Console Commands Left 4 Dead 2

Alle Consolen-Befehle für L4D2. Stand 2013-08.

Console Commands Left 4 Dead 2

  1. +alt1
  2. +alt2
  3. +attack
  4. +attack2
  5. +back
  6. +break
  7. +camdistance
  8. +camin
  9. +cammousemove
  10. +camout
  11. +campitchdown
  12. +campitchup
  13. +camyawleft
  14. +camyawright
  15. +commandermousemove
  16. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
  17. +duck
  18. +forward
  19. +graph
  20. +grenade1
  21. +grenade2
  22. +invaction
  23. +jlook
  24. +jump
  25. +klook
  26. +left
  27. +lookdown
  28. +lookspin
  29. +lookup
  30. +mat_texture_list
  31. +menuAccept
  32. +menuDown
  33. +menuUp
  34. +mouse_menu // Opens a menu while held
  35. +movedown
  36. +moveleft
  37. +moveright
  38. +moveup
  39. +posedebug // Turn on pose debugger or add ents to pose debugger UI
  40. +reload
  41. +right
  42. +score
  43. +showbudget
  44. +showbudget_texture
  45. +showbudget_texture_global
  46. +showscores
  47. +showvprof
  48. +speed
  49. +strafe
  50. +use
  51. +vgui_drawtree
  52. +voicerecord
  53. +walk
  54. +zoom
  55. -alt1
  56. -alt2
  57. -attack
  58. -attack2
  59. -back
  60. -break
  61. -camdistance
  62. -camin
  63. -cammousemove
  64. -camout
  65. -campitchdown
  66. -campitchup
  67. -camyawleft
  68. -camyawright
  69. -commandermousemove
  70. -demoui2 // Send the advanced demo player UI (demoui2) to background.
  71. -duck
  72. -forward
  73. -graph
  74. -grenade1
  75. -grenade2
  76. -invaction
  77. -jlook
  78. -jump
  79. -klook
  80. -left
  81. -lookdown
  82. -lookspin
  83. -lookup
  84. -mat_texture_list
  85. -menuAccept
  86. -menuDown
  87. -menuUp
  88. -mouse_menu // Executes the highlighted button on the radial menu (if cl_fastradial is 1)
  89. -movedown
  90. -moveleft
  91. -moveright
  92. -moveup
  93. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
  94. -reload
  95. -right
  96. -score
  97. -showbudget
  98. -showbudget_texture
  99. -showbudget_texture_global
  100. -showscores
  101. -showvprof
  102. -speed
  103. -strafe
  104. -use
  105. -vgui_drawtree
  106. -voicerecord
  107. -walk
  108. -zoom
  109. achievement_debug „0“ // Turn on achievement debug msgs.
  110. achievement_disable „0“ // Turn off achievements.
  111. action_progress_reset_interval „1“
  112. addip // Add an IP address to the ban list.
  113. adrenaline_backpack_speedup „0“ // Percent of normal backpack item use duration to use when affected by Adrenaline
  114. adrenaline_duration „15“
  115. adrenaline_health_buffer „25“
  116. adrenaline_revive_speedup „0“ // Percent of normal revive duration to use when affected by Adrenaline
  117. adrenaline_run_speed „260“
  118. adsp_debug „0“
  119. air_density // Changes the density of air for drag computations.
  120. ai_debug_los „0“ // itl
  121. ai_debug_shoot_positions „0“
  122. ai_talk_idle_enabled „1“ // Set to 0 to disable TLK_IDLEs on survivors
  123. alias // Alias a command.
  124. allow_weapon_fire_to_use „0“
  125. ammo_pack_use_duration „3“
  126. anim_showmainactivity „0“ // and/or sprint activities.
  127. askconnect_accept // Accept a redirect request by the server.
  128. async_resume
  129. async_suspend
  130. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
  131. autosave // Autosave
  132. autosavedangerous // AutoSaveDangerous
  133. autosavedangerousissafe
  134. banid // Add a user ID to the ban list.
  135. banip // Add an IP address to the ban list.
  136. benchframe // Takes a snapshot of a particular frame in a time demo.
  137. bench_end // Ends gathering of info.
  138. bench_start // Starts gathering of info. Arguments: filename to write results into
  139. bench_upload // Uploads most recent benchmark stats to the Valve servers.
  140. bind // Bind a key.
  141. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
  142. blackbox_dump // Dump the contents of the blackbox
  143. blackbox_record // Record an entry into the blackbox
  144. boomer_exposed_time_tolerance „1“ // How long an out-of-range Boomer will tolerate being visible before fleeing
  145. boomer_leaker_chance „0“
  146. boomer_pz_claw_dmg „4“ // Amount of damage done by a PZ boomers regular melee attack
  147. boomer_vomit_delay „1“ // How long the Boomer waits before he vomits on his target on Normal difficulty
  148. bot_crouch „0“
  149. bot_freeze „0“
  150. bot_mimic „0“
  151. bot_mimic_spec_buttons „1“ // +jump etc are used for spectator control instead of being passed on to spectated bot
  152. bot_mimic_yaw_offset „180“
  153. box // Draw a debug box.
  154. buddha „0“ // Survivors take damage but wont die
  155. budget_averages_window „30“ // number of frames to look at when figuring out average frametimes
  156. budget_background_alpha „128“ // how translucent the budget panel is
  157. budget_bargraph_background_alpha „128“ // how translucent the budget panel is
  158. budget_bargraph_range_ms „16“ // budget bargraph range in milliseconds
  159. 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
  160. budget_history_range_ms „66“ // budget history range in milliseconds
  161. budget_panel_bottom_of_history_fraction „0“ // number between 0 and 1
  162. budget_panel_height „384“ // height in pixels of the budget panel
  163. budget_panel_width „512“ // width in pixels of the budget panel
  164. budget_panel_x „0“ // number of pixels from the left side of the game screen to draw the budget panel
  165. budget_panel_y „50“ // number of pixels from the top side of the game screen to draw the budget panel
  166. budget_peaks_window „30“ // number of frames to look at when figuring out peak frametimes
  167. budget_show_averages „0“ // enable/disable averages in the budget panel
  168. budget_show_history „1“ // turn history graph off and on. . good to turn off on low end
  169. budget_show_peaks „1“ // enable/disable peaks in the budget panel
  170. budget_toggle_group // Turn a budget group on/off
  171. bug // Show the bug reporting UI.
  172. bugreporter_uploadasync „0“ // Upload attachments asynchronously
  173. bugreporter_username „0“ // Username to use for bugreporter
  174. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
  175. buildcubemaps // Rebuild cubemaps.
  176. cache_print // cache_print [section] Print out contents of cache memory.
  177. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
  178. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
  179. callvote // Start a vote on an issue.
  180. camortho // Switch to orthographic camera.
  181. cam_collision „1“ // an attempt is made to keep the camera from passing though walls.
  182. cam_command // Tells camera to change modes
  183. cam_idealdelta „4“ // Controls the speed when matching offset to ideal angles in thirdperson view
  184. cam_idealdist „150“
  185. cam_ideallag „4“ // Amount of lag used when matching offset to ideal angles in thirdperson view
  186. cam_idealpitch „0“
  187. cam_idealyaw „0“
  188. cam_showangles „0“ // print viewangles/idealangles/cameraoffsets to the console.
  189. cam_snapto „0“
  190. cancelselect
  191. cast_hull // Tests hull collision detection
  192. cast_ray // Tests collision detection
  193. cc_emit // Emits a closed caption
  194. cc_findsound // Searches for soundname which emits specified text.
  195. cc_flush // Flushes asyncd captions.
  196. cc_lang „0“ // Current close caption language (emtpy = use game UI language)
  197. cc_linger_time „1“ // Close caption linger time.
  198. cc_predisplay_time „0“ // Close caption delay before showing caption.
  199. cc_random // Emits a random caption
  200. cc_showblocks // Toggles showing which blocks are pending/loaded async.
  201. cc_subtitles „0“ // wont help hearing impaired players).
  202. centerview
  203. chainsaw_attack_cone „30“
  204. chainsaw_attack_distance „50“
  205. chainsaw_attack_force „400“
  206. chainsaw_attract_distance „500“
  207. chainsaw_damage „100“
  208. chainsaw_debug „0“
  209. chainsaw_hit_interval „0“
  210. chainsaw_startup_fadeout_time „0“
  211. changelevel // Change server to the specified map
  212. changelevel2 // Transition to the specified map in single player
  213. changelevel_inhibit „0“
  214. changelevel_pause_interval „8“
  215. chooseteam // Choose a new team
  216. ch_createairboat // Spawn airboat in front of the player.
  217. ch_createjeep // Spawn jeep in front of the player.
  218. claw_force „240“ // Force with witch the claw shoves other zombies away
  219. claw_range „52“ // Range of the Claw weapon
  220. claw_range_down „70“ // so it can reach your feet from your eyes.
  221. claw_swing_duration „0“
  222. claw_swing_interval „1“
  223. claw_swing_miss_interval „0“
  224. clear // Clear all console output.
  225. clear_attribute // Remove given attribute from all areas in the selected set.
  226. clear_debug_overlays // clears debug overlays
  227. clientport „27005“ // Host game client port
  228. closecaption „0“ // Enable close captioning.
  229. cl_allowdownload „1“ // Client downloads customization files
  230. cl_allowupload „1“ // Client uploads customization files
  231. cl_animationinfo // Hud element to examine.
  232. cl_autohelp „0“ // Auto-help
  233. cl_benchmark_particle_system // Measure simulation time for a named particle system
  234. cl_bob „0“
  235. cl_bobcycle „0“
  236. cl_bobup „0“
  237. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
  238. cl_buy_favorite_nowarn „0“ // Skips the error prompt when saving an invalid buy favorite
  239. cl_buy_favorite_quiet „0“ // Skips the prompt when saving a buy favorite in the buy menu
  240. cl_buy_favorite_reset // Reset favorite loadouts to the default
  241. cl_buy_favorite_set // Saves the current loadout as a favorite
  242. cl_camera_follow_bone_index „-2“ // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
  243. cl_chatfilters „31“ // Stores the chat filter settings
  244. cl_chat_wipehistory „0“ // Wipes chat history after all chat text faded out
  245. cl_cinematiclight_b „0“
  246. cl_cinematiclight_g „0“
  247. cl_cinematiclight_r „3“
  248. cl_cinematiclight_scale „7“
  249. cl_cinematiclight_tonemap „0“
  250. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
  251. cl_clockdrift_max_ms „150“ // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  252. cl_clockdrift_max_ms_threadmode „0“ // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
  253. cl_clock_correction „1“ // Enable/disable clock correction on the client.
  254. cl_clock_correction_adjustment_max_amount „200“ // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
  255. cl_clock_correction_adjustment_max_offset „90“ // it moves towards apply
  256. cl_clock_correction_adjustment_min_offset „10“ // then no clock correction is applied.
  257. cl_clock_correction_force_server_tick „999“ // Force clock correction to match the server tick + this offset (-999 disables it).
  258. cl_clock_showdebuginfo „0“ // Show debugging info about the clock drift.
  259. cl_cmdrate „30“ // Max number of command packets sent to server per second
  260. cl_colorblind „0“ // Set to 1 for high contrast crosshairs. Set to 2 for specific color changes intended to help common types of color blindness.
  261. cl_crash // Causes a client crash for testing
  262. cl_create_server
  263. cl_crosshair_alpha „255“ // Crosshair alpha
  264. cl_crosshair_blue „0“ // Crosshair blue component
  265. cl_crosshair_dynamic „0“ // Crosshair scales based on accuracy
  266. cl_crosshair_green „0“ // Crosshair green component
  267. cl_crosshair_red „255“ // Crosshair red component
  268. cl_crosshair_thickness „1“ // Crosshair thickness in pixels
  269. cl_destroy_ragdolls // Destroys all client-side ragdolls
  270. cl_detail_avoid_force „0“ // percentage of the width of the detail sprite )
  271. cl_detail_avoid_radius „64“ // radius around detail sprite to avoid players
  272. cl_detail_avoid_recover_speed „0“ // how fast to recover position after avoiding players
  273. cl_detail_max_sway „5“ // Amplitude of the detail prop sway
  274. cl_detail_multiplier „1“ // extra details to create
  275. cl_disable_ragdolls „0“
  276. cl_downloadfilter „0“ // nosounds)
  277. cl_drawhud „1“ // Enable the rendering of the hud
  278. cl_drawleaf „-1“
  279. cl_drawmaterial „0“ // Draw a particular material over the frame
  280. cl_drawshadowtexture „0“
  281. cl_dumpplayer // Dumps info about a player
  282. cl_dumpsplithacks // Dump split screen workarounds.
  283. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
  284. cl_engine_reload_rosetta
  285. cl_entityreport „0“ // draw entity states to console
  286. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
  287. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
  288. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
  289. cl_extrapolate „1“ // Enable/disable extrapolation if interpolation history runs out.
  290. cl_extrapolate_amount „0“ // Set how many seconds the client will extrapolate entities for.
  291. cl_fastdetailsprites „1“ // whether to use new detail sprite system
  292. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
  293. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
  294. cl_flushentitypacket „0“ // For debugging. Force the engine to flush an entity packet.
  295. cl_forcepreload „1“ // Whether we should force preloading.
  296. cl_force_3rd_strike „0“
  297. cl_fullupdate // Forces the server to send a full update packet
  298. cl_glow_ability_b „0“ // Color of ability glow
  299. cl_glow_ability_colorblind_b „1“ // Color of ability glow
  300. cl_glow_ability_colorblind_g „1“ // Color of ability glow
  301. cl_glow_ability_colorblind_r „0“ // Color of ability glow
  302. cl_glow_ability_g „0“ // Color of ability glow
  303. cl_glow_ability_r „1“ // Color of ability glow
  304. cl_glow_blur_scale „3“ // Controls the size of the halo shown around players and usable items
  305. cl_glow_brightness „1“ // Brightness of player halos
  306. cl_glow_force „255“ // Forces glows on
  307. cl_glow_ghost_infected_b „1“ // Color of infected ghost glow
  308. cl_glow_ghost_infected_g „0“ // Color of infected ghost glow
  309. cl_glow_ghost_infected_r „0“ // Color of infected ghost glow
  310. cl_glow_infected_b „1“ // Color of infected glow
  311. cl_glow_infected_g „0“ // Color of infected glow
  312. cl_glow_infected_r „0“ // Color of infected glow
  313. cl_glow_infected_vomit_b „0“ // Color the PZs see the IT victim glow
  314. cl_glow_infected_vomit_g „0“ // Color the PZs see the IT victim glow
  315. cl_glow_infected_vomit_r „0“ // Color the PZs see the IT victim glow
  316. cl_glow_item_b „1“
  317. cl_glow_item_far_b „1“
  318. cl_glow_item_far_g „0“
  319. cl_glow_item_far_r „0“
  320. cl_glow_item_g „0“
  321. cl_glow_item_r „0“
  322. cl_glow_it_timer_ratio_reduction „0“ // Shortens the IT time remaining ratio thats applied to glow visibility by this amount.
  323. cl_glow_los_delay „0“ // Time out of sight before a survivor friend shows up through a wall to a survivor.
  324. cl_glow_los_fade_in_time „0“ // Time after cl_glow_los_delay before a survivor friend shows up fully through wall.
  325. cl_glow_los_fade_out_time „0“ // Time after cl_glow_los_delay before a survivor friend goes away
  326. cl_glow_survivor_b „1“ // Color of survivor team mate glow
  327. cl_glow_survivor_g „0“ // Color of survivor team mate glow
  328. cl_glow_survivor_health_bleed_pulse „1“ // Controls the survivors glow pulse when they are bleeding out a health buffer
  329. cl_glow_survivor_health_bleed_pulse_amount „0“ // Controls the survivors glow pulse when they are bleeding out a health buffer
  330. cl_glow_survivor_health_bleed_pulse_speed „10“ // Controls the survivors glow pulse when they are bleeding out a health buffer
  331. cl_glow_survivor_health_crit_b „0“ // Color the Infected see Survivors when their health is critical
  332. cl_glow_survivor_health_crit_colorblind_b „0“ // Color the Infected see Survivors when their health is critical
  333. cl_glow_survivor_health_crit_colorblind_g „0“ // Color the Infected see Survivors when their health is critical
  334. cl_glow_survivor_health_crit_colorblind_r „0“ // Color the Infected see Survivors when their health is critical
  335. cl_glow_survivor_health_crit_g „0“ // Color the Infected see Survivors when their health is critical
  336. cl_glow_survivor_health_crit_r „0“ // Color the Infected see Survivors when their health is critical
  337. cl_glow_survivor_health_high_b „0“ // Color the Infected see Survivors when their health is high
  338. cl_glow_survivor_health_high_colorblind_b „0“ // Color the Infected see Survivors when their health is high
  339. cl_glow_survivor_health_high_colorblind_g „0“ // Color the Infected see Survivors when their health is high
  340. cl_glow_survivor_health_high_colorblind_r „0“ // Color the Infected see Survivors when their health is high
  341. cl_glow_survivor_health_high_g „0“ // Color the Infected see Survivors when their health is high
  342. cl_glow_survivor_health_high_r „0“ // Color the Infected see Survivors when their health is high
  343. cl_glow_survivor_health_include_buffer „1“ // Include temp health buffer when displaying survivor health
  344. cl_glow_survivor_health_low_b „0“ // Color the Infected see Survivors when their health is low
  345. cl_glow_survivor_health_low_colorblind_b „0“ // Color the Infected see Survivors when their health is low
  346. cl_glow_survivor_health_low_colorblind_g „0“ // Color the Infected see Survivors when their health is low
  347. cl_glow_survivor_health_low_colorblind_r „0“ // Color the Infected see Survivors when their health is low
  348. cl_glow_survivor_health_low_g „0“ // Color the Infected see Survivors when their health is low
  349. cl_glow_survivor_health_low_r „0“ // Color the Infected see Survivors when their health is low
  350. cl_glow_survivor_health_med_b „0“ // Color the Infected see Survivors when their health is medium
  351. cl_glow_survivor_health_med_colorblind_b „0“ // Color the Infected see Survivors when their health is medium
  352. cl_glow_survivor_health_med_colorblind_g „0“ // Color the Infected see Survivors when their health is medium
  353. cl_glow_survivor_health_med_colorblind_r „0“ // Color the Infected see Survivors when their health is medium
  354. cl_glow_survivor_health_med_g „0“ // Color the Infected see Survivors when their health is medium
  355. cl_glow_survivor_health_med_r „0“ // Color the Infected see Survivors when their health is medium
  356. cl_glow_survivor_hurt_b „0“ // Color of survivor team mate glow when incapacitated
  357. cl_glow_survivor_hurt_g „0“ // Color of survivor team mate glow when incapacitated
  358. cl_glow_survivor_hurt_r „1“ // Color of survivor team mate glow when incapacitated
  359. cl_glow_survivor_r „0“ // Color of survivor team mate glow
  360. cl_glow_survivor_vomit_b „0“ // Color the Survivors see the IT victim glow
  361. cl_glow_survivor_vomit_g „0“ // Color the Survivors see the IT victim glow
  362. cl_glow_survivor_vomit_r „1“ // Color the Survivors see the IT victim glow
  363. cl_glow_thirdstrike_item_b „0“
  364. cl_glow_thirdstrike_item_colorblind_b „1“
  365. cl_glow_thirdstrike_item_colorblind_g „1“
  366. cl_glow_thirdstrike_item_colorblind_r „0“
  367. cl_glow_thirdstrike_item_g „0“
  368. cl_glow_thirdstrike_item_r „1“
  369. cl_idealpitchscale „0“
  370. cl_ideal_spec_mode „5“ // 6 = roaming)
  371. cl_ignorepackets „0“ // Force client to ignore packets (for debugging).
  372. cl_ignore_vpk_assocation „0“ // Do not ask to set vpk assocation
  373. cl_interp „0“ // Sets the interpolation amount (bounded on low side by server interp ratio settings).
  374. cl_interp_ratio „2“ // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
  375. cl_jiggle_bone_debug „0“ // Display physics-based jiggle bone debugging information
  376. cl_jiggle_bone_debug_pitch_constraints „0“ // Display physics-based jiggle bone debugging information
  377. cl_jiggle_bone_debug_yaw_constraints „0“ // Display physics-based jiggle bone debugging information
  378. cl_jiggle_bone_invert „0“
  379. cl_lagcompensation „1“ // Perform server side lag compensation of weapon firing events.
  380. cl_language „0“ // Language (from HKCUSoftwareValveSteamLanguage)
  381. cl_leafsystemvis „0“
  382. cl_leveloverview „0“
  383. cl_leveloverviewmarker „0“
  384. cl_logofile „0“ // Spraypoint logo decal.
  385. cl_max_shadow_renderable_dist „3000“ // Max distance from the camera at which things will be rendered for shadows
  386. cl_menuduration „10“ // Client menus will hide after this many seconds (-1 disables)
  387. cl_mouseenable „1“
  388. cl_mouselook „1“ // 0 for keyboard look. Cannot be set while connected to a server.
  389. cl_mouselook2 „1“ // 0 for keyboard look. Cannot be set while connected to a server.
  390. cl_observercrosshair „1“
  391. cl_overdraw_test „0“
  392. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
  393. cl_particles_dumplist // optional name substring.
  394. cl_particles_dump_effects
  395. cl_particles_show_bbox „0“
  396. cl_particle_retire_cost „0“
  397. cl_pclass „0“ // Dump entity by prediction classname.
  398. cl_pdump „-1“ // Dump info about this entity to screen.
  399. cl_perf_wizard_enable „1“ // Enables a performance-tuning wizard
  400. cl_phys2_stats // Dumps client physics stats
  401. cl_phys_timescale „1“ // Sets the scale of time for client-side physics (ragdolls)
  402. cl_pitchdown „89“
  403. cl_pitchup „89“
  404. cl_playerspraydisable „0“ // Disable player sprays.
  405. cl_precacheinfo // Show precache info (client).
  406. cl_predict „1“ // Perform client side prediction.
  407. cl_predictioncopy_describe // Describe datamap_t for entindex
  408. cl_predictionlist „0“ // Show which entities are predicting
  409. cl_predictweapons „1“ // Perform client side prediction of weapon effects.
  410. cl_pred_track // for field fieldname.
  411. cl_print_consistency_list // Displays the contents and flags of the current consistency list
  412. cl_querycache_stats // Display status of the query cache (client only)
  413. cl_ragdoll_gravity „386“ // Sets the gravity client-side ragdolls
  414. cl_ragdoll_limit „20“ // Maximum number of ragdolls to show (-1 disables limit)
  415. cl_reloadpostprocessparams
  416. cl_removedecals // Remove the decals from the entity under the crosshair.
