomb_defuse_bonus "1" // Number of bonus upgrades to award the CTs when they defuse a gun game bomb
mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
mp_ggtr_bomb_pts_for_flash "4" // Kill points required in a round to get a bonus flash grenade
mp_ggtr_bomb_pts_for_he "3" // Kill points required in a round to get a bonus HE grenade
mp_ggtr_bomb_pts_for_molotov "5" // Kill points required in a round to get a bonus molotov cocktail
mp_ggtr_bomb_pts_for_upgrade "2" // Kill points required to upgrade a players weapon
mp_ggtr_bomb_respawn_delay "0" // Number of seconds to delay before making the bomb available to a respawner in gun game
mp_ggtr_end_round_kill_bonus "1" // Number of bonus points awarded in Demolition Mode when knife kill ends round
mp_ggtr_halftime_delay "0" // Number of seconds to delay during TR Mode halftime
mp_ggtr_last_weapon_kill_ends_half "0" // End the half and give a team round point when a player makes a kill using the final weapon
mp_ggtr_num_rounds_autoprogress "3" // Upgrade the players weapon after this number of rounds without upgrading
mp_give_player_c4 "1" // Whether this map should spawn a c4 bomb for a player or not.
mp_halftime "0" // Determines whether the match switches sides in a halftime event.
mp_halftime_duration "15" // Number of seconds that halftime lasts
mp_halftime_pausetimer "0" // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
mp_hostages_max "2" // Maximum number of hostages to spawn.
mp_hostages_rescuetime "1" // Additional time added to round time if a hostage is reached by a CT.
mp_hostages_run_speed_modifier "1" // slow down hostages by setting this to < 1.0.
mp_hostages_spawn_farthest "0" // When enabled will consistently force the farthest hostages to spawn.
mp_hostages_spawn_force_positions "0" // 6
mp_hostages_spawn_same_every_round "1" // 1 = same spawns for entire match.
mp_hostages_takedamage "0" // Whether or not hostages can be hurt.
mp_humanteam "0" // T}
mp_ignore_round_win_conditions "0" // Ignore conditions which would end the current round
mp_join_grace_time "2" // Number of seconds after round start to allow a player to join a game
mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
mp_logdetail "0" // 3=both)
mp_match_can_clinch "1" // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
mp_match_end_changelevel "0" // perform a changelevel even if next map is the same
mp_match_end_restart "0" // perform a restart instead of loading a new map
mp_match_restart_delay "15" // Time (in seconds) until a match restarts.
mp_maxmoney "16000" // maximum amount of money allowed in a players account
mp_maxrounds "0" // max number of rounds to play before server changes maps
mp_molotovusedelay "15" // Number of seconds to delay before the molotov can be used after acquiring it
mp_overtime_enable "0" // use overtime rules to determine winner
mp_overtime_halftime_pausetimer "0" // If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the t
mp_overtime_maxrounds "6" // When overtime is enabled play additional rounds to determine winner
mp_overtime_startmoney "10000" // Money assigned to all players at start of every overtime half
mp_pause_match // Pause the match in the next freeze time
mp_playercashawards "1" // Players can earn money by performing in-game actions
mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
mp_radar_showall "0" // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_randomspawn "0" // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
mp_randomspawn_los "1" // determines whether to test Line of Sight when spawning.
mp_respawnwavetime_ct "10" // Time between respawn waves for CTs.
mp_respawnwavetime_t "10" // Time between respawn waves for Terrorists.
mp_respawn_immunitytime "4" // How many seconds after respawn immunity lasts.
mp_respawn_on_death_ct "0" // counter-terrorists will respawn after dying.
mp_respawn_on_death_t "0" // terrorists will respawn after dying.
mp_restartgame "0" // game will restart in the specified number of seconds
mp_roundtime "5" // How many minutes each round takes.
mp_roundtime_defuse "0" // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
mp_roundtime_hostage "0" // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win
mp_scrambleteams // Scramble the teams and restart the game
mp_solid_teammates "1" // Determines whether teammates are solid or not.
mp_spawnprotectiontime "5" // Kick players who team-kill within this many seconds of a round restart.
mp_spectators_max "2" // How many spectators are allowed in a match.
mp_spec_swapplayersides "0" // Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
mp_startmoney "800" // amount of money each player gets when they reset
mp_swapteams // Swap the teams and restart the game
mp_switchteams // Switch teams and restart the game
mp_td_dmgtokick "300" // The damage threshhold players have to exceed in a match to get kicked.
mp_td_dmgtowarn "200" // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
mp_td_spawndmgthreshold "50" // The damage threshold players have to exceed at the start of the round to be warned/kick.
mp_teamcashawards "1" // Teams can earn money by performing in-game actions
mp_teamflag_1 "0" // Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard.
mp_teamflag_2 "0" // Enter a countrys alpha 2 code to show that flag next to team 2s name in the spectator scoreboard.
mp_teammatchstat_1 "0" // A non-empty string sets first teams match stat.
mp_teammatchstat_2 "0" // A non-empty string sets second teams match stat.
mp_teammatchstat_cycletime "45" // Cycle match stats after so many seconds
mp_teammatchstat_holdtime "5" // Decide on a match stat and hold it additionally for at least so many seconds
mp_teammatchstat_txt "0" // e.g. Match 2 of 3.
mp_teammates_are_enemies "0" // your teammates act as enemies and all players are valid targets.
mp_teamname_1 "0" // A non-empty string overrides the first teams name.
mp_teamname_2 "0" // A non-empty string overrides the second teams name.
mp_teamprediction_pct "0" // A value between 1 and 99 will show predictions in favor of CT team.
mp_teamprediction_txt "0" // A value between 1 and 99 will set predictions in favor of first team.
mp_timelimit "5" // game time per map in minutes
mp_tkpunish "0" // 1=yes}
mp_tournament_restart // Restart Tournament Mode on the current level.
mp_t_default_grenades "0" // separate each weapon class with a space like this
mp_t_default_melee "0" // The default melee weapon that the Ts will spawn with
mp_t_default_primary "0" // The default primary (rifle) weapon that the Ts will spawn with
mp_t_default_secondary "0" // The default secondary (pistol) weapon that the Ts will spawn with
mp_unpause_match // Resume the match
mp_use_respawn_waves "0" // they will respawn in waves.
mp_verbose_changelevel_spew "1"
mp_warmuptime "30" // How long the warmup period lasts. Changing this value resets warmup.
mp_warmuptime_all_players_connected "60" // Warmup time to use when all players have connected in official competitive. 0 to disable.
mp_warmup_end // End warmup immediately.
mp_warmup_pausetimer "0" // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
mp_warmup_start // Start warmup.
mp_weapons_allow_map_placed "0" // the game will not delete weapons placed in the map.
mp_weapons_allow_randomize "0" // If set to >0 the buy menu will populate with random weapons with the value of this convar specifying how many from each weapon
mp_weapons_allow_zeus "1" // Determines whether the Zeus is purchasable or not.
