Cleanup is going to take awhile, so the site is back up but editing has been disabled.

Bot prefix qouta

From HalfLife 2 Knowledge Base

Jump to: navigation, search

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 DLLCheat 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 DLLReplicated  
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 DLLCheat  
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 DLLReplicated  
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 ArchiveGame 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 DLLReplicated  
ai_shot_bias_min -1 Game DLLReplicated  
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 ArchiveGame 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 DLLReplicated  
ammo_357sig_max 52 Game DLLReplicated  
ammo_45acp_max 100 Game DLLReplicated  
ammo_50AE_max 35 Game DLLReplicated  
ammo_556mm_box_max 200 Game DLLReplicated  
ammo_556mm_max 90 Game DLLReplicated  
ammo_57mm_max 100 Game DLLReplicated  
ammo_762mm_max 90 Game DLLReplicated  
ammo_9mm_max 120 Game DLLReplicated  
ammo_buckshot_max 32 Game DLLReplicated  
ammo_flashbang_max 2 Game DLLReplicated  
ammo_hegrenade_max 1 Game DLLReplicated  
ammo_smokegrenade_max 1 Game DLLReplicated  
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 DLLReplicated  
bot_allow_machine_guns 1 Game DLLReplicated  
bot_allow_pistols 1 Game DLLReplicated  
bot_allow_rifles 1 Game DLLReplicated  
bot_allow_rogues 1 Game DLLReplicated  
bot_allow_shield 1 Game DLLReplicated  
bot_allow_shotguns 1 Game DLLReplicated  
bot_allow_snipers 1 Game DLLReplicated  
bot_allow_sub_machine_guns 1 Game DLLReplicated  
bot_auto_vacate 1 Game DLLReplicated  
bot_chatter 0 Game DLLReplicated  
bot_crouch 0 Game DLLCheat  
bot_debug 0 Game DLLReplicated  
bot_defer_to_human 0 Game DLLReplicated  
bot_difficulty 0 Game DLLReplicated  
bot_freeze 0 Game DLLCheat  
bot_goto_mark cmd   Sends a bot to the selected nav area (for editing nav meshes)
bot_join_after_player 1 Game DLLReplicated  
bot_join_team 0 Game DLLReplicated  
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 DLLCheat  
bot_mimic_yaw_offset 180 Game DLLCheat  
bot_pistols_only cmd   Restricts the bots to only using pistols
bot_prefix 0 Game DLLReplicated  
bot_profile_db 0 Game DLLReplicated  
bot_quota 0 Game DLLReplicated  
bot_quota_match 0 Game DLLReplicated  
bot_show_nav 0 Game DLLReplicated  
bot_snipers_only cmd   Restricts the bots to only using sniper rifles
bot_stop 0 Game DLLReplicated  
bot_traceview 0 Game DLLReplicated  
bot_traceview_extended 0 ArchiveGame DLL  
bot_walk 0 Game DLLReplicated  
bot_zombie 0 Game DLLReplicated  
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 ArchiveUser 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 ArchiveUser 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 DLLCheat cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
cs_stacking_num_levels 1 Game DLLReplicated 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 DLLNotify  
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 ArchiveDemo  
dsp_dist_min 0 ArchiveDemo  
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 ArchiveDemo  
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 ArchiveDemo  
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 DLLCheat 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 ArchiveGame DLLReplicated  
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 DLLCheatReplicated  
g_debug_trackpather 0 Game DLLCheat  
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 DLLReplicated  
g_ragdoll_maxcount 8 Game DLLReplicated  
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 DLLCheat 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 DLLNotify  
mp_allowspectators 1 Game DLLReplicated toggles whether the server allows spectator mode or not
mp_autocrosshair 1 Game DLLNotify  
mp_autokick 1 Game DLLReplicated Kick idle/team-killing players
mp_autoteambalance 1 Game DLL  
mp_buytime 1 Game DLLReplicated How many minutes after round start players can buy items for.
mp_c4timer 45 Game DLLReplicated how long from when the C4 is armed until it blows
mp_chattime 10 Game DLLReplicated amount of time players can chat after the game is over
mp_decals 200 Archive  
mp_defaultteam 0 Game DLL  
mp_facefronttime 3 Game DLLReplicated 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 DLLReplicated fade a player's screen to black when he dies
mp_falldamage 0 Game DLLNotify  
mp_feetyawrate 720 Game DLLReplicated How many degrees per second that we can turn our feet or upper body.
mp_flashlight 0 Game DLLNotify  
mp_footsteps 1 Game DLLNotify  
mp_forcecamera 0 Game DLLReplicated Restricts spectator modes for dead players
mp_forcerespawn 1 Game DLLNotify  
mp_fraglimit 0 Game DLLNotify  
mp_freezetime 6 Game DLLReplicated how many seconds to keep players frozen when the round starts
mp_friendlyfire 0 Game DLLNotifyReplicated  
mp_hostagepenalty 13 Game DLL Terrorist are kicked for killing too much hostages
mp_ik 1 Game DLLReplicated Use IK on in-place turns.
mp_limitteams 2 Game DLLReplicated Max # of players 1 team can have over another
mp_logecho 1    
mp_logfile 1    
mp_maxrounds 0 Game DLLReplicated max number of rounds to play before server changes maps
mp_playerid 0 Game DLLReplicated 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 DLLReplicated How many minutes each round takes.
mp_solidplayers 1 Game DLLReplicated Set player solid in multiplayer mode, no pushback
mp_spawnprotectiontime 5 Game DLLReplicated Kick players who team-kill within this many seconds of a round restart.
mp_startmoney 800 Game DLLReplicated amount of money each player gets when they reset
mp_teamlist 0 Game DLLNotify  
mp_teamoverride 1 Game DLL  
mp_teamplay 0 Game DLLNotify  
mp_timelimit 0 Game DLLNotifyReplicated game time per map in minutes
mp_tkpunish 0 Game DLLReplicated Will a TK'er be punished in the next round? {0=no, 1=yes}
mp_weaponstay 0 Game DLLNotify  
mp_winlimit 0 Game DLLReplicated max number of rounds one team can win before server changes maps
name 0 ArchiveUser InfoProtected 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 ArchiveGame 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 DLLReplicated  
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 DLLReplicated  
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 DLLCheatNotifyReplicated  
r_AirboatViewDampenFreq 7 Game DLLCheatNotifyReplicated  
r_AirboatViewZHeight 0 Game DLLCheatNotifyReplicated  
r_ambientlightingonly 0 Cheat Set this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio 0 ArchiveCheat  
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