All commands for console (ENG)


Published 05.02.2019 в 12:00 | Guide rating: 274



Console

In order to open the console, you must first of all go to: Settings => Game Options => Enable developer console "~" => Yes.
Next we go back to the homepage and click "~".
After you have complete all the steps above, you can enter the console command All commands are in alphabetical order!

Console Commands (Ac-Bu)

41.
achievement_debug "0" // Turn on achievement debug msgs.
42.
achievement_disable "0" // Turn off achievements.
43.
addip // Add an IP address to the ban list.
44.
adsp_debug "0" 45.
adsp_reset_nodes 46.
ainet_generate_report // Generate a report to the console.
47.
ainet_generate_report_only // Generate a report to the console.
48.
air_density // Changes the density of air for drag computations.
49.
ai_clear_bad_links // Clears bits set on nav links indicating link is unusable 50.
ai_debug_los "0" // itl 51.
ai_debug_node_connect // Debug the attempted connection between two nodes 52.
ai_debug_shoot_positions "0" 53.
ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations.
Can be used to get NPCs out of your way and to t 54.
ai_drawbattlelines "0" 55.
ai_drop_hint // Drop an ai_hint at the players current eye position.
56.
ai_dump_hints 57.
ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, 58.
ai_next_hull // Cycles through the various hull sizes.
Currently selected hull size is written to the screen.
Controls which connections are 59.
ai_nodes // Toggles node display.
First call displays the nodes for the given network as green objects.
Second call displays the nodes a 60.
ai_report_task_timings_on_limit "0" 61.
ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
62.
ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
63.
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps 64.
ai_show_connect // Displays the allowed connections between each node for the currently selected hull type.
Hulls are color code as follows: Green, Red, Blue 65.
ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type.
Hulls are color code as follows: Green, Red, Blue 66.
ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type.
Hulls are color code as follows: Green, Red, Blue 67.
ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type.
Hulls are color code as follows: Green, Red, Blue 68.
ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at.
Nodes that are connected to the selected node by 69.
ai_show_grid // Draw a grid on the floor where looking.
70.
ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - 71.
ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type.
Hulls are color code as follows: Green - 72.
ai_show_node // Highlight the specified node 73.
ai_show_visibility // Toggles visibility display for the node that the player is looking at.
Nodes that are visible from the selected node will be d 74.
ai_step // use ai_step again.
To resume processing no 75.
ai_test_los // Test AI LOS from the players POV 76.
ai_think_limit_label "0" 77.
ai_vehicle_avoidance "1" 78.
alias // Alias a command.
79.
ammo_338mag_max "30" 80.
ammo_357sig_max "52" 81.
ammo_357sig_min_max "12" 82.
ammo_357sig_small_max "24" 83.
ammo_45acp_max "100" 84.
ammo_50AE_max "35" 85.
ammo_556mm_box_max "200" 86.
ammo_556mm_max "90" 87.
ammo_556mm_small_max "40" 88.
ammo_57mm_max "100" 89.
ammo_762mm_max "90" 90.
ammo_9mm_max "120" 91.
ammo_buckshot_max "32" 92.
ammo_grenade_limit_default "1" 93.
ammo_grenade_limit_flashbang "1" 94.
ammo_grenade_limit_total "3" 95.
askconnect_accept // Accept a redirect request by the server.
96.
asw_engine_finished_building_map // Notify engine that weve finished building a map 97.
async_resume 98.
async_suspend 99.
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system 100.
autobuy // Attempt to purchase items with the order listed in cl_autobuy 101.
autosave // Autosave 102.
autosavedangerous // AutoSaveDangerous 103.
autosavedangerousissafe 104.
banid // Add a user ID to the ban list.
105.
banip // Add an IP address to the ban list.
106.
benchframe // Takes a snapshot of a particular frame in a time demo.
107.
bench_end // Ends gathering of info.
108.
bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
109.
bench_start // Starts gathering of info.
Arguments: filename to write results into 110.
bench_upload // Uploads most recent benchmark stats to the Valve servers.
111.
bind // Bind a key.
112.
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1 113.
bind_osx // Bind a key for OSX only.
114.
blackbox_dump // Dump the contents of the blackbox 115.
blackbox_record // Record an entry into the blackbox 116.
bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
117.
bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
118.
bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
119.
bot_all_weapons // Allows the bots to use all weapons 120.
bot_autodifficulty_threshold_high "2" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty 121.
bot_autodifficulty_threshold_low "-6" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty 122.
bot_chatter "0" // or normal.
123.
bot_crouch "0" 124.
bot_debug "0" // For internal testing purposes.
125.
bot_debug_target "0" // For internal testing purposes.
126.
bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.
127.
bot_defer_to_human_items "1" // the bots will not get scenario items.
128.
bot_difficulty "1" // 3=expert.
129.
bot_dont_shoot "0" // bots will not fire weapons (for debugging).
130.
bot_freeze "0" 131.
bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes) 132.
bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes) 133.
bot_join_after_player "1" // bots wait until a player joins before entering the game.
134.
bot_join_team "0" // or CT.
135.
bot_kick // matching the given criteria.
136.
bot_kill // matching the given criteria.
137.
bot_knives_only // Restricts the bots to only using knives 138.
bot_loadout "0" // bots are given these items at round start 139.
bot_mimic "0" 140.
bot_mimic_yaw_offset "180" 141.
bot_pistols_only // Restricts the bots to only using pistols 142.
bot_place // bot_place - Places a bot from the map at where the local player is pointing.
143.
bot_quota "10" // Determines the total number of bots in the game.
144.
bot_quota_mode "0" // Determines the type of quota.
Allowed values: normal, fill, and match.
If fill, the server will adjust bots to keep N p 145.
bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random? 146.
bot_show_battlefront "0" // Show areas where rushing players will initially meet.
147.
bot_show_nav "0" // For internal testing purposes.
148.
bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
149.
bot_snipers_only // Restricts the bots to only using sniper rifles 150.
bot_stop "0" // immediately stops all bot processing.
151.
bot_traceview "0" // For internal testing purposes.
152.
bot_zombie "0" // bots will stay in idle mode and not attack.
153.
box // Draw a debug box.
154.
buddha // Toggle.
Player takes damage but wont die.
(Shows red cross when health is zero) 155.
budget_averages_window "30" // number of frames to look at when figuring out average frametimes 156.
budget_background_alpha "128" // how translucent the budget panel is 157.
budget_bargraph_background_alpha "128" // how translucent the budget panel is 158.
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds

Console Commands (Bu-Cc)

159.
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 160.
budget_history_range_ms "66" // budget history range in milliseconds 161.
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1 162.
budget_panel_height "384" // height in pixels of the budget panel 163.
budget_panel_width "512" // width in pixels of the budget panel 164.
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel 165.
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel 166.
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes 167.
budget_show_averages "0" // enable/disable averages in the budget panel 168.
budget_show_history "1" // turn history graph off and on.
.
good to turn off on low end 169.
budget_show_peaks "1" // enable/disable peaks in the budget panel 170.
budget_toggle_group // Turn a budget group on/off 171.
bug // Show the bug reporting UI.
172.
bugreporter_uploadasync "0" // Upload attachments asynchronously 173.
bugreporter_username "0" // Username to use for bugreporter 174.
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
175.
buildcubemaps // Rebuild cubemaps.
176.
building_cubemaps "0" // Indicates were building cubemaps 177.
buildmodelforworld // buildmodelforworld 178.
buymenu // Show or hide main buy menu 179.
buyrandom // Buy random primary and secondary.
Primarily for deathmatch where cost is not an issue.
180.
buy_stamps // Temporary solution for Pinion to kick back to community map makers.
181.
cache_print // cache_print [section] Print out contents of cache memory.
182.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
183.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
184.
callvote // Start a vote on an issue.
185.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
186.
cam_command // Tells camera to change modes 187.
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view 188.
cam_idealdist "150" 189.
cam_idealdistright "0" 190.
cam_idealdistup "0" 191.
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view 192.
cam_idealpitch "0" 193.
cam_idealyaw "0" 194.
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
195.
cam_snapto "0" 196.
cancelselect 197.
cash_player_bomb_defused "300" 198.
cash_player_bomb_planted "300" 199.
cash_player_damage_hostage "-30" 200.
cash_player_get_killed "0" 201.
cash_player_interact_with_hostage "150" 202.
cash_player_killed_enemy_default "300" 203.
cash_player_killed_enemy_factor "1" 204.
cash_player_killed_hostage "-1000" 205.
cash_player_killed_teammate "-3300" 206.
cash_player_rescued_hostage "1000" 207.
cash_player_respawn_amount "0" 208.
cash_team_elimination_bomb_map "3250" 209.
cash_team_elimination_hostage_map_ct "2000" 210.
cash_team_elimination_hostage_map_t "1000" 211.
cash_team_hostage_alive "0" 212.
cash_team_hostage_interaction "500" 213.
cash_team_loser_bonus "1400" 214.
cash_team_loser_bonus_consecutive_rounds "500" 215.
cash_team_planted_bomb_but_defused "800" 216.
cash_team_rescued_hostage "0" 217.
cash_team_terrorist_win_bomb "3500" 218.
cash_team_win_by_defusing_bomb "3250" 219.
cash_team_win_by_hostage_rescue "3500" 220.
cash_team_win_by_time_running_out_bomb "3250" 221.
cash_team_win_by_time_running_out_hostage "3250" 222.
cast_hull // Tests hull collision detection 223.
cast_ray // Tests collision detection 224.
cc_emit // Emits a closed caption 225.
cc_findsound // Searches for soundname which emits specified text.
226.
cc_flush // Flushes asyncd captions.
227.
cc_lang "0" // Current close caption language (emtpy = use game UI language) 228.
cc_linger_time "1" // Close caption linger time.
229.
