about the hop
bunny hopping is a "built in" "feature" in half-life caused
by the physics that have been programmed to make the
game realistic. yes' i know hopping around like a crazy fool
isn't realistic, but it has to be possible for everything else in
the game to be. some folks think that the bunny hop is a cheat, but
anyone that has played half-life for a while knows that it is
a "normal" physic of half life and that it is not a cheat. i
personally believe that it is purposefully built into the game
like the strafe jump in quake 2 so that advanced players can
take their skills to a new height who knows!
so you wanna learn to bunnyhop
ok heres the deal it is harder then you think but
anyone can learn with practice you will probably want to
bind your mouse wheel (down) to jump ("bind
mwheeldown +jump" in your console) so that you can get
the timing exact because when you jump with your
keyboard it tends to throw off your strafing "thats bad".
you also want to make sure you don't hit the forward key
while hopping its just no good.
the hop
start by strafing left (don't let go of strafe) and jumping
as you hit the jump key move your mouse (look) to
the left about 35 degrees and don't stop moving it until you
are about to hit the ground. there it is that's the bunnyhop.
the art of bunny hopping
so you hopped to the left! now do the same thing to the
right!!
start by strafing left and jumping. as soon as you
hit the jump key move your mouse to the left about 35 degrees
and don't stop moving it until you are about to hit the ground.
now quickly switch you fingers to the right strafe
key and start to move your mouse to the right before you hit
the ground and jump at the exact moment you hit the ground.
now repeat that to build speed!
the loop
a great speed gainer or great way to feel your first speed
is bunny hopping in a circle by strafing left (never let go of strafe when looping)
and jumping. as soon as you hit the jump key move you mouse to the left about
35 degrees and don't stop moving it until you are about to hit the ground
do it again and so forth.
the figure 8
this one is a little harder then a loop for some people
but it was the first way i ever got speed i am just going to explain
the direction now since you have already read bunny hopping part of the guide
so to do a figure 8 you go:
left left right right
or
right right left left
you can gain really good speed doing 8's so don't give up
because you will learn and it will take time i highly recommend watching
the bunny hopping demo from this link because it really gives you
an idea of what it should feel like to bunny hop
Thursday, January 31, 2008
awp mid doors pick Spots for de_dust2.
Awp
The AWP is a weapon that decides the match. You want to use everything about the AWP to your advantage, whenever possible. For example, it's price tag. If you know you have no chance of winning the round, but a dead teammate's AWP is nearby, you can pick that up and run away, and give it to your teammate the next round. By doing this you have saved money in that A, you didn't die, giving up $1000 of armor, a $2500 or $3100 gun, plus grenades and possibly a purchased sidearm. And B, the AWP costs $4750. If you can give your teammate the AWP, he can buy you a rifle, and you just saved 2 or 3k. Another example is the fact that because of your double zoom, you can pick up on key details that your teammates may not. Ie, if you double scope and the enemy is pistol rushing somewhere (let's say long A on dust2), and your teammates are on A platform, pretty far away, they can just see the enemy with pistols. If you come up from CT spawn and double zoom, you can see if there are weapons on the enemies backs, indicating a surprise buy. (A good place to see this for yourself is to load up an AWP map, set bots to knives, then look at their back across the map with each level of zoom.)
Gap Shots
Some good positions as T to make the crucial shot that makes the oppositions B side weak (unless they rotate a player there, and open themselves at A).
If you expect a CT to cross by running, aim here (the second line on the left double door, as shown in the picture).
This sorta shots take some practice, so go on a public server, and practice picking off people a split second after they cross the gap.
If you expect a CT to cross by jumping, aim here Basically, the idea is to quickly shoot just as you see him jump in the little "opening" at the top of the doors. You could atleast deal some damage to him, making B vulnerable.
Picking as a T
This is in my opinion, the easier side of Dust2 to awp from. These are some basic positions to pick a CT awper from.
This is probably the easiest pick to make. A decent CT awper will probably prefire that spot, so you might wanna watch out.
Use this pick, if your spawn is closer to B then to A. Also risky, but a required risk to take, because you want to make sure how many CT's cross to B, and if there is an awp watching short A (you don't wanna find yourself in a situation where CT's stacked A and you thought they have 2 on B).
The last but not least, is the lower spawn pick. Probably my favorite, but also the toughest one. Only do this one if you have a good spawn (close to the boxes in spawn). With some decent gap shooting skills, you just might make a pick there.
Picking as CT
Picking as CT is a tad bit harder, as the T's are higher than you, have a clearer shot (you have the double doors in front of you, but those are spam able so if the luck factor is high enough, you might bang one trough the doors), and almost always have the time advantage. If your team is overall a little bit worse than the other team, you'd be better off not trying to pick middle, and just watching short a.
The 3 basic picking positions are really commonly used.
The first 2 are risky, but again, a required risk to take. The 3rd is a brilliant position to pick off any T's pushing catwalk (aka short A).
The AWP is a weapon that decides the match. You want to use everything about the AWP to your advantage, whenever possible. For example, it's price tag. If you know you have no chance of winning the round, but a dead teammate's AWP is nearby, you can pick that up and run away, and give it to your teammate the next round. By doing this you have saved money in that A, you didn't die, giving up $1000 of armor, a $2500 or $3100 gun, plus grenades and possibly a purchased sidearm. And B, the AWP costs $4750. If you can give your teammate the AWP, he can buy you a rifle, and you just saved 2 or 3k. Another example is the fact that because of your double zoom, you can pick up on key details that your teammates may not. Ie, if you double scope and the enemy is pistol rushing somewhere (let's say long A on dust2), and your teammates are on A platform, pretty far away, they can just see the enemy with pistols. If you come up from CT spawn and double zoom, you can see if there are weapons on the enemies backs, indicating a surprise buy. (A good place to see this for yourself is to load up an AWP map, set bots to knives, then look at their back across the map with each level of zoom.)
Gap Shots
Some good positions as T to make the crucial shot that makes the oppositions B side weak (unless they rotate a player there, and open themselves at A).
If you expect a CT to cross by running, aim here (the second line on the left double door, as shown in the picture).
This sorta shots take some practice, so go on a public server, and practice picking off people a split second after they cross the gap.
If you expect a CT to cross by jumping, aim here Basically, the idea is to quickly shoot just as you see him jump in the little "opening" at the top of the doors. You could atleast deal some damage to him, making B vulnerable.
Picking as a T
This is in my opinion, the easier side of Dust2 to awp from. These are some basic positions to pick a CT awper from.
This is probably the easiest pick to make. A decent CT awper will probably prefire that spot, so you might wanna watch out.
Use this pick, if your spawn is closer to B then to A. Also risky, but a required risk to take, because you want to make sure how many CT's cross to B, and if there is an awp watching short A (you don't wanna find yourself in a situation where CT's stacked A and you thought they have 2 on B).
The last but not least, is the lower spawn pick. Probably my favorite, but also the toughest one. Only do this one if you have a good spawn (close to the boxes in spawn). With some decent gap shooting skills, you just might make a pick there.
Picking as CT
Picking as CT is a tad bit harder, as the T's are higher than you, have a clearer shot (you have the double doors in front of you, but those are spam able so if the luck factor is high enough, you might bang one trough the doors), and almost always have the time advantage. If your team is overall a little bit worse than the other team, you'd be better off not trying to pick middle, and just watching short a.
The 3 basic picking positions are really commonly used.
The first 2 are risky, but again, a required risk to take. The 3rd is a brilliant position to pick off any T's pushing catwalk (aka short A).
The Physical side of Counter Strike
this article examines the physical aspects of engaging in competitive Counter Strike. Although there is no immediate connection between grueling physical exertion and computer game play (excluding the kids that play DDR at Mach-4 in the mall of course), there is a connection between sound physical health and sound mental health, and both (yes both) are necessary to perform at your highest levels.
In the state of Texas, students in elementary, middle, and high school are required to take standardized tests every few years (TAAS / TAKS test for all you Texans), and the first piece of advice the instructors give to the students prior to exam week is to eat a healthy breakfast in the morning before the exams. This promotion of physical health has direct correlation to better exam results. Researchers have found that eating a good meal in the morning stimulates the brain during the day. This logic is congruent for all activities -- if you’re physically prepared, there’s a higher probability you’re mentally prepared.
In an article published in the Mental Health Journal in November of 2000, Dr. Jennifer C. Panning explains that “physical activity has been shown to help with being emotionally and mentally fit.” Dr. Panning uses an example of overcoming depression via exercise and continues by explaining how improving one’s physical health is a sure-fire way to improve mental health and emotional stability. One of the more prominent examples in Weenus’ article described an irate personality that brought down the team. Dr. Panning suggests that exercising regularly is an effective method to overcome stress and anxiety problems. Could exercise be the solution to a fighting team? No, that’s not very likely. However, exercise would help alleviate some of the tension (Panning).
One of the more important factors in individual Counter Strike development is reducing reaction time -- the faster you react to an event, the greater chance you have to make the correct play (be it frag, dodge, etc). In the March 2006 issue of Neuroscience Literature the article “Physical exercise facilitates motor processes in simple reaction time performance: an electromyographic analysis” examines the impact exercise has on reaction time. At the Université de Provence in France, scientists put a group of people to the test and found that “exercise improves simple RT [reaction time] performance.” The study went on to state “physical exercise improves late motor processes” and found that reaction time was at its peak during exercise. With that in mind, I don’t recommend anyone doing cardio in between (or during) rounds of a Counter Strike match; however, the information provided suggests that adding exercise to your daily routine will improve your play
One of the paradigms associated with gamers is a lack of sleep. It’s not uncommon that you’ll find a team practicing from early in the afternoon until the wee hours of the morning. When it comes time for tournaments you might see a team play their first match at 9:00AM in the morning and be forced to wait around until 10:00PM at night for their second match. That waiting period is draining on a person wishing to play; one’s intensity drastically changes as the day comes to a close. Even more common is the team forced to play into the early hours of the morning as a result of their success at a local LAN tournament. When was the last time you heard of a local LAN competition concluding before 2:00AM? Whatever the case may be, all of this playing (or lack thereof) requires a lot of mental strength and energy. With a strong physical foundation, a player has a better chance to endure the lengthy hours required for competitive gaming. Essentially, the better physical shape you’re in, the better chance you’ll have at fragging someone as he crosses the double doors at four in the morning.
several examples of players and teams taking it to the next level by practicing sound physical lifestyles to promote better Counter Strike play.
Perhaps the most prominent (and publicized) example of this self-improvement concept came about nearly two years ago when Johan "Vesslan" Ryman, a very popular figure in the eSports community known for his tactical genius roles in NiP, Team9, and Adrenaline, was commissioned by Mibr to help the team overcome their struggling Counter Strike play. Instead of just looking at the team’s in-game problems, Vesslan decided to take the project to the next level and improve on the team's overall feel, including modifying sleeping and eating habits for a healthy lifestyle. Despite Vesslan’s efforts, Mibr experienced mixed results and the duo eventually outgrew each other as Vesslan failed to keep the team motivated; likewise, the team was uncooperative to Vesslan’s requests. With all of the new professional hype eSports has generated over the past 6 months (i.e. players and teams take this seriously), I believe a relationship between coach and team such as what Vesslan had with Mibr would be successful, whereas 2 years ago eSports was not ready for it.
The most comical example of improving physical health for the benefit of better Counter Strike play surfaces in the stories I’ve heard about the days when Michael “Hare” O`Toole was the captain of United 5. Anybody familiar with that era knows Hare demanded perfection from his team and this stance sometimes resulted in extraordinary means. Our beloved Bootman told me about Hare asking (requiring) the team to run laps before a match to stimulate their mind and body. In theory, exercising lightly before a match would speed up reaction time and result the players' minds being alert and active. However, doing light cardio before a match seems a little over the top to me. I can see it now: JaX Money Crew running laps inside the CPL BYOC prior to a big match against Complexity, after reading this article.
My favorite example of physical health awareness in Counter Strike occurs between Mark Dolven and the Pandemic players. Mark advocates positive lifestyles and insists that all of his players get a good night's rest and remain sober during LAN competitions. Mark went as far as stating that in order to join the Pandemic roster you must agree to a strict (yet professional) schedule during LAN competitions, including the aforementioned requirements. When was the last time you saw a professional athlete (excluding Bodie Miller) go out and party late into the night prior to a major competition? It just doesn’t happen. Professional players in Counter Strike should take the Pandemic approach and take it easy during competition. After all, what do they have to lose?
Next time you find yourself reaching for another Bawls late at night, or some Jolt caffeine gum to keep you going, think back to this article and how exercise and improving your physical health could keep you up those extra few hours you need to win the match.
In the state of Texas, students in elementary, middle, and high school are required to take standardized tests every few years (TAAS / TAKS test for all you Texans), and the first piece of advice the instructors give to the students prior to exam week is to eat a healthy breakfast in the morning before the exams. This promotion of physical health has direct correlation to better exam results. Researchers have found that eating a good meal in the morning stimulates the brain during the day. This logic is congruent for all activities -- if you’re physically prepared, there’s a higher probability you’re mentally prepared.
In an article published in the Mental Health Journal in November of 2000, Dr. Jennifer C. Panning explains that “physical activity has been shown to help with being emotionally and mentally fit.” Dr. Panning uses an example of overcoming depression via exercise and continues by explaining how improving one’s physical health is a sure-fire way to improve mental health and emotional stability. One of the more prominent examples in Weenus’ article described an irate personality that brought down the team. Dr. Panning suggests that exercising regularly is an effective method to overcome stress and anxiety problems. Could exercise be the solution to a fighting team? No, that’s not very likely. However, exercise would help alleviate some of the tension (Panning).
One of the more important factors in individual Counter Strike development is reducing reaction time -- the faster you react to an event, the greater chance you have to make the correct play (be it frag, dodge, etc). In the March 2006 issue of Neuroscience Literature the article “Physical exercise facilitates motor processes in simple reaction time performance: an electromyographic analysis” examines the impact exercise has on reaction time. At the Université de Provence in France, scientists put a group of people to the test and found that “exercise improves simple RT [reaction time] performance.” The study went on to state “physical exercise improves late motor processes” and found that reaction time was at its peak during exercise. With that in mind, I don’t recommend anyone doing cardio in between (or during) rounds of a Counter Strike match; however, the information provided suggests that adding exercise to your daily routine will improve your play
One of the paradigms associated with gamers is a lack of sleep. It’s not uncommon that you’ll find a team practicing from early in the afternoon until the wee hours of the morning. When it comes time for tournaments you might see a team play their first match at 9:00AM in the morning and be forced to wait around until 10:00PM at night for their second match. That waiting period is draining on a person wishing to play; one’s intensity drastically changes as the day comes to a close. Even more common is the team forced to play into the early hours of the morning as a result of their success at a local LAN tournament. When was the last time you heard of a local LAN competition concluding before 2:00AM? Whatever the case may be, all of this playing (or lack thereof) requires a lot of mental strength and energy. With a strong physical foundation, a player has a better chance to endure the lengthy hours required for competitive gaming. Essentially, the better physical shape you’re in, the better chance you’ll have at fragging someone as he crosses the double doors at four in the morning.
several examples of players and teams taking it to the next level by practicing sound physical lifestyles to promote better Counter Strike play.
Perhaps the most prominent (and publicized) example of this self-improvement concept came about nearly two years ago when Johan "Vesslan" Ryman, a very popular figure in the eSports community known for his tactical genius roles in NiP, Team9, and Adrenaline, was commissioned by Mibr to help the team overcome their struggling Counter Strike play. Instead of just looking at the team’s in-game problems, Vesslan decided to take the project to the next level and improve on the team's overall feel, including modifying sleeping and eating habits for a healthy lifestyle. Despite Vesslan’s efforts, Mibr experienced mixed results and the duo eventually outgrew each other as Vesslan failed to keep the team motivated; likewise, the team was uncooperative to Vesslan’s requests. With all of the new professional hype eSports has generated over the past 6 months (i.e. players and teams take this seriously), I believe a relationship between coach and team such as what Vesslan had with Mibr would be successful, whereas 2 years ago eSports was not ready for it.
The most comical example of improving physical health for the benefit of better Counter Strike play surfaces in the stories I’ve heard about the days when Michael “Hare” O`Toole was the captain of United 5. Anybody familiar with that era knows Hare demanded perfection from his team and this stance sometimes resulted in extraordinary means. Our beloved Bootman told me about Hare asking (requiring) the team to run laps before a match to stimulate their mind and body. In theory, exercising lightly before a match would speed up reaction time and result the players' minds being alert and active. However, doing light cardio before a match seems a little over the top to me. I can see it now: JaX Money Crew running laps inside the CPL BYOC prior to a big match against Complexity, after reading this article.
My favorite example of physical health awareness in Counter Strike occurs between Mark Dolven and the Pandemic players. Mark advocates positive lifestyles and insists that all of his players get a good night's rest and remain sober during LAN competitions. Mark went as far as stating that in order to join the Pandemic roster you must agree to a strict (yet professional) schedule during LAN competitions, including the aforementioned requirements. When was the last time you saw a professional athlete (excluding Bodie Miller) go out and party late into the night prior to a major competition? It just doesn’t happen. Professional players in Counter Strike should take the Pandemic approach and take it easy during competition. After all, what do they have to lose?
Next time you find yourself reaching for another Bawls late at night, or some Jolt caffeine gum to keep you going, think back to this article and how exercise and improving your physical health could keep you up those extra few hours you need to win the match.
Friday, January 25, 2008
Advanced Strategies Part Two: Being a coordinated team.
Advanced Strategies
Part Two: Being a coordinated team.
Being an unpredictable player and team:
So you have most likely scrimmed teams in which you can predict what they're doing exactly every round. This is due to inexperienced players. Irene Sutrik said “An unpredictable man, is a good man.” This relates to counter-strike in a strategic way. Think about it, a player pushs B and picks off 2 of your players. He does this 2 rounds in a row and does the EXACT same thing and still picks you off, the next round you are ready for it and you end up picking him off then push b and win the round. If you think about it, he should of never been able to get the players the second time, it should have been covered.
The thing is you need to adapt to the other teams play which can be easily done by learning from mistakes. So put your self in the player that pushs b’s position. You push a round you get 2, next round you have confidence you can do it again, but in reality you probably will get smacked because they will be ready for it. So mind over matter and play defensive the next round, let them wait for you and waste a bit of the round which will lead to a late call and will cause them to make mistakes. Have a designated picker every round in different positions so you can get the early call for the quick rotate. It’s very simple and it will allow you to know where the opposition team is which leads to players being able to shoot down the opposition with ease.
Think about this one, start doing stuff in patterns, don’t do things twice in a row maybe not even 3 times in a row, try to be in unpredictable positions, eventually they will expect you in gay positions so they will check everything, once they start doing this go in obvious spots and they will just quick check those spots so you can easily shoot them before they even know it.
Coordinating Rushes:
Alright, your caller has called a hard B and your team is heading into dark but you are flashed from the entry flash into b, everyone stops and anyone who goes in gets snapped and rages at the rest of the team “baiters111!!!1!!” to stop this, stay at spawn for an extra 3-5 seconds then commence the rush. If you still get flashed keep running chances are the other team is flashed and won’t be able to Spam you all down because u will split up. With rushes you need to all go together, don’t stop crouch and shoot people keep running… make it harder for the holder to get you all at once make him work for his kills by strafing!
Save Rounds:
Stacking sites on save rounds is crucial; “winning a save round is a great confidence boost for you. It can turn games around. Ok say your on inferno and need to save, you all stack A “ponds”. The way you setup is 2 in site(nades), 1 back of site (picking), 2 ct spawn side(nades).
Nades are the key in save rounds once the spotter sees them you can all grenade at once and start pushing so they are still stunned from the nades and make the quick kills as they will be on low HP. Beware… The spotter never calls it if only 1 is seen, if 1 is seen he will call and everyone will pull out pistols and wait for him until more are seen or noise is made. So remember the 1 extra player can make a difference of 50 damage to 1-5 players and can shoot them. If they end up going the other site, you all go together and try pick off the exit players don’t ever split up, your just an easy frag for the opposition team.
Team Layout:
This is the leaders/callers job. Giving your players a role is something that will allow each player to get the best out of there own game and even lead to improvement of others game. Remember playing with a good team brings out the best of a player. Playing with a bad team puts you down unless you’re a rambo frag machine, (you wont last in upper class competitions). Each player is better at either AWP’ing or AK/Colting, or rushing or a slow picking player. Having designated players can allow people to focus on there own game. Layout of players,
First In Point man: First player to hit the site in a rush must have fast aim and good in close range and long range aiming.
° Second in Point man: Second player to hit the site must have fast aim and be able to kill while being slightly flashed”
Picker (AWPer): Picks long range players while the first players in clean the site, must be fast and move quickly.
Picker (Rifle-AK/Colt): Backs up the awper and cleans up players along with the pointmen.
Last In Sweeper: Watchs for anal picks, holds a position by him self while the rest of the team hold opposites, Say for instance B on dust2, this player will watch dark.
The leader/caller must pick these players knowing what the player is capable of doing best.
