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Everything posted by Parker 1st MRB
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Regarding the 1st MRB fantasy baseball league. This was posted on the smack board: Englebretson: If I win this week it will be a miracle Dillon: I am so glad that God doesn't love you.
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WTF is that Richards at 1:03??????????? Oh and that is the most epic face at 2:21 EVER!
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Rajai is my boi, he's 5'9 and that wall is 10 feet. We have the most athletic outfield in baseball - Rajai Davis, Colby Rasmus, Anthony Gose. And of course when he's healthy you can put José Bautista in there for Gose. GO JAYS GO!
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Happy Birthday Johnstantinople, hope you have a good one!
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I think you mean Laker. Called it a month ago.
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I do this
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RECO try joining now and let us know if that worked.
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Ban Report: (Server Admins Only) You are REQUIRED to post a Ban Report if you have issued a permanent ban. You can post a Ban Report ONLY if: A. You have issued a permanent ban. B. It is a hacking ban and you aren't completely sure on the legitimacy of the player C. You know that the ban will be contested and are providing hard evidence and reasoning for the ban Topic Title ex. Ban Report :: RecipientName [b]Name:[/b] [b]Steam I.D:[/b] [b]Duration of Ban:[/b] [b]Reasons for the Ban:[/b] [b]Demo Provided?:[/b] Y/N [b]Comments:[/b]
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He's been unbanned.
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Seeing how it is our website, we can dictate what is and what is not appropriate on it. If an Officer deems it inappropriate, they have the right to remove it. NFSW can mean alot of things, but that doesn't mean we allow porn or extremely graphic content on this website. Topic closed.
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No problemo, we have tons of time before the D-R-A-F-T!
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You still haven't joined the league...
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Your Birthday, have a happy one.
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Unban request Frenetic Overlord
Parker 1st MRB replied to M. Wakefield's topic in Military Police Archives - DoD:S
You have been unbanned since you were perma banned without a ban report. Read our rules carefully so that you don't find yourself banned again. -
Day of Defeat: Source Console Commands
Parker 1st MRB replied to Parker 1st MRB's question in Day of Defeat: Source Questions
mp_allowNPCs "1" mp_allowrandomclass "1" // Allow players to select random class mp_allowspectators "1" // toggles whether the server allows spectator mode or not mp_autocrosshair "1" mp_autokick "0" // Kick idle/team-killing players mp_bandage_heal_amount "40" // How much health to give after a successful bandage mp_bonusroundtime "15" // Time after round win until round restarts mp_cancelwarmup "0" // Set to 1 to end the warmup period. mp_chattime "10" // amount of time players can chat after the game is over mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin mp_clan_restartround "0" // the round will restart in the specified number of seconds mp_combinemglimits "0" // Set to 1 to combine the class limit cvars for mg34 and mg42. New limit is sum of two mp_decals "200" mp_defaultteam "0" mp_disable_autokick // Prevents a userid from being auto-kicked mp_disable_respawn_times "0" mp_fadetoblack "0" // fade a players screen to black when he dies mp_falldamage "0" mp_flashlight "0" mp_footsteps "1" mp_forceautoteam "0" // Automatically assign players to teams when joining. mp_forcecamera "1" // Restricts spectator modes for dead players mp_forcerespawn "1" mp_fraglimit "0" // The number of kills at which the map ends mp_friendlyfire "0" // Allows team members to injure other members of their team mp_limitteams "2" // Max # of players 1 team can have over another mp_limit_allies_assault "-1" // Class limit for team: Allies class: Assault mp_limit_allies_mg "-1" // Class limit for team: Allies class: Machinegunner mp_limit_allies_rifleman "-1" // Class limit for team: Allies class: Rifleman mp_limit_allies_rocket "-1" // Class limit for team: Allies class: Rocket mp_limit_allies_sniper "-1" // Class limit for team: Allies class: Sniper mp_limit_allies_support "-1" // Class limit for team: Allies class: Support mp_limit_axis_assault "-1" // Class limit for team: Axis class: Assault mp_limit_axis_mg "-1" // Class limit for team: Axis class: Machinegunner mp_limit_axis_rifleman "-1" // Class limit for team: Axis class: Rifleman mp_limit_axis_rocket "-1" // Class limit for team: Axis class: Rocket mp_limit_axis_sniper "-1" // Class limit for team: Axis class: Sniper mp_limit_axis_support "-1" // Class limit for team: Axis class: Support mp_logdetail "0" // 3=both) mp_maxrounds "0" // max number of rounds to play before server changes maps mp_respawnwavetime "10" // Time between respawn waves. mp_restartgame "0" // game will restart in the specified number of seconds mp_restartwarmup "0" // Set to 1 to start or restart the warmup period. mp_rocketdamage "150" mp_rocketradius "200" mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death. mp_teamlist "0" mp_teamoverride "1" mp_teamplay "0" mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check) mp_tickpointinterval "30" // Delay between point gives. mp_timelimit "0" // game time per map in minutes mp_tournament "0" mp_usehwmmodels "0" // 0 = based upon GPU) mp_usehwmvcds "0" // 0 = based upon GPU) mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period. mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period. mp_waitingforplayers_time "0" // WaitingForPlayers time length in seconds mp_warmup_time "0" // Warmup time length in seconds mp_weaponstay "0" mp_winlimit "0" // Max score one team can reach before server changes maps multvar // Multiply specified convar value. muzzleflash_light "1" m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor. m_customaccel_max "0" // 0 for no limit m_customaccel_scale "0" // Custom mouse acceleration value. m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames). m_forward "1" // Mouse forward factor. m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement). m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement). m_mousespeed "1" // 2 to enable secondary threshold m_pitch "0" // Mouse pitch factor. m_rawinput "0" // Use Raw Input for mouse input. m_side "0" // Mouse side factor. m_yaw "0" // Mouse yaw factor. name "0" // Current user name nav_add_to_selected_set // Add current area to the selected set. nav_add_to_selected_set_by_id // Add specified area id to the selected set. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk. nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing. nav_area_max_size "50" // Max area size created in nav generation nav_avoid // Toggles the avoid this area when possible flag used by the AI system. nav_begin_area // drag the opposite corner to the desired location and nav_begin_deselecting // Start continuously removing from the selected set. nav_begin_drag_deselecting // Start dragging a selection area. nav_begin_drag_selecting // Start dragging a selection area. nav_begin_selecting // Start continuously adding to the selected set. nav_begin_shift_xy // Begin shifting the Selected Set. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files. nav_check_floor // Updates the blocked/unblocked status for every nav area. nav_check_stairs // Update the nav mesh STAIRS attribute nav_chop_selected // Chops all selected areas into their component 1x1 areas nav_clear_attribute // Remove given nav attribute from all areas in the selected set. nav_clear_selected_set // Clear the selected set. nav_clear_walkable_marks // Erase any previously placed walkable positions. nav_compress_id // Re-orders area and ladder IDs so they are continuous. nav_connect // then invoke the connect command. Note that this creates a nav_coplanar_slope_limit "0" nav_coplanar_slope_limit_displacement "0" nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners. nav_corner_lower // Lower the selected corner of the currently marked Area. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground. nav_corner_raise // Raise the selected corner of the currently marked Area. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners. nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand. nav_crouch // Toggles the must crouch in this area flag used by the AI system. nav_debug_blocked "0" nav_delete // Deletes the currently highlighted Area. nav_delete_marked // Deletes the currently marked Area (if any). nav_disconnect // then invoke the disconnect command. This will remove all connec nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps) nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system. nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center nav_draw_limit "500" // The maximum number of areas to draw in edit mode nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. nav_end_area // Defines the second corner of a new Area or Ladder and creates it. nav_end_deselecting // Stop continuously removing from the selected set. nav_end_drag_deselecting // Stop dragging a selection area. nav_end_drag_selecting // Stop dragging a selection area. nav_end_selecting // Stop continuously adding to the selected set. nav_end_shift_xy // Finish shifting the Selected Set. nav_flood_select // use this command again. nav_generate // Generate a Navigation Mesh for the current map and save it to disk. nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk. nav_generate_incremental_range "2000" nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas. nav_gen_cliffs_approx // post-processing approximation nav_jump // Toggles the traverse this area by jumping flag used by the AI system. nav_ladder_flip // Flips the selected ladders direction. nav_load // Loads the Navigation Mesh for the current map. nav_lower_drag_volume_max // Lower the top of the drag select volume. nav_lower_drag_volume_min // Lower the bottom of the drag select volume. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. nav_mark_attribute // Set nav attribute for all areas in the selected set. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units) nav_max_vis_delta_list_length "64" nav_merge // and invoke the merge comm nav_merge_mesh // Merges a saved selected set into the current mesh. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system. nav_no_jump // Toggles the dont jump in this area flag used by the AI system. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli nav_place_list // Lists all place names used in the map. nav_place_pick // Sets the current Place to the Place of the Area under the cursor. nav_place_replace // Replaces all instances of the first place with the second place. nav_place_set // Sets the Place of all selected areas to the current Place. nav_potentially_visible_dot_tolerance "0" nav_precise // Toggles the dont avoid obstacles flag used by the AI system. nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. nav_raise_drag_volume_max // Raise the top of the drag select volume. nav_raise_drag_volume_min // Raise the bottom of the drag select volume. nav_recall_selected_set // Re-selects the stored selected set. nav_remove_from_selected_set // Remove current area from the selected set. nav_remove_jump_areas // replacing them with connections. nav_run // Toggles the traverse this area by running flag used by the AI system. nav_save // Saves the current Navigation Mesh to disk. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh. nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing. nav_selected_set_color "255" // Color used to draw the selected set background while editing. nav_select_blocked_areas // Adds all blocked areas to the selected set nav_select_damaging_areas // Adds all damaging areas to the selected set nav_select_half_space // Selects any areas that intersect the given half-space. nav_select_invalid_areas // Adds all invalid areas to the Selected Set. nav_select_obstructed_areas // Adds all obstructed areas to the selected set nav_select_overlapping // Selects nav areas that are overlapping others. nav_select_radius // Adds all areas in a radius to the selection set nav_select_stairs // Adds all stairway areas to the selected set nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. nav_shift // Shifts the selected areas by the specified amount nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh. nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing nav_show_compass "0" nav_show_continguous "0" // Highlight non-contiguous connections nav_show_danger "0" // Show current danger levels. nav_show_light_intensity "0" nav_show_nodes "0" nav_show_node_grid "0" nav_show_node_id "0" nav_show_player_counts "0" // Show current player counts in each area. nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated. nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated. nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas nav_solid_props "0" // Make props solid to nav generation/editing nav_splice // connected area between them. nav_split // align the split line using your cursor and invoke the split command. nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split. nav_stand // Toggles the stand while hiding flag used by the AI system. nav_stop // Toggles the must stop when entering this area flag used by the AI system. nav_store_selected_set // Stores the current selected set for later retrieval. nav_strip // and Encounter Spots from the current Area. nav_subdivide // Subdivides all selected areas. nav_test_node "0" nav_test_node_crouch "0" nav_test_node_crouch_dir "4" nav_test_stairs // Test the selected set for being on stairs nav_toggle_deselecting // Start or stop continuously removing from the selected set. nav_toggle_in_selected_set // Remove current area from the selected set. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. nav_toggle_place_painting // pointing at an Area will paint it with the current Place. nav_toggle_selected_set // Toggles all areas into/out of the selected set. nav_toggle_selecting // Start or stop continuously adding to the selected set. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system. nav_unmark // Clears the marked Area or Ladder. nav_update_blocked // Updates the blocked/unblocked status for every nav area. nav_update_lighting // Recomputes lighting values nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility nav_use_place // the current Place is set. nav_walk // Toggles the traverse this area by walking flag used by the AI system. nav_warp_to_mark // Warps the player to the marked area. nav_world_center // Centers the nav mesh in the world nb_allow_avoiding "1" nb_allow_climbing "1" nb_allow_gap_jumping "1" nb_blind "0" // Disable vision nb_command // Sends a command string to all bots nb_debug // ERRORS. nb_debug_climbing "0" nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots. nb_debug_history "1" // each bot keeps a history of debug output in memory nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target nb_delete_all // Delete all non-player NextBot entities. nb_force_look_at // Force selected bot to look at the local players position nb_goal_look_ahead_range "50" nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad nb_head_aim_settle_duration "0" nb_head_aim_steady_max_rate "100" nb_ladder_align_range "50" nb_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area nb_move_to_cursor // Tell all NextBots to move to the cursor position nb_path_draw_inc "100" nb_path_draw_segment_count "100" nb_path_segment_influence_radius "100" nb_player_crouch "0" // Force bots to crouch nb_player_move "1" // Prevents bots from moving nb_player_move_direct "0" nb_player_stop "0" // Stop all NextBotPlayers from updating nb_player_walk "0" // Force bots to walk nb_saccade_speed "1000" nb_saccade_time "0" nb_select // Select the bot you are aiming at for further debug operations. nb_shadow_dist "400" nb_speed_look_ahead_range "150" nb_stop "0" // Stop all NextBots nb_update_debug "0" nb_update_framelimit "15" nb_update_frequency "0" nb_update_maxslide "2" nb_warp_selected_here // Teleport the selected bot to your cursor position net_blockmsg "0" // Discards incoming message: <0|1|name> net_channels // Shows net channel info net_chokeloop "0" // Apply bandwidth choke to loopback packets net_compresspackets "1" // Use lz compression on game packets. net_compresspackets_minsize "128" // Dont bother compressing packets below this size. net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only). net_drawslider "0" // Draw completion slider during signon net_droppackets "0" // Drops next n packets on client net_fakejitter "0" // Jitter fakelag packet time net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds. net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets) net_graph "0" // = 3 draws payload legend. net_graphheight "64" // Height of netgraph panel net_graphmsecs "400" // The latency graph represents this many milliseconds. net_graphpos "1" net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not net_graphshowinterp "1" // Draw the interpolation graph. net_graphshowlatency "1" // Draw the ping/packet loss graph. net_graphsolid "1" net_graphtext "1" // Draw text fields net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit). net_maxfilesize "16" // Maximum allowed file size for uploading in MB net_maxfragments "1260" // Max fragment bytes per packet net_maxroutable "1260" // Requested max packet size before packets are split. net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame. net_queue_trace "0" net_scale "5" net_showdrop "0" // Show dropped packets in console net_showevents "0" // 2=all). 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 UDP packets summary to console net_showudp_wire "0" // Show incoming packet information net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame net_start // Inits multiplayer network sockets net_status // Shows current network status net_udp_rcvbuf "131072" // Default UDP receive buffer size net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only). next "0" // Set to 1 to advance to next frame ( when singlestep == 1 ) nextdemo // Play next demo in sequence. nextlevel "0" // will change to this map during the next changelevel noclip // Toggle. Player becomes non-solid and flies. notarget // Toggle. Player becomes hidden to NPCs. npc_ally_deathmessage "1" npc_height_adjust "1" // Enable test mode for ik height adjustment npc_sentences "0" npc_speakall // Force the npc to try and speak all their responses npc_vphysics "0" old_radiusdamage "0" option_duck_method "1" option_duck_method_default "1" opt_EnumerateLeavesFastAlgorithm "1" // Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox. overview_alpha "1" // Overview map translucency. overview_health "1" // Show players health in map overview. overview_locked "1" // doesnt follow view angle. overview_mode // large: <0|1|2> overview_names "0" // Show players names in map overview. overview_togglezoom overview_tracks "0" // Show players tracks in map overview. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel] particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles. particle_sim_alt_cores "2" particle_test_attach_attachment "0" // Attachment index for attachment mode particle_test_attach_mode "0" // follow_origin particle_test_file "0" // Name of the particle system to dynamically spawn particle_test_start // particle_test_attach_mode and particl particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe password "0" // Current server access password path // Show the engine filesystem path. pause // Toggle the server pause state. perfui // Show/hide the level performance tools UI. perfvisualbenchmark perfvisualbenchmark_abort phonemedelay "0" // Phoneme delay to account for sound system latency. phonemefilter "0" // Time duration of box filter to pass over phonemes. phonemesnap "2" // regardless of duration. physicsshadowupdate_render "0" physics_budget // Times the cost of each active object physics_constraints // Highlights constraint system graph for an entity physics_debug_entity // Dumps debug info for an entity physics_highlight_active // Turns on the absbox for all active physics objects physics_report_active // Lists all active physics objects physics_select // Dumps debug info for an entity phys_impactforcescale "1" phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes. phys_pushscale "1" phys_speeds "0" phys_stressbodyweights "5" phys_timescale "1" // Scale time for physics phys_upimpactforcescale "0" picker // pivot and debugging text is displayed for whatever entity the play ping // Display ping to server. pipeline_static_props "1" pixelvis_debug // Dump debug info play // Play a sound. playdemo // Play a recorded demo file (.dem ). player_debug_print_damage "0" // print amount and type of all damage received by player to console. player_old_armor "0" playflush // reloading from disk in case of changes. playgamesound // Play a sound from the game sounds txt file playsoundscape // Forces a soundscape to play playvideo // Plays a video: <filename> [width height] playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command> playvol // Play a sound at a specified volume. plugin_load // plugin_load <filename> : loads a plugin plugin_pause // plugin_pause <index> : pauses a loaded plugin plugin_pause_all // pauses all loaded plugins plugin_print // Prints details about loaded plugins plugin_unload // plugin_unload <index> : unloads a plugin plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin plugin_unpause_all // unpauses all disabled plugins print_colorcorrection // Display the color correction layer information. progress_enable props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default) props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default) prop_active_gib_limit "999999" prop_active_gib_max_fade_time "999999" prop_crosshair // Shows name for prop looking at prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} pwatchent "-1" // Entity to watch for prediction system changes. pwatchvar "0" // Entity variable to watch in prediction system for changes. quit // Exit the engine. ragdoll_sleepaftertime "5" // the ragdoll will go to sleep. rate "30000" // Max bytes/sec the host can receive data rcon // Issue an rcon command. rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) rcon_password "0" // remote console password. recompute_speed // Recomputes clock speed (for debugging purposes). record // Record a demo. refresh_options_dialog // Refresh the options dialog. reload // Reload the most recent saved game (add setpos to jump to current view position on reload). reload_materials "0" removeid // Remove a user ID from the ban list. removeip // Remove an IP address from the ban list. report_entities // Lists all entities report_simthinklist // Lists all simulating/thinking entities report_soundpatch // reports sound patch count report_soundpatch // reports sound patch count report_touchlinks // Lists all touchlinks respawn_entities // Respawn all the entities in the map. restart // Restart the game on the same level (add setpos to jump to current view position on restart). restartround // Restart the round retry // Retry connection to last server. room_type "0" rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity. rope_collide "1" // Collide rope with the world rope_rendersolid "1" rope_shake "0" rope_smooth "1" // Do an antialiasing effect on ropes rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect rope_smooth_maxalphawidth "1" rope_smooth_minalpha "0" // Alpha for rope antialiasing effect rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to rope_solid_maxalpha "1" rope_solid_maxwidth "1" rope_solid_minalpha "0" rope_solid_minwidth "0" rope_subdiv "2" // Rope subdivision amount rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance. rr_debugresponses "0" // it will only show response success/failure for np rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system. rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs. rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart) rr_reloadresponsesystems // Reload all response system scripts. r_3dnow // Enable/disable 3DNow code r_3dsky "1" // Enable the rendering of 3d sky boxes r_AirboatViewDampenDamp "1" r_AirboatViewDampenFreq "7" r_AirboatViewZHeight "0" r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights r_ambientfactor "5" // Boost ambient cube by no more than this factor r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting). r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright r_aspectratio "0" r_avglight "1" r_avglightmap "0" r_bloomtintb "0" r_bloomtintexponent "2" r_bloomtintg "0" r_bloomtintr "0" r_cheapwaterend r_cheapwaterstart r_cleardecals // Usage r_cleardecals <permanent>. r_ClipAreaPortals "1" r_colorstaticprops "0" r_debugcheapwater "0" r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect. r_decals "2048" r_decalstaticprops "1" // Decal static props test r_decal_cover_count "4" r_decal_cullsize "5" r_decal_overlap_area "0" r_decal_overlap_count "3" r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output. r_DispBuildable "0" r_DispDrawAxes "0" r_DispWalkable "0" r_dopixelvisibility "1" r_drawbatchdecals "1" // Render decals batched. r_DrawBeams "1" // 2=Wireframe r_drawbrushmodels "1" // 2=Wireframe r_drawclipbrushes "0" // purple=NPC) r_drawdecals "1" // Render decals. r_drawdetailprops "1" // 2=Wireframe r_DrawDisp "1" // Toggles rendering of displacment maps r_drawentities "1" r_drawflecks "1" r_drawfuncdetail "1" // Render func_detail r_drawleaf "-1" // Draw the specified leaf. r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays r_drawlightinfo "0" r_drawlights "0" r_drawmodeldecals "1" r_DrawModelLightOrigin "0" r_drawmodelstatsoverlay "0" r_drawmodelstatsoverlaydistance "500" r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 r_drawopaquerenderables "1" r_drawopaquestaticpropslast "0" // Whether opaque static props are rendered after non-npcs r_drawopaqueworld "1" r_drawothermodels "1" // 2=Wireframe r_drawparticles "1" // Enable/disable particle rendering r_drawpixelvisibility "0" // Show the occlusion proxies r_DrawPortals "0" r_DrawRain "1" // Enable/disable rain rendering. r_drawrenderboxes "0" r_drawropes "1" r_drawskybox "1" r_DrawSpecificStaticProp "-1" r_drawsprites "1" r_drawstaticprops "1" // 2=Wireframe r_drawtranslucentrenderables "1" r_drawtranslucentworld "1" r_drawvgui "1" // Enable the rendering of vgui panels r_drawviewmodel "1" r_drawworld "1" // Render the world. r_dscale_basefov "90" r_dscale_fardist "2000" r_dscale_farscale "4" r_dscale_neardist "100" r_dscale_nearscale "1" r_dynamic "1" r_dynamiclighting "1" r_emulategl "0" r_entityclips "1" r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. r_eyegloss "1" r_eyemove "1" r_eyes "1" r_eyeshift_x "0" r_eyeshift_y "0" r_eyeshift_z "0" r_eyesize "0" r_eyewaterepsilon "10" r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller. r_fastzreject "1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on. r_flashlightambient "0" r_flashlightclip "0" r_flashlightconstant "0" r_flashlightculldepth "1" r_flashlightdepthres "256" r_flashlightdepthtexture "1" r_flashlightdrawclip "0" r_flashlightdrawdepth "0" r_flashlightdrawfrustum "0" r_flashlightdrawfrustumbbox "0" r_flashlightdrawsweptbbox "0" r_flashlightfar "750" r_flashlightfov "45" r_flashlightladderdist "40" r_flashlightlinear "100" r_flashlightlockposition "0" r_flashlightmodels "1" r_flashlightnear "4" r_flashlightnodraw "0" r_flashlightoffsetx "10" r_flashlightoffsety "-20" r_flashlightoffsetz "24" r_flashlightquadratic "0" r_flashlightrender "1" r_flashlightrendermodels "1" r_flashlightrenderworld "1" r_flashlightscissor "1" r_flashlightshadowatten "0" r_flashlightupdatedepth "1" r_flashlightvisualizetrace "0" r_flashlight_version2 "0" r_flex "1" r_flushlod // Flush and reload LODs. r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling r_frustumcullworld "1" r_glint_alwaysdraw "0" r_glint_procedural "0" r_hunkalloclightmaps "1" r_hwmorph "1" r_itemblinkmax "0" r_itemblinkrate "4" r_JeepFOV "90" r_JeepViewBlendTo "1" r_JeepViewBlendToScale "0" r_JeepViewBlendToTime "1" r_JeepViewDampenDamp "1" r_JeepViewDampenFreq "7" r_JeepViewZHeight "10" r_lightaverage "1" // Activates/deactivate light averaging r_lightcachecenter "1" r_lightcachemodel "-1" r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting r_lightcache_zbuffercache "0" r_lightinterp "5" // 0 turns off interpolation r_lightmap "-1" r_lightstyle "-1" r_lightwarpidentity "0" r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn. r_lod "-1" r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane r_maxdlights "12" r_maxmodeldecal "50" r_maxnewsamples "6" r_maxsampledist "128" r_minnewsamples "3" r_modelwireframedecal "0" r_newflashlight "1" r_nohw "0" r_norefresh "0" r_nosw "0" r_novis "0" // Turn off the PVS. r_occludeemaxarea "0" // Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use. r_occluderminarea "0" // Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use. r_occludermincount "0" // no matter how big they are. r_occlusion "1" // Activate/deactivate the occlusion system. r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing. r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights r_overlayfadeenable "0" r_overlayfademax "2000" r_overlayfademin "1750" r_overlaywireframe "0" r_particle_sim_spike_threshold_ms "5" r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it. r_PhysPropStaticLighting "1" r_pixelfog "1" r_pixelvisibility_partial "1" r_pixelvisibility_spew "0" r_pix_recordframes "0" r_pix_start "0" r_portalscloseall "0" r_portalsopenall "0" // Open all portals r_PortalTestEnts "1" // Clip entities against portal frustums. r_printdecalinfo r_proplightingfromdisk "1" // 2=Show Errors r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset r_propsmaxdist "1200" // Maximum visible distance r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled. r_queued_post_processing "0" r_queued_ropes "1" r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam r_rainalpha "0" r_rainalphapow "0" r_raindensity "0" r_RainHack "0" r_rainlength "0" r_RainProfile "0" // Enable/disable rain profiling. r_RainRadius "1500" r_RainSideVel "130" // How much sideways velocity rain gets. r_RainSimulate "1" // Enable/disable rain simulation. r_rainspeed "600" r_RainSplashPercentage "20" r_rainwidth "0" r_randomflex "0" r_renderoverlayfragment "1" r_rimlight "1" r_rootlod "0" // Root LOD r_ropetranslucent "1" r_screenfademaxsize "0" r_screenfademinsize "0" r_screenoverlay // Draw specified material as an overlay r_sequence_debug "0" r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup) r_shadowangles // Set shadow angles r_shadowblobbycutoff // some shadow stuff r_shadowcolor // Set shadow color r_shadowdir // Set shadow direction r_shadowdist // Set shadow distance r_shadowids "0" r_shadowmaxrendered "32" r_shadowrendertotexture "1" r_shadows "1" r_shadows_gamecontrol "-1" r_shadowwireframe "0" r_showenvcubemap "0" r_ShowViewerArea "0" r_showz_power "1" r_skin "0" r_skybox "1" // Enable the rendering of sky boxes r_snapportal "-1" r_SnowColorBlue "200" // Snow. r_SnowColorGreen "175" // Snow. r_SnowColorRed "150" // Snow. r_SnowDebugBox "0" // Snow Debug Boxes. r_SnowEnable "1" // Snow Enable r_SnowEndAlpha "255" // Snow. r_SnowEndSize "0" // Snow. r_SnowFallSpeed "1" // Snow fall speed scale. r_SnowInsideRadius "256" // Snow. r_SnowOutsideRadius "1024" // Snow. r_SnowParticles "500" // Snow. r_SnowPosScale "1" // Snow. r_SnowRayEnable "1" // Snow. r_SnowRayLength "8192" // Snow. r_SnowRayRadius "256" // Snow. r_SnowSpeedScale "1" // Snow. r_SnowStartAlpha "25" // Snow. r_SnowStartSize "1" // Snow. r_SnowWindScale "0" // Snow. r_SnowZoomOffset "384" // Snow. r_SnowZoomRadius "512" // Snow. r_spray_lifetime "2" // Number of rounds player sprays are visible r_sse2 // Enable/disable SSE2 code r_sse_s "1" // sse ins for particle sphere create r_staticpropinfo "0" r_staticprop_lod "-1" r_studio_stats "0" r_swingflashlight "1" r_teeth "1" r_threaded_client_shadow_manager "0" r_threaded_particles "1" r_threaded_renderables "0" r_unloadlightmaps "0" r_updaterefracttexture "1" r_vehicleBrakeRate "1" r_VehicleViewClamp "1" r_VehicleViewDampen "1" r_viewmodelfov "0" r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing. r_visualizeExplosion "0" r_visualizelighttraces "0" r_visualizelighttracesshowfulltrace "0" r_visualizeproplightcaching "0" r_visualizetraces "0" r_WaterDrawReflection "1" // Enable water reflection r_WaterDrawRefraction "1" // Enable water refraction r_waterforceexpensive "1" r_waterforcereflectentities "0" r_worldlightmin "0" r_worldlights "4" // number of world lights to use per vertex r_worldlistcache "1" save // Saves current game. save_async "1" save_asyncdelay "0" // adds this many milliseconds of delay to the save operation. save_console "0" // Autosave on the PC behaves like it does on the consoles. save_disable "0" save_finish_async save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves. save_huddelayframes "1" // Number of frames to defer for drawing the Saving message. save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360) save_noxsave "0" save_screenshot "1" // 2 = always save_spew "0" say // Display player message say_team // Display player message to team sb_mod_suggested_maxplayers "0" sb_quick_list_bit_field "-1" sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied. scene_async_prefetch_spew "0" // Display async .ani file loading info. scene_clamplookat "1" // Clamp head turns to a max of 20 degrees per think. scene_clientflex "1" // Do client side flex animation. scene_flatturn "1" scene_flush // Flush all .vcds from the cache and reload from disk. scene_forcecombined "0" // force use of combined .wav files even in english. scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled). scene_print "0" // print timing and event info to console. scene_showfaceto "0" // show the directions of faceto events. scene_showlook "0" // show the directions of look events. scene_showmoveto "0" // show the end location. scene_showunlock "0" // Show when a vcd is playing but normal AI is running. screenshot // Take a screenshot. scr_centertime "2" sensitivity "3" // Mouse sensitivity. servercfgfile "0" server_game_time // Gives the game time in seconds (servers curtime) setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats). setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats). setinfo // Adds a new user info value setmaster // add/remove/enable/disable master servers setmodel // Changess players model setpause // Set the pause state of the server. setpos // Move player to specified origin (must have sv_cheats). setpos_exact // Move player to an exact specified origin (must have sv_cheats). shake // Shake the screen. shake_show "0" // Displays a list of the active screen shakes. shake_stop // Stops all active screen shakes. showblockerwalls "0" // Set to 1 to visualize blocker walls showbudget_texture "0" // Enable the texture budget panel. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form showbudget_texture_global_sum "0" showconsole // Show the console. showhitlocation "0" showinfo // Shows a info panel: <type> <title> <message> [<command number>] showpanel // Shows a viewport panel <name> showparticlecounts "0" // Display number of particles drawn per frame showtriggers "0" // Shows trigger brushes showtriggers_toggle // Toggle show triggers simple_bot_add // Add a simple bot. singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame ) skill "1" // Game skill level (1-3). skip_next_map // Skips the next map in the map rotation for the server. sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health. sk_autoaim_mode "1" sk_npc_arm "1" sk_npc_chest "1" sk_npc_head "2" sk_npc_leg "1" sk_npc_stomach "1" sk_player_arm "1" sk_player_chest "1" sk_player_head "2" sk_player_leg "1" sk_player_stomach "1" slot0 slot1 slot10 slot2 slot3 slot4 slot5 slot6 slot7 slot8 slot9 smoothstairs "1" // Smooth player eye z coordinate when traversing stairs. snapto sndplaydelay snd_async_flush // Flush all unlocked async audio data snd_async_fullyasync "0" // All playback is fully async (sound doesnt play until data arrives). snd_async_minsize "262144" snd_async_showmem // Show async memory stats snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o. snd_async_stream_spew "0" // 2=buffers snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe snd_defer_trace "1" snd_delay_sound_shift "0" snd_disable_mixer_duck "0" snd_duckerattacktime "0" snd_duckerreleasetime "2" snd_duckerthreshold "0" snd_ducktovolume "0" snd_dumpclientsounds // Dump sounds to VXConsole snd_foliage_db_loss "4" snd_gain "1" snd_gain_max "1" snd_gain_min "0" snd_legacy_surround "0" snd_lockpartial "1" snd_mixahead "0" snd_mix_async "0" snd_musicvolume "1" // Music volume snd_mute_losefocus "1" snd_noextraupdate "0" snd_obscured_gain_dB "-2" snd_pitchquality "1" snd_profile "0" snd_rebuildaudiocache // level caches) from reslists snd_refdb "60" snd_refdist "36" snd_restart // Restart sound system. snd_show "0" // Show sounds info snd_showclassname "0" snd_showmixer "0" snd_showstart "0" snd_ShowThreadFrameTime "0" snd_soundmixer "0" snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized snd_surround_speakers "2" snd_visualize "0" // Show sounds location in world snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions. snd_vox_globaltimeout "300" snd_vox_sectimetout "300" snd_vox_seqtimetout "300" snd_writemanifest // outputs the precache manifest for the current level soundfade // Fade client volume. soundinfo // Describe the current sound device. soundlist // List all known sounds. soundpatch_captionlength "2" // How long looping soundpatch captions should display for. soundscape_debug "0" // red lines show soundscapes that ar soundscape_dumpclient // Dumps the clients soundscape data. soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes soundscape_flush // Flushes the server & client side soundscapes speak // Play a constructed sentence. spec_autodirector "1" // Auto-director chooses best view modes while spectating spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam. spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam. spec_freeze_time "4" // Time spend frozen in observer freeze cam. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam. spec_menu // Activates spectator menu spec_mode // Set spectator mode spec_next // Spectate next player spec_player // Spectate player by name spec_pos // dump position and angles to the console spec_prev // Spectate previous player spec_scoreboard "0" spec_track "0" // Tracks an entity in spec mode spike // generates a fake spike startdemos // Play demos in demo sequence. startmovie // Start recording movie frames. startupmenu // and were not in developer star_memory // Dump memory stats stats // Prints server performance variables status // Display map and connection status. step_spline "0" stop // Finish recording demo. stopdemo // Stop playing back a demo. stopsound stopsoundscape // Stops all soundscape processing and fades current looping sounds studio_queue_mode "1" stuffcmds // Parses and stuffs command line + commands to command buffer. suitvolume "0" surfaceprop // Reports the surface properties at the cursor sv_allowdownload "1" // Allow clients to download files sv_allowupload "1" // Allow clients to upload customizations files sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server. sv_allow_voice_from_file "1" // Allow or disallow clients from using voice_inputfromfile on this server. sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server. sv_alltalk "0" // no team restrictions sv_alternateticks "0" // server only simulates entities on even numbered ticks. sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers. sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark. sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level. sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks. sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type. sv_bonus_map_challenge_update // Updates a bonus map challenge score. sv_bonus_map_complete // Completes a bonus map. sv_bonus_map_unlock // Locks a bonus map. sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls. sv_cheats "0" // Allow cheats on server sv_clearhinthistory // Clear memory of server side hints displayed to the player. sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_ sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 sv_client_predict "-1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount sv_consistency "1" // Whether the server enforces file consistency for critical files sv_contact "0" // Contact email for server sysop sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed. sv_debugtempentities "0" // Show temp entity bandwidth usage. sv_debug_player_use "0" // Green box=radius success sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on) sv_deltatime "0" // Enable profiling of CalcDelta calls sv_disable_querycache "0" // debug - disable trace query cache sv_downloadurl "0" // Location from which clients can download missing files sv_dumpstringtables "0" sv_enableoldqueries "0" // Enable support for old style (HL1) server queries sv_filterban "1" // Set packet filtering by IP mode sv_forcepreload "0" // Force server side preloading. sv_friction "4" // World friction. sv_gravity "800" // World gravity. sv_hudhint_sound "1" sv_lan "0" // no non-class C addresses ) sv_logbans "0" // Log server bans in the server logs. sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files) sv_logdownloadlist "1" sv_logecho "1" // Echo log information to the console. sv_logfile "1" // Log server information in the log file. sv_logflush "0" // Flush the log file to disk on each write (slow). sv_logsdir "0" // Folder in the game directory where server logs will be stored. sv_log_onefile "0" // Log server information to only one file. sv_massreport "0" sv_master_legacy_mode "0" // Use old (outside-of-Steam) code to communicate with master servers. sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate. sv_maxrate "0" // 0 == unlimited sv_maxreplay "0" // Maximum replay time in seconds sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use. sv_maxupdaterate "66" // Maximum updates per second that the server will allow sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address. sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere. sv_max_queries_window "30" // Window over which to average queries per second averages. sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks. sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited. sv_minrate "3500" // 0 == unlimited sv_minupdaterate "10" // Minimum updates per second that the server will allow sv_noclipaccelerate "5" sv_noclipduringpause "0" // etc.). sv_noclipspeed "5" sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak. sv_parallel_packentities "1" sv_parallel_sendsnapshot "1" sv_password "0" // Server password for entry into multiplayer games sv_pausable "0" // Is the server pausable. sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history sv_precacheinfo // Show precache info. sv_pure // Show user data. sv_pure_kick_clients "1" // it will issue a warning to the client. sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file. sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS sv_querycache_stats // Display status of the query cache (client only) sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication sv_rcon_log "1" // Enable/disable rcon logging. sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications sv_region "-1" // The region of the world to report this server in. sv_runcmds "1" sv_showimpacts "0" // Shows client (red) and server (blue) bullet impact point sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.) sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated. sv_skyname "0" // Current name of the skybox texture sv_soundemitter_trace "0" // Show all EmitSound calls including their symbolic name and the actual wave file they resolved to sv_specaccelerate "5" sv_specnoclip "1" sv_specspeed "3" sv_stats "1" // Collect CPU usage stats sv_stickysprint_default "0" sv_stopspeed "100" // Minimum stopping speed when on ground. sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma. sv_teststepsimulation "1" sv_test_scripted_sequences "0" // Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu sv_thinktimecheck "0" // Check for thinktimes all on same timestamp. sv_timeout "65" // the client is dropped sv_turbophysics "0" // Turns on turbo physics sv_unlockedchapters "1" // Highest unlocked game chapter. sv_vehicle_autoaim_scale "8" sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. sv_voiceenable "1" systemlinkport "27030" // System Link port sys_minidumpexpandedspew "1" sys_minidumpspewlines "500" // Lines of crash dump console spew to keep. template_debug "0" testhudanim // Test a hud element animation. Arguments: <anim name> testscript_debug "0" // Debug test scripts. Test_CreateEntity test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau Test_EHandle test_entity_blocker // Test command that drops an entity blocker out in front of the player. test_freezeframe // Test the freeze frame code. Test_InitRandomEntitySpawner Test_ProxyToggle_EnableProxy Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue Test_ProxyToggle_SetValue Test_RandomizeInPVS Test_RandomPlayerPosition Test_RemoveAllRandomEntities Test_SpawnRandomEntities texture_budget_background_alpha "128" // how translucent the budget panel is texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1 texture_budget_panel_global "0" // Show global times in the texture budget panel. texture_budget_panel_height "284" // height in pixels of the budget panel texture_budget_panel_width "512" // width in pixels of the budget panel texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel tf_arena_max_streak "3" // Teams will be scrambled if one team reaches this streak tf_arena_preround_time "10" // Length of the Pre-Round time tf_arena_round_time "0" tf_arena_use_queue "1" // Enables the spectator queue system for Arena. tf_escort_score_rate "1" // in points per second think_limit "10" // warning is printed if this is exceeded. thirdperson // Switch to thirdperson camera. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls. thirdperson_platformer "0" // Player will aim in the direction they are moving. thirdperson_screenspace "0" // eg: left means screen-left threadpool_affinity "1" // Enable setting affinity timedemo // Play a demo and report performance info. timedemoquit // and then exit timerefresh // Profile the renderer. toggle // or cycles through a set of values. toggleconsole // Show/hide the console. togglescores // Toggles score panel tracer_extra "1" trace_report "0" tv_allow_camera_man "1" // Auto director allows spectators to become camera man tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots tv_autorecord "0" // Automatically records all games as SourceTV demos. tv_autoretry "1" // Relay proxies retry connection after network timeout tv_chatgroupsize "0" // Set the default chat group size tv_chattimelimit "8" // Limits spectators to chat only every n seconds tv_clients // Shows list of connected SourceTV clients. tv_debug "0" // SourceTV debug info. tv_delay "30" // SourceTV broadcast delay in seconds tv_delaymapchange "0" // Delays map change until broadcast is complete tv_deltacache "2" // Enable delta entity bit stream cache tv_dispatchmode "1" // 2=always tv_enable "0" // Activates SourceTV on server. tv_maxclients "128" // Maximum client number on SourceTV server. tv_maxrate "8000" // 0 == unlimited tv_msg // Send a screen message to all clients. tv_name "0" // SourceTV host name tv_nochat "0" // Dont receive chat messages from other SourceTV spectators tv_overridemaster "0" // Overrides the SourceTV master root address. tv_password "0" // SourceTV password for all clients tv_port "27020" // Host SourceTV port tv_record // Starts SourceTV demo recording. tv_relay // Connect to SourceTV server and relay broadcast. tv_relaypassword "0" // SourceTV password for relay proxies tv_relayvoice "1" // 1=on tv_retry // Reconnects the SourceTV relay proxy. tv_snapshotrate "16" // Snapshots broadcasted per second tv_status // Show SourceTV server status. tv_stop // Stops the SourceTV broadcast. tv_stoprecord // Stops SourceTV demo recording. tv_timeout "30" // SourceTV connection timeout in seconds. tv_title "0" // Set title for SourceTV spectator UI tv_transmitall "0" // Transmit all entities (not only director view) ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI unbind // Unbind a key. unbindall // Unbind all keys. unbind_mac // Unbind a key on the Mac only. unpause // Unpause the game. use // Use a particular weapon Arguments: <weapon_name> user // Show user data. users // Show user info for players on server. user_context // Set a Rich Presence Context: user_context <context id> <context value> user_property // Set a Rich Presence Property: user_property <property id> vcollide_wireframe "0" // Render physics collision models in wireframe vcr_verbose "0" // Write extra information into .vcr file. vehicle_flushscript // Flush and reload all vehicle scripts version // Print version info string. vgui_drawfocus "0" // Report which panel is under the mouse. vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level. vgui_drawtree_bounds "0" // Show panel bounds. vgui_drawtree_clear vgui_drawtree_draw_selected "0" // Highlight the selected panel vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view. vgui_drawtree_hidden "0" // Draw the hidden