cc_predisplay_time "0" // Close caption delay before showing caption.
230.
cc_random // Emits a random caption 231.
cc_showblocks // Toggles showing which blocks are pending/loaded async.
232.
cc_subtitles "0" // wont help hearing impaired players).
233.
centerview 234.
changelevel // Change server to the specified map 235.
changelevel2 // Transition to the specified map in single player 236.
chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue.
Set two for super verbose info 237.
ch_createairboat // Spawn airboat in front of the player.
238.
ch_createjeep // Spawn jeep in front of the player.
239.
clear // Clear all console output.
240.
clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
241.
bugreporter_username "0" // Username to use for bugreporter 242.
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
243.
buildcubemaps // Rebuild cubemaps.
244.
building_cubemaps "0" // Indicates were building cubemaps 245.
buildmodelforworld // buildmodelforworld 246.
buymenu // Show or hide main buy menu 247.
buyrandom // Buy random primary and secondary.
Primarily for deathmatch where cost is not an issue.
248.
buy_stamps // Temporary solution for Pinion to kick back to community map makers.
249.
cache_print // cache_print [section] Print out contents of cache memory.
250.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
251.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
252.
callvote // Start a vote on an issue.
253.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
254.
cam_command // Tells camera to change modes 255.
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view 256.
cam_idealdist "150" 257.
cam_idealdistright "0" 258.
cam_idealdistup "0" 259.
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view 260.
cam_idealpitch "0" 261.
cam_idealyaw "0" 262.
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
263.
cam_snapto "0" 264.
cancelselect 265.
cash_player_bomb_defused "300" 266.
cash_player_bomb_planted "300" 267.
cash_player_damage_hostage "-30" 268.
cash_player_get_killed "0" 269.
cash_player_interact_with_hostage "150" 270.
cash_player_killed_enemy_default "300" 271.
cash_player_killed_enemy_factor "1" 272.
cash_player_killed_hostage "-1000" 273.
cash_player_killed_teammate "-3300" 274.
cash_player_rescued_hostage "1000" 275.
cash_player_respawn_amount "0" 276.
cash_team_elimination_bomb_map "3250" 277.
cash_team_elimination_hostage_map_ct "2000" 278.
cash_team_elimination_hostage_map_t "1000" 279.
cash_team_hostage_alive "0" 280.
cash_team_hostage_interaction "500" 281.
cash_team_loser_bonus "1400" 282.
cash_team_loser_bonus_consecutive_rounds "500" 283.
cash_team_planted_bomb_but_defused "800" 284.
cash_team_rescued_hostage "0" 285.
cash_team_terrorist_win_bomb "3500" 286.
cash_team_win_by_defusing_bomb "3250" 287.
cash_team_win_by_hostage_rescue "3500" 288.
cash_team_win_by_time_running_out_bomb "3250" 289.
cash_team_win_by_time_running_out_hostage "3250" 290.
cast_hull // Tests hull collision detection 291.
cast_ray // Tests collision detection 292.
cc_emit // Emits a closed caption 293.
cc_findsound // Searches for soundname which emits specified text.
294.
cc_flush // Flushes asyncd captions.
295.
cc_lang "0" // Current close caption language (emtpy = use game UI language) 296.
cc_linger_time "1" // Close caption linger time.
297.
cc_predisplay_time "0" // Close caption delay before showing caption.
298.
cc_random // Emits a random caption 299.
cc_showblocks // Toggles showing which blocks are pending/loaded async.
300.
cc_subtitles "0" // wont help hearing impaired

