CSGO Rcon Guide

  1. Then turn on your console ingame -> Options -> advanced -> enabled developer console.
  2. Join your server
  3. Open the console by pressing the tile key (` key to the left of 1 on most keyboards)
  4. Type: rcon_password youradminpasswordhere, and press enter

Now you have access to server side commands for example typing: rcon sv_password 1234, will set a private password on your server as 1234, rcon changelevel de_dust2 will change the level to dust2, please note that rcon must be put before all server commands. Please find a listful use of commands below:

1. +alt1
   2. +alt2
   3. +attack
   4. +attack2
   5. +back
   6. +break
   7. +camdistance
   8. +camin
   9. +cammousemove
  10. +camout
  11. +campitchdown
  12. +campitchup
  13. +camyawleft
  14. +camyawright
  15. +commandermousemove
  16. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  17. +duck
  18. +forward
  19. +graph
  20. +grenade1
  21. +grenade2
  22. +jlook
  23. +jump
  24. +klook
  25. +left
  26. +lookdown
  27. +lookspin
  28. +lookup
  29. +mat_texture_list
  30. +movedown
  31. +moveleft
  32. +moveright
  33. +moveup
  34. +posedebug // Turn on pose debugger or add ents to pose debugger UI
  35. +reload
  36. +right
  37. +score
  38. +showbudget
  39. +showbudget_texture
  40. +showbudget_texture_global
  41. +showscores
  42. +showvprof
  43. +sixense_left_point_gesture
  44. +sixense_ratchet
  45. +sixense_right_point_gesture
  46. +speed
  47. +strafe
  48. +use
  49. +vgui_drawtree
  50. +voicerecord
  51. +walk
  52. +zoom
  53. +zoom_in
  54. +zoom_out
  55. -alt1
  56. -alt2
  57. -attack
  58. -attack2
  59. -back
  60. -break
  61. -camdistance
  62. -camin
  63. -cammousemove
  64. -camout
  65. -campitchdown
  66. -campitchup
  67. -camyawleft
  68. -camyawright
  69. -commandermousemove
  70. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  71. -duck
  72. -forward
  73. -graph
  74. -grenade1
  75. -grenade2
  76. -jlook
  77. -jump
  78. -klook
  79. -left
  80. -lookdown
  81. -lookspin
  82. -lookup
  83. -mat_texture_list
  84. -movedown
  85. -moveleft
  86. -moveright
  87. -moveup
  88. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  89. -reload
  90. -right
  91. -score
  92. -showbudget
  93. -showbudget_texture
  94. -showbudget_texture_global
  95. -showscores
  96. -showvprof
  97. -sixense_left_point_gesture
  98. -sixense_ratchet
  99. -sixense_right_point_gesture
 100. -speed
 101. -strafe
 102. -use
 103. -vgui_drawtree
 104. -voicerecord
 105. -walk
 106. -zoom
 107. -zoom_in
 108. -zoom_out
 109. achievement_debug "0" // Turn on achievement debug msgs.
 110. achievement_disable "0" // Turn off achievements.
 111. addip // Add an IP address to the ban list.
 112. adsp_debug "0"
 113. ainet_generate_report // Generate a report to the console.
 114. ainet_generate_report_only // Generate a report to the console.
 115. air_density // Changes the density of air for drag computations.
 116. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
 117. ai_debug_los "0" // itl
 118. ai_debug_node_connect // Debug the attempted connection between two nodes
 119. ai_debug_shoot_positions "0"
 120. 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
 121. ai_drawbattlelines "0"
 122. ai_drop_hint // Drop an ai_hint at the players current eye position.
 123. ai_dump_hints
 124. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
 125. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
 126. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
 127. ai_report_task_timings_on_limit "0"
 128. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
 129. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
 130. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
 131. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
 132. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
 133. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
 134. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
 135. 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
 136. ai_show_grid // Draw a grid on the floor where looking.
 137. 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 -
 138. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
 139. ai_show_node // Highlight the specified node
 140. 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
 141. ai_step // use ai_step again. To resume processing no
 142. ai_test_los // Test AI LOS from the players POV
 143. ai_think_limit_label "0"
 144. ai_vehicle_avoidance "1"
 145. alias // Alias a command.
 146. ammo_338mag_max "30"
 147. ammo_357sig_max "52"
 148. ammo_45acp_max "100"
 149. ammo_50AE_max "35"
 150. ammo_556mm_box_max "200"
 151. ammo_556mm_max "90"
 152. ammo_57mm_max "100"
 153. ammo_762mm_max "90"
 154. ammo_9mm_max "120"
 155. ammo_buckshot_max "32"
 156. ammo_decoy_max "1"
 157. ammo_flashbang_max "1"
 158. ammo_hegrenade_max "1"
 159. ammo_molotov_max "1"
 160. ammo_smokegrenade_max "1"
 161. askconnect_accept // Accept a redirect request by the server.
 162. asw_engine_finished_building_map // Notify engine that weve finished building a map
 163. async_resume
 164. async_suspend
 165. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
 166. autobuy // Attempt to purchase items with the order listed in cl_autobuy
 167. autosave // Autosave
 168. autosavedangerous // AutoSaveDangerous
 169. autosavedangerousissafe
 170. banid // Add a user ID to the ban list.
 171. banip // Add an IP address to the ban list.
 172. benchframe // Takes a snapshot of a particular frame in a time demo.
 173. bench_end // Ends gathering of info.
 174. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
 175. bench_start // Starts gathering of info. Arguments: filename to write results into
 176. bench_upload // Uploads most recent benchmark stats to the Valve servers.
