cvar list -------------- _restart : cmd : : Shutdown and restart the engine. addip : cmd : : Add an IP address to the ban list. ai_auto_contact_solver : 1 : , "sv" : ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable ai_debug_assault : 0 : , "sv" : ai_debug_directnavprobe : 0 : , "sv" : ai_debug_doors : 0 : , "sv" : ai_debug_efficiency : 0 : , "sv" : ai_debug_enemies : 0 : , "sv" : ai_debug_expressions : 0 : , "sv" : Show random expression decisions for NPCs. ai_debug_follow : 0 : , "sv" : ai_debug_loners : 0 : , "sv" : ai_debug_looktargets : 0 : , "sv" : ai_debug_los : 0 : , "sv", "cheat" : NPC Line-Of-Sight debug mode. If 1, solid entities that blo ck NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid. ai_debug_nav : 0 : , "sv" : ai_debug_node_connect : cmd : : Debug the attempted connection between two nodes ai_debug_ragdoll_magnets : 0 : , "sv" : ai_debug_shoot_positions : 0 : , "sv", "rep" : ai_debug_speech : 0 : , "sv" : ai_debug_squads : 0 : , "sv" : ai_debug_think_ticks : 0 : , "sv" : ai_debugscriptconditions : 0 : , "sv" : ai_disable : cmd : : Bi-passes all AI logic routines and puts all NPCs into thei r idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate ai_drawbattlelines : 0 : , "sv", "cheat" : ai_dump_hints : cmd : : ai_efficiency_override : 0 : , "sv" : ai_follow_use_points : 1 : , "sv" : ai_follow_use_points_when_moving : 1 : , "sv" : ai_lead_time : 0 : , "sv" : ai_LOS_mode : 0 : , "sv", "rep" : ai_moveprobe_debug : 0 : , "sv" : ai_moveprobe_jump_debug : 0 : , "sv" : ai_moveprobe_usetracelist : 0 : , "sv" : ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Ar guments: -none- ai_no_local_paths : 0 : , "sv" : ai_no_node_cache : 0 : , "sv" : ai_no_select_box : 0 : , "sv" : ai_no_steer : 0 : , "sv" : ai_no_talk_delay : 0 : , "sv" : ai_nodes : cmd : : Toggles node display. First call displays the nodes for th e given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green - groun d node Cyan - air node Magenta - climb node Grey - node not available for selected hull size Orange - node currently locked ai_norebuildgraph : 0 : , "sv" : ai_path_adjust_speed_on_immediate_turns : 1 : , "sv" : ai_path_insert_pause_at_est_end : 1 : , "sv" : ai_path_insert_pause_at_obstruction : 1 : , "sv" : ai_reaction_delay_alert : 0 : , "sv" : ai_reaction_delay_idle : 0 : , "sv" : ai_rebalance_thinks : 1 : , "sv" : ai_reloadresponsesystems : cmd : : Reload all response system scripts. ai_report_task_timings_on_limit : 0 : , "a", "sv" : ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resume normal processing. ai_sequence_debug : 0 : , "sv" : ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps ai_shot_bias : 1 : , "sv" : ai_shot_bias_max : 1 : , "sv", "rep" : ai_shot_bias_min : -1 : , "sv", "rep" : ai_shot_stats : 0 : , "sv" : ai_shot_stats_term : 1000 : , "sv" : ai_show_connect : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled ai_show_connect_fly : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled ai_show_connect_jump : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled ai_show_graph_connect : cmd : : Toggles graph connection display for the node that the play er is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue. ai_show_grid : cmd : : Draw a grid on the floor where looking. ai_show_hints : cmd : : Displays all hints as small boxes Blue - hint is availabl e for use Red - hint is currently being used by an NPC Orange - hint not being used by timed out Grey - hint has been disabled ai_show_hull : cmd : : Displays the allowed hulls between each node for the curren tly selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movem ent Magenta - climbing movement Arguments: -none- ai_show_hull_attacks : 0 : , "sv" : ai_show_node : cmd : : Highlight the specified node ai_show_think_tolerance : 0 : , "sv" : ai_show_visibility : cmd : : Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue. ai_simulate_task_overtime : 0 : , "sv" : ai_spread_cone_focus_time : 0 : , "sv" : ai_spread_defocused_cone_multiplier : 3 : , "sv" : ai_spread_pattern_focus_time : 0 : , "sv" : ai_step : cmd : : NPCs will freeze after completing their current task. To c omplete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume' ai_think_limit_label : 0 : , "a", "sv" : ai_use_clipped_paths : 1 : , "sv" : ai_use_efficiency : 1 : , "sv" : ai_use_frame_think_limits : 1 : , "sv" : ai_use_think_optimizations : 1 : , "sv" : ainet_generate_report : cmd : : Generate a report to the console. ainet_generate_report_only : cmd : : Generate a report to the console. air_density : cmd : : Changes the density of air for drag computations. alias : cmd : : Alias a command. ammo_338mag_max : 30 : , "sv", "rep" : ammo_357sig_max : 52 : , "sv", "rep" : ammo_45acp_max : 100 : , "sv", "rep" : ammo_50AE_max : 35 : , "sv", "rep" : ammo_556mm_box_max : 200 : , "sv", "rep" : ammo_556mm_max : 90 : , "sv", "rep" : ammo_57mm_max : 100 : , "sv", "rep" : ammo_762mm_max : 90 : , "sv", "rep" : ammo_9mm_max : 120 : , "sv", "rep" : ammo_buckshot_max : 32 : , "sv", "rep" : ammo_flashbang_max : 2 : , "sv", "rep" : ammo_hegrenade_max : 1 : , "sv", "rep" : ammo_smokegrenade_max : 1 : , "sv", "rep" : banid : cmd : : Add a user ID to the ban list. bench_end : cmd : : Ends gathering of info. bench_start : cmd : : Starts gathering of info. Arguments: filename to write resu lts into bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers. BindToggle : cmd : : bloodspray : cmd : : blood bot_add : cmd : : Adds a bot to whichever team has fewer players bot_add_ct : cmd : : Adds a Counter-Terrorist bot bot_add_t : cmd : : Adds a Terrorist bot bot_all_weapons : cmd : : Allows the bots to use all weapons bot_allow_grenades : 1 : , "sv", "rep" : bot_allow_machine_guns : 1 : , "sv", "rep" : bot_allow_pistols : 1 : , "sv", "rep" : bot_allow_rifles : 1 : , "sv", "rep" : bot_allow_rogues : 1 : , "sv", "rep" : bot_allow_shield : 1 : , "sv", "rep" : bot_allow_shotguns : 1 : , "sv", "rep" : bot_allow_snipers : 1 : , "sv", "rep" : bot_allow_sub_machine_guns : 1 : , "sv", "rep" : bot_auto_vacate : 1 : , "sv", "rep" : bot_chatter : 0 : , "sv", "rep" : bot_crouch : 0 : , "sv", "cheat" : bot_debug : 0 : , "sv", "rep" : bot_defer_to_human : 0 : , "sv", "rep" : bot_difficulty : 0 : , "sv", "rep" : bot_freeze : 0 : , "sv", "cheat" : bot_goto_mark : cmd : : Sends a bot to the selected nav area (for editing nav meshe s) bot_join_after_player : 1 : , "sv", "rep" : bot_join_team : 0 : , "sv", "rep" : bot_kick : cmd : : Kicks the specified bot, or all bots if no name is given bot_kill : cmd : : Kills the specified bot, or all bots if no name is given bot_knives_only : cmd : : Restricts the bots to only using knives bot_memory_usage : cmd : : Reports on the bots' memory usage bot_mimic : 0 : , "sv", "cheat" : bot_mimic_yaw_offset : 180 : , "sv", "cheat" : bot_pistols_only : cmd : : Restricts the bots to only using pistols bot_prefix : 0 : , "sv", "rep" : bot_profile_db : 0 : , "sv", "rep" : bot_quota : 0 : , "sv", "rep" : bot_quota_match : 0 : , "sv", "rep" : bot_show_nav : 0 : , "sv", "rep" : bot_snipers_only : cmd : : Restricts the bots to only using sniper rifles bot_stop : 0 : , "sv", "rep" : bot_traceview : 0 : , "sv", "rep" : bot_walk : 0 : , "sv", "rep" : bot_zombie : 0 : , "sv", "rep" : breakable_disable_gib_limit : 0 : , "sv" : breakable_multiplayer : 1 : , "sv" : buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cros s when health is zero) bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again. cache_print : cmd : : Print out contents of cache memory. cast_hull : cmd : : Tests hull collision detection cast_ray : cmd : : Tests collision detection cc_lookup_crc : cmd : : For tracking down missing CC token strings ch_createairboat : cmd : : Spawn airboat in front of the player. ch_createjeep : cmd : : Spawn jeep in front of the player. changelevel : cmd : : Change server to the specified map changelevel2 : cmd : : Transition to the specified map in single player cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client. cl_clock_correction_adjustment_max_amount : 200 : , "cheat" : Sets the maximum number of milliseconds per second it is a llowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset. cl_clock_correction_adjustment_max_offset : 90 : , "cheat" : As the clock offset goes from cl_clock_correction_adjustme nt_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. Th at way, the response is small when the offset is small. cl_clock_correction_adjustment_min_offset : 10 : , "cheat" : If the clock offset is less than this amount (in milliseco nds), then no clock correction is applied. cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offs et (-999 disables it). cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift. cl_clockdrift_max_ms : 150 : , "cheat" : Maximum number of milliseconds the clock is allowed to drif t before the client snaps its clock to the server's. cl_resend : 0 : : unused clear_debug_overlays : cmd : : clears debug overlays clientport : 27005 : : Host game client port cmd : cmd : : Forward command to server. collision_shake_amp : 0 : , "sv" : collision_shake_freq : 0 : , "sv" : collision_shake_time : 0 : , "sv" : coop : 0 : , "nf" : Cooperative play. CreatePredictionError : cmd : : Create a prediction error creditsdone : cmd : : cs_ShowStateTransitions : -2 : , "sv", "cheat" : cs_ShowStateTransitions . Show pla yer state transitions. cs_stacking_num_levels : 1 : , "sv", "rep" : How many players can stack on top of another player. cvarlist : cmd : : Show the list of convars/concommands. deathmatch : 1 : , "nf" : Running a deathmatch server. debug_physimpact : 0 : , "sv" : decalfrequency : 5 : , "sv", "nf" : developer : 0 : : Show developer messages. differences : cmd : : Show all convars which are not at their default values. disconnect : cmd : : Disconnect game from server. disp_dynamic : 0 : : disp_modlimit : 80 : : disp_modlimit_down : 20 : : disp_modlimit_up : 80 : : disp_numiterations : 1 : , "cheat" : dispcoll_drawplane : 0 : , "sv" : displaysoundlist : 0 : , "sv" : drawcross : cmd : : Draws a cross at the given location Arguments: x y z drawline : cmd : : Draws line between two 3D Points. Green if no collision R ed is collides with something Arguments: x1 y1 z1 x2 y2 z2 dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work). dtwarning : 0 : : Print data table warnings? dtwatchent : -1 : : Watch this entities data table encoding. dtwatchvar : 0 : : Watch the named variable. dump_globals : cmd : : Dump all global entities/states dumpstringtables : cmd : : Print string tables to console. echo : cmd : : Echo text to console. endround : cmd : : End the current round. ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks wha t player is looking at ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies ) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument pic ks what player is looking at ent_debugkeys : 0 : , "sv" : ent_dump : cmd : : Usage: ent_dump ent_fire : cmd : : Usage: ent_fire [action] [value] [delay] ent_info : cmd : : Usage: ent_info ent_messages : cmd : : Toggles input/output message display for the selected entit y(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at ent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity. ent_name : cmd : : ent_pause : cmd : : Toggles pausing of input/output message processing for enti ties. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displ ayed indefinitely. To step through the messages one by one use 'ent_step'. ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks wha t player is looking at ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at ent_remove_all : cmd : : Removes all entities of the specified type Arguments: { entity_name} / {class_name} ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: { new entity name} {entity_name} / {class_name} / no argument picks what player is looking at ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set use d to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time. ent_text : cmd : : Displays text debugging information about the given entity( ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at exec : cmd : : Execute script file. exit : cmd : : Exit the engine. fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the s pecified color over the given number of seconds. find : cmd : : Find concommands with the specified string in their name/he lp text. fire_absorbrate : 3 : , "sv" : fire_dmgbase : 1 : , "sv" : fire_dmginterval : 1 : , "sv" : fire_dmgscale : 0 : , "sv" : fire_extabsorb : 5 : , "sv" : fire_extscale : 12 : , "sv" : fire_growthrate : 1 : , "sv" : fire_heatscale : 1 : , "sv" : fire_incomingheatscale : 0 : , "sv" : fire_maxabsorb : 50 : , "sv" : firetarget : cmd : : flex_expression : 0 : , "sv" : flex_looktime : 5 : , "sv" : flex_maxawaytime : 1 : , "sv" : flex_maxplayertime : 7 : , "sv" : flex_minawaytime : 0 : , "sv" : flex_minplayertime : 5 : , "sv" : flex_talk : 0 : , "sv" : flush : cmd : : Flush cache memory. flush_unlocked : cmd : : Flush unlocked cache memory. fog_enable_water_fog : 1 : : fov : cmd : : Change players FOV fps_max : 300 : : Frame rate limiter free_pass_peek_debug : 0 : , "sv" : fs_printopenfiles : cmd : : Show all files currently opened by the engine. fs_warning_level : cmd : : Set the filesystem warning level. func_break_max_pieces : 15 : , "a", "sv", "rep" : func_breakdmg_bullet : 0 : , "sv" : func_breakdmg_club : 1 : , "sv" : func_breakdmg_explosive : 1 : , "sv" : g_debug_doors : 0 : , "sv" : g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" : g_debug_trackpather : 0 : , "sv", "cheat" : g_debug_transitions : 0 : , "sv" : Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition. g_Language : 0 : , "sv", "rep" : g_ragdoll_maxcount : 8 : , "sv", "rep" : give : cmd : : Give item to player. Arguments: god : cmd : : Toggle. Player becomes invulnerable. groundlist : cmd : : Display ground entity list heartbeat : cmd : : help : cmd : : Find help about a convar/concommand. hltv_autorecord : 0 : : Automatically records all games as HLTV demos. hltv_connect : cmd : : Connect to specified HLTV server. hltv_debug : 0 : : HLTV debug info. hltv_delay : 10 : , "sv" : HLTV broadcast delay in seconds hltv_maxclients : 128 : : Maximum client number on HLTV server. hltv_maxrate : 3500 : : Max client bandwidth rate allowed, 0 == unlimited hltv_port : 27020 : : Host HLTV port hltv_record : cmd : : Starts HLTV demo recording. hltv_retry : cmd : : Reconnects the HLTV relay proxy. hltv_snapshotinterval : 2 : : Take game snapshot every nth tick hltv_status : cmd : : Connect to specified HLTV server. hltv_stop : cmd : : Stops the HLTV broadcast. hltv_stoprecord : cmd : : Stops HLTV demo recording. hltv_viewent : 0 : , "sv" : HLTV camera entity index host_framerate : 0 : : Set to lock per-frame time elapse. host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection host_map : 0 : : Current map name. host_profile : 0 : : host_runofftime : cmd : : Run off some time without rendering/updating sounds host_showcachemiss : 0 : : Print a debug message when the client or server cache is mi ssed. host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds ea ch frame. host_speeds : 0 : : Show general system running times. host_timescale : 1 : : Prescale the clock by this amount. hostage_debug : 0 : , "sv", "cheat" : Show hostage AI debug information hostname : 0 : : Hostname for server. hostport : 27015 : : Host game server port hurtme : cmd : : Hurts the player. Arguments: incrementvar : cmd : : Increment specified convar value. ip : 66 : : Overrides IP for multihomed hosts kdtree_test : cmd : : Tests spatial partition for entities queries. kick : cmd : : Kick a player by slot, userid or name. kill : cmd : : kills the player killserver : cmd : : Shutdown the server. listid : cmd : : Lists banned users. listip : cmd : : List IP addresses on the ban list. listmodels : cmd : : List loaded models. log : cmd : : Enables standard log file <0|1>. log_addaddress : cmd : : Set address and port for remote host . log_console : cmd : : Echos event logging in console <0|1>. log_events : cmd : : Set UDP logging to remote host <0|1>. log_level : cmd : : Specifies a logging level 0..15 . log_udp : cmd : : Send log packets to hosts in address list <0|1>. lservercfgfile : 0 : , "sv" : map : cmd : : Start playing on specified map. map_background : cmd : : Runs a map as the background to the main menu. map_noareas : 0 : : Disable area to area connection testing. map_showspawnpoints : cmd : : Shows player spawn points (red=invalid) mapcyclefile : 0 : , "sv" : maps : cmd : : Displays list of maps. mat_bumpbasis : 0 : : mat_configcurrent : cmd : : show the current video control panel config for the materia l system mat_envmapsize : 128 : : mat_envmaptgasize : 32 : : mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not re load materials and will not affect perf. mat_forcedynamic : 0 : , "cheat" : mat_fullbright : 0 : , "cheat" : mat_leafvis : 0 : : Draw wireframe of current leaf mat_levelflush : 1 : : mat_loadtextures : 1 : : mat_luxels : 0 : , "cheat" : mat_maxframelatency : 1 : : mat_monitorgamma : 2 : : monitor gamma (typically 2.2 for CRT and 1.7 for LCD) mat_norendering : 0 : : mat_normals : 0 : , "cheat" : mat_reloadallmaterials : cmd : : mat_reloadmaterial : cmd : : mat_reloadtextures : cmd : : mat_savechanges : cmd : : saves current video configuration to the registry mat_setvideomode : cmd : : sets the width, height, windowed state of the material syst em mat_shadowstate : 1 : : mat_showlightmappage : -1 : : mat_softwareskin : 0 : : mat_wireframe : 0 : , "cheat" : maxplayers : cmd : : Change the maximum number of players allowed on this server . mem_dump : cmd : : dump memory stats. mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of f rame ( set to 2 for continuous output ) mem_force_flush : 0 : : Force cache flush of unlocked resources on every alloc mod_forcedata : 1 : : Forces all model file data into cache on model load. mp_allowNPCs : 1 : , "sv", "nf" : mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not mp_autocrosshair : 1 : , "sv", "nf" : mp_autokick : 1 : , "sv", "rep" : Kick idle/team-killing players mp_autoteambalance : 1 : , "sv" : mp_buytime : 1 : , "sv", "rep" : How many minutes after round start players can buy items fo r. mp_c4timer : 35 : , "sv", "rep" : how long from when the C4 is armed until it blows mp_chattime : 2 : , "sv", "rep" : amount of time players can chat after the game is over mp_decals : 200 : , "a" : mp_defaultteam : 0 : , "sv" : mp_facefronttime : 3 : , "sv", "rep" : After this amount of time of standing in place but aiming t o one side, go ahead and move feet to face upper body. mp_fadetoblack : 0 : , "sv", "rep" : fade a player's screen to black when he dies mp_falldamage : 0 : , "sv", "nf" : mp_feetyawrate : 720 : , "sv", "rep" : How many degrees per second that we can turn our feet or up per body. mp_flashlight : 1 : , "sv", "nf" : mp_footsteps : 1 : , "sv", "nf" : mp_forcecamera : 0 : , "sv", "rep" : Restricts spectator modes for dead players mp_forcerespawn : 1 : , "sv", "nf" : mp_fraglimit : 0 : , "sv", "nf" : mp_freezetime : 5 : , "sv", "rep" : how many seconds to keep players frozen when the round star ts mp_friendlyfire : 1 : , "sv", "nf", "rep" : mp_hostagepenalty : 2 : , "sv" : Terrorist are kicked for killing too much hostages mp_ik : 1 : , "sv", "rep" : Use IK on in-place turns. mp_limitteams : 1 : , "sv", "rep" : Max # of players 1 team can have over another mp_logecho : 1 : : mp_logfile : 1 : : mp_maxrounds : 0 : , "sv", "rep" : max number of rounds to play before server changes maps mp_playerid : 0 : , "sv", "rep" : Controls what information player see in the status bar: 0 a ll names; 1 team names; 2 no names mp_restartgame : 0 : , "sv" : If non-zero, game will restart in the specified number of s econds mp_roundtime : 2 : , "sv", "rep" : How many minutes each round takes. mp_solidplayers : 1 : , "sv", "rep" : Set player solid in multiplayer mode, no pushback mp_spawnprotectiontime : 5 : , "sv", "rep" : Kick players who team-kill within this many seconds of a ro und restart. mp_startmoney : 800 : , "sv", "rep" : amount of money each player gets when they reset mp_teamlist : 0 : , "sv", "nf" : mp_teamoverride : 1 : , "sv" : mp_teamplay : 0 : , "sv", "nf" : mp_timelimit : 25 : , "sv", "nf", "rep" : game time per map in minutes mp_tkpunish : 2 : , "sv", "rep" : Will a TK'er be punished in the next round? {0=no, 1=yes} mp_weaponstay : 0 : , "sv", "nf" : mp_winlimit : 0 : , "sv", "rep" : max number of rounds one team can win before server changes maps name : 0 : : unused nav_begin_area : cmd : : Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command. nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions. nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the se cond Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area. nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area. nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners. nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system. nav_delete : cmd : : Deletes the currently highlighted Area. nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second A rea, then invoke the disconnect command. This will remove all connections between the two Areas. nav_edit : 0 : , "sv" : Set to one to interactively edit the Navigation Mesh. Set t o zero to leave edit mode. nav_end_area : cmd : : Defines the second corner of a new Area and creates it. nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk. nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by th e AI system. nav_load : cmd : : Loads the Navigation Mesh for the current map. nav_mark : cmd : : Marks the Area under the cursor for manipulation by subsequ ent editing commands. nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray a reas missed when Place Painting. nav_mark_walkable : cmd : : Mark the current location as a walkable position. These pos itions are used as seed locations when sampling the map to generate a Navigation Mesh. nav_merge : cmd : : To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI sy stem. nav_place_floodfill : cmd : : Sets the Place of the Area under the cursor to the curent P lace, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a differen t Place than that of the initial Area. nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the c ursor. nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI syst em. nav_quicksave : 1 : , "sv" : Set to one to skip the time consuming phases of the analysi s. Useful for data collection and testing. nav_save : cmd : : Saves the current Navigation Mesh to disk. nav_show_approach_points : 0 : , "sv" : Show Approach Points in the Navigation Mesh. nav_show_danger : 0 : , "sv" : Show current 'danger' levels. nav_splice : cmd : : To splice, mark an area, highlight a second area, then invo ke the splice command to create a new, connected area between them. nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command. nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spo ts from the current Area. nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode al lows labelling of Area with Place names. nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. nav_use_place : cmd : : If used without arguments, all available Places will be lis ted. If a Place argument is given, the current Place is set. net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name> net_channels : cmd : : Shows net channel info net_chokeloop : 0 : : Apply bandwidth choke to loopback packets net_drawslider : 0 : : Draw completion slider during signon net_droppackets : 0 : , "cheat" : Drops next n packets on client net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds. net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1 /n packets) net_maxfragments : 1280 : : Max fragment bytes per packet. net_showdrop : 0 : : Show dropped packets in console net_showevents : 0 : : Print game event infos to console. net_showfragments : 0 : : Show netchannel fragments net_showmsg : 0 : : Show incoming message: <0|1|name> net_showpeaks : 0 : : Show messages for large packets only: net_showsplits : 0 : : Show info about packet splits net_showtcp : 0 : : Dump TCP stream summary to console net_showudp : 0 : : Dump UPD packets summary to console net_start : cmd : : Inits multiplayer network sockets net_synctags : 0 : , "cheat" : Insert tokens into the net stream to find client/server mis matches. next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 ) noclip : cmd : : Toggle. Player becomes non-solid and flies. notarget : cmd : : Toggle. Player becomes hidden to NPCs. npc_ammo_deplete : cmd : : Subtracts half of the target's ammo npc_bipass : cmd : : Displays the local movement attempts by the given NPC(s) (t riangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_na me} / {class_name} / no argument picks what player is looking at. npc_combat : cmd : : Displays text debugging information about the squad and ene my of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking a t npc_conditions : cmd : : Displays all the current AI conditions that an NPC has in t he overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at npc_create : cmd : : Creates an NPC of the given type where the player is lookin g (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name} npc_create_aimed : cmd : : Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name} npc_create_equipment : 0 : , "sv" : npc_destroy : cmd : : Removes the given NPC(s) from the universe Arguments: {n pc_name} / {npc_class_name} / no argument picks what player is looking at npc_destroy_unselected : cmd : : Removes all NPCs from the universe that aren't currently se lected npc_enemies : cmd : : Shows memory of NPC. Draws an X on top of each memory. El uded entities drawn in blue (don't know where it went) Unreachable entities drawn in green (can't get to it) Current enemy drawn i n red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no ar gument picks what player is looking at npc_focus : cmd : : Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at npc_freeze : cmd : : Selected NPC(s) will freeze in place (or unfreeze). If ther e are no selected NPCs, uses the NPC under the crosshair. Arguments: -none- npc_go : cmd : : Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none- npc_go_do_run : 1 : , "sv" : Set whether should run on NPC go npc_go_random : cmd : : Sends all selected NPC(s) to a random node. Arguments: -none- npc_heal : cmd : : Heals the target back to full health npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment npc_kill : cmd : : Kills the given NPC(s) Arguments: {npc_name} / {npc_clas s_name} / no argument picks what player is looking at npc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node Argument s: {entity_name} / {class_name} / no argument picks what player is looking at npc_reset : cmd : : Reloads schedules for all NPC's from their script files Ar guments: -none- npc_route : cmd : : Displays the current route of the given NPC as a line on th e screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {npc_na me} / {npc_class_name} / no argument picks what player is looking at npc_select : cmd : : Select or deselects the given NPC(s) for later manipulation . Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at npc_sentences : 0 : , "sv" : npc_speakall : cmd : : Force the npc to try and speak all thier responses npc_squads : cmd : : Obsolete. Replaced by npc_combat npc_steering : cmd : : Displays the steering obstructions of the NPC (used to perf orm local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at npc_steering_all : cmd : : Displays the steering obstructions of all NPCs (used to per form local avoidance) npc_task_text : cmd : : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument pi cks what player is looking at npc_tasks : cmd : : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks w hat player is looking at npc_thinknow : cmd : : Trigger NPC to think npc_viewcone : cmd : : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is look ing at npc_vphysics : 0 : , "sv" : old_radiusdamage : 0 : , "sv", "rep" : password : 0 : : Current server access password path : cmd : : Show the engine filesystem path. pause : cmd : : Toggle the server pause state. phys_impactforcescale : 1 : , "sv" : phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes. phys_pushscale : 1 : , "sv", "rep" : phys_speeds : 0 : , "sv" : phys_stressbodyweights : 5 : , "sv" : phys_swap : cmd : : Automatically swaps the current weapon for the physcannon a nd back again. phys_timescale : 1 : , "sv" : Scale time for physics phys_upimpactforcescale : 0 : , "sv" : physics_budget : cmd : : Times the cost of each active object physics_debug_entity : cmd : : Dumps debug info for an entity physics_highlight_active : cmd : : Turns on the absbox for all active physics objects physics_report_active : cmd : : Lists all active physics objects physics_select : cmd : : Dumps debug info for an entity physicsshadowupdate_render : 0 : , "sv" : picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box , pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug informati on ping : cmd : : Display ping to server. player_old_armor : 0 : , "sv" : prop_crosshair : cmd : : Shows name for prop looking at prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded b ounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1. props_break_max_pieces : -1 : , "sv" : Maximum prop breakable piece count (-1 = model default) quit : cmd : : Exit the engine. quti : cmd : : Exit the engine. r_3dnow : cmd : : r_AirboatViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : r_AirboatViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : r_AirboatViewZHeight : 0 : , "sv", "cheat", "nf", "rep" : r_colorstaticprops : 0 : , "cheat" : r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to make all static lighting red for debugging. Mu st restart for change to take affect. r_decal_cullsize : 1 : : Decals under this size in pixels are culled r_decals : 2048 : : r_decalstaticprops : 1 : : Decal static props test r_DispBuildable : 0 : , "cheat" : r_DispDrawAxes : 0 : : r_DispEnableLOD : 0 : : r_DispFullRadius : 400 : : Radius within which a displacement will stay at its highest LOD r_DispLockLOD : 0 : : r_DispRadius : 500 : : r_DispSetLOD : 0 : : r_DispTolerance : 5 : : r_DispUpdateAll : 0 : : r_DispUseStaticMeshes : 1 : , "cheat" : High end machines use static meshes. Low end machines use t emp meshes. r_DispWalkable : 0 : , "cheat" : r_drawbatchdecals : 1 : : Render decals batched. r_drawbrushmodels : 1 : , "cheat" : Render brush models. r_drawdecals : 1 : : Render decals. r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps r_drawentities : 1 : , "cheat" : r_drawleaf : -1 : , "cheat" : Draw the specified leaf. r_drawmodeldecals : 1 : : r_DrawModelLightOrigin : 0 : , "cheat" : r_drawmodelstatsoverlay : 0 : , "cheat" : r_drawmodelstatsoverlaydistance : 500 : , "cheat" : r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render befor e showing an overlay in r_drawmodelstatsoverlay 2 r_DrawSpecificStaticProp : -1 : : r_drawstaticprops : 1 : , "cheat" : r_drawtranslucentworld : 1 : , "cheat" : r_drawworld : 1 : , "cheat" : Render the world. r_dynamic : 1 : : r_eyeglintlodpixels : 20 : : The number of pixels wide an eyeball has to be before rende ring an eyeglint. Is a floating point value. r_eyegloss : 1 : , "a" : r_eyemove : 1 : , "a" : r_eyes : 1 : : r_eyeshift_x : 0 : , "a" : r_eyeshift_y : 0 : , "a" : r_eyeshift_z : 0 : , "a" : r_eyesize : 0 : , "a" : r_fastzreject : 0 : : Activate/deactivates a fast z-setting algorithm to take adv antage of hardware with fast z reject. Use -1 to default to hardware settings r_flex : 1 : : r_flushlod : cmd : : Flush and reload LODs. r_ForceRestore : 0 : : r_JeepViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : r_JeepViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : r_JeepViewZHeight : 10 : , "sv", "cheat", "nf", "rep" : r_lightaverage : 1 : : Activates/deactivate light averaging r_lightinterp : 5 : : Controls the speed of light interpolation, 0 turns off inte rpolation r_lightmap : -1 : : r_lightstyle : -1 : : r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is bein g drawn. r_lod : -1 : : r_lod_noupdate : 0 : : r_maxmodeldecal : 50 : : r_mmx : cmd : : r_modellodscale : 1 : , "studio" : 1.0 is the default, set to a lower value (ie 0.5) to tend t owards simpler models r_modelwireframedecal : 0 : , "cheat" : r_newproplighting : 0 : : r_nohw : 0 : , "cheat" : r_norefresh : 0 : : r_nosw : 0 : , "cheat" : r_novis : 0 : , "cheat" : Turn off the PVS. r_occludeemaxarea : 0 : : Prevents occlusion testing for entities that take up more t han X% of the screen. 0 means use whatever the level said to use. r_occluderminarea : 0 : : Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use. r_occludermincount : 0 : : At least this many occluders will be used, no matter how bi g they are. r_occlusion : 1 : : Activate/deactivate the occlusion system. r_occlusionspew : 0 : : Activate/deactivates spew about what the occlusion system i s doing. r_printdecalinfo : cmd : : r_rootlod : 0 : : Root LOD r_shadowrendertotexture : 1 : : r_showenvcubemap : 0 : , "cheat" : r_skin : 0 : : r_sse : cmd : : r_sse2 : cmd : : r_staticpropinfo : 0 : : r_teeth : 1 : : r_vehicleBrakeRate : 1 : , "sv", "cheat" : r_vehicleDrawDebug : 0 : , "sv", "cheat" : r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" : r_visocclusion : 0 : : Activate/deactivate wireframe rendering of what the occlusi on system is doing. r_visualizetraces : 0 : , "sv", "cheat" : r_waterforceexpensive : 0 : : r_waterforcereflectentities : 0 : : rcon_password : 2 : : remote console password. recompute_speed : cmd : : Recomputes clock speed (for debugging purposes). reload : cmd : : Reload the most recent saved game (add setpos to jump to cu rrent view position on reload). removeid : cmd : : Remove a user ID from the ban list. removeip : cmd : : Remove an IP address from the ban list. replaydelay : 0 : , "sv" : report_entities : cmd : : Lists all entities report_simthinklist : cmd : : Lists all simulating/thinking entities report_soundpatch : cmd : : reports sound patch count report_touchlinks : cmd : : Lists all touchlinks restart : cmd : : Restart the game on the same level (add setpos to jump to c urrent view position on restart). revert : cmd : : Revert convars to their default values. say : cmd : : Display player message say_team : cmd : : Display player message to team scene_allowoverrides : 1 : , "sv" : When playing back a choreographed scene, allow per-model ex pression overrides. scene_flatturn : 1 : , "sv" : scene_flush : cmd : : Flush all .vcds from the cache and reload from disk. scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even in english. scene_maxcaptionradius : 1200 : , "sv" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled). scene_print : 0 : , "sv" : When playing back a scene, print timing and event info to c onsole. scene_showfaceto : 0 : , "a", "sv" : When playing back, show the directions of faceto events. scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events. scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location. servercfgfile : 0 : , "sv" : setang : cmd : : Snap player eyes to specified pitch yaw (mu st have sv_cheats). setmaster : cmd : : setmodel : cmd : : Changes's player's model setpause : cmd : : Set the pause state of the server. setpos : cmd : : Move player to specified origin (must have sv_cheats). shake : cmd : : Shake the screen. showhitlocation : 0 : , "sv" : showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes showtriggers_toggle : cmd : : Toggle show triggers singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame ) sk_ally_regen_time : 0 : , "sv" : Time taken for an ally to regenerate a point of health. sk_npc_arm : 1 : , "sv" : sk_npc_chest : 1 : , "sv" : sk_npc_head : 2 : , "sv" : sk_npc_leg : 1 : , "sv" : sk_npc_stomach : 1 : , "sv" : sk_player_arm : 1 : , "sv" : sk_player_chest : 1 : , "sv" : sk_player_head : 2 : , "sv" : sk_player_leg : 1 : , "sv" : sk_player_stomach : 1 : , "sv" : skill : 1 : , "a" : Game skill level (1-3). smoothstairs : 1 : , "sv", "rep" : Smooth player eye z coordinate when climbing stairs. snd_foliage_db_loss : 4 : : snd_gain : 1 : : snd_gain_max : 1 : : snd_gain_min : 0 : : snd_refdb : 60 : : snd_refdist : 36 : : snd_restart : cmd : : Restart sound system. snd_vox_captiontrace : 0 : : Shows sentence name for sentences which are set not to show captions. snd_vox_globaltimeout : 300 : : snd_vox_sectimetout : 300 : : snd_vox_seqtimetout : 300 : : soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for. soundscape_flush : cmd : : Flushes the server & client side soundscapes spike : cmd : : generates a fake spike status : cmd : : Display map and connection status. step_spline : 0 : , "sv" : stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer . suitvolume : 0 : , "a", "sv" : surfaceprop : cmd : : Reports the surface properties at the cursor sv_accelerate : 5 : , "sv", "nf", "rep" : sv_airaccelerate : 10 : , "sv", "nf", "rep" : sv_allowdownload : 1 : : Allow clients to download files sv_allowupload : 1 : : Allow clients to upload customizations files sv_alltalk : 0 : , "sv", "nf" : Players can hear all other players, no team restrictions sv_alternateticks : 0 : , "sp", "sv" : If set, server only simulates entities on alternate ticks. sv_autosave : 1 : , "sv" : Set to 1 to save game on level transition. Does not affect autosave triggers. sv_backspeed : 0 : , "a", "sv", "rep" : How much to slow down backwards motion sv_bounce : 0 : , "sv", "nf", "rep" : Bounce multiplier for when physically simulated objects collide with other objects. sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTabl e_Encode calls. sv_cheats : 0 : , "nf", "rep" : Allow cheats on server sv_contact : 0 : : Contact email for server sysop sv_debug_player_use : 0 : , "sv", "rep" : Visualizes +use logic. Green cross=trace success, Red cross =trace too far, Green box=radius success sv_debugmanualmode : 0 : : Make sure entities correctly report whether or not their ne twork data has changed. sv_debugresponses : 0 : , "sv" : Show verbose matching output (1 for simple, 2 for rule scor ing) sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_delt atime is on) sv_deltatime : 0 : : Enable profiling of CalcDelta calls sv_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart) sv_filterban : 1 : : Set packet filtering by IP mode sv_findsoundname : cmd : : Find sound names which reference the specified wave files. sv_footsteps : 1 : , "sv", "nf", "rep" : Play footstep sound for players sv_forcepreload : 0 : , "a" : Force server side preloading. sv_friction : 4 : , "sv", "nf", "rep" : World friction. sv_gravity : 800 : , "sv", "nf", "rep" : World gravity. sv_hltv : 0 : : Enables HLTV on this server. sv_instancebaselines : 1 : : Enable instanced baselines. Saves network overhead. sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, n o non-class C addresses, 9999.0 rate, etc. sv_logbans : 1 : : sv_massreport : 0 : , "sv" : sv_max_usercmd_future_ticks : 8 : , "sv" : Prevents clients from running usercmds too far in the futur e. Prevents speed hacks. sv_maxrate : 10000 : : Max bandwidth rate allowed on server, 0 == unlimited sv_maxspeed : 320 : , "sv", "nf", "rep" : sv_maxunlag : 1 : , "sv" : Maximum lag compensation in seconds sv_maxupdaterate : 60 : : Maximum updates per second that the server will allow sv_maxvelocity : 3500 : , "sv", "rep" : Maximum speed any ballistically moving object is allowed to attain per axis. sv_minrate : 4000 : : Min bandwidth rate allowed on server, 0 == unlimited sv_minupdaterate : 10 : : Minimum updates per second that the server will allow sv_netvisdist : 10000 : , "sv", "cheat" : Test networking visibility distance sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" : sv_noclipduringpause : 0 : , "cheat" : If cheats are enabled, then you can noclip with the game pa used (for doing screenshots, etc.). sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" : sv_npc_talker_maxdist : 1024 : , "sv" : NPCs over this distance from the player won't attempt to sp eak. sv_password : 0 : , "nf", "prot" : Server password for entry into multiplayer games sv_pausable : 0 : , "nf" : Is the server pausable. sv_precachegeneric : cmd : : Usage: sv_precachegeneric [ preload ] Add file to p recache list. sv_precacheinfo : cmd : : Show precache info. sv_precachemodel : cmd : : Usage: sv_precachemodel [ preload ] Add model to pr ecache list. sv_precachesound : cmd : : Usage: sv_precachesound [ preload ] Add sound to pr ecache list. sv_pushaway_clientside : 0 : , "sv", "rep" : Clientside physics push away (0=off, 1=only localplayer, 1= all players) sv_pushaway_clientside_size : 15 : , "sv", "rep" : Minimum size of pushback objects sv_pushaway_force : 30000 : , "sv", "rep" : How hard physics objects are pushed away from the players o n the server. sv_pushaway_max_force : 1000 : , "sv", "rep" : Maximum amount of force applied to physics objects by playe rs. sv_pushaway_min_player_speed : 75 : , "sv", "rep" : If a player is moving slower than this, don't push away phy sics objects (enables ducking behind things). sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication bef ore being banned sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_r con_minfailuretime before being banned sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications sv_region : 0 : : The region of the world to report this server in. sv_rollangle : 0 : , "sv", "nf", "rep" : Max view roll angle sv_rollspeed : 200 : , "sv", "nf", "rep" : sv_runcmds : 1 : , "sv" : sv_sendtables : 0 : : Force full sendtable sending path. sv_showhitboxes : -1 : , "sv", "cheat" : Send server-side hitboxes for specified entity to client (N OTE: this uses lots of bandwidth, use on listen server only). sv_showimpacts : 0 : , "sv", "rep" : Shows client (red) and server (blue) bullet impact point sv_showladders : 0 : , "sv" : Show bbox and dismount points for all ladders (must be set before level load.) sv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texture sv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files. sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only) sv_soundemitter_trace : 0 : , "sv", "rep" : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to sv_soundscape_printdebuginfo : cmd : : print soundscapes sv_specaccelerate : 5 : , "a", "sv", "nf", "rep" : sv_specnoclip : 1 : , "a", "sv", "nf", "rep" : sv_specspeed : 3 : , "a", "sv", "nf", "rep" : sv_stats : 1 : : Collect CPU usage stats sv_stepsize : 18 : , "sv", "nf", "rep" : sv_stopspeed : 75 : , "sv", "nf", "rep" : Minimum stopping speed when on ground. sv_stressbots : 0 : : If set to 1, the server calculates data and fills packets t o bots. Used for perf testing. sv_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they ar e in the pvs sv_suppress_viewpunch : 0 : , "sv", "rep" : sv_teststepsimulation : 1 : , "sv" : sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp. sv_timeout : 65 : : After this many seconds without a message from a client, th e client is dropped sv_unlag : 1 : , "sv" : Enables player lag compensation sv_unlockedchapters : 1 : , "a", "sv" : sv_voicecodec : 0 : : Specifies which voice codec DLL to use in a game. Set to th e name of the DLL without the extension. sv_voiceenable : 1 : , "a", "nf" : sv_wateraccelerate : 10 : , "sv", "nf", "rep" : sv_waterdist : 12 : , "sv", "rep" : Vertical view fixup when eyes are near water plane. sv_waterfriction : 1 : , "sv", "nf", "rep" : template_debug : 0 : , "sv" : Test_CreateEntity : cmd : : test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheff ect Defaults are: Test_EHandle : cmd : : test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of t he player. Test_InitRandomEntitySpawner : cmd : : Test_Loop : cmd : : Test_Loop - loop back to the specified loop sta rt point unconditionally. Test_LoopCount : cmd : : Test_LoopCount - loop back to the speci fied loop start point the specified # of times. Test_LoopForNumSeconds : cmd : : Test_LoopForNumSeconds