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class hierarchy
CPointClientCommand defined in client.cpp

 point_clientcommand is a point entity available in all Source Source games. It issues commands to the client console as if they were typed manually by the player. The client commands are sent as parameters of the Command input. One instance of the entity is ever needed in a map.

In multiplayer games, the commands are only executed on the Activator's client. If the activator was not a player, then it simply won't do anything (unless it's in commentary mode; then the command will be executed from the first player). If you require all players to execute the command, use the point_broadcastclientcommand entity instead.

This command (in conjunction with point_servercommand and the config (cfg) file) used to allow a client to cheat on multiplayer servers through changing player names, execute client commands, and other things. On multiplayer servers, any command that DOES NOT HAVE the FCVAR_SERVER_CAN_EXECUTE flag set cannot be executed by this entity; any attempt will be reported and blocked.


Name (targetname) <string>
The targetname that other entities refer to this entity by.


Command <string>
Command to execute.
Icon-Bug.pngBug:In Hammer, using " symbol in parameter field will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove additional " symbols manually with a text editor.

Usable ConVars/ConCommands in multiplayer

Note.pngNote:In Left 4 Dead series item equipping related commands only work when bound or used on human player with this entity

Following commands have "server_can_execute" flag.


ConVar/CommandParameters or default valueDescriptorEffect
echo<string>Echo text to console.
cancelselectIn Half-Life style hud cancels currently selected weapon
invnextIn Half-Life style hud selects next weapon
invprevIn Half-Life style hud selects previous weapon
lastinvEquips previously used weapon
slot0 - slot10In Half-Life style hud selects slot with the given number
(only in Left 4 Dead 2)cl_consistencycheckTriggers the client to perform a consistency check
cl_soundscape_flushFlushes the client side soundscapes
play<string><sound path>Play a sound.
playgamesound<string><soundscript>Play a sound from the game sounds txt file
(only in Left 4 Dead 2)snd_playsounds<string> [<float> <float> <float>]<soundscript> [<x> <y> <z>]Play sounds from the game sounds txt file at a given location
snd_setsoundparam<string> <volume <float 0.0-1.0> |level SNDLVL_<int 1-179>><soundscript> <volume <vol> |level SNDLVL_<db>>Can change level or volume of a soundscript.
examples: snd_setsoundparam Flaregun.Detonate volume 0.1
snd_setsoundparam Flaregun.Detonate level SNDLVL_120
retryRetry connection to last server.
Icon-Bug.pngBug:Cannot be used without sv_cheats 1 in Left 4 Dead 2
Blank image.pngTodo: confirm other games
<string><material name>Draw specified material as an overlay


ConVar/CommandParameters or default valueDescriptorEffect
(only in Left 4 Dead series)cl_ideal_spec_mode5desired spectator mode (4 = in-eye, 5 = chase, 6 = roaming)
nameunnamedCurrent user name
name2unnamedCurrent user name

Blank image.pngTodo: Only Left 4 Dead 2 cvar list was considered so add commands from other games if there are

See also