mp_weapons_glow_on_ground "0" // weapons on the ground will have a glow around them.
mp_win_panel_display_time "3" // The amount of time to show the win panel between matches / halfs
ms_player_dump_properties // Prints a dump the current players property data
multvar // Multiply specified convar value.
muzzleflash_light "1"
m_customaccel "3" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max "0" // 0 for no limit
m_customaccel_scale "0" // Custom mouse acceleration value.
m_forward "1" // Mouse forward factor.
m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed "1" // 2 to enable secondary threshold
m_pitch "0" // Mouse pitch factor.
m_rawinput "1" // Use Raw Input for mouse input.
m_side "0" // Mouse side factor.
m_yaw "0" // Mouse yaw factor.
name "0" // Current user name
nav_add_to_selected_set // Add current area to the selected set.
nav_add_to_selected_set_by_id // Add specified area id to the selected set.
nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size "50" // Max area size created in nav generation
nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
nav_begin_area // drag the opposite corner to the desired location and
nav_begin_deselecting // Start continuously removing from the selected set.
nav_begin_drag_deselecting // Start dragging a selection area.
nav_begin_drag_selecting // Start dragging a selection area.
nav_begin_selecting // Start continuously adding to the selected set.
nav_begin_shift_xy // Begin shifting the Selected Set.
nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_connectivity // Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor // Updates the blocked/unblocked status for every nav area.
nav_check_stairs // Update the nav mesh STAIRS attribute
nav_chop_selected // Chops all selected areas into their component 1x1 areas
nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set // Clear the selected set.
nav_clear_walkable_marks // Erase any previously placed walkable positions.
nav_compress_id // Re-orders area and ladder IDs so they are continuous.
nav_connect // then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit "0"
nav_coplanar_slope_limit_displacement "0"
nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower // Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
nav_corner_raise // Raise the selected corner of the currently marked Area.
nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
nav_crouch // Toggles the must crouch in this area flag used by the AI system.
nav_debug_blocked "0"
nav_delete // Deletes the currently highlighted Area.
nav_delete_marked // Deletes the currently marked Area (if any).
nav_disconnect // then invoke the disconnect command. This will remove all connec
nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
nav_draw_limit "500" // The maximum number of areas to draw in edit mode
nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting // Stop continuously removing from the selected set.
nav_end_drag_deselecting // Stop dragging a selection area.
nav_end_drag_selecting // Stop dragging a selection area.
nav_end_selecting // Stop continuously adding to the selected set.
nav_end_shift_xy // Finish shifting the Selected Set.
nav_flood_select // use this command again.
nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range "2000"
nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
nav_gen_cliffs_approx // post-processing approximation
nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
nav_ladder_flip // Flips the selected ladders direction.
nav_load // Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max // Lower the top of the drag select volume.
nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute // Set nav attribute for all areas in the selected set.
nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length "64"
nav_merge // and invoke the merge comm
nav_merge_mesh // Merges a saved selected set into the current mesh.
nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
nav_place_list // Lists all place names used in the map.
nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
nav_place_replace // Replaces all instances of the first place with the second place.
nav_place_set // Sets the Place of all selected areas to the current Place.
nav_potentially_visible_dot_tolerance "0"
nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
nav_quicksave "0" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_raise_drag_volume_max // Raise the top of the drag select volume.
nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
nav_recall_selected_set // Re-selects the stored selected set.
nav_remove_from_selected_set // Remove current area from the selected set.
nav_remove_jump_areas // replacing them with connections.
nav_run // Toggles the traverse this area by running flag used by the AI system.
nav_save // Saves the current Navigation Mesh to disk.
nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
nav_select_blocked_areas // Adds all blocked areas to the selected set
nav_select_damaging_areas // Adds all damaging areas to the selected set
nav_select_half_space // Selects any areas that intersect the given half-space.
nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
nav_select_obstructed_areas // Adds all obstructed areas to the selected set
nav_select_overlapping // Selects nav areas that are overlapping others.
nav_select_radius // Adds all areas in a radius to the selection set
nav_select_stairs // Adds all stairway areas to the selected set
nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift // Shifts the selected areas by the specified amount
nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
nav_show_compass "0"
nav_show_continguous "0" // Highlight non-contiguous connections
nav_show_danger "0" // Show current danger levels.
nav_show_light_intensity "0"
nav_show_nodes "0"
nav_show_node_grid "0"
nav_show_node_id "0"
nav_show_player_counts "0" // Show current player counts in each area.
nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
nav_solid_props "0" // Make props solid to nav generation/editing
nav_splice // connected area between them.
nav_split // align the split line using your cursor and invoke the split command.
nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
nav_stand // Toggles the stand while hiding flag used by the AI system.
nav_stop // Toggles the must stop when entering this area flag used by the AI system.
nav_store_selected_set // Stores the current selected set for later retrieval.
nav_strip // and Encounter Spots from the current Area.
nav_subdivide // Subdivides all selected areas.
nav_test_node "0"
nav_test_node_crouch "0"
nav_test_node_crouch_dir "4"
nav_test_stairs // Test the selected set for being on stairs
nav_toggle_deselecting // Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set // Remove current area from the selected set.
nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
nav_toggle_selected_set // Toggles all areas into/out of the selected set.
nav_toggle_selecting // Start or stop continuously adding to the selected set.
nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
nav_unmark // Clears the marked Area or Ladder.
nav_update_blocked // Updates the blocked/unblocked status for every nav area.
nav_update_lighting // Recomputes lighting values
nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
nav_use_place // the current Place is set.
nav_walk // Toggles the traverse this area by walking flag used by the AI system.
nav_warp_to_mark // Warps the player to the marked area.
nav_world_center // Centers the nav mesh in the world
net_allow_multicast "1"
net_blockmsg "0" // Discards incoming message: <0|1|name>
net_channels // Shows net channel info
net_droponsendoverflow "0" // channel will drop client when sending too much data causes buffer overrun
net_droppackets "0" // Drops next n packets on client
net_dumpeventstats // Dumps out a report of game event network usage
net_earliertempents "0"
net_fakejitter "0" // Jitter fakelag packet time
net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph "0"
net_graphheight "65" // Height of netgraph panel
net_graphholdsvframerate "0" // Hold worst case in server framerate line.
net_graphmsecs "400" // The latency graph represents this many milliseconds.
net_graphpos "1"
net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
net_graphshowinterp "1" // Draw the interpolation graph.
net_graphshowlatency "1" // Draw the ping/packet loss graph.
net_graphshowsvframerate "0" // Draw the server framerate graph.
net_graphsolid "1"
net_graphtext "1" // Draw text fields
net_maxroutable "1200" // Requested max packet size before packets are split.
net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
net_scale "5"
net_showreliablesounds "0"
net_showsplits "0" // Show info about packet splits
net_showudp "0" // Dump UDP packets summary to console
net_showudp_oob "0" // Dump OOB UDP packets summary to console
net_showudp_remoteonly "0" // Dump non-loopback udp only
net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
net_start // Inits multiplayer network sockets
net_status // Shows current network status
net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
net_steamcnx_status // Print status of steam connection sockets.
