ADVANCED

• gamemodes_server.txt tool

This is a download for a tool made by someone of the community. It allows easier and painless creation of custom gamemodes_server.txt files.

http://csgodev.com/downloads/Helper.zip

• CS:GO full console command list.

+demoui2 – Bring the advanced demo player UI (demoui2) to foreground.
+mat_texture_list -
+showbudget -
+showbudget_texture -
+showbudget_texture_global -
+showvprof -
+vgui_drawtree -
+voicerecord -
-demoui2 – Send the advanced demo player UI (demoui2) to background.
-mat_texture_list -
-showbudget -
-showbudget_texture -
-showbudget_texture_global -
-showvprof -
-vgui_drawtree -
-voicerecord -
_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.
addip – Add an IP address to the ban list.
adsp_reset_nodes -
ai_clear_bad_links – Clears bits set on nav links indicating link is unusable
ai_debug_node_connect – Debug the attempted connection between two nodes
ai_disable – Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
ai_drop_hint – Drop an ai_hint at the player’s 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, <none>=NPC under crosshair
ai_next_hull – Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-
ai_nodes – Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green – ground node Cyan – air node Magenta – climb node Grey – node not available for selected hull size Orange – node currently locked
ai_resume – If NPC is stepping through tasks (see ai_step ) will resume normal processing.
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: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Red – connection disabled
ai_show_connect_crawl – Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Red – connection disabled
ai_show_connect_fly – Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Red – connection disabled
ai_show_connect_jump – Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Red – connection disabled
ai_show_graph_connect – Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.
ai_show_grid – Draw a grid on the floor where looking.
ai_show_hints – Displays all hints as small boxes Blue – hint is available for use Red – hint is currently being used by an NPC Orange – hint not being used by timed out Grey – hint has been disabled
ai_show_hull – Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Arguments: -none-
ai_show_visibility – Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.
ai_step – NPCs will freeze after completing their current task. To complete the next task, use ‘ai_step’ again. To resume processing normally use ‘ai_resume’
ai_test_los – Test AI LOS from the player’s POV
ainet_generate_report – Generate a report to the console.
ainet_generate_report_only – Generate a report to the console.
alias – Alias a command.
askconnect_accept – Accept a redirect request by the server.
asw_engine_finished_building_map – Notify engine that we’ve finished building a map
async_resume -
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.
bench_end – Ends gathering of info.
bench_start – Starts gathering of info. Arguments: filename to write results into
bench_upload – Uploads most recent benchmark stats to the Valve servers.
benchframe – Takes a snapshot of a particular frame in a time demo.
bind_osx – Bind a key for OSX only.
BindToggle – Performs a bind <key> “increment var <cvar> 0 1 1″
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_control_next_all_teams – Take control of the next bot regardless of team (development only).
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 fo
bot_kick – bot_kick <all> <t|ct> <type> <difficulty> <name> – Kicks a specific bot, or all bots, matching the given criteria.
bot_kill – bot_kill <all> <t|ct> <type> <difficulty> <name> – Kills a specific bot, or all bots, matching the given criteria.
bot_knives_only – Restricts the bots to only using knives
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_snipers_only – Restricts the bots to only using sniper rifles
bot_take_control – Take control of a bot.
box – Draw a debug box.
buddha – Toggle. Player takes damage but won’t die. (Shows red cross when health is zero)
bug – Show the bug reporting UI.
bug_swap – Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps – Rebuild cubemaps.
buildmodelforworld – buildmodelforworld
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.
cast_hull – Tests hull collision detection
cast_ray – Tests collision detection
ch_createairboat – Spawn airboat in front of the player.
ch_createjeep – Spawn jeep in front of the player.
changelevel – Change server to the specified map
changelevel2 – Transition to the specified map in single player
cl_csm_server_status – Usage: cl_csm_server_status
cl_fullupdate – Forces the server to send a full update packet
cl_precacheinfo – Show precache info (client).
cl_view – Set the view entity index.
clear – Clear all console output.
clear_anim_cache – Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested).
clear_debug_overlays – clears debug overlays
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 -
con_min_severity – Minimum severity level for messages sent to any logging channel: LS_MESSAGE=0, LS_WARNING=1, LS_ASSERT=2, LS_ERROR=3.
connect – Connect to specified server.
connect_splitscreen – Connect to specified server. With multiple players.
crash – Cause the engine to crash (Debug!!)
create_flashlight -
creditsdone -
cs_make_vip – Marks a player as the VIP
cssdm – CS:S DM console menu
cssdm_spawn_menu – Edits CS:S DM spawn points
cvarlist – Show the list of convars/concommands.
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: Scene Print 3: Alyx Blind 4: Log of damage done to player
debugsystemui – Show/hide the debug system UI.
demo_gototick – Skips to a tick in demo.
demo_pause – Pauses demo playback.
demo_resume – Resumes demo playback.
demo_timescale – Sets demo replay speed.
demo_togglepause – Toggles demo playback.
demolist – Print demo sequence list.
demoui – Show/hide the demo player UI.
demoui2 – Show/hide the advanced demo player UI (demoui2).
devshots_nextmap – Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot – Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the ‘screenshot’ command instead.
differences – Show all convars which are not at their default values.
disconnect – Disconnect game from server.
disp_list_all_collideable – List all collideable displacements
display_elapsedtime – Displays how much time has elapsed since the game started
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
droppistol -
dsp_reload -
dti_flush – Write out the datatable instrumentation files (you must run with -dti for this to work).
dump_entity_sizes – Print sizeof(entclass)
dump_globals – Dump all global entities/states
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.
echo – Echo text to console.
editdemo – Edit a recorded demo file (.dem ).
editor_toggle – Disables the simulation and returns focus to the editor
endmovie – Stop recording movie frames.
endround – End the current round.
ent_absbox – Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_attachments – Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_autoaim – Displays the entity’s 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 overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
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>=<value1>,<key2>=<value2>,…,<keyN>=<valueN>
ent_messages – Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_name -
ent_orient – Orient the specified entity to match the player’s angles. By default, only orients target entity’s YAW. Use the ‘allangles’ option to orient on all axis. Format: ent_orient <entity name> <optional: allangles>
ent_pause – Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with ‘ent_messages’ will stop fading and be displayed indefinitely. To step through the messages one by one use ‘ent_step’.
ent_pivot – Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_rbox – Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove – Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all – Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotate – Rotates an entity by a specified # of degrees
ent_script_dump – Dumps the names and values of this entity’s script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_setang – Set entity angles
ent_setpos – Move entity to position
ent_show_response_criteria – Print, to the console, an entity’s current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_step – When ‘ent_pause’ is set this will step through one waiting input / output message at a time.
ent_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_name} / {class_name} / no argument picks what player is looking at
ent_viewoffset – Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
envmap -
escape – Escape key pressed.
exec – Execute script file.
execifexists – Execute script file if file exists.
exit – Exit the engine.
explode – Kills the player with explosive damage
explodevector – Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
fadein – fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout – fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
find – Find concommands with the specified string in their name/help text.
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>
findflags – Find concommands by flags.
firetarget -
flush – Flush unlocked cache memory.
flush_locked – Flush unlocked and locked cache memory.
fogui – Show/hide fog control UI.
forcebind – Bind a command to an available key. (forcebind command opt:suggestedKey)
foundry_engine_get_mouse_control – Give the engine control of the mouse.
foundry_select_entity – Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view – Move Hammer’s 3D view to the same position as the engine’s 3D view.
foundry_update_entity – Updates the entity’s position/angles when in edit mode
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 spent reading from them.
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-persistent.
fs_fios_print_prefetches – Displays all the prefetches currently in progress.
fs_printopenfiles – Show all files currently opened by the engine.
fs_syncdvddevcache – Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
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 doesn’t hide game UI
gameui_preventescapetoshow – Escape key doesn’t show game UI
give – Give item to player. Arguments: <item_name>
global_set – global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
god – Toggle. Player becomes invulnerable.
gods – Toggle. All players become invulnerable.
groundlist – Display ground entity list <index>
hammer_update_entity – Updates the entity’s position/angles when in edit mode
hammer_update_safe_entities – Updates entities in the map that can safely be updated (don’t have parents or are affected by constraints). Also excludes entities mentioned in any hammer_updateignorelist objects in this map.
help – Find help about a convar/concommand.
hideconsole – Hide the console.
host_reset_config – reset config (for testing) with param as splitscreen index.
host_runofftime – Run off some time without rendering/updating sounds
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.
hunk_print_allocations -
hurtme – Hurts the player. Arguments: <health to lose>
incrementvar – Increment specified convar value.
item_show_whitelistable_definitions – Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
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 – Kick a player by userid or uniqueid, with a message.
kickid_ex – Kick a player by userid or uniqueid, 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>
light_crosshair – Show texture color at crosshair
lightprobe – Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called ‘materials/lightprobes’ .The lightprobe command requires you specify a base file name.
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.
listmaps -
listmodels – List loaded models.
listRecentNPCSpeech – Displays a list of the last 5 lines of speech from NPCs.
load – Load a saved game.
log – Enables logging to file, console, and udp < on | off >.
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.
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.
map – Start playing on specified map.
map_background – Runs a map as the background to the main menu.
map_commentary – Start playing, with 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)
mapgroup – Specify a map group
maps – Displays list of maps.
mat_configcurrent – show the current video control panel config for the material system
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_debug – Activates debugging spew for a specific material.
mat_edit – Bring up the material under the crosshair in the editor
mat_hdr_enabled – Report if HDR is enabled for debugging
mat_info – Shows material system info
mat_reloadtextures – Reloads all textures
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 must be set to use this)
mat_reporthwmorphmemory – Reports the amount of size in bytes taken up by hardware morph textures.
mat_savechanges – saves current video configuration to the registry
mat_setvideomode – sets the width, height, windowed state of the material system
mat_showaspectratioinfo – Spew info about the hardware aspect ratio
mat_showmaterials – Show materials.
mat_showmaterialsverbose – Show materials (verbose version).
mat_showtextures – Show used textures.
mat_suppress – Suppress a material from drawing
mat_texture_list_exclude – ‘load’ – loads the exclude list file, ‘reset’ – resets all loaded exclude information, ‘save’ – saves exclude list file
mat_texture_list_txlod – Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution
mat_texture_list_txlod_sync – ‘reset’ – resets all run-time changes to LOD overrides, ‘save’ – saves all changes to material content files
mat_updateconvars – updates the video config convars
maxplayers – Change the maximum number of players allowed on this server.
mem_dump – Dump memory stats to text file.
mem_eat -
mem_incremental_compact -
mem_test -
mem_vcollide – Dumps the memory used by vcollides
memory – Print memory stats.
meta – Metamod:Source control options
minisave – Saves game (for current level only!)
mm_datacenter_debugprint – Shows information retrieved from data center
mod_DumpWeaponWiewModelCache – Dumps the weapon view model cache contents
mod_DumpWeaponWorldModelCache – Dumps the weapon world model cache contents
motd -
movie_fixwave – Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
mp_disable_autokick – Prevents a userid from being auto-kicked
mp_forcerespawnplayers – Force all players to respawn.
mp_forcewin – Forces team to win
mp_swapteams – Swap the teams and restart the game
mp_switchteams – Switch teams and restart the game
mp_tournament_restart – Restart Tournament Mode on the current level.
multvar – Multiply specified convar value.
mvpup -
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_analyze_scripted – commandline hook to run a nav_analyze and then quit.
nav_avoid – Toggles the ‘avoid this area when possible’ flag used by the AI system.
nav_begin_area – Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a ‘nav_end_area’ command.
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 1×1 areas
nav_clear_attribute – Remove given nav attribute from all areas in the selected set.
nav_clear_walkable_marks – Erase any previously placed walkable positions.
nav_compress_id – Re-orders area and ladder ID’s so they are continuous.
nav_connect – To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
nav_corner_lower – Lower the selected corner of the currently marked Area.
nav_corner_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_crouch – Toggles the ‘must crouch in this area’ flag used by the AI system.
nav_delete – Deletes the currently highlighted Area.
nav_delete_marked – Deletes the currently marked Area (if any).
nav_disconnect – To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
nav_dont_hide – Toggles the ‘area is not suitable for hiding spots’ flag used by the AI system.
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 – Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
nav_gen_cliffs_approx – Mark cliff areas, post-processing approximation
nav_generate – Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental – Generate a Navigation Mesh for the current map and save it to disk.
nav_jump – Toggles the ‘traverse this area by jumping’ flag used by the AI system.
nav_ladder_flip – Flips the selected ladder’s 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_walkable – Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_merge – To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav_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 – Sets the Place of the Area under the cursor to the curent Place, and ‘flood-fills’ the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
nav_place_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_precise – Toggles the ‘dont avoid obstacles’ flag used by the AI system.
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 – Removes legacy 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_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_radius – Adds all areas in a radius to the selection 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_splice – To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split – To split an Area into two, align the split line using your cursor and invoke the split command.
nav_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 – Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_subdivide – Subdivides all selected areas.
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 – Toggles Place Painting mode. When Place Painting, pointing at an Area will ‘paint’ it with the current Place.
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_use_place – If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_walk – Toggles the ‘traverse this area by walking’ flag used by the AI system.
nav_world_center – Centers the nav mesh in the world
net_channels – Shows net channel info
net_dumpeventstats – Dumps out a report of game event network usage
net_status – Shows current network status
net_steamcnx_status – Print status of steam connection sockets.
nextdemo – Play next demo in sequence.
nextmap -
notarget – Toggle. Player becomes hidden to NPCs.
npc_ammo_deplete – Subtracts half of the target’s ammo
npc_bipass – Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.
npc_combat – Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_conditions – Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_create – Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Arguments: [npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
npc_create_aimed – Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn’t have an instance in the level. Arguments: {npc_class_name}
npc_destroy – Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_destroy_unselected – Removes all NPCs from the universe that aren’t currently selected
npc_enemies – Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don’t know where it went) Unreachable entities drawn in green (can’t get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_focus – Displays red line to NPC’s enemy (if has one) and blue line to NPC’s target entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_freeze_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_kill – Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_nearest – Draw’s a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_relationships – Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_reset – Reloads schedules for all NPC’s 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 rectangles. Line is color coded in the following manner: Blue – path to a node Cyan – detour around an object (triangulation) Red – jump Maroon – path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_select – Select or deselects the given NPC(s) for later manipulation. Selected NPC’s are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_set_freeze – Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments: -none-
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} / no argument picks what player is looking at
npc_steering_all – Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_task_text – Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_tasks – Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_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: {entity_name} / {class_name} / no argument picks what player is looking at
particle_test_start – Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
particle_test_stop – Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
path – Show the engine filesystem path.
pause – Toggle the server pause state.
perfui – Show/hide the level performance tools UI.
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_report_active – Lists all active physics objects
physics_select – Dumps debug info for an entity
ping – Display ping to server.
pingserver – Ping a server for info
play – Play a sound.
playdemo – Play a recorded demo file (.dem ).
playvol – Play a sound at a specified volume.
plugin_load – plugin_load <filename> : loads a plugin
plugin_pause – plugin_pause <index> : pauses a loaded plugin
plugin_pause_all – pauses all loaded plugins
plugin_print – Prints details about loaded plugins
plugin_unload – plugin_unload <index> : unloads a plugin
plugin_unpause – plugin_unpause <index> : unpauses a disabled plugin
plugin_unpause_all – unpauses all disabled plugins
press_x360_button – Press the specified Xbox 360 controller button (lt, rt, st[art], ba[ck], lb, rb, a, b, x, y, l[eft], r[right], u[p], d[own])
print_colorcorrection – Display the color correction layer information.
progress_enable -
prop_crosshair – Shows name for prop looking at
prop_debug – Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
prop_physics_create – Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
quit – Exit the engine.
r_cleardecals – Usage r_cleardecals <permanent>.
r_flushlod – Flush and reload LODs.
r_lightcache_invalidate -
r_printdecalinfo -
rcon – Issue an rcon command.
rebuy – Attempt to repurchase items with the order listed in cl_rebuy
recompute_speed – Recomputes clock speed (for debugging purposes).
record – Record a demo.
reload – Reload the most recent saved game (add setpos to jump to current view position on reload).
reload_vjobs – reload vjobs module
remote_bug – Starts a bug report with data from the currently connected rcon machine
removeid – Remove a user ID from the ban list.
removeip – Remove an IP address from the ban list.
render_blanks – render N blank frames
report_entities – Lists all entities
report_simthinklist – Lists all simulating/thinking entities
report_soundpatch – reports sound patch count
report_touchlinks – Lists all touchlinks
reset_expo – Reset player scores, player controls, team scores, and end the round
reset_gameconvars – Reset a bunch of game convars to default values
respawn_entities – Respawn all the entities in the map.
respawnme -
restart – Restart the game on the same level (add setpos to jump to current view position on restart).
rpt – Issue an rpt command.
rpt_client_enable -
rpt_connect -
rpt_download_log -
rpt_end -
rpt_password -
rpt_screenshot -
rpt_server_enable -
rpt_start -
rr_debugresponseconcept_exclude – Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments to see current list. Call ‘rr_debug_responseconcept_exclude !’ to reset.
rr_forceconcept – fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> “criteria1:value1,criteria2:value2,…” criteria values are optional.
rr_reloadresponsesystems – Reload all response system scripts.
save – Saves current game.
save_finish_async -
say – Display player message
say_team – Display player message to team
scene_flush – Flush all .vcds from the cache and reload from disk.
scene_playvcd – Play the given VCD as an instanced scripted scene.
scoreup -
screenshot – Take a screenshot.
script_debug – Connect the vscript VM to the script debugger
script_dump_all – Dump the state of the VM to the console
script_execute – Run a vscript file
script_help – Output help for script functions, optionally with a search string
script_reload_code – Execute a vscript file, replacing existing functions with the functions in the run script
script_reload_entity_code – Execute all of this entity’s VScripts, replacing existing functions with the functions in the run scripts
script_reload_think – Execute an activation script, replacing existing functions with the functions in the run script
server_game_time – Gives the game time in seconds (server’s 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
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).
shake – Shake the screen.
showconsole – Show the console.
showtriggers_toggle – Toggle show triggers
skip_next_map – Skips the next map in the map rotation for the server.
sm – SourceMod Menu
sm_addban – sm_addban <time> <steamid> [reason]
sm_admin – Displays the admin menu
sm_ban – sm_ban <#userid|name> <minutes|0> [reason]
sm_banip – sm_banip <ip|#userid|name> <time> [reason]
sm_beacon – sm_beacon <#userid|name> [0/1]
sm_blind – sm_blind <#userid|name> [amount] – Leave amount off to reset.
sm_burn – sm_burn <#userid|name> [time]
sm_cancelvote – sm_cancelvote
sm_chat – sm_chat <message> – sends message to admins
sm_conhook_start -
sm_conhook_stop -
sm_cookies – sm_cookies <name> [value]
sm_csay – sm_csay <message> – sends centered message to all players
sm_dropc4 – Forces bomb drop
sm_drug – sm_drug <#userid|name> [0/1]
sm_dump_admcache – Dumps the admin cache for debugging
sm_dump_classes – Dumps the class list as a text file
sm_dump_datamaps – Dumps the data map list as a text file
sm_dump_handles – Dumps Handle usage to a file for finding Handle leaks
sm_dump_netprops – Dumps the networkable property table as a text file
sm_dump_netprops_xml – Dumps the networkable property table as an XML file
sm_dump_teprops – Dumps tempentity props to a file
sm_execcfg – sm_execcfg <filename>
sm_firebomb – sm_firebomb <#userid|name> [0/1]
sm_freeze – sm_freeze <#userid|name> [time]
sm_gag – sm_gag <player> – Removes a player’s ability to use chat.
sm_giveweapon -
sm_gravity – sm_gravity <#userid|name> [amount] – Leave amount off to reset. Amount is 0.0 through 5.0
sm_help – Displays SourceMod commands and descriptions
sm_hsay – sm_hsay <message> – sends hint message to all players
sm_kick – sm_kick <#userid|name> [reason]
sm_knives – Sets up a knife round.
sm_listlockedcvars -
sm_map – sm_map <map>
sm_maphistory – Shows the most recent maps played
sm_msay – sm_msay <message> – sends message as a menu panel
sm_mute – sm_mute <player> – Removes a player’s ability to use voice.
sm_noclip – sm_noclip <#userid|name>
sm_pistols – Sets up a pistol round.
sm_play – sm_play <#userid|name> <filename>
sm_print_telist – Prints the temp entity list
sm_printtest -
sm_psay – sm_psay <name or #userid> <message> – sends private message
sm_rcon – sm_rcon <args>
sm_reload_restrictions – Reloads all restricted weapon cvars and removes any admin overrides
sm_reloadadmins – sm_reloadadmins
sm_remove_restricted – Removes restricted weapons from players to the limit the weapons are set to.
sm_rename – sm_rename <#userid|name>
sm_resetcvar – sm_resetcvar <cvar>
sm_restrict – Restrict weapons
sm_revote -
sm_say – sm_say <message> – sends message to all players
sm_searchcmd – Searches SourceMod commands
sm_settings -
sm_silence – sm_silence <player> – Removes a player’s ability to use voice or chat.
sm_slap – sm_slap <#userid|name> [damage]
sm_slay – sm_slay <#userid|name>
sm_timebomb – sm_timebomb <#userid|name> [0/1]
sm_tsay – sm_tsay [color] <message> – sends top-left message to all players
sm_unban – sm_unban <steamid|ip>
sm_ungag – sm_ungag <player> – Restores a player’s ability to use chat.
sm_unmute – sm_unmute <player> – Restores a player’s ability to use voice.
sm_unrestrict – Unrestrict weapons
sm_unsilence – sm_unsilence <player> – Restores a player’s ability to use voice and chat.
sm_vote – sm_vote <question> [Answer1] [Answer2] … [Answer5]
sm_votealltalk – sm_votealltalk
sm_voteban – sm_voteban <player> [reason]
sm_voteburn – sm_voteburn <player>
sm_voteff – sm_voteff
sm_votegravity – sm_votegravity <amount> [amount2] … [amount5]
sm_votekick – sm_votekick <player> [reason]
sm_voteslay – sm_voteslay <player>
sm_who – sm_who [#userid|name]
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_dump_filepaths -
snd_dumpclientsounds – Dump sounds to console
snd_getmixer – Get data related to mix group matching string
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_channels – Prints all the active channel.
snd_print_dsp_effect – Prints the content of a dsp effect.
snd_rebuildaudiocache – rebuild audio cache for current language
snd_restart – Restart sound system.
snd_set_master_volume – Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
snd_setmixer – Set named Mixgroup of current mixer to mix vol, mute, solo.
snd_setmixlayer – Set named Mixgroup of named mix layer to mix vol, mute, solo.
snd_setmixlayer_amount – Set named mix layer mix amount.
snd_sos_flush_operators – Flush and re-parse the sound operator system
snd_sos_print_operators – Prints a list of currently available operators
snd_soundmixer_flush – Reload soundmixers.txt file.
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_list_mixers – List all mixers to dev console.
snd_soundmixer_set_trigger_factor – Set named mix layer / mix group, trigger amount.
snd_updateaudiocache – checks _master.cache based on file sizes and rebuilds any change/new entries
snd_writemanifest – If running a game, outputs the precache manifest for the current level
sndplaydelay -
soundfade – Fade client volume.
soundlist – List all known sounds.
soundscape_flush – Flushes the server & client side soundscapes
speak – Play a constructed sentence.
spike – generates a fake spike
ss_connect – If connected with available split screen slots, connects a split screen player to this machine.
ss_disconnect – If connected with available split screen slots, connects a split screen player to this machine.
star_memory – Dump memory stats
startdemos – Play demos in demo sequence.
startmovie – Start recording movie frames.
startupmenu – Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we’re not in developer mode.
stats – Prints server performance variables
status – Display map and connection status.
stop – Finish recording demo.
stopdemo – Stop playing back a demo.
stopsound -
stringtabledictionary – Create dictionary for current strings.
stuffcmds – Parses and stuffs command line + commands to command buffer.
sv_benchmark_force_start – Force start the benchmark. This is only for debugging. It’s better to set sv_benchmark to 1 and restart the level.
sv_clearhinthistory – Clear memory of server side hints displayed to the player.
sv_findsoundname – Find sound names which reference the specified wave files.
sv_game_mode_convars – Display the values of the convars for the current game_mode.
sv_precacheinfo – Show precache info.
sv_pure – Show user data.
sv_querycache_stats – Display status of the query cache (client only)
sv_shutdown – Sets the server to shutdown when all games have completed
sv_soundemitter_filecheck – Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush – Flushes the sounds.txt system (server only)
sv_soundemitter_reload – Flushes the sounds.txt system
sv_soundemitter_spew – Print details about a sound.
sv_soundscape_printdebuginfo – print soundscapes
switchme -
terminateround -
Test_CreateEntity -
test_dispatcheffect – Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
Test_EHandle -
test_entity_blocker – Test command that drops an entity blocker out in front of the player.
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_outtro_stats -
Test_ProxyToggle_EnableProxy -
Test_ProxyToggle_SetValue -
Test_RandomChance – Test_RandomChance <percent chance, 0-100> <token1> <token2…> – Roll the dice and maybe run the command following the percentage chance.
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 -
thread_test_tslist -
thread_test_tsqueue -
threadpool_cycle_reserve – Cycles threadpool reservation by powers of 2
threadpool_run_tests -
timedemo_vprofrecord – Play a demo and report performance info. Also record vprof data for the span of the demo
timedemoquit – Play a demo, report performance info, and then exit
timeleft – prints the time remaining in the match
timerefresh – Profile the renderer.
toggle – Toggles a convar on or off, or cycles through a set of values.
togglebuy -
toggledrop -
toggleprice -
toggleround -
toolload – Load a tool.
TransmitEvents – Transmits Game Events to <address:port>
tv_clients – Shows list of connected SourceTV clients.
tv_msg – Send a screen message to all clients.
tv_record – Starts SourceTV demo recording.
tv_relay – Connect to SourceTV server and relay broadcast.
tv_retry – Reconnects the SourceTV relay proxy.
tv_status – Show SourceTV server status.
tv_stop – Stops the SourceTV broadcast.
tv_stoprecord – Stops SourceTV demo recording.
tweak_ammo_impulses – Allow real-time tweaking of the ammo impulse values.
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.
vehicle_flushscript – Flush and reload all vehicle scripts
version – Print version info string.
vgui_drawtree_clear -
vgui_dump_panels – vgui_dump_panels [visible]
vgui_spew_fonts -
vgui_togglepanel – show/hide vgui panel by name.
voice_mute – Mute a specific Steam user
voice_reset_mutelist – Reset all mute information for all players who were ever muted.
voice_show_mute – Show whether current players are muted.
voice_unmute – Unmute a specific Steam user, or `all` to unmute all connected players.
voicerecord_toggle -
vox_reload – Reload sentences.txt file
voxeltree_box – View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
voxeltree_playerview – View entities in the voxel-tree at the player position.
voxeltree_sphere – View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
voxeltree_view – View entities in the voxel-tree.
vphys_sleep_timeout – set sleep timeout: large values mean stuff won’t 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_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 – While playing back a .vprof file, step to the next tick.
vprof_playback_stepback – While playing back a .vprof file, 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_peaks – Reset just the peak time in VProf profiler
vprof_to_csv – Convert a recorded .vprof file to .csv.
vprof_vtune_group – enable vtune for a particular vprof group (“disable” to disable)
vtune – Controls VTune’s sampling.
vx_model_list – Dump models to VXConsole
wc_air_edit_further – When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from player
wc_air_edit_nearer – When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player
wc_air_node_edit – When in WC edit mode, toggles laying down or air nodes instead of ground nodes
wc_create – When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull)
wc_destroy – When in WC edit mode, 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_reload_database – Reload the weapon database
wipe_nav_attributes – Clear all nav attributes of selected area.
writeid – Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip – Save the ban list to banned_ip.cfg.
xload – Load a saved game from a console storage device.
xsave – Saves current game to a console storage device.

Source: Allied Modders

• CS:GO Console Variable list for client & server

This list shows the locked and unlocked ones.

