nstay 0 Report post Posted June 10, 2008 hmm, my opinion is that counterstrike is not a suitable game for cheats and also, its an easy game if you play with bots, but out in the world there are some real pros playing counterstirke.basicaly i really like this game. no offence>.< its just that to me, its boring. *killing and repeatedly killing and killing* dosent end until you close the game. Share this post Link to post Share on other sites
ivantoar 0 Report post Posted June 10, 2008 Ya, own bot if you cannot kill regular pub peoples. Or train, we're all hate hackers Share this post Link to post Share on other sites
iGuest 3 Report post Posted June 29, 2008 enjoy cheat codes Need Cheat Codes Hi, I m giving you a cheat codes of condition zero. Use these cheats on codititon zero and enjoy playing. Bye -reply by kumar ravi Share this post Link to post Share on other sites
iGuest 3 Report post Posted July 12, 2008 air planes in desert combat Need Cheat Codes I fancy myself a good pilot. However latley I have been seeing a few players coming in the game haveing the ability to turn thier planes in tighter circles than anyone can. Imagine a mirage making a tighter loop or turn radius than an f16 and an f15. Has anyone seen this? Anyone know how they are doing this. -reply by ronald keener Share this post Link to post Share on other sites
druzenje 0 Report post Posted July 16, 2008 why you find cheats ???, but you can skill and play better,cheats is for nobs,you are nob really ?? Share this post Link to post Share on other sites
bad_boy 0 Report post Posted July 18, 2008 I am recently find cheates on this sitecheates.Likely has a good customer can download the file only two, when the register can then download the 30 files a day .. Lots of greeting and I hope that I helped .. Share this post Link to post Share on other sites
bad_boy 0 Report post Posted July 19, 2008 Hi everybody !!! Meanwhile I have to cheat I find very good, although not using this lo can add to the bad ... attachment to this cheat is what you wrote activate him when using.Can to be used without activating but then there are no commercials and few hard for you to use .. This is link for download Share this post Link to post Share on other sites
SoulEraser 0 Report post Posted October 9, 2008 if you need to cheat at fps, you really ought to be playing polly pocket.i mean, how can someone get owned so bad at a game that simply rely on raw reflexes? Share this post Link to post Share on other sites
-Sky- 0 Report post Posted October 11, 2008 There's lots of locations for cheats, tips and things. Make sure you don't use aimbot, wall hack and speed hack on VAC Secured servers though. In a matter of 3 days of usage your Steam account will become VAC banned, and you'll need to buy CS:S on a new Steam account.Some console commands require sv_cheats set to "1".Some cheats: r_shadowids 1 with sv cheats on in console Moving numbers on screen showing players shadowssv_gravity # Replace # with number to change gravityimpulse 101 16,000 cashnet_graph 0 Won't show stats at bottom of screennet_graph 1 Show's stats at bottom of screencl_crosshairscale 4000 small crosshair, doesnt get bigger or smallernoclip let's you fly around the map and not get hurtmat_wireframe 3 See through walls.host_timescale * Replace * with a number to get the desired speed. Don't go too high or your server/CSS will crash. Higher you go, less FPS and vice versa.sv_showimpacts Puts a square where bullets hit. Very useful for learning how to control sprays. Sv_cheats is not requiredbuy c4 Free bomb, as terroristSome more:CommandsThis is a complete list of all of the server side, client side, and console commands in Counter-Strike: Source. The things these commands control range from changing the weather effects to displaying frame rate information in real time. The first few tables list the most commonly used Client Side and Server Side Values. The last table lists all other variables.Client Side Commands Descriptionfps_max Frame rate limiter.cl_allowdownload <0/1> Client downloads customization files. Default: 1cl_allowupload <0/1> Client uploads customization files. Default: 1cl_autowepswitch <0/1> Automatically switch to picked up weapons (if more powerful) Default: 1cl_c4dynamiclight <0/1> Draw dynamic light when planted c4 flashes. Default: 0cl_c4progressbar <0/1> Draw progress bar when defusing the C4. Default: 1cl_cmdrate Max number of command packets sent to server per second. Default: 0cl_updaterate Number of packets per second of updates you are requesting from the server. Default: 20cl_crosshaircolor Color of crosshair. 0=green, 1=red, 2=blue, 3=yellow, 4=skyblue Default: 0cl_crosshairscale Size of the crosshair. Lower value=Larger, Higher value=smaller Default: 768cl_crosshairusealpha <0/1> Make crosshair translucent against similar colors. Default: 0cl_customsounds <0/1> Enable customized player sound playback. Default: 0cl_demoviewoverride <0/1> Override view during demo playback. Default: 0cl_drawhud <0/1> Enable the rendering of the hud. sv_cheats must be enabled to disable hud. Default: 1cl_showtextmsg <0/1> Enable/disable text messages printing on the screen. Default: 1Server Side Commands Descriptionhostname The name of the server.sv_password Set server password. Leave blank to disable.mp_friendlyfire <0/1> Turn on/off friendlyfire. Default: offmp_footsteps <0/1> Turn on/off footsteps. Default: onmp_autoteambalance <0/1> Force clients to auto-join the opposite team if they are not balanced. Default: onmp_autokick <0/1> Kick idle/team-killing players. Default: offmp_flashlight <0/1> Turn on/off the ability for clients to use flashlight. Default: offmp_tkpunish <0/1> Punish TK'ers on next round? Default: onmp_forcecamera <0/1> Force dead players to first person mode, effectively disabling freelook. Default: offsv_alltalk <0/1> Players can hear all other players, no team restrictions. Default: offsv_pausable <0/1> Can the server be paused Default: 0sv_consistency <0/1> Force cleints to pass consistency check for critical files before joining server? Default: 0sv_cheats <0/1> Allow cheats on server. Default: 0sv_gravity <0/1> World Gravity Default: 800sv_maxvelocity Maximum speed any ballistically moving object is allowed to attain per axis. Default: 3500sv_unlag <0/1> Enables player lag compensation. Default: 1sv_voicecodec Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.. Default: vaudio_milessv_allowupload <0/1> Allow clients to upload their custom decals to the server. Default: 1sv_allowdownload <0/1> Allow clients to downnload files. Default: 1sv_maxspeed Maximum speed a player can move. Default: 320mp_limitteams <0-20> Max # of players 1 team can have over another. Default: 2mp_hostagepenalty <##> How many hostages a Terrorist can kill before being kicked, 0 to disable. Default: 5sv_voiceenable <0/1> Allow clients to use mic. Default: 1mp_allowspectators <0/1> Allow spectators on the server. Default: 1mp_chattime <0-120> amount of time in seconds players can chat after the game is over. Lower value = faster map load change. Default: 10sv_timeout <##> After this many seconds without a message from a client, the client is dropped. Default: 65Rcon Cvarsrcon_password Set rcon passsword. Leave blank to disable rconsv_rcon_banpenalty <mins> Number of minutes to ban users who fail rcon authentication. Default: 0sv_rcon_maxfailures <0-20> Max number of times a user can fail rcon authentication before being banned. Default: 10sv_rcon_minfailures <0-20> Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned. Default: 5sv_rcon_minfailuretime <1-seconds> Number of seconds to track failed rcon authentications. Default: 30Round Cvarsmp_freezetime <0-60> Time in seconds to keep players frozen when the round starts. Default: 6mp_roundtime <1-9> How much time in minutes does a round last. Default: 5mp_startmoney <800-16000> Amount of money each player gets when they reset (16000 max) Default: 800mp_c4timer <10-90> The amount of time in seconds before bomb explodes after planted. Default: 45mp_fraglimit <##> Amount of frags a player can exceed before changing maps. Default: 0mp_maxrounds <##> Amount of round to play before server changes maps. Default: 0mp_winlimit <0-20> Max number of rounds one team can win before server changes maps. Default: 0mp_playerid <0/1/2> Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names. Default: 0mp_spawnprotectiontime Time in seconds to Kick players who team-kill after round restart. Default: 5Bandwidth Ratessv_minrate <0-25000> Min bandwidth rate allowed on server. Default: 0 (unlimited)sv_maxrate <0-25000> Max bandwidth rate allowed on server. Default: 0 (unlimited)decalfrequency Amount of time in seconds a player can spray their decal. Default: 10sv_maxupdaterate Maximum updates per second that the server will allow. Default: 60sv_minupdaterate Minimum updates per second that the server will allow. Default: 10Server logginglog <on/off> Enable server logging? Default: offsv_logbans <0/1> Log server bans in the server logs. Default: 0sv_logecho <0/1> Echo log information to the console. Default: 1sv_logfile <0/1> Log server information in the log file. Default: 1sv_log_onefile <0/1> Log server information to only one file. Default: 0sv_logsdir Folder in the game directory where server logs will be stored.SourceTVtv_enable <0|1> Activates SourceTV on local game server, SourceTV bot will appear as spectator client after next changelevel (master only).tv_name <name> Sets SourceTV name as it appears in server browser and scoreboard (master only).tv_title <text> Sets a SourceTV broadcast title shown in the spectator GUItv_maxclients <0..255> Sets maximum client number for local SourceTV server/proxy (default 128).tv_stop Stops broadcasting the game via