  417. cl_report_soundpatch // reports client-side sound patch count
  418. cl_resend „6“ // Delay in seconds before the client will resend the connect attempt
  419. cl_shadowtextureoverlaysize „256“
  420. cl_showanimstate „-1“ // Show the (client) animation state for the specified entity (-1 for none).
  421. cl_showanimstate_activities „1“ // Show activities in the (client) animation state display.
  422. cl_showents // Dump entity list to console.
  423. cl_showevents „0“ // Print event firing info in the console
  424. cl_showfps „0“ // 4 = Show FPS and Log to file )
  425. cl_showhelp „1“ // Set to 0 to not show on-screen help
  426. cl_showpluginmessages „1“ // Allow plugins to display messages to you
  427. cl_showpos „0“ // Draw current position at top of screen
  428. cl_show_path „1“
  429. cl_skipfastpath „0“ // Set to 1 to stop all models that go through the model fast path from rendering
  430. cl_skipslowpath „0“ // Set to 1 to skip any models that dont go through the model fast path
  431. cl_smoke_color_percent „0“
  432. cl_soundemitter_reload // Flushes the sounds.txt system
  433. cl_soundfile „0“ // Jingle sound file.
  434. cl_soundscape_flush // Flushes the client side soundscapes
  435. cl_soundscape_printdebuginfo // print soundscapes
  436. cl_sporeclipdistance „512“
  437. cl_ss_origin // print origin in script format
  438. cl_sun_decay_rate „0“
  439. cl_timeout „30“ // the client will disconnect itself
  440. cl_updaterate „30“ // Number of packets per second of updates you are requesting from the server
  441. cl_updatevisibility // Updates visibility bits.
  442. cl_upspeed „320“
  443. cl_use_update_interval „0“ // Time between use target updates
  444. cl_view // Set the view entity index.
  445. cl_viewmodelfovsurvivor „51“
  446. cl_viewtarget_debug „0“
  447. cl_viewtarget_offset „0“
  448. cl_viewtarget_player „0“ // Lock 3rd person spec looking into targets eyes
  449. cl_winddir „0“ // Weather effects wind direction angle
  450. cl_windspeed „0“ // Weather effects wind speed scalar
  451. cl_witch_glow_angry_b „0“ // Color of angry witch glow
  452. cl_witch_glow_angry_g „0“ // Color of angry witch glow
  453. cl_witch_glow_angry_r „1“ // Color of angry witch glow
  454. cl_witch_glow_idle_b „0“ // Color of idle witch glow
  455. cl_witch_glow_idle_g „0“ // Color of idle witch glow
  456. cl_witch_glow_idle_r „0“ // Color of idle witch glow
  457. cl_witch_glow_range „1500“ // Distance at which the witch stops glowing
  458. cl_witch_light_brightness „5“
  459. cl_witch_light_color_b „0“
  460. cl_witch_light_color_g „0“
  461. cl_witch_light_color_r „255“
  462. cl_witch_light_cone „45“
  463. cl_witch_light_debug „0“
  464. cl_witch_light_enable „1“
  465. cl_witch_light_offset_x „10“
  466. cl_witch_light_offset_y „0“
  467. cl_witch_light_offset_z „35“
  468. cl_witch_light_offset_z_max „30“
  469. cl_witch_light_radius „60“
  470. cl_wpn_sway_scale „1“
  471. cmd // Forward command to server.
  472. cmd1 // sets userinfo string for split screen player in slot 1
  473. cmd2 // sets userinfo string for split screen player in slot 2
  474. cmd3 // sets userinfo string for split screen player in slot 3
  475. cmd4 // sets userinfo string for split screen player in slot 4
  476. cola_bottles_use_duration „1“
  477. cola_bottles_use_range „75“
  478. cola_bottles_use_tolerance „0“
  479. collect_entity_model_name // Collect model names of the entities youre pointing at
  480. collision_test // Tests collision system
  481. colorcorrectionui // Show/hide the color correction tools UI.
  482. commentary_cvarsnotchanging
  483. commentary_finishnode
  484. commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
  485. condump // dump the text currently in the console to condumpXX.log
  486. connect // Connect to specified server.
  487. con_enable „1“ // Allows the console to be activated.
  488. crash // Cause the engine to crash (Debug!!)
  489. CreatePredictionError // Create a prediction error
  490. create_flashlight
  491. crosshair „1“
  492. cs_make_vip // Marks a player as the VIP
  493. cs_ShowStateTransitions „-2“ // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
  494. current_flow_distance // Reports the flow distance for the local player
  495. cvarlist // Show the list of convars/concommands.
  496. c_maxdistance „200“
  497. c_maxpitch „90“
  498. c_maxyaw „135“
  499. c_mindistance „30“
  500. c_minpitch „0“
  501. c_minyaw „-135“
  502. c_orthoheight „100“
  503. c_orthowidth „100“
  504. c_thirdpersonshoulder „0“
  505. c_thirdpersonshoulderaimdist „120“
  506. c_thirdpersonshoulderdist „40“
  507. c_thirdpersonshoulderheight „5“
  508. c_thirdpersonshoulderoffset „20“
  509. dbghist_addline // Add a line to the debug history. Format: <category id> <line>
  510. dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  511. debugsystemui // Show/hide the debug system UI.
  512. debug_visibility_monitor „0“
  513. debug_zombie_panel „0“ // -1 = Too Far 1 = Tank 2 = Someone else tank
  514. default_fov „90“
  515. defibrillator_return_to_life_time „3“
  516. defibrillator_use_duration „3“
  517. demolist // Print demo sequence list.
  518. demos // Demo demo file sequence.
  519. demoui // Show/hide the demo player UI.
  520. demoui2 // Show/hide the advanced demo player UI (demoui2).
  521. demo_gototick // Skips to a tick in demo.
  522. demo_pause // Pauses demo playback.
  523. demo_recordcommands „1“ // Record commands typed at console into .dem files.
  524. demo_resume // Resumes demo playback.
  525. demo_timescale // Sets demo replay speed.
  526. demo_togglepause // Toggles demo playback.
  527. devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
  528. devshots_screenshot // use the screenshot command instead.
  529. differences // Show all convars which are not at their default values.
  530. director_adrenaline_density „6“ // Items per 100 yards square
  531. director_ai_tanks „0“
  532. director_always_allow_wanderers „0“
  533. director_ammo_density „6“ // Items per 100 yards square
  534. director_begin_script // Begin a director script
  535. director_build_up_min_interval „15“
  536. director_configurable_weapon_spawn_density „-1“ // Items per 100 yards square (-1 to spawn all)
  537. director_convert_pills „1“
  538. director_convert_pills_critical_health „50“
  539. director_convert_pills_to_defib_health „25“
  540. director_custom_finale_tank_spacing „10“
  541. director_debug „0“
  542. director_debug_revisit „0“
  543. director_debug_scavenge_items „0“
  544. director_debug_threat_placement „0“
  545. director_defibrillator_density „6“ // Items per 100 yards square
  546. director_end_script // End a director script
  547. director_finale_item_cluster_count „3“ // How many clusters of items will be populated in the finale
  548. director_finale_panic_waves „2“
  549. director_finale_stage_delay „5“
  550. director_force_background „0“ // Forces background map population logic for testing
  551. director_force_panic_event // Forces a PanicEvent to occur
  552. director_force_scripted_panic_event // Force the specified scripted panic event to happen
  553. director_force_tank „0“
  554. director_force_versus_start // so PZs can spawn even if survivors are still in the safe room
  555. director_force_witch „0“
  556. director_gas_can_density „6“ // Items per 100 yards square
  557. director_gauntlet_movement_bonus „5“ // you will get this much bonus time added bet
  558. director_gauntlet_movement_bonus_max „30“ // Maximum amount of bonus time you can accumulate from not moving.
  559. director_gauntlet_movement_threshold „500“ // you will get an increasing break between mobs.
  560. director_gauntlet_movement_timer_length „10“ // you get increasing break time added between mobs.
  561. director_gauntlet_tank_kite_distance „3000“ // How far you have to progress after a gauntlet tank spawn before the horde fires up again.
  562. director_ingress_range „3000“
  563. director_intensity_relax_allow_wanderers_threshold „0“ // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  564. director_intensity_relax_allow_wanderers_threshold_expert „0“ // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  565. director_intensity_relax_allow_wanderers_threshold_hard „0“ // All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  566. director_intensity_relax_threshold „0“ // All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)
  567. director_intensity_threshold „0“
  568. director_item_cluster_range „50“ // Scavenge items of the same kind that are this close to each other are considered a single cluster for population purposes
  569. director_item_placement_method „1“ // 1 = new)
  570. director_item_placement_spew „0“ // Whether director item placement should spew a bunch of stats about what it did.
  571. director_magnum_spawn_density „-1“ // Items per 100 yards square (-1 to spawn all)
  572. director_max_threat_areas „4“
  573. director_melee_weapon_density „6“ // Items per 100 yards square
  574. director_molotov_density „6“ // Items per 100 yards square
  575. director_music_dynamic_mobstop_size „8“ // When a mob gets to this size we think about stopping the music
  576. director_music_dynamic_mob_size „25“ // Spawning a mob this large can play music
  577. director_music_dynamic_scanmobstop_size „3“ // music stops
  578. director_must_create_all_scavenge_items „0“
  579. director_no_bosses „0“ // Disable boss spawns
  580. director_no_death_check „0“ // Disable survivor team death ending scenario
  581. director_no_mobs „0“ // Disable mob rushes
  582. director_no_specials „0“ // Disable PZ spawns
  583. director_no_survivor_bots „0“ // Disable filling out the survivor team with bots
  584. director_num_reserved_wanderers „0“
  585. director_output_population_visit „0“
  586. director_oxygen_tank_density „6“ // Items per 100 yards square
  587. director_pain_pill_density „6“ // Items per 100 yards square
  588. director_panic_forever „0“ // Panic events never end
  589. director_panic_wave_pause_max „7“
  590. director_panic_wave_pause_min „5“
  591. director_per_map_weapon_upgrade_chance „0“
  592. director_pipe_bomb_density „6“ // Items per 100 yards square
  593. director_pistol_density „4“ // Items per 100 yards square
  594. director_print_player_counts // Prints out counts of connected players and transitioning players (for debugging)
  595. director_propane_tank_density „6“ // Items per 100 yards square
  596. director_ready_duration „60“ // survivor team has this amount of time to get ready before starting out
  597. director_ready_radius „300“ // The distance survivors can move from the starting weapons during the ready period
  598. director_relax_max_flow_travel „3000“
  599. director_relax_max_interval „45“
  600. director_relax_min_interval „30“
  601. director_report // Prints a snapshot of the directors state
  602. director_report_scavenge_items // Dump to the log all the scavengable items
  603. director_scavenge_item_override „0“ // Override map-specified item densities with cvar values for tuning
  604. director_short_finale „0“ // Short finale for testing escape vehicles
  605. director_show_intensity „0“
  606. director_solve_item_density // Pass the number of items youd want in this map and this spits out the map density value
  607. director_special_battlefield_respawn_interval „10“
  608. director_special_finale_offer_length „10“ // How long is given to a player to accept the offer of a special zombie during the finale.
  609. director_special_initial_spawn_delay_max „60“
  610. director_special_initial_spawn_delay_max_extra „180“
  611. director_special_initial_spawn_delay_min „30“
  612. director_special_original_offer_length „30“ // How long is given to the first player to accept the offer of a special zombie.
  613. director_special_respawn_interval „45“
  614. director_spectate_specials „0“ // Allow spectating zombies
  615. director_start // and bosses
  616. director_stop // and bosses
  617. director_super_weapon_density „6“ // Items per 100 yards square
  618. director_survivor_movement_window „10“
  619. director_sustain_peak_max_time „5“
  620. director_sustain_peak_min_time „3“
  621. director_tank_bypass_max_flow_travel „1500“
  622. director_tank_checkpoint_interval „15“ // Min time after leaving a checkpoint that a tank can spawn
  623. director_tank_force_offer „0“ // Forces the director to offer a tank
  624. director_tank_lottery_entry_time „0“ // Time it takes for entry into the tank lottery
  625. director_tank_lottery_selection_time „4“ // Time it takes for selection in the tank lottery
  626. director_tank_max_interval „500“
  627. director_tank_min_interval „350“
  628. director_tank_offer_debug „0“
  629. director_test_loop „0“ // advance through maps and loop back to start
  630. director_test_loop_restarts_before_rotate „4“ // how many times to restart before moving to next campaign
  631. director_test_loop_rotate_maps „1“ // advance to the next map when reach end of campaign
  632. director_test_loop_time „3“ // specified
  633. director_threat_clear_radius „500“ // Prevent wandering zombies within this radius of threats
  634. director_threat_max_separation „5000“
  635. director_threat_min_separation „5000“
  636. director_threat_radius „1000“
  637. director_transition_timeout „120“ // Duration (in seconds) to wait for survivors to transition across changelevels
  638. director_unfreeze_time „55“ // Duration (in seconds) to wait to unfreeze a team after the first player has connected
  639. director_upgradepack_density „6“ // Items per 100 yards square
  640. director_vomitjar_density „6“ // Items per 100 yards square
  641. director_weapon_cluster_range „100“ // and not contain duplicate types
  642. disable_dynamic_prop_loading „0“ // dynamic props wont be loaded
  643. disable_static_prop_loading „0“ // static props wont be loaded
  644. disconnect // Disconnect game from server.
  645. dismount // Dismounts a survivor as a jockey
  646. display_elapsedtime // Displays how much time has elapsed since the game started
  647. display_game_events „0“
  648. dlight_debug // Creates a dlight in front of the player
  649. drawcross // Draws a cross at the given location Arguments: x y z
  650. drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  651. dsp_dist_max „1440“
  652. dsp_dist_min „0“
  653. dsp_enhance_stereo „1“
  654. dsp_off „0“
  655. dsp_player „0“
  656. dsp_reload
  657. dsp_slow_cpu „0“
  658. dsp_volume „0“
  659. dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
  660. dumpentityfactories // Lists all entity factory names.
  661. dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
  662. dumpgamestringtable // Dump the contents of the game string table to the console.
  663. dumpsavedir // List the contents of the save directory in memory
  664. dumpstringtables // Print string tables to console.
  665. dump_avatar_info // Print out avatar info of each plaeyr
  666. dump_entity_sizes // Print sizeof(entclass)
  667. dump_globals // Dump all global entities/states
  668. dump_pz_data // Dump PZ data
  669. dump_server_demo // dump_sever_demo <filename>
  670. echo // Echo text to console.
  671. editdemo // Edit a recorded demo file (.dem ).
  672. editor_toggle // Disables the simulation and returns focus to the editor
  673. enable_debug_overlays „1“ // Enable rendering of debug overlays
  674. enable_skeleton_draw „0“ // Render skeletons in wireframe
  675. endmovie // Stop recording movie frames.
  676. endround // End the current round.
  677. english „0“ // running the english language set of assets.
  678. ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  679. ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  680. ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  681. ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  682. ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  683. ent_create // Creates an entity of the given type where the player is looking.
  684. ent_dump // Usage: ent_dump <entity name>
  685. ent_fire // Usage: ent_fire <target> [action] [value] [delay]
  686. ent_info // Usage: ent_info <class name>
  687. ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  688. ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
  689. ent_messages_draw „0“ // Visualizes all entity input/output activity.
  690. ent_name
  691. ent_orient // only orients target entitys YAW. Use the allangles opt
  692. ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  693. ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  694. ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  695. ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  696. ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  697. ent_rotate // Rotates an entity by a specified # of degrees
  698. ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
  699. ent_setang // Set entity angles
  700. ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  701. ent_setpos // Move entity to position
  702. ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  703. ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
  704. ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  705. ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  706. ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  707. envmap
  708. escape // Escape key pressed.
  709. exec // Execute script file.
  710. exit // Exit the engine.
  711. explode // Kills the player with explosive damage
  712. explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  713. fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  714. fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  715. fade_crosshair // Fades the prop being looked at
  716. fade_immediately „0“
  717. find // Find concommands with the specified string in their name/help text.
  718. findflags // Find concommands by flags.
  719. find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  720. find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
  721. firetarget
  722. firstperson // Switch to firstperson camera.
  723. first_aid_heal_percent „0“ // Percent of injuries to heal
  724. first_aid_kit_max_heal „100“
  725. first_aid_kit_use_duration „5“
  726. fish_debug „0“ // Show debug info for fish
  727. fish_dormant „0“ // Turns off interactive fish behavior. Fish become immobile and unresponsive.
  728. flush // Flush unlocked cache memory.
  729. flush_locked // Flush unlocked and locked cache memory.
  730. fly_add_keyframe
  731. fly_clear_all_keyframes
  732. fly_show_path
  733. fly_start
  734. fogui // Show/hide fog control UI.
  735. fog_2dskyboxfogfactor „-1“
  736. fog_color „-1“
  737. fog_colorskybox „-1“
  738. fog_enable „1“
  739. fog_enableskybox „1“
  740. fog_enable_water_fog „1“
  741. fog_end „-1“
  742. fog_endskybox „-1“
  743. fog_hdrcolorscale „-1“
  744. fog_hdrcolorscaleskybox „-1“
  745. fog_maxdensity „-1“
  746. fog_maxdensityskybox „-1“
  747. fog_override „0“ // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
  748. fog_start „-1“
  749. fog_startskybox „-1“
  750. forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
  751. force_centerview
  752. force_disablex360 „0“
  753. foundry_engine_get_mouse_control // Give the engine control of the mouse.
  754. foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
  755. foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
  756. foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
  757. foundry_update_entity // Updates the entitys position/angles when in edit mode
  758. fov_desired „90“ // Sets the base field-of-view.
  759. fov_desired2 „90“ // Sets the base field-of-view.
  760. fs_printopenfiles // Show all files currently opened by the engine.
  761. fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
  762. fs_warning_level // Set the filesystem warning level.
  763. fuel_barrel_damage_amount „25“
  764. fuel_barrel_damage_radius „400“
  765. fuel_barrel_debug „0“
  766. fuel_barrel_flame_instances „8“
  767. fuel_barrel_health „20“
  768. fuel_barrel_screen_shake_amplitude „20“
  769. fuel_barrel_screen_shake_duration „1“
  770. fuel_barrel_screen_shake_frequency „2“
  771. fuel_barrel_screen_shake_radius „1000“
  772. func_break_max_pieces „15“
  773. g15_dumpplayer // Spew player data.
  774. g15_reload // Reloads the Logitech G-15 Keyboard configs.
  775. g15_update_msec „250“ // Logitech G-15 Keyboard update interval.
  776. gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
  777. gameinstructor_enable „1“ // Display in game lessons that teach new players.
  778. gameinstructor_find_errors „0“ // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
  779. gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
  780. gameinstructor_reset_counts // Resets all display and success counts to zero.
  781. gameinstructor_verbose „0“ // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
  782. gameinstructor_verbose_lesson „0“ // Display more verbose information for lessons have this name.
  783. gameui_activate // Shows the game UI
  784. gameui_allowescape // Escape key allowed to hide game UI
  785. gameui_allowescapetoshow // Escape key allowed to show game UI
  786. gameui_hide // Hides the game UI
  787. gameui_preventescape // Escape key doesnt hide game UI
  788. gameui_preventescapetoshow // Escape key doesnt show game UI
  789. gascan_spit_time „2“ // Gascans can survive this long in spit before they ignite.
  790. gascan_throw_force „32“
  791. gascan_use_range „65“
  792. gascan_use_tolerance „0“
  793. gas_can_use_duration „2“
  794. getpos // dump position and angles to the console
  795. getpos_exact // dump origin and angles to the console
  796. give // Give item to player. Arguments: <item_name>
  797. givecurrentammo // Give a supply of ammo for current weapon..
  798. global_set // 2 = DEAD).
  799. glow_use_tolerance „0“
  800. gl_clear_gray „0“ // Clear the back buffer to gray every frame.
  801. gl_clear_randomcolor „0“ // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
  802. god „0“ // Survivors dont take damage
  803. go_away_from_keyboard // Go away from the keyboard so a bot will take over.
  804. grenadelauncher_damage „400“
  805. grenadelauncher_ff_scale „0“ // ff scale for grenade launcher damage to other players
  806. grenadelauncher_ff_scale_self „0“ // ff scale for grenade launcher damage to other players
  807. grenadelauncher_force_kill „2000“
  808. grenadelauncher_radius_kill „180“
  809. grenadelauncher_radius_stumble „250“
  810. grenadelauncher_show_radius „0“
  811. grenadelauncher_velocity „1200“
  812. groundlist // Display ground entity list <index>
  813. g_debug_constraint_sounds „0“ // Enable debug printing about constraint sounds.
  814. g_debug_physcannon „0“
  815. g_debug_ragdoll_removal „0“
  816. g_debug_ragdoll_visualize „0“
  817. g_debug_vehiclebase „0“
  818. g_debug_vehicleexit „0“
  819. g_debug_vehiclesound „0“
  820. hack_elevator_z_offset „10“
  821. hammer_update_entity // Updates the entitys position/angles when in edit mode
  822. hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
  823. heartbeat // Force heartbeat of master servers
  824. help // Find help about a convar/concommand.
  825. hideconsole // Hide the console.
  826. hidehud „0“ // 512
  827. hidepanel // Hides a viewport panel <name>
  828. hide_message_panel // Hides the message panel
  829. hostfile „0“ // The HOST file to load.
  830. hostip „-1062686208.000“ // Host game server ip
  831. hostname „0“ // Hostname for server.
  832. hostport „27015“ // Host game server port
  833. host_flush_threshold „14“ // Memory threshold below which the host should flush caches between server instances
  834. host_framerate „0“ // Set to lock per-frame time elapse.
  835. host_map „0“ // Current map name.
  836. host_runofftime // Run off some time without rendering/updating sounds
  837. host_sleep „0“ // Force the host to sleep a certain number of milliseconds each frame.
  838. host_timescale „1“ // Prescale the clock by this amount.
  839. host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
  840. host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
  841. host_xbox_e3_restart „15“ // E3 Demo Restart interval (in minutes).
  842. hud_classautokill „1“ // Automatically kill player after choosing a new playerclass.
  843. hud_reloadscheme // Reloads hud layout and animation scripts.
  844. hud_takesshots „0“ // Auto-save a scoreboard screenshot at the end of a map.