Cvar: achievement_debug – Turn on achievement debug msgs.
Cvar: achievement_disable – Turn off achievements.
Cvar: adsp_debug -
Cvar: ai_debug_los – NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it’ll show non-solid entities that would do it if they were solid.
Cvar: ai_debug_shoot_positions -
Cvar: ai_drawbattlelines -
Cvar: ai_report_task_timings_on_limit -
Cvar: ai_think_limit_label -
Cvar: ai_vehicle_avoidance -
Cvar: ammo_338mag_max -
Cvar: ammo_357sig_max -
Cvar: ammo_45acp_max -
Cvar: ammo_50AE_max -
Cvar: ammo_556mm_box_max -
Cvar: ammo_556mm_max -
Cvar: ammo_57mm_max -
Cvar: ammo_762mm_max -
Cvar: ammo_9mm_max -
Cvar: ammo_buckshot_max -
Cvar: ammo_grenade_limit_default -
Cvar: ammo_grenade_limit_flashbang -
Cvar: ammo_grenade_limit_total -
Cvar: bot_autodifficulty_threshold_high – Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
Cvar: bot_autodifficulty_threshold_low – Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
Cvar: bot_chatter – Control how bots talk. Allowed values: ‘off’, ‘radio’, ‘minimal’, or ‘normal’.
Cvar: bot_crouch -
Cvar: bot_debug – For internal testing purposes.
Cvar: bot_debug_target – For internal testing purposes.
Cvar: bot_defer_to_human_goals – If nonzero and there is a human on the team, the bots will not do the scenario tasks.
Cvar: bot_defer_to_human_items – If nonzero and there is a human on the team, the bots will not get scenario items.
Cvar: bot_difficulty – Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
Cvar: bot_dont_shoot – If nonzero, bots will not fire weapons (for debugging).
Cvar: bot_freeze -
Cvar: bot_join_after_player – If nonzero, bots wait until a player joins before entering the game.
Cvar: bot_join_team – Determines the team bots will join into. Allowed values: ‘any’, ‘T’, or ‘CT’.
Cvar: bot_loadout – bots are given these items at round start
Cvar: bot_mimic -
Cvar: bot_mimic_yaw_offset -
Cvar: bot_quota – Determines the total number of bots in the game.
Cvar: bot_quota_mode – Determines the type of quota. Allowed values: ‘normal’, ‘fill’, and ‘match’. If ‘fill’, the server will adjust bots to keep N players in the game, where N is bot_quota. If ‘match’, the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
Cvar: bot_randombuy – should bots ignore their prefered weapons and just buy weapons at random?
Cvar: bot_show_battlefront – Show areas where rushing players will initially meet.
Cvar: bot_show_nav – For internal testing purposes.
Cvar: bot_show_occupy_time – Show when each nav area can first be reached by each team.
Cvar: bot_stop – If nonzero, immediately stops all bot processing.
Cvar: bot_traceview – For internal testing purposes.
Cvar: bot_zombie – If nonzero, bots will stay in idle mode and not attack.
Cvar: budget_averages_window – number of frames to look at when figuring out average frametimes
Cvar: budget_background_alpha – how translucent the budget panel is
Cvar: budget_bargraph_background_alpha – how translucent the budget panel is
Cvar: budget_bargraph_range_ms – budget bargraph range in milliseconds
Cvar: budget_history_numsamplesvisible – number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
Cvar: budget_history_range_ms – budget history range in milliseconds
Cvar: budget_panel_bottom_of_history_fraction – number between 0 and 1
Cvar: budget_panel_height – height in pixels of the budget panel
Cvar: budget_panel_width – width in pixels of the budget panel
Cvar: budget_panel_x – number of pixels from the left side of the game screen to draw the budget panel
Cvar: budget_panel_y – number of pixels from the top side of the game screen to draw the budget panel
Cvar: budget_peaks_window – number of frames to look at when figuring out peak frametimes
Cvar: budget_show_averages – enable/disable averages in the budget panel
Cvar: budget_show_history – turn history graph off and on. . good to turn off on low end
Cvar: budget_show_peaks – enable/disable peaks in the budget panel
Cvar: bugreporter_uploadasync – Upload attachments asynchronously
Cvar: bugreporter_username – Username to use for bugreporter
Cvar: chet_debug_idle – If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
Cvar: cl_allowdownload – Client downloads customization files
Cvar: cl_allowupload – Client uploads customization files
Cvar: cl_bot_difficulty_gamepad – Bot difficulty while playing with Gamepad device
Cvar: cl_bot_difficulty_hydra – Bot difficulty while playing with Hydra device
Cvar: cl_bot_difficulty_kbm – Bot difficulty while playing with Keyboard/Mouse device
Cvar: cl_bot_difficulty_ps3move – Bot difficulty while playing with PS3Move device
Cvar: cl_bot_difficulty_sharpshooter – Bot difficulty while playing with SharpShooter device
Cvar: cl_clock_correction – Enable/disable clock correction on the client.
Cvar: cl_clock_correction_adjustment_max_amount – Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.
Cvar: cl_clock_correction_adjustment_max_offset – As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.
Cvar: cl_clock_correction_adjustment_min_offset – If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
Cvar: cl_clock_correction_force_server_tick – Force clock correction to match the server tick + this offset (-999 disables it).
Cvar: cl_clock_showdebuginfo – Show debugging info about the clock drift.
Cvar: cl_clockdrift_max_ms – Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s.
Cvar: cl_clockdrift_max_ms_threadmode – Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s.
Cvar: cl_cmdrate – Max number of command packets sent to server per second
Cvar: cl_downloadfilter – Determines which files can be downloaded from the server (all, none, nosounds)
Cvar: cl_entityreport – For debugging, draw entity states to console
Cvar: cl_flushentitypacket – For debugging. Force the engine to flush an entity packet.
Cvar: cl_forcepreload – Whether we should force preloading.
Cvar: cl_ignorepackets – Force client to ignore packets (for debugging).
Cvar: cl_language – Language (from Steam API)
Cvar: cl_logofile – Spraypoint logo decal.
Cvar: cl_resend – Delay in seconds before the client will resend the ‘connect’ attempt
Cvar: cl_resend_timeout – Total time allowed for the client to resend the ‘connect’ attempt
Cvar: cl_showevents – Print event firing info in the console
Cvar: cl_showpluginmessages – Allow plugins to display messages to you
Cvar: cl_skipslowpath – Set to 1 to skip any models that don’t go through the model fast path
Cvar: cl_soundfile – Jingle sound file.
Cvar: cl_timeout – After this many seconds without receiving a packet from the server, the client will disconnect itself
Cvar: cl_updaterate – Number of packets per second of updates you are requesting from the server
Cvar: clientport – Host game client port
Cvar: closecaption – Enable close captioning.
Cvar: con_enable – Allows the console to be activated.
Cvar: cs_hostage_near_rescue_music_distance -
Cvar: cs_ShowStateTransitions – cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
Cvar: CS_WarnFriendlyDamageInterval – Defines how frequently the server notifies clients that a player damaged a friend
Cvar: cursortimeout – Seconds before mouse cursor hides itself due to inactivity
Cvar: custom_bot_difficulty – Bot difficulty for offline play.
Cvar: debug_visibility_monitor -
Cvar: demo_recordcommands – Record commands typed at console into .dem files.
Cvar: developer – Set developer message level
Cvar: disable_static_prop_loading – If non-zero when a map loads, static props won’t be loaded
Cvar: display_game_events -
Cvar: dsp_dist_max -
Cvar: dsp_dist_min -
Cvar: dsp_enhance_stereo -
Cvar: dsp_off -
Cvar: dsp_player -
Cvar: dsp_slow_cpu -
Cvar: dsp_volume -
Cvar: enable_debug_overlays – Enable rendering of debug overlays
Cvar: ent_messages_draw – Visualizes all entity input/output activity.
Cvar: ff_damage_reduction_bullets – 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 enemy)
Cvar: ff_damage_reduction_grenade – 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 done to an enemy)
Cvar: ff_damage_reduction_grenade_self – 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 done to an enemy)
Cvar: ff_damage_reduction_other – How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 – 1 (with 1 being damage equal to what is done to an enemy)
Cvar: fish_dormant – Turns off interactive fish behavior. Fish become immobile and unresponsive.
Cvar: fog_enable_water_fog -
Cvar: force_audio_english – Keeps track of whether we’re forcing english in a localized language.
Cvar: fps_max – Frame rate limiter
Cvar: fps_screenshot_frequency – 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 when under the given fps.)
Cvar: fps_screenshot_threshold – Dump a screenshot when the FPS drops below the given value.
Cvar: func_break_max_pieces -
Cvar: fx_new_sparks – Use new style sparks.
Cvar: g_debug_angularsensor -
Cvar: g_debug_constraint_sounds – Enable debug printing about constraint sounds.
Cvar: g_debug_ragdoll_removal -
Cvar: g_debug_trackpather -
Cvar: g_debug_vehiclebase -
Cvar: g_debug_vehicledriver -
Cvar: g_debug_vehicleexit -
Cvar: g_debug_vehiclesound -
Cvar: g_jeepexitspeed -
Cvar: game_mode – The current game mode (based on game type). See GameModes.txt.
Cvar: game_type – The current game type. See GameModes.txt.
Cvar: global_event_log_enabled – Enables the global event log system
Cvar: host_flush_threshold – Memory threshold below which the host should flush caches between server instances
Cvar: host_map – Current map name.
Cvar: host_sleep – Force the host to sleep a certain number of milliseconds each frame.
Cvar: host_timescale – Prescale the clock by this amount.
Cvar: hostage_debug – Show hostage AI debug information
Cvar: hostfile – The HOST file to load.
Cvar: hostip – Host game server ip
Cvar: hostname – Hostname for server.
Cvar: hostport – Host game server port
Cvar: hud_scaling – Scales hud elements
Cvar: hunk_track_allocation_types -
Cvar: in_forceuser – Force user input to this split screen player.
Cvar: inferno_child_spawn_interval_multiplier – Amount spawn interval increases for each child
Cvar: inferno_child_spawn_max_depth -
Cvar: inferno_damage – Damage per second
Cvar: inferno_debug -
Cvar: inferno_flame_lifetime – Average lifetime of each flame in seconds
Cvar: inferno_flame_spacing – Minimum distance between separate flame spawns
Cvar: inferno_forward_reduction_factor -
Cvar: inferno_friendly_fire_duration – For this long, FF is credited back to the thrower.
Cvar: inferno_initial_spawn_interval – Time between spawning flames for first fire
Cvar: inferno_max_child_spawn_interval – Largest time interval for child flame spawning
Cvar: inferno_max_flames – Maximum number of flames that can be created
Cvar: inferno_max_range – Maximum distance flames can spread from their initial ignition point
Cvar: inferno_per_flame_spawn_duration – Duration each new flame will attempt to spawn new flames
Cvar: inferno_scorch_decals -
Cvar: inferno_spawn_angle – Angular change from parent
Cvar: inferno_surface_offset -
Cvar: inferno_velocity_decay_factor -
Cvar: inferno_velocity_factor -
Cvar: inferno_velocity_normal_factor -
Cvar: ip – Overrides IP for multihomed hosts
Cvar: joy_axisbutton_threshold – Analog axis range before a button press is registered.
Cvar: joy_wingmanwarrior_centerhack – Wingman warrior centering hack.
Cvar: lightcache_maxmiss -
Cvar: loopsingleplayermaps -
Cvar: mapcycledisabled – repeats the same map after each match instead of using the map cycle
Cvar: mat_bumpbasis -
Cvar: mat_debugalttab -
Cvar: mat_depthbias_normal -
Cvar: mat_displacementmap -
Cvar: mat_drawflat -
Cvar: mat_dynamic_tonemapping -
Cvar: mat_dynamiclightmaps -
Cvar: mat_dynamicPaintmaps -
Cvar: mat_fastnobump -
Cvar: mat_fillrate -
Cvar: mat_force_tonemap_scale -
Cvar: mat_forcedynamic -
Cvar: mat_fullbright -
Cvar: mat_leafvis – Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what does/doesn’t get drawn)
Cvar: mat_loadtextures -
Cvar: mat_local_contrast_edge_scale_override -
Cvar: mat_local_contrast_midtone_mask_override -
Cvar: mat_local_contrast_scale_override -
Cvar: mat_local_contrast_vignette_end_override -
Cvar: mat_local_contrast_vignette_start_override -
Cvar: mat_luxels -
Cvar: mat_measurefillrate -
Cvar: mat_monitorgamma – monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
Cvar: mat_monitorgamma_tv_enabled -
Cvar: mat_morphstats -
Cvar: mat_norendering -
Cvar: mat_normalmaps -
Cvar: mat_normals -
Cvar: mat_powersavingsmode – Power Savings Mode
Cvar: mat_proxy -
Cvar: mat_queue_mode – The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
Cvar: mat_queue_priority -
Cvar: mat_rendered_faces_count – 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_rendered_faces_spew’ to spew all models rendered in the current frame)
Cvar: mat_reversedepth -
Cvar: mat_show_texture_memory_usage – Display the texture memory usage on the HUD.
Cvar: mat_showlowresimage -
Cvar: mat_showmiplevels – color-code miplevels 2: normalmaps, 1: everything else
Cvar: mat_softwareskin -
Cvar: mat_spewalloc -
Cvar: mat_surfaceid -
Cvar: mat_surfacemat -
Cvar: mat_tessellation_accgeometrytangents -
Cvar: mat_tessellation_cornertangents -
Cvar: mat_tessellation_update_buffers -
Cvar: mat_texture_list_content_path – The content path to the materialsrc directory. If left unset, it’ll assume your content directory is next to the currently running game dir.
Cvar: mat_wireframe -
Cvar: mem_incremental_compact_rate – Rate at which to attempt internal heap compation
Cvar: metamod_version – Metamod:Source Version
Cvar: mm_basedir – Metamod:Source Base Folder
Cvar: mm_pluginsfile – Metamod:Source Plugins File
Cvar: mm_server_search_lan_ports – Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
Cvar: motdfile – The MOTD file to load.
Cvar: mp_afterroundmoney – amount of money awared to every player after each round
Cvar: mp_autokick – Kick idle/team-killing players
Cvar: mp_autoteambalance -
Cvar: mp_buytime – How many seconds after round start players can buy items for.
Cvar: mp_c4timer – how long from when the C4 is armed until it blows
Cvar: mp_death_drop_defuser – Drop defuser on player death
Cvar: mp_death_drop_grenade – Which grenade to drop on player death: 0=none, 1=best, 2=current or best
Cvar: mp_death_drop_gun – Which gun to drop on player death: 0=none, 1=best, 2=current or best
Cvar: mp_defuser_allocation – How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
Cvar: mp_do_warmup_period – Whether or not to do a warmup period at the start of a match.
Cvar: mp_force_pick_time – The amount of time a player has on the team screen to make a selection before being auto-teamed
Cvar: mp_freezetime – how many seconds to keep players frozen when the round starts
Cvar: mp_ggprogressive_round_restart_delay – Number of seconds to delay before restarting a round after a win in gungame progessive
Cvar: mp_ggtr_bomb_detonation_bonus – Number of bonus upgrades to award the Ts when they detonate a gun game bomb
Cvar: mp_halftime_duration – Number of seconds that halftime lasts
Cvar: mp_join_grace_time – Number of seconds after round start to allow a player to join a game
Cvar: mp_limitteams – Max # of players 1 team can have over another (0 disables check)
Cvar: mp_match_can_clinch – Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
Cvar: mp_match_end_restart – At the end of the match, perform a restart instead of loading a new map
Cvar: mp_maxmoney – maximum amount of money allowed in a player’s account
Cvar: mp_playercashawards – Players can earn money by performing in-game actions
Cvar: mp_playerid – Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
Cvar: mp_playerid_delay – Number of seconds to delay showing information in the status bar
Cvar: mp_playerid_hold – Number of seconds to keep showing old information in the status bar
Cvar: mp_restartgame – If non-zero, game will restart in the specified number of seconds
Cvar: mp_round_restart_delay – Number of seconds to delay before restarting a round after a win
Cvar: mp_roundtime – How many minutes each round takes.
Cvar: mp_startmoney – amount of money each player gets when they reset
Cvar: mp_teamcashawards – Teams can earn money by performing in-game actions
Cvar: mp_tkpunish – Will a TK’er be punished in the next round? {0=no, 1=yes}
Cvar: mp_warmuptime – If true, there will be a warmup period/round at the start of each match to allow all players to connect.
Cvar: mp_win_panel_display_time – The amount of time to show the win panel between matches / halfs
Cvar: name – Current user name
Cvar: nav_area_bgcolor – RGBA color to draw as the background color for nav areas while editing.
Cvar: nav_area_max_size – Max area size created in nav generation
Cvar: nav_coplanar_slope_limit -
Cvar: nav_coplanar_slope_limit_displacement -
Cvar: nav_corner_adjust_adjacent – radius used to raise/lower corners in nearby areas when raising/lowering corners.
Cvar: nav_create_area_at_feet – Anchor nav_begin_area Z to editing player’s feet
Cvar: nav_create_place_on_ground – If true, nav areas will be placed flush with the ground when created by hand.
Cvar: nav_debug_blocked -
Cvar: nav_displacement_test – Checks for nodes embedded in displacements (useful for in-development maps)
Cvar: nav_draw_limit – The maximum number of areas to draw in edit mode
Cvar: nav_edit – Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
Cvar: nav_generate_fencetops – Autogenerate nav areas on fence and obstacle tops
Cvar: nav_generate_fixup_jump_areas – Convert obsolete jump areas into 2-way connections
Cvar: nav_generate_incremental_range -
Cvar: nav_generate_incremental_tolerance – Z tolerance for adding new nav areas.
Cvar: nav_max_view_distance – Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
Cvar: nav_max_vis_delta_list_length -
Cvar: nav_potentially_visible_dot_tolerance -
Cvar: nav_quicksave – Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
Cvar: nav_selected_set_border_color – Color used to draw the selected set borders while editing.
Cvar: nav_selected_set_color – Color used to draw the selected set background while editing.
Cvar: nav_show_approach_points – Show Approach Points in the Navigation Mesh.
Cvar: nav_show_area_info – Duration in seconds to show nav area ID and attributes while editing
Cvar: nav_show_compass -
Cvar: nav_show_continguous – Highlight non-contiguous connections
Cvar: nav_show_danger – Show current ‘danger’ levels.
Cvar: nav_show_light_intensity -
Cvar: nav_show_node_grid -
Cvar: nav_show_node_id -
Cvar: nav_show_nodes -
Cvar: nav_show_player_counts – Show current player counts in each area.
Cvar: nav_show_potentially_visible – Show areas that are potentially visible from the current nav area
Cvar: nav_slope_limit – The ground unit normal’s Z component must be greater than this for nav areas to be generated.
Cvar: nav_slope_tolerance – The ground unit normal’s Z component must be this close to the nav area’s Z component to be generated.
Cvar: nav_snap_to_grid – Snap to the nav generation grid when creating new nav areas
Cvar: nav_solid_props – Make props solid to nav generation/editing
Cvar: nav_split_place_on_ground – If true, nav areas will be placed flush with the ground when split.
Cvar: nav_test_node -
Cvar: nav_test_node_crouch -
Cvar: nav_test_node_crouch_dir -
Cvar: nav_update_visibility_on_edit – If nonzero editing the mesh will incrementally recompue visibility
Cvar: net_allow_multicast -
Cvar: net_blockmsg – Discards incoming message: <0|1|name>
Cvar: net_droppackets – Drops next n packets on client
Cvar: net_earliertempents -
Cvar: net_fakejitter – Jitter fakelag packet time
Cvar: net_fakelag – Lag all incoming network data (including loopback) by this many milliseconds.
Cvar: net_fakeloss – Simulate packet loss as a percentage (negative means drop 1/n packets)
Cvar: net_maxroutable – Requested max packet size before packets are ‘split’.
Cvar: net_public_adr – For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: (“x.x.x.x” )
Cvar: net_showreliablesounds -
Cvar: net_showsplits – Show info about packet splits
Cvar: net_showudp – Dump UDP packets summary to console
Cvar: net_showudp_oob – Dump OOB UDP packets summary to console
Cvar: net_showudp_remoteonly – Dump non-loopback udp only
Cvar: net_splitpacket_maxrate – Max bytes per second when queueing splitpacket chunks
Cvar: net_splitrate – Number of fragments for a splitpacket that can be sent per frame
Cvar: net_steamcnx_allowrelay – Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrelay 1)
Cvar: net_steamcnx_enabled – Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP.
Cvar: next – Set to 1 to advance to next frame ( when singlestep == 1 )
Cvar: noclip_fixup -
Cvar: npc_ally_deathmessage -
Cvar: npc_height_adjust – Enable test mode for ik height adjustment
Cvar: paintsplat_bias – Change bias value for computing circle buffer
Cvar: paintsplat_max_alpha_noise – Max noise value of circle alpha
Cvar: paintsplat_noise_enabled -
Cvar: panel_test_title_safe – Test vgui panel positioning with title safe indentation
Cvar: particle_test_attach_attachment – Attachment index for attachment mode
Cvar: particle_test_attach_mode – Possible Values: ‘start_at_attachment’, ‘follow_attachment’, ‘start_at_origin’, ‘follow_origin’
Cvar: particle_test_file – Name of the particle system to dynamically spawn
Cvar: password – Current server access password
Cvar: phys_debug_check_contacts -
Cvar: phys_show_active -
Cvar: player_debug_print_damage – When true, print amount and type of all damage received by player to console.
Cvar: post_jump_crouch – This determines how long the third person player character will crouch for after landing a jump. This only affects the third person animation visuals.
Cvar: r_AirboatViewDampenDamp -
Cvar: r_AirboatViewDampenFreq -
Cvar: r_AirboatViewZHeight -
Cvar: r_ambientfraction – Fraction of direct lighting used to boost lighting when model requests
Cvar: r_ambientlightingonly – Set this to 1 to light models with only ambient lighting (and no static lighting).
Cvar: r_avglight -
Cvar: r_avglightmap -
Cvar: r_brush_queue_mode -
Cvar: r_ClipAreaFrustums -
Cvar: r_ClipAreaPortals -
Cvar: r_colorstaticprops -
Cvar: r_debugrandomstaticlighting – Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
Cvar: r_DispBuildable -
Cvar: r_DispWalkable -
Cvar: r_dlightsenable -
Cvar: r_DrawBeams – 0=Off, 1=Normal, 2=Wireframe
Cvar: r_drawbrushmodels – Render brush models. 0=Off, 1=Normal, 2=Wireframe
Cvar: r_drawclipbrushes – Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
Cvar: r_drawdecals – Render decals.
Cvar: r_DrawDisp – Toggles rendering of displacment maps
Cvar: r_drawentities -
Cvar: r_drawfuncdetail – Render func_detail
Cvar: r_drawleaf – Draw the specified leaf.
Cvar: r_drawlightcache – 0: off 1: draw light cache entries 2: draw rays
Cvar: r_drawlightinfo -
Cvar: r_drawlights -
Cvar: r_DrawModelLightOrigin -
Cvar: r_drawmodelstatsoverlay -
Cvar: r_drawmodelstatsoverlaydistance -
Cvar: r_drawmodelstatsoverlayfilter -
Cvar: r_drawmodelstatsoverlaymax – time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
Cvar: r_drawmodelstatsoverlaymin – time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
Cvar: r_DrawPortals -
Cvar: r_drawskybox -
Cvar: r_drawstaticprops – 0=Off, 1=Normal, 2=Wireframe
Cvar: r_drawtranslucentworld -
Cvar: r_drawvgui – Enable the rendering of vgui panels
Cvar: r_drawworld – Render the world.
Cvar: r_dscale_basefov -
Cvar: r_dscale_fardist -
Cvar: r_dscale_farscale -
Cvar: r_dscale_neardist -
Cvar: r_dscale_nearscale -
Cvar: r_dynamic -
Cvar: r_dynamiclighting -
Cvar: r_eyemove -
Cvar: r_eyeshift_x -
Cvar: r_eyeshift_y -
Cvar: r_eyeshift_z -
Cvar: r_eyesize -
Cvar: r_flashlightbrightness -
Cvar: r_flashlightclip -
Cvar: r_flashlightdrawclip -
Cvar: r_flashlightscissor -
Cvar: r_hwmorph -
Cvar: r_itemblinkmax -
Cvar: r_itemblinkrate -
Cvar: r_JeepFOV -
Cvar: r_JeepViewDampenDamp -
Cvar: r_JeepViewDampenFreq -
Cvar: r_JeepViewZHeight -
Cvar: r_lightcache_numambientsamples – number of random directions to fire rays when computing ambient lighting
Cvar: r_lightcache_radiusfactor – Allow lights to influence lightcaches beyond the lights’ radii
Cvar: r_lightcachecenter -
Cvar: r_lightcachemodel -
Cvar: r_lightinterp – Controls the speed of light interpolation, 0 turns off interpolation
Cvar: r_lightmap -
Cvar: r_lightstyle -
Cvar: r_lightwarpidentity -
Cvar: r_lockpvs – Lock the PVS so you can fly around and inspect what is being drawn.
Cvar: r_modelAmbientMin – Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
Cvar: r_modelwireframedecal -
Cvar: r_nohw -
Cvar: r_nosw -
Cvar: r_novis – Turn off the PVS.
Cvar: r_occlusionspew – Activate/deactivates spew about what the occlusion system is doing.
Cvar: r_oldlightselection – Set this to revert to HL2′s method of selecting lights
Cvar: r_partition_level – Displays a particular level of the spatial partition system. Use -1 to disable it.
Cvar: r_portalsopenall – Open all portals
Cvar: r_proplightingpooling – 0 – off, 1 – static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset)
Cvar: r_radiosity – 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 samples for everything else
Cvar: r_randomflex -
Cvar: r_rimlight -
Cvar: r_shadow_deferred – Toggle deferred shadow rendering
Cvar: r_shadowids -
Cvar: r_shadows_gamecontrol -
Cvar: r_shadowwireframe -
Cvar: r_showenvcubemap -
Cvar: r_showz_power -
Cvar: r_skin -
Cvar: r_slowpathwireframe -
Cvar: r_vehicleBrakeRate -
Cvar: r_VehicleViewDampen -
Cvar: r_visocclusion – Activate/deactivate wireframe rendering of what the occlusion system is doing.
Cvar: r_visualizelighttraces -
Cvar: r_visualizelighttracesshowfulltrace -
Cvar: r_visualizetraces -
Cvar: radarvisdistance – at this distance and beyond you need to be point right at someone to see them
Cvar: radarvismaxdot – how closely you have to point at someone to see them beyond max distance
Cvar: radarvismethod – 0 for traditional method, 1 for more realistic method
Cvar: radarvispow – the degree to which you can point away from a target, and still see them on radar.
Cvar: rate – Max bytes/sec the host can receive data
Cvar: rcon_address – Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
Cvar: rcon_password – remote console password.
Cvar: rope_min_pixel_diameter -
Cvar: rr_followup_maxdist – ‘then ANY’ or ‘then ALL’ response followups will be dispatched only to characters within this distance.
Cvar: rr_remarkable_max_distance – AIs will not even consider remarkarbles that are more than this many units away.
Cvar: rr_remarkable_world_entities_replay_limit – TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
Cvar: rr_remarkables_enabled – If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
Cvar: rr_thenany_score_slop – When computing respondents for a ‘THEN ANY’ rule, all rule-matching scores within this much of the best score will be considered.
Cvar: safezonex – The percentage of the screen width that is considered safe from overscan
Cvar: safezoney – The percentage of the screen height that is considered safe from overscan
Cvar: scene_showfaceto – When playing back, show the directions of faceto events.
Cvar: scene_showlook – When playing back, show the directions of look events.
Cvar: scene_showmoveto – When moving, show the end location.
Cvar: scene_showunlock – Show when a vcd is playing but normal AI is running.
Cvar: sf_ui_tint – The current tint applied to the Scaleform UI
Cvar: showbudget_texture – Enable the texture budget panel.
Cvar: showtriggers – Shows trigger brushes
Cvar: singlestep – Run engine in single step mode ( set next to 1 to advance a frame )
Cvar: sk_autoaim_mode -
Cvar: skill – Game skill level (1-3).

