Showing posts with label counter-strike. Show all posts
Showing posts with label counter-strike. Show all posts
Monday, June 24, 2013
cs go guide How to play the inside lane
The inside lane is the safest place to be. Here I explain why with Jamison's help.
three photos show here to tell you what
a play the inside core mix with the gospel of a drain where you always keep
across their on the closest inside corner uh... and by coming up on the
inside you can see that i can get right up on jameson and i can come out now if
i'm on the outside corner here jameson isn't spot me first comics but see
efficiently with this left off likable web browsers position so if you
look died in since a natural part bc now full stomach year go to come out here's a cabal all the way if we can go
up and see me so for following the gospel of a trend school on the move from the inside court reiterate around
here that's really what sorts and wide so that you can angle up and when the
exits alright so let's go to test this theory are real quick jameson uh... life
i asked try and get me you know in common era go slate on the way they know works is really
benefit yourself when i say that you want to be inside corner refried beans
and corn that's closest to the threat so law making the best example inside over
their gorda catwalk james don't shoot me so i can survive joyner-kersee t_v_'s pushing can't come
over here it's like the political supporters during peak autopsy through though it is in a straight years to be speaking out ever so slightly i want to come in on
this insight or disobedience a corner when i get to hear a lot of put my cross
zero mangal light gospel doctrine hughes holiness showed us annual switch around
like that so you don't want to come why it would be out here because i can't get
james in a better chance to get me uh... flemish foot on the inside so
likewise to come up at inside corner server here on the right you don't wanna
run up like this because it is the battering or waking up close and you could try to make the city and of course be as an example
thoroughbred to regedit there so that they inside lane we'll be right here james right i want to come in number comply to
come out somehow here not as good and hot humid and and they come out
dislikes that alright i hope that explains what i mean by inside light
such a combined that using your corner process of always
keeping across from a core unit infinitely better suck for more time summary today on the
inside corner then come out wide for the kill and i hope that helps everybody lakes jameson
CS:GO Pro Tips adreN Crosshair Placement
adreN going over crosshair placement
them there what's up guys gem and i'm going to go over koster placed
in the video gaming is one of the most inconsistent
factors in csc wanna make sure that everything else are you doing is consistent so that you can still
perform while even if you're a visit top-notch that uh... uh... cuz a lot of players have consistency
problems since insist just because some days it was bad
and some days a miscarriage and that's really what they're relying
on the most sinister rely on a memo seizure lying on higher settings here angles uh... you know how you're playing the
situations your cross their placement and casa place or definitely help you
improve your consistency 'cause it'll help you do less and then
technically so did erin to it i'll show you guys uh... incorrect way to take cashier that a lot of people do and i say the correct way so i'd say a lot of people play the prosecutor like this and say we have
an enemy rate here sore coming around the corner a lot of
people despite a mentally anywhere they think he's going to be so like this tennis pre five your your name is already at the corner so
there's not much adjusting when you get eating are you free five but the correct way to take a pet would be to just take your prosser make
sure it's always that had died an alias it's kind of just attacks the corner of the lawsuit this glued to the corner of the wall here
sick for a rally that's around a lot of law here press has a little bit out yourself to
reaction time made this kinda coming on the wall and the reason why this is better it's because let's say that enemy isn't there so all other times you know sometimes amy is good because
he happens to be there and you do pre firearm but what times of the people in positions
they don't think they're going to be an subsidy of a guy that subvert coming out
kalugin using the styled interior pre-taped say were coming out here help we cm now
have to react so i had that all he's in that position who are mouse an entertainment think
like to know and any movement on your mouse is obviously
going to be inconsistent and not moving your mouse uh... you really want to do move your mouse is lisa now as possible
when a man so here so it just so you're gonna react the way
there because it with your mouse then click in your moving your mouse margaret to get to know and save you the missile passer
placement where you snap to the wall here prestigious fairy steps lol and you can is walk around booby cm
valdez any adjustment mediate east his head
shot areas had to be reading your process and
all you do is click so there's less adjustment less like inauguration time because you're already
on its legal click faster so the salt should definitely helped out being consistent didn't come out in the seljuk sake alag you want to take after you clear out this spot here you want to take that
spot substory on here at say up that's what
schooling it's not now the swine here boom once that's claimed he stab
actually next what do you want to clear source i think this on out that's another spot right there so that
when i like your pre find out one after dump and now you may want to snap
up and it's not that's the only playing lets show n you might not have to do that and you can use to
create an exile let's say along a it emits unfit so you know for sure this
area's flame so so if you're an offer or even a
wrestler you know there is clean so you don't
like snap your cross into the small here do all that stuff you can canada spree
and at that point here in this way about peeking into reacting
as fast as possible like that you know picking out the whereabouts on being
embarrassed player is not intended to decide if it you could possibly anywhere out here some say you know we have a guy out there he's right days
at isabelle we use that kind of premix out yet we're so focused on actually giving too the corner that we want to preempt that were disconnects was itself a lot
more and called herself to hit a flip side do you know do more adjustment id
is needed so we're gonna much is going to come up
here and make the peak and now we have to fight over here sailor make sure if the area of front is clean before use
that kind of in exile if you use the other kind of style where
you can just come around like this you would see him you know like that allot of people use i
kinda image so uh... inexorable walnut do a lot more adjustments as needed that's all you know when you watch the
pros you like a like it that shot ekkada shot is just 'cause they're image the setting themselves up so well and
they're making the shots easy for themselves another time when you can use the
preamble style of cross of placement is when you know the enemy deftly campy and the corners so let's say a word
terraced respond you rush along it account of the dee dee's here it is no
need to like subsidies here and obviously p decline is no way to be
there even like you may have to stop here really you would do that if you cannot lilongwe
because it could be closer but you know that they could only be at
the corner so you could just come out like this and a pre in the corner nasty pizza corner he snaps this fall like amount check date spot you not detected that's why you notice
that back across a huge is never be in the note
where i don't know where floating so that you
know some people might think or on them
between the tape in the corner so i'm halfway between each that's wrong each
of these built one of the two i'd so let me show you another critic
example of how i would take archway with my
prosser placement and you cannot have to know the maps and
know what you need to clear out so you know what to snap your trust
there too so sarah come up our cheer process at this corner and i would prefer that corner and then tossed out my process declare
at cornell summer concert here throughout the caused a and let us not
back here is more likely to people here so i'll come up radio on walking the slow so you can gay grasp on it there's a slight my pre fire vanass now back to the small there's a slight lead free for steinbeck's that's all despite my prefect and then once i get this far archer
plaza snap back tomorrow and a lot of money like this and then when checking our trade c ob gyn jim
angle ceo michael why pizzas not know what why did this so i see more so what should i tried people like this of peeking in adjusting mango like this piece that despite my prefer after that passed now back to moto here and when it when i'm coming up here what did he buy prostate here snapped this angle rather than snapped here because i think
he's more likely pick me up moto then he is speaking here usually if a guy's in library he's
trying to get that information is try to keep you is to use you peak that corner
there so i find it better definitely keep you cross there at headshot level right here thanks for watching guys tell me on
social media twitter is at hopes the facebook dot com slash eric adrenaline and might which t_v_ channel two t_v_ slash adjourned
underscored t_v_ thanks rushing as
Friday, June 21, 2013
CS:GO Pro Tip Series: TM counter strike tips
this week's Pro Tip comes from Zach "TM" Miller, of Hold Mouse One. TM gives us an overview of the bomb-carrier's role, as well as strategies for attacking a site and holding it after a plant.
the but it is acting a little bit play for are all moslems my position would be a country fair and or a volunteer high tentative also
maps that i did go on for some sunglasses is the pins what our strategy
is going into it and the team we're going today on the scene of community going
over how to properly bonds position yourself to voter turnout in situations the pressure of having to for up to be
split on this map would be a freak out and waiting to be battles when i don't
usually do with the bombs situation as i wait for college on employers patterns possible waiting
for my team to unit a four you know just attacked what they are so
speak i think uh... what the among does is he comes amid all of us if you'll
smoke he was called to double doors and or on
the sparks on xbox and once that happens the juvenile
fairly marginal feis out in so cal cities font and they pushed out of the and what i do
with them on is after he among helps to smoke and
fire she comes back into because money and i'd smoke and flesh into this be
bomb site understood and i usually did not push up until you know
misinformation and when you have the bomb a big thing that you want to be
cautious uh... is not ready all by herself because if you die with the bomb
vendor team is more likely than others around so after they push out little they flashed into being reflections of
the we make our way into the bomb site the main sparked a border plan b would be right under the decide below window to the right of when the russians a and i will not ever play that until i
know then double doors for window fully covered because i want to be in
the middle of a bomb poet and somebody running on these because
that takes visibility and it is way too much time to pull your gun and more likely that person or run and shoot you can fall back but if your team is getting pressure
from double doors a lot and you have with the security of very
good spot of quiet with the eighth directly below when does the left and you would play here and it's very different image across
from the spots and watch the push in the window why you're planning then that way after you plant and
everything is going to fight you can fall back so where your team is perfect cover up people's off the bomb plant on either
side another very good spot to watch the bomb if is planning on the right side will be
assigned priyanka this box because this person is not being wheeled for and you can see
people speaking the box is outside of the double doors or running in through
smoke and it's a very easy in the residual or people trying to get
a picture window arrests diminished we're here and what we do is the first three good sponds the rush long and slay
flashover and they were trying to take control
this they will push out and we forward me n
another player usually ian martin to come and get all and what we do is when i had the bomb
twenty-five smoke middle-class hope the double doors off the start and that i watch over a while he walks of cap so i'm pushing for him to run up at
least question for me not to get pushed after i thought for him he pushes up he has a kill you getting killed and he
does not getting killed i'll be right behind them to think of
those who kills or three if they're going to be there people along star flashing and smoking
in saying so we won't be counting intake by hopper insight or egg pews which will
be right next to the east side on top of the platform and what they will do is they will still
be elevator or this opening right here from floor seats eating etc and after that it's moving flash we push
in i'm always second unless i know there's people russian
behind a but i will run in and the most common plan spot would be ready here
planning for a long if you have control of longing and cat playing right here is the best situation
because you can play long hair on the long a platform you
belong to a platform properly and watch this even planted and watch this and
entrance fees and you can also if you are requested
relationship you can control this whole area by walking and tried out some of your
point opponent tried to defuse the bomb another comment very well used plan spot if do you do not have control
of long and you know they're pushing behind his desk at you cannot control cat it is still left in this box closest
accuse and you play it right here the spot is kind of difficult to defend
and less you're playing here on the radio and you know there's nobody coming along
in their only coming cap the best the best way to play this would be not
teaching this this is the most recent had charges the team you're playing is
good with a player playing against a very good so we want to do is you want to play the
single you wanna watch lower and if you know is coming pat we want to do the same thing another
course information is unlikely the sound unit again and
played a single of walking around and making sure that he
cannot job over this and that he's going to the
following all times so that way hired by may can run out of time on the
fuse all and i think that if you can at any moment fan discourage spartan but we never planned with we never play
i never plan that was being right behind the main double stack boxes
in the site your complaint right here but the thing is you can easily get
flight from cap and you can get shot from only a
platform and that is not a very responsible and
he's he's the only first
CS:GO Pro Tip Series: sapphiRe counter strike tips
Today's Pro Tip comes from Heather "sapphire" Mumm, who is competing at the Women's CS:GO tournament this week with team Ubinited.
Heather contributes a deep understanding of CS:GO to her team, and in the video below she shares that wisdom with the Counter-Strike community. Watch the video below to hear her thoughts about early game economy, and how to recover if your team falls behind in the first rounds.
mainly is heather mama my player name is
set for so i'm gonna talk about this time around same rounds nicole
brown's and why and when she buys second weapons certain armor hand grenades when you're testifying this time around
i'd suggest that at least for players and eighty it should have archers your opponents are not happy to
thousands or details on that kind of terrorist team so having armored and help keep you
alive for longer hammer and suggest at least one player should have been aids
it's gonna help uh... well you have more versatile straps a bid that need to have is a smoker nate
um... you can't smoke down in the seattle area here and this is going to
help protect you from san diego is waiting on the other side your you'll be
able to get out the catwalk quickly uh... if you have this of flash can help
you can enter into the site is really important for one player to at least
empty grenades to allow you to have more strata options and the rest of you seem
to have armor and that's going to go out for a long
time as a commentary on your pistol around
you're gonna deal with a a few things different than you would uh... these
terrorist acts d_d_t_ followed on from paris which is
the clock isn't going to kill you in one shot uh... therefore you really don't need
iron is more important to have a great for example if you had long eight here a quick maintenance used this following
and gonna stop for a chance can allow you to investors and rotate or if your if the terrorists are rushing
out the catalogue here flashes godfather and out of town lower it's units from all over the phone sex
but it has also break advocate because that's the browns can come down
to is really close one b one situations they're not gonna have much time to
defuse it's very important to advocate both counter-terrorist and terrorist
incarcerate all of the fifty one for us in older versions of kind of strength only is it a restaurant owned by the
funds it's actually attendees and got a lot of
people make fun of it uh... all of you know someone bundle managers must endure on reception at
that time the nice thing about it it seems incredibly rapidly compared to a deed on which you can't
family this so that's a great for russia's silently and your comments resting and
he's got a lot of them you can actually do some decent damage you're not going to get the head shots
like you do it that we going to one-shot kilts similar to this you are able to stand here and he has to
do significant damage dx if you realize that the first round easy going beyond brownfield and you're not going to have a lot of
money because he didn't win that round sola a lot of times discontinued either
save completely unjust essentially for for the rally seeking the money in the
next round or he can buy details the needles pistols anything credibly
accurate as essentially lacy the author of pistols you'll get a got a
lot of one shackles of this state if your team is on side really suggest that done it's it's
only eight hundred dollars it's enough that you're not wasting your
money but he's still have a legitimate chance of winning that eyes how they can't figure if you went
around it's also great to buy is the main seven th kind of a a one-shot want kill you're going to want to be close up to
the players who cannot bring a long-range it it shoots multiple bullets
at a time as you can see here seeing a lot of places in close quarters maybe can get it was finally fierce
opponent do you really don't want make these long range shots because it's not
going to be happy if you can see the the bonds are coming down here you can
either ending higher another second round done that's that's
really great to buy is d for mass it's very similar to the calill uh... it has a different aspect though
in that it has been for the first fire automatic mode semi-automatic minus is going to be
great for close range combat uh... well the first fired really good for a long range it's can
allow you to be a little more accurate automatic it's great for sam therapeutic if your pollens rushing
activist five men coming your way offensive hispanics hometown to control the required esther the second round even if you lost
the first three rounds terrorists are going to start buying chicas a lot of
college fairs aren't going to buy guns yet that's because then i think what
thereafter after these are gonna stick with their mosses or let herself so i a case gives you a little jim it
shot at winning around is essentially headshot machine it's it's also that'd
be great chance of a one-shot landfill it's a lot more accurate than bennett
any of the essentially such a great third round flatness it's also very
button for the rest of the the match essentially blessing also trust eat the economy system is when you're
getting into omg on grounds which is usually around
three and beyond wing both teams have a weapon d op is a fantastic time is it's
incredibly accurate and it's great for a long range combat
it has a signals called and they don't start however when you do get a killer
that it's only fifty dollars per film and it's also one of the most expensive
don saying that i want to have many of you got a lot one or two you pretty nice yet a done deal should have will be uh... other counter-terrorist
senior guy wants vis and four which it's going to be
slightly more money port for kayla three hundred dollars compared to fifty with the off but it's not as great for
long-range combat however it's fantastic or stopping crashes so if you find rushing to be bombs are
here to industries lover spray them down where you can also view it happened so by tapping you're gonna be a little
more accurate than you could spend taken control of everythi
Thursday, February 21, 2013
SteelSeries QcK Gaming Mouse Pad Counterstrike Global Offensive Edition.
The SteelSeries QcK mousepad provides users with a precise and consistent glide through the combination of this high quality cloth material and an optimized textured surface. The specially designed non-slip rubber base prevents the pads from sliding, no matter what the mousepad is placed on.
The SteelSeries QcK has been used by professional gamers from around the world and had won more tournaments and competitions than any other mousepad on the planet. It is a great choice not only for the hardcore gamers, but also for graphic designers and other users requiring precision and accuracy. The mousepad is optimized for optical and laser technology, and can truly take your game to the next level.
Exclusive Game Art
Customize your game with SteelSeries mousepads featuring exclusive Counter-Strike: Global Offensive game art. These officially licensed QcK mousepads depict exclusive art of the Counter-Strike: Global Offensive logo.
Non-Slippery Rubber
The SteelSeries QcK Counter-Strike: Global Offensive Edition mousepad has a non-slip rubber base that prevents the pad from slipping when you use it. Also, the rubber ensures that you have maximum comfort for your wrist and hand on the pad at all times.
Guaranteed Glide for All Mouse Types
The QcK's high quality cloth with optimized surface ensures smoothness and precision for reliable responsiveness during intense gaming sessions. The specially designed non-slip rubber base prevents the pad from sliding, for flawless, steady performance when using both optical and laser mice.
Engineered for True Gamers
All mousepads from SteelSeries are thoroughly researched, tested and optimized for gaming. Gamers constantly make split-second decisions and razor-sharp movements, and use their equipment much more extensively than practically any other consumer group in the world. That's why so much time is spent testing materials, durability, glide, precision and compatibility. And why there are no compromises. In short: SteelSeries surfaces provide unparalleled performance and precision.
Product Description
Made of a high-quality cloth material with an optimized textured surface, the SteelSeries QcK CSGO Edition, provides players with both a smooth and consistent gliding surface. Its specially designed non-slip rubber base prevents the pads from sliding no matter what surface the mouse pad is placed on. Optimized for optical and laser mouse technology, the SteelSeries QcK has been tested by professional gamers around the world and has been used to win more tournaments and competitions than any other mouse pad across the globe. The SteelSeries QcK Limited Edition mouse pads are designed and branded in cooperation with game developers, publishers, professional teams and for tournaments.
