Difference between revisions of "Console Command List"

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{{stub}}
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{{lang|Console Command List}}
 +
__NOTOC__ __NOEDITSECTION__
 +
The following list is comprised of [[ConCommand|console commands]] common to all [[Source]]-engine games.
 +
 
 +
Lists of console commands for specific games can be found here:<br>
 +
{{Hl2}}[[List of HL2 Cvars|List of Half-Life 2 Console Commands]]<br>
 +
{{Css}}[[List of CS:S Cvars|List of Counter Strike: Source Console Commands]]<br>
 +
{{Csgo}}[[List of CS:GO Cvars|List of Counter Strike: Global Offensive Console Commands]]<br>
 +
{{Tf2}}[[List of TF2 console commands and variables|List of Team Fortress 2 Console Commands]]<br>
 +
{{L4d}}[[List of L4D Cvars|List of Left 4 Dead Console Commands]]<br>
 +
{{L4d2}}[[List of L4D2 Cvars|List of Left 4 Dead 2 Console Commands]]<br>
 +
{{As}}[[List of Alien Swarm Cvars|List of Alien Swarm Console Commands]]<br>
 +
{{Portal2}}[[List of Portal 2 console commands and variables|List of Portal 2 Console Commands]]<br>
 +
 
 +
== Table of Contents ==
 +
Commands are sorted alphabetically:<b>
 +
[[#Commands starting with letter "A"|A]]
 +
[[#Commands starting with letter "B"|B]]
 +
[[#Commands starting with letter "C"|C]]
 +
[[#Commands starting with letter "D"|D]]
 +
[[#Commands starting with letter "E"|E]]
 +
[[#Commands starting with letter "F"|F]]
 +
[[#Commands starting with letter "G"|G]]
 +
[[#Commands starting with letter "H"|H]]
 +
[[#Commands starting with letter "I"|I]]
 +
[[#Commands starting with letter "J"|J]]
 +
[[#Commands starting with letter "K"|K]]
 +
[[#Commands starting with letter "L"|L]]
 +
[[#Commands starting with letter "M"|M]]
 +
[[#Commands starting with letter "N"|N]]
 +
[[#Commands starting with letter "O"|O]]
 +
[[#Commands starting with letter "P"|P]]
 +
[[#Commands starting with letter "Q"|Q]]
 +
[[#Commands starting with letter "R"|R]]
 +
[[#Commands starting with letter "S"|S]]
 +
[[#Commands starting with letter "T"|T]]
 +
[[#Commands starting with letter "U"|U]]
 +
[[#Commands starting with letter "V"|V]]
 +
[[#Commands starting with letter "W"|W]]
 +
[[#Commands starting with letter "X"|X]]
 +
[[#Commands starting with letter "Y"|Y]]
 +
[[#Commands starting with letter "Z"|Z]]'''
 +
</b>
 +
 
 
{{note|Commands with "Yes" in "Cheat?" column require <code>sv_cheats 1</code> to be active before working.}}
 
{{note|Commands with "Yes" in "Cheat?" column require <code>sv_cheats 1</code> to be active before working.}}
  
 
== Commands starting with letter "A" ==
 
== Commands starting with letter "A" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/A}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[_fov]]||0||||Automates fov command to server.
 
|-
 
|valign="top"|[[_restart]]||||||Shutdown and restart the engine.
 
|-
 
|valign="top"|[[addip]]||||||Add an IP address to the ban list.
 
|-
 
|valign="top"|[[adsp_alley_min]]||122||||None
 
|-
 
|valign="top"|[[adsp_courtyard_min]]||126||||None
 
|-
 
|valign="top"|[[adsp_debug]]||0||||None
 
|-
 
|valign="top"|[[adsp_door_height]]||112||||None
 
|-
 
|valign="top"|[[adsp_duct_min]]||106||||None
 
|-
 
|valign="top"|[[adsp_hall_min]]||110||||None
 
|-
 
|valign="top"|[[adsp_low_ceiling]]||108||||None
 
|-
 
|valign="top"|[[adsp_opencourtyard_min]]||126||||None
 
|-
 
|valign="top"|[[adsp_openspace_min]]||130||||None
 
|-
 
|valign="top"|[[adsp_openstreet_min]]||118||||None
 
|-
 
|valign="top"|[[adsp_openwall_min]]||130||||None
 
|-
 
|valign="top"|[[adsp_room_min]]||102||||None
 
|-
 
|valign="top"|[[adsp_street_min]]||118||||None
 
|-
 
|valign="top"|[[adsp_tunnel_min]]||114||||None
 
|-
 
|valign="top"|[[adsp_wall_height]]||128||||None
 
|-
 
|valign="top"|[[ai_actbusy_search_time]]||10||||None
 
|-
 
|valign="top"|[[ai_ally_manager_debug]]||0||||None
 
|-
 
|valign="top"|[[ai_auto_contact_solver]]||1||||None
 
|-
 
|valign="top"|[[npc_citizen|ai_citizen_debug_commander]]||1||||None
 
|-
 
|valign="top"|[[ai_clear_bad_links]]||||||Clears bits set on nav links indicating link is unusable
 
|-
 
|valign="top"|[[ai_debug_actbusy]]||0||Yes||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.
 
|-
 
|valign="top"|[[ai_debug_assault]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_directnavprobe]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_doors]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_efficiency]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_enemies]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_expressions]]||0||||Show random expression decisions for NPCs.
 
|-
 
|valign="top"|[[ai_debug_follow]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_loners]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_looktargets]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_los]]||0||Yes||NPC 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.
 
|-
 
|valign="top"|[[ai_debug_nav]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_node_connect]]||||||Debug the attempted connection between two nodes
 
|-
 
|valign="top"|[[ai_debug_ragdoll_magnets]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_readiness]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_shoot_positions]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_speech]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_squads]]||0||||None
 
|-
 
|valign="top"|[[ai_debug_think_ticks]]||0||||None
 
|-
 
|valign="top"|[[ai_debugscriptconditions]]||0||||None
 
|-
 
|valign="top"|[[ai_disable]]||||||Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
 
|-
 
|valign="top"|[[ai_drawbattlelines]]||0||Yes||None
 
|-
 
|valign="top"|[[ai_dump_hints]]||||||None
 
|-
 
|valign="top"|[[ai_efficiency_override]]||0||||None
 
|-
 
|valign="top"|[[ai_follow_move_commands]]||1||||None
 
|-
 
|valign="top"|[[ai_follow_use_points]]||1||||None
 
|-
 
|valign="top"|[[ai_follow_use_points_when_moving]]||1||||None
 
|-
 
|valign="top"|[[ai_lead_time]]||0||||None
 
|-
 
|valign="top"|[[ai_LOS_mode]]||0||||None
 
|-
 
|valign="top"|[[ai_moveprobe_debug]]||0||||None
 
|-
 
|valign="top"|[[ai_moveprobe_jump_debug]]||0||||None
 
|-
 
|valign="top"|[[ai_moveprobe_usetracelist]]||0||||None
 
|-
 
|valign="top"|[[ai_new_aiming]]||1||||None
 
|-
 
|valign="top"|[[ai_newgroundturret]]||0||||None
 
|-
 
|valign="top"|[[ai_next_hull]]||||||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
 
|-
 
|valign="top"|[[ai_no_local_paths]]||0||||None
 
|-
 
|valign="top"|[[ai_no_node_cache]]||0||||None
 
|-
 
|valign="top"|[[ai_no_select_box]]||0||||None
 
|-
 
|valign="top"|[[ai_no_steer]]||0||||None
 
|-
 
|valign="top"|[[ai_no_talk_delay]]||0||||None
 
|-
 
|valign="top"|[[ai_nodes]]||||||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
 
|-
 
|valign="top"|[[ai_norebuildgraph]]||0||||None
 
|-
 
|valign="top"|[[ai_path_adjust_speed_on_immediate_turns]]||1||||None
 
|-
 
|valign="top"|[[ai_path_insert_pause_at_est_end]]||1||||None
 
|-
 
|valign="top"|[[ai_path_insert_pause_at_obstruction]]||1||||None
 
|-
 
|valign="top"|[[ai_reaction_delay_alert]]||0||||None
 
|-
 
|valign="top"|[[ai_reaction_delay_idle]]||0||||None
 
|-
 
|valign="top"|[[ai_readiness_decay]]||120||||None
 
|-
 
|valign="top"|[[ai_rebalance_thinks]]||1||||None
 
|-
 
|valign="top"|[[ai_reloadresponsesystems]]||||||Reload all response system scripts.
 
|-
 
|valign="top"|[[ai_report_task_timings_on_limit]]||0||||None
 
|-
 
|valign="top"|[[ai_resume]]||||||If NPC is stepping through tasks (see ai_step ) will resume normal processing.
 
|-
 
|valign="top"|[[ai_sequence_debug]]||0||||None
 
|-
 
|valign="top"|[[ai_set_move_height_epsilon]]||||||Set how high AI bumps up ground walkers when checking steps
 
|-
 
|valign="top"|[[ai_shot_bias]]||1||||None
 
|-
 
|valign="top"|[[ai_shot_bias_max]]||1||||None
 
|-
 
|valign="top"|[[ai_shot_bias_min]]||-1||||None
 
|-
 
|valign="top"|[[ai_shot_stats]]||0||||None
 
|-
 
|valign="top"|[[ai_shot_stats_term]]||1000||||None
 
|-
 
|valign="top"|[[ai_show_connect]]||||||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
 
;Magenta:Climbing movement
 
;Red:Connection disabled
 
|-
 
|valign="top"|[[ai_show_connect_fly]]||||||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
 
;Magenta:Climbing movement
 
;Red:Connection disabled
 
|-
 
|valign="top"|[[ai_show_connect_jump]]||||||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
 
;Magenta:Climbing movement
 
;Red:Connection disabled
 
|-
 
|valign="top"|[[ai_show_graph_connect]]||||||Toggles graph connection display for the node that the player is looking at.  Nodes that are connected to the selected node by 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.
 
|-
 
|valign="top"|[[ai_show_grid]]||||||Draw a grid on the floor where looking.
 
|-
 
|valign="top"|[[ai_show_hints]]||||||Displays all hints as small boxes
 
;Blue:Hint is available for use
 
;Red:Hint is currently being used by an NPC
 
;Orange:Hint not being used by timed out
 
;Grey:Hint has been disabled
 
|-
 
|valign="top"|[[ai_show_hull]]||||||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
 
;Magenta:Climbing movement
 
|-
 
|valign="top"|[[ai_show_hull_attacks]]||0||||None
 
|-
 
|valign="top"|[[ai_show_node]]||||||Highlight the specified node
 
|-
 
|valign="top"|[[ai_show_think_tolerance]]||0||||None
 
|-
 
|valign="top"|[[ai_show_visibility]]||||||Toggles visibility display for the node that the player is looking at.  Nodes that are visible from the selected node will be 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.
 
|-
 
|valign="top"|[[ai_simulate_task_overtime]]||0||||None
 
|-
 
|valign="top"|[[ai_spread_cone_focus_time]]||0||||None
 
|-
 
|valign="top"|[[ai_spread_defocused_cone_multiplier]]||3||||None
 
|-
 
|valign="top"|[[ai_spread_pattern_focus_time]]||0||||None
 
|-
 
|valign="top"|[[ai_step]]||||||NPCs will freeze after completing their current task.  To complete the next task, use 'ai_step' again.  To resume processing normally use 'ai_resume'
 
|-
 
|valign="top"|[[ai_think_limit_label]]||0||||None
 
|-
 
|valign="top"|[[ai_use_clipped_paths]]||1||||None
 
|-
 
|valign="top"|[[ai_use_efficiency]]||1||||None
 
|-
 
|valign="top"|[[ai_use_frame_think_limits]]||1||||None
 
|-
 
|valign="top"|[[ai_use_readiness]]||1||||None
 
|-
 
|valign="top"|[[ai_use_think_optimizations]]||1||||None
 
|-
 
|valign="top"|[[ainet_generate_report]]||||||Generate a report to the console.
 
|-
 
|valign="top"|[[ainet_generate_report_only]]||||||Generate a report to the console.
 
|-
 
|valign="top"|[[air_density]]||||||Changes the density of air for drag computations.
 
|-
 
|valign="top"|[[airboat_fatal_stress]]||5000||||Amount of stress in kg that would kill the airboat driver.
 
|-
 
|valign="top"|[[alias]]||||||Alias a command.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[alt1]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[alt1]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[attack]]||||||Launches the selected weapons primary attack.
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[attack]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[attack2]]||||||Launches the selected weapons secondary attack.
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[attack2]]||||||None
 
|-
 
|valign="top"|[[autosave]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[back]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[back]]||||||None
 
|}
 
  
 
== Commands starting with letter "B" ==
 
== Commands starting with letter "B" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/B}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[banid]]||||||Add a user ID to the ban list.
 
|-
 
|valign="top"|[[bench_end]]||||||Ends gathering of info.
 
|-
 
|valign="top"|[[bench_showstatsdialog]]||||||Shows a dialog displaying the most recent benchmark results.
 
|-
 
|valign="top"|[[bench_start]]||||||Starts gathering of info. Arguments: filename to write results into
 
|-
 
|valign="top"|[[bench_upload]]||||||Uploads most recent benchmark stats to the Valve servers.
 
|-
 
|valign="top"|[[benchframe]]||||||Takes a snapshot of a particular frame in a time demo.
 
|-
 
|valign="top"|[[bgmvolume]]||1||||CD sound playback volume.
 
|-
 
|valign="top"|[[bind]]||||||Bind a key. E.g Bind "y" "noclip" Will bind the key 'y' when pressed to turn on 'noclip'. When typing into the console include the "" before and after the key and the console command.
 
|-
 
|valign="top"|[[BindToggle]]||||||None
 
|-
 
|valign="top"|[[birds_debug]]||0||||None
 
|-
 
|valign="top"|[[blink_duration]]||0||||How many seconds an eye blink will last.
 
|-
 
|valign="top"|[[bloodspray]]||||||blood
 
|-
 
|valign="top"|[[bot_add]]||||Yes||([[Counter-Strike: Source]] only) Adds a bot onto either the Counter-Terrorist team or the Terrorist team, by random. If the server is hosted online the an [[rcon]] login is required.
 
|-
 
|valign="top"|[[bot_add_ct]]||||Yes||([[Counter-Strike: Source]] only) Adds a bot onto the Counter-Terrorist team. If the server is hosted online the an [[rcon]] login is required.
 
|-
 
|valign="top"|[[bot_add_t]]||||Yes||([[Counter-Strike: Source]] only) Adds a bot onto the Terrorist team.I f the server is hosted online the an [[rcon]] login is required.
 
|-
 
|valign="top"|[[bot_kick]]||||Yes||([[Counter-Strike: Source]] only) Kick's all of the bots from the server. If the server is hosted online the an [[rcon]] login is required.
 
|-
 
|valign="top"|[[bot_kick ct]]||||Yes||([[Counter-Strike: Source]] only) Kicks a bot from the Counter-Terrorist team by random. If the server is hosted online the an [[rcon]] login is required.
 
|-
 
|valign="top"|[[bot_kick t]]||||Yes||([[Counter-Strike:Source]] only) Kicks a bot from the Terrorist team by random. If the server is hosted online the an [[rcon]] login is required.
 
|-
 
|valign="top"|[[bot_kill]]||||Yes||([[Counter-Strike:Source]] only) Kills all of the bots on the server. If the server is hosted online the an [[rcon]] login is required.
 
|-
 
|valign="top"|[[box]]||||||Draw a debug box.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[break]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[break]]||||||None
 
|-
 
|valign="top"|[[breakable_disable_gib_limit]]||0||||None
 
|-
 
|valign="top"|[[breakable_multiplayer]]||1||||None
 
|-
 
|valign="top"|[[buddha]]||||||Toggle.  Player takes damage but won't die. (Shows red cross when health is zero)
 
|-
 
|valign="top"|[[budget_averages_window]]||30||||number of frames to look at when figuring out average frametimes
 
|-
 
|valign="top"|[[budget_background_alpha]]||128||||how translucent the budget panel is
 
|-
 
|valign="top"|[[budget_bargraph_background_alpha]]||128||||how translucent the budget panel is
 
|-
 
|valign="top"|[[budget_bargraph_range_ms]]||16||||budget bargraph range in milliseconds
 
|-
 
|valign="top"|[[budget_history_numsamplesvisible]]||100||||number of samples to draw in the budget history window.  The lower the better as far as rendering overhead of the budget panel
 
|-
 
|valign="top"|[[budget_history_range_ms]]||66||||budget history range in milliseconds
 
|-
 
|valign="top"|[[budget_panel_bottom_of_history_fraction]]||0||||number between 0 and 1
 
|-
 
|valign="top"|[[budget_panel_height]]||384||||height in pixels of the budget panel
 
|-
 
|valign="top"|[[budget_panel_width]]||512||||width in pixels of the budget panel
 
|-
 
|valign="top"|[[budget_panel_x]]||0||||number of pixels from the left side of the game screen to draw the budget panel
 
|-
 
|valign="top"|[[budget_panel_y]]||50||||number of pixels from the top side of the game screen to draw the budget panel
 
|-
 
|valign="top"|[[budget_peaks_window]]||30||||number of frames to look at when figuring out peak frametimes
 
|-
 
|valign="top"|[[budget_show_averages]]||0||||enable/disable averages in the budget panel
 
|-
 
|valign="top"|[[budget_show_history]]||1||||turn history graph off and on. . good to turn off on low end
 
|-
 
|valign="top"|[[budget_show_peaks]]||1||||enable/disable peaks in the budget panel
 
|-
 
|valign="top"|[[bug]]||||||Show/hide the bug reporting UI.
 
|-
 
|valign="top"|[[bug_swap]]||||||Automatically swaps the current weapon for the bug bait and back again.
 
|-
 
|valign="top"|[[bugbait_distract_time]]||5||||None
 
|-
 
|valign="top"|[[bugbait_grenade_radius]]||150||||None
 
|-
 
|valign="top"|[[bugbait_hear_radius]]||2500||||None
 
|-
 
|valign="top"|[[bugbait_radius]]||512||||None
 
|-
 
|valign="top"|[[bugreporter_includebsp]]||1||||Include .bsp for internal bug submissions.
 
|-
 
|valign="top"|[[buildcubemaps]]||||||Rebuild cubemaps.
 
|-
 
|valign="top"|[[building_cubemaps]]||0||||None
 
|-
 
|valign="top"|[[bulletspeed]]||6000||||None
 
|}
 
  
 
== Commands starting with letter "C" ==
 
== Commands starting with letter "C" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/C}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[c_maxdistance]]||200||||None
 
|-
 
|valign="top"|[[c_maxpitch]]||90||||None
 
|-
 
|valign="top"|[[c_maxyaw]]||135||||None
 
|-
 
|valign="top"|[[c_mindistance]]||30||||None
 
|-
 
|valign="top"|[[c_minpitch]]||0||||None
 
|-
 
|valign="top"|[[c_minyaw]]||-135||||None
 
|-
 
|valign="top"|[[c_orthoheight]]||100||||None
 
|-
 
|valign="top"|[[c_orthowidth]]||100||||None
 
|-
 
|valign="top"|[[cache_print]]||||||Print out contents of cache memory.
 
|-
 
|valign="top"|[[cam_command]]||0||Yes||None
 
|-
 
|valign="top"|[[cam_idealdist]]||64||||None
 
|-
 
|valign="top"|[[cam_idealpitch]]||0||||None
 
|-
 
|valign="top"|[[cam_idealyaw]]||90||||None
 
|-
 
|valign="top"|[[cam_snapto]]||0||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[camdistance]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[camdistance]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[camin]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[camin]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[cammousemove]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[cammousemove]]||||||None
 
|-
 
|valign="top"|[[camortho]]||||||Switch to orthographic camera.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[camout]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[camout]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[campitchdown]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[campitchdown]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[campitchup]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[campitchup]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[camyawleft]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[camyawleft]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[camyawright]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[camyawright]]||||||None
 
|-
 
|valign="top"|[[cancelselect]]||||||None
 
|-
 
|valign="top"|[[cast_hull]]||||||Tests hull collision detection
 
|-
 
|valign="top"|[[cast_ray]]||||||Tests collision detection
 
|-
 
|valign="top"|[[cc_captiontrace]]||1||||Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in hud)
 
|-
 
|valign="top"|[[cc_emit]]||||||Emits a closed caption
 
|-
 
|valign="top"|[[cc_lang]]||0||||Current close caption language (emtpy = use game UI language)
 
|-
 
|valign="top"|[[cc_linger_time]]||1||||Close caption linger time.
 
|-
 
|valign="top"|[[cc_lookup_crc]]||||||For tracking down missing CC token strings
 
|-
 
|valign="top"|[[cc_predisplay_time]]||0||||Close caption delay before showing caption.
 
|-
 
|valign="top"|[[cc_sentencecaptionnorepeat]]||4||||How often a sentence can repeat.
 
|-
 
|valign="top"|[[cc_subtitles]]||0||||If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
 
|-
 
|valign="top"|[[cd]]||||||Play or stop a cd track.
 
|-
 
|valign="top"|[[centerview]]||||||None
 
|-
 
|valign="top"|[[ch_createairboat]]||||||Spawn airboat in front of the player.
 
|-
 
|valign="top"|[[ch_createjeep]]||||||Spawn jeep in front of the player.
 
|-
 
|valign="top"|[[changelevel]]||||||Change server to the specified map
 
|-
 
|valign="top"|[[changelevel2]]||||||Transition to the specified map in single player
 
|-
 
|valign="top"|[[cl_allowdownload]]||1||||Client downloads customization files
 
|-
 
|valign="top"|[[cl_allowupload]]||1||||Client uploads customization files
 
|-
 
|valign="top"|[[cl_anglespeedkey]]||0||||None
 
|-
 
|valign="top"|[[cl_animationinfo]]||||||Hud element to examine.
 
|-
 
|valign="top"|[[cl_backspeed]]||400||||None
 
|-
 
|valign="top"|[[cl_bob]]||0||||None
 
|-
 
|valign="top"|[[cl_bobcycle]]||0||||None
 
|-
 
|valign="top"|[[cl_bobup]]||0||||None
 
|-
 
|valign="top"|[[cl_class]]||0||||Default class when joining a game
 
|-
 
|valign="top"|[[cl_clock_correction]]||1||Yes||Enable/disable clock correction on the client.
 
|-
 
|valign="top"|[[cl_clock_correction_adjustment_max_amount]]||200||Yes||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.
 
|-
 
|valign="top"|[[cl_clock_correction_adjustment_max_offset]]||90||Yes||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.
 
|-
 
|valign="top"|[[cl_clock_correction_adjustment_min_offset]]||10||Yes||If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
 
|-
 
|valign="top"|[[cl_clock_correction_force_server_tick]]||999||Yes||Force clock correction to match the server tick + this offset (-999 disables it).
 
|-
 
|valign="top"|[[cl_clock_showdebuginfo]]||0||Yes||Show debugging info about the clock drift.
 
|-
 
|valign="top"|[[cl_clockdrift_max_ms]]||150||Yes||Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
 
|-
 
|valign="top"|[[cl_cmdbackup]]||2||||For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists)
 
|-
 
|valign="top"|[[cl_cmdrate]]||30||||Max number of command packets sent to server per second
 
|-
 
|valign="top"|[[cl_customsounds]]||0||||Enable customized player sound playback
 
|-
 
|valign="top"|[[cl_demoviewoverride]]||0||||Override view during demo playback
 
|-
 
|valign="top"|[[cl_detaildist]]||1200||||Distance at which detail props (e.g. grass) are shown.
 
|-
 
|valign="top"|[[cl_detailfade]]||400||||Distance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0.
 
|-
 
|valign="top"|[[cl_draw_airboat_wake]]||1||Yes||None
 
|-
 
|valign="top"|[[cl_drawhud]]||1||Yes||Enable the rendering of the hud
 
|-
 
|valign="top"|[[cl_drawleaf]]||-1||Yes||None
 
|-
 
|valign="top"|[[cl_drawmaterial]]||0||Yes||Draw a particular material over the frame
 
|-
 
|valign="top"|[[cl_drawmonitors]]||1||||None
 
|-
 
|valign="top"|[[cl_drawshadowtexture]]||0||Yes||None
 
|-
 
|valign="top"|[[cl_ejectbrass]]||1||||Determines whether spent shells are shown ejecting from a gun.
 
|-
 
|valign="top"|[[cl_ent_absbox]]||||||Displays the client's absbox for the entity under the crosshair.
 
|-
 
|valign="top"|[[cl_ent_bbox]]||||||Displays the client's bounding box for the entity under the crosshair.
 
|-
 
|valign="top"|[[cl_ent_rbox]]||||||Displays the client's render box for the entity under the crosshair.
 
|-
 
|valign="top"|[[cl_entityreport]]||0||Yes||For debugging, draw entity states to console
 
|-
 
|valign="top"|[[cl_extrapolate]]||1||Yes||Enable/disable extrapolation if interpolation history runs out.
 
|-
 
|valign="top"|[[cl_extrapolate_amount]]||0||Yes||Set how many seconds the client will extrapolate entities for.
 
|-
 
|valign="top"|[[cl_flushentitypacket]]||0||Yes||For debugging. Force the engine to flush an entity packet.
 
|-
 
|valign="top"|[[cl_forcehighendmonitors]]||1||||None
 
|-
 
|valign="top"|[[cl_forcepreload]]||0||||Whether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly.
 
|-
 
|valign="top"|[[cl_forwardspeed]]||400||||None
 
|-
 
|valign="top"|[[cl_fullupdate]]||||||Forces the server to send a full update packet
 
|-
 
|valign="top"|[[cl_idealpitchscale]]||0||||None
 
|-
 
|valign="top"|[[cl_ignorepackets]]||0||Yes||Force client to ignore packets (for debugging).
 
|-
 
|valign="top"|[[cl_interp]]||0||||Interpolate object positions starting this many seconds in past
 
|-
 
|valign="top"|[[cl_interp_npcs]]||0||||Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
 
|-
 
|valign="top"|[[cl_interpolate]]||1||||Interpolate entities on the client.
 
|-
 
|valign="top"|[[cl_lagcomp_errorcheck]]||0||||Player index of other player to check for position errors.
 
|-
 
|valign="top"|[[cl_lagcompensation]]||1||||Perform server side lag compensation of weapon firing events.
 
|-
 
|valign="top"|[[cl_leveloverview]]||0||Yes||None
 
|-
 
|valign="top"|[[cl_localnetworkbackdoor]]||1||||Enable network optimizations for single player games.
 
|-
 
|valign="top"|[[cl_logofile]]||0||||Spraypoint logo decal.
 
|-
 
|valign="top"|[[cl_maxrenderable_dist]]||3000||Yes||Max distance from the camera at which things will be rendered
 
|-
 
|valign="top"|[[cl_mouseenable]]||1||||None
 
|-
 
|valign="top"|[[cl_observercrosshair]]||1||||None
 
|-
 
|valign="top"|[[cl_overdraw_test]]||0||Yes||None
 
|-
 
|valign="top"|[[cl_panelanimation]]||||||Shows panel animation variables: &lt;panelname | blanak for all panels&gt;.
 
|-
 
|valign="top"|[[cl_particleeffect_aabb_buffer]]||2||Yes||Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often.
 
|-
 
|valign="top"|[[cl_pclass]]||0||Yes||Dump entity by prediction classname.
 
|-
 
|valign="top"|[[cl_pdump]]||-1||Yes||Dump info about this entity to screen.
 
|-
 
|valign="top"|[[cl_phys_props_enable]]||1||||Disable clientside physics props (must be set before loading a level).
 
|-
 
|valign="top"|[[cl_phys_props_max]]||300||||Maximum clientside physic props
 
|-
 
|valign="top"|[[cl_phys_timescale]]||1||Yes||Sets the scale of time for client-side physics (ragdolls)
 
|-
 
|valign="top"|[[cl_pitchdown]]||89||||None
 
|-
 
|valign="top"|[[cl_pitchspeed]]||225||||None
 
|-
 
|valign="top"|[[cl_pitchup]]||89||||None
 
|-
 
|valign="top"|[[cl_precacheinfo]]||||||Show precache info (client).
 
|-
 
|valign="top"|[[cl_pred_optimize]]||2||||Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
 
|-
 
|valign="top"|[[cl_predict]]||0||||Perform client side prediction.
 
|-
 
|valign="top"|[[cl_predictionlist]]||0||Yes||Show which entities are predicting
 
|-
 
|valign="top"|[[cl_predictweapons]]||1||||Perform client side prediction of weapon effects.
 
|-
 
|valign="top"|[[cl_ragdoll_collide]]||0||||None
 
|-
 
|valign="top"|[[cl_rate]]||10000||||Max bytes/sec the host can send data (This command no longer exists)
 
|-
 
|valign="top"|[[cl_removedecals]]||||||Remove the decals from the entity under the crosshair.
 
|-
 
|valign="top"|[[cl_resend]]||6||||Delay in seconds before the client will resend the 'connect' attempt
 
|-
 
|valign="top"|[[cl_restrict_server_commands]]||1||||Prevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage:
 
;0:Don't restrict any server commands.
 
