Sunday, December 14, 2008

counter strike source dictionary

CS Source: Dictionary


By Vinny “temptation” Prunotto

With the World's Cup around the corner, there will be plenty of live Counter Strike matches to see on DirecTV 101. While we realize most of you are experts when it comes to Counter Strike terminology, maybe there are a few of you out there who are not completely clear on what the shoutcasters mean when they refer to the Muck in de_contra or praise Moe for his noscopes. Vinny “temptation” Prunotto extended his Source Break Down series with everything you ever needed to know about Counter Strike terms from A to Z.



#:


1 Deag - Getting a headshot with a deagle resulting in the player's death. (submitted by Gprime)

1 Shot - Headshoting a player on your first shot resulting in death. (submitted by fawny)

20 Bomb - The act of getting 20 frags in a single half of a counter strike match. (submitted by Gprime)

30 Bomb - The act of getting 30 frags in a single half of a counter strike match. (submitted by Gprime)

Note: The terms 2 bomb, 3 bomb etc were coined back in the days of 1.5 by #sopug, an old pug channel where professional CS players often idled. A bomb would be 10 kills, so 2 bomb = 20, etc etc. Might as well just say you got 20 kills if you are gonna call it a 20 bomb. While a bomb = 10 kills, it is mostly only used when it is a 2 bomb or higher, unless meant in a joking way. (submitted by Volcano)

A:


A Bombsite – One of two bombsites that exist on each and every DE map.

Ace – The term used when a player single handedly kills all five members of the opposing team.

Aggressive – Used to describe a player or team who likes to push their way quickly into an area on a map.

Alt Mid – Short for alternate middle, it is the route that runs parallel the regular middle on de_inferno.

Apartments – The name given to pathways inside of the house leading to the B bombsite on de_inferno.

Arches – The word commonly used when talking about the left side of middle connecting the Counter Terrorist spawn to the middle of the map on de_inferno.

B:


B Bombsite – The second bombsite of the two that exist on each and every DE map.

B Bridge – A small bridge that players cross over to enter the B bombsite on de_contra.

B Ramp – The ramp that leads from Terrorist spawn into the B bombsite on de_russka.

B Tunnels – The one direct route into the B bombsite as well as access to middle on de_dust2.

Back Hall – Describes the rear entry connecting the two yellow doors and the rear vent at the B bombsite on de_nuke.

Back Stairs – A set of stairs outside on de_nuke that lead underground to the B bombsite.

Bait - Yhe act of following your teammate into enemy fire to get an easy frag. The player that rushes first rarely gets the kill, but allows the next player to get the kill. (submitted by Gprime)

Banana – Another name for the pathway that leads to the A bombsite on de_inferno.

Barrels – Sometimes referred to as toxic barrels, these are the barrels in ivy on de_train that players can hide behind as a Counter Terrorist to stop a Terrorist side attack.

Big Garage – The larger of the two garages in the map de_nuke.

Blue Door – One two common names for the door next to hut on de_nuke that leads into the A bombsite.

Boiler Room – A small room at the bottom of the stairs leading out to right middle from apartments on de_inferno.

Bombsite – The designated area where Terrorists must plant the bomb.

Boost - A technique used where 2 or more members stack up on top of eachother to reach a spot otherwise deemed unreachable. (submitted by fawny)

Box Room – A corridor that is the main point of entry into the B bombsite on de_contra.

Bunny Hop - A physics exploit used in source to travel at a faster rate from place to place by hopping back and forth. (submitted by palooka)

C:


Carry - To play well regardless of how bad your team is doing; to be the biggest factor in your team's sucess. (submitted by fawny)

Cat – Short for catwalk, which is a small pathway that leads to a bombsite or overlooks a particular choke point in a map.

Cathedral – The name given to the area that connect middle to B sand/plank on de_contra.

Choke Point – An area in a map where a lot of action takes place.
Closet – A small nook close the B tunnels on de_dust2 which is a commonly used hiding spot.

Clutch – The term used to define the situation in which an out numbered player single handedly wins the round.

Connector – A word that simply means a spot which connects one part of a map to another.

Construction – One of the most common names to describe the area in the back of the A bombsite that is a frequently used hiding spot.

Control Room – The room directly next to the radio room on de_nuke.

Crack – A spot at middle on de_contra and banana on de_inferno where players will AWP from.

Crouch Walking - The act of moving while crouched. (submitted by w^_-LF)

CT Ramp – A ramp that the Counter Terrorist can use to enter the A bombsite or take a position on the ramp to cover the bombsite itself.

CT Spawn – In full, the Counter Terrorist spawn is the starting point for the Counter Terrorists on a map.

D:


Dead Man’s Valley – Or more commonly known as valley. This is one of the routes into the A bombsite on de_russka.

Deag - The short form of Desert Eagle, the most powerful pistol in the game.

Deco - An eco round where the team buys Deagles. (submitted by palooka)

Dink - Hitting a player in the head, but not resulting in death. (submitted by fawny)

Double Door – A simply term that defines the two adjacent doors in several spots on de_dust2.

E:


E Box – Short for Electric Box, the e box is an electric circuit breaker that provides a small bit of protection from gun fire on de_train.

Eco - A round where a team short on money uses pistols so they can buy better weapons in the upcoming rounds. Also used to describe winning on a save round. Example 1 - This will be an eco round for for the team, they are using their pistols.
Example 2 - We just eco'd them third round after losing the first two. (submitted by palooka)

Even - When a player has an equal number of kills and deaths by the end of a game.

F:


Fake Defuse – When a Counter Terrorist will begin to defuse the bomb and let off of it to draw out a lurking enemy.

Fire Fight – This word simply means when two or more players exchange shots at each other.

Five Train – The first train underneath the awning in the middle train set at the A bombsite on de_train.

Flank – When an enemy sneaks up on an opponent without them knowing.

Flash – Short for flashbang which is a type of grenade that causes an enemy to be completely blind and deaf for a short period of time.

Flick Shot: With an awp, moving your crosshairs across the screen onto the opposing enemy and clicking on him at high speed. (submitted by w^_-LF)

Forklift – A spot that provides cover for Counter Terrorist when trying to hold the A bombsite on de_nuke.

Fountain – A water fountain in the middle of the A bombsite. Terrorists can plant next to the fountain, but not inside of the fountain due to a defusal bug.

G:


Gamesense - A word encompassing a player's ability to interpret their surroundings and ability to make decisions in-game. "That guy rushed bombsite B by himself, he has no gamesense." (submitted by Gprime)

Garden – A small hiding spot on de_inferno at the B bombsite where players can watch several spots in the site.

Generator – A tiny hiding spot adjacent to the A bombsite on de_inferno.

Granny awp - To play as far back with an awp as possible from the opposing team's rush in order to hit some easy shots. "That kid only gets such a high score because he granny awps all the time" (submitted by Gprime)

Grill – A common bomb plant spot that leaves the bomb completely in the open which can then be seen from several different spots by the Terrorists.

H:


Headshot - The act of firing upon an a enemy and killing them with a shot to the head. ( submitted by w^_-LF)

Heaven – The term used to describe an area suspended in the air that can be accessed by the use of a ladder, commonly seen on maps such as de_nuke and de_train.

Hell – The term used to describe the spot below heaven on specifically the map de_train.

Hut – A small tin shack that connects the Terrorist lobby to the A bombsite on de_nuke.




I:


Inner: Used to define the B bombsite of de_train because it is located inside of a building that harbors a train yard.

Interp'ed - Dieing from enemy fire when the enemy peeked you and saw your model on his client before you could see him on your client. "Oh man I got interped, I didn't even see that guy shoot at me and I died" (submitted by Gprime)

Ivy: The hallway that leads the Terrorists to the A bombsite on de_train.

J:


Janitor Closet: Another name for the boiler room on de_inferno.

K:


Kevlar – Another name for body armor.

Kit - Short for defusal kit, referring to equipment that allows a CT to defuse the bomb in a shorter time period. (submitted by palooka)


Kitchen – A spot in the Terrorist side of apartments. This spot is used as a hiding spot if a Terrorist finds that they are out of time and must hide to save their weapon.

L:


Ladder Train – The train that is directly next to the ladder leading from inside to outside of de_train.

Leg - Hitting a player in the leg with the AWP which normally kills in 1 shot anywhere on the body except the legs. (submitted by fawny)

Library – The room that connects the Counter Terrorist spawn to the B bombsite.

Lobby – The spot that provides several options for Terrorists when choosing which bombsite to hit on de_nuke.

Locker Room – The room below heaven on de_nuke.

Long A – The long stretch on de_dust2 from the Terrorist spawn to the platform at the A bombsite.

Lower B - The area in de_dust2 that stretches from Terrorist side of Mid-Double doors to upper B Tunnel. (submitted by K4C)

M:


Maze – The corridor that provides access to both lower and upper A on de_contra.

Middle – Simply put, the middle of the map.

Mini Garage – The smaller of the two garages that connects the A bombsite to the outside of the power plant on de_nuke.

MM1 - Short for message mode 1, which means that a user/team is speaking in public chat rather than private/team (mm2) chat.

MM2 - Short for message mode 2, meaning to only use team chat. (submitted by fawny)

Muck – The term used to define the mushy mud that is located in spots such as upper A and the water access point near B bridge on de_contra.

N:


Nade – Short form for HE grenade. Can also be used to define the use of a flashbang, HE grenade, or smoke.

Negative - When a player has more deaths then kills. (submitted by fawny)

Noscope – Defines the ability of a player to eliminate an enemy without zooming in with an AWP.

O:


Oranges – The term used to define a spot at the A bombsite on de_inferno that is behind crates full of oranges.

Outter – Used to define the A bombsite on de_train since it is out in the open.

P:


Pit – The large area next to garden that can observe the exit of apartments as well as right mid on de_inferno. This is also the name of the hole toward the end of long A on de_dust2.

Plank – The two pieces of wood that connect cathedral to water on de_contra.

Platform – Plat for short, is a concrete floor area that harbors items ranging from boxes and barrels to hide behind, to the plat actually being the bombsite itself seen on de_dust2.

Popdog - Another name for the train that is adjacent to the ladder room on de_train. This term originates from the original Counter-Strike, which had graffiti on the side of this train that had a dog with bubbles coming out of his mouth, harboring the phrase "Popdog". (submitted by Hoit)

Positive - When a player has more kills then deaths. (submitted by fawny)

Pre-Nade/Pre-Flash: The concept of throwing a HE or flashbang grenade without knowing for sure if there will be opponents going through that particular route. Pre-nading and pre-flashing are usually used to stop rushes, or to trick the other team into believing that the players in question are pushing a particular pathway."Ok, You and I are gonna pre-flash Long A doors, then fall back and play passive." (submitted by r3b0und)

Q:


Quick Scope – The term used to describe the event that occurs when an AWPer barely has the time to zoom in and instantly shoots as the scope zooms.

R:


Radio Room – The room that leads Terrorists from lobby to the ramp on de_nuke.

Rafter – The walkway that is suspended in the air on de_nuke.

Ramp – The passage that leads to the B bombsite on de_nuke.

Randy - A player who gets incredibly lucky shots, but does not amass very many frags. (submitted by Gprime)

Red Room – The read lighted room that connects the B corridor to the middle of the map on de_russka.

Rock – A small rock on the Counter Terrorist side of de_dust2 that allow a CT to see over smokes at middle and eliminate players going cat with an AWP.

Roo Shootin - Shooting a player that is jumping. (submitted by K4C)

Rotation – When players shift from one side of the map to another.

S:


Sand – The dried out river bed that provides access to the A bombsite as well as the B bombsite on de_contra. You can rotate in between sites by using this route as well.

Silo – The yellow tank that the Terrorists can boost on to gain a height advantage as well as sneak up on enemies outside on de_nuke.

Smoke - Action of using a smoke grenade to conceal a area. (submitted by fawny)

Spools – The large cable wrapped wooden holders that players will commonly stand on to gain a height advantage on an enemy at the A bombsite on de_inferno.

Spraying - When a player holds down their fire button, increasing their firepower but decreasing accuracy. Recoil of a spray can be controlled by skilled players by pulling crosshairs down. Spraying is more effective on close range targets and through objects such as doors or boxes. (submitted by palooka)

Squeaky – Another word for blue door on de_nuke.

T:


T Spawn - In full, the Terrorist spawn is the starting point for the Terrorists on a map.

U:


Underground – Used to define the route from Terrorist spawn to the A bombsite on de_season.

V:


Vent – Describes any point of entry that players must shoot out a vent cover to gain access to a new point on a map. Maps such as de_nuke and de_season have a vent.

W:


White Halls – The long stretch that connects Terrorist spawn and the B bombsite on de_train.

Whiff - Another word for missing a shot. "Dude, I totally whiffed that shot" (submitted by Gprime)

Y:


Yellow – A tank that Counter Terrorists use as a hiding spot at ramp on de_nuke. Some players also call silo, yellow as well.

Z:


Z Connector – The zigzag connector that joins the B bombsite to the outside train yard of de_train.


Saturday, November 15, 2008

counter strike source

counter strike source

Counter-Strike: Source (commonly shortened to CS:S or simply CSS) is a PC Game developed by the Valve Corp. It is a complete remake of Counter-Strike using the Source engine. As in the original, Counter-Strike: Source pits a team of Counter-terrorists against a team of Terrorists in a series of rounds. Each round is won either by completing a mission (such as exploding a bomb or rescuing hostages) or by annihilating all members of the opposing team.

Game play

Counter-Strike: Source inherits features from both Half-Life 2, through the look and feel carried through textures and movement, and its predecessor, Counter-Strike 1.6, maintaining the game play style of its predecessor. The basic game play of two teams, terrorists and counter-terrorists, squaring off against each other in a series of rounds in which each team must either complete their objective or eliminate the opposition, has remained unchanged. The two most popular types of objectives are bombing and hostages. In competitive play, only maps with bombing objectives are used, since the AI of the hostages has not been improved over previous iterations, and is given to a number of problems. The weapon recoil has been changed since its predecessor, and is noticeably different from that known in Counter-Strike 1.6[1]. In addition, flash bang grenades have been visually altered to take advantage of the Source Engine, and are typically more powerful and efficient than in previous games.

Customization

Because of the large fan-base that Counter-Strike: Source has accumulated, there are a wide variety of different customizations and add-ons that can be used with the game. There is a large fanbase for the game that creates customized sounds, textures, weapon skins, and player skins. However, under the rules of Valve Anti-Cheat (VAC), models for objects within maps cannot be edited, so that a player using a different model other than the standard does not have an advantage over another person.

Maps

There are two types of maps available that come with the game, generally known by their prefix:

* de (demolition)
* cs (hostage rescue)

These map types are created by Counter Strike: Source communities and do not come with the game. Some popular maps characters are:

* rats (Shrunken perspective)
* hs (Hide and seek)
* as (Assassination)
* aim (Aim Map)
* gg (Gun Game)
* zm (Zombie Mod)
* surf (Surf Map)
* fy (Fight Yard/Fun Yard)
* awp (AWPs only)
* hns (Hide and Seek)
* dr (Deathrun)
* ze (ZombieEscape)
* cl (Climb)
* bh (BunnyHop)
* ba (Jail Break)
* hosties (Hosties mod)

Each type of map has its own goal. In de_ maps, it is the goal of the Terrorist team to successfully plant and set off the bomb, while the Counter-Terrorists seek to prevent the detonation of the bomb. In cs_ maps, there are a amount of hostages that the Counter-Terrorists must find and lead to the Hostage Rescue Zone. The Terrorists must then defeat the Counter-Terrorists to prevent hostage rescue. as_ maps, removed in Counter-Strike: Source, (although servers that use them still exist) featured one Counter-Terrorist who was a VIP (i.e. the target of the assassination), who had more armour than normal, but no weapons except the Counter-Terrorist starting pistol USP. The VIP must find their way to an escape zone, while the Terrorists try to kill the VIP. aim_ maps are those that are by and large all textured in development textures(generic grey, orange and measurement textures), with no objective. These maps are to enhance players speed in aiming, hence the prefix aim. Gungame gg_ is a server modification, where a user starts with a glock, at level 1, and works their way up until the last level (knife level) You Must get a kill with the gun your currently on that level with, or a knife kill on some variants of the mod (which steals a level from another player). Many variations of this arise. Reverse gungame is getting more and more popular, because you start off with the effective guns like the AWP, and the Para machine gun, and towards the end you get the glock, and grenade levels. zm_ Is another mod for some severs. The map starts off by both teams beginning in different areas. Most of the zombie mod maps that are main-stream now are ones like lila Panic, where there are several little rooms, with physical objects that can seal them off, And the zombies must pull the objects out, or find another ways in to infect the humans.

Counter-Strike: Source shipped with 9 maps of the cs_ and de_ types and have since freely published an additional 8 maps of the same types.[2] Maps are frequently made by players from the game, and the easy-to-access Valve Hammer Editor allows anybody to create their own. The number and types of custom maps (and custom map categories) for the game is forever rising.

Modifications

Like many different modern first-person shooter games, Counter-Strike: Source has been heavily "modded" by its developer community. Server-side gameplay customizations are typically implemented using Valve's Source SDK for Server Plugins, in the form of plug-ins. Server-side mods like SourceMod and EventScripts build on to the basic RCON commands as well as with the gameplay customizations.

The Quake Sound Pack is a favorite game sounds pack available with SourceMod. The sounds includes clips such as "First blood!" and "Holy shit!", and are all from Unreal Tournament 2003 (in spite of its name, "Quake" Sound Pack). The unique sounds from Quake are "Prepare to Fight!" and "Humiliation".

Unlike the normal game modes which are target based, Deathmatch (DM) games are exactly as the name indicates - the only destination for the players is to eliminate as many opposing players as possible, although defeated players "respawn" instantly, as opposed to at the start of a new round. Players of Deathmatch maps are given the choice of guns, and can exchange at any time.

Similarly to DM games, Gun Games (GG) are a adjustment to the normal gameplay format where each players goal is to advance through the levels of weapons by killing the opposite team. GG's can be played in a a DM style where instead of having to wait for the next round to commence to respawn, the player will restart playing instantly after death, adding to the pace of the game.

Skins/Models

The power to add new models and skins using the Valve SDK to Counter-Strike: Source allows for a large amount of customization. Skins (or textures) refers to the actual images applied to parts of the game — the player models, weapon models, and even maps themselves can be "reskinned" (or "retextured") by anybody. Models refers to the actual 3D-elements displayed on screen - VAC offers a server side variable to ensure only certain models and materials are used (enabled by the console command "sv_pure 1") intending to stop material based wallhacks etc. even so, not all servers use these limitations as they are optional.

Models can be changed either by the player by adding files to their cstrike folder, or by the server they are playing on using a server side plugin such as SourceMod. The difference is that if a player changes a model on their own machine, only that player will see the changes; However if the model is altered by a server-side plugin or tool, then the model that the player wearing is seen by everyone on that server at that time but the player can also edit those models also.

History

Counter-Strike: Source was initially published as a beta to members of the Valve Cyber Café Program on August 11, 2004. On August 18, 2004 the beta was released to owners of Counter-Strike: Condition Zero and those who had received a Half-Life 2 voucher bundled with some ATI Radeon video cards.

On October 11, 2006, Valve released an experimental update, Dynamic Weapons Pricing. Under this system, item prices are determined based on their demand the previous week. Even before the system was released there was vocal resistance from the community. Other updates, such as an enhanced radar system, have been generally accepted as a good enhancement.


Critical reception
Reception
Review scores
Publication Score
1UP.com A[12]
Aggregate scores
Aggregator Score
Game Rankings 88% (based on 21 reviews)
Metacritic 88% (based on 9 reviews)

Counter-Strike: Source has received by and large favorable reviews. On Metacritic, the game had an average score of 88 out of 100, based on 9 reviews, and a user rating of 9.2/10.While the game has been quite popular according to the Steam games statistics page, recently surpassing 1.6 in terms of number of players (http://www.steampowered.com/v/index.php?area=stats), it has not been widely reviewed, most probably because upon issue, it was packed with Half Life 2 at no extra charge.

Wednesday, September 24, 2008

Counter-Strike Commands Listing

this is a complete list of commands (console commands) for Counter-Strike 1.6

looking for a certain command?. hit the ctrl + f key to search for it

Command / Variable Name Who Uses It? General Category Description
+attack client player primary fire
+attack2 client player secondary fire - special action (zoom, burst fire, silencer)
+back client player move backwards
+duck client player crouches
+forward client player moves forward
+jump client player jumps
+klook client player enables the keyboard to look around
+left client player strafes left
+lookdown client player looks down
+lookup client player looks up
+mlook client mouse enables mouse to look around
+movedown client player moves player down - *climbing down a ladder, swimming down
+moveleft client player strafes left
+moveright client player strafes right
+moveup client player moves player up - *climbing up a ladder, swimming up
+reload client player reloads current weapon
+right client player strafes right
+showscores client player shows player scores and pings
+speed client player forces player to walk if 'always run' is enabled, and forces player to run if 'always run' is disabled
+strafe client player strafe modifier - while this is held down, use direction keys to strafe in different directions
+use client player uses an item- such as a button, machine gun, etc.
adjust_crosshair client player Use to change crosshair color
alias "cmd1; cmd2" client player binds commands together in an alias to perform mutiple tasks at the hit of one button
allowupload client uploading/ downloading toggles the uploading of local decals and models to the server on/off
ambient_fade 100 client audio sets the distance at which ambient sounds fade away
ambient_level 0.300 client audio sets the sound level for ambient sounds
appenddemo client demo records a demo and appends it to the demo file in existence at Half-Life/Valve/demo.dem
bind client player combines a with a command or alias
bottomcolor 6 client player sets the bottom color of the player model
brightness 1 client video enables glare reduction - *the higher the value, the brighter it gets
buy client player This opens the Buy Menu
buyequip client player This opens the Buy Equipment Menu
buyammo1 client player This buys one primary magazine or clip
buyammo2 client player This buys one pistol clip
cancelselect client player cancels selection
chooseteam client player displays the team change menu
cl_allowdownload 0 client uploading/ downloading toggles download of maps, models and decals when joining a server - * 1 is 'on', 0 is 'off'
cl_allowupload 0 client uploading/ downloading toggles upload of maps, models and decals when joining a server - * 1 is 'on', 0 is 'off'
cl_anglespeedkey 0.670 client player sets the speed that the direction keys change the view angle
cl_backspeed 400 client player sets the backup speed of a player - number can only go as fast as a particular server allows
cl_bob 0.010 client player sets the amount that the view bobs while the player is running
cl_bobcycle 0.800 client player sets how frequently the view of a player bobs while running
cl_bobup 0.500 client player sets the amount that the view of a player bobs while running
cl_download_ingame 0 client uploading/ downloading toggles downloads of models and decals during a game - * 1 is 'on', 0 is 'off'
cl_forwardspeed 400 client player sets the forward speed of a player - *can only go as fast as the server allows
cl_gaitestimation 1 client player enables estimated player stepping motion
cl_hidefrags client player Set to 1 to hide all frag/death counts on the Scoreboard but your own, 0 to show
cl_gg 0 client player toggles game gauge mode - * 1 is 'on', 0 is 'off'
cl_himodels client player toggles higer quality player models - * 1 is 'on', 0 is 'off'
cl_messages client player shows server messages
cl_movespeedkey 0.300 client player sets movement speed for keyboard use
cl_nopred 0 client player toggles client-side prediction - * 1 is 'on', 0 is 'off'
cl_observercrosshair client player set to 1 to enable crosshairs in Observer mode, 0 to disable
cl_pitchdown client player sets the maximum angle to look down - *default is 89
cl_pitchspeed 225 client player sets the speed at which the pitch changes
cl_pitchup client player sets the maximum angle to look up - *default is 89
cl_showfps 1 client player This shows your FPS, default is 0 off, and 1 is on. Better than netgraph for saving FPS
cl_shownet 0 client player toggles the display of network packet numbers - * 1 is 'on', 0 is 'off'
cl_slist 10 client player sets the number of servers in the serverlist
cl_solid_players 1 client player toggles solid player models - * 1 is 'on', 0 is 'off'
cl_upspeed 320 client player sets the speed of a player when he climbs up
cl_waterdist 4 client player sets the underwater distance
cl_yawspeed 210 client player sets the turning speed - * only will go as fast as a server allows
clear client player clears the console screen
cmd client player can use this in conjunction with a command
cmdlist client/ server all lists all of the console commands - * if you type 'cmdlist a', it will only list those commands that begin with the letter a, and so on - also, 'cmdlist log logfile writes the list to C:\logfile
concolor "XXX XXX XXX" client player changes the color of your HUD, where the XXX is a value from 0-255
connect client player connects to a server with the used ip address
cvarlist client/ server all lists all the console variables in the console - * 'cvar log filename' will write this list to the file C:\filename
developer 0 mod authors developers toggles on/off special developer debug console messages - * 1 is 'on', 0 is 'off'
disconnect client player disconnects a player from a server
drawradar client player This shows your friendly radar; "hideradar" hides it
drop client player This drops whatever is in your hands at the time you use it
echo "message" client player echos text to the console - * useful for letting a player know that a script or .cfg file was loaded successfully
enableconsole client player enables the console screen
escape client player acts as key by hiding the console and cancelling selections
exec client/ server all executes a script of .cfg file
exit client/ server all closes a game or dedicated server program to windows without confirmation
fakelag 0 client player simulates lag - * the higher the number, the more simulated lag
fakeloss 0 client player simulates packet loss - * the higher the value, the more simulated packet loss
fastsprites X client player x=0:regular smoke grenade,1:simple smoke grenade(default),2:very simple smoke grenade
force_centerview client player forces the player's view to look straight ahead
fps_lan client player sets the maximum framerate on a LAN game
fps_modem client player sets the maximum framerate in an internet game
fps_single client player sets the maximum framerate in a single playergame
fullinfo displays user information
fullserverinfo displays server information
gamma 3 client video sets the gamma level
getcertificate client player gets certificate from WON
getsv client player lists each server's ip address and the total number of servers
gl_alphamin 0.250 client video sets the minimum alpha blending level
gl_clear 0 client video toggles visual quality - * cracks between textures show when set to 1
gl_cull 1 client video toggles rendering of visible objects only - * 1 is 'on', 0 is 'off', and 0 will lower fps
gl_d3dflip 0 client video toggles reversed rendering order for D3D
gl_dither 1 client video toggles dithering - * 1 is 'on', 0 is 'off'
gl_dump client video lists the data for the video card: vendor, renderer, version, and extensions used
gl_flipmatrix 0 client video toggles special crosshair fix when using the 3DNow! 3Dfx MiniGL - * 1 is 'on', 0 is 'off'
gl_keeptjunctions 0 client video toggles showing of cracks between textures - * 1 is 'on', 0 is 'off', with 1 being the better quality and slower fps
gl_lightholes 0 client video toggles light holes - * 1 is 'on', 0 is 'off'
gl_max_size 256 client video sets the maximum texture size
gl_monolights 0 client video toggles a uniform light source with no shadows - * 1 is 'on', 0 is 'off', and works in OpenGL only
gl_overbright 0 client video toggles maximum brightness mode - * 1 is 'on', 0 is 'off'
gl_palette_tex 0 client video toggles paletted textures - * 1 is 'on', 0 is 'off'
gl_picmip 0 client video sets the rendering quality - * higher the number is faster but lower quality
gl_playermip 0 client video sets the player rendering quality - * higher the number is faster but lower quality
gl_polyoffset 4 client video sets the polygon offset - try out different values for texture flickering problems
gl_round_down 3 client video sets the texture rounding down value - * higher the number faster but lower quality
gl_smoothmodels 0 client video toggles model smoothing - * 1 is 'on', 0 is 'off'
gl_spriteblend 0 client video toggles blending sprite graphics - * 1 is 'on', 0 is 'off'
gl_texels client video reports the number of texels uploaded to the video card
gl_texsort 0 client video toggles a texel sort - * 1 is 'on', 0 is 'off'
gl_texturemode [type] client video sets the rendering mode in order from the lowest quality but fastest to highest quality which is slower - * [type] options are: gl_nearest_mipmap_nearest, gl_linear_mipmap_nearest (these two deal with bilinear filtering) and gl_nearest_mipmap_linear, gl_linear_mipmap_linear (which deals with trilinear filtering)
gl_zmax 4096 client video sets the maximum size for the Z-Buffer
gl_ztrick 1 client video toggles the speeding up of 3Dfx rendering - * 1 is 'on', 0 is 'off'
graphheight 64 client player sets the height of the r_netgraph display
graphhigh 512 client player sets the maximum value of the r_netgraph display
graphmean 1 client player sets the mean value of the r_netgraph display
graphmedian 128 client player sets the median value of the r_netgraph display
hideconsole client player hides the console
hideradar client player hides the radar
hisound 1 client audio toggles high-quality sound - * 1=22kHz, 0=11kHz
hud_centerid 0 client player toggles player ID display - * 1 is 'on', 0 is 'off'
hud_fastswitch 0 client player toggles fast weapon switching - * 1 is 'on', 0 is 'off'
hud_saytext_time 5 client player sets how long chat messages remain onscreen
impulse 100 client player enables flashlight
impulse 201 client player sprays logo decal
lastinv client player selects previous item in inventory
invnext client player selects next item in inventory
invprev client player selects previous item in inventory
kill client player player suicides to respawn again
lightgamma 2.500 client video sets the lighting gamma value
listdemo client demo lists information about
lookspring 0 client mouse toggles automatic view centering when 'mlook' is deactivated - * 1 is 'on', 0 is 'off'
lookstrafe 0 client mouse toggles mouse strafing when 'mlook' is active - * 1 is 'on', 0 is 'off'
m_filter 0 client mouse toggles mouse filtering (smoothing) - * 1 is 'on', 0 is 'off'
m_forward client mouse sets the mouse forward speed sensitivity multiplier
m_pitch 0.022 client mouse sets the mouse pitch (up and down motion) speed sensitivity multiplier - * negative numbers result in an inverted mouselook
m_side 0.800 client mouse sets the mouse strafing speed sensitivity multiplier
m_yaw 0.022 client mouse sets the yaw speed sensitivity multiplier
max_shells X client player X = maximum number of shells at one time
max_smokepuffs X client player X = max. number of smoke puffs at one time
menuselect X client player selects item X from a menu
messagemode client player displays to all other players on a server
messagemode2 client player displays to only other players on same team
motd client player displays the Message Of The Day from the server's motd.txt file
name client player used to change a player's name
net_graph 1 client player this shows your fps, network latency, up & downstream bandwidth, and your client and server update rate. net_graph 0 turns it off, net_graph 3 shows the info without the graph and saves some fps.
nosound 0 client audio toggles sound - * 1 is 'on', 0 is 'off'
pingsv client player pings a server at
play client audio plays a .wav designated by
playdemo client demo plays .dem at normal speed
playvol 9 client demo sets demo playback volume
pushlatency -100 client player set this number to the inverse of your ping to help latency
quit client/ server all exits to windows without confirmation
r_decals 250 client player sets the maximum number of decals
r_drawviewmodel 0 client player toggles drawing player weapon model - * 1 is 'on', 0 is 'off'
r_dynamic 0 client video toggles dynamic lighting - * 1 is 'on', 0 is 'off'
r_mmx 0 client player toggles MMX calculations for MMX cpu's - * 1 is 'on', 0 is 'off'
radio1 client player This opens up Radio1 Menu
radio2 client player This opens up Radio2 Menu
radio3 client player This opens up Radio3 Menu
r_netgraph 0 client player toggles graph of network conditions - *0 is 'off', 1 shows green = good, yellow = bad, red = horrible, 2 shows packetsize
rate 5000 client player sets client data rat -*1000 - 5000 for modems, 10000+ for LAN
reconnect client player reconnects to the current server
record client demo begins to record a demo and saves it to Half-Life\Valve\.dem
retry client player tries four more times to connect to a server that has already failed four connect attempts
s_2dvolume 1 client audio maximum volume at which 2D sounds are played - * range from 0 to 1.0
s_a3d 0.000000 client audio toggles A3D support - * 1 is 'on', 0 is 'off'
s_automax_distance 30 client audio sets the distance for maximum sound volume
s_automin_distance 2 client audio sets the distance for minimum sound volume
s_bloat 2.0 client audio bloat factor for polygons in A3D 2.0 only
s_buffersize 65536 client audio sets the buffer size
s_disable_a3d 0 client audio toggles disabling a3D - * 1 is 'on', 0 is 'off'
s_distance 60 client audio adjust the ratio of game units to meters, affecting velocity, positioning and distance - * higher the number, the closer everything gets in audio terms - range from 0 to infinity
s_doppler 0.0 client audio adjusts the doppler - * 1 is 'on', 0 is 'off', range from 0 to 10, and is very sensitive
s_eax 0 client audio toggles EAX support - * 1 is 'on', 0 is 'off'
s_enable_a3d client audio enables A3D support
s_geometry 0 client audio toggles geometry rendering in A3D 2.0 only - * 1 is 'on', 0 is 'off'
s_max_distance 1000 client audio maximum distance from the listener before rolloff is no longer applied - * valid range from 's_min_distance' to infinity
s_min_distance 5 client audio minimum distance a source will be from the listener before rolloff is applied - * range from 0 to 's_max_distance'
s_numpolys 200 client audio maximum polygons to be rendered in A3D 2.0 only - setting this to 0 is the same as turning off 's_geometry' - * range from 0 to infinity
s_occfactor 0.250 client audio transmission value of material - the smaller the number, the less sound passes through material - * range from 0 to 1.0
s_occlude 0 client audio toggles sound passing throug material (occlusions) in A3D 2.0 only - * 1 is 'on', 0 is 'off'
s_refdelay 4 client audio delays between a source and its closest reflection in A3D 2.0 only - higher the delay, the more time it takes between when the source and its first reflection is played - * range from 0 to 100
s_refgain 0.4 client audio adjusts the gain on each reflection in A3D 2.0 only, where the effects of distance are increased: high frequencies are filtered and volume lowered - * range from 0 to 10
s_verbwet 0.25 client audio controls the wet/dry mix of reverb for A3D only - higher the number, the more wet the sounds - * range from 0 to 1.0
say "message" client player chat with all other players on a server
say_team "message" client players relay a message to only your teammates
scr_centertime 2 sets how long server messages remain on the screen
scr_conspeed 600 client player sets the console scroll speed
scr_printspeed 7 client player sets the screen message print speed
screenshot client player captures the screen and saves it in the Half-Life/Valve directory
sensitivity 9 client mouse sets the sensitivity of the mouse
serverinfo client player displays the server infromation
setdemoinfo info client demo adds information to a demo, such as a text title, play 'tracknum', fade or
setinfo client player - * i.e., 'setinfo "ts" "0"' or 'setinfo "dc" "0"'
showbriefing client player This shows the map briefing
showinfo 0 client player toggles display of all packets - * 1 is 'on', 0 is 'off'
showpackets 0 client player toggles network packet info display - * 1 is 'on', 0 is 'off'
showpause 0 client player toggles pause of graphic display - * 1 is 'on', 0 is 'off'
showram 0 client player toggles display of available ram - * 1 is 'on', 0 is 'off'
sizedown client player decreases screen size and increases fps
sizeup client player increases screen size and decreases fps
slot1 client player select weapon group 1 (or menu item 1) see 'use'
slot2 client player select weapon group 2 (or menu item 2) see 'use'
slot3 client player select weapon group 3 (or menu item 3) see 'use'
slot4 client player select weapon group 4 (or menu item 4) see 'use'
slot5 client player select weapon group 5 (or menu item 5) see 'use'
slot6 client player select weapon group 6 (or menu item 6) see 'use'
slot7 client player select weapon group 7 (or menu item 7) see 'use'
slot8 client player select weapon group 8 (or menu item 8) see 'use'
slot9 client player select weapon group 9 (or menu item 9) see 'use'
slot10 client player select weapon group 10 (or menu item 10) see 'use'
setinfo vgui_menus X client player X = 0 or 1, 0 disables VGUI menus, 1 enables VGUI menus
snapshot client player takes a screenshot
speak client player to say something over the intercom - * try: hello, #000000, mesa, you, go alert
startdemos client demo begins playing demos in a loop
stop client demo stops the recording of a demo
stopdemo client demo stop the playing of a demo
stopsound client audio stops playing the current sound
swapdemo client demo swaps two segments' positions inside a demo
timedemo client demo plays .dem at max fps and reports average fps
timeleft client demo displays the amount ouf time remaining in the round
toggleconsole client player toggles the console screen - * usually bound to '~'
topcolor 30 client player sets the model top color
unbind client player removes binding to key
unbindall client player removes all key bindings
use client player uses an item or weapon, such as 'use weapon_crowbar'
vid_config_x 800 client video sets horizontal screen resolution
vid_config_y 600 client video sets vertical screen resolution
vid_d3d 0 client video toggles Direct3D support - * 1 is 'on', 0 is 'off'
vid_describemode client video displays video mode settings
vid_mode 0 client video sets video mode
vid_nopageflip 0 client video toggles disabling video page flipping - * 1 is 'on', 0 is 'off'
vid_wait 0 client video toggles video sync - * 1 is 'on', 0 is 'off'
viewframe client video enables wire-frame display - * OpenGL only
violence_ablood 0 client player toggles blood - * 1 is 'on', 0 is 'off'
volume 1.0 client audio sets game volume
weapon_ client player Pistols - glock18/usp/deagle/p228/elite/fiveseven

Submachineguns - mp5navy/p90/tmp/mac10/ump45

Assault Rifles - ak47/sg552/m4a1/aug ~Shotguns - m3/xm1014

Sniper Rifles - scout/awp/g3sg1/sg550 ~ Machinegun - m249

Other - c4/knife ~Grenades -flashbang/hegrenade/smokegrenade

- This selects the weapon directly, by binding a key like "h" to weapon_knife, and pressing "h", you pull out the knife
wait client player pauses for 1 tick during running an alias or script