Console Commands (Cc-CL)

300.
cc_subtitles "0" // wont help hearing impaired players).
301.
centerview 302.
changelevel // Change server to the specified map 303.
changelevel2 // Transition to the specified map in single player 304.
chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue.
Set two for super verbose info 305.
ch_createairboat // Spawn airboat in front of the player.
306.
ch_createjeep // Spawn jeep in front of the player.
307.
clear // Clear all console output.
308.
clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
309.
clear_debug_overlays // clears debug overlays 310.
clientport "27005" // Host game client port 311.
closecaption "0" // Enable close captioning.
312.
closeonbuy "0" // Set non-zero to close the buy menu after buying something 313.
cl_allowdownload "1" // Client downloads customization files 314.
cl_allowupload "1" // Client uploads customization files 315.
cl_animationinfo // Hud element to examine.
316.
cl_autobuy "0" // The order in which autobuy will attempt to purchase items 317.
cl_autohelp "0" // Auto-help 318.
cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful) 319.
cl_backspeed "450" 320.
cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running 321.
cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running 322.
cl_bobcycle "0" // the frequency at which the viewmodel bobs.
323.
cl_bobup "0" 324.
cl_bob_lower_amt "21" // The amount the viewmodel lowers when running 325.
cl_bob_version "0" 326.
cl_brushfastpath "1" 327.
cl_buy_favorite // Purchase a favorite weapon/equipment loadout 328.
cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite 329.
cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu 330.
cl_buy_favorite_reset // Reset favorite loadouts to the default 331.
cl_buy_favorite_set // Saves the current loadout as a favorite 332.
cl_camera_follow_bone_index "-2" // Index of the bone to follow.
-2 == disabled.
-1 == root bone.
0+ is bone index.
333.
cl_chatfilters "63" // Stores the chat filter settings 334.
cl_class "0" // Default class when joining a game 335.
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
336.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
337.
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.
338.
cl_clock_correction "1" // Enable/disable clock correction on the client.
339.
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 340.
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply 341.
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
342.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
343.
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
344.
cl_cmdrate "128" // Max number of command packets sent to server per second 345.
cl_cmm_showteamplayercolors "1" // etc.
346.
cl_cmm_teamplayercolors_showletters "0" // this will show letters over the colors.
347.
cl_crosshairalpha "200" 348.
cl_crosshaircolor "1" // Set crosshair color as defined in game_options.
consoles.
txt 349.
cl_crosshaircolor_b "50" 350.
cl_crosshaircolor_g "250" 351.
cl_crosshaircolor_r "50" 352.
cl_crosshairdot "0" 353.
cl_crosshairgap "0" 354.
cl_crosshairscale "0" // Crosshair scaling factor (deprecated) 355.
cl_crosshairsize "5" 356.
cl_crosshairstyle "1" 357.
cl_crosshairthickness "0" 358.
cl_crosshairusealpha "1" 359.
cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility 360.
cl_crosshair_dynamic_maxdist_splitratio "0" // this is the ratio used to determine how long the inner and outer xhair pips will be.
[inner = cl_ 361.
cl_crosshair_dynamic_splitalpha_innermod "1" // this is the alpha modification that will be used for the INNER crosshair pips once theyve split.
362.
cl_crosshair_dynamic_splitalpha_outermod "0" // this is the alpha modification that will be used for the OUTER crosshair pips once theyve split.
363.
cl_crosshair_dynamic_splitdist "7" // this is the distance that the crosshair pips will split into 2.
(default is 7) 364.
cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.
1-3) 365.
cl_csm_server_status // Usage: cl_csm_server_status 366.
cl_csm_status // Usage: cl_csm_status 367.
cl_cs_dump_econ_item_stringtable // cl_cs_dump_econ_item_stringtable 368.
cl_custommaterial_debug_graph "0" 369.
cl_debugrumble "0" // Turn on rumble debugging spew 370.
cl_debug_ugc_downloads "1" 371.
cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messages 372.
cl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messages 373.
cl_detail_avoid_force "0" // percentage of the width of the detail sprite ) 374.
cl_detail_avoid_radius "64" // radius around detail sprite to avoid players 375.
cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players 376.
cl_detail_max_sway "5" // Amplitude of the detail prop sway 377.
cl_detail_multiplier "1" // extra details to create 378.
cl_disablefreezecam "0" // Turn on/off freezecam on client 379.
cl_disablehtmlmotd "0" // Disable HTML motds.
380.
cl_disable_ragdolls "0" 381.
cl_dm_buyrandomweapons "1" // they will receive the 382.
cl_downloadfilter "0" // nosounds) 383.
cl_download_demoplayer "1" // 2:all) 384.
cl_drawhud "1" // Enable the rendering of the hud 385.
cl_drawleaf "-1" 386.
cl_drawmaterial "0" // Draw a particular material over the frame 387.
cl_drawshadowtexture "0" 388.
cl_draw_only_deathnotices "0" // For drawing only the crosshair and death notices (used for moviemaking) 389.
cl_dumpplayer // Dumps info about a player 390.
cl_dumpsplithacks // Dump split screen workarounds.
391.
cl_dump_particle_stats // dump particle profiling info to particle_profile.
csv 392.
cl_entityreport "0" // draw entity states to console 393.
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
394.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
395.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
396.
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
397.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
398.
cl_fastdetailsprites "1" // whether to use new detail sprite system 399.
cl_find_ent // Find and list all client entities with classnames that contain the specified substring.
Format: cl_find_ent <substring> 400.
cl_find_ent_index // Display data for clientside entity matching specified index.
Format: cl_find_ent_index <index> 401.
cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair 402.
cl_flushentitypacket "0" // For debugging.
Force the engine to flush an entity packet.
403.
cl_forcepreload "0" // Whether we should force preloading.
404.
cl_forwardspeed "450" 405.
cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve! 406.
cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement 407.
cl_fullupdate // Forces the server to send a full update packet 408.
cl_game_mode_convars // Display the values of the convars for the current game_mode.
409.
cl_idealpitchscale "0" 410.
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
411.
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).

