Thursday, January 31, 2008

guide to bunny hopping (tutorial with demo)

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

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 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 Universit√© 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.

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

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.

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.

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

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

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

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

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

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

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
_fov0
Automates fov command to server.
_restart

Shutdown and restart the engine.
addip

Add an IP address to the ban list.
adsp_alley_min122
None
adsp_courtyard_min126
None
adsp_debug0
None
adsp_door_height112
None
adsp_duct_min106
None
adsp_hall_min110
None
adsp_low_ceiling108
None
adsp_opencourtyard_min126
None
adsp_openspace_min130
None
adsp_openstreet_min118
None
adsp_openwall_min130
None
adsp_room_min102
None
adsp_street_min118
None
adsp_tunnel_min114
None
adsp_wall_height128
None
ai_actbusy_search_time10
None
ai_ally_manager_debug0
None
ai_auto_contact_solver1
None
ai_citizen_debug_commander1
None
ai_clear_bad_links

Clears bits set on nav links indicating link is unusable
ai_debug_actbusy0YesUsed to debug actbusy behavior. Usage:
1
Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.
2
Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.
3
Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.
4
Display debug output of actbusy logic.
ai_debug_assault0
None
ai_debug_directnavprobe0
None
ai_debug_doors0
None
ai_debug_efficiency0
None
ai_debug_enemies0
None
ai_debug_expressions0
Show random expression decisions for NPCs.
ai_debug_follow0
None
ai_debug_loners0
None
ai_debug_looktargets0
None
ai_debug_los0YesNPC Line-Of-Sight debug mode.
1
Solid entities that block NPC LOC will be highlighted with white bounding boxes.
2
It'll show non-solid entities that would do it if they were solid.
ai_debug_nav0
None
ai_debug_node_connect

Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets0
None
ai_debug_readiness0
None
ai_debug_shoot_positions0
None
ai_debug_speech0
None
ai_debug_squads0
None
ai_debug_think_ticks0
None
ai_debugscriptconditions0
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_drawbattlelines0YesNone
ai_dump_hints

None
ai_efficiency_override0
None
ai_follow_move_commands1
None
ai_follow_use_points1
None
ai_follow_use_points_when_moving1
None
ai_lead_time0
None
ai_LOS_mode0
None
ai_moveprobe_debug0
None
ai_moveprobe_jump_debug0
None
ai_moveprobe_usetracelist0
None
ai_new_aiming1
None
ai_newgroundturret0
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_paths0
None
ai_no_node_cache0
None
ai_no_select_box0
None
ai_no_steer0
None
ai_no_talk_delay0
None
ai_nodes

Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:
Green
Ground node
Cyan
Air node
Magenta
Climb node
Grey
Node not available for selected hull size
Orange
Node currently locked
ai_norebuildgraph0
None
ai_path_adjust_speed_on_immediate_turns1
None
ai_path_insert_pause_at_est_end1
None
ai_path_insert_pause_at_obstruction1
None
ai_reaction_delay_alert0
None
ai_reaction_delay_idle0
None
ai_readiness_decay120
None
ai_rebalance_thinks1
None
ai_reloadresponsesystems

Reload all response system scripts.
ai_report_task_timings_on_limit0
None
ai_resume

If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug0
None
ai_set_move_height_epsilon

Set how high AI bumps up ground walkers when checking steps
ai_shot_bias1
None
ai_shot_bias_max1
None
ai_shot_bias_min-1
None
ai_shot_stats0
None
ai_shot_stats_term1000
None
ai_show_connect

Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
Green
Ground movement
Blue
Jumping movement
Cyan
Flying movement
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_fly

Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
Green
Ground movement
Blue
Jumping movement
Cyan
Flying movement
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_jump

Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
Green
Ground movement
Blue
Jumping movement
Cyan
Flying movement
Magenta
Climbing movement
Red
Connection disabled
ai_show_graph_connect

Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.
ai_show_grid

Draw a grid on the floor where looking.
ai_show_hints

Displays all hints as small boxes
Blue
Hint is available for use
Red
Hint is currently being used by an NPC
Orange
Hint not being used by timed out
Grey
Hint has been disabled
ai_show_hull

Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:
Green
Ground movement
Blue
Jumping movement
Cyan
Flying movement
Magenta
Climbing movement
ai_show_hull_attacks0
None
ai_show_node

Highlight the specified node
ai_show_think_tolerance0
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_overtime0
None
ai_spread_cone_focus_time0
None
ai_spread_defocused_cone_multiplier3
None
ai_spread_pattern_focus_time0
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_label0
None
ai_use_clipped_paths1
None
ai_use_efficiency1
None
ai_use_frame_think_limits1
None
ai_use_readiness1
None
ai_use_think_optimizations1
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_stress5000
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.
bgmvolume1
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_debug0
None
blink_duration0
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_limit0
None
breakable_multiplayer1
None
buddha

Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
budget_averages_window30
number of frames to look at when figuring out average frametimes
budget_background_alpha128
how translucent the budget panel is
budget_bargraph_background_alpha128
how translucent the budget panel is
budget_bargraph_range_ms16
budget bargraph range in milliseconds
budget_history_numsamplesvisible100
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_ms66
budget history range in milliseconds
budget_panel_bottom_of_history_fraction0
number between 0 and 1
budget_panel_height384
height in pixels of the budget panel
budget_panel_width512
width in pixels of the budget panel
budget_panel_x0
number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y50
number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window30
number of frames to look at when figuring out peak frametimes
budget_show_averages0
enable/disable averages in the budget panel
budget_show_history1
turn history graph off and on. . good to turn off on low end
budget_show_peaks1
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_time5
None
bugbait_grenade_radius150
None
bugbait_hear_radius2500
None
bugbait_radius512
None
bugreporter_includebsp1
Include .bsp for internal bug submissions.
buildcubemaps

Rebuild cubemaps.
building_cubemaps0
None
bulletspeed6000
None

Commands starting with letter "C"

Command Default Cheat? Help Text
c_maxdistance200
None
c_maxpitch90
None
c_maxyaw135
None
c_mindistance30
None
c_minpitch0
None
c_minyaw-135
None
c_orthoheight100
None
c_orthowidth100
None
cache_print

Print out contents of cache memory.
cam_command0YesChanges camera view, first/third person
cam_idealdist64
Cam distance from player
cam_idealdistup0
Cam above/below player
cam_idealdistright0
Cam left/right of player
cam_idealpitch0
None
cam_idealyaw90
0=Behind player, 90=Right arm
cam_snapto0
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_captiontrace1
Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in hud)
cc_emit

Emits a closed caption
cc_lang0
Current close caption language (emtpy = use game UI language)
cc_linger_time1
Close caption linger time.
cc_lookup_crc

For tracking down missing CC token strings
cc_predisplay_time0
Close caption delay before showing caption.
cc_sentencecaptionnorepeat4
How often a sentence can repeat.
cc_subtitles0
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_allowdownload1
Client downloads customization files
cl_allowupload1
Client uploads customization files
cl_anglespeedkey0
None
cl_animationinfo

Hud element to examine.
cl_backspeed400
None
cl_bob0
None
cl_bobcycle0
None
cl_bobup0
None
cl_class0
Default class when joining a game
cl_clock_correction1YesEnable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount200YesSets 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_offset90YesAs 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_offset10YesIf the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick999YesForce clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo0YesShow debugging info about the clock drift.
cl_clockdrift_max_ms150YesMaximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdbackup2
For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists)
cl_cmdrate30
Max number of command packets sent to server per second
cl_customsounds0
Enable customized player sound playback
cl_demoviewoverride0
Override view during demo playback
cl_detaildist1200
Distance at which detail props (e.g. grass) are shown.
cl_detailfade400
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_wake1YesNone
cl_drawhud1YesEnable the rendering of the hud
cl_drawleaf-1YesNone
cl_drawmaterial0YesDraw a particular material over the frame
cl_drawmonitors1
None
cl_drawshadowtexture0YesNone
cl_ejectbrass1
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_entityreport0YesFor debugging, draw entity states to console
cl_extrapolate1YesEnable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount0YesSet how many seconds the client will extrapolate entities for.
cl_flushentitypacket0YesFor debugging. Force the engine to flush an entity packet.
cl_forcehighendmonitors1
None
cl_forcepreload0
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_forwardspeed400
None
cl_fullupdate

