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Need Cheat Codes Counter Strike

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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.

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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

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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

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I am recently find cheates on this site
cheates.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 .. :)

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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

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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 gravity
impulse 101 16,000 cash
net_graph 0 Won't show stats at bottom of screen
net_graph 1 Show's stats at bottom of screen
cl_crosshairscale 4000 small crosshair, doesnt get bigger or smaller
noclip let's you fly around the map and not get hurt
mat_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 required
buy c4 Free bomb, as terrorist

Some 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 Description
fps_max Frame rate limiter.
cl_allowdownload <0/1> Client downloads customization files. Default: 1
cl_allowupload <0/1> Client uploads customization files. Default: 1
cl_autowepswitch <0/1> Automatically switch to picked up weapons (if more powerful) Default: 1
cl_c4dynamiclight <0/1> Draw dynamic light when planted c4 flashes. Default: 0
cl_c4progressbar <0/1> Draw progress bar when defusing the C4. Default: 1
cl_cmdrate Max number of command packets sent to server per second. Default: 0
cl_updaterate Number of packets per second of updates you are requesting from the server. Default: 20
cl_crosshaircolor Color of crosshair. 0=green, 1=red, 2=blue, 3=yellow, 4=skyblue Default: 0
cl_crosshairscale Size of the crosshair. Lower value=Larger, Higher value=smaller Default: 768
cl_crosshairusealpha <0/1> Make crosshair translucent against similar colors. Default: 0
cl_customsounds <0/1> Enable customized player sound playback. Default: 0
cl_demoviewoverride <0/1> Override view during demo playback. Default: 0
cl_drawhud <0/1> Enable the rendering of the hud. sv_cheats must be enabled to disable hud. Default: 1
cl_showtextmsg <0/1> Enable/disable text messages printing on the screen. Default: 1


Server Side Commands Description
hostname The name of the server.
sv_password Set server password. Leave blank to disable.
mp_friendlyfire <0/1> Turn on/off friendlyfire. Default: off
mp_footsteps <0/1> Turn on/off footsteps. Default: on
mp_autoteambalance <0/1> Force clients to auto-join the opposite team if they are not balanced. Default: on
mp_autokick <0/1> Kick idle/team-killing players. Default: off
mp_flashlight <0/1> Turn on/off the ability for clients to use flashlight. Default: off
mp_tkpunish <0/1> Punish TK'ers on next round? Default: on
mp_forcecamera <0/1> Force dead players to first person mode, effectively disabling freelook. Default: off
sv_alltalk <0/1> Players can hear all other players, no team restrictions. Default: off
sv_pausable <0/1> Can the server be paused Default: 0
sv_consistency <0/1> Force cleints to pass consistency check for critical files before joining server? Default: 0
sv_cheats <0/1> Allow cheats on server. Default: 0
sv_gravity <0/1> World Gravity Default: 800
sv_maxvelocity Maximum speed any ballistically moving object is allowed to attain per axis. Default: 3500
sv_unlag <0/1> Enables player lag compensation. Default: 1
sv_voicecodec Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.. Default: vaudio_miles
sv_allowupload <0/1> Allow clients to upload their custom decals to the server. Default: 1
sv_allowdownload <0/1> Allow clients to downnload files. Default: 1
sv_maxspeed Maximum speed a player can move. Default: 320
mp_limitteams <0-20> Max # of players 1 team can have over another. Default: 2
mp_hostagepenalty <##> How many hostages a Terrorist can kill before being kicked, 0 to disable. Default: 5
sv_voiceenable <0/1> Allow clients to use mic. Default: 1
mp_allowspectators <0/1> Allow spectators on the server. Default: 1
mp_chattime <0-120> amount of time in seconds players can chat after the game is over. Lower value = faster map load change. Default: 10
sv_timeout <##> After this many seconds without a message from a client, the client is dropped. Default: 65

Rcon Cvars
rcon_password Set rcon passsword. Leave blank to disable rcon
sv_rcon_banpenalty <mins> Number of minutes to ban users who fail rcon authentication. Default: 0
sv_rcon_maxfailures <0-20> Max number of times a user can fail rcon authentication before being banned. Default: 10
sv_rcon_minfailures <0-20> Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned. Default: 5
sv_rcon_minfailuretime <1-seconds> Number of seconds to track failed rcon authentications. Default: 30

Round Cvars
mp_freezetime <0-60> Time in seconds to keep players frozen when the round starts. Default: 6
mp_roundtime <1-9> How much time in minutes does a round last. Default: 5
mp_startmoney <800-16000> Amount of money each player gets when they reset (16000 max) Default: 800
mp_c4timer <10-90> The amount of time in seconds before bomb explodes after planted. Default: 45
mp_fraglimit <##> Amount of frags a player can exceed before changing maps. Default: 0
mp_maxrounds <##> Amount of round to play before server changes maps. Default: 0
mp_winlimit <0-20> Max number of rounds one team can win before server changes maps. Default: 0
mp_playerid <0/1/2> Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names. Default: 0
mp_spawnprotectiontime Time in seconds to Kick players who team-kill after round restart. Default: 5

Bandwidth Rates
sv_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: 10
sv_maxupdaterate Maximum updates per second that the server will allow. Default: 60
sv_minupdaterate Minimum updates per second that the server will allow. Default: 10


Server logging
log <on/off> Enable server logging? Default: off
sv_logbans <0/1> Log server bans in the server logs. Default: 0
sv_logecho <0/1> Echo log information to the console. Default: 1
sv_logfile <0/1> Log server information in the log file. Default: 1
sv_log_onefile <0/1> Log server information to only one file. Default: 0
sv_logsdir Folder in the game directory where server logs will be stored.

