Console Commands for Source Dedicated Server (Half-Life 2)

Because it doesn't come with a manual!

For those of you that aren't l33t psychic hackers:
HERE'S YER DAMN CONSOLE COMMANDS.

Click here to download or read the tangled mess below.

 

cvar list
--------------
_restart : cmd : : Shutdown and restart the engine.
addip : cmd : : Add an IP address to the ban list.
ai_auto_contact_solver : 1 : , "sv" :
ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable
ai_debug_assault : 0 : , "sv" :
ai_debug_directnavprobe : 0 : , "sv" :
ai_debug_doors : 0 : , "sv" :
ai_debug_efficiency : 0 : , "sv" :
ai_debug_enemies : 0 : , "sv" :
ai_debug_expressions : 0 : , "sv" : Show random expression decisions for NPCs.
ai_debug_follow : 0 : , "sv" :
ai_debug_loners : 0 : , "sv" :
ai_debug_looktargets : 0 : , "sv" :
ai_debug_los : 0 : , "sv", "cheat" : NPC Line-Of-Sight debug mode. If 1, solid entities that blo ck 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.
ai_debug_nav : 0 : , "sv" :
ai_debug_node_connect : cmd : : Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets : 0 : , "sv" :
ai_debug_shoot_positions : 0 : , "sv", "rep" :
ai_debug_speech : 0 : , "sv" :
ai_debug_squads : 0 : , "sv" :
ai_debug_think_ticks : 0 : , "sv" :
ai_debugscriptconditions : 0 : , "sv" :
ai_disable : cmd : : Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
ai_drawbattlelines : 0 : , "sv", "cheat" :
ai_dump_hints : cmd : :
ai_efficiency_override : 0 : , "sv" :
ai_follow_use_points : 1 : , "sv" :
ai_follow_use_points_when_moving : 1 : , "sv" :
ai_lead_time : 0 : , "sv" :
ai_LOS_mode : 0 : , "sv", "rep" :
ai_moveprobe_debug : 0 : , "sv" :
ai_moveprobe_jump_debug : 0 : , "sv" :
ai_moveprobe_usetracelist : 0 : , "sv" :
ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-
ai_no_local_paths : 0 : , "sv" :
ai_no_node_cache : 0 : , "sv" :
ai_no_select_box : 0 : , "sv" :
ai_no_steer : 0 : , "sv" :
ai_no_talk_delay : 0 : , "sv" :
ai_nodes : cmd : : 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 : , "sv" :
ai_path_adjust_speed_on_immediate_turns : 1 : , "sv" :
ai_path_insert_pause_at_est_end : 1 : , "sv" :
ai_path_insert_pause_at_obstruction : 1 : , "sv" :
ai_reaction_delay_alert : 0 : , "sv" :
ai_reaction_delay_idle : 0 : , "sv" :
ai_rebalance_thinks : 1 : , "sv" :
ai_reloadresponsesystems : cmd : : Reload all response system scripts.
ai_report_task_timings_on_limit : 0 : , "a", "sv" :
ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resumenormal processing.
ai_sequence_debug : 0 : , "sv" :
ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps
ai_shot_bias : 1 : , "sv" :
ai_shot_bias_max : 1 : , "sv", "rep" :
ai_shot_bias_min : -1 : , "sv", "rep" :
ai_shot_stats : 0 : , "sv" :
ai_shot_stats_term : 1000 : , "sv" :
ai_show_connect : cmd : : 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 - flyingmovement Magenta - climbing movement Red - connection disabled
ai_show_connect_fly : cmd : : 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 - flyingmovement Magenta - climbing movement Red - connection disabled
ai_show_connect_jump : cmd : : 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 - flyingmovement Magenta - climbing movement Red - connection disabled
ai_show_graph_connect : cmd : : 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 connectingto the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.
ai_show_grid : cmd : : Draw a grid on the floor where looking.
ai_show_hints : cmd : : 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 : cmd : : 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 Arguments: -none-
ai_show_hull_attacks : 0 : , "sv" :
ai_show_node : cmd : : Highlight the specified node
ai_show_think_tolerance : 0 : , "sv" :
ai_show_visibility : cmd : : 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 : , "sv" :
ai_spread_cone_focus_time : 0 : , "sv" :
ai_spread_defocused_cone_multiplier : 3 : , "sv" :
ai_spread_pattern_focus_time : 0 : , "sv" :
ai_step : cmd : : 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 : , "a", "sv" :
ai_use_clipped_paths : 1 : , "sv" :
ai_use_efficiency : 1 : , "sv" :
ai_use_frame_think_limits : 1 : , "sv" :
ai_use_think_optimizations : 1 : , "sv" :
ainet_generate_report : cmd : : Generate a report to the console.
ainet_generate_report_only : cmd : : Generate a report to the console.
air_density : cmd : : Changes the density of air for drag computations.
alias : cmd : : Alias a command.
ammo_338mag_max : 30 : , "sv", "rep" :
ammo_357sig_max : 52 : , "sv", "rep" :
ammo_45acp_max : 100 : , "sv", "rep" :
ammo_50AE_max : 35 : , "sv", "rep" :
ammo_556mm_box_max : 200 : , "sv", "rep" :
ammo_556mm_max : 90 : , "sv", "rep" :
ammo_57mm_max : 100 : , "sv", "rep" :
ammo_762mm_max : 90 : , "sv", "rep" :
ammo_9mm_max : 120 : , "sv", "rep" :
ammo_buckshot_max : 32 : , "sv", "rep" :
ammo_flashbang_max : 2 : , "sv", "rep" :
ammo_hegrenade_max : 1 : , "sv", "rep" :
ammo_smokegrenade_max : 1 : , "sv", "rep" :
banid : cmd : : Add a user ID to the ban list.
bench_end : cmd : : Ends gathering of info.
bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into
bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers.
BindToggle : cmd : :
bloodspray : cmd : : blood
bot_add : cmd : : Adds a bot to whichever team has fewer players
bot_add_ct : cmd : : Adds a Counter-Terrorist bot
bot_add_t : cmd : : Adds a Terrorist bot
bot_all_weapons : cmd : : Allows the bots to use all weapons
bot_allow_grenades : 1 : , "sv", "rep" :
bot_allow_machine_guns : 1 : , "sv", "rep" :
bot_allow_pistols : 1 : , "sv", "rep" :
bot_allow_rifles : 1 : , "sv", "rep" :
bot_allow_rogues : 1 : , "sv", "rep" :
bot_allow_shield : 1 : , "sv", "rep" :
bot_allow_shotguns : 1 : , "sv", "rep" :
bot_allow_snipers : 1 : , "sv", "rep" :
bot_allow_sub_machine_guns : 1 : , "sv", "rep" :
bot_auto_vacate : 1 : , "sv", "rep" :
bot_chatter : 0 : , "sv", "rep" :
bot_crouch : 0 : , "sv", "cheat" :
bot_debug : 0 : , "sv", "rep" :
bot_defer_to_human : 0 : , "sv", "rep" :
bot_difficulty : 0 : , "sv", "rep" :
bot_freeze : 0 : , "sv", "cheat" :
bot_goto_mark : cmd : : Sends a bot to the selected nav area (for editing nav meshes)
bot_join_after_player : 1 : , "sv", "rep" :
bot_join_team : 0 : , "sv", "rep" :
bot_kick : cmd : : Kicks the specified bot, or all bots if no name is given
bot_kill : cmd : : Kills the specified bot, or all bots if no name is given
bot_knives_only : cmd : : Restricts the bots to only using knives
bot_memory_usage : cmd : : Reports on the bots' memory usage
bot_mimic : 0 : , "sv", "cheat" :
bot_mimic_yaw_offset : 180 : , "sv", "cheat" :
bot_pistols_only : cmd : : Restricts the bots to only using pistols
bot_prefix : 0 : , "sv", "rep" :
bot_profile_db : 0 : , "sv", "rep" :
bot_quota : 0 : , "sv", "rep" :
bot_quota_match : 0 : , "sv", "rep" :
bot_show_nav : 0 : , "sv", "rep" :
bot_snipers_only : cmd : : Restricts the bots to only using sniper rifles
bot_stop : 0 : , "sv", "rep" :
bot_traceview : 0 : , "sv", "rep" :
bot_walk : 0 : , "sv", "rep" :
bot_zombie : 0 : , "sv", "rep" :
breakable_disable_gib_limit : 0 : , "sv" :
breakable_multiplayer : 1 : , "sv" :
buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
bug_swap : cmd : : Automatically swaps the current weapon for the bug bait andback again.
cache_print : cmd : : Print out contents of cache memory.
cast_hull : cmd : : Tests hull collision detection
cast_ray : cmd : : Tests collision detection
cc_lookup_crc : cmd : : For tracking down missing CC token strings
ch_createairboat : cmd : : Spawn airboat in front of the player.
ch_createjeep : cmd : : Spawn jeep in front of the player.
changelevel : cmd : : Change server to the specified map
changelevel2 : cmd : : Transition to the specified map in single player
cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount : 200 : , "cheat" : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount 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 : , "cheat" : 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 : , "cheat" : If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift.
cl_clockdrift_max_ms : 150 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_resend : 0 : : unused
clear_debug_overlays : cmd : : clears debug overlays
clientport : 27005 : : Host game client port
cmd : cmd : : Forward command to server.
collision_shake_amp : 0 : , "sv" :
collision_shake_freq : 0 : , "sv" :
collision_shake_time : 0 : , "sv" :
coop : 0 : , "nf" : Cooperative play.
CreatePredictionError : cmd : : Create a prediction error
creditsdone : cmd : :
cs_ShowStateTransitions : -2 : , "sv", "cheat" : cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
cs_stacking_num_levels : 1 : , "sv", "rep" : How many players can stack on top of another player.
cvarlist : cmd : : Show the list of convars/concommands.
deathmatch : 1 : , "nf" : Running a deathmatch server.
debug_physimpact : 0 : , "sv" :
decalfrequency : 5 : , "sv", "nf" :
developer : 0 : : Show developer messages.
differences : cmd : : Show all convars which are not at their default values.
disconnect : cmd : : Disconnect game from server.
disp_dynamic : 0 : :
disp_modlimit : 80 : :
disp_modlimit_down : 20 : :
disp_modlimit_up : 80 : :
disp_numiterations : 1 : , "cheat" :
dispcoll_drawplane : 0 : , "sv" :
displaysoundlist : 0 : , "sv" :
drawcross : cmd : : Draws a cross at the given location Arguments: x y z
drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning : 0 : : Print data table warnings?
dtwatchent : -1 : : Watch this entities data table encoding.
dtwatchvar : 0 : : Watch the named variable.
dump_globals : cmd : : Dump all global entities/states
dumpstringtables : cmd : : Print string tables to console.
echo : cmd : : Echo text to console.
endround : cmd : : End the current round.
ent_absbox : cmd : : 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 : cmd : : 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 : , "sv" :
ent_dump : cmd : : Usage: ent_dump <entity name>
ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay]
ent_info : cmd : : Usage: ent_info <class name>
ent_messages : cmd : : 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 : , "sv", "cheat" : Visualizes all entity input/output activity.
ent_name : cmd : :
ent_pause : cmd : : 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 : cmd : : 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 : cmd : : 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 : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
ent_show_response_criteria : cmd : : 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 : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.
ent_text : cmd : : 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
exec : cmd : : Execute script file.
exit : cmd : : Exit the engine.
fadein : cmd : : fadein {time r g b}: Fades the screen in from black or fromthe specified color over the given number of seconds.
fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
find : cmd : : Find concommands with the specified string in their name/help text.
fire_absorbrate : 3 : , "sv" :
fire_dmgbase : 1 : , "sv" :
fire_dmginterval : 1 : , "sv" :
fire_dmgscale : 0 : , "sv" :
fire_extabsorb : 5 : , "sv" :
fire_extscale : 12 : , "sv" :
fire_growthrate : 1 : , "sv" :
fire_heatscale : 1 : , "sv" :
fire_incomingheatscale : 0 : , "sv" :
fire_maxabsorb : 50 : , "sv" :
firetarget : cmd : :
flex_expression : 0 : , "sv" :
flex_looktime : 5 : , "sv" :
flex_maxawaytime : 1 : , "sv" :
flex_maxplayertime : 7 : , "sv" :
flex_minawaytime : 0 : , "sv" :
flex_minplayertime : 5 : , "sv" :
flex_talk : 0 : , "sv" :
flush : cmd : : Flush cache memory.
flush_unlocked : cmd : : Flush unlocked cache memory.
fog_enable_water_fog : 1 : :
fov : cmd : : Change players FOV
fps_max : 300 : : Frame rate limiter
free_pass_peek_debug : 0 : , "sv" :
fs_printopenfiles : cmd : : Show all files currently opened by the engine.
fs_warning_level : cmd : : Set the filesystem warning level.
func_break_max_pieces : 15 : , "a", "sv", "rep" :
func_breakdmg_bullet : 0 : , "sv" :
func_breakdmg_club : 1 : , "sv" :
func_breakdmg_explosive : 1 : , "sv" :
g_debug_doors : 0 : , "sv" :
g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" :
g_debug_trackpather : 0 : , "sv", "cheat" :
g_debug_transitions : 0 : , "sv" : 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_Language : 0 : , "sv", "rep" :
g_ragdoll_maxcount : 8 : , "sv", "rep" :
give : cmd : : Give item to player. Arguments: <item_name>
god : cmd : : Toggle. Player becomes invulnerable.
groundlist : cmd : : Display ground entity list <index>
heartbeat : cmd : :
help : cmd : : Find help about a convar/concommand.
hltv_autorecord : 0 : : Automatically records all games as HLTV demos.
hltv_connect : cmd : : Connect to specified HLTV server.
hltv_debug : 0 : : HLTV debug info.
hltv_delay : 10 : , "sv" : 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 : cmd : : Starts HLTV demo recording.
hltv_retry : cmd : : Reconnects the HLTV relay proxy.
hltv_snapshotinterval : 2 : : Take game snapshot every nth tick
hltv_status : cmd : : Connect to specified HLTV server.
hltv_stop : cmd : : Stops the HLTV broadcast.
hltv_stoprecord : cmd : : Stops HLTV demo recording.
hltv_viewent : 0 : , "sv" : 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 : :
host_runofftime : cmd : : Run off some time without rendering/updating sounds
host_showcachemiss : 0 : : Print a debug message when the client or server cache is missed.
host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.
host_speeds : 0 : : Show general system running times.
host_timescale : 1 : : Prescale the clock by this amount.
hostage_debug : 0 : , "sv", "cheat" : Show hostage AI debug information
hostname : 0 : : Hostname for server.
hostport : 27015 : : Host game server port
hurtme : cmd : : Hurts the player. Arguments: <health to lose>
incrementvar : cmd : : Increment specified convar value.
ip : 66 : : Overrides IP for multihomed hosts
kdtree_test : cmd : : Tests spatial partition for entities queries.
kick : cmd : : Kick a player by slot, userid or name.
kill : cmd : : kills the player
killserver : cmd : : Shutdown the server.
listid : cmd : : Lists banned users.
listip : cmd : : List IP addresses on the ban list.
listmodels : cmd : : List loaded models.
log : cmd : : Enables standard log file <0|1>.
log_addaddress : cmd : : Set address and port for remote host <ip:port>.
log_console : cmd : : Echos event logging in console <0|1>.
log_events : cmd : : Set UDP logging to remote host <0|1>.
log_level : cmd : : Specifies a logging level 0..15 <n>.
log_udp : cmd : : Send log packets to hosts in address list <0|1>.
lservercfgfile : 0 : , "sv" :
map : cmd : : Start playing on specified map.
map_background : cmd : : Runs a map as the background to the main menu.
map_noareas : 0 : : Disable area to area connection testing.
map_showspawnpoints : cmd : : Shows player spawn points (red=invalid)
mapcyclefile : 0 : , "sv" :
maps : cmd : : Displays list of maps.
mat_bumpbasis : 0 : :
mat_configcurrent : cmd : : show the current video control panel config for the material system
mat_envmapsize : 128 : :
mat_envmaptgasize : 32 : :
mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_forcedynamic : 0 : , "cheat" :
mat_fullbright : 0 : , "cheat" :
mat_leafvis : 0 : : Draw wireframe of current leaf
mat_levelflush : 1 : :
mat_loadtextures : 1 : :
mat_luxels : 0 : , "cheat" :
mat_maxframelatency : 1 : :
mat_monitorgamma : 2 : : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_norendering : 0 : :
mat_normals : 0 : , "cheat" :
mat_reloadallmaterials : cmd : :
mat_reloadmaterial : cmd : :
mat_reloadtextures : cmd : :
mat_savechanges : cmd : : saves current video configuration to the registry
mat_setvideomode : cmd : : sets the width, height, windowed state of the material system
mat_shadowstate : 1 : :
mat_showlightmappage : -1 : :
mat_softwareskin : 0 : :
mat_wireframe : 0 : , "cheat" :
maxplayers : cmd : : Change the maximum number of players allowed on this server.
mem_dump : cmd : : 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
mod_forcedata : 1 : : Forces all model file data into cache on model load.
mp_allowNPCs : 1 : , "sv", "nf" :
mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not
mp_autocrosshair : 1 : , "sv", "nf" :
mp_autokick : 1 : , "sv", "rep" : Kick idle/team-killing players
mp_autoteambalance : 1 : , "sv" :
mp_buytime : 1 : , "sv", "rep" : How many minutes after round start players can buy items for.
mp_c4timer : 35 : , "sv", "rep" : how long from when the C4 is armed until it blows
mp_chattime : 2 : , "sv", "rep" : amount of time players can chat after the game is over
mp_decals : 200 : , "a" :
mp_defaultteam : 0 : , "sv" :
mp_facefronttime : 3 : , "sv", "rep" : After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_fadetoblack : 0 : , "sv", "rep" : fade a player's screen to black when he dies
mp_falldamage : 0 : , "sv", "nf" :
mp_feetyawrate : 720 : , "sv", "rep" : How many degrees per second that we can turn our feet or upper body.
mp_flashlight : 1 : , "sv", "nf" :
mp_footsteps : 1 : , "sv", "nf" :
mp_forcecamera : 0 : , "sv", "rep" : Restricts spectator modes for dead players
mp_forcerespawn : 1 : , "sv", "nf" :
mp_fraglimit : 0 : , "sv", "nf" :
mp_freezetime : 5 : , "sv", "rep" : how many seconds to keep players frozen when the round starts
mp_friendlyfire : 1 : , "sv", "nf", "rep" :
mp_hostagepenalty : 2 : , "sv" : Terrorist are kicked for killing too much hostages
mp_ik : 1 : , "sv", "rep" : Use IK on in-place turns.
mp_limitteams : 1 : , "sv", "rep" : Max # of players 1 team can have over another
mp_logecho : 1 : :
mp_logfile : 1 : :
mp_maxrounds : 0 : , "sv", "rep" : max number of rounds to play before server changes maps
mp_playerid : 0 : , "sv", "rep" : Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
mp_restartgame : 0 : , "sv" : If non-zero, game will restart in the specified number of seconds
mp_roundtime : 2 : , "sv", "rep" : How many minutes each round takes.
mp_solidplayers : 1 : , "sv", "rep" : Set player solid in multiplayer mode, no pushback
mp_spawnprotectiontime : 5 : , "sv", "rep" : Kick players who team-kill within this many seconds of a round restart.
mp_startmoney : 800 : , "sv", "rep" : amount of money each player gets when they reset
mp_teamlist : 0 : , "sv", "nf" :
mp_teamoverride : 1 : , "sv" :
mp_teamplay : 0 : , "sv", "nf" :
mp_timelimit : 25 : , "sv", "nf", "rep" : game time per map in minutes
mp_tkpunish : 2 : , "sv", "rep" : Will a TK'er be punished in the next round? {0=no, 1=yes}
mp_weaponstay : 0 : , "sv", "nf" :
mp_winlimit : 0 : , "sv", "rep" : max number of rounds one team can win before server changesmaps
name : 0 : : unused
nav_begin_area : cmd : : 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 : cmd : : Erase any previously placed walkable positions.
nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make atwo-way connection, also connect the second area to the first.
nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.
nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.
nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.
nav_delete : cmd : : Deletes the currently highlighted Area.
nav_disconnect : cmd : : 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 : , "sv" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area : cmd : : Defines the second corner of a new Area and creates it.
nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.
nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_load : cmd : : Loads the Navigation Mesh for the current map.
nav_mark : cmd : : Marks the Area under the cursor for manipulation by subsequent editing commands.
nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable : cmd : : Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_merge : cmd : : To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.
nav_place_floodfill : cmd : : Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.
nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_quicksave : 1 : , "sv" : Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_save : cmd : : Saves the current Navigation Mesh to disk.
nav_show_approach_points : 0 : , "sv" : Show Approach Points in the Navigation Mesh.
nav_show_danger : 0 : , "sv" : Show current 'danger' levels.
nav_splice : cmd : : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command.
nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_use_place : cmd : : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name>
net_channels : cmd : : Shows net channel info
net_chokeloop : 0 : : Apply bandwidth choke to loopback packets
net_drawslider : 0 : : Draw completion slider during signon
net_droppackets : 0 : , "cheat" : Drops next n packets on client
net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets)
net_maxfragments : 1280 : : Max fragment bytes per packet.
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 : : Show incoming message: <0|1|name>
net_showpeaks : 0 : : Show messages for large packets only: <size>
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 : cmd : : Inits multiplayer network sockets
net_synctags : 0 : , "cheat" : Insert tokens into the net stream to find client/server mismatches.
next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )
noclip : cmd : : Toggle. Player becomes non-solid and flies.
notarget : cmd : : Toggle. Player becomes hidden to NPCs.
npc_ammo_deplete : cmd : : Subtracts half of the target's ammo
npc_bipass : cmd : : Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.
npc_combat : cmd : : Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_conditions : cmd : : Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_create : cmd : : 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 : cmd : : Creates an NPC aimed away from the player of the given typewhere the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes thatare 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 : , "sv" :
npc_destroy : cmd : : Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_destroy_unselected : cmd : : Removes all NPCs from the universe that aren't currently selected
npc_enemies : cmd : : Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_focus : cmd : : Displays red line to NPC's enemy (if has one) and blue lineto NPC's target entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_freeze : cmd : : Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments: -none-
npc_go : cmd : : Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
npc_go_do_run : 1 : , "sv" : Set whether should run on NPC go
npc_go_random : cmd : : Sends all selected NPC(s) to a random node. Arguments: -none-
npc_heal : cmd : : Heals the target back to full health
npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment
npc_kill : cmd : : Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_reset : cmd : : Reloads schedules for all NPC's from their script files Arguments: -none-
npc_route : cmd : : 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 : cmd : : Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks whatplayer is looking at
npc_sentences : 0 : , "sv" :
npc_speakall : cmd : : Force the npc to try and speak all thier responses
npc_squads : cmd : : Obsolete. Replaced by npc_combat
npc_steering : cmd : : Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_steering_all : cmd : : Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_task_text : cmd : : 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 : cmd : : 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 : cmd : : Trigger NPC to think
npc_viewcone : cmd : : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_vphysics : 0 : , "sv" :
old_radiusdamage : 0 : , "sv", "rep" :
password : 0 : : Current server access password
path : cmd : : Show the engine filesystem path.
pause : cmd : : Toggle the server pause state.
phys_impactforcescale : 1 : , "sv" :
phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes.
phys_pushscale : 1 : , "sv", "rep" :
phys_speeds : 0 : , "sv" :
phys_stressbodyweights : 5 : , "sv" :
phys_swap : cmd : : Automatically swaps the current weapon for the physcannon and back again.
phys_timescale : 1 : , "sv" : Scale time for physics
phys_upimpactforcescale : 0 : , "sv" :
physics_budget : cmd : : Times the cost of each active object
physics_debug_entity : cmd : : Dumps debug info for an entity
physics_highlight_active : cmd : : Turns on the absbox for all active physics objects
physics_report_active : cmd : : Lists all active physics objects
physics_select : cmd : : Dumps debug info for an entity
physicsshadowupdate_render : 0 : , "sv" :
picker : cmd : : 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 : cmd : : Display ping to server.
player_old_armor : 0 : , "sv" :
prop_crosshair : cmd : : Shows name for prop looking at
prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the rangeof 100 down to 1.
props_break_max_pieces : -1 : , "sv" : Maximum prop breakable piece count (-1 = model default)
quit : cmd : : Exit the engine.
quti : cmd : : Exit the engine.
r_3dnow : cmd : :
r_AirboatViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" :
r_AirboatViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" :
r_AirboatViewZHeight : 0 : , "sv", "cheat", "nf", "rep" :
r_colorstaticprops : 0 : , "cheat" :
r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize : 1 : : Decals under this size in pixels are culled
r_decals : 2048 : :
r_decalstaticprops : 1 : : Decal static props test
r_DispBuildable : 0 : , "cheat" :
r_DispDrawAxes : 0 : :
r_DispEnableLOD : 0 : :
r_DispFullRadius : 400 : : Radius within which a displacement will stay at its highestLOD
r_DispLockLOD : 0 : :
r_DispRadius : 500 : :
r_DispSetLOD : 0 : :
r_DispTolerance : 5 : :
r_DispUpdateAll : 0 : :
r_DispUseStaticMeshes : 1 : , "cheat" : High end machines use static meshes. Low end machines use temp meshes.
r_DispWalkable : 0 : , "cheat" :
r_drawbatchdecals : 1 : : Render decals batched.
r_drawbrushmodels : 1 : , "cheat" : Render brush models.
r_drawdecals : 1 : : Render decals.
r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps
r_drawentities : 1 : , "cheat" :
r_drawleaf : -1 : , "cheat" : Draw the specified leaf.
r_drawmodeldecals : 1 : :
r_DrawModelLightOrigin : 0 : , "cheat" :
r_drawmodelstatsoverlay : 0 : , "cheat" :
r_drawmodelstatsoverlaydistance : 500 : , "cheat" :
r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_DrawSpecificStaticProp : -1 : :
r_drawstaticprops : 1 : , "cheat" :
r_drawtranslucentworld : 1 : , "cheat" :
r_drawworld : 1 : , "cheat" : Render the world.
r_dynamic : 1 : :
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 : , "a" :
r_eyemove : 1 : , "a" :
r_eyes : 1 : :
r_eyeshift_x : 0 : , "a" :
r_eyeshift_y : 0 : , "a" :
r_eyeshift_z : 0 : , "a" :
r_eyesize : 0 : , "a" :
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_flex : 1 : :
r_flushlod : cmd : : Flush and reload LODs.
r_ForceRestore : 0 : :
r_JeepViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" :
r_JeepViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" :
r_JeepViewZHeight : 10 : , "sv", "cheat", "nf", "rep" :
r_lightaverage : 1 : : Activates/deactivate light averaging
r_lightinterp : 5 : : Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap : -1 : :
r_lightstyle : -1 : :
r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn.
r_lod : -1 : :
r_lod_noupdate : 0 : :
r_maxmodeldecal : 50 : :
r_mmx : cmd : :
r_modellodscale : 1 : , "studio" : 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal : 0 : , "cheat" :
r_newproplighting : 0 : :
r_nohw : 0 : , "cheat" :
r_norefresh : 0 : :
r_nosw : 0 : , "cheat" :
r_novis : 0 : , "cheat" : Turn off the PVS.
r_occludeemaxarea : 0 : : Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea : 0 : : Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occludermincount : 0 : : At least this many occluders will be used, no matter how big they are.
r_occlusion : 1 : : Activate/deactivate the occlusion system.
r_occlusionspew : 0 : : Activate/deactivates spew about what the occlusion system is doing.
r_printdecalinfo : cmd : :
r_rootlod : 0 : : Root LOD
r_shadowrendertotexture : 1 : :
r_showenvcubemap : 0 : , "cheat" :
r_skin : 0 : :
r_sse : cmd : :
r_sse2 : cmd : :
r_staticpropinfo : 0 : :
r_teeth : 1 : :
r_vehicleBrakeRate : 1 : , "sv", "cheat" :
r_vehicleDrawDebug : 0 : , "sv", "cheat" :
r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" :
r_visocclusion : 0 : : Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizetraces : 0 : , "sv", "cheat" :
r_waterforceexpensive : 0 : :
r_waterforcereflectentities : 0 : :
rcon_password : 2 : : remote console password.
recompute_speed : cmd : : Recomputes clock speed (for debugging purposes).
reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload).
removeid : cmd : : Remove a user ID from the ban list.
removeip : cmd : : Remove an IP address from the ban list.
replaydelay : 0 : , "sv" :
report_entities : cmd : : Lists all entities
report_simthinklist : cmd : : Lists all simulating/thinking entities
report_soundpatch : cmd : : reports sound patch count
report_touchlinks : cmd : : Lists all touchlinks
restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart).
revert : cmd : : Revert convars to their default values.
say : cmd : : Display player message
say_team : cmd : : Display player message to team
scene_allowoverrides : 1 : , "sv" : When playing back a choreographed scene, allow per-model expression overrides.
scene_flatturn : 1 : , "sv" :
scene_flush : cmd : : Flush all .vcds from the cache and reload from disk.
scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even inenglish.
scene_maxcaptionradius : 1200 : , "sv" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_print : 0 : , "sv" : When playing back a scene, print timing and event info to console.
scene_showfaceto : 0 : , "a", "sv" : When playing back, show the directions of faceto events.
scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events.
scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location.
servercfgfile : 0 : , "sv" :
setang : cmd : : Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setmaster : cmd : :
setmodel : cmd : : Changes's player's model
setpause : cmd : : Set the pause state of the server.
setpos : cmd : : Move player to specified origin (must have sv_cheats).
shake : cmd : : Shake the screen.
showhitlocation : 0 : , "sv" :
showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes
showtriggers_toggle : cmd : : Toggle show triggers
singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )
sk_ally_regen_time : 0 : , "sv" : Time taken for an ally to regenerate a point of health.
sk_npc_arm : 1 : , "sv" :
sk_npc_chest : 1 : , "sv" :
sk_npc_head : 2 : , "sv" :
sk_npc_leg : 1 : , "sv" :
sk_npc_stomach : 1 : , "sv" :
sk_player_arm : 1 : , "sv" :
sk_player_chest : 1 : , "sv" :
sk_player_head : 2 : , "sv" :
sk_player_leg : 1 : , "sv" :
sk_player_stomach : 1 : , "sv" :
skill : 1 : , "a" : Game skill level (1-3).
smoothstairs : 1 : , "sv", "rep" : Smooth player eye z coordinate when climbing stairs.
snd_foliage_db_loss : 4 : :
snd_gain : 1 : :
snd_gain_max : 1 : :
snd_gain_min : 0 : :
snd_refdb : 60 : :
snd_refdist : 36 : :
snd_restart : cmd : : Restart sound system.
snd_vox_captiontrace : 0 : : Shows sentence name for sentences which are set not to showcaptions.
snd_vox_globaltimeout : 300 : :
snd_vox_sectimetout : 300 : :
snd_vox_seqtimetout : 300 : :
soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for.
soundscape_flush : cmd : : Flushes the server & client side soundscapes
spike : cmd : : generates a fake spike
status : cmd : : Display map and connection status.
step_spline : 0 : , "sv" :
stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.
suitvolume : 0 : , "a", "sv" :
surfaceprop : cmd : : Reports the surface properties at the cursor
sv_accelerate : 5 : , "sv", "nf", "rep" :
sv_airaccelerate : 10 : , "sv", "nf", "rep" :
sv_allowdownload : 1 : : Allow clients to download files
sv_allowupload : 1 : : Allow clients to upload customizations files
sv_alltalk : 0 : , "sv", "nf" : Players can hear all other players, no team restrictions
sv_alternateticks : 0 : , "sp", "sv" : If set, server only simulates entities on alternate ticks.
sv_autosave : 1 : , "sv" : Set to 1 to save game on level transition. Does not affect autosave triggers.
sv_backspeed : 0 : , "a", "sv", "rep" : How much to slow down backwards motion
sv_bounce : 0 : , "sv", "nf", "rep" : 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 : , "nf", "rep" : Allow cheats on server
sv_contact : 0 : : Contact email for server sysop
sv_debug_player_use : 0 : , "sv", "rep" : 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 : , "sv" : 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_deltatime : 0 : : Enable profiling of CalcDelta calls
sv_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart)
sv_filterban : 1 : : Set packet filtering by IP mode
sv_findsoundname : cmd : : Find sound names which reference the specified wave files.
sv_footsteps : 1 : , "sv", "nf", "rep" : Play footstep sound for players
sv_forcepreload : 0 : , "a" : Force server side preloading.
sv_friction : 4 : , "sv", "nf", "rep" : World friction.
sv_gravity : 800 : , "sv", "nf", "rep" : World gravity.
sv_hltv : 0 : : Enables HLTV on this server.
sv_instancebaselines : 1 : : Enable instanced baselines. Saves network overhead.
sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc.
sv_logbans : 1 : :
sv_massreport : 0 : , "sv" :
sv_max_usercmd_future_ticks : 8 : , "sv" : Prevents clients from running usercmds too far in the future. Prevents speed hacks.
sv_maxrate : 10000 : : Max bandwidth rate allowed on server, 0 == unlimited
sv_maxspeed : 320 : , "sv", "nf", "rep" :
sv_maxunlag : 1 : , "sv" : Maximum lag compensation in seconds
sv_maxupdaterate : 60 : : Maximum updates per second that the server will allow
sv_maxvelocity : 3500 : , "sv", "rep" : Maximum speed any ballistically moving object is allowed toattain per axis.
sv_minrate : 4000 : : Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate : 10 : : Minimum updates per second that the server will allow
sv_netvisdist : 10000 : , "sv", "cheat" : Test networking visibility distance
sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" :
sv_noclipduringpause : 0 : , "cheat" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" :
sv_npc_talker_maxdist : 1024 : , "sv" : NPCs over this distance from the player won't attempt to speak.
sv_password : 0 : , "nf", "prot" : Server password for entry into multiplayer games
sv_pausable : 0 : , "nf" : Is the server pausable.
sv_precachegeneric : cmd : : Usage: sv_precachegeneric <name> [ preload ] Add file to precache list.
sv_precacheinfo : cmd : : Show precache info.
sv_precachemodel : cmd : : Usage: sv_precachemodel <name> [ preload ] Add model to precache list.
sv_precachesound : cmd : : Usage: sv_precachesound <name> [ preload ] Add sound to precache list.
sv_pushaway_clientside : 0 : , "sv", "rep" : Clientside physics push away (0=off, 1=only localplayer, 1=all players)
sv_pushaway_clientside_size : 15 : , "sv", "rep" : Minimum size of pushback objects
sv_pushaway_force : 30000 : , "sv", "rep" : How hard physics objects are pushed away from the players on the server.
sv_pushaway_max_force : 1000 : , "sv", "rep" : Maximum amount of force applied to physics objects by players.
sv_pushaway_min_player_speed : 75 : , "sv", "rep" : If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
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 : 0 : : The region of the world to report this server in.
sv_rollangle : 0 : , "sv", "nf", "rep" : Max view roll angle
sv_rollspeed : 200 : , "sv", "nf", "rep" :
sv_runcmds : 1 : , "sv" :
sv_sendtables : 0 : : Force full sendtable sending path.
sv_showhitboxes : -1 : , "sv", "cheat" : Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).
sv_showimpacts : 0 : , "sv", "rep" : Shows client (red) and server (blue) bullet impact point
sv_showladders : 0 : , "sv" : Show bbox and dismount points for all ladders (must be set before level load.)
sv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texture
sv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)
sv_soundemitter_trace : 0 : , "sv", "rep" : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_soundscape_printdebuginfo : cmd : : print soundscapes
sv_specaccelerate : 5 : , "a", "sv", "nf", "rep" :
sv_specnoclip : 1 : , "a", "sv", "nf", "rep" :
sv_specspeed : 3 : , "a", "sv", "nf", "rep" :
sv_stats : 1 : : Collect CPU usage stats
sv_stepsize : 18 : , "sv", "nf", "rep" :
sv_stopspeed : 75 : , "sv", "nf", "rep" : 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 : , "sv" : If set, notarget will cause entities to never think they are in the pvs
sv_suppress_viewpunch : 0 : , "sv", "rep" :
sv_teststepsimulation : 1 : , "sv" :
sv_thinktimecheck : 0 : , "sv" : 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 : , "sv" : Enables player lag compensation
sv_unlockedchapters : 1 : , "a", "sv" :
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 : , "a", "nf" :
sv_wateraccelerate : 10 : , "sv", "nf", "rep" :
sv_waterdist : 12 : , "sv", "rep" : Vertical view fixup when eyes are near water plane.
sv_waterfriction : 1 : , "sv", "nf", "rep" :
template_debug : 0 : , "sv" :
Test_CreateEntity : cmd : :
test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage:
test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
Test_EHandle : cmd : :
test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player.
Test_InitRandomEntitySpawner : cmd : :
Test_Loop : cmd : : Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount : cmd : : Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds : cmd : : Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_nav_opt : 1 : , "sv" :
Test_ProxyToggle_EnableProxy : cmd : :
Test_ProxyToggle_SetValue : cmd : :
Test_RandomChance : cmd : : Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.
Test_RandomizeInPVS : cmd : :
Test_RandomPlayerPosition : cmd : :
Test_RemoveAllRandomEntities : cmd : :
Test_RunFrame : cmd : :
Test_SendKey : cmd : :
Test_SpawnRandomEntities : cmd : :
Test_StartLoop : cmd : : Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript : cmd : : Start a test script running..
Test_Wait : cmd : :
Test_WaitForCheckPoint : cmd : :
testscript_debug : 0 : : Debug test scripts.
think_limit : 0 : , "sv", "rep" : Maximum think time in milliseconds, warning is printed if this is exceeded.
trace_report : 0 : , "sv" :
unpause : cmd : : Unpause the game.
use : cmd : : Use a particular weapon Arguments: <weapon_name>
user : cmd : : Show user data.
users : cmd : : Show user info for players on server.
vcollide_wireframe : 0 : , "cheat" :
version : cmd : : Print version info string.
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_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than from themicrophone.
voice_recordtofile : 0 : : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
voice_serverdebug : 0 : , "sv" :
vox_reload : cmd : : Reload sentences.txt file
voxeltree_box : cmd : : View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
voxeltree_playerview : cmd : : View entities in the voxel-tree at the player position.
voxeltree_sphere : cmd : : View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
voxeltree_view : cmd : : View entities in the voxel-tree.
vprof : cmd : : Toggle VProf profiler
vprof_cachemiss : cmd : : Toggle VProf cache miss checking
vprof_cachemiss_off : cmd : : Turn off VProf cache miss checking
vprof_cachemiss_on : cmd : : Turn on VProf cache miss checking
vprof_counters : 0 : :
vprof_dump_groupnames : cmd : : 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_generate_report : cmd : : Generate a report to the console.
vprof_generate_report_AI : cmd : : Generate a report to the console.
vprof_generate_report_AI_only : cmd : : Generate a report to the console.
vprof_generate_report_hierarchy : cmd : : Generate a report to the console.
vprof_generate_report_map_load : cmd : : Generate a report to the console.
vprof_off : cmd : : Turn off VProf profiler
vprof_on : cmd : : Turn on VProf profiler
vprof_playback_start : cmd : : Start playing back a recorded .vprof file.
vprof_playback_step : cmd : : While playing back a .vprof file, step to the next tick.
vprof_playback_stop : cmd : :
vprof_record_start : cmd : : Start recording vprof data for playback later.
vprof_record_stop : cmd : :
vprof_reset : cmd : : Reset the stats in VProf profiler
vprof_reset_peaks : cmd : : Reset just the peak time in VProf profiler
vprof_vtune_group : cmd : : enable vtune for a particular vprof group ('disable' to disable)
wait : cmd : : Stop command parsing until next frame.
wc_air_edit_further : cmd : : When in WC edit mode and editing air nodes, moves positionof air node crosshair and placement location further away from player
wc_air_edit_nearer : cmd : : When in WC edit mode and editing air nodes, moves positionof air node crosshair and placement location nearer to from player
wc_air_node_edit : cmd : : When in WC edit mode, toggles laying down or air nodes instead of ground nodes
wc_create : cmd : : When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull)
wc_destroy : cmd : : 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 : cmd : : When in WC edit mode restores the last deleted node
wc_link_edit : cmd : :
wc_update_entity : cmd : : Updates the entity's position/angles when in edit mode
weapon_showproficiency : 0 : , "sv" :
writeid : cmd : : Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip : cmd : : Save the ban list to banned_ip.cfg.
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812 total convars/concommands