cvarlist cvar list -------------- _resetgamestats : cmd : : Erases current game stats and writes out a blank stats file _restart : cmd : : Shutdown and restart the engine. achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs. achievement_disable : 0 : , "sv", "cheat", "rep" : Turn off achievements. addip : cmd : : Add an IP address to the ban list. ai_debug_los : 0 : , "sv", "cheat" : NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l ai_debug_ragdoll_magnets : 0 : , "sv" : ai_debug_shoot_positions : 0 : , "sv", "cheat", "rep" : ai_debug_speech : 0 : , "sv" : ai_expression_frametime : 0 : , "sv" : Maximum frametime to still play background expressions. ai_expression_optimization : 0 : , "sv" : Disable npc background expressions when you can't see them. ai_force_serverside_ragdoll : 0 : , "sv" : ai_LOS_mode : 0 : , "sv", "rep" : ai_sequence_debug : 0 : , "sv" : ai_setupbones_debug : 0 : , "sv" : Shows that bones that are setup every think ai_shot_bias_max : 1 : , "sv", "rep" : ai_shot_bias_min : -1 : , "sv", "rep" : ai_show_hull_attacks : 0 : , "sv" : ai_use_visibility_cache : 1 : , "sv" : air_density : cmd : : Changes the density of air for drag computations. alias : cmd : : Alias a command. anim_3wayblend : 1 : , "sv", "rep" : Toggle the 3-way animation blending code. anim_showstate : -1 : , "sv", "cheat", "rep" : Show the (client) animation state for the specified entity (-1 for none). anim_showstatelog : 0 : , "sv", "cheat", "rep" : 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both. anim_spewdesired : 0 : , "sv" : async_allow_held_files : 1 : : Allow AsyncBegin/EndRead() async_mode : 0 : : Set the async filesystem mode (0 = async, 1 = synchronous) async_resume : cmd : : async_serialize : 0 : : Force async reads to serialize for profiling async_simulate_delay : 0 : : Simulate a delay of up to a set msec per file operation async_suspend : cmd : : autoaim_max_deflect : 0 : , "sv" : autoaim_max_dist : 2160 : , "sv" : banid : cmd : : Add a user ID to the ban list. banip : cmd : : Add an IP address to the ban list. bind : cmd : : Bind a key. bind_osx : cmd : : Bind a key for OSX only. BindToggle : cmd : : Performs a bind 'increment var 0 1 1' blackbox : 1 : : blackbox_dump : cmd : : Dump the contents of the blackbox blackbox_record : cmd : : Record an entry into the blackbox BlendBonesMode : 2 : , "sv", "rep" : bot_aim_aimtracking_base : 0 : , "sv", "cheat" : How often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking bot_aim_aimtracking_frac_easy : 1 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is easy bot_aim_aimtracking_frac_hard : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is hard bot_aim_aimtracking_frac_impossible : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is impossible bot_aim_aimtracking_frac_sprinting_target : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if target is sprinting bot_aim_angularvelocity_base : 920 : , "sv", "cheat" : How fast do the bots turn their heads ( deg/second ) bot_aim_angularvelocity_base_ooc : 800 : , "sv", "cheat" : How fast do the bots turn their heads WHEN OUT OF COMBAT( deg/second ) bot_aim_angularvelocity_frac_easy : 0 : , "sv", "cheat" : Frac appplied to the angular velocity if difficulty is easy bot_aim_angularvelocity_frac_hard : 1 : , "sv", "cheat" : Frac appplied to the angular velocity if difficulty is hard bot_aim_angularvelocity_frac_impossible : 1 : , "sv", "cheat" : Frac appplied to the angular velocity if difficulty is impossible bot_aim_angularvelocity_frac_sprinting_target : 1 : , "sv", "cheat" : Frac appplied to the angular velocity if target is sprinting bot_aim_angularvelocity_uber : 1400 : , "sv", "cheat" : How fast do the bots turn their heads ( deg/second ) (uberbot) bot_aim_attack_aimtolerance_frac_easy : 1 : , "sv", "cheat" : The easy frac for aim tolerance for the bots bot_aim_attack_aimtolerance_frac_hard : 0 : , "sv", "cheat" : The hard frac for aim tolerance for the bots bot_aim_attack_aimtolerance_frac_impossible : 0 : , "sv", "cheat" : The impossible frac for aim tolerance for the bots bot_aim_attack_aimtolerance_frac_normal : 1 : , "sv", "cheat" : The normal frac for aim tolerance for the bots bot_aimtracking_frac_survival_end : 0 : , "sv", "rep" : Frac applied at end (level 30) of Survival bot_aimtracking_frac_survival_start : 1 : , "sv", "rep" : Frac applied at start of Survival bot_aimtracking_uber : 0 : , "sv", "cheat" : How often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking ( bot_attack_aimpenalty_amt_close : 50 : , "sv", "cheat" : How much should we offset our aim after just spotting enemy nearby bot_attack_aimpenalty_amt_far : 120 : , "sv", "cheat" : How much should we offset our aim after just spotting enemy a long way away bot_attack_aimpenalty_amt_frac_dark : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty amount when target is in darkness bot_attack_aimpenalty_amt_frac_easy : 1 : , "sv", "cheat" : Multiply amt by this much for easy difficulty bot_attack_aimpenalty_amt_frac_hard : 0 : , "sv", "cheat" : Multiply amt by this much for hard difficulty bot_attack_aimpenalty_amt_frac_impossible : 0 : , "sv", "cheat" : Multiply amt by this much for impossible difficulty bot_attack_aimpenalty_amt_frac_light : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty amount when target is in lightness bot_attack_aimpenalty_time_close : 0 : , "sv", "cheat" : How long before we stop penalizing aim position nearby? bot_attack_aimpenalty_time_far : 9 : , "sv", "cheat" : How long before we stop penalizing aim position a long way away? bot_attack_aimpenalty_time_frac_dark : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty time when target is in darkness bot_attack_aimpenalty_time_frac_light : 1 : , "sv", "cheat" : Frac to multiply against the aim penalty time when target is in lightness bot_attack_aimtolerance_newthreat_amt : 3 : , "sv", "cheat" : How much should we artificially bloat aimtolerance boxes for enemies we just spotted? bot_attack_aimtolerance_newthreat_amt_solo : 1 : , "sv", "cheat" : How much should we artificially bloat aimtolerance boxes for enemies we just spotted? (solo) bot_attack_aimtolerance_newthreat_time : 0 : , "sv", "cheat" : How long before we stop artificially bloating aimtolerance box? bot_attack_aimtolerance_newthreat_time_solo : 0 : , "sv", "cheat" : How long before we stop artificially bloating aimtolerance box? (solo) bot_attack_burst_maxtime : 0 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons bot_attack_burst_maxtime_solo : 0 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons (solo) bot_attack_burst_mintime : 0 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons bot_attack_burst_mintime_solo : 0 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons (solo) bot_attack_retarget_maxtime : 0 : , "sv", "rep" : The maximum amount of time until the bot retargets bot_attack_retarget_mintime : 0 : , "sv", "rep" : The minimum amount of time until the bot retargets bot_attackdelay_base : 1 : , "sv", "rep" : Attack delay base value in seconds bot_attackdelay_frac_desiredrange : 0 : , "sv", "rep" : Frac applied if distance is greater than hipfire range bot_attackdelay_frac_difficulty_easy : 2 : , "sv", "rep" : Frac applied if in easy difficulty bot_attackdelay_frac_difficulty_hard : 0 : , "sv", "rep" : Frac applied if in hard difficulty bot_attackdelay_frac_difficulty_impossible : 0 : , "sv", "rep" : Frac applied if in impossible difficulty bot_attackdelay_frac_doi : 0 : , "sv", "rep" : Frac to DOI attack delay (to compensate for worser weapons) bot_attackdelay_frac_hipfirerange : 0 : , "sv", "rep" : Frac applied if within hipfire range bot_attackdelay_frac_maxrange : 1 : , "sv", "rep" : Frac applied if distance is greater than desired range bot_attackdelay_frac_outofrange : 1 : , "sv", "rep" : Frac applied if distance is greater than max range bot_attackdelay_frac_outsidefov : 1 : , "sv", "rep" : Frac applied if the bot is not looking at the player bot_attackdelay_frac_survival_end : 0 : , "sv", "rep" : Frac applied at end (level 20) of Survival bot_attackdelay_frac_survival_start : 1 : , "sv", "rep" : Frac applied at start of Survival bot_damage : 1 : , "sv", "rep" : Float representing the damage bots give off. bot_debug_aimpenalty : 0 : , "sv", "cheat" : bot_debug_bipod : 0 : , "sv", "cheat" : bot_debug_body_and_locomotion : 0 : , "sv", "cheat" : bot_debug_bounding : 0 : , "sv", "cheat" : bot_debug_chatter : 0 : , "sv", "cheat" : bot_debug_combat : 0 : , "sv", "cheat" : coop : 0 : , "nf" : Cooperative play. cpu_level : 3 : : CPU Level - Default: High crash : cmd : : Cause the engine to crash (Debug!!) create_flashlight : cmd : : creditsdone : cmd : : csm_quality_level : 0 : : Cascaded shadow map quality level, [0,3], 0=VERY_LOW, 3=HIGHEST curve_bias : 0 : , "sv" : cvarlist : cmd : : Show the list of convars/concommands. datacachesize : 64 : : Size in MB. dbg_demofile : 0 : : dbghist_addline : cmd : : Add a line to the debug history. Format: dbghist_dump : cmd : : Dump the debug history to the console. Format: Categories: 0: Entity I/O 1: AI Decisions 2: Sc deathmatch : 1 : , "nf" : Running a deathmatch server. debug_materialmodifycontrol : 0 : , "sv" : debug_overlay_fullposition : 0 : , "sv" : debug_physimpact : 0 : , "sv" : debug_touchlinks : 0 : , "sv" : Spew touch link activity debug_visibility_monitor : 0 : , "sv", "cheat" : decalfrequency : 10 : , "sv", "nf" : developer : 0 : : Set developer message level devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist. differences : cmd : : Show all convars which are not at their default values. disable_static_prop_loading : 0 : , "cheat" : If non-zero when a map loads, static props won't be loaded disconnect : cmd : : Disconnect game from server. disp_dynamic : 0 : : disp_list_all_collideable : cmd : : List all collideable displacements dispcoll_drawplane : 0 : , "sv" : display_elapsedtime : cmd : : Displays how much time has elapsed since the game started display_game_events : 0 : , "cheat" : displaysoundlist : 0 : , "sv" : dod_grenadegravity : -420 : , "sv", "cheat" : gravity applied to grenades doi_artillery : cmd : : Request artillery at look position doi_bot_add : cmd : : Adds a bot doi_bot_add_t2 : cmd : : Adds a bot to team 2 doi_bot_aim_aimtracking_base : 0 : , "sv", "cheat" : How often we should sample our target's position and velocity to update our aim tracking, to allow realistic slop in tracking doi_bot_aimtracking_frac_classic : 1 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is classic doi_bot_aimtracking_frac_grit : 0 : , "sv", "cheat" : Frac appplied to the head aim tracking interval if difficulty is grit doi_bot_allow_attack : 1 : , "sv", "cheat" : Are we allowed to attack? doi_bot_arousal_combat_falloff : 0 : , "sv" : Arousal falloff when in combat but not being suppressed doi_bot_arousal_combat_max : 5 : , "sv" : 0-10 how high can arousal go from being in combat alone doi_bot_arousal_default_falloff : 0 : , "sv" : How fast arousal falls off OOC doi_bot_arousal_firing_max : 5 : , "sv" : 0-10 how high can arousal go from firing weapon doi_bot_arousal_frac_aimpenalty_max : 1 : , "sv" : Arousal aimpenalty Frac Max Arousal doi_bot_arousal_frac_aimpenalty_med : 1 : , "sv" : Arousal aimpenalty Frac Halfway doi_bot_arousal_frac_aimpenalty_min : 1 : , "sv" : Arousal aimpenalty Frac Min Arousal doi_bot_arousal_frac_aimtolerance_max : 1 : , "sv" : Arousal aimtolerance Frac Max Arousal doi_bot_arousal_frac_aimtolerance_med : 1 : , "sv" : Arousal aimtolerance Frac Halfway doi_bot_arousal_frac_aimtolerance_min : 1 : , "sv" : Arousal aimtolerance Frac Min Arousal doi_bot_arousal_frac_aimtracking_max : 1 : , "sv" : Arousal Aimtracking Frac Max Arousal doi_bot_arousal_frac_aimtracking_med : 1 : , "sv" : Arousal Aimtracking Frac Halfway doi_bot_arousal_frac_aimtracking_min : 1 : , "sv" : Arousal Aimtracking Frac Min Arousal doi_bot_arousal_frac_angularvelocity_max : 1 : , "sv" : Arousal angularvelocity Frac Max Arousal