fov 0 Automates fov command to server. restart Shutdown and restart the engine. addip Add an IP address to the ban list. adsp_alley_min 122 None adsp_courtyard_min 126 None adsp_debug 0 None adsp_door_height 112 None adsp_duct_min 106 None adsp_hall_min 110 None adsp_low_ceiling 108 None adsp_opencourtyard_min 126 None adsp_openspace_min 130 None adsp_openstreet_min 118 None adsp_openwall_min 130 None adsp_room_min 102 None adsp_street_min 118 None adsp_tunnel_min 114 None adsp_wall_height 128 None ai_actbusy_search_time 10 None ai_ally_manager_debug 0 None ai_auto_contact_solver 1 None ai_citizen_debug_commander 1 None ai_clear_bad_links Clears bits set on nav links indicating link is unusable ai_debug_actbusy 0 Yes Used to debug actbusy behavior. Usage: 1 Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2 Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen. 3 Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes. 4 Display debug output of actbusy logic. ai_debug_assault 0 None ai_debug_directnavprobe 0 None ai_debug_doors 0 None ai_debug_efficiency 0 None ai_debug_enemies 0 None ai_debug_expressions 0 Show random expression decisions for NPCs. ai_debug_follow 0 None ai_debug_loners 0 None ai_debug_looktargets 0 None ai_debug_los 0 Yes Highlights what blocks (or is able to block) NPC line of sight. ai_debug_nav 0 None ai_debug_node_connect Debug the attempted connection between two nodes ai_debug_ragdoll_magnets 0 None ai_debug_readiness 0 None ai_debug_shoot_positions 0 None ai_debug_speech 0 None ai_debug_squads 0 None ai_debug_think_ticks 0 None ai_debugscriptconditions 0 None ai_disable Bypasses all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate ai_drawbattlelines 0 Yes None ai_dump_hints None ai_efficiency_override 0 None ai_follow_move_commands 1 None ai_follow_use_points 1 None ai_follow_use_points_when_moving 1 None ai_lead_time 0 None ai_LOS_mode 0 None ai_moveprobe_debug 0 None ai_moveprobe_jump_debug 0 None ai_moveprobe_usetracelist 0 None ai_new_aiming 1 None ai_newgroundturret 0 None ai_next_hull Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used ai_no_local_paths 0 None ai_no_node_cache 0 None ai_no_select_box 0 None ai_no_steer 0 None ai_no_talk_delay 0 None ai_nodes Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green Ground node Cyan Air node Magenta Climb node Grey Node not available for selected hull size Orange Node currently locked ai_norebuildgraph 0 None ai_path_adjust_speed_on_immediate_turns 1 None ai_path_insert_pause_at_est_end 1 None ai_path_insert_pause_at_obstruction 1 None ai_reaction_delay_alert 0 None ai_reaction_delay_idle 0 None ai_readiness_decay 120 None ai_rebalance_thinks 1 None ai_reloadresponsesystems Reload all response system scripts. ai_report_task_timings_on_limit 0 None ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing. ai_sequence_debug 0 None ai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking steps ai_shot_bias 1 None ai_shot_bias_max 1 None ai_shot_bias_min -1 None ai_shot_stats 0 None ai_shot_stats_term 1000 None ai_show_connect Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement Red Connection disabled ai_show_connect_fly Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement Red Connection disabled ai_show_connect_jump Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement Red Connection disabled ai_show_graph_connect Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue. ai_show_grid Draw a grid on the floor where looking. ai_show_hints Displays all hints as small boxes Blue Hint is available for use Red Hint is currently being used by an NPC Orange Hint not being used by timed out Grey Hint has been disabled ai_show_hull Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement ai_show_hull_attacks 0 None ai_show_node Highlight the specified node ai_show_think_tolerance 0 None ai_show_visibility Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue. ai_simulate_task_overtime 0 None ai_spread_cone_focus_time 0 None ai_spread_defocused_cone_multiplier 3 None ai_spread_pattern_focus_time 0 None ai_step NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume' ai_think_limit_label 0 None ai_use_clipped_paths 1 None ai_use_efficiency 1 None ai_use_frame_think_limits 1 None ai_use_readiness 1 None ai_use_think_optimizations 1 None ainet_generate_report Generate a report to the console. ainet_generate_report_only Generate a report to the console air_density Changes the density of air for drag computations airboat_fatal_stress 5000 Amount of stress in kg that would kill the airboat driver alias Creates aliases for other commands +alt1 None -alt1 None +attack Launches the selected weapon's primary attack -attack Stops the selected weapon's primary attack +attack2 Launches the selected weapon's secondary attack -attack2 Stops the selected weapon's secondary attack autosave None Commands starting with letter "B" Command Default Cheat? Help Text +back No Start moving player backward (button down) -back No Stop moving player backward (button up) banid No Add a user ID to the ban list. bench_end No Yes Ends gathering of info. bench_showstatsdialog No Shows a dialog displaying the most recent benchmark results. bench_start No Starts gathering of info. Arguments: bench_upload No Uploads most recent benchmark stats to the Valve servers. benchframe No Takes a snapshot of a particular frame in a time demo. bgmvolume 1 No CD sound playback volume. bind No Bind a key. Arguments: "" BindToggle No B birds_debug 0 No None blink_duration 0.2 No How many seconds an eye blink will last. bloodspray No blood box No Draw a debug box. +break No None -break No None breakable_disable_gib_limit 0 No None breakable_multiplayer 1 No None buddha No Toggle. Player takes damage but won't die. (Shows red cross when health is zero) budget_averages_window 30 No number of frames to look at when figuring out average frametimes budget_background_alpha 128 No how translucent the budget panel is budget_bargraph_background_alpha 128 No how translucent the budget panel is budget_bargraph_range_ms 16 No budget bargraph range in milliseconds budget_history_numsamplesvisible 100 No number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel budget_history_range_ms 66 No budget history range in milliseconds budget_panel_bottom_of_history_fraction 0 No number between 0 and 1 budget_panel_height 384 No height in pixels of the budget panel budget_panel_width 512 No width in pixels of the budget panel budget_panel_x 0 No number of pixels from the left side of the game screen to draw the budget panel budget_panel_y 50 No number of pixels from the top side of the game screen to draw the budget panel budget_peaks_window 30 No number of frames to look at when figuring out peak frametimes budget_show_averages 0 No enable/disable averages in the budget panel budget_show_history 1 No turn history graph off and on. . good to turn off on low end budget_show_peaks 1 No enable/disable peaks in the budget panel bug No Show/hide the bug reporting UI. bug_swap No Automatically swaps the current weapon for the bug bait and back again. bugreporter_includebsp 1 No Include .bsp for internal bug submissions. buildcubemaps No Rebuild cubemaps. building_cubemaps 0 No None Commands starting with letter "C" Command Default Cheat? Help Text c_maxdistance 200 Yes None c_maxpitch 90 No None c_maxyaw 135 No None c_mindistance 30 Yes None c_minpitch 0 Yes None c_minyaw -135 Yes None c_orthoheight 100 Yes None c_orthowidth 100 Yes None cache_print No Print out contents of cache memory. cam_command 0 Yes Changes camera view, first/third person cam_idealdist 150 Yes Cam distance from player cam_idealdistup 0 Yes Cam above/below player cam_idealdistright 0 Yes Cam left/right of player cam_idealpitch 0 Yes None cam_idealyaw 90 Yes 0=Behind player, 90=Right arm cam_snapto 0 Yes None +camdistance No None -camdistance No None +cammousemove No None -cammousemove No None camortho No Switch to orthographic camera. There is currently no known way to exit this mode without restarting the engine. +camin No None -camin No None +camout No None -camout No None +campitchdown No None -campitchdown No None +campitchup No None -campitchup No None +camyawleft No None -camyawleft No None +camyawright No None -camyawright No None cancelselect No None cast_hull No Tests hull collision detection cast_ray No Tests collision detection cc_captiontrace 1 No Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in HUD) cc_emit No Emits a closed caption cc_lang 0 No Current close caption language (empty = use game UI language) cc_linger_time 1 No Close caption linger time cc_lookup_crc No For tracking down missing CC token strings cc_predisplay_time 0 No Close caption delay before showing caption cc_sentencecaptionnorepeat 4 No How often a sentence can repeat cc_subtitles 0 No If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players) cd No Play or stop a CD track centerview No None ch_createairboat No Spawn airboat in front of the player ch_createjeep No Spawn jeep in front of the player changelevel No Change server to the specified map changelevel2 No Transition to the specified map in single player cl_allowdownload 1 No Client downloads customization files cl_allowupload 1 No Client uploads customization files cl_anglespeedkey 0 No None cl_animationinfo No HUD element to examine cl_backspeed 400 No None cl_bob 0.2 No None cl_bobcycle 0 No None cl_bobup 0 No None cl_class 0 No Default class when joining a game cl_clock_correction 1 Yes Enable/disable clock correction on the client cl_clock_correction_adjustment_max_amount 200 Yes Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset cl_clock_correction_adjustment_max_offset 90 Yes As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small cl_clock_correction_adjustment_min_offset 10 Yes If the clock offset is less than this amount (in milliseconds), then no clock correction is applied cl_clock_correction_force_server_tick 999 Yes Force clock correction to match the server tick + this offset (-999 disables it). cl_clock_showdebuginfo 0 Yes Show debugging info about the clock drift. cl_clockdrift_max_ms 150 Yes Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. cl_cmdbackup 2 No For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists) cl_cmdrate 30 No Max number of command packets sent to server per second cl_customsounds 0 No Enable customized player sound playback cl_demoviewoverride 0 No Override view during demo playback cl_detaildist 1200 No Distance at which detail props (e.g. grass) are shown. cl_detailfade 400 No Distance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0. cl_drawhud 1 Yes Enable the rendering of the HUD cl_drawleaf -1 Yes None cl_drawmaterial 0 Yes Draw a particular material over the frame cl_drawmonitors 1 No None cl_drawshadowtexture 0 Yes None cl_ejectbrass 1 No Determines whether spent shells are shown ejecting from a gun cl_ent_absbox No Displays the client's absbox for the entity under the crosshair. cl_ent_bbox No Displays the client's bounding box for the entity under the crosshair. cl_ent_rbox No Displays the client's render box for the entity under the crosshair. cl_entityreport 0 Yes For debugging, draw entity states to console cl_extrapolate 1 Yes Enable/disable extrapolation if interpolation history runs out. cl_extrapolate_amount 0 Yes Set how many seconds the client will extrapolate entities for. cl_flushentitypacket 0 Yes For debugging. Force the engine to flush an entity packet. cl_forcehighendmonitors 1 No None cl_forcepreload 0 No Whether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly cl_forwardspeed 400 Yes None cl_fullupdate No Forces the server to send a full update packet cl_idealpitchscale 0 No None cl_ignorepackets 0 Yes Force client to ignore packets (for debugging). cl_interp 0 No Interpolate object positions starting this many seconds in past cl_interp_npcs 0 No Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater) cl_interpolate 1 No Interpolate entities on the client. cl_lagcomp_errorcheck 0 No Player index of other player to check for position errors. cl_lagcompensation 1 No Perform server side lag compensation of weapon firing events. cl_leveloverview 0 Yes None cl_localnetworkbackdoor 1 No Enable network optimizations for single player games. cl_logofile 0 No Spraypoint logo decal. cl_maxrenderable_dist 3000 Yes Max distance from the camera at which things will be rendered cl_mouseenable 1 No None cl_observercrosshair 1 No None cl_overdraw_test 0 Yes None cl_panelanimation No Shows panel animation variables cl_particleeffect_aabb_buffer 2 Yes Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often cl_pclass 0 Yes Dump entity by prediction classname cl_pdump -1 Yes Dump info about this entity to screen. cl_phys_props_enable 1 No Disable clientside physics props (must be set before loading a level) cl_phys_props_max 300 No Maximum clientside physics props cl_phys_timescale 1 Yes Sets the scale of time for client-side physics (ragdolls) cl_pitchdown 89 No None cl_pitchspeed 225 No None cl_pitchup 89 No None cl_playback_screenshots 0 No Allows the client to playback screenshot and jpeg commands in demos. cl_precacheinfo No Show precache info (client). cl_pred_optimize 2 No Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2). cl_predict 0 No Perform client side prediction. cl_predictionlist 0 Yes Show which entities are predicting cl_predictweapons 1 No Perform client side prediction of weapon effects. cl_ragdoll_collide 0 No None cl_rate 10000 No Max bytes/sec the host can send data (This command no longer exists) cl_removedecals No Remove the decals from the entity under the crosshair. cl_resend 6 No Delay in seconds before the client will resend the 'connect' attempt cl_restrict_server_commands 1 No Prevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage: 0 Don't restrict any server commands. 1 Restrict server commands in Valve multiplayer games. 2 Restrict server commands in all multiplayer games. cl_SetupAllBones 0 No None cl_show_bloodspray 1 No None cl_show_splashes 1 No None cl_showanimstate -1 Yes Show the (client) animation state for the specified entity (-1 for none). cl_showanimstate_log 0 Yes 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both. cl_showents No Dump entity list to console. cl_showerror 0 Yes Show prediction errors, 2 for above plus detailed field deltas. cl_showevents 0 Yes Print event firing info in the console cl_showfps 0 No See Optimization Commands cl_showpos 0 No Draw current position at top of screen cl_ShowSunVectors 0 No None cl_showtextmsg 1 No Enable/disable text messages printing on the screen. cl_sidespeed 400 No None cl_slist 10 No Number of seconds to wait for server ping responses when checking for server on your lan cl_smooth 1 No Smooth view/eye origin after prediction errors cl_smoothtime 0 No Smooth client's view after prediction error over this many seconds cl_soundemitter_flush No No Flushes the sounds.txt system (client only) cl_soundfile 0 No Jingle sound file. cl_soundscape_flush No Flushes the client side soundscapes cl_soundscape_printdebuginfo No print soundscapes cl_sun_decay_rate 0 Yes None cl_team 0 No Default team when joining a game cl_timeout 30 No After this many seconds without receiving a packet from the server, the client will disconnect itself cl_updaterate 20 No Number of packets per second of updates you are requesting from the server cl_upspeed 320 Yes None cl_view No Set the view entity index. cl_winddir 0 No Weather effects wind direction angle cl_windspeed 0 No Weather effects wind speed scalar cl_yawspeed 210 No None clear No Clear all console output clear_debug_overlays No clears debug overlays clientport 27005 No Host game client port closecaption 0 No Enable close captioning cmd No Forward command to server collision_shake_amp 0 No None collision_shake_freq 0 No None collision_shake_time 0 No None combine_guard_spawn_health 1 No None combine_spawn_health 1 No None +commandmenu No GoldSrc Command Menu -commandmenu No None con_drawnotify 1 No Disables drawing of notification area (for taking screenshots) con_enable 1 No Allows the console to be activated. con_filter_enable 0 No Enables the console filter. con_filter_text No Filters out everything except lines containing the specified text. con_filter_text_out No Filters out lines with the specified text. con_notifytime 8 No How long to display recent console text to the upper part of the game window con_nprint_bgalpha 50 No Con_NPrint background alpha. con_nprint_bgborder 5 No Con_NPrint border size. con_trace 0 No Print console text to low level printout. connect No Connect to specified server. contimes 8 No Number of console lines to overlay for debugging. coop 0 No Cooperative play. CreateHairball No None creditsdone No None crosshair 1 No None curve_bias 0 No None cvarlist No Show the list of convars/concommands. Commands starting with letter "D" Command Default Cheat? Help Text deathmatch 0 No Running a deathmatch server debug_physimpact 0 No None decalfrequency 10 No None default_fov 75 Yes None demo_debug 0 No Demo debug info demo_fastforwardfinalspeed 20 No Go this fast when holding FF button for a set amount of time (see below) demo_fastforwardramptime 5 No How many seconds it takes to get to full FF speed demo_fastforwardstartspeed 2 No Go this fast when starting to hold FF button demo_interpolateview 1 No Do view interpolation during dem playback demo_pauseatservertick 0 No Pauses demo playback at server tick demo_quitafterplayback 0 No Quits game after demo playback. demo_recordcommands 1 No Record commands typed at console into .dem files demolist No Print demo sequence list. demopause No Pauses demo playback. demoresume No Resumes demo playback. demos No Demo demo file sequence demotimescale No Sets demo replay speed. demotogglepause No Toggles demo playback. demoui No Show/hide the demo player UI. developer 0 No Show developer messages. differences No Show all convars which are not at their default values disconnect No Disconnect game from server. disp_dynamic 0 No None disp_modlimit 80 No None disp_modlimit_down 20 No None disp_modlimit_up 80 No None disp_numiterations 1 Yes None dispcoll_drawplane 0 No None displaysoundlist 0 No None dog_debug 0 No None dog_max_wait_time 7 No None drawcross No Draws a cross at the given location. Arguments: x y z drawline No Draws line between two 3D Points Green If no collision Red Is collided with something Arguments x1 y1 z1 x2 y2 z2 dropprimary dropprimary: Drops the primary weapon of the player. NOTE: Doesn't work and needs fixing dsp_automatic 0 No None dsp_db_min 80 No None dsp_db_mixdrop 0 No None dsp_dist_max 1440 No None dsp_dist_min 0 No None dsp_enhance_stereo 1 No None dsp_facingaway 0 No None dsp_mix_max 0 No None dsp_mix_min 0 No None dsp_off 0 Yes None dsp_player 0 No None dsp_reload No None dsp_room 0 No None dsp_slow_cpu 0 No None dsp_spatial 40 No None dsp_speaker 50 No None dsp_vol_2ch 1 No None dsp_vol_4ch 0 No None dsp_vol_5ch 0 No None dsp_volume 1 No None dsp_water 14 No None dti_flush No Write out the datatable instrumentation files (you must run with -dti for this to work) dtwarning 0 No Print data table warnings dtwatchent -1 No Watch this entities data table encoding dtwatchvar 0 No Watch the named variable +duck No Start player ducking (button down) -duck No Stop player ducking (button up) dump_globals No Dump all global entities/states dumpstringtables No Print string tables to console Commands starting with letter "E" Command Default Cheat? Help Text echo No Echo text to console. editdemo No Edit a recorded demo file (.dem ) endmovie No Stop recording movie frames english 1 No If set to 1, running the english language set of assets ent_absbox No Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays Arguments {entity_name} / {class_name} / no argument picks what player is looking at ent_bbox No Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays Arguments {entity_name} / {class_name} / no argument picks what player is looking at ent_debugkeys 0 No None ent_dump No Usage: ent_dump ent_fire No Usage: ent_fire action value delay ent_info No Usage: ent_info ent_messages No Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives Arguments {entity_name} / {class_name} / no argument picks what player is looking at ent_messages_draw 0 Yes Visualizes all entity input/output activity ent_name No None ent_pause No 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 No 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 No 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 No Removes the given entity(s) Arguments {entity_name} / {class_name} / no argument picks what player is looking at ent_remove_all No Removes all entities of the specified type;Arguments: {entity_name} / {class_name} ent_setname No Sets the targetname of the given entity(s) Arguments {entity_name} / {class_name} / no argument picks what player is looking at ent_show_response_criteria No 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 No When 