Console Command List/N

From Valve Developer Community

Command Default Cheat? Help Text
name0Current user name.
nav_begin_areaDefines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
nav_clear_walkable_marksErase any previously placed walkable positions.
nav_connectTo 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_corner_lowerLower the selected corner of the currently marked Area.
nav_corner_raiseRaise the selected corner of the currently marked Area.
nav_corner_selectSelect a corner of the currently marked Area. Use multiple times to access all four corners.
nav_crouchToggles the 'must crouch in this area' flag used by the AI system.
nav_deleteDeletes the currently highlighted Area.
nav_disconnectTo 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_edit0Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_areaDefines the second corner of a new Area and creates it.
nav_generateGenerate a Navigation Mesh for the current map and save it to disk.
nav_jumpToggles the 'traverse this area by jumping' flag used by the AI system.
nav_loadLoads the Navigation Mesh for the current map.
nav_markMarks the Area under the cursor for manipulation by subsequent editing commands.
nav_mark_unnamedMark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkableMark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_mergeTo merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav_no_jumpToggles the 'don't jump in this area' flag used by the AI system.
nav_place_floodfillSets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
nav_place_pickSets the current Place to the Place of the Area under the cursor.
nav_preciseToggles the 'don't avoid obstacles' flag used by the AI system.
nav_quicksave1Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_saveSaves the current Navigation Mesh to disk.
nav_show_approach_points0Show Approach Points in the Navigation Mesh.
nav_show_danger0Show current 'danger' levels.
nav_spliceTo splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_splitTo split an Area into two, align the split line using your cursor and invoke the split command.
nav_stripStrips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_toggle_place_modeToggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_paintingToggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_use_placeIf used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
net_blockmsg0Yes1|name>
net_channelsShows net channel info.
net_chokeloop0Apply bandwidth choke to loopback packets.
net_drawslider0Draw completion slider during signon.
net_droppackets0YesDrops next n packets on client.
net_fakelag0YesLag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss0YesSimulate packet loss as a percentage (negative means drop 1/n packets).
net_graph0Draw the network usage graph.
net_graphheight64None
net_graphpos1None
net_graphsolid1None
net_maxfilesize16Max filesize server can transfer to clients.
net_maxfragments1280Max fragment bytes per packet.
net_scale5None
net_showdrop0Show dropped packets in console
net_showevents0Print game event infos to console.
net_showfragments0Show netchannel fragments.
net_showmsg01|name>
net_showpeaks0Show messages for large packets only: <size>
net_showsplits0Show info about packet splits.
net_showtcp0Dump TCP stream summary to console.
net_showudp0Dump UPD packets summary to console
net_startInitializes multiplayer network sockets.
net_synctags0YesInsert tokens into the net stream to find client/server mismatches.
next0YesSet to 1 to advance to next frame ( when singlestep == 1 )
nextdemoPlay next demo in sequence.
noclipYesToggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck.
notargetToggle. Player becomes hidden to NPCs.
npc_ammo_depleteSubtracts half of the target's ammo.
npc_barnacle_swallow0Use prototype swallow code.
npc_bipassDisplays 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_squad1None
npc_citizen_auto_player_squad_allow_use0None
npc_citizen_explosive_resist0None
npc_citizen_insignia0None
npc_citizen_squad_marker0None
npc_combatDisplays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_conditionsDisplays all the current AI conditions that an NPC has in the overlay text.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_createCreates an NPC 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_aimedCreates 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_equipment0None
npc_destroyRemoves the given NPC(s) from the universe
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_destroy_unselectedRemoves all NPCs from the universe that aren't currently selected.
npc_enemiesShows memory of NPC. Draws an X on top of each memory.
Blue
Eluded entities (don't know where it went)
Green
Unreachable entities (can't get to it)
Red
Current enemy
Magenta
Current target entity
Pink
All other entities drawn
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_focusDisplays 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_freezeSelected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
npc_goSelected NPC(s) will go to the location that the player is looking (shown with a purple box).
npc_go_do_run1Set whether should run on NPC go.
npc_go_randomSends all selected NPC(s) to a random node.
npc_healHeals the target back to full health.
npc_height_adjust1Enable test mode for ik height adjustment.
npc_killKills the given NPC(s)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_nearestDraw's a while box around the NPC(s) nearest node
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_resetReloads schedules for all NPC's from their script files.
npc_routeDisplays 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_selectSelects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_sentences0None
npc_speakallForce the npc to try and speak all their responses.
npc_squadsObsolete. Replaced by npc_combat.
npc_steeringDisplays the steering obstructions of the NPC (used to perform local avoidance)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_steering_allDisplays the steering obstructions of all NPCs (used to perform local avoidance).
npc_strider_height_adj0None
npc_strider_shake_ropes_magnitude150None
npc_strider_shake_ropes_radius1200None
npc_task_textOutputs 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_tasksDisplays 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_thinknowTrigger NPC to think.
npc_viewconeDisplays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_vphysics0None