doi_bot_arousal_frac_angularvelocity_med : 1 : , "sv" : Arousal angularvelocity Frac Halfway doi_bot_arousal_frac_angularvelocity_min : 0 : , "sv" : Arousal angularvelocity Frac Min Arousal doi_bot_arousal_frac_attackdelay_max : 1 : , "sv" : Arousal attackdelay Frac Max Arousal doi_bot_arousal_frac_attackdelay_med : 1 : , "sv" : Arousal attackdelay Frac Halfway doi_bot_arousal_frac_attackdelay_min : 1 : , "sv" : Arousal attackdelay Frac Min Arousal doi_bot_arousal_frac_recognizetime_max : 1 : , "sv" : Arousal recognizetime Frac Max Arousal doi_bot_arousal_frac_recognizetime_med : 0 : , "sv" : Arousal recognizetime Frac Halfway doi_bot_arousal_frac_recognizetime_min : 1 : , "sv" : Arousal recognizetime Frac Min Arousal doi_bot_arousal_suppression_falloff : 0 : , "sv" : Arousal falloff when being suppressed doi_bot_arousal_suppression_max : 7 : , "sv" : 0-10 how high can arousal go from being suppressed doi_bot_artillery_min_distance : 2200 : , "sv", "cheat" : Don't fire artillery closer than this distance doi_bot_artillery_min_enemies_in_radius : 2 : , "sv", "cheat" : Don't fire artillery unless this many enemies are in the splash zone doi_bot_attack_burst_maxtime : 0 : , "sv", "rep" : The maximum amount of time the bot pulls the trigger for automatic weapons doi_bot_attack_burst_mintime : 0 : , "sv", "rep" : The minimum amount of time the bot pulls the trigger for automatic weapons doi_bot_attack_delay_frac_outside_fov : 1 : , "a", "sv" : Multiplier added to targets outside of our FOV for attack delay doi_bot_attack_delay_maxrange : 1 : , "a", "sv" : Time it takes for us to attack a target who just became visible (max weapon range) doi_bot_attack_delay_maxrange_wasvisible : 0 : , "a", "sv" : Time it takes for us to attack a target who just became visible (max weapon range) doi_bot_attack_delay_minrange : 0 : , "a", "sv" : Time it takes for us to attack a target who just became visible (min weapon range) doi_bot_attack_delay_minrange_wasvisible : 0 : , "a", "sv" : Time it takes for us to attack a target who we are anticipating (min weapon range) doi_bot_awareness_conversation_range : 300 : , "a", "sv", "cheat" : Hearing range of bots when talking to eachother doi_bot_combat_advance_timer_assault : 3 : , "sv", "cheat" : Advance after not seeing the enemy for this much time (assault troops) doi_bot_combat_advance_timer_frontline : 6 : , "sv", "cheat" : Advance after not seeing the enemy for this much time (frontline troops) doi_bot_combat_advance_timer_overwatch : 10 : , "sv", "cheat" : Advance after not seeing the enemy for this much time (overwatch troops) doi_bot_combat_end_suppression_alone : 0 : , "sv", "cheat" : Stop being suppressed and peek out of cover when our suppression frac reaches this (alone) doi_bot_combat_end_suppression_teammates : 0 : , "sv", "cheat" : Stop being suppressed and peek out of cover when our suppression frac reaches this (near teammates) doi_bot_combat_start_suppression_alone : 0 : , "sv", "cheat" : If we reach this much suppression by ourselves, we will duck behind cover doi_bot_combat_start_suppression_teammates : 0 : , "sv", "cheat" : If we reach this much suppression near teammates, we will duck behind cover doi_bot_combat_suppress_fire_duration : 5 : , "sv", "cheat" : How long should we light up the last spotted area of a threat doi_bot_combat_suppress_visible_requirement : 1 : , "sv", "cheat" : Total time we have to have seen a threat before lighting him up! doi_bot_combat_tickrate : 4 : , "sv", "cheat" : ticks per second for combat logic doi_bot_communication_range : 2000 : , "sv", "cheat" : How close do bots need to be to hear radio commands from another. doi_bot_communication_range_blocked_frac : 0 : , "sv", "cheat" : If we don't have LoS, cut down range by this much doi_bot_count_default_enemy_max_players : 18 : , "a", "sv", "rep" : Default max enemy bot count when playing online coop. doi_bot_count_default_enemy_min_players : 12 : , "a", "sv", "rep" : Default min enemy bot count when playing online coop. doi_bot_count_default_friendly_max_players : 0 : , "a", "sv", "rep" : Default friendly bot count when playing online coop. doi_bot_count_default_friendly_min_players : 7 : , "a", "sv", "rep" : Default friendly bot count when playing online coop. doi_bot_count_override : 0 : , "a", "sv", "rep" : Override the bot count in mapscripts with the cvar counts doi_bot_count_solo_enemy : 16 : , "a", "sv", "rep" : Default enemy bot count when playing solo. doi_bot_count_solo_friendly : 13 : , "a", "sv", "rep" : Default friendly bot count when playing solo. doi_bot_cover_combat_search_radius : 1500 : , "sv", "cheat" : look for cover within this radius to myself in combat doi_bot_cover_combat_search_radius_overwatch : 3000 : , "sv", "cheat" : look for cover within this radius to myself in combat (overwatch) doi_bot_cover_deathintensity_abort_threshold : 0 : , "a", "sv" : If we're moving to cover and the death intensity gets to this high, abort! doi_bot_cover_deathintensity_search_threshold : 0 : , "a", "sv" : Don't look for cover with a death threshold this high. doi_bot_cover_fortify_search_radius_patrol : 3000 : , "sv", "cheat" : look for cover within this radius to control point when fortifying (patrol only) doi_bot_cover_nearby_threshold : 64 : , "a", "sv", "cheat" : cover this close to a bot gives a penalty doi_bot_cover_ranking_closest_distance : 200 : , "sv", "cheat" : added to cover ranking if close (scales at distance) doi_bot_cover_ranking_cp_overwatch_frac : 4 : , "sv", "cheat" : overwatch multiplier for cp LOS doi_bot_cover_ranking_danger_zone : -80 : , "sv", "cheat" : added to cover ranking if enemies are nearby doi_bot_cover_ranking_death_zone : -50 : , "sv", "cheat" : added to cover ranking if people died nearby doi_bot_cover_ranking_has_los_per_cp : 20 : , "sv", "cheat" : added to cover ranking for each LOS we have to a valid control point doi_bot_cover_ranking_has_nolos_per_cp : -10 : , "sv", "cheat" : added to cover ranking if we don't have LOS to a valid control point doi_bot_cover_ranking_max_height : 300 : , "sv", "cheat" : added to cover ranking for overwatch soldiers (scales by height) doi_bot_cover_ranking_nearby : -100 : , "sv", "cheat" : added to cover ranking if people are in the nearby threshold doi_bot_cover_ranking_suppressed : -20 : , "sv", "cheat" : added to cover ranking if people are in combat doi_bot_cover_suppression_threshold_max : 0 : , "a", "sv" : Max suppression we can have before we stop peeking out of cover doi_bot_cover_suppression_threshold_mg_max : 1 : , "a", "sv" : Max suppression we can have before we stop peeking out of cover / undeploy doi_bot_cover_suppression_threshold_min : 0 : , "a", "sv" : Min suppression we can have before we peek out of cover doi_bot_debug_moonwalking : 0 : , "sv", "cheat" : doi_bot_debug_movement_requests : 0 : , "sv" : doi_bot_follow_combat_radius : 600 : , "sv", "cheat" : Followers will stick next to his officer in this radius doi_bot_follow_cover_radius : 190 : , "sv", "cheat" : Followers will get this close when requesting a radio doi_bot_follow_idle_radius : 400 : , "sv", "cheat" : Followers will stick next to his officer in this radius doi_bot_fov_combat : 115 : , "sv", "cheat" : FOV when the bot is trying to attack doi_bot_fov_idle : 170 : , "sv", "cheat" : FOV when the bot is idle/guarding (normal difficulty) doi_bot_grenade_max_range : 900 : , "sv", "rep" : Max distance bots will try to throw grenades from doi_bot_investigation_grace_time : 10 : , "a", "sv" : Bots will ignore investigating targets that have lived for this long doi_bot_investigation_max_distance : 3000 : , "a", "sv" : Bots will ignore investigating targets that are further than this doi_bot_melee_ammo_threshold : 0 : , "sv", "cheat" : Ammo ratio less/equal this will force a melee attack doi_bot_melee_attack_range : 120 : , "sv", "cheat" : Range we will try and melee if we're out of ammo doi_bot_melee_bayonet_range : 225 : , "sv", "cheat" : Bots with bayonets will always try to melee within this range, even with ammo doi_bot_melee_only : 0 : , "a", "sv" : Bots will hack and maim each other to death doi_bot_newthreat_search_interval : 0 : , "a", "sv" : Look for new threats every N seconds doi_bot_overwatch_height_ranking_frac : 5 : , "sv", "cheat" : Multiplier added to overwatch bots for prioritizing height for cover (the more this is, the more they care about height) doi_bot_path_compute_throttle_combat : 0 : , "sv", "cheat" : Minimum time between each path compute in combat (tweaked for optimization) doi_bot_path_compute_throttle_idle : 5 : , "sv", "cheat" : Minimum time between each path compute Out of Combat(tweaked for optimization) doi_bot_path_deathintensity_frac : 5 : , "sv", "cheat" : Combatants will increaseunding box for the given entity(ies) in orange. Some entites will also display entity specific overlay ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire. ent_create : cmd : : Creates an entity of the given type where the player is looking. ent_debugkeys : 0 : , "sv" : ent_dump : cmd : : Usage: ent_dump ent_fire : cmd : : Usage: ent_fire [action] [value] [delay] ent_info : cmd : : Usage: ent_info ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue = ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_ ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha exec : cmd : : Execute script file. execifexists : cmd : : Execute script file if file exists. exit : cmd : : Exit the engine. explode : cmd : : Kills the player with explosive damage explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds. fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds. filesystem_buffer_size : 0 : : Size of per file buffers. 0 for none filesystem_max_stdio_read : 16 : : filesystem_native : 1 : : Use native FS or STDIO filesystem_report_buffered_io : 0 : : filesystem_unbuffered_io : 1 : : find : cmd : : Find concommands with the specified string in their name/help text. find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index findflags : cmd : : Find concommands by flags. fire_absorbrate : 3 : , "sv" : fire_dmgbase : 1 : , "sv" : fire_dmginterval : 1 : , "sv" : fire_dmgscale : 0 : , "sv" : fire_extabsorb : 5 : , "sv" : fire_extscale : 12 : , "sv" : fire_growthrate : 1 : , "sv" : fire_heatscale : 1 : , "sv" : fire_incomingheatscale : 0 : , "sv" : fire_maxabsorb : 50 : , "sv" : firetarget : cmd : : fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive. flex_expression : 0 : , "sv" : flex_talk : 0 : , "sv" : flush : cmd : : Flush unlocked cache memory. flush_locked : cmd : : Flush unlocked and locked cache memory. fog_enable_water_fog : 1 : , "cheat" : fog_volume_debug : 0 : , "sv" : If enabled, prints diagnostic information about the current fog volume forcebind : cmd : : Bind a command to an available key. (forcebind command opt:suggestedKey) foundry_engine_get_mouse_control : cmd : : Give the engine control of the mouse. foundry_engine_release_mouse_control : cmd : : Give the control of the mouse back to Hammer. foundry_select_entity : cmd : : Select the entity under the crosshair or select entities with the specified name. foundry_sync_hammer_view : cmd : : Move Hammer's 3D view to the same position as the engine's 3D view. foundry_update_entity : cmd : : Updates the entity's position/angles when in edit mode fps_max : 300 : : Frame rate limiter fps_max_splitscreen : 300 : : Frame rate limiter, splitscreen fs_monitor_read_from_pack : 0 : : 0:Off, 1:Any, 2:Sync only fs_printopenfiles : cmd : : Show all files currently opened by the engine. fs_report_sync_opens : 0 : : 0:Off, 1:Always, 2:Not during load fs_warning_level : cmd : : Set the filesystem warning level. fs_warning_mode : 0 : : 0:Off, 1:Warn main thread, 2:Warn other threads func_break_max_pieces : 15 : , "a", "sv", "rep" : func_break_reduction_factor : 0 : , "sv" : func_breakdmg_bullet : 0 : , "sv" : func_breakdmg_club : 1 : , "sv" : func_breakdmg_explosive : 1 : , "sv" : fx_new_sparks : 1 : , "sv", "cheat" : Use new style sparks. g_debug_angularsensor : 0 : , "sv", "cheat" : g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds. g_debug_doors : 0 : , "sv" : g_debug_npc_vehicle_roles : 0 : , "sv" : g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" : g_debug_transitions : 0 : , "sv" : Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities g_debug_vehiclebase : 0 : , "sv", "cheat" : g_debug_vehicleexit : 0 : , "sv", "cheat" : g_debug_vehiclesound : 0 : , "sv", "cheat" : g_Language : 0 : , "sv", "rep" : g_ragdoll_important_maxcount : 2 : , "sv", "rep" : g_ragdoll_maxcount : 8 : , "sv", "rep" : gamestats_file_output_directory : 0 : , "sv" : When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath give : cmd : : Give item to player. Arguments: give_ammo : cmd : : Give ammo for active weapon to the player give_gear : cmd : : Give a Gear to the player give_supply : cmd : : Cheat to give player x number of supply give_upgrade : cmd : : Install weapon upgrade for active weapon to the player give_weapon : cmd : : Give a weapon to the player global_bans_show : cmd : : global_event_log_enabled : 0 : , "sv", "cheat" : Enables the global event log system global_set : cmd : : global_set : Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD). god : cmd : : Toggle. Player becomes invulnerable. gods : cmd : : Toggle. All players become invulnerable. gpu_level : 3 : : GPU Level - Default: High gpu_mem_level : 3 : : Memory Level - Default: High groundlist : cmd : : Display ground entity list hammer_update_entity : cmd : : Updates the entity's position/angles when in edit mode hammer_update_safe_entities : cmd : : Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit heartbeat : cmd : : Force heartbeat of master servers help : cmd : : Find help about a convar/concommand. hide_server : 0 : , "sv" : Whether the server should be hidden from the master server hl2_episodic : 0 : , "sv", "rep" : host_filtered_time_report : cmd : : Dumps time spent idle in previous frames in ms(dedicated only). host_flush_threshold : 12 : : Memory threshold below which the host should flush caches between server instances host_framerate : 0 : : Set to lock per-frame time elapse. host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection host_map : 0 : : Current map name. host_print_frame_times : 0 : : host_profile : 0 : : host_runframe_input_parcelremainder : 1 : : host_runofftime : cmd : : Run off some time without rendering/updating sounds host_showcachemiss : 0 : : Print a debug message whll things human. ins_bot_kick : cmd : : Kick a bot. Parameters: <#/bots> ins_bot_kick_t1 : cmd : : ins_bot_kick_t1 kick bot from team two ins_bot_kick_t2 : cmd : : ins_bot_kick_t2 kick bot from team two ins_bot_knives_only : 0 : , "sv" : ins_bot_knives_only_enable_slide : 1 : , "sv", "cheat" : ins_bot_knives_only_sprint_range : 360 : , "sv", "cheat" : ins_bot_max_grenade_range : 900 : , "sv", "rep" : Max distance bots will try to throw grenades from ins_bot_max_setup_gate_defend_range : 2000 : , "sv", "cheat" : How far from the setup gate(s) defending bots can take up positions ins_bot_min_setup_gate_defend_range : 750 : , "sv", "cheat" : How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush. ins_bot_min_setup_gate_sniper_defend_range : 1500 : , "sv", "cheat" : How far from the setup gate(s) a defending sniper will take up position ins_bot_path_compute_throttle_combat : 0 : , "sv", "cheat" : Minimum time between each path compute in combat (tweaked for optimization) ins_bot_path_compute_throttle_ooc : 5 : , "sv", "cheat" : Minimum time between each path compute Out of Combat(tweaked for optimization) ins_bot_path_distance_conquer : 12000 : , "sv", "cheat" : Max distance for pathing to objectives in Conquer (to tune performance) ins_bot_path_distance_entrenchment : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Entrenchment (to tune performance) ins_bot_path_distance_hunt : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Hunt (to tune performance) ins_bot_path_distance_max : 12000 : , "sv", "cheat" : Max distance for pathing (to tune performance) ins_bot_path_distance_outpost : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Outpost (to tune performance) ins_bot_path_distance_patrol : 8000 : , "sv", "cheat" : Max distance for pathing to patrol areas (to tune performance) ins_bot_path_distance_sabotage : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Sabotage (to tune performance) ins_bot_path_distance_stronghold : 12000 : , "sv", "cheat" : Max distance for pathing to objectives in Stronghold (to tune performance) ins_bot_path_distance_survival : 20000 : , "sv", "cheat" : Max distance for pathing to objectives in Survival (to tune performance) ins_bot_path_simplify_range : 1000 : , "sv", "cheat" : ins_bot_path_update_interval : 0 : , "sv", "cheat" : Time between each path update (tweaked for optimization) ins_bot_pathfollower_aimahead : 240 : , "sv", "cheat" : ins_bot_pistols_only : 0 : , "sv" : ins_bot_pistols_only_enable_slide : 1 : , "sv", "cheat" : ins_bot_pistols_only_sprint_range : 720 : , "sv", "cheat" : ins_bot_quota : 0 : , "a", "sv" : How many bots to place on each team when no players are present? ins_bot_radio_range : 2000 : , "sv", "cheat" : How close do bots need to be to hear radio commands from another. ins_bot_radio_range_blocked_fraction : 0 : , "sv", "cheat" : If we don't have LoS, cut down range by this much ins_bot_rpg_grace_time : 20 : , "sv" : ins_bot_rpg_minimum_firing_distance : 512 : , "sv" : Minimum distance required to a target ins_bot_rpg_minimum_player_cluster : 2 : , "sv" : Minimum cluster size of players for bots to consider firing an RPG, 0 to disable RPG firing ins_bot_rpg_player_cluster_bloat : 20 : , "sv" : Bloat applied to rpg targets ins_bot_rpg_player_cluster_radius : 460 : , "sv" : Radius from target to consider within a cluster ins_bot_suppress_visible_requirement : 1 : , "sv", "cheat" : Total time we have to have seen a threat before lighting him up! ins_bot_suppressing_fire_duration : 2 : , "sv", "cheat" : How long should we light up the last spotted area of a threat ins_bot_survival_cache_notify_radius_max : 4800 : , "sv", "cheat" : Notify radius of cache capture in survival mode (in early game) ins_bot_survival_cache_notify_radius_min : 2400 : , "sv", "cheat" : Notify radius of cache capture in survival mode (in later game) ins_cache_buy_zone_size : 184 : , "sv" : Default size of the buy area on a weapon cache. ins_cache_explosion_damage : 1000 : , "sv" : Damage dealt by cache exploding ins_cache_explosion_radius : 256 : , "sv" : Radius of blast damage ins_cache_health : 200 : , "sv" : Default health of a weapon cache entity. ins_clear_attribute : cmd : : Remove given attribute from all areas in the selected set. ins_deadcam_modes : 0 : , "sv", "rep" : Restricts Spectator Modes ins_debug_centermass : 0 : , "sv", "rep" : Debug the centermass attachment ins_debug_head : 0 : , "sv", "rep" : Debug the head attachment ins_debug_navareas : cmd : : Force a round cleanup ins_debug_prone_angles : 0 : , "sv", "rep" : ins_debug_spawnchange : 0 : , "sv", "cheat", "rep" : Display enabled/disabled spawnpoints. ins_mark : cmd : : Set attribute of selected area. ins_nav_cp_surrounding_distance : 620 : , "sv", "cheat" : ins_nav_custom_analyze : cmd : : Rebuild All INS specific nav mesh attributes ins_nav_death_range : 400 : , "sv", "cheat" : ins_nav_debug_cover_entities : 0 : , "sv", "cheat" : ins_nav_debug_distance_to_cp : 0 : , "sv" : ins_nav_enable_distancetocp_pathing : 0 : , "sv", "cheat" : ins_nav_enable_pathfinding_debug_times : 0 : , "sv", "cheat" : ins_nav_enable_pathfinding_updates : 0 : , "sv", "cheat" : ins_nav_hiding_spot_update_rate : 100 : , "sv", "cheat" : ins_nav_in_combat_range : 1000 : , "sv", "cheat" : ins_nav_rebuild_hiding_spots : cmd : : Rebuild Hiding Spots ins_object_destroyed_damage_amount_default : 25 : , "sv" : Damage dealt by object being destroyed ins_object_destroyed_damage_radius_default : 50 : , "sv" : Radius of damage ins_object_health_default : 100 : , "sv" : Default health of a destructible object. ins_outpost_attack_wave_dpr_end : 0 : , "sv", "rep" : Dead player ratio at level 30 ins_outpost_attack_wave_dpr_start : 0 : , "sv", "rep" : Dead player ratio at start ins_outpost_bot_hurry_final_distance : 540 : , "sv", "rep" : Final minimum distance for bots to sprint ins_outpost_bot_hurry_initial_distance : 1800 : , "sv", "rep" : Initial minimum distance for bots to sprint ins_outpost_bot_max_cache_destroyers : 3 : , "sv", "rep" : Max amount of bots attempting to destroy the cache at a single moment ins_outpost_bot_smoke_amount_max : 1 : , "sv" : Max (unclamped) number of smoke grenade targets to generate per interval ins_outpost_bot_smoke_amount_min : 1 : , "sv" : Min number of smoke grenade targets to generate per interval ins_outpost_bot_smoke_amount_total : 3 : , "sv" : Absolute maximum of smoke grenade targets generated ins_outpost_bot_smoke_interval_max : 15 : , "sv" : Maximum delay between smoke targets being generated. ins_outpost_bot_smoke_interval_min : 35 : , "sv" : Minimum delay between smoke targets being generated. ins_outpost_bot_smoke_length_max : 15 : , "sv" : Max duration of grenade targets ins_outpost_bot_smoke_length_min : 35 : , "sv" : Min duration of grenade targets ins_outpost_bot_smoke_scale_max : 20 : , "sv" : Maximum level used in smoke scaling ins_outpost_bot_smoke_scale_min : 0 : , "sv" : Minimum level used in smoke scaling ins_outpost_bot_smoke_variance : 5 : , "sv" : Random variance added to the interval ins_outpost_bot_spawn_distance : 2000 : , "sv" : Min distance between players and bot spawn zones ins_outpost_bot_spawn_update_interval : 5 : , "sv" : Seconds between each check to update which spawns are active/inactive ins_outpost_bot_walk_final_distance : 200 : , "sv", "rep" : Final maximum distance for bots to walk ins_outpost_bot_walk_initial_distance : 1 : , "sv", "rep" : Initial maximum distance for bots to walk ins_outpost_last_deployment_timer : 120 : , "sv", "rep" : Seconds the final deployment of the wave lasts for ins_outpost_random_location_each_round : 1 : , "sv" : Whether the cache being defended is randomized each round (otherwise will be on map load only) ins_outpost_supply_frequency : 3 : , "sv" : How frequently (in waves) should players get a supply point ins_select_with_attribute : cmd : : Selects areas with the given attribute. ins_server_loadtheater : cmd : : Server loads a theater ins_survival_bot_spawn_distance : 2500 : , "sv" : Min distance between players and bot spawn zones ins_survival_bot_spawn_update_interval : 5 : , "sv" : Seconds between each check to update which spawns are active/inactive ins_survival_cache_distance_threshold_attacking : 500 : , "sv" : threshold distance for attacking team to each cache to capture/block ins_survival_cache_distance_threshold_defending : 1000 : , "sv" : threshold distance for defending team to each cache to capture/block ins_survival_cache_secure_cooldown_time : 15 : , "sv" : Time before you can secure another safehouse ins_survival_cache_secure_team_ratio : 0 : , "sv" : Percentage of team required to secure a cache ins_survival_coordinated_attack_time_max : 24 : , "sv" : Max seconds that bots will attack the most recently captured point ins_survival_coordinated_attack_time_min : 12 : , "sv" : Min seconds that bots will attack the most recently captured point ins_survival_human_spawn_update_interval : 1 : , "sv" : Seconds between each check to update which spawns are active/inactive ins_survival_next_cache_min_distance : 3500 : , "sv" : Distance the next cache must be in order to qualify as the next possible objective ins_survival_safehouse_tip_delay_max : 5 : , "sv" : Max time before the attacking team is tipped off about your safehouse ins_survival_safehouse_tip_delay_min : 1 : , "sv" : Min time before the attacking team is tipped off about your safehouse ins_tank_health : cmd : : ins_tank_kill : cmd : : ins_teamsize : 0 : , "sv", "nf", "rep" : Maximum team size ins_terminal_access_zone_size : 72 : , "sv" : Default size of the terminal access area. ins_terminal_health : 100 : , "sv" : Default health of a terminal entity. ins_test_map_vote : cmd : : Test map vote ins_vehicle_minibus_health : 320 : , "sv" : Default health of a minibus. ins_wipe_attributes : cmd : : Clear all INS-specific attributes of selected area. inventory_buy_gear : cmd : : Buys an item of gear inventory_buy_upgrade : cmd : : Buys a weapon upgrade inventory_buy_weapon : cmd : : Buys a weapon inventory_confirm : cmd : : Confirming a purchase inventory_print_weapons : cmd : : Print weapon purchases to server console inventory_reset : cmd : : Reset the player's current loadout to the class default inventory_resupply : cmd : : Resupply current loadout inventory_sell_all : cmd : : Sell all items (except melee) inventory_sell_gear : cmd : : Sells an item of gear inventory_sell_upgrade : cmd : : Sells an upgrade inventory_sell_weapon : cmd : : Sell a weapon inventory_set_firemode : cmd : : Set firemode pref ip : 163 : : Overrides IP for multihomed hosts item_flag_respawntime : 0 : , "sv", "rep" : Flag respawn time. joy_deadzone_mode : 1 : : 0 => Cross-shaped deadzone (default), 1 => Square deadzone. mem_verify : cmd : : Verify the validity of the heap memory : cmd : : Print memory stats. mm_csgo_community_search_players_min : 3 : , "a" : When performing CSGO community matchmaking look for servers with at least so many human players mm_datacenter_debugprint : cmd : : Shows information retrieved from data center mm_dlc_debugprint : cmd : : Shows information about dlc mm_heartbeat_seconds : 300 : : mm_heartbeat_seconds_xlsp : 60 : : mm_heartbeat_timeout : 10 : : mm_heartbeat_timeout_legacy : 15 : : mm_server_search_lan_ports : 27015 : , "a" : Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs. mm_status : cmd : : Matchmaking status mod_check_vcollide : 0 : : Check all vcollides on load mod_dont_load_vertices : 1 : : For the dedicated server, don't load model vertex data mod_dynamicunloadtex : 1 : : mod_dynamicunloadtime : 150 : : mod_forcedata : 1 : : Forces all model file data into cache on model load. mod_forcetouchdata : 1 : : Forces all model file data into cache on model load. mod_load_anims_async : 0 : : mod_load_fakestall : 0 : : Forces all ANI file loading to stall for specified ms mod_load_mesh_async : 0 : : mod_load_preload : 1 : : Indicates how far ahead in seconds to preload animations. mod_load_showstall : 0 : : 1 - show hitches , 2 - show stalls mod_load_vcollide_async : 0 : : mod_lock_mdls_on_load : 1 : : mod_lock_meshes_on_load : 1 : : mod_log_filesystem : 0 : : Log the filesystem type mod_test_mesh_not_available : 0 : : mod_test_not_available : 0 : : mod_test_verts_not_available : 0 : : mod_touchalldata : 1 : : Touch model data during level startup mod_trace_load : 0 : : morph_debug : 0 : : morph_path : 7 : : mortar_visualize : 0 : , "sv" : motdfile : 0 : , "sv" : The MOTD file to load. movement_anim_playback_minrate : 0 : , "sv", "rep" : mp_allowNPCs : 1 : , "sv", "nf" : mp_allowspectators : 1 : , "sv", "rep" : toggles whether the server allows spectator mode or not mp_ambush_single_point_max : 10 : , "a", "sv", "nf" : Max number of players where a single point is used mp_artillery_cooldown : 40 : , "sv" : How long between artillery bombardments mp_autocrosshair : 1 : , "sv", "nf" : mp_autokick : 1 : , "sv", "rep" : Kick team-killing players mp_autokick_idlers : 0 : , "sv", "rep" : Kick idlers players ( mins ) mp_autokick_tk_cooldown : 180 : , "sv", "rep" : Amount of time between TKs being cooled off mp_autokick_tk_limit : 3 : , "sv", "rep" : Number of TKs allowed before auto-kick mp_autoteambalance : 1 : , "sv" : mp_checkpoint_counterattack_always : 0 : , "sv", "rep" : Always have a counter-attack after each cap. Value represents number of human players needed. mp_checkpoint_counterattack_capture_speedup : 2 : , "sv", "rep" : Bot capture speed-up mp_checkpoint_counterattack_delay : 12 : , "sv", "rep" : How long (in seconds) until the enemy counter-attack wave spawns. mp_checkpoint_counterattack_delay_finale : 20 : , "sv", "rep" : How long (in seconds) until the enemy counter-attack wave spawns (finale). mp_checkpoint_counterattack_disable : 0 : , "sv", "rep" : 1 to Disable all counter attacks in Checkpoint mp_checkpoint_counterattack_duration : 65 : , "sv", "rep" : How long a checkpoint counter-attack lasts mp_checkpoint_counterattack_duration_finale : 120 : , "sv", "rep" : How long a checkpoint counter-attack lasts mp_checkpoint_counterattack_wave_finale : 60 : , "sv", "rep" : How long until we get the subsequent waves in Checkpoint finale? mp_clan_ready_signal : 0 : , "sv" : Text that team leader from each team must speak for the match to begin mp_clan_readyrestart : 0 : , "sv" : If non-zero, game will restart once someone from each team gives the ready signal mp_conquer_auto_reinforce_at_bot_count : 0 : , "sv" : If there are this many bots left alive, an automatic reinforcement will be deployed mp_conquer_cache_destroyed_response_distance_high_strength : 4500 : , "sv" : The distance bots will respond to humans destroying a cache when high strength mp_conquer_cache_destroyed_response_distance_low_strength : 3500 : , "sv" : The distance bots will respond to humans destroying a cache when low strength mp_conquer_capture_finished_response_distance_high_strength : 5000 : , "sv" : The distance bots will respond to humans finishing a capture when high strength mp_conquer_capture_finished_response_distance_low_strength : 3000 : , "sv" : The distance bots will respond to humans finishing a capture when low strength mp_conquer_capture_start_followup_response_distance_high_strength : 16000 : , "sv" : The distance bots will respond to humans starting a capture when high strength mp_conquer_capture_start_followup_response_distance_low_strength : 7000 : , "sv" : The distance bots will respond to humans starting a capture when low strength mp_conquer_capture_start_response_distance_high_strength : 20000 : , "sv" : The distance bots will respond to humans starting a capture when high strength mp_conquer_capture_start_response_distance_low_strength : 9000 : , "sv" : The distance bots will respond to humans starting a capture when low strength mp_conquer_debug_gamemode : 1 : , "sv", "cheat" : mp_conquer_enemy_strength_all_caches : 1 : , "sv" : The percentage of bots to spawn when none of the caches are destroyed mp_conquer_enemy_strength_all_caches_solo : 0 : , "sv" : The percentage of bots to spawn when none of the caches are destroyed in Solo mode mp_conquer_enemy_strength_no_caches : 0 : , "sv" : The percentage of bots to spawn when all the caches are destroyed mp_conquer_enemy_strength_no_caches_solo : 0 : , "sv" : The percentage of bots to spawn when all the caches are destroyed in Solo mode mp_conquer_followup_wave_time_high_strength : 20 : , "sv" : The time after a capture is initiated that a second AI wave will spawn when high strength mp_conquer_followup_wave_time_low_strength : 40 : , "sv" : The time after a capture is initiated that a second AI wave will spawn when low strength mp_conquer_hostile_objective_response_distance_high_strength : 5000 : , "sv" : The distance bots will respond to a human owned objective when high strength mp_conquer_hostile_objective_response_distance_high_strength_solo : 2000 : , "sv" : The distance bots will respond to a human owned objective when high strength mp_conquer_hostile_objective_response_distance_low_strength : 3500 : , "sv" : The distance bots will respond to a human owned objective when low strength mp_conquer_hostile_objective_response_distance_low_strength_solo : 400 : , "sv" : The distance bots will respond to a human owned objective when low strength mp_conquer_last_man_standing_capture_speedup : 2 : , "sv" : How much faster capturing goes if you're the last man standing (scales towards this) mp_conquer_losing_objective_response_distance_high_strength : 9000 : , "sv" : The distance bots will respond to losing an objective when high strength mp_conquer_losing_objective_response_distance_high_strength_solo : 5000 : , "sv" : The distance bots will respond to losing an objective when high strength mp_conquer_losing_objective_response_distance_low_strength : 6000 : , "sv" : The distance bots will respond to losing an objective when low strength mp_conquer_losing_objective_response_distance_low_strength_solo : 1500 : , "sv" : The distance bots will respond to losing an objective when low strength mp_conquer_obj_recapture_distance_high_strength : 6000 : , "sv" : The distance bots will attempt to recapture a nearby enemy objective when high strength mp_conquer_obj_recapture_distance_low_strength : 3500 : , "sv" : The distance bots will attempt to recapture a nearby enemy objective when low strength mp_coop_ai_teammate_count : 0 : , "sv", "rep" : Number of Teammates, 0 to fill lobby mp_coop_ai_teammate_handicap : 0 : , "sv", "rep" : How much should these bots impact enemy bot counts mp_coop_ai_teammates : 0 : , "sv", "rep" : Use AI Teammate System mp_coop_ai_teammates_debug : 0 : , "sv" : mp_coop_lobbysize : 6 : , "sv", "nf", "rep" : Size of coop lobby mp_coop_max_bots : 18 : , "a", "sv", "rep" : Maximum number of bots allowed on the server. mp_coop_min_bots : 5 : , "a", "sv", "rep" : The number of bots used for 1 player. mp_cp_capture_time : 80 : , "sv", "nf" : capture time in seconds mp_cp_deteriorate_time : 0 : , "sv", "nf" : deteriorate time in seconds mp_cp_proximity_check_frequency : 3 : , "sv", "nf", "rep" : Frequency CP proximity should be checked mp_cp_proximity_distance : 3500 : , "sv", "nf", "rep" : Distance players are considered to be close to a capture zone mp_cp_radio_speedup_rate : 0 : , "sv", "nf", "rep" : Speed-up rate per additional teammate in a cap zone when radio is present. mp_cp_speedup_max : 6 : , "sv", "nf", "rep" : Maximum players to effect the speed-up. mp_cp_speedup_rate : 0 : , "sv", "nf", "rep" : Speed-up rate per additional teammate in the cap zone. mp_death_fade_in_duration : 0 : , "sv", "rep" : Fade in duration from dying -> spectator mp_death_fade_in_duration_critical : 0 : , "sv", "rep" : Fade out duration from dying from a headshot or explosion. mp_death_fade_out_delay : 2 : , "sv", "rep" : Death fade out delay mp_death_fade_out_delay_critical : 0 : , "sv", "rep" : Death fade out delay from a headshot or explosion mp_death_fade_out_duration : 10 : , "sv", "rep" : Fade out duration from dying. mp_defaultteam : 0 : , "sv" : mp_disable_autokick : cmd : : Prevents a userid from being auto-kicked mp_entrenchment_nav_spawning : 1 : , "sv", "rep" : mp_extract_point : 0 : , "a", "sv", "nf" : Point to use for patrol (0 = random, 1-3 = specified point) mp_fadetoblack : 0 : , "sv", "nf", "rep" : fade a player's screen to black when he dies mp_fall_damage_threshold : 0 : , "sv", "rep" : Minimum HP of fall damage to be inflicted. mp_fall_speed_fatal : 720 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 ) mp_fall_speed_safe : 560 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 ) mp_fall_speed_safe_iron : 250 : , "sv", "rep" : sqrt( 2 * gravity * x * 12 ) mp_falldamage : 0 : , "sv", "nf" : mp_flashlight : 0 : , "sv", "nf" : mp_footsteps : 1 : , "sv", "nf" : mp_forcecamera : 1 : , "sv", "rep" : Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_ mp_forcerespawn : 1 : , "sv", "nf" : mp_fraglimit : 0 : , "sv", "nf", "rep" : The number of kills at which the map ends mp_freezetime : 15 : , "sv", "nf", "rep" : Round freeze time in seconds mp_friendlyfire : 1 : , "sv", "nf", "rep" : Allows team members to injure other members of their team mp_friendlyfire_damage : 0 : , "sv" : The frac value applied to friendly fire damage mp_friendlyfire_damage_spawnarea : 0 : , "sv" : The frac value applied to friendly fire damage when either in a spawn area mp_friendlyfire_explosives : 0 : , "sv", "nf", "rep" : When enabled, friendlies can set off each other's explosives if they are reactