Because it doesn't come with a manual!

For those of you that aren't l33t psychic hackers:

 HERE'S YERCONSOLE COMMANDS

Click here to download or read the tangled mess below

cvar list

 

 _restart : cmd : : Shutdown and restart the engine

 addip : cmd : : Add an IP address to the ban list

 ai_auto_contact_solver : 1 : , "sv" : 

 ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable 

 ai_debug_assault : 0 : , "sv" : 

 ai_debug_directnavprobe : 0 : , "sv" : 

 ai_debug_doors : 0 : , "sv" : 

 ai_debug_efficiency : 0 : , "sv" : 

 ai_debug_enemies : 0 : , "sv" : 

 ai_debug_expressions : 0 : , "sv" : Show random expression decisions for NPCs

 ai_debug_follow : 0 : , "sv" : 

 ai_debug_loners : 0 : , "sv" : 

 ai_debug_looktargets : 0 : , "sv" : 

 ai_debug_los : 0 : , "sv", "cheat" : NPC Line-Of-Sight debug mode. If 1, solid entities that bloNPC LOC will be highlighted withbounding boxes. If 2, it'll show non-solid entities that would do it if they were solid

 ai_debug_nav : 0 : , "sv" : 

 ai_debug_node_connect : cmd : : Debug the attempted connection between two nodes

 ai_debug_ragdoll_magnets : 0 : , "sv" : 

 ai_debug_shoot_positions : 0 : , "sv", "rep" : 

 ai_debug_speech : 0 : , "sv" : 

 ai_debug_squads : 0 : , "sv" : 

 ai_debug_think_ticks : 0 : , "sv" : 

 ai_debugscriptconditions : 0 : , "sv" : 

 ai_disable : cmd : : Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate

 ai_drawbattlelines : 0 : , "sv", "cheat" : 

 ai_dump_hints : cmd : : 

 ai_efficiency_override : 0 : , "sv" : 

 ai_follow_use_points : 1 : , "sv" : 

 ai_follow_use_points_when_moving : 1 : , "sv" : 

 ai_lead_time : 0 : , "sv" : 

 ai_LOS_mode : 0 : , "sv", "rep" : 

 ai_moveprobe_debug : 0 : , "sv" : 

 ai_moveprobe_jump_debug : 0 : , "sv" : 

 ai_moveprobe_usetracelist : 0 : , "sv" : 

 ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-

 ai_no_local_paths : 0 : , "sv" : 

 ai_no_node_cache : 0 : , "sv" : 

 ai_no_select_box : 0 : , "sv" : 

 ai_no_steer : 0 : , "sv" : 

 ai_no_talk_delay : 0 : , "sv" : 


 ai_nodes : cmd : : Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green - ground node Cyan - air node Magenta - climb node Grey - node not available for selected hull size Orange - node currently locked

 ai_norebuildgraph : 0 : , "sv" : 

 ai_path_adjust_speed_on_immediate_turns : 1 : , "sv" : 

 ai_path_insert_pause_at_est_end : 1 : , "sv" : 

 ai_path_insert_pause_at_obstruction : 1 : , "sv" : 

 ai_reaction_delay_alert : 0 : , "sv" : 

 ai_reaction_delay_idle : 0 : , "sv" : 

 ai_rebalance_thinks : 1 : , "sv" : 

 ai_reloadresponsesystems : cmd : : Reload all response system scripts

 ai_report_task_timings_on_limit : 0 : , "a", "sv" : 

 ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resumenormal processing

 ai_sequence_debug : 0 : , "sv" : 

 ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps

 ai_shot_bias : 1 : , "sv" : 

 ai_shot_bias_max : 1 : , "sv", "rep" : 

 ai_shot_bias_min : -1 : , "sv", "rep" : 

 ai_shot_stats : 0 : , "sv" : 

 ai_shot_stats_term : 1000 : , "sv" : 

 ai_show_connect : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flyingmovement Magenta - climbing movement Red - connection disabled

 ai_show_connect_fly : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flyingmovement Magenta - climbing movement Red - connection disabled

 ai_show_connect_jump : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flyingmovement Magenta - climbing movement Red - connection disabled

 ai_show_graph_connect : cmd : : Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connectingto the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue

 ai_show_grid : cmd : : Draw a grid on the floor where looking

 ai_show_hints : cmd : : Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - hint not being used by timed out Grey - hint has been disabled


 ai_show_hull : cmd : : Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Arguments: -none-

 ai_show_hull_attacks : 0 : , "sv" : 

 ai_show_node : cmd : : Highlight the specified node

 ai_show_think_tolerance : 0 : , "sv" : 

 ai_show_visibility : cmd : : Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue

 ai_simulate_task_overtime : 0 : , "sv" : 

 ai_spread_cone_focus_time : 0 : , "sv" : 

 ai_spread_defocused_cone_multiplier : 3 : , "sv" : 

 ai_spread_pattern_focus_time : 0 : , "sv" : 

 ai_step : cmd : : NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'

 ai_think_limit_label : 0 : , "a", "sv" : 

 ai_use_clipped_paths : 1 : , "sv" : 

 ai_use_efficiency : 1 : , "sv" : 

 ai_use_frame_think_limits : 1 : , "sv" : 

 ai_use_think_optimizations : 1 : , "sv" : 

 ainet_generate_report : cmd : : Generate a report to the console

 ainet_generate_report_only : cmd : : Generate a report to the console

 air_density : cmd : : Changes the density of air for drag computations

 alias : cmd : : Alias a command

 ammo_338mag_max : 30 : , "sv", "rep" : 

