User:Tupas/Sandbox

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Command Default Type Help Text
<deferred> 0
<unconnected> 0
@panoram_debug_dead_pad 0
@panorama_dispatch_event cmd Dispatch the event defined by the argument string. No creating panel is specified.
@panorama_early_anim_dispatch 1 cl
@panorama_print_cache_status cmd Print internal panorama refcounts for every file
@panorama_show_fps 0
@panorama_show_fps_scale 1
@panorama_steampad_button_repeat_curve_time 0
@panorama_steampad_button_repeat_interval_end 0
@panorama_steampad_button_repeat_interval_start 0
_fov 0 cl Automates fov command to server.
_record cmd Record a demo incrementally.
_resetgamestats cmd Erases current game stats and writes out a blank stats file
achievement_debug 0 sv, rep, cheat Turn on achievement debug msgs.
achievement_disable 0 sv, rep, cheat Turn off achievements.
addip cmd Add an IP address to the ban list.
addons cmd list current addon info.
adsp_alley_min 122
adsp_courtyard_min 126
adsp_debug 0 a
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_room_min 102
adsp_street_min 118
adsp_tunnel_min 114
adsp_wall_height 128
ai_actbusy_search_time 10 sv
ai_animgraph_lerp_movement_yaw 0 sv If set, forces animgraph-using NPCs to lerp their movement yaw.
ai_auto_contact_solver 1 sv
ai_baseactor_use_navmesh 1 sv
ai_block_damage 0 sv
ai_citizen_debug_commander 1 sv
ai_clear_bad_links cmd Clears bits set on nav links indicating link is unusable
ai_debug_actbusy 0 sv, cheat Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2: Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen. 3: Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes. 4: Display debug output of actbusy logic. 5: Display safe zone volumes and info.
ai_debug_assault 0 sv
ai_debug_avoidancebounds 0 sv
ai_debug_directnavprobe 0 sv
ai_debug_doors 0 sv
ai_debug_dyninteractions 0 sv Debug the NPC dynamic interaction system.
ai_debug_efficiency 0 sv
ai_debug_enemies 0 sv
ai_debug_enemy_position 0 sv, cheat Draw a debug line from a selected NPC to its enemy.
ai_debug_enemyfinders 0 sv
ai_debug_expressions 0 sv Show random expression decisions for NPCs.
ai_debug_follow 0 sv
ai_debug_loners 0 sv
ai_debug_looktargets 0 sv Debug looktarget logic for NPCs selected with 'npc_select'. Options: ai_debug_looktargets 1 - Show current looktarget. ai_debug_looktargets 2 - Show eye target selections. ai_debug_looktargets 3 - Show nearby world inspection & selection.
ai_debug_los 0 sv, cheat NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
ai_debug_nav 0 sv
ai_debug_node_connect cmd Debug the attempted connection between two nodes
ai_debug_off_nav 0 sv, cheat
ai_debug_ragdoll_magnets 0 sv
ai_debug_readiness 0 sv
ai_debug_shoot_positions 0 sv, rep, cheat
ai_debug_speech 0 sv
ai_debug_squads 0 sv
ai_debug_stealth 0 sv
ai_debug_stealth_prevent_actual_spotting 0 sv
ai_debug_stopping_paths 0 sv
ai_debug_tactical_backaway 0 sv
ai_debug_tactical_los 0 sv
ai_debug_think_ticks 0 sv
ai_debug_unragdoll 0 sv
ai_debugscriptconditions 0 sv
ai_default_efficient 0 sv
ai_disable cmd Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
ai_disabled 0 sv, rep, cheat
ai_drawbattlelines 0 sv, cheat
ai_drop_hint cmd Drop an ai_hint at the player's current eye position.
ai_dump_hints cmd
ai_dynamicinteractions_lerp_time 0 sv
ai_ef_hate_npc_duration 1 sv
ai_ef_hate_npc_frequency 5 sv
ai_efficiency_override 0 sv
ai_elude_time 16 sv
ai_expression_frametime 0 sv Maximum frametime to still play background expressions.
ai_expression_optimization 0 sv Disable npc background expressions when you can't see them.
ai_find_lateral_cover 1 sv
ai_find_lateral_los 1 sv
ai_floorpoint_debug 0 sv
ai_follow_move_commands 1 sv
ai_follow_use_points 1 sv
ai_follow_use_points_when_moving 1 sv
ai_force_serverside_ragdoll 1 sv
ai_forcerebuildgraph 0 sv
ai_frametime_limit 50 sv frametime limit for min efficiency AIE_NORMAL (in sec's).
ai_hull cmd Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, <none>=NPC under crosshair
ai_hull_trace_epsilon 0 sv
ai_ignore_collision_player_noclip 0 sv, a, cheat
ai_inhibit_spawners 0 sv, cheat
ai_keep_stopping_path_across_schedules 1 sv, cheat
ai_lead_time 0 sv
ai_local_navigator_direct_test_versus_static_collision 1 sv
ai_local_navigator_navmesh_enable 1 sv
ai_LOS_mode 0 sv, rep
ai_melee_radial_flank_max_radius 50 sv
ai_move_efficiency_override 0 sv
ai_moveprobe_debug 0 sv
ai_moveprobe_jump_debug 0 sv
ai_navigator_clipped_path_save 1 sv
ai_navigator_clipped_path_use_prepend 0 sv
ai_navigator_clipped_path_use_stopping 1 sv
ai_navigator_debug_direct 0 sv, rep
ai_navigator_generate_spikes 0 sv
ai_navigator_generate_spikes_strength 8 sv
ai_navigator_place_waypoints_on_ground 1 sv, rep
ai_navigator_repath_on_change 1 sv, cheat When nav mesh changes along an NPC's existing path, force a repath.
ai_navigator_repath_tolerance_alpha 25 sv, cheat The distance a target entity can move before triggering a repath is ( arrival time * ai_navigator_repath_tolerance_alpha ), clamped to the min / max allowed values.
ai_navigator_repath_tolerance_max 300 sv, cheat The maximum distance that a target entity can move before triggering a repath to that target.
ai_navigator_repath_tolerance_min 18 sv, cheat The minimum distance that a target entity can move before triggering a repath to that target.
ai_navigator_repath_tolerance_min_speed 100 sv, cheat When calculating repathing tolerance, clamp entity speed to be at least this value (i.e. consider slow entities to be this fast).
ai_navigator_stopping_dist_override -1 sv
ai_navigator_use_arrival_direction 1 sv, cheat
ai_new_aiming 1 sv
ai_next_hull cmd Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-
ai_no_local_paths 0 sv
ai_no_node_cache 0 sv
ai_no_select_box 0 sv Don't draw bounding box of selected NPCs. ( 0 = selection box, 1 = no selection box, 2 = small selection cross instead)
ai_no_steer 0 sv
ai_no_talk_delay 0 sv
ai_nodes cmd Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green - ground node Cyan - air node Magenta - climb node Grey - node not available for selected hull size Orange - node currently locked
ai_norebuildgraph 0 sv
ai_path_adjust_speed_on_immediate_turns 1 sv
ai_path_draw 0 sv, rep Number of seconds to draw an AI path after it is calculated. Path type comes from ai_path_debug_type.
ai_path_draw_active 0 sv, rep 0 = no debug, 1 = draw waypoint path, 2 = draw nav path
ai_path_draw_fail 0 sv, rep Draw failed pathfinding attempts
ai_path_draw_selected 0 sv, rep If true, draw AI path for selected NPC. Path type comes from ai_path_debug_type.
ai_path_draw_type 0 sv, rep 0 = waypoint path, 1 = nav path (before converted to waypoints)
ai_path_draw_waypoint_mark 0 sv, rep 0: Draw nothing at waypoints; 1: Draw a tick mark at waypoints; 2: Draw a box around waypoints.
ai_path_draw_yaw 0 sv, rep Display yaw value for path goal.
ai_path_insert_pause_at_est_end 1 sv
ai_path_insert_pause_at_obstruction 1 sv
ai_path_show_discard_immediately 0 sv, cheat
ai_peeking_enabled 1 sv
ai_plane_solver_debug 1 sv
ai_plane_solver_use_navmesh 0 sv
ai_post_frame_navigation 0 sv
ai_powered_unragdoll_freq 25 sv
ai_radial_max_link_dist 512 sv
ai_ragdoll_side_dot 0 sv
ai_reaction_delay_alert 0 sv
ai_reaction_delay_idle 0 sv
ai_readiness_decay 120 sv
ai_rebalance_thinks 1 sv
ai_report_task_timings_on_limit 0 sv, a
ai_resume cmd If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_select_box_alpha 20 sv, a The select box alpha.
ai_sequence_debug 0 sv, rep
ai_set_move_height_epsilon cmd Set how high AI bumps up ground walkers when checking steps
ai_setenabled cmd Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
ai_shot_bias 1 sv
ai_shot_bias_max 1 sv, rep
ai_shot_bias_min -1 sv, rep
ai_shot_stats 0 sv
ai_shot_stats_term 1000 sv
ai_show_connect cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Red - connection disabled
ai_show_connect_crawl cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Red - connection disabled
ai_show_connect_fly cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Red - connection disabled
ai_show_connect_jump cmd Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Red - connection disabled
ai_show_graph_connect cmd Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.
ai_show_grid cmd Draw a grid on the floor where looking.
ai_show_hints cmd Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - hint not being used by timed out Grey - hint has been disabled
ai_show_hull cmd Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Arguments: -none-
ai_show_hull_attacks 0 sv Show AI hull traces for melee attacks. 1 = show them for attacks, 2 = show them for tests.
ai_show_node cmd Highlight the specified node
ai_show_task_fail 0 sv, cheat
ai_show_think_tolerance 0 sv
ai_show_visibility cmd Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.
ai_simulate_task_overtime 0 sv
ai_spread_cone_focus_time 0 sv
ai_spread_defocused_cone_multiplier 3 sv
ai_spread_pattern_focus_time 0 sv
ai_step cmd NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'
ai_strong_optimizations 0 sv
ai_strong_optimizations_no_checkstand 0 sv
ai_tactical_los_multires 0 sv
ai_tacticalservices_max_los_search 1750 sv
ai_task_pre_script 0 sv
ai_test_los_from_player_pov cmd Test AI LOS from the player's POV
ai_test_moveprobe_ignoresmall 0 sv
ai_think_limit_label 0 sv, a
ai_use_efficiency 1 sv
ai_use_frame_think_limits 1 sv
ai_use_readiness 1 sv
ai_use_think_optimizations 1 sv
ai_use_visibility_cache 1 sv
ai_vehicle_avoidance 1 sv, cheat
ai_visualize_graph_rebuild 0 sv
ai_waypoint_arrival_tolerance 2 sv
aimat_debug 0 sv, rep
ainet_generate_report cmd Generate a report to the console.
ainet_generate_report_only cmd Generate a report to the console.
alias cmd Alias a command.
allow_clientside_entities 1 cl
+alt1 cmd
-alt1 cmd
-alt2 cmd
+alt2 cmd
ammo_display_clips 0 cl
ammo_display_loaded_ammo 0 cl
anim_disable 0 sv, rep
anim_resource_validate_on_load 1 release Validates the animation group channel list against the animations on load for every animation
animevents_dump cmd List all the currently registered anim events.
animgraph_calculate_slope 1 sv, cheat
animgraph_debug 0 sv, rep, cheat Debug animation graph
animgraph_debug_entindex 0 sv, rep, cheat The entity to specifically debug
animgraph_debug_tags 0 sv, rep
animgraph_debug_variables 0 sv, rep
animgraph_footlock_calculate_tilt 1 rep
animgraph_footlock_debug_foot_index -1 rep
animgraph_footlock_debug_type 2 rep
animgraph_footlock_enabled 1 rep A master convar that effectively disables the entire footlock node.
animgraph_footlock_ground_roll 1
animgraph_footlock_hip_offset_enable 1
animgraph_footlock_reachability_slide 1
animgraph_footlock_tilt_mode 1
animgraph_footlock_trace_ground_enabled 1 rep Convar for toggling foot lock ground tracking.
animgraph_footlock_use_hip_shift 1
animgraph_footlock_use_twobone_solve 1
animgraph_ik_debug 0
animgraph_ik_locks_enabled 1
animgraph_motor_free_path 1 sv, cheat
animgraph_motor_free_path_debug 0 sv, cheat
animgraph_motor_slope_draw_raycasts 0 sv, cheat
animgraph_motor_slope_enable 1 sv, cheat
animgraph_motor_slope_staircase_raycast_in_front 1 sv, cheat
animgraph_motor_slope_use_plane_equation 0 sv, cheat
animgraph_slowdownonslopes_enabled 1 rep
animgraph_trace_ignore_prop_physics 1 sv, rep
animinteractable_cycle_debug_range 0 sv, cheat
animinteractable_debug 0 sv, cheat
animinteractable_hold_dist 20 sv, cheat
animinteractable_phys_conversion_scale 0 sv, cheat
animinteractable_resistance_debug 0 sv, cheat
animinteractable_start_dist 6 sv, cheat
animinteractable_start_dist_full_pose_factor 0 sv, cheat
animinteractable_use_initial_values_table 1 sv, cheat
animinteractable_velocity_average 10 sv, cheat
animinteractable_velocity_friction 0 sv, cheat
antlion_disable_animgraph_activity_shim 1 sv
antlion_easycrush 0 sv
apc_gun_max_range 1250 sv
apc_gun_min_range 0 sv
apc_hack_bounce_in_place 1 sv
apc_lost_enemy_undeploy_delay 10 sv
apc_remember_lost_enemy_time 3 sv
apc_rocket_fire_period 1 sv
apc_rocket_max_range 1750 sv
apc_rocket_min_range 500 sv
apc_rocket_salvo_size 5 sv
apc_rocket_shoot_delay 2 sv
async_allow_held_files 1 Allow AsyncBegin/EndRead()
async_mode 0 Set the async filesystem mode (0 = async, 1 = synchronous)
async_resume cmd
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 cmd
async_track_all cmd Enable all registered asynchronous tracking convars at once
-attack cmd
+attack cmd
-attack2 cmd
+attack2 cmd
auto_bug cmd auto_bug: create non-interactive bug report.
autoaim_max_deflect 0 sv
autoaim_max_dist 2160 sv
autoaim_unlock_target 0 sv
autosave cmd Autosave
autosave_fully_async 1 sv Set to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completes
autosavedangerous cmd AutoSaveDangerous
autosavedangerousissafe cmd
axis cmd Draw an axis Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>
-back cmd
+back cmd
banid cmd Add a user ID to the ban list.
banip cmd Add an IP address to the ban list.
barnacle_bite_damage_interval 1 sv
barnacle_vr_damage_bite 50 sv
barnacle_vr_damage_pull 5 sv
barnacle_vr_debug 0 sv, rep
barnacle_vr_grab_pull_complete 8 cl
barnacle_vr_grab_pull_partial 8 cl
barnacle_vr_grab_radius 6 cl
barnacle_vr_interrupt_box_width 24 sv
barnacle_vr_lift_mindelta 23 sv, rep
barnacle_vr_lift_type 2 sv, rep
barnacle_vr_newlift_damage 9 sv
barnacle_vr_newlift_damage_interval 4 sv
barnacle_vr_next_pull_time 5 sv
barnacle_vr_nolift_damage 17 sv
barnacle_vr_nolift_damage_interval 3 sv
barnacle_vr_particle_tongue_dead_slack 0 cl, rep
barnacle_vr_particle_tongue_face_fwd_offset 3 cl, rep
barnacle_vr_particle_tongue_face_root_offset 3 cl, rep
barnacle_vr_particle_tongue_face_up_offset 2 cl, rep
barnacle_vr_particle_tongue_grabbed_object_slack 0 cl, rep
barnacle_vr_particle_tongue_grabbed_player_slack 1 cl, rep
barnacle_vr_particle_tongue_length_adjust_time 0 cl, rep
barnacle_vr_particle_tongue_neck2_fwd_offset -4 cl, rep
barnacle_vr_particle_tongue_neck2_up_offset -4 cl, rep
barnacle_vr_particle_tongue_neck_up_offset -4 cl, rep
barnacle_vr_player_can_grab_tongue 0 cl
barnacle_vr_pull_distance 28 sv
barnacle_vr_pull_duration 4 sv
barnacle_vr_purge_time 1 sv
barnacle_vr_suppress_reminder_interval 4 sv
barnacle_vr_use_particle_tongue 1 sv, rep
barnacle_vr_visual_pull_duration 1 sv
barnacle_vr_x 3 cl
barnacle_vr_y 5 cl
barnacle_vr_z 0 cl
barnacle_vr_z_offset 50 sv, rep
battery_saver 0 a OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on
benchframe cmd Takes a snapshot of a particular frame in a time demo.
bind cmd Bind a key.
binddefaults cmd Bind all keys to their default values.
bindss cmd Bind a key for a particular splitscreen player.
bindtoggle cmd Performs a bind <key> 'increment var <cvar> 0 1 1'.
birds_debug 0 sv
blackbox 1
blackbox_dump cmd Dump the contents of the blackbox
blackbox_record cmd Record an entry into the blackbox
blink cmd Blink specified convar value between two values at the specified duration.
blink_duration 0 cl How many seconds an eye blink will last.
bloater_min_damage 17 sv
bone_decode_cache_enabled 0
bot_mimic 0 cl, rep
bot_mimic_spec_buttons 1 cl, cheat +attack, +jump etc are used for spectator control instead of being passed on to spectated bot
box cmd Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
+break cmd
-break cmd
break_damage_inherit_scale 1 sv, rep
buddha 0 sv, nf, cheat Player takes damage but won't die
buddha_reset_hp 1 sv, nf, cheat HP to set when damaged below zero in Buddha Mode
budget_averages_window 30 cl, a number of frames to look at when figuring out average frametimes
budget_background_alpha 128 cl, a how translucent the budget panel is
budget_bargraph_range_ms 16 cl, a budget bargraph range in milliseconds
budget_history_numsamplesvisible 100 cl, a 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 cl, a budget history range in milliseconds
budget_panel_bottom_of_history_fraction 0 cl, a number between 0 and 1
budget_panel_height 384 cl, a height in pixels of the budget panel
budget_panel_width 512 cl, a width in pixels of the budget panel
budget_panel_x 0 cl, a number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y 50 cl, a number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window 30 cl, a number of frames to look at when figuring out peak frametimes
budget_show_averages 0 cl, a enable/disable averages in the budget panel
budget_show_history 1 cl, a turn history graph off and on. . good to turn off on low end
budget_show_peaks 1 cl, a enable/disable peaks in the budget panel
bug cmd bug [auto_fill_tokens] [-title <text>] [-noscreenshot]: Activate the bug reporter.
bug_submitter_override 0 a
bug_swap cmd Automatically swaps the current weapon for the bug bait and back again.
bugbait_distract_time 5 sv
bugbait_grenade_radius 150 sv
bugbait_hear_radius 2500 sv
bugbait_radius 512 sv
-bugvoice cmd Finish recording bug voice attachment.
+bugvoice cmd Start recording bug voice attachment.
bugvoice_clear cmd Clear voice attachment data.
bugvoice_save cmd Write buffered voice attachment data to file.
buildcubemaps cmd Build Cubemaps
building_cubemaps 0 cl
bulletspeed 6000 sv
c_maxdistance 200 cl, a
c_maxpitch 90 cl, a
c_maxyaw 135 cl, a
c_mindistance 30 cl, a
c_minpitch 0 cl, a
c_minyaw -135 cl, a
c_orthoheight 100 cl, a
c_orthowidth 100 cl, a
c_thirdpersonshoulder 0 cl, a
c_thirdpersonshoulderaimdist 120 cl, a
c_thirdpersonshoulderdist 40 cl, a
c_thirdpersonshoulderheight 5 cl, a
c_thirdpersonshoulderoffset 20 cl, a
cam_collision 1 cl, a When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
cam_command cmd Tells camera to change modes
cam_idealdelta 4 cl, a Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist 150 cl, a
cam_ideallag 4 cl, a Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch 0 cl, a
cam_idealyaw 0 cl, a
cam_showangles 0 cl, cheat When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
cam_snapto 0 cl, a
-camdistance cmd
+camdistance cmd
camerazoomin cmd
camerazoomout cmd
+camin cmd
-camin cmd
+cammousemove cmd
-cammousemove cmd
camortho cmd Switch to orthographic camera.
+camout cmd
-camout cmd
+campitchdown cmd
-campitchdown cmd
-camyawleft cmd
capturephotogrammetry cmd Capture Photogrammetry
cast_hull cmd Tests hull collision detection
cast_ray cmd Tests collision detection
cast_sphere cmd Tests collision detection
cc_captiontrace 1 cl Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_delay_time 0 cl, a Close caption delay before showing caption.
cc_emit cmd Emits a closed caption
cc_findsound cmd Searches for soundname which emits specified text.
cc_flush cmd Flushes async'd captions.
cc_lang 0 cl, a Current close caption language (emtpy = use game UI language)
cc_linger_time 1 cl, a Close caption linger time.
cc_log 0 cl Log caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)
cc_minvisibleitems 1 cl Minimum number of caption items to show.
cc_norepeat 5 sv In multiplayer games, don't repeat captions more often than this many seconds.
cc_random cmd Emits a random caption
cc_sentencecaptionnorepeat 4 cl How often a sentence can repeat.
cc_showblocks cmd Toggles showing which blocks are pending/loaded async.
cc_showmissing 0 sv, rep Show missing closecaption entries.
cc_spectator_only 0 cl, a
cc_stability_threshold 1 cl Threshold for determining that CC panel has held still long enough
cc_subtitles 0 cl, a, xbox_archive If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
cc_vr_caption_catchup_interval 0 cl Duration it takes for attached caption to ideal point
cc_vr_caption_speed 1 cl, a 0 = slow, 1 = medium (default), 2 = fast
cc_vr_debug 0 cl Debug visualization of VR closed caption placement
cc_vr_debug_log 0 cl Log closed caption positions
cc_vr_debug_log_show 0 cl Show logged closed caption positions
cc_vr_depth_test 0 cl Have closed caption Panorama panel perform depth testing against the scene
cc_vr_epsilon 2 cl Epsilon to trigger movement of VR subtitle panel in world space
cc_vr_font_size 1 cl, a 0 = small, 1 = med (default), 2 = large
cc_vr_forward_offset 30 cl Subtitle offset distance (forward, in front of player)
cc_vr_max_sfx_dist 1500 cl Don't display sound effect closed captions if they're beyond this range
cc_vr_vertical_offset -6 cl Subtitle vertical offset distance (positive is up)
cc_vr_width 1 cl, a 0 = narrow, 1 = med (default), 2 = wide
changelevel cmd changelevel <mapname>: Multiplayer change level.
changelevel2 cmd changelevel2 <mapname>: Singe player change level.
check_dpi cmd Show the currently detected DPI.
citizen_battery_turret_accuracy 8 sv
citizen_battery_turret_damagecount 3 sv
citizen_battery_turret_damagetime 5 sv
citizen_battery_turret_energypershot 0 sv
cl_aggregate_particles 0
cl_allowupload 1 a Client uploads customization files
cl_anglespeedkey 0 cl
cl_anim_queue_changes 1 cl
cl_animationinfo cmd Hud element to examine.
cl_auto_cursor_scale true machine
cl_axis cmd Draw an axis Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>
cl_backspeed 450 cl, cheat
cl_box cmd Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
cl_burninggibs 0 cl A burning player that gibs has burning gibs.
cl_cache_sendtable 1 Cache sendtables
cl_camera_follow_bone_index -2 cl, cheat Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_change_callback_limit 0 cl, release change callback msec warning limit
cl_chat_active 0 cl
cl_chat_wipehistory 0 cl, a Wipes chat history after all chat text faded out
cl_chatfilters 31 cl, a Stores the chat filter settings
cl_class 0 cl, a, user Default class when joining a game
cl_clearhinthistory cmd Clear memory of client side hints displayed to the player.
cl_clock_correction 1 cheat Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount 200 cheat Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.
cl_clock_correction_adjustment_max_offset 90 cheat As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.
cl_clock_correction_adjustment_min_offset 10 cheat If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick 999 cheat Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo 0 cheat Show debugging info about the clock drift.
cl_clock_unhook 0
cl_clockdbg 0
cl_clockdrift_max_ms 150 cheat Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_clockdrift_max_ms_threadmode 0 cheat Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdrate 30 a, user Max number of command packets sent to server per second
cl_connectionretrytime_p2p 20 release Number of seconds over which to spread retry attempts for P2P.
cl_consistencycheck_interval 180 rep Perform a consistency check after this amount of time (seconds) has passed since the last.
cl_cursor_scale 1.000000 machine
cl_customsounds 0 cl Enable customized player sound playback
cl_debug_flex_shader_constants 0 cl, cheat
cl_debug_overlay_fullposition 0 cl
cl_debug_player_use 0 cl Visualizes +use logic for the given range. Green cross=trace success, Red cross=trace too far, Green box=radius success
cl_debugoverlay_toggle cmd Toggles visibility of the debug overlay system.
cl_decal_clear_all_entities cmd Clears decals from all entities
cl_decal_clear_world cmd Clears world decals
cl_decal_debug cmd Toggles client decal debug visualization
cl_decal_shoot cmd Shoots a client-side decal
cl_demo_steadycam_blendframes 5 cl blend over this many frames
cl_demo_steadycam_deflection 5 cl if camera orientation changes this much update orientation
cl_demo_steadycam_enable 0 cl Stabilize camera orientation/position during demo playback. 1 == remove roll, 2 == steadycam
cl_demo_steadycam_radius 16 cl if camera moves this much from last anchor update anchor
cl_demo_view_offset_left 0 cl View offset during demo playback (+/- 1.25 is a good default for human average left/right eye offset)
cl_demoviewoverride 0 cl Override view during demo playback
cl_destroy_ragdolls cmd Destroys all client-side ragdolls
cl_disable_ragdolls 0 cl, cheat
cl_disconnect_soundevent 0 This soundevent is called to stop the desired soundevents when the game is disconnected.
cl_display_game_events 0 cl, cheat
cl_dormant_spew 0 cl Spew state on when client entities become dormant or active.
cl_downloadfilter 0 a Determines which files can be downloaded from the server (all, none, nosounds)
cl_draw_simulating_entities 0 cl
cl_draw_simulating_entities_distance 0 cl
cl_drawcross cmd Draws a cross at the given location Arguments: x y z
cl_drawhud 1 cl, cheat Enable the rendering of the hud
cl_drawline cmd Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
cl_drawmaterial 0 cl, cheat Draw a particular material over the frame
cl_drawmonitors 1 cl
cl_dump_anim_list cmd
cl_dump_projected_texture_count cmd Print out number of active projected textures
cl_dumpentity cmd Dumps info about an entity
cl_dumpsplithacks cmd Dump split screen workarounds.
cl_ejectbrass 1 cl
cl_enable_eye_occlusion 1 cl
cl_enable_remote_splitscreen 0 cl Allows viewing of nonlocal players in a split screen fashion
cl_ent_absbox cmd Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_actornames cmd Displays the entity name for all entities that have ShouldDisplayInActorNames true in code
cl_ent_animgraph_debug cmd Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_animgraph_record cmd Toggles recording of animgraph replay of the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_attachments cmd Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_bbox cmd Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_call cmd ent_call <funcname> <option: entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
cl_ent_clear_debug_overlays cmd Clears all debug overlays
cl_ent_find cmd Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
cl_ent_find_index cmd Display data for entity matching specified index. Format: find_ent_index <index>
cl_ent_grab cmd grabs the object in front of the player. Options: -loose -multiple -toggle
cl_ent_hitbox cmd Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_joint_axis_size 4 cl
cl_ent_joint_names 1 cl
cl_ent_joint_only_ik_joints 0 cl
cl_ent_joints cmd Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_messages cmd Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_name cmd Displays the entity name
cl_ent_picker cmd Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information
cl_ent_pivot cmd Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_pivot_size 20 cl, a, cheat
cl_ent_remove cmd Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_remove_all cmd Removes all entities of the specified type Arguments: {entity_name} / {class_name}
cl_ent_scale cmd Scales entities. Arguments: <scale factor> {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_script_dump cmd Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_select cmd Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_setname cmd Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_show_cloth 1 cl, cheat Show cloth debug info in ent_text display
cl_ent_show_contexts 0 cl, cheat Show entity contexts in ent_text display
cl_ent_showonlyattachment 0 cl, cheat
cl_ent_showonlyhitbox -1 cl, cheat
cl_ent_skeleton cmd Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_skeleton_only_ik_joints 0 cl
cl_ent_text cmd Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text256 cmd Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_clear cmd Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_filter cmd Set which ent_text filters you want:
cl_ent_text_flags_active -1 cl, a, cheat
cl_ent_text_no_name_really_i_mean_it 0 cl, cheat
cl_ent_text_radius cmd Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: Radius, {entity_name/class_name/ no argument picks what player is looking at}
cl_ent_text_sticky_add cmd Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_sticky_clear cmd Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_sticky_dump cmd Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_sticky_remove cmd Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_ungrab cmd un-grabs all objects
cl_ent_vcollide_wireframe cmd Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_viewoffset cmd Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_entityreport cmd Reports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
cl_entitysummary cmd Summarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
cl_ents cmd List client entities, sorted by spawn group
cl_extrapolate 1 cl, cheat Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount 0 cl, cheat Set how many seconds the client will extrapolate entities for.
cl_eye_occlusion_debug 0 cl, cheat
cl_eye_sin_wave 0 cl
cl_eye_target_override -16777216 cl
cl_eye_yaw_multiplier 1 cl
cl_fasttempentcollision 5 cl
cl_flex_cycler_think_interval 0 cl
cl_flex_expression 0 cl
cl_flex_talk 0 cl
cl_flushentitypacket 0 cheat For debugging. Force the engine to flush an entity packet.
cl_forwardspeed 450 cl, cheat
cl_fullupdate cmd Force uncompressed update
cl_glow_brightness 1 cl, cheat Brightness of player halos
cl_glow_item_far_b 1 cl, release
cl_glow_item_far_g 0 cl, release
cl_glow_item_far_r 0 cl, release
cl_glow_physics_props 0 cl
cl_groups cmd Show status of all spawn groups.
cl_hitbox_debug 0 cl
cl_ideal_spec_mode 5 cl, user, server_can_execute desired spectator mode (4 = in-eye, 5 = chase, 6 = roaming)
cl_ignorepackets 0 cheat Force client to ignore packets (for debugging).
cl_ik_enable_only_this_chain cmd {class_name} | no argument picks what player is looking at]
cl_ik_toggle_chain cmd {class_name} | no argument picks what player is looking at]
cl_imposter_debug_tint 0 cl When set, imposter models will render with a red tint
cl_impostor_cubemap_clip_ratio 1 cl
cl_impostor_cubemap_create cmd Create an Impostor CubeMap if one doesn't already exist
cl_impostor_cubemap_depthmap_size 256 cl
cl_impostor_cubemap_dilation_steps 4 cl
cl_impostor_cubemap_grid_divisions_per_side 128 cl
cl_impostor_cubemap_map_view -1 cl
cl_impostor_cubemap_movement_radius 64 cl
cl_impostor_cubemap_near_plane_tolerance 36 cl
cl_impostor_cubemap_recenter cmd Move Impostor CubeMaps To Current Position
cl_impostor_cubemap_render_every_frame 0 cl
cl_impostor_cubemap_texture_size 2048 cl
cl_impostor_cubemap_view_depth 0 cl
cl_impostor_cubemap_wireframe 0 cl
cl_interp 0 cl, user Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all 0 cl Disable interpolation list optimizations.
cl_interp_animationvars 1 cl Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval
cl_interp_hermite 1 cl, cheat Set to zero do disable hermite interpolation.
cl_interp_npcs 0 cl Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interp_ratio 2 cl, user Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_interp_simulationvars 1 cl Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval
cl_interp_threadmodeticks 0 cl Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_interpolate_report 0 cl, a Enable to show interpolation profile timing
cl_jiggle_bone_debug 0 cheat Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_pitch_constraints 0 cheat Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_yaw_constraints 0 cheat Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_invert 0 cheat
cl_jiggle_bone_sanity 1 Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_lagcomp_errorcheck 0 cl Player index of other player to check for position errors.
cl_lagcompensation 1 cl, user Perform server side lag compensation of weapon firing events.
cl_language 0 user Language
cl_latch_report 0 cl, a Enable to skip client-side animation
cl_leveloverview 0 cl, cheat
cl_leveloverviewmarker 0 cl, cheat
cl_lightquery_debug 0 cl, cheat
cl_log_tick 0 Log when a tick is recieved
cl_log_tick_skips 0 Log when the tick delta >= this
cl_massreport 0 cl
cl_mouseenable 1 cl, release
cl_mouselook 1 cl, a, user, ss, disconnected Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_net_showeventlisteners 0 cl Show listening addition/removals
cl_net_showevents 0 cl Dump game events to console (1=client only, 2=all).
cl_npc_speedmod_intime 0 cl, a
cl_npc_speedmod_outtime 1 cl, a
cl_observercrosshair 1 cl, a
cl_overdraw_test 0 cl, numeric, cheat
cl_panel_freeze_time_after_press 0 cl time to freeze mouse/pointer motion after a mouse button press
cl_panelanimation cmd blank for all panels>.
cl_parallel_frame_simulate 0 cl
cl_parallel_readpacketentities 1 Set to 1 to use threading snapshot reading (if game supports and server is sending bitcounts).
cl_parallel_readpacketentities_threshold 8 Use parallel processing of snapshot reading if above this many entries.
cl_particle_batch_mode 1
cl_particle_fallback_base 0 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_log_creates 0 Print debug message every time a particle collection is created
cl_particle_max_count 0
cl_particle_retire_cost 0 cheat
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 is. Higher numbers are more aggressive.
cl_particle_sim_fallback_threshold_ms 6 Amount of simulation time that can elapse before new systems start falling back to cheaper versions
cl_particle_simulate 1 cheat Enables/Disables Particle Simulation
cl_particles_debug_showparticles 0 cheat
cl_particles_dump_effects cmd
cl_particles_dumplist cmd Dump all new particles, optional name substring.
cl_pause_animate 0 cl, a 1 = Animates the pause text so that you can be sure the game isn't just hard locked.
cl_pclass 0 cl, cheat Dump entity by prediction classname.
cl_pdump -1 cl, cheat Dump info about this entity to screen.
cl_phys_animated_hierarchy 1 cl
cl_phys_block_dist 1 cl
cl_phys_block_fraction 0 cl
cl_phys_debug_callback_entities 0 cl, cheat Print all entities that get touch callbacks. Each entity is printed only once.
cl_phys_dump_intersection_controller cmd Dump intersection controller status
cl_phys_enabled 1 cl, cheat Enable all physics simulation
cl_phys_list cmd 0]: initiate|terminate streaming to physics debugger -allents: include non-physical entities -classes: print class names -sdk: Rubikon build -world: current state of the world -world -touch: list body pairs (bodies in contact) -world -save <name>: save world to a file -world -mem: memory dump -world -snapshots: Start/Stop dumping snapshots of the world into the current directory -world -profiletraces: ProfileRecordedTraces -world -agg: current aggregate data registry (loaded resources)
cl_phys_networked_start_sleep 1 cl
cl_phys_sleep cmd Put all physics in all the worlds to sleep
cl_phys_sleep_enable 1 cl, cheat Enable sleeping for dynamic physics bodies.
cl_phys_stop_at_collision 0 cl, cheat
cl_phys_timescale 1 cl Scale time for physics
cl_phys_visualize_awake 0 cl
cl_phys_wakeup cmd Wake all physics objects in the Main physics up
cl_physics_add_test cmd add test object
cl_physics_highlight_active cmd Turns on the absbox for all active physics objects. 0: un-highlight.
cl_physics_remove_test cmd remove test object
cl_physics_report_active cmd Lists all active physics objects -more: extra info
cl_pitchdown 89 cl, cheat
cl_pitchspeed 225 cl
cl_pitchup 89 cl, cheat
cl_playback_screenshots 0 Allows the client to playback screenshot and jpeg commands in demos.
cl_playerspraydisable 0 cl, a Disable player sprays.
cl_poweredragdoll_transition_time 0 cl
cl_precacheinfo cmd Show precache info (client).
cl_pred_error_verbose 0 cl Show more field info when spewing prediction errors.
cl_pred_optimize 2 cl Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
cl_pred_track cmd <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
cl_predict 0 cl, user, cheat Perform client side prediction.
cl_predictioncopy_describe cmd Describe datamap_t for entindex
cl_predictioncopy_print cmd Print simple description of prediction copy fields for entindex
cl_predictioncopy_runs 1 cl
cl_predictweapons 1 cl, user Perform client side prediction of weapon effects.
cl_print_consistency_list cmd Display's the contents and flags of the current consistency list
cl_printfps cmd Print information from cl_showfps.
cl_prop_debug cmd Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
cl_querycache_stats cmd Display status of the query cache (client only)
cl_ragdoll_default_scale 1 cl
cl_ragdoll_limit 20 cl, a Maximum number of ragdolls to show (-1 disables limit)
cl_ragdoll_lru_debug 0 cl, rep, cheat
cl_ragdoll_reload 0 cl
cl_removedecals cmd Remove the decals from the entity under the crosshair.
cl_report_predcopy_overrides cmd Report prediction copy overrides
cl_report_soundpatch cmd reports client-side sound patch count
cl_resend 0 release Delay in seconds before the client will resend the 'connect' attempt
cl_resetfps cmd Reset information from cl_showfps.
cl_retire_low_priority_lights 0 Low priority dlights are replaced by high priority ones
cl_rr_findrules cmd Search and list rules by substring.
cl_rr_findrules_verbose cmd Search and list rules by substring.
cl_rr_reloadresponsesystems cmd Reload all response system scripts. Note: This won't work unless you run with -rr_allow_reload.
cl_save_animgraph_recording cmd Saves all active animgraph recordings to disk
cl_sceneentity_debug 0 cl Display all thinking scene entities and its data.
cl_screenmessage_notifytime 8 cl How long to display screen message text
cl_script_add_debug_filter cmd Add a filter to the game debug overlay
cl_script_add_watch cmd Add a watch to the game debug overlay
cl_script_add_watch_pattern cmd Add a watch to the game debug overlay
cl_script_attach_debugger cmd Connect the vscript VM to the script debugger
cl_script_attach_debugger_at_startup 0 cl
cl_script_break_in_native_debugger_on_error 0 cl
cl_script_clear_watches cmd Clear all watches from the game debug overlay
cl_script_debug cmd Toggle the in-game script debug features
cl_script_dump_all cmd Dump the state of the VM to the console
cl_script_find cmd Find a key in the VM
cl_script_help cmd Output help for script functions
cl_script_help2 cmd Output help for script functions suitable for auto-completion
cl_script_reload cmd Reload scripts
cl_script_reload_code cmd Execute a vscript file, replacing existing functions with the functions in the run script
cl_script_reload_entity_code cmd Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
cl_script_remove_debug_filter cmd Remove a filter from the game debug overlay
cl_script_remove_watch cmd Remove a watch from the game debug overlay
cl_script_remove_watch_pattern cmd Remove a watch from the game debug overlay
cl_script_resurrect_unreachable cmd Use the garbage collector to track down reference cycles
cl_script_trace_disable cmd Turn off a particular trace output by file or function name
cl_script_trace_disable_all cmd Turn off all trace output
cl_script_trace_disable_key cmd Turn off a particular trace output by table/instance
cl_script_trace_enable cmd Turn on a particular trace output by file or function name
cl_script_trace_enable_all cmd Turn on all trace output
cl_script_trace_enable_key cmd Turn on a particular trace output by table/instance
cl_sendtable_cache_filename 0 Send tables cache file
cl_sequence_debug -1 cl
cl_sequence_debug2 -1 cl
cl_sequence_debug_verbose 1 cl
cl_sequence_model_substring 0 cl
cl_set_heartbeat cmd Sets the heartbeat for the active player to be on or off
cl_show_bounds_errors 0 cl
cl_show_splashes 1 cl
cl_showanimstate -1 cl, cheat Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_activities 1 cl, cheat Show activities in the (client) animation state display.
cl_ShowBoneSetupEnts 0 cl Show which entities are having their bones setup each frame.
cl_showdemooverlay 0 How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)
cl_showents cmd Dump entity list to console.
cl_showerror 0 cl Show prediction errors, 2 for above plus detailed field deltas.