panels. vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view. vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view. vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order. vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order. vgui_drawtree_visible "1" // Draw the visible panels. vgui_message_dialog_modal "1" vgui_togglepanel // show/hide vgui panel by name. viewanim_addkeyframe viewanim_create // viewanim_create viewanim_load // load animation from file viewanim_reset // reset view angles! viewanim_save // Save current animation to file viewanim_test // test view animation viewmodel_fov "54" violence_ablood "1" // Draw alien blood violence_agibs "1" // Show alien gib entities violence_hblood "1" // Draw human blood violence_hgibs "1" // Show human gib entities voicemenu1 // Opens a voice menu voicemenu2 // Opens a voice menu voicemenu3 // Opens a voice menu voice_avggain "0" voice_clientdebug "0" voice_debugfeedback "0" voice_debugfeedbackfrom "0" voice_enable "1" voice_fadeouttime "0" voice_forcemicrecord "1" voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone. voice_loopback "0" voice_maxgain "10" voice_modenable "1" // Enable/disable voice in this mod. voice_overdrive "2" voice_overdrivefadetime "0" voice_printtalkers // voice debug. voice_profile "0" voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav voice_scale "1" voice_serverdebug "0" voice_showchannels "0" voice_showincoming "0" voice_steal "2" voice_writevoices "0" // Saves each speakers voice data into separate .wav files volume "1" // Sound volume voxeltree_box // Vector(max)>. voxeltree_playerview // View entities in the voxel-tree at the player position. voxeltree_sphere // float(radius)>. voxeltree_view // View entities in the voxel-tree. vox_reload // Reload sentences.txt file vprof // Toggle VProf profiler vprof_adddebuggroup1 // add a new budget group dynamically for debugging vprof_cachemiss // Toggle VProf cache miss checking vprof_cachemiss_off // Turn off VProf cache miss checking vprof_cachemiss_on // Turn on VProf cache miss checking vprof_child vprof_collapse_all // Collapse the whole vprof tree vprof_counters "0" vprof_dump_groupnames // Write the names of all of the vprof groups to the console. vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console. vprof_dump_spikes "0" // negative to reset after dump vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes vprof_expand_all // Expand the whole vprof tree vprof_expand_group // Expand a budget group in the vprof tree by name vprof_generate_report // Generate a report to the console. vprof_generate_report_AI // Generate a report to the console. vprof_generate_report_AI_only // Generate a report to the console. vprof_generate_report_budget // Generate a report to the console based on budget group. vprof_generate_report_hierarchy // Generate a report to the console. vprof_generate_report_map_load // Generate a report to the console. vprof_graph "0" // Draw the vprof graph. vprof_graphheight "256" vprof_graphwidth "512" vprof_nextsibling vprof_off // Turn off VProf profiler vprof_on // Turn on VProf profiler vprof_parent vprof_playback_average // Average the next N frames. vprof_playback_start // Start playing back a recorded .vprof file. vprof_playback_step // step to the next tick. vprof_playback_stepback // step to the previous tick. vprof_playback_stop // Stop playing back a recorded .vprof file. vprof_prevsibling vprof_record_start // Start recording vprof data for playback later. vprof_record_stop // Stop recording vprof data vprof_remote_start // Request a VProf data stream from the remote server (requires authentication) vprof_remote_stop // Stop an existing remote VProf data request vprof_reset // Reset the stats in VProf profiler vprof_reset_peaks // Reset just the peak time in VProf profiler vprof_scope "0" // Set a specific scope to start showing vprof tree vprof_scope_entity_gamephys "0" vprof_scope_entity_thinks "0" vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel vprof_verbose "1" // Set to one to show average and peak times vprof_vtune_group // enable vtune for a particular vprof group (disable to disable) vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code. vtune // Controls VTunes sampling. v_centermove "0" v_centerspeed "500" v_ipitch_cycle "1" v_ipitch_level "0" v_iroll_cycle "0" v_iroll_level "0" v_iyaw_cycle "2" v_iyaw_level "0" wc_air_edit_further // moves position of air node crosshair and placement location further away from play wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player wc_air_node_edit // toggles laying down or air nodes instead of ground nodes wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box). wc_destroy_undo // When in WC edit mode restores the last deleted node wc_link_edit weapon_showproficiency "0" windows_speaker_config "4" wipe_nav_attributes // Clear all nav attributes of selected area. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg. writeip // Save the ban list to banned_ip.cfg. x360_audio_english "0" // Keeps track of whether were forcing english in a localized language. x360_resolution_height "480" // This is only used for reference. Changing this value does nothing x360_resolution_interlaced "0" // This is only used for reference. Changing this value does nothing x360_resolution_widescreen_mode "0" // This is only used for reference. Changing this value does nothing x360_resolution_width "640" // This is only used for reference. Changing this value does nothing xbox_autothrottle "1" xbox_steering_deadzone "0" xbox_throttlebias "100" xbox_throttlespoof "200" xc_crouch_debounce "0" xload // Load a saved game from a 360 storage device. xlook xmove xsave // Saves current game to a 360 storage device. zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in. _autosave // Autosave _autosavedangerous // AutoSaveDangerous _bugreporter_restart // Restarts bug reporter .dll _cl_minimapzoom "1" _fov "0" // Automates fov command to server. _overview_mode "1" // 2=full _resetgamestats // Erases current game stats and writes out a blank stats file _restart // Shutdown and restart the engine. -
Day of Defeat: Source Console Commands
Parker 1st MRB posted a question in Day of Defeat: Source Questions
Day of Defeat: Source Console Commands Here are 2,416 Day of Defeat: Source console commands that you can choose from. For an easier search method, press "ctrl+f" now on your keyboard and type in a keyword. If you still can't find what you're looking for, just ask for help or fill out a MSO Helpdesk Form and someone will help you shortly. +alt1 +alt2 +attack +attack2 +back +break +camdistance +camin +cammousemove +camout +campitchdown +campitchup +camyawleft +camyawright +commandermousemove +demoui2 // Bring the advanced demo player UI (demoui2) to foreground. +duck +forward +graph +grenade1 +grenade2 +jlook +jump +klook +left +lookdown +lookup +mat_texture_list +movedown +moveleft +moveright +moveup +overview_largemap +posedebug // Turn on pose debugger or add ents to pose debugger UI +reload +right +score +showbudget +showbudget_texture +showbudget_texture_global +showscores +showvprof +speed +strafe +use +vgui_drawtree +voicerecord +walk +zoom -alt1 -alt2 -attack -attack2 -back -break -camdistance -camin -cammousemove -camout -campitchdown -campitchup -camyawleft -camyawright -commandermousemove -demoui2 // Send the advanced demo player UI (demoui2) to background. -duck -forward -graph -grenade1 -grenade2 -jlook -jump -klook -left -lookdown -lookup -mat_texture_list -movedown -moveleft -moveright -moveup -overview_largemap -posedebug // Turn off pose debugger or hide ents from pose debugger UI -reload -right -score -showbudget -showbudget_texture -showbudget_texture_global -showscores -showvprof -speed -strafe -use -vgui_drawtree -voicerecord -walk -zoom achievement_debug "0" // Turn on achievement debug msgs. addip // Add an IP address to the ban list. adsp_alley_min "122" adsp_courtyard_min "126" adsp_debug "0" 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" air_density // Changes the density of air for drag computations. ai_auto_contact_solver "1" ai_block_damage "0" ai_debugscriptconditions "0" ai_debug_assault "0" ai_debug_avoidancebounds "0" ai_debug_directnavprobe "0" ai_debug_doors "0" ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system. ai_debug_efficiency "0" ai_debug_enemies "0" ai_debug_expressions "0" // Show random expression decisions for NPCs. ai_debug_follow "0" ai_debug_loners "0" ai_debug_looktargets "0" ai_debug_los "0" // itl ai_debug_nav "0" ai_debug_node_connect // Debug the attempted connection between two nodes ai_debug_ragdoll_magnets "0" ai_debug_shoot_positions "0" ai_debug_speech "0" ai_debug_squads "0" ai_debug_think_ticks "0" ai_default_efficient "0" ai_drawbattlelines "0" ai_drop_hint // Drop an ai_hint at the players current eye position. ai_dump_hints ai_efficiency_override "0" ai_enable_fear_behavior "1" ai_expression_frametime "0" // Maximum frametime to still play background expressions. ai_expression_optimization "0" // Disable npc background expressions when you cant see them. ai_fear_player_dist "720" ai_find_lateral_cover "1" ai_find_lateral_los "1" ai_follow_use_points "1" ai_follow_use_points_when_moving "1" ai_force_serverside_ragdoll "0" ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs). ai_lead_time "0" ai_LOS_mode "0" ai_moveprobe_debug "0" ai_moveprobe_jump_debug "0" ai_moveprobe_usetracelist "0" ai_navigator_generate_spikes "0" ai_navigator_generate_spikes_strength "8" ai_norebuildgraph "0" ai_no_local_paths "0" ai_no_node_cache "0" ai_no_select_box "0" ai_no_steer "0" ai_no_talk_delay "0" ai_path_adjust_speed_on_immediate_turns "1" ai_path_insert_pause_at_est_end "1" ai_path_insert_pause_at_obstruction "1" ai_post_frame_navigation "0" ai_radial_max_link_dist "512" ai_reaction_delay_alert "0" ai_reaction_delay_idle "0" ai_rebalance_thinks "1" ai_report_task_timings_on_limit "0" ai_sequence_debug "0" ai_setupbones_debug "0" // Shows that bones that are setup every think ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps ai_shot_bias "1" ai_shot_bias_max "1" ai_shot_bias_min "-1" ai_shot_stats "0" ai_shot_stats_term "1000" ai_show_hull_attacks "0" ai_show_think_tolerance "0" ai_simulate_task_overtime "0" ai_spread_cone_focus_time "0" ai_spread_defocused_cone_multiplier "3" ai_spread_pattern_focus_time "0" ai_strong_optimizations "0" ai_strong_optimizations_no_checkstand "0" ai_task_pre_script "0" ai_test_moveprobe_ignoresmall "0" ai_think_limit_label "0" ai_use_clipped_paths "1" ai_use_efficiency "1" ai_use_frame_think_limits "1" ai_use_think_optimizations "1" ai_use_visibility_cache "1" ai_vehicle_avoidance "1" alias // Alias a command. anim_3wayblend "1" // Toggle the 3-way animation blending code. anim_showmainactivity "0" // and/or sprint activities. anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none). anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both. askconnect_accept // Accept a redirect request by the server. async_allow_held_files "1" // Allow AsyncBegin/EndRead() async_mode "0" // 1 = synchronous) async_resume async_serialize "0" // Force async reads to serialize for profiling async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation async_suspend audit_save_in_memory // Audit the memory usage and files in the save-to-memory system autoaim_max_deflect "0" autoaim_max_dist "2160" autosave // Autosave autosavedangerous // AutoSaveDangerous autosavedangerousissafe banid // Add a user ID to the ban list. banip // Add an IP address to the ban list. benchframe // Takes a snapshot of a particular frame in a time demo. 