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
guide to bunny hopping (tutorial with demo)
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 | 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 | 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 |
| 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\ | ||
| 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 |
| 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 |
| 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 | mod authors | developers | extracts files from hpk file - * opts = |
| 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 |
| messagemode | client | player | displays |
| messagemode2 | client | player | displays |
| 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 |
| playvol 9 | client | demo | sets demo playback volume |
| pm_nostucktouch 0 | |||
| pm_nostudio 0 | |||
| pm_pushfix 0 | |||
| pm_worldonly 0 | |||
| pointfile | loads maps\ | ||
| 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 - * |
| 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\ |
| registered 0 | server | server admin | |
| reload | client/server | server admin | reloads current map |
| removedemo | demo | removes a segment | |
| 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 | client | demo | adds information to a demo, such as a text title, play 'tracknum', fade |
| 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 |
| 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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