cl_showfps 0 cl, release Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )
cl_showhelp 1 cl, a Set to 0 to not show on-screen help
cl_showmem 0 cl, release Draw approximate memory use at top of screen
cl_showpausedimage 1 cl Show the 'Paused' image when game is paused.
cl_showpos 0 cl, release Draw current position at top of screen
cl_showtextmsg 1 cl Enable/disable text messages printing on the screen.
cl_sidespeed 450 cl, cheat
cl_simulate_dormant_entities 1 cl
cl_skel_constraints_enable 1 rep, cheat
cl_skeleton_instance_smear_boneflags 0 cl, cheat Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
cl_smooth 1 cl Smooth view/eye origin after prediction errors
cl_smoothtime 0 cl Smooth client's view after prediction error over this many seconds
cl_snd_new_visualize 0 cl, cheat Displays soundevent name played at it's 3d position
cl_soundscape_flush cmd Flushes the client side soundscapes
cl_soundscape_printdebuginfo cmd print soundscapes
cl_spectator_cmdrate_factor 0 Rate multiplier when connected via hltv
cl_spectator_interp_ratio 2 cl When connected to hltv or playing a demo, adjust the interp time by this ratio.
cl_spewserializers cmd Spew serializers
cl_ss_origin cmd print origin in script format
cl_steamcontroller 0 cl
cl_stuff_keys 0 cl, cheat
cl_team 0 cl, a, user Default team when joining a game
cl_tempragdoll_transition_time 0 cl
cl_tempragdoll_unragdoll_time 0 cl
cl_timeout 30 a After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_tracer_whiz_distance 72 cl
cl_tree_sway_dir cmd sets tree sway wind direction and strength
cl_update_spatial_entities_before_latchwork 1 cl Update spatial partition entities before we do latch work. Overcomes a potential deadlock in IK, but convared so we can test perf implications.
cl_updaterate 20 a, user Number of packets per second of updates you are requesting from the server
cl_updatevisibility cmd Updates visibility bits.
cl_upspeed 320 cl, cheat
cl_viewmodelsclonedasworld 1 cl
cl_viewtarget_clamp 1 cl
cl_voice_filter 0 Filter voice by name substring
cl_voiceenabled 1 cl
cl_vprof_scope_entity_gamephys 0 cl
cl_yawspeed 210 cl
clear cmd Clear console output.
clearall cmd Clear console output from all views.
cli_ent_attachments cmd Displays the interpolated attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_hitbox cmd Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_pivot cmd Displays the interpolated pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_skeleton cmd Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_vcollide_wireframe cmd Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
clientport 0 release If non-empty, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection.
closecaption 0 a, user, xbox_archive Enable close captioning.
cloth_airdrag 0
cloth_airdrag_override 0
cloth_approximate_collide 1
cloth_batch 32
cloth_damping_bias 0
cloth_damping_multiplier 1
cloth_debug 0
cloth_debug_draw 0 cl
cloth_debug_draw_nodepth_alpha 16
cloth_expairdrag 0
cloth_expquadairdrag 0
cloth_ground_offset 0
cloth_ground_plane_thickness 3
cloth_guard_threshold 1000
cloth_interpolation_strategy 0
cloth_iteration_multiplier 1
cloth_iv_dump 4 cl
cloth_iv_store_back 0 sv, rep
cloth_legacy_stretch_force 0
cloth_legacy_support 1
cloth_max_ticks_per_frame 8
cloth_node_debug_axis_length 1
cloth_node_velocity_limit 1000000
cloth_quad_smooth_iterations -1
cloth_quad_smooth_rate -1
cloth_quadairdrag 0
cloth_quasistatic_iters 0
cloth_reload_immediately 0
cloth_resim_after 0
cloth_rigid_update 0
cloth_rod_smooth_iterations -1
cloth_rod_smooth_rate -1
cloth_sim_on_tick 0 cl
cloth_simulate 1
cloth_sleep_threshold 30
cloth_step 1
cloth_step_variability 0
cloth_update 1 cl
cloth_update_bones_on_ticks 1 cl
cloth_watch 1 rep
cloth_wind 0
cloth_wind_pitch 0
cmd cmd Forward command to server.
collect_entity_model_name cmd Collect model names of the entities you're pointing at
collision_shake_amp 0 sv
collision_shake_freq 0 sv
collision_shake_time 0 sv
combine_aimrefine_debug 0 sv
combine_aimrefine_decay 0 sv
combine_aimrefine_inc 0 sv
combine_aimrefine_max 1 sv
combine_aimrefine_min 1 sv
combine_aimrefine_overwatch 0 sv
combine_always_throw_grenade 0 sv
combine_always_throw_manhack 0 sv
combine_anim_procedural 0 sv
combine_charger_autofire_time 1 sv
combine_charger_melee_range 60 sv, cheat
combine_chargershield_advance_distance 250 sv
combine_chargershield_extra_time 3 sv
combine_chargershield_flash_chance 0 sv
combine_chargershield_min_time 3 sv
combine_chargershield_reuse_time 3 sv
combine_clip_throw_max 250 sv
combine_clip_throw_min 200 sv
combine_combat_speech_idle_time 5 sv
combine_crouchpanic_decay 0 sv
combine_debug_crouching 0 sv
combine_debug_firing 0 sv, rep
combine_debug_flanking 0 sv
combine_debug_grenade_throws 0 sv
combine_debug_muzzles 0 sv
combine_debug_muzzles_speculative 0 sv
combine_debug_occlusion 0 sv
combine_debug_stagger 0 sv
combine_debug_suppression 0 sv, cheat
combine_debug_suppressor 0 sv
combine_disable_idlespeech 0 sv, cheat
combine_disable_overwatchsuppression 0 sv
combine_disable_radio 0 sv, cheat
combine_dropgren_enemy_dist 200 sv
combine_explosive_death_base_force 20000 sv
combine_explosive_death_max_force 30000 sv
combine_explosive_death_min_force 10000 sv
combine_explosive_death_rot_speed 2 sv
combine_explosive_death_uplift_speed 40 sv
combine_firing_baserofmult 0 sv, rep
combine_firing_supprofmult 1 sv, rep
combine_force_grenade_throw_type -1 sv
combine_force_lookat_up_close 400 sv
combine_force_spawn_class -1 sv
combine_gastank_explode_delay 2 sv
combine_gastank_explosive 1 sv
combine_grenade_timer 7 sv
combine_grenade_timer_warn 4 sv
combine_guard_spawn_health 1 sv
combine_infinite_equipment 1 sv
combine_iterativecrouch_delta -4 sv
combine_iterativecrouch_delta_param 0 sv
combine_limp_health 30 sv
combine_los_use_threatline 1 sv, cheat
combine_manhack_throw_zforce 200 sv
combine_moveshoot_delay 1 sv
combine_moveshoot_reburst_delay 2 sv
combine_panic_distance 200 sv
combine_pathdebug_graph 0 sv
combine_playerpen_dist 32 sv
combine_reflush_time_max 10 sv
combine_reflush_time_min 5 sv
combine_shotgun_maxammo 6 sv
combine_smokegrenade_between_multiplier 0 sv, cheat 0 = at self to 1 = at target
combine_spawn_health 0 sv
combine_suppressor_winduptime 1 sv, cheat
combine_test_muzzles cmd Select a combine soldier, and he'll display info about his muzzle position when aiming to your position.
combine_test_suppression_positions cmd Select a combine soldier, and he'll test areas around him for valid suppression points.
combine_wpnretract_radius 3 sv
combine_wpnretract_speed 0 sv
combine_wpnunretract_speed 0 sv
commentary 0 sv, a, xbox_archive Desired commentary mode state.
commentary_available 0 sv Automatically set by the game when a commentary file is available for the current map.
commentary_cvarsnotchanging cmd
commentary_finishnode cmd
commentary_showmodelviewer cmd Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
con_enable false launch
con_logfile_suffix 0 Suffix to append to the console log, may be changed to reopen the log
condump cmd dump the text currently in the console to condumpXX.log
connect cmd Connect to a remote server.
connect_hltv cmd Connect to a remote HLTV server.
consoletool cmd Open a VConsole subtool.
convars_echo_toggle_changes 1 Echo to the console changes caused by toggling.
convert_steamid cmd Convert SteamID into multiple formats
cpu_level 2 cl CPU Level - Default: High
cpuinfo cmd Print CPU configuration information
crash cmd Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only) 3: Same but with full heap 4: force an Assert
crash_error cmd Cause the engine to crash by spewing an error (Debug!!)
crash_job cmd Cause the engine to crash in a job thread (Debug!!)
crash_thread cmd Cause the engine to crash in a brand new non-main thread (Debug!!)
create_flashlight cmd
creditsdone cmd
crosshair 1 cl, a
crowbar_impact_damage_mass 8 sv
crowbar_impact_damage_scale 1 sv
csgo_allow_time_sliced_shadow_map_rendering 0 Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi
csgo_cubemap_normalization_max 32
csgo_cubemap_normalization_roughness_begin 0
csgo_directional_lightmaps 1
csgo_dither_scale 1
csgo_enable_cached_lights 1
csgo_enable_lights 1
csgo_max_lights -1
csgo_shadow_map_culling 1 cheat
csgo_show_light_fog_clipmap_cb_cost 0 cheat Show cost of lights in fog clipmap constant buffer. yellow = 1 cost, red = 6 cost
csgo_show_light_priority 0 cheat Show light priority values. 1 = normal lights, 2 = cached lights.
csgo_single_light_fast_path_sun_cascade_0_texels_per_world 4
csgo_single_light_fast_path_sun_cascade_1_texels_per_world 1
csgo_single_light_fast_path_sun_cascade_vignette 0 cheat
csgo_single_light_fast_path_sun_size_cull_threshold 0 cheat
csgo_unlit_shadow_color -7896451
csm_bias_override_0 1 cheat
csm_bias_override_1 1 cheat
csm_bias_override_2 1 cheat
csm_bias_override_3 1 cheat
csm_cascade0_override_dist -1 cheat
csm_cascade1_override_dist -1 cheat
csm_cascade2_override_dist -1 cheat
csm_cascade3_override_dist -1 cheat
csm_cascade_viewdir_shadow_bias_scale 2 cheat
csm_max_num_cascades_override -1 cheat
csm_max_shadow_dist_override -1 cheat
csm_res_override_0 0 cheat
csm_res_override_1 0 cheat
csm_res_override_2 0 cheat
csm_res_override_3 0 cheat
csm_slope_scale_db_override -1 cheat
csm_split_log_scalar 0 cheat
csm_viewdir_shadow_bias 0 cheat
curve_bias 0 sv
cvarlist cmd Show the list of convars/concommands.
d3d_max_feature_level 11 Report the maximum D3D feature level available.
darkness_ignore_LOS_to_sources 1 sv
dart_fly_straight_dampening 0 sv
dart_fly_straight_torque 10000 sv
dbghist_addline cmd Add a line to the debug history. Format: <category id> <line>
dbghist_dump cmd Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player 5: Player Teleport 6: Blind Zombie Sounds 7: Player Continuous
debug_materialmodifycontrol 0 sv
debug_materialmodifycontrol_client 0 cl
debug_overlay_fullposition 0 sv
debug_physimpact 0 sv
debug_shared_random 0 sv, rep
debug_touchlinks 0 sv Spew touch link activity
debug_visibility_monitor 0 sv, cheat
debugoverlay_draw_current 0 cheat Tell debugoverlay to not draw any entries that have aged out by the time of rendering. Useful if sim runs more often than rendering.
debugoverlay_ignore_source 0 cheat Draw everything normal and ignore the source for rendering
debugoverlay_show_text_outline 0 cheat Toggle display of box around text
debugoverlay_toggle cmd Toggles visibility of the debug overlay system.
decalfrequency 10 sv, nf
default_fov 75 cl, cheat
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_flush 0 a Flush writing the demo file every network update
demo_goto cmd Skips to location in demo.
demo_gotomark cmd Skips the current demo playback to the marked tick
demo_gototick cmd Skips to a tick in demo.
demo_info cmd Print information about currently playing demo.
demo_interpolateview 1 Do view interpolation during dem playback.
demo_marktick cmd Marks the current demo playback tick for later use
demo_pause cmd Pauses demo playback.
demo_pauseatservertick 0 Pauses demo playback at server tick
demo_quitafterplayback 0 Quits game after demo playback.
demo_recordcommands 1 cheat Record commands typed at console into .dem files.
demo_resume cmd Resumes demo playback.
demo_timescale cmd Sets demo replay speed.
demo_togglepause cmd Toggles demo playback.
demo_usefastgoto 1 Use fast frame skipping when available for demo_goto commands.
demo_writefullupdate_rate 60 Interval time in seconds to write full updates to demo.
demolist cmd Print demo sequence list.
developer 0 Set developer message level.
diffcheck 1 Activate diffcheck system.
diffcheck_playerslot 0
diffcheck_spew 1 Actually show diffcheck results.
diffcheck_spew_diff_filter 0 Show diff with matching filter substring only.
diffcheck_spew_diff_only 0 Show diff only.
differences cmd Show all convars which are not at their default values (optional restricted to specific flags).
disable_dynamic_prop_loading 0 sv, cheat If non-zero when a map loads, dynamic props won't be loaded
disable_priority_boost cmd Disable focus based priority boost
disconnect cmd Disconnect from server
dispcoll_drawplane 0 sv
display_game_events 0 sv, cheat
displaysoundlist 0 sv
dlight_debug cmd Creates a dlight in front of the player
dog_debug 0 sv
dog_max_wait_time 7 sv
dota_ambient_cloth 1 cl
dota_use_controller 0 cl
drawcross cmd Draws a cross at the given location Arguments: x y z
drawline cmd Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
dropprimary cmd dropprimary: Drops the primary weapon of the player.
dsp_automatic 0 demo
dsp_db_min 80 demo
dsp_db_mixdrop 0 demo
dsp_dist_max 1440 cheat, demo
dsp_dist_min 0 cheat, demo
dsp_mix_max 0 demo
dsp_mix_min 0 demo
dsp_off 0 cheat
dsp_vol_2ch 1 demo
dsp_vol_4ch 0 demo
dsp_vol_5ch 0 demo
dsp_volume 0 a, demo
dti_report_stddev_threshold 1 release For network encoding stats, provide a notes field if field change count is above this many standard deviations for the average field change counts for the serializer.
+duck cmd
-duck cmd
dump_entity_report cmd List all entities in the scene
dump_globals cmd Dump all global entities/states
dump_localization_files cmd List all loaded localization files
dump_panorama_css_properties cmd Prints out all valid panorama CSS properties and their documentation
dump_panorama_css_properties_memstats cmd Prints out mem stats of all valid panorama CSS properties
dump_panorama_events cmd print panorama event types and their documentation
dump_panorama_render_command_stats cmd
dump_secondary_scene_worlds cmd Lists secondary scene worlds and ref counts
dumpparticlelist cmd Print out information on existing particle systems
dumpstringtable cmd cl> <verbose> Print string tables to console, verbose to dump data.
dynamic_joint_debug 0 sv
echo cmd Echo text to console.
echoln cmd Echo the command arguments on the console
enable_boneflex 1 cl, a
enable_priority_boost cmd Disable focus based priority boost
endmovie cmd Stop recording movie frames.
engine_experimental_drop_frame_ticks 0 Experimental feature to skip ticks when the client is catching up in low frame rate situations.
engine_max_resource_system_update_time 5
engine_no_focus_sleep 20 a
engine_no_focus_sleep_vconsole_suppress 1 When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior
engine_ostype 0 OS type the engine is running on.
engine_platform_name_extended 0 Platform the engine is running on.
engine_render_only 0
engine_rendersystem_init 0 Rendersystem option requested (changing this does not change the rendersystem).
engine_rendersystem_used 0 Rendersystem option in use (changing this does not change the rendersystem).
engine_show_frame_multiple_ticks 0
engine_show_frame_pacing 0
engine_show_frame_ticks 0
engine_vr_max_ticks_to_simulate 3 Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.
english 1 cl, user If set to 1, running the english language set of assets.
ent_absbox cmd Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_actornames cmd Displays the entity name for all entities that have ShouldDisplayInActorNames true in code
ent_actornames_font 0 sv, rep, cheat ent_actornames font name
ent_actornames_fontsize 24 sv, rep, cheat ent_actornames font size
ent_animgraph_debug cmd Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_animgraph_record cmd Toggles recording of animgraph replay of the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_animgraph_setvar cmd Sets a variable on the animgraph of the given entity(s) Arguments: <varname>=<value> {entity_name} / {class_name} / no argument picks what player is looking at
ent_attachments cmd Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_autoaim cmd Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox cmd Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_call cmd ent_call <funcname> <option: entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
ent_cancelpendingentfires cmd Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_characterize cmd Spew PVS debug info for entity
ent_clear_debug_overlays cmd Clears all debug overlays
ent_create cmd Creates an entity of the given type where the player is looking.
ent_debug_anim cmd Use the specified entity for animation debugging.
ent_debug_draw_thinkers 0 sv, rep
ent_debugkeys 0 sv
ent_find cmd Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
ent_find_index cmd Display data for entity matching specified index. Format: find_ent_index <index>
ent_fire cmd Usage: ent_fire <target> [action] [value] [delay]
ent_fire_output cmd Usage: ent_fire_output <target> [output name] [value] [delay]
ent_grab cmd grabs the object in front of the player. Options: -loose -multiple -toggle
ent_hitbox cmd Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_info cmd Usage: ent_info <class name>
ent_joint_axis_size 4 sv
ent_joint_names 1 sv
ent_joint_only_ik_joints 0 sv
ent_joints cmd Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_messages cmd Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_messages_draw 0 sv, rep, cheat Visualizes all entity input/output activity.
ent_name cmd Displays the entity name
ent_orient cmd Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles>
ent_picker cmd Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information
ent_pivot cmd Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_pivot_size 20 sv, a, cheat
ent_rbox cmd Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove cmd Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all cmd Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_revert_dormancy_change 0 cl
ent_rotate cmd Rotates an entity by a specified # of degrees
ent_scale cmd Scales entities. Arguments: <scale factor> {entity_name} / {class_name} / no argument picks what player is looking at
ent_script_dump cmd Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_select cmd Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_setang cmd Set entity angles
ent_setname cmd Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
ent_setpos cmd Move entity to position
ent_show_contexts 0 sv, cheat Show entity contexts in ent_text display
ent_show_response_criteria cmd Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_skeleton cmd Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_skeleton_only_ik_joints 0 sv
ent_steadystate_batchsize 20 sv Max number of entities to transmit to player
ent_steadystate_cooldown 5 sv Time in seconds after player state changes before steady state changes can occur.
ent_steadystate_delay 5 sv Time in seconds without network state changes until an entity is considered for trickle updates
ent_steadystate_enable 1 sv
ent_steadystate_interval 0 sv Rate at which entities can be trickled to players
ent_teleport cmd Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_test_interpolation 0 cl
ent_text cmd Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text256 cmd Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_clear cmd Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_filter cmd Set which ent_text filters you want:
ent_text_flags_active -1 sv, a, cheat
ent_text_no_name_really_i_mean_it 0 sv, cheat
ent_text_radius cmd Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: Radius, {entity_name/class_name/ no argument picks what player is looking at}
ent_text_sticky_add cmd Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_sticky_clear cmd Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_sticky_dump cmd Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_sticky_remove cmd Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_ungrab cmd un-grabs all objects
ent_vcollide_wireframe cmd Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_viewoffset cmd Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
entity_log_load_unserialize 0 Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client
entity_lump_list cmd List all known entity lumps
entity_lump_spew cmd Dump the contents of an entity lump
entityreport cmd Reports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
entitysummary cmd Summarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
ents cmd List server entities, sorted by spawn group
escape cmd Escape key pressed.
exec cmd Execute a cfg file
exec_async cmd Execute a cfg file over time
execifexists cmd Execute a cfg file if file exists
execute_command_every_frame 0 cheat
explode cmd Kills the player with explosive damage
explode_prop_battery_attach_distance 3 sv, rep
explode_prop_freerotation_dampening 10 sv, rep
explode_prop_lock_rate 1 sv, rep
explode_prop_pull_max_speed 20 sv, rep
explodevector cmd Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
fade_debug_splitscreen_slot -1 cl
fadein cmd fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout cmd fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
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
find cmd Find concommands with the specified string in their name/help text.
findflags cmd Find concommands by flags.
fire_absorbrate 3 sv
fire_dmgbase 1 sv
fire_dmginterval 1 sv
fire_dmgscale 0 sv
fire_extabsorb 5 sv
fire_extscale 12 sv
fire_growthrate 1 sv
fire_heatscale 1 sv
fire_incomingheatscale 0 sv
fire_maxabsorb 50 sv
firetarget cmd
firstperson cmd Switch to firstperson camera.
fish_debug 0 cl, cheat Show debug info for fish
fish_dormant 0 sv, rep, cheat Turns off interactive fish behavior. Fish become immobile and unresponsive.
flashlight_angle -10831596 sv, rep
flashlight_bounce 0 sv, rep
flashlight_offset -2 sv, rep
flex_cycler_think_interval 0 sv
flex_expression 0 sv
flex_looktime 5 sv
flex_rules 1 cl Allow flex animation rules to run.
flex_smooth 1 cl Applies smoothing/decay curve to flex animation controller changes.
flex_talk 0 sv
fog_color -1 cheat
fog_colorskybox -1 cl, cheat
fog_enable 1 cheat Enable fog
fog_enableskybox 1 cl, cheat
fog_end -1 cl, cheat
fog_endskybox -1 cl, cheat
fog_hdrcolorscale -1 cheat
fog_hdrcolorscaleskybox -1 cl, cheat
fog_maxdensity -1 cl, cheat
fog_maxdensityskybox -1 cl, cheat
fog_override 0 cheat Overrides the map's fog settings (-1 populates fog_ vars with map's values)
fog_override_color cmd Sets the fog color override
fog_override_enable 0 cheat Use fog_override convars instead of world fog data
fog_override_end 3500 cheat
fog_override_exponent 2 cheat
fog_override_max_density 0 cheat
fog_override_start 1000 cheat
fog_start -1 cl, cheat
fog_startskybox -1 cl, cheat
fog_volume_debug 0 sv If enabled, prints diagnostic information about the current fog volume
fogui cmd Show/hide fog control UI.
foliage_interaction_sound_max_delay_time 1 sv
foliage_interaction_sound_min_delay_time 0 sv
foliage_interaction_sound_speed_threshold 20 sv
footstep_debug 0 sv, rep
footstep_force_volume -1 sv, rep
force_centerview cmd
-forward cmd
+forward cmd
fov_desired 75 cl, a, user Sets the base field-of-view.
fp_trace cmd Toggle field path tracing to file
fps_max 120 a Frame rate limiter. 0=no limit. Does not apply to dedicated server.
frag_grenade_blip_frequency 0 sv, rep
free_pass_peek_debug 0 sv
freecamera_accel 5 cl Tweak this parameter to adjust Free Camera movement acceleration.
freecamera_fog_end 2500 cl Fog end for Free Camera.
freecamera_fog_start 1800 cl Fog start for Free Camera.
freecamera_max_speed 500 cl Tweak this parameter to adjust Free Camera movement max speed.
freecamera_rotation_mulitplier 10 cl Tweak this parameter to adjust Free Camera mouse rotation.
freecamera_zfar 4500 cl Fog start for Free Camera.
freeze_frame cmd Freezes the display client side only
fs_clear_open_duplicate_times cmd Clear the list of files that have been opened.
fs_dump_open_duplicate_times cmd 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 spent reading from them.
fs_fake_read_delay_ms 0 Add N ms of delay to every low-level read operation, to simulate a slow disk
fs_monitor_read_from_pack 0 0: Off, 1: Any, 2: Sync only
fs_report_long_reads 0 0: Off, 1: All (for tracking accumulated duplicate read times), >1: Microsecond threashold
fs_report_sync_opens 0 0: Off, 1: Always, 2: Not during load
fs_warning_mode 0 0: Off, 1: Warn main thread, 2: Warn other threads
func_break_max_pieces 15 sv, a, rep
func_break_reduction_factor 0 sv
func_breakdmg_bullet 0 sv
func_breakdmg_club 1 sv
func_breakdmg_explosive 1 sv
func_tank_gatling_approach_speed 2 sv
func_tank_gatling_max_fire_rate 40 sv
func_tank_gatling_min_fire_rate 4 sv
fx_glass_velocity_cap 0 cl Maximum downwards speed of shattered glass particles
g_ai_citizen_show_enemy 0 sv
g_ai_threadedgraphbuild 0 sv If true, use experimental threaded node graph building.
g_antlion_cascade_push 1 sv, a
g_antlionguard_hemorrhage 1 sv If 1, guard will emit a bleeding particle effect when wounded.
g_debug_angularsensor 0 sv, cheat
g_debug_antlion 0 sv
g_debug_antlion_worker 0 sv
g_debug_antlionguard 0 sv
g_debug_antlionmaker 0 sv, cheat
g_debug_basehelicopter 0 sv, cheat
g_debug_basescanner 0 sv, cheat
g_debug_constraint_sounds 0 sv, cheat Enable debug printing about constraint sounds.
g_debug_cscanner 0 sv
g_debug_darkness 0 sv Show darkness mode lightsources.
g_debug_doors 0 sv
g_debug_dropship 0 sv
g_debug_dynamicresupplies 0 sv Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning.
g_debug_gunship 0 sv, cheat
g_debug_headcrab 0 sv, cheat
g_debug_hunter_charge 0 sv
g_debug_npc_vehicle_roles 0 sv
g_debug_physcannon 0 sv
g_debug_ragdoll_visualize 0 cl, cheat
g_debug_trackpather 0 sv, cheat
g_debug_turret 0 sv
g_debug_turret_ceiling 0 sv
g_debug_vehiclebase 0 sv, cheat
g_debug_vehicledriver 0 sv, cheat
g_debug_vehicleexit 0 sv, cheat
g_debug_vehiclesound 0 sv, cheat
g_debug_vortigaunt_aim 0 sv
g_helicopter_bomb_danger_radius 120 sv
g_helicopter_bullrush_bomb_enemy_distance 0 sv
g_helicopter_bullrush_bomb_speed 850 sv The maximum distance the player can be from the chopper before it stops firing
g_helicopter_bullrush_bomb_time 10 sv
g_helicopter_bullrush_distance 5000 sv
g_helicopter_bullrush_mega_bomb_health 0 sv Fraction of the health of the chopper before it mega-bombs
g_helicopter_bullrush_shoot_height 650 sv The maximum distance the player can be from the chopper before it stops firing
g_helicopter_chargetime 2 sv How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
g_helicopter_idletime 3 sv How much time we have to wait (on average) after we fire before we can charge up again
g_helicopter_maxfiringdist 2500 sv The maximum distance the player can be from the chopper before it stops firing
g_jeepexitspeed 100 sv, cheat
g_Language 0 sv, rep
g_ragdoll_fadespeed 600 cl
g_ragdoll_important_maxcount 2 sv, rep
g_ragdoll_lvfadespeed 100 cl
g_ragdoll_maxcount 12 sv, rep
g_test_new_antlion_jump 1 sv, a
gameevents_showeventlisteners 0 Show listening addition/removals
gameevents_showevents 0 Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).
gameinstructor_dump_open_lessons cmd Gives a list of all currently open lessons.
gameinstructor_dump_run_lesson_counts cmd Gives a list of lessons that been completed or shown
gameinstructor_enable 1 cl, a Display in game lessons that teach new players.
gameinstructor_find_errors 0 cl, cheat Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessons cmd Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts cmd Resets all display and success counts to zero.
gameinstructor_start_sound_cooldown 4 cl Number of seconds forced between similar lesson start sounds.
gameinstructor_teach_lesson cmd Force a specific lesson to be triggered
gameinstructor_verbose 0 cl, cheat Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson 0 cl, cheat Display more verbose information for lessons have this name.
gamestats_file_output_directory 0 sv When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
gameui_activate cmd Shows the game UI
gameui_allowescape cmd Escape key allowed to hide game UI
gameui_allowescapetoshow cmd Escape key allowed to show game UI
gameui_hide cmd Hides the game UI
gameui_preventescape cmd Escape key doesn't hide game UI
gameui_preventescapetoshow cmd Escape key doesn't show game UI
getpos cmd dump position and angles to the console
getpos_exact cmd dump origin and angles to the console
give cmd Give item to player. Arguments: <item_name>
givecurrentammo cmd Give a supply of ammo for current weapon..
gl_clear 1 cl
gl_clear_gray 0 cl, cheat Clear the back buffer to gray every frame.
gl_clear_randomcolor 0 cl, cheat Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
gland_grace_period 0 sv, rep
gland_max_squeeze 0 sv, rep
gland_min_squeeze 0 sv, rep
global_set cmd global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
glow_use_tolerance 0 cl, rep, cheat
god cmd Toggle by default, or 0 to disable and 1 to enable. Player becomes invulnerable.
gpu_level 3 cl GPU Level - Default: High
gpu_mem_level 2 cl Memory Level - Default: High
-grenade1 cmd
+grenade1 cmd
+grenade2 cmd
+grip_hand0 cmd
-grip_hand1 cmd
-gripanalog_hand0 cmd
+gripanalog_hand0 cmd
-gripanalog_hand1 cmd
+gripanalog_hand1 cmd
groundik_enabled 1
groups cmd Show status of all spawn groups.
hack_flashlight_angles -90 sv
hack_flashlight_offset -16384000 sv
hack_no_hand_skeleton 0 sv
handforce_inner 1 sv, rep, cheat
handforce_outer 8 sv, rep, cheat
handforce_scale 1 sv, rep, cheat
haptic_second_pulse_delay 0 sv
haptic_strength_max 1 sv
haptic_strength_min 0 sv
headcrab_death_force_multiplier 1 sv, rep Multiplier on HC ragdoll death force
headcrab_extra_death_force 0 sv, rep Extra force added to HC ragdoll death
headcrab_face_enemy 1 sv
headcrab_powered_ragdoll 1 sv
headforce_inner 8 sv, rep, cheat
headforce_outer 16 sv, rep, cheat
headforce_strength 10 sv, rep, cheat
help cmd Find help about a convar/concommand.
hideconsole cmd Hide the console.
hidehud 0 cl, cheat bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle
hidepanel cmd Hides a viewport panel <name>
highest_chapter_unlocked 10 per-user
hint_controller_use_hand_origin 1 sv, rep
hint_panel_fadein 0 sv, rep, cheat
hint_panel_fadeout 0 sv, rep, cheat
hitbox_lerp 0 sv
hl2_darkness_flashlight_factor 1 sv
hl2_episodic 1 sv, rep
hl2_normspeed 190 sv
hl2_sprintspeed 320 sv
hl2_walkspeed 150 sv
hl_blind_zombie_angry_donut 0 sv
hl_blind_zombie_attack_chance 1 sv
hl_blind_zombie_breakable_debug 0 sv
hl_blind_zombie_breakable_distance 36 sv
hl_blind_zombie_cine_noise_debug 0 sv
hl_blind_zombie_cooldown 4 sv
hl_blind_zombie_cough_kill 1 sv
hl_blind_zombie_debug_info cmd Generates blind zombie debug info.
hl_blind_zombie_debug_operating_status 0 sv
hl_blind_zombie_freezer_time 5 sv
hl_blind_zombie_generate_sound cmd Generates an aggressive sound the blind zombie can hear.
hl_blind_zombie_high_fidelity_touch 1 sv
hl_blind_zombie_hitmark_debug 0 sv
hl_blind_zombie_lockin_debug 0 sv
hl_blind_zombie_nav_sound_offset 6 sv
hl_blind_zombie_noise_compressor_offset 0 sv
hl_blind_zombie_noise_compressor_time 3 sv
hl_blind_zombie_noise_debug 0 sv
hl_blind_zombie_noise_event_suppress_time 1 sv
hl_blind_zombie_noise_min_filter 0 sv
hl_blind_zombie_noise_reject_distance 60 sv
hl_blind_zombie_noise_system_debug 0 sv
hl_blind_zombie_repeat_sound_timeout 4 sv
hl_blind_zombie_shard_distance 48 sv
hl_blind_zombie_shard_height 72 sv
hl_blind_zombie_shatter_glass_debug 0 sv
hl_blind_zombie_show_fail_schedule 0 sv
hl_blind_zombie_show_failed_goals 0 sv
hl_blind_zombie_sniff_debug 0 sv
hl_blind_zombie_sniff_time 3 sv
hl_blind_zombie_sound_debug 0 sv
hl_blind_zombie_touch_cooldown 5 sv
hl_blind_zombie_touch_debug 0 sv
hl_blind_zombie_touch_window 2 sv
hl_blind_zombie_wander_debug 0 sv
hl_blind_zombie_wander_max_wait 10 sv
hl_blind_zombie_wander_min_wait 1 sv
hl_blind_zombie_wound_heal_blood 0 sv
hl_blind_zombie_wound_heal_height 0 sv
hl_dissolve_all_dropped_weapons 1 sv, cheat
hl_energy_level_prop_other 1500 sv
hl_energy_level_prop_player 1000 sv
hl_headcrab_deliberate_miss_chance 0 sv
hl_headcrab_deliberate_miss_decrement 0 sv
hl_headcrab_facehug_offset 5 sv
hl_noise_generator_accumulate_time 3 sv
hl_noise_generator_debug 0 sv
hl_vr_active_area 500 sv, rep
hl_vr_active_area_entity_draw_active_entities 0 sv
hl_vr_crowbar 0 sv
hl_vr_dual_grabbity_gloves 1 sv
hl_vr_dual_hand_item_holder 1 sv
hl_vr_dual_slingshot 1 sv
hl_vr_game_instructor_reset_days 15 sv, rep Number of days a save file is old to reset game instructor
hl_vr_intro_always 0 sv, rep
hl_vr_itemcrate_physdmgscale 1 sv, rep, cheat
hl_vr_itemcrate_physdmgscale_heldextra 3 sv, rep, cheat
hl_vr_test_level_transition cmd Test Level Transition. Reloads Current Map
hl_vr_tripmine_beam_maxlength 1024 sv, rep
hl_vr_tripmine_damage 200 sv, rep
hl_vr_tripmine_debug 0 sv, rep, cheat
hl_vr_tripmine_lean_debug 0 sv, rep, cheat
hl_vr_tripmine_movement_trig_sqr 4 sv, rep
hl_vr_tripmine_plantdistance 8 sv, rep
hl_vr_tripmine_prop_minspeed 5 sv, rep
hl_vr_tripmine_radius 200 sv, rep
hl_vr_tripmine_rotate_rate 120 sv, rep
hl_vr_tripmine_throw_prop_minspeed 10 sv, rep, cheat
hl_vr_tripmine_thrown_physprop_size 5 sv, rep, cheat
hl_vr_tripmine_trigger_size 0 sv, rep, cheat
hl_vr_tripmine_warning_size 3 sv, rep, cheat
hl_zombie_bloater_angles -16777216 sv
hl_zombie_bloater_forcetest 0 sv
hl_zombie_flinch_big_chance_max 0 sv
hl_zombie_flinch_big_chance_min 0 sv
hl_zombie_flinch_big_dist_max 512 sv
hl_zombie_flinch_big_dist_min 128 sv
hl_zombie_flinch_debug 0 sv
hl_zombie_flinch_limit_max 3 sv
hl_zombie_flinch_limit_min 2 sv
hl_zombie_noise_interest_time 5 sv
hl_zombie_reviver_leap_away 1 sv
hl_zombie_reviver_zap_radius 100 sv
hl_zombie_standby_time 5 sv
hl_zombie_turret_forcetest 0 sv
hl_zombie_turret_size 1 sv
hlvr_active_area_entity_think_secs_min 2 sv, rep
hlvr_active_area_use_legacy_radius_query 0 sv
hlvr_addresources cmd Add to the player's ammo & crafting currency levels. Format: hlvr_addresources <pistol ammo> <rapid fire ammo> <shotgun ammo> <crafting currency>
hlvr_adjust_height_mode 0 sv, a, rep 0: Off, 1: Toggle Crouch, 2: Toggle Stand, 3: Short Press Toggles Crouch and Long Press Toggles Stand
hlvr_adjust_height_option 2 cl, rep
hlvr_adjust_turn_option 1 cl, rep
hlvr_antlion_abdomen_damage_scale 1 sv
hlvr_antlion_ai_drives_head_only 1 sv
hlvr_antlion_animated_death_chance 0 sv
hlvr_antlion_flanking_enabled 1 sv
hlvr_antlion_front_leg_health 24 sv
hlvr_antlion_hiss_warning_min_time 4 sv
hlvr_antlion_hit_test_width 20 sv
hlvr_antlion_jump_forward 210 sv
hlvr_antlion_jump_height 180 sv
hlvr_antlion_legs_enable 1 sv
hlvr_antlion_legs_npc_cheat_prob 0 sv
hlvr_antlion_next_jump_chance 0 sv
hlvr_antlion_next_jump_close_scalar 0 sv
hlvr_antlion_next_jump_jumped_scalar 2 sv
hlvr_antlion_next_jump_max 4 sv
hlvr_antlion_next_jump_min 2 sv
hlvr_antlion_rear_leg_health 32 sv
hlvr_antlion_scuttle_back_chance 1 sv
hlvr_antlion_scuttle_enable 1 sv
hlvr_antlion_scuttle_forward_chance 0 sv
hlvr_antlion_scuttle_inner_chance 0 sv
hlvr_antlion_scuttle_inner_distance 128 sv
hlvr_antlion_scuttle_middle_chance 0 sv
hlvr_antlion_scuttle_middle_distance 1024 sv
hlvr_antlion_scuttle_outer_chance 0 sv
hlvr_antlion_scuttle_outer_distance 2048 sv
hlvr_antlion_scuttle_side_chance 0 sv
hlvr_antlion_scuttle_test_fail_time 2 sv
hlvr_antlion_scuttle_test_time_max 3 sv
hlvr_antlion_scuttle_test_time_min 1 sv
hlvr_antlion_strafe_distance 2048 sv
hlvr_antlion_strafe_enable 1 sv
hlvr_antlion_turtle_chance 0 sv
hlvr_antlion_turtle_distance_to_enemy 45 sv
hlvr_antlion_turtle_min_interval 10 sv
hlvr_backpack_debug 0 sv, rep
hlvr_backpack_lerp_speed 1 sv, rep
hlvr_backpack_snap_threshold 0 sv, rep
hlvr_backpack_wait_time_on_deposit 1 sv, rep
hlvr_client_ui_hand_debug 0 cl, cheat
hlvr_client_ui_hand_max_movement 1 cl, cheat
hlvr_client_ui_hand_point_finger_distance 10 cl, cheat
hlvr_client_ui_hand_pointer_forward_offset -1 cl, cheat
hlvr_client_ui_hand_pointer_pos_lh_x 0 cl, cheat
hlvr_client_ui_hand_pointer_pos_lh_y 0 cl, cheat
hlvr_client_ui_hand_pointer_pos_lh_z -2 cl, cheat
hlvr_client_ui_hand_pointer_pos_x 0 cl, cheat
hlvr_client_ui_hand_pointer_pos_y 0 cl, cheat
hlvr_client_ui_hand_pointer_pos_z -2 cl, cheat
hlvr_client_ui_hand_pointer_rot_lh_x 45 cl, cheat
hlvr_client_ui_hand_pointer_rot_lh_y -10 cl, cheat
hlvr_client_ui_hand_pointer_rot_lh_z 0 cl, cheat
hlvr_client_ui_hand_pointer_rot_x 45 cl, cheat
hlvr_client_ui_hand_pointer_rot_y 10 cl, cheat
hlvr_client_ui_hand_pointer_rot_z 0 cl, cheat
hlvr_client_ui_hand_pointer_threshold 0 cl, cheat
hlvr_client_ui_hand_use_wmr_offset 0 cl 0 Auto Detect, 1 Always, 2 never
hlvr_client_ui_hand_wmr_pos_x -4 cl
hlvr_client_ui_hand_wmr_pos_y 0 cl
hlvr_client_ui_hand_wmr_pos_z 0 cl
hlvr_client_ui_hand_wmr_rot_x 50 cl
hlvr_client_ui_hand_wmr_rot_y 0 cl
hlvr_client_ui_hand_wmr_rot_z 0 cl
hlvr_closed_caption_type 0 cl, a, rep
hlvr_combine_barrier_cell_spacing 6 cl, cheat
hlvr_crafting_station_bghud_depthsortbias 10 sv, rep
hlvr_crafting_station_fghud_depthsortbias -10 sv, rep
hlvr_crafting_station_moviehud_depthsortbias 20 sv, rep
hlvr_crafting_station_weapon_min_exit_time 0 sv
hlvr_crouch_on_offhand 1 sv, rep, cheat
hlvr_crouch_toggle_enable 0 sv, a, rep
hlvr_crouch_toggle_height 30 sv, rep, cheat Crouch toggle eye height.