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. bind // Bind a key. binds_per_command "1" BindToggle // Performs a bind <key> increment var <cvar> 0 1 1 bind_mac // not win32 blink_duration "0" // How many seconds an eye blink will last. bloodspray // blood bot // Add a bot. bot_attack "0" // Shoot! bot_changeclass "0" // Force all bots to change to the specified class. bot_crouch "0" // Bot crouches bot_defend "0" // and that team will all keep their combat shields raised. bot_flipout "0" // all bots fire their guns. bot_forceattack2 "0" // use attack2. bot_forceattackon "0" // hold it down. bot_forcefireweapon "0" // Force bots with the specified weapon to fire. bot_mimic "0" // Bot uses usercmd of player by index. bot_mimic_yaw_offset "0" // Offsets the bot yaw. bot_sendcmd "0" // Forces bots to send the specified command. bot_zombie "0" // Brraaaaaiiiins. box // Draw a debug box. breakable_disable_gib_limit "0" breakable_multiplayer "1" buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero) budget_averages_window "30" // number of frames to look at when figuring out average frametimes budget_background_alpha "128" // how translucent the budget panel is budget_bargraph_background_alpha "128" // how translucent the budget panel is budget_bargraph_range_ms "16" // budget bargraph range in milliseconds budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel budget_history_range_ms "66" // budget history range in milliseconds budget_panel_bottom_of_history_fraction "0" // number between 0 and 1 budget_panel_height "384" // height in pixels of the budget panel budget_panel_width "512" // width in pixels of the budget panel budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes budget_show_averages "0" // enable/disable averages in the budget panel budget_show_history "1" // turn history graph off and on. . good to turn off on low end budget_show_peaks "1" // enable/disable peaks in the budget panel budget_toggle_group // Turn a budget group on/off bug // Show/hide the bug reporting UI. bugreporter_includebsp "1" // Include .bsp for internal bug submissions. bugreporter_uploadasync "0" // Upload attachments asynchronously bug_swap // Automatically swaps the current weapon for the bug bait and back again. buildcubemaps // Rebuild cubemaps. building_cubemaps "0" cache_print // cache_print [section] Print out contents of cache memory. cache_print_lru // cache_print_lru [section] Print out contents of cache memory. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory. camortho // Switch to orthographic camera. cam_collision "1" // an attempt is made to keep the camera from passing though walls. cam_command "0" cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view cam_idealdist "150" cam_idealdistright "0" cam_idealdistup "0" cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view cam_idealpitch "0" cam_idealyaw "0" cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console. cam_snapto "0" cancelselect cast_hull // Tests hull collision detection cast_ray // Tests collision detection cc_captiontrace "1" // 2 = show in hud) cc_emit // Emits a closed caption cc_findsound // Searches for soundname which emits specified text. cc_flush // Flushes asyncd captions. cc_lang "0" // Current close caption language (emtpy = use game UI language) cc_linger_time "1" // Close caption linger time. cc_minvisibleitems "1" // Minimum number of caption items to show. cc_predisplay_time "0" // Close caption delay before showing caption. cc_random // Emits a random caption cc_sentencecaptionnorepeat "4" // How often a sentence can repeat. cc_showblocks // Toggles showing which blocks are pending/loaded async. cc_smallfontlength "300" // force usage of small font size. cc_subtitles "0" // wont help hearing impaired players). centerview changeclass // Choose a new class changelevel // Change server to the specified map changelevel2 // Transition to the specified map in single player changeteam // Choose a new team ch_createairboat // Spawn airboat in front of the player. ch_createjeep // Spawn jeep in front of the player. clear // Clear all console output. clear_debug_overlays // clears debug overlays clientport "27005" // Host game client port closecaption "0" // Enable close captioning. cl_allowdownload "1" // Client downloads customization files cl_allowupload "1" // Client uploads customization files cl_anglespeedkey "0" cl_animationinfo // Hud element to examine. cl_autoreload "1" // Set to 1 to auto reload your weapon when it is empty cl_autorezoom "1" // sniper rifles and bazooka weapons will automatically raise after each shot cl_avoidspeed "1000" cl_backspeed "450" cl_blobbyshadows "0" cl_bob "0" cl_bobcycle "0" cl_bobup "0" cl_burninggibs "0" // A burning player that gibs has burning gibs. cl_chatfilters "63" // Stores the chat filter settings cl_class "0" // Default class when joining a game cl_clearhinthistory // Clear memory of client side hints displayed to the player. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers. cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers. cl_clock_correction "1" // Enable/disable clock correction on the client. cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount cl_clock_correction_adjustment_max_offset "90" // it moves towards apply cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it). cl_clock_showdebuginfo "0" // Show debugging info about the clock drift. cl_cmdrate "30" // Max number of command packets sent to server per second cl_coldbreath_enable "1" cl_coldbreath_forcestamina "0" cl_crosshair_alpha "200" cl_crosshair_approach_speed "0" cl_crosshair_blue "0" cl_crosshair_file "0" cl_crosshair_green "0" cl_crosshair_red "255" cl_crosshair_scale "32" cl_customsounds "0" // Enable customized player sound playback cl_deatheffect_always_on "0" // Always show the death effect cl_deathicon_bg_alpha "1" cl_deathicon_height "18" cl_deathicon_width "57" cl_deathlookup "0" // Sets the lookup map to use for death cameras cl_debugrumble "0" // Turn on rumble debugging spew cl_debug_player_perf "0" cl_demoviewoverride "0" // Override view during demo playback cl_detaildist "1200" // Distance at which detail props are no longer visible cl_detailfade "400" // Distance across which detail props fade in cl_detail_avoid_force "0" // percentage of the width of the detail sprite ) cl_detail_avoid_radius "64" // radius around detail sprite to avoid players cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players cl_detail_max_sway "5" // Amplitude of the detail prop sway cl_detail_multiplier "1" // extra details to create cl_disablehtmlmotd "0" // Disable HTML motds. cl_dod_freezecam "1" // Client option to not show freeze camera on death cl_downloadfilter "0" // nosounds) cl_drawhud "1" // Enable the rendering of the hud cl_drawleaf "-1" cl_drawmaterial "0" // Draw a particular material over the frame cl_drawmonitors "1" cl_drawshadowtexture "0" cl_dump_particle_stats // dump particle profiling info to particle_profile.csv cl_dynamic_crosshair "1" cl_ejectbrass "1" cl_enabledeatheffects "1" // Enable/disable death camera effects cl_enabledeathfilmgrain "1" // Enable/disable the death camera film grain cl_enablespectatoreffects "0" // Enable/disable spectator camera effects cl_entityreport "0" // draw entity states to console cl_entityreport_sorted "0" // 3 = peak cl_ent_absbox // Displays the clients absbox for the entity under the crosshair. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair. cl_ent_rbox // Displays the clients render box for the entity under the crosshair. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for. cl_fastdetailsprites "1" // whether to use new detail sprite system cl_fasttempentcollision "5" cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring> cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index> cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet. cl_forcepreload "0" // Whether we should force preloading. cl_forwardspeed "450" cl_fullupdate // Forces the server to send a full update packet cl_gunlowerangle "30" cl_gunlowerspeed "2" cl_headiconoffset "24" cl_headiconsize "8" cl_idealpitchscale "0" cl_identiconmode "2" // 2 - icons over teammates heads 1- icons over target teammate 0 - no head icons cl_ignorepackets "0" // Force client to ignore packets (for debugging). cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings). cl_interp_all "0" // Disable interpolation list optimizations. cl_interp_npcs "0" // if greater) cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second) cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events. cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage) cl_leveloverview "0" cl_leveloverviewmarker "0" cl_localnetworkbackdoor "1" // Enable network optimizations for single player games. cl_logofile "0" // Spraypoint logo decal. cl_low_violence "0" cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered cl_mouseenable "1" cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server. cl_muzzleflash_dlight_1st "1" cl_muzzleflash_dlight_3rd "1" cl_new_impact_effects "0" cl_observercrosshair "1" cl_overdraw_test "0" cl_overview_chat_time "2" cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>. cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft cl_particles_dump_effects cl_particles_show_bbox "0" cl_particle_batch_mode "1" cl_particle_max_count "0" cl_particle_retire_cost "0" cl_pclass "0" // Dump entity by prediction classname. cl_pdump "-1" // Dump info about this entity to screen. cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level). cl_phys_props_max "300" // Maximum clientside physic props cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn. cl_phys_props_respawnrate "60" // between clientside prop respawns. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls) cl_pitchdown "89" cl_pitchspeed "225" // Client pitch speed. cl_pitchup "89" cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos. cl_playerspraydisable "0" // Disable player sprays. cl_precacheinfo // Show precache info (client). cl_predict "1" // Perform client side prediction. cl_predictionlist "0" // Show which entities are predicting cl_predictweapons "1" // Perform client side prediction of weapon effects. cl_pred_optimize "2" // and also for not repredicting if there were no errors (2) cl_pred_track // for field fieldname. cl_ragdoll_collide "0" cl_ragdoll_fade_time "15" cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics. cl_ragdoll_pronecheck_distance "64" cl_removedecals // Remove the decals from the entity under the crosshair. cl_resend "6" // Delay in seconds before the client will resend the connect attempt cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0) cl_screenshotname "0" // Custom Screenshot name cl_SetupAllBones "0" cl_shadowtextureoverlaysize "256" cl_showbattery "0" // Draw current battery level at top of screen when on battery power cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame. cl_showdemooverlay "0" // -1 - show always) cl_showents // Dump entity list to console. cl_showerror "0" // 2 for above plus detailed field deltas. cl_showevents "0" // Print event firing info in the console cl_showfps "0" // 2 = smooth fps) cl_showhelp "1" // Set to 0 to not show on-screen help cl_showpausedimage "1" // Show the Paused image when game is paused. cl_showpluginmessages "1" // Allow plugins to display messages to you cl_showpos "0" // Draw current position at top of screen cl_ShowSunVectors "0" cl_showtextmsg "1" // Enable/disable text messages printing on the screen. cl_show_speed "0" // spam console with local player speed cl_show_splashes "1" cl_sidespeed "450" cl_smooth "1" // Smooth view/eye origin after prediction errors cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds cl_soundemitter_flush // Flushes the sounds.txt system (client only) cl_soundfile "0" // Jingle sound file. cl_soundscape_flush // Flushes the client side soundscapes cl_soundscape_printdebuginfo // print soundscapes cl_spectatorlookup "0" // Sets the lookup map to use for spectator cameras cl_spec_mode "1" // spectator mode cl_sporeclipdistance "512" cl_sun_decay_rate "0" cl_team "0" // Default team when joining a game cl_test_vm_offset "0" cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones() cl_threaded_client_leaf_system "0" cl_timeout "30" // the client will disconnect itself cl_updaterate "20" // Number of packets per second of updates you are requesting from the server cl_upspeed "320" cl_view // Set the view entity index. cl_voicesubtitles "1" // Enable/disable subtitle printing on voice commands and hand signals. cl_voicetest "0" cl_voice_filter "0" // Filter voice by name substring cl_winddir "0" // Weather effects wind direction angle cl_windspeed "0" // Weather effects wind speed scalar cl_wpn_sway_interp "0" cl_wpn_sway_scale "2" cl_yawspeed "210" // Client yaw speed. cmd // Forward command to server. collision_shake_amp "0" collision_shake_freq "0" collision_shake_time "0" collision_test // Tests collision system colorcorrectionui // Show/hide the color correction tools UI. commentary "0" // Desired commentary mode state. commentary_available "0" // Automatically set by the game when a commentary file is available for the current map. commentary_cvarsnotchanging commentary_finishnode commentary_firstrun "0" commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name> commentary_testfirstrun condump // dump the text currently in the console to condumpXX.log connect // Connect to specified server. contimes "8" // Number of console lines to overlay for debugging. con_drawnotify "1" // Disables drawing of notification area (for taking screenshots). con_enable "0" // Allows the console to be activated. con_filter_enable "0" // 2 displays filtered text brighter than ot con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate. con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate. con_logfile "0" // Console output gets written to this file 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_timestamp "0" // Prefix console.log entries with timestamps con_trace "0" // Print console text to low level printout. coop "0" // Cooperative play. CreateHairball CreatePredictionError // Create a prediction error create_flashlight creditsdone crosshair "1" cvarlist // Show the list of convars/concommands. c_maxdistance "200" c_maxpitch "90" c_maxyaw "135" c_mindistance "30" c_minpitch "0" c_minyaw "-135" c_orthoheight "100" c_orthowidth "100" datacachesize "32" // Size in MB. dbghist_addline // Add a line to the debug history. Format: <category id> <line> dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc deathmatch "1" // Running a deathmatch server. debugsystemui // Show/hide the debug system UI. debug_materialmodifycontrol "0" debug_materialmodifycontrol_client "0" debug_physimpact "0" debug_touchlinks "0" // Spew touch link activity decalfrequency "10" default_fov "90" demolist // Print demo sequence list. demos // Demo demo file sequence. demoui // Show/hide the demo player UI. demoui2 // Show/hide the advanced demo player UI (demoui2). demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback. 