List of CS:GO Cvars

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<Counter-Strike: Global Offensive> The following is a list of Counter-Strike: Global Offensive console commands and variables.

Protocol version 13735 [1043/1043]
Exe version 1.37.3.5 (csgo)
Exe build: 17:42:28 Dec 19 2019 (7712) (730)
1134 concommands total.

Table

Name Description
_autosave Autosave
_autosavedangerous AutoSaveDangerous
_bugreporter_restart Restarts bug reporter .dll
_record Record a demo incrementally.
_resetgamestats Erases current game stats and writes out a blank stats file
_restart Shutdown and restart the engine.
addip Add an IP address to the ban list.
adsp_reset_nodes
ai_clear_bad_links Clears bits set on nav links indicating link is unusable
ai_debug_node_connect Debug the attempted connection between two nodes
ai_disable Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drop_hint Drop an ai_hint at the player's current eye position.
ai_dump_hints
ai_hull Controls which connections are shown when ai_show_hull or ai_show_connect commands are used

Arguments: NPC name or classname,

ai_next_hull Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_nodes Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking steps
ai_setenabled Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
ai_show_connect Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:

Gre

ai_show_connect_crawl Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:

Gre

ai_show_connect_fly Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:

Gre

ai_show_connect_jump Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows:

Gre

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
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 -

ai_show_hull Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:

Green -

ai_show_node Highlight the specified node
ai_show_visibility Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_step NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no
ai_test_los Test AI LOS from the player's POV
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.
alias Alias a command.
'-alt1'
'+alt1'
'-alt2'
'+alt2'
askconnect_accept Accept a redirect request by the server.
asw_engine_finished_building_map Notify engine that we've finished building a map
async_resume
async_suspend
'+attack'
'-attack'
'-attack2'
'+attack2'
audit_save_in_memory Audit the memory usage and files in the save-to-memory system
autobuy Attempt to purchase items with the order listed in cl_autobuy
autosave Autosave
autosavedangerous AutoSaveDangerous
autosavedangerousissafe
'-back'
'+back'
banid Add a user ID to the ban list.
banip Add an IP address to the ban list.
bench_end Ends gathering of info.
bench_showstatsdialog Shows a dialog displaying the most recent benchmark results.
bench_start Starts gathering of info. Arguments: filename to write results into
bench_upload Uploads most recent benchmark stats to the Valve servers.
benchframe Takes a snapshot of a particular frame in a time demo.
bind Bind a key.
bind_osx Bind a key for OSX only.
BindToggle Performs a bind <key> 'increment var <cvar> 0 1 1'
blackbox_record Record an entry into the blackbox
bot_add ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
bot_add_ct bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
bot_all_weapons Allows the bots to use all weapons
bot_goto_mark Sends a bot to the marked nav area (useful for testing navigation meshes)
bot_goto_selected Sends a bot to the selected nav area (useful for testing navigation meshes)
bot_kick ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
bot_kill ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
bot_knives_only Restricts the bots to only using knives
bot_pistols_only Restricts the bots to only using pistols
bot_place bot_place - Places a bot from the map at where the local player is pointing.
bot_snipers_only Restricts the bots to only using sniper rifles
box Draw a debug box.
'-break'
'+break'
buddha Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
budget_toggle_group Turn a budget group on/off
bug Show the bug reporting UI.
buildcubemaps Rebuild cubemaps.
buildmodelforworld buildmodelforworld
buy_stamps Temporary solution for Pinion to kick back to community map makers.
buymenu Show or hide main buy menu
buyrandom Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
cache_print cache_print [section]

Print out contents of cache memory.

cache_print_lru cache_print_lru [section]

Print out contents of cache memory.

cache_print_summary cache_print_summary [section]

Print out a summary contents of cache memory.

callvote Start a vote on an issue.
cam_command Tells camera to change modes
'-camdistance'
'+camdistance'
'+camin'
'-camin'
'+cammousemove'
'-cammousemove'
'-camout'
'+camout'
'+campitchdown'
'-campitchdown'
'+campitchup'
'-campitchup'
'+camyawleft'
'-camyawleft'
'+camyawright'
'-camyawright'
cancelselect
cast_hull Tests hull collision detection
cast_ray Tests collision detection
cc_emit Emits a closed caption
cc_findsound Searches for soundname which emits specified text.
cc_flush Flushes async'd captions.
cc_random Emits a random caption
cc_showblocks Toggles showing which blocks are pending/loaded async.
centerview
ch_createairboat Spawn airboat in front of the player.
ch_createjeep Spawn jeep in front of the player.
changelevel Change server to the specified map
changelevel2 Transition to the specified map in single player
cl_animationinfo Hud element to examine.
cl_avatar_convert_png Converts all rgb avatars in the avatars directory to png
cl_avatar_convert_rgb Converts all png avatars in the avatars directory to rgb
cl_clearhinthistory Clear memory of client side hints displayed to the player.
cl_cs_dump_econ_item_stringtable cl_cs_dump_econ_item_stringtable
cl_csm_server_status Usage:
cl_csm_server_status


cl_csm_status Usage:
  cl_csm_status


cl_dump_particle_stats dump particle profiling info to particle_profile.csv
cl_dumpplayer Dumps info about a player
cl_dumpsplithacks Dump split screen workarounds.
cl_ent_absbox Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox Displays the client's render box for the entity under the crosshair.
cl_find_ent Find and list all client entities with classnames that contain the specified substring.

Format: cl_find_ent <substring>


cl_find_ent_index Display data for clientside entity matching specified index.

Format: cl_find_ent_index <index>


cl_fullupdate Forces the server to send a full update packet
cl_game_mode_convars Display the values of the convars for the current game_mode.
cl_matchstats_print_own_data cl_matchstats_print_own_data RANGENAME
cl_modemanager_reload Reloads the panel metaclasses for vgui screens.
cl_panelanimation blank for all panels>.
cl_particles_dump_effects
cl_particles_dumplist Dump all new particles, optional name substring.
cl_precacheinfo Show precache info (client).
cl_pred_track <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
cl_predictioncopy_describe Describe datamap_t for entindex
cl_quest_events_print cl_quest_events_print
cl_quest_schedule_print cl_quest_schedule_print
cl_reload_hud Reloads the hud scale and resets scale and borders
cl_reloadpostprocessparams
cl_remove_all_workshop_maps Removes all maps from the workshop directory.
cl_removedecals Remove the decals from the entity under the crosshair.
cl_report_soundpatch reports client-side sound patch count
'-cl_show_team_equipment'
'+cl_show_team_equipment'
cl_showents Dump entity list to console.
cl_sim_grenade_trajectory Draw trajectory of the deployed grenade if thrown from this position. Takes an optional parameter for how long the drawn trajec
cl_sos_test_get_opvar
cl_sos_test_set_opvar
cl_soundemitter_flush Flushes the sounds.txt system (server only)
cl_soundemitter_reload Flushes the sounds.txt system
cl_soundscape_flush Flushes the client side soundscapes
cl_soundscape_printdebuginfo print soundscapes
cl_ss_origin print origin in script format
cl_steamscreenshots Enable/disable saving screenshots to Steam
cl_tree_sway_dir sets tree sway wind direction and strength
cl_updatevisibility Updates visibility bits.
cl_view Set the view entity index.
clear Clear all console output.
clear_anim_cache Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested).
clear_bombs
clear_debug_overlays clears debug overlays
clutch_mode_toggle Toggle clutch mode convar
cmd Forward command to server.
cmd1 sets userinfo string for split screen player in slot 1
cmd2 sets userinfo string for split screen player in slot 2
cmd3 sets userinfo string for split screen player in slot 3
cmd4 sets userinfo string for split screen player in slot 4
collision_test Tests collision system
colorcorrectionui Show/hide the color correction tools UI.
'+commandermousemove'
'-commandermousemove'
commentary_cvarsnotchanging
commentary_finishnode
commentary_showmodelviewer Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
commentary_testfirstrun
con_min_severity Minimum severity level for messages sent to any logging channel: LS_MESSAGE=0, LS_WARNING=1, LS_ASSERT=2, LS_ERROR=3.
condump dump the text currently in the console to condumpXX.log
connect Connect to specified server.
crash Cause the engine to crash (Debug!!)
create_flashlight
CreatePredictionError Create a prediction error
creditsdone
cs_make_vip Marks a player as the VIP
csgo_download_match Downloads a match via serial code and starts playback
'+csm_rot_x_neg'
'-csm_rot_x_neg'
'+csm_rot_x_plus'
'-csm_rot_x_plus'
'+csm_rot_y_neg'
'-csm_rot_y_neg'
'+csm_rot_y_plus'
'-csm_rot_y_plus'
cvarlist Show the list of convars/concommands.
dbghist_addline Add a line to the debug history. Format: <category id> <line>
dbghist_dump Dump the debug history to the console. Format: <category id>
   Categories:
    0: Entity I/O
    1: AI Decisions
    2: Sc
debug_drawbox Create debug box
debug_drawdisp_boundbox Create debug boxes for invalid displacements
debug_purchase_defidx Purchase an item by defindex
demo_goto Skips to location in demo.
demo_gototick Skips to a tick in demo.
demo_info Print information about currently playing demo.
demo_listhighlights List all highlights data for the demo.
demo_listimportantticks List all important ticks in the demo.
demo_pause Pauses demo playback.
demo_resume Resumes demo playback.
demo_timescale Sets demo replay speed.
demo_togglepause Toggles demo playback.
demolist Print demo sequence list.
demos Demo demo file sequence.
demoui Show/hide the demo player UI.
devshots_nextmap Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.
differences Show all convars which are not at their default values.
disconnect Disconnect game from server.
disp_list_all_collideable List all collideable displacements
display_elapsedtime Displays how much time has elapsed since the game started
dlight_debug Creates a dlight in front of the player
dm_reset_spawns
dm_togglerandomweapons Turns random weapons in deathmatch on/off
drawcross Draws a cross at the given location

Arguments: x y z

drawline Draws line between two 3D Points.

Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2

drawoverviewmap Draws the overview map
drawradar Draws HUD radar
ds_get_newest_subscribed_files Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam
dsp_reload
dti_flush Write out the datatable instrumentation files (you must run with -dti for this to work).
'+duck'
'-duck'
dump_entity_sizes Print sizeof(entclass)
dump_globals Dump all global entities/states
dump_panorama_css_properties Prints out all valid panorama CSS properties and their documentation
dump_panorama_css_properties_memstats Prints out mem stats of all valid panorama CSS properties
dump_panorama_events print panorama event types and their documentation
dump_panorama_js_scopes print panorama js scopes, such as classes, and their associated methods. (wiki table format)
dump_panorama_render_command_stats
dump_particlemanifest Dump the list of particles loaded.
dumpentityfactories Lists all entity factory names.
dumpeventqueue Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable Dump the contents of the game string table to the console.
dumpstringtables Print string tables to console.
dz_clearteams Clear all DZ teams
dz_jointeam name] - Join DZ team N (0 to leave your team). Server admins can assign other players to teams.
dz_shuffle_teams Shuffle all teams for Danger Zone
dz_spawnselect_choose_hex
echo Echo text to console.
econ_build_pinboard_images_from_collection_name Renders and saves images for all models in a collection.
econ_clear_inventory_images clear the local inventory images (they will regenerate)
econ_show_items_with_tag Lists the item definitions that have a specified tag.
editdemo Edit a recorded demo file (.dem ).
editor_toggle Disables the simulation and returns focus to the editor
endmatch_votenextmap Votes for the next map at the end of the match
endmovie Stop recording movie frames.
endround End the current round.
ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.

Ar

ent_attachments Displays the attachment points on an entity.

Arguments: {entity_name} / {class_name} / no argument picks what player is loo

ent_autoaim Displays the entity's autoaim radius.

Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create Creates an entity of the given type where the player is looking.
ent_dump Usage:
  ent_dump <entity name>


ent_fire Usage:
  ent_fire <target> [action] [value] [delay]


ent_info Usage:
  ent_info <class name>


ent_keyvalue Applies the comma delimited key=value pairs to the entity with the given Hammer ID.

Format: ent_keyvalue <entity id> <key1>=<v

ent_list_report Reports all list of all entities in a map, one by one
ent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_name
ent_orient Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt
ent_pause Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot Displays the pivot for the given entity(ies).

(y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class

ent_rbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.

Ar

ent_remove Removes the given entity(s)

Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_remove_all Removes all entities of the specified type

Arguments: {entity_name} / {class_name}

ent_rotate Rotates an entity by a specified # of degrees
ent_script_dump Dumps the names and values of this entity's script scope to the console

Arguments: {entity_name} / {class_name} / no argume

ent_setang Set entity angles
ent_setname Sets the targetname of the given entity(s)

Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh

ent_setpos Move entity to position
ent_show_response_criteria Print, to the console, an entity's current criteria set used to select responses.

Arguments: {entity_name} / {class_name} /

ent_step When 'ent_pause' is set this will step through one waiting input / output message at a time.
ent_teleport Teleport the specified entity to where the player is looking.

Format: ent_teleport <entity name>

ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)

Arguments: {entity_

ent_viewoffset Displays the eye position for the given entity(ies) in red.

Arguments: {entity_name} / {class_name} / no argument picks wha

envmap
escape Escape key pressed.
exec Execute script file.
execifexists Execute script file if file exists.
execwithwhitelist Execute script file, only execing convars on a whitelist.
exit Exit the engine.
exojump equips or removes exojump
explode Kills the player with explosive damage
explodevector Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
fadein fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
find Find concommands with the specified string in their name/help text.
find_ent Find and list all entities with classnames or targetnames that contain the specified substring.

Format: find_ent <substring>


find_ent_index Display data for entity matching specified index.

Format: find_ent_index <index>


findflags Find concommands by flags.
firetarget
firstperson Switch to firstperson camera.
flush Flush unlocked cache memory.
flush_locked Flush unlocked and locked cache memory.
fogui Show/hide fog control UI.
force_centerview
forcebind Bind a command to an available key. (forcebind command opt:suggestedKey)
'-forward'
'+forward'
foundry_engine_get_mouse_control Give the engine control of the mouse.
foundry_engine_release_mouse_control Give the control of the mouse back to Hammer.
foundry_select_entity Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view Move Hammer's 3D view to the same position as the engine's 3D view.
foundry_update_entity Updates the entity's position/angles when in edit mode
fs_clear_open_duplicate_times Clear the list of files that have been opened.
fs_dump_open_duplicate_times Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
fs_fios_cancel_prefetches Cancels all the prefetches in progress.
fs_fios_flush_cache Flushes the FIOS HDD cache.
fs_fios_prefetch_file Prefetches a file: </PS3_GAME/USRDIR/filename.bin>.

The preftech is medium priority and persistent.

fs_fios_prefetch_file_in_pack Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>.

The preftech is medium priority and non-pers

fs_fios_print_prefetches Displays all the prefetches currently in progress.
fs_printopenfiles Show all files currently opened by the engine.
fs_syncdvddevcache Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
fs_warning_level Set the filesystem warning level.
g15_dumpplayer Spew player data.
g15_reload Reloads the Logitech G-15 Keyboard configs.
gameinstructor_dump_open_lessons Gives a list of all currently open lessons.
gameinstructor_reload_lessons Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts Resets all display and success counts to zero.
gamemenucommand Issue game menu command.
gamepadslot1
gamepadslot2
gamepadslot3
gamepadslot4
gamepadslot5
gamepadslot6
gameui_activate Shows the game UI
gameui_allowescape Escape key allowed to hide game UI
gameui_allowescapetoshow Escape key allowed to show game UI
gameui_hide Hides the game UI
gameui_preventescape Escape key doesn't hide game UI
gameui_preventescapetoshow Escape key doesn't show game UI
getpos dump position and angles to the console
getpos_exact dump origin and angles to the console
give Give item to player.

Arguments: <item_name>

givecurrentammo Give a supply of ammo for current weapon..


global_set global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
god Toggle. Player becomes invulnerable.
gods Toggle. All players become invulnerable.
'-graph'
'+graph'
'-grenade1'
'+grenade1'
'-grenade2'
'+grenade2'
groundlist Display ground entity list <index>
hammer_update_entity Updates the entity's position/angles when in edit mode
hammer_update_safe_entities Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit
heartbeat Force heartbeat of master servers
help Find help about a convar/concommand.
hideconsole Hide the console.
hideoverviewmap Hides the overview map
hidepanel Hides a viewport panel <name>
hideradar Hides HUD radar
hidescores Forcibly hide score panel
hltv_replay_status Show Killer Replay status and some statistics, works on listen or dedicated server.
host_filtered_time_report Dumps time spent idle in previous frames in ms(dedicated only).
host_reset_config reset config (for testing) with param as splitscreen index.
host_runofftime Run off some time without rendering/updating sounds


host_timer_report Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
host_workshop_collection Get the latest version of maps in a workshop collection and host them as a maplist.
host_workshop_map Get the latest version of the map and host it on this server.
host_writeconfig Store current settings to config.cfg (or specified .cfg file).
host_writeconfig_ss Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
hud_reloadscheme Reloads hud layout and animation scripts.
hud_subtitles Plays the Subtitles: <filename>
hurtme Hurts the player.

Arguments: <health to lose>

ime_hkl_info Spew IME HKL info.
ime_info Spew IME info.
ime_supported_info Spew IME Supported info.
impulse
incrementvar Increment specified convar value.
invnext
invnextgrenade
invnextitem
invnextnongrenade
invprev
ipc_console_disable Disable IPC console(s)
ipc_console_disable_all Disable all IPC consoles
ipc_console_enable Enable IPC console
ipc_console_show Show status of IPC consoles
itemtimedata_dump_active
itemtimedata_dump_total
itemtimedata_print_and_reset Outputs item time data to server log and clears data.
'+jlook'
'-jlook'
joyadvancedupdate
jpeg Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
'-jump'
'+jump'
kdtree_test Tests spatial partition for entities queries.
key_findbinding Find key bound to specified command string.
key_listboundkeys List bound keys with bindings.
key_updatelayout Updates game keyboard layout to current windows keyboard setting.
kick Kick a player by name.
kickid Kick a player by userid or uniqueid, with a message.
kickid_ex Kick a player by userid or uniqueid, provide a force-the-kick flag and also assign a message.
kill Kills the player with generic damage
killserver Shutdown the server.
killvector Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
'-klook'
'+klook'
lastinv
launch_warmup_map Launches warmup map
'-left'
'+left'
light_crosshair Show texture color at crosshair
lightprobe Samples the lighting environment.

Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material

linefile Parses map leak data from .lin file
listdemo List demo file contents.
listid Lists banned users.
listip List IP addresses on the ban list.
listissues List all the issues that can be voted on.
listmodels List loaded models.
listRecentNPCSpeech Displays a list of the last 5 lines of speech from NPCs.
load Load a saved game.
loadcommentary
loader_dump_table
localization_quest_item_string_printout localization_quest_item_string_printout
log off >.
log_color Set the color of a logging channel.
log_dumpchannels Dumps information about all logging channels.
log_flags Set the flags on a logging channel.
log_level Set the spew level of a logging channel.
logaddress_add Set address and port for remote host <ip:port>.
logaddress_add_ex Set address and port for remote host <ip:port> and supplies a unique token in the UDP packets.
logaddress_add_http Set URI of a listener to receive logs via http post. Wrap URI in double quotes.
logaddress_add_http_delayed Set a delay and URI of a listener to receive logs via http post. Wrap URI in double quotes.
logaddress_add_ts Set address and port for remote host <ip:port> and uses a unique checksum from logaddress_token_secret in the UDP packets.
logaddress_del Remove address and port for remote host <ip:port>.
logaddress_delall Remove all udp addresses being logged to
logaddress_delall_http Remove all http listeners from the dispatch list.
logaddress_list List all addresses currently being used by logaddress.
logaddress_list_http List all URIs currently receiving server logs
'-lookdown'
'+lookdown'
'-lookspin'
'+lookspin'
'+lookup'
'-lookup'
map Start playing on specified map.
map_background Runs a map as the background to the main menu.
map_commentary Start playing, with commentary, on a specified map.
map_edit
map_setbombradius Sets the bomb radius for the map.
map_showbombradius Shows bomb radius from the center of each bomb site and planted bomb.
map_showspawnpoints Shows player spawn points (red=invalid). Optionally pass in the duration.
mapgroup Specify a map group
maps Displays list of maps.
mat_configcurrent show the current video control panel config for the material system
mat_crosshair Display the name of the material under the crosshair
mat_crosshair_edit open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial print the material under the crosshair
mat_crosshair_reloadmaterial reload the material under the crosshair
mat_custommaterialusage Show memory usage for custom weapon materials.
mat_edit Bring up the material under the crosshair in the editor
mat_hdr_enabled Report if HDR is enabled for debugging
mat_info Shows material system info
mat_reloadallcustommaterials Reloads all custom materials
mat_reloadallmaterials Reloads all materials
mat_reloadmaterial Reloads a single material
mat_reloadtextures Reloads all textures
mat_rendered_faces_spew 'mat_rendered_faces_spew <n>' Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
mat_reporthwmorphmemory Reports the amount of size in bytes taken up by hardware morph textures.
mat_savechanges saves current video configuration to the registry
mat_setvideomode sets the width, height, windowed state of the material system
mat_shadercount display count of all shaders and reset that count
mat_showmaterials Show materials.
mat_showmaterialsverbose Show materials (verbose version).
mat_showtextures Show used textures.
mat_spewvertexandpixelshaders Print all vertex and pixel shaders currently loaded to the console
'+mat_texture_list'
'-mat_texture_list'
mat_texture_list_exclude 'load' - loads the exclude list file, 'reset' - resets all loaded exclude information, 'save' - saves exclude list file
mat_texture_list_txlod Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution
mat_texture_list_txlod_sync 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files
mat_updateconvars updates the video config convars
maxplayers Change the maximum number of players allowed on this server.
mdlcache_dump_dictionary_state Dump the state of the MDLCache Dictionary.
mem_compact
mem_dump Dump memory stats to text file.
mem_dumpvballocs Dump VB memory allocation stats.
mem_eat
mem_incremental_compact
mem_test
mem_vcollide Dumps the memory used by vcollides
mem_verify Verify the validity of the heap
memory Print memory stats.
menuselect menuselect
minisave Saves game (for current level only!)
mm_datacenter_debugprint Shows information retrieved from data center
mm_debugprint Show debug information about current matchmaking session
mm_dlc_debugprint Shows information about dlc
mm_queue_show_stats Display global server stats
mod_combiner_info debug spew for Combiner Info
mod_DumpWeaponWiewModelCache Dumps the weapon view model cache contents
mod_DumpWeaponWorldModelCache Dumps the weapon world model cache contents
'+movedown'
'-movedown'
'+moveleft'
'-moveleft'
'+moveright'
'-moveright'
'+moveup'
'-moveup'
movie_fixwave Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
mp_backup_restore_list_files Lists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number o
mp_backup_restore_load_file Loads player cash, KDA, scores and team scores; resets to the next round after the backup
mp_debug_timeouts Prints time outs to the console for debugging
mp_disable_autokick Prevents a userid from being auto-kicked
mp_dump_timers Prints round timers to the console for debugging
mp_forcerespawnplayers Force all players to respawn.
mp_forcewin Forces team to win
mp_guardian_add_bounds_pt mp_guardian_add_bounds_pt
mp_guardian_clear_all_bounds mp_guardian_clear_all_bounds
mp_guardian_emit_bounds_config mp_guardian_emit_bounds_config
mp_guardian_new_bounds mp_guardian_new_bounds
mp_guardian_shoot_point mp_guardian_shoot_point
mp_pause_match Pause the match in the next freeze time
mp_scrambleteams Scramble the teams and restart the game
mp_swapteams Swap the teams and restart the game
mp_switchteams Switch teams and restart the game
mp_tournament_restart Restart Tournament Mode on the current level.
mp_unpause_match Resume the match
mp_warmup_end End warmup immediately.
mp_warmup_start Start warmup.
ms_player_dump_properties Prints a dump the current players property data
multvar Multiply specified convar value.
nav_add_to_selected_set Add current area to the selected set.
nav_add_to_selected_set_by_id Add specified area id to the selected set.
nav_analyze Re-analyze the current Navigation Mesh and save it to disk.
nav_avoid Toggles the 'avoid this area when possible' flag used by the AI system.
nav_begin_area Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and
nav_begin_deselecting Start continuously removing from the selected set.
nav_begin_drag_deselecting Start dragging a selection area.
nav_begin_drag_selecting Start dragging a selection area.
nav_begin_selecting Start continuously adding to the selected set.
nav_begin_shift_xy Begin shifting the Selected Set.
nav_build_ladder Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_connectivity Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
nav_check_file_consistency Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor Updates the blocked/unblocked status for every nav area.
nav_check_stairs Update the nav mesh STAIRS attribute
nav_chop_selected Chops all selected areas into their component 1x1 areas
nav_clear_attribute Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set Clear the selected set.
nav_clear_walkable_marks Erase any previously placed walkable positions.
nav_compress_id Re-orders area and ladder ID's so they are continuous.
nav_connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a
nav_corner_lower Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground Places the selected corner of the currently marked Area on the ground.
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_delete_marked Deletes the currently marked Area (if any).
nav_disconnect To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec
nav_dont_hide Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
nav_end_area Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting Stop continuously removing from the selected set.
nav_end_drag_deselecting Stop dragging a selection area.
nav_end_drag_selecting Stop dragging a selection area.
nav_end_selecting Stop continuously adding to the selected set.
nav_end_shift_xy Finish shifting the Selected Set.
nav_flood_select Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
nav_gen_cliffs_approx Mark cliff areas, post-processing approximation
nav_generate Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental 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_ladder_flip Flips the selected ladder's direction.
nav_load Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max Lower the top of the drag select volume.
nav_lower_drag_volume_min Lower the bottom of the drag select volume.
nav_make_sniper_spots Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute Set nav attribute for all areas in the selected set.
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
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 comm
nav_merge_mesh Merges a saved selected set into the current mesh.
nav_no_hostages Toggles the 'hostages cannot use this area' flag used by the AI system.
nav_no_jump Toggles the 'dont jump in this area' flag used by the AI system.
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-filli
nav_place_list Lists all place names used in the map.
nav_place_pick Sets the current Place to the Place of the Area under the cursor.
nav_place_replace Replaces all instances of the first place with the second place.
nav_place_set Sets the Place of all selected areas to the current Place.
nav_precise Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_raise_drag_volume_max Raise the top of the drag select volume.
nav_raise_drag_volume_min Raise the bottom of the drag select volume.
nav_recall_selected_set Re-selects the stored selected set.
nav_remove_from_selected_set Remove current area from the selected set.
nav_remove_jump_areas Removes legacy jump areas, replacing them with connections.
nav_run Toggles the 'traverse this area by running' flag used by the AI system.
nav_save Saves the current Navigation Mesh to disk.
nav_save_selected Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_select_blocked_areas Adds all blocked areas to the selected set
nav_select_damaging_areas Adds all damaging areas to the selected set
nav_select_half_space Selects any areas that intersect the given half-space.
nav_select_invalid_areas Adds all invalid areas to the Selected Set.
nav_select_obstructed_areas Adds all obstructed areas to the selected set
nav_select_overlapping Selects nav areas that are overlapping others.
nav_select_radius Adds all areas in a radius to the selection set
nav_select_stairs Adds all stairway areas to the selected set
nav_set_place_mode Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift Shifts the selected areas by the specified amount
nav_simplify_selected Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
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_stand Toggles the 'stand while hiding' flag used by the AI system.
nav_stop Toggles the 'must stop when entering this area' flag used by the AI system.
nav_store_selected_set Stores the current selected set for later retrieval.
nav_strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_subdivide Subdivides all selected areas.
nav_test_stairs Test the selected set for being on stairs
nav_toggle_deselecting Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set Remove current area from the selected set.
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_toggle_selected_set Toggles all areas into/out of the selected set.
nav_toggle_selecting Start or stop continuously adding to the selected set.
nav_transient Toggles the 'area is transient and may become blocked' flag used by the AI system.
nav_unmark Clears the marked Area or Ladder.
nav_update_blocked Updates the blocked/unblocked status for every nav area.
nav_update_lighting Recomputes lighting values
nav_use_place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_walk Toggles the 'traverse this area by walking' flag used by the AI system.
nav_warp_to_mark Warps the player to the marked area.
nav_world_center Centers the nav mesh in the world
net_channels Shows net channel info
net_connections_stats Print detailed network statistics for each network connection
net_dumpeventstats Dumps out a report of game event network usage
net_start Inits multiplayer network sockets
net_status Shows current network status
net_steamcnx_status Print status of steam connection sockets.
nextdemo Play next demo in sequence.
noclip Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
notarget Toggle. Player becomes hidden to NPCs.
npc_ammo_deplete Subtracts half of the target's ammo
npc_bipass Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s
npc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)

Arguments: {npc_name}

npc_conditions Displays all the current AI conditions that an NPC has in the overlay text.

Arguments: {npc_name} / {npc class_name} / no a

npc_create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).

Argumen

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
npc_destroy Removes the given NPC(s) from the universe

Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki

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.

Eluded entities drawn in blue (don't know where it went) Unreachable

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} / {np

npc_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.

Arguments

npc_freeze_unselected Freeze all NPCs not selected
npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box)

Arguments: -none-

npc_go_random Sends all selected NPC(s) to a random node.

Arguments: -none-

npc_heal Heals the target back to full health
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: {entity_name} / {class_name} / no argument picks what player i

npc_relationships Displays the relationships between this NPC and all others.

Arguments: {entity_name} / {class_name} / no argument picks wha

npc_reset Reloads schedules for all NPC's from their script files

Arguments: -none-

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 rectang
npc_select Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box

Arg

npc_set_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.

Arguments

npc_set_freeze_unselected Freeze all NPCs not selected
npc_squads Obsolete. Replaced by npc_combat
npc_steering Displays the steering obstructions of the NPC (used to perform local avoidance)

Arguments: {entity_name} / {class_name} / n

npc_steering_all Displays the steering obstructions of all NPCs (used to perform local avoidance)


npc_task_text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
npc_tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)

A

npc_teleport Selected NPC will teleport to the location that the player is looking (shown with a purple box)

Arguments: -none-

npc_thinknow Trigger NPC to think
npc_viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)

Arguments: {ent

observer_use
occlusion_stats Occlusion statistics; [-jitter] [-reset]
parachute equips parachute
particle_test_start Dispatches the test particle system with the parameters specified in particle_test_file,
particle_test_attach_mode and particl
particle_test_stop Stops all particle systems on the selected entities.

Arguments: {entity_name} / {class_name} / no argument picks what playe

path Show the engine filesystem path.
pause Toggle the server pause state.
perfui Show/hide the level performance tools UI.
perfvisualbenchmark
perfvisualbenchmark_abort
physics_budget Times the cost of each active object
physics_constraints Highlights constraint system graph for an entity
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
pick_hint
picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play
ping Display ping to server.
pixelvis_debug Dump debug info
play Play a sound.
play_hrtf Play a sound with HRTF spatialization.
playcast Play a broadcast
playdemo Play a recorded demo file (.dem ).
player_ping Creates a ping notification where the player is looking.
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
playvideo Plays a video: <filename> [width height]
playvideo_end_level_transition Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename>
playvideo_exitcommand Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_exitcommand_nointerrupt Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_nointerrupt Plays a video without ability to skip: <filename> [width height]
playvol Play a sound at a specified volume.
plugin_load plugin_load <filename> : loads a plugin
plugin_pause plugin_pause <index> : pauses a loaded plugin
plugin_pause_all pauses all loaded plugins
plugin_print Prints details about loaded plugins
plugin_unload plugin_unload <index> : unloads a plugin
plugin_unpause plugin_unpause <index> : unpauses a disabled plugin
plugin_unpause_all unpauses all disabled plugins
press_x360_button Press the specified Xbox 360 controller button (lt, rt, st[art], ba[ck], lb, rb, a, b, x, y, l[eft], r[right], u[p], d[own])
print_colorcorrection Display the color correction layer information.
print_mapgroup Prints the current mapgroup and the contained maps
print_mapgroup_sv Prints the current mapgroup and the contained maps
progress_enable
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 phys
prop_dynamic_create Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.

Arguments: {.mdl name}

prop_physics_create Creates a physics prop with a specific .mdl aimed away from where the player is looking.

Arguments: {.mdl name}

'-quickinv'
'+quickinv'
quit Exit the engine.
quit_prompt Exit the engine.
r_cheapwaterend
r_cheapwaterstart
r_cleardecals Usage r_cleardecals <permanent>.
r_flushlod Flush and reload LODs.
r_lightcache_invalidate
r_printdecalinfo
r_ropes_holiday_light_color Set each light's color: [light0-3] [r0-255] [g0-255] [b0-255]
r_screenoverlay Draw specified material as an overlay
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
radio Opens a radio menu
radio1 Opens a radio menu
radio2 Opens a radio menu
radio3 Opens a radio menu
rangefinder rangefinder
rcon Issue an rcon command.
rebuy Attempt to repurchase items with the order listed in cl_rebuy
recompute_speed Recomputes clock speed (for debugging purposes).
record Record a demo.
reload Reload the most recent saved game (add setpos to jump to current view position on reload).
'+reload'
'-reload'
reload_store_config
reload_vjobs reload vjobs module
removeallids Remove all user IDs from the ban list.
removeid Remove a user ID from the ban list.
removeip Remove an IP address from the ban list.
render_blanks render N blank frames
replay_death start hltv replay of last death
replay_start Start GOTV replay: replay_start <delay> [<player name or index>]
replay_stop stop hltv replay
report_entities Lists all entities
report_simthinklist Lists all simulating/thinking entities
report_soundpatch reports sound patch count
report_touchlinks Lists all touchlinks
reset_expo Reset player scores, player controls, team scores, and end the round
reset_gameconvars Reset a bunch of game convars to default values
respawn_entities Respawn all the entities in the map.
restart Restart the game on the same level (add setpos to jump to current view position on restart).
retry Retry connection to last server.
'+right'
'-right'
rr_forceconcept fire a response concept directly at a given character.

USAGE: rr_forceconcept <target> <concept> 'criteria1:value1,criteria2:va

rr_reloadresponsesystems Reload all response system scripts.
save Saves current game.
save_finish_async
say Display player message
say_team Display player message to team
scandemo Scan a recorded demo file (.dem ) for specific game events and dump data.
scene_flush Flush all .vcds from the cache and reload from disk.
scene_playvcd Play the given VCD as an instanced scripted scene.
'+score'
'-score'
screenshot Take a screenshot.
script Run the text as a script
script_client Run the text as a script
script_debug Connect the vscript VM to the script debugger
script_debug_client Connect the vscript VM to the script debugger
script_dump_all Dump the state of the VM to the console
script_dump_all_client Dump the state of the VM to the console
script_execute Run a vscript file
script_execute_client Run a vscript file
script_help Output help for script functions, optionally with a search string
script_help_client Output help for script functions, optionally with a search string
script_reload_code Execute a vscript file, replacing existing functions with the functions in the run script
script_reload_entity_code Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
script_reload_think Execute an activation script, replacing existing functions with the functions in the run script
server_game_time Gives the game time in seconds (server's curtime)
setang Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setang_exact Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
setinfo Adds a new user info value
setmodel Changes's player's model
setpause Set the pause state of the server.
setpos Move player to specified origin (must have sv_cheats).
setpos_exact Move player to an exact specified origin (must have sv_cheats).
setpos_player Move specified player to specified origin (must have sv_cheats).
shake Shake the screen.
shake_stop Stops all active screen shakes.


shake_testpunch Test a punch-style screen shake.


show_loadout_toggle Toggles loadout display
'+showbudget'
'-showbudget'
'-showbudget_texture'
'+showbudget_texture'
'-showbudget_texture_global'
'+showbudget_texture_global'
showbudget_texture_global_dumpstats Dump all items in +showbudget_texture_global in a text form
showconsole Show the console.
showinfo Shows a info panel: <type> <title> <message> [<command number>]
showpanel Shows a viewport panel <name>
'-showscores'
'+showscores'
showtriggers_toggle Toggle show triggers
'-showvprof'
'+showvprof'
skip_next_map Skips the next map in the map rotation for the server.
slot0
slot1
slot10
slot11
slot12
slot13
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
snapto
snd_async_flush Flush all unlocked async audio data
snd_async_showmem Show async memory stats
snd_async_showmem_music Show async memory stats for just non-streamed music
snd_async_showmem_summary Show brief async memory stats
snd_dump_filepaths
snd_dumpclientsounds Dump sounds to console
snd_front_headphone_position Specifies the position (in degrees) of the virtual front left/right headphones.
snd_front_stereo_speaker_position Specifies the position (in degrees) of the virtual front left/right speakers.
snd_front_surround_speaker_position Specifies the position (in degrees) of the virtual front left/right speakers.
snd_getmixer Get data related to mix group matching string
snd_headphone_pan_exponent Specifies the exponent for the pan xfade from phone to phone if the 'exp' pan law is being used.
snd_headphone_pan_radial_weight Apply cos(angle) * weight before pan law
snd_playsounds Play sounds from the game sounds txt file at a given location
snd_print_channel_by_guid Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
snd_print_channel_by_index Prints the content of a channel from its index. snd_print_channel_by_index <index>.
snd_print_channels Prints all the active channel.
snd_print_dsp_effect Prints the content of a dsp effect.
snd_rear_headphone_position Specifies the position (in degrees) of the virtual rear left/right headphones.
snd_rear_stereo_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rear_surround_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_restart Restart sound system.
snd_set_master_volume Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
snd_setmixer Set named Mixgroup of current mixer to mix vol, mute, solo.
snd_setmixlayer Set named Mixgroup of named mix layer to mix vol, mute, solo.
snd_setmixlayer_amount Set named mix layer mix amount.
snd_sos_flush_operators Flush and re-parse the sound operator system
snd_sos_print_operators Prints a list of currently available operators
snd_soundmixer_flush Reload soundmixers.txt file.
snd_soundmixer_list_mix_groups List all mix groups to dev console.
snd_soundmixer_list_mix_layers List all mix layers to dev console.
snd_soundmixer_list_mixers List all mixers to dev console.
snd_soundmixer_set_trigger_factor Set named mix layer / mix group, trigger amount.
snd_stereo_speaker_pan_exponent Specifies the exponent for the pan xfade from speaker to speaker if the 'exp' pan law is being used.
snd_stereo_speaker_pan_radial_weight Apply cos(angle) * weight before pan law
snd_surround_speaker_pan_exponent Specifies the exponent for the pan xfade from speaker to speaker if the 'exp' pan law is being used.
snd_surround_speaker_pan_radial_weight Apply cos(angle) * weight before pan law
snd_writemanifest If running a game, outputs the precache manifest for the current level


sndplaydelay
sound_device_list Lists all available audio devices.
soundfade Fade client volume.
soundinfo Describe the current sound device.
soundlist List all known sounds.
soundscape_dumpclient Dumps the client's soundscape data.


soundscape_flush Flushes the server & client side soundscapes
speak Play a constructed sentence.
spec_cameraman_set_xray Client command to change the whether the spectator is using the cameraman's X-ray state, if they are active, or let the spectat
spec_goto Move spectator to specified origin and eyes to specified pitch yaw.
spec_gui Shows or hides the spectator bar
spec_lerpto Lerp the spectator camera to specified origin and eyes to specified pitch yaw.
spec_menu Activates spectator menu
spec_mode Set spectator mode
spec_next Spectate next player
spec_player Spectate player by index
spec_player_by_accountid Spectate player by Steam account ID
spec_player_by_name Spectate player by name
spec_pos dump position and angles to the console
spec_prev Spectate previous player ( valid values are 3 to 6 )
'+speed'
'-speed'
spike generates a fake spike
spincycle Cause the engine to spincycle (Debug!!)
'+spray_menu'
'-spray_menu'
ss_map Start playing on specified map with max allowed splitscreen players.
ss_reloadletterbox ss_reloadletterbox
star_memory Dump memory stats
startdemos Play demos in demo sequence.
startmovie Start recording movie frames.
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
stats Prints server performance variables
status Display map and connection status.
steam_controller_status Spew report of steam controller status
stop Finish recording demo.
stop_transition_videos_fadeout Fades out all transition videos playing to the screen: <time>
stopdemo Stop playing back a demo.
stopsound
stopsoundscape Stops all soundscape processing and fades current looping sounds
stopvideos Stops all videos playing to the screen
stopvideos_fadeout Fades out all videos playing to the screen: <time>
'+strafe'
'-strafe'
stringtabledictionary Create dictionary for current strings.
stuffcmds Parses and stuffs command line + commands to command buffer.
surfaceprop Reports the surface properties at the cursor
survival_check_num_possible_final_zone print out a number of all possible final zone
sv_benchmark_force_start Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.
sv_clearhinthistory Clear memory of server side hints displayed to the player.
sv_cs_dump_econ_item_stringtable sv_cs_dump_econ_item_stringtable
sv_dump_class_info Dump server class infos.
sv_dump_class_table Dump server class table matching the pattern (substr).
sv_dump_serialized_entities_mem Dump serialized entity allocations stats.
sv_dz_paradrop
sv_dz_reset_danger_zone
sv_game_mode_convars Display the values of the convars for the current game_mode.
sv_getinfo Show user info of a connected client
sv_load_forced_client_names_file Loads a file containing SteamID64 names for clients
sv_load_random_client_names_file Loads a file containing random name words for clients
sv_precacheinfo Show precache info.
sv_pure Show user data.
sv_pure_checkvpk CheckPureServerVPKFiles
sv_pure_finduserfiles ListPureServerFiles
sv_pure_listfiles ListPureServerFiles
sv_pure_listuserfiles ListPureServerFiles
sv_querycache_stats Display status of the query cache (client only)
sv_rethrow_last_grenade Emit the last grenade thrown on the server.
sv_send_stats show stats of running parallel send
sv_setsteamaccount token

Set game server account token to use for logging in to a persistent game server account

sv_showtags Describe current gametags.
sv_shutdown Sets the server to shutdown when all games have completed
sv_soundemitter_reload Flushes the sounds.txt system
sv_soundscape_printdebuginfo print soundscapes
teammenu Show team selection window
test_dispatcheffect Test a clientside dispatch effect.

Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau

Test_EHandle
test_entity_blocker Test command that drops an entity blocker out in front of the player.
test_freezeframe Test the freeze frame code.
Test_InitRandomEntitySpawner
test_js_proto Run a simple set of tests converting back and forth between JS and Protobuf objects.
Test_Loop Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
Test_LoopCount Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_outtro_stats
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnsureValue Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue
Test_RandomChance Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS
Test_RemoveAllRandomEntities
Test_RunFrame
Test_SendKey
Test_SpawnRandomEntities
Test_StartLoop Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript Start a test script running..
Test_Wait
Test_WaitForCheckPoint
testhudanim Test a hud element animation.

