Download - Counter Strike Command

Transcript
Page 1: Counter Strike Command

Commands starting with letter "A"

Command Default

Cheat? Help Text

_fov 0 Automates fov command to server.

_restart Shutdown and restart the engine.

addip Add an IP address to the ban list.

adsp_alley_min 122 None

adsp_courtyard_min 126 None

adsp_debug 0 None

adsp_door_height 112 None

adsp_duct_min 106 None

adsp_hall_min 110 None

adsp_low_ceiling 108 None

adsp_opencourtyard_min 126 None

adsp_openspace_min 130 None

adsp_openstreet_min 118 None

adsp_openwall_min 130 None

adsp_room_min 102 None

adsp_street_min 118 None

adsp_tunnel_min 114 None

adsp_wall_height 128 None

ai_actbusy_search_time 10 None

ai_ally_manager_debug 0 None

ai_auto_contact_solver 1 None

ai_citizen_debug_commander 1 None

ai_clear_bad_links Clears bits set on nav links indicating link is unusable

ai_debug_actbusy

0 Yes

Used to debug actbusy behavior. Usage: 1

Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.

2Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.

3Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.

4Display debug output of actbusy logic.

ai_debug_assault 0 None

ai_debug_directnavprobe 0 None

ai_debug_doors 0 None

ai_debug_efficiency 0 None

ai_debug_enemies 0 None

ai_debug_expressions 0 Show random expression decisions for NPCs.

ai_debug_follow 0 None

ai_debug_loners 0 None

ai_debug_looktargets 0 None

ai_debug_los

0 Yes

NPC Line-Of-Sight debug mode. 1

Solid entities that block NPC LOC will be highlighted with white bounding boxes.

2It'll show non-solid entities that would do it if they were solid.

ai_debug_nav 0 None

ai_debug_node_connect Debug the attempted connection between two nodes

ai_debug_ragdoll_magnets 0 None

ai_debug_readiness 0 None

ai_debug_shoot_positions 0 None

ai_debug_speech 0 None

ai_debug_squads 0 None

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ai_debug_think_ticks 0 None

ai_debugscriptconditions 0 None

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

ai_drawbattlelines 0 Yes None

ai_dump_hints None

ai_efficiency_override 0 None

ai_follow_move_commands 1 None

ai_follow_use_points 1 None

ai_follow_use_points_when_moving 1 None

ai_lead_time 0 None

ai_LOS_mode 0 None

ai_moveprobe_debug 0 None

ai_moveprobe_jump_debug 0 None

ai_moveprobe_usetracelist 0 None

ai_new_aiming 1 None

ai_newgroundturret 0 None

ai_next_hull 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 0 None

ai_no_node_cache 0 None

ai_no_select_box 0 None

ai_no_steer 0 None

ai_no_talk_delay 0 None

ai_nodes 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 None

ai_path_adjust_speed_on_immediate_turns 1 None

ai_path_insert_pause_at_est_end 1 None

ai_path_insert_pause_at_obstruction 1 None

ai_reaction_delay_alert 0 None

ai_reaction_delay_idle 0 None

ai_readiness_decay 120 None

ai_rebalance_thinks 1 None

ai_reloadresponsesystems Reload all response system scripts.

ai_report_task_timings_on_limit 0 None

ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing.

ai_sequence_debug 0 None

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

ai_shot_bias 1 None

ai_shot_bias_max 1 None

ai_shot_bias_min -1 None

ai_shot_stats 0 None

ai_shot_stats_term 1000 None

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

Ground movement

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BlueJumping movement

CyanFlying movement

MagentaClimbing movement

RedConnection 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

ai_show_connect_jump 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

ai_show_graph_connect Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by 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.

ai_show_grid Draw a grid on the floor where looking.

ai_show_hints Displays all hints as small boxes Blue

Hint is available for use Red

Hint is currently being used by an NPC Orange

Hint not being used by timed out Grey

Hint has been disabled

ai_show_hull 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

ai_show_hull_attacks 0 None

ai_show_node Highlight the specified node

ai_show_think_tolerance 0 None

ai_show_visibility Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be 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 None

ai_spread_cone_focus_time 0 None

ai_spread_defocused_cone_multiplier 3 None

ai_spread_pattern_focus_time 0 None

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

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ai_think_limit_label 0 None

ai_use_clipped_paths 1 None

ai_use_efficiency 1 None

ai_use_frame_think_limits 1 None

ai_use_readiness 1 None

ai_use_think_optimizations 1 None

ainet_generate_report Generate a report to the console.

ainet_generate_report_only Generate a report to the console.

air_density Changes the density of air for drag computations.

airboat_fatal_stress 5000 Amount of stress in kg that would kill the airboat driver.

alias Alias a command.

+alt1 None

-alt1 None

+attack Launches the selected weapons primary attack.

-attack None

+attack2 Launches the selected weapons secondary attack.

-attack2 None

autosave None

Commands starting with letter "B"

Command Default

Cheat? Help Text

+back Start moving player backward (button down)

-back Stop moving player backward (button up)

banid Add a user ID to the ban list.

bench_end Ends gathering of info.

bench_showstatsdialog Shows a dialog displaying the most recent benchmark results.

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

bench_upload Uploads most recent benchmark stats to the Valve servers.

benchframe Takes a snapshot of a particular frame in a time demo.

bgmvolume 1 CD sound playback volume.

bind 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.

BindToggle None

birds_debug 0 None

blink_duration 0 How many seconds an eye blink will last.

bloodspray blood

bot_addYes

(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.

bot_add_ct Yes (Counter-Strike: Source only) Adds a bot onto the Counter-Terrorist team. If the server is hosted online the an rcon login is required.

bot_add_t Yes (Counter-Strike: Source only) Adds a bot onto the Terrorist team.I f the server is hosted online the an rcon login is required.

bot_kick Yes (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.

bot_kick ctYes

(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.

bot_kick t Yes (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.

bot_kill Yes (Counter-Strike:Source only) Kills all of the bots on the server. If the server is hosted online the an rcon login is required.

box Draw a debug box.

+break None

-break None

breakable_disable_gib_limit 0 None

breakable_multiplayer 1 None

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

budget_averages_window 30 number of frames to look at when figuring out average frametimes

budget_background_alpha 128 how translucent the budget panel is

budget_bargraph_background_alpha 128 how translucent the budget panel is

budget_bargraph_range_ms 16 budget bargraph range in milliseconds

budget_history_numsamplesvisible 100 number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel

budget_history_range_ms 66 budget history range in milliseconds

budget_panel_bottom_of_history_fraction 0 number between 0 and 1

budget_panel_height 384 height in pixels of the budget panel

budget_panel_width 512 width in pixels of the budget panel

budget_panel_x 0 number of pixels from the left side of the game screen to draw the budget panel

budget_panel_y 50 number of pixels from the top side of the game screen to draw the budget panel

budget_peaks_window 30 number of frames to look at when figuring out peak frametimes

budget_show_averages 0 enable/disable averages in the budget panel

budget_show_history 1 turn history graph off and on. . good to turn off on low end

budget_show_peaks 1 enable/disable peaks in the budget panel

bug Show/hide the bug reporting UI.

bug_swap Automatically swaps the current weapon for the bug bait and back again.

bugbait_distract_time 5 None

bugbait_grenade_radius 150 None

bugbait_hear_radius 2500 None

bugbait_radius 512 None

bugreporter_includebsp 1 Include .bsp for internal bug submissions.

buildcubemaps Rebuild cubemaps.

building_cubemaps 0 None

bulletspeed 6000 None

Commands starting with letter "C"

Command Default

Cheat? Help Text

c_maxdistance 200 None

c_maxpitch 90 None

c_maxyaw 135 None

c_mindistance 30 None

c_minpitch 0 None

c_minyaw -135 None

c_orthoheight 100 None

c_orthowidth 100 None

cache_print Print out contents of cache memory.

cam_command 0 Yes Changes camera view, first/third person

cam_idealdist 64 Cam distance from player

cam_idealdistup 0 Cam above/below player

cam_idealdistright 0 Cam left/right of player

cam_idealpitch 0 None

cam_idealyaw 90 0=Behind player, 90=Right arm

cam_snapto 0 None

+camdistance None

-camdistance None

+camin None

-camin None

+cammousemove None

-cammousemove None

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camortho Switch to orthographic camera.

There is currently no known way to exit this mode without restarting the engine.

+camout None

-camout None

+campitchdown None

-campitchdown None

+campitchup None

-campitchup None

+camyawleft None

-camyawleft None

+camyawright None

-camyawright None

cancelselect None

cast_hull Tests hull collision detection

cast_ray Tests collision detection

cc_captiontrace 1 Show missing closecaptions: (0 = no, 1 = devconsole, 2 = show in hud)

cc_emit Emits a closed caption

cc_lang 0 Current close caption language (emtpy = use game UI language)

cc_linger_time 1 Close caption linger time.

cc_lookup_crc For tracking down missing CC token strings

cc_predisplay_time 0 Close caption delay before showing caption.

cc_sentencecaptionnorepeat 4 How often a sentence can repeat.

cc_subtitles 0 If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).

cd Play or stop a cd track.

centerview None

ch_createairboat Spawn airboat in front of the player.

ch_createjeep Spawn jeep in front of the player.

changelevel Change server to the specified map

changelevel2 Transition to the specified map in single player

cl_allowdownload 1 Client downloads customization files

cl_allowupload 1 Client uploads customization files

cl_anglespeedkey 0 None

cl_animationinfo Hud element to examine.

cl_backspeed 400 None

cl_bob 0 None

cl_bobcycle 0 None

cl_bobup 0 None

cl_class 0 Default class when joining a game

cl_clock_correction 1 Yes Enable/disable clock correction on the client.

cl_clock_correction_adjustment_max_amount

200 Yes

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 Yes

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 Yes If the clock offset is less than this amount (in milliseconds),

then no clock correction is applied.

cl_clock_correction_force_server_tick 999 Yes Force clock correction to match the server tick + this offset (-999 disables it).

cl_clock_showdebuginfo 0 Yes Show debugging info about the clock drift.

cl_clockdrift_max_ms 150 Yes Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.

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cl_cmdbackup2

For each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists)

cl_cmdrate 30 Max number of command packets sent to server per second

cl_customsounds 0 Enable customized player sound playback

cl_demoviewoverride 0 Override view during demo playback

cl_detaildist 1200 Distance at which detail props (e.g. grass) are shown.

cl_detailfade400

Distance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0.

cl_draw_airboat_wake 1 Yes None

cl_drawhud 1 Yes Enable the rendering of the hud

cl_drawleaf -1 Yes None

cl_drawmaterial 0 Yes Draw a particular material over the frame

cl_drawmonitors 1 None

cl_drawshadowtexture 0 Yes None

cl_ejectbrass 1 Determines whether spent shells are shown ejecting from a gun.

cl_ent_absbox Displays the client's absbox for the entity under the crosshair.

cl_ent_bbox Displays the client's bounding box for the entity under the crosshair.

cl_ent_rbox Displays the client's render box for the entity under the crosshair.

cl_entityreport 0 Yes For debugging, draw entity states to console

cl_extrapolate 1 Yes Enable/disable extrapolation if interpolation history runs out.

cl_extrapolate_amount 0 Yes Set how many seconds the client will extrapolate entities for.

cl_flushentitypacket 0 Yes For debugging. Force the engine to flush an entity packet.

cl_forcehighendmonitors 1 None

cl_forcepreload

0

Whether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly.

cl_forwardspeed 400 None

cl_fullupdate Forces the server to send a full update packet

cl_idealpitchscale 0 None

cl_ignorepackets 0 Yes Force client to ignore packets (for debugging).

cl_interp 0 Interpolate object positions starting this many seconds in past

cl_interp_npcs 0 Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)

cl_interpolate 1 Interpolate entities on the client.

cl_lagcomp_errorcheck 0 Player index of other player to check for position errors.

cl_lagcompensation 1 Perform server side lag compensation of weapon firing events.

cl_leveloverview 0 Yes None

cl_localnetworkbackdoor 1 Enable network optimizations for single player games.

cl_logofile 0 Spraypoint logo decal.

cl_maxrenderable_dist 3000 Yes Max distance from the camera at which things will be rendered

cl_mouseenable 1 None

cl_observercrosshair 1 None

cl_overdraw_test 0 Yes None

cl_panelanimation blanak for all panels>.

cl_particleeffect_aabb_buffer 2 Yes Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often.

cl_pclass 0 Yes Dump entity by prediction classname.

cl_pdump -1 Yes Dump info about this entity to screen.

cl_phys_props_enable 1 Disable clientside physics props (must be set before loading a level).

cl_phys_props_max 300 Maximum clientside physic props

cl_phys_timescale 1 Yes Sets the scale of time for client-side physics (ragdolls)

cl_pitchdown 89 None

cl_pitchspeed 225 None

cl_pitchup 89 None

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cl_playback_screenshots 0 Allows the client to playback screenshot and jpeg commands in demos.

cl_precacheinfo Show precache info (client).

cl_pred_optimize 2 Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).

cl_predict 0 Perform client side prediction.

cl_predictionlist 0 Yes Show which entities are predicting

cl_predictweapons 1 Perform client side prediction of weapon effects.

cl_ragdoll_collide 0 None

cl_rate 10000

Max bytes/sec the host can send data (This command no longer exists)

cl_removedecals Remove the decals from the entity under the crosshair.

cl_resend 6 Delay in seconds before the client will resend the 'connect' attempt

cl_restrict_server_commands

1

Prevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage: 0

Don't restrict any server commands. 1

Restrict server commands in Valve multiplayer games. 2

Restrict server commands in all multiplayer games.

cl_SetupAllBones 0 None

cl_show_bloodspray 1 None

cl_show_splashes 1 None

cl_showanimstate -1 Yes Show the (client) animation state for the specified entity (-1 for none).

cl_showanimstate_log 0 Yes 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.

cl_showents Dump entity list to console.

cl_showerror 0 Yes Show prediction errors, 2 for above plus detailed field deltas.

cl_showevents 0 Yes Print event firing info in the console

cl_showfps 0 See Optimization Commands.

cl_showpos 0 Draw current position at top of screen

cl_ShowSunVectors 0 None

cl_showtextmsg 1 Enable/disable text messages printing on the screen.

cl_sidespeed 400 None

cl_slist 10 Number of seconds to wait for server ping responses when checking for server on your lan

cl_smooth 1 Smooth view/eye origin after prediction errors

cl_smoothtime 0 Smooth client's view after prediction error over this many seconds

cl_soundemitter_flush Flushes the sounds.txt system (client only)

cl_soundfile 0 Jingle sound file.

cl_soundscape_flush Flushes the client side soundscapes

cl_soundscape_printdebuginfo print soundscapes

cl_starfield_diameter 128 None

cl_starfield_distance 256 None

cl_sun_decay_rate 0 Yes None

cl_team 0 Default team when joining a game

cl_timeout 30 After this many seconds without receiving a packet from the server, the client will disconnect itself

cl_updaterate 20 Number of packets per second of updates you are requesting from the server

cl_upspeed 320 None

cl_view Set the view entity index.

cl_winddir 0 Weather effects wind direction angle

cl_windspeed 0 Weather effects wind speed scalar

cl_yawspeed 210 None

clear Clear all console output.

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clear_debug_overlays clears debug overlays

clientport 27005 Host game client port

closecaption 0 Enable close captioning.

cmd Forward command to server.

collision_shake_amp 0 None

collision_shake_freq 0 None

collision_shake_time 0 None

combine_guard_spawn_health 1 None

combine_spawn_health 1 None

+commandermousemove None

-commandermousemove None

+commandmenu Gold Source Command Menu

-commandmenu None

con_drawnotify 1 Disables drawing of notification area (for taking screenshots).

con_enable 1 Allows the console to be activated.

con_notifytime 8 How long to display recent console text to the upper part of the game window

con_nprint_bgalpha 50 Con_NPrint background alpha.

con_nprint_bgborder 5 Con_NPrint border size.

con_trace 0 Print console text to low level printout.

connect Connect to specified server.

contimes 8 Number of console lines to overlay for debugging.

coop 0 Cooperative play.

CreateHairball None

creditsdone None

crosshair 1 None

curve_bias 0 None

cvarlist Show the list of convars/concommands.

Commands starting with letter "D"

Command Default

Cheat? Help Text

deathmatch 0 Running a deathmatch server.

debug_physimpact 0 None

decalfrequency 10 None

default_fov 75 Yes None

demo_debug 0 Demo debug info.

demo_fastforwardfinalspeed 20 Go this fast when holding FF button for a set amount of time (see

below).

demo_fastforwardramptime 5 How many seconds it takes to get to full FF speed.

demo_fastforwardstartspeed 2 Go this fast when starting to hold FF button.

demo_interpolateview 1 Do view interpolation during dem playback.

demo_pauseatservertick 0 Pauses demo playback at server tick

demo_quitafterplayback 0 Quits game after demo playback.

demo_recordcommands 1 Record commands typed at console into .dem files.

demogototick Skips to a tick in demo.

demolist Print demo sequence list.

demopause Pauses demo playback.

demoresume Resumes demo playback.

demos Demo demo file sequence.

demotimescale Sets demo replay speed.

demotogglepause Toggles demo playback.

demoui Show/hide the demo player UI.

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developer 0 Show developer messages.

differences Show all convars which are not at their default values.

disconnect Disconnect game from server.

disp_dynamic 0 None

disp_modlimit 80 None

disp_modlimit_down 20 None

disp_modlimit_up 80 None

disp_numiterations 1 Yes None

dispcoll_drawplane 0 None

displaysoundlist 0 None

dog_debug 0 None

dog_max_wait_time 7 None

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

drawline Draws line between two 3D Points. Green

If no collision Red

Is collided with something Arguments

x1 y1 z1 x2 y2 z2

dropprimary dropprimary: Drops the primary weapon of the player.

dsp_automatic 0 None

dsp_db_min 80 None

dsp_db_mixdrop 0 None

dsp_dist_max 1440 None

dsp_dist_min 0 None

dsp_enhance_stereo 1 None

dsp_facingaway 0 None

dsp_mix_max 0 None

dsp_mix_min 0 None

dsp_off 0 Yes None

dsp_player 0 None

dsp_reload None

dsp_room 0 None

dsp_slow_cpu 0 None

dsp_spatial 40 None

dsp_speaker 50 None

dsp_vol_2ch 1 None

dsp_vol_4ch 0 None

dsp_vol_5ch 0 None

dsp_volume 1 None

dsp_water 14 None

dti_flush 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.

+duck Start player ducking (button down)

-duck Stop player ducking (button up)

dump_globals Dump all global entities/states

dumpstringtables Print string tables to console.

Commands starting with letter "E"

Command Default

Cheat? Help Text

echo Echo text to console.

editdemo Edit a recorded demo file (.dem ).

endmovie Stop recording movie frames.

english 1 If set to 1, running the english language set of assets.

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ent_absbox 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 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 None

ent_dump Usage: ent_dump <entity name></pre>

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

ent_info Usage: ent_info <class name></pre>

ent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments

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

ent_messages_draw 0 Yes Visualizes all entity input/output activity.

ent_name None

ent_pause 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 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 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 Removes the given entity(s) Arguments

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

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

ent_setname Sets the targetname of the given entity(s) Arguments

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

ent_show_response_criteria

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

ent_text 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

envmap None

escape Escape key pressed.

exec Executes a config, // exec config_default.cfg

exit Exit the engine.

Commands starting with letter "F"

Command Default

Cheat? Help Text

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

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

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

findflags Displays a list of console commands with the specified flags. Usage: findflags <string>

Available flags to search for:

- ARCHIVE - SPONLY - GAMEDLL - CHEAT - USERINFO - NOTIFY - PROTECTED - PRINTABLEONLY - UNLOGGED - NEVER_AS_STRING - REPLICATED - DEMO - DONTRECORD - SERVER_CAN_EXECUTE - CLIENTCMD_CAN_EXECUTE - CLIENTDLL - MATERIAL_SYSTEM - STUDIORENDER

fire_absorbrate 3 None

fire_dmgbase 1 None

fire_dmginterval 1 None

fire_dmgscale 0 None

fire_extabsorb 5 None

fire_extscale 12 None

fire_growthrate 1 None

fire_heatscale 1 None

fire_incomingheatscale 0 None

fire_maxabsorb 50 None

firetarget None

firstperson Switch to firstperson camera.

flex_expression 0 None

flex_looktime 5 None

flex_maxawaytime 1 None

flex_maxplayertime 7 None

flex_minawaytime 0 None

flex_minplayertime 5 None

flex_rules 1 Allow flex animation rules to run.

flex_smooth 1 Applies smoothing/decay curve to flex animation controller changes.

flex_talk 0 None

flush Flush cache memory.

flush_unlocked Flush unlocked cache memory.

fog_color -1 None

fog_colorskybox -1 None

fog_enable 1 None

fog_enable_water_fog 1 None

fog_enableskybox 1 None

fog_end -1 None

fog_endskybox -1 None

fog_override 0 Yes None

fog_start -1 None

fog_startskybox -1 None

force_centerview Positions the player's view straight ahead

+forward Start moving player forward (button down)

-forward Stop moving player forward (button up)

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fov Change players FOV

fps_max 300 Frame rate limiter

free_pass_peek_debug 0 None

fs_printopenfiles Show all files currently opened by the engine.

fs_warning_level Set the filesystem warning level.

func_break_max_pieces 15 None

func_breakdmg_bullet 0 None

func_breakdmg_club 1 None

func_breakdmg_explosive 1 None

Commands starting with letter "G"

Command Default

Cheat? Help Text

g_ai_citizen_show_enemy 0 None

g_antlion_maxgibs 16 None

g_debug_antlion 0 None

g_debug_antlionguard 0 None

g_debug_antlionmaker 0 Yes None

g_debug_basehelicopter 0 Yes None

g_debug_combine_camera 0 None

g_debug_cscanner 0 None

g_debug_doors 0 None

g_debug_dropship 0 None

g_debug_dynamicresupplies0

Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning.

g_debug_gunship 0 Yes None

g_debug_headcrab 0 Yes None

g_debug_physcannon 0 None

g_debug_ragdoll_removal 0 Yes None

g_debug_ragdoll_visualize 0 Yes None

g_debug_trackpather 0 Yes None

g_debug_transitions0

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_debug_turret 0 None

g_debug_turret_ceiling 0 None

g_debug_vehiclebase 0 Yes None

g_debug_vehicledriver 0 Yes None

g_debug_vehicleexit 0 Yes None

g_debug_vehiclesound 0 Yes None

g_helicopter_bullrush_bomb_enemy_distance 0 None

g_helicopter_bullrush_bomb_speed 850 The maximum distance the player can be from the chopper before it stops firing

g_helicopter_bullrush_bomb_time 10 None

g_helicopter_bullrush_distance 5000 None

g_helicopter_bullrush_mega_bomb_health 0 Fraction of the health of the chopper before it mega-bombs

g_helicopter_bullrush_shoot_height 650 The maximum distance the player can be from the chopper before it stops firing

g_helicopter_chargetime 2 How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires

g_helicopter_idletime 3 How much time we have to wait (on average) after we fire before we can charge up again

g_helicopter_maxfiringdist 2500 The maximum distance the player can be from the chopper

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before it stops firing

g_jeepexitspeed 100 Yes None

g_Language 0 None

g_ragdoll_fadespeed 600 None

g_ragdoll_maxcount 8 None

g_test_new_antlion_jump 1 None

gameui_hide None

getpos dump position and angles to the console

give Give item to player. Arguments: <item_name>

gl_clear 0 None

god Yes Toggle. Player becomes invulnerable. (Suit will still take damage.)

+graph None

-graph None

groundlist Display ground entity list <index>

Commands starting with letter "H"

Command Default

Cheat? Help Text

hammer_update_entity Orange Box replacement for wc_update_entity.

heartbeat None

help Find help about a convar/concommand.

hideconsole Hide the console.

hidehud 0 Yes None

hidepanel Hides a viewport panel <name>

hl2_normspeed 190 None

hl2_sprintspeed 320 None

hl2_walkspeed 150 None

hltv_autorecord 0 Automatically records all games as HLTV demos.

hltv_cam_distance 96 Default HLTV chase camera distance

hltv_cam_fov 90 Default HLTV chase camera FOV

hltv_cam_inertia 100 Default HLTV chase camera inertia

hltv_cam_offset 64 Default HLTV chase camera offset

hltv_cam_phi 0 Default HLTV chase camera phi angle

hltv_cam_theta 0 Default HLTV chase camera theta angle

hltv_connect Connect to specified HLTV server.

hltv_debug 0 HLTV debug info.

hltv_delay 10 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 Starts HLTV demo recording.

hltv_retry Reconnects the HLTV relay proxy.

hltv_snapshotinterval 2 Take game snapshot every nth tick

hltv_status Connect to specified HLTV server.

hltv_stop Stops the HLTV broadcast.

hltv_stoprecord Stops HLTV demo recording.

hltv_viewent 0 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 None

host_runofftime 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 Yes Force the host to sleep a certain number of milliseconds

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each frame.

host_speeds 0 Show general system running times.

host_timescale 1 Yes Prescale the clock by this amount.

host_writeconfig Store current settings to config.cfg (or specified .cfg file).

hostname 0 Hostname for server.

hostport 27015 Host game server port

hud_airboathint_numentries 10 None

hud_autoreloadscript 0 Automatically reloads the animation script each time one is ran

hud_deathnotice_time 6 None

hud_drawhistory_time 5 None

hud_fastswitch 0 None

hud_jeephint_numentries 10 None

hud_quickinfo 0 None

hud_reloadscheme Reloads hud layout and animation scripts.

hud_saytext_time 12 None

hurtme Hurts the player. Arguments: <health to lose>

Commands starting with letter "I"

Command Default

Cheat? Help Text

impulse See impulse.

incrementvar

Increment specified convar value.

invnext None

invprev None

ip 0 Overrides IP for multihomed hosts

+jlook None

-jlook None

Commands starting with letter "J"

Command Default

Cheat? Help Text

joy_advanced 0 None

joy_advaxisr 0 None

joy_advaxisu 0 None

joy_advaxisv 0 None

joy_advaxisx 0 None

joy_advaxisy 0 None

joy_advaxisz 0 None

joy_diagonalpov 0 POV manipulator operates on diagonal axes, too.

joy_forwardsensitivity -1 None

joy_forwardthreshold 0 None

joy_name 0 None

joy_pitchsensitivity 1 None

joy_pitchthreshold 0 None

joy_sidesensitivity -1 None

joy_sidethreshold 0 None

joy_wingmanwarrier_centerhack 0 Wingman warrior centering hack.

joy_wingmanwarrier_turnhack 0 Wingman warrior hack related to turn axes.

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joy_yawsensitivity -1 None

joy_yawthreshold 0 None

joyadvancedupdate None

joystick 0 None

jpeg Take a jpeg screenshot: jpeg <filename> <quality 1-100>.

jpeg_quality 90 jpeg screenshot quality.

+jump Start player jump upward (button down)

-jump Stop player jump upward (button up)

Commands starting with letter "K"

Command Default

Cheat? Help Text

kdtree_test Tests spatial partition for entities queries.

key_findbinding Find key bound to specified command string.

key_listboundkeys List bound keys with bindings.

key_updatelayout

Updates game keyboard layout to current windows keyboard setting.

kick Kick a player by slot, userid or name.

kill kills the player

killserver Shutdown the server.

+klook None

-klook None

Commands starting with letter "L"

Command Default

Cheat? Help Text

lastinv None

+left Start moving player left (button down)

-left Stop moving player left (button up)

light_crosshair Show texture color at crosshair

linefile Parses map leak data from .lin file

list List cached servers.

listdemo List demo file contents.

listid Lists banned users.

listip List IP addresses on the ban list.

listmodels List loaded models.

load Load a saved game.

lod_Enable 1 None

lod_TransitionDist 800 None

log 1>.

log_addaddress Set address and port for remote host <ip:port>.

log_console 1>.

log_events 1>.

log_level Specifies a logging level 0..15 <n>.

log_udp 1>.

+lookdown None

-lookdown None

lookspring 0 None

lookstrafe 0 None

+lookup None

-lookup None

lservercfgfile 0 None

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Commands starting with letter "M"

Command Default Cheat? Help Text

m_customaccel

0

Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).

Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity. If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.

m_customaccel_exponent 1 Mouse move is raised to this power before being scaled by scale factor.

m_customaccel_max 0 Max mouse move scale factor, 0 for no limit

m_customaccel_scale 0 Custom mouse acceleration value.

m_filter 0 Mouse filtering (set this to 1 to average the mouse over 2 frames).

m_forward 1 Mouse forward factor.

m_mouseaccel1 0 Windows mouse acceleration initial threshold (2x movement).

m_mouseaccel2 0 Windows mouse acceleration secondary threshold (4x movement).

m_mousespeed 1 Windows mouse speed factor (range 1 to 20).

m_pitch 0 Mouse pitch factor.

m_side 0 Mouse side factor.

m_yaw 0 Mouse yaw factor.

map Start playing on specified map.

map_background Runs a map as the background to the main menu.

map_edit None

map_noareas 0 Disable area to area connection testing.

mapcyclefile mapcycle.txt Sets the map cycle file to use for cycling maps.

maps Displays list of maps.

mat_antialias 0 None

mat_bloom 1 None

mat_bufferprimitives 1 None

mat_bumpbasis 0 None

mat_bumpmap 1 Toggles bumpmap rendering on/off.

mat_camerarendertargetoverlaysize 128 Yes None

mat_clipz 1 None

mat_compressedtextures 1 None

mat_configcurrent Show the current video control panel config for the material system.

mat_crosshair Display the name of the material/texture under the crosshair.

mat_debug None

mat_debugdepth 0 None

mat_debugdepthmode 0 None

mat_debugdepthval 128 None

mat_debugdepthvalmax 256 None

mat_depthbias_decal -262144 None

mat_depthbias_normal 0 Yes None

mat_diffuse 1 None

mat_drawflat 0 Yes None

mat_drawwater 1 Yes None

mat_dxlevel 90 None

mat_envmapsize 128 None

mat_envmaptgasize 32 None

mat_fastnobump 0 None

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

mat_fillrate 0 Yes None

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mat_filterlightmaps 1 Smooths lightmaps. Lighting appears blocky when this is off.

mat_filtertextures 1 Smooths textures. Textures appear blocky when this is off.

mat_forceaniso 1 Sets Anistropic Filtering Level

mat_forcedynamic 0 Yes None

mat_forcehardwaresync 1 None

mat_frame_sync_enable 1 Yes None

mat_frame_sync_force_texture 0 Yes Force frame syncing to lock a managed texture.

mat_framebuffercopyoverlaysize 128 None

mat_fullbright 0 Yes None

mat_hsv 0 None

mat_info Shows material system info

mat_leafvis 0 Draw wireframe of current leaf

mat_levelflush 1 None

mat_loadtextures 1 None

mat_luxels 0 Yes None

mat_maxframelatency 1 None

mat_measurefillrate 0 Yes None

mat_mipmaptextures 1 None

mat_monitorgamma 2 Monitor gamma (typically 2.2 for CRT and 1.7 for LCD).

mat_norendering 0 None

mat_normalmaps 0 Yes None

mat_normals 0 Yes None

mat_parallaxmap 0 None

mat_picmip 0 Sets texture quality. Is the same as the "Texture Detail" menu. Values are 0-High, 1-Medium, 2-Low

mat_proxy 0 None

mat_reducefillrate 0 None

mat_reloadallmaterials None

mat_reloadmaterial None

mat_reloadtextures None

mat_reversedepth 0 Yes None

mat_savechanges Saves current video configuration to the registry.

mat_setvideomode Sets the width, height, windowed state of the material system.

mat_shadowstate 1 None

mat_show_texture_memory_usage 0 Display the texture memory usage on the HUD.

mat_showcamerarendertarget 0 Yes None

mat_showenvmapmask 0 None

mat_showframebuffertexture 0 Yes None

mat_showlightmapcomponent

0

0: show normal-mapped lightmap

1: show component 11: show component 21: show component 3

mat_showlightmappage -1 None

mat_showlowresimage 0 None

mat_showmaterials Show materials.

mat_showmaterialsverbose None

mat_showmiplevels 0 None

mat_showtextures Show textures.

mat_showwatertextures 0 Yes None

mat_skybloomamount 1 None

mat_slopescaledepthbias_decal 0 Yes None

mat_slopescaledepthbias_normal 0 Yes None

mat_softwarelighting 0 None

mat_softwareskin 0 None

mat_specular 1 Enable/Disable specularity for performance testing. Will cause a material reload upon change.

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mat_spewvertexandpixelshaders Print all vertex and pixel shaders currently loaded to the console.

mat_stub 0 Yes None

mat_suppress Suppress a material from drawing

mat_surfaceid 0 None

mat_surfacemat 0 None

mat_texture_limit-1

If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.

+mat_texture_list None

-mat_texture_list None

mat_texture_list 0 For debugging, show a list of used textures per frame

mat_texture_list_all 0 If this is nonzero, then the texture list panel will show all currently-loaded textures.

mat_texturelist_directories 0 None

mat_texturelist_files 1 None

mat_trilinear 1 None

mat_viewportscale 1 Yes Debugging viewport scale

mat_vsync 0 Force sync to vertical retrace

mat_wateroverlaysize 128 None

mat_wireframe 0 See Optimization Commands.

mat_yuv 0 Turns the screen monochrome

maxplayers Change the maximum number of players allowed on this server.

mem_dump 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.

metropolice_charge 1 None

metropolice_chase_use_follow 0 None

metropolice_move_and_melee 1 None

minisave Saves game (for current level only!)

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

monk_headshot_freq 2 None

mortar_visualize 0 None

+movedown None

-movedown None

+moveleft None

-moveleft None

+moveright None

-moveright None

+moveup None

-moveup None

mp_allowNPCs 1 None

mp_autoteambalance 1 None - New Source Engine

mp_autoteambalance_delay 1 Time after the teams become unbalanced to attempt to switch players. - New Source Engine

mp_autoteambalance_warning_delay 1 Time after the teams become unbalanced to print a balance

warning. - New Source Engine

mp_allowspectators 1 Toggles whether the server allows spectator mode or not.

mp_autocrosshair 1 None

mp_bonusroundtime 1 Time after round win until round restarts - New Source Engine

mp_buytime 1.5 Time players have to buy weapons

mp_chattime 10 Amount of time players can chat after the game is over.

mp_decals 200 None

mp_defaultteam 0 None

mp_enableroundwaittime 1 Enable timers to wait between rounds. - New Source Engine

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

mp_falldamage 0 None

mp_feetyawrate 720 How many degrees per second that we can turn our feet or upper

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body.

mp_flashlight 0 None

mp_footsteps 1 None

mp_forcecamera 0 Restricts spectator modes for dead players.

mp_forcerespawn 1 None

mp_fraglimit 0 None

mp_friendlyfire 0 None

mp_ik 1 Use IK on in-place turns.

mp_logecho 1 None

mp_logfile 1 None

mp_maxrounds 1 Max number of rounds to play before server changes maps - New Source Engine.

mp_restartround 1 If non-zero, the current round will restart in the specified number of seconds - New Source Engine.

mp_stalemate_timelimit 1 Timelimit (in seconds) of the stalemate round. - New Source Engine.

mp_teamlist 0 None

mp_teamoverride 1 None

mp_teamplay 0 None

mp_teams_unbalance_limit1

Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine.

mp_timelimit 0 Game time per map in minutes.

mp_weaponstay 0 None

mp_winlimit 0 Max number of rounds one team can win before server changes maps - New Source Engine.

mp3 (Counter-Strike: Source only) Starts the Valve MP3 Player.

muzzleflash_light 1 None

Commands starting with letter "N"

Command Default

Cheat? Help Text

name 0 Current user name.

nav_begin_area 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 Erase any previously placed walkable positions.

nav_connect 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 a two-way connection, also connect the second area to the first.

nav_corner_lower Lower the selected corner of the currently marked Area.

nav_corner_raise Raise the selected corner of the currently marked Area.

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

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

nav_delete Deletes the currently highlighted Area.

nav_disconnect 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 Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.

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

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

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

nav_load Loads the Navigation Mesh for the current map.

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

nav_mark_unnamed Mark an Area with no Place name. Useful for finding stray areas

Page 21: Counter Strike Command

missed when Place Painting.

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

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

nav_no_jump Toggles the 'don't jump in this area' flag used by the AI system.

nav_place_floodfill Sets the Place of the Area under the cursor to the current 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 Sets the current Place to the Place of the Area under the cursor.

nav_precise Toggles the 'don't avoid obstacles' flag used by the AI system.

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

nav_save Saves the current Navigation Mesh to disk.

nav_show_approach_points 0 Show Approach Points in the Navigation Mesh.

nav_show_danger 0 Show current 'danger' levels.

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

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

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

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

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

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

net_blockmsg 0 Yes 1|name>

net_channels Shows net channel info.

net_chokeloop 0 Apply bandwidth choke to loopback packets.

net_drawslider 0 Draw completion slider during signon.

net_droppackets 0 Yes Drops next n packets on client.

net_fakelag 0 Yes Lag all incoming network data (including loopback) by this many milliseconds.

net_fakeloss 0 Yes Simulate packet loss as a percentage (negative means drop 1/n packets).

net_graph 0 Draw the network usage graph.

net_graphheight 64 None

net_graphpos 1 None

net_graphsolid 1 None

net_maxfilesize 16 Max filesize server can transfer to clients.

net_maxfragments 1280 Max fragment bytes per packet.

net_scale 5 None

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 1|name>

net_showpeaks 0 Show messages for large packets only: <size>

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 Initializes multiplayer network sockets.

net_synctags 0 Yes Insert tokens into the net stream to find client/server mismatches.

next 0 Yes Set to 1 to advance to next frame ( when singlestep == 1 )

nextdemo Play next demo in sequence.

noclip Yes Toggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck.

notarget Toggle. Player becomes hidden to NPCs.

Page 22: Counter Strike Command

npc_ammo_deplete Subtracts half of the target's ammo.

npc_barnacle_swallow 0 Use prototype swallow code.

npc_bipass 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_citizen_auto_player_squad 1 None

npc_citizen_auto_player_squad_allow_use 0 None

npc_citizen_explosive_resist 0 None

npc_citizen_insignia 0 None

npc_citizen_squad_marker 0 None

npc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments

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

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

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

npc_create 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 Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at 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_equipment 0 None

npc_destroy Removes the given NPC(s) from the universe Arguments

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

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

npc_enemies Shows memory of NPC. Draws an X on top of each memory. Blue

Eluded entities (don't know where it went) Green

Unreachable entities (can't get to it) Red

Current enemy Magenta

Current target entity Pink

All other entities drawn Arguments

{npc_name} / {npc class_name} / no argument picks what player is looking at.

npc_focus Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments

{npc_name} / {npc class_name} / no argument picks what player is looking at.

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

npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box).

npc_go_do_run 1 Set whether should run on NPC go.

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

npc_heal Heals the target back to full health.

Page 23: Counter Strike Command

npc_height_adjust 1 Enable test mode for ik height adjustment.

npc_kill Kills the given NPC(s) Arguments

{npc_name} / {npc class_name} / no argument picks what player is looking at.

npc_nearest Draw's a while box around the NPC(s) nearest node Arguments

{npc_name} / {npc class_name} / no argument picks what player is looking at.

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

npc_route Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan 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 Selects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments

{npc_name} / {npc class_name} / no argument picks what player is looking at

npc_sentences 0 None

npc_speakall Force the npc to try and speak all their responses.

npc_squads Obsolete. Replaced by npc_combat.

npc_steering Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments

{npc_name} / {npc class_name} / no argument picks what player is looking at.

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

npc_strider_height_adj 0 None

npc_strider_shake_ropes_magnitude 150 None

npc_strider_shake_ropes_radius 1200 None

npc_task_text 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 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 Trigger NPC to think.

npc_viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments

{npc_name} / {npc class_name} / no argument picks what player is looking at.

npc_vphysics 0 None

Commands starting with letter "O"

Command Default

Cheat? Help Text

old_radiusdamage 0 None

overview_healt 1 Show player's health in map

Page 24: Counter Strike Command

h overview.

overview_locked 1 Locks map angle, doesn't follow

view angle.

overview_mode 1|2>

overview_names 1 Show player's names in map

overview.

overview_tracks 1 Show player's tracks in map

overview.

overview_zoomabs Sets overview map zoom: <zoom>

overview_zoomrel

Changes overview map zoom: <factor>

Commands starting with letter "P"

Command Default

Cheat? Help Text

particle_simulateoverflow 0 Yes Used for stress-testing particle systems. Randomly denies creation of particles.

password 0 Current server access password

path Show the engine filesystem path.

pause Toggle the server pause state.

perfui Show/hide the level performance tools UI.

perfvisualbenchmark None

perfvisualbenchmark_abort None

phonemedelay 0 Phoneme delay to account for sound system latency.

phonemefilter 0 Time duration of box filter to pass over phonemes.

phonemesnap 1 Don't force visemes to always consider two phonemes, regardless of duration.

phys_impactforcescale 1 None

phys_penetration_error_time 10 Controls the duration of vphysics penetration error boxes.

phys_pushscale 1 None

phys_speeds 0 None

phys_stressbodyweights 5 None

phys_swap Automatically swaps the current weapon for the physcannon and back again.

phys_timescale 1 Scale time for physics

phys_upimpactforcescale 0 None

physcannon_ball_cone 0 None

physcannon_chargetime 2 None

physcannon_cone 0 None

physcannon_maxforce 1500 None

physcannon_maxmass 250 None

physcannon_mega_pullforce 8000 None

physcannon_mega_tracelength 850 None

physcannon_minforce 700 None

physcannon_pullforce 4000 None

physcannon_tracelength 250 None

physics_budget Times the cost of each active object

physics_debug_entity Dumps debug info for an entity

physics_highlight_active Turns on the absbox for all active physics objects

physics_report_active Lists all active physics objects

physics_select Dumps debug info for an entity

physicsshadowupdate_render 0 None

picker 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 Display ping to server.

pistol_use_new_accuracy 1 None

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pixelvis_debug Dump debug info

play Play a sound.

playdemo Play a recorded demo file (.dem ).

player_old_armor 0 None

player_showpredictedposition 0 None

player_showpredictedposition_timestep 1 None

player_squad_autosummon_debug 0 None

player_squad_autosummon_move_tolerance 20 None

player_squad_autosummon_player_tolerance 10 None

player_squad_autosummon_time 5 None

player_squad_autosummon_time_after_combat 8 None

player_squad_double_tap_time 0 None

player_squad_transient_commands 1 None

player_throwforce 1000 None

playflush Play a sound, reloading from disk in case of changes.

playgamesound Play a sound from the game sounds txt file

playsoundscape Forces a soundscape to play

playvol Play a sound at a specified volume.

plugin_load Loads a plugin present in the addons directory.

plugin_print Prints loaded plugins (server).

plugin_unload Unloads a plugin based on it's ID in plugin_print.

progress_enable None

prop_crosshair Shows name for prop looking at

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

props_break_max_pieces -1 None

pwatchent -1 Yes Entity to watch for prediction system changes.

pwatchvar 0 Yes Entity variable to watch in prediction system for changes.

Commands starting with letter "Q"

Command

Default

Cheat? Help Text

quit Exit the engine.

quti Exit the engine.

Commands starting with letter "R"

Command Default

Cheat? Help Text

r_3dnow 1 hl2 : to make engine uses amd 3dnow registers

r_3dsky 1 Yes Enable the rendering of 3d sky boxes

r_AirboatPitchCurveLinear 60 Yes None

r_AirboatPitchCurveZero 25 Yes None

r_AirboatRollCurveLinear 120 Yes None

r_AirboatRollCurveZero 90 Yes None

r_AirboatViewBlendTo 1 Yes None

r_AirboatViewBlendToScale 0 Yes None

r_AirboatViewBlendToTime 1 Yes None

r_AirboatViewDampenDamp 1 Yes None

r_AirboatViewDampenFreq 7 Yes None

r_AirboatViewZHeight 0 Yes None

r_ambientlightingonly 0 Yes Set this to 1 to light models with only ambient lighting (and no static

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lighting).

r_aspectratio 0 Yes None

r_avglight 1 None

r_avglightmap 0 None

r_cheapwaterend None

r_cheapwaterstart None

r_cleardecals Usage r_cleardecals <permanent>.

r_ClipAreaPortals 1 Yes None

r_colorstaticprops 0 Yes None

r_debugcheapwater 0 Yes None

r_debugrandomstaticlighting 0 Yes Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.

r_decal_cullsize 5 Decals under this size in pixels are culled

r_decals 2048 None

r_decalstaticprops 1 Decal static props test

r_DispBuildable 0 Yes None

r_DispDrawAxes 0 None

r_DispEnableLOD 0 None

r_DispFullRadius 400 Radius within which a displacement will stay at its highest LOD

r_DispLockLOD 0 None

r_DispRadius 500 None

r_DispSetLOD 0 None

r_DispTolerance 5 None

r_DispUpdateAll 0 None

r_DispUseStaticMeshes 1 Yes High end machines use static meshes. Low end machines use temp meshes.

r_DispWalkable 0 Yes None

r_DoCovertTransitions 0 None

r_dopixelvisibility 1 None

r_drawbatchdecals 1 Render decals batched.

r_DrawBeams 1 Yes None

r_drawbrushmodels 1 Yes Render brush models.

r_drawclipbrushes 0 Yes Draw clip brushes

r_drawdecals 1 Yes Render decals.

r_drawdetailprops 1 None

r_DrawDisp 1 Yes Toggles rendering of displacment maps

r_drawentities 1 Yes None

r_drawflecks 1 None

r_drawfullskybox 1 Yes None

r_drawleaf -1 Yes Draw the specified leaf.

r_drawlightcache

0 Yes

0: off

1: draw light cache entries2: draw rays

r_drawlightinfo 0 Yes None

r_drawlights 0 Yes None

r_drawmodeldecals 1 None

r_DrawModelLightOrigin 0 Yes None

r_drawmodelstatsoverlay 0 Yes None

r_drawmodelstatsoverlaydistance 500 Yes None

r_drawmodelstatsoverlaymax 1 time in milliseconds beyond which a model overlay is fully red in

r_drawmodelstatsoverlay 2

r_drawmodelstatsoverlaymin 0 time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2

r_drawopaquerenderables 1 Yes None

r_drawopaqueworld 1 Yes None

r_drawothermodels 1 Yes None

r_drawparticles 1 Yes Enable/disable particle rendering

r_drawpixelvisibility 0 Show the occlusion proxies

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r_DrawPortals 0 Yes None

r_DrawRain 1 Yes Enable/disable rain rendering.

r_drawrenderboxes 0 Yes None

r_drawropes 1 Yes None

r_drawskybox 1 Yes None

r_DrawSpecificStaticProp -1 None

r_drawsprites 1 Yes None

r_drawstaticprops 1 Yes None

r_drawtranslucentrenderables 1 Yes None

r_drawtranslucentworld 1 Yes None

r_drawvgui 1 Yes Enable the rendering of vgui panels

r_drawviewmodel 1 Yes None

r_drawworld 1 Yes Render the world.

r_dynamic 1 None

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 None

r_eyemove 1 None

r_eyes 1 None

r_eyeshift_x 0 None

r_eyeshift_y 0 None

r_eyeshift_z 0 None

r_eyesize 0 None

r_eyewaterepsilon 7 Yes None

r_farz -1 Yes Override the far clipping plane. -1 means to use the value in env_fog_controller.

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_flashlightconstant 0 Yes None

r_flashlightdrawfrustum 0 None

r_flashlightdrawfrustumbbox 0 None

r_flashlightdrawsweptbbox 0 None

r_flashlightfar 750 Yes None

r_flashlightfov 45 Yes None

r_flashlightlinear 100 Yes None

r_flashlightlockposition 0 Yes None

r_flashlightmodels 1 None

r_flashlightnear 1 Yes None

r_flashlightnodraw 0 None

r_flashlightoffsetx 10 Yes None

r_flashlightoffsety -20 Yes None

r_flashlightoffsetz 24 Yes None

r_flashlightquadratic 0 Yes None

r_flashlightvisualizetrace 0 Yes None

r_flex 1 None

r_flushlod Flush and reload LODs.

r_ForceRestore 0 None

r_ForceWaterLeaf 1 Enable for optimization to water - considers view in leaf under water for purposes of culling

r_frustumcullworld 1 None

r_JeepFOV 90 Yes None

r_JeepViewBlendTo 1 Yes None

r_JeepViewBlendToScale 0 Yes None

r_JeepViewBlendToTime 1 Yes None

r_JeepViewDampenDamp 1 Yes None

r_JeepViewDampenFreq 7 Yes None

r_JeepViewZHeight 10 Yes None

r_lightaverage 1 Activates/deactivate light averaging

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r_lightcache_numambientsamples 162 number of random directions to fire rays when computing ambient

lighting

r_lightcachecenter 1 Yes None

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

r_lightmap -1 None

r_lightstyle -1 None

r_lockpvs 0 Yes Lock the PVS so you can fly around and inspect what is being drawn.

r_lod -1 None

r_lod_noupdate 0 None

r_mapextents 16384 Yes Set the max dimension for the map. This determines the far clipping

plane

r_maxdlights 32 None

r_maxmodeldecal 50 None

r_maxnewsamples 6 None

r_maxsampledist 128 None

r_minnewsamples 3 None

r_mmx 1 hl1 and hl2 : to make engines use mmx registers

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

r_modelwireframedecal 0 Yes None

r_newflashlight 1 Yes None

r_newproplighting 0 None

r_nohw 0 Yes None

r_norefresh 0 None

r_nosw 0 Yes None

r_novis 0 Yes 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_overlaywireframe 0 None

r_PhysPropStaticLighting 1 None

r_pixelvis_partial 1 None

r_portalscloseall 0 None

r_portalsopenall 0 None

r_PortalTestEnts 1 Yes Clip entities against portal frustums.

r_printdecalinfo None

r_propsmaxdist 1200 Maximum visible distance

r_radiosity

4

0No radiosity

1Radiosity with ambient cube (6 samples)

2Radiosity with 162 samples

3162 samples for static props, 6 samples for everything else

r_rainalpha 0 None

r_rainalphapow 0 None

r_raindensity 0 None

r_RainHack 0 None

r_rainlength 0 None

r_RainProfile 0 Enable/disable rain profiling.

r_RainRadius 1500 None

r_RainSideVel 130 How much sideways velocity rain gets.

r_RainSimulate 1 Enable/disable rain simulation.

r_rainspeed 600 None

r_RainSplashPercentage 20 None

r_rainwidth 0 None

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r_renderoverlayfragment 1 None

r_rootlod 0 Root LOD

r_ropebatch 1 None

r_ropetranslucent 1 None

r_screenfademaxsize 0 Maximum prop visible distance

r_screenfademinsize 0 Minimum prop visible distance

r_screenoverlay None

r_sequence_debug 0 None

r_shadowangles Set shadow angles

r_shadowblobbycutoff some shadow stuff

r_shadowcolor Set shadow color

r_shadowdir Set shadow direction

r_shadowdist Set shadow distance

r_shadowids 0 None

r_shadowlod -1 None

r_shadowlodbias 2 None

r_shadowmaxrendered 32 None

r_shadowrendertotexture 1 Determines shadow quality - is the same as the "Shadow Detail" option in the menu

r_shadows 1 Determines whether shadows are drawn

r_shadowwireframe 0 Yes None

r_showenvcubemap 0 Yes None

r_skin 0 None

r_skybox 1 Yes Enable the rendering of sky boxes

r_snapportal -1 None

r_spewleaf 0 None

r_sse 1 hl2 : to make engine uses sse registers

r_sse2 1 hl2 : to make engine uses sse registers

r_staticpropinfo 0 None

r_teeth 1 None

r_TransitionSensitivity 6 Controls when LODs are changed. Lower numbers cause more overt LOD transitions.

r_updaterefracttexture 1 None

r_vehicleBrakeRate 1 Yes None

r_vehicleDrawDebug 0 Yes None

r_VehicleViewClamp 1 Yes None

r_VehicleViewDampen 1 Yes None

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

r_visualizelighttraces 0 Yes None

r_visualizelighttracesshowfulltrace 0 Yes None

r_visualizeproplightcaching 0 None

r_visualizetraces 0 Yes None

r_WaterDrawReflection 1 Enable water reflection

r_WaterDrawRefraction 1 Enable water refraction

r_waterforceexpensive 1 None

r_waterforcereflectentities 0 None

r_worldlightmin 0 None

r_worldlights 2 number of world lights to use per vertex

rate 12000 Max bytes/sec the host can receive data

rcon Issue an rcon command.

rcon_address 0 Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)

rcon_password 0 remote console password.

recompute_speed Recomputes clock speed (for debugging purposes).

record Record a demo.

+reload None

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-reload None

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

removeid Remove a user ID from the ban list.

removeip Remove an IP address from the ban list.

replaydelay 0 None

report_entities Lists all entities

report_simthinklist Lists all simulating/thinking entities

report_soundpatch reports sound patch count

report_soundpatch reports sound patch count

report_touchlinks Lists all touchlinks

respawn_entities Yes Respawns all entities on the map. Is only usable on single player games.

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

retry Retry connection to last server.

revert Revert convars to their default values.

+right Start moving player right (button down)

-right Stop moving player right (button up)

room_type 0 None

rope_averagelight 1 Makes ropes use average of cubemap lighting instead of max intensity.

rope_collide 1 Collide rope with the world

rope_drawlines 0 None

rope_shake 0 None

rope_smooth 1 Do an antialiasing effect on ropes

rope_smooth_enlarge 1 How much to enlarge ropes in screen space for antialiasing effect

rope_smooth_maxalpha 0 Alpha for rope antialiasing effect

rope_smooth_maxalphawidth 1 None

rope_smooth_minalpha 0 Alpha for rope antialiasing effect

rope_smooth_minwidth 0 When using smoothing, this is the min screenspace width it lets a rope shrink to

rope_subdiv 2 Rope subdivision amount

rope_wind_dist 1000 Don't use CPU applying small wind gusts to ropes when they're past this distance.

Commands starting with letter "S"

Command Default

Cheat? Help Text

save Saves current game.

say Display player message

say_team Display player message to team

scene_allowoverrides 1 When playing back a choreographed scene, allow per-model expression overrides.

scene_flatturn 1 None

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

scene_forcecombined 0 When playing back, force use of combined .wav files even in english.

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

scene_print 0 When playing back a scene, print timing and event info to console.

scene_showfaceto 0 When playing back, show the directions of faceto events.

scene_showlook 0 When playing back, show the directions of look events.

scene_showmoveto 0 When moving, show the end location.

+score Show scores ep2 engine

-score Show scores ep2 engine

+scores Show scores classic

-scores Show scores classic

scr_centertime 2 None

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screenshot Take a screenshot.

sensitivity 3 Mouse sensitivity.

servercfgfile 0 None

setang Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).

setmaster None

setmodel Changes's player's model

setpause Set the pause state of the server.

setpos Move player to specified origin (must have sv_cheats).

shake Shake the screen.

shake_show 0 Displays a list of the active screen shakes.

shake_stop Stops all active screen shakes.

+showbudget None

-showbudget None

+showbudget_texture None

-showbudget_texture None

showbudget_texture 0 Enable the texture budget panel.

+showbudget_texture_global None

-showbudget_texture_global None

showhitlocation 0 None

showinfo Shows a info panel: <type> <title> <message> [<command>]

showpanel Shows a viewport panel <name>

showparticlecounts 0 Display number of particles drawn per frame

+showscores Show scores, any GS/Source

-showscores Show scores, any GS/Source

showsniperdist 0 None

showsniperlines 0 None

showtriggers 0 Yes Shows trigger brushes

showtriggers_toggle Toggle show triggers

+showvprof None

-showvprof None

singlestep 0 Yes Run engine in single step mode ( set next to 1 to advance a frame )

sk_airboat_drain_rate 10 None

sk_airboat_max_ammo 100 None

sk_airboat_recharge_rate 15 None

sk_allow_autoaim 1 None

sk_ally_regen_time 0 Time taken for an ally to regenerate a point of health.

sk_ammo_qty_scale1 1 None

sk_ammo_qty_scale2 1 None

sk_ammo_qty_scale3 0 None

sk_antlion_health 30 None

sk_antlion_jump_damage 5 None

sk_antlion_swipe_damage 5 None

sk_antlionguard_dmg_charge 20 None

sk_antlionguard_dmg_shove 10 None

sk_antlionguard_health 500 None

sk_apc_health 750 None

sk_apc_missile_damage 15 None

sk_auto_reload_time 3 None

sk_autoaim_scale1 1 None

sk_autoaim_scale2 0 None

sk_barnacle_health 35 Barnacle spawn health.

sk_barney_health 35 None

sk_battery 15 None

sk_bullseye_health 35 None

sk_citizen_giveammo_player_delay 10 None

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sk_citizen_heal_ally 30 None

sk_citizen_heal_ally_delay 20 None

sk_citizen_heal_ally_min_pct 0 None

sk_citizen_heal_player 25 None

sk_citizen_heal_player_delay 25 None

sk_citizen_heal_player_min_forced 10 None

sk_citizen_heal_player_min_pct 0 None

sk_citizen_health 40 None

sk_citizen_player_stare_dist 72 None

sk_citizen_player_stare_time 1 None

sk_citizen_stare_heal_time 5 None

sk_combine_ball_search_radius 512 None

sk_combine_guard_health 70 None

sk_combine_guard_kick 15 None

sk_combine_s_health 50 None

sk_combine_s_kick 10 None

sk_combineball_guidefactor 1 None

sk_combineball_seek_angle 15 None

sk_combineball_seek_kill 0 None

sk_crow_health 1 None

sk_crow_melee_dmg 0 None

sk_crowbar_lead_time 0 None

sk_dmg_homer_grenade 20 None

sk_dmg_inflict_scale1 1 None

sk_dmg_inflict_scale2 1 None

sk_dmg_inflict_scale3 0 None

sk_dmg_pathfollower_grenade 0 None

sk_dmg_sniper_penetrate_npc 0 None

sk_dmg_sniper_penetrate_plr 0 None

sk_dmg_take_scale1 0 None

sk_dmg_take_scale2 1 None

sk_dmg_take_scale3 1 None

sk_dropship_container_health 750 None

sk_dynamic_resupply_modifier 1 None

sk_env_headcrabcanister_shake_amplitude 50 None

sk_env_headcrabcanister_shake_radius 1024 None

sk_env_headcrabcanister_shake_radius_vehicle 2500 None

sk_fraggrenade_radius 250 None

sk_gunship_burst_dist 768 None

sk_gunship_burst_min 800 None

sk_gunship_burst_size 15 None

sk_gunship_health_increments 5 None

sk_headcrab_fast_health 10 None

sk_headcrab_health 10 None

sk_headcrab_melee_dmg 5 None

sk_headcrab_poison_health 35 None

sk_healthcharger 50 None

sk_healthkit 25 None

sk_healthvial 10 None

sk_helicopter_burstcount 12 How many shot bursts to fire after charging up. The bigger the number, the longer the firing is

sk_helicopter_drone_speed 450 How fast does the zapper drone move?

sk_helicopter_firingcone 20 The angle in degrees of the cone in which the shots will be fired

sk_helicopter_grenadedamage 30 The amount of damage the helicopter grenade deals.

sk_helicopter_grenadeforce 55000 The physics force that the helicopter grenade exerts.

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sk_helicopter_grenaderadius 275 The damage radius of the helicopter grenade.

sk_helicopter_health 5600 None

sk_helicopter_roundsperburst 5 How many shots to fire in a single burst

sk_homer_grenade_radius 100 None

sk_ichthyosaur_health 200 None

sk_ichthyosaur_melee_dmg 8 None

sk_jeep_gauss_damage 15 None

sk_manhack_health 25 None

sk_manhack_melee_dmg 20 None

sk_manhack_v2 1 None

sk_max_357 12 Size of clip

sk_max_alyxgun 150 Size of clip

sk_max_ar2 60 Size of clip

sk_max_ar2_altfire 3 Size of clip

sk_max_buckshot 30 Size of clip

sk_max_crossbow 10 Max number of arrows

sk_max_gauss_round 30 None

sk_max_grenade 5 None

sk_max_pistol 150 Size of clip

sk_max_rpg_round 3 None

sk_max_smg1 225 Size of clip

sk_max_smg1_grenade 3 None

sk_max_sniper_round 30 None

sk_metropolice_health 40 None

sk_metropolice_simple_health 26 None

sk_metropolice_stitch_along_hitcount 2 None

sk_metropolice_stitch_at_hitcount 1 None

sk_metropolice_stitch_behind_hitcount 3 None

sk_metropolice_stitch_distance 1000 None

sk_metropolice_stitch_reaction 1 None

sk_metropolice_stitch_tight_hitcount 2 None

sk_npc_arm 1 None

sk_npc_chest 1 None

sk_npc_dmg_357 30 None

sk_npc_dmg_airboat 3 None

sk_npc_dmg_alyxgun 3 Damage done to NPCs from weapon_alyxgun

sk_npc_dmg_ar2 3 None

sk_npc_dmg_buckshot 3 None

sk_npc_dmg_combineball 15 None

sk_npc_dmg_crossbow 10 None

sk_npc_dmg_crowbar 5 None

sk_npc_dmg_dropship 2 Dropship container cannon damage.

sk_npc_dmg_fraggrenade 75 None

sk_npc_dmg_grenade 75 None

sk_npc_dmg_gunship 40 None

sk_npc_dmg_gunship_to_plr 3 None

sk_npc_dmg_helicopter 6 Damage helicopter shots deal to everything but the player

sk_npc_dmg_helicopter_to_plr 3 Damage helicopter shots deal to the player

sk_npc_dmg_pistol 3 None

sk_npc_dmg_rpg_round 50 None

sk_npc_dmg_smg1 3 None

sk_npc_dmg_smg1_grenade 50 None

sk_npc_dmg_sniper_round 100 None

sk_npc_dmg_stunstick 40 None

sk_npc_head 3 None

sk_npc_leg 1 None

sk_npc_stomach 1 None

sk_pathfollower_grenade_radius 0 None

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sk_player_arm 1 None

sk_player_chest 1 None

sk_player_head 3 None

sk_player_leg 1 None

sk_player_stomach 1 None

sk_plr_dmg_357 40 None

sk_plr_dmg_airboat 3 None

sk_plr_dmg_alyxgun 5 Damage done to players from weapon_alyxgun

sk_plr_dmg_ar2 8 None

sk_plr_dmg_buckshot 8 None

sk_plr_dmg_crossbow 100 None

sk_plr_dmg_crowbar 10 None

sk_plr_dmg_fraggrenade 125 None

sk_plr_dmg_grenade 150 None

sk_plr_dmg_pistol 5 None

sk_plr_dmg_rpg_round 100 None

sk_plr_dmg_smg1 4 None

sk_plr_dmg_smg1_grenade 100 None

sk_plr_dmg_sniper_round 20 None

sk_plr_dmg_stunstick 10 None

sk_plr_grenade_drop_time 30 None

sk_plr_health_drop_time 30 None

sk_plr_num_shotgun_pellets 7 None

sk_rollermine_shock 10 None

sk_rollermine_stun_delay 3 None

sk_rollermine_vehicle_intercept 1 None

sk_scanner_dmg_dive 25 None

sk_scanner_health 30 None

sk_smg1_grenade_radius 250 None

sk_stalker_health 50 None

sk_stalker_melee_dmg 5 None

sk_strider_health 350 None

sk_strider_num_missiles1 5 None

sk_strider_num_missiles2 7 None

sk_strider_num_missiles3 7 None

sk_suitcharger 75 Dedicated to both the func_recharge and the item_suitcharger entity.

sk_suitcharger_citadel 500 Dedicated to both the func_recharge and the item_suitcharger entity.

sk_suitcharger_citadel_maxarmor 200 Dedicated to both the func_recharge and the item_suitcharger entity.

sk_vortigaunt_armor_charge 30 None

sk_vortigaunt_dmg_claw 10 None

sk_vortigaunt_dmg_rake 25 None

sk_vortigaunt_dmg_zap 50 None

sk_vortigaunt_health 100 None

sk_weapon_ar2_alt_fire_duration 2 None

sk_weapon_ar2_alt_fire_mass 150 None

sk_weapon_ar2_alt_fire_radius 10 None

sk_zombie_dmg_both_slash 25 None

sk_zombie_dmg_one_slash 10 None

sk_zombie_health 50 None

sk_zombie_poison_dmg_spit 20 None

sk_zombie_poison_health 175 None

skill 1 Game skill level (1-3).

slist List servers on your LAN.

slot0 None

slot1 None

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slot10 None

slot2 None

slot3 None

slot4 None

slot5 None

slot6 None

slot7 None

slot8 None

slot9 None

smoke_trail 1 None

smoothstairs 1 Smooth player eye z coordinate when climbing stairs.

snapto None

snd_async_fullyasync 0 All playback is fully async (sound doesn't play until data arrives).

snd_async_spew_blocking 0 Spew message to console any time async sound loading blocks on file i/o.

snd_disable_mixer_duck 0 None

snd_duckerattacktime 0 None

snd_duckerreleasetime 2 None

snd_duckerthreshold 0 None

snd_ducktovolume 0 None

snd_flushasync Flush all async .wav data

snd_foliage_db_loss 4 None

snd_gain 1 None

snd_gain_max 1 None

snd_gain_min 0 None

snd_memasync Show async memory stats

spec_track 0 Tracks an entity in spec mode

snd_mixahead 0 None

snd_mixvol Set named Mixgroup to mix volume.

snd_musicvolume 1 Music volume

snd_noextraupdate 0 None

snd_obscured_gain_dB -2 Yes None

snd_pitchquality 1 None

snd_profile 0 None

snd_rebuildaudiocache Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists

snd_refdb 60 None

snd_refdist 36 None

snd_restart Restart sound system.

snd_show 0 Yes Show sounds info

snd_showclassname 0 None

snd_showmixer 0 None

snd_showstart 0 Yes None

snd_soundmixer 0 None

snd_surround_speakers 0 None

snd_visualize 0 Yes Show sounds location in world

snd_vox_captiontrace 0 Shows sentence name for sentences which are set not to show captions.

snd_vox_globaltimeout 300 None

snd_vox_sectimetout 300 None

snd_vox_seqtimetout 300 None

snd_writemanifest If running a game, outputs the precache manifest for the current level

sndplaydelay None

sniperspeak 0 None

sniperviewdist 35 None

soundfade Fade client volume.

soundinfo Describe the current sound device.

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soundlist List all known sounds.

soundpatch_captionlength 2 How long looping soundpatch captions should display for.

soundscape_fadetime 3 Time to crossfade sound effects between soundscapes

soundscape_flush Flushes the server & client side soundscapes

speak Play a constructed sentence.

spec_mode Set spectator mode

spec_next Spectate next player

spec_player Spectate player by name

spec_pos dump position and angles to the console

spec_prev Spectate previous player

spec_scoreboard 0 None

+speed None

-speed None

spike generates a fake spike

startdemos Play demos in demo sequence.

startmovie Start recording movie frames.

startupmenu Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer mode.

status Display map and connection status.

step_spline 0 None

stop Finish recording demo.

stopdemo Stop playing back a demo.

stopsound Stops all playing sounds

stopsoundscape Stops all soundscape processing and fades current looping sounds

+strafe None

-strafe None

strider_always_use_procedural_height 0 None

strider_ar2_altfire_dmg 25 None

strider_distributed_fire 1 None

strider_eyepositions 0 None

strider_free_knowledge 0 None

strider_free_pass_cover_dist 120 None

strider_free_pass_duration 2 None

strider_free_pass_move_tolerance 320 None

strider_free_pass_refill_rate 0 None

strider_free_pass_start_time 3 None

strider_idle_test 0 None

strider_immolate 0 None

strider_pct_height_no_crouch_move 90 None

strider_peek_eye_dist 1 None

strider_peek_eye_dist_z 4 None

strider_peek_time 0 None

strider_peek_time_after_damage 4 None

strider_show_cannonlos 0 None

strider_show_focus 0 None

strider_show_weapon_los_condition 0 None

strider_show_weapon_los_z 0 None

strider_test_height 0 None

stuffcmds Parses and stuffs command line + commands to command buffer.

suitvolume 0 None

surfaceprop Reports the surface properties at the cursor

sv_accelerate 10 None

sv_airaccelerate 10 None

sv_allowdownload 1 Allow clients to download files

sv_allowupload 1 Allow clients to upload customizations files

sv_alltalk 0 Players can hear all other players, no team restrictions

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sv_alternateticks 0 None

sv_autojump 0 None

sv_autoladderdismount 1 Automatically dismount from ladders when you reach the end (don't have to +USE).

sv_autosave 1 Set to 1 to save game on level transition. Does not affect autosave triggers.

sv_backspeed 0 How much to slow down backwards motion

sv_bounce 0 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 Allow cheats on server if set to 1

sv_contact 0 Contact email for server sysop

sv_debug_player_use 0 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 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_downloadurl 0 Allows Downloading of files via a webserver

sv_deltatime 0 Enable profiling of CalcDelta calls

sv_dumpresponses 0 Dump all response_rules.txt and rules (requires restart)

sv_filterban 1 Set packet filtering by IP mode

sv_findsoundname Find sound names which reference the specified wave files.

sv_footsteps 1 Play footstep sound for players

sv_forcepreload 0 Force server side preloading.

sv_friction 4 World friction.

sv_gravity 600 World gravity.

sv_hltv 0 Enables HLTV on this server.

sv_infinite_aux_power 0 Yes None

sv_instancebaselines 1 Enable instanced baselines. Saves network overhead.

sv_ladderautomountdot 0 When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis.

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

sv_logbans 0 None

sv_massreport 0 None

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

sv_maxspeed 320 None

sv_maxunlag 1 Maximum lag compensation in seconds

sv_maxupdaterate 60 Maximum updates per second that the server will allow

sv_maxvelocity 3500 Maximum speed any ballistically moving object is allowed to attain per axis.

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

sv_minupdaterate 10 Minimum updates per second that the server will allow

sv_netvisdist 10000 Yes Test networking visibility distance

sv_noclipaccelerate 5 None

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

sv_noclipspeed 5 None

sv_npc_talker_maxdist 1024 NPCs over this distance from the player won't attempt to speak.

sv_password 0 Server password for entry into multiplayer games

sv_pausable 0 Is the server pausable.

sv_precachegeneric Usage: sv_precachegeneric <name> [ preload ]

Add file to precache list.

sv_precacheinfo Show precache info.

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sv_precachemodel Usage: sv_precachemodel <name> [ preload ]

Add model to precache list.

sv_precachesound Usage: sv_precachesound <name> [ preload ]

Add sound to precache list.

sv_pushaway_clientside_size 15 Minimum size of pushback objects

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 -1 The region of the world to report this server in.

sv_robust_explosions 1 None

sv_rollangle 0 Max view roll angle

sv_rollspeed 200 None

sv_sendtables 0 Force full sendtable sending path.

sv_show_crosshair_target 0 None

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

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

sv_skyname 0 Current name of the skybox texture

sv_soundemitter_filecheck Report missing wave files for sounds and game_sounds files.

sv_soundemitter_flush Flushes the sounds.txt system (server only)

sv_soundemitter_trace 0 Show all EmitSound calls including their symbolic name and the actual wave file they resolved to

sv_soundscape_printdebuginfo print soundscapes

sv_specaccelerate 5 None

sv_specnoclip 1 None

sv_specspeed 3 None

sv_stats 1 Collect CPU usage stats

sv_stepsize 18 None

sv_stopspeed 100 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 If set, notarget will cause entities to never think they are in the pvs

sv_suppress_viewpunch 0 None

sv_teststepsimulation 1 None

sv_thinktimecheck 0 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 Enables player lag compensation

sv_unlockedchapters 14 Highest unlocked game chapter.

sv_visiblemaxplayers -1 Overrides the max players reported to prospective clients.

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 None

sv_wateraccelerate 10 None

sv_waterdist 12 Vertical view fixup when eyes are near water plane.

sv_waterfriction 1 None

Commands starting with letter "T"

Command Default

Cheat? Help Text

template_debug 0 None

Test_CreateEntity None

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test_dispatcheffect Test a client-side dispatch effect. Usage

test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>

Defaults<distance 1024> <flags 0> <magnitude 0> <scale 0>

Test_EHandle None

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

Test_InitRandomEntitySpawner None

Test_Loop Test_Loop <loop name> - loop back to the specified loop start point unconditionally.

Test_LoopCount Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.

Test_LoopForNumSeconds Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.

test_nav_opt 1 None

Test_ProxyToggle_EnableProxy None

Test_ProxyToggle_EnsureValue None

Test_ProxyToggle_SetValue None

Test_RandomChance Test_RandomChance <percent chance, 0-100> <token1> <token2...> - roll the dice and maybe run the command following the percentage chance.

Test_RandomizeInPVS None

Test_RandomPlayerPosition None

Test_RemoveAllRandomEntities None

Test_RunFrame None

Test_SendKey None

Test_SpawnRandomEntities None

Test_StartLoop Test_StartLoop <loop name> - denote the start of a loop. Really just defines a named point you can jump to.

Test_StartScript Start a test script running.

Test_Wait None

Test_WaitForCheckPoint None

testhudanim Test a HUD element animation. Arguments: <anim name>

testscript_debug 0 Debug test scripts.

texture_budget_background_alpha 128 How translucent the budget panel is

texture_budget_panel_bottom_of_history_fraction 0 Number between 0 and 1

texture_budget_panel_global 0 Show global times in the texture budget panel.

texture_budget_panel_height 284 Height in pixels of the budget panel

texture_budget_panel_width 512 Width in pixels of the budget panel

texture_budget_panel_x 0 Number of pixels from the left side of the game screen to draw the budget panel

texture_budget_panel_y 450 Number of pixels from the top side of the game screen to draw the budget panel

think_limit 0 Maximum think time in milliseconds, warning is printed if this is exceeded.

thirdperson Switch to third person camera.

timedemo Play a demo and report performance info.

timedemoquit Play a demo, report performance info, and then exit

timerefresh Profile the renderer.

toggleconsole Show/hide the console.

trace_report 0 None

tracer_extra 1 None

Commands starting with letter "U"

Command

Default

Cheat? Help Text

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unbind Unbind a key.

unbindall Unbind all keys.

unpause Unpause the game.

+use None

-use None

use Use a particular weapon.

Arguments: <weapon_name>

user Show user data.

users Show user info for players on server.

Commands starting with letter "V"

Command Default

Cheat? Help Text

v_centermove 0 None

v_centerspeed 500 None

v_ipitch_cycle 1 None

v_ipitch_level 0 None

v_iroll_cycle 0 None

v_iroll_level 0 None

v_iyaw_cycle 2 None

v_iyaw_level 0 None

vcollide_wireframe 0 Yes None

vcollide_wireframe_axes 0 None

version Print version info string.

vgui_drawfocus 0 Report which panel is under the mouse.

+vgui_drawtree None

-vgui_drawtree None

vgui_drawtree 0 Yes Draws the VGUI panel hierarchy to the specified depth level.

vgui_drawtree_clear None

vgui_drawtree_freeze 0 Set to 1 to stop updating the vgui_drawtree view.

vgui_drawtree_hidden 0 Draw the hidden panels.

vgui_drawtree_panelalpha 0 Show the panel alpha values in the vgui_drawtree view.

vgui_drawtree_panelptr 0 Show the panel pointer values in the vgui_drawtree view.

vgui_drawtree_popupsonly 0 Draws the VGUI popup list in hierarchy(1) or most recently used(2) order.

vgui_drawtree_render_order 0 List the vgui_drawtree panels in render order.

vgui_drawtree_visible 1 Draw the visible panels.

vgui_togglepanel show/hide VGUI panel by name.

viewmodel_fov 54 Yes None

violence_ablood 1 Draw alien blood

violence_agibs 1 Show alien gib entities

violence_hblood 1 Draw human blood

violence_hgibs 1 Show human gib entities

voice_avggain 0 None

voice_clientdebug 0 None

voice_dsound 0 None

voice_enable 1 None

voice_fadeouttime 0 None

voice_forcemicrecord 1 None

voice_inputfromfile 0 Get voice input from "voice_input.wav" rather than from the microphone.

voice_loopback 0 None

voice_maxgain 10 None

voice_modenable 1 Enable/disable voice in this mod.

voice_overdrive 2 None

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voice_overdrivefadetime 0 None

voice_profile 0 None

voice_recordtofile 0 Record mic data and decompressed voice data into "voice_micdata.wav" and "voice_decompressed.wav".

voice_scale 1 None

voice_serverdebug 0 None

voice_showchannels 0 None

voice_showincoming 0 None

voice_steal 2 None

+voicerecord None

-voicerecord None

volume 1 Sound volume.

vox_reload Reload sentences.txt file.

voxeltree_box View entities in the voxel-tree inside box <Vector(min), Vector(max)>;.

voxeltree_playerview View entities in the voxel-tree at the player position.

voxeltree_sphere View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.

voxeltree_view View entities in the voxel-tree.

vprof Toggle VProf profiler.

vprof_adddebuggroup1 Add a new budget group dynamically for debugging.

vprof_cachemiss Toggle VProf cache miss checking.

vprof_cachemiss_off Turn off VProf cache miss checking.

vprof_cachemiss_on Turn on VProf cache miss checking.

vprof_child None

vprof_collapse_all Collapse the whole VProf tree.

vprof_counters 0 None

vprof_dump_groupnames Write the names of all of the VProf groups to the console.

vprof_dump_spikes 0 Framerate at which VProf will begin to dump spikes to the console. "0" - disabled.

vprof_expand_all Expand the whole VProf tree.

vprof_expand_group Expand a budget group in the VProf tree by name.

vprof_generate_report Generate a report to the console.

vprof_generate_report_AI Generate a report to the console.

vprof_generate_report_AI_only Generate a report to the console.

vprof_generate_report_hierarchy Generate a report to the console.

vprof_generate_report_map_load Generate a report to the console.

vprof_graph 0 Draw the VProf graph.

vprof_graphheight 256 None

vprof_graphwidth 512 None

vprof_nextsibling None

vprof_off Turn off VProf profiler.

vprof_on Turn on VProf profiler.

vprof_parent None

vprof_playback_start Start playing back a recorded .vprof file.

vprof_playback_step While playing back a .vprof file, step to the next tick.

vprof_playback_stop None

vprof_prevsibling None

vprof_record_start Start recording VProf data for playback later.

vprof_record_stop None

vprof_remote_start Request a VProf data stream from the remote server (requires authentication)

vprof_remote_stop Stop an existing remote VProf data request

vprof_reset Reset the stats in VProf profiler

vprof_reset_peaks Reset just the peak time in VProf profiler.

vprof_scope 0 Set a specific scope to start showing vprof tree.

vprof_unaccounted_limit 0 Number of milliseconds that a node must exceed to turn red in the VProf panel.

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vprof_verbose 1 Set to one to show average and peak times.

vprof_vtune_group Enable VTune for a particular VProf group ("disable" to disable).

vtune Controls VTune's sampling.

Commands starting with letter "W"

Command Default

Cheat? Help Text

wait Stop command parsing until next frame.

+walk None

-walk None

wc_air_edit_further When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from player.

wc_air_edit_nearer When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player.

wc_air_node_edit When in WC edit mode, toggles laying down or air nodes instead of ground nodes.

wc_create When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull).

wc_destroy When in WC edit mode, destroys the node that the player is nearest to looking at (the node will be highlighted by a red box).

wc_destroy_undo When in WC edit mode restores the last deleted node.

wc_link_edit None

wc_update_entity Updates the entity's position/angles when in edit mode. Obsolete. Has been discontinued and replaced by the apparently identical hammer_update_entity in Orange Box games.

weapon_showproficiency 0 None

writeid Writes a list of permanently-banned user IDs to banned_user.cfg.

writeip Save the ban list to banned_ip.cfg.

Commands starting with letter "Z"

Command Default

Cheat? Help Text

zombie_ambushdist

16000 None

zombie_basemax 100 None

zombie_basemin 100 None

zombie_changemax 0 None

zombie_changemin 0 None

zombie_decaymax 0 None

zombie_decaymin 0 None

zombie_moanfreq 1 None

zombie_stepfreq 4 None

+zoom None

-zoom None

zoom_sensitivity_ratio 1 Additional mouse sensitivity scale factor applied when FOV is

zoomed in.