  845. hud_targetid_rangefinder „0“ // shows range for different masks
  846. hud_zombieteam „1“ // Show infected team status on the HUD
  847. hud_zombieteam_showself „0“ // Show your own status in the zombie team display
  848. hunk_print_allocations
  849. hunk_track_allocation_types „0“
  850. hunter_committed_attack_range „75“
  851. hunter_leap_away_give_up_range „1000“
  852. hunter_pounce_air_speed „700“
  853. hunter_pounce_loft_rate „0“ // Hunter adds this angle/distance when pouncing
  854. hunter_pounce_max_loft_angle „45“ // Maximum loft angle for Hunter Pounce angle adjustment
  855. hunter_pounce_ready_range „500“ // crouch and get ready
  856. hunter_pz_claw_dmg „6“ // Amount of damage done by a PZ hunters regular melee attack
  857. hurtme // Hurts the player. Arguments: <health to lose>
  858. impulse
  859. incendiary_ammo_burn_time „4“ // Time to burn when hit by incendiary ammo
  860. incrementvar // Increment specified convar value.
  861. inferno_acid_spawn_angle „120“ // Angular change from parent
  862. inferno_child_spawn_interval_multiplier „1“ // Amount spawn interval increases for each child
  863. inferno_child_spawn_max_depth „4“
  864. inferno_damage „40“ // Damage per second
  865. inferno_debug „0“
  866. inferno_dlight_spacing „200“ // Inferno dlights are at least this far apart
  867. inferno_flame_lifetime „15“ // Average lifetime of each flame in seconds
  868. inferno_flame_spacing „50“ // Minimum distance between separate flame spawns
  869. inferno_forward_reduction_factor „0“
  870. inferno_friendly_fire_duration „6“ // FF is credited back to the thrower.
  871. inferno_initial_spawn_interval „0“ // Time between spawning flames for first fire
  872. inferno_max_child_spawn_interval „1“ // Largest time interval for child flame spawning
  873. inferno_max_flames „32“ // Maximum number of flames that can be created
  874. inferno_max_range „500“ // Maximum distance flames can spread from their initial ignition point
  875. inferno_per_flame_spawn_duration „5“ // Duration each new flame will attempt to spawn new flames
  876. inferno_scorch_decals „0“
  877. inferno_spawn_angle „45“ // Angular change from parent
  878. inferno_surface_offset „20“
  879. inferno_velocity_decay_factor „0“
  880. inferno_velocity_factor „0“
  881. inferno_velocity_normal_factor „0“
  882. intensity_averaged_following_decay „20“ // Seconds for the time averaged intensity to meet the baseline intensity
  883. intensity_decay_time „30“ // Seconds to decay full intensity to zero
  884. intensity_enemy_death_far_range „500“
  885. intensity_enemy_death_near_range „150“
  886. intensity_factor „0“ // How quickly intensity increases
  887. intensity_lock „-1“ // Lock players intensities at this value
  888. invnext
  889. invprev
  890. in_forceuser „0“ // Force user input to this split screen player.
  891. ip „0“ // Overrides IP for multihomed hosts
  892. ipc_console_disable // Disable IPC console(s)
  893. ipc_console_disable_all // Disable all IPC consoles
  894. ipc_console_enable // Enable IPC console
  895. ipc_console_show // Show status of IPC consoles
  896. jockey // Giddyup.
  897. jockeyme // Giddyup.
  898. jockey_pounce_air_speed „700“
  899. jockey_pounce_loft_rate „0“ // Jockey adds this angle/distance when pouncing
  900. jockey_pounce_max_loft_angle „45“ // Maximum loft angle for Jockey Pounce angle adjustment
  901. jockey_pz_claw_dmg „4“ // Amount of damage done by a PZ jockeys regular melee attack
  902. joyadvancedupdate
  903. joystick „0“
  904. joy_accelmax „1“
  905. joy_accelscale „0“
  906. joy_advanced „0“
  907. joy_advaxisr „0“
  908. joy_advaxisu „0“
  909. joy_advaxisv „0“
  910. joy_advaxisx „0“
  911. joy_advaxisy „0“
  912. joy_advaxisz „0“
  913. joy_autoaimdampen „0“ // How much to scale user stick input when the gun is pointing at a valid target.
  914. joy_autoaimdampenrange „0“ // The stick range where autoaim dampening is applied. 0 = off
  915. joy_axisbutton_threshold „0“ // Analog axis range before a button press is registered.
  916. joy_circle_correct „1“
  917. joy_diagonalpov „0“ // too.
  918. joy_display_input „0“
  919. joy_forwardsensitivity „-1“
  920. joy_forwardthreshold „0“
  921. joy_inverty „0“ // Whether to invert the Y axis of the joystick for looking.
  922. joy_inverty2 „0“ // Whether to invert the Y axis of the joystick for looking.
  923. joy_legacy „0“ // Turn on/off Legacy mapping for control sticks.
  924. joy_legacy2 „0“ // Turn on/off Legacy mapping for control sticks.
  925. joy_lowend „1“
  926. joy_lowmap „1“
  927. joy_movement_stick „0“ // Which stick controls movement (0 is left stick)
  928. joy_movement_stick2 „0“ // Which stick controls movement (0 is left stick)
  929. joy_name „0“
  930. joy_pitchsensitivity „1“
  931. joy_pitchsensitivity2 „1“
  932. joy_pitchthreshold „0“
  933. joy_response_look „0“ // 1=Acceleration Promotion
  934. joy_response_move „1“ // 1/sensitivity
  935. joy_sensitive_step0 „0“
  936. joy_sensitive_step1 „0“
  937. joy_sensitive_step2 „0“
  938. joy_sidesensitivity „1“
  939. joy_sidethreshold „0“
  940. joy_wingmanwarrior_centerhack „0“ // Wingman warrior centering hack.
  941. joy_wingmanwarrior_turnhack „0“ // Wingman warrior hack related to turn axes.
  942. joy_yawsensitivity „-1“
  943. joy_yawsensitivity2 „-1“
  944. joy_yawthreshold „0“
  945. jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
  946. kdtree_test // Tests spatial partition for entities queries.
  947. key_findbinding // Find key bound to specified command string.
  948. key_listboundkeys // List bound keys with bindings.
  949. key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
  950. kick // Kick a player by name.
  951. kickid // with a message.
  952. kick_transitioning // Kick a transitioning player by userID
  953. kill // Kills the player with generic damage
  954. killserver // Shutdown the server.
  955. killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  956. l4d2_snd_adrenaline
  957. lastinv
  958. leaderboard_duplicate_entries „1“
  959. lightcache_maxmiss „2“
  960. lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
  961. light_crosshair // Show texture color at crosshair
  962. linefile // Parses map leak data from .lin file
  963. listdemo // List demo file contents.
  964. listid // Lists banned users.
  965. listip // List IP addresses on the ban list.
  966. listissues // List all the issues that can be voted on.
  967. listmodels // List loaded models.
  968. listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
  969. load // Load a saved game.
  970. loadcommentary
  971. loader_dump_table
  972. locator_split_len „0“
  973. locator_split_maxwide_percent „0“
  974. log // and udp < on | off >.
  975. logaddress_add // Set address and port for remote host <ip:port>.
  976. logaddress_del // Remove address and port for remote host <ip:port>.
  977. logaddress_delall // Remove all udp addresses being logged to
  978. logaddress_list // List all addresses currently being used by logaddress.
  979. log_dumpchannels // Dumps information about all logging channels.
  980. log_level // Set the spew level of a logging channel.
  981. lookspring „0“
  982. lookstrafe „0“
  983. lower_body_debug „0“
  984. map // Start playing on specified map.
  985. maps // Displays list of maps.
  986. map_background // Runs a map as the background to the main menu.
  987. map_commentary // on a specified map.
  988. map_edit
  989. map_showspawnpoints // Shows player spawn points (red=invalid)
  990. mark // Set attribute of selected area.
  991. mat_accelerate_adjust_exposure_down „3“
  992. mat_bloomamount_rate „0“
  993. mat_bloom_scalefactor_scalar „0“
  994. mat_bumpbasis „0“
  995. mat_camerarendertargetoverlaysize „128“
  996. mat_colcorrection_forceentitiesclientside „0“ // Forces color correction entities to be updated on the client
  997. mat_configcurrent // show the current video control panel config for the material system
  998. mat_crosshair // Display the name of the material under the crosshair
  999. mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
  1000. mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
  1001. mat_crosshair_printmaterial // print the material under the crosshair
  1002. mat_crosshair_reloadmaterial // reload the material under the crosshair
  1003. mat_debug // Activates debugging spew for a specific material.
  1004. mat_debugalttab „0“
  1005. mat_debug_bloom „0“
  1006. mat_drawflat „0“
  1007. mat_drawwater „1“
  1008. mat_dynamiclightmaps „0“
  1009. mat_dynamic_tonemapping „1“
  1010. mat_edit // Bring up the material under the crosshair in the editor
  1011. mat_exposure_center_region_x „0“
  1012. mat_exposure_center_region_y „0“
  1013. mat_fastclip „0“
  1014. mat_fastnobump „0“
  1015. mat_fillrate „0“
  1016. mat_forcedynamic „0“
  1017. mat_force_bloom „0“
  1018. mat_force_tonemap_min_avglum „-1“ // Override. Old default was 3.0
  1019. mat_force_tonemap_percent_bright_pixels „-1“ // Override. Old value was 1.0
  1020. mat_force_tonemap_percent_target „-1“ // Override. Old default was 45.
  1021. mat_force_tonemap_scale „0“
  1022. mat_frame_sync_enable „1“
  1023. mat_frame_sync_force_texture „0“ // Force frame syncing to lock a managed texture.
  1024. mat_fullbright „0“
  1025. mat_grain_scale_override „1“
  1026. mat_hdr_enabled // Report if HDR is enabled for debugging
  1027. mat_hdr_tonemapscale „1“ // 16 = eyes wide open.
  1028. mat_hdr_uncapexposure „0“
  1029. mat_hsv „0“
  1030. mat_info // Shows material system info
  1031. mat_leafvis „0“ // Draw wireframe of current leaf
  1032. mat_loadtextures „1“
  1033. mat_lpreview_mode „-1“
  1034. mat_luxels „0“
  1035. mat_measurefillrate „0“
  1036. mat_monitorgamma „1“ // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
  1037. mat_monitorgamma_tv_enabled „1“
  1038. mat_morphstats „0“
  1039. mat_norendering „0“
  1040. mat_normalmaps „0“
  1041. mat_normals „0“
  1042. mat_postprocess_enable „1“
  1043. mat_proxy „0“
  1044. mat_queue_priority „1“
  1045. mat_reloadallmaterials // Reloads all materials
  1046. mat_reloadmaterial // Reloads a single material
  1047. mat_reloadtextures // Reloads all textures
  1048. mat_remoteshadercompile „0“
  1049. mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
  1050. mat_reversedepth „0“
  1051. mat_savechanges // saves current video configuration to the registry
  1052. mat_setvideomode // windowed state of the material system
  1053. mat_shadercount // display count of all shaders and reset that count
  1054. mat_showcamerarendertarget „0“
  1055. mat_showframebuffertexture „0“
  1056. mat_showlowresimage „0“
  1057. mat_showmaterials // Show materials.
  1058. mat_showmaterialsverbose // Show materials (verbose version).
  1059. mat_showmiplevels „0“ // 1: everything else
  1060. mat_showtextures // Show used textures.
  1061. mat_showwatertextures „0“
  1062. mat_show_texture_memory_usage „0“ // Display the texture memory usage on the HUD.
  1063. mat_softwareskin „0“
  1064. mat_spewalloc „0“
  1065. mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
  1066. mat_stub „0“
  1067. mat_suppress // Supress a material from drawing
  1068. mat_surfaceid „0“
  1069. mat_surfacemat „0“
  1070. mat_tessellationlevel „4“
  1071. mat_tessellationmode „1“
  1072. mat_tessellation_accgeometrytangents „0“
  1073. mat_tessellation_cornertangents „1“
  1074. mat_tessellation_update_buffers „1“
  1075. mat_texture_list_content_path „0“ // itll assume your content directory is next to the currently runn
  1076. mat_texture_list_exclude // save – saves exclude list file
  1077. mat_texture_list_txlod // -1 to dec resolution
  1078. mat_texture_list_txlod_sync // save – saves all changes to material content files
  1079. mat_tonemap_algorithm „1“ // 0 = Original Algorithm 1 = New Algorithm
  1080. mat_viewportscale „1“ // Scale down the main viewport (to reduce GPU impact on CPU profiling)
  1081. mat_wireframe „0“
  1082. mat_yuv „0“
  1083. maxplayers // Change the maximum number of players allowed on this server.
  1084. melee_collateral_shove_count „16“
  1085. melee_combo_reset_time „1“ // Seconds after a swing until we reset the combo activities
  1086. melee_dump_weapons // Spew the melee weapon infos that are currently loaded
  1087. melee_dump_weapons_server // Spew the melee weapon infos that are currently loaded
  1088. melee_force_scalar „20“
  1089. melee_force_scalar_combat_character „5“
  1090. melee_range „70“
  1091. melee_reload_info // Reloads Melee weapon scripts to the MeleeWeaponInfoStore
  1092. melee_reload_info_server // Reloads Melee weapon scripts to the MeleeWeaponInfoStore
  1093. melee_show_swing „0“
  1094. memory // Print memory stats.
  1095. memory_diff // show memory stats relative to snapshot
  1096. memory_list // dump memory list (linux only)
  1097. memory_mark // snapshot current allocation status
  1098. memory_status // show memory stats (linux only)
  1099. mem_compact
  1100. mem_dump // Dump memory stats to text file.
  1101. mem_dumpvballocs // Dump VB memory allocation stats.
  1102. mem_eat
  1103. mem_incremental_compact
  1104. mem_incremental_compact_rate „0“ // Rate at which to attempt internal heap compation
  1105. mem_test
  1106. mem_vcollide // Dumps the memory used by vcollides
  1107. menuselect // menuselect
  1108. minisave // Saves game (for current level only!)
  1109. mission_reload // Reload mission metadata
  1110. mix_dynamic_cull_max_CI_emitters „0“
  1111. mix_dynamic_debug_CI „0“
  1112. mix_dynamic_max_CI_emitters „30“
  1113. mix_dynamic_num_attack_vox_CI „2“
  1114. mm_datacenter_debugprint // Shows information retrieved from data center
  1115. mm_debugprint // Show debug information about current matchmaking session
  1116. mm_dedicated_force_servers „0“ // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
  1117. mm_dedicated_search_maxping „150“ // Longest preferred ping to dedicated servers for games
  1118. mm_server_search_lan_ports „27015“ // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
  1119. motdfile „0“ // The MOTD file to load.
  1120. motd_enabled „1“ // Toggles whether or not to show the MOTD to clients when they connect.
  1121. motd_intros „0“
  1122. mounted_gun_cooldown_time „60“ // Mounted gun cooldown time
  1123. mounted_gun_mount_cooldown_time „0“
  1124. mounted_gun_overheat_penalty_time „60“
  1125. mounted_gun_overheat_time „15“ // Mouted gun overheat time
  1126. mounted_gun_rate_of_fire „8“
  1127. movie_fixwave // etc.
  1128. mp_disable_autokick // Prevents a userid from being auto-kicked
  1129. mp_feetmaxyawrate „100“
  1130. mp_forcerespawnplayers // Force all players to respawn.
  1131. mp_forcewin // Forces team to win
  1132. mp_roundlimit „3“ // Maximum number of rounds
  1133. mp_scrambleteams // Scramble the teams and restart the game
  1134. mp_switchteams // Switch teams and restart the game
  1135. mp_tournament_restart // Restart Tournament Mode on the current level.
  1136. multiplayerendgame // Take all of the connected clients and take them to the end game state.
  1137. multvar // Multiply specified convar value.
  1138. music_calm_min_interval „45“ // Minimum time between DisturbingAtmosphere performances
  1139. music_dynamic_action_decay „10“
  1140. music_dynamic_ambient_decay „7“
  1141. music_dynamic_ambient_in_max „0“
  1142. music_dynamic_ambient_in_min „0“
  1143. music_dynamic_ambient_out_max „1“
  1144. music_dynamic_ambient_out_min „0“
  1145. music_dynamic_ambient_vol_min_alert „0“
  1146. music_dynamic_attack_CI_close_decay „0“
  1147. music_dynamic_attack_CI_close_distmax „600“
  1148. music_dynamic_attack_CI_distmax „2400“
  1149. music_dynamic_attack_CI_near_decay „0“
  1150. music_dynamic_attack_CI_near_distmax „300“
  1151. music_dynamic_attack_CI_num „30“
  1152. music_dynamic_attack_CI_veryclose_decay „0“
  1153. music_dynamic_attack_CI_veryclose_distmax „94“
  1154. music_dynamic_calm_decay „15“
  1155. music_dynamic_CI_sight_decay „8“
  1156. music_dynamic_damage_decay „10“
  1157. music_dynamic_damage_duck_damage_max „1“
  1158. music_dynamic_damage_duck_damage_min „0“
  1159. music_dynamic_damage_duck_max „0“
  1160. music_dynamic_damage_duck_min „0“
  1161. music_dynamic_damage_increment „0“
  1162. music_dynamic_debug „0“ // Draw parameter meters
  1163. music_dynamic_dodamage_decay „4“
  1164. music_dynamic_dodamage_increment „0“
  1165. music_dynamic_gunfireslow_decay „3“
  1166. music_dynamic_gunfireslow_increment „0“
  1167. music_dynamic_gunfire_decay „1“
  1168. music_dynamic_gunfire_increment „0“
  1169. music_dynamic_mob_action_close_max „0“
  1170. music_dynamic_mob_action_close_min „0“
  1171. music_dynamic_mob_action_decay „15“
  1172. music_dynamic_mob_action_increment „0“
  1173. music_dynamic_mob_action_max „1“
  1174. music_dynamic_mob_action_min „0“
  1175. music_dynamic_mob_choir_BPM „90“
  1176. music_dynamic_mob_choir_interval_beats „16“
  1177. music_dynamic_mob_choir_interval_randmultmax „3“
  1178. music_dynamic_mob_damage_max „1“
  1179. music_dynamic_mob_damage_min „0“
  1180. music_dynamic_mob_decay „15“
  1181. music_dynamic_mob_increment „0“
  1182. music_dynamic_mob_large „49“ // Spawning a large mob
  1183. music_dynamic_mob_max „1“
  1184. music_dynamic_mob_med „29“ // Spawning a med mob
  1185. music_dynamic_mob_min „0“
  1186. music_dynamic_mob_small „20“ // Spawning a small mob
  1187. music_dynamic_on „1“
  1188. music_dynamic_play
  1189. music_dynamic_PZ_BPM „80“
  1190. music_dynamic_PZ_interval_randmultmax „5“
  1191. music_dynamic_scavenge_beat „1“ // play beat music during scavenge mode
  1192. music_dynamic_SI_close_distmax „1200“
  1193. music_dynamic_SI_far_distmin „1800“
  1194. music_dynamic_SI_inrange_distmax „2400“
  1195. music_dynamic_solosuccess_damagemin „0“
  1196. music_dynamic_solosuccess_decay „4“
  1197. music_dynamic_solosuccess_increment „1“
  1198. music_dynamic_specials_interval_beats „5“
  1199. music_dynamic_stop_playing
  1200. music_dynamic_threat_decay „6“
  1201. music_dynamic_update_interval „0“ // interval between music status/action update
  1202. music_dynamic_witch_alert_interval „37“
  1203. music_dynamic_witch_near_max „1800“
  1204. music_dynamic_witch_near_min „360“
  1205. music_intensity_override „-1“ // Overrides the players music intensity track for testing
  1206. music_intensity_threshold „0“
  1207. music_large_area_reveal_repeat_threshold „60“ // The minimum time in seconds between performances of this music
  1208. music_large_area_reveal_threshold „500000“ // How much new area must be revealed to trigger the reveal music
  1209. music_manager „1“ // Using the new music manager system.
  1210. music_master_debug „0“
  1211. music_master_tag_threshold „0“
  1212. music_min_pending_threat_time „10“ // Minimum time until the next mob or boss. Used when deciding to play MomentOfSilence
  1213. music_min_safe_time „3“ // Minimum time that we havent seen a threat or been injured. Used when deciding to play MomentOfSilence
  1214. music_moment_of_silence_repeat_interval „600“ // Minimum time between successive MomentOfSilence performances
  1215. music_moment_of_silence_start_delay „60“ // Minimum time before we can play a MomentOfSilence after leaving a Checkpoint
  1216. music_print // client
  1217. muzzleflash_light „1“
  1218. m_customaccel „0“ // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
  1219. m_customaccel_exponent „1“ // Mouse move is raised to this power before being scaled by scale factor.
  1220. m_customaccel_max „0“ // 0 for no limit
  1221. m_customaccel_scale „0“ // Custom mouse acceleration value.
  1222. m_filter „0“ // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  1223. m_filter2 „0“ // Mouse filtering (set this to 1 to average the mouse over 2 frames).
  1224. m_forward „1“ // Mouse forward factor.
  1225. m_mouseaccel1 „0“ // Windows mouse acceleration initial threshold (2x movement).
  1226. m_mouseaccel2 „0“ // Windows mouse acceleration secondary threshold (4x movement).
  1227. m_mousespeed „1“ // 2 to enable secondary threshold
  1228. m_pitch „0“ // Mouse pitch factor.
  1229. m_pitch2 „0“ // Mouse pitch factor.
  1230. m_rawinput „0“ // Use Raw Input for mouse input.
  1231. m_side „0“ // Mouse side factor.
  1232. m_yaw „0“ // Mouse yaw factor.
  1233. name „0“ // Current user name
  1234. name2 „0“ // Current user name
  1235. nav_add_to_selected_set // Add current area to the selected set.
  1236. nav_add_to_selected_set_by_id // Add specified area id to the selected set.
  1237. nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
  1238. nav_area_bgcolor „0“ // RGBA color to draw as the background color for nav areas while editing.
  1239. nav_area_max_size „50“ // Max area size created in nav generation
  1240. nav_auto_build_area // Build out high-precision areas around the edit cursor and create them.
  1241. nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
  1242. nav_begin_area // drag the opposite corner to the desired location and
  1243. nav_begin_deselecting // Start continuously removing from the selected set.
  1244. nav_begin_drag_deselecting // Start dragging a selection area.
  1245. nav_begin_drag_selecting // Start dragging a selection area.
  1246. nav_begin_selecting // Start continuously adding to the selected set.
  1247. nav_begin_shift_xy // Begin shifting the Selected Set.
  1248. nav_blockers_can_affect_flow „1“
  1249. nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
  1250. nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
  1251. nav_check_floor // Updates the blocked/unblocked status for every nav area.