Arguments: <anim name>


thirdperson Switch to thirdperson camera.
thirdperson_mayamode Switch to thirdperson Maya-like camera controls.
thread_test_tslist
thread_test_tsqueue
threadpool_cycle_reserve Cycles threadpool reservation by powers of 2
threadpool_run_tests
timedemo Play a demo and report performance info.
timedemo_vprofrecord Play a demo and report performance info. Also record vprof data for the span of the demo
timedemoquit Play a demo, report performance info, and then exit
timeleft prints the time remaining in the match
timeout_ct_start
timeout_terrorist_start
timerefresh Profile the renderer.
toggle Toggles a convar on or off, or cycles through a set of values.
toggle_duck
toggleconsole Show/hide the console.
toggleLmapPath toggleLmapPath
togglescores Toggles score panel
toggleShadowPath Toggles CSM generation method
toggleUnlitPath toggleUnlitPath
toggleVtxLitPath toggleVtxLitPath
toolload Load a tool.
toolunload Unload a tool.
traceattack traceattack damage hitgroup
tv_broadcast_resend resend broadcast data to broadcast relay
tv_broadcast_status Print out broadcast status
tv_clients Shows list of connected GOTV clients [-instance <inst> ]
tv_mem hltv memory statistics
tv_msg Send a screen message to all clients [-instance <inst> ]
tv_record Starts GOTV demo recording [-instance <inst> ]
tv_relay Connect to GOTV server and relay broadcast.
tv_retry Reconnects the GOTV relay proxy
tv_status Show GOTV server status.
tv_stop Stops the GOTV broadcast [-instance <inst> ]
tv_stoprecord Stops GOTV demo recording [-instance <inst> ]
tv_time_remaining Print remaining tv broadcast time
tweak_ammo_impulses Allow real-time tweaking of the ammo impulse values.
ui_reloadscheme Reloads the resource files for the active UI window
unbind Unbind a key.
unbindall Unbind all keys.
unbindalljoystick Unbind all joystick keys.
unbindallmousekeyboard Unbind all mouse / keyboard keys.
unpause Unpause the game.
use Use a particular weapon

Arguments: <weapon_name>

'-use'
'+use'
user Show user data.
users Show user info for players on server.
vehicle_flushscript Flush and reload all vehicle scripts
version Print version info string.
'-vgui_drawtree'
'+vgui_drawtree'
vgui_drawtree_clear
vgui_dump_panels vgui_dump_panels [visible]
vgui_spew_fonts
vgui_togglepanel show/hide vgui panel by name.
viewanim_addkeyframe
viewanim_create viewanim_create
viewanim_load load animation from file
viewanim_reset reset view angles!
viewanim_save Save current animation to file
viewanim_test test view animation
voice_enable_toggle Toggles voice_enable convar.
voice_mute Mute a specific Steam user
voice_player_volume
voice_reset_mutelist Reset all mute information for all players who were ever muted.
voice_show_mute Show whether current players are muted.
voice_unmute Unmute a specific Steam user, or `all` to unmute all connected players.
'-voicerecord'
'+voicerecord'
voicerecord_toggle
vox_reload Reload sentences.txt file
voxeltree_box View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
voxeltree_playerview View entities in the voxel-tree at the player position.
voxeltree_sphere View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
voxeltree_view View entities in the voxel-tree.
vphys_sleep_timeout set sleep timeout: large values mean stuff won't ever sleep
vprof Toggle VProf profiler
vprof_adddebuggroup1 add a new budget group dynamically for debugging
vprof_cachemiss Toggle VProf cache miss checking
vprof_cachemiss_off Turn off VProf cache miss checking
vprof_cachemiss_on Turn on VProf cache miss checking
vprof_child
vprof_collapse_all Collapse the whole vprof tree
vprof_dump_counters Dump vprof counters to the console
vprof_dump_groupnames Write the names of all of the vprof groups to the console.
vprof_expand_all Expand the whole vprof tree
vprof_expand_group Expand a budget group in the vprof tree by name
vprof_generate_report Generate a report to the console.
vprof_generate_report_AI Generate a report to the console.
vprof_generate_report_AI_only Generate a report to the console.
vprof_generate_report_budget Generate a report to the console based on budget group.
vprof_generate_report_hierarchy Generate a report to the console.
vprof_generate_report_hierarchy_per_frame_and_count_only Generate a minimal hiearchical report to the console.
vprof_generate_report_map_load Generate a report to the console.
vprof_nextsibling
vprof_off Turn off VProf profiler
vprof_on Turn on VProf profiler
vprof_parent
vprof_playback_average Average the next N frames.
vprof_playback_start Start playing back a recorded .vprof file.
vprof_playback_step While playing back a .vprof file, step to the next tick.
vprof_playback_stepback While playing back a .vprof file, step to the previous tick.
vprof_playback_stop Stop playing back a recorded .vprof file.
vprof_prevsibling
vprof_record_start Start recording vprof data for playback later.
vprof_record_stop Stop recording vprof data
vprof_remote_start Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop Stop an existing remote VProf data request
vprof_reset Reset the stats in VProf profiler
vprof_reset_peaks Reset just the peak time in VProf profiler
vprof_to_csv Convert a recorded .vprof file to .csv.
vprof_vtune_group enable vtune for a particular vprof group ('disable' to disable)
vtune Controls VTune's sampling.
vx_model_list Dump models to VXConsole
'+walk'
'-walk'
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 play
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
wc_air_node_edit When in WC edit mode, toggles laying down or air nodes instead of ground nodes
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 select
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).
wc_destroy_undo When in WC edit mode restores the last deleted node
wc_link_edit
whitelistcmd Runs a whitelisted command.
wipe_nav_attributes Clear all nav attributes of selected area.
workshop_publish Bring up the Workshop Publish dialog.
workshop_start_map Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
workshop_workbench Bring up the Workshop workbench dialog.
writeid Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip Save the ban list to banned_ip.cfg.
xload Load a saved game from a console storage device.
xlook
xmove
xsave Saves current game to a console storage device.
'-zoom'
'+zoom'
'-zoom_in'
'+zoom_in'
'-zoom_out'
'+zoom_out'
1929 convars total.

Table

Name Default Value Attributes Description
@panorama_debug_overlay_opacity 0 a
@panorama_force_sort_child_ops 0 cheat
achievement_debug 0 cheat, rep, cl Turn on achievement debug msgs.
achievement_disable 0 cheat, rep, cl Turn off achievements.
adsp_debug 0 a
ai_debug_los 0 sv, cheat NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l
ai_debug_shoot_positions 0 cheat, rep, cl
ai_drawbattlelines 0 sv, cheat
ai_report_task_timings_on_limit 0 a, sv
ai_think_limit_label 0 a, sv
ai_vehicle_avoidance 1 sv, cheat
ammo_338mag_max 30 rep, cl
ammo_357sig_max 52 rep, cl
ammo_357sig_min_max 12 rep, cl
ammo_357sig_p250_max 26 rep, cl
ammo_357sig_small_max 24 rep, cl
ammo_45acp_max 100 rep, cl
ammo_50AE_max 35 rep, cl
ammo_556mm_box_max 200 rep, cl
ammo_556mm_max 90 rep, cl
ammo_556mm_small_max 40 rep, cl
ammo_57mm_max 100 rep, cl
ammo_762mm_max 90 rep, cl
ammo_9mm_max 120 rep, cl
ammo_buckshot_max 32 rep, cl
ammo_grenade_limit_breachcharge 3 rep, cl
ammo_grenade_limit_bumpmine 3 rep, cl
ammo_grenade_limit_default 1 rep, cl
ammo_grenade_limit_flashbang 1 rep, cl
ammo_grenade_limit_snowballs 3 rep, cl
ammo_grenade_limit_total 3 rep, cl
ammo_item_limit_healthshot 4 rep, cl
anim_twistbones_enabled 0 cheat, rep, cl Enable procedural twist bones.
bot_allow_grenades 1 sv, rep If nonzero, bots may use grenades.
bot_allow_machine_guns 1 sv, rep If nonzero, bots may use the machine gun.
bot_allow_pistols 1 sv, rep If nonzero, bots may use pistols.
bot_allow_rifles 1 sv, rep If nonzero, bots may use rifles.
bot_allow_rogues 1 sv, rep If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
bot_allow_shotguns 1 sv, rep If nonzero, bots may use shotguns.
bot_allow_snipers 1 sv, rep If nonzero, bots may use sniper rifles.
bot_allow_sub_machine_guns 1 sv, rep If nonzero, bots may use sub-machine guns.
bot_autodifficulty_threshold_high 5 rep, cl Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
bot_autodifficulty_threshold_low -2 rep, cl Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
bot_chatter 0 sv, rep Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
bot_coop_force_throw_grenade_chance 0 sv, cheat
bot_coop_idle_max_vision_distance 1400 sv, rep Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.
bot_crouch 0 sv, cheat
bot_debug 0 sv, cheat, rep For internal testing purposes.
bot_debug_target 0 sv, cheat, rep For internal testing purposes.
bot_defer_to_human_goals 0 sv, rep If nonzero and there is a human on the team, the bots will not do the scenario tasks.
bot_defer_to_human_items 1 sv, rep If nonzero and there is a human on the team, the bots will not get scenario items.
bot_difficulty 1 sv, rep Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
bot_dont_shoot 0 sv, cheat, rep If nonzero, bots will not fire weapons (for debugging).
bot_freeze 0 sv, cheat
bot_ignore_enemies 0 sv, cheat, rep If nonzero, bots will ignore enemies (for debugging).
bot_ignore_players 0 sv, cheat Bots will not see non-bot players.
bot_join_after_player 1 sv, rep If nonzero, bots wait until a player joins before entering the game.
bot_join_team 0 sv, rep Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.
bot_loadout 0 sv, cheat bots are given these items at round start
bot_max_hearing_distance_override -1 sv, rep Max distance bots can hear targets.
bot_max_visible_smoke_length 200 sv, rep Bots will see players through smoke clouds up to this length.
bot_max_vision_distance_override -1 sv, rep Max distance bots can see targets.
bot_mimic 0 sv, cheat
bot_mimic_yaw_offset 180 sv, cheat
bot_quota 10 sv, rep Determines the total number of bots in the game.
bot_quota_mode 0 sv, rep Determines the type of quota.

Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N p

bot_randombuy 0 sv, cheat should bots ignore their prefered weapons and just buy weapons at random?
bot_show_battlefront 0 sv, cheat Show areas where rushing players will initially meet.
bot_show_nav 0 sv, cheat, rep For internal testing purposes.
bot_show_occupy_time 0 sv, cheat Show when each nav area can first be reached by each team.
bot_show_patrol_areas 0 sv, cheat Show bot patrol areas if present.
bot_stop 0 sv, cheat, rep all> | <not_bomber> | <t> | <ct>
bot_traceview 0 sv, cheat, rep For internal testing purposes.
bot_zombie 0 sv, cheat, rep If nonzero, bots will stay in idle mode and not attack.
budget_averages_window 30 a number of frames to look at when figuring out average frametimes
budget_background_alpha 128 a how translucent the budget panel is
budget_bargraph_background_alpha 128 a how translucent the budget panel is
budget_bargraph_range_ms 16 a budget bargraph range in milliseconds
budget_history_numsamplesvisible 100 a number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms 66 a budget history range in milliseconds
budget_panel_bottom_of_history_fraction 0 a number between 0 and 1
budget_panel_height 384 a height in pixels of the budget panel
budget_panel_width 512 a width in pixels of the budget panel
budget_panel_x 0 a number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y 50 a number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window 30 a number of frames to look at when figuring out peak frametimes
budget_show_averages 0 a enable/disable averages in the budget panel
budget_show_history 1 a turn history graph off and on. . good to turn off on low end
budget_show_peaks 1 a enable/disable peaks in the budget panel
bugreporter_uploadasync 0 a Upload attachments asynchronously
bugreporter_username 0 a Username to use for bugreporter
building_cubemaps 0 cheat, cl Indicates we're building cubemaps
c_maxdistance 200 a, cl
c_maxpitch 90 a, cl
c_maxyaw 135 a, cl
c_mindistance 30 a, cl
c_minpitch 0 a, cl
c_minyaw -135 a, cl
c_orthoheight 100 a, cl
c_orthowidth 100 a, cl
c_thirdpersonshoulder 0 a, cl
c_thirdpersonshoulderaimdist 120 a, cl
c_thirdpersonshoulderdist 40 a, cl
c_thirdpersonshoulderheight 5 a, cl
c_thirdpersonshoulderoffset 20 a, cl
cam_collision 1 a, server_can_execute, cl When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
cam_idealdelta 4 a, cl Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist 150 a, server_can_execute, cl
cam_idealdistright 0 a, server_can_execute, cl
cam_idealdistup 0 a, server_can_execute, cl
cam_ideallag 4 a, cl Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch 0 a, server_can_execute, cl
cam_idealyaw 0 a, server_can_execute, cl
cam_showangles 0 cheat, cl When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
cam_snapto 0 a, cl
cameraman_override 0 Set to 1 when you're secondary cameraman and need to override the primary cameraman's observer target and mode
cash_player_bomb_defused 300 nf, rep, cl
cash_player_bomb_planted 300 nf, rep, cl
cash_player_damage_hostage -30 nf, rep, cl
cash_player_get_killed 0 nf, rep, cl
cash_player_interact_with_hostage 150 nf, rep, cl
cash_player_killed_enemy_default 300 nf, rep, cl
cash_player_killed_enemy_factor 1 nf, rep, cl
cash_player_killed_hostage -1000 nf, rep, cl
cash_player_killed_teammate -300 nf, rep, cl
cash_player_rescued_hostage 1000 nf, rep, cl
cash_player_respawn_amount 0 nf, rep, cl
cash_team_elimination_bomb_map 3250 nf, rep, cl
cash_team_elimination_hostage_map_ct 2000 nf, rep, cl
cash_team_elimination_hostage_map_t 1000 nf, rep, cl
cash_team_hostage_alive 0 nf, rep, cl
cash_team_hostage_interaction 500 nf, rep, cl
cash_team_loser_bonus 1400 nf, rep, cl
cash_team_loser_bonus_consecutive_rounds 500 nf, rep, cl
cash_team_planted_bomb_but_defused 800 nf, rep, cl
cash_team_rescued_hostage 0 nf, rep, cl
cash_team_survive_guardian_wave 1000 nf, rep, cl
cash_team_terrorist_win_bomb 3500 nf, rep, cl
cash_team_win_by_defusing_bomb 3250 nf, rep, cl
cash_team_win_by_hostage_rescue 3500 nf, rep, cl
cash_team_win_by_time_running_out_bomb 3250 nf, rep, cl
cash_team_win_by_time_running_out_hostage 3250 nf, rep, cl
cash_team_winner_bonus_consecutive_rounds 0 nf, rep, cl
cc_lang 0 a, cl Current close caption language (emtpy = use game UI language)
cc_linger_time 1 a, cl Close caption linger time.
cc_predisplay_time 0 a, cl Close caption delay before showing caption.
cc_subtitles 0 a, cl If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
chet_debug_idle 0 a, sv If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
cl_allowdownload 1 a Client downloads customization files
cl_allowupload 1 a Client uploads customization files
cl_autobuy 0 cl The order in which autobuy will attempt to purchase items
cl_autohelp 1 a, user, cl Auto-help
cl_autowepswitch 0 a, user, cl, ss Automatically switch to picked up weapons (if more powerful)
cl_backspeed 450 cheat, cl
cl_bob_lower_amt 21 a, cl The amount the viewmodel lowers when running
cl_bob_version 0 cheat, cl
cl_bobamt_lat 0 a, cl The amount the viewmodel moves side to side when running
cl_bobamt_vert 0 a, cl The amount the viewmodel moves up and down when running
cl_bobcycle 0 a, cl the frequency at which the viewmodel bobs.
cl_bobup 0 cheat, cl
cl_brushfastpath 1 cheat, cl
cl_cam_driver_compensation_scale 0 cl
cl_camera_follow_bone_index -2 cheat, cl Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_camera_height_restriction_debug 0 cheat, rep, cl
cl_chatfilters 63 a, cl Stores the chat filter settings
cl_clock_correction 1 cheat Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount 200 cheat Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset 90 cheat As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply
cl_clock_correction_adjustment_min_offset 10 cheat If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick 999 cheat Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo 0 cheat Show debugging info about the clock drift.
cl_clockdrift_max_ms 150 cheat Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_clockdrift_max_ms_threadmode 0 cheat Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdrate 64 a, user Max number of command packets sent to server per second
cl_color 4 a, user Preferred teammate color
cl_compass_enabled 1 a, cl
cl_connection_trouble_show 0 cl Show connection trouble HUD warnings
cl_countbones 0 cheat, cl
cl_crosshair_drawoutline 0 a, cl, ss Draws a black outline around the crosshair for better visibility
cl_crosshair_dynamic_maxdist_splitratio 0 a, cl, ss If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_
cl_crosshair_dynamic_splitalpha_innermod 1 a, cl, ss If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split.
cl_crosshair_dynamic_splitalpha_outermod 0 a, cl, ss If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split.
cl_crosshair_dynamic_splitdist 7 a, cl, ss If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7)
cl_crosshair_friendly_warning 2 a, cl 0: always off, 1: only on default crosshair styles, 2: always on
cl_crosshair_outlinethickness 0 a, cl, ss Set how thick you want your crosshair outline to draw (0.1-3)
cl_crosshair_recoil 0 cheat, cl Recoil/aimpunch will move the user's crosshair to show the effect
cl_crosshair_sniper_show_normal_inaccuracy 0 a, cl, ss Include standing inaccuracy when determining sniper crosshair blur
cl_crosshair_sniper_width 1 a, cl, ss If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline)
cl_crosshair_t 0 a, cl, ss T style crosshair
cl_crosshairalpha 145 a, cl, ss
cl_crosshaircolor 5 a, cl, ss Set crosshair color as defined in game_options.consoles.txt
cl_crosshaircolor_b 40 a, cl, ss
cl_crosshaircolor_g 40 a, cl, ss
cl_crosshaircolor_r 255 a, cl, ss
cl_crosshairdot 0 a, cl, ss
cl_crosshairgap 2 a, cl, ss
cl_crosshairgap_useweaponvalue 0 a, cl, ss If set to 1, the gap will update dynamically based on which weapon is currently equipped
cl_crosshairscale 0 a, cl, ss Crosshair scaling factor (deprecated)
cl_crosshairsize 5 a, cl, ss
cl_crosshairstyle 4 a, cl, ss 0 = DEFAULT, 1 = DEFAULT STATIC, 2 = ACCURATE SPLIT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYN
cl_crosshairthickness 1 a, cl, ss
cl_crosshairusealpha 1 a, cl, ss
cl_custommaterial_debug_graph 0 cheat, cl
cl_dangerzone_approaching_sound_radius 700 cheat, cl
cl_dangerzone_moving_sound_volume 0 cheat, cl
cl_dangerzone_sound_volume 0 cheat, cl
cl_debug_ugc_downloads 0
cl_debugrumble 0 a, cl Turn on rumble debugging spew
cl_decryptdata_key 0 Key to decrypt encrypted GOTV messages
cl_decryptdata_key_pub 0 Key to decrypt public encrypted GOTV messages
cl_detail_avoid_force 0 a, cl force with which to avoid players ( in units, percentage of the width of the detail sprite )
cl_detail_avoid_radius 64 a, cl radius around detail sprite to avoid players
cl_detail_avoid_recover_speed 0 a, cl how fast to recover position after avoiding players
cl_detail_max_sway 5 a, cl Amplitude of the detail prop sway
cl_detail_multiplier 1 cheat, cl extra details to create
cl_disable_ragdolls 0 cheat, cl
cl_disablefreezecam 0 a, cl Turn on/off freezecam on client
cl_disablehtmlmotd 0 a, cl Disable HTML motds.
cl_dm_buyrandomweapons 1 a, cl Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the
cl_download_demoplayer 1 Determines whether downloads of external resources are allowed during demo playback (0:no,1:workshop,2:all)
cl_downloadfilter 0 a Determines which files can be downloaded from the server (all, none, nosounds)
cl_draw_only_deathnotices 0 cl For drawing only the crosshair and death notices (used for moviemaking)
cl_drawhud 1 cheat, cl Enable the rendering of the hud
cl_drawhud_force_deathnotices 0 cl 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices
cl_drawhud_force_radar 0 cl 0: default; 1: draw radar even if hud disabled; -1: force no radar
cl_drawhud_force_teamid_overhead 0 cl 0: default; 1: draw teamid even if hud disabled; -1: force no teamid
cl_drawhud_specvote 1 cl 1: default; 0: disables vote UI for spectators
cl_drawleaf -1 cheat, cl
cl_drawmaterial 0 cheat, cl Draw a particular material over the frame
cl_drawshadowtexture 0 cheat, cl
cl_dz_playagain_auto_spectate 0 a, cl Automatically switch to spectate mode after clicking the 'Play Again' button in end of match screen
cl_entityreport 0 cheat For debugging, draw entity states to console
cl_extrapolate 1 cheat, cl Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount 0 cheat, cl Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites 1 cheat, cl whether to use new detail sprite system
cl_fixedcrosshairgap 3 a, cl, ss How big to make the gap between the pips in the fixed crosshair
cl_flushentitypacket 0 cheat For debugging. Force the engine to flush an entity packet.
cl_foot_contact_shadows 1 cl
cl_forcepreload 1 a Whether we should force preloading.
cl_forwardspeed 450 cheat, cl
cl_freezecameffects_showholiday 0 cl Happy holidays from the CS:GO team and Valve!
cl_freezecampanel_position_dynamic 1 a, cl Turn on/off freezecam's kill panel dynamic Y movement
cl_grass_mip_bias 0 a
cl_grenadepreview 0 cheat, cl Show trajectory of a grenade when pin is pulled.
cl_hide_avatar_images 0 a, cl Hide avatar images for other players.