SourceTV
tv_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 GUI
tv_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 server
tv_msg <text> Send a HUD message to all connected SourceTV spectator clients
tv_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 broadcasted
tv_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.dem
tv_debug <0|1> Shows additional debugging messages
tv_dispatchmode <0|1|2> Sets Source client dispatch mode for connecting clients: 0=never, 1=if appropriate, 2=always
tv_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 seconds
tv_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)

Operation
sv_lan <0/1> 0=Public/LAN, 1=LAN Default: 0
sv_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 Africa
sv_contact Contact email for server sysop


Other 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_min

adsp_courtyard_min

adsp_debug

adsp_door_height

adsp_duct_min

adsp_hall_min

adsp_low_ceiling

adsp_opencourtyard_min

adsp_openspace_min

adsp_openstreet_min

adsp_openwall_min

adsp_room_min

adsp_street_min

adsp_tunnel_min

adsp_wall_height

ai_auto_contact_solver

ai_clear_bad_links
Clears bits set on nav links indicating link is unusable
ai_debug_assault

ai_debug_directnavprobe

ai_debug_doors

ai_debug_dyninteractions
Debug the NPC dynamic interaction system.
ai_debug_efficiency

ai_debug_enemies

ai_debug_expressions
Show random expression decisions for NPCs.
ai_debug_follow

ai_debug_loners

ai_debug_looktargets

ai_debug_los
NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l
ai_debug_nav

ai_debug_node_connect
Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets

ai_debug_shoot_positions

ai_debug_speech

ai_debug_squads

ai_debug_think_ticks


ai_debugscriptconditions

ai_disable
Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drawbattlelines

ai_dump_hints

ai_efficiency_override

ai_follow_use_points

ai_follow_use_points_when_movi
ng
ai_lead_time

ai_LOS_mode

ai_moveprobe_debug

ai_moveprobe_jump_debug

ai_moveprobe_usetracelist

ai_next_hull
Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_no_local_paths

ai_no_node_cache

ai_no_select_box

ai_no_steer

ai_no_talk_delay

ai_nodes
Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_norebuildgraph

ai_path_adjust_speed_on_immedi
ate_turns
ai_path_insert_pause_at_est_en
d
ai_path_insert_pause_at_obstru
ction
ai_reaction_delay_alert

ai_reaction_delay_idle

ai_rebalance_thinks

ai_reloadresponsesystems
Reload all response system scripts.
ai_report_task_timings_on_limi
t
ai_resume
If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug

ai_set_move_height_epsilon
Set how high AI bumps up ground walkers when checking steps
ai_shot_bias

ai_shot_bias_max

ai_shot_bias_min

ai_shot_stats

ai_shot_stats_term

ai_show_connect
Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows
ai_show_connect_fly
Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows
ai_show_connect_jump
Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows
ai_show_graph_connect
Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid
Draw a grid on the floor where looking.
ai_show_hints
Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull
Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows
ai_show_hull_attacks

ai_show_node
Highlight the specified node
ai_show_think_tolerance

ai_show_visibility
Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_simulate_task_overtime

ai_spread_cone_focus_time

ai_spread_defocused_cone_multi
plier
ai_spread_pattern_focus_time

ai_step
NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no
ai_think_limit_label

ai_use_clipped_paths

ai_use_efficiency

ai_use_frame_think_limits

ai_use_think_optimizations

ainet_generate_report
Generate a report to the console.
ainet_generate_report_only
Generate a report to the console.
air_density
Changes the density of air for drag computations.
alias
Alias a command.
+alt1

-alt1

ammo_338mag_max

ammo_357sig_max

ammo_45acp_max

ammo_50AE_max

ammo_556mm_box_max

ammo_556mm_max

ammo_57mm_max

ammo_762mm_max

ammo_9mm_max

ammo_buckshot_max

ammo_flashbang_max

ammo_hegrenade_max

ammo_smokegrenade_max

async_mode
Set the async filesystem mode (0 == optimal async, 1 == simple async, 2 == synchronous
async_simulate_delay
Simulate a delay of up to a set msec per file operation
async_simulate_mixed_mode
Simulate a mix of async load styles
+attack

-attack

+attack2

-attack2

autobuy
Attempt to purchase items with the order listed in cl_autobuy
autosave

+back

-back

banid
Add a user ID to the ban list.
banip
Add an IP address to the ban list.
bench_end
Ends gathering of info.
bench_showstatsdialog
Shows a dialog displaying the most recent benchmark results.
bench_start
Starts gathering of info. Arguments
bench_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.
BindToggle

blink_duration
How many seconds an eye blink will last.
bloodspray
blood
bot_add
bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
bot_add_ct
bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t
bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
bot_all_weapons
Allows the bots to use all weapons
bot_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 values
bot_crouch

bot_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 are
bot_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_freeze

bot_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 values
bot_kick
bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
bot_kill
bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
bot_knives_only
Restricts the bots to only using knives
bot_loadout
bots are given these items at round start
bot_mimic

bot_mimic_yaw_offset

bot_pistols_only
Restricts the bots to only using pistols
bot_prefix
This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <w
bot_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 values
bot_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 rifles
bot_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

-break

breakable_disable_gib_limit

breakable_multiplayer

buddha
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 frametimes
budget_background_alpha
how translucent the budget panel is
budget_bargraph_background_alp
ha how translucent the budget panel is
budget_bargraph_range_ms
budget bargraph range in milliseconds
budget_history_numsamplesvisib
le number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms
budget history range in milliseconds
budget_panel_bottom_of_history
_fraction number between 0 and 1
budget_panel_height
height in pixels of the budget panel
budget_panel_width
width in pixels of the budget panel
budget_panel_x
number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y
number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window
number of frames to look at when figuring out peak frametimes
budget_show_averages
enable/disable averages in the budget panel
budget_show_history
turn history graph off and on. . good to turn off on low end
budget_show_peaks
enable/disable peaks in the budget panel
bug
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_cubemaps

buyequip
Show equipment buy menu
buymenu
Show main buy menu
c_maxdistance

c_maxpitch

c_maxyaw

c_mindistance

c_minpitch

c_minyaw

c_orthoheight

c_orthowidth

cache_print
Print out contents of cache memory. Optionally use cache_set_print_section
cache_print_lru
Print out contents of cache memory. Optionally use cache_set_print_section
cache_print_summary
Print out a summary contents of cache memory.
cache_set_print_section

cam_command

cam_idealdist

cam_idealpitch

cam_idealyaw

cam_snapto

+camdistance

-camdistance

+camin

-camin

+cammousemove

-cammousemove

camortho
Switch to orthographic camera.
+camout

-camout

+campitchdown

-campitchdown

+campitchup

-campitchup

+camyawleft

-camyawleft

+camyawright

-camyawright

cancelselect

cast_hull
Tests hull collision detection
cast_ray
Tests collision detection
cc_captiontrace
Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_emit
Emits a closed caption
cc_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 strings
cc_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.
centerview

ch_createairboat
Spawn airboat in front of the player.
ch_createjeep
Spawn jeep in front of the player.
changelevel
Change server to the specified map
changelevel2
Transition to the specified map in single player
chooseteam
Choose a new team
cl_anglespeedkey

cl_animationinfo
Hud element to examine.
cl_autobuy
The order in which autobuy will attempt to purchase items
cl_autohelp
Auto-help
cl_backspeed