  1252. nav_check_stairs // Update the nav mesh STAIRS attribute
  1253. nav_chop_selected // Chops all selected areas into their component 1×1 areas
  1254. nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
  1255. nav_clear_selected_set // Clear the selected set.
  1256. nav_clear_walkable_marks // Erase any previously placed walkable positions.
  1257. nav_compress_id // Re-orders area and ladder IDs so they are continuous.
  1258. nav_connect // then invoke the connect command. Note that this creates a
  1259. nav_coplanar_slope_limit „0“
  1260. nav_coplanar_slope_limit_displacement „0“
  1261. nav_corner_adjust_adjacent „18“ // radius used to raise/lower corners in nearby areas when raising/lowering corners.
  1262. nav_corner_lower // Lower the selected corner of the currently marked Area.
  1263. nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
  1264. nav_corner_raise // Raise the selected corner of the currently marked Area.
  1265. nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
  1266. nav_create_area_at_feet „0“ // Anchor nav_begin_area Z to editing players feet
  1267. nav_create_place_on_ground „0“ // nav areas will be placed flush with the ground when created by hand.
  1268. nav_crouch // Toggles the must crouch in this area flag used by the AI system.
  1269. nav_debug_blocked „0“
  1270. nav_debug_finale_area „0“ // Show extents of finale area and selected finale center
  1271. nav_delete // Deletes the currently highlighted Area.
  1272. nav_delete_marked // Deletes the currently marked Area (if any).
  1273. nav_disconnect // then invoke the disconnect command. This will remove all connec
  1274. nav_displacement_test „10000“ // Checks for nodes embedded in displacements (useful for in-development maps)
  1275. nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
  1276. nav_draw_limit „500“ // The maximum number of areas to draw in edit mode
  1277. nav_edit „0“ // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  1278. nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
  1279. nav_end_deselecting // Stop continuously removing from the selected set.
  1280. nav_end_drag_deselecting // Stop dragging a selection area.
  1281. nav_end_drag_selecting // Stop dragging a selection area.
  1282. nav_end_selecting // Stop continuously adding to the selected set.
  1283. nav_end_shift_xy // Finish shifting the Selected Set.
  1284. nav_fix_playerclips // Fixup nodes marked with NAV_PLAYERCLIP.
  1285. nav_flood_select // use this command again.
  1286. nav_flood_select_tolerance „0“ // Allowable z distance of selectable areas from the start area.
  1287. nav_flow_max_survivor_climb_height „66“ // Maximum Survivor climb-up height used during flow computation
  1288. nav_flow_max_survivor_drop_height „240“ // Maximum Survivor drop-down height used during flow computation
  1289. nav_fog_edit „0“
  1290. nav_fog_mark // Sets fog value for selected areas.
  1291. nav_fog_pick // Sets fog value for selected areas.
  1292. nav_fog_print_used // Prints out the list of fog names used in the map.
  1293. nav_fog_replace // Replaces the first fog name with the second in the map.
  1294. nav_fog_select_place // Selects all areas with the given fog place.
  1295. nav_fog_set // the current Fog is set.
  1296. nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
  1297. nav_generate_fencetops „1“ // Autogenerate nav areas on fence and obstacle tops
  1298. nav_generate_fixup_jump_areas „1“ // Convert obsolete jump areas into 2-way connections
  1299. nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
  1300. nav_generate_incremental_range „2000“
  1301. nav_generate_incremental_tolerance „0“ // Z tolerance for adding new nav areas.
  1302. nav_gen_cliffs_approx // post-processing approximation
  1303. nav_gui // Opens the nav editing GUI
  1304. nav_gui_rebuild „0“ // Rebuilds the nav ui windows from scratch every time theyre opened
  1305. nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
  1306. nav_ladder_flip // Flips the selected ladders direction.
  1307. nav_load // Loads the Navigation Mesh for the current map.
  1308. nav_lower_drag_volume_max // Lower the top of the drag select volume.
  1309. nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
  1310. nav_lying_down_percent „50“ // Chance that wandering infected will be lying down in a SPAWN_LYINGDOWN area.
  1311. nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
  1312. nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  1313. nav_mark_attribute // Set nav attribute for all areas in the selected set.
  1314. nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  1315. nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  1316. nav_max_auto_area_size „16384“ // Max size in x/y of any auto-generated nav area
  1317. nav_max_view_distance „0“ // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
  1318. nav_max_vis_delta_list_length „64“
  1319. nav_merge // and invoke the merge comm
  1320. nav_merge_mesh // Merges a saved selected set into the current mesh.
  1321. nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
  1322. nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
  1323. nav_obscure_range „400“
  1324. nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
  1325. nav_place_list // Lists all place names used in the map.
  1326. nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
  1327. nav_place_replace // Replaces all instances of the first place with the second place.
  1328. nav_place_set // Sets the Place of all selected areas to the current Place.
  1329. nav_potentially_visible_dot_tolerance „0“
  1330. nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
  1331. nav_print_visibility_info // Dumps some visibility-related data to the console.
  1332. nav_print_visible_set_counts // Outputs the sizes of the visible sets
  1333. nav_quicksave „1“ // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  1334. nav_raise_drag_volume_max // Raise the top of the drag select volume.
  1335. nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
  1336. nav_recall_selected_set // Re-selects the stored selected set.
  1337. nav_recompute_flow // Recomputes flow distance
  1338. nav_recompute_flow_optimization „1“
  1339. nav_remove_from_selected_set // Remove current area from the selected set.
  1340. nav_remove_jump_areas // replacing them with connections.
  1341. nav_run // Toggles the traverse this area by running flag used by the AI system.
  1342. nav_save // Saves the current Navigation Mesh to disk.
  1343. nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  1344. nav_selected_set_border_color „100“ // Color used to draw the selected set borders while editing.
  1345. nav_selected_set_color „255“ // Color used to draw the selected set background while editing.
  1346. nav_select_blocked_areas // Adds all blocked areas to the selected set
  1347. nav_select_completely_visible // Selects all areas completely visible to the selected area.
  1348. nav_select_damaging_areas // Adds all damaging areas to the selected set
  1349. nav_select_half_space // Selects any areas that intersect the given half-space.
  1350. nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
  1351. nav_select_obstructed_areas // Adds all obstructed areas to the selected set
  1352. nav_select_overlapping // Selects nav areas that are overlapping others.
  1353. nav_select_partially_visible // Selects all areas at least partially visible to the selected area.
  1354. nav_select_radius // Adds all areas in a radius to the selection set
  1355. nav_select_stairs // Adds all stairway areas to the selected set
  1356. nav_select_threat // Selects all threat areas
  1357. nav_select_view_distance // Selects all areas within nav_max_view_distance.
  1358. nav_select_visible_set_size // Selects all areas with visible sets this size or greater.
  1359. nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  1360. nav_shift // Shifts the selected areas by the specified amount
  1361. nav_show_approach_points „0“ // Show Approach Points in the Navigation Mesh.
  1362. nav_show_area_info „0“ // Duration in seconds to show nav area ID and attributes while editing. (-1 = never hide)
  1363. nav_show_compass „0“
  1364. nav_show_connectionblockers „0“ // Debug: Show connection blocker models.
  1365. nav_show_danger „0“ // Show current danger levels.
  1366. nav_show_ladder_bounds // Draws the bounding boxes of all func_ladders in the map.
  1367. nav_show_light_intensity „0“
  1368. nav_show_nodes „0“
  1369. nav_show_node_grid „0“
  1370. nav_show_node_id „0“
  1371. nav_show_player_area „0“ // Draws the last known area for the given entindex
  1372. nav_show_player_counts „0“ // Show current player counts in each area.
  1373. nav_simplify_selected // Chops all selected areas into their component 1×1 areas and re-merges them together into larger areas
  1374. nav_slope_limit „0“ // The ground unit normals Z component must be greater than this for nav areas to be generated.
  1375. nav_slope_tolerance „0“ // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
  1376. nav_snap_to_grid „0“ // Snap to the nav generation grid when creating new nav areas
  1377. nav_solid_props „0“ // Make props solid to nav generation/editing
  1378. nav_splice // connected area between them.
  1379. nav_split // align the split line using your cursor and invoke the split command.
  1380. nav_split_place_on_ground „0“ // nav areas will be placed flush with the ground when split.
  1381. nav_stand // Toggles the stand while hiding flag used by the AI system.
  1382. nav_stop // Toggles the must stop when entering this area flag used by the AI system.
  1383. nav_store_selected_set // Stores the current selected set for later retrieval.
  1384. nav_strip // and Encounter Spots from the current Area.
  1385. nav_subdivide // Subdivides all selected areas.
  1386. nav_test_node „0“
  1387. nav_test_node_crouch „0“
  1388. nav_test_node_crouch_dir „4“
  1389. nav_test_stairs // Test the selected set for being on stairs
  1390. nav_test_visibility // Tests visibility from the selected area to the one under the cursor.
  1391. nav_toggle_deselecting // Start or stop continuously removing from the selected set.
  1392. nav_toggle_in_selected_set // Remove current area from the selected set.
  1393. nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  1394. nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
  1395. nav_toggle_selected_set // Toggles all areas into/out of the selected set.
  1396. nav_toggle_selecting // Start or stop continuously adding to the selected set.
  1397. nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
  1398. nav_trouble_report // Selects areas that may be breaking the map checklist for inspection
  1399. nav_trouble_report_corner_to_corner // Selects areas that can break game mechanics
  1400. nav_trouble_report_invalid // Selects areas that can break game mechanics
  1401. nav_trouble_report_suggestions // only if any area has a population
  1402. nav_trouble_test_area „0“ // tests will be run against this areaID only
  1403. nav_trouble_test_debug_duration „10“
  1404. nav_trouble_walkable_backtrace „0“
  1405. nav_unmark // Clears the marked Area or Ladder.
  1406. nav_update_blocked // Updates the blocked/unblocked status for every nav area.
  1407. nav_update_lighting // Recomputes lighting values
  1408. nav_update_visibility_on_edit „0“ // If nonzero editing the mesh will incrementally recompue visibility
  1409. nav_use_place // the current Place is set.
  1410. nav_walk // Toggles the traverse this area by walking flag used by the AI system.
  1411. nav_warp_to_mark // Warps the player to the marked area.
  1412. nav_world_center // Centers the nav mesh in the world
  1413. nb_acceleration „500“
  1414. nb_allow_avoiding „1“
  1415. nb_allow_climbing „1“
  1416. nb_allow_gap_jumping „1“
  1417. nb_blind „0“ // Disable vision
  1418. nb_chase_lead_time „2“
  1419. nb_command // Sends a command string to all bots
  1420. nb_debug // ERRORS.
  1421. nb_debug_climbing „0“
  1422. nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
  1423. nb_debug_history „1“ // each bot keeps a history of debug output in memory
  1424. nb_delete_all // Delete all non-player NextBot entities.
  1425. nb_direct_chase_nav_check „1“ // Set to zero to stop bots that use the direct chase path follower from performing a 2D check through the nav to validate a direc
  1426. nb_dump_debug_history // Dumps debug history for the bot under the cursor to the blackbox
  1427. nb_force_look_at // Force selected bot to look at the local players position
  1428. nb_friction_forward „0“
  1429. nb_friction_sideways „3“
  1430. nb_goal_look_ahead_range „50“
  1431. nb_gravity „1000“
  1432. nb_head_aim_settle_duration „0“
  1433. nb_head_aim_steady_max_rate „100“
  1434. nb_ladder_align_range „50“
  1435. nb_lean_forward_accel „100“
  1436. nb_lean_max_angle „30“
  1437. nb_lean_rate „3“
  1438. nb_move_to_cursor // Tell all NextBots to move to the cursor position
  1439. nb_move_to_position // Tell all NextBots to move to the specified absolute position
  1440. nb_path_draw_inc „100“
  1441. nb_path_segment_influence_radius „100“
  1442. nb_player_crouch „0“ // Force bots to crouch
  1443. nb_player_move „1“ // Prevents bots from moving
  1444. nb_player_stop „0“ // Stop all NextBotPlayers from updating
  1445. nb_player_walk „0“ // Force bots to walk
  1446. nb_rush // Causes all infected to rush the survivors.
  1447. nb_saccade_speed „1000“
  1448. nb_saccade_time „0“
  1449. nb_select // Select the bot you are aiming at for further debug operations.
  1450. nb_speed_look_ahead_range „150“
  1451. nb_stop „0“ // Stop all NextBots
  1452. nb_stuck_dump_display // display the stuck locations in the environment
  1453. nb_stuck_dump_filter_entindex „0“ // only display stuck data for entities with the given entindex
  1454. nb_stuck_dump_filter_identifier „0“ // Only display stuck data for entities whose identifier matches this substring
  1455. nb_stuck_dump_filter_min_duration „0“ // Only display stuck data for entities who were stuck longer than this duration
  1456. nb_stuck_dump_filter_time_end „99999“ // Do not display stuck data with a timestamp greater than this value
  1457. nb_stuck_dump_filter_time_start „0“ // Do not display stuck data with a timestamp less than this value
  1458. nb_stuck_dump_show_details „0“ // include more data in stuck display
  1459. nb_stuck_dump_threshold „-1“ // dump debug data to console and logfile. -1 to disable
  1460. nb_update_debug „0“
  1461. nb_update_framelimit „15“
  1462. nb_update_frequency „0“
  1463. nb_update_maxslide „2“
  1464. nb_vision_ignore_survivors „0“
  1465. nb_vision_notice_hidden_range „50“
  1466. nb_warp_selected_here // Teleport the selected bot to your cursor position
  1467. nb_yaw_rate „250“
  1468. net_allow_multicast „1“
  1469. net_blockmsg „0“ // Discards incoming message: <0|1|name>
  1470. net_channels // Shows net channel info
  1471. net_droppackets „0“ // Drops next n packets on client
  1472. net_dumpeventstats // Dumps out a report of game event network usage
  1473. net_fakejitter „0“ // Jitter fakelag packet time
  1474. net_fakelag „0“ // Lag all incoming network data (including loopback) by this many milliseconds.
  1475. net_fakeloss „0“ // Simulate packet loss as a percentage (negative means drop 1/n packets)
  1476. net_graph „0“ // = 3 draws payload legend.
  1477. net_graphheight „64“ // Height of netgraph panel
  1478. net_graphmsecs „400“ // The latency graph represents this many milliseconds.
  1479. net_graphpos „1“
  1480. net_graphproportionalfont „1“ // Determines whether netgraph font is proportional or not
  1481. net_graphshowinterp „1“ // Draw the interpolation graph.
  1482. net_graphshowlatency „1“ // Draw the ping/packet loss graph.
  1483. net_graphsolid „1“
  1484. net_graphtext „1“ // Draw text fields
  1485. net_maxroutable „1200“ // Requested max packet size before packets are split.
  1486. net_public_adr „0“ // this is the public facing ip address string: (x.x.x.x
  1487. net_scale „5“
  1488. net_showreliablesounds „0“
  1489. net_showsplits „0“ // Show info about packet splits
  1490. net_showudp „0“ // Dump UDP packets summary to console
  1491. net_showudp_remoteonly „0“ // Dump non-loopback udp only
  1492. net_showusermessages „0“
  1493. net_splitpacket_maxrate „15000“ // Max bytes per second when queueing splitpacket chunks
  1494. net_splitrate „1“ // Number of fragments for a splitpacket that can be sent per frame
  1495. net_start // Inits multiplayer network sockets
  1496. net_status // Shows current network status
  1497. net_steamcnx_allowrelay „1“ // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
  1498. net_steamcnx_enabled „1“ // 2 forces use of steam connections instead of raw UDP.
  1499. net_steamcnx_status // Print status of steam connection sockets.
  1500. next „0“ // Set to 1 to advance to next frame ( when singlestep == 1 )
  1501. nextdemo // Play next demo in sequence.
  1502. next_weapon_timer „1“
  1503. noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
  1504. noclip_fixup „1“
  1505. notarget // Toggle. Player becomes hidden to NPCs.
  1506. npc_height_adjust „1“ // Enable test mode for ik height adjustment
  1507. openserverbrowser // Opens server browser
  1508. overview_alpha „1“ // Overview map translucency.
  1509. overview_health „1“ // Show players health in map overview.
  1510. overview_locked „1“ // doesnt follow view angle.
  1511. overview_mode // large: <0|1|2>
  1512. overview_names „1“ // Show players names in map overview.
  1513. overview_tracks „1“ // Show players tracks in map overview.
  1514. overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
  1515. pain_pills_decay_rate „0“
  1516. pain_pills_health_threshold „99“ // Pills cant be used unless total health is less than this amount
  1517. pain_pills_health_value „50“
  1518. panel_test_title_safe „0“ // Test vgui panel positioning with title safe indentation
  1519. particle_simulateoverflow „0“ // Used for stress-testing particle systems. Randomly denies creation of particles.
  1520. particle_test_attach_attachment „0“ // Attachment index for attachment mode
  1521. particle_test_attach_mode „0“ // follow_origin
  1522. particle_test_file „0“ // Name of the particle system to dynamically spawn
  1523. particle_test_start // particle_test_attach_mode and particl
  1524. particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  1525. password „0“ // Current server access password
  1526. path // Show the engine filesystem path.
  1527. pause // Toggle the server pause state.
  1528. perfui // Show/hide the level performance tools UI.
  1529. perfvisualbenchmark
  1530. perfvisualbenchmark_abort
  1531. personalstats // Shows the player stats dialog
  1532. phys2ui // Show/hide the phys2 UI.
  1533. phys2_debug_wireframe „0“ // Render Phys2 collision models in wireframe
  1534. phys2_default_max_velocity „40“ // m/s
  1535. phys2_dump_runtime_sizes „0“
  1536. phys2_load // Saves physics SDK state
  1537. phys2_max_length_constraint_anchor „0“
  1538. phys2_mem_debug „0“
  1539. phys2_preload_models „1“
  1540. phys2_ragdoll_drive_type „1“ // 3 is both
  1541. phys2_save // Saves physics SDK state
  1542. phys2_save_client // Saves client physics scene
  1543. phys2_save_server // Saves server physics scene
  1544. phys2_shadow_port „1“ // Use the ported version of physics shadow controller?
  1545. phys2_shoot // Shoots a phys2 object.
  1546. phys2_stats // Dumps physics stats
  1547. phys2_vdb „0“
  1548. phys2_vdb_host „0“
  1549. physics_budget // Times the cost of each active object
  1550. physics_constraints // Highlights constraint system graph for an entity
  1551. physics_debug_entity // Dumps debug info for an entity
  1552. physics_highlight_active // Turns on the absbox for all active physics objects
  1553. physics_report_active // Lists all active physics objects
  1554. physics_select // Dumps debug info for an entity
  1555. physx_debug_dll „0“
  1556. physx_valve_dll „0“
  1557. phys_explosion_force „7“
  1558. phys_shoot // Shoots a phys object.
  1559. picker // pivot and debugging text is displayed for whatever entity the play
  1560. ping // Display ping to server.
  1561. pingserver // Ping a server for info
  1562. pixelvis_debug // Dump debug info
  1563. play // Play a sound.
  1564. playdemo // Play a recorded demo file (.dem ).
  1565. player_debug_print_damage „0“ // print amount and type of all damage received by player to console.
  1566. player_incap_use_radius „96“
  1567. player_throwforce „2000“
  1568. player_use_radius „96“
  1569. playflush // reloading from disk in case of changes.
  1570. playgamesound // Play a sound from the game sounds txt file
  1571. playsoundscape // Forces a soundscape to play
  1572. playvideo // Plays a video: <filename> [width height]
  1573. playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
  1574. playvol // Play a sound at a specified volume.
  1575. plugin_load // plugin_load <filename> : loads a plugin
  1576. plugin_notify_non_valid // Notifys the user if any invalid plug-ins are loaded
  1577. plugin_pause // plugin_pause <index> : pauses a loaded plugin
  1578. plugin_pause_all // pauses all loaded plugins
  1579. plugin_print // Prints details about loaded plugins
  1580. plugin_unload // plugin_unload <index> : unloads a plugin
  1581. plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
  1582. plugin_unpause_all // unpauses all disabled plugins
  1583. precache_all_survivors „0“
  1584. print_colorcorrection // Display the color correction layer information.
  1585. progress_enable
  1586. prop_crosshair // Shows name for prop looking at
  1587. prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  1588. prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1589. prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  1590. pwatchent „-1“ // Entity to watch for prediction system changes.
  1591. pwatchvar „0“ // Entity variable to watch in prediction system for changes.
  1592. pz_damages // List player zombie damages
  1593. quit // Exit the engine.
  1594. radialmenu // Opens a radial menu
  1595. radius_damage_show_hits „0“
  1596. ragdoll_velocity_multiplier „0“ // Acceleration to last living velocity given to new ragdolls
  1597. rangefinder // Measures distance along a ray
  1598. rate „30000“ // Max bytes/sec the host can receive data
  1599. rcon // Issue an rcon command.
  1600. rcon_password „0“ // remote console password.
  1601. recompute_speed // Recomputes clock speed (for debugging purposes).
  1602. record // Record a demo.
  1603. reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
  1604. removeid // Remove a user ID from the ban list.
  1605. removeip // Remove an IP address from the ban list.
  1606. report
  1607. report_cliententitysim „0“ // List all clientside simulations and time – will report and turn itself off.
  1608. report_clientthinklist „0“ // List all clientside entities thinking and time – will report and turn itself off.
  1609. report_entities // Lists all entities
  1610. report_simthinklist // Lists all simulating/thinking entities
  1611. report_soundpatch // reports sound patch count
  1612. report_touchlinks // Lists all touchlinks
  1613. rescue_distance „4500“ // Living survivors must travel this far past a dead survivors corpse to be able to rescue him
  1614. rescue_finale_ignore_distance „4000“ // he stops calling for help
  1615. rescue_finale_spawn_range „4000“ // info_survivor_rescue ents will be considered if they are this close to the leading survivor
  1616. rescue_ignore_distance „2000“ // he stops calling for help
  1617. rescue_interval „2“ // Dead survivors are checked to start calling for help this often
  1618. rescue_min_dead_time „60“ // Duration in seconds a survivor must be dead before being rescuable
  1619. rescue_range „1000“ // it will be triggered
  1620. rescue_show // Shows debugging info for info_survivor_rescue ents
  1621. rescue_show_blocked // Shows bboxes for blocked info_survivor_rescue ents
  1622. rescue_spawn_flow „400“ // info_survivor_rescue ents will be considered if they are no more than this far ahead in flow distance from the leading survivor
  1623. rescue_spawn_range „2000“ // info_survivor_rescue ents will be considered if they are this close to the leading survivor
  1624. rescue_update_nav // Updates RESCUE_CLOSET nav flags
  1625. rescue_yell_delay „1“ // Delay before yelling when activating
  1626. rescue_yell_interval „6“ // Interval at which an info_survivor_rescue yells for help
  1627. reset_gameconvars // Reset a bunch of game convars to default values
  1628. reset_spawnmenu_counts
  1629. respawn_entities // Respawn all the entities in the map.