net_threaded_socket_burst_cap "256" // Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
net_threaded_socket_recovery_rate "6400" // Number of packets per second that threaded socket pump algorithm allows from client.
net_threaded_socket_recovery_time "60" // Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo // Play next demo in sequence.
nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
nextmap_print_enabled "0" // When enabled prints next map to clients
noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
noclip_fixup "1"
notarget // Toggle. Player becomes hidden to NPCs.
npc_ally_deathmessage "1"
npc_ammo_deplete // Subtracts half of the targets ammo
npc_bipass // s
npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
npc_freeze // uses the NPC under the crosshair. Arguments
npc_freeze_unselected // Freeze all NPCs not selected
npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
npc_heal // Heals the target back to full health
npc_height_adjust "1" // Enable test mode for ik height adjustment
npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
npc_set_freeze // uses the NPC under the crosshair. Arguments
npc_set_freeze_unselected // Freeze all NPCs not selected
npc_squads // Obsolete. Replaced by npc_combat
npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
npc_thinknow // Trigger NPC to think
npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
observer_use
option_duck_method "0"
option_speed_method "0"
paintsplat_bias "0" // Change bias value for computing circle buffer
paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
paintsplat_noise_enabled "1"
panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
particle_test_attach_attachment "0" // Attachment index for attachment mode
particle_test_attach_mode "0" // follow_origin
particle_test_file "0" // Name of the particle system to dynamically spawn
particle_test_start // particle_test_attach_mode and particl
particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
password "0" // Current server access password
path // Show the engine filesystem path.
pause // Toggle the server pause state.
perfui // Show/hide the level performance tools UI.
perfvisualbenchmark
perfvisualbenchmark_abort
physics_budget // Times the cost of each active object
physics_constraints // Highlights constraint system graph for an entity
physics_debug_entity // Dumps debug info for an entity
physics_highlight_active // Turns on the absbox for all active physics objects
physics_report_active // Lists all active physics objects
physics_select // Dumps debug info for an entity
phys_debug_check_contacts "0"
phys_show_active "0"
picker // pivot and debugging text is displayed for whatever entity the play
ping // Display ping to server.
pingserver // Ping a server for info
pixelvis_debug // Dump debug info
play // Play a sound.
playdemo // Play a recorded demo file (.dem ).
player_botdifflast_s "2"
player_competitive_maplist7 "0"
player_debug_print_damage "0" // print amount and type of all damage received by player to console.
player_gamemodelast_m "0"
player_gamemodelast_s "2"
player_gametypelast_m "1"
player_gametypelast_s "1"
player_last_leaderboards_filter "2" // Last mode setting in the Leaderboards screen
player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
player_last_medalstats_category "3" // Last selected category on the Medals panel in the Medals & Stats screen
player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
player_maplast_m "0"
player_maplast_s "0"
player_medalstats_most_recent_time "1377959808.000" // Timestamp of most recently earned achievement displayed on Medals & Stats screen
player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show
player_nevershow_communityservermessage "0"
player_teamplayedlast "3"
playflush // reloading from disk in case of changes.
playgamesound // Play a sound from the game sounds txt file
playsoundscape // Forces a soundscape to play
playvideo // Plays a video: <filename> [width height]
playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
playvol // Play a sound at a specified volume.
play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
play_with_friends_enabled "1"
plugin_load // plugin_load <filename> : loads a plugin
plugin_pause // plugin_pause <index> : pauses a loaded plugin
plugin_pause_all // pauses all loaded plugins
plugin_print // Prints details about loaded plugins
plugin_unload // plugin_unload <index> : unloads a plugin
plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
plugin_unpause_all // unpauses all disabled plugins
post_jump_crouch "0" // This determines how long the third person player character will crouch for after landing a jump. This only affects the third p
press_x360_button // d[own])
print_colorcorrection // Display the color correction layer information.
print_mapgroup // Prints the current mapgroup and the contained maps
print_mapgroup_sv // Prints the current mapgroup and the contained maps
progress_enable
prop_crosshair // Shows name for prop looking at
prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
pwatchent "-1" // Entity to watch for prediction system changes.
pwatchvar "0" // Entity variable to watch in prediction system for changes.
quit // Exit the engine.
quit_prompt // Exit the engine.
radarvisdistance "1000" // at this distance and beyond you need to be point right at someone to see them
radarvismaxdot "0" // how closely you have to point at someone to see them beyond max distance
radarvismethod "1" // 1 for more realistic method
radarvispow "0" // and still see them on radar.
radio1 // Opens a radio menu
radio2 // Opens a radio menu
radio3 // Opens a radio menu
rangefinder // rangefinder
rate "80000" // Max bytes/sec the host can receive data
rcon // Issue an rcon command.
rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password "0" // remote console password.
rebuy // Attempt to repurchase items with the order listed in cl_rebuy
recompute_speed // Recomputes clock speed (for debugging purposes).
record // Record a demo.
reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
reload_vjobs // reload vjobs module
remote_bug // Starts a bug report with data from the currently connected rcon machine
removeallids // Remove all user IDs from the ban list.
removeid // Remove a user ID from the ban list.
removeip // Remove an IP address from the ban list.
render_blanks // render N blank frames
report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
report_entities // Lists all entities
report_simthinklist // Lists all simulating/thinking entities
report_soundpatch // reports sound patch count
report_touchlinks // Lists all touchlinks
reset_expo // and end the round
reset_gameconvars // Reset a bunch of game convars to default values
respawn_entities // Respawn all the entities in the map.
restart // Restart the game on the same level (add setpos to jump to current view position on restart).
retry // Retry connection to last server.
rope_min_pixel_diameter "2"
rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
rr_reloadresponsesystems // Reload all response system scripts.
rr_remarkables_enabled "1" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
r_AirboatViewDampenDamp "1"
r_AirboatViewDampenFreq "7"
r_AirboatViewZHeight "0"
r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
r_avglight "1"
r_avglightmap "0"
r_brush_queue_mode "0"
r_cheapwaterend
r_cheapwaterstart
r_cleardecals // Usage r_cleardecals <permanent>.
r_ClipAreaFrustums "1"
r_ClipAreaPortals "1"
r_colorstaticprops "0"
r_debugcheapwater "0"
r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
r_disable_update_shadow "1"
r_DispBuildable "0"
r_DispWalkable "0"
r_dlightsenable "1"
r_drawallrenderables "0" // even ones inside solid leaves.
r_DrawBeams "1" // 2=Wireframe
r_drawbrushmodels "1" // 2=Wireframe
r_drawclipbrushes "0" // purple=NPC)
r_drawdecals "1" // Render decals.
r_DrawDisp "1" // Toggles rendering of displacment maps
r_drawentities "1"
r_drawfuncdetail "1" // Render func_detail
r_drawleaf "-1" // Draw the specified leaf.