Saturday, March 8, 2008
gaming computer building guide with parts list and links
Part One: Initial Build
~$600 Budget
Cooler Master Centurion 5
ASUS M2N-E nForce 570 Ultra
eVGA 8600GTS 256MB GDDR3
SeaSonic 400W (34A Combined 12v)
AMD X2 5000+ 2.6Ghz Black Edition
G.Skill 2x1GB DDR2 800 (5-5-5-15)
Hitachi Deskstar 160GB SATAII
Lite-On 20X DVD±R
LINK @ $565.92
Cooler Master Centurion 5
Gigabyte P35 DS3L
MSI 8600GT 256MB GDDR3
SeaSonic 400W (34A Combined 12v)
Intel C2D E6550 2.33GHz
G.Skill 2x1GB DDR2 800 (5-5-5-15)
Hitachi Deskstar 160GB SATAII
Lite-On 20X DVD±R
LINK @ $572.92
~$800 Budget
Cooler Master Centurion 5
ASUS M2N-SLI Deluxe nForce 570 SLI
eVGA 9600GT 512MB GDDR3
SilverStone 500W (36A Combined 12v)
AMD X2 6400+ 3.2GHz Black Edition
G.Skill 2x1GB DDR2 800 (5-5-5-15)
Seagate Barracuda 250GB SATAII
Lite-On 20X DVD±R
LINK @ $772.92
Lian-Li PC-7B Plus II
Gigabyte P35 DS3L
eVGA 9600GT 512MB GDDR3
SilverStone 500W (36A Combined 12v)
Intel C2D E6750 2.66GHz
G.Skill 2x1GB DDR2 800 (5-5-5-15)
Seagate Barracuda 250GB SATAII
Lite-On 20X DVD±R
LINK @ $771.92
~$1,000 Budget
Lian-Li PC-7B Plus II
ASUS M2N-SLI Deluxe nForce 570 SLI
eVGA 8800GTS 512MB GDDR3 (G92 Core)
PC Power & Cooling Silencer 610W (49A 12v)
AMD X2 6400+ 3.2GHz Black Edition
Crucial Ballistix DDR2 800 (4-4-4-12)
Seagate Barracuda 250GB SATAII
Lite-On 20X DVD±R
LINK @ $977.92
Cooler Master Centurion 5
Gigabyte P35 DS3R
eVGA 8800GTS 512MB GDDR3 (G92 Core)
PC Power & Cooling Silencer 610W (49A 12v)
Intel C2D E6750 2.66GHz
Crucial Ballistix DDR2 800 (4-4-4-12)
Seagate Barracuda 250GB SATAII
Lite-On 20X DVD±R
LINK @ $961.92
~$1,200 Budget
Lian-Li PC-7B Plus II
DFI LanParty AMD 790FX
eVGA 8800GTS 512MB GDDR3 (G92 Core)
PC Power & Cooling Silencer 610W (49A 12v)
AMD X2 6400+ 3.2GHz Black Edition
Crucial Ballistix DDR2 1066 (5-5-5-15)
Seagate Barracuda 500GB SATAII (32MB Cache)
Lite-On 20X DVD±R
LINK @ $1,167.92
Lian-Li PC-7B Plus II
Gigabyte X38 DS4
eVGA 8800GTS 512MB GDDR3 (G92 Core)
PC Power & Cooling Silencer 610W (49A 12v)
Intel C2D E8400 3.0GHz
Crucial Ballistix DDR2 1066 (5-5-5-15)
Seagate Barracuda 500GB SATAII (32MB Cache)
Lite-On 20X DVD±R
LINK @ $1,186.92
Home Theater PC
Lian-Li PC-A05B (Only 15" tall!)
Biostar TForce nForce 520
MSI 8600GTS 256MB GDDR3 (Native HDMI)
Hauppauge PVR-350 TV Tuner
SeaSonic S12 II 380W (34a combined 12v)
AMD X2 5400+ 2.8GHz
Crucial 2x1GB DDR2 533 (4-4-4-12)
Seagate Barracuda 500GB SATAII (32MB Cache)
HT Omega Striker Sound Card
Link Depot HDMI to HDMI 10ft Cable
LINK @ $826.41
LCD TV Choices
Olevia 37" 720p @ $749.99
Philips 42" 1080p @ $1,099.99
Westinghouse 47" 1080p @ $1,299.99
Passive Cooling Options
Arctic Cooling Accelero S1 @ $27.99
Thermalright Ultra-120A @ $39.99
Thermalright HR-05 @ $23.99
Thermalright HR-07 @ $34.99
Active Cooling Options
Scythe S-Flex 120mm 49CFM/20.1dBA @ $14.99
Globalwin 120mm 41CFM/19dBA @ $5.99
Part Two: Peripherals
~Monitors
17"
Hanns-G 17" DVI 8ms 500:1 Widescreen @ $149.99
19"
Hanns-G 19" DVI 5ms 700:1 Widescreen @ $169.99
Samsung 940BX 19" DVI 5ms 1000:1 @ $249.99
22"
Samsung 226BW 22" DVI 2ms 3000:1(DCR) Widescreen @ $319.99
24"
Westinghouse 24" HDMI 8ms 1000:1 Widescreen @ $409.99
Allthough these are my recommendations, I cannot be as indepth as the comprehensive LCD buyer's guide over at AnandTech.
~Keyboards
Logitech Standard Internet 350 @ $8.25
It can't be any simpler. Anything more than $15 on a keyboard is a complete waste of money.
~Mouses
Optical
Microsoft Intellimouse 1.1a @ $20.99
Microsoft Explorer 3.0 @ $31.99
Logitech MX518 @ $39.99
Laser
Logitech G5 @ $49.99
Razer Copperhead @ $55.99
~Headphones/Headsets
Sennheiser PC151 @ $39.99
SteelSeries 5H v2 @ $84.99
Audio-Technica ATH-AD700 @ $103.99
Sennheiser HD555 @ $149.99
Audio-Technica ATH-A900 @ $199.99
~Cooling
-Air
CPU
Thermalright Ultima-90 @ $43.99
**ZEROtherm Nirvana @ $45.99
Scythe Ninja With S-Flex 120mm @ $47.99
Sunbeam Tuniq Tower @ $49.99
Thermalright Ultra-120 Extreme @ $57.99
Zalman CNPS9700 @ $57.99
**(Note: Numerous reviews have pointed out that metal shavings from installing the ZEROtherm Nirvana have gotten into hardware parts and have caused shorting.)
GPU
Arctic Cooling Accelero S1 Rev2 @ $27.99
Zalman VF900CU LED @ $43.99
Thermalright HR-03 GT @ $47.99
Chipset
Thermalright HR-05 @ $23.99
Thermalright HR-05-SLI @ 24.99
Fans
-120mm
GlobalWin 41CFM/19dBA @ $5.99
Yate Loon 47CFM/28dBA @ $5.99
**Yate Loon 88CFM/40dBA @ $5.99
Yate Loon Blue LED 47CFM/28dBA @ 6.99
**Panaflo 86.5CFM/36.5dBA @ $9.99 (38mm Width)
Scythe S-Flex 49CFM/20.1dBA @ $14.99
Cooler Master 4 Pack 44.73CFM/19.3dBA @ $19.99
**Recommended use with fan controller only.
-92mm
GlobalWin 34CFM/19dBA @ $4.99
Panaflo 42.7CFM/27dBA @ $9.99
-80mm
Cooler Master 28.89CFM/20.9dBA @ $1.99
Arctic Cooling 28CFM/20dBA @ $3.99
GlobalWin 27.33CFM/18dBA @ $4.99
Fan Controllers
Sunbeam Rheobus 5.25" 4 Channels @ $12.99
Logisys 3.5" 4 Channels @ $15.99
Zalman MFC1 Plus-B 6 Channels @ $31.99
-Water
Swiftech H2O-120 Compact @ $139.95
Corsair Nautilus 500 @ $149.99
Swiftech H2O-220 Compact @ $169.95
Other than the kits, I am not experienced enough in H2O to recommend a good loop. The advantage of creating your own loop, whether it be for your CPU or GPU or both, is the scaling of cooling. It might be on par with air coolers at idle but at full load or overclocked the difference will show. If you're interested in making your own loop then I recommend going over to the dangerden forums. The owner and mods are very friendly and will help with your every H2O need.
TIM
Arctic Silver 5 @ $6.99 (recommended for CPU use)
Arctic Silver Ceramique @ $4.99 (recommended for GPU and Chipset use)
Arctic Silver ArctiClean @ $5.95
Lapping
East PC Kits has the best selection around for all of your lapping needs.
Part Three: Useful Information
~Software
CPU-z
GPU-z
CoreTemp
SpeedFan
Everest
Prime95
Orthos
Memtest86+
~Guides
Corsair's building guide Made in Feb. of '07. Very indepth and one of the more up-to-date guides.
[H]ardforum's Intel OC'ing guide is like no other. Goes through each BIOS option you'd need to know about and walks you through each process.
DIY-Street's AMD overclocking guide helped me when I first started to overclock. It gives very useful information about each step of the overclocking process. Though it was created for S939, it can be used for AM2.
XP/Vista/Linux Why choose between them when you can dual-boot your favorite OS's.
BIOS Beep Error codes As long as your motherboard speaker is pluged in you'll be able to help yourself diagnose almost any hardware problem that presents itself.
~E-Tailers
Newegg
Silicon Valley Compucycle
FrozenCPU
Petra's Tech Shop
Performance-PCs
Jab Tech
ZipZoomFly
Amazon
MNPC Tech Shop
Xoxide
A.C.Ryan
This list of e-tailers is who I personally buy from and publically recommend. These are not the only e-tailers out there, just the ones that I trust.
~$600 Budget
Cooler Master Centurion 5
ASUS M2N-E nForce 570 Ultra
eVGA 8600GTS 256MB GDDR3
SeaSonic 400W (34A Combined 12v)
AMD X2 5000+ 2.6Ghz Black Edition
G.Skill 2x1GB DDR2 800 (5-5-5-15)
Hitachi Deskstar 160GB SATAII
Lite-On 20X DVD±R
LINK @ $565.92
Cooler Master Centurion 5
Gigabyte P35 DS3L
MSI 8600GT 256MB GDDR3
SeaSonic 400W (34A Combined 12v)
Intel C2D E6550 2.33GHz
G.Skill 2x1GB DDR2 800 (5-5-5-15)
Hitachi Deskstar 160GB SATAII
Lite-On 20X DVD±R
LINK @ $572.92
~$800 Budget
Cooler Master Centurion 5
ASUS M2N-SLI Deluxe nForce 570 SLI
eVGA 9600GT 512MB GDDR3
SilverStone 500W (36A Combined 12v)
AMD X2 6400+ 3.2GHz Black Edition
G.Skill 2x1GB DDR2 800 (5-5-5-15)
Seagate Barracuda 250GB SATAII
Lite-On 20X DVD±R
LINK @ $772.92
Lian-Li PC-7B Plus II
Gigabyte P35 DS3L
eVGA 9600GT 512MB GDDR3
SilverStone 500W (36A Combined 12v)
Intel C2D E6750 2.66GHz
G.Skill 2x1GB DDR2 800 (5-5-5-15)
Seagate Barracuda 250GB SATAII
Lite-On 20X DVD±R
LINK @ $771.92
~$1,000 Budget
Lian-Li PC-7B Plus II
ASUS M2N-SLI Deluxe nForce 570 SLI
eVGA 8800GTS 512MB GDDR3 (G92 Core)
PC Power & Cooling Silencer 610W (49A 12v)
AMD X2 6400+ 3.2GHz Black Edition
Crucial Ballistix DDR2 800 (4-4-4-12)
Seagate Barracuda 250GB SATAII
Lite-On 20X DVD±R
LINK @ $977.92
Cooler Master Centurion 5
Gigabyte P35 DS3R
eVGA 8800GTS 512MB GDDR3 (G92 Core)
PC Power & Cooling Silencer 610W (49A 12v)
Intel C2D E6750 2.66GHz
Crucial Ballistix DDR2 800 (4-4-4-12)
Seagate Barracuda 250GB SATAII
Lite-On 20X DVD±R
LINK @ $961.92
~$1,200 Budget
Lian-Li PC-7B Plus II
DFI LanParty AMD 790FX
eVGA 8800GTS 512MB GDDR3 (G92 Core)
PC Power & Cooling Silencer 610W (49A 12v)
AMD X2 6400+ 3.2GHz Black Edition
Crucial Ballistix DDR2 1066 (5-5-5-15)
Seagate Barracuda 500GB SATAII (32MB Cache)
Lite-On 20X DVD±R
LINK @ $1,167.92
Lian-Li PC-7B Plus II
Gigabyte X38 DS4
eVGA 8800GTS 512MB GDDR3 (G92 Core)
PC Power & Cooling Silencer 610W (49A 12v)
Intel C2D E8400 3.0GHz
Crucial Ballistix DDR2 1066 (5-5-5-15)
Seagate Barracuda 500GB SATAII (32MB Cache)
Lite-On 20X DVD±R
LINK @ $1,186.92
Home Theater PC
Lian-Li PC-A05B (Only 15" tall!)
Biostar TForce nForce 520
MSI 8600GTS 256MB GDDR3 (Native HDMI)
Hauppauge PVR-350 TV Tuner
SeaSonic S12 II 380W (34a combined 12v)
AMD X2 5400+ 2.8GHz
Crucial 2x1GB DDR2 533 (4-4-4-12)
Seagate Barracuda 500GB SATAII (32MB Cache)
HT Omega Striker Sound Card
Link Depot HDMI to HDMI 10ft Cable
LINK @ $826.41
LCD TV Choices
Olevia 37" 720p @ $749.99
Philips 42" 1080p @ $1,099.99
Westinghouse 47" 1080p @ $1,299.99
Passive Cooling Options
Arctic Cooling Accelero S1 @ $27.99
Thermalright Ultra-120A @ $39.99
Thermalright HR-05 @ $23.99
Thermalright HR-07 @ $34.99
Active Cooling Options
Scythe S-Flex 120mm 49CFM/20.1dBA @ $14.99
Globalwin 120mm 41CFM/19dBA @ $5.99
Part Two: Peripherals
~Monitors
17"
Hanns-G 17" DVI 8ms 500:1 Widescreen @ $149.99
19"
Hanns-G 19" DVI 5ms 700:1 Widescreen @ $169.99
Samsung 940BX 19" DVI 5ms 1000:1 @ $249.99
22"
Samsung 226BW 22" DVI 2ms 3000:1(DCR) Widescreen @ $319.99
24"
Westinghouse 24" HDMI 8ms 1000:1 Widescreen @ $409.99
Allthough these are my recommendations, I cannot be as indepth as the comprehensive LCD buyer's guide over at AnandTech.
~Keyboards
Logitech Standard Internet 350 @ $8.25
It can't be any simpler. Anything more than $15 on a keyboard is a complete waste of money.
~Mouses
Optical
Microsoft Intellimouse 1.1a @ $20.99
Microsoft Explorer 3.0 @ $31.99
Logitech MX518 @ $39.99
Laser
Logitech G5 @ $49.99
Razer Copperhead @ $55.99
~Headphones/Headsets
Sennheiser PC151 @ $39.99
SteelSeries 5H v2 @ $84.99
Audio-Technica ATH-AD700 @ $103.99
Sennheiser HD555 @ $149.99
Audio-Technica ATH-A900 @ $199.99
~Cooling
-Air
CPU
Thermalright Ultima-90 @ $43.99
**ZEROtherm Nirvana @ $45.99
Scythe Ninja With S-Flex 120mm @ $47.99
Sunbeam Tuniq Tower @ $49.99
Thermalright Ultra-120 Extreme @ $57.99
Zalman CNPS9700 @ $57.99
**(Note: Numerous reviews have pointed out that metal shavings from installing the ZEROtherm Nirvana have gotten into hardware parts and have caused shorting.)
GPU
Arctic Cooling Accelero S1 Rev2 @ $27.99
Zalman VF900CU LED @ $43.99
Thermalright HR-03 GT @ $47.99
Chipset
Thermalright HR-05 @ $23.99
Thermalright HR-05-SLI @ 24.99
Fans
-120mm
GlobalWin 41CFM/19dBA @ $5.99
Yate Loon 47CFM/28dBA @ $5.99
**Yate Loon 88CFM/40dBA @ $5.99
Yate Loon Blue LED 47CFM/28dBA @ 6.99
**Panaflo 86.5CFM/36.5dBA @ $9.99 (38mm Width)
Scythe S-Flex 49CFM/20.1dBA @ $14.99
Cooler Master 4 Pack 44.73CFM/19.3dBA @ $19.99
**Recommended use with fan controller only.
-92mm
GlobalWin 34CFM/19dBA @ $4.99
Panaflo 42.7CFM/27dBA @ $9.99
-80mm
Cooler Master 28.89CFM/20.9dBA @ $1.99
Arctic Cooling 28CFM/20dBA @ $3.99
GlobalWin 27.33CFM/18dBA @ $4.99
Fan Controllers
Sunbeam Rheobus 5.25" 4 Channels @ $12.99
Logisys 3.5" 4 Channels @ $15.99
Zalman MFC1 Plus-B 6 Channels @ $31.99
-Water
Swiftech H2O-120 Compact @ $139.95
Corsair Nautilus 500 @ $149.99
Swiftech H2O-220 Compact @ $169.95
Other than the kits, I am not experienced enough in H2O to recommend a good loop. The advantage of creating your own loop, whether it be for your CPU or GPU or both, is the scaling of cooling. It might be on par with air coolers at idle but at full load or overclocked the difference will show. If you're interested in making your own loop then I recommend going over to the dangerden forums. The owner and mods are very friendly and will help with your every H2O need.
TIM
Arctic Silver 5 @ $6.99 (recommended for CPU use)
Arctic Silver Ceramique @ $4.99 (recommended for GPU and Chipset use)
Arctic Silver ArctiClean @ $5.95
Lapping
East PC Kits has the best selection around for all of your lapping needs.
Part Three: Useful Information
~Software
CPU-z
GPU-z
CoreTemp
SpeedFan
Everest
Prime95
Orthos
Memtest86+
~Guides
Corsair's building guide Made in Feb. of '07. Very indepth and one of the more up-to-date guides.
[H]ardforum's Intel OC'ing guide is like no other. Goes through each BIOS option you'd need to know about and walks you through each process.
DIY-Street's AMD overclocking guide helped me when I first started to overclock. It gives very useful information about each step of the overclocking process. Though it was created for S939, it can be used for AM2.
XP/Vista/Linux Why choose between them when you can dual-boot your favorite OS's.
BIOS Beep Error codes As long as your motherboard speaker is pluged in you'll be able to help yourself diagnose almost any hardware problem that presents itself.
~E-Tailers
Newegg
Silicon Valley Compucycle
FrozenCPU
Petra's Tech Shop
Performance-PCs
Jab Tech
ZipZoomFly
Amazon
MNPC Tech Shop
Xoxide
A.C.Ryan
This list of e-tailers is who I personally buy from and publically recommend. These are not the only e-tailers out there, just the ones that I trust.