0 - Off. 1 - Block All 2 - Block all but friends

cl_hideserverip 0 If set to 1, server IPs will be hidden in the console (except when you type 'status')
cl_http_log_enable 0 norecord, server_can_execute, cl Allows sending HTTP log from client main menu.
cl_hud_background_alpha 0 a, cl
cl_hud_bomb_under_radar 1 a, cl
cl_hud_color 10 a, cl 0 = default, 1 = light blue, 2 = orange, 3 = green, 4 = purple, 5 = white.
cl_hud_healthammo_style 0 a, cl
cl_hud_playercount_pos 1 a, cl 0 = default (top), 1 = bottom
cl_hud_playercount_showcount 0 a, cl 0 = show player avatars (default), 1 = just show count number (no avatars)
cl_hud_radar_scale 1 a, cl
cl_idealpitchscale 0 a, cl
cl_ignorepackets 0 cheat Force client to ignore packets (for debugging).
cl_interp 0 user, cl Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_ratio 2 user, cl Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_interpolate 1 Enables or disables interpolation on listen servers or during demo playback
cl_inventory_debug_tooltip 0 cl
cl_inventory_saved_filter2 0 a, cl
cl_inventory_saved_sort2 0 a, cl
cl_invites_only_friends 0 a, cl If turned on, will ignore in-game invites from recent teammates or other non-friends
cl_invites_only_mainmenu 0 a, cl If turned on, will ignore all invites when user is playing a match
cl_itemimages_dynamically_generated 2 a, cl 2: use render-targets, fallback to cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk assets onl
cl_jiggle_bone_debug 0 cheat, cl Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_pitch_constraints 0 cheat, cl Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_yaw_constraints 0 cheat, cl Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_invert 0 cheat, cl
cl_join_advertise 1 a, cl Advertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: no
cl_lagcompensation 1 user, cl Perform server side lag compensation of weapon firing events.
cl_leafsystemvis 0 cheat, cl
cl_leveloverview 0 cheat, cl
cl_leveloverviewmarker 0 cheat, cl
cl_lock_camera 0 cheat, cl
cl_mainmenu_show_datagraph 0 cl
cl_maxrenderable_dist 3000 cheat, cl Max distance from the camera at which things will be rendered
cl_minimal_rtt_shadows 1 a, cl
cl_mouselook 1 a, cl, ss Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_mute_all_but_friends_and_party 0 a, cl Only allow communication from friends and matchmaking party members. Doesn't apply to competitive matchmaking games.
cl_mute_enemy_team 0 a, cl Block all communication from players on the enemy team.
cl_obs_interp_enable 0 a, cl Enables interpolation between observer targets
cl_observercrosshair 1 a, cl, ss
cl_overdraw_test 0 cheat, numeric, cl
cl_particle_retire_cost 0 cheat, cl
cl_particles_show_bbox 0 cheat, cl
cl_particles_show_controlpoints 0 cheat, cl
cl_pclass 0 cheat, cl Dump entity by prediction classname.
cl_pdump -1 cheat, cl Dump info about this entity to screen.
cl_phys_show_active 0 cheat, cl
cl_phys_timescale 1 cheat, cl Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown 89 cheat, cl
cl_pitchup 89 cheat, cl
cl_player_ping_mute 0 a, cl If 1, player pinging will make a sound, if 0, pings will be silent
cl_player_proximity_debug 0 cheat, rep, cl
cl_playerspray_auto_apply 0 a, cl Automatically apply graffiti when graffiti menu closes
cl_portal_use_new_dissolve 1 cheat, cl Use new dissolve effect
cl_predict 1 user, cl Perform client side prediction.
cl_predictionlist 0 cheat, cl Show which entities are predicting


cl_predictweapons 1 user, cl Perform client side prediction of weapon effects.
cl_promoted_settings_acknowledged 1 a, cl
cl_quickinventory_lastinv 1 a, cl
cl_quickinventory_line_update_speed 65 a, cl
cl_radar_always_centered 1 a, cl If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.
cl_radar_icon_scale_min 0 a, cl Sets the minimum icon scale. Valid values are 0.4 to 1.25.
cl_radar_rotate 1 a, cl 1
cl_radar_scale 0 a, cl Sets the radar scale. Valid values are 0.25 to 1.0.
cl_radar_square_with_scoreboard 1 a, cl If set, the radar will toggle to square when the scoreboard is visible.
cl_radial_radio_tab 0 a, cl
cl_radialmenu_deadzone_size 0 a, cl
cl_ragdoll_gravity 600 cheat, cl Sets the gravity client-side ragdolls
cl_ragdoll_workaround_threshold 4 cl Mainly cosmetic, client-only effect: when client doesn't know the last position of another player that spawns a ragdoll, the ra
cl_rappel_tilt 0 cl
cl_rebuy 0 cl The order in which rebuy will attempt to repurchase items
cl_remove_old_ugc_downloads 1 cl
cl_resend 2 Delay in seconds before the client will resend the 'connect' attempt
cl_resend_timeout 60 Total time allowed for the client to resend the 'connect' attempt
cl_righthand 0 a, cl, ss Use right-handed view models.
cl_rumblescale 1 a, cl, ss Scale sensitivity of rumble effects (0 to 1.0)
cl_sanitize_player_names 0 a, cl Replace names of other players with something non-offensive.
cl_scalecrosshair 1 a, cl, ss Enable crosshair scaling (deprecated)
cl_scoreboard_mouse_enable_binding 0 a, cl Name of the binding to enable mouse selection in the scoreboard
cl_scoreboard_survivors_always_on 1 a, cl
cl_server_graphic1_enable 1 cl When enabled, 360x60 (<16kb) image file will be displayed to on-server spectators.
cl_server_graphic2_enable 1 cl When enabled, 220x45 (<16kb) image file will be displayed to on-server spectators.
cl_shadowtextureoverlaysize 256 cheat, cl
cl_show_clan_in_death_notice 0 a, cl Is set, the clan name will show next to player names in the death notices.
cl_showanimstate_activities 0 cheat, cl Show activities in the (client) animation state display.
cl_showerror 0 cl Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents 0 cheat Print event firing info in the console
cl_showfps 0 cl Draw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, 5 = Thread and wait times +10 = detailed )
cl_showhelp 1 a, cl Set to 0 to not show on-screen help
cl_showloadout 1 a, cl, ss Toggles display of current loadout.
cl_showpluginmessages2 0 a Allow plugins to display messages to you
cl_showpos 0 cl Draw current position at top of screen
cl_sidespeed 450 cheat, cl
cl_skipfastpath 0 cheat, cl Set to 1 to stop all models that go through the model fast path from rendering
cl_skipslowpath 0 cheat Set to 1 to skip any models that don't go through the model fast path
cl_sniper_delay_unscope 0 a, cl
cl_spec_follow_grenade_key 0 a, cl 0 = LALT, 1 = LSHIFT, 2 = +reload
cl_spec_mode 5 a, user, server_can_execute, cl, ss Saves the last viewed spectator mode for use next time we start to spectate
cl_spec_show_bindings 1 server_can_execute, cl Toggle the visibility of the spectator bindings.
cl_spec_stats 1 cl
cl_spec_swapplayersides 0 cl Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
cl_spec_use_tournament_content_standards 0 cl
cl_sporeclipdistance 512 cheat, cl
cl_sun_decay_rate 0 cheat, cl
cl_sun_in_reflection_h_scale 2 cheat, cl
cl_sun_in_reflection_v_scale 2 cheat, cl
cl_sunlight_ortho_size 0 cheat, cl Set to values greater than 0 for ortho view render projections.
cl_tablet_mapmode 1 a, cl
cl_teamid_overhead_maxdist 3000 cheat, cl, ss max distance at which the overhead team id icons will show
cl_teamid_overhead_maxdist_spec 2000 cheat, cl, ss max distance at which the overhead team id icons will show when a spectator
cl_teamid_overhead_mode 2 a, cl Always show team id over teammates. 1 = pips; 2 = pips, name, and equipment
cl_teammate_colors_show 2 a, cl In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters
cl_threaded_bone_setup 0 cl Enable parallel processing of bones
cl_timeout 30 a After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_updaterate 64 a, user Number of packets per second of updates you are requesting from the server
cl_upspeed 320 cheat, cl
cl_use_new_headbob 1 cheat, cl
cl_use_opens_buy_menu 0 a, user, cl, ss Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key).
cl_versus_intro 1 a, cl
cl_viewmodel_shift_left_amt 1 a, cl The amount the viewmodel shifts to the left when shooting accuracy increases.
cl_viewmodel_shift_right_amt 0 a, cl The amount the viewmodel shifts to the right when shooting accuracy decreases.
cl_voice_filter 0 Filter voice traffic, e.g.: 'steamids:765123,765456,7651244'
cl_weapon_clip_thinwalls 1 cheat, rep, cl
cl_weapon_clip_thinwalls_debug 0 cheat, rep, cl
cl_weapon_clip_thinwalls_lock 0 cheat, rep, cl
cl_weapon_debug_print_accuracy 0 cheat, cl
cl_weapon_debug_show_accuracy 0 cheat, cl Draws a circle representing the effective range with every shot.
cl_weapon_debug_show_accuracy_duration 10 cheat, cl
cl_winddir 0 cheat, cl Weather effects wind direction angle
cl_windspeed 0 cheat, cl Weather effects wind speed scalar
cl_wpn_sway_scale 1 cheat, cl
clientport 27005 Host game client port
closecaption 0 a Enable close captioning.
closeonbuy 0 a, cl, ss Set non-zero to close the buy menu after buying something
cloth_windage_multiplier 1 cheat, cl
commentary_firstrun 0 a, cl
con_enable 1 a Allows the console to be activated.
con_filter_enable 0 Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot
con_filter_text 0 Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out 0 Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile 0 Console output gets written to this file
con_timestamp 0 Prefix console.log entries with timestamps
contributionscore_assist 1 sv amount of contribution score added for an assist
contributionscore_bomb_defuse_major 3 sv amount of contribution score for defusing a bomb while at least one enemy remains alive
contributionscore_bomb_defuse_minor 1 sv amount of contribution score for defusing a bomb after eliminating enemy team
contributionscore_bomb_exploded 1 sv amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round
contributionscore_bomb_planted 2 sv amount of contribution score for planting a bomb
contributionscore_cash_bundle 0 sv amount of contribution score for picking up a cash bundle
contributionscore_crate_break 0 sv amount of contribution score for breaking an item crate
contributionscore_hostage_kill -2 sv amount of contribution score for killing a hostage, normally negative
contributionscore_hostage_rescue_major 3 sv amount of contribution score added to rescuer per hostage rescued
contributionscore_hostage_rescue_minor 1 sv amount of contribution score added to all alive CTs per hostage rescued
contributionscore_kill 2 sv amount of contribution score added for a kill
contributionscore_kill_factor 0 sv percentage of victim's contribution score to award to their killer as a bonus
contributionscore_objective_kill 3 sv amount of contribution score added for an objective related kill
contributionscore_suicide -2 sv amount of contribution score for a suicide, normally negative
contributionscore_team_kill -2 sv amount of contribution score for a team kill, normally negative
cpu_frequency_monitoring 0 Set CPU frequency monitoring interval in seconds. Zero means disabled.
crosshair 1 a, cl, ss
cs_enable_player_physics_box 0 sv
cs_hostage_near_rescue_music_distance 2000 sv, cheat
cs_ShowStateTransitions -2 sv, cheat cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
CS_WarnFriendlyDamageInterval 3 sv, cheat Defines how frequently the server notifies clients that a player damaged a friend
custom_bot_difficulty 0 sv, rep, cl Bot difficulty for offline play.
cv_bot_ai_bt_debug_target -1 sv, cheat, rep Draw the behavior tree of the given bot.
cv_bot_ai_bt_hiding_spot_show 0 sv, cheat, rep Draw hiding spots.
cv_bot_ai_bt_moveto_show_next_hiding_spot 0 sv, cheat, rep Draw the hiding spot the bot will check next.
debug_entity_outline_highlight 0 cheat, cl
debug_map_crc 0 Prints CRC for each map lump loaded
debug_visibility_monitor 0 sv, cheat
default_fov 90 cheat, cl
demo_recordcommands 1 cheat Record commands typed at console into .dem files.
demo_strict_validation 0
developer 0 Set developer message level
display_game_events 0 cheat
dsp_db_min 80 cheat, demo
dsp_db_mixdrop 0 cheat, demo
dsp_dist_max 1440 cheat, demo
dsp_dist_min 0 cheat, demo
dsp_enhance_stereo 0 a
dsp_mix_max 0 cheat, demo
dsp_mix_min 0 cheat, demo
dsp_off 0 cheat
dsp_player 0 demo, server_can_execute
dsp_slow_cpu 0 cheat
dsp_volume 0 cheat
enable_debug_overlays 1 sv, cheat Enable rendering of debug overlays
enable_fast_math 1 Turns Denormals-Are-Zeroes and Flush-to-Zero on or off
enable_skeleton_draw 0 cheat, cl Render skeletons in wireframe
engine_no_focus_sleep 0 a
ent_messages_draw 0 sv, cheat Visualizes all entity input/output activity.
ff_damage_bullet_penetration 0 rep, cl If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly playe
ff_damage_reduction_bullets 0 rep, cl How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en
ff_damage_reduction_grenade 0 rep, cl How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don
ff_damage_reduction_grenade_self 1 rep, cl How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do
ff_damage_reduction_other 0 rep, cl How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag
fish_debug 0 cheat, cl Show debug info for fish
fish_dormant 0 sv, cheat, rep Turns off interactive fish behavior. Fish become immobile and unresponsive.
fog_color -1 cheat, cl
fog_colorskybox -1 cheat, cl
fog_enable 1 cheat, cl
fog_enable_water_fog 1 cheat
fog_enableskybox 1 cheat, cl
fog_end -1 cheat, cl
fog_endskybox -1 cheat, cl
fog_hdrcolorscale -1 cheat, cl
fog_hdrcolorscaleskybox -1 cheat, cl
fog_maxdensity -1 cheat, cl
fog_maxdensityskybox -1 cheat, cl
fog_override 0 cheat, cl Overrides the map's fog settings (-1 populates fog_ vars with map's values)
fog_start -1 cheat, cl
fog_startskybox -1 cheat, cl
force_audio_english 0 a Keeps track of whether we're forcing english in a localized language.
fov_cs_debug 0 cheat, cl Sets the view fov if cheats are on.
fov_tv_debug 0 cl Sets the GOTV view custom fov in roaming view.
fps_max 300 Frame rate limiter
fps_max_menu 120 Frame rate limiter, main menu
fps_screenshot_frequency 10 cheat While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
fps_screenshot_threshold -1 cheat Dump a screenshot when the FPS drops below the given value.
fs_allow_unsafe_writes 0 0: Disallow writes to filesystem locations we don't own. 1: Allow such writes (potentially unsafe).
fs_report_sync_opens 0 0:Off, 1:Always, 2:Not during map load
func_break_max_pieces 15 a, rep, cl
fx_new_sparks 1 sv, cheat Use new style sparks.


g15_update_msec 250 a, cl Logitech G-15 Keyboard update interval.
g_debug_angularsensor 0 sv, cheat
g_debug_constraint_sounds 0 sv, cheat Enable debug printing about constraint sounds.
g_debug_ragdoll_removal 0 cheat, rep, cl
g_debug_ragdoll_visualize 0 cheat, cl
g_debug_trackpather 0 sv, cheat
g_debug_vehiclebase 0 sv, cheat
g_debug_vehicledriver 0 sv, cheat
g_debug_vehicleexit 0 sv, cheat
g_debug_vehiclesound 0 sv, cheat
g_jeepexitspeed 100 sv, cheat
game_mode 0 sv, rep, cl The current game mode (based on game type). See GameModes.txt.
game_type 0 sv, rep, cl The current game type. See GameModes.txt.
gameinstructor_enable 0 a, cl Display in game lessons that teach new players.
gameinstructor_find_errors 0 cheat, cl Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_save_restore_lessons 1 cheat, cl Set to 0 to disable save/load of open lesson opportunities in single player.
gameinstructor_verbose 0 cheat, cl Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson 0 cheat, cl Display more verbose information for lessons have this name.
gl_clear_randomcolor 0 cheat, cl Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
global_chatter_info 0 sv Map/mode-specific responserules criteria used by calls to UTIL_GlobalChatter
global_event_log_enabled 0 sv, cheat Enables the global event log system
glow_outline_effect_enable 1 cheat, cl Enable entity outline glow effects.
glow_outline_width 6 cheat, cl Width of glow outline effect in screen space.
gotv_theater_container 0 cl Enables GOTV theater mode for the specified container, setting it to 'live' will play top live matches
healthshot_allow_use_at_full 1 rep, cl
healthshot_health 50 rep, cl
healthshot_healthboost_damage_multiplier 1 sv, rep
healthshot_healthboost_speed_multiplier 1 rep, cl
healthshot_healthboost_time 0 rep, cl
hidehud 0 cheat, cl, ss
host_flush_threshold 12 Memory threshold below which the host should flush caches between server instances
host_framerate 0 cheat, rep Set to lock per-frame time elapse.
host_info_show 1 How server info gets disclosed in server queries: 0 - query disabled, 1 - show only general info, 2 - show full info
host_map 0 Current map name.
host_name_store 1 Whether hostname is recorded in game events and GOTV.
host_players_show 1 How players are disclosed in server queries: 0 - query disabled, 1 - show only max players count, 2 - show all players
host_rules_show 1 How server rules get disclosed in server queries: 0 - query disabled, 1 - query enabled
host_sleep 0 cheat Force the host to sleep a certain number of milliseconds each frame.
host_timescale 1 cheat, rep Prescale the clock by this amount.
hostage_debug 0 sv, cheat Show hostage AI debug information
hostage_is_silent 0 sv, cheat When set, the hostage won't play any code driven response rules lines
hostfile 0 sv The HOST file to load.
hostip -1062731776.000 Host game server ip
hostname 0 Hostname for server.
hostport 27015 Host game server port
hud_scaling 0 a, cl Scales hud elements
hud_showtargetid 1 a, cl, ss Enables display of target names
hud_takesshots 0 a, cl Auto-save a scoreboard screenshot at the end of a map.
in_forceuser 0 cheat Force user input to this split screen player.
inferno_child_spawn_interval_multiplier 0 sv, cheat Amount spawn interval increases for each child
inferno_child_spawn_max_depth 4 sv, rep
inferno_damage 40 sv, cheat Damage per second
inferno_debug 0 sv, cheat
inferno_dlight_spacing 200 cheat, cl Inferno dlights are at least this far apart
inferno_flame_lifetime 7 sv, rep Average lifetime of each flame in seconds
inferno_flame_spacing 42 sv, cheat Minimum distance between separate flame spawns
inferno_forward_reduction_factor 0 sv, cheat
inferno_friendly_fire_duration 6 sv, cheat For this long, FF is credited back to the thrower.
inferno_initial_spawn_interval 0 sv, cheat Time between spawning flames for first fire
inferno_max_child_spawn_interval 0 sv, cheat Largest time interval for child flame spawning
inferno_max_flames 16 sv, rep Maximum number of flames that can be created
inferno_max_range 150 sv, rep Maximum distance flames can spread from their initial ignition point
inferno_per_flame_spawn_duration 3 sv, cheat Duration each new flame will attempt to spawn new flames
inferno_scorch_decals 1 sv, cheat
inferno_spawn_angle 45 sv, cheat Angular change from parent
inferno_surface_offset 20 sv, cheat
inferno_velocity_decay_factor 0 sv, cheat
inferno_velocity_factor 0 sv, cheat
inferno_velocity_normal_factor 0 sv, cheat
ip 0 Overrides IP for multihomed hosts
ip_relay 0 Overrides IP used to redirect TV relay connections for NAT hosts
ip_steam 0 Overrides IP used to bind Steam port for multihomed hosts
ip_tv 0 Overrides IP used to bind TV port for multihomed hosts
ip_tv1 0 Overrides IP used to bind TV1 port for multihomed hosts
joy_accelmax 1 a, cl
joy_accelscale 3 a, cl
joy_accelscalepoly 0 a, cl
joy_advanced 0 a, cl
joy_advaxisr 0 a, cl
joy_advaxisu 0 a, cl
joy_advaxisv 0 a, cl
joy_advaxisx 0 a, cl
joy_advaxisy 0 a, cl
joy_advaxisz 0 a, cl
joy_autoaimdampen 0 a, cl How much to scale user stick input when the gun is pointing at a valid target.
joy_autoAimDampenMethod 0 a, cl
joy_autoaimdampenrange 0 a, cl The stick range where autoaim dampening is applied. 0 = off
joy_axisbutton_threshold 0 a Analog axis range before a button press is registered.
joy_cfg_preset 1 a, cl, ss
joy_circle_correct 1 a, cl
joy_curvepoint_1 0 a, cl
joy_curvepoint_2 0 a, cl
joy_curvepoint_3 0 a, cl
joy_curvepoint_4 1 a, cl
joy_curvepoint_end 2 a, cl
joy_diagonalpov 0 a, cl POV manipulator operates on diagonal axes, too.
joy_display_input 0 a, cl
joy_forwardsensitivity -1 a, cl
joy_forwardthreshold 0 a, cl
joy_gamma 0 a, cl
joy_inverty 0 a, cl, ss Whether to invert the Y axis of the joystick for looking.
joy_lowend 1 a, cl
joy_lowend_linear 0 a, cl
joy_lowmap 1 a, cl
joy_movement_stick 0 a, cl, ss Which stick controls movement : 0 = left stick, 1 = right stick, 2 = legacy controls
joy_name 0 a, cl
joy_no_accel_jump 0 a, cl
joy_pitchsensitivity -1 a, cl, ss joystick pitch sensitivity
joy_pitchthreshold 0 a, cl
joy_response_look 0 a, cl 'Look' stick response mode: 0=Default, 1=Acceleration Promotion
joy_response_look_pitch 1 a, cl 'Look' stick response mode for pitch: 0=Default, 1=Acceleration Promotion
joy_response_move 1 a, cl 'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity
joy_sensitive_step0 0 a, cl
joy_sensitive_step1 0 a, cl
joy_sensitive_step2 0 a, cl
joy_sidesensitivity 1 a, cl
joy_sidethreshold 0 a, cl
joy_wingmanwarrior_centerhack 0 a Wingman warrior centering hack.
joy_wingmanwarrior_turnhack 0 a, cl Wingman warrior hack related to turn axes.
joy_yawsensitivity -1 a, cl, ss joystick yaw sensitivity
joy_yawthreshold 0 a, cl
joystick 1 a, cl True if the joystick is enabled, false otherwise.
joystick_force_disabled 1 a, cl Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
joystick_force_disabled_set_from_options 1 a, cl Sets controllers enabled/disabled just before the config is written.
lightcache_maxmiss 2 cheat
lobby_default_privacy_bits2 1 a, cl Lobby default permissions (0: private, 1: public)
locator_split_len 0 cheat, cl
locator_split_maxwide_percent 0 cheat, cl
lockMoveControllerRet 0 a, cl
logaddress_token_secret 0 Set a secret string that will be hashed when using logaddress with explicit token hash.
lookspring 0 a, cl
lookstrafe 0 a, cl
loopsingleplayermaps 0 sv, cheat, rep
m_customaccel 0 a, cl Custom mouse acceleration:

0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,

m_customaccel_exponent 1 a, cl Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max 0 a, cl Max mouse move scale factor, 0 for no limit
m_customaccel_scale 0 a, cl Custom mouse acceleration value.
m_forward 1 a, cl Mouse forward factor.
m_mouseaccel1 0 a, cl Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 0 a, cl Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed 1 a, cl Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold
m_pitch 0 a, cl, ss Mouse pitch factor.
m_rawinput 1 a, cl Use Raw Input for mouse input.
m_side 0 a, cl Mouse side factor.
m_yaw 0 a, cl Mouse yaw factor.
mapcycledisabled 0 rep, cl repeats the same map after each match instead of using the map cycle
mapoverview_allow_client_draw 0 cl Allow a client to draw on the map overview
mapoverview_allow_grid_usage 0 cl When set to 1, allows turning on the (experimental) grid for drawing.
mapoverview_icon_scale 1 a, cl Sets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0.
mat_accelerate_adjust_exposure_down 40 cheat, cl
mat_ambient_light_b 0 cheat
mat_ambient_light_g 0 cheat
mat_ambient_light_r 0 cheat
mat_aniso_disable 0 cheat NOTE: You must change mat_forceaniso after changing this convar for this to take effect
mat_autoexposure_max 2 cheat, cl
mat_autoexposure_max_multiplier 1 cheat, cl
mat_autoexposure_min 0 cheat, cl
mat_bloomamount_rate 0 cheat, cl
mat_bumpbasis 0 cheat
mat_camerarendertargetoverlaysize 128 cheat, cl
mat_colcorrection_forceentitiesclientside 0 cheat, cl Forces color correction entities to be updated on the client
mat_colorcorrection 1 cheat
mat_debug_bloom 0 cheat, cl
mat_debug_postprocessing_effects 0 cheat, cl 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
mat_debugalttab 0 cheat
mat_disable_bloom 0 cheat, cl
mat_displacementmap 1 cheat
mat_draw_resolution 0 cheat
mat_draw_resolution_threshold 3072 cheat
mat_draw_zone_highlight 1 cheat, cl
mat_draw_zone_projection_mode 1 cheat, cl
mat_drawflat 0 cheat
mat_drawgray 0 cheat
mat_drawwater 1 cheat, cl
mat_dynamic_tonemapping 1 cheat
mat_dynamiclightmaps 0 cheat
mat_dynamicPaintmaps 0 cheat
mat_exposure_center_region_x 0 cheat, cl
mat_exposure_center_region_y 0 cheat, cl
mat_fastclip 0 cheat
mat_fastnobump 0 cheat
mat_fillrate 0 cheat
mat_force_bloom 0 cheat, cl
mat_force_tonemap_min_avglum -1 cheat, cl Override. Old default was 3.0
mat_force_tonemap_percent_bright_pixels -1 cheat, cl Override. Old value was 2.0
mat_force_tonemap_percent_target -1 cheat, cl Override. Old default was 60.
mat_force_tonemap_scale 0 cheat
mat_forcedynamic 0 cheat
mat_frame_sync_enable 1 cheat
mat_frame_sync_force_texture 0 cheat Force frame syncing to lock a managed texture.
mat_fullbright 0 cheat
mat_hdr_uncapexposure 0 cheat, cl
mat_hsv 0 cheat, cl
mat_leafvis 0 cheat Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what
mat_loadtextures 1 cheat
mat_local_contrast_edge_scale_override -1000 cheat
mat_local_contrast_midtone_mask_override -1 cheat
mat_local_contrast_scale_override 0 cheat
mat_local_contrast_vignette_end_override -1 cheat
mat_local_contrast_vignette_start_override -1 cheat
mat_lpreview_mode -1 cheat, cl
mat_luxels 0 cheat
mat_measurefillrate 0 cheat
mat_monitorgamma 2 a monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_tv_enabled 0 a
mat_morphstats 0 cheat
mat_norendering 0 cheat
mat_normalmaps 0 cheat
mat_normals 0 cheat
mat_postprocess_enable 1 cheat, cl
mat_powersavingsmode 0 a Power Savings Mode
mat_preview 0 cheat, cl
mat_proxy 0 cheat
mat_queue_mode -1 The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued
mat_queue_priority 1
mat_queue_report 0 a Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
mat_remoteshadercompile 127 cheat
mat_rendered_faces_count 0 cheat Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use 'mat_re
mat_resolveFullFrameDepth 1 cheat Enable depth resolve to a texture. 0=disable, 1=enable via resolve tricks if supported in hw, otherwise disable, 2=force extra
mat_reversedepth 0 cheat
mat_show_histogram 0 cheat, cl
mat_show_texture_memory_usage 0 cheat, numeric Display the texture memory usage on the HUD.
mat_showcamerarendertarget 0 cheat, cl
mat_showframebuffertexture 0 cheat, cl
mat_showlowresimage 0 cheat
mat_showmiplevels 0 cheat color-code miplevels 2: normalmaps, 1: everything else
mat_showwatertextures 0 cheat, cl
mat_softwareskin 0 cheat
mat_spewalloc 0 a
mat_stub 0 cheat, cl
mat_surfaceid 0 cheat
mat_surfacemat 0 cheat
mat_tessellation_accgeometrytangents 0 cheat
mat_tessellation_cornertangents 1 cheat
mat_tessellation_update_buffers 1 cheat
mat_tessellationlevel 6 cheat
mat_texture_list 0 cheat For debugging, show a list of used textures per frame
mat_texture_list_content_path 0 a The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently runn
mat_tonemap_algorithm 1 cheat, cl 0 = Original Algorithm 1 = New Algorithm
mat_viewportscale 1 cheat, cl Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_viewportupscale 1 cheat, cl Scale the viewport back up
mat_wireframe 0 cheat
mat_yuv 0 cheat, cl
mc_accel_band_size 0 a, cl Percentage of half the screen width or height.
mc_dead_zone_radius 0 a, cl 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
mc_max_pitchrate 100 a, cl (degrees/sec)
mc_max_yawrate 230 a, cl (degrees/sec)
mem_incremental_compact_rate 0 cheat Rate at which to attempt internal heap compation
mm_csgo_community_search_players_min 3 a When performing CSGO community matchmaking look for servers with at least so many human players
mm_dedicated_force_servers 0 Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers.

Use sy

mm_dedicated_search_maxping 100 a Longest preferred ping to dedicated servers for games
mm_server_search_lan_ports 27015 a Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
mm_session_search_ping_buckets 4
mm_session_search_qos_timeout 15
mm_session_sys_kick_ban_duration 180
mm_session_sys_pkey 0
molotov_throw_detonate_time 2 rep, cl
motdfile 0 sv The MOTD file to load.
mp_afterroundmoney 0 rep, cl amount of money awared to every player after each round
mp_anyone_can_pickup_c4 0 rep, cl If set, everyone can pick up the c4, not just Ts.
mp_autokick 1 sv, rep Kick idle/team-killing/team-damaging players
mp_autoteambalance 1 sv, nf
mp_backup_restore_load_autopause 1 sv Whether to automatically pause the match after restoring round data from backup
mp_backup_round_auto 1 sv If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk
mp_backup_round_file 0 sv If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor
mp_backup_round_file_last 0 sv Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
mp_backup_round_file_pattern 0 sv If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_
mp_bot_ai_bt 0 sv Use the specified behavior tree file to drive the bot behavior.
mp_buy_allow_grenades 1 rep, cl Whether players can purchase grenades from the buy menu or not.
mp_buy_allow_guns 255 rep, cl Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).
mp_buy_anywhere 0 nf, rep, cl When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_buy_during_immunity 0 nf, rep, cl When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_buytime 90 rep, cl How many seconds after round start players can buy items for.
mp_c4_cannot_be_defused 0 rep, cl If set, the planted c4 cannot be defused.
mp_c4timer 40 nf, rep, cl how long from when the C4 is armed until it blows
mp_competitive_endofmatch_extra_time 15 sv After a competitive match finishes rematch voting extra time is given for rankings.
mp_consecutive_loss_aversion 1 sv, rep How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win
mp_consecutive_loss_max 4 sv, rep
mp_coop_force_join_ct 0 rep, cl If set, real players will auto join CT on join.
mp_coopmission_bot_difficulty_offset 0 sv, rep The difficulty offset modifier for bots during coop missions.
mp_coopmission_dz 0 rep, cl Whether this a coop mission leveraging the DZ universe (tablets, choppers, drones, etc).
mp_coopmission_dz_use_bt 1 rep, cl Use new AI system for bots or not.
mp_coopmission_mission_number 0 rep, cl Which mission the map should run after it loads.
mp_ct_default_grenades 0 rep, cl The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like thi
mp_ct_default_melee 0 rep, cl The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it shou
mp_ct_default_primary 0 rep, cl The default primary (rifle) weapon that the CTs will spawn with
mp_ct_default_secondary 0 rep, cl The default secondary (pistol) weapon that the CTs will spawn with
mp_damage_headshot_only 0 sv, rep Determines whether non-headshot hits do any damage.
mp_damage_scale_ct_body 1 sv, rep Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
mp_damage_scale_ct_head 1 sv, rep Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshot
mp_damage_scale_t_body 1 sv, rep Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
mp_damage_scale_t_head 1 sv, rep Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots
mp_damage_vampiric_amount 0 sv, rep If Set to non-0, will determine the fraction of damage dealt that will be given to attacker.
mp_death_drop_breachcharge 1 rep, cl Drop breachcharge on player death
mp_death_drop_c4 1 rep, cl Whether c4 is droppable
mp_death_drop_defuser 1 rep, cl Drop defuser on player death
mp_death_drop_grenade 2 rep, cl Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades
mp_death_drop_gun 1 rep, cl Which gun to drop on player death: 0=none, 1=best, 2=current or best
mp_death_drop_healthshot 1 rep, cl Drop healthshot on player death
mp_death_drop_taser 1 rep, cl Drop taser on player death
mp_deathcam_skippable 1 sv, rep Determines whether a player can early-out of the deathcam.
mp_default_team_winner_no_objective -1 rep, cl If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time run
mp_defuser_allocation 0 rep, cl How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_disconnect_kills_bots 0 sv When a bot disconnects, kill them first. Requires mp_disconnect_kills_players.
mp_disconnect_kills_players 1 sv When a player disconnects, kill them first (triggering item drops, stats, etc.)
mp_display_kill_assists 1 rep, cl Whether to display and score player assists
mp_dm_bonus_length_max 30 sv, rep Maximum time the bonus time will last (in seconds)
mp_dm_bonus_length_min 30 sv, rep Minimum time the bonus time will last (in seconds)
mp_dm_bonus_percent 50 rep, cl Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
mp_dm_bonus_respawn 0 rep, cl When attempting to get the bonus weapon in deathmatch, whether we should respawn you with it or just give it to you directly
mp_dm_bonusweapon_dogtags 0 rep, cl Additional dogtags to drop when making a kill with the bonus weapon
mp_dm_dogtag_score 0 rep, cl Points to award for picking up a dogtag in deathmatch.
mp_dm_kill_base_score 10 rep, cl Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points.
mp_dm_teammode 0 rep, cl In deathmatch, enables team DM visuals & scoring
mp_dm_teammode_bonus_score 1 rep, cl Team deathmatch victory points to award for kill with bonus weapon
mp_dm_teammode_dogtag_score 0 rep, cl Team deathmatch victory points to award for collecting enemy dogtags
mp_dm_teammode_kill_score 1 rep, cl Team deathmatch victory points to award for enemy kill
mp_dm_time_between_bonus_max 40 sv, rep Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
mp_dm_time_between_bonus_min 30 sv, rep Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
mp_do_warmup_offine 0 rep, cl Whether or not to do a warmup period at the start of a match in an offline (bot) match.
mp_do_warmup_period 1 rep, cl Whether or not to do a warmup period at the start of a match.
mp_dogtag_despawn_on_killer_death 1 sv, rep Whether dogtags should despawn when their killer dies
mp_dogtag_despawn_time 120 sv, rep How many seconds dogtags should stay around before despawning automatically (0 = infinite)
mp_dogtag_pickup_rule 0 sv, rep Who is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 = any
mp_drop_grenade_enable 0 sv Allows players to drop grenades.
mp_drop_knife_enable 0 sv Allows players to drop knives.
mp_economy_reset_rounds 0 rep, cl Reset all player money every N rounds (0 for never)
mp_endmatch_votenextleveltime 20 cl If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.
mp_endmatch_votenextmap 1 rep, cl Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
mp_endmatch_votenextmap_keepcurrent 1 rep, cl If set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting
mp_endmatch_votenextmap_wargames_modes 0 sv Modes available for endmatch voting during War Games. Separate names with spaces.
mp_endmatch_votenextmap_wargames_nummaps 3 sv Maximum number of maps to include in endmatch voting during War Games
mp_endmatch_votenextmap_wargames_nummodes 1 sv Maximum number of other War Games to include in endmatch voting during War Games
mp_endwarmup_player_count 0 rep, cl Number of players required to be connected to end warmup early. 0 to require maximum players for mode.
mp_equipment_reset_rounds 0 rep, cl Reset all player equipment every N rounds (0 for never)
mp_footsteps_serverside 1 sv Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.
mp_force_assign_teams 0 rep, cl Players don't get to choose what team they are on, it is auto assinged.
mp_force_pick_time 15 rep, cl The amount of time a player has on the team screen to make a selection before being auto-teamed
mp_forcecamera 1 rep, cl Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
mp_free_armor 0 rep, cl Determines whether kevlar (1+) and/or helmet (2+) are given automatically.
mp_freezetime 6 sv, nf, rep how many seconds to keep players frozen when the round starts
mp_friendlyfire 0 nf, rep, cl Allows team members to injure other members of their team
mp_ggprogressive_random_weapon_kills_needed 2 rep, cl If mp_ggprogressive_use_random_weapons is set, this is the number of kills needed with each weapon
mp_ggprogressive_round_restart_delay 15 rep, cl Number of seconds to delay before restarting a round after a win in gungame progessive
mp_ggprogressive_use_random_weapons 1 rep, cl If set, selects random weapons from set categories for the progression order
mp_ggtr_always_upgrade 0 rep, cl Award this many upgrade points every round in demolition mode
mp_ggtr_bomb_defuse_bonus 1 rep, cl Number of bonus upgrades to award the CTs when they defuse a gun game bomb
mp_ggtr_bomb_detonation_bonus 1 rep, cl Number of bonus upgrades to award the Ts when they detonate a gun game bomb
mp_ggtr_bomb_pts_for_flash 4 rep, cl Kill points required in a round to get a bonus flash grenade
mp_ggtr_bomb_pts_for_he 3 rep, cl Kill points required in a round to get a bonus HE grenade
mp_ggtr_bomb_pts_for_molotov 5 rep, cl Kill points required in a round to get a bonus molotov cocktail
mp_ggtr_bomb_pts_for_upgrade 2 rep, cl Kill points required to upgrade a player's weapon
mp_ggtr_bomb_respawn_delay 0 rep, cl Number of seconds to delay before making the bomb available to a respawner in gun game
mp_ggtr_end_round_kill_bonus 1 rep, cl Number of bonus points awarded in Demolition Mode when knife kill ends round
mp_ggtr_halftime_delay 0 rep, cl Number of seconds to delay during TR Mode halftime
mp_ggtr_last_weapon_kill_ends_half 0 rep, cl End the half and give a team round point when a player makes a kill using the final weapon
mp_ggtr_num_rounds_autoprogress 3 rep, cl Upgrade the player's weapon after this number of rounds without upgrading
mp_give_player_c4 1 rep, cl Whether this map should spawn a c4 bomb for a player or not.
mp_global_damage_per_second 0 sv, rep If above 0, deal non-lethal damage to players over time.
mp_guardian_bot_money_per_wave 800 sv, rep The amount of money bots get time each wave the players complete. This # is absolute and not additive, the money is set to (th
mp_guardian_force_collect_hostages_timeout 50 sv Force bots to collect hostages after this amount of time if no enemy has been seen.
mp_guardian_loc_string_desc 0 rep, cl Loc string token for instructions for this mission, otherwise default to kills with weapon.
mp_guardian_loc_string_hud 0 rep, cl Loc string token to use on hud for this mission, otherwise default to kills with weapon.
mp_guardian_loc_weapon 0 rep, cl Override to weapon dialog var applied to UI
mp_guardian_player_dist_max 2000 sv, rep The maximum distance a player is allowed to get from the bombsite before they're killed.
mp_guardian_player_dist_min 1300 sv, rep The distance at which we start to warn a player when they are too far from the guarded bombsite.
mp_guardian_special_kills_needed 10 sv, rep The number of kills needed with a specific weapon.
mp_guardian_special_weapon_needed 0 sv, rep The weapon that needs to be used to increment the kills needed to complete the mission.
mp_guardian_target_site -1 sv If set to the index of a bombsite, will cause random spawns to be only created near that site.
mp_halftime 0 rep, cl Determines whether the match switches sides in a halftime event.
mp_halftime_duration 15 rep, cl Number of seconds that halftime lasts
mp_halftime_pausematch 0 rep, cl Set to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin.
mp_halftime_pausetimer 0 rep, cl Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
mp_heavyassaultsuit_aimpunch 1 rep, cl How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot
mp_heavyassaultsuit_cooldown 5 rep, cl Determines cooldown of purchase.
mp_heavyassaultsuit_deploy_timescale 0 rep, cl How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)
mp_heavyassaultsuit_speed 130 rep, cl The max speed of a player when they are wearing the heavy assault suit
mp_heavybot_damage_reduction_scale 1 rep, cl How much damage should scale when the player wearing the heavy assault suit is shot (1.0 = no change, 0.5 = half damage)
mp_hostages_max 2 sv, rep Maximum number of hostages to spawn.
mp_hostages_rescuetime 1 rep, cl Additional time added to round time if a hostage is reached by a CT.
mp_hostages_run_speed_modifier 1 sv, rep Default is 1.0, slow down hostages by setting this to < 1.0.
mp_hostages_spawn_farthest 0 sv, rep When enabled will consistently force the farthest hostages to spawn.
mp_hostages_spawn_force_positions 0 sv, rep Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6'
mp_hostages_spawn_same_every_round 1 sv, rep 0 = spawn hostages randomly every round, 1 = same spawns for entire match.
mp_hostages_takedamage 0 rep, cl Whether or not hostages can be hurt.
mp_humanteam 0 sv, rep Restricts human players to a single team {any, CT, T}
mp_ignore_round_win_conditions 0 sv, rep Ignore conditions which would end the current round
mp_items_prohibited 0 rep, cl Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.
mp_join_grace_time 0 rep, cl Number of seconds after round start to allow a player to join a game
mp_limitteams 2 sv, nf, rep Max # of players 1 team can have over another (0 disables check)
mp_logdetail 0 sv Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
mp_logdetail_items 0 sv Logs a line any time a player acquires or loses an item.
mp_logdistance_2d 250 sv Enables distance logging every so many units
mp_logdistance_sec 15 sv Enables distance logging every so many seconds
mp_logloadouts 1 sv Enables distance logging with full loadouts
mp_logmoney 0 sv Enables money logging. Values are: 0=off, 1=on
mp_match_can_clinch 1 rep, cl Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
mp_match_end_changelevel 0 rep, cl At the end of the match, perform a changelevel even if next map is the same
mp_match_end_restart 0 rep, cl At the end of the match, perform a restart instead of loading a new map
mp_match_restart_delay 25 rep, cl Time (in seconds) until a match restarts.
mp_max_armor 2 rep, cl Determines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet
mp_maxmoney 16000 rep, cl maximum amount of money allowed in a player's account
mp_maxrounds 0 nf, rep, cl max number of rounds to play before server changes maps
mp_molotovusedelay 15 rep, cl Number of seconds to delay before the molotov can be used after acquiring it
mp_only_cts_rescue_hostages 1 sv, rep
mp_overtime_enable 0 rep, cl If a match ends in a tie, use overtime rules to determine winner
mp_overtime_halftime_pausetimer 0 rep, cl If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the t
mp_overtime_maxrounds 6 rep, cl When overtime is enabled play additional rounds to determine winner
mp_overtime_startmoney 10000 rep, cl Money assigned to all players at start of every overtime half
mp_plant_c4_anywhere 0 rep, cl
mp_playercashawards 1 rep, cl Players can earn money by performing in-game actions
mp_playerid 0 rep, cl Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
mp_playerid_delay 0 rep, cl Number of seconds to delay showing information in the status bar
mp_playerid_hold 0 rep, cl Number of seconds to keep showing old information in the status bar
mp_radar_showall 0 rep, cl Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_randomspawn 0 rep, cl Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
mp_randomspawn_dist 0 rep, cl If using mp_randomspawn, determines whether to test distance when selecting this spot.
mp_randomspawn_los 1 rep, cl If using mp_randomspawn, determines whether to test Line of Sight when spawning.
mp_require_gun_use_to_acquire 0 sv Whether guns must be +used to acquire or default is touch-to-pickup
mp_respawn_immunitytime 4 rep, cl How many seconds after respawn immunity lasts.
mp_respawn_on_death_ct 0 rep, cl When set to 1, counter-terrorists will respawn after dying.
mp_respawn_on_death_t 0 rep, cl When set to 1, terrorists will respawn after dying.
mp_respawnwavetime_ct 10 rep, cl Time between respawn waves for CTs.
mp_respawnwavetime_t 10 rep, cl Time between respawn waves for Terrorists.
mp_restartgame 0 sv If non-zero, game will restart in the specified number of seconds
mp_round_restart_delay 7 rep, cl Number of seconds to delay before restarting a round after a win
mp_roundtime 5 sv, nf, rep How many minutes each round takes.
mp_roundtime_defuse 0 sv, nf, rep How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
mp_roundtime_deployment 5 sv How many minutes deployment for coop mission takes.
mp_roundtime_hostage 0 sv, nf, rep How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
mp_shield_speed_deployed 170 rep, cl The max speed of a player when they have a shield deployed
mp_shield_speed_holstered 200 rep, cl The max speed of a player when they have a shield holstered
mp_solid_teammates 1 rep, cl How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads
mp_spawnprotectiontime 5 sv, rep Kick players who team-kill within this many seconds of a round restart.
mp_spec_swapplayersides 0 rep, cl Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
mp_spectators_max 2 rep, cl How many spectators are allowed in a match.
mp_starting_losses 0 sv, rep Determines what the initial loss streak is.
mp_startmoney 800 rep, cl amount of money each player gets when they reset
mp_suicide_time 5 sv, cheat, rep Specifies number of seconds required to wait before another suicide.
mp_t_default_grenades 0 rep, cl The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this
mp_t_default_melee 0 rep, cl The default melee weapon that the Ts will spawn with
mp_t_default_primary 0 rep, cl The default primary (rifle) weapon that the Ts will spawn with
mp_t_default_secondary 0 rep, cl The default secondary (pistol) weapon that the Ts will spawn with
mp_tagging_scale 1 sv, rep Scalar for player tagging modifier when hit. Lower values for greater tagging.
mp_taser_recharge_time -1 rep, cl Determines recharge time for taser. -1 = disabled.
mp_td_dmgtokick 300 sv, rep The damage threshhold players have to exceed in a match to get kicked.
mp_td_dmgtowarn 200 sv, rep The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
mp_td_spawndmgthreshold 50 sv, rep The damage threshold players have to exceed at the start of the round to be warned/kick.
mp_tdm_healthshot_killcount 3 rep, cl Grant healthshots in team deathmatch after n kills
mp_team_timeout_max 1 sv, rep, cl Number of timeouts each team gets per match.
mp_team_timeout_time 60 sv, rep, cl Duration of each timeout.
mp_teamcashawards 1 rep, cl Teams can earn money by performing in-game actions
mp_teamflag_1 0 sv Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.
mp_teamflag_2 0 sv Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.
mp_teamlogo_1 0 sv Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
mp_teamlogo_2 0 sv Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
mp_teammatchstat_1 0 sv A non-empty string sets first team's match stat.
mp_teammatchstat_2 0 sv A non-empty string sets second team's match stat.
mp_teammatchstat_cycletime 45 sv Cycle match stats after so many seconds
mp_teammatchstat_holdtime 5 sv Decide on a match stat and hold it additionally for at least so many seconds
mp_teammatchstat_txt 0 sv A non-empty string sets the match stat description, e.g. 'Match 2 of 3'.
mp_teammates_are_enemies 0 nf, rep, cl When set, your teammates act as enemies and all players are valid targets.
mp_teamname_1 0 sv A non-empty string overrides the first team's name.
mp_teamname_2 0 sv A non-empty string overrides the second team's name.
mp_teamprediction_pct 0 sv A value between 1 and 99 will show predictions in favor of CT team.
mp_teamprediction_txt 0 sv A value between 1 and 99 will set predictions in favor of first team.
mp_teamscore_1 0 sv A non-empty string for best-of-N maps won by the first team.
mp_teamscore_2 0 sv A non-empty string for best-of-N maps won by the second team.
mp_teamscore_max 0 sv How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)
mp_timelimit 5 nf, rep, cl game time per map in minutes
mp_tkpunish 0 sv, rep Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes}
mp_use_respawn_waves 0 rep, cl When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the w
mp_verbose_changelevel_spew 1 cl
mp_warmup_pausetimer 0 rep, cl Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
mp_warmuptime 30 rep, cl How long the warmup period lasts. Changing this value resets warmup.
mp_warmuptime_all_players_connected 0 rep, cl Warmup time to use when all players have connected. 0 to disable.
mp_weapon_melee_touch_time_after_hit 5 sv, cheat
mp_weapon_next_owner_touch_time 1 sv, cheat
mp_weapon_prev_owner_touch_time 1 sv, cheat
mp_weapon_self_inflict_amount 0 sv, rep If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.
mp_weapons_allow_heavy -1 rep, cl Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_heavyassaultsuit 0 rep, cl Determines whether heavyassaultsuit is permitted.
mp_weapons_allow_map_placed 0 rep, cl If this convar is set, when a match starts, the game will not delete weapons placed in the map.
mp_weapons_allow_pistols -1 rep, cl Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_rifles -1 rep, cl Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_smgs -1 rep, cl Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
mp_weapons_allow_typecount 5 rep, cl Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).
mp_weapons_allow_zeus 1 rep, cl Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).
mp_weapons_glow_on_ground 0 rep, cl If this convar is set, weapons on the ground will have a glow around them.
mp_weapons_max_gun_purchases_per_weapon_per_match -1 sv, rep, cl Max number of times a player may purchase any weapon per match
mp_win_panel_display_time 3 rep, cl The amount of time to show the win panel between matches / halfs
muzzleflash_light 1 a, cl
name 0 a, user, print, server_can_execute, ss Current user name
nav_area_bgcolor 902439360.000 sv, cheat RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size 50 sv, cheat Max area size created in nav generation
nav_coplanar_slope_limit 0 sv, cheat
nav_coplanar_slope_limit_displacement 0 sv, cheat
nav_corner_adjust_adjacent 18 sv, cheat radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_create_area_at_feet 0 sv, cheat Anchor nav_begin_area Z to editing player's feet
nav_create_place_on_ground 0 sv, cheat If true, nav areas will be placed flush with the ground when created by hand.
nav_debug_blocked 0 sv, cheat
nav_displacement_test 10000 sv, cheat Checks for nodes embedded in displacements (useful for in-development maps)
nav_draw_limit 500 sv, cheat The maximum number of areas to draw in edit mode
nav_edit 0 sv, cheat Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_generate_fencetops 1 sv, cheat Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas 1 sv, cheat Convert obsolete jump areas into 2-way connections
nav_generate_incremental_range 2000 sv, cheat
nav_generate_incremental_tolerance 0 sv, cheat Z tolerance for adding new nav areas.
nav_max_view_distance 0 sv, cheat Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length 64 sv, cheat
nav_potentially_visible_dot_tolerance 0 sv, cheat
nav_quicksave 0 sv, cheat Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_selected_set_border_color -724942528.000 sv, cheat Color used to draw the selected set borders while editing.
nav_selected_set_color 1258478336.000 sv, cheat Color used to draw the selected set background while editing.
nav_show_approach_points 0 sv, cheat Show Approach Points in the Navigation Mesh.
nav_show_area_info 0 sv, cheat Duration in seconds to show nav area ID and attributes while editing
nav_show_compass 0 sv, cheat
nav_show_continguous 0 sv, cheat Highlight non-contiguous connections
nav_show_danger 0 sv, cheat Show current 'danger' levels.
nav_show_light_intensity 0 sv, cheat
nav_show_node_grid 0 sv, cheat
nav_show_node_id 0 sv, cheat
nav_show_nodes 0 sv, cheat
nav_show_player_counts 0 sv, cheat Show current player counts in each area.
nav_show_potentially_visible 0 sv, cheat Show areas that are potentially visible from the current nav area
nav_slope_limit 0 sv, cheat The ground unit normal's Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance 0 sv, cheat The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
nav_snap_to_grid 0 sv, cheat Snap to the nav generation grid when creating new nav areas
nav_solid_props 0 sv, cheat Make props solid to nav generation/editing
nav_split_place_on_ground 0 sv, cheat If true, nav areas will be placed flush with the ground when split.
nav_test_node 0 sv, cheat
nav_test_node_crouch 0 sv, cheat
nav_test_node_crouch_dir 4 sv, cheat
nav_update_visibility_on_edit 0 sv, cheat If nonzero editing the mesh will incrementally recompue visibility
net_allow_multicast 1 a
net_blockmsg 0 cheat 1|name>
net_chan_limit_msec 0 Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget
net_chan_stats_dump 0 Netchannel statistics will dump in the logs upon request
net_chan_stats_dump_top_msgs 5 Netchannel statistics will dump so many top messages in each category
net_chan_stats_lru 3 Netchannel statistics LRU accumulation buffer size
net_client_steamdatagram_enable_override 0 cl 0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible
net_droponsendoverflow 0 If enabled, channel will drop client when sending too much data causes buffer overrun
net_droppackets 0 cheat Drops next n packets on client
net_earliertempents 0 cheat
net_fakejitter 0 cheat Jitter fakelag packet time
net_fakelag 0 cheat Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss 0 cheat Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph 1 a, cl Draw the network usage data, = 2 prints in/out data, = 3 draws data on payload,
net_graphheight 64 a, cl Height of netgraph panel
net_graphholdsvframerate 0 a, cl Hold worst case in server framerate line.
net_graphipc 0 a, cl Show IPCs on netgraph panel
net_graphmsecs 400 a, cl The latency graph represents this many milliseconds.
net_graphpos 1 a, cl
net_graphproportionalfont 1 a, cl Determines whether netgraph font is proportional or not
net_graphshowinterp 0 a, cl Draw the interpolation graph.
net_graphshowlatency 1 a, cl Draw the ping/packet loss graph.
net_graphshowsvframerate 1 a, cl Draw the server framerate graph.
net_graphsolid 1 a, cl
net_graphtext 2 a, cl Draw text fields
net_maxroutable 1200 a, user Requested max packet size before packets are 'split'.
net_public_adr 0 For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x'
net_scale 5 a, cl
net_showreliablesounds 0 cheat
net_showsplits 0 Show info about packet splits
net_showudp 0 Dump UDP packets summary to console
net_showudp_oob 0 Dump OOB UDP packets summary to console
net_showudp_remoteonly 0 Dump non-loopback udp only
net_splitrate 1 Number of fragments for a splitpacket that can be sent per frame
net_steamcnx_allowrelay 1 a Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
net_steamcnx_enabled 1 Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP.
net_threaded_socket_burst_cap 1024 Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
net_threaded_socket_recovery_rate 6400 Number of packets per second that threaded socket pump algorithm allows from client.
net_threaded_socket_recovery_time 60 Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
next 0 cheat Set to 1 to advance to next frame ( when singlestep == 1 )
nextlevel 0 nf, rep, cl If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
nextmap_print_enabled 0 sv When enabled prints next map to clients
nextmode 0 nf, rep, cl Sets the game mode to be played when the next level loads
noclip_fixup 1 sv, cheat
npc_ally_deathmessage 1 sv, cheat
npc_height_adjust 1 a, sv Enable test mode for ik height adjustment
occlusion_old 0
occlusion_test_async 1 Enable asynchronous occlusion test in another thread; may save some server tick time at the cost of synchronization overhead wi
occlusion_test_async_jitter 2 cheat
occlusion_test_async_move_tolerance 8 cheat
occlusion_test_camera_margins 12 sv Amount by which the camera (viewer's eye) is expanded for occlusion test. This should be large enough to accommodate eye's move
occlusion_test_jump_margin 12 Amount by which the player bounding box is expanded up for occlusion test to account for jumping. This margin should be large e
occlusion_test_margins 36 Amount by which the player bounding box is expanded for occlusion test. This margin should be large enough to accommodate playe
occlusion_test_shadow_length 144 sv Max length of completely occluded shadow to consider a player for occlusion test. If shadow provably stops at this distance, th
occlusion_test_shadow_max_distance 1500 Max distance at which to consider shadows for occlusion computations
option_duck_method 0 a, cl, ss
option_speed_method 0 a, cl, ss
paintsplat_bias 0 cheat, rep Change bias value for computing circle buffer
paintsplat_max_alpha_noise 0 cheat, rep Max noise value of circle alpha
paintsplat_noise_enabled 1 cheat, rep
panel_test_title_safe 0 cheat Test vgui panel positioning with title safe indentation
panorama_dump_events_backlog 0
panorama_dump_events_threshold_break 0
panorama_dump_events_threshold_us 0
particle_simulateoverflow 0 cheat, cl Used for stress-testing particle systems. Randomly denies creation of particles.
particle_test_attach_attachment 0 sv, cheat Attachment index for attachment mode
particle_test_attach_mode 0 sv, cheat Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
particle_test_file 0 sv, cheat Name of the particle system to dynamically spawn
password 0 a, norecord Current server access password
phys_debug_check_contacts 0 cheat, rep, cl
phys_show_active 0 sv, cheat
play_distance 1 a, cl Set to 1:'2 foot' or 2:'10 foot' presets.
player_botdifflast_s 2 a, cl
player_competitive_maplist_2v2_8_1_E8907D2E 0 a, cl
player_competitive_maplist_8_8_1_475B5511 0 a, cl
player_debug_print_damage 0 sv, cheat When true, print amount and type of all damage received by player to console.
player_nevershow_communityservermessage 0 a, cl, ss
player_ping_throttle_decay 0 sv, cheat Decay for how fast the ping throttle delay will decay
player_survival_list_8_1_7 0 a, cl
player_teamplayedlast 2 a, cl, ss
player_wargames_list2_8_1_604 0 a, cl
post_jump_crouch 0 cheat, rep, cl This determines how long the third person player character will crouch for after landing a jump. This only affects the third p
pvs_min_player_distance 1500 sv Min distance to player at which PVS is used. At closer distances, PVS assumes we can see a shadow or something else from the pl
pwatchent -1 cheat, cl Entity to watch for prediction system changes.
pwatchvar 0 cheat, cl Entity variable to watch in prediction system for changes.
r_AirboatViewDampenDamp 1 cheat, nf, rep, cl
r_AirboatViewDampenFreq 7 cheat, nf, rep, cl
r_AirboatViewZHeight 0 cheat, nf, rep, cl
r_alphafade_usefov 1 cheat, cl Account for FOV when computing an entity's distance-based alpha fade
r_ambientfraction 0 cheat Fraction of direct lighting used to boost lighting when model requests
r_ambientlightingonly 0 cheat Set this to 1 to light models with only ambient lighting (and no static lighting).
r_avglight 1 cheat
r_avglightmap 0 cheat
r_brush_queue_mode 0 cheat
r_ClipAreaFrustums 1 cheat
r_ClipAreaPortals 1 cheat
r_colorstaticprops 0 cheat
r_debugcheapwater 0 cheat, cl
r_debugrandomstaticlighting 0 cheat Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_depthoverlay 0 cheat, cl Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_disable_distance_fade_on_big_props 0 cheat, cl Completely disable distance fading on large props
r_disable_distance_fade_on_big_props_thresh 48000 cheat, cl Distance prop fade disable threshold size
r_disable_static_prop_loading 0 cheat If non-zero when a map loads, static props won't be loaded
r_disable_update_shadow 1 cheat, cl
r_DispBuildable 0 cheat
r_DispWalkable 0 cheat
r_dlightsenable 1 cheat
r_drawallrenderables 0 cheat, cl Draw all renderables, even ones inside solid leaves.
r_DrawBeams 1 cheat 0=Off, 1=Normal, 2=Wireframe
r_drawbrushmodels 1 cheat Render brush models. 0=Off, 1=Normal, 2=Wireframe
r_drawclipbrushes 0 cheat Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
r_drawdecals 1 cheat Render decals.
r_DrawDisp 1 cheat Toggles rendering of displacment maps
r_drawentities 1 cheat
r_drawfuncdetail 1 cheat Render func_detail
r_drawleaf -1 cheat Draw the specified leaf.
r_drawlightcache 0 cheat 0: off

