Counter Strike Command

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    26-Nov-2014
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Commands starting with letter "A" Command _fov _restart addip adsp_alley_min adsp_courtyard_min adsp_debug adsp_door_height adsp_duct_min adsp_hall_min adsp_low_ceiling adsp_opencourtyard_min adsp_openspace_min adsp_openstreet_min adsp_openwall_min adsp_room_min adsp_street_min adsp_tunnel_min adsp_wall_height ai_actbusy_search_time ai_ally_manager_debug ai_auto_contact_solver ai_citizen_debug_commander ai_clear_bad_links ai_debug_actbusy 122 126 0 112 106 110 108 126 130 118 130 102 118 114 128 10 0 1 1 Default Cheat? 0 Shutdown and restart the engine. Add an IP address to the ban list. None None None None None None None None None None None None None None None None None None None Clears bits set on nav links indicating link is unusable Used to debug actbusy behavior. Usage: 1 Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2 Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen. 3 Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes. 4 Display debug output of actbusy logic. None None None None None Show random expression decisions for NPCs. None None None NPC Line-Of-Sight debug mode. 1 Solid entities that block NPC LOC will be highlighted with white bounding boxes. 2 It'll show non-solid entities that would do it if they were solid. None Debug the attempted connection between two nodes 0 0 0 0 0 None None None None None Help Text Automates fov command to server.

0

Yes

ai_debug_assault ai_debug_directnavprobe ai_debug_doors ai_debug_efficiency ai_debug_enemies ai_debug_expressions ai_debug_follow ai_debug_loners ai_debug_looktargets ai_debug_los

0 0 0 0 0 0 0 0 0

0

Yes

ai_debug_nav ai_debug_node_connect ai_debug_ragdoll_magnets ai_debug_readiness ai_debug_shoot_positions ai_debug_speech ai_debug_squads

0

ai_debug_think_ticks ai_debugscriptconditions ai_disable

0 0

None None 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 ai_dump_hints ai_efficiency_override ai_follow_move_commands ai_follow_use_points ai_follow_use_points_when_moving ai_lead_time ai_LOS_mode ai_moveprobe_debug ai_moveprobe_jump_debug ai_moveprobe_usetracelist ai_new_aiming ai_newgroundturret ai_next_hull

0 0 1 1 1 0 0 0 0 0 1 0

Yes

None None None None None None None None None None None None None Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used

ai_no_local_paths ai_no_node_cache ai_no_select_box ai_no_steer ai_no_talk_delay ai_nodes

0 0 0 0 0

None None None None None 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 ai_path_insert_pause_at_est_end ai_path_insert_pause_at_obstruction ai_reaction_delay_alert ai_reaction_delay_idle ai_readiness_decay ai_rebalance_thinks ai_reloadresponsesystems ai_report_task_timings_on_limit ai_resume ai_sequence_debug ai_set_move_height_epsilon ai_shot_bias ai_shot_bias_max ai_shot_bias_min ai_shot_stats ai_shot_stats_term ai_show_connect

0 1 1 0 0 120 1 0 0 1 1 -1 0 1000

None None None None None None None None Reload all response system scripts. None If NPC is stepping through tasks (see ai_step ) will resume normal processing. None Set how high AI bumps up ground walkers when checking steps None None None None None Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green Ground movement

ai_path_adjust_speed_on_immediate_turns 1

Blue Jumping movement Cyan Flying movement Magenta Climbing movement Red Connection disabled ai_show_connect_fly Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement Red Connection disabled Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green Ground movement Blue Jumping movement Cyan Flying movement Magenta Climbing movement Red Connection disabled Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue. Draw a grid on the floor where looking. 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 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 0 0 None Highlight the specified node None 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. 0 0 3 0 None None None None 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_show_connect_jump

ai_show_graph_connect

ai_show_grid ai_show_hints

ai_show_hull

ai_show_hull_attacks ai_show_node ai_show_think_tolerance ai_show_visibility

ai_simulate_task_overtime ai_spread_cone_focus_time ai_spread_defocused_cone_multiplier ai_spread_pattern_focus_time ai_step

ai_think_limit_label ai_use_clipped_paths ai_use_efficiency ai_use_frame_think_limits ai_use_readiness ai_use_think_optimizations ainet_generate_report ainet_generate_report_only air_density airboat_fatal_stress alias +alt1 -alt1 +attack -attack +attack2 -attack2 autosave Commands starting with letter "B" Command +back -back banid bench_end bench_showstatsdialog bench_start bench_upload benchframe bgmvolume bind

0 1 1 1 1 1

None None None None None None Generate a report to the console. Generate a report to the console. Changes the density of air for drag computations.

5000

Amount of stress in kg that would kill the airboat driver. Alias a command. None None Launches the selected weapons primary attack. None Launches the selected weapons secondary attack. None None

Default Cheat?

Help Text Start moving player backward (button down) Stop moving player backward (button up) Add a user ID to the ban list. Ends gathering of info. Shows a dialog displaying the most recent benchmark results. Starts gathering of info. Arguments: filename to write results into Uploads most recent benchmark stats to the Valve servers. Takes a snapshot of a particular frame in a time demo.

1

CD sound playback volume. Bind a key. E.g Bind "y" "noclip" Will bind the key 'y' when pressed to turn on 'noclip'. When typing into the console include the "" before and after the key and the console command. None

BindToggle birds_debug blink_duration bloodspray bot_add Yes bot_add_ct bot_add_t bot_kick bot_kick ct bot_kick t bot_kill box +break -break breakable_disable_gib_limit breakable_multiplayer buddha 0 1 Yes Yes Yes Yes Yes Yes 0 0

None How many seconds an eye blink will last. blood (Counter-Strike: Source only) Adds a bot onto either the Counter-Terrorist team or the Terrorist team, by random. If the server is hosted online the an rcon login is required. (Counter-Strike: Source only) Adds a bot onto the Counter-Terrorist team. If the server is hosted online the an rcon login is required. (Counter-Strike: Source only) Adds a bot onto the Terrorist team.I f the server is hosted online the an rcon login is required. (Counter-Strike: Source only) Kick's all of the bots from the server. If the server is hosted online the an rcon login is required. (Counter-Strike: Source only) Kicks a bot from the Counter-Terrorist team by random. If the server is hosted online the an rcon login is required. (Counter-Strike:Source only) Kicks a bot from the Terrorist team by random. If the server is hosted online the an rcon login is required. (Counter-Strike:Source only) Kills all of the bots on the server. If the server is hosted online the an rcon login is required. Draw a debug box. None None None None Toggle. Player takes damage but won't die. (Shows red cross when health is zero)

budget_averages_window budget_background_alpha budget_bargraph_background_alpha budget_bargraph_range_ms budget_history_numsamplesvisible budget_history_range_ms budget_panel_height budget_panel_width budget_panel_x budget_panel_y budget_peaks_window budget_show_averages budget_show_history budget_show_peaks bug bug_swap bugbait_distract_time bugbait_grenade_radius bugbait_hear_radius bugbait_radius bugreporter_includebsp buildcubemaps building_cubemaps bulletspeed Commands starting with letter "C" Command c_maxdistance c_maxpitch c_maxyaw c_mindistance c_minpitch c_minyaw c_orthoheight c_orthowidth cache_print cam_command cam_idealdist cam_idealdistup cam_idealdistright cam_idealpitch cam_idealyaw cam_snapto +camdistance -camdistance +camin -camin +cammousemove -cammousemove camortho

30 128 128 16 100 66 384 512 0 50 30 0 1 1

number of frames to look at when figuring out