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Bot prefix qouta
From HalfLife 2 Knowledge Base
Summary
Console Commands
| Name | Value | Flags | Help Text |
|---|---|---|---|
| _restart | cmd | Shutdown and restart the engine. | |
| addip | cmd | Add an IP address to the ban list. | |
| adsp_alley_min | 122 | ||
| adsp_courtyard_min | 126 | ||
| adsp_debug | 0 | Archive | |
| adsp_door_height | 112 | ||
| adsp_duct_min | 106 | ||
| adsp_hall_min | 110 | ||
| adsp_low_ceiling | 108 | ||
| adsp_opencourtyard_min | 126 | ||
| adsp_openspace_min | 130 | ||
| adsp_openstreet_min | 118 | ||
| adsp_openwall_min | 130 | ||
| adsp_room_min | 102 | ||
| adsp_street_min | 118 | ||
| adsp_tunnel_min | 114 | ||
| adsp_wall_height | 128 | ||
| ai_auto_contact_solver | 1 | Game DLL | |
| ai_clear_bad_links | cmd | Clears bits set on nav links indicating link is unusable | |
| ai_debug_assault | 0 | Game DLL | |
| ai_debug_directnavprobe | 0 | Game DLL | |
| ai_debug_doors | 0 | Game DLL | |
| ai_debug_efficiency | 0 | Game DLL | |
| ai_debug_enemies | 0 | Game DLL | |
| ai_debug_expressions | 0 | Game DLL | Show random expression decisions for NPCs. |
| ai_debug_follow | 0 | Game DLL | |
| ai_debug_loners | 0 | Game DLL | |
| ai_debug_looktargets | 0 | Game DLL | |
| ai_debug_los | 0 | Game DLL, Cheat | NPC Line-Of-Sight debug mode. If 1, solid entities that block 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 | Game DLL | |
| ai_debug_node_connect | cmd | Debug the attempted connection between two nodes | |
| ai_debug_ragdoll_magnets | 0 | Game DLL | |
| ai_debug_shoot_positions | 0 | Game DLL, Replicated | |
| ai_debug_speech | 0 | Game DLL | |
| ai_debug_squads | 0 | Game DLL | |
| ai_debug_think_ticks | 0 | Game DLL | |
| ai_debugscriptconditions | 0 | Game DLL | |
| ai_disable | cmd | 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 test effect of AI logic routines on frame rate | |
| ai_drawbattlelines | 0 | Game DLL, Cheat | |
| ai_dump_hints | cmd | ||
| ai_efficiency_override | 0 | Game DLL | |
| ai_follow_use_points | 1 | Game DLL | |
| ai_follow_use_points_when_moving | 1 | Game DLL | |
| ai_lead_time | 0 | Game DLL | |
| ai_LOS_mode | 0 | Game DLL, Replicated | |
| ai_moveprobe_debug | 0 | Game DLL | |
| ai_moveprobe_jump_debug | 0 | Game DLL | |
| ai_moveprobe_usetracelist | 0 | Game DLL | |
| 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
Arguments: -none- | |
| ai_no_local_paths | 0 | Game DLL | |
| ai_no_node_cache | 0 | Game DLL | |
| ai_no_select_box | 0 | Game DLL | |
| ai_no_steer | 0 | Game DLL | |
| ai_no_talk_delay | 0 | Game DLL | |
| ai_nodes | cmd | Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:
Green - ground node Cyan - air node Magenta - climb node Grey - node not | |
| ai_norebuildgraph | 0 | Game DLL | |
| ai_path_adjust_speed_on_immediate_turns | 1 | Game DLL | |
| ai_path_insert_pause_at_est_end | 1 | Game DLL | |
| ai_path_insert_pause_at_obstruction | 1 | Game DLL | |
| ai_reaction_delay_alert | 0 | Game DLL | |
| ai_reaction_delay_idle | 0 | Game DLL | |
| ai_rebalance_thinks | 1 | Game DLL | |
| ai_reloadresponsesystems | cmd | Reload all response system scripts. | |
| ai_report_task_timings_on_limit | 0 | Archive, Game DLL | |
| ai_resume | cmd | If NPC is stepping through tasks (see ai_step ) will resume normal processing. | |
| ai_sequence_debug | 0 | Game DLL | |
| ai_set_move_height_epsilon | cmd | Set how high AI bumps up ground walkers when checking steps | |
| ai_shot_bias | 1 | Game DLL | |
| ai_shot_bias_max | 1 | Game DLL, Replicated | |
| ai_shot_bias_min | -1 | Game DLL, Replicated | |
| ai_shot_stats | 0 | Game DLL | |
| ai_shot_stats_term | 1000 | Game DLL | |
| 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 disabl | |
| 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 disabl | |