1: draw light cache entries 2: draw rays


r_drawlightinfo 0 cheat
r_drawlights 0 cheat
r_DrawModelLightOrigin 0 cheat
r_drawmodelnames 0 cheat, rep, cl
r_drawmodelstatsoverlay 0 cheat
r_drawmodelstatsoverlaydistance 500 cheat
r_drawmodelstatsoverlayfilter -1 cheat
r_drawmodelstatsoverlaymax 1 a time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin 0 a time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquedetailprops 1 cheat, cl
r_drawopaquedetailprops_csm 0 cheat, cl
r_drawopaquedetailprops_reflect 0 cheat, cl
r_drawopaquedetailprops_refract 0 cheat, cl
r_drawopaquerenderables 1 cheat, cl
r_drawopaqueworld 1 cheat, cl
r_drawothermodels 1 cheat, cl 0=Off, 1=Normal, 2=Wireframe
r_drawparticles 1 cheat, cl Enable/disable particle rendering
r_drawplayers 1 cheat, cl
r_DrawPortals 0 cheat
r_DrawRain 1 cheat, cl Enable/disable rain rendering.
r_drawrenderboxes 0 cheat, cl (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
r_drawropes 1 cheat, cl
r_drawscreenoverlay 1 cheat, server_can_execute, cl
r_drawshieldstencil 1 cheat, cl
r_drawshieldstencil_debug 0 cheat, cl
r_drawskybox 1 cheat
r_drawsprites 1 cheat, cl
r_drawstaticprops 1 cheat 0=Off, 1=Normal, 2=Wireframe
r_drawtracers 1 cheat, cl
r_drawtracers_firstperson 1 a, cl Toggle visibility of first person weapon tracers
r_drawtracers_movetonotintersect 1 cheat, cl
r_drawtranslucentrenderables 1 cheat, cl
r_drawtranslucentworld 1 cheat
r_drawunderwatercap 1 cheat, server_can_execute, cl
r_drawunderwateroverlay 1 cheat, server_can_execute, cl
r_drawvgui 1 cheat Enable the rendering of vgui panels
r_drawviewmodel 1 cheat, cl
r_drawworld 1 cheat Render the world.
r_dscale_basefov 90 cheat
r_dscale_fardist 2000 cheat
r_dscale_farscale 4 cheat
r_dscale_neardist 100 cheat
r_dscale_nearscale 1 cheat
r_dynamic 1
r_dynamiclighting 1 cheat
r_eyegloss 1 a, cl
r_eyemove 1 a
r_eyeshift_x 0 a
r_eyeshift_y 0 a
r_eyeshift_z 0 a
r_eyesize 0 a
r_eyewaterepsilon 7 cheat, cl
r_farz -1 cheat, cl Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_flashlightambient 0 cheat, cl
r_flashlightbacktraceoffset 0 cheat, cl
r_flashlightbrightness 0 cheat
r_flashlightclip 0 cheat
r_flashlightconstant 0 cheat, cl
r_flashlightdrawclip 0 cheat
r_flashlightfar 750 cheat, cl
r_flashlightfov 53 cheat, cl
r_flashlightladderdist 40 cheat, cl
r_flashlightlinear 100 cheat, cl
r_flashlightlockposition 0 cheat, cl
r_flashlightmuzzleflashfov 120 cheat, cl
r_flashlightnear 4 cheat, cl
r_flashlightnearoffsetscale 1 cheat, cl
r_flashlightoffsetforward 0 cheat, cl
r_flashlightoffsetright 5 cheat, cl
r_flashlightoffsetup -5 cheat, cl
r_flashlightquadratic 0 cheat, cl
r_flashlightshadowatten 0 cheat, cl
r_flashlightvisualizetrace 0 cheat, cl
r_hwmorph 0 cheat
r_itemblinkmax 0 cheat
r_itemblinkrate 4 cheat
r_JeepFOV 90 sv, cheat, rep
r_JeepViewBlendTo 1 cheat, cl
r_JeepViewBlendToScale 0 cheat, cl
r_JeepViewBlendToTime 1 cheat, cl
r_JeepViewDampenDamp 1 cheat, nf, rep, cl
r_JeepViewDampenFreq 7 cheat, nf, rep, cl
r_JeepViewZHeight 10 cheat, nf, rep, cl
r_lightcache_numambientsamples 162 cheat number of random directions to fire rays when computing ambient lighting
r_lightcache_radiusfactor 1000 cheat Allow lights to influence lightcaches beyond the lights' radii
r_lightcachecenter 1 cheat
r_lightcachemodel -1 cheat
r_lightinterp 5 cheat Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap -1 cheat
r_lightstyle -1 cheat
r_lightwarpidentity 0 cheat
r_lockpvs 0 cheat Lock the PVS so you can fly around and inspect what is being drawn.
r_mapextents 16384 cheat, cl Set the max dimension for the map. This determines the far clipping plane
r_modelAmbientMin 0 cheat Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
r_modelwireframedecal 0 cheat
r_nohw 0 cheat
r_nosw 0 cheat
r_novis 0 cheat Turn off the PVS.
r_occlusionspew 0 cheat Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection 0 cheat Set this to revert to HL2's method of selecting lights
r_particle_demo 0 cheat, cl
r_partition_level -1 cheat Displays a particular level of the spatial partition system. Use -1 to disable it.
r_portalsopenall 0 cheat Open all portals
r_PortalTestEnts 1 cheat, cl Clip entities against portal frustums.
r_proplightingpooling -1 cheat 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_radiosity 4 cheat 0: no radiosity

1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam

r_rainalpha 0 cheat, cl
r_rainalphapow 0 cheat, cl
r_RainCheck 0 cheat, cl Enable/disable IsInAir() check for rain drops?
r_RainDebugDuration 0 cheat, cl Shows rain tracelines for this many seconds (0 disables)
r_raindensity 0 cheat, cl
r_RainHack 0 cheat, cl
r_rainlength 0 cheat, cl
r_RainProfile 0 cheat, cl Enable/disable rain profiling.
r_RainRadius 1500 cheat, cl
r_RainSideVel 130 cheat, cl How much sideways velocity rain gets.
r_RainSimulate 1 cheat, cl Enable/disable rain simulation.
r_rainspeed 600 cheat, cl
r_RainSplashPercentage 20 cheat, cl
r_rainwidth 0 cheat, cl
r_randomflex 0 cheat
r_replay_post_effect -1 cheat, cl
r_rimlight 1 cheat
r_shadow_debug_spew 0 cheat, cl
r_shadow_deferred 0 cheat Toggle deferred shadow rendering
r_shadowfromanyworldlight 0 cheat, cl
r_shadowfromworldlights_debug 0 cheat, cl
r_shadowids 0 cheat
r_shadows_gamecontrol -1 cheat
r_shadowwireframe 0 cheat
r_showenvcubemap 0 cheat
r_showz_power 1 cheat
r_skin 0 cheat
r_skybox 1 cheat, cl Enable the rendering of sky boxes
r_slowpathwireframe 0 cheat
r_SnowDebugBox 0 cheat, cl Snow Debug Boxes.
r_SnowEnable 1 cheat, cl Snow Enable
r_SnowEndAlpha 255 cheat, cl Snow.
r_SnowEndSize 0 cheat, cl Snow.
r_SnowFallSpeed 1 cheat, cl Snow fall speed scale.
r_SnowInsideRadius 256 cheat, cl Snow.
r_SnowOutsideRadius 1024 cheat, cl Snow.
r_SnowParticles 500 cheat, cl Snow.
r_SnowPosScale 1 cheat, cl Snow.
r_SnowRayEnable 1 cheat, cl Snow.
r_SnowRayLength 8192 cheat, cl Snow.
r_SnowRayRadius 256 cheat, cl Snow.
r_SnowSpeedScale 1 cheat, cl Snow.
r_SnowStartAlpha 25 cheat, cl Snow.
r_SnowStartSize 1 cheat, cl Snow.
r_SnowWindScale 0 cheat, cl Snow.
r_SnowZoomOffset 384 cheat, cl Snow.
r_SnowZoomRadius 512 cheat, cl Snow.
r_swingflashlight 1 cheat, cl
r_underwateroverlay_drain_speed 0 cheat, cl
r_updaterefracttexture 1 cheat, cl
r_vehicleBrakeRate 1 sv, cheat
r_VehicleViewClamp 1 cheat, cl
r_VehicleViewDampen 1 cheat, nf, rep, cl
r_visocclusion 0 cheat Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces 0 cheat
r_visualizelighttracesshowfulltrace 0 cheat
r_visualizetraces 0 cheat
radarvisdistance 1000 sv, cheat at this distance and beyond you need to be point right at someone to see them
radarvismaxdot 0 sv, cheat how closely you have to point at someone to see them beyond max distance
radarvismethod 1 sv, cheat 0 for traditional method, 1 for more realistic method
radarvispow 0 sv, cheat the degree to which you can point away from a target, and still see them on radar.
rate 400000 a, user Max bytes/sec the host can receive data
rcon_address 0 norecord Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password 0 norecord remote console password.
replay_debug 0 rep
report_cliententitysim 0 cheat, cl List all clientside simulations and time - will report and turn itself off.
report_clientthinklist 0 cheat, cl List all clientside entities thinking and time - will report and turn itself off.
rope_min_pixel_diameter 2 cheat
rr_followup_maxdist 1800 sv, cheat 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
rr_remarkable_max_distance 1200 sv, cheat AIs will not even consider remarkarbles that are more than this many units away.
rr_remarkable_world_entities_replay_limit 1 sv, cheat TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
rr_remarkables_enabled 1 sv, cheat If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
rr_thenany_score_slop 0 sv, cheat When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considere
safezonex 1 a, cl The percentage of the screen width that is considered safe from overscan
safezoney 1 a, cl The percentage of the screen height that is considered safe from overscan
sc_enable 1 a, cl, ss Enable SteamController
sc_joystick_map 1 a How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.
sc_pitch_sensitivity 1 a, cl, ss SteamController pitch factor.
sc_yaw_sensitivity 1 a, cl, ss SteamController yaw factor.
scene_showfaceto 0 a, sv When playing back, show the directions of faceto events.
scene_showlook 0 a, sv When playing back, show the directions of look events.
scene_showmoveto 0 a, sv When moving, show the end location.
scene_showunlock 0 a, sv Show when a vcd is playing but normal AI is running.
sdr_spew_level 5 verbosity level for SteamNetSockets spew
sensitivity 7 a, cl Mouse sensitivity.
servercfgfile 0 sv
showbudget_texture 0 cheat Enable the texture budget panel.
showtriggers 0 sv, cheat Shows trigger brushes
singlestep 0 cheat Run engine in single step mode ( set next to 1 to advance a frame )
sk_autoaim_mode 1 a, rep, cl
skill 1 a Game skill level (1-3).
skybox_disablereflection 0 cheat, cl
snd_deathcamera_volume 0 a Relative volume of the death camera music.
snd_debug_panlaw 0 cheat Visualize panning crossfade curves
snd_disable_mixer_duck 0 cheat
snd_disable_mixer_solo 0 cheat
snd_duckerattacktime 0 a
snd_duckerreleasetime 2 a
snd_duckerthreshold 0 a
snd_ducking_off 1 a
snd_ducktovolume 0 a
snd_dvar_dist_max 1320 cheat Play full 'far' sound at this distance
snd_dvar_dist_min 240 cheat Play full 'near' sound at this distance
snd_dzmusic_volume 0 a Relative volume of the Danger Zone victory music.
snd_filter 0 cheat
snd_foliage_db_loss 4 cheat foliage dB loss per 1200 units
snd_gain 1 cheat
snd_gain_max 1 cheat
snd_gain_min 0 cheat
snd_hrtf_distance_behind 100 a HRTF calculations will calculate the player as being this far behind the camera