r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
r_drawlightinfo "0"
r_drawlights "0"
r_DrawModelLightOrigin "0"
r_drawmodelstatsoverlay "0"
r_drawmodelstatsoverlaydistance "500"
r_drawmodelstatsoverlayfilter "-1"
r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables "1"
r_drawopaqueworld "1"
r_drawothermodels "1" // 2=Wireframe
r_drawparticles "1" // Enable/disable particle rendering
r_DrawPortals "0"
r_DrawRain "1" // Enable/disable rain rendering.
r_drawrenderboxes "0" // (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
r_drawropes "1"
r_drawscreenoverlay "1"
r_drawskybox "1"
r_drawsprites "1"
r_drawstaticprops "1" // 2=Wireframe
r_drawtracers "1"
r_drawtracers_firstperson "1" // Toggle visibility of first person weapon tracers
r_drawtracers_movetonotintersect "1"
r_drawtranslucentrenderables "1"
r_drawtranslucentworld "1"
r_drawunderwateroverlay "0"
r_drawvgui "1" // Enable the rendering of vgui panels
r_drawviewmodel "1"
r_drawworld "1" // Render the world.
r_dscale_basefov "90"
r_dscale_fardist "2000"
r_dscale_farscale "4"
r_dscale_neardist "100"
r_dscale_nearscale "1"
r_dynamic "1"
r_dynamiclighting "1"
r_eyegloss "1"
r_eyemove "1"
r_eyeshift_x "0"
r_eyeshift_y "0"
r_eyeshift_z "0"
r_eyesize "0"
r_eyewaterepsilon "7"
r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_flashlightambient "0"
r_flashlightbacktraceoffset "0"
r_flashlightbrightness "0"
r_flashlightclip "0"
r_flashlightconstant "0"
r_flashlightdrawclip "0"
r_flashlightfar "750"
r_flashlightfov "53"
r_flashlightladderdist "40"
r_flashlightlinear "100"
r_flashlightlockposition "0"
r_flashlightmuzzleflashfov "120"
r_flashlightnear "4"
r_flashlightnearoffsetscale "1"
r_flashlightoffsetforward "0"
r_flashlightoffsetright "5"
r_flashlightoffsetup "-5"
r_flashlightquadratic "0"
r_flashlightshadowatten "0"
r_flashlightvisualizetrace "0"
r_flushlod // Flush and reload LODs.
r_hwmorph "0"
r_itemblinkmax "0"
r_itemblinkrate "4"
r_JeepFOV "90"
r_JeepViewBlendTo "1"
r_JeepViewBlendToScale "0"
r_JeepViewBlendToTime "1"
r_JeepViewDampenDamp "1"
r_JeepViewDampenFreq "7"
r_JeepViewZHeight "10"
r_lightcachecenter "1"
r_lightcachemodel "-1"
r_lightcache_invalidate
r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
r_lightinterp "5" // 0 turns off interpolation
r_lightmap "-1"
r_lightstyle "-1"
r_lightwarpidentity "0"
r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
r_modelwireframedecal "0"
r_nohw "0"
r_nosw "0"
r_novis "0" // Turn off the PVS.
r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
r_particle_demo "0"
r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
r_portalsopenall "0" // Open all portals
r_PortalTestEnts "1" // Clip entities against portal frustums.
r_printdecalinfo
r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
r_rainalpha "0"
r_rainalphapow "0"
r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
r_raindensity "0"
r_RainHack "0"
r_rainlength "0"
r_RainProfile "0" // Enable/disable rain profiling.
r_RainRadius "1500"
r_RainSideVel "130" // How much sideways velocity rain gets.
r_RainSimulate "1" // Enable/disable rain simulation.
r_rainspeed "600"
r_RainSplashPercentage "20"
r_rainwidth "0"
r_randomflex "0"
r_rimlight "1"
r_ropes_holiday_light_color // Set each lights color: [light0-3] [r0-255] [g0-255] [b0-255]
r_screenoverlay // Draw specified material as an overlay
r_shadowangles // Set shadow angles
r_shadowblobbycutoff // some shadow stuff
r_shadowcolor // Set shadow color
r_shadowdir // Set shadow direction
r_shadowdist // Set shadow distance
r_shadowfromanyworldlight "0"
r_shadowfromworldlights_debug "0"
r_shadowids "0"
r_shadows_gamecontrol "-1"
r_shadowwireframe "0"
r_shadow_debug_spew "0"
r_shadow_deferred "0" // Toggle deferred shadow rendering
r_showenvcubemap "0"
r_showz_power "1"
r_skin "0"
r_skybox "1" // Enable the rendering of sky boxes
r_slowpathwireframe "0"
r_SnowDebugBox "0" // Snow Debug Boxes.
r_SnowEnable "1" // Snow Enable
r_SnowEndAlpha "255" // Snow.
r_SnowEndSize "0" // Snow.
r_SnowFallSpeed "1" // Snow fall speed scale.
r_SnowInsideRadius "256" // Snow.
r_SnowOutsideRadius "1024" // Snow.
r_SnowParticles "500" // Snow.
r_SnowPosScale "1" // Snow.
r_SnowRayEnable "1" // Snow.
r_SnowRayLength "8192" // Snow.
r_SnowRayRadius "256" // Snow.
r_SnowSpeedScale "1" // Snow.
r_SnowStartAlpha "25" // Snow.
r_SnowStartSize "1" // Snow.
r_SnowWindScale "0" // Snow.
r_SnowZoomOffset "384" // Snow.
r_SnowZoomRadius "512" // Snow.
r_swingflashlight "1"
r_updaterefracttexture "1"
r_vehicleBrakeRate "1"
r_VehicleViewClamp "1"
r_VehicleViewDampen "1"
r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces "0"
r_visualizelighttracesshowfulltrace "0"
r_visualizetraces "0"
safezonex "1" // The percentage of the screen width that is considered safe from overscan
safezoney "1" // The percentage of the screen height that is considered safe from overscan
save // Saves current game.
save_finish_async
say // Display player message
say_team // Display player message to team
scandemo // Scan a recorded demo file (.dem ) for specific game events and dump data.
scene_flush // Flush all .vcds from the cache and reload from disk.
scene_playvcd // Play the given VCD as an instanced scripted scene.
scene_showfaceto "0" // show the directions of faceto events.
scene_showlook "0" // show the directions of look events.
scene_showmoveto "0" // show the end location.
scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
screenshot // Take a screenshot.
script // Run the text as a script
script_client // Run the text as a script
script_debug // Connect the vscript VM to the script debugger
script_debug_client // Connect the vscript VM to the script debugger
script_dump_all // Dump the state of the VM to the console
script_dump_all_client // Dump the state of the VM to the console
script_execute // Run a vscript file
script_execute_client // Run a vscript file
script_help // optionally with a search string
script_help_client // optionally with a search string
script_reload_code // replacing existing functions with the functions in the run script
script_reload_entity_code // replacing existing functions with the functions in the run scripts
script_reload_think // replacing existing functions with the functions in the run script
sensitivity "6" // Mouse sensitivity.
