An important note is that the flags listed in the cvarlist do not necessarily represent the actual complete or real list of flags. To confirm a variable or command's flags use the type help into the console, or use the findflags command. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid. Player takes damage but won't die. Useful on systems under memory pressure. That way, the response is small when the offset is small. Force the engine to flush an entity packet. Range is from 0 to 255 default is 200. Range is from 0 to 2 default is 1. Range is from 0 to 100. Cannot be set while connected to a server. D datacachesize : 64 : : Size in MB. Set to 0 to disable. For taking your own screenshots, use the 'screenshot' command instead. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2 dropitem : cmd : : Drop the flag. For competitive matches, it will not capture the screenshot if you disconnect from the server before the medal awards have completed. E echo : cmd : : Echo text to console. Some entites will also display entity specific overlays. Some entites will also display entity specific overlays. The name of the entity will be displayed as well as any messages that it sends or receives. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. When turned on processing of all message will stop. Some entites will also display entity specific overlays. Usage: explodevector F fadein : cmd : : fadein time r g b: Fades the screen in from black or from the specified color over the given number of seconds. Fish become immobile and unresponsive. Arguments: givecurrentammo : cmd : : Give a supply of ammo for current weapon.. Helps spot open seams in geometry. If set to -1, the of IPC calls is shown every frame. Usage: killvector +klook : cmd : : -klook : cmd : : L lastdisguise : cmd : : Disguises the spy as the last disguise. The lightprobe command requires you specify a base file name. This avoids re-allocating a ~16-64meg buffer for each operation, at the expensive of keeping extra memory around when it is not in-use. Will not reload materials and will not affect perf. This value sets the strength of the effect: 0. Will cause a material reload upon change. Useful for identifying performance cliffs. The value is in kilobytes. If left unset, it'll assume your content directory is next to the currently running game dir. This reduces unnecessary device resource uploads and may drastically reduce load time and memory pressure on certain drivers, but may trigger bugs in some very old source engine pathways. Only works on dedicated servers. 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. Use multiple times to access all four corners. This will remove all connections between the two Areas. Set to zero to leave edit mode. To clear a selection, use this command again. Useful for finding stray areas missed when Place Painting. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. Useful for data collection and testing. Place mode allows labelling of Area with Place names. Place mode allows labelling of Area with Place names. When Place Painting, pointing at an Area will 'paint' it with the current Place. If a Place argument is given, the current Place is set. Items can be entindexes or part of the indentifier of one or more bots. Player becomes non-solid and flies. Player becomes hidden to NPCs. Randomly denies creation of particles. PerfMark : cmd : : inserts a telemetry marker into the stream. If args are provided, they will be included. 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 : cmd : : Display ping to server. 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. Must restart for change to take affect. Is a floating point value. Use -1 to disable it. The larger this number, the more the actual position will change. It can also be set to negative values. Events include kills, ubers if you are a medic , sentry kills if you are an engineer , etc. NOTE: Turning this on may affect performance! This can be an IP or a hostname, e. S save : cmd : : Saves current game. The default is ClientScheme. The number specifies the number of duplicates allowed to be played. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape. Potentially dangerous for untrusted maps. Does not affect autosave triggers. This is only for debugging. Only used for debugging. Don't use for real benchmarks because it will make the timing inconsistent. See strftime for formatting codes. If this is 0, then it will create a socket on -steamport + 1 to communicate to the master server on. Lower settings prevent lagged players from simulating too far in the past. Setting of 0 disables cap. Use zero to disable tracing. Note that having this enabled, even if never triggered, impacts performance. Set to zero when not in use. For compatibility reasons, this command can be initialized on the command line with the -netspike option. This feature does take some CPU cycles, so it should be left off when not in use. Otherwise, it will issue a warning to the client. You can find your group's ID on the admin profile page in the steam community. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. Run through your map with this set to check for NPCs falling through the world. Value is length of time to show debug overlays in seconds. Set to 0 to only perform player momentum reflection. Note that reflecting incoming momentum requires 2x the momentum - to first neutralize and then reverse it. Setting this to 1 means that a target running towards the blast at more than 50% blast-speed would have a net pushback half that of a stationary target, since half the power was used to negate their incoming momentum. A value of 0. Does not apply to repeated airblasts. Areas closer than this will be in cover to ambush. Allowed values: 'normal', 'fill', and 'match'. Optional parameter is the. The node will be highlighted by a red box. Specify if you have have problems uploading to YouTube.