Improving Your Game:
Improving your game isn’t about deathmatching , scrimming or pubbing 12 hours a day. Aim is not the only thing involved in FPS, being able to aim does allow you to be a better player but it shouldn’t be the only thing you work on. Improving your clue is about learning from past mistakes and experience. Pub doesn’t give you experience, neither deathmatch. Warring gives you experience but the experience comes with learning from mistakes and gameplay that works. I’m sure a lot of you do things that you really don’t think about the outcome, you probally even do it in real life. If you want to be a good player you need to start thinking about what your doing, think about the outcomes, positives and negatives. If something doesn’t work, see why it went wrong, what can you improve? My advice is to get your aim “good enough” then knuckle down and start playing properly, think about everything!!!
If you can do all of this your pretty much set, once you have these done you can expand your team. Remember not to have too much of a big roster you want to know everything about your players and not being using different line ups all the time. Join a LAN Team; this will give you a lot of experience. Just remember the smartest man, is a powerful man.
Part Two: Being a coordinated team.
Being an unpredictable player and team:
So you have most likely scrimmed teams in which you can predict what they're doing exactly every round. This is due to inexperienced players. Irene Sutrik said “An unpredictable man, is a good man.” This relates to counter-strike in a strategic way. Think about it, a player pushs B and picks off 2 of your players. He does this 2 rounds in a row and does the EXACT same thing and still picks you off, the next round you are ready for it and you end up picking him off then push b and win the round. If you think about it, he should of never been able to get the players the second time, it should have been covered.
The thing is you need to adapt to the other teams play which can be easily done by learning from mistakes. So put your self in the player that pushs b’s position. You push a round you get 2, next round you have confidence you can do it again, but in reality you probably will get smacked because they will be ready for it. So mind over matter and play defensive the next round, let them wait for you and waste a bit of the round which will lead to a late call and will cause them to make mistakes. Have a designated picker every round in different positions so you can get the early call for the quick rotate. It’s very simple and it will allow you to know where the opposition team is which leads to players being able to shoot down the opposition with ease.
Think about this one, start doing stuff in patterns, don’t do things twice in a row maybe not even 3 times in a row, try to be in unpredictable positions, eventually they will expect you in gay positions so they will check everything, once they start doing this go in obvious spots and they will just quick check those spots so you can easily shoot them before they even know it.
Coordinating Rushes:
Alright, your caller has called a hard B and your team is heading into dark but you are flashed from the entry flash into b, everyone stops and anyone who goes in gets snapped and rages at the rest of the team “baiters111!!!1!!” to stop this, stay at spawn for an extra 3-5 seconds then commence the rush. If you still get flashed keep running chances are the other team is flashed and won’t be able to Spam you all down because u will split up. With rushes you need to all go together, don’t stop crouch and shoot people keep running… make it harder for the holder to get you all at once make him work for his kills by strafing!
Save Rounds:
Stacking sites on save rounds is crucial; “winning a save round is a great confidence boost for you. It can turn games around. Ok say your on inferno and need to save, you all stack A “ponds”. The way you setup is 2 in site(nades), 1 back of site (picking), 2 ct spawn side(nades).
Nades are the key in save rounds once the spotter sees them you can all grenade at once and start pushing so they are still stunned from the nades and make the quick kills as they will be on low HP. Beware… The spotter never calls it if only 1 is seen, if 1 is seen he will call and everyone will pull out pistols and wait for him until more are seen or noise is made. So remember the 1 extra player can make a difference of 50 damage to 1-5 players and can shoot them. If they end up going the other site, you all go together and try pick off the exit players don’t ever split up, your just an easy frag for the opposition team.
Team Layout:
This is the leaders/callers job. Giving your players a role is something that will allow each player to get the best out of there own game and even lead to improvement of others game. Remember playing with a good team brings out the best of a player. Playing with a bad team puts you down unless you’re a rambo frag machine, (you wont last in upper class competitions). Each player is better at either AWP’ing or AK/Colting, or rushing or a slow picking player. Having designated players can allow people to focus on there own game. Layout of players,
First In Point man: First player to hit the site in a rush must have fast aim and good in close range and long range aiming.
° Second in Point man: Second player to hit the site must have fast aim and be able to kill while being slightly flashed”
Picker (AWPer): Picks long range players while the first players in clean the site, must be fast and move quickly.
Picker (Rifle-AK/Colt): Backs up the awper and cleans up players along with the pointmen.
Last In Sweeper: Watchs for anal picks, holds a position by him self while the rest of the team hold opposites, Say for instance B on dust2, this player will watch dark.
The leader/caller must pick these players knowing what the player is capable of doing best.
Improving Your Game:
Improving your game isn’t about deathmatching , scrimming or pubbing 12 hours a day. Aim is not the only thing involved in FPS, being able to aim does allow you to be a better player but it shouldn’t be the only thing you work on. Improving your clue is about learning from past mistakes and experience. Pub doesn’t give you experience, neither deathmatch. Warring gives you experience but the experience comes with learning from mistakes and gameplay that works. I’m sure a lot of you do things that you really don’t think about the outcome, you probally even do it in real life. If you want to be a good player you need to start thinking about what your doing, think about the outcomes, positives and negatives. If something doesn’t work, see why it went wrong, what can you improve? My advice is to get your aim “good enough” then knuckle down and start playing properly, think about everything!!!
If you can do all of this your pretty much set, once you have these done you can expand your team. Remember not to have too much of a big roster you want to know everything about your players and not being using different line ups all the time. Join a LAN Team; this will give you a lot of experience. Just remember the smartest man, is a powerful man.
Advanced Strategies for CT de_dust2 for counter strike source and 1.6
CT –
Pistol Round:
Most professional teams play it by spawn and have a basic setup. The strategy I’ve always used is a defensive long, 1 agro short, 2 middle, 1 b defensive. The main goal for the CT is to get the players low by using grenades and slow down rushes with flashes. (The basic buy is Defuse Kit + Nade + Flash)
Long Player – Picks and counts players as they enter ct side of long. Makes a quick call and players rotate by how many the player calls. The long player is determined by the spawn, closest long will take this position. (This player is required to boost the short player up to short for the quick agro pick)
Short Player – 2nd closest to A and must be extremely fast with the boosting if they are to make the strat work. (this player must buy NADE + SMOKE + FLASH) Once up onto short stairs he will flash it then smoke lower dark then push up catwalk n spot the players rushing short/middle if seen grenades and falls back to stairs waiting for a rush. (makes a fast call counting the players)
B Player – Closest to B. This player uses the basic buy. This player picks b from the window. He will run in pre flash b then fall back to window and hold. This players main goal is to get a early call for the quick rotate to retake B. MUST GET THE NADE INTO THE BACK MID OF B BOX TO LOWER PLAYERS.
2 Middle players – The two middle spawned players will hold mid. 1 will spot cat walk n try get binks n get the early pick for the short player. The other player with stand close to the doors trying to pick the guy picking middle. (Glock vs USP = USP Winner.) This player is the rotater so if a call is made he is first there to backup and will get the nade into them. The other player who is spotting cat walk needs to be sharp n precise so I recommend the sharpest aimer to take this position.
Retakes -
Retaking Long –
The player holding long MUST count the players n try spot the bomb to make the rotate work well… you don’t want them to goblin plant B. It is so easy to kill them while crossing long. You just need to all stand in CT Spawn strafing n binking n just nade into the site easy kills. You must remember it may be a split so the short player needs to always be watching short so he isnt “gayed.”
Retaking B –
The close middle player will firstly go until 5 players are spotted or the bomb is then all players will gren into site then all flash over and force the retake, first player checking gay spot (left of B) 2nd going for behind middle b box and the other 3 going random positions. (Don’t retake from dark)
Retaking short –
You cant do much in this situation but have the long player still hold long and the guy in middle try bink them all and the player holding short nade and try spam them with the usp. The middle close player can easily push up middle and anal them while the other players flash/nade them from ct spawn.
This is a pretty advanced strat that will need to be dry ran, but once its known and everyone knows how to retake you will find your self winning those pistol rounds you were losing previously. As most of you know the pistol strat is a must win for any competitions as it can lead to winning the next 2 rounds
Pistol Round:
Most professional teams play it by spawn and have a basic setup. The strategy I’ve always used is a defensive long, 1 agro short, 2 middle, 1 b defensive. The main goal for the CT is to get the players low by using grenades and slow down rushes with flashes. (The basic buy is Defuse Kit + Nade + Flash)
Long Player – Picks and counts players as they enter ct side of long. Makes a quick call and players rotate by how many the player calls. The long player is determined by the spawn, closest long will take this position. (This player is required to boost the short player up to short for the quick agro pick)
Short Player – 2nd closest to A and must be extremely fast with the boosting if they are to make the strat work. (this player must buy NADE + SMOKE + FLASH) Once up onto short stairs he will flash it then smoke lower dark then push up catwalk n spot the players rushing short/middle if seen grenades and falls back to stairs waiting for a rush. (makes a fast call counting the players)
B Player – Closest to B. This player uses the basic buy. This player picks b from the window. He will run in pre flash b then fall back to window and hold. This players main goal is to get a early call for the quick rotate to retake B. MUST GET THE NADE INTO THE BACK MID OF B BOX TO LOWER PLAYERS.
2 Middle players – The two middle spawned players will hold mid. 1 will spot cat walk n try get binks n get the early pick for the short player. The other player with stand close to the doors trying to pick the guy picking middle. (Glock vs USP = USP Winner.) This player is the rotater so if a call is made he is first there to backup and will get the nade into them. The other player who is spotting cat walk needs to be sharp n precise so I recommend the sharpest aimer to take this position.
Retakes -
Retaking Long –
The player holding long MUST count the players n try spot the bomb to make the rotate work well… you don’t want them to goblin plant B. It is so easy to kill them while crossing long. You just need to all stand in CT Spawn strafing n binking n just nade into the site easy kills. You must remember it may be a split so the short player needs to always be watching short so he isnt “gayed.”
Retaking B –
The close middle player will firstly go until 5 players are spotted or the bomb is then all players will gren into site then all flash over and force the retake, first player checking gay spot (left of B) 2nd going for behind middle b box and the other 3 going random positions. (Don’t retake from dark)
Retaking short –
You cant do much in this situation but have the long player still hold long and the guy in middle try bink them all and the player holding short nade and try spam them with the usp. The middle close player can easily push up middle and anal them while the other players flash/nade them from ct spawn.
This is a pretty advanced strat that will need to be dry ran, but once its known and everyone knows how to retake you will find your self winning those pistol rounds you were losing previously. As most of you know the pistol strat is a must win for any competitions as it can lead to winning the next 2 rounds
Wednesday, January 23, 2008
terrorist side strategy guide for counter strike source and 1.6
Good Strategy: Going into a match or scrim you need to have a good game plan. I would suggest having a solid pistol round strategy, 4-6 gun round strategies, 1-2 Save/Eco round strategies, and 1 anti eco round strategy. By having all of these strategies well practiced, your team will be ready for every single round of the Terrorist side of the match. Also, try not to make your strategies too specific and make sure you leave some room for the unexpected to happen. Adaptation is a big part to winning rounds on the terrorist side of Counter-Strike.
Solid Leader: Your in game leader plays a huge role in your success on the T side. It is important that when you get to match time, your team isn't calling strategies by commity. Your team needs 1 player to be calling strats and directing the team. This will help your team to be on the same page. One big mistake I have seen is that teams will be indecisive and have 2 or 3 players trying to call a strat at the beginning of the round. This will lead to confusion and will result in the players on your team either being confused or running different strats. Your ingame leader needs to be someone who can be in control, both when winning and when losing. He needs to know when it is time to get on someone's back and when it is time to be relaxed.
Using he grenades, flashes bangs, and smoke grenades: Using the grenades in Counter-Strike on the Terrorist side should be a little bit different than how you use these on the Counter-Terrorist side. The HE, to start, can be used to kill or to clear good CT camping spots on the map. For example, if their is a spot on the map that is real tough to clear with guns, you may want to try a grenade stack on that camping spot to help clear the spot. Flash grenades can be used to either help you take a choke point or help you protect the planted bomb in the bomb site. When you are moving to take a bomb site or to get past a choke point, your team should use multiple flashes in different spots to help clear the bomb site/choke point before your team moves in. One tip when using flashes to help protect a planted bomb is to spread out the flashes you have left. Most of your teams flashes will be gone before the bomb has been planted. You should try to spread your remaining flashes out to delay the counter terrorist as long as possible. Smoke grenades play a huge role on the Terrorist side of the map. I would suggest that your team buys at least 3 smoke grenades when you are on a buy round. Their are a few keys to using a smoke grenade. First, use them to help block a counter terrorist awp from being able to see your team at certain places around the map. Second, don't place the smokes in places that your team may get lost in the smoke. You want to throw your smoke towards the counter terrorist, not right in front of your team.
Good Timing and Team Work: Timing and team work are a key to the game of Counter-Strike in general, but their are a few ways this specifically relates to the Terrorist side of the map. If you are running a split strategy on a bombsite, your goal should be to try to get the CTs looking in multiple directions at your team. Try to time your strats to get this to happen. Also, when your team decides to move on a choke point or bombsite, move together. One big mistake I have seen is that a team goes one by one into a choke *Good Timing and Team Work: Timing and team work are a key to the game of Counter-Strike in general, but their are a few ways this specifically relates to the Terrorist side of the map. If you are running a split strategy on a bomb site, your goal should be to try to get the counter terrorist looking in multiple directions at your team. Try to time your strategies to get this to happen. Also, when your team decides to move on a choke point or bomb site, move together. One big mistake I have seen is that a team goes one by one into a choke point and then dies one by one.
Setup Crossfires When the bomb is planted: When the bomb is planted, the goal is to delay the CTs as long as possible. This means that you are trying to hide from the counter terrorist and trying to make the counter terrorist chase and search for you if possible. If your team has more than 1 player left, you should try to set up a crossfire so you can cover each other without having to expose yourself too much. The counter terrorist are going to try to clear camping spots, such as areas behind boxes/crates and other objects. You should try to get yourself into a position in which you will see the CT a split second before he can see your teammate. Your teammate should try to do the same for you. If you can get this setup, it will make it a lot of tougher on the counter terrorist to clear those common camping spots in the bomb site.
Don't become too awp heavy and know your roles: At most your team should have 1-2 awps on the Terrorist side of the map. This should be done for a few reasons. The first reason is that having more than 2 awps can really hurt your teams economy since awps are very expensive. The second reason is that the Terrorist have to take choke points or bomb sites, whereas the counter terrorist just sit back and wait for the Terrorist to attack. The awp is not that great of a weapon when you get to the point where you need to take a choke point or bomb site. I would recommend, that for most maps, that your team has only 1 awper, and that this awper is the same player all the time. By having the same player be the awp, it will help prevent confusion and it will also allow for awper to get good at being the awper. Also, most good teams can run some T side strategies with no awps. This is good because the AK is much cheaper than the awp and can allow for your team to buy when your team may not be loaded with money.
Know the money system and try to predict the CT save/economy rounds: If you win the pistol round, their is a very good chance the counter terrorist will be saving for the next 2 rounds. You should have a special setup for these 2 rounds since the counter terrorist may try to rush your team or they may try to stack a bomb site. Also, try to have a general idea of the money system and if you think the other team may be saving, you may want to sit back for a few seconds just to make sure the counter terrorist aren't rushing you. Another important thing is that if the counter terrorist are saving, the first member on your team who spots this should let the whole team know. Knowing that the other team only has pistols can help your team avoid grenade stacks, rushes, and getting killed by a CT camping in a spot they wouldn't usually camp in.point and then dies one by one.
Setup Crossfires When the bomb is planted: When the bomb is planted, the goal is to delay the counter terrorist as long as possible. This means that you are trying to hide from the counter terrorist and trying to make the counter terrorist chase and search for you if possible. If your team has more than 1 player left, you should try to set up a crossfire so you can cover each other without having to expose yourself too much. The counter terrorist are going to try to clear camping spots, such as areas behind boxes/crates and other objects. You should try to get yourself into a position in which you will see the CT a split second before he can see your teammate. Your teammate should try to do the same for you. If you can get this setup, it will make it a lot of tougher on the counter terrorist to clear those common camping spots in the bomb site.
Don't become too awp heavy and know your roles: At most your team should have 1-2 awps on the Terrorist side of the map. This should be done for a few reasons. The first reason is that having more than 2 awps can really hurt your teams economy since awps are very expensive. The second reason is that the Terrorist have to take choke points or bomb sites, whereas the counter terrorist just sit back and wait for the Terrorist to attack. The awp is not that great of a weapon when you get to the point where you need to take a choke point or bomb site. I would recommend, that for most maps, that your team has only 1 awper, and that this awper is the same player all the time. By having the same player be the awp, it will help prevent confusion and it will also allow for awper to get good at being the awper. Also, most good teams can run some T side strategies with no awps. This is good because the AK is much cheaper than the awp and can allow for your team to buy when your team may not be loaded with money.
Know the money system and try to predict the CT save/economy rounds: If you win the pistol round, their is a very good chance the counter terrorist will be saving for the next 2 rounds. You should have a special setup for these 2 rounds since the counter terrorist may try to rush your team or they may try to stack a bomb site. Also, try to have a general idea of the money system and if you think the other team may be saving, you may want to sit back for a few seconds just to make sure the counter terrorist aren't rushing you. Another important thing is that if the counter terrorist are saving, the first member on your team who spots this should let the whole team know. Knowing that the other team only has pistols can help your team avoid grenade stacks, rushes, and getting killed by a CT camping in a spot they wouldn't usually camp in.
Solid Leader: Your in game leader plays a huge role in your success on the T side. It is important that when you get to match time, your team isn't calling strategies by commity. Your team needs 1 player to be calling strats and directing the team. This will help your team to be on the same page. One big mistake I have seen is that teams will be indecisive and have 2 or 3 players trying to call a strat at the beginning of the round. This will lead to confusion and will result in the players on your team either being confused or running different strats. Your ingame leader needs to be someone who can be in control, both when winning and when losing. He needs to know when it is time to get on someone's back and when it is time to be relaxed.
Using he grenades, flashes bangs, and smoke grenades: Using the grenades in Counter-Strike on the Terrorist side should be a little bit different than how you use these on the Counter-Terrorist side. The HE, to start, can be used to kill or to clear good CT camping spots on the map. For example, if their is a spot on the map that is real tough to clear with guns, you may want to try a grenade stack on that camping spot to help clear the spot. Flash grenades can be used to either help you take a choke point or help you protect the planted bomb in the bomb site. When you are moving to take a bomb site or to get past a choke point, your team should use multiple flashes in different spots to help clear the bomb site/choke point before your team moves in. One tip when using flashes to help protect a planted bomb is to spread out the flashes you have left. Most of your teams flashes will be gone before the bomb has been planted. You should try to spread your remaining flashes out to delay the counter terrorist as long as possible. Smoke grenades play a huge role on the Terrorist side of the map. I would suggest that your team buys at least 3 smoke grenades when you are on a buy round. Their are a few keys to using a smoke grenade. First, use them to help block a counter terrorist awp from being able to see your team at certain places around the map. Second, don't place the smokes in places that your team may get lost in the smoke. You want to throw your smoke towards the counter terrorist, not right in front of your team.
Good Timing and Team Work: Timing and team work are a key to the game of Counter-Strike in general, but their are a few ways this specifically relates to the Terrorist side of the map. If you are running a split strategy on a bombsite, your goal should be to try to get the CTs looking in multiple directions at your team. Try to time your strats to get this to happen. Also, when your team decides to move on a choke point or bombsite, move together. One big mistake I have seen is that a team goes one by one into a choke *Good Timing and Team Work: Timing and team work are a key to the game of Counter-Strike in general, but their are a few ways this specifically relates to the Terrorist side of the map. If you are running a split strategy on a bomb site, your goal should be to try to get the counter terrorist looking in multiple directions at your team. Try to time your strategies to get this to happen. Also, when your team decides to move on a choke point or bomb site, move together. One big mistake I have seen is that a team goes one by one into a choke point and then dies one by one.
Setup Crossfires When the bomb is planted: When the bomb is planted, the goal is to delay the CTs as long as possible. This means that you are trying to hide from the counter terrorist and trying to make the counter terrorist chase and search for you if possible. If your team has more than 1 player left, you should try to set up a crossfire so you can cover each other without having to expose yourself too much. The counter terrorist are going to try to clear camping spots, such as areas behind boxes/crates and other objects. You should try to get yourself into a position in which you will see the CT a split second before he can see your teammate. Your teammate should try to do the same for you. If you can get this setup, it will make it a lot of tougher on the counter terrorist to clear those common camping spots in the bomb site.
Don't become too awp heavy and know your roles: At most your team should have 1-2 awps on the Terrorist side of the map. This should be done for a few reasons. The first reason is that having more than 2 awps can really hurt your teams economy since awps are very expensive. The second reason is that the Terrorist have to take choke points or bomb sites, whereas the counter terrorist just sit back and wait for the Terrorist to attack. The awp is not that great of a weapon when you get to the point where you need to take a choke point or bomb site. I would recommend, that for most maps, that your team has only 1 awper, and that this awper is the same player all the time. By having the same player be the awp, it will help prevent confusion and it will also allow for awper to get good at being the awper. Also, most good teams can run some T side strategies with no awps. This is good because the AK is much cheaper than the awp and can allow for your team to buy when your team may not be loaded with money.