hlvr_crouch_toggle_time 0 sv, rep, cheat Time until the player is allowed to change the crouch toggle state.
hlvr_dead_postprocess_fadein 0 cl, cheat
hlvr_dead_respawn_min_time 6 cl, cheat
hlvr_debug_hud 1 cl, rep
hlvr_debug_player_speech 0 sv, cheat
hlvr_dry_erase_debug 0 sv, rep
hlvr_dry_erase_eraser_grid_size 0 cl
hlvr_dry_erase_eraser_height 6 cl
hlvr_dry_erase_eraser_width 2 cl
hlvr_dry_erase_marker_sound_max_speed 60 cl
hlvr_dry_erase_marker_write_distance 0 cl
hlvr_dry_erase_marker_write_start_distance 0 cl, rep
hlvr_dry_erase_num_stamp_frames 5 cl
hlvr_dry_erase_stamp_player_visibility_distance 400 cl
hlvr_dry_erase_stamp_size 50 cl
hlvr_dry_erase_texel_size 24 sv, rep
hlvr_dry_erase_texture_size_list cmd Lists the texture memory used up by all the dry erase boards
hlvr_energygun_grant_upgrade cmd Grant EnergyGun upgrade on enum
hlvr_fade_to_steamvr 1 cl, cheat
hlvr_fall_or_mantle_debug 0 sv, rep
hlvr_fall_or_mantle_enable 1 sv, rep
hlvr_getall cmd Prints an hlvr_setall command that'll restore the player's current state fully.
hlvr_give_flashlight cmd Grant HLVR Flashlight
hlvr_glow_behind 1 cl
hlvr_glow_behind_depth_feather 6 cl
hlvr_glow_behind_depth_tolerance 0 cl
hlvr_grab_target_facing_dot 0 cl, rep
hlvr_grab_target_wiggle 0 cl Make the grab target wiggle
hlvr_grenade_fired_timer 4 sv
hlvr_grenade_module_velocity 1000 sv, rep
hlvr_grenade_shake_range 450 sv, rep
hlvr_grenade_vel_delta 20 sv
hlvr_hand_nudge_force 1500 sv
hlvr_hand_nudge_vel 50 sv
hlvr_hat_attach_maxspeed 80 sv, cheat
hlvr_hat_debug 0 sv
hlvr_hat_removal_trigger_maxs -16119800 sv, cheat
hlvr_hat_removal_trigger_mins -4 sv, cheat
hlvr_hat_trigger_maxs -16252157 sv, cheat
hlvr_hat_trigger_mins -3 sv, cheat
hlvr_head_autofix_delay_until_auto_reposition 30 sv, rep
hlvr_head_autofix_invalid_pos 0 sv, rep
hlvr_health_alarm_health_fraction 0 sv, rep
hlvr_health_animation_time 2 sv, rep
hlvr_health_facing_dot 0 sv, rep
hlvr_health_heartbeat_beattime 0 sv, rep
hlvr_health_heartbeat_rate 5 sv, rep
hlvr_health_pen_adjust_lookdown -6 sv, rep
hlvr_health_pen_adjust_lookup 1 sv, rep
hlvr_health_pen_body_size 5 sv, rep
hlvr_health_pen_debug 0 sv, rep
hlvr_health_pen_hmd_size 5 sv, rep
hlvr_health_station_holograms 1 sv Enable health station holograms if the health vials are missing
hlvr_health_vial_amount 20 sv, rep
hlvr_health_vial_hand_inject_time 0 sv, rep
hlvr_health_vial_inject_time 0 sv, rep
hlvr_heartbeat_active_volume 1 cl, rep, cheat
hlvr_heartbeat_default_volume 0 cl, rep, cheat
hlvr_heartbeat_enable 1 cl, a, rep, cheat
hlvr_heartbeat_full_health_lubdub_spacing 0 cl, rep, cheat
hlvr_heartbeat_haptic_scale 0 cl, rep, cheat
hlvr_heartbeat_high_health_bpm 90 cl, rep, cheat
hlvr_heartbeat_low_health_bpm 180 cl, rep, cheat
hlvr_heartbeat_low_health_lubdub_spacing 0 cl, rep, cheat
hlvr_heartbeat_only_when_health_is_low 1 cl, rep, cheat
hlvr_heartbeat_reset_to_default_volume_seconds 5 cl, rep, cheat
hlvr_hud_update_ticks 3 cl, rep
hlvr_launch_energy_ball cmd Launches an energy ball from where the player is looking
hlvr_launch_tag_dart cmd Launches a tag dart from where the player is looking
hlvr_left_hand_primary 0 sv, rep Set Primary (Weapon Holding) Hand to Left Hand
hlvr_level_transition_blink 0 sv, cheat
hlvr_level_transition_ticks_to_pause 10 sv, cheat
hlvr_level_transition_time_delay 2 sv, cheat
hlvr_main_menu_activate_enter_vignette cmd Test: Activate Enter Vignette
hlvr_main_menu_activate_exit_vignette cmd Test: Activate Exit Vignette
hlvr_main_menu_delay 10 cl, cheat
hlvr_main_menu_delay_with_intro 23 cl, cheat
hlvr_main_menu_max_save_slots 10 cl, a, cheat
hlvr_main_menu_render_play_area 1 cl, cheat
hlvr_main_menu_set_test_level 0 cl, cheat
hlvr_main_menu_test cmd Test our main menu
hlvr_main_menu_toggle_handshader cmd Toggle Using a shader on the Ui Hands
hlvr_menu_dashboard_ticks_to_pause 50 cl, cheat
hlvr_menu_hand_activate_distance 1 cl, cheat
hlvr_menu_hand_interact_offset 2 cl, cheat
hlvr_menu_knockknock_interval 10 cl, cheat
hlvr_menu_map_preview_playrate 4 cl, cheat
hlvr_menu_map_transition_time 2 cl, cheat
hlvr_menu_open_time 0 cl, cheat
hlvr_menu_panel_beam_length 12 cl, cheat
hlvr_menu_pause_main_menu 1 cl, cheat
hlvr_menu_pause_playarea_width 10 cl, cheat
hlvr_menu_ticks_to_autosave 270 cl, cheat
hlvr_menu_touch_distance_repeat 1 cl, cheat
hlvr_menu_touch_lock_distance 2 cl, cheat
hlvr_menu_touch_time 0 cl, cheat
hlvr_menu_vignette_exit_on_transition_tick 4 cl, cheat
hlvr_menu_vignette_max_distance 2048 cl, cheat
hlvr_menu_vignette_pause_far 256 cl, cheat
hlvr_menu_vignette_pause_near 16 cl, cheat
hlvr_menu_vignette_transition_far 4 cl, cheat
hlvr_menu_vignette_transition_near 0 cl, cheat
hlvr_move_ladder_continuous 1 sv, rep
hlvr_movetype_default 2 sv, rep, cheat
hlvr_multitool_debug_log 0 sv, rep
hlvr_multitool_hacking_glove_sphere_radius 2 sv, rep
hlvr_multitool_hacking_pose_debug 0 sv, rep
hlvr_multitool_hacking_pose_dont_begin 0 sv, rep
hlvr_multitool_hacking_pose_enter_angle_max 70 sv, rep
hlvr_multitool_hacking_pose_enter_angle_min 60 sv, rep
hlvr_multitool_hacking_pose_enter_distance_max 8 sv, rep
hlvr_multitool_hacking_pose_enter_distance_min 4 sv, rep
hlvr_multitool_hacking_pose_exit_angle_max 80 sv, rep
hlvr_multitool_hacking_pose_exit_angle_min 70 sv, rep
hlvr_multitool_hacking_pose_exit_distance_max 10 sv, rep
hlvr_multitool_hacking_pose_exit_distance_min 8 sv, rep
hlvr_multitool_hacking_pose_hack_start_distance_delta 2 sv, rep
hlvr_multitool_hacking_pose_plug_snap_percent 0 sv, rep
hlvr_multitool_hacking_pose_return_time 0 sv, rep
hlvr_multitool_hacking_pose_snap_percent 0 sv, rep
hlvr_multitool_hacking_pose_twist_angle 70 sv, rep
hlvr_multitool_hacking_pose_twist_animate_angle_diff 0 sv, rep
hlvr_multitool_holo_hack_start_distance 5 sv
hlvr_multitool_interactable_search_dist 48 sv, rep
hlvr_multitool_toner_haptic_decay_time 1 sv
hlvr_multitool_toner_haptic_max_highlight 50 sv
hlvr_multitool_toner_haptic_max_interval 0 sv
hlvr_multitool_toner_haptic_max_pulse 0 sv
hlvr_multitool_toner_haptic_min_highlight 0 sv
hlvr_multitool_toner_haptic_min_interval 0 sv
hlvr_multitool_toner_haptic_min_pulse 0 sv
hlvr_multitool_toner_trace_down_distance 50 sv
hlvr_multitool_toner_trace_down_threshold 40 sv
hlvr_multitool_toner_trace_horizontal_distance 20 sv, rep
hlvr_pause_after_loadsavegame 3 cl, cheat If >0, pauses the game this many ticks after loading a saved game.
hlvr_pause_after_realmap 1 cl, cheat
hlvr_pause_postprocess_fadein 0 cl, cheat
hlvr_physcannon_forward_offset 15 sv, rep
hlvr_piano_black_key_max_angle 8 sv, rep
hlvr_piano_black_key_min_angle 0 sv, rep
hlvr_piano_black_key_play_threshold 0 sv, rep
hlvr_piano_debug 0 sv, rep
hlvr_piano_hands 0 sv, rep
hlvr_piano_sound_decay_time 0 cl
hlvr_piano_white_key_max_angle 6 sv, rep
hlvr_piano_white_key_min_angle 0 sv, rep
hlvr_piano_white_key_play_threshold 0 sv, rep
hlvr_player_ammobal_chance_mult_pistol 1 sv, cheat
hlvr_player_ammobal_chance_mult_rapidfire 1 sv, cheat
hlvr_player_ammobal_chance_mult_shotgun 0 sv, cheat
hlvr_player_ammobal_dist_close 128 sv, cheat
hlvr_player_ammobal_dist_curve 0 sv, cheat
hlvr_player_ammobal_dist_far 500 sv, cheat
hlvr_player_ammobal_drain_pistol 4 sv, cheat
hlvr_player_ammobal_drain_rapidfire 4 sv, cheat
hlvr_player_ammobal_drain_shotgun 6 sv, cheat
hlvr_player_ammobal_max_chance_close 0 sv, cheat
hlvr_player_ammobal_max_chance_far 0 sv, cheat
hlvr_player_ammobal_max_pistol 60 sv, cheat
hlvr_player_ammobal_max_rapidfire 150 sv, cheat
hlvr_player_ammobal_max_shotgun 12 sv, cheat
hlvr_player_ammobal_min_pistol 20 sv, cheat
hlvr_player_ammobal_min_rapidfire 90 sv, cheat
hlvr_player_ammobal_min_shotgun 8 sv, cheat
hlvr_player_ammobal_removeat_pistol 60 sv, cheat
hlvr_player_ammobal_removeat_rapidfire 150 sv, cheat
hlvr_player_ammobal_removeat_shotgun 12 sv, cheat
hlvr_player_cough_count 3 sv, cheat
hlvr_player_cough_debug 0 sv, cheat
hlvr_player_cough_enable 1 sv, cheat
hlvr_player_cough_interval 2 sv, cheat
hlvr_player_cough_suppressor_distance 8 sv, cheat
hlvr_player_cough_use_handpose 0 sv, cheat
hlvr_player_valid_position_debug 0 sv, cheat
hlvr_playername 0 sv, rep The name of our playtester, used by the resource analyzer system.
hlvr_prop_discovery_lookangle 0 sv Angle of an intentional discovery look.
hlvr_prop_discovery_lookdist_far 18 sv Far distance to an intentional discovery look.
hlvr_prop_discovery_lookdist_near 1 sv Near distance to an intentional discovery look.
hlvr_prop_discovery_looktime 0 sv Time before an intentional discovery look.
hlvr_radio_trigger_maxs -16249844 sv, cheat
hlvr_radio_trigger_mins -12 sv, cheat
hlvr_rapidfire_grant_upgrade cmd Grant Rapidfire gun upgrade <Upgrade ID>
hlvr_resourceanalyzer_add_data_from cmd Adds data to the resource analyzer for the specified filename. Discards all data for the specified playername first.
hlvr_resourceanalyzer_debug 0 sv
hlvr_resourceanalyzer_discard_alldata cmd Discards all data.
hlvr_resourceanalyzer_discard_alldata_except_for cmd Discards all level's data for everyone except for the specified player.
hlvr_resourceanalyzer_discard_alldata_for cmd Discards all level's data for the specified player.
hlvr_resourceanalyzer_discard_leveldata_for cmd Discards the current level's data for the specified player.
hlvr_resourceanalyzer_discard_now cmd Discards the current playtest data.
hlvr_resourceanalyzer_dump cmd Describes the current data.
hlvr_resourceanalyzer_load_data_from cmd Resets and loads all data from the specified filename.
hlvr_resourceanalyzer_save_data_to cmd Saves the current data to the specified filename.
hlvr_resourceanalyzer_save_now cmd Saves the current data.
hlvr_resourceanalyzer_show_removable 0 sv
hlvr_resourceanalyzer_togglevis cmd Toggles the visualization of the resource analyzer.
hlvr_resourceanalyzer_vis_ammo_only 0 sv
hlvr_resourceanalyzer_vis_by_class 0 sv Set to the classname of a resource entity to only visualize that entity.
hlvr_resourceanalyzer_vis_color_by_type 0 sv
hlvr_resourceanalyzer_vis_only 0 sv Set to 1 for pickups, 2 for removals
hlvr_resourceanalyzer_visrange 1024 sv, rep
hlvr_respirator_trigger_maxs -16644856 sv, cheat
hlvr_respirator_trigger_mins -5 sv, cheat
hlvr_setall cmd Sets the player's full state. Use hlvr_getall to get a pastable state.
hlvr_setresources cmd Set the player's ammo & crafting currency levels. Format: hlvr_setresources <pistol ammo> <rapid fire ammo> <shotgun ammo> <crafting currency>
hlvr_shotgun_extra_shell_grab_range 20 sv, rep
hlvr_shotgun_extra_shell_grab_range_moving 500 sv, rep
hlvr_shotgun_extra_shell_gravity_glove_range 500 sv, rep
hlvr_shotgun_give cmd Give Player the Shotgun and some ammo
hlvr_shotgun_grant_upgrade cmd Grant Shotgun upgrade on enum
hlvr_single_controller_mode 0 sv, rep Enables single controller mode
hlvr_skip_credits cmd hlvr_skip_credits
hlvr_spawn_calibration_target cmd Spawn a calibration Target to help adjust hand / aim position. Disappears on DevPallette close
hlvr_spectator_hud_size 100 cl, a Scales spectator HUD by percentage value ranging from 50 to 150
hlvr_stand_on_offhand 1 sv, rep, cheat
hlvr_stand_toggle_enable 0 sv, a, rep
hlvr_stand_toggle_height 65 sv, rep, cheat Stand toggle eye height.
hlvr_stand_toggle_time 0 sv, rep, cheat Time until the player is allowed to change the stand toggle state.
hlvr_steamvr_transition_color_b 20 cl, cheat
hlvr_steamvr_transition_color_g 20 cl, cheat
hlvr_steamvr_transition_color_r 20 cl, cheat
hlvr_suppress_attack_after_pause 0 sv, cheat
hlvr_teleport_attract_blind_zombie_enable 0 sv, cheat
hlvr_teleport_footstep_debug 0 sv Draw a debug visualization of the footstep traces and surface properties
hlvr_teleport_footstep_debug_duration 30 sv
hlvr_teleport_footstep_distance_1 30 sv Min distance to TP before any footstep sounds
hlvr_teleport_footstep_distance_2 80 sv Distance to TP for two footstep sounds
hlvr_teleport_footstep_distance_3 150 sv Distance to TP for three footstep sounds
hlvr_teleport_footstep_interval 0 sv Interval between TP footstep sounds
hlvr_teleport_footstep_trace_distance 128 sv How far down to trace to determine TP footsteps
hlvr_teleport_interrupt_trigger_debug 0 sv
hlvr_teleport_proxy_lifetime 1 sv
hlvr_teleport_proxy_min_step 24 sv
hlvr_teleport_push_impulse_z 0 sv
hlvr_teleport_sound_radius 192 sv
hlvr_teleport_zero_move_epsilon 0 sv
hlvr_test_explosiondeath cmd Test our fake explosion death for a2_train_yard.
hlvr_tip_force_map -1 cl, cheat
hlvr_toggle_dev_teleport cmd Toggle developer teleport mode
hlvr_toner_cylinder_radius 10 sv, rep
hlvr_toner_junction_use_dot 0 sv, rep, cheat
hlvr_toner_junction_use_pct 1 sv, rep, cheat
hlvr_toner_path_debug 0 sv, rep, cheat
hlvr_toner_path_intensity_radius 8 sv
hlvr_toner_path_particle_distance 0 sv, rep, cheat
hlvr_toner_play_sound 1 sv
hlvr_toner_tip_offset 4 sv, rep, cheat
hlvr_toner_trace_debug 0 sv, rep
hlvr_transition_pause_always 0 cl, cheat
hlvr_use_valve_startup_stage 0 cl, cheat
hlvr_watch_alarm_health_fraction 0 sv, rep
hlvr_watch_animation_time 2 sv, rep
hlvr_watch_facing_dot 0 sv, rep
hlvr_watch_heartbeat_beattime 0 sv, rep
hlvr_watch_heartbeat_rate 5 sv, rep
hlvr_weaponswitch_colinear_up_angle 15 sv, rep
hlvr_weaponswitch_debug_selection 0 sv, rep
hlvr_weaponswitch_depth_gap 0 sv, rep
hlvr_weaponswitch_fixed_dist 30 sv, rep
hlvr_weaponswitch_follow_position_speed 0 sv, rep
hlvr_weaponswitch_follow_rotation_speed 3 sv, rep
hlvr_weaponswitch_hmd_hand_height_blend 0 sv, rep
hlvr_weaponswitch_menu_mode 1 sv, rep 0: Close menu on select, 1: Close menu on button release or moving outside the menu
hlvr_weaponswitch_orientation 2 sv, rep 0: Oriented to the VR Hand, 1: Oriented to the HMD, 2: Combo of HMD, Hand and world orientation
hlvr_weaponswitch_selection_dist 2 sv, rep
hlvr_weaponswitch_selection_hide_sec 0 sv, rep
hlvr_weaponswitch_stayopen 0 sv, rep If set to 1, weaponswitch UI will stay open even after button released (for development).
hlvr_weaponswitch_weapon_zpos 0 sv, rep How far from the background panel that the weapon model sits.
hlvr_window_trigger_debug 0 sv
hlvr_wristhud 0 cl
hmd_anchor_rotate cmd
host_force_frametime_to_equal_tick_interval 0
host_framerate 0 release Set to lock per-frame time elapse.
host_limitlocal 0 Apply cl_cmdrate and cl_updaterate to loopback connection
host_showcachemiss 0 Print a debug message when the client or server cache is missed.
host_timescale 1 rep, cheat Prescale the clock by this amount.
host_timescale_dec cmd Decrement the timescale by one step
host_timescale_inc cmd Increment the timescale by one step
host_writeconfig cmd Saves out the user config values.
hostfile 0 sv, release The HOST file to load.
hostip 0 release Host game server ip
hostname 0 release Hostname for server.
hostport 27015 release Host game server port
hud_autoaim_method 1 cl
hud_autoaim_scale_icon 0 cl
hud_autoreloadscript 0 cl Automatically reloads the animation script each time one is ran
hud_draw_active_reticle 0 cl
hud_draw_fixed_reticle 0 cl, a
hud_drawhistory_time 5 cl
hud_fastswitch 0 cl, a
hud_jeephint_numentries 10 sv
hud_locator_alpha 230 cl
hud_locator_fov 350 cl
hud_magnetism 0 cl
hud_quickinfo 1 cl, a
hud_reloadscheme cmd Reloads hud layout and animation scripts.
hud_reticle_alpha_speed 700 cl
hud_reticle_maxalpha 255 cl
hud_reticle_minalpha 125 cl
hud_reticle_scale 1 cl
hud_saytext_time 12 cl
hud_showemptyweaponslots 1 cl, a Shows slots for missing weapons when recieving weapons out of order
hud_takesshots 0 cl, a Auto-save a scoreboard screenshot at the end of a map.
hud_tracker_disabled 0 cl
hud_tracker_fov_factor 2 cl
hud_tracker_handoff_duration_a 0 cl
hud_tracker_handoff_duration_b 0 cl
hullivr_edge_merge_tan 0 Should we try to straighten two faces connected to this edge? (tangent)
hullivr_faceisland_merge_disp 0 Should we straighten face island if the displacement is this much? (inches)
hullivr_faceisland_merge_tan 0 Should we try to straighten an island of faces deviating from their average normal (tangent)?
hullivr_version 3
hunter_allow_dissolve 1 sv
hunter_allow_nav_jump 0 sv
hunter_charge 1 sv
hunter_charge_min_delay 10 sv
hunter_charge_pct 25 sv
hunter_charge_test 0 sv
hunter_cheap_explosions 1 sv
hunter_clamp_shots 1 sv
hunter_disable_patrol 0 sv
hunter_dodge_debug 0 sv
hunter_dodge_warning 1 sv
hunter_dodge_warning_cone 0 sv
hunter_dodge_warning_width 180 sv
hunter_first_flechette_delay 0 sv
hunter_flechette_delay 0 sv
hunter_flechette_explode_delay 2 sv
hunter_flechette_max_concurrent_volleys 2 sv
hunter_flechette_max_range 1200 sv
hunter_flechette_min_range 100 sv
hunter_flechette_speed 2000 sv
hunter_flechette_test 0 sv
hunter_flechette_volley_end_max_delay 2 sv
hunter_flechette_volley_end_min_delay 1 sv
hunter_flechette_volley_size 8 sv
hunter_flechette_volley_start_max_delay 0 sv
hunter_flechette_volley_start_min_delay 0 sv
hunter_free_knowledge 10 sv
hunter_hate_attached_striderbusters 1 sv
hunter_hate_held_striderbusters 1 sv
hunter_hate_held_striderbusters_delay 0 sv
hunter_hate_held_striderbusters_tolerance 2000 sv
hunter_hate_thrown_striderbusters 1 sv
hunter_hate_thrown_striderbusters_tolerance 300 sv
hunter_jostle_car_max_speed 600 sv
hunter_jostle_car_min_speed 100 sv
hunter_melee_delay 2 sv
hunter_plant_adjust_z 12 sv
hunter_random_expressions 0 sv
hunter_retreat_striderbusters 1 sv If true, the hunter will retreat when a buster is glued to him.
hunter_seek_thrown_striderbusters_tolerance 400 sv
hunter_shoot_flechette cmd Fires a hunter flechette where the player is looking.
hunter_show_weapon_los_condition 0 sv
hunter_show_weapon_los_z 0 sv
hunter_siege_frequency 12 sv
hunter_stand_still 0 sv
hurtme cmd Hurts the player. Arguments: <health to lose>
ic cmd interp entity count
ice_falling_damage_scale 0 sv
ik_abs_origin_height_spring_strength_default 500 sv, rep
ik_constraints_enabled 1
ik_debug 0
ik_debug_all_chains_post_solve 0
ik_debug_all_chains_pre_update 0
ik_debug_all_chains_pre_update_post_tilt 0
ik_debug_all_chains_unique_color_per_chain 0
ik_debug_build_transform_from_collision 0
ik_debug_build_transform_from_collision_noop 0
ik_debug_chain_to_filter_by 0
ik_debug_constraints -1
ik_debug_dogleg3bone 0
ik_debug_dogleg3bone_enabled 1
ik_debug_drawfixuprotation 0
ik_debug_fabrik_backwards_enabled 1
ik_debug_fabrik_backwards_iteration_toggle cmd
ik_debug_fabrik_backwards_iterations 0
ik_debug_fabrik_forwards_enabled 1
ik_debug_fabrik_forwards_iteration_toggle cmd
ik_debug_fabrik_forwards_iterations 0
ik_debug_groundrule 0
ik_debug_groundtrace_requests 0
ik_debug_hyperextension 0
ik_debug_lock_force_lock_rotation_alpha -1
ik_debug_locks 0
ik_debug_locks_breaks 0
ik_debug_perlin_solver 0
ik_debug_planetilt 0
ik_debug_planetilt_axis_length 20
ik_debug_soften 0
ik_debug_soften_enable 1
ik_debug_targets 0
ik_debugrule_degreespeed 0
ik_debugrule_distance 100
ik_debugrule_forcedegree 87
ik_debugrule_offset_x 0
ik_debugrule_offset_y 0
ik_debugrule_offset_z 0
ik_debugrule_spin_axis -1
ik_debugrule_spin_radius 100
ik_debugrule_spin_speedscale 0
ik_enable 1 cheat Enable IK.
ik_enable_only_this_chain cmd {class_name} | no argument picks what player is looking at]
ik_fabrik_align_chain 1
ik_fabrik_backwards_enabled 1
ik_fabrik_forwards_enabled 1
ik_fabrik_override_num_iterations -1
ik_final_fixup_enable 1
ik_force_lock_value -1
ik_force_masterblend_amount -1
ik_ground_rule_normalspring_strength 10
ik_ground_rule_zspring_strength 50
ik_groundrule_enabled 1
ik_groundrule_full_orienting_threshold 2
ik_groundrule_max_normal_degrees_from_up 30
ik_groundrule_no_orienting_threshold 12
ik_hinge_debug_bone_index -1
ik_ignore_end_effector_target_bones 0
ik_locks_acquire_threshold 0
ik_locks_breaking_enabled 1
ik_locks_enabled 0
ik_locks_release_threshold 0
ik_move_debug_target cmd Offset the debug targets by x y z amount (space separated)
ik_plane_debug_bone_index -1
ik_planetilt_enable 1
ik_toggle_chain cmd {class_name} | no argument picks what player is looking at]
ime_hkl_info cmd Spew IME HKL info.
ime_info cmd Spew IME info.
ime_supported_info cmd Spew IME Supported info.
impulse cmd
incrementvar cmd Increment specified convar value.
input_button_code_is_scan_code 0 a Bind keys based on keyboard position instead of key name
input_downimpulsevalue 0.700000 application
input_filter_relative_analog_inputs false machine
input_forceuser -1 cheat Force user input to this split screen player.
input_upimpulsevalue 0.300000 application
instant_replay 1 Enable instant replay recording.
instant_replay_goto_tick cmd Goto a direct timestamp of the replay
instant_replay_history_limit 120 Maximum amount of minutes to save history (0 is unlimited).
instant_replay_history_limit_low 10 Maximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).
instant_replay_live cmd If in replay, jumps back to live
instant_replay_pause cmd Pauses instant replay.
instant_replay_resume cmd Resumes instant replay.
instant_replay_skip cmd Number of seconds to skip back to instant replay from current position
instant_replay_skip_live cmd Number of seconds to skip back to instant replay from live
instant_replay_timescale cmd Sets instant replay speed.
instant_replay_togglepause cmd Toggles instant replay.
instructor_panorama 1 cl
+invaction cmd
-invaction cmd
invprevselect cmd
ip 0 release Overrides IP for multihomed hosts
iv_debug cmd Spew interpolated var info for entity.
iv_debugbone 0 release Debug bone name for interpolation spew of CAnimationState.
iv_interp cmd Spew interpolated var info for entity.
iv_off cmd Turn off all interpolation variable spew.
iv_on cmd Spew both interpolated var debug info and history for entity.
iv_parallel_latch 1 cl
iv_parallel_restore 0 cl
iv_wrapped_parallel_latch 1 cl
-jlook cmd
+jlook cmd
joy_accel_filter 0.200000 application
joy_accelmax 1.000000 application
joy_accelscale 0.600000 application
joy_advaxisr 0 cl, a
joy_axisbutton_threshold 0 a Analog axis range before a button press is registered.
joy_axisr_deadzone 0.150000 per-user
joy_axisr_relative false per-user
joy_axisu_deadzone 0.150000 per-user
joy_axisu_relative false per-user
joy_axisv_deadzone 0.150000 per-user
joy_axisv_relative false per-user
joy_axisx_deadzone 0.150000 per-user
joy_axisx_relative false per-user
joy_axisy_deadzone 0.150000 per-user
joy_axisy_relative false per-user
joy_axisz_deadzone 0.150000 per-user
joy_axisz_relative false per-user
joy_circle_correct true per-user
joy_deadzone_mode 0 per-user
joy_forward_sensitivity 1.000000 per-user
joy_forwardthreshold 0 cl, a
joy_lowend 1.000000 application
joy_lowmap 1.000000 application
joy_name 0 cl, a
joy_pegged 0.750000 application
joy_pitch_sensitivity 3.000000 per-user
joy_response_look 0 per-user
joy_response_move 9 per-user
joy_sensitive_step0 0.100000 application
joy_sensitive_step1 0.400000 application
joy_sensitive_step2 0.900000 application
joy_side_sensitivity 1.000000 per-user
joy_vehicle_turn_lowend 0.700000 application
joy_vehicle_turn_lowmap 0.400000 application
joy_virtual_peg false application
joy_wingmanwarrior_centerhack 0 a Wingman warrior centering hack.
joy_wingmanwarrior_turnhack 0 a Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded 0 cl If 0, the 360controller.cfg file will be executed on startup & option changes.
joy_yaw_sensitivity 3.000000 per-user
joy_yawsensitivity -1 cl, a, ss, xbox_archive
joy_yawthreshold 0 cl, a
joyadvancedupdate cmd
joystick 0 cl, a True if the joystick is enabled, false otherwise.
jpeg_quality 90 Set jpeg screenshot quality. [1..100]
jpeg_screenshot cmd Take a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].
+jump cmd
-jump cmd
kd_min_curl_delta 0 sv
kd_pose_buffer 3 sv
key_findbinding cmd Find key bound to specified command string.
key_listboundkeys cmd List bound keys with bindings.
key_updatelayout cmd Updates game keyboard layout to current windows keyboard setting.
kick cmd Kick a player by name.
kickid cmd Kick a player by userid or uniqueid, with a message.
kickid_hltv cmd Kick a player by userid or uniqueid, with a message.
kill cmd Kills the player with generic damage
killvector cmd Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
-klook cmd
+klook cmd
labelled_debug_helper_enabled 1
labelled_debug_helper_scale 1
labelled_debug_helper_show_position 0
labelled_debug_helper_show_text 1
labelled_debug_helper_skeleton_show_bone_names 1
lastinv cmd
lead_force_retrieve_timeout 6 sv
+left cmd
-left cmd
listdemo cmd List demo file contents.
listid cmd Lists banned users.
listip cmd List IP addresses on the ban list.
listRecentNPCSpeech cmd Displays a list of the last 5 lines of speech from NPCs.
load cmd Usage: load [save file name]
locator_background_border_color 268435456.000 cl The default color for the border.
locator_background_border_thickness 3 cl How many pixels the background borders the left and right.
locator_background_color 100663296.000 cl The default color for the background.
locator_background_shift_x 3 cl How many pixels the background is shifted right.
locator_background_shift_y 1 cl How many pixels the background is shifted down.
locator_background_style 0 cl Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
locator_background_thickness_x 8 cl How many pixels the background borders the left and right.
locator_background_thickness_y 0 cl How many pixels the background borders the top and bottom.
locator_fade_time 0 cl Number of seconds it takes for a lesson to fully fade in/out.
locator_icon_max_size_non_ss 1 cl Maximum scale of the icon on the screen
locator_icon_min_size_non_ss 1 cl Minimum scale of the icon on the screen
locator_lerp_rest 2 cl Number of seconds before moving from the center.
locator_lerp_speed 5 cl Speed that static lessons move along the Y axis.
locator_lerp_time 1 cl Number of seconds to lerp before reaching final destination
locator_pulse_time 1 cl Number of seconds to pulse after changing icon or position
locator_split_len 0 cl, cheat
locator_split_maxwide_percent 0 cl, cheat
locator_start_at_crosshair 0 cl Start position at the crosshair instead of the top middle of the screen.
locator_target_offset_x 0 cl How many pixels to offset the locator from the target position.
locator_target_offset_y 0 cl How many pixels to offset the locator from the target position.
locator_text_drop_shadow 1 cl If enabled, a drop shadow is drawn behind caption text. PC only.
locator_text_glow 0 cl If enabled, a glow is drawn behind caption text
locator_text_glow_color -1 cl Color of text glow
locator_topdown_style 0 cl Topdown games set this to handle distance and offscreen location differently.
log cmd off >.
log_color cmd Set the color of a logging channel.
log_dumpchannels cmd Dumps information about all logging channels.
log_flags cmd Set the flags on a logging channel.
log_level cmd Set the spew level of a logging channel.
log_verbosity cmd Set the verbosity of a logging channel.
logic_npc_counter_debug 0 sv, rep, cheat
lookat_eyedart_max_time 1 sv
lookat_eyedart_min_time 0 sv
lookat_hand_search_radius 36 sv
lookat_ignore_hands 0 sv
lookat_show_hand_search_radius 0 sv
lookat_use_eyedarts 1 sv
+lookdown cmd
-lookdown cmd
-lookspin cmd
lookstrafe 0 cl, a
-lookup cmd
+lookup cmd
loop_dump cmd Print the listeners of the current loop mode
lrucache_set_size cmd Sets the specified cache to the specified size
lrucache_stats cmd Spews information about all CUtlLRUCaches
lua_assert_on_error 0
m_customaccel 0 cl, a Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity) 2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. 3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
m_filter 0 cl, a, ss Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_mouseaccel2 0 cl, a Windows mouse acceleration secondary threshold (4x movement).
m_pitch 0 cl, a, ss Mouse pitch factor.
markup_volume_ref_cone_angle 135 sv
mat_bloom_scalefactor_scalar 1 cl, release
mat_colcorrection_disableentities 0 cl Disable map color-correction entities
mat_disable_bloom 0 cl
mat_disable_dynamic_shader_compile cmd Reloads all shaders from vcs files until the next time mat_reloadshaders is called
mat_disable_normal_mapping 0 cheat
mat_dof_enabled 1 cl
mat_dof_far_blur_depth 1000 cl
mat_dof_far_blur_radius 5 cl
mat_dof_far_focus_depth 250 cl
mat_dof_near_blur_depth 20 cl
mat_dof_near_blur_radius 10 cl
mat_dof_near_focus_depth 100 cl
mat_dof_override 0 cl
mat_dof_quality 0 cl
mat_drawTexture 0 cl Enable debug view texture
mat_drawTextureScale 1 cl Debug view texture scale
mat_drawTitleSafe 0 Enable title safe overlay
mat_drawwater 1 cl, cheat
mat_dump_rts 0 cl
mat_exposure_center_region_x 0 cl, cheat
mat_exposure_center_region_y 0 cl, cheat
mat_force_bloom 0 cl, cheat
mat_framebuffercopyoverlaysize 128 cl
mat_fullbright 0 cheat
mat_grain_enable 0 cl
mat_hdr_level 2 cl
mat_hdr_manual_tonemap_rate 1 cl
mat_hdr_uncapexposure 0 cl, cheat
mat_hsv 0 cl, cheat
mat_local_contrast_enable 0 cl
mat_lpv_luxels 0 cheat
mat_luxels 0 cheat
mat_material_frameupdate_limit 2 Maximum time in ms to spend initializing shaders for materials each frame.
mat_motion_blur_enabled 1 cl
mat_motion_blur_falling_intensity 1 cl
mat_motion_blur_falling_max 20 cl
mat_motion_blur_falling_min 10 cl
mat_motion_blur_forward_enabled 1 cl
mat_motion_blur_rotation_intensity 1 cl
mat_motion_blur_strength 1 cl
mat_overdraw 0 cheat Visualize overdraw
mat_overdraw_color 0 cheat
mat_print_dead_materials cmd Print loaded materials that have no valid layers due to not supporting any of the modes in gameinfo.gi.
mat_print_error_materials cmd Print loaded materials that are using the error shader or material.
mat_print_expensive_materials cmd Print materials sorted by cost heuristic
mat_print_material_info cmd Print info about a specific material
mat_print_materials cmd Print loaded materials. Takes an optional substring as an argument.
mat_print_materials_last_frame cmd Print materials used last frame
mat_print_materials_unused cmd Print materials that have never been used
mat_print_modes cmd Print supported rendering modes.
mat_print_shader_info cmd Print detailed info about a single shader. Takes a shader name (hero.vfx) as an argument.
mat_print_shaders cmd Print loaded shaders. Takes a substring as an argument.
mat_print_textures cmd Print loaded textures in alphabetical order. Takes an optional substring as an argument.
mat_print_textures_size cmd Print loaded textures in ascending size order. Takes an optional substring as an argument.
mat_print_textures_size_in_memory cmd Print loaded textures in ascending size order as they are in memory. Takes an optional substring as an argument.
mat_reinitmaterials cmd Reinitializes all loaded materials, reloading their shaders.
mat_reload_shaders_multithreaded 1 If we should use multithreaded shader recompilation during mat_reloadshaders.
mat_reloadmaterials cmd Reloads all materials. Takes an optional substring as an argument.
mat_reloadshaders cmd Reloads all shaders. Takes optional substrings of shader names to recompile as arguments.
mat_reset_material_costs cmd Reset material cost heuristic
mat_shading_complexity 0 cheat Visualize shading complexity
mat_shading_complexity_color 1 cheat
mat_shading_complexity_max_instruction_count 1024 cheat
mat_show_ab_hdr_hudelement 0 cl HDR Demo HUD Element toggle.
mat_show_histogram 0 cl
mat_showcamerarendertarget 0 cl, cheat
mat_showframebuffertexture 0 cl, cheat
mat_showwatertextures 0 cl, cheat
mat_stub 0 cl, cheat
mat_tonemap_bloom_scale -1 cheat
mat_tonemap_bloom_start_value -1 cheat
mat_tonemap_debug 0
mat_tonemap_force_accelerate_exposure_down -1 cheat
mat_tonemap_force_average_lum_min -1 cheat Override. Old default was 3.0
mat_tonemap_force_log_lum_max -1 cheat
mat_tonemap_force_log_lum_min -1 cheat
mat_tonemap_force_max -1 cheat
mat_tonemap_force_min -1 cheat
mat_tonemap_force_percent_bright_pixels -1 cheat Override. Old value was 1.0
mat_tonemap_force_percent_target -1 cheat Override. Old default was 45.
mat_tonemap_force_rate -1 cheat
mat_tonemap_force_scale 0 cheat
mat_tonemap_force_use_alpha -1 cheat
mat_tonemap_uncap_exposure 0 cheat
mat_viewportscale 1 cl Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_viewportupscale 1 cl, cheat Scale the viewport back up
mat_wateroverlaysize 128 cl
mat_wireframe 0 cl, cheat
mat_yuv 0 cl, cheat
mem_compact cmd Compacts the heap
mem_dump cmd Dump memory stats to text file.
mem_incremental_compact cmd Incrementally compacts the heap
mem_incremental_compact_rate 0 cheat Rate at which to attempt internal heap compaction
mem_level 2 cl Memory Level - Default: High
mem_test cmd
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 Don't print stats when memtesting
memory cmd Print memory stats.