servercfgfile "0"
server_game_time // Gives the game time in seconds (servers curtime)


setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
setinfo // Adds a new user info value
setmaster // add/remove/enable/disable master servers
setmodel // Changess players model
setpause // Set the pause state of the server.
setpos // Move player to specified origin (must have sv_cheats).
setpos_exact // Move player to an exact specified origin (must have sv_cheats).
setpos_player // Move specified player to specified origin (must have sv_cheats).
sf4_meshcache_stats // Outputs Scaleform 4 mesh cache stats
sf_ui_tint "1" // The current tint applied to the Scaleform UI
shake // Shake the screen.
shake_stop // Stops all active screen shakes.
shake_testpunch // Test a punch-style screen shake.
showbudget_texture "0" // Enable the texture budget panel.
showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
showconsole // Show the console.
showinfo // Shows a info panel: <type> <title> <message> [<command number>]
showpanel // Shows a viewport panel <name>
showtriggers "0" // Shows trigger brushes
showtriggers_toggle // Toggle show triggers
show_loadout_toggle // Toggles loadout display
singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
skill "1" // Game skill level (1-3).
skip_next_map // Skips the next map in the map rotation for the server.
sk_autoaim_mode "1"
slot0
slot1
slot10
slot11
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
snapto
sndplaydelay
snd_async_flush // Flush all unlocked async audio data
snd_async_showmem // Show async memory stats
snd_async_showmem_music // Show async memory stats for just non-streamed music
snd_async_showmem_summary // Show brief async memory stats
snd_deathcamera_volume "1" // Relative volume of the death camera music.
snd_debug_panlaw "0" // Visualize panning crossfade curves
snd_disable_mixer_duck "0"
snd_disable_mixer_solo "0"
snd_duckerattacktime "0"
snd_duckerreleasetime "2"
snd_duckerthreshold "0"
snd_ducking_off "1"
snd_ducktovolume "0"
snd_dumpclientsounds // Dump sounds to console
snd_dump_filepaths
snd_dvar_dist_max "1320" // Play full far sound at this distance
snd_dvar_dist_min "240" // Play full near sound at this distance
snd_filter "0"
snd_foliage_db_loss "4" // foliage dB loss per 1200 units
snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
snd_gain "1"
snd_gain_max "1"
snd_gain_min "0"
snd_getmixer // Get data related to mix group matching string
snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_legacy_surround "0"
snd_list "0"
snd_mapobjective_volume "1" // Relative volume of map objective music.
snd_max_same_sounds "4"
snd_max_same_weapon_sounds "3"
snd_menumusic_volume "1" // Relative volume of the main menu music.
snd_mixahead "0"
snd_mixer_master_dsp "1"
snd_mixer_master_level "1"
snd_musicvolume "0" // Overall music volume
snd_musicvolume_multiplier_inoverlay "0" // Music volume multiplier when Steam Overlay is active
snd_music_selection "2" // Tracking rotating music for players with no music packs equipped.
snd_mute_losefocus "1"
snd_obscured_gain_dB "-2"
snd_op_test_convar "1"
snd_pause_all "1" // Specifies to pause all sounds and not just voice
snd_pitchquality "1"
snd_playsounds // Play sounds from the game sounds txt file at a given location
snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
snd_pre_gain_dist_falloff "1"
snd_print_channels // Prints all the active channel.
snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
snd_print_dsp_effect // Prints the content of a dsp effect.
snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rebuildaudiocache // rebuild audio cache for current language
snd_refdb "60" // Reference dB at snd_refdist
snd_refdist "36" // Reference distance for snd_refdb
snd_report_format_sound "0" // report all sound formats.
snd_report_loop_sound "0" // report all sounds that just looped.
snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
snd_report_verbose_error "0" // report more error found when playing sounds.
snd_restart // Restart sound system.
snd_roundend_volume "1" // Relative volume of round end music.
snd_roundstart_volume "1" // Relative volume of round start music.
snd_setmixer // solo.
snd_setmixlayer // solo.
snd_setmixlayer_amount // Set named mix layer mix amount.
snd_setsoundparam // Set a sound paramater
snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
snd_show "0" // Show sounds info
snd_showclassname "0"
snd_showmixer "0"
snd_showstart "0"
snd_sos_flush_operators // Flush and re-parse the sound operator system
snd_sos_list_operator_updates "0"
snd_sos_print_operators // Prints a list of currently available operators
snd_sos_show_block_debug "0" // Spew data about the list of block entries.
snd_sos_show_client_rcv "0"
snd_sos_show_client_xmit "0"
snd_sos_show_operator_entry_filter "0"
snd_sos_show_operator_init "0"
snd_sos_show_operator_parse "0"
snd_sos_show_operator_prestart "0"
snd_sos_show_operator_shutdown "0"
snd_sos_show_operator_start "0"
snd_sos_show_operator_stop_entry "0"
snd_sos_show_operator_updates "0"
snd_sos_show_queuetotrack "0"
snd_sos_show_server_xmit "0"
snd_sos_show_startqueue "0"
snd_soundmixer_flush // Reload soundmixers.txt file.
snd_soundmixer_list_mixers // List all mixers to dev console.
snd_soundmixer_list_mix_groups // List all mix groups to dev console.
snd_soundmixer_list_mix_layers // List all mix layers to dev console.
snd_soundmixer_set_trigger_factor // trigger amount.
snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_tensecondwarning_volume "1" // Relative volume of ten second warning music.
snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
snd_visualize "0" // Show sounds location in world
snd_writemanifest // outputs the precache manifest for the current level
soundfade // Fade client volume.
soundinfo // Describe the current sound device.
soundlist // List all known sounds.
soundscape_debug "0" // red lines show soundscapes that ar
soundscape_dumpclient // Dumps the clients soundscape data.
soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
soundscape_flush // Flushes the server & client side soundscapes
soundscape_radius_debug "0" // Prints current volume of radius sounds
speak // Play a constructed sentence.
spec_allow_roaming "0" // allow free-roaming spectator camera.
spec_freeze_cinematiclight_b "1"
spec_freeze_cinematiclight_g "1"
spec_freeze_cinematiclight_r "1"
spec_freeze_cinematiclight_scale "2"
spec_freeze_deathanim_time "0" // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_panel_extended_time "0" // Time spent with the freeze panel still up after observer freeze cam is done.
spec_freeze_target_fov "42" // The target FOV that the deathcam should use.
spec_freeze_target_fov_long "90" // The target FOV that the deathcam should use when the cam zoom far away on the target.
spec_freeze_time "5" // Time spend frozen in observer freeze cam.
spec_freeze_time_lock "2" // Time players are prevented from skipping the freeze cam
spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
spec_freeze_traveltime_long "0" // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
spec_goto // Move spectator to specified origin and eyes to specified pitch yaw.
spec_gui // Shows or hides the spectator bar
spec_hide_players "0" // Toggle the visibility of scoreboard players.
spec_lerpto // Lerp the spectator camera to specified origin and eyes to specified pitch yaw.
spec_menu // Activates spectator menu
spec_mode // Set spectator mode
spec_next // Spectate next player
spec_player // Spectate player by index
spec_player_by_name // Spectate player by name
spec_pos // dump position and angles to the console
spec_prev // Spectate previous player ( valid values are 3 to 6 )
spec_show_xray "1" // you can see player outlines and name IDs through walls - who you can see depends on your team and mode
spec_usenumberkeys_nobinds "1" // etc).
spike // generates a fake spike
spincycle // Cause the engine to spincycle (Debug!!)
ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
ss_map // Start playing on specified map with max allowed splitscreen players.
ss_reloadletterbox // ss_reloadletterbox
ss_splitmode "0" // 2 - vertical (only allowed in widescr
startdemos // Play demos in demo sequence.
startmovie // Start recording movie frames.
startupmenu // and were not in developer
star_memory // Dump memory stats
stats // Prints server performance variables
status // Display map and connection status.
stop // Finish recording demo.
stopdemo // Stop playing back a demo.
stopsound
stopsoundscape // Stops all soundscape processing and fades current looping sounds
stopvideos // Stops all videos playing to the screen
stopvideos_fadeout // Fades out all videos playing to the screen: <time>
stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
stringtabledictionary // Create dictionary for current strings.
stuffcmds // Parses and stuffs command line + commands to command buffer.
suitvolume "0"
surfaceprop // Reports the surface properties at the cursor
sv_accelerate "5" // Linear acceleration amount (old value is 5.6)
sv_accelerate_debug_speed "0"
sv_accelerate_use_weapon_speed "1"
sv_airaccelerate "12"
sv_allowdownload "1" // Allow clients to download files
sv_allowupload "1" // Allow clients to upload customizations files
sv_allow_thirdperson "0" // all clients can set t
sv_allow_votes "1" // Allow voting?
sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
sv_alltalk "0" // chat)
sv_alternateticks "0" // server only simulates entities on even numbered ticks.
sv_arms_race_vote_to_restart_disallowed_after "0" // Arms Race gun level after which vote to restart is disallowed
sv_auto_full_alltalk_during_warmup_half_end "1" // at halftime and at the end of the match
sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
sv_broadcast_ugc_downloads "0"
sv_broadcast_ugc_download_progress_interval "8"
sv_cheats "0" // Allow cheats on server
sv_clearhinthistory // Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
sv_clockcorrection_msecs "30" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
sv_coaching_enabled "0" // Allows spectating and communicating with a team ( coach t or coach ct )
sv_competitive_minspec "1" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
sv_competitive_official_5v5 "0" // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
sv_consistency "0" // Whether the server enforces file consistency for critical files
sv_contact "0" // Contact email for server sysop
sv_cs_dump_econ_item_stringtable // sv_cs_dump_econ_item_stringtable
sv_damage_print_enable "1" // Turn this off to disable the players damage feed in the console after getting killed.
sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
sv_deadtalk "0" // text) to the living
sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
sv_debug_ugc_downloads "0"
sv_disable_observer_interpolation "0" // Disallow interpolating between observer targets on this server.
sv_downloadurl "0" // Location from which clients can download missing files
sv_dumpstringtables "0"
sv_dump_entity_pack_stats // Show stats on entity packing.
sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
sv_enable_delta_packing "0" // b
sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
sv_forcepreload "1" // Force server side preloading.
sv_force_transmit_players "1" // Will transmit players to all clients regardless of PVS checks.
sv_friction "5" // World friction.
sv_full_alltalk "0" // Any player (including Spectator team) can speak to any other player
sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
sv_game_mode_convars // Display the values of the convars for the current game_mode.
sv_gravity "800" // World gravity.
sv_grenade_trajectory "0" // Shows grenade trajectory visualization in-game.
sv_grenade_trajectory_dash "0" // Dot-dash style grenade trajectory arc
sv_grenade_trajectory_thickness "0" // Visible thickness of grenade trajectory arc
sv_grenade_trajectory_time "20" // Length of time grenade trajectory remains visible.
sv_grenade_trajectory_time_spectator "4" // Length of time grenade trajectory remains visible as a spectator.
sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
sv_hibernate_punt_tv_clients "0" // When enabled will punt all GOTV clients during hibernation
sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
sv_holiday_mode "0" // 2 = Winter
sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
sv_infinite_ammo "0" // Players active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
sv_kick_ban_duration "15" // How long should a kick ban from the server should last (in minutes)
sv_kick_players_with_cooldown "1" // (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any
sv_lagcompensateself "0" // Player can lag compensate themselves.
sv_lagcompensationforcerestore "1" // just do it.
sv_lan "0" // no non-class C addresses )
sv_logbans "0" // Log server bans in the server logs.
sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
sv_logecho "1" // Echo log information to the console.
sv_logfile "1" // Log server information in the log file.
sv_logflush "0" // Flush the log file to disk on each write (slow).
sv_logsdir "0" // Folder in the game directory where server logs will be stored.
sv_log_onefile "0" // Log server information to only one file.
sv_matchend_drops_enabled "1" // but drops at the end of the match can be prevented
sv_matchpause_auto_5v5 "0" // When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.
sv_maxrate "0" // 0 == unlimited
sv_maxspeed "320"
sv_maxuptimelimit "0" // the server will exit.
sv_maxusrcmdprocessticks "16" // 0 to allow no restrictions
sv_maxusrcmdprocessticks_warning "-1" // negat
sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
sv_max_allowed_net_graph "1" // Determines max allowed net_graph value for clients.
sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global "500" // Maximum queries per second to respond to from anywhere.
sv_max_queries_tracked_ips_max "50000" // Window over which to average queries per second averages.
sv_max_queries_tracked_ips_prune "10" // Window over which to average queries per second averages.
sv_max_queries_window "10" // Window over which to average queries per second averages.
sv_memlimit "0" // the server will exit.
sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate "5000" // 0 == unlimited
sv_minupdaterate "10" // Minimum updates per second that the server will allow
sv_minuptimelimit "0" // the server will continue running regardle
sv_noclipaccelerate "5"
sv_noclipduringpause "0" // etc.).
sv_noclipspeed "5"
sv_parallel_packentities "1"
sv_parallel_sendsnapshot "1"
sv_party_mode "0" // Party!!
sv_password "0" // Server password for entry into multiplayer games
sv_pausable "0" // Is the server pausable.
sv_precacheinfo // Show precache info.
sv_pure // Show user data.
sv_pure_checkvpk // CheckPureServerVPKFiles
sv_pure_consensus "100000000.000" // Minimum number of file hashes to agree to form a consensus.
sv_pure_finduserfiles // ListPureServerFiles
sv_pure_kick_clients "1" // it will issue a warning to the client.