 177. bind // Bind a key.
 178. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
 179. bind_osx // Bind a key for OSX only.
 180. bink_dump_precached_movies // Dumps information about all precached Bink movies
 181. blackbox_dump // Dump the contents of the blackbox
 182. blackbox_record // Record an entry into the blackbox
 183. bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
 184. bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
 185. bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
 186. bot_all_weapons // Allows the bots to use all weapons
 187. bot_autodifficulty_threshold "0" // Percentage of Contribution Score that a bot must be outside of to change its difficulty (i.e. Contrib Score in the range [human
 188. bot_chatter "0" // or normal.
 189. bot_crouch "0"
 190. bot_debug "0" // For internal testing purposes.
 191. bot_debug_target "0" // For internal testing purposes.
 192. bot_defer_to_human "0" // the bots will not do the scenario tasks.
 193. bot_difficulty "1" // 3=expert.
 194. bot_dont_shoot "0" // bots will not fire weapons (for debugging).
 195. bot_freeze "0"
 196. bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
 197. bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
 198. bot_join_after_player "1" // bots wait until a player joins before entering the game.
 199. bot_join_team "0" // or CT.
 200. bot_kick // matching the given criteria.
 201. bot_kill // matching the given criteria.
 202. bot_knives_only // Restricts the bots to only using knives
 203. bot_loadout "0" // bots are given these items at round start
 204. bot_mimic "0"
 205. bot_mimic_yaw_offset "180"
 206. bot_pistols_only // Restricts the bots to only using pistols
 207. bot_place // bot_place - Places a bot from the map at where the local player is pointing.
 208. bot_quota "0" // Determines the total number of bots in the game.
 209. bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
 210. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
 211. bot_show_battlefront "0" // Show areas where rushing players will initially meet.
 212. bot_show_nav "0" // For internal testing purposes.
 213. bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
 214. bot_snipers_only // Restricts the bots to only using sniper rifles
 215. bot_stop "0" // immediately stops all bot processing.
 216. bot_stop_control // Release control of a bot.
 217. bot_take_control // Take control of a bot.
 218. bot_traceview "0" // For internal testing purposes.
 219. bot_zombie "0" // bots will stay in idle mode and not attack.
 220. box // Draw a debug box.
 221. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
 222. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
 223. budget_background_alpha "128" // how translucent the budget panel is
 224. budget_bargraph_background_alpha "128" // how translucent the budget panel is
 225. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
 226. budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
 227. budget_history_range_ms "66" // budget history range in milliseconds
 228. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
 229. budget_panel_height "384" // height in pixels of the budget panel
 230. budget_panel_width "512" // width in pixels of the budget panel
 231. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
 232. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
 233. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
 234. budget_show_averages "0" // enable/disable averages in the budget panel
 235. budget_show_history "0" // turn history graph off and on. . good to turn off on low end
 236. budget_show_peaks "1" // enable/disable peaks in the budget panel
 237. budget_toggle_group // Turn a budget group on/off
 238. bug // Show the bug reporting UI.
 239. bugreporter_uploadasync "0" // Upload attachments asynchronously
 240. bugreporter_username "0" // Username to use for bugreporter
 241. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
 242. buildcubemaps // Rebuild cubemaps.
 243. buildmodelforworld // buildmodelforworld
 244. buymenu // Show or hide main buy menu
 245. cache_print // cache_print [section] Print out contents of cache memory.
 246. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
 247. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
 248. camortho // Switch to orthographic camera.
 249. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
 250. cam_command // Tells camera to change modes
 251. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
 252. cam_idealdist "150"
 253. cam_idealdistright "0"
 254. cam_idealdistup "0"
 255. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
 256. cam_idealpitch "0"
 257. cam_idealyaw "0"
 258. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
 259. cam_snapto "0"
 260. cancelselect
 261. cast_hull // Tests hull collision detection
 262. cast_ray // Tests collision detection
 263. cc_emit // Emits a closed caption
 264. cc_findsound // Searches for soundname which emits specified text.
 265. cc_flush // Flushes asyncd captions.
 266. cc_lang "0" // Current close caption language (emtpy = use game UI language)
 267. cc_linger_time "1" // Close caption linger time.
 268. cc_predisplay_time "0" // Close caption delay before showing caption.
 269. cc_random // Emits a random caption
 270. cc_showblocks // Toggles showing which blocks are pending/loaded async.
 271. cc_subtitles "0" // wont help hearing impaired players).
 272. centerview
 273. changelevel // Change server to the specified map
 274. changelevel2 // Transition to the specified map in single player
 275. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
 276. ch_createairboat // Spawn airboat in front of the player.
 277. ch_createjeep // Spawn jeep in front of the player.
 278. clear // Clear all console output.
 279. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
 280. clear_debug_overlays // clears debug overlays
 281. clientport "27005" // Host game client port
 282. closecaption "0" // Enable close captioning.
 283. cl_allowdownload "0" // Client downloads customization files
 284. cl_allowupload "0" // Client uploads customization files
 285. cl_animationinfo // Hud element to examine.