;1:Restrict server commands in Valve multiplayer games.
 
;2:Restrict server commands in all multiplayer games.
 
|-
 
|valign="top"|[[cl_SetupAllBones]]||0||||None
 
|-
 
|valign="top"|[[cl_show_bloodspray]]||1||||None
 
|-
 
|valign="top"|[[cl_show_splashes]]||1||||None
 
|-
 
|valign="top"|[[cl_showanimstate]]||-1||Yes||Show the (client) animation state for the specified entity (-1 for none).
 
|-
 
|valign="top"|[[cl_showanimstate_log]]||0||Yes||1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
 
|-
 
|valign="top"|[[cl_showents]]||||||Dump entity list to console.
 
|-
 
|valign="top"|[[cl_showerror]]||0||Yes||Show prediction errors, 2 for above plus detailed field deltas.
 
|-
 
|valign="top"|[[cl_showevents]]||0||Yes||Print event firing info in the console
 
|-
 
|valign="top"|[[Optimization_Commands|cl_showfps]]||0||||See [[Optimization Commands]].
 
|-
 
|valign="top"|[[cl_showpos]]||0||||Draw current position at top of screen
 
|-
 
|valign="top"|[[cl_ShowSunVectors]]||0||||None
 
|-
 
|valign="top"|[[cl_showtextmsg]]||1||||Enable/disable text messages printing on the screen.
 
|-
 
|valign="top"|[[cl_sidespeed]]||400||||None
 
|-
 
|valign="top"|[[cl_slist]]||10||||Number of seconds to wait for server ping responses when checking for server on your lan
 
|-
 
|valign="top"|[[cl_smooth]]||1||||Smooth view/eye origin after prediction errors
 
|-
 
|valign="top"|[[cl_smoothtime]]||0||||Smooth client's view after prediction error over this many seconds
 
|-
 
|valign="top"|[[cl_soundemitter_flush]]||||||Flushes the sounds.txt system (client only)
 
|-
 
|valign="top"|[[cl_soundfile]]||0||||Jingle sound file.
 
|-
 
|valign="top"|[[cl_soundscape_flush]]||||||Flushes the client side soundscapes
 
|-
 
|valign="top"|[[cl_soundscape_printdebuginfo]]||||||print soundscapes
 
|-
 
|valign="top"|[[cl_starfield_diameter]]||128||||None
 
|-
 
|valign="top"|[[cl_starfield_distance]]||256||||None
 
|-
 
|valign="top"|[[cl_sun_decay_rate]]||0||Yes||None
 
|-
 
|valign="top"|[[cl_team]]||0||||Default team when joining a game
 
|-
 
|valign="top"|[[cl_timeout]]||30||||After this many seconds without receiving a packet from the server, the client will disconnect itself
 
|-
 
|valign="top"|[[cl_updaterate]]||20||||Number of packets per second of updates you are requesting from the server
 
|-
 
|valign="top"|[[cl_upspeed]]||320||||None
 
|-
 
|valign="top"|[[cl_view]]||||||Set the view entity index.
 
|-
 
|valign="top"|[[cl_winddir]]||0||||Weather effects wind direction angle
 
|-
 
|valign="top"|[[cl_windspeed]]||0||||Weather effects wind speed scalar
 
|-
 
|valign="top"|[[cl_yawspeed]]||210||||None
 
|-
 
|valign="top"|[[clear]]||||||Clear all console output.
 
|-
 
|valign="top"|[[clear_debug_overlays]]||||||clears debug overlays
 
|-
 
|valign="top"|[[clientport]]||27005||||Host game client port
 
|-
 
|valign="top"|[[closecaption]]||0||||Enable close captioning.
 
|-
 
|valign="top"|[[cmd]]||||||Forward command to server.
 
|-
 
|valign="top"|[[collision_shake_amp]]||0||||None
 
|-
 
|valign="top"|[[collision_shake_freq]]||0||||None
 
|-
 
|valign="top"|[[collision_shake_time]]||0||||None
 
|-
 
|valign="top"|[[combine_guard_spawn_health]]||1||||None
 
|-
 
|valign="top"|[[combine_spawn_health]]||1||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[commandermousemove]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[commandermousemove]]||||||None
 
|-
 
|valign="top"|[[con_drawnotify]]||1||||Disables drawing of notification area (for taking screenshots).
 
|-
 
|valign="top"|[[con_enable]]||1||||Allows the console to be activated.
 
|-
 
|valign="top"|[[con_notifytime]]||8||||How long to display recent console text to the upper part of the game window
 
|-
 
|valign="top"|[[con_nprint_bgalpha]]||50||||Con_NPrint background alpha.
 
|-
 
|valign="top"|[[con_nprint_bgborder]]||5||||Con_NPrint border size.
 
|-
 
|valign="top"|[[con_trace]]||0||||Print console text to low level printout.
 
|-
 
|valign="top"|[[connect]]||||||Connect to specified server.
 
|-
 
|valign="top"|[[contimes]]||8||||Number of console lines to overlay for debugging.
 
|-
 
|valign="top"|[[coop]]||0||||Cooperative play.
 
|-
 
|valign="top"|[[CreateHairball]]||||||None
 
|-
 
|valign="top"|[[creditsdone]]||||||None
 
|-
 
|valign="top"|[[crosshair]]||1||||None
 
|-
 
|valign="top"|[[curve_bias]]||0||||None
 
|-
 
|valign="top"|[[cvarlist]]||||||Show the list of convars/concommands.
 
|}
 
  
 
== Commands starting with letter "D" ==
 
== Commands starting with letter "D" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/D}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[deathmatch]]||0||||Running a deathmatch server.
 
|-
 
|valign="top"|[[debug_physimpact]]||0||||None
 
|-
 
|valign="top"|[[decalfrequency]]||10||||None
 
|-
 
|valign="top"|[[default_fov]]||75||Yes||None
 
|-
 
|valign="top"|[[demo_debug]]||0||||Demo debug info.
 
|-
 
|valign="top"|[[demo_fastforwardfinalspeed]]||20||||Go this fast when holding FF button for a set amount of time (see below).
 
|-
 
|valign="top"|[[demo_fastforwardramptime]]||5||||How many seconds it takes to get to full FF speed.
 
|-
 
|valign="top"|[[demo_fastforwardstartspeed]]||2||||Go this fast when starting to hold FF button.
 
|-
 
|valign="top"|[[demo_interpolateview]]||1||||Do view interpolation during dem playback.
 
|-
 
|valign="top"|[[demo_pauseatservertick]]||0||||Pauses demo playback at server tick
 
|-
 
|valign="top"|[[demo_quitafterplayback]]||0||||Quits game after demo playback.
 
|-
 
|valign="top"|[[demo_recordcommands]]||1||||Record commands typed at console into .dem files.
 
|-
 
|valign="top"|[[demogototick]]||||||Skips to a tick in demo.
 
|-
 
|valign="top"|[[demolist]]||||||Print demo sequence list.
 
|-
 
|valign="top"|[[demopause]]||||||Pauses demo playback.
 
|-
 
|valign="top"|[[demoresume]]||||||Resumes demo playback.
 
|-
 
|valign="top"|[[demos]]||||||Demo demo file sequence.
 
|-
 
|valign="top"|[[demotimescale]]||||||Sets demo replay speed.
 
|-
 
|valign="top"|[[demotogglepause]]||||||Toggles demo playback.
 
|-
 
|valign="top"|[[demoui]]||||||Show/hide the demo player UI.
 
|-
 
|valign="top"|[[developer]]||0||||Show developer messages.
 
|-
 
|valign="top"|[[differences]]||||||Show all convars which are not at their default values.
 
|-
 
|valign="top"|[[disconnect]]||||||Disconnect game from server.
 
|-
 
|valign="top"|[[disp_dynamic]]||0||||None
 
|-
 
|valign="top"|[[disp_modlimit]]||80||||None
 
|-
 
|valign="top"|[[disp_modlimit_down]]||20||||None
 
|-
 
|valign="top"|[[disp_modlimit_up]]||80||||None
 
|-
 
|valign="top"|[[disp_numiterations]]||1||Yes||None
 
|-
 
|valign="top"|[[dispcoll_drawplane]]||0||||None
 
|-
 
|valign="top"|[[displaysoundlist]]||0||||None
 
|-
 
|valign="top"|[[dog_debug]]||0||||None
 
|-
 
|valign="top"|[[dog_max_wait_time]]||7||||None
 
|-
 
|valign="top"|[[drawcross]]||||||Draws a cross at the given location.  Arguments: x y z
 
|-
 
|valign="top"|[[drawline]]||||||Draws line between two 3D Points.
 
;Green:If no collision
 
;Red:Is collided with something
 
;Arguments: x1 y1 z1 x2 y2 z2
 
|-
 
|valign="top"|[[dropprimary]]||||||dropprimary: Drops the primary weapon of the player.
 
|-
 
|valign="top"|[[dsp_automatic]]||0||||None
 
|-
 
|valign="top"|[[dsp_db_min]]||80||||None
 
|-
 
|valign="top"|[[dsp_db_mixdrop]]||0||||None
 
|-
 
|valign="top"|[[dsp_dist_max]]||1440||||None
 
|-
 
|valign="top"|[[dsp_dist_min]]||0||||None
 
|-
 
|valign="top"|[[dsp_enhance_stereo]]||1||||None
 
|-
 
|valign="top"|[[dsp_facingaway]]||0||||None
 
|-
 
|valign="top"|[[dsp_mix_max]]||0||||None
 
|-
 
|valign="top"|[[dsp_mix_min]]||0||||None
 
|-
 
|valign="top"|[[dsp_off]]||0||Yes||None
 
|-
 
|valign="top"|[[dsp_player]]||0||||None
 
|-
 
|valign="top"|[[dsp_reload]]||||||None
 
|-
 
|valign="top"|[[dsp_room]]||0||||None
 
|-
 
|valign="top"|[[dsp_slow_cpu]]||0||||None
 
|-
 
|valign="top"|[[dsp_spatial]]||40||||None
 
|-
 
|valign="top"|[[dsp_speaker]]||50||||None
 
|-
 
|valign="top"|[[dsp_vol_2ch]]||1||||None
 
|-
 
|valign="top"|[[dsp_vol_4ch]]||0||||None
 
|-
 
|valign="top"|[[dsp_vol_5ch]]||0||||None
 
|-
 
|valign="top"|[[dsp_volume]]||1||||None
 
|-
 
|valign="top"|[[dsp_water]]||14||||None
 
|-
 
|valign="top"|[[dti_flush]]||||||Write out the datatable instrumentation files (you must run with -dti for this to work).
 
|-
 
|valign="top"|[[dtwarning]]||0||||Print data table warnings?
 
|-
 
|valign="top"|[[dtwatchent]]||-1||||Watch this entities data table encoding.
 
|-
 
|valign="top"|[[dtwatchvar]]||0||||Watch the named variable.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[duck]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[duck]]||||||None
 
|-
 
|valign="top"|[[dump_globals]]||||||Dump all global entities/states
 
|-
 
|valign="top"|[[dumpstringtables]]||||||Print string tables to console.
 
|}
 
  
 
== Commands starting with letter "E" ==
 
== Commands starting with letter "E" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/E}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[echo]]||||||Echo text to console.
 
|-
 
|valign="top"|[[editdemo]]||||||Edit a recorded demo file (.dem ).
 
|-
 
|valign="top"|[[endmovie]]||||||Stop recording movie frames.
 
|-
 
|valign="top"|[[english]]||1||||If set to 1, running the english language set of assets.
 
|-
 
|valign="top"|[[ent_absbox]]||||||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
 
|-
 
|valign="top"|[[ent_bbox]]||||||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
 
|-
 
|valign="top"|[[ent_debugkeys]]||0||||None
 
|-
 
|valign="top"|[[ent_dump]]||||||Usage: ent_dump &lt;entity name&gt;</pre>
 
|-
 
|valign="top"|[[ent_fire]]||||||Usage: ent_fire &lt;target&gt; [action] [value] [delay]
 
|-
 
|valign="top"|[[ent_info]]||||||Usage: ent_info &lt;class name&gt;</pre>
 
|-
 
|valign="top"|[[ent_messages]]||||||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
 
|-
 
|valign="top"|[[ent_messages_draw]]||0||Yes||Visualizes all entity input/output activity.
 
|-
 
|valign="top"|[[ent_name]]||||||None
 
|-
 
|valign="top"|[[ent_pause]]||||||Toggles pausing of input/output message processing for entities.  When turned on processing of all message will stop.  Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.
 
|-
 
|valign="top"|[[ent_pivot]]||||||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
 
|-
 
|valign="top"|[[ent_rbox]]||||||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
 
|-
 
|valign="top"|[[ent_remove]]||||||Removes the given entity(s)
 
;Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
 
|-
 
|valign="top"|[[ent_remove_all]]||||||Removes all entities of the specified type;Arguments: {entity_name} / {class_name}
 
 
 
|-
 
|valign="top"|[[ent_setname]]||||||Sets the targetname of the given entity(s)
 
;Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
 
|-
 
|valign="top"|[[ent_show_response_criteria]]||||||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
 
|-
 
|valign="top"|[[ent_step]]||||||When 'ent_pause' is set this will step through one waiting input / output message at a time.
 
|-
 
|valign="top"|[[ent_text]]||||||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
 
|-
 
|valign="top"|[[envmap]]||||||None
 
|-
 
|valign="top"|[[escape]]||||||Escape key pressed.
 
|-
 
|valign="top"|[[exec]]||||||Execute script file.
 
|-
 
|valign="top"|[[exit]]||||||Exit the engine.
 
|}
 
  
 
== Commands starting with letter "F" ==
 
== Commands starting with letter "F" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/F}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[fadein]]||||||fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
 
|-
 
|valign="top"|[[fadeout]]||||||fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
 
|-
 
|valign="top"|[[find]]||||||Find concommands with the specified string in their name/help text.
 
|-
 
|valign="top"|[[fire_absorbrate]]||3||||None
 
|-
 
|valign="top"|[[fire_dmgbase]]||1||||None
 
|-
 
|valign="top"|[[fire_dmginterval]]||1||||None
 
|-
 
|valign="top"|[[fire_dmgscale]]||0||||None
 
|-
 
|valign="top"|[[fire_extabsorb]]||5||||None
 
|-
 
|valign="top"|[[fire_extscale]]||12||||None
 
|-
 
|valign="top"|[[fire_growthrate]]||1||||None
 
|-
 
|valign="top"|[[fire_heatscale]]||1||||None
 
|-
 
|valign="top"|[[fire_incomingheatscale]]||0||||None
 
|-
 
|valign="top"|[[fire_maxabsorb]]||50||||None
 
|-
 
|valign="top"|[[firetarget]]||||||None
 
|-
 
|valign="top"|[[firstperson]]||||||Switch to firstperson camera.
 
|-
 
|valign="top"|[[flex_expression]]||0||||None
 
|-
 
|valign="top"|[[flex_looktime]]||5||||None
 
|-
 
|valign="top"|[[flex_maxawaytime]]||1||||None
 
|-
 
|valign="top"|[[flex_maxplayertime]]||7||||None
 
|-
 
|valign="top"|[[flex_minawaytime]]||0||||None
 
|-
 
|valign="top"|[[flex_minplayertime]]||5||||None
 
|-
 
|valign="top"|[[flex_rules]]||1||||Allow flex animation rules to run.
 
|-
 
|valign="top"|[[flex_smooth]]||1||||Applies smoothing/decay curve to flex animation controller changes.
 
|-
 
|valign="top"|[[flex_talk]]||0||||None
 
|-
 
|valign="top"|[[flush]]||||||Flush cache memory.
 
|-
 
|valign="top"|[[flush_unlocked]]||||||Flush unlocked cache memory.
 
|-
 
|valign="top"|[[fog_color]]||-1||||None
 
|-
 
|valign="top"|[[fog_colorskybox]]||-1||||None
 
|-
 
|valign="top"|[[fog_enable]]||1||||None
 
|-
 
|valign="top"|[[fog_enable_water_fog]]||1||||None
 
|-
 
|valign="top"|[[fog_enableskybox]]||1||||None
 
|-
 
|valign="top"|[[fog_end]]||-1||||None
 
|-
 
|valign="top"|[[fog_endskybox]]||-1||||None
 
|-
 
|valign="top"|[[fog_override]]||0||Yes||None
 
|-
 
|valign="top"|[[fog_start]]||-1||||None
 
|-
 
|valign="top"|[[fog_startskybox]]||-1||||None
 
|-
 
|valign="top"|[[force_centerview]]||||||Positions the player's view straight ahead
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[forward]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[forward]]||||||None
 
|-
 
|valign="top"|[[fov]]||||||Change players FOV
 
|-
 
|valign="top"|[[fps_max]]||300||||Frame rate limiter
 
|-
 
|valign="top"|[[free_pass_peek_debug]]||0||||None
 
|-
 
|valign="top"|[[fs_printopenfiles]]||||||Show all files currently opened by the engine.
 
|-
 
|valign="top"|[[fs_warning_level]]||||||Set the filesystem warning level.
 
|-
 
|valign="top"|[[func_break_max_pieces]]||15||||None
 
|-
 
|valign="top"|[[func_breakdmg_bullet]]||0||||None
 
|-
 
|valign="top"|[[func_breakdmg_club]]||1||||None
 
|-
 
|valign="top"|[[func_breakdmg_explosive]]||1||||None
 
|}
 
  
 
== Commands starting with letter "G" ==
 
== Commands starting with letter "G" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/G}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[npc_citizen|g_ai_citizen_show_enemy]]||0||||None
 
|-
 
|valign="top"|[[g_antlion_maxgibs]]||16||||None
 
|-
 
|valign="top"|[[g_debug_antlion]]||0||||None
 
|-
 
|valign="top"|[[g_debug_antlionguard]]||0||||None
 
|-
 
|valign="top"|[[g_debug_antlionmaker]]||0||Yes||None
 
|-
 
|valign="top"|[[g_debug_basehelicopter]]||0||Yes||None
 
|-
 
|valign="top"|[[g_debug_combine_camera]]||0||||None
 
|-
 
|valign="top"|[[npc_cscanner|g_debug_cscanner]]||0||||None
 
|-
 
|valign="top"|[[g_debug_doors]]||0||||None
 
|-
 
|valign="top"|[[g_debug_dropship]]||0||||None
 
|-
 
|valign="top"|[[g_debug_dynamicresupplies]]||0||||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.
 
|-
 
|valign="top"|[[g_debug_gunship]]||0||Yes||None
 
|-
 
|valign="top"|[[g_debug_headcrab]]||0||Yes||None
 
|-
 
|valign="top"|[[weapon_physcannon|g_debug_physcannon]]||0||||None
 
|-
 
|valign="top"|[[g_debug_ragdoll_removal]]||0||Yes||None
 
|-
 
|valign="top"|[[g_debug_ragdoll_visualize]]||0||Yes||None
 
|-
 
|valign="top"|[[g_debug_trackpather]]||0||Yes||None
 
|-
 
|valign="top"|[[g_debug_transitions]]||0||||Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities &amp; associated results during a transition.
 
|-
 
|valign="top"|[[g_debug_turret]]||0||||None
 
|-
 
|valign="top"|[[g_debug_turret_ceiling]]||0||||None
 
|-
 
|valign="top"|[[g_debug_vehiclebase]]||0||Yes||None
 
|-
 
|valign="top"|[[g_debug_vehicledriver]]||0||Yes||None
 
|-
 
|valign="top"|[[g_debug_vehicleexit]]||0||Yes||None
 
|-
 
|valign="top"|[[g_debug_vehiclesound]]||0||Yes||None
 
|-
 
|valign="top"|[[g_helicopter_bullrush_bomb_enemy_distance]]||0||||None
 
|-
 
|valign="top"|[[g_helicopter_bullrush_bomb_speed]]||850||||The maximum distance the player can be from the chopper before it stops firing
 
|-
 
|valign="top"|[[g_helicopter_bullrush_bomb_time]]||10||||None
 
|-
 
|valign="top"|[[g_helicopter_bullrush_distance]]||5000||||None
 
|-
 
|valign="top"|[[g_helicopter_bullrush_mega_bomb_health]]||0||||Fraction of the health of the chopper before it mega-bombs
 
|-
 
|valign="top"|[[g_helicopter_bullrush_shoot_height]]||650||||The maximum distance the player can be from the chopper before it stops firing
 
|-
 
|valign="top"|[[g_helicopter_chargetime]]||2||||How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
 
|-
 
|valign="top"|[[g_helicopter_idletime]]||3||||How much time we have to wait (on average) after we fire before we can charge up again
 
|-
 
|valign="top"|[[g_helicopter_maxfiringdist]]||2500||||The maximum distance the player can be from the chopper before it stops firing
 
|-
 
|valign="top"|[[g_jeepexitspeed]]||100||Yes||None
 
|-
 
|valign="top"|[[g_Language]]||0||||None
 
|-
 
|valign="top"|[[g_ragdoll_fadespeed]]||600||||None
 
|-
 
|valign="top"|[[g_ragdoll_maxcount]]||8||||None
 
|-
 
|valign="top"|[[g_test_new_antlion_jump]]||1||||None
 
|-
 
|valign="top"|[[gameui_hide]]||||||None
 
|-
 
|valign="top"|[[getpos]]||||||dump position and angles to the console
 
|-
 
|valign="top"|[[give]]||||||Give item to player.  Arguments: &lt;item_name&gt;
 
|-
 
|valign="top"|[[gl_clear]]||0||||None
 
|-
 
|valign="top"|[[god]]||||Yes||Toggle. Player becomes invulnerable. (Suit will still take damage.)
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[graph]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[graph]]||||||None
 
|-
 
|valign="top"|[[groundlist]]||||||Display ground entity list &lt;index&gt;
 
|}
 
  
 
== Commands starting with letter "H" ==
 
== Commands starting with letter "H" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/H}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[heartbeat]]||||||None
 
|-
 
|valign="top"|[[help]]||||||Find help about a convar/concommand.
 
|-
 
|valign="top"|[[hideconsole]]||||||Hide the console.
 
|-
 
|valign="top"|[[hidehud]]||0||Yes||None
 
|-
 
|valign="top"|[[hidepanel]]||||||Hides a viewport panel &lt;name&gt;
 
|-
 
|valign="top"|[[hl2_normspeed]]||190||||None
 
|-
 
|valign="top"|[[hl2_sprintspeed]]||320||||None
 
|-
 
|valign="top"|[[hl2_walkspeed]]||150||||None
 
|-
 
|valign="top"|[[hltv_autorecord]]||0||||Automatically records all games as HLTV demos.
 
|-
 
|valign="top"|[[hltv_cam_distance]]||96||||Default HLTV chase camera distance
 
|-
 
|valign="top"|[[hltv_cam_fov]]||90||||Default HLTV chase camera FOV
 
|-
 
|valign="top"|[[hltv_cam_inertia]]||100||||Default HLTV chase camera inertia
 
|-
 
|valign="top"|[[hltv_cam_offset]]||64||||Default HLTV chase camera offset
 
|-
 
|valign="top"|[[hltv_cam_phi]]||0||||Default HLTV chase camera phi angle
 
|-
 
|valign="top"|[[hltv_cam_theta]]||0||||Default HLTV chase camera theta angle
 
|-
 
|valign="top"|[[hltv_connect]]||||||Connect to specified HLTV server.
 
|-
 
|valign="top"|[[hltv_debug]]||0||||HLTV debug info.
 
|-
 
|valign="top"|[[hltv_delay]]||10||||HLTV broadcast delay in seconds
 
|-
 
|valign="top"|[[hltv_maxclients]]||128||||Maximum client number on HLTV server.
 
|-
 
|valign="top"|[[hltv_maxrate]]||3500||||Max client bandwidth rate allowed, 0 == unlimited
 
|-
 
|valign="top"|[[hltv_port]]||27020||||Host HLTV port
 
|-
 
|valign="top"|[[hltv_record]]||||||Starts HLTV demo recording.
 
|-
 
|valign="top"|[[hltv_retry]]||||||Reconnects the HLTV relay proxy.
 
|-
 
|valign="top"|[[hltv_snapshotinterval]]||2||||Take game snapshot every nth tick
 
|-
 
|valign="top"|[[hltv_status]]||||||Connect to specified HLTV server.
 
|-
 
|valign="top"|[[hltv_stop]]||||||Stops the HLTV broadcast.
 
|-
 
|valign="top"|[[hltv_stoprecord]]||||||Stops HLTV demo recording.
 
|-
 
|valign="top"|[[hltv_viewent]]||0||||HLTV camera entity index
 
|-
 
|valign="top"|[[host_framerate]]||0||||Set to lock per-frame time elapse.
 
|-
 
|valign="top"|[[host_limitlocal]]||0||||Apply cl_cmdrate and cl_updaterate to loopback connection
 
|-
 
|valign="top"|[[host_map]]||0||||Current map name.
 
|-
 
|valign="top"|[[host_profile]]||0||||None
 
|-
 
|valign="top"|[[host_runofftime]]||||||Run off some time without rendering/updating sounds
 
|-
 
|valign="top"|[[host_showcachemiss]]||0||||Print a debug message when the client or server cache is missed.
 
|-
 
|valign="top"|[[host_sleep]]||0||Yes||Force the host to sleep a certain number of milliseconds each frame.
 
|-
 
|valign="top"|[[host_speeds]]||0||||Show general system running times.
 
|-
 
|valign="top"|[[host_timescale]]||1||||Prescale the clock by this amount.
 
|-
 
|valign="top"|[[host_writeconfig]]||||||Store current settings to config.cfg (or specified .cfg file).
 
|-
 
|valign="top"|[[hostname]]||0||||Hostname for server.
 
|-
 
|valign="top"|[[hostport]]||27015||||Host game server port
 
|-
 
|valign="top"|[[hud_airboathint_numentries]]||10||||None
 
|-
 
|valign="top"|[[hud_autoreloadscript]]||0||||Automatically reloads the animation script each time one is ran
 
|-
 
|valign="top"|[[hud_deathnotice_time]]||6||||None
 
|-
 
|valign="top"|[[hud_drawhistory_time]]||5||||None
 
|-
 
|valign="top"|[[hud_fastswitch]]||0||||None
 
|-
 
|valign="top"|[[hud_jeephint_numentries]]||10||||None
 
|-
 
|valign="top"|[[hud_quickinfo]]||0||||None
 
|-
 
|valign="top"|[[hud_reloadscheme]]||||||Reloads hud layout and animation scripts.
 
|-
 
|valign="top"|[[hud_saytext_time]]||12||||None
 
|-
 
|valign="top"|[[hurtme]]||||||Hurts the player.  Arguments: &lt;health to lose&gt;
 
|}
 
  
 
== Commands starting with letter "I" ==
 
== Commands starting with letter "I" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/I}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[impulse]]|||||| See [[impulse]].
 
|-
 
|valign="top"|[[incrementvar]]||||||Increment specified convar value.
 
|-
 
|valign="top"|[[invnext]]||||||None
 
|-
 
|valign="top"|[[invprev]]||||||None
 
|-
 
|valign="top"|[[ip]]||0||||Overrides IP for multihomed hosts
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[jlook]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[jlook]]||||||None
 
|}
 
  
 
== Commands starting with letter "J" ==
 
== Commands starting with letter "J" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/J}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[joy_advanced]]||0||||None
 
|-
 
|valign="top"|[[joy_advaxisr]]||0||||None
 
|-
 
|valign="top"|[[joy_advaxisu]]||0||||None
 
|-
 
|valign="top"|[[joy_advaxisv]]||0||||None
 
|-
 
|valign="top"|[[joy_advaxisx]]||0||||None
 
|-
 
|valign="top"|[[joy_advaxisy]]||0||||None
 
|-
 
|valign="top"|[[joy_advaxisz]]||0||||None
 
|-
 
|valign="top"|[[joy_diagonalpov]]||0||||POV manipulator operates on diagonal axes, too.
 
|-
 
|valign="top"|[[joy_forwardsensitivity]]||-1||||None
 
|-
 
|valign="top"|[[joy_forwardthreshold]]||0||||None
 
|-
 
|valign="top"|[[joy_name]]||0||||None
 
|-
 
|valign="top"|[[joy_pitchsensitivity]]||1||||None
 
|-
 
|valign="top"|[[joy_pitchthreshold]]||0||||None
 
|-
 
|valign="top"|[[joy_sidesensitivity]]||-1||||None
 
|-
 
|valign="top"|[[joy_sidethreshold]]||0||||None
 
|-
 
|valign="top"|[[joy_wingmanwarrier_centerhack]]||0||||Wingman warrior centering hack.
 
|-
 
|valign="top"|[[joy_wingmanwarrier_turnhack]]||0||||Wingman warrior hack related to turn axes.
 
|-
 
|valign="top"|[[joy_yawsensitivity]]||-1||||None
 
|-
 
|valign="top"|[[joy_yawthreshold]]||0||||None
 
|-
 
|valign="top"|[[joyadvancedupdate]]||||||None
 
|-
 
|valign="top"|[[joystick]]||0||||None
 
|-
 
|valign="top"|[[jpeg]]||||||Take a jpeg screenshot:  jpeg &lt;filename&gt; &lt;quality 1-100&gt;.
 
|-
 
|valign="top"|[[jpeg_quality]]||90||||jpeg screenshot quality.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[jump]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[jump]]||||||None
 
|}
 
  
 
== Commands starting with letter "K" ==
 
== Commands starting with letter "K" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/K}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[kdtree_test]]||||||Tests spatial partition for entities queries.
 
|-
 
|valign="top"|[[key_findbinding]]||||||Find key bound to specified command string.
 
|-
 
|valign="top"|[[key_listboundkeys]]||||||List bound keys with bindings.
 
|-
 
|valign="top"|[[key_updatelayout]]||||||Updates game keyboard layout to current windows keyboard setting.
 
|-
 
|valign="top"|[[kick]]||||||Kick a player by slot, userid or name.
 
|-
 
|valign="top"|[[kill]]||||||kills the player
 
|-
 
|valign="top"|[[killserver]]||||||Shutdown the server.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[klook]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[klook]]||||||None
 
|}
 
  
 
== Commands starting with letter "L" ==
 
== Commands starting with letter "L" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/L}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[lastinv]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[left]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[left]]||||||None
 
|-
 
|-[[left]]||||||None
 
|-
 
|valign="top"|[[light_crosshair]]||||||Show texture color at crosshair
 
|-
 
|valign="top"|[[linefile]]||||||Parses map leak data from .lin file
 
|-
 
|valign="top"|[[list]]||||||List cached servers.
 
|-
 
|valign="top"|[[listdemo]]||||||List demo file contents.
 
|-
 
|valign="top"|[[listid]]||||||Lists banned users.
 
|-
 
|valign="top"|[[listip]]||||||List IP addresses on the ban list.
 
|-
 
|valign="top"|[[listmodels]]||||||List loaded models.
 
|-
 
|valign="top"|[[load]]||||||Load a saved game.
 
|-
 
|valign="top"|[[lod_Enable]]||1||||None
 
|-
 
|valign="top"|[[lod_TransitionDist]]||800||||None
 
|-
 
|valign="top"|[[log]]||||||Enables standard log file &lt;0|1&gt;.
 
|-
 
|valign="top"|[[log_addaddress]]||||||Set address and port for remote host &lt;ip:port&gt;.
 
|-
 
|valign="top"|[[log_console]]||||||Echos event logging in console &lt;0|1&gt;.
 
|-
 
|valign="top"|[[log_events]]||||||Set UDP logging to remote host &lt;0|1&gt;.
 
|-
 
|valign="top"|[[log_level]]||||||Specifies a logging level 0..15 &lt;n&gt;.
 
|-
 
|valign="top"|[[log_udp]]||||||Send log packets to hosts in address list &lt;0|1&gt;.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[lookdown]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[lookdown]]||||||None
 
|-
 
|valign="top"|[[lookspring]]||0||||None
 
|-
 
|valign="top"|[[lookstrafe]]||0||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[lookup]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[lookup]]||||||None
 
|-
 
|valign="top"|[[lservercfgfile]]||0||||None
 
|}
 
  
 
== Commands starting with letter "M" ==
 
== Commands starting with letter "M" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/M}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[m_customaccel]]||0||||Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).
 
 
 
Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivityIf mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.
 
|-
 
|valign="top"|[[m_customaccel_exponent]]||1||||Mouse move is raised to this power before being scaled by scale factor.
 
|-
 
|valign="top"|[[m_customaccel_max]]||0||||Max mouse move scale factor, 0 for no limit
 
|-
 
|valign="top"|[[m_customaccel_scale]]||0||||Custom mouse acceleration value.
 
|-
 
|valign="top"|[[m_filter]]||0||||Mouse filtering (set this to 1 to average the mouse over 2 frames).
 
|-
 
|valign="top"|[[m_forward]]||1||||Mouse forward factor.
 
|-
 
|valign="top"|[[m_mouseaccel1]]||0||||Windows mouse acceleration initial threshold (2x movement).
 
|-
 
|valign="top"|[[m_mouseaccel2]]||0||||Windows mouse acceleration secondary threshold (4x movement).
 
|-
 
|valign="top"|[[m_mousespeed]]||1||||Windows mouse speed factor (range 1 to 20).
 
|-
 
|valign="top"|[[m_pitch]]||0||||Mouse pitch factor.
 
|-
 
|valign="top"|[[m_side]]||0||||Mouse side factor.
 
|-
 
|valign="top"|[[m_yaw]]||0||||Mouse yaw factor.
 
|-
 
|valign="top"|[[map]]||||||Start playing on specified map.
 
|-
 
|valign="top"|[[map_background]]||||||Runs a map as the background to the main menu.
 
|-
 
|valign="top"|[[map_edit]]||||||None
 
|-
 
|valign="top"|[[areaportal|map_noareas]]||0||||Disable area to area connection testing.
 
|-
 
|valign="top"|[[mapcyclefile]]||0||||None
 
|-
 
|valign="top"|[[maps]]||||||Displays list of maps.
 
|-
 
|valign="top"|[[mat_antialias]]||0||||None
 
|-
 
|valign="top"|[[mat_bloom]]||1||||None
 
|-
 
|valign="top"|[[mat_bufferprimitives]]||1||||None
 
|-
 
|valign="top"|[[mat_bumpbasis]]||0||||None
 
|-
 
|valign="top"|[[mat_bumpmap]]||1||||Toggles bumpmap rendering on/off.
 
|-
 
|valign="top"|[[mat_camerarendertargetoverlaysize]]||128||Yes||None
 
|-
 
|valign="top"|[[mat_clipz]]||1||||None
 
|-
 
|valign="top"|[[mat_compressedtextures]]||1||||None
 
|-
 
|valign="top"|[[mat_configcurrent]]||||||show the current video control panel config for the material system
 
|-
 
|valign="top"|[[mat_crosshair]]||||||Display the name of the material/texture under the crosshair.
 
|-
 
|valign="top"|[[mat_debug]]||||||None
 
|-
 
|valign="top"|[[mat_debugdepth]]||0||||None
 
|-
 
|valign="top"|[[mat_debugdepthmode]]||0||||None
 
|-
 
|valign="top"|[[mat_debugdepthval]]||128||||None
 
|-
 
|valign="top"|[[mat_debugdepthvalmax]]||256||||None
 
|-
 
|valign="top"|[[mat_depthbias_decal]]||-262144||||None
 
|-
 
|valign="top"|[[mat_depthbias_normal]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_diffuse]]||1||||None
 
|-
 
|valign="top"|[[mat_drawflat]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_drawwater]]||1||Yes||None
 
|-
 
|valign="top"|[[mat_dxlevel]]||90||||None
 
|-
 
|valign="top"|[[mat_envmapsize]]||128||||None
 
|-
 
|valign="top"|[[mat_envmaptgasize]]||32||||None
 
|-
 
|valign="top"|[[mat_fastnobump]]||0||||None
 
|-
 
|valign="top"|[[mat_fastspecular]]||1||||Enable/Disable specularity for visual testing.  Will not reload materials and will not affect perf.
 
|-
 
|valign="top"|[[mat_fillrate]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_filterlightmaps]]||1||||Smooths lightmaps. Lighting appears blocky when this is off.
 
|-
 
|valign="top"|[[mat_filtertextures]]||1||||Smooths textures. Textures appear blocky when this is off.
 
|-
 
|valign="top"|[[mat_forceaniso]]||1||||Sets Anistropic Filtering Level
 
|-
 
|valign="top"|[[mat_forcedynamic]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_forcehardwaresync]]||1||||None
 
|-
 
|valign="top"|[[mat_frame_sync_enable]]||1||Yes||None
 
|-
 
|valign="top"|[[mat_frame_sync_force_texture]]||0||Yes||Force frame syncing to lock a managed texture.
 
|-
 
|valign="top"|[[mat_framebuffercopyoverlaysize]]||128||||None
 
|-
 
|valign="top"|[[mat_fullbright]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_hsv]]||0||||None
 
|-
 
|valign="top"|[[mat_info]]||||||Shows material system info
 
|-
 
|valign="top"|[[mat_leafvis]]||0||||Draw wireframe of current leaf
 
|-
 
|valign="top"|[[mat_levelflush]]||1||||None
 
|-
 
|valign="top"|[[mat_loadtextures]]||1||||None
 
|-
 
|valign="top"|[[mat_luxels]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_maxframelatency]]||1||||None
 
|-
 
|valign="top"|[[mat_measurefillrate]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_mipmaptextures]]||1||||None
 
|-
 
|valign="top"|[[mat_monitorgamma]]||2||||monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
 
|-
 
|valign="top"|[[mat_norendering]]||0||||None
 
|-
 
|valign="top"|[[mat_normalmaps]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_normals]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_parallaxmap]]||0||||None
 
|-
 
|valign="top"|[[mat_picmip]]||0||||Sets texture quality. Is the same as the "Texture Detail" menu. Values are 0-High, 1-Medium, 2-Low
 
|-
 
|valign="top"|[[mat_proxy]]||0||||None
 
|-
 
|valign="top"|[[mat_reducefillrate]]||0||||None
 
|-
 
|valign="top"|[[mat_reloadallmaterials]]||||||None
 
|-
 
|valign="top"|[[mat_reloadmaterial]]||||||None
 
|-
 
|valign="top"|[[mat_reloadtextures]]||||||None
 
|-
 
|valign="top"|[[mat_reversedepth]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_savechanges]]||||||saves current video configuration to the registry
 
|-
 
|valign="top"|[[mat_setvideomode]]||||||sets the width, height, windowed state of the material system
 
|-
 
|valign="top"|[[mat_shadowstate]]||1||||None
 
|-
 
|valign="top"|[[mat_show_texture_memory_usage]]||0||||Display the texture memory usage on the HUD.
 
|-
 
|valign="top"|[[mat_showcamerarendertarget]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_showenvmapmask]]||0||||None
 
|-
 
|valign="top"|[[mat_showframebuffertexture]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_showlightmapcomponent]]||0||||0: show normal-mapped lightmap<p>1: show component 11: show component 21: show component 3</p>
 
|-
 
|valign="top"|[[mat_showlightmappage]]||-1||||None
 
|-
 
|valign="top"|[[mat_showlowresimage]]||0||||None
 
|-
 
|valign="top"|[[mat_showmaterials]]||||||Show materials.
 
|-
 
|valign="top"|[[mat_showmaterialsverbose]]||||||None
 
|-
 
|valign="top"|[[mat_showmiplevels]]||0||||None
 
|-
 
|valign="top"|[[mat_showtextures]]||||||Show textures.
 
|-
 
|valign="top"|[[mat_showwatertextures]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_skybloomamount]]||1||||None
 
|-
 
|valign="top"|[[mat_slopescaledepthbias_decal]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_slopescaledepthbias_normal]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_softwarelighting]]||0||||None
 
|-
 
|valign="top"|[[mat_softwareskin]]||0||||None
 
|-
 
|valign="top"|[[mat_specular]]||1||||Enable/Disable specularity for perf testing.  Will cause a material reload upon change.
 
|-
 
|valign="top"|[[mat_spewvertexandpixelshaders]]||||||print all vertex and pixel shaders currently loaded to the console
 
|-
 
|valign="top"|[[mat_stub]]||0||Yes||None
 
|-
 
|valign="top"|[[mat_suppress]]||||||Supress a material from drawing
 
|-
 
|valign="top"|[[mat_surfaceid]]||0||||None
 
|-
 
|valign="top"|[[mat_surfacemat]]||0||||None
 
|-
 
|valign="top"|[[mat_texture_limit]]||-1||||If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[mat_texture_list]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[mat_texture_list]]||||||None
 
|-
 
|valign="top"|[[mat_texture_list]]||0||||For debugging, show a list of used textures per frame
 
|-
 
|valign="top"|[[mat_texture_list_all]]||0||||If this is nonzero, then the texture list panel will show all currently-loaded textures.
 
|-
 
|valign="top"|[[mat_texturelist_directories]]||0||||None
 
|-
 
|valign="top"|[[mat_texturelist_files]]||1||||None
 
|-
 
|valign="top"|[[mat_trilinear]]||1||||None
 
|-
 
|valign="top"|[[mat_viewportscale]]||1||Yes||debugging viewport scale
 
|-
 
|valign="top"|[[mat_vsync]]||0||||Force sync to vertical retrace
 
|-
 
|valign="top"|[[mat_wateroverlaysize]]||128||||None
 
|-
 
|valign="top"|[[mat_wireframe]]||0||||See [[Optimization Commands]].
 
|-
 
|valign="top"|[[mat_yuv]]||0||||Turns the screen monochrome
 
|-
 
|valign="top"|[[maxplayers]]||||||Change the maximum number of players allowed on this server.
 
|-
 
|valign="top"|[[mem_dump]]||||||dump memory stats.
 
|-
 
|valign="top"|[[mem_dumpstats]]||0||||Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
 
|-
 
|valign="top"|[[mem_force_flush]]||0||||Force cache flush of unlocked resources on every alloc
 
|-
 
|valign="top"|[[metropolice_charge]]||1||||None
 
|-
 
|valign="top"|[[metropolice_chase_use_follow]]||0||||None
 
|-
 
|valign="top"|[[metropolice_move_and_melee]]||1||||None
 
|-
 
|valign="top"|[[minisave]]||||||Saves game (for current level only!)
 
|-
 
|valign="top"|[[mod_forcedata]]||1||||Forces all model file data into cache on model load.
 
|-
 
|valign="top"|[[monk_headshot_freq]]||2||||None
 
|-
 
|valign="top"|[[mortar_visualize]]||0||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[movedown]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[movedown]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[moveleft]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[moveleft]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[moveright]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[moveright]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[moveup]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[moveup]]||||||None
 
|-
 
|valign="top"|[[mp_allowNPCs]]||1||||None
 
|-
 
|valign="top"|[[mp_autoteambalance]]||1||||None - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp_autoteambalance_delay]]||1||||Time after the teams become unbalanced to attempt to switch players. - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp_autoteambalance_warning_delay]]||1||||Time after the teams become unbalanced to print a balance warning. - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp_allowspectators]]||1||||toggles whether the server allows spectator mode or not
 
|-
 
|valign="top"|[[mp_autocrosshair]]||1||||None
 
|-
 
|valign="top"|[[mp_bonusroundtime]]||1||||Time after round win until round restarts - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp_chattime]]||10||||amount of time players can chat after the game is over
 
|-
 
|valign="top"|[[mp_decals]]||200||||None
 
|-
 
|valign="top"|[[mp_defaultteam]]||0||||None
 
|-
 
|valign="top"|[[mp_enableroundwaittime]]||1||||Enable timers to wait between rounds. - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp_facefronttime]]||3||||After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
 
|-
 
|valign="top"|[[mp_falldamage]]||0||||None
 
|-
 
|valign="top"|[[mp_feetyawrate]]||720||||How many degrees per second that we can turn our feet or upper body.
 
|-
 
|valign="top"|[[mp_flashlight]]||0||||None
 
|-
 
|valign="top"|[[mp_footsteps]]||1||||None
 
|-
 
|valign="top"|[[mp_forcecamera]]||0||||Restricts spectator modes for dead players
 
|-
 
|valign="top"|[[mp_forcerespawn]]||1||||None
 
|-
 
|valign="top"|[[mp_fraglimit]]||0||||None
 
|-
 
|valign="top"|[[mp_friendlyfire]]||0||||None
 
|-
 
|valign="top"|[[mp_ik]]||1||||Use IK on in-place turns.
 
|-
 
|valign="top"|[[mp_logecho]]||1||||None
 
|-
 
|valign="top"|[[mp_logfile]]||1||||None
 
|-
 
|valign="top"|[[mp_maxrounds]]||1||||Max number of rounds to play before server changes maps - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp_restartround]]||1||||If non-zero, the current round will restart in the specified number of seconds - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp_stalemate_timelimit]]||1||||Timelimit (in seconds) of the stalemate round. - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp_teamlist]]||0||||None
 
|-
 
|valign="top"|[[mp_teamoverride]]||1||||None
 
|-
 
|valign="top"|[[mp_teamplay]]||0||||None
 
|-
 
|valign="top"|[[mp_teams_unbalance_limit]]||1||||Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp_timelimit]]||0||||game time per map in minutes
 
|-
 
|valign="top"|[[mp_weaponstay]]||0||||None
 
|-
 
|valign="top"|[[mp_winlimit]]||0||||Max number of rounds one team can win before server changes maps - '''New Source Engine'''
 
|-
 
|valign="top"|[[mp3]]||||||''([[Counter-Strike: Source]] only)'' Starts the [[Valve MP3 Player]].
 
|-
 
|valign="top"|[[muzzleflash_light]]||1||||None
 
|}
 
  
 
== Commands starting with letter "N" ==
 
== Commands starting with letter "N" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/N}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[name]]||0||||Current user name
 
|-
 
|valign="top"|[[nav_begin_area]]||||||Defines 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.
 
|-
 
|valign="top"|[[nav_clear_walkable_marks]]||||||Erase any previously placed walkable positions.
 
|-
 
|valign="top"|[[nav_connect]]||||||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.
 
|-
 
|valign="top"|[[nav_corner_lower]]||||||Lower the selected corner of the currently marked Area.
 
|-
 
|valign="top"|[[nav_corner_raise]]||||||Raise the selected corner of the currently marked Area.
 
|-
 
|valign="top"|[[nav_corner_select]]||||||Select a corner of the currently marked Area. Use multiple times to access all four corners.
 
|-
 
|valign="top"|[[nav_crouch]]||||||Toggles the 'must crouch in this area' flag used by the AI system.
 
|-
 
|valign="top"|[[nav_delete]]||||||Deletes the currently highlighted Area.
 
|-
 
|valign="top"|[[nav_disconnect]]||||||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.
 
|-
 
|valign="top"|[[nav_edit]]||0||||Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
 
|-
 
|valign="top"|[[nav_end_area]]||||||Defines the second corner of a new Area and creates it.
 
|-
 
|valign="top"|[[nav_generate]]||||||Generate a Navigation Mesh for the current map and save it to disk.
 
|-
 
|valign="top"|[[nav_jump]]||||||Toggles the 'traverse this area by jumping' flag used by the AI system.
 
|-
 
|valign="top"|[[nav_load]]||||||Loads the Navigation Mesh for the current map.
 
|-
 
|valign="top"|[[nav_mark]]||||||Marks the Area under the cursor for manipulation by subsequent editing commands.
 
|-
 
|valign="top"|[[nav_mark_unnamed]]||||||Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
 
|-
 
|valign="top"|[[nav_mark_walkable]]||||||Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
 
|-
 
|valign="top"|[[nav_merge]]||||||To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
 
|-
 
|valign="top"|[[nav_no_jump]]||||||Toggles the 'don't jump in this area' flag used by the AI system.
 
|-
 
|valign="top"|[[nav_place_floodfill]]||||||Sets the Place of the Area under the cursor to the curent 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.
 
|-
 
|valign="top"|[[nav_place_pick]]||||||Sets the current Place to the Place of the Area under the cursor.
 
|-
 
|valign="top"|[[nav_precise]]||||||Toggles the 'don't avoid obstacles' flag used by the AI system.
 
|-
 
|valign="top"|[[nav_quicksave]]||1||||Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing.
 
|-
 
|valign="top"|[[nav_save]]||||||Saves the current Navigation Mesh to disk.
 
|-
 
|valign="top"|[[nav_show_approach_points]]||0||||Show Approach Points in the Navigation Mesh.
 
|-
 
|valign="top"|[[nav_show_danger]]||0||||Show current 'danger' levels.
 
|-
 
|valign="top"|[[nav_splice]]||||||To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
 
|-
 
|valign="top"|[[nav_split]]||||||To split an Area into two, align the split line using your cursor and invoke the split command.
 
|-
 
|valign="top"|[[nav_strip]]||||||Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
 
|-
 
|valign="top"|[[nav_toggle_place_mode]]||||||Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
 
|-
 
|valign="top"|[[nav_toggle_place_painting]]||||||Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
 
|-
 
|valign="top"|[[nav_use_place]]||||||If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
 
|-
 
|valign="top"|[[net_blockmsg]]||0||Yes||Discards incoming message: &lt;0|1|name&gt;
 
|-
 
|valign="top"|[[net_channels]]||||||Shows net channel info
 
|-
 
|valign="top"|[[net_chokeloop]]||0||||Apply bandwidth choke to loopback packets
 
|-
 
|valign="top"|[[net_drawslider]]||0||||Draw completion slider during signon
 
|-
 
|valign="top"|[[net_droppackets]]||0||Yes||Drops next n packets on client
 
|-
 
|valign="top"|[[net_fakelag]]||0||Yes||Lag all incoming network data (including loopback) by this many milliseconds.
 
|-
 
|valign="top"|[[net_fakeloss]]||0||Yes||Simulate packet loss as a percentage (negative means drop 1/n packets)
 
|-
 
|valign="top"|[[net_graph]]||0||||Draw the network usage graph
 
|-
 
|valign="top"|[[net_graphheight]]||64||||None
 
|-
 
|valign="top"|[[net_graphpos]]||1||||None
 
|-
 
|valign="top"|[[net_graphsolid]]||1||||None
 
|-
 
|valign="top"|[[net_maxfilesize]]||16||||Max filesize server can transfer to clients.
 
|-
 
|valign="top"|[[net_maxfragments]]||1280||||Max fragment bytes per packet.
 
|-
 
|valign="top"|[[net_scale]]||5||||None
 
|-
 
|valign="top"|[[net_showdrop]]||0||||Show dropped packets in console
 
|-
 
|valign="top"|[[net_showevents]]||0||||Print game event infos to console.
 
|-
 
|valign="top"|[[net_showfragments]]||0||||Show netchannel fragments
 
|-
 
|valign="top"|[[net_showmsg]]||0||||Show incoming message: &lt;0|1|name&gt;
 
|-
 
|valign="top"|[[net_showpeaks]]||0||||Show messages for large packets only: &lt;size&gt;
 
|-
 
|valign="top"|[[net_showsplits]]||0||||Show info about packet splits
 
|-
 
|valign="top"|[[net_showtcp]]||0||||Dump TCP stream summary to console
 
|-
 
|valign="top"|[[net_showudp]]||0||||Dump UPD packets summary to console
 
|-
 
|valign="top"|[[net_start]]||||||Inits multiplayer network sockets
 
|-
 
|valign="top"|[[net_synctags]]||0||Yes||Insert tokens into the net stream to find client/server mismatches.
 
|-
 
|valign="top"|[[next]]||0||Yes||Set to 1 to advance to next frame ( when singlestep == 1 )
 
|-
 
|valign="top"|[[nextdemo]]||||||Play next demo in sequence.
 
|-
 
|valign="top"|[[noclip]]||||Yes||Toggle. Player becomes non-solid and flies. Useful for developers and players that has gotten physically stuck.
 
|-
 
|valign="top"|[[notarget]]||||||Toggle. Player becomes hidden to NPCs.
 
|-
 
|valign="top"|[[npc_ammo_deplete]]||||||Subtracts half of the target's ammo
 
|-
 
|valign="top"|[[npc_barnacle|npc_barnacle_swallow]]||0||||Use prototype swallow code.
 
|-
 
|valign="top"|[[npc_bipass]]||||||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.
 
|-
 
|valign="top"|[[npc_citizen|npc_citizen_auto_player_squad]]||1||||None
 
|-
 
|valign="top"|[[npc_citizen|npc_citizen_auto_player_squad_allow_use]]||0||||None
 
|-
 
|valign="top"|[[npc_citizen|npc_citizen_explosive_resist]]||0||||None
 
|-
 
|valign="top"|[[npc_citizen|npc_citizen_insignia]]||0||||None
 
|-
 
|valign="top"|[[npc_citizen|npc_citizen_squad_marker]]||0||||None
 
|-
 
|valign="top"|[[npc_combat]]||||||Displays 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.
 
|-
 
|valign="top"|[[npc_conditions]]||||||Displays 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.
 
|-
 
|valign="top"|[[npc_create]]||||||Creates 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}
 
|-
 
|valign="top"|[[npc_create_aimed]]||||||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}
 
|-
 
|valign="top"|[[npc_create_equipment]]||0||||None
 
|-
 
|valign="top"|[[npc_destroy]]||||||Removes the given NPC(s) from the universe
 
;Arguments:{entity_name} / {class_name} / no argument picks what player is looking at.
 
|-
 
|valign="top"|[[npc_destroy_unselected]]||||||Removes all NPCs from the universe that aren't currently selected
 
|-
 
|valign="top"|[[npc_enemies]]||||||Shows 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
 
|-
 
|valign="top"|[[npc_focus]]||||||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
 
|-
 
|valign="top"|[[npc_freeze]]||||||Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
 
|-
 
|valign="top"|[[npc_go]]||||||Selected NPC(s) will go to the location that the player is looking (shown with a purple box)
 
|-
 
|valign="top"|[[npc_go_do_run]]||1||||Set whether should run on NPC go
 
|-
 
|valign="top"|[[npc_go_random]]||||||Sends all selected NPC(s) to a random node.
 
|-
 
|valign="top"|[[npc_heal]]||||||Heals the target back to full health
 
|-
 
|valign="top"|[[npc_height_adjust]]||1||||Enable test mode for ik height adjustment
 
|-
 
|valign="top"|[[npc_kill]]||||||Kills the given NPC(s)
 
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at
 
|-
 
|valign="top"|[[npc_nearest]]||||||Draw's a while box around the NPC(s) nearest node
 