Console Commands (CL-Co)

412.
cl_interpolate "1" // Enables or disables interpolation on listen servers or during demo playback 413.
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
414.
cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.
415.
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information 416.
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information 417.
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information 418.
cl_jiggle_bone_invert "0" 419.
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
420.
cl_language "0" // Language (from Steam API) 421.
cl_leafsystemvis "0" 422.
cl_leveloverview "0" 423.
cl_leveloverviewmarker "0" 424.
cl_loadout_colorweaponnames "0" // the weapon names are colored in the weapon loadout to match their rarity.
425.
cl_logofile "0" // Spraypoint logo decal.
426.
cl_mainmenu_show_datagraph "0" 427.
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered 428.
cl_minimal_rtt_shadows "1" 429.
cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
430.
cl_mouseenable "0" 431.
cl_mouselook "1" // 0 for keyboard look.
Cannot be set while connected to a server.
432.
cl_observercrosshair "1" 433.
cl_overdraw_test "0" 434.
cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
435.
cl_particles_dumplist // optional name substring.
436.
cl_particles_dump_effects 437.
cl_particles_show_bbox "0" 438.
cl_particles_show_controlpoints "0" 439.
cl_particle_retire_cost "0" 440.
cl_pclass "0" // Dump entity by prediction classname.
441.
cl_pdump "-1" // Dump info about this entity to screen.
442.
cl_phys_show_active "0" 443.
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls) 444.
cl_pitchdown "89" 445.
cl_pitchup "89" 446.
cl_portal_use_new_dissolve "1" // Use new dissolve effect 447.
cl_precacheinfo // Show precache info (client).
448.
cl_predict "1" // Perform client side prediction.
449.
cl_predictioncopy_describe // Describe datamap_t for entindex 450.
cl_predictionlist "0" // Show which entities are predicting 451.
cl_predictweapons "1" // Perform client side prediction of weapon effects.
452.
cl_pred_track // for field fieldname.
453.
cl_radar_always_centered "1" // even at map extents.
454.
cl_radar_icon_scale_min "0" // Sets the minimum icon scale.
Valid values are 0.
4 to 1.
0.
455.
cl_radar_rotate "1" // 1 456.
cl_radar_scale "0" // Sets the radar scale.
Valid values are 0.
25 to 1.
0.
457.
cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls 458.
cl_rebuy "0" // The order in which rebuy will attempt to repurchase items 459.
cl_reloadpostprocessparams 460.
cl_removedecals // Remove the decals from the entity under the crosshair.
461.
cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
462.
cl_remove_old_ugc_downloads "1" 463.
cl_report_soundpatch // reports client-side sound patch count 464.
cl_resend "6" // Delay in seconds before the client will resend the connect attempt 465.
cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt 466.
cl_righthand "1" // Use right-handed view models.
467.
cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.
0) 468.
cl_saveweaponcustomtextures // Save custom textures of current weapon.
469.
cl_scalecrosshair "1" // Enable crosshair scaling (deprecated) 470.
cl_shadowtextureoverlaysize "256" 471.
cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
472.
cl_showents // Dump entity list to console.
473.
cl_showerror "0" // 2 for above plus detailed field deltas.
474.
cl_showevents "0" // Print event firing info in the console 475.
cl_showfps "0" // 5 = Thread and wait times +10 = detailed ) 476.
cl_showhelp "1" // Set to 0 to not show on-screen help 477.
cl_showloadout "1" // Toggles display of current loadout.
478.
cl_showpluginmessages "1" // Allow plugins to display messages to you 479.
cl_showpos "0" // Draw current position at top of screen 480.
cl_show_clan_in_death_notice "1" // the clan name will show next to player names in the death notices.
481.
cl_sidespeed "450" 482.
cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering 483.
cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path 484.
cl_sos_test_get_opvar 485.
cl_sos_test_set_opvar 486.
cl_soundemitter_flush // Flushes the sounds.
txt system (server only) 487.
cl_soundemitter_reload // Flushes the sounds.
txt system 488.
cl_soundfile "0" // Jingle sound file.
489.
cl_soundscape_flush // Flushes the client side soundscapes 490.
cl_soundscape_printdebuginfo // print soundscapes 491.
cl_spec_mode "5" // Saves the last viewed spectator mode for use next time we start to spectate 492.
cl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.
493.
cl_spec_stats "1" 494.
cl_sporeclipdistance "512" 495.
cl_ss_origin // print origin in script format 496.
cl_steamscreenshots // Enable/disable saving screenshots to Steam 497.
cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
498.
cl_sun_decay_rate "0" 499.
cl_team "0" // Default team when joining a game 500.
cl_teamid_overhead "1" // 1 = on 501.
cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show 502.
cl_teamid_overhead_maxdist_spec "2000" // max distance at which the overhead team id icons will show when a spectator 503.
cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.
504.
cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.
505.
cl_timeout "30" // the client will disconnect itself 506.
cl_tree_sway_dir // sets tree sway wind direction and strength 507.
cl_updaterate "64" // Number of packets per second of updates you are requesting from the server 508.
cl_updatevisibility // Updates visibility bits.
509.
cl_upspeed "320" 510.
cl_use_new_headbob "1" 511.
cl_use_opens_buy_menu "1" // Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the buy key).
512.
cl_view // Set the view entity index.
513.
cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.
514.
cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.
515.
cl_winddir "0" // Weather effects wind direction angle 516.
cl_windspeed "0" // Weather effects wind speed scalar 517.
cl_wpn_sway_scale "1" 518.
cmd // Forward command to server.
519.
cmd1 // sets userinfo string for split screen player in slot 1 520.
cmd2 // sets userinfo string for split screen player in slot 2 521.
cmd3 // sets userinfo string for split screen player in slot 3 522.
cmd4 // sets userinfo string for split screen player in slot 4 523.
collision_test // Tests collision system 524.
colorcorrectionui // Show/hide the color correction tools UI.
525.
commentary_cvarsnotchanging 526.
commentary_finishnode 527.
commentary_firstrun "0" 528.
commentary_showmodelviewer // Display the commentary model viewer.
Usage: commentary_showmodelviewer <model name> <optional attached model name> 529.
commentary_testfirstrun 530.
computer_name // Spew computer name 531.
condump // dump the text currently in the console to condumpXX.
log 532.
connect // Connect to specified server.
533.
con_enable "0" // Allows the console to be activated.
534.
con_filter_enable "0" // 2 displays filtered text brighter than ot 535.
con_filter_text "0" // Text with which to filter console spew.
Set con_filter_enable 1 or 2 to activate.

Console Commands(Co-En)

536.
con_filter_text_out "0" // Text with which to filter OUT of console spew.
Set con_filter_enable 1 or 2 to activate.
537.
con_logfile "0" // Console output gets written to this file 538.
con_min_severity // LS_ERROR=3.
539.
crash // Cause the engine to crash (Debug!!) 540.
CreatePredictionError // Create a prediction error 541.
create_flashlight 542.
creditsdone 543.
crosshair "1" 544.
csgo_download_match // Downloads a match via serial code and starts playback 545.
cs_enable_player_physics_box "0" 546.
cs_hostage_near_rescue_music_distance "2000" 547.
cs_make_vip // Marks a player as the VIP 548.
cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>.
Show player state transitions.
549.
CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend 550.
cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity 551.
custom_bot_difficulty "0" // Bot difficulty for offline play.
552.
cvarlist // Show the list of convars/concommands.
553.
c_maxdistance "200" 554.
c_maxpitch "90" 555.
c_maxyaw "135" 556.
c_mindistance "30" 557.
c_minpitch "0" 558.
c_minyaw "-135" 559.
c_orthoheight "100" 560.
c_orthowidth "100" 561.
c_thirdpersonshoulder "0" 562.
c_thirdpersonshoulderaimdist "120" 563.
c_thirdpersonshoulderdist "40" 564.
c_thirdpersonshoulderheight "5" 565.
c_thirdpersonshoulderoffset "20" 566.
dbghist_addline // Add a line to the debug history.
Format: <category id> <line> 567.
dbghist_dump // Dump the debug history to the console.
Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc 568.
debugsystemui // Show/hide the debug system UI.
569.
debug_map_crc "0" // Prints CRC for each map lump loaded 570.
debug_visibility_monitor "0" 571.
default_fov "90" 572.
demolist // Print demo sequence list.
573.
demos // Demo demo file sequence.
574.
demoui // Show/hide the demo player UI.
575.
demo_gototick // Skips to a tick in demo.
576.
demo_listhighlights // List all highlights data for the demo.
577.
demo_listimportantticks // List all important ticks in the demo.
578.
demo_pause // Pauses demo playback.
579.
demo_recordcommands "1" // Record commands typed at console into .
dem files.
580.
demo_resume // Resumes demo playback.
581.
demo_timescale // Sets demo replay speed.
582.
demo_togglepause // Toggles demo playback.
583.
developer "0" // Set developer message level 584.
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
585.
devshots_screenshot // use the screenshot command instead.
586.
differences // Show all convars which are not at their default values.
587.
disable_static_prop_loading "0" // static props wont be loaded 588.
disconnect // Disconnect game from server.
589.
display_elapsedtime // Displays how much time has elapsed since the game started 590.
display_game_events "0" 591.
disp_list_all_collideable // List all collideable displacements 592.
dlight_debug // Creates a dlight in front of the player 593.
dm_reset_spawns 594.
dm_togglerandomweapons // Turns random weapons in deathmatch on/off 595.
drawcross // Draws a cross at the given location Arguments: x y z 596.
drawline // Draws line between two 3D Points.
Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2 597.
drawoverviewmap // Draws the overview map 598.
drawradar // Draws HUD radar 599.
dsp_db_min "80" 600.
dsp_db_mixdrop "0" 601.
dsp_dist_max "1440" 602.
dsp_dist_min "0" 603.
dsp_enhance_stereo "1" 604.
dsp_mix_max "0" 605.
dsp_mix_min "0" 606.
dsp_off "0" 607.
dsp_player "0" 608.
dsp_reload 609.
dsp_slow_cpu "0" 610.
dsp_volume "0" 611.
ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam 612.
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
613.
dumpentityfactories // Lists all entity factory names.
614.
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
615.
dumpgamestringtable // Dump the contents of the game string table to the console.
616.
dumpstringtables // Print string tables to console.
617.
dump_entity_sizes // Print sizeof(entclass) 618.
dump_globals // Dump all global entities/states 619.
dump_particlemanifest // Dump the list of particles loaded.
620.
echo // Echo text to console.
621.
econ_build_pinboard_images_from_collection_name // Renders and saves images for all models in a collection.
622.
econ_clear_inventory_images // clear the local inventory images (they will regenerate) 623.
econ_highest_baseitem_seen "62" 624.
econ_show_items_with_tag // Lists the item definitions that have a specified tag.
625.
editdemo // Edit a recorded demo file (.
dem ).
626.
editor_toggle // Disables the simulation and returns focus to the editor 627.
enable_debug_overlays "1" // Enable rendering of debug overlays 628.
enable_skeleton_draw "0" // Render skeletons in wireframe 629.
endmatch_votenextmap // Votes for the next map at the end of the match 630.
endmovie // Stop recording movie frames.
631.
endround // End the current round.
632.
english "0" // running the english language set of assets.
633.
ent_absbox // Displays the total bounding box for the given entity(s) in green.
Some entites will also display entity specific overlays.
Ar 634.
ent_attachments // Displays the attachment points on an entity.
Arguments: {entity_name} / {class_name} / no argument picks what player is loo 635.
ent_autoaim // Displays the entitys autoaim radius.
Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 636.
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange.
Some entites will also display entity specific overlay 637.
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
638.
ent_create // Creates an entity of the given type where the player is looking.
639.
ent_dump // Usage: ent_dump <entity name> 640.
ent_fire // Usage: ent_fire <target> [action] [value] [delay] 641.
ent_info // Usage: ent_info <class name> 642.
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID.
Format: ent_keyvalue <entity id> <key1>=<v 643.
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 644.
ent_messages_draw "0" // Visualizes all entity input/output activity.
645.
ent_name 646.
ent_orient // only orients target entitys YAW.
Use the allangles opt 647.
ent_pause // Toggles pausing of input/output message processing for entities.
When turned on processing of all message will stop.
Any mess 648.
ent_pivot // Displays the pivot for the given entity(ies).
(y=up=green, z=forward=blue, x=left=red).
Arguments: {entity_name} / {class 649.
ent_rbox // Displays the total bounding box for the given entity(s) in green.
Some entites will also display entity specific overlays.
Ar 650.
ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 651.
ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name} 652.
ent_rotate // Rotates an entity by a specified # of degrees 653.
ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume 654.
ent_setang // Set entity angles 655.
ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh 656.
ent_setpos // Move entity to position 657.
ent_show_response_criteria // an entitys current criteria set used to select responses.
Arguments: {entity_name} / {class_name} / 658.
ent_step // When ent_pause is set this will step through one waiting input / output message at a time.

Console Commands (En-G_)

