http://www.gamerconfig.eu/commands/insurgency/
+alt1
+alt2
+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+csm_rot_x_neg
+csm_rot_x_plus
+csm_rot_y_neg
+csm_rot_y_plus
+demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
+duck
+firemode
+flashlight
+forward
+graph
+grenade
+grenade1
+grenade2
+jlook
+jump
+klook
+leanleft
+leanright
+left
+lookdown
+lookspin
+lookup
+mat_texture_list
+movedown
+moveleft
+moveright
+moveup
+posedebug // Turn on pose debugger or add ents to pose debugger UI
+prone
+radialmenu // Opens radial menu
+reload
+right
+score
+showbudget
+showbudget_texture
+showbudget_texture_global
+showscores
+showvprof
+special1
+special2
+speed
+sprint
+strafe
+tacticalmap
+use
+vgui_drawtree
+voicerecord
+walk
+zoom
+zoom_in
+zoom_out
-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-csm_rot_x_neg
-csm_rot_x_plus
-csm_rot_y_neg
-csm_rot_y_plus
-demoui2 // Send the advanced demo player UI (demoui2) to background.
-duck
-firemode
-flashlight
-forward
-graph
-grenade
-grenade1
-grenade2
-jlook
-jump
-klook
-leanleft
-leanright
-left
-lookdown
-lookspin
-lookup
-mat_texture_list
-movedown
-moveleft
-moveright
-moveup
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
-prone
-radialmenu // Closes radial menu
-reload
-right
-score
-showbudget
-showbudget_texture
-showbudget_texture_global
-showscores
-showvprof
-special1
-special2
-speed
-sprint
-strafe
-tacticalmap
-use
-vgui_drawtree
-voicerecord
-walk
-zoom
-zoom_in
-zoom_out
achievement_debug "0" // Turn on achievement debug msgs.
achievement_disable "0" // Turn off achievements.
addip // Add an IP address to the ban list.
adsp_alley_min "122"
adsp_courtyard_min "126"
adsp_debug "0"
adsp_door_height "112"
adsp_duct_min "106"
adsp_hall_min "110"
adsp_low_ceiling "108"
adsp_opencourtyard_min "126"
adsp_openspace_min "130"
adsp_openstreet_min "118"
adsp_openwall_min "130"
adsp_reset_nodes
adsp_room_min "102"
adsp_scale_delay_feedback "0"
adsp_scale_delay_gain "0"
adsp_street_min "118"
adsp_tunnel_min "114"
adsp_wall_height "128"
air_density // Changes the density of air for drag computations.
ai_debug_los "0" // itl
ai_debug_ragdoll_magnets "0"
ai_debug_shoot_positions "0"
ai_debug_speech "0"
ai_expression_frametime "0" // Maximum frametime to still play background expressions.
ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
ai_force_serverside_ragdoll "0"
ai_LOS_mode "0"
ai_sequence_debug "0"
ai_setupbones_debug "0" // Shows that bones that are setup every think
ai_shot_bias_max "1"
ai_shot_bias_min "-1"
ai_show_hull_attacks "0"
ai_use_visibility_cache "1"
alias // Alias a command.
anim_3wayblend "1" // Toggle the 3-way animation blending code.
anim_showmainactivity "0" // and/or sprint activities.
anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
askconnect_accept // Accept a redirect request by the server.
asw_engine_finished_building_map // Notify engine that weve finished building a map
async_allow_held_files "1" // Allow AsyncBegin/EndRead()
async_mode "0" // 1 = synchronous)
async_resume
async_serialize "0" // Force async reads to serialize for profiling
async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
async_suspend
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autoaim_max_deflect "0"
autoaim_max_dist "2160"
autosave // Autosave
autosavedangerous // AutoSaveDangerous
autosavedangerousissafe
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // Ends gathering of info.
bench_start // Starts gathering of info. Arguments: filename to write results into
bench_upload // Uploads most recent benchmark stats to the Valve servers.
bind // Bind a key.
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
bind_osx // Bind a key for OSX only.
bink_preload_videopanel_movies "1" // Preload Bink movies used by VideoPanel.
blackbox "1"
blackbox_dump // Dump the contents of the blackbox
blackbox_record // Record an entry into the blackbox
BlendBonesMode "2"
blink_duration "0" // How many seconds an eye blink will last.
bot_aimtracking_base "0" // to allow realistic slop in tracking
bot_aimtracking_frac_easy "1" // Frac appplied to the head aim tracking interval if difficulty is easy
bot_aimtracking_frac_hard "0" // Frac appplied to the head aim tracking interval if difficulty is hard
bot_aimtracking_frac_impossible "0" // Frac appplied to the head aim tracking interval if difficulty is impossible
bot_angularvelocity_base "1300" // How fast do the bots turn their heads ( deg/second )
bot_angularvelocity_frac_easy "0" // Frac appplied to the angular velocity if difficulty is easy
bot_angularvelocity_frac_hard "1" // Frac appplied to the angular velocity if difficulty is hard
bot_angularvelocity_frac_impossible "1" // Frac appplied to the angular velocity if difficulty is impossible
bot_attackdelay_base "1" // Attack delay base value in seconds
bot_attackdelay_frac_desiredrange "1" // Frac applied if distance is greater than hipfire range
bot_attackdelay_frac_difficulty_easy "1" // Frac applied if in easy difficulty
bot_attackdelay_frac_difficulty_hard "0" // Frac applied if in hard difficulty
bot_attackdelay_frac_difficulty_impossible "0" // Frac applied if in impossible difficulty
bot_attackdelay_frac_hipfirerange "0" // Frac applied if within hipfire range
bot_attackdelay_frac_maxrange "2" // Frac applied if distance is greater than desired range
bot_attackdelay_frac_outofrange "3" // Frac applied if distance is greater than max range
bot_attackdelay_frac_outsidefov "2" // Frac applied if the bot is not looking at the player
bot_attack_aimtolerance_base "0" // The base aim tolerance for the bots
bot_attack_aimtolerance_frac_easy "1" // The easy frac for aim tolerance for the bots
bot_attack_aimtolerance_frac_hard "1" // The hard frac for aim tolerance for the bots
bot_attack_aimtolerance_frac_impossible "1" // The impossible frac for aim tolerance for the bots
bot_attack_burst_maxtime "0" // The maximum amount of time the bot pulls the trigger for automatic weapons
bot_attack_burst_mintime "0" // The minimum amount of time the bot pulls the trigger for automatic weapons
bot_attack_reaimtimer_max "1" // The max reaim timer value for attacking
bot_attack_reaimtimer_min "0" // The min reaim timer value for attacking
bot_attack_retarget_maxtime "0" // The maximum amount of time until the bot retargets
bot_attack_retarget_mintime "0" // The minimum amount of time until the bot retargets
bot_damage "0" // Float representing the damage bots give off.
bot_fov_attack_base "90" // FOV when the bot is trying to attack
bot_fov_frac_easy "0" // Frac applied to the FOV if the difficulty is easy
bot_fov_frac_hard "1" // Frac applied to the FOV if the difficulty is hard
bot_fov_frac_impossible "1" // Frac applied to the FOV if the difficulty is impossible
bot_fov_idle_base "170" // FOV when the bot is idle/guarding (normal difficulty)
bot_hurry_hunt_distance "300" // At what range from our target do we sprint up to it
bot_hurry_move_distance "300" // At what range from our objective do we sprint up to it
bot_hurry_sprinthold_max "0" // Maximum tme to hold the sprint when ShouldHurry returns true
bot_hurry_sprinthold_min "0" // Minimum tme to hold the sprint when ShouldHurry returns true
bot_mimic "0" // Bot uses usercmd of player by index.
bot_path_minlookahead "300" // Minimum look-ahead distance for both pathing
bot_range_frac_desiredrange "1" // Frac applied to the desired range of bots
bot_range_frac_hipfirerange "1" // Frac applied to the hipfire range of bots
bot_range_frac_maxrange "1" // Frac applied to the max range of bots
bot_recognizetime_base "0" // Time it takes for bot to recognize a target (normal difficulty)
bot_recognizetime_frac_easy "1" // Frac appplied to the recognize time if difficulty is easy
bot_recognizetime_frac_hard "0" // Frac appplied to the recognize time if difficulty is hard
bot_recognizetime_frac_impossible "0" // Frac appplied to the recognize time if difficulty is impossible
bot_recoil_multiplier "0" // Multiplier applied to recoil if the shooter is a bot
bot_slowdown_distance "160" // Distance from target position where the bot slows down into walk
bot_slowdown_walkhold_max "0" // Maximum tme to hold the walk button when within slowdown distance
bot_slowdown_walkhold_min "0" // Minimum tme to hold the walk button when within slowdown distance
bot_spread_modifier_desiredrange "6" // Multiplier applied to spread for bots at desired range
bot_spread_modifier_hipfirerange "8" // Multiplier applied to spread for bots at hipfire range
bot_spread_modifier_maxrange "4" // Multiplier applied to spread for bots at max range
bot_targeting_noise_x_base "40" // The targeting noise X value
bot_targeting_noise_x_frac_desiredrange "2" // The targeting noise frac applied to X value on desired range
bot_targeting_noise_x_frac_hipfirerange "2" // The targeting noise frac applied to X value on hipfire range
bot_targeting_noise_x_frac_maxrange "3" // The targeting noise frac applied to X value on max range
bot_targeting_noise_y_base "40" // The targeting noise Y value
bot_targeting_noise_y_frac_desiredrange "2" // The targeting noise frac applied to Y value on desired range
bot_targeting_noise_y_frac_hipfirerange "2" // The targeting noise frac applied to Y value on hipfire range
bot_targeting_noise_y_frac_maxrange "3" // The targeting noise frac applied to Y value on max range
bot_targeting_noise_z_base "60" // The targeting noise Z value
bot_targeting_noise_z_frac_desiredrange "2" // The targeting noise frac applied to Z value on desired range
bot_targeting_noise_z_frac_hipfirerange "2" // The targeting noise frac applied to Z value on hipfire range
bot_targeting_noise_z_frac_maxrange "3" // The targeting noise frac applied to Z value on max range
box // Draw a debug box.
breakable_disable_gib_limit "0"
breakable_multiplayer "1"
buddha // Toggle. Player takes damage but wont 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
budget_toggle_group // Turn a budget group on/off
bug // Show the bug reporting UI.
bugreporter_console_bytes "15000" // Max # of console bytes to put into bug report body (full text still attached).
bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
bugreporter_snapshot_delay "15" // Frames to delay before taking snapshot
bugreporter_uploadasync "0" // Upload attachments asynchronously
bugreporter_username "0" // Username to use for bugreporter
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
building_cubemaps "0" // Indicates were building cubemaps
buildmodelforworld // buildmodelforworld
bullet_ff_through_walls "0"
cache_print // cache_print [section] Print out contents of cache memory.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
callvote // Start a vote on an issue.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
cam_command // Tells camera to change modes
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch "0"
cam_idealyaw "0"
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
centerview
changeinventory // Shows the inventory menu
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
changesquad // Toggle map/squad menu
changeteam // Toggles the scoreboard (allows team selection)
chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
choreo_spew_filter "0" // Spew choreo. Use a sub-string or * to display all events.
ch_createairboat // Spawn airboat in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
cl_addon_debug "0"
cl_addon_fade_max "1000"
cl_addon_fade_min "800"
cl_aggregate_particles "1"
cl_allowdownload "1" // Client downloads customization files
cl_allowupload "1" // Client uploads customization files
cl_ambient_light_disableentities "0" // Disable map ambient light entities.
cl_anglespeedkey "0"
cl_animationinfo // Hud element to examine.
cl_backspeed "450"
cl_bipod_auto "1" // 1 = automatically attempt bipod deployment when ironsighting
cl_bipod_hold "0" // 1 = hold key down to bipod.
cl_blobulator_freezing_max_metaball_radius "12" // Setting this can create more complex surfaces on large hitboxes at the cost of performance.
cl_blurClearAlpha "0" // but 0 has errors at the moment
cl_blurDebug "0"
cl_blurPasses "1"
cl_blurTapSize "0"
cl_brushfastpath "1"
cl_burninggibs "0" // A burning player that gibs has burning gibs.
cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_chatfilters "63" // Stores the chat filter settings
cl_chat_active "0"
cl_class "0" // Default class when joining a game
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "128" // Max number of command packets sent to server per second
cl_colorfastpath "0"
cl_crosshair_debug "0"
cl_crouch_hold "1" // 1 = hold key down to crouch.
cl_csm_auto_entity "1"
cl_csm_server_status // Usage: cl_csm_server_status
cl_csm_status // Usage: cl_csm_status
cl_customsounds "0" // Enable customized player sound playback
cl_debugcam_forceweaponfov "1"
cl_debugcam_speed "1"
cl_debugrumble "0" // Turn on rumble debugging spew
cl_debug_player_use "0" // Green box=radius success
cl_debug_tracers "0"
cl_demoviewoverride "0" // Override view during demo playback
cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
cl_detail_avoid_radius "0" // radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
cl_detail_max_sway "0" // Amplitude of the detail prop sway
cl_detail_multiplier "1" // extra details to create
cl_developer_status "1"
cl_disablehtmlmotd "1" // Disable HTML motds.
cl_disable_ragdolls "0"
cl_disable_splitscreen_cpu_level_cfgs_in_pip "1"
cl_disable_water_render_targets "0"
cl_downloadfilter "0" // nosounds)
cl_drawhud "1" // Enable the rendering of the hud
cl_drawleaf "-1"
cl_drawmaterial "0" // Draw a particular material over the frame
cl_drawmonitors "1"
cl_drawshadowtexture "0"
cl_dumpplayer // Dumps info about a player
cl_dumpsplithacks // Dump split screen workarounds.
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
cl_ejectbrass "1"
cl_entityreport "0" // draw entity states to console
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
cl_event_sound_cues "1"
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites "1" // whether to use new detail sprite system
cl_fasttempentcollision "5"
cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
cl_forcepreload "1" // Whether we should force preloading.
cl_forwardspeed "450"
cl_foundry_ShowEntityHighlights "1"
cl_fullupdate // Forces the server to send a full update packet
cl_glow_item_b "1"
cl_glow_item_g "0"
cl_glow_item_r "0"
cl_grenade_auto_switch "1" // automatically switch to primary after throwing a grenade
cl_headbob_amp "1"
cl_headbob_freq "12"
cl_headbob_land_dip_amt "4"
cl_hud_chat_subtitles "1" // Display radial comms subtitles
cl_hud_cp_blink_speed "8"
cl_hud_cp_docking_display "1"
cl_hud_cp_floating_ads_alpha "0" // Alpha reduction for aiming down sights
cl_hud_cp_floating_display "1"
cl_hud_cp_floating_max_alpha "0"
cl_hud_cp_floating_min_alpha "0"
cl_hud_cp_floating_nontarget_alpha "0" // Alpha reduction for non-targeted objectives
cl_hud_deathnotice_captures "1" // Show point captures in the death notices?
cl_hud_deathnotice_display "1"
cl_hud_draw3d "0"
cl_hud_draw_floating "0"
cl_hud_viewmodel_size "1"
cl_hud_voices_show_local "0" // Show the local player in the list of names speaking?
cl_hud_voices_show_names "1" // Show the names of other user speaking on VoIP?
cl_idealpitchscale "0"
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
cl_impacteffects "1"
cl_impacteffects_limit_exit "6" // Limits the number of exit impact effects per frame
cl_impacteffects_limit_general "20" // Limits the number of impact effects per frame
cl_impacteffects_limit_water "4" // Limits the number of water impact effects per frame
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all "0" // Disable interpolation list optimizations.
cl_interp_npcs "0" // if greater)
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_ironsight_hold "0" // 1 = hold key down to ironsights.