sv_pure_listfiles // ListPureServerFiles
sv_pure_listuserfiles // ListPureServerFiles
sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
sv_querycache_stats // Display status of the query cache (client only)
sv_quota_stringcmdspersecond "128" // 0 to disallow all string commands
sv_rcon_whitelist_address "0" // e.g. 127.0.0.1
sv_regeneration_force_on "0" // Cheat to test regenerative health systems
sv_region "-1" // The region of the world to report this server in.
sv_remove_old_ugc_downloads "1"
sv_reservation_tickrate_adjustment "0" // Adjust server tickrate upon reservation
sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
sv_search_team_key "0" // set this key to match with known opponents team
sv_server_graphic1 "0" // A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.
sv_server_graphic2 "0" // A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.
sv_showbullethits "0"
sv_showimpacts "0" // 3=server-only)
sv_showimpacts_penetration "0" // Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)
sv_showimpacts_time "4" // Duration bullet impact indicators remain before disappearing
sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
sv_showtags // Describe current gametags.
sv_show_cull_props "0" // Print out props that are being culled/added by recipent proxies.
sv_shutdown // Sets the server to shutdown when all games have completed
sv_skyname "0" // Current name of the skybox texture
sv_soundemitter_reload // Flushes the sounds.txt system
sv_soundscape_printdebuginfo // print soundscapes
sv_spawn_afk_bomb_drop_time "15" // Players that have never moved since they spawned will drop the bomb after this amount of time.
sv_specaccelerate "5"
sv_specnoclip "1"
sv_specspeed "3"
sv_spec_hear "1" // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
sv_staminajumpcost "0" // Stamina penalty for jumping
sv_staminalandcost "0" // Stamina penalty for landing
sv_staminamax "80" // Maximum stamina penalty
sv_staminarecoveryrate "60" // Rate at which stamina recovers (units/sec)
sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
sv_steamgroup_exclusive "0" // public people will be able to join the ser
sv_stopspeed "80" // Minimum stopping speed when on ground.
sv_stressbots "0" // the server calculates data and fills packets to bots. Used for perf testing.
sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
sv_ugc_manager_max_new_file_check_interval_secs "1000"
sv_unlockedchapters "1" // Highest unlocked game chapter.
sv_validate_edict_change_infos "0" // Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
sv_voiceenable "1"
sv_vote_allow_in_warmup "0" // Allow voting during warmup?
sv_vote_allow_spectators "0" // Allow spectators to vote?
sv_vote_command_delay "2" // How long after a vote passes until the action happens
sv_vote_creation_timer "120" // How often someone can individually call a vote.
sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
sv_vote_issue_loadbackup_allowed "1" // Can people hold votes to load match from backup?
sv_vote_kick_ban_duration "15" // How long should a kick vote ban someone from the server? (in minutes)
sv_vote_quorum_ratio "0" // The minimum ratio of players needed to vote on an issue to resolve it.
sv_vote_timer_duration "15" // How long to allow voting on an issue
sv_workshop_allow_other_maps "1" // users can play other workshop map on this server when it is empty and then mapcycle into th
sys_antialiasing "1" // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
sys_aspectratio "-1" // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
sys_refldetail "0" // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
sys_sound_quality "-1" // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
teammenu // Show team selection window
testhudanim // Test a hud element animation. Arguments: <anim name>
Test_CreateEntity
test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
Test_EHandle
test_entity_blocker // Test command that drops an entity blocker out in front of the player.
test_freezeframe // Test the freeze frame code.
Test_InitRandomEntitySpawner
Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_outtro_stats
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue
Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS
Test_RandomPlayerPosition
Test_RemoveAllRandomEntities
Test_RunFrame
Test_SendKey
Test_SpawnRandomEntities
Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript // Start a test script running..
Test_Wait
Test_WaitForCheckPoint
texture_budget_background_alpha "128" // how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
texture_budget_panel_height "284" // height in pixels of the budget panel
texture_budget_panel_width "512" // width in pixels of the budget panel
texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
think_limit "10" // warning is printed if this is exceeded.
thirdperson // Switch to thirdperson camera.
thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
threadpool_run_tests
thread_test_tslist
thread_test_tsqueue
timedemo // Play a demo and report performance info.
timedemoquit // and then exit
timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
timeleft // prints the time remaining in the match
timerefresh // Profile the renderer.
toggle // or cycles through a set of values.
toggleconsole // Show/hide the console.
toggleLmapPath // toggleLmapPath
togglescores // Toggles score panel
toggleShadowPath // Toggles CSM generation method
toggleUnlitPath // toggleUnlitPath
toggleVtxLitPath // toggleVtxLitPath
toolload // Load a tool.
toolunload // Unload a tool.
tv_advertise_watchable "0" // clients watching via UI will not need to type password
tv_allow_camera_man "1" // Auto director allows spectators to become camera man
tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
tv_autorecord "0" // Automatically records all games as GOTV demos.
tv_autoretry "1" // Relay proxies retry connection after network timeout
tv_chatgroupsize "0" // Set the default chat group size
tv_chattimelimit "8" // Limits spectators to chat only every n seconds
tv_clients // Shows list of connected GOTV clients.
tv_debug "0" // GOTV debug info.
tv_delay "10" // GOTV broadcast delay in seconds
tv_delaymapchange "1" // Delays map change until broadcast is complete
tv_deltacache "2" // Enable delta entity bit stream cache
tv_dispatchmode "1" // 2=always
tv_dispatchweight "1" // 1.25 will prefer for every 4 local clients to put 5 clients on every connected
tv_enable "0" // Activates GOTV on server (0=off;1=on;2=on when reserved)
tv_encryptdata_key "0" // When set to a valid key communication messages will be encrypted for GOTV
tv_encryptdata_key_pub "0" // When set to a valid key public communication messages will be encrypted for GOTV
tv_maxclients "128" // Maximum client number on GOTV server.
tv_maxclients_relayreserved "0" // Reserves a certain number of GOTV client slots for relays.
tv_maxrate "128000" // 0 == unlimited
tv_msg // Send a screen message to all clients.
tv_name "0" // GOTV host name
tv_nochat "0" // Dont receive chat messages from other GOTV spectators
tv_overridemaster "0" // Overrides the GOTV master root address.
tv_password "0" // GOTV password for all clients
tv_port "27020" // Host GOTV port
tv_record // Starts GOTV demo recording.
tv_relay // Connect to GOTV server and relay broadcast.
tv_relaypassword "0" // GOTV password for relay proxies
tv_relayradio "0" // 1=on
tv_relaytextchat "1" // 2=say+say_team
tv_relayvoice "1" // 1=on
tv_retry // Reconnects the GOTV relay proxy.
tv_snapshotrate "16" // Snapshots broadcasted per second
tv_status // Show GOTV server status.
tv_stop // Stops the GOTV broadcast.
tv_stoprecord // Stops GOTV demo recording.
tv_timeout "30" // GOTV connection timeout in seconds.