 286. cl_autobuy "0" // The order in which autobuy will attempt to purchase items
 287. cl_autohelp "0" // Auto-help
 288. cl_autowepswitch "0" // Automatically switch to picked up weapons (if more powerful)
 289. cl_backspeed "450"
 290. cl_bob "0"
 291. cl_bobamt_lat "0"
 292. cl_bobamt_vert "0"
 293. cl_bobcycle "1"
 294. cl_bobup "0"
 295. cl_bob_lower_amt "21"
 296. cl_brushfastpath "1"
 297. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
 298. cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
 299. cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
 300. cl_buy_favorite_reset // Reset favorite loadouts to the default
 301. cl_buy_favorite_set // Saves the current loadout as a favorite
 302. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
 303. cl_chatfilters "63" // Stores the chat filter settings
 304. cl_class "0" // Default class when joining a game
 305. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
 306. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
 307. cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
 308. cl_clock_correction "1" // Enable/disable clock correction on the client.
 309. cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
 310. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
 311. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
 312. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
 313. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
 314. cl_cmdrate "66" // Max number of command packets sent to server per second
 315. cl_crosshairalpha "255"
 316. cl_crosshaircolor "1" // Set crosshair color as defined in game_options.360.txt
 317. cl_crosshaircolor_b "250"
 318. cl_crosshaircolor_g "250"
 319. cl_crosshaircolor_r "50"
 320. cl_crosshairdot "0"
 321. cl_crosshairscale "768" // Crosshair scaling factor (deprecated)
 322. cl_crosshairsize "7"
 323. cl_crosshairthickness "0"
 324. cl_crosshairusealpha "1"
 325. cl_debugrumble "0" // Turn on rumble debugging spew
 326. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
 327. cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
 328. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
 329. cl_detail_max_sway "5" // Amplitude of the detail prop sway
 330. cl_detail_multiplier "1" // extra details to create
 331. cl_disablefreezecam "1" // Turn on/off freezecam on client
 332. cl_disable_ragdolls "0"
 333. cl_downloadfilter "0" // nosounds)
 334. cl_drawhud "1" // Enable the rendering of the hud
 335. cl_drawleaf "-1"
 336. cl_drawmaterial "0" // Draw a particular material over the frame
 337. cl_drawshadowtexture "0"
 338. cl_dumpplayer // Dumps info about a player
 339. cl_dumpsplithacks // Dump split screen workarounds.
 340. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
 341. cl_dynamiccrosshair "0"
 342. cl_enable_weapon_voiceover "1" // Enable/Disable weapon name voice over.
 343. cl_entityreport "0" // draw entity states to console
 344. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
 345. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
 346. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
 347. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
 348. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
 349. cl_fastdetailsprites "1" // whether to use new detail sprite system
 350. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
 351. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
 352. cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
 353. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
 354. cl_forcepreload "1" // Whether we should force preloading.
 355. cl_forwardspeed "450"
 356. cl_fullupdate // Forces the server to send a full update packet
 357. cl_game_mode_convars // Display the values of the convars for the current game_mode.
 358. cl_idealpitchscale "0"
 359. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
 360. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
 361. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
 362. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
 363. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
 364. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
 365. cl_jiggle_bone_invert "0"
 366. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
 367. cl_language "0" // Language (from Steam API)
 368. cl_leafsystemvis "0"
 369. cl_leveloverview "0"
 370. cl_leveloverviewmarker "0"
 371. cl_logofile "0" // Spraypoint logo decal.
 372. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
 373. cl_minimal_rtt_shadows "1"
 374. cl_mouseenable "0"
 375. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
 376. cl_observercrosshair "1"
 377. cl_overdraw_test "0"
 378. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
 379. cl_particles_dumplist // optional name substring.
 380. cl_particles_dump_effects
 381. cl_particles_show_bbox "0"
 382. cl_particles_show_controlpoints "0"
 383. cl_particle_retire_cost "0"
 384. cl_pclass "0" // Dump entity by prediction classname.
 385. cl_pdump "-1" // Dump info about this entity to screen.
 386. cl_phys_show_active "0"
 387. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
 388. cl_pitchdown "89"
 389. cl_pitchup "89"
 390. cl_playerspraydisable "1" // Disable player sprays.
 391. cl_portal_use_new_dissolve "1" // Use new dissolve effect
 392. cl_precacheinfo // Show precache info (client).
 393. cl_predict "1" // Perform client side prediction.
 394. cl_predictioncopy_describe // Describe datamap_t for entindex
 395. cl_predictionlist "0" // Show which entities are predicting
 396. cl_predictweapons "1" // Perform client side prediction of weapon effects.
 397. cl_pred_track // for field fieldname.
 398. cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
 399. cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
 400. cl_reloadpostprocessparams
 401. cl_removedecals // Remove the decals from the entity under the crosshair.
 402. cl_report_soundpatch // reports client-side sound patch count
 403. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
 404. cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
 405. cl_righthand "1" // Use right-handed view models.
 406. cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
 407. cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
 408. cl_shadowtextureoverlaysize "256"
 409. cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
 410. cl_showents // Dump entity list to console.
 411. cl_showerror "0" // 2 for above plus detailed field deltas.
 412. cl_showevents "0" // Print event firing info in the console
 413. cl_showfps "0" // +10 = detailed )
 414. cl_showhelp "0" // Set to 0 to not show on-screen help
 415. cl_showloadout "1" // Toggles display of current loadout.
 416. cl_showncustomtabhelp "0"
 417. cl_showpluginmessages "0" // Allow plugins to display messages to you
 418. cl_showpos "0" // Draw current position at top of screen
 419. cl_show_scaleform_achievement_popups "1"
 420. cl_sidespeed "450"
 421. cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
 422. cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
 423. cl_soundemitter_flush // Flushes the sounds.txt system (server only)
 424. cl_soundemitter_reload // Flushes the sounds.txt system
 425. cl_soundfile "0" // Jingle sound file.