659.
ent_teleport // Teleport the specified entity to where the player is looking.
Format: ent_teleport <entity name> 660.
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_ 661.
ent_viewoffset // Displays the eye position for the given entity(ies) in red.
Arguments: {entity_name} / {class_name} / no argument picks wha 662.
envmap 663.
escape // Escape key pressed.
664.
exec // Execute script file.
665.
execifexists // Execute script file if file exists.
666.
execwithwhitelist // only execing convars on a whitelist.
667.
exit // Exit the engine.
668.
explode // Kills the player with explosive damage 669.
explodevector // Kills a player applying an explosive force.
Usage: explodevector <player> <x value> <y value> <z value> 670.
fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
671.
fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
672.
ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot.
Range is from 0 - 1 (with 1 being damage equal to what is done to an en 673.
ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade.
Range is from 0 - 1 (with 1 being damage equal to what is don 674.
ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade.
Range is from 0 - 1 (with 1 being damage equal to what is do 675.
ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades.
Range is from 0 - 1 (with 1 being damag 676.
find // Find concommands with the specified string in their name/help text.
677.
findflags // Find concommands by flags.
678.
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring.
Format: find_ent <substring> 679.
find_ent_index // Display data for entity matching specified index.
Format: find_ent_index <index> 680.
firetarget 681.
firstperson // Switch to firstperson camera.
682.
fish_debug "0" // Show debug info for fish 683.
fish_dormant "0" // Turns off interactive fish behavior.
Fish become immobile and unresponsive.
684.
flush // Flush unlocked cache memory.
685.
flush_locked // Flush unlocked and locked cache memory.
686.
fogui // Show/hide fog control UI.
687.
fog_color "-1" 688.
fog_colorskybox "-1" 689.
fog_enable "1" 690.
fog_enableskybox "1" 691.
fog_enable_water_fog "1" 692.
fog_end "-1" 693.
fog_endskybox "-1" 694.
fog_hdrcolorscale "-1" 695.
fog_hdrcolorscaleskybox "-1" 696.
fog_maxdensity "-1" 697.
fog_maxdensityskybox "-1" 698.
fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values) 699.
fog_start "-1" 700.
fog_startskybox "-1" 701.
forcebind // Bind a command to an available key.
(forcebind command opt:suggestedKey) 702.
force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
703.
force_centerview 704.
foundry_engine_get_mouse_control // Give the engine control of the mouse.
705.
foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
706.
foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
707.
foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
708.
foundry_update_entity // Updates the entitys position/angles when in edit mode 709.
fov_cs_debug "0" // Sets the view fov if cheats are on.
710.
fps_max "300" // Frame rate limiter 711.
fps_max_menu "120" // main menu 712.
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 713.
fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
714.
fs_clear_open_duplicate_times // Clear the list of files that have been opened.
715.
fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this.
Prints a list of files that were opened more than once and ~how long was 716.
fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
717.
fs_fios_flush_cache // Flushes the FIOS HDD cache.
718.
fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.
bin>.
The preftech is medium priority and persistent.
719.
fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.
ani>.
The preftech is medium priority and non-pers 720.
fs_fios_print_prefetches // Displays all the prefetches currently in progress.
721.
fs_printopenfiles // Show all files currently opened by the engine.
722.
fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
723.
fs_warning_level // Set the filesystem warning level.
724.
func_break_max_pieces "15" 725.
fx_new_sparks "1" // Use new style sparks.
726.
g15_dumpplayer // Spew player data.
727.
g15_reload // Reloads the Logitech G-15 Keyboard configs.
728.
g15_update_msec "250" // Logitech G-15 Keyboard update interval.
729.
gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
730.
gameinstructor_enable "1" // Display in game lessons that teach new players.
731.
gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
732.
gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
733.
gameinstructor_reset_counts // Resets all display and success counts to zero.
734.
gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
735.
gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
736.
gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
737.
gamemenucommand // Issue game menu command.
738.
gamepadslot1 739.
gamepadslot2 740.
gamepadslot3 741.
gamepadslot4 742.
gamepadslot5 743.
gamepadslot6 744.
gameui_activate // Shows the game UI 745.
gameui_allowescape // Escape key allowed to hide game UI 746.
gameui_allowescapetoshow // Escape key allowed to show game UI 747.
gameui_hide // Hides the game UI 748.
gameui_preventescape // Escape key doesnt hide game UI 749.
gameui_preventescapetoshow // Escape key doesnt show game UI 750.
game_mode "0" // The current game mode (based on game type).
See GameModes.
txt.
751.
game_type "0" // The current game type.
See GameModes.
txt.
752.
getpos // dump position and angles to the console 753.
getpos_exact // dump origin and angles to the console 754.
give // Give item to player.
Arguments: <item_name> 755.
givecurrentammo // Give a supply of ammo for current weapon.
.
756.
global_event_log_enabled "0" // Enables the global event log system 757.
global_set // 2 = DEAD).
758.
glow_outline_effect_enable "1" // Enable entity outline glow effects.
759.
glow_outline_width "6" // Width of glow outline effect in screen space.
760.
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame.
Helps spot open seams in geometry.
761.
god // Toggle.
Player becomes invulnerable.
762.
gods // Toggle.
All players become invulnerable.
763.
gotv_theater_container "0" // setting it to live will play top live matches 764.
groundlist // Display ground entity list <index> 765.
g_debug_angularsensor "0" 766.
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
767.
g_debug_ragdoll_removal "0" 768.
g_debug_ragdoll_visualize "0" 769.
g_debug_trackpather "0" 770.
g_debug_vehiclebase "0" 771.
g_debug_vehicledriver "0" 772.
g_debug_vehicleexit "0" 773.
g_debug_vehiclesound "0" 774.
g_jeepexitspeed "100"

Console Commands (Ha-Lo)