Know the money system and try to predict the CT save/economy rounds: If you win the pistol round, their is a very good chance the counter terrorist will be saving for the next 2 rounds. You should have a special setup for these 2 rounds since the counter terrorist may try to rush your team or they may try to stack a bomb site. Also, try to have a general idea of the money system and if you think the other team may be saving, you may want to sit back for a few seconds just to make sure the counter terrorist aren't rushing you. Another important thing is that if the counter terrorist are saving, the first member on your team who spots this should let the whole team know. Knowing that the other team only has pistols can help your team avoid grenade stacks, rushes, and getting killed by a CT camping in a spot they wouldn't usually camp in.point and then dies one by one.
Setup Crossfires When the bomb is planted: When the bomb is planted, the goal is to delay the counter terrorist as long as possible. This means that you are trying to hide from the counter terrorist and trying to make the counter terrorist chase and search for you if possible. If your team has more than 1 player left, you should try to set up a crossfire so you can cover each other without having to expose yourself too much. The counter terrorist are going to try to clear camping spots, such as areas behind boxes/crates and other objects. You should try to get yourself into a position in which you will see the CT a split second before he can see your teammate. Your teammate should try to do the same for you. If you can get this setup, it will make it a lot of tougher on the counter terrorist to clear those common camping spots in the bomb site.
Don't become too awp heavy and know your roles: At most your team should have 1-2 awps on the Terrorist side of the map. This should be done for a few reasons. The first reason is that having more than 2 awps can really hurt your teams economy since awps are very expensive. The second reason is that the Terrorist have to take choke points or bomb sites, whereas the counter terrorist just sit back and wait for the Terrorist to attack. The awp is not that great of a weapon when you get to the point where you need to take a choke point or bomb site. I would recommend, that for most maps, that your team has only 1 awper, and that this awper is the same player all the time. By having the same player be the awp, it will help prevent confusion and it will also allow for awper to get good at being the awper. Also, most good teams can run some T side strategies with no awps. This is good because the AK is much cheaper than the awp and can allow for your team to buy when your team may not be loaded with money.
Know the money system and try to predict the CT save/economy rounds: If you win the pistol round, their is a very good chance the counter terrorist will be saving for the next 2 rounds. You should have a special setup for these 2 rounds since the counter terrorist may try to rush your team or they may try to stack a bomb site. Also, try to have a general idea of the money system and if you think the other team may be saving, you may want to sit back for a few seconds just to make sure the counter terrorist aren't rushing you. Another important thing is that if the counter terrorist are saving, the first member on your team who spots this should let the whole team know. Knowing that the other team only has pistols can help your team avoid grenade stacks, rushes, and getting killed by a CT camping in a spot they wouldn't usually camp in.
ct side strat guide for counter strike source
Their are a few aspects to a team that makes the team strong on the Counter-Terrorist side of a match or scrim. One of these keys is good, efficient communication. One important part of this is making efficient and specific calls over ventrilo. You want to try to call the number of enemies guns used by the enemies, and specific locations of the enemies with as little words as possible. One huge mistake I have seen is a team member calling "ALL B! ALL B!" when only 4 where in B. This can be a big mistake because one of your teammates may try to flank and not be looking out for a Terrorists who was waiting in a great spot for your teammate to flank. Also your team should decide on specific names to call certain places and hiding spots around the map. This will help the whole team to know exactly where the enemies are when one of your teammates makes a call. Another thing that can be helpful is to call out flashes, smokes and the HE nades thrown by the enemy. This is another way to let your teammates know what is going on in your side of the map. One more thing is to cut the unnecessary talking on the mic. Try to refrain from talking about non-cs things in a serious scrim/match, and try to refrain from letting your whole team know how pissed you are every time you die. Lastly, let your teammates know when you are falling back, when you need backup, and when certain choke points have been compromised.
Solid Teamwork and rotations: The other major key to having a good CT side is great teamwork and good rotations. This teamwork is based a lot on good communication, however. Good calls will allow your teammates to make good decisions on when to rotate and how fast. You want to rotate fast when you know the enemy is coming to a certain bombsite or choke point. You want to try to meet them before they can even get into the site and plant. This is not always possible though. In cases where you can't help your teammates in time, you want to wait for the rest of your teammates to get into position to re-take the bombsite instead of trying to take the bombsite back one by one. Your in game leader can help out with this by trying to get everyone coordinated and grouped up. After you are all ready to go, you should flash the bombsite and all try to retake the bombsite at the same time.
Using HEs, flashes, and smoke grenades: All of these nades can have big advantages if used correctly. Using a flash is pretty easy, you want to use it to prevent rushes and to delay the other team while you wait for help from your teammates to help. Be careful, however, not to use your flashes wastefully. Good teams will try to delay their strats and get you to use up your flashes. This will leave them with a bunch of flashes and you with none. The HE, as a CT is often misused. A lot of players try to use it to get kills. You should use the HE to suppress the Terrorists. This will give you another nade to hold of the Terrorists when they make their move and also buy you a few seconds for your teammates to rotate and help. An exception to this is that I have seen many top teams use the HE to secure a vital choke point. An example of this is a two player nade stack on the long A doors on dust2 right at the start of the round. Lastly, the most underappreciated nade on the CT side is the smoke grenade. The smoke grenade can be very usefull when you are trying to guard a small choke point for several reasons. The first reason is because the smoke may force the Terrorists to waste flashes because they are afraid of what is on the other side of the smoke. The second, and most important reason to use a smoke is because you can see the Terrorist in the smoke before they can see you. A good example of this is the back alley or Ivy part of de_train. If you use a smoke in the little alley, you will see a part of them when they are still lost in smoke.
Know when to push: For the most part, you are going to want to stay back and guard the bombsites and choke points as a Counter-Terrorist. However, their are good times to push as well. A good flank can win you a round. Knowing when to push relies on two things: 1) How the other team is playing, and 2) communication. A few good times to push would be when the Terrorists are consistenly avoiding your choke point/bombsite or when you know where most of the enemies are. For example, if 4 of the enemies are rushing the other bombsite, it may be a good idea to try to push behind them and catch them off guard. When pushing, be very careful to check all the corners and good camping spots. You will most likely want to use a flash to help clear the choke point you are pushing threw as well.
Setup Crossfires when possible: This something that can be really helpful if you are able to do it. It is only possible to use on certain maps and certain choke points. However, when used, it forces the Terrorists to check two complete different directions in order to clear a choke point. One good example of this is having two CTs going to long A with one in the pit and one between the pit and the car.
Knowing when to Save guns and getting exit kills: Your team is not going to win every round, but their are a few things you can do that will help you win the following round. One of these things is knowing when to save your guns and when the round is unwinnable. Their are certain situations like a 2v5 with the bomb planted in which you have very little chance of winning. In this situation, it is statistically better to save the guns then to try to take the site back and lose both of your guns. By saving, you will have 2 guns and will be much more likely not to have to save. This is something that needs to be judged by your in game leader on a situational basis, but it is important that everyone is on the same page. You don't want 1 guy trying to take back a site and 1 guy saving. Also, when saving, it is a good idea to try to stay at a really save distance and to try to get some easy shots on Terrorists leaving the bombsite. Be careful not to lose your guns when doing this though. I will use another example from Dust2. A good idea, if you had an AWP and the bomb was planted at B, would be to sit in T spawn and wait for the Terrorist to try to exit from B tunnels. You will have an easy shot from their and also have an easy way to retreat if the Terrorists get to close.
Solid Teamwork and rotations: The other major key to having a good CT side is great teamwork and good rotations. This teamwork is based a lot on good communication, however. Good calls will allow your teammates to make good decisions on when to rotate and how fast. You want to rotate fast when you know the enemy is coming to a certain bombsite or choke point. You want to try to meet them before they can even get into the site and plant. This is not always possible though. In cases where you can't help your teammates in time, you want to wait for the rest of your teammates to get into position to re-take the bombsite instead of trying to take the bombsite back one by one. Your in game leader can help out with this by trying to get everyone coordinated and grouped up. After you are all ready to go, you should flash the bombsite and all try to retake the bombsite at the same time.
Using HEs, flashes, and smoke grenades: All of these nades can have big advantages if used correctly. Using a flash is pretty easy, you want to use it to prevent rushes and to delay the other team while you wait for help from your teammates to help. Be careful, however, not to use your flashes wastefully. Good teams will try to delay their strats and get you to use up your flashes. This will leave them with a bunch of flashes and you with none. The HE, as a CT is often misused. A lot of players try to use it to get kills. You should use the HE to suppress the Terrorists. This will give you another nade to hold of the Terrorists when they make their move and also buy you a few seconds for your teammates to rotate and help. An exception to this is that I have seen many top teams use the HE to secure a vital choke point. An example of this is a two player nade stack on the long A doors on dust2 right at the start of the round. Lastly, the most underappreciated nade on the CT side is the smoke grenade. The smoke grenade can be very usefull when you are trying to guard a small choke point for several reasons. The first reason is because the smoke may force the Terrorists to waste flashes because they are afraid of what is on the other side of the smoke. The second, and most important reason to use a smoke is because you can see the Terrorist in the smoke before they can see you. A good example of this is the back alley or Ivy part of de_train. If you use a smoke in the little alley, you will see a part of them when they are still lost in smoke.
Know when to push: For the most part, you are going to want to stay back and guard the bombsites and choke points as a Counter-Terrorist. However, their are good times to push as well. A good flank can win you a round. Knowing when to push relies on two things: 1) How the other team is playing, and 2) communication. A few good times to push would be when the Terrorists are consistenly avoiding your choke point/bombsite or when you know where most of the enemies are. For example, if 4 of the enemies are rushing the other bombsite, it may be a good idea to try to push behind them and catch them off guard. When pushing, be very careful to check all the corners and good camping spots. You will most likely want to use a flash to help clear the choke point you are pushing threw as well.
Setup Crossfires when possible: This something that can be really helpful if you are able to do it. It is only possible to use on certain maps and certain choke points. However, when used, it forces the Terrorists to check two complete different directions in order to clear a choke point. One good example of this is having two CTs going to long A with one in the pit and one between the pit and the car.
Knowing when to Save guns and getting exit kills: Your team is not going to win every round, but their are a few things you can do that will help you win the following round. One of these things is knowing when to save your guns and when the round is unwinnable. Their are certain situations like a 2v5 with the bomb planted in which you have very little chance of winning. In this situation, it is statistically better to save the guns then to try to take the site back and lose both of your guns. By saving, you will have 2 guns and will be much more likely not to have to save. This is something that needs to be judged by your in game leader on a situational basis, but it is important that everyone is on the same page. You don't want 1 guy trying to take back a site and 1 guy saving. Also, when saving, it is a good idea to try to stay at a really save distance and to try to get some easy shots on Terrorists leaving the bombsite. Be careful not to lose your guns when doing this though. I will use another example from Dust2. A good idea, if you had an AWP and the bomb was planted at B, would be to sit in T spawn and wait for the Terrorist to try to exit from B tunnels. You will have an easy shot from their and also have an easy way to retreat if the Terrorists get to close.
Sunday, January 20, 2008
more console commands for better fps / frames per second
these settings i put up for people who want better fps but don't like the look of casey's config in game you can read the discription of the console commands below and pick and choose what you want or don't want or just what ever gives you better fps
Setting | Comment |
cl_ragdoll_physics_enable 0 | Makes the models disappear once they are killed; saves CPU from rendering death animations |
cl_phys_props_enable 0 | Disables little cans/bottles that are rendered client side. Takes stress off CPU |
mat_fastnobump 1 | |
cl_show_splashes 0 | Disables water splashes |
mat_bumpmap 0 | Disables bumpmapping |
mat_specular 0 | Disables specular (AKA no more shiny crap) |
mp_decals 0 | Disables decals |
r_lod 5 | Player models look bad but saves CPU power. A setting of -5 will make the game render perfect quality models from any distance |
mat_picmip 2 | This is the command that the in game "Texture Quality" setting changes: 0 = High 1 = Medium 2 = Low |
r_decals 0 | It says decals and you can't really see them in source anyway so lets turn it off |
r_shadows 0 | Even though they show through some parts of walls they are still useless |
budget_show_history 0 | Found this on many sites, self explanatory |
cl_ejectbrass 0 | Disables bullet casings from flying out of your gun when you shoot |
cl_phys_props_max 0 | Sets range at which props show up |
getting shitty fps and lag ? casey's config to the rescue
this config will disable all the crap you don't need in css i gained about 32 frames per second just from this config. make a text file and name it casey then copy and paste the text below into the text file you just made and change the file extension from .txt to .cfg
// Casey's Source Config
// Updated 4/18/06
// _Set netcode settings_
// _adjusts hitboxes and netcode settings for optimal registration_
cl_cmdbackup 2
cl_cmdrate 101
cl_interp 0.01
cl_interpolate 1
cl_lagcomp_errorcheck 1
cl_lagcompensation 1
cl_updaterate 101
cl_smooth 1
rate 25000
// _Set graphics settings_
// _adjusts graphics settings to boost framerate_
cl_ejectbrass 0 // _disables shells flying out of guns_
cl_forcepreload 1 // _forces preload to help increase performance_
cl_phys_props_enable 0 // _disables trash and cans etc_
cl_phys_props_max 0 // _disables trash and cans etc_
cl_radartype 1 // _solid radar_
cl_ragdoll_physics_enable 0 // _disables dead animations and bodies_
cl_show_splashes 0 // _disables splashes when in water_
fps_max 101 // _caps FPS_
mat_antialias 0 // _disables antialiasing_
mat_bloomscale 0
mat_bumpmap 0 // _disables bumpmapping_
mat_clipz 1 // _disabled non visible object rendering_
mat_fastnobump 1 // _faster bump mapping_
mat_fastspecular 1 // _fast specular lighting_
mat_mipmaptextures 1 // _texture quality decreases with distance_
mat_hdr_enabled 0 // _disables high dynamic range lighting_
mat_picmip 2 // _lower texture quality--set between 0 and 4_
mat_reducefillrate 1 // _reduces shader fill rate_
mat_specular 0 // _disables specular lighting_
mat_trilinear 0 // _disables trilinear filtering_
mat_wateroverlaysize 16 // _lowers water quality_
mat_vsync 0 // _disables vertical synchronization_
mp_decals 50 // _how many bullets etc will be shown_
muzzleflash_light 0 // _disables muzzleflash_
r_avglight 0 // _disables average lighting_
r_cheapwaterend 1 // _worse water rendering_
r_cheapwaterstart 1 // _worse water rendering_
r_decal_cullsize 2 // _lower texture quality at distance_
r_decals 0 // _disables player sprays_
r_drawdetailprops 0 // _disables detail props_
r_drawflecks 0 // _disables bullet impacts_
r_drawmodeldecals 0 // _disables decals on models_
r_dynamic 0 // _disables dynamic lighting_
r_eyes 0 // _removes eyes from player models_
r_lightaverage 0 // _disables average lighting_
r_lightinterp 0 // _disables light interpolation_
r_lod 3 // _adjusts model quality--set between -5 and 5_
r_occlusion 0 // _disables occlusion--lowers-
-image quality but gains FPS_
r_propsmaxdist 100 // _lower object fading distance_
r_renderoverlayfragment 0
r_rootlod 2 // _lower overall game detail level_
r_shadows 1 // _set to 0 to disable shadows (not recommended)_
r_teeth 0 // _removes teeth from player models_
r_waterforceexpensive 0 // _disables high-quality water_
rope_averagelight 0 // _disables average lighting on ropes_
rope_smooth 0 // _disables antialiasing on ropes_
rope_subdiv 0
rope_wind_dist 0 // _disables wind effects on ropes_
// _Set instruction sets_
// _note: verify processor support before enabling_
// r_3dnow 1 // _enables 3DNow! instruction set_
// r_mmx 1 // _enables MMX instruction set_
// r_sse 1 // _enables SSE instruction set_
// r_sse2 1 // _enables SSE2 instruction set_
// _Set violence settings_
// _increases blood to help you see hits better_
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1
// _Set HUD and xhair settings_
// _adjusts HUD and xhair for easy viewing_
cl_crosshairalpha 999 // _bright crosshair_
cl_crosshairusealpha 1 // _enables adjustable crosshair brightness_
cl_c4progressbar 1 // _enables C4 progress bar_
cl_radaralpha 255 // _maximum radar brightness_
cl_radartype 1 // _enables solid radar_
hud_centerid 1 // _centers player IDs_
net_graph 3 // _enables net_graph 3--CAL required!_
net_graphpos 2 // _adjusts netgraph position-set between 1 and 3_
// _Set various settings_
budget_show_history 0 // _disables history graph_
cl_downloadfilter "nosounds" // _disables annoying sound downloads_
jpeg_quality 100 // _high quality screenshots_
mat_monitorgamma 1.6 // _maximum ingame brightness_
net_graph 3 // _enables net_graph 3--CAL required!_
net_graphpos 2 // _adjusts netgraph position-set between 1 and 3_
sv_forcepreload 1 // _forces preload to help increase performance_
clear
echo "_casey's config loaded_"
now put the newly made casey.cfg in this directory
C:\Program Files\Steam\steamapps\your steam name\counter-strike source\cstrike\cfg
now when you start up counter strike source open console and type in this command if it hasn't done it already by it's self
exec casey.cfg
i hope that helps make your pub time and scrim time less laggy
// Casey's Source Config
// Updated 4/18/06
// _Set netcode settings_
// _adjusts hitboxes and netcode settings for optimal registration_
cl_cmdbackup 2
cl_cmdrate 101
cl_interp 0.01
cl_interpolate 1
cl_lagcomp_errorcheck 1
cl_lagcompensation 1
cl_updaterate 101
cl_smooth 1
rate 25000
// _Set graphics settings_
// _adjusts graphics settings to boost framerate_
cl_ejectbrass 0 // _disables shells flying out of guns_
cl_forcepreload 1 // _forces preload to help increase performance_
cl_phys_props_enable 0 // _disables trash and cans etc_
cl_phys_props_max 0 // _disables trash and cans etc_
cl_radartype 1 // _solid radar_
cl_ragdoll_physics_enable 0 // _disables dead animations and bodies_
cl_show_splashes 0 // _disables splashes when in water_
fps_max 101 // _caps FPS_
mat_antialias 0 // _disables antialiasing_
mat_bloomscale 0
mat_bumpmap 0 // _disables bumpmapping_
mat_clipz 1 // _disabled non visible object rendering_
mat_fastnobump 1 // _faster bump mapping_
mat_fastspecular 1 // _fast specular lighting_
mat_mipmaptextures 1 // _texture quality decreases with distance_
mat_hdr_enabled 0 // _disables high dynamic range lighting_
mat_picmip 2 // _lower texture quality--set between 0 and 4_
mat_reducefillrate 1 // _reduces shader fill rate_
mat_specular 0 // _disables specular lighting_
mat_trilinear 0 // _disables trilinear filtering_
mat_wateroverlaysize 16 // _lowers water quality_
mat_vsync 0 // _disables vertical synchronization_
mp_decals 50 // _how many bullets etc will be shown_
muzzleflash_light 0 // _disables muzzleflash_
r_avglight 0 // _disables average lighting_
r_cheapwaterend 1 // _worse water rendering_
r_cheapwaterstart 1 // _worse water rendering_
r_decal_cullsize 2 // _lower texture quality at distance_
r_decals 0 // _disables player sprays_
r_drawdetailprops 0 // _disables detail props_
r_drawflecks 0 // _disables bullet impacts_
r_drawmodeldecals 0 // _disables decals on models_
r_dynamic 0 // _disables dynamic lighting_
r_eyes 0 // _removes eyes from player models_
r_lightaverage 0 // _disables average lighting_
r_lightinterp 0 // _disables light interpolation_
r_lod 3 // _adjusts model quality--set between -5 and 5_
r_occlusion 0 // _disables occlusion--lowers-
-image quality but gains FPS_
r_propsmaxdist 100 // _lower object fading distance_
r_renderoverlayfragment 0
r_rootlod 2 // _lower overall game detail level_
r_shadows 1 // _set to 0 to disable shadows (not recommended)_
r_teeth 0 // _removes teeth from player models_
r_waterforceexpensive 0 // _disables high-quality water_
rope_averagelight 0 // _disables average lighting on ropes_
rope_smooth 0 // _disables antialiasing on ropes_
rope_subdiv 0
rope_wind_dist 0 // _disables wind effects on ropes_
// _Set instruction sets_
// _note: verify processor support before enabling_
// r_3dnow 1 // _enables 3DNow! instruction set_
// r_mmx 1 // _enables MMX instruction set_
// r_sse 1 // _enables SSE instruction set_
// r_sse2 1 // _enables SSE2 instruction set_
// _Set violence settings_
// _increases blood to help you see hits better_
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1
// _Set HUD and xhair settings_
// _adjusts HUD and xhair for easy viewing_
cl_crosshairalpha 999 // _bright crosshair_
cl_crosshairusealpha 1 // _enables adjustable crosshair brightness_
cl_c4progressbar 1 // _enables C4 progress bar_
cl_radaralpha 255 // _maximum radar brightness_
cl_radartype 1 // _enables solid radar_
hud_centerid 1 // _centers player IDs_
net_graph 3 // _enables net_graph 3--CAL required!_
net_graphpos 2 // _adjusts netgraph position-set between 1 and 3_
// _Set various settings_
budget_show_history 0 // _disables history graph_
cl_downloadfilter "nosounds" // _disables annoying sound downloads_
jpeg_quality 100 // _high quality screenshots_
mat_monitorgamma 1.6 // _maximum ingame brightness_
net_graph 3 // _enables net_graph 3--CAL required!_
net_graphpos 2 // _adjusts netgraph position-set between 1 and 3_
sv_forcepreload 1 // _forces preload to help increase performance_
clear
echo "_casey's config loaded_"
now put the newly made casey.cfg in this directory
C:\Program Files\Steam\steamapps\your steam name\counter-strike source\cstrike\cfg
now when you start up counter strike source open console and type in this command if it hasn't done it already by it's self
exec casey.cfg
i hope that helps make your pub time and scrim time less laggy
part 2: ways to make you a better player individually and as a team
Learn the maps Knowing the maps can give you a huge advantage over the other team. Know the angles and the timing to choke points. Also try to find creative ways to flash and smoke certain parts of the map By knowing the maps, you will also know where some good places to hide are and where some the Counter-Terrorist/Terrorist might be hiding as well.