Cvar: snd_duckerattacktime -
Cvar: snd_duckerreleasetime -
Cvar: snd_duckerthreshold -
Cvar: snd_ducking_off -
Cvar: snd_ducktovolume -
Cvar: snd_filter -
Cvar: snd_foliage_db_loss – foliage dB loss per 1200 units
Cvar: snd_gain -
Cvar: snd_gain_max -
Cvar: snd_gain_min -
Cvar: snd_legacy_surround -
Cvar: snd_mixahead -
Cvar: snd_music_selection – Temporary convar to choose which music kit to use for this player.
Cvar: snd_musicvolume – Music volume
Cvar: snd_mute_losefocus -
Cvar: snd_obscured_gain_dB -
Cvar: snd_op_test_convar -
Cvar: snd_pause_all – Specifies to pause all sounds and not just voice
Cvar: snd_pitchquality -
Cvar: snd_pre_gain_dist_falloff -
Cvar: snd_prefetch_common – Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
Cvar: snd_refdb – Reference dB at snd_refdist
Cvar: snd_refdist – Reference distance for snd_refdb
Cvar: snd_showstart -
Cvar: snd_sos_list_operator_updates -
Cvar: snd_sos_show_block_debug – Spew data about the list of block entries.
Cvar: snd_sos_show_operator_entry_filter -
Cvar: snd_sos_show_operator_init -
Cvar: snd_sos_show_operator_prestart -
Cvar: snd_sos_show_operator_shutdown -
Cvar: snd_sos_show_operator_start -
Cvar: snd_sos_show_operator_stop_entry -
Cvar: snd_sos_show_operator_updates -
Cvar: snd_sos_show_queuetotrack -
Cvar: snd_sos_show_server_xmit -
Cvar: snd_sos_show_startqueue -
Cvar: snd_visualize – Show sounds location in world
Cvar: soundscape_debug – When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren’t in range, and white lines show soundscapes that are in range, but not the active soundscape.
Cvar: sourcemod_version – SourceMod Version
Cvar: spec_allow_roaming – If nonzero, allow free-roaming spectator camera.
Cvar: spec_freeze_deathanim_time – The time that the death cam will spend watching the player’s ragdoll before going into the freeze death cam.
Cvar: spec_freeze_target_fov – The target FOV that the deathcam should use.
Cvar: spec_freeze_target_fov_long – The target FOV that the deathcam should use when the cam zoom far away on the target.
Cvar: spec_freeze_time – Time spend frozen in observer freeze cam.
Cvar: spec_freeze_traveltime – Time taken to zoom in to frame a target in observer freeze cam.
Cvar: suitvolume -
Cvar: sv_accelerate -
Cvar: sv_allow_lobby_connect_only – If set, players may only join this server from matchmaking lobby, may not connect directly.
Cvar: sv_allow_votes – Allow voting?
Cvar: sv_allow_wait_command – Allow or disallow the wait command on clients connected to this server.
Cvar: sv_alltalk – Players can hear all other players’ voice communication, no team restrictions
Cvar: sv_alternateticks – If set, server only simulates entities on even numbered ticks.
Cvar: sv_cheats – Allow cheats on server
Cvar: sv_consistency – Whether the server enforces file consistency for critical files
Cvar: sv_contact – Contact email for server sysop
Cvar: sv_dc_friends_reqd – Set this to 0 to allow direct connects to a game in progress even if no presents are present
Cvar: sv_deadtalk – Dead players can speak (voice, text) to the living
Cvar: sv_downloadurl – Location from which clients can download missing files
Cvar: sv_dumpstringtables -
Cvar: sv_forcepreload – Force server side preloading.
Cvar: sv_friction – World friction.
Cvar: sv_full_alltalk – Any player (including Spectator team) can speak to any other player
Cvar: sv_gameinstructor_disable – Force all clients to disable their game instructors.
Cvar: sv_infinite_ammo – Player’s active weapon will never run out of ammo
Cvar: sv_lagcompensationforcerestore – Don’t test validity of a lag comp restore, just do it.
Cvar: sv_lan – Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
Cvar: sv_log_onefile – Log server information to only one file.
Cvar: sv_logbans – Log server bans in the server logs.
Cvar: sv_logecho – Echo log information to the console.
Cvar: sv_logfile – Log server information in the log file.
Cvar: sv_logflush – Flush the log file to disk on each write (slow).
Cvar: sv_logsdir – Folder in the game directory where server logs will be stored.
Cvar: sv_maxcmdrate – (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
Cvar: sv_maxrate – Max bandwidth rate allowed on server, 0 == unlimited
Cvar: sv_memlimit – If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
Cvar: sv_mincmdrate – This sets the minimum value for cl_cmdrate. 0 == unlimited.
Cvar: sv_minrate – Min bandwidth rate allowed on server, 0 == unlimited
Cvar: sv_noclipaccelerate -
Cvar: sv_noclipduringpause – If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
Cvar: sv_noclipspeed -
Cvar: sv_password – Server password for entry into multiplayer games
Cvar: sv_pausable – Is the server pausable.
Cvar: sv_pure_kick_clients – If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
Cvar: sv_pure_trace – If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
Cvar: sv_pushaway_hostage_force – How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
Cvar: sv_pushaway_max_hostage_force – Maximum of how hard the hostage is pushed away from physics objects.
Cvar: sv_pvsskipanimation – Skips SetupBones when npc’s are outside the PVS
Cvar: sv_regeneration_force_on – Cheat to test regenerative health systems
Cvar: sv_region – The region of the world to report this server in.
Cvar: sv_reservation_timeout – Time in seconds before lobby reservation expires.
Cvar: sv_search_key – When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
Cvar: sv_showimpacts – Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
Cvar: sv_showlagcompensation – Show lag compensated hitboxes whenever a player is lag compensated.
Cvar: sv_skyname – Current name of the skybox texture
Cvar: sv_specaccelerate -
Cvar: sv_specnoclip -
Cvar: sv_specspeed -
Cvar: sv_staminajumpcost – Stamina penalty for jumping
Cvar: sv_staminalandcost – Stamina penalty for landing
Cvar: sv_staminamax – Maximum stamina penalty
Cvar: sv_staminarecoveryrate – Rate at which stamina recovers (units/sec)
Cvar: sv_steamgroup – The ID of the steam group that this server belongs to. You can find your group’s ID on the admin profile page in the steam community.
Cvar: sv_steamgroup_exclusive – If set, only members of Steam group will be able to join the server when it’s empty, public people will be able to join the server only if it has players.
Cvar: sv_stopspeed – Minimum stopping speed when on ground.
Cvar: sv_tags – Server tags. Used to provide extra information to clients when they’re browsing for servers. Separate tags with a comma.
Cvar: sv_unlockedchapters – Highest unlocked game chapter.
Cvar: sv_visiblemaxplayers – Overrides the max players reported to prospective clients
Cvar: sv_voiceenable -
Cvar: sv_vote_allow_spectators – Allow spectators to vote?
Cvar: sv_vote_command_delay – How long after a vote passes until the action happens
Cvar: sv_vote_creation_timer – How often someone can individually call a vote.
Cvar: sv_vote_failure_timer – A vote that fails cannot be re-submitted for this long
Cvar: sv_vote_quorum_ratio – The minimum ratio of players needed to vote on an issue to resolve it.
Cvar: sv_vote_timer_duration – How long to allow voting on an issue
Cvar: sys_minidumpspewlines – Lines of crash dump console spew to keep.
Cvar: texture_budget_background_alpha – how translucent the budget panel is
Cvar: texture_budget_panel_bottom_of_history_fraction – number between 0 and 1
Cvar: texture_budget_panel_height – height in pixels of the budget panel
Cvar: texture_budget_panel_width – width in pixels of the budget panel
Cvar: texture_budget_panel_x – number of pixels from the left side of the game screen to draw the budget panel
Cvar: texture_budget_panel_y – number of pixels from the top side of the game screen to draw the budget panel
Cvar: tf_escort_score_rate – Score for escorting the train, in points per second
Cvar: think_limit – Maximum think time in milliseconds, warning is printed if this is exceeded.
Cvar: tv_nochat – Don’t receive chat messages from other SourceTV spectators
Cvar: tv_port – Host SourceTV port
Cvar: vgui_drawtree – Draws the vgui panel hiearchy to the specified depth level.
Cvar: view_punch_decay – Decay factor exponent for view punch
Cvar: view_recoil_tracking – How closely the view tracks with the aim punch from weapon recoil
Cvar: vis_force -
Cvar: vismon_poll_frequency -
Cvar: vismon_trace_limit -
Cvar: voice_enable – Toggle voice transmit and receive.
Cvar: voice_forcemicrecord -
Cvar: voice_inputfromfile – Get voice input from ‘voice_input.wav’ rather than from the microphone.
Cvar: voice_loopback -
Cvar: voice_mixer_boost -
Cvar: voice_mixer_mute -
Cvar: voice_mixer_volume -
Cvar: voice_player_speaking_delay_threshold -
Cvar: voice_recordtofile – Record mic data and decompressed voice data into ‘voice_micdata.wav’ and ‘voice_decompressed.wav’
Cvar: voice_scale -
Cvar: voice_threshold -
Cvar: volume – Sound volume
Cvar: vprof_graphheight -
Cvar: vprof_graphwidth -
Cvar: vprof_unaccounted_limit – number of milliseconds that a node must exceed to turn red in the vprof panel
Cvar: vprof_verbose – Set to one to show average and peak times
Cvar: vprof_warningmsec – Above this many milliseconds render the label red to indicate slow code.
Cvar: weapon_accuracy_nospread – Disable weapon inaccuracy spread
Cvar: weapon_recoil_cooldown – Amount of time needed between shots before restarting recoil
Cvar: weapon_recoil_decay1_exp – Decay factor exponent for weapon recoil
Cvar: weapon_recoil_decay2_exp – Decay factor exponent for weapon recoil
Cvar: weapon_recoil_decay2_lin – Decay factor (linear term) for weapon recoil
Cvar: weapon_recoil_scale – Overall scale factor for recoil. Used to reduce recoil on specific platforms
Cvar: weapon_recoil_suppression_factor – Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots
Cvar: weapon_recoil_suppression_shots – Number of shots before weapon uses full recoil
Cvar: weapon_recoil_variance – Amount of variance per recoil impulse
Cvar: weapon_recoil_vel_decay – Decay factor for weapon recoil velocity
Cvar: weapon_recoil_view_punch_extra – Additional (non-aim) punch added to view from recoil
Cvar: windows_speaker_config -
Cvar: xbox_autothrottle -
Cvar: xbox_throttlebias -
Cvar: xbox_throttlespoof -
Locked Cvar: adsp_alley_min -
Locked Cvar: adsp_courtyard_min -
Locked Cvar: adsp_door_height -
Locked Cvar: adsp_duct_min -
Locked Cvar: adsp_hall_min -
Locked Cvar: adsp_low_ceiling -
Locked Cvar: adsp_opencourtyard_min -
Locked Cvar: adsp_openspace_min -
Locked Cvar: adsp_openstreet_min -
Locked Cvar: adsp_openwall_min -
Locked Cvar: adsp_room_min -
Locked Cvar: adsp_scale_delay_feedback -
Locked Cvar: adsp_scale_delay_gain -
Locked Cvar: adsp_street_min -
Locked Cvar: adsp_tunnel_min -
Locked Cvar: adsp_wall_height -
Locked Cvar: ai_auto_contact_solver -
Locked Cvar: ai_block_damage -
Locked Cvar: ai_debug_assault -
Locked Cvar: ai_debug_avoidancebounds -
Locked Cvar: ai_debug_directnavprobe -
Locked Cvar: ai_debug_doors -
Locked Cvar: ai_debug_dyninteractions – Debug the NPC dynamic interaction system.
Locked Cvar: ai_debug_efficiency -
Locked Cvar: ai_debug_enemies -
Locked Cvar: ai_debug_expressions – Show random expression decisions for NPCs.
Locked Cvar: ai_debug_follow -
Locked Cvar: ai_debug_loners -
Locked Cvar: ai_debug_looktargets -
Locked Cvar: ai_debug_nav -
Locked Cvar: ai_debug_ragdoll_magnets -
Locked Cvar: ai_debug_speech -
Locked Cvar: ai_debug_squads -
Locked Cvar: ai_debug_think_ticks -
Locked Cvar: ai_debugscriptconditions -
Locked Cvar: ai_default_efficient -
Locked Cvar: ai_efficiency_override -
Locked Cvar: ai_enable_fear_behavior -
Locked Cvar: ai_expression_frametime – Maximum frametime to still play background expressions.
Locked Cvar: ai_expression_optimization – Disable npc background expressions when you can’t see them.
Locked Cvar: ai_fear_player_dist -
Locked Cvar: ai_find_lateral_cover -
Locked Cvar: ai_find_lateral_los -
Locked Cvar: ai_follow_use_points -
Locked Cvar: ai_follow_use_points_when_moving -
Locked Cvar: ai_force_serverside_ragdoll -
Locked Cvar: ai_frametime_limit – frametime limit for min efficiency AIE_NORMAL (in sec’s).
Locked Cvar: ai_lead_time -
Locked Cvar: ai_LOS_mode -
Locked Cvar: ai_moveprobe_debug -
Locked Cvar: ai_moveprobe_jump_debug -
Locked Cvar: ai_moveprobe_usetracelist -
Locked Cvar: ai_nav_debug_experimental_pathing – Draw paths tried during search for bodysnatcher pathing
Locked Cvar: ai_navigator_generate_spikes -
Locked Cvar: ai_navigator_generate_spikes_strength -
Locked Cvar: ai_no_local_paths -
Locked Cvar: ai_no_node_cache -
Locked Cvar: ai_no_select_box -
Locked Cvar: ai_no_steer -
Locked Cvar: ai_no_talk_delay -
Locked Cvar: ai_norebuildgraph -
Locked Cvar: ai_path_adjust_speed_on_immediate_turns -
Locked Cvar: ai_path_insert_pause_at_est_end -
Locked Cvar: ai_path_insert_pause_at_obstruction -
Locked Cvar: ai_post_frame_navigation -
Locked Cvar: ai_radial_max_link_dist -
Locked Cvar: ai_reaction_delay_alert -
Locked Cvar: ai_reaction_delay_idle -
Locked Cvar: ai_rebalance_thinks -
Locked Cvar: ai_sequence_debug -
Locked Cvar: ai_setupbones_debug – Shows that bones that are setup every think
Locked Cvar: ai_shot_bias -
Locked Cvar: ai_shot_bias_max -
Locked Cvar: ai_shot_bias_min -
Locked Cvar: ai_shot_stats -
Locked Cvar: ai_shot_stats_term -
Locked Cvar: ai_show_hull_attacks -
Locked Cvar: ai_show_think_tolerance -
Locked Cvar: ai_simulate_task_overtime -
Locked Cvar: ai_spread_cone_focus_time -
Locked Cvar: ai_spread_defocused_cone_multiplier -
Locked Cvar: ai_spread_pattern_focus_time -
Locked Cvar: ai_strong_optimizations -
Locked Cvar: ai_strong_optimizations_no_checkstand -
Locked Cvar: ai_task_pre_script -
Locked Cvar: ai_test_moveprobe_ignoresmall -
Locked Cvar: ai_use_clipped_paths -
Locked Cvar: ai_use_efficiency -
Locked Cvar: ai_use_frame_think_limits -
Locked Cvar: ai_use_think_optimizations -
Locked Cvar: ai_use_visibility_cache -
Locked Cvar: ammo_338mag_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_338mag_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_357sig_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_357sig_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_45acp_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_45acp_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_50AE_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_50AE_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_556mm_box_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_556mm_box_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_556mm_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_556mm_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_57mm_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_57mm_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_762mm_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_762mm_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_9mm_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_9mm_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_buckshot_headshot_mult – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: ammo_buckshot_impulse – You must enable tweaking via tweak_ammo_impulses to use this value.
Locked Cvar: anim_3wayblend – Toggle the 3-way animation blending code.
Locked Cvar: async_allow_held_files – Allow AsyncBegin/EndRead()
Locked Cvar: async_mode – Set the async filesystem mode (0 = async, 1 = synchronous)
Locked Cvar: async_serialize – Force async reads to serialize for profiling
Locked Cvar: async_simulate_delay – Simulate a delay of up to a set msec per file operation
Locked Cvar: autoaim_max_deflect -
Locked Cvar: autoaim_max_dist -
Locked Cvar: autoaim_viewing_client -
Locked Cvar: blackbox -
Locked Cvar: BlendBonesMode -
Locked Cvar: bot_allow_grenades – If nonzero, bots may use grenades.
Locked Cvar: bot_allow_machine_guns – If nonzero, bots may use the machine gun.
Locked Cvar: bot_allow_pistols – If nonzero, bots may use pistols.
Locked Cvar: bot_allow_rifles – If nonzero, bots may use rifles.
Locked Cvar: bot_allow_rogues – If nonzero, bots may occasionally go ‘rogue’. Rogue bots do not obey radio commands, nor pursue scenario goals.
Locked Cvar: bot_allow_shotguns – If nonzero, bots may use shotguns.
Locked Cvar: bot_allow_snipers – If nonzero, bots may use sniper rifles.
Locked Cvar: bot_allow_sub_machine_guns – If nonzero, bots may use sub-machine guns.
Locked Cvar: bot_auto_follow – If nonzero, bots with high co-op may automatically follow a nearby human player.
Locked Cvar: bot_auto_vacate – If nonzero, bots will automatically leave to make room for human players.
Locked Cvar: bot_chatter_use_rr – 0 = Use old bot chatter system, 1 = Use response rules
Locked Cvar: bot_controllable – Determines whether bots can be controlled by players
Locked Cvar: bot_eco_limit – If nonzero, bots will not buy if their money falls below this amount.
Locked Cvar: bot_flipout – If nonzero, bots use no CPU for AI. Instead, they run around randomly.
Locked Cvar: bot_gungameselect_weapons_ct – the list of weapons that CT bots start with in gun game select
Locked Cvar: bot_gungameselect_weapons_t – the list of weapons that T bots start with in gun game select
Locked Cvar: bot_join_delay – Prevents bots from joining the server for this many seconds after a map change.
Locked Cvar: bot_prefix – This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot’s difficulty. <weaponclass> will be replaced with the bot’s desired weapon class. <skill> will be replaced with a 0-100 representation of the bot’s skill.
Locked Cvar: bot_profile_db – The filename from which bot profiles will be read.
Locked Cvar: bot_walk – If nonzero, bots can only walk, not run.
Locked Cvar: breakable_disable_gib_limit -
Locked Cvar: breakable_multiplayer -
Locked Cvar: bugreporter_console_bytes – Max # of console bytes to put into bug report body (full text still attached).
Locked Cvar: bugreporter_includebsp – Include .bsp for internal bug submissions.
Locked Cvar: bugreporter_snapshot_delay – Frames to delay before taking snapshot
Locked Cvar: building_cubemaps -
Locked Cvar: cash_player_bomb_defused -
Locked Cvar: cash_player_bomb_planted -
Locked Cvar: cash_player_damage_hostage -
Locked Cvar: cash_player_interact_with_hostage -
Locked Cvar: cash_player_killed_enemy_default -
Locked Cvar: cash_player_killed_enemy_factor -
Locked Cvar: cash_player_killed_hostage -
Locked Cvar: cash_player_killed_teammate -
Locked Cvar: cash_player_rescued_hostage -
Locked Cvar: cash_team_elimination_bomb_map -
Locked Cvar: cash_team_elimination_hostage_map -
Locked Cvar: cash_team_hostage_alive -
Locked Cvar: cash_team_hostage_interaction -
Locked Cvar: cash_team_loser_bonus -
Locked Cvar: cash_team_loser_bonus_consecutive_rounds -
Locked Cvar: cash_team_planted_bomb_but_defused -
Locked Cvar: cash_team_rescued_hostage -
Locked Cvar: cash_team_terrorist_win_bomb -
Locked Cvar: cash_team_win_by_defusing_bomb -
Locked Cvar: cash_team_win_by_hostage_rescue -
Locked Cvar: cash_team_win_by_time_running_out -
Locked Cvar: cc_norepeat – In multiplayer games, don’t repeat captions more often than this many seconds.
Locked Cvar: cc_showmissing – Show missing closecaption entries.
Locked Cvar: choreo_spew_filter – Spew choreo. Use a sub-string or * to display all events.
Locked Cvar: cl_cloud_settings – Cloud enabled from (from HKCU\Software\Valve\Steam\Apps\appid\Cloud)
Locked Cvar: cl_configversion – Configuration layout version. Bump this to force a reset of the PS3 save game / settings.
Locked Cvar: cl_connection_trouble_timeout – How long until we timeout on our network connection because of connectivity loss (-1 if no problem)
Locked Cvar: cl_csm_auto_entity -
Locked Cvar: cl_failremoteconnections – Force connection attempts to time out
Locked Cvar: cl_interpolate – Interpolate entities on the client.
Locked Cvar: cl_localnetworkbackdoor – Enable network optimizations for single player games.
Locked Cvar: cl_playback_screenshots – Allows the client to playback screenshot and jpeg commands in demos.
Locked Cvar: cl_retire_low_priority_lights – Low priority dlights are replaced by high priority ones
Locked Cvar: cl_savescreenshotstosteam – Saves screenshots to the Steam’s screenshot library
Locked Cvar: cl_screenshotlocation – Location to tag the screenshot with
Locked Cvar: cl_screenshotname – Custom Screenshot name
Locked Cvar: cl_screenshotusertag – User to tag in the screenshot
Locked Cvar: cl_showdemooverlay – How often to flash demo recording/playback overlay (0 – disable overlay, -1 – show always)
Locked Cvar: cl_simdbones – Use SIMD bone setup.
Locked Cvar: cl_teamid_max -
Locked Cvar: cl_teamid_min -
Locked Cvar: cl_titledataversionblock1 – stats for console title data block1 i/o version.
Locked Cvar: cl_titledataversionblock2 – stats for console title data block2 i/o version.
Locked Cvar: cl_titledataversionblock3 – stats for console title data block3 i/o version.
Locked Cvar: cl_use_simd_bones – 1 use SIMD bones 0 use scalar bones.
Locked Cvar: cl_voice_filter – Filter voice by name substring
Locked Cvar: collision_shake_amp -
Locked Cvar: collision_shake_freq -
Locked Cvar: collision_shake_time -
Locked Cvar: commentary – Desired commentary mode state.
Locked Cvar: commentary_available – Automatically set by the game when a commentary file is available for the current map.
Locked Cvar: con_drawnotify – Disables drawing of notification area (for taking screenshots).
Locked Cvar: con_filter_enable – Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than other text.
Locked Cvar: con_filter_text – Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
Locked Cvar: con_filter_text_out – Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
Locked Cvar: con_logfile – Console output gets written to this file
Locked Cvar: con_notifytime – How long to display recent console text to the upper part of the game window
Locked Cvar: con_nprint_bgalpha – Con_NPrint background alpha.
Locked Cvar: con_nprint_bgborder – Con_NPrint border size.
Locked Cvar: con_timestamp – Prefix console.log entries with timestamps
Locked Cvar: con_trace – Print console text to low level printout.
Locked Cvar: console_window_open – Is the console window active
Locked Cvar: contimes – Number of console lines to overlay for debugging.
Locked Cvar: contributionscore_assist – amount of contribution score added for an assist
Locked Cvar: contributionscore_bomb_defuse – amount of contribution score for defusing a bomb
Locked Cvar: contributionscore_bomb_planted – amount of contribution score for planting a bomb
Locked Cvar: contributionscore_hostage_kill – amount of contribution score for killing a hostage, normally negative
Locked Cvar: contributionscore_hostage_rescue – amount of contribution score added per hostage rescued
Locked Cvar: contributionscore_kill – amount of contribution score added for a kill
Locked Cvar: contributionscore_objective_kill – amount of contribution score added for an objective related kill
Locked Cvar: contributionscore_suicide – amount of contribution score for a suicide, normally negative
Locked Cvar: contributionscore_team_kill – amount of contribution score for a team kill, normally negative
Locked Cvar: coop – Cooperative play.
Locked Cvar: cpu_level – CPU Level – Default: High
Locked Cvar: cs_AssistDamageThreshold – cs_AssistDamageThreshold defines the amount of damage needed to score an assist
Locked Cvar: csm_quality_level – Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST
Locked Cvar: das_max_z_trace_length – Maximum height of player and still test for adsp
Locked Cvar: das_process_overhang_spaces -
Locked Cvar: datacachesize – Size in MB.
Locked Cvar: dbg_demofile -
Locked Cvar: deathmatch – Running a deathmatch server.
Locked Cvar: debug_map_crc – Prints CRC for each map lump loaded
Locked Cvar: debug_materialmodifycontrol -
Locked Cvar: debug_overlay_fullposition -
Locked Cvar: debug_paint_alpha -
Locked Cvar: debug_physimpact -
Locked Cvar: debug_touchlinks – Spew touch link activity
Locked Cvar: decalfrequency -
Locked Cvar: demo_avellimit – Angular velocity limit before eyes considered snapped for demo playback.
Locked Cvar: demo_debug – Demo debug info.
Locked Cvar: demo_enabledemos – Enable recording demos (must be set true before loading a map)
Locked Cvar: demo_fastforwardfinalspeed – Go this fast when starting to hold FF button.
Locked Cvar: demo_fastforwardramptime – How many seconds it takes to get to full FF speed.
Locked Cvar: demo_fastforwardstartspeed – Go this fast when starting to hold FF button.
Locked Cvar: demo_interplimit – How much origin velocity before it’s considered to have ‘teleported’ causing interpolation to reset.
Locked Cvar: demo_interpolateview – Do view interpolation during dem playback.
Locked Cvar: demo_legacy_rollback – Use legacy view interpolation rollback amount in demo playback.
Locked Cvar: demo_pauseatservertick – Pauses demo playback at server tick
Locked Cvar: demo_quitafterplayback – Quits game after demo playback.
Locked Cvar: dev_force_selected_device -
Locked Cvar: disp_dynamic -
Locked Cvar: dispcoll_drawplane -
Locked Cvar: displaysoundlist -
Locked Cvar: dsp_automatic -
Locked Cvar: dsp_db_min -
Locked Cvar: dsp_db_mixdrop -
Locked Cvar: dsp_facingaway -
Locked Cvar: dsp_mix_max -
Locked Cvar: dsp_mix_min -
Locked Cvar: dsp_room -
Locked Cvar: dsp_spatial -
Locked Cvar: dsp_speaker -
Locked Cvar: dsp_vol_2ch -
Locked Cvar: dsp_vol_4ch -
Locked Cvar: dsp_vol_5ch -
Locked Cvar: dsp_water -
Locked Cvar: dt_ShowPartialChangeEnts – (SP only) – show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
Locked Cvar: dt_UsePartialChangeEnts – (SP only) – enable FL_EDICT_PARTIAL_CHANGE optimization.
Locked Cvar: dtwarning – Print data table warnings?
Locked Cvar: dtwatchclass – Watch all fields encoded with this table.
Locked Cvar: dtwatchdecode – When watching show decode.
Locked Cvar: dtwatchencode – When watching show encode.
Locked Cvar: dtwatchent – Watch this entities data table encoding.
Locked Cvar: dtwatchvar – Watch the named variable.
Locked Cvar: ent_debugkeys -
Locked Cvar: ent_show_contexts – Show entity contexts in ent_text display
Locked Cvar: er_colwidth -
Locked Cvar: er_graphwidthfrac -
Locked Cvar: er_maxname -
Locked Cvar: errorcallstacks_enable – All Error() calls will attach a callstack
Locked Cvar: errorcallstacks_length – Length of automatic error callstacks
Locked Cvar: fast_fogvolume -
Locked Cvar: fast_poly_convert -
Locked Cvar: filesystem_buffer_size – Size of per file buffers. 0 for none
Locked Cvar: filesystem_max_stdio_read -
Locked Cvar: filesystem_native – Use native FS or STDIO
Locked Cvar: filesystem_report_buffered_io -
Locked Cvar: filesystem_unbuffered_io -
Locked Cvar: filesystem_use_overlapped_io -
Locked Cvar: fire_absorbrate -
Locked Cvar: fire_dmgbase -
Locked Cvar: fire_dmginterval -
Locked Cvar: fire_dmgscale -
Locked Cvar: fire_extabsorb -
Locked Cvar: fire_extscale -
Locked Cvar: fire_growthrate -
Locked Cvar: fire_heatscale -
Locked Cvar: fire_incomingheatscale -
Locked Cvar: fire_maxabsorb -
Locked Cvar: flex_expression -
Locked Cvar: flex_looktime -
Locked Cvar: flex_maxawaytime -
Locked Cvar: flex_maxplayertime -
Locked Cvar: flex_minawaytime -
Locked Cvar: flex_minplayertime -
Locked Cvar: flex_talk -
Locked Cvar: fog_volume_debug – If enabled, prints diagnostic information about the current fog volume
Locked Cvar: fps_max_splitscreen – Frame rate limiter, splitscreen
Locked Cvar: free_pass_peek_debug -
