Console Command List/A

From Valve Developer Community

Command Default Cheat? Help Text
_fov0Automates fov command to server.
_restartShutdown and restart the engine.
addipAdd an IP address to the ban list.
adsp_alley_min122None
adsp_courtyard_min126None
adsp_debug0None
adsp_door_height112None
adsp_duct_min106None
adsp_hall_min110None
adsp_low_ceiling108None
adsp_opencourtyard_min126None
adsp_openspace_min130None
adsp_openstreet_min118None
adsp_openwall_min130None
adsp_room_min102None
adsp_street_min118None
adsp_tunnel_min114None
adsp_wall_height128None
ai_actbusy_search_time10None
ai_ally_manager_debug0None
ai_auto_contact_solver1None
ai_citizen_debug_commander1None
ai_clear_bad_linksClears bits set on nav links indicating link is unusable
ai_debug_actbusy0YesUsed 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.
ai_debug_assault0None
ai_debug_directnavprobe0None
ai_debug_doors0None
ai_debug_efficiency0None
ai_debug_enemies0None
ai_debug_expressions0Show random expression decisions for NPCs.
ai_debug_follow0None
ai_debug_loners0None
ai_debug_looktargets0None
ai_debug_los0YesNPC Line-Of-Sight debug mode.
1
Solid entities that block NPC LOC will be highlighted with white bounding boxes.
2
It'll show non-solid entities that would do it if they were solid.
ai_debug_nav0None
ai_debug_node_connectDebug the attempted connection between two nodes
ai_debug_ragdoll_magnets0None
ai_debug_readiness0None
ai_debug_shoot_positions0None
ai_debug_speech0None
ai_debug_squads0None
ai_debug_think_ticks0None
ai_debugscriptconditions0None
ai_disableBi-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_drawbattlelines0YesNone
ai_dump_hintsNone
ai_efficiency_override0None
ai_follow_move_commands1None
ai_follow_use_points1None
ai_follow_use_points_when_moving1None
ai_lead_time0None
ai_LOS_mode0None
ai_moveprobe_debug0None
ai_moveprobe_jump_debug0None
ai_moveprobe_usetracelist0None
ai_new_aiming1None
ai_newgroundturret0None
ai_next_hullCycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used
ai_no_local_paths0None
ai_no_node_cache0None
ai_no_select_box0None
ai_no_steer0None
ai_no_talk_delay0None
ai_nodesToggles 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_norebuildgraph0None
ai_path_adjust_speed_on_immediate_turns1None
ai_path_insert_pause_at_est_end1None
ai_path_insert_pause_at_obstruction1None
ai_reaction_delay_alert0None
ai_reaction_delay_idle0None
ai_readiness_decay120None
ai_rebalance_thinks1None
ai_reloadresponsesystemsReload all response system scripts.
ai_report_task_timings_on_limit0None
ai_resumeIf NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug0None
ai_set_move_height_epsilonSet how high AI bumps up ground walkers when checking steps
ai_shot_bias1None
ai_shot_bias_max1None
ai_shot_bias_min-1None
ai_shot_stats0None
ai_shot_stats_term1000None
ai_show_connectDisplays 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
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_flyDisplays 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
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_jumpDisplays 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
Magenta
Climbing movement
Red
Connection disabled
ai_show_graph_connectToggles 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_gridDraw a grid on the floor where looking.
ai_show_hintsDisplays 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_hullDisplays 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
Magenta
Climbing movement
ai_show_hull_attacks0None
ai_show_nodeHighlight the specified node
ai_show_think_tolerance0None
ai_show_visibilityToggles 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_overtime0None
ai_spread_cone_focus_time0None
ai_spread_defocused_cone_multiplier3None
ai_spread_pattern_focus_time0None
ai_stepNPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'
ai_think_limit_label0None
ai_use_clipped_paths1None
ai_use_efficiency1None
ai_use_frame_think_limits1None
ai_use_readiness1None
ai_use_think_optimizations1None
ainet_generate_reportGenerate a report to the console.
ainet_generate_report_onlyGenerate a report to the console.
air_densityChanges the density of air for drag computations.
airboat_fatal_stress5000Amount of stress in kg that would kill the airboat driver.
aliasAlias a command.
+alt1None
-alt1None
+attackLaunches the selected weapons primary attack.
-attackNone
+attack2Launches the selected weapons secondary attack.
-attack2None
autosaveNone