Learn the money system: Knowing or suspecting when the other team has to save or eco could help your team avoid losing a round in which the other team has only pistols
Buy as a team save as a team: You don't want to have 3 guys on your team with pistols and the other 2 with M4s Coordinate so you can all buy at the same time, save at the same time or deagle save at the same time
Crush the other teams economy: Their are a few things you can do that can help you win the money battle Obviously winning rounds is the best way to do this However you can even do some damage to the other teams economy or help your own teams economy with the things you do in a losing round One thing you can do is to save your weapons when you know you can't win the round. A good example of this is when it is a 2V5 situation and their is no way the 2 alive on your team can win the round It is better to have them save their guns then to try to win and end up only killing 2 of the Terrorists. If they live the next round they will have guns, and may also be able to drop a weapon for another one of your team members. Also, to go along with this these two guys can try to get an easy kill before saving their guns. The key is "easy kill" They don't want to put themselves in a situation in which they good easily die. A good example of this is when the Terrorists plant the bomb with 5 members left and only a few members left on your team. Your remaining players can wait for the Terrorists to try to exit the site and then get an easy kill on one or a few of them. On the other side of this, if you are winning a round you want to try to win the round with as little deaths as possible If you have a huge advantage like a 5V2 expect the other team to be saving or trying to get easy kills on your team Try to exit a site with the bomb planted together to avoid deaths
Learn the money system: Knowing or suspecting when the other team has to save or eco could help your team avoid losing a round in which the other team has only pistols
Buy as a team save as a team: You don't want to have 3 guys on your team with pistols and the other 2 with M4s Coordinate so you can all buy at the same time, save at the same time or deagle save at the same time
Crush the other teams economy: Their are a few things you can do that can help you win the money battle Obviously winning rounds is the best way to do this However you can even do some damage to the other teams economy or help your own teams economy with the things you do in a losing round One thing you can do is to save your weapons when you know you can't win the round. A good example of this is when it is a 2V5 situation and their is no way the 2 alive on your team can win the round It is better to have them save their guns then to try to win and end up only killing 2 of the Terrorists. If they live the next round they will have guns, and may also be able to drop a weapon for another one of your team members. Also, to go along with this these two guys can try to get an easy kill before saving their guns. The key is "easy kill" They don't want to put themselves in a situation in which they good easily die. A good example of this is when the Terrorists plant the bomb with 5 members left and only a few members left on your team. Your remaining players can wait for the Terrorists to try to exit the site and then get an easy kill on one or a few of them. On the other side of this, if you are winning a round you want to try to win the round with as little deaths as possible If you have a huge advantage like a 5V2 expect the other team to be saving or trying to get easy kills on your team Try to exit a site with the bomb planted together to avoid deaths
part 1: ways to make you a better player individually and as a team
a few tips to make you a better css player individually and as a team
first off Watch Demos One thing that will help you and your team to improve is to watch demos Before a match it is always helpful to watch a demo of a top team. By doing this you can see how the pros play the CT position you would be playing and how the pros approach Terrorist side. Also after the match is over, it is also helpful to watch your own demo to see where you make mistakes and where you can improve
Improve Your aim with DeathMatch Get into and play in deathmatch servers often. I would recommend doing this at least once a day I would concentrate on the AK M4 AWP deagle USP and glock However, if you have some time, it is not a bad idea to work on your MP5 TMP SCOUT i usually go for about 500 kills a day especially with the awp because cals and cpl's game config starts you out with 16k
Scrim often This is obvious and the best way to improve as a team. Work on your teamwork communication, and execution of strats /strategy's. continued on page 2
first off Watch Demos One thing that will help you and your team to improve is to watch demos Before a match it is always helpful to watch a demo of a top team. By doing this you can see how the pros play the CT position you would be playing and how the pros approach Terrorist side. Also after the match is over, it is also helpful to watch your own demo to see where you make mistakes and where you can improve
Improve Your aim with DeathMatch Get into and play in deathmatch servers often. I would recommend doing this at least once a day I would concentrate on the AK M4 AWP deagle USP and glock However, if you have some time, it is not a bad idea to work on your MP5 TMP SCOUT i usually go for about 500 kills a day especially with the awp because cals and cpl's game config starts you out with 16k
Scrim often This is obvious and the best way to improve as a team. Work on your teamwork communication, and execution of strats /strategy's. continued on page 2
Friday, January 18, 2008
neat little trick for learing spray patterns in counter strike source
this neat little trick that not many people know about. will help you learn the spray /recoil patterns of the guns /weapons in counter strike source.
make your own server then type these console commands into console
sv_cheats 1
sv_showimpacts 1
now when you shoot something in counter strike a red square will appear for 5 or 6 seconds showing you where you hit
this is great for practicing how to control your spray from the ak 47
or m4 a1 i use it allot for practice to see where i am hitting on the other side of doors and walls note: this is only for practice in your own server as it will not work in public servers where sv_cheats is not enabled but none the less it is a great way to learn spray patterns
make your own server then type these console commands into console
sv_cheats 1
sv_showimpacts 1
now when you shoot something in counter strike a red square will appear for 5 or 6 seconds showing you where you hit
this is great for practicing how to control your spray from the ak 47
or m4 a1 i use it allot for practice to see where i am hitting on the other side of doors and walls note: this is only for practice in your own server as it will not work in public servers where sv_cheats is not enabled but none the less it is a great way to learn spray patterns
grenade throwing practice strategy's for counter strike source.
i am not going to go into great detail on any one counter strike map
but what i am going to do is show you some tips and console commands if used properly
can in time make you better at throwing grenades in counter strike source.
"first mistake i see people doing most of the time is dying with 2 or 3 undetonated
grenades they just run out get killed without throwing one damn grenade"
first start up counter strike source then make your own server.
now open the console and type in these console commands
sv_cheats 1 'don't worry this isn't a cheat we just need it so we can spawn grenades'
bind , "give weapon_smokegrenade"
bind . "give weapon_hegrenade"
bind / "give weapon_flashbang"
bind \ "noclip"
now when you press the "," key you will get a smoke grenade
and when you press the "." key you will get a he grenade
also when you press the "/" key you will get a flash grenade
and last but not least when you press the "\" key gravity will be turned off aloowing you to go anywhere on the map you like making it really easy to find good grenade bounce spots hit it again to go back to normal
i know what you are thinking this sounds like a lot of trouble but believe after a few days of throwing a thousand or so grenades you will learn a lot of spots to throw them you never thought possible
tips to remember are that just because you can't see someone on the other side of a wall doesn't mean you can't flash or grenade them by bouncing it off a wall or throwing it over a wall that you thought wasn't possible.
heres something else to remember when you throw a grenade you can back up at the same time taking some of the forward speed off the grenade making it hover in mid air thus detonating in your enemy's face
so go in your server and try to find all kinds of new bounce spots and throw over buildings and get creative who knows you may find a new spot to throw or bounce a grenade that nobody ever knew of
but what i am going to do is show you some tips and console commands if used properly
can in time make you better at throwing grenades in counter strike source.
"first mistake i see people doing most of the time is dying with 2 or 3 undetonated
grenades they just run out get killed without throwing one damn grenade"
first start up counter strike source then make your own server.
now open the console and type in these console commands
sv_cheats 1 'don't worry this isn't a cheat we just need it so we can spawn grenades'
bind , "give weapon_smokegrenade"
bind . "give weapon_hegrenade"
bind / "give weapon_flashbang"
bind \ "noclip"
now when you press the "," key you will get a smoke grenade
and when you press the "." key you will get a he grenade
also when you press the "/" key you will get a flash grenade
and last but not least when you press the "\" key gravity will be turned off aloowing you to go anywhere on the map you like making it really easy to find good grenade bounce spots hit it again to go back to normal
i know what you are thinking this sounds like a lot of trouble but believe after a few days of throwing a thousand or so grenades you will learn a lot of spots to throw them you never thought possible
tips to remember are that just because you can't see someone on the other side of a wall doesn't mean you can't flash or grenade them by bouncing it off a wall or throwing it over a wall that you thought wasn't possible.
heres something else to remember when you throw a grenade you can back up at the same time taking some of the forward speed off the grenade making it hover in mid air thus detonating in your enemy's face
so go in your server and try to find all kinds of new bounce spots and throw over buildings and get creative who knows you may find a new spot to throw or bounce a grenade that nobody ever knew of
Thursday, January 17, 2008
effective clan / team communication in scrims
i get this question a lot now days
"my team can't communicate worth tits on a boar hog. we always make wrong calls on the amount of enemy's we see. and we always end up going to the wrong bomb site and we over rotate almost always resulting in us losing the round because
we didn't defuse the bomb in time."
First off you should show your team the "proper" way to make calls. In my opinion the best way to make calls is to be as specific as possible where possible. well use the map de_dust2 for an example, if I hear a rush on cat I'll immediately count in my head how many I hear. If I know it is more than two people I hear rushing, I will say "at least three rushing cat." If four guys come around the corner I would say "four guys." If one or more of those guys has a deagle I'll say "some have deagles." If I'm on vent and I'm able to freely talk after I'm dead (don't try to do this at most LANs), I'll try to call the direction the players are running accurately. Like, "three top A one going back cat." If I'm not sure, just add "three top A, I THINK one going back cat." If I'm rotating over to top A from long to take the site back on dust2 if I see anyone by greenboxes I'll immediately call "at least one green boxes," or "one green boxes." The more accurate you can be the better.
If I get killed in an area where I'm alone, after I die I'll immediately call what he is doing "might be running back," or "he's walking up." And then I'll call "just one so far" if it was only one guy.
Getting people to make the proper calls is a big part of communication. Make sure everyone is calling in the best way possible. Whenever you can, try not to say "some B," for example. Try to be specific, because calls like "some B" can lead to premature rotation, where as a call like "at least two B, one spamming" is a lot more helpful.
I think the best thing you can do to get people talking more, is show them an effective way to call. You can also take it a step further, and make it so everyone can only use in-game mic chat which means they have to become adept at making a call while or before they initiate the fight, or run the risk of not helping the team at all
"my team can't communicate worth tits on a boar hog. we always make wrong calls on the amount of enemy's we see. and we always end up going to the wrong bomb site and we over rotate almost always resulting in us losing the round because
we didn't defuse the bomb in time."
First off you should show your team the "proper" way to make calls. In my opinion the best way to make calls is to be as specific as possible where possible. well use the map de_dust2 for an example, if I hear a rush on cat I'll immediately count in my head how many I hear. If I know it is more than two people I hear rushing, I will say "at least three rushing cat." If four guys come around the corner I would say "four guys." If one or more of those guys has a deagle I'll say "some have deagles." If I'm on vent and I'm able to freely talk after I'm dead (don't try to do this at most LANs), I'll try to call the direction the players are running accurately. Like, "three top A one going back cat." If I'm not sure, just add "three top A, I THINK one going back cat." If I'm rotating over to top A from long to take the site back on dust2 if I see anyone by greenboxes I'll immediately call "at least one green boxes," or "one green boxes." The more accurate you can be the better.
If I get killed in an area where I'm alone, after I die I'll immediately call what he is doing "might be running back," or "he's walking up." And then I'll call "just one so far" if it was only one guy.
Getting people to make the proper calls is a big part of communication. Make sure everyone is calling in the best way possible. Whenever you can, try not to say "some B," for example. Try to be specific, because calls like "some B" can lead to premature rotation, where as a call like "at least two B, one spamming" is a lot more helpful.
I think the best thing you can do to get people talking more, is show them an effective way to call. You can also take it a step further, and make it so everyone can only use in-game mic chat which means they have to become adept at making a call while or before they initiate the fight, or run the risk of not helping the team at all
Wednesday, January 16, 2008
all counter strike source console commands cvars complete list css
The following list is comprised of console commands common to all Source-engine games.
Table of Contents
Commands are sorted alphabetically: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Note:Commands with "Yes" in "Cheat?" column require
sv_cheats 1
to be active before working.Commands starting with letter "A"
Command | Default | Cheat? | Help Text |
---|---|---|---|
_fov | 0 | Automates fov command to server. | |
_restart | Shutdown and restart the engine. | ||
addip | Add an IP address to the ban list. | ||
adsp_alley_min | 122 | None | |
adsp_courtyard_min | 126 | None | |
adsp_debug | 0 | None | |
adsp_door_height | 112 | None | |
adsp_duct_min | 106 | None | |
adsp_hall_min | 110 | None | |
adsp_low_ceiling | 108 | None | |
adsp_opencourtyard_min | 126 | None | |
adsp_openspace_min | 130 | None | |
adsp_openstreet_min | 118 | None | |
adsp_openwall_min | 130 | None | |
adsp_room_min | 102 | None | |
adsp_street_min | 118 | None | |
adsp_tunnel_min | 114 | None | |
adsp_wall_height | 128 | None | |
ai_actbusy_search_time | 10 | None | |
ai_ally_manager_debug | 0 | None | |
ai_auto_contact_solver | 1 | None | |
ai_citizen_debug_commander | 1 | None | |
ai_clear_bad_links | Clears bits set on nav links indicating link is unusable | ||
ai_debug_actbusy | 0 | Yes | Used to debug actbusy behavior. Usage:
|
ai_debug_assault | 0 | None | |
ai_debug_directnavprobe | 0 | None | |
ai_debug_doors | 0 | None | |
ai_debug_efficiency | 0 | None | |
ai_debug_enemies | 0 | None | |
ai_debug_expressions | 0 | Show random expression decisions for NPCs. | |
ai_debug_follow | 0 | None | |
ai_debug_loners | 0 | None | |
ai_debug_looktargets | 0 | None | |
ai_debug_los | 0 | Yes | NPC Line-Of-Sight debug mode.
|
ai_debug_nav | 0 | None | |
ai_debug_node_connect | Debug the attempted connection between two nodes | ||
ai_debug_ragdoll_magnets | 0 | None | |
ai_debug_readiness | 0 | None | |
ai_debug_shoot_positions | 0 | None | |
ai_debug_speech | 0 | None | |
ai_debug_squads | 0 | None | |
ai_debug_think_ticks | 0 | None | |
ai_debugscriptconditions | 0 | None | |
ai_disable | Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate | ||
ai_drawbattlelines | 0 | Yes | None |
ai_dump_hints | None | ||
ai_efficiency_override | 0 | None | |
ai_follow_move_commands | 1 | None | |
ai_follow_use_points | 1 | None | |
ai_follow_use_points_when_moving | 1 | None | |
ai_lead_time | 0 | None | |
ai_LOS_mode | 0 | None | |
ai_moveprobe_debug | 0 | None | |
ai_moveprobe_jump_debug | 0 | None | |
ai_moveprobe_usetracelist | 0 | None | |
ai_new_aiming | 1 | None | |
ai_newgroundturret | 0 | None | |
ai_next_hull | Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used | ||
ai_no_local_paths | 0 | None | |
ai_no_node_cache | 0 | None | |
ai_no_select_box | 0 | None | |
ai_no_steer | 0 | None | |
ai_no_talk_delay | 0 | None | |
ai_nodes | Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:
| ||
ai_norebuildgraph | 0 | None | |
ai_path_adjust_speed_on_immediate_turns | 1 | None | |
ai_path_insert_pause_at_est_end | 1 | None | |
ai_path_insert_pause_at_obstruction | 1 | None | |
ai_reaction_delay_alert | 0 | None | |
ai_reaction_delay_idle | 0 | None | |
ai_readiness_decay | 120 | None | |
ai_rebalance_thinks | 1 | None | |
ai_reloadresponsesystems | Reload all response system scripts. | ||
ai_report_task_timings_on_limit | 0 | None | |
ai_resume | If NPC is stepping through tasks (see ai_step ) will resume normal processing. | ||
ai_sequence_debug | 0 | None | |
ai_set_move_height_epsilon | Set how high AI bumps up ground walkers when checking steps | ||
ai_shot_bias | 1 | None | |
ai_shot_bias_max | 1 | None | |
ai_shot_bias_min | -1 | None | |
ai_shot_stats | 0 | None | |
ai_shot_stats_term | 1000 | None | |
ai_show_connect | Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
| ||
ai_show_connect_fly | Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
| ||
ai_show_connect_jump | Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
| ||
ai_show_graph_connect | Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue. | ||
ai_show_grid | Draw a grid on the floor where looking. | ||
ai_show_hints | Displays all hints as small boxes
| ||
ai_show_hull | Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:
| ||
ai_show_hull_attacks | 0 | None | |
ai_show_node | Highlight the specified node | ||
ai_show_think_tolerance | 0 | None | |
ai_show_visibility | Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue. | ||
ai_simulate_task_overtime | 0 | None | |
ai_spread_cone_focus_time | 0 | None | |
ai_spread_defocused_cone_multiplier | 3 | None | |
ai_spread_pattern_focus_time | 0 | None | |
ai_step | NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume' | ||
ai_think_limit_label | 0 | None | |
ai_use_clipped_paths | 1 | None | |
ai_use_efficiency | 1 | None | |
ai_use_frame_think_limits | 1 | None | |