cl_bob

cl_bobcycle

cl_bobup

cl_buy_favorite
Purchase a favorite weapon/equipment loadout
cl_buy_favorite_nowarn
Skips the error prompt when saving an invalid buy favorite
cl_buy_favorite_quiet
Skips the prompt when saving a buy favorite in the buy menu
cl_buy_favorite_reset
Reset favorite loadouts to the default
cl_buy_favorite_set
Saves the current loadout as a favorite
cl_class
Default class when joining a game
cl_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 amount
cl_clock_correction_adjustment
_max_offset As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply
cl_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_serv
er_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_crosshairalpha

cl_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 players
cl_detail_avoid_recover_speed
how fast to recover position after avoiding players
cl_detail_max_sway
Amplitude of the detail prop sway
cl_detaildist

cl_detailfade

cl_downloadfilter
Determines which files can be downloaded from the server (all, none, nosounds)
cl_drawleaf

cl_drawmaterial
Draw a particular material over the frame
cl_drawmonitors

cl_drawshadowtexture

cl_dynamiccrosshair

cl_ejectbrass

cl_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 console
cl_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_forwardspeed

cl_fullupdate
Forces the server to send a full update packet
cl_idealpitchscale

cl_ignorepackets
Force client to ignore packets (for debugging).
cl_interp
Interpolate object positions starting this many seconds in past
cl_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_leveloverview

cl_leveloverviewmarker

cl_localnetworkbackdoor
Enable network optimizations for single player games.
cl_locationalpha

cl_logofile
Spraypoint logo decal.
cl_maxrenderable_dist
Max distance from the camera at which things will be rendered
cl_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_mouseenable

cl_mouselook
Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_observercrosshair

cl_overdraw_test

cl_panelanimation
Shows panel animation variables
cl_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 oft
cl_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 props
cl_phys_timescale
Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown

cl_pitchspeed

cl_pitchup

cl_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 predicting
cl_predictweapons
Perform client side prediction of weapon effects.
cl_radaralpha

cl_radartype

cl_ragdoll_collide

cl_ragdoll_physics_enable
Enable/disable ragdoll physics.
cl_rebuy
The order in which rebuy will attempt to repurchase items
cl_removedecals
Remove the decals from the entity under the crosshair.
cl_resend
Delay in seconds before the client will resend the 'connect' attempt
cl_righthand
Use right-handed view models.
cl_scalecrosshair

cl_SetupAllBones

cl_show_splashes

cl_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 console
cl_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 you
cl_showpos
Draw current position at top of screen
cl_ShowSunVectors

cl_sidespeed

cl_slist
Number of seconds to wait for server ping responses when checking for server on your lan
cl_smooth
Smooth view/eye origin after prediction errors
cl_smoothtime
Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush
Flushes the sounds.txt system (client only)
cl_soundfile
Jingle sound file.
cl_soundscape_flush
Flushes the client side soundscapes
cl_soundscape_printdebuginfo
print soundscapes
cl_spec_mode
spectator mode
cl_sun_decay_rate

cl_team
Default team when joining a game
cl_timeout
After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_upspeed

cl_view
Set the view entity index.
cl_winddir
Weather effects wind direction angle
cl_windspeed
Weather effects wind speed scalar
cl_wpn_sway_interp

cl_wpn_sway_scale

cl_yawspeed

clear
Clear all console output.
clear_debug_overlays
clears debug overlays
clientport
Host game client port
closecaption
Enable close captioning.
cmd
Forward command to server.
collision_shake_amp

collision_shake_freq

collision_shake_time

colorcorrectionui
Show/hide the color correction tools UI.
+commandermousemove

-commandermousemove

commentary
Desired commentary mode state.
commentary_available
Automatically set by the game when a commentary file is available for the current map.
commentary_cvarsnotchanging

commentary_finishnode

commentary_firstrun

commentary_testfirstrun

con_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 window
con_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.log
connect
Connect to specified server.
contimes
Number of console lines to overlay for debugging.
coop
Cooperative play.
CreateHairball

CreatePredictionError
Create a prediction error
creditsdone

crosshair

cs_make_vip
Marks a player as the VIP
cs_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_physimpact

default_fov

demo_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 tick
demo_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_dynamic

disp_modlimit

disp_modlimit_down

disp_modlimit_up

disp_numiterations

dispcoll_drawplane

displaysoundlist

drawcross
Draws a cross at the given location Arguments
drawline
Draws line between two 3D Points. Green if no collision Red is collides with something Arguments
drawradar
Draws HUD radar
dsp_automatic

dsp_db_min

dsp_db_mixdrop

dsp_dist_max

dsp_dist_min

dsp_enhance_stereo

dsp_facingaway

dsp_mix_max

dsp_mix_min

dsp_off

dsp_player

dsp_reload

dsp_room

dsp_slow_cpu

dsp_spatial

dsp_speaker

dsp_vol_2ch

dsp_vol_4ch

dsp_vol_5ch

dsp_volume

dsp_water

dti_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

-duck

dump_globals
Dump all global entities/states
dump_panels
Dump Panel Tree
dump_terrain
Dump physics info about virtual terrains
dump_terrain
Dump physics info about virtual terrains
dumpstringtables
Print string tables to console.
echo
Echo text to console.
editdemo
Edit a recorded demo file (.dem ).
editor_toggle
Disables the simulation and returns focus to the editor
endmovie
Stop recording movie frames.
endround
End the current round.
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. Ar
ent_attachments
Displays the attachment points on an entity. Arguments
ent_bbox
Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_debugkeys

ent_dump
Usage
ent_fire
Usage
ent_info
Usage
ent_messages
Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw
Visualizes all entity input/output activity.
ent_name

ent_pause
Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot
Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments
ent_rbox
Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove
Removes the given entity(s) Arguments
ent_remove_all
Removes all entities of the specified type Arguments
ent_setname
Sets the targetname of the given entity(s) Arguments
ent_show_response_criteria
Print, to the console, an entity's current criteria set used to select responses. Arguments
ent_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) Arguments
envmap


escape
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 none
find
Find concommands with the specified string in their name/help text.
fire_absorbrate

fire_dmgbase

fire_dmginterval

fire_dmgscale

fire_extabsorb

fire_extscale

fire_growthrate

fire_heatscale

fire_incomingheatscale

fire_maxabsorb

firetarget

firstperson
Switch to firstperson camera.
fish_debug
Show debug info for fish
fish_dormant
Turns off interactive fish behavior. Fish become immobile and unresponsive.
flex_expression

