Makes your weapon go away. Use this in conjunction with cl_drawhud for great screenshots.
_fov
| Automates fov command to server.
|
_restart
| Shutdown and restart the engine.
|
addip
| Add an IP address to the ban list.
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adsp_alley_min
|
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adsp_courtyard_min
|
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adsp_debug
|
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adsp_door_height
|
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adsp_duct_min
|
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adsp_hall_min
|
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adsp_low_ceiling
|
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adsp_opencourtyard_min
|
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adsp_openspace_min
|
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adsp_openstreet_min
|
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adsp_openwall_min
|
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adsp_room_min
|
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adsp_street_min
|
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adsp_tunnel_min
|
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adsp_wall_height
|
|
ai_clear_bad_links
| Clears bits set on nav links indicating link is unusable
|
ai_debug_node_connect
| Debug the attempted connection between two nodes
|
ai_disable
| Bypasses 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_dump_hints
|
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ai_next_hull
| 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_nodes
| 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 available for selected hull size
- Orange - node currently locked
|
ai_reloadresponsesystems
| Reload all response system scripts.
|
ai_resume
| If NPC is stepping through tasks (see ai_step ) will resume normal processing.
|
ai_set_move_height_epsilon
| Set how high AI bumps up ground walkers when checking steps.
|
ai_show_connect
| Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
- Green - ground movement
- Blue - jumping movement
- Cyan - flying movement
- Magenta - climbing movement
- Red - connection disabled
|
ai_show_connect_fly
| Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
- Green - ground movement
- Blue - jumping movement
- Cyan - flying movement
- Magenta - climbing movement
- Red - connection disabled
|
ai_show_connect_jump
| Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
- Green - ground movement
- Blue - jumping movement
- Cyan - flying movement
- Magenta - climbing movement
- Red - connection disabled
|
ai_show_graph_connect
| 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 graph from the selected node will be drawn in blue.
|
ai_show_grid
| Draw a grid on the floor where looking.
|
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 - hint not being used by timed out
- Grey - hint has been disabled
|
ai_show_hull
| 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_node
| Highlight the specified node
|
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 drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.
|
ai_step
| NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'
|
ainet_generate_report
| Generate a report to the console.
|
ainet_generate_report_only
| Generate a report to the console.
|
air_density
| Changes the density of air for drag computations.
|
alias
| Alias a command. Use : Alias NAME "COMMAND"
|
+alt1
|
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-alt1
|
|
+attack
|
|
-attack
|
|
+attack2
|
|
-attack2
|
|
autobuy
|
|
autosave
|
|
+back
|
|
-back
|
|
banid
| Add a user ID to the ban list.
|
bench_end
| Ends gathering of info.
|
bench_showstatsdialog
| Shows a dialog displaying the most recent benchmark results.
|
bench_start
| Starts gathering of info. Arguments: filename to write results into
|
bench_upload
| Uploads most recent benchmark stats to the Valve servers.
|
benchframe
| Takes a snapshot of a particular frame in a time demo.
|
bgmvolume
| CD sound playback volume.
|
bind
| Allows you to bind a key to any command.
- Usage: bind <key> "(Your command)"
|
bindtoggle
| Allows you to bind a key that toggles a cvar from its different modes (1/0)
- Usage: BindToggle <key> [cvar]
|
blink_duration
| How many seconds an eye blink will last.
|
bloodspray
| blood
|
bot_add
| Adds a bot to whichever team has fewer players
|
bot_add_ct
| Adds a Counter-Terrorist bot
|
bot_add_t
| Adds a Terrorist bot
|
bot_all_weapons
| Allows the bots to use all weapons
|
bot_goto_mark
| Sends a bot to the selected nav area (for editing nav meshes)
|
bot_kick
| Kicks the specified bot, or all bots if no name is given
|
bot_kill
| Kills the specified bot, or all bots if no name is given
|
bot_knives_only
| Restricts the bots to only using knives
|
bot_memory_usage
| Reports on the bots' memory usage
|
bot_pistols_only
| Restricts the bots to only using pistols
|
bot_snipers_only
| Restricts the bots to only using sniper rifles
|
box
| Draw a debug box.
|
+break
|
|
-break
|
|
buddha
| Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
|
budget_averages_window
| Number of frames to look at when figuring out average frametimes
|
budget_background_alpha
| How translucent the budget panel is
|
budget_bargraph_background_alpha
| How translucent the budget panel is
|
budget_bargraph_range_ms
| budget bargraph range in milliseconds
|
budget_history_numsamplesvisible
| 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
| Budget history range in milliseconds.
|
budget_panel_bottom_of_history_fraction
| number between 0 and 1
|
budget_panel_height
| height in pixels of the budget panel
|
budget_panel_width
| width in pixels of the budget panel
|
budget_panel_x
| number of pixels from the left side of the game screen to draw the budget panel
|
budget_panel_y
| number of pixels from the top side of the game screen to draw the budget panel
|
budget_peaks_window
| number of frames to look at when figuring out peak frametimes
|
budget_show_averages
| enable/disable averages in the budget panel
|
budget_show_history
| turn history graph off and on. . good to turn off on low end
|
budget_show_peaks
| enable/disable peaks in the budget panel
|
bug
| Show/hide the bug reporting UI.