+menu_hand0 cmd
-menu_hand0 cmd
+menu_hand1 cmd
+menuAccept cmd
-menuAccept cmd
+menuDown cmd
-menuDown cmd
-menuUp cmd
mesh_calculate_curvature_smooth_pass_count 3 cheat
mesh_calculate_curvature_smooth_weight 1 cheat
metropolice_charge 1 sv
metropolice_chase_use_follow 0 sv
metropolice_move_and_melee 1 sv
mic_listen_while_nonfocused 0 cl, user Enables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settings
min_contact_duration 0 sv
mix_input cmd Set an input mix value
mobile_fps_increase_during_charging 0 a MOBILE_FPS_CONTROL: If true we increase framerate limit while charging
mobile_fps_increase_during_touch 1 a MOBILE_FPS_CONTROL: If true we increase framerate limit during touch
mobile_fps_limit 30 a MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60
model_default_preview_sequence_name 0 a
model_dump_convert_info cmd Print model load-time conversion info
mortar_visualize 0 sv
motd_intros 0 cl, a
motdfile 0 sv, release The MOTD file to load.
mouse_disableinput 0 Set to disable mouse input
mouse_pitchyaw_sensitivity 50.000000 machine
move_fall_sound_z -30 sv, rep
+movedown cmd
-movedown cmd
-moveleft cmd
+moveleft cmd
-moveright cmd
+moveright cmd
+moveup cmd
movie_fixwave cmd Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
movie_texture_debug_distances 0 sv, rep
mp_allowNPCs 1 sv, nf
mp_allowspectators 1 sv, rep toggles whether the server allows spectator mode or not
mp_autocrosshair 1 sv, nf
mp_bonusroundtime 15 cl, rep Time after round win until round restarts
mp_chattime 10 sv, rep amount of time players can chat after the game is over
mp_clan_ready_signal 0 sv Text that team leader from each team must speak for the match to begin
mp_clan_readyrestart 0 sv If non-zero, game will restart once someone from each team gives the ready signal
mp_defaultteam 0 sv
mp_disable_autokick cmd Prevents a userid from being auto-kicked
mp_disable_respawn_times 0 cl, nf, rep
mp_fadetoblack 0 sv, nf, rep fade a player's screen to black when he dies
mp_falldamage 0 sv, nf
mp_feetyawrate_max 360 sv, rep How many degrees per second that we can turn our feet or upper body when we're outside the max body yaw.
mp_flashlight 1 sv, nf
mp_footsteps 1 sv, nf
mp_forcecamera 0 sv, rep Restricts spectator modes for dead players
mp_forcerespawn 1 sv, nf
mp_fraglimit 0 sv, nf
mp_friendlyfire 0 sv, nf, rep Allows team members to injure other members of their team
mp_maxrounds 0 cl, nf, rep max number of rounds to play before server changes maps
mp_restartgame 0 sv If non-zero, game will restart in the specified number of seconds
mp_teamlist 0 sv, nf
mp_teamoverride 1 sv
mp_teamplay 0 sv, nf
mp_teams_unbalance_limit 1 cl, nf, rep Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_timelimit 0 sv, nf, rep game time per map in minutes
mp_tournament 0 cl, nf, rep
mp_usehwmmodels 0 cl Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
mp_usehwmvcds 0 cl Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
mp_waitingforplayers_cancel 0 sv Set to 1 to end the WaitingForPlayers period.
mp_waitingforplayers_restart 0 sv Set to 1 to start or restart the WaitingForPlayers period.
mp_waitingforplayers_time 0 sv WaitingForPlayers time length in seconds
mp_weaponstay 0 sv, nf
mp_winlimit 0 cl, nf, rep Max score one team can reach before server changes maps
multvar cmd Multiply specified convar value.
muzzle_flash_enable 1 sv, rep, cheat
muzzleflash_light 1 cl, a
mwheel_down cmd Sends a mousewheel message to the currently held weapon
mwheel_up cmd Sends a mousewheel message to the currently held weapon
name Tupas per-user
nav_add_to_selected_set cmd Add current area to the selected set.
nav_add_to_selected_set_by_id cmd Add specified area id to the selected set.
nav_analyze cmd Re-analyze the current Navigation Mesh and save it to disk.
nav_area_max_size 15 sv, cheat Max area size created in nav generation
nav_area_res 25 sv, cheat Standard nav area minimum size
nav_auto_build_area cmd Build out high-precision areas around the edit cursor and create them.
nav_avoid cmd Toggles the 'avoid this area when possible' flag used by the AI system.
nav_avoid_obstacles 1 sv, cheat
nav_begin_area cmd Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
nav_begin_deselecting cmd Start continuously removing from the selected set.
nav_begin_drag_deselecting cmd Start dragging a selection area.
nav_begin_drag_selecting cmd Start dragging a selection area.
nav_begin_selecting cmd Start continuously adding to the selected set.
nav_begin_shift_xy cmd Begin shifting the Selected Set.
nav_bfs_debug 0 sv, cheat
nav_blockers_can_affect_flow 1 cheat Set this convar to 0 if you want the 'affectsFlow' property of func_nav_blockers to be ignored
nav_build_ladder cmd Attempts to build a nav ladder on the climbable surface under the cursor.
nav_chop_selected cmd Chops all selected areas into their component 1x1 areas
nav_clear_attribute cmd Remove given nav attribute from all areas in the selected set.
nav_clear_attributes cmd Clear all nav attributes of selected area.
nav_clear_selected_set cmd Clear the selected set.
nav_clear_walkable_marks cmd Erase any previously placed walkable positions.
nav_connect cmd To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
nav_coplanar_slope_limit 0 sv, cheat
nav_corner_adjust_adjacent 18 cheat radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower cmd Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground cmd Places the selected corner of the currently marked Area on the ground.
nav_corner_raise cmd Raise the selected corner of the currently marked Area.
nav_corner_select cmd Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet 0 sv, cheat Anchor nav_begin_area Z to editing player's feet
nav_create_place_on_ground 0 sv, cheat If true, nav areas will be placed flush with the ground when created by hand.
nav_crouch cmd Toggles the 'must crouch in this area' flag used by the AI system.
nav_curve_alt 0 sv, cheat
nav_curve_iter 0 sv, cheat
nav_curve_lock -1 sv, cheat
nav_curve_max_step 10 sv, cheat
nav_curve_set -1 sv, cheat
nav_curve_step 0 sv, cheat
nav_debug_blocked 0 sv, cheat
nav_delete cmd Deletes the currently highlighted Area.
nav_delete_all_hull cmd Deletes all areas with given hull category.
nav_delete_marked cmd Deletes the currently marked Area (if any).
nav_disconnect cmd To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
nav_displacement_test 10000 sv, cheat Checks for nodes embedded in displacements (useful for in-development maps)
nav_drag_selection_volume_zmax_offset 32 sv, rep The offset of the nav drag volume top from center
nav_drag_selection_volume_zmin_offset 32 sv, rep The offset of the nav drag volume bottom from center
nav_draw_area_bgcolor 503316480 sv, cheat RGBA color to draw as the background color for nav areas while editing.
nav_draw_area_filled 0 sv, cheat
nav_draw_area_ground 0 sv, cheat
nav_draw_area_vert_order 0 sv, cheat
nav_draw_area_ztest 0 sv, cheat
nav_draw_blocked 1 sv, cheat
nav_draw_blocked_connections 0 sv, cheat
nav_draw_connected_area_radius 1000 sv, cheat
nav_draw_connections 0 sv, cheat
nav_draw_externally_allocated 0 sv, cheat
nav_draw_hull_support 0 sv, cheat
nav_draw_indices 0 sv, cheat
nav_draw_inset_margin 0 sv, cheat
nav_draw_jump_links 0 sv, cheat
nav_draw_limit 300 sv, cheat The maximum number of areas to draw in edit mode
nav_draw_mesh 1 sv, cheat
nav_draw_mesh_grid 0 sv, cheat Draw the meshe's spatial grid structure around the edit cursor position.
nav_draw_mesh_offset 1 sv, cheat Vertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground
nav_draw_should_be_destroyed 0 sv, cheat
nav_draw_show_light_intensity 0 sv, cheat
nav_draw_split_by_obstacle_mgr 0 sv, cheat
nav_draw_vert_hotspots 0 sv, cheat
nav_edit 0 sv, cheat Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_edit_validate 0 sv, cheat Validate navmesh structures.
nav_end_area cmd Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting cmd Stop continuously removing from the selected set.
nav_end_drag_deselecting cmd Stop dragging a selection area.
nav_end_drag_selecting cmd Stop dragging a selection area.
nav_end_selecting cmd Stop continuously adding to the selected set.
nav_end_shift_xy cmd Finish shifting the Selected Set.
nav_flood_select cmd Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
nav_gen_add_jumps 1 rep, cheat
nav_gen_agent_radius_buffer 0 rep, cheat Buffer to add to agent radius before passing to nav gen
nav_gen_clip_polys_to_clearance 1 rep, cheat
nav_gen_clip_polys_to_clearance_debug 0 rep, cheat
nav_gen_connect_angle 0 rep, cheat
nav_gen_connect_angle_ignore_z 1 rep, cheat
nav_gen_connect_dist_a 1 rep, cheat
nav_gen_connect_dist_b 1 rep, cheat
nav_gen_connect_overlap 0 rep, cheat
nav_gen_degen_limit 0 rep, cheat
nav_gen_false 0 rep, cheat Always false
nav_gen_island_removal 0 rep, cheat
nav_gen_island_removal_all_hulls 1 rep, cheat
nav_gen_markup_split_expand 2 rep, cheat
nav_gen_markup_split_tol_base 1 rep, cheat
nav_gen_markup_split_tol_nonav 1 rep, cheat
nav_gen_markup_split_tol_nonentity 8 rep, cheat
nav_gen_match_ground 0 rep, cheat
nav_gen_max_edge_len 2048 rep, cheat
nav_gen_max_edge_len_do_clip 1 rep, cheat
nav_gen_max_edge_len_split_tol 24 rep, cheat
nav_gen_opt_to_quads 1 rep, cheat
nav_gen_opt_to_quads_angle_limit 10 rep, cheat
nav_gen_opt_to_quads_num_steps 6 rep, cheat
nav_gen_opt_to_quads_se_limit_end 0 rep, cheat
nav_gen_opt_to_quads_se_limit_start 0 rep, cheat
nav_gen_opt_to_quads_weld_limit_end 0 rep, cheat
nav_gen_opt_to_quads_weld_limit_start 0 rep, cheat
nav_gen_remove_vertical_polys 1 rep, cheat
nav_gen_split_boundary_polys 0 rep, cheat
nav_gen_tr_max_acceptable_cost_1 900 rep, cheat
nav_gen_tr_max_acceptable_cost_2 900 rep, cheat
nav_gen_tri_reduce_all 0 rep, cheat
nav_gen_true 1 rep, cheat Always true
nav_gen_vertical_limit 88 rep, cheat
nav_generate cmd Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_compute_lighting 0 sv, cheat If true, compute lighting for this area. Otherwise, just set to 1/2.
nav_generate_fencetops 1 sv, cheat Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas 1 sv, cheat Convert obsolete jump areas into 2-way connections
nav_generate_incremental cmd Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range 2000 sv, cheat
nav_generate_incremental_tolerance 0 sv, cheat Z tolerance for adding new nav areas.
nav_generate_no_restart 0 sv
nav_generate_remove_jump_areas 1 sv
nav_genrt_debug 0 sv, cheat
nav_genrt_no_splice 0 sv, cheat
nav_genrt_no_split 0 sv, cheat
nav_genrt_step -1 sv, cheat
nav_jump cmd Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_ladder_flip cmd Flips the selected ladder's direction.
nav_load cmd Loads the Navigation Mesh for the current map.
nav_load_aaquad cmd Loads the Navigation Mesh for the current map.
nav_load_polyclip cmd Loads the Navigation Mesh for the current map.
nav_load_recast cmd Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max cmd Lower the top of the drag select volume.
nav_lower_drag_volume_min cmd Lower the bottom of the drag select volume.
nav_mark cmd Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute cmd Set nav attribute for all areas in the selected set.
nav_mark_walkable cmd Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_max_auto_area_size 16384 sv, cheat Max size in x/y of any auto-generated nav area
nav_max_view_distance 0 sv, cheat Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length 64 cheat
nav_merge cmd To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav_merge_mesh cmd Merges a saved selected set into the current mesh.
nav_no_jump cmd Toggles the 'dont jump in this area' flag used by the AI system.
nav_obstacle_genrt 0 sv, cheat
nav_obstacle_keep_inside_poly 1 sv, cheat
nav_obstacle_stats 0 sv, cheat
nav_obstacle_use_split2 1 sv, cheat
nav_obstacle_validate 0 sv, cheat
nav_obstruction_draw 0 sv, cheat
nav_obstruction_draw_change 0 sv, cheat
nav_obstruction_draw_dist -1 sv, cheat
nav_obstruction_draw_fail_block 0 sv, cheat
nav_path_debug 0 sv, cheat
nav_path_debug_compute_with_open_goal 0 sv, cheat
nav_path_debug_jump_segments 0 sv, cheat
nav_path_draw_areas 0 sv, cheat
nav_path_draw_arrow 1 sv, cheat
nav_path_draw_climb_segments 1 sv, cheat
nav_path_draw_connected_areas 0 sv, cheat
nav_path_draw_ground_segments 1 sv, cheat
nav_path_draw_jump_segments 1 sv, cheat
nav_path_draw_ladder_segments 1 sv, cheat
nav_path_draw_tick 0 sv, cheat
nav_path_fixup_climb_up_segments 0 sv, cheat
nav_path_fixup_gap_segments 0 sv, cheat
nav_path_jump_process_debug 0 sv, cheat
nav_path_optimize_enable 1 sv, cheat
nav_path_optimize_portal_positions 1 sv, cheat
nav_path_optimizer_debug 0 sv, cheat
nav_path_record_draw_last_fail 0 sv, cheat
nav_path_record_enable 1 sv, cheat
nav_pathfind_debug_draw 0 sv, cheat
nav_pathfind_debug_draw_costs 0 sv, cheat
nav_pathfind_debug_draw_errors 0 sv, cheat
nav_pathfind_debug_draw_total_costs 0 sv, cheat
nav_pathfind_debug_log 0 sv, cheat
nav_pathfind_inadmissable_heuristic_factor 1 sv, cheat
nav_potentially_visible_dot_tolerance 0 sv, cheat
nav_precise cmd Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_quicksave 1 sv, cheat Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_raise_drag_volume_max cmd Raise the top of the drag select volume.
nav_raise_drag_volume_min cmd Raise the bottom of the drag select volume.
nav_recall_selected_set cmd Re-selects the stored selected set.
nav_remove_from_selected_set cmd Remove current area from the selected set.
nav_save cmd Saves the current Navigation Mesh to disk.
nav_save_history 10 Keep this many backup copies of nav files.
nav_save_selected cmd Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_search_lattice_initial_scale 3 sv
nav_search_lattice_progressive_scale 1 sv
nav_select_allow_blocked 1 sv, cheat When selecting an area under nav_edit, allow area marked as blocked.
nav_select_arc 0 sv, cheat Set to change selection trace to be an arc instead of a line. Value 1 should give a reasonable arc.
nav_select_blocked_areas cmd Adds all blocked areas to the selected set
nav_select_half_space cmd Selects any areas that intersect the given half-space.
nav_select_hull -1 sv, cheat Restrict area selection to areas that can support a hull of the given category
nav_select_obstructed_areas cmd Adds all obstructed areas to the selected set
nav_select_radius cmd Adds all areas in a radius to the selection set
nav_select_stairs cmd Adds all stairway areas to the selected set
nav_select_with_attribute cmd Selects areas with the given attribute.
nav_set_place_mode cmd Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift cmd Shifts the selected areas by the specified amount
nav_show_area_connections 0 sv, cheat Show connections to selected area when true
nav_show_area_info -1 sv, cheat Duration in seconds to show nav area ID and attributes while editing. (-1 = never hide)
nav_show_area_info_font 0 sv, cheat
nav_show_area_info_font_size -1 sv, cheat
nav_show_area_info_font_voffset -11 sv, cheat
nav_show_compass 0 sv, cheat
nav_show_connectionblockers 0 sv, cheat Debug: Show connection blocker models.
nav_show_edit_pos 1 sv, cheat
nav_show_node_grid 0 sv, cheat
nav_show_node_id 0 sv, cheat
nav_show_nodes 0 sv, cheat
nav_show_player_counts 0 cheat Show current player counts in each area.
nav_show_potentially_visible 0 cheat Show areas that are potentially visible from the current nav area
nav_simplify_selected cmd Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
nav_slope_limit 0 sv, cheat The ground unit normal's Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance 0 sv, cheat The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
nav_smooth_calc_z 1 sv, cheat
nav_smooth_constrain_results 1 sv, cheat
nav_smooth_constrain_results_relax 0 sv, cheat
nav_smooth_constrain_spring 2 sv, cheat
nav_smooth_constrain_spring_relax 0 sv, cheat
nav_smooth_draw_accel 0 sv, cheat
nav_smooth_draw_boundary 0 sv, cheat
nav_smooth_draw_calc 0 sv, cheat
nav_smooth_draw_constraint_spline 0 sv, cheat
nav_smooth_draw_constraint_spring 0 sv, cheat
nav_smooth_draw_speed 0 sv, cheat
nav_smooth_enable 1 sv, cheat
nav_smooth_relax 1 sv, cheat
nav_smooth_relax_use_timesteps 0 sv, cheat
nav_smooth_separating_dist_override 0 sv, cheat
nav_smooth_spring_const_override -1 sv, cheat
nav_smooth_spring_factor_deriv 0 sv, cheat
nav_smooth_spring_factor_dist 0 sv, cheat
nav_smooth_spring_factor_speed 0 sv, cheat
nav_smooth_spring_forward_dist_base 50 sv, cheat
nav_smooth_spring_forward_dist_time_limit 1 sv, cheat
nav_smooth_spring_max_dist 36 sv, cheat
nav_smooth_spring_tension_max_override -1 sv, cheat
nav_smooth_spring_timestep_factor_accel 100 sv
nav_smooth_spring_timestep_factor_speed 100 sv
nav_smooth_spring_timestep_max 1 sv
nav_smooth_spring_timestep_min 0 sv
nav_smooth_use_opt 1 sv, cheat
nav_snap_to_grid 0 sv, cheat Snap to the nav generation grid when creating new nav areas
nav_solid_props 0 sv, cheat Make props solid to nav generation/editing
nav_splice cmd To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split cmd To split an Area into two, align the split line using your cursor and invoke the split command.
nav_split_aa cmd To split an area into two, align the split line using your cursor and invoke the split command.
nav_split_place_on_ground 0 cheat If true, nav areas will be placed flush with the ground when split.
nav_split_show_aa 0 sv, cheat Show the axis-aligned split line.
nav_split_show_free 0 sv, cheat Show the free split line.
nav_store_selected_set cmd Stores the current selected set for later retrieval.
nav_strip cmd Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_subdivide cmd Subdivides all selected areas.
nav_switch cmd Switches to navmesh for the specified spawngroup
nav_test_bfs_lattice -1 sv, cheat
nav_test_bfs_lattice_mark 0 sv, cheat
nav_test_bfs_lattice_spacing 12 sv, cheat
nav_test_boundary_zone_circle 0 sv, cheat
nav_test_boundary_zone_force 0 sv, cheat
nav_test_boundary_zone_grid_dim 90 sv, cheat
nav_test_boundary_zone_path 0 sv, cheat
nav_test_boundary_zone_rays 100 sv, cheat
nav_test_boundary_zone_rays_margin -1 sv, cheat
nav_test_boundary_zone_rays_random 0 sv, cheat
nav_test_curve_opt 0 sv, cheat
nav_test_find_nearest 0 sv, cheat Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull_*.
nav_test_find_nearest_clear 0 sv, cheat Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull_*.
nav_test_find_random_connected 0 sv, cheat Demonstrates finding random points that are connected in the nav mesh to the start point.
nav_test_find_random_connected_dist_max 1000 sv, cheat
nav_test_find_random_connected_dist_min 100 sv, cheat
nav_test_find_z 0 sv, cheat
nav_test_force_npc_repath 0 sv, cheat
nav_test_free_path 0 sv, cheat
nav_test_free_path_in_speed 120 sv, cheat
nav_test_free_path_in_yaw 0 sv, cheat
nav_test_genrt 0 sv, cheat
nav_test_genrt_place 0 sv, cheat
nav_test_level_hull cmd Find entities that intrude into the nav mesh. List those entities in console output, and display bounding boxes around them for a while.
nav_test_level_hull_move cmd
nav_test_multi_connection 0 sv, cheat
nav_test_node 0 sv, cheat
nav_test_node_crouch 0 sv, cheat
nav_test_node_crouch_dir 4 sv, cheat
nav_test_npc_collision 0 sv, cheat
nav_test_path 0 sv, cheat Calculate and draw a path from player/camera position to the test position.
nav_test_path_expansion_search 0 sv, cheat Extend nav_tes_path by doing an expansion search on that path. Convar value defines dist.
nav_test_path_lock_goal 0 sv, cheat Lock the pathfinding goal to the current intersection point.
nav_test_path_lock_start 0 sv, cheat Lock the pathfinding start to the current intersection point.
nav_test_path_max_climb_up -1 sv, cheat
nav_test_path_max_drop_down -1 sv, cheat
nav_test_path_move 0 sv, cheat
nav_test_path_opt 1 sv, cheat Enable path optimization for nav_edit_path paths.
nav_test_path_opt_transitions 0 sv, cheat
nav_test_pos_name 0 sv
nav_test_pos_place -1 sv
nav_test_rays 0 sv, cheat
nav_test_search_lattice 0 sv, cheat Demonstrates searching hexagonal lattice over nav mesh.
nav_test_smooth 0 sv, cheat
nav_test_smooth_extern_push 0 sv, cheat
nav_test_smooth_in_speed 120 sv, cheat
nav_test_smooth_in_yaw 0 sv, cheat
nav_test_smooth_path_speed -1 sv, cheat
nav_test_smooth_separating_dist -1 sv, cheat
nav_test_smooth_spring_const -1 sv, cheat
nav_test_smooth_spring_tension_max -1 sv, cheat
nav_test_spline 0 sv, cheat
nav_test_split_obstacle 0 sv, cheat
nav_test_split_obstacle_dirty 0 sv, cheat
nav_test_split_obstacle_leave 0 sv, cheat
nav_test_split_obstacle_update_pos 1 sv, cheat
nav_test_test_ray_to_mesh cmd Test CNavMesh: : TestRayToMesh(). Args: nNumrays, flRayLength, flRadialOffset
nav_toggle_deselecting cmd Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set cmd Remove current area from the selected set.
nav_toggle_place_mode cmd Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_selected_set cmd Toggles all areas into/out of the selected set.
nav_toggle_selecting cmd Start or stop continuously adding to the selected set.
nav_unmark cmd Clears the marked Area or Ladder.
nav_use_place cmd If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_validate 0 cheat Level of validation for nav system. Higher will be slower.
nav_volume_debug 0 sv, cheat Draw or print debug information about nav volume queries.
nav_warp_to_mark cmd Warps the player to the marked area.
nav_world_center cmd Centers the nav mesh in the world
navlocal_constrain 1 sv, cheat
navlocal_debug 0 sv, cheat
navlocal_debug_constraint 0 sv, cheat
navlocal_debug_isect 0 sv, cheat
navlocal_debug_island 0 sv, cheat
navlocal_debug_island_calc 0 sv, cheat
navlocal_debug_npcs 0 sv, cheat
navlocal_debug_probecache 0 sv, cheat
navlocal_lead_in_dist 64 sv, cheat
navlocal_lead_out_dist 18 sv, cheat
navlocal_path_tight_buffer 2 sv, cheat
navlocal_start_solid_calc_path 0 sv, cheat
navlocal_test_radius 12 sv, cheat
navlocal_use_probe_cache 1 sv, cheat
navlocal_use_probe_cache_box_test 1 sv, cheat
navnetsolve_draw_tri -1 sv
net_channels cmd Shows net channel info
net_compressvoice 0 Attempt to compress out of band voice payloads (360 only).
net_connections_stats cmd Print detailed network statistics for each network connection
net_debug_to_file 0 sv
net_detailed_canpacket_log 0
net_listallmessages cmd List all registered net messages
net_log_processing 0 Log network processing
net_max_foreign_packets 1000 Maximum amount of foreign packets (no established connection) allowed per frame before we discard
net_maxcleartime 4 Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_maxroutable 1200 a, user Requested max packet size before packets are 'split'.
net_messageinfo cmd Display info about a message (by classname or id)
net_p2p_client_to_client_messages 1 Enable P2P via ISteamNetworkingMessages.
net_p2p_listen_dedicated 0 Should dedicated server listen for new-style P2P?
net_p2pconnection_linger_time 120 How long p2p connection requests should linger before we completely ignore them
net_port_try 150 If unable to bind to initial port, how many more to try binding.
net_public_adr 0 release For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x' )
net_qospacketloss_percentage_threshold 5 Spew a warning if packet loss percentage is above this threshold
net_restrict_showmsg_socket 0 If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.
net_serializedentitymemory cmd Spew CSerializedEntity memory
net_serializedentitymetadatainfo cmd Spew CSerializedEntity metadata information
net_showdrop 0 Show dropped packets in console
net_showeventlisteners 0 sv Show listening addition/removals
net_showevents 0 sv Dump game events to console (1=client only, 2=all).
net_showfragments 0 Show netchannel fragments
net_showmsg 0 1|2|name> where 1 == all and 2 == all except net_NOP
net_showoob 0 Show connectionless UDP traffic.
net_showpeaks 0 Show messages for large packets only: <size>
net_showreliable 0 Like net_showmsg, but only spew reliable messages
net_showudp 0 release Dump UDP packets summary to console
net_showudp_remoteonly 1 release Dump non-loopback udp only
net_showusercmd 0 cl Show user command encoding
net_spewcounts cmd Spew serializer counts
net_stats_json cmd Output server networking statistics in json format
net_status cmd Shows current network status
net_usesocketsforloopback 0 Use network sockets layer even for listen server local player's packets (multiplayer only).
net_validatemessages cmd Activates/deactivates net message validation
next_weapon_timer 1 cl, a
nextdemo cmd Play next demo in sequence.
nextlevel 0 sv, nf If set to a valid map name, will change to this map during the next changelevel
noclip cmd Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
noclip_fixup 1 sv, cheat
notarget cmd Toggle. Player becomes hidden to NPCs.
npc_ally_deathmessage 1 sv, cheat
npc_alyx_crouch 1 sv
npc_alyx_force_stop_moving 1 sv
npc_alyx_readiness 1 sv
npc_alyx_readiness_transitions 1 sv
npc_ammo_deplete cmd Subtracts half of the target's ammo
npc_applystun cmd Apply Stun Shock effect
npc_barnacle_debug_tongue_vis 0 cl, cheat
npc_barnacle_helditem_sway 300 sv
npc_barnacle_helditem_sway_a 10000 sv
npc_barnacle_helditem_sway_t 1 sv
npc_barnacle_helditem_sway_z 2 sv
npc_barnacle_pull_ragdoll_damping 0 sv
npc_barnacle_pull_ragdoll_damping_ratio 1 sv
npc_barnacle_pull_ragdoll_frequency 12 sv
npc_barnacle_pull_ragdoll_horz_max 180 sv
npc_barnacle_pull_ragdoll_spring 0 sv
npc_barnacle_pull_speed_ragdoll_mod 0 sv
npc_barnacle_tongue_offset_down 12 sv
npc_bipass cmd Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.
npc_citizen_auto_player_squad 1 sv
npc_citizen_auto_player_squad_allow_use 0 sv
npc_citizen_dont_precache_all 0 sv
npc_citizen_explosive_resist 0 sv
npc_citizen_heal_chuck_medkit 1 sv, a Set to 1 to use new experimental healthkit-throwing medic.
npc_citizen_insignia 0 sv
npc_citizen_medic_emit_sound 1 sv
npc_citizen_medic_throw_speed 650 sv
npc_citizen_medic_throw_style 1 sv, a Set to 0 for a lobbier trajectory
npc_citizen_squad_marker 0 sv
npc_combat cmd Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_conditions cmd Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_create cmd Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Arguments: [npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
npc_create_aimed cmd Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}
npc_create_equipment 0 sv
npc_create_reviver_storm cmd Creates a reviver storm at the crosshair that hates the player.
npc_damage cmd Deals the target damage by the given amount
npc_destroy cmd Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_destroy_unselected cmd Removes all NPCs from the universe that aren't currently selected
npc_enemies cmd Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_focus cmd Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_force_regenerate_attached_items cmd Force the target npc to regenerate its attached items.
npc_go cmd Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: <start x y z> <goal x y z>
npc_go_do_run 1 sv Set whether should run on NPC go
npc_go_loop cmd Toggles whether the selected NPC(s) will loop between the last set of waypoints you used 'npc go' on.
npc_go_loop_clear_waypoints cmd Clear waypoints for npc_go_loop.
npc_go_loop_max_waypoints 2 sv
npc_go_no_arrow 0 sv, a Don't draw the go arrow of selected NPCs
npc_go_random cmd Sends all selected NPC(s) to a random node. Arguments: -none-
npc_heal cmd Heals the target back to full health
npc_hist_draw 0 sv
npc_hist_dump cmd Dump the NPC history to the console.
npc_hist_filter_npc_index -1 sv
npc_hist_filter_npc_name 0 sv
npc_hist_filter_schedule_name 0 sv
npc_hist_filter_task_name 0 sv
npc_hist_filter_type -1 sv
npc_kill cmd Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_kill_unselected cmd Properly kills all NPCs from the universe that aren't currently selected
npc_nearest_node cmd Draw's a white box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_ragdoll cmd Will turn an NPC into a ragdoll OR a ragdoll back to an NPC
npc_relationships cmd Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_reset cmd Reloads schedules for all NPC's from their script files Arguments: -none-
npc_route cmd Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_select cmd Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_sentences 0 sv
npc_speak cmd Force the target npc to speak a specified response. Format: npc_speak <concept> <criteria in the form of crit: value,crit: value,etc)>
npc_speakall cmd Force the npc to try and speak all their responses
npc_squads cmd Obsolete. Replaced by npc_combat
npc_steering cmd Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_steering_all cmd Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_steering_scalar 1 sv
npc_strider_bomb_dmg 1200 sv
npc_strider_height_adj 0 sv
npc_strider_shake_ropes_magnitude 150 sv
npc_strider_shake_ropes_radius 1200 sv
npc_task_text cmd Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_tasks cmd Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_teleport cmd Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
npc_teleport_phys_clear 0 sv When true, npc_teleport will look for clear space and fail if none is found.
npc_thinknow cmd Trigger NPC to think
npc_viewcone cmd Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_vphysics 0 sv
npc_zombie_move_reviver cmd Force reviver to change position on the zombie the player is looking at
npc_zombie_shoot_reviver cmd Shoot the reviver on the zombie
npc_zombie_show_revive cmd Visualizes the revive status of all zombies
npcsolve_attract_draw 0 sv
npcsolve_constraint_nav 1 sv
npcsolve_constraint_npc 1 sv
npcsolve_drag_linear 0 sv
npcsolve_forward 1 sv
npcsolve_forward_const 30000 sv
npcsolve_forward_dist 200 sv
npcsolve_forward_margin 5 sv
npcsolve_path_close_const 0 sv
npcsolve_path_close_max_tension 100 sv
npcsolve_path_lookahead_const 4 sv
npcsolve_path_lookahead_dist 100 sv
npcsolve_path_vel_const 0 sv
npcsolve_separation 1 sv
npcsolve_separation_const 10000 sv
npcsolve_separation_dist 5 sv
npcsolve_separation_draw 0 sv
npcsolve_separation_jitter 0 sv
npcsolve_separation_r2 0 sv
npctester_path_lookahead_time 3 sv
open_asset cmd Opens an asset in it's primary editor of choice. Specify the full path to the asset from the mod directory.
overview_alpha 1 cl, a, clientcmd_can_execute Overview map translucency.
overview_draw_map 1 cl
overview_health 1 cl, a, clientcmd_can_execute Show player's health in map overview.
overview_locked 1 cl, a, clientcmd_can_execute Locks map angle, doesn't follow view angle.
overview_mode cmd 1|2>
overview_names 1 cl, a, clientcmd_can_execute Show player's names in map overview.
overview_tracks 1 cl, a, clientcmd_can_execute Show player's tracks in map overview.
overview_zoom cmd Sets overview map zoom: <zoom> [
p2p_listpeers cmd List currently known peers.
p2p_lockdown_game_server_trust_everyone -1 cl, a Allow direct peer to peer connectivity with any players on the same game server. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_friends -1 cl, a Allow direct peer to peer connectivity with any steam friends on the same game server. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_listenserver_host -1 cl, a Allow direct peer to peer connectivity with the player running a listenserver you're connected to. And everyone connected to a listenserver you're running yourself. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_ping cmd Ping a peer.
p2p_relay_maxhops 4 a
+pad_down_hand0 cmd
-pad_down_hand0 cmd
+pad_down_hand1 cmd
-pad_down_hand1 cmd
+pad_hand0 cmd
-pad_hand1 cmd
+pad_hand1 cmd
-pad_left_hand0 cmd
-pad_left_hand1 cmd
+pad_right_hand0 cmd
-pad_right_hand1 cmd
+pad_right_hand1 cmd
+pad_touch_hand0 cmd
-pad_touch_hand0 cmd
+pad_up_hand1 cmd
-pad_up_hand1 cmd
panel_test_title_safe 0 cheat Test vgui panel positioning with title safe indentation
panorama_focus_world_panels false machine
panorama_worldpanel_update_cull_distance 1000 cl
panorama_worldpanel_update_cull_size_threshold 5 cl
partial_ent_debug_distance_scale_factor 1 sv
partial_ent_despawn_radius_multiplier 1 sv
partial_ent_despawn_radius_timer 1 sv
partial_ent_imposter_removal_delay 0 sv
partial_ent_persist_phys_sleep_state 1 sv
partial_ent_show_bounds 0 sv
particle_profile cmd Profile particle
particle_test_attach_attachment 0 sv, cheat Attachment index for attachment mode
particle_test_attach_mode 0 sv, cheat Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
particle_test_file 0 sv, cheat Name of the particle system to dynamically spawn
particle_test_start cmd Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
particles_multiplier 1 cheat Multiply # of rendered particles by this for perf testing
path cmd Show the filesystem path.
pause cmd Toggle the server pause state.
perfui cmd Show/hide the level performance tools UI.
phonemefilter 0 cl Time duration of box filter to pass over phonemes.
phonemesnap 2 cl Lod at level at which visemes stops always considering two phonemes, regardless of duration.
phys2_contact_debug_draw_size 2
phys2_debug_broadphase 0
phys_active 1 sv Whether PLAYER physics is actively simulated (ie. noclip)
phys_build_bounds 0
phys_build_mass 0
phys_debug_draw cmd Set up debug-draw of physics internal state
phys_debug_showdefaultmaterial 0 cheat If enabled, surfaces with default material are highlighted in physics debug geometry.
phys_dump_intersection_controller cmd Dump intersection controller status
phys_dynamic_scaling 1 sv, rep, cheat
phys_explode_new 0 sv
phys_hinge_move_threshold 0 sv, cheat Threshold when hinge is considered moving [deg/s]
phys_impactforcescale 1 sv
phys_implicit_integarator 1 nf, rep Use implicit integrator for gyroscopic forces
phys_joint_teleport 1 sv, cheat Teleport joint anchors if connected to world
phys_length_damping_ratio 2 sv, cheat Spring damping ratio for length constraint
phys_length_frequency 5 sv, cheat Spring stiffness for length constraint
phys_list cmd 0]: initiate|terminate streaming to physics debugger -allents: include non-physical entities -classes: print class names -sdk: Rubikon build -world: current state of the world -world -touch: list body pairs (bodies in contact) -world -save <name>: save world to a file -world -mem: memory dump -world -snapshots: Start/Stop dumping snapshots of the world into the current directory -world -profiletraces: ProfileRecordedTraces -world -agg: current aggregate data registry (loaded resources)
phys_log_updaters 0 sv, rep
phys_log_updaters_exclude 0 sv, rep
phys_log_updaters_include 0 sv, rep
phys_mark_debug cmd Mark object for debug
phys_old_contact_draw 0
phys_parallel_islands 0 sv, rep Enable/Disable Parallel Island Solving
phys_position_iterations 2
phys_pushscale 1 sv, rep
phys_ragdoll_force_magnitude 0 sv, rep
phys_reload_immediately 0 Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists)
phys_shoot cmd Shoots a phys object.
phys_shoot_speed 250 sv
phys_shoot_torque 100000000 sv
phys_show_stats 0 sv, rep
phys_sleep cmd Put all physics in all the worlds to sleep
phys_slide_damping_ratio 1 sv, cheat Spring damping ratio for slide constraint
phys_slide_frequency 10 sv, cheat Spring stiffness for slide constraint
phys_specialized_linear_sweep 1 sv, rep, cheat
phys_sphere_cast_version 1
phys_step_threaded false application
phys_stressbodyweights 5 sv
phys_swap cmd Automatically swaps the current weapon for the physcannon and back again.
phys_timescale 1 sv Scale time for physics
phys_traceline_radius 0 sv, rep
phys_upimpactforcescale 0 sv
phys_use_block_solver 1 sv, cheat Use block solving for constraint entities
phys_validate 0
phys_velocity_iterations 8
phys_visualize_awake_dynamic_only 0 sv, rep
phys_visualize_traces 0 sv, rep, cheat
phys_wakeup cmd Wake all physics objects in the Main physics up
physcannon_ball_cone 0 sv
physcannon_chargetime 2 sv
physcannon_cone 0 sv
physcannon_dmg_glass 15 sv
physcannon_maxforce 1500 sv
physcannon_maxforce_joint 300 sv
physcannon_maxmass 250 sv
physcannon_mega_enabled 0 sv, rep, cheat
physcannon_mega_pullforce 8000 sv
physcannon_mega_tracelength 850 sv
physcannon_minforce 700 sv
physcannon_pullforce 4000 sv
physcannon_pulllength 1000 sv
physcannon_punt_cone 0 sv
physcannon_right_turrets 0 sv
physcannon_tracelength 50 sv
physcannon_use_blue_sprite 0 sv
physics_add_test cmd add test object
physics_debug_entity cmd Dumps debug info for an entity
physics_flyer_turn_rate 1 sv
physics_highlight_active cmd Turns on the absbox for all active physics objects. 0: un-highlight.
physics_remove_test cmd remove test object
physics_report_active cmd Lists all active physics objects -more: extra info
physics_turn_ease_in 0 sv
physicsshadowupdate_render 0 sv
pickup_check_period 0 sv
pistol_use_new_accuracy 1 sv
pitchyaw_customaccel false per-user
pitchyaw_customaccel_exponent 1.000000 per-user
pitchyaw_customaccel_max 0.000000 per-user
pitchyaw_customaccel_scale 0.040000 per-user
pixelvis_debug cmd Dump debug info
play cmd Play a sound.
playdemo cmd Play a recorded demo file (.dem ).
player0_using_joystick 0 machine
player_ammobalancing_debug 0 sv, cheat
player_debug_off_nav 0 sv, cheat
player_debug_print_damage 0 sv, cheat When true, print amount and type of all damage received by player to console.
player_forecast_debug 0 sv
player_forecast_macro_falloff_factor 1 sv
player_forecast_macro_sample_period 0 sv
player_forecast_micro_falloff_factor 1 sv
player_forecast_micro_sample_period 0 sv
player_forecast_movement_threshold 16 sv
player_forecast_radius_confidence_factor 0 sv
player_incap_use_radius 96 sv, rep, cheat
player_input_motor_jerk 6 rep
player_old_armor 0 sv
player_showcounters 0 sv
player_showpredictedposition 0 sv
player_showpredictedposition_timestep 1 sv
player_squad_autosummon_debug 0 sv
player_squad_autosummon_move_tolerance 20 sv
player_squad_autosummon_player_tolerance 10 sv
player_squad_autosummon_time 5 sv
player_squad_autosummon_time_after_combat 8 sv
player_squad_double_tap_time 0 sv
player_squad_transient_commands 1 sv, rep
player_testresponse cmd Fire off a response played throught the player: player_testresponse <concept> <criteria>
player_throwforce 1000 sv
player_use_radius 80 sv, rep, cheat
playsound cmd playsound <soundname>
playsoundscape cmd Forces a soundscape to play
playvideo cmd Plays a video: <filename> [width height]
playvideo_exitcommand cmd Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_exitcommand_nointerrupt cmd Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_nointerrupt cmd Plays a video without ability to skip: <filename> [width height]
playvol cmd Play a sound at a specified volume.