'ent_pause' is set this will step through one waiting input / output message at a time ent_text No Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments {entity_name} / {class_name} / no argument picks what player is looking at envmap No None escape No Escape key pressed exec No Executes a config in the 'cfg' directory. // exec config_default.cfg Config files in sub-directories can be accessed by specifying their location relative to the cfg directory. Example exec otherConfigs/config1.cfg // Executes configuration file named "config1.cfg" found in the "cfg/otherConfigs/" directory exit No Exit the engine Commands starting with letter "F" Command Default Cheat? Help Text fadein No fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds fadeout No fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds find No Find concommands with the specified string in their name/help text. findflags No Displays a list of console commands with the specified flags. Usage: findflags Available flags to search for: - ARCHIVE - SPONLY - GAMEDLL - CHEAT - USERINFO - NOTIFY - PROTECTED - PRINTABLEONLY - UNLOGGED - NEVER_AS_STRING - REPLICATED - DEMO - DONTRECORD - SERVER_CAN_EXECUTE - CLIENTCMD_CAN_EXECUTE - CLIENTDLL - MATERIAL_SYSTEM - STUDIORENDER fire_absorbrate 3 No None fire_dmgbase 1 No None fire_dmginterval 1 No None fire_dmgscale 0 No None fire_extabsorb 5 No None fire_extscale 12 No None fire_growthrate 1 No None fire_heatscale 1 No None fire_incomingheatscale 0 No None fire_maxabsorb 50 No None firetarget No None firstperson Yes Switch to firstperson camera flex_expression 0 No None flex_looktime 5 No None flex_maxawaytime 1 No None flex_maxplayertime 7 No None flex_minawaytime 0 No None flex_minplayertime 5 No None flex_rules 1 No Allow flex animation rules to run flex_smooth 1 No Applies smoothing/decay curve to flex animation controller changes flex_talk 0 No None flush No Flush cache memory flush_locked No Flush locked cache memory fog_color -1 No None fog_colorskybox -1 No None fog_enable 1 Yes None fog_enable_water_fog 1 No None fog_enableskybox 1 No None fog_end -1 Yes None fog_endskybox -1 No None fog_override 0 Yes None fog_start -1 Yes None fog_startskybox -1 No None force_centerview No Positions the player's view straight ahead +forward No Start moving player forward (button down) -forward No Stop moving player forward (button up) fov No Change players FOV fps_max 300 No Frame rate limiter free_pass_peek_debug 0 No None fs_printopenfiles No Show all files currently opened by the engine fs_warning_level Yes Set the filesystem warning level func_break_max_pieces 15 No None func_breakdmg_bullet 0 No None func_breakdmg_club 1 No None func_breakdmg_explosive 1 No None Commands starting with letter "G" Command Default Cheat? Help Text g_ai_citizen_show_enemy 0 None g_antlion_maxgibs 16 None g_debug_antlion 0 None g_debug_antlionguard 0 None g_debug_antlionmaker 0 Yes None g_debug_basehelicopter 0 Yes None g_debug_combine_camera 0 None g_debug_cscanner 0 None g_debug_doors 0 None g_debug_dropship 0 None g_debug_dynamicresupplies 0 Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning. g_debug_gunship 0 Yes None g_debug_headcrab 0 Yes None g_debug_physcannon 0 None g_debug_ragdoll_removal 0 Yes None g_debug_ragdoll_visualize 0 Yes None g_debug_trackpather 0 Yes None g_debug_transitions 0 Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition. g_debug_turret 0 None g_debug_turret_ceiling 0 None g_debug_vehiclebase 0 Yes None g_debug_vehicledriver 0 Yes None g_debug_vehicleexit 0 Yes None g_debug_vehiclesound 0 Yes None g_helicopter_bullrush_bomb_enemy_distance 0 None g_helicopter_bullrush_bomb_speed 850 The maximum distance the player can be from the chopper before it stops firing g_helicopter_bullrush_bomb_time 10 None g_helicopter_bullrush_distance 5000 None g_helicopter_bullrush_mega_bomb_health 0 Fraction of the health of the chopper before it mega-bombs g_helicopter_bullrush_shoot_height 650 The maximum distance the player can be from the chopper before it stops firing g_helicopter_chargetime 2 How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires g_helicopter_idletime 3 How much time we have to wait (on average) after we fire before we can charge up again g_helicopter_maxfiringdist 2500 The maximum distance the player can be from the chopper before it stops firing g_jeepexitspeed 100 Yes None g_Language 0 None g_ragdoll_fadespeed 600 None g_ragdoll_maxcount 8 None g_test_new_antlion_jump 1 None gameui_hide None getpos dump position and angles to the console give Give item to player. Arguments: gl_clear 0 None god Yes Toggle. Player becomes invulnerable. (Suit will still take damage.) +graph None -graph None groundlist Display ground entity list Commands starting with letter "H" Command Default Cheat? Help Text hammer_update_entity Orange Box replacement for wc_update_entity heartbeat None help Find help about a convar/concommand hideconsole Hide the console hidehud 0 Yes When set to 1 (or any value that is not 0 or 2) this disables the weapon changing hud, as well as the players ability to change weapons. When set to 4, this will remove the crosshair as well hidepanel Hides a viewport panel hltv_autorecord 0 Automatically records all games as HLTV demos hltv_cam_distance 96 Default HLTV chase camera distance hltv_cam_fov 90 Default HLTV chase camera FOV hltv_cam_inertia 100 Default HLTV chase camera inertia hltv_cam_offset 64 Default HLTV chase camera offset hltv_cam_phi 0 Default HLTV chase camera phi angle hltv_cam_theta 0 Default HLTV chase camera theta angle hltv_connect Connect to specified HLTV server hltv_debug 0 HLTV debug info hltv_delay 10 HLTV broadcast delay in seconds hltv_maxclients 128 Maximum client number on HLTV server hltv_maxrate 3500 Max client bandwidth rate allowed, 0 == unlimited hltv_port 27020 Host HLTV port hltv_record Starts HLTV demo recording hltv_retry Reconnects the HLTV relay proxy hltv_snapshotinterval 2 Take game snapshot every nth tick hltv_status Connect to specified HLTV server hltv_stop Stops the HLTV broadcast hltv_stoprecord Stops HLTV demo recording hltv_viewent 0 HLTV camera entity index host_framerate 0 Set to lock per-frame time elapse host_limitlocal 0 Apply cl_cmdrate and cl_updaterate to loopback connection host_map 0 Current map name host_profile 0 None host_runofftime Run off some time without rendering/updating sounds host_showcachemiss 0 Print a debug message when the client or server cache is missed host_sleep 0 Yes Force the host to sleep a certain number of milliseconds each frame host_speeds 0 Show general system running times host_timescale 1 Yes Prescale the clock by this amount host_writeconfig Store current settings to configcfg (or specified cfg file) hostname 0 Hostname for server hostport 27015 Host game server port hud_airboathint_numentries 10 None hud_autoreloadscript 0 Automatically reloads the animation script each time one is ran hud_deathnotice_time 6 None hud_drawhistory_time 5 None hud_fastswitch 0 None hud_jeephint_numentries 10 None hud_quickinfo 0 None hud_reloadscheme Reloads hud layout and animation scripts hud_saytext_time 12 None hurtme Hurts the player Arguments: Commands starting with letter "I" Command Default Cheat? Help Text impulse Sometimes See impulse. incrementvar No Increment specified convar value. invnext No Selects the next weapon in the player's inventory invprev no Selects the previous weapon in the player's inventory ip 0 no Overrides IP for multihomed hosts Commands starting with letter "J" Command Default Cheat? Help Text joy_advanced 0 No None joy_advaxisr 0 No None joy_advaxisu 0 No None joy_advaxisv 0 No None joy_advaxisx 0 No None joy_advaxisy 0 No None joy_advaxisz 0 No None joy_diagonalpov 0 No POV manipulator operates on diagonal axes, too joy_forwardsensitivity -1 No None joy_forwardthreshold 0 No None joy_name 0 No None joy_pitchsensitivity 1 No None joy_pitchthreshold 0 No None joy_sidesensitivity -1 No None joy_sidethreshold 0 No None joy_wingmanwarrior_centerhack 0 No Wingman warrior centering hack joy_wingmanwarrior_turnhack 0 No Wingman warrior hack related to turn axes joy_yawsensitivity -1 No None joy_yawthreshold 0 No None joyadvancedupdate No None joystick 0 No None jpeg No Take a jpeg screenshot: Arguments: jpeg_quality 90 No Sets screenshot quality +jlook No None -jlook No None +jump No Start player jump upward (button down) -jump No Stop player jump upward (button up) Commands starting with letter "K" Command Default Cheat? Help Text kdtree_test No Tests spatial partition for entities queries key_findbinding No Find key bound to specified command string key_listboundkeys No List bound keys with bindings key_updatelayout No Updates game keyboard layout to current windows keyboard setting kick No Kick a player by slot, userid or name kill No Kills the player killserver No Shutdown the server +klook No None -klook No None Commands starting with letter "L" Command Default Cheat? Help Text lastinv No Selects last selected weapon +left No Start moving player left (button down) -left No Stop moving player left (button up) light_crosshair No Show texture color at crosshair linefile No Parses map leak data from .lin file list No List cached servers listdemo No List demo file contents listid No Lists banned users listip No List IP addresses on the ban list listmodels No List loaded models load No Load a saved game lod_TransitionDist 800 No Distance at which LOD takes place log No Enables standard log file <0/1> +lookdown No Start player look down (button down) -lookdown No Stop player look down (button up) lookspring 0 No None lookstrafe 0 No Strafes with the mouse +lookup No Start player look up (button down) -lookup No Stop player look up (button up) lservercfgfile 0 No None Commands starting with letter "M" Command Default Cheat? Help Text m_customaccel 0 Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity. If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively. m_customaccel_exponent 1 Mouse move is raised to this power before being scaled by scale factor. m_customaccel_max 0 Max mouse move scale factor, 0 for no limit m_customaccel_scale 0 Custom mouse acceleration value. m_filter 0 Mouse filtering (set this to 1 to average the mouse over 2 frames). m_forward 1 Mouse forward factor. m_mouseaccel1 0 Windows mouse acceleration initial threshold (2x movement). m_mouseaccel2 0 Windows mouse acceleration secondary threshold (4x movement). m_mousespeed 1 Windows mouse speed factor (range 1 to 20). m_pitch 0 Mouse pitch factor. m_side 0 Mouse side factor. m_yaw 0 Mouse yaw factor. map Start playing on specified map. map_background Runs a map as the background to the main menu. map_edit None map_noareas 0 Disable area to area connection testing. mapcyclefile mapcycle.txt Sets the map cycle file to use for cycling maps. maps Displays list of maps. mat_antialias 0 None mat_bloom 1 None mat_bufferprimitives 1 None mat_bumpbasis 0 None mat_bumpmap 1 Toggles bumpmap rendering on/off. mat_camerarendertargetoverlaysize 128 Yes None mat_clipz 1 None mat_compressedtextures 1 When set to 0 the engine will use uncompressed textures for the current map. mat_configcurrent Show the current video control panel config for the material system. mat_crosshair Display the name of the material/texture under the crosshair. mat_debug None mat_debugdepth 0 None mat_debugdepthmode 0 None mat_debugdepthval 128 None mat_debugdepthvalmax 256 None mat_depthbias_decal -262144 None mat_depthbias_normal 0 Yes None mat_diffuse 1 Yes When set to 0, shows specular map on models with $envmaptint values. Use with mat_fullbright to view specular on brushes. mat_drawflat 0 Yes None mat_drawwater 1 Yes None mat_dxlevel 90 Changes what GPU features are used based on directX version. 98 is a directX 10 emulation of directX 9. mat_envmapsize 128 Adjusts the resolution of environment maps that are used for reflective surfaces. mat_envmaptgasize 32 None mat_fastnobump 0 None mat_fastspecular 1 Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. mat_fillrate 0 Yes None mat_filterlightmaps 1 Smooths lightmaps. Lighting appears blocky when this is off. mat_filtertextures 1 Smooths textures. Textures appear blocky when this is off. mat_forceaniso 1 Sets Anistropic Filtering Level mat_forcedynamic 0 Yes Forces the use of dynamic lighting where applicable. mat_forcehardwaresync 1 None mat_frame_sync_enable 1 Yes None mat_frame_sync_force_texture 0 Yes Force frame syncing to lock a managed texture. mat_framebuffercopyoverlaysize 128 None mat_fullbright 0 Yes When set to 1 it turns on self-illumination for geometry. mat_hsv 0 None mat_info Shows material system info mat_leafvis 0 Draw wireframe of current leaf mat_levelflush 1 None mat_loadtextures 1 None mat_luxels 0 Yes Turns on luxel visualization. mat_maxframelatency 1 None mat_measurefillrate 0 Yes None mat_mipmaptextures 1 None mat_monitorgamma 2 Monitor gamma (typically 2.2 for CRT and 1.7 for LCD). mat_norendering 0 None mat_normalmaps 0 Yes Turns on normalmap visualization mat_normals 0 Yes Turns on surface normal visualization mat_parallaxmap 0 Enables the use of parallax maps mat_picmip 0 Sets texture quality. Is the same as the "Texture Detail" menu. Values are -1-Very High (Orange Box only), 0-High, 1-Medium, 2-Low mat_proxy 0 Yes None mat_reducefillrate 0 None mat_reloadallmaterials None mat_reloadmaterial None mat_reloadtextures None mat_reversedepth 0 Yes None mat_savechanges Saves current video configuration to the registry. mat_setvideomode Sets the width, height, windowed state of the material system. mat_shadowstate 1 None mat_show_texture_memory_usage 0 Display the texture memory usage on the HUD. mat_showcamerarendertarget 0 Yes None mat_showenvmapmask 0 None mat_showframebuffertexture 0 Yes None mat_showlightmapcomponent 0 0: show normal-mapped lightmap 1: show component 11: show component 21: show component 3 mat_showlightmappage -1 None mat_showlowresimage 0 None mat_showmaterials Show materials. mat_showmaterialsverbose None mat_showmiplevels 0 None mat_showtextures Show textures. mat_showwatertextures 0 Yes None mat_skybloomamount 1 None mat_slopescaledepthbias_decal 0 Yes None mat_slopescaledepthbias_normal 0 Yes None mat_softwarelighting 0 None mat_softwareskin 0 None mat_specular 1 Enable/Disable specularity for performance testing. Will cause a material reload upon change. mat_spewvertexandpixelshaders Print all vertex and pixel shaders currently loaded to the console. mat_stub 0 Yes None mat_suppress Suppress a material from drawing mat_surfaceid 0 None mat_surfacemat 0 None mat_texture_limit -1 If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes. +mat_texture_list None -mat_texture_list None mat_texture_list 0 For debugging, show a list of used textures per frame mat_texture_list_all 0 If this is nonzero, then the texture list panel will show all currently-loaded textures. mat_texturelist_directories 0 None mat_texturelist_files 1 None mat_trilinear 1 None mat_viewportscale 1 Yes Debugging viewport scale mat_vsync 0 Force sync to vertical retrace mat_wateroverlaysize 128 None mat_wireframe 0 to 3 Yes See Optimization Commands. mat_yuv 0 Turns the screen monochrome maxplayers Change the maximum number of players allowed on this server. mem_dump Dump memory stats. mem_dumpstats 0 Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) mem_force_flush 0 Force cache flush of unlocked resources on every alloc. metropolice_charge 1 None metropolice_chase_use_follow 0 None metropolice_move_and_melee 1 None minisave Saves game (for current level only!) mod_forcedata 1 Forces all model file data into cache on model load. monk_headshot_freq 2 None mortar_visualize 0 None +movedown None -movedown None +moveleft None -moveleft None +moveright None -moveright None +moveup None -moveup None mp_allowNPCs 1 None [mp_autokick]] 1 None mp_autoteambalance 1 None - New Source Engine mp_autoteambalance_delay 1 Time after the teams become unbalanced to attempt to switch players. - New Source Engine mp_autoteambalance_warning_delay 1 Time after the teams become unbalanced to print a balance warning. - New Source Engine mp_allowspectators 1 Toggles whether the server allows spectator mode or not. mp_autocrosshair 1 None mp_bonusroundtime 1 Time after round win until round restarts - New Source Engine mp_buytime 1.5 Time players have to buy weapons mp_chattime 10 Amount of time players can chat after the game is over. mp_decals 200 None mp_defaultteam 0 None mp_enableroundwaittime 1 Enable timers to wait between rounds. - New Source Engine mp_facefronttime 3 After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body. mp_falldamage 0 None mp_feetyawrate 720 How many degrees per second that we can turn our feet or upper body. mp_flashlight 0 None mp_footsteps 1 None mp_forcecamera 0 Restricts spectator modes for dead players. mp_forcerespawn 1 None mp_fraglimit 0 None mp_freezetime 5 None mp_friendlyfire 0 None mp_ik 1 Use IK on in-place turns. mp_logecho 1 None mp_logfile 1 None mp_maxrounds 1 Max number of rounds to play before server changes maps - New Source Engine. mp_respawntime 10 Sets the time before respawn - New Source Engine. mp_restartround 1 If non-zero, the current round will restart in the specified number of seconds - New Source Engine. mp_roundtime 4 None mp_stalemate_timelimit 1 Timelimit (in seconds) of the stalemate round. - New Source Engine. mp_teamlist 0 None mp_teamoverride 1 None mp_teamplay 0 None mp_teams_unbalance_limit 1 Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine. mp_timelimit 0 Game time per map in minutes. mp_weaponstay 0 None mp_winlimit 0 Max number of rounds one team can win before server changes maps - New Source Engine. mp3 (Counter-Strike: Source only) Starts the Valve MP3 Player. muzzleflash_light 1 None Commands starting with letter "N" Command Default Cheat? Help Text name 0 Current user name. nav_begin_area Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command. nav_clear_walkable_marks Erase any previously placed walkable positions. nav_connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. nav_corner_lower Lower the selected corner of the currently marked Area. nav_corner_raise Raise the selected corner of the currently marked Area. nav_corner_select Select a corner of the currently marked Area. Use multiple times to access all four corners. nav_crouch Toggles the 'must crouch in this area' flag used by the AI system. nav_delete Deletes the currently highlighted Area. nav_disconnect To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. nav_edit 0 Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. nav_end_area Defines the second corner of a new Area and creates it. nav_generate Generate a Navigation Mesh for the current map and save it to disk. nav_jump Toggles the 'traverse this area by jumping' flag used by the AI system. nav_load Loads the Navigation Mesh for the current map. nav_mark Marks the Area under the cursor for manipulation by subsequent editing commands. nav_mark_unnamed Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. nav_mark_walkable Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. nav_merge To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. nav_no_jump Toggles the 'don't jump in this area' flag used by the AI system. nav_place_floodfill Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. nav_place_pick Sets the current Place to the Place of the Area under the cursor. nav_precise Toggles the 'don't avoid obstacles' flag used by the AI system. nav_quicksave 1 Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. nav_save Saves the current Navigation Mesh to disk. nav_show_approach_points 0 Show Approach Points in the Navigation Mesh. nav_show_danger 0 Show current 'danger' levels. nav_splice To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. nav_split To split an Area into two, align the split line using your cursor and invoke the split command. nav_strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. nav_toggle_place_mode Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. nav_toggle_place_painting Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. nav_use_place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. net_blockmsg 0 Yes 1|name> net_channels Shows net channel info. net_chokeloop 0 Apply bandwidth choke to loopback packets. net_drawslider 0 Draw completion slider during signon. net_droppackets 0 Yes Drops next n packets on client. net_fakelag 0 Yes Lag all incoming network data (including loopback) by this many milliseconds. net_fakeloss 0 Yes Simulate packet loss as a percentage (negative means drop 1/n packets). net_graph 0 Draw the network usage graph. net_graphheight 64 None net_graphpos 1 None net_graphsolid 1 None net_maxfilesize 16 Max filesize server can transfer to clients. net_maxfragments 1280 Max fragment bytes per packet. net_port_try 0 Prevent servers from trying to climb ports if the request port was busy. net_scale 5 None net_showdrop 0 Show dropped packets in console net_showevents 0 Print game event infos to console. net_showfragments 0 Show netchannel fragments. net_showmsg 0 1|name> net_showpeaks 0 Show messages for large packets only: net_showsplits 0 Show info about packet splits. net_showtcp 0 Dump TCP stream summary to console. net_showudp 0 Dump UPD packets summary to console net_start Initializes multiplayer network sockets. net_synctags 0 Yes Insert tokens into the net stream to find client/server mismatches. next 0 Yes Set to 1 to advance to next frame ( when singlestep == 1 ) nextdemo Play next demo in sequence. noclip Yes Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck. notarget Toggle. Player becomes hidden to NPCs. npc_ammo_deplete Subtracts half of the target's ammo. npc_barnacle_swallow 0 Use prototype swallow code. npc_bipass Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments {entity_name} / {class_name} / no argument picks what player is looking at. npc_citizen_auto_player_squad 1 None npc_citizen_auto_player_squad_allow_use 0 None npc_citizen_explosive_resist 0 None npc_citizen_insignia 0 None npc_citizen_squad_marker 0 None npc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments {entity_name} / {class_name} / no argument picks what player is looking at. npc_conditions Displays all the current AI conditions that an NPC has in the overlay text. Arguments {entity_name} / {class_name} / no argument picks what player is looking at. npc_create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments {npc_class_name}. npc_create_aimed Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments {npc_class_name}. npc_create_equipment 0 None npc_destroy Removes the given NPC(s) from the universe Arguments {entity_name} / {class_name} / no argument picks what player is looking at. npc_destroy_unselected Removes all NPCs from the universe that aren't currently selected. npc_enemies Shows memory of NPC. Draws an X on top of each memory. Blue Eluded entities (don't know where it went) Green Unreachable entities (can't get to it) Red Current enemy Magenta Current target entity Pink All other entities drawn Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at. npc_focus Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at. npc_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box). npc_go_do_run 1 Set whether should run on NPC go. npc_go_random Sends all selected NPC(s) to a random node. npc_heal Heals the target back to full health. npc_height_adjust 1 Enable test mode for ik height adjustment. npc_kill Kills the given NPC(s) Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at. npc_nearest Draw's a while box around the NPC(s) nearest node Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at. npc_reset Reloads schedules for all NPC's from their script files. npc_route Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: Blue Path to a node Cyan Detour around an object (triangulation) Red Jump Maroon Path to final target position Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at. npc_select Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at npc_sentences 0 None npc_speakall Force the npc to try and speak all their responses. npc_squads Obsolete. Replaced by npc_combat. npc_steering Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at. npc_steering_all Displays the steering obstructions of all NPCs (used to perform local avoidance). npc_strider_height_adj 0 None npc_strider_shake_ropes_magnitude 150 None npc_strider_shake_ropes_radius 1200 None npc_task_text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at. npc_tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments {npc_name} / {npc class_name} / no argument picks what player is looking at. npc_thinknow Trigger NPC to think. npc_viewcone Displays the viewcone of NPCs. (Where they are currently looking and what the extents of their vision is.) Arguments {npc_name} / {npc class_name} / No argument picks what player is looking at. npc_vphysics 0 None Commands starting with letter "O" Command Default Cheat? Help Text old_radiusdamage 0 None overview_health 1 Show player's health in map overview. overview_locked 1 Locks map angle, doesn't follow view angle. overview_mode 1|2> overview_names 1 Show player's names in map overview. overview_tracks 1 Show player's tracks in map overview. overview_zoomabs Sets overview map zoom: overview_zoomrel Changes overview map zoom: Commands starting with letter "P" Command Default Cheat? Help Text particle_simulateoverflow 0 Yes Used for stress-testing particle systems. Randomly denies creation of particles. password 0 Current server access password path Show the engine filesystem path. pause Toggle the server pause state. perfui Show/hide the level performance tools UI. perfvisualbenchmark None perfvisualbenchmark_abort None phonemedelay 0 Phoneme delay to account for sound system latency. phonemefilter 0 Time duration of box filter to pass over phonemes. phonemesnap 1 Don't force visemes to always consider two phonemes, regardless of duration. phys_impactforcescale 1 None phys_penetration_error_time 10 Controls the duration of vphysics penetration error boxes. phys_pushscale 1 None phys_speeds 0 None phys_stressbodyweights 5 None phys_swap Automatically swaps the current weapon for the physcannon and back again. phys_timescale 1 Scale time for physics phys_upimpactforcescale 0 None physcannon_ball_cone 0 None physcannon_chargetime 2 None physcannon_cone 0 None physcannon_maxforce 1500 None physcannon_maxmass 250 None physcannon_mega_pullforce 8000 None physcannon_mega_tracelength 850 None physcannon_minforce 700 None physcannon_pullforce 4000 None physcannon_tracelength 250 None physics_budget Times the cost of each active object physics_debug_entity Dumps debug info for an entity physics_highlight_active Turns on the absbox for all active physics objects physics_report_active Lists all active physics objects physics_select Dumps debug info for an entity physicsshadowupdate_render 0 None picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments Full - enables all debug information ping Display ping to server. pistol_use_new_accuracy 1 None pixelvis_debug Dump debug info play Play a sound. playdemo Play a recorded demo file (.dem ). player_old_armor 0 None player_showpredictedposition 0 None player_showpredictedposition_timestep 1 None player_squad_autosummon_debug 0 None player_squad_autosummon_move_tolerance 20 None player_squad_autosummon_player_tolerance 10 None player_squad_autosummon_time 5 None player_squad_autosummon_time_after_combat 8 None player_squad_double_tap_time 0 None player_squad_transient_commands 1 None player_throwforce 1000 None playflush Play a sound, reloading from disk in case of changes. playgamesound Play a sound from the game sounds txt file playsoundscape Forces a soundscape to play playvol Play a sound at a specified volume. plugin_load Loads a plugin present in the addons directory. plugin_print Prints loaded plugins (server). plugin_unload Unloads a plugin based on it's ID in plugin_print. progress_enable None prop_crosshair Shows name for prop looking at prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1. props_break_max_pieces -1 None pwatchent -1 Yes Entity to watch for prediction system changes. pwatchvar 0 Yes Entity variable to watch in prediction system for changes. Commands starting with letter "Q" Command Default Cheat? Help Text quit Exit the engine. quti Exit the engine. Commands starting with letter "R" Command Default Cheat? Help Text r_3dnow 1 hl2 : to make engine uses amd 3dnow registers r_3dsky 1 Yes Enable the rendering of 3d sky boxes r_AirboatPitchCurveLinear 60 Yes None r_AirboatPitchCurveZero 25 Yes None r_AirboatRollCurveLinear 120 Yes None r_AirboatRollCurveZero 90 Yes None r_AirboatViewBlendTo 1 Yes None r_AirboatViewBlendToScale 0 Yes None r_AirboatViewBlendToTime 1 Yes None r_AirboatViewDampenDamp 1 Yes None r_AirboatViewDampenFreq 7 Yes None r_AirboatViewZHeight 0 Yes None r_ambientlightingonly 0 Yes Set this to 1 to light models with only ambient lighting (and no static lighting). r_aspectratio 0 Yes None r_avglight 1 None r_avglightmap 0 None r_cheapwaterend None r_cheapwaterstart None r_cleardecals Usage r_cleardecals . r_ClipAreaPortals 1 Yes None r_colorstaticprops 0 Yes None r_debugcheapwater 0 Yes None r_debugrandomstaticlighting 0 Yes Set to 1 to make all static lighting red for debugging. Must restart for change to take affect. r_decal_cullsize 5 Decals under this size in pixels are culled r_decals 2048 None r_decalstaticprops 1 Decal static props test r_DispBuildable 0 Yes None r_DispDrawAxes 0 None r_DispEnableLOD 0 None r_DispFullRadius 400 Radius within which a displacement will stay at its highest LOD r_DispLockLOD 0 None r_DispRadius 500 None r_DispSetLOD 0 None r_DispTolerance 5 None r_DispUpdateAll 0 None r_DispUseStaticMeshes 1 Yes High end machines use static meshes. Low end machines use temp meshes. r_DispWalkable 0 Yes None r_DoCovertTransitions 0 None r_dopixelvisibility 1 None r_drawbatchdecals 1 Render decals batched. r_DrawBeams 1 Yes None r_drawbrushmodels 1 Yes Render brush models. r_drawclipbrushes 0 Yes Draw clip brushes r_drawdecals 1 Yes Render decals. r_drawdetailprops 1 None r_DrawDisp 1 Yes Toggles rendering of displacment maps r_drawentities 1 Yes None r_drawflecks 1 None r_drawfullskybox 1 Yes None r_drawleaf -1 Yes Draw the specified leaf. r_drawlightcache 0 Yes 0: off 1: draw light cache entries2: draw rays r_drawlightinfo 0 Yes None r_drawlights 0 Yes None r_drawmodeldecals 1 None r_DrawModelLightOrigin 0 Yes None r_drawmodelstatsoverlay 0 Yes None r_drawmodelstatsoverlaydistance 500 Yes None r_drawmodelstatsoverlaymax 1 time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 r_drawmodelstatsoverlaymin 0 time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 r_drawopaquerenderables 1 Yes None r_drawopaqueworld 1 Yes None r_drawothermodels 1 Yes None r_drawparticles 1 Yes Enable/disable particle rendering r_drawpixelvisibility 0 Show the occlusion proxies r_DrawPortals 0 Yes None r_DrawRain 1 Yes Enable/disable rain rendering. r_drawrenderboxes 0 Yes None r_drawropes 1 Yes None r_drawskybox 1 Yes None r_DrawSpecificStaticProp -1 None r_drawsprites 1 Yes None r_drawstaticprops 1 Yes None r_drawtranslucentrenderables 1 Yes None r_drawtranslucentworld 1 Yes None r_drawvgui 1 Yes Enable the rendering of vgui panels r_drawviewmodel 1 Yes None r_drawworld 1 Yes Render the world. r_dynamic 1 None r_eyeglintlodpixels 20 The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. r_eyegloss 1 None r_eyemove 1 None r_eyes 1 None r_eyeshift_x 0 None r_eyeshift_y 0 None r_eyeshift_z 0 None r_eyesize 0 None r_eyewaterepsilon 7 Yes None r_farz -1 Yes Override the far clipping plane. -1 means to use the value in env_fog_controller. r_fastzreject 0 Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings r_flashlightconstant 0 Yes None r_flashlightdrawfrustum 0 None r_flashlightdrawfrustumbbox 0 None r_flashlightdrawsweptbbox 0 None r_flashlightfar 750 Yes None r_flashlightfov 45 Yes None r_flashlightlinear 100 Yes None r_flashlightlockposition 0 Yes None r_flashlightmodels 1 None r_flashlightnear 1 Yes None r_flashlightnodraw 0 None r_flashlightoffsetx 10 Yes None r_flashlightoffsety -20 Yes None r_flashlightoffsetz 24 Yes None r_flashlightquadratic 0 Yes None r_flashlightvisualizetrace 0 Yes None r_flex 1 None r_flushlod Flush and reload LODs. r_ForceRestore 0 None r_ForceWaterLeaf 1 Enable for optimization to water - considers view in leaf under water for purposes of culling r_frustumcullworld 1 None r_JeepFOV 90 Yes None r_JeepViewBlendTo 1 Yes None r_JeepViewBlendToScale 0 Yes None r_JeepViewBlendToTime 1 Yes None r_JeepViewDampenDamp 1 Yes None r_JeepViewDampenFreq 7 Yes None r_JeepViewZHeight 10 Yes None r_lightaverage 1 Activates/deactivate light averaging r_lightcache_numambientsamples 162 number of random directions to fire rays when computing ambient lighting r_lightcachecenter 1 Yes None r_lightinterp 5 Controls the speed of light interpolation, 0 turns off interpolation r_lightmap -1 None r_lightstyle -1 None r_lockpvs 0 Yes Lock the PVS so you can fly around and inspect what is being drawn. r_lod -1 None r_lod_noupdate 0 None r_mapextents 16384 Yes Set the max dimension for the map. This determines the far clipping plane r_maxdlights 32 None r_maxmodeldecal 50 None r_maxnewsamples 6 None r_maxsampledist 128 None r_minnewsamples 3 None r_mmx 1 hl1 and hl2 : to make engines use mmx registers r_modellodscale 1 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models r_modelwireframedecal 0 Yes None r_newflashlight 1 Yes None r_newproplighting 0 None r_nohw 0 Yes None r_norefresh 0 None r_nosw 0 Yes None r_novis 0 Yes Turn off the PVS. r_occludeemaxarea 0 Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use. r_occluderminarea 0 Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use. r_occludermincount 0 At least this many occluders will be used, no matter how big they are. r_occlusion 1 Activate/deactivate the occlusion system. r_occlusionspew 0 Activate/deactivates spew about what the occlusion system is doing. r_overlaywireframe 0 None r_PhysPropStaticLighting 1 None r_pixelvis_partial 1 None r_portalscloseall 0 None r_portalsopenall 0 None r_PortalTestEnts 1 Yes Clip entities against portal frustums. r_printdecalinfo None r_propsmaxdist 1200 Maximum visible distance 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 samples for everything else r_rainalpha 0 None r_rainalphapow 0 None r_raindensity 0 None r_RainHack 0 None r_rainlength 0 None r_RainProfile 0 Enable/disable rain profiling. r_RainRadius 1500 None r_RainSideVel 130 How much sideways velocity rain gets. r_RainSimulate 1 Enable/disable rain simulation. r_rainspeed 600 None r_RainSplashPercentage 20 None r_rainwidth 0 None r_renderoverlayfragment 1 None r_rootlod 0 Root LOD r_ropebatch 1 None r_ropetranslucent 1 None r_screenfademaxsize 0 Maximum prop visible distance r_screenfademinsize 0 Minimum prop visible distance r_screenoverlay None r_sequence_debug 0 None r_shadowangles Set shadow angles r_shadowblobbycutoff some shadow stuff r_shadowcolor Set shadow color r_shadowdir Set shadow direction r_shadowdist Set shadow distance r_shadowids 0 None r_shadowlod -1 None r_shadowlodbias 2 None r_shadowmaxrendered 32 None r_shadowrendertotexture 1 Determines shadow quality - is the same as the "Shadow Detail" option in the menu r_shadows 1 Determines whether shadows are drawn r_shadowwireframe 0 Yes If 1, seems to render dynamic shadows in pink wireframe. r_showenvcubemap 0 Yes None r_skin 0 None r_skybox 1 Yes Enable the rendering of sky boxes r_snapportal -1 None r_spewleaf 0 None r_sse 1 hl2 : to make engine uses sse registers r_sse2 1 hl2 : to make engine uses sse registers r_staticpropinfo 0 None r_teeth 1 None r_TransitionSensitivity 6 Controls when LODs are changed. Lower numbers cause more overt LOD transitions. r_updaterefracttexture 1 None r_vehicleBrakeRate 1 Yes None r_vehicleDrawDebug 0 Yes None r_VehicleViewClamp 1 Yes None r_VehicleViewDampen 1 Yes None r_visocclusion 0 Activate/deactivate wireframe rendering of what the occlusion system is doing. r_visualizelighttraces 0 Yes None r_visualizelighttracesshowfulltrace 0 Yes None r_visualizeproplightcaching 0 None r_visualizetraces 0 Yes None r_WaterDrawReflection 1 Enable water reflection r_WaterDrawRefraction 1 Enable water refraction r_waterforceexpensive 1 None r_waterforcereflectentities 0 None r_worldlightmin 0 None r_worldlights 2 number of world lights to use per vertex rate 12000 Max bytes/sec the host can receive data rcon Issue an rcon command. rcon_address 0 Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) rcon_password 0 remote console password. recompute_speed Recomputes clock speed (for debugging purposes). record Record a demo. +reload None -reload None reload Reload the most recent saved game (add setpos to jump to current view position on reload). removeid Remove a user ID from the ban list. removeip Remove an IP address from the ban list. replaydelay 0 None report_entities Lists all entities report_simthinklist Lists all simulating/thinking entities report_soundpatch reports sound patch count report_soundpatch reports sound patch count report_touchlinks Lists all touchlinks respawn_entities Yes Respawns all entities on the map. Is only usable on single player games. restart Restart the game on the same level (add setpos to jump to current view position on restart). retry Retry connection to last server. revert Revert convars to their default values. +right Start moving player right (button down) -right Stop moving player right (button up) room_type 0 None rope_averagelight 1 Makes ropes use average of cubemap lighting instead of max intensity. rope_collide 1 Collide rope with the world rope_drawlines 0 None rope_shake 0 None rope_smooth 1 Do an antialiasing effect on ropes rope_smooth_enlarge 1 How much to enlarge ropes in screen space for antialiasing effect rope_smooth_maxalpha 0 Alpha for rope antialiasing effect rope_smooth_maxalphawidth 1 None rope_smooth_minalpha 0 Alpha for rope antialiasing effect rope_smooth_minwidth 0 When using smoothing, this is the min screenspace width it lets a rope shrink to rope_subdiv 2 Rope subdivision amount rope_wind_dist 1000 Don't use CPU applying small wind gusts to ropes when they're past this distance. Commands starting with letter "S" Command Default Cheat? Help Text save Saves current game. say Display player message. (Screenshot example) say_team Display player message to team scene_allowoverrides 1 When playing back a choreographed scene, allow per-model expression overrides. scene_flatturn 1 None scene_flush Flush all .vcds from the cache and reload from disk. scene_forcecombined 0 When playing back, force use of combined .wav files even in english. scene_maxcaptionradius 1200 Only show closed captions if recipient is within this many units of speaking actor (0==disabled). scene_print 0 When playing back a scene, print timing and event info to console. scene_showfaceto 0 When playing back, show the directions of faceto events. scene_showlook 0 When playing back, show the directions of look events. scene_showmoveto 0 When moving, show the end location. +score Show scores ep2 engine -score Show scores ep2 engine +scores Show scores classic -scores Show scores classic scr_centertime 2 None screenshot Take a screenshot. sensitivity 3 Mouse sensitivity. servercfgfile 0 None setang Snap player eyes to specified pitch yaw (must have sv_cheats). setmaster None setmodel Changes's player's model setpause Set the pause state of the server. setpos Move player to specified origin (must have sv_cheats). shake Shake the screen. shake_show 0 Displays a list of the active screen shakes. shake_stop Stops all active screen shakes. +showbudget None -showbudget None +showbudget_texture None -showbudget_texture None showbudget_texture 0 Enable the texture budget panel. +showbudget_texture_global None -showbudget_texture_global None showhitlocation 0 None showinfo Shows a info panel: <message> [<command>] showpanel Shows a viewport panel <name> showparticlecounts 0 Display number of particles drawn per frame +showscores Show scores, any GS/Source -showscores Show scores, any GS/Source showsniperdist 0 None showsniperlines 0 None showtriggers 0 Yes Shows trigger brushes showtriggers_toggle Toggle show triggers +showvprof None -showvprof None singlestep 0 Yes Run engine in single step mode ( set next to 1 to advance a frame ) sk_airboat_drain_rate 10 None sk_airboat_max_ammo 100 None sk_airboat_recharge_rate 15 None sk_allow_autoaim 1 None sk_ally_regen_time 0 Time taken for an ally to regenerate a point of health. sk_ammo_qty_scale1 1 None sk_ammo_qty_scale2 1 None sk_ammo_qty_scale3 0 None sk_antlion_health 30 None sk_antlion_jump_damage 5 None sk_antlion_swipe_damage 5 None sk_antlionguard_dmg_charge 20 None sk_antlionguard_dmg_shove 10 None sk_antlionguard_health 500 None sk_apc_health 750 None sk_apc_missile_damage 15 None sk_auto_reload_time 3 None sk_autoaim_scale1 1 None sk_autoaim_scale2 0 None sk_barnacle_health 35 Barnacle spawn health. sk_barney_health 35 None sk_battery 15 None sk_bullseye_health 35 None sk_citizen_giveammo_player_delay 10 None sk_citizen_heal_ally 30 None sk_citizen_heal_ally_delay 20 None sk_citizen_heal_ally_min_pct 0 None sk_citizen_heal_player 25 None sk_citizen_heal_player_delay 25 None sk_citizen_heal_player_min_forced 10 None sk_citizen_heal_player_min_pct 0 None sk_citizen_health 40 None sk_citizen_player_stare_dist 72 None sk_citizen_player_stare_time 1 None sk_citizen_stare_heal_time 5 None sk_combine_ball_search_radius 512 None sk_combine_guard_health 70 None sk_combine_guard_kick 15 None sk_combine_s_health 50 None sk_combine_s_kick 10 None sk_combineball_guidefactor 1 None sk_combineball_seek_angle 15 None sk_combineball_seek_kill 0 None sk_crow_health 1 None sk_crow_melee_dmg 0 None sk_crowbar_lead_time 0 None sk_dmg_homer_grenade 20 None sk_dmg_inflict_scale1 1 None sk_dmg_inflict_scale2 1 None sk_dmg_inflict_scale3 0 None sk_dmg_pathfollower_grenade 0 None sk_dmg_sniper_penetrate_npc 0 None sk_dmg_sniper_penetrate_plr 0 None sk_dmg_take_scale1 0 None sk_dmg_take_scale2 1 None sk_dmg_take_scale3 1 None sk_dropship_container_health 750 None sk_dynamic_resupply_modifier 1 None sk_env_headcrabcanister_shake_amplitude 50 None sk_env_headcrabcanister_shake_radius 1024 None sk_env_headcrabcanister_shake_radius_vehicle 2500 None sk_fraggrenade_radius 250 None sk_gunship_burst_dist 768 None sk_gunship_burst_min 800 None sk_gunship_burst_size 15 None sk_gunship_health_increments 5 None sk_headcrab_fast_health 10 None sk_headcrab_health 10 None sk_headcrab_melee_dmg 5 None sk_headcrab_poison_health 35 None sk_healthcharger 50 None sk_healthkit 25 None sk_healthvial 10 None sk_helicopter_burstcount 12 How many shot bursts to fire after charging up. The bigger the number, the longer the firing is sk_helicopter_drone_speed 450 How fast does the zapper drone move? sk_helicopter_firingcone 20 The angle in degrees of the cone in which the shots will be fired sk_helicopter_grenadedamage 30 The amount of damage the helicopter grenade deals. sk_helicopter_grenadeforce 55000 The physics force that the helicopter grenade exerts. sk_helicopter_grenaderadius 275 The damage radius of the helicopter grenade. sk_helicopter_health 5600 None sk_helicopter_roundsperburst 5 How many shots to fire in a single burst sk_homer_grenade_radius 100 None sk_ichthyosaur_health 200 None sk_ichthyosaur_melee_dmg 8 None sk_jeep_gauss_damage 15 None sk_manhack_health 25 None sk_manhack_melee_dmg 20 None sk_manhack_v2 1 None sk_max_357 12 Size of clip sk_max_alyxgun 150 Size of clip sk_max_ar2 60 Size of clip sk_max_ar2_altfire 3 Size of clip sk_max_buckshot 30 Size of clip sk_max_crossbow 10 Max number of arrows sk_max_gauss_round 30 None sk_max_grenade 5 None sk_max_pistol 150 Size of clip sk_max_rpg_round 3 None sk_max_smg1 225 Size of clip sk_max_smg1_grenade 3 None sk_max_sniper_round 30 None sk_metropolice_health 40 None sk_metropolice_simple_health 26 None sk_metropolice_stitch_along_hitcount 2 None sk_metropolice_stitch_at_hitcount 1 None sk_metropolice_stitch_behind_hitcount 3 None sk_metropolice_stitch_distance 1000 None sk_metropolice_stitch_reaction 1 None sk_metropolice_stitch_tight_hitcount 2 None sk_npc_arm 1 None sk_npc_chest 1 None sk_npc_dmg_357 30 None sk_npc_dmg_airboat 3 None sk_npc_dmg_alyxgun 3 Damage done to NPCs from weapon_alyxgun sk_npc_dmg_ar2 3 None sk_npc_dmg_buckshot 3 None sk_npc_dmg_combineball 15 None sk_npc_dmg_crossbow 10 None sk_npc_dmg_crowbar 5 None sk_npc_dmg_dropship 2 Dropship container cannon damage. sk_npc_dmg_fraggrenade 75 None sk_npc_dmg_grenade 75 None sk_npc_dmg_gunship 40 None sk_npc_dmg_gunship_to_plr 3 None sk_npc_dmg_helicopter 6 Damage helicopter shots deal to everything but the player sk_npc_dmg_helicopter_to_plr 3 Damage helicopter shots deal to the player sk_npc_dmg_pistol 3 None sk_npc_dmg_rpg_round 50 None sk_npc_dmg_smg1 3 None sk_npc_dmg_smg1_grenade 50 None sk_npc_dmg_sniper_round 100 None sk_npc_dmg_stunstick 40 None sk_npc_head 3 None sk_npc_leg 1 None sk_npc_stomach 1 None sk_pathfollower_grenade_radius 0 None sk_player_arm 1 None sk_player_chest 1 None sk_player_head 3 None sk_player_leg 1 None sk_player_stomach 1 None sk_plr_dmg_357 40 None sk_plr_dmg_airboat 3 None sk_plr_dmg_alyxgun 5 Damage done to players from weapon_alyxgun sk_plr_dmg_ar2 8 None sk_plr_dmg_buckshot 8 None sk_plr_dmg_crossbow 100 None sk_plr_dmg_crowbar 10 None sk_plr_dmg_fraggrenade 125 None sk_plr_dmg_grenade 150 None sk_plr_dmg_pistol 5 None sk_plr_dmg_rpg_round 100 None sk_plr_dmg_smg1 4 None sk_plr_dmg_smg1_grenade 100 None sk_plr_dmg_sniper_round 20 None sk_plr_dmg_stunstick 10 None sk_plr_grenade_drop_time 30 None sk_plr_health_drop_time 30 None sk_plr_num_shotgun_pellets 7 None sk_rollermine_shock 10 None sk_rollermine_stun_delay 3 None sk_rollermine_vehicle_intercept 1 None sk_scanner_dmg_dive 25 None sk_scanner_health 30 None sk_smg1_grenade_radius 250 None sk_stalker_health 50 None sk_stalker_melee_dmg 5 None sk_strider_health 350 None sk_strider_num_missiles1 5 None sk_strider_num_missiles2 7 None sk_strider_num_missiles3 7 None sk_suitcharger 75 Dedicated to both the func_recharge and the item_suitcharger entity. sk_suitcharger_citadel 500 Dedicated to both the func_recharge and the item_suitcharger entity. sk_suitcharger_citadel_maxarmor 200 Dedicated to both the func_recharge and the item_suitcharger entity. sk_vortigaunt_armor_charge 30 None sk_vortigaunt_dmg_claw 10 None sk_vortigaunt_dmg_rake 25 None sk_vortigaunt_dmg_zap 50 None sk_vortigaunt_health 100 None sk_weapon_ar2_alt_fire_duration 2 None sk_weapon_ar2_alt_fire_mass 150 None sk_weapon_ar2_alt_fire_radius 10 None sk_zombie_dmg_both_slash 25 None sk_zombie_dmg_one_slash 10 None sk_zombie_health 50 None sk_zombie_poison_dmg_spit 20 None sk_zombie_poison_health 175 None skill 1 Game skill level (1-3). slist List servers on your LAN. slot0 None slot1 None slot10 None slot2 None slot3 None slot4 None slot5 None slot6 None slot7 None slot8 None slot9 None smoke_trail 1 None smoothstairs 1 Smooth player eye z coordinate when climbing stairs. snapto None snd_async_fullyasync 0 All playback is fully async (sound doesn't play until data arrives). snd_async_spew_blocking 0 Spew message to console any time async sound loading blocks on file i/o. snd_disable_mixer_duck 0 None snd_duckerattacktime 0 None snd_duckerreleasetime 2 None snd_duckerthreshold 0 None snd_ducktovolume 0 None snd_flushasync Flush all async .wav data snd_foliage_db_loss 4 None snd_gain 1 None snd_gain_max 1 None snd_gain_min 0 None snd_memasync Show async memory stats spec_track 0 Tracks an entity in spec mode snd_mixahead 0 None snd_mixvol Set named Mixgroup to mix volume. snd_musicvolume 1 Music volume snd_noextraupdate 0 None snd_obscured_gain_dB -2 Yes None snd_pitchquality 1 None snd_profile 0 None snd_rebuildaudiocache Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists snd_refdb 60 None snd_refdist 36 None snd_restart Restart sound system. snd_show 0 Yes Show sounds info snd_showclassname 0 None snd_showmixer 0 None snd_showstart 0 Yes None snd_soundmixer 0 None snd_surround_speakers 0 None snd_visualize 0 Yes Show sounds location in world snd_vox_captiontrace 0 Shows sentence name for sentences which are set not to show captions. snd_vox_globaltimeout 300 None snd_vox_sectimetout 300 None snd_vox_seqtimetout 300 None snd_writemanifest If running a game, outputs the precache manifest for the current level sndplaydelay None sniperspeak 0 None sniperviewdist 35 None soundfade Fade client volume. soundinfo Describe the current sound device. soundlist List all known sounds. soundpatch_captionlength 2 How long looping soundpatch captions should display for. soundscape_fadetime 3 Time to crossfade sound effects between soundscapes soundscape_flush Flushes the server & client side soundscapes speak Play a constructed sentence. spec_mode Set spectator mode spec_next Spectate next player spec_player Spectate player by name spec_pos dump position and angles to the console spec_prev Spectate previous player spec_scoreboard 0 None +speed None -speed None spike generates a fake spike 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. status Display map and connection status. step_spline 0 None stop Finish recording demo. stopdemo Stop playing back a demo. stopsound Stops all playing sounds stopsoundscape Stops all soundscape processing and fades current looping sounds +strafe None -strafe None strider_always_use_procedural_height 0 None strider_ar2_altfire_dmg 25 None strider_distributed_fire 1 None strider_eyepositions 0 None strider_free_knowledge 0 None strider_free_pass_cover_dist 120 None strider_free_pass_duration 2 None strider_free_pass_move_tolerance 320 None strider_free_pass_refill_rate 0 None strider_free_pass_start_time 3 None strider_idle_test 0 None strider_immolate 0 None strider_pct_height_no_crouch_move 90 None strider_peek_eye_dist 1 None strider_peek_eye_dist_z 4 None strider_peek_time 0 None strider_peek_time_after_damage 4 None strider_show_cannonlos 0 None strider_show_focus 0 None strider_show_weapon_los_condition 0 None strider_show_weapon_los_z 0 None strider_test_height 0 None stuffcmds Parses and stuffs command line + commands to command buffer. suitvolume 0 None surfaceprop Reports the surface properties at the cursor sv_accelerate 10 None sv_airaccelerate 10 None sv_allowdownload 1 Allow clients to download files sv_allowupload 1 Allow clients to upload customizations files sv_alltalk 0 Players can hear all other players, no team restrictions sv_alternateticks 0 None sv_autojump 0 None sv_autoladderdismount 1 Automatically dismount from ladders when you reach the end (don't have to +USE). sv_autosave 1 Set to 1 to save game on level transition. Does not affect autosave triggers. sv_backspeed 0 How much to slow down backwards motion sv_bounce 0 Bounce multiplier for when physically simulated objects collide with other objects. sv_cacheencodedents 1 If set to 1, does an optimization to prevent extra SendTable_Encode calls. sv_cheats 0 Allow cheats on server if set to 1 sv_contact 0 Contact email for server sysop sv_debug_player_use 0 Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success sv_debugmanualmode 0 Make sure entities correctly report whether or not their network data has changed. sv_debugresponses 0 Show verbose matching output (1 for simple, 2 for rule scoring) sv_deltaprint 0 Print accumulated CalcDelta profiling data (only if sv_deltatime is on) sv_downloadurl 0 Allows Downloading of files via a webserver sv_deltatime 0 Enable profiling of CalcDelta calls sv_dumpresponses 0 Dump all response_rules.txt and rules (requires restart) sv_filterban 1 Set packet filtering by IP mode sv_findsoundname Find sound names which reference the specified wave files. sv_footsteps 1 Play footstep sound for players sv_forcepreload 0 Force server side preloading. sv_friction 4 World friction. sv_gravity 600 World gravity. sv_hltv 0 Enables HLTV on this server. sv_infinite_aux_power 0 Yes None sv_instancebaselines 1 Enable instanced baselines. Saves network overhead. sv_ladderautomountdot 0 When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis. sv_lan 0 Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc. sv_logbans 0 Log server bans in the server logs. sv_massreport 0 None sv_maxrate 0 Max bandwidth rate allowed on server, 0 == unlimited sv_maxspeed 320 None sv_maxunlag 