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_invert "0"
cl_jiggle_bone_sanity "1" // Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_lagcomp_errorcheck "0" // Player index of other player to check for position errors.
cl_language "0" // Language (from Steam API)
cl_leafsystemvis "0"
cl_leveloverview "0"
cl_leveloverviewmarker "0"
cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
cl_logofile "0" // Spraypoint logo decal.
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
cl_minimal_rtt_shadows "1"
cl_mm_crc_check "1"
cl_mm_debug "0"
cl_mm_verbose "0"
cl_mm_version_check "1"
cl_modelfastpath "1"
cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
cl_mouseenable "1"
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
cl_mumble_positionalaudio "1" // Enable Mumble positional audio on the client.
cl_muzzleflash_dlight_3rd "1"
cl_overdraw_test "0"
cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
cl_particles_dumplist // optional name substring.
cl_particles_dump_effects
cl_particles_show_bbox "0"
cl_particles_show_controlpoints "0"
cl_particle_batch_mode "1"
cl_particle_fallback_base "1" // Base for falling back to cheaper effects under load.
cl_particle_fallback_multiplier "1" // Multiplier for falling back to cheaper effects under load.
cl_particle_max_count "0"
cl_particle_retire_cost "0"
cl_particle_sim_fallback_base_multiplier "5" // How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time
cl_particle_sim_fallback_threshold_ms "6" // Amount of simulation time that can elapse before new systems start falling back to cheaper versions
cl_pclass "0" // Dump entity by prediction classname.
cl_pdump "-1" // Dump info about this entity to screen.
cl_physicsshadowupdate_render "0"
cl_phys_block_dist "1"
cl_phys_block_fraction "0"
cl_phys_maxticks "2" // Sets the max number of physics ticks allowed for client-side physics (ragdolls)
cl_phys_show_active "0"
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown "89"
cl_pitchspeed "225"
cl_pitchup "89"
cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
cl_player_fullupdate_predicted_origin_fix "1"
cl_player_shadow_dist "1000"
cl_portal_use_new_dissolve "1" // Use new dissolve effect
cl_precacheinfo // Show precache info (client).
cl_predict "1" // Perform client side prediction.
cl_predictioncopy_describe // Describe datamap_t for entindex
cl_predictionlist "0" // Show which entities are predicting
cl_prediction_error_timestamps "0"
cl_predictphysics "0" // Use a prediction-friendly physics interface on the client
cl_predictweapons "1" // Perform client side prediction of weapon effects.
cl_predict_basetoggles "1"
cl_predict_motioncontrol "0"
cl_pred_doresetlatch "1"
cl_pred_error_verbose "0" // Show more field info when spewing prediction errors.
cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
cl_pred_track // for field fieldname.
cl_radial_fadein_delay "0"
cl_radial_fadein_duration "0"
cl_ragdoll_collide "0"
cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
cl_ragdoll_maxcount "8" // Clients will only show this many ragdolls
cl_ragdoll_max_fps "30" // Clients with framerates less than this will reduce the ideal number of ragdolls to display
cl_ragdoll_max_remove_per_frame "1"
cl_ragdoll_min_fps "10" // Clients with framerates less than this will only show 1 ragdoll of each type
cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
cl_removedecals // Remove the decals from the entity under the crosshair.
cl_report_soundpatch // reports client-side sound patch count
cl_resend "6" // Delay in seconds before the client will resend the connect attempt
cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
cl_retire_low_priority_lights "0" // Low priority dlights are replaced by high priority ones
cl_ricochet_percent "0" // Percent chance a bullet will create a ricochet tracer (0..10)
cl_ricochet_percent_shotgun "0" // Percent chance a shotgun pellet will create a ricochet tracer (0..10)
cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
cl_screenshotname "0" // Custom Screenshot name
cl_SetupAllBones "0"
cl_shadowtextureoverlaysize "256"
cl_shadowupdatespacing "10"
cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
cl_showbattery "0" // Draw current battery level at top of screen when on battery power
cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
cl_showdemooverlay "0" // -1 - show always)
cl_showents // Dump entity list to console.
cl_showerror "0" // 2 for above plus detailed field deltas.
cl_showevents "0" // Print event firing info in the console
cl_showfps "0" // +10 = detailed )
cl_showhelp "1" // Set to 0 to not show on-screen help
cl_showpausedimage "1" // Show the Paused image when game is paused.
cl_showpluginmessages "0" // Allow plugins to display messages to you
cl_showpos "0" // Draw current position at top of screen
cl_ShowSunVectors "0"
cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
cl_showtracerdistances "0" // every 250 units.
cl_show_bounds_errors "0"
cl_show_splashes "1"
cl_sidespeed "450"
cl_simdbones "0" // Use SIMD bone setup.
cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
cl_smooth "1" // Smooth view/eye origin after prediction errors
cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
cl_soundemitter_flush // Flushes the sounds.txt system (server only)
cl_soundemitter_reload // Flushes the sounds.txt system
cl_soundfile "0" // Jingle sound file.
cl_soundscape_flush // Flushes the client side soundscapes
cl_soundscape_printdebuginfo // print soundscapes
cl_spec_mode "5" // spectator mode
cl_sporeclipdistance "512"
cl_sprint_hold "1" // 1 = hold key down to sprint.
cl_ss_origin // print origin in script format
cl_sunlight_depthbias "0"
cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
cl_sun_decay_rate "0"
cl_suppression_blur_strength "1"
cl_suppression_blur_test "0"
cl_team "0" // Default team when joining a game
cl_teamid "0"
cl_teamid_max "1000"
cl_teamid_min "200"
cl_team_colors_relative "1" // the local team is always blue.
cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
cl_threaded_init "0"
cl_timeout "30" // the client will disconnect itself
cl_tlucfastpath "1"
cl_tracers "1"
cl_tree_sway_dir // sets tree sway wind direction and strength
cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
cl_updatevisibility // Updates visibility bits.
cl_upgrade_fade_max "512"
cl_upgrade_fade_min "480"
cl_upspeed "320"
cl_use_simd_bones "1" // 1 use SIMD bones 0 use scalar bones.
cl_use_update_interval "0" // Time between use target updates
cl_view // Set the view entity index.
cl_vip_preference "1" // 2 = PICK ME!!!
cl_vm_holo_debug "0"
cl_vm_holo_spec_test "0"
cl_voice_filter "0" // Filter voice by name substring
cl_vote_ui_active_after_voting "0"
cl_vote_ui_show_notification "0"
cl_walk_hold "1" // 1 = hold key down to walk.
cl_winddir "0" // Weather effects wind direction angle
cl_windspeed "0" // Weather effects wind speed scalar
cl_wound_offset_enabled "0"
cl_wound_particles "1"
cl_yawspeed "210"
cl_zoom_sensitivity "1"
cl_zoom_sensitivity_fov_scaled "1"
cl_zoom_sensitivity_scope "2"
cmd // Forward command to server.
cmd1 // sets userinfo string for split screen player in slot 1
cmd2 // sets userinfo string for split screen player in slot 2
cmd3 // sets userinfo string for split screen player in slot 3
cmd4 // sets userinfo string for split screen player in slot 4
collision_shake_amp "0"
collision_shake_freq "0"
collision_shake_time "0"
collision_test // Tests collision system
colorcorrectionui // Show/hide the color correction tools UI.
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
condump // dump the text currently in the console to condumpXX.log
connect // Connect to specified server.
contimes "8" // Number of console lines to overlay for debugging.
con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
con_enable "1" // Allows the console to be activated.
con_filter_enable "0" // 2 displays filtered text brighter than ot
con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile "0" // Console output gets written to this file
con_min_severity // LS_ERROR=3.
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_timestamp "0" // Prefix console.log entries with timestamps
con_trace "0" // Print console text to low level printout.
coop "0" // Cooperative play.
cpu_level "1" // CPU Level - Default: High
crash // Cause the engine to crash (Debug!!)
crash_client // Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only)
create_flashlight
creditsdone
csm_quality_level "0" // 3=HIGHEST
curve_bias "0"
cvarlist // Show the list of convars/concommands.
c_maxdistance "200"
c_maxpitch "90"
c_maxyaw "135"
c_mindistance "30"
c_minpitch "0"
c_minyaw "-135"
c_orthoheight "100"
c_orthowidth "100"
c_thirdpersonshoulder "0"
c_thirdpersonshoulderaimdist "120"
c_thirdpersonshoulderdist "40"
c_thirdpersonshoulderheight "5"
c_thirdpersonshoulderoffset "20"
das_max_z_trace_length "72" // Maximum height of player and still test for adsp
das_process_overhang_spaces "0"
datacachesize "32" // Size in MB.
dbghist_addline // Add a line to the debug history. Format: <category id> <line>
dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
dbg_demofile "0"
deathmatch "1" // Running a deathmatch server.
debugcam // toggle the debug camera
debugsystemui // Show/hide the debug system UI.
debug_award_tokens // Debug award token
debug_materialmodifycontrol "0"
debug_materialmodifycontrol_client "0"
debug_overlay_fullposition "0"
debug_physimpact "0"
debug_player_template // Debug player template
debug_purchase_gear // Debug gear purchase
debug_purchase_weapon // Debug weapon purchase
debug_purchase_weapon_upgrade // Debug weapon upgrade purchase
debug_refund_current_weapon // Debug refund current weapon
debug_reset_inventory // Debug reset inventory
debug_touchlinks "0" // Spew touch link activity
debug_visibility_monitor "0"
decalfrequency "10"
default_fov "90"
demolist // Print demo sequence list.
demos // Demo demo file sequence.
demoui // Show/hide the demo player UI.
demoui2 // Show/hide the advanced demo player UI (demoui2).
demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
demo_debug "0" // Demo debug info.
demo_enabledemos "1" // Enable recording demos (must be set true before loading a map)
demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
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_gototick // Skips to a tick in demo.
demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
demo_interpolateview "1" // Do view interpolation during dem playback.
demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
demo_pause // Pauses demo 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.
demo_resume // Resumes demo playback.
demo_timescale // Sets demo replay speed.
demo_togglepause // Toggles demo playback.
developer "0" // Set developer message level
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot // use the screenshot command instead.
differences // Show all convars which are not at their default values.
disable_static_prop_loading "0" // static props wont be loaded
disconnect // Disconnect game from server.
dispcoll_drawplane "0"
displaysoundlist "0"
display_elapsedtime // Displays how much time has elapsed since the game started
display_game_events "0"
disp_dynamic "0"
disp_list_all_collideable // List all collideable displacements
dlight_debug // Creates a dlight in front of the player
drawcross // Draws a cross at the given location Arguments: x y z
drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
dsp_automatic "0"
dsp_db_min "80"
dsp_db_mixdrop "0"
dsp_dist_max "1440"
dsp_dist_min "0"
dsp_enhance_stereo "1"
dsp_facingaway "0"
dsp_mix_max "0"
dsp_mix_min "0"
dsp_off "0"
dsp_player "0"
dsp_reload
dsp_room "0"
dsp_slow_cpu "0"
dsp_spatial "40"
dsp_speaker "50"
dsp_volume "0"
dsp_vol_2ch "1"
dsp_vol_4ch "0"
dsp_vol_5ch "0"
dsp_water "14"
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning "0" // Print data table warnings?
dtwatchclass "0" // Watch all fields encoded with this table.
dtwatchdecode "1" // When watching show decode.
dtwatchencode "1" // When watching show encode.
dtwatchent "-1" // Watch this entities data table encoding.
dtwatchvar "0" // Watch the named variable.
dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
dumpentityfactories // Lists all entity factory names.
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable // Dump the contents of the game string table to the console.
dumpstringtables // Print string tables to console.
dumptheaterentityfactories // Lists all theater entity factory names.
dump_entity_sizes // Print sizeof(entclass)
dump_globals // Dump all global entities/states
echo // Echo text to console.
editdemo // Edit a recorded demo file (.dem ).
editor_toggle // Disables the simulation and returns focus to the editor
enable_debug_overlays "1" // Enable rendering of debug overlays
enable_skeleton_draw "0" // Render skeletons in wireframe
endmovie // Stop recording movie frames.
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create // Creates an entity of the given type where the player is looking.
ent_debugkeys "0"
ent_dump // Usage: ent_dump <entity name>
ent_fire // Usage: ent_fire <target> [action] [value] [delay]
ent_info // Usage: ent_info <class name>
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw "0" // Visualizes all entity input/output activity.
ent_name
ent_orient // only orients target entitys YAW. Use the allangles opt
ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotate // Rotates an entity by a specified # of degrees
ent_setang // Set entity angles
ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
ent_setpos // Move entity to position
ent_show_contexts "0" // Show entity contexts in ent_text display
ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
envmap
er_colwidth "100"
er_graphwidthfrac "0"
er_maxname "14"
escape // Escape key pressed.
exec // Execute script file.
execifexists // Execute script file if file exists.
exit // Exit the engine.
explode // Kills the player with explosive damage
explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
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.
fast_fogvolume "0"
filesystem_buffer_size "0" // Size of per file buffers. 0 for none
filesystem_max_stdio_read "16"
filesystem_native "1" // Use native FS or STDIO
filesystem_report_buffered_io "0"
filesystem_unbuffered_io "1"
filesystem_use_overlapped_io "1"
find // Find concommands with the specified string in their name/help text.
findflags // Find concommands by flags.
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
firetarget
fire_absorbrate "3"
fire_dmgbase "1"
fire_dmginterval "1"
fire_dmgscale "0"
fire_extabsorb "5"
fire_extscale "12"
fire_growthrate "1"
fire_heatscale "1"
fire_incomingheatscale "0"
fire_maxabsorb "50"
firstperson // Switch to firstperson camera.
fish_debug "0" // Show debug info for fish
fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
flex_expression "0"
flex_rules "1" // Allow flex animation rules to run.