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_gototick // Skips to a tick in demo. demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset. demo_interpolateview "1" // Do view interpolation during dem playback. demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback. demo_pause // Pauses demo 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. demo_resume // Resumes demo playback. demo_setendtick // Sets end demo playback tick. Set to 0 to disable. demo_timescale // Sets demo replay speed. demo_togglepause // Toggles demo playback. deployed_bazooka_sensitivity "0" // Mouse sensitivity while deploying a bazooka deployed_mg_sensitivity "0" // Mouse sensitivity while deploying a machine gun developer "0" // Set developer message level devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist. devshots_screenshot // use the screenshot command instead. differences // Show all convars which are not at their default values. disconnect // Disconnect game from server. dispcoll_drawplane "0" displaysoundlist "0" disp_dynamic "0" dlight_debug // Creates a dlight in front of the player dod_bodyheightoffset "4" // Deploy height offset. dod_bonusround "1" // the winners of the round can attack in the intermission. dod_bonusroundtime "15" // Time after round win until round restarts dod_bulletforcescale "1" dod_debugdamage "0" dod_debugmgdeploy "0" dod_enableroundwaittime "1" // Enable timers to wait between rounds. dod_explosionforcescale "1" dod_flagrespawnbonus "1" // How many seconds per advantage flag to decrease the respawn time dod_freezecam "1" // show players a freezecam shot of their killer on death dod_friendlyfiresafezone "100" // even if FF is on dod_grenadegravity "-420" // gravity applied to grenades dod_grenademaxspeed "1400" dod_grenademinspeed "500" dod_grenadespeed "4" dod_meleeattackforcescale "8" dod_overview_voice_icon_size "64" dod_playachievementsound "1" dod_playerstatetransitions "-2" // dod_playerstatetransitions <ent index or -1 for all>. Show player state transitions. dod_playrivalrysounds "1" dod_playwinmusic "1" dod_showcleanedupents "0" // Show entities that are removed on round respawn dod_showroundtransitions "0" // Show gamestate round transitions dod_simulatemultiplecappers "1" dod_stun_max_pitch "50" dod_stun_max_roll "30" dod_stun_max_yaw "150" dod_stun_min_pitch "30" dod_stun_min_roll "15" dod_stun_min_yaw "120" dod_test_winpanel dod_waverespawnfactor "1" // Factor for respawn wave timers download_debug "0" drawcross // Draws a cross at the given location Arguments: x y z drawline // 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" dsp_db_min "80" dsp_db_mixdrop "0" dsp_dist_max "1440" dsp_dist_min "0" dsp_enhance_stereo "0" dsp_facingaway "0" dsp_mix_max "0" dsp_mix_min "0" dsp_off "0" dsp_player "0" dsp_reload dsp_room "0" dsp_slow_cpu "0" dsp_spatial "40" dsp_speaker "50" dsp_volume "1" dsp_vol_2ch "1" dsp_vol_4ch "0" dsp_vol_5ch "0" dsp_water "14" dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work). dtwarning "0" // Print data table warnings? dtwatchclass "0" // Watch all fields encoded with this table. dtwatchent "-1" // Watch this entities data table encoding. dtwatchvar "0" // Watch the named variable. dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE). dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization. dumpentityfactories // Lists all entity factory names. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console. dumpgamestringtable // Dump the contents of the game string table to the console. dumpsavedir // List the contents of the save directory in memory dumpstringtables // Print string tables to console. dump_entity_sizes // Print sizeof(entclass) dump_globals // Dump all global entities/states dump_panels // Dump Panel Tree dump_x360_cfg // Dump X360 config files to disk dump_x360_saves // Dump X360 save games to disk echo // Echo text to console. editdemo // Edit a recorded demo file (.dem ). editor_toggle // Disables the simulation and returns focus to the editor enable_debug_overlays "1" // Enable rendering of debug overlays endmovie // Stop recording movie frames. english "0" // running the english language set of assets. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire. ent_create // Creates an entity of the given type where the player is looking. ent_debugkeys "0" ent_dump // Usage: ent_dump <entity name> ent_fire // Usage: ent_fire <target> [action] [value] [delay] ent_info // Usage: ent_info <class name> ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes ent_messages_draw "0" // Visualizes all entity input/output activity. ent_name ent_orient // only orients target entitys YAW. Use the allangles opt ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name} ent_rotate // Rotates an entity by a specified # of degrees ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} / ent_step // When ent_pause is set this will step through one waiting input / output message at a time. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name> ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_ ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha envmap escape // Escape key pressed. exec // Execute script file. exit // Exit the engine. explode // Kills the player with explosive damage explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value> fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds. fast_fogvolume "0" filesystem_buffer_size "0" // Size of per file buffers. 0 for none find // Find concommands with the specified string in their name/help text. findflags // Find concommands by flags. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring> find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index> firetarget fire_absorbrate "3" fire_dmgbase "1" fire_dmginterval "1" fire_dmgscale "0" fire_extabsorb "5" fire_extscale "12" fire_growthrate "1" fire_heatscale "1" fire_incomingheatscale "0" fire_maxabsorb "50" firstperson // Switch to firstperson camera. fish_debug "0" // Show debug info for fish fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive. flex_expression "0" flex_looktime "5" flex_maxawaytime "1" flex_maxplayertime "7" flex_minawaytime "0" flex_minplayertime "5" flex_rules "1" // Allow flex animation rules to run. flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes. flex_talk "0" flush // Flush unlocked cache memory. flush_locked // Flush unlocked and locked cache memory. fogui // Show/hide fog control UI. fog_color "-1" fog_colorskybox "-1" fog_enable "1" fog_enableskybox "1" fog_enable_water_fog "1" fog_end "-1" fog_endskybox "-1" fog_maxdensity "-1" fog_maxdensityskybox "-1" fog_override "0" fog_start "-1" fog_startskybox "-1" force_centerview fov // Change players FOV fps_max "300" // cannot be set while connected to a server. free_pass_peek_debug "0" fs_convert "1" // Allow Xbox 360 files to be generated at runtime fs_monitor_read_from_pack "0" // 2:Sync only fs_printopenfiles // Show all files currently opened by the engine. fs_report_sync_opens "0" // 2:Not during load fs_warning_level // Set the filesystem warning level. fs_warning_mode "0" // 2:Warn other threads func_breakdmg_bullet "0" func_breakdmg_club "1" func_breakdmg_explosive "1" func_break_max_pieces "15" func_break_reduction_factor "0" g15_dumpplayer // Spew player data. g15_reload // Reloads the Logitech G-15 Keyboard configs. g15_update_msec "250" // Logitech G-15 Keyboard update interval. gamemenucommand // Issue game menu command. gameui_activate // Shows the game UI gameui_allowescape // Escape key allowed to hide game UI gameui_allowescapetoshow // Escape key allowed to show game UI gameui_hide // Hides the game UI gameui_hide_dialog // asdf gameui_preventescape // Escape key doesnt hide game UI gameui_preventescapetoshow // Escape key doesnt show game UI gameui_show_dialog // Show an arbitrary Dialog. gameui_xbox "0" getpos // dump position and angles to the console give // Give item to player. Arguments: <item_name> givecurrentammo // Give a supply of ammo for current weapon.. global_set // 2 = DEAD). gl_clear "0" gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry. god // Toggle. Player becomes invulnerable. groundlist // Display ground entity list <index> g_debug_angularsensor "0" g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds. g_debug_doors "0" g_debug_npc_vehicle_roles "0" g_debug_ragdoll_removal "0" g_debug_ragdoll_visualize "0" g_debug_trackpather "0" g_debug_transitions "0" // 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 g_debug_vehiclebase "0" g_debug_vehicledriver "0" g_debug_vehicleexit "0" g_debug_vehiclesound "0" g_Language "0" g_ragdoll_fadespeed "600" g_ragdoll_important_maxcount "2" g_ragdoll_lvfadespeed "100" g_ragdoll_maxcount "8" hammer_update_entity // Updates the entitys position/angles when in edit mode hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit hap_damagescale_game "1" hap_HasDevice "0" // falcon is connected hap_melee_scale "0" hap_noclip_avatar_scale "0" hap_ui_vehicles "0" heartbeat // Force heartbeat of master servers help // Find help about a convar/concommand. hideconsole // Hide the console. hidehud "0" hidepanel // Hides a viewport panel <name> hl2_episodic "0" hostip "0" // Host game server ip hostname "0" // Hostname for server. hostport "27015" // Host game server port host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances 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 // Run off some time without rendering/updating sounds host_showcachemiss "0" // Print a debug message when the client or server cache is missed. host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame. host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame. host_speeds "0" // Show general system running times. host_thread_mode "0" // 2 == force) host_timescale "1" // Prescale the clock by this amount. host_writeconfig // Store current settings to config.cfg (or specified .cfg file). hud_autoaim_method "1" hud_autoaim_scale_icon "0" hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran hud_c4pickuppanel "1" // Set to 0 to not draw the HUD c4 pickup panel hud_capturepanel "1" // Set to 0 to not draw the HUD capture panel hud_centerid "1" hud_classautokill "1" // Automatically kill player after choosing a new playerclass. hud_deathnotice_time "6" hud_drawhistory_time "5" hud_draw_active_reticle "0" hud_draw_fixed_reticle "0" hud_fastswitch "0" hud_freezecamhide "0" // Hide the HUD during freeze-cam hud_magnetism "0" hud_reloadscheme // Reloads hud layout and animation scripts. hud_reticle_alpha_speed "700" hud_reticle_maxalpha "255" hud_reticle_minalpha "125" hud_reticle_scale "1" hud_saytext_time "12" hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map. hurtme // Hurts the player. Arguments: <health to lose> ifm_basecamera_camerastate // Set camera state ifm_steadycam_2ddragconstant "11" ifm_steadycam_2dspringconstant "33" ifm_steadycam_armspeed "0" ifm_steadycam_mousefactor "1" ifm_steadycam_mousepower "1" ifm_steadycam_noise "0" ifm_steadycam_rotatedamp "0" ifm_steadycam_rotaterate "60" ifm_steadycam_sensitivity "1" ifm_steadycam_zoomdamp "0" ifm_steadycam_zoomspeed "1" impulse incrementvar // Increment specified convar value. invnext invprev in_usekeyboardsampletime "1" // Use keyboard sample time smoothing. ip "0" // Overrides IP for multihomed hosts joyadvancedupdate joystick "0" joy_accelmax "1" joy_accelscale "0" joy_accel_filter "0" joy_advanced "0" joy_advaxisr "0" joy_advaxisu "0" joy_advaxisv "0" joy_advaxisx "0" joy_advaxisy "0" joy_advaxisz "0" joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target. joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off joy_autosprint "0" // Automatically sprint when moving with an analog joystick joy_axisbutton_threshold "0" // Analog axis range before a button press is registered. joy_diagonalpov "0" // too. joy_display_input "0" joy_forwardsensitivity "-1" joy_forwardthreshold "0" joy_inverty "0" // Whether to invert the Y axis of the joystick for looking. joy_inverty_default "0" joy_lowend "1" joy_lowmap "1" joy_movement_stick "0" // Which stick controls movement (0 is left stick) joy_movement_stick_default "0" joy_name "0" joy_pegged "0" joy_pitchsensitivity "1" joy_pitchsensitivity_default "-1" joy_pitchthreshold "0" joy_response_look "0" // 1=Acceleration Promotion joy_response_move "1" // 1/sensitivity joy_response_move_vehicle "6" joy_sidesensitivity "1" joy_sidethreshold "0" joy_vehicle_turn_lowend "0" joy_vehicle_turn_lowmap "0" joy_virtual_peg "0" joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack. joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes. joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes. joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected. joy_yawsensitivity "-1" joy_yawsensitivity_default "-1" joy_yawthreshold "0" jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>. jpeg_quality "90" // jpeg screenshot quality. kdtree_test // Tests spatial partition for entities queries. key_findbinding // Find key bound to specified command string. key_listboundkeys // List bound keys with bindings. key_updatelayout // Updates game keyboard layout to current windows keyboard setting. kick // Kick a player by name. kickid // with a message. kill // Kills the player with generic damage killserver // Shutdown the server. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value> lastinv lightcache_maxmiss "2" lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material light_crosshair // Show texture color at crosshair linefile // Parses map leak data from .lin file listdemo // List demo file contents. listid // Lists banned users. listip // List IP addresses on the ban list. listmodels // List loaded models. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs. load // Load a saved game. loadcommentary loader_dump_table loader_spew_info "0" // -1:All load_enttext lod_TransitionDist "800" log // and udp < on | off >. logaddress_add // Set address and port for remote host <ip:port>. logaddress_del // Remove address and port for remote host <ip:port>. logaddress_delall // Remove all udp addresses being logged to logaddress_list // List all addresses currently being used by logaddress. log_verbose_enable "0" // Set to 1 to enable verbose server log on the server. log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log. lookspring "0" lookstrafe "0" lservercfgfile "0" map // Start playing on specified map. mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers maps // Displays list of maps. map_background // Runs a map as the background to the main menu. map_commentary // on a specified map. map_edit map_noareas "0" // Disable area to area connection testing. map_showspawnpoints // draws for 60 seconds matchmakingport "27025" // Host Matchmaking port mat_aaquality "0" mat_accelerate_adjust_exposure_down "3" mat_alphacoverage "1" mat_antialias "0" mat_autoexposure_max "2" mat_autoexposure_min "0" mat_bloomamount_rate "0" mat_bloomscale "1" mat_bloom_scalefactor_scalar "0" mat_bufferprimitives "1" mat_bumpbasis "0" mat_bumpmap "1" mat_camerarendertargetoverlaysize "128" mat_clipz "1" mat_colcorrection_disableentities "0" // Disable map color-correction entities mat_colorcorrection "1" mat_compressedtextures "1" mat_configcurrent // show the current video control panel config for the material system mat_crosshair // Display the name of the material under the crosshair mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file mat_crosshair_printmaterial // print the material under the crosshair mat_crosshair_reloadmaterial // reload the material under the crosshair mat_debugalttab "0" mat_debugdepth "0" mat_debugdepthmode "0" mat_debugdepthval "128" mat_debugdepthvalmax "256" mat_debug_autoexposure "0" mat_debug_bloom "0" mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen mat_debug_process_halfscreen "0" mat_depthbias_decal "-262144" mat_depthbias_normal "0" mat_depthbias_shadowmap "0" mat_diffuse "1" mat_disablehwmorph "0" // Disables HW morphing for particular mods mat_disable_bloom "0" mat_disable_fancy_blending "0" mat_disable_lightwarp "0" mat_disable_ps_patch "0" mat_drawflat "0" mat_drawTexture "0" // Enable debug view texture mat_drawTextureScale "1" // Debug view texture scale mat_drawTitleSafe "0" // Enable title safe overlay mat_drawwater "1" mat_dump_rts "0" mat_dxlevel "95" mat_dynamic_tonemapping "1" mat_edit // Bring up the material under the crosshair in the editor mat_envmapsize "128" mat_envmaptgasize "32" mat_excludetextures "0" mat_exposure_center_region_x "0" mat_exposure_center_region_x_flashlight "0" mat_exposure_center_region_y "0" mat_exposure_center_region_y_flashlight "0" mat_fastclip "0" mat_fastnobump "0" mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. mat_fillrate "0" mat_filmgrain "0" // Enable/disable film grain post effect mat_filterlightmaps "1" mat_filtertextures "1" mat_forceaniso "1" mat_forcedynamic "0" mat_forcehardwaresync "1" mat_forcemanagedtextureintohardware "0" mat_force_bloom "0" mat_force_ps_patch "0" mat_force_tonemap_scale "0" mat_framebuffercopyoverlaysize "128" mat_frame_sync_enable "1" mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture. mat_fullbright "0" mat_hdr_enabled // Report if HDR is enabled for debugging mat_hdr_level "2" // and 2 for full HDR on HDR maps. mat_hdr_manual_tonemap_rate "1" mat_hdr_tonemapscale "1" // 16 = eyes wide open. mat_hdr_uncapexposure "0" mat_hsv "0" mat_info // Shows material system info mat_leafvis "0" // Draw wireframe of current leaf mat_levelflush "1" mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits. mat_loadtextures "1" mat_luxels "0" mat_maxframelatency "1" mat_max_worldmesh_vertices "65536" mat_measurefillrate "0" mat_mipmaptextures "1" mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD) mat_monitorgamma_tv_enabled "0" mat_monitorgamma_tv_exp "2" mat_monitorgamma_tv_range_max "255" mat_monitorgamma_tv_range_min "16" mat_morphstats "0" mat_motion_blur_enabled "0" mat_motion_blur_falling_intensity "1" mat_motion_blur_falling_max "20" mat_motion_blur_falling_min "10" mat_motion_blur_forward_enabled "0" mat_motion_blur_percent_of_screen_max "4" mat_motion_blur_rotation_intensity "1" mat_motion_blur_strength "1" mat_non_hdr_bloom_scalefactor "0" mat_norendering "0" mat_normalmaps "0" mat_normals "0" mat_parallaxmap "0" mat_picmip "1" mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass mat_postprocess_x "4" mat_postprocess_y "1" mat_proxy "0" mat_queue_mode "-2" // 1=queued sing mat_reducefillrate "0" mat_reduceparticles "0" mat_reloadallmaterials // Reloads all materials mat_reloadmaterial // Reloads a single material mat_reloadtextures // Reloads all textures mat_remoteshadercompile "0" mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures. mat_report_queue_status "0" mat_reversedepth "0" mat_savechanges // saves current video configuration to the registry mat_setvideomode // windowed state of the material system mat_shadowstate "1" mat_showcamerarendertarget "0" mat_showenvmapmask "0" mat_showframebuffertexture "0" mat_showlightmappage "-1" mat_showlowresimage "0" mat_showmaterials // Show materials. mat_showmaterialsverbose // Show materials (verbose version). mat_showmiplevels "0" // 1: everything else mat_showtextures // Show used textures. mat_showwatertextures "0" mat_show_ab_hdr "0" mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle. mat_show_histogram "0" mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD. mat_slopescaledepthbias_decal "0" mat_slopescaledepthbias_normal "0" mat_slopescaledepthbias_shadowmap "16" mat_softwarelighting "0" mat_softwareskin "0" mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots) mat_software_aa_debug "0" // (2 - show anti-a mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more mat_software_aa_quality "0" // (1 - 9-tap filter) mat_software_aa_strength "-1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass. mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console mat_stub "0" mat_supportflashlight "1" // 1 - flashlight is supported mat_surfaceid "0" mat_surfacemat "0" mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying mat_texture_list "0" // show a list of used textures per frame mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures. mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn mat_texture_list_txlod // -1 to dec resolution mat_texture_list_txlod_sync // save - saves all changes to material content files mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures. mat_tonemapping_occlusion_use_stencil "0" mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm mat_tonemap_min_avglum "3" mat_tonemap_percent_bright_pixels "2" mat_tonemap_percent_target "60" mat_trilinear "1" mat_use_compressed_hdr_textures "1" mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling) mat_vsync "0" // Force sync to vertical retrace mat_wateroverlaysize "128" mat_wireframe "0" mat_yuv "0" maxplayers // Change the maximum number of players allowed on this server. memory // Print memory stats. mem_compact mem_dump // Dump memory stats to text file. mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) mem_dumpvballocs // Dump VB memory allocation stats. mem_eat mem_force_flush "0" // Force cache flush of unlocked resources on every alloc mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb) mem_max_heapsize_dedicated "64" // for dedicated server (in mb) mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb) mem_periodicdumps "0" // Write periodic memstats dumps every n seconds. mem_test mem_test_each_frame "0" // Run heap check at end of every frame mem_test_every_n_seconds "0" // Run heap check at a specified interval mem_vcollide // Dumps the memory used by vcollides menuselect // menuselect minisave // Saves game (for current level only!) mission_list // List all available tactical missions mission_show // Show the given mission mm_add_item // Add a stats item mm_add_player // Add a player mm_max_spectators "4" // Max players allowed on the spectator team mm_message // Send a message to all remote clients mm_minplayers "2" // Number of players required to start an unranked game mm_select_session // Select a session mm_session_info // Dump session information mm_stats model_list // Dump model list to file mod_forcedata "1" // Forces all model file data into cache on model load. mod_forcetouchdata "1" // Forces all model file data into cache on model load. mod_load_anims_async "0" mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms mod_load_mesh_async "0" mod_load_showstall "0" // 2 - show stalls mod_load_vcollide_async "0" mod_lock_mdls_on_load "0" mod_test_mesh_not_available "0" mod_test_not_available "0" mod_test_verts_not_available "0" mod_touchalldata "1" // Touch model data during level startup mod_trace_load "0" motdfile "0" // The MOTD file to load. motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs. movie_fixwave // etc. -
Name: pawelkoweshnikow Steam I.D: STEAM_0:0:50781430 Duration of Ban: Perm Reasons for the Ban: Mass TKing Demo Provided?: N Comments: N/A
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What is best for you, keep in mind that Sunday there is 1st/2nd/3rd Platoon practice at 7/9/3pm EST.
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Anyone in BAR who is interested can join up too! 3 spots left. Oh and Panda I still need your email if you want in.
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For those who sent me emails, check your mail/junk mail because I sent you invites. If you haven't given me your email then send it to me asap and I'll toss you an invite.