  1630. restart // Restart the game on the same level (add setpos to jump to current view position on restart).
  1631. retry // Retry connection to last server.
  1632. rope_min_pixel_diameter „2“
  1633. rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
  1634. rr_followup_maxdist „1800“ // then ANY or then ALL response followups will be dispatched only to characters within this distance.
  1635. rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
  1636. rr_reloadresponsesystems // Reload all response system scripts.
  1637. rr_remarkable_maxdist „1500“ // info_remarkables more distant than this from a player will not even be tested to see if a rule matches them.
  1638. rr_remarkable_world_entities_replay_limit „1“ // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
  1639. rr_thenany_score_slop „0“ // all rule-matching scores within this much of the best score will be considere
  1640. r_3dskyonly „0“ // Only draw the 3d skybox. . skip the rest of the world.
  1641. r_AirboatViewDampenDamp „1“
  1642. r_AirboatViewDampenFreq „7“
  1643. r_AirboatViewZHeight „0“
  1644. r_ambientfraction „0“ // Fraction of direct lighting used to boost lighting when model requests
  1645. r_ambientlightingonly „0“ // Set this to 1 to light models with only ambient lighting (and no static lighting).
  1646. r_avglight „1“
  1647. r_avglightmap „0“
  1648. r_cheapwaterend
  1649. r_cheapwaterstart
  1650. r_cleardecals // Usage r_cleardecals <permanent>.
  1651. r_ClipAreaPortals „1“
  1652. r_colorstaticprops „0“
  1653. r_debugcheapwater „0“
  1654. r_debugrandomstaticlighting „0“ // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  1655. r_depthoverlay „0“ // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
  1656. r_DispBuildable „0“
  1657. r_DispWalkable „0“
  1658. r_drawallrenderables „0“ // even ones inside solid leaves.
  1659. r_DrawBeams „1“ // 2=Wireframe
  1660. r_drawbrushmodels „1“ // 2=Wireframe
  1661. r_drawclipbrushes „0“ // purple=NPC)
  1662. r_drawdecals „1“ // Render decals.
  1663. r_DrawDisp „1“ // Toggles rendering of displacment maps
  1664. r_drawentities „1“
  1665. r_drawfuncdetail „1“ // Render func_detail
  1666. r_drawleaf „-1“ // Draw the specified leaf.
  1667. r_drawlightcache „0“ // 0: off 1: draw light cache entries 2: draw rays
  1668. r_drawlightinfo „0“
  1669. r_drawlights „0“
  1670. r_DrawModelLightOrigin „0“
  1671. r_drawmodelstatsoverlay „0“
  1672. r_drawmodelstatsoverlaydistance „500“
  1673. r_drawmodelstatsoverlaymax „1“ // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  1674. r_drawmodelstatsoverlaymin „0“ // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  1675. r_drawopaquerenderables „1“
  1676. r_drawopaqueworld „1“
  1677. r_drawothermodels „1“ // 2=Wireframe
  1678. r_drawparticles „1“ // Enable/disable particle rendering
  1679. r_DrawPortals „0“
  1680. r_DrawRain „1“ // Enable/disable rain rendering.
  1681. r_drawrenderboxes „0“
  1682. r_drawropes „1“
  1683. r_drawskybox „1“
  1684. r_drawsprites „1“
  1685. r_drawstaticprops „1“ // 2=Wireframe
  1686. r_drawtracers „1“
  1687. r_drawtranslucentrenderables „1“
  1688. r_drawtranslucentworld „1“
  1689. r_drawvgui „1“ // Enable the rendering of vgui panels
  1690. r_drawviewmodel „1“
  1691. r_drawworld „1“ // Render the world.
  1692. r_dscale_basefov „90“
  1693. r_dscale_fardist „2000“
  1694. r_dscale_farscale „4“
  1695. r_dscale_neardist „100“
  1696. r_dscale_nearscale „1“
  1697. r_dynamic „1“
  1698. r_dynamiclighting „1“
  1699. r_eyemove „0“
  1700. r_eyeshift_x „0“
  1701. r_eyeshift_y „0“
  1702. r_eyeshift_z „0“
  1703. r_eyesize „0“
  1704. r_eyewaterepsilon „7“
  1705. r_farz „-1“ // Override the far clipping plane. -1 means to use the value in env_fog_controller.
  1706. r_flashlightambient „0“
  1707. r_flashlightbacktraceoffset „0“
  1708. r_flashlightbrightness „0“
  1709. r_flashlightclip „0“
  1710. r_flashlightconstant „0“
  1711. r_flashlightdrawclip „0“
  1712. r_flashlightfar „750“
  1713. r_flashlightfov „53“
  1714. r_flashlightinfectedtexture „0“
  1715. r_flashlightladderdist „40“
  1716. r_flashlightlinear „100“
  1717. r_flashlightlockposition „0“
  1718. r_flashlightmuzzleflashfov „120“
  1719. r_flashlightnear „4“
  1720. r_flashlightnearoffsetscale „0“
  1721. r_flashlightoffsetforward „0“
  1722. r_flashlightoffsetforward_low „0“
  1723. r_flashlightoffsetright „5“
  1724. r_flashlightoffsetright_low „10“
  1725. r_flashlightoffsetup „-5“
  1726. r_flashlightoffsetup_low „-16“
  1727. r_flashlightquadratic „0“
  1728. r_flashlightshadowatten „0“
  1729. r_flashlighttracedistcutoff „32“
  1730. r_flashlighttracedistwatercutoff „80“
  1731. r_flashlightvisualizetrace „0“
  1732. r_flashlight_attach_to_viewmodel „1“ // Attach the flashlight effect to the viewmodel
  1733. r_flushlod // Flush and reload LODs.
  1734. r_hwmorph „0“
  1735. r_itemblinkmax „0“
  1736. r_itemblinkrate „4“
  1737. r_JeepFOV „90“
  1738. r_JeepViewBlendTo „1“
  1739. r_JeepViewBlendToScale „0“
  1740. r_JeepViewBlendToTime „1“
  1741. r_JeepViewDampenDamp „1“
  1742. r_JeepViewDampenFreq „7“
  1743. r_JeepViewZHeight „10“
  1744. r_lightcachecenter „1“
  1745. r_lightcachemodel „-1“
  1746. r_lightcache_invalidate
  1747. r_lightcache_numambientsamples „162“ // number of random directions to fire rays when computing ambient lighting
  1748. r_lightcache_radiusfactor „1“ // Allow lights to influence lightcaches beyond the lights radii
  1749. r_lightinterp „5“ // 0 turns off interpolation
  1750. r_lightmap „-1“
  1751. r_lightstyle „-1“
  1752. r_lightwarpidentity „0“
  1753. r_lockpvs „0“ // Lock the PVS so you can fly around and inspect what is being drawn.
  1754. r_mapextents „16384“ // Set the max dimension for the map. This determines the far clipping plane
  1755. r_modelwireframedecal „0“
  1756. r_nohw „0“
  1757. r_nosw „0“
  1758. r_novis „0“ // Turn off the PVS.
  1759. r_occlusionspew „0“ // Activate/deactivates spew about what the occlusion system is doing.
  1760. r_oldlightselection „0“ // Set this to revert to HL2s method of selecting lights
  1761. r_partition_level „-1“ // Displays a particular level of the spatial partition system. Use -1 to disable it.
  1762. r_PhysPropStaticLighting „0“
  1763. r_portalsopenall „0“ // Open all portals
  1764. r_PortalTestEnts „1“ // Clip entities against portal frustums.
  1765. r_printdecalinfo
  1766. r_proplightingpooling „-1“ // 1 – static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  1767. r_radiosity „4“ // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
  1768. r_rainalpha „0“
  1769. r_rainalphapow „0“
  1770. r_RainCheck „0“ // Enable/disable IsInAir() check for rain drops?
  1771. r_RainDebugDuration „0“ // Shows rain tracelines for this many seconds (0 disables)
  1772. r_raindensity „0“
  1773. r_RainHack „0“
  1774. r_rainlength „0“
  1775. r_RainProfile „0“ // Enable/disable rain profiling.
  1776. r_RainRadius „1500“
  1777. r_RainSideVel „10“ // How much sideways velocity rain gets.
  1778. r_RainSimulate „1“ // Enable/disable rain simulation.
  1779. r_rainspeed „600“
  1780. r_RainSplashPercentage „20“
  1781. r_rainwidth „0“
  1782. r_randomflex „0“
  1783. r_screenoverlay // Draw specified material as an overlay
  1784. r_shadowangles // Set shadow angles
  1785. r_shadowblobbycutoff // some shadow stuff
  1786. r_shadowcolor // Set shadow color
  1787. r_shadowdir // Set shadow direction
  1788. r_shadowdist // Set shadow distance
  1789. r_shadowfromanyworldlight „0“
  1790. r_shadowfromworldlights_debug „0“
  1791. r_shadowids „0“
  1792. r_shadows_gamecontrol „-1“
  1793. r_shadowwireframe „0“
  1794. r_shadow_debug_spew „0“
  1795. r_showenvcubemap „0“
  1796. r_showz_power „1“
  1797. r_skin „0“
  1798. r_skybox „1“ // Enable the rendering of sky boxes
  1799. r_skyboxfogfactor // 1.0 is fully fog color.
  1800. r_slowpathwireframe „0“
  1801. r_SnowColorBlue „200“ // Snow.
  1802. r_SnowColorGreen „175“ // Snow.
  1803. r_SnowColorRed „150“ // Snow.
  1804. r_SnowDebugBox „0“ // Snow Debug Boxes.
  1805. r_SnowEnable „1“ // Snow Enable
  1806. r_SnowEndAlpha „255“ // Snow.
  1807. r_SnowEndSize „0“ // Snow.
  1808. r_SnowFallSpeed „1“ // Snow fall speed scale.
  1809. r_SnowInsideRadius „256“ // Snow.
  1810. r_SnowOutsideRadius „1024“ // Snow.
  1811. r_SnowParticles „500“ // Snow.
  1812. r_SnowPosScale „1“ // Snow.
  1813. r_SnowRayEnable „1“ // Snow.
  1814. r_SnowRayLength „8192“ // Snow.
  1815. r_SnowRayRadius „256“ // Snow.
  1816. r_SnowSpeedScale „1“ // Snow.
  1817. r_SnowStartAlpha „25“ // Snow.
  1818. r_SnowStartSize „1“ // Snow.
  1819. r_SnowWindScale „0“ // Snow.
  1820. r_SnowZoomOffset „384“ // Snow.
  1821. r_SnowZoomRadius „512“ // Snow.
  1822. r_swingflashlight „1“
  1823. r_updaterefracttexture „1“
  1824. r_vehicleBrakeRate „1“
  1825. r_VehicleViewClamp „1“
  1826. r_VehicleViewDampen „1“
  1827. r_visocclusion „0“ // Activate/deactivate wireframe rendering of what the occlusion system is doing.
  1828. r_visualizelighttraces „0“
  1829. r_visualizelighttracesshowfulltrace „0“
  1830. r_visualizetraces „0“
  1831. save // Saves current game.
  1832. save_finish_async
  1833. say // Display player message
  1834. say_team // Display player message to team
  1835. sb_add // Add a Survivor Bot.
  1836. sb_allow_shoot_through_survivors „1“ // Allow survivorbots to shoot through fellow survivors
  1837. sb_all_bot_game „0“ // Allow a server of nothing but bots
  1838. sb_battlestation_give_up_range_from_human „1500“
  1839. sb_battlestation_human_hold_time „4“ // How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations
  1840. sb_close_checkpoint_door_interval „2“
  1841. sb_close_threat_range „200“
  1842. sb_combat_saccade_speed „1000“
  1843. sb_crouch „0“ // Forces survivor bots to crouch
  1844. sb_debug_apoproach_wait_time „5“ // How long a SurvivorBot waits once it reaches its debug move-to spot
  1845. sb_debug_buddy „0“
  1846. sb_debug_locomotion „0“
  1847. sb_debug_retreat „0“
  1848. sb_debug_team_avoidance „0“
  1849. sb_dont_bash „0“ // Force SurvivorBots to not bash
  1850. sb_dont_shoot „0“ // Force SurvivorBots to not fire their weapons
  1851. sb_enforce_proximity_lookat_timeout „10“
  1852. sb_enforce_proximity_range „1500“
  1853. sb_escort „0“
  1854. sb_far_hearing_range „1500“
  1855. sb_flashlight „0“ // Forces survivor bots to use flashlights (-1 to force off)
  1856. sb_follow_stress_factor „0“
  1857. sb_force_max_intensity // Force intensity of selected SurvivorBot to maximum level.
  1858. sb_friendlyfire „0“
  1859. sb_friend_immobilized_reaction_time_expert „0“ // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1860. sb_friend_immobilized_reaction_time_hard „1“ // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1861. sb_friend_immobilized_reaction_time_normal „2“ // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1862. sb_friend_immobilized_reaction_time_vs „0“ // How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  1863. sb_give // Give an item to each Survivor bot
  1864. sb_give_random_weapon // Give a random weapon to each Survivor bot
  1865. sb_hindrance_range „150“
  1866. sb_hold_position „0“ // Force SurvivorBots to stand still
  1867. sb_l4d1_survivor_behavior „1“
  1868. sb_locomotion_wait_threshold „10“
  1869. sb_max_battlestation_range_from_human „750“
  1870. sb_max_scavenge_separation „750“ // SurvivorBots wont scavenge items farther away from the group than this
  1871. sb_max_team_melee_weapons „0“ // The total number of melee weapons allowed on the team. 0 = bots never use melee
  1872. sb_minigun_distance „30“
  1873. sb_min_attention_notice_time „0“ // Ill notice
  1874. sb_min_orphan_time_to_cover „1“
  1875. sb_move „1“ // Stop all SurvivorBots from moving
  1876. sb_move_to_cursor // Sends survivor bots to cursor target
  1877. sb_narrow_corridor_width „100“
  1878. sb_near_hearing_range „500“
  1879. sb_neighbor_range „300“ // How close a friend needs to be to feel safe
  1880. sb_normal_saccade_speed „350“
  1881. sb_open_fire „0“ // Forces survivor bots to fire continuously
  1882. sb_path_lookahead_range „200“
  1883. sb_perf_crawl „0“ // survivor bot will be doing a perf-crawl walk through the map
  1884. sb_perf_crawl_ang „5“ // Rotation angles at perf-crawl snapshots in the map
  1885. sb_perf_crawl_dist „128“ // Distance between perf-crawl snapshots in the map
  1886. sb_perf_crawl_time „1“ // How much time is spent at each perf-crawl spot/ang in the map
  1887. sb_perf_dump „0“ // low perf places will be dumped
  1888. sb_perf_dump_bots „0“ // manager
  1889. sb_pushscale „1“
  1890. sb_reachability_cache_lifetime „3“
  1891. sb_replacement_interval „0“ // Force SurvivorBots to be replaced after this many seconds for stress testing
  1892. sb_rescue_vehicle_loading_range „300“ // How close to the arrival point of the rescue vehicle SurvivorBots try to get
  1893. sb_revive_friend_distance „125“
  1894. sb_separation_danger_max_range „600“ // A Survivor teammate this far away needs to be gathered back into the group
  1895. sb_separation_danger_min_range „200“ // A Survivor teammate this far away is straying from the group
  1896. sb_separation_range „200“ // Desired distance between Survivors
  1897. sb_show_threat_areas „0“
  1898. sb_sidestep_for_horde „0“ // Allow sidestepping left/right to acquire common infected targets
  1899. sb_stop „0“ // Forces survivor bots to stand still
  1900. sb_takecontrol // Take control of a bot.
  1901. sb_threat_close_range „150“ // Very close range for threats
  1902. sb_threat_exposure_stop „200000“
  1903. sb_threat_exposure_walk „50000“
  1904. sb_threat_far_range „600“ // Close enough to be a threat if near several other threats
  1905. sb_threat_medium_range „300“ // even when neutral
  1906. sb_threat_very_close_range „150“
  1907. sb_threat_very_far_range „1500“ // even for boss infected
  1908. sb_unstick „1“
  1909. sb_use_button_range „1000“
  1910. sb_use_upgrades „1“
  1911. sb_vomit_blind_time „5“ // How long Boomer vomit/explosion gore blinds us
  1912. scavenge_item_respawn_delay „20“ // time until a scavenge item will respawn
  1913. scavenge_wanderer_respawn_chance „3“ // Percent chance that a new wanderer will spawn in a cleared nav area.
  1914. scene_flush // Flush all .vcds from the cache and reload from disk.
  1915. scene_showlook „0“ // show the directions of look events.
  1916. scene_showmoveto „0“ // show the end location.
  1917. scene_showunlock „0“ // Show when a vcd is playing but normal AI is running.
  1918. screenshot // Take a screenshot.
  1919. script // Run the text as a script
  1920. script_debug // Connect the vscript VM to the script debugger
  1921. script_dump_all // Dump the state of the VM to the console
  1922. script_execute // Run a vscript file
  1923. script_help // optionally with a search string
  1924. script_reload_code // replacing existing functions with the functions in the run script
  1925. script_reload_enity_code // replacing existing functions with the functions in the run scripts
  1926. script_reload_think // replacing existing functions with the functions in the run script
  1927. select_cliff // Selects all NAV_MESH_CLIFF areas.
  1928. select_invalid_finale_nospawn // Selects all FINALE_NOSPAWN areas that arent also FINALE.
  1929. select_with_attribute // Selects areas with the given attribute.
  1930. sensitivity „2“ // Mouse sensitivity.
  1931. server_game_time // Gives the game time in seconds (servers curtime)
  1932. setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  1933. setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  1934. setinfo // Adds a new user info value
  1935. setmaster // add/remove/enable/disable master servers
  1936. setmodel // Changess players model
  1937. setpause // Set the pause state of the server.
  1938. setpos // Move player to specified origin (must have sv_cheats).
  1939. setpos_exact // Move player to an exact specified origin (must have sv_cheats).
  1940. setpos_player // Move specified player to specified origin (must have sv_cheats).
  1941. shake // Shake the screen.
  1942. shake_stop // Stops all active screen shakes.
  1943. shout_going_to_die_interval „20“
  1944. shout_make_way_interval „2“
  1945. shout_max_warn_range „2000“
  1946. shout_min_special_warn_interval „5“
  1947. shout_min_use_range „200“
  1948. shout_min_warn_interval „10“
  1949. shout_threat_range „500“
  1950. shout_view_motion_threshold „0“
  1951. shout_view_target_threahold „0“
  1952. showbudget_texture „0“ // Enable the texture budget panel.
  1953. showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
  1954. showconsole // Show the console.
  1955. showGameSettings
  1956. showinfo // Shows a info panel: <type> <title> <message> [<command>]
  1957. showpanel // Shows a viewport panel <name>
  1958. showtriggers „0“ // Shows trigger brushes
  1959. showtriggers_toggle // Toggle show triggers
  1960. show_addon_load_order // Displays the load order for custom addon files.
  1961. show_menu // Opens a menu
  1962. singlestep „0“ // Run engine in single step mode ( set next to 1 to advance a frame )
  1963. skill „1“ // Game skill level (1-3).
  1964. sk_autoaim_mode „1“
  1965. slot0
  1966. slot1
  1967. slot10
  1968. slot2
  1969. slot3
  1970. slot4
  1971. slot5
  1972. slot6
  1973. slot7
  1974. slot8
  1975. slot9
  1976. Smoker_escape_range „750“
  1977. smoker_pz_claw_dmg „4“ // Amount of damage done by a PZ smokers regular melee attack
  1978. smoker_tongue_delay „1“
  1979. snapto
  1980. sndplaydelay
  1981. snd_async_flush // Flush all unlocked async audio data
  1982. snd_async_showmem // Show async memory stats
  1983. snd_async_showmem_music // Show async memory stats for just non-streamed music
  1984. snd_async_showmem_summary // Show brief async memory stats
  1985. snd_buildsoundcachefordirectory // rebuild sound.cache for full path to directory ending with a sound/ folder
  1986. snd_duckerattacktime „0“
  1987. snd_duckerreleasetime „2“
  1988. snd_duckerthreshold „0“
  1989. snd_ducktovolume „0“
  1990. snd_dumpclientsounds // Dump sounds to console
  1991. snd_dump_filepaths
  1992. snd_filter „0“
  1993. snd_foliage_db_loss „4“ // foliage dB loss per 1200 units
  1994. snd_gain „1“
  1995. snd_gain_max „1“
  1996. snd_gain_min „0“
  1997. snd_getmixer // Get data related to mix group matching string
  1998. snd_legacy_surround „0“
  1999. snd_list_mixers // List all mixers to dev console.
  2000. snd_list_mix_groups // List all mix groups to dev console.
  2001. snd_mixahead „0“
  2002. snd_musicvolume „0“ // Music volume
  2003. snd_obscured_gain_dB „-2“
  2004. snd_pitchquality „1“
  2005. snd_playsounds // Play sounds from the game sounds txt file at a given location
  2006. snd_play_in_out // Plays one of two sounds from entity depending on players in/out location
  2007. snd_prefetch_common „1“ // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
  2008. snd_pre_gain_dist_falloff „1“
  2009. snd_rebuildaudiocache // rebuild audio cache
  2010. snd_rebuildlocalizedaudiocache // rebuild audio cache for all localization
  2011. snd_refdb „60“ // Reference dB at snd_refdist
  2012. snd_refdist „36“ // Reference distance for snd_refdb
  2013. snd_restart // Restart sound system.
  2014. snd_setmixer // solo.
  2015. snd_setmixlayer // solo.
  2016. snd_setmixlayer_amount // Set named mix layer mix amount.
  2017. snd_setsoundparam // Set a sound paramater
  2018. snd_set_custom_zombat_suffix // Overrides the per campaign zombat music suffix
  2019. snd_showstart „0“
  2020. snd_soundmixer_flush // Reload soundmixers.txt file.
  2021. snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
  2022. snd_visualize „0“ // Show sounds location in world
  2023. snd_writemanifest // outputs the precache manifest for the current level
  2024. soundfade // Fade client volume.
  2025. soundinfo // Describe the current sound device.
  2026. soundlist // List all known sounds.
  2027. soundscape_debug „0“ // red lines show soundscapes that ar
  2028. soundscape_dumpclient // Dumps the clients soundscape data.