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
flex_talk "0"
flush // Flush unlocked cache memory.
flush_locked // Flush unlocked and locked cache memory.
fogui // Show/hide fog control UI.
fog_color "-1"
fog_colorskybox "-1"
fog_enable "1"
fog_enableskybox "1"
fog_enable_water_fog "1"
fog_end "-1"
fog_endskybox "-1"
fog_hdrcolorscale "-1"
fog_hdrcolorscaleskybox "-1"
fog_maxdensity "-1"
fog_maxdensityskybox "-1"
fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
fog_start "-1"
fog_startskybox "-1"
fog_volume_debug "0" // prints diagnostic information about the current fog volume
forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
force_centerview
foundry_engine_get_mouse_control // Give the engine control of the mouse.
foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
foundry_update_entity // Updates the entitys position/angles when in edit mode
fov_desired "90" // Sets the base field-of-view.
fps_max "300" // Frame rate limiter
fps_max_splitscreen "300" // splitscreen
fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
fs_monitor_read_from_pack "0" // 2:Sync only
fs_printopenfiles // Show all files currently opened by the engine.
fs_report_sync_opens "0" // 2:Not during load
fs_warning_level // Set the filesystem warning level.
fs_warning_mode "0" // 2:Warn other threads
func_breakdmg_bullet "0"
func_breakdmg_club "1"
func_breakdmg_explosive "1"
func_break_max_pieces "15"
func_break_reduction_factor "0"
fx_glass_velocity_cap "0" // Maximum downwards speed of shattered glass particles
fx_new_sparks "1" // Use new style sparks.
g15_dumpplayer // Spew player data.
g15_reload // Reloads the Logitech G-15 Keyboard configs.
g15_update_msec "250" // Logitech G-15 Keyboard update interval.
gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
gameinstructor_enable "1" // Display in game lessons that teach new players.
gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts // Resets all display and success counts to zero.
gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
gameinstructor_start_sound_cooldown "1" // Number of seconds forced between similar lesson start sounds.
gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
gamestats_file_output_directory "0" // file will be emitted here instead of to modpath
gameui_activate // Shows the game UI
gameui_allowescape // Escape key allowed to hide game UI
gameui_allowescapetoshow // Escape key allowed to show game UI
gameui_hide // Hides the game UI
gameui_preventescape // Escape key doesnt hide game UI
gameui_preventescapetoshow // Escape key doesnt show game UI
gameui_xbox "0"
getpos // dump position and angles to the console
getpos_exact // dump origin and angles to the console
give // Give item to player. Arguments: <item_name>
give_ammo // Give ammo for active weapon to the player
give_gear // Give a Gear to the player
give_upgrade // Install weapon upgrade for active weapon to the player
give_weapon // Give a weapon to the player
global_event_log_enabled "0" // Enables the global event log system
global_set // 2 = DEAD).
glow_outline_effect_enable "0" // Enable entity outline glow effects.
glow_outline_width "1" // Width of glow outline effect in screen space.
gl_clear "0"
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
god // Toggle. Player becomes invulnerable.
gods // Toggle. All players become invulnerable.
gpu_level "2" // GPU Level - Default: High
gpu_mem_level "2" // Memory Level - Default: High
groundlist // Display ground entity list <index>
g_debug_angularsensor "0"
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
g_debug_doors "0"
g_debug_ragdoll_removal "0"
g_debug_ragdoll_visualize "0"
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
g_Language "0"
g_ragdoll_fadespeed "600"
g_ragdoll_important_maxcount "2"
g_ragdoll_lvfadespeed "100"
g_ragdoll_maxcount "8"
hammer_update_entity // Updates the entitys position/angles when in edit mode
hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
heartbeat // Force heartbeat of master servers
help // Find help about a convar/concommand.
hideconsole // Hide the console.
hidehud "0"
hidepanel // Hides a viewport panel <name>
hide_server "0" // Whether the server should be hidden from the master server
hl2_episodic "0"
hostfile "0" // The HOST file to load.
hostip "-1407646208.000" // Host game server ip
hostname "0" // Hostname for server.
hostport "27015" // Host game server port
host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
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_print_frame_times "0"
host_profile "0"
host_reset_config // reset config (for testing) with param as splitscreen index.
host_runframe_input_parcelremainder "1"
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_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
host_speeds "0" // Show general system running times.
host_threaded_sound "0" // Run the sound on a thread (independent of mix)
host_threaded_sound_simplethread "0" // Run the sound on a simple thread not a jobthread
host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
host_timescale "1" // Prescale the clock by this amount.
host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
hq_radio_cooldown "2"
hq_radio_lastmanstanding_frequency "40" // How long in seconds before the next last man standing message gets output
hq_radio_restrictedarea_frequency "12" // How long in seconds before the next restricted area message gets output
hq_radio_waveslow_frequency "80" // How long in seconds before the next low reinforcement waves message gets output
hq_radio_wavesout_frequency "60" // How long in seconds before the next out of reinforcement waves message gets output
hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
hud_deathnotice_time "6"
hud_reloadscheme // Reloads hud layout and animation scripts.
hud_saytext_time "12"
hud_startround_notify "6" // How long notifications should stay on the screen before fading
hud_stream_friendly "0" // server name is hidden from various HUD elements
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
hud_targetid_enabled "1"
hud_targetid_ironsight_alpha "0"
hud_targetid_name_dot "0"
hud_toggle_floating // Toggle floating HUD elements
hunk_print_allocations
hunk_track_allocation_types "1"
hurtme // Hurts the player. Arguments: <health to lose>
impulse
incrementvar // Increment specified convar value.
ins_base_vehicle_max_turn_rate "25"
ins_base_vehicle_speed "160"
ins_bot_add // Adds a bot
ins_bot_add_t2 // Adds a bot to team 2
ins_bot_attack_command_hearing_range "350" // How far away do bots tell eachother about your presence
ins_bot_attack_pistol_fire_rate "4" // scaled faster by difficulty
ins_bot_attack_reload_ratio "0" // Ratio of ammo that triggers a reload.
ins_bot_change_difficulty "1" // 0 = when new bots are added
ins_bot_chase_give_up_time "15" // For how long do we want to chase the enemy?
ins_bot_chase_hurry_range "1500" // At what range do we start to sprint at our enemy?
ins_bot_chase_min_wait_time "2" // For how long do we want to wait until chasing an enemy?
ins_bot_debug_stuck_log // visually display bot stuck locations.
ins_bot_difficulty "1" // 0-3
ins_bot_flashbang_effect_max_distance "750" // Max range that a flashbang will effect the bots
ins_bot_flashbang_effect_max_time "10" // Max time that a flashbang will effect the bots
ins_bot_grenade_hearing_range "3000" // How far away can a bot hear a grenade explosion
ins_bot_grenade_think_time "0"
ins_bot_kick // Kick a bot. Parameters: <#/bots> <team_id>
ins_bot_kick_t1 // ins_bot_kick_t1 kick bot from team two
ins_bot_kick_t2 // ins_bot_kick_t2 kick bot from team two
ins_bot_max_setup_gate_defend_range "2000" // How far from the setup gate(s) defending bots can take up positions
ins_bot_min_setup_gate_defend_range "750" // How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush.
ins_bot_min_setup_gate_sniper_defend_range "1500" // How far from the setup gate(s) a defending sniper will take up position
ins_bot_nav_spacing "1"
ins_bot_path_max_retreat_length "500" // Maximum distance a bot will run a retreat path
ins_bot_quota "10" // How many bots to place on each team when no players are present?
ins_bot_silenced_weapon_sound_reduction "0" // By what percentage do silenced weapons reduce the hearing range
ins_cache_buy_zone_size "184" // Default size of the buy area on a weapon cache.
ins_cache_explosion_damage "1000" // Damage dealt by cache exploding
ins_cache_explosion_radius "256" // Radius of blast damage
ins_cache_health "220" // Default health of a weapon cache entity.
ins_clear_attribute // Remove given attribute from all areas in the selected set.
ins_deadcam_modes "0" // Restricts Spectator Modes
ins_debug_centermass "0" // Debug the centermass attachment
ins_debug_head "0" // Debug the head attachment
ins_debug_visibility // Debugs player visibility. Returns players which are not being drawn.
ins_loadtheater // Loads a theater
ins_mark // Set attribute of selected area.
ins_prone_maxlookspeed "120" // The maximum speed the player can turn while prone
ins_prone_maxlooktolerance "100" // The amount the player must try and turn for the maxlookspeed to kick in
ins_reload_definitiondata_c // Reload all the definition scripts
ins_reload_definitiondata_s // Reload all the definition scripts
ins_select_ambush_areas // Add good ambush spots to the selected set. For debugging.
ins_select_ambush_areas_close_range "300"
ins_select_ambush_areas_max_enemy_exposure_area "500000"
ins_select_ambush_areas_radius "750"
ins_select_with_attribute // Selects areas with the given attribute.
ins_server_loadtheater // Server loads a theater
ins_tank_health
ins_tank_kill
ins_teamsize "0" // Maximum team size
ins_vehicle_minibus_health "320" // Default health of a minibus.
ins_wipe_attributes // Clear all INS-specific attributes of selected area.
inventory_buy_gear // Buys an item of gear
inventory_buy_upgrade // Buys a weapon upgrade
inventory_buy_weapon // Buys a weapon
inventory_confirm // Confirming a purchase
inventory_open_primary // Opens the kit UI at the primary weapon screen
inventory_open_secondary // Opens the kit UI at the secondary weapon screen
inventory_resupply // Resupply current loadout
inventory_sell_gear // Sells an item of gear
inventory_sell_upgrade // Sells an upgrade
inventory_sell_weapon // Sell a weapon
invnext
invprev
in_forceuser "0" // Force user input to this split screen player.
in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
ip "0" // Overrides IP for multihomed hosts
item_flag_respawntime "0" // Flag respawn time.
joyadvancedupdate
joystick "1" // false otherwise.
joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
joy_accelmax "1"
joy_accelscale "3"
joy_accelscalepoly "0"
joy_accel_filter "0"
joy_advanced "0"
joy_advaxisr "0"
joy_advaxisu "0"
joy_advaxisv "0"
joy_advaxisx "0"
joy_advaxisy "0"
joy_advaxisz "0"
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
joy_autoAimDampenMethod "0"
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
joy_autoaim_dampen_smoothout_speed "0"
joy_autosprint "0" // Automatically sprint when moving with an analog joystick
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
joy_cfg_preset "1"
joy_circle_correct "1"
joy_curvepoint_1 "0"
joy_curvepoint_2 "0"
joy_curvepoint_3 "0"
joy_curvepoint_4 "1"
joy_curvepoint_end "2"
joy_deadzone_mode "1" // 1 => Square deadzone.
joy_diagonalpov "0" // too.
joy_display_input "0"
joy_forwardsensitivity "-1"
joy_forwardthreshold "0"
joy_gamma "0"
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
joy_lookspin_default "0"
joy_lowend "1"
joy_lowend_linear "0"
joy_lowmap "1"
joy_movement_stick "0" // 2 = legacy controls
joy_name "0"
joy_no_accel_jump "0"
joy_pegged "0"
joy_pitchsensitivity "-1" // joystick pitch sensitivity
joy_pitchsensitivity_default "-1"
joy_pitchthreshold "0"
joy_response_look "0" // 1=Acceleration Promotion
joy_response_look_pitch "1" // 1=Acceleration Promotion
joy_response_move "1" // 1/sensitivity
joy_response_move_vehicle "6"
joy_sensitive_step0 "0"
joy_sensitive_step1 "0"
joy_sensitive_step2 "0"
joy_sidesensitivity "1"
joy_sidethreshold "0"
joy_useNewAcecelMethod "1"
joy_useNewJoystickPeggedTest "0"
joy_variable_frametime "1"
joy_vehicle_turn_lowend "0"
joy_vehicle_turn_lowmap "0"
joy_virtual_peg "0"
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
joy_yawsensitivity "-1" // joystick yaw sensitivity
joy_yawsensitivity_default "-1"
joy_yawthreshold "0"
jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
jpeg_quality "90" // jpeg screenshot quality.
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 name.
kickid // with a message.
kickid_ex // provide a force-the-kick flag and also assign a message.
kill // Kills the player with generic damage
killserver // Shutdown the server.
killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
ladder_autocenter "1" // Auto-center players on ladders.
lastinv
lightcache_maxmiss "2"
lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
light_crosshair // Show texture color at crosshair
linefile // Parses map leak data from .lin file
listdemo // List demo file contents.
listid // Lists banned users.
listip // List IP addresses on the ban list.
listissues // List all the issues that can be voted on.
listmodels // List loaded models.
listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
load // Load a saved game.
loader_dump_table
loader_spew_info "0" // -1:All
loader_spew_info_ex "0" // (internal)
loader_throttle_io "1"
locator_background_border_color "1082163328" // The default color for the border.
locator_background_border_thickness "2" // How many pixels the background borders the left and right.
locator_background_color "-939524096" // The default color for the background.
locator_background_shift_x "3" // How many pixels the background is shifted right.
locator_background_shift_y "1" // How many pixels the background is shifted down.
locator_background_style "2" // Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
locator_background_thickness_x "8" // How many pixels the background borders the left and right.
locator_background_thickness_y "0" // How many pixels the background borders the top and bottom.
locator_fade_time "0" // Number of seconds it takes for a lesson to fully fade in/out.
locator_icon_max_size_non_ss "2" // Minimum scale of the icon on the screen
locator_icon_min_size_non_ss "1" // Minimum scale of the icon on the screen
locator_lerp_rest "0" // Number of seconds before moving from the center.
locator_lerp_speed "5" // Speed that static lessons move along the Y axis.
locator_lerp_time "1" // Number of seconds to lerp before reaching final destination
locator_pulse_time "1" // Number of seconds to pulse after changing icon or position
locator_screen_pos_y "0" // Percentage of the lower half of the screen that the locator will draw at when at its reseting position on the hud.
locator_split_len "0"
locator_split_maxwide_percent "0"
locator_start_at_crosshair "1" // Start position at the crosshair instead of the top middle of the screen.
locator_target_offset_x "-17" // How many pixels to offset the locator from the target position.
locator_target_offset_y "-64" // How many pixels to offset the locator from the target position.
locator_topdown_style "0" // Topdown games set this to handle distance and offscreen location differently.
log // and udp < on | off >.
logaddress_add // Set address and port for remote host <ip:port>.
logaddress_del // Remove address and port for remote host <ip:port>.
logaddress_delall // Remove all udp addresses being logged to
logaddress_list // List all addresses currently being used by logaddress.
log_color // Set the color of a logging channel.
log_dumpchannels // Dumps information about all logging channels.
log_flags // Set the flags on a logging channel.
log_level // Set the spew level of a logging channel.
lookspring "0"
lookstrafe "0"
loopsingleplayermaps "0"
lservercfgfile "0"
map // Start playing on specified map.
mapcyclefile "0" // Name of the default .txt file used to cycle the maps on multiplayer servers
mapgroup // Specify a map group
maps // Displays list of maps.
map_background // Runs a map as the background to the main menu.
map_commentary // on a specified map.
map_edit
map_noareas "0" // Disable area to area connection testing.
map_wants_save_disable "0"
mat_aaquality "0"
mat_accelerate_adjust_exposure_down "40"
mat_alternatefastclipalgorithm "1"
mat_ambient_light_b "0"
mat_ambient_light_g "0"
mat_ambient_light_r "0"
mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
mat_antialias "0"
mat_autoexposure_max "2"
mat_autoexposure_max_multiplier "1"
mat_autoexposure_min "0"
mat_bloomamount_rate "0"
mat_blur_b "0"
mat_blur_g "0"
mat_blur_r "0"
mat_bufferprimitives "1"
mat_bumpbasis "0"
mat_bumpmap "1"
mat_camerarendertargetoverlaysize "128"
mat_clipz "1"
mat_colcorrection_disableentities "0" // Disable map color-correction entities
mat_colcorrection_editor "0"
mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
mat_colorcorrection "1"
mat_compressedtextures "1"
mat_configcurrent // show the current video control panel config for the material system
mat_crosshair // Display the name of the material under the crosshair
mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial // print the material under the crosshair
mat_crosshair_reloadmaterial // reload the material under the crosshair
mat_debugalttab "0"
mat_debugdepth "0"
mat_debugdepthmode "0"
mat_debugdepthval "128"
mat_debugdepthvalmax "256"
mat_debug_bloom "0"
mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
mat_defaultlightmap "1" // Default brightness for lightmaps where none have been created in the level.