flex_looktime

flex_maxawaytime

flex_maxplayertime

flex_minawaytime

flex_minplayertime

flex_rules
Allow flex animation rules to run.
flex_smooth
Applies smoothing/decay curve to flex animation controller changes.
flex_talk

flush
Flush cache memory.
flush_unlocked
Flush unlocked cache memory.
fog_color

fog_colorskybox

fog_enable

fog_enable_water_fog

fog_enableskybox

fog_end

fog_endskybox

fog_override

fog_start

fog_startskybox

force_centerview

+forward

-forward

fov
Change players FOV
free_pass_peek_debug

fs_printopenfiles
Show all files currently opened by the engine.
fs_warning_level
Set the filesystem warning level.
func_break_max_pieces

func_breakdmg_bullet

func_breakdmg_club

func_breakdmg_explosive

g_debug_angularsensor

g_debug_doors

g_debug_ragdoll_removal

g_debug_ragdoll_visualize

g_debug_trackpather

g_debug_transitions
Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
g_debug_vehiclebase

g_debug_vehicledriver

g_debug_vehicleexit

g_debug_vehiclesound

g_jeepexitspeed

g_Language

g_ragdoll_fadespeed

g_ragdoll_lvfadespeed

g_ragdoll_maxcount

gameui_activate

gameui_allowescape

gameui_hide

gameui_preventescape

getpos
dump position and angles to the console
give
Give item to player. Arguments
gl_clear

global_set
global_set <globalname> <state>
god
Toggle. Player becomes invulnerable.
+graph

-graph

-grenade1

+grenade1

-grenade2

+grenade2

groundlist
Display ground entity list <index>
heartbeat

help
Find help about a convar/concommand.
hideconsole
Hide the console.
hidehud

hidepanel
Hides a viewport panel <name>
hideradar
Hides HUD radar
hl2_episodic

host_framerate
Set to lock per-frame time elapse.
host_limitlocal
Apply cl_cmdrate and cl_updaterate to loopback connection
host_map
Current map name.
host_profile

host_runofftime
Run off some time without rendering/updating sounds
host_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 information
hostport
Host game server port
hud_autoreloadscript
Automatically reloads the animation script each time one is ran
hud_centerid

hud_classautokill
Automatically kill player after choosing a new playerclass.
hud_deathnotice_time

hud_drawhistory_time

hud_fastswitch

hud_jeephint_numentries

hud_reloadscheme
Reloads hud layout and animation scripts.
hud_saytext_time

hud_showtargetid

hurtme
Hurts the player. Arguments
impulse

incrementvar
Increment specified convar value.
invnext

invprev

ip
Overrides IP for multihomed hosts
+jlook

-jlook

joy_advanced

joy_advaxisr

joy_advaxisu

joy_advaxisv

joy_advaxisx

joy_advaxisy

joy_advaxisz

joy_autosprint
Automatically sprint when moving with an analog joystick
joy_diagonalpov
POV manipulator operates on diagonal axes, too.
joy_forwardsensitivity

joy_forwardthreshold

joy_name

joy_pitchsensitivity

joy_pitchthreshold

joy_sidesensitivity

joy_sidethreshold

joy_wingmanwarrier_centerhack
Wingman warrior centering hack.
joy_wingmanwarrier_turnhack
Wingman warrior hack related to turn axes.
joy_yawsensitivity

joy_yawthreshold

joyadvancedupdate

joystick

jpeg
Take a jpeg screenshot
jpeg_quality
jpeg screenshot quality.
+jump

-jump

kdtree_test
Tests spatial partition for entities queries.
key_findbinding
Find key bound to specified command string.
key_listboundkeys
List bound keys with bindings.
key_updatelayout
Updates game keyboard layout to current windows keyboard setting.
kick
Kick a player by name.
kickid
Kick a player by userid or uniqueid, with a message.
kill
kills the player
killserver
Shutdown the server.
+klook

-klook

lastinv

+left

-left

light_crosshair
Show texture color at crosshair
linefile
Parses map leak data from .lin file
list
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_Enable

lod_TransitionDist

log
Enables logging to file, console, and udp < on | off >.
logaddress_add
Set address and port for remote host <ip
logaddress_del
Remove address and port for remote host <ip
logaddress_delall
Remove all udp addresses being logged to
logaddress_list
List all addresses currently being used by logaddress.
+lookdown

-lookdown

lookspring

lookstrafe

+lookup

-lookup

lservercfgfile

m_customaccel
Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula
m_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 limit
m_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_edit

map_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)
mapcyclefile

maps
Displays list of maps.
mat_antialias

mat_autoexposure_max

mat_autoexposure_min

mat_bloomamount_rate

mat_bloomscale

mat_bufferprimitives

mat_bumpbasis

mat_bumpmap

mat_camerarendertargetoverlays
ize
mat_clipz

mat_compressedtextures

mat_configcurrent
show the current video control panel config for the material system
mat_crosshair

mat_debug

mat_debug_autoexposure

mat_debug_postprocessing_effec
ts
mat_debug_process_halfscreen

mat_debugalttab

mat_debugdepth

mat_debugdepthmode

mat_debugdepthval

mat_debugdepthvalmax

mat_depthbias_decal

mat_depthbias_normal

mat_diffuse

mat_disable_bloom

mat_drawflat

mat_drawwater

mat_dxlevel

mat_dynamic_tonemapping

mat_edit

mat_envmapsize

mat_envmaptgasize

mat_fastnobump

mat_fastspecular
Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate

mat_filterlightmaps

mat_filtertextures

mat_force_bloom

mat_force_tonemap_scale

mat_forceaniso

mat_forcedynamic

mat_forcehardwaresync

mat_forcemanagedtextureintohar
dware
mat_frame_sync_enable

mat_frame_sync_force_texture
Force frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize

mat_fullbright

mat_hdr_enabled

mat_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_rate

mat_hdr_tonemapscale

mat_hdr_tonemapscale_max

mat_hdroverbrightrange

mat_hsv

mat_info
Shows material system info
mat_leafvis
Draw wireframe of current leaf
mat_levelflush

mat_loadtextures

mat_luxels

mat_maxframelatency

mat_measurefillrate

mat_mipmaptextures

mat_monitorgamma
monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_norendering

mat_normalmaps

mat_normals

mat_parallaxmap

mat_picmip

mat_proxy

mat_reducefillrate

mat_reloadallmaterials

mat_reloadmaterial

mat_reloadtextures

mat_reversedepth

mat_savechanges
saves current video configuration to the registry
mat_setvideomode
sets the width, height, windowed state of the material system
mat_shadowstate