 426. cl_soundscape_flush // Flushes the client side soundscapes
 427. cl_soundscape_printdebuginfo // print soundscapes
 428. cl_spec_mode "4" // Saves the last viewed spectator mode for use next time we start to spectate
 429. cl_sporeclipdistance "512"
 430. cl_ss_origin // print origin in script format
 431. cl_steamscreenshots // Enable/disable saving screenshots to Steam
 432. cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
 433. cl_sun_decay_rate "0"
 434. cl_team "0" // Default team when joining a game
 435. cl_timeout "35" // the client will disconnect itself
 436. cl_tree_sway_dir // sets tree sway wind direction and strength
 437. cl_updaterate "66" // Number of packets per second of updates you are requesting from the server
 438. cl_updatevisibility // Updates visibility bits.
 439. cl_upspeed "320"
 440. cl_use_new_headbob "1"
 441. cl_view // Set the view entity index.
 442. cl_viewmodel_shift_left_amt "1"
 443. cl_viewmodel_shift_right_amt "0"
 444. cl_winddir "0" // Weather effects wind direction angle
 445. cl_windspeed "0" // Weather effects wind speed scalar
 446. cl_wpn_sway_scale "1"
 447. cmd // Forward command to server.
 448. cmd1 // sets userinfo string for split screen player in slot 1
 449. cmd2 // sets userinfo string for split screen player in slot 2
 450. cmd3 // sets userinfo string for split screen player in slot 3
 451. cmd4 // sets userinfo string for split screen player in slot 4
 452. collision_test // Tests collision system
 453. colorcorrectionui // Show/hide the color correction tools UI.
 454. commentary_cvarsnotchanging
 455. commentary_finishnode
 456. commentary_firstrun "0"
 457. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
 458. commentary_testfirstrun
 459. condump // dump the text currently in the console to condumpXX.log
 460. connect // Connect to specified server.
 461. con_enable "1" // Allows the console to be activated.
 462. crash // Cause the engine to crash (Debug!!)
 463. CreatePredictionError // Create a prediction error
 464. create_flashlight
 465. creditsdone
 466. crosshair "1"
 467. cs_make_vip // Marks a player as the VIP
 468. cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
 469. CS_WarnFriendlyDamageInterval "1" // Defines how frequently the server notifies clients that a player damaged a friend
 470. cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
 471. cvarlist // Show the list of convars/concommands.
 472. c_maxdistance "200"
 473. c_maxpitch "90"
 474. c_maxyaw "135"
 475. c_mindistance "30"
 476. c_minpitch "0"
 477. c_minyaw "-135"
 478. c_orthoheight "100"
 479. c_orthowidth "100"
 480. c_thirdpersonshoulder "0"
 481. c_thirdpersonshoulderaimdist "120"
 482. c_thirdpersonshoulderdist "40"
 483. c_thirdpersonshoulderheight "5"
 484. c_thirdpersonshoulderoffset "20"
 485. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
 486. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
 487. dbg_testdynamicwearablegib
 488. debugsystemui // Show/hide the debug system UI.
 489. debug_visibility_monitor "0"
 490. default_fov "90"
 491. demolist // Print demo sequence list.
 492. demos // Demo demo file sequence.
 493. demoui // Show/hide the demo player UI.
 494. demoui2 // Show/hide the advanced demo player UI (demoui2).
 495. demo_gototick // Skips to a tick in demo.
 496. demo_pause // Pauses demo playback.
 497. demo_recordcommands "1" // Record commands typed at console into .dem files.
 498. demo_resume // Resumes demo playback.
 499. demo_timescale // Sets demo replay speed.
 500. demo_togglepause // Toggles demo playback.
 501. developer "0" // Set developer message level
 502. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
 503. devshots_screenshot // use the screenshot command instead.
 504. differences // Show all convars which are not at their default values.
 505. disable_static_prop_loading "0" // static props wont be loaded
 506. disconnect // Disconnect game from server.
 507. display_elapsedtime // Displays how much time has elapsed since the game started
 508. display_game_events "0"
 509. disp_list_all_collideable // List all collideable displacements
 510. dlight_debug // Creates a dlight in front of the player
 511. drawcross // Draws a cross at the given location Arguments: x y z
 512. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
 513. drawradar // Draws HUD radar
 514. dsp_dist_max "1440"
 515. dsp_dist_min "0"
 516. dsp_enhance_stereo "0"
 517. dsp_off "0"
 518. dsp_player "0"
 519. dsp_reload
 520. dsp_slow_cpu "1"
 521. dsp_volume "0"
 522. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
 523. dumpentityfactories // Lists all entity factory names.
 524. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
 525. dumpgamestringtable // Dump the contents of the game string table to the console.
 526. dumpstringtables // Print string tables to console.
 527. dump_entity_sizes // Print sizeof(entclass)
 528. dump_globals // Dump all global entities/states
 529. dump_particlemanifest // Dump the list of particles loaded.
 530. echo // Echo text to console.
 531. editdemo // Edit a recorded demo file (.dem ).
 532. editor_toggle // Disables the simulation and returns focus to the editor
 533. enable_debug_overlays "1" // Enable rendering of debug overlays
 534. enable_skeleton_draw "0" // Render skeletons in wireframe
 535. endmovie // Stop recording movie frames.
 536. endround // End the current round.
 537. english "1" // running the english language set of assets.
 538. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
 539. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
 540. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
 541. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
 542. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
 543. ent_create // Creates an entity of the given type where the player is looking.
 544. ent_dump // Usage: ent_dump <entity name>
 545. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
 546. ent_info // Usage: ent_info <class name>
 547. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
 548. 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
 549. ent_messages_draw "0" // Visualizes all entity input/output activity.
 550. ent_name
 551. ent_orient // only orients target entitys YAW. Use the allangles opt
 552. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
 553. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
 554. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
 555. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
 556. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
 557. ent_rotate // Rotates an entity by a specified # of degrees
 558. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
 559. ent_setang // Set entity angles
 560. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
 561. ent_setpos // Move entity to position
 562. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
 563. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
 564. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
 565. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
 566. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
 567. envmap
 568. escape // Escape key pressed.
 569. exec // Execute script file.
 570. execifexists // Execute script file if file exists.
 571. exit // Exit the engine.
 572. explode // Kills the player with explosive damage
 573. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
 574. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
 575. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
 576. ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en
 577. ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don
 578. ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do
 579. ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag
 580. find // Find concommands with the specified string in their name/help text.
 581. findflags // Find concommands by flags.
 582. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
 583. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
 584. firetarget
 585. firstperson // Switch to firstperson camera.
 586. fish_debug "0" // Show debug info for fish
 587. fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
 588. flush // Flush unlocked cache memory.
 589. flush_locked // Flush unlocked and locked cache memory.
 590. fogui // Show/hide fog control UI.
 591. fog_color "-1"
 592. fog_colorskybox "-1"
 593. fog_enable "1"
 594. fog_enableskybox "1"
 595. fog_enable_water_fog "1"
 596. fog_end "-1"
 597. fog_endskybox "-1"
 598. fog_hdrcolorscale "-1"
 599. fog_hdrcolorscaleskybox "-1"
 600. fog_maxdensity "-1"
 601. fog_maxdensityskybox "-1"
 602. fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
 603. fog_start "-1"
 604. fog_startskybox "-1"
 605. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
 606. force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
 607. force_centerview
 608. foundry_engine_get_mouse_control // Give the engine control of the mouse.
 609. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
 610. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
 611. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
 612. foundry_update_entity // Updates the entitys position/angles when in edit mode
 613. fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
 614. fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
 615. fs_clear_open_duplicate_times // Clear the list of files that have been opened.
 616. fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
 617. fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
 618. fs_fios_flush_cache // Flushes the FIOS HDD cache.
 619. fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
 620. fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
 621. fs_fios_print_prefetches // Displays all the prefetches currently in progress.
 622. fs_printopenfiles // Show all files currently opened by the engine.
 623. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
 624. fs_warning_level // Set the filesystem warning level.
 625. func_break_max_pieces "15"
 626. fx_new_sparks "1" // Use new style sparks.
 627. g15_dumpplayer // Spew player data.
 628. g15_reload // Reloads the Logitech G-15 Keyboard configs.
 629. g15_update_msec "250" // Logitech G-15 Keyboard update interval.
 630. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
 631. gameinstructor_enable "0" // Display in game lessons that teach new players.
 632. gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
 633. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
 634. gameinstructor_reset_counts // Resets all display and success counts to zero.
 635. gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
 636. gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
 637. gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
 638. gamemenucommand // Issue game menu command.
 639. gamepadslot1
 640. gamepadslot2
 641. gamepadslot3
 642. gamepadslot4
 643. gamepadslot5
 644. gamepadslot6
 645. gameui_activate // Shows the game UI
 646. gameui_allowescape // Escape key allowed to hide game UI
 647. gameui_allowescapetoshow // Escape key allowed to show game UI
 648. gameui_hide // Hides the game UI
 649. gameui_preventescape // Escape key doesnt hide game UI
 650. gameui_preventescapetoshow // Escape key doesnt show game UI
 651. getpos // dump position and angles to the console
 652. getpos_exact // dump origin and angles to the console
 653. give // Give item to player. Arguments: <item_name>
 654. givecurrentammo // Give a supply of ammo for current weapon..
 655. global_event_log_enabled "0" // Enables the global event log system
 656. global_set // 2 = DEAD).
 657. glow_outline_effect_enable "1" // Enable entity outline glow effects.
 658. glow_outline_width "6" // Width of glow outline effect in screen space.
 659. gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
 660. god // Toggle. Player becomes invulnerable.
 661. gods // Toggle. All players become invulnerable.
 662. groundlist // Display ground entity list <index>
 663. g_debug_angularsensor "0"
 664. g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
 665. g_debug_ragdoll_removal "0"
 666. g_debug_ragdoll_visualize "0"
 667. g_debug_trackpather "0"
 668. g_debug_vehiclebase "0"
 669. g_debug_vehicledriver "0"
 670. g_debug_vehicleexit "0"
 671. g_debug_vehiclesound "0"
 672. g_jeepexitspeed "100"
 673. hammer_update_entity // Updates the entitys position/angles when in edit mode
 674. hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
 675. heartbeat // Force heartbeat of master servers
 676. help // Find help about a convar/concommand.
 677. hideconsole // Hide the console.
 678. hidehud "0"
 679. hidepanel // Hides a viewport panel <name>
 680. hideradar // Hides HUD radar
 681. hidescores // Forcibly hide score panel
 682. hide_main_menu // Hide the main menu
 683. hide_sf_main_menu // Hide the Scaleform main menu
 684. hostage_debug "0" // Show hostage AI debug information
 685. hostfile "0" // The HOST file to load.
 686. hostip "-1062731136.000" // Host game server ip
 687. hostname "0" // Hostname for server.
 688. hostport "27015" // Host game server port
 689. host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
 690. host_map "0" // Current map name.
