因为没有说明书! 对于那些不是 l33t 通灵黑客的人: 这是 YERCONSOLE 命令 点此下载或阅读下方乱七八糟的内容 变量列表 _restart : cmd :: 关闭并重新启动引擎 addip : cmd : : 添加IP地址到黑名单 ai_auto_contact_solver:1:,“sv”: ai_clear_bad_links : cmd : : 清除导航链接上设置的指示链接不可用的位 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": 显示 NPC 的随机表达式决策 ai_debug_follow:0:,“sv”: ai_debug_loners:0:,“sv”: ai_debug_looktargets:0:,“sv”: ai_debug_los : 0 : , "sv", "cheat": NPC 视线调试模式。如果为 1,则 bloNPC LOC 的实体实体将用边界框突出显示。如果为 2,它将显示非实体实体,如果它们是实体的话,它们会这样做 ai_debug_nav:0:,“sv”: ai_debug_node_connect : cmd :: 调试两个节点之间的尝试连接 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 : : 双向传递所有 AI 逻辑例程并将所有 NPC 置于其空闲动画中。可用于让 NPC 远离您并测试 AI 逻辑例程对帧速率的影响 ai_drawbattlelines:0:,“sv”,“作弊”: ai_dump_hints:命令:: 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 : : 循环显示各种船体尺寸。当前选择的船体尺寸被写入屏幕。控制在使用 ai_show_hull 或 ai_show_connect 命令时显示哪些连接参数:-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 : : 切换节点显示。第一次调用将给定网络的节点显示为绿色对象。第二次调用显示节点及其 ID。节点的颜色编码如下: 绿色 - 地面节点 青色 - 空中节点 洋红色 - 爬升节点 灰色 - 节点不适用于选定的船体尺寸 橙色 - 节点当前锁定 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 : : 重新加载所有响应系统脚本 ai_report_task_timings_on_limit:0:,“a”,“sv”: ai_resume : cmd : : 如果 NPC 正在逐步完成任务(请参阅 ai_step )将恢复正常处理 ai_sequence_debug:0:,“sv”: ai_set_move_height_epsilon : cmd : : 设置 AI 在检查台阶时将地面步行者抬高的高度 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 : : 显示当前所选船体类型的每个节点之间允许的连接。船体颜色代码如下: 绿色 - 地面运动 蓝色 - 跳跃运动 青色 - 飞行运动 洋红色 - 攀爬运动 红色 - 连接禁用 ai_show_connect_fly : cmd : : 显示当前所选船体类型的每个节点之间允许的连接。船体颜色代码如下: 绿色 - 地面运动 蓝色 - 跳跃运动 青色 - 飞行运动 洋红色 - 攀爬运动 红色 - 连接禁用 ai_show_connect_jump : cmd : : 显示当前所选船体类型的每个节点之间允许的连接。船体颜色代码如下: 绿色 - 地面运动 蓝色 - 跳跃运动 青色 - 飞行运动 洋红色 - 攀爬运动 红色 - 连接禁用 ai_show_graph_connect : cmd : : 切换玩家正在查看的节点的图形连接显示。通过网络图连接到所选节点的节点将以红色绘制,并带有连接到所选节点的洋红色线。未通过所选节点的网络图连接的节点将以蓝色绘制 ai_show_grid : cmd : : 在地板上画一个网格 ai_show_hints : cmd : : 将所有提示显示为小框 蓝色 - 提示可用 红色 - 提示当前正被 NPC 使用 橙色 - 提示未被超时使用 灰色 - 提示已被禁用 ai_show_hull : cmd : : 显示当前所选船体类型的每个节点之间允许的船体。船体颜色代码如下: 绿色 - 地面运动 蓝色 - 跳跃运动 青色 - 飞行运动 洋红色 - 攀爬运动 参数:-无- ai_show_hull_attacks:0:,“sv”: ai_show_node : cmd : : 高亮指定节点 ai_show_think_tolerance:0:,“sv”: ai_show_visibility : cmd : : 切换玩家正在查看的节点的可见性显示。从所选节点可见的节点将以红色绘制,并带有连接到所选节点的黄线。从所选节点不可见的节点将以蓝色绘制 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 : : NPC 将在完成当前任务后冻结。要完成下一个任务,请再次使用“ai_step”。要恢复处理通常使用“ai_resume” ai_think_limit_label:0:,“a”,“sv”: ai_use_clipped_pa​​ths:1:,“sv”: ai_use_efficiency : 1 : , "sv": ai_use_frame_think_limits:1:,“sv”: ai_use_think_optimizations:1:,“sv”: ainet_generate_report : cmd : : 向控制台生成报告 ainet_generate_report_only : cmd : : 向控制台生成报告 air_density : cmd : : 改变阻力计算的空气密度 alias : cmd : : 别名命令 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 : : 将用户 ID 添加到禁止列表 bench_end : cmd : : 结束信息收集 bench_start : cmd : : 开始收集信息。参数: 将结果写入的文件名 bench_upload : cmd : : 将最新的基准统计数据上传到 Valve 服务器 绑定切换:命令:: 喷血:命令::血液 bot_add : cmd : : 将机器人添加到玩家较少的球队 bot_add_ct : cmd : : 添加反恐机器人 bot_add_t : cmd : : 添加一个恐怖分子机器人 bot_all_weapons : cmd : : 允许机器人使用所有武器 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", "作弊": bot_debug : 0 : , "sv", "rep": bot_defer_to_human : 0 : , "sv", "rep": bot_difficulty : 0 : , "sv", "rep": bot_freeze : 0 : , "sv", "作弊": bot_goto_mark : cmd : : 到选定导航区域的机器人(用于编辑导航网格) bot_join_after_player : 1 : , "sv", "rep": bot_join_team : 0 : , "sv", "rep": bot_kick : cmd : : 踢指定的机器人,如果没有给出名称,则踢所有机器人 bot_kill : cmd : : 杀死指定的机器人,如果没有给出名称,则杀死所有机器人 bot_knives_only : cmd : : 限制机器人只使用刀具 bot_memory_usage : cmd : : 报告机器人的内存使用情况 bot_mimic:0:,“sv”,“作弊”: bot_mimic_yaw_offset:180:,“sv”,“作弊”: bot_pistols_only : cmd : : 限制机器人只使用手枪 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 : : 限制机器人只使用狙击步枪 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 : : 切换。玩家受到伤害但不会。 (健康为零时显示红叉) bug_swap : cmd : : 自动将当前武器换成虫子诱饵并再次返回 cache_print : cmd :: 打印缓存内存的内容 cast_hull : cmd : : 测试船体碰撞检测 cast_ray : cmd : : 测试碰撞检测 cc_lookup_crc : cmd : : 用于追踪丢失的 CC 令牌字符串 ch_createairboat : cmd : : 在玩家面前生成汽艇 ch_createjeep : cmd : : 在玩家面前生成吉普车 changelevel : cmd : : 将服务器更改为指定地图 changelevel2 : cmd : : 在单人游戏中转换到指定地图 cl_clock_correction : 1 : , "cheat": 在客户端启用/禁用时钟校正 cl_clock_correction_adjustment_max_amount : 200 : , "cheat": 设置允许校正客户端时钟的每秒最大毫秒数。它只会在客户端和服务器时钟之间的差异等于或大于 cl_clock_correction_adjustment_max_offset 时更正此数量 cl_clock_correction_adjustment_max_offset : 90 : , "cheat": 随着时钟偏移量从 cl_clock_correction_adjustment_min_offset 变为该值(以毫秒为单位),它开始应用 cl_clock_correction_adjustment_max_amount 调整。这样,当偏移量小时响应也很小 cl_clock_correction_adjustment_min_offset : 10 : , "cheat": 如果时钟偏移量小于这个量(以毫秒为单位),则不应用时钟校正 cl_clock_correction_force_server_tick : 999 : , "cheat": 强制时钟校正以匹配服务器刻度 + 此偏移量(-999 禁用它) cl_clock_showdebuginfo : 0 : , "cheat": 显示关于时钟漂移的调试信息 cl_clockdrift_max_ms : 150 : , "cheat": 在客户端将其时钟捕捉到服务器的时钟之前允许时钟漂移的最大毫秒数 cl_resend : 0 : : 未使用 clear_debug_overlays : cmd : : 清除调试覆盖 clientport : 27005 : : 主机游戏客户端端口 cmd : cmd : : 转发命令到服务器 collision_shake_amp:0:,“sv”: collision_shake_freq:0:,“sv”: collision_shake_time : 0 : , "sv": coop : 0 : , "nf": 合作游戏 CreatePredictionError : cmd :: 创建一个预测错误 学分完成:cmd:: cs_ShowStateTransitions : -2 : , "sv", "cheat": cs_ShowStateTransitions-1 for all>. 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: 1024> 0> 0> 0> 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