| 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 disabl | |
| ai_show_graph_connect | cmd | Toggles graph connection display for the node that the player 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 | |
| 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 available 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 currently selected hull type. Hulls are color code as follows:
Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Arguments: -none- | |
| ai_show_hull_attacks | 0 | Game DLL | |
| ai_show_node | cmd | Highlight the specified node | |
| ai_show_think_tolerance | 0 | Game DLL | |
| 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 | |
| ai_simulate_task_overtime | 0 | Game DLL | |
| ai_spread_cone_focus_time | 0 | Game DLL | |
| ai_spread_defocused_cone_multiplier | 3 | Game DLL | |
| ai_spread_pattern_focus_time | 0 | Game DLL | |
| ai_step | cmd | NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume' | |
| ai_think_limit_label | 0 | Archive, Game DLL | |
| ai_use_clipped_paths | 1 | Game DLL | |
| ai_use_efficiency | 1 | Game DLL | |
| ai_use_frame_think_limits | 1 | Game DLL | |
| ai_use_think_optimizations | 1 | Game DLL | |
| 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 | Game DLL, Replicated | |
| ammo_357sig_max | 52 | Game DLL, Replicated | |
| ammo_45acp_max | 100 | Game DLL, Replicated | |
| ammo_50AE_max | 35 | Game DLL, Replicated | |
| ammo_556mm_box_max | 200 | Game DLL, Replicated | |
| ammo_556mm_max | 90 | Game DLL, Replicated | |
| ammo_57mm_max | 100 | Game DLL, Replicated | |
| ammo_762mm_max | 90 | Game DLL, Replicated | |
| ammo_9mm_max | 120 | Game DLL, Replicated | |
| ammo_buckshot_max | 32 | Game DLL, Replicated | |
| ammo_flashbang_max | 2 | Game DLL, Replicated | |
| ammo_hegrenade_max | 1 | Game DLL, Replicated | |
| ammo_smokegrenade_max | 1 | Game DLL, Replicated | |
| autosave | cmd | ||
| 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 results into | |
| bench_upload | cmd | Uploads most recent benchmark stats to the Valve servers. | |
| benchframe | cmd | Takes a snapshot of a particular frame in a time demo. | |
| bgmvolume | 1 | Archive | CD sound playback volume. |
| bind | cmd | Bind a key. | |
| 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 | Game DLL, Replicated | |
| bot_allow_machine_guns | 1 | Game DLL, Replicated | |
| bot_allow_pistols | 1 | Game DLL, Replicated | |
| bot_allow_rifles | 1 | Game DLL, Replicated | |
| bot_allow_rogues | 1 | Game DLL, Replicated | |
| bot_allow_shield | 1 | Game DLL, Replicated | |
| bot_allow_shotguns | 1 | Game DLL, Replicated | |
| bot_allow_snipers | 1 | Game DLL, Replicated | |
| bot_allow_sub_machine_guns | 1 | Game DLL, Replicated | |
| bot_auto_vacate | 1 | Game DLL, Replicated | |
| bot_chatter | 0 | Game DLL, Replicated | |
| bot_crouch | 0 | Game DLL, Cheat | |
| bot_debug | 0 | Game DLL, Replicated | |
| bot_defer_to_human | 0 | Game DLL, Replicated | |
| bot_difficulty | 0 | Game DLL, Replicated | |
| bot_freeze | 0 | Game DLL, Cheat | |
| bot_goto_mark | cmd | Sends a bot to the selected nav area (for editing nav meshes) | |
| bot_join_after_player | 1 | Game DLL, Replicated | |
| bot_join_team | 0 | Game DLL, Replicated | |
| 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 | Game DLL, Cheat | |
| bot_mimic_yaw_offset | 180 | Game DLL, Cheat | |
| bot_pistols_only | cmd | Restricts the bots to only using pistols | |
| bot_prefix | 0 | Game DLL, Replicated | |
| bot_profile_db | 0 | Game DLL, Replicated | |
| bot_quota | 0 | Game DLL, Replicated | |
| bot_quota_match | 0 | Game DLL, Replicated | |
| bot_show_nav | 0 | Game DLL, Replicated | |
| bot_snipers_only | cmd | Restricts the bots to only using sniper rifles | |
| bot_stop | 0 | Game DLL, Replicated | |