SourceTV.tv_status Shows SourceTV specific information.tv_clients Shows a list of all spectator clients connect to local SourceTV servertv_msg <text> Send a HUD message to all connected SourceTV spectator clientstv_retry Reconnects the SourceTV relay proxy to last known address (relay only).tv_autoretry <0|1> If enabled, SourceTV relay proxies try to reconnect to last known server after connection was lost.tv_timeout <seconds> Sets SourceTV relay proxy connection timeout in seconds. If a connection times out, the relay proxy tries to reconnect automatically.tv_delay <seconds> Source TV broadcast delay in seconds (master only).tv_delaymapchange <0|1> Delays the map change on game server until rest of buffered game has been broadcastedtv_port <port> Set the SourceTV host port (default 27020). Must be set as srcds start parameter.tv_maxrate <bytes> Sets the maximum bandwidth spend per client in bytes/second (default 5000)tv_snapshotrate <n> Sets world snapshots broadcasted per second by SourceTV (master only).tv_password <password> Sets required password for connecting spectators.tv_relaypassword <password> Sets required password for connecting relay proxies.tv_record <filename> Starts a SourceTV demo recording that records all entities & events (master only)tv_stoprecord Stops SourceTV demo recording (master only)tv_autorecord <0|1> Automatically records every game, demo file name format is auto-YYYYMMDD-hhmm-map.demtv_debug <0|1> Shows additional debugging messagestv_dispatchmode <0|1|2> Sets Source client dispatch mode for connecting clients: 0=never, 1=if appropriate, 2=alwaystv_overrideroot <0|1> Overrides the master IP broadcast to spectators with a local IP.tv_relayvoice <0|1> If enabled, allow player voice chat if broadcasted (master only)tv_transmitall <0|1> By default entities and events outside of the auto-director view are removed from SourceTV broadcasts to save bandwidth. If tv_transmitall is enabled, the whole game is transmitted and spectators can switch their view to any player they want. This option increases bandwidth requirement per spectator client by factor 2 to 3.tv_chattimelimit <seconds> Limits spectators to chat only every n secondstv_chatgroupsize <n> Set chat group size to n spectators. Only spectators in the same chat group can speak to each other. Chat groups are turned off with "tv_chatgroupsize 0" and everybody can speak to everybody. Setting chat groups helps reducing chatter noise and saves some bandwidth.tv_chatgroup <name> Allows spectators to choose their chat group. If no name if given the current chat group is shown (client only)tv_nochat <0|1> Disables other spectators chat lines (client only)tv_allow_static_shots <0|1> Allows auto-director to choose fixed camera shots (master only)tv_allow_camera_man <0|1> Allows spectator clients on game server to become SourceTV camera men (master only)-nohltv (Command Line Variable)-tvdisable Disables all SourceTV features on this game server. (Command Line Variable)-tvmasteronly SourceTV can only serve one client and can't be used as relay proxy. (Command Line Variable)Operationsv_lan <0/1> 0=Public/LAN, 1=LAN Default: 0sv_region Geographic location of the server.-1 World 0 US East coast 1 US West coast 2 South America 3 Europe 4 Asia 5 Australia 6 Middle East 7 Africasv_contact Contact email for server sysopOther Variables Description_fov Automates fov command to server._restart Shutdown and restart the engine.addip Add an IP address to the ban list.adsp_alley_minadsp_courtyard_minadsp_debugadsp_door_heightadsp_duct_minadsp_hall_minadsp_low_ceilingadsp_opencourtyard_minadsp_openspace_minadsp_openstreet_minadsp_openwall_minadsp_room_minadsp_street_minadsp_tunnel_minadsp_wall_heightai_auto_contact_solverai_clear_bad_links Clears bits set on nav links indicating link is unusableai_debug_assaultai_debug_directnavprobeai_debug_doorsai_debug_dyninteractions Debug the NPC dynamic interaction system.ai_debug_efficiencyai_debug_enemiesai_debug_expressions Show random expression decisions for NPCs.ai_debug_followai_debug_lonersai_debug_looktargetsai_debug_los NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'lai_debug_navai_debug_node_connect Debug the attempted connection between two nodesai_debug_ragdoll_magnetsai_debug_shoot_positionsai_debug_speechai_debug_squadsai_debug_think_ticksai_debugscriptconditionsai_disable Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to tai_drawbattlelinesai_dump_hintsai_efficiency_overrideai_follow_use_pointsai_follow_use_points_when_moving ai_lead_timeai_LOS_modeai_moveprobe_debugai_moveprobe_jump_debugai_moveprobe_usetracelistai_next_hull Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections areai_no_local_pathsai_no_node_cacheai_no_select_boxai_no_steerai_no_talk_delayai_nodes Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes aai_norebuildgraphai_path_adjust_speed_on_immediate_turns ai_path_insert_pause_at_est_end ai_path_insert_pause_at_obstruction ai_reaction_delay_alertai_reaction_delay_idleai_rebalance_thinksai_reloadresponsesystems Reload all response system scripts.ai_report_task_timings_on_limit ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing.ai_sequence_debugai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking stepsai_shot_biasai_shot_bias_maxai_shot_bias_minai_shot_statsai_shot_stats_termai_show_connect Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as followsai_show_connect_fly Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as followsai_show_connect_jump Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as followsai_show_graph_connect Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node byai_show_grid Draw a grid on the floor where looking.ai_show_hints Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -ai_show_hull Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as followsai_show_hull_attacksai_show_node Highlight the specified nodeai_show_think_toleranceai_show_visibility Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be dai_simulate_task_overtimeai_spread_cone_focus_timeai_spread_defocused_cone_multiplier ai_spread_pattern_focus_timeai_step NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing noai_think_limit_labelai_use_clipped_pathsai_use_efficiencyai_use_frame_think_limitsai_use_think_optimizationsainet_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.alias Alias a command.+alt1-alt1ammo_338mag_maxammo_357sig_maxammo_45acp_maxammo_50AE_maxammo_556mm_box_maxammo_556mm_maxammo_57mm_maxammo_762mm_maxammo_9mm_maxammo_buckshot_maxammo_flashbang_maxammo_hegrenade_maxammo_smokegrenade_maxasync_mode Set the async filesystem mode (0 == optimal async, 1 == simple async, 2 == synchronousasync_simulate_delay Simulate a delay of up to a set msec per file operationasync_simulate_mixed_mode Simulate a mix of async load styles+attack-attack+attack2-attack2autobuy Attempt to purchase items with the order listed in cl_autobuyautosave+back-backbanid Add a user ID to the ban list.banip Add an IP address to the ban list.bench_end Ends gathering of info.bench_showstatsdialog Shows a dialog displaying the most recent benchmark results.bench_start Starts gathering of info. Argumentsbench_upload Uploads most recent benchmark stats to the Valve servers.benchframe Takes a snapshot of a particular frame in a time demo.bgmvolume CD sound playback volume.bind Bind a key.BindToggleblink_duration How many seconds an eye blink will last.bloodspray bloodbot_add bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.bot_add_ct bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.bot_add_t bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.bot_all_weapons Allows the bots to use all weaponsbot_allow_grenades If nonzero, bots may use grenades.bot_allow_machine_guns If nonzero, bots may use the machine gun.bot_allow_pistols If nonzero, bots may use pistols.bot_allow_rifles If nonzero, bots may use rifles.bot_allow_rogues If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.bot_allow_shotguns If nonzero, bots may use shotguns.bot_allow_snipers If nonzero, bots may use sniper rifles.bot_allow_sub_machine_guns If nonzero, bots may use sub-machine guns.bot_auto_follow If nonzero, bots with high co-op may automatically follow a nearby human player.bot_auto_vacate If nonzero, bots will automatically leave to make room for human players.bot_chatter Control how bots talk. Allowed valuesbot_crouchbot_debug For internal testing purposes.bot_debug_target For internal testing purposes.bot_defer_to_human If nonzero and there is a human on the team, the bots will not do the scenario tasks.bot_difficulty Defines the skill of bots joining the game. Values arebot_dont_shoot If nonzero, bots will not fire weapons (for debugging).bot_eco_limit If nonzero, bots will not buy if their money falls below this amount.bot_freezebot_goto_mark Sends a bot to the selected nav area (useful for testing navigation meshes)bot_join_after_player If nonzero, bots wait until a player joins before entering the game.bot_join_delay Prevents bots from joining the server for this many seconds after a map change.bot_join_team Determines the team bots will join into. Allowed valuesbot_kick bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.bot_kill bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.bot_knives_only Restricts the bots to only using knivesbot_loadout bots are given these items at round startbot_mimicbot_mimic_yaw_offsetbot_pistols_only Restricts the bots to only using pistolsbot_prefix This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <wbot_profile_db The filename from which bot profiles will be read.bot_quota Determines the total number of bots in the game.bot_quota_mode Determines the type of quota. Allowed valuesbot_show_battlefront Show areas where rushing players will initially meet.bot_show_nav For internal testing purposes.bot_show_occupy_time Show when each nav area can first be reached by each team.bot_snipers_only Restricts the bots to only using sniper riflesbot_stop If nonzero, immediately stops all bot processing.bot_traceview For internal testing purposes.bot_walk If nonzero, bots can only walk, not run.bot_zombie If nonzero, bots will stay in idle mode and not attack.box Draw a debug box.+break-breakbreakable_disable_gib_limitbreakable_multiplayerbuddha Toggle. Player takes damage but won't die. (Shows red cross when health is zero)budget_averages_window number of frames to look at when figuring out average frametimesbudget_background_alpha how translucent the budget panel isbudget_bargraph_background_alpha how translucent the budget panel isbudget_bargraph_range_ms budget bargraph range in millisecondsbudget_history_numsamplesvisible number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panelbudget_history_range_ms budget history range in millisecondsbudget_panel_bottom_of_history_fraction number between 0 and 1budget_panel_height height in pixels of the budget panelbudget_panel_width width in pixels of the budget panelbudget_panel_x number of pixels from the left side of the game screen to draw the budget panelbudget_panel_y number of pixels from the top side of the game screen to draw the budget panelbudget_peaks_window number of frames to look at when figuring out peak frametimesbudget_show_averages enable/disable averages in the budget panelbudget_show_history turn history graph off and on. . good to turn off on low endbudget_show_peaks enable/disable peaks in the budget panelbug Show/hide the bug reporting UI.bug_swap Automatically swaps the current weapon for the bug bait and back again.bugreporter_includebsp Include .bsp for internal bug submissions.buildcubemaps Rebuild cubemaps.building_cubemapsbuyequip Show equipment buy menubuymenu Show main buy menuc_maxdistancec_maxpitchc_maxyawc_mindistancec_minpitchc_minyawc_orthoheightc_orthowidthcache_print Print out contents of cache memory. Optionally use cache_set_print_sectioncache_print_lru Print out contents of cache memory. Optionally use cache_set_print_sectioncache_print_summary Print out a summary contents of cache memory.cache_set_print_sectioncam_commandcam_idealdistcam_idealpitchcam_idealyawcam_snapto+camdistance-camdistance+camin-camin+cammousemove-cammousemovecamortho Switch to orthographic camera.+camout-camout+campitchdown-campitchdown+campitchup-campitchup+camyawleft-camyawleft+camyawright-camyawrightcancelselectcast_hull Tests hull collision detectioncast_ray Tests collision detectioncc_captiontrace Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)cc_emit Emits a closed captioncc_lang Current close caption language (emtpy = use game UI language)cc_linger_time Close caption linger time.cc_lookup_crc For tracking down missing CC token stringscc_predisplay_time Close caption delay before showing caption.cc_sentencecaptionnorepeat How often a sentence can repeat.cc_subtitles If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).cd Play or stop a cd track.centerviewch_createairboat Spawn airboat in front of the player.ch_createjeep Spawn jeep in front of the player.changelevel Change server to the specified mapchangelevel2 Transition to the specified map in single playerchooseteam Choose a new teamcl_anglespeedkeycl_animationinfo Hud element to examine.cl_autobuy The order in which autobuy will attempt to purchase itemscl_autohelp Auto-helpcl_backspeedcl_bobcl_bobcyclecl_bobupcl_buy_favorite Purchase a favorite weapon/equipment loadoutcl_buy_favorite_nowarn Skips the error prompt when saving an invalid buy favoritecl_buy_favorite_quiet Skips the prompt when saving a buy favorite in the buy menucl_buy_favorite_reset Reset favorite loadouts to the defaultcl_buy_favorite_set Saves the current loadout as a favoritecl_class Default class when joining a gamecl_clock_correction Enable/disable clock correction on the client.cl_clock_correction_adjustment_max_amount Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amountcl_clock_correction_adjustment_max_offset As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applycl_clock_correction_adjustment_min_offset If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.cl_clock_correction_force_server_tick Force clock correction to match the server tick + this offset (-999 disables it).cl_clock_showdebuginfo Show debugging info about the clock drift.cl_clockdrift_max_ms Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.cl_cmdbackup For each command packet, how many additional history commands are sent ( helps in case of packet loss )cl_crosshairalphacl_detail_avoid_force force with which to avoid players ( in units, percentage of the width of the detail sprite )cl_detail_avoid_radius radius around detail sprite to avoid playerscl_detail_avoid_recover_speed how fast to recover position after avoiding playerscl_detail_max_sway Amplitude of the detail prop swaycl_detaildistcl_detailfadecl_downloadfilter Determines which files can be downloaded from the server (all, none, nosounds)cl_drawleafcl_drawmaterial Draw a particular material over the framecl_drawmonitorscl_drawshadowtexturecl_dynamiccrosshaircl_ejectbrasscl_ent_absbox Displays the client's absbox for the entity under the crosshair.cl_ent_bbox Displays the client's bounding box for the entity under the crosshair.cl_ent_rbox Displays the client's render box for the entity under the crosshair.cl_entityreport For debugging, draw entity states to consolecl_extrapolate Enable/disable extrapolation if interpolation history runs out.cl_extrapolate_amount Set how many seconds the client will extrapolate entities for.cl_flushentitypacket For debugging. Force the engine to flush an entity packet.cl_forcepreload Whether we should force preloading.cl_forwardspeedcl_fullupdate Forces the server to send a full update packetcl_idealpitchscalecl_ignorepackets Force client to ignore packets (for debugging).cl_interp Interpolate object positions starting this many seconds in pastcl_interp_all Disable interpolation list optimizations.cl_interp_npcs Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)cl_interpolate Interpolate entities on the client.cl_lagcomp_errorcheck Player index of other player to check for position errors.cl_lagcompensation Perform server side lag compensation of weapon firing events.cl_left_hand_ik Attach player's left hand to rifle with IK.cl_leveloverviewcl_leveloverviewmarkercl_localnetworkbackdoor Enable network optimizations for single player games.cl_locationalphacl_logofile Spraypoint logo decal.cl_maxrenderable_dist Max distance from the camera at which things will be renderedcl_min_ct Controls which CT model is used when cl_minmodels is set.cl_min_t Controls which Terrorist model is used when cl_minmodels is set.cl_minmodels Uses one player model for each team.cl_mouseenablecl_mouselook Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.cl_observercrosshaircl_overdraw_testcl_panelanimation Shows panel animation variablescl_particleeffect_aabb_buffer 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 oftcl_pclass Dump entity by prediction classname.cl_pdump Dump info about this entity to screen.cl_phys_props_enable Disable clientside physics props (must be set before loading a level).cl_phys_props_max Maximum clientside physic propscl_phys_timescale Sets the scale of time for client-side physics (ragdolls)cl_pitchdowncl_pitchspeedcl_pitchupcl_precacheinfo Show precache info (client).cl_pred_optimize 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 Perform client side prediction.cl_predictionlist Show which entities are predictingcl_predictweapons Perform client side prediction of weapon effects.cl_radaralphacl_radartypecl_ragdoll_collidecl_ragdoll_physics_enable Enable/disable ragdoll physics.cl_rebuy The order in which rebuy will attempt to repurchase itemscl_removedecals Remove the decals from the entity under the crosshair.cl_resend Delay in seconds before the client will resend the 'connect' attemptcl_righthand Use right-handed view models.cl_scalecrosshaircl_SetupAllBonescl_show_splashescl_showanimstate Show the (client) animation state for the specified entity (-1 for none).cl_showanimstate_log 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.cl_ShowBoneSetupEnts Show which entities are having their bones setup each frame.cl_showents Dump entity list to console.cl_showerror Show prediction errors, 2 for above plus detailed field deltas.cl_showevents Print event firing info in the consolecl_showfps Draw fps meter at top of screen (1 = fps, 2 = smooth fps)cl_showpausedimage Show the 'Paused' image when game is paused.cl_showpluginmessages Allow plugins to display messages to youcl_showpos Draw current position at top of screencl_ShowSunVectorscl_sidespeedcl_slist Number of seconds to wait for server ping responses when checking for server on your lancl_smooth Smooth view/eye origin after prediction errorscl_smoothtime Smooth client's view after prediction error over this many secondscl_soundemitter_flush Flushes the sounds.txt system (client only)cl_soundfile Jingle sound file.cl_soundscape_flush Flushes the client side soundscapescl_soundscape_printdebuginfo print soundscapescl_spec_mode spectator modecl_sun_decay_ratecl_team Default team when joining a gamecl_timeout After this many seconds without receiving a packet from the server, the client will disconnect itselfcl_upspeedcl_view Set the view entity index.cl_winddir Weather effects wind direction anglecl_windspeed Weather effects wind speed scalarcl_wpn_sway_interpcl_wpn_sway_scalecl_yawspeedclear Clear all console output.clear_debug_overlays clears debug overlaysclientport Host game client portclosecaption Enable close captioning.cmd Forward command to server.collision_shake_ampcollision_shake_freqcollision_shake_timecolorcorrectionui Show/hide the color correction tools UI.+commandermousemove-commandermousemovecommentary Desired commentary mode state.commentary_available Automatically set by the game when a commentary file is available for the current map.commentary_cvarsnotchangingcommentary_finishnodecommentary_firstruncommentary_testfirstruncon_drawnotify Disables drawing of notification area (for taking screenshots).con_enable Allows the console to be activated.con_notifytime How long to display recent console text to the upper part of the game windowcon_nprint_bgalpha Con_NPrint background alpha.con_nprint_bgborder Con_NPrint border size.con_trace Print console text to low level printout.condump dump the text currently in the console to condumpXX.logconnect Connect to specified server.contimes Number of console lines to overlay for debugging.coop Cooperative play.CreateHairballCreatePredictionError Create a prediction errorcreditsdonecrosshaircs_make_vip Marks a player as the VIPcs_ShowStateTransitions cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.cvarlist Show the list of convars/concommands.deathmatch Running a deathmatch server.debug_physimpactdefault_fovdemo_debug Demo debug info.demo_fastforwardfinalspeed Go this fast when starting to hold FF button.demo_fastforwardramptime How many seconds it takes to get to full FF speed.demo_fastforwardstartspeed Go this fast when starting to hold FF button.demo_gototick Skips to a tick in demo.demo_interpolateview Do view interpolation during dem playback.demo_pause Pauses demo playback.demo_pauseatservertick Pauses demo playback at server tickdemo_quitafterplayback Quits game after demo playback.demo_recordcommands Record commands typed at console into .dem files.demo_resume Resumes demo playback.demo_timescale Sets demo replay speed.demo_togglepause Toggles demo playback.demolist Print demo sequence list.demos Demo demo file sequence.demoui Show/hide the demo player UI.developer Show developer messages.devshots_nextmap Used by the devshots system to go to the next map in the devshots maplist.devshots_screenshot Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.differences Show all convars which are not at their default values.disconnect Disconnect game from server.disp_dynamicdisp_modlimitdisp_modlimit_downdisp_modlimit_updisp_numiterationsdispcoll_drawplanedisplaysoundlistdrawcross Draws a cross at the given location Argumentsdrawline Draws line between two 3D Points. Green if no collision Red is collides with something Argumentsdrawradar Draws HUD radardsp_automaticdsp_db_mindsp_db_mixdropdsp_dist_maxdsp_dist_mindsp_enhance_stereodsp_facingawaydsp_mix_maxdsp_mix_mindsp_offdsp_playerdsp_reloaddsp_roomdsp_slow_cpudsp_spatialdsp_speakerdsp_vol_2chdsp_vol_4chdsp_vol_5chdsp_volumedsp_waterdti_flush Write out the datatable instrumentation files (you must run with -dti for this to work).dtwarning Print data table warnings?dtwatchent Watch this entities data table encoding.dtwatchvar Watch the named variable.+duck-duckdump_globals Dump all global entities/statesdump_panels Dump Panel Treedump_terrain Dump physics info about virtual terrainsdump_terrain Dump physics info about virtual terrainsdumpstringtables Print string tables to console.echo Echo text to console.editdemo Edit a recorded demo file (.dem ).editor_toggle Disables the simulation and returns focus to the editorendmovie Stop recording movie frames.endround End the current round.english If set to 1, running the english language set of assets.ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arent_attachments Displays the attachment points on an entity. Argumentsent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlayent_debugkeysent_dump Usageent_fire Usageent_info Usageent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mesent_messages_draw Visualizes all entity input/output activity.ent_nameent_pause Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Argumentsent_rbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arent_remove Removes the given entity(s) Argumentsent_remove_all Removes all entities of the specified type Argumentsent_setname Sets the targetname of the given entity(s) Argumentsent_show_response_criteria Print, to the console, an entity's current criteria set used to select responses. Argumentsent_step When 'ent_pause' is set this will step through one waiting input / output message at a time.ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Argumentsenvmapescape Escape key pressed.exec Execute script file.exit Exit the engine.fadein fadein {time r g b}fadeout fadeout {time r g b}filesystem_buffer_size Size of per file buffers. 0 for nonefind Find concommands with the specified string in their name/help text.fire_absorbratefire_dmgbasefire_dmgintervalfire_dmgscalefire_extabsorbfire_extscalefire_growthratefire_heatscalefire_incomingheatscalefire_maxabsorbfiretargetfirstperson Switch to firstperson camera.fish_debug Show debug info for fishfish_dormant Turns off interactive fish behavior. Fish become immobile and unresponsive.flex_expressionflex_looktimeflex_maxawaytimeflex_maxplayertimeflex_minawaytimeflex_minplayertimeflex_rules Allow flex animation rules to run.flex_smooth Applies smoothing/decay curve to flex animation controller changes.flex_talkflush Flush cache memory.flush_unlocked Flush unlocked cache memory.fog_colorfog_colorskyboxfog_enablefog_enable_water_fogfog_enableskyboxfog_endfog_endskyboxfog_overridefog_startfog_startskyboxforce_centerview+forward-forwardfov Change players FOVfree_pass_peek_debugfs_printopenfiles Show all files currently opened by the engine.fs_warning_level Set the filesystem warning level.func_break_max_piecesfunc_breakdmg_bulletfunc_breakdmg_clubfunc_breakdmg_explosiveg_debug_angularsensorg_debug_doorsg_debug_ragdoll_removalg_debug_ragdoll_visualizeg_debug_trackpatherg_debug_transitions Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entitiesg_debug_vehiclebaseg_debug_vehicledriverg_debug_vehicleexitg_debug_vehiclesoundg_jeepexitspeedg_Languageg_ragdoll_fadespeedg_ragdoll_lvfadespeedg_ragdoll_maxcountgameui_activategameui_allowescapegameui_hidegameui_preventescapegetpos dump position and angles to the consolegive Give item to player. Argumentsgl_clearglobal_set global_set <globalname> <state>god Toggle. Player becomes invulnerable.+graph-graph-grenade1+grenade1-grenade2+grenade2groundlist Display ground entity list <index>heartbeathelp Find help about a convar/concommand.hideconsole Hide the console.hidehudhidepanel Hides a viewport panel <name>hideradar Hides HUD radarhl2_episodichost_framerate Set to lock per-frame time elapse.host_limitlocal Apply cl_cmdrate and cl_updaterate to loopback connectionhost_map Current map name.host_profilehost_runofftime Run off some time without rendering/updating soundshost_showcachemiss Print a debug message when the client or server cache is missed.host_sleep Force the host to sleep a certain number of milliseconds each frame.host_speeds Show general system running times.host_timescale Prescale the clock by this amount.host_writeconfig Store current settings to config.cfg (or specified .cfg file).hostage_debug Show hostage AI debug informationhostport Host game server porthud_autoreloadscript Automatically reloads the animation script each time one is ranhud_centeridhud_classautokill Automatically kill player after choosing a new playerclass.hud_deathnotice_timehud_drawhistory_timehud_fastswitchhud_jeephint_numentrieshud_reloadscheme Reloads hud layout and animation scripts.hud_saytext_timehud_showtargetidhurtme Hurts the player. Argumentsimpulseincrementvar Increment specified convar value.invnextinvprevip Overrides IP for multihomed hosts+jlook-jlookjoy_advancedjoy_advaxisrjoy_advaxisujoy_advaxisvjoy_advaxisxjoy_advaxisyjoy_advaxiszjoy_autosprint Automatically sprint when moving with an analog joystickjoy_diagonalpov POV manipulator operates on diagonal axes, too.joy_forwardsensitivityjoy_forwardthresholdjoy_namejoy_pitchsensitivityjoy_pitchthresholdjoy_sidesensitivityjoy_sidethresholdjoy_wingmanwarrier_centerhack Wingman warrior centering hack.joy_wingmanwarrier_turnhack Wingman warrior hack related to turn axes.joy_yawsensitivityjoy_yawthresholdjoyadvancedupdatejoystickjpeg Take a jpeg screenshotjpeg_quality jpeg screenshot quality.+jump-jumpkdtree_test Tests spatial partition for entities queries.key_findbinding Find key bound to specified command string.key_listboundkeys List bound keys with bindings.key_updatelayout Updates game keyboard layout to current windows keyboard setting.kick Kick a player by name.kickid Kick a player by userid or uniqueid, with a message.kill kills the playerkillserver Shutdown the server.+klook-klooklastinv+left-leftlight_crosshair Show texture color at crosshairlinefile Parses map leak data from .lin filelist List cached servers.listdemo List demo file contents.listid Lists banned users.listip List IP addresses on the ban list.listmodels List loaded models.load Load a saved game.lod_Enablelod_TransitionDistlog Enables logging to file, console, and udp < on | off >.logaddress_add Set address and port for remote host <iplogaddress_del Remove address and port for remote host <iplogaddress_delall Remove all udp addresses being logged tologaddress_list List all addresses currently being used by logaddress.+lookdown-lookdownlookspringlookstrafe+lookup-lookuplservercfgfilem_customaccel Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formulam_customaccel_exponent Mouse move is raised to this power before being scaled by scale factor.m_customaccel_max Max mouse move scale factor, 0 for no limitm_customaccel_scale Custom mouse acceleration value.m_filter Mouse filtering (set this to 1 to average the mouse over 2 frames).m_forward Mouse forward factor.m_mouseaccel1 Windows mouse acceleration initial threshold (2x movement).m_mouseaccel2 Windows mouse acceleration secondary threshold (4x movement).m_mousespeed Windows mouse speed factor (range 1 to 20).m_pitch Mouse pitch factor.m_side Mouse side factor.m_yaw Mouse yaw factor.map Start playing on specified map.map_background Runs a map as the background to the main menu.map_commentary Start playing, with commentary, on a specified map.map_editmap_noareas Disable area to area connection testing.map_setbombradius Sets the bomb radius for the map.map_showbombradius Shows bomb radius from the center of each bomb site and planted bomb.map_showspawnpoints Shows player spawn points (red=invalid)mapcyclefilemaps Displays list of maps.mat_antialiasmat_autoexposure_maxmat_autoexposure_minmat_bloomamount_ratemat_bloomscalemat_bufferprimitivesmat_bumpbasismat_bumpmapmat_camerarendertargetoverlaysize mat_clipzmat_compressedtexturesmat_configcurrent show the current video control panel config for the material systemmat_crosshairmat_debugmat_debug_autoexposuremat_debug_postprocessing_effects mat_debug_process_halfscreenmat_debugalttabmat_debugdepthmat_debugdepthmodemat_debugdepthvalmat_debugdepthvalmaxmat_depthbias_decalmat_depthbias_normalmat_diffusemat_disable_bloommat_drawflatmat_drawwatermat_dxlevelmat_dynamic_tonemappingmat_editmat_envmapsizemat_envmaptgasizemat_fastnobumpmat_fastspecular Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.mat_fillratemat_filterlightmapsmat_filtertexturesmat_force_bloommat_force_tonemap_scalemat_forceanisomat_forcedynamicmat_forcehardwaresyncmat_forcemanagedtextureintohardware mat_frame_sync_enablemat_frame_sync_force_texture Force frame syncing to lock a managed texture.mat_framebuffercopyoverlaysizemat_fullbrightmat_hdr_enabledmat_hdr_level Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.mat_hdr_manual_tonemap_ratemat_hdr_tonemapscalemat_hdr_tonemapscale_maxmat_hdroverbrightrangemat_hsvmat_info Shows material system infomat_leafvis Draw wireframe of current leafmat_levelflushmat_loadtexturesmat_luxelsmat_maxframelatencymat_measurefillratemat_mipmaptexturesmat_monitorgamma monitor gamma (typically 2.2 for CRT and 1.7 for LCD)mat_norenderingmat_normalmapsmat_normalsmat_parallaxmapmat_picmipmat_proxymat_reducefillratemat_reloadallmaterialsmat_reloadmaterialmat_reloadtexturesmat_reversedepthmat_savechanges saves current video configuration to the registrymat_setvideomode sets the width, height, windowed state of the material systemmat_shadowstatemat_show_ab_hdrmat_show_histogrammat_show_texture_memory_usage Display the texture memory usage on the HUD.mat_showcamerarendertargetmat_showenvmapmaskmat_showframebuffertexturemat_showlightmapcomponent 0mat_showlightmappagemat_showlowresimagemat_showmaterials Show materials.mat_showmaterialsverbosemat_showmiplevelsmat_showtextures Show textures.mat_showwatertexturesmat_slopescaledepthbias_decalmat_slopescaledepthbias_normalmat_softwarelightingmat_softwareskinmat_specular Enable/Disable specularity for perf testing. Will cause a material reload upon change.mat_spewvertexandpixelshaders print all vertex and pixel shaders currently loaded to the consolemat_stubmat_suppress Supress a material from drawingmat_surfaceidmat_surfacematmat_texture_limit If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying-mat_texture_list+mat_texture_listmat_texture_list For debugging, show a list of used textures per framemat_texture_list_all If this is nonzero, then the texture list panel will show all currently-loaded textures.mat_texturelist_directoriesmat_texturelist_filesmat_tonemapping_occlusion_use_stencil mat_trilinearmat_viewportscalemat_vsync Force sync to vertical retracemat_wateroverlaysizemat_wireframemat_yuvmaxplayers Change the maximum number of players allowed on this server.mem_dumpstats Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )mem_force_flush Force cache flush of unlocked resources on every allocmemory Print memory stats.menuselectminisave Saves game (for current level only!)mod_forcedata Forces all model file data into cache on model load.mod_load_asyncmod_test_mesh_not_availablemod_test_not_availablemod_test_verts_not_availablemod_trace_loadmotdfile The MOTD file to load.+movedown-movedown+moveleft-moveleft+moveright-moveright+moveup-moveupmp3 Show/hide mp3 player UI.mp_allowNPCsmp_autocrosshairmp_buytime How many minutes after round start players can buy items for.mp_decalsmp_defaultteammp_disable_autokick Prevents a userid from being auto-kickedmp_facefronttime 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 fade a player's screen to black when he diesmp_falldamagemp_feetyawrate How many degrees per second that we can turn our feet or upper body.mp_forcerespawnmp_humanteam Restricts human players to a single team {any, CT, T}mp_ik Use IK on in-place turns.mp_logdetail Logs attacks. Values aremp_playerid_delay Number of seconds to delay showing information in the status barmp_playerid_hold Number of seconds to keep showing old information in the status barmp_restartgame If non-zero, game will restart in the specified number of secondsmp_teamlistmp_teamoverridemp_teamplaymp_timelimit game time per map in minutesmp_weaponstaymuzzleflash_lightname Current user namenav_analyze Re-analyze the current Navigation Mesh and save it to disk.nav_area_bgcolor RGBA color to draw as the background color for nav areas while editing.nav_avoid Toggles the 'avoid this area when possible' flag used by the AI system.nav_begin_area Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location andnav_build_ladder Attempts to build a nav ladder on the climbable surface under the cursor.nav_check_connectivity Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).nav_check_file_consistency Scans the maps directory and reports any missing/out-of-date navigation files.nav_check_floor Updates the blocked/unblocked status for every nav area.nav_clear_walkable_marks Erase any previously placed walkable positions.nav_compress_id Re-orders area and ladder ID's so they are continuous.nav_connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates anav_coplanar_slope_limitnav_corner_adjust_adjacent radius used to raise/lower corners in nearby areas when raising/lowering corners.nav_corner_lower Lower the selected corner of the currently marked Area.nav_corner_place_on_ground Places the selected corner of the currently marked Area on the ground.nav_corner_raise Raise the selected corner of the currently marked Area.nav_corner_select Select a corner of the currently marked Area. Use multiple times to access all four corners.nav_create_place_on_ground If true, nav areas will be placed flush with the ground when created by hand.nav_crouch Toggles the 'must crouch in this area' flag used by the AI system.nav_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 connecnav_dont_hide Toggles the 'area is not suitable for hiding spots' flag used by the AI system.nav_edit Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.nav_end_area Defines the second corner of a new Area or Ladder and creates it.nav_generate Generate a Navigation Mesh for the current map and save it to disk.nav_generate_incremental Generate a Navigation Mesh for the current map and save it to disk.nav_jump Toggles the 'traverse this area by jumping' flag used by the AI system.nav_ladder_flip Flips the selected ladder's direction.nav_load Loads the Navigation Mesh for the current map.nav_make_sniper_spots Chops the marked area into disconnected sub-areas suitable for sniper spots.nav_mark Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.nav_mark_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 generatenav_merge To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge commnav_no_hostages Toggles the 'hostages cannot use this area' flag used by the AI system.nav_no_jump Toggles the 'dont jump in this area' flag used by the AI system.nav_place_floodfill Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-fillinav_place_list Lists all place names used in the map.nav_place_pick Sets the current Place to the Place of the Area under the cursor.nav_place_replace Replaces all instances of the first place with the second place.nav_precise Toggles the 'dont avoid obstacles' flag used by the AI system.nav_quicksave Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.nav_remove_unused_jump_areas Removes jump areas with at most 1 connection to a ladder or non-jump area.nav_restart_after_analysis When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremnav_run Toggles the 'traverse this area by running' flag used by the AI system.nav_save Saves the current Navigation Mesh to disk.nav_set_place_mode Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.nav_show_approach_points Show Approach Points in the Navigation Mesh.nav_show_area_info Duration in seconds to show nav area ID and attributes while editingnav_show_danger Show current 'danger' levels.nav_show_ladder_bounds Draws the bounding boxes of all func_ladders in the map.nav_show_nodesnav_show_player_counts Show current player counts in each area.nav_slope_limit The ground unit normal's Z component must be greater than this for nav areas to be generated.nav_snap_to_grid Snap to the nav generation grid when creating new nav areasnav_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_split_place_on_ground If true, nav areas will be placed flush with the ground when split.nav_stand Toggles the 'stand while hiding' flag used by the AI system.nav_stop Toggles the 'must stop when entering this area' flag used by the AI system.nav_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_transient Toggles the 'area is transient and may become blocked' flag used by the AI system.nav_unmark Clears the marked Area or Ladder.nav_update_blocked Updates the blocked/unblocked status for every nav area.nav_use_place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.nav_walk Toggles the 'traverse this area by walking' flag used by the AI system.nav_warp_to_mark Warps the player to the marked area.net_blockmsg Discards incoming messagenet_channels Shows net channel infonet_chokeloop Apply bandwidth choke to loopback packetsnet_drawslider Draw completion slider during signonnet_droppackets Drops next n packets on clientnet_fakelag Lag all incoming network data (including loopback) by this many milliseconds.net_fakeloss Simulate packet loss as a percentage (negative means drop 1/n packets)net_graph Draw the network usage graphnet_graphheightnet_graphposnet_graphsolidnet_maxfilesize Maximum allowed file size for uploading in MBnet_maxfragments Max fragment bytes per packetnet_scalenet_showdrop Show dropped packets in consolenet_showevents Dump game events to console (1=client only, 2=all).net_showfragments Show netchannel fragmentsnet_showmsg Show incoming messagenet_showpeaks Show messages for large packets onlynet_showsplits Show info about packet splitsnet_showtcp Dump TCP stream summary to consolenet_showudp Dump UPD packets summary to consolenet_start Inits multiplayer network socketsnext Set to 1 to advance to next frame ( when singlestep == 1 )nextdemo Play next demo in sequence.nextlevel If set, will trigger a changelevel to the specified map at the end of the roundnoclip Toggle. Player becomes non-solid and flies.notarget Toggle. Player becomes hidden to NPCs.npc_ammo_deplete Subtracts half of the target's ammonpc_bipass Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, snpc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Argumentsnpc_conditions Displays all the current AI conditions that an NPC has in the overlay text. Argumentsnpc_create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note thatnpc_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 atnpc_create_equipmentnpc_destroy Removes the given NPC(s) from the universe Argumentsnpc_destroy_unselected Removes all NPCs from the universe that aren't currently selectednpc_enemies Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachablenpc_focus Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Argumentsnpc_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Argumentsnpc_gameendally_deathmessagenpc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Argumentsnpc_go_do_run Set whether should run on NPC gonpc_go_random Sends all selected NPC(s) to a random node. Argumentsnpc_heal Heals the target back to full healthnpc_height_adjust Enable test mode for ik height adjustmentnpc_kill Kills the given NPC(s) Argumentsnpc_nearest Draw's a while box around the NPC(s) nearest node Argumentsnpc_relationships Displays the relationships between this NPC and all others. Argumentsnpc_reset Reloads schedules for all NPC's from their script files Argumentsnpc_route Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangnpc_select Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Argnpc_sentencesnpc_speakall Force the npc to try and speak all thier responsesnpc_squads Obsolete. Replaced by npc_combatnpc_steering Displays the steering obstructions of the NPC (used to perform local avoidance) Argumentsnpc_steering_all Displays the steering obstructions of all NPCs (used to perform local avoidance)npc_task_text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedunpc_tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Anpc_teleport Selected NPC will teleport to the location that the player is looking (shown with a purple box) Argumentsnpc_thinknow Trigger NPC to thinknpc_viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Argumentsnpc_vphysicsold_radiusdamageoverview_alpha Overview map translucency.overview_health Show player's health in map overview.overview_locked Locks map angle, doesn't follow view angle.overview_mode Sets overview map mode off,small,largeoverview_names Show player's names in map overview.overview_tracks Show player's tracks in map overview.overview_zoom Sets overview map zoomparticle_simulateoverflow Used for stress-testing particle systems. Randomly denies creation of particles.password Current server access passwordpath Show the engine filesystem path.pause Toggle the server pause state.perfui Show/hide the level performance tools UI.perfvisualbenchmarkperfvisualbenchmark_abortphonemedelay Phoneme delay to account for sound system latency.phonemefilter Time duration of box filter to pass over phonemes.phonemesnap Don't force visemes to always consider two phonemes, regardless of duration.phys_impactforcescalephys_penetration_error_time Controls the duration of vphysics penetration error boxes.phys_pushscalephys_speedsphys_stressbodyweightsphys_swap Automatically swaps the current weapon for the physcannon and back again.phys_timescale Scale time for physicsphys_upimpactforcescalephysics_budget Times the cost of each active objectphysics_debug_entity Dumps debug info for an entityphysics_highlight_active Turns on the absbox for all active physics objectsphysics_report_active Lists all active physics objectsphysics_select Dumps debug info for an entityphysicsshadowupdate_renderpicker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the playping Display ping to server.pixelvis_debug Dump debug infoplay Play a sound.playdemo Play a recorded demo file (.dem ).player_old_armorplayflush Play a sound, reloading from disk in case of changes.playgamesound Play a sound from the game sounds txt fileplaysoundscape Forces a soundscape to playplayvol Play a sound at a specified volume.plugin_load plugin_load <filename>plugin_pause plugin_pause <index>plugin_pause_all pauses all loaded pluginsplugin_print Prints details about loaded pluginsplugin_unload plugin_unload <index>plugin_unpause plugin_unpause <index>plugin_unpause_all unpauses all disabled pluginsprogress_enableprop_crosshair Shows name for prop looking atprop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physprops_break_max_piecesprops_break_max_pieces_perframe Maximum prop breakable piece count per frame (-1 = model default)pwatchent Entity to watch for prediction system changes.pwatchvar Entity variable to watch in prediction system for changes.quit Exit the engine.quti Exit the engine.r_3dnowr_3dsky Enable the rendering of 3d sky boxesr_AirboatViewDampenDampr_AirboatViewDampenFreqr_AirboatViewZHeightr_ambientlightingonly Set this to 1 to light models with only ambient lighting (and no static lighting).r_aspectratior_avglightr_avglightmapr_cheapwaterendr_cheapwaterstartr_cleardecals Usage r_cleardecals <permanent>.r_ClipAreaPortalsr_colorstaticpropsr_debugcheapwaterr_debugrandomstaticlighting Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.r_decal_cullsize Decals under this size in pixels are culledr_decalsr_decalstaticprops Decal static props testr_DispBuildabler_DispDrawAxesr_DispWalkabler_DoCovertTransitionsr_dopixelvisibilityr_drawbatchdecals Render decals batched.r_DrawBeamsr_drawbrushmodels Render brush models.r_drawclipbrushes Draw clip brushesr_drawdecals Render decals.r_drawdetailpropsr_DrawDisp Toggles rendering of displacment mapsr_drawentitiesr_drawflecksr_drawfullskyboxr_drawleaf Draw the specified leaf.r_drawlightcache 0r_drawlightinfor_drawlightsr_drawmodeldecalsr_DrawModelLightOriginr_drawmodelstatsoverlayr_drawmodelstatsoverlaydistance r_drawmodelstatsoverlaymax time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2r_drawmodelstatsoverlaymin time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2r_drawopaquerenderablesr_drawopaqueworldr_drawothermodelsr_drawparticles Enable/disable particle renderingr_drawpixelvisibility Show the occlusion proxiesr_DrawPortalsr_DrawRain Enable/disable rain rendering.r_drawrenderboxesr_drawropesr_drawskyboxr_DrawSpecificStaticPropr_drawspritesr_drawstaticpropsr_drawtranslucentrenderablesr_drawtranslucentworldr_drawvgui Enable the rendering of vgui panelsr_drawviewmodelr_drawworld Render the world.r_dscale_basefovr_dscale_fardistr_dscale_farscaler_dscale_neardistr_dscale_nearscaler_dynamicr_eyeglintlodpixels The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.r_eyeglossr_eyemover_eyesr_eyeshift_xr_eyeshift_yr_eyeshift_zr_eyesizer_eyewaterepsilonr_farz Override the far clipping plane. -1 means to use the value in env_fog_controller.r_fastzreject Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardwarer_flashlightconstantr_flashlightdrawfrustumr_flashlightdrawfrustumbboxr_flashlightdrawsweptbboxr_flashlightfarr_flashlightfovr_flashlightlinearr_flashlightlockpositionr_flashlightmodelsr_flashlightnearr_flashlightnodrawr_flashlightoffsetxr_flashlightoffsetyr_flashlightoffsetzr_flashlightquadraticr_flashlightvisualizetracer_flexr_flushlod Flush and reload LODs.r_ForceRestorer_ForceWaterLeaf Enable for optimization to water - considers view in leaf under water for purposes of cullingr_frustumcullworldr_JeepFOVr_JeepViewBlendTor_JeepViewBlendToScaler_JeepViewBlendToTimer_JeepViewDampenDampr_JeepViewDampenFreqr_JeepViewZHeightr_lightaverage Activates/deactivate light averagingr_lightcache_numambientsamples number of random directions to fire rays when computing ambient lightingr_lightcachecenterr_lightinterp Controls the speed of light interpolation, 0 turns off interpolationr_lightmapr_lightstyler_lockpvs Lock the PVS so you can fly around and inspect what is being drawn.r_lodr_lod_noupdater_mapextents Set the max dimension for the map. This determines the far clipping planer_maxdlightsr_maxmodeldecalr_maxnewsamplesr_maxsampledistr_minnewsamplesr_mmxr_modellodscale 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler modelsr_modelwireframedecalr_newflashlightr_newproplightingr_nohwr_norefreshr_noswr_novis Turn off the PVS.r_occludeemaxarea Prevents occlusion testing for entities that take up more than X42447600f the screen. 