ai_use_readiness | 1 | None | |
ai_use_think_optimizations | 1 | None | |
ainet_generate_report | Generate a report to the console. | ||
ainet_generate_report_only | Generate a report to the console. | ||
air_density | Changes the density of air for drag computations. | ||
airboat_fatal_stress | 5000 | Amount of stress in kg that would kill the airboat driver. | |
alias | Alias a command. | ||
+alt1 | None | ||
-alt1 | None | ||
+attack | Launches the selected weapons primary attack. | ||
-attack | None | ||
+attack2 | Launches the selected weapons secondary attack. | ||
-attack2 | None | ||
autosave | None |
Commands starting with letter "B"
Command | Default | Cheat? | Help Text |
---|---|---|---|
+back | Start moving player backward (button down) | ||
-back | Stop moving player backward (button up) | ||
banid | Add a user ID to the ban list. | ||
bench_end | Ends gathering of info. | ||
bench_showstatsdialog | Shows a dialog displaying the most recent benchmark results. | ||
bench_start | Starts gathering of info. Arguments: filename to write results into | ||
bench_upload | Uploads most recent benchmark stats to the Valve servers. | ||
benchframe | Takes a snapshot of a particular frame in a time demo. | ||
bgmvolume | 1 | CD sound playback volume. | |
bind | Bind a key. E.g Bind "y" "noclip" Will bind the key 'y' when pressed to turn on 'noclip'. When typing into the console include the "" before and after the key and the console command. | ||
BindToggle | None | ||
birds_debug | 0 | None | |
blink_duration | 0 | How many seconds an eye blink will last. | |
bloodspray | blood | ||
bot_add | Yes | (Counter-Strike: Source only) Adds a bot onto either the Counter-Terrorist team or the Terrorist team, by random. If the server is hosted online the an rcon login is required. | |
bot_add_ct | Yes | (Counter-Strike: Source only) Adds a bot onto the Counter-Terrorist team. If the server is hosted online the an rcon login is required. | |
bot_add_t | Yes | (Counter-Strike: Source only) Adds a bot onto the Terrorist team.I f the server is hosted online the an rcon login is required. | |
bot_kick | Yes | (Counter-Strike: Source only) Kick's all of the bots from the server. If the server is hosted online the an rcon login is required. | |
bot_kick ct | Yes | (Counter-Strike: Source only) Kicks a bot from the Counter-Terrorist team by random. If the server is hosted online the an rcon login is required. | |
bot_kick t | Yes | (Counter-Strike:Source only) Kicks a bot from the Terrorist team by random. If the server is hosted online the an rcon login is required. | |
bot_kill | Yes | (Counter-Strike:Source only) Kills all of the bots on the server. If the server is hosted online the an rcon login is required. | |
box | Draw a debug box. | ||
+break | None | ||
-break | None | ||
breakable_disable_gib_limit | 0 | None | |
breakable_multiplayer | 1 | None | |
buddha | Toggle. Player takes damage but won't 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 | |
bug | Show/hide the bug reporting UI. | ||
bug_swap | Automatically swaps the current weapon for the bug bait and back again. | ||
bugbait_distract_time | 5 | None | |
bugbait_grenade_radius | 150 | None | |
bugbait_hear_radius | 2500 | None | |
bugbait_radius | 512 | None | |
bugreporter_includebsp | 1 | Include .bsp for internal bug submissions. | |
buildcubemaps | Rebuild cubemaps. | ||
building_cubemaps | 0 | None | |
bulletspeed | 6000 | None |
Commands starting with letter "C"
Command | Default | Cheat? | Help Text |
---|---|---|---|
c_maxdistance | 200 | None | |
c_maxpitch | 90 | None | |
c_maxyaw | 135 | None | |
c_mindistance | 30 | None | |
c_minpitch | 0 | None | |
c_minyaw | -135 | None | |
c_orthoheight | 100 | None | |
c_orthowidth | 100 | None | |
cache_print | Print out contents of cache memory. | ||
cam_command | 0 | Yes | Changes camera view, first/third person |
cam_idealdist | 64 | Cam distance from player | |
cam_idealdistup | 0 | Cam above/below player | |
cam_idealdistright | 0 | Cam left/right of player | |
cam_idealpitch | 0 | None | |
cam_idealyaw | 90 | 0=Behind player, 90=Right arm | |
cam_snapto | 0 | None | |
+camdistance | None | ||
-camdistance | None | ||
+camin | None | ||
-camin | None | ||
+cammousemove | None | ||
-cammousemove | None | ||
camortho | Switch to orthographic camera. | ||
+camout | None | ||
-camout | None | ||
+campitchdown | None | ||
-campitchdown | None | ||
+campitchup | None | ||
-campitchup | None | ||
+camyawleft | None | ||
-camyawleft | None | ||
+camyawright | None | ||
-camyawright | None | ||
cancelselect | None | ||
cast_hull | Tests hull collision detection | ||
cast_ray | Tests collision detection | ||
cc_captiontrace | 1 | Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in hud) | |
cc_emit | Emits a closed caption | ||
cc_lang | 0 | Current close caption language (emtpy = use game UI language) | |
cc_linger_time | 1 | Close caption linger time. | |
cc_lookup_crc | For tracking down missing CC token strings | ||
cc_predisplay_time | 0 | Close caption delay before showing caption. | |
cc_sentencecaptionnorepeat | 4 | How often a sentence can repeat. | |
cc_subtitles | 0 | If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players). | |
cd | Play or stop a cd track. | ||
centerview | None | ||
ch_createairboat | Spawn airboat in front of the player. | ||
ch_createjeep | Spawn jeep in front of the player. | ||
changelevel | Change server to the specified map | ||
changelevel2 | Transition to the specified map in single player | ||
cl_allowdownload | 1 | Client downloads customization files | |
cl_allowupload | 1 | Client uploads customization files | |
cl_anglespeedkey | 0 | None | |
cl_animationinfo | Hud element to examine. | ||
cl_backspeed | 400 | None | |
cl_bob | 0 | None | |
cl_bobcycle | 0 | None | |
cl_bobup | 0 | None | |
cl_class | 0 | Default class when joining a game | |
cl_clock_correction | 1 | Yes | Enable/disable clock correction on the client. |
cl_clock_correction_adjustment_max_amount | 200 | Yes | Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset. |
cl_clock_correction_adjustment_max_offset | 90 | Yes | As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small. |
cl_clock_correction_adjustment_min_offset | 10 | Yes | If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. |
cl_clock_correction_force_server_tick | 999 | Yes | Force clock correction to match the server tick + this offset (-999 disables it). |
cl_clock_showdebuginfo | 0 | Yes | Show debugging info about the clock drift. |
cl_clockdrift_max_ms | 150 | Yes | Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. |
cl_cmdbackup | 2 | For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists) | |
cl_cmdrate | 30 | Max number of command packets sent to server per second | |
cl_customsounds | 0 | Enable customized player sound playback | |
cl_demoviewoverride | 0 | Override view during demo playback | |
cl_detaildist | 1200 | Distance at which detail props (e.g. grass) are shown. | |
cl_detailfade | 400 | Distance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0. | |
cl_draw_airboat_wake | 1 | Yes | None |
cl_drawhud | 1 | Yes | Enable the rendering of the hud |
cl_drawleaf | -1 | Yes | None |
cl_drawmaterial | 0 | Yes | Draw a particular material over the frame |
cl_drawmonitors | 1 | None | |
cl_drawshadowtexture | 0 | Yes | None |
cl_ejectbrass | 1 | Determines whether spent shells are shown ejecting from a gun. | |
cl_ent_absbox | Displays the client's absbox for the entity under the crosshair. | ||
cl_ent_bbox | Displays the client's bounding box for the entity under the crosshair. | ||
cl_ent_rbox | Displays the client's render box for the entity under the crosshair. | ||
cl_entityreport | 0 | Yes | For debugging, draw entity states to console |
cl_extrapolate | 1 | Yes | Enable/disable extrapolation if interpolation history runs out. |
cl_extrapolate_amount | 0 | Yes | Set how many seconds the client will extrapolate entities for. |
cl_flushentitypacket | 0 | Yes | For debugging. Force the engine to flush an entity packet. |
cl_forcehighendmonitors | 1 | None | |
cl_forcepreload | 0 | Whether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly. | |
cl_forwardspeed | 400 | None | |
cl_fullupdate | Forces the server to send a full update packet | ||
cl_idealpitchscale | 0 | None | |
cl_ignorepackets | 0 | Yes | Force client to ignore packets (for debugging). |
cl_interp | 0 | Interpolate object positions starting this many seconds in past | |
cl_interp_npcs | 0 | Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater) | |
cl_interpolate | 1 | Interpolate entities on the client. | |
cl_lagcomp_errorcheck | 0 | Player index of other player to check for position errors. | |
cl_lagcompensation | 1 | Perform server side lag compensation of weapon firing events. | |
cl_leveloverview | 0 | Yes | None |
cl_localnetworkbackdoor | 1 | Enable network optimizations for single player games. | |
cl_logofile | 0 | Spraypoint logo decal. | |
cl_maxrenderable_dist | 3000 | Yes | Max distance from the camera at which things will be rendered |
cl_mouseenable | 1 | None | |
cl_observercrosshair | 1 | None | |
cl_overdraw_test | 0 | Yes | None |
cl_panelanimation | blanak for all panels>. | ||
cl_particleeffect_aabb_buffer | 2 | Yes | Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often. |
cl_pclass | 0 | Yes | Dump entity by prediction classname. |
cl_pdump | -1 | Yes | 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_timescale | 1 | Yes | Sets the scale of time for client-side physics (ragdolls) |
cl_pitchdown | 89 | None | |
cl_pitchspeed | 225 | None | |
cl_pitchup | 89 | None | |
cl_precacheinfo | Show precache info (client). | ||
cl_pred_optimize | 2 | Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2). | |
cl_predict | 0 | Perform client side prediction. | |
cl_predictionlist | 0 | Yes | Show which entities are predicting |
cl_predictweapons | 1 | Perform client side prediction of weapon effects. | |
cl_ragdoll_collide | 0 | None | |
cl_rate | 10000 | Max bytes/sec the host can send data (This command no longer exists) | |
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_restrict_server_commands | 1 | Prevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage:
| |
cl_SetupAllBones | 0 | None | |
cl_show_bloodspray | 1 | None | |
cl_show_splashes | 1 | None | |
cl_showanimstate | -1 | Yes | Show the (client) animation state for the specified entity (-1 for none). |
cl_showanimstate_log | 0 | Yes | 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both. |
cl_showents | Dump entity list to console. | ||
cl_showerror | 0 | Yes | Show prediction errors, 2 for above plus detailed field deltas. |
cl_showevents | 0 | Yes | Print event firing info in the console |
cl_showfps | 0 | See Optimization Commands. | |
cl_showpos | 0 | Draw current position at top of screen | |
cl_ShowSunVectors | 0 | None | |
cl_showtextmsg | 1 | Enable/disable text messages printing on the screen. | |
cl_sidespeed | 400 | None | |
cl_slist | 10 | Number of seconds to wait for server ping responses when checking for server on your lan | |
cl_smooth | 1 | Smooth view/eye origin after prediction errors | |
cl_smoothtime | 0 | Smooth client's 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_starfield_diameter | 128 | None | |
cl_starfield_distance | 256 | None | |
cl_sun_decay_rate | 0 | Yes | None |
cl_team | 0 | Default team when joining a game | |
cl_timeout | 30 | After this many seconds without receiving a packet from the server, the client will disconnect itself | |
cl_updaterate | 20 | Number of packets per second of updates you are requesting from the server | |
cl_upspeed | 320 | None | |
cl_view | Set the view entity index. | ||
cl_winddir | 0 | Weather effects wind direction angle | |
cl_windspeed | 0 | Weather effects wind speed scalar | |
cl_yawspeed | 210 | None | |
clear | Clear all console output. | ||
clear_debug_overlays | clears debug overlays | ||
clientport | 27005 | Host game client port | |
closecaption | 0 | Enable close captioning. | |
cmd | Forward command to server. | ||
collision_shake_amp | 0 | None | |
collision_shake_freq | 0 | None | |
collision_shake_time | 0 | None | |
combine_guard_spawn_health | 1 | None | |
combine_spawn_health | 1 | None | |
+commandermousemove | None | ||
-commandermousemove | None | ||
+commandmenu | Gold Source Command Menu | ||
-commandmenu | None | ||
con_drawnotify | 1 | Disables drawing of notification area (for taking screenshots). | |
con_enable | 1 | Allows the console to be activated. | |
con_notifytime | 8 | How long to display recent console text to the upper part of the game window | |
con_nprint_bgalpha | 50 | Con_NPrint background alpha. | |
con_nprint_bgborder | 5 | Con_NPrint border size. | |
con_trace | 0 | Print console text to low level printout. | |
connect | Connect to specified server. | ||
contimes | 8 | Number of console lines to overlay for debugging. | |
coop | 0 | Cooperative play. | |
CreateHairball | None | ||
creditsdone | None | ||
crosshair | 1 | None | |
curve_bias | 0 | None | |
cvarlist | Show the list of convars/concommands. |
Commands starting with letter "D"
Command | Default | Cheat? | Help Text |
---|---|---|---|
deathmatch | 0 | Running a deathmatch server. | |
debug_physimpact | 0 | None | |
decalfrequency | 10 | None | |
default_fov | 75 | Yes | None |
demo_debug | 0 | Demo debug info. | |
demo_fastforwardfinalspeed | 20 | Go this fast when holding FF button for a set amount of time (see below). | |
demo_fastforwardramptime | 5 | How many seconds it takes to get to full FF speed. | |
demo_fastforwardstartspeed | 2 | Go this fast when starting to hold FF button. | |
demo_interpolateview | 1 | Do view interpolation during dem playback. | |
demo_pauseatservertick | 0 | Pauses demo playback at server tick | |
demo_quitafterplayback | 0 | Quits game after demo playback. | |
demo_recordcommands | 1 | Record commands typed at console into .dem files. | |
demogototick | Skips to a tick in demo. | ||
demolist | Print demo sequence list. | ||
demopause | Pauses demo playback. | ||
demoresume | Resumes demo playback. | ||
demos | Demo demo file sequence. | ||
demotimescale | Sets demo replay speed. | ||
demotogglepause | Toggles demo playback. | ||
demoui | Show/hide the demo player UI. | ||
developer | 0 | Show developer messages. | |
differences | Show all convars which are not at their default values. | ||
disconnect | Disconnect game from server. | ||
disp_dynamic | 0 | None | |
disp_modlimit | 80 | None | |
disp_modlimit_down | 20 | None | |
disp_modlimit_up | 80 | None | |
disp_numiterations | 1 | Yes | None |
dispcoll_drawplane | 0 | None | |
displaysoundlist | 0 | None | |
dog_debug | 0 | None | |
dog_max_wait_time | 7 | None | |
drawcross | Draws a cross at the given location. Arguments: x y z | ||
drawline | Draws line between two 3D Points.
| ||
dropprimary | dropprimary: Drops the primary weapon of the player. | ||
dsp_automatic | 0 | None | |
dsp_db_min | 80 | None | |
dsp_db_mixdrop | 0 | None | |
dsp_dist_max | 1440 | None | |
dsp_dist_min | 0 | None | |
dsp_enhance_stereo | 1 | None | |
dsp_facingaway | 0 | None | |
dsp_mix_max | 0 | None | |
dsp_mix_min | 0 | None | |
dsp_off | 0 | Yes | None |
dsp_player | 0 | None | |
dsp_reload | None | ||
dsp_room | 0 | None | |
dsp_slow_cpu | 0 | None | |
dsp_spatial | 40 | None | |
dsp_speaker | 50 | None | |
dsp_vol_2ch | 1 | None | |
dsp_vol_4ch | 0 | None | |
dsp_vol_5ch | 0 | None | |
dsp_volume | 1 | None | |
dsp_water | 14 | None | |
dti_flush | Write out the datatable instrumentation files (you must run with -dti for this to work). | ||
dtwarning | 0 | Print data table warnings? | |
dtwatchent | -1 | Watch this entities data table encoding. | |
dtwatchvar | 0 | Watch the named variable. | |
+duck | Start player ducking (button down) | ||
-duck | Stop player ducking (button up) | ||
dump_globals | Dump all global entities/states | ||
dumpstringtables | Print string tables to console. |
Commands starting with letter "E"
Command | Default | Cheat? | Help Text |
---|---|---|---|
echo | Echo text to console. | ||
editdemo | Edit a recorded demo file (.dem ). | ||
endmovie | Stop recording movie frames. | ||
english | 1 | If set to 1, 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.
| ||
ent_bbox | Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.
| ||
ent_debugkeys | 0 | None | |
ent_dump | Usage: ent_dump | ||
ent_fire | Usage: ent_fire | ||
ent_info | Usage: ent_info | ||
ent_messages | Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives.
| ||
ent_messages_draw | 0 | Yes | Visualizes all entity input/output activity. |
ent_name | None | ||
ent_pause | Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'. | ||
ent_pivot | Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red).
| ||
ent_rbox | Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
| ||
ent_remove | Removes the given entity(s)
| ||
ent_remove_all | Removes all entities of the specified type;Arguments: {entity_name} / {class_name} | ||
ent_setname | Sets the targetname of the given entity(s)
| ||
ent_show_response_criteria | Print, to the console, an entity's current criteria set used to select responses.
| ||
ent_step | When 'ent_pause' is set this will step through one waiting input / output message at a time. | ||
ent_text | Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
| ||
envmap | None | ||
escape | Escape key pressed. | ||
exec | Executes a config, // exec config_default.cfg | ||
exit | Exit the engine. |
Commands starting with letter "F"
Command | Default | Cheat? | Help Text |
---|---|---|---|
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. | ||
find | Find concommands with the specified string in their name/help text. | ||
findflags | Displays a list of console commands with the specified flags. Usage: findflags - ARCHIVE - SPONLY - GAMEDLL - CHEAT - USERINFO - NOTIFY - PROTECTED - PRINTABLEONLY - UNLOGGED - NEVER_AS_STRING - REPLICATED - DEMO - DONTRECORD - SERVER_CAN_EXECUTE - CLIENTCMD_CAN_EXECUTE - CLIENTDLL - MATERIAL_SYSTEM - STUDIORENDER | ||
fire_absorbrate | 3 | None | |
fire_dmgbase | 1 | None | |
fire_dmginterval | 1 | None | |
fire_dmgscale | 0 | None | |
fire_extabsorb | 5 | None | |
fire_extscale | 12 | None | |
fire_growthrate | 1 | None | |
fire_heatscale | 1 | None | |
fire_incomingheatscale | 0 | None | |
fire_maxabsorb | 50 | None | |
firetarget | None | ||
firstperson | Switch to firstperson camera. | ||
flex_expression | 0 | None | |
flex_looktime | 5 | None | |
flex_maxawaytime | 1 | None | |
flex_maxplayertime | 7 | None | |
flex_minawaytime | 0 | None | |
flex_minplayertime | 5 | None | |
flex_rules | 1 | Allow flex animation rules to run. | |
flex_smooth | 1 | Applies smoothing/decay curve to flex animation controller changes. | |
flex_talk | 0 | None | |
flush | Flush cache memory. | ||
flush_unlocked | Flush unlocked cache memory. | ||
fog_color | -1 | None | |
fog_colorskybox | -1 | None | |
fog_enable | 1 | None | |
fog_enable_water_fog | 1 | None | |
fog_enableskybox | 1 | None | |
fog_end | -1 | None | |
fog_endskybox | -1 | None | |
fog_override | 0 | Yes | None |
fog_start | -1 | None | |
fog_startskybox | -1 | None | |
force_centerview | Positions the player's view straight ahead | ||
+forward | Start moving player forward (button down) | ||
-forward | Stop moving player forward (button up) | ||
fov | Change players FOV | ||
fps_max | 300 | Frame rate limiter | |
free_pass_peek_debug | 0 | None | |
fs_printopenfiles | Show all files currently opened by the engine. | ||
fs_warning_level | Set the filesystem warning level. | ||
func_break_max_pieces | 15 | None | |
func_breakdmg_bullet | 0 | None | |
func_breakdmg_club | 1 | None | |
func_breakdmg_explosive | 1 | None |
Commands starting with letter "G"
Command | Default | Cheat? | Help Text |
---|---|---|---|
g_ai_citizen_show_enemy | 0 | None | |
g_antlion_maxgibs | 16 | None | |
g_debug_antlion | 0 | None | |
g_debug_antlionguard | 0 | None | |
g_debug_antlionmaker | 0 | Yes | None |
g_debug_basehelicopter | 0 | Yes | None |
g_debug_combine_camera | 0 | None | |
g_debug_cscanner | 0 | None | |
g_debug_doors | 0 | None | |
g_debug_dropship | 0 | None | |
g_debug_dynamicresupplies | 0 | Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning. | |
g_debug_gunship | 0 | Yes | None |
g_debug_headcrab | 0 | Yes | None |
g_debug_physcannon | 0 | None | |
g_debug_ragdoll_removal | 0 | Yes | None |
g_debug_ragdoll_visualize | 0 | Yes | None |
g_debug_trackpather | 0 | Yes | None |
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 & associated results during a transition. | |
g_debug_turret | 0 | None | |
g_debug_turret_ceiling | 0 | None | |
g_debug_vehiclebase | 0 | Yes | None |
g_debug_vehicledriver | 0 | Yes | None |
g_debug_vehicleexit | 0 | Yes | None |
g_debug_vehiclesound | 0 | Yes | None |
g_helicopter_bullrush_bomb_enemy_distance | 0 | None | |
g_helicopter_bullrush_bomb_speed | 850 | The maximum distance the player can be from the chopper before it stops firing | |
g_helicopter_bullrush_bomb_time | 10 | None | |
g_helicopter_bullrush_distance | 5000 | None | |
g_helicopter_bullrush_mega_bomb_health | 0 | Fraction of the health of the chopper before it mega-bombs | |
g_helicopter_bullrush_shoot_height | 650 | The maximum distance the player can be from the chopper before it stops firing | |
g_helicopter_chargetime | 2 | How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires | |
g_helicopter_idletime | 3 | How much time we have to wait (on average) after we fire before we can charge up again | |
g_helicopter_maxfiringdist | 2500 | The maximum distance the player can be from the chopper before it stops firing | |
g_jeepexitspeed | 100 | Yes | None |
g_Language | 0 | None | |
g_ragdoll_fadespeed | 600 | None | |
g_ragdoll_maxcount | 8 | None | |
g_test_new_antlion_jump | 1 | None | |
gameui_hide | None | ||
getpos | dump position and angles to the console | ||
give | Give item to player. Arguments: | ||
gl_clear | 0 | None | |
god | Yes | Toggle. Player becomes invulnerable. (Suit will still take damage.) | |
+graph | None | ||
-graph | None | ||
groundlist | Display ground entity list |
Commands starting with letter "H"
Command | Default | Cheat? | Help Text |
---|---|---|---|
hammer_update_entity | Orange Box replacement for wc_update_entity. | ||
heartbeat | None | ||
help | Find help about a convar/concommand. | ||
hideconsole | Hide the console. | ||
hidehud | 0 | Yes | None |
hidepanel | Hides a viewport panel | ||
hl2_normspeed | 190 | None | |
hl2_sprintspeed | 320 | None | |
hl2_walkspeed | 150 | None | |
hltv_autorecord | 0 | Automatically records all games as HLTV demos. | |
hltv_cam_distance | 96 | Default HLTV chase camera distance | |
hltv_cam_fov | 90 | Default HLTV chase camera FOV | |
hltv_cam_inertia | 100 | Default HLTV chase camera inertia | |
hltv_cam_offset | 64 | Default HLTV chase camera offset | |
hltv_cam_phi | 0 | Default HLTV chase camera phi angle | |
hltv_cam_theta | 0 | Default HLTV chase camera theta angle | |
hltv_connect | Connect to specified HLTV server. | ||
hltv_debug | 0 | HLTV debug info. | |
hltv_delay | 10 | HLTV broadcast delay in seconds | |
hltv_maxclients | 128 | Maximum client number on HLTV server. | |
hltv_maxrate | 3500 | Max client bandwidth rate allowed, 0 == unlimited | |
hltv_port | 27020 | Host HLTV port | |
hltv_record | Starts HLTV demo recording. | ||
hltv_retry | Reconnects the HLTV relay proxy. | ||
hltv_snapshotinterval | 2 | Take game snapshot every nth tick | |
hltv_status | Connect to specified HLTV server. | ||
hltv_stop | Stops the HLTV broadcast. | ||
hltv_stoprecord | Stops HLTV demo recording. | ||
hltv_viewent | 0 | HLTV camera entity index | |
host_framerate | 0 | Set to lock per-frame time elapse. | |
host_limitlocal | 0 | Apply cl_cmdrate and cl_updaterate to loopback connection | |
host_map | 0 | Current map name. | |
host_profile | 0 | None | |
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_sleep | 0 | Yes | Force the host to sleep a certain number of milliseconds each frame. |
host_speeds | 0 | Show general system running times. | |
host_timescale | 1 | Yes | Prescale the clock by this amount. |
host_writeconfig | Store current settings to config.cfg (or specified .cfg file). | ||
hostname | 0 | Hostname for server. | |
hostport | 27015 | Host game server port | |
hud_airboathint_numentries | 10 | None | |
hud_autoreloadscript | 0 | Automatically reloads the animation script each time one is ran | |
hud_deathnotice_time | 6 | None | |
hud_drawhistory_time | 5 | None | |
hud_fastswitch | 0 | None | |
hud_jeephint_numentries | 10 | None | |
hud_quickinfo | 0 | None | |
hud_reloadscheme | Reloads hud layout and animation scripts. | ||
hud_saytext_time | 12 | None | |
hurtme | Hurts the player. Arguments: |
Commands starting with letter "I"
Command | Default | Cheat? | Help Text |
---|---|---|---|
impulse | See impulse. | ||
incrementvar | Increment specified convar value. | ||
invnext | None | ||
invprev | None | ||
ip | 0 | Overrides IP for multihomed hosts | |
+jlook | None | ||
-jlook | None |
Commands starting with letter "J"
Command | Default | Cheat? | Help Text |
---|---|---|---|
joy_advanced | 0 | None | |
joy_advaxisr | 0 | None | |
joy_advaxisu | 0 | None | |
joy_advaxisv | 0 | None | |
joy_advaxisx | 0 | None | |
joy_advaxisy | 0 | None | |
joy_advaxisz | 0 | None | |
joy_diagonalpov | 0 | POV manipulator operates on diagonal axes, too. | |
joy_forwardsensitivity | -1 | None | |
joy_forwardthreshold | 0 | None | |
joy_name | 0 | None | |
joy_pitchsensitivity | 1 | None | |
joy_pitchthreshold | 0 | None | |
joy_sidesensitivity | -1 | None | |
joy_sidethreshold | 0 | None | |
joy_wingmanwarrier_centerhack | 0 | Wingman warrior centering hack. | |
joy_wingmanwarrier_turnhack | 0 | Wingman warrior hack related to turn axes. | |
joy_yawsensitivity | -1 | None | |
joy_yawthreshold | 0 | None | |
joyadvancedupdate | None | ||
joystick | 0 | None | |
jpeg | Take a jpeg screenshot: jpeg | ||
jpeg_quality | 90 | jpeg screenshot quality. | |
+jump | Start player jump upward (button down) | ||
-jump | Stop player jump upward (button up) |
Commands starting with letter "K"
Command | Default | Cheat? | Help Text |
---|---|---|---|
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 slot, userid or name. | ||
kill | kills the player | ||
killserver | Shutdown the server. | ||
+klook | None | ||
-klook | None |
Commands starting with letter "L"
Command | Default | Cheat? | Help Text |
---|---|---|---|
lastinv | None | ||
+left | Start moving player left (button down) | ||
-left | Stop moving player left (button up) | ||
light_crosshair | Show texture color at crosshair | ||
linefile | Parses map leak data from .lin file | ||
list | List cached servers. | ||
listdemo | List demo file contents. | ||
listid | Lists banned users. | ||
listip | List IP addresses on the ban list. | ||
listmodels | List loaded models. | ||
load | Load a saved game. | ||
lod_Enable | 1 | None | |
lod_TransitionDist | 800 | None | |
log | 1>. | ||
log_addaddress | Set address and port for remote host | ||
log_console | 1>. | ||
log_events | 1>. | ||
log_level | Specifies a logging level 0..15 | ||
log_udp | 1>. | ||
+lookdown | None | ||
-lookdown | None | ||
lookspring | 0 | None | |
lookstrafe | 0 | None | |
+lookup | None | ||
-lookup | None | ||
lservercfgfile | 0 | None |
Commands starting with letter "M"
Command | Default | Cheat? | Help Text |
---|---|---|---|
m_customaccel | 0 | Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity. If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively. | |
m_customaccel_exponent | 1 | Mouse move is raised to this power before being scaled by scale factor. | |
m_customaccel_max | 0 | Max mouse move scale factor, 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 | Windows mouse speed factor (range 1 to 20). | |
m_pitch | 0 | Mouse pitch factor. | |
m_side | 0 | Mouse side factor. | |
m_yaw | 0 | Mouse yaw factor. | |
map | Start playing on specified map. | ||
map_background | Runs a map as the background to the main menu. | ||
map_edit | None | ||
map_noareas | 0 | Disable area to area connection testing. | |
mapcyclefile | mapcycle.txt | Sets the map cycle file to use for cycling maps. | |
maps | Displays list of maps. | ||
mat_antialias | 0 | None | |
mat_bloom | 1 | None | |
mat_bufferprimitives | 1 | None | |
mat_bumpbasis | 0 | None | |
mat_bumpmap | 1 | Toggles bumpmap rendering on/off. | |
mat_camerarendertargetoverlaysize | 128 | Yes | None |
mat_clipz | 1 | None | |
mat_compressedtextures | 1 | None | |
mat_configcurrent | Show the current video control panel config for the material system. | ||
mat_crosshair | Display the name of the material/texture under the crosshair. | ||
mat_debug | None | ||
mat_debugdepth | 0 | None | |
mat_debugdepthmode | 0 | None | |
mat_debugdepthval | 128 | None | |
mat_debugdepthvalmax | 256 | None | |
mat_depthbias_decal | -262144 | None | |
mat_depthbias_normal | 0 | Yes | None |
mat_diffuse | 1 | None | |
mat_drawflat | 0 | Yes | None |
mat_drawwater | 1 | Yes | None |
mat_dxlevel | 90 | None | |
mat_envmapsize | 128 | None | |
mat_envmaptgasize | 32 | None | |
mat_fastnobump | 0 | None | |
mat_fastspecular | 1 | Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. | |
mat_fillrate | 0 | Yes | None |
mat_filterlightmaps | 1 | Smooths lightmaps. Lighting appears blocky when this is off. | |
mat_filtertextures | 1 | Smooths textures. Textures appear blocky when this is off. | |
mat_forceaniso | 1 | Sets Anistropic Filtering Level | |
mat_forcedynamic | 0 | Yes | None |
mat_forcehardwaresync | 1 | None | |
mat_frame_sync_enable | 1 | Yes | None |
mat_frame_sync_force_texture | 0 | Yes | Force frame syncing to lock a managed texture. |
mat_framebuffercopyoverlaysize | 128 | None | |
mat_fullbright | 0 | Yes | None |
mat_hsv | 0 | None | |
mat_info | Shows material system info | ||
mat_leafvis | 0 | Draw wireframe of current leaf | |
mat_levelflush | 1 | None | |
mat_loadtextures | 1 | None | |
mat_luxels | 0 | Yes | None |
mat_maxframelatency | 1 | None | |
mat_measurefillrate | 0 | Yes | None |
mat_mipmaptextures | 1 | None | |
mat_monitorgamma | 2 | Monitor gamma (typically 2.2 for CRT and 1.7 for LCD). | |
mat_norendering | 0 | None | |
mat_normalmaps | 0 | Yes | None |
mat_normals | 0 | Yes | None |
mat_parallaxmap | 0 | None | |
mat_picmip | 0 | Sets texture quality. Is the same as the "Texture Detail" menu. Values are 0-High, 1-Medium, 2-Low | |
mat_proxy | 0 | None | |
mat_reducefillrate | 0 | None | |
mat_reloadallmaterials | None | ||
mat_reloadmaterial | None | ||
mat_reloadtextures | None | ||
mat_reversedepth | 0 | Yes | None |
mat_savechanges | Saves current video configuration to the registry. | ||
mat_setvideomode | Sets the width, height, windowed state of the material system. | ||
mat_shadowstate | 1 | None | |
mat_show_texture_memory_usage | 0 | Display the texture memory usage on the HUD. | |
mat_showcamerarendertarget | 0 | Yes | None |
mat_showenvmapmask | 0 | None | |
mat_showframebuffertexture | 0 | Yes | None |
mat_showlightmapcomponent | 0 | 0: show normal-mapped lightmap1: show component 11: show component 21: show component 3 | |
mat_showlightmappage | -1 | None | |
mat_showlowresimage | 0 | None | |
mat_showmaterials | Show materials. | ||
mat_showmaterialsverbose | None | ||
mat_showmiplevels | 0 | None | |
mat_showtextures | Show textures. | ||
mat_showwatertextures | 0 | Yes | None |
mat_skybloomamount | 1 | None | |
mat_slopescaledepthbias_decal | 0 | Yes | None |
mat_slopescaledepthbias_normal | 0 | Yes | None |
mat_softwarelighting | 0 | None | |
mat_softwareskin | 0 | None | |
mat_specular | 1 | Enable/Disable specularity for performance testing. Will cause a material reload upon change. | |
mat_spewvertexandpixelshaders | Print all vertex and pixel shaders currently loaded to the console. | ||
mat_stub | 0 | Yes | None |
mat_suppress | Suppress a material from drawing | ||
mat_surfaceid | 0 | None | |
mat_surfacemat | 0 | None | |
mat_texture_limit | -1 | If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes. | |
+mat_texture_list | None | ||
-mat_texture_list | None | ||
mat_texture_list | 0 | For debugging, show a list of used textures per frame | |
mat_texture_list_all | 0 | If this is nonzero, then the texture list panel will show all currently-loaded textures. | |
mat_texturelist_directories | 0 | None | |
mat_texturelist_files | 1 | None | |
mat_trilinear | 1 | None | |
mat_viewportscale | 1 | Yes | Debugging viewport scale |
mat_vsync | 0 | Force sync to vertical retrace | |
mat_wateroverlaysize | 128 | None | |
mat_wireframe | 0 | See Optimization Commands. | |
mat_yuv | 0 | Turns the screen monochrome | |
maxplayers | Change the maximum number of players allowed on this server. | ||
mem_dump | Dump memory stats. | ||
mem_dumpstats | 0 | Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) | |
mem_force_flush | 0 | Force cache flush of unlocked resources on every alloc. | |
metropolice_charge | 1 | None | |
metropolice_chase_use_follow | 0 | None | |
metropolice_move_and_melee | 1 | None | |
minisave | Saves game (for current level only!) | ||
mod_forcedata | 1 | Forces all model file data into cache on model load. | |
monk_headshot_freq | 2 | None | |
mortar_visualize | 0 | None | |
+movedown | None | ||
-movedown | None | ||
+moveleft | None | ||
-moveleft | None | ||
+moveright | None | ||
-moveright | None | ||
+moveup | None | ||
-moveup | None | ||
mp_allowNPCs | 1 | None | |
mp_autoteambalance | 1 | None - New Source Engine | |
mp_autoteambalance_delay | 1 | Time after the teams become unbalanced to attempt to switch players. - New Source Engine | |
mp_autoteambalance_warning_delay | 1 | Time after the teams become unbalanced to print a balance warning. - New Source Engine | |
mp_allowspectators | 1 | Toggles whether the server allows spectator mode or not. | |
mp_autocrosshair | 1 | None | |
mp_bonusroundtime | 1 | Time after round win until round restarts - New Source Engine | |
mp_buytime | 1.5 | Time players have to buy weapons | |
mp_chattime | 10 | Amount of time players can chat after the game is over. | |
mp_decals | 200 | None | |
mp_defaultteam | 0 | None | |
mp_enableroundwaittime | 1 | Enable timers to wait between rounds. - New Source Engine | |
mp_facefronttime | 3 | After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body. | |
mp_falldamage | 0 | None | |
mp_feetyawrate | 720 | How many degrees per second that we can turn our feet or upper body. | |
mp_flashlight | 0 | None | |
mp_footsteps | 1 | None | |
mp_forcecamera | 0 | Restricts spectator modes for dead players. | |
mp_forcerespawn | 1 | None | |
mp_fraglimit | 0 | None | |
mp_friendlyfire | 0 | None | |
mp_ik | 1 | Use IK on in-place turns. | |
mp_logecho | 1 | None | |
mp_logfile | 1 | None | |
mp_maxrounds | 1 | Max number of rounds to play before server changes maps - New Source Engine. | |
mp_restartround | 1 | If non-zero, the current round will restart in the specified number of seconds - New Source Engine. | |
mp_stalemate_timelimit | 1 | Timelimit (in seconds) of the stalemate round. - New Source Engine. | |
mp_teamlist | 0 | None | |
mp_teamoverride | 1 | None | |
mp_teamplay | 0 | None | |
mp_teams_unbalance_limit | 1 | Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine. | |
mp_timelimit | 0 | Game time per map in minutes. | |
mp_weaponstay | 0 | None | |
mp_winlimit | 0 | Max number of rounds one team can win before server changes maps - New Source Engine. | |
mp3 | (Counter-Strike: Source only) Starts the Valve MP3 Player. | ||
muzzleflash_light | 1 | None |
Commands starting with letter "N"
Command | Default | Cheat? | Help Text |
---|---|---|---|
name | 0 | Current user name. | |
nav_begin_area | Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command. | ||
nav_clear_walkable_marks | Erase any previously placed walkable positions. | ||
nav_connect | To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. | ||
nav_corner_lower | Lower the selected corner of the currently marked Area. | ||
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_crouch | Toggles the 'must crouch in this area' flag used by the AI system. | ||
nav_delete | Deletes the currently highlighted Area. | ||
nav_disconnect | To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. | ||
nav_edit | 0 | 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 and creates it. | ||
nav_generate | Generate a Navigation Mesh for the current map and save it to disk. | ||
nav_jump | Toggles the 'traverse this area by jumping' flag used by the AI system. | ||
nav_load | Loads the Navigation Mesh for the current map. | ||
nav_mark | Marks the Area under the cursor for manipulation by subsequent editing commands. | ||
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 a Navigation Mesh. | ||
nav_merge | To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. | ||
nav_no_jump | Toggles the 'don't jump in this area' flag used by the AI system. | ||
nav_place_floodfill | Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. | ||
nav_place_pick | Sets the current Place to the Place of the Area under the cursor. | ||
nav_precise | Toggles the 'don't 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_save | Saves the current Navigation Mesh to disk. | ||
nav_show_approach_points | 0 | Show Approach Points in the Navigation Mesh. | |
nav_show_danger | 0 | Show current 'danger' levels. | |
nav_splice | To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. | ||
nav_split | To split an Area into two, align the split line using your cursor and invoke the split command. | ||
nav_strip | Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. | ||
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 | Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. | ||
nav_use_place | If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. | ||
net_blockmsg | 0 | Yes | 1|name> |
net_channels | Shows net channel info. | ||
net_chokeloop | 0 | Apply bandwidth choke to loopback packets. | |
net_drawslider | 0 | Draw completion slider during signon. | |
net_droppackets | 0 | Yes | Drops next n packets on client. |
net_fakelag | 0 | Yes | Lag all incoming network data (including loopback) by this many milliseconds. |
net_fakeloss | 0 | Yes | Simulate packet loss as a percentage (negative means drop 1/n packets). |
net_graph | 0 | Draw the network usage graph. | |
net_graphheight | 64 | None | |
net_graphpos | 1 | None | |
net_graphsolid | 1 | None | |
net_maxfilesize | 16 | Max filesize server can transfer to clients. | |
net_maxfragments | 1280 | Max fragment bytes per packet. | |
net_scale | 5 | None | |
net_showdrop | 0 | Show dropped packets in console | |
net_showevents | 0 | Print game event infos to console. | |
net_showfragments | 0 | Show netchannel fragments. | |
net_showmsg | 0 | 1|name> | |
net_showpeaks | 0 | Show messages for large packets only: | |
net_showsplits | 0 | Show info about packet splits. | |
net_showtcp | 0 | Dump TCP stream summary to console. | |
net_showudp | 0 | Dump UPD packets summary to console | |
net_start | Initializes multiplayer network sockets. | ||
net_synctags | 0 | Yes | Insert tokens into the net stream to find client/server mismatches. |
next | 0 | Yes | Set to 1 to advance to next frame ( when singlestep == 1 ) |
nextdemo | Play next demo in sequence. | ||
noclip | Yes | Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck. | |
notarget | Toggle. Player becomes hidden to NPCs. | ||
npc_ammo_deplete | Subtracts half of the target's ammo. | ||
npc_barnacle_swallow | 0 | Use prototype swallow code. | |
npc_bipass | Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green.
| ||
npc_citizen_auto_player_squad | 1 | None | |
npc_citizen_auto_player_squad_allow_use | 0 | None | |
npc_citizen_explosive_resist | 0 | None | |
npc_citizen_insignia | 0 | None | |
npc_citizen_squad_marker | 0 | None | |
npc_combat | Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
| ||
npc_conditions | Displays all the current AI conditions that an NPC has in the overlay text.
| ||
npc_create | Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
| ||
npc_create_aimed | Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
| ||
npc_create_equipment | 0 | None | |
npc_destroy | Removes the given NPC(s) from the universe
| ||
npc_destroy_unselected | Removes all NPCs from the universe that aren't currently selected. | ||
npc_enemies | Shows memory of NPC. Draws an X on top of each memory.
| ||
npc_focus | Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
| ||
npc_freeze | Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. | ||
npc_go | Selected NPC(s) will go to the location that the player is looking (shown with a purple box). | ||
npc_go_do_run | 1 | Set whether should run on NPC go. | |
npc_go_random | Sends all selected NPC(s) to a random node. | ||
npc_heal | Heals the target back to full health. | ||
npc_height_adjust | 1 | Enable test mode for ik height adjustment. | |
npc_kill | Kills the given NPC(s)
| ||
npc_nearest | Draw's a while box around the NPC(s) nearest node
| ||
npc_reset | Reloads schedules for all NPC's from their script files. | ||
npc_route | Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner:
| ||
npc_select | Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
| ||
npc_sentences | 0 | None | |
npc_speakall | Force the npc to try and speak all their responses. | ||
npc_squads | Obsolete. Replaced by npc_combat. | ||
npc_steering | Displays the steering obstructions of the NPC (used to perform local avoidance)
| ||
npc_steering_all | Displays the steering obstructions of all NPCs (used to perform local avoidance). | ||
npc_strider_height_adj | 0 | None | |
npc_strider_shake_ropes_magnitude | 150 | None | |
npc_strider_shake_ropes_radius | 1200 | None | |
npc_task_text | Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
| ||
npc_tasks | Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
| ||
npc_thinknow | Trigger NPC to think. | ||
npc_viewcone | Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
| ||
npc_vphysics | 0 | None |
Commands starting with letter "O"
Command | Default | Cheat? | Help Text |
---|---|---|---|
old_radiusdamage | 0 | None | |
overview_health | 1 | Show player's health in map overview. | |
overview_locked | 1 | Locks map angle, doesn't follow view angle. | |
overview_mode | 1|2> | ||
overview_names | 1 | Show player's names in map overview. | |
overview_tracks | 1 | Show player's tracks in map overview. | |
overview_zoomabs | Sets overview map zoom: | ||
overview_zoomrel | Changes overview map zoom: |
Commands starting with letter "P"
Command | Default | Cheat? | Help Text |
---|---|---|---|
particle_simulateoverflow | 0 | Yes | Used for stress-testing particle systems. Randomly denies creation of particles. |
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 | None | ||
perfvisualbenchmark_abort | None | ||
phonemedelay | 0 | Phoneme delay to account for sound system latency. | |
phonemefilter | 0 | Time duration of box filter to pass over phonemes. | |
phonemesnap | 1 | Don't force visemes to always consider two phonemes, regardless of duration. | |
phys_impactforcescale | 1 | None | |
phys_penetration_error_time | 10 | Controls the duration of vphysics penetration error boxes. | |
phys_pushscale | 1 | None | |
phys_speeds | 0 | None | |
phys_stressbodyweights | 5 | None | |
phys_swap | Automatically swaps the current weapon for the physcannon and back again. | ||
phys_timescale | 1 | Scale time for physics | |
phys_upimpactforcescale | 0 | None | |
physcannon_ball_cone | 0 | None | |
physcannon_chargetime | 2 | None | |
physcannon_cone | 0 | None | |
physcannon_maxforce | 1500 | None | |
physcannon_maxmass | 250 | None | |
physcannon_mega_pullforce | 8000 | None | |
physcannon_mega_tracelength | 850 | None | |
physcannon_minforce | 700 | None | |
physcannon_pullforce | 4000 | None | |
physcannon_tracelength | 250 | None | |
physics_budget | Times the cost of each active object | ||
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 | ||
physicsshadowupdate_render | 0 | None | |
picker | Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
| ||
ping | Display ping to server. | ||
pistol_use_new_accuracy | 1 | None | |
pixelvis_debug | Dump debug info | ||
play | Play a sound. | ||
playdemo | Play a recorded demo file (.dem ). | ||
player_old_armor | 0 | None | |
player_showpredictedposition | 0 | None | |
player_showpredictedposition_timestep | 1 | None | |
player_squad_autosummon_debug | 0 | None | |
player_squad_autosummon_move_tolerance | 20 | None | |
player_squad_autosummon_player_tolerance | 10 | None | |
player_squad_autosummon_time | 5 | None | |
player_squad_autosummon_time_after_combat | 8 | None | |
player_squad_double_tap_time | 0 | None | |
player_squad_transient_commands | 1 | None | |
player_throwforce | 1000 | None | |
playflush | Play a sound, reloading from disk in case of changes. | ||
playgamesound | Play a sound from the game sounds txt file | ||
playsoundscape | Forces a soundscape to play | ||
playvol | Play a sound at a specified volume. | ||
plugin_load | Loads a plugin present in the addons directory. | ||
plugin_print | Prints loaded plugins (server). | ||
plugin_unload | Unloads a plugin based on it's ID in plugin_print. | ||
progress_enable | None | ||
prop_crosshair | Shows name for prop looking at | ||
prop_debug | Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1. | ||
props_break_max_pieces | -1 | None | |
pwatchent | -1 | Yes | Entity to watch for prediction system changes. |
pwatchvar | 0 | Yes | Entity variable to watch in prediction system for changes. |
Commands starting with letter "Q"
Command | Default | Cheat? | Help Text |
---|---|---|---|
quit | Exit the engine. | ||
quti | Exit the engine. |
Commands starting with letter "R"
Command | Default | Cheat? | Help Text |
---|---|---|---|
r_3dnow | 1 | hl2 : to make engine uses amd 3dnow registers | |
r_3dsky | 1 | Yes | Enable the rendering of 3d sky boxes |
r_AirboatPitchCurveLinear | 60 | Yes | None |
r_AirboatPitchCurveZero | 25 | Yes | None |
r_AirboatRollCurveLinear | 120 | Yes | None |
r_AirboatRollCurveZero | 90 | Yes | None |
r_AirboatViewBlendTo | 1 | Yes | None |
r_AirboatViewBlendToScale | 0 | Yes | None |
r_AirboatViewBlendToTime | 1 | Yes | None |
r_AirboatViewDampenDamp | 1 | Yes | None |
r_AirboatViewDampenFreq | 7 | Yes | None |
r_AirboatViewZHeight | 0 | Yes | None |
r_ambientlightingonly | 0 | Yes | Set this to 1 to light models with only ambient lighting (and no static lighting). |
r_aspectratio | 0 | Yes | None |
r_avglight | 1 | None | |
r_avglightmap | 0 | None | |
r_cheapwaterend | None | ||
r_cheapwaterstart | None | ||
r_cleardecals | Usage r_cleardecals | ||
r_ClipAreaPortals | 1 | Yes | None |
r_colorstaticprops | 0 | Yes | None |
r_debugcheapwater | 0 | Yes | None |
r_debugrandomstaticlighting | 0 | Yes | Set to 1 to make all static lighting red for debugging. Must restart for change to take affect. |
r_decal_cullsize | 5 | Decals under this size in pixels are culled | |
r_decals | 2048 | None | |
r_decalstaticprops | 1 | Decal static props test | |
r_DispBuildable | 0 | Yes | None |
r_DispDrawAxes | 0 | None | |
r_DispEnableLOD | 0 | None | |
r_DispFullRadius | 400 | Radius within which a displacement will stay at its highest LOD | |
r_DispLockLOD | 0 | None | |
r_DispRadius | 500 | None | |
r_DispSetLOD | 0 | None | |
r_DispTolerance | 5 | None | |
r_DispUpdateAll | 0 | None | |
r_DispUseStaticMeshes | 1 | Yes | High end machines use static meshes. Low end machines use temp meshes. |
r_DispWalkable | 0 | Yes | None |
r_DoCovertTransitions | 0 | None | |
r_dopixelvisibility | 1 | None | |
r_drawbatchdecals | 1 | Render decals batched. | |
r_DrawBeams | 1 | Yes | None |
r_drawbrushmodels | 1 | Yes | Render brush models. |
r_drawclipbrushes | 0 | Yes | Draw clip brushes |
r_drawdecals | 1 | Yes | Render decals. |
r_drawdetailprops | 1 | None | |
r_DrawDisp | 1 | Yes | Toggles rendering of displacment maps |
r_drawentities | 1 | Yes | None |
r_drawflecks | 1 | None | |
r_drawfullskybox | 1 | Yes | None |
r_drawleaf | -1 | Yes | Draw the specified leaf. |
r_drawlightcache | 0 | Yes | 0: off1: draw light cache entries2: draw rays |
r_drawlightinfo | 0 | Yes | None |
r_drawlights | 0 | Yes | None |
r_drawmodeldecals | 1 | None | |
r_DrawModelLightOrigin | 0 | Yes | None |
r_drawmodelstatsoverlay | 0 | Yes | None |
r_drawmodelstatsoverlaydistance | 500 | Yes | None |
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 | Yes | None |
r_drawopaqueworld | 1 | Yes | None |
r_drawothermodels | 1 | Yes | None |
r_drawparticles | 1 | Yes | Enable/disable particle rendering |
r_drawpixelvisibility | 0 | Show the occlusion proxies | |
r_DrawPortals | 0 | Yes | None |
r_DrawRain | 1 | Yes | Enable/disable rain rendering. |
r_drawrenderboxes | 0 | Yes | None |
r_drawropes | 1 | Yes | None |
r_drawskybox | 1 | Yes | None |
r_DrawSpecificStaticProp | -1 | None | |
r_drawsprites | 1 | Yes | None |
r_drawstaticprops | 1 | Yes | None |
r_drawtranslucentrenderables | 1 | Yes | None |
r_drawtranslucentworld | 1 | Yes | None |
r_drawvgui | 1 | Yes | Enable the rendering of vgui panels |
r_drawviewmodel | 1 | Yes | None |
r_drawworld | 1 | Yes | Render the world. |
r_dynamic | 1 | None | |
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 | None | |
r_eyemove | 1 | None | |
r_eyes | 1 | None | |
r_eyeshift_x | 0 | None | |
r_eyeshift_y | 0 | None | |
r_eyeshift_z | 0 | None | |
r_eyesize | 0 | None | |
r_eyewaterepsilon | 7 | Yes | None |
r_farz | -1 | Yes | Override the far clipping plane. -1 means to use the value in env_fog_controller. |
r_fastzreject | 0 | Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings | |
r_flashlightconstant | 0 | Yes | None |
r_flashlightdrawfrustum | 0 | None | |
r_flashlightdrawfrustumbbox | 0 | None | |
r_flashlightdrawsweptbbox | 0 | None | |
r_flashlightfar | 750 | Yes | None |
r_flashlightfov | 45 | Yes | None |
r_flashlightlinear | 100 | Yes | None |
r_flashlightlockposition | 0 | Yes | None |
r_flashlightmodels | 1 | None | |
r_flashlightnear | 1 | Yes | None |
r_flashlightnodraw | 0 | None | |
r_flashlightoffsetx | 10 | Yes | None |
r_flashlightoffsety | -20 | Yes | None |
r_flashlightoffsetz | 24 | Yes | None |
r_flashlightquadratic | 0 | Yes | None |
r_flashlightvisualizetrace | 0 | Yes | None |
r_flex | 1 | None | |
r_flushlod | Flush and reload LODs. | ||
r_ForceRestore | 0 | None | |
r_ForceWaterLeaf | 1 | Enable for optimization to water - considers view in leaf under water for purposes of culling | |
r_frustumcullworld | 1 | None | |
r_JeepFOV | 90 | Yes | None |
r_JeepViewBlendTo | 1 | Yes | None |
r_JeepViewBlendToScale | 0 | Yes | None |
r_JeepViewBlendToTime | 1 | Yes | None |
r_JeepViewDampenDamp | 1 | Yes | None |
r_JeepViewDampenFreq | 7 | Yes | None |
r_JeepViewZHeight | 10 | Yes | None |
r_lightaverage | 1 | Activates/deactivate light averaging | |
r_lightcache_numambientsamples | 162 | number of random directions to fire rays when computing ambient lighting | |
r_lightcachecenter | 1 | Yes | None |
r_lightinterp | 5 | Controls the speed of light interpolation, 0 turns off interpolation | |
r_lightmap | -1 | None | |
r_lightstyle | -1 | None | |
r_lockpvs | 0 | Yes | Lock the PVS so you can fly around and inspect what is being drawn. |
r_lod | -1 | None | |
r_lod_noupdate | 0 | None | |
r_mapextents | 16384 | Yes | Set the max dimension for the map. This determines the far clipping plane |
r_maxdlights | 32 | None | |
r_maxmodeldecal | 50 | None | |
r_maxnewsamples | 6 | None | |
r_maxsampledist | 128 | None | |
r_minnewsamples | 3 | None | |
r_mmx | 1 | hl1 and hl2 : to make engines use mmx registers | |
r_modellodscale | 1 | 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models | |
r_modelwireframedecal | 0 | Yes | None |
r_newflashlight | 1 | Yes | None |
r_newproplighting | 0 | None | |
r_nohw | 0 | Yes | None |
r_norefresh | 0 | None | |
r_nosw | 0 | Yes | None |
r_novis | 0 | Yes | 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 | At least this many occluders will be used, 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_overlaywireframe | 0 | None | |
r_PhysPropStaticLighting | 1 | None | |
r_pixelvis_partial | 1 | None | |
r_portalscloseall | 0 | None | |
r_portalsopenall | 0 | None | |
r_PortalTestEnts | 1 | Yes | Clip entities against portal frustums. |
r_printdecalinfo | None | ||
r_propsmaxdist | 1200 | Maximum visible distance | |
r_radiosity | 4 |
| |
r_rainalpha | 0 | None | |
r_rainalphapow | 0 | None | |
r_raindensity | 0 | None | |
r_RainHack | 0 | None | |
r_rainlength | 0 | None | |
r_RainProfile | 0 | Enable/disable rain profiling. | |
r_RainRadius | 1500 | None | |
r_RainSideVel | 130 | How much sideways velocity rain gets. | |
r_RainSimulate | 1 | Enable/disable rain simulation. | |
r_rainspeed | 600 | None | |
r_RainSplashPercentage | 20 | None | |
r_rainwidth | 0 | None | |
r_renderoverlayfragment | 1 | None | |
r_rootlod | 0 | Root LOD | |
r_ropebatch | 1 | None | |
r_ropetranslucent | 1 | None | |
r_screenfademaxsize | 0 | Maximum prop visible distance | |
r_screenfademinsize | 0 | Minimum prop visible distance | |
r_screenoverlay | None | ||
r_sequence_debug | 0 | None | |
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 | None | |
r_shadowlod | -1 | None | |
r_shadowlodbias | 2 | None | |
r_shadowmaxrendered | 32 | None | |
r_shadowrendertotexture | 1 | Determines shadow quality - is the same as the "Shadow Detail" option in the menu | |
r_shadows | 1 | Determines whether shadows are drawn | |
r_shadowwireframe | 0 | Yes | None |
r_showenvcubemap | 0 | Yes | None |
r_skin | 0 | None | |
r_skybox | 1 | Yes | Enable the rendering of sky boxes |
r_snapportal | -1 | None | |
r_spewleaf | 0 | None | |
r_sse | 1 | hl2 : to make engine uses sse registers | |
r_sse2 | 1 | hl2 : to make engine uses sse registers | |
r_staticpropinfo | 0 | None | |
r_teeth | 1 | None | |
r_TransitionSensitivity | 6 | Controls when LODs are changed. Lower numbers cause more overt LOD transitions. | |
r_updaterefracttexture | 1 | None | |
r_vehicleBrakeRate | 1 | Yes | None |
r_vehicleDrawDebug | 0 | Yes | None |
r_VehicleViewClamp | 1 | Yes | None |
r_VehicleViewDampen | 1 | Yes | None |
r_visocclusion | 0 | Activate/deactivate wireframe rendering of what the occlusion system is doing. | |
r_visualizelighttraces | 0 | Yes | None |
r_visualizelighttracesshowfulltrace | 0 | Yes | None |
r_visualizeproplightcaching | 0 | None | |
r_visualizetraces | 0 | Yes | None |
r_WaterDrawReflection | 1 | Enable water reflection | |
r_WaterDrawRefraction | 1 | Enable water refraction | |
r_waterforceexpensive | 1 | None | |
r_waterforcereflectentities | 0 | None | |
r_worldlightmin | 0 | None | |
r_worldlights | 2 | number of world lights to use per vertex | |
rate | 12000 | 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. | ||
+reload | None | ||
-reload | None | ||
reload | Reload the most recent saved game (add setpos to jump to current view position on reload). | ||
removeid | Remove a user ID from the ban list. | ||
removeip | Remove an IP address from the ban list. | ||
replaydelay | 0 | None | |
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 | Yes | Respawns all entities on the map. Is only usable on single player games. | |
restart | Restart the game on the same level (add setpos to jump to current view position on restart). | ||
retry | Retry connection to last server. | ||
revert | Revert convars to their default values. | ||
+right | Start moving player right (button down) | ||
-right | Stop moving player right (button up) | ||
room_type | 0 | None | |
rope_averagelight | 1 | Makes ropes use average of cubemap lighting instead of max intensity. | |
rope_collide | 1 | Collide rope with the world | |
rope_drawlines | 0 | None | |
rope_shake | 0 | None | |
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 | None | |
rope_smooth_minalpha | 0 | Alpha for rope antialiasing effect | |
rope_smooth_minwidth | 0 | When using smoothing, this is the min screenspace width it lets a rope shrink to | |
rope_subdiv | 2 | Rope subdivision amount | |
rope_wind_dist | 1000 | Don't use CPU applying small wind gusts to ropes when they're past this distance. |
Commands starting with letter "S"
Command | Default | Cheat? | Help Text |
---|---|---|---|
save | Saves current game. | ||
say | Display player message | ||
say_team | Display player message to team | ||
scene_allowoverrides | 1 | When playing back a choreographed scene, allow per-model expression overrides. | |
scene_flatturn | 1 | None | |
scene_flush | Flush all .vcds from the cache and reload from disk. | ||
scene_forcecombined | 0 | When playing back, 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 | When playing back a scene, print timing and event info to console. | |
scene_showfaceto | 0 | When playing back, show the directions of faceto events. | |
scene_showlook | 0 | When playing back, show the directions of look events. | |
scene_showmoveto | 0 | When moving, show the end location. | |
+score | Show scores ep2 engine | ||
-score | Show scores ep2 engine | ||
+scores | Show scores classic | ||
-scores | Show scores classic | ||
scr_centertime | 2 | None | |
screenshot | Take a screenshot. | ||
sensitivity | 3 | Mouse sensitivity. | |
servercfgfile | 0 | None | |
setang | Snap player eyes to specified pitch yaw | ||
setmaster | None | ||
setmodel | Changes's player's model | ||
setpause | Set the pause state of the server. | ||
setpos | Move player to 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. | ||
+showbudget | None | ||
-showbudget | None | ||
+showbudget_texture | None | ||
-showbudget_texture | None | ||
showbudget_texture | 0 | Enable the texture budget panel. | |
+showbudget_texture_global | None | ||
-showbudget_texture_global | None | ||
showhitlocation | 0 | None | |
showinfo | Shows a info panel: | ||
showpanel | Shows a viewport panel | ||
showparticlecounts | 0 | Display number of particles drawn per frame | |
+showscores | Show scores, any GS/Source | ||
-showscores | Show scores, any GS/Source | ||
showsniperdist | 0 | None | |
showsniperlines | 0 | None | |
showtriggers | 0 | Yes | Shows trigger brushes |
showtriggers_toggle | Toggle show triggers | ||
+showvprof | None | ||
-showvprof | None | ||
singlestep | 0 | Yes | Run engine in single step mode ( set next to 1 to advance a frame ) |
sk_airboat_drain_rate | 10 | None | |
sk_airboat_max_ammo | 100 | None | |
sk_airboat_recharge_rate | 15 | None | |
sk_allow_autoaim | 1 | None | |
sk_ally_regen_time | 0 | Time taken for an ally to regenerate a point of health. | |
sk_ammo_qty_scale1 | 1 | None | |
sk_ammo_qty_scale2 | 1 | None | |
sk_ammo_qty_scale3 | 0 | None | |
sk_antlion_health | 30 | None | |
sk_antlion_jump_damage | 5 | None | |
sk_antlion_swipe_damage | 5 | None | |
sk_antlionguard_dmg_charge | 20 | None | |
sk_antlionguard_dmg_shove | 10 | None | |
sk_antlionguard_health | 500 | None | |
sk_apc_health | 750 | None | |
sk_apc_missile_damage | 15 | None | |
sk_auto_reload_time | 3 | None | |
sk_autoaim_scale1 | 1 | None | |
sk_autoaim_scale2 | 0 | None | |
sk_barnacle_health | 35 | Barnacle spawn health. | |
sk_barney_health | 35 | None | |
sk_battery | 15 | None | |
sk_bullseye_health | 35 | None | |
sk_citizen_giveammo_player_delay | 10 | None | |
sk_citizen_heal_ally | 30 | None | |
sk_citizen_heal_ally_delay | 20 | None | |
sk_citizen_heal_ally_min_pct | 0 | None | |
sk_citizen_heal_player | 25 | None | |
sk_citizen_heal_player_delay | 25 | None | |
sk_citizen_heal_player_min_forced | 10 | None | |
sk_citizen_heal_player_min_pct | 0 | None | |
sk_citizen_health | 40 | None | |
sk_citizen_player_stare_dist | 72 | None | |
sk_citizen_player_stare_time | 1 | None | |
sk_citizen_stare_heal_time | 5 | None | |
sk_combine_ball_search_radius | 512 | None | |
sk_combine_guard_health | 70 | None | |
sk_combine_guard_kick | 15 | None | |
sk_combine_s_health | 50 | None | |
sk_combine_s_kick | 10 | None | |
sk_combineball_guidefactor | 1 | None | |
sk_combineball_seek_angle | 15 | None | |
sk_combineball_seek_kill | 0 | None | |
sk_crow_health | 1 | None | |
sk_crow_melee_dmg | 0 | None | |
sk_crowbar_lead_time | 0 | None | |
sk_dmg_homer_grenade | 20 | None | |
sk_dmg_inflict_scale1 | 1 | None | |
sk_dmg_inflict_scale2 | 1 | None | |
sk_dmg_inflict_scale3 | 0 | None | |
sk_dmg_pathfollower_grenade | 0 | None | |
sk_dmg_sniper_penetrate_npc | 0 | None | |
sk_dmg_sniper_penetrate_plr | 0 | None | |
sk_dmg_take_scale1 | 0 | None | |
sk_dmg_take_scale2 | 1 | None | |
sk_dmg_take_scale3 | 1 | None | |
sk_dropship_container_health | 750 | None | |
sk_dynamic_resupply_modifier | 1 | None | |
sk_env_headcrabcanister_shake_amplitude | 50 | None | |
sk_env_headcrabcanister_shake_radius | 1024 | None | |
sk_env_headcrabcanister_shake_radius_vehicle | 2500 | None | |
sk_fraggrenade_radius | 250 | None | |
sk_gunship_burst_dist | 768 | None | |
sk_gunship_burst_min | 800 | None | |
sk_gunship_burst_size | 15 | None | |
sk_gunship_health_increments | 5 | None | |
sk_headcrab_fast_health | 10 | None | |
sk_headcrab_health | 10 | None | |
sk_headcrab_melee_dmg | 5 | None | |
sk_headcrab_poison_health | 35 | None | |
sk_healthcharger | 50 | None | |
sk_healthkit | 25 | None | |
sk_healthvial | 10 | None | |
sk_helicopter_burstcount | 12 | How many shot bursts to fire after charging up. The bigger the number, the longer the firing is | |
sk_helicopter_drone_speed | 450 | How fast does the zapper drone move? | |
sk_helicopter_firingcone | 20 | The angle in degrees of the cone in which the shots will be fired | |
sk_helicopter_grenadedamage | 30 | The amount of damage the helicopter grenade deals. | |
sk_helicopter_grenadeforce | 55000 | The physics force that the helicopter grenade exerts. | |
sk_helicopter_grenaderadius | 275 | The damage radius of the helicopter grenade. | |
sk_helicopter_health | 5600 | None | |
sk_helicopter_roundsperburst | 5 | How many shots to fire in a single burst | |
sk_homer_grenade_radius | 100 | None | |
sk_ichthyosaur_health | 200 | None | |
sk_ichthyosaur_melee_dmg | 8 | None | |
sk_jeep_gauss_damage | 15 | None | |
sk_manhack_health | 25 | None | |
sk_manhack_melee_dmg | 20 | None | |
sk_manhack_v2 | 1 | None | |
sk_max_357 | 12 | Size of clip | |
sk_max_alyxgun | 150 | Size of clip | |
sk_max_ar2 | 60 | Size of clip | |
sk_max_ar2_altfire | 3 | Size of clip | |
sk_max_buckshot | 30 | Size of clip | |
sk_max_crossbow | 10 | Max number of arrows | |
sk_max_gauss_round | 30 | None | |
sk_max_grenade | 5 | None | |
sk_max_pistol | 150 | Size of clip | |
sk_max_rpg_round | 3 | None | |
sk_max_smg1 | 225 | Size of clip | |
sk_max_smg1_grenade | 3 | None | |
sk_max_sniper_round | 30 | None | |
sk_metropolice_health | 40 | None | |
sk_metropolice_simple_health | 26 | None | |
sk_metropolice_stitch_along_hitcount | 2 | None | |
sk_metropolice_stitch_at_hitcount | 1 | None | |
sk_metropolice_stitch_behind_hitcount | 3 | None | |
sk_metropolice_stitch_distance | 1000 | None | |
sk_metropolice_stitch_reaction | 1 | None | |
sk_metropolice_stitch_tight_hitcount | 2 | None | |
sk_npc_arm | 1 | None | |
sk_npc_chest | 1 | None | |
sk_npc_dmg_357 | 30 | None | |
sk_npc_dmg_airboat | 3 | None | |
sk_npc_dmg_alyxgun | 3 | Damage done to NPCs from weapon_alyxgun | |
sk_npc_dmg_ar2 | 3 | None | |
sk_npc_dmg_buckshot | 3 | None | |
sk_npc_dmg_combineball | 15 | None | |
sk_npc_dmg_crossbow | 10 | None | |
sk_npc_dmg_crowbar | 5 | None | |
sk_npc_dmg_dropship | 2 | Dropship container cannon damage. | |
sk_npc_dmg_fraggrenade | 75 | None | |
sk_npc_dmg_grenade | 75 | None | |
sk_npc_dmg_gunship | 40 | None | |
sk_npc_dmg_gunship_to_plr | 3 | None | |
sk_npc_dmg_helicopter | 6 | Damage helicopter shots deal to everything but the player | |
sk_npc_dmg_helicopter_to_plr | 3 | Damage helicopter shots deal to the player | |
sk_npc_dmg_pistol | 3 | None | |
sk_npc_dmg_rpg_round | 50 | None | |
sk_npc_dmg_smg1 | 3 | None | |
sk_npc_dmg_smg1_grenade | 50 | None | |
sk_npc_dmg_sniper_round | 100 | None | |
sk_npc_dmg_stunstick | 40 | None | |
sk_npc_head | 3 | None | |
sk_npc_leg | 1 | None | |
sk_npc_stomach | 1 | None | |
sk_pathfollower_grenade_radius | 0 | None | |
sk_player_arm | 1 | None | |
sk_player_chest | 1 | None | |
sk_player_head | 3 | None | |
sk_player_leg | 1 | None | |
sk_player_stomach | 1 | None | |
sk_plr_dmg_357 | 40 | None | |
sk_plr_dmg_airboat | 3 | None | |
sk_plr_dmg_alyxgun | 5 | Damage done to players from weapon_alyxgun | |
sk_plr_dmg_ar2 | 8 | None | |
sk_plr_dmg_buckshot | 8 | None | |
sk_plr_dmg_crossbow | 100 | None | |
sk_plr_dmg_crowbar | 10 | None | |
sk_plr_dmg_fraggrenade | 125 | None | |
sk_plr_dmg_grenade | 150 | None | |
sk_plr_dmg_pistol | 5 | None | |
sk_plr_dmg_rpg_round | 100 | None | |
sk_plr_dmg_smg1 | 4 | None | |
sk_plr_dmg_smg1_grenade | 100 | None | |
sk_plr_dmg_sniper_round | 20 | None | |
sk_plr_dmg_stunstick | 10 | None | |
sk_plr_grenade_drop_time | 30 | None | |
sk_plr_health_drop_time | 30 | None | |
sk_plr_num_shotgun_pellets | 7 | None | |
sk_rollermine_shock | 10 | None | |
sk_rollermine_stun_delay | 3 | None | |
sk_rollermine_vehicle_intercept | 1 | None | |
sk_scanner_dmg_dive | 25 | None | |
sk_scanner_health | 30 | None | |
sk_smg1_grenade_radius | 250 | None | |
sk_stalker_health | 50 | None | |
sk_stalker_melee_dmg | 5 | None | |
sk_strider_health | 350 | None | |
sk_strider_num_missiles1 | 5 | None | |
sk_strider_num_missiles2 | 7 | None | |
sk_strider_num_missiles3 | 7 | None | |
sk_suitcharger | 75 | Dedicated to both the func_recharge and the item_suitcharger entity. | |
sk_suitcharger_citadel | 500 | Dedicated to both the func_recharge and the item_suitcharger entity. | |
sk_suitcharger_citadel_maxarmor | 200 | Dedicated to both the func_recharge and the item_suitcharger entity. | |
sk_vortigaunt_armor_charge | 30 | None | |
sk_vortigaunt_dmg_claw | 10 | None | |
sk_vortigaunt_dmg_rake | 25 | None | |
sk_vortigaunt_dmg_zap | 50 | None | |
sk_vortigaunt_health | 100 | None | |
sk_weapon_ar2_alt_fire_duration | 2 | None | |
sk_weapon_ar2_alt_fire_mass | 150 | None | |
sk_weapon_ar2_alt_fire_radius | 10 | None | |
sk_zombie_dmg_both_slash | 25 | None | |
sk_zombie_dmg_one_slash | 10 | None | |
sk_zombie_health | 50 | None | |
sk_zombie_poison_dmg_spit | 20 | None | |
sk_zombie_poison_health | 175 | None | |
skill | 1 | Game skill level (1-3). | |
slist | List servers on your LAN. | ||
slot0 | None | ||
slot1 | None | ||
slot10 | None | ||
slot2 | None | ||
slot3 | None | ||
slot4 | None | ||
slot5 | None | ||
slot6 | None | ||
slot7 | None | ||
slot8 | None | ||
slot9 | None | ||
smoke_trail | 1 | None | |
smoothstairs | 1 | Smooth player eye z coordinate when climbing stairs. | |
snapto | None | ||
snd_async_fullyasync | 0 | All playback is fully async (sound doesn't play until data arrives). | |
snd_async_spew_blocking | 0 | Spew message to console any time async sound loading blocks on file i/o. | |
snd_disable_mixer_duck | 0 | None | |
snd_duckerattacktime | 0 | None | |
snd_duckerreleasetime | 2 | None | |
snd_duckerthreshold | 0 | None | |
snd_ducktovolume | 0 | None | |
snd_flushasync | Flush all async .wav data | ||
snd_foliage_db_loss | 4 | None | |
snd_gain | 1 | None | |
snd_gain_max | 1 | None | |
snd_gain_min | 0 | None | |
snd_memasync | Show async memory stats | ||
spec_track | 0 | Tracks an entity in spec mode | |
snd_mixahead | 0 | None | |
snd_mixvol | Set named Mixgroup to mix volume. | ||
snd_musicvolume | 1 | Music volume | |
snd_noextraupdate | 0 | None | |
snd_obscured_gain_dB | -2 | Yes | None |
snd_pitchquality | 1 | None | |
snd_profile | 0 | None | |
snd_rebuildaudiocache | Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists | ||
snd_refdb | 60 | None | |
snd_refdist | 36 | None | |
snd_restart | Restart sound system. | ||
snd_show | 0 | Yes | Show sounds info |
snd_showclassname | 0 | None | |
snd_showmixer | 0 | None | |
snd_showstart | 0 | Yes | None |
snd_soundmixer | 0 | None | |
snd_surround_speakers | 0 | None | |
snd_visualize | 0 | Yes | 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 | None | |
snd_vox_sectimetout | 300 | None | |
snd_vox_seqtimetout | 300 | None | |
snd_writemanifest | If running a game, outputs the precache manifest for the current level | ||
sndplaydelay | None | ||
sniperspeak | 0 | None | |
sniperviewdist | 35 | None | |
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_fadetime | 3 | Time to crossfade sound effects between soundscapes | |
soundscape_flush | Flushes the server & client side soundscapes | ||
speak | Play a constructed sentence. | ||
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 | None | |
+speed | None | ||
-speed | None | ||
spike | generates a fake spike | ||
startdemos | Play demos in demo sequence. | ||
startmovie | Start recording movie frames. | ||
startupmenu | Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer mode. | ||
status | Display map and connection status. | ||
step_spline | 0 | None | |
stop | Finish recording demo. | ||
stopdemo | Stop playing back a demo. | ||
stopsound | Stops all playing sounds | ||
stopsoundscape | Stops all soundscape processing and fades current looping sounds | ||
+strafe | None | ||
-strafe | None | ||
strider_always_use_procedural_height | 0 | None | |
strider_ar2_altfire_dmg | 25 | None | |
strider_distributed_fire | 1 | None | |
strider_eyepositions | 0 | None | |
strider_free_knowledge | 0 | None | |
strider_free_pass_cover_dist | 120 | None | |
strider_free_pass_duration | 2 | None | |
strider_free_pass_move_tolerance | 320 | None | |
strider_free_pass_refill_rate | 0 | None | |
strider_free_pass_start_time | 3 | None | |
strider_idle_test | 0 | None | |
strider_immolate | 0 | None | |
strider_pct_height_no_crouch_move | 90 | None | |
strider_peek_eye_dist | 1 | None | |
strider_peek_eye_dist_z | 4 | None | |
strider_peek_time | 0 | None | |
strider_peek_time_after_damage | 4 | None | |
strider_show_cannonlos | 0 | None | |
strider_show_focus | 0 | None | |
strider_show_weapon_los_condition | 0 | None | |
strider_show_weapon_los_z | 0 | None | |
strider_test_height | 0 | None | |
stuffcmds | Parses and stuffs command line + commands to command buffer. | ||
suitvolume | 0 | None | |
surfaceprop | Reports the surface properties at the cursor | ||
sv_accelerate | 10 | None | |
sv_airaccelerate | 10 | None | |
sv_allowdownload | 1 | Allow clients to download files | |
sv_allowupload | 1 | Allow clients to upload customizations files | |
sv_alltalk | 0 | Players can hear all other players, no team restrictions | |
sv_alternateticks | 0 | None | |
sv_autojump | 0 | None | |
sv_autoladderdismount | 1 | Automatically dismount from ladders when you reach the end (don't have to +USE). | |
sv_autosave | 1 | Set to 1 to save game on level transition. Does not affect autosave triggers. | |
sv_backspeed | 0 | How much to slow down backwards motion | |
sv_bounce | 0 | Bounce multiplier for when physically simulated objects collide with other objects. | |
sv_cacheencodedents | 1 | If set to 1, does an optimization to prevent extra SendTable_Encode calls. | |
sv_cheats | 0 | Allow cheats on server if set to 1 | |
sv_contact | 0 | Contact email for server sysop | |
sv_debug_player_use | 0 | Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success | |
sv_debugmanualmode | 0 | Make sure entities correctly report whether or not their network data has changed. | |
sv_debugresponses | 0 | Show verbose matching output (1 for simple, 2 for rule scoring) | |
sv_deltaprint | 0 | Print accumulated CalcDelta profiling data (only if sv_deltatime is on) | |
sv_downloadurl | 0 | Allows Downloading of files via a webserver | |
sv_deltatime | 0 | Enable profiling of CalcDelta calls | |
sv_dumpresponses | 0 | Dump all response_rules.txt and rules (requires restart) | |
sv_filterban | 1 | Set packet filtering by IP mode | |
sv_findsoundname | Find sound names which reference the specified wave files. | ||
sv_footsteps | 1 | Play footstep sound for players | |
sv_forcepreload | 0 | Force server side preloading. | |
sv_friction | 4 | World friction. | |
sv_gravity | 600 | World gravity. | |
sv_hltv | 0 | Enables HLTV on this server. | |
sv_infinite_aux_power | 0 | Yes | None |
sv_instancebaselines | 1 | Enable instanced baselines. Saves network overhead. | |
sv_ladderautomountdot | 0 | When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis. | |
sv_lan | 0 | Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc. | |
sv_logbans | 0 | None | |
sv_massreport | 0 | None | |
sv_maxrate | 0 | Max bandwidth rate allowed on server, 0 == unlimited | |
sv_maxspeed | 320 | None | |
sv_maxunlag | 1 | Maximum lag compensation in seconds | |
sv_maxupdaterate | 60 | Maximum updates per second that the server will allow | |
sv_maxvelocity | 3500 | Maximum speed any ballistically moving object is allowed to attain per axis. | |
sv_minrate | 0 | Min bandwidth rate allowed on server, 0 == unlimited | |
sv_minupdaterate | 10 | Minimum updates per second that the server will allow | |
sv_netvisdist | 10000 | Yes | Test networking visibility distance |
sv_noclipaccelerate | 5 | None | |
sv_noclipduringpause | 0 | Yes | If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). |
sv_noclipspeed | 5 | None | |
sv_npc_talker_maxdist | 1024 | NPCs over this distance from the player won't attempt to speak. | |
sv_password | 0 | Server password for entry into multiplayer games | |
sv_pausable | 0 | Is the server pausable. | |
sv_precachegeneric | Usage: sv_precachegeneric | ||
sv_precacheinfo | Show precache info. | ||
sv_precachemodel | Usage: sv_precachemodel | ||
sv_precachesound | Usage: sv_precachesound | ||
sv_pushaway_clientside_size | 15 | Minimum size of pushback objects | |
sv_rcon_banpenalty | 0 | Number of minutes to ban users who fail rcon authentication | |
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_robust_explosions | 1 | None | |
sv_rollangle | 0 | Max view roll angle | |
sv_rollspeed | 200 | None | |
sv_sendtables | 0 | Force full sendtable sending path. | |
sv_show_crosshair_target | 0 | None | |
sv_showhitboxes | -1 | Yes | Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only). |
sv_showladders | 0 | Show bbox and dismount points for all ladders (must be set before level load.) | |
sv_skyname | 0 | Current name of the skybox texture | |
sv_soundemitter_filecheck | Report missing wave files for sounds and game_sounds files. | ||
sv_soundemitter_flush | Flushes the sounds.txt system (server only) | ||
sv_soundemitter_trace | 0 | Show all EmitSound calls including their symbolic name and the actual wave file they resolved to | |
sv_soundscape_printdebuginfo | print soundscapes | ||
sv_specaccelerate | 5 | None | |
sv_specnoclip | 1 | None | |
sv_specspeed | 3 | None | |
sv_stats | 1 | Collect CPU usage stats | |
sv_stepsize | 18 | None | |
sv_stopspeed | 100 | Minimum stopping speed when on ground. | |
sv_stressbots | 0 | If set to 1, the server calculates data and fills packets to bots. Used for perf testing. | |
sv_strict_notarget | 0 | If set, notarget will cause entities to never think they are in the pvs | |
sv_suppress_viewpunch | 0 | None | |
sv_teststepsimulation | 1 | None | |
sv_thinktimecheck | 0 | Check for thinktimes all on same timestamp. | |
sv_timeout | 65 | After this many seconds without a message from a client, the client is dropped | |
sv_unlag | 1 | Enables player lag compensation | |
sv_unlockedchapters | 14 | Highest unlocked game chapter. | |
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 | None | |
sv_wateraccelerate | 10 | None | |
sv_waterdist | 12 | Vertical view fixup when eyes are near water plane. | |
sv_waterfriction | 1 | None |
Commands starting with letter "T"
Command | Default | Cheat? | Help Text |
---|---|---|---|
template_debug | 0 | None | |
Test_CreateEntity | None | ||
test_dispatcheffect | Test a client-side dispatch effect.
| ||
Test_EHandle | None | ||
test_entity_blocker | Test command that drops an entity blocker out in front of the player. | ||
Test_InitRandomEntitySpawner | None | ||
Test_Loop | Test_Loop - loop back to the specified loop start point unconditionally. | ||
Test_LoopCount | Test_LoopCount - loop back to the specified loop start point the specified # of times. | ||
Test_LoopForNumSeconds | Test_LoopForNumSeconds - loop back to the specified start point for the specified # of seconds. | ||
test_nav_opt | 1 | None | |
Test_ProxyToggle_EnableProxy | None | ||
Test_ProxyToggle_EnsureValue | None | ||
Test_ProxyToggle_SetValue | None | ||
Test_RandomChance | Test_RandomChance - roll the dice and maybe run the command following the percentage chance. | ||
Test_RandomizeInPVS | None | ||
Test_RandomPlayerPosition | None | ||
Test_RemoveAllRandomEntities | None | ||
Test_RunFrame | None | ||
Test_SendKey | None | ||
Test_SpawnRandomEntities | None | ||
Test_StartLoop | Test_StartLoop - denote the start of a loop. Really just defines a named point you can jump to. | ||
Test_StartScript | Start a test script running. | ||
Test_Wait | None | ||
Test_WaitForCheckPoint | None | ||
testhudanim | Test a HUD element animation. Arguments: | ||
testscript_debug | 0 | Debug test scripts. | |
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 | |
think_limit | 0 | Maximum think time in milliseconds, warning is printed if this is exceeded. | |
thirdperson | Switch to third person camera. | ||
timedemo | Play a demo and report performance info. | ||
timedemoquit | Play a demo, report performance info, and then exit | ||
timerefresh | Profile the renderer. | ||
toggleconsole | Show/hide the console. | ||
trace_report | 0 | None | |
tracer_extra | 1 | None |
Commands starting with letter "U"
Command | Default | Cheat? | Help Text |
---|---|---|---|
unbind | Unbind a key. | ||
unbindall | Unbind all keys. | ||
unpause | Unpause the game. | ||
+use | None | ||
-use | None | ||
use | Use a particular weapon. Arguments:
| ||
user | Show user data. | ||
users | Show user info for players on server. |
Commands starting with letter "V"
Command | Default | Cheat? | Help Text |
---|---|---|---|
v_centermove | 0 | None | |
v_centerspeed | 500 | None | |
v_ipitch_cycle | 1 | None | |
v_ipitch_level | 0 | None | |
v_iroll_cycle | 0 | None | |
v_iroll_level | 0 | None | |
v_iyaw_cycle | 2 | None | |
v_iyaw_level | 0 | None | |
vcollide_wireframe | 0 | Yes | None |
vcollide_wireframe_axes | 0 | None | |
version | Print version info string. | ||
vgui_drawfocus | 0 | Report which panel is under the mouse. | |
+vgui_drawtree | None | ||
-vgui_drawtree | None | ||
vgui_drawtree | 0 | Yes | Draws the VGUI panel hierarchy to the specified depth level. |
vgui_drawtree_clear | None | ||
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_togglepanel | show/hide VGUI panel by name. | ||
viewmodel_fov | 54 | Yes | None |
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 | |
voice_avggain | 0 | None | |
voice_clientdebug | 0 | None | |
voice_dsound | 0 | None | |
voice_enable | 1 | None | |
voice_fadeouttime | 0 | None | |
voice_forcemicrecord | 1 | None | |
voice_inputfromfile | 0 | Get voice input from "voice_input.wav " rather than from the microphone. | |
voice_loopback | 0 | None | |
voice_maxgain | 10 | None | |
voice_modenable | 1 | Enable/disable voice in this mod. | |
voice_overdrive | 2 | None | |
voice_overdrivefadetime | 0 | None | |
voice_profile | 0 | None | |
voice_recordtofile | 0 | Record mic data and decompressed voice data into "voice_micdata.wav " and "voice_decompressed.wav ". | |
voice_scale | 1 | None | |
voice_serverdebug | 0 | None | |
voice_showchannels | 0 | None | |
voice_showincoming | 0 | None | |
voice_steal | 2 | None | |
+voicerecord | None | ||
-voicerecord | None | ||
volume | 1 | Sound volume. | |
vox_reload | Reload sentences.txt file. | ||
voxeltree_box | View entities in the voxel-tree inside box ;. | ||
voxeltree_playerview | View entities in the voxel-tree at the player position. | ||
voxeltree_sphere | View entities in the voxel-tree inside sphere . | ||
voxeltree_view | View entities in the voxel-tree. | ||
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 | None | ||
vprof_collapse_all | Collapse the whole VProf tree. | ||
vprof_counters | 0 | None | |
vprof_dump_groupnames | Write the names of all of the VProf groups to the console. | ||
vprof_dump_spikes | 0 | Framerate at which VProf will begin to dump spikes to the console. "0" - disabled. | |
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_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 | None | |
vprof_graphwidth | 512 | None | |
vprof_nextsibling | None | ||
vprof_off | Turn off VProf profiler. | ||
vprof_on | Turn on VProf profiler. | ||
vprof_parent | None | ||
vprof_playback_start | Start playing back a recorded .vprof file. | ||
vprof_playback_step | While playing back a .vprof file, step to the next tick. | ||
vprof_playback_stop | None | ||
vprof_prevsibling | None | ||
vprof_record_start | Start recording VProf data for playback later. | ||
vprof_record_stop | None | ||
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_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). | ||
vtune | Controls VTune's sampling. |
Commands starting with letter "W"
Command | Default | Cheat? | Help Text |
---|---|---|---|
wait | Stop command parsing until next frame. | ||
+walk | None | ||
-walk | None | ||
wc_air_edit_further | When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from player. | ||
wc_air_edit_nearer | When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player. | ||
wc_air_node_edit | When in WC edit mode, toggles laying down or air nodes instead of ground nodes. | ||
wc_create | When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull ). | ||
wc_destroy | When in WC edit mode, 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 | None | ||
wc_update_entity | Updates the entity's position/angles when in edit mode. Obsolete. Has been discontinued and replaced by the apparently identical hammer_update_entity in Orange Box games. | ||
weapon_showproficiency | 0 | None | |
writeid | Writes a list of permanently-banned user IDs to banned_user.cfg . | ||
writeip | Save the ban list to banned_ip.cfg . |
Commands starting with letter "Z"
Command | Default | Cheat? | Help Text |
---|---|---|---|
zombie_ambushdist | 16000 | None | |
zombie_basemax | 100 | None | |
zombie_basemin | 100 | None | |
zombie_changemax | 0 | None | |
zombie_changemin | 0 | None | |
zombie_decaymax | 0 | None | |
zombie_decaymin | 0 | None | |
zombie_moanfreq | 1 | None | |
zombie_stepfreq | 4 | None | |
+zoom | None | ||
-zoom | None | ||
zoom_sensitivity_ratio | 1 | Additional mouse sensitivity scale factor applied when FOV is zoomed in. |
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