How to use admin RCON commands
- Then turn on your console ingame -> Options -> advanced -> enabled developer console.
- Join your server
- Open the console by pressing the tile key (` key to the left of 1 on most keyboards)
- 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 Are