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 Gap Shots 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 pricetag. 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). Screenshot.
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 - Screenshot. 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. Screenshot. 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. Screenshot. 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). Screenshot. 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).

Pick 1.
Pick 2.
Pick 3.

The Physical side of Counter Strike

this article examines the physical aspects of engaging in competitive Counter Strike. Although there is no immediate connection between grueling physical exertion and computer game play (excluding the kids that play DDR at Mach-4 in the mall of course), there is a connection between sound physical health and sound mental health, and both (yes both) are necessary to perform at your highest levels.

In the state of Texas, students in elementary, middle, and high school are required to take standardized tests every few years (TAAS / TAKS test for all you Texans), and the first piece of advice the instructors give to the students prior to exam week is to eat a healthy breakfast in the morning before the exams. This promotion of physical health has direct correlation to better exam results. Researchers have found that eating a good meal in the morning stimulates the brain during the day. This logic is congruent for all activities -- if you’re physically prepared, there’s a higher probability you’re mentally prepared.

In an article published in the Mental Health Journal in November of 2000, Dr. Jennifer C. Panning explains that “physical activity has been shown to help with being emotionally and mentally fit.” Dr. Panning uses an example of overcoming depression via exercise and continues by explaining how improving one’s physical health is a sure-fire way to improve mental health and emotional stability. One of the more prominent examples in Weenus’ article described an irate personality that brought down the team. Dr. Panning suggests that exercising regularly is an effective method to overcome stress and anxiety problems. Could exercise be the solution to a fighting team? No, that’s not very likely. However, exercise would help alleviate some of the tension (Panning).

One of the more important factors in individual Counter Strike development is reducing reaction time -- the faster you react to an event, the greater chance you have to make the correct play (be it frag, dodge, etc). In the March 2006 issue of Neuroscience Literature the article “Physical exercise facilitates motor processes in simple reaction time performance: an electromyographic analysis” examines the impact exercise has on reaction time. At the Université de Provence in France, scientists put a group of people to the test and found that “exercise improves simple RT [reaction time] performance.” The study went on to state “physical exercise improves late motor processes” and found that reaction time was at its peak during exercise. With that in mind, I don’t recommend anyone doing cardio in between (or during) rounds of a Counter Strike match; however, the information provided suggests that adding exercise to your daily routine will improve your play

One of the paradigms associated with gamers is a lack of sleep. It’s not uncommon that you’ll find a team practicing from early in the afternoon until the wee hours of the morning. When it comes time for tournaments you might see a team play their first match at 9:00AM in the morning and be forced to wait around until 10:00PM at night for their second match. That waiting period is draining on a person wishing to play; one’s intensity drastically changes as the day comes to a close. Even more common is the team forced to play into the early hours of the morning as a result of their success at a local LAN tournament. When was the last time you heard of a local LAN competition concluding before 2:00AM? Whatever the case may be, all of this playing (or lack thereof) requires a lot of mental strength and energy. With a strong physical foundation, a player has a better chance to endure the lengthy hours required for competitive gaming. Essentially, the better physical shape you’re in, the better chance you’ll have at fragging someone as he crosses the double doors at four in the morning.
several examples of players and teams taking it to the next level by practicing sound physical lifestyles to promote better Counter Strike play.

Perhaps the most prominent (and publicized) example of this self-improvement concept came about nearly two years ago when Johan "Vesslan" Ryman, a very popular figure in the eSports community known for his tactical genius roles in NiP, Team9, and Adrenaline, was commissioned by Mibr to help the team overcome their struggling Counter Strike play. Instead of just looking at the team’s in-game problems, Vesslan decided to take the project to the next level and improve on the team's overall feel, including modifying sleeping and eating habits for a healthy lifestyle. Despite Vesslan’s efforts, Mibr experienced mixed results and the duo eventually outgrew each other as Vesslan failed to keep the team motivated; likewise, the team was uncooperative to Vesslan’s requests. With all of the new professional hype eSports has generated over the past 6 months (i.e. players and teams take this seriously), I believe a relationship between coach and team such as what Vesslan had with Mibr would be successful, whereas 2 years ago eSports was not ready for it.

The most comical example of improving physical health for the benefit of better Counter Strike play surfaces in the stories I’ve heard about the days when Michael “Hare” O`Toole was the captain of United 5. Anybody familiar with that era knows Hare demanded perfection from his team and this stance sometimes resulted in extraordinary means. Our beloved Bootman told me about Hare asking (requiring) the team to run laps before a match to stimulate their mind and body. In theory, exercising lightly before a match would speed up reaction time and result the players' minds being alert and active. However, doing light cardio before a match seems a little over the top to me. I can see it now: JaX Money Crew running laps inside the CPL BYOC prior to a big match against Complexity, after reading this article.

My favorite example of physical health awareness in Counter Strike occurs between Mark Dolven and the Pandemic players. Mark advocates positive lifestyles and insists that all of his players get a good night's rest and remain sober during LAN competitions. Mark went as far as stating that in order to join the Pandemic roster you must agree to a strict (yet professional) schedule during LAN competitions, including the aforementioned requirements. When was the last time you saw a professional athlete (excluding Bodie Miller) go out and party late into the night prior to a major competition? It just doesn’t happen. Professional players in Counter Strike should take the Pandemic approach and take it easy during competition. After all, what do they have to lose?

Next time you find yourself reaching for another Bawls late at night, or some Jolt caffeine gum to keep you going, think back to this article and how exercise and improving your physical health could keep you up those extra few hours you need to win the match.

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

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.