0 means use whatever the level said to use.r_occluderminarea Prevents this occluder from being used if it takes up less than X42447600f the screen. 0 means use whatever the level said to use.r_occludermincount At least this many occluders will be used, no matter how big they are.r_occlusion Activate/deactivate the occlusion system.r_occlusionspew Activate/deactivates spew about what the occlusion system is doing.r_overlayfadeenabler_overlayfademaxr_overlayfademinr_overlaywireframer_PhysPropStaticLightingr_pixelvis_partialr_portalscloseallr_portalsopenallr_PortalTestEnts Clip entities against portal frustums.r_printdecalinfor_propsmaxdist Maximum visible distancer_radiosity 0r_rainalphar_rainalphapowr_raindensityr_RainHackr_rainlengthr_RainProfile Enable/disable rain profiling.r_RainRadiusr_RainSideVel How much sideways velocity rain gets.r_RainSimulate Enable/disable rain simulation.r_rainspeedr_RainSplashPercentager_rainwidthr_renderoverlayfragmentr_rootlod Root LODr_ropebatchr_ropetranslucentr_screenfademaxsizer_screenfademinsizer_screenoverlayr_sequence_debugr_shadowangles Set shadow anglesr_shadowblobbycutoff some shadow stuffr_shadowcolor Set shadow colorr_shadowdir Set shadow directionr_shadowdist Set shadow distancer_shadowidsr_shadowmaxrenderedr_shadowrendertotexturer_shadowsr_shadowwireframer_showenvcubemapr_ShowViewerArear_skinr_skybox Enable the rendering of sky boxesr_snapportalr_spray_lifetime Number of rounds player sprays are visibler_sser_sse2r_staticpropinfor_teethr_TransitionSensitivity Controls when LODs are changed. Lower numbers cause more overt LOD transitions.r_updaterefracttexturer_vehicleBrakeRater_vehicleDrawDebugr_VehicleViewClampr_VehicleViewDampenr_visocclusion Activate/deactivate wireframe rendering of what the occlusion system is doing.r_visualizelighttracesr_visualizelighttracesshowfulltrace r_visualizeproplightcachingr_visualizetracesr_WaterDrawReflection Enable water reflectionr_WaterDrawRefraction Enable water refractionr_waterforceexpensiver_waterforcereflectentitiesr_worldlightminr_worldlights number of world lights to use per vertexradio1 Opens a radio menuradio2 Opens a radio menuradio3 Opens a radio menurate Max bytes/sec the host can receive datarcon Issue an rcon command.rcon_address Address of remote server if sending unconnected rcon commands (format x.x.x.xrebuy Attempt to repurchase items with the order listed in cl_rebuyrecompute_speed Recomputes clock speed (for debugging purposes).record Record a demo.+reload-reloadreload 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.report_entities Lists all entitiesreport_simthinklist Lists all simulating/thinking entitiesreport_soundpatch reports sound patch countreport_soundpatch reports sound patch countreport_touchlinks Lists all touchlinksrestart 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-rightroom_typerope_averagelight Makes ropes use average of cubemap lighting instead of max intensity.rope_collide Collide rope with the worldrope_drawlinesrope_shakerope_smooth Do an antialiasing effect on ropesrope_smooth_enlarge How much to enlarge ropes in screen space for antialiasing effectrope_smooth_maxalpha Alpha for rope antialiasing effectrope_smooth_maxalphawidthrope_smooth_minalpha Alpha for rope antialiasing effectrope_smooth_minwidth When using smoothing, this is the min screenspace width it lets a rope shrink torope_subdiv Rope subdivision amountrope_wind_dist Don't use CPU applying small wind gusts to ropes when they're past this distance.save Saves current game.say Display player messagesay_team Display player message to teamscene_allowoverrides When playing back a choreographed scene, allow per-model expression overrides.scene_flatturnscene_flush Flush all .vcds from the cache and reload from disk.scene_forcecombined When playing back, force use of combined .wav files even in english.scene_maxcaptionradius Only show closed captions if recipient is within this many units of speaking actor (0==disabled).scene_print When playing back a scene, print timing and event info to console.scene_showfaceto When playing back, show the directions of faceto events.scene_showlook When playing back, show the directions of look events.scene_showmoveto When moving, show the end location.+score-scorescr_centertimescreenshot Take a screenshot.sensitivity Mouse sensitivity.servercfgfilesetang Snap player eyes to specified pitch yaw <rollsetinfo Addes a new user info valuesetmastersetmodel Changes's player's modelsetpause Set the pause state of the server.setpos Move player to specified origin (must have sv_cheats).shake Shake the screen.shake_show Displays a list of the active screen shakes.shake_stop Stops all active screen shakes.-showbudget+showbudget-showbudget_texture+showbudget_textureshowbudget_texture Enable the texture budget panel.-showbudget_texture_global+showbudget_texture_globalshowconsole Show the console.showhitlocationshowinfo Shows a info panelshowpanel Shows a viewport panel <name>showparticlecounts Display number of particles drawn per frame+showscores-showscoresshowtriggers Shows trigger brushesshowtriggers_toggle Toggle show triggers-showvprof+showvprofsinglestep Run engine in single step mode ( set next to 1 to advance a frame )sk_ally_regen_time Time taken for an ally to regenerate a point of health.sk_npc_armsk_npc_chestsk_npc_headsk_npc_legsk_npc_stomachsk_player_armsk_player_chestsk_player_headsk_player_legsk_player_stomachskill Game skill level (1-3).slist List servers on your LAN.slot0slot1slot10slot2slot3slot4slot5slot6slot7slot8slot9smoothstairs Smooth player eye z coordinate when traversing stairs.snaptosnd_async_fullyasync All playback is fully async (sound doesn't play until data arrives).snd_async_spew_blocking Spew message to console any time async sound loading blocks on file i/o.snd_digital_surroundsnd_disable_mixer_ducksnd_duckerattacktimesnd_duckerreleasetimesnd_duckerthresholdsnd_ducktovolumesnd_flushasync Flush all unlocked async .wav datasnd_foliage_db_losssnd_gainsnd_gain_maxsnd_gain_minsnd_memasync Show async memory statssnd_mixaheadsnd_musicvolume Music volumesnd_noextraupdatesnd_obscured_gain_dBsnd_pitchqualitysnd_profilesnd_rebuildaudiocache Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslistssnd_refdbsnd_refdistsnd_restart Restart sound system.snd_show Show sounds infosnd_showclassnamesnd_showmixersnd_showstartsnd_soundmixersnd_surround_speakerssnd_visualize Show sounds location in worldsnd_vox_captiontrace Shows sentence name for sentences which are set not to show captions.snd_vox_globaltimeoutsnd_vox_sectimetoutsnd_vox_seqtimetoutsnd_writemanifest If running a game, outputs the precache manifest for the current levelsndplaydelaysoundfade Fade client volume.soundinfo Describe the current sound device.soundlist List all known sounds.soundpatch_captionlength How long looping soundpatch captions should display for.soundscape_debug When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that arsoundscape_fadetime Time to crossfade sound effects between soundscapessoundscape_flush Flushes the server & client side soundscapesspeak Play a constructed sentence.spec_help Show spectator help screenspec_menu Activates spectator menuspec_mode Set spectator modespec_next Spectate next playerspec_player Spectate player by namespec_pos dump position and angles to the consolespec_prev Spectate previous playerspec_scoreboardspec_track Tracks an entity in spec mode+speed-speedspike generates a fake spikestartdemos 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 developerstats Prints server performance variablesstatus Display map and connection status.step_splinestop Finish recording demo.stopdemo Stop playing back a demo.stopsoundstopsoundscape Stops all soundscape processing and fades current looping sounds+strafe-strafestuffcmds Parses and stuffs command line + commands to command buffer.suitvolumesurfaceprop Reports the surface properties at the cursorsv_acceleratesv_airacceleratesv_alternatetickssv_autosave Set to 1 to save game on level transition. Does not affect autosave triggers.sv_backspeed How much to slow down backwards motionsv_bounce Bounce multiplier for when physically simulated objects collide with other objects.sv_cacheencodedents If set to 1, does an optimization to prevent extra SendTable_Encode calls.sv_debug_player_use Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius successsv_debugmanualmode Make sure entities correctly report whether or not their network data has changed.sv_debugresponses Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for npsv_deltaprint Print accumulated CalcDelta profiling data (only if sv_deltatime is on)sv_deltatime Enable profiling of CalcDelta callssv_downloadurl Location from which clients can download missing filessv_dumpresponses Dump all response_rules.txt and rules (requires restart)sv_enableoldqueries Enable support for old style (HL1) server queriessv_filterban Set packet filtering by IP modesv_findsoundname Find sound names which reference the specified wave files.sv_footsteps Play footstep sound for playerssv_forcepreload Force server side preloading.sv_friction World friction.sv_instancebaselines Enable instanced baselines. Saves network overhead.sv_lagflushbonecache Flushes entity bone cache on lag compensationsv_logblocks If true when log when a query is blocked (can cause very large log files)sv_logdownloadlistsv_massreportsv_max_queries_sec Maximum queries per second to respond to from a single IP address.sv_max_queries_sec_global Maximum queries per second to respond to from anywhere.sv_max_queries_window Window over which to average