Locked Cvar: fs_enable_stats -
Locked Cvar: fs_monitor_read_from_pack – 0:Off, 1:Any, 2:Sync only
Locked Cvar: fs_report_long_reads – 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threshold
Locked Cvar: fs_report_sync_opens – 0:Off, 1:Always, 2:Not during map load
Locked Cvar: fs_report_sync_opens_callstack – 0 to not display the call-stack when we hit a fs_report_sync_opens warning. Set to 1 to display the call-stack.
Locked Cvar: fs_warning_mode – 0:Off, 1:Warn main thread, 2:Warn other threads
Locked Cvar: func_break_reduction_factor -
Locked Cvar: func_breakdmg_bullet -
Locked Cvar: func_breakdmg_club -
Locked Cvar: func_breakdmg_explosive -
Locked Cvar: g_ai_threadedgraphbuild – If true, use experimental threaded node graph building.
Locked Cvar: g_debug_doors -
Locked Cvar: g_debug_npc_vehicle_roles -
Locked Cvar: g_debug_transitions – Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
Locked Cvar: g_Language -
Locked Cvar: g_ragdoll_important_maxcount -
Locked Cvar: g_ragdoll_maxcount -
Locked Cvar: gamestats_file_output_directory – When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
Locked Cvar: gameui_xbox -
Locked Cvar: gg_knife_kill_demotes – 0 = knife kill in gungame has no effect on player level, 1 = knife kill demotes player by one level
Locked Cvar: gpu_level – GPU Level – Default: High
Locked Cvar: gpu_mem_level – Memory Level – Default: High
Locked Cvar: hl2_episodic -
Locked Cvar: host_framerate – Set to lock per-frame time elapse.
Locked Cvar: host_limitlocal – Apply cl_cmdrate and cl_updaterate to loopback connection
Locked Cvar: host_print_frame_times -
Locked Cvar: host_profile -
Locked Cvar: host_runframe_input_parcelremainder -
Locked Cvar: host_showcachemiss – Print a debug message when the client or server cache is missed.
Locked Cvar: host_ShowIPCCallCount – Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.
Locked Cvar: host_speeds – Show general system running times.
Locked Cvar: host_syncfps – Synchronize real render time to host_framerate if possible.
Locked Cvar: host_thread_mode – Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)
Locked Cvar: host_threaded_sound – Run the sound on a thread (independent of mix)
Locked Cvar: hostage_feetyawrate – How many degrees per second that hostages can turn their feet or upper body.
Locked Cvar: hud_jeephint_numentries -
Locked Cvar: inferno_max_trace_per_tick -
Locked Cvar: item_enable_content_streaming -
Locked Cvar: item_enable_dynamic_loading – Enable/disable dynamic streaming of econ content.
Locked Cvar: item_quality_chance_common – Percentage chance that a random item is common.
Locked Cvar: item_quality_chance_rare – Percentage chance that a random item is a rare.
Locked Cvar: item_quality_chance_unique – Percentage chance that a random item is unique.
Locked Cvar: joy_deadzone_mode – 0 => Cross-shaped deadzone (default), 1 => Square deadzone.
Locked Cvar: joy_xcontroller_found – Automatically set to 1 if an xcontroller has been detected.
Locked Cvar: jpeg_quality – jpeg screenshot quality.
Locked Cvar: knife_damage_scale -
Locked Cvar: lservercfgfile -
Locked Cvar: map_noareas – Disable area to area connection testing.
Locked Cvar: map_wants_save_disable -
Locked Cvar: mapcyclefile – Name of the .txt file used to cycle the maps on multiplayer servers
Locked Cvar: mat_aaquality -
Locked Cvar: mat_ambient_light_b -
Locked Cvar: mat_ambient_light_g -
Locked Cvar: mat_ambient_light_r -
Locked Cvar: mat_antialias -
Locked Cvar: mat_bufferprimitives -
Locked Cvar: mat_bumpmap -
Locked Cvar: mat_colcorrection_disableentities -
Locked Cvar: mat_colcorrection_editor -
Locked Cvar: mat_colorcorrection -
Locked Cvar: mat_compressedtextures -
Locked Cvar: mat_debugdepth -
Locked Cvar: mat_debugdepthmode -
Locked Cvar: mat_debugdepthval -
Locked Cvar: mat_debugdepthvalmax -
Locked Cvar: mat_defaultlightmap – Default brightness for lightmaps where none have been created in the level.
Locked Cvar: mat_depth_blur_focal_distance_override -
Locked Cvar: mat_depth_blur_strength_override -
Locked Cvar: mat_depthfeather_enable -
Locked Cvar: mat_detail_tex -
Locked Cvar: mat_diffuse -
Locked Cvar: mat_disable_fancy_blending -
Locked Cvar: mat_dof_max_blur_radius -
Locked Cvar: mat_dof_quality -
Locked Cvar: mat_drawTitleSafe – Enable title safe overlay
Locked Cvar: mat_dxlevel -
Locked Cvar: mat_envmapsize -
Locked Cvar: mat_envmaptgasize -
Locked Cvar: mat_exclude_async_update -
Locked Cvar: mat_excludetextures -
Locked Cvar: mat_fastspecular – Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
Locked Cvar: mat_filterlightmaps -
Locked Cvar: mat_filtertextures -
Locked Cvar: mat_force_vertexfog -
Locked Cvar: mat_forceaniso -
Locked Cvar: mat_forcehardwaresync -
Locked Cvar: mat_forcemanagedtextureintohardware -
Locked Cvar: mat_grain_scale_override -
Locked Cvar: mat_hdr_level – Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
Locked Cvar: mat_leafvis_draw_mask – A bitfield which affects leaf visibility debug rendering. -1: show all, bit 0: render PVS-visible leafs, bit 1: render PVS- and frustum-visible leafs, bit 2: render frustum bounds, bit 3: render leaves out of PVS.
Locked Cvar: mat_leafvis_freeze – If set to 1, uses the last known leaf visibility data for visualization. If set to 0, updates based on camera movement.
Locked Cvar: mat_leafvis_update_every_frame – Updates leafvis debug render every frame (expensive)
Locked Cvar: mat_levelflush -
Locked Cvar: mat_lightmap_pfms – Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
Locked Cvar: mat_max_worldmesh_vertices -
Locked Cvar: mat_maxframelatency -
Locked Cvar: mat_mipmaptextures -
Locked Cvar: mat_monitorgamma_tv_exp -
Locked Cvar: mat_monitorgamma_tv_range_max -
Locked Cvar: mat_monitorgamma_tv_range_min -
Locked Cvar: mat_motion_blur_enabled -
Locked Cvar: mat_motion_blur_percent_of_screen_max -
Locked Cvar: mat_noise_enable -
Locked Cvar: mat_paint_enabled -
Locked Cvar: mat_parallaxmap -
Locked Cvar: mat_parallaxmapsamplesmax -
Locked Cvar: mat_parallaxmapsamplesmin -
Locked Cvar: mat_phong -
Locked Cvar: mat_picmip -
Locked Cvar: mat_print_top_model_vert_counts – Constantly print to screen the top N models as measured by total faces rendered this frame
Locked Cvar: mat_processtoolvars -
Locked Cvar: mat_queue_mode_force_allow – Whether QMS can be enabled on single threaded CPU
Locked Cvar: mat_reducefillrate -
Locked Cvar: mat_reduceparticles -
Locked Cvar: mat_report_queue_status -
Locked Cvar: mat_screen_blur_override -
Locked Cvar: mat_shadowstate -
Locked Cvar: mat_showenvmapmask -
Locked Cvar: mat_software_aa_strength – Software AA – perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength of the effect: (0.0 – off), (1.0 – full)
Locked Cvar: mat_softwarelighting -
Locked Cvar: mat_specular – Enable/Disable specularity for perf testing. Will cause a material reload upon change.
Locked Cvar: mat_supportflashlight – 0 – do not support flashlight (don’t load flashlight shader combos), 1 – flashlight is supported
Locked Cvar: mat_texture_list – For debugging, show a list of used textures per frame
Locked Cvar: mat_texture_list_all – If this is nonzero, then the texture list panel will show all currently-loaded textures.
Locked Cvar: mat_texture_list_all_frames – How many frames to sample texture memory for all textures.
Locked Cvar: mat_texture_list_exclude_editing -
Locked Cvar: mat_texture_list_view – If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.
Locked Cvar: mat_tonemapping_occlusion_use_stencil -
Locked Cvar: mat_triplebuffered – This means we want triple buffering if we are fullscreen and vsync’d
Locked Cvar: mat_use_compressed_hdr_textures -
Locked Cvar: mat_vignette_enable -
Locked Cvar: mat_vsync – Force sync to vertical retrace
Locked Cvar: mem_dumpstats – Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
Locked Cvar: mem_force_flush – Force cache flush of unlocked resources on every alloc
Locked Cvar: mem_force_flush_section – Cache section to restrict mem_force_flush
Locked Cvar: mem_level – Memory Level – Default: High
Locked Cvar: mem_max_heapsize – Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
Locked Cvar: mem_max_heapsize_dedicated – Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb)
Locked Cvar: mem_min_heapsize – Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
Locked Cvar: mem_periodicdumps – Write periodic memstats dumps every n seconds.
Locked Cvar: mem_test_each_frame – Run heap check at end of every frame
Locked Cvar: mem_test_every_n_seconds – Run heap check at a specified interval
Locked Cvar: mem_test_quiet – Don’t print stats when memtesting
Locked Cvar: miniprofiler_dump -
Locked Cvar: mm_datacenter_delay_mount_frames – How many frames to delay before attempting to mount the xlsp patch.
Locked Cvar: mm_datacenter_query_delay – Delay after datacenter update is enabled before data is actually queried.
Locked Cvar: mm_datacenter_report_version – Data version to report to DC.
Locked Cvar: mm_datacenter_retry_infochunks_attempts – How many times can we retry retrieving each info chunk before failing.
Locked Cvar: mm_datacenter_retry_interval – Interval between datacenter stats retries.
Locked Cvar: mm_datacenter_update_interval – Interval between datacenter stats updates.
Locked Cvar: mm_events_listeners_validation -
Locked Cvar: mm_heartbeat_seconds -
Locked Cvar: mm_heartbeat_seconds_xlsp -
Locked Cvar: mm_heartbeat_timeout -
Locked Cvar: mm_heartbeat_timeout_legacy -
Locked Cvar: mm_server_search_inet_ping_interval – How long to wait between pinging internet server details.
Locked Cvar: mm_server_search_inet_ping_refresh – How often to refresh a listed server.
Locked Cvar: mm_server_search_inet_ping_timeout – How long to wait for internet server details.
Locked Cvar: mm_server_search_inet_ping_window – How many servers can be pinged for server details in a batch.
Locked Cvar: mm_server_search_lan_ping_duration – Duration of LAN discovery ping phase.
Locked Cvar: mm_server_search_lan_ping_interval – Interval between LAN discovery pings.
Locked Cvar: mm_server_search_server_lifetime – How long until a server is no longer returned by the master till we remove it.
Locked Cvar: mm_server_search_update_interval – Interval between servers updates.
Locked Cvar: mm_sv_load_test -
Locked Cvar: mod_check_vcollide – Check all vcollides on load
Locked Cvar: mod_dont_load_vertices – For the dedicated server, supress loading model vertex data
Locked Cvar: mod_forcedata – Forces all model file data into cache on model load.
Locked Cvar: mod_forcetouchdata – Forces all model file data into cache on model load.
Locked Cvar: mod_load_anims_async -
Locked Cvar: mod_load_fakestall – Forces all ANI file loading to stall for specified ms
Locked Cvar: mod_load_mesh_async -
Locked Cvar: mod_load_preload – Indicates how far ahead in seconds to preload animations.
Locked Cvar: mod_load_showstall – 1 – show hitches , 2 – show stalls
Locked Cvar: mod_load_vcollide_async -
Locked Cvar: mod_lock_mdls_on_load -
Locked Cvar: mod_lock_meshes_on_load -
Locked Cvar: mod_test_mesh_not_available -
Locked Cvar: mod_test_not_available -
Locked Cvar: mod_test_verts_not_available -
Locked Cvar: mod_touchalldata – Touch model data during level startup
Locked Cvar: mod_trace_load -
Locked Cvar: mod_WeaponViewModelCache -
Locked Cvar: mod_WeaponWorldModelCache -
Locked Cvar: mod_WeaponWorldModelMinAge -
Locked Cvar: morph_debug -
Locked Cvar: morph_path -
Locked Cvar: movie_volume_scale -
Locked Cvar: mp_allowNPCs -
Locked Cvar: mp_allowspectators – toggles whether the server allows spectator mode or not
Locked Cvar: mp_autocrosshair -
Locked Cvar: mp_blockstyle – Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures.
Locked Cvar: mp_bonusroundtime – Time after round win until round restarts
Locked Cvar: mp_capdeteriorate_time – Time it takes for a full capture point to deteriorate.
Locked Cvar: mp_capstyle – Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times.
Locked Cvar: mp_clan_ready_signal – Text that team leader from each team must speak for the match to begin
Locked Cvar: mp_clan_readyrestart – If non-zero, game will restart once someone from each team gives the ready signal
Locked Cvar: mp_defaultteam -
Locked Cvar: mp_disable_respawn_times -
Locked Cvar: mp_enableroundwaittime – Enable timers to wait between rounds.
Locked Cvar: mp_facefronttime – After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
Locked Cvar: mp_fadetoblack – fade a player’s screen to black when he dies
Locked Cvar: mp_falldamage -
Locked Cvar: mp_feetyawrate – How many degrees per second that we can turn our feet or upper body.
Locked Cvar: mp_flashlight -
Locked Cvar: mp_footsteps -
Locked Cvar: mp_forcecamera – Restricts spectator modes for dead players
Locked Cvar: mp_forcerespawn -
Locked Cvar: mp_fraglimit – The number of kills at which the map ends
Locked Cvar: mp_friendlyfire – Allows team members to injure other members of their team
Locked Cvar: mp_ggtr_bomb_defuse_bonus – Number of bonus upgrades to award the CTs when they defuse a gun game bomb
Locked Cvar: mp_ggtr_bomb_pts_for_flash – Kill points required in a round to get a bonus flash grenade
Locked Cvar: mp_ggtr_bomb_pts_for_he – Kill points required in a round to get a bonus HE grenade
Locked Cvar: mp_ggtr_bomb_pts_for_molotov – Kill points required in a round to get a bonus molotov cocktail
Locked Cvar: mp_ggtr_bomb_pts_for_upgrade – Kill points required to upgrade a player’s weapon
Locked Cvar: mp_ggtr_bomb_respawn_delay – Number of seconds to delay before making the bomb available to a respawner in gun game
Locked Cvar: mp_ggtr_end_round_kill_bonus – Number of bonus points awarded in Demolition Mode when knife kill ends round
Locked Cvar: mp_ggtr_halftime_delay – Number of seconds to delay during TR Mode halftime
Locked Cvar: mp_ggtr_last_weapon_kill_ends_half – End the half and give a team round point when a player makes a kill using the final weapon
Locked Cvar: mp_ggtr_rounds_per_half – Number of rounds to play in one half for gun game tr mode
Locked Cvar: mp_gungameimmunitytime – How many seconds after respawn immunity lasts.
Locked Cvar: mp_hostagepenalty – Terrorist are kicked for killing too much hostages
Locked Cvar: mp_humanteam – Restricts human players to a single team {any, CT, T}
Locked Cvar: mp_ignore_round_win_conditions – Ignore conditions which would end the current round
Locked Cvar: mp_ik – Use IK on in-place turns.
Locked Cvar: mp_logdetail – Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
Locked Cvar: mp_match_restart_delay – Time (in seconds) until a match restarts.
Locked Cvar: mp_maxrounds – max number of rounds to play before server changes maps
Locked Cvar: mp_molotovusedelay – Number of seconds to delay before the molotov can be used after acquiring it
Locked Cvar: mp_respawnwavetime – Time between respawn waves.
Locked Cvar: mp_restartround – If non-zero, the current round will restart in the specified number of seconds
Locked Cvar: mp_showcleanedupents – Show entities that are removed on round respawn.
Locked Cvar: mp_showroundtransitions – Show gamestate round transitions.
Locked Cvar: mp_spawnprotectiontime – Kick players who team-kill within this many seconds of a round restart.
Locked Cvar: mp_stalemate_at_timelimit – Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
Locked Cvar: mp_stalemate_enable – Enable/Disable stalemate mode.
Locked Cvar: mp_stalemate_timelimit – Timelimit (in seconds) of the stalemate round.
Locked Cvar: mp_teamlist -
Locked Cvar: mp_teamoverride -
Locked Cvar: mp_teamplay -
Locked Cvar: mp_teams_unbalance_limit – Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
Locked Cvar: mp_timelimit – game time per map in minutes
Locked Cvar: mp_tournament -
Locked Cvar: mp_tournament_whitelist – Specifies the item whitelist file to use.
Locked Cvar: mp_waitingforplayers_cancel – Set to 1 to end the WaitingForPlayers period.
Locked Cvar: mp_waitingforplayers_restart – Set to 1 to start or restart the WaitingForPlayers period.
Locked Cvar: mp_waitingforplayers_time – WaitingForPlayers time length in seconds
Locked Cvar: mp_weaponstay -
Locked Cvar: mp_winlimit – Max score one team can reach before server changes maps
Locked Cvar: nav_drag_selection_volume_zmax_offset – The offset of the nav drag volume top from center
Locked Cvar: nav_drag_selection_volume_zmin_offset – The offset of the nav drag volume bottom from center
Locked Cvar: nav_restart_after_analysis – When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation.
Locked Cvar: net_allow_syslink -
Locked Cvar: net_chokeloop – Apply bandwidth choke to loopback packets
Locked Cvar: net_compresspackets – Use lz compression on game packets.
Locked Cvar: net_compresspackets_minsize – Don’t bother compressing packets below this size.
Locked Cvar: net_compressvoice – Attempt to compress out of band voice payloads (360 only).
Locked Cvar: net_drawslider – Draw completion slider during signon
Locked Cvar: net_dumptest -
Locked Cvar: net_maxcleartime – Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
Locked Cvar: net_maxfilesize – Maximum allowed file size for uploading in MB
Locked Cvar: net_maxfragments – Max fragment bytes per packet
Locked Cvar: net_megasnapshot -
Locked Cvar: net_minroutable – Forces larger payloads.
Locked Cvar: net_paranoid -
Locked Cvar: net_queue_trace -
Locked Cvar: net_queued_packet_thread – Use a high priority thread to send queued packets out instead of sending them each frame.
Locked Cvar: net_showdrop – Show dropped packets in console
Locked Cvar: net_showeventlisteners – Show listening addition/removals
Locked Cvar: net_showevents – Dump game events to console (1=client only, 2=all).
Locked Cvar: net_showfragments – Show netchannel fragments
Locked Cvar: net_showmsg – Show incoming message: <0|1|name>
Locked Cvar: net_showpeaks – Show messages for large packets only: <size>
Locked Cvar: net_showtcp – Dump TCP stream summary to console
Locked Cvar: net_steamcnx_debug – Show debug spew for steam based connections, 2 shows all network traffic for steam sockets.
Locked Cvar: net_usesocketsforloopback – Use network sockets layer even for listen server local player’s packets (multiplayer only).
Locked Cvar: nextlevel – If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
Locked Cvar: npc_create_equipment -
Locked Cvar: npc_go_do_run – Set whether should run on NPC go
Locked Cvar: npc_sentences -
Locked Cvar: npc_vphysics -
Locked Cvar: old_radiusdamage -
Locked Cvar: paint_alpha_offset_enabled -
Locked Cvar: paint_max_surface_border_alpha -
Locked Cvar: paint_min_valid_alpha_value -
Locked Cvar: pc_fake_controller -
Locked Cvar: phys_enable_experimental_optimizations – enable some experimental SIMD/VMX128 optimizations in physics and collision
Locked Cvar: phys_enable_PIX_counters – enable PIX counters
Locked Cvar: phys_enable_query_cache -
Locked Cvar: phys_enable_simd_optimizations – enable some additional SIMD/VMX128 optimizations in physics and collision
Locked Cvar: phys_headshotscale – Modifier for the headshot impulse hits on players
Locked Cvar: phys_impactforcescale -
Locked Cvar: phys_penetration_error_time – Controls the duration of vphysics penetration error boxes.
Locked Cvar: phys_playerscale – This multiplies the bullet impact impuse on players for more dramatic results when players are shot.
Locked Cvar: phys_pushscale -
Locked Cvar: phys_speeds -
Locked Cvar: phys_stressbodyweights -
Locked Cvar: phys_timescale – Scale time for physics
Locked Cvar: phys_upimpactforcescale -
Locked Cvar: physicsshadowupdate_render -
Locked Cvar: PhysPMC -
Locked Cvar: pipeline_static_props -
Locked Cvar: player_old_armor -
Locked Cvar: prop_active_gib_limit -
Locked Cvar: prop_active_gib_max_fade_time -
Locked Cvar: prop_break_disable_float -
Locked Cvar: props_break_max_pieces – Maximum prop breakable piece count (-1 = model default)
Locked Cvar: props_break_max_pieces_perframe – Maximum prop breakable piece count per frame (-1 = model default)
Locked Cvar: r_ambientboost – Set to boost ambient term if it is totally swamped by local lights
Locked Cvar: r_ambientfactor – Boost ambient cube by no more than this factor
Locked Cvar: r_ambientmin – Threshold above which ambient cube will not boost (i.e. it’s already sufficiently bright
Locked Cvar: r_aspectratio -
Locked Cvar: r_bloomtintb -
Locked Cvar: r_bloomtintexponent -
Locked Cvar: r_bloomtintg -
Locked Cvar: r_bloomtintr -
Locked Cvar: r_buildingmapforworld -
Locked Cvar: r_decal_cover_count -
Locked Cvar: r_decal_overlap_area -
Locked Cvar: r_decal_overlap_count -
Locked Cvar: r_decals -
Locked Cvar: r_decalstaticprops – Decal static props test
Locked Cvar: r_drawbatchdecals – Render decals batched.
Locked Cvar: r_drawmodeldecals -
Locked Cvar: r_DrawSpecificStaticProp -
Locked Cvar: r_emulategl -
Locked Cvar: r_entity -
Locked Cvar: r_eyeglintlodpixels – The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
Locked Cvar: r_eyes -
Locked Cvar: r_fastzreject – Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
Locked Cvar: r_fastzrejectdisp – Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
Locked Cvar: r_flashlight_always_cull_for_single_pass -
Locked Cvar: r_flashlightculldepth -
Locked Cvar: r_flashlightdepthtexture -
Locked Cvar: r_flashlightdrawdepth -
Locked Cvar: r_flashlightdrawdepthres -
Locked Cvar: r_flashlightdrawsweptbbox -
Locked Cvar: r_flashlightnodraw -
Locked Cvar: r_flashlightrender -
Locked Cvar: r_flashlightrendermodels -
Locked Cvar: r_flashlightrenderworld -
Locked Cvar: r_flashlightupdatedepth -
Locked Cvar: r_flex -
Locked Cvar: r_ForceRestore -
Locked Cvar: r_frustumcullworld -
Locked Cvar: r_glint_alwaysdraw -
Locked Cvar: r_glint_procedural -
Locked Cvar: r_hidepaintedsurfaces – If enabled, hides all surfaces which have been painted.
Locked Cvar: r_hunkalloclightmaps -
Locked Cvar: r_keepstyledlightmapsonly -
Locked Cvar: r_lightaverage – Activates/deactivate light averaging
Locked Cvar: r_lightcache_zbuffercache -
Locked Cvar: r_lod -
Locked Cvar: r_lod_switch_scale -
Locked Cvar: r_maxdlights -
Locked Cvar: r_maxmodeldecal -
Locked Cvar: r_maxnewsamples -
Locked Cvar: r_maxsampledist -
Locked Cvar: r_minnewsamples -
Locked Cvar: r_norefresh -
Locked Cvar: r_occludeemaxarea – Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
Locked Cvar: r_occluderminarea – Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
Locked Cvar: r_occludermincount – At least this many occluders will be used, no matter how big they are.
Locked Cvar: r_occlusion – Activate/deactivate the occlusion system.
Locked Cvar: r_overlayfadeenable -
Locked Cvar: r_overlayfademax -
Locked Cvar: r_overlayfademin -
Locked Cvar: r_overlaywireframe -
Locked Cvar: r_portal_use_pvs_optimization – Enables an optimization that allows portals to be culled when outside of the PVS.
Locked Cvar: r_portalscloseall -
Locked Cvar: r_proplightingfromdisk – 0=Off, 1=On, 2=Show Errors
Locked Cvar: r_queued_decals – Offloads a bit of decal rendering setup work to the material system queue when enabled.
Locked Cvar: r_redownloadallpaintmaps -
Locked Cvar: r_renderoverlayfragment -
Locked Cvar: r_rootlod – Root LOD
Locked Cvar: r_shader_srgbread – 1 = use shader srgb texture reads, 0 = use HW
Locked Cvar: r_shadowrendertotexture -
Locked Cvar: r_shadows -
Locked Cvar: r_ShowViewerArea -
Locked Cvar: r_skybox_draw_last – Draws skybox after world brush geometry, rather than before.
Locked Cvar: r_snapportal -
Locked Cvar: r_spray_lifetime – Number of rounds player sprays are visible
Locked Cvar: r_staticlight_streams -
Locked Cvar: r_staticprop_lod -
Locked Cvar: r_staticpropinfo -
Locked Cvar: r_teeth -
Locked Cvar: r_threaded_shadow_clip -
Locked Cvar: r_unloadlightmaps -
Locked Cvar: r_visambient – Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
Locked Cvar: r_worldlightmin -
Locked Cvar: r_worldlights – number of world lights to use per vertex
Locked Cvar: reload_materials -
Locked Cvar: res_restrict_access -
Locked Cvar: room_type -
Locked Cvar: rpt_vprof_time -
Locked Cvar: rr_debug_qa – Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
Locked Cvar: rr_debugresponseconcept – If set, rr_debugresponses will print only responses testing for the specified concept
Locked Cvar: rr_debugresponses – Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
Locked Cvar: rr_debugrule – If set to the name of the rule, that rule’s score will be shown whenever a concept is passed into the response rules system.
Locked Cvar: rr_dumpresponses – Dump all response_rules.txt and rules (requires restart)
Locked Cvar: save_async -
Locked Cvar: save_asyncdelay – For testing, adds this many milliseconds of delay to the save operation.
Locked Cvar: save_console – Autosave on the PC behaves like it does on the consoles.
Locked Cvar: save_disable -
Locked Cvar: save_history_count – Keep this many old copies in history of autosaves and quicksaves.
Locked Cvar: save_huddelayframes – Number of frames to defer for drawing the Saving message.
Locked Cvar: save_in_memory – Set to 1 to save to memory instead of disk (Xbox 360)
Locked Cvar: save_multiplayer_override -
Locked Cvar: save_noxsave -
Locked Cvar: save_screenshot – 0 = none, 1 = non-autosave, 2 = always
Locked Cvar: save_spew -
Locked Cvar: scene_async_prefetch_spew – Display async .ani file loading info.
Locked Cvar: scene_clamplookat – Clamp head turns to a MAX of 20 degrees per think.
Locked Cvar: scene_clientflex – Do client side flex animation.
Locked Cvar: scene_clientplayback – Play all vcds on the clients.
Locked Cvar: scene_flatturn -
Locked Cvar: scene_forcecombined – When playing back, force use of combined .wav files even in english.
Locked Cvar: scene_maxcaptionradius – Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
Locked Cvar: scene_print – When playing back a scene, print timing and event info to console.
Locked Cvar: score_blind_enemy_bonus – Bonus for blinding enemy players
Locked Cvar: score_blind_friendly_penalty – Penalty for blinding friendly players
Locked Cvar: score_bomb_defuse_bonus – Points awarded for defusing or assisting with defuse of bomb
Locked Cvar: score_bomb_defuse_radius_inner – Inner radius (full bonus) for defusing or assisting with defusing the bomb
Locked Cvar: score_bomb_defuse_radius_outer – Outer radius (zero bonus) for defusing or assisting with defseing the bomb
Locked Cvar: score_bomb_plant_bonus – Points awarded for planting or assisting with planting the bomb
Locked Cvar: score_bomb_plant_radius_inner – Inner radius (full bonus) for planting or assisting with planting the bomb
Locked Cvar: score_bomb_plant_radius_outer – Outer radius (zero bonus) for planting or assisting with planting the bomb
Locked Cvar: score_damage – Points awarded for each point of damage to an enemy
Locked Cvar: score_default – Default points for a new user
Locked Cvar: score_dropped_bomb_proximity_damage_bonus – Points awarded for damaging enemy near dropped bomb
Locked Cvar: score_dropped_bomb_proximity_damage_bonus_radius_inner – Inner radius (full bonus) for doing damage near dropped bomb
Locked Cvar: score_dropped_bomb_proximity_damage_bonus_radius_outer – Outer radius (zero bonus) for doing damage near dropped bomb
Locked Cvar: score_dropped_defuser_proximity_damage_bonus – Points awarded for damaging enemy near dropped defuser
Locked Cvar: score_dropped_defuser_proximity_damage_radius_inner – Inner radius (full bonus) for doing damage near dropped defuser