;Arguments:{npc_name} / {npc class_name} / no argument picks what player is looking at
 
|-
 
|valign="top"|[[npc_reset]]||||||Reloads schedules for all NPC's from their script files
 
|-
 
|valign="top"|[[npc_route]]||||||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
 
|-
 
|valign="top"|[[npc_select]]||||||Select 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
 
|-
 
|valign="top"|[[npc_sentences]]||0||||None
 
|-
 
|valign="top"|[[npc_speakall]]||||||Force the npc to try and speak all thier responses
 
|-
 
|valign="top"|[[npc_squads]]||||||Obsolete.  Replaced by npc_combat
 
|-
 
|valign="top"|[[npc_steering]]||||||Displays 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
 
|-
 
|valign="top"|[[npc_steering_all]]||||||Displays the steering obstructions of all NPCs (used to perform local avoidance)
 
|-
 
|valign="top"|[[npc_strider|npc_strider_height_adj]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|npc_strider_shake_ropes_magnitude]]||150||||None
 
|-
 
|valign="top"|[[npc_strider|npc_strider_shake_ropes_radius]]||1200||||None
 
|-
 
|valign="top"|[[npc_task_text]]||||||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
 
|-
 
|valign="top"|[[npc_tasks]]||||||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
 
|-
 
|valign="top"|[[npc_thinknow]]||||||Trigger NPC to think
 
|-
 
|valign="top"|[[npc_viewcone]]||||||Displays 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
 
|-
 
|valign="top"|[[npc_vphysics]]||0||||None
 
|}
 
  
 
== Commands starting with letter "O" ==
 
== Commands starting with letter "O" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/O}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[old_radiusdamage]]||0||||None
 
|-
 
|valign="top"|[[overview_health]]||1||||Show player's health in map overview.
 
|-
 
|valign="top"|[[overview_locked]]||1||||Locks map angle, doesn't follow view angle.
 
|-
 
|valign="top"|[[overview_mode]]||||||Sets overview map mode off,small,large: &lt;0|1|2&gt;
 
|-
 
|valign="top"|[[overview_names]]||1||||Show player's names in map overview.
 
|-
 
|valign="top"|[[overview_tracks]]||1||||Show player's tracks in map overview.
 
|-
 
|valign="top"|[[overview_zoomabs]]||||||Sets overview map zoom: &lt;zoom&gt;
 
|-
 
|valign="top"|[[overview_zoomrel]]||||||Changes overview map zoom: &lt;factor&gt;
 
|}
 
  
 
== Commands starting with letter "P" ==
 
== Commands starting with letter "P" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/P}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[particle_simulateoverflow]]||0||Yes||Used for stress-testing particle systems. Randomly denies creation of particles.
 
|-
 
|valign="top"|[[password]]||0||||Current server access password
 
|-
 
|valign="top"|[[path]]||||||Show the engine filesystem path.
 
|-
 
|valign="top"|[[pause]]||||||Toggle the server pause state.
 
|-
 
|valign="top"|[[perfui]]||||||Show/hide the level performance tools UI.
 
|-
 
|valign="top"|[[perfvisualbenchmark]]||||||None
 
|-
 
|valign="top"|[[perfvisualbenchmark_abort]]||||||None
 
|-
 
|valign="top"|[[phonemedelay]]||0||||Phoneme delay to account for sound system latency.
 
|-
 
|valign="top"|[[phonemefilter]]||0||||Time duration of box filter to pass over phonemes.
 
|-
 
|valign="top"|[[phonemesnap]]||1||||Don't force visemes to always consider two phonemes, regardless of duration.
 
|-
 
|valign="top"|[[phys_impactforcescale]]||1||||None
 
|-
 
|valign="top"|[[phys_penetration_error_time]]||10||||Controls the duration of vphysics penetration error boxes.
 
|-
 
|valign="top"|[[phys_pushscale]]||1||||None
 
|-
 
|valign="top"|[[phys_speeds]]||0||||None
 
|-
 
|valign="top"|[[phys_stressbodyweights]]||5||||None
 
|-
 
|valign="top"|[[phys_swap]]||||||Automatically swaps the current weapon for the physcannon and back again.
 
|-
 
|valign="top"|[[phys_timescale]]||1||||Scale time for physics
 
|-
 
|valign="top"|[[phys_upimpactforcescale]]||0||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_ball_cone]]||0||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_chargetime]]||2||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_cone]]||0||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_maxforce]]||1500||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_maxmass]]||250||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_mega_pullforce]]||8000||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_mega_tracelength]]||850||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_minforce]]||700||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_pullforce]]||4000||||None
 
|-
 
|valign="top"|[[weapon_physcannon|physcannon_tracelength]]||250||||None
 
|-
 
|valign="top"|[[physics_budget]]||||||Times the cost of each active object
 
|-
 
|valign="top"|[[physics_debug_entity]]||||||Dumps debug info for an entity
 
|-
 
|valign="top"|[[physics_highlight_active]]||||||Turns on the absbox for all active physics objects
 
|-
 
|valign="top"|[[physics_report_active]]||||||Lists all active physics objects
 
|-
 
|valign="top"|[[physics_select]]||||||Dumps debug info for an entity
 
|-
 
|valign="top"|[[physicsshadowupdate_render]]||0||||None
 
|-
 
|valign="top"|[[picker]]||||||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
 
|-
 
|valign="top"|[[ping]]||||||Display ping to server.
 
|-
 
|valign="top"|[[pistol_use_new_accuracy]]||1||||None
 
|-
 
|valign="top"|[[pixelvis_debug]]||||||Dump debug info
 
|-
 
|valign="top"|[[play]]||||||Play a sound.
 
|-
 
|valign="top"|[[playdemo]]||||||Play a recorded demo file (.dem ).
 
|-
 
|valign="top"|[[player_old_armor]]||0||||None
 
|-
 
|valign="top"|[[player_showpredictedposition]]||0||||None
 
|-
 
|valign="top"|[[player_showpredictedposition_timestep]]||1||||None
 
|-
 
|valign="top"|[[player_squad_autosummon_debug]]||0||||None
 
|-
 
|valign="top"|[[player_squad_autosummon_move_tolerance]]||20||||None
 
|-
 
|valign="top"|[[player_squad_autosummon_player_tolerance]]||10||||None
 
|-
 
|valign="top"|[[player_squad_autosummon_time]]||5||||None
 
|-
 
|valign="top"|[[player_squad_autosummon_time_after_combat]]||8||||None
 
|-
 
|valign="top"|[[player_squad_double_tap_time]]||0||||None
 
|-
 
|valign="top"|[[player_squad_transient_commands]]||1||||None
 
|-
 
|valign="top"|[[player_throwforce]]||1000||||None
 
|-
 
|valign="top"|[[playflush]]||||||Play a sound, reloading from disk in case of changes.
 
|-
 
|valign="top"|[[playgamesound]]||||||Play a sound from the game sounds txt file
 
|-
 
|valign="top"|[[playsoundscape]]||||||Forces a soundscape to play
 
|-
 
|valign="top"|[[playvol]]||||||Play a sound at a specified volume.
 
|-
 
|valign="top"|[[plugin_load]]||||||Loads a plugin present in the addons directory.
 
|-
 
|valign="top"|[[plugin_print]]||||||Prints loaded plugins (server).
 
|-
 
|valign="top"|[[plugin_unload]]||||||Unloads a plugin based on it's ID in plugin_print.
 
|-
 
|valign="top"|[[progress_enable]]||||||None
 
|-
 
|valign="top"|[[prop_crosshair]]||||||Shows name for prop looking at
 
|-
 
|valign="top"|[[prop_debug]]||||||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.
 
|-
 
|valign="top"|[[props_break_max_pieces]]||-1||||None
 
|-
 
|valign="top"|[[pwatchent]]||-1||Yes||Entity to watch for prediction system changes.
 
|-
 
|valign="top"|[[pwatchvar]]||0||Yes||Entity variable to watch in prediction system for changes.
 
|}
 
  
 
== Commands starting with letter "Q" ==
 
== Commands starting with letter "Q" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/Q}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[quit]]||||||Exit the engine.
 
|-
 
|valign="top"|[[quti]]||||||Exit the engine.
 
|}
 
  
 
== Commands starting with letter "R" ==
 
== Commands starting with letter "R" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/R}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[r_3dnow]]||1|||| hl2 : to make engine uses amd 3dnow registers
 
|-
 
|valign="top"|[[r_3dsky]]||1||Yes||Enable the rendering of 3d sky boxes
 
|-
 
|valign="top"|[[r_AirboatPitchCurveLinear]]||60||Yes||None
 
|-
 
|valign="top"|[[r_AirboatPitchCurveZero]]||25||Yes||None
 
|-
 
|valign="top"|[[r_AirboatRollCurveLinear]]||120||Yes||None
 
|-
 
|valign="top"|[[r_AirboatRollCurveZero]]||90||Yes||None
 
|-
 
|valign="top"|[[r_AirboatViewBlendTo]]||1||Yes||None
 
|-
 
|valign="top"|[[r_AirboatViewBlendToScale]]||0||Yes||None
 
|-
 
|valign="top"|[[r_AirboatViewBlendToTime]]||1||Yes||None
 
|-
 
|valign="top"|[[r_AirboatViewDampenDamp]]||1||Yes||None
 
|-
 
|valign="top"|[[r_AirboatViewDampenFreq]]||7||Yes||None
 
|-
 
|valign="top"|[[r_AirboatViewZHeight]]||0||Yes||None
 
|-
 
|valign="top"|[[r_ambientlightingonly]]||0||Yes||Set this to 1 to light models with only ambient lighting (and no static lighting).
 
|-
 
|valign="top"|[[r_aspectratio]]||0||Yes||None
 
|-
 
|valign="top"|[[r_avglight]]||1||||None
 
|-
 
|valign="top"|[[r_avglightmap]]||0||||None
 
|-
 
|valign="top"|[[r_cheapwaterend]]||||||None
 
|-
 
|valign="top"|[[r_cheapwaterstart]]||||||None
 
|-
 
|valign="top"|[[r_cleardecals]]||||||Usage r_cleardecals &lt;permanent&gt;.
 
|-
 
|valign="top"|[[areaportal|r_ClipAreaPortals]]||1||Yes||None
 
|-
 
|valign="top"|[[r_colorstaticprops]]||0||Yes||None
 
|-
 
|valign="top"|[[r_debugcheapwater]]||0||Yes||None
 
|-
 
|valign="top"|[[r_debugrandomstaticlighting]]||0||Yes||Set to 1 to make all static lighting red for debugging.  Must restart for change to take affect.
 
|-
 
|valign="top"|[[r_decal_cullsize]]||5||||Decals under this size in pixels are culled
 
|-
 
|valign="top"|[[r_decals]]||2048||||None
 
|-
 
|valign="top"|[[r_decalstaticprops]]||1||||Decal static props test
 
|-
 
|valign="top"|[[r_DispBuildable]]||0||Yes||None
 
|-
 
|valign="top"|[[r_DispDrawAxes]]||0||||None
 
|-
 
|valign="top"|[[r_DispEnableLOD]]||0||||None
 
|-
 
|valign="top"|[[r_DispFullRadius]]||400||||Radius within which a displacement will stay at its highest LOD
 
|-
 
|valign="top"|[[r_DispLockLOD]]||0||||None
 
|-
 
|valign="top"|[[r_DispRadius]]||500||||None
 
|-
 
|valign="top"|[[r_DispSetLOD]]||0||||None
 
|-
 
|valign="top"|[[r_DispTolerance]]||5||||None
 
|-
 
|valign="top"|[[r_DispUpdateAll]]||0||||None
 
|-
 
|valign="top"|[[r_DispUseStaticMeshes]]||1||Yes||High end machines use static meshes. Low end machines use temp meshes.
 
|-
 
|valign="top"|[[r_DispWalkable]]||0||Yes||None
 
|-
 
|valign="top"|[[r_DoCovertTransitions]]||0||||None
 
|-
 
|valign="top"|[[r_dopixelvisibility]]||1||||None
 
|-
 
|valign="top"|[[r_drawbatchdecals]]||1||||Render decals batched.
 
|-
 
|valign="top"|[[r_DrawBeams]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawbrushmodels]]||1||Yes||Render brush models.
 
|-
 
|valign="top"|[[r_drawclipbrushes]]||0||Yes||Draw clip brushes
 
|-
 
|valign="top"|[[r_drawdecals]]||1||Yes||Render decals.
 
|-
 
|valign="top"|[[r_drawdetailprops]]||1||||None
 
|-
 
|valign="top"|[[r_DrawDisp]]||1||Yes||Toggles rendering of displacment maps
 
|-
 
|valign="top"|[[r_drawentities]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawflecks]]||1||||None
 
|-
 
|valign="top"|[[r_drawfullskybox]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawleaf]]||-1||Yes||Draw the specified leaf.
 
|-
 
|valign="top"|[[r_drawlightcache]]||0||Yes||0: off<p>1: draw light cache entries2: draw rays</p>
 
|-
 
|valign="top"|[[r_drawlightinfo]]||0||Yes||None
 
|-
 
|valign="top"|[[r_drawlights]]||0||Yes||None
 
|-
 
|valign="top"|[[r_drawmodeldecals]]||1||||None
 
|-
 
|valign="top"|[[r_DrawModelLightOrigin]]||0||Yes||None
 
|-
 
|valign="top"|[[r_drawmodelstatsoverlay]]||0||Yes||None
 
|-
 
|valign="top"|[[r_drawmodelstatsoverlaydistance]]||500||Yes||None
 
|-
 
|valign="top"|[[r_drawmodelstatsoverlaymax]]||1||||time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
 
|-
 
|valign="top"|[[r_drawmodelstatsoverlaymin]]||0||||time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
 
|-
 
|valign="top"|[[r_drawopaquerenderables]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawopaqueworld]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawothermodels]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawparticles]]||1||Yes||Enable/disable particle rendering
 
|-
 
|valign="top"|[[r_drawpixelvisibility]]||0||||Show the occlusion proxies
 
|-
 
|valign="top"|[[areaportal|r_DrawPortals]]||0||Yes||None
 
|-
 
|valign="top"|[[r_DrawRain]]||1||Yes||Enable/disable rain rendering.
 
|-
 
|valign="top"|[[r_drawrenderboxes]]||0||Yes||None
 
|-
 
|valign="top"|[[r_drawropes]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawskybox]]||1||Yes||None
 
|-
 
|valign="top"|[[r_DrawSpecificStaticProp]]||-1||||None
 
|-
 
|valign="top"|[[r_drawsprites]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawstaticprops]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawtranslucentrenderables]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawtranslucentworld]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawvgui]]||1||Yes||Enable the rendering of vgui panels
 
|-
 
|valign="top"|[[r_drawviewmodel]]||1||Yes||None
 
|-
 
|valign="top"|[[r_drawworld]]||1||Yes||Render the world.
 
|-
 
|valign="top"|[[r_dynamic]]||1||||None
 
|-
 
|valign="top"|[[r_eyeglintlodpixels]]||20||||The number of pixels wide an eyeball has to be before rendering an eyeglint.  Is a floating point value.
 
|-
 
|valign="top"|[[r_eyegloss]]||1||||None
 
|-
 
|valign="top"|[[r_eyemove]]||1||||None
 
|-
 
|valign="top"|[[r_eyes]]||1||||None
 
|-
 
|valign="top"|[[r_eyeshift_x]]||0||||None
 
|-
 
|valign="top"|[[r_eyeshift_y]]||0||||None
 
|-
 
|valign="top"|[[r_eyeshift_z]]||0||||None
 
|-
 
|valign="top"|[[r_eyesize]]||0||||None
 
|-
 
|valign="top"|[[r_eyewaterepsilon]]||7||Yes||None
 
|-
 
|valign="top"|[[r_farz]]||-1||Yes||Override the far clipping plane. -1 means to use the value in env_fog_controller.
 
|-
 
|valign="top"|[[r_fastzreject]]||0||||Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
 
|-
 
|valign="top"|[[r_flashlightconstant]]||0||Yes||None
 
|-
 
|valign="top"|[[r_flashlightdrawfrustum]]||0||||None
 
|-
 
|valign="top"|[[r_flashlightdrawfrustumbbox]]||0||||None
 
|-
 
|valign="top"|[[r_flashlightdrawsweptbbox]]||0||||None
 
|-
 
|valign="top"|[[r_flashlightfar]]||750||Yes||None
 
|-
 
|valign="top"|[[r_flashlightfov]]||45||Yes||None
 
|-
 
|valign="top"|[[r_flashlightlinear]]||100||Yes||None
 
|-
 
|valign="top"|[[r_flashlightlockposition]]||0||Yes||None
 
|-
 
|valign="top"|[[r_flashlightmodels]]||1||||None
 
|-
 
|valign="top"|[[r_flashlightnear]]||1||Yes||None
 
|-
 
|valign="top"|[[r_flashlightnodraw]]||0||||None
 
|-
 
|valign="top"|[[r_flashlightoffsetx]]||10||Yes||None
 
|-
 
|valign="top"|[[r_flashlightoffsety]]||-20||Yes||None
 
|-
 
|valign="top"|[[r_flashlightoffsetz]]||24||Yes||None
 
|-
 
|valign="top"|[[r_flashlightquadratic]]||0||Yes||None
 
|-
 
|valign="top"|[[r_flashlightvisualizetrace]]||0||Yes||None
 
|-
 
|valign="top"|[[r_flex]]||1||||None
 
|-
 
|valign="top"|[[r_flushlod]]||||||Flush and reload LODs.
 
|-
 
|valign="top"|[[r_ForceRestore]]||0||||None
 
|-
 
|valign="top"|[[r_ForceWaterLeaf]]||1||||Enable for optimization to water - considers view in leaf under water for purposes of culling
 
|-
 
|valign="top"|[[r_frustumcullworld]]||1||||None
 
|-
 
|valign="top"|[[r_JeepFOV]]||90||Yes||None
 
|-
 
|valign="top"|[[r_JeepViewBlendTo]]||1||Yes||None
 
|-
 
|valign="top"|[[r_JeepViewBlendToScale]]||0||Yes||None
 
|-
 
|valign="top"|[[r_JeepViewBlendToTime]]||1||Yes||None
 
|-
 
|valign="top"|[[r_JeepViewDampenDamp]]||1||Yes||None
 
|-
 
|valign="top"|[[r_JeepViewDampenFreq]]||7||Yes||None
 
|-
 
|valign="top"|[[r_JeepViewZHeight]]||10||Yes||None
 
|-
 
|valign="top"|[[r_lightaverage]]||1||||Activates/deactivate light averaging
 
|-
 
|valign="top"|[[r_lightcache_numambientsamples]]||162||||number of random directions to fire rays when computing ambient lighting
 
|-
 
|valign="top"|[[r_lightcachecenter]]||1||Yes||None
 
|-
 
|valign="top"|[[r_lightinterp]]||5||||Controls the speed of light interpolation, 0 turns off interpolation
 
|-
 
|valign="top"|[[r_lightmap]]||-1||||None
 
|-
 
|valign="top"|[[r_lightstyle]]||-1||||None
 
|-
 
|valign="top"|[[r_lockpvs]]||0||Yes||Lock the PVS so you can fly around and inspect what is being drawn.
 
|-
 
|valign="top"|[[r_lod]]||-1||||None
 
|-
 
|valign="top"|[[r_lod_noupdate]]||0||||None
 
|-
 
|valign="top"|[[r_mapextents]]||16384||Yes||Set the max dimension for the map.  This determines the far clipping plane
 
|-
 
|valign="top"|[[r_maxdlights]]||32||||None
 
|-
 
|valign="top"|[[r_maxmodeldecal]]||50||||None
 
|-
 
|valign="top"|[[r_maxnewsamples]]||6||||None
 
|-
 
|valign="top"|[[r_maxsampledist]]||128||||None
 
|-
 
|valign="top"|[[r_minnewsamples]]||3||||None
 
|-
 
|valign="top"|[[r_mmx]]||1||||hl1 and hl2 : to make engines use mmx registers
 
|-
 
|valign="top"|[[r_modellodscale]]||1||||1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
 
|-
 
|valign="top"|[[r_modelwireframedecal]]||0||Yes||None
 
|-
 
|valign="top"|[[r_newflashlight]]||1||Yes||None
 
|-
 
|valign="top"|[[r_newproplighting]]||0||||None
 
|-
 
|valign="top"|[[r_nohw]]||0||Yes||None
 
|-
 
|valign="top"|[[r_norefresh]]||0||||None
 
|-
 
|valign="top"|[[r_nosw]]||0||Yes||None
 
|-
 
|valign="top"|[[r_novis]]||0||Yes||Turn off the PVS.
 
|-
 
|valign="top"|[[r_occludeemaxarea]]||0||||Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
 
|-
 
|valign="top"|[[r_occluderminarea]]||0||||Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
 
|-
 
|valign="top"|[[r_occludermincount]]||0||||At least this many occluders will be used, no matter how big they are.
 
|-
 
|valign="top"|[[r_occlusion]]||1||||Activate/deactivate the occlusion system.
 
|-
 
|valign="top"|[[r_occlusionspew]]||0||||Activate/deactivates spew about what the occlusion system is doing.
 
|-
 
|valign="top"|[[r_overlaywireframe]]||0||||None
 
|-
 
|valign="top"|[[r_PhysPropStaticLighting]]||1||||None
 
|-
 
|valign="top"|[[r_pixelvis_partial]]||1||||None
 
|-
 
|valign="top"|[[areaportal|r_portalscloseall]]||0||||None
 
|-
 
|valign="top"|[[areaportal|r_portalsopenall]]||0||||None
 
|-
 
|valign="top"|[[areaportal|r_PortalTestEnts]]||1||Yes||Clip entities against portal frustums.
 
|-
 
|valign="top"|[[r_printdecalinfo]]||||||None
 
|-
 
|valign="top"|[[r_propsmaxdist]]||1200||||Maximum visible distance
 
|-
 
|valign="top"|[[r_radiosity]]||4||||
 
;0:No radiosity
 
;1:Radiosity with ambient cube (6 samples)
 
;2:Radiosity with 162 samples
 
;3:162 samples for static props, 6 samples for everything else
 
|-
 
|valign="top"|[[r_rainalpha]]||0||||None
 
|-
 
|valign="top"|[[r_rainalphapow]]||0||||None
 
|-
 
|valign="top"|[[r_raindensity]]||0||||None
 
|-
 
|valign="top"|[[r_RainHack]]||0||||None
 
|-
 
|valign="top"|[[r_rainlength]]||0||||None
 
|-
 
|valign="top"|[[r_RainProfile]]||0||||Enable/disable rain profiling.
 
|-
 
|valign="top"|[[r_RainRadius]]||1500||||None
 
|-
 
|valign="top"|[[r_RainSideVel]]||130||||How much sideways velocity rain gets.
 
|-
 
|valign="top"|[[r_RainSimulate]]||1||||Enable/disable rain simulation.
 
|-
 
|valign="top"|[[r_rainspeed]]||600||||None
 
|-
 
|valign="top"|[[r_RainSplashPercentage]]||20||||None
 
|-
 
|valign="top"|[[r_rainwidth]]||0||||None
 
|-
 
|valign="top"|[[r_renderoverlayfragment]]||1||||None
 
|-
 
|valign="top"|[[r_rootlod]]||0||||Root LOD
 
|-
 
|valign="top"|[[r_ropebatch]]||1||||None
 
|-
 
|valign="top"|[[r_ropetranslucent]]||1||||None
 
|-
 
|valign="top"|[[r_screenfademaxsize]]||0||||Maximum prop visible distance
 
|-
 
|valign="top"|[[r_screenfademinsize]]||0||||Minimum prop visible distance
 
|-
 
|valign="top"|[[r_screenoverlay]]||||||None
 
|-
 
|valign="top"|[[r_sequence_debug]]||0||||None
 
|-
 
|valign="top"|[[r_shadowangles]]||||||Set shadow angles
 
|-
 
|valign="top"|[[r_shadowblobbycutoff]]||||||some shadow stuff
 
|-
 
|valign="top"|[[r_shadowcolor]]||||||Set shadow color
 
|-
 
|valign="top"|[[r_shadowdir]]||||||Set shadow direction
 
|-
 
|valign="top"|[[r_shadowdist]]||||||Set shadow distance
 
|-
 
|valign="top"|[[r_shadowids]]||0||||None
 
|-
 
|valign="top"|[[r_shadowlod]]||-1||||None
 
|-
 
|valign="top"|[[r_shadowlodbias]]||2||||None
 
|-
 
|valign="top"|[[r_shadowmaxrendered]]||32||||None
 
|-
 
|valign="top"|[[r_shadowrendertotexture]]||1||||Determines shadow quality - is the same as the "Shadow Detail" option in the menu
 
|-
 
|valign="top"|[[r_shadows]]||1||||Determines whether shadows are drawn
 
|-
 
|valign="top"|[[r_shadowwireframe]]||0||Yes||None
 
|-
 
|valign="top"|[[r_showenvcubemap]]||0||Yes||None
 
|-
 
|valign="top"|[[r_skin]]||0||||None
 
|-
 
|valign="top"|[[r_skybox]]||1||Yes||Enable the rendering of sky boxes
 
|-
 
|valign="top"|[[areaportal|r_snapportal]]||-1||||None
 
|-
 
|valign="top"|[[r_spewleaf]]||0||||None
 
|-
 
|valign="top"|[[r_sse]]||1||||hl2 : to make engine uses sse registers
 
|-
 
|valign="top"|[[r_sse2]]||1||||hl2 : to make engine uses sse registers
 
|-
 
|valign="top"|[[r_staticpropinfo]]||0||||None
 
|-
 
|valign="top"|[[r_teeth]]||1||||None
 
|-
 
|valign="top"|[[r_TransitionSensitivity]]||6||||Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
 
|-
 
|valign="top"|[[r_updaterefracttexture]]||1||||None
 
|-
 
|valign="top"|[[r_vehicleBrakeRate]]||1||Yes||None
 
|-
 
|valign="top"|[[r_vehicleDrawDebug]]||0||Yes||None
 
|-
 
|valign="top"|[[r_VehicleViewClamp]]||1||Yes||None
 
|-
 
|valign="top"|[[r_VehicleViewDampen]]||1||Yes||None
 
|-
 
|valign="top"|[[r_visocclusion]]||0||||Activate/deactivate wireframe rendering of what the occlusion system is doing.
 
|-
 
|valign="top"|[[r_visualizelighttraces]]||0||Yes||None
 
|-
 
|valign="top"|[[r_visualizelighttracesshowfulltrace]]||0||Yes||None
 
|-
 
|valign="top"|[[r_visualizeproplightcaching]]||0||||None
 
|-
 
|valign="top"|[[r_visualizetraces]]||0||Yes||None
 
|-
 
|valign="top"|[[r_WaterDrawReflection]]||1||||Enable water reflection
 
|-
 
|valign="top"|[[r_WaterDrawRefraction]]||1||||Enable water refraction
 
|-
 
|valign="top"|[[r_waterforceexpensive]]||1||||None
 
|-
 
|valign="top"|[[r_waterforcereflectentities]]||0||||None
 
|-
 
|valign="top"|[[r_worldlightmin]]||0||||None
 
|-
 
|valign="top"|[[r_worldlights]]||2||||number of world lights to use per vertex
 
|-
 
|valign="top"|[[rate]]||12000||||Max bytes/sec the host can receive data
 
|-
 
|valign="top"|[[rcon]]||||||Issue an rcon command.
 
|-
 
|valign="top"|[[rcon_address]]||0||||Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
 
|-
 
|valign="top"|[[rcon_password]]||0||||remote console password.
 
|-
 
|valign="top"|[[recompute_speed]]||||||Recomputes clock speed (for debugging purposes).
 
|-
 
|valign="top"|[[record]]||||||Record a demo.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[reload]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[reload]]||||||None
 
|-
 
|valign="top"|[[reload]]||||||Reload the most recent saved game (add setpos to jump to current view position on reload).
 