png_screenshot cmd Take a .png screenshot: png_screenshot [filename]
point_grabbable_debug 0 sv, rep
point_grabbable_disengagedist_buffer 2 sv, rep
point_grabbable_maxdist_buffer 1 sv, rep
pop_var_values cmd Restore previously pushed convars and config values
population_distribution_debug 0 sv, rep
print_occlusion_depth 0 cheat
proc_dead_template_cleanup_delay 5 sv
proc_spawn_avoid_previous_choices_weight 10000 sv
proc_spawn_constraint_showinfo 0 sv
proc_spawn_debug 0 sv
proc_spawn_debug_lifetime 30 sv
proc_spawn_engagement_failure_timeout 10 sv
proc_spawn_manager_log_entname_substring 0 sv
proc_spawn_manager_max_spawns_per_frame 4 sv
proc_spawn_manager_show_templates 0 sv
proc_spawn_manager_test_perf 0 sv
proc_spawn_manager_test_perf_period 10 sv
proc_spawn_manager_test_perf_scale 5 sv
proc_spawn_nearness_failure_distance 2000 sv
proc_spawn_nearness_failure_timeout 5 sv
proc_spawn_player_forecast_weight 100 sv
proc_spawn_reengagement_failure_timeout 16 sv
proc_spawn_template_show_targets 0 sv
proc_spawn_template_shuffle_weight 1 sv
procspawn_bias_linetoplayer_maxbias 100 sv
procspawn_choices_bake cmd Managers that normally avoid previous choices will instead try to pick the current choices in future sessions
procspawn_choices_clear cmd Managers that avoid previous choices will reset their counters
progress_enable cmd
prop_debug cmd Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
prop_debug_vr_collision 0 sv, cheat Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_PROPS_VR_DEBRIS and will return to COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_PROPS_VR_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey)
prop_dynamic_create cmd Creates a dynamic prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}
prop_nav_ignore_small_props 1 sv
prop_nav_ignore_small_props_mass 12 sv
prop_nav_use_connection_blocker 1 sv
prop_physics_create cmd Creates a physics prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}
props_break_max_pieces_perframe 16 sv, rep Maximum prop breakable piece count per frame (-1 = model default)
push_var_values cmd Save convars and config values
pvs_debugentity -1 sv, release Verbose spew for this entity when doing IsInPVS computation.
pvs_flowtype 0 sv, release Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.
pwatchent -1 cl, cheat Entity to watch for prediction system changes.
pwatchvar 0 cl, cheat Entity variable to watch in prediction system for changes.
quest_citizen_stop_see_player_timeout 2 sv
quest_dialog_duration_chars_per_second 20 sv
quest_dialog_duration_max 15 sv
quest_dialog_duration_min 1 sv
quest_dialog_text_drop_shadow_depth_offset 0 sv
quest_dialog_text_drop_shadow_vertical_offset 0 sv
quest_dialog_text_offset 80 sv
quest_goal_depth 256 sv
quest_goal_num_ticks 64 cl
quit cmd Quit the game
r_AirboatViewDampenDamp 1 sv, nf, rep, cheat
r_AirboatViewDampenFreq 7 sv, nf, rep, cheat
r_AirboatViewZHeight 0 sv, nf, rep, cheat
r_allow_morph_batching_on_base 0
r_always_render_all_windows 0 Always force all engine & tools to render
r_aoproxy_cull_dist 12 Distance to cull the AO proxy as a factor of size
r_aoproxy_min_dist 3
r_aoproxy_min_dist_box 1
r_aspectratio 0
r_bloom_compute 0 Use compute shaders for bloom on Vulkan
r_cacheSequenceData 1 sv, rep
r_camerapos cmd Prints out the current camera position + orientation to the console
r_cleardecals cmd Clears all decals
r_cubemap_debug_colors 0 cheat
r_cubemap_takesnapshot cmd Take a cube map snapshot at the current camera location
r_debug_precipitation 0 cl, cheat Show precipitation volumes
r_debug_rendering_in_vr_headset 1
r_debugcheapwater 0 cl, cheat
r_decals 2048 cl
r_decals_default_fade_duration 1 cl, rep
r_decals_default_start_fade 30 cl, rep
r_deferred_cubemap_diffuse 0
r_deferred_debugvis 0
r_depthoverlay 0 cl, cheat Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_directlighting 1 cheat Set to use direct lighting
r_dither_scale 1
r_dopixelvisibility 1 cheat
r_draw3dskybox 1 cl
r_draw_animatables 1 cheat
r_draw_first_tri_only 0 cheat
r_draw_instances 1 cheat
r_draw_overlays 1
r_draw_particle_children_with_parents -1 cheat Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes)
r_drawblankworld 0 cheat Render blank instead of the game world
r_drawdecals 1 cheat Set to render decals
r_drawdevvisualizers 0 cl, cheat Render dev visualizers
r_drawmodeldecals 1 cl
r_drawpanorama 1 cheat Enable the rendering of panorama UI
r_drawparticles 1 cheat Enable/disable particle rendering
r_DrawPortals 0 cl, cheat
r_drawrenderboxes 0 cl, cheat
r_drawropes 1 cl, cheat
r_drawskybox 1 cheat Render the 2d skybox.
r_drawsprites 1 cl, cheat
r_drawtracers 1 cl, cheat
r_drawtracers_firstperson 1 cl
r_drawvgui 1 cheat Enable the rendering of vgui panels
r_drawviewmodel 1 cheat Render view model
r_drawworld 1 cheat Render the world.
r_dx11_report_live_objects cmd Prints out live D3D11 objects (requires -dx11debug)
r_dx11_software_cmd_lists 1 Enable Software Command lists for DX11 (Avoid using deferred contexts)
r_effects_bloom 1
r_entpos cmd Moves the camera position + orientation to the named entity
r_expensive_draws_last 1
r_experimental_lag_limiter 0
r_extra_render_frames 0 cheat
r_eyewaterepsilon 7 cl, cheat
r_fade360style 1 cl
r_fallback_texture_lod_scale 2 cheat Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure
r_farz -1 cl, cheat Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_flashlight_topdown 0 cl
r_flashlightambient 0 cl, cheat
r_flashlightbacktraceoffset 0 cl, cheat
r_flashlightbrightness 1 cl, rep, cheat
r_flashlightconstant 0 cl, rep, cheat
r_flashlightfar 1500 cl, rep, cheat
r_flashlightfov 53 cl, rep, cheat
r_flashlightladderdist 40 cl, cheat
r_flashlightlinear 0 cl, rep, cheat
r_flashlightlockposition 0 cl, cheat
r_flashlightmuzzleflashfov 120 cl, cheat
r_flashlightnear 4 cl, rep, cheat
r_flashlightnearoffsetscale 1 cl, cheat
r_flashlightoffsetforward 0 cl, rep, cheat
r_flashlightoffsetright 5 cl, rep, cheat
r_flashlightoffsetup -5 cl, rep, cheat
r_flashlightquadratic 0 cl, rep, cheat
r_flashlightshadowatten 0 cl, cheat
r_flashlighttracedistcutoff 128 cl, cheat
r_flashlighttracedistwatercutoff 80 cl, cheat
r_flashlightvisualizetrace 0 cl, cheat
r_force_engine_render_frame cmd Force a single render of the engine viewport.
r_force_no_present 0 cheat Force the render device to not present frames.
r_force_zprepass -1 cheat 0: Force z prepass off. 1: Force on. -1: Don't force
r_ForceWaterLeaf 1 cl Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frame_sync_enable 1
r_freeze_sceneobjects 0 cl
r_freezeparticles 0 cheat Pause particle simulation
r_fullscreen_gamma 2 a Screen Gamma (only in fullscreen modes)
r_gpu_driver_high 1703957
r_gpu_driver_low 920704
r_gpu_mem_stats cmd Display GPU memory usage.
r_grass_allow_flattening 0
r_grass_alpha_test 0
r_grass_density_mode 0 0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 1
r_grass_end_fade 3000
r_grass_max_brightness_change 75
r_grass_quality 2 0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra
r_grass_start_fade 2000
r_grass_vertex_lighting 0
r_hdr_bloom 1
r_high_quality_shadow_map_size 512 cl Shadow map resolution for high quality shadows
r_high_quality_shadows 4 cl Number of shadow casters allowed for per-object shadows
r_high_quality_shadows_debug 0 cl, cheat
r_high_quality_shadows_filter_radius_uv 0 cl
r_impacts_alt_orientation 1 cl
r_impacts_decal_grazing_incidence_cutoff 0 cl
r_impacts_decal_grazing_incidence_variance 0 cl
r_incrementlodscale cmd Modifies the LOD scale
r_indirect_specular_force_scale -1 cheat
r_indirectlighting 1 cheat Set to use indirect lighting
r_JeepFOV 82 sv, rep, cheat
r_JeepViewBlendTo 1 cl, cheat
r_JeepViewBlendToScale 0 cl, cheat
r_JeepViewBlendToTime 1 cl, cheat
r_JeepViewDampenDamp 1 sv, nf, rep, cheat
r_JeepViewDampenFreq 7 sv, nf, rep, cheat
r_JeepViewZHeight 10 sv, nf, rep, cheat
r_jiggle_bones 1 cl
r_light_flickering_enabled 1 sv, rep
r_light_probe_volume_debug_colors 0 cheat
r_light_sensitivity_mode 0 a
r_lightBinnerFarPlane 4096 cheat
r_mapextents 16384 cl, cheat Set the max dimension for the map. This determines the far clipping plane
r_max_texture_pool_size 0 Upper limit on texture pool size.
r_mixed_shadows 1 sv Enable dynamic shadows from baked lights
r_mixed_shadows_debug 0 sv, cheat Debug r_mixed_shadows
r_mixed_shadows_fade_in_time 0 sv, rep
r_mixed_shadows_fade_out_time 0 sv, rep
r_mixed_shadows_max_important_shadow_casters 16 sv
r_mixed_shadows_relative_distance_threshold 16 sv Reject any objects further away than this many of its own lengths
r_mixed_shadows_update_radius 48 sv, cheat How far to go before radius must be updated
r_monitor_3dskybox 1 cl
r_morphing_enabled 1 cheat
r_multigpu_num_gpus_found 1
r_multigpu_num_gpus_used 1
r_muzzleflashbrightness 0 cl, rep, cheat
r_muzzleflashlinear 0 cl, rep, cheat
r_nearz -1 cl, cheat Override the near clipping plane. -1 means use the default.
r_occluder_overlay 0 cheat Show the occluder depth buffer mip level. 0=off, 1=1st mip, 2=2nd mip, etc...
r_occlusion_culling 1 cheat Enable or disable occlusion culling
r_paint_post 0
r_particle_debug_force_simulation 0 -1 for all asleep, 1 for all awake
r_particle_max_detail_level 3 The maximum detail level of particle to create
r_particle_max_draw_distance 1000000 cheat The maximum distance that particles will render
r_particle_min_timestep 0 A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.
r_particle_render_test 0 render particles 100 times and show perf
r_particle_timescale 1
r_pipeline_stats_command_flush 0 Experimental: Set to 1 to enable full GPU pipeline flushing after each command list.
r_pipeline_stats_flush_before_sleeping 0 Experimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work.
r_pipeline_stats_present_flush 0 Experimental: Set to 1 to enable full GPU pipeline flushing after each present.
r_pipeline_stats_use_flush_api 1 Experimental: Set to 1 to use the ID3D11DeviceContext11: : Flush() to flush the GPU pipeline instead of queries.
r_pixelvisibility_partial 1 cheat
r_pixelvisibility_spew 0 cheat
r_pool_texture_objects 0
r_pool_texture_objects_size 128
r_post_bloom 1
r_post_bloom_kawase_steps 4
r_post_bloom_strength -1
r_post_colorcorrection 0
r_post_film_grain 0
r_post_fxaa 0
r_post_mirror_horizontal 0
r_post_mirror_vertical 0
r_post_vignette 0
r_print_texture_stats cmd Texture stats
r_printdecalinfo cmd Prints info about decals currently in the scene
r_propsmaxdist 1200 cl Maximum visible distance
r_RainAllowInSplitScreen 0 cl Allows rain in splitscreen
r_RainParticleDensity 1 cl Density of Particle Rain 0-1
r_render_coordination_state cmd Prints out the current render coordination state.
r_render_to_cubemap_debug 0
r_render_world_node_bounds 0 cheat Render world node bounds
r_rendersun 1 cheat Render sun lighting
r_reset_character_decals 0
r_retinaburn_capture_next_frame 0
r_ropetranslucent 1 cl
r_screen_size_expansion 0
r_screenoverlay cmd Draw specified material as an overlay
r_setpos cmd Moves the camera position + orientation to the specified position
r_shadows 1 cheat
r_show_ao_proxies 0 cl, cheat
r_show_hipoly_draw_calls 0 cheat Transparent wireframe overlay for draw calls with triangle count higher than specified number
r_show_occluders 0 cheat Show occluder
r_show_skymap 0 cheat Draw the sky map
r_show_ssao 0 cheat Draw the SSAO occlusion buffer
r_show_zprepass_depth 0 cheat Draw the depth from the depth pre-pass
r_show_zprepass_normals 0 cheat Draw the normals from the depth pre-pass
r_showdebugoverlays 0 cheat Set to render debug overlays
r_showdebugrendertarget 0 cheat Set the debug render target to show, 0 == disable
r_showsceneobjectbounds 0 cheat Show scenesystem object bounding boxes
r_showsunshadowdebugrendertargets 0 cheat Set to render sun shadow render targets
r_showsunshadowdebugsplitvis 0 cheat Set to render sun shadow split visibility debugger
r_size_cull_threshold 0.300000 application
r_size_cull_threshold_shadow 0 cheat Threshold of sun shadow map size percentage below which objects get culled
r_skinning_enabled 1 cheat
r_skip_precache_validation_check 1
r_skymodel_moonboost 150 sv, rep, cheat
r_skymodel_nightambient 0 sv, rep, cheat
r_skymodel_wavelength_b 440 sv, rep, cheat
r_skymodel_wavelength_g 560 sv, rep, cheat
r_skymodel_wavelength_r 600 sv, rep, cheat
r_ssao 1 Set to use screen-space ambient occlusion
r_ssao_bias 0
r_ssao_blur 1
r_ssao_radius 30
r_ssao_strength 1
r_ssr 0 a Enable or disable screenspace reflections
r_staticpropinfo 0 cl
r_stereo_convergence 0 Sets the focal plane that is aligned with the monitor's surface
r_stereo_eye_separation 5 Wider eye separation results in greater depth perception
r_stereo_mode_anaglyph 0 Draw in stereo using overlapping red and cyan images
r_stereo_mode_crossed 0 Draw in stereo using left and right eyes
r_stereo_mode_parallel 0 Draw in stereo using left and right eyes with a parallel projection
r_stereo_multiview_instancing 0 cheat Use multiview instancing for stereo rendering.
r_strip_invisible_during_sceneobject_update 0 cl
r_suppress_redundant_state_changes 1
r_suppress_redundant_state_changes_vbs 0
r_swingflashlight 1 cl, cheat
r_texture_budget_dynamic 1 Dynamically adjust texture streaming budget based on GPU memory usage.
r_texture_budget_threshold 0 Reduce texture memory pool size when this percentage of the budget is full.
r_texture_budget_update_period 0 Time (in seconds) between updating texture memory budget.
r_texture_eager_eviction 0
r_texture_hookup_uses_threadpool 1 Async Texture hookup uses its own threadpool instead of the global pool.
r_texture_lod_scale 1 cheat Scale factor for requested texture size (texture streaming)
r_texture_nonstreaming_load 1 Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.
r_texture_object_pool_size 128
r_texture_object_pool_stats cmd Prints out stats for the DX11 Texture Object Pool
r_texture_pool_increase_rate 64 Increase texture memory pool size by this many MB / s when under budget.
r_texture_pool_reduce_rate 256 Reduce texture memory pool size by this many MB / s when over budget.
r_texture_pool_size 1782 Total size of the texture pool in MB
r_texture_stream_max_resolution 2048 Maximum resolution for top mip level in streaming textures. -1 = ignored.
r_texture_stream_mip_bias 0 Biases the mip level the texture streaming system choses to stream for each texture.
r_texture_stream_resolution_bias 1
r_texture_stream_resolution_bias_decrease_rate 0
r_texture_stream_resolution_bias_increase_rate 0
r_texture_stream_resolution_bias_min 0
r_texture_stream_resolution_bias_update_period 0
r_texture_stream_throttle_amount 10
r_texture_stream_throttle_count 3
r_texture_stream_throttle_count_over_budget 1
r_texture_streaming_timesliced 1
r_texture_streamout_unthrottle_ms 0 After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.
r_texturefilteringquality 1 0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x
r_textures_evict_all cmd Evict all resident texture.
r_threaded_particles 1
r_threaded_scene_object_update 1 cl
r_timestamp_query_multiplier 1 Set the TIMESTAMP query cycle multiplier, for drivers that lie
r_toggleviewportsize cmd Toggles viewport size between small + full window.
r_translucent 1 cheat Enable rendering of translucent geometry
r_transmissive_lighting 1
r_updaterefracttexture 1 cl, cheat
r_validate_texture_streaming 0
r_vconsole_foregroundforcerender 1 When VConsole is in the foreground, force all engine & tools to render
r_vehicleBrakeRate 1 sv, cheat
r_VehicleViewClamp 1 cl, cheat
r_VehicleViewDampen 1 sv, nf, rep, cheat
r_viewport cmd Slams viewport size to a specified value.
r_vignette 1
r_vr_3d_skybox 1
r_vr_3d_skybox_depth_prepass 1
r_vr_3d_skybox_depth_prepass_cull_threshold 30
r_vr_overtop_menu 1
r_wait_on_present 0
r_WaterDrawReflection 1 cl Enable water reflection
r_WaterDrawRefraction 1 cl Enable water refraction
r_waterforcereflectentities 0 cl
r_wireframe 0 cheat 0=Off, 1=Surface Wireframe, 2=Transparent Wireframe
r_world_allow_bindless_desc 1
r_world_frame_load_threshold_ms 10
r_world_wind_dir 0
r_world_wind_frequency_grass 0
r_world_wind_frequency_trees 0
r_world_wind_offset_speed 0
r_world_wind_smooth_time 2
r_world_wind_strength 40
r_worldlod 1 cheat Set to enable world LOD
r_zprepass_normals 0 cheat 0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.
radar_range 3000 cl
ragdoll_biped_settle_duration 1 sv, cheat
ragdoll_biped_settle_force 0 sv, cheat
ragdoll_biped_settle_lift_force 0 sv, cheat
ragdoll_biped_settle_start_time 0 sv, cheat
ragdoll_biped_settle_vertical_limit 0 sv, cheat
ragdoll_debug_item_detachment 0 sv, rep
ragdoll_impact_strength 500 cl
ragdoll_lru_min_age 10 sv, rep, cheat
ragdoll_min_energy 5 sv
ragdoll_override_root_orientation 1 sv, rep
ragdoll_prop_settle 1 sv, rep Enable more aggressive ragdoll settling
ragdoll_prop_sleepaftertime 4 sv, rep After this many seconds of being basically stationary, the ragdoll will go to sleep.
ragdoll_prop_sleepdisabletime 1 sv, rep Ragdoll is not allowed to physically sleep until this timer has elapsed.
ragdoll_relax_limts 0 sv, rep
ragdoll_removal_debug 0 sv, rep, cheat
ragdoll_scale_sleep_tolerance 1 sv, rep
ragdoll_settle_method 2 sv
ragdoll_sleepaftertime 5 sv, rep After this many seconds of being basically stationary, the ragdoll will go to sleep.
ragdoll_validate_targetpose 1 sv, rep
ragdoll_visualize_creation_skeleton 0 sv, rep
ragdoll_visualize_targetpose 0 sv, rep
randomlookat_hands_search_radius 36 sv Search radius NPCs use to judge if a player's hands are valid look targets.
randomlookat_search_radius 360 sv Search radius NPCs use to find random look targets
randomlookat_show_hands_search_radius 0 sv, a Show search radius NPCs use to judge if a player's hands are valid look targets.
randomlookat_show_search_radius 0 sv, a Show search radius NPCs use to find random look targets
rangefinder cmd Measures distance along a ray
rate 80000 a, user Min bytes/sec the host can receive data
ray_bench cmd Load the rays and run the benchmark
rcon_address 0 norecord, server_cant_query Address of remote server if sending unconnected rcon commands (format x.x.x.x: p)
rcon_password 0 norecord, release, server_cant_query remote console password.
recast_mark_overhang 1 rep, cheat Enable/disable overhang detection
recast_partitioning 0 rep, cheat 0 = watershed, 1 = monotone, 2 = layers
record cmd Record a demo.
-reload cmd
reload cmd Reload the most recent saved game.
removeid cmd Remove a user ID from the ban list.
removeip cmd Remove an IP address from the ban list.
report_cliententitysim 0 cl, cheat List all clientside simulations and time - will report and turn itself off.
report_clientthinklist 0 cl, cheat List all clientside entities thinking and time - will report and turn itself off.
report_connection_failure_percentage 0
report_soundpatch cmd reports sound patch count
reset_gameconvars cmd Reset game convars to default values
resource_leaks cmd resource_leaks <resource_name>: Show resource leaks for the named resource
resource_list cmd List loaded resources matching a substring
resource_repeated_reload cmd resource_repeated_reload <count> <resource_name> (<resource name> ...): Load and unload the specified resource(s)
respawn_entities cmd Respawn all the entities in the map.
respawn_player cmd Respawns the player from death!
restart cmd Poor man's restart: reload the current map from disk.
reviver_storm_max_segment 16 sv
+right cmd
-right cmd
rope_averagelight 1 cl Makes ropes use average of cubemap lighting instead of max intensity.
rope_shake 0 cl
rope_smooth 1 cl Do an antialiasing effect on ropes
rope_smooth_enlarge 1 cl How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha 0 cl Alpha for rope antialiasing effect
rope_smooth_maxalphawidth 1 cl
rope_smooth_minalpha 0 cl Alpha for rope antialiasing effect
rope_smooth_minwidth 0 cl When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv 2 cl, render_thread Rope subdivision amount
rope_wind_dist 1000 cl Don't use CPU applying small wind gusts to ropes when they're past this distance.
rpestats cmd dump rpe
rpg_missile_debug 0 sv
rpg_missle_use_custom_detonators 1 sv
rpg_particle_camera_cull_distance 3200 cl, cheat
rpg_particle_off_camera_simrate 0 cl, cheat
rpg_use_particle_fow 1 cl
rr_dacmode 0 sv, rep If set to 1, enable special functionality for DAC
rr_debug_qa 0 sv Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
rr_debugclassname 0 sv, rep If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.
rr_debugresponseconcept 0 sv, rep If set, rr_debugresponseconcept will print only responses testing for the specified concept
rr_debugresponses 0 sv, rep Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
rr_debugrule 0 sv, rep If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.
rr_discrepancycheck 0 sv Set 0 to disable the [RESPONSELIB] warning messages.
rr_dumpresponses 0 sv, rep Dump all response_rules.txt and rules (requires restart)
rr_findrules cmd Search and list rules by substring.
rr_findrules_verbose cmd Search and list rules by substring.
rr_followup_maxdist 1800 sv, cheat 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
rr_forceconcept cmd fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> 'criteria1: value1,criteria2: value2,...' criteria values are optional.
rr_reloadresponsesystems cmd Reload all response system scripts. Note: This won't work unless you run with -rr_allow_reload.
rr_remarkable_max_distance 1200 sv, cheat AIs will not even consider remarkarbles that are more than this many units away.
rr_remarkable_world_entities_replay_limit 1 sv, cheat TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
rr_remarkables_enabled 0 sv, cheat If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
rr_thenany_score_slop 0 sv, a, cheat When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
rs_submit_twice 0
rubikon_joint_deepdebugging 0
run_perftest cmd Execute perftest.cfg
save cmd Save Game
save_animgraph_recording cmd Saves all active animgraph recordings to disk
save_async 1 sv
save_clear_subdirectory cmd
save_fake_hitch 0 sv Force a busy wait for the specified number of milliseconds during save to simulate a hitch
save_finish_async cmd
save_history_count 2 sv Keep this many old copies in history of autosaves and quicksaves.
save_maxarray_spew 10 sv, release Max number of array entries to spew when using SaveRestoreIO spewing.
save_screenshot 3 sv 0 = none, 1 = non-autosave, 2 = always, 3 = bug_only
save_set_subdirectory cmd
save_showelapsedtime cmd display up-to-date elapsed play time
save_spew 0 sv, rep
save_watchclass cmd Restrict spew to entities with matching classname
save_watchentity cmd Restrict spew to entity index
say cmd Display player message
say_team cmd Display player message to team
sc_allow_dynamic_constant_batching 1
sc_allow_precomputed_vismembers 1
sc_allow_secondary_contexts 1
sc_allow_shadow_only_draws 1
sc_animatable_disable_materials 0 cheat
sc_animatable_fastpath_always_bind_materials 0 cheat
sc_animatable_fastpath_enable_sort 1 cheat
sc_aux_cameras_enabled 1
sc_aux_cameras_single_submit 0
sc_batch_cb_updates_for_view 0 cheat
sc_batch_layer_cb_updates 1
sc_bounds_group_cull 1
sc_cache_envmap_lpv_lookup 1
sc_check_world 0 cheat
sc_disable_culling_boxes 0 cheat
sc_disable_dynamic_sky_lighting 0 cheat
sc_disable_procedural_layer_rendering 0 cheat
sc_disable_shadow_fastpath 0 cheat
sc_disable_shadow_materials 0 cheat
sc_disable_spotlight_shadows 0 cheat
sc_disable_world_materials 0 cheat
sc_disableThreading 0 cheat
sc_double_submit 0 cheat
sc_dump_lists 0 cheat
sc_dumpworld cmd Dump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>)
sc_dumpworld3d cmd Dump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>)
sc_dupe_simple_meshes_count 1 cheat
sc_dynamic_job_scheduling 1 cheat
sc_enable_discard 1
sc_extended_stats 0 cheat
sc_extra_sorting 2
sc_fast_object_reject 0 cheat
sc_force_camera 0 cheat
sc_force_lod_level -1 cheat
sc_force_materials_batchable 0 cheat
sc_force_push_constant_update_every_draw 0
sc_force_single_display_list_per_layer 0
sc_force_submit_count 0
sc_force_translation_in_projection 0 cheat If enabled, the camera's translation will be included in the projection matrix.
sc_ground_fog_depth 0
sc_ground_fog_top 0
sc_keep_all_layers 0
sc_list_extradata_allocations cmd Prints out the overall extra data allocation counts
sc_listworlds cmd List all the active sceneworlds
sc_lod_distance_scale_override -1 cheat
sc_log_stats 0 cheat
sc_log_submits 0 cheat Log out display list submits from scenesystem
sc_max_framebuffer_copies_per_layer 1
sc_multithread_sorted_layers 1
sc_new_morph_atlasing 1
sc_no_cull 0
sc_no_vis 0
sc_only_render_opaque 0 cheat
sc_only_render_shadowcasters 0 cheat
sc_optimize_partitions_every_frame 0 cheat
sc_optimizepartitions cmd Optimize the partition assignment of objects based on the next frame's render
sc_override_shadow_fade_max_dist -1 cheat
sc_override_shadow_fade_min_dist -1 cheat
sc_partitions_per_job 1 cheat
sc_perdrawculling 1
sc_precise_projection_to_world 0
sc_queue_reflection_views_to_layers 1
sc_reject_all_objects 0 cheat
sc_rr_partitions_to_jobs 0 cheat
sc_schedule_fullsort_early 1
sc_setclassflags cmd Low level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>
sc_setfloatattr cmd Set a float attribute which will be visible to all rendering (Usage: sc_setfloatattr <attrname> <value>)
sc_setintattr cmd Set an integer attribute which will be visible to all rendering (Usage: sc_setintattr <attrname> <value>)
sc_shadow_depth_bias 8
sc_shadow_depth_bias_clamp 0
sc_shadow_depth_bias_state_override 0
sc_shadow_slopescale_depth_bias 2
sc_show_rejected_objects 0
sc_show_rejected_objects_range -1
sc_showclasses cmd List the object class names known by scenesystem
sc_skip_identical_rt_binds 0
sc_skip_traversal 0 cheat
sc_spew_cmt_usage 0
sc_throw_away_all_layers 0
sc_use_clear_subrect 0
sc_visualize_batches 0 color per batch
sc_visualize_sceneobjects 0 1 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 4 = bounds group
scene_clientflex 1 sv, rep Do client side flex animation.
scene_clientplayback 1 sv Play all vcds on the clients.
scene_flatturn 1 sv
scene_flush cmd Flush all .vcds from the cache and reload from disk.
scene_forcecombined 0 sv When playing back, force use of combined .wav files even in english.
scene_maxcaptionradius 1200 sv Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_playvcd cmd Play the given VCD as an instanced scripted scene.
scene_print 0 sv, rep When playing back a scene, print timing and event info to console.
scene_showfaceto 0 sv, a When playing back, show the directions of faceto events.
scene_showlook 0 sv, a When playing back, show the directions of look events.
scene_showmoveto 0 sv, a When moving, show the end location.
scene_showunlock 0 sv, a Show when a vcd is playing but normal AI is running.
scene_vcdautosave 0 cl Create a savegame before VCD playback
-score cmd
+score cmd
scr_centertime 2 cl
screenmessage_notifytime 8 sv How long to display screen message text
screenmessage_show -1 cheat Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present
screenshot cmd Take a screenshot: screenshot [filename]
screenshot_prefix 0 Set the screenshot auto naming prefix.
screenshot_subdir 0 Set the screenshot directory.
script_add_debug_filter cmd Add a filter to the game debug overlay
script_add_watch cmd Add a watch to the game debug overlay
script_add_watch_pattern cmd Add a watch to the game debug overlay
script_attach_debugger cmd Connect the vscript VM to the script debugger
script_attach_debugger_at_startup 0 sv
script_break_in_native_debugger_on_error 0 sv
script_clear_watches cmd Clear all watches from the game debug overlay
script_debug cmd Toggle the in-game script debug features
script_dump_all cmd Dump the state of the VM to the console
script_find cmd Find a key in the VM
script_help cmd Output help for script functions
script_help2 cmd Output help for script functions suitable for auto-completion
script_reload cmd Reload scripts
script_reload_code cmd Execute a vscript file, replacing existing functions with the functions in the run script
script_reload_entity_code cmd Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
script_remove_debug_filter cmd Remove a filter from the game debug overlay
script_remove_watch cmd Remove a watch from the game debug overlay
script_remove_watch_pattern cmd Remove a watch from the game debug overlay
script_resurrect_unreachable cmd Use the garbage collector to track down reference cycles
script_trace_disable cmd Turn off a particular trace output by file or function name
script_trace_disable_all cmd Turn off all trace output
script_trace_disable_key cmd Turn off a particular trace output by table/instance
script_trace_enable cmd Turn on a particular trace output by file or function name
script_trace_enable_all cmd Turn on all trace output
script_trace_enable_key cmd Turn on a particular trace output by table/instance
sdr cmd SteamDatagram Network Configuration
-secondary cmd
+secondary cmd
set_vgui_language cmd Set language vgui is using
setang cmd Snap player eyes to specified pitch yaw <roll: optional> (must have sv_cheats).
setang_exact cmd Snap player eyes and orientation to specified pitch yaw <roll: optional> (must have sv_cheats).
setinfo cmd Adds a new user info value
setmodel cmd Changes's player's model
setpause cmd Set the pause state of the server.
setpos cmd Move player to specified origin (must have sv_cheats).
setpos_exact cmd Move player to an exact specified origin (must have sv_cheats).
setpos_player cmd Move specified player to specified origin (must have sv_cheats).
shader_roughness_cone 1 cheat
shader_roughness_ellipse 1 cheat
shake cmd Shake the screen.
shake_show 0 cl Displays a list of the active screen shakes.
shake_sound_delay 0 sv
shake_stop cmd Stops all active screen shakes.
shake_testpunch cmd Test a punch-style screen shake.
shatterglass_break cmd
shatterglass_cleanup 1 sv, rep, cheat
shatterglass_cleanup_max 150 sv, rep, cheat
shatterglass_debug 0 sv, rep, cheat
shatterglass_distort 1 sv, rep, cheat
shatterglass_edge_uv_scale 0 sv, rep, cheat
shatterglass_hit_tolerance 2 sv, rep, cheat
shatterglass_restore cmd
shatterglass_shard_lifetime 15 sv, rep, cheat
shatterglass_subdiv_size 1 sv, rep, cheat
shatterglass_voronoi_size 15 sv, rep, cheat
shootbullet cmd
show_visibility_boxes 0 cl, cheat Enable or Disable debug display of visibility boxes
showbudget_texture 0 cl, cheat Enable the texture budget panel.
-showbudget_texture cmd
+showbudget_texture cmd
showparticlecounts 0 cl Display number of particles drawn per frame
+showscores cmd
-showscores cmd
showsniperdist 0 sv
showsniperlines 0 sv
showtriggers cmd Enable or Disable showing trigger entities
showtriggers_toggle cmd Displays the movement bounding box for the triggers in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
sk_allow_autoaim 0 sv, rep, xbox_archive
sk_ally_regen_time 0 sv Time taken for an ally to regenerate a point of health.
sk_ammo_qty_scale1 1 sv, rep
sk_ammo_qty_scale2 1 sv, rep
sk_ammo_qty_scale3 0 sv, rep
sk_antlion_air_attack_dmg 10 sv
sk_antlion_health 95 sv
sk_antlion_jump_damage 5 sv
sk_antlion_swipe_damage 35 sv
sk_antlion_worker_health 400 sv Hitpoints of an antlion worker. If 0, will use base antlion hitpoints.
sk_antlion_worker_spit_grenade_dmg 20 sv Total damage done by an individual antlion worker loogie.
sk_antlion_worker_spit_grenade_poison_ratio 0 sv Percentage of an antlion worker's spit damage done as poison (which regenerates)
sk_antlion_worker_spit_grenade_radius 40 sv Radius of effect for an antlion worker spit grenade.
sk_antlion_worker_spit_interval_max 4 sv Maximum cooldown between antlion worker spit attacks.
sk_antlion_worker_spit_interval_min 2 sv Minimum cooldown between antlion worker spit attacks.
sk_antlion_worker_spit_jumpoffset 24 sv Adds a z-offset to the mount when working out where we can spit from
sk_antlion_worker_spit_maxdist 1800 sv Maximum range of the antlion worker's spit attack.
sk_antlion_worker_spit_mindist 240 sv Minimum range of the antlion worker's spit attack.
sk_antlion_worker_spit_speed 600 sv Speed at which an antlion spit grenade travels.
sk_antlionguard_dmg_charge 20 sv
sk_antlionguard_dmg_shove 10 sv
sk_antlionguard_health 500 sv
sk_apc_health 750 sv
sk_apc_missile_damage 50 sv
sk_auto_reload_time 3 sv, rep
sk_autoaim_mode 1 sv, a, rep
sk_autoaim_scale1 1 sv, rep
sk_autoaim_scale2 1 sv, rep
sk_barnacle_health 24 sv
sk_barnacle_max_additional_ammo_shots 8 sv
sk_barney_health 0 sv
sk_battery 15 sv
sk_bloater_health 10 sv
sk_bullseye_health 35 sv
sk_citizen_giveammo_player_delay 10 sv
sk_citizen_heal_ally 30 sv
sk_citizen_heal_ally_delay 20 sv
sk_citizen_heal_ally_min_pct 0 sv
sk_citizen_heal_player 25 sv
sk_citizen_heal_player_delay 25 sv
sk_citizen_heal_player_min_forced 10 sv
sk_citizen_heal_player_min_pct 0 sv
sk_citizen_heal_toss_player_delay 26 sv how long between throwing healthkits
sk_citizen_health 40 sv
sk_citizen_player_stare_dist 72 sv
sk_citizen_player_stare_time 1 sv
sk_citizen_stare_heal_time 5 sv
sk_combine_charger_health 110 sv
sk_combine_dmg_arm 1 sv
sk_combine_dmg_chest 1 sv
sk_combine_dmg_head 1 sv
sk_combine_dmg_leg 1 sv
sk_combine_dmg_stomach 1 sv
sk_combine_grunt_health 80 sv
sk_combine_guard_health 70 sv
sk_combine_guard_kick 15 sv
sk_combine_max_additional_ammo_shots 16 sv
sk_combine_officer_health 90 sv
sk_combine_rapidfire_damage_multiplier 0 sv
sk_combine_s_health 50 sv
sk_combine_s_kick 10 sv
sk_combine_spot_fire_dist_close 400 sv
sk_combine_spot_fire_time 1 sv
sk_combine_spot_fire_time_close 0 sv
sk_combine_stagger_time 4 sv
sk_combine_suppressor_health 180 sv
sk_crow_health 1 sv
sk_crowbar_lead_time 0 sv
sk_dmg_inflict_scale1 1 sv, rep
sk_dmg_inflict_scale2 1 sv, rep
sk_dmg_inflict_scale3 0 sv, rep
sk_dmg_sniper_penetrate_npc 0 sv, rep
sk_dmg_sniper_penetrate_plr 0 sv, rep
sk_dmg_take_scale1 1 sv, rep
sk_dmg_take_scale2 1 sv, rep
sk_dmg_take_scale3 1 sv, rep
sk_dropship_container_health 750 sv
sk_dynamic_resupply_modifier 1 sv
sk_env_headcrabcanister_shake_amplitude 50 sv
sk_env_headcrabcanister_shake_radius 1024 sv
sk_env_headcrabcanister_shake_radius_vehicle 2500 sv
sk_fraggrenade_radius 175 sv
sk_fraggrenade_timer 3 sv
sk_gunship_burst_dist 768 sv
sk_gunship_burst_min 800 sv
sk_gunship_burst_size 15 sv
sk_gunship_health_increments 5 sv
sk_headcrab_facehug_damage_scalar 0 sv
sk_headcrab_facehug_delay 8 sv
sk_headcrab_facehug_rate 1 sv
sk_headcrab_fast_health 10 sv
sk_headcrab_health 28 sv
sk_headcrab_max_additional_ammo_shots 4 sv
sk_headcrab_melee_dmg 20 sv
sk_headcrab_poison_accumulate_dmg_amt 25 sv
sk_headcrab_poison_do_poison 2 sv
sk_headcrab_poison_fastmove 1 sv
sk_headcrab_poison_health 65 sv
sk_headcrab_poison_npc_damage 20 sv
sk_headcrab_runner_buckshot_dmgscale 0 sv
sk_headcrab_runner_escapedeath_chance 1 sv
sk_headcrab_runner_health 100 sv
sk_headcrab_runner_health_hurt 20 sv
sk_headcrab_runner_health_repeateddmg 30 sv
sk_headcrab_runner_melee_dmg 20 sv
sk_headcrab_runner_min_damage_between_revives 4 sv
sk_headcrab_runner_revive_cooldown_max 45 sv
sk_headcrab_runner_revive_cooldown_min 30 sv
sk_headcrab_runner_spit_damage 10 sv
sk_headcrab_runner_spit_shocktime 4 sv
sk_headcrab_runner_spit_speed 400 sv Speed at which the runner's spit travels.
sk_healthcharger 50 sv
sk_healthkit 25 sv
sk_healthvial 10 sv
sk_helicopter_burstcount 12 sv How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
sk_helicopter_drone_speed 450 sv How fast does the zapper drone move?
sk_helicopter_firingcone 20 sv The angle in degrees of the cone in which the shots will be fired
sk_helicopter_grenade_puntscale 1 sv When physpunting a chopper's grenade, scale its velocity by this much.
sk_helicopter_grenadedamage 30 sv The amount of damage the helicopter grenade deals.
sk_helicopter_grenadeforce 55000 sv The physics force that the helicopter grenade exerts.
sk_helicopter_grenaderadius 275 sv The damage radius of the helicopter grenade.