775.
hammer_update_entity // Updates the entitys position/angles when in edit mode 776.
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 777.
heartbeat // Force heartbeat of master servers 778.
help // Find help about a convar/concommand.
779.
hideconsole // Hide the console.
780.
hidehud "0" 781.
hideoverviewmap // Hides the overview map 782.
hidepanel // Hides a viewport panel <name> 783.
hideradar // Hides HUD radar 784.
hidescores // Forcibly hide score panel 785.
hostage_debug "0" // Show hostage AI debug information 786.
hostfile "0" // The HOST file to load.
787.
hostip "-1062686208.
000" // Host game server ip 788.
hostname "0" // Hostname for server.
789.
hostport "27015" // Host game server port 790.
host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
791.
host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances 792.
host_map "0" // Current map name.
793.
host_reset_config // reset config (for testing) with param as splitscreen index.
794.
host_runofftime // Run off some time without rendering/updating sounds 795.
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
796.
host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only) 797.
host_timescale "1" // Prescale the clock by this amount.
798.
host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
799.
host_workshop_map // Get the latest version of the map and host it on this server.
800.
host_writeconfig // Store current settings to config.
cfg (or specified .
cfg file).
801.
host_writeconfig_ss // Store current settings to config.
cfg (or specified .
cfg file) with first param as splitscreen index.
802.
hud_reloadscheme // Reloads hud layout and animation scripts.
803.
hud_scaling "0" // Scales hud elements 804.
hud_showtargetid "1" // Enables display of target names 805.
hud_subtitles // Plays the Subtitles: <filename> 806.
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
807.
hunk_print_allocations 808.
hunk_track_allocation_types "1" 809.
hurtme // Hurts the player.
Arguments: <health to lose> 810.
impulse 811.
incrementvar // Increment specified convar value.
812.
inferno_child_spawn_interval_multiplier "0" // Amount spawn interval increases for each child 813.
inferno_child_spawn_max_depth "4" 814.
inferno_damage "40" // Damage per second 815.
inferno_debug "0" 816.
inferno_dlight_spacing "200" // Inferno dlights are at least this far apart 817.
inferno_flame_lifetime "7" // Average lifetime of each flame in seconds 818.
inferno_flame_spacing "42" // Minimum distance between separate flame spawns 819.
inferno_forward_reduction_factor "0" 820.
inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
821.
inferno_initial_spawn_interval "0" // Time between spawning flames for first fire 822.
inferno_max_child_spawn_interval "0" // Largest time interval for child flame spawning 823.
inferno_max_flames "16" // Maximum number of flames that can be created 824.
inferno_max_range "150" // Maximum distance flames can spread from their initial ignition point 825.
inferno_per_flame_spawn_duration "3" // Duration each new flame will attempt to spawn new flames 826.
inferno_scorch_decals "1" 827.
inferno_spawn_angle "45" // Angular change from parent 828.
inferno_surface_offset "20" 829.
inferno_velocity_decay_factor "0" 830.
inferno_velocity_factor "0" 831.
inferno_velocity_normal_factor "0" 832.
invnext 833.
invnextgrenade 834.
invnextitem 835.
invnextnongrenade 836.
invprev 837.
in_forceuser "0" // Force user input to this split screen player.
838.
ip "0" // Overrides IP for multihomed hosts 839.
ipc_console_disable // Disable IPC console(s) 840.
ipc_console_disable_all // Disable all IPC consoles 841.
ipc_console_enable // Enable IPC console 842.
ipc_console_show // Show status of IPC consoles 843.
joinsplitscreen // join split screen 844.
joyadvancedupdate 845.
joystick "0" // false otherwise.
846.
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 847.
joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
848.
joy_accelmax "1" 849.
joy_accelscale "3" 850.
joy_accelscalepoly "0" 851.
joy_advanced "0" 852.
joy_advaxisr "0" 853.
joy_advaxisu "0" 854.
joy_advaxisv "0" 855.
joy_advaxisx "0" 856.
joy_advaxisy "0" 857.
joy_advaxisz "0" 858.
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
859.
joy_autoAimDampenMethod "0" 860.
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied.
0 = off 861.
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
862.
joy_cfg_preset "1" 863.
joy_circle_correct "1" 864.
joy_curvepoint_1 "0" 865.
joy_curvepoint_2 "0" 866.
joy_curvepoint_3 "0" 867.
joy_curvepoint_4 "1" 868.
joy_curvepoint_end "2" 869.
joy_diagonalpov "0" // too.
870.
joy_display_input "0" 871.
joy_forwardsensitivity "-1" 872.
joy_forwardthreshold "0" 873.
joy_gamma "0" 874.
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
875.
joy_lowend "1" 876.
joy_lowend_linear "0" 877.
joy_lowmap "1" 878.
joy_movement_stick "0" // 2 = legacy controls 879.
joy_name "0" 880.
joy_no_accel_jump "0" 881.
joy_pitchsensitivity "-1" // joystick pitch sensitivity 882.
joy_pitchthreshold "0" 883.
joy_response_look "0" // 1=Acceleration Promotion 884.
joy_response_look_pitch "1" // 1=Acceleration Promotion 885.
joy_response_move "1" // 1/sensitivity 886.
joy_sensitive_step0 "0" 887.
joy_sensitive_step1 "0" 888.
joy_sensitive_step2 "0" 889.
joy_sidesensitivity "1" 890.
joy_sidethreshold "0" 891.
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
892.
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
893.
joy_yawsensitivity "-1" // joystick yaw sensitivity 894.
joy_yawthreshold "0" 895.
jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
896.
kdtree_test // Tests spatial partition for entities queries.
897.
key_findbinding // Find key bound to specified command string.
898.
key_listboundkeys // List bound keys with bindings.
899.
key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
900.
kick // Kick a player by name.
901.
kickid // with a message.
902.
kickid_ex // provide a force-the-kick flag and also assign a message.
903.
kill // Kills the player with generic damage 904.
killserver // Shutdown the server.
905.
killvector // Kills a player applying force.
Usage: killvector <player> <x value> <y value> <z value> 906.
lastinv 907.
lightcache_maxmiss "2" 908.
lightprobe // Samples the lighting environment.
Creates a cubemap and a file indicating the local lighting in a subdirectory called material 909.
light_crosshair // Show texture color at crosshair 910.
linefile // Parses map leak data from .
lin file 911.
listdemo // List demo file contents.
9