mat_show_ab_hdr

mat_show_histogram

mat_show_texture_memory_usage
Display the texture memory usage on the HUD.
mat_showcamerarendertarget

mat_showenvmapmask

mat_showframebuffertexture

mat_showlightmapcomponent
0
mat_showlightmappage

mat_showlowresimage

mat_showmaterials
Show materials.
mat_showmaterialsverbose

mat_showmiplevels

mat_showtextures
Show textures.
mat_showwatertextures

mat_slopescaledepthbias_decal

mat_slopescaledepthbias_normal

mat_softwarelighting

mat_softwareskin

mat_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 console
mat_stub

mat_suppress
Supress a material from drawing
mat_surfaceid

mat_surfacemat

mat_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_list

mat_texture_list
For debugging, show a list of used textures per frame
mat_texture_list_all
If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texturelist_directories

mat_texturelist_files

mat_tonemapping_occlusion_use_
stencil
mat_trilinear

mat_viewportscale

mat_vsync
Force sync to vertical retrace
mat_wateroverlaysize

mat_wireframe

mat_yuv

maxplayers
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 alloc
memory
Print memory stats.
menuselect

minisave
Saves game (for current level only!)
mod_forcedata
Forces all model file data into cache on model load.
mod_load_async

mod_test_mesh_not_available

mod_test_not_available

mod_test_verts_not_available

mod_trace_load

motdfile
The MOTD file to load.
+movedown

-movedown

+moveleft

-moveleft

+moveright

-moveright

+moveup

-moveup

mp3
Show/hide mp3 player UI.
mp_allowNPCs

mp_autocrosshair

mp_buytime
How many minutes after round start players can buy items for.
mp_decals

mp_defaultteam

mp_disable_autokick
Prevents a userid from being auto-kicked
mp_facefronttime
After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_fadetoblack
fade a player's screen to black when he dies
mp_falldamage

mp_feetyawrate
How many degrees per second that we can turn our feet or upper body.
mp_forcerespawn

mp_humanteam
Restricts human players to a single team {any, CT, T}
mp_ik
Use IK on in-place turns.
mp_logdetail
Logs attacks. Values are
mp_playerid_delay
Number of seconds to delay showing information in the status bar
mp_playerid_hold
Number of seconds to keep showing old information in the status bar
mp_restartgame
If non-zero, game will restart in the specified number of seconds
mp_teamlist

mp_teamoverride

mp_teamplay

mp_timelimit
game time per map in minutes
mp_weaponstay

muzzleflash_light

name
Current user name
nav_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 and
nav_build_ladder
Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_connectivity
Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
nav_check_file_consistency
Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor
Updates the blocked/unblocked status for every nav area.
nav_clear_walkable_marks
Erase any previously placed walkable positions.
nav_compress_id
Re-orders area and ladder ID's so they are continuous.
nav_connect
To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit

nav_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 connec
nav_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 generate
nav_merge
To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm
nav_no_hostages
Toggles the 'hostages cannot use this area' flag used by the AI system.
nav_no_jump
Toggles the 'dont jump in this area' flag used by the AI system.
nav_place_floodfill
Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli
nav_place_list
Lists all place names used in the map.
nav_place_pick
Sets the current Place to the Place of the Area under the cursor.
nav_place_replace
Replaces all instances of the first place with the second place.
nav_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 increm
nav_run
Toggles the 'traverse this area by running' flag used by the AI system.
nav_save
Saves the current Navigation Mesh to disk.
nav_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 editing
nav_show_danger
Show current 'danger' levels.
nav_show_ladder_bounds
Draws the bounding boxes of all func_ladders in the map.
nav_show_nodes

nav_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 areas
nav_splice
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split
To split an Area into two, align the split line using your cursor and invoke the split command.
nav_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 message
net_channels
Shows net channel info
net_chokeloop
Apply bandwidth choke to loopback packets
net_drawslider
Draw completion slider during signon
net_droppackets
Drops next n packets on client
net_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 graph
net_graphheight

net_graphpos

net_graphsolid

net_maxfilesize
Maximum allowed file size for uploading in MB
net_maxfragments
Max fragment bytes per packet
net_scale

net_showdrop
Show dropped packets in console
net_showevents
Dump game events to console (1=client only, 2=all).
net_showfragments
Show netchannel fragments
net_showmsg
Show incoming message
net_showpeaks
Show messages for large packets only
net_showsplits
Show info about packet splits
net_showtcp
Dump TCP stream summary to console
net_showudp
Dump UPD packets summary to console
net_start
Inits multiplayer network sockets
next
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 round
noclip
Toggle. Player becomes non-solid and flies.
notarget
Toggle. Player becomes hidden to NPCs.
npc_ammo_deplete
Subtracts half of the target's ammo
npc_bipass
Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s
npc_combat
Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments
npc_conditions
Displays all the current AI conditions that an NPC has in the overlay text. Arguments
npc_create
Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that
npc_create_aimed
Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
npc_create_equipment

npc_destroy
Removes the given NPC(s) from the universe Arguments
npc_destroy_unselected
Removes all NPCs from the universe that aren't currently selected
npc_enemies
Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable
npc_focus
Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments
npc_freeze
Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments
npc_gameendally_deathmessage

npc_go
Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments
npc_go_do_run
Set whether should run on NPC go
npc_go_random
Sends all selected NPC(s) to a random node. Arguments
npc_heal
Heals the target back to full health
npc_height_adjust
Enable test mode for ik height adjustment
npc_kill
Kills the given NPC(s) Arguments
npc_nearest
Draw's a while box around the NPC(s) nearest node Arguments
npc_relationships
Displays the relationships between this NPC and all others. Arguments
npc_reset
Reloads schedules for all NPC's from their script files Arguments
npc_route
Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
npc_select
Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arg
npc_sentences

npc_speakall
Force the npc to try and speak all thier responses
npc_squads
Obsolete. Replaced by npc_combat
npc_steering
Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments
npc_steering_all
Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_task_text
Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
npc_tasks
Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
npc_teleport
Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments
npc_thinknow
Trigger NPC to think
npc_viewcone
Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments
npc_vphysics

old_radiusdamage

overview_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,large
overview_names
Show player's names in map overview.
overview_tracks
Show player's tracks in map overview.
overview_zoom
Sets overview map zoom
particle_simulateoverflow
Used for stress-testing particle systems. Randomly denies creation of particles.
password
Current server access password
path
Show the engine filesystem path.
pause
Toggle the server pause state.
perfui
Show/hide the level performance tools UI.
perfvisualbenchmark

perfvisualbenchmark_abort

phonemedelay
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_impactforcescale

phys_penetration_error_time
Controls the duration of vphysics penetration error boxes.
phys_pushscale

phys_speeds

phys_stressbodyweights

phys_swap
Automatically swaps the current weapon for the physcannon and back again.
phys_timescale
Scale time for physics
phys_upimpactforcescale

physics_budget
Times the cost of each active object
physics_debug_entity
Dumps debug info for an entity
physics_highlight_active
Turns on the absbox for all active physics objects
physics_report_active
Lists all active physics objects
physics_select
Dumps debug info for an entity
physicsshadowupdate_render

picker
Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play
ping
Display ping to server.
pixelvis_debug
Dump debug info
play
Play a sound.
playdemo
Play a recorded demo file (.dem ).
player_old_armor

playflush
Play a sound, reloading from disk in case of changes.
playgamesound
Play a sound from the game sounds txt file
playsoundscape
Forces a soundscape to play
playvol
Play a sound at a specified volume.
plugin_load
plugin_load <filename>
plugin_pause
plugin_pause <index>
plugin_pause_all
pauses all loaded plugins
plugin_print
Prints details about loaded plugins
plugin_unload
plugin_unload <index>
plugin_unpause
plugin_unpause <index>
plugin_unpause_all
unpauses all disabled plugins
progress_enable

prop_crosshair
Shows name for prop looking at
prop_debug
Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
props_break_max_pieces

props_break_max_pieces_perfram
e 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_3dnow

r_3dsky
Enable the rendering of 3d sky boxes
r_AirboatViewDampenDamp

r_AirboatViewDampenFreq

r_AirboatViewZHeight

r_ambientlightingonly
Set this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio

r_avglight

r_avglightmap

r_cheapwaterend

r_cheapwaterstart

r_cleardecals
Usage r_cleardecals <permanent>.
r_ClipAreaPortals

r_colorstaticprops

r_debugcheapwater

r_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 culled
r_decals

r_decalstaticprops
Decal static props test
r_DispBuildable

r_DispDrawAxes

r_DispWalkable

r_DoCovertTransitions

r_dopixelvisibility

r_drawbatchdecals
Render decals batched.
r_DrawBeams

r_drawbrushmodels
Render brush models.
r_drawclipbrushes
Draw clip brushes
r_drawdecals
Render decals.
r_drawdetailprops

r_DrawDisp
Toggles rendering of displacment maps
r_drawentities

r_drawflecks

r_drawfullskybox

r_drawleaf
Draw the specified leaf.
r_drawlightcache
0
r_drawlightinfo

r_drawlights

r_drawmodeldecals

r_DrawModelLightOrigin

r_drawmodelstatsoverlay

r_drawmodelstatsoverlaydistanc
e
r_drawmodelstatsoverlaymax
time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin
time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables

r_drawopaqueworld

r_drawothermodels

r_drawparticles
Enable/disable particle rendering
r_drawpixelvisibility
Show the occlusion proxies
r_DrawPortals

r_DrawRain
Enable/disable rain rendering.
r_drawrenderboxes

r_drawropes

r_drawskybox

r_DrawSpecificStaticProp

r_drawsprites

r_drawstaticprops

r_drawtranslucentrenderables

r_drawtranslucentworld

r_drawvgui
Enable the rendering of vgui panels
r_drawviewmodel

r_drawworld
Render the world.
r_dscale_basefov

r_dscale_fardist

r_dscale_farscale

r_dscale_neardist

r_dscale_nearscale

r_dynamic

r_eyeglintlodpixels
The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss

r_eyemove

r_eyes

r_eyeshift_x

r_eyeshift_y

r_eyeshift_z

r_eyesize

r_eyewaterepsilon

r_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 hardware
r_flashlightconstant

r_flashlightdrawfrustum

r_flashlightdrawfrustumbbox

r_flashlightdrawsweptbbox

r_flashlightfar

r_flashlightfov

r_flashlightlinear

r_flashlightlockposition

r_flashlightmodels

r_flashlightnear

r_flashlightnodraw

r_flashlightoffsetx

r_flashlightoffsety

r_flashlightoffsetz

r_flashlightquadratic

r_flashlightvisualizetrace

r_flex

r_flushlod
Flush and reload LODs.
r_ForceRestore

r_ForceWaterLeaf
Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld

r_JeepFOV

r_JeepViewBlendTo

r_JeepViewBlendToScale

r_JeepViewBlendToTime

r_JeepViewDampenDamp

r_JeepViewDampenFreq

r_JeepViewZHeight

r_lightaverage
Activates/deactivate light averaging
r_lightcache_numambientsamples
number of random directions to fire rays when computing ambient lighting
r_lightcachecenter

r_lightinterp
Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap

r_lightstyle

r_lockpvs
Lock the PVS so you can fly around and inspect what is being drawn.
r_lod

r_lod_noupdate

r_mapextents
Set the max dimension for the map. This determines the far clipping plane
r_maxdlights

r_maxmodeldecal

r_maxnewsamples

r_maxsampledist

r_minnewsamples

r_mmx

r_modellodscale
1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal

r_newflashlight

r_newproplighting

r_nohw

r_norefresh

r_nosw

r_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_overlayfadeenable

r_overlayfademax

r_overlayfademin

r_overlaywireframe

r_PhysPropStaticLighting

r_pixelvis_partial

r_portalscloseall

r_portalsopenall

r_PortalTestEnts
Clip entities against portal frustums.
r_printdecalinfo

r_propsmaxdist
Maximum visible distance
r_radiosity
0
r_rainalpha

r_rainalphapow

r_raindensity

r_RainHack

r_rainlength

r_RainProfile
Enable/disable rain profiling.
r_RainRadius

r_RainSideVel
How much sideways velocity rain gets.
r_RainSimulate
Enable/disable rain simulation.
r_rainspeed

r_RainSplashPercentage

r_rainwidth

r_renderoverlayfragment

r_rootlod
Root LOD
r_ropebatch

r_ropetranslucent

r_screenfademaxsize

r_screenfademinsize

r_screenoverlay

r_sequence_debug

r_shadowangles
Set shadow angles
r_shadowblobbycutoff
some shadow stuff
r_shadowcolor
Set shadow color
r_shadowdir
Set shadow direction
r_shadowdist
Set shadow distance
r_shadowids

r_shadowmaxrendered

r_shadowrendertotexture

r_shadows

r_shadowwireframe

r_showenvcubemap

r_ShowViewerArea

r_skin

r_skybox
Enable the rendering of sky boxes
r_snapportal

r_spray_lifetime
Number of rounds player sprays are visible
r_sse

r_sse2

r_staticpropinfo

r_teeth

r_TransitionSensitivity
Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture

r_vehicleBrakeRate

r_vehicleDrawDebug

r_VehicleViewClamp

r_VehicleViewDampen

r_visocclusion
Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces

r_visualizelighttracesshowfull
trace
r_visualizeproplightcaching

r_visualizetraces

r_WaterDrawReflection
Enable water reflection
r_WaterDrawRefraction
Enable water refraction
r_waterforceexpensive

r_waterforcereflectentities

r_worldlightmin

r_worldlights
number of world lights to use per vertex
radio1
Opens a radio menu
radio2
Opens a radio menu
radio3
Opens a radio menu
rate
Max bytes/sec the host can receive data
rcon
Issue an rcon command.
rcon_address
Address of remote server if sending unconnected rcon commands (format x.x.x.x
rebuy
Attempt to repurchase items with the order listed in cl_rebuy
recompute_speed
Recomputes clock speed (for debugging purposes).
record
Record a demo.
+reload

-reload

reload
Reload the most recent saved game (add setpos to jump to current view position on reload).
removeid
Remove a user ID from the ban list.
removeip
Remove an IP address from the ban list.
report_entities
Lists all entities
report_simthinklist
Lists all simulating/thinking entities
report_soundpatch
reports sound patch count
report_soundpatch
reports sound patch count
report_touchlinks
Lists all touchlinks
restart
Restart the game on the same level (add setpos to jump to current view position on restart).
retry
Retry connection to last server.
revert
Revert convars to their default values.
+right

-right

room_type

rope_averagelight
Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide
Collide rope with the world
rope_drawlines

rope_shake

rope_smooth
Do an antialiasing effect on ropes
rope_smooth_enlarge
How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha
Alpha for rope antialiasing effect
rope_smooth_maxalphawidth

rope_smooth_minalpha
Alpha for rope antialiasing effect
rope_smooth_minwidth
When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv
Rope subdivision amount
rope_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 message
say_team
Display player message to team
scene_allowoverrides
When playing back a choreographed scene, allow per-model expression overrides.
scene_flatturn

scene_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

-score

scr_centertime

screenshot
Take a screenshot.
sensitivity
Mouse sensitivity.
servercfgfile

setang
Snap player eyes to specified pitch yaw <roll
setinfo
Addes a new user info value
setmaster

setmodel
Changes's player's model

setpause
Set the pause state of the server.
setpos
Move player to specified origin (must have sv_cheats).
shake
Shake the screen.
shake_show
Displays a list of the active screen shakes.
shake_stop
Stops all active screen shakes.
-showbudget

+showbudget

-showbudget_texture

+showbudget_texture

showbudget_texture
Enable the texture budget panel.
-showbudget_texture_global

+showbudget_texture_global

showconsole
Show the console.
showhitlocation

showinfo
Shows a info panel
showpanel
Shows a viewport panel <name>
showparticlecounts
Display number of particles drawn per frame
+showscores

-showscores

showtriggers
Shows trigger brushes
showtriggers_toggle
Toggle show triggers
-showvprof

+showvprof

singlestep
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_arm

sk_npc_chest

sk_npc_head

sk_npc_leg

sk_npc_stomach

sk_player_arm

sk_player_chest

sk_player_head

sk_player_leg

sk_player_stomach

skill
Game skill level (1-3).
slist
List servers on your LAN.
slot0

slot1

slot10

slot2

slot3

slot4

slot5

slot6

slot7

slot8

slot9

smoothstairs
Smooth player eye z coordinate when traversing stairs.
snapto

snd_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_surround

snd_disable_mixer_duck

snd_duckerattacktime

snd_duckerreleasetime

snd_duckerthreshold

snd_ducktovolume

snd_flushasync
Flush all unlocked async .wav data
snd_foliage_db_loss

snd_gain

snd_gain_max

snd_gain_min

snd_memasync
Show async memory stats
snd_mixahead

snd_musicvolume
Music volume
snd_noextraupdate

snd_obscured_gain_dB

snd_pitchquality

snd_profile

snd_rebuildaudiocache
Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists
snd_refdb

snd_refdist

snd_restart
Restart sound system.
snd_show
Show sounds info
snd_showclassname

snd_showmixer

snd_showstart

snd_soundmixer

snd_surround_speakers

snd_visualize
Show sounds location in world
snd_vox_captiontrace
Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout

snd_vox_sectimetout

snd_vox_seqtimetout

snd_writemanifest
If running a game, outputs the precache manifest for the current level
sndplaydelay

soundfade
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 ar
soundscape_fadetime
Time to crossfade sound effects between soundscapes
soundscape_flush
Flushes the server & client side soundscapes
speak
Play a constructed sentence.
spec_help
Show spectator help screen
spec_menu
Activates spectator menu
spec_mode
Set spectator mode
spec_next
Spectate next player
spec_player
Spectate player by name
spec_pos
dump position and angles to the console
spec_prev
Spectate previous player
spec_scoreboard

spec_track
Tracks an entity in spec mode
+speed

-speed

spike
generates a fake spike
startdemos
Play demos in demo sequence.
startmovie
Start recording movie frames.
startupmenu
Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer
stats
Prints server performance variables
status
Display map and connection status.
step_spline

stop
Finish recording demo.
stopdemo
Stop playing back a demo.
stopsound

stopsoundscape
Stops all soundscape processing and fades current looping sounds
+strafe

-strafe

stuffcmds
Parses and stuffs command line + commands to command buffer.
suitvolume

surfaceprop
Reports the surface properties at the cursor
sv_accelerate

sv_airaccelerate

sv_alternateticks

sv_autosave
Set to 1 to save game on level transition. Does not affect autosave triggers.
sv_backspeed
How much to slow down backwards motion
sv_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 success
sv_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 np
sv_deltaprint
Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_deltatime
Enable profiling of CalcDelta calls
sv_downloadurl
Location from which clients can download missing files
sv_dumpresponses
Dump all response_rules.txt and rules (requires restart)
sv_enableoldqueries
Enable support for old style (HL1) server queries
sv_filterban
Set packet filtering by IP mode
sv_findsoundname
Find sound names which reference the specified wave files.
sv_footsteps
Play footstep sound for players
sv_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 compensation
sv_logblocks
If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist

sv_massreport

sv_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 seconds
sv_maxunlag
Maximum lag compensation in seconds
sv_netvisdist
Test networking visibility distance
sv_noclipaccelerate