Locked Cvar: score_dropped_defuser_proximity_damage_radius_outer – Outer radius (zero bonus) for doing damage near dropped defuser
Locked Cvar: score_ff_damage – Penalty awarded for each point of damage to a teammate
Locked Cvar: score_hostage_damage_penalty – Penalty for damaging a hostage
Locked Cvar: score_hostage_proximity_damage_bonus – Points awarded for damaging enemy near live hostage
Locked Cvar: score_hostage_proximity_damage_radius_inner – Inner radius (full bonus) for doing damage near hostage
Locked Cvar: score_hostage_proximity_damage_radius_outer – Outer radius (zero bonus) for doing damage near hostage
Locked Cvar: score_hostage_rescue_bonus – Points awarded for rescuing a hostage
Locked Cvar: score_hostage_rescue_radius_inner – Inner radius (full bonus) for rescuing hostage
Locked Cvar: score_hostage_rescue_radius_outer – Outer radius (zero bonus) for rescuing hostage
Locked Cvar: score_kill_enemy_bonus – Points awarded for killing an enemy
Locked Cvar: score_planted_bomb_proximity_damage_bonus – Points awarded for damaging enemy near planted bomb
Locked Cvar: score_planted_bomb_proximity_damage_radius_inner – Inner radius (full bonus) for doing damage near planted bomb
Locked Cvar: score_planted_bomb_proximity_damage_radius_outer – Outer radius (zero bonus) for doing damage near planted bomb
Locked Cvar: score_team_damage_bonus – Points awarded for each point of damage a nearby (in same zone) teammate does to enemies
Locked Cvar: score_typical_good_score – An average good score for use in funfacts
Locked Cvar: script_connect_debugger_on_mapspawn -
Locked Cvar: servercfgfile -
Locked Cvar: showbudget_texture_global_sum -
Locked Cvar: showhitlocation -
Locked Cvar: sk_ally_regen_time – Time taken for an ally to regenerate a point of health.
Locked Cvar: sk_npc_arm -
Locked Cvar: sk_npc_chest -
Locked Cvar: sk_npc_head -
Locked Cvar: sk_npc_leg -
Locked Cvar: sk_npc_stomach -
Locked Cvar: sk_player_arm -
Locked Cvar: sk_player_chest -
Locked Cvar: sk_player_head -
Locked Cvar: sk_player_leg -
Locked Cvar: sk_player_stomach -
Locked Cvar: sleep_when_meeting_framerate – Sleep instead of spinning if we’re meeting the desired framerate.
Locked Cvar: sleep_when_meeting_framerate_headroom_ms – Only sleep if the current frame has at least this much time remaining, otherwise spin.
Locked Cvar: smoothstairs – Smooth player eye z coordinate when traversing stairs.
Locked Cvar: snd_async_fullyasync – All playback is fully async (sound doesn’t play until data arrives).
Locked Cvar: snd_async_minsize -
Locked Cvar: snd_async_spew_blocking – Spew message to console any time async sound loading blocks on file i/o.
Locked Cvar: snd_async_stream_fail – Spew stream pool failures.
Locked Cvar: snd_async_stream_purges – Spew stream pool purges.
Locked Cvar: snd_async_stream_recover_from_exhausted_stream – If 1, recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many sounds are played). Set to 0, to stop the sound otherwise.
Locked Cvar: snd_async_stream_spew – Spew streaming info ( 0=Off, 1=streams, 2=buffers
Locked Cvar: snd_async_stream_spew_delayed_start_filter – Filter used to spew sounds that starts late. Use an empty string “” to display all sounds. By default only the VO are displayed.
Locked Cvar: snd_async_stream_spew_delayed_start_time – Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms delay.
Locked Cvar: snd_async_stream_spew_exhausted_buffer – If 1, spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only).
Locked Cvar: snd_async_stream_spew_exhausted_buffer_time – Number of milliseconds between each exhausted buffer spew.
Locked Cvar: snd_async_stream_static_alloc – If 1, spews allocations on the static alloc pool. Set to 0 for no spew.
Locked Cvar: snd_cull_duplicates – If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be played.
Locked Cvar: snd_debug_gaincurve – Visualize sound gain fall off
Locked Cvar: snd_debug_gaincurvevol – Visualize sound gain fall off
Locked Cvar: snd_defer_trace -
Locked Cvar: snd_delay_for_choreo_enabled – Enables update of delay for choreo to compensate for IO latency.
Locked Cvar: snd_delay_for_choreo_reset_after_N_milliseconds – Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
Locked Cvar: snd_delay_sound_shift -
Locked Cvar: snd_disable_mixer_duck -
Locked Cvar: snd_disable_mixer_solo -
Locked Cvar: snd_dsp_cancel_old_preset_after_N_milliseconds – Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade.
Locked Cvar: snd_dsp_optimization – Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off.
Locked Cvar: snd_dsp_spew_changes – Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default).
Locked Cvar: snd_dsp_test1 -
Locked Cvar: snd_dsp_test2 -
Locked Cvar: snd_dvar_dist_max – Play full ‘far’ sound at this distance
Locked Cvar: snd_dvar_dist_min – Play full ‘near’ sound at this distance
Locked Cvar: snd_find_channel – Scan every channel to find the corresponding sound.
Locked Cvar: snd_list -
Locked Cvar: snd_lockpartial -
Locked Cvar: snd_max_same_sounds -
Locked Cvar: snd_max_same_weapon_sounds -
Locked Cvar: snd_mergemethod – Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
Locked Cvar: snd_mix_async -
Locked Cvar: snd_mix_dry_volume -
Locked Cvar: snd_mix_optimization – Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off.
Locked Cvar: snd_mix_soundchar_enabled – Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of doppler, directional, etc…).
Locked Cvar: snd_mix_test1 -
Locked Cvar: snd_mix_test2 -
Locked Cvar: snd_mixer_master_dsp -
Locked Cvar: snd_mixer_master_level -
Locked Cvar: snd_moviefix – Defer sound recording until next tick when laying off movies.
Locked Cvar: snd_music_boost – Specifies an amount to boost music volume by
Locked Cvar: snd_noextraupdate -
Locked Cvar: snd_prevent_ss_duplicates – switch to en/disable the prevention of splitscreen audio file duplicates
Locked Cvar: snd_profile -
Locked Cvar: snd_report_format_sound – If set to 1, report all sound formats.
Locked Cvar: snd_report_loop_sound – If set to 1, report all sounds that just looped.
Locked Cvar: snd_report_start_sound – If set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example). Use snd_showstart to see the sounds that are really played.
Locked Cvar: snd_report_stop_sound – If set to 1, report all sounds stopped with S_StopSound().
Locked Cvar: snd_report_verbose_error – If set to 1, report more error found when playing sounds.
Locked Cvar: snd_show – Show sounds info
Locked Cvar: snd_show_channel_count – Show the current count of channel types.
Locked Cvar: snd_showclassname -
Locked Cvar: snd_showmixer -
Locked Cvar: snd_ShowThreadFrameTime -
Locked Cvar: snd_sos_allow_dynamic_chantype -
Locked Cvar: snd_sos_exec_when_paused -
Locked Cvar: snd_sos_show_client_rcv -
Locked Cvar: snd_sos_show_entry_match_free -
Locked Cvar: snd_sos_show_opvar_list -
Locked Cvar: snd_sos_show_source_info -
Locked Cvar: snd_sos_show_track_list -
Locked Cvar: snd_soundmixer -
Locked Cvar: snd_soundmixer_parse_debug -
Locked Cvar: snd_soundmixer_version -
Locked Cvar: snd_spatialize_roundrobin – Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized per frame.
Locked Cvar: snd_spew_dsp_process – Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default).
Locked Cvar: snd_store_filepaths -
Locked Cvar: snd_surround_speakers -
Locked Cvar: snd_voice_echo -
Locked Cvar: snd_vol_no_xfade – If current and target volumes are close, don’t cross-fade.
Locked Cvar: snd_vol_xfade_incr_max – Never change volume by more than +/-N units per frame during cross-fade.
Locked Cvar: snd_vol_xfade_speed_multiplier_for_doppler – Doppler effect is extremely sensible to volume variation. To reduce the pops, the cross-fade has to be very slow.
Locked Cvar: snd_vol_xfade_time – Channel volume cross-fade time in seconds.
Locked Cvar: snd_vox_captiontrace – Shows sentence name for sentences which are set not to show captions.
Locked Cvar: snd_vox_globaltimeout -
Locked Cvar: snd_vox_sectimetout -
Locked Cvar: snd_vox_seqtimetout -
Locked Cvar: soundpatch_captionlength – How long looping soundpatch captions should display for.
Locked Cvar: spec_freeze_time_lock – Time players are prevented from skipping the freeze cam
Locked Cvar: ss_voice_hearpartner – Route voice between splitscreen players on same system.
Locked Cvar: steamworks_sessionid_server – The server session ID for the new steamworks gamestats.
Locked Cvar: step_spline -
Locked Cvar: stringtable_alwaysrebuilddictionaries – Rebuild dictionary file on every level load
Locked Cvar: stringtable_compress – Compress string table for networking
Locked Cvar: stringtable_showsizes – Show sizes of string tables when building for signon
Locked Cvar: stringtable_usedictionaries – Use dictionaries for string table networking
Locked Cvar: studio_queue_mode -
Locked Cvar: sv_airaccelerate -
Locked Cvar: sv_allchat – Players can receive all other players’ text chat, team restrictions apply
Locked Cvar: sv_allowdownload – Allow clients to download files
Locked Cvar: sv_allowupload – Allow clients to upload customizations files
Locked Cvar: sv_autobuyammo – Enable automatic ammo purchase when inside buy zones during buy periods
Locked Cvar: sv_autosave – Set to 1 to autosave game on level transition. Does not affect autosave triggers.
Locked Cvar: sv_backspeed – How much to slow down backwards motion
Locked Cvar: sv_benchmark_autovprofrecord – If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof.
Locked Cvar: sv_benchmark_numticks – If > 0, then it only runs the benchmark for this # of ticks.
Locked Cvar: sv_bonus_challenge – Set to values other than 0 to select a bonus map challenge type.
Locked Cvar: sv_bot_difficulty_gamepad – Bot difficulty while playing with Gamepad device
Locked Cvar: sv_bot_difficulty_hydra – Bot difficulty while playing with Hydra device
Locked Cvar: sv_bot_difficulty_kbm – Bot difficulty while playing with Keyboard/Mouse device
Locked Cvar: sv_bot_difficulty_ps3move – Bot difficulty while playing with PS3Move device
Locked Cvar: sv_bot_difficulty_sharpshooter – Bot difficulty while playing with SharpShooter device
Locked Cvar: sv_bounce – Bounce multiplier for when physically simulated objects collide with other objects.
Locked Cvar: sv_cacheencodedents – If set to 1, does an optimization to prevent extra SendTable_Encode calls.
Locked Cvar: sv_client_cmdrate_difference – cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.
Locked Cvar: sv_client_max_interp_ratio – This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
Locked Cvar: sv_client_min_interp_ratio – This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio
Locked Cvar: sv_client_predict – This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
Locked Cvar: sv_clockcorrection_msecs – The server tries to keep each player’s m_nTickBase withing this many msecs of the server absolute tickcount
Locked Cvar: sv_comp_mode_allow_dc – Set this to 1 to allow direct connects in Competitive mode
Locked Cvar: sv_competitive_minspec – Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages: fps_max minimum 59 (0 works too) cl_interp_ratio = minimum 1 maximum 2 cl_interp = minimum 0 maximum 0.031 cl_updaterate = minimum 10 maximum 150 cl_cmdrate = minimum 10 maximum 150 rate minimum 500
Locked Cvar: sv_compute_per_bot_difficulty – 0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot
Locked Cvar: sv_creationtickcheck – Do extended check for encoding of timestamps against tickcount
Locked Cvar: sv_debug_player_use – Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
Locked Cvar: sv_debugmanualmode – Make sure entities correctly report whether or not their network data has changed.
Locked Cvar: sv_debugtempentities – Show temp entity bandwidth usage.
Locked Cvar: sv_deltaprint – Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
Locked Cvar: sv_deltatime – Enable profiling of CalcDelta calls
Locked Cvar: sv_disable_querycache – debug – disable trace query cache
Locked Cvar: sv_disablefreezecam – Turn on/off freezecam on server
Locked Cvar: sv_dumpmatchweaponmetrics – Turn on the exporting of weapon metrics at the end of a level.
Locked Cvar: sv_enablebunnyhopping -
Locked Cvar: sv_enableoldqueries – Enable support for old style (HL1) server queries
Locked Cvar: sv_extra_client_connect_time – Seconds after client connect during which extra frames are buffered to prevent non-delta’d update
Locked Cvar: sv_filterban – Set packet filtering by IP mode
Locked Cvar: sv_flashbang_strength – Flashbang strength
Locked Cvar: sv_footsteps – Play footstep sound for players
Locked Cvar: sv_force_transmit_ents – Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
Locked Cvar: sv_gravity – World gravity.
Locked Cvar: sv_hibernate_ms – # of milliseconds to sleep per frame while hibernating
Locked Cvar: sv_hibernate_ms_vgui – # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
Locked Cvar: sv_hibernate_postgame_delay – # of seconds to wait after final client leaves before hibernating.
Locked Cvar: sv_hibernate_when_empty – Puts the server into extremely low CPU usage mode when no clients connected
Locked Cvar: sv_hosting_lobby -
Locked Cvar: sv_ignoregrenaderadio – Turn off Fire in the hole messages
Locked Cvar: sv_instancebaselines – Enable instanced baselines. Saves network overhead.
Locked Cvar: sv_ladder_angle – Cos of angle of incidence to ladder perpendicular for applying ladder_dampen
Locked Cvar: sv_ladder_dampen – Amount to dampen perpendicular movement on a ladder
Locked Cvar: sv_lagflushbonecache – Flushes entity bone cache on lag compensation
Locked Cvar: sv_lagpushticks – Push computed lag compensation amount by this many ticks.
Locked Cvar: sv_logblocks – If true when log when a query is blocked (can cause very large log files)
Locked Cvar: sv_logdownloadlist -
Locked Cvar: sv_massreport -
Locked Cvar: sv_master_legacy_mode – Use (outside-of-Steam) code to communicate with master servers.
Locked Cvar: sv_master_share_game_socket – Use the game’s socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to communicate to the master server on.
Locked Cvar: sv_max_queries_sec – Maximum queries per second to respond to from a single IP address.
Locked Cvar: sv_max_queries_sec_global – Maximum queries per second to respond to from anywhere.
Locked Cvar: sv_max_queries_window – Window over which to average queries per second averages.
Locked Cvar: sv_max_usercmd_future_ticks – Prevents clients from running usercmds too far in the future. Prevents speed hacks.
Locked Cvar: sv_maxclientframes -
Locked Cvar: sv_maxreplay – Maximum replay time in seconds
Locked Cvar: sv_maxroutable – Server upper bound on net_maxroutable that a client can use.
Locked Cvar: sv_maxspeed -
Locked Cvar: sv_maxunlag – Maximum lag compensation in seconds
Locked Cvar: sv_maxupdaterate – Maximum updates per second that the server will allow
Locked Cvar: sv_maxvelocity – Maximum speed any ballistically moving object is allowed to attain per axis.
Locked Cvar: sv_minupdaterate – Minimum updates per second that the server will allow
Locked Cvar: sv_multiplayer_maxtempentities -
Locked Cvar: sv_multiplayer_sounds -
Locked Cvar: sv_netvisdist – Test networking visibility distance
Locked Cvar: sv_new_delta_bits -
Locked Cvar: sv_nomvp – Disable MVP awards.
Locked Cvar: sv_nonemesis – Disable nemesis and revenge.
Locked Cvar: sv_nowinpanel – Turn on/off win panel on server
Locked Cvar: sv_npc_talker_maxdist – NPCs over this distance from the player won’t attempt to speak.
Locked Cvar: sv_optimizedmovement -
Locked Cvar: sv_parallel_packentities -
Locked Cvar: sv_parallel_sendsnapshot -
Locked Cvar: sv_pausable_dev – Whether listen server is pausable when running -dev and playing solo against bots
Locked Cvar: sv_pausable_dev_ds – Whether dedicated server is pausable when running -dev and playing solo against bots
Locked Cvar: sv_playerperfhistorycount – Number of samples to maintain in player perf history
Locked Cvar: sv_pushaway_clientside – Clientside physics push away (0=off, 1=only localplayer, 1=all players)
Locked Cvar: sv_pushaway_clientside_size – Minimum size of pushback objects
Locked Cvar: sv_pushaway_force – How hard physics objects are pushed away from the players on the server.
Locked Cvar: sv_pushaway_max_force – Maximum amount of force applied to physics objects by players.
Locked Cvar: sv_pushaway_max_player_force – Maximum of how hard the player is pushed away from physics objects.
Locked Cvar: sv_pushaway_min_player_speed – If a player is moving slower than this, don’t push away physics objects (enables ducking behind things).
Locked Cvar: sv_pushaway_player_force – How hard the player is pushed away from physics objects (falls off with inverse square of distance).
Locked Cvar: sv_rcon_banpenalty – Number of minutes to ban users who fail rcon authentication
Locked Cvar: sv_rcon_log – Enable/disable rcon logging.
Locked Cvar: sv_rcon_maxfailures – Max number of times a user can fail rcon authentication before being banned
Locked Cvar: sv_rcon_minfailures – Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
Locked Cvar: sv_rcon_minfailuretime – Number of seconds to track failed rcon authentications
Locked Cvar: sv_regeneration_wait_time -
Locked Cvar: sv_reservation_grace – Time in seconds given for a lobby reservation.
Locked Cvar: sv_rollangle – Max view roll angle
Locked Cvar: sv_rollspeed -
Locked Cvar: sv_runcmds -
Locked Cvar: sv_script_think_interval -
Locked Cvar: sv_sendtables – Force full sendtable sending path.
Locked Cvar: sv_show_bot_difficulty_in_name – 0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name
Locked Cvar: sv_showanimstate – Show the (server) animation state for the specified entity (-1 for none).
Locked Cvar: sv_showanimstate_activities – Show activities in the (server) animation state display.
Locked Cvar: sv_showanimstate_log – 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
Locked Cvar: sv_showladders – Show bbox and dismount points for all ladders (must be set before level load.)
Locked Cvar: sv_showplayerhitboxes – Show lag compensated hitboxes for the specified player index whenever a player fires.
Locked Cvar: sv_sound_discardextraunreliable -
Locked Cvar: sv_soundemitter_trace – Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)
Locked Cvar: sv_soundemitter_version – specfies what version of soundemitter system to use
Locked Cvar: sv_stats – Collect CPU usage stats
Locked Cvar: sv_stepsize -
Locked Cvar: sv_stressbots – If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
Locked Cvar: sv_strict_notarget – If set, notarget will cause entities to never think they are in the pvs
Locked Cvar: sv_suppress_viewpunch -
Locked Cvar: sv_test_scripted_sequences – Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world.
Locked Cvar: sv_teststepsimulation -
Locked Cvar: sv_thinktimecheck – Check for thinktimes all on same timestamp.
Locked Cvar: sv_threaded_init -
Locked Cvar: sv_timebetweenducks – Minimum time before recognizing consecutive duck key
Locked Cvar: sv_timeout – After this many seconds without a message from a client, the client is dropped
Locked Cvar: sv_turbophysics – Turns on turbo physics
Locked Cvar: sv_unlag – Enables player lag compensation
Locked Cvar: sv_unlag_debug -
Locked Cvar: sv_unlag_fixstuck – Disallow backtracking a player for lag compensation if it will cause them to become stuck
Locked Cvar: sv_useexplicitdelete – Explicitly delete dormant client entities caused by AllowImmediateReuse().
Locked Cvar: sv_validate_edict_change_infos – Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
Locked Cvar: sv_vehicle_autoaim_scale -
Locked Cvar: sv_voicecodec – Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
Locked Cvar: sv_vote_issue_changelevel_allowed – Can people hold votes to change levels?
Locked Cvar: sv_vote_issue_kick_allowed – Can people hold votes to kick players from the server?
Locked Cvar: sv_vote_issue_nextlevel_allowed – Can people hold votes to set the next level?
Locked Cvar: sv_vote_issue_nextlevel_allowextend – Allow players to extend the current map?
Locked Cvar: sv_vote_issue_nextlevel_choicesmode – Present players with a list of lowest playtime maps to choose from?
Locked Cvar: sv_vote_issue_nextlevel_prevent_change – Not allowed to vote for a nextlevel if one has already been set.
Locked Cvar: sv_vote_issue_restart_game_allowed – Can people hold votes to restart the game?
Locked Cvar: sv_vote_issue_scramble_teams_allowed – Can people hold votes to scramble the teams?
Locked Cvar: sv_vote_issue_surrrender_allowed – Can people hold votes to surrender?
Locked Cvar: sv_vote_issue_swap_teams_allowed – Can people hold votes to swap the teams?
Locked Cvar: sv_vote_kick_ban_duration – How long should a kick vote ban someone from the server? (in minutes)
Locked Cvar: sv_wateraccelerate -
Locked Cvar: sv_waterdist – Vertical view fixup when eyes are near water plane.
Locked Cvar: sv_waterfriction -
Locked Cvar: sys_minidumpexpandedspew -
Locked Cvar: template_debug -
Locked Cvar: testscript_debug – Debug test scripts.
Locked Cvar: testscript_running – Set to true when test scripts are running
Locked Cvar: texture_budget_panel_global – Show global times in the texture budget panel.
Locked Cvar: tf_arena_max_streak – Teams will be scrambled if one team reaches this streak
Locked Cvar: tf_arena_preround_time – Length of the Pre-Round time
Locked Cvar: tf_arena_round_time -
Locked Cvar: think_trace_limit – Break into the debugger if this many or more traces are performed in a single think function. Negative numbers mean that the same think function may be broken into many times (once per [x] may traces), positive numbers mean each think will break only once.
Locked Cvar: threadpool_affinity – Enable setting affinity
Locked Cvar: threadpool_reserve – Consume the specified number of threads in the thread pool
Locked Cvar: tr_best_course_time – The player’s best time for the timed obstacle course
Locked Cvar: tr_completed_training – Whether the local player has completed the initial training portion of the training map
Locked Cvar: tr_valve_course_time – Valve’s best time for the timed obstacle course
Locked Cvar: trace_report -
Locked Cvar: tv_allow_camera_man – Auto director allows spectators to become camera man
Locked Cvar: tv_allow_static_shots – Auto director uses fixed level cameras for shots
Locked Cvar: tv_autorecord – Automatically records all games as SourceTV demos.
Locked Cvar: tv_autoretry – Relay proxies retry connection after network timeout
Locked Cvar: tv_chatgroupsize – Set the default chat group size
Locked Cvar: tv_chattimelimit – Limits spectators to chat only every n seconds
Locked Cvar: tv_debug – SourceTV debug info.
Locked Cvar: tv_delay – SourceTV broadcast delay in seconds
Locked Cvar: tv_delaymapchange – Delays map change until broadcast is complete
Locked Cvar: tv_deltacache – Enable delta entity bit stream cache
Locked Cvar: tv_dispatchmode – Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
Locked Cvar: tv_enable – Activates SourceTV on server.
Locked Cvar: tv_maxclients – Maximum client number on SourceTV server.
Locked Cvar: tv_maxrate – Max SourceTV spectator bandwidth rate allowed, 0 == unlimited
Locked Cvar: tv_name – SourceTV host name
Locked Cvar: tv_overridemaster – Overrides the SourceTV master root address.
Locked Cvar: tv_password – SourceTV password for all clients
Locked Cvar: tv_relaypassword – SourceTV password for relay proxies
Locked Cvar: tv_relayvoice – Relay voice data: 0=off, 1=on
Locked Cvar: tv_snapshotrate – Snapshots broadcasted per second
Locked Cvar: tv_timeout – SourceTV connection timeout in seconds.
Locked Cvar: tv_title – Set title for SourceTV spectator UI
Locked Cvar: tv_transmitall – Transmit all entities (not only director view)
Locked Cvar: ui_volume_scale -
Locked Cvar: vgui_drawfocus – Report which panel is under the mouse.
Locked Cvar: vgui_drawkeyfocus – Report which panel has keyboard focus.
Locked Cvar: vgui_drawtree_bounds – Show panel bounds.
Locked Cvar: vgui_drawtree_draw_selected – Highlight the selected panel
Locked Cvar: vgui_drawtree_freeze – Set to 1 to stop updating the vgui_drawtree view.
Locked Cvar: vgui_drawtree_hidden – Draw the hidden panels.
Locked Cvar: vgui_drawtree_panelalpha – Show the panel alpha values in the vgui_drawtree view.
Locked Cvar: vgui_drawtree_panelptr – Show the panel pointer values in the vgui_drawtree view.
Locked Cvar: vgui_drawtree_popupsonly – Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
Locked Cvar: vgui_drawtree_render_order – List the vgui_drawtree panels in render order.
Locked Cvar: vgui_drawtree_scheme – Show scheme file for each panel
Locked Cvar: vgui_drawtree_visible – Draw the visible panels.
Locked Cvar: vgui_panel_active – Is a vgui panel currently active
Locked Cvar: violence_ablood – Draw alien blood
Locked Cvar: violence_agibs – Show alien gib entities
Locked Cvar: violence_hblood – Draw human blood
Locked Cvar: violence_hgibs – Show human gib entities
Locked Cvar: voice_avggain -
Locked Cvar: voice_debugfeedback -
Locked Cvar: voice_debugfeedbackfrom -
Locked Cvar: voice_fadeouttime -
Locked Cvar: voice_maxgain -
Locked Cvar: voice_minimum_gain -
Locked Cvar: voice_overdrive -
Locked Cvar: voice_overdrivefadetime -
Locked Cvar: voice_profile -
Locked Cvar: voice_serverdebug -
Locked Cvar: voice_showchannels -
Locked Cvar: voice_showincoming -
Locked Cvar: voice_steal -
Locked Cvar: voice_thresold_delay -
Locked Cvar: voice_verbose – Turns on debug output with detailed spew about voice data processing.
Locked Cvar: voice_vox -
Locked Cvar: voice_writevoices – Saves each speaker’s voice data into separate .wav files
Locked Cvar: voice_xsend_debug -
Locked Cvar: vprof_counters -
Locked Cvar: vprof_counters_show_minmax -
Locked Cvar: vprof_dump_oninterval – Interval (in seconds) at which vprof will batch up data and dump it to the console.
Locked Cvar: vprof_dump_spikes – Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump
Locked Cvar: vprof_dump_spikes_budget_group – Budget gtNode to start report from when doing a dump spikes
Locked Cvar: vprof_dump_spikes_hiearchy – Set to 1 to get a hierarchy report whith vprof_dump_spikes
Locked Cvar: vprof_dump_spikes_node – Node to start report from when doing a dump spikes
Locked Cvar: vprof_dump_spikes_terse – Whether to use most terse output
Locked Cvar: vprof_graph – Draw the vprof graph.
Locked Cvar: vprof_scope – Set a specific scope to start showing vprof tree
Locked Cvar: vprof_scope_entity_gamephys -
Locked Cvar: vprof_scope_entity_thinks -
Locked Cvar: vprof_server_spike_threshold -
Locked Cvar: vprof_server_thread -
Locked Cvar: vprof_think_limit -
Locked Cvar: vx_do_not_throttle_events – Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost.
Locked Cvar: warningcallstacks_enable – All Warning()/DevWarning()/… calls will attach a callstack
Locked Cvar: warningcallstacks_length – Length of automatic warning callstacks
Locked Cvar: weapon_accuracy_logging -
Locked Cvar: weapon_land_dip_amt – The amount the gun should dip when the player lands after a jump.
Locked Cvar: weapon_molotov_maxdetonateslope – Maximum angle of slope on which the molotov will detonate
Locked Cvar: weapon_showproficiency -
Locked Cvar: xbox_arcade_remaining_trial_time – time remaining in trial mode
Locked Cvar: xbox_arcade_title_unlocked – debug unlocking arcade title
Locked Cvar: xbox_steering_deadzone -
Locked Cvar: xc_crouch_debounce -
Locked Cvar: xlsp_force_dc_name – Restrict to xlsp datacenter by name.