 691. host_reset_config // reset config (for testing) with param as splitscreen index.
 692. host_runofftime // Run off some time without rendering/updating sounds
 693. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
 694. host_timescale "1" // Prescale the clock by this amount.
 695. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
 696. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
 697. hud_fastswitch "1"
 698. hud_reloadscheme // Reloads hud layout and animation scripts.
 699. hud_scaling "0" // Scales hud elements
 700. hud_showtargetid "1" // Enables display of target names
 701. hud_subtitles // Plays the Subtitles: <filename>
 702. hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
 703. hunk_print_allocations
 704. hunk_track_allocation_types "1"
 705. hurtme // Hurts the player. Arguments: <health to lose>
 706. impulse
 707. incrementvar // Increment specified convar value.
 708. inferno_child_spawn_interval_multiplier "1" // Amount spawn interval increases for each child
 709. inferno_child_spawn_max_depth "4"
 710. inferno_damage "40" // Damage per second
 711. inferno_debug "0"
 712. inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
 713. inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
 714. inferno_flame_spacing "50" // Minimum distance between separate flame spawns
 715. inferno_forward_reduction_factor "0"
 716. inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
 717. inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
 718. inferno_max_child_spawn_interval "1" // Largest time interval for child flame spawning
 719. inferno_max_flames "32" // Maximum number of flames that can be created
 720. inferno_max_range "300" // Maximum distance flames can spread from their initial ignition point
 721. inferno_per_flame_spawn_duration "5" // Duration each new flame will attempt to spawn new flames
 722. inferno_scorch_decals "1"
 723. inferno_spawn_angle "45" // Angular change from parent
 724. inferno_surface_offset "20"
 725. inferno_velocity_decay_factor "0"
 726. inferno_velocity_factor "0"
 727. inferno_velocity_normal_factor "0"
 728. invnext
 729. invnextgrenade
 730. invnextnongrenade
 731. invprev
 732. in_forceuser "0" // Force user input to this split screen player.
 733. ip "0" // Overrides IP for multihomed hosts
 734. items_game_use_local "1" // items_game.txt will not be stomped by the GC.
 735. item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
 736. joinsplitscreen // join split screen
 737. joyadvancedupdate
 738. joystick "0" // false otherwise.
 739. joy_accelmax "1"
 740. joy_accelscale "0"
 741. joy_advanced "0"
 742. joy_advaxisr "0"
 743. joy_advaxisu "0"
 744. joy_advaxisv "0"
 745. joy_advaxisx "0"
 746. joy_advaxisy "0"
 747. joy_advaxisz "0"
 748. joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
 749. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
 750. joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
 751. joy_cfg_preset "1"
 752. joy_circle_correct "1"
 753. joy_diagonalpov "0" // too.
 754. joy_display_input "0"
 755. joy_forwardsensitivity "-1"
 756. joy_forwardthreshold "0"
 757. joy_gamma "0"
 758. joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
 759. joy_lowend "1"
 760. joy_lowmap "1"
 761. joy_movement_stick "0" // Which stick controls movement (0 is left stick)
 762. joy_name "0"
 763. joy_no_accel_jump "0"
 764. joy_pitchsensitivity "0" // joystick pitch sensitivity
 765. joy_pitchthreshold "0"
 766. joy_response_look "0" // 1=Acceleration Promotion
 767. joy_response_look_pitch "1" // 1=Acceleration Promotion
 768. joy_response_move "1" // 1/sensitivity
 769. joy_sensitive_step0 "0"
 770. joy_sensitive_step1 "0"
 771. joy_sensitive_step2 "0"
 772. joy_sidesensitivity "1"
 773. joy_sidethreshold "0"
 774. joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
 775. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
 776. joy_yawsensitivity "-1" // joystick yaw sensitivity
 777. joy_yawthreshold "0"
 778. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
 779. kdtree_test // Tests spatial partition for entities queries.
 780. key_findbinding // Find key bound to specified command string.
 781. key_listboundkeys // List bound keys with bindings.
 782. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
 783. kick // Kick a player by name.
 784. kickid // with a message.
 785. kill // Kills the player with generic damage
 786. killserver // Shutdown the server.
 787. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
 788. lastinv
 789. lightcache_maxmiss "2"
 790. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
 791. light_crosshair // Show texture color at crosshair
 792. linefile // Parses map leak data from .lin file
 793. listdemo // List demo file contents.
 794. listid // Lists banned users.
 795. listip // List IP addresses on the ban list.
 796. listmodels // List loaded models.
 797. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
 798. load // Load a saved game.
 799. loadcommentary
 800. loader_dump_table
 801. locator_split_len "0"
 802. locator_split_maxwide_percent "0"
 803. log // and udp < on | off >.
 804. logaddress_add // Set address and port for remote host <ip:port>.
 805. logaddress_del // Remove address and port for remote host <ip:port>.
 806. logaddress_delall // Remove all udp addresses being logged to
 807. logaddress_list // List all addresses currently being used by logaddress.
 808. log_color // Set the color of a logging channel.
 809. log_dumpchannels // Dumps information about all logging channels.
 810. log_flags // Set the flags on a logging channel.
 811. log_level // Set the spew level of a logging channel.
 812. lookspring "0"
 813. lookstrafe "0"
 814. loopsingleplayermaps "0"
 815. map // Start playing on specified map.
 816. maps // Displays list of maps.
 817. map_background // Runs a map as the background to the main menu.
 818. map_commentary // on a specified map.
 819. map_edit
 820. map_setbombradius // Sets the bomb radius for the map.
