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Client Commands

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Useful commands:

#cl_showfps 0 (0,1,2)
Shows the current map, Frame rate, and changes color to alert you to a high demand view. Value 2 is averaged out a bit, with a minimum value too.

give (item/weapon)_(item or weapon name)
Equips player with requested item.

hud_fastswitch 0 (0,1)
Turns on fast weapon-switching. Simply hit your "weapon_up" key and it will instantly do so without accessing the weapon-change menu and requiring an extra button push.


IMPULSE 200

Makes your weapon go away. Use this in conjunction with cl_drawhud for great screenshots.


NET_GRAPH 0 (0, 1, 2)

Enables the net statisics and visual display of net activity


NET_GRAPHPOS 0 (0, 1, 2, 3)

Postition of the NET_GRAPH

_fov

Automates fov command to server.

_restart

Shutdown and restart the engine.

addip

Add an IP address to the ban list.

adsp_alley_min

adsp_courtyard_min

adsp_debug

adsp_door_height

adsp_duct_min

adsp_hall_min

adsp_low_ceiling

adsp_opencourtyard_min

adsp_openspace_min

adsp_openstreet_min

adsp_openwall_min

adsp_room_min

adsp_street_min

adsp_tunnel_min

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

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

-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
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