Forces the server to send a full update packet
cl_idealpitchscale0
None
cl_ignorepackets0YesForce client to ignore packets (for debugging).
cl_interp0
Interpolate object positions starting this many seconds in past
cl_interp_npcs0
Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interpolate1
Interpolate entities on the client.
cl_lagcomp_errorcheck0
Player index of other player to check for position errors.
cl_lagcompensation1
Perform server side lag compensation of weapon firing events.
cl_leveloverview0YesNone
cl_localnetworkbackdoor1
Enable network optimizations for single player games.
cl_logofile0
Spraypoint logo decal.
cl_maxrenderable_dist3000YesMax distance from the camera at which things will be rendered
cl_mouseenable1
None
cl_observercrosshair1
None
cl_overdraw_test0YesNone
cl_panelanimation

blanak for all panels>.
cl_particleeffect_aabb_buffer2YesAdd 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_pclass0YesDump entity by prediction classname.
cl_pdump-1YesDump info about this entity to screen.
cl_phys_props_enable1
Disable clientside physics props (must be set before loading a level).
cl_phys_props_max300
Maximum clientside physic props
cl_phys_timescale1YesSets the scale of time for client-side physics (ragdolls)
cl_pitchdown89
None
cl_pitchspeed225
None
cl_pitchup89
None
cl_precacheinfo

Show precache info (client).
cl_pred_optimize2
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_predict0
Perform client side prediction.
cl_predictionlist0YesShow which entities are predicting
cl_predictweapons1
Perform client side prediction of weapon effects.
cl_ragdoll_collide0
None
cl_rate10000
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_resend6
Delay in seconds before the client will resend the 'connect' attempt
cl_restrict_server_commands1
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:
0
Don't restrict any server commands.
1
Restrict server commands in Valve multiplayer games.
2
Restrict server commands in all multiplayer games.
cl_SetupAllBones0
None
cl_show_bloodspray1
None
cl_show_splashes1
None
cl_showanimstate-1YesShow the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_log0Yes1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
cl_showents

Dump entity list to console.
cl_showerror0YesShow prediction errors, 2 for above plus detailed field deltas.
cl_showevents0YesPrint event firing info in the console
cl_showfps0
See Optimization Commands.
cl_showpos0
Draw current position at top of screen
cl_ShowSunVectors0
None
cl_showtextmsg1
Enable/disable text messages printing on the screen.
cl_sidespeed400
None
cl_slist10
Number of seconds to wait for server ping responses when checking for server on your lan
cl_smooth1
Smooth view/eye origin after prediction errors
cl_smoothtime0
Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush

Flushes the sounds.txt system (client only)
cl_soundfile0
Jingle sound file.
cl_soundscape_flush

Flushes the client side soundscapes
cl_soundscape_printdebuginfo

print soundscapes
cl_starfield_diameter128
None
cl_starfield_distance256
None
cl_sun_decay_rate0YesNone
cl_team0
Default team when joining a game
cl_timeout30
After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_updaterate20
Number of packets per second of updates you are requesting from the server
cl_upspeed320
None
cl_view

Set the view entity index.
cl_winddir0
Weather effects wind direction angle
cl_windspeed0
Weather effects wind speed scalar
cl_yawspeed210
None
clear

Clear all console output.
clear_debug_overlays

clears debug overlays
clientport27005
Host game client port
closecaption0
Enable close captioning.
cmd

Forward command to server.
collision_shake_amp0
None
collision_shake_freq0
None
collision_shake_time0
None
combine_guard_spawn_health1
None
combine_spawn_health1
None
+commandermousemove

None
-commandermousemove

None
+commandmenu

Gold Source Command Menu
-commandmenu

None
con_drawnotify1
Disables drawing of notification area (for taking screenshots).
con_enable1
Allows the console to be activated.
con_notifytime8
How long to display recent console text to the upper part of the game window
con_nprint_bgalpha50
Con_NPrint background alpha.
con_nprint_bgborder5
Con_NPrint border size.
con_trace0
Print console text to low level printout.
connect

Connect to specified server.
contimes8
Number of console lines to overlay for debugging.
coop0
Cooperative play.
CreateHairball

None
creditsdone

None
crosshair1
None
curve_bias0
None
cvarlist

Show the list of convars/concommands.

Commands starting with letter "D"

Command Default Cheat? Help Text
deathmatch0
Running a deathmatch server.
debug_physimpact0
None
decalfrequency10
None
default_fov75YesNone
demo_debug0
Demo debug info.
demo_fastforwardfinalspeed20
Go this fast when holding FF button for a set amount of time (see below).
demo_fastforwardramptime5
How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed2
Go this fast when starting to hold FF button.
demo_interpolateview1
Do view interpolation during dem playback.
demo_pauseatservertick0
Pauses demo playback at server tick
demo_quitafterplayback0
Quits game after demo playback.
demo_recordcommands1
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.
developer0
Show developer messages.
differences

Show all convars which are not at their default values.
disconnect

Disconnect game from server.
disp_dynamic0
None
disp_modlimit80
None
disp_modlimit_down20
None
disp_modlimit_up80
None
disp_numiterations1YesNone
dispcoll_drawplane0
None
displaysoundlist0
None
dog_debug0
None
dog_max_wait_time7
None
drawcross

Draws a cross at the given location. Arguments: x y z
drawline

Draws line between two 3D Points.
Green
If no collision
Red
Is collided with something
Arguments
x1 y1 z1 x2 y2 z2
dropprimary

dropprimary: Drops the primary weapon of the player.
dsp_automatic0
None
dsp_db_min80
None
dsp_db_mixdrop0
None
dsp_dist_max1440
None
dsp_dist_min0
None
dsp_enhance_stereo1
None
dsp_facingaway0
None
dsp_mix_max0
None
dsp_mix_min0
None
dsp_off0YesNone
dsp_player0
None
dsp_reload

None
dsp_room0
None
dsp_slow_cpu0
None
dsp_spatial40
None
dsp_speaker50
None
dsp_vol_2ch1
None
dsp_vol_4ch0
None
dsp_vol_5ch0
None
dsp_volume1
None
dsp_water14
None
dti_flush

Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning0
Print data table warnings?
dtwatchent-1
Watch this entities data table encoding.
dtwatchvar0
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.
english1
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.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox

Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_debugkeys0
None
ent_dump

Usage: ent_dump
ent_fire

Usage: ent_fire [action] [value] [delay]
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.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_messages_draw0YesVisualizes 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).
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_rbox

Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_remove

Removes the given entity(s)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all

Removes all entities of the specified type;Arguments: {entity_name} / {class_name}
ent_setname

Sets the targetname of the given entity(s)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_show_response_criteria

Print, to the console, an entity's current criteria set used to select responses.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_step

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)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
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 Available flags to search for:

- 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_absorbrate3
None
fire_dmgbase1
None
fire_dmginterval1
None
fire_dmgscale0
None
fire_extabsorb5
None
fire_extscale12
None
fire_growthrate1
None
fire_heatscale1
None
fire_incomingheatscale0
None
fire_maxabsorb50
None
firetarget

None
firstperson

Switch to firstperson camera.
flex_expression0
None
flex_looktime5
None
flex_maxawaytime1
None
flex_maxplayertime7
None
flex_minawaytime0
None
flex_minplayertime5
None
flex_rules1
Allow flex animation rules to run.
flex_smooth1
Applies smoothing/decay curve to flex animation controller changes.
flex_talk0
None
flush