| bot_traceview | 0 | Game DLL, Replicated | |
| bot_traceview_extended | 0 | Archive, Game DLL | |
| bot_walk | 0 | Game DLL, Replicated | |
| bot_zombie | 0 | Game DLL, Replicated | |
| box | cmd | Draw a debug box. | |
| breakable_disable_gib_limit | 0 | Game DLL | |
| breakable_multiplayer | 1 | Game DLL | |
| buddha | cmd | Toggle. Player takes damage but won't die. (Shows red cross when health is zero) | |
| budget_averages_window | 30 | Archive | number of frames to look at when figuring out average frametimes |
| budget_background_alpha | 128 | Archive | how translucent the budget panel is |
| budget_bargraph_background_alpha | 128 | Archive | how translucent the budget panel is |
| budget_bargraph_range_ms | 16 | Archive | budget bargraph range in milliseconds |
| budget_history_numsamplesvisible | 100 | Archive | number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel |
| budget_history_range_ms | 66 | Archive | budget history range in milliseconds |
| budget_panel_bottom_of_history_fraction | 0 | Archive | number between 0 and 1 |
| budget_panel_height | 384 | Archive | height in pixels of the budget panel |
| budget_panel_width | 512 | Archive | width in pixels of the budget panel |
| budget_panel_x | 0 | Archive | number of pixels from the left side of the game screen to draw the budget panel |
| budget_panel_y | 50 | Archive | number of pixels from the top side of the game screen to draw the budget panel |
| budget_peaks_window | 30 | Archive | number of frames to look at when figuring out peak frametimes |
| budget_show_averages | 0 | Archive | enable/disable averages in the budget panel |
| budget_show_history | 1 | Archive | turn history graph off and on. . good to turn off on low end |
| budget_show_peaks | 1 | Archive | enable/disable peaks in the budget panel |
| bug | cmd | Show/hide the bug reporting UI. | |
| bug_swap | cmd | Automatically swaps the current weapon for the bug bait and back again. | |
| bugreporter_includebsp | 1 | Include .bsp for internal bug submissions. | |
| buildcubemaps | cmd | Rebuild cubemaps. | |
| building_cubemaps | 0 | ||
| 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 | |
| cd | cmd | Play or stop a cd track. | |
| 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_allowdownload | 1 | Archive | Client downloads customization files |
| cl_allowupload | 1 | Archive | Client uploads customization files |
| 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 allowed 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_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That 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 milliseconds), then no clock correction is applied. |
| cl_clock_correction_force_server_tick | 999 | Cheat | Force clock correction to match the server tick + this offset (-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 drift before the client snaps its clock to the server's. |
| cl_cmdbackup | 2 | Archive | For each command packet, how many additional history commands are sent ( helps in case of packet loss ) |
| cl_cmdrate | 30 | Archive, User Info | Max number of command packets sent to server per second |
| cl_entityreport | 0 | Cheat | For debugging, draw entity states to console |
| cl_flushentitypacket | 0 | Cheat | For debugging. Force the engine to flush an entity packet. |
| cl_forcepreload | 0 | Archive | Whether we should force preloading. |
| cl_fullupdate | cmd | Forces the server to send a full update packet | |
| cl_ignorepackets | 0 | Cheat | Force client to ignore packets (for debugging). |
| cl_localnetworkbackdoor | 1 | Enable network optimizations for single player games. | |
| cl_logofile | 0 | Archive | Spraypoint logo decal. |
| cl_precacheinfo | cmd | Show precache info (client). | |