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

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

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

all counter strike source console commands cvars complete list css

Command / Variable name Who's using it Main Category Description
_snd_mixahead 0.100 client audio sets sound mixahead value - similar to s_mixahead in Quake2 - can fix stuttering issues with some sound cards
_vid_default_mode 0 client video sets default video mode (screen resolution)
_vid_default_mode_win 3 client video sets default windowed video mode (screen resolutoin)
_vid_wait_override 0 client video sets video wait override
_windowed_mouse 0 client player enables mouse in windowed mode
+attack client player primary fire
+attack2 client player secondary fire - *see special
+back client player move backwards
+camdistance client chase cam moves chase cam perspective away from player - *works only if thirdperson is activated
+camin client chase cam moves chase cam forward - *works only if thirdperson is activated
+cammousemove client chase cam moves chase with mouse - *works only if thirdperson is activated
+camout client chase cam moves chase cam backward - *works only if thirdperson is activated
+campitchdown client chase cam decreases chase cam pitch to look down - *works only if thirdperson is activated
+campitchup client chase cam increases chase cam pitch to look up - *works only if thirdperson is activated
+camyawleft client chase cam tilts chase cam left - *works only if thirdperson is activated
+camyawright client chase cam tilts chase cam right - *works only if thirdperson is activated
+det20 client player sets detpack with 20 second timer - *demo class only
+det5 client player sets detpack with 5 second timer - *demo class only
+det50 client player sets detpack with 50 second timer - *demo class only
+duck client player crouches
+forward client player moves forward
+ip xxx.xxx.xxx.xxx

sets ip address
+jlook client joystick enables joystick to look around
+jump client player jumps
+klook client player enables the keyboard to look around
+left client player strafes left
+lookdown client player looks down
+lookup client player looks up
+mlook client mouse enables mouse to look around
+movedown client player moves player down - *climbing down a ladder, swimming down
+moveleft client player strafes left
+moveright client player strafes right
+moveup client player moves player up - *climbing up a ladder, swimming up
+reload client player reloads current weapon
+right client player strafes right
+showscores client player shows player scores and pings
+speed client player forces player to walk if 'always run' is enabled, and forces player to run if 'always run' is disabled
+strafe client player strafe modifier - while this is held down, use direction keys to strafe in different directions
+use client player uses an item- such as a button, machine gun, etc.
addip server server admin adds an ip address to the filterban list - * use 0 minutes to make the addition permanent
alias "cmd1; cmd2" client player binds commands together in an alias to perform mutiple tasks at the hit of one button
allowupload client uploading/ downloading toggles the uploading of local decals and models to the server on/off
ambient_fade 100 client audio sets the distance at which ambient sounds fade away
ambient_level 0.300 client audio sets the sound level for ambient sounds
appenddemo client demo records a demo and appends it to the demo file in existence at Half-Life/Valve/demo.dem
autosave client player enables autosave feature
banid server server admin bans a player from a server using their uniqueid - get this unique id from the "users" command - 0 minutes is a permanent ban - **Version 4.0.1.3+ only
banid kick server server admin bans AND kicks a player from a server using their uniqueid - get this unique id from the "users" command - 0 minutes is a permanent ban - **Version 4.0.1.3+ only
bgetmod client player requests batch mod status
bgetsv client player requests batch server list
bgmbuffer 4096 client audio sets the CD audio buffer size
bgmvolume 0 client audio toggles CD audio on/off- * 1 is 'on', 0 is 'off'
bind client player combines a with a command or alias
bottomcolor 6 client player sets the bottom color of the player model
brightness 1 client video enables glare reduction - *the higher the value, the brighter it gets
build client player displays the build menu to choose from sentry or dispenser - *engineer class only
c_maxdistance 200 client chase cam sets the maximum distance of the chase cam
c_maxpitch 90 client chase cam sets the maximum pitch of the chase cam
c_maxyaw 135 client chase cam sets the maximum yaw of the chase cam
c_minidistance 30 client chase cam sets the minimum distance of the chase cam
c_minpitch 0 client chase cam sets the minimum pitch of the chase cam
c_minyaw -135 client chase cam sets the minimum yaw of the chase cam
cam_command 0 client chase cam toggles chase cam commands on/off - * 1 is 'on', 0 is 'off'
cam_contain 0 client chase cam toggles chase cam auto-contain in current room on/off - * 1 is 'on', 0 is 'off'
cam_idealdist 64 client chase cam sets the preferred distance from the player model to the chase cam - *works only if thirdperson is activated
cam_idealpitch 0 client chase cam sets the preferred pitch for the chase cam - *works only if thirdperson is activated
cam_idealyaw 90 client chase cam sets the preferred yaw for the chase cam - *works only if thirdperson is activated
cam_snapto 0 client chase cam sets the preferred snap interval for the chase cam - *works only if thirdperson is activated
cancelselect client player cancels selection
cd client audio controls CD audio - * i.e., 'cd stop' stops the cd play, 'cd loop X' plays track X using tracks 1-16
centerview client player centers the players view
changeclass client player displays the change class menu
changelevel client/server server admin changes the map and maintains client connections
changelevel2 client/server server admin continues the current game on a new map
changeteam client player displays the team change menu
chase_back 100 client chase cam sets the preferred chase cam distance from the player when backing up
chase_right 0 client chase cam sets the preferred offset to the side for the chase cam
chase_up 16 client chase cam sets the preferred offset up for the chase cam
cl_adaptive client player displays time, dropped packet %, average latency, up/down rates, and frames per second (FPS)
cl_allow_download 0 client uploading/ downloading toggles download of maps, models and decals when joining a server - * 1 is 'on', 0 is 'off'
cl_allow_upload 0 client uploading/ downloading toggles upload of maps, models and decals when joining a server - * 1 is 'on', 0 is 'off'
cl_allowdownload 0 client uploading/ downloading toggles download of maps, models and decals when joining a server - * 1 is 'on', 0 is 'off'
cl_allowupload 0 client uploading/ downloading toggles upload of maps, models and decals when joining a server - * 1 is 'on', 0 is 'off'
cl_anglespeedkey 0.670 client player sets the speed that the direction keys change the view angle
cl_appendmixed 0 client audio toggles the forcing the playing of mixed sounds as sequential sounds instead - * 1 is 'on', 0 is 'off'
cl_backspeed 400 client player sets the backup speed of a player - number can only go as fast as a particular server allows
cl_bitcounts client player shows list of bits received for each player, with delta values
cl_bob 0.010 client player sets the amount that the view bobs while the player is running
cl_bobcycle 0.800 client player sets how frequently the view of a player bobs while running
cl_bobup 0.500 client player sets the amount that the view of a player bobs while running
cl_download_ingame 0 client uploading/ downloading toggles downloads of models and decals during a game - * 1 is 'on', 0 is 'off'
cl_download_max 0 client uploading/ downloading sets the maximum number of files downloaded from a server
cl_downloadinterval 1 client uploading/ downloading sets the minimum time in between downloads from a server
cl_forwardspeed 400 client player sets the forward speed of a player - *can only go as fast as the server allows
cl_gaitestimation 1 client player enables estimated player stepping motion
cl_gg 0 client player toggles game gauge mode - * 1 is 'on', 0 is 'off'
cl_himodels client player toggles higer quality player models - * 1 is 'on', 0 is 'off'
cl_messages client player shows server messages
cl_movespeedkey 0.300 client player sets movement speed for keyboard use
cl_nodelta client player toggles delta compression - * 1 is 'on', 0 is 'off'
cl_nopred 0 client player toggles client-side prediction - * 1 is 'on', 0 is 'off'
cl_pitchdown client player sets the maximum angle to look down - *default is 89
cl_pitchspeed 225 client player sets the speed at which the pitch changes
cl_pitchup client player sets the maximum angle to look up - *default is 89
cl_pred_fraction 0.5 client player sets the client-side prediction faction - *closer to 1.0 is more prediction
cl_pred_link 1 client player sets the client-side prediction link value
cl_pred_maxtime 255 client player sets the maximum client-side prediction time
cl_predict_players 1 client player toggles prediction of other players - * 1 is 'on', 0 is 'off'
cl_print_custom client player displays loaded custom .wad files or decals
cl_resend 3 client player sets the resend count
cl_rollangle 2 client video sets the view tilt angle for roll motion
cl_rollspeed 200 client video sets the view tilt speed
cl_shownet 0 client player toggles the display of network packet numbers - * 1 is 'on', 0 is 'off'
cl_showsizes 0 client player toggles the display of network packet size graph - * 1 is 'on', 0 is 'off'
cl_sidespeed 400 client player sets the strafing speed of a player
cl_skycolor_b 0 client video sets the blue component of the sky color
cl_skycolor_g 0 client video sets the green component of the sky color
cl_skycolor_r 0 client video sets the red component of the sky color
cl_skyname client video sets the sky pattern - * such as 'cl_skyname desert'
cl_skyvec_x 0 client video sets the sky pattern position x-coordinate
cl_skyvec_y 0 client video sets the sky pattern position y-coordinate
cl_skyvec_z 0 client video sets the sky pattern position z-coordinate
cl_slist 10 client player sets the number of servers in the serverlist
cl_solid_players 1 client player toggles solid player models - * 1 is 'on', 0 is 'off'
cl_timeout 305

sets the inactivity time brfore a client times out
cl_upload_max 0

sets the maximum number of files a client can upload to a server
cl_upspeed 320 client player sets the speed of a player when he climbs up
cl_usr client player displays user HUD information
cl_view client player displays list of current on-screen entities
cl_waterdist 4 client player sets the underwater distance
cl_yawspeed 210 client player sets the turning speed - * only will go as fast as a server allows
clear client player clears the console screen
clearlist client player clears the server list
clientport 27005 client player sets the port that the client will use to connect to a server
cmd client player can use this in conjunction with a command
cmdlist client/server all lists all of the console commands - * if you type 'cmdlist a', it will only list those commands that begin with the letter a, and so on - also, 'cmdlist log logfile writes the list to C:\logfile
con_notifytime 4

sets client notification time
connect client player connects to a server with the used ip address
contimes

shows n overlay lines - * n = 4 to 64
coop 0

toggles cooperatice play mode - * 1 is 'on', 0 is 'off'
crc

displays the crc value for the map at maps\.bsp
crosshair 0 client player toggles the crosshair on/off - * 1 is 'on', 0 is 'off'
customrsrclist

issues a resource request
cvarlist client/server all lists all the console variables in the console - * 'cvar log filename' will write this list to the file C:\filename
d_spriteskip


dc 0 client player toggles the display of the class briefings - * 1 is 'on', 0 is 'off'
deathmatch 0

toggles deathmatch mode - * 1 is 'on', 0 is 'off'
decalfrequency server server admin sets how frequently players can display their logo - * default is 30
default_fov 90 client player sets the default field of view in degrees - * smaller number is a smaller angle of view, while a larger number is a larger field of view
demos client demo runs a loop of demos set with startdemos
detdispenser client player remotely detonates ammo dispenser - * engineer class only
developer 0 mod authors developers toggles on/off special developer debug console messages - * 1 is 'on', 0 is 'off'
discard client player drops unusable ammo
disconnect client player disconnects a player from a server
displaysoundlist 0 client audio toggles on/off a list of all loaded sounds - * 1 is 'on', 0 is 'off'
download client uploading/ downloading begins downloading files from a server - * only if 'cl_download_ingame' is set to 1
dropclient server
disconnects a client from a server
echo "message" client player echos text to the console - * useful for letting a player know that a script or .cfg file was loaded successfully
edgefriction 2

sets the amount of friction between players and objects
enableconsole client player enables the console screen
endmovie client player ends a currently ongoing movie
entities mod authors developers lists currently loaded entities
envmap

creates the 6 .bmp images for sky boxes from the player's current position
escape client player acts as key by hiding the console and cancelling selections
exec client/server all executes a script of .cfg file
exit client/server all closes a game or dedicated server program to windows without confirmation
fakelag 0 client player simulates lag - * the higher the number, the more simulated lag
fakeloss 0 client player simulates packet loss - * the higher the value, the more simulated packet loss
feign client player fake death - * spy class only
filterban 0 server server admin toggles ip banning - * 1 is 'on', 0 is 'off'
firstperson client player enables first person viewing of the game
flaginfo client player displays flag status
flush

flushes the memory and reloads the map
fly


force_centerview client player forces the player's view to look straight ahead
fps_lan 31 client player sets the maximum framerate on a LAN game
fps_modem 31 client player sets the maximum framerate in an internet game
fps_single 80 client player sets the maximum framerate in a single playergame
fullinfo

displays user information
fullserverinfo

displays server information
gamma 3 client video sets the gamma level
getcertificate client player gets certificate from WON
getsv client player lists each server's ip address and the total number of servers
gg client demo runs the game gauge benchmark using - * 'cl_gg' must be set to 1
gl_affinemodels 0 client video
gl_alphamin 0.250 client video sets the minimum alpha blending level
gl_clear 0 client video toggles visual quality - * cracks between textures show when set to 1
gl_cull 1 client video toggles rendering of visible objects only - * 1 is 'on', 0 is 'off', and 0 will lower fps
gl_d3dflip 0 client video toggles reversed rendering order for D3D
gl_dither 1 client video toggles dithering - * 1 is 'on', 0 is 'off'
gl_dump client video lists the data for the video card: vendor, renderer, version, and extensions used
gl_flipmatrix 0 client video toggles special crosshair fix when using the 3DNow! 3Dfx MiniGL - * 1 is 'on', 0 is 'off'
gl_keeptjunctions 0 client video toggles showing of cracks between textures - * 1 is 'on', 0 is 'off', with 1 being the better quality and slower fps
gl_lightholes 0 client video toggles light holes - * 1 is 'on', 0 is 'off'
gl_log client video writes graphic debug messages to
gl_max_size 256 client video sets the maximum texture size
gl_monolights 0 client video toggles a uniform light source with no shadows - * 1 is 'on', 0 is 'off', and works in OpenGL only
gl_nobind 0 client video toggles the replacement of textures with alphanumeric characters - * 1 is 'on', 0 is 'off'
gl_overbright 0 client video toggles maximum brightness mode - * 1 is 'on', 0 is 'off'
gl_palette_tex 0 client video toggles paletted textures - * 1 is 'on', 0 is 'off'
gl_picmip 0 client video sets the rendering quality - * higher the number is faster but lower quality
gl_playermip 0 client video sets the player rendering quality - * higher the number is faster but lower quality
gl_polyoffset 4 client video sets the polygon offset - try out different values for texture flickering problems
gl_reporttjunctions 0 client video toggles writing T-junction reporting to the console
gl_round_down 3 client video sets the texture rounding down value - * higher the number faster but lower quality
gl_smoothmodels 0 client video toggles model smoothing - * 1 is 'on', 0 is 'off'
gl_spriteblend 0 client video toggles blending sprite graphics - * 1 is 'on', 0 is 'off'
gl_texels client video reports the number of texels uploaded to the video card
gl_texsort 0 client video toggles a texel sort - * 1 is 'on', 0 is 'off'
gl_texturemode [type] client video sets the rendering mode in order from the lowest quality but fastest to highest quality which is slower - * [type] options are: gl_nearest_mipmap_nearest, gl_linear_mipmap_nearest (these two deal with bilinear filtering) and gl_nearest_mipmap_linear, gl_linear_mipmap_linear (which deals with trilinear filtering)
gl_wateramp 0.300 client video
gl_zmax 4096 client video sets the maximum size for the Z-Buffer
gl_ztrick 1 client video toggles the speeding up of 3Dfx rendering - * 1 is 'on', 0 is 'off'
god client player god mode makes player invincible - * 'sv_cheats' must be set to 1
graphheight 64 client player sets the height of the r_netgraph display
graphhigh 512 client player sets the maximum value of the r_netgraph display
graphmean 1 client player sets the mean value of the r_netgraph display
graphmedian 128 client player sets the median value of the r_netgraph display
heartbeat server server admin sends a heartbeat signal to the master server to "remind" the master server that your server is still online and available
hideconsole client player hides the console
hisound 1 client audio toggles high-quality sound - * 1=22kHz, 0=11kHz
host_framerate 0 server server admin sets the speed that the host/server interacts with the game
host_killtime 0

sets a time delay before killing the server
hostname server server admin sets the server hostname
hostport 27015 server server admin sets connection port for the server
hpkextract [all|1 idx] mod authors developers extracts files from hpk file - * opts = [all | single index]
hpklist mod authors developers lists the files in
hpkremove mod authors developers removes files from
hpkval mod authors developers displays the checksum value for
hud_centerid 0 client player toggles player ID display - * 1 is 'on', 0 is 'off'
hud_deathnotice_time 6 client player sets how long death messages remain onscreen
hud_drawhistory_time 5 client player sets how long HUD item icons remain onscreen
hud_fastswitch 0 client player toggles fast weapon switching - * 1 is 'on', 0 is 'off'
hud_saytext_time 5 client player sets how long chat messages remain onscreen
impulse 100 client player enables flashlight
impulse 101

gives all weapons and ammo - * 'sv_cheats' must be set to 1
impulse 201 client player sprays logo decal
info client/server player/ server admin lists info on a player
interp client player enables frame interpolation
invlast client player selects previous item in inventory
invnext client player selects next item in inventory
invprev client player selects previous item in inventory
ip xxx.xxx.xxx.xxx

sets ip address
ip_clientport 0 client player sets the client port for a TCP/IP game
ip_hostport 0 server server admin sets the server port for a TCP/IP game
ipx_clientport 0 client player sets the client port for an IPX game
ipx_serverport 0 server server admin sets the server port for an IPX game
joyadvanced 0 client joystick These do joystick things - who the hell uses joysticks for FPSes anyway?!? :)
joyadvancedupdate client joystick
joyadvaxisr 0 client joystick
joyadvaxisv 0 client joystick
joyadvaxisx 0 client joystick
joyadvaxisy 0 client joystick
joyadvaxisz 0 client joystick
joyforwardsensitivity -1 client joystick
joyforwardthreshold 0.150 client joystick
joyname 0 client joystick
joypitchsensitivity 1 client joystick
joypitchthreshold 0.150 client joystick
joysidesensitivity -1 client joystick
joysidethreshold 0.150 client joystick
joystick 0 client joystick
joywwhack1 0 client joystick
joywwhack2 0 client joystick
joyyawsensitivity -1 client joystick
joyyawthreshold 0.150 client joystick
keys server server admin shows the CD key info
kick server server admin kicks a player from a server using their name
kick # server server admin kicks a player from a server using their id keys # - get this # from using the "keys" command
kick # server server admin kicks a player from a server using their userid - get the userid from using the "users" command - **Version 4.0.1.3+ only
kill client player player suicides to respawn again
killserver server server admin shuts down the server
lambert 1.500


lcd_x 0

may have something to do with lcd display monitors
lcd_yaw 0

may have something to do with lcd display monitors
lightgamma 2.500 client video sets the lighting gamma value
list client player lists local servers found after using the 'slist' commands
listdemo client demo lists information about
listid server server admin lists the uniqueid's in the banlist
listip server server admin lists the ip addresses in the filterban list
load client player loads a saved game
loadas8bit 0 client audio toggles the forcing of 8-bit (lower quality) sounds - * 1 is 'on', 0 is 'off'
localinfo client player shows local settings
log on
log off
server server admin toggles logging
logaddress server server admin sets the address for logfile when logging to a remote machine
logos

lists decals
lookspring 0 client mouse toggles automatic view centering when 'mlook' is deactivated - * 1 is 'on', 0 is 'off'
lookstrafe 0 client mouse toggles mouse strafing when 'mlook' is active - * 1 is 'on', 0 is 'off'
lservercfgfile server server admin sets the listen server config file - default is listenserver.cfg
m_filter 0 client mouse toggles mouse filtering (smoothing) - * 1 is 'on', 0 is 'off'
m_forward client mouse sets the mouse forward speed sensitivity multiplier
m_pitch 0.022 client mouse sets the mouse pitch (up and down motion) speed sensitivity multiplier - * negative numbers result in an inverted mouselook
m_side 0.800 client mouse sets the mouse strafing speed sensitivity multiplier
m_yaw 0.022 client mouse sets the yaw speed sensitivity multiplier
map client/server server admin changes the map running on server and disconnects currently connected players
mapcyclefile 0 server server admin specifies the name of the list of maps to cycle through on a server - * default is 'mapcycle.txt'
maps server server admin lists maps containing
maxplayers 16 server server admin sets maximum number of clients allowed on a server
mcache

lists modem cache contents
menuselect client player selects item from a menu
messagemode client player displays to all other players on a server
messagemode2 client player displays to only other players on same team
model client player changes current player model to
motd client player displays the Message Of The Day from the server's motd.txt file
motd_display_time 8 server server admin sets the amount of time that the motd will remain displayed on players' screens
mp_autocrosshair 0 server server admin toggles the use of autoaim crosshairs - * 1 is 'on', 0 is 'off'
mp_decals 300 server server admin sets the maximum number of decals to be displayed at a time
mp_falldamage 0 server server admin toggles realistic fall damage - * 1 is 'on', 0 is 'off'
mp_flashlight 0 server server admin toggles use of flashlight for clients - * 1 is 'on', 0 is 'off'
mp_footsteps 0 server server admin toggles footstep sounds - * 1 is 'on', 0 is 'off'
mp_forcerespawn 0 server server admin toggles forcing clients to immediately respawn when killed - * 1 is 'on', 0 is 'off'
mp_fraglimit 40 server server admin sets number of frags that changes maps when reached
mp_friendlyfire 0 server server admin toggles friendly fire damage from teammates - * 1 is 'on', 0 is 'off'
mp_logecho 0 server server admin toggles logging of echo commands - * 1 is 'on', 0 is 'off'
mp_logfile 0 server server admin toggles logging during multiplayer games - * 1 is 'on', 0 is 'off'

mp_teamlist

server server admin sets the teamnames and models used for the teams in teamplay mode
mp_teamplay 21 server server admin set the flag number (such as 21 listed here) to enable teamplay with that flag number's corresponding actions
mp_timelimit 25 server server admin sets the time in minutes between map changes
mp_weaponstay 0 server server admin toggles whether weapons remain after a player picks them up - * 1 is 'on', 0 is 'off'
name client player used to change a player's name
netbad

simulates a bad network connection
netchokeloop 0


netmax

displays maximum packets and game packets
netusage 0 client player toggles a network usage graph - * 1 is 'on', 0 is 'off'
new client player begins a new singleplayer game
nextdl client player downloads next file
noclip 0 client player if turned on, players can walk through walls - * 1 is 'on', 0 is 'off', and 'sv_cheats' must be set to 1
nosound 0 client audio toggles sound - * 1 is 'on', 0 is 'off'
notarget 0 client player makes players ignore you - * 'sv_cheats' must be set to 1
notify


password server server admin sets private server password
path server server admin displays current search path
pausable 0 server server admin toggles whether or not clients can pause a server game - * 1 is 'on', 0 is 'off'
pause client player pauses a game
ping server server admin displays pings of all clients
pingservers client player displays pings of servers in the serverlist
pingsv client player pings a server at
play client audio plays a .wav designated by
playdemo client demo plays .dem at normal speed
playvol 9 client demo sets demo playback volume
pm_nostucktouch 0


pm_nostudio 0


pm_pushfix 0


pm_worldonly 0


pointfile

loads maps\.pts
port 27015 server server admin sets the defualt server connection port
precache 0 client player toggles preloading of all needed files at map start - * 1 is 'on', 0 is 'off'
prespawn client player
primegren1 client player primes grenade type 1
primegren2 client player primes grenade type 2
protocol


ptrack


pushlatency -100 client player set this number to the inverse of your ping to help latency
quit client/server all exits to windows without confirmation
r_decals 250 client player sets the maximum number of decals
r_drawadaptive 0


r_drawentities 0 client player toggles drawing player models and sprites - * 1 is 'on', 0 is 'off'
r_drawviewmodel 0 client player toggles drawing player weapon model - * 1 is 'on', 0 is 'off'
r_dynamic 0 client video toggles dynamic lighting - * 1 is 'on', 0 is 'off'
r_fullbright client player toggles maximum brightness in local games only - * 1 is 'on', 0 is 'off'
r_glowshellfreq 2.2


r_lightmap client developers software rendering mode only - * displays one of four (0,1,2,3) possible lightmaps to view range of switched lights
r_lightstyle client developers software rendering mode only - * displays only specified lighting style for viewing full range of pulsing, blinking, etc. lighting effects
r_mirroralpha 0 client player toggles reflective textures - * 1 is 'on', 0 is 'off'
r_mmx 0 client player toggles MMX xalculations for MMX cpu's - * 1 is 'on', 0 is 'off'
r_netgraph 0 client player toggles graph of network conditions - *0 is 'off', 1 shows green = good, yellow = bad, red = horrible, 2 shows packetsize
r_norefresh 0

toggles clearing HUD and console before redrawing - * 1 is 'on', 0 is 'off'
r_novis 0

toggles drawing underwater polygons - * 1 is 'on', 0 is 'off', 'r_wateralpha' must be set to 1
r_shadows 0 client player toggles players' shadows - * 1 is 'on', 0 is 'off'
r_speeds 0 client developers toggles average fps, draw speed and polygon info - * 1 is 'on', 0 is 'off', very useful when making maps
r_traceglow 0

toggles inclusion of monsters in glow sprite occlusion checking - * 1 is 'on', 0 is 'off'
r_wadtextures 0


r_wateralpha 0 client player toggles alpha blending underwater - * 1 is 'on', 0 is 'off', 'r_novis' must be set to 1
rate 5000 client player sets client data rate - * 1000 - 5000 for modems, and 10000+ for LAN
rcon
rcon
client/server server admin remote console command of a server - * must be given first by rcon client before any commands will be accepted by the server
rcon_address server server admin sets the rcon ip address
rcon_password server server admin sets the rcon password
rcon_port 27015 server server admin sets the rcon console port
reconnect client player reconnects to the current server
record client demo begins to record a demo and saves it to Half-Life\Valve\.dem
registered 0 server server admin
reload client/server server admin reloads current map
removedemo
demo removes a segment from
removeid server server admin removes uniqueid from being banned on a server - **Version 3.0.1.3 / 4.0.1.3+ only
removeip server server admin removes ip address from the filterban list
resourcelist client player lists all loaded resources
resources client player lists loaded decals
restart client/server server admin restarts the current map and cleans the slate
retry client player tries four more times to connect to a server that has already failed four connect attempts
room_delay 0.3 client audio 3D sound setting
room_dlylp 2 client audio 3D sound setting
room_feedback 0.42 client audio 3D sound setting
room_left 0 client audio 3D sound setting
room_lp 0 client audio 3D sound setting
room_mod 0 client audio 3D sound setting
room_off 0 client audio 3D sound setting
room_refl 0 client audio 3D sound setting
room_refl 0 client audio 3D sound setting
room_rvblp 0 client audio 3D sound setting
room_size 0 client audio 3D sound setting
room_type 20 client audio 3D sound setting
s_2dvolume 1 client audio maximum volume at which 2D sounds are played - * range from 0 to 1.0
s_a3d 0.000000 client audio toggles A3D support - * 1 is 'on', 0 is 'off'
s_automax_distance 30 client audio sets the distance for maximum sound volume
s_automin_distance 2 client audio sets the distance for minimum sound volume
s_blipdir 0


s_bloat 2.0 client audio bloat factor for polygons in A3D 2.0 only
s_buffersize 65536 client audio sets the buffer size
s_disable_a3d 0 client audio toggles disabling a3D - * 1 is 'on', 0 is 'off'
s_distance 60 client audio adjust the ratio of game units to meters, affecting velocity, positioning and distance - * higher the number, the closer everything gets in audio terms - range from 0 to infinity
s_doppler 0.0 client audio adjusts the doppler - * 1 is 'on', 0 is 'off', range from 0 to 10, and is very sensitive
s_eax 0 client audio toggles EAX support - * 1 is 'on', 0 is 'off'
s_enable_a3d client audio enables A3D support
s_geometry 0 client audio toggles geometry rendering in A3D 2.0 only - * 1 is 'on', 0 is 'off'
s_leafnum 0


s_materials 0


s_max_distance 1000 client audio maximum distance from the listener before rolloff is no longer applied - * valid range from 's_min_distance' to infinity
s_min_distance 5 client audio minimum distance a source will be from the listener before rolloff is applied - * range from 0 to 's_max_distance'
s_numpolys 200 client audio maximum polygons to be rendered in A3D 2.0 only - setting this to 0 is the same as turning off 's_geometry' - * range from 0 to infinity
s_occfactor 0.250 client audio transmission value of material - the smaller the number, the less sound passes through material - * range from 0 to 1.0
s_occlude 0 client audio toggles sound passing throug material (occlusions) in A3D 2.0 only - * 1 is 'on', 0 is 'off'
s_polykeep 1000000000 client audio
s_polysize 10000000 client audio
s_refdelay 4 client audio delays between a source and its closest reflection in A3D 2.0 only - higher the delay, the more time it takes between when the source and its first reflection is played - * range from 0 to 100
s_refgain 0.4 client audio adjusts the gain on each reflection in A3D 2.0 only, where the effects of distance are increased: high frequencies are filtered and volume lowered - * range from 0 to 10
s_rolloff 1.0 client audio
s_showtossed 0 client audio
s_usepvs 0 client audio
s_verbwet 0.25 client audio controls the wet/dry mix of reverb for A3D only - higher the number, the more wet the sounds - * range from 0 to 1.0
save client player save current game in single player only
saveme client player calls for a medic
say "message" client player chat with all other players on a server
say_team "message" client players relay a message to only your teammates
scr_centertime 2

sets how long server messages remain on the screen
scr_connectmsg "msg"

displays "msg" in screen's lower left
scr_connectmsg1 "msg"

displays "msg" 1 in screen's lower left
scr_connectmsg2 "msg"

displays "msg" 2 in screen's lower left
scr_conspeed 600 client player sets the console scroll speed
scr_ofsx 0 client player sets the screen message offset
scr_ofsy 0 client player sets the screen message offset
scr_ofsz 0 client player sets the screen message offset
scr_printspeed 7 client player sets the screen message print speed
scr_transparentui 1


screenshot client player captures the screen and saves it in the Half-Life/Valve directory
sensitivity 9 client mouse sets the sensitivity of the mouse
servercfgfile server server admin sets the sercer config file - * default is server.cfg
serverinfo client player displays the server infromation
serverprofile server server admin sets the server profile
setdemoinfo info client demo adds information to a demo, such as a text title, play 'tracknum', fade or
setinfo client player - * i.e., 'setinfo "ts" "0"' or 'setinfo "dc" "0"'
setinfo tf_id client player sets the tfc clan battle id
shortname client player displays client's name
showdrop 0 client player toggles the display of dropped packets - * 1 is 'on', 0 is 'off'
showinfo 0 client player toggles display of all packets - * 1 is 'on', 0 is 'off'
showpackets 0 client player toggles network packet info display - * 1 is 'on', 0 is 'off'
showpause 0 client player toggles pause of graphic display - * 1 is 'on', 0 is 'off'
showram 0 client player toggles display of available ram - * 1 is 'on', 0 is 'off'
showtriggers 0 client developers toggles display of map trigger entities - * 1 is 'on', 0 is 'off'
sizedown client player decreases screen size and increases fps
sizeup client player increases screen size and decreases fps
skill 1 client player sets the skill level in singleplayer and coop mode
skin 0 client player sets the model skin
skipdl client player skips the current download and moves on to the next, if any exist
skipul client player skips the current upload and moves to the next, if any exist
slist client player searches for local servers - * use 'list' to display this list
slot1 client player select weapon group 1 (or menu item 1) see 'use'
slot2 client player select weapon group 2 (or menu item 2) see 'use'
slot3 client player select weapon group 3 (or menu item 3) see 'use'
slot4 client player select weapon group 4 (or menu item 4) see 'use'
slot5 client player select weapon group 5 (or menu item 5) see 'use'
slot6 client player select weapon group 6 (or menu item 6) see 'use'
slot7 client player select weapon group 7 (or menu item 7) see 'use'
slot8 client player select weapon group 8 (or menu item 8) see 'use'
slot9 client player select weapon group 9 (or menu item 9) see 'use'
slot10 client player select weapon group 10 (or menu item 10) see 'use'
snapshot client player takes a screenshot
snapto


snd_noextraupdate 0 client audio toggles extra sound system updates - * 1 is 'on' and only use if having problems, 0 is 'off'
snd_show 0 client audio toggles the display of which sounds are being played - * 1 is 'on', 0 is 'off'
soundfade client audio sets the soundfade parameters - * = <%>[]
soundinfo client audio displays the number of stereo channels, samples, samplebits, speed DMA, and sound channels
soundlist client audio displays a list of all loaded sounds
spawn client player spawns a player back into the game
speak client player to say something over the intercom - * try: hello, #000000, mesa, you, go alert
special client player displays the special menu for each class
spectator 0 client player toggles entering a game as a spectator - * 1 is 'on', 0 is 'off' - spectator mode does not currently work
startdemos client demo begins playing demos in a loop
startmovie client demo plays a movie
status server server admin lists each client and the following info for each client: user#, frags, name, framerate, latency, ping, packet drop %
stop client demo stops the recording of a demo
stopdemo client demo stop the playing of a demo
stopsound client audio stops playing the current sound
stuffcmds server server admin used to initialize client console commands from server and restarts server and then does some funky thing to the server display
suitvolume 0.220000 client audio sets the volume of the HEV suit
sv_accelerate 10 server server admin sets the player acceleration for a server
sv_aim 0 server server admin toggles auto-aim for clients - * 1 is 'on', 0 is 'off'
sv_airaccelerate 10 server server admin sets the movement speed while player is in the air
sv_airmove 0 server server admin toggles clients ability to move in the air
sv_allow_download server server admin enables ability of clients to download maps and decals
sv_allow_upload server server admin enables ability of clients to upload models and decals
sv_allowdownload 0 server server admin toggles the ability of clients to download maps and decals - * 1 is 'on', 0 is 'off'
sv_allowupload 0 server server admin toggles the ability of clients to upload models and decals - * 1 is 'on', 0 is 'off'
sv_bounce 0 server server admin toggles bounce pads - * 1 is 'on', 0 is 'off'
sv_challengetime 15 server server admin sets the time allowed for clients to connect to a game
sv_cheats 0 server server admin toggles cheats - * 1 is 'on', 0 is 'off'
sv_clienttrace 3.5 server server admin sets the client bounding box for collisions
sv_clipmode 0 server server admin toggles client clipping mode - * 1 is 'on', 0 is 'off'
sv_friction 4 server server admin sets friction
sv_gravity 800 server server admin sets level of in-game gravity
sv_idealpitchscale 0.800 server server admin sets the pitch preference
sv_lan 0 server server admin toggles LAN server mode - * 1 is 'on', 0 is 'off'
sv_language 0 server server admin sets language
sv_logrelay


sv_maxrate 5000 server server admin sets the maximum data rate allowed on a server - good for HPB only servers - **Version 3.0.1.3/4.0.1.3+ only
sv_maxspectators 8 server server admin sets the maximum number of spectators - spectator mode does not currently work
sv_maxspeed 500 server server admin sets the maximum player speed for all clients
sv_maxvelocity 2000 server server admin sets the maximum velocity
sv_minrate 8000 server server admin sets the minimum data rate allowed on a server - good for LPB only servers - **Version 3.0.1.3/4.0.1.3+ only
sv_netsize 0 server server admin sets the maximum network packet size - * 0 = auto
sv_newunit 0 server server admin
sv_password 0 server server admin sets a password for clients to enter a server
sv_print_custom server server admin gives me SZ_Overflow error and then exits server
sv_sendvelocity 1 server server admin
sv_showcmd 0 server server admin
sv_skyname 0 server server admin sets the sky texture
sv_smartdelta 1 server server admin
sv_spectalk 1 server server admin toggles allowing spectator clients to chat - * 1 is 'on', 0 is 'off' - spectator mode does not currently work
sv_spectator_password 0 server server admin sets a password for clients to enter spectator mode - spectator mode does not currently work
sv_spectatormaxspeed 500 server server admin sets the maximum movement speed of spectators - spectator mode does not currently work
sv_stepsize 18 server server admin sets monster and player auto step-up size - * larger values allows auto-climbing of steeper slopes
sv_stopspeed 100 server server admin speed at which the player stops when running forward, back, left or right
sv_timeout 65 server server admin sets the timeout inactivity limit
sv_type server server admin enables server cpu and os type to be given out on server queries
sv_upload_maxsize 0 server server admin sets the maximum upload file size
sv_wateraccelerate 10 server server admin sets the in-water acceleration of clients
sv_wateramp 0 server server admin
sv_waterfriction 1 server server admin sets friction underwater
sv_zmax 4096 server server admin sets the maximum zbuffer size
swapdemo client demo swaps two segments' positions inside a demo
team 0 server server admin toggles team mode - * 1 is 'on', 0 is 'off'
team1_color server server admin sets team1 color
team1_model server server admin sets team1 model
team1_name server server admin sets team1 name
team1_skin server server admin sets team1 skin
team2_color server server admin sets team2 color
team2_model server server admin sets team2 model
team2_name server server admin sets team2 name
team2_skin server server admin sets team2 skin
tell client player speks a message
texgamma 2 client player possibly sets the gamma of the text?
thirdperson client player enables third-person view
throwgren client player throws the grenade type last primed with 'primegren1' or 'primegren2'
timedemo client demo plays .dem at max fps and reports average fps
timerefresh client player player spins in plave and reports average fps for the spinning view
toggleconsole client player toggles the console screen - * usually bound to '~'
topcolor 30 client player sets the model top color
traceralpha 0.500 client player sets tracer bullet alpha component
tracerblue 0.400 client player sets tracer bullet blue component
tracergreen 0.800 client player sets tracer bullet green component
tracerlength 0.800 client player sets the tracer bullet length
traceroffset 30 client player sets the tracer bullet offset
tracerred 0.800 client player sets the tracer bullet red component
tracerspeed 6000 client player sets the tracer bullet speed
unbind client player removes binding to key
unbindall client player removes all key binds
uprate client player displays the transmission rate to a server
use client player uses an item or weapon, such as 'use weapon_knife'
user client player lists model color, name, rate, and model for specified user
users server server admin lists all players with their corresponding userid's (#'s generated by server) and uniqueid's (id # unique per cd key and assigned by WON) - **Version 3.0.1.3/4.0.1.3+ only
v_centermove 0.150


c_centerspeed 500


v_dark 0


v_kickpitch 0.600 client player sets the amount player view pitch changes when player is hit
v_kickroll 0.600 client player sets the amount player view roll changes when player is hit
v_kicktime 0.500 client player sets the duration of player view pitch and roll when player is hit
version client player gives build version and date it was installed
vid_config_x 800 client video sets horizontal screen resolution
vid_config_y 600 client video sets vertical screen resolution
vid_d3d 0 client video toggles Direct3D support - * 1 is 'on', 0 is 'off'
vid_describemode client video displays video mode settings
vid_mode 0 client video sets video mode
vid_nopageflip 0 client video toggles disabling video page flipping - * 1 is 'on', 0 is 'off'
vid_stretch_by_2 client video enables video stretching (for interlaced display)
vid_wait 0 client video toggles video sync - * 1 is 'on', 0 is 'off'
viewframe client video enables wire-frame display - * OpenGL only
viewmodel client player enables model display
viewnext client player selects next model
viewprev client player selects previous model
viewsize 120 client player sets view size
violence_ablood 0 client player toggles blood - * 1 is 'on', 0 is 'off'
violence_agibs 0 client player toggles gibs - * 1 is 'on', 0 is 'off'
violence_hgibs 0 client player toggles gibs - * 1 is 'on', 0 is 'off'
volume 1.0 client audio sets game volume
wait client player pauses for 1 tick during running an alias or script
waterroom_type 14


wc


writeid server server admin writes unique id's to banned.cfg - **Version 3.0.1.3/4.0.1.3+ only
writeip server server admin writes ip addresses to listip.cfg
zoom_sensitivity_ratio 1.200 client player sets mouse sensitivity while using weapon zoom

making your awp shots hit or register better

if there is one thing i get tired of hearing in a scrim or scrimmage it's this.

"omg wtf there is no reg or registration in this server my crosshair was rite on his head."

well your crosshair may have indeed been on the enemy's head.
but as far as the game code is concerned you may have missed by a mile
so what i am going to do is show you how to make you awp shot's register or reg better
these tips well also help with all the other weapons in counter strike source

type these cvar commands in console inside counter strike source to enable the console hit the "~" also know as the Tilda key. if after pressing the "~" key nothing happens you will have to check the enable developer console setting in keyboard/advanced settings in counter strike source.


cl_interp 0

cl_interpolate 0

cl_lagcomp_errorcheck 1

cl_cmdrate 100

cl_updaterate 100

cl_rate 20000

cl_smooth 0

rate 25000

zoom_sensitivity_ratio 0.76



after you enter all of those cvars/console commands

close counter strike source then restart steam


now that we have taken care of that problem let's focus on you yes you
it is extremely important to remember that when you play
not to grip your mouse to tightly with your hand. because when you do that your
muscle's have tendency to jerk. usually resulting in you missing the kill so keep that in mind while you play. another this to remember is to make sure you stop walking before you shoot this sounds very obvious but this little trick is what separates the pub stars from the pro players. you can practice this by making your own counter strike source server and practice running and stopping about 50 times a day until you get the timing down pat.

ok lets talk about your gaming gear
i know that grime encrusted ball mouse is broke in but you won't be getting on any
cal i or cevo p team playing with that shit so here is a list of good gaming mouse's


the Razer Copperhead™ Gaming Mouse sells for about 55 to 60 bucks

the Logitech G5 Laser 2000 dpi Mouse my favorite sells for about 55 to 60 bucks as well

well thats all for now if you need more cvars / console commands and definitions of said commands for counter strike source check my other post i put a complete list of them there or just check this link

 
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