snd_hrtf_lerp_max_distance 800 cheat
snd_hrtf_lerp_min_distance 100 cheat
snd_hrtf_stereo_blend 1 cheat
snd_hrtf_voice_delay 0 a
snd_hrtf_volume 0 cheat Controls volume of HRTF sounds
snd_hwcompat 0 a
snd_list 0 cheat
snd_mainmenu_music_break_time_max 0 cheat, cl Minimum amount of time to pause between playing main menu music
snd_mainmenu_music_break_time_min 0 cheat, cl Minimum amount of time to pause between playing main menu music
snd_mapobjective_volume 0 a Relative volume of map objective music.
snd_max_same_sounds 4 cheat
snd_max_same_weapon_sounds 3 cheat
snd_menumusic_volume 0 a Relative volume of the main menu music.
snd_mix_async 1 a Sets sound to get mixed asynchronously on a different thread
snd_mixahead 0 a
snd_mixer_master_dsp 1 cheat
snd_mixer_master_level 1 cheat
snd_music_selection 2 a, cl Tracking rotating music for players with no music packs equipped.
snd_musicvolume_multiplier_inoverlay 0 a Music volume multiplier when Steam Overlay is active
snd_mute_losefocus 0 a
snd_mute_mvp_music_live_players 0 a, cl If set, MVP music is muted if players from both teams are still alive.
snd_mvp_volume 0 a Relative volume of the MVP music.
snd_obscured_gain_dB -2 cheat
snd_occlusion_bounces 1 cheat, rep
snd_occlusion_eq_high 0 cheat
snd_occlusion_eq_low 0 cheat
snd_occlusion_eq_mid 1 cheat
snd_occlusion_no_eq_scale 1 cheat
snd_occlusion_rays 4 cheat, rep
snd_op_test_convar 1 cheat
snd_pause_all 1 cheat Specifies to pause all sounds and not just voice
snd_pitchquality 1 a
snd_pre_gain_dist_falloff 1 cheat
snd_prefetch_common 1 Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
snd_rear_speaker_scale 1 cheat How much to scale rear speaker contribution to front stereo output
snd_refdb 60 cheat Reference dB at snd_refdist
snd_refdist 36 cheat Reference distance for snd_refdb
snd_report_format_sound 0 cheat If set to 1, report all sound formats.


snd_report_loop_sound 0 cheat If set to 1, report all sounds that just looped.


snd_report_start_sound 0 cheat If set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
snd_report_stop_sound 0 cheat If set to 1, report all sounds stopped with S_StopSound().


snd_report_verbose_error 0 cheat If set to 1, report more error found when playing sounds.


snd_roundend_volume 0 a Relative volume of round end music.
snd_roundstart_volume 0 a Relative volume of round start music.
snd_show 0 cheat Show sounds info
snd_show_filter 0 cheat Limit debug sounds to those containing this substring
snd_show_print 0 cheat Print to console the sounds that are normally printed on screen only. 1 = print to console and to screen; 2 = print only to con
snd_showclassname 0 cheat
snd_showmixer 0 cheat
snd_showstart 0 cheat
snd_sos_list_operator_updates 0 cheat
snd_sos_show_block_debug 0 cheat Spew data about the list of block entries.
snd_sos_show_client_rcv 0 cheat
snd_sos_show_client_xmit 0 cheat, cl
snd_sos_show_operator_entry_filter 0 cheat
snd_sos_show_operator_init 0 cheat
snd_sos_show_operator_parse 0 cheat
snd_sos_show_operator_prestart 0 cheat
snd_sos_show_operator_shutdown 0 cheat
snd_sos_show_operator_start 0 cheat
snd_sos_show_operator_stop_entry 0 cheat
snd_sos_show_operator_updates 0 cheat
snd_sos_show_queuetotrack 0 cheat
snd_sos_show_server_xmit 0 sv, cheat
snd_sos_show_startqueue 0 cheat
snd_surround_speakers -1 a
snd_tensecondwarning_volume 0 a Relative volume of ten second warning music.
snd_visualize 0 cheat Show sounds location in world
sound_device_override 0 a ID of the sound device to use
soundscape_debug 0 sv, cheat When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar
soundscape_fadetime 3 cheat, cl Time to crossfade sound effects between soundscapes
soundscape_radius_debug 0 cheat, cl Prints current volume of radius sounds
spec_allow_roaming 0 sv, cheat, rep If nonzero, allow free-roaming spectator camera.
spec_dz_group_teams 1 cl If set, will group players into their teams for spectating, if 0, spectating numbers will be the default individual players
spec_freeze_cinematiclight_b 1 cheat, cl
spec_freeze_cinematiclight_g 1 cheat, cl
spec_freeze_cinematiclight_r 1 cheat, cl
spec_freeze_cinematiclight_scale 2 cheat, cl
spec_freeze_deathanim_time 0 rep, cl The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.
spec_freeze_distance_max 80 cheat, cl Maximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min 60 cheat, cl Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_panel_extended_time 0 rep, cl Time spent with the freeze panel still up after observer freeze cam is done.
spec_freeze_target_fov 42 cheat, rep, cl The target FOV that the deathcam should use.
spec_freeze_target_fov_long 90 cheat, rep, cl The target FOV that the deathcam should use when the cam zoom far away on the target.
spec_freeze_time 3 rep, cl Time spend frozen in observer freeze cam.
spec_freeze_time_lock 1 sv, rep Time players are prevented from skipping the freeze cam
spec_freeze_traveltime 0 rep, cl Time taken to zoom in to frame a target in observer freeze cam.
spec_freeze_traveltime_long 0 cheat, rep, cl Time taken to zoom in to frame a target in observer freeze cam when they are far away.
spec_glow_decay_time 2 cl Time to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time.
spec_glow_full_time 1 cl Noisy players stay at full brightness for this long.
spec_glow_silent_factor 0 cl Lurking player xray glow scaling.
spec_glow_spike_factor 1 cl Noisy player xray glow scaling (pop when noise is made). Make >1 to add a 'spike' to noise-making players
spec_glow_spike_time 0 cl Time for noisy player glow 'spike' to show that they made noise very recently.
spec_hide_players 0 server_can_execute, cl Toggle the visibility of scoreboard players.
spec_lock_to_accountid 0 cl As an observer, lock the spectate target to the given accountid.
spec_replay_autostart 1 a, cl Auto-start Killer Replay when available
spec_replay_bot 0 sv Enable Spectator Hltv Replay when killed by bot
spec_replay_cam_delay 5 sv Hltv Replay delay in seconds
spec_replay_cam_options 0 sv Debug options for replay cam
spec_replay_enable 0 rep Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)
spec_replay_leadup_time 5 rep Replay time in seconds before the highlighted event
spec_replay_message_time 9 rep How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_dela
spec_replay_on_death 0 rep When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from th
spec_replay_rate_base 1 rep Base time scale of Killer Replay.Experimental.
spec_replay_rate_limit 3 rep Minimum allowable pause between replay requests in seconds
spec_replay_round_delay 0 sv Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay wil
spec_replay_winddown_time 2 sv The trailing time, in seconds, of replay past the event, including fade-out
spec_show_xray 0 a, cl If set to 1, you can see player outlines and name IDs through walls - who you can see depends on your team and mode
spec_usenumberkeys_nobinds 1 a, cl If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc).
ss_enable 0 cl Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
ss_splitmode 0 a, cl Two player split screen mode (0 - recommended settings base on the width, 1 - horizontal, 2 - vertical (only allowed in widescr
steam_controller_haptics 1 cl
suitvolume 0 a, sv
sv_accelerate 5 nf, rep, cl Linear acceleration amount (old value is 5.6)
sv_accelerate_debug_speed 0 nf, rep, cl
sv_accelerate_use_weapon_speed 1 nf, rep, cl
sv_air_max_horizontal_parachute_ratio 0 rep, cl
sv_air_max_horizontal_parachute_speed 240 rep, cl
sv_air_max_wishspeed 30 rep, cl
sv_air_pushaway_dist 0 rep, cl
sv_airaccelerate 12 nf, rep, cl
sv_airaccelerate_parachute 2 rep, cl
sv_airaccelerate_rappel 2 rep, cl
sv_allchat 1 sv, nf Players can receive all other players' text chat, team restrictions apply
sv_allow_legacy_cmd_execution_from_client 0 Enables old concommand execution behavior allowing remote clients to run any command not explicitly flagged as disallowed.
sv_allow_thirdperson 0 rep, cl Allows the server set players in third person mode without the client slamming it back (if cheats are on, all clients can set t
sv_allow_votes 1 sv Allow voting?
sv_allow_wait_command 1 rep Allow or disallow the wait command on clients connected to this server.
sv_allowdownload 1 Allow clients to download files
sv_allowupload 0 Allow clients to upload customizations files
sv_alltalk 0 nf, rep, cl Deprecated. Replaced with sv_talk_enemy_dead and sv_talk_enemy_living.
sv_alternateticks 0 If set, server only simulates entities on even numbered ticks.