tv_time_remaining // Print remaining tv broadcast time
tv_title "0" // Set title for GOTV spectator UI
tv_transmitall "1" // Transmit all entities (not only director view)
tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
ui_reloadscheme // Reloads the resource files for the active UI window
ui_steam_overlay_notification_position "0" // Steam overlay notification position
ui_workshop_games_expire_minutes "3"
unbind // Unbind a key.
unbindall // Unbind all keys.
unbindalljoystick // Unbind all joystick keys.
unbindallmousekeyboard // Unbind all mouse / keyboard keys.
unload_all_addons // Reloads the search paths for game addons.
unpause // Unpause the game.
update_addon_paths // Reloads the search paths for game addons.
use // Use a particular weapon Arguments: <weapon_name>
user // Show user data.
users // Show user info for players on server.
vcollide_wireframe "0" // Render physics collision models in wireframe
vehicle_flushscript // Flush and reload all vehicle scripts
version // Print version info string.
vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_clear
vgui_dump_panels // vgui_dump_panels [visible]
vgui_message_dialog_modal "1"
vgui_spew_fonts
vgui_togglepanel // show/hide vgui panel by name.
viewanim_addkeyframe
viewanim_create // viewanim_create
viewanim_load // load animation from file
viewanim_reset // reset view angles!
viewanim_save // Save current animation to file
viewanim_test // test view animation
viewmodel_fov "60"
viewmodel_offset_x "1"
viewmodel_offset_y "1"
viewmodel_offset_z "-1"
viewmodel_presetpos "1" // 3:Classic
view_punch_decay "18" // Decay factor exponent for view punch
view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
vismon_poll_frequency "0"
vismon_trace_limit "12"
vis_force "0"
vm_debug "0"
vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
voicerecord_toggle
voice_caster_enable "0" // account number of caster to enable.
voice_caster_scale "1"
voice_enable "1" // Toggle voice transmit and receive.
voice_forcemicrecord "1"
voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
voice_loopback "0"
voice_mixer_boost "0"
voice_mixer_mute "0"
voice_mixer_volume "1"
voice_modenable "1" // Enable/disable voice in this mod.
voice_mute // Mute a specific Steam user
voice_player_speaking_delay_threshold "0"
voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
voice_reset_mutelist // Reset all mute information for all players who were ever muted.
voice_scale "1"
voice_show_mute // Show whether current players are muted.
voice_system_enable "1" // Toggle voice system.
voice_threshold "2000"
voice_unmute // or `all` to unmute all connected players.
volume "0" // Sound volume
voxeltree_box // Vector(max)>.
voxeltree_playerview // View entities in the voxel-tree at the player position.
voxeltree_sphere // float(radius)>.
voxeltree_view // View entities in the voxel-tree.
vox_reload // Reload sentences.txt file
vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
vprof // Toggle VProf profiler
vprof_adddebuggroup1 // add a new budget group dynamically for debugging
vprof_cachemiss // Toggle VProf cache miss checking
vprof_cachemiss_off // Turn off VProf cache miss checking
vprof_cachemiss_on // Turn on VProf cache miss checking
vprof_child
vprof_collapse_all // Collapse the whole vprof tree
vprof_dump_counters // Dump vprof counters to the console
vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
vprof_expand_all // Expand the whole vprof tree
vprof_expand_group // Expand a budget group in the vprof tree by name
vprof_generate_report // Generate a report to the console.
vprof_generate_report_AI // Generate a report to the console.
vprof_generate_report_AI_only // Generate a report to the console.
vprof_generate_report_budget // Generate a report to the console based on budget group.
vprof_generate_report_hierarchy // Generate a report to the console.
vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
vprof_generate_report_map_load // Generate a report to the console.
vprof_graphheight "256"
vprof_graphwidth "512"
vprof_nextsibling
vprof_off // Turn off VProf profiler
vprof_on // Turn on VProf profiler
vprof_parent
vprof_playback_average // Average the next N frames.
vprof_playback_start // Start playing back a recorded .vprof file.
vprof_playback_step // step to the next tick.
vprof_playback_stepback // step to the previous tick.
vprof_playback_stop // Stop playing back a recorded .vprof file.
vprof_prevsibling
vprof_record_start // Start recording vprof data for playback later.
vprof_record_stop // Stop recording vprof data
vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop // Stop an existing remote VProf data request
vprof_reset // Reset the stats in VProf profiler
vprof_reset_peaks // Reset just the peak time in VProf profiler
vprof_to_csv // Convert a recorded .vprof file to .csv.
vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose "1" // Set to one to show average and peak times
vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
vtune // Controls VTunes sampling.
vx_model_list // Dump models to VXConsole
wc_air_edit_further // moves position of air node crosshair and placement location further away from play
wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
wc_destroy_undo // When in WC edit mode restores the last deleted node
wc_link_edit
weapon_accuracy_nospread "0" // Disable weapon inaccuracy spread
weapon_debug_spread_gap "0"
weapon_debug_spread_show "0" // 3: show accuracy with dynamic crosshair
weapon_recoil_cooldown "0" // Amount of time needed between shots before restarting recoil
weapon_recoil_decay1_exp "3" // Decay factor exponent for weapon recoil
weapon_recoil_decay2_exp "8" // Decay factor exponent for weapon recoil
weapon_recoil_decay2_lin "18" // Decay factor (linear term) for weapon recoil
weapon_recoil_scale "2" // Overall scale factor for recoil. Used to reduce recoil on specific platforms
weapon_recoil_scale_motion_controller "1" // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
weapon_recoil_suppression_factor "0" // lerping to 1 for later shots
weapon_recoil_suppression_shots "4" // Number of shots before weapon uses full recoil
weapon_recoil_variance "0" // Amount of variance per recoil impulse
weapon_recoil_vel_decay "4" // Decay factor for weapon recoil velocity
weapon_recoil_view_punch_extra "0" // Additional (non-aim) punch added to view from recoil
weapon_reload_database // Reload the weapon database
weapon_reticle_knife_show "0" // When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.
whitelistcmd // Runs a whitelisted command.
windows_speaker_config "4"
wipe_nav_attributes // Clear all nav attributes of selected area.
workshop_publish // Bring up the Workshop Publish dialog.
workshop_start_map // Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
workshop_workbench // Bring up the Workshop workbench dialog.
writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip // Save the ban list to banned_ip.cfg.
xbox_autothrottle "1"
xbox_throttlebias "100"
xbox_throttlespoof "200"
xload // Load a saved game from a console storage device.
xlook
xmove
xsave // Saves current game to a console storage device.
zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
_autosave // Autosave
_autosavedangerous // AutoSaveDangerous
_bugreporter_restart // Restarts bug reporter .dll
_record // Record a demo incrementally.
_resetgamestats // Erases current game stats and writes out a blank stats file
_restart // Shutdown and restart the engine.

PS: Recomendo que você antes de copiar algum dos comandos, você vá até o google tradutor e traduza a descrição do comando desejado, para colocar no console!

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