  2029. soundscape_fadetime „3“ // Time to crossfade sound effects between soundscapes
  2030. soundscape_flush // Flushes the server & client side soundscapes
  2031. soundscape_radius_debug „0“ // Prints current volume of radius sounds
  2032. spawnboomermenu // Show the Spawn Mode menu for boomers
  2033. spawnchargermenu // Show the Spawn Mode menu for chargers
  2034. spawnhuntermenu // Show the Spawn Mode menu for hunters
  2035. spawnjockeymenu // Show the Spawn Mode menu for jockeys
  2036. spawnmodemenu // Show the Spawn Mode menu
  2037. spawnsmokermenu // Show the Spawn Mode menu for smokers
  2038. spawnspittermenu // Show the Spawn Mode menu for spitters
  2039. spawn_behind_survivors_distance „0“
  2040. speak // Play a constructed sentence.
  2041. spec_allowroaming „0“
  2042. spec_centerchasecam „0“ // in chase came mode
  2043. spec_chasedistancestep „10“ // Amount to adjust the chase cams distance on a zoom request
  2044. spec_cinematic „0“
  2045. spec_freeze_distance_max „200“ // Maximum random distance from the target to stop when framing them in observer freeze cam.
  2046. spec_freeze_distance_min „96“ // Minimum random distance from the target to stop when framing them in observer freeze cam.
  2047. spec_freeze_time „4“ // Time spend frozen in observer freeze cam.
  2048. spec_freeze_traveltime „0“ // Time taken to zoom in to frame a target in observer freeze cam.
  2049. spec_help // Show spectator help screen
  2050. spec_keep_team_cc „1“ // Use team color correction even when spectating in vs mode
  2051. spec_keep_team_glows „1“ // Use team glows even when spectating in vs mode
  2052. spec_menu // Activates spectator menu
  2053. spec_mode // Set spectator mode
  2054. spec_next // Spectate next player
  2055. spec_player // Spectate player by name
  2056. spec_pos // dump position and angles to the console
  2057. spec_prev // Spectate previous player
  2058. spec_scoreboard „0“
  2059. spec_target
  2060. spec_target_clear
  2061. spike // generates a fake spike
  2062. spitter_pz_claw_dmg „4“ // Amount of damage done by a PZ spitters regular melee attack
  2063. spit_scaling_min_scale „0“ // minimum scale to apply to spit damage when common dps is near max
  2064. ss_map // Start playing on specified map with max allowed splitscreen players.
  2065. ss_splitmode „0“ // 2 – vertical (only allowed in widescr
  2066. startdemos // Play demos in demo sequence.
  2067. startmovie // Start recording movie frames.
  2068. startupmenu // and were not in developer
  2069. star_memory // Dump memory stats
  2070. stats // Prints server performance variables
  2071. stats_nexthighlight
  2072. stats_show_empty „0“
  2073. status // Display map and connection status.
  2074. stop // Finish recording demo.
  2075. stopdemo // Stop playing back a demo.
  2076. stopsound
  2077. stopsoundscape // Stops all soundscape processing and fades current looping sounds
  2078. stringtabledictionary // Create dictionary for current strings.
  2079. stuffcmds // Parses and stuffs command line + commands to command buffer.
  2080. suitvolume „0“
  2081. surfaceprop // Reports the surface properties at the cursor
  2082. survivor_accuracy_upgrade_factor „0“
  2083. survivor_autolook_voc_delay „1“ // a survivor will say a smartlook concept for it if available.
  2084. survivor_burn_factor_easy „0“ // Flame damage multiplier
  2085. survivor_burn_factor_expert „1“ // Flame damage multiplier
  2086. survivor_burn_factor_hard „0“ // Flame damage multiplier
  2087. survivor_burn_factor_normal „0“ // Flame damage multiplier
  2088. survivor_calm_damage_delay „5“ // survivors are not calm for this many seconds after taking damage
  2089. survivor_calm_deploy_delay „2“ // survivors are not calm for this many seconds after switching weapons
  2090. survivor_calm_intensity „0“ // survivors are not calm if their intensity level is above this point
  2091. survivor_calm_no_flashlight „1“ // to keep the weapon pointing along the flashlight beam
  2092. survivor_calm_recent_enemy_delay „5“ // survivors are not calm for this many seconds after seeing an enemy
  2093. survivor_calm_weapon_delay „5“ // survivors are not calm for this many seconds after firing
  2094. survivor_crawl_speed „15“
  2095. survivor_crouch_speed „75“
  2096. survivor_damage_speed_factor „0“ // How much a Survivor is slowed when hit by an Infected
  2097. survivor_debug_active_area_set „0“
  2098. survivor_debug_in_combat „0“
  2099. survivor_debug_visibility „0“
  2100. survivor_drag_speed_multiplier „0“ // Multiplier to speed when we are dragging somebody.
  2101. survivor_drag_type „0“ // 2: continuous drag
  2102. survivor_ff_avoidance „0“
  2103. survivor_ff_avoidance_pitch „20“
  2104. survivor_ff_avoidance_yaw „10“
  2105. survivor_ff_tolerance „26“
  2106. survivor_fog_vocalize_percent „0“ // The percent of the fog end distance that stops vocalizations.
  2107. survivor_friendly_fire_factor_easy „0“
  2108. survivor_friendly_fire_factor_expert „0“
  2109. survivor_friendly_fire_factor_hard „0“
  2110. survivor_friendly_fire_factor_normal „0“
  2111. survivor_fumes_walk_speed „85“
  2112. survivor_give_attract_timeout „12“ // How long to try and attract a recipient for an item give before giving up
  2113. survivor_hanging_eye_height „85“
  2114. survivor_hanging_from_tongue_eye_height „40“
  2115. survivor_helping_hand_inhibit_duration „1“
  2116. survivor_hitsound_interval_timer „0“
  2117. survivor_incapacitated_accuracy_penalty „0“ // Penalty given for shooting while incapacitated.
  2118. survivor_incapacitated_cycle_time „0“ // overriding weapon.
  2119. survivor_incapacitated_dizzy_severity „2“ // how much bump we add to a incapd players mouse.
  2120. survivor_incapacitated_dizzy_timer „2“ // How often our incapd dizzy-drift changes directions.
  2121. survivor_incapacitated_eye_height „24“
  2122. survivor_incapacitated_reload_multiplier „1“ // Multiplier to reload time when incapacitated.
  2123. survivor_incapacitated_roll „20“
  2124. survivor_intensity_decay_threat_range „750“
  2125. survivor_intensity_recent_enemy_duration „5“
  2126. survivor_it_duration „20“
  2127. survivor_knockdown_roll „-20“
  2128. survivor_lazy_active_set „1“
  2129. survivor_ledge_grab_ground_check_time „3“
  2130. survivor_ledge_scales_health „1“
  2131. survivor_limp_health „40“
  2132. survivor_limp_walk_speed „85“
  2133. survivor_max_incapacitated_count „2“ // How many times you can be incapacitated instead of killed between health kits.
  2134. survivor_max_lunge_stagger_distance „30“ // crouched survivor can stagger after being lunged.
  2135. survivor_max_lunge_stagger_speed „220“ // Hunters lunging this fast stagger survivors with full power.
  2136. survivor_max_tongue_stagger_distance „200“
  2137. survivor_max_tongue_stagger_duration „1“
  2138. survivor_max_tug_distance „300“
  2139. survivor_max_tug_duration „1“
  2140. survivor_min_lunge_stagger_speed „50“ // Hunters must be lunging this fast to stagger a survivor.
  2141. survivor_no_pounce_or_hang „0“
  2142. survivor_pounce_victim_eye_height „12“
  2143. survivor_push „0“
  2144. survivor_revive_duration „5“
  2145. survivor_revive_health „30“ // How much temp health you get revived with.
  2146. survivor_shove_teammates „0“
  2147. survivor_speed „210“
  2148. survivor_speed_boost_factor „1“ // Speed boost from upgrade
  2149. survivor_sprint_multiplier „1“
  2150. survivor_stun_immunity_duration „0“
  2151. survivor_team_hit_pitch_max „10“
  2152. survivor_team_hit_pitch_min „-10“
  2153. survivor_team_hit_yaw_max „10“
  2154. survivor_team_hit_yaw_min „-10“
  2155. survivor_unstoppable_speed „150“
  2156. survivor_vision_range „1500“
  2157. survivor_vision_range_obscured „750“
  2158. sv_allow_lobby_connect_only „1“ // may not connect directly.
  2159. sv_allow_wait_command „1“ // Allow or disallow the wait command on clients connected to this server.
  2160. sv_alltalk „0“ // no team restrictions
  2161. sv_alternateticks „0“ // server only simulates entities on even numbered ticks.
  2162. sv_always_full_flush „0“
  2163. sv_banid_enabled „1“ // Whether server supports banid command
  2164. sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
  2165. sv_cheats „0“ // Allow cheats on server
  2166. sv_clearhinthistory // Clear memory of server side hints displayed to the player.
  2167. sv_consistency „1“ // Whether the server enforces file consistency for critical files
  2168. sv_contact „0“ // Contact email for server sysop
  2169. sv_crash // Causes a server crash for testing
  2170. sv_cycle_latch_timer „0“ // How often to transmit our cycle to the client for corrections.
  2171. sv_demo_entity_record_rate „30“ // Set the server demo record rate for entities.
  2172. sv_doors_push_players „0“ // a door will push players out of the way as it opens and closes.
  2173. sv_downloadurl „0“ // Location from which clients can download missing files
  2174. sv_dumpstringtables „0“
  2175. sv_fallen_survivor_health_multiplier „20“
  2176. sv_footstepinterval „0“
  2177. sv_forcepreload „0“ // Force server side preloading.
  2178. sv_force_time_of_day „-1“ // 3 – afternoon
  2179. sv_gametypes „0“ // usually set on server launch command line.
  2180. sv_healing_gnome_replenish_rate „1“
  2181. sv_infected_ceda_vomitjar_probability „0“
  2182. sv_infected_riot_control_tonfa_probability „0“
  2183. sv_infinite_ammo „0“ // Players active weapon will never run out of ammo
  2184. sv_infinite_primary_ammo „0“ // Players primary weapon will never run out of ammo
  2185. sv_lagcompensationforcerestore „1“ // just do it.
  2186. sv_lan „0“ // no non-class C addresses )
  2187. sv_logbans „0“ // Log server bans in the server logs.
  2188. sv_logecho „1“ // Echo log information to the console.
  2189. sv_logfile „1“ // Log server information in the log file.
  2190. sv_logflush „0“ // Flush the log file to disk on each write (slow).
  2191. sv_logsdir „0“ // Folder in the game directory where server logs will be stored.
  2192. sv_log_onefile „0“ // Log server information to only one file.
  2193. sv_maxcmdrate „40“ // this sets the maximum value for cl_cmdrate.
  2194. sv_maxrate „0“ // 0 == unlimited
  2195. sv_memlimit „0“ // the server will exit.
  2196. sv_mincmdrate „0“ // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  2197. sv_minrate „5000“ // 0 == unlimited
  2198. sv_noclipaccelerate „5“
  2199. sv_noclipduringpause „0“ // etc.).
  2200. sv_noclipspeed „5“
  2201. sv_password „0“ // Server password for entry into multiplayer games
  2202. sv_pausable „0“ // Is the server pausable.
  2203. sv_permawipe „0“ // the campaign will restart fully if the Survivors die.
  2204. sv_phys2_stats // Dumps server physics stats
  2205. sv_player_stuck_tolerance „10“
  2206. sv_play_music // Play some music through the music engine
  2207. sv_precacheinfo // Show precache info.
  2208. sv_prop_door_max_close_attempts „8“ // Number of times blocked doors will try to close before becoming non-solid and forcing a close.
  2209. sv_pure // Show user data.
  2210. sv_pure_kick_clients „1“ // it will issue a warning to the client.
  2211. sv_pure_trace „0“ // the server will print a message whenever a client is verifying a CRC for a file.
  2212. sv_pvsskipanimation „1“ // Skips SetupBones when npcs are outside the PVS
  2213. sv_querycache_stats // Display status of the query cache (client only)
  2214. sv_rcon_banpenalty „0“ // Number of minutes to ban users who fail rcon authentication
  2215. sv_rcon_log „1“ // Enable/disable rcon logging.
  2216. sv_rcon_maxfailures „10“ // Max number of times a user can fail rcon authentication before being banned
  2217. sv_rcon_minfailures „5“ // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
  2218. sv_rcon_minfailuretime „30“ // Number of seconds to track failed rcon authentications
  2219. sv_regeneration_force_on „0“ // Cheat to test regenerative health systems
  2220. sv_region „-1“ // The region of the world to report this server in.
  2221. sv_reservation_timeout „120“ // Time in seconds before lobby reservation expires.
  2222. sv_search_key „0“ // restrict search to only dedicated servers having the same sv_search_key.
  2223. sv_search_team_key „0“ // set this key to match with known opponents team
  2224. sv_showfootsteps „0“ // 3=both)
  2225. sv_showhitboxes „-1“ // use on listen server only).
  2226. sv_showhitboxes_cursor // Show the hitboxes of the pointed-at entity
  2227. sv_showlagcompensation „0“ // Show lag compensated hitboxes whenever a player is lag compensated.
  2228. sv_showonlyhitbox „-1“
  2229. sv_showtags // Describe current gametags.
  2230. sv_shutdown // Sets the server to shutdown when all games have completed
  2231. sv_skyname „0“ // Current name of the skybox texture
  2232. sv_soundemitter_reload // Flushes the sounds.txt system
  2233. sv_soundscape_printdebuginfo // print soundscapes
  2234. sv_specaccelerate „5“
  2235. sv_specnoclip „1“
  2236. sv_specspeed „3“
  2237. sv_spectatoridletime „3“
  2238. sv_steamgroup „0“ // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
  2239. sv_steamgroup_exclusive „0“ // public people will be able to join the ser
  2240. sv_stop_music // Stop some music through the music engine
  2241. sv_sync_anims_spawn „0“
  2242. sv_tags „0“ // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
  2243. sv_tankpropfade „1“
  2244. sv_turbophysics_shadow „0“ // players have physics shadows even when sv_turbophysics is 1
  2245. sv_unlockedchapters „1“ // Highest unlocked game chapter.
  2246. sv_visiblemaxplayers „-1“ // Overrides the max players reported to prospective clients
  2247. sv_voiceenable „1“
  2248. sv_vote_creation_timer „180“ // How often someone can individually call a vote.
  2249. sv_vote_plr_map_limit „3“ // Number of failed votes a user can call per map
  2250. sv_vote_show_caller „1“ // 0: No)
  2251. sys_minidumpspewlines „500“ // Lines of crash dump console spew to keep.
  2252. tank_attack_range „50“ // Distance from Survivor that tank triggers own swing.
  2253. tank_auto_swing „0“
  2254. tank_burn_duration „75“ // versus and survival
  2255. tank_burn_duration_expert „85“ // Number of seconds a burning Tank takes to die in expert
  2256. tank_burn_duration_hard „80“ // Number of seconds a burning Tank takes to die in hard
  2257. tank_fist_radius „15“
  2258. tank_ground_pound_duration „1“
  2259. tank_ground_pound_reveal_distance „500“
  2260. tank_raffle_debug „0“ // Fill the tank raffle with dummy values for debugging
  2261. tank_run_spawn_delay „15“
  2262. tank_stasis_time_suicide „30“
  2263. tank_stuck_failsafe „1“
  2264. tank_stuck_time_choose_new_target „2“
  2265. tank_stuck_time_suicide „10“
  2266. tank_stuck_visibility_tolerance_choose_new_target „5“
  2267. tank_stuck_visibility_tolerance_suicide „15“
  2268. tank_swing_arc „180“
  2269. tank_swing_duration „0“ // Duration of the actual swing
  2270. tank_swing_fast_interval „0“ // Interval between tank swings when he is clearing zombies out of his path
  2271. tank_swing_interval „1“ // Interval between tank swings
  2272. tank_swing_miss_interval „1“ // Interval between tank swings after a miss
  2273. tank_swing_physics_prop_force „4“ // Multiplier for tank hitting a phys prop.
  2274. tank_swing_range „56“ // Range of the actual swing
  2275. tank_swing_yaw „80“
  2276. tank_throw_aim_error „100“ // Margin of error for Easy mode Tank rock throws
  2277. tank_throw_allow_range „250“ // How far away our victim must be before well try to throw debris at them
  2278. tank_throw_lead_time_factor „0“ // How much to lead a moving target
  2279. tank_throw_loft_rate „0“ // Tank adds this angle/distance when throwing
  2280. tank_throw_max_loft_angle „30“ // Maximum loft angle for Tank throw angle adjustment
  2281. tank_throw_min_interval „8“ // Minimum interval between Tank rock throws
  2282. tank_visibility_tolerance_suicide „60“
  2283. tank_windup_time „0“ // Time from intent to swing that swing actually happens.
  2284. terror_ammo_multiplier „2“
  2285. testhudanim // Test a hud element animation. Arguments: <anim name>
  2286. Test_CreateEntity
  2287. test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  2288. Test_EHandle
  2289. test_entity_blocker // Test command that drops an entity blocker out in front of the player.
  2290. test_freezeframe // Test the freeze frame code.
  2291. Test_InitRandomEntitySpawner
  2292. Test_Loop // Test_Loop <loop name> – loop back to the specified loop start point unconditionally.
  2293. Test_LoopCount // Test_LoopCount <loop name> <count> – loop back to the specified loop start point the specified # of times.
  2294. Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> – loop back to the specified start point for the specified # of seconds.
  2295. test_outtro_pzendgame
  2296. test_outtro_stats
  2297. test_point
  2298. Test_ProxyToggle_EnableProxy
  2299. Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
  2300. Test_ProxyToggle_SetValue
  2301. Test_RandomChance // 0-100> <token1> <token2…> – Roll the dice and maybe run the command following the percenta
  2302. Test_RandomizeInPVS
  2303. Test_RandomPlayerPosition
  2304. Test_RemoveAllRandomEntities
  2305. Test_RunFrame
  2306. Test_SendKey
  2307. Test_SpawnRandomEntities
  2308. Test_StartLoop // Test_StartLoop <loop name> – Denote the start of a loop. Really just defines a named point you can jump to.
  2309. Test_StartScript // Start a test script running..
  2310. Test_Wait
  2311. Test_WaitForCheckPoint
  2312. texture_budget_background_alpha „128“ // how translucent the budget panel is
  2313. texture_budget_panel_bottom_of_history_fraction „0“ // number between 0 and 1
  2314. texture_budget_panel_height „284“ // height in pixels of the budget panel
  2315. texture_budget_panel_width „512“ // width in pixels of the budget panel
  2316. texture_budget_panel_x „0“ // number of pixels from the left side of the game screen to draw the budget panel
  2317. texture_budget_panel_y „450“ // number of pixels from the top side of the game screen to draw the budget panel
  2318. tf_escort_score_rate „1“ // in points per second
  2319. think_limit „10“ // warning is printed if this is exceeded.
  2320. thirdperson // Switch to thirdperson camera.
  2321. thirdpersonshoulder // Switch to thirdperson-shoulder camera.
  2322. thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
  2323. threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
  2324. threadpool_run_tests
  2325. thread_test_tslist
  2326. thread_test_tsqueue
  2327. timedemo // Play a demo and report performance info.
  2328. timedemoquit // and then exit
  2329. timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
  2330. timerefresh // Profile the renderer.
  2331. tir_maxpitch „15“ // TrackIR Max Pitch
  2332. tir_maxroll „90“ // TrackIR Max Roll
  2333. tir_maxx „4“ // TrackIR Max X
  2334. tir_maxy „6“ // TrackIR Max Y
  2335. tir_maxyaw „90“ // TrackIR Max Yaw
  2336. tir_maxz „1“ // TrackIR Max Z
  2337. toggle // or cycles through a set of values.
  2338. toggleconsole // Show/hide the console.
  2339. togglescores // Toggles score panel
  2340. toggle_duck
  2341. tongue_allow_voluntary_release „0“ // Can a Smoker let go with his tongue by clicking or turning away?
  2342. tongue_bend_point_deflection „5“ // How far off the first obstacle the tongue bends.
  2343. tongue_bend_point_needs_LOS „0“ // Does a bent tongue still need LOS from the bend point?
  2344. tongue_break_from_damage_amount „50“ // How much damage to the smoker makes him let go of his victim.
  2345. tongue_choke_damage_amount „10“ // How much damage the choke does.
  2346. tongue_choke_damage_interval „1“ // How often the choke does damage.
  2347. tongue_cone_start_tolerance „0“ // How wide the cone is for a tongue hit.
  2348. tongue_debug „0“ // Print debug info for tongue
  2349. tongue_drag_damage_amount „3“ // How much damage the tongue drag does.
  2350. tongue_dropping_to_ground_time „2“ // A miss or a wall hit will wait this long before pulling back.
  2351. tongue_fly_speed „1000“ // How fast a tongue flies through the air.
  2352. tongue_force_break „0“ // for debugging
  2353. tongue_gravity_force „4000“ // The speed that gravity tries to pull us downwards while being tongued.
  2354. tongue_health „100“ // Tongue health
  2355. tongue_hit_delay „20“ // from the time he lets go.
  2356. tongue_los_forgiveness_time „1“ // A traveling tongue can lose LOS for this amount of time and still hit.
  2357. tongue_miss_delay „15“ // How long a smoker must wait to shoot his tongue after a miss.
  2358. tongue_no_progress_break_interval „10“ // How long of the victim making no progress until we break the tongue.
  2359. tongue_no_progress_choke_early_ambush_delay „0“ // Use a smaller delay if the smoker started choking us from behind. So this plus TongueNoProgressChokeTime equals the earliest st
  2360. tongue_no_progress_choke_early_delay „1“ // We wont think about ground choking for this long after the hit. So this plus TongueNoProgressChokeTime equals the earliest sta
  2361. tongue_no_progress_choke_time „0“ // start to hurt him.
  2362. tongue_no_progress_damage_interval „0“ // How long of the victim making no progress until we start choking him.
  2363. tongue_no_progress_tolerance „25“ // start to hurt him.
  2364. tongue_player_dropping_to_ground_time „1“ // How long after the tongue disconnects will a player need to wait.
  2365. tongue_range „750“ // How far a smoker can shoot his tongue.
  2366. tongue_release_fatigue_penalty „2500“ // to slow him down.
  2367. tongue_start_pull_delay „0“ // How long from tongue contact to tongue pulling.
  2368. tongue_unbend „1“ // Can the smoker tongue unbend?
  2369. tongue_vertical_choke_dot „0“ // DotProduct between tongue and vertical required to start choking.
  2370. tongue_vertical_choke_height „40“ // Need to have victim this high off ground to choke him.
  2371. tongue_vertical_choke_time_off_ground „0“ // Need to have victim off ground for this long to choke him.
  2372. tongue_victim_acceleration „30“ // Acceleration while tongued.
  2373. tongue_victim_accuracy_penalty „0“ // How much someones accuracy suffers while being dragged by a tongue.
  2374. tongue_victim_max_speed „175“ // The fastest the tongue can get you going.
  2375. tongue_vs_cone_start_tolerance „0“ // How wide the cone is for a tongue hit in versus.
  2376. toolload // Load a tool.
  2377. tp_schedule_post_think „1“ // Schedule post-think operations to run at 10hz
  2378. travel_distance // Build the shortest path from the previously marked area to the currently selected one and print the length of that path.
  2379. tv_clients // Shows list of connected SourceTV clients.
  2380. tv_msg // Send a screen message to all clients.
  2381. tv_nochat „0“ // Dont receive chat messages from other SourceTV spectators
  2382. tv_port „27020“ // Host SourceTV port
  2383. tv_record // Starts SourceTV demo recording.
  2384. tv_relay // Connect to SourceTV server and relay broadcast.
  2385. tv_retry // Reconnects the SourceTV relay proxy.
  2386. tv_status // Show SourceTV server status.
  2387. tv_stop // Stops the SourceTV broadcast.
  2388. tv_stoprecord // Stops SourceTV demo recording.
  2389. ui_l4d_debug „0“
  2390. ui_play_online_browser „1“ // Whether play online displays a browser or plain search dialog.
  2391. ui_posedebug_fade_in_time „0“ // Time during which a new pose activity layer is shown in green in +posedebug UI
  2392. ui_posedebug_fade_out_time „0“ // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
  2393. ui_public_lobby_filter_campaign „0“ // Filter type for campaigns on the public lobby display
  2394. ui_public_lobby_filter_difficulty2 „0“ // Filter type for difficulty on the public lobby display
  2395. ui_public_lobby_filter_status „0“ // Filter type for game status on the public lobby display
  2396. ui_reloadscheme // Reloads the resource files for the active UI window
  2397. unbind // Unbind a key.
  2398. unbindall // Unbind all keys.
  2399. unload_all_addons // Reloads the search paths for game addons.
  2400. unpause // Unpause the game.
  2401. update_addon_paths // Reloads the search paths for game addons.
  2402. upgradepack_forward_dist „30“
  2403. upgradepack_max_drop_dist „30“
  2404. upgrade_add // Adds an upgrade to the survivor
  2405. upgrade_explosive_bullet_force „2“
  2406. upgrade_explosive_slug_force „4“
  2407. upgrade_laser_sight_spread_factor „0“
  2408. upgrade_pack_use_duration „1“
  2409. upgrade_remove // Removes an upgrade from the survivor
  2410. upgrade_show_explosive_ammo_radius „0“
  2411. use // Use a particular weapon Arguments: <weapon_name>
  2412. user // Show user data.
  2413. users // Show user info for players on server.
  2414. vcollide_wireframe „0“ // Render physics collision models in wireframe
  2415. vehicle_flushscript // Flush and reload all vehicle scripts
  2416. version // Print version info string.
  2417. versus_boss_buffer „2200“
  2418. versus_boss_debug „0“ // Enable debug output for versus tank/witch spawning logic
  2419. versus_boss_flow_max „0“ // Max fraction of map flow for tank/witch spawn location
  2420. versus_boss_flow_max_finale „0“ // Max fraction of map flow for tank/witch spawn location within the finale map of a campaign
  2421. versus_boss_flow_max_intro „0“ // Max fraction of map flow for tank/witch spawn location within the first map of a campaign
  2422. versus_boss_flow_min „0“ // Min fraction of map flow for tank/witch spawn location
  2423. versus_boss_flow_min_finale „0“ // Min fraction of map flow for tank/witch spawn location within the finale map of a campaign
  2424. versus_boss_flow_min_intro „0“ // Min fraction of map flow for tank/witch spawn location within the first map of a campaign
  2425. versus_boss_flow_test // so PZs can spawn even if survivors are still in the safe room
  2426. versus_boss_padding_max „0“ // How far apart the tank/witch have to be along the flow
  2427. versus_boss_padding_min „0“ // How far apart the tank/witch have to be along the flow
  2428. versus_level_restart_delay „4“ // restart the map after this many seconds.
  2429. versus_shove_hunter_fov „90“ // Angle that survivor shove will hit hunters
  2430. versus_shove_hunter_fov_pouncing „45“ // Angle that survivor shove will hit hunters while pouncing
  2431. versus_shove_jockey_fov_leaping „45“ // Angle that survivor shove will hit jockeys while leaping
  2432. versus_special_respawn_interval „20“
  2433. versus_tank_chance „0“ // Chance of a tank spawning within a regular versus map
  2434. versus_tank_chance_finale „0“ // Chance of a tank spawning within the finale map of a campaign
  2435. versus_tank_chance_intro „0“ // Chance of a tank spawning within the first map of a campaign
  2436. versus_tank_flow_team_variation „0“ // Window of flow distance that the tank can spawn in for the second team in versus
  2437. versus_winning_team_goes_last „1“ // the team that is losing plays as survivors first
  2438. versus_witch_chance „0“ // Chance of a witch spawning within a regular versus map
  2439. versus_witch_chance_finale „0“ // Chance of a witch spawning within the finale map of a campaign
  2440. versus_witch_chance_intro „0“ // Chance of a witch spawning within the first map of a campaign
  2441. versus_witch_flow_team_variation „0“ // Window of flow distance that the witch can spawn in for the second team in versus
  2442. vgui_drawtree „0“ // Draws the vgui panel hiearchy to the specified depth level.
  2443. vgui_drawtree_clear
  2444. vgui_dump_panels // vgui_dump_panels [visible]
  2445. vgui_spew_fonts
  2446. vgui_togglepanel // show/hide vgui panel by name.
  2447. viewanim_addkeyframe
  2448. viewanim_create // viewanim_create
  2449. viewanim_load // load animation from file
  2450. viewanim_reset // reset view angles!
  2451. viewanim_save // Save current animation to file
  2452. viewanim_test // test view animation
  2453. viewmodel_fov „50“
  2454. viewmodel_offset_x „0“
  2455. viewmodel_offset_y „0“
  2456. viewmodel_offset_z „0“
  2457. view_offset_down „16“
  2458. view_offset_forward „8“
  2459. view_offset_up „-16“
  2460. vismon_poll_frequency „0“
  2461. vismon_trace_limit „12“
  2462. vis_debug „0“
  2463. vis_force „0“
  2464. vm_debug „0“
  2465. voicerecord_toggle
  2466. voice_enable „1“
  2467. voice_forcemicrecord „1“
  2468. voice_inputfromfile „0“ // Get voice input from voice_input.wav rather than from the microphone.
  2469. voice_loopback „0“
  2470. voice_modenable „1“ // Enable/disable voice in this mod.
  2471. voice_mute // Mute a specific Steam user
  2472. voice_recordtofile „0“ // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
  2473. voice_reset_mutelist // Reset all mute information for all players who were ever muted.
  2474. voice_scale „0“
  2475. voice_show_mute // Show whether current players are muted.
  2476. voice_spatialize „0“ // Spatializes voice chat
  2477. voice_threshold „576“
  2478. voice_unmute // or `all` to unmute all connected players.
  2479. voice_vox „0“ // Voice chat uses a vox-style always on
  2480. volume „0“ // Sound volume
  2481. vomitjar_duration_infected_bot „20“
  2482. vomitjar_duration_infected_pz „20“
  2483. vomitjar_duration_survivor „5“
  2484. vomitjar_radius „110“
  2485. vomitjar_radius_survivors „0“
  2486. voxeltree_box // Vector(max)>.
  2487. voxeltree_playerview // View entities in the voxel-tree at the player position.
  2488. voxeltree_sphere // float(radius)>.
  2489. voxeltree_view // View entities in the voxel-tree.
  2490. vox_reload // Reload sentences.txt file
  2491. vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
  2492. vprof // Toggle VProf profiler
  2493. vprof_adddebuggroup1 // add a new budget group dynamically for debugging
  2494. vprof_cachemiss // Toggle VProf cache miss checking
  2495. vprof_cachemiss_off // Turn off VProf cache miss checking
  2496. vprof_cachemiss_on // Turn on VProf cache miss checking
  2497. vprof_child
  2498. vprof_collapse_all // Collapse the whole vprof tree
  2499. vprof_dump_counters // Dump vprof counters to the console
  2500. vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
  2501. vprof_expand_all // Expand the whole vprof tree
  2502. vprof_expand_group // Expand a budget group in the vprof tree by name
  2503. vprof_generate_report // Generate a report to the console.
  2504. vprof_generate_report_AI // Generate a report to the console.
  2505. vprof_generate_report_AI_only // Generate a report to the console.
  2506. vprof_generate_report_budget // Generate a report to the console based on budget group.
  2507. vprof_generate_report_hierarchy // Generate a report to the console.
  2508. vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
  2509. vprof_generate_report_map_load // Generate a report to the console.
  2510. vprof_graphheight „256“
  2511. vprof_graphwidth „512“
  2512. vprof_nextsibling
  2513. vprof_off // Turn off VProf profiler
  2514. vprof_on // Turn on VProf profiler
  2515. vprof_parent
  2516. vprof_playback_average // Average the next N frames.
  2517. vprof_playback_start // Start playing back a recorded .vprof file.
  2518. vprof_playback_step // step to the next tick.
  2519. vprof_playback_stepback // step to the previous tick.
  2520. vprof_playback_stop // Stop playing back a recorded .vprof file.
  2521. vprof_prevsibling
  2522. vprof_record_start // Start recording vprof data for playback later.
  2523. vprof_record_stop // Stop recording vprof data
  2524. vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
  2525. vprof_remote_stop // Stop an existing remote VProf data request
  2526. vprof_reset // Reset the stats in VProf profiler
  2527. vprof_reset_peaks // Reset just the peak time in VProf profiler
  2528. vprof_to_csv // Convert a recorded .vprof file to .csv.
  2529. vprof_unaccounted_limit „0“ // number of milliseconds that a node must exceed to turn red in the vprof panel
  2530. vprof_verbose „1“ // Set to one to show average and peak times
  2531. vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
  2532. vprof_warningmsec „10“ // Above this many milliseconds render the label red to indicate slow code.
  2533. vs_defib_penalty „25“ // Score penalty for each time a defibrillator is used
  2534. vs_incap_bonus „10“ // per incap in a chapter
  2535. vs_max_team_switches „1“
  2536. vs_survival_bonus „25“ // Bonus score per survivor for completing a chapter
  2537. vs_survivor_damage_reduction „0“
  2538. vs_tank_damage „24“ // Amount of damage done by a vs tanks melee attack
  2539. vs_threat_initial_distance_first_map_max „12000“ // Max distance of starting threat area in vs mode on the first map
  2540. vs_threat_initial_distance_first_map_min „8000“ // Min distance of starting threat area in vs mode on the first map
  2541. vs_threat_initial_distance_max „8000“ // Max distance of starting threat area in vs mode
  2542. vs_threat_initial_distance_min „3000“ // Min distance of starting threat area in vs mode
  2543. vs_threat_radius „200“ // Distance from the escape route for placing threats
  2544. vs_tiebreak_bonus „25“ // Score awarded for winning a versus tiebreaker
  2545. vtune // Controls VTunes sampling.
  2546. warp_all_survivors_here // Warp all survivors to the players cursor
  2547. warp_all_survivors_to_battlefield // Warp all Survivors to the battlefield
  2548. warp_all_survivors_to_checkpoint // Warp all Survivors to the exit checkpoint
  2549. warp_all_survivors_to_finale // Warp all Survivors to the finale radio
  2550. warp_far_survivor_here // Teleport the farthest away Survivor to your cursor position
  2551. warp_to_start_area // Warp yourself to a survivor spawn area
  2552. weapon_reparse_client // Reloads the weapon script files
  2553. weapon_reparse_server // Reloads the weapon script files
  2554. windows_speaker_config „1“
  2555. wipe_attributes // Clear all attributes of selected area.
  2556. wipe_nav_attributes // Clear all nav attributes of selected area.
  2557. witch_force_wander „0“
  2558. writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
  2559. writeip // Save the ban list to banned_ip.cfg.
  2560. xbox_autothrottle „1“
  2561. xbox_throttlebias „100“
  2562. xbox_throttlespoof „200“
  2563. xload // Load a saved game from a 360 storage device.
  2564. xlook
  2565. xmove
  2566. xsave // Saves current game to a 360 storage device.
  2567. z_acquire_far_range „2500“
  2568. z_acquire_far_time „5“
  2569. z_acquire_near_range „200“
  2570. z_acquire_near_time „0“
  2571. z_acquire_time_variance_factor „0“
  2572. z_add // Add an Infected – optional x y z arguments for world position to add them
  2573. z_added_light_debug „0“
  2574. z_alert_dot „0“
  2575. z_alert_range „1000“
  2576. z_allow_ai_to_use_abilities „1“ // etc
  2577. z_attack_flow_range „1500“
  2578. z_attack_incapacitated_damage „10“
  2579. z_attack_infected_it_damage „10“ // Damage done per claw hit by infected on other infected who are IT
  2580. z_attack_pz_it_damage „20“ // Damage done by infected on IT PZs
  2581. z_attention_range_lying_modifier „0“
  2582. z_attention_range_sitting_modifier „0“
  2583. z_avoidforce „2500“
  2584. z_avoidteammates „1“
  2585. z_avoid_max_range „100“
  2586. z_avoid_min_range „30“
  2587. z_avoid_power „10“
  2588. z_award_debug „0“ // Get debugging info on all award calcs to the console. (0|1|2|3 for none|yes-no thoughts|every thought|every spammy calc)
  2589. z_background_limit „20“ // How many common infected are on the background map at once.
  2590. z_backspeed „450“
  2591. z_boomer_gibs „0“
  2592. z_boomer_limit „1“
  2593. z_boomer_near_dist „180“
  2594. z_boss_crouch „0“ // Forces boss zombie bots to crouch
  2595. z_boundary_clear_type „1“ // 1 = new creep
  2596. z_boundary_max_range „5000“
  2597. z_boundary_spread_speed „200“
  2598. z_brawl_chance „2“
  2599. z_breakable_damage „4“
  2600. z_burning_lifetime „30“ // Number of seconds a burning zombie takes to crisp
  2601. z_burn_effect_duration „10“
  2602. z_burn_effect_strength „0“
  2603. z_camo_decay_rate „0“ // How fast the camouflage effect dies on ragdolls
  2604. z_carry_max_mass „250“
  2605. z_chance „60“
  2606. z_charger_allow_shove „0“ // 1 = Can be shoved
  2607. z_charger_health „600“ // Charger max health
  2608. z_charger_impact_epsilon „8“
  2609. z_charger_limit „1“
  2610. z_charger_max_prop_force „3000“
  2611. z_charger_pound_dmg „15“
  2612. z_charger_probe_alone „6“
  2613. z_charger_probe_attack „24“
  2614. z_charge_duration „2“
  2615. z_charge_impact_angle „0“
  2616. z_charge_impact_radius „120“
  2617. z_charge_interval „12“
  2618. z_charge_max_damage „10“
  2619. z_charge_max_force „800“
  2620. z_charge_max_speed „500“
  2621. z_charge_min_force „550“
  2622. z_charge_prop_damage „20“
  2623. z_charge_start_speed „250“
  2624. z_charge_tooshort „0“
  2625. z_charge_warmup „0“
  2626. z_claw_hit_pitch_max „20“
  2627. z_claw_hit_pitch_min „-20“
  2628. z_claw_hit_yaw_max „20“
  2629. z_claw_hit_yaw_min „-20“
  2630. z_clear_area_range „300“
  2631. z_clear_max_time „5“
  2632. z_clear_min_time „0“
  2633. z_clear_min_time_range „300“
  2634. z_clear_range „750“
  2635. z_close_target_notice_distance „60“ // How far an attacking zombie will look for a nearby target on their way to their chosen victim.
  2636. z_common_limit „30“ // How many common infecteds we can have at once.
  2637. z_cooldown_spawn_safety_range „1000“
  2638. z_cough_cloud_expire „14“ // You dont cough after a smoke cloud has existed this long.
  2639. z_cough_cloud_initial_cough_delay „0“ // You dont cough until smoke cloud exists for this long.
  2640. z_cough_cloud_radius „175“ // How far from center of smoke cloud makes you cough.
  2641. z_credits_interval „0“
  2642. z_crouch_speed „75“
  2643. z_cull_timeout „5“ // Grace period before player zombie is culled for being too far away
  2644. z_deafen_radius_one „100“
  2645. z_deafen_radius_three „200“
  2646. z_deafen_radius_two „150“
  2647. z_debug „0“
  2648. z_debug_avoid „0“
  2649. z_debug_breakables „0“
  2650. z_debug_climb „0“
  2651. z_debug_cull „0“
  2652. z_debug_escape_route „0“ // display information when escape route fails
  2653. z_debug_escape_scan „0“
  2654. z_debug_falling_damage „0“
  2655. z_debug_fog „0“
  2656. z_debug_infected_anim_report // Prints the servers layer info for the specified infected
  2657. z_debug_ledges „0“
  2658. z_debug_mob_spawn „0“
  2659. z_debug_neighbors „0“
  2660. z_debug_path_stress_test // Stress-tests Path::Compute() on an Infected. Optional argument is number of times to invoke Compute()
  2661. z_debug_population „0“
  2662. z_debug_spawnable_areas „0“ // Draws areas mobs can spawn from in green (normal) or blue (marked as OBSCURED in the nav)
  2663. z_debug_spawn_ahead „0“
  2664. z_debug_spawn_set „-1“ // 6=Above
  2665. z_debug_tank_spawn „1“ // When console spawning a tank automatically give it to a player.
  2666. z_decals // Splat decals on all infected
  2667. z_density_region_length „1500“
  2668. z_destroy_on_attack „0“ // destroy it. Useful for demos.
  2669. z_difficulty „0“ // Impossible)
  2670. z_director_special_spawn_delay „10“
  2671. z_discard_min_range „1000“ // Dont relocate PZs closer than this regardless of flow distance
  2672. z_discard_range „2500“ // Discard Zombies farther away than this
  2673. z_dont_clear „0“
  2674. z_door_reopen_interval „0“ // Closed doors can be re-opened after this amount of time
  2675. z_door_retry_interval „1“ // Interval at which blocked doors will try to reopen
  2676. z_do_tracers „1“ // Do we want tracers at all?
  2677. z_escape_route_alpha „25“
  2678. z_escape_route_force_visible „0“
  2679. z_experimental_blast_damage_probability „100“ // %
  2680. z_exploding_health „50“ // Exploding Zombie max health
  2681. z_exploding_shove_interval „10“
  2682. z_exploding_shove_max „5“
  2683. z_exploding_shove_min „4“
  2684. z_exploding_speed „175“
  2685. z_exploding_splat „50“ // Boomers splat instead of making a thud when taking this much falling damage
  2686. z_exploding_splat_radius „200“ // Boomers splattering on the ground make survivors inside this radius it
  2687. z_expressions „1“
  2688. z_fallen_kill_suppress_time „300“
  2689. z_fallen_max_count „1“
  2690. z_falling_land_forward_speed „200“ // Minimum falling speed to cause a stumbling forward landing animation to occur
  2691. z_falling_land_hard_speed „200“ // Minimum falling speed to cause a hard landing animation to occur
  2692. z_falling_land_speed „200“ // Minimum falling speed to cause a landing animation to occur
  2693. z_female_boomer_spawn_chance „25“
  2694. z_finale_chance „100“
  2695. z_finale_ghost_player_spawn_on_survivor „1“ // ghost spawn warping in finales put the ghost out of the world instead of cycling through survivors.
  2696. z_finale_spawn_safety_range „300“
  2697. z_finale_spawn_tank_safety_range „600“
  2698. z_fog_spawn „0“ // Set to 1 to use fogged areas as valid spawn areas
  2699. z_forcezombiemodel „0“ // remove variability in infected models and instead use the specified model from z_zombieforcemodelname
  2700. z_forcezombiemodelname „0“ // base name for the model from the models/infected directory to use for all infected if z_forcezombiemodel is set.
  2701. z_force_attack_from_sound_range „750“
  2702. z_forwardspeed „450“
  2703. z_friendly_fire_forgiveness „1“ // Ignore friendly fire that appears to be unintentional.
  2704. z_frustration „1“
  2705. z_frustration_blink_percent „0“
  2706. z_frustration_blink_rate „10“
  2707. z_frustration_lifetime „20“ // Frustration will accumulate for this many seconds before forcing an AI tank takeover
  2708. z_frustration_los_delay „2“
  2709. z_frustration_spawn_delay „10“
  2710. z_gas_health „250“ // Gas Zombie max health
  2711. z_gas_speed „210“
  2712. z_ghost_checkpoint_spawn_interval „30“ // Interval for spawning special zombies while survivors are in the checkpoint
  2713. z_ghost_delay_max „30“
  2714. z_ghost_delay_min „20“
  2715. z_ghost_finale_spawn_interval „20“ // Interval for spawning special zombies during the finale
  2716. z_ghost_spawn_interval „60“ // Interval for spawning special zombies
  2717. z_ghost_spawn_in_start „0“ // Allow ghosts to materialize while players are in the start area
  2718. z_ghost_speed „450“
  2719. z_ghost_travel_distance „1000“ // Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivors
  2720. z_gibs_per_frame „2“
  2721. z_gib_despawn_time „10“
  2722. z_gib_explosion_force_factor „0“
  2723. z_gib_force_factor „10“
  2724. z_gib_limb_distance „400“ // Rifles and sniper rifles can dismember at this range
  2725. z_gib_limb_distance_zoomed „800“ // Sniper rifles can dismember at this range when zoomed
  2726. z_grab_force „0“ // For testing – always grab ledges regardless of estimated falling damage
  2727. z_grab_ledges_solo „0“ // For testing – grab ledges even if youre the last survivor
  2728. z_gun_damage „10“
  2729. z_gun_debug_player_index „0“
  2730. z_gun_debug_spread „0“
  2731. z_gun_force „300“
  2732. z_gun_horiz_punch „0“ // Toggles horizontal punchangles for guns
  2733. z_gun_kick „0“ // Firing a gun can knock the players view this amount of the current spread
  2734. z_gun_physics_force „25“ // How hard we push things that arent players or doors.