mat_depthbias_shadowmap "0"
mat_detail_tex "1"
mat_diffuse "1"
mat_disable_bloom "0"
mat_disable_fancy_blending "0"
mat_displacementmap "1"
mat_dof_enabled "1"
mat_dof_far_blur_depth "1000"
mat_dof_far_blur_radius "5"
mat_dof_far_focus_depth "250"
mat_dof_max_blur_radius "10"
mat_dof_near_blur_depth "20"
mat_dof_near_blur_radius "10"
mat_dof_near_focus_depth "100"
mat_dof_override "0"
mat_dof_quality "0"
mat_do_not_shrink_dynamic_vb "0" // Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
mat_drawflat "0"
mat_drawTexture "0" // Enable debug view texture
mat_drawTextureScale "1" // Debug view texture scale
mat_drawTitleSafe "0" // Enable title safe overlay
mat_drawwater "1"
mat_dynamiclightmaps "0"
mat_dynamicPaintmaps "0"
mat_dynamic_tonemapping "1"
mat_edit // Bring up the material under the crosshair in the editor
mat_envmapsize "128"
mat_envmaptgasize "32"
mat_excludetextures "0"
mat_exclude_async_update "1"
mat_exposure_center_region_x "0"
mat_exposure_center_region_y "0"
mat_fastclip "0"
mat_fastnobump "0"
mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate "0"
mat_filterlightmaps "1"
mat_filtertextures "1"
mat_forceaniso "1"
mat_forcedynamic "0"
mat_forcehardwaresync "1"
mat_force_bloom "0"
mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
mat_force_tonemap_scale "0"
mat_framebuffercopyoverlaysize "128"
mat_frame_sync_enable "1"
mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
mat_fullbright "0"
mat_fxaa_edge_sharpness_C "8" // 8)
mat_fxaa_edge_threshold_C "0" // 1/8
mat_fxaa_edge_threshold_min_C "0" // Trims the algorithm from processing darks. Does not affect PS3 due to being ALU bound. (0.04 - slower and less aliasing in dark
mat_fxaa_edge_threshold_min_Q "0" // (0.0833 - upper l
mat_fxaa_edge_threshold_Q "0" // (0.166 -
mat_fxaa_subpixel_C "0" // (0.5 - default)
mat_fxaa_subpixel_Q "0" // def
mat_grain_enable "1"
mat_hdr_enabled // Report if HDR is enabled for debugging
mat_hdr_level "2" // and 2 for full HDR on HDR maps.
mat_hdr_uncapexposure "0"
mat_hsv "0"
mat_info // Shows material system info
mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
mat_leafvis_draw_mask "3" // bit 1: render PVS- an
mat_leafvis_freeze "0" // updates based on camera movement.
mat_leafvis_update_every_frame "0" // Updates leafvis debug render every frame (expensive)
mat_levelflush "1"
mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
mat_loadtextures "1"
mat_local_contrast_edge_scale_override "-1000"
mat_local_contrast_midtone_mask_override "-1"
mat_local_contrast_scale_override "0"
mat_local_contrast_vignette_end_override "-1"
mat_local_contrast_vignette_start_override "-1"
mat_lpreview_mode "-1"
mat_luxels "0"
mat_maxframelatency "1"
mat_max_worldmesh_vertices "65536"
mat_measurefillrate "0"
mat_mipmaptextures "1"
mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_force_480_full_tv_range "1"
mat_monitorgamma_pwl2srgb "0"
mat_monitorgamma_tv_enabled "0"
mat_monitorgamma_tv_exp "2"
mat_monitorgamma_tv_range_max "235"
mat_monitorgamma_tv_range_min "16"
mat_monitorgamma_vganonpwlgamma "2"
mat_morphstats "0"
mat_motion_blur_enabled "0"
mat_motion_blur_falling_intensity "1"
mat_motion_blur_falling_max "20"
mat_motion_blur_falling_min "10"
mat_motion_blur_forward_enabled "0"
mat_motion_blur_percent_of_screen_max "4"
mat_motion_blur_rotation_intensity "1"
mat_motion_blur_strength "1"
mat_norendering "0"
mat_normalmaps "0"
mat_normals "0"
mat_object_motion_blur_enable "0"
mat_object_motion_blur_model_scale "1"
mat_paint_enabled "0"
mat_parallaxmap "1"
mat_parallaxmapsamplesmax "50"
mat_parallaxmapsamplesmin "12"
mat_phong "1"
mat_picmip "-1"
mat_postprocess_enable "1"
mat_postprocess_x "4"
mat_postprocess_y "1"
mat_powersavingsmode "0" // Power Savings Mode
mat_print_top_model_vert_counts "0" // Constantly print to screen the top N models as measured by total faces rendered this frame
mat_processtoolvars "0"
mat_proxy "0"
mat_queue_mode "-1" // 2=queued
mat_queue_priority "1"
mat_reducefillrate "0"
mat_reduceparticles "0"
mat_reloadallmaterials // Reloads all materials
mat_reloadmaterial // Reloads a single material
mat_reloadtextures // Reloads all textures
mat_remoteshadercompile "0"
mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
mat_report_queue_status "0"
mat_reversedepth "0"
mat_savechanges // saves current video configuration to the registry
mat_scope_render_quality "3" // Scope render quality
mat_setvideomode // windowed state of the material system
mat_shadercount // display count of all shaders and reset that count
mat_shadowstate "1"
mat_showcamerarendertarget "0"
mat_showenvmapmask "0"
mat_showframebuffertexture "0"
mat_showlightmappage "-1"
mat_showlowresimage "0"
mat_showmaterials // Show materials.
mat_showmaterialsverbose // Show materials (verbose version).
mat_showmiplevels "0" // 1: everything else
mat_showtextures // Show used textures.
mat_showwatertextures "0"
mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
mat_show_histogram "0"
mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
mat_slopescaledepthbias_shadowmap "3"
mat_softwarelighting "0"
mat_softwareskin "0"
mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
mat_software_aa_debug "0" // (2 - show anti-a
mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
mat_software_aa_quality "0" // (1 - 9-tap filter)
mat_software_aa_strength "1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_spewalloc "0"
mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
mat_spew_long_frames "0" // warn about frames that go over 66ms for CERT purposes.
mat_stub "0"
mat_surfaceid "0"
mat_surfacemat "0"
mat_tessellationlevel "6"
mat_tessellation_accgeometrytangents "0"
mat_tessellation_cornertangents "1"
mat_tessellation_update_buffers "1"
mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
mat_texture_list "0" // show a list of used textures per frame
mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
mat_texture_list_all_frames "2" // How many frames to sample texture memory for all textures.
mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
mat_texture_list_exclude // save - saves exclude list file
mat_texture_list_exclude_editing "0"
mat_texture_list_txlod // -1 to dec resolution
mat_texture_list_txlod_sync // save - saves all changes to material content files
mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
mat_triplebuffered "0" // This means we want triple buffering if we are fullscreen and vsyncd
mat_updateconvars // updates the video config convars
mat_use_compressed_hdr_textures "1"
mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_vignette_blur "0"
mat_vignette_enable "1"
mat_vignette_end "1"
mat_vignette_start "0"
mat_vsync "0" // Force sync to vertical retrace
mat_wateroverlaysize "128"
mat_wireframe "0"
mat_yuv "0"
maxplayers // Change the maximum number of players allowed on this server.
mc_accel_band_size "0" // Percentage of half the screen width or height.
mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
mc_max_pitchrate "100" // (degrees/sec)
mc_max_yawrate "230" // (degrees/sec)
melee_combo_reset_time "1" // Seconds after a swing until we reset the combo activities
melee_show_swing "0"
memory // Print memory stats.
mem_compact
mem_dump // Dump memory stats to text file.
mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_dumpvballocs // Dump VB memory allocation stats.
mem_eat
mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
mem_force_flush_section "0" // Cache section to restrict mem_force_flush
mem_incremental_compact
mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
mem_level "2" // Memory Level - Default: High
mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
mem_test
mem_test_each_frame "0" // Run heap check at end of every frame
mem_test_every_n_seconds "0" // Run heap check at a specified interval
mem_test_quiet "0" // Dont print stats when memtesting
mem_vcollide // Dumps the memory used by vcollides
mem_verify // Verify the validity of the heap
miniprofiler_dump "0"
minisave // Saves game (for current level only!)
mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
mm_datacenter_debugprint // Shows information retrieved from data center
mm_debugprint // Show debug information about current matchmaking session
mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
mm_dlc_debugprint // Shows information about dlc
mm_heartbeat_seconds "300"
mm_heartbeat_seconds_xlsp "60"
mm_heartbeat_timeout "10"
mm_heartbeat_timeout_legacy "15"
mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
mm_session_search_ping_buckets "4"
mm_session_search_ping_limit "200"
mm_session_search_qos_timeout "15"
mm_tu_string "0"
mod_check_vcollide "0" // Check all vcollides on load
mod_dont_load_vertices "0" // supress loading model vertex data
mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
mod_forcedata "1" // Forces all model file data into cache on model load.
mod_forcetouchdata "1" // Forces all model file data into cache on model load.
mod_load_anims_async "0"
mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
mod_load_mesh_async "0"
mod_load_preload "1" // Indicates how far ahead in seconds to preload animations.
mod_load_showstall "0" // 2 - show stalls
mod_load_vcollide_async "0"
mod_lock_mdls_on_load "1"
mod_lock_meshes_on_load "1"
mod_log_filesystem "0" // Log the filesystem type
mod_test_mesh_not_available "0"
mod_test_not_available "0"
mod_test_verts_not_available "0"
mod_touchalldata "1" // Touch model data during level startup
mod_trace_load "0"
mod_WeaponViewModelCache "8"
mod_WeaponWorldModelCache "10"
mod_WeaponWorldModelMinAge "3000"
morph_debug "0"
morph_path "7"
mortar_visualize "0"
motdfile "0" // The MOTD file to load.
movement_anim_playback_minrate "0"
movie_fixwave // etc.
movie_volume_scale "1"
mp_allowNPCs "1"
mp_allowspectators "1" // toggles whether the server allows spectator mode or not
mp_autocrosshair "1"
mp_autokick "1" // Kick team-killing players
mp_autokick_idlers "0" // Kick idlers players ( mins )
mp_autoteambalance "1"
mp_checkpoint_capture_time_extension "0" // How long (in seconds) the round should be extended for after a capture.
mp_checkpoint_counterattack_always "0" // Always have a counter-attack after each cap. Value represents number of human players needed.
mp_checkpoint_counterattack_delay "12" // How long (in seconds) until the enemy counter-attack wave spawns.
mp_checkpoint_respawn_frequency "1" // etc.
mp_coop_lobbysize "6" // Size of coop lobby
mp_coop_max_bots "18" // Maximum number of bots allowed on the server.
mp_coop_max_bot_difficulty "2" // The max difficulty on the server.
mp_coop_min_bots "6" // The number of bots used for 1 player.
mp_coop_min_bot_difficulty "0" // The easiest difficulty on the server.
mp_cp_capture_time "2" // capture time in seconds
mp_cp_deteriorate_time "8" // deteriorate time in seconds
mp_cp_speedup_max "2" // Maximum players to effect the speed-up.
mp_cp_speedup_rate "0" // Speed-up rate per additional teammate in the cap zone.
mp_defaultteam "0"
mp_disable_autokick // Prevents a userid from being auto-kicked
mp_fadetoblack "0" // fade a players screen to black when he dies
mp_falldamage "0"
mp_fall_speed_fatal "720" // sqrt( 2 * gravity * x * 12 )
mp_fall_speed_safe "560" // sqrt( 2 * gravity * x * 12 )
mp_fall_speed_safe_iron "250" // sqrt( 2 * gravity * x * 12 )
mp_flashlight "0"
mp_footsteps "1"
mp_forceactivityset "-1" // SHORTRIFLE = 0 PISTOL = 1 KNIFE = 2 LMG = 3 LAUNCHER = 4 GRENADE = 5
mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
mp_forcerespawn "1"
mp_freezetime "15" // Round freeze time in seconds
mp_friendlyfire "1" // Allows team members to injure other members of their team
mp_friendlyfire_damage "0" // The frac value applied to friendly fire damage
mp_friendlyfire_damage_spawnarea "0" // The frac value applied to friendly fire damage when either in a spawn area
mp_friendlyfire_explosives "0" // friendlies can set off each others explosives if they are reactive.
mp_joinwaittime "20" // How long to wait for the first round once the minimum players requirement has been reached.
mp_lobbytime "10" // Lobby time in seconds
mp_maxgames "1" // Max games before map change
mp_maxrounds "10" // Max rounds before game ends
mp_minteamplayers "1" // min players on each team to start the match
mp_push_capture_time_extension "300" // How long (in seconds) the round should be extended for after a capture.
mp_push_counter_round "0" // flip the attacking team for a counter attack round.
mp_push_deferred_advance "0" // advanced spawns will be delayed by this number of seconds.
mp_respawnwavetime_max "0" // Min respawn wave interval.
mp_respawnwavetime_min "0" // Max respawn wave interval.
mp_restartgame "0" // game will restart in the specified number of seconds
mp_restartround "0" // round will restart in the specified number of seconds
mp_roundlives "0" // Max lives in a round
mp_roundtime "210" // round time per map in seconds
mp_scrambleteams // Scramble the teams and restart the game
mp_scrambleteams_auto "0" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
mp_scrambleteams_auto_windifference "3" // Number of round wins a team must lead by in order to trigger an auto scramble.
mp_searchdestroy_capture_time_extension "120" // How long (in seconds) the round should be extended for after a cache gets destroyed.
mp_searchdestroy_single_cache_max "12" // Max number of players where a single cache is used
mp_showgestureslots "-1" // Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
mp_slammoveyaw "0" // Force movement yaw along an animation path.
mp_spawnprotectontime "30" // Spawn protection time in seconds
mp_spectator_allow_chase "1" // chase camera in spectator mode is disabled
mp_strike_capture_time_extension "120" // How long (in seconds) the round should be extended for after a cache gets destroyed.
mp_strike_four_cache_max "24" // Max number of players where a single cache is used
mp_supply_rate_losing_team_high "2" // Amount of supply the more skilled players on the losing team get
mp_supply_rate_losing_team_low "1" // Amount of supply the less skilled players on the losing team get
mp_supply_rate_winning_team_high "3" // Amount of supply the more skilled players on the winning team get
mp_supply_rate_winning_team_low "2" // Amount of supply the less skilled players on the winning team get
mp_supply_token_base "10" // The amount of supply players start with
mp_supply_token_bot_base "18" // The amount of supply bots start with
mp_supply_token_max "20" // The maximum amount of supply a player can get
mp_switchteams // Switch teams and restart the game
mp_switchteams_each_game "0" // Switch the teams after each game
mp_switchteams_each_round "0" // Switch the teams after each round
mp_switchteams_reset_supply "0" // Should supply be reset when teams are switched?
mp_teamlist "0"
mp_teamoverride "1"
mp_teamplay "0"
mp_teams_auto_join "1" // players are automatically assigned to a team on join.
mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_theater_override "0" // the given theater file is loaded instead.
mp_timelimit_waiting "600" // Time to wait on an empty server before changing levels.
mp_timer_postgame "15" // Postgame timer in seconds
mp_timer_postround "15" // Postround timer in seconds
mp_timer_pregame "10" // Pregame timer in seconds
mp_timer_preround "15" // Preround timer in seconds
mp_tkpunish "1" // 2=kill}
mp_usehwmmodels "-1" // 0 = based upon GPU)
mp_usehwmvcds "-1" // 0 = based upon GPU)
mp_vip_single_point_max "10" // Max number of players where a single point is used
mp_voice_bias "0"
mp_voice_blocked_lineofsight_enemy_volume "0"
mp_voice_blocked_lineofsight_friendly_volume "0"
mp_voice_indirect_listener_volume "0"
mp_voice_indirect_talker_volume "0"
mp_voice_max_distance_enemy "360"
mp_voice_max_distance_friendly "1080"
mp_voice_max_enemy_volume "0"
mp_voice_max_friendly_volume "0"
mp_voice_min_distance_enemy "8"
mp_voice_min_distance_friendly "8"
mp_voice_min_squad_volume "0"
mp_voice_use_3d_voip "1" // Alive players use spatial audio for voice communications?
mp_wave_capture_increment "0" // Amount of waves awarded for capturing points
mp_wave_count_attackers "10" // Total waves for attackers
mp_wave_count_defenders "20" // Total waves for defenders
mp_wave_count_perteam "2" // Total waves per team
mp_wave_dpr_attackers "0" // Dead player ratio that triggers a reinforcement wave for attacking team
mp_wave_dpr_defenders "0" // Dead player ratio that triggers a reinforcement wave for defending team
mp_wave_dpr_perteam "0" // Dead player ratio that triggers a reinforcement wave for both teams
mp_wave_grace_period "30" // Grace period where if a reinforcement wave occurs it does not get deducted from wave count
mp_wave_max_wait_attackers "30" // Max wave trigger time for attacking team
mp_wave_max_wait_defenders "30" // Max wave trigger time for defending team
mp_wave_max_wait_perteam "40" // Max wave trigger time for both teams
mp_wave_spawn_instant "0" // Server side option to force instant spawning
mp_weaponstay "0"
mp_winlimit "5" // win limit
mp_winlimit_coop "1" // win limit for coop
ms_player_dump_properties // Prints a dump the current players property data
multvar // Multiply specified convar value.
muzzleflash_light "1"
m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max "0" // 0 for no limit
m_customaccel_scale "0" // Custom mouse acceleration value.
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" // 2 to enable secondary threshold
m_pitch "0" // Mouse pitch factor.
m_rawinput "1" // Use Raw Input for mouse input.
m_side "0" // Mouse side factor.
m_yaw "0" // Mouse yaw factor.
name "0" // Current user name
nav_add_to_selected_set // Add current area to the selected set.
nav_add_to_selected_set_by_id // Add specified area id to the selected set.
nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size "50" // Max area size created in nav generation
nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
nav_begin_area // drag the opposite corner to the desired location and
nav_begin_deselecting // Start continuously removing from the selected set.
nav_begin_drag_deselecting // Start dragging a selection area.
nav_begin_drag_selecting // Start dragging a selection area.
nav_begin_selecting // Start continuously adding to the selected set.
nav_begin_shift_xy // Begin shifting the Selected Set.
nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor // Updates the blocked/unblocked status for every nav area.
nav_check_stairs // Update the nav mesh STAIRS attribute
nav_chop_selected // Chops all selected areas into their component 1x1 areas
nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set // Clear the selected set.
nav_clear_walkable_marks // Erase any previously placed walkable positions.
nav_compress_id // Re-orders area and ladder IDs so they are continuous.
nav_connect // then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit "0"
nav_coplanar_slope_limit_displacement "0"
nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower // Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
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_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
nav_crouch // Toggles the must crouch in this area flag used by the AI system.
nav_debug_blocked "0"
nav_delete // Deletes the currently highlighted Area.
nav_delete_marked // Deletes the currently marked Area (if any).
nav_disconnect // then invoke the disconnect command. This will remove all connec
nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
nav_draw_limit "500" // The maximum number of areas to draw in edit mode
nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
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 or Ladder and creates it.
nav_end_deselecting // Stop continuously removing from the selected set.
nav_end_drag_deselecting // Stop dragging a selection area.
nav_end_drag_selecting // Stop dragging a selection area.
nav_end_selecting // Stop continuously adding to the selected set.
nav_end_shift_xy // Finish shifting the Selected Set.
nav_flood_select // use this command again.
nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range "2000"
nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
nav_gen_cliffs_approx // post-processing approximation
nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
nav_ladder_flip // Flips the selected ladders direction.
nav_load // Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max // Lower the top of the drag select volume.
nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute // Set nav attribute for all areas in the selected set.
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
nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length "64"
nav_merge // and invoke the merge comm
nav_merge_mesh // Merges a saved selected set into the current mesh.
nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
nav_place_list // Lists all place names used in the map.
nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
nav_place_replace // Replaces all instances of the first place with the second place.
nav_place_set // Sets the Place of all selected areas to the current Place.
nav_potentially_visible_dot_tolerance "0"
nav_precise // Toggles the dont 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_raise_drag_volume_max // Raise the top of the drag select volume.
nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
nav_recall_selected_set // Re-selects the stored selected set.
nav_remove_from_selected_set // Remove current area from the selected set.
nav_remove_jump_areas // replacing them with connections.
nav_run // Toggles the traverse this area by running flag used by the AI system.
nav_save // Saves the current Navigation Mesh to disk.
nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
nav_select_blocked_areas // Adds all blocked areas to the selected set
nav_select_damaging_areas // Adds all damaging areas to the selected set
nav_select_half_space // Selects any areas that intersect the given half-space.
nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
nav_select_obstructed_areas // Adds all obstructed areas to the selected set
nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
nav_select_overlapping // Selects nav areas that are overlapping others.
nav_select_radius // Adds all areas in a radius to the selection set
nav_select_stairs // Adds all stairway areas to the selected set
nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift // Shifts the selected areas by the specified amount
nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
nav_show_compass "0"
nav_show_continguous "0" // Highlight non-contiguous connections
nav_show_danger "0" // Show current danger levels.
nav_show_dumped_positions // z) coordinate positions of the given dump file.
nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
nav_show_light_intensity "0"
nav_show_nodes "0"
nav_show_node_grid "0"
nav_show_node_id "0"
nav_show_player_counts "0" // Show current player counts in each area.
nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
nav_solid_props "0" // Make props solid to nav generation/editing
nav_splice // connected area between them.
nav_split // align the split line using your cursor and invoke the split command.
nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
nav_stand // Toggles the stand while hiding flag used by the AI system.
nav_stop // Toggles the must stop when entering this area flag used by the AI system.
nav_store_selected_set // Stores the current selected set for later retrieval.
nav_strip // and Encounter Spots from the current Area.
nav_subdivide // Subdivides all selected areas.
nav_test_node "0"
nav_test_node_crouch "0"
nav_test_node_crouch_dir "4"
nav_test_stairs // Test the selected set for being on stairs
nav_toggle_deselecting // Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set // Remove current area from the selected set.
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 // pointing at an Area will paint it with the current Place.
nav_toggle_selected_set // Toggles all areas into/out of the selected set.
nav_toggle_selecting // Start or stop continuously adding to the selected set.
nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
nav_unmark // Clears the marked Area or Ladder.
nav_update_blocked // Updates the blocked/unblocked status for every nav area.
nav_update_lighting // Recomputes lighting values
nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
nav_use_place // the current Place is set.
nav_walk // Toggles the traverse this area by walking flag used by the AI system.
nav_warp_to_mark // Warps the player to the marked area.
nav_world_center // Centers the nav mesh in the world
nb_allow_avoiding "1"
nb_allow_climbing "1"
nb_allow_gap_jumping "1"
nb_blind "0" // Disable vision
nb_command // Sends a command string to all bots
nb_debug // ERRORS.
nb_debug_climbing "0"
nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
nb_debug_history "1" // each bot keeps a history of debug output in memory
nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
nb_force_look_at // Force selected bot to look at the local players position
nb_goal_look_ahead_range "50"
nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
nb_head_aim_settle_duration "0"
nb_head_aim_steady_max_rate "100"
nb_ladder_align_range "50"
nb_move_to_cursor // Tell all NextBots to move to the cursor position
nb_nav_combat_build_rate "0" // Gunfire/second increase (combat caps at 1.0)
nb_nav_combat_decay_rate "0" // Decay/second toward zero
nb_nav_in_combat_duration "30" // How long after gunfire occurs is this area still considered to be in combat
nb_nav_show_actor_potential_visibility "0"
nb_nav_show_blocked_areas "0" // Highlight areas that are considered blocked for TF-specific reasons
nb_nav_show_bomb_drop_areas "0"
nb_nav_show_bomb_target_distance "0" // Display travel distances to bomb target
nb_nav_show_control_points "0"
nb_nav_show_enemy_invasion_areas "0" // Highlight areas where the enemy team enters the visible environment of the local player
nb_nav_show_gate_defense_areas "0"
nb_nav_show_incursion_distance "0" // 2=blue)
nb_nav_show_incursion_flow "0"
nb_nav_show_incursion_flow_gradient "0" // 2 = blue
nb_nav_show_incursion_flow_range "150" // 2 = blue
nb_nav_show_incursion_range "0" // 2 = blue
nb_nav_show_incursion_range_max "0" // Highlight areas with incursion distances between min and max cvar values
nb_nav_show_incursion_range_min "0" // Highlight areas with incursion distances between min and max cvar values
nb_nav_show_in_combat_areas "0"
nb_nav_show_mesh_decoration "0" // Highlight special areas
nb_nav_show_mesh_decoration_manual "0" // Highlight special areas marked by hand
nb_nav_show_point_defense_areas "0"
nb_nav_show_sentry_danger "0"
nb_nav_show_sniper_areas "0"
nb_nav_show_sniper_areas_safety_range "1000"
nb_nav_show_turf_ownership "0" // Color nav area by smallest incursion distance
nb_path_draw_inc "100"
nb_path_draw_segment_count "100"
nb_path_segment_influence_radius "100"
nb_player_crouch "0" // Force bots to crouch
nb_player_move "1" // Prevents bots from moving
nb_player_move_direct "0"
nb_player_stop "0" // Stop all NextBotPlayers from updating
nb_player_walk "0" // Force bots to walk
nb_saccade_speed "1000"
nb_saccade_time "0"
nb_select // Select the bot you are aiming at for further debug operations.
nb_shadow_dist "400"
nb_speed_look_ahead_range "150"
nb_stop "0" // Stop all NextBots
nb_update_debug "0"
nb_update_framelimit "15"
nb_update_frequency "0"
nb_update_maxslide "2"
nb_warp_selected_here // Teleport the selected bot to your cursor position
nearz_player_death "1"
net_allow_multicast "1"
net_blockmsg "0" // Discards incoming message: <0|1|name>
net_channels // Shows net channel info
net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
net_drawslider "0" // Draw completion slider during signon
net_droppackets "0" // Drops next n packets on client
net_dumpeventstats // Dumps out a report of game event network usage
net_dumptest "0"
net_earliertempents "0"
net_fakejitter "0" // Jitter fakelag packet time
net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph "0" // = 3 draws payload legend.
net_graphheight "64" // Height of netgraph panel
net_graphmsecs "400" // The latency graph represents this many milliseconds.
net_graphpos "1"
net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
net_graphshowinterp "1" // Draw the interpolation graph.
net_graphshowlatency "1" // Draw the ping/packet loss graph.
net_graphshowsvframerate "0" // Draw the server framerate graph.
net_graphsolid "1"
net_graphtext "1" // Draw text fields
net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_maxfilesize "16" // Maximum allowed file size for uploading in MB
net_maxfragments "1200" // Max fragment bytes per packet
net_maxroutable "1200" // Requested max packet size before packets are split.
net_megasnapshot "1"
net_paranoid "1"
net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
net_queue_trace "0"
net_scale "5"
net_showeventlisteners "0" // Show listening addition/removals
net_showevents "0" // 2=all).
net_showfragments "0" // Show netchannel fragments
net_showpeaks "0" // Show messages for large packets only: <size>
net_showreliablesounds "0"
net_showsplits "0" // Show info about packet splits
net_showtcp "0" // Dump TCP stream summary to console
net_showudp "0" // Dump UDP packets summary to console
net_showudp_oob "0" // Dump OOB UDP packets summary to console
net_showudp_remoteonly "0" // Dump non-loopback udp only
net_showusercmd "0" // Show user command encoding
net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
net_start // Inits multiplayer network sockets
net_status // Shows current network status
net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
net_steamcnx_debug "1" // 2 shows all network traffic for steam sockets.
net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
net_steamcnx_status // Print status of steam connection sockets.
net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo // Play next demo in sequence.
nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
noclip_fixup "1"
notarget // Toggle. Player becomes hidden to NPCs.
npc_height_adjust "1" // Enable test mode for ik height adjustment
npc_vphysics "0"
obj_capture_damage "0" // Captures all damage taken by objects for dumping later.
obj_dump_damage
obj_show_damage "0" // Show all damage taken by objects.
old_radiusdamage "0"
openserverbrowser // Opens server browser
option_duck_method "0"
option_speed_method "0"
overview_alpha "1" // Overview map translucency.
overview_health "1" // Show players health in map overview.
overview_locked "1" // doesnt follow view angle.
overview_mode // large: <0|1|2>
overview_names "1" // Show players names in map overview.
overview_player_size "100" // Icon size
overview_tracks "1" // Show players tracks in map overview.
overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
paintsplat_bias "0" // Change bias value for computing circle buffer
paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
paintsplat_noise_enabled "1"
panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
particle_sim_alt_cores "2"
particle_test_attach_attachment "0" // Attachment index for attachment mode
particle_test_attach_mode "0" // follow_origin
particle_test_file "0" // Name of the particle system to dynamically spawn
particle_test_start // particle_test_attach_mode and particl
particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
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
perfvisualbenchmark_abort
perf_fire_bullet_firstpredictedonly "1" // first time a CUserCmd is predicted.
perf_fire_bullet_single "0"
phonemedelay "0" // Phoneme delay to account for sound system latency.
phonemefilter "0" // Time duration of box filter to pass over phonemes.
phonemesnap "2" // regardless of duration.
physicsshadowupdate_render "0"
physics_budget // Times the cost of each active object
physics_constraints // Highlights constraint system graph for an entity
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
phys_debug_check_contacts "0"
phys_impactforcescale "1"
phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
phys_pushscale "1"
phys_show_active "0"
phys_speeds "0"
phys_stressbodyweights "5"
phys_timescale "1" // Scale time for physics
phys_upimpactforcescale "0"
picker // pivot and debugging text is displayed for whatever entity the play
ping // Display ping to server.
pingserver // Ping a server for info
pipeline_static_props "1"
pixelvis_debug // Dump debug info
play // Play a sound.
playdemo // Play a recorded demo file (.dem ).
player_debug_print_damage "0" // print amount and type of all damage received by player to console.
player_old_armor "0"
player_slide_cooldown "3"
player_slide_duration "0"
player_slide_impact_epsilon "8"
player_slide_probe_distance "16"
player_slide_probe_dot "0"
player_slide_sample_period "0"
player_slide_speedfrac_max "1"
player_slide_speedfrac_warmup "1"
player_slide_speed_acceleration "10"
player_slide_warmup_interval "0"
player_use_radius "96"
player_use_tolerance "0"
playflush // reloading from disk in case of changes.
playgamesound // Play a sound from the game sounds txt file
playsoundscape // Forces a soundscape to play
playvideo // Plays a video: <filename> [width height]
playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
playvol // Play a sound at a specified volume.
play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
plr_debug_inventory "0"
plugin_load // plugin_load <filename> : loads a plugin
plugin_pause // plugin_pause <index> : pauses a loaded plugin
plugin_pause_all // pauses all loaded plugins
plugin_print // Prints details about loaded plugins
plugin_unload // plugin_unload <index> : unloads a plugin
plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
plugin_unpause_all // unpauses all disabled plugins
press_x360_button // d[own])
print_colorcorrection // Display the color correction layer information.
progress_enable
props_break_max_pieces "50" // Maximum prop breakable piece count (-1 = model default)
props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
prop_active_gib_limit "64"
prop_active_gib_max_fade_time "12"
prop_break_disable_float "0"
prop_crosshair // Shows name for prop looking at
prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
pwatchent "-1" // Entity to watch for prediction system changes.
pwatchvar "0" // Entity variable to watch in prediction system for changes.
quit // Exit the engine.
ragdoll_sleepaftertime "2" // the ragdoll will go to sleep.
rate "10000" // 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 // Reload the most recent saved game (add setpos to jump to current view position on reload).
reload_hud_panels // Reloads each hud panel
reload_inventory // Reloads the inventory menu
reload_materials "0"
reload_scoreboard // Reloads the scoreboard menu
reload_spectatorgui // Reloads the scoreboard menu
reload_vjobs // reload vjobs module
remote_bug // Starts a bug report with data from the currently connected rcon machine
removeid // Remove a user ID from the ban list.
removeip // Remove an IP address from the ban list.
remove_upgrade // Remove weapon upgrade for active weapon to the player
render_blanks // render N blank frames
report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
report_entities // Lists all entities
report_simthinklist // Lists all simulating/thinking entities
report_soundpatch // reports sound patch count
report_touchlinks // Lists all touchlinks
reset_gameconvars // Reset a bunch of game convars to default values
respawn_entities // Respawn all the entities in the map.
restart // Restart the game on the same level (add setpos to jump to current view position on restart).
res_restrict_access "0"
retry // Retry connection to last server.
room_type "0"
rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide "1" // Collide rope with the world
rope_min_pixel_diameter "2"
rope_rendersolid "1"
rope_shake "0"
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"
rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
rope_solid_maxalpha "1"
rope_solid_maxwidth "1"
rope_solid_minalpha "0"
rope_solid_minwidth "0"
rope_subdiv "2" // Rope subdivision amount
rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
round_start_reset_duck "0"
round_start_reset_speed "0"
rr_debugresponseconcept "0" // rr_debugresponses will print only responses testing for the specified concept
rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
rr_debugresponses "0" // it will only show response success/f
rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
rr_reloadresponsesystems // Reload all response system scripts.
rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
r_3dsky "1" // Enable the rendering of 3d sky boxes
r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
r_ambientfactor "5" // Boost ambient cube by no more than this factor
r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
r_aspectratio "0"
r_avglight "1"
r_avglightmap "0"
r_bloomtintb "0"
r_bloomtintexponent "2"
r_bloomtintg "0"
r_bloomtintr "0"
r_brush_queue_mode "0"
r_buildingmapforworld "0"
r_cheapwaterend
r_cheapwaterstart
r_cleardecals // Usage r_cleardecals <permanent>.
r_ClipAreaFrustums "1"
r_ClipAreaPortals "1"
r_colorstaticprops "0"
r_debugcheapwater "0"
r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_debug_ik "0"
r_debug_sequencesets "-2"
r_decals "1024"
r_decalstaticprops "1" // Decal static props test
r_decal_cover_count "4"
r_decal_overlap_area "0"
r_decal_overlap_count "3"
r_deferopaquefastclipped "1"
r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
r_disable_update_shadow "1"
r_DispBuildable "0"
r_DispWalkable "0"
r_dlightsenable "1"
r_dopixelvisibility "1"
r_drawallrenderables "0" // even ones inside solid leaves.
r_drawbatchdecals "1" // Render decals batched.
r_DrawBeams "1" // 2=Wireframe
r_drawbrushmodels "1" // 2=Wireframe
r_drawclipbrushes "0" // purple=NPC)
r_drawdecals "1" // Render decals.
r_DrawDisp "1" // Toggles rendering of displacment maps
r_drawentities "1"
r_drawflecks "1"
r_drawfuncdetail "1" // Render func_detail
r_drawleaf "-1" // Draw the specified leaf.
r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
r_drawlightinfo "0"
r_drawlights "0"
r_drawmodeldecals "1"
r_DrawModelLightOrigin "0"
r_drawmodelstatsoverlay "0"
r_drawmodelstatsoverlaydistance "500"
r_drawmodelstatsoverlayfilter "-1"
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"
r_drawopaqueworld "1"
r_drawothermodels "1" // 2=Wireframe
r_drawparticles "1" // Enable/disable particle rendering
r_drawpixelvisibility "0" // Show the occlusion proxies
r_DrawPortals "0"
r_DrawRain "1" // Enable/disable rain rendering.
r_drawrenderboxes "0" // (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
r_drawropes "1"
r_drawscreenoverlay "0"
r_drawskybox "1"
r_DrawSpecificStaticProp "-1"
r_drawsprites "1"
r_drawstaticprops "1" // 2=Wireframe
r_drawtracers "1"
r_drawtracers_firstperson "0" // Toggle visibility of first person weapon tracers
r_drawtracers_movetonotintersect "1"
r_drawtranslucentrenderables "1"
r_drawtranslucentworld "1"
r_drawunderwateroverlay "0"
r_drawvgui "1" // Enable the rendering of vgui panels
r_drawviewmodel "1"
r_drawworld "1" // Render the world.
r_draw_flashlight_3rd_person "1" // Draw flashlight beams for other players
r_draw_lasersight_1st_person "1" // Draw laser sight for the local player
r_draw_lasersight_3rd_person "1" // Draw laser sights for other players
r_dscale_basefov "90"
r_dscale_fardist "2000"
r_dscale_farscale "4"
r_dscale_neardist "100"
r_dscale_nearscale "1"
r_dynamic "1"
r_dynamiclighting "1"
r_emulategl "0"
r_entityclips "1"
r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss "0"
r_eyemove "0"
r_eyes "1"
r_eyeshift_x "0"
r_eyeshift_y "0"
r_eyeshift_z "0"
r_eyesize "0"
r_eyewaterepsilon "7"
r_fade360style "1"
r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastreflectionfastpath "1"
r_fastzreject "1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
r_flashlightambient "0"
r_flashlightbacktraceoffset "0"
r_flashlightbrightness "0"
r_flashlightclip "0"
r_flashlightconstant "0"
r_flashlightculldepth "1"
r_flashlightdepthres "1024"
r_flashlightdepthreshigh "1024"
r_flashlightdepthtexture "1"
r_flashlightdepth_drawtranslucents "0"
r_FlashlightDetailProps "1" // 2 = multipass (multipass is PC ONLY)
r_flashlightdrawclip "0"
r_flashlightdrawdepth "0"
r_flashlightdrawdepthres "256"
r_flashlightdrawfrustum "0"
r_flashlightdrawfrustumbbox "0"
r_flashlightdrawsweptbbox "0"
r_flashlightenableculling "1" // Enable frustum culling of flashlights
r_flashlightfar "2600"
r_flashlightfov "48"
r_flashlightladderdist "40"
r_flashlightlinear "130"
r_flashlightlockposition "0"
r_flashlightmodels "1"
r_flashlightmuzzleflashfov "120"
r_flashlightnear "4"
r_flashlightnearoffsetscale "1"
r_flashlightnodraw "0"
r_flashlightoffsetforward "0"
r_flashlightoffsetforward_low "0"
r_flashlightoffsetright "5"
r_flashlightoffsetright_low "10"
r_flashlightoffsetup "-5"
r_flashlightoffsetup_low "-16"
r_flashlightquadratic "0"
r_flashlightrender "1"
r_flashlightrendermodels "1"
r_flashlightrenderworld "1"
r_flashlightscissor "0"
r_flashlightshadowatten "0"
r_flashlighttracedistcutoff "128"
r_flashlightupdatedepth "1"
r_flashlightvisualizetrace "0"
r_flashlightvolumetrics "1"
r_flashlight_3rd_person_range "200" // Distance to draw flashlight beams for other players
r_flashlight_always_cull_for_single_pass "0"
r_flashlight_attach_to_viewmodel "1" // Attach the flashlight effect to the viewmodel
r_flashlight_info "0" // Information about currently enabled flashlights
r_flashlight_topdown "0"
r_flex "1"
r_flushlod // Flush and reload LODs.
r_ForceRestore "0"
r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld "1"
r_glint_alwaysdraw "0"
r_glint_procedural "0"
r_hidepaintedsurfaces "0" // hides all surfaces which have been painted.
r_highlight_translucent_renderables "0"
r_hunkalloclightmaps "1"
r_hwmorph "0"
r_impacts_alt_orientation "1"
r_itemblinkmax "0"
r_itemblinkrate "4"
r_jiggle_bones "1"
r_keepstyledlightmapsonly "0"
r_lightaverage "1" // Activates/deactivate light averaging
r_lightcachecenter "1"
r_lightcachemodel "-1"
r_lightcache_invalidate
r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
r_lightcache_zbuffercache "0"
r_lightinterp "5" // 0 turns off interpolation
r_lightmap "-1"
r_lightstyle "-1"
r_lightwarpidentity "0"
r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
r_lod "-1"
r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
r_maxdlights "32"
r_maxmodeldecal "50"
r_maxnewsamples "6"
r_maxsampledist "128"
r_minnewsamples "3"
r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
r_modelwireframedecal "0"
r_nohw "0"
r_norefresh "0"
r_nosw "0"
r_novis "0" // 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" // 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_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
r_overlayfadeenable "0"
r_overlayfademax "2000"
r_overlayfademin "1750"
r_overlaywireframe "0"
r_particle_sim_spike_threshold_ms "0"
r_particle_timescale "1"
r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
r_PhysPropStaticLighting "0"
r_pixelfog "1"
r_pixelvisibility_partial "1"
r_pixelvisibility_spew "0"
r_pix_recordframes "0"
r_pix_start "0"
r_portalscloseall "0"
r_portalsopenall "0" // Open all portals
r_PortalTestEnts "1" // Clip entities against portal frustums.
r_portal_use_pvs_optimization "1" // Enables an optimization that allows portals to be culled when outside of the PVS.
r_printdecalinfo
r_proplightingfromdisk "1" // 2=Show Errors
r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_propsmaxdist "1200" // Maximum visible distance
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_queued_post_processing "0"
r_queued_ropes "1"
r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
r_RainAllowInSplitScreen "0" // Allows rain in splitscreen
r_rainalpha "0"
r_rainalphapow "0"
r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
r_raindensity "0"
r_RainHack "0"
r_rainlength "0"
r_RainParticleDensity "0" // Density of Particle Rain 0-1
r_RainProfile "0" // Enable/disable rain profiling.
r_RainRadius "1500"
r_RainSideVel "130" // How much sideways velocity rain gets.
r_RainSimulate "1" // Enable/disable rain simulation.
r_rainspeed "600"
r_RainSplashPercentage "20"
r_rainwidth "0"
r_randomflex "0"
r_renderoverlayfragment "1"
r_rimlight "1"
r_rootlod "0" // Root LOD
r_ropetranslucent "1"
r_screenoverlay // Draw specified material as an overlay
r_sequence_debug "0"
r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
r_shader_srgbread "0" // 0 = use HW
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_shadowfromanyworldlight "0"
r_shadowfromworldlights "1" // Enable shadowing from world lights
r_shadowfromworldlights_debug "0"
r_shadowids "0"
r_shadowlod "-1"
r_shadowmaxrendered "32"
r_shadowrendertotexture "0"
r_shadows "1"
r_shadows_gamecontrol "-1"
r_shadows_on_renderables_enable "0" // Support casting RTT shadows onto other renderables
r_shadowwireframe "0"
r_shadow_debug_spew "0"
r_shadow_deferred "0" // Toggle deferred shadow rendering
r_shadow_deferred_downsample "0" // Toggle low-res deferred shadow rendering
r_shadow_deferred_simd "0"
r_shadow_half_update_rate "1" // Updates shadows at half the framerate
r_shadow_lightpos_lerptime "0"
r_shadow_shortenfactor "2" // Makes shadows cast from local lights shorter
r_showenvcubemap "0"
r_ShowViewerArea "0"
r_showz_power "1"
r_simpleworldmodel_drawbeyonddistance_fullscreen "-1"
r_simpleworldmodel_drawbeyonddistance_pip "-1"
r_simpleworldmodel_drawbeyonddistance_splitscreen "-1"
r_simpleworldmodel_drawforrecursionlevel_fullscreen "-1"
r_simpleworldmodel_drawforrecursionlevel_pip "-1"
r_simpleworldmodel_drawforrecursionlevel_splitscreen "-1"
r_simpleworldmodel_waterreflections_fullscreen "0"
r_simpleworldmodel_waterreflections_pip "0"
r_simpleworldmodel_waterreflections_splitscreen "0"
r_skin "0"
r_skybox "1" // Enable the rendering of sky boxes
r_skybox_draw_last "0" // rather than before.
r_slowpathwireframe "0"
r_snapportal "-1"
r_SnowDebugBox "0" // Snow Debug Boxes.
r_SnowEnable "1" // Snow Enable
r_SnowEndAlpha "255" // Snow.
r_SnowEndSize "0" // Snow.
r_SnowFallSpeed "1" // Snow fall speed scale.
r_SnowInsideRadius "256" // Snow.
r_SnowOutsideRadius "1024" // Snow.
r_SnowParticles "500" // Snow.
r_SnowPosScale "1" // Snow.
r_SnowRayEnable "1" // Snow.
r_SnowRayLength "8192" // Snow.
r_SnowRayRadius "256" // Snow.
r_SnowSpeedScale "1" // Snow.
r_SnowStartAlpha "25" // Snow.
r_SnowStartSize "1" // Snow.
r_SnowWindScale "0" // Snow.
r_SnowZoomOffset "384" // Snow.
r_SnowZoomRadius "512" // Snow.
r_spray_lifetime "10" // Number of rounds player sprays are visible
r_sse_s "1" // sse ins for particle sphere create
r_staticlight_streams "1"
r_staticpropinfo "0"
r_swingflashlight "1"
r_teeth "1"
r_threadeddetailprops "1" // enable threading of detail prop drawing
r_threaded_particles "1"
r_threaded_shadow_clip "0"
r_unlimitedrefract "0"
r_unloadlightmaps "0"
r_updaterefracttexture "1"
r_VehicleViewDampen "1"
r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces "0"
r_visualizelighttracesshowfulltrace "0"
r_visualizeproplightcaching "0"
r_visualizetraces "0"
r_WaterDrawReflection "1" // Enable water reflection
r_WaterDrawRefraction "1" // Enable water refraction
r_waterforceexpensive "0"
r_waterforcereflectentities "0"
r_worldlightmin "0"
r_worldlights "3" // number of world lights to use per vertex
r_worldlistcache "1"
save // Saves current game.
save_async "1"
save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
save_console "0" // Autosave on the PC behaves like it does on the consoles.
save_disable "0"
save_finish_async
save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
save_noxsave "0"
save_screenshot "1" // 2 = always
save_spew "0"
say // Display player message
say_team // Display player message to team
sb_quick_list_bit_field "-1"
sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
scene_async_prefetch_spew "0" // Display async .ani file loading info.
scene_clientflex "1" // Do client side flex animation.
scene_clientplayback "1" // Play all vcds on the clients.
scene_flush // Flush all .vcds from the cache and reload from disk.
scene_forcecombined "0" // 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_playvcd // Play the given VCD as an instanced scripted scene.
scene_print "0" // print timing and event info to console.
scene_showlook "0" // show the directions of look events.
scene_showmoveto "0" // show the end location.
scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
scene_vcdautosave "0" // Create a savegame before VCD playback
screenshot // Take a screenshot.
scrolldown
scrollup
scr_centertime "2"
sensitivity "6" // Mouse sensitivity.
servercfgfile "0"
server_game_time // Gives the game time in seconds (servers curtime)
setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
setinfo // Adds a new user info value
setmaster // add/remove/enable/disable master servers
setmodel // Changess players model
setpause // Set the pause state of the server.
setpos // Move player to specified origin (must have sv_cheats).
setpos_exact // Move player to an exact specified origin (must have sv_cheats).
setpos_player // Move specified player to specified origin (must have sv_cheats).
sfm_record_hz "30"
shake // Shake the screen.
shake_show "0" // Displays a list of the active screen shakes.
shake_stop // Stops all active screen shakes.
shake_testpunch // Test a punch-style screen shake.
showbudget_texture "0" // Enable the texture budget panel.
showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
showbudget_texture_global_sum "0"
showconsole // Show the console.
showinfo // Shows a info panel: <type> <title> <message> [<command number>]
showpanel // Shows a viewport panel <name>
showparticlecounts "0" // Display number of particles drawn per frame
showtriggers "0" // Shows trigger brushes
showtriggers_toggle // Toggle show triggers
simple_bot_add // Add a simple bot.
simulate_capturezone_pointindex "-1"
simulate_capturezone_team0 "0"
simulate_capturezone_team1 "0"
singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
skill "1" // Game skill level (1-3).
sk_autoaim_mode "1"
sk_player_arm "1"
sk_player_chest "1"
sk_player_head "2"
sk_player_leg "1"
sk_player_stomach "1"
sleep_when_meeting_framerate "1" // Sleep instead of spinning if were meeting the desired framerate.
sleep_when_meeting_framerate_headroom_ms "2" // otherwise spin.
slot0
slot1
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
snapto
sndplaydelay
snd_async_flush // Flush all unlocked async audio data
snd_async_fullyasync "1" // All playback is fully async (sound doesnt play until data arrives).
snd_async_minsize "262144"
snd_async_showmem // Show async memory stats
snd_async_showmem_music // Show async memory stats for just non-streamed music
snd_async_showmem_summary // Show brief async memory stats
snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
snd_async_stream_fail "0" // Spew stream pool failures.
snd_async_stream_purges "0" // Spew stream pool purges.
snd_async_stream_recover_from_exhausted_stream "1" // recovers when the stream is exhausted when playing PCM sounds (prevents music or ambiance sounds to stop if too many soun
snd_async_stream_spew "0" // 2=buffers
snd_async_stream_spew_delayed_start_filter "0" // Filter used to spew sounds that starts late. Use an empty string to display all sounds. By default only the VO are displayed
snd_async_stream_spew_delayed_start_time "500" // Spew any asynchronous sound that starts with more than N milliseconds delay. By default spew when there is more than 500 ms del
snd_async_stream_spew_exhausted_buffer "1" // spews warnings when the buffer is exhausted (recommended). Set to 0 for no spew (for debugging purpose only).
snd_async_stream_spew_exhausted_buffer_time "1000" // Number of milliseconds between each exhausted buffer spew.
snd_async_stream_static_alloc "0" // spews allocations on the static alloc pool. Set to 0 for no spew.
snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
snd_debug_gaincurve "0" // Visualize sound gain fall off
snd_debug_gaincurvevol "1" // Visualize sound gain fall off
snd_debug_panlaw "0" // Visualize panning crossfade curves
snd_defer_trace "1"
snd_delay_for_choreo_enabled "1" // Enables update of delay for choreo to compensate for IO latency.
snd_delay_for_choreo_reset_after_N_milliseconds "500" // Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
snd_delay_sound_shift "0"
snd_disable_mixer_duck "0"
snd_disable_mixer_solo "0"
snd_dsp_cancel_old_preset_after_N_milliseconds "1000" // Number of milliseconds after an unused previous preset is not considered valid for the start of a cross-fade.
snd_dsp_optimization "0" // Turns optimization on for DSP effects if set to 1 (default). 0 to turn the optimization off.
snd_dsp_spew_changes "0" // Spews major changes to the dsp or presets if set to 1. 0 to turn the spew off (default).
snd_dsp_test1 "1"
snd_dsp_test2 "1"
snd_duckerattacktime "0"
snd_duckerreleasetime "2"
snd_duckerthreshold "0"
snd_ducking_off "1"
snd_ducktovolume "0"
snd_dumpclientsounds // Dump sounds to console
snd_dump_filepaths
snd_dvar_dist_max "1320" // Play full far sound at this distance
snd_dvar_dist_min "240" // Play full near sound at this distance
snd_filter "0"
snd_find_channel "0" // Scan every channel to find the corresponding sound.
snd_foliage_db_loss "4" // foliage dB loss per 1200 units
snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
snd_gain "1"
snd_gain_max "1"
snd_gain_min "0"
snd_getmixer // Get data related to mix group matching string
snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_legacy_surround "0"
snd_list "0"
snd_lockpartial "1"
snd_max_same_sounds "4"
snd_max_same_weapon_sounds "3"
snd_mergemethod "1" // 2 == avg).
snd_mixahead "0"
snd_mixer_master_dsp "1"
snd_mixer_master_level "1"
snd_mix_async "0"
snd_mix_dry_volume "1"
snd_mix_optimization "0" // Turns optimization on for mixing if set to 1 (default). 0 to turn the optimization off.
snd_mix_soundchar_enabled "1" // Turns sound char on for mixing if set to 1 (default). 0 to turn the sound char off and use default behavior (spatial instead of
snd_mix_test1 "1"
snd_mix_test2 "1"
snd_moviefix "1" // Defer sound recording until next tick when laying off movies.
snd_musicvolume "0" // Music volume
snd_mute_losefocus "1"
snd_noextraupdate "0"
snd_obscured_gain_dB "-2"
snd_op_test_convar "1"
snd_pause_all "1" // Specifies to pause all sounds and not just voice
snd_pitchquality "1"
snd_playsounds // Play sounds from the game sounds txt file at a given location
snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
snd_pre_gain_dist_falloff "1"
snd_print_channels // Prints all the active channel.
snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
snd_print_dsp_effect // Prints the content of a dsp effect.
snd_profile "0"
snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rebuildaudiocache // rebuild audio cache for current language
snd_refdb "60" // Reference dB at snd_refdist
snd_refdist "36" // Reference distance for snd_refdb
snd_report_format_sound "0" // report all sound formats.
snd_report_loop_sound "0" // report all sounds that just looped.
snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
snd_report_verbose_error "0" // report more error found when playing sounds.
snd_restart // Restart sound system.
snd_setmixer // solo.
snd_setmixlayer // solo.
snd_setmixlayer_amount // Set named mix layer mix amount.
snd_setsoundparam // Set a sound paramater
snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
snd_show "0" // Show sounds info
snd_showclassname "0"
snd_showmixer "0"
snd_showstart "0"
snd_ShowThreadFrameTime "0"
snd_show_channel_count "0" // Show the current count of channel types.
snd_sos_allow_dynamic_chantype "1"
snd_sos_exec_when_paused "1"
snd_sos_flush_operators // Flush and re-parse the sound operator system
snd_sos_list_operator_updates "0"
snd_sos_print_operators // Prints a list of currently available operators
snd_sos_show_block_debug "0" // Spew data about the list of block entries.
snd_sos_show_client_rcv "0"
snd_sos_show_client_xmit "0"
snd_sos_show_entry_match_free "0"
snd_sos_show_operator_entry_filter "0"
snd_sos_show_operator_init "0"
snd_sos_show_operator_parse "0"
snd_sos_show_operator_prestart "0"
snd_sos_show_operator_shutdown "0"
snd_sos_show_operator_start "0"
snd_sos_show_operator_stop_entry "0"
snd_sos_show_operator_updates "0"
snd_sos_show_opvar_list "0"
snd_sos_show_queuetotrack "0"
snd_sos_show_server_xmit "0"
snd_sos_show_source_info "0"
snd_sos_show_startqueue "0"
snd_sos_show_track_list "0"
snd_soundmixer "0"
snd_soundmixer_flush // Reload soundmixers.txt file.
snd_soundmixer_list_mixers // List all mixers to dev console.
snd_soundmixer_list_mix_groups // List all mix groups to dev console.
snd_soundmixer_list_mix_layers // List all mix layers to dev console.
snd_soundmixer_parse_debug "0"
snd_soundmixer_set_trigger_factor // trigger amount.
snd_soundmixer_version "2"
snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
snd_spew_dsp_process "0" // Spews text every time a DSP effect is applied if set to 1. 0 to turn the spew off (default).
snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_store_filepaths "0"
snd_surround_speakers "0"
snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
snd_visualize "0" // Show sounds location in world
snd_vol_no_xfade "5" // dont cross-fade.
snd_vol_xfade_incr_max "20" // Never change volume by more than +/-N units per frame during cross-fade.
snd_vol_xfade_speed_multiplier_for_doppler "1" // the cross-fade has to be very slow.
snd_vol_xfade_time "0" // Channel volume cross-fade time in seconds.
snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout "300"
snd_vox_sectimetout "300"
snd_vox_seqtimetout "300"
snd_writemanifest // outputs the precache manifest for the current level
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_debug "0" // red lines show soundscapes that ar
soundscape_dumpclient // Dumps the clients soundscape data.
soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
soundscape_flush // Flushes the server & client side soundscapes
soundscape_message "0"
soundscape_radius_debug "0" // Prints current volume of radius sounds
spawnpoint_debug "0" // Display debugging information on each spawn point. You must active this cvar before loading a level!
speak // Play a constructed sentence.
spec_autodirector "1" // Auto-director chooses best view modes while spectating
spec_death_fade_in_duration "3" // Duration of fades in when dying.
spec_death_fade_out_duration "3" // Duration of fades out when dying.
spec_freeze_deathanim_time "2" // The time that the death cam will spend watching the players ragdoll before going into freeze cam
spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam when t hey are far away from the camer
spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_enable "0" // Toggle FreezeCam
spec_freeze_fov "65" // FOV while in FreezeCam
spec_freeze_roll "-15" // Camera roll tilt while freeze cam is active.
spec_freeze_time "4" // Time spend frozen in observer freeze cam.
spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
spec_freeze_zoffset_max "-10" // Maximum random z distance from the target to stop when framing them in observer freeze cam.
spec_freeze_zoffset_min "-20" // Minimum random z distance from the target to stop when framing them in observer freeze cam.
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"
spec_track "0" // Tracks an entity in spec mode
spike // generates a fake spike
ss_map // Start playing on specified map with max allowed splitscreen players.
ss_voice_hearpartner "0" // Route voice between splitscreen players on same system.
startdemos // Play demos in demo sequence.
startmovie // Start recording movie frames.
startupmenu // and were not in developer
star_memory // Dump memory stats
stats // Prints server performance variables
status // Display map and connection status.
stat_dump
stat_save
step_spline "0"
stop // Finish recording demo.
stopdemo // Stop playing back a demo.
stopsound
stopsoundscape // Stops all soundscape processing and fades current looping sounds
stopvideos // Stops all videos playing to the screen
stopvideos_fadeout // Fades out all videos playing to the screen: <time>
stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
stringtabledictionary // Create dictionary for current strings.
stringtable_alwaysrebuilddictionaries "0" // Rebuild dictionary file on every level load
stringtable_compress "1" // Compress string table for networking
stringtable_showsizes "0" // Show sizes of string tables when building for signon
stringtable_usedictionaries "1" // Use dictionaries for string table networking
studio_queue_mode "1"
stuffcmds // Parses and stuffs command line + commands to command buffer.
suitvolume "0"
surfaceprop // Reports the surface properties at the cursor
sv_accelerate "10"
sv_airaccelerate "10"
sv_allowdownload "1" // Allow clients to download files
sv_allowupload "1" // Allow clients to upload customizations files
sv_allow_suppression "1"
sv_allow_votes "1" // Allow voting?
sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
sv_alltalk "1" // no team restrictions
sv_alltalk_dead "0" // Dead players broadcast their voice to enemies?
sv_alternateticks "0" // server only simulates entities on even numbered ticks.
sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
sv_cheats "0" // Allow cheats on server
sv_clearhinthistory // Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
sv_client_predict "-1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
sv_consistency "0" // Whether the server enforces file consistency for critical files
sv_contact "0" // Contact email for server sysop
sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
sv_deadchat "0" // Can alive players see text chat messages from dead players?
sv_deadchat_team "1" // Can dead players use team text chat to speak to living?
sv_deadvoice "0" // Can dead players speak to the living?
sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
sv_debugtempentities "0" // Show temp entity bandwidth usage.
sv_debug_player_use "0" // Green box=radius success
sv_debug_stamina "0"
sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_deltatime "0" // Enable profiling of CalcDelta calls
sv_downloadurl "0" // Location from which clients can download missing files
sv_dumpstringtables "0"
sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
sv_enable_delta_packing "0" // b
sv_extra_client_connect_time "15" // Seconds after client connect during which extra frames are buffered to prevent non-deltad update
sv_filterban "1" // Set packet filtering by IP mode
sv_footstepinterval "0"
sv_footstep_low_time_sound "900" // How frequent to hear the players step sound or how fast they appear to be running from first person.
sv_footstep_run_time_sound "740" // How frequent to hear the players step sound or how fast they appear to be running from first person.
sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
sv_footstep_sprint_time_sound "340" // How frequent to hear the players step sound or how fast they appear to be running from first person.
sv_forcepreload "0" // Force server side preloading.
sv_friction "4" // World friction.
sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
sv_gravity "800" // World gravity.
sv_health_bonus_enable "0"
sv_health_bonus_per_outnumbered_player "5"
sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
sv_hudhint_sound "1"
sv_hud_deathmessages "0"
sv_hud_scoreboard_show_kd "1"
sv_hud_targetindicator "1"
sv_infected_damage_cutouts "1"
sv_infinite_ammo "0" // Players active weapon will never run out of ammo
sv_lagcompensationforcerestore "1" // just do it.
sv_lan "0" // no non-class C addresses )
sv_logbans "0" // Log server bans in the server logs.
sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist "0"
sv_logecho "1" // Echo log information to the console.
sv_logfile "1" // Log server information in the log file.
sv_logflush "0" // Flush the log file to disk on each write (slow).
sv_logsdir "0" // Folder in the game directory where server logs will be stored.
sv_logsecret "0" // not usual 0x52)
sv_log_onefile "0" // Log server information to only one file.
sv_massreport "0"
sv_master_legacy_mode "1" // Use (outside-of-Steam) code to communicate with master servers.
sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
sv_maxclientframes "128"
sv_maxcmdrate "64" // this sets the maximum value for cl_cmdrate.
sv_maxrate "0" // 0 == unlimited
sv_maxreplay "0" // Maximum replay time in seconds
sv_maxroutable "1200" // Server upper bound on net_maxroutable that a client can use.
sv_maxupdaterate "64" // Maximum updates per second that the server will allow
sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global "60" // Maximum queries per second to respond to from anywhere.
sv_max_queries_window "30" // Window over which to average queries per second averages.
sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
sv_memlimit "0" // the server will exit.
sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate "5000" // 0 == unlimited
sv_minupdaterate "10" // Minimum updates per second that the server will allow
sv_multiplayer_maxtempentities "32"
sv_multiplayer_sounds "20"
sv_mumble_positionalaudio "1" // Allows players using Mumble to have support for positional audio.
sv_name_change_limit "10"
sv_new_delta_bits "1"
sv_noclipaccelerate "5"
sv_noclipduringpause "0" // etc.).
sv_noclipspeed "5"
sv_nwi_banlist "0"
sv_parallel_packentities "1"
sv_parallel_sendsnapshot "1"
sv_password "0" // Server password for entry into multiplayer games
sv_pausable "0" // Is the server pausable.
sv_playerperfhistorycount "20" // Number of samples to maintain in player perf history
sv_player_death_time "2"
sv_player_stuck_tolerance "10"
sv_playlist "0" // Matchmaking playlist
sv_precacheinfo // Show precache info.
sv_pure // Show user data.
sv_pure_consensus "100000000" // Minimum number of file hashes to agree to form a consensus.
sv_pure_kick_clients "1" // it will issue a warning to the client.
sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
sv_querycache_stats // Display status of the query cache (client only)
sv_radial_cooldown "1" // Wait time between radial commands
sv_radial_marker_duration "15" // How long do radial markers persist in the world.
sv_radial_marker_duration_attack "7" // How long does the waypoint marker persist.
sv_radial_marker_duration_waypoint "120" // How long does the waypoint marker persist.
sv_radial_viewcone_enemy "0" // Viewcone for radial menu FoV enemy check
sv_radial_viewcone_objective "0" // Viewcone for radial menu FoV objective check
sv_ragdoll_maxcount "8" // Server will only show this many ragdolls
sv_ragdoll_max_fps "30" // Clients with framerates less than this will reduce the ideal number of ragdolls to display
sv_ragdoll_max_remove_per_frame "1"
sv_ragdoll_min_fps "10" // Clients with framerates less than this will only show 1 ragdoll of each type
sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
sv_rcon_log "1" // Enable/disable rcon logging.
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_recoil_aim_frac "0"
sv_recoil_freeaim_scale "0"
sv_regeneration_wait_time "1"
sv_region "-1" // The region of the world to report this server in.
sv_reservation_grace "5" // Time in seconds given for a lobby reservation.
sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
sv_runcmds "1"
sv_script_think_interval "0"
sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
sv_search_team_key "0" // set this key to match with known opponents team
sv_showdamage "0" // and if a player was hit hell show the damage he took above it (as heal
sv_showdebugtracers "0" // red on server. (They should always match.) 2:Show autoaim candidates.
sv_showfootsteps "0" // 3=both)
sv_showhitboxes "-1" // use on listen server only).
sv_showimpacts "0" // 3=server-only)
sv_showimpacts_time "4" // Time that impacts are shown for.
sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
sv_showplayerhitboxes "0" // Show lag compensated hitboxes for the specified player index whenever a player fires.
sv_showplayerpositions "0"
sv_showtags // Describe current gametags.
sv_shutdown // Sets the server to shutdown when all games have completed
sv_skip_wounds "1"
sv_skyname "0" // Current name of the skybox texture
sv_SlowOnHit "1"
sv_soundemitter_reload // Flushes the sounds.txt system
sv_soundemitter_trace "-1" // 0 = for eve
sv_soundscape_printdebuginfo // print soundscapes
sv_sound_discardextraunreliable "1"
sv_specaccelerate "5"
sv_specnoclip "1"
sv_specspeed "3"
sv_stats "1" // Collect CPU usage stats
sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
sv_steamgroup_exclusive "0" // public people will be able to join the ser
sv_stickysprint_default "0"
sv_stopspeed "100" // Minimum stopping speed when on ground.
sv_stopspeed_prone "45" // Minimum stopping speed when on ground and prone.
sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
sv_teststepsimulation "1"
sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
sv_threaded_init "0"
sv_timeout "65" // the client is dropped
sv_turbophysics "0" // Turns on turbo physics
sv_unlockedchapters "1" // Highest unlocked game chapter.
sv_validate_edict_change_infos "0" // Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
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"
sv_vote_allow_spectators "0" // Allow spectators to vote?
sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
sv_vote_issue_changegamemode_allowed "0" // Can people hold votes to change the gamemode?
sv_vote_issue_changelevel_allowed "0" // Can people hold votes to change levels?
sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
sv_vote_issue_nextlevel_allowed "1" // Can people hold votes to set the next level?
sv_vote_issue_nextlevel_allowextend "0" // Allow players to extend the current map?
sv_vote_issue_nextlevel_prevent_change "1" // Not allowed to vote for a nextlevel if one has already been set.
sv_vote_issue_nextlevel_round_count_delay "1" // How many rounds before map voting can begin.
sv_vote_issue_restart_game_allowed "1" // Can people hold votes to restart the game?
sv_vote_issue_restart_round_allowed "1" // Can people hold votes to restart the round?
sv_vote_issue_scramble_teams_allowed "1" // Can people hold votes to scramble the teams?
sv_vote_issue_switch_teams_allowed "1" // Can people hold votes to switch the teams?
sv_vote_kick_ban_duration_cheating "240" // How long should a kick ban last for if a player is kicked for hacking? (minutes)
sv_vote_kick_ban_duration_idle "0" // How long should a kick vote ban someone from the server? (in minutes)
sv_vote_kick_ban_duration_teamkilling "10" // How long should a kick ban last for if a player is kicked for team killing? (minutes)
sv_vote_kick_ban_duration_trolling "60" // How long should a kick ban last for if a player is kicked for trolling? (minutes)
sv_vote_kick_min_players "4" // The minimum number of players needed on the server to start a vote kick.
sv_vote_kick_min_voters "2" // Minimum number of vote attempts required to start an actual vote.
sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
sv_weapon_manager_cleanup "1"
sv_weapon_manager_drop_timer "30"
sv_weapon_manager_max_count "10"
sys_minidumpexpandedspew "1"
sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
template_debug "0"
testhudanim // Test a hud element animation. Arguments: <anim name>
testscript_debug "0" // Debug test scripts.
testscript_running "0" // Set to true when test scripts are running
test_bans
Test_CreateEntity
test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
Test_EHandle
test_entity_blocker // Test command that drops an entity blocker out in front of the player.
test_freezeframe // Test the freeze frame code.
Test_InitRandomEntitySpawner
Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_outtro_stats
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue
Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS
Test_RandomPlayerPosition
Test_RemoveAllRandomEntities
Test_RunFrame
Test_SendKey
Test_SpawnRandomEntities
Test_StartLoop // Test_StartLoop <loop name> - 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
Test_WaitForCheckPoint
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
tf_bot_debug_stuck_log_clear // Clear currently loaded bot stuck data
think_limit "10" // warning is printed if this is exceeded.
thirdperson // Switch to thirdperson camera.
thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
thirdperson_platformer "0" // Player will aim in the direction they are moving.
thirdperson_screenspace "0" // eg: left means screen-left
threadpool_affinity "1" // Enable setting affinity
threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
threadpool_reserve "0" // Consume the specified number of threads in the thread pool
threadpool_run_tests
thread_test_tslist
thread_test_tsqueue
timedemo // Play a demo and report performance info.
timedemoquit // and then exit
timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
timerefresh // Profile the renderer.
toggle // or cycles through a set of values.
toggleconsole // Show/hide the console.
toolload // Load a tool.
toolunload // Unload a tool.
tracer_extra "1"
trace_report "0"
tv_allow_camera_man "1" // Auto director allows spectators to become camera man
tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
tv_autorecord "0" // Automatically records all games as SourceTV demos.
tv_autoretry "1" // Relay proxies retry connection after network timeout
tv_chatgroupsize "0" // Set the default chat group size
tv_chattimelimit "8" // Limits spectators to chat only every n seconds
tv_clients // Shows list of connected SourceTV clients.
tv_debug "0" // SourceTV debug info.
tv_delay "30" // SourceTV broadcast delay in seconds
tv_deltacache "2" // Enable delta entity bit stream cache
tv_dispatchmode "1" // 2=always
tv_enable "0" // Activates SourceTV on server.
tv_maxclients "128" // Maximum client number on SourceTV server.
tv_maxrate "8000" // 0 == unlimited
tv_msg // Send a screen message to all clients.
tv_name "0" // SourceTV host name
tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
tv_overridemaster "0" // Overrides the SourceTV master root address.
tv_password "0" // SourceTV password for all clients
tv_port "27020" // Host SourceTV port
tv_record // Starts SourceTV demo recording.
tv_relay // Connect to SourceTV server and relay broadcast.
tv_relaypassword "0" // SourceTV password for relay proxies
tv_relayvoice "1" // 1=on
tv_retry // Reconnects the SourceTV relay proxy.
tv_snapshotrate "16" // Snapshots broadcasted per second
tv_status // Show SourceTV server status.
tv_stop // Stops the SourceTV broadcast.
tv_stoprecord // Stops SourceTV demo recording.
tv_timeout "30" // SourceTV connection timeout in seconds.
tv_title "0" // Set title for SourceTV spectator UI
tv_transmitall "0" // Transmit all entities (not only director view)
ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
ui_reloadscheme // Reloads the resource files for the active UI window
ui_volume_scale "1"
unbind // Unbind a key.
unbindall // Unbind all keys.
unbindalljoystick // Unbind all joystick keys.
unbindallmousekeyboard // Unbind all mouse / keyboard keys.
unpause // Unpause the game.
use // Use a particular weapon Arguments: <weapon_name>
user // Show user data.
users // Show user info for players on server.
vcollide_wireframe "0" // Render physics collision models in wireframe
version // Print version info string.
vgui_drawfocus "0" // Report which panel is under the mouse.
vgui_drawkeyfocus "0" // Report which panel has keyboard focus.
vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds "0" // Show panel bounds.
vgui_drawtree_clear
vgui_drawtree_draw_selected "0" // Highlight the selected panel
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_scheme "0" // Show scheme file for each panel
vgui_drawtree_visible "1" // Draw the visible panels.
vgui_dump_panels // vgui_dump_panels [visible]
vgui_spew_fonts
vgui_togglepanel // show/hide vgui panel by name.
viewanim_addkeyframe
viewanim_create // viewanim_create
viewanim_load // load animation from file
viewanim_reset // reset view angles!
viewanim_save // Save current animation to file
viewanim_test // test view animation
viewmodel_fov "56"
viewmodel_offset_x "0"
viewmodel_offset_y "0"
viewmodel_offset_z "0"
view_punch_decay "11" // Decay factor exponent for view punch
view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
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
vismon_poll_frequency "0"
vismon_trace_limit "12"
vis_force "0"
vm_debug "0"
vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
voicerecord_toggle
voice_all_icons "0" // Draw all players voice icons
voice_avggain "0"
voice_clientdebug "0"
voice_debugfeedback "0"
voice_debugfeedbackfrom "0"
voice_enable "1" // Toggle voice transmit and receive.
voice_fadeouttime "0"
voice_forcemicrecord "1"
voice_head_icon_height "20" // Voice icons are this many inches over player eye positions
voice_head_icon_size "6" // Size of voice icon over player heads in inches
voice_icons_method "2" // 2 = integrated into target ID
voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
voice_local_icon "0" // Draw local players voice icon
voice_loopback "0"
voice_maxgain "10"
voice_minimum_gain "0"
voice_mixer_boost "0"
voice_mixer_mute "0"
voice_mixer_volume "1"
voice_modenable "1" // Enable/disable voice in this mod.
voice_mute // Mute a specific Steam user
voice_overdrive "2"
voice_overdrivefadetime "0"
voice_player_speaking_delay_threshold "0"
voice_profile "0"
voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
voice_reset_mutelist // Reset all mute information for all players who were ever muted.
voice_scale "1"
voice_serverdebug "0"
voice_showchannels "0"
voice_showincoming "0"
voice_show_mute // Show whether current players are muted.
voice_steal "2"
voice_threshold "2000"
voice_thresold_delay "0"
voice_unmute // or `all` to unmute all connected players.
voice_writevoices "0" // Saves each speakers voice data into separate .wav files
voice_xsend_debug "0"
volume "0" // Sound volume
voxeltree_box // Vector(max)>.
voxeltree_playerview // View entities in the voxel-tree at the player position.
voxeltree_sphere // float(radius)>.
voxeltree_view // View entities in the voxel-tree.
vox_reload // Reload sentences.txt file
vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
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
vprof_collapse_all // Collapse the whole vprof tree
vprof_counters "0"
vprof_counters_show_minmax "0"
vprof_dump_counters // Dump vprof counters to the console
vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
vprof_dump_spikes "0" // negative to reset after dump
vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
vprof_dump_spikes_hiearchy "0" // Set to 1 to get a hierarchy report whith vprof_dump_spikes
vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
vprof_dump_spikes_terse "0" // Whether to use most terse output
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_budget // Generate a report to the console based on budget group.
vprof_generate_report_hierarchy // Generate a report to the console.
vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical 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"
vprof_graphwidth "512"
vprof_nextsibling
vprof_off // Turn off VProf profiler
vprof_on // Turn on VProf profiler
vprof_parent
vprof_playback_average // Average the next N frames.
vprof_playback_start // Start playing back a recorded .vprof file.
vprof_playback_step // step to the next tick.
vprof_playback_stepback // step to the previous tick.
vprof_playback_stop // Stop playing back a recorded .vprof file.
vprof_prevsibling
vprof_record_start // Start recording vprof data for playback later.
vprof_record_stop // Stop recording vprof data
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_scope_entity_gamephys "0"
vprof_scope_entity_thinks "0"
vprof_server_spike_threshold "999"
vprof_server_thread "0"
vprof_think_limit "0"
vprof_to_csv // Convert a recorded .vprof file to .csv.
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)
vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
vtune // Controls VTunes sampling.
vx_do_not_throttle_events "0" // Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost.
vx_model_list // Dump models to VXConsole
v_centermove "0"
v_centerspeed "500"
weapon_showproficiency "0"
weapon_throw_force "2000"
windows_speaker_config "1"
wipe_nav_attributes // Clear all nav attributes of selected area.
wpn_debug_active_weapon "0"
wpn_shot_bias_max "1"
wpn_shot_bias_min "-1"
writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip // Save the ban list to banned_ip.cfg.
xc_crouch_debounce "0"
xload // Load a saved game from a console storage device.
xlook
xlsp_force_dc_name "0" // Restrict to xlsp datacenter by name.
xmove
xsave // Saves current game to a console storage device.
zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
z_ragdoll_impact_strength "500"
_autosave // Autosave
_autosavedangerous // AutoSaveDangerous
_bugreporter_restart // Restarts bug reporter .dll
_fov "0" // Automates fov command to server.
_record // Record a demo incrementally.
_resetgamestats // Erases current game stats and writes out a blank stats file
_restart // Shutdown and restart the engine.
Insurgency Mod Scum: cheaters, hackers, wallhackers, aimbotters, griefers, teamkillers, micspammers, spawncampers, exitcampers, and everything else Insurgency.
Blogger.com policy on personal information: Personal and confidential information: It's not ok to publish another person's personal and confidential information. For example, don't post someone else's credit card numbers, Social Security numbers, unlisted phone numbers, and driver's license numbers. Also, please keep in mind that in most cases, information that is already available elsewhere on the Internet or in public records is not considered to be private or confidential under our policies.
All information posted on Insurgency Mod Scum is publicly available.
All information posted on Insurgency Mod Scum is publicly available.
Noted: Insurgency (NWI) CVARLIST 3
2014-01-05
Posted by insurgencymodscum2 at Sunday, January 05, 2014 Labels: Insurgency 2, Insurgency Mod Scum
Subscribe to:
Post Comments (Atom)
0 comments:
Post a Comment