|
bug_swap
| Automatically swaps the current weapon for the bug bait and back again.
|
bugreporter_includebsp
| Include .bsp for internal bug submissions.
|
buildcubemaps
| Rebuild cubemaps.
|
building_cubemaps
|
|
buyequip
| Show equipment buy menu
|
buymenu
| Show main buy menu
|
c_maxdistance
|
|
c_maxpitch
|
|
c_maxyaw
|
|
c_mindistance
|
|
c_minpitch
|
|
c_minyaw
|
|
c_orthoheight
|
|
c_orthowidth
|
|
cache_print
| Print out contents of cache memory.
|
cam_command
|
|
cam_idealdist
|
|
cam_idealpitch
|
|
cam_idealyaw
|
|
cam_snapto
|
|
+camdistance
|
|
-camdistance
|
|
+camin
|
|
-camin
|
|
+cammousemove
|
|
-cammousemove
|
|
camortho
| Switch to orthographic camera.
|
+camout
|
|
-camout
|
|
+campitchdown
|
|
-campitchdown
|
|
+campitchup
|
|
-campitchup
|
|
+camyawleft
|
|
-camyawleft
|
|
+camyawright
|
|
-camyawright
|
|
cancelselect
|
|
cast_hull
| Tests hull collision detection
|
cast_ray
| Tests collision detection
|
cc_captiontrace
| Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
|
cc_emit
| Emits a closed caption
|
cc_lang
| Current close caption language (emtpy = use game UI language)
|
cc_linger_time
| Close caption linger time.
|
cc_lookup_crc
| For tracking down missing CC token strings
|
cc_predisplay_time
| Close caption delay before showing caption.
|
cc_sentencecaptionnorepeat
| How often a sentence can repeat.
|
cc_subtitles
| If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
|
cd
| Play or stop a cd track.
|
centerview
|
|
ch_createairboat
| Spawn airboat in front of the player.
|
ch_createjeep
| Spawn jeep in front of the player.
|
changelevel
| Change server to the specified map
|
changelevel2
| Transition to the specified map in single player
|
chooseteam
| Choose a new team
|
cl_allowdownload
| Client downloads customization files
|
cl_allowupload
| Client uploads customization files
|
cl_anglespeedkey
|
|
cl_animationinfo
| Hud element to examine.
|
cl_autohelp
| Auto-help
|
cl_autowepswitch
| Automatically switch to picked up weapons (if more powerful)
|
cl_backspeed
|
|
cl_bob
|
|
cl_bobcycle
|
|
cl_bobup
|
|
cl_c4dynamiclight
| Draw dynamic light when planted c4 flashes
|
cl_c4progressbar
| Draw progress bar when defusing the C4
|
cl_class
| Default class when joining a game
|
cl_clock_correction
| Enable/disable clock correction on the client.
|
cl_clock_correction_adjustment_max_amount
| 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
| 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
| If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
|
cl_clock_correction_force_server_tick
| Force clock correction to match the server tick + this offset (-999 disables it).
|
cl_clock_showdebuginfo
| Show debugging info about the clock drift.
|
cl_clockdrift_max_ms
| Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
|
cl_cmdbackup
| For each command packet, how many additional history commands are sent ( helps in case of packet loss )
|
cl_cmdrate
| Max number of command packets sent to server per second
|
cl_crosshairalpha
|
|
cl_crosshaircolor
|
|
cl_crosshairscale
|
|
cl_crosshairusealpha
|
|
cl_customsounds
| Enable customized player sound playback
|
cl_demoviewoverride
| Override view during demo playback
|
cl_detaildist
|
|
cl_detailfade
|
|
cl_drawhud
| Enable the rendering of the hud
|
cl_drawleaf
|
|
cl_drawmaterial
| Draw a particular material over the frame
|
cl_drawmonitors
|
|
cl_drawshadowtexture
|
|
cl_dynamiccrosshair
|
|
cl_ejectbrass
|
|
cl_ent_absbox
| Displays the client's absbox for the entity under the crosshair.
|
cl_ent_bbox
| Displays the client's bounding box for the entity under the crosshair.
|
cl_ent_rbox
| Displays the client's render box for the entity under the crosshair.
|
cl_entityreport
| For debugging, draw entity states to console
|
cl_extrapolate
| Enable/disable extrapolation if interpolation history runs out.
|
cl_extrapolate_amount
| Set how many seconds the client will extrapolate entities for.
|
cl_flushentitypacket
| For debugging. Force the engine to flush an entity packet.
|
cl_forcehighendmonitors
|
|
cl_forcepreload
| Whether we should force preloading.
|
cl_forwardspeed
|
|
cl_fullupdate
| Forces the server to send a full update packet
|
cl_idealpitchscale
|
|
cl_ignorepackets
| Force client to ignore packets (for debugging).
|
cl_interp
| Interpolate object positions starting this many seconds in past
|
cl_interp_npcs
| Interpolate NPC positions starting this ma
|