|-
 
|valign="top"|[[removeid]]||||||Remove a user ID from the ban list.
 
|-
 
|valign="top"|[[removeip]]||||||Remove an IP address from the ban list.
 
|-
 
|valign="top"|[[replaydelay]]||0||||None
 
|-
 
|valign="top"|[[report_entities]]||||||Lists all entities
 
|-
 
|valign="top"|[[report_simthinklist]]||||||Lists all simulating/thinking entities
 
|-
 
|valign="top"|[[report_soundpatch]]||||||reports sound patch count
 
|-
 
|valign="top"|[[report_soundpatch]]||||||reports sound patch count
 
|-
 
|valign="top"|[[report_touchlinks]]||||||Lists all touchlinks
 
|-
 
|valign="top"|[[respawn_entities]]||||Yes||Respawns all entities on the map. Is only usable on single player games.
 
|-
 
|valign="top"|[[restart]]||||||Restart the game on the same level (add setpos to jump to current view position on restart).
 
|-
 
|valign="top"|[[retry]]||||||Retry connection to last server.
 
|-
 
|valign="top"|[[revert]]||||||Revert convars to their default values.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[right]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[right]]||||||None
 
|-
 
|valign="top"|[[room_type]]||0||||None
 
|-
 
|valign="top"|[[rope_averagelight]]||1||||Makes ropes use average of cubemap lighting instead of max intensity.
 
|-
 
|valign="top"|[[rope_collide]]||1||||Collide rope with the world
 
|-
 
|valign="top"|[[rope_drawlines]]||0||||None
 
|-
 
|valign="top"|[[rope_shake]]||0||||None
 
|-
 
|valign="top"|[[rope_smooth]]||1||||Do an antialiasing effect on ropes
 
|-
 
|valign="top"|[[rope_smooth_enlarge]]||1||||How much to enlarge ropes in screen space for antialiasing effect
 
|-
 
|valign="top"|[[rope_smooth_maxalpha]]||0||||Alpha for rope antialiasing effect
 
|-
 
|valign="top"|[[rope_smooth_maxalphawidth]]||1||||None
 
|-
 
|valign="top"|[[rope_smooth_minalpha]]||0||||Alpha for rope antialiasing effect
 
|-
 
|valign="top"|[[rope_smooth_minwidth]]||0||||When using smoothing, this is the min screenspace width it lets a rope shrink to
 
|-
 
|valign="top"|[[rope_subdiv]]||2||||Rope subdivision amount
 
|-
 
|valign="top"|[[rope_wind_dist]]||1000||||Don't use CPU applying small wind gusts to ropes when they're past this distance.
 
|}
 
  
 
== Commands starting with letter "S" ==
 
== Commands starting with letter "S" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/S}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[save]]||||||Saves current game.
 
|-
 
|valign="top"|[[say]]||||||Display player message
 
|-
 
|valign="top"|[[say_team]]||||||Display player message to team
 
|-
 
|valign="top"|[[scene_allowoverrides]]||1||||When playing back a choreographed scene, allow per-model expression overrides.
 
|-
 
|valign="top"|[[scene_flatturn]]||1||||None
 
|-
 
|valign="top"|[[scene_flush]]||||||Flush all .vcds from the cache and reload from disk.
 
|-
 
|valign="top"|[[scene_forcecombined]]||0||||When playing back, force use of combined .wav files even in english.
 
|-
 
|valign="top"|[[scene_maxcaptionradius]]||1200||||Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
 
|-
 
|valign="top"|[[scene_print]]||0||||When playing back a scene, print timing and event info to console.
 
|-
 
|valign="top"|[[scene_showfaceto]]||0||||When playing back, show the directions of faceto events.
 
|-
 
|valign="top"|[[scene_showlook]]||0||||When playing back, show the directions of look events.
 
|-
 
|valign="top"|[[scene_showmoveto]]||0||||When moving, show the end location.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[score]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[score]]||||||None
 
|-
 
|valign="top"|[[scr_centertime]]||2||||None
 
|-
 
|valign="top"|[[screenshot]]||||||Take a screenshot.
 
|-
 
|valign="top"|[[sensitivity]]||3||||Mouse sensitivity.
 
|-
 
|valign="top"|[[servercfgfile]]||0||||None
 
|-
 
|valign="top"|[[setang]]||||||Snap player eyes to specified pitch yaw &lt;roll:optional&gt; (must have sv_cheats).
 
|-
 
|valign="top"|[[setmaster]]||||||None
 
|-
 
|valign="top"|[[setmodel]]||||||Changes's player's model
 
|-
 
|valign="top"|[[setpause]]||||||Set the pause state of the server.
 
|-
 
|valign="top"|[[setpos]]||||||Move player to specified origin (must have sv_cheats).
 
|-
 
|valign="top"|[[shake]]||||||Shake the screen.
 
|-
 
|valign="top"|[[shake_show]]||0||||Displays a list of the active screen shakes.
 
|-
 
|valign="top"|[[shake_stop]]||||||Stops all active screen shakes.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[showbudget]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[showbudget]]||||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[showbudget_texture]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[showbudget_texture]]||||||None
 
|-
 
|valign="top"|[[showbudget_texture]]||0||||Enable the texture budget panel.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[showbudget_texture_global]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[showbudget_texture_global]]||||||None
 
|-
 
|valign="top"|[[showhitlocation]]||0||||None
 
|-
 
|valign="top"|[[showinfo]]||||||Shows a info panel: &lt;type&gt; &lt;title&gt; &lt;message&gt; [&lt;command&gt;]
 
|-
 
|valign="top"|[[showpanel]]||||||Shows a viewport panel &lt;name&gt;
 
|-
 
|valign="top"|[[showparticlecounts]]||0||||Display number of particles drawn per frame
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[showscores]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[showscores]]||||||None
 
|-
 
|valign="top"|[[showsniperdist]]||0||||None
 
|-
 
|valign="top"|[[showsniperlines]]||0||||None
 
|-
 
|valign="top"|[[showtriggers]]||0||Yes||Shows trigger brushes
 
|-
 
|valign="top"|[[showtriggers_toggle]]||||||Toggle show triggers
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[showvprof]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[showvprof]]||||||None
 
|-
 
|valign="top"|[[singlestep]]||0||Yes||Run engine in single step mode ( set next to 1 to advance a frame )
 
|-
 
|valign="top"|[[sk_airboat_drain_rate]]||10||||None
 
|-
 
|valign="top"|[[sk_airboat_max_ammo]]||100||||None
 
|-
 
|valign="top"|[[sk_airboat_recharge_rate]]||15||||None
 
|-
 
|valign="top"|[[sk_allow_autoaim]]||1||||None
 
|-
 
|valign="top"|[[sk_ally_regen_time]]||0||||Time taken for an ally to regenerate a point of health.
 
|-
 
|valign="top"|[[sk_ammo_qty_scale1]]||1||||None
 
|-
 
|valign="top"|[[sk_ammo_qty_scale2]]||1||||None
 
|-
 
|valign="top"|[[sk_ammo_qty_scale3]]||0||||None
 
|-
 
|valign="top"|[[npc_antlion|sk_antlion_health]]||30||||None
 
|-
 
|valign="top"|[[npc_antlion|sk_antlion_jump_damage]]||5||||None
 
|-
 
|valign="top"|[[npc_antlion|sk_antlion_swipe_damage]]||5||||None
 
|-
 
|valign="top"|[[sk_antlionguard_dmg_charge]]||20||||None
 
|-
 
|valign="top"|[[sk_antlionguard_dmg_shove]]||10||||None
 
|-
 
|valign="top"|[[sk_antlionguard_health]]||500||||None
 
|-
 
|valign="top"|[[sk_apc_health]]||750||||None
 
|-
 
|valign="top"|[[sk_apc_missile_damage]]||15||||None
 
|-
 
|valign="top"|[[sk_auto_reload_time]]||3||||None
 
|-
 
|valign="top"|[[sk_autoaim_scale1]]||1||||None
 
|-
 
|valign="top"|[[sk_autoaim_scale2]]||0||||None
 
|-
 
|valign="top"|[[npc_barnacle|sk_barnacle_health]]||35||||Barnacle spawn health.
 
|-
 
|valign="top"|[[sk_barney_health]]||35||||None
 
|-
 
|valign="top"|[[sk_battery]]||15||||None
 
|-
 
|valign="top"|[[sk_bullseye_health]]||35||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_giveammo_player_delay]]||10||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_heal_ally]]||30||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_heal_ally_delay]]||20||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_heal_ally_min_pct]]||0||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_heal_player]]||25||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_heal_player_delay]]||25||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_heal_player_min_forced]]||10||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_heal_player_min_pct]]||0||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_health]]||40||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_player_stare_dist]]||72||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_player_stare_time]]||1||||None
 
|-
 
|valign="top"|[[npc_citizen|sk_citizen_stare_heal_time]]||5||||None
 
|-
 
|valign="top"|[[sk_combine_ball_search_radius]]||512||||None
 
|-
 
|valign="top"|[[sk_combine_guard_health]]||70||||None
 
|-
 
|valign="top"|[[sk_combine_guard_kick]]||15||||None
 
|-
 
|valign="top"|[[sk_combine_s_health]]||50||||None
 
|-
 
|valign="top"|[[sk_combine_s_kick]]||10||||None
 
|-
 
|valign="top"|[[sk_combineball_guidefactor]]||1||||None
 
|-
 
|valign="top"|[[sk_combineball_seek_angle]]||15||||None
 
|-
 
|valign="top"|[[sk_combineball_seek_kill]]||0||||None
 
|-
 
|valign="top"|[[sk_crow_health]]||1||||None
 
|-
 
|valign="top"|[[sk_crow_melee_dmg]]||0||||None
 
|-
 
|valign="top"|[[sk_crowbar_lead_time]]||0||||None
 
|-
 
|valign="top"|[[sk_dmg_homer_grenade]]||20||||None
 
|-
 
|valign="top"|[[sk_dmg_inflict_scale1]]||1||||None
 
|-
 
|valign="top"|[[sk_dmg_inflict_scale2]]||1||||None
 
|-
 
|valign="top"|[[sk_dmg_inflict_scale3]]||0||||None
 
|-
 
|valign="top"|[[sk_dmg_pathfollower_grenade]]||0||||None
 
|-
 
|valign="top"|[[sk_dmg_sniper_penetrate_npc]]||0||||None
 
|-
 
|valign="top"|[[sk_dmg_sniper_penetrate_plr]]||0||||None
 
|-
 
|valign="top"|[[sk_dmg_take_scale1]]||0||||None
 
|-
 
|valign="top"|[[sk_dmg_take_scale2]]||1||||None
 
|-
 
|valign="top"|[[sk_dmg_take_scale3]]||1||||None
 
|-
 
|valign="top"|[[sk_dropship_container_health]]||750||||None
 
|-
 
|valign="top"|[[sk_dynamic_resupply_modifier]]||1||||None
 
|-
 
|valign="top"|[[sk_env_headcrabcanister_shake_amplitude]]||50||||None
 
|-
 
|valign="top"|[[sk_env_headcrabcanister_shake_radius]]||1024||||None
 
|-
 
|valign="top"|[[sk_env_headcrabcanister_shake_radius_vehicle]]||2500||||None
 
|-
 
|valign="top"|[[sk_fraggrenade_radius]]||250||||None
 
|-
 
|valign="top"|[[sk_gunship_burst_dist]]||768||||None
 
|-
 
|valign="top"|[[sk_gunship_burst_min]]||800||||None
 
|-
 
|valign="top"|[[sk_gunship_burst_size]]||15||||None
 
|-
 
|valign="top"|[[sk_gunship_health_increments]]||5||||None
 
|-
 
|valign="top"|[[sk_headcrab_fast_health]]||10||||None
 
|-
 
|valign="top"|[[sk_headcrab_health]]||10||||None
 
|-
 
|valign="top"|[[sk_headcrab_melee_dmg]]||5||||None
 
|-
 
|valign="top"|[[sk_headcrab_poison_health]]||35||||None
 
|-
 
|valign="top"|[[sk_healthcharger]]||50||||None
 
|-
 
|valign="top"|[[item_healthkit|sk_healthkit]]||25||||None
 
|-
 
|valign="top"|[[item_healthvial|sk_healthvial]]||10||||None
 
|-
 
|valign="top"|[[sk_helicopter_burstcount]]||12||||How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
 
|-
 
|valign="top"|[[sk_helicopter_drone_speed]]||450||||How fast does the zapper drone move?
 
|-
 
|valign="top"|[[sk_helicopter_firingcone]]||20||||The angle in degrees of the cone in which the shots will be fired
 
|-
 
|valign="top"|[[sk_helicopter_grenadedamage]]||30||||The amount of damage the helicopter grenade deals.
 
|-
 
|valign="top"|[[sk_helicopter_grenadeforce]]||55000||||The physics force that the helicopter grenade exerts.
 
|-
 
|valign="top"|[[sk_helicopter_grenaderadius]]||275||||The damage radius of the helicopter grenade.
 
|-
 
|valign="top"|[[sk_helicopter_health]]||5600||||None
 
|-
 
|valign="top"|[[sk_helicopter_roundsperburst]]||5||||How many shots to fire in a single burst
 
|-
 
|valign="top"|[[sk_homer_grenade_radius]]||100||||None
 
|-
 
|valign="top"|[[npc_ichthyosaur|sk_ichthyosaur_health]]||200||||None
 
|-
 
|valign="top"|[[npc_ichthyosaur|sk_ichthyosaur_melee_dmg]]||8||||None
 
|-
 
|valign="top"|[[sk_jeep_gauss_damage]]||15||||None
 
|-
 
|valign="top"|[[npc_manhack|sk_manhack_health]]||25||||None
 
|-
 
|valign="top"|[[npc_manhack|sk_manhack_melee_dmg]]||20||||None
 
|-
 
|valign="top"|[[npc_manhack|sk_manhack_v2]]||1||||None
 
|-
 
|valign="top"|[[sk_max_357]]||12||||Size of clip
 
|-
 
|valign="top"|[[sk_max_alyxgun]]||150||||Size of clip
 
|-
 
|valign="top"|[[sk_max_ar2]]||60||||Size of clip
 
|-
 
|valign="top"|[[sk_max_ar2_altfire]]||3||||Size of clip
 
|-
 
|valign="top"|[[sk_max_buckshot]]||30||||Size of clip
 
|-
 
|valign="top"|[[sk_max_crossbow]]||10||||Max number of arrows
 
|-
 
|valign="top"|[[sk_max_gauss_round]]||30||||None
 
|-
 
|valign="top"|[[sk_max_grenade]]||5||||None
 
|-
 
|valign="top"|[[sk_max_pistol]]||150||||Size of clip
 
|-
 
|valign="top"|[[sk_max_rpg_round]]||3||||None
 
|-
 
|valign="top"|[[sk_max_smg1]]||225||||Size of clip
 
|-
 
|valign="top"|[[sk_max_smg1_grenade]]||3||||None
 
|-
 
|valign="top"|[[sk_max_sniper_round]]||30||||None
 
|-
 
|valign="top"|[[sk_metropolice_health]]||40||||None
 
|-
 
|valign="top"|[[sk_metropolice_simple_health]]||26||||None
 
|-
 
|valign="top"|[[sk_metropolice_stitch_along_hitcount]]||2||||None
 
|-
 
|valign="top"|[[sk_metropolice_stitch_at_hitcount]]||1||||None
 
|-
 
|valign="top"|[[sk_metropolice_stitch_behind_hitcount]]||3||||None
 
|-
 
|valign="top"|[[sk_metropolice_stitch_distance]]||1000||||None
 
|-
 
|valign="top"|[[sk_metropolice_stitch_reaction]]||1||||None
 
|-
 
|valign="top"|[[sk_metropolice_stitch_tight_hitcount]]||2||||None
 
|-
 
|valign="top"|[[sk_npc_arm]]||1||||None
 
|-
 
|valign="top"|[[sk_npc_chest]]||1||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_357]]||30||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_airboat]]||3||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_alyxgun]]||3||||Damage done to NPCs from weapon_alyxgun
 
|-
 
|valign="top"|[[sk_npc_dmg_ar2]]||3||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_buckshot]]||3||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_combineball]]||15||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_crossbow]]||10||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_crowbar]]||5||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_dropship]]||2||||Dropship container cannon damage.
 
|-
 
|valign="top"|[[sk_npc_dmg_fraggrenade]]||75||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_grenade]]||75||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_gunship]]||40||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_gunship_to_plr]]||3||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_helicopter]]||6||||Damage helicopter shots deal to everything but the player
 
|-
 
|valign="top"|[[sk_npc_dmg_helicopter_to_plr]]||3||||Damage helicopter shots deal to the player
 
|-
 
|valign="top"|[[sk_npc_dmg_pistol]]||3||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_rpg_round]]||50||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_smg1]]||3||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_smg1_grenade]]||50||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_sniper_round]]||100||||None
 
|-
 
|valign="top"|[[sk_npc_dmg_stunstick]]||40||||None
 
|-
 
|valign="top"|[[sk_npc_head]]||3||||None
 
|-
 
|valign="top"|[[sk_npc_leg]]||1||||None
 
|-
 
|valign="top"|[[sk_npc_stomach]]||1||||None
 
|-
 
|valign="top"|[[sk_pathfollower_grenade_radius]]||0||||None
 
|-
 
|valign="top"|[[sk_player_arm]]||1||||None
 
|-
 
|valign="top"|[[sk_player_chest]]||1||||None
 
|-
 
|valign="top"|[[sk_player_head]]||3||||None
 
|-
 
|valign="top"|[[sk_player_leg]]||1||||None
 
|-
 
|valign="top"|[[sk_player_stomach]]||1||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_357]]||40||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_airboat]]||3||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_alyxgun]]||5||||Damage done to players from [[weapon_alyxgun]]
 
|-
 
|valign="top"|[[sk_plr_dmg_ar2]]||8||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_buckshot]]||8||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_crossbow]]||100||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_crowbar]]||10||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_fraggrenade]]||125||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_grenade]]||150||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_pistol]]||5||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_rpg_round]]||100||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_smg1]]||4||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_smg1_grenade]]||100||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_sniper_round]]||20||||None
 
|-
 
|valign="top"|[[sk_plr_dmg_stunstick]]||10||||None
 
|-
 
|valign="top"|[[sk_plr_grenade_drop_time]]||30||||None
 
|-
 
|valign="top"|[[sk_plr_health_drop_time]]||30||||None
 
|-
 
|valign="top"|[[sk_plr_num_shotgun_pellets]]||7||||None
 
|-
 
|valign="top"|[[sk_rollermine_shock]]||10||||None
 
|-
 
|valign="top"|[[sk_rollermine_stun_delay]]||3||||None
 
|-
 
|valign="top"|[[sk_rollermine_vehicle_intercept]]||1||||None
 
|-
 
|valign="top"|[[npc_cscanner|sk_scanner_dmg_dive]]||25||||None
 
|-
 
|valign="top"|[[npc_cscanner|sk_scanner_health]]||30||||None
 
|-
 
|valign="top"|[[sk_smg1_grenade_radius]]||250||||None
 
|-
 
|valign="top"|[[npc_stalker|sk_stalker_health]]||50||||None
 
|-
 
|valign="top"|[[npc_stalker|sk_stalker_melee_dmg]]||5||||None
 
|-
 
|valign="top"|[[npc_strider|sk_strider_health]]||350||||None
 
|-
 
|valign="top"|[[npc_strider|sk_strider_num_missiles1]]||5||||None
 
|-
 
|valign="top"|[[npc_strider|sk_strider_num_missiles2]]||7||||None
 
|-
 
|valign="top"|[[npc_strider|sk_strider_num_missiles3]]||7||||None
 
|-
 
|valign="top"|[[func_recharge|sk_suitcharger]]||75||||Dedicated to both the [[func_recharge]] and the [[item_suitcharger]] entity.
 
|-
 
|valign="top"|[[func_recharge|sk_suitcharger_citadel]]||500||||Dedicated to both the [[func_recharge]] and the [[item_suitcharger]] entity.
 
|-
 
|valign="top"|[[func_recharge|sk_suitcharger_citadel_maxarmor]]||200||||Dedicated to both the [[func_recharge]] and the [[item_suitcharger]] entity.
 
|-
 
|valign="top"|[[npc_vortigaunt|sk_vortigaunt_armor_charge]]||30||||None
 
|-
 
|valign="top"|[[npc_vortigaunt|sk_vortigaunt_dmg_claw]]||10||||None
 
|-
 
|valign="top"|[[npc_vortigaunt|sk_vortigaunt_dmg_rake]]||25||||None
 
|-
 
|valign="top"|[[npc_vortigaunt|sk_vortigaunt_dmg_zap]]||50||||None
 
|-
 
|valign="top"|[[npc_vortigaunt|sk_vortigaunt_health]]||100||||None
 
|-
 
|valign="top"|[[sk_weapon_ar2_alt_fire_duration]]||2||||None
 
|-
 
|valign="top"|[[sk_weapon_ar2_alt_fire_mass]]||150||||None
 
|-
 
|valign="top"|[[sk_weapon_ar2_alt_fire_radius]]||10||||None
 
|-
 
|valign="top"|[[sk_zombie_dmg_both_slash]]||25||||None
 
|-
 
|valign="top"|[[sk_zombie_dmg_one_slash]]||10||||None
 
|-
 
|valign="top"|[[sk_zombie_health]]||50||||None
 
|-
 
|valign="top"|[[npc_poisonzombie|sk_zombie_poison_dmg_spit]]||20||||None
 
|-
 
|valign="top"|[[npc_poisonzombie|sk_zombie_poison_health]]||175||||None
 
|-
 
|valign="top"|[[skill]]||1||||Game skill level (1-3).
 
|-
 
|valign="top"|[[slist]]||||||List servers on your LAN.
 
|-
 
|valign="top"|[[slot0]]||||||None
 
|-
 
|valign="top"|[[slot1]]||||||None
 
|-
 
|valign="top"|[[slot10]]||||||None
 
|-
 
|valign="top"|[[slot2]]||||||None
 
|-
 
|valign="top"|[[slot3]]||||||None
 
|-
 
|valign="top"|[[slot4]]||||||None
 
|-
 
|valign="top"|[[slot5]]||||||None
 
|-
 
|valign="top"|[[slot6]]||||||None
 
|-
 
|valign="top"|[[slot7]]||||||None
 
|-
 
|valign="top"|[[slot8]]||||||None
 
|-
 
|valign="top"|[[slot9]]||||||None
 
|-
 
|valign="top"|[[smoke_trail]]||1||||None
 
|-
 
|valign="top"|[[smoothstairs]]||1||||Smooth player eye z coordinate when climbing stairs.
 
|-
 
|valign="top"|[[snapto]]||||||None
 
|-
 
|valign="top"|[[snd_async_fullyasync]]||0||||All playback is fully async (sound doesn't play until data arrives).
 
|-
 
|valign="top"|[[snd_async_spew_blocking]]||0||||Spew message to console any time async sound loading blocks on file i/o.
 
|-
 
|valign="top"|[[snd_disable_mixer_duck]]||0||||None
 
|-
 
|valign="top"|[[snd_duckerattacktime]]||0||||None
 
|-
 
|valign="top"|[[snd_duckerreleasetime]]||2||||None
 
|-
 
|valign="top"|[[snd_duckerthreshold]]||0||||None
 
|-
 
|valign="top"|[[snd_ducktovolume]]||0||||None
 
|-
 
|valign="top"|[[snd_flushasync]]||||||Flush all async .wav data
 
|-
 
|valign="top"|[[snd_foliage_db_loss]]||4||||None
 
|-
 
|valign="top"|[[snd_gain]]||1||||None
 
|-
 
|valign="top"|[[snd_gain_max]]||1||||None
 
|-
 
|valign="top"|[[snd_gain_min]]||0||||None
 
|-
 
|valign="top"|[[snd_memasync]]||||||Show async memory stats
 
|-
 
|valign="top"|[[spec_track]]||0||||Tracks an entity in spec mode
 
|-
 
|valign="top"|[[snd_mixahead]]||0||||None
 
|-
 
|valign="top"|[[snd_mixvol]]||||||Set named Mixgroup to mix volume.
 
|-
 
|valign="top"|[[snd_musicvolume]]||1||||Music volume
 
|-
 
|valign="top"|[[snd_noextraupdate]]||0||||None
 
|-
 
|valign="top"|[[snd_obscured_gain_dB]]||-2||Yes||None
 
|-
 
|valign="top"|[[snd_pitchquality]]||1||||None
 
|-
 
|valign="top"|[[snd_profile]]||0||||None
 
|-
 
|valign="top"|[[snd_rebuildaudiocache]]||||||Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists
 
|-
 
|valign="top"|[[snd_refdb]]||60||||None
 
|-
 
|valign="top"|[[snd_refdist]]||36||||None
 
|-
 
|valign="top"|[[snd_restart]]||||||Restart sound system.
 
|-
 
|valign="top"|[[snd_show]]||0||Yes||Show sounds info
 
|-
 
|valign="top"|[[snd_showclassname]]||0||||None
 
|-
 
|valign="top"|[[snd_showmixer]]||0||||None
 
|-
 
|valign="top"|[[snd_showstart]]||0||Yes||None
 
|-
 
|valign="top"|[[snd_soundmixer]]||0||||None
 
|-
 
|valign="top"|[[snd_surround_speakers]]||0||||None
 
|-
 
|valign="top"|[[snd_visualize]]||0||Yes||Show sounds location in world
 
|-
 
|valign="top"|[[snd_vox_captiontrace]]||0||||Shows sentence name for sentences which are set not to show captions.
 
|-
 
|valign="top"|[[snd_vox_globaltimeout]]||300||||None
 
|-
 
|valign="top"|[[snd_vox_sectimetout]]||300||||None
 
|-
 
|valign="top"|[[snd_vox_seqtimetout]]||300||||None
 
|-
 
|valign="top"|[[snd_writemanifest]]||||||If running a game, outputs the precache manifest for the current level
 
|-
 
|valign="top"|[[sndplaydelay]]||||||None
 
|-
 
|valign="top"|[[sniperspeak]]||0||||None
 
|-
 
|valign="top"|[[sniperviewdist]]||35||||None
 
|-
 
|valign="top"|[[soundfade]]||||||Fade client volume.
 
|-
 
|valign="top"|[[soundinfo]]||||||Describe the current sound device.
 
|-
 
|valign="top"|[[soundlist]]||||||List all known sounds.
 
|-
 
|valign="top"|[[soundpatch_captionlength]]||2||||How long looping soundpatch captions should display for.
 
|-
 
|valign="top"|[[soundscape_fadetime]]||3||||Time to crossfade sound effects between soundscapes
 
|-
 
|valign="top"|[[soundscape_flush]]||||||Flushes the server &amp; client side soundscapes
 
|-
 
|valign="top"|[[speak]]||||||Play a constructed sentence.
 
|-
 
|valign="top"|[[spec_mode]]||||||Set spectator mode
 
|-
 
|valign="top"|[[spec_next]]||||||Spectate next player
 
|-
 
|valign="top"|[[spec_player]]||||||Spectate player by name
 
|-
 
|valign="top"|[[spec_pos]]||||||dump position and angles to the console
 
|-
 
|valign="top"|[[spec_prev]]||||||Spectate previous player
 
|-
 
|valign="top"|[[spec_scoreboard]]||0||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[speed]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[speed]]||||||None
 
|-
 
|valign="top"|[[spike]]||||||generates a fake spike
 
|-
 
|valign="top"|[[startdemos]]||||||Play demos in demo sequence.
 
|-
 
|valign="top"|[[startmovie]]||||||Start recording movie frames.
 
|-
 
|valign="top"|[[startupmenu]]||||||Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer mode.
 
|-
 
|valign="top"|[[status]]||||||Display map and connection status.
 