 821. map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
 822. map_showspawnpoints // Shows player spawn points (red=invalid)
 823. mat_accelerate_adjust_exposure_down "40"
 824. mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
 825. mat_bloomamount_rate "0"
 826. mat_bloom_scalefactor_scalar "0"
 827. mat_bumpbasis "0"
 828. mat_camerarendertargetoverlaysize "128"
 829. mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
 830. mat_configcurrent // show the current video control panel config for the material system
 831. mat_crosshair // Display the name of the material under the crosshair
 832. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
 833. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
 834. mat_crosshair_printmaterial // print the material under the crosshair
 835. mat_crosshair_reloadmaterial // reload the material under the crosshair
 836. mat_debug // Activates debugging spew for a specific material.
 837. mat_debugalttab "0"
 838. mat_debug_bloom "0"
 839. mat_displacementmap "1"
 840. mat_drawflat "0"
 841. mat_drawwater "1"
 842. mat_dynamiclightmaps "0"
 843. mat_dynamicPaintmaps "0"
 844. mat_dynamic_tonemapping "1"
 845. mat_edit // Bring up the material under the crosshair in the editor
 846. mat_exposure_center_region_x "0"
 847. mat_exposure_center_region_y "0"
 848. mat_fastclip "0"
 849. mat_fastnobump "0"
 850. mat_fillrate "0"
 851. mat_forcedynamic "0"
 852. mat_force_bloom "0"
 853. mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
 854. mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
 855. mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
 856. mat_force_tonemap_scale "0"
 857. mat_frame_sync_enable "1"
 858. mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
 859. mat_fullbright "0"
 860. mat_hdr_enabled // Report if HDR is enabled for debugging
 861. mat_hdr_tonemapscale "1" // 16 = eyes wide open.
 862. mat_hdr_uncapexposure "0"
 863. mat_hsv "0"
 864. mat_info // Shows material system info
 865. mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
 866. mat_loadtextures "1"
 867. mat_lpreview_mode "-1"
 868. mat_luxels "0"
 869. mat_measurefillrate "0"
 870. mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
 871. mat_monitorgamma_tv_enabled "1"
 872. mat_morphstats "0"
 873. mat_norendering "0"
 874. mat_normalmaps "0"
 875. mat_normals "0"
 876. mat_postprocess_enable "1"
 877. mat_powersavingsmode "0" // Power Savings Mode
 878. mat_proxy "0"
 879. mat_queue_mode "-1" // 2=queued
 880. mat_queue_priority "1"
 881. mat_reloadallmaterials // Reloads all materials
 882. mat_reloadmaterial // Reloads a single material
 883. mat_reloadtextures // Reloads all textures
 884. mat_remoteshadercompile "0"
 885. mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
 886. mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
 887. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
 888. mat_resetdefaults // resets the video config options to their defaults
 889. mat_reversedepth "0"
 890. mat_savechanges // saves current video configuration to the registry
 891. mat_setvideomode // windowed state of the material system
 892. mat_shadercount // display count of all shaders and reset that count
 893. mat_showcamerarendertarget "0"
 894. mat_showframebuffertexture "0"
 895. mat_showlowresimage "0"
 896. mat_showmaterials // Show materials.
 897. mat_showmaterialsverbose // Show materials (verbose version).
 898. mat_showmiplevels "0" // 1: everything else
 899. mat_showtextures // Show used textures.
 900. mat_showwatertextures "0"
 901. mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
 902. mat_softwareskin "0"
 903. mat_spewalloc "0"
 904. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
 905. mat_stub "0"
 906. mat_suppress // Supress a material from drawing
 907. mat_surfaceid "0"
 908. mat_surfacemat "0"
 909. mat_tessellationlevel "6"
 910. mat_tessellation_accgeometrytangents "0"
 911. mat_tessellation_cornertangents "1"
 912. mat_tessellation_update_buffers "1"
 913. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
 914. mat_texture_list_exclude // save - saves exclude list file
 915. mat_texture_list_txlod // -1 to dec resolution
 916. mat_texture_list_txlod_sync // save - saves all changes to material content files
 917. mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
 918. mat_updateconvars // updates the video config convars
 919. mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
 920. mat_wireframe "0"
 921. mat_yuv "0"
 922. maxplayers // Change the maximum number of players allowed on this server.
 923. mc_accel_band_size "34" // (degrees)
 924. mc_aim_heading_multiplier "1"
 925. mc_aim_pitch_multiplier "1"
 926. mc_dead_zone_radius "10" // (degrees)
 927. mc_max_turnrate "210" // (degrees/sec)
 928. memory // Print memory stats.
 929. mem_compact
 930. mem_dump // Dump memory stats to text file.
 931. mem_dumpvballocs // Dump VB memory allocation stats.
 932. mem_eat
 933. mem_incremental_compact
 934. mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
 935. mem_test
 936. mem_vcollide // Dumps the memory used by vcollides
 937. mem_verify // Verify the validity of the heap
 938. menuselect // menuselect
 939. minisave // Saves game (for current level only!)
 940. mm_datacenter_debugprint // Shows information retrieved from data center
 941. mm_debugprint // Show debug information about current matchmaking session
 942. mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
 943. mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
 944. mm_dlc_debugprint // Shows information about dlc
 945. mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
 946. mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
 947. mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
 948. motdfile "0" // The MOTD file to load.
 949. movie_fixwave // etc.
 950. mp_afterroundmoney "0" // amount of money awared to every player after each round
 951. mp_autokick "1" // Kick idle/team-killing players
 952. mp_buytime "90" // How many seconds after round start players can buy items for.
 953. mp_death_drop_defuser "1" // Drop defuser on player death
 954. mp_death_drop_grenade "2" // 2=current or best
 955. mp_death_drop_gun "1" // 2=current or best
 956. mp_defuser_allocation "0" // 2=everyone
 957. mp_disable_autokick // Prevents a userid from being auto-kicked
 958. mp_dump_timers // Prints round timers to the console for debugging
 959. mp_forcerespawnplayers // Force all players to respawn.
 960. mp_forcewin // Forces team to win
 961. mp_force_pick_time "10" // The amount of time a player has on the team screen to make a selection before being auto-teamed
 962. mp_freezetime "6" // how many seconds to keep players frozen when the round starts
 963. mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
 964. mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
 965. mp_halftime_duration "15" // Number of seconds that halftime lasts
 966. mp_join_grace_time "20" // Number of seconds after round start to allow a player to join a game
 967. mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
 968. mp_match_end_restart "1" // perform a restart instead of loading a new map
 969. mp_maxmoney "16000" // maximum amount of money allowed in a players account
 970. mp_playercashawards "1" // Players can earn money by performing in-game actions
 971. mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
 972. mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
 973. mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
 974. mp_required_voters "3" // The number of human players required for a vote
 975. mp_required_vote_majority "0" // The percentage of human players that need to vote yes for a vote to pass
 976. mp_restartgame "0" // game will restart in the specified number of seconds
 977. mp_roundtime "5" // How many minutes each round takes.
 978. mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win
 979. mp_scrambleteams // Scramble the teams and restart the game
 980. mp_startmoney "800" // amount of money each player gets when they reset
 981. mp_switchteams // Switch teams and restart the game
 982. mp_teamcashawards "1" // Teams can earn money by performing in-game actions
 983. mp_tkpunish "0" // 1=yes}
 984. mp_tournament_restart // Restart Tournament Mode on the current level.
 985. mp_win_panel_display_time "5" // The amount of time to show the win panel between matches / halfs
 986. ms_player_dump_properties // Prints a dump the current players property data
 987. multvar // Multiply specified convar value.
 988. muzzleflash_light "1"
 989. m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
 990. m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
 991. m_customaccel_max "0" // 0 for no limit
 992. m_customaccel_scale "0" // Custom mouse acceleration value.
 993. m_forward "1" // Mouse forward factor.
 994. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
 995. m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
 996. m_mousespeed "1" // 2 to enable secondary threshold
 997. m_pitch "0" // Mouse pitch factor.
 998. m_rawinput "0" // Use Raw Input for mouse input.
 999. m_side "0" // Mouse side factor.
1000. m_yaw "0" // Mouse yaw factor.
1001. name "0" // Current user name
1002. nav_add_to_selected_set // Add current area to the selected set.
1003. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
1004. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
1005. nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
1006. nav_area_max_size "50" // Max area size created in nav generation
1007. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
1008. nav_begin_area // drag the opposite corner to the desired location and
1009. nav_begin_deselecting // Start continuously removing from the selected set.
1010. nav_begin_drag_deselecting // Start dragging a selection area.
1011. nav_begin_drag_selecting // Start dragging a selection area.
1012. nav_begin_selecting // Start continuously adding to the selected set.
1013. nav_begin_shift_xy // Begin shifting the Selected Set.
1014. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
1015. 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).
1016. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
1017. nav_check_floor // Updates the blocked/unblocked status for every nav area.
1018. nav_check_stairs // Update the nav mesh STAIRS attribute
1019. nav_chop_selected // Chops all selected areas into their component 1x1 areas
1020. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
1021. nav_clear_selected_set // Clear the selected set.
1022. nav_clear_walkable_marks // Erase any previously placed walkable positions.
1023. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
1024. nav_connect // then invoke the connect command. Note that this creates a
1025. nav_coplanar_slope_limit "0"
1026. nav_coplanar_slope_limit_displacement "0"
1027. nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
1028. nav_corner_lower // Lower the selected corner of the currently marked Area.
1029. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
1030. nav_corner_raise // Raise the selected corner of the currently marked Area.
1031. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
1032. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
1033. nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
1034. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
1035. nav_debug_blocked "0"
1036. nav_delete // Deletes the currently highlighted Area.
1037. nav_delete_marked // Deletes the currently marked Area (if any).
1038. nav_disconnect // then invoke the disconnect command. This will remove all connec
1039. nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
1040. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
1041. nav_draw_limit "500" // The maximum number of areas to draw in edit mode
1042. nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
1043. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
1044. nav_end_deselecting // Stop continuously removing from the selected set.
1045. nav_end_drag_deselecting // Stop dragging a selection area.
1046. nav_end_drag_selecting // Stop dragging a selection area.
1047. nav_end_selecting // Stop continuously adding to the selected set.
1048. nav_end_shift_xy // Finish shifting the Selected Set.
1049. nav_flood_select // use this command again.
1050. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
1051. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
1052. nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
1053. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
1054. nav_generate_incremental_range "2000"
1055. nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
1056. nav_gen_cliffs_approx // post-processing approximation
1057. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
1058. nav_ladder_flip // Flips the selected ladders direction.
1059. nav_load // Loads the Navigation Mesh for the current map.
1060. nav_lower_drag_volume_max // Lower the top of the drag select volume.
1061. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
1062. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
1063. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
1064. nav_mark_attribute // Set nav attribute for all areas in the selected set.
1065. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
1066. nav_m
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