1 Maximum lag compensation in seconds sv_maxupdaterate 60 Maximum updates per second that the server will allow sv_maxvelocity 3500 Maximum speed any ballistically moving object is allowed to attain per axis. sv_minrate 0 Min bandwidth rate allowed on server, 0 == unlimited sv_minupdaterate 10 Minimum updates per second that the server will allow sv_netvisdist 10000 Yes Test networking visibility distance sv_noclipaccelerate 5 None sv_noclipduringpause 0 Yes If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). sv_noclipspeed 5 None sv_npc_talker_maxdist 1024 NPCs over this distance from the player won't attempt to speak. sv_password 0 Server password for entry into multiplayer games sv_pausable 0 Is the server pausable. sv_precachegeneric Usage: sv_precachegeneric <name> [ preload ] Add file to precache list. sv_precacheinfo Show precache info. sv_precachemodel Usage: sv_precachemodel <name> [ preload ] Add model to precache list. sv_precachesound Usage: sv_precachesound <name> [ preload ] Add sound to precache list. sv_pushaway_clientside_size 15 Minimum size of pushback objects sv_rcon_banpenalty 0 Number of minutes to ban users who fail rcon authentication sv_rcon_maxfailures 10 Max number of times a user can fail rcon authentication before being banned sv_rcon_minfailures 5 Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned sv_rcon_minfailuretime 30 Number of seconds to track failed rcon authentications sv_region -1 The region of the world to report this server in. sv_robust_explosions 1 None sv_rollangle 0 Max view roll angle sv_rollspeed 200 None sv_sendtables 0 Force full sendtable sending path. sv_show_crosshair_target 0 None sv_showhitboxes -1 Yes Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only). sv_showladders 0 Show bbox and dismount points for all ladders (must be set before level load.) sv_skyname 0 Current name of the skybox texture 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_trace 0 Show all EmitSound calls including their symbolic name and the actual wave file they resolved to sv_soundscape_printdebuginfo print soundscapes sv_specaccelerate 5 None sv_specnoclip 1 None sv_specspeed 3 None sv_stats 1 Collect CPU usage stats sv_stepsize 18 None sv_stopspeed 100 Minimum stopping speed when on ground. sv_stressbots 0 If set to 1, the server calculates data and fills packets to bots. Used for perf testing. sv_strict_notarget 0 If set, notarget will cause entities to never think they are in the pvs sv_suppress_viewpunch 0 None sv_teststepsimulation 1 None sv_thinktimecheck 0 Check for thinktimes all on same timestamp. sv_timeout 65 After this many seconds without a message from a client, the client is dropped sv_unlag 1 Enables player lag compensation sv_unlockedchapters 14 Highest unlocked game chapter. sv_visiblemaxplayers -1 Overrides the max players reported to prospective clients. sv_voicecodec 0 Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. sv_voiceenable 1 None sv_wateraccelerate 10 None sv_waterdist 12 Vertical view fixup when eyes are near water plane. sv_waterfriction 1 None Commands starting with letter "T" Command Default Cheat? Help Text template_debug 0 No None test_CreateEntity Yes None test_dispatcheffect Yes Test a client-side dispatch effect. test_EHandle Yes None test_entity_blocker Yes Test command that drops an entity blocker out in front of the player. Test_InitRandomEntitySpawner Yes None test_Loop Test_Loop <loop name> - loop back to the specified loop start point unconditionally. test_LoopCount Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times. test_LoopForNumSeconds Test_LoopForNumSeconds <loop name> </code> - loop back to the specified start point for the specified # of seconds. test_nav_opt 1 None test_ProxyToggle_EnableProxy Yes None test_ProxyToggle_EnsureValue Yes None test_ProxyToggle_SetValue Yes None test_RandomChance Yes <code>Test_RandomChance <percent chance, 0-100> <token1> <token2...></code> - roll the dice and maybe run the command following the percentage chance test_RandomizeInPVS Yes None test_RandomPlayerPosition Yes None test_RemoveAllRandomEntities Yes None Test_RunFrame Yes None test_SendKey Yes None test_SpawnRandomEntities Yes None test_StartLoop <code>Test_StartLoop <loop name></code> - denote the start of a loop (Defines a named point you can jump to) test_StartScript Start a test script test_Wait None test_WaitForCheckPoint None testhudanim Yes Test a HUD element animation. Arguments: <code><anim name></code> testscript_debug 0 No Debug test scripts. texture_budget_background_alpha 128 No How translucent the budget panel is texture_budget_panel_bottom_of_history_fraction]] 0 No Number between 0 and 1 texture_budget_panel_global 0 No Show global times in the texture budget panel. texture_budget_panel_height 284 No Height in pixels of the budget panel texture_budget_panel_width 512 No Width in pixels of the budget panel texture_budget_panel_x 0 No Number of pixels from the left side of the game screen to draw the budget panel texture_budget_panel_y 450 No Number of pixels from the top side of the game screen to draw the budget panel think_limit 0 No Maximum think time in milliseconds, warning is printed if this is exceeded. thirdperson Yes Switch to third person camera timedemo No Play a demo and report performance info. timedemoquit No Play a demo, report performance info, and then exit timerefresh Yes Profile the renderer. toggleconsole No Show/hide the console trace_report 0 No None tracer_extra 1 No None Commands starting with letter "U" Command Default Cheat? Help Text unbind No Unbind a key. Arguments: <code><key></code> unbindall No Unbind all keys. unpause No Unpause the game. +use No None -use No None use No Use a particular weapon. Arguments: <code><weapon_name></code> user No Show user data. users No Show user info for players on server. Commands starting with letter "V" Command Default Cheat? Help Text v_centermove 0 None v_centerspeed 500 None v_ipitch_cycle 1 None v_ipitch_level 0 None v_iroll_cycle 0 None v_iroll_level 0 None v_iyaw_cycle 2 None v_iyaw_level 0 None vcollide_wireframe 0 Yes None vcollide_wireframe_axes 0 None version Print version info string. vgui_drawfocus 0 Report which panel is under the mouse. +vgui_drawtree None -vgui_drawtree None vgui_drawtree 0 Yes Draws the VGUI panel hierarchy to the specified depth level. vgui_drawtree_clear None vgui_drawtree_freeze 0 Set to 1 to stop updating the <code>vgui_drawtree</code> view. vgui_drawtree_hidden 0 Draw the hidden panels. vgui_drawtree_panelalpha 0 Show the panel alpha values in the <code>vgui_drawtree</code> view. vgui_drawtree_panelptr 0 Show the panel pointer values in the <code>vgui_drawtree</code> view. vgui_drawtree_popupsonly 0 Draws the VGUI popup list in hierarchy(1) or most recently used(2) order. vgui_drawtree_render_order 0 List the <code>vgui_drawtree</code> panels in render order. vgui_drawtree_visible 1 Draw the visible panels. vgui_togglepanel show/hide VGUI panel by name. viewmodel_fov 54 Yes None violence_ablood 1 Draw alien blood violence_agibs 1 Show alien gib entities violence_hblood 1 Draw human blood violence_hgibs 1 Show human gib entities voice_avggain 0 None voice_clientdebug 0 None voice_dsound 0 None voice_enable 1 None voice_fadeouttime 0 None voice_forcemicrecord 1 None voice_inputfromfile 0 Get voice input from "<code>voice_input.wav</code>" rather than from the microphone. voice_loopback 0 None voice_maxgain 10 None voice_modenable 1 Enable/disable voice in this mod. voice_overdrive 2 None voice_overdrivefadetime 0 None voice_profile 0 None voice_recordtofile 0 Record mic data and decompressed voice data into "<code>voice_micdata.wav</code>" and "<code>voice_decompressed.wav</code>". voice_scale 1 None voice_serverdebug 0 None voice_showchannels 0 None voice_showincoming 0 None voice_steal 2 None +voicerecord None -voicerecord None volume 1 Sound volume. vox_reload Reload <code>sentences.txt</code> file. voxeltree_box View entities in the voxel-tree inside box <code><Vector(min), Vector(max)></code>;. voxeltree_playerview View entities in the voxel-tree at the player position. voxeltree_sphere View entities in the voxel-tree inside sphere <code><Vector(center), float(radius)></code>. voxeltree_view View entities in the voxel-tree. 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 None vprof_collapse_all Collapse the whole VProf tree. vprof_counters 0 None vprof_dump_groupnames Write the names of all of the VProf groups to the console. vprof_dump_spikes 0 Framerate at which VProf will begin to dump spikes to the console. "0" - disabled. 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_hierarchy Generate a report to the console. vprof_generate_report_map_load Generate a report to the console. vprof_graph 0 Draw the VProf graph. vprof_graphheight 256 None vprof_graphwidth 512 None vprof_nextsibling None vprof_off Turn off VProf profiler. vprof_on Turn on VProf profiler. vprof_parent None vprof_playback_start Start playing back a recorded <code>.vprof</code> file. vprof_playback_step While playing back a <code>.vprof</code> file, step to the next tick. vprof_playback_stop None vprof_prevsibling None vprof_record_start Start recording VProf data for playback later. vprof_record_stop None vprof_remote_start Request a VProf data stream from the remote server (requires authentication) vprof_remote_stop Stop an existing remote VProf data request vprof_reset Reset the stats in VProf profiler vprof_reset_peaks Reset just the peak time in VProf profiler. vprof_scope 0 Set a specific scope to start showing vprof tree. vprof_unaccounted_limit 0 Number of milliseconds that a node must exceed to turn red in the VProf panel. vprof_verbose 1 Set to one to show average and peak times. vprof_vtune_group Enable VTune for a particular VProf group ("<code>disable</code>" to disable). vtune Controls VTune's sampling. Commands starting with letter "W" Command Default Cheat? Help Text wait Stop command parsing until next frame. +walk None -walk None 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 <code>ai_next_hull</code>). 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 None wc_update_entity Updates the entity's position/angles when in edit mode. Obsolete. Has been discontinued and replaced by the apparently identical hammer_update_entity in Orange Box games. weapon_showproficiency 0 None writeid Writes a list of permanently-banned user IDs to <code>banned_user.cfg</code>. writeip Save the ban list to <code>banned_ip.cfg</code>.