Flush cache memory.
flush_unlocked

Flush unlocked cache memory.
fog_color-1
None
fog_colorskybox-1
None
fog_enable1
None
fog_enable_water_fog1
None
fog_enableskybox1
None
fog_end-1
None
fog_endskybox-1
None
fog_override0YesNone
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_max300
Frame rate limiter
free_pass_peek_debug0
None
fs_printopenfiles

Show all files currently opened by the engine.
fs_warning_level

Set the filesystem warning level.
func_break_max_pieces15
None
func_breakdmg_bullet0
None
func_breakdmg_club1
None
func_breakdmg_explosive1
None

Commands starting with letter "G"

Command Default Cheat? Help Text
g_ai_citizen_show_enemy0
None
g_antlion_maxgibs16
None
g_debug_antlion0
None
g_debug_antlionguard0
None
g_debug_antlionmaker0YesNone
g_debug_basehelicopter0YesNone
g_debug_combine_camera0
None
g_debug_cscanner0
None
g_debug_doors0
None
g_debug_dropship0
None
g_debug_dynamicresupplies0
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_gunship0YesNone
g_debug_headcrab0YesNone
g_debug_physcannon0
None
g_debug_ragdoll_removal0YesNone
g_debug_ragdoll_visualize0YesNone
g_debug_trackpather0YesNone
g_debug_transitions0
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_turret0
None
g_debug_turret_ceiling0
None
g_debug_vehiclebase0YesNone
g_debug_vehicledriver0YesNone
g_debug_vehicleexit0YesNone
g_debug_vehiclesound0YesNone
g_helicopter_bullrush_bomb_enemy_distance0
None
g_helicopter_bullrush_bomb_speed850
The maximum distance the player can be from the chopper before it stops firing
g_helicopter_bullrush_bomb_time10
None
g_helicopter_bullrush_distance5000
None
g_helicopter_bullrush_mega_bomb_health0
Fraction of the health of the chopper before it mega-bombs
g_helicopter_bullrush_shoot_height650
The maximum distance the player can be from the chopper before it stops firing
g_helicopter_chargetime2
How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
g_helicopter_idletime3
How much time we have to wait (on average) after we fire before we can charge up again
g_helicopter_maxfiringdist2500
The maximum distance the player can be from the chopper before it stops firing
g_jeepexitspeed100YesNone
g_Language0
None
g_ragdoll_fadespeed600
None
g_ragdoll_maxcount8
None
g_test_new_antlion_jump1
None
gameui_hide

None
getpos

dump position and angles to the console
give

Give item to player. Arguments:
gl_clear0
None
god
YesToggle. 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.
hidehud0YesNone
hidepanel

Hides a viewport panel
hl2_normspeed190
None
hl2_sprintspeed320
None
hl2_walkspeed150
None
hltv_autorecord0
Automatically records all games as HLTV demos.
hltv_cam_distance96
Default HLTV chase camera distance
hltv_cam_fov90
Default HLTV chase camera FOV
hltv_cam_inertia100
Default HLTV chase camera inertia
hltv_cam_offset64
Default HLTV chase camera offset
hltv_cam_phi0
Default HLTV chase camera phi angle
hltv_cam_theta0
Default HLTV chase camera theta angle
hltv_connect

Connect to specified HLTV server.
hltv_debug0
HLTV debug info.
hltv_delay10
HLTV broadcast delay in seconds
hltv_maxclients128
Maximum client number on HLTV server.
hltv_maxrate3500
Max client bandwidth rate allowed, 0 == unlimited
hltv_port27020
Host HLTV port
hltv_record

Starts HLTV demo recording.
hltv_retry

Reconnects the HLTV relay proxy.
hltv_snapshotinterval2
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_viewent0
HLTV camera entity index
host_framerate0
Set to lock per-frame time elapse.
host_limitlocal0
Apply cl_cmdrate and cl_updaterate to loopback connection
host_map0
Current map name.
host_profile0
None
host_runofftime

Run off some time without rendering/updating sounds
host_showcachemiss0
Print a debug message when the client or server cache is missed.
host_sleep0YesForce the host to sleep a certain number of milliseconds each frame.
host_speeds0
Show general system running times.
host_timescale1YesPrescale the clock by this amount.
host_writeconfig

Store current settings to config.cfg (or specified .cfg file).
hostname0
Hostname for server.
hostport27015
Host game server port
hud_airboathint_numentries10
None
hud_autoreloadscript0
Automatically reloads the animation script each time one is ran
hud_deathnotice_time6
None
hud_drawhistory_time5
None
hud_fastswitch0
None
hud_jeephint_numentries10
None
hud_quickinfo0
None
hud_reloadscheme

Reloads hud layout and animation scripts.
hud_saytext_time12
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
ip0
Overrides IP for multihomed hosts
+jlook

None
-jlook

None

Commands starting with letter "J"

Command Default Cheat? Help Text
joy_advanced0
None
joy_advaxisr0
None
joy_advaxisu0
None
joy_advaxisv0
None
joy_advaxisx0
None
joy_advaxisy0
None
joy_advaxisz0
None
joy_diagonalpov0
POV manipulator operates on diagonal axes, too.
joy_forwardsensitivity-1
None
joy_forwardthreshold0
None
joy_name0
None
joy_pitchsensitivity1
None
joy_pitchthreshold0
None
joy_sidesensitivity-1
None
joy_sidethreshold0
None
joy_wingmanwarrier_centerhack0
Wingman warrior centering hack.
joy_wingmanwarrier_turnhack0
Wingman warrior hack related to turn axes.
joy_yawsensitivity-1
None
joy_yawthreshold0
None
joyadvancedupdate

None
joystick0
None
jpeg

Take a jpeg screenshot: jpeg .
jpeg_quality90
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_Enable1
None
lod_TransitionDist800
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
lookspring0
None
lookstrafe0
None
+lookup

None
-lookup

None
lservercfgfile0
None

Commands starting with letter "M"

Command Default Cheat? Help Text
m_customaccel0
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_exponent1
Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max0
Max mouse move scale factor, 0 for no limit
m_customaccel_scale0
Custom mouse acceleration value.
m_filter0
Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward1
Mouse forward factor.
m_mouseaccel10
Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel20
Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed1
Windows mouse speed factor (range 1 to 20).
m_pitch0
Mouse pitch factor.
m_side0
Mouse side factor.
m_yaw0
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_noareas0
Disable area to area connection testing.
mapcyclefilemapcycle.txt
Sets the map cycle file to use for cycling maps.
maps

Displays list of maps.
mat_antialias0
None
mat_bloom1
None
mat_bufferprimitives1
None
mat_bumpbasis0
None
mat_bumpmap1
Toggles bumpmap rendering on/off.
mat_camerarendertargetoverlaysize128YesNone
mat_clipz1
None
mat_compressedtextures1
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_debugdepth0
None
mat_debugdepthmode0
None
mat_debugdepthval128
None
mat_debugdepthvalmax256
None
mat_depthbias_decal-262144
None
mat_depthbias_normal0YesNone
mat_diffuse1
None
mat_drawflat0YesNone
mat_drawwater1YesNone
mat_dxlevel90
None
mat_envmapsize128
None
mat_envmaptgasize32
None
mat_fastnobump0
None
mat_fastspecular1
Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate0YesNone
mat_filterlightmaps1
Smooths lightmaps. Lighting appears blocky when this is off.
mat_filtertextures1
Smooths textures. Textures appear blocky when this is off.
mat_forceaniso1
Sets Anistropic Filtering Level
mat_forcedynamic0YesNone
mat_forcehardwaresync1
None
mat_frame_sync_enable1YesNone
mat_frame_sync_force_texture0YesForce frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize128
None
mat_fullbright0YesNone
mat_hsv0
None
mat_info

Shows material system info
mat_leafvis0
Draw wireframe of current leaf
mat_levelflush1
None
mat_loadtextures1
None
mat_luxels0YesNone
mat_maxframelatency1
None
mat_measurefillrate0YesNone
mat_mipmaptextures1
None
mat_monitorgamma2
Monitor gamma (typically 2.2 for CRT and 1.7 for LCD).
mat_norendering0
None
mat_normalmaps0YesNone
mat_normals0YesNone
mat_parallaxmap0
None
mat_picmip0
Sets texture quality. Is the same as the "Texture Detail" menu. Values are 0-High, 1-Medium, 2-Low
mat_proxy0
None
mat_reducefillrate0
None
mat_reloadallmaterials

None
mat_reloadmaterial

None
mat_reloadtextures

None
mat_reversedepth0YesNone
mat_savechanges

Saves current video configuration to the registry.
mat_setvideomode

Sets the width, height, windowed state of the material system.
mat_shadowstate1
None
mat_show_texture_memory_usage0
Display the texture memory usage on the HUD.
mat_showcamerarendertarget0YesNone
mat_showenvmapmask0
None
mat_showframebuffertexture0YesNone
mat_showlightmapcomponent0
0: show normal-mapped lightmap1: show component 11: show component 21: show component 3
mat_showlightmappage-1
None
mat_showlowresimage0
None
mat_showmaterials

Show materials.
mat_showmaterialsverbose

None
mat_showmiplevels0
None
mat_showtextures

Show textures.
mat_showwatertextures0YesNone
mat_skybloomamount1
None
mat_slopescaledepthbias_decal0YesNone
mat_slopescaledepthbias_normal0YesNone
mat_softwarelighting0
None
mat_softwareskin0
None
mat_specular1
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_stub0YesNone
mat_suppress

Suppress a material from drawing
mat_surfaceid0
None
mat_surfacemat0
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_list0
For debugging, show a list of used textures per frame
mat_texture_list_all0
If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texturelist_directories0
None
mat_texturelist_files1
None
mat_trilinear1
None
mat_viewportscale1YesDebugging viewport scale
mat_vsync0
Force sync to vertical retrace
mat_wateroverlaysize128
None
mat_wireframe0
See Optimization Commands.
mat_yuv0
Turns the screen monochrome
maxplayers

Change the maximum number of players allowed on this server.
mem_dump

Dump memory stats.
mem_dumpstats0
Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_force_flush0
Force cache flush of unlocked resources on every alloc.
metropolice_charge1
None
metropolice_chase_use_follow0
None
metropolice_move_and_melee1
None
minisave

Saves game (for current level only!)
mod_forcedata1
Forces all model file data into cache on model load.
monk_headshot_freq2
None
mortar_visualize0
None
+movedown

None
-movedown

None
+moveleft

None
-moveleft

None
+moveright

None
-moveright

None
+moveup

None
-moveup

None
mp_allowNPCs1
None
mp_autoteambalance1
None - New Source Engine
mp_autoteambalance_delay1
Time after the teams become unbalanced to attempt to switch players. - New Source Engine
mp_autoteambalance_warning_delay1
Time after the teams become unbalanced to print a balance warning. - New Source Engine
mp_allowspectators1
Toggles whether the server allows spectator mode or not.
mp_autocrosshair1
None
mp_bonusroundtime1
Time after round win until round restarts - New Source Engine
mp_buytime1.5
Time players have to buy weapons
mp_chattime10
Amount of time players can chat after the game is over.
mp_decals200
None
mp_defaultteam0
None
mp_enableroundwaittime1
Enable timers to wait between rounds. - New Source Engine
mp_facefronttime3
After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_falldamage0
None
mp_feetyawrate720
How many degrees per second that we can turn our feet or upper body.
mp_flashlight0
None
mp_footsteps1
None
mp_forcecamera0
Restricts spectator modes for dead players.
mp_forcerespawn1
None
mp_fraglimit0
None
mp_friendlyfire0
None
mp_ik1
Use IK on in-place turns.
mp_logecho1
None
mp_logfile1
None
mp_maxrounds1
Max number of rounds to play before server changes maps - New Source Engine.
mp_restartround1
If non-zero, the current round will restart in the specified number of seconds - New Source Engine.
mp_stalemate_timelimit1
Timelimit (in seconds) of the stalemate round. - New Source Engine.
mp_teamlist0
None
mp_teamoverride1
None
mp_teamplay0
None
mp_teams_unbalance_limit1
Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine.
mp_timelimit0
Game time per map in minutes.
mp_weaponstay0
None
mp_winlimit0
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_light1
None

Commands starting with letter "N"

Command Default Cheat? Help Text
name0
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_edit0
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_quicksave1
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_points0
Show Approach Points in the Navigation Mesh.
nav_show_danger0
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_blockmsg0Yes1|name>
net_channels

Shows net channel info.
net_chokeloop0
Apply bandwidth choke to loopback packets.
net_drawslider0
Draw completion slider during signon.
net_droppackets0YesDrops next n packets on client.
net_fakelag0YesLag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss0YesSimulate packet loss as a percentage (negative means drop 1/n packets).
net_graph0
Draw the network usage graph.
net_graphheight64
None
net_graphpos1
None
net_graphsolid1
None
net_maxfilesize16
Max filesize server can transfer to clients.
net_maxfragments1280
Max fragment bytes per packet.
net_scale5
None
net_showdrop0
Show dropped packets in console
net_showevents0
Print game event infos to console.
net_showfragments0
Show netchannel fragments.
net_showmsg0
1|name>
net_showpeaks0
Show messages for large packets only:
net_showsplits0
Show info about packet splits.
net_showtcp0
Dump TCP stream summary to console.
net_showudp0
Dump UPD packets summary to console
net_start

Initializes multiplayer network sockets.
net_synctags0YesInsert tokens into the net stream to find client/server mismatches.
next0YesSet to 1 to advance to next frame ( when singlestep == 1 )
nextdemo

Play next demo in sequence.
noclip
YesToggle. 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_swallow0
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.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_citizen_auto_player_squad1
None
npc_citizen_auto_player_squad_allow_use0
None
npc_citizen_explosive_resist0
None
npc_citizen_insignia0
None
npc_citizen_squad_marker0
None
npc_combat

Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_conditions

Displays all the current AI conditions that an NPC has in the overlay text.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
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.
Arguments
{npc_class_name}.
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.
Arguments
{npc_class_name}.
npc_create_equipment0
None
npc_destroy

Removes the given NPC(s) from the universe
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
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.
Blue
Eluded entities (don't know where it went)
Green
Unreachable entities (can't get to it)
Red
Current enemy
Magenta
Current target entity
Pink
All other entities drawn
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_focus

Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_freeze

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_run1
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_adjust1
Enable test mode for ik height adjustment.
npc_kill

Kills the given NPC(s)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_nearest

Draw's a while box around the NPC(s) nearest node
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
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:
Blue
Path to a node
Cyan
Detour around an object (triangulation)
Red
Jump
Maroon
Path to final target position
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_select

Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_sentences0
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)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_steering_all

Displays the steering obstructions of all NPCs (used to perform local avoidance).
npc_strider_height_adj0
None
npc_strider_shake_ropes_magnitude150
None
npc_strider_shake_ropes_radius1200
None
npc_task_text

Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_tasks

Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_thinknow

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)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_vphysics0
None

Commands starting with letter "O"

Command Default Cheat? Help Text
old_radiusdamage0
None
overview_health1
Show player's health in map overview.
overview_locked1
Locks map angle, doesn't follow view angle.
overview_mode

1|2>
overview_names1
Show player's names in map overview.
overview_tracks1
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_simulateoverflow0YesUsed for stress-testing particle systems. Randomly denies creation of particles.
password0
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
phonemedelay0
Phoneme delay to account for sound system latency.
phonemefilter0
Time duration of box filter to pass over phonemes.
phonemesnap1
Don't force visemes to always consider two phonemes, regardless of duration.
phys_impactforcescale1
None
phys_penetration_error_time10
Controls the duration of vphysics penetration error boxes.
phys_pushscale1
None
phys_speeds0
None
phys_stressbodyweights5
None
phys_swap

Automatically swaps the current weapon for the physcannon and back again.
phys_timescale1
Scale time for physics
phys_upimpactforcescale0
None
physcannon_ball_cone0
None
physcannon_chargetime2
None
physcannon_cone0
None
physcannon_maxforce1500
None
physcannon_maxmass250
None
physcannon_mega_pullforce8000
None
physcannon_mega_tracelength850
None
physcannon_minforce700
None
physcannon_pullforce4000
None
physcannon_tracelength250
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_render0
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.
Arguments
Full - enables all debug information
ping

Display ping to server.
pistol_use_new_accuracy1
None
pixelvis_debug

Dump debug info
play

Play a sound.
playdemo

Play a recorded demo file (.dem ).
player_old_armor0
None
player_showpredictedposition0
None
player_showpredictedposition_timestep1
None
player_squad_autosummon_debug0
None
player_squad_autosummon_move_tolerance20
None
player_squad_autosummon_player_tolerance10
None
player_squad_autosummon_time5
None
player_squad_autosummon_time_after_combat8
None
player_squad_double_tap_time0
None
player_squad_transient_commands1
None
player_throwforce1000
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-1YesEntity to watch for prediction system changes.
pwatchvar0YesEntity 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_3dnow1
hl2 : to make engine uses amd 3dnow registers
r_3dsky1YesEnable the rendering of 3d sky boxes
r_AirboatPitchCurveLinear60YesNone
r_AirboatPitchCurveZero25YesNone
r_AirboatRollCurveLinear120YesNone
r_AirboatRollCurveZero90YesNone
r_AirboatViewBlendTo1YesNone
r_AirboatViewBlendToScale0YesNone
r_AirboatViewBlendToTime1YesNone
r_AirboatViewDampenDamp1YesNone
r_AirboatViewDampenFreq7YesNone
r_AirboatViewZHeight0YesNone
r_ambientlightingonly0YesSet this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio0YesNone
r_avglight1
None
r_avglightmap0
None
r_cheapwaterend

None
r_cheapwaterstart

None
r_cleardecals

Usage r_cleardecals .
r_ClipAreaPortals1YesNone
r_colorstaticprops0YesNone
r_debugcheapwater0YesNone
r_debugrandomstaticlighting0YesSet to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize5
Decals under this size in pixels are culled
r_decals2048
None
r_decalstaticprops1
Decal static props test
r_DispBuildable0YesNone
r_DispDrawAxes0
None
r_DispEnableLOD0
None
r_DispFullRadius400
Radius within which a displacement will stay at its highest LOD
r_DispLockLOD0
None
r_DispRadius500
None
r_DispSetLOD0
None
r_DispTolerance5
None
r_DispUpdateAll0
None
r_DispUseStaticMeshes1YesHigh end machines use static meshes. Low end machines use temp meshes.
r_DispWalkable0YesNone
r_DoCovertTransitions0
None
r_dopixelvisibility1
None
r_drawbatchdecals1
Render decals batched.
r_DrawBeams1YesNone
r_drawbrushmodels1YesRender brush models.
r_drawclipbrushes0YesDraw clip brushes
r_drawdecals1YesRender decals.
r_drawdetailprops1
None
r_DrawDisp1YesToggles rendering of displacment maps
r_drawentities1YesNone
r_drawflecks1
None
r_drawfullskybox1YesNone
r_drawleaf-1YesDraw the specified leaf.
r_drawlightcache0Yes0: off1: draw light cache entries2: draw rays
r_drawlightinfo0YesNone
r_drawlights0YesNone
r_drawmodeldecals1
None
r_DrawModelLightOrigin0YesNone
r_drawmodelstatsoverlay0YesNone
r_drawmodelstatsoverlaydistance500YesNone
r_drawmodelstatsoverlaymax1
time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin0
time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables1YesNone
r_drawopaqueworld1YesNone
r_drawothermodels1YesNone
r_drawparticles1YesEnable/disable particle rendering
r_drawpixelvisibility0
Show the occlusion proxies
r_DrawPortals0YesNone
r_DrawRain1YesEnable/disable rain rendering.
r_drawrenderboxes0YesNone
r_drawropes1YesNone
r_drawskybox1YesNone
r_DrawSpecificStaticProp-1
None
r_drawsprites1YesNone
r_drawstaticprops1YesNone
r_drawtranslucentrenderables1YesNone
r_drawtranslucentworld1YesNone
r_drawvgui1YesEnable the rendering of vgui panels
r_drawviewmodel1YesNone
r_drawworld1YesRender the world.
r_dynamic1
None
r_eyeglintlodpixels20
The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss1
None
r_eyemove1
None
r_eyes1
None
r_eyeshift_x0
None
r_eyeshift_y0
None
r_eyeshift_z0
None
r_eyesize0
None
r_eyewaterepsilon7YesNone
r_farz-1YesOverride the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject0
Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
r_flashlightconstant0YesNone
r_flashlightdrawfrustum0
None
r_flashlightdrawfrustumbbox0
None
r_flashlightdrawsweptbbox0
None
r_flashlightfar750YesNone
r_flashlightfov45YesNone
r_flashlightlinear100YesNone
r_flashlightlockposition0YesNone
r_flashlightmodels1
None
r_flashlightnear1YesNone
r_flashlightnodraw0
None
r_flashlightoffsetx10YesNone
r_flashlightoffsety-20YesNone
r_flashlightoffsetz24YesNone
r_flashlightquadratic0YesNone
r_flashlightvisualizetrace0YesNone
r_flex1
None
r_flushlod

Flush and reload LODs.
r_ForceRestore0
None
r_ForceWaterLeaf1
Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld1
None
r_JeepFOV90YesNone
r_JeepViewBlendTo1YesNone
r_JeepViewBlendToScale0YesNone
r_JeepViewBlendToTime1YesNone
r_JeepViewDampenDamp1YesNone
r_JeepViewDampenFreq7YesNone
r_JeepViewZHeight10YesNone
r_lightaverage1
Activates/deactivate light averaging
r_lightcache_numambientsamples162
number of random directions to fire rays when computing ambient lighting
r_lightcachecenter1YesNone
r_lightinterp5
Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap-1
None
r_lightstyle-1
None
r_lockpvs0YesLock the PVS so you can fly around and inspect what is being drawn.
r_lod-1
None
r_lod_noupdate0
None
r_mapextents16384YesSet the max dimension for the map. This determines the far clipping plane
r_maxdlights32
None
r_maxmodeldecal50
None
r_maxnewsamples6
None
r_maxsampledist128
None
r_minnewsamples3
None
r_mmx1
hl1 and hl2 : to make engines use mmx registers
r_modellodscale1
1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal0YesNone
r_newflashlight1YesNone
r_newproplighting0
None
r_nohw0YesNone
r_norefresh0
None
r_nosw0YesNone
r_novis0YesTurn off the PVS.
r_occludeemaxarea0
Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea0
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_occludermincount0
At least this many occluders will be used, no matter how big they are.
r_occlusion1
Activate/deactivate the occlusion system.
r_occlusionspew0
Activate/deactivates spew about what the occlusion system is doing.
r_overlaywireframe0
None
r_PhysPropStaticLighting1
None
r_pixelvis_partial1
None
r_portalscloseall0
None
r_portalsopenall0
None
r_PortalTestEnts1YesClip entities against portal frustums.
r_printdecalinfo

None
r_propsmaxdist1200
Maximum visible distance
r_radiosity4

0
No radiosity
1
Radiosity with ambient cube (6 samples)
2
Radiosity with 162 samples
3
162 samples for static props, 6 samples for everything else
r_rainalpha0
None
r_rainalphapow0
None
r_raindensity0
None
r_RainHack0
None
r_rainlength0
None
r_RainProfile0
Enable/disable rain profiling.
r_RainRadius1500
None
r_RainSideVel130
How much sideways velocity rain gets.
r_RainSimulate1
Enable/disable rain simulation.
r_rainspeed600
None
r_RainSplashPercentage20
None
r_rainwidth0
None
r_renderoverlayfragment1
None
r_rootlod0
Root LOD
r_ropebatch1
None
r_ropetranslucent1
None
r_screenfademaxsize0
Maximum prop visible distance
r_screenfademinsize0
Minimum prop visible distance
r_screenoverlay

None
r_sequence_debug0
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_shadowids0
None
r_shadowlod-1
None
r_shadowlodbias2
None
r_shadowmaxrendered32
None
r_shadowrendertotexture1
Determines shadow quality - is the same as the "Shadow Detail" option in the menu
r_shadows1
Determines whether shadows are drawn
r_shadowwireframe0YesNone
r_showenvcubemap0YesNone
r_skin0
None
r_skybox1YesEnable the rendering of sky boxes
r_snapportal-1
None
r_spewleaf0
None
r_sse1
hl2 : to make engine uses sse registers
r_sse21
hl2 : to make engine uses sse registers
r_staticpropinfo0
None
r_teeth1
None
r_TransitionSensitivity6
Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture1
None
r_vehicleBrakeRate1YesNone
r_vehicleDrawDebug0YesNone
r_VehicleViewClamp1YesNone
r_VehicleViewDampen1YesNone
r_visocclusion0
Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces0YesNone
r_visualizelighttracesshowfulltrace0YesNone
r_visualizeproplightcaching0
None
r_visualizetraces0YesNone
r_WaterDrawReflection1
Enable water reflection
r_WaterDrawRefraction1
Enable water refraction
r_waterforceexpensive1
None
r_waterforcereflectentities0
None
r_worldlightmin0
None
r_worldlights2
number of world lights to use per vertex
rate12000
Max bytes/sec the host can receive data
rcon

Issue an rcon command.
rcon_address0
Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password0
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.
replaydelay0
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
YesRespawns 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_type0
None
rope_averagelight1
Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide1
Collide rope with the world
rope_drawlines0
None
rope_shake0
None
rope_smooth1
Do an antialiasing effect on ropes
rope_smooth_enlarge1
How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha0
Alpha for rope antialiasing effect
rope_smooth_maxalphawidth1
None
rope_smooth_minalpha0
Alpha for rope antialiasing effect
rope_smooth_minwidth0
When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv2
Rope subdivision amount
rope_wind_dist1000
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_allowoverrides1
When playing back a choreographed scene, allow per-model expression overrides.
scene_flatturn1
None
scene_flush

Flush all .vcds from the cache and reload from disk.
scene_forcecombined0
When playing back, force use of combined .wav files even in english.
scene_maxcaptionradius1200
Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_print0
When playing back a scene, print timing and event info to console.
scene_showfaceto0
When playing back, show the directions of faceto events.
scene_showlook0
When playing back, show the directions of look events.
scene_showmoveto0
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_centertime2
None
screenshot

Take a screenshot.
sensitivity3
Mouse sensitivity.
servercfgfile0
None
setang

Snap player eyes to specified pitch yaw (must have sv_cheats).
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_show0
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_texture0
Enable the texture budget panel.
+showbudget_texture_global

None
-showbudget_texture_global

None
showhitlocation0
None
showinfo

Shows a info panel: []
showpanel

Shows a viewport panel
showparticlecounts0
Display number of particles drawn per frame
+showscores

Show scores, any GS/Source
-showscores

Show scores, any GS/Source
showsniperdist0
None
showsniperlines0
None
showtriggers0YesShows trigger brushes
showtriggers_toggle

Toggle show triggers
+showvprof

None
-showvprof

None
singlestep0YesRun engine in single step mode ( set next to 1 to advance a frame )
sk_airboat_drain_rate10
None
sk_airboat_max_ammo100
None
sk_airboat_recharge_rate15
None
sk_allow_autoaim1
None
sk_ally_regen_time0
Time taken for an ally to regenerate a point of health.
sk_ammo_qty_scale11
None
sk_ammo_qty_scale21
None
sk_ammo_qty_scale30
None
sk_antlion_health30
None
sk_antlion_jump_damage5
None
sk_antlion_swipe_damage5
None
sk_antlionguard_dmg_charge20
None
sk_antlionguard_dmg_shove10
None
sk_antlionguard_health500
None
sk_apc_health750
None
sk_apc_missile_damage15
None
sk_auto_reload_time3
None
sk_autoaim_scale11
None
sk_autoaim_scale20
None
sk_barnacle_health35
Barnacle spawn health.
sk_barney_health35
None
sk_battery15
None
sk_bullseye_health35
None
sk_citizen_giveammo_player_delay10
None
sk_citizen_heal_ally30
None
sk_citizen_heal_ally_delay20
None
sk_citizen_heal_ally_min_pct0
None
sk_citizen_heal_player25
None
sk_citizen_heal_player_delay25
None
sk_citizen_heal_player_min_forced10
None
sk_citizen_heal_player_min_pct0
None
sk_citizen_health40
None
sk_citizen_player_stare_dist72
None
sk_citizen_player_stare_time1
None
sk_citizen_stare_heal_time5
None
sk_combine_ball_search_radius512
None
sk_combine_guard_health70
None
sk_combine_guard_kick15
None
sk_combine_s_health50
None
sk_combine_s_kick10
None
sk_combineball_guidefactor1
None
sk_combineball_seek_angle15
None
sk_combineball_seek_kill0
None
sk_crow_health1
None
sk_crow_melee_dmg0
None
sk_crowbar_lead_time0
None
sk_dmg_homer_grenade20
None
sk_dmg_inflict_scale11
None
sk_dmg_inflict_scale21
None
sk_dmg_inflict_scale30
None
sk_dmg_pathfollower_grenade0
None
sk_dmg_sniper_penetrate_npc0
None
sk_dmg_sniper_penetrate_plr0
None
sk_dmg_take_scale10
None
sk_dmg_take_scale21
None
sk_dmg_take_scale31
None
sk_dropship_container_health750
None
sk_dynamic_resupply_modifier1
None
sk_env_headcrabcanister_shake_amplitude50
None
sk_env_headcrabcanister_shake_radius1024
None
sk_env_headcrabcanister_shake_radius_vehicle2500
None
sk_fraggrenade_radius250
None
sk_gunship_burst_dist768
None
sk_gunship_burst_min800
None
sk_gunship_burst_size15
None
sk_gunship_health_increments5
None
sk_headcrab_fast_health10
None
sk_headcrab_health10
None
sk_headcrab_melee_dmg5
None
sk_headcrab_poison_health35
None
sk_healthcharger50
None
sk_healthkit25
None
sk_healthvial10
None
sk_helicopter_burstcount12
How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
sk_helicopter_drone_speed450
How fast does the zapper drone move?
sk_helicopter_firingcone20
The angle in degrees of the cone in which the shots will be fired
sk_helicopter_grenadedamage30
The amount of damage the helicopter grenade deals.
sk_helicopter_grenadeforce55000
The physics force that the helicopter grenade exerts.
sk_helicopter_grenaderadius275
The damage radius of the helicopter grenade.
sk_helicopter_health5600
None
sk_helicopter_roundsperburst5
How many shots to fire in a single burst
sk_homer_grenade_radius100
None
sk_ichthyosaur_health200
None
sk_ichthyosaur_melee_dmg8
None
sk_jeep_gauss_damage15
None
sk_manhack_health25
None
sk_manhack_melee_dmg20
None
sk_manhack_v21
None
sk_max_35712
Size of clip
sk_max_alyxgun150
Size of clip
sk_max_ar260
Size of clip
sk_max_ar2_altfire3
Size of clip
sk_max_buckshot30
Size of clip
sk_max_crossbow10
Max number of arrows
sk_max_gauss_round30
None
sk_max_grenade5
None
sk_max_pistol150
Size of clip
sk_max_rpg_round3
None
sk_max_smg1225
Size of clip
sk_max_smg1_grenade3
None
sk_max_sniper_round30
None
sk_metropolice_health40
None
sk_metropolice_simple_health26
None
sk_metropolice_stitch_along_hitcount2
None
sk_metropolice_stitch_at_hitcount1
None
sk_metropolice_stitch_behind_hitcount3
None
sk_metropolice_stitch_distance1000
None
sk_metropolice_stitch_reaction1
None
sk_metropolice_stitch_tight_hitcount2
None
sk_npc_arm1
None
sk_npc_chest1
None
sk_npc_dmg_35730
None
sk_npc_dmg_airboat3
None
sk_npc_dmg_alyxgun3
Damage done to NPCs from weapon_alyxgun
sk_npc_dmg_ar23
None
sk_npc_dmg_buckshot3
None
sk_npc_dmg_combineball15
None
sk_npc_dmg_crossbow10
None
sk_npc_dmg_crowbar5
None
sk_npc_dmg_dropship2
Dropship container cannon damage.
sk_npc_dmg_fraggrenade75
None
sk_npc_dmg_grenade75
None
sk_npc_dmg_gunship40
None
sk_npc_dmg_gunship_to_plr3
None
sk_npc_dmg_helicopter6
Damage helicopter shots deal to everything but the player
sk_npc_dmg_helicopter_to_plr3
Damage helicopter shots deal to the player
sk_npc_dmg_pistol3
None
sk_npc_dmg_rpg_round50
None
sk_npc_dmg_smg13
None
sk_npc_dmg_smg1_grenade50
None
sk_npc_dmg_sniper_round100
None
sk_npc_dmg_stunstick40
None
sk_npc_head3
None
sk_npc_leg1
None
sk_npc_stomach1
None
sk_pathfollower_grenade_radius0
None
sk_player_arm1
None
sk_player_chest1
None
sk_player_head3
None
sk_player_leg1
None
sk_player_stomach1
None
sk_plr_dmg_35740
None
sk_plr_dmg_airboat3
None
sk_plr_dmg_alyxgun5
Damage done to players from weapon_alyxgun
sk_plr_dmg_ar28
None
sk_plr_dmg_buckshot8
None
sk_plr_dmg_crossbow100
None
sk_plr_dmg_crowbar10
None
sk_plr_dmg_fraggrenade125
None
sk_plr_dmg_grenade150
None
sk_plr_dmg_pistol5
None
sk_plr_dmg_rpg_round100
None
sk_plr_dmg_smg14
None
sk_plr_dmg_smg1_grenade100
None
sk_plr_dmg_sniper_round20
None
sk_plr_dmg_stunstick10
None
sk_plr_grenade_drop_time30
None
sk_plr_health_drop_time30
None
sk_plr_num_shotgun_pellets7
None
sk_rollermine_shock10
None
sk_rollermine_stun_delay3
None
sk_rollermine_vehicle_intercept1
None
sk_scanner_dmg_dive25
None
sk_scanner_health30
None
sk_smg1_grenade_radius250
None
sk_stalker_health50
None
sk_stalker_melee_dmg5
None
sk_strider_health350
None
sk_strider_num_missiles15
None
sk_strider_num_missiles27
None
sk_strider_num_missiles37
None
sk_suitcharger75
Dedicated to both the func_recharge and the item_suitcharger entity.
sk_suitcharger_citadel500
Dedicated to both the func_recharge and the item_suitcharger entity.
sk_suitcharger_citadel_maxarmor200
Dedicated to both the func_recharge and the item_suitcharger entity.
sk_vortigaunt_armor_charge30
None
sk_vortigaunt_dmg_claw10
None
sk_vortigaunt_dmg_rake25
None
sk_vortigaunt_dmg_zap50
None
sk_vortigaunt_health100
None
sk_weapon_ar2_alt_fire_duration2
None
sk_weapon_ar2_alt_fire_mass150
None
sk_weapon_ar2_alt_fire_radius10
None
sk_zombie_dmg_both_slash25
None
sk_zombie_dmg_one_slash10
None
sk_zombie_health50
None
sk_zombie_poison_dmg_spit20
None
sk_zombie_poison_health175
None
skill1
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_trail1
None
smoothstairs1
Smooth player eye z coordinate when climbing stairs.
snapto

None
snd_async_fullyasync0
All playback is fully async (sound doesn't play until data arrives).
snd_async_spew_blocking0
Spew message to console any time async sound loading blocks on file i/o.
snd_disable_mixer_duck0
None
snd_duckerattacktime0
None
snd_duckerreleasetime2
None
snd_duckerthreshold0
None
snd_ducktovolume0
None
snd_flushasync

Flush all async .wav data
snd_foliage_db_loss4
None
snd_gain1
None
snd_gain_max1
None
snd_gain_min0
None
snd_memasync

Show async memory stats
spec_track0
Tracks an entity in spec mode
snd_mixahead0
None
snd_mixvol

Set named Mixgroup to mix volume.
snd_musicvolume1
Music volume
snd_noextraupdate0
None
snd_obscured_gain_dB-2YesNone
snd_pitchquality1
None
snd_profile0
None
snd_rebuildaudiocache

Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists
snd_refdb60
None
snd_refdist36
None
snd_restart

Restart sound system.
snd_show0YesShow sounds info
snd_showclassname0
None
snd_showmixer0
None
snd_showstart0YesNone
snd_soundmixer0
None
snd_surround_speakers0
None
snd_visualize0YesShow sounds location in world
snd_vox_captiontrace0
Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout300
None
snd_vox_sectimetout300
None
snd_vox_seqtimetout300
None
snd_writemanifest

If running a game, outputs the precache manifest for the current level
sndplaydelay

None
sniperspeak0
None
sniperviewdist35
None
soundfade

Fade client volume.
soundinfo

Describe the current sound device.
soundlist

List all known sounds.
soundpatch_captionlength2
How long looping soundpatch captions should display for.
soundscape_fadetime3
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_scoreboard0
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_spline0
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_height0
None
strider_ar2_altfire_dmg25
None
strider_distributed_fire1
None
strider_eyepositions0
None
strider_free_knowledge0
None
strider_free_pass_cover_dist120
None
strider_free_pass_duration2
None
strider_free_pass_move_tolerance320
None
strider_free_pass_refill_rate0
None
strider_free_pass_start_time3
None
strider_idle_test0
None
strider_immolate0
None
strider_pct_height_no_crouch_move90
None
strider_peek_eye_dist1
None
strider_peek_eye_dist_z4
None
strider_peek_time0
None
strider_peek_time_after_damage4
None
strider_show_cannonlos0
None
strider_show_focus0
None
strider_show_weapon_los_condition0
None
strider_show_weapon_los_z0
None
strider_test_height0
None
stuffcmds

Parses and stuffs command line + commands to command buffer.
suitvolume0
None
surfaceprop

Reports the surface properties at the cursor
sv_accelerate10
None
sv_airaccelerate10
None
sv_allowdownload1
Allow clients to download files
sv_allowupload1
Allow clients to upload customizations files
sv_alltalk0
Players can hear all other players, no team restrictions
sv_alternateticks0
None
sv_autojump0
None
sv_autoladderdismount1
Automatically dismount from ladders when you reach the end (don't have to +USE).
sv_autosave1
Set to 1 to save game on level transition. Does not affect autosave triggers.
sv_backspeed0
How much to slow down backwards motion
sv_bounce0
Bounce multiplier for when physically simulated objects collide with other objects.
sv_cacheencodedents1
If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_cheats0
Allow cheats on server if set to 1
sv_contact0
Contact email for server sysop
sv_debug_player_use0
Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_debugmanualmode0
Make sure entities correctly report whether or not their network data has changed.
sv_debugresponses0
Show verbose matching output (1 for simple, 2 for rule scoring)
sv_deltaprint0
Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_downloadurl0
Allows Downloading of files via a webserver
sv_deltatime0
Enable profiling of CalcDelta calls
sv_dumpresponses0
Dump all response_rules.txt and rules (requires restart)
sv_filterban1
Set packet filtering by IP mode
sv_findsoundname

Find sound names which reference the specified wave files.
sv_footsteps1
Play footstep sound for players
sv_forcepreload0
Force server side preloading.
sv_friction4
World friction.
sv_gravity600
World gravity.
sv_hltv0
Enables HLTV on this server.
sv_infinite_aux_power0YesNone
sv_instancebaselines1
Enable instanced baselines. Saves network overhead.
sv_ladderautomountdot0
When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis.
sv_lan0
Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc.
sv_logbans0
None
sv_massreport0
None
sv_maxrate0
Max bandwidth rate allowed on server, 0 == unlimited
sv_maxspeed320
None
sv_maxunlag1
Maximum lag compensation in seconds
sv_maxupdaterate60
Maximum updates per second that the server will allow
sv_maxvelocity3500
Maximum speed any ballistically moving object is allowed to attain per axis.
sv_minrate0
Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate10
Minimum updates per second that the server will allow
sv_netvisdist10000YesTest networking visibility distance
sv_noclipaccelerate5
None
sv_noclipduringpause0YesIf cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed5
None
sv_npc_talker_maxdist1024
NPCs over this distance from the player won't attempt to speak.
sv_password0
Server password for entry into multiplayer games
sv_pausable0
Is the server pausable.
sv_precachegeneric

Usage: sv_precachegeneric [ preload ]Add file to precache list.
sv_precacheinfo

Show precache info.
sv_precachemodel

Usage: sv_precachemodel [ preload ]Add model to precache list.
sv_precachesound

Usage: sv_precachesound [ preload ]Add sound to precache list.
sv_pushaway_clientside_size15
Minimum size of pushback objects
sv_rcon_banpenalty0
Number of minutes to ban users who fail rcon authentication
sv_rcon_maxfailures10
Max number of times a user can fail rcon authentication before being banned
sv_rcon_minfailures5
Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime30
Number of seconds to track failed rcon authentications
sv_region-1
The region of the world to report this server in.
sv_robust_explosions1
None
sv_rollangle0
Max view roll angle
sv_rollspeed200
None
sv_sendtables0
Force full sendtable sending path.
sv_show_crosshair_target0
None
sv_showhitboxes-1YesSend server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).
sv_showladders0
Show bbox and dismount points for all ladders (must be set before level load.)
sv_skyname0
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_trace0
Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_soundscape_printdebuginfo

print soundscapes
sv_specaccelerate5
None
sv_specnoclip1
None
sv_specspeed3
None
sv_stats1
Collect CPU usage stats
sv_stepsize18
None
sv_stopspeed100
Minimum stopping speed when on ground.
sv_stressbots0
If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_strict_notarget0
If set, notarget will cause entities to never think they are in the pvs
sv_suppress_viewpunch0
None
sv_teststepsimulation1
None
sv_thinktimecheck0
Check for thinktimes all on same timestamp.
sv_timeout65
After this many seconds without a message from a client, the client is dropped
sv_unlag1
Enables player lag compensation
sv_unlockedchapters14
Highest unlocked game chapter.
sv_visiblemaxplayers-1
Overrides the max players reported to prospective clients.
sv_voicecodec0
Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable1
None
sv_wateraccelerate10
None
sv_waterdist12
Vertical view fixup when eyes are near water plane.
sv_waterfriction1
None

Commands starting with letter "T"

Command Default Cheat? Help Text
template_debug0
None
Test_CreateEntity

None
test_dispatcheffect

Test a client-side dispatch effect.
Usage
test_dispatcheffect
Defaults
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_opt1
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_debug0
Debug test scripts.
texture_budget_background_alpha128
How translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction0
Number between 0 and 1
texture_budget_panel_global0
Show global times in the texture budget panel.
texture_budget_panel_height284
Height in pixels of the budget panel
texture_budget_panel_width512
Width in pixels of the budget panel
texture_budget_panel_x0
Number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y450
Number of pixels from the top side of the game screen to draw the budget panel
think_limit0
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_report0
None
tracer_extra1
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_centermove0
None
v_centerspeed500
None
v_ipitch_cycle1
None
v_ipitch_level0
None
v_iroll_cycle0
None
v_iroll_level0
None
v_iyaw_cycle2
None
v_iyaw_level0
None
vcollide_wireframe0YesNone
vcollide_wireframe_axes0
None
version

Print version info string.
vgui_drawfocus0
Report which panel is under the mouse.
+vgui_drawtree

None
-vgui_drawtree

None
vgui_drawtree0YesDraws the VGUI panel hierarchy to the specified depth level.
vgui_drawtree_clear

None
vgui_drawtree_freeze0
Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden0
Draw the hidden panels.
vgui_drawtree_panelalpha0
Show the panel alpha values in the vgui_drawtree view.
vgui_drawtree_panelptr0
Show the panel pointer values in the vgui_drawtree view.
vgui_drawtree_popupsonly0
Draws the VGUI popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order0
List the vgui_drawtree panels in render order.
vgui_drawtree_visible1
Draw the visible panels.
vgui_togglepanel

show/hide VGUI panel by name.
viewmodel_fov54YesNone
violence_ablood1
Draw alien blood
violence_agibs1
Show alien gib entities
violence_hblood1
Draw human blood
violence_hgibs1
Show human gib entities
voice_avggain0
None
voice_clientdebug0
None
voice_dsound0
None
voice_enable1
None
voice_fadeouttime0
None
voice_forcemicrecord1
None
voice_inputfromfile0
Get voice input from "voice_input.wav" rather than from the microphone.
voice_loopback0
None
voice_maxgain10
None
voice_modenable1
Enable/disable voice in this mod.
voice_overdrive2
None
voice_overdrivefadetime0
None
voice_profile0
None
voice_recordtofile0
Record mic data and decompressed voice data into "voice_micdata.wav" and "voice_decompressed.wav".
voice_scale1
None
voice_serverdebug0
None
voice_showchannels0
None
voice_showincoming0
None
voice_steal2
None
+voicerecord

None
-voicerecord

None
volume1
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_counters0
None
vprof_dump_groupnames

Write the names of all of the VProf groups to the console.
vprof_dump_spikes0
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_graph0
Draw the VProf graph.
vprof_graphheight256
None
vprof_graphwidth512
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_scope0
Set a specific scope to start showing vprof tree.
vprof_unaccounted_limit0
Number of milliseconds that a node must exceed to turn red in the VProf panel.
vprof_verbose1
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_showproficiency0
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_ambushdist16000
None
zombie_basemax100
None
zombie_basemin100
None
zombie_changemax0
None
zombie_changemin0
None
zombie_decaymax0
None
zombie_decaymin0
None
zombie_moanfreq1
None
zombie_stepfreq4
None
+zoom

None
-zoom

None
zoom_sensitivity_ratio1
Additional mouse sensitivity scale factor applied when FOV is zoomed in.