  2735. z_gun_range „75“
  2736. z_gun_stun_duration „1“
  2737. z_gun_survivor_force „200“
  2738. z_gun_survivor_friend_push „1“ // Allow survivors to push survivors with a right click.
  2739. z_gun_survivor_shove_dot „0“ // Max dot of a shove swing that can push a fellow survivor
  2740. z_gun_swing_duration „0“
  2741. z_gun_swing_interval „0“
  2742. z_gun_vertical_punch „1“ // Toggles vertical punchangles for guns
  2743. z_health „50“ // Zombie max health
  2744. z_hear_gunfire_range „200“
  2745. z_hear_runner_far_range „750“
  2746. z_hear_runner_near_range „500“
  2747. z_hit_chainsawer_factor „0“ // Damage multiplier if zombie hits someone using a chainsaw
  2748. z_hit_from_behind_cosine „0“
  2749. z_hit_from_behind_factor „0“ // Damage multiplier if zombie hits Survivor from behind
  2750. z_hit_incap_factor_easy „0“ // Damage multiplier if zombie hits incapacitated Survivor
  2751. z_hit_incap_factor_expert „1“ // Damage multiplier if zombie hits incapacitated Survivor
  2752. z_hit_incap_factor_hard „1“ // Damage multiplier if zombie hits incapacitated Survivor
  2753. z_hit_incap_factor_normal „1“ // Damage multiplier if zombie hits incapacitated Survivor
  2754. z_holiday_gift_drop_chance „0“
  2755. z_hunter_ground_normal „0“
  2756. z_hunter_health „250“ // Zombie max health
  2757. z_hunter_limit „1“
  2758. z_hunter_lunge_stagger_time „1“
  2759. z_hunter_speed „300“
  2760. z_increment_head // Switch to next head bodygroup
  2761. z_increment_lower // Switch to next lower body bodygroup
  2762. z_increment_skin // Switch to next skin
  2763. z_increment_upper // Switch to next upper body bodygroup
  2764. z_infected_burn_strength „0“
  2765. z_Infected_debug „0“
  2766. z_infected_flashlight „1“
  2767. z_infected_invuln „0“
  2768. z_infected_move „1“
  2769. z_jockey_area_current_factor „1“
  2770. z_jockey_area_hazard_bonus „3000“
  2771. z_jockey_area_range_factor „2“
  2772. z_jockey_area_visibility_factor „500“
  2773. z_jockey_attach_delay „0“ // Time between hitting a player and visually attaching
  2774. z_jockey_blend_rate „1“
  2775. z_jockey_control_max „0“
  2776. z_jockey_control_min „0“
  2777. z_jockey_control_variance „0“
  2778. z_jockey_debug „0“
  2779. z_jockey_health „325“ // Zombie max health
  2780. z_jockey_leap_again_timer „5“ // How long after a dismount before the jockey can leap again.
  2781. z_jockey_leap_range „200“ // leap at them
  2782. z_jockey_leap_time „1“ // Time allowed between jockey bot leaps.
  2783. z_jockey_limit „1“
  2784. z_jockey_lookahead „400“
  2785. z_jockey_min_ledge_distance „200“ // z-delta required for the jockey to try to run you off a ledge
  2786. z_jockey_min_mounted_speed „0“
  2787. z_jockey_pounced_surv_bark „1“ // Select between behaviors for survivor shouts when pounced by jockey. 0 dispatches a SurvivorJockeyed concept to all players via
  2788. z_jockey_ride_damage „4“
  2789. z_jockey_ride_damage_delay „1“
  2790. z_jockey_ride_damage_interval „1“
  2791. z_jockey_ride_hazard_scan_distance „500“
  2792. z_jockey_ride_scan_distance „800“
  2793. z_jockey_ride_scan_interval „3“
  2794. z_jockey_speed „250“
  2795. z_jockey_speed_blend „2“
  2796. z_jockey_stagger_amount „0“
  2797. z_jockey_stagger_speed „2“
  2798. z_kill // Kill the pointed-at common infected
  2799. z_large_volume_mob_too_far_xy „1600“
  2800. z_large_volume_mob_too_far_z „128“
  2801. z_last_area_update_tolerance „4“ // Distance a character needs to travel in order to invalidate cached area
  2802. z_last_man_run_interval „3“
  2803. z_lean_wall_align_speed „300“
  2804. z_leap_attach_distance „60“
  2805. z_leap_far_attach_delay „0“
  2806. z_leap_force_attach_distance „40“
  2807. z_leap_interval „0“
  2808. z_leap_interval_post_incap „30“
  2809. z_leap_interval_post_ride „6“
  2810. z_leap_max_distance „200“
  2811. z_leap_power „400“
  2812. z_look_at_local_player „0“ // For demo purposes
  2813. z_lunge_interval „0“
  2814. z_lunge_power „600“
  2815. z_lunge_up „200“
  2816. z_max_blood_scale „3“ // The biggest starting scale a blood puff can be.
  2817. z_max_hunter_pounce_stagger_duration „0“ // Max time a PZ staggers when bashed by a survivor that was pounced by said hunter.
  2818. z_max_neighbor_range „200“ // Max range for neighbor collection for avoidance
  2819. z_max_path_length „5000“
  2820. z_max_stagger_duration „6“ // Max time a PZ staggers when bashed by a survivor.
  2821. z_mega_mob_size „50“
  2822. z_mega_mob_spawn_max_interval „900“
  2823. z_mega_mob_spawn_min_interval „420“
  2824. z_minigun_cooldown_time „3“ // Minigun cooldown time
  2825. z_minigun_damage_rate „48000“ // in health/minute
  2826. z_minigun_fire_think_interval „0“
  2827. z_minigun_overheat_time „20“ // Minigun overheat time
  2828. z_minigun_rate_of_fire „1500“ // in bullets/minute
  2829. z_minion_aim_tolerance „0“
  2830. z_minion_limit „3“
  2831. z_min_ladder_mount_dot „0“ // Minimum 2D dot product from players view to a ladder to be able to grab it
  2832. z_mob_min_notify_count „10“ // Mobs at least this large trigger mob events
  2833. z_mob_music_size „2“ // Spotting a mob this large plays music
  2834. z_mob_population_density „0“ // per square inch (0.0064 = 4 per 1×1 nav area)
  2835. z_mob_recharge_rate „0“
  2836. z_mob_sacrifice_timeout „5“
  2837. z_mob_spawn_finale_size „20“
  2838. z_mob_spawn_max_interval_easy „240“
  2839. z_mob_spawn_max_interval_expert „180“
  2840. z_mob_spawn_max_interval_hard „180“
  2841. z_mob_spawn_max_interval_normal „180“
  2842. z_mob_spawn_max_size „30“
  2843. z_mob_spawn_min_interval_easy „120“
  2844. z_mob_spawn_min_interval_expert „90“
  2845. z_mob_spawn_min_interval_hard „90“
  2846. z_mob_spawn_min_interval_normal „90“
  2847. z_mob_spawn_min_size „10“
  2848. z_mounted_gun_fire_think_interval „0“
  2849. z_must_wander „0“ // For testing. 0: default. 1: wandering zombies dont sit/lie down. -1: wandering zombies always sit/lie down.
  2850. z_mute_infected „0“ // etc
  2851. z_nav_debug „0“
  2852. z_nightvision_b „128“
  2853. z_nightvision_g „192“
  2854. z_nightvision_r „255“
  2855. z_noise_level_display „0“ // Show noise levels on players?
  2856. z_noise_level_fade_rate „40“ // after hold_time expires.
  2857. z_noise_level_footstep „135“ // How much noise we make with a footstep.
  2858. z_noise_level_hold_time „0“ // How long we hold a given noise level before it starts to fade.
  2859. z_noise_level_max „135“ // The highest the noise level can go.
  2860. z_noise_level_vocalize „135“ // How much noise we make when we say things.
  2861. z_non_head_damage_factor_easy „2“ // Damage to zombie from non-headshots is multiplied by this factor
  2862. z_non_head_damage_factor_expert „0“ // Damage to zombie from non-headshots is multiplied by this factor
  2863. z_non_head_damage_factor_hard „0“ // Damage to zombie from non-headshots is multiplied by this factor
  2864. z_non_head_damage_factor_normal „1“ // Damage to zombie from non-headshots is multiplied by this factor
  2865. z_notice_it_range „1500“
  2866. z_notice_near_range „100“
  2867. z_no_cull „0“ // the Director will not cull common infected
  2868. z_player_lunge_up „150“
  2869. z_player_zombie_debug „0“
  2870. z_player_zombie_land_delay „0“
  2871. z_player_zombie_min_dead_time „2“ // The minimum time a PC zombie must be dead before being eligible to respawn
  2872. z_play_activity // Play a specific activity on the pointed-at common infected
  2873. z_pounce_allow_partial_hidden „1“
  2874. z_pounce_crouch_delay „1“
  2875. z_pounce_damage „5“
  2876. z_pounce_damage_delay „1“
  2877. z_pounce_damage_interrupt „50“ // Taking this much damage interrupts a pounce attempt
  2878. z_pounce_damage_interval „0“
  2879. z_pounce_delay „0“
  2880. z_pounce_door_damage „500“
  2881. z_pounce_silence_range „500“
  2882. z_pounce_stumble_force „5“ // Force of the stumble effect when a hunter pounces on someone
  2883. z_prevent_burrowing „1“ // Use extra tracelines to prevent burrowing zombies
  2884. z_puking_eye_height „44“
  2885. z_pushaway_force „100“ // How hard the infected shove non-IT Survivors out of their way to reach the IT victim
  2886. z_push_force „2000“
  2887. z_push_mass_max „200“
  2888. z_randombodygroups „1“ // Set to zero to disable random body groups on infected
  2889. z_randomskins „1“ // Set to zero to disable random skins on infected
  2890. z_reload_chatter_debug „0“ // Should we give devtext explanations of why we didnt say Reloading?
  2891. z_reload_chatter_intensity „0“ // Intensity level at which players start saying Reloading
  2892. z_reload_chatter_nearby_friend_range „600“ // A friend needs to be this close to sayReloading
  2893. z_reload_chatter_recent_enemy „1“ // An enemy needs to have been seen this recently to say Reloading
  2894. z_reload_chatter_shotgun_ammo_threshold „6“ // Players dont say Reloading when reloading a shotgun that has this many shells already
  2895. z_reload_chatter_shotgun_interval „10“
  2896. z_removeitems // Removes all items from survivors
  2897. z_reserved_wanderers „0“
  2898. z_reset_population_counter // For debugging
  2899. z_respawn_distance „100“ // Infected can try a respawn within this far of their original spawn
  2900. z_respawn_interval „10“ // Infected can try a respawn within this many seconds of spawning
  2901. z_restrict_team_change „0“
  2902. z_round_start_replacement_time „30“
  2903. z_run_exertion_interval „1“
  2904. z_safe_spawn_range „250“ // Minimum range for spawning special zombies
  2905. z_scout_mob_spawn_range „3000“
  2906. z_shotgun_bonus_damage_multiplier „5“ // The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range.
  2907. z_shotgun_bonus_damage_range „100“ // A shotgun pellet hitting a common infected within this distance will get the z_shotgun_bonus_damage_multiplier bonus.
  2908. z_shove_friend_speed „130“
  2909. z_show_bottlenecks „0“
  2910. z_show_clear „0“
  2911. z_show_completely_visible_to_survivor_team „0“
  2912. z_show_damaging „0“
  2913. z_show_escape_route „0“
  2914. z_show_flow_delta „0“
  2915. z_show_flow_distance „0“
  2916. z_show_infected „0“
  2917. z_show_last_area „0“ // Draws a line from each player to the center of their last known nav area
  2918. z_show_mutually_visible_set „0“
  2919. z_show_population_density „0“
  2920. z_show_potentially_visible „0“
  2921. z_show_potentially_visible_to_survivor_team „0“
  2922. z_show_swings „0“
  2923. z_show_traffic „0“
  2924. z_sidespeed „450“
  2925. z_skip_wounds „0“
  2926. z_skirmish_spawn_max_interval „90“
  2927. z_skirmish_spawn_max_size „4“
  2928. z_skirmish_spawn_min_interval „45“
  2929. z_skirmish_spawn_min_size „1“
  2930. z_smoker_limit „1“
  2931. z_spawn // <tank|boomer|smoker|witch|hunter|spitter|jockey|charger|mob|common> <auto> <ragdoll> <area>. Spawns the specified zombie(s) un
  2932. z_spawn_const_ang // z_spawn will spawn new zombies at the yaw angle specified. Pass no arguments to disable.
  2933. z_spawn_const_distance „-1“ // its the distance from the player where z_spawn spawns a character (as opposed to raycasting to the nearest obstac
  2934. z_spawn_const_pos // z_spawn will spawn new zombies at the x y z coordinates specified. Pass no arguments to disable.
  2935. z_spawn_flow_limit „1500“
  2936. z_spawn_health „0“ // health given to a zombie spawned with z_spawn
  2937. z_spawn_height „12“ // Height above ground z_spawn places new infected
  2938. z_spawn_mobs_behind_chance „75“ // Percentage chance that a mob will spawn behind the Survivor team
  2939. z_spawn_mobs_from_selected_set „0“ // Spawn subsequent mobs from the currently selected set via the nav mesh editor
  2940. z_spawn_range „1500“
  2941. z_spawn_safety_range „550“
  2942. z_spawn_speed „450“
  2943. z_special_burn_dmg_scale „3“
  2944. z_special_spawn_interval „45“ // Interval for spawning special zombies
  2945. z_speed „250“
  2946. z_spew_areas „0“
  2947. z_spitter_health „100“ // Spitter zombie max health
  2948. z_spitter_high_chance „10“
  2949. z_spitter_limit „1“
  2950. z_spitter_max_wait_time „30“
  2951. z_spitter_range „850“
  2952. z_spitter_speed „210“
  2953. z_spit_detonate_delay „0“
  2954. z_spit_interval „20“
  2955. z_spit_latency „0“
  2956. z_spit_range „900“
  2957. z_spit_spread_delay „0“
  2958. z_spit_velocity „900“
  2959. z_splat_survivor_pitch_max „25“
  2960. z_splat_survivor_pitch_min „15“
  2961. z_splat_survivor_shake_amplitude „50“
  2962. z_splat_survivor_shake_duration „1“
  2963. z_splat_survivor_shake_frequency „150“
  2964. z_splat_survivor_shake_radius „10“
  2965. z_splat_survivor_yaw_max „10“
  2966. z_splat_survivor_yaw_min „-10“
  2967. z_stand_still „0“ // etc.
  2968. z_state_debug „0“ // Gives feedback on current zombie state.
  2969. z_stomp_always „0“ // Force melee attacks on single infected to always be stomps.
  2970. z_stumble_max_curve_accel „5“ // Rate of turn increase per second
  2971. z_stumble_max_curve_rate „10“ // Maximum degrees/sec turning while stumbling forward
  2972. z_tanks_block_molotovs „1“
  2973. z_tank_attack_interval „1“
  2974. z_tank_autoshotgun_dmg_scale „0“ // percent damage taken by the tank from the autoshotgun
  2975. z_tank_damage_slow_max_range „400“ // Range at which Tank is slowed by gunfire
  2976. z_tank_damage_slow_min_range „200“ // Range at which Tank is slowed by gunfire
  2977. z_tank_grenade_damage „750“ // How much damage a Tank takes from a grenade.
  2978. z_tank_grenade_launcher_dmg_scale „3“ // percent increase in damage done to the tank by grenade launcher
  2979. z_tank_grenade_roll „-10“
  2980. z_tank_grenade_slowdown „0“ // The speed setting put on a Tank when hit by a grenade.
  2981. z_tank_has_special_blood „0“ // Does the Tank get his own blood effect instead of the normal infected one?
  2982. z_tank_health „4000“ // Tank Zombie max health
  2983. z_tank_incapacitated_decay_rate „1“ // How much health a dying Tank loses each update.
  2984. z_tank_incapacitated_health „5000“ // Health Tank starts with in death throes.
  2985. z_tank_max_stagger_distance „400“ // Max distance a Tank staggers when hurt by a grenade.
  2986. z_tank_max_stagger_duration „6“ // Max time a Tank staggers when hit by a grenade.
  2987. z_tank_max_stagger_fade_duration „6“ // Fade in time when a Tank is staggered by a grenade.
  2988. z_tank_rock_debug „0“ // Show debug for the rock thinking about detonating on people.
  2989. z_tank_rock_radius „100“
  2990. z_tank_speed „210“
  2991. z_tank_speed_vs „210“
  2992. z_tank_stagger_fade_alpha „192“ // How opaque the screen fade is when a Tank is hit by a grenade.
  2993. z_tank_stagger_fade_duration „3“ // How long the screen fade lasts when a Tank is hit by a grenade.
  2994. z_tank_throw_fail_interval „0“ // How soon a tank can try again after failing to throw.
  2995. z_tank_throw_force „800“
  2996. z_tank_throw_health „50“ // Health of the tank projectile (0 disables)
  2997. z_tank_throw_interval „5“ // How often a tank can throw.
  2998. z_tank_walk_speed „100“
  2999. z_throttle_hit_interval_easy „0“ // Minimum time between damaging a Survivor from a mob
  3000. z_throttle_hit_interval_expert „1“ // Minimum time between damaging a Survivor from a mob
  3001. z_throttle_hit_interval_hard „0“ // Minimum time between damaging a Survivor from a mob
  3002. z_throttle_hit_interval_normal „0“ // Minimum time between damaging a Survivor from a mob
  3003. z_tracer_spacing „1“ // One in how many bullets is a tracer in automatic weapons.
  3004. z_transitioning_players_remove „1“
  3005. z_unwound_all // Clears all wounds from all infected
  3006. z_use_tolerance „0“
  3007. z_view_distance „0“ // etc)
  3008. z_vision_range „500“ // How far a Zombie can see.
  3009. z_vision_range_alert „1500“ // How far a Zombie can see when alert.
  3010. z_vision_range_daylight „2400“ // How far a Zombie can see in daylight
  3011. z_vision_range_obscured „500“ // How far a Zombie can see in OBSCURED areas.
  3012. z_vision_range_obscured_alert „750“ // How far a Zombie can see in OBSCURED areas when alert.
  3013. z_vocalize_burn_max_interval „3“ // The maximum time between vocalizing being burned
  3014. z_vocalize_burn_min_interval „2“ // The minimum time between vocalizing being burned
  3015. z_vocalize_shot_interval „0“ // The minimum time between vocalizing being shot
  3016. z_vomit „1“
  3017. z_vomit_boxsize „1“ // Size of vomit damage entities.
  3018. z_vomit_debug „0“ // Visualize the vomit damage.
  3019. z_vomit_drag „0“ // Air drag of vomit damage entities.
  3020. z_vomit_duration „1“ // How long a puker continuously pukes for.
  3021. z_vomit_fade_duration „5“ // How long the fade takes
  3022. z_vomit_fade_start „5“ // When the vomit starts to fade away
  3023. z_vomit_fatigue „3000“ // lower will just slow.
  3024. z_vomit_float „-130“ // Upward float velocity of vomit damage entities.
  3025. z_vomit_hit_pitch_max „15“
  3026. z_vomit_hit_pitch_min „-15“
  3027. z_vomit_hit_yaw_max „10“
  3028. z_vomit_hit_yaw_min „-10“
  3029. z_vomit_interval „30“ // How often a puker can puke.
  3030. z_vomit_lifetime „0“ // Time to live of vomit damage entities.
  3031. z_vomit_maxdamagedist „350“ // Maximum damage distance for vomit.
  3032. z_vomit_range „300“
  3033. z_vomit_slide_mult „0“ // Multiplier for second texture slide rate
  3034. z_vomit_slide_rate „0“ // Percentage of screen height per second
  3035. z_vomit_target_dot „0“
  3036. z_vomit_target_range „280“
  3037. z_vomit_vecrand „0“ // Random vector added to initial velocity of vomit damage entities.
  3038. z_vomit_velocity „1700“ // Initial velocity of vomit damage entities.
  3039. z_vomit_velocityfadeend „0“ // Time at which attackers velocity contribution finishes fading.
  3040. z_vomit_velocityfadestart „0“ // Time at which attackers velocity contribution starts to fade.
  3041. z_walk_speed „85“
  3042. z_wandering_density „0“
  3043. z_wind_dir // sets wind direction and strength
  3044. z_witch_allow_change_victim „1“
  3045. z_witch_anger_rate „0“
  3046. z_witch_attack_range „60“
  3047. z_witch_berserk_range „200“
  3048. z_witch_burn_time „15“
  3049. z_witch_damage „100“
  3050. z_witch_damage_per_kill_hit „30“
  3051. z_witch_discard_range „2000“
  3052. z_witch_flashlight_range „400“
  3053. z_witch_health „1000“ // Witch max health
  3054. z_witch_hostile_at_me_anger „2“
  3055. z_witch_max_retreat_range „2000“
  3056. z_witch_max_threat_time „7“
  3057. z_witch_min_retreat_range „750“
  3058. z_witch_min_threat_time „5“
  3059. z_witch_personal_space „100“
  3060. z_witch_relax_rate „0“
  3061. z_witch_retreat_exit_hidden_duration „10“
  3062. z_witch_retreat_exit_range „1000“
  3063. z_witch_retreat_min_duration „10“
  3064. z_witch_speed „300“
  3065. z_witch_speed_inured „200“
  3066. z_witch_threat_hostile_range „600“
  3067. z_witch_threat_normal_range „300“
  3068. z_witch_wander_hear_radius „72“
  3069. z_witch_wander_music_max_dist „2000000“
  3070. z_witch_wander_music_max_interval „20“
  3071. z_witch_wander_music_min_dist „90000“
  3072. z_witch_wander_music_min_interval „3“
  3073. z_witch_wander_personal_space „240“
  3074. z_witch_wander_personal_time „10“
  3075. z_wound // Cause a specified wound on the pointed-at common infected
  3076. z_wound_all // Cause a random wound on every common infected
  3077. z_wound_client_disabled „0“
  3078. z_wound_offset_enabled „0“
  3079. z_wound_particles „1“
  3080. z_zombie_knockoff_death „0“ // Knocking off a pouncing zombie instantly kills them.
  3081. z_zombie_lunge_push „0“ // Does the zombie lunge push players?
  3082. _autosave // Autosave
  3083. _autosavedangerous // AutoSaveDangerous
  3084. _bugreporter_restart // Restarts bug reporter .dll
  3085. _record // Record a demo incrementally.
  3086. _resetgamestats // Erases current game stats and writes out a blank stats file
  3087. _restart // Shutdown and restart the engine.

Ein Gedanke zu „Console Commands Left 4 Dead 2

Schreibe einen Kommentar