| cl_rate | 10000 | Max bytes/sec the host can send data | |
| cl_resend | 6 | Delay in seconds before the client will resend the 'connect' attempt | |
| cl_showents | cmd | Dump entity list to console. | |
| cl_showevents | 0 | Cheat | Print event firing info in the console |
| cl_slist | 10 | Number of seconds to wait for server ping responses when checking for server on your lan | |
| cl_soundfile | 0 | Archive | Jingle sound file. |
| cl_timeout | 30 | Archive | After this many seconds without receiving a packet from the server, the client will disconnect itself |
| cl_updaterate | 20 | Archive, User Info | Number of packets per second of updates you are requesting from the server |
| cl_view | cmd | Set the view entity index. | |
| clear | cmd | Clear all console output. | |
| clear_debug_overlays | cmd | clears debug overlays | |
| clientport | 27005 | Host game client port | |
| cmd | cmd | Forward command to server. | |
| collision_shake_amp | 0 | Game DLL | |
| collision_shake_freq | 0 | Game DLL | |
| collision_shake_time | 0 | Game DLL | |
| con_drawnotify | 1 | Disables drawing of notification area (for taking screenshots). | |
| con_enable | 0 | Archive | Allows the console to be activated. |
| con_notifytime | 8 | How long to display recent console text to the upper part of the game window | |
| con_nprint_bgalpha | 50 | Con_NPrint background alpha. | |
| con_nprint_bgborder | 5 | Con_NPrint border size. | |
| con_trace | 0 | Print console text to low level printout. | |
| connect | cmd | Connect to specified server. | |
| contimes | 8 | Number of console lines to overlay for debugging. | |
| coop | 0 | Notify | Cooperative play. |
| CreatePredictionError | cmd | Create a prediction error | |
| creditsdone | cmd | ||
| cs_ShowStateTransitions | -2 | Game DLL, Cheat | cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions. |
| cs_stacking_num_levels | 1 | Game DLL, Replicated | How many players can stack on top of another player. |
| cvarlist | cmd | Show the list of convars/concommands. | |
| deathmatch | 1 | Notify | Running a deathmatch server. |
| debug_physimpact | 0 | Game DLL | |
| decalfrequency | 10 | Game DLL, Notify | |
| demo_debug | 0 | Demo debug info. | |
| demo_fastforwardfinalspeed | 20 | Go this fast when starting to hold FF button. | |
| demo_fastforwardramptime | 5 | How many seconds it takes to get to full FF speed. | |
| demo_fastforwardstartspeed | 2 | Go this fast when starting to hold FF button. | |
| demo_interpolateview | 1 | Do view interpolation during dem playback. | |
| demo_pauseatservertick | 0 | Pauses demo playback at server tick | |
| demo_quitafterplayback | 0 | Quits game after demo playback. | |
| demo_recordcommands | 1 | Record commands typed at console into .dem files. | |
| demogototick | cmd | Skips to a tick in demo. | |
| demolist | cmd | Print demo sequence list. | |
| demopause | cmd | Pauses demo playback. | |
| demoresume | cmd | Resumes demo playback. | |
| demos | cmd | Demo demo file sequence. | |
| demotimescale | cmd | Sets demo replay speed. | |
| demotogglepause | cmd | Toggles demo playback. | |
| demoui | cmd | Show/hide the demo player UI. | |
| 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 | Game DLL | |
| displaysoundlist | 0 | Game DLL | |
| 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 Red is collides with something Arguments: x1 y1 z1 x2 y2 z2 | |
| dsp_automatic | 0 | Demo | |
| dsp_db_min | 80 | Demo | |
| dsp_db_mixdrop | 0 | Demo | |
| dsp_dist_max | 1440 | Archive, Demo | |
| dsp_dist_min | 0 | Archive, Demo | |
| dsp_enhance_stereo | 0 | Archive | |
| dsp_facingaway | 0 | Demo | |
| dsp_mix_max | 0 | Demo | |
| dsp_mix_min | 0 | Demo | |
| dsp_off | 0 | Cheat | |
| dsp_player | 0 | Demo | |
| dsp_reload | cmd | ||
| dsp_room | 0 | Demo | |
| dsp_slow_cpu | 0 | Archive, Demo | |
| dsp_spatial | 40 | Demo | |
| dsp_speaker | 50 | Demo | |
| dsp_vol_2ch | 1 | Demo | |
| dsp_vol_4ch | 0 | Demo | |
| dsp_vol_5ch | 0 | Demo | |
| dsp_volume | 1 | Archive, Demo | |
| dsp_water | 14 | Demo | |
| 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. | |
| editdemo | cmd | Edit a recorded demo file (.dem ). | |
| endmovie | cmd | Stop recording movie frames. | |
| 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 what 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 picks what player is looking at | |
| ent_debugkeys | 0 | Game DLL | |
| ent_dump | cmd | Usage:
ent_dump <entity name> | |
| ent_fire | cmd | Usage:
ent_fire <target> [action] [value] [delay] | |
| ent_info | cmd | Usage:
ent_info <class name> | |
| ent_messages | cmd | Toggles input/output message display for the selected entity(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 | Game DLL, Cheat | Visualizes all entity input/output activity. |
| ent_name | cmd | ||
| ent_pause | cmd | Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use ' | |
| 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 what 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 used 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 | |
| envmap | cmd | ||
| escape | cmd | Escape key pressed. | |
| 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 specified color over the given number of seconds. | |
| find | cmd | Find concommands with the specified string in their name/help text. | |
| fire_absorbrate | 3 | Game DLL | |
| fire_dmgbase | 1 | Game DLL | |
| fire_dmginterval | 1 | Game DLL | |
| fire_dmgscale | 0 | Game DLL | |
| fire_extabsorb | 5 | Game DLL | |
| fire_extscale | 12 | Game DLL | |
| fire_growthrate | 1 | Game DLL | |
| fire_heatscale | 1 | Game DLL | |
| fire_incomingheatscale | 0 | Game DLL | |
| fire_maxabsorb | 50 | Game DLL | |
| firetarget | cmd | ||
| flex_expression | 0 | Game DLL | |
| flex_looktime | 5 | Game DLL | |
| flex_maxawaytime | 1 | Game DLL | |
| flex_maxplayertime | 7 | Game DLL | |
| flex_minawaytime | 0 | Game DLL | |
| flex_minplayertime | 5 | Game DLL | |
| flex_talk | 0 | Game DLL | |
| 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 | Game DLL | |
| 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 | Archive, Game DLL, Replicated | |
| func_breakdmg_bullet | 0 | Game DLL | |
| func_breakdmg_club | 1 | Game DLL | |
| func_breakdmg_explosive | 1 | Game DLL | |
| g_debug_doors | 0 | Game DLL | |
| g_debug_ragdoll_removal | 0 | Game DLL, Cheat, Replicated | |
| g_debug_trackpather | 0 | Game DLL, Cheat | |
| g_debug_transitions | 0 | Game DLL | 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 | Game DLL, Replicated | |
| g_ragdoll_maxcount | 8 | Game DLL, Replicated | |
| gameui_hide | cmd | ||
| give | cmd | Give item to player.
Arguments: <item_name> | |
| god | cmd | Toggle. Player becomes invulnerable. | |
| groundlist | cmd | Display ground entity list <index> | |
| heartbeat | cmd | ||
| help | cmd | Find help about a convar/concommand. | |
| hideconsole | cmd | Hide the console. | |
| 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 | Game DLL | 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 | Game DLL | 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 missed. | |
| host_sleep | 0 | Cheat | Force the host to sleep a certain number of milliseconds each frame. |
| host_speeds | 0 | Show general system running times. | |
| host_timescale | 1 | Prescale the clock by this amount. | |
| host_writeconfig | cmd | Store current settings to config.cfg (or specified .cfg file). | |
| hostage_debug | 0 | Game DLL, Cheat | Show hostage AI debug information |
| hostname | 0 | Hostname for server. | |
| hostport | 27015 | Host game server port | |
| hurtme | cmd | Hurts the player.
Arguments: <health to lose> | |
| incrementvar | cmd | Increment specified convar value. | |
| ip | 0 | Overrides IP for multihomed hosts | |
| jpeg | cmd | Take a jpeg screenshot: jpeg <filename> <quality 1-100>. | |
| jpeg_quality | 90 | jpeg screenshot quality. | |
| kdtree_test | cmd | Tests spatial partition for entities queries. | |
| key_findbinding | cmd | Find key bound to specified command string. | |
| key_listboundkeys | cmd | List bound keys with bindings. | |
| key_updatelayout | cmd | Updates game keyboard layout to current windows keyboard setting. | |
| kick | cmd | Kick a player by slot, userid or name. | |
| kill | cmd | kills the player | |
| killserver | cmd | Shutdown the server. | |
| light_crosshair | cmd | Show texture color at crosshair | |
| linefile | cmd | Parses map leak data from .lin file | |
| list | cmd | List cached servers. | |
| listdemo | cmd | List demo file contents. | |
| listid | cmd | Lists banned users. | |
| listip | cmd | List IP addresses on the ban list. | |
| listmodels | cmd | List loaded models. | |
| load | cmd | Load a saved game. | |
| log | cmd | Enables standard log file <0|1>. | |
| log_addaddress | cmd | Set address and port for remote host <ip:port>. | |
| 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 <n>. | |
| log_udp | cmd | Send log packets to hosts in address list <0|1>. | |
| lservercfgfile | 0 | Game DLL | |
| map | cmd | Start playing on specified map. | |
| map_background | cmd | Runs a map as the background to the main menu. | |
| map_edit | cmd | ||
| map_noareas | 0 | Disable area to area connection testing. | |
| map_showspawnpoints | cmd | Shows player spawn points (red=invalid) | |
| mapcyclefile | 0 | Game DLL | |
| maps | cmd | Displays list of maps. | |
| mat_bumpbasis | 0 | ||
| mat_configcurrent | cmd | show the current video control panel config for the material system | |
| mat_crosshair | cmd | Shows the material/texture used where the crosshair is pointing to | |
| mat_debug | cmd | ||
| mat_depthbias_normal | 0 | Cheat | |
| mat_envmapsize | 128 | ||
| mat_envmaptgasize | 32 | ||
| mat_fastspecular | 1 | Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. | |
| mat_forcedynamic | 0 | Cheat | |
| mat_fullbright | 0 | Cheat | |
| mat_info | cmd | Shows material system info | |
| 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 system | |
| mat_shadowstate | 1 | ||
| mat_show_texture_memory_usage | 0 | Never As String | Display the texture memory usage on the HUD. |
| mat_showlightmappage | -1 | ||
| mat_showmaterials | cmd | Show materials. | |
| mat_showmaterialsverbose | cmd | ||
| mat_showtextures | cmd | Show textures. | |
| mat_skybloomamount | 1 | ||
| mat_softwareskin | 0 | ||
| mat_suppress | cmd | Supress a material from drawing | |
| mat_surfaceid | 0 | ||
| mat_surfacemat | 0 | ||
| -mat_texture_list | cmd | ||
| +mat_texture_list | cmd | ||
| mat_texture_list | 0 | For debugging, show a list of used textures per frame | |
| mat_texture_list_all | 0 | Never As String | If this is nonzero, then the texture list panel will show all currently-loaded textures. |
| mat_texturelist_directories | 0 | Never As String | |
| mat_texturelist_files | 1 | Never As String | |
| mat_viewportscale | 1 | Cheat | debugging viewport scale |
| 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 frame ( set to 2 for continuous output ) | |
| mem_force_flush | 0 | Force cache flush of unlocked resources on every alloc | |
| minisave | cmd | Saves game (for current level only!) | |
| mod_forcedata | 1 | Forces all model file data into cache on model load. | |
| mp_allowNPCs | 1 | Game DLL, Notify | |
| mp_allowspectators | 1 | Game DLL, Replicated | toggles whether the server allows spectator mode or not |
| mp_autocrosshair | 1 | Game DLL, Notify | |
| mp_autokick | 1 | Game DLL, Replicated | Kick idle/team-killing players |
| mp_autoteambalance | 1 | Game DLL | |
| mp_buytime | 1 | Game DLL, Replicated | How many minutes after round start players can buy items for. |
| mp_c4timer | 45 | Game DLL, Replicated | how long from when the C4 is armed until it blows |
| mp_chattime | 10 | Game DLL, Replicated | amount of time players can chat after the game is over |
| mp_decals | 200 | Archive | |
| mp_defaultteam | 0 | Game DLL | |
| mp_facefronttime | 3 | Game DLL, Replicated | After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body. |
| mp_fadetoblack | 0 | Game DLL, Replicated | fade a player's screen to black when he dies |
| mp_falldamage | 0 | Game DLL, Notify | |
| mp_feetyawrate | 720 | Game DLL, Replicated | How many degrees per second that we can turn our feet or upper body. |
| mp_flashlight | 0 | Game DLL, Notify | |
| mp_footsteps | 1 | Game DLL, Notify | |
| mp_forcecamera | 0 | Game DLL, Replicated | Restricts spectator modes for dead players |
| mp_forcerespawn | 1 | Game DLL, Notify | |
| mp_fraglimit | 0 | Game DLL, Notify | |
| mp_freezetime | 6 | Game DLL, Replicated | how many seconds to keep players frozen when the round starts |
| mp_friendlyfire | 0 | Game DLL, Notify, Replicated | |
| mp_hostagepenalty | 13 | Game DLL | Terrorist are kicked for killing too much hostages |
| mp_ik | 1 | Game DLL, Replicated | Use IK on in-place turns. |
| mp_limitteams | 2 | Game DLL, Replicated | Max # of players 1 team can have over another |
| mp_logecho | 1 | ||
| mp_logfile | 1 | ||
| mp_maxrounds | 0 | Game DLL, Replicated | max number of rounds to play before server changes maps |
| mp_playerid | 0 | Game DLL, Replicated | Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names |
| mp_restartgame | 0 | Game DLL | If non-zero, game will restart in the specified number of seconds |
| mp_roundtime | 5 | Game DLL, Replicated | How many minutes each round takes. |
| mp_solidplayers | 1 | Game DLL, Replicated | Set player solid in multiplayer mode, no pushback |
| mp_spawnprotectiontime | 5 | Game DLL, Replicated | Kick players who team-kill within this many seconds of a round restart. |
| mp_startmoney | 800 | Game DLL, Replicated | amount of money each player gets when they reset |
| mp_teamlist | 0 | Game DLL, Notify | |
| mp_teamoverride | 1 | Game DLL | |
| mp_teamplay | 0 | Game DLL, Notify | |
| mp_timelimit | 0 | Game DLL, Notify, Replicated | game time per map in minutes |
| mp_tkpunish | 0 | Game DLL, Replicated | Will a TK'er be punished in the next round? {0=no, 1=yes} |
| mp_weaponstay | 0 | Game DLL, Notify | |
| mp_winlimit | 0 | Game DLL, Replicated | max number of rounds one team can win before server changes maps |
| name | 0 | Archive, User Info, Protected | Current user name |
| 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 second 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 Area, then invoke the disconnect command. This will remove all connections between the two Areas. | |
| nav_edit | 0 | Game DLL | Set to one to interactively edit the Navigation Mesh. Set to 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 the 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 subsequent editing commands. | |
| nav_mark_unnamed | cmd | Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. | |
| nav_mark_walkable | cmd | Mark the current location as a walkable position. These positions 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 system. | |
| nav_place_floodfill | cmd | Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. | |
| nav_place_pick | cmd | Sets the current Place to the Place of the Area under the cursor. | |
| nav_precise | cmd | Toggles the 'dont avoid obstacles' flag used by the AI system. | |
| nav_quicksave | 1 | Game DLL | Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. |
| nav_save | cmd | Saves the current Navigation Mesh to disk. | |
| nav_show_approach_points | 0 | Game DLL | Show Approach Points in the Navigation Mesh. |
| nav_show_danger | 0 | Game DLL | Show current 'danger' levels. |
| nav_splice | cmd | To splice, mark an area, highlight a second area, then invoke 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 Spots from the current Area. | |
| nav_toggle_place_mode | cmd | Toggle the editor into and out of Place mode. Place mode allows 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 listed. 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: <size> | |
| 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 mismatches. |
| next | 0 | Cheat | Set to 1 to advance to next frame ( when singlestep == 1 ) |
| nextdemo | cmd | Play next demo in sequence. | |
| 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) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green.
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at | |
| npc_combat | cmd | Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at | |
| npc_conditions | cmd | Displays all the current AI conditions that an NPC has in the 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 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 t | |
| 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 do | |
| npc_create_equipment | 0 | Game DLL | |
| npc_destroy | cmd | Removes the given NPC(s) from the universe
Arguments: {npc_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 selected | |
| npc_enemies | cmd | Shows memory of NPC. Draws an X on top of each memory.
Eluded entities drawn in blue (don't know where it went) Unreachable entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entitie | |
| 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 there 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 | Game DLL | 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 | Archive, Game DLL | Enable test mode for ik height adjustment |
| npc_kill | cmd | Kills the given NPC(s)
Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at | |
| npc_nearest | cmd | Draw's a while box around the NPC(s) nearest node
Arguments: {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
Arguments: -none- | |
| npc_route | cmd | Displays the current route of the given NPC as a line on the 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 - | |
| 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 | Game DLL | |
| 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 perform 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 perform 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 picks 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 what 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 looking at | |
| npc_vphysics | 0 | Game DLL | |
| old_radiusdamage | 0 | Game DLL, Replicated | |
| password | 0 | Archive | Current server access password |
| path | cmd | Show the engine filesystem path. | |
| pause | cmd | Toggle the server pause state. | |
| perfui | cmd | Show/hide the level performance tools UI. | |
| phys_impactforcescale | 1 | Game DLL | |
| phys_penetration_error_time | 10 | Game DLL | Controls the duration of vphysics penetration error boxes. |
| phys_pushscale | 1 | Game DLL, Replicated | |
| phys_speeds | 0 | Game DLL | |
| phys_stressbodyweights | 5 | Game DLL | |
| phys_swap | cmd | Automatically swaps the current weapon for the physcannon and back again. | |
| phys_timescale | 1 | Game DLL | Scale time for physics |
| phys_upimpactforcescale | 0 | Game DLL | |
| 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 | Game DLL | |
| 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 information | |
| ping | cmd | Display ping to server. | |
| play | cmd | Play a sound. | |
| playdemo | cmd | Play a recorded demo file (.dem ). | |
| player_old_armor | 0 | Game DLL | |
| playflush | cmd | Play a sound, reloading from disk in case of changes. | |
| playvol | cmd | Play a sound at a specified volume. | |
| progress_enable | cmd | ||
| prop_crosshair | cmd | Shows name for prop looking at | |
| prop_debug | cmd | Toggle prop debug mode. If on, props will show colorcoded bounding 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 | Game DLL | Maximum prop breakable piece count (-1 = model default) |
| quit | cmd | Exit the engine. | |
| quti | cmd | Exit the engine. | |
| r_3dnow | cmd | ||
| r_AirboatViewDampenDamp | 1 | Game DLL, Cheat, Notify, Replicated | |
| r_AirboatViewDampenFreq | 7 | Game DLL, Cheat, Notify, Replicated | |
| r_AirboatViewZHeight | 0 | Game DLL, Cheat, Notify, Replicated | |
| r_ambientlightingonly | 0 | Cheat | Set this to 1 to light models with only ambient lighting (and no static lighting). |
| r_aspectratio | 0 | Archive, Cheat | |
| r_avglight | 1 | ||
| r_avglightmap | 0 | ||
| r_cleardecals | cmd | Usage r_cleardecals <permanent>. | |
| r_ClipAreaPortals | 1 | Cheat | |
| r_colorstaticprops | 0 | Cheat | |
| r_debugrandomstaticlighting | 0 | Cheat | Set to 1 to make all static lighting red for debugging. Must 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 temp meshes. |
| r_DispWalkable | 0 |