queries per second averages.sv_max_usercmd_future_ticks Prevents clients from running usercmds too far in the future. Prevents speed hacks.sv_maxreplay Maximum replay time in secondssv_maxunlag Maximum lag compensation in secondssv_netvisdist Test networking visibility distancesv_noclipacceleratesv_noclipduringpause If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).sv_noclipspeedsv_npc_talker_maxdist NPCs over this distance from the player won't attempt to speak.sv_precacheinfo Show precache info.sv_pushaway_clientside Clientside physics push away (0=off, 1=only localplayer, 1=all players)sv_pushaway_clientside_size Minimum size of pushback objectssv_pushaway_force How hard physics objects are pushed away from the players on the server.sv_pushaway_hostage_force How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).sv_pushaway_max_force Maximum amount of force applied to physics objects by players.sv_pushaway_max_hostage_force Maximum of how hard the hostage is pushed away from physics objects.sv_pushaway_max_player_force Maximum of how hard the player is pushed away from physics objects.sv_pushaway_min_player_speed If a player is moving slower than this, don't push away physics objects (enables ducking behind things).sv_pushaway_player_force How hard the player is pushed away from physics objects (falls off with inverse square of distance).sv_rollangle Max view roll anglesv_rollspeedsv_runcmdssv_secure Server is using Valve Anti-Cheatsv_sendtables Force full sendtable sending path.sv_showhitboxes Send server-side hitboxes for specified entity to client (NOTEsv_showimpacts Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)sv_showladders Show bbox and dismount points for all ladders (must be set before level load.)sv_skyname Current name of the skybox texturesv_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 Show all EmitSound calls including their symbolic name and the actual wave file they resolved tosv_soundscape_printdebuginfo print soundscapessv_specacceleratesv_specnoclipsv_specspeedsv_stats Collect CPU usage statssv_stepsizesv_stopspeed Minimum stopping speed when on ground.sv_stressbots If set to 1, the server calculates data and fills packets to bots. Used for perf testing.sv_strict_notarget If set, notarget will cause entities to never think they are in the pvssv_suppress_viewpunchsv_teststepsimulationsv_thinktimecheck Check for thinktimes all on same timestamp.sv_turbophysics Turns on turbo physicssv_unlag_debugsv_unlag_fixstuck Disallow backtracking a player for lag compensation if it will cause them to become stucksv_unlockedchapters Highest unlocked game chapter.sv_visiblemaxplayers Overrides the max players reported to prospective clientssv_wateracceleratesv_waterdist Vertical view fixup when eyes are near water plane.sv_waterfrictiontemplate_debugTest_CreateEntitytest_dispatcheffect Test a clientside dispatch effect. UsageTest_EHandletest_entity_blocker Test command that drops an entity blocker out in front of the player.Test_InitRandomEntitySpawnerTest_Loop Test_Loop <loop name> - loop back to the specified loop start point unconditionally.Test_LoopCount Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.Test_LoopForNumSeconds Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.test_nav_optTest_ProxyToggle_EnableProxyTest_ProxyToggle_EnsureValueTest_ProxyToggle_SetValueTest_RandomChance Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentaTest_RandomizeInPVSTest_RandomPlayerPositionTest_RemoveAllRandomEntitiesTest_RunFrameTest_SendKeyTest_SpawnRandomEntitiesTest_StartLoop Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.Test_StartScript Start a test script running..Test_WaitTest_WaitForCheckPointtesthudanim Test a hud element animation. Argumentstestscript_debug Debug test scripts.texture_budget_background_alpha how translucent the budget panel istexture_budget_panel_bottom_of_history_fraction number between 0 and 1texture_budget_panel_global Show global times in the texture budget panel.texture_budget_panel_height height in pixels of the budget paneltexture_budget_panel_width width in pixels of the budget paneltexture_budget_panel_x number of pixels from the left side of the game screen to draw the budget paneltexture_budget_panel_y number of pixels from the top side of the game screen to draw the budget panelthink_limit Maximum think time in milliseconds, warning is printed if this is exceeded.thirdperson Switch to thirdperson camera.timedemo Play a demo and report performance info.timedemoquit Play a demo, report performance info, and then exittimeleft prints the time remaining in the matchtimerefresh Profile the renderer.toggleconsole Show/hide the console.togglescores Toggles score paneltrace_reporttracer_extraunbind Unbind a key.unbindall Unbind all keys.unpause Unpause the game.+use-useuse Use a particular weapon Argumentsuser Show user data.users Show user info for players on server.v_centermovev_centerspeedvcollide_wireframevcollide_wireframe_axesvcr_verbose Write extra information into .vcr file.version Print version info string.vgui_drawfocus Report which panel is under the mouse.-vgui_drawtree+vgui_drawtreevgui_drawtree Draws the vgui panel hiearchy to the specified depth level.vgui_drawtree_bounds Show panel bounds.vgui_drawtree_clearvgui_drawtree_freeze Set to 1 to stop updating the vgui_drawtree view.vgui_drawtree_hidden Draw the hidden panels.vgui_drawtree_panelalpha Show the panel alpha values in the vgui_drawtree view.vgui_drawtree_panelptr Show the panel pointer values in the vgui_drawtree view.vgui_drawtree_popupsonly Draws the vgui popup list in hierarchy(1) or most recently used(2) order.vgui_drawtree_render_order List the vgui_drawtree panels in render order.vgui_drawtree_visible Draw the visible panels.vgui_togglepanel show/hide vgui panel by name.viewanim_addkeyframeviewanim_createviewanim_load load animation from fileviewanim_reset reset view angles!viewanim_save Save current animation to fileviewanim_test test view animationviewmodel_fovviolence_ablood Draw alien bloodviolence_agibs Show alien gib entitiesviolence_hblood Draw human bloodviolence_hgibs Show human gib entitiesvoice_avggainvoice_clientdebugvoice_dsoundvoice_enablevoice_fadeouttimevoice_forcemicrecordvoice_inputfromfile Get voice input from 'voice_input.wav' rather than from the microphone.voice_loopbackvoice_maxgainvoice_modenable Enable/disable voice in this mod.voice_overdrivevoice_overdrivefadetimevoice_profilevoice_recordtofile Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'voice_scalevoice_serverdebugvoice_showchannelsvoice_showincomingvoice_steal-voicerecord+voicerecordvolume Sound volumevox_reload Reload sentences.txt filevoxeltree_box View entities in the voxel-tree inside box <Vector(min), Vector(max)>.voxeltree_playerview View entities in the voxel-tree at the player position.voxeltree_sphere View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.voxeltree_view View entities in the voxel-tree.vprof Toggle VProf profilervprof_adddebuggroup1 add a new budget group dynamically for debuggingvprof_cachemiss Toggle VProf cache miss checkingvprof_cachemiss_off Turn off VProf cache miss checkingvprof_cachemiss_on Turn on VProf cache miss checkingvprof_childvprof_collapse_all Collapse the whole vprof treevprof_countersvprof_dump_groupnames Write the names of all of the vprof groups to the console.vprof_dump_spikes Framerate at which vprof will begin to dump spikes to the console. 0 = disabled.vprof_expand_all Expand the whole vprof treevprof_expand_group Expand a budget group in the vprof tree by namevprof_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 Draw the vprof graph.vprof_graphheightvprof_graphwidthvprof_nextsiblingvprof_off Turn off VProf profilervprof_on Turn on VProf profilervprof_parentvprof_playback_average Average the next N frames.vprof_playback_start Start playing back a recorded .vprof file.vprof_playback_step While playing back a .vprof file, step to the next tick.vprof_playback_stepback While playing back a .vprof file, step to the previous tick.vprof_playback_stopvprof_prevsiblingvprof_record_start Start recording vprof data for playback later.vprof_record_stopvprof_remote_start Request a VProf data stream from the remote server (requires authentication)vprof_remote_stop Stop an existing remote VProf data requestvprof_reset Reset the stats in VProf profilervprof_reset_peaks Reset just the peak time in VProf profilervprof_scope Set a specific scope to start showing vprof treevprof_unaccounted_limit number of milliseconds that a node must exceed to turn red in the vprof panelvprof_verbose Set to one to show average and peak timesvprof_vtune_group enable vtune for a particular vprof group ('disable' to disable)vprof_warningmsec Above this many milliseconds render the label red to indicate slow code.vtune Controls VTune's sampling.wait Stop command parsing until next frame.+walk-walkwc_air_edit_further When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from playwc_air_edit_nearer When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from playerwc_air_node_edit When in WC edit mode, toggles laying down or air nodes instead of ground nodeswc_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 selectwc_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 nodewc_link_editwc_update_entity Updates the entity's position/angles when in edit modeweapon_showproficiencywriteid Writes a list of permanently-banned user IDs to banned_user.cfg.writeip Save the ban list to banned_ip.cfg.+zoom-zoomzoom_sensitivity_ratio Additional mouse sensitivity scale factor applied when FOV is zoomed in. Be aware that some cheat codes for console can be detected by VAC, and you might get banned.Use at your own risk.-Sky Share this post Link to post Share on other sites