 ammo_357sig_max : 52 : , "sv", "rep" : 

 ammo_45acp_max : 100 : , "sv", "rep" : 

 ammo_50AE_max : 35 : , "sv", "rep" : 

 ammo_556mm_box_max : 200 : , "sv", "rep" : 

 ammo_556mm_max : 90 : , "sv", "rep" : 

 ammo_57mm_max : 100 : , "sv", "rep" : 

 ammo_762mm_max : 90 : , "sv", "rep" : 

 ammo_9mm_max : 120 : , "sv", "rep" : 

 ammo_buckshot_max : 32 : , "sv", "rep" : 

 ammo_flashbang_max : 2 : , "sv", "rep" : 

 ammo_hegrenade_max : 1 : , "sv", "rep" : 

 ammo_smokegrenade_max : 1 : , "sv", "rep" : 

 banid : cmd : : Add a user ID to the ban list

 bench_end : cmd : : Ends gathering of info

 bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into

 bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers

 BindToggle : cmd : : 

 bloodspray : cmd : : blood

 bot_add : cmd : : Adds a bot to whichever team has fewer players

 bot_add_ct : cmd : : Adds a Counter-Terrorist bot

 bot_add_t : cmd : : Adds a Terrorist bot

 bot_all_weapons : cmd : : Allows the bots to use all weapons

 bot_allow_grenades : 1 : , "sv", "rep" : 

 bot_allow_machine_guns : 1 : , "sv", "rep" : 

 bot_allow_pistols : 1 : , "sv", "rep" : 

 bot_allow_rifles : 1 : , "sv", "rep" : 

 bot_allow_rogues : 1 : , "sv", "rep" : 


 bot_allow_shield : 1 : , "sv", "rep" : 

 bot_allow_shotguns : 1 : , "sv", "rep" : 

 bot_allow_snipers : 1 : , "sv", "rep" : 

 bot_allow_sub_machine_guns : 1 : , "sv", "rep" : 

 bot_auto_vacate : 1 : , "sv", "rep" : 

 bot_chatter : 0 : , "sv", "rep" : 

 bot_crouch : 0 : , "sv", "cheat" : 

 bot_debug : 0 : , "sv", "rep" : 

 bot_defer_to_human : 0 : , "sv", "rep" : 

 bot_difficulty : 0 : , "sv", "rep" : 

 bot_freeze : 0 : , "sv", "cheat" : 

 bot_goto_mark : cmd : :a bot to the selected nav area (for editing nav meshes)

 bot_join_after_player : 1 : , "sv", "rep" : 

 bot_join_team : 0 : , "sv", "rep" : 

 bot_kick : cmd : : Kicks the specified bot, or all bots if no name is given

 bot_kill : cmd : : Kills the specified bot, or all bots if no name is given

 bot_knives_only : cmd : : Restricts the bots to only using knives

 bot_memory_usage : cmd : : Reports on the bots' memory usage

 bot_mimic : 0 : , "sv", "cheat" : 

 bot_mimic_yaw_offset : 180 : , "sv", "cheat" : 

 bot_pistols_only : cmd : : Restricts the bots to only using pistols

 bot_prefix : 0 : , "sv", "rep" : 

 bot_profile_db : 0 : , "sv", "rep" : 

 bot_quota : 0 : , "sv", "rep" : 

 bot_quota_match : 0 : , "sv", "rep" : 

 bot_show_nav : 0 : , "sv", "rep" : 

 bot_snipers_only : cmd : : Restricts the bots to only using sniper rifles

 bot_stop : 0 : , "sv", "rep" : 

 bot_traceview : 0 : , "sv", "rep" : 

 bot_walk : 0 : , "sv", "rep" : 

 bot_zombie : 0 : , "sv", "rep" : 

 breakable_disable_gib_limit : 0 : , "sv" : 

 breakable_multiplayer : 1 : , "sv" : 

 buddha : cmd : : Toggle. Player takes damage but won't. (Shows red cross when health is zero)

 bug_swap : cmd : : Automatically swaps the current weapon for the bug bait andback again

 cache_print : cmd : : Print out contents of cache memory

 cast_hull : cmd : : Tests hull collision detection

 cast_ray : cmd : : Tests collision detection

 cc_lookup_crc : cmd : : For tracking down missing CC token strings 

 ch_createairboat : cmd : : Spawn airboat in front of the player

 ch_createjeep : cmd : : Spawn jeep in front of the player

 changelevel : cmd : : Change server to the specified map

 changelevel2 : cmd : : Transition to the specified map in single player

 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 if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset

 cl_clock_correction_adjustment_max_offset : 90 : , "cheat" : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small

 cl_clock_correction_adjustment_min_offset : 10 : , "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_resend : 0 : : unused

 clear_debug_overlays : cmd : : clears debug overlays

 clientport : 27005 : : Host game client port

 cmd : cmd : : Forward command to server

 collision_shake_amp : 0 : , "sv" : 

 collision_shake_freq : 0 : , "sv" : 

 collision_shake_time : 0 : , "sv" : 

 coop : 0 : , "nf" : Cooperative play

 CreatePredictionError : cmd : : Create a prediction error

 creditsdone : cmd : : 

 cs_ShowStateTransitions : -2 : , "sv", "cheat" : cs_ShowStateTransitions . Show player state transitions

 cs_stacking_num_levels : 1 : , "sv", "rep" : How many players can stack on top of another player

 cvarlist : cmd : : Show the list of convars/concommands

 deathmatch : 1 : , "nf" : Running a deathmatch server

 debug_physimpact : 0 : , "sv" : 

 decalfrequency : 5 : , "sv", "nf" : 

 developer : 0 : : Show developer messages

 differences : cmd : : Show all convars which are not at their default values

 disconnect : cmd : : Disconnect game from server

 disp_dynamic : 0 : : 

 disp_modlimit : 80 : : 

 disp_modlimit_down : 20 : : 

 disp_modlimit_up : 80 : : 

 disp_numiterations : 1 : , "cheat" : 

 dispcoll_drawplane : 0 : , "sv" : 

 displaysoundlist : 0 : , "sv" : 

 drawcross : cmd : : Draws a cross at the given location Arguments: x y z

 drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2

 dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work)

 dtwarning : 0 : : Print data table warnings?

 dtwatchent : -1 : : Watch this entities data table encoding

 dtwatchvar : 0 : : Watch the named variable


 dump_globals : cmd : : Dump all global entities/states

 dumpstringtables : cmd : : Print string tables to console

 echo : cmd : : Echo text to console

 endround : cmd : : End the current round

 ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 

 ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 

 ent_debugkeys : 0 : , "sv" : 

 ent_dump : cmd : : Usage: ent_dump  

 ent_fire : cmd : : Usage: ent_fire  [action] [value] [delay] 

 ent_info : cmd : : Usage: ent_info  

 ent_messages : cmd : : Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that itor receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

 ent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity

 ent_name : cmd : : 

 ent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'

 ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 

 ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 

 ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 

 ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name} 

 ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at 

 ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 


 ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time

 ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 

 exec : cmd : : Execute script file

 exit : cmd : : Exit the engine

 fadein : cmd : : fadein {time r g b}: Fades the screen in from black or fromthe specified color over the given number of seconds

 fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds

 find : cmd : : Find concommands with the specified string in their name/help text

 fire_absorbrate : 3 : , "sv" : 

 fire_dmgbase : 1 : , "sv" : 

 fire_dmginterval : 1 : , "sv" : 

 fire_dmgscale : 0 : , "sv" : 

 fire_extabsorb : 5 : , "sv" : 

 fire_extscale : 12 : , "sv" : 

 fire_growthrate : 1 : , "sv" : 

 fire_heatscale : 1 : , "sv" : 

 fire_incomingheatscale : 0 : , "sv" : 

 fire_maxabsorb : 50 : , "sv" : 

 firetarget : cmd : : 

 flex_expression : 0 : , "sv" : 

 flex_looktime : 5 : , "sv" : 

 flex_maxawaytime : 1 : , "sv" : 

 flex_maxplayertime : 7 : , "sv" : 

 flex_minawaytime : 0 : , "sv" : 

 flex_minplayertime : 5 : , "sv" : 

 flex_talk : 0 : , "sv" : 

 flush : cmd : : Flush cache memory

 flush_unlocked : cmd : : Flush unlocked cache memory

 fog_enable_water_fog : 1 : : 

 fov : cmd : : Change players FOV

 fps_max : 300 : : Frame rate limiter

 free_pass_peek_debug : 0 : , "sv" : 

 fs_printopenfiles : cmd : : Show all files currently opened by the engine

 fs_warning_level : cmd : : Set the filesystem warning level

 func_break_max_pieces : 15 : , "a", "sv", "rep" : 

 func_breakdmg_bullet : 0 : , "sv" : 

 func_breakdmg_club : 1 : , "sv" : 

 func_breakdmg_explosive : 1 : , "sv" : 

 g_debug_doors : 0 : , "sv" : 

 g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" : 

 g_debug_trackpather : 0 : , "sv", "cheat" : 

 g_debug_transitions : 0 : , "sv" : Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition

 g_Language : 0 : , "sv", "rep" : 

 g_ragdoll_maxcount : 8 : , "sv", "rep" : 

 give : cmd : : Give item to player. Arguments: 

 god : cmd : : Toggle. Player becomes invulnerable

 groundlist : cmd : : Display ground entity list 

 heartbeat : cmd : : 

 help : cmd : : Find help about a convar/concommand

 hltv_autorecord : 0 : : Automatically records all games as HLTV demos

 hltv_connect : cmd : : Connect to specified HLTV server


 hltv_debug : 0 : : HLTV debug info

 hltv_delay : 10 : , "sv" : HLTV broadcast delay in seconds

 hltv_maxclients : 128 : : Maximum client number on HLTV server

 hltv_maxrate : 3500 : : Max client bandwidth rate allowed, 0 == unlimited

 hltv_port : 27020 : : Host HLTV port

 hltv_record : cmd : : Starts HLTV demo recording

 hltv_retry : cmd : : Reconnects the HLTV relay proxy

 hltv_snapshotinterval : 2 : : Take game snapshot every nth tick

 hltv_status : cmd : : Connect to specified HLTV server

 hltv_stop : cmd : : Stops the HLTV broadcast

 hltv_stoprecord : cmd : : Stops HLTV demo recording

 hltv_viewent : 0 : , "sv" : HLTV camera entity index

 host_framerate : 0 : : Set to lock per-frame time elapse

 host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection

 host_map : 0 : : Current map name

 host_profile : 0 : : 

 host_runofftime : cmd : : Run off some time without rendering/updating sounds 

 host_showcachemiss : 0 : : Print a debug message when the client or server cache is missed

 host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame

 host_speeds : 0 : : Show general system running times

 host_timescale : 1 : : Prescale the clock by this amount

 hostage_debug : 0 : , "sv", "cheat" : Show hostage AI debug information

 hostname : 0 : : Hostname for server

 hostport : 27015 : : Host game server port

 hurtme : cmd : : Hurts the player. Arguments: 

 incrementvar : cmd : : Increment specified convar value

 ip : 66 : : Overrides IP for multihomed hosts

 kdtree_test : cmd : : Tests spatial partition for entities queries

 kick : cmd : : Kick a player by slot, userid or name

: cmd : : kills the player

 killserver : cmd : : Shutdown the server

 listid : cmd : : Lists banned users

 listip : cmd : : List IP addresses on the ban list

 listmodels : cmd : : List loaded models

 log : cmd : : Enables standard log file <0 |1>

 log_addaddress : cmd : : Set address and port for remote host 

 log_console : cmd : : Echos event logging in console <0 |1>

 log_events : cmd : : Set UDP logging to remote host <0 |1>

 log_level : cmd : : Specifies a logging level 0..15 

 log_udp : cmd : : Send log packets to hosts in address list <0 |1>

 lservercfgfile : 0 : , "sv" : 

 map : cmd : : Start playing on specified map

 map_background : cmd : : Runs a map as the background to the main menu

 map_noareas : 0 : : Disable area to area connection testing

 map_showspawnpoints : cmd : : Shows player spawn points (red=invalid)

 mapcyclefile : 0 : , "sv" : 

 maps : cmd : : Displays list of maps

 mat_bumpbasis : 0 : : 

 mat_configcurrent : cmd : : show the current video control panel config for the material system

 mat_envmapsize : 128 : : 

 mat_envmaptgasize : 32 : : 

 mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf

 mat_forcedynamic : 0 : , "cheat" : 

 mat_fullbright : 0 : , "cheat" : 

 mat_leafvis : 0 : : Draw wireframe of current leaf

 mat_levelflush : 1 : : 

 mat_loadtextures : 1 : : 

 mat_luxels : 0 : , "cheat" : 

 mat_maxframelatency : 1 : : 

 mat_monitorgamma : 2 : : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)

 mat_norendering : 0 : : 

 mat_normals : 0 : , "cheat" : 

 mat_reloadallmaterials : cmd : : 

 mat_reloadmaterial : cmd : : 

 mat_reloadtextures : cmd : : 

 mat_savechanges : cmd : : saves current video configuration to the registry

 mat_setvideomode : cmd : : sets the width, height, windowed state of the material system

 mat_shadowstate : 1 : : 

 mat_showlightmappage : -1 : : 

 mat_softwareskin : 0 : : 

 mat_wireframe : 0 : , "cheat" : 

 maxplayers : cmd : : Change the maximum number of players allowed on this server

 mem_dump : cmd : : dump memory stats

 mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) 

 mem_force_flush : 0 : : Force cache flush of unlocked resources on every alloc

 mod_forcedata : 1 : : Forces all model file data into cache on model load

 mp_allowNPCs : 1 : , "sv", "nf" : 

 mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not

 mp_autocrosshair : 1 : , "sv", "nf" : 

 mp_autokick : 1 : , "sv", "rep" : Kick idle/team-killing players

 mp_autoteambalance : 1 : , "sv" : 

 mp_buytime : 1 : , "sv", "rep" : How many minutes after round start players can buy items for

 mp_c4timer : 35 : , "sv", "rep" : how long from when the C4 is armed until it blows

 mp_chattime : 2 : , "sv", "rep" : amount of time players can chat after the game is over

 mp_decals : 200 : , "a" : 

 mp_defaultteam : 0 : , "sv" : 

 mp_facefronttime : 3 : , "sv", "rep" : After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body

 mp_fadetoblack : 0 : , "sv", "rep" : fade a player's screen to black when he dies

 mp_falldamage : 0 : , "sv", "nf" : 

 mp_feetyawrate : 720 : , "sv", "rep" : How many degrees per second that we can turn our feet or upper body

 mp_flashlight : 1 : , "sv", "nf" : 

 mp_footsteps : 1 : , "sv", "nf" : 


 mp_forcecamera : 0 : , "sv", "rep" : Restricts spectator modes for dead players

 mp_forcerespawn : 1 : , "sv", "nf" : 

 mp_fraglimit : 0 : , "sv", "nf" : 

 mp_freezetime : 5 : , "sv", "rep" : how many seconds to keep players frozen when the round starts

 mp_friendlyfire : 1 : , "sv", "nf", "rep" : 

 mp_hostagepenalty : 2 : , "sv" : Terrorist are kicked for killing too much hostages

 mp_ik : 1 : , "sv", "rep" : Use IK on in-place turns

 mp_limitteams : 1 : , "sv", "rep" : Max # of players 1 team can have over another

 mp_logecho : 1 : : 

 mp_logfile : 1 : : 

 mp_maxrounds : 0 : , "sv", "rep" : max number of rounds to play before server changes maps

 mp_playerid : 0 : , "sv", "rep" : Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names

 mp_restartgame : 0 : , "sv" : If non-zero, game will restart in the specified number of seconds

 mp_roundtime : 2 : , "sv", "rep" : How many minutes each round takes

 mp_solidplayers : 1 : , "sv", "rep" : Set player solid in multiplayer mode, no pushback

 mp_spawnprotectiontime : 5 : , "sv", "rep" : Kick players whowithin this many seconds of a round restart

 mp_startmoney : 800 : , "sv", "rep" : amount of money each player gets when they reset

 mp_teamlist : 0 : , "sv", "nf" : 

 mp_teamoverride : 1 : , "sv" : 

 mp_teamplay : 0 : , "sv", "nf" : 

 mp_timelimit : 25 : , "sv", "nf", "rep" : game time per map in minutes

 mp_tkpunish : 2 : , "sv", "rep" : Will a TK'er be punished in the next round? {0=no, 1=yes}

 mp_weaponstay : 0 : , "sv", "nf" : 

 mp_winlimit : 0 : , "sv", "rep" : max number of rounds one team can win before server changesmaps

 name : 0 : : unused

 nav_begin_area : cmd : : Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command

 nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions

 nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make atwo-way connection, also connect the second area to the first

 nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area

 nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area

 nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners

 nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system


 nav_delete : cmd : : Deletes the currently highlighted Area

 nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas

 nav_edit : 0 : , "sv" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode

 nav_end_area : cmd : : Defines the second corner of a new Area and creates it

 nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk

 nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system

 nav_load : cmd : : Loads the Navigation Mesh for the current map

 nav_mark : cmd : : Marks the Area under the cursor for manipulation by subsequent editing commands

 nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting

 nav_mark_walkable : cmd : : Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh

 nav_merge : cmd : : To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command

 nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system

 nav_place_floodfill : cmd : : Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area

 nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor

 nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system

 nav_quicksave : 1 : , "sv" : Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing

 nav_save : cmd : : Saves the current Navigation Mesh to disk

 nav_show_approach_points : 0 : , "sv" : Show Approach Points in the Navigation Mesh

 nav_show_danger : 0 : , "sv" : Show current 'danger' levels

 nav_splice : cmd : : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them

 nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command

 nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area


 nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names

 nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place

 nav_use_place : cmd : : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set

 net_blockmsg : 0 : , "cheat" : Discards incoming message: <0 |1|name>

 net_channels : cmd : : Shows net channel info

 net_chokeloop : 0 : : Apply bandwidth choke to loopback packets

 net_drawslider : 0 : : Draw completion slider during signon

 net_droppackets : 0 : , "cheat" : Drops next n packets on client

 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_maxfragments : 1280 : : Max fragment bytes per packet

 net_showdrop : 0 : : Show dropped packets in console

 net_showevents : 0 : : Print game event infos to console

 net_showfragments : 0 : : Show netchannel fragments

 net_showmsg : 0 : : Show incoming message: <0 |1|name>

 net_showpeaks : 0 : : Show messages for large packets only: 

 net_showsplits : 0 : : Show info about packet splits

 net_showtcp : 0 : : Dump TCP stream summary to console

 net_showudp : 0 : : Dump UPD packets summary to console

 net_start : cmd : : Inits multiplayer network sockets

 net_synctags : 0 : , "cheat" : Insert tokens into the net stream to find client/server mismatches

 next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )

 noclip : cmd : : Toggle. Player becomes non-solid and flies

 notarget : cmd : : Toggle. Player becomes hidden to NPCs

 npc_ammo_deplete : cmd : : Subtracts half of the target's ammo

 npc_bipass : cmd : : Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

 npc_combat : cmd : : Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

 npc_conditions : cmd : : Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

 npc_create : cmd : : Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}

 npc_create_aimed : cmd : : Creates an NPC aimed away from the player of the given typewhere the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes thatare already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}

 npc_create_equipment : 0 : , "sv" : 

 npc_destroy : cmd : : Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at

 npc_destroy_unselected : cmd : : Removes all NPCs from the universe that aren't currently selected

 npc_enemies : cmd : : Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

 npc_focus : cmd : : Displays red line to NPC's enemy (if has one) and blue lineto NPC's target entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

 npc_freeze : cmd : : Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments: -none-

 npc_go : cmd : : Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-

 npc_go_do_run : 1 : , "sv" : Set whether should run on NPC go

 npc_go_random : cmd : :all selected NPC(s) to a random node. Arguments: -none-

 npc_heal : cmd : : Heals the target back to full health

 npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment

 npc_kill : cmd : : Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at

 npc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at 

 npc_reset : cmd : : Reloads schedules for all NPC's from their script files Arguments: -none-


 npc_route : cmd : : Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at 

 npc_select : cmd : : Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks whatplayer is looking at 

 npc_sentences : 0 : , "sv" : 

 npc_speakall : cmd : : Force the npc to try and speak all thier responses

 npc_squads : cmd : : Obsolete. Replaced by npc_combat

 npc_steering : cmd : : Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

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

 npc_task_text : cmd : : Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at 

 npc_tasks : cmd : : Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at 

 npc_thinknow : cmd : : Trigger NPC to think

 npc_viewcone : cmd : : Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

 npc_vphysics : 0 : , "sv" : 

 old_radiusdamage : 0 : , "sv", "rep" : 

 password : 0 : : Current server access password

 path : cmd : : Show the engine filesystem path

 pause : cmd : : Toggle the server pause state

 phys_impactforcescale : 1 : , "sv" : 

 phys_penetration_error_time : 10 : , "sv" : Controls the duration of vphysics penetration error boxes

 phys_pushscale : 1 : , "sv", "rep" : 

 phys_speeds : 0 : , "sv" : 

 phys_stressbodyweights : 5 : , "sv" : 

 phys_swap : cmd : : Automatically swaps the current weapon for the physcannon and back again

 phys_timescale : 1 : , "sv" : Scale time for physics

 phys_upimpactforcescale : 0 : , "sv" : 

 physics_budget : cmd : : Times the cost of each active object

 physics_debug_entity : cmd : : Dumps debug info for an entity

 physics_highlight_active : cmd : : Turns on the absbox for all active physics objects

 physics_report_active : cmd : : Lists all active physics objects

 physics_select : cmd : : Dumps debug info for an entity

 physicsshadowupdate_render : 0 : , "sv" : 


 picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information

 ping : cmd : : Display ping to server

 player_old_armor : 0 : , "sv" : 

 prop_crosshair : cmd : : Shows name for prop looking at

 prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage.means respond physically to damage but never break. Green maps health in the rangeof 100 down to 1

 props_break_max_pieces : -1 : , "sv" : Maximum prop breakable piece count (-1 = model default)

 quit : cmd : : Exit the engine

 quti : cmd : : Exit the engine

 r_3dnow : cmd : : 

 r_AirboatViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : 

 r_AirboatViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : 

 r_AirboatViewZHeight : 0 : , "sv", "cheat", "nf", "rep" : 

 r_colorstaticprops : 0 : , "cheat" : 

 r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to make all static lighting red for debugging. Must restart for change to take affect

 r_decal_cullsize : 1 : : Decals under this size in pixels are culled

 r_decals : 2048 : : 

 r_decalstaticprops : 1 : : Decal static props test

 r_DispBuildable : 0 : , "cheat" : 

 r_DispDrawAxes : 0 : : 

 r_DispEnableLOD : 0 : : 

 r_DispFullRadius : 400 : : Radius within which a displacement will stay at its highestLOD

 r_DispLockLOD : 0 : : 

 r_DispRadius : 500 : : 

 r_DispSetLOD : 0 : : 

 r_DispTolerance : 5 : : 

 r_DispUpdateAll : 0 : : 

 r_DispUseStaticMeshes : 1 : , "cheat" : High end machines use static meshes. Low end machines use temp meshes

 r_DispWalkable : 0 : , "cheat" : 

 r_drawbatchdecals : 1 : : Render decals batched

 r_drawbrushmodels : 1 : , "cheat" : Render brush models

 r_drawdecals : 1 : : Render decals

 r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps

 r_drawentities : 1 : , "cheat" : 

 r_drawleaf : -1 : , "cheat" : Draw the specified leaf

 r_drawmodeldecals : 1 : : 

 r_DrawModelLightOrigin : 0 : , "cheat" : 

 r_drawmodelstatsoverlay : 0 : , "cheat" : 

 r_drawmodelstatsoverlaydistance : 500 : , "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_DrawSpecificStaticProp : -1 : : 

 r_drawstaticprops : 1 : , "cheat" : 

 r_drawtranslucentworld : 1 : , "cheat" : 

 r_drawworld : 1 : , "cheat" : Render the world

 r_dynamic : 1 : : 


 r_eyeglintlodpixels : 20 : : The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value

 r_eyegloss : 1 : , "a" : 

 r_eyemove : 1 : , "a" : 

 r_eyes : 1 : : 

 r_eyeshift_x : 0 : , "a" : 

 r_eyeshift_y : 0 : , "a" : 

 r_eyeshift_z : 0 : , "a" : 

 r_eyesize : 0 : , "a" : 

 r_fastzreject : 0 : : Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings

 r_flex : 1 : : 

 r_flushlod : cmd : : Flush and reload LODs

 r_ForceRestore : 0 : : 

 r_JeepViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" : 

 r_JeepViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" : 

 r_JeepViewZHeight : 10 : , "sv", "cheat", "nf", "rep" : 

 r_lightaverage : 1 : : Activates/deactivate light averaging

 r_lightinterp : 5 : : Controls the speed of light interpolation, 0 turns off interpolation

 r_lightmap : -1 : : 

 r_lightstyle : -1 : : 

 r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn

 r_lod : -1 : : 

 r_lod_noupdate : 0 : : 

 r_maxmodeldecal : 50 : : 

 r_mmx : cmd : : 

 r_modellodscale : 1 : , "studio" : 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models

 r_modelwireframedecal : 0 : , "cheat" : 

 r_newproplighting : 0 : : 

 r_nohw : 0 : , "cheat" : 

 r_norefresh : 0 : : 

 r_nosw : 0 : , "cheat" : 

 r_novis : 0 : , "cheat" : Turn off the PVS

 r_occludeemaxarea : 0 : : Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use

 r_occluderminarea : 0 : : Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use

 r_occludermincount : 0 : : At least this many occluders will be used, no matter how big they are

 r_occlusion : 1 : : Activate/deactivate the occlusion system

 r_occlusionspew : 0 : : Activate/deactivates spew about what the occlusion system is doing

 r_printdecalinfo : cmd : : 

 r_rootlod : 0 : : Root LOD

 r_shadowrendertotexture : 1 : : 

 r_showenvcubemap : 0 : , "cheat" : 

 r_skin : 0 : : 

 r_sse : cmd : : 

 r_sse2 : cmd : : 

 r_staticpropinfo : 0 : : 

 r_teeth : 1 : : 

 r_vehicleBrakeRate : 1 : , "sv", "cheat" : 

 r_vehicleDrawDebug : 0 : , "sv", "cheat" : 

 r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" : 

 r_visocclusion : 0 : : Activate/deactivate wireframe rendering of what the occlusion system is doing

 r_visualizetraces : 0 : , "sv", "cheat" : 

 r_waterforceexpensive : 0 : : 

 r_waterforcereflectentities : 0 : : 

 rcon_password : 2 : : remote console password

 recompute_speed : cmd : : Recomputes clock speed (for debugging purposes)

 reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload)

 removeid : cmd : : Remove a user ID from the ban list

 removeip : cmd : : Remove an IP address from the ban list

 replaydelay : 0 : , "sv" : 

 report_entities : cmd : : Lists all entities

 report_simthinklist : cmd : : Lists all simulating/thinking entities

 report_soundpatch : cmd : : reports sound patch count

 report_touchlinks : cmd : : Lists all touchlinks

 restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart)

 revert : cmd : : Revert convars to their default values

 say : cmd : : Display player message

 say_team : cmd : : Display player message to team

 scene_allowoverrides : 1 : , "sv" : When playing back a choreographed scene, allow per-model expression overrides

 scene_flatturn : 1 : , "sv" : 

 scene_flush : cmd : : Flush all .vcds from the cache and reload from disk

 scene_forcecombined : 0 : , "sv" : When playing back, force use of combined .wav files even inenglish

 scene_maxcaptionradius : 1200 : , "sv" : Only show closed captions if recipient is within this many units of speaking actor (0==disabled)

 scene_print : 0 : , "sv" : When playing back a scene, print timing and event info to console

 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

 servercfgfile : 0 : , "sv" : 

 setang : cmd : : Snap player eyes to specified pitch yaw  (must have sv_cheats)

 setmaster : cmd : : 

 setmodel : cmd : : Changes's player's model

 setpause : cmd : : Set the pause state of the server

 setpos : cmd : : Move player to specified origin (must have sv_cheats)

 shake : cmd : : Shake the screen

 showhitlocation : 0 : , "sv" : 

 showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes

 showtriggers_toggle : cmd : : Toggle show triggers

 singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )

 sk_ally_regen_time : 0 : , "sv" : Time taken for an ally to regenerate a point of health

 sk_npc_arm : 1 : , "sv" : 

 sk_npc_chest : 1 : , "sv" : 

 sk_npc_head : 2 : , "sv" : 

 sk_npc_leg : 1 : , "sv" : 

 sk_npc_stomach : 1 : , "sv" : 

 sk_player_arm : 1 : , "sv" : 

 sk_player_chest : 1 : , "sv" : 

 sk_player_head : 2 : , "sv" : 

 sk_player_leg : 1 : , "sv" : 

 sk_player_stomach : 1 : , "sv" : 


 skill : 1 : , "a" : Game skill level (1-3)

 smoothstairs : 1 : , "sv", "rep" : Smooth player eye z coordinate when climbing stairs

 snd_foliage_db_loss : 4 : : 

 snd_gain : 1 : : 

 snd_gain_max : 1 : : 

 snd_gain_min : 0 : : 

 snd_refdb : 60 : : 

 snd_refdist : 36 : : 

 snd_restart : cmd : : Restart sound system

 snd_vox_captiontrace : 0 : : Shows sentence name for sentences which are set not to showcaptions

 snd_vox_globaltimeout : 300 : : 

 snd_vox_sectimetout : 300 : : 

 snd_vox_seqtimetout : 300 : : 

 soundpatch_captionlength : 2 : , "sv", "rep" : How long looping soundpatch captions should display for

 soundscape_flush : cmd : : Flushes the server & client side soundscapes

 spike : cmd : : generates a fake spike

 status : cmd : : Display map and connection status

 step_spline : 0 : , "sv" : 

 stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer

 suitvolume : 0 : , "a", "sv" : 

 surfaceprop : cmd : : Reports the surface properties at the cursor

 sv_accelerate : 5 : , "sv", "nf", "rep" : 

 sv_airaccelerate : 10 : , "sv", "nf", "rep" : 

 sv_allowdownload : 1 : : Allow clients to download files

 sv_allowupload : 1 : : Allow clients to upload customizations files

 sv_alltalk : 0 : , "sv", "nf" : Players can hear all other players, no team restrictions

 sv_alternateticks : 0 : , "sp", "sv" : If set, server only simulates entities on alternate ticks

 sv_autosave : 1 : , "sv" : Set to 1 to save game on level transition. Does not affect autosave triggers

 sv_backspeed : 0 : , "a", "sv", "rep" : How much to slow down backwards motion

 sv_bounce : 0 : , "sv", "nf", "rep" : Bounce multiplier for when physically simulated objects collide with other objects

 sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extra SendTable_Encode calls

 sv_cheats : 0 : , "nf", "rep" : Allow cheats on server

 sv_contact : 0 : : Contact email for server sysop

 sv_debug_player_use : 0 : , "sv", "rep" : Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success

 sv_debugmanualmode : 0 : : Make sure entities correctly report whether or not their network data has changed

 sv_debugresponses : 0 : , "sv" : Show verbose matching output (1 for simple, 2 for rule scoring)

 sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime is on)

 sv_deltatime : 0 : : Enable profiling of CalcDelta calls

 sv_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart)

 sv_filterban : 1 : : Set packet filtering by IP mode


 sv_findsoundname : cmd : : Find sound names which reference the specified wave files

 sv_footsteps : 1 : , "sv", "nf", "rep" : Play footstep sound for players

 sv_forcepreload : 0 : , "a" : Force server side preloading

 sv_friction : 4 : , "sv", "nf", "rep" : World friction

 sv_gravity : 800 : , "sv", "nf", "rep" : World gravity

 sv_hltv : 0 : : Enables HLTV on this server

 sv_instancebaselines : 1 : : Enable instanced baselines. Saves network overhead

 sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc

 sv_logbans : 1 : : 

 sv_massreport : 0 : , "sv" : 

 sv_max_usercmd_future_ticks : 8 : , "sv" : Prevents clients from running usercmds too far in the future. Prevents speed hacks

 sv_maxrate : 10000 : : Max bandwidth rate allowed on server, 0 == unlimited

 sv_maxspeed : 320 : , "sv", "nf", "rep" : 

 sv_maxunlag : 1 : , "sv" : Maximum lag compensation in seconds

 sv_maxupdaterate : 60 : : Maximum updates per second that the server will allow

 sv_maxvelocity : 3500 : , "sv", "rep" : Maximum speed any ballistically moving object is allowed toattain per axis

 sv_minrate : 4000 : : Min bandwidth rate allowed on server, 0 == unlimited

 sv_minupdaterate : 10 : : Minimum updates per second that the server will allow

 sv_netvisdist : 10000 : , "sv", "cheat" : Test networking visibility distance

 sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" : 

 sv_noclipduringpause : 0 : , "cheat" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)

 sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" : 

 sv_npc_talker_maxdist : 1024 : , "sv" : NPCs over this distance from the player won't attempt to speak

 sv_password : 0 : , "nf", "prot" : Server password for entry into multiplayer games

 sv_pausable : 0 : , "nf" : Is the server pausable

 sv_precachegeneric : cmd : : Usage: sv_precachegeneric  [ preload ] Add file to precache list

 sv_precacheinfo : cmd : : Show precache info

 sv_precachemodel : cmd : : Usage: sv_precachemodel  [ preload ] Add model to precache list

 sv_precachesound : cmd : : Usage: sv_precachesound  [ preload ] Add sound to precache list

 sv_pushaway_clientside : 0 : , "sv", "rep" : Clientside physics push away (0=off, 1=only localplayer, 1=all players)

 sv_pushaway_clientside_size : 15 : , "sv", "rep" : Minimum size of pushback objects

 sv_pushaway_force : 30000 : , "sv", "rep" : How hard physics objects are pushed away from the players on the server


 sv_pushaway_max_force : 1000 : , "sv", "rep" : Maximum amount of force applied to physics objects by players

 sv_pushaway_min_player_speed : 75 : , "sv", "rep" : If a player is moving slower than this, don't push away physics objects (enables ducking behind things)

 sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication

 sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication before being banned

 sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned

 sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications

 sv_region : 0 : : The region of the world to report this server in

 sv_rollangle : 0 : , "sv", "nf", "rep" : Max view roll angle

 sv_rollspeed : 200 : , "sv", "nf", "rep" : 

 sv_runcmds : 1 : , "sv" : 

 sv_sendtables : 0 : : Force full sendtable sending path

 sv_showhitboxes : -1 : , "sv", "cheat" : Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only)

 sv_showimpacts : 0 : , "sv", "rep" : Shows client (red) and server (blue) bullet impact point

 sv_showladders : 0 : , "sv" : Show bbox and dismount points for all ladders (must be set before level load.) 

 sv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texture

 sv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files

 sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)

 sv_soundemitter_trace : 0 : , "sv", "rep" : Show all EmitSound calls including their symbolic name and the actual wave file they resolved to 

 sv_soundscape_printdebuginfo : cmd : : print soundscapes

 sv_specaccelerate : 5 : , "a", "sv", "nf", "rep" : 

 sv_specnoclip : 1 : , "a", "sv", "nf", "rep" : 

 sv_specspeed : 3 : , "a", "sv", "nf", "rep" : 

 sv_stats : 1 : : Collect CPU usage stats

 sv_stepsize : 18 : , "sv", "nf", "rep" : 

 sv_stopspeed : 75 : , "sv", "nf", "rep" : 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_strict_notarget : 0 : , "sv" : If set, notarget will cause entities to never think they are in the pvs

 sv_suppress_viewpunch : 0 : , "sv", "rep" : 

 sv_teststepsimulation : 1 : , "sv" : 

 sv_thinktimecheck : 0 : , "sv" : Check for thinktimes all on same timestamp

 sv_timeout : 65 : : After this many seconds without a message from a client, the client is dropped

 sv_unlag : 1 : , "sv" : Enables player lag compensation

 sv_unlockedchapters : 1 : , "a", "sv" : 

 sv_voicecodec : 0 : : 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_wateraccelerate : 10 : , "sv", "nf", "rep" : 

 sv_waterdist : 12 : , "sv", "rep" : Vertical view fixup when eyes are near water plane

 sv_waterfriction : 1 : , "sv", "nf", "rep" : 

 template_debug : 0 : , "sv" : 

 Test_CreateEntity : cmd : : 

 test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: 

 test_dispatcheffect      Defaults are:     

 Test_EHandle : cmd : : 

 test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player

 Test_InitRandomEntitySpawner : cmd : : 

 Test_Loop : cmd : : Test_Loop  - loop back to the specified loop start point unconditionally

 Test_LoopCount : cmd : : Test_LoopCount   - loop back to the specified loop start point the specified # of times

 Test_LoopForNumSeconds : cmd : : Test_LoopForNumSeconds