|-
 
|valign="top"|[[step_spline]]||0||||None
 
|-
 
|valign="top"|[[stop]]||||||Finish recording demo.
 
|-
 
|valign="top"|[[stopdemo]]||||||Stop playing back a demo.
 
|-
 
|valign="top"|[[stopsound]]||||||Stops all playing sounds
 
|-
 
|valign="top"|[[stopsoundscape]]||||||Stops all soundscape processing and fades current looping sounds
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[strafe]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[strafe]]||||||None
 
|-
 
|valign="top"|[[npc_strider|strider_always_use_procedural_height]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_ar2_altfire_dmg]]||25||||None
 
|-
 
|valign="top"|[[npc_strider|strider_distributed_fire]]||1||||None
 
|-
 
|valign="top"|[[npc_strider|strider_eyepositions]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_free_knowledge]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_free_pass_cover_dist]]||120||||None
 
|-
 
|valign="top"|[[npc_strider|strider_free_pass_duration]]||2||||None
 
|-
 
|valign="top"|[[npc_strider|strider_free_pass_move_tolerance]]||320||||None
 
|-
 
|valign="top"|[[npc_strider|strider_free_pass_refill_rate]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_free_pass_start_time]]||3||||None
 
|-
 
|valign="top"|[[npc_strider|strider_idle_test]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_immolate]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_pct_height_no_crouch_move]]||90||||None
 
|-
 
|valign="top"|[[npc_strider|strider_peek_eye_dist]]||1||||None
 
|-
 
|valign="top"|[[npc_strider|strider_peek_eye_dist_z]]||4||||None
 
|-
 
|valign="top"|[[npc_strider|strider_peek_time]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_peek_time_after_damage]]||4||||None
 
|-
 
|valign="top"|[[npc_strider|strider_show_cannonlos]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_show_focus]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_show_weapon_los_condition]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_show_weapon_los_z]]||0||||None
 
|-
 
|valign="top"|[[npc_strider|strider_test_height]]||0||||None
 
|-
 
|valign="top"|[[stuffcmds]]||||||Parses and stuffs command line + commands to command buffer.
 
|-
 
|valign="top"|[[suitvolume]]||0||||None
 
|-
 
|valign="top"|[[surfaceprop]]||||||Reports the surface properties at the cursor
 
|-
 
|valign="top"|[[sv_accelerate]]||10||||None
 
|-
 
|valign="top"|[[sv_airaccelerate]]||10||||None
 
|-
 
|valign="top"|[[sv_allowdownload]]||1||||Allow clients to download files
 
|-
 
|valign="top"|[[sv_allowupload]]||1||||Allow clients to upload customizations files
 
|-
 
|valign="top"|[[sv_alltalk]]||0||||Players can hear all other players, no team restrictions
 
|-
 
|valign="top"|[[sv_alternateticks]]||0||||None
 
|-
 
|valign="top"|[[sv_autojump]]||0||||None
 
|-
 
|valign="top"|[[sv_autoladderdismount]]||1||||Automatically dismount from ladders when you reach the end (don't have to +USE).
 
|-
 
|valign="top"|[[sv_autosave]]||1||||Set to 1 to save game on level transition. Does not affect autosave triggers.
 
|-
 
|valign="top"|[[sv_backspeed]]||0||||How much to slow down backwards motion
 
|-
 
|valign="top"|[[sv_bounce]]||0||||Bounce multiplier for when physically simulated objects collide with other objects.
 
|-
 
|valign="top"|[[sv_cacheencodedents]]||1||||If set to 1, does an optimization to prevent extra SendTable_Encode calls.
 
|-
 
|valign="top"|[[sv_cheats]]||0||||Allow cheats on server if set to 1
 
|-
 
|valign="top"|[[sv_contact]]||0||||Contact email for server sysop
 
|-
 
|valign="top"|[[sv_debug_player_use]]||0||||Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
 
|-
 
|valign="top"|[[sv_debugmanualmode]]||0||||Make sure entities correctly report whether or not their network data has changed.
 
|-
 
|valign="top"|[[sv_debugresponses]]||0||||Show verbose matching output (1 for simple, 2 for rule scoring)
 
|-
 
|valign="top"|[[sv_deltaprint]]||0||||Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
 
|-
 
|valign="top"|[[sv_downloadurl]]||0||||Allows Downloading of files via a webserver
 
|-
 
|valign="top"|[[sv_deltatime]]||0||||Enable profiling of CalcDelta calls
 
|-
 
|valign="top"|[[sv_dumpresponses]]||0||||Dump all response_rules.txt and rules (requires restart)
 
|-
 
|valign="top"|[[sv_filterban]]||1||||Set packet filtering by IP mode
 
|-
 
|valign="top"|[[sv_findsoundname]]||||||Find sound names which reference the specified wave files.
 
|-
 
|valign="top"|[[sv_footsteps]]||1||||Play footstep sound for players
 
|-
 
|valign="top"|[[sv_forcepreload]]||0||||Force server side preloading.
 
|-
 
|valign="top"|[[sv_friction]]||4||||World friction.
 
|-
 
|valign="top"|[[sv_gravity]]||600||||World gravity.
 
|-
 
|valign="top"|[[sv_hltv]]||0||||Enables HLTV on this server.
 
|-
 
|valign="top"|[[sv_infinite_aux_power]]||0||Yes||None
 
|-
 
|valign="top"|[[sv_instancebaselines]]||1||||Enable instanced baselines. Saves network overhead.
 
|-
 
|valign="top"|[[sv_ladderautomountdot]]||0||||When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis.
 
|-
 
|valign="top"|[[sv_lan]]||0||||Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc.
 
|-
 
|valign="top"|[[sv_logbans]]||0||||None
 
|-
 
|valign="top"|[[sv_massreport]]||0||||None
 
|-
 
|valign="top"|[[sv_maxrate]]||0||||Max bandwidth rate allowed on server, 0 == unlimited
 
|-
 
|valign="top"|[[sv_maxspeed]]||320||||None
 
|-
 
|valign="top"|[[sv_maxunlag]]||1||||Maximum lag compensation in seconds
 
|-
 
|valign="top"|[[sv_maxupdaterate]]||60||||Maximum updates per second that the server will allow
 
|-
 
|valign="top"|[[sv_maxvelocity]]||3500||||Maximum speed any ballistically moving object is allowed to attain per axis.
 
|-
 
|valign="top"|[[sv_minrate]]||0||||Min bandwidth rate allowed on server, 0 == unlimited
 
|-
 
|valign="top"|[[sv_minupdaterate]]||10||||Minimum updates per second that the server will allow
 
|-
 
|valign="top"|[[sv_netvisdist]]||10000||Yes||Test networking visibility distance
 
|-
 
|valign="top"|[[sv_noclipaccelerate]]||5||||None
 
|-
 
|valign="top"|[[sv_noclipduringpause]]||0||Yes||If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
 
|-
 
|valign="top"|[[sv_noclipspeed]]||5||||None
 
|-
 
|valign="top"|[[sv_npc_talker_maxdist]]||1024||||NPCs over this distance from the player won't attempt to speak.
 
|-
 
|valign="top"|[[sv_password]]||0||||Server password for entry into multiplayer games
 
|-
 
|valign="top"|[[sv_pausable]]||0||||Is the server pausable.
 
|-
 
|valign="top"|[[sv_precachegeneric]]||||||Usage:  sv_precachegeneric &lt;name&gt; [ preload ]<p>Add file to precache list.</p>
 
|-
 
|valign="top"|[[sv_precacheinfo]]||||||Show precache info.
 
|-
 
|valign="top"|[[sv_precachemodel]]||||||Usage:  sv_precachemodel &lt;name&gt; [ preload ]<p>Add model to precache list.</p>
 
|-
 
|valign="top"|[[sv_precachesound]]||||||Usage:  sv_precachesound &lt;name&gt; [ preload ]<p>Add sound to precache list.</p>
 
|-
 
|valign="top"|[[sv_pushaway_clientside_size]]||15||||Minimum size of pushback objects
 
|-
 
|valign="top"|[[sv_rcon_banpenalty]]||0||||Number of minutes to ban users who fail rcon authentication
 
|-
 
|valign="top"|[[sv_rcon_maxfailures]]||10||||Max number of times a user can fail rcon authentication before being banned
 
|-
 
|valign="top"|[[sv_rcon_minfailures]]||5||||Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
 
|-
 
|valign="top"|[[sv_rcon_minfailuretime]]||30||||Number of seconds to track failed rcon authentications
 
|-
 
|valign="top"|[[sv_region]]||-1||||The region of the world to report this server in.
 
|-
 
|valign="top"|[[sv_robust_explosions]]||1||||None
 
|-
 
|valign="top"|[[sv_rollangle]]||0||||Max view roll angle
 
|-
 
|valign="top"|[[sv_rollspeed]]||200||||None
 
|-
 
|valign="top"|[[sv_sendtables]]||0||||Force full sendtable sending path.
 
|-
 
|valign="top"|[[sv_show_crosshair_target]]||0||||None
 
|-
 
|valign="top"|[[sv_showhitboxes]]||-1||Yes||Send server-side hitboxes for specified entity to client (NOTE:  this uses lots of bandwidth, use on listen server only).
 
|-
 
|valign="top"|[[sv_showladders]]||0||||Show bbox and dismount points for all ladders (must be set before level load.)
 
|-
 
|valign="top"|[[sv_skyname]]||0||||Current name of the skybox texture
 
|-
 
|valign="top"|[[sv_soundemitter_filecheck]]||||||Report missing wave files for sounds and game_sounds files.
 
|-
 
|valign="top"|[[sv_soundemitter_flush]]||||||Flushes the sounds.txt system (server only)
 
|-
 
|valign="top"|[[sv_soundemitter_trace]]||0||||Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
 
|-
 
|valign="top"|[[sv_soundscape_printdebuginfo]]||||||print soundscapes
 
|-
 
|valign="top"|[[sv_specaccelerate]]||5||||None
 
|-
 
|valign="top"|[[sv_specnoclip]]||1||||None
 
|-
 
|valign="top"|[[sv_specspeed]]||3||||None
 
|-
 
|valign="top"|[[sv_stats]]||1||||Collect CPU usage stats
 
|-
 
|valign="top"|[[sv_stepsize]]||18||||None
 
|-
 
|valign="top"|[[sv_stopspeed]]||100||||Minimum stopping speed when on ground.
 
|-
 
|valign="top"|[[sv_stressbots]]||0||||If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
 
|-
 
|valign="top"|[[sv_strict_notarget]]||0||||If set, notarget will cause entities to never think they are in the pvs
 
|-
 
|valign="top"|[[sv_suppress_viewpunch]]||0||||None
 
|-
 
|valign="top"|[[sv_teststepsimulation]]||1||||None
 
|-
 
|valign="top"|[[sv_thinktimecheck]]||0||||Check for thinktimes all on same timestamp.
 
|-
 
|valign="top"|[[sv_timeout]]||65||||After this many seconds without a message from a client, the client is dropped
 
|-
 
|valign="top"|[[sv_unlag]]||1||||Enables player lag compensation
 
|-
 
|valign="top"|[[sv_unlockedchapters]]||14||||Highest unlocked game chapter.
 
|-
 
|valign="top"|[[sv_voicecodec]]||0||||Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
 
|-
 
|valign="top"|[[sv_voiceenable]]||1||||None
 
|-
 
|valign="top"|[[sv_wateraccelerate]]||10||||None
 
|-
 
|valign="top"|[[sv_waterdist]]||12||||Vertical view fixup when eyes are near water plane.
 
|-
 
|valign="top"|[[sv_waterfriction]]||1||||None
 
|}
 
  
 
== Commands starting with letter "T" ==
 
== Commands starting with letter "T" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/T}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[template_debug]]||0||||None
 
|-
 
|valign="top"|[[Test_CreateEntity]]||||||None
 
|-
 
|valign="top"|[[test_dispatcheffect]]||||||Test a clientside dispatch effect.
 
;Usage:test_dispatcheffect &lt;effect name&gt; &lt;distance away&gt; &lt;flags&gt; &lt;magnitude&gt; &lt;scale&gt;
 
;Defaults: &lt;distance 1024&gt; &lt;flags 0&gt; &lt;magnitude 0&gt; &lt;scale 0&gt;
 
|-
 
|valign="top"|[[Test_EHandle]]||||||None
 
|-
 
|valign="top"|[[test_entity_blocker]]||||||Test command that drops an entity blocker out in front of the player.
 
|-
 
|valign="top"|[[Test_InitRandomEntitySpawner]]||||||None
 
|-
 
|valign="top"|[[Test_Loop]]||||||Test_Loop &lt;loop name&gt; - loop back to the specified loop start point unconditionally.
 
|-
 
|valign="top"|[[Test_LoopCount]]||||||Test_LoopCount &lt;loop name&gt; &lt;count&gt; - loop back to the specified loop start point the specified # of times.
 
|-
 
|valign="top"|[[Test_LoopForNumSeconds]]||||||Test_LoopForNumSeconds &lt;loop name&gt; &lt;time&gt; - loop back to the specified start point for the specified # of seconds.
 
|-
 
|valign="top"|[[test_nav_opt]]||1||||None
 
|-
 
|valign="top"|[[Test_ProxyToggle_EnableProxy]]||||||None
 
|-
 
|valign="top"|[[Test_ProxyToggle_EnsureValue]]||||||None
 
|-
 
|valign="top"|[[Test_ProxyToggle_SetValue]]||||||None
 
|-
 
|valign="top"|[[Test_RandomChance]]||||||Test_RandomChance &lt;percent chance, 0-100&gt; &lt;token1&gt; &lt;token2...&gt; - Roll the dice and maybe run the command following the percentage chance.
 
|-
 
|valign="top"|[[Test_RandomizeInPVS]]||||||None
 
|-
 
|valign="top"|[[Test_RandomPlayerPosition]]||||||None
 
|-
 
|valign="top"|[[Test_RemoveAllRandomEntities]]||||||None
 
|-
 
|valign="top"|[[Test_RunFrame]]||||||None
 
|-
 
|valign="top"|[[Test_SendKey]]||||||None
 
|-
 
|valign="top"|[[Test_SpawnRandomEntities]]||||||None
 
|-
 
|valign="top"|[[Test_StartLoop]]||||||Test_StartLoop &lt;loop name&gt; - Denote the start of a loop. Really just defines a named point you can jump to.
 
|-
 
|valign="top"|[[Test_StartScript]]||||||Start a test script running..
 
|-
 
|valign="top"|[[Test_Wait]]||||||None
 
|-
 
|valign="top"|[[Test_WaitForCheckPoint]]||||||None
 
|-
 
|valign="top"|[[testhudanim]]||||||Test a hud element animation.  Arguments: &lt;anim name&gt;
 
|-
 
|valign="top"|[[testscript_debug]]||0||||Debug test scripts.
 
|-
 
|valign="top"|[[texture_budget_background_alpha]]||128||||how translucent the budget panel is
 
|-
 
|valign="top"|[[texture_budget_panel_bottom_of_history_fraction]]||0||||number between 0 and 1
 
|-
 
|valign="top"|[[texture_budget_panel_global]]||0||||Show global times in the texture budget panel.
 
|-
 
|valign="top"|[[texture_budget_panel_height]]||284||||height in pixels of the budget panel
 
|-
 
|valign="top"|[[texture_budget_panel_width]]||512||||width in pixels of the budget panel
 
|-
 
|valign="top"|[[texture_budget_panel_x]]||0||||number of pixels from the left side of the game screen to draw the budget panel
 
|-
 
|valign="top"|[[texture_budget_panel_y]]||450||||number of pixels from the top side of the game screen to draw the budget panel
 
|-
 
|valign="top"|[[think_limit]]||0||||Maximum think time in milliseconds, warning is printed if this is exceeded.
 
|-
 
|valign="top"|[[thirdperson]]||||||Switch to thirdperson camera.
 
|-
 
|valign="top"|[[timedemo]]||||||Play a demo and report performance info.
 
|-
 
|valign="top"|[[timedemoquit]]||||||Play a demo, report performance info, and then exit
 
|-
 
|valign="top"|[[timerefresh]]||||||Profile the renderer.
 
|-
 
|valign="top"|[[toggleconsole]]||||||Show/hide the console.
 
|-
 
|valign="top"|[[trace_report]]||0||||None
 
|-
 
|valign="top"|[[tracer_extra]]||1||||None
 
|}
 
  
 
== Commands starting with letter "U" ==
 
== Commands starting with letter "U" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/U}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[unbind]]||||||Unbind a key.
 
|-
 
|valign="top"|[[unbindall]]||||||Unbind all keys.
 
|-
 
|valign="top"|[[unpause]]||||||Unpause the game.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[use]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[use]]||||||None
 
|-
 
|valign="top"|[[use]]||||||Use a particular weapon<p>Arguments: &lt;weapon_name&gt;</p>
 
|-
 
|valign="top"|[[user]]||||||Show user data.
 
|-
 
|valign="top"|[[users]]||||||Show user info for players on server.
 
|}
 
  
 
== Commands starting with letter "V" ==
 
== Commands starting with letter "V" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/V}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[v_centermove]]||0||||None
 
|-
 
|valign="top"|[[v_centerspeed]]||500||||None
 
|-
 
|valign="top"|[[v_ipitch_cycle]]||1||||None
 
|-
 
|valign="top"|[[v_ipitch_level]]||0||||None
 
|-
 
|valign="top"|[[v_iroll_cycle]]||0||||None
 
|-
 
|valign="top"|[[v_iroll_level]]||0||||None
 
|-
 
|valign="top"|[[v_iyaw_cycle]]||2||||None
 
|-
 
|valign="top"|[[v_iyaw_level]]||0||||None
 
|-
 
|valign="top"|[[vcollide_wireframe]]||0||Yes||None
 
|-
 
|valign="top"|[[vcollide_wireframe_axes]]||0||||None
 
|-
 
|valign="top"|[[version]]||||||Print version info string.
 
|-
 
|valign="top"|[[vgui_drawfocus]]||0||||Report which panel is under the mouse.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[vgui_drawtree]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[vgui_drawtree]]||||||None
 
|-
 
|valign="top"|[[vgui_drawtree]]||0||Yes||Draws the vgui panel hiearchy to the specified depth level.
 
|-
 
|valign="top"|[[vgui_drawtree_clear]]||||||None
 
|-
 
|valign="top"|[[vgui_drawtree_freeze]]||0||||Set to 1 to stop updating the vgui_drawtree view.
 
|-
 
|valign="top"|[[vgui_drawtree_hidden]]||0||||Draw the hidden panels.
 
|-
 
|valign="top"|[[vgui_drawtree_panelalpha]]||0||||Show the panel alpha values in the vgui_drawtree view.
 
|-
 
|valign="top"|[[vgui_drawtree_panelptr]]||0||||Show the panel pointer values in the vgui_drawtree view.
 
|-
 
|valign="top"|[[vgui_drawtree_popupsonly]]||0||||Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
 
|-
 
|valign="top"|[[vgui_drawtree_render_order]]||0||||List the vgui_drawtree panels in render order.
 
|-
 
|valign="top"|[[vgui_drawtree_visible]]||1||||Draw the visible panels.
 
|-
 
|valign="top"|[[vgui_togglepanel]]||||||show/hide vgui panel by name.
 
|-
 
|valign="top"|[[viewmodel_fov]]||54||Yes||None
 
|-
 
|valign="top"|[[violence_ablood]]||1||||Draw alien blood
 
|-
 
|valign="top"|[[violence_agibs]]||1||||Show alien gib entities
 
|-
 
|valign="top"|[[violence_hblood]]||1||||Draw human blood
 
|-
 
|valign="top"|[[violence_hgibs]]||1||||Show human gib entities
 
|-
 
|valign="top"|[[voice_avggain]]||0||||None
 
|-
 
|valign="top"|[[voice_clientdebug]]||0||||None
 
|-
 
|valign="top"|[[voice_dsound]]||0||||None
 
|-
 
|valign="top"|[[voice_enable]]||1||||None
 
|-
 
|valign="top"|[[voice_fadeouttime]]||0||||None
 
|-
 
|valign="top"|[[voice_forcemicrecord]]||1||||None
 
|-
 
|valign="top"|[[voice_inputfromfile]]||0||||Get voice input from 'voice_input.wav' rather than from the microphone.
 
|-
 
|valign="top"|[[voice_loopback]]||0||||None
 
|-
 
|valign="top"|[[voice_maxgain]]||10||||None
 
|-
 
|valign="top"|[[voice_modenable]]||1||||Enable/disable voice in this mod.
 
|-
 
|valign="top"|[[voice_overdrive]]||2||||None
 
|-
 
|valign="top"|[[voice_overdrivefadetime]]||0||||None
 
|-
 
|valign="top"|[[voice_profile]]||0||||None
 
|-
 
|valign="top"|[[voice_recordtofile]]||0||||Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
 
|-
 
|valign="top"|[[voice_scale]]||1||||None
 
|-
 
|valign="top"|[[voice_serverdebug]]||0||||None
 
|-
 
|valign="top"|[[voice_showchannels]]||0||||None
 
|-
 
|valign="top"|[[voice_showincoming]]||0||||None
 
|-
 
|valign="top"|[[voice_steal]]||2||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[voicerecord]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[voicerecord]]||||||None
 
|-
 
|valign="top"|[[volume]]||1||||Sound volume
 
|-
 
|valign="top"|[[vox_reload]]||||||Reload sentences.txt file
 
|-
 
|valign="top"|[[voxeltree_box]]||||||View entities in the voxel-tree inside box &lt;Vector(min), Vector(max)&gt;.
 
|-
 
|valign="top"|[[voxeltree_playerview]]||||||View entities in the voxel-tree at the player position.
 
|-
 
|valign="top"|[[voxeltree_sphere]]||||||View entities in the voxel-tree inside sphere &lt;Vector(center), float(radius)&gt;.
 
|-
 
|valign="top"|[[voxeltree_view]]||||||View entities in the voxel-tree.
 
|-
 
|valign="top"|[[vprof]]||||||Toggle VProf profiler
 
|-
 
|valign="top"|[[vprof_adddebuggroup1]]||||||add a new budget group dynamically for debugging
 
|-
 
|valign="top"|[[vprof_cachemiss]]||||||Toggle VProf cache miss checking
 
|-
 
|valign="top"|[[vprof_cachemiss_off]]||||||Turn off VProf cache miss checking
 
|-
 
|valign="top"|[[vprof_cachemiss_on]]||||||Turn on VProf cache miss checking
 
|-
 
|valign="top"|[[vprof_child]]||||||None
 
|-
 
|valign="top"|[[vprof_collapse_all]]||||||Collapse the whole vprof tree
 
|-
 
|valign="top"|[[vprof_counters]]||0||||None
 
|-
 
|valign="top"|[[vprof_dump_groupnames]]||||||Write the names of all of the vprof groups to the console.
 
|-
 
|valign="top"|[[vprof_dump_spikes]]||0||||Framerate at which vprof will begin to dump spikes to the console. 0 = disabled.
 
|-
 
|valign="top"|[[vprof_expand_all]]||||||Expand the whole vprof tree
 
|-
 
|valign="top"|[[vprof_expand_group]]||||||Expand a budget group in the vprof tree by name
 
|-
 
|valign="top"|[[vprof_generate_report]]||||||Generate a report to the console.
 
|-
 
|valign="top"|[[vprof_generate_report_AI]]||||||Generate a report to the console.
 
|-
 
|valign="top"|[[vprof_generate_report_AI_only]]||||||Generate a report to the console.
 
|-
 
|valign="top"|[[vprof_generate_report_hierarchy]]||||||Generate a report to the console.
 
|-
 
|valign="top"|[[vprof_generate_report_map_load]]||||||Generate a report to the console.
 
|-
 
|valign="top"|[[vprof_graph]]||0||||Draw the vprof graph.
 
|-
 
|valign="top"|[[vprof_graphheight]]||256||||None
 
|-
 
|valign="top"|[[vprof_graphwidth]]||512||||None
 
|-
 
|valign="top"|[[vprof_nextsibling]]||||||None
 
|-
 
|valign="top"|[[vprof_off]]||||||Turn off VProf profiler
 
|-
 
|valign="top"|[[vprof_on]]||||||Turn on VProf profiler
 
|-
 
|valign="top"|[[vprof_parent]]||||||None
 
|-
 
|valign="top"|[[vprof_playback_start]]||||||Start playing back a recorded .vprof file.
 
|-
 
|valign="top"|[[vprof_playback_step]]||||||While playing back a .vprof file, step to the next tick.
 
|-
 
|valign="top"|[[vprof_playback_stop]]||||||None
 
|-
 
|valign="top"|[[vprof_prevsibling]]||||||None
 
|-
 
|valign="top"|[[vprof_record_start]]||||||Start recording vprof data for playback later.
 
|-
 
|valign="top"|[[vprof_record_stop]]||||||None
 
|-
 
|valign="top"|[[vprof_remote_start]]||||||Request a VProf data stream from the remote server (requires authentication)
 
|-
 
|valign="top"|[[vprof_remote_stop]]||||||Stop an existing remote VProf data request
 
|-
 
|valign="top"|[[vprof_reset]]||||||Reset the stats in VProf profiler
 
|-
 
|valign="top"|[[vprof_reset_peaks]]||||||Reset just the peak time in VProf profiler
 
|-
 
|valign="top"|[[vprof_scope]]||0||||Set a specific scope to start showing vprof tree
 
|-
 
|valign="top"|[[vprof_unaccounted_limit]]||0||||number of milliseconds that a node must exceed to turn red in the vprof panel
 
|-
 
|valign="top"|[[vprof_verbose]]||1||||Set to one to show average and peak times
 
|-
 
|valign="top"|[[vprof_vtune_group]]||||||enable vtune for a particular vprof group ('disable' to disable)
 
|-
 
|valign="top"|[[vtune]]||||||Controls VTune's sampling.
 
|}
 
  
 
== Commands starting with letter "W" ==
 
== Commands starting with letter "W" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/W}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[wait]]||||||Stop command parsing until next frame.
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[walk]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[walk]]||||||None
 
|-
 
|valign="top"|[[wc_air_edit_further]]||||||When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location further away from player
 
|-
 
|valign="top"|[[wc_air_edit_nearer]]||||||When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location nearer to from player
 
|-
 
|valign="top"|[[wc_air_node_edit]]||||||When in WC edit mode, toggles laying down or air nodes instead of ground nodes
 
|-
 
|valign="top"|[[wc_create]]||||||When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull)
 
|-
 
|valign="top"|[[wc_destroy]]||||||When in WC edit mode, destroys the node that the player is nearest to looking at.  (The node will be highlighted by a red box).
 
|-
 
|valign="top"|[[wc_destroy_undo]]||||||When in WC edit mode restores the last deleted node
 
|-
 
|valign="top"|[[wc_link_edit]]||||||None
 
|-
 
|valign="top"|[[wc_update_entity]]||||||Updates the entity's position/angles when in edit mode
 
|-
 
|valign="top"|[[weapon_showproficiency]]||0||||None
 
|-
 
|valign="top"|[[writeid]]||||||Writes a list of permanently-banned user IDs to banned_user.cfg.
 
|-
 
|valign="top"|[[writeip]]||||||Save the ban list to banned_ip.cfg.
 
|}
 
  
 
== Commands starting with letter "Z" ==
 
== Commands starting with letter "Z" ==
{| border="1" cellspacing="0"
+
{{:Console Command List/Z}}
! Command !! Default !! Cheat? !! Help Text
 
|-
 
|valign="top"|[[zombie_ambushdist]]||16000||||None
 
|-
 
|valign="top"|[[zombie_basemax]]||100||||None
 
|-
 
|valign="top"|[[zombie_basemin]]||100||||None
 
|-
 
|valign="top"|[[zombie_changemax]]||0||||None
 
|-
 
|valign="top"|[[zombie_changemin]]||0||||None
 
|-
 
|valign="top"|[[zombie_decaymax]]||0||||None
 
|-
 
|valign="top"|[[zombie_decaymin]]||0||||None
 
|-
 
|valign="top"|[[zombie_moanfreq]]||1||||None
 
|-
 
|valign="top"|[[zombie_stepfreq]]||4||||None
 
|-
 
|valign="top"|<nowiki>+</nowiki>[[zoom]]||||||None
 
|-
 
|valign="top"|<nowiki>-</nowiki>[[zoom]]||||||None
 
|-
 
|valign="top"|[[zoom_sensitivity_ratio]]||1||||Additional mouse sensitivity scale factor applied when FOV is zoomed in.
 
|}
 

Latest revision as of 00:56, 22 July 2021

English Polski 简体中文

The following list is comprised of console commands common to all Source-engine games.

Lists of console commands for specific games can be found here:
Half-Life 2List of Half-Life 2 Console Commands
Counter-Strike: SourceList of Counter Strike: Source Console Commands
Counter-Strike: Global OffensiveList of Counter Strike: Global Offensive Console Commands
Team Fortress 2List of Team Fortress 2 Console Commands
Left 4 DeadList of Left 4 Dead Console Commands
Left 4 Dead 2List of Left 4 Dead 2 Console Commands
Alien SwarmList of Alien Swarm Console Commands
Portal 2List of Portal 2 Console Commands

Table of Contents

Commands are sorted alphabetically: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Note.png Note: Commands with "Yes" in "Cheat?" column require sv_cheats 1 to be active before working.

Commands starting with letter "A"

Command Default Cheat? Help Text
_fov 0 Automates fov command to server.
_restart Shutdown and restart the engine.
addip Add an IP address to the ban list.
adsp_alley_min 122 None
adsp_courtyard_min 126 None
adsp_debug 0 None
adsp_door_height 112 None
adsp_duct_min 106 None
adsp_hall_min 110 None
adsp_low_ceiling 108 None
adsp_opencourtyard_min 126 None
adsp_openspace_min 130 None
adsp_openstreet_min 118 None
adsp_openwall_min 130 None
adsp_room_min 102 None
adsp_street_min 118 None
adsp_tunnel_min 114 None
adsp_wall_height 128 None
ai_actbusy_search_time 10 None
ai_ally_manager_debug 0 None
ai_auto_contact_solver 1 None
ai_citizen_debug_commander 1 None
ai_clear_bad_links Clears bits set on nav links indicating link is unusable
ai_debug_actbusy 0 Yes 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.
ai_debug_assault 0 None
ai_debug_directnavprobe 0 None
ai_debug_doors 0 None
ai_debug_efficiency 0 None
ai_debug_enemies 0 None
ai_debug_expressions 0 Show random expression decisions for NPCs.
ai_debug_follow 0 None
ai_debug_loners 0 None
ai_debug_looktargets 0 None
ai_debug_los 0 Yes Highlights what blocks (or is able to block) NPC line of sight.
ai_debug_nav 0 None
ai_debug_node_connect Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets 0 None
ai_debug_readiness 0 None
ai_debug_shoot_positions 0 None
ai_debug_speech 0 None
ai_debug_squads 0 None
ai_debug_think_ticks 0 None
ai_debugscriptconditions 0 None
ai_disable Bypasses 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_drawbattlelines 0 Yes None
ai_dump_hints None
ai_efficiency_override 0 None
ai_follow_move_commands 1 None
ai_follow_use_points 1 None
ai_follow_use_points_when_moving 1 None
ai_lead_time 0 None
ai_LOS_mode 0 None
ai_moveprobe_debug 0 None
ai_moveprobe_jump_debug 0 None
ai_moveprobe_usetracelist 0 None
ai_new_aiming 1 None
ai_newgroundturret 0 None
ai_next_hull 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
ai_no_local_paths 0 None
ai_no_node_cache 0 None
ai_no_select_box 0 None
ai_no_steer 0 None
ai_no_talk_delay 0 None
ai_nodes 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 None
ai_path_adjust_speed_on_immediate_turns 1 None
ai_path_insert_pause_at_est_end 1 None
ai_path_insert_pause_at_obstruction 1 None
ai_reaction_delay_alert 0 None
ai_reaction_delay_idle 0 None
ai_readiness_decay 120 None
ai_rebalance_thinks 1 None
ai_reloadresponsesystems Reload all response system scripts.
ai_report_task_timings_on_limit 0 None
ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug 0 None
ai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking steps
ai_shot_bias 1 None
ai_shot_bias_max 1 None
ai_shot_bias_min -1 None
ai_shot_stats 0 None
ai_shot_stats_term 1000 None
ai_show_connect 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
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_fly 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
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_jump 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
Magenta
Climbing movement
Red
Connection disabled
ai_show_graph_connect Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by 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 Draw a grid on the floor where looking.
ai_show_hints Displays all hints as small boxes
Blue
Hint is available for use
Red
Hint is currently being used by an NPC
Orange
Hint not being used by timed out
Grey
Hint has been disabled
ai_show_hull 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
Magenta
Climbing movement
ai_show_hull_attacks 0 None
ai_show_node Highlight the specified node
ai_show_think_tolerance 0 None
ai_show_visibility Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be 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 None
ai_spread_cone_focus_time 0 None
ai_spread_defocused_cone_multiplier 3 None
ai_spread_pattern_focus_time 0 None
ai_step 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_think_limit_label 0 None
ai_use_clipped_paths 1 None
ai_use_efficiency 1 None
ai_use_frame_think_limits 1 None
ai_use_readiness 1 None
ai_use_think_optimizations 1 None
ainet_generate_report Generate a report to the console.
ainet_generate_report_only Generate a report to the console
air_density Changes the density of air for drag computations
airboat_fatal_stress 5000 Amount of stress in kg that would kill the airboat driver
alias Creates aliases for other commands
+alt1 None
-alt1 None
+attack Launches the selected weapon's primary attack
-attack Stops the selected weapon's primary attack
+attack2 Launches the selected weapon's secondary attack
-attack2 Stops the selected weapon's secondary attack
autosave None

Commands starting with letter "B"

Command Default Cheat? Help Text
+back Start moving player backward (button down)
-back Stop moving player backward (button up)
banid Add a user ID to the ban list.
bench_end Yes Ends gathering of info.
bench_showstatsdialog Shows a dialog displaying the most recent benchmark results.
bench_start Starts gathering of info.

Arguments: <filename>

bench_upload Uploads most recent benchmark stats to the Valve servers.
benchframe Takes a snapshot of a particular frame in a time demo.
bgmvolume 1 CD sound playback volume.
bind Bind a key.

Arguments: <key> "<command>"

BindToggle Performs a bind <key> "increment var <cvar> 0 1 1"
birds_debug 0 None
blink_duration 0.2 How many seconds an eye blink will last.
bloodspray blood
box Draw a debug box.
+break None
-break None
breakable_disable_gib_limit 0 None
breakable_multiplayer 1 None
buddha Toggle. Player takes damage but won't die. (If developer = 1 , shows red cross when health is zero or 1)
budget_averages_window 30 number of frames to look at when figuring out average frametimes
budget_background_alpha 128 how translucent the budget panel is
budget_bargraph_background_alpha 128 how translucent the budget panel is
budget_bargraph_range_ms 16 budget bargraph range in milliseconds
budget_history_numsamplesvisible 100 number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms 66 budget history range in milliseconds
budget_panel_bottom_of_history_fraction 0 number between 0 and 1
budget_panel_height 384 height in pixels of the budget panel
budget_panel_width 512 width in pixels of the budget panel
budget_panel_x 0 number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y 50 number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window 30 number of frames to look at when figuring out peak frametimes
budget_show_averages 0 enable/disable averages in the budget panel
budget_show_history 1 turn history graph off and on. . good to turn off on low end
budget_show_peaks 1 enable/disable peaks in the budget panel
bug Show/hide the bug reporting UI.
bug_swap Automatically swaps the current weapon for the bug bait and back again.
bugreporter_includebsp 1 Include .bsp for internal bug submissions.
buildcubemaps Rebuild cubemaps.
building_cubemaps 0 None

Commands starting with letter "C"

Command Default Cheat? Help Text
c_maxdistance 200 Yes None
c_maxpitch 90 No None
c_maxyaw 135 No None
c_mindistance 30 Yes None
c_minpitch 0 Yes None
c_minyaw -135 Yes None
c_orthoheight 100 Yes None
c_orthowidth 100 Yes None
cache_print No Print out contents of cache memory.
cam_command 0 Yes Changes camera view, first/third person
cam_idealdist 150 Yes Cam distance from player
cam_idealdistup 0 Yes Cam above/below player
cam_idealdistright 0 Yes Cam left/right of player
cam_idealpitch 0 Yes None
cam_idealyaw 90 Yes 0=Behind player, 90=Right arm
cam_snapto 0 Yes None
+camdistance No None
-camdistance No None
+cammousemove No None
-cammousemove No None
camortho No Switch to orthographic camera.

There is currently no known way to exit this mode without restarting the engine.

+camin No None
-camin No None
+camout No None
-camout No None
+campitchdown No None
-campitchdown No None
+campitchup No None
-campitchup No None
+camyawleft No None
-camyawleft No None
+camyawright No None
-camyawright No None
cancelselect No None
cast_hull No Tests hull collision detection
cast_ray No Tests collision detection
cc_captiontrace 1 No Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in HUD)
cc_emit No Emits a closed caption
cc_lang 0 No Current close caption language (empty = use game UI language)
cc_linger_time 1 No Close caption linger time
cc_lookup_crc No For tracking down missing CC token strings
cc_predisplay_time 0 No Close caption delay before showing caption
cc_sentencecaptionnorepeat 4 No How often a sentence can repeat
cc_subtitles 0 No If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players)
cd No Play or stop a CD track
centerview No None
ch_createairboat No Spawn airboat in front of the player
ch_createjeep No Spawn jeep in front of the player
changelevel No Change server to the specified map
changelevel2 No Transition to the specified map in single player
cl_allowdownload 1 No Client downloads customization files
cl_allowupload 1 No Client uploads customization files
cl_anglespeedkey 0 No None
cl_animationinfo No HUD element to examine
cl_backspeed 400 No None
cl_bob 0.2 No None
cl_bobcycle 0 No None
cl_bobup 0 No None
cl_class 0 No Default class when joining a game
cl_clock_correction 1 Yes Enable/disable clock correction on the client
cl_clock_correction_adjustment_max_amount 200 Yes 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 Yes 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 Yes If the clock offset is less than this amount (in milliseconds), then no clock correction is applied
cl_clock_correction_force_server_tick 999 Yes Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo 0 Yes Show debugging info about the clock drift.
cl_clockdrift_max_ms 150 Yes Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdbackup 2 No For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists)
cl_cmdrate 30 No Max number of command packets sent to server per second
cl_customsounds 0 No Enable customized player sound playback
cl_demoviewoverride 0 No Override view during demo playback
cl_detaildist 1200 No Distance at which detail props (e.g. grass) are shown.
cl_detailfade 400 No Distance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0.
cl_drawhud 1 Yes Enable the rendering of the HUD
cl_drawleaf -1 Yes None
cl_drawmaterial 0 Yes Draw a particular material over the frame
cl_drawmonitors 1 No None
cl_drawshadowtexture 0 Yes None
cl_ejectbrass 1 No Determines whether spent shells are shown ejecting from a gun
cl_ent_absbox No Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox No Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox No Displays the client's render box for the entity under the crosshair.
cl_entityreport 0 Yes For debugging, draw entity states to console
cl_extrapolate 1 Yes Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount 0 Yes Set how many seconds the client will extrapolate entities for.
cl_flushentitypacket 0 Yes For debugging. Force the engine to flush an entity packet.
cl_forcehighendmonitors 1 No None
cl_forcepreload 0 No Whether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly
cl_forwardspeed 400 Yes None
cl_fullupdate No Forces the server to send a full update packet
cl_idealpitchscale 0 No None
cl_ignorepackets 0 Yes Force client to ignore packets (for debugging).
cl_interp 0 No Interpolate object positions starting this many seconds in past
cl_interp_npcs 0 No Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interpolate 1 No Interpolate entities on the client.
cl_lagcomp_errorcheck 0 No Player index of other player to check for position errors.
cl_lagcompensation 1 No Perform server side lag compensation of weapon firing events.
cl_leveloverview 0 Yes None
cl_localnetworkbackdoor 1 No Enable network optimizations for single player games.
cl_logofile 0 No Spraypoint logo decal.
cl_maxrenderable_dist 3000 Yes Max distance from the camera at which things will be rendered
cl_mouseenable 1 No None
cl_observercrosshair 1 No None
cl_overdraw_test 0 Yes None
cl_panelanimation No Shows panel animation variables
cl_particleeffect_aabb_buffer 2 Yes Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often
cl_pclass 0 Yes Dump entity by prediction classname
cl_pdump -1 Yes Dump info about this entity to screen.
cl_phys_props_enable 1 No Disable clientside physics props (must be set before loading a level)
cl_phys_props_max 300 No Maximum clientside physics props
cl_phys_timescale 1 Yes Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown 89 No None
cl_pitchspeed 225 No None
cl_pitchup 89 No None
cl_playback_screenshots 0 No Allows the client to playback screenshot and jpeg commands in demos.
cl_precacheinfo No Show precache info (client).
cl_pred_optimize 2 No 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_predict 0 No Perform client side prediction.
cl_predictionlist 0 Yes Show which entities are predicting
cl_predictweapons 1 No Perform client side prediction of weapon effects.
cl_ragdoll_collide 0 No None
cl_rate 10000 No Max bytes/sec the host can send data (This command no longer exists)
cl_removedecals No Remove the decals from the entity under the crosshair.
cl_resend 6 No Delay in seconds before the client will resend the 'connect' attempt
cl_restrict_server_commands 1 No Prevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage:
0
Don't restrict any server commands.
1
Restrict server commands in Valve multiplayer games.
2
Restrict server commands in all multiplayer games.
cl_SetupAllBones 0 No None
cl_show_bloodspray 1 No None
cl_show_splashes 1 No None
cl_showanimstate -1 Yes Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_log 0 Yes 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
cl_showents No Dump entity list to console.
cl_showerror 0 Yes Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents 0 Yes Print event firing info in the console
cl_showfps 0 No See Optimization Commands
cl_showpos 0 No Draw current position at top of screen
cl_ShowSunVectors 0 No None
cl_showtextmsg 1 No Enable/disable text messages printing on the screen.
cl_sidespeed 400 No None
cl_slist 10 No Number of seconds to wait for server ping responses when checking for server on your lan
cl_smooth 1 No Smooth view/eye origin after prediction errors
cl_smoothtime 0 No Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush No No Flushes the sounds.txt system (client only)
cl_soundfile 0 No Jingle sound file.
cl_soundscape_flush No Flushes the client side soundscapes
cl_soundscape_printdebuginfo No print soundscapes
cl_sun_decay_rate 0 Yes None
cl_team 0 No Default team when joining a game
cl_timeout 30 No After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_updaterate 20 No Number of packets per second of updates you are requesting from the server
cl_upspeed 320 Yes None
cl_view No Set the view entity index.
cl_winddir 0 No Weather effects wind direction angle
cl_windspeed 0 No Weather effects wind speed scalar
cl_yawspeed 210 No None
clear No Clear all console output
clear_debug_overlays No clears debug overlays
clientport 27005 No Host game client port
closecaption 0 No Enable close captioning
cmd No Forward command to server
collision_shake_amp 0 No None
collision_shake_freq 0 No None
collision_shake_time 0 No None
combine_guard_spawn_health 1 No None
combine_spawn_health 1 No None
+commandmenu No GoldSrc Command Menu
-commandmenu No None
con_drawnotify 1 No Disables drawing of notification area (for taking screenshots)
con_enable 1 No Allows the console to be activated.
con_filter_enable 0 No Enables the console filter.
con_filter_text No Filters out everything except lines containing the specified text.
con_filter_text_out No Filters out lines with the specified text.
con_notifytime 8 No How long to display recent console text to the upper part of the game window
con_nprint_bgalpha 50 No Con_NPrint background alpha.
con_nprint_bgborder 5 No Con_NPrint border size.
con_trace 0 No Print console text to low level printout.
connect No Connect to specified server.
contimes 8 No Number of console lines to overlay for debugging.
coop 0 No Cooperative play.
CreateHairball No None
creditsdone No None
crosshair 1 No None
curve_bias 0 No None
cvarlist No Show the list of convars/concommands.

Commands starting with letter "D"

Command Default Cheat? Help Text
deathmatch 0 No Running a deathmatch server
debug_physimpact 0 No None
decalfrequency 10 No None
default_fov 75 Yes None
demo_debug 0 No Demo debug info
demo_fastforwardfinalspeed 20 No Go this fast when holding FF button for a set amount of time (see below)
demo_fastforwardramptime 5 No How many seconds it takes to get to full FF speed
demo_fastforwardstartspeed 2 No Go this fast when starting to hold FF button
demo_interpolateview 1 No Do view interpolation during dem playback
demo_pauseatservertick 0 No Pauses demo playback at server tick
demo_quitafterplayback 0 No Quits game after demo playback.
demo_recordcommands 1 No Record commands typed at console into .dem files
demolist No Print demo sequence list.
demopause No Pauses demo playback.
demoresume No Resumes demo playback.
demos No Demo demo file sequence
demotimescale No Sets demo replay speed.
demotogglepause No Toggles demo playback.
demoui No Show/hide the demo player UI.
developer 0 No Show developer messages.
differences No Show all convars which are not at their default values
disconnect No Disconnect game from server.
disp_dynamic 0 No None
disp_modlimit 80 No None
disp_modlimit_down 20 No None
disp_modlimit_up 80 No None
disp_numiterations 1 Yes None
dispcoll_drawplane 0 No None
displaysoundlist 0 No None
dog_debug 0 No None
dog_max_wait_time 7 No None
drawcross No Draws a cross at the given location. Arguments: x y z
drawline No Draws line between two 3D Points
Green
If no collision
Red
Is collided with something
Arguments
x1 y1 z1 x2 y2 z2
dropprimary dropprimary: Drops the primary weapon of the player. NOTE: Doesn't work and needs fixing
dsp_automatic 0 No None
dsp_db_min 80 No None
dsp_db_mixdrop 0 No None
dsp_dist_max 1440 No None
dsp_dist_min 0 No None
dsp_enhance_stereo 1 No None
dsp_facingaway 0 No None
dsp_mix_max 0 No None
dsp_mix_min 0 No None
dsp_off 0 Yes None
dsp_player 0 No None
dsp_reload No None
dsp_room 0 No None
dsp_slow_cpu 0 No None
dsp_spatial 40 No None
dsp_speaker 50 No None
dsp_vol_2ch 1 No None
dsp_vol_4ch 0 No None
dsp_vol_5ch 0 No None
dsp_volume 1 No None
dsp_water 14 No None
dti_flush No Write out the datatable instrumentation files (you must run with -dti for this to work)
dtwarning 0 No Print data table warnings
dtwatchent -1 No Watch this entities data table encoding
dtwatchvar 0 No Watch the named variable
+duck No Start player ducking (button down)
-duck No Stop player ducking (button up)
dump_entity_sizes No Print sizeof(entclass)
dump_globals No Dump all global entities/states
dumpstringtables No Print string tables to console

Commands starting with letter "E"

Command Default Cheat? Help Text
echo No Echo text to console.
editdemo No Edit a recorded demo file (.dem )
endmovie No Stop recording movie frames
english 1 No If set to 1, running the english language set of assets
ent_absbox No 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_bbox No 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_debugkeys 0 No None
ent_dump No Usage: ent_dump <entity name>
ent_fire No Usage: ent_fire <target> action value delay
ent_info No Usage: ent_info <class name>
ent_messages No 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 Yes Visualizes all entity input/output activity
ent_name No None
ent_pause No Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'
ent_pivot No 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_rbox No 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 No Removes the given entity(s)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all No Removes all entities of the specified type;Arguments: {entity_name} / {class_name}
ent_setname No Sets the targetname of the given entity(s)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_show_response_criteria No 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_step No When 'ent_pause' is set this will step through one waiting input / output message at a time
ent_text No 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
envmap No None
escape No Escape key pressed
exec No Executes a config in the 'cfg' directory. // exec config_default.cfg

Config files in sub-directories can be accessed by specifying their location relative to the cfg directory.

Example
exec otherConfigs/config1.cfg // Executes configuration file named "config1.cfg" found in the "cfg/otherConfigs/" directory
exit No Exit the engine

Commands starting with letter "F"

Command Default Cheat? Help Text
fadein No fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds
fadeout No fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds
find No Find concommands with the specified string in their name/help text.
findflags No Displays a list of console commands with the specified flags. Usage: findflags <string>

Available flags to search for:

  - ARCHIVE
  - SPONLY
  - GAMEDLL
  - CHEAT
  - USERINFO
  - NOTIFY
  - PROTECTED
  - PRINTABLEONLY
  - UNLOGGED
  - NEVER_AS_STRING
  - REPLICATED
  - DEMO
  - DONTRECORD
  - SERVER_CAN_EXECUTE
  - CLIENTCMD_CAN_EXECUTE
  - CLIENTDLL
  - MATERIAL_SYSTEM
  - STUDIORENDER
fire_absorbrate 3 No None
fire_dmgbase 1 No None
fire_dmginterval 1 No None
fire_dmgscale 0 No None
fire_extabsorb 5 No None
fire_extscale 12 No None
fire_growthrate 1 No None
fire_heatscale 1 No None
fire_incomingheatscale 0 No None
fire_maxabsorb 50 No None
firetarget No None
firstperson Yes Switch to firstperson camera
flex_expression 0 No None
flex_looktime 5 No None
flex_maxawaytime 1 No None
flex_maxplayertime 7 No None
flex_minawaytime 0 No None
flex_minplayertime 5 No None
flex_rules 1 No Allow flex animation rules to run
flex_smooth 1 No Applies smoothing/decay curve to flex animation controller changes
flex_talk 0 No None
flush No Flush cache memory
flush_locked No Flush locked cache memory
fog_color -1 No None
fog_colorskybox -1 No None
fog_enable 1 Yes None
fog_enable_water_fog 1 No None
fog_enableskybox 1 No None
fog_end -1 Yes None
fog_endskybox -1 No None
fog_override 0 Yes None
fog_start -1 Yes None
fog_startskybox -1 No None
force_centerview No Positions the player's view straight ahead
+forward No Start moving player forward (button down)
-forward No Stop moving player forward (button up)
fov No Change players FOV
fps_max 300 No Frame rate limiter
free_pass_peek_debug 0 No None
fs_printopenfiles No Show all files currently opened by the engine
fs_warning_level Yes Set the filesystem warning level
func_break_max_pieces 15 No None
func_breakdmg_bullet 0 No None
func_breakdmg_club 1 No None
func_breakdmg_explosive 1 No None

Commands starting with letter "G"

Command Default Cheat? Help Text
g_ai_citizen_show_enemy 0 None
g_antlion_maxgibs 16 None
g_debug_antlion 0 None
g_debug_antlionguard 0 None
g_debug_antlionmaker 0 Yes None
g_debug_basehelicopter 0 Yes None
g_debug_combine_camera 0 None
g_debug_cscanner 0 None
g_debug_doors 0 None
g_debug_dropship 0 None
g_debug_dynamicresupplies 0 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 Yes None
g_debug_headcrab 0 Yes None
g_debug_physcannon 0 None
g_debug_ragdoll_removal 0 Yes None
g_debug_ragdoll_visualize 0 Yes None
g_debug_trackpather 0 Yes None
g_debug_transitions 0 Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
g_debug_turret 0 None
g_debug_turret_ceiling 0 None
g_debug_vehiclebase 0 Yes None
g_debug_vehicledriver 0 Yes None
g_debug_vehicleexit 0 Yes None
g_debug_vehiclesound 0 Yes None
g_helicopter_bullrush_bomb_enemy_distance 0 None
g_helicopter_bullrush_bomb_speed 850 The maximum distance the player can be from the chopper before it stops firing
g_helicopter_bullrush_bomb_time 10 None
g_helicopter_bullrush_distance 5000 None
g_helicopter_bullrush_mega_bomb_health 0 Fraction of the health of the chopper before it mega-bombs
g_helicopter_bullrush_shoot_height 650 The maximum distance the player can be from the chopper before it stops firing
g_helicopter_chargetime 2 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 How much time we have to wait (on average) after we fire before we can charge up again
g_helicopter_maxfiringdist 2500 The maximum distance the player can be from the chopper before it stops firing
g_jeepexitspeed 100 Yes None
g_Language 0 None
g_ragdoll_fadespeed 600 None
g_ragdoll_maxcount 8 None
g_test_new_antlion_jump 1 None
gameinstructor_enable 1 Displays in game lessons that teach new players.
gameui_hide None
getpos dump position and angles to the console
give Give item to player. Arguments: <item_name>
gl_clear 0 None
god Yes Toggle. Player becomes invulnerable. (Suit will still take damage.)
+graph None
-graph None
groundlist Display ground entity list <index>

Commands starting with letter "H"

Command Default Cheat? Help Text
hammer_update_entity Orange Box replacement for wc_update_entity
heartbeat None
help Find help about a convar/concommand
hideconsole Hide the console
hidehud 0 Yes When set to 1 (or any value that is not 0 or 2) this disables the weapon changing hud, as well as the players ability to change weapons. When set to 4, this will remove the crosshair as well
hidepanel Hides a viewport panel <name>
hltv_autorecord 0 Automatically records all games as HLTV demos
hltv_cam_distance 96 Default HLTV chase camera distance
hltv_cam_fov 90 Default HLTV chase camera FOV
hltv_cam_inertia 100 Default HLTV chase camera inertia
hltv_cam_offset 64 Default HLTV chase camera offset
hltv_cam_phi 0 Default HLTV chase camera phi angle
hltv_cam_theta 0 Default HLTV chase camera theta angle
hltv_connect Connect to specified HLTV server
hltv_debug 0 HLTV debug info
hltv_delay 10 HLTV broadcast delay in seconds
hltv_maxclients 128 Maximum client number on HLTV server
hltv_maxrate 3500 Max client bandwidth rate allowed, 0 == unlimited
hltv_port 27020 Host HLTV port
hltv_record Starts HLTV demo recording
hltv_retry Reconnects the HLTV relay proxy
hltv_snapshotinterval 2 Take game snapshot every nth tick
hltv_status Connect to specified HLTV server
hltv_stop Stops the HLTV broadcast
hltv_stoprecord Stops HLTV demo recording
hltv_viewent 0 HLTV camera entity index
host_framerate 0 Set to lock per-frame time elapse
host_limitlocal 0 Apply cl_cmdrate and cl_updaterate to loopback connection
host_map 0 Current map name
host_profile 0 None
host_runofftime Run off some time without rendering/updating sounds
host_showcachemiss 0 Print a debug message when the client or server cache is missed
host_sleep 0 Yes Force the host to sleep a certain number of milliseconds each frame
host_speeds 0 Show general system running times
host_timescale 1 Yes Prescale the clock by this amount
host_writeconfig Store current settings to configcfg (or specified cfg file)
hostname 0 Hostname for server
hostport 27015 Host game server port
hud_airboathint_numentries 10 None
hud_autoreloadscript 0 Automatically reloads the animation script each time one is ran
hud_deathnotice_time 6 None
hud_drawhistory_time 5 None
hud_fastswitch 0 0 disables fast weapon switch, 1 enables fast weapon switch with no hud, 2 enables console weapon switch HUD, 3 enables horizontal weapon switch HUD.
hud_jeephint_numentries 10 None
hud_quickinfo 0 Enable or disable the quickinfo ammo bars next to crosshair
hud_reloadscheme Reloads hud layout and animation scripts
hud_saytext_time 12 None
hud_showemptyweaponslots 0 When set to 1 it shows weapon slots even when empty
hurtme Hurts the player

Arguments: <health to lose>

Commands starting with letter "I"

Command Default Cheat? Help Text
impulse Sometimes See impulse.
incrementvar No Increment specified convar value.
invnext No Selects the next weapon in the player's inventory
invprev no Selects the previous weapon in the player's inventory
ip 0 no Overrides IP for multihomed hosts

Commands starting with letter "J"

Command Default Cheat? Help Text
joy_advanced 0 No None
joy_advaxisr 0 No None
joy_advaxisu 0 No None
joy_advaxisv 0 No None
joy_advaxisx 0 No None
joy_advaxisy 0 No None
joy_advaxisz 0 No None
joy_diagonalpov 0 No POV manipulator operates on diagonal axes, too
joy_forwardsensitivity -1 No None
joy_forwardthreshold 0 No None
joy_name 0 No None
joy_pitchsensitivity 1 No None
joy_pitchthreshold 0 No None
joy_sidesensitivity -1 No None
joy_sidethreshold 0 No None
joy_wingmanwarrior_centerhack 0 No Wingman warrior centering hack
joy_wingmanwarrior_turnhack 0 No Wingman warrior hack related to turn axes
joy_yawsensitivity -1 No None
joy_yawthreshold 0 No None
joyadvancedupdate No None
joystick 0 No None
jpeg No Take a jpeg screenshot:

Arguments: <filename> <quality 1-100>

jpeg_quality 90 No Sets screenshot quality
+jlook No None
-jlook No None
+jump No Start player jump upward (button down)
-jump No Stop player jump upward (button up)

Commands starting with letter "K"

Command Default Cheat? Help Text
kdtree_test No Tests spatial partition for entities queries
key_findbinding No Find key bound to specified command string
key_listboundkeys No List bound keys with bindings
key_updatelayout No Updates game keyboard layout to current windows keyboard setting
kick No Kick a player by slot, userid or name
kill No Kills the player
killserver No Shutdown the server
+klook No None
-klook No None

Commands starting with letter "L"

Command Default Cheat? Help Text
lastinv No Selects last selected weapon
+left No Start moving player left (button down)
-left No Stop moving player left (button up)
light_crosshair No Show texture color at crosshair
linefile No Parses map leak data from .lin file
list No List cached servers
listdemo No List demo file contents
listid No Lists banned users
listip No List IP addresses on the ban list
listmodels No List loaded models
load No Load a saved game
lod_TransitionDist 800 No Distance at which LOD takes place
log No Enables standard log file <0/1>
+lookdown No Start player look down (button down)
-lookdown No Stop player look down (button up)
lookspring 0 No None
lookstrafe 0 No Strafes with the mouse
+lookup No Start player look up (button down)
-lookup No Stop player look up (button up)
lservercfgfile 0 No None

Commands starting with letter "M"

Command Default Cheat? Help Text
m_customaccel 0 Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).

Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity. If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.

m_customaccel_exponent 1 Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max 0 Max mouse move scale factor, 0 for no limit
m_customaccel_scale 0 Custom mouse acceleration value.
m_filter 0 Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward 1 Mouse forward factor.
m_mouseaccel1 0 Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 0 Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed 1 Windows mouse speed factor (range 1 to 20).
m_pitch 0 Mouse pitch factor.
m_side 0 Mouse side factor.
m_yaw 0 Mouse yaw factor.
map Start playing on specified map.
map_background Runs a map as the background to the main menu.
map_edit None
map_noareas 0 Disable area to area connection testing.
mapcyclefile mapcycle.txt Sets the map cycle file to use for cycling maps.
maps Displays list of maps.
mat_antialias 0 None
mat_bloom 1 None
mat_bufferprimitives 1 None
mat_bumpbasis 0 None
mat_bumpmap 1 Toggles bumpmap rendering on/off.
mat_camerarendertargetoverlaysize 128 Yes None
mat_clipz 1 None
mat_compressedtextures 1 When set to 0 the engine will use uncompressed textures for the current map.
mat_configcurrent Show the current video control panel config for the material system.
mat_crosshair Display the name of the material/texture under the crosshair.
mat_debug None
mat_debugdepth 0 None
mat_debugdepthmode 0 None
mat_debugdepthval 128 None
mat_debugdepthvalmax 256 None
mat_depthbias_decal -262144 None
mat_depthbias_normal 0 Yes None
mat_diffuse 1 Yes When set to 0, shows specular map on models with $envmaptint values. Use with mat_fullbright to view specular on brushes.
mat_drawflat 0 Yes None
mat_drawwater 1 Yes None
mat_dxlevel 90 Changes what GPU features are used based on directX version. 98 is a directX 10 emulation of directX 9.
mat_envmapsize 128 Adjusts the resolution of environment maps that are used for reflective surfaces.
mat_envmaptgasize 32 None
mat_fastnobump 0 None
mat_fastspecular 1 Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate 0 Yes None
mat_filterlightmaps 1 Smooths lightmaps. Lighting appears blocky when this is off.
mat_filtertextures 1 Smooths textures. Textures appear blocky when this is off.
mat_forceaniso 1 Sets Anistropic Filtering Level
mat_forcedynamic 0 Yes Forces the use of dynamic lighting where applicable.
mat_forcehardwaresync 1 None
mat_frame_sync_enable 1 Yes None
mat_frame_sync_force_texture 0 Yes Force frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize 128 None
mat_fullbright 0 Yes When set to 1 it turns on self-illumination for geometry.
mat_hsv 0 None
mat_info Shows material system info
mat_leafvis 0 Draw wireframe of current leaf
mat_levelflush 1 None
mat_loadtextures 1 None
mat_luxels 0 Yes Turns on luxel visualization.
mat_maxframelatency 1 None
mat_measurefillrate 0 Yes None
mat_mipmaptextures 1 None
mat_monitorgamma 2 Monitor gamma (typically 2.2 for CRT and 1.7 for LCD).
mat_norendering 0 None
mat_normalmaps 0 Yes Turns on normalmap visualization
mat_normals 0 Yes Turns on surface normal visualization
mat_parallaxmap 0 Enables the use of parallax maps
mat_picmip 0 Sets texture quality. Is the same as the "Texture Detail" menu. Values are -1-Very High (Orange Box only), 0-High, 1-Medium, 2-Low
mat_proxy 0 Yes None
mat_reducefillrate 0 None
mat_reloadallmaterials None
mat_reloadmaterial None
mat_reloadtextures None
mat_reversedepth 0 Yes None
mat_savechanges Saves current video configuration to the registry.
mat_setvideomode Sets the width, height, windowed state of the material system.
mat_shadowstate 1 None
mat_show_texture_memory_usage 0 Display the texture memory usage on the HUD.
mat_showcamerarendertarget 0 Yes None
mat_showenvmapmask 0 None
mat_showframebuffertexture 0 Yes None
mat_showlightmapcomponent 0 0: show normal-mapped lightmap

1: show component 11: show component 21: show component 3

mat_showlightmappage -1 None
mat_showlowresimage 0 None
mat_showmaterials Show materials.
mat_showmaterialsverbose None
mat_showmiplevels 0 None
mat_showtextures Show textures.
mat_showwatertextures 0 Yes None
mat_skybloomamount 1 None
mat_slopescaledepthbias_decal 0 Yes None
mat_slopescaledepthbias_normal 0 Yes None
mat_softwarelighting 0 None
mat_softwareskin 0 None
mat_specular 1 Enable/Disable specularity for performance testing. Will cause a material reload upon change.
mat_spewvertexandpixelshaders Print all vertex and pixel shaders currently loaded to the console.
mat_stub 0 Yes None
mat_suppress Suppress a material from drawing
mat_surfaceid 0 None
mat_surfacemat 0 None
mat_texture_limit -1 If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.
+mat_texture_list None
-mat_texture_list None
mat_texture_list 0 For debugging, show a list of used textures per frame
mat_texture_list_all 0 If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texturelist_directories 0 None
mat_texturelist_files 1 None
mat_trilinear 1 None
mat_viewportscale 1 Yes Debugging viewport scale
mat_vsync 0 Force sync to vertical retrace
mat_wateroverlaysize 128 None
mat_wireframe 0 to 3 Yes See Optimization Commands.
mat_yuv 0 Turns the screen monochrome
maxplayers Change the maximum number of players allowed on this server.
mem_dump Dump memory stats.
mem_dumpstats 0 Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_force_flush 0 Force cache flush of unlocked resources on every alloc.
metropolice_charge 1 None
metropolice_chase_use_follow 0 None
metropolice_move_and_melee 1 None
minisave Saves game (for current level only!)
mod_forcedata 1 Forces all model file data into cache on model load.
monk_headshot_freq 2 None
mortar_visualize 0 None
+movedown None
-movedown None
+moveleft None
-moveleft None
+moveright None
-moveright None
+moveup None
-moveup None
mp_allowNPCs 1 None
[mp_autokick]] 1 None
mp_autoteambalance 1 None - New Source Engine
mp_autoteambalance_delay 1 Time after the teams become unbalanced to attempt to switch players. - New Source Engine
mp_autoteambalance_warning_delay 1 Time after the teams become unbalanced to print a balance warning. - New Source Engine
mp_allowspectators 1 Toggles whether the server allows spectator mode or not.
mp_autocrosshair 1 None
mp_bonusroundtime 1 Time after round win until round restarts - New Source Engine
mp_buytime 1.5 Time players have to buy weapons
mp_chattime 10 Amount of time players can chat after the game is over.
mp_decals 200 None
mp_defaultteam 0 None
mp_enableroundwaittime 1 Enable timers to wait between rounds. - New Source Engine
mp_facefronttime 3 After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_falldamage 0 None
mp_feetyawrate 720 How many degrees per second that we can turn our feet or upper body.
mp_flashlight 0 None
mp_footsteps 1 None
mp_forcecamera 0 Restricts spectator modes for dead players.
mp_forcerespawn 1 None
mp_fraglimit 0 None
mp_freezetime 5 None
mp_friendlyfire 0 None
mp_ik 1 Use IK on in-place turns.
mp_logecho 1 None
mp_logfile 1 None
mp_maxrounds 1 Max number of rounds to play before server changes maps - New Source Engine.
mp_respawntime 10 Sets the time before respawn - New Source Engine.
mp_restartround 1 If non-zero, the current round will restart in the specified number of seconds - New Source Engine.
mp_roundtime 4 None
mp_stalemate_timelimit 1 Timelimit (in seconds) of the stalemate round. - New Source Engine.
mp_teamlist 0 None
mp_teamoverride 1 None
mp_teamplay 0 None
mp_teams_unbalance_limit 1 Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine.
mp_timelimit 0 Game time per map in minutes.
mp_weaponstay 0 None
mp_winlimit 0 Max number of rounds one team can win before server changes maps - New Source Engine.
mp3 (Counter-Strike: Source only) Starts the Valve MP3 Player.
muzzleflash_light 1 None

Commands starting with letter "N"

Command Default Cheat? Help Text
name 0 Current user name.
nav_begin_area Defines 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_marks Erase any previously placed walkable positions.
nav_connect 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_corner_lower Lower the selected corner of the currently marked Area.
nav_corner_raise Raise the selected corner of the currently marked Area.
nav_corner_select Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_crouch Toggles the 'must crouch in this area' flag used by the AI system.
nav_delete Deletes the currently highlighted Area.
nav_disconnect 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_edit 0 Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area Defines the second corner of a new Area and creates it.
nav_generate Generate a Navigation Mesh for the current map and save it to disk.
nav_jump Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_load Loads the Navigation Mesh for the current map.
nav_mark Marks the Area under the cursor for manipulation by subsequent editing commands.
nav_mark_unnamed Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_merge 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_no_jump Toggles the 'don't jump in this area' flag used by the AI system.
nav_place_floodfill Sets 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_pick Sets the current Place to the Place of the Area under the cursor.
nav_precise Toggles the 'don't avoid obstacles' flag used by the AI system.
nav_quicksave 1 Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_save Saves the current Navigation Mesh to disk.
nav_show_approach_points 0 Show Approach Points in the Navigation Mesh.
nav_show_danger 0 Show current 'danger' levels.
nav_splice To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split To split an Area into two, align the split line using your cursor and invoke the split command.
nav_strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_toggle_place_mode Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_use_place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
net_blockmsg 0 Yes 1|name>
net_channels Shows net channel info.
net_chokeloop 0 Apply bandwidth choke to loopback packets.
net_drawslider 0 Draw completion slider during signon.
net_droppackets 0 Yes Drops next n packets on client.
net_fakelag 0 Yes Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss 0 Yes Simulate packet loss as a percentage (negative means drop 1/n packets).
net_graph 0 Draw the network usage graph.
net_graphheight 64 None
net_graphpos 1 None
net_graphsolid 1 None
net_maxfilesize 16 Max filesize server can transfer to clients.
net_maxfragments 1280 Max fragment bytes per packet.
net_port_try 0 Prevent servers from trying to climb ports if the request port was busy.
net_scale 5 None
net_showdrop 0 Show dropped packets in console
net_showevents 0 Print game event infos to console.
net_showfragments 0 Show netchannel fragments.
net_showmsg 0 1|name>
net_showpeaks 0 Show messages for large packets only: <size>
net_showsplits 0 Show info about packet splits.
net_showtcp 0 Dump TCP stream summary to console.
net_showudp 0 Dump UPD packets summary to console
net_start Initializes multiplayer network sockets.
net_synctags 0 Yes Insert tokens into the net stream to find client/server mismatches.
next 0 Yes Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo Play next demo in sequence.
noclip Yes Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck.
notarget Toggle. Player becomes hidden to NPCs.
npc_ammo_deplete Subtracts half of the target's ammo.
npc_barnacle_swallow 0 Use prototype swallow code.
npc_bipass 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 None
npc_citizen_auto_player_squad_allow_use 0 None
npc_citizen_explosive_resist 0 None
npc_citizen_insignia 0 None
npc_citizen_squad_marker 0 None
npc_combat Displays 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_conditions Displays 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_create Creates 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_aimed 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 None
npc_destroy Removes the given NPC(s) from the universe
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_destroy_unselected Removes all NPCs from the universe that aren't currently selected.
npc_enemies Shows 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_focus 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_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box).
npc_go_do_run 1 Set whether should run on NPC go.
npc_go_random Sends all selected NPC(s) to a random node.
npc_heal Heals the target back to full health.
npc_height_adjust 1 Enable test mode for ik height adjustment.
npc_kill Kills the given NPC(s)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_nearest Draw'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_reset Reloads schedules for all NPC's from their script files.
npc_route 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 Selects 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_sentences 0 None
npc_speakall Force the npc to try and speak all their responses.
npc_squads Obsolete. Replaced by npc_combat.
npc_steering Displays 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_all Displays the steering obstructions of all NPCs (used to perform local avoidance).
npc_strider_height_adj 0 None
npc_strider_shake_ropes_magnitude 150 None
npc_strider_shake_ropes_radius 1200 None
npc_task_text 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 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_thinknow Trigger NPC to think.
npc_viewcone Displays the viewcone of NPCs. (Where they are currently looking and what the extents of their vision is.)
Arguments
{npc_name} / {npc class_name} / No argument picks what player is looking at.
npc_vphysics 0 None

Commands starting with letter "O"

Command Default Cheat? Help Text
old_radiusdamage 0 None
overview_health 1 Show player's health in map overview.
overview_locked 1 Locks map angle, doesn't follow view angle.
overview_mode 1|2>
overview_names 1 Show player's names in map overview.
overview_tracks 1 Show player's tracks in map overview.
overview_zoomabs Sets overview map zoom: <zoom>
overview_zoomrel Changes overview map zoom: <factor>

Commands starting with letter "P"

Command Default Cheat? Help Text
particle_simulateoverflow 0 Yes Used for stress-testing particle systems. Randomly denies creation of particles.
password 0 Current server access password
path Show the engine filesystem path.
pause Toggle the server pause state.
perfui Show/hide the level performance tools UI.
perfvisualbenchmark None
perfvisualbenchmark_abort None
phonemedelay 0 Phoneme delay to account for sound system latency.
phonemefilter 0 Time duration of box filter to pass over phonemes.
phonemesnap 1 Don't force visemes to always consider two phonemes, regardless of duration.
phys_impactforcescale 1 None
phys_penetration_error_time 10 Controls the duration of vphysics penetration error boxes.
phys_pushscale 1 None
phys_speeds 0 None
phys_stressbodyweights 5 None
phys_swap Automatically swaps the current weapon for the physcannon and back again.
phys_timescale 1 Scale time for physics
phys_upimpactforcescale 0 None
physcannon_ball_cone 0 None
physcannon_chargetime 2 None
physcannon_cone 0 None
physcannon_maxforce 1500 None
physcannon_maxmass 250 None
physcannon_mega_pullforce 8000 None
physcannon_mega_tracelength 850 None
physcannon_minforce 700 None
physcannon_pullforce 4000 None
physcannon_tracelength 250 None
physics_budget Times the cost of each active object
physics_debug_entity Dumps debug info for an entity
physics_highlight_active Turns on the absbox for all active physics objects
physics_report_active Lists all active physics objects
physics_select Dumps debug info for an entity
physicsshadowupdate_render 0 None
picker 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
ping Display ping to server.
pistol_use_new_accuracy 1 None
pixelvis_debug Dump debug info
play Play a sound.
playdemo Play a recorded demo file (.dem ).
player_old_armor 0 None
player_showpredictedposition 0 None
player_showpredictedposition_timestep 1 None
player_squad_autosummon_debug 0 None
player_squad_autosummon_move_tolerance 20 None
player_squad_autosummon_player_tolerance 10 None
player_squad_autosummon_time 5 None
player_squad_autosummon_time_after_combat 8 None
player_squad_double_tap_time 0 None
player_squad_transient_commands 1 None
player_throwforce 1000 None
playflush Play a sound, reloading from disk in case of changes.
playgamesound Play a sound from the game sounds txt file
playsoundscape Forces a soundscape to play
playvol Play a sound at a specified volume.
plugin_load Loads a plugin present in the addons directory.
plugin_print Prints loaded plugins (server).
plugin_unload Unloads a plugin based on it's ID in plugin_print.
progress_enable None
prop_crosshair Shows name for prop looking at
prop_debug 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_dynamic_create Yes Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.
props_break_max_pieces -1 None
pwatchent -1 Yes Entity to watch for prediction system changes.
pwatchvar 0 Yes Entity variable to watch in prediction system for changes.

Commands starting with letter "Q"

Command Default Cheat? Help Text
quit Exit the engine.
quti Exit the engine.

Commands starting with letter "R"

Command Default Cheat? Help Text
r_3dnow 1 hl2 : to make engine uses amd 3dnow registers
r_3dsky 1 Yes Enable the rendering of 3d sky boxes
r_AirboatPitchCurveLinear 60 Yes None
r_AirboatPitchCurveZero 25 Yes None
r_AirboatRollCurveLinear 120 Yes None
r_AirboatRollCurveZero 90 Yes None
r_AirboatViewBlendTo 1 Yes None
r_AirboatViewBlendToScale 0 Yes None
r_AirboatViewBlendToTime 1 Yes None
r_AirboatViewDampenDamp 1 Yes None
r_AirboatViewDampenFreq 7 Yes None
r_AirboatViewZHeight 0 Yes None
r_ambientlightingonly 0 Yes Set this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio 0 Yes None
r_avglight 1 None
r_avglightmap 0 None
r_cheapwaterend None
r_cheapwaterstart None
r_cleardecals Usage r_cleardecals <permanent>.

Erases all currently placed decals. The parameter permanent will erase all permanent decals as well, i.e., infodecal.

Note.png Note: There are no available engine hooks for executing this command, so the best way to execute it on a client is using engine->ClientCommand.
r_ClipAreaPortals 1 Yes None
r_colorstaticprops 0 Yes None
r_debugcheapwater 0 Yes None
r_debugrandomstaticlighting 0 Yes Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize 5 Decals under this size in pixels are culled
r_decals 2048 None
r_decalstaticprops 1 Decal static props test
r_DispBuildable 0 Yes None
r_DispDrawAxes 0 None
r_DispEnableLOD 0 None
r_DispFullRadius 400 Radius within which a displacement will stay at its highest LOD
r_DispLockLOD 0 None
r_DispRadius 500 None
r_DispSetLOD 0 None
r_DispTolerance 5 None
r_DispUpdateAll 0 None
r_DispUseStaticMeshes 1 Yes High end machines use static meshes. Low end machines use temp meshes.
r_DispWalkable 0 Yes None
r_DoCovertTransitions 0 None
r_dopixelvisibility 1 None
r_drawbatchdecals 1 Render decals batched.
r_DrawBeams 1 Yes None
r_drawbrushmodels 1 Yes Render brush models.
r_drawclipbrushes 0 Yes Draw clip brushes
r_drawdecals 1 Yes Render decals.
r_drawdetailprops 1 None
r_DrawDisp 1 Yes Toggles rendering of displacment maps
r_drawentities 1 Yes None
r_drawflecks 1 None
r_drawfullskybox 1 Yes None
r_drawleaf -1 Yes Draw the specified leaf.
r_drawlightcache 0 Yes 0: off

1: draw light cache entries2: draw rays

r_drawlightinfo 0 Yes None
r_drawlights 0 Yes None
r_drawmodeldecals 1 None
r_DrawModelLightOrigin 0 Yes None
r_drawmodelstatsoverlay 0 Yes None
r_drawmodelstatsoverlaydistance 500 Yes None
r_drawmodelstatsoverlaymax 1 time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin 0 time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables 1 Yes None
r_drawopaqueworld 1 Yes None
r_drawothermodels 1 Yes None
r_drawparticles 1 Yes Enable/disable particle rendering
r_drawpixelvisibility 0 Show the occlusion proxies
r_DrawPortals 0 Yes None
r_DrawRain 1 Yes Enable/disable rain rendering.
r_drawrenderboxes 0 Yes None
r_drawropes 1 Yes None
r_drawskybox 1 Yes None
r_DrawSpecificStaticProp -1 None
r_drawsprites 1 Yes None
r_drawstaticprops 1 Yes None
r_drawtranslucentrenderables 1 Yes None
r_drawtranslucentworld 1 Yes None
r_drawvgui 1 Yes Enable the rendering of vgui panels
r_drawviewmodel 1 Yes None
r_drawworld 1 Yes Render the world.
r_dynamic 1 None
r_eyeglintlodpixels 20 The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss 1 None
r_eyemove 1 None
r_eyes 1 None
r_eyeshift_x 0 None
r_eyeshift_y 0 None
r_eyeshift_z 0 None
r_eyesize 0 None
r_eyewaterepsilon 7 Yes None
r_farz -1 Yes Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject 0 Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
r_flashlightambient 0 Yes None
r_flashlightclip 0 Yes None
r_flashlightconstant 0 Yes None
r_flashlightculldepth 1 No None
r_flashlightdepthres 1024 No None
r_flashlightdepthtexture 1 No None
r_flashlightdrawclip 0 Yes None
r_flashlightdrawdepth 0 No None
r_flashlightdrawfrustum 0 None
r_flashlightdrawfrustumbbox 0 None
r_flashlightdrawsweptbbox 0 None
r_flashlightfar 750 Yes None
r_flashlightfov 45 Yes None
r_flashlightladderdist 40 Yes None
r_flashlightlinear 100 Yes None
r_flashlightlockposition 0 Yes None
r_flashlightmodels 1 None
r_flashlightnear 1 Yes None
r_flashlightnodraw 0 None
r_flashlightoffsetx 10 Yes None
r_flashlightoffsety -20 Yes None
r_flashlightoffsetz 24 Yes None
r_flashlightquadratic 0 Yes None
r_flashlightrender 1 No None
r_flashlightrendermodels 1 No None
r_flashlightrenderworld 1 No None
r_flashlightscissor 1 No None
r_flashlightshadowatten 0.35 Yes None
r_flashlightupdatedepth 1 No None
r_flashlightvisualizetrace 0 Yes None
r_flex 1 None
r_flushlod Flush and reload LODs.
r_ForceRestore 0 None
r_ForceWaterLeaf 1 Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld 1 None
r_JeepFOV 90 Yes None
r_JeepViewBlendTo 1 Yes None
r_JeepViewBlendToScale 0 Yes None
r_JeepViewBlendToTime 1 Yes None
r_JeepViewDampenDamp 1 Yes None
r_JeepViewDampenFreq 7 Yes None
r_JeepViewZHeight 10 Yes None
r_lightaverage 1 Activates/deactivate light averaging
r_lightcache_numambientsamples 162 number of random directions to fire rays when computing ambient lighting
r_lightcachecenter 1 Yes None
r_lightinterp 5 Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap -1 None
r_lightstyle -1 None
r_lockpvs 0 Yes Lock the PVS so you can fly around and inspect what is being drawn.
r_lod -1 None
r_lod_noupdate 0 None
r_mapextents 16384 Yes Set the max dimension for the map. This determines the far clipping plane
r_maxdlights 32 None
r_maxmodeldecal 50 None
r_maxnewsamples 6 None
r_maxsampledist 128 None
r_minnewsamples 3 None
r_mmx 1 hl1 and hl2 : to make engines use mmx registers
r_modellodscale 1 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal 0 Yes None
r_newflashlight 1 Yes None
r_newproplighting 0 None
r_nohw 0 Yes None
r_norefresh 0 None
r_nosw 0 Yes None
r_novis 0 Yes Turn off the PVS.
r_occludeemaxarea 0 Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea 0 Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occludermincount 0 At least this many occluders will be used, no matter how big they are.
r_occlusion 1 Activate/deactivate the occlusion system.
r_occlusionspew 0 Activate/deactivates spew about what the occlusion system is doing.
r_overlaywireframe 0 None
r_PhysPropStaticLighting 1 None
r_pixelvis_partial 1 None
r_portalscloseall 0 None
r_portalsopenall 0 None
r_PortalTestEnts 1 Yes Clip entities against portal frustums.
r_printdecalinfo None
r_propsmaxdist 1200 Maximum visible distance
r_radiosity 4
0
No radiosity
1
Radiosity with ambient cube (6 samples)
2
Radiosity with 162 samples
3
162 samples for static props, 6 samples for everything else
r_rainalpha 0 None
r_rainalphapow 0 None
r_raindensity 0 None
r_RainHack 0 None
r_rainlength 0 None
r_RainProfile 0 Enable/disable rain profiling.
r_RainRadius 1500 None
r_RainSideVel 130 How much sideways velocity rain gets.
r_RainSimulate 1 Enable/disable rain simulation.
r_rainspeed 600 None
r_RainSplashPercentage 20 None
r_rainwidth 0 None
r_renderoverlayfragment 1 None
r_rootlod 0 Root LOD
r_ropebatch 1 None
r_ropetranslucent 1 None
r_screenfademaxsize 0 Maximum prop visible distance
r_screenfademinsize 0 Minimum prop visible distance
r_screenoverlay None
r_sequence_debug 0 None
r_shadowangles Set shadow angles
r_shadowblobbycutoff some shadow stuff
r_shadowcolor Set shadow color
r_shadowdir Set shadow direction
r_shadowdist Set shadow distance
r_shadowids 0 None
r_shadowlod -1 None
r_shadowlodbias 2 None
r_shadowmaxrendered 32 None
r_shadowrendertotexture 1 Determines shadow quality - is the same as the "Shadow Detail" option in the menu
r_shadows 1 Determines whether shadows are drawn
r_shadowwireframe 0 Yes If 1, seems to render dynamic shadows in pink wireframe.
r_showenvcubemap 0 Yes None
r_skin 0 None
r_skybox 1 Yes Enable the rendering of sky boxes
r_snapportal -1 None
r_spewleaf 0 None
r_sse 1 hl2 : to make engine uses sse registers
r_sse2 1 hl2 : to make engine uses sse registers
r_staticpropinfo 0 None
r_teeth 1 None
r_TransitionSensitivity 6 Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture 1 None
r_vehicleBrakeRate 1 Yes None
r_vehicleDrawDebug 0 Yes None
r_VehicleViewClamp 1 Yes None
r_VehicleViewDampen 1 Yes None
r_visocclusion 0 Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttr