Client Commands

Useful commands:

cl_showfps 0 (0,1,2)

Shows the current map, Frame rate, and changes color to alert you to a high demand view. Value 2 is averaged out a bit, with a

minimum value too.

give (item/weapon)_(item or weapon name) Equips player with requested item.

hud_fastswitch 0 (0,1) Turns on fast weapon-switching. Simply hit your "weapon_up" key and it will instantly do so without accessing the

weapon-change menu and requiring an extra button push.

IMPULSE 200

Makes your weapon go away. Use this in conjunction with cl_drawhud for great screenshots.

NET_GRAPH 0 (0, 1, 2)

Enables the net statisics and visual display of net activity

NET_GRAPHPOS 0 (0, 1, 2, 3)

Postition of the NET_GRAPH

blanak for all panels>. 1|name> 1|name> _fov

Automates fov command to server.

_restart

Shutdown and restart the engine.

addip

Add an IP address to the ban list.

adsp_alley_min

adsp_courtyard_min

adsp_debug

adsp_door_height

adsp_duct_min

adsp_hall_min

adsp_low_ceiling

adsp_opencourtyard_min

adsp_openspace_min

adsp_openstreet_min

adsp_openwall_min

adsp_room_min

adsp_street_min

adsp_tunnel_min

adsp_wall_height

ai_clear_bad_links

Clears bits set on nav links indicating link is unusable

ai_debug_node_connect

Debug the attempted connection between two nodes

ai_disable

Bypasses 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_dump_hints

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 Arguments: -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_reloadresponsesystems

Reload all response system scripts.

ai_resume

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

ai_set_move_height_epsilon

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

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
* Blue - jumping movement
* Cyan - flying movement
* Magenta - climbing movement
* Red - connection disabled 

ai_show_connect_fly

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

follows:

* Green - ground movement
* Blue - jumping movement
* Cyan - flying movement
* Magenta - climbing movement
* Red - connection disabled 

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
* Arguments: -none- 

ai_show_node

Highlight the specified node

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_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' 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.

alias

Alias a command. Use : Alias NAME "COMMAND"

+alt1

-alt1

+attack

-attack

+attack2

-attack2

autobuy

autosave

+back

-back

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

CD sound playback volume.

bind

Allows you to bind a key to any command.

* Usage: bind <key> "(Your command)" 

bindtoggle

Allows you to bind a key that toggles a cvar from its different modes (1/0)

* Usage: BindToggle <key> [cvar] 

blink_duration

How many seconds an eye blink will last.

bloodspray

blood

bot_add

Adds a bot to whichever team has fewer players

bot_add_ct

Adds a Counter-Terrorist bot

bot_add_t

Adds a Terrorist bot

bot_all_weapons

Allows the bots to use all weapons

bot_goto_mark

Sends a bot to the selected nav area (for editing nav meshes)

bot_kick

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

bot_kill

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

bot_knives_only

Restricts the bots to only using knives

bot_memory_usage

Reports on the bots' memory usage

bot_pistols_only

Restricts the bots to only using pistols

bot_snipers_only

Restricts the bots to only using sniper rifles

box

Draw a debug box.

+break

-break

buddha

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

budget_averages_window

Number of frames to look at when figuring out average frametimes

budget_background_alpha

How translucent the budget panel is

budget_bargraph_background_alpha

How translucent the budget panel is

budget_bargraph_range_ms

budget bargraph range in milliseconds

budget_history_numsamplesvisible

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

Budget history range in milliseconds.

budget_panel_bottom_of_history_fraction

number between 0 and 1

budget_panel_height

height in pixels of the budget panel

budget_panel_width

width in pixels of the budget panel

budget_panel_x

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

budget_panel_y

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

budget_peaks_window

number of frames to look at when figuring out peak frametimes

budget_show_averages

enable/disable averages in the budget panel

budget_show_history

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

budget_show_peaks

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.

bugreporter_includebsp

Include .bsp for internal bug submissions.

buildcubemaps

Rebuild cubemaps.

building_cubemaps

buyequip

Show equipment buy menu

buymenu

Show main buy menu

c_maxdistance

c_maxpitch

c_maxyaw

c_mindistance

c_minpitch

c_minyaw

c_orthoheight

c_orthowidth

cache_print

Print out contents of cache memory.

cam_command

cam_idealdist

cam_idealpitch

cam_idealyaw

cam_snapto

+camdistance

-camdistance

+camin

-camin

+cammousemove

-cammousemove

camortho

Switch to orthographic camera.

+camout

-camout

+campitchdown

-campitchdown

+campitchup

-campitchup

+camyawleft

-camyawleft

+camyawright

-camyawright

cancelselect

cast_hull

Tests hull collision detection

cast_ray

Tests collision detection

cc_captiontrace

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

cc_emit

Emits a closed caption

cc_lang

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

cc_linger_time

Close caption linger time.

cc_lookup_crc

For tracking down missing CC token strings

cc_predisplay_time

Close caption delay before showing caption.

cc_sentencecaptionnorepeat

How often a sentence can repeat.

cc_subtitles

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

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

chooseteam

Choose a new team

cl_allowdownload

Client downloads customization files

cl_allowupload

Client uploads customization files

cl_anglespeedkey

cl_animationinfo

Hud element to examine.

cl_autohelp

Auto-help

cl_autowepswitch

Automatically switch to picked up weapons (if more powerful)

cl_backspeed

cl_bob

cl_bobcycle

cl_bobup

cl_c4dynamiclight

Draw dynamic light when planted c4 flashes

cl_c4progressbar

Draw progress bar when defusing the C4

cl_class

Default class when joining a game

cl_clock_correction

Enable/disable clock correction on the client.

cl_clock_correction_adjustment_max_amount

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

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

If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.

cl_clock_correction_force_server_tick

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

cl_clock_showdebuginfo

Show debugging info about the clock drift.

cl_clockdrift_max_ms

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

cl_cmdbackup

For each command packet, how many additional history commands are sent ( helps in case of packet loss )

cl_cmdrate

Max number of command packets sent to server per second

cl_crosshairalpha

cl_crosshaircolor

cl_crosshairscale

cl_crosshairusealpha

cl_customsounds

Enable customized player sound playback

cl_demoviewoverride

Override view during demo playback

cl_detaildist

cl_detailfade

cl_drawhud

Enable the rendering of the hud

cl_drawleaf

cl_drawmaterial

Draw a particular material over the frame

cl_drawmonitors

cl_drawshadowtexture

cl_dynamiccrosshair

cl_ejectbrass

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

For debugging, draw entity states to console

cl_extrapolate

Enable/disable extrapolation if interpolation history runs out.

cl_extrapolate_amount

Set how many seconds the client will extrapolate entities for.

cl_flushentitypacket

For debugging. Force the engine to flush an entity packet.

cl_forcehighendmonitors

cl_forcepreload

Whether we should force preloading.

cl_forwardspeed

cl_fullupdate

Forces the server to send a full update packet

cl_idealpitchscale

cl_ignorepackets

Force client to ignore packets (for debugging).

cl_interp

Interpolate object positions starting this many seconds in past

cl_interp_npcs

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

cl_interpolate

Interpolate entities on the client.

cl_lagcomp_errorcheck

Player index of other player to check for position errors.

cl_lagcompensation

Perform server side lag compensation of weapon firing events.

cl_left_hand_ik

Attach player's left hand to rifle with IK.

cl_leveloverview

cl_localnetworkbackdoor

Enable network optimizations for single player games.

cl_logofile

Spraypoint logo decal.

cl_low_violence

cl_maxrenderable_dist

Max distance from the camera at which things will be rendered

cl_mouseenable

cl_observercrosshair

cl_overdraw_test

cl_panelanimation cl_particleeffect_aabb_buffer

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

Dump entity by prediction classname.

cl_pdump

Dump info about this entity to screen.

cl_phys_props_enable

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

cl_phys_props_max

Maximum clientside physic props

cl_phys_timescale

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

cl_pitchdown

cl_pitchspeed

cl_pitchup

cl_precacheinfo

Show precache info (client).

cl_pred_optimize

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

Perform client side prediction.

cl_predictionlist

Show which entities are predicting

cl_predictweapons

Perform client side prediction of weapon effects.

cl_pushaway_force

How hard the player is pushed away from physics objects (falls off with inverse square of distance).

cl_pushaway_max_force

Maximum of how hard the player is pushed away from physics objects.

cl_radaralpha

cl_radartype

cl_ragdoll_collide

Enable/disable ragdolls clipping into each other.

cl_ragdoll_physics_enable

Enable/disable ragdoll physics.

cl_rate

Max bytes/sec the host can send data

cl_removedecals

Remove the decals from the entity under the crosshair.

cl_resend

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

cl_righthand

Use right-handed view models.

cl_scalecrosshair

cl_SetupAllBones

cl_show_bloodspray

cl_show_splashes

cl_showanimstate

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

cl_showanimstate_log

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

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

cl_showevents

Print event firing info in the console

cl_showfps

Draw fps meter at top of screen (1 = fps, 2 = smooth fps)

cl_showpos

Draw current position at top of screen

cl_ShowSunVectors

cl_showtextmsg

Enable/disable text messages printing on the screen.

cl_sidespeed

cl_slist

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

cl_smooth

Smooth view/eye origin after prediction errors

cl_smoothtime

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

cl_soundemitter_flush

Flushes the sounds.txt system (client only)

cl_soundfile

Jingle sound file.

cl_soundscape_flush

Flushes the client side soundscapes

cl_soundscape_printdebuginfo

print soundscapes

cl_sun_decay_rate

cl_team

Default team when joining a game

cl_timeout

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

cl_updaterate

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

cl_upspeed

cl_view

Set the view entity index.

cl_winddir

Weather effects wind direction angle

cl_windspeed

Weather effects wind speed scalar

cl_wpn_sway_interp

cl_wpn_sway_scale

cl_yawspeed

clear

Clear all console output.

clear_debug_overlays

clears debug overlays

clientport

Host game client port

closecaption

Enable close captioning.

cmd

Forward command to server.

+commandermousemove

-commandermousemove

con_drawnotify

Disables drawing of notification area (for taking screenshots).

con_enable

Allows the console to be activated.

con_notifytime

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

con_nprint_bgalpha

Con_NPrint background alpha.

con_nprint_bgborder

Con_NPrint border size.

con_trace

Print console text to low level printout.

connect

Connect to specified server.

contimes

Number of console lines to overlay for debugging.

coop

Cooperative play.

CreateHairball

Normally creates hairballs, now it just crashes the server and gives the client a nasty error.

creditsdone

crosshair

cs_disko

cvarlist

Show the list of convars/concommands.

deathmatch

Running a deathmatch server. Use : deathmatch 0/1

default_fov

demo_debug

Demo debug info.

demo_fastforwardfinalspeed

Go this fast when starting to hold FF button.

demo_fastforwardramptime

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

demo_fastforwardstartspeed

Go this fast when starting to hold FF button.

demo_interpolateview

Do view interpolation during dem playback.

demo_pauseatservertick

Pauses demo playback at server tick

demo_quitafterplayback

Quits game after demo playback.

demo_recordcommands

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.

developer

Show developer messages.

differences

Show all convars which are not at their default values.

disconnect

Disconnect game from server.

disp_dynamic

disp_modlimit

disp_modlimit_down

disp_modlimit_up

disp_numiterations

drawcross

Draws a cross at the given location

* Arguments: x y z 

drawline

Draws line between two 3D Points.

* Green if no collision
* Red if there is collision
* Arguments: x1 y1 z1 x2 y2 z2 

drawradar

Draws HUD radar

dsp_automatic

dsp_db_min

dsp_db_mixdrop

dsp_dist_max

dsp_dist_min

dsp_enhance_stereo

dsp_facingaway

dsp_mix_max

dsp_mix_min

dsp_off

dsp_player

dsp_reload

dsp_room

dsp_slow_cpu

dsp_spatial

dsp_speaker

dsp_vol_2ch

dsp_vol_4ch

dsp_vol_5ch

dsp_volume

dsp_water

dti_flush

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

dtwarning

Print data table warnings?

dtwatchent

Watch this entities data table encoding.

dtwatchvar

Watch the named variable.

+duck

Duck down. Type this in the console to duck all the time without the need to hold a key.

-duck

Come back up. Type this in the console to come back up after typing in '+duck'.

dump_globals

Dump all global entities/states

dumpstringtables

Print string tables to console.

echo

Echo text to console.

editdemo

Edit a recorded demo file (.dem ).

endmovie

Stop recording movie frames.

endround

End the current round.

english

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

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_dump

Usage: ent_dump <entity name>

ent_fire

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

ent_info

Usage: ent_info <class name>

ent_messages

Toggles input/output message display for the selected entities. 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_name

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 entities.(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: {new entity name} {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

escape

Escape key pressed.

exec

Execute script file.

exit

Exit the engine.

fadein

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

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.

firetarget

firstperson

Switch to firstperson camera.

flex_rules

Allow flex animation rules to run.

flex_smooth

Applies smoothing/decay curve to flex animation controller changes.

flush

Flush cache memory.

flush_unlocked

Flush unlocked cache memory.

fog_color

fog_colorskybox

fog_enable

fog_enable_water_fog

fog_enableskybox

fog_end

fog_endskybox

fog_override

fog_start

fog_startskybox

force_centerview

+forward

-forward

fov

Change players FOV

fps_max

Frame rate limiter

fs_printopenfiles

Show all files currently opened by the engine.

fs_warning_level

Set the filesystem warning level.

g_debug_ragdoll_visualize

g_ragdoll_fadespeed

gameui_hide

getpos

dump position and angles to the console

give

Give item to player.

* Arguments: <item_name> 

gl_clear

god

Toggle. Player becomes invulnerable.

+graph

-graph

groundlist

Display ground entity list <index>

heartbeat

help

Find help about a convar/concommand.

hideconsole

Hide the console.

hidehud

hidepanel

Hides a viewport panel <name>

hideradar

Hides HUD radar

hltv_autorecord

Automatically records all games as HLTV demos.

hltv_cam_distance

Default HLTV chase camera distance

hltv_cam_fov

Default HLTV chase camera FOV

hltv_cam_inertia

Default HLTV chase camera inertia

hltv_cam_offset

Default HLTV chase camera offset

hltv_cam_phi

Default HLTV chase camera phi angle

hltv_cam_theta

Default HLTV chase camera theta angle

hltv_connect

Connect to specified HLTV server.

hltv_debug

HLTV debug info.

hltv_maxclients

Maximum client number on HLTV server.

hltv_maxrate

Max client bandwidth rate allowed, 0 == unlimited

hltv_port

Host HLTV port

hltv_record

Starts HLTV demo recording.

hltv_retry

Reconnects the HLTV relay proxy.

hltv_snapshotinterval

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.

host_framerate

Set to lock per-frame time elapse.

host_limitlocal

Apply cl_cmdrate and cl_updaterate to loopback connection

host_map

Current map name.

host_profile

host_runofftime

Run off some time without rendering/updating sounds

host_showcachemiss

Print a debug message when the client or server cache is missed.

host_sleep

Force the host to sleep a certain number of milliseconds each frame.

host_speeds

Show general system running times.

host_timescale

Prescale the clock by this amount.

host_writeconfig

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

hostname

Hostname for server.

hostport

Host game server port

hud_autoreloadscript

Automatically reloads the animation script each time one is ran

hud_centerid

hud_deathnotice_time

hud_drawhistory_time

hud_fastswitch

hud_reloadscheme

Reloads hud layout and animation scripts.

hud_saytext_time

hud_showtargetid

hurtme

Hurts the player.

* Arguments: <health to lose> 

impulse Triggers a selection of common commands, aliases and tweaks

* impulse 101 - Fully equip player
* impulse 102 - Spawn gibs
* impulse 203 - Shortcut to ent_removeDelete the object you're pointing at (WARNING : THE OBJECT WILL NOT RESPAWN 

UNTIL THE SERVER IS RESTARTED/A NEW MAP IS STARTED). Do NOT use on a player (Crashes the server.)

incrementvar

Increment specified convar value.

invnext

invprev

ip

Overrides IP for multihomed hosts

+jlook

-jlook

joy_advanced

joy_advaxisr

joy_advaxisu

joy_advaxisv

joy_advaxisx

joy_advaxisy

joy_advaxisz

joy_diagonalpov

POV manipulator operates on diagonal axes, too.

joy_forwardsensitivity

joy_forwardthreshold

joy_name

joy_pitchsensitivity

joy_pitchthreshold

joy_sidesensitivity

joy_sidethreshold

joy_wingmanwarrier_centerhack

Wingman warrior centering hack.

joy_wingmanwarrier_turnhack

Wingman warrior hack related to turn axes.

joy_yawsensitivity

joy_yawthreshold

joyadvancedupdate

joystick

jpeg

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

jpeg_quality

jpeg screenshot quality.

+jump

-jump

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

-klook

lastinv

+left

-left

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

lod_TransitionDist

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

-lookdown

lookspring

lookstrafe

+lookup

-lookup

m_customaccel

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

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

m_customaccel_max

Max mouse move scale factor, 0 for no limit

m_customaccel_scale

Custom mouse acceleration value.

m_filter

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

m_forward

Mouse forward factor.

m_mouseaccel1

Windows mouse acceleration initial threshold (2x movement).

m_mouseaccel2

Windows mouse acceleration secondary threshold (4x movement).

m_mousespeed

Windows mouse speed factor (range 1 to 20).

m_pitch

Mouse pitch factor.

m_side

Mouse side factor.

m_yaw

Mouse yaw factor.

map

Start playing on specified map.

map_background

Runs a map as the background to the main menu.

map_edit

map_noareas

Disable area to area connection testing.

map_showspawnpoints

Shows player spawn points (red=invalid)

maps

Displays list of maps.

mat_antialias

mat_bloom

mat_bufferprimitives

mat_bumpbasis

mat_bumpmap

mat_camerarendertargetoverlaysize

mat_clipz

mat_compressedtextures

mat_configcurrent

Show the current video control panel config for the material system

mat_crosshair

mat_debug

mat_debugdepth

mat_debugdepthmode

mat_debugdepthval

mat_debugdepthvalmax

mat_depthbias_decal

mat_depthbias_normal

mat_diffuse

mat_drawflat

mat_drawwater

mat_dxlevel

mat_envmapsize

mat_envmaptgasize

mat_fastnobump

mat_fastspecular

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

mat_fillrate

mat_filterlightmaps

mat_filtertextures

mat_forceaniso

mat_forcedynamic

mat_forcehardwaresync

mat_frame_sync_enable

mat_frame_sync_force_texture

Force frame syncing to lock a managed texture.

mat_framebuffercopyoverlaysize

mat_fullbright

mat_hsv

mat_info

Shows material system info

mat_leafvis

Draw wireframe of current leaf

mat_levelflush

mat_loadtextures

mat_luxels

mat_maxframelatency

mat_measurefillrate

mat_mipmaptextures

mat_monitorgamma

monitor gamma (typically 2.2 for CRT and 1.7 for LCD)

mat_norendering

mat_normalmaps

mat_normals

mat_parallaxmap

mat_picmip

mat_proxy

mat_reducefillrate

mat_reloadallmaterials

mat_reloadmaterial

mat_reloadtextures

mat_reversedepth

mat_savechanges

saves current video configuration to the registry

mat_setvideomode

sets the width, height, windowed state of the material system

mat_shadowstate

mat_show_texture_memory_usage

Display the texture memory usage on the HUD.

mat_showcamerarendertarget

mat_showenvmapmask

mat_showframebuffertexture

mat_showlightmapcomponent ||

* 0: show normal-mapped lightmap
* 1: show component 1
* 2: show component 2
* 3: show component 3 

mat_showlightmappage

mat_showlowresimage

mat_showmaterials

Show materials.

mat_showmaterialsverbose

mat_showmiplevels

mat_showtextures

Show textures.

mat_showwatertextures

mat_skybloomamount

mat_slopescaledepthbias_decal

mat_slopescaledepthbias_normal

mat_softwarelighting

mat_softwareskin

mat_specular

Enable/Disable specularity for perf testing. Will cause a material reload upon change.

mat_spewvertexandpixelshaders

print all vertex and pixel shaders currently loaded to the console

mat_stub

mat_suppress

Supress a material from drawing

mat_surfaceid

mat_surfacemat

mat_texture_limit

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

+mat_texture_list

mat_texture_list

For debugging, show a list of used textures per frame

mat_texture_list_all

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

mat_texturelist_directories

mat_texturelist_files

mat_trilinear

mat_viewportscale

debugging viewport scale

mat_vsync

Force sync to vertical retrace

mat_wateroverlaysize

mat_wireframe

mat_yuv

maxplayers

Change the maximum number of players allowed on this server.

mem_dump

dump memory stats.

mem_dumpstats

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

mem_force_flush

Force cache flush of unlocked resources on every alloc

minisave

Saves game (for current level only!)

mod_forcedata

Forces all model file data into cache on model load.