sk_helicopter_health 5600 sv
sk_helicopter_num_bombs1 3 sv
sk_helicopter_num_bombs2 5 sv
sk_helicopter_num_bombs3 5 sv
sk_helicopter_roundsperburst 5 sv How many shots to fire in a single burst
sk_hlvr_removable_fallback 8 sv
sk_hlvr_remove_pens_at_full_health 1 sv
sk_hlvr_remove_pens_at_full_health_chance 0 sv
sk_hlvr_tripmine_explode_on_hack_failure 1 sv, rep, cheat
sk_hunter_buckshot_damage_scale 0 sv
sk_hunter_bullet_damage_scale 0 sv
sk_hunter_charge_damage_scale 2 sv
sk_hunter_citizen_damage_scale 0 sv
sk_hunter_dmg_charge 20 sv
sk_hunter_dmg_flechette 4 sv
sk_hunter_dmg_from_striderbuster 150 sv
sk_hunter_dmg_one_slash 20 sv
sk_hunter_flechette_explode_dmg 12 sv
sk_hunter_flechette_explode_radius 128 sv
sk_hunter_health 210 sv
sk_hunter_vehicle_damage_scale 2 sv
sk_jeep_gauss_damage 15 sv
sk_manhack_friendly_health 100 sv
sk_manhack_health 25 sv
sk_manhack_melee_dmg 25 sv
sk_max_357 12 sv, rep
sk_max_alyxgun 150 sv, rep
sk_max_ar2 60 sv, rep
sk_max_ar2_altfire 3 sv, rep
sk_max_buckshot 1000 sv, rep
sk_max_crossbow 10 sv, rep
sk_max_gauss_round 30 sv, rep
sk_max_grenade 5 sv, rep
sk_max_heavymg 1000 sv, rep
sk_max_hopwire 3 sv, rep
sk_max_pistol 1000 sv, rep
sk_max_rpg_round 3 sv, rep
sk_max_smg1 9999 sv, rep
sk_max_smg1_grenade 3 sv, rep
sk_max_sniper_round 30 sv, rep
sk_max_striderbuster 3 sv, rep
sk_max_turret 0 sv, rep
sk_metropolice_health 40 sv
sk_metropolice_simple_health 26 sv
sk_metropolice_stitch_along_hitcount 2 sv
sk_metropolice_stitch_at_hitcount 1 sv
sk_metropolice_stitch_behind_hitcount 3 sv
sk_metropolice_stitch_distance 1000 sv
sk_metropolice_stitch_reaction 1 sv
sk_metropolice_stitch_tight_hitcount 2 sv
sk_npc_arm 1 sv
sk_npc_chest 1 sv
sk_npc_dmg_357 30 sv, rep
sk_npc_dmg_airboat 3 sv, rep
sk_npc_dmg_alyxgun 3 sv, rep
sk_npc_dmg_ar2 18 sv, rep
sk_npc_dmg_buckshot 10 sv, rep
sk_npc_dmg_charger_melee 100 sv
sk_npc_dmg_crossbow 10 sv, rep
sk_npc_dmg_crowbar 5 sv
sk_npc_dmg_dropship 2 sv Dropship container cannon damage.
sk_npc_dmg_fraggrenade 75 sv
sk_npc_dmg_grenade 75 sv, rep
sk_npc_dmg_gunship 40 sv, rep
sk_npc_dmg_gunship_to_plr 3 sv, rep
sk_npc_dmg_heavymg 20 sv, rep
sk_npc_dmg_helicopter 6 sv Damage helicopter shots deal to everything but the player
sk_npc_dmg_helicopter_to_plr 3 sv Damage helicopter shots deal to the player
sk_npc_dmg_pistol 3 sv, rep
sk_npc_dmg_rpg_round 50 sv, rep
sk_npc_dmg_smg1 11 sv, rep
sk_npc_dmg_smg1_grenade 50 sv, rep
sk_npc_dmg_sniper_round 100 sv, rep
sk_npc_dmg_stunstick 40 sv
sk_npc_dmg_turret 0 sv, rep
sk_npc_fraggrenade_warntime 1 sv
sk_npc_head 1 sv
sk_npc_leg 1 sv
sk_npc_stomach 1 sv
sk_player_arm 1 sv
sk_player_chest 1 sv
sk_player_head 1 sv
sk_player_leg 1 sv
sk_player_stomach 1 sv
sk_plr_dmg_357 40 sv, rep
sk_plr_dmg_airboat 3 sv, rep
sk_plr_dmg_alyxgun 5 sv, rep
sk_plr_dmg_ar2 8 sv, rep
sk_plr_dmg_buckshot 8 sv, rep
sk_plr_dmg_crossbow 100 sv, rep
sk_plr_dmg_crowbar 10 sv
sk_plr_dmg_fraggrenade 125 sv
sk_plr_dmg_grenade 150 sv, rep
sk_plr_dmg_heavymg 0 sv, rep
sk_plr_dmg_pistol 5 sv, rep
sk_plr_dmg_rpg_round 100 sv, rep
sk_plr_dmg_smg1 4 sv, rep
sk_plr_dmg_smg1_grenade 100 sv, rep
sk_plr_dmg_sniper_round 20 sv, rep
sk_plr_dmg_stunstick 10 sv
sk_plr_dmg_turret 0 sv, rep
sk_plr_grenade_drop_time 30 sv, rep
sk_plr_health_drop_time 30 sv, rep
sk_plr_num_shotgun_pellets 7 sv, rep
sk_reviver_storm_dmg 60 sv
sk_reviver_storm_radius 40 sv
sk_reviver_storm_shocktime 4 sv
sk_reviver_storm_speed 200 sv
sk_reviver_storm_telegraph_duration 2 cl
sk_rollermine_shock 0 sv
sk_rollermine_stun_delay 1 sv
sk_rollermine_vehicle_intercept 1 sv
sk_scanner_dmg_dive 25 sv
sk_scanner_health 30 sv
sk_smg1_grenade_radius 250 sv
sk_strider_health 8000 sv
sk_strider_num_missiles1 5 sv
sk_strider_num_missiles2 7 sv
sk_strider_num_missiles3 7 sv
sk_vortigaunt_armor_charge 30 sv
sk_vortigaunt_armor_charge_per_token 5 sv
sk_vortigaunt_dmg_claw 0 sv
sk_vortigaunt_dmg_rake 0 sv
sk_vortigaunt_dmg_zap 0 sv
sk_vortigaunt_health 0 sv
sk_vortigaunt_vital_antlion_worker_dmg 0 sv Vital-ally vortigaunts scale damage taken from antlion workers by this amount.
sk_vortigaunt_zap_range 100 sv Range of vortigaunt's ranged attack (feet)
sk_weapon_ar2_alt_fire_duration 2 sv
sk_weapon_ar2_alt_fire_mass 150 sv
sk_weapon_ar2_alt_fire_radius 10 sv
sk_xen_flora_animatedmover_debug 0 sv
sk_xen_flora_animatedmover_health 1 sv
sk_xen_turret_burst_mod 0 sv
sk_xen_turret_health 50 sv
sk_xen_turret_projectile_accel 2 sv
sk_xen_turret_projectile_decel 7 sv
sk_xen_turret_projectile_dmg 20 sv
sk_xen_turret_projectile_health 1 sv
sk_xen_turret_projectile_launchsidespeed 30 sv
sk_xen_turret_projectile_launchspeed 70 sv
sk_xen_turret_projectile_launchtime 0 sv
sk_xen_turret_projectile_maxspeed 90 sv
sk_xen_turret_projectile_size 3 sv
sk_xen_turret_projectile_turnefficiency 0 sv
sk_zombie_bloater_bloat_radius 250 sv
sk_zombie_bloater_explode_radius 50 sv
sk_zombie_bloater_explosive_damage 75 sv
sk_zombie_bloater_explosive_radius 128 sv
sk_zombie_club_ragdoll_time_max 5 sv
sk_zombie_club_ragdoll_time_min 3 sv
sk_zombie_dmg_both_slash 45 sv
sk_zombie_dmg_head 1 sv
sk_zombie_dmg_one_slash 35 sv
sk_zombie_headshot_kills_crab 0 sv
sk_zombie_health 60 sv
sk_zombie_max_additional_ammo_shots 18 sv
sk_zombie_poison_dmg_spit 20 sv
sk_zombie_poison_health 175 sv
sk_zombie_reviver_zap_damage 8 sv
sk_zombie_soldier_health 100 sv
sk_zombie_turret_burst_max 2 sv
sk_zombie_turret_burst_min 1 sv
sk_zombie_turret_postfiredelay 8 sv
sk_zombie_turret_radius 1024 sv
skel_constraints_enable 1 rep, cheat
skel_debug 0 sv, rep
skeleton_instance_smear_boneflags 0 sv, cheat Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
skill 3 sv, ss Game skill level (0-3).
slot0 cmd
slot1 cmd
slot10 cmd
slot2 cmd
slot3 cmd
slot4 cmd
slot5 cmd
slot6 cmd
slot7 cmd
slot8 cmd
slot9 cmd
smoke_trail 1 sv
smoothstairs 1 sv, rep Smooth player eye z coordinate when traversing stairs.
snapto cmd
snd_arrangement_start cmd Starts the specified arrangement.
snd_async_flush cmd Flush all unlocked async audio data
snd_async_showmem cmd Show async memory stats
snd_async_showmem_music cmd Show async memory stats for just non-streamed music
snd_async_showmem_summary cmd 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_spew 0 Spew streaming info ( 0=Off, 1=streams, 2=buffers
snd_autodetect_latency 1 a
snd_compare_KV_convert 0
snd_compare_soundevents cmd Compare the compiled and loaded contents of 2 soundevents.
snd_delay_sound_shift 0
snd_disable_mixer_duck 0 cheat
snd_disable_mixer_solo 0 cheat
snd_duckerattacktime 0 a
snd_duckerreleasetime 2 a
snd_duckerthreshold 0 a
snd_ducktovolume 0 a
snd_envelope_rate 0 cheat
snd_filter 0 cheat
snd_foliage_db_loss 4 sv, cheat foliage dB loss per 1200 units
snd_front_headphone_position cmd Specifies the position (in degrees) of the virtual front left/right headphones.
snd_front_stereo_speaker_position cmd Specifies the position (in degrees) of the virtual front left/right speakers.
snd_front_surround_speaker_position cmd Specifies the position (in degrees) of the virtual front left/right speakers.
snd_gain 1 a, user
snd_gain_max 1 cheat
snd_gain_min 0 cheat
snd_gamevoicevolume 1 a, user, xbox_archive Game v.o. volume
snd_gamevolume 1 a, user, xbox_archive Game volume
snd_get_physics_surface_properties cmd Get physics surface properties for all the materials.
snd_headphone_pan_exponent cmd Specifies the exponent for the pan xfade from phone to phone if the 'exp' pan law is being used.
snd_headphone_pan_radial_weight cmd Apply cos(angle) * weight before pan law
snd_list 0 cheat
snd_list_soundevents cmd List all available soundevents
snd_list_soundevents_by_stack cmd List all available soundevents using specified stack name
snd_mergemethod 1 Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
snd_mix_minframetime 0
snd_mixahead 0 a
snd_mixer_master_dsp 1 cheat
snd_mixer_master_level 1 cheat
snd_musicvolume 1 a, user Music volume
snd_mute_losefocus 0 a
snd_new_visualize 0 sv, cheat Displays soundevent name played at it's 3d position
snd_occlusion_debug 0 cheat
snd_op_test_convar 720 cheat
snd_opvar_set_point_debug 0 sv, rep, cheat
snd_opvar_set_point_update_interval 0 sv, rep
snd_print_activetracks cmd List all active tracks
snd_print_arrangements cmd List all available sequence arrangments
snd_print_current_mixer_mixgroup cmd Get data related to mix group matching string
snd_print_samplers cmd List all available samplers
snd_print_sequences cmd List all available midi sequences
snd_rear_headphone_position cmd Specifies the position (in degrees) of the virtual rear left/right headphones.
snd_rear_stereo_speaker_position cmd Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rear_surround_speaker_position cmd Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_refdb 60 cheat Reference dB at snd_refdist
snd_refdist 36 cheat Reference distance for snd_refdb
snd_remove_all_soundevents cmd Remove all soundevents
snd_remove_soundevent cmd Remove the specified soundevent
snd_report_verbose_error 0 cheat If set to 1, report more error found when playing sounds.
snd_samplers_play_note cmd Play a note from a specified sampler
snd_samplers_stop_note cmd Stop a note from a specified sampler
snd_sequence_set_track_bpm cmd Sets the tempo of the specified track
snd_sequence_set_track_transpose cmd Sets the transposition of the specified track
snd_sequence_stop_all_tracks cmd Stops all currently playing sequences
snd_sequence_stop_track cmd Stops the specified track
snd_sequencer_show_bpm 0 cheat
snd_sequencer_show_events 0 cheat
snd_sequencer_show_quantize_queue 0 cheat
snd_set_physics_surface_properties cmd Set physics surface properties for materials. Usage: <heuristic #> <commit>
snd_setmixer cmd Set named Mixgroup of current mixer to mix vol, mute, solo.
snd_setmixlayer cmd Set named Mixgroup of named mix layer to mix vol, mute, solo.
snd_showclassname 0 cheat
snd_showstart 0 cheat
snd_sos_block_global_stack 0 cheat
snd_sos_block_stop_global_stack 1 cheat
snd_sos_cl_soundevent_pause_last cmd Test
snd_sos_cl_soundevent_start cmd Test
snd_sos_cl_soundevent_stop_last cmd Test
snd_sos_cl_soundevent_unpause_last cmd Test
snd_sos_debug_trigger_opvar 0 sv
snd_sos_default_update_stack 0
snd_sos_flush_operators cmd Flush and re-parse the sound operator system
snd_sos_get_operator_field_info cmd Currently gets info for a single operator field
snd_sos_list_operator_updates 0 cheat
snd_sos_max_event_base_depth 4
snd_sos_opvar_debug 0 cheat
snd_sos_pause_system 0 cheat
snd_sos_print_class_sizes cmd Prints the sizes of relevant sos classes.
snd_sos_print_field_references 0 cheat
snd_sos_print_full_field_info 0 cheat
snd_sos_print_groups cmd Prints the current state of the groups system
snd_sos_print_operator_stack cmd Prints a master list of currently exposed variables
snd_sos_print_operator_stacks cmd Prints a list of currently available stacks
snd_sos_print_operators cmd Prints a list of currently available operators
snd_sos_print_stack_exec_list cmd Prints the current stack execution list
snd_sos_print_strings cmd Prints a list of currently cached strings
snd_sos_print_tool_properties cmd Prints the current state of tool properties.
snd_sos_report_entity_deleted 0
snd_sos_resolve_execute_operator cmd Resolve the inputs and execute one specified operator from a specified stack
snd_sos_set_operator_field cmd Currently sets a single float operator field
snd_sos_set_operator_field_by_guid cmd Currently sets a single float operator field
snd_sos_show_block_debug 0 cheat Spew data about the list of block entries.
snd_sos_show_client_xmit 0 cl, cheat
snd_sos_show_entry_match_free 0
snd_sos_show_groups_debug 0 cheat Spew data about the list of block entries.
snd_sos_show_groups_match_free 0
snd_sos_show_operator_event_and_stack 1 cheat
snd_sos_show_operator_event_filter 0 cheat
snd_sos_show_operator_field_filter 0 cheat
snd_sos_show_operator_init 0 cheat
snd_sos_show_operator_not_executing 1 cheat
snd_sos_show_operator_operator_filter 0 cheat
snd_sos_show_operator_parse 0 cheat
snd_sos_show_operator_pause_entry 0 cheat
snd_sos_show_operator_prestart 0 cheat
snd_sos_show_operator_shutdown 0 cheat
snd_sos_show_operator_start 0 cheat
snd_sos_show_operator_stop_entry 0 cheat
snd_sos_show_operator_updates 0 cheat
snd_sos_show_opvar_updates 0 cheat
snd_sos_show_opvar_updates_filter 0 cheat
snd_sos_show_parameter_overwrite_warnings 0
snd_sos_show_queuetotrack 0 cheat
snd_sos_show_server_xmit 0 sv, cheat
snd_sos_show_soundevent_param_overwrite 0 cheat
snd_sos_show_soundevent_start 0 cheat
snd_sos_show_track_list 0
snd_sos_show_voice_elapsed_time 0
snd_sos_soundevent_filter 0 cheat
snd_sos_soundevent_profile cmd Dump a record of current soundevents and profile data
snd_sos_start_soundevent cmd Starts a specified soundevent
snd_sos_stop_all_soundevents cmd Stops all soundevents currently on the execution list
snd_sos_stop_soundevent_guid cmd Stops a specified soundevent
snd_sos_stop_soundevent_index cmd Stops a specified soundevent
snd_sos_sv_soundevent_pause_last cmd Test
snd_sos_sv_soundevent_start cmd Test
snd_sos_sv_soundevent_stop_last cmd Test
snd_sos_sv_soundevent_unpause_last cmd Test
snd_sos_sv_test_gender cmd Test
snd_sos_test_soundmessage cmd test
snd_sos_use_case_sensitive_soundevents 0
snd_soundmixer 0
snd_soundmixer_flush cmd Reload soundmixers.txt file.
snd_soundmixer_list_mix_groups cmd List all mix groups to dev console.
snd_soundmixer_list_mix_layers cmd List all mix layers to dev console.
snd_soundmixer_list_mixers cmd List all mixers to dev console.
snd_soundmixer_set_trigger_factor cmd Set named mix layer / mix group, trigger amount.
snd_soundmixer_setmixlayer_amount cmd Set named mix layer mix amount.
snd_soundmixer_version 2
snd_spew_particle_sound_names 0 cl, cheat Display the names of sounds events fired from PlaySoundFromParticleEffectName.
snd_steamaudio_ambisonics_order 1 cheat The amount of directional detail in the simulated by Steam Audio.
snd_steamaudio_dynamicpathing_max_samples 16 sv, rep
snd_steamaudio_enable_pathing 0 cheat This variable is checked by soundstack to globally enabling pathing for audio processing.
snd_steamaudio_export_scene cmd Exports scene currently used by Steam Audio as a phononscene file.
snd_steamaudio_halton_sequence cmd Generate Halton Sequence for a given order and number of samples.
snd_steamaudio_hrtf_mixphasetype cmd Controls what phase is used when mix = 0. 0 = no phase, 1 = sphere ITD, 2 = full HRTF phase.
snd_steamaudio_hybrid_reverb_enable_overrides 0 cheat If set, allows reverb tail overrides to be specified.
snd_steamaudio_hybrid_reverb_override_affects_convolution 1 cheat If set, overriding reverb tails causes convolution IRs to be modified to match the tail length.
snd_steamaudio_hybrid_reverb_override_is_pure_parametric 0 cheat If set, overriding reverb tails causes reverb to be purely parametric.
snd_steamaudio_hybrid_reverb_override_use_convars 0 cheat If set, reverb tail overrides are controlled using convars instead of vmix control inputs.
snd_steamaudio_hybrid_reverb_transition_time 1 Set the transition time (in seconds) between convolution and parametric reverb.
snd_steamaudio_ir_duration 2 cheat The time delay between a sound being emitted and the last audible reflection in Steam Audio.
snd_steamaudio_ir_duration_for_sim 2 cheat IR duration (in seconds) to use for simulation and RT60 estimation.
snd_steamaudio_irradiance_min_distance 1 cheat The minimum distance between a source and a scene surface for irradiance calculation by Steam Audio.
snd_steamaudio_load_pathing_data 1 cheat If set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case.
snd_steamaudio_load_reverb_data 1 cheat If set, baked reverb data is loaded. Reset it to zero during an format changes of baked data until all data is updated.
snd_steamaudio_max_convolution_sources 4 cheat The maximum number of simultaneous sources that can be modeled by Steam Audio.
snd_steamaudio_max_occlusion_samples 64 cheat The maximum number of rays that can be traced for volumetric occlusion by Steam Audio.
snd_steamaudio_num_bounces 128 cheat The maximum number of times any ray can bounce when using Steam Audio.
snd_steamaudio_num_diffuse_samples 2048 cheat The number of directions considered for ray bounce by Steam Audio.
snd_steamaudio_num_rays 65536 cheat The number of rays to trace for reflection modeling by Steam Audio.
snd_steamaudio_num_threads 2 cheat Sets the number of threads used for realtime reflection by Steam Audio.
snd_steamaudio_pathing_caching_threshold 5 sv, rep
snd_steamaudio_pathing_enable_caching 1 sv, rep
snd_steamaudio_pathing_enablevalidationvis 0 cheat Enable visualization for pathing validation.
snd_steamaudio_pathing_enablevis 0 cheat Enable visualization for pathing.
snd_steamaudio_pathing_findalternate cmd If set, real-time pathfinding is used to find alternate paths if baked paths are blocked by dynamic geometry.
snd_steamaudio_pathing_fullprobevalidation cmd If set, performs full visibility validation from source probe to listener probe.
snd_steamaudio_pathing_probevalidationfromlistener cmd If set, performs visibility validation from listener probe to second-to-last probe.
snd_steamaudio_pathing_probevalidationfromsource cmd If set, performs visibility validation from source probe to second probe.
snd_steamaudio_pathing_simplifypaths cmd If set, paths computed at real-time are simplified in a post-process.
snd_steamaudio_probe_tree 2 cheat Select probe tree code path.
snd_steamaudio_probes_nearby cmd Load all the probes from a file and log the nearby probes within the radius.
snd_steamaudio_raytracer 0 cheat Sets the ray tracer used by Steam Audio. 0: Phonon, 1: Embree, 2: Radeon Rays, 3: Custom.
snd_steamaudio_reconstruction_method cmd Controls what IR reconstruction method is used. 0 = Gaussian, 1 = Gaussian with constant params, 2 = Linear.
snd_steamaudio_reverb_enable_caching 1 cheat If set, reverb is not updated unless the listener moves.
snd_steamaudio_reverb_listener_threshold 0 cheat Distance (in meters) that the listener must move before reverb is updated, if caching is enabled.
snd_steamaudio_reverb_order 1 Ambisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels.
snd_steamaudio_reverb_override_high 1 cheat Reverb time (high-frequency).
snd_steamaudio_reverb_override_low 1 cheat Reverb time (low-frequency).
snd_steamaudio_reverb_override_mid 1 cheat Reverb time (mid-frequency).
snd_steamaudio_reverb_override_scale 1 cheat Reverb time scale factor.
snd_steamaudio_reverb_simtype 1 cheat Simulation type for reverb effect. 0: real-time simulation, 1: baked simulation.
snd_steamaudio_reverb_update_rate 20 Set the maximum update rate (in Hz) for reverb.
snd_steamaudio_use_hybrid_reverb cmd Enable hybrid reverb.
snd_stereo_speaker_pan_exponent cmd 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 cmd Apply cos(angle) * weight before pan law
snd_surround_speaker_pan_exponent cmd 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 cmd Apply cos(angle) * weight before pan law
snd_toolvolume 1 a Volume of sounds in tools (e.g. Hammer, SFM)
snd_vmidi_flush cmd Purge and reload all vmidi data and files.
snd_vmix_show_input_updates 0 cheat If set to 1, show all incoming updates to vmix inputs.
snd_voipvolume 1 a, user, xbox_archive Voice volume
sndplaydelay cmd
sniperspeak 0 sv
sniperviewdist 35 sv
sos_debug_emit 0 sv, rep
sound_device_override machine
soundinfo cmd Describe the current sound device.
soundlist cmd List all known sounds.
soundpatch_captionlength 2 sv, rep How long looping soundpatch captions should display for.
soundscape_debug 0 sv, cheat When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.
soundscape_dumpclient cmd Dumps the client's soundscape data.
soundscape_fadetime 3 cl, cheat Time to crossfade sound effects between soundscapes
soundscape_flush cmd Flushes the server & client side soundscapes
soundscape_message 0 cl
soundscape_radius_debug 0 cl, cheat Prints current volume of radius sounds
soundsystem_update_async 1
spawn_group_activate cmd Activate specified spawngroup.
spawn_group_list cmd List all spawn groups
spawn_group_load cmd Load named spawn group.
spawn_group_unload cmd Unload named spawn group.
spawngroup_ignore_timeouts 0
spawntarget_vis_max_distance 1024 sv
speaker_config -1 machine
spec_allowroaming 0 cl, a, user
spec_autodirector 1 cl, clientcmd_can_execute Auto-director chooses best view modes while spectating
spec_centerchasecam 0 cl, a Looks at the target player's center, instead of his eye position, in chase came mode
spec_chasedistance 96 cl Chase cam's ideal distance from target
spec_chasedistancestep 10 cl, a Amount to adjust the chase cam's distance on a zoom request
spec_freeze_distance_max 200 cl, cheat Maximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min 96 cl, cheat Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_time 4 sv, rep, cheat Time spend frozen in observer freeze cam.
spec_freeze_traveltime 0 sv, rep, cheat Time taken to zoom in to frame a target in observer freeze cam.
spec_mode cmd Set spectator mode
spec_next cmd Spectate next player
spec_player cmd Spectate player by name
spec_pos cmd dump position and angles to the console
spec_prev cmd Spectate previous player
spec_scoreboard 0 cl, a
spec_track 0 cl Tracks an entity in spec mode
-speed cmd
+speed cmd
spew_fonts cmd Spew information about font manager fonts
spherical_vignette_override_color -16448251 cl, cheat
spherical_vignette_override_enable 0 cl, cheat
spherical_vignette_override_end_dist 256 cl, cheat
spherical_vignette_override_falloff 1 cl, cheat
spherical_vignette_override_opacity 1 cl, cheat
spherical_vignette_override_start_dist 40 cl, cheat
spherical_vignette_override_strength 1 cl, cheat
splitscreen_mode 0 machine
ss_add cmd Adds a splitscreen user.
ss_enable 0 cl, release Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
ss_remove cmd Removes a splitscreen user.
ss_splitmode 0 cl, a, xbox_archive Two player split screen mode (0 - recommended settings base on the width, 1 - horizontal, 2 - vertical (only allowed in widescreen)
ss_verticalsplit 1 cl Two player split screen uses vertical split (do not set this directly, use ss_splitmode instead).
ss_voice_hearpartner 0 Route voice between splitscreen players on same system.
startdemos cmd Play demos in demo sequence.
startmovie cmd Start recording movie frames.
stats cmd Prints server performance variables
stats_display 0 Displays perf statistics information
stats_highlight_interval 10 cl Interval between hightlight screens in the transition stats panel
stats_print cmd Prints out perf statistics to the console, clears perf history
status cmd Print connection status
status_json cmd Print status in JSON format
steamcontroller_flow_interval 7000
steamcontroller_flow_sensitivity 0
steamcontroller_haptic_intensity 320
stop cmd Finish recording demo.
stopdemos cmd Stop looping demos (current demo will complete).
stopsound cmd
stopsoundscape cmd Stops all soundscape processing and fades current looping sounds
stopvideos cmd Stops all videos playing to the screen
+strafe cmd
-strafe cmd
strider_eyepositions 0 sv
strider_free_pass_duration 2 sv
strider_free_pass_start_time 3 sv
strider_free_pass_tolerance_after_escorts_dead 600 sv
strider_idle_test 0 sv
strider_immolate 0 sv
strider_los_grace_period 1 sv
strider_los_hide_period 4 sv
strider_minigun_windup_delay 1 sv
strider_missile_suppress_dist 240 sv
strider_missile_suppress_time 3 sv
strider_pct_height_no_crouch_move 90 sv
strider_peek_eye_dist 1 sv
strider_peek_eye_dist_z 4 sv
strider_peek_time 0 sv
strider_peek_time_after_damage 4 sv
strider_show_cannonlos 0 sv
strider_show_focus 0 sv
strider_show_weapon_los_condition 0 sv
strider_show_weapon_los_z 0 sv
strider_test_height 0 sv
suitvolume 0 sv, a
surfaceprop cmd Reports the surface properties at the cursor
sv_allchat 1 sv, nf Players can receive all other players' text chat, no death restrictions
sv_allow_lobby_connect_only 0 release If set, players may only join this server from matchmaking lobby, may not connect directly.
sv_allow_wait_command 1 rep, release Allow or disallow the wait command on clients connected to this server.
sv_alltalk 0 sv, nf, release Players can hear all other players' voice communication, no team restrictions
sv_alternateticks 0 sp, release If set, server only simulates entities on even numbered ticks.
sv_always_full_flush 0 cheat
sv_anim_queue_changes 1 sv
sv_autojump 0 sv
sv_autoladderdismount 1 sv, rep Automatically dismount from ladders when you reach the end (don't have to +USE).
sv_autosave 1 sv, rep Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_banid_dev_enabled 0
sv_banid_enabled 1 release Whether server supports banid command
sv_bonus_challenge 0 sv, rep Set to values other than 0 to select a bonus map challenge type.
sv_can_quit_from_script 0 sv, rep, cheat
sv_cheats 0 nf, rep, release Allow cheats on server
sv_clearhinthistory cmd Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference 20 rep cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.
sv_client_max_interp_ratio 5 sv, rep This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
sv_client_min_interp_ratio -1 sv, rep This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio
sv_client_predict -1 rep This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
sv_clockcorrection_msecs 60 sv The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
sv_cluster 0 release Data center cluster this server lives in.
sv_consistency 0 rep, release Whether the server enforces file consistency for critical files
sv_contact 0 nf, release Contact email for server sysop
sv_debug_player_use 0 sv, rep Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_disable_reliable_delta_retransmit 1 Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.
sv_downloadurl 0 rep, release Location from which clients can download missing files
sv_enable_delta_packing 1 When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.
sv_ent_showonlyattachment 0 sv, cheat
sv_ent_showonlyhitbox -1 sv, cheat
sv_extra_client_connect_time 15 Seconds after client connect during which extra frames are buffered to prevent non-delta'd update
sv_filterban 1 Set packet filtering by IP mode
sv_footstepinterval 0 sv, rep, cheat
sv_forcepreload 0 a Force server side preloading.
sv_fullupdate cmd Force a full update for all clients.
sv_gameinstructor_disable 0 cl, rep Force all clients to disable their game instructors.
sv_gravity 386 sv, nf, rep World gravity.
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_hitbox_debug 0 sv
sv_hunter_invincible_lost_enemy_suicide_time 20 sv Seconds until the invincible Hunter gives up after losing an enemy.
sv_infinite_ammo 0 sv, rep, cheat Player's active weapon will never run out of ammo
sv_infinite_aux_power 0 sv, cheat
sv_infinite_clips 0 sv, rep, cheat Player's backpack will never run out of clips
sv_ladder_slack_z_mult 0 sv, rep, cheat Difference in Z increases toward the middle of the slack ladder.
sv_ladder_useonly 0 sv, rep If set, ladders can only be mounted by pressing +USE
sv_ladderautomountdot 0 sv, rep When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis.
sv_lagcompensationforcerestore 1 sv, cheat Don't test validity of a lag comp restore, just do it.
sv_lan 0 release Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
sv_lightquery_debug 0 sv, cheat
sv_log_onefile 0 a Log server information to only one file.
sv_logbans 0 a 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 a Echo log information to the console.
sv_logfile 0 a Log server information in the log file.
sv_logflush 0 a Flush the log file to disk on each write (slow).
sv_logsdir 0 a Folder in the game directory where server logs will be stored.
sv_massreport 0 sv
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_unreliable_delta_size 4096 Maximum allowable entity delta size over unreliable delivery.
sv_maxclientframes 128
sv_maxcmdrate 40 rep, release (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
sv_maxrate 0 rep, release Max bandwidth rate allowed on server, 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 60 rep Maximum updates per second that the server will allow
sv_memlimit 0 cheat If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
sv_mincmdrate 0 rep, release This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate 5000 rep, release Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate 10 rep Minimum updates per second that the server will allow
sv_mover_maxslope 0 sv, nf, rep The maximum slope the player can overcome [-]
sv_mover_pogodampingratio 2 sv, nf, rep The capsule pogo stick damping ratio [-]
sv_mover_pogoextension 5 sv, nf, rep The capsule pogo stick extension to keep the player better grounded [%]
sv_mover_pogofrequency 8 sv, nf, rep The capsule pogo stick frequency [hz].
sv_mover_usecapsule 1 sv, nf, rep Should the mover proxy be a capsule shape?
sv_networkvar_perfieldtracking 1 release Track individual field offset changes, rather than a single dirty flag for the whole entity.
sv_networkvar_validate 0 release Validate each StateChanged against known offsets.
sv_noclipaccelerate 5 sv, a, nf, rep
sv_noclipduringpause 0 sv, rep, cheat If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipfriction 4 sv, a, nf, rep Friction during noclip move.
sv_noclipspeed 5 sv, a, nf, rep
sv_noclipspeed_min 1 sv, a, nf, rep Noclip speeds less than this will be clamped to zero.
sv_npc_talker_maxdist 1024 sv NPCs over this distance from the player won't attempt to speak.
sv_packstats cmd Show entity packing stats, pass 'clear' as argument to reset counts.
sv_parallel_packentities 2 Set to 1 to use threading snapshot sending on listen servers, 2 for dedicated servers.
sv_password 0 prot, nf, norecord, release Server password for entry into multiplayer games
sv_pausable 0 release Is the server pausable.
sv_pause_on_console_open 0 a 1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.
sv_phys_animated_hierarchy 1 sv
sv_phys_debug_callback_entities 0 sv, cheat Print all entities that get touch callbacks. Each entity is printed only once.
sv_phys_enabled 1 sv, cheat Enable all physics simulation
sv_phys_sleep_enable 1 sv, cheat Enable sleeping for dynamic physics bodies.
sv_phys_stop_at_collision 0 sv, cheat
sv_phys_visualize_awake 0 sv
sv_player_search_range 64 sv, rep
sv_player_stuck_tolerance 10 sv, cheat
sv_pure cmd Show user data.
sv_pure_kick_clients 1 release If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
sv_pure_trace 0 release If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
sv_pvs_entity -1 sv If set, only allows this ent index to network (other than players and things that force sending).
sv_pvs_max_distance 0 rep, release if set, adds a maximum range to PVS/PAS checks
sv_pvs_max_distance_check_only 0 sv, release If set, only use the sv_pvs_max_distance check for working out which entities to transmit, and ignore PVS.
sv_pvs_random 0 sv If set, objects blink in/out of pvs randomly.
sv_querycache_stats cmd Display status of the query cache (client only)
sv_ragdoll_lru_debug 0 sv, rep, cheat
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_regeneration_force_on 0 sv, cheat Cheat to test regenerative health systems
sv_regeneration_wait_time 1 sv, rep
sv_region -1 release The region of the world to report this server in.
sv_remapper_loopsoundfix 0 sv, rep
sv_remapper_range_multiplier 1 sv, rep
sv_replaysdir 0 Directory to store replays in
sv_reservation_grace 5 Time in seconds given for a lobby reservation.
sv_reservation_timeout 120 release Time in seconds before lobby reservation expires.
sv_reserve_slots_for_reconnecting_players 0 Reserve slots for reconnecting human players.
sv_robust_explosions 1 sv, rep
sv_save_session_persisters cmd Saves session persister data immediately.
sv_script_profile 0 sv
sv_script_think_interval 0 sv, rep
sv_search_key 0 release
sv_sequence_debug -1 sv
sv_sequence_debug2 -1 sv
sv_sequence_debug_verbose 1 sv
sv_sequence_model_substring 0 sv
sv_shared_team_pvs 0 sv PVS is shared between teams
sv_show_crosshair_target 0 sv
sv_showfootsteps 0 sv, rep, cheat Shows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both)
sv_showladders 0 sv Show bbox and dismount points for all ladders (must be set before level load.)
sv_showlagcompensation 0 sv, cheat Show lag compensated hitboxes whenever a player is lag compensated.
sv_showtags cmd Describe current gametags.
sv_shutdown cmd Sets the server to shutdown when all games have completed
sv_shutdown_immediately_on_request 0 The server will always shutdown on receiving the shutdown request, even if not hibernating
sv_skel_constraints_enable 0 rep, cheat
sv_skyname 0 sv, a, rep Current name of the skybox texture
sv_snapshot_unlimited 0 rep, release For debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course...
sv_soundemitter_trace -1 sv, rep Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)
sv_soundscape_printdebuginfo cmd print soundscapes
sv_specaccelerate 5 sv, a, nf, rep
sv_special_suit_abilities 1 sv
sv_special_suit_abilities_toggle 0 sv Set this to have the ALT1 key toggle the suit ability on and off.
sv_specnoclip 1 sv, a, nf, rep
sv_specspeed 3 sv, a, nf, rep
sv_spygrenade_floating_max_speed 200 sv
sv_spygrenade_floating_power 400 sv
sv_spygrenade_floating_resting_speed 10 sv
sv_spygrenade_speed_dampening 800 sv
sv_spygrenade_timer 8 sv
sv_stats 1 Collect CPU usage stats
sv_steamgroup 0 nf, release The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.
sv_steamgroup_exclusive 0 release If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
sv_stickysprint 0 sv, a, xbox_archive
sv_strict_notarget 0 sv If set, notarget will cause entities to never think they are in the pvs
sv_sync_anims_spawn 0 sv, cheat
sv_sync_client_updates 0 (Only used when hosting xbox games). Send clients updates at the same time. This saves CPU because the server will encode and calc deltas on less frames.
sv_tags 0 nf, release Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
sv_temp_baseline_string_table_buffer_size 524288 Buffer size for writing string table baselnes
sv_test_scripted_sequences 0 sv Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world.
sv_timeout 20 After this many seconds without a message from fully connected client, the client is dropped
sv_tracereffects_limit_general 15 sv, rep Limits the number of visible tracers per frame
sv_turbophysics 0 sv, rep Turns on turbo physics
sv_unlockedchapters 1 a Highest unlocked game chapter.
sv_update_master_server 1 release Should we update the master server.
sv_usenetworkvars 1 Use networkvar system.
sv_usercmd_queue_spew_threshold 10 sv, release Spew warning if command queue has grown above this many backlogged commands.
sv_vehicle_autoaim_scale 8 sv
sv_visiblemaxplayers -1 release 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 a, nf, release
sv_watchtransmit -2 sv, release Watch NetworkStateChanged info for this entity index.
sys_info cmd Print system information to the console
sys_minidumpexpandedspew 1
sys_minidumpspewlines 2000 release Lines of crash dump console spew to keep.
target_scan_use_query_cache 1 sv
tauntfrequency 1 sv, nf
telemetry_message cmd Place a message in the telemetry timeline
telemetry_toggle_timespan cmd Starts/stops a timespan with an ever increasing name.
template_debug 0 sv, cheat
tenfoot_match cmd [prefix]: matches a string prefix
tenfoot_pickle_dictionaries cmd compiles daisy wheel input dictionaries to more performant form
tenfoot_pickle_single_dictionary cmd [language] compiles one daisy wheel input dictionary
tenfoot_text_hotspots cmd find text autosuggest hot spots
Test_Checkpoint cmd Indicate to a test script that a checkpoint has been reached
test_conform_collision_bounds 0 sv, rep
Test_CreateEntity cmd
test_dispatcheffect cmd Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
Test_EHandle cmd
test_entity_blocker cmd Test command that drops an entity blocker out in front of the player.
Test_ExitProcess cmd Test_ExitProcess <exit code> - immediately kill the process.
Test_InitRandomEntitySpawner cmd
Test_Loop cmd Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount cmd Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds cmd Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_massive_dmg 30 sv
test_massive_dmg_clip 0 sv
test_orientation_range 100 sv, rep
Test_RandomChance cmd Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.
Test_RandomizeInPVS cmd
Test_RandomPlayerPosition cmd
Test_RemoveAllRandomEntities cmd
test_restoreonnewmodel 0 sv, rep
Test_SpawnRandomEntities cmd
Test_StartLoop cmd Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript cmd Start a test script running..
testhudanim cmd Test a hud element animation. Arguments: <anim name>
testscript_debug 0 Debug test scripts.
texture_budget_background_alpha 128 cl, a how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction 0 cl, a number between 0 and 1
texture_budget_panel_global 0 cl Show global times in the texture budget panel.
texture_budget_panel_height 284 cl, a height in pixels of the budget panel
texture_budget_panel_width 512 cl, a width in pixels of the budget panel
texture_budget_panel_x 0 cl, a number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y 450 cl, a number of pixels from the top side of the game screen to draw the budget panel
tf_arena_max_streak 5 cl, nf, rep Teams will be scrambled if one team reaches this streak
tf_arena_preround_time 10 cl, nf, rep Length of the Pre-Round time
tf_escort_score_rate 1 sv, cheat Score for escorting the train, in points per second
think_limit 0 sv, rep, release Maximum think time in milliseconds, warning is printed if this is exceeded.
thirdperson cmd Switch to thirdperson camera.
thirdperson_mayamode cmd Switch to thirdperson Maya-like camera controls.
thirdperson_platformer 0 cl Player will aim in the direction they are moving.
thirdperson_screenspace 0 cl Movement will be relative to the camera, eg: left means screen-left
thirdpersonshoulder cmd Switch to thirdperson-shoulder camera.
threaded_occluder_rasterization 1 cheat
timedemo cmd Play a demo and report performance info.
timedemo_end -1 Ends timedemo on given tick.
timedemo_start -1 Starts timedemo on given tick.
timedemo_vprofrecord cmd Play a demo and report performance info. Also record vprof data for the span of the demo
timedemoquit cmd Play a demo, report performance info, and then exit
timeofday cmd Run time-of-day command
timeofday_reload cmd reload time of day script
toggle cmd Toggles specified convar value on and off.
toggle_duck cmd Toggles duck
toggle_zoom cmd Toggles zoom display
toggleconsole cmd Show/hide the console.
tr_do_reduce 1 rep, cheat
tr_epsilon_t_junction 0.010 rep, cheat
tr_max_acceptable_edge_length 10000 rep, cheat
tr_openedge_penalty 10 rep, cheat
tv_allow_camera_man 1 sv Auto director allows spectators to become camera man
tv_allow_static_shots 1 sv 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 0 Limits spectators to chat only every n seconds
tv_clients cmd Shows list of connected SourceTV clients.
tv_debug 0 SourceTV debug info.
tv_delay 120 sv SourceTV broadcast delay in seconds
tv_deltacache 2 Enable delta entity bit stream cache
tv_demo_starttick 0
tv_dispatchmode 1 Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
tv_enable 0 nf Activates SourceTV on server.
tv_enable_delta_frames 1 Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.
tv_extended_logging 0
tv_grouprelaydatareliable 0 When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
tv_grouprelaydataunreliable 0 When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
tv_grouprelaydatavoice 0 Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays
tv_instant_replay_full_frame 1 Send embedded full frames
tv_instant_replay_full_frame_build_threaded 0 Build the full frames on a seperate job thread
tv_instant_replay_full_frame_time 30 Seconds between full frame embeddeds
tv_listen_voice_indices 0 cl, user Bitfield of entindices to listen to voice messages from when connected to SourceTV, default is none
tv_log_director_events 0 sv Log game events being considered by the director
tv_maxclients 128 Maximum client number on SourceTV server.
tv_maxrate 0 Max SourceTV spectator bandwidth rate allowed, 0 == unlimited
tv_msg cmd Send a screen message to all clients.
tv_name 0 SourceTV host name
tv_nochat 0 a, user Don't receive chat messages from other SourceTV spectators
tv_overridemaster 0 Overrides the SourceTV master root address.
tv_password 0 prot, nf, norecord SourceTV password for all clients
tv_port 27020 release Host SourceTV port
tv_rate_multiplier 2 Multiply requested rate by this value to adjust Dota TV send rate
tv_record cmd Starts SourceTV demo recording.
tv_relay cmd Connect to SourceTV server and relay broadcast.
tv_relay_quit_after_game 1 Quit after a game has been relayed, do not hibernate
tv_relay_rate 500000 default rate for relays
tv_relay_secret_code 1 prot When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly
tv_relaypassword 0 prot, nf, norecord SourceTV password for relay proxies
tv_relayvoice 1 Relay voice data: 0=off, 1=on
tv_retry cmd Reconnects the SourceTV relay proxy.
tv_secret_code 1 prot When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directly
tv_show_allchat 1 sv, release
tv_snapshotrate 20 Snapshots broadcasted per second
tv_status cmd Show SourceTV server status.
tv_stop cmd Stops the SourceTV broadcast.
tv_stoprecord cmd Stops SourceTV demo recording.
tv_threaded_merge_entity_deltas 1 Enable SourceTV threading of delta merging
tv_timeout 20 SourceTV connection timeout in seconds.
tv_title 0 Set title for SourceTV spectator UI
tv_transmitall 0 rep Transmit all entities (not only director view)
tv_window_size 16 Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system
txview cmd Show/hide the internal texture viewer.
unbind cmd Unbind a key.
unbindall cmd Unbind all keys.
unpause cmd Clear the pause state of the server.
UpdateBinarySizes cmd Dumps the binary sizes to use for the game in loadaddress.vpc
url_execute cmd Executes url-based commands, used for incoming commands from url-based launches when the game's already running.
-use cmd
use cmd Use a particular weapon Arguments: <weapon_name>
+use_hand0 cmd
-use_hand0 cmd
-use_hand1 cmd
use_new_damage_system 0 sv
users cmd Show user info for players on server.
vault_tractor_beam_console_final_lever_push_amount 0 sv
vault_tractor_beam_console_lever_deploy_delay 0 sv
vault_tractor_beam_console_lever_push_amount 0 sv
vcon_pipe_dump cmd Dumps the state of all existing VConsole pipes
vehicle_flushscript cmd Flush and reload all vehicle scripts
versus_stats_highlight_interval 5 cl Interval between hightlight screens in the transition stats panel for versus mode
vgui_drawfocus 0 Report which panel is under the mouse.
vgui_drawkeyfocus 0 Report which panel has keyboard focus.
+vgui_drawtree cmd
vgui_drawtree 0 cl, cheat Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_clear cmd
vgui_drawtree_draw_selected 0 cl Highlight the selected panel
vgui_drawtree_freeze 0 cl Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden 0 cl Draw the hidden panels.
vgui_drawtree_panelalpha 0 cl Show the panel alpha values in the vgui_drawtree view.
vgui_drawtree_panelptr 0 cl Show the panel pointer values in the vgui_drawtree view.
vgui_drawtree_popupsonly 0 cl Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order 0 cl List the vgui_drawtree panels in render order.
vgui_drawtree_scheme 0 cl Show scheme file for each panel
vgui_drawtree_visible 1 cl Draw the visible panels.
vgui_dump_panels cmd vgui_dump_panels [visible]
vgui_spew_fonts cmd
vgui_togglepanel cmd show/hide vgui panel by name.
video_config_autoconfig_reset cmd Force Autoconfig to run, resetting video config settings
video_mode_screenshots cmd dump screenshots at all supported video modes
viewanim_addkeyframe cmd
viewanim_create cmd viewanim_create
viewanim_load cmd load animation from file
viewanim_reset cmd reset view angles!
viewanim_save cmd Save current animation to file
viewanim_test cmd test view animation
viewmodel_fov 54 cl, cheat
viewmodel_offset_x 0 sv, cl, a, rep
viewmodel_offset_y 0 sv, cl, a, rep
viewmodel_offset_z 0 sv, cl, a, rep
violence_ablood 1 a Draw alien blood
violence_agibs 1 a Show alien gib entities
violence_hblood 1 a Draw human blood
violence_hgibs 1 a Show human gib entities
vis_debug_currentcluster cmd Show the current cluster number
vis_debug_drawcluster cmd Add cluster # to visualization, (-1) to clear
vis_debug_dumpvisibleclusters cmd Show the list of visible clusters
vis_debug_find_los cmd Find or clear the vis LOS to here
vis_debug_lock cmd Lock vis LOS origin to current
vis_debug_outside cmd Show outside space vis volumes
vis_debug_record_start cmd Record a path to debug vis
vis_debug_record_stop cmd Record a path to debug vis
vis_debug_show cmd Show/hide the vis debug visualization
vis_debug_sphere cmd Draw clusters in a sphere of radius around the camera
vis_debug_tracelos cmd Trace rays and check vis from the current camera
vis_enable 1 Toggle static visibility
vis_force 0 sv, cheat
vismon_poll_frequency 0 sv, cheat
vismon_trace_limit 12 sv, cheat
vm_camera 1 cl
vm_camera_interp_speed 8 cl
vm_camera_no_roll 0 cl
vm_camera_scale 1 cl
vm_debug 0 sv, rep
vm_draw_always 0 cl
vm_fade 1 sv, rep
vmem_dump cmd Dump memory stats to log.
voice_all_icons 0 cl Draw all players' voice icons
voice_always_sample_mic 0 a For systems experiencing a hang/stall when using voice chat.
voice_clientdebug 0 cl
voice_debugfeedbackfrom 0
voice_fadeouttime 0
voice_head_icon_height 20 cl Voice icons are this many inches over player eye positions
voice_head_icon_size 6 cl Size of voice icon over player heads in inches
voice_initial_buffer_ms 200
voice_local_icon 0 cl Draw local player's voice icon
voice_loopback 0 user
voice_min_buffer_ms 100
voice_modenable 1 cl, a, clientcmd_can_execute Enable/disable voice in this mod.
voice_player_speaking_delay_threshold 0 sv, cheat
voice_scale 1 a
voice_sequence_maximum_wait_time 0 When receiving packets out of sequence, wait this many seconds for missing sequences to arrive
voice_serverdebug 0 sv
voice_stall_ms 250
voice_threshold 4000 cl, a
voice_threshold_delay 0
voice_vox 0 per-user
voice_xsend_debug 0
-voicerecord cmd
+voicerecord cmd
volume 1 a Sound volume
volume_fog_intermediate_textures_hdr 0
volume_fog_show_volumes 0 cheat
vphys2_buoyancy_damping 0
vphys2_enable_buoyancy 1
vphys2_enable_variable_timestep 1
vphys2_expensive_sync_warning 320000
vphys2_friction_factor 1 cheat Change global friction factor
vphys2_linear_damping 0
vphys2_linear_damping_in_water 0
vphys2_ragdoll_joint_or 1
vphys2_restitution_factor 1 cheat Change global restitution factor
vphys2_solver_batch_size 16
vphys2_water_density_multiplier 1
vphysics_force_apply_magnitude 1
vphysics_return_implicit_velocity 0
vprof_counters 0
vprof_counters_show_minmax 0
vprof_dump_counters cmd Dump vprof counters to the console
vprof_generate_report cmd Generate a report to the console.
vprof_generate_report_budget cmd Generate a report to the console based on budget group.
vprof_generate_report_hierarchy cmd Generate a report to the console.
vprof_off cmd Disable vprof
vprof_on cmd Enable vprof
vprof_remote_start cmd Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop cmd Stop an existing remote VProf data request
vprof_reset cmd Reset the stats in VProf profiler
vprof_reset_peaks cmd Reset just the peak time in VProf profiler
vprof_scope_entity_gamephys 0 sv
vprof_scope_entity_thinks 0 sv, rep
vprof_think_limit 0 sv
vprof_vtrace cmd Toggle whether vprof data is sent to VTrace
vr_align_to_grabline 0 sv, rep
vr_allow_time_sliced_shadow_map_rendering 1 Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi
vr_always_teleport_player 1 sv, rep
vr_anchor_allow_non_up_floor 0 sv, rep, cheat Allows anchor teleportation onto walls and ceiling. NOTE: WIP, mostly broken!
vr_aoproxy_debug 0
vr_aoproxy_enable 1
vr_author_refpt cmd
vr_background_citizen_optimizations 1 sv, rep
vr_backpack_deposit_vertical_dist_from_hmd 10 sv, rep
vr_backpack_distance_from_model 0 sv, rep
vr_backpack_distance_from_model_drop 2 sv, rep
vr_backpack_drop_width_addon 12 sv, rep
vr_backpack_grab_window 0 sv, rep Time window a grab is allowed to occur and trigger backpack item retrieval if the hand enters the backpack
vr_backpack_insert_window 0 sv, rep Time window a insert is allowed to occur and trigger backpack item inserting if the hand or item enters the backpack
vr_backpack_max_vertical_diff 24 sv, rep
vr_backpack_max_width 15 sv, rep
vr_backpack_min_vertical_diff 15 sv, rep
vr_backpack_min_width 0 sv, rep
vr_black_level_clamp 3
vr_camera_decay_roll_halflife 0
vr_camera_decay_yaw_pitch_halflife 0
vr_chaperone_enable 0 cl
vr_chaperone_fade_dist 30 cl, a
vr_chaperone_hardbounds_disabled 1 cl
vr_chaperone_max_x 87 cl, a
vr_chaperone_max_y 100 cl, a
vr_chaperone_max_z 105 cl, a
vr_chaperone_min_x -64 cl, a
vr_chaperone_min_y -112 cl, a
vr_chaperone_min_z 0 cl, a
vr_companion_window_always_on 1
vr_companion_window_brightnessmultiplier 1
vr_companion_window_zoom 1
vr_continuous_dampen_enable 1 sv, rep
vr_continuous_dampen_height 18 sv, rep
vr_continuous_dampen_rate_max 100 sv, rep
vr_continuous_dampen_rate_min 30 sv, rep
vr_continuous_dampen_rate_type 0 sv
vr_continuous_input_debug 0 sv, rep
vr_crowbar_angularjointfreq 10 sv, rep
vr_crowbar_debug 0 sv, rep
vr_crowbar_do_teleport 1 sv, rep
vr_crowbar_impact_large 250 sv
vr_crowbar_linearjointfreq 20 sv, rep
vr_crowbar_maxforce 250000 sv, rep
vr_crowbar_maxtorque 0 sv, rep
vr_crowbar_min_position_iterations 4 sv, rep
vr_crowbar_min_velocity_iterations 16 sv, rep
vr_crowbar_minimum_haptic_fire_repeat_time 0 sv, rep
vr_crowbar_prying_haptic_deadzone 0 sv, rep
vr_crowbar_prying_repeat_rate_high_tension 0 sv, rep
vr_crowbar_prying_repeat_rate_low_tension 0 sv, rep
vr_crowbar_renderphysicsonly 0 sv, rep
vr_cubemap_normalization 1
vr_cubemap_normalization_max 32
vr_cubemap_normalization_roughness_begin 0
vr_custom_msaa_resolve 1
vr_custom_msaa_resolve_ps 0
vr_debug_actions 0 cl Debug digital action data.
vr_debug_overlay 0 cl
vr_debug_panel_manipulation 0 sv, rep
vr_debug_velocity 0 sv, rep
vr_decal_debug 0
vr_depth_prepass 1
vr_depth_prepass_alphatested 0 0=Off, 1=All AlphaTested, 2=only AlphaTested with PrepassAlphaTest enabled
vr_depth_prepass_cull_threshold 60
vr_depth_submit 0
vr_directional_lightmaps 1
vr_disable_view_override 0
vr_door_lighting_debug 0 cl, cheat
vr_draw_hand 0 cl, rep
vr_enable_cached_lights 1
vr_enable_glows 1
vr_enable_high_precision_lighting 1
vr_enable_interactio_debug 0 cl
vr_enable_lights 1
vr_enable_tonemapping 1
vr_enable_translucent_screen_space 1
vr_enable_volume_fog 1
vr_energygun_ammo_per_clip 10 sv, rep
vr_energygun_ammo_per_large_clip 25 sv, rep
vr_energygun_bottom_grip_disengage 5 sv, rep
vr_energygun_bottom_grip_max_dist 4 sv, rep
vr_energygun_bottom_grip_min_dist 4 sv, rep
vr_energygun_bulletcount_anim_rate 1 sv, rep
vr_energygun_burstdmg 10 sv, rep
vr_energygun_burstfire_rof 0 sv, rep
vr_energygun_chamber_light_angle 70 sv, rep, cheat
vr_energygun_chamber_light_blink_rate 1 sv, rep
vr_energygun_chamber_light_brightness 0 sv, rep, cheat
vr_energygun_chamber_light_color -16776961 sv, rep, cheat
vr_energygun_chamber_light_nearz 0 sv, rep, cheat
vr_energygun_chamber_light_offset 0 sv, rep, cheat
vr_energygun_chamber_light_range 12 sv, rep, cheat
vr_energygun_chamber_light_upgrade_angle 85 sv, rep, cheat
vr_energygun_clip_grab_dist 8 sv, rep
vr_energygun_dmg 8 sv, rep
vr_energygun_grenade_modules_enabled 0 sv, rep
vr_energygun_handcannon_dmg 6 sv, rep Damage per pellet
vr_energygun_handcannon_force_scale 2 sv, rep
vr_energygun_handcannon_pellet_count 12 sv, rep Pellets per shot
vr_energygun_handcannon_spread 1 sv, rep settings are 0, 1 and 2 for 10, 15 and 20 degree cones
vr_energygun_hopper_size 10 sv, rep
vr_energygun_laser_interact_max_dist 6 sv, rep
vr_energygun_laser_interact_min_dist 5 sv, rep
vr_energygun_laser_offtime 0 sv, rep
vr_energygun_laserrange 2048 sv, rep
vr_energygun_max_shell_dist 225 sv, rep
vr_energygun_min_shell_dist 175 sv, rep
vr_energygun_rof 0 sv, rep
vr_energygun_slide_interact_max_dist 6 sv, rep
vr_energygun_slide_interact_min_dist 6 sv, rep
vr_energygun_weapon_modules_enabled 0 sv, rep
vr_environment_interaction_rate 5 sv, rep
vr_error_glove_enabled 0 cl
vr_error_glove_full_opaque_distance 8 sv, rep
vr_error_glove_interact_full_opaque_distance 20 sv, rep
vr_error_glove_interact_start_fadein_distance 12 sv, rep
vr_error_glove_start_fadein_distance 1 sv, rep
vr_expand_cull_frustum 2 degrees to add to fov to compensate for just-in-time HMD
vr_eye_separation_mm 63
vr_eye_separation_mm_enable 1
vr_fakebind_force_threshold 0 cl
vr_fakebind_hand0_AX_dn 0 cl
vr_fakebind_hand0_AX_up 0 cl
vr_fakebind_hand0_grip_press 0 cl
vr_fakebind_hand0_grip_release 0 cl
vr_fakebind_hand0_gripanalog_press 0 cl
vr_fakebind_hand0_gripanalog_release 0 cl
vr_fakebind_hand0_menu_dn 0 cl
vr_fakebind_hand0_menu_up 0 cl
vr_fakebind_hand0_pad_down_press 0 cl
vr_fakebind_hand0_pad_down_release 0 cl
vr_fakebind_hand0_pad_left_press 0 cl
vr_fakebind_hand0_pad_left_release 0 cl
vr_fakebind_hand0_pad_press 0 cl
vr_fakebind_hand0_pad_release 0 cl
vr_fakebind_hand0_pad_right_press 0 cl
vr_fakebind_hand0_pad_right_release 0 cl
vr_fakebind_hand0_pad_touch_press 0 cl
vr_fakebind_hand0_pad_up_press 0 cl
vr_fakebind_hand0_pad_up_release 0 cl
vr_fakebind_hand0_touch_pad_release 0 cl
vr_fakebind_hand0_trigger_press 0 cl
vr_fakebind_hand0_trigger_release 0 cl
vr_fakebind_hand1_AX_dn 0 cl
vr_fakebind_hand1_AX_up 0 cl
vr_fakebind_hand1_grip_press 0 cl
vr_fakebind_hand1_grip_release 0 cl
vr_fakebind_hand1_gripanalog_press 0 cl
vr_fakebind_hand1_gripanalog_release 0 cl
vr_fakebind_hand1_menu_dn 0 cl
vr_fakebind_hand1_menu_up 0 cl
vr_fakebind_hand1_pad_down_press 0 cl
vr_fakebind_hand1_pad_down_release 0 cl
vr_fakebind_hand1_pad_left_press 0 cl
vr_fakebind_hand1_pad_left_release 0 cl
vr_fakebind_hand1_pad_press 0 cl
vr_fakebind_hand1_pad_release 0 cl
vr_fakebind_hand1_pad_right_press 0 cl
vr_fakebind_hand1_pad_right_release 0 cl
vr_fakebind_hand1_pad_up_press 0 cl
vr_fakebind_hand1_pad_up_release 0 cl
vr_fakebind_hand1_touch_pad_press 0 cl
vr_fakebind_hand1_touch_pad_release 0 cl
vr_fakebind_hand1_trigger_press 0 cl
vr_fakebind_hand1_trigger_release 0 cl
vr_fakebind_quadrant_threshold 0 cl
vr_fakebind_spew_pad 0 cl
vr_fakebind_trigger_threshold 0 cl
vr_fakehands_hand_forward_left 25 cl, a, rep
vr_fakehands_hand_forward_right 20 cl, a, rep
vr_fakehands_hand_seperation 8 cl, a, rep
vr_fakehands_hand_vertical_left 10 cl, a, rep
vr_fakehands_hand_vertical_right 13 cl, a, rep
vr_fakehands_rotate_x_left 240 cl, a, rep
vr_fakehands_rotate_x_right 195 cl, a, rep
vr_fakehands_rotate_y_left 0 cl, a, rep
vr_fakehands_rotate_y_right 0 cl, a, rep
vr_fakehands_rotate_z_left 180 cl, a, rep
vr_fakehands_rotate_z_right 180 cl, a, rep
vr_fakemove_mlook_speed 0 cl, a
vr_fakemove_speed 10 cl, a
vr_fakevr_lockhands 0 cl Lock Hands to current world position
vr_fast_hologram 0
vr_fidelity_level 0
vr_fidelity_level_auto 1 Dynamically adjust vr_fidelity_level based on current performance
vr_fidelity_level_cycle_test 0
vr_fidelity_level_reported -1 The normalized fidelity level reported back to SteamVR Perf Test
vr_fidelity_level_spew 0
vr_fidelity_threshold_frame_percent_critical 0
vr_fidelity_threshold_frame_percent_extrapolation 0
vr_fidelity_threshold_frame_percent_max 0
vr_fidelity_threshold_frame_percent_min 0
vr_fidelity_visualizer 1 Display fidelity visualizer in VR Perf HUD (vr_perf_hud must be 1)
vr_flashlight_forward_offset 24 cl
vr_fog_delay_update 1 sv, rep
vr_fog_megastrong_fog 0 sv, rep
vr_foveated_boundary 0
vr_foveated_inner_scalar 1
vr_foveated_outer_scalar 0
vr_foveated_overlap 0
vr_freemove_input_type 0 sv, rep
vr_fxaa 0
vr_game_menu_bg_depthsortbias 1010 cl, rep
vr_game_menu_bg_zoffset 0 cl, rep
vr_game_menu_disable_transition_time 2 cl, rep
vr_game_menu_distance 65 cl, rep
vr_game_menu_doubletap_window 0 cl, rep
vr_game_menu_dpi 22 cl, rep
vr_game_menu_fg_depthsortbias 1000 cl, rep
vr_game_menu_height 60 cl, rep
vr_game_menu_height_frac 0 cl, rep
vr_game_menu_interact_dist 128 cl, rep
vr_game_menu_sibling_bg_depthsortbias 1010 cl, rep
vr_game_menu_sibling_fg_depthsortbias 1000 cl, rep
vr_game_menu_width 40 cl, rep
vr_game_message_dpi 22 cl, rep
vr_game_message_height 20 cl, rep
vr_game_message_width 80 cl, rep
vr_general_screen_fade_disable 0 cl, rep, cheat
vr_gg_activate_time 0 sv
vr_gg_deactivate_time 0 sv
vr_gg_draw_target_box 0 sv
vr_gg_fov_center_vert_offset -100 sv
vr_gg_fov_debug 0 sv
vr_gg_fov_max_for_target 60 sv
vr_gg_fov_max_vert_for_target 70 sv
vr_gg_gesture_pull 1 sv, rep
vr_gg_heavy_drag_damp_ang_scale 0 sv
vr_gg_heavy_drag_damp_speed_scale 0 sv
vr_gg_heavy_drag_max_angular 100 sv
vr_gg_heavy_drag_max_speed 5 sv
vr_gg_hover_upgrade 0 sv, cheat
vr_gg_launch_gesture 0 sv
vr_gg_launch_speed 750 sv
vr_gg_levitate 0 sv, cheat
vr_gg_levitate_damp_ang_scale 1 sv
vr_gg_levitate_damp_factor 0 sv
vr_gg_levitate_damp_speed_scale 2 sv
vr_gg_levitate_max_angular 100 sv
vr_gg_levitate_max_speed 100 sv
vr_gg_levitate_maxdist 200 sv
vr_gg_levitate_maxpull 1000 sv
vr_gg_levitate_throwvel_max 100 sv
vr_gg_levitate_throwvel_min 30 sv
vr_gg_levitate_throwvel_threshold_max 80 sv
vr_gg_levitate_throwvel_threshold_min 20 sv
vr_gg_levitate_travel_time 0 sv
vr_gg_lock_release_delay 0 sv
vr_gg_lockon 1 sv
vr_gg_max_ragdoll_carry_mass 60 sv
vr_gg_max_ragdoll_carry_mass_large 500 sv
vr_gg_pull_gesture_speed 5 sv, rep
vr_gg_ragdoll_large_body_mass_override 20 sv
vr_gg_target_change_time 0 sv
vr_gg_target_select_time 0 sv
vr_gg_taser_ability 0 sv, cheat
vr_gg_taser_gesture_speed 10 sv, rep
vr_gg_taser_radius 20 sv
vr_gg_taser_range 25 sv
vr_gg_taser_recharge_time 20 sv
vr_gg_taser_stun_duration 3 sv
vr_gg_throw_sound_speed 75 sv
vr_gg_throw_speed_peak 200 sv
vr_ghost_color cmd
vr_ghost_correction_editing_enable 0
vr_ghost_correction_enable 0
vr_ghost_correction_table cmd
vr_ghost_correction_table_reset cmd
vr_ghost_csv cmd
vr_ghost_decrement cmd
vr_ghost_increment cmd
vr_ghost_next cmd
vr_ghost_previous cmd
vr_glove_bonemerge 1 sv, rep
vr_gpu_flush_timer 2
vr_grabittyglove_light_fov 0 cl
vr_grenade_blastforce 80000 sv, rep Blastforce
vr_grenade_detonate_timer 4 sv, rep, cheat
vr_grenade_launch_force 900 sv, cheat
vr_hack_cont_postx 0 cl
vr_hack_cont_posty 0 cl
vr_hack_cont_postz 0 cl
vr_hack_cont_prex 0 cl
vr_hack_cont_prey 0 cl
vr_hack_cont_prez -2 cl
vr_hack_cont_rotx 12 cl
vr_hack_cont_roty 55 cl
vr_hack_cont_rotz 180 cl
vr_hacking_affirmation_speech_chance 0 sv
vr_hacking_core_move_haptic_distance_max 1 cl
vr_hacking_core_move_haptic_distance_min 0 cl
vr_hacking_core_move_haptic_strength_max 0 cl
vr_hacking_core_move_haptic_strength_min 0 cl
vr_hacking_core_move_passive_haptic_interval 0 cl
vr_hacking_core_move_passive_haptic_strength 0 cl
vr_hacking_core_search_core_count 1 sv, rep
vr_hacking_core_search_core_move_haptic_distance_max 1 cl
vr_hacking_core_search_core_move_haptic_distance_min 0 cl
vr_hacking_core_search_core_move_haptic_strength_max 0 cl
vr_hacking_core_search_core_move_haptic_strength_min 0 cl
vr_hacking_core_search_core_radius 2 sv, rep
vr_hacking_core_search_enemy_count 0 sv, rep
vr_hacking_core_search_enemy_move_speed_max 6 cl
vr_hacking_core_search_enemy_move_speed_min 4 cl
vr_hacking_core_search_enemy_radius 0 cl
vr_hacking_core_search_outer_point_count 3 cl
vr_hacking_core_search_outer_point_radius 2 sv, rep
vr_hacking_core_search_passive_haptic_interval 0 cl
vr_hacking_core_search_passive_haptic_strength 0 cl
vr_hacking_core_search_puzzle_radius 20 sv, rep
vr_hacking_core_search_restrict_outer_points_to_core 0 cl
vr_hacking_core_search_rolloff_haptic_strength 0 cl
vr_hacking_core_search_rollover_haptic_strength 0 cl
vr_hacking_core_search_solution_radius_max 16 cl
vr_hacking_core_search_solution_radius_min 8 cl
vr_hacking_debug_draw 0 cl
vr_hacking_debug_intro_lookat 0 sv
vr_hacking_difficulty_log 1 cl
vr_hacking_difficulty_override 0 sv, rep, cheat eg: First, Easy, Medium, Hard, VeryHard. Leave blank to not override.
vr_hacking_fast_completion_time 5 sv
vr_hacking_generate_puzzle cmd Generate new holo hacking puzzle <puzzle_name>(optional)
vr_hacking_globe_rotate_haptic_angle_max 2 cl
vr_hacking_globe_rotate_haptic_angle_min 0 cl
vr_hacking_globe_rotate_haptic_strength_max 0 cl
vr_hacking_globe_rotate_haptic_strength_min 0 cl
vr_hacking_hack_finished_display_time 2 cl
vr_hacking_hand_hint_offset 1 cl
vr_hacking_hand_hint_show_time_first 3 cl
vr_hacking_hand_hint_show_time_repeat 8 cl
vr_hacking_max_player_distance 150 sv
vr_hacking_max_plug_distance 90 sv
vr_hacking_multitool_hint_show_time_first 3 cl
vr_hacking_multitool_hint_show_time_repeat 8 cl
vr_hacking_point_drag_beam_safe_distance 5 cl
vr_hacking_point_drag_circle_active_radius 1 cl
vr_hacking_point_drag_circle_count 7 cl
vr_hacking_point_drag_circle_inactive_radius 0 cl
vr_hacking_point_drag_circle_passed_haptic_strength 0 cl
vr_hacking_point_drag_core_radius 0 cl
vr_hacking_point_drag_enemy_first_segment_time 1 cl
vr_hacking_point_drag_interact_distance 50 sv, rep, cheat
vr_hacking_point_drag_move_haptic_distance_max 0 cl
vr_hacking_point_drag_move_haptic_distance_min 0 cl
vr_hacking_point_drag_move_haptic_strength_max 0 cl
vr_hacking_point_drag_move_haptic_strength_min 0 cl
vr_hacking_point_drag_move_passive_haptic_interval 0 cl
vr_hacking_point_drag_move_passive_haptic_strength 0 cl
vr_hacking_point_drag_num_nodes_max 6 cl
vr_hacking_point_drag_num_nodes_min 4 cl
vr_hacking_point_drag_path_particle_distance 0 cl
vr_hacking_point_drag_point_grab_distance 3 cl
vr_hacking_point_drag_point_hover_haptic_interval 0 cl
vr_hacking_point_drag_point_hover_haptic_strength 0 cl
vr_hacking_point_drag_point_rolloff_haptic_strength 0 cl
vr_hacking_point_drag_point_rollover_haptic_strength 0 cl
vr_hacking_point_drag_spline_num_segments 20 cl
vr_hacking_point_drag_spline_tangent_distance 0 cl
vr_hacking_point_drag_start_dead_zone 2 cl
vr_hacking_point_match_disc_rotate_speed 60 cl
vr_hacking_point_match_globe_haptic_angle_max 2 cl
vr_hacking_point_match_globe_haptic_angle_min 0 cl
vr_hacking_point_match_globe_haptic_strength_max 0 cl
vr_hacking_point_match_globe_haptic_strength_min 0 cl
vr_hacking_point_match_holohand_offset_x 10 cl
vr_hacking_point_match_holohand_offset_y -10 cl
vr_hacking_point_match_line_move_haptic_distance_max 1 cl
vr_hacking_point_match_line_move_haptic_distance_min 0 cl
vr_hacking_point_match_line_move_haptic_strength_max 0 cl
vr_hacking_point_match_line_move_haptic_strength_min 0 cl
vr_hacking_point_match_matched_haptic_strength 0 cl
vr_hacking_point_match_passive_haptic_interval 0 cl
vr_hacking_point_match_passive_haptic_strength 0 cl
vr_hacking_point_match_point_radius 2 cl
vr_hacking_point_match_point_show_color_time 2 cl
vr_hacking_point_match_puzzle_radius 10 sv, rep
vr_hacking_point_match_rolloff_haptic_strength 0 cl
vr_hacking_point_match_rollover_haptic_strength 0 cl
vr_hacking_point_search_core_hover_haptic_interval 0 cl
vr_hacking_point_search_core_hover_haptic_strength 0 cl
vr_hacking_point_search_core_radius 3 cl
vr_hacking_point_search_core_safe_distance 8 cl
vr_hacking_point_search_inner_distance_from_out_portal_min 10 cl
vr_hacking_point_search_inner_distance_percent_max 0 cl
vr_hacking_point_search_inner_distance_percent_min 0 cl
vr_hacking_point_search_inner_point_in_radius 1 cl
vr_hacking_point_search_inner_point_out_radius 1 cl
vr_hacking_point_search_outer_point_safe_distance 4 cl
vr_hacking_point_search_outer_radius 32 sv, rep
vr_hacking_point_search_portal_distance 10 cl
vr_hacking_point_search_portal_pair_count 2 cl
vr_hacking_point_search_portal_radius 1 cl
vr_hacking_point_search_restrict_inner_points_to_core 0 cl
vr_hacking_point_search_rolloff_haptic_strength 0 cl
vr_hacking_point_search_rollover_haptic_strength 0 cl
vr_hacking_point_search_solution_radius_max 16 sv, rep
vr_hacking_point_search_solution_radius_min 8 sv, rep
vr_hacking_point_search_sphere_angular_damping 10 sv
vr_hacking_reload_difficulty_values cmd Reloads the difficulty values for the hacking puzzles from
vr_hacking_rod_pull_circle_decay_rate_max 5 cl
vr_hacking_rod_pull_circle_decay_rate_min 3 cl
vr_hacking_rod_pull_circle_distance 2 cl
vr_hacking_rod_pull_circle_fail_count 3 cl
vr_hacking_rod_pull_circle_passed_haptic_strength 0 cl
vr_hacking_rod_pull_circle_pie_angle 90 cl
vr_hacking_rod_pull_circle_radius 1 cl
vr_hacking_rod_pull_dead_zone 3 cl
vr_hacking_rod_pull_interact_distance 50 sv, rep, cheat
vr_hacking_rod_pull_move_haptic_distance_max 0 cl
vr_hacking_rod_pull_move_haptic_distance_min 0 cl
vr_hacking_rod_pull_move_haptic_strength_max 0 cl
vr_hacking_rod_pull_move_haptic_strength_min 0 cl
vr_hacking_rod_pull_rod_pie_angle 20 cl
vr_hacking_rod_pull_show_axis_debug 0 cl
vr_hacking_rod_pull_start_zone 2 cl
vr_hacking_rod_pull_twist_angle_scale 2 cl
vr_hacking_rod_pull_twist_haptic_angle_max 0 cl
vr_hacking_rod_pull_twist_haptic_angle_min 0 cl
vr_hacking_rod_pull_twist_haptic_strength_max 0 cl
vr_hacking_rod_pull_twist_haptic_strength_min 0 cl
vr_hacking_show_solution 0 cl
vr_hacking_sphere_trace_active_haptic_distance_max 0 cl
vr_hacking_sphere_trace_active_haptic_distance_min 0 cl
vr_hacking_sphere_trace_active_haptic_strength_max 0 cl
vr_hacking_sphere_trace_active_haptic_strength_min 0 cl
vr_hacking_sphere_trace_hack_finished_haptic_strength 0 cl
vr_hacking_sphere_trace_interact_distance 7 sv, rep
vr_hacking_sphere_trace_passive_haptic_interval 0 cl
vr_hacking_sphere_trace_passive_haptic_strength 0 cl
vr_hacking_sphere_trace_point_touching_distance 0 cl
vr_hacking_sphere_trace_retarget_count 2 cl
vr_hacking_sphere_trace_retarget_max_count 4 cl
vr_hacking_sphere_trace_retarget_speed_multiplier 2 cl
vr_hacking_sphere_trace_retarget_time 1 cl
vr_hacking_sphere_trace_rolloff_haptic_strength 0 cl
vr_hacking_sphere_trace_rollover_haptic_strength 0 cl
vr_hacking_sphere_trace_sphere_angular_damping 10 sv
vr_hacking_sphere_trace_sphere_linear_damping 10 sv
vr_hacking_sphere_trace_sphere_radius 7 sv, rep
vr_hacking_sphere_trace_trail_touching_distance 0 cl
vr_hacking_sphere_trace_valid_point_touching_distance 0 cl
vr_hand_bubble_max 8 cl, rep, cheat
vr_hand_bubble_min 8 cl, rep, cheat
vr_hand_bubble_radius 8 cl, rep, cheat
vr_hand_button_debug 0 sv, rep
vr_hand_catch_speed_scalar 0 sv, rep
vr_hand_cloth_collider 1 cl
vr_hand_collide_fingers_debug 0 sv, rep
vr_hand_collision_haptic_time 0 sv, rep
vr_hand_conform_debug 0 sv, rep
vr_hand_conform_fingers_debug 0 sv, rep
vr_hand_conform_fingers_debug_time 5 sv, rep
vr_hand_conform_sample_count 10 sv, rep
vr_hand_conform_trace_segments 10 sv, rep
vr_hand_debug 0 sv, rep
vr_hand_debugdraw 0 sv, rep
vr_hand_disable_item_pickup_events 0 sv, rep
vr_hand_drag_force_drop_time 0 sv
vr_hand_drag_throw_max_vel 80 sv
vr_hand_drag_throw_max_vel_z 4 sv
vr_hand_fingertip_radius 0 sv, rep
vr_hand_force_detach_dist 8 sv
vr_hand_force_drop_max_speed 100 sv
vr_hand_glove_respects_physics 1 sv, rep
vr_hand_grab_attachment_horizontal 0 sv, rep
vr_hand_grab_attachment_tilt 20 sv, rep
vr_hand_grab_attachment_vertical 0 sv, rep
vr_hand_invalid_bubble_divergence_max 6 cl
vr_hand_invalid_bubble_divergence_min 1 cl
vr_hand_invalid_bubble_radius_max 16 cl
vr_hand_invalid_bubble_radius_min 9 cl
vr_hand_item_holder_activate_scale_duration 0 sv
vr_hand_item_holder_allowed 1 sv
vr_hand_item_holder_debug 0 sv
vr_hand_item_holder_discard_duration 0 sv
vr_hand_item_holder_enter_radius 5 sv
vr_hand_item_holder_hand_activate_enter_radius 4 sv
vr_hand_item_holder_hand_activate_exit_radius 5 sv
vr_hand_item_holder_hand_pose_weight_threshold 0 sv
vr_hand_item_holder_insert_delay 0 sv
vr_hand_item_holder_insert_duration 0 sv
vr_hand_item_holder_item_activate_enter_radius 3 sv
vr_hand_item_holder_item_activate_exit_radius 4 sv
vr_hand_item_holder_max_alpha 255 sv
vr_hand_item_holder_max_scale 3 sv
vr_hand_item_holder_min_alpha 32 sv
vr_hand_item_holder_min_scale 1 sv
vr_hand_item_holder_move_icon_into_hand 1 sv
vr_hand_item_holder_reflex_clone_fall_duration 0 sv
vr_hand_item_holder_show_bubble_on_pickup 1 sv
vr_hand_item_holder_single_handed_x_offset 7 sv
vr_hand_item_holder_single_handed_y_offset 6 sv
vr_hand_item_holder_single_handed_z_offset -18 sv
vr_hand_item_holder_vive_controller_radius_multiplier 1 sv
vr_hand_knuckles_use_grip 1 sv, rep
vr_hand_left_attachment_rotation -16777216 sv, rep Rotation offset from the base Attachment point (for testing)
vr_hand_left_offset_angles 39 sv, rep HACK: Manual offset for windows MR controllers
vr_hand_left_offset_origin -6 sv, rep HACK: Manual offset for windows MR controllers
vr_hand_model 1 sv, rep
vr_hand_pickup_lock_to_object 1 sv
vr_hand_pickup_pose_slerp 1 sv, rep
vr_hand_pickup_pose_slerp_duration 0 sv, rep
vr_hand_pickup_show_offset 0 sv, rep
vr_hand_pose_debug 0 sv, rep
vr_hand_pose_refresh_interval 0 sv
vr_hand_pull_acceleration_debug 0 sv
vr_hand_pull_acceleration_max 500 sv
vr_hand_pull_acceleration_shutoff_time 0 sv
vr_hand_pull_acceleration_start_time 0 sv
vr_hand_pull_angle_far 10 sv
vr_hand_pull_angle_far_distance 250 sv
vr_hand_pull_angle_near 20 sv
vr_hand_pull_angle_near_distance 100 sv
vr_hand_pull_catch_vibrate_time 0 sv
vr_hand_pull_cone 0 sv
vr_hand_pull_conelength 400 sv
vr_hand_pull_coneoffset -10 sv
vr_hand_pull_debug 0 sv
vr_hand_pull_detach_cone 0 sv
vr_hand_pull_dynamic_min_gravity_scale 0 sv
vr_hand_pull_dynamic_min_time_of_flight 0 sv
vr_hand_pull_mindist 12 sv
vr_hand_pull_test_segments 8 sv
vr_hand_pull_traveltime_max 0 sv
vr_hand_pull_traveltime_max_distance 400 sv
vr_hand_pull_traveltime_min 0 sv
vr_hand_pull_traveltime_min_distance 100 sv
vr_hand_reduced_carry_mass 1 sv
vr_hand_regrab_time 0 sv
vr_hand_release_impulse_scale 0 sv
vr_hand_right_attachment_offset -16777216 sv, rep Rotation offset from the base Attachment point (for testing)
vr_hand_right_offset_angles -39 sv, rep HACK: Manual offset for windows MR controllers
vr_hand_right_offset_origin -6 sv, rep HACK: Manual offset for windows MR controllers
vr_hand_scale 1 sv, rep
vr_hand_skewer 0 sv, rep, cheat Testing skewer pick up.
vr_hand_skewer_speed 35 sv, rep, cheat Testing skewer pick up.
vr_hand_speed 12 sv, rep
vr_hand_swap_interaction_dist -1 sv
vr_hand_teleport_if_virtual_arms_cant_reach_hmd 1 sv, rep
vr_hand_teleport_if_virtual_arms_cant_reach_hmd_debug 0 sv, rep
vr_hand_thumbtip_radius 0 sv, rep
vr_hand_use_compression_locally 0 sv, rep
vr_hand_use_debug 0 sv, rep
vr_hand_use_distance 6 sv, rep
vr_hand_use_distance_fast 45 sv, rep
vr_hand_use_sweep_radius 2 sv, rep
vr_hand_use_sweep_radius_large 4 sv, rep
vr_hand_velocity_window 0 sv, rep
vr_hand_verify_debug 0 sv, rep
vr_handinfo_history_ignore_size 3 sv, rep
vr_handinfo_history_size 5 sv, rep
vr_haptic_pulse_light 0 sv, rep
vr_haptic_pulse_medium 0 sv, rep
vr_haptic_pulse_strong 0 sv, rep
vr_haptics_amplitude 1 cl
vr_haptics_debug_fire 0 sv, rep
vr_haptics_debug_log 0 cl
vr_haptics_disable 0 cl
vr_haptics_frequency_max 100 cl
vr_haptics_frequency_min 0 cl
vr_haptics_graph_duration 3 cl
vr_haptics_init_all_effects cmd Re-initializes all the vr haptic effects.
vr_haptics_list_effects cmd List all the haptics effects
vr_haptics_max_amplitude 1 cl
vr_haptics_max_audio_intensity 30000 cl
vr_haptics_min_amplitude 0 cl
vr_haptics_min_input_intensity 1000 cl
vr_haptics_min_input_percent 0 cl
vr_haptics_normalize_window_size 3 cl
vr_haptics_parse_length 0 cl
vr_haptics_play_effect cmd Plays a specified haptic effect. Plays a random effect if none is specified.
vr_haptics_play_effect_number cmd Plays a specified haptic effect by index (vr_haptics_list_effects)
vr_haptics_play_pulse cmd Plays a haptic pulse with the specific strength and optional duration (seconds)
vr_haptics_show_graph 0 cl
vr_haptics_single_frame_frequency 1 sv, rep
vr_haptics_single_pulse_duration_max 0 sv, rep
vr_haptics_single_pulse_duration_min 0 sv, rep
vr_haptics_trigger_haptic_pulse cmd Plays a haptic pulse immediately with specific strength and optional duration (seconds)
vr_haptics_use_controller_action 0 cl
vr_head_bubble_fade_enable 1 cl, rep, cheat
vr_head_bubble_glass_enable 0 cl, rep, cheat
vr_head_bubble_max 5 cl, rep, cheat
vr_head_bubble_min 3 cl, rep, cheat
vr_head_bubble_view_fade_color -16777216 cl, rep, cheat
vr_head_invalid_bubble_embedded_dist 0 cl
vr_head_invalid_bubble_full_occlusion_dist 0 cl
vr_head_invalid_bubble_interpolation 0 cl, cheat
vr_head_invalid_bubble_max 5 cl
vr_head_invalid_bubble_max_fade 16 cl
vr_head_invalid_bubble_min 0 cl
vr_head_invalid_bubble_min_fade 0 cl
vr_head_invalid_bubble_movement_tweak_percent 0 cl
vr_head_invalid_bubble_speed_compensation_max 100 cl
vr_head_invalid_bubble_speed_compensation_min 15 cl
vr_head_invalid_clip_effect_z_offset -4 cl
vr_headcrab_runner_attached_dmg_scale 0 sv
vr_headcrab_runner_attached_health 30 sv
vr_headcrab_runner_attached_hit_count 1 sv
vr_headcrab_runner_attached_location_count 3 sv
vr_headcrab_runner_attached_move_time_max 24 sv
vr_headcrab_runner_attached_move_time_min 24 sv
vr_headcrab_runner_entry_offset 28 sv
vr_headcrab_runner_facehug_offset 12 sv
vr_headcrab_runner_flee_cooldown 10 sv
vr_headcrab_runner_hide_dist_max 1024 sv
vr_headcrab_runner_hide_dist_min 256 sv
vr_headcrab_runner_player_max_dist_from_zombie 2048 sv
vr_headcrab_runner_player_min_dist_from_zombie 128 sv
vr_headcrab_runner_smokebomb_dist_min 200 sv
vr_headcrab_runner_spit_offset 14 sv
vr_headcrab_runner_unragdoll_timeout 5 sv
vr_held_object_color_ghost -16777016 sv
vr_held_object_color_undroppable -1778359168.000 sv
vr_held_object_use_particle_glow 0 sv
vr_hide_viewmodel 1 sv, rep, cheat
vr_hip_left -4 sv, a
vr_hip_right -4 sv, a
vr_hmd_brightness_adaptation_rate 0 cl Adaptation rate for dynamic HMD brightness contro
vr_hmd_brightness_debug 0 cl Debug current/target HMD brightness levels
vr_hmd_brightness_enable 1 cl Enable dynamic HMD backlight brightness
vr_hmd_brightness_force 0 cl When enabled, force the HMD brightness level to vr_hmd_brightness_force_level
vr_hmd_brightness_force_brightness_level 0 cl When vr_hmd_brightness_force is enabled, set the HMD brightness level. Valid numbers are -2 (dimmest) through 1 (brightest).
vr_hmd_brightness_force_level 0 cl When vr_hmd_brightness_force is enabled, set the HMD brightness level. Valid numbers are -2 (dimmest) through 2 (brightest).
vr_hmd_helmet_no_rotate_model 0 sv, rep, cheat Name of a visible VR helmet model that doesn't follow pitch, yaw, or roll.
vr_hmd_helmet_pitch_model 0 sv, rep, cheat Name of a visible VR helmet model that only follows pitch.
vr_hmd_helmet_roll_model 0 sv, rep, cheat Name of a visible VR helmet model that only follows roll.
vr_hmd_helmet_roll_pitch_model 0 sv, rep, cheat Name of a visible VR helmet model that follows roll and pitch.
vr_hmd_helmet_yaw_model 0 sv, rep, cheat Name of a visible VR helmet model that only follows yaw.
vr_hmd_helmet_yaw_pitch_model 0 sv, rep, cheat Name of a visible VR helmet model that follows yaw and pitch.
vr_hmd_helmet_yaw_roll_model 0 sv, rep, cheat Name of a visible VR helmet model that follows yaw and roll.
vr_hmd_helmet_yaw_roll_pitch_model 0 sv, rep, cheat Name of a visible VR helmet model that follows yaw, roll, and pitch.
vr_hmd_positions_debug 0 sv, rep, cheat Makes local player HMD avatar visible slightly in front of its actual position.
vr_hmd_tracking_passthrough 0 sv, rep
vr_hold_angular_stiffness_decay 0 sv
vr_hold_dynamic_joint_max_separation 3 sv
vr_hold_linear_stiffness_decay 0 sv
vr_hold_max_stiffness_decay_delta 10 sv Measured in percent per second
vr_hold_ragdoll_large_biped_counter_spring_freq 12 sv
vr_hold_ragdoll_large_biped_grab_ang_freq 4 sv
vr_hold_ragdoll_large_biped_grab_linear_freq 20 sv
vr_hold_ragdoll_large_biped_grab_strength 5 sv
vr_hold_ragdoll_large_counter_spring_freq 0 sv
vr_hold_ragdoll_large_grab_ang_freq 4 sv
vr_hold_ragdoll_large_grab_linear_freq 4 sv
vr_hold_ragdoll_large_grab_strength 1 sv
vr_hold_ragdoll_large_grab_torque 4 sv
vr_hud_dist 24 cl, rep distance from the player to the hud
vr_info cmd
vr_interaction_anglediff 35 sv, rep
vr_interaction_debug 0 sv, rep
vr_interaction_deltaspeed 5 sv, rep
vr_interaction_dist_break 5 sv, rep
vr_interaction_dist_search 8 sv, rep
vr_interaction_dist_start 5 sv, rep
vr_kick_dependent_views_early 0 Kicks off creation of dependent views early in the frame
vr_lesson_highlight_override_enabled 0 cl, cheat
vr_lesson_highlight_override_pos_x 0 cl, cheat
vr_lesson_highlight_override_pos_y 0 cl, cheat
vr_lesson_highlight_override_pos_z 0 cl, cheat
vr_loading_card_fg_offset_x 90
vr_loading_card_fg_offset_y 0
vr_loading_card_fg_offset_z -40
vr_loading_card_offset_width 5
vr_loading_card_offset_x 100
vr_loading_card_offset_y 0
vr_loading_card_offset_z 0
vr_loading_card_width 4
vr_main_menu_attention_force_on 0 cl, rep
vr_main_menu_attention_window_height 10 cl, rep
vr_main_menu_attention_window_modal_x 6 cl, rep
vr_main_menu_attention_window_modal_y 0 cl, rep
vr_main_menu_attention_window_modal_z 10 cl, rep
vr_main_menu_attention_window_width 18 cl, rep
vr_main_menu_carousel_debug 1 cl, rep
vr_main_menu_carousel_dpi 60 cl, rep
vr_main_menu_carousel_forward_offset 5 cl, rep
vr_main_menu_carousel_height_offset -5 cl, rep
vr_main_menu_carousel_interact_dist 128 cl, rep
vr_main_menu_carousel_max_horizontal_distancesq 2000 cl, rep
vr_main_menu_carousel_max_main_menu_x_dist_inner 1 cl, rep
vr_main_menu_carousel_max_main_menu_x_dist_max 30 cl, rep
vr_main_menu_carousel_max_main_menu_x_dist_outer 20 cl, rep
vr_main_menu_carousel_max_main_menu_z_dist_inner 1 cl, rep
vr_main_menu_carousel_max_main_menu_z_dist_max 20 cl, rep
vr_main_menu_carousel_max_main_menu_z_dist_outer 10 cl, rep
vr_main_menu_carousel_max_main_menu_z_floor 40 cl, rep
vr_main_menu_carousel_max_vertical_distance 30 cl, rep
vr_main_menu_carousel_transition_time 0 cl, rep
vr_main_menu_class_update_debug 0 cl, rep
vr_main_menu_days_only_display 4 cl, rep
vr_main_menu_debug_save_state 0 cl, rep
vr_main_menu_disable_gridnodes 0 cl, rep
vr_main_menu_disable_mappreview 0 cl, rep
vr_main_menu_dpi 22 cl, rep
vr_main_menu_grid_playrate 1 cl, rep
vr_main_menu_grid_z 60 cl, rep
vr_main_menu_height 45 cl, rep
vr_main_menu_horizontal_offset 0 cl, rep
vr_main_menu_interact_dist 128 cl, rep
vr_main_menu_map_scale 0 cl, rep
vr_main_menu_modal_anim_dist 4 cl, rep
vr_main_menu_modal_anim_time 0 cl, rep
vr_main_menu_modal_bg_depthsortbias 7 cl, rep
vr_main_menu_modal_fg_depthsortbias 0 cl, rep
vr_main_menu_modal_height 10 cl, rep
vr_main_menu_modal_width 18 cl, rep
vr_main_menu_post_grid_delay 1 cl, rep Time (s) from when Main Menu appears after Grid Nodes
vr_main_menu_scroll_scale -15 cl, rep
vr_main_menu_scroll_touchpad_scale -35 cl, rep
vr_main_menu_to_player_distance -10 cl, rep
vr_main_menu_unlock_all_chapters 0 cl, rep
vr_main_menu_width 30 cl, rep
vr_manhack_punch_mult 12 sv, cheat
vr_manhack_punch_speed 60 sv, cheat
vr_max_lights -1
vr_min_chaperonearea_radius 24 cl
vr_monitor_bloom 0 Allow bloom on scene monitors
vr_movetype_set cmd Usage: ent_fire <movetype> 0 - teleport blink, 1 - teleport shift, 2 - continuous head, 3 - continuous hand
vr_msaa 4
vr_msaa_submit 0
vr_multigpu_skip_semaphores 0
vr_multigpu_skip_transfers 0
vr_multitool_hmd_targeting_mode false machine
vr_multiview_instancing 1 Single pass stereo with multiview instancing.
vr_mura_correction 0
vr_no_transform 0
vr_object_detach_gesture_speed 5 sv, rep
vr_panel_view_focus_max_distance 200 sv, rep
vr_peephole_debug 0 sv, rep
vr_peephole_debug_duration 4 sv, rep
vr_perf_hud 0 Display VR Perf HUD in HMD
vr_perf_hud_frame_time 1
vr_perf_test_capture 0 Set to 1 when you want frames to be captured by the SteamVR perf test.
vr_photo_mode_camera_grab_radius 4 cl
vr_photo_mode_camera_offset 5 cl
vr_photo_mode_frame_forward_offset 15 cl
vr_photo_mode_frame_side_offset 10 cl
vr_photo_mode_hover_haptic_interval 0 cl
vr_photo_mode_hover_haptic_strength 0 cl
vr_photo_mode_move_haptic_distance_max 0 cl
vr_photo_mode_move_haptic_distance_min 0 cl
vr_photo_mode_move_haptic_strength_max 0 cl
vr_photo_mode_move_haptic_strength_min 0 cl
vr_photo_mode_move_passive_haptic_interval 0 cl
vr_photo_mode_move_passive_haptic_strength 0 cl
vr_photo_mode_panel_dpi 22 cl, rep
vr_photo_mode_panel_forward_offset 15 cl
vr_photo_mode_panel_height 45 cl
vr_photo_mode_panel_interact_dist 64 cl, rep
vr_photo_mode_panel_side_offset 25 cl
vr_photo_mode_panel_width 30 cl
vr_pickup_ignore_mass_and_size 0 sv
vr_pickup_maxmass 500 sv
vr_pickup_maxmass_onehanded_rigid 20 sv
vr_pickup_maxmass_onehanded_soft 25 sv
vr_pickup_maxmass_twohanded_drag 299 sv
vr_pickup_maxmass_twohanded_drag_planar 500 sv
vr_pickup_maxmass_twohanded_pickup 200 sv
vr_pickup_maxsize 129 sv
vr_pickup_maxsize_onehanded_rigid 20 sv
vr_pickup_maxsize_onehanded_soft 50 sv
vr_pickup_show_carry_types cmd Indicate prop carry types with boxes: blue=1h rigid, cyan=1h loose, green=2h rigid, yellow=2h drag, red=too heavy
vr_player_grenade_fuse_time 4 sv, rep
vr_player_grenade_grabbity_arm_immunity_time 0 sv, rep Time after grenade pickup with grabbity gun before grenade can be armed
vr_pose_map_always_refresh 0 sv, rep
vr_pose_map_debug 0 sv, rep
vr_pose_map_origin_offset 1 sv, rep
vr_pose_map_trace_increments 5 sv, rep
vr_pose_map_trace_offset 3 sv, rep
vr_postprocess_enable 1
vr_predict 0
vr_print_controllers 0
vr_proto_overlay 1 sv, rep
vr_puck0_fake_offset -4 sv, a
vr_puck1_fake_offset -4 sv, a
vr_puck_hand_interaction_dist 6 sv
vr_quick_turn_continuous_enable 0 sv, rep
vr_quick_turn_continuous_speed 100 sv, rep
vr_rangefinder cmd Usage: vr_rangefinder <range>
vr_rapidfire_ammo_per_capsule 30 sv, rep, cheat
vr_rapidfire_bottom_grip_disengage_distance 5 sv, cheat
vr_rapidfire_bottom_grip_max_distance 4 sv, cheat
vr_rapidfire_bottom_grip_min_distance 4 sv, cheat
vr_rapidfire_bottom_grip_recoil_reduction 0 sv, cheat
vr_rapidfire_bottom_grip_spread_reduction 0 sv, cheat
vr_rapidfire_bullet_spread_bias 0 sv, cheat
vr_rapidfire_bullet_spread_decay_duration 1 sv, cheat
vr_rapidfire_bullet_spread_max 7 sv, cheat
vr_rapidfire_bullet_spread_min 0 sv, cheat
vr_rapidfire_bullet_spread_per_shot 0 sv, cheat
vr_rapidfire_chamber_light_angle 60 cl, cheat
vr_rapidfire_chamber_light_brightness 0 cl, cheat
vr_rapidfire_chamber_light_color_1 -16776961 cl, cheat
vr_rapidfire_chamber_light_color_2 -16768769 cl, cheat
vr_rapidfire_chamber_light_debug 0 cl, cheat
vr_rapidfire_chamber_light_frequency 3 cl, cheat
vr_rapidfire_chamber_light_nearz 0 cl, cheat
vr_rapidfire_chamber_light_range 12 cl, cheat
vr_rapidfire_chamber_light_turn_on_time 1 cl, cheat
vr_rapidfire_debug_level 0 sv, cheat 1 for quick reload, 2 for on-screen debug info, 3 for debug logging
vr_rapidfire_dmg 4 sv, cheat
vr_rapidfire_energy_ball_auto_aim_threshold_dot 0 sv, cheat
vr_rapidfire_energy_ball_auto_aim_time 0 sv, cheat
vr_rapidfire_energy_ball_bounce_min_time 0 sv, cheat
vr_rapidfire_energy_ball_cost 30 sv, rep, cheat
vr_rapidfire_energy_ball_debug 0 sv, cheat
vr_rapidfire_energy_ball_dissolve_float_linear_dampening 1 sv, cheat
vr_rapidfire_energy_ball_dissolve_float_rotation_dampening 0 sv, cheat
vr_rapidfire_energy_ball_dissolve_float_xy_scale 2 sv, cheat
vr_rapidfire_energy_ball_dissolve_float_z_add 60 sv, cheat
vr_rapidfire_energy_ball_dissolve_float_z_scale 0 sv, cheat
vr_rapidfire_energy_ball_dissolve_time_fade 0 sv, cheat
vr_rapidfire_energy_ball_dissolve_time_kill 4 sv, cheat
vr_rapidfire_energy_ball_lerp_amount 0 sv, cheat
vr_rapidfire_energy_ball_lerp_time 0 sv, cheat
vr_rapidfire_energy_ball_mass 150 sv, cheat
vr_rapidfire_energy_ball_max_speed 800 sv, cheat
vr_rapidfire_energy_ball_min_dist_to_hand 10 sv, cheat
vr_rapidfire_energy_ball_min_lifetime 3 sv, cheat
vr_rapidfire_energy_ball_min_speed 400 sv, cheat
vr_rapidfire_energy_ball_search_radius 512 sv, cheat
vr_rapidfire_energy_ball_total_lifetime 7 sv, cheat
vr_rapidfire_exploding_bullet_cost 3 sv, cheat
vr_rapidfire_exploding_bullet_dmg -1 sv, cheat
vr_rapidfire_exploding_bullet_max_linkage_count 16 sv, cheat
vr_rapidfire_exploding_bullet_speed 2000 sv, cheat
vr_rapidfire_exploding_bullet_spread_per_shot 0 sv, cheat
vr_rapidfire_exploding_bullets_rof 0 sv, cheat
vr_rapidfire_exploding_bullets_show_toggle_icon 1 sv, cheat
vr_rapidfire_exploding_bullets_trigger_delay_time 0 sv, cheat
vr_rapidfire_exploding_cluster_allow_on_npcs 1 sv, cheat
vr_rapidfire_exploding_cluster_bullet_count_large 10 sv, rep, cheat
vr_rapidfire_exploding_cluster_bullet_count_medium 7 sv, rep, cheat
vr_rapidfire_exploding_cluster_bullet_count_single 1 sv, rep, cheat
vr_rapidfire_exploding_cluster_bullet_count_small 3 sv, rep, cheat
vr_rapidfire_exploding_cluster_damage 75 sv, cheat
vr_rapidfire_exploding_cluster_damage_large 120 sv, cheat
vr_rapidfire_exploding_cluster_damage_medium 70 sv, cheat
vr_rapidfire_exploding_cluster_damage_radius 60 sv, rep, cheat
vr_rapidfire_exploding_cluster_damage_radius_large 120 sv, rep, cheat
vr_rapidfire_exploding_cluster_damage_radius_medium 60 sv, rep, cheat
vr_rapidfire_exploding_cluster_damage_radius_single 15 sv, rep, cheat
vr_rapidfire_exploding_cluster_damage_radius_small 30 sv, rep, cheat
vr_rapidfire_exploding_cluster_damage_single 10 sv, cheat
vr_rapidfire_exploding_cluster_damage_small 40 sv, cheat
vr_rapidfire_exploding_cluster_explosion_delay_interval 0 sv, cheat
vr_rapidfire_exploding_cluster_explosion_delay_min 0 sv, cheat
vr_rapidfire_exploding_cluster_explosion_delay_start 0 sv, cheat
vr_rapidfire_exploding_cluster_life_time 45 sv, cheat
vr_rapidfire_exploding_cluster_linkage_distance 20 sv, cheat
vr_rapidfire_exploding_cluster_stop_moving_count 8 sv, cheat
vr_rapidfire_hinge_debug 0 sv, cheat
vr_rapidfire_hinge_friction 0 sv, cheat
vr_rapidfire_hinge_max_angle 52 sv, cheat
vr_rapidfire_hinge_min_angle 0 sv, cheat
vr_rapidfire_projectile_bullet_life_time 3 sv, cheat
vr_rapidfire_projectile_bullet_max_scale 3 sv, rep, cheat
vr_rapidfire_projectile_bullet_max_scale_distance 500 sv, rep, cheat
vr_rapidfire_projectile_bullet_min_scale 0 sv, rep, cheat
vr_rapidfire_projectile_bullet_min_scale_distance 10 sv, rep, cheat
vr_rapidfire_projectile_bullet_speed 8000 sv, cheat
vr_rapidfire_projectile_bullet_stopped_time 10 sv, cheat
vr_rapidfire_projectile_bullets_debug 0 sv, rep, cheat
vr_rapidfire_projectile_bullets_log 0 sv, rep, cheat
vr_rapidfire_recoil_bias 0 sv, cheat
vr_rapidfire_recoil_decay 0 sv, cheat
vr_rapidfire_recoil_max 0 sv, cheat
vr_rapidfire_recoil_per_shot 0 sv, cheat
vr_rapidfire_reload_capsule_eject_speed 200 sv, cheat
vr_rapidfire_reload_clip_eject_speed 10 sv, cheat
vr_rapidfire_reload_dissolve_attached_clip 0 sv, cheat
vr_rapidfire_reload_dist_chambered_capsule 4 sv, cheat
vr_rapidfire_reload_dist_extended_magazine 6 sv, cheat
vr_rapidfire_reload_dot 0 sv, cheat
vr_rapidfire_reload_fast_action 1 sv, cheat
vr_rapidfire_reload_hold_empty_clip 0 sv, cheat
vr_rapidfire_rof 0 sv, rep, cheat
vr_rapidfire_tag_dart_cost 10 sv, rep, cheat
vr_rapidfire_tag_dart_damage 1 sv, cheat
vr_rapidfire_tag_dart_debug 0 sv, cheat
vr_rapidfire_tag_dart_explosion_radius 128 sv, cheat
vr_rapidfire_tag_dart_life_time 10 sv, cheat
vr_rapidfire_tag_dart_mass 10 sv, cheat
vr_rapidfire_tag_dart_radius 5 sv, cheat
vr_rapidfire_tag_dart_speed 900 sv, cheat
vr_rapidfire_tag_dart_test 0 sv, cheat
vr_rapidfire_tag_dart_timeout 10 sv, cheat
vr_rapidfire_tag_marker_npc_life_time 10 sv, cheat
vr_rapidfire_tag_marker_world_life_time 4 sv, cheat
vr_rapidfire_targeting_bullet_dir_lerp_time 0 sv, cheat
vr_rapidfire_targeting_bullet_life_time 3 sv, cheat
vr_rapidfire_targeting_bullet_max_speed 800 sv, cheat
vr_rapidfire_targeting_bullet_min_speed 400 sv, cheat
vr_rapidfire_targeting_bullet_npc_preference 0 sv, cheat
vr_rapidfire_targeting_bullet_offset_radius 5 sv, cheat
vr_rapidfire_targeting_bullet_speed_lerp_time 0 sv, cheat
vr_rapidfire_targeting_bullet_spread 5 sv, cheat
vr_rapidfire_upgrade_bullets_per_second 15 sv, cheat
vr_rapidfire_upgrade_cable_highlight_time 1 sv, rep, cheat
vr_rapidfire_upgrade_charge_haptic_max 0 sv, cheat
vr_rapidfire_upgrade_charge_haptic_min 0 sv, cheat
vr_rapidfire_upgrade_icon_display_time 1 sv, cheat
vr_rapidfire_use_projectile_bullets 1 sv, cheat
vr_readonly_depth_stencil_enable 1
vr_reflex_sight_dampening 0 sv, rep
vr_reflex_sight_dampening_range 3 sv, rep
vr_render_decals 1
vr_render_dynamic_objects 1
vr_render_opaque 1
vr_render_opaque_notzprepassed 1
vr_render_overlays 1
vr_render_refraction 1
vr_render_target_scale 0
vr_render_translucent 1
vr_reprojection_cpu_auto 1
vr_reprojection_cpu_auto_spew 0
vr_rollergrenade_damage 1 sv, cheat
vr_rollergrenade_lifetime 45 sv, cheat
vr_rollergrenade_radius 125 sv, cheat
vr_rollergrenade_stun_duration 7 sv, cheat
vr_save_render_model cmd Dump the left-hand controller render data to an OBJ + TGA files
vr_screenshake_scale 1 cl
vr_shadow_map_culling 1 cheat
vr_shadows_debug 0
vr_shake_gesture_speed 5 sv, rep
vr_shotgun_bottom_grip_disengage_distance 5 sv, rep
vr_shotgun_bottom_grip_max_distance 4 sv, rep
vr_shotgun_bottom_grip_min_distance 4 sv, rep
vr_shotgun_chamber_light_angle 60 sv, rep, cheat
vr_shotgun_chamber_light_blink_rate 1 sv, rep
vr_shotgun_chamber_light_brightness 0 sv, rep, cheat
vr_shotgun_chamber_light_color -16776961 sv, rep, cheat
vr_shotgun_chamber_light_nearz 0 sv, rep, cheat
vr_shotgun_chamber_light_offset 0 sv, rep, cheat
vr_shotgun_chamber_light_range 12 sv, rep, cheat
vr_shotgun_debug_spew 0 sv, rep
vr_shotgun_grenade_attach_distsqr 20 sv, rep
vr_shotgun_grenade_lerp_ang 7 sv, rep
vr_shotgun_hinge_debug 0 sv, rep
vr_shotgun_hinge_disable 0 sv, rep
vr_shotgun_hinge_friction_max 0 sv, rep
vr_shotgun_hinge_friction_min 0 sv, rep
vr_shotgun_hinge_max_angle 130 sv, rep
vr_shotgun_hinge_min_angle 90 sv, rep
vr_shotgun_hinge_min_close_speed 0 sv, rep
vr_shotgun_hinge_motor_velocity 100 sv, rep
vr_shotgun_itemeater_door_speed 0 sv, rep
vr_shotgun_itemeater_lerp_pos 0 sv, rep
vr_shotgun_quickfire_rof 0 sv, rep
vr_shotgun_rof 0 sv, rep
vr_shotgun_slide_force_light 0 sv, rep
vr_shotgun_speedloader_autoload_accel 0 sv, rep
vr_shotgun_speedloader_autoload_time 0 sv, rep
vr_shotgun_speedloader_interact_dist 5 sv, rep
vr_shotgun_speedloader_lerp_ang 25 sv, rep
vr_shotgun_speedloader_lerp_pos 2 sv, rep
vr_shotgun_speedloader_spew 0 sv, rep
vr_shotgun_speedloader_throw_dist 0 sv, rep
vr_show_light_fog_clipmap_cb_cost 0 cheat Show cost of lights in fog clipmap constant buffer. yellow = 1 cost, red = 6 cost
vr_show_light_priority 0 cheat Show light priority values. 1 = normal lights, 2 = cached lights.
vr_single_light_fast_path_sun_cascade_0_texels_per_world 8
vr_single_light_fast_path_sun_cascade_1_texels_per_world 1
vr_single_light_fast_path_sun_cascade_vignette 0 cheat
vr_single_light_fast_path_sun_size_cull_threshold 0 cheat
vr_slingshot_activation_complete_distance 9 sv
vr_slingshot_activation_start_distance 6 sv
vr_slingshot_allowed 0 sv, cheat
vr_slingshot_max_launch_speed 1000 sv
vr_slingshot_max_pullback_distance 40 sv
vr_slingshot_max_strength_distance 30 sv, rep
vr_slingshot_min_launch_speed 500 sv
vr_spawn_at_player_start 0 sv, cheat Whether to spawn the player or the anchor at the info_player_start. (0 = Honor the info_player_start spawnflags, 1 = spawn at the info_player_start position)
vr_spectator_remove_roll 0
vr_spectator_remove_roll_halflife 0
vr_spectator_roll 0 cl, a
vr_spectator_show_left_eye 1 a
vr_spectator_show_steam_vr 0
vr_spew_fidelity_data 0
vr_spew_position 0
vr_spew_prediction 0
vr_spew_time 0 1 = spew constantly, 2 = spew when we skip a frame
vr_spew_time_cpu 0 1 = spew constantly, 2 = every second, 3 = only when over budget
vr_stealth_decay 0 sv
vr_stealth_idle_decay 0 sv
vr_stealth_idle_spot_time_max 8 sv
vr_stealth_idle_spot_time_min 2 sv
vr_stealth_spot_dist_max 768 sv
vr_stealth_spot_dist_min 128 sv
vr_stealth_spot_time_max 1 sv
vr_stealth_spot_time_min 0 sv
vr_stealth_teleport_forcepeek_time 1 sv
vr_stencil_debug 0 0=Off, 1=DebugWireframe, 2=DebugSolidBlink
vr_stencil_hidden_pixels 1
vr_stencil_postprocessing 1
vr_stun_grenade_rapidfire_detonate_timer 4 sv, cheat
vr_stun_grenade_rapidfire_radius 125 sv, cheat
vr_stun_grenade_rapidfire_stun_duration 7 sv, cheat
vr_subview_mode 0 0=Off, 1=VerticalSplit, 2=Checker, 3=FixedFoveated2x
vr_teleport_blend_interrupt_path 0 sv, rep
vr_teleport_blend_speed_enable 1 sv, rep
vr_teleport_blend_speed_ludicrous 400 sv, rep
vr_teleport_blend_speed_max 100 sv, rep
vr_teleport_blend_speed_min 0 sv, rep
vr_teleport_blend_speed_rate 4 sv, rep
vr_teleport_clip_fade_distance_max 60 cl, rep, cheat
vr_teleport_clip_fade_enable 1 cl, rep, cheat
vr_teleport_feet_distance 0 sv, rep
vr_teleport_feet_elevation 0 sv, rep
vr_teleport_feet_fixed_lightness 0 sv, rep Set to -1 to enable dynamic brightness
vr_teleport_feet_pointyoutiness 0 sv, rep
vr_teleport_feet_skipcount_run 2 sv, rep
vr_teleport_feet_skipcount_walk 1 sv, rep
vr_teleport_feet_step_speed 0 sv, rep
vr_teleport_lerp 0 sv, rep
vr_teleport_max_elevation_blend 12 sv, rep
vr_teleport_quick_turn_angle 45 sv, rep
vr_teleport_quick_turn_enable 1 sv, rep
vr_test_head_fade -1
vr_test_nonblocking_hmd_input 2
vr_text_handattach_offset -16252928 cl, rep
vr_text_hmdattach_offset -16777201 cl, rep
vr_throw_ang_scale 1 sv, rep
vr_throw_calculation_debug 0 sv, rep
vr_throw_client_debug 0 cl Enable to see Spew in Console for Throwing
vr_throw_velocity_scale 1 sv, rep
vr_throw_velocity_scale_debug 0 cl, rep
vr_throw_velocity_type 0 sv, rep
vr_throw_wmr_velocity_scale 1 sv, rep
vr_toggle_teleport_clip cmd vr_toggle_teleport_clip
vr_track_lost_hand_bug_debug 0 sv, rep
vr_tracked_object_client_can_be_authoritative_for_transform 0 sv, rep, cheat
vr_tracked_object_positions_debug -1 sv, rep, cheat
vr_tracked_object_post_projection 0 sv, rep, cheat
vr_tracked_objects_solid 0 sv, rep, cheat
vr_translucent_screen_space_downres 8
vr_two_handed_throw_interval 0 sv
vr_ui_message_distance_outer 40 cl, rep
vr_ui_message_distance_stop 10 cl, rep
vr_ui_message_speed 0 cl, rep
vr_ui_message_up_angle 0 cl, rep
vr_unlit_shadow_color -7896451
vr_use_fullsort_for_opaque 1 cheat fullsort the opaque pass when there wasn't a depth prepass
vr_use_invalid_bubble 1
vr_use_pucks 0 sv
vr_vort_charged_hands_max_interval 0 sv
vr_vort_charged_hands_min_dist 15 sv
vr_vort_charged_hands_min_interval 0 sv
vr_vort_energy_allow_no_target 1 sv
vr_vort_energy_attack_delay 0 sv
vr_vort_energy_combined_attack 0 sv
vr_vort_energy_cone 0 sv
vr_vort_energy_cone_distance 550 sv
vr_vort_energy_cone_dot_inanimate 0 sv
vr_vort_energy_core_force 25 sv
vr_vort_energy_core_radius 75 sv
vr_vort_energy_core_searchradius 125 sv
vr_vort_energy_ignition_chance 1 sv
vr_vort_energy_ignition_refire 15 sv
vr_vort_energy_knock_speed 400 sv
vr_vort_energy_lock_beam 1 sv
vr_vort_energy_min_one_handed_distance 20 sv
vr_vort_energy_pull 0 sv
vr_vort_energy_pull_cone 0 sv
vr_vort_energy_pull_range 300 sv
vr_vort_energy_speed 600 sv
vr_vrfly_does_noclip cmd VRFly also is noclip
vr_warp 1
vr_warp_debug 0
vr_warp_debug_reverse_mesh 0
vr_warp_mesh_quads 48
vr_warp_mesh_shrink_fit 1
vr_warp_using_mesh 1
vr_weapon_debug_friendlyNPC 0 sv, rep
vr_weapon_force_dlc_off 0 sv, rep
vr_world_scale 1 sv, rep
vr_world_scale_change cmd vr_world_scale_change <scale> <seconds>
vr_worldui_interact_controller_drawoffset 2 sv, rep
vr_worldui_interact_controller_maxrange 40 sv, rep
vr_worldui_interact_haptic_pulse 0 sv, rep
vr_worldui_interact_touch_panels_activate_distance 5 sv, rep
vr_worldui_interact_touch_panels_dot -100 sv, rep
vr_worldui_interact_touch_panels_enabled 1 sv, rep
vr_worldui_interact_touch_panels_haptic 0 sv, rep
vr_worldui_interact_touch_panels_hover_distance 73 sv, rep
vr_wristhud_disable 0 cl, rep
vr_wristhud_offset -1 cl, rep
vr_wristhud_offset_inside 0 cl, rep
vr_wristhud_rotation 30 cl, rep
vr_wristhud_rotation_inside 0 cl, rep
vr_zero_tracker cmd
vrfly_author_refpt cmd
vrfly_controller_look_mult 40 a, cheat
vrfly_controller_move_mult 2 a, cheat
vrfly_enabled 0 cheat
vrfly_look_speed 60 a, cheat
vrfly_mlook_speed 0 a, cheat
vrfly_nohands 0 cheat
vrfly_refpt_ang -16731136 a, cheat
vrfly_refpt_pos -50 a, cheat
vrfly_set_from_controllers cmd
vrfly_speed 60 a, cheat
vtune cmd Controls VTune's sampling.
-walk cmd
+walk cmd
weapon_debug_muzzles 0 sv
xc_crouch_range 0 sv, a Percentarge [1..0] of joystick range to allow ducking within
xc_uncrouch_on_jump 1 sv, a Uncrouch when jump occurs
xc_use_crouch_limiter 0 sv, a Use the crouch limiting logic on the controller
xen_blind_zombie_spores 1 sv, rep
xen_foliage_clientanim 1 sv, rep
xen_foliage_close_decay 1 sv, rep
xen_foliage_grenade_behind_check_threshold 0 sv, cheat
xen_foliage_grenade_belly_radius 12 sv, cheat
xen_foliage_grenade_damage_protect_duration 0 sv, cheat
xen_foliage_grenade_debug 0 sv, cheat
xen_foliage_grenade_max_spawned_idle_grenades 7 sv, cheat
xen_foliage_grenade_protect_enter_radius 15 sv, cheat
xen_foliage_grenade_protect_exit_radius 20 sv, cheat
xen_foliage_grenade_proximity_protect_increment 0 sv, cheat
xen_foliage_grenade_proximity_protect_max_time 1 sv, cheat
xen_foliage_grenade_proximity_protect_min_time 0 sv, cheat
xen_foliage_grenade_proximity_protect_time 0 sv, cheat
xen_foliage_grenade_spawn_time 4 sv, cheat
xen_foliage_grenade_tickle_min_distance 2 sv, cheat
xen_foliage_grenade_tickle_min_time 0 sv, cheat
xen_foliage_grenade_tickle_present_count 2 sv, cheat
xen_foliage_grenade_tickle_present_time 1 sv, cheat
xen_foliage_grenade_tug_reset_time 0 sv, cheat
xen_foliage_interactive_close 10 sv, rep
xen_foliage_interactive_distance 25 sv, rep
xen_foliage_radius_debug 0 sv, rep
xen_grenade_arm_grace_period 0 sv, cheat
xen_grenade_arm_min_squeeze 0 sv, cheat
xen_grenade_detonate_timer 4 sv, cheat
xen_grenade_fizzle_time 5 sv, cheat
xen_grenade_squeeze_bias 0 sv, cheat
xen_grenade_squeeze_time 0 sv, cheat
xen_hearing_flower_max_delay 1 sv, rep
xen_hearing_flower_max_range 500 sv, rep
xen_hearing_flower_min_delay 0 sv, rep
xen_hearing_flower_min_range 50 sv, rep
xlook cmd
xmove cmd
zombie_ambushdist 16000 sv
zombie_basemax 100 sv
zombie_basemin 100 sv
zombie_changemax 0 sv
zombie_changemin 0 sv
zombie_debug_faceenemy_only 0 sv, cheat
zombie_debug_melee 0 sv
zombie_debugswats 0 sv
zombie_decaymax 0 sv
zombie_decaymin 0 sv
zombie_flinch_delay 0 sv
zombie_headcrab_release_factor 0 sv
zombie_headcrab_release_force_minz 1000 sv
zombie_moanfreq 1 sv
zombie_showhitlocation 0 sv
zombie_stepfreq 4 sv
+zoom cmd
-zoom cmd