sv_arms_race_vote_to_restart_disallowed_after 0 sv, rep Arms Race gun level after which vote to restart is disallowed
sv_auto_adjust_bot_difficulty 1 sv Adjust the difficulty of bots each round based on contribution score.
sv_auto_full_alltalk_during_warmup_half_end 1 sv When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match
sv_autobunnyhopping 0 rep, cl Players automatically re-jump while holding jump button
sv_autobuyammo 0 sv, nf, rep Enable automatic ammo purchase when inside buy zones during buy periods
sv_autoexec_mapname_cfg 0 sv Execute a mapname cfg file on the server automatically in custom game modes that require it.
sv_bot_buy_decoy_weight 1 sv Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bot_buy_flash_weight 1 sv Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bot_buy_grenade_chance 33 sv Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)
sv_bot_buy_hegrenade_weight 6 sv Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bot_buy_molotov_weight 1 sv Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bot_buy_smoke_weight 1 sv Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
sv_bots_force_rebuy_every_round 0 sv If set, this strips the bots of their weapons every round and forces them to rebuy.
sv_bots_get_easier_each_win 0 sv If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficult
sv_bots_get_harder_after_each_wave 0 sv If > 0, some # of bots will raise thier difficulty each time CTs beat a Guardian wave. The argument defines how many will raise
sv_bounce 0 nf, rep, cl Bounce multiplier for when physically simulated objects collide with other objects.
sv_breachcharge_arm_delay 0 sv, cl
sv_breachcharge_delay_max 0 sv, cl
sv_breachcharge_delay_min 0 sv, cl
sv_breachcharge_distance_max 1200 sv, cl
sv_breachcharge_distance_min 600 sv, cl
sv_breachcharge_fuse_max 1 sv, cl
sv_breachcharge_fuse_min 0 sv, cl
sv_broadcast_ugc_download_progress_interval 8 sv
sv_broadcast_ugc_downloads 0 sv
sv_bumpmine_arm_delay 0 sv, cl
sv_bumpmine_detonate_delay 0 sv, cl
sv_buy_status_override -1 sv, rep Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
sv_chat_proximity -1 rep, cl
sv_cheats 0 nf, rep Allow cheats on server
sv_clamp_unsafe_velocities 1 rep, cl Whether the server will attempt to clamp velocities that could cause physics bugs or crashes.
sv_client_cmdrate_difference 0 rep cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
sv_clockcorrection_msecs 30 sv The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
sv_coach_comm_unrestricted 0 rep, cl When set, ignores coach communication restrictions.
sv_coaching_enabled 0 rep, cl Allows spectating and communicating with a team ( 'coach t' or 'coach ct' )
sv_competitive_minspec 1 nf, rep, cl Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
sv_competitive_official_5v5 0 nf, rep, cl Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
sv_consistency 0 rep Whether the server enforces file consistency for critical files
sv_contact 0 nf Contact email for server sysop
sv_cs_player_speed_has_hostage 200 rep, cl
sv_ct_spawn_on_bombsite -1 sv Force cts to spawn on a bombsite
sv_damage_print_enable 1 sv, rep Turn this off to disable the player's damage feed in the console after getting killed.
sv_dc_friends_reqd 0 sv Set this to 0 to allow direct connects to a game in progress even if no presents are present
sv_deadtalk 0 nf, rep, cl Dead players can speak (voice, text) to the living
sv_debug_ugc_downloads 0 sv
sv_debugmanualmode 0 Make sure entities correctly report whether or not their network data has changed.
sv_disable_immunity_alpha 0 rep, cl If set, clients won't slam the player model render settings each frame for immunity [mod authors use this]
sv_disable_observer_interpolation 0 rep, cl Disallow interpolating between observer targets on this server.
sv_disable_pas 1 sv, cheat, rep
sv_disable_radar 0 rep, cl
sv_downloadurl 0 rep Location from which clients can download missing files
sv_drowning_damage_initial 2 sv, rep
sv_drowning_damage_max 5 sv, rep
sv_dumpstringtables 0 cheat
sv_duplicate_playernames_ok 0 rep When enabled player names won't have the (#) in front of their names its the same as another player.
sv_dz_autojointeam 1 sv Whether players are automatically assigned a DZ team
sv_dz_cash_bundle_size 50 sv, rep Size of a cash bundle
sv_dz_contractkill_reward 10 sv, rep Cash bundles to award for a successful contract kill
sv_dz_enable_respawn 1 rep, cl
sv_dz_enable_respawn_solos 0 rep, cl
sv_dz_exploration_payment_amount 2 sv, rep Number of cash bundles to award for exploring a new sector
sv_dz_exploration_payment_amount_bonus 2 sv, rep Number of BONUS cash bundles to award for exploring (if the player has the item/upgrade)
sv_dz_hostage_rescue_reward 18 rep, cl Number of cash bundles to award for rescuing a hostage
sv_dz_jointeam_allowed 0 sv Whether non-server admins are allowed to use the dz_jointeam command
sv_dz_parachute_reuse 1 sv, rep
sv_dz_player_max_health 120 sv
sv_dz_player_spawn_armor 0 sv
sv_dz_player_spawn_health 120 sv
sv_dz_show_enemy_name_scope_range 800 sv
sv_dz_squad_wipe_reward 2 rep, cl Number of cash bundles to award for eliminating a squad
sv_dz_team_count 1 rep, cl Max players allowed per team
sv_dz_warmup_tablet 1 sv
sv_dz_zone_bombdrop_money_reward 15 rep, cl How many money stacks players are rewarded each danger zone wave
sv_dz_zone_bombdrop_money_reward_bonus 5 rep, cl How many bonus money stacks players are rewarded each danger zone wave when they have the bonus item
sv_dz_zone_damage 1 sv, cheat
sv_dz_zone_hex_radius 2200 rep, cl
sv_enable_delta_packing 0 When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, b
sv_enablebunnyhopping 0 rep, cl Allow player speed to exceed maximum running speed
sv_env_entity_makers_enabled 1 sv, rep
sv_exojump_jumpbonus_forward 0 rep, cl ExoJump forwards velocity bonus when duck jumping
sv_exojump_jumpbonus_up 0 rep, cl ExoJump upwards bonus when holding the jump button
sv_exostaminajumpcost 0 rep, cl Stamina penalty for jumping with exo legs
sv_exostaminalandcost 0 rep, cl Stamina penalty for landing with exo legs
sv_extract_ammo_from_dropped_weapons 0 rep, cl
sv_falldamage_exojump_multiplier 0 rep, cl ExoJump fall damage multiplier
sv_falldamage_scale 1 rep, cl
sv_falldamage_to_below_player_multiplier 1 rep, cl Scale damage when distributed across two players
sv_falldamage_to_below_player_ratio 0 rep, cl Landing on a another player's head gives them this ratio of the damage.
sv_footstep_sound_frequency 0 cheat, rep, cl How frequent to hear the player's step sound or how fast they appear to be running from first person.
sv_force_reflections 0 rep, cl
sv_force_transmit_ents 0 sv Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
sv_force_transmit_players 0 sv Will transmit players to all clients regardless of PVS checks.
sv_forcepreload 0 a Force server side preloading.
sv_friction 5 nf, rep, cl World friction.
sv_full_alltalk 0 rep, cl Any player (including Spectator team) can speak to any other player
sv_gameinstructor_disable 0 rep, cl Force all clients to disable their game instructors.
sv_grassburn 0 rep, cl
sv_gravity 800 nf, rep, cl World gravity.
sv_grenade_trajectory 0 cheat, rep, cl Shows grenade trajectory visualization in-game.
sv_grenade_trajectory_dash 0 rep, cl Dot-dash style grenade trajectory arc
sv_grenade_trajectory_thickness 0 rep, cl Visible thickness of grenade trajectory arc
sv_grenade_trajectory_time 20 rep, cl Length of time grenade trajectory remains visible.
sv_grenade_trajectory_time_spectator 4 rep, cl Length of time grenade trajectory remains visible as a spectator.
sv_guardian_extra_equipment_ct 0 sv Extra starting equipment for CT players in guardian modes
sv_guardian_extra_equipment_t 0 sv Extra starting equipment for Terrorist players in guardian modes
sv_guardian_health_refresh_per_wave 50 sv Health given to survivors per wave in guardian mode.
sv_guardian_heavy_all 0 sv
sv_guardian_heavy_count 0 sv
sv_guardian_max_wave_for_heavy 0 sv
sv_guardian_min_wave_for_heavy 0 sv
sv_guardian_refresh_ammo_for_items_on_waves 0 sv List of additional weapons to refill ammo on waves.
sv_guardian_reset_c4_every_wave 0 sv
sv_guardian_respawn_health 50 sv Starting health of guardian players when respawned.
sv_guardian_spawn_health_ct 100 sv Starting health in guardian modes.
sv_guardian_spawn_health_t 100 sv Starting health in guardian modes.
sv_guardian_starting_equipment_humans 0 sv Extra starting equipment for human players in guardian modes
sv_health_approach_enabled 0 sv, rep
sv_health_approach_speed 10 sv, rep
sv_hegrenade_damage_multiplier 1 sv, rep
sv_hegrenade_radius_multiplier 1 sv, rep
sv_hibernate_ms 20 # of milliseconds to sleep per frame while hibernating
sv_hibernate_ms_vgui 20 # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
sv_hibernate_postgame_delay 5 # of seconds to wait after final client leaves before hibernating.
sv_hibernate_punt_tv_clients 0 When enabled will punt all GOTV clients during hibernation
sv_hibernate_when_empty 1 Puts the server into extremely low CPU usage mode when no clients connected
sv_highlight_distance 500 rep, cl
sv_highlight_duration 3 rep, cl
sv_holiday_mode 2 rep, cl 0 = OFF, 1 = Halloween, 2 = Winter
sv_ignoregrenaderadio 0 sv Turn off Fire in the hole messages
sv_infinite_ammo 0 rep, cl Player's active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
sv_invites_only_mainmenu 0 rep, cl If turned on, will ignore all invites when user is playing a match
sv_jump_impulse 301 rep, cl Initial upward velocity for player jumps; sqrt(2*gravity*height).
sv_jump_impulse_exojump_multiplier 1 rep, cl ExoJump impulse multiplier
sv_kick_ban_duration 15 nf, rep, cl How long should a kick ban from the server should last (in minutes)
sv_kick_players_with_cooldown 1 sv, rep (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any
sv_knife_attack_extend_from_player_aabb 0 rep, cl
sv_ladder_scale_speed 0 rep, cl Scale top speed on ladders
sv_lagcompensateself 0 sv, cheat Player can lag compensate themselves.
sv_lagcompensationforcerestore 1 sv, cheat Don't test validity of a lag comp restore, just do it.
sv_lan 0 Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
sv_ledge_mantle_helper 1 rep, cl 1=Only improves success of jump+ducks to windows or vents (jump+duck to duck), 2=Improves success of all jump+ducks to ledges,
sv_ledge_mantle_helper_dzonly 0 rep, cl 1=only does the feature if running in game mode Danger Zone, 0=Doesn't check game mode to run
sv_log_http_record_before_any_listeners 0 sv
sv_log_onefile 0 a Log server information to only one file.
sv_logbans 0 a Log server bans in the server logs.
sv_logblocks 0 If true when log when a query is blocked (can cause very large log files)
sv_logecho 1 a Echo log information to the console.
sv_logfile 1 a Log server information in the log file.
sv_logflush 0 a Flush the log file to disk on each write (slow).
sv_logsdir 0 a Folder in the game directory where server logs will be stored.
sv_logsecret 0 If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)
sv_logsocket 1 Uses a specific outgoing socket for sv udp logging
sv_logsocket2 1 Uses a specific outgoing socket for second source of sv udp logging
sv_logsocket2_substr 0 Uses a substring match for second source of sv udp logging
sv_matchend_drops_enabled 1 sv Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented
sv_matchpause_auto_5v5 0 rep, cl When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.
sv_max_allowed_net_graph 9 nf, rep, cl Determines max allowed net_graph value for clients.
sv_max_dropped_packets_to_process 10 Max dropped packets to process. Lower settings prevent lagged players from simulating too far in the past. Setting of 0 disable
sv_max_queries_sec 10 Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global 500 Maximum queries per second to respond to from anywhere.
sv_max_queries_tracked_ips_max 50000 Window over which to average queries per second averages.
sv_max_queries_tracked_ips_prune 10 Window over which to average queries per second averages.
sv_max_queries_window 30 Window over which to average queries per second averages.
sv_maxrate 0 rep Max bandwidth rate allowed on server, 0 == unlimited
sv_maxspeed 320 nf, rep, cl
sv_maxunlag 0 sv Maximum lag compensation in seconds
sv_maxupdaterate 64 rep Maximum updates per second that the server will allow
sv_maxuptimelimit 0 If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.
sv_maxusrcmdprocessticks 16 sv Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions
sv_maxusrcmdprocessticks_holdaim 1 sv Hold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this server
sv_maxusrcmdprocessticks_warning -1 sv Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negat
sv_maxvelocity 3500 rep, cl Maximum speed any ballistically moving object is allowed to attain per axis.
sv_memlimit 0 If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
sv_min_jump_landing_sound 260 rep, cl
sv_mincmdrate 64 rep This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate 16000 rep Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate 64 rep Minimum updates per second that the server will allow
sv_minuptimelimit 0 If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardle
sv_noclipaccelerate 5 a, nf, rep, cl
sv_noclipduringpause 0 cheat, rep, cl If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed 5 a, nf, rep, cl
sv_occlude_players 0 sv
sv_outofammo_indicator 0 rep, cl
sv_parallel_packentities 1
sv_parallel_send 0 Pack and send snapshots in parallel for smoother server tick rate at the expense of spending more CPU.
sv_parallel_sendsnapshot 1
sv_party_mode 0 rep, cl Party!!
sv_password 0 nf, prot, norecord Server password for entry into multiplayer games
sv_pausable 0 Is the server pausable.
sv_player_parachute_velocity -200 sv, rep
sv_prime_accounts_only 0 sv When this setting is enabled only prime users can connect to this game server.
sv_prop_door_open_speed_scale 1 sv, rep
sv_pure_consensus 100000000.000 Minimum number of file hashes to agree to form a consensus.
sv_pure_kick_clients 1 If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
sv_pure_retiretime 900 Seconds of server idle time to flush the sv_pure file hash cache.
sv_pure_trace 0 If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
sv_pushaway_hostage_force 20000 sv, cheat, rep How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
sv_pushaway_max_hostage_force 1000 sv, cheat, rep Maximum of how hard the hostage is pushed away from physics objects.
sv_pvsskipanimation 1 a, sv Skips SetupBones when npc's are outside the PVS
sv_quota_stringcmdspersecond 40 How many string commands per second clients are allowed to submit, 0 to disallow all string commands
sv_rcon_whitelist_address 0 When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1'
sv_record_item_time_data 0 sv Turn on recording of per player item time data into the server log.
sv_regeneration_force_on 0 sv, cheat Cheat to test regenerative health systems
sv_region -1 The region of the world to report this server in.
sv_reliableavatardata 0 rep When enabled player avatars are exchanged via gameserver (0: off, 1: players, 2: server)
sv_remove_old_ugc_downloads 1 sv
sv_replaybots 1 If set to 1, the server records data needed to replay network stream from bot's perspective
sv_reservation_tickrate_adjustment 0 Adjust server tickrate upon reservation
sv_reservation_timeout 45 Time in seconds before lobby reservation expires.
sv_search_key 0 When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
sv_search_team_key 0 When initiating team search, set this key to match with known opponents team
sv_server_graphic1 0 rep, cl A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.
sv_server_graphic2 0 rep, cl A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.
sv_server_verify_blood_on_player 1 cheat, rep, cl
sv_shield_explosive_damage_cap 99 rep, cl
sv_shield_explosive_damage_crouch_bonus 10 rep, cl
sv_shield_explosive_damage_mindist 250 rep, cl
sv_shield_explosive_damage_mult 4 rep, cl
sv_shield_explosive_damage_scale 0 rep, cl
sv_shield_hitpoints 650 rep, cl
sv_show_cull_props 0 Print out props that are being culled/added by recipent proxies.
sv_show_ragdoll_playernames 0 rep, cl
sv_show_team_equipment_force_on 0 rep, cl Force on if not prohibited
sv_show_team_equipment_prohibit 0 nf, rep, cl Determines whether +cl_show_team_equipment is prohibited.
sv_show_voip_indicator_for_enemies 0 sv, rep Makes it so the voip icon is shown over enemies as well as allies when they are talking
sv_showbullethits 0 rep, cl 1=show hits and near misses, 2=show hits only
sv_showimpacts 0 rep, cl Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
sv_showimpacts_penetration 0 rep, cl Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)
sv_showimpacts_time 4 rep, cl Duration bullet impact indicators remain before disappearing
sv_showlagcompensation 0 sv, cheat Show lag compensated hitboxes whenever a player is lag compensated.
sv_showlagcompensation_duration 4 sv, cheat Duration to show lag-compensated hitboxes
sv_skirmish_id 0 rep, cl Dedicated server skirmish id to run
sv_skyname 0 a, rep, cl Current name of the skybox texture
sv_spawn_afk_bomb_drop_time 15 sv, rep Players that have never moved since they spawned will drop the bomb after this amount of time.
sv_spawn_rappel_min_duration 8 sv, rep
sv_spawn_rappel_min_duration_with_chute 2 sv, rep
sv_spec_hear 1 nf, rep, cl Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody
sv_spec_post_death_additional_time 0 sv, rep
sv_spec_use_tournament_content_standards 0 rep, cl
sv_specaccelerate 5 a, nf, rep, cl
sv_specnoclip 1 a, nf, rep, cl
sv_specspeed 3 a, nf, rep, cl
sv_staminajumpcost 0 rep, cl Stamina penalty for jumping
sv_staminalandcost 0 rep, cl Stamina penalty for landing
sv_staminamax 80 rep, cl Maximum stamina penalty
sv_staminarecoveryrate 60 rep, cl Rate at which stamina recovers (units/sec)
sv_standable_normal 0 rep, cl
sv_steamauth_enforce 2 By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = insta
sv_steamgroup 0 nf The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam comm
sv_steamgroup_exclusive 0 If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the ser
sv_stopspeed 80 nf, rep, cl Minimum stopping speed when on ground.
sv_stressbots 0 If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_tablet_show_path_to_nearest_resq 0 rep, cl
sv_tags 0 nf Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
sv_talk_after_dying_time 0 rep, cl The number of seconds a player can continue talking after dying as if they were still alive
sv_talk_enemy_dead 0 rep, cl Dead players can hear all dead enemy communication (voice, chat)
sv_talk_enemy_living 0 rep, cl Living players can hear all living enemy communication (voice, chat)
sv_teamid_overhead 1 nf, rep, cl Shows teamID over player's heads. 0 = off, 1 = on
sv_teamid_overhead_always_prohibit 0 nf, rep, cl Determines whether cl_teamid_overhead_always is prohibited.
sv_teamid_overhead_maxdist 0 rep, cl If >0, server will override cl_teamid_overhead_maxdist
sv_teamid_overhead_maxdist_spec 0 rep, cl If >0, server will override cl_teamid_overhead_maxdist_spec
sv_timebetweenducks 0 rep, cl Minimum time before recognizing consecutive duck key
sv_turning_inaccuracy_angle_min 4 cheat, rep, cl
sv_turning_inaccuracy_decay 0 cheat, rep, cl
sv_turning_inaccuracy_enabled 0 cheat, rep, cl
sv_ugc_manager_max_new_file_check_interval_secs 1000 sv
sv_unlockedchapters 1 a Highest unlocked game chapter.
sv_usercmd_custom_random_seed 1 sv When enabled server will populate an additional random seed independent of the client
sv_validate_edict_change_infos 0 Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
sv_versus_screen_scene_id 0 sv Determines which scene is used for the versus screen.
sv_visiblemaxplayers -1 Overrides the max players reported to prospective clients
sv_voice_proximity -1 sv, rep
sv_voice_proximity_minvolume 0 rep
sv_voice_proximity_positional 0 sv, rep
sv_voice_proximity_use_falloff 0 rep
sv_voicecodec 0 rep Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable 1 a, nf
sv_vote_allow_in_warmup 0 sv Allow voting during warmup?
sv_vote_allow_spectators 0 sv Allow spectators to initiate votes?
sv_vote_command_delay 2 sv How long after a vote passes until the action happens
sv_vote_count_spectator_votes 0 sv Allow spectators to vote on issues?
sv_vote_creation_timer 120 sv How often someone can individually call a vote.
sv_vote_disallow_kick_on_match_point 0 sv Disallow vote kicking on the match point round.
sv_vote_failure_timer 300 sv A vote that fails cannot be re-submitted for this long
sv_vote_issue_kick_allowed 1 sv, nf, rep Can people hold votes to kick players from the server?
sv_vote_issue_loadbackup_allowed 1 sv, nf, rep Can people hold votes to load match from backup?
sv_vote_issue_loadbackup_spec_authoritative 0 sv When enabled, admins load match from backup without players vote
sv_vote_issue_loadbackup_spec_only 0 sv, nf, rep When enabled, only admins load match from backup
sv_vote_issue_loadbackup_spec_safe 1 sv When enabled, admins load match from backup in safe time of the round only
sv_vote_issue_pause_match_spec_only 0 sv, nf, rep When enabled, only admins start technical pause
sv_vote_issue_restart_game_allowed 0 sv Can people hold votes to restart the game?
sv_vote_kick_ban_duration 15 sv, nf, rep How long should a kick vote ban someone from the server? (in minutes)
sv_vote_quorum_ratio 0 sv The minimum ratio of players needed to vote on an issue to resolve it.
sv_vote_timer_duration 15 sv How long to allow voting on an issue
sv_vote_to_changelevel_before_match_point 0 sv, rep Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed)
sv_walkable_normal 0 rep, cl
sv_warmup_to_freezetime_delay 4 rep, cl Delay between end of warmup and start of match.
sv_water_movespeed_multiplier 0 rep, cl
sv_water_swim_mode 0 rep, cl
sv_weapon_encumbrance_per_item 0 rep, cl
sv_weapon_encumbrance_scale 0 rep, cl
sv_weapon_require_use_grace_period 1 sv
sv_workshop_allow_other_maps 1 sv When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into th
sys_minidumpspewlines 500 Lines of crash dump console spew to keep.
tablet_c4_dist_max 3000 rep, cl
tablet_c4_dist_min 400 rep, cl
test_convar 0 a, server_can_execute, cl Skips the prompt when saving a buy favorite in the buy menu
texture_budget_background_alpha 128 a how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction 0 a number between 0 and 1
texture_budget_panel_height 284 a height in pixels of the budget panel
texture_budget_panel_width 512 a width in pixels of the budget panel
texture_budget_panel_x 0 a number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y 450 a number of pixels from the top side of the game screen to draw the budget panel
think_limit 10 rep, cl Maximum think time in milliseconds, warning is printed if this is exceeded.
thirdperson_lockcamera 0 cheat, rep, cl
triple_monitor_mode 0 a, cl Enable triple-monitor mode, restricting UI elements to the middle third of the display
tv_advertise_watchable 0 nf, prot, norecord GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password
tv_allow_autorecording_index -1 sv When >=0 restricts autorecording only to the specified TV index
tv_allow_camera_man_override 0 Allows cameraman_override to have effect. When this is set, the primary interactive caster will have all the relevant fields pr
tv_allow_camera_man_steamid 0 sv Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.
tv_allow_camera_man_steamid2 0 sv Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.
tv_allow_static_shots 1 sv Auto director uses fixed level cameras for shots
tv_autorecord 0 Automatically records all games as GOTV demos.
tv_autoretry 1 Relay proxies retry connection after network timeout
tv_broadcast 0 Automatically broadcasts all games as GOTV demos through Steam.
tv_broadcast1 0 Automatically broadcasts all games as GOTV[1] demos through Steam.
tv_broadcast_keyframe_interval 3 The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server
tv_broadcast_keyframe_interval1 3 The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server
tv_broadcast_max_requests 20 Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading serve
tv_broadcast_max_requests1 20 Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading serv
tv_broadcast_startup_resend_interval 10 The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or s
tv_broadcast_url 0 URL of the broadcast relay
tv_broadcast_url1 0 URL of the broadcast relay1
tv_challenge_steam_iprange 0 Comma-separated IP ranges which require Steam3 challenge protocol even for GOTV connections
tv_chatgroupsize 0 Set the default chat group size
tv_chattimelimit 8 Limits spectators to chat only every n seconds
tv_debug 0 GOTV debug info.
tv_delay 10 sv GOTV broadcast delay in seconds
tv_delay1 15 sv GOTV[instance 1] broadcast delay in seconds
tv_delaymapchange 1 sv Delays map change until broadcast is complete
tv_deltacache 2 Enable delta entity bit stream cache
tv_dispatchmode 1 Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
tv_dispatchweight 1 Dispatch clients to relay proxies based on load, 1.25 will prefer for every 4 local clients to put 5 clients on every connected
tv_enable 0 nf Activates GOTV on server (0=off;1=on;2=on when reserved)
tv_enable1 0 nf Activates GOTV[1] on server (0=off;1=on;2=on when reserved)
tv_enable_delta_frames 1 Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significant
tv_encryptdata_key 0 When set to a valid key communication messages will be encrypted for GOTV
tv_encryptdata_key_pub 0 When set to a valid key public communication messages will be encrypted for GOTV
tv_maxclients 128 Maximum client number on GOTV server.
tv_maxclients_relayreserved 0 Reserves a certain number of GOTV client slots for relays.
tv_maxrate 196608 Max GOTV spectator bandwidth rate allowed, 0 == unlimited
tv_name 0 GOTV host name
tv_nochat 0 a, user Don't receive chat messages from other GOTV spectators
tv_overridemaster 0 Overrides the GOTV master root address.
tv_password 0 nf, prot, norecord GOTV password for all clients
tv_playcast_delay_prediction 1
tv_playcast_delay_resync 0 To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the s
tv_playcast_retry_timeout 12 In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync
tv_port 27020 Host GOTV[0] port
tv_port1 27021 Host GOTV[1] port
tv_relaypassword 0 nf, prot, norecord GOTV password for relay proxies
tv_relayradio 0 sv Relay team radio commands to TV: 0=off, 1=on
tv_relaytextchat 1 sv Relay text chat data: 0=off, 1=say, 2=say+say_team
tv_relayvoice 1 Relay voice data: 0=off, 1=on
tv_secure_bypass 0 Bypass secure challenge on GOTV port
tv_snapshotrate 32 rep Snapshots broadcasted per second
tv_snapshotrate1 32 Snapshots broadcasted per second, GOTV[1]
tv_spectator_port_offset 0 cl
tv_timeout 30 GOTV connection timeout in seconds.
tv_title 0 Set title for GOTV spectator UI
tv_transmitall 1 rep Transmit all entities (not only director view)
ui_inventorysettings_recently_acknowledged 0 a, cl
ui_lobby_draft_enabled 0 cl
ui_nearbylobbies_filter2 0 a, cl
ui_news_last_read_link 0 a, cl
ui_playsettings_maps_listen_casual 0 a, cl
ui_playsettings_maps_listen_competitive 0 a, cl
ui_playsettings_maps_listen_deathmatch 0 a, cl
ui_playsettings_maps_listen_scrimcomp2v2 0 a, cl
ui_playsettings_maps_listen_skirmish 0 a, cl
ui_playsettings_maps_official_casual 0 a, cl
ui_playsettings_maps_official_deathmatch 0 a, cl
ui_playsettings_maps_workshop 0 a, cl
ui_playsettings_mode_listen 0 a, cl
ui_playsettings_mode_official_v20 0 a, cl
ui_playsettings_survival_solo 0 a, cl
ui_playsettings_warmup_map_name 0 a, cl
ui_popup_weaponupdate_version 0 a, cl
ui_posedebug_fade_in_time 0 cheat, norecord, cl Time during which a new pose activity layer is shown in green in +posedebug UI
ui_posedebug_fade_out_time 0 cheat, norecord, cl Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
ui_setting_advertiseforhire_auto 0 a, cl Whether users will automatically advertise for invites (0: off; 1: last; 2: auto)
ui_setting_advertiseforhire_auto_last 0 a, cl Which game mode users last used to advertise for invites
ui_steam_overlay_notification_position 0 a, cl Steam overlay notification position
ui_vanitysetting_loadoutslot_ct 0 a, cl
ui_vanitysetting_loadoutslot_t 0 a, cl
ui_vanitysetting_team 0 a, cl
vcollide_wireframe 0 cheat, cl Render physics collision models in wireframe
vgui_drawtree 0 cheat Draws the vgui panel hiearchy to the specified depth level.
vgui_message_dialog_modal 1 a, cl
view_punch_decay 18 cheat, rep, cl Decay factor exponent for view punch
view_recoil_tracking 0 cheat, rep, cl How closely the view tracks with the aim punch from weapon recoil
viewmodel_fov 60 a, cl
viewmodel_offset_randomize 0 cheat, cl randomly change viewmodel offsets to visualize range
viewmodel_offset_x 1 a, cl
viewmodel_offset_y 1 a, cl
viewmodel_offset_z -1 a, cl
viewmodel_presetpos 1 a, cl 1:'Desktop', 2:'Couch', 3:'Classic'
viewmodel_recoil 1 a, cl Amount of weapon recoil/aimpunch to display on viewmodel
vis_force 0 sv, cheat
vismon_poll_frequency 0 sv, cheat
vismon_trace_limit 12 sv, cheat
vm_debug 0 cheat, cl
vm_draw_always 0 cheat, cl 1 - Always draw view models, 2 - Never draw view models. Should be done before map launches.
voice_caster_enable 0 a Toggle voice transmit and receive for casters. 0 = no caster, account number of caster to enable.
voice_caster_scale 1 a Caster Volume 0.0-1.0
voice_enable 1 a Toggle voice transmit and receive.
voice_forcemicrecord 1 a
voice_inputfromfile 0 Get voice input from 'voice_input.wav' rather than from the microphone.
voice_loopback 0 user
voice_mixer_boost 0 a
voice_mixer_mute 0 a
voice_mixer_volume 1 a
voice_modenable 1 a, server_can_execute, cl Enable/disable voice in this mod.
voice_player_speaking_delay_threshold 0 sv, cheat
voice_positional 0 a
voice_positional_seconds_after_death 6
voice_recordtofile 0 Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
voice_scale 1 a Overall volume of voice over IP 0.0-1.0
voice_system_enable 1 a Toggle voice system.
voice_threshold 4000 a, cl
volume 0 a Sound volume
vprof_graphheight 256 a
vprof_graphwidth 512 a
vprof_unaccounted_limit 0 a number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose 1 a Set to one to show average and peak times
vprof_warningmsec 10 a Above this many milliseconds render the label red to indicate slow code.
weapon_accuracy_forcespread 0 rep, cl Force spread to the specified value.
weapon_accuracy_nospread 0 rep, cl Disable weapon inaccuracy spread
weapon_accuracy_shotgun_spread_patterns 1 rep, cl
weapon_air_spread_scale 1 rep, cl Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing
weapon_auto_cleanup_time 0 cl If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.
weapon_debug_spread_gap 0 cheat, cl, ss
weapon_debug_spread_show 0 cheat, cl, ss Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair
weapon_max_before_cleanup 0 cl If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.
weapon_near_empty_sound 1 cheat, rep, cl
weapon_recoil_cooldown 0 cheat, rep, cl DEPRECATED. Recoil now decays using weapon_recoil_decay_coefficient
weapon_recoil_decay1_exp 3 cheat, rep, cl Decay factor exponent for weapon recoil
weapon_recoil_decay2_exp 8 cheat, rep, cl Decay factor exponent for weapon recoil
weapon_recoil_decay2_lin 18 cheat, rep, cl Decay factor (linear term) for weapon recoil
weapon_recoil_decay_coefficient 2 cheat, rep, cl
weapon_recoil_scale 2 rep, cl Overall scale factor for recoil. Used to reduce recoil on specific platforms
weapon_recoil_scale_motion_controller 1 cheat, rep, cl Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
weapon_recoil_suppression_factor 0 cheat, rep, cl Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots
weapon_recoil_suppression_shots 4 cheat, rep, cl Number of shots before weapon uses full recoil
weapon_recoil_variance 0 cheat, rep, cl Amount of variance per recoil impulse
weapon_recoil_vel_decay 4 cheat, rep, cl Decay factor for weapon recoil velocity
weapon_recoil_view_punch_extra 0 cheat, rep, cl Additional (non-aim) punch added to view from recoil
weapon_reticle_knife_show 1 rep, cl When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.
weapon_sound_falloff_multiplier 1 cheat, rep, cl Scaling for falloff of weapon firing sounds
xbox_autothrottle 1 a, sv
xbox_throttlebias 100 a, sv
xbox_throttlespoof 200 a, sv
zoom_sensitivity_ratio_joystick 1 a, cl, ss Additional controller sensitivity scale factor applied when FOV is zoomed in.
zoom_sensitivity_ratio_mouse 1 a, cl, ss Additional mouse sensitivity scale factor applied when FOV is zoomed in.