+movedown

-movedown

+moveleft

-moveleft

+moveright

-moveright

+moveup

-moveup

mp_decals

mp_logecho

mp_logfile

muzzleflash_light

name

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_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 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 'dont jump in this area' flag used by the AI system.

nav_place_floodfill

Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. 

Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. nav_place_pick

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

nav_precise

Toggles the 'dont avoid obstacles' flag used by the AI system.

nav_save

Saves the current Navigation Mesh to disk.

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 net_channels

Shows net channel info

net_chokeloop

Apply bandwidth choke to loopback packets

net_drawslider

Draw completion slider during signon

net_droppackets

Drops next n packets on client

net_fakelag

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

net_fakeloss

Simulate packet loss as a percentage (negative means drop 1/n packets)

net_graph

Draw the network usage graph

net_graphheight

net_graphpos

net_graphsolid

net_maxfragments

Max fragment bytes per packet.

net_scale

net_showdrop

Show dropped packets in console

net_showevents

Print game event infos to console.

net_showfragments

Show netchannel fragments

net_showmsg net_showpeaks

Show messages for large packets only: <size>

net_showsplits

Show info about packet splits

net_showtcp

Dump TCP stream summary to console

net_showudp

Dump UPD packets summary to console

net_start

Inits multiplayer network sockets

net_synctags

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

next

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

nextdemo

Play next demo in sequence.

noclip

Toggle. Player becomes non-solid and flies.

notarget

Toggle. Player becomes hidden to NPCs.

npc_ammo_deplete

Subtracts half of the target's ammo

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_combat

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

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

npc_conditions

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

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

npc_create

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_destroy

Removes the given NPC(s) from the universe

* Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at 

npc_destroy_unselected

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.

* Eluded entities drawn in blue (don't know where it went)
* Unreachable entities drawn in green (can't get to it)
* Current enemy drawn in red
* Current target entity drawn in magenta
* All other entities drawn in pink
* Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at 

npc_focus

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.

* Arguments: -none- 

npc_go

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

* Arguments: -none- 

npc_go_random

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

* Arguments: -none- 

npc_heal

Heals the target back to full health

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

npc_reset

Reloads schedules for all NPC's from their script files

* Arguments: -none- 

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

Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red 

translucent box

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

npc_speakall

Force the npc to try and speak all thier responses

npc_squads

Obsolete. Replaced by npc_combat

npc_steering

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

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

npc_steering_all

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

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

overview_health

Show player's health in map overview.

overview_locked

Locks map angle, doesn't follow view angle.

overview_mode

1|2>

overview_names

Show player's names in map overview.

overview_tracks

Show player's tracks in map overview.

overview_zoomabs

Sets overview map zoom: <zoom>

overview_zoomrel

Changes overview map zoom: <factor>

particle_simulateoverflow

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

password

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

perfvisualbenchmark_abort

phonemedelay

Phoneme delay to account for sound system latency.

phonemefilter

Time duration of box filter to pass over phonemes.

phonemesnap

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

phys_swap

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

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

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.

pixelvis_debug

Dump debug info

play

Play a sound.

playdemo

Play a recorded demo file (.dem ).

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.

progress_enable

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

pwatchent

Entity to watch for prediction system changes.

pwatchvar

Entity variable to watch in prediction system for changes.

quit

Exit the engine.

quti

Exit the engine.

r_3dnow

r_3dsky

Enable the rendering of 3d sky boxes

r_ambientlightingonly

Set this to 1 to light models with only ambient lighting (and no static lighting).

r_aspectratio

r_avglight

r_avglightmap

r_cheapwaterend

r_cheapwaterstart

r_cleardecals

Usage r_cleardecals <permanent>.

r_ClipAreaPortals

r_colorstaticprops

r_debugcheapwater

r_debugrandomstaticlighting

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

r_decal_cullsize

Decals under this size in pixels are culled

r_decals

r_decalstaticprops

Decal static props test

r_DispBuildable

r_DispDrawAxes

r_DispEnableLOD

r_DispFullRadius

Radius within which a displacement will stay at its highest LOD

r_DispLockLOD

r_DispRadius

r_DispSetLOD

r_DispTolerance

r_DispUpdateAll

r_DispUseStaticMeshes

High end machines use static meshes. Low end machines use temp meshes.

r_DispWalkable

r_DoCovertTransitions

r_dopixelvisibility

r_drawbatchdecals

Render decals batched.

r_DrawBeams

r_drawbrushmodels

Render brush models.

r_drawclipbrushes

Draw clip brushes

r_drawdecals

Render decals.

r_drawdetailprops

r_DrawDisp

Toggles rendering of displacment maps

r_drawentities

r_drawflecks

r_drawfullskybox

r_drawleaf

Draw the specified leaf.

r_drawlightcache ||

* 0: off
* 1: draw light cache entries
* 2: draw rays 

r_drawlightinfo

r_drawlights

r_drawmodeldecals

r_DrawModelLightOrigin

r_drawmodelstatsoverlay

r_drawmodelstatsoverlaydistance

r_drawmodelstatsoverlaymax

time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2

r_drawmodelstatsoverlaymin

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

r_drawopaquerenderables

r_drawopaqueworld

r_drawothermodels

r_drawparticles

Enable/disable particle rendering

r_drawpixelvisibility

Show the occlusion proxies

r_DrawPortals

r_DrawRain

Enable/disable rain rendering.

r_drawrenderboxes

r_drawropes

r_drawskybox

r_DrawSpecificStaticProp

r_drawsprites

r_drawstaticprops

r_drawtranslucentrenderables

r_drawtranslucentworld

r_drawvgui

Enable the rendering of vgui panels

r_drawviewmodel

r_drawworld

Render the world.

r_dynamic

r_eyeglintlodpixels

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

r_eyegloss

r_eyemove

r_eyes

r_eyeshift_x

r_eyeshift_y

r_eyeshift_z

r_eyesize

r_eyewaterepsilon

r_farz

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

r_fastzreject

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

r_flashlightdrawfrustum

r_flashlightdrawfrustumbbox

r_flashlightdrawsweptbbox

r_flashlightfar

r_flashlightfov

r_flashlightlinear

r_flashlightlockposition

r_flashlightmodels

r_flashlightnear

r_flashlightnodraw

r_flashlightoffsetx

r_flashlightoffsety

r_flashlightoffsetz

r_flashlightquadratic

r_flashlightvisualizetrace

r_flex

r_flushlod

Flush and reload LODs.

r_ForceRestore

r_ForceWaterLeaf

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

r_frustumcullworld

r_lightaverage

Activates/deactivate light averaging

r_lightcache_numambientsamples

number of random directions to fire rays when computing ambient lighting

r_lightcachecenter

r_lightinterp

Controls the speed of light interpolation, 0 turns off interpolation

r_lightmap

r_lightstyle

r_lockpvs

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

r_lod

r_lod_noupdate

r_mapextents

Set the max dimension for the map. This determines the far clipping plane

r_maxdlights

r_maxmodeldecal

r_maxnewsamples

r_maxsampledist

r_minnewsamples

r_mmx

r_modellodscale

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

r_modelwireframedecal

r_newflashlight

r_newproplighting

r_nohw

r_norefresh

r_nosw

r_novis

Turn off the PVS.

r_occludeemaxarea

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

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

At least this many occluders will be used, no matter how big they are.

r_occlusion

Activate/deactivate the occlusion system.

r_occlusionspew

Activate/deactivates spew about what the occlusion system is doing.

r_overlaywireframe

r_PhysPropStaticLighting

r_pixelvis_partial

r_portalscloseall

r_portalsopenall

r_PortalTestEnts

Clip entities against portal frustums.

r_printdecalinfo

r_propsmaxdist

Maximum visible distance

r_radiosity ||

* 0: no radiosity
* 1: radiosity with ambient cube (6 samples)
* 2: radiosity with 162 samples
* 3: 162 samples for static props, 6 samples for everything else 

r_rainalpha

r_rainalphapow

r_raindensity

r_RainHack

r_rainlength

r_RainProfile

Enable/disable rain profiling.

r_RainRadius

r_RainSideVel

How much sideways velocity rain gets.

r_RainSimulate

Enable/disable rain simulation.

r_rainspeed

r_RainSplashPercentage

r_rainwidth

r_renderoverlayfragment

r_rootlod

Root LOD

r_ropebatch

r_ropetranslucent

r_screenfademaxsize

r_screenfademinsize

r_screenoverlay

r_sequence_debug

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

r_shadowmaxrendered

r_shadowrendertotexture

r_shadows

r_shadowwireframe

r_showenvcubemap

r_skin

r_skybox

Enable the rendering of sky boxes

r_snapportal

r_sse

r_sse2

r_staticpropinfo

r_teeth

r_TransitionSensitivity

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

r_updaterefracttexture

r_VehicleViewClamp

r_visocclusion

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

r_visualizelighttraces

r_visualizelighttracesshowfulltrace

r_visualizeproplightcaching

r_visualizetraces

r_WaterDrawReflection

Enable water reflection

r_WaterDrawRefraction

Enable water refraction

r_waterforceexpensive

r_waterforcereflectentities

r_worldlightmin

r_worldlights

number of world lights to use per vertex

rate

Max bytes/sec the host can receive data

rcon

Issue an rcon command.

rcon_address

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

rcon_password

remote console password.

rebuy

recompute_speed

Recomputes clock speed (for debugging purposes).

record

Record a demo.

+reload

-reload

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.

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

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

-right

room_type

rope_averagelight

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

rope_collide

Collide rope with the world

rope_drawlines

rope_shake

rope_smooth

Do an antialiasing effect on ropes

rope_smooth_enlarge

How much to enlarge ropes in screen space for antialiasing effect

rope_smooth_maxalpha

Alpha for rope antialiasing effect

rope_smooth_maxalphawidth

rope_smooth_minalpha

Alpha for rope antialiasing effect

rope_smooth_minwidth

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

rope_subdiv

Rope subdivision amount

rope_wind_dist

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

save

Saves current game.

say

Display player message

say_team

Display player message to team

scene_flush

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

+score

-score

scr_centertime

screenshot

Take a screenshot.

sensitivity

Mouse sensitivity.

setang

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

setmaster

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

Displays a list of the active screen shakes.

shake_stop

Stops all active screen shakes.

-showbudget

+showbudget

-showbudget_texture

+showbudget_texture

showbudget_texture

Enable the texture budget panel.

-showbudget_texture_global

+showbudget_texture_global

showinfo

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

showpanel

Shows a viewport panel <name>

showparticlecounts

Display number of particles drawn per frame

+showscores

-showscores

showtriggers_toggle

Toggle show triggers

-showvprof

+showvprof

singlestep

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

skill

Game skill level (1-3).

slist

List servers on your LAN.

slot0

slot1

slot10

slot2

slot3

slot4

slot5

slot6

slot7

slot8

slot9

snapto

snd_async_fullyasync

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

snd_async_spew_blocking

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

snd_disable_mixer_duck

snd_duckerattacktime

snd_duckerreleasetime

snd_duckerthreshold

snd_ducktovolume

snd_flushasync

Flush all async .wav data

snd_foliage_db_loss

snd_gain

snd_gain_max

snd_gain_min

snd_memasync

Show async memory stats

snd_mixahead

snd_mixvol

Set named Mixgroup to mix volume.

snd_musicvolume

Music volume

snd_noextraupdate

snd_obscured_gain_dB

snd_pitchquality

snd_profile

snd_rebuildaudiocache

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

snd_refdb

snd_refdist

snd_restart

Restart sound system.

snd_show

Show sounds info

snd_showclassname

snd_showmixer

snd_showstart

snd_soundmixer

snd_surround_speakers

snd_visualize

Show sounds location in world

snd_vox_captiontrace

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

snd_vox_globaltimeout

snd_vox_sectimetout

snd_vox_seqtimetout

snd_writemanifest

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

sndplaydelay

soundfade

Fade client volume.

soundinfo

Describe the current sound device.

soundlist

List all known sounds.

soundscape_fadetime

Time to crossfade sound effects between soundscapes

soundscape_flush

Flushes the server & client side soundscapes

speak

Play a constructed sentence.

spec_help

Show spectator help screen

spec_menu

Activates spectator menu

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

spec_track

Tracks an entity in spec mode

+speed

-speed

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.

stop

Finish recording demo.

stopdemo

Stop playing back a demo.

stopsound

stopsoundscape

Stops all soundscape processing and fades current looping sounds

+strafe

-strafe

stuffcmds

Parses and stuffs command line + commands to command buffer.

surfaceprop

Reports the surface properties at the cursor

sv_allowdownload

Allow clients to download files

sv_allowupload

Allow clients to upload customizations files

sv_alternateticks

sv_cacheencodedents

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

sv_cheats

Allow cheats on server

sv_contact

Contact email for server sysop

sv_debugmanualmode

Make sure entities correctly report whether or not their network data has changed.

sv_deltaprint

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

sv_deltatime

Enable profiling of CalcDelta calls

sv_filterban

Set packet filtering by IP mode

sv_findsoundname

Find sound names which reference the specified wave files.

sv_forcepreload

Force server side preloading.

sv_hltv

Enables HLTV on this server.

sv_instancebaselines

Enable instanced baselines. Saves network overhead.

sv_lan

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

sv_logbans

sv_maxrate

Max bandwidth rate allowed on server, 0 == unlimited

sv_maxupdaterate

Maximum updates per second that the server will allow

sv_minrate

Min bandwidth rate allowed on server, 0 == unlimited

sv_minupdaterate

Minimum updates per second that the server will allow

sv_password

Server password for entry into multiplayer games

sv_pausable

Is the server pausable.

sv_precachegeneric

Add file to precache list.

* Usage: sv_precachegeneric <name> [ preload ] 

sv_precacheinfo

Show precache info.

sv_precachemodel

Add model to precache list.

* Usage: sv_precachemodel <name> [ preload ] 

sv_precachesound

Add sound to precache list.

* Usage: sv_precachesound <name> [ preload ] 

sv_rcon_banpenalty

Number of minutes to ban users who fail rcon authentication

sv_rcon_maxfailures

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

sv_rcon_minfailures

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

sv_rcon_minfailuretime

Number of seconds to track failed rcon authentications

sv_region

The region of the world to report this server in.

sv_sendtables

Force full sendtable sending path.

sv_soundemitter_filecheck

Report missing wave files for sounds and game_sounds files.

sv_soundemitter_flush

Flushes the sounds.txt system (server only)

sv_soundscape_printdebuginfo

print soundscapes

sv_stats

Collect CPU usage stats

sv_stressbots

If set to 1, the server calculates data and fills packets to bots. Used for perf testing.

sv_timeout

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

sv_unlockedchapters

Highest unlocked game chapter.

sv_voicecodec

Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.

sv_voiceenable

Test_CreateEntity

test_dispatcheffect

Test a clientside dispatch effect.

* Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
* Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0> 

Test_EHandle

test_entity_blocker

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

Test_InitRandomEntitySpawner

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_ProxyToggle_EnableProxy

Test_ProxyToggle_EnsureValue

Test_ProxyToggle_SetValue

Test_RandomChance

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

following the percentage chance. Test_RandomizeInPVS

Test_RandomPlayerPosition

Test_RemoveAllRandomEntities

Test_RunFrame

Test_SendKey

Test_SpawnRandomEntities

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

Test_WaitForCheckPoint

testhudanim

Test a hud element animation.

* Arguments: <anim name> 

testscript_debug

Debug test scripts.

texture_budget_background_alpha

how translucent the budget panel is

texture_budget_panel_bottom_of_history_fraction

number between 0 and 1

texture_budget_panel_global

Show global times in the texture budget panel.

texture_budget_panel_height

height in pixels of the budget panel

texture_budget_panel_width

width in pixels of the budget panel

texture_budget_panel_x

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

texture_budget_panel_y

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

thirdperson

Switch to thirdperson 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.

togglescores

Toggles score panel

tracer_extra

unbind

Unbind a key.

unbindall

Unbind all keys.

unpause

Unpause the game.

+use

-use

use

Use a particular weapon

* Arguments: <weapon_name> 

user

Show user data.

users

Show user info for players on server.

UseViewParameters

Choose old or new view parameters.

v_centermove

v_centerspeed

vcollide_wireframe

vcollide_wireframe_axes

version

Print version info string.

vgui_drawfocus

Report which panel is under the mouse.

-vgui_drawtree

+vgui_drawtree

vgui_drawtree

Draws the vgui panel hiearchy to the specified depth level.

vgui_drawtree_clear

vgui_drawtree_freeze

Set to 1 to stop updating the vgui_drawtree view.

vgui_drawtree_hidden

Draw the hidden panels.

vgui_drawtree_panelalpha

Show the panel alpha values in the vgui_drawtree view.

vgui_drawtree_panelptr

Show the panel pointer values in the vgui_drawtree view.

vgui_drawtree_popupsonly

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

vgui_drawtree_render_order

List the vgui_drawtree panels in render order.

vgui_drawtree_visible

Draw the visible panels.

vgui_togglepanel

show/hide vgui panel by name.

viewmodel_fov

violence_ablood

Draw alien blood

violence_agibs

Show alien gib entities

violence_hblood

Draw human blood

violence_hgibs

Show human gib entities

voice_avggain

voice_clientdebug

voice_dsound

voice_enable

voice_fadeouttime

voice_forcemicrecord

voice_inputfromfile

Get voice input from 'voice_input.wav' rather than from the microphone.

voice_loopback

voice_maxgain

voice_modenable

Enable/disable voice in this mod.

voice_overdrive

voice_overdrivefadetime

voice_profile

voice_recordtofile

Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'

voice_scale

voice_showchannels

voice_showincoming

voice_steal

-voicerecord

+voicerecord

volume

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 t

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Comments

  • Kiwi2007
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    5 years ago:

    I give this Tutorial only 5.7. There was NOT all commands as you even forgot the hole "MP" series and there was far from all "SV" commands also. To get this tutorial better I say you will need to put more of the available commands.

    Bananite
  • Lazdaa
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    5 years ago:

    How does the give (item/weapon)_(item or weapon name) cnat get it working can u give me an ex. if i need a nade?

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  • Ottomus
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    7 years ago:

    Not all of them are good to use. The ones which have descriptions are the ones that are "useful" to some people.

    User Title
    The Flaming Smith Guy
  • DISHWASH3R SAF3
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    7 years ago:

    I don't see the need for this. At least not all these commands. (-1) Some of which need sv_cheats to be enabled(-1) Some look like they only work on bots. So no real use in-game.(-1) Almost confusing when so many are bunched together.(-1) Long list, and you did add a few comments explaining a few of these which are kinda neat.(+1)

    User Title
    ^@(
  • {cancer}
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    8 years ago:

    Pros: Very nice listing of the commands. Cons: It's so LONG! o___o Plus not everything has a description.

  • LeRadieux
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    446 points
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    8 years ago:

    Nice compilation.

  • Ottomus
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    9 years ago:

    Well thank you =) If i had enough time i would make it look more simplier but its f00kin hjuuge =/

    User Title
    The Flaming Smith Guy
  • -Mack-
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    9 years ago:

    Only if i saw this yesterday lol

    agent smith flame guy gj on this tho

    User Title
    Maybe i'm back for a little wh
  • Ottomus
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    9 years ago:

    If someone wants to make this smoothier i could use some help =/

    User Title
    The Flaming Smith Guy

Credits

Key Authors
Ottomus
Unknown

Submitter

Ottomus
Availability
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6,148 points
Account Age Level
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9 years old
Clearance Level
Member

Ottomus
(Creator/Co-creator)

Rating

Intermediate
7.6/10
Based off 6 rating(s)

Additional Info

Genre
Other/Misc
Difficulty Level
Intermediate

Stats

Post Count
10
ViewCount
18,540
Date Added
9 years ago
Date Modified
6 years ago

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