sv_noclipduringpause
If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed

sv_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 objects
sv_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 angle
sv_rollspeed

sv_runcmds

sv_secure
Server is using Valve Anti-Cheat
sv_sendtables
Force full sendtable sending path.
sv_showhitboxes
Send server-side hitboxes for specified entity to client (NOTE
sv_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 texture
sv_soundemitter_filecheck
Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush
Flushes the sounds.txt system (server only)
sv_soundemitter_trace
Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_soundscape_printdebuginfo
print soundscapes
sv_specaccelerate

sv_specnoclip

sv_specspeed

sv_stats
Collect CPU usage stats
sv_stepsize

sv_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 pvs
sv_suppress_viewpunch

sv_teststepsimulation

sv_thinktimecheck
Check for thinktimes all on same timestamp.
sv_turbophysics
Turns on turbo physics
sv_unlag_debug

sv_unlag_fixstuck
Disallow backtracking a player for lag compensation if it will cause them to become stuck
sv_unlockedchapters
Highest unlocked game chapter.
sv_visiblemaxplayers
Overrides the max players reported to prospective clients
sv_wateraccelerate

sv_waterdist
Vertical view fixup when eyes are near water plane.
sv_waterfriction

template_debug

Test_CreateEntity

test_dispatcheffect
Test a clientside dispatch effect. Usage
Test_EHandle

test_entity_blocker
Test command that drops an entity blocker out in front of the player.
Test_InitRandomEntitySpawner

Test_Loop
Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount
Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds
Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_nav_opt

Test_ProxyToggle_EnableProxy

Test_ProxyToggle_EnsureValue

Test_ProxyToggle_SetValue

Test_RandomChance
Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS

Test_RandomPlayerPosition

Test_RemoveAllRandomEntities

Test_RunFrame

Test_SendKey

Test_SpawnRandomEntities

Test_StartLoop
Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript
Start a test script running..
Test_Wait

Test_WaitForCheckPoint

testhudanim
Test a hud element animation. Arguments
testscript_debug
Debug test scripts.
texture_budget_background_alph
a how translucent the budget panel is
texture_budget_panel_bottom_of
_history_fraction number between 0 and 1
texture_budget_panel_global
Show global times in the texture budget panel.
texture_budget_panel_height
height in pixels of the budget panel
texture_budget_panel_width
width in pixels of the budget panel
texture_budget_panel_x
number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y
number of pixels from the top side of the game screen to draw the budget panel
think_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 exit
timeleft
prints the time remaining in the match
timerefresh
Profile the renderer.
toggleconsole
Show/hide the console.
togglescores
Toggles score panel
trace_report

tracer_extra

unbind
Unbind a key.
unbindall
Unbind all keys.
unpause
Unpause the game.
+use

-use

use
Use a particular weapon Arguments
user
Show user data.
users
Show user info for players on server.
v_centermove

v_centerspeed

vcollide_wireframe

vcollide_wireframe_axes

vcr_verbose
Write extra information into .vcr file.
version
Print version info string.
vgui_drawfocus
Report which panel is under the mouse.
-vgui_drawtree

+vgui_drawtree

vgui_drawtree
Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds
Show panel bounds.
vgui_drawtree_clear

vgui_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_addkeyframe

viewanim_create

viewanim_load
load animation from file
viewanim_reset
reset view angles!
viewanim_save
Save current animation to file
viewanim_test
test view animation
viewmodel_fov

violence_ablood
Draw alien blood
violence_agibs
Show alien gib entities
violence_hblood
Draw human blood
violence_hgibs
Show human gib entities
voice_avggain

voice_clientdebug

voice_dsound

voice_enable

voice_fadeouttime

voice_forcemicrecord

voice_inputfromfile
Get voice input from 'voice_input.wav' rather than from the microphone.
voice_loopback

voice_maxgain

voice_modenable
Enable/disable voice in this mod.
voice_overdrive

voice_overdrivefadetime

voice_profile

voice_recordtofile
Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
voice_scale

voice_serverdebug

voice_showchannels

voice_showincoming

voice_steal

-voicerecord

+voicerecord

volume
Sound volume
vox_reload
Reload sentences.txt file
voxeltree_box
View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
voxeltree_playerview
View entities in the voxel-tree at the player position.
voxeltree_sphere
View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
voxeltree_view
View entities in the voxel-tree.
vprof
Toggle VProf profiler
vprof_adddebuggroup1
add a new budget group dynamically for debugging
vprof_cachemiss
Toggle VProf cache miss checking
vprof_cachemiss_off
Turn off VProf cache miss checking
vprof_cachemiss_on
Turn on VProf cache miss checking
vprof_child

vprof_collapse_all
Collapse the whole vprof tree
vprof_counters

vprof_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 tree
vprof_expand_group
Expand a budget group in the vprof tree by name
vprof_generate_report
Generate a report to the console.
vprof_generate_report_AI
Generate a report to the console.
vprof_generate_report_AI_only
Generate a report to the console.
vprof_generate_report_hierarch
y Generate a report to the console.
vprof_generate_report_map_load
Generate a report to the console.
vprof_graph
Draw the vprof graph.
vprof_graphheight

vprof_graphwidth

vprof_nextsibling

vprof_off
Turn off VProf profiler
vprof_on
Turn on VProf profiler
vprof_parent

vprof_playback_average
Average the next N frames.
vprof_playback_start
Start playing back a recorded .vprof file.
vprof_playback_step
While playing back a .vprof file, step to the next tick.
vprof_playback_stepback
While playing back a .vprof file, step to the previous tick.
vprof_playback_stop

vprof_prevsibling

vprof_record_start
Start recording vprof data for playback later.
vprof_record_stop

vprof_remote_start
Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop
Stop an existing remote VProf data request
vprof_reset
Reset the stats in VProf profiler
vprof_reset_peaks
Reset just the peak time in VProf profiler
vprof_scope
Set a specific scope to start showing vprof tree
vprof_unaccounted_limit
number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose
Set to one to show average and peak times
vprof_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

-walk

wc_air_edit_further
When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from play
wc_air_edit_nearer
When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player
wc_air_node_edit
When in WC edit mode, toggles laying down or air nodes instead of ground nodes
wc_create
When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select
wc_destroy
When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
wc_destroy_undo
When in WC edit mode restores the last deleted node
wc_link_edit

wc_update_entity
Updates the entity's position/angles when in edit mode
weapon_showproficiency

writeid
Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip
Save the ban list to banned_ip.cfg.
+zoom

-zoom

zoom_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

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