Sunday, January 20, 2008
part 1: ways to make you a better player individually and as a team
a few tips to make you a better css player individually and as a team
first off Watch Demos One thing that will help you and your team to improve is to watch demos Before a match it is always helpful to watch a demo of a top team. By doing this you can see how the pros play the CT position you would be playing and how the pros approach Terrorist side. Also after the match is over, it is also helpful to watch your own demo to see where you make mistakes and where you can improve
Improve Your aim with DeathMatch Get into and play in deathmatch servers often. I would recommend doing this at least once a day I would concentrate on the AK M4 AWP deagle USP and glock However, if you have some time, it is not a bad idea to work on your MP5 TMP SCOUT i usually go for about 500 kills a day especially with the awp because cals and cpl's game config starts you out with 16k
Scrim often This is obvious and the best way to improve as a team. Work on your teamwork communication, and execution of strats /strategy's. continued on page 2
first off Watch Demos One thing that will help you and your team to improve is to watch demos Before a match it is always helpful to watch a demo of a top team. By doing this you can see how the pros play the CT position you would be playing and how the pros approach Terrorist side. Also after the match is over, it is also helpful to watch your own demo to see where you make mistakes and where you can improve
Improve Your aim with DeathMatch Get into and play in deathmatch servers often. I would recommend doing this at least once a day I would concentrate on the AK M4 AWP deagle USP and glock However, if you have some time, it is not a bad idea to work on your MP5 TMP SCOUT i usually go for about 500 kills a day especially with the awp because cals and cpl's game config starts you out with 16k
Scrim often This is obvious and the best way to improve as a team. Work on your teamwork communication, and execution of strats /strategy's. continued on page 2
Friday, January 18, 2008
neat little trick for learing spray patterns in counter strike source
this neat little trick that not many people know about. will help you learn the spray /recoil patterns of the guns /weapons in counter strike source.
make your own server then type these console commands into console
sv_cheats 1
sv_showimpacts 1
now when you shoot something in counter strike a red square will appear for 5 or 6 seconds showing you where you hit
this is great for practicing how to control your spray from the ak 47
or m4 a1 i use it allot for practice to see where i am hitting on the other side of doors and walls note: this is only for practice in your own server as it will not work in public servers where sv_cheats is not enabled but none the less it is a great way to learn spray patterns
make your own server then type these console commands into console
sv_cheats 1
sv_showimpacts 1
now when you shoot something in counter strike a red square will appear for 5 or 6 seconds showing you where you hit
this is great for practicing how to control your spray from the ak 47
or m4 a1 i use it allot for practice to see where i am hitting on the other side of doors and walls note: this is only for practice in your own server as it will not work in public servers where sv_cheats is not enabled but none the less it is a great way to learn spray patterns
grenade throwing practice strategy's for counter strike source.
i am not going to go into great detail on any one counter strike map
but what i am going to do is show you some tips and console commands if used properly
can in time make you better at throwing grenades in counter strike source.
"first mistake i see people doing most of the time is dying with 2 or 3 undetonated
grenades they just run out get killed without throwing one damn grenade"
first start up counter strike source then make your own server.
now open the console and type in these console commands
sv_cheats 1 'don't worry this isn't a cheat we just need it so we can spawn grenades'
bind , "give weapon_smokegrenade"
bind . "give weapon_hegrenade"
bind / "give weapon_flashbang"
bind \ "noclip"
now when you press the "," key you will get a smoke grenade
and when you press the "." key you will get a he grenade
also when you press the "/" key you will get a flash grenade
and last but not least when you press the "\" key gravity will be turned off aloowing you to go anywhere on the map you like making it really easy to find good grenade bounce spots hit it again to go back to normal
i know what you are thinking this sounds like a lot of trouble but believe after a few days of throwing a thousand or so grenades you will learn a lot of spots to throw them you never thought possible
tips to remember are that just because you can't see someone on the other side of a wall doesn't mean you can't flash or grenade them by bouncing it off a wall or throwing it over a wall that you thought wasn't possible.
heres something else to remember when you throw a grenade you can back up at the same time taking some of the forward speed off the grenade making it hover in mid air thus detonating in your enemy's face
so go in your server and try to find all kinds of new bounce spots and throw over buildings and get creative who knows you may find a new spot to throw or bounce a grenade that nobody ever knew of
but what i am going to do is show you some tips and console commands if used properly
can in time make you better at throwing grenades in counter strike source.
"first mistake i see people doing most of the time is dying with 2 or 3 undetonated
grenades they just run out get killed without throwing one damn grenade"
first start up counter strike source then make your own server.
now open the console and type in these console commands
sv_cheats 1 'don't worry this isn't a cheat we just need it so we can spawn grenades'
bind , "give weapon_smokegrenade"
bind . "give weapon_hegrenade"
bind / "give weapon_flashbang"
bind \ "noclip"
now when you press the "," key you will get a smoke grenade
and when you press the "." key you will get a he grenade
also when you press the "/" key you will get a flash grenade
and last but not least when you press the "\" key gravity will be turned off aloowing you to go anywhere on the map you like making it really easy to find good grenade bounce spots hit it again to go back to normal
i know what you are thinking this sounds like a lot of trouble but believe after a few days of throwing a thousand or so grenades you will learn a lot of spots to throw them you never thought possible
tips to remember are that just because you can't see someone on the other side of a wall doesn't mean you can't flash or grenade them by bouncing it off a wall or throwing it over a wall that you thought wasn't possible.
heres something else to remember when you throw a grenade you can back up at the same time taking some of the forward speed off the grenade making it hover in mid air thus detonating in your enemy's face
so go in your server and try to find all kinds of new bounce spots and throw over buildings and get creative who knows you may find a new spot to throw or bounce a grenade that nobody ever knew of
Thursday, January 17, 2008
effective clan / team communication in scrims
i get this question a lot now days
"my team can't communicate worth tits on a boar hog. we always make wrong calls on the amount of enemy's we see. and we always end up going to the wrong bomb site and we over rotate almost always resulting in us losing the round because
we didn't defuse the bomb in time."
First off you should show your team the "proper" way to make calls. In my opinion the best way to make calls is to be as specific as possible where possible. well use the map de_dust2 for an example, if I hear a rush on cat I'll immediately count in my head how many I hear. If I know it is more than two people I hear rushing, I will say "at least three rushing cat." If four guys come around the corner I would say "four guys." If one or more of those guys has a deagle I'll say "some have deagles." If I'm on vent and I'm able to freely talk after I'm dead (don't try to do this at most LANs), I'll try to call the direction the players are running accurately. Like, "three top A one going back cat." If I'm not sure, just add "three top A, I THINK one going back cat." If I'm rotating over to top A from long to take the site back on dust2 if I see anyone by greenboxes I'll immediately call "at least one green boxes," or "one green boxes." The more accurate you can be the better.
If I get killed in an area where I'm alone, after I die I'll immediately call what he is doing "might be running back," or "he's walking up." And then I'll call "just one so far" if it was only one guy.
Getting people to make the proper calls is a big part of communication. Make sure everyone is calling in the best way possible. Whenever you can, try not to say "some B," for example. Try to be specific, because calls like "some B" can lead to premature rotation, where as a call like "at least two B, one spamming" is a lot more helpful.
I think the best thing you can do to get people talking more, is show them an effective way to call. You can also take it a step further, and make it so everyone can only use in-game mic chat which means they have to become adept at making a call while or before they initiate the fight, or run the risk of not helping the team at all
"my team can't communicate worth tits on a boar hog. we always make wrong calls on the amount of enemy's we see. and we always end up going to the wrong bomb site and we over rotate almost always resulting in us losing the round because
we didn't defuse the bomb in time."
First off you should show your team the "proper" way to make calls. In my opinion the best way to make calls is to be as specific as possible where possible. well use the map de_dust2 for an example, if I hear a rush on cat I'll immediately count in my head how many I hear. If I know it is more than two people I hear rushing, I will say "at least three rushing cat." If four guys come around the corner I would say "four guys." If one or more of those guys has a deagle I'll say "some have deagles." If I'm on vent and I'm able to freely talk after I'm dead (don't try to do this at most LANs), I'll try to call the direction the players are running accurately. Like, "three top A one going back cat." If I'm not sure, just add "three top A, I THINK one going back cat." If I'm rotating over to top A from long to take the site back on dust2 if I see anyone by greenboxes I'll immediately call "at least one green boxes," or "one green boxes." The more accurate you can be the better.
If I get killed in an area where I'm alone, after I die I'll immediately call what he is doing "might be running back," or "he's walking up." And then I'll call "just one so far" if it was only one guy.
Getting people to make the proper calls is a big part of communication. Make sure everyone is calling in the best way possible. Whenever you can, try not to say "some B," for example. Try to be specific, because calls like "some B" can lead to premature rotation, where as a call like "at least two B, one spamming" is a lot more helpful.
I think the best thing you can do to get people talking more, is show them an effective way to call. You can also take it a step further, and make it so everyone can only use in-game mic chat which means they have to become adept at making a call while or before they initiate the fight, or run the risk of not helping the team at all
Wednesday, January 16, 2008
all counter strike source console commands cvars complete list css
The following list is comprised of console commands common to all Source-engine games.
Note:Commands with "Yes" in "Cheat?" column require
Table of Contents
Commands are sorted alphabetically: A B C D E F G H I J K L M N O P Q R S T U V W X Y Zsv_cheats 1 to be active before working.Commands starting with letter "A"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| _fov | 0 | Automates fov command to server. | |
| _restart | Shutdown and restart the engine. | ||
| addip | Add an IP address to the ban list. | ||
| adsp_alley_min | 122 | None | |
| adsp_courtyard_min | 126 | None | |
| adsp_debug | 0 | None | |
| adsp_door_height | 112 | None | |
| adsp_duct_min | 106 | None | |
| adsp_hall_min | 110 | None | |
| adsp_low_ceiling | 108 | None | |
| adsp_opencourtyard_min | 126 | None | |
| adsp_openspace_min | 130 | None | |
| adsp_openstreet_min | 118 | None | |
| adsp_openwall_min | 130 | None | |
| adsp_room_min | 102 | None | |
| adsp_street_min | 118 | None | |
| adsp_tunnel_min | 114 | None | |
| adsp_wall_height | 128 | None | |
| ai_actbusy_search_time | 10 | None | |
| ai_ally_manager_debug | 0 | None | |
| ai_auto_contact_solver | 1 | None | |
| ai_citizen_debug_commander | 1 | None | |
| ai_clear_bad_links | Clears bits set on nav links indicating link is unusable | ||
| ai_debug_actbusy | 0 | Yes | Used to debug actbusy behavior. Usage:
|
| ai_debug_assault | 0 | None | |
| ai_debug_directnavprobe | 0 | None | |
| ai_debug_doors | 0 | None | |
| ai_debug_efficiency | 0 | None | |
| ai_debug_enemies | 0 | None | |
| ai_debug_expressions | 0 | Show random expression decisions for NPCs. | |
| ai_debug_follow | 0 | None | |
| ai_debug_loners | 0 | None | |
| ai_debug_looktargets | 0 | None | |
| ai_debug_los | 0 | Yes | NPC Line-Of-Sight debug mode.
|
| ai_debug_nav | 0 | None | |
| ai_debug_node_connect | Debug the attempted connection between two nodes | ||
| ai_debug_ragdoll_magnets | 0 | None | |
| ai_debug_readiness | 0 | None | |
| ai_debug_shoot_positions | 0 | None | |
| ai_debug_speech | 0 | None | |
| ai_debug_squads | 0 | None | |
| ai_debug_think_ticks | 0 | None | |
| ai_debugscriptconditions | 0 | None | |
| ai_disable | Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate | ||
| ai_drawbattlelines | 0 | Yes | None |
| ai_dump_hints | None | ||
| ai_efficiency_override | 0 | None | |
| ai_follow_move_commands | 1 | None | |
| ai_follow_use_points | 1 | None | |
| ai_follow_use_points_when_moving | 1 | None | |
| ai_lead_time | 0 | None | |
| ai_LOS_mode | 0 | None | |
| ai_moveprobe_debug | 0 | None | |
| ai_moveprobe_jump_debug | 0 | None | |
| ai_moveprobe_usetracelist | 0 | None | |
| ai_new_aiming | 1 | None | |
| ai_newgroundturret | 0 | None | |
| ai_next_hull | Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used | ||
| ai_no_local_paths | 0 | None | |
| ai_no_node_cache | 0 | None | |
| ai_no_select_box | 0 | None | |
| ai_no_steer | 0 | None | |
| ai_no_talk_delay | 0 | None | |
| ai_nodes | Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:
| ||
| ai_norebuildgraph | 0 | None | |
| ai_path_adjust_speed_on_immediate_turns | 1 | None | |
| ai_path_insert_pause_at_est_end | 1 | None | |
| ai_path_insert_pause_at_obstruction | 1 | None | |
| ai_reaction_delay_alert | 0 | None | |
| ai_reaction_delay_idle | 0 | None | |
| ai_readiness_decay | 120 | None | |
| ai_rebalance_thinks | 1 | None | |
| ai_reloadresponsesystems | Reload all response system scripts. | ||
| ai_report_task_timings_on_limit | 0 | None | |
| ai_resume | If NPC is stepping through tasks (see ai_step ) will resume normal processing. | ||
| ai_sequence_debug | 0 | None | |
| ai_set_move_height_epsilon | Set how high AI bumps up ground walkers when checking steps | ||
| ai_shot_bias | 1 | None | |
| ai_shot_bias_max | 1 | None | |
| ai_shot_bias_min | -1 | None | |
| ai_shot_stats | 0 | None | |
| ai_shot_stats_term | 1000 | None | |
| ai_show_connect | Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
| ||
| ai_show_connect_fly | Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
| ||
| ai_show_connect_jump | Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:
| ||
| ai_show_graph_connect | Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue. | ||
| ai_show_grid | Draw a grid on the floor where looking. | ||
| ai_show_hints | Displays all hints as small boxes
| ||
| ai_show_hull | Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:
| ||
| ai_show_hull_attacks | 0 | None | |
| ai_show_node | Highlight the specified node | ||
| ai_show_think_tolerance | 0 | None | |
| ai_show_visibility | Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue. | ||
| ai_simulate_task_overtime | 0 | None | |
| ai_spread_cone_focus_time | 0 | None | |
| ai_spread_defocused_cone_multiplier | 3 | None | |
| ai_spread_pattern_focus_time | 0 | None | |
| ai_step | NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume' | ||
| ai_think_limit_label | 0 | None | |
| ai_use_clipped_paths | 1 | None | |
| ai_use_efficiency | 1 | None | |
| ai_use_frame_think_limits | 1 | None | |
| ai_use_readiness | 1 | None | |
| ai_use_think_optimizations | 1 | None | |
| ainet_generate_report | Generate a report to the console. | ||
| ainet_generate_report_only | Generate a report to the console. | ||
| air_density | Changes the density of air for drag computations. | ||
| airboat_fatal_stress | 5000 | Amount of stress in kg that would kill the airboat driver. | |
| alias | Alias a command. | ||
| +alt1 | None | ||
| -alt1 | None | ||
| +attack | Launches the selected weapons primary attack. | ||
| -attack | None | ||
| +attack2 | Launches the selected weapons secondary attack. | ||
| -attack2 | None | ||
| autosave | None |
Commands starting with letter "B"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| +back | Start moving player backward (button down) | ||
| -back | Stop moving player backward (button up) | ||
| banid | Add a user ID to the ban list. | ||
| bench_end | Ends gathering of info. | ||
| bench_showstatsdialog | Shows a dialog displaying the most recent benchmark results. | ||
| bench_start | Starts gathering of info. Arguments: filename to write results into | ||
| bench_upload | Uploads most recent benchmark stats to the Valve servers. | ||
| benchframe | Takes a snapshot of a particular frame in a time demo. | ||
| bgmvolume | 1 | CD sound playback volume. | |
| bind | Bind a key. E.g Bind "y" "noclip" Will bind the key 'y' when pressed to turn on 'noclip'. When typing into the console include the "" before and after the key and the console command. | ||
| BindToggle | None | ||
| birds_debug | 0 | None | |
| blink_duration | 0 | How many seconds an eye blink will last. | |
| bloodspray | blood | ||
| bot_add | Yes | (Counter-Strike: Source only) Adds a bot onto either the Counter-Terrorist team or the Terrorist team, by random. If the server is hosted online the an rcon login is required. | |
| bot_add_ct | Yes | (Counter-Strike: Source only) Adds a bot onto the Counter-Terrorist team. If the server is hosted online the an rcon login is required. | |
| bot_add_t | Yes | (Counter-Strike: Source only) Adds a bot onto the Terrorist team.I f the server is hosted online the an rcon login is required. | |
| bot_kick | Yes | (Counter-Strike: Source only) Kick's all of the bots from the server. If the server is hosted online the an rcon login is required. | |
| bot_kick ct | Yes | (Counter-Strike: Source only) Kicks a bot from the Counter-Terrorist team by random. If the server is hosted online the an rcon login is required. | |
| bot_kick t | Yes | (Counter-Strike:Source only) Kicks a bot from the Terrorist team by random. If the server is hosted online the an rcon login is required. | |
| bot_kill | Yes | (Counter-Strike:Source only) Kills all of the bots on the server. If the server is hosted online the an rcon login is required. | |
| box | Draw a debug box. | ||
| +break | None | ||
| -break | None | ||
| breakable_disable_gib_limit | 0 | None | |
| breakable_multiplayer | 1 | None | |
| buddha | Toggle. Player takes damage but won't die. (Shows red cross when health is zero) | ||
| budget_averages_window | 30 | number of frames to look at when figuring out average frametimes | |
| budget_background_alpha | 128 | how translucent the budget panel is | |
| budget_bargraph_background_alpha | 128 | how translucent the budget panel is | |
| budget_bargraph_range_ms | 16 | budget bargraph range in milliseconds | |
| budget_history_numsamplesvisible | 100 | number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel | |
| budget_history_range_ms | 66 | budget history range in milliseconds | |
| budget_panel_bottom_of_history_fraction | 0 | number between 0 and 1 | |
| budget_panel_height | 384 | height in pixels of the budget panel | |
| budget_panel_width | 512 | width in pixels of the budget panel | |
| budget_panel_x | 0 | number of pixels from the left side of the game screen to draw the budget panel | |
| budget_panel_y | 50 | number of pixels from the top side of the game screen to draw the budget panel | |
| budget_peaks_window | 30 | number of frames to look at when figuring out peak frametimes | |
| budget_show_averages | 0 | enable/disable averages in the budget panel | |
| budget_show_history | 1 | turn history graph off and on. . good to turn off on low end | |
| budget_show_peaks | 1 | enable/disable peaks in the budget panel | |
| bug | Show/hide the bug reporting UI. | ||
| bug_swap | Automatically swaps the current weapon for the bug bait and back again. | ||
| bugbait_distract_time | 5 | None | |
| bugbait_grenade_radius | 150 | None | |
| bugbait_hear_radius | 2500 | None | |
| bugbait_radius | 512 | None | |
| bugreporter_includebsp | 1 | Include .bsp for internal bug submissions. | |
| buildcubemaps | Rebuild cubemaps. | ||
| building_cubemaps | 0 | None | |
| bulletspeed | 6000 | None |
Commands starting with letter "C"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| c_maxdistance | 200 | None | |
| c_maxpitch | 90 | None | |
| c_maxyaw | 135 | None | |
| c_mindistance | 30 | None | |
| c_minpitch | 0 | None | |
| c_minyaw | -135 | None | |
| c_orthoheight | 100 | None | |
| c_orthowidth | 100 | None | |
| cache_print | Print out contents of cache memory. | ||
| cam_command | 0 | Yes | Changes camera view, first/third person |
| cam_idealdist | 64 | Cam distance from player | |
| cam_idealdistup | 0 | Cam above/below player | |
| cam_idealdistright | 0 | Cam left/right of player | |
| cam_idealpitch | 0 | None | |
| cam_idealyaw | 90 | 0=Behind player, 90=Right arm | |
| cam_snapto | 0 | None | |
| +camdistance | None | ||
| -camdistance | None | ||
| +camin | None | ||
| -camin | None | ||
| +cammousemove | None | ||
| -cammousemove | None | ||
| camortho | Switch to orthographic camera. | ||
| +camout | None | ||
| -camout | None | ||
| +campitchdown | None | ||
| -campitchdown | None | ||
| +campitchup | None | ||
| -campitchup | None | ||
| +camyawleft | None | ||
| -camyawleft | None | ||
| +camyawright | None | ||
| -camyawright | None | ||
| cancelselect | None | ||
| cast_hull | Tests hull collision detection | ||
| cast_ray | Tests collision detection | ||
| cc_captiontrace | 1 | Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in hud) | |
| cc_emit | Emits a closed caption | ||
| cc_lang | 0 | Current close caption language (emtpy = use game UI language) | |
| cc_linger_time | 1 | Close caption linger time. | |
| cc_lookup_crc | For tracking down missing CC token strings | ||
| cc_predisplay_time | 0 | Close caption delay before showing caption. | |
| cc_sentencecaptionnorepeat | 4 | How often a sentence can repeat. | |
| cc_subtitles | 0 | If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players). | |
| cd | Play or stop a cd track. | ||
| centerview | None | ||
| ch_createairboat | Spawn airboat in front of the player. | ||
| ch_createjeep | Spawn jeep in front of the player. | ||
| changelevel | Change server to the specified map | ||
| changelevel2 | Transition to the specified map in single player | ||
| cl_allowdownload | 1 | Client downloads customization files | |
| cl_allowupload | 1 | Client uploads customization files | |
| cl_anglespeedkey | 0 | None | |
| cl_animationinfo | Hud element to examine. | ||
| cl_backspeed | 400 | None | |
| cl_bob | 0 | None | |
| cl_bobcycle | 0 | None | |
| cl_bobup | 0 | None | |
| cl_class | 0 | Default class when joining a game | |
| cl_clock_correction | 1 | Yes | Enable/disable clock correction on the client. |
| cl_clock_correction_adjustment_max_amount | 200 | Yes | Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset. |
| cl_clock_correction_adjustment_max_offset | 90 | Yes | As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small. |
| cl_clock_correction_adjustment_min_offset | 10 | Yes | If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. |
| cl_clock_correction_force_server_tick | 999 | Yes | Force clock correction to match the server tick + this offset (-999 disables it). |
| cl_clock_showdebuginfo | 0 | Yes | Show debugging info about the clock drift. |
| cl_clockdrift_max_ms | 150 | Yes | Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. |
| cl_cmdbackup | 2 | For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists) | |
| cl_cmdrate | 30 | Max number of command packets sent to server per second | |
| cl_customsounds | 0 | Enable customized player sound playback | |
| cl_demoviewoverride | 0 | Override view during demo playback | |
| cl_detaildist | 1200 | Distance at which detail props (e.g. grass) are shown. | |
| cl_detailfade | 400 | Distance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0. | |
| cl_draw_airboat_wake | 1 | Yes | None |
| cl_drawhud | 1 | Yes | Enable the rendering of the hud |
| cl_drawleaf | -1 | Yes | None |
| cl_drawmaterial | 0 | Yes | Draw a particular material over the frame |
| cl_drawmonitors | 1 | None | |
| cl_drawshadowtexture | 0 | Yes | None |
| cl_ejectbrass | 1 | Determines whether spent shells are shown ejecting from a gun. | |
| cl_ent_absbox | Displays the client's absbox for the entity under the crosshair. | ||
| cl_ent_bbox | Displays the client's bounding box for the entity under the crosshair. | ||
| cl_ent_rbox | Displays the client's render box for the entity under the crosshair. | ||
| cl_entityreport | 0 | Yes | For debugging, draw entity states to console |
| cl_extrapolate | 1 | Yes | Enable/disable extrapolation if interpolation history runs out. |
| cl_extrapolate_amount | 0 | Yes | Set how many seconds the client will extrapolate entities for. |
| cl_flushentitypacket | 0 | Yes | For debugging. Force the engine to flush an entity packet. |
| cl_forcehighendmonitors | 1 | None | |
| cl_forcepreload | 0 | Whether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly. | |
| cl_forwardspeed | 400 | None | |
| cl_fullupdate | Forces the server to send a full update packet | ||
| cl_idealpitchscale | 0 | None | |
| cl_ignorepackets | 0 | Yes | Force client to ignore packets (for debugging). |
| cl_interp | 0 | Interpolate object positions starting this many seconds in past | |
| cl_interp_npcs | 0 | Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater) | |
| cl_interpolate | 1 | Interpolate entities on the client. | |
| cl_lagcomp_errorcheck | 0 | Player index of other player to check for position errors. | |
| cl_lagcompensation | 1 | Perform server side lag compensation of weapon firing events. | |
| cl_leveloverview | 0 | Yes | None |
| cl_localnetworkbackdoor | 1 | Enable network optimizations for single player games. | |
| cl_logofile | 0 | Spraypoint logo decal. | |
| cl_maxrenderable_dist | 3000 | Yes | Max distance from the camera at which things will be rendered |
| cl_mouseenable | 1 | None | |
| cl_observercrosshair | 1 | None | |
| cl_overdraw_test | 0 | Yes | None |
| cl_panelanimation | blanak for all panels>. | ||
| cl_particleeffect_aabb_buffer | 2 | Yes | Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often. |
| cl_pclass | 0 | Yes | Dump entity by prediction classname. |
| cl_pdump | -1 | Yes | Dump info about this entity to screen. |
| cl_phys_props_enable | 1 | Disable clientside physics props (must be set before loading a level). | |
| cl_phys_props_max | 300 | Maximum clientside physic props | |
| cl_phys_timescale | 1 | Yes | Sets the scale of time for client-side physics (ragdolls) |
| cl_pitchdown | 89 | None | |
| cl_pitchspeed | 225 | None | |
| cl_pitchup | 89 | None | |
| cl_precacheinfo | Show precache info (client). | ||
| cl_pred_optimize | 2 | Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2). | |
| cl_predict | 0 | Perform client side prediction. | |
| cl_predictionlist | 0 | Yes | Show which entities are predicting |
| cl_predictweapons | 1 | Perform client side prediction of weapon effects. | |
| cl_ragdoll_collide | 0 | None | |
| cl_rate | 10000 | Max bytes/sec the host can send data (This command no longer exists) | |
| cl_removedecals | Remove the decals from the entity under the crosshair. | ||
| cl_resend | 6 | Delay in seconds before the client will resend the 'connect' attempt | |
| cl_restrict_server_commands | 1 | Prevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage:
| |
| cl_SetupAllBones | 0 | None | |
| cl_show_bloodspray | 1 | None | |
| cl_show_splashes | 1 | None | |
| cl_showanimstate | -1 | Yes | Show the (client) animation state for the specified entity (-1 for none). |
| cl_showanimstate_log | 0 | Yes | 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both. |
| cl_showents | Dump entity list to console. | ||
| cl_showerror | 0 | Yes | Show prediction errors, 2 for above plus detailed field deltas. |
| cl_showevents | 0 | Yes | Print event firing info in the console |
| cl_showfps | 0 | See Optimization Commands. | |
| cl_showpos | 0 | Draw current position at top of screen | |
| cl_ShowSunVectors | 0 | None | |
| cl_showtextmsg | 1 | Enable/disable text messages printing on the screen. | |
| cl_sidespeed | 400 | None | |
| cl_slist | 10 | Number of seconds to wait for server ping responses when checking for server on your lan | |
| cl_smooth | 1 | Smooth view/eye origin after prediction errors | |
| cl_smoothtime | 0 | Smooth client's view after prediction error over this many seconds | |
| cl_soundemitter_flush | Flushes the sounds.txt system (client only) | ||
| cl_soundfile | 0 | Jingle sound file. | |
| cl_soundscape_flush | Flushes the client side soundscapes | ||
| cl_soundscape_printdebuginfo | print soundscapes | ||
| cl_starfield_diameter | 128 | None | |
| cl_starfield_distance | 256 | None | |
| cl_sun_decay_rate | 0 | Yes | None |
| cl_team | 0 | Default team when joining a game | |
| cl_timeout | 30 | After this many seconds without receiving a packet from the server, the client will disconnect itself | |
| cl_updaterate | 20 | Number of packets per second of updates you are requesting from the server | |
| cl_upspeed | 320 | None | |
| cl_view | Set the view entity index. | ||
| cl_winddir | 0 | Weather effects wind direction angle | |
| cl_windspeed | 0 | Weather effects wind speed scalar | |
| cl_yawspeed | 210 | None | |
| clear | Clear all console output. | ||
| clear_debug_overlays | clears debug overlays | ||
| clientport | 27005 | Host game client port | |
| closecaption | 0 | Enable close captioning. | |
| cmd | Forward command to server. | ||
| collision_shake_amp | 0 | None | |
| collision_shake_freq | 0 | None | |
| collision_shake_time | 0 | None | |
| combine_guard_spawn_health | 1 | None | |
| combine_spawn_health | 1 | None | |
| +commandermousemove | None | ||
| -commandermousemove | None | ||
| +commandmenu | Gold Source Command Menu | ||
| -commandmenu | None | ||
| con_drawnotify | 1 | Disables drawing of notification area (for taking screenshots). | |
| con_enable | 1 | Allows the console to be activated. | |
| con_notifytime | 8 | How long to display recent console text to the upper part of the game window | |
| con_nprint_bgalpha | 50 | Con_NPrint background alpha. | |
| con_nprint_bgborder | 5 | Con_NPrint border size. | |
| con_trace | 0 | Print console text to low level printout. | |
| connect | Connect to specified server. | ||
| contimes | 8 | Number of console lines to overlay for debugging. | |
| coop | 0 | Cooperative play. | |
| CreateHairball | None | ||
| creditsdone | None | ||
| crosshair | 1 | None | |
| curve_bias | 0 | None | |
| cvarlist | Show the list of convars/concommands. |
Commands starting with letter "D"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| deathmatch | 0 | Running a deathmatch server. | |
| debug_physimpact | 0 | None | |
| decalfrequency | 10 | None | |
| default_fov | 75 | Yes | None |
| demo_debug | 0 | Demo debug info. | |
| demo_fastforwardfinalspeed | 20 | Go this fast when holding FF button for a set amount of time (see below). | |
| demo_fastforwardramptime | 5 | How many seconds it takes to get to full FF speed. | |
| demo_fastforwardstartspeed | 2 | Go this fast when starting to hold FF button. | |
| demo_interpolateview | 1 | Do view interpolation during dem playback. | |
| demo_pauseatservertick | 0 | Pauses demo playback at server tick | |
| demo_quitafterplayback | 0 | Quits game after demo playback. | |
| demo_recordcommands | 1 | Record commands typed at console into .dem files. | |
| demogototick | Skips to a tick in demo. | ||
| demolist | Print demo sequence list. | ||
| demopause | Pauses demo playback. | ||
| demoresume | Resumes demo playback. | ||
| demos | Demo demo file sequence. | ||
| demotimescale | Sets demo replay speed. | ||
| demotogglepause | Toggles demo playback. | ||
| demoui | Show/hide the demo player UI. | ||
| developer | 0 | Show developer messages. | |
| differences | Show all convars which are not at their default values. | ||
| disconnect | Disconnect game from server. | ||
| disp_dynamic | 0 | None | |
| disp_modlimit | 80 | None | |
| disp_modlimit_down | 20 | None | |
| disp_modlimit_up | 80 | None | |
| disp_numiterations | 1 | Yes | None |
| dispcoll_drawplane | 0 | None | |
| displaysoundlist | 0 | None | |
| dog_debug | 0 | None | |
| dog_max_wait_time | 7 | None | |
| drawcross | Draws a cross at the given location. Arguments: x y z | ||
| drawline | Draws line between two 3D Points.
| ||
| dropprimary | dropprimary: Drops the primary weapon of the player. | ||
| dsp_automatic | 0 | None | |
| dsp_db_min | 80 | None | |
| dsp_db_mixdrop | 0 | None | |
| dsp_dist_max | 1440 | None | |
| dsp_dist_min | 0 | None | |
| dsp_enhance_stereo | 1 | None | |
| dsp_facingaway | 0 | None | |
| dsp_mix_max | 0 | None | |
| dsp_mix_min | 0 | None | |
| dsp_off | 0 | Yes | None |
| dsp_player | 0 | None | |
| dsp_reload | None | ||
| dsp_room | 0 | None | |
| dsp_slow_cpu | 0 | None | |
| dsp_spatial | 40 | None | |
| dsp_speaker | 50 | None | |
| dsp_vol_2ch | 1 | None | |
| dsp_vol_4ch | 0 | None | |
| dsp_vol_5ch | 0 | None | |
| dsp_volume | 1 | None | |
| dsp_water | 14 | None | |
| dti_flush | Write out the datatable instrumentation files (you must run with -dti for this to work). | ||
| dtwarning | 0 | Print data table warnings? | |
| dtwatchent | -1 | Watch this entities data table encoding. | |
| dtwatchvar | 0 | Watch the named variable. | |
| +duck | Start player ducking (button down) | ||
| -duck | Stop player ducking (button up) | ||
| dump_globals | Dump all global entities/states | ||
| dumpstringtables | Print string tables to console. |
Commands starting with letter "E"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| echo | Echo text to console. | ||
| editdemo | Edit a recorded demo file (.dem ). | ||
| endmovie | Stop recording movie frames. | ||
| english | 1 | If set to 1, running the english language set of assets. | |
| ent_absbox | Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
| ||
| ent_bbox | Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.
| ||
| ent_debugkeys | 0 | None | |
| ent_dump | Usage: ent_dump | ||
| ent_fire | Usage: ent_fire | ||
| ent_info | Usage: ent_info | ||
| ent_messages | Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives.
| ||
| ent_messages_draw | 0 | Yes | Visualizes all entity input/output activity. |
| ent_name | None | ||
| ent_pause | Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'. | ||
| ent_pivot | Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red).
| ||
| ent_rbox | Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
| ||
| ent_remove | Removes the given entity(s)
| ||
| ent_remove_all | Removes all entities of the specified type;Arguments: {entity_name} / {class_name} | ||
| ent_setname | Sets the targetname of the given entity(s)
| ||
| ent_show_response_criteria | Print, to the console, an entity's current criteria set used to select responses.
| ||
| ent_step | When 'ent_pause' is set this will step through one waiting input / output message at a time. | ||
| ent_text | Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
| ||
| envmap | None | ||
| escape | Escape key pressed. | ||
| exec | Executes a config, // exec config_default.cfg | ||
| exit | Exit the engine. |
Commands starting with letter "F"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| fadein | fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. | ||
| fadeout | fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds. | ||
| find | Find concommands with the specified string in their name/help text. | ||
| findflags | Displays a list of console commands with the specified flags. Usage: findflags - ARCHIVE - SPONLY - GAMEDLL - CHEAT - USERINFO - NOTIFY - PROTECTED - PRINTABLEONLY - UNLOGGED - NEVER_AS_STRING - REPLICATED - DEMO - DONTRECORD - SERVER_CAN_EXECUTE - CLIENTCMD_CAN_EXECUTE - CLIENTDLL - MATERIAL_SYSTEM - STUDIORENDER | ||
| fire_absorbrate | 3 | None | |
| fire_dmgbase | 1 | None | |
| fire_dmginterval | 1 | None | |
| fire_dmgscale | 0 | None | |
| fire_extabsorb | 5 | None | |
| fire_extscale | 12 | None | |
| fire_growthrate | 1 | None | |
| fire_heatscale | 1 | None | |
| fire_incomingheatscale | 0 | None | |
| fire_maxabsorb | 50 | None | |
| firetarget | None | ||
| firstperson | Switch to firstperson camera. | ||
| flex_expression | 0 | None | |
| flex_looktime | 5 | None | |
| flex_maxawaytime | 1 | None | |
| flex_maxplayertime | 7 | None | |
| flex_minawaytime | 0 | None | |
| flex_minplayertime | 5 | None | |
| flex_rules | 1 | Allow flex animation rules to run. | |
| flex_smooth | 1 | Applies smoothing/decay curve to flex animation controller changes. | |
| flex_talk | 0 | None | |
| flush | Flush cache memory. | ||
| flush_unlocked | Flush unlocked cache memory. | ||
| fog_color | -1 | None | |
| fog_colorskybox | -1 | None | |
| fog_enable | 1 | None | |
| fog_enable_water_fog | 1 | None | |
| fog_enableskybox | 1 | None | |
| fog_end | -1 | None | |
| fog_endskybox | -1 | None | |
| fog_override | 0 | Yes | None |
| fog_start | -1 | None | |
| fog_startskybox | -1 | None | |
| force_centerview | Positions the player's view straight ahead | ||
| +forward | Start moving player forward (button down) | ||
| -forward | Stop moving player forward (button up) | ||
| fov | Change players FOV | ||
| fps_max | 300 | Frame rate limiter | |
| free_pass_peek_debug | 0 | None | |
| fs_printopenfiles | Show all files currently opened by the engine. | ||
| fs_warning_level | Set the filesystem warning level. | ||
| func_break_max_pieces | 15 | None | |
| func_breakdmg_bullet | 0 | None | |
| func_breakdmg_club | 1 | None | |
| func_breakdmg_explosive | 1 | None |
Commands starting with letter "G"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| g_ai_citizen_show_enemy | 0 | None | |
| g_antlion_maxgibs | 16 | None | |
| g_debug_antlion | 0 | None | |
| g_debug_antlionguard | 0 | None | |
| g_debug_antlionmaker | 0 | Yes | None |
| g_debug_basehelicopter | 0 | Yes | None |
| g_debug_combine_camera | 0 | None | |
| g_debug_cscanner | 0 | None | |
| g_debug_doors | 0 | None | |
| g_debug_dropship | 0 | None | |
| g_debug_dynamicresupplies | 0 | Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning. | |
| g_debug_gunship | 0 | Yes | None |
| g_debug_headcrab | 0 | Yes | None |
| g_debug_physcannon | 0 | None | |
| g_debug_ragdoll_removal | 0 | Yes | None |
| g_debug_ragdoll_visualize | 0 | Yes | None |
| g_debug_trackpather | 0 | Yes | None |
| g_debug_transitions | 0 | Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition. | |
| g_debug_turret | 0 | None | |
| g_debug_turret_ceiling | 0 | None | |
| g_debug_vehiclebase | 0 | Yes | None |
| g_debug_vehicledriver | 0 | Yes | None |
| g_debug_vehicleexit | 0 | Yes | None |
| g_debug_vehiclesound | 0 | Yes | None |
| g_helicopter_bullrush_bomb_enemy_distance | 0 | None | |
| g_helicopter_bullrush_bomb_speed | 850 | The maximum distance the player can be from the chopper before it stops firing | |
| g_helicopter_bullrush_bomb_time | 10 | None | |
| g_helicopter_bullrush_distance | 5000 | None | |
| g_helicopter_bullrush_mega_bomb_health | 0 | Fraction of the health of the chopper before it mega-bombs | |
| g_helicopter_bullrush_shoot_height | 650 | The maximum distance the player can be from the chopper before it stops firing | |
| g_helicopter_chargetime | 2 | How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires | |
| g_helicopter_idletime | 3 | How much time we have to wait (on average) after we fire before we can charge up again | |
| g_helicopter_maxfiringdist | 2500 | The maximum distance the player can be from the chopper before it stops firing | |
| g_jeepexitspeed | 100 | Yes | None |
| g_Language | 0 | None | |
| g_ragdoll_fadespeed | 600 | None | |
| g_ragdoll_maxcount | 8 | None | |
| g_test_new_antlion_jump | 1 | None | |
| gameui_hide | None | ||
| getpos | dump position and angles to the console | ||
| give | Give item to player. Arguments: | ||
| gl_clear | 0 | None | |
| god | Yes | Toggle. Player becomes invulnerable. (Suit will still take damage.) | |
| +graph | None | ||
| -graph | None | ||
| groundlist | Display ground entity list |
Commands starting with letter "H"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| hammer_update_entity | Orange Box replacement for wc_update_entity. | ||
| heartbeat | None | ||
| help | Find help about a convar/concommand. | ||
| hideconsole | Hide the console. | ||
| hidehud | 0 | Yes | None |
| hidepanel | Hides a viewport panel | ||
| hl2_normspeed | 190 | None | |
| hl2_sprintspeed | 320 | None | |
| hl2_walkspeed | 150 | None | |
| hltv_autorecord | 0 | Automatically records all games as HLTV demos. | |
| hltv_cam_distance | 96 | Default HLTV chase camera distance | |
| hltv_cam_fov | 90 | Default HLTV chase camera FOV | |
| hltv_cam_inertia | 100 | Default HLTV chase camera inertia | |
| hltv_cam_offset | 64 | Default HLTV chase camera offset | |
| hltv_cam_phi | 0 | Default HLTV chase camera phi angle | |
| hltv_cam_theta | 0 | Default HLTV chase camera theta angle | |
| hltv_connect | Connect to specified HLTV server. | ||
| hltv_debug | 0 | HLTV debug info. | |
| hltv_delay | 10 | HLTV broadcast delay in seconds | |
| hltv_maxclients | 128 | Maximum client number on HLTV server. | |
| hltv_maxrate | 3500 | Max client bandwidth rate allowed, 0 == unlimited | |
| hltv_port | 27020 | Host HLTV port | |
| hltv_record | Starts HLTV demo recording. | ||
| hltv_retry | Reconnects the HLTV relay proxy. | ||
| hltv_snapshotinterval | 2 | Take game snapshot every nth tick | |
| hltv_status | Connect to specified HLTV server. | ||
| hltv_stop | Stops the HLTV broadcast. | ||
| hltv_stoprecord | Stops HLTV demo recording. | ||
| hltv_viewent | 0 | HLTV camera entity index | |
| host_framerate | 0 | Set to lock per-frame time elapse. | |
| host_limitlocal | 0 | Apply cl_cmdrate and cl_updaterate to loopback connection | |
| host_map | 0 | Current map name. | |
| host_profile | 0 | None | |
| host_runofftime | Run off some time without rendering/updating sounds | ||
| host_showcachemiss | 0 | Print a debug message when the client or server cache is missed. | |
| host_sleep | 0 | Yes | Force the host to sleep a certain number of milliseconds each frame. |
| host_speeds | 0 | Show general system running times. | |
| host_timescale | 1 | Yes | Prescale the clock by this amount. |
| host_writeconfig | Store current settings to config.cfg (or specified .cfg file). | ||
| hostname | 0 | Hostname for server. | |
| hostport | 27015 | Host game server port | |
| hud_airboathint_numentries | 10 | None | |
| hud_autoreloadscript | 0 | Automatically reloads the animation script each time one is ran | |
| hud_deathnotice_time | 6 | None | |
| hud_drawhistory_time | 5 | None | |
| hud_fastswitch | 0 | None | |
| hud_jeephint_numentries | 10 | None | |
| hud_quickinfo | 0 | None | |
| hud_reloadscheme | Reloads hud layout and animation scripts. | ||
| hud_saytext_time | 12 | None | |
| hurtme | Hurts the player. Arguments: |
Commands starting with letter "I"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| impulse | See impulse. | ||
| incrementvar | Increment specified convar value. | ||
| invnext | None | ||
| invprev | None | ||
| ip | 0 | Overrides IP for multihomed hosts | |
| +jlook | None | ||
| -jlook | None |
Commands starting with letter "J"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| joy_advanced | 0 | None | |
| joy_advaxisr | 0 | None | |
| joy_advaxisu | 0 | None | |
| joy_advaxisv | 0 | None | |
| joy_advaxisx | 0 | None | |
| joy_advaxisy | 0 | None | |
| joy_advaxisz | 0 | None | |
| joy_diagonalpov | 0 | POV manipulator operates on diagonal axes, too. | |
| joy_forwardsensitivity | -1 | None | |
| joy_forwardthreshold | 0 | None | |
| joy_name | 0 | None | |
| joy_pitchsensitivity | 1 | None | |
| joy_pitchthreshold | 0 | None | |
| joy_sidesensitivity | -1 | None | |
| joy_sidethreshold | 0 | None | |
| joy_wingmanwarrier_centerhack | 0 | Wingman warrior centering hack. | |
| joy_wingmanwarrier_turnhack | 0 | Wingman warrior hack related to turn axes. | |
| joy_yawsensitivity | -1 | None | |
| joy_yawthreshold | 0 | None | |
| joyadvancedupdate | None | ||
| joystick | 0 | None | |
| jpeg | Take a jpeg screenshot: jpeg | ||
| jpeg_quality | 90 | jpeg screenshot quality. | |
| +jump | Start player jump upward (button down) | ||
| -jump | Stop player jump upward (button up) |
Commands starting with letter "K"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| kdtree_test | Tests spatial partition for entities queries. | ||
| key_findbinding | Find key bound to specified command string. | ||
| key_listboundkeys | List bound keys with bindings. | ||
| key_updatelayout | Updates game keyboard layout to current windows keyboard setting. | ||
| kick | Kick a player by slot, userid or name. | ||
| kill | kills the player | ||
| killserver | Shutdown the server. | ||
| +klook | None | ||
| -klook | None |
Commands starting with letter "L"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| lastinv | None | ||
| +left | Start moving player left (button down) | ||
| -left | Stop moving player left (button up) | ||
| light_crosshair | Show texture color at crosshair | ||
| linefile | Parses map leak data from .lin file | ||
| list | List cached servers. | ||
| listdemo | List demo file contents. | ||
| listid | Lists banned users. | ||
| listip | List IP addresses on the ban list. | ||
| listmodels | List loaded models. | ||
| load | Load a saved game. | ||
| lod_Enable | 1 | None | |
| lod_TransitionDist | 800 | None | |
| log | 1>. | ||
| log_addaddress | Set address and port for remote host | ||
| log_console | 1>. | ||
| log_events | 1>. | ||
| log_level | Specifies a logging level 0..15 | ||
| log_udp | 1>. | ||
| +lookdown | None | ||
| -lookdown | None | ||
| lookspring | 0 | None | |
| lookstrafe | 0 | None | |
| +lookup | None | ||
| -lookup | None | ||
| lservercfgfile | 0 | None |
Commands starting with letter "M"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| m_customaccel | 0 | Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity. If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively. | |
| m_customaccel_exponent | 1 | Mouse move is raised to this power before being scaled by scale factor. | |
| m_customaccel_max | 0 | Max mouse move scale factor, 0 for no limit | |
| m_customaccel_scale | 0 | Custom mouse acceleration value. | |
| m_filter | 0 | Mouse filtering (set this to 1 to average the mouse over 2 frames). | |
| m_forward | 1 | Mouse forward factor. | |
| m_mouseaccel1 | 0 | Windows mouse acceleration initial threshold (2x movement). | |
| m_mouseaccel2 | 0 | Windows mouse acceleration secondary threshold (4x movement). | |
| m_mousespeed | 1 | Windows mouse speed factor (range 1 to 20). | |
| m_pitch | 0 | Mouse pitch factor. | |
| m_side | 0 | Mouse side factor. | |
| m_yaw | 0 | Mouse yaw factor. | |
| map | Start playing on specified map. | ||
| map_background | Runs a map as the background to the main menu. | ||
| map_edit | None | ||
| map_noareas | 0 | Disable area to area connection testing. | |
| mapcyclefile | mapcycle.txt | Sets the map cycle file to use for cycling maps. | |
| maps | Displays list of maps. | ||
| mat_antialias | 0 | None | |
| mat_bloom | 1 | None | |
| mat_bufferprimitives | 1 | None | |
| mat_bumpbasis | 0 | None | |
| mat_bumpmap | 1 | Toggles bumpmap rendering on/off. | |
| mat_camerarendertargetoverlaysize | 128 | Yes | None |
| mat_clipz | 1 | None | |
| mat_compressedtextures | 1 | None | |
| mat_configcurrent | Show the current video control panel config for the material system. | ||
| mat_crosshair | Display the name of the material/texture under the crosshair. | ||
| mat_debug | None | ||
| mat_debugdepth | 0 | None | |
| mat_debugdepthmode | 0 | None | |
| mat_debugdepthval | 128 | None | |
| mat_debugdepthvalmax | 256 | None | |
| mat_depthbias_decal | -262144 | None | |
| mat_depthbias_normal | 0 | Yes | None |
| mat_diffuse | 1 | None | |
| mat_drawflat | 0 | Yes | None |
| mat_drawwater | 1 | Yes | None |
| mat_dxlevel | 90 | None | |
| mat_envmapsize | 128 | None | |
| mat_envmaptgasize | 32 | None | |
| mat_fastnobump | 0 | None | |
| mat_fastspecular | 1 | Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. | |
| mat_fillrate | 0 | Yes | None |
| mat_filterlightmaps | 1 | Smooths lightmaps. Lighting appears blocky when this is off. | |
| mat_filtertextures | 1 | Smooths textures. Textures appear blocky when this is off. | |
| mat_forceaniso | 1 | Sets Anistropic Filtering Level | |
| mat_forcedynamic | 0 | Yes | None |
| mat_forcehardwaresync | 1 | None | |
| mat_frame_sync_enable | 1 | Yes | None |
| mat_frame_sync_force_texture | 0 | Yes | Force frame syncing to lock a managed texture. |
| mat_framebuffercopyoverlaysize | 128 | None | |
| mat_fullbright | 0 | Yes | None |
| mat_hsv | 0 | None | |
| mat_info | Shows material system info | ||
| mat_leafvis | 0 | Draw wireframe of current leaf | |
| mat_levelflush | 1 | None | |
| mat_loadtextures | 1 | None | |
| mat_luxels | 0 | Yes | None |
| mat_maxframelatency | 1 | None | |
| mat_measurefillrate | 0 | Yes | None |
| mat_mipmaptextures | 1 | None | |
| mat_monitorgamma | 2 | Monitor gamma (typically 2.2 for CRT and 1.7 for LCD). | |
| mat_norendering | 0 | None | |
| mat_normalmaps | 0 | Yes | None |
| mat_normals | 0 | Yes | None |
| mat_parallaxmap | 0 | None | |
| mat_picmip | 0 | Sets texture quality. Is the same as the "Texture Detail" menu. Values are 0-High, 1-Medium, 2-Low | |
| mat_proxy | 0 | None | |
| mat_reducefillrate | 0 | None | |
| mat_reloadallmaterials | None | ||
| mat_reloadmaterial | None | ||
| mat_reloadtextures | None | ||
| mat_reversedepth | 0 | Yes | None |
| mat_savechanges | Saves current video configuration to the registry. | ||
| mat_setvideomode | Sets the width, height, windowed state of the material system. | ||
| mat_shadowstate | 1 | None | |
| mat_show_texture_memory_usage | 0 | Display the texture memory usage on the HUD. | |
| mat_showcamerarendertarget | 0 | Yes | None |
| mat_showenvmapmask | 0 | None | |
| mat_showframebuffertexture | 0 | Yes | None |
| mat_showlightmapcomponent | 0 | 0: show normal-mapped lightmap1: show component 11: show component 21: show component 3 | |
| mat_showlightmappage | -1 | None | |
| mat_showlowresimage | 0 | None | |
| mat_showmaterials | Show materials. | ||
| mat_showmaterialsverbose | None | ||
| mat_showmiplevels | 0 | None | |
| mat_showtextures | Show textures. | ||
| mat_showwatertextures | 0 | Yes | None |
| mat_skybloomamount | 1 | None | |
| mat_slopescaledepthbias_decal | 0 | Yes | None |
| mat_slopescaledepthbias_normal | 0 | Yes | None |
| mat_softwarelighting | 0 | None | |
| mat_softwareskin | 0 | None | |
| mat_specular | 1 | Enable/Disable specularity for performance testing. Will cause a material reload upon change. | |
| mat_spewvertexandpixelshaders | Print all vertex and pixel shaders currently loaded to the console. | ||
| mat_stub | 0 | Yes | None |
| mat_suppress | Suppress a material from drawing | ||
| mat_surfaceid | 0 | None | |
| mat_surfacemat | 0 | None | |
| mat_texture_limit | -1 | If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes. | |
| +mat_texture_list | None | ||
| -mat_texture_list | None | ||
| mat_texture_list | 0 | For debugging, show a list of used textures per frame | |
| mat_texture_list_all | 0 | If this is nonzero, then the texture list panel will show all currently-loaded textures. | |
| mat_texturelist_directories | 0 | None | |
| mat_texturelist_files | 1 | None | |
| mat_trilinear | 1 | None | |
| mat_viewportscale | 1 | Yes | Debugging viewport scale |
| mat_vsync | 0 | Force sync to vertical retrace | |
| mat_wateroverlaysize | 128 | None | |
| mat_wireframe | 0 | See Optimization Commands. | |
| mat_yuv | 0 | Turns the screen monochrome | |
| maxplayers | Change the maximum number of players allowed on this server. | ||
| mem_dump | Dump memory stats. | ||
| mem_dumpstats | 0 | Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) | |
| mem_force_flush | 0 | Force cache flush of unlocked resources on every alloc. | |
| metropolice_charge | 1 | None | |
| metropolice_chase_use_follow | 0 | None | |
| metropolice_move_and_melee | 1 | None | |
| minisave | Saves game (for current level only!) | ||
| mod_forcedata | 1 | Forces all model file data into cache on model load. | |
| monk_headshot_freq | 2 | None | |
| mortar_visualize | 0 | None | |
| +movedown | None | ||
| -movedown | None | ||
| +moveleft | None | ||
| -moveleft | None | ||
| +moveright | None | ||
| -moveright | None | ||
| +moveup | None | ||
| -moveup | None | ||
| mp_allowNPCs | 1 | None | |
| mp_autoteambalance | 1 | None - New Source Engine | |
| mp_autoteambalance_delay | 1 | Time after the teams become unbalanced to attempt to switch players. - New Source Engine | |
| mp_autoteambalance_warning_delay | 1 | Time after the teams become unbalanced to print a balance warning. - New Source Engine | |
| mp_allowspectators | 1 | Toggles whether the server allows spectator mode or not. | |
| mp_autocrosshair | 1 | None | |
| mp_bonusroundtime | 1 | Time after round win until round restarts - New Source Engine | |
| mp_buytime | 1.5 | Time players have to buy weapons | |
| mp_chattime | 10 | Amount of time players can chat after the game is over. | |
| mp_decals | 200 | None | |
| mp_defaultteam | 0 | None | |
| mp_enableroundwaittime | 1 | Enable timers to wait between rounds. - New Source Engine | |
| mp_facefronttime | 3 | After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body. | |
| mp_falldamage | 0 | None | |
| mp_feetyawrate | 720 | How many degrees per second that we can turn our feet or upper body. | |
| mp_flashlight | 0 | None | |
| mp_footsteps | 1 | None | |
| mp_forcecamera | 0 | Restricts spectator modes for dead players. | |
| mp_forcerespawn | 1 | None | |
| mp_fraglimit | 0 | None | |
| mp_friendlyfire | 0 | None | |
| mp_ik | 1 | Use IK on in-place turns. | |
| mp_logecho | 1 | None | |
| mp_logfile | 1 | None | |
| mp_maxrounds | 1 | Max number of rounds to play before server changes maps - New Source Engine. | |
| mp_restartround | 1 | If non-zero, the current round will restart in the specified number of seconds - New Source Engine. | |
| mp_stalemate_timelimit | 1 | Timelimit (in seconds) of the stalemate round. - New Source Engine. | |
| mp_teamlist | 0 | None | |
| mp_teamoverride | 1 | None | |
| mp_teamplay | 0 | None | |
| mp_teams_unbalance_limit | 1 | Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine. | |
| mp_timelimit | 0 | Game time per map in minutes. | |
| mp_weaponstay | 0 | None | |
| mp_winlimit | 0 | Max number of rounds one team can win before server changes maps - New Source Engine. | |
| mp3 | (Counter-Strike: Source only) Starts the Valve MP3 Player. | ||
| muzzleflash_light | 1 | None |
Commands starting with letter "N"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| name | 0 | Current user name. | |
| nav_begin_area | Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command. | ||
| nav_clear_walkable_marks | Erase any previously placed walkable positions. | ||
| nav_connect | To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. | ||
| nav_corner_lower | Lower the selected corner of the currently marked Area. | ||
| nav_corner_raise | Raise the selected corner of the currently marked Area. | ||
| nav_corner_select | Select a corner of the currently marked Area. Use multiple times to access all four corners. | ||
| nav_crouch | Toggles the 'must crouch in this area' flag used by the AI system. | ||
| nav_delete | Deletes the currently highlighted Area. | ||
| nav_disconnect | To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. | ||
| nav_edit | 0 | Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. | |
| nav_end_area | Defines the second corner of a new Area and creates it. | ||
| nav_generate | Generate a Navigation Mesh for the current map and save it to disk. | ||
| nav_jump | Toggles the 'traverse this area by jumping' flag used by the AI system. | ||
| nav_load | Loads the Navigation Mesh for the current map. | ||
| nav_mark | Marks the Area under the cursor for manipulation by subsequent editing commands. | ||
| nav_mark_unnamed | Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. | ||
| nav_mark_walkable | Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. | ||
| nav_merge | To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. | ||
| nav_no_jump | Toggles the 'don't jump in this area' flag used by the AI system. | ||
| nav_place_floodfill | Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. | ||
| nav_place_pick | Sets the current Place to the Place of the Area under the cursor. | ||
| nav_precise | Toggles the 'don't avoid obstacles' flag used by the AI system. | ||
| nav_quicksave | 1 | Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. | |
| nav_save | Saves the current Navigation Mesh to disk. | ||
| nav_show_approach_points | 0 | Show Approach Points in the Navigation Mesh. | |
| nav_show_danger | 0 | Show current 'danger' levels. | |
| nav_splice | To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. | ||
| nav_split | To split an Area into two, align the split line using your cursor and invoke the split command. | ||
| nav_strip | Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. | ||
| nav_toggle_place_mode | Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. | ||
| nav_toggle_place_painting | Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. | ||
| nav_use_place | If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. | ||
| net_blockmsg | 0 | Yes | 1|name> |
| net_channels | Shows net channel info. | ||
| net_chokeloop | 0 | Apply bandwidth choke to loopback packets. | |
| net_drawslider | 0 | Draw completion slider during signon. | |
| net_droppackets | 0 | Yes | Drops next n packets on client. |
| net_fakelag | 0 | Yes | Lag all incoming network data (including loopback) by this many milliseconds. |
| net_fakeloss | 0 | Yes | Simulate packet loss as a percentage (negative means drop 1/n packets). |
| net_graph | 0 | Draw the network usage graph. | |
| net_graphheight | 64 | None | |
| net_graphpos | 1 | None | |
| net_graphsolid | 1 | None | |
| net_maxfilesize | 16 | Max filesize server can transfer to clients. | |
| net_maxfragments | 1280 | Max fragment bytes per packet. | |
| net_scale | 5 | None | |
| net_showdrop | 0 | Show dropped packets in console | |
| net_showevents | 0 | Print game event infos to console. | |
| net_showfragments | 0 | Show netchannel fragments. | |
| net_showmsg | 0 | 1|name> | |
| net_showpeaks | 0 | Show messages for large packets only: | |
| net_showsplits | 0 | Show info about packet splits. | |
| net_showtcp | 0 | Dump TCP stream summary to console. | |
| net_showudp | 0 | Dump UPD packets summary to console | |
| net_start | Initializes multiplayer network sockets. | ||
| net_synctags | 0 | Yes | Insert tokens into the net stream to find client/server mismatches. |
| next | 0 | Yes | Set to 1 to advance to next frame ( when singlestep == 1 ) |
| nextdemo | Play next demo in sequence. | ||
| noclip | Yes | Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck. | |
| notarget | Toggle. Player becomes hidden to NPCs. | ||
| npc_ammo_deplete | Subtracts half of the target's ammo. | ||
| npc_barnacle_swallow | 0 | Use prototype swallow code. | |
| npc_bipass | Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green.
| ||
| npc_citizen_auto_player_squad | 1 | None | |
| npc_citizen_auto_player_squad_allow_use | 0 | None | |
| npc_citizen_explosive_resist | 0 | None | |
| npc_citizen_insignia | 0 | None | |
| npc_citizen_squad_marker | 0 | None | |
| npc_combat | Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
| ||
| npc_conditions | Displays all the current AI conditions that an NPC has in the overlay text.
| ||
| npc_create | Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
| ||
| npc_create_aimed | Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level.
| ||
| npc_create_equipment | 0 | None | |
| npc_destroy | Removes the given NPC(s) from the universe
| ||
| npc_destroy_unselected | Removes all NPCs from the universe that aren't currently selected. | ||
| npc_enemies | Shows memory of NPC. Draws an X on top of each memory.
| ||
| npc_focus | Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
| ||
| npc_freeze | Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. | ||
| npc_go | Selected NPC(s) will go to the location that the player is looking (shown with a purple box). | ||
| npc_go_do_run | 1 | Set whether should run on NPC go. | |
| npc_go_random | Sends all selected NPC(s) to a random node. | ||
| npc_heal | Heals the target back to full health. | ||
| npc_height_adjust | 1 | Enable test mode for ik height adjustment. | |
| npc_kill | Kills the given NPC(s)
| ||
| npc_nearest | Draw's a while box around the NPC(s) nearest node
| ||
| npc_reset | Reloads schedules for all NPC's from their script files. | ||
| npc_route | Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner:
| ||
| npc_select | Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
| ||
| npc_sentences | 0 | None | |
| npc_speakall | Force the npc to try and speak all their responses. | ||
| npc_squads | Obsolete. Replaced by npc_combat. | ||
| npc_steering | Displays the steering obstructions of the NPC (used to perform local avoidance)
| ||
| npc_steering_all | Displays the steering obstructions of all NPCs (used to perform local avoidance). | ||
| npc_strider_height_adj | 0 | None | |
| npc_strider_shake_ropes_magnitude | 150 | None | |
| npc_strider_shake_ropes_radius | 1200 | None | |
| npc_task_text | Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
| ||
| npc_tasks | Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
| ||
| npc_thinknow | Trigger NPC to think. | ||
| npc_viewcone | Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
| ||
| npc_vphysics | 0 | None |
Commands starting with letter "O"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| old_radiusdamage | 0 | None | |
| overview_health | 1 | Show player's health in map overview. | |
| overview_locked | 1 | Locks map angle, doesn't follow view angle. | |
| overview_mode | 1|2> | ||
| overview_names | 1 | Show player's names in map overview. | |
| overview_tracks | 1 | Show player's tracks in map overview. | |
| overview_zoomabs | Sets overview map zoom: | ||
| overview_zoomrel | Changes overview map zoom: |
Commands starting with letter "P"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| particle_simulateoverflow | 0 | Yes | Used for stress-testing particle systems. Randomly denies creation of particles. |
| password | 0 | Current server access password | |
| path | Show the engine filesystem path. | ||
| pause | Toggle the server pause state. | ||
| perfui | Show/hide the level performance tools UI. | ||
| perfvisualbenchmark | None | ||
| perfvisualbenchmark_abort | None | ||
| phonemedelay | 0 | Phoneme delay to account for sound system latency. | |
| phonemefilter | 0 | Time duration of box filter to pass over phonemes. | |
| phonemesnap | 1 | Don't force visemes to always consider two phonemes, regardless of duration. | |
| phys_impactforcescale | 1 | None | |
| phys_penetration_error_time | 10 | Controls the duration of vphysics penetration error boxes. | |
| phys_pushscale | 1 | None | |
| phys_speeds | 0 | None | |
| phys_stressbodyweights | 5 | None | |
| phys_swap | Automatically swaps the current weapon for the physcannon and back again. | ||
| phys_timescale | 1 | Scale time for physics | |
| phys_upimpactforcescale | 0 | None | |
| physcannon_ball_cone | 0 | None | |
| physcannon_chargetime | 2 | None | |
| physcannon_cone | 0 | None | |
| physcannon_maxforce | 1500 | None | |
| physcannon_maxmass | 250 | None | |
| physcannon_mega_pullforce | 8000 | None | |
| physcannon_mega_tracelength | 850 | None | |
| physcannon_minforce | 700 | None | |
| physcannon_pullforce | 4000 | None | |
| physcannon_tracelength | 250 | None | |
| physics_budget | Times the cost of each active object | ||
| physics_debug_entity | Dumps debug info for an entity | ||
| physics_highlight_active | Turns on the absbox for all active physics objects | ||
| physics_report_active | Lists all active physics objects | ||
| physics_select | Dumps debug info for an entity | ||
| physicsshadowupdate_render | 0 | None | |
| picker | Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
| ||
| ping | Display ping to server. | ||
| pistol_use_new_accuracy | 1 | None | |
| pixelvis_debug | Dump debug info | ||
| play | Play a sound. | ||
| playdemo | Play a recorded demo file (.dem ). | ||
| player_old_armor | 0 | None | |
| player_showpredictedposition | 0 | None | |
| player_showpredictedposition_timestep | 1 | None | |
| player_squad_autosummon_debug | 0 | None | |
| player_squad_autosummon_move_tolerance | 20 | None | |
| player_squad_autosummon_player_tolerance | 10 | None | |
| player_squad_autosummon_time | 5 | None | |
| player_squad_autosummon_time_after_combat | 8 | None | |
| player_squad_double_tap_time | 0 | None | |
| player_squad_transient_commands | 1 | None | |
| player_throwforce | 1000 | None | |
| playflush | Play a sound, reloading from disk in case of changes. | ||
| playgamesound | Play a sound from the game sounds txt file | ||
| playsoundscape | Forces a soundscape to play | ||
| playvol | Play a sound at a specified volume. | ||
| plugin_load | Loads a plugin present in the addons directory. | ||
| plugin_print | Prints loaded plugins (server). | ||
| plugin_unload | Unloads a plugin based on it's ID in plugin_print. | ||
| progress_enable | None | ||
| prop_crosshair | Shows name for prop looking at | ||
| prop_debug | Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1. | ||
| props_break_max_pieces | -1 | None | |
| pwatchent | -1 | Yes | Entity to watch for prediction system changes. |
| pwatchvar | 0 | Yes | Entity variable to watch in prediction system for changes. |
Commands starting with letter "Q"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| quit | Exit the engine. | ||
| quti | Exit the engine. |
Commands starting with letter "R"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| r_3dnow | 1 | hl2 : to make engine uses amd 3dnow registers | |
| r_3dsky | 1 | Yes | Enable the rendering of 3d sky boxes |
| r_AirboatPitchCurveLinear | 60 | Yes | None |
| r_AirboatPitchCurveZero | 25 | Yes | None |
| r_AirboatRollCurveLinear | 120 | Yes | None |
| r_AirboatRollCurveZero | 90 | Yes | None |
| r_AirboatViewBlendTo | 1 | Yes | None |
| r_AirboatViewBlendToScale | 0 | Yes | None |
| r_AirboatViewBlendToTime | 1 | Yes | None |
| r_AirboatViewDampenDamp | 1 | Yes | None |
| r_AirboatViewDampenFreq | 7 | Yes | None |
| r_AirboatViewZHeight | 0 | Yes | None |
| r_ambientlightingonly | 0 | Yes | Set this to 1 to light models with only ambient lighting (and no static lighting). |
| r_aspectratio | 0 | Yes | None |
| r_avglight | 1 | None | |
| r_avglightmap | 0 | None | |
| r_cheapwaterend | None | ||
| r_cheapwaterstart | None | ||
| r_cleardecals | Usage r_cleardecals | ||
| r_ClipAreaPortals | 1 | Yes | None |
| r_colorstaticprops | 0 | Yes | None |
| r_debugcheapwater | 0 | Yes | None |
| r_debugrandomstaticlighting | 0 | Yes | Set to 1 to make all static lighting red for debugging. Must restart for change to take affect. |
| r_decal_cullsize | 5 | Decals under this size in pixels are culled | |
| r_decals | 2048 | None | |
| r_decalstaticprops | 1 | Decal static props test | |
| r_DispBuildable | 0 | Yes | None |
| r_DispDrawAxes | 0 | None | |
| r_DispEnableLOD | 0 | None | |
| r_DispFullRadius | 400 | Radius within which a displacement will stay at its highest LOD | |
| r_DispLockLOD | 0 | None | |
| r_DispRadius | 500 | None | |
| r_DispSetLOD | 0 | None | |
| r_DispTolerance | 5 | None | |
| r_DispUpdateAll | 0 | None | |
| r_DispUseStaticMeshes | 1 | Yes | High end machines use static meshes. Low end machines use temp meshes. |
| r_DispWalkable | 0 | Yes | None |
| r_DoCovertTransitions | 0 | None | |
| r_dopixelvisibility | 1 | None | |
| r_drawbatchdecals | 1 | Render decals batched. | |
| r_DrawBeams | 1 | Yes | None |
| r_drawbrushmodels | 1 | Yes | Render brush models. |
| r_drawclipbrushes | 0 | Yes | Draw clip brushes |
| r_drawdecals | 1 | Yes | Render decals. |
| r_drawdetailprops | 1 | None | |
| r_DrawDisp | 1 | Yes | Toggles rendering of displacment maps |
| r_drawentities | 1 | Yes | None |
| r_drawflecks | 1 | None | |
| r_drawfullskybox | 1 | Yes | None |
| r_drawleaf | -1 | Yes | Draw the specified leaf. |
| r_drawlightcache | 0 | Yes | 0: off1: draw light cache entries2: draw rays |
| r_drawlightinfo | 0 | Yes | None |
| r_drawlights | 0 | Yes | None |
| r_drawmodeldecals | 1 | None | |
| r_DrawModelLightOrigin | 0 | Yes | None |
| r_drawmodelstatsoverlay | 0 | Yes | None |
| r_drawmodelstatsoverlaydistance | 500 | Yes | None |
| r_drawmodelstatsoverlaymax | 1 | time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 | |
| r_drawmodelstatsoverlaymin | 0 | time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 | |
| r_drawopaquerenderables | 1 | Yes | None |
| r_drawopaqueworld | 1 | Yes | None |
| r_drawothermodels | 1 | Yes | None |
| r_drawparticles | 1 | Yes | Enable/disable particle rendering |
| r_drawpixelvisibility | 0 | Show the occlusion proxies | |
| r_DrawPortals | 0 | Yes | None |
| r_DrawRain | 1 | Yes | Enable/disable rain rendering. |
| r_drawrenderboxes | 0 | Yes | None |
| r_drawropes | 1 | Yes | None |
| r_drawskybox | 1 | Yes | None |
| r_DrawSpecificStaticProp | -1 | None | |
| r_drawsprites | 1 | Yes | None |
| r_drawstaticprops | 1 | Yes | None |
| r_drawtranslucentrenderables | 1 | Yes | None |
| r_drawtranslucentworld | 1 | Yes | None |
| r_drawvgui | 1 | Yes | Enable the rendering of vgui panels |
| r_drawviewmodel | 1 | Yes | None |
| r_drawworld | 1 | Yes | Render the world. |
| r_dynamic | 1 | None | |
| r_eyeglintlodpixels | 20 | The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. | |
| r_eyegloss | 1 | None | |
| r_eyemove | 1 | None | |
| r_eyes | 1 | None | |
| r_eyeshift_x | 0 | None | |
| r_eyeshift_y | 0 | None | |
| r_eyeshift_z | 0 | None | |
| r_eyesize | 0 | None | |
| r_eyewaterepsilon | 7 | Yes | None |
| r_farz | -1 | Yes | Override the far clipping plane. -1 means to use the value in env_fog_controller. |
| r_fastzreject | 0 | Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings | |
| r_flashlightconstant | 0 | Yes | None |
| r_flashlightdrawfrustum | 0 | None | |
| r_flashlightdrawfrustumbbox | 0 | None | |
| r_flashlightdrawsweptbbox | 0 | None | |
| r_flashlightfar | 750 | Yes | None |
| r_flashlightfov | 45 | Yes | None |
| r_flashlightlinear | 100 | Yes | None |
| r_flashlightlockposition | 0 | Yes | None |
| r_flashlightmodels | 1 | None | |
| r_flashlightnear | 1 | Yes | None |
| r_flashlightnodraw | 0 | None | |
| r_flashlightoffsetx | 10 | Yes | None |
| r_flashlightoffsety | -20 | Yes | None |
| r_flashlightoffsetz | 24 | Yes | None |
| r_flashlightquadratic | 0 | Yes | None |
| r_flashlightvisualizetrace | 0 | Yes | None |
| r_flex | 1 | None | |
| r_flushlod | Flush and reload LODs. | ||
| r_ForceRestore | 0 | None | |
| r_ForceWaterLeaf | 1 | Enable for optimization to water - considers view in leaf under water for purposes of culling | |
| r_frustumcullworld | 1 | None | |
| r_JeepFOV | 90 | Yes | None |
| r_JeepViewBlendTo | 1 | Yes | None |
| r_JeepViewBlendToScale | 0 | Yes | None |
| r_JeepViewBlendToTime | 1 | Yes | None |
| r_JeepViewDampenDamp | 1 | Yes | None |
| r_JeepViewDampenFreq | 7 | Yes | None |
| r_JeepViewZHeight | 10 | Yes | None |
| r_lightaverage | 1 | Activates/deactivate light averaging | |
| r_lightcache_numambientsamples | 162 | number of random directions to fire rays when computing ambient lighting | |
| r_lightcachecenter | 1 | Yes | None |
| r_lightinterp | 5 | Controls the speed of light interpolation, 0 turns off interpolation | |
| r_lightmap | -1 | None | |
| r_lightstyle | -1 | None | |
| r_lockpvs | 0 | Yes | Lock the PVS so you can fly around and inspect what is being drawn. |
| r_lod | -1 | None | |
| r_lod_noupdate | 0 | None | |
| r_mapextents | 16384 | Yes | Set the max dimension for the map. This determines the far clipping plane |
| r_maxdlights | 32 | None | |
| r_maxmodeldecal | 50 | None | |
| r_maxnewsamples | 6 | None | |
| r_maxsampledist | 128 | None | |
| r_minnewsamples | 3 | None | |
| r_mmx | 1 | hl1 and hl2 : to make engines use mmx registers | |
| r_modellodscale | 1 | 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models | |
| r_modelwireframedecal | 0 | Yes | None |
| r_newflashlight | 1 | Yes | None |
| r_newproplighting | 0 | None | |
| r_nohw | 0 | Yes | None |
| r_norefresh | 0 | None | |
| r_nosw | 0 | Yes | None |
| r_novis | 0 | Yes | Turn off the PVS. |
| r_occludeemaxarea | 0 | Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use. | |
| r_occluderminarea | 0 | Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use. | |
| r_occludermincount | 0 | At least this many occluders will be used, no matter how big they are. | |
| r_occlusion | 1 | Activate/deactivate the occlusion system. | |
| r_occlusionspew | 0 | Activate/deactivates spew about what the occlusion system is doing. | |
| r_overlaywireframe | 0 | None | |
| r_PhysPropStaticLighting | 1 | None | |
| r_pixelvis_partial | 1 | None | |
| r_portalscloseall | 0 | None | |
| r_portalsopenall | 0 | None | |
| r_PortalTestEnts | 1 | Yes | Clip entities against portal frustums. |
| r_printdecalinfo | None | ||
| r_propsmaxdist | 1200 | Maximum visible distance | |
| r_radiosity | 4 |
| |
| r_rainalpha | 0 | None | |
| r_rainalphapow | 0 | None | |
| r_raindensity | 0 | None | |
| r_RainHack | 0 | None | |
| r_rainlength | 0 | None | |
| r_RainProfile | 0 | Enable/disable rain profiling. | |
| r_RainRadius | 1500 | None | |
| r_RainSideVel | 130 | How much sideways velocity rain gets. | |
| r_RainSimulate | 1 | Enable/disable rain simulation. | |
| r_rainspeed | 600 | None | |
| r_RainSplashPercentage | 20 | None | |
| r_rainwidth | 0 | None | |
| r_renderoverlayfragment | 1 | None | |
| r_rootlod | 0 | Root LOD | |
| r_ropebatch | 1 | None | |
| r_ropetranslucent | 1 | None | |
| r_screenfademaxsize | 0 | Maximum prop visible distance | |
| r_screenfademinsize | 0 | Minimum prop visible distance | |
| r_screenoverlay | None | ||
| r_sequence_debug | 0 | None | |
| r_shadowangles | Set shadow angles | ||
| r_shadowblobbycutoff | some shadow stuff | ||
| r_shadowcolor | Set shadow color | ||
| r_shadowdir | Set shadow direction | ||
| r_shadowdist | Set shadow distance | ||
| r_shadowids | 0 | None | |
| r_shadowlod | -1 | None | |
| r_shadowlodbias | 2 | None | |
| r_shadowmaxrendered | 32 | None | |
| r_shadowrendertotexture | 1 | Determines shadow quality - is the same as the "Shadow Detail" option in the menu | |
| r_shadows | 1 | Determines whether shadows are drawn | |
| r_shadowwireframe | 0 | Yes | None |
| r_showenvcubemap | 0 | Yes | None |
| r_skin | 0 | None | |
| r_skybox | 1 | Yes | Enable the rendering of sky boxes |
| r_snapportal | -1 | None | |
| r_spewleaf | 0 | None | |
| r_sse | 1 | hl2 : to make engine uses sse registers | |
| r_sse2 | 1 | hl2 : to make engine uses sse registers | |
| r_staticpropinfo | 0 | None | |
| r_teeth | 1 | None | |
| r_TransitionSensitivity | 6 | Controls when LODs are changed. Lower numbers cause more overt LOD transitions. | |
| r_updaterefracttexture | 1 | None | |
| r_vehicleBrakeRate | 1 | Yes | None |
| r_vehicleDrawDebug | 0 | Yes | None |
| r_VehicleViewClamp | 1 | Yes | None |
| r_VehicleViewDampen | 1 | Yes | None |
| r_visocclusion | 0 | Activate/deactivate wireframe rendering of what the occlusion system is doing. | |
| r_visualizelighttraces | 0 | Yes | None |
| r_visualizelighttracesshowfulltrace | 0 | Yes | None |
| r_visualizeproplightcaching | 0 | None | |
| r_visualizetraces | 0 | Yes | None |
| r_WaterDrawReflection | 1 | Enable water reflection | |
| r_WaterDrawRefraction | 1 | Enable water refraction | |
| r_waterforceexpensive | 1 | None | |
| r_waterforcereflectentities | 0 | None | |
| r_worldlightmin | 0 | None | |
| r_worldlights | 2 | number of world lights to use per vertex | |
| rate | 12000 | Max bytes/sec the host can receive data | |
| rcon | Issue an rcon command. | ||
| rcon_address | 0 | Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) | |
| rcon_password | 0 | remote console password. | |
| recompute_speed | Recomputes clock speed (for debugging purposes). | ||
| record | Record a demo. | ||
| +reload | None | ||
| -reload | None | ||
| reload | Reload the most recent saved game (add setpos to jump to current view position on reload). | ||
| removeid | Remove a user ID from the ban list. | ||
| removeip | Remove an IP address from the ban list. | ||
| replaydelay | 0 | None | |
| report_entities | Lists all entities | ||
| report_simthinklist | Lists all simulating/thinking entities | ||
| report_soundpatch | reports sound patch count | ||
| report_soundpatch | reports sound patch count | ||
| report_touchlinks | Lists all touchlinks | ||
| respawn_entities | Yes | Respawns all entities on the map. Is only usable on single player games. | |
| restart | Restart the game on the same level (add setpos to jump to current view position on restart). | ||
| retry | Retry connection to last server. | ||
| revert | Revert convars to their default values. | ||
| +right | Start moving player right (button down) | ||
| -right | Stop moving player right (button up) | ||
| room_type | 0 | None | |
| rope_averagelight | 1 | Makes ropes use average of cubemap lighting instead of max intensity. | |
| rope_collide | 1 | Collide rope with the world | |
| rope_drawlines | 0 | None | |
| rope_shake | 0 | None | |
| rope_smooth | 1 | Do an antialiasing effect on ropes | |
| rope_smooth_enlarge | 1 | How much to enlarge ropes in screen space for antialiasing effect | |
| rope_smooth_maxalpha | 0 | Alpha for rope antialiasing effect | |
| rope_smooth_maxalphawidth | 1 | None | |
| rope_smooth_minalpha | 0 | Alpha for rope antialiasing effect | |
| rope_smooth_minwidth | 0 | When using smoothing, this is the min screenspace width it lets a rope shrink to | |
| rope_subdiv | 2 | Rope subdivision amount | |
| rope_wind_dist | 1000 | Don't use CPU applying small wind gusts to ropes when they're past this distance. |
Commands starting with letter "S"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| save | Saves current game. | ||
| say | Display player message | ||
| say_team | Display player message to team | ||
| scene_allowoverrides | 1 | When playing back a choreographed scene, allow per-model expression overrides. | |
| scene_flatturn | 1 | None | |
| scene_flush | Flush all .vcds from the cache and reload from disk. | ||
| scene_forcecombined | 0 | When playing back, force use of combined .wav files even in english. | |
| scene_maxcaptionradius | 1200 | Only show closed captions if recipient is within this many units of speaking actor (0==disabled). | |
| scene_print | 0 | When playing back a scene, print timing and event info to console. | |
| scene_showfaceto | 0 | When playing back, show the directions of faceto events. | |
| scene_showlook | 0 | When playing back, show the directions of look events. | |
| scene_showmoveto | 0 | When moving, show the end location. | |
| +score | Show scores ep2 engine | ||
| -score | Show scores ep2 engine | ||
| +scores | Show scores classic | ||
| -scores | Show scores classic | ||
| scr_centertime | 2 | None | |
| screenshot | Take a screenshot. | ||
| sensitivity | 3 | Mouse sensitivity. | |
| servercfgfile | 0 | None | |
| setang | Snap player eyes to specified pitch yaw | ||
| setmaster | None | ||
| setmodel | Changes's player's model | ||
| setpause | Set the pause state of the server. | ||
| setpos | Move player to specified origin (must have sv_cheats). | ||
| shake | Shake the screen. | ||
| shake_show | 0 | Displays a list of the active screen shakes. | |
| shake_stop | Stops all active screen shakes. | ||
| +showbudget | None | ||
| -showbudget | None | ||
| +showbudget_texture | None | ||
| -showbudget_texture | None | ||
| showbudget_texture | 0 | Enable the texture budget panel. | |
| +showbudget_texture_global | None | ||
| -showbudget_texture_global | None | ||
| showhitlocation | 0 | None | |
| showinfo | Shows a info panel: | ||
| showpanel | Shows a viewport panel | ||
| showparticlecounts | 0 | Display number of particles drawn per frame | |
| +showscores | Show scores, any GS/Source | ||
| -showscores | Show scores, any GS/Source | ||
| showsniperdist | 0 | None | |
| showsniperlines | 0 | None | |
| showtriggers | 0 | Yes | Shows trigger brushes |
| showtriggers_toggle | Toggle show triggers | ||
| +showvprof | None | ||
| -showvprof | None | ||
| singlestep | 0 | Yes | Run engine in single step mode ( set next to 1 to advance a frame ) |
| sk_airboat_drain_rate | 10 | None | |
| sk_airboat_max_ammo | 100 | None | |
| sk_airboat_recharge_rate | 15 | None | |
| sk_allow_autoaim | 1 | None | |
| sk_ally_regen_time | 0 | Time taken for an ally to regenerate a point of health. | |
| sk_ammo_qty_scale1 | 1 | None | |
| sk_ammo_qty_scale2 | 1 | None | |
| sk_ammo_qty_scale3 | 0 | None | |
| sk_antlion_health | 30 | None | |
| sk_antlion_jump_damage | 5 | None | |
| sk_antlion_swipe_damage | 5 | None | |
| sk_antlionguard_dmg_charge | 20 | None | |
| sk_antlionguard_dmg_shove | 10 | None | |
| sk_antlionguard_health | 500 | None | |
| sk_apc_health | 750 | None | |
| sk_apc_missile_damage | 15 | None | |
| sk_auto_reload_time | 3 | None | |
| sk_autoaim_scale1 | 1 | None | |
| sk_autoaim_scale2 | 0 | None | |
| sk_barnacle_health | 35 | Barnacle spawn health. | |
| sk_barney_health | 35 | None | |
| sk_battery | 15 | None | |
| sk_bullseye_health | 35 | None | |
| sk_citizen_giveammo_player_delay | 10 | None | |
| sk_citizen_heal_ally | 30 | None | |
| sk_citizen_heal_ally_delay | 20 | None | |
| sk_citizen_heal_ally_min_pct | 0 | None | |
| sk_citizen_heal_player | 25 | None | |
| sk_citizen_heal_player_delay | 25 | None | |
| sk_citizen_heal_player_min_forced | 10 | None | |
| sk_citizen_heal_player_min_pct | 0 | None | |
| sk_citizen_health | 40 | None | |
| sk_citizen_player_stare_dist | 72 | None | |
| sk_citizen_player_stare_time | 1 | None | |
| sk_citizen_stare_heal_time | 5 | None | |
| sk_combine_ball_search_radius | 512 | None | |
| sk_combine_guard_health | 70 | None | |
| sk_combine_guard_kick | 15 | None | |
| sk_combine_s_health | 50 | None | |
| sk_combine_s_kick | 10 | None | |
| sk_combineball_guidefactor | 1 | None | |
| sk_combineball_seek_angle | 15 | None | |
| sk_combineball_seek_kill | 0 | None | |
| sk_crow_health | 1 | None | |
| sk_crow_melee_dmg | 0 | None | |
| sk_crowbar_lead_time | 0 | None | |
| sk_dmg_homer_grenade | 20 | None | |
| sk_dmg_inflict_scale1 | 1 | None | |
| sk_dmg_inflict_scale2 | 1 | None | |
| sk_dmg_inflict_scale3 | 0 | None | |
| sk_dmg_pathfollower_grenade | 0 | None | |
| sk_dmg_sniper_penetrate_npc | 0 | None | |
| sk_dmg_sniper_penetrate_plr | 0 | None | |
| sk_dmg_take_scale1 | 0 | None | |
| sk_dmg_take_scale2 | 1 | None | |
| sk_dmg_take_scale3 | 1 | None | |
| sk_dropship_container_health | 750 | None | |
| sk_dynamic_resupply_modifier | 1 | None | |
| sk_env_headcrabcanister_shake_amplitude | 50 | None | |
| sk_env_headcrabcanister_shake_radius | 1024 | None | |
| sk_env_headcrabcanister_shake_radius_vehicle | 2500 | None | |
| sk_fraggrenade_radius | 250 | None | |
| sk_gunship_burst_dist | 768 | None | |
| sk_gunship_burst_min | 800 | None | |
| sk_gunship_burst_size | 15 | None | |
| sk_gunship_health_increments | 5 | None | |
| sk_headcrab_fast_health | 10 | None | |
| sk_headcrab_health | 10 | None | |
| sk_headcrab_melee_dmg | 5 | None | |
| sk_headcrab_poison_health | 35 | None | |
| sk_healthcharger | 50 | None | |
| sk_healthkit | 25 | None | |
| sk_healthvial | 10 | None | |
| sk_helicopter_burstcount | 12 | How many shot bursts to fire after charging up. The bigger the number, the longer the firing is | |
| sk_helicopter_drone_speed | 450 | How fast does the zapper drone move? | |
| sk_helicopter_firingcone | 20 | The angle in degrees of the cone in which the shots will be fired | |
| sk_helicopter_grenadedamage | 30 | The amount of damage the helicopter grenade deals. | |
| sk_helicopter_grenadeforce | 55000 | The physics force that the helicopter grenade exerts. | |
| sk_helicopter_grenaderadius | 275 | The damage radius of the helicopter grenade. | |
| sk_helicopter_health | 5600 | None | |
| sk_helicopter_roundsperburst | 5 | How many shots to fire in a single burst | |
| sk_homer_grenade_radius | 100 | None | |
| sk_ichthyosaur_health | 200 | None | |
| sk_ichthyosaur_melee_dmg | 8 | None | |
| sk_jeep_gauss_damage | 15 | None | |
| sk_manhack_health | 25 | None | |
| sk_manhack_melee_dmg | 20 | None | |
| sk_manhack_v2 | 1 | None | |
| sk_max_357 | 12 | Size of clip | |
| sk_max_alyxgun | 150 | Size of clip | |
| sk_max_ar2 | 60 | Size of clip | |
| sk_max_ar2_altfire | 3 | Size of clip | |
| sk_max_buckshot | 30 | Size of clip | |
| sk_max_crossbow | 10 | Max number of arrows | |
| sk_max_gauss_round | 30 | None | |
| sk_max_grenade | 5 | None | |
| sk_max_pistol | 150 | Size of clip | |
| sk_max_rpg_round | 3 | None | |
| sk_max_smg1 | 225 | Size of clip | |
| sk_max_smg1_grenade | 3 | None | |
| sk_max_sniper_round | 30 | None | |
| sk_metropolice_health | 40 | None | |
| sk_metropolice_simple_health | 26 | None | |
| sk_metropolice_stitch_along_hitcount | 2 | None | |
| sk_metropolice_stitch_at_hitcount | 1 | None | |
| sk_metropolice_stitch_behind_hitcount | 3 | None | |
| sk_metropolice_stitch_distance | 1000 | None | |
| sk_metropolice_stitch_reaction | 1 | None | |
| sk_metropolice_stitch_tight_hitcount | 2 | None | |
| sk_npc_arm | 1 | None | |
| sk_npc_chest | 1 | None | |
| sk_npc_dmg_357 | 30 | None | |
| sk_npc_dmg_airboat | 3 | None | |
| sk_npc_dmg_alyxgun | 3 | Damage done to NPCs from weapon_alyxgun | |
| sk_npc_dmg_ar2 | 3 | None | |
| sk_npc_dmg_buckshot | 3 | None | |
| sk_npc_dmg_combineball | 15 | None | |
| sk_npc_dmg_crossbow | 10 | None | |
| sk_npc_dmg_crowbar | 5 | None | |
| sk_npc_dmg_dropship | 2 | Dropship container cannon damage. | |
| sk_npc_dmg_fraggrenade | 75 | None | |
| sk_npc_dmg_grenade | 75 | None | |
| sk_npc_dmg_gunship | 40 | None | |
| sk_npc_dmg_gunship_to_plr | 3 | None | |
| sk_npc_dmg_helicopter | 6 | Damage helicopter shots deal to everything but the player | |
| sk_npc_dmg_helicopter_to_plr | 3 | Damage helicopter shots deal to the player | |
| sk_npc_dmg_pistol | 3 | None | |
| sk_npc_dmg_rpg_round | 50 | None | |
| sk_npc_dmg_smg1 | 3 | None | |
| sk_npc_dmg_smg1_grenade | 50 | None | |
| sk_npc_dmg_sniper_round | 100 | None | |
| sk_npc_dmg_stunstick | 40 | None | |
| sk_npc_head | 3 | None | |
| sk_npc_leg | 1 | None | |
| sk_npc_stomach | 1 | None | |
| sk_pathfollower_grenade_radius | 0 | None | |
| sk_player_arm | 1 | None | |
| sk_player_chest | 1 | None | |
| sk_player_head | 3 | None | |
| sk_player_leg | 1 | None | |
| sk_player_stomach | 1 | None | |
| sk_plr_dmg_357 | 40 | None | |
| sk_plr_dmg_airboat | 3 | None | |
| sk_plr_dmg_alyxgun | 5 | Damage done to players from weapon_alyxgun | |
| sk_plr_dmg_ar2 | 8 | None | |
| sk_plr_dmg_buckshot | 8 | None | |
| sk_plr_dmg_crossbow | 100 | None | |
| sk_plr_dmg_crowbar | 10 | None | |
| sk_plr_dmg_fraggrenade | 125 | None | |
| sk_plr_dmg_grenade | 150 | None | |
| sk_plr_dmg_pistol | 5 | None | |
| sk_plr_dmg_rpg_round | 100 | None | |
| sk_plr_dmg_smg1 | 4 | None | |
| sk_plr_dmg_smg1_grenade | 100 | None | |
| sk_plr_dmg_sniper_round | 20 | None | |
| sk_plr_dmg_stunstick | 10 | None | |
| sk_plr_grenade_drop_time | 30 | None | |
| sk_plr_health_drop_time | 30 | None | |
| sk_plr_num_shotgun_pellets | 7 | None | |
| sk_rollermine_shock | 10 | None | |
| sk_rollermine_stun_delay | 3 | None | |
| sk_rollermine_vehicle_intercept | 1 | None | |
| sk_scanner_dmg_dive | 25 | None | |
| sk_scanner_health | 30 | None | |
| sk_smg1_grenade_radius | 250 | None | |
| sk_stalker_health | 50 | None | |
| sk_stalker_melee_dmg | 5 | None | |
| sk_strider_health | 350 | None | |
| sk_strider_num_missiles1 | 5 | None | |
| sk_strider_num_missiles2 | 7 | None | |
| sk_strider_num_missiles3 | 7 | None | |
| sk_suitcharger | 75 | Dedicated to both the func_recharge and the item_suitcharger entity. | |
| sk_suitcharger_citadel | 500 | Dedicated to both the func_recharge and the item_suitcharger entity. | |
| sk_suitcharger_citadel_maxarmor | 200 | Dedicated to both the func_recharge and the item_suitcharger entity. | |
| sk_vortigaunt_armor_charge | 30 | None | |
| sk_vortigaunt_dmg_claw | 10 | None | |
| sk_vortigaunt_dmg_rake | 25 | None | |
| sk_vortigaunt_dmg_zap | 50 | None | |
| sk_vortigaunt_health | 100 | None | |
| sk_weapon_ar2_alt_fire_duration | 2 | None | |
| sk_weapon_ar2_alt_fire_mass | 150 | None | |
| sk_weapon_ar2_alt_fire_radius | 10 | None | |
| sk_zombie_dmg_both_slash | 25 | None | |
| sk_zombie_dmg_one_slash | 10 | None | |
| sk_zombie_health | 50 | None | |
| sk_zombie_poison_dmg_spit | 20 | None | |
| sk_zombie_poison_health | 175 | None | |
| skill | 1 | Game skill level (1-3). | |
| slist | List servers on your LAN. | ||
| slot0 | None | ||
| slot1 | None | ||
| slot10 | None | ||
| slot2 | None | ||
| slot3 | None | ||
| slot4 | None | ||
| slot5 | None | ||
| slot6 | None | ||
| slot7 | None | ||
| slot8 | None | ||
| slot9 | None | ||
| smoke_trail | 1 | None | |
| smoothstairs | 1 | Smooth player eye z coordinate when climbing stairs. | |
| snapto | None | ||
| snd_async_fullyasync | 0 | All playback is fully async (sound doesn't play until data arrives). | |
| snd_async_spew_blocking | 0 | Spew message to console any time async sound loading blocks on file i/o. | |
| snd_disable_mixer_duck | 0 | None | |
| snd_duckerattacktime | 0 | None | |
| snd_duckerreleasetime | 2 | None | |
| snd_duckerthreshold | 0 | None | |
| snd_ducktovolume | 0 | None | |
| snd_flushasync | Flush all async .wav data | ||
| snd_foliage_db_loss | 4 | None | |
| snd_gain | 1 | None | |
| snd_gain_max | 1 | None | |
| snd_gain_min | 0 | None | |
| snd_memasync | Show async memory stats | ||
| spec_track | 0 | Tracks an entity in spec mode | |
| snd_mixahead | 0 | None | |
| snd_mixvol | Set named Mixgroup to mix volume. | ||
| snd_musicvolume | 1 | Music volume | |
| snd_noextraupdate | 0 | None | |
| snd_obscured_gain_dB | -2 | Yes | None |
| snd_pitchquality | 1 | None | |
| snd_profile | 0 | None | |
| snd_rebuildaudiocache | Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists | ||
| snd_refdb | 60 | None | |
| snd_refdist | 36 | None | |
| snd_restart | Restart sound system. | ||
| snd_show | 0 | Yes | Show sounds info |
| snd_showclassname | 0 | None | |
| snd_showmixer | 0 | None | |
| snd_showstart | 0 | Yes | None |
| snd_soundmixer | 0 | None | |
| snd_surround_speakers | 0 | None | |
| snd_visualize | 0 | Yes | Show sounds location in world |
| snd_vox_captiontrace | 0 | Shows sentence name for sentences which are set not to show captions. | |
| snd_vox_globaltimeout | 300 | None | |
| snd_vox_sectimetout | 300 | None | |
| snd_vox_seqtimetout | 300 | None | |
| snd_writemanifest | If running a game, outputs the precache manifest for the current level | ||
| sndplaydelay | None | ||
| sniperspeak | 0 | None | |
| sniperviewdist | 35 | None | |
| soundfade | Fade client volume. | ||
| soundinfo | Describe the current sound device. | ||
| soundlist | List all known sounds. | ||
| soundpatch_captionlength | 2 | How long looping soundpatch captions should display for. | |
| soundscape_fadetime | 3 | Time to crossfade sound effects between soundscapes | |
| soundscape_flush | Flushes the server & client side soundscapes | ||
| speak | Play a constructed sentence. | ||
| spec_mode | Set spectator mode | ||
| spec_next | Spectate next player | ||
| spec_player | Spectate player by name | ||
| spec_pos | dump position and angles to the console | ||
| spec_prev | Spectate previous player | ||
| spec_scoreboard | 0 | None | |
| +speed | None | ||
| -speed | None | ||
| spike | generates a fake spike | ||
| startdemos | Play demos in demo sequence. | ||
| startmovie | Start recording movie frames. | ||
| startupmenu | Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer mode. | ||
| status | Display map and connection status. | ||
| step_spline | 0 | None | |
| stop | Finish recording demo. | ||
| stopdemo | Stop playing back a demo. | ||
| stopsound | Stops all playing sounds | ||
| stopsoundscape | Stops all soundscape processing and fades current looping sounds | ||
| +strafe | None | ||
| -strafe | None | ||
| strider_always_use_procedural_height | 0 | None | |
| strider_ar2_altfire_dmg | 25 | None | |
| strider_distributed_fire | 1 | None | |
| strider_eyepositions | 0 | None | |
| strider_free_knowledge | 0 | None | |
| strider_free_pass_cover_dist | 120 | None | |
| strider_free_pass_duration | 2 | None | |
| strider_free_pass_move_tolerance | 320 | None | |
| strider_free_pass_refill_rate | 0 | None | |
| strider_free_pass_start_time | 3 | None | |
| strider_idle_test | 0 | None | |
| strider_immolate | 0 | None | |
| strider_pct_height_no_crouch_move | 90 | None | |
| strider_peek_eye_dist | 1 | None | |
| strider_peek_eye_dist_z | 4 | None | |
| strider_peek_time | 0 | None | |
| strider_peek_time_after_damage | 4 | None | |
| strider_show_cannonlos | 0 | None | |
| strider_show_focus | 0 | None | |
| strider_show_weapon_los_condition | 0 | None | |
| strider_show_weapon_los_z | 0 | None | |
| strider_test_height | 0 | None | |
| stuffcmds | Parses and stuffs command line + commands to command buffer. | ||
| suitvolume | 0 | None | |
| surfaceprop | Reports the surface properties at the cursor | ||
| sv_accelerate | 10 | None | |
| sv_airaccelerate | 10 | None | |
| sv_allowdownload | 1 | Allow clients to download files | |
| sv_allowupload | 1 | Allow clients to upload customizations files | |
| sv_alltalk | 0 | Players can hear all other players, no team restrictions | |
| sv_alternateticks | 0 | None | |
| sv_autojump | 0 | None | |
| sv_autoladderdismount | 1 | Automatically dismount from ladders when you reach the end (don't have to +USE). | |
| sv_autosave | 1 | Set to 1 to save game on level transition. Does not affect autosave triggers. | |
| sv_backspeed | 0 | How much to slow down backwards motion | |
| sv_bounce | 0 | Bounce multiplier for when physically simulated objects collide with other objects. | |
| sv_cacheencodedents | 1 | If set to 1, does an optimization to prevent extra SendTable_Encode calls. | |
| sv_cheats | 0 | Allow cheats on server if set to 1 | |
| sv_contact | 0 | Contact email for server sysop | |
| sv_debug_player_use | 0 | Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success | |
| sv_debugmanualmode | 0 | Make sure entities correctly report whether or not their network data has changed. | |
| sv_debugresponses | 0 | Show verbose matching output (1 for simple, 2 for rule scoring) | |
| sv_deltaprint | 0 | Print accumulated CalcDelta profiling data (only if sv_deltatime is on) | |
| sv_downloadurl | 0 | Allows Downloading of files via a webserver | |
| sv_deltatime | 0 | Enable profiling of CalcDelta calls | |
| sv_dumpresponses | 0 | Dump all response_rules.txt and rules (requires restart) | |
| sv_filterban | 1 | Set packet filtering by IP mode | |
| sv_findsoundname | Find sound names which reference the specified wave files. | ||
| sv_footsteps | 1 | Play footstep sound for players | |
| sv_forcepreload | 0 | Force server side preloading. | |
| sv_friction | 4 | World friction. | |
| sv_gravity | 600 | World gravity. | |
| sv_hltv | 0 | Enables HLTV on this server. | |
| sv_infinite_aux_power | 0 | Yes | None |
| sv_instancebaselines | 1 | Enable instanced baselines. Saves network overhead. | |
| sv_ladderautomountdot | 0 | When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis. | |
| sv_lan | 0 | Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc. | |
| sv_logbans | 0 | None | |
| sv_massreport | 0 | None | |
| sv_maxrate | 0 | Max bandwidth rate allowed on server, 0 == unlimited | |
| sv_maxspeed | 320 | None | |
| sv_maxunlag | 1 | Maximum lag compensation in seconds | |
| sv_maxupdaterate | 60 | Maximum updates per second that the server will allow | |
| sv_maxvelocity | 3500 | Maximum speed any ballistically moving object is allowed to attain per axis. | |
| sv_minrate | 0 | Min bandwidth rate allowed on server, 0 == unlimited | |
| sv_minupdaterate | 10 | Minimum updates per second that the server will allow | |
| sv_netvisdist | 10000 | Yes | Test networking visibility distance |
| sv_noclipaccelerate | 5 | None | |
| sv_noclipduringpause | 0 | Yes | If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). |
| sv_noclipspeed | 5 | None | |
| sv_npc_talker_maxdist | 1024 | NPCs over this distance from the player won't attempt to speak. | |
| sv_password | 0 | Server password for entry into multiplayer games | |
| sv_pausable | 0 | Is the server pausable. | |
| sv_precachegeneric | Usage: sv_precachegeneric | ||
| sv_precacheinfo | Show precache info. | ||
| sv_precachemodel | Usage: sv_precachemodel | ||
| sv_precachesound | Usage: sv_precachesound | ||
| sv_pushaway_clientside_size | 15 | Minimum size of pushback objects | |
| sv_rcon_banpenalty | 0 | Number of minutes to ban users who fail rcon authentication | |
| sv_rcon_maxfailures | 10 | Max number of times a user can fail rcon authentication before being banned | |
| sv_rcon_minfailures | 5 | Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned | |
| sv_rcon_minfailuretime | 30 | Number of seconds to track failed rcon authentications | |
| sv_region | -1 | The region of the world to report this server in. | |
| sv_robust_explosions | 1 | None | |
| sv_rollangle | 0 | Max view roll angle | |
| sv_rollspeed | 200 | None | |
| sv_sendtables | 0 | Force full sendtable sending path. | |
| sv_show_crosshair_target | 0 | None | |
| sv_showhitboxes | -1 | Yes | Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only). |
| sv_showladders | 0 | Show bbox and dismount points for all ladders (must be set before level load.) | |
| sv_skyname | 0 | Current name of the skybox texture | |
| sv_soundemitter_filecheck | Report missing wave files for sounds and game_sounds files. | ||
| sv_soundemitter_flush | Flushes the sounds.txt system (server only) | ||
| sv_soundemitter_trace | 0 | Show all EmitSound calls including their symbolic name and the actual wave file they resolved to | |
| sv_soundscape_printdebuginfo | print soundscapes | ||
| sv_specaccelerate | 5 | None | |
| sv_specnoclip | 1 | None | |
| sv_specspeed | 3 | None | |
| sv_stats | 1 | Collect CPU usage stats | |
| sv_stepsize | 18 | None | |
| sv_stopspeed | 100 | Minimum stopping speed when on ground. | |
| sv_stressbots | 0 | If set to 1, the server calculates data and fills packets to bots. Used for perf testing. | |
| sv_strict_notarget | 0 | If set, notarget will cause entities to never think they are in the pvs | |
| sv_suppress_viewpunch | 0 | None | |
| sv_teststepsimulation | 1 | None | |
| sv_thinktimecheck | 0 | Check for thinktimes all on same timestamp. | |
| sv_timeout | 65 | After this many seconds without a message from a client, the client is dropped | |
| sv_unlag | 1 | Enables player lag compensation | |
| sv_unlockedchapters | 14 | Highest unlocked game chapter. | |
| sv_visiblemaxplayers | -1 | Overrides the max players reported to prospective clients. | |
| sv_voicecodec | 0 | Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. | |
| sv_voiceenable | 1 | None | |
| sv_wateraccelerate | 10 | None | |
| sv_waterdist | 12 | Vertical view fixup when eyes are near water plane. | |
| sv_waterfriction | 1 | None |
Commands starting with letter "T"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| template_debug | 0 | None | |
| Test_CreateEntity | None | ||
| test_dispatcheffect | Test a client-side dispatch effect.
| ||
| Test_EHandle | None | ||
| test_entity_blocker | Test command that drops an entity blocker out in front of the player. | ||
| Test_InitRandomEntitySpawner | None | ||
| Test_Loop | Test_Loop - loop back to the specified loop start point unconditionally. | ||
| Test_LoopCount | Test_LoopCount - loop back to the specified loop start point the specified # of times. | ||
| Test_LoopForNumSeconds | Test_LoopForNumSeconds - loop back to the specified start point for the specified # of seconds. | ||
| test_nav_opt | 1 | None | |
| Test_ProxyToggle_EnableProxy | None | ||
| Test_ProxyToggle_EnsureValue | None | ||
| Test_ProxyToggle_SetValue | None | ||
| Test_RandomChance | Test_RandomChance - roll the dice and maybe run the command following the percentage chance. | ||
| Test_RandomizeInPVS | None | ||
| Test_RandomPlayerPosition | None | ||
| Test_RemoveAllRandomEntities | None | ||
| Test_RunFrame | None | ||
| Test_SendKey | None | ||
| Test_SpawnRandomEntities | None | ||
| Test_StartLoop | Test_StartLoop - denote the start of a loop. Really just defines a named point you can jump to. | ||
| Test_StartScript | Start a test script running. | ||
| Test_Wait | None | ||
| Test_WaitForCheckPoint | None | ||
| testhudanim | Test a HUD element animation. Arguments: | ||
| testscript_debug | 0 | Debug test scripts. | |
| texture_budget_background_alpha | 128 | How translucent the budget panel is | |
| texture_budget_panel_bottom_of_history_fraction | 0 | Number between 0 and 1 | |
| texture_budget_panel_global | 0 | Show global times in the texture budget panel. | |
| texture_budget_panel_height | 284 | Height in pixels of the budget panel | |
| texture_budget_panel_width | 512 | Width in pixels of the budget panel | |
| texture_budget_panel_x | 0 | Number of pixels from the left side of the game screen to draw the budget panel | |
| texture_budget_panel_y | 450 | Number of pixels from the top side of the game screen to draw the budget panel | |
| think_limit | 0 | Maximum think time in milliseconds, warning is printed if this is exceeded. | |
| thirdperson | Switch to third person camera. | ||
| timedemo | Play a demo and report performance info. | ||
| timedemoquit | Play a demo, report performance info, and then exit | ||
| timerefresh | Profile the renderer. | ||
| toggleconsole | Show/hide the console. | ||
| trace_report | 0 | None | |
| tracer_extra | 1 | None |
Commands starting with letter "U"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| unbind | Unbind a key. | ||
| unbindall | Unbind all keys. | ||
| unpause | Unpause the game. | ||
| +use | None | ||
| -use | None | ||
| use | Use a particular weapon. Arguments: | ||
| user | Show user data. | ||
| users | Show user info for players on server. |
Commands starting with letter "V"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| v_centermove | 0 | None | |
| v_centerspeed | 500 | None | |
| v_ipitch_cycle | 1 | None | |
| v_ipitch_level | 0 | None | |
| v_iroll_cycle | 0 | None | |
| v_iroll_level | 0 | None | |
| v_iyaw_cycle | 2 | None | |
| v_iyaw_level | 0 | None | |
| vcollide_wireframe | 0 | Yes | None |
| vcollide_wireframe_axes | 0 | None | |
| version | Print version info string. | ||
| vgui_drawfocus | 0 | Report which panel is under the mouse. | |
| +vgui_drawtree | None | ||
| -vgui_drawtree | None | ||
| vgui_drawtree | 0 | Yes | Draws the VGUI panel hierarchy to the specified depth level. |
| vgui_drawtree_clear | None | ||
| vgui_drawtree_freeze | 0 | Set to 1 to stop updating the vgui_drawtree view. | |
| vgui_drawtree_hidden | 0 | Draw the hidden panels. | |
| vgui_drawtree_panelalpha | 0 | Show the panel alpha values in the vgui_drawtree view. | |
| vgui_drawtree_panelptr | 0 | Show the panel pointer values in the vgui_drawtree view. | |
| vgui_drawtree_popupsonly | 0 | Draws the VGUI popup list in hierarchy(1) or most recently used(2) order. | |
| vgui_drawtree_render_order | 0 | List the vgui_drawtree panels in render order. | |
| vgui_drawtree_visible | 1 | Draw the visible panels. | |
| vgui_togglepanel | show/hide VGUI panel by name. | ||
| viewmodel_fov | 54 | Yes | None |
| violence_ablood | 1 | Draw alien blood | |
| violence_agibs | 1 | Show alien gib entities | |
| violence_hblood | 1 | Draw human blood | |
| violence_hgibs | 1 | Show human gib entities | |
| voice_avggain | 0 | None | |
| voice_clientdebug | 0 | None | |
| voice_dsound | 0 | None | |
| voice_enable | 1 | None | |
| voice_fadeouttime | 0 | None | |
| voice_forcemicrecord | 1 | None | |
| voice_inputfromfile | 0 | Get voice input from "voice_input.wav" rather than from the microphone. | |
| voice_loopback | 0 | None | |
| voice_maxgain | 10 | None | |
| voice_modenable | 1 | Enable/disable voice in this mod. | |
| voice_overdrive | 2 | None | |
| voice_overdrivefadetime | 0 | None | |
| voice_profile | 0 | None | |
| voice_recordtofile | 0 | Record mic data and decompressed voice data into "voice_micdata.wav" and "voice_decompressed.wav". | |
| voice_scale | 1 | None | |
| voice_serverdebug | 0 | None | |
| voice_showchannels | 0 | None | |
| voice_showincoming | 0 | None | |
| voice_steal | 2 | None | |
| +voicerecord | None | ||
| -voicerecord | None | ||
| volume | 1 | Sound volume. | |
| vox_reload | Reload sentences.txt file. | ||
| voxeltree_box | View entities in the voxel-tree inside box ;. | ||
| voxeltree_playerview | View entities in the voxel-tree at the player position. | ||
| voxeltree_sphere | View entities in the voxel-tree inside sphere . | ||
| voxeltree_view | View entities in the voxel-tree. | ||
| vprof | Toggle VProf profiler. | ||
| vprof_adddebuggroup1 | Add a new budget group dynamically for debugging. | ||
| vprof_cachemiss | Toggle VProf cache miss checking. | ||
| vprof_cachemiss_off | Turn off VProf cache miss checking. | ||
| vprof_cachemiss_on | Turn on VProf cache miss checking. | ||
| vprof_child | None | ||
| vprof_collapse_all | Collapse the whole VProf tree. | ||
| vprof_counters | 0 | None | |
| vprof_dump_groupnames | Write the names of all of the VProf groups to the console. | ||
| vprof_dump_spikes | 0 | Framerate at which VProf will begin to dump spikes to the console. "0" - disabled. | |
| vprof_expand_all | Expand the whole VProf tree. | ||
| vprof_expand_group | Expand a budget group in the VProf tree by name. | ||
| vprof_generate_report | Generate a report to the console. | ||
| vprof_generate_report_AI | Generate a report to the console. | ||
| vprof_generate_report_AI_only | Generate a report to the console. | ||
| vprof_generate_report_hierarchy | Generate a report to the console. | ||
| vprof_generate_report_map_load | Generate a report to the console. | ||
| vprof_graph | 0 | Draw the VProf graph. | |
| vprof_graphheight | 256 | None | |
| vprof_graphwidth | 512 | None | |
| vprof_nextsibling | None | ||
| vprof_off | Turn off VProf profiler. | ||
| vprof_on | Turn on VProf profiler. | ||
| vprof_parent | None | ||
| vprof_playback_start | Start playing back a recorded .vprof file. | ||
| vprof_playback_step | While playing back a .vprof file, step to the next tick. | ||
| vprof_playback_stop | None | ||
| vprof_prevsibling | None | ||
| vprof_record_start | Start recording VProf data for playback later. | ||
| vprof_record_stop | None | ||
| vprof_remote_start | Request a VProf data stream from the remote server (requires authentication) | ||
| vprof_remote_stop | Stop an existing remote VProf data request | ||
| vprof_reset | Reset the stats in VProf profiler | ||
| vprof_reset_peaks | Reset just the peak time in VProf profiler. | ||
| vprof_scope | 0 | Set a specific scope to start showing vprof tree. | |
| vprof_unaccounted_limit | 0 | Number of milliseconds that a node must exceed to turn red in the VProf panel. | |
| vprof_verbose | 1 | Set to one to show average and peak times. | |
| vprof_vtune_group | Enable VTune for a particular VProf group ("disable" to disable). | ||
| vtune | Controls VTune's sampling. |
Commands starting with letter "W"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| wait | Stop command parsing until next frame. | ||
| +walk | None | ||
| -walk | None | ||
| wc_air_edit_further | When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from player. | ||
| wc_air_edit_nearer | When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player. | ||
| wc_air_node_edit | When in WC edit mode, toggles laying down or air nodes instead of ground nodes. | ||
| wc_create | When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull). | ||
| wc_destroy | When in WC edit mode, destroys the node that the player is nearest to looking at (the node will be highlighted by a red box). | ||
| wc_destroy_undo | When in WC edit mode restores the last deleted node. | ||
| wc_link_edit | None | ||
| wc_update_entity | Updates the entity's position/angles when in edit mode. Obsolete. Has been discontinued and replaced by the apparently identical hammer_update_entity in Orange Box games. | ||
| weapon_showproficiency | 0 | None | |
| writeid | Writes a list of permanently-banned user IDs to banned_user.cfg. | ||
| writeip | Save the ban list to banned_ip.cfg. |
Commands starting with letter "Z"
| Command | Default | Cheat? | Help Text |
|---|---|---|---|
| zombie_ambushdist | 16000 | None | |
| zombie_basemax | 100 | None | |
| zombie_basemin | 100 | None | |
| zombie_changemax | 0 | None | |
| zombie_changemin | 0 | None | |
| zombie_decaymax | 0 | None | |
| zombie_decaymin | 0 | None | |
| zombie_moanfreq | 1 | None | |
| zombie_stepfreq | 4 | None | |
| +zoom | None | ||
| -zoom | None | ||
| zoom_sensitivity_ratio | 1 | Additional mouse sensitivity scale factor applied when FOV is zoomed in. |
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