Source: Allied Modders

• CS:GO Demo Smoothing Tutorial

This not only applies for CS:GO. It also applies for any Source game. Its a very powerful tool.

http://www.youtube.com/watch?v=cbp9tQTmgE8

• CS:GO Client Variable List

1. +alt1
2. +alt2
3. +attack
4. +attack2
5. +back
6. +break
7. +camdistance
8. +camin
9. +cammousemove
10. +camout
11. +campitchdown
12. +campitchup
13. +camyawleft
14. +camyawright
15. +commandermousemove
16. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
17. +duck
18. +forward
19. +graph
20. +grenade1
21. +grenade2
22. +jlook
23. +jump
24. +klook
25. +left
26. +lookdown
27. +lookspin
28. +lookup
29. +mat_texture_list
30. +movedown
31. +moveleft
32. +moveright
33. +moveup
34. +posedebug // Turn on pose debugger or add ents to pose debugger UI
35. +reload
36. +right
37. +score
38. +showbudget
39. +showbudget_texture
40. +showbudget_texture_global
41. +showscores
42. +showvprof
43. +sixense_left_point_gesture
44. +sixense_ratchet
45. +sixense_right_point_gesture
46. +speed
47. +strafe
48. +use
49. +vgui_drawtree
50. +voicerecord
51. +walk
52. +zoom
53. +zoom_in
54. +zoom_out
55. -alt1
56. -alt2
57. -attack
58. -attack2
59. -back
60. -break
61. -camdistance
62. -camin
63. -cammousemove
64. -camout
65. -campitchdown
66. -campitchup
67. -camyawleft
68. -camyawright
69. -commandermousemove
70. -demoui2 // Send the advanced demo player UI (demoui2) to background.
71. -duck
72. -forward
73. -graph
74. -grenade1
75. -grenade2
76. -jlook
77. -jump
78. -klook
79. -left
80. -lookdown
81. -lookspin
82. -lookup
83. -mat_texture_list
84. -movedown
85. -moveleft
86. -moveright
87. -moveup
88. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
89. -reload
90. -right
91. -score
92. -showbudget
93. -showbudget_texture
94. -showbudget_texture_global
95. -showscores
96. -showvprof
97. -sixense_left_point_gesture
98. -sixense_ratchet
99. -sixense_right_point_gesture
100. -speed
101. -strafe
102. -use
103. -vgui_drawtree
104. -voicerecord
105. -walk
106. -zoom
107. -zoom_in
108. -zoom_out
109. achievement_debug “0″ // Turn on achievement debug msgs.
110. achievement_disable “0″ // Turn off achievements.
111. addip // Add an IP address to the ban list.
112. adsp_debug “0″
113. ainet_generate_report // Generate a report to the console.
114. ainet_generate_report_only // Generate a report to the console.
115. air_density // Changes the density of air for drag computations.
116. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
117. ai_debug_los “0″ // itl
118. ai_debug_node_connect // Debug the attempted connection between two nodes
119. ai_debug_shoot_positions “0″
120. 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
121. ai_drawbattlelines “0″
122. ai_drop_hint // Drop an ai_hint at the players current eye position.
123. ai_dump_hints
124. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
125. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
126. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
127. ai_report_task_timings_on_limit “0″
128. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
129. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
130. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
131. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
132. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
133. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
134. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
135. 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
136. ai_show_grid // Draw a grid on the floor where looking.
137. 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 -
138. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
139. ai_show_node // Highlight the specified node
140. 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
141. ai_step // use ai_step again. To resume processing no
142. ai_test_los // Test AI LOS from the players POV
143. ai_think_limit_label “0″
144. ai_vehicle_avoidance “1″
145. alias // Alias a command.
146. ammo_338mag_max “30″
147. ammo_357sig_max “52″
148. ammo_45acp_max “100″
149. ammo_50AE_max “35″
150. ammo_556mm_box_max “200″
151. ammo_556mm_max “90″
152. ammo_57mm_max “100″
153. ammo_762mm_max “90″
154. ammo_9mm_max “120″
155. ammo_buckshot_max “32″
156. ammo_decoy_max “1″
157. ammo_flashbang_max “1″
158. ammo_hegrenade_max “1″
159. ammo_molotov_max “1″
160. ammo_smokegrenade_max “1″
161. askconnect_accept // Accept a redirect request by the server.
162. asw_engine_finished_building_map // Notify engine that weve finished building a map
163. async_resume
164. async_suspend
165. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
166. autobuy // Attempt to purchase items with the order listed in cl_autobuy
167. autosave // Autosave
168. autosavedangerous // AutoSaveDangerous
169. autosavedangerousissafe
170. banid // Add a user ID to the ban list.
171. banip // Add an IP address to the ban list.
172. benchframe // Takes a snapshot of a particular frame in a time demo.
173. bench_end // Ends gathering of info.
174. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
175. bench_start // Starts gathering of info. Arguments: filename to write results into
176. bench_upload // Uploads most recent benchmark stats to the Valve servers.
177. bind // Bind a key.
178. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
179. bind_osx // Bind a key for OSX only.
180. bink_dump_precached_movies // Dumps information about all precached Bink movies
181. blackbox_dump // Dump the contents of the blackbox
182. blackbox_record // Record an entry into the blackbox
183. bot_add // bot_add <t|ct> <type> <difficulty> <name> – Adds a bot matching the given criteria.
184. bot_add_ct // bot_add_ct <type> <difficulty> <name> – Adds a Counter-Terrorist bot matching the given criteria.
185. bot_add_t // bot_add_t <type> <difficulty> <name> – Adds a terrorist bot matching the given criteria.
186. bot_all_weapons // Allows the bots to use all weapons
187. bot_autodifficulty_threshold “0″ // Percentage of Contribution Score that a bot must be outside of to change its difficulty (i.e. Contrib Score in the range [human
188. bot_chatter "0" // or normal.
189. bot_crouch "0"
190. bot_debug "0" // For internal testing purposes.
191. bot_debug_target "0" // For internal testing purposes.
192. bot_defer_to_human "0" // the bots will not do the scenario tasks.
193. bot_difficulty "1" // 3=expert.
194. bot_dont_shoot "0" // bots will not fire weapons (for debugging).
195. bot_freeze "0"
196. bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
197. bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
198. bot_join_after_player "1" // bots wait until a player joins before entering the game.
199. bot_join_team "0" // or CT.
200. bot_kick // matching the given criteria.
201. bot_kill // matching the given criteria.
202. bot_knives_only // Restricts the bots to only using knives
203. bot_loadout "0" // bots are given these items at round start
204. bot_mimic "0"
205. bot_mimic_yaw_offset "180"
206. bot_pistols_only // Restricts the bots to only using pistols
207. bot_place // bot_place - Places a bot from the map at where the local player is pointing.
208. bot_quota "0" // Determines the total number of bots in the game.
209. 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
210. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
211. bot_show_battlefront "0" // Show areas where rushing players will initially meet.
212. bot_show_nav "0" // For internal testing purposes.
213. bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
214. bot_snipers_only // Restricts the bots to only using sniper rifles
215. bot_stop "0" // immediately stops all bot processing.
216. bot_stop_control // Release control of a bot.
217. bot_take_control // Take control of a bot.
218. bot_traceview "0" // For internal testing purposes.
219. bot_zombie "0" // bots will stay in idle mode and not attack.
220. box // Draw a debug box.
221. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
222. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
223. budget_background_alpha "128" // how translucent the budget panel is
224. budget_bargraph_background_alpha "128" // how translucent the budget panel is
225. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
226. 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
227. budget_history_range_ms "66" // budget history range in milliseconds
228. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
229. budget_panel_height "384" // height in pixels of the budget panel
230. budget_panel_width "512" // width in pixels of the budget panel
231. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
232. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
233. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
234. budget_show_averages "0" // enable/disable averages in the budget panel
235. budget_show_history "0" // turn history graph off and on. . good to turn off on low end
236. budget_show_peaks "1" // enable/disable peaks in the budget panel
237. budget_toggle_group // Turn a budget group on/off
238. bug // Show the bug reporting UI.
239. bugreporter_uploadasync "0" // Upload attachments asynchronously
240. bugreporter_username "0" // Username to use for bugreporter
241. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
242. buildcubemaps // Rebuild cubemaps.
243. buildmodelforworld // buildmodelforworld
244. buymenu // Show or hide main buy menu
245. cache_print // cache_print [section] Print out contents of cache memory.
246. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
247. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
248. camortho // Switch to orthographic camera.
249. cam_collision “1″ // an attempt is made to keep the camera from passing though walls.
250. cam_command // Tells camera to change modes
251. cam_idealdelta “4″ // Controls the speed when matching offset to ideal angles in thirdperson view
252. cam_idealdist “150″
253. cam_idealdistright “0″
254. cam_idealdistup “0″
255. cam_ideallag “4″ // Amount of lag used when matching offset to ideal angles in thirdperson view
256. cam_idealpitch “0″
257. cam_idealyaw “0″
258. cam_showangles “0″ // print viewangles/idealangles/cameraoffsets to the console.
259. cam_snapto “0″
260. cancelselect
261. cast_hull // Tests hull collision detection
262. cast_ray // Tests collision detection
263. cc_emit // Emits a closed caption
264. cc_findsound // Searches for soundname which emits specified text.
265. cc_flush // Flushes asyncd captions.
266. cc_lang “0″ // Current close caption language (emtpy = use game UI language)
267. cc_linger_time “1″ // Close caption linger time.
268. cc_predisplay_time “0″ // Close caption delay before showing caption.
269. cc_random // Emits a random caption
270. cc_showblocks // Toggles showing which blocks are pending/loaded async.
271. cc_subtitles “0″ // wont help hearing impaired players).
272. centerview
273. changelevel // Change server to the specified map
274. changelevel2 // Transition to the specified map in single player
275. chet_debug_idle “0″ // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
276. ch_createairboat // Spawn airboat in front of the player.
277. ch_createjeep // Spawn jeep in front of the player.
278. clear // Clear all console output.
279. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
280. clear_debug_overlays // clears debug overlays
281. clientport “27005″ // Host game client port
282. closecaption “0″ // Enable close captioning.
283. cl_allowdownload “0″ // Client downloads customization files
284. cl_allowupload “0″ // Client uploads customization files
285. cl_animationinfo // Hud element to examine.
286. cl_autobuy “0″ // The order in which autobuy will attempt to purchase items
287. cl_autohelp “0″ // Auto-help
288. cl_autowepswitch “0″ // Automatically switch to picked up weapons (if more powerful)
289. cl_backspeed “450″
290. cl_bob “0″
291. cl_bobamt_lat “0″
292. cl_bobamt_vert “0″
293. cl_bobcycle “1″
294. cl_bobup “0″
295. cl_bob_lower_amt “21″
296. cl_brushfastpath “1″
297. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
298. cl_buy_favorite_nowarn “0″ // Skips the error prompt when saving an invalid buy favorite
299. cl_buy_favorite_quiet “0″ // Skips the prompt when saving a buy favorite in the buy menu
300. cl_buy_favorite_reset // Reset favorite loadouts to the default
301. cl_buy_favorite_set // Saves the current loadout as a favorite
302. cl_camera_follow_bone_index “-2″ // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
303. cl_chatfilters “63″ // Stores the chat filter settings
304. cl_class “0″ // Default class when joining a game
305. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
306. cl_clockdrift_max_ms “150″ // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
307. 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.
308. cl_clock_correction “1″ // Enable/disable clock correction on the client.
309. 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
310. cl_clock_correction_adjustment_max_offset “90″ // it moves towards apply
311. cl_clock_correction_adjustment_min_offset “10″ // then no clock correction is applied.
312. cl_clock_correction_force_server_tick “999″ // Force clock correction to match the server tick + this offset (-999 disables it).
313. cl_clock_showdebuginfo “0″ // Show debugging info about the clock drift.
314. cl_cmdrate “66″ // Max number of command packets sent to server per second
315. cl_crosshairalpha “255″
316. cl_crosshaircolor “1″ // Set crosshair color as defined in game_options.360.txt
317. cl_crosshaircolor_b “250″
318. cl_crosshaircolor_g “250″
319. cl_crosshaircolor_r “50″
320. cl_crosshairdot “0″
321. cl_crosshairscale “768″ // Crosshair scaling factor (deprecated)
322. cl_crosshairsize “7″
323. cl_crosshairthickness “0″
324. cl_crosshairusealpha “1″
325. cl_debugrumble “0″ // Turn on rumble debugging spew
326. cl_detail_avoid_force “0″ // percentage of the width of the detail sprite )
327. cl_detail_avoid_radius “64″ // radius around detail sprite to avoid players
328. cl_detail_avoid_recover_speed “0″ // how fast to recover position after avoiding players
329. cl_detail_max_sway “5″ // Amplitude of the detail prop sway
330. cl_detail_multiplier “1″ // extra details to create
331. cl_disablefreezecam “1″ // Turn on/off freezecam on client
332. cl_disable_ragdolls “0″
333. cl_downloadfilter “0″ // nosounds)
334. cl_drawhud “1″ // Enable the rendering of the hud
335. cl_drawleaf “-1″
336. cl_drawmaterial “0″ // Draw a particular material over the frame
337. cl_drawshadowtexture “0″
338. cl_dumpplayer // Dumps info about a player
339. cl_dumpsplithacks // Dump split screen workarounds.
340. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
341. cl_dynamiccrosshair “0″
342. cl_enable_weapon_voiceover “1″ // Enable/Disable weapon name voice over.
343. cl_entityreport “0″ // draw entity states to console
344. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
345. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
346. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
347. cl_extrapolate “1″ // Enable/disable extrapolation if interpolation history runs out.
348. cl_extrapolate_amount “0″ // Set how many seconds the client will extrapolate entities for.
349. cl_fastdetailsprites “1″ // whether to use new detail sprite system
350. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
351. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
352. cl_fixedcrosshairgap “3″ // How big to make the gap between the pips in the fixed crosshair
353. cl_flushentitypacket “0″ // For debugging. Force the engine to flush an entity packet.
354. cl_forcepreload “1″ // Whether we should force preloading.
355. cl_forwardspeed “450″
356. cl_fullupdate // Forces the server to send a full update packet
357. cl_game_mode_convars // Display the values of the convars for the current game_mode.
358. cl_idealpitchscale “0″
359. cl_ignorepackets “0″ // Force client to ignore packets (for debugging).
360. cl_interp “0″ // Sets the interpolation amount (bounded on low side by server interp ratio settings).
361. cl_interp_ratio “2″ // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
362. cl_jiggle_bone_debug “0″ // Display physics-based jiggle bone debugging information
363. cl_jiggle_bone_debug_pitch_constraints “0″ // Display physics-based jiggle bone debugging information
364. cl_jiggle_bone_debug_yaw_constraints “0″ // Display physics-based jiggle bone debugging information
365. cl_jiggle_bone_invert “0″
366. cl_lagcompensation “1″ // Perform server side lag compensation of weapon firing events.
367. cl_language “0″ // Language (from Steam API)
368. cl_leafsystemvis “0″
369. cl_leveloverview “0″
370. cl_leveloverviewmarker “0″
371. cl_logofile “0″ // Spraypoint logo decal.
372. cl_maxrenderable_dist “3000″ // Max distance from the camera at which things will be rendered
373. cl_minimal_rtt_shadows “1″
374. cl_mouseenable “0″
375. cl_mouselook “1″ // 0 for keyboard look. Cannot be set while connected to a server.
376. cl_observercrosshair “1″
377. cl_overdraw_test “0″
378. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
379. cl_particles_dumplist // optional name substring.
380. cl_particles_dump_effects
381. cl_particles_show_bbox “0″
382. cl_particles_show_controlpoints “0″
383. cl_particle_retire_cost “0″
384. cl_pclass “0″ // Dump entity by prediction classname.
385. cl_pdump “-1″ // Dump info about this entity to screen.
386. cl_phys_show_active “0″
387. cl_phys_timescale “1″ // Sets the scale of time for client-side physics (ragdolls)
388. cl_pitchdown “89″
389. cl_pitchup “89″
390. cl_playerspraydisable “1″ // Disable player sprays.
391. cl_portal_use_new_dissolve “1″ // Use new dissolve effect
392. cl_precacheinfo // Show precache info (client).
393. cl_predict “1″ // Perform client side prediction.
394. cl_predictioncopy_describe // Describe datamap_t for entindex
395. cl_predictionlist “0″ // Show which entities are predicting
396. cl_predictweapons “1″ // Perform client side prediction of weapon effects.
397. cl_pred_track // for field fieldname.
398. cl_ragdoll_gravity “600″ // Sets the gravity client-side ragdolls
399. cl_rebuy “0″ // The order in which rebuy will attempt to repurchase items
400. cl_reloadpostprocessparams
401. cl_removedecals // Remove the decals from the entity under the crosshair.
402. cl_report_soundpatch // reports client-side sound patch count
403. cl_resend “6″ // Delay in seconds before the client will resend the connect attempt
404. cl_resend_timeout “60″ // Total time allowed for the client to resend the connect attempt
405. cl_righthand “1″ // Use right-handed view models.
406. cl_rumblescale “0″ // Scale sensitivity of rumble effects (0 to 1.0)
407. cl_scalecrosshair “1″ // Enable crosshair scaling (deprecated)
408. cl_shadowtextureoverlaysize “256″
409. cl_showanimstate_activities “0″ // Show activities in the (client) animation state display.
410. cl_showents // Dump entity list to console.
411. cl_showerror “0″ // 2 for above plus detailed field deltas.
412. cl_showevents “0″ // Print event firing info in the console
413. cl_showfps “0″ // +10 = detailed )
414. cl_showhelp “0″ // Set to 0 to not show on-screen help
415. cl_showloadout “1″ // Toggles display of current loadout.
416. cl_showncustomtabhelp “0″
417. cl_showpluginmessages “0″ // Allow plugins to display messages to you
418. cl_showpos “0″ // Draw current position at top of screen
419. cl_show_scaleform_achievement_popups “1″
420. cl_sidespeed “450″
421. cl_skipfastpath “0″ // Set to 1 to stop all models that go through the model fast path from rendering
422. cl_skipslowpath “0″ // Set to 1 to skip any models that dont go through the model fast path
423. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
424. cl_soundemitter_reload // Flushes the sounds.txt system
425. cl_soundfile “0″ // Jingle sound file.
426. cl_soundscape_flush // Flushes the client side soundscapes
427. cl_soundscape_printdebuginfo // print soundscapes
428. cl_spec_mode “4″ // Saves the last viewed spectator mode for use next time we start to spectate
429. cl_sporeclipdistance “512″
430. cl_ss_origin // print origin in script format
431. cl_steamscreenshots // Enable/disable saving screenshots to Steam
432. cl_sunlight_ortho_size “0″ // Set to values greater than 0 for ortho view render projections.
433. cl_sun_decay_rate “0″
434. cl_team “0″ // Default team when joining a game
435. cl_timeout “35″ // the client will disconnect itself
436. cl_tree_sway_dir // sets tree sway wind direction and strength
437. cl_updaterate “66″ // Number of packets per second of updates you are requesting from the server
438. cl_updatevisibility // Updates visibility bits.
439. cl_upspeed “320″
440. cl_use_new_headbob “1″
441. cl_view // Set the view entity index.
442. cl_viewmodel_shift_left_amt “1″
443. cl_viewmodel_shift_right_amt “0″
444. cl_winddir “0″ // Weather effects wind direction angle
445. cl_windspeed “0″ // Weather effects wind speed scalar
446. cl_wpn_sway_scale “1″
447. cmd // Forward command to server.
448. cmd1 // sets userinfo string for split screen player in slot 1
449. cmd2 // sets userinfo string for split screen player in slot 2
450. cmd3 // sets userinfo string for split screen player in slot 3
451. cmd4 // sets userinfo string for split screen player in slot 4
452. collision_test // Tests collision system
453. colorcorrectionui // Show/hide the color correction tools UI.
454. commentary_cvarsnotchanging
455. commentary_finishnode
456. commentary_firstrun “0″
457. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
458. commentary_testfirstrun
459. condump // dump the text currently in the console to condumpXX.log
460. connect // Connect to specified server.
461. con_enable “1″ // Allows the console to be activated.
462. crash // Cause the engine to crash (Debug!!)
463. CreatePredictionError // Create a prediction error
464. create_flashlight
465. creditsdone
466. crosshair “1″
467. cs_make_vip // Marks a player as the VIP
468. cs_ShowStateTransitions “-2″ // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
469. CS_WarnFriendlyDamageInterval “1″ // Defines how frequently the server notifies clients that a player damaged a friend
470. cursortimeout “60″ // Seconds before mouse cursor hides itself due to inactivity
471. cvarlist // Show the list of convars/concommands.
472. c_maxdistance “200″
473. c_maxpitch “90″
474. c_maxyaw “135″
475. c_mindistance “30″
476. c_minpitch “0″
477. c_minyaw “-135″
478. c_orthoheight “100″
479. c_orthowidth “100″
480. c_thirdpersonshoulder “0″
481. c_thirdpersonshoulderaimdist “120″
482. c_thirdpersonshoulderdist “40″
483. c_thirdpersonshoulderheight “5″
484. c_thirdpersonshoulderoffset “20″
485. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
486. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
487. dbg_testdynamicwearablegib
488. debugsystemui // Show/hide the debug system UI.
489. debug_visibility_monitor “0″
490. default_fov “90″
491. demolist // Print demo sequence list.
492. demos // Demo demo file sequence.
493. demoui // Show/hide the demo player UI.
494. demoui2 // Show/hide the advanced demo player UI (demoui2).
495. demo_gototick // Skips to a tick in demo.
496. demo_pause // Pauses demo playback.
497. demo_recordcommands “1″ // Record commands typed at console into .dem files.
498. demo_resume // Resumes demo playback.
499. demo_timescale // Sets demo replay speed.
500. demo_togglepause // Toggles demo playback.
501. developer “0″ // Set developer message level
502. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
503. devshots_screenshot // use the screenshot command instead.
504. differences // Show all convars which are not at their default values.
505. disable_static_prop_loading “0″ // static props wont be loaded
506. disconnect // Disconnect game from server.
507. display_elapsedtime // Displays how much time has elapsed since the game started
508. display_game_events “0″
509. disp_list_all_collideable // List all collideable displacements
510. dlight_debug // Creates a dlight in front of the player
511. drawcross // Draws a cross at the given location Arguments: x y z
512. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
513. drawradar // Draws HUD radar
514. dsp_dist_max “1440″
515. dsp_dist_min “0″
516. dsp_enhance_stereo “0″
517. dsp_off “0″
518. dsp_player “0″
519. dsp_reload
520. dsp_slow_cpu “1″
521. dsp_volume “0″
522. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
523. dumpentityfactories // Lists all entity factory names.
524. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
525. dumpgamestringtable // Dump the contents of the game string table to the console.
526. dumpstringtables // Print string tables to console.
527. dump_entity_sizes // Print sizeof(entclass)
528. dump_globals // Dump all global entities/states
529. dump_particlemanifest // Dump the list of particles loaded.
530. echo // Echo text to console.
531. editdemo // Edit a recorded demo file (.dem ).
532. editor_toggle // Disables the simulation and returns focus to the editor
533. enable_debug_overlays “1″ // Enable rendering of debug overlays
534. enable_skeleton_draw “0″ // Render skeletons in wireframe
535. endmovie // Stop recording movie frames.
536. endround // End the current round.
537. english “1″ // running the english language set of assets.
538. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
539. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
540. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
541. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
542. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
543. ent_create // Creates an entity of the given type where the player is looking.
544. ent_dump // Usage: ent_dump <entity name>
545. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
546. ent_info // Usage: ent_info <class name>
547. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
548. 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
549. ent_messages_draw “0″ // Visualizes all entity input/output activity.
550. ent_name
551. ent_orient // only orients target entitys YAW. Use the allangles opt
552. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
553. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
554. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
555. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
556. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
557. ent_rotate // Rotates an entity by a specified # of degrees
558. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
559. ent_setang // Set entity angles
560. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
561. ent_setpos // Move entity to position
562. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
563. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
564. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
565. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
566. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
567. envmap
568. escape // Escape key pressed.
569. exec // Execute script file.
570. execifexists // Execute script file if file exists.
571. exit // Exit the engine.
572. explode // Kills the player with explosive damage
573. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
574. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
575. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
576. 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
577. 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
578. 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
579. 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
580. find // Find concommands with the specified string in their name/help text.
581. findflags // Find concommands by flags.
582. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
583. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
584. firetarget
585. firstperson // Switch to firstperson camera.
586. fish_debug “0″ // Show debug info for fish
587. fish_dormant “0″ // Turns off interactive fish behavior. Fish become immobile and unresponsive.
588. flush // Flush unlocked cache memory.
589. flush_locked // Flush unlocked and locked cache memory.
590. fogui // Show/hide fog control UI.
591. fog_color “-1″
592. fog_colorskybox “-1″
593. fog_enable “1″
594. fog_enableskybox “1″
595. fog_enable_water_fog “1″
596. fog_end “-1″
597. fog_endskybox “-1″
598. fog_hdrcolorscale “-1″
599. fog_hdrcolorscaleskybox “-1″
600. fog_maxdensity “-1″
601. fog_maxdensityskybox “-1″
602. fog_override “0″ // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
603. fog_start “-1″
604. fog_startskybox “-1″
605. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
606. force_audio_english “0″ // Keeps track of whether were forcing english in a localized language.
607. force_centerview
608. foundry_engine_get_mouse_control // Give the engine control of the mouse.
609. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
610. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
611. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
612. foundry_update_entity // Updates the entitys position/angles when in edit mode
613. 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
614. fps_screenshot_threshold “-1″ // Dump a screenshot when the FPS drops below the given value.
615. fs_clear_open_duplicate_times // Clear the list of files that have been opened.
616. 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
617. fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
618. fs_fios_flush_cache // Flushes the FIOS HDD cache.
619. fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
620. 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
621. fs_fios_print_prefetches // Displays all the prefetches currently in progress.
622. fs_printopenfiles // Show all files currently opened by the engine.
623. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
624. fs_warning_level // Set the filesystem warning level.
625. func_break_max_pieces “15″
626. fx_new_sparks “1″ // Use new style sparks.
627. g15_dumpplayer // Spew player data.
628. g15_reload // Reloads the Logitech G-15 Keyboard configs.
629. g15_update_msec “250″ // Logitech G-15 Keyboard update interval.
630. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
631. gameinstructor_enable “0″ // Display in game lessons that teach new players.
632. gameinstructor_find_errors “0″ // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
633. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
634. gameinstructor_reset_counts // Resets all display and success counts to zero.
635. gameinstructor_save_restore_lessons “1″ // Set to 0 to disable save/load of open lesson opportunities in single player.
636. gameinstructor_verbose “0″ // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
637. gameinstructor_verbose_lesson “0″ // Display more verbose information for lessons have this name.
638. gamemenucommand // Issue game menu command.
639. gamepadslot1
640. gamepadslot2
641. gamepadslot3
642. gamepadslot4
643. gamepadslot5
644. gamepadslot6
645. gameui_activate // Shows the game UI
646. gameui_allowescape // Escape key allowed to hide game UI
647. gameui_allowescapetoshow // Escape key allowed to show game UI
648. gameui_hide // Hides the game UI
649. gameui_preventescape // Escape key doesnt hide game UI
650. gameui_preventescapetoshow // Escape key doesnt show game UI
651. getpos // dump position and angles to the console
652. getpos_exact // dump origin and angles to the console
653. give // Give item to player. Arguments: <item_name>
654. givecurrentammo // Give a supply of ammo for current weapon..
655. global_event_log_enabled “0″ // Enables the global event log system
656. global_set // 2 = DEAD).
657. glow_outline_effect_enable “1″ // Enable entity outline glow effects.
658. glow_outline_width “6″ // Width of glow outline effect in screen space.
659. gl_clear_randomcolor “0″ // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
660. god // Toggle. Player becomes invulnerable.
661. gods // Toggle. All players become invulnerable.
662. groundlist // Display ground entity list <index>
663. g_debug_angularsensor “0″
664. g_debug_constraint_sounds “0″ // Enable debug printing about constraint sounds.
665. g_debug_ragdoll_removal “0″
666. g_debug_ragdoll_visualize “0″
667. g_debug_trackpather “0″
668. g_debug_vehiclebase “0″
669. g_debug_vehicledriver “0″
670. g_debug_vehicleexit “0″
671. g_debug_vehiclesound “0″
672. g_jeepexitspeed “100″
673. hammer_update_entity // Updates the entitys position/angles when in edit mode
674. 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
675. heartbeat // Force heartbeat of master servers
676. help // Find help about a convar/concommand.
677. hideconsole // Hide the console.
678. hidehud “0″
679. hidepanel // Hides a viewport panel <name>
680. hideradar // Hides HUD radar
681. hidescores // Forcibly hide score panel
682. hide_main_menu // Hide the main menu
683. hide_sf_main_menu // Hide the Scaleform main menu
684. hostage_debug “0″ // Show hostage AI debug information
685. hostfile “0″ // The HOST file to load.
686. hostip “-1062731136.000″ // Host game server ip
687. hostname “0″ // Hostname for server.
688. hostport “27015″ // Host game server port
689. host_flush_threshold “12″ // Memory threshold below which the host should flush caches between server instances
690. host_map “0″ // Current map name.
691. host_reset_config // reset config (for testing) with param as splitscreen index.
692. host_runofftime // Run off some time without rendering/updating sounds
693. host_sleep “0″ // Force the host to sleep a certain number of milliseconds each frame.
694. host_timescale “1″ // Prescale the clock by this amount.
695. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
696. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
697. hud_fastswitch “1″
698. hud_reloadscheme // Reloads hud layout and animation scripts.
699. hud_scaling “0″ // Scales hud elements
700. hud_showtargetid “1″ // Enables display of target names
701. hud_subtitles // Plays the Subtitles: <filename>
702. hud_takesshots “0″ // Auto-save a scoreboard screenshot at the end of a map.
703. hunk_print_allocations
704. hunk_track_allocation_types “1″
705. hurtme // Hurts the player. Arguments: <health to lose>
706. impulse
707. incrementvar // Increment specified convar value.
708. inferno_child_spawn_interval_multiplier “1″ // Amount spawn interval increases for each child
709. inferno_child_spawn_max_depth “4″
710. inferno_damage “40″ // Damage per second
711. inferno_debug “0″
712. inferno_dlight_spacing “200″ // Inferno dlights are at least this far apart
713. inferno_flame_lifetime “7″ // Average lifetime of each flame in seconds
714. inferno_flame_spacing “50″ // Minimum distance between separate flame spawns
715. inferno_forward_reduction_factor “0″
716. inferno_friendly_fire_duration “6″ // FF is credited back to the thrower.
717. inferno_initial_spawn_interval “0″ // Time between spawning flames for first fire
718. inferno_max_child_spawn_interval “1″ // Largest time interval for child flame spawning
719. inferno_max_flames “32″ // Maximum number of flames that can be created
720. inferno_max_range “300″ // Maximum distance flames can spread from their initial ignition point
721. inferno_per_flame_spawn_duration “5″ // Duration each new flame will attempt to spawn new flames
722. inferno_scorch_decals “1″
723. inferno_spawn_angle “45″ // Angular change from parent
724. inferno_surface_offset “20″
725. inferno_velocity_decay_factor “0″
726. inferno_velocity_factor “0″
727. inferno_velocity_normal_factor “0″
728. invnext
729. invnextgrenade
730. invnextnongrenade
731. invprev
732. in_forceuser “0″ // Force user input to this split screen player.
733. ip “0″ // Overrides IP for multihomed hosts
734. items_game_use_local “1″ // items_game.txt will not be stomped by the GC.
735. item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
736. joinsplitscreen // join split screen
737. joyadvancedupdate
738. joystick “0″ // false otherwise.
739. joy_accelmax “1″
740. joy_accelscale “0″
741. joy_advanced “0″
742. joy_advaxisr “0″
743. joy_advaxisu “0″
744. joy_advaxisv “0″
745. joy_advaxisx “0″
746. joy_advaxisy “0″
747. joy_advaxisz “0″
748. joy_autoaimdampen “0″ // How much to scale user stick input when the gun is pointing at a valid target.
749. joy_autoaimdampenrange “0″ // The stick range where autoaim dampening is applied. 0 = off
750. joy_axisbutton_threshold “0″ // Analog axis range before a button press is registered.
751. joy_cfg_preset “1″
752. joy_circle_correct “1″
753. joy_diagonalpov “0″ // too.
754. joy_display_input “0″
755. joy_forwardsensitivity “-1″
756. joy_forwardthreshold “0″
757. joy_gamma “0″
758. joy_inverty “0″ // Whether to invert the Y axis of the joystick for looking.
759. joy_lowend “1″
760. joy_lowmap “1″
761. joy_movement_stick “0″ // Which stick controls movement (0 is left stick)
762. joy_name “0″
763. joy_no_accel_jump “0″
764. joy_pitchsensitivity “0″ // joystick pitch sensitivity
765. joy_pitchthreshold “0″
766. joy_response_look “0″ // 1=Acceleration Promotion
767. joy_response_look_pitch “1″ // 1=Acceleration Promotion
768. joy_response_move “1″ // 1/sensitivity
769. joy_sensitive_step0 “0″
770. joy_sensitive_step1 “0″
771. joy_sensitive_step2 “0″
772. joy_sidesensitivity “1″
773. joy_sidethreshold “0″
774. joy_wingmanwarrior_centerhack “0″ // Wingman warrior centering hack.
775. joy_wingmanwarrior_turnhack “0″ // Wingman warrior hack related to turn axes.
776. joy_yawsensitivity “-1″ // joystick yaw sensitivity
777. joy_yawthreshold “0″
778. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
779. kdtree_test // Tests spatial partition for entities queries.
780. key_findbinding // Find key bound to specified command string.
781. key_listboundkeys // List bound keys with bindings.
782. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
783. kick // Kick a player by name.
784. kickid // with a message.
785. kill // Kills the player with generic damage
786. killserver // Shutdown the server.
787. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
788. lastinv
789. lightcache_maxmiss “2″
790. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
791. light_crosshair // Show texture color at crosshair
792. linefile // Parses map leak data from .lin file
793. listdemo // List demo file contents.
794. listid // Lists banned users.
795. listip // List IP addresses on the ban list.
796. listmodels // List loaded models.
797. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
798. load // Load a saved game.
799. loadcommentary
800. loader_dump_table
801. locator_split_len “0″
802. locator_split_maxwide_percent “0″
803. log // and udp < on | off >.
804. logaddress_add // Set address and port for remote host <ip:port>.
805. logaddress_del // Remove address and port for remote host <ip:port>.
806. logaddress_delall // Remove all udp addresses being logged to
807. logaddress_list // List all addresses currently being used by logaddress.
808. log_color // Set the color of a logging channel.
809. log_dumpchannels // Dumps information about all logging channels.
810. log_flags // Set the flags on a logging channel.
811. log_level // Set the spew level of a logging channel.
812. lookspring “0″
813. lookstrafe “0″
814. loopsingleplayermaps “0″
815. map // Start playing on specified map.
816. maps // Displays list of maps.
817. map_background // Runs a map as the background to the main menu.
818. map_commentary // on a specified map.
819. map_edit
820. map_setbombradius // Sets the bomb radius for the map.
821. map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
822. map_showspawnpoints // Shows player spawn points (red=invalid)
823. mat_accelerate_adjust_exposure_down “40″
824. mat_aniso_disable “0″ // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
825. mat_bloomamount_rate “0″
826. mat_bloom_scalefactor_scalar “0″
827. mat_bumpbasis “0″
828. mat_camerarendertargetoverlaysize “128″
829. mat_colcorrection_forceentitiesclientside “0″ // Forces color correction entities to be updated on the client
830. mat_configcurrent // show the current video control panel config for the material system
831. mat_crosshair // Display the name of the material under the crosshair
832. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
833. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
834. mat_crosshair_printmaterial // print the material under the crosshair
835. mat_crosshair_reloadmaterial // reload the material under the crosshair
836. mat_debug // Activates debugging spew for a specific material.
837. mat_debugalttab “0″
838. mat_debug_bloom “0″
839. mat_displacementmap “1″
840. mat_drawflat “0″
841. mat_drawwater “1″
842. mat_dynamiclightmaps “0″
843. mat_dynamicPaintmaps “0″
844. mat_dynamic_tonemapping “1″
845. mat_edit // Bring up the material under the crosshair in the editor
846. mat_exposure_center_region_x “0″
847. mat_exposure_center_region_y “0″
848. mat_fastclip “0″
849. mat_fastnobump “0″
850. mat_fillrate “0″
851. mat_forcedynamic “0″
852. mat_force_bloom “0″
853. mat_force_tonemap_min_avglum “-1″ // Override. Old default was 3.0
854. mat_force_tonemap_percent_bright_pixels “-1″ // Override. Old value was 2.0
855. mat_force_tonemap_percent_target “-1″ // Override. Old default was 60.
856. mat_force_tonemap_scale “0″
857. mat_frame_sync_enable “1″
858. mat_frame_sync_force_texture “0″ // Force frame syncing to lock a managed texture.
859. mat_fullbright “0″
860. mat_hdr_enabled // Report if HDR is enabled for debugging
861. mat_hdr_tonemapscale “1″ // 16 = eyes wide open.
862. mat_hdr_uncapexposure “0″
863. mat_hsv “0″
864. mat_info // Shows material system info
865. mat_leafvis “0″ // or [3] entire PVS (see mat_leafvis_draw_mask for what
866. mat_loadtextures “1″
867. mat_lpreview_mode “-1″
868. mat_luxels “0″
869. mat_measurefillrate “0″
870. mat_monitorgamma “2″ // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
871. mat_monitorgamma_tv_enabled “1″
872. mat_morphstats “0″
873. mat_norendering “0″
874. mat_normalmaps “0″
875. mat_normals “0″
876. mat_postprocess_enable “1″
877. mat_powersavingsmode “0″ // Power Savings Mode
878. mat_proxy “0″
879. mat_queue_mode “-1″ // 2=queued
880. mat_queue_priority “1″
881. mat_reloadallmaterials // Reloads all materials
882. mat_reloadmaterial // Reloads a single material
883. mat_reloadtextures // Reloads all textures
884. mat_remoteshadercompile “0″
885. 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
886. 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
887. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
888. mat_resetdefaults // resets the video config options to their defaults
889. mat_reversedepth “0″
890. mat_savechanges // saves current video configuration to the registry
891. mat_setvideomode // windowed state of the material system
892. mat_shadercount // display count of all shaders and reset that count
893. mat_showcamerarendertarget “0″
894. mat_showframebuffertexture “0″
895. mat_showlowresimage “0″
896. mat_showmaterials // Show materials.
897. mat_showmaterialsverbose // Show materials (verbose version).
898. mat_showmiplevels “0″ // 1: everything else
899. mat_showtextures // Show used textures.
900. mat_showwatertextures “0″
901. mat_show_texture_memory_usage “0″ // Display the texture memory usage on the HUD.
902. mat_softwareskin “0″
903. mat_spewalloc “0″
904. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
905. mat_stub “0″
906. mat_suppress // Supress a material from drawing
907. mat_surfaceid “0″
908. mat_surfacemat “0″
909. mat_tessellationlevel “6″
910. mat_tessellation_accgeometrytangents “0″
911. mat_tessellation_cornertangents “1″
912. mat_tessellation_update_buffers “1″
913. mat_texture_list_content_path “0″ // itll assume your content directory is next to the currently runn
914. mat_texture_list_exclude // save – saves exclude list file
915. mat_texture_list_txlod // -1 to dec resolution
916. mat_texture_list_txlod_sync // save – saves all changes to material content files
917. mat_tonemap_algorithm “1″ // 0 = Original Algorithm 1 = New Algorithm
918. mat_updateconvars // updates the video config convars
919. mat_viewportscale “1″ // Scale down the main viewport (to reduce GPU impact on CPU profiling)
920. mat_wireframe “0″
921. mat_yuv “0″
922. maxplayers // Change the maximum number of players allowed on this server.
923. mc_accel_band_size “34″ // (degrees)
924. mc_aim_heading_multiplier “1″
925. mc_aim_pitch_multiplier “1″
926. mc_dead_zone_radius “10″ // (degrees)
927. mc_max_turnrate “210″ // (degrees/sec)
928. memory // Print memory stats.
929. mem_compact
930. mem_dump // Dump memory stats to text file.
931. mem_dumpvballocs // Dump VB memory allocation stats.
932. mem_eat
933. mem_incremental_compact
934. mem_incremental_compact_rate “0″ // Rate at which to attempt internal heap compation
935. mem_test
936. mem_vcollide // Dumps the memory used by vcollides
937. mem_verify // Verify the validity of the heap
938. menuselect // menuselect
939. minisave // Saves game (for current level only!)
940. mm_datacenter_debugprint // Shows information retrieved from data center
941. mm_debugprint // Show debug information about current matchmaking session
942. 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
943. mm_dedicated_search_maxping “150″ // Longest preferred ping to dedicated servers for games
944. mm_dlc_debugprint // Shows information about dlc
945. 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.
946. mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
947. mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
948. motdfile “0″ // The MOTD file to load.
949. movie_fixwave // etc.
950. mp_afterroundmoney “0″ // amount of money awared to every player after each round
951. mp_autokick “1″ // Kick idle/team-killing players
952. mp_buytime “90″ // How many seconds after round start players can buy items for.
953. mp_death_drop_defuser “1″ // Drop defuser on player death
954. mp_death_drop_grenade “2″ // 2=current or best
955. mp_death_drop_gun “1″ // 2=current or best
956. mp_defuser_allocation “0″ // 2=everyone
957. mp_disable_autokick // Prevents a userid from being auto-kicked
958. mp_dump_timers // Prints round timers to the console for debugging
959. mp_forcerespawnplayers // Force all players to respawn.
960. mp_forcewin // Forces team to win
961. mp_force_pick_time “10″ // The amount of time a player has on the team screen to make a selection before being auto-teamed
962. mp_freezetime “6″ // how many seconds to keep players frozen when the round starts
963. mp_ggprogressive_round_restart_delay “15″ // Number of seconds to delay before restarting a round after a win in gungame progessive
964. mp_ggtr_bomb_detonation_bonus “1″ // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
965. mp_halftime_duration “15″ // Number of seconds that halftime lasts
966. mp_join_grace_time “20″ // Number of seconds after round start to allow a player to join a game
967. mp_limitteams “2″ // Max # of players 1 team can have over another (0 disables check)
968. mp_match_end_restart “1″ // perform a restart instead of loading a new map
969. mp_maxmoney “16000″ // maximum amount of money allowed in a players account
970. mp_playercashawards “1″ // Players can earn money by performing in-game actions
971. mp_playerid “0″ // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
972. mp_playerid_delay “0″ // Number of seconds to delay showing information in the status bar
973. mp_playerid_hold “0″ // Number of seconds to keep showing old information in the status bar
974. mp_required_voters “3″ // The number of human players required for a vote
975. mp_required_vote_majority “0″ // The percentage of human players that need to vote yes for a vote to pass
976. mp_restartgame “0″ // game will restart in the specified number of seconds
977. mp_roundtime “5″ // How many minutes each round takes.
978. mp_round_restart_delay “7″ // Number of seconds to delay before restarting a round after a win
979. mp_scrambleteams // Scramble the teams and restart the game
980. mp_startmoney “800″ // amount of money each player gets when they reset
981. mp_switchteams // Switch teams and restart the game
982. mp_teamcashawards “1″ // Teams can earn money by performing in-game actions
983. mp_tkpunish “0″ // 1=yes}
984. mp_tournament_restart // Restart Tournament Mode on the current level.
985. mp_win_panel_display_time “5″ // The amount of time to show the win panel between matches / halfs
986. ms_player_dump_properties // Prints a dump the current players property data
987. multvar // Multiply specified convar value.
988. muzzleflash_light “1″
989. m_customaccel “0″ // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
990. m_customaccel_exponent “1″ // Mouse move is raised to this power before being scaled by scale factor.
991. m_customaccel_max “0″ // 0 for no limit
992. m_customaccel_scale “0″ // Custom mouse acceleration value.
993. m_forward “1″ // Mouse forward factor.
994. m_mouseaccel1 “0″ // Windows mouse acceleration initial threshold (2x movement).
995. m_mouseaccel2 “0″ // Windows mouse acceleration secondary threshold (4x movement).
996. m_mousespeed “1″ // 2 to enable secondary threshold
997. m_pitch “0″ // Mouse pitch factor.
998. m_rawinput “0″ // Use Raw Input for mouse input.
999. m_side “0″ // Mouse side factor.
1000. m_yaw “0″ // Mouse yaw factor.
1001. name “0″ // Current user name
1002. nav_add_to_selected_set // Add current area to the selected set.
1003. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
1004. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
1005. nav_area_bgcolor “503316480″ // RGBA color to draw as the background color for nav areas while editing.
1006. nav_area_max_size “50″ // Max area size created in nav generation
1007. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
1008. nav_begin_area // drag the opposite corner to the desired location and
1009. nav_begin_deselecting // Start continuously removing from the selected set.
1010. nav_begin_drag_deselecting // Start dragging a selection area.
1011. nav_begin_drag_selecting // Start dragging a selection area.
1012. nav_begin_selecting // Start continuously adding to the selected set.
1013. nav_begin_shift_xy // Begin shifting the Selected Set.
1014. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
1015. 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).
1016. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
1017. nav_check_floor // Updates the blocked/unblocked status for every nav area.
1018. nav_check_stairs // Update the nav mesh STAIRS attribute
1019. nav_chop_selected // Chops all selected areas into their component 1×1 areas
1020. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
1021. nav_clear_selected_set // Clear the selected set.
1022. nav_clear_walkable_marks // Erase any previously placed walkable positions.
1023. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
1024. nav_connect // then invoke the connect command. Note that this creates a
1025. nav_coplanar_slope_limit “0″
1026. nav_coplanar_slope_limit_displacement “0″
1027. nav_corner_adjust_adjacent “18″ // radius used to raise/lower corners in nearby areas when raising/lowering corners.
1028. nav_corner_lower // Lower the selected corner of the currently marked Area.
1029. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
1030. nav_corner_raise // Raise the selected corner of the currently marked Area.
1031. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
1032. nav_create_area_at_feet “0″ // Anchor nav_begin_area Z to editing players feet
1033. nav_create_place_on_ground “0″ // nav areas will be placed flush with the ground when created by hand.
1034. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
1035. nav_debug_blocked “0″
1036. nav_delete // Deletes the currently highlighted Area.
1037. nav_delete_marked // Deletes the currently marked Area (if any).
1038. nav_disconnect // then invoke the disconnect command. This will remove all connec
1039. nav_displacement_test “10000″ // Checks for nodes embedded in displacements (useful for in-development maps)
1040. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
1041. nav_draw_limit “500″ // The maximum number of areas to draw in edit mode
1042. nav_edit “0″ // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
1043. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
1044. nav_end_deselecting // Stop continuously removing from the selected set.
1045. nav_end_drag_deselecting // Stop dragging a selection area.
1046. nav_end_drag_selecting // Stop dragging a selection area.
1047. nav_end_selecting // Stop continuously adding to the selected set.
1048. nav_end_shift_xy // Finish shifting the Selected Set.
1049. nav_flood_select // use this command again.
1050. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
1051. nav_generate_fencetops “1″ // Autogenerate nav areas on fence and obstacle tops
1052. nav_generate_fixup_jump_areas “1″ // Convert obsolete jump areas into 2-way connections
1053. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
1054. nav_generate_incremental_range “2000″
1055. nav_generate_incremental_tolerance “0″ // Z tolerance for adding new nav areas.
1056. nav_gen_cliffs_approx // post-processing approximation
1057. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
1058. nav_ladder_flip // Flips the selected ladders direction.
1059. nav_load // Loads the Navigation Mesh for the current map.
1060. nav_lower_drag_volume_max // Lower the top of the drag select volume.
1061. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
1062. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
1063. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
1064. nav_mark_attribute // Set nav attribute for all areas in the selected set.
1065. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
1066. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
1067. nav_max_view_distance “0″ // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
1068. nav_max_vis_delta_list_length “64″
1069. nav_merge // and invoke the merge comm
1070. nav_merge_mesh // Merges a saved selected set into the current mesh.
1071. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
1072. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
1073. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
1074. nav_place_list // Lists all place names used in the map.
1075. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
1076. nav_place_replace // Replaces all instances of the first place with the second place.
1077. nav_place_set // Sets the Place of all selected areas to the current Place.
1078. nav_potentially_visible_dot_tolerance “0″
1079. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
1080. nav_quicksave “0″ // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
1081. nav_raise_drag_volume_max // Raise the top of the drag select volume.
1082. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
1083. nav_recall_selected_set // Re-selects the stored selected set.
1084. nav_remove_from_selected_set // Remove current area from the selected set.
1085. nav_remove_jump_areas // replacing them with connections.
1086. nav_run // Toggles the traverse this area by running flag used by the AI system.
1087. nav_save // Saves the current Navigation Mesh to disk.
1088. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
1089. nav_selected_set_border_color “-16751516″ // Color used to draw the selected set borders while editing.
1090. nav_selected_set_color “1623785472.000″ // Color used to draw the selected set background while editing.
1091. nav_select_blocked_areas // Adds all blocked areas to the selected set
1092. nav_select_damaging_areas // Adds all damaging areas to the selected set
1093. nav_select_half_space // Selects any areas that intersect the given half-space.
1094. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
1095. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
1096. nav_select_overlapping // Selects nav areas that are overlapping others.
1097. nav_select_radius // Adds all areas in a radius to the selection set
1098. nav_select_stairs // Adds all stairway areas to the selected set
1099. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
1100. nav_shift // Shifts the selected areas by the specified amount
1101. nav_show_approach_points “0″ // Show Approach Points in the Navigation Mesh.
1102. nav_show_area_info “0″ // Duration in seconds to show nav area ID and attributes while editing
1103. nav_show_compass “0″
1104. nav_show_continguous “0″ // Highlight non-contiguous connections
1105. nav_show_danger “0″ // Show current danger levels.
1106. nav_show_light_intensity “0″
1107. nav_show_nodes “0″
1108. nav_show_node_grid “0″
1109. nav_show_node_id “0″
1110. nav_show_player_counts “0″ // Show current player counts in each area.
1111. nav_show_potentially_visible “0″ // Show areas that are potentially visible from the current nav area
1112. nav_simplify_selected // Chops all selected areas into their component 1×1 areas and re-merges them together into larger areas
1113. nav_slope_limit “0″ // The ground unit normals Z component must be greater than this for nav areas to be generated.
1114. nav_slope_tolerance “0″ // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
1115. nav_snap_to_grid “0″ // Snap to the nav generation grid when creating new nav areas
1116. nav_solid_props “0″ // Make props solid to nav generation/editing
1117. nav_splice // connected area between them.
1118. nav_split // align the split line using your cursor and invoke the split command.
1119. nav_split_place_on_ground “0″ // nav areas will be placed flush with the ground when split.
1120. nav_stand // Toggles the stand while hiding flag used by the AI system.
1121. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
1122. nav_store_selected_set // Stores the current selected set for later retrieval.
1123. nav_strip // and Encounter Spots from the current Area.
1124. nav_subdivide // Subdivides all selected areas.
1125. nav_test_node “0″
1126. nav_test_node_crouch “0″
1127. nav_test_node_crouch_dir “4″
1128. nav_test_stairs // Test the selected set for being on stairs
1129. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
1130. nav_toggle_in_selected_set // Remove current area from the selected set.
1131. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
1132. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
1133. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
1134. nav_toggle_selecting // Start or stop continuously adding to the selected set.
1135. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
1136. nav_unmark // Clears the marked Area or Ladder.
1137. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
1138. nav_update_lighting // Recomputes lighting values
1139. nav_update_visibility_on_edit “0″ // If nonzero editing the mesh will incrementally recompue visibility
1140. nav_use_place // the current Place is set.
1141. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
1142. nav_warp_to_mark // Warps the player to the marked area.
1143. nav_world_center // Centers the nav mesh in the world
1144. net_allow_multicast “1″
1145. net_blockmsg “0″ // Discards incoming message: <0|1|name>
1146. net_channels // Shows net channel info
1147. net_droppackets “0″ // Drops next n packets on client
1148. net_dumpeventstats // Dumps out a report of game event network usage
1149. net_earliertempents “1″
1150. net_fakejitter “0″ // Jitter fakelag packet time
1151. net_fakelag “0″ // Lag all incoming network data (including loopback) by this many milliseconds.
1152. net_fakeloss “0″ // Simulate packet loss as a percentage (negative means drop 1/n packets)
1153. net_graph “1″ // = 3 draws payload legend.
1154. net_graphheight “64″ // Height of netgraph panel
1155. net_graphmsecs “400″ // The latency graph represents this many milliseconds.
1156. net_graphpos “2″
1157. net_graphproportionalfont “1″ // Determines whether netgraph font is proportional or not
1158. net_graphshowinterp “1″ // Draw the interpolation graph.
1159. net_graphshowlatency “1″ // Draw the ping/packet loss graph.
1160. net_graphsolid “1″
1161. net_graphtext “1″ // Draw text fields
1162. net_maxroutable “1200″ // Requested max packet size before packets are split.
1163. net_public_adr “0″ // this is the public facing ip address string: (x.x.x.x
1164. net_scale “5″
1165. net_showreliablesounds “0″
1166. net_showsplits “0″ // Show info about packet splits
1167. net_showudp “0″ // Dump UDP packets summary to console
1168. net_showudp_oob “0″ // Dump OOB UDP packets summary to console
1169. net_showudp_remoteonly “0″ // Dump non-loopback udp only
1170. net_splitpacket_maxrate “15000″ // Max bytes per second when queueing splitpacket chunks
1171. net_splitrate “1″ // Number of fragments for a splitpacket that can be sent per frame
1172. net_start // Inits multiplayer network sockets
1173. net_status // Shows current network status
1174. net_steamcnx_allowrelay “1″ // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
1175. net_steamcnx_enabled “1″ // 2 forces use of steam connections instead of raw UDP.
1176. net_steamcnx_status // Print status of steam connection sockets.
1177. next “0″ // Set to 1 to advance to next frame ( when singlestep == 1 )
1178. nextdemo // Play next demo in sequence.
1179. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
1180. noclip_fixup “1″
1181. notarget // Toggle. Player becomes hidden to NPCs.
1182. npc_ally_deathmessage “1″
1183. npc_ammo_deplete // Subtracts half of the targets ammo
1184. npc_bipass // s
1185. npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
1186. npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
1187. 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
1188. 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
1189. npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
1190. npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
1191. 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
1192. 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
1193. npc_freeze // uses the NPC under the crosshair. Arguments
1194. npc_freeze_unselected // Freeze all NPCs not selected
1195. npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
1196. npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
1197. npc_heal // Heals the target back to full health
1198. npc_height_adjust “1″ // Enable test mode for ik height adjustment
1199. npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
1200. npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
1201. npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
1202. npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
1203. 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
1204. npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
1205. npc_set_freeze // uses the NPC under the crosshair. Arguments
1206. npc_set_freeze_unselected // Freeze all NPCs not selected
1207. npc_squads // Obsolete. Replaced by npc_combat
1208. npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
1209. npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
1210. npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
1211. npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
1212. npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
1213. npc_thinknow // Trigger NPC to think
1214. npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
1215. option_duck_method “0″
1216. option_speed_method “0″
1217. paintsplat_bias “0″ // Change bias value for computing circle buffer
1218. paintsplat_max_alpha_noise “0″ // Max noise value of circle alpha
1219. paintsplat_noise_enabled “1″
1220. panel_test_title_safe “0″ // Test vgui panel positioning with title safe indentation
1221. particle_simulateoverflow “0″ // Used for stress-testing particle systems. Randomly denies creation of particles.
1222. particle_test_attach_attachment “0″ // Attachment index for attachment mode
1223. particle_test_attach_mode “0″ // follow_origin
1224. particle_test_file “0″ // Name of the particle system to dynamically spawn
1225. particle_test_start // particle_test_attach_mode and particl
1226. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
1227. password “0″ // Current server access password
1228. path // Show the engine filesystem path.
1229. pause // Toggle the server pause state.
1230. perfui // Show/hide the level performance tools UI.
1231. perfvisualbenchmark
1232. perfvisualbenchmark_abort
1233. physics_budget // Times the cost of each active object
1234. physics_constraints // Highlights constraint system graph for an entity
1235. physics_debug_entity // Dumps debug info for an entity
1236. physics_highlight_active // Turns on the absbox for all active physics objects
1237. physics_report_active // Lists all active physics objects
1238. physics_select // Dumps debug info for an entity
1239. phys_debug_check_contacts “0″
1240. phys_show_active “0″
1241. picker // pivot and debugging text is displayed for whatever entity the play
1242. ping // Display ping to server.
1243. pingserver // Ping a server for info
1244. pixelvis_debug // Dump debug info
1245. play // Play a sound.
1246. playdemo // Play a recorded demo file (.dem ).
1247. player_botdifflast_s “0″
1248. player_classplayedlast “0″
1249. player_debug_print_damage “0″ // print amount and type of all damage received by player to console.
1250. player_gamemodelast_m “0″
1251. player_gamemodelast_s “1″
1252. player_gametypelast_m “0″
1253. player_gametypelast_s “0″
1254. player_last_leaderboards_filter “0″ // Last mode setting in the Leaderboards screen
1255. player_last_leaderboards_mode “0″ // Last mode setting in the Leaderboards screen
1256. player_last_leaderboards_panel “0″ // Last opened panel in the Leaderboards screen
1257. player_last_medalstats_access_time1 “0″ // Last year/month/day we accessed this screen – packed as a uint32 of year:16-month:8-day:8
1258. player_last_medalstats_access_time2 “0″ // Last hour/min/sec we accessed this screen – packed as a uint32 of hour:8-min:8-sec:8
1259. player_last_medalstats_category “0″ // Last selected category on the Medals panel in the Medals & Stats screen
1260. player_last_medalstats_panel “0″ // Last opened panel in the Medals & Stats screen
1261. player_maplast_m “0″
1262. player_maplast_s “1″
1263. player_mmprivacylast_m “0″
1264. player_teamplayedlast “3″
1265. playflush // reloading from disk in case of changes.
1266. playgamesound // Play a sound from the game sounds txt file
1267. playsoundscape // Forces a soundscape to play
1268. playvideo // Plays a video: <filename> [width height]
1269. playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
1270. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
1271. playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
1272. playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
1273. playvol // Play a sound at a specified volume.
1274. plugin_load // plugin_load <filename> : loads a plugin
1275. plugin_pause // plugin_pause <index> : pauses a loaded plugin
1276. plugin_pause_all // pauses all loaded plugins
1277. plugin_print // Prints details about loaded plugins
1278. plugin_unload // plugin_unload <index> : unloads a plugin
1279. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
1280. plugin_unpause_all // unpauses all disabled plugins
1281. post_jump_crouch “0″ // This determines how long the player character will crouch for after landing a jump. This only affects the third person animati
1282. press_x360_button // d[own])
1283. print_colorcorrection // Display the color correction layer information.
1284. progress_enable
1285. prop_crosshair // Shows name for prop looking at
1286. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
1287. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
1288. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
1289. pwatchent “-1″ // Entity to watch for prediction system changes.
1290. pwatchvar “0″ // Entity variable to watch in prediction system for changes.
1291. quit // Exit the engine.
1292. radarvisdistance “1000″ // at this distance and beyond you need to be point right at someone to see them
1293. radarvismaxdot “0″ // how closely you have to point at someone to see them beyond max distance
1294. radarvismethod “1″ // 1 for more realistic method
1295. radarvispow “0″ // and still see them on radar.
1296. radio1 // Opens a radio menu
1297. radio2 // Opens a radio menu
1298. radio3 // Opens a radio menu
1299. rate “20000″ // Max bytes/sec the host can receive data
1300. rcon // Issue an rcon command.
1301. rcon_address “0″ // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
1302. rcon_password “0″ // remote console password.
1303. rebuy // Attempt to repurchase items with the order listed in cl_rebuy
1304. recompute_speed // Recomputes clock speed (for debugging purposes).
1305. record // Record a demo.
1306. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
1307. reload_vjobs // reload vjobs module
1308. remote_bug // Starts a bug report with data from the currently connected rcon machine
1309. removeid // Remove a user ID from the ban list.
1310. removeip // Remove an IP address from the ban list.
1311. render_blanks // render N blank frames
1312. report_cliententitysim “0″ // List all clientside simulations and time – will report and turn itself off.
1313. report_clientthinklist “0″ // List all clientside entities thinking and time – will report and turn itself off.
1314. report_entities // Lists all entities
1315. report_simthinklist // Lists all simulating/thinking entities
1316. report_soundpatch // reports sound patch count
1317. report_touchlinks // Lists all touchlinks
1318. reset_expo // and end the round
1319. reset_gameconvars // Reset a bunch of game convars to default values
1320. respawn_entities // Respawn all the entities in the map.
1321. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
1322. rope_min_pixel_diameter “2″
1323. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
1324. rr_followup_maxdist “1800″ // then ANY or then ALL response followups will be dispatched only to characters within this distance.
1325. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
1326. rr_reloadresponsesystems // Reload all response system scripts.
1327. rr_remarkables_enabled “0″ // polling for info_remarkables and issuances of TLK_REMARK is enabled.
1328. rr_remarkable_max_distance “1200″ // AIs will not even consider remarkarbles that are more than this many units away.
1329. rr_remarkable_world_entities_replay_limit “1″ // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
1330. rr_thenany_score_slop “0″ // all rule-matching scores within this much of the best score will be considere
1331. r_AirboatViewDampenDamp “1″
1332. r_AirboatViewDampenFreq “7″
1333. r_AirboatViewZHeight “0″
1334. r_alphafade_usefov “1″ // Account for FOV when computing an entitys distance-based alpha fade
1335. r_ambientfraction “0″ // Fraction of direct lighting used to boost lighting when model requests
1336. r_ambientlightingonly “0″ // Set this to 1 to light models with only ambient lighting (and no static lighting).
1337. r_avglight “1″
1338. r_avglightmap “0″
1339. r_brush_queue_mode “0″
1340. r_cheapwaterend
1341. r_cheapwaterstart
1342. r_cleardecals // Usage r_cleardecals <permanent>.
1343. r_ClipAreaFrustums “1″
1344. r_ClipAreaPortals “1″
1345. r_colorstaticprops “0″
1346. r_debugcheapwater “0″
1347. r_debugrandomstaticlighting “0″ // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
1348. r_depthoverlay “0″ // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
1349. r_DispBuildable “0″
1350. r_DispWalkable “0″
1351. r_dlightsenable “1″
1352. r_drawallrenderables “0″ // even ones inside solid leaves.
1353. r_DrawBeams “1″ // 2=Wireframe
1354. r_drawbrushmodels “1″ // 2=Wireframe
1355. r_drawclipbrushes “0″ // purple=NPC)
1356. r_drawdecals “1″ // Render decals.
1357. r_DrawDisp “1″ // Toggles rendering of displacment maps
1358. r_drawentities “1″
1359. r_drawfuncdetail “1″ // Render func_detail
1360. r_drawleaf “-1″ // Draw the specified leaf.
1361. r_drawlightcache “0″ // 0: off 1: draw light cache entries 2: draw rays
1362. r_drawlightinfo “0″
1363. r_drawlights “0″
1364. r_DrawModelLightOrigin “0″
1365. r_drawmodelstatsoverlay “0″
1366. r_drawmodelstatsoverlaydistance “500″
1367. r_drawmodelstatsoverlayfilter “-1″
1368. r_drawmodelstatsoverlaymax “1″ // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
1369. r_drawmodelstatsoverlaymin “0″ // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
1370. r_drawopaquerenderables “1″
1371. r_drawopaqueworld “1″
1372. r_drawothermodels “1″ // 2=Wireframe
1373. r_drawparticles “1″ // Enable/disable particle rendering
1374. r_DrawPortals “0″
1375. r_DrawRain “1″ // Enable/disable rain rendering.
1376. 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
1377. r_drawropes “1″
1378. r_drawscreenoverlay “0″
1379. r_drawskybox “1″
1380. r_drawsprites “1″
1381. r_drawstaticprops “1″ // 2=Wireframe
1382. r_drawtracers “1″
1383. r_drawtranslucentrenderables “1″
1384. r_drawtranslucentworld “1″
1385. r_drawunderwateroverlay “0″
1386. r_drawvgui “1″ // Enable the rendering of vgui panels
1387. r_drawviewmodel “1″
1388. r_drawworld “1″ // Render the world.
1389. r_dscale_basefov “90″
1390. r_dscale_fardist “2000″
1391. r_dscale_farscale “4″
1392. r_dscale_neardist “100″
1393. r_dscale_nearscale “1″
1394. r_dynamic “1″
1395. r_dynamiclighting “1″
1396. r_eyegloss “0″
1397. r_eyemove “0″
1398. r_eyeshift_x “0″
1399. r_eyeshift_y “0″
1400. r_eyeshift_z “0″
1401. r_eyesize “0″
1402. r_eyewaterepsilon “7″
1403. r_farz “-1″ // Override the far clipping plane. -1 means to use the value in env_fog_controller.
1404. r_flashlightambient “0″
1405. r_flashlightbacktraceoffset “0″
1406. r_flashlightbrightness “0″
1407. r_flashlightclip “0″
1408. r_flashlightconstant “0″
1409. r_flashlightdrawclip “0″
1410. r_flashlightfar “750″
1411. r_flashlightfov “53″
1412. r_flashlightladderdist “40″
1413. r_flashlightlinear “100″
1414. r_flashlightlockposition “0″
1415. r_flashlightmuzzleflashfov “120″
1416. r_flashlightnear “4″
1417. r_flashlightnearoffsetscale “1″
1418. r_flashlightoffsetforward “0″
1419. r_flashlightoffsetright “5″
1420. r_flashlightoffsetup “-5″
1421. r_flashlightquadratic “0″
1422. r_flashlightscissor “0″
1423. r_flashlightshadowatten “0″
1424. r_flashlightvisualizetrace “0″
1425. r_flushlod // Flush and reload LODs.
1426. r_hwmorph “0″
1427. r_itemblinkmax “0″
1428. r_itemblinkrate “4″
1429. r_JeepFOV “90″
1430. r_JeepViewBlendTo “1″
1431. r_JeepViewBlendToScale “0″
1432. r_JeepViewBlendToTime “1″
1433. r_JeepViewDampenDamp “1″
1434. r_JeepViewDampenFreq “7″
1435. r_JeepViewZHeight “10″
1436. r_lightcachecenter “1″
1437. r_lightcachemodel “-1″
1438. r_lightcache_invalidate
1439. r_lightcache_numambientsamples “162″ // number of random directions to fire rays when computing ambient lighting
1440. r_lightcache_radiusfactor “1000″ // Allow lights to influence lightcaches beyond the lights radii
1441. r_lightinterp “5″ // 0 turns off interpolation
1442. r_lightmap “-1″
1443. r_lightstyle “-1″
1444. r_lightwarpidentity “0″
1445. r_lockpvs “0″ // Lock the PVS so you can fly around and inspect what is being drawn.
1446. r_mapextents “16384″ // Set the max dimension for the map. This determines the far clipping plane
1447. r_modelAmbientMin “0″ // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
1448. r_modelwireframedecal “0″
1449. r_nohw “0″
1450. r_nosw “0″
1451. r_novis “0″ // Turn off the PVS.
1452. r_occlusionspew “0″ // Activate/deactivates spew about what the occlusion system is doing.
1453. r_oldlightselection “0″ // Set this to revert to HL2s method of selecting lights
1454. r_particle_demo “0″
1455. r_partition_level “-1″ // Displays a particular level of the spatial partition system. Use -1 to disable it.
1456. r_portalsopenall “0″ // Open all portals
1457. r_PortalTestEnts “1″ // Clip entities against portal frustums.
1458. r_printdecalinfo
1459. r_proplightingpooling “-1″ // 1 – static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
1460. 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
1461. r_rainalpha “0″
1462. r_rainalphapow “0″
1463. r_RainCheck “0″ // Enable/disable IsInAir() check for rain drops?
1464. r_RainDebugDuration “0″ // Shows rain tracelines for this many seconds (0 disables)
1465. r_raindensity “0″
1466. r_RainHack “0″
1467. r_rainlength “0″
1468. r_RainProfile “0″ // Enable/disable rain profiling.
1469. r_RainRadius “1500″
1470. r_RainSideVel “130″ // How much sideways velocity rain gets.
1471. r_RainSimulate “1″ // Enable/disable rain simulation.
1472. r_rainspeed “600″
1473. r_RainSplashPercentage “20″
1474. r_rainwidth “0″
1475. r_randomflex “0″
1476. r_rimlight “1″
1477. r_screenoverlay // Draw specified material as an overlay
1478. r_shadowangles // Set shadow angles
1479. r_shadowblobbycutoff // some shadow stuff
1480. r_shadowcolor // Set shadow color
1481. r_shadowdir // Set shadow direction
1482. r_shadowdist // Set shadow distance
1483. r_shadowfromanyworldlight “0″
1484. r_shadowfromworldlights_debug “0″
1485. r_shadowids “0″
1486. r_shadows_gamecontrol “-1″
1487. r_shadowwireframe “0″
1488. r_shadow_debug_spew “0″
1489. r_shadow_deferred “0″ // Toggle deferred shadow rendering
1490. r_showenvcubemap “0″
1491. r_showz_power “1″
1492. r_skin “0″
1493. r_skybox “1″ // Enable the rendering of sky boxes
1494. r_slowpathwireframe “0″
1495. r_SnowDebugBox “0″ // Snow Debug Boxes.
1496. r_SnowEnable “1″ // Snow Enable
1497. r_SnowEndAlpha “255″ // Snow.
1498. r_SnowEndSize “0″ // Snow.
1499. r_SnowFallSpeed “1″ // Snow fall speed scale.
1500. r_SnowInsideRadius “256″ // Snow.
1501. r_SnowOutsideRadius “1024″ // Snow.
1502. r_SnowParticles “500″ // Snow.
1503. r_SnowPosScale “1″ // Snow.
1504. r_SnowRayEnable “1″ // Snow.
1505. r_SnowRayLength “8192″ // Snow.
1506. r_SnowRayRadius “256″ // Snow.
1507. r_SnowSpeedScale “1″ // Snow.
1508. r_SnowStartAlpha “25″ // Snow.
1509. r_SnowStartSize “1″ // Snow.
1510. r_SnowWindScale “0″ // Snow.
1511. r_SnowZoomOffset “384″ // Snow.
1512. r_SnowZoomRadius “512″ // Snow.
1513. r_swingflashlight “1″
1514. r_updaterefracttexture “1″
1515. r_vehicleBrakeRate “1″
1516. r_VehicleViewClamp “1″
1517. r_VehicleViewDampen “1″
1518. r_visocclusion “0″ // Activate/deactivate wireframe rendering of what the occlusion system is doing.
1519. r_visualizelighttraces “0″
1520. r_visualizelighttracesshowfulltrace “0″
1521. r_visualizetraces “0″
1522. safezonex “1″ // The percentage of the screen width that is considered safe from overscan
1523. safezoney “1″ // The percentage of the screen height that is considered safe from overscan
1524. save // Saves current game.
1525. save_finish_async
1526. say // Display player message
1527. say_team // Display player message to team
1528. scene_flush // Flush all .vcds from the cache and reload from disk.
1529. scene_playvcd // Play the given VCD as an instanced scripted scene.
1530. scene_showfaceto “0″ // show the directions of faceto events.
1531. scene_showlook “0″ // show the directions of look events.
1532. scene_showmoveto “0″ // show the end location.
1533. scene_showunlock “0″ // Show when a vcd is playing but normal AI is running.
1534. screenshot // Take a screenshot.
1535. script // Run the text as a script
1536. script_client // Run the text as a script
1537. script_debug // Connect the vscript VM to the script debugger
1538. script_debug_client // Connect the vscript VM to the script debugger
1539. script_dump_all // Dump the state of the VM to the console
1540. script_dump_all_client // Dump the state of the VM to the console
1541. script_execute // Run a vscript file
1542. script_execute_client // Run a vscript file
1543. script_help // optionally with a search string
1544. script_help_client // optionally with a search string
1545. script_reload_code // replacing existing functions with the functions in the run script
1546. script_reload_entity_code // replacing existing functions with the functions in the run scripts
1547. script_reload_think // replacing existing functions with the functions in the run script
1548. sensitivity “1″ // Mouse sensitivity.
1549. server_game_time // Gives the game time in seconds (servers curtime)
1550. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
1551. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
1552. setinfo // Adds a new user info value
1553. setmodel // Changess players model
1554. setpause // Set the pause state of the server.
1555. setpos // Move player to specified origin (must have sv_cheats).
1556. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
1557. setpos_player // Move specified player to specified origin (must have sv_cheats).
1558. sfcrosshair “0″
1559. sf_ui_tint “1″ // The current tint applied to the Scaleform UI
1560. shake // Shake the screen.
1561. shake_stop // Stops all active screen shakes.
1562. shake_testpunch // Test a punch-style screen shake.
1563. showbudget_texture “0″ // Enable the texture budget panel.
1564. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
1565. showconsole // Show the console.
1566. showpanel // Shows a viewport panel <name>
1567. showtriggers “0″ // Shows trigger brushes
1568. showtriggers_toggle // Toggle show triggers
1569. show_loadout_toggle // Toggles loadout display
1570. show_main_menu // Show the main menu
1571. show_sf_main_menu // Show the Scaleform main menu
1572. singlestep “0″ // Run engine in single step mode ( set next to 1 to advance a frame )
1573. sixense_aim_1to1_heading_multiplier “3″
1574. sixense_aim_1to1_pitch_multiplier “3″
1575. sixense_aim_1to1_ratchet_vertical “1″
1576. sixense_aim_freeaim_accel_band_exponent “1″
1577. sixense_aim_freeaim_accel_band_size “15″
1578. sixense_aim_freeaim_auto_level_rate “1″
1579. sixense_aim_freeaim_dead_zone_radius “0″
1580. sixense_aim_freeaim_heading_multiplier “1″
1581. sixense_aim_freeaim_max_speed “12″
1582. sixense_aim_freeaim_pitch_multiplier “1″
1583. sixense_aim_freeaim_spin_disabled
1584. sixense_aim_freeaim_switch_blend_time_enter “0″
1585. sixense_aim_freeaim_switch_blend_time_exit “0″
1586. sixense_aim_scope_heading_multiplier “0″
1587. sixense_aim_scope_pitch_multiplier “0″
1588. sixense_always_draw_crosshair “1″
1589. sixense_base_offset_x “0″
1590. sixense_base_offset_y “0″
1591. sixense_base_offset_z “-20″
1592. sixense_bind // Bind a concommand to a button.
1593. sixense_clear_bindings // Clear all sixense bindings.
1594. sixense_controller_angle_mode “0″
1595. sixense_create_default_bindings // Erase all current bindings and load the default bindings for this game.
1596. sixense_crosshair_horiz_multiplier “1″
1597. sixense_crosshair_vert_multiplier “1″
1598. sixense_crouch_sensitivity “1″
1599. sixense_delete_binding // Delete a single binding by index.
1600. sixense_disable_gestures
1601. sixense_enabled “0″
1602. sixense_exit_metroid_blend “0″
1603. sixense_exit_one_to_one_dot “0″
1604. sixense_feet_angles_offset_stick_spin_exponent “1″
1605. sixense_feet_angles_offset_stick_spin_horiz_multiplier “7″
1606. sixense_feet_angles_offset_stick_spin_invert_pitch “1″
1607. sixense_feet_angles_offset_stick_spin_vert_multiplier “4″
1608. sixense_filter_level “0″
1609. sixense_jump_sensitivity “1″
1610. sixense_left_handed “0″
1611. sixense_list_bindings // List the sixense bindings.
1612. sixense_max_charge_spin “3″
1613. sixense_melee_pitch_blend_val “0″
1614. sixense_mode “0″
1615. sixense_mouse_enabled “1″
1616. sixense_mouse_sensitivity “1″
1617. sixense_point_gesture_angle_threshold “15″
1618. sixense_reload_sensitivity “1″
1619. sixense_roll_correct_blend “0″
1620. sixense_select_grenade
1621. sixense_select_machinegun
1622. sixense_select_melee
1623. sixense_select_pistol
1624. sixense_sensitivity_level “2″
1625. sixense_set_base_offset
1626. sixense_set_filter_params
1627. sixense_show_frame // Show/hide Sixense UI.
1628. sixense_spring_view_enabled “1″
1629. sixense_spring_view_max_angle “45″
1630. sixense_spring_view_max_spring “0″
1631. sixense_spring_view_min_angle “1″
1632. sixense_spring_view_min_spring “0″
1633. sixense_teleport_metroid_blend_time “3″
1634. sixense_teleport_wait_to_blend_time “0″
1635. sixense_tilt_gesture_angle_threshold “35″
1636. sixense_trigger_threshold “0″
1637. sixense_walking_dead_zone_percent “10″
1638. sixense_walking_exponent “1″
1639. sixense_weapon_select_sensitivity “1″
1640. sixense_write_bindings // Save the sixense bindings to a file.
1641. sixense_zoom_momentary_time “500″
1642. skill “1″ // Game skill level (1-3).
1643. skip_next_map // Skips the next map in the map rotation for the server.
1644. sk_autoaim_mode “1″
1645. slot0
1646. slot1
1647. slot10
1648. slot11
1649. slot2
1650. slot3
1651. slot4
1652. slot5
1653. slot6
1654. slot7
1655. slot8
1656. slot9
1657. snapto
1658. sndplaydelay
1659. snd_async_flush // Flush all unlocked async audio data
1660. snd_async_showmem // Show async memory stats
1661. snd_async_showmem_music // Show async memory stats for just non-streamed music
1662. snd_async_showmem_summary // Show brief async memory stats
1663. snd_duckerattacktime “0″
1664. snd_duckerreleasetime “2″
1665. snd_duckerthreshold “0″
1666. snd_ducking_off “1″
1667. snd_ducktovolume “0″
1668. snd_dumpclientsounds // Dump sounds to console
1669. snd_dump_filepaths
1670. snd_filter “0″
1671. snd_foliage_db_loss “4″ // foliage dB loss per 1200 units
1672. snd_gain “1″
1673. snd_gain_max “1″
1674. snd_gain_min “0″
1675. snd_getmixer // Get data related to mix group matching string
1676. snd_legacy_surround “0″
1677. snd_mixahead “0″
1678. snd_musicvolume “0″ // Music volume
1679. snd_mute_losefocus “1″
1680. snd_obscured_gain_dB “-2″
1681. snd_op_test_convar “1″
1682. snd_pause_all “1″ // Specifies to pause all sounds and not just voice
1683. snd_pitchquality “1″
1684. snd_playsounds // Play sounds from the game sounds txt file at a given location
1685. snd_prefetch_common “1″ // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
1686. snd_pre_gain_dist_falloff “1″
1687. snd_print_channels // Prints all the active channel.
1688. snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
1689. snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
1690. snd_print_dsp_effect // Prints the content of a dsp effect.
1691. snd_rebuildaudiocache // rebuild audio cache for current language
1692. snd_refdb “60″ // Reference dB at snd_refdist
1693. snd_refdist “36″ // Reference distance for snd_refdb
1694. snd_restart // Restart sound system.
1695. snd_setmixer // solo.
1696. snd_setmixlayer // solo.
1697. snd_setmixlayer_amount // Set named mix layer mix amount.
1698. snd_setsoundparam // Set a sound paramater
1699. snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
1700. snd_showstart “0″
1701. snd_sos_flush_operators // Flush and re-parse the sound operator system
1702. snd_sos_list_operator_updates “0″
1703. snd_sos_show_client_xmit “0″
1704. snd_sos_show_operator_entry_filter “0″
1705. snd_sos_show_operator_init “0″
1706. snd_sos_show_operator_prestart “0″
1707. snd_sos_show_operator_shutdown “0″
1708. snd_sos_show_operator_start “0″
1709. snd_sos_show_operator_stop_entry “0″
1710. snd_sos_show_operator_updates “0″
1711. snd_sos_show_queuetotrack “0″
1712. snd_sos_show_server_xmit “0″
1713. snd_sos_show_startqueue “0″
1714. snd_soundmixer_flush // Reload soundmixers.txt file.
1715. snd_soundmixer_list_mixers // List all mixers to dev console.
1716. snd_soundmixer_list_mix_groups // List all mix groups to dev console.
1717. snd_soundmixer_list_mix_layers // List all mix layers to dev console.
1718. snd_soundmixer_set_trigger_factor // trigger amount.
1719. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
1720. snd_visualize “0″ // Show sounds location in world
1721. snd_writemanifest // outputs the precache manifest for the current level
1722. soundfade // Fade client volume.
1723. soundinfo // Describe the current sound device.
1724. soundlist // List all known sounds.
1725. soundscape_debug “0″ // red lines show soundscapes that ar
1726. soundscape_dumpclient // Dumps the clients soundscape data.
1727. soundscape_fadetime “3″ // Time to crossfade sound effects between soundscapes
1728. soundscape_flush // Flushes the server & client side soundscapes
1729. soundscape_radius_debug “0″ // Prints current volume of radius sounds
1730. speak // Play a constructed sentence.
1731. spec_freeze_cinematiclight_b “1″
1732. spec_freeze_cinematiclight_g “1″
1733. spec_freeze_cinematiclight_r “1″
1734. spec_freeze_cinematiclight_scale “2″
1735. spec_freeze_deathanim_time “0″ // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
1736. spec_freeze_distance_max “80″ // Maximum random distance from the target to stop when framing them in observer freeze cam.
1737. spec_freeze_distance_min “60″ // Minimum random distance from the target to stop when framing them in observer freeze cam.
1738. spec_freeze_target_fov “42″ // The target FOV that the deathcam should use.
1739. spec_freeze_target_fov_long “90″ // The target FOV that the deathcam should use when the cam zoom far away on the target.
1740. spec_freeze_time “5″ // Time spend frozen in observer freeze cam.
1741. spec_freeze_traveltime “0″ // Time taken to zoom in to frame a target in observer freeze cam.
1742. spec_freeze_traveltime_long “0″ // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
1743. spec_gui // Shows or hides the spectator bar
1744. spec_menu // Activates spectator menu
1745. spec_pos // dump position and angles to the console
1746. spike // generates a fake spike
1747. ss_enable “0″ // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
1748. ss_map // Start playing on specified map with max allowed splitscreen players.
1749. ss_reloadletterbox // ss_reloadletterbox
1750. ss_splitmode “0″ // 2 – vertical (only allowed in widescr
1751. startdemos // Play demos in demo sequence.
1752. startmovie // Start recording movie frames.
1753. startupmenu // and were not in developer
1754. star_memory // Dump memory stats
1755. stats // Prints server performance variables
1756. status // Display map and connection status.
1757. stop // Finish recording demo.
1758. stopdemo // Stop playing back a demo.
1759. stopsound
1760. stopsoundscape // Stops all soundscape processing and fades current looping sounds
1761. stopvideos // Stops all videos playing to the screen
1762. stopvideos_fadeout // Fades out all videos playing to the screen: <time>
1763. stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
1764. stringtabledictionary // Create dictionary for current strings.
1765. stuffcmds // Parses and stuffs command line + commands to command buffer.
1766. suitvolume “0″
1767. surfaceprop // Reports the surface properties at the cursor
1768. sv_accelerate “10″
1769. sv_allow_lobby_connect_only “0″ // may not connect directly.
1770. sv_allow_wait_command “1″ // Allow or disallow the wait command on clients connected to this server.
1771. sv_alltalk “0″ // no team restrictions
1772. sv_alternateticks “1″ // server only simulates entities on even numbered ticks.
1773. 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.
1774. sv_cheats “0″ // Allow cheats on server
1775. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
1776. sv_consistency “0″ // Whether the server enforces file consistency for critical files
1777. sv_contact “0″ // Contact email for server sysop
1778. sv_deadtalk “0″ // text) to the living
1779. sv_downloadurl “0″ // Location from which clients can download missing files
1780. sv_dumpstringtables “0″
1781. sv_forcepreload “1″ // Force server side preloading.
1782. sv_friction “4″ // World friction.
1783. sv_full_alltalk “0″ // Any player (including Spectator team) can speak to any other player
1784. sv_gameinstructor_disable “0″ // Force all clients to disable their game instructors.
1785. sv_game_mode_convars // Display the values of the convars for the current game_mode.
1786. sv_infinite_ammo “0″ // Players active weapon will never run out of ammo
1787. sv_lagcompensationforcerestore “1″ // just do it.
1788. sv_lan “0″ // no non-class C addresses )
1789. sv_logbans “0″ // Log server bans in the server logs.
1790. sv_logecho “1″ // Echo log information to the console.
1791. sv_logfile “1″ // Log server information in the log file.
1792. sv_logflush “0″ // Flush the log file to disk on each write (slow).
1793. sv_logsdir “0″ // Folder in the game directory where server logs will be stored.
1794. sv_log_onefile “0″ // Log server information to only one file.
1795. sv_maxcmdrate “102″ // this sets the maximum value for cl_cmdrate.
1796. sv_maxrate “0″ // 0 == unlimited
1797. sv_memlimit “0″ // the server will exit.
1798. sv_mincmdrate “10″ // This sets the minimum value for cl_cmdrate. 0 == unlimited.
1799. sv_minrate “5000″ // 0 == unlimited
1800. sv_noclipaccelerate “5″
1801. sv_noclipduringpause “0″ // etc.).
1802. sv_noclipspeed “5″
1803. sv_password “0″ // Server password for entry into multiplayer games
1804. sv_pausable “0″ // Is the server pausable.
1805. sv_precacheinfo // Show precache info.
1806. sv_pure // Show user data.
1807. sv_pure_kick_clients “1″ // it will issue a warning to the client.
1808. sv_pure_trace “0″ // the server will print a message whenever a client is verifying a CRC for a file.
1809. sv_pushaway_hostage_force “20000″ // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
1810. sv_pushaway_max_hostage_force “1000″ // Maximum of how hard the hostage is pushed away from physics objects.
1811. sv_pvsskipanimation “1″ // Skips SetupBones when npcs are outside the PVS
1812. sv_querycache_stats // Display status of the query cache (client only)
1813. sv_regeneration_force_on “0″ // Cheat to test regenerative health systems
1814. sv_region “-1″ // The region of the world to report this server in.
1815. sv_reservation_timeout “45″ // Time in seconds before lobby reservation expires.
1816. sv_search_key “0″ // restrict search to only dedicated servers having the same sv_search_key.
1817. sv_search_team_key “0″ // set this key to match with known opponents team
1818. sv_showlagcompensation “0″ // Show lag compensated hitboxes whenever a player is lag compensated.
1819. sv_showtags // Describe current gametags.
1820. sv_shutdown // Sets the server to shutdown when all games have completed
1821. sv_skyname “0″ // Current name of the skybox texture
1822. sv_soundemitter_reload // Flushes the sounds.txt system
1823. sv_soundscape_printdebuginfo // print soundscapes
1824. sv_specaccelerate “5″
1825. sv_specnoclip “1″
1826. sv_specspeed “3″
1827. 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
1828. sv_steamgroup_exclusive “0″ // public people will be able to join the ser
1829. sv_tags “0″ // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
1830. sv_timescale // Change the speed of the game.
1831. sv_unlockedchapters “1″ // Highest unlocked game chapter.
1832. sv_visiblemaxplayers “-1″ // Overrides the max players reported to prospective clients
1833. sv_voiceenable “1″
1834. sys_antialiasing “0″ // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
1835. sys_aspectratio “-1″ // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
1836. sys_minidumpspewlines “500″ // Lines of crash dump console spew to keep.
1837. sys_refldetail “0″ // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
1838. sys_vsync “0″ // Convar used exclusively by the options screen to set vsync. Changing this convar manually will have no effect.
1839. teammenu // Show team selection window
1840. testhudanim // Test a hud element animation. Arguments: <anim name>
1841. Test_CreateEntity
1842. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
1843. Test_EHandle
1844. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
1845. test_freezeframe // Test the freeze frame code.
1846. Test_InitRandomEntitySpawner
1847. Test_Loop // Test_Loop <loop name> – loop back to the specified loop start point unconditionally.
1848. Test_LoopCount // Test_LoopCount <loop name> <count> – loop back to the specified loop start point the specified # of times.
1849. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> – loop back to the specified start point for the specified # of seconds.
1850. test_outtro_stats
1851. Test_ProxyToggle_EnableProxy
1852. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
1853. Test_ProxyToggle_SetValue
1854. Test_RandomChance // 0-100> <token1> <token2…> – Roll the dice and maybe run the command following the percenta
1855. Test_RandomizeInPVS
1856. Test_RandomPlayerPosition
1857. Test_RemoveAllRandomEntities
1858. Test_RunFrame
1859. Test_SendKey
1860. Test_SpawnRandomEntities
1861. Test_StartLoop // Test_StartLoop <loop name> – Denote the start of a loop. Really just defines a named point you can jump to.
1862. Test_StartScript // Start a test script running..
1863. Test_Wait
1864. Test_WaitForCheckPoint
1865. texture_budget_background_alpha “128″ // how translucent the budget panel is
1866. texture_budget_panel_bottom_of_history_fraction “0″ // number between 0 and 1
1867. texture_budget_panel_height “284″ // height in pixels of the budget panel
1868. texture_budget_panel_width “512″ // width in pixels of the budget panel
1869. texture_budget_panel_x “0″ // number of pixels from the left side of the game screen to draw the budget panel
1870. texture_budget_panel_y “450″ // number of pixels from the top side of the game screen to draw the budget panel
1871. tf_escort_score_rate “1″ // in points per second
1872. think_limit “10″ // warning is printed if this is exceeded.
1873. thirdperson // Switch to thirdperson camera.
1874. thirdpersonshoulder // Switch to thirdperson-shoulder camera.
1875. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
1876. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
1877. threadpool_run_tests
1878. thread_test_tslist
1879. thread_test_tsqueue
1880. timedemo // Play a demo and report performance info.
1881. timedemoquit // and then exit
1882. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
1883. timeleft // prints the time remaining in the match
1884. timerefresh // Profile the renderer.
1885. toggle // or cycles through a set of values.
1886. toggleconsole // Show/hide the console.
1887. togglescores // Toggles score panel
1888. toolload // Load a tool.
1889. toolunload // Unload a tool.
1890. tv_clients // Shows list of connected SourceTV clients.
1891. tv_msg // Send a screen message to all clients.
1892. tv_nochat “0″ // Dont receive chat messages from other SourceTV spectators
1893. tv_port “27020″ // Host SourceTV port
1894. tv_record // Starts SourceTV demo recording.
1895. tv_relay // Connect to SourceTV server and relay broadcast.
1896. tv_retry // Reconnects the SourceTV relay proxy.
1897. tv_status // Show SourceTV server status.
1898. tv_stop // Stops the SourceTV broadcast.
1899. tv_stoprecord // Stops SourceTV demo recording.
1900. tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
1901. ui_posedebug_fade_in_time “0″ // Time during which a new pose activity layer is shown in green in +posedebug UI
1902. ui_posedebug_fade_out_time “0″ // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
1903. ui_reloadscheme // Reloads the resource files for the active UI window
1904. unbind // Unbind a key.
1905. unbindall // Unbind all keys.
1906. unbindalljoystick // Unbind all joystick keys.
1907. unbindallmousekeyboard // Unbind all mouse / keyboard keys.
1908. unload_all_addons // Reloads the search paths for game addons.
1909. unpause // Unpause the game.
1910. update_addon_paths // Reloads the search paths for game addons.
1911. use // Use a particular weapon Arguments: <weapon_name>
1912. user // Show user data.
1913. users // Show user info for players on server.
1914. vcollide_wireframe “0″ // Render physics collision models in wireframe
1915. vehicle_flushscript // Flush and reload all vehicle scripts
1916. version // Print version info string.
1917. vgui_drawtree “0″ // Draws the vgui panel hiearchy to the specified depth level.
1918. vgui_drawtree_clear
1919. vgui_dump_panels // vgui_dump_panels [visible]
1920. vgui_message_dialog_modal “1″
1921. vgui_spew_fonts
1922. vgui_togglepanel // show/hide vgui panel by name.
1923. viewanim_addkeyframe
1924. viewanim_create // viewanim_create
1925. viewanim_load // load animation from file
1926. viewanim_reset // reset view angles!
1927. viewanim_save // Save current animation to file
1928. viewanim_test // test view animation
1929. viewmodel_fov “54″
1930. viewmodel_offset_x “0″
1931. viewmodel_offset_y “0″
1932. viewmodel_offset_z “0″
1933. vismon_poll_frequency “0″
1934. vismon_trace_limit “12″
1935. vis_force “0″
1936. vm_debug “0″
1937. vm_draw_always “0″ // 2 – Never draw view models. Should be done before map launches.
1938. voicerecord_toggle
1939. voice_enable “1″ // Toggle voice transmit and receive.
1940. voice_forcemicrecord “1″
1941. voice_inputfromfile “0″ // Get voice input from voice_input.wav rather than from the microphone.
1942. voice_loopback “0″
1943. voice_mixer_boost “0″
1944. voice_mixer_mute “0″
1945. voice_mixer_volume “1″
1946. voice_modenable “1″ // Enable/disable voice in this mod.
1947. voice_mute // Mute a specific Steam user
1948. voice_player_speaking_delay_threshold “0″
1949. voice_recordtofile “0″ // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
1950. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
1951. voice_scale “1″
1952. voice_show_mute // Show whether current players are muted.
1953. voice_threshold “2000″
1954. voice_unmute // or `all` to unmute all connected players.
1955. volume “1″ // Sound volume
1956. voxeltree_box // Vector(max)>.
1957. voxeltree_playerview // View entities in the voxel-tree at the player position.
1958. voxeltree_sphere // float(radius)>.
1959. voxeltree_view // View entities in the voxel-tree.
1960. vox_reload // Reload sentences.txt file
1961. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
1962. vprof // Toggle VProf profiler
1963. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
1964. vprof_cachemiss // Toggle VProf cache miss checking
1965. vprof_cachemiss_off // Turn off VProf cache miss checking
1966. vprof_cachemiss_on // Turn on VProf cache miss checking
1967. vprof_child
1968. vprof_collapse_all // Collapse the whole vprof tree
1969. vprof_dump_counters // Dump vprof counters to the console
1970. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
1971. vprof_expand_all // Expand the whole vprof tree
1972. vprof_expand_group // Expand a budget group in the vprof tree by name
1973. vprof_generate_report // Generate a report to the console.
1974. vprof_generate_report_AI // Generate a report to the console.
1975. vprof_generate_report_AI_only // Generate a report to the console.
1976. vprof_generate_report_budget // Generate a report to the console based on budget group.
1977. vprof_generate_report_hierarchy // Generate a report to the console.
1978. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
1979. vprof_generate_report_map_load // Generate a report to the console.
1980. vprof_graphheight “256″
1981. vprof_graphwidth “512″
1982. vprof_nextsibling
1983. vprof_off // Turn off VProf profiler
1984. vprof_on // Turn on VProf profiler
1985. vprof_parent
1986. vprof_playback_average // Average the next N frames.
1987. vprof_playback_start // Start playing back a recorded .vprof file.
1988. vprof_playback_step // step to the next tick.
1989. vprof_playback_stepback // step to the previous tick.
1990. vprof_playback_stop // Stop playing back a recorded .vprof file.
1991. vprof_prevsibling
1992. vprof_record_start // Start recording vprof data for playback later.
1993. vprof_record_stop // Stop recording vprof data
1994. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
1995. vprof_remote_stop // Stop an existing remote VProf data request
1996. vprof_reset // Reset the stats in VProf profiler
1997. vprof_reset_peaks // Reset just the peak time in VProf profiler
1998. vprof_to_csv // Convert a recorded .vprof file to .csv.
1999. vprof_unaccounted_limit “0″ // number of milliseconds that a node must exceed to turn red in the vprof panel
2000. vprof_verbose “1″ // Set to one to show average and peak times
2001. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
2002. vprof_warningmsec “10″ // Above this many milliseconds render the label red to indicate slow code.
2003. vtune // Controls VTunes sampling.
2004. vx_model_list // Dump models to VXConsole
2005. wc_air_edit_further // moves position of air node crosshair and placement location further away from play
2006. wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
2007. wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
2008. wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
2009. wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
2010. wc_destroy_undo // When in WC edit mode restores the last deleted node
2011. wc_link_edit
2012. weapon_debug_spread_gap “0″
2013. weapon_debug_spread_show “0″ // 3: show accuracy with dynamic crosshair
2014. windows_speaker_config “6″
2015. wipe_nav_attributes // Clear all nav attributes of selected area.
2016. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
2017. writeip // Save the ban list to banned_ip.cfg.
2018. xbox_autothrottle “1″
2019. xbox_throttlebias “100″
2020. xbox_throttlespoof “200″
2021. xload // Load a saved game from a console storage device.
2022. xlook
2023. xmove
2024. xsave // Saves current game to a console storage device.
2025. zoom_sensitivity_ratio_joystick “0″ // Additional controller sensitivity scale factor applied when FOV is zoomed in.
2026. zoom_sensitivity_ratio_mouse “1″ // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
2027. _autosave // Autosave
2028. _autosavedangerous // AutoSaveDangerous
2029. _bugreporter_restart // Restarts bug reporter .dll
2030. _record // Record a demo incrementally.
2031. _resetgamestats // Erases current game stats and writes out a blank stats file
2032. _restart // Shutdown and restart the engine.

• CS:GO Maps for CS: Source

You can download them here. They were made by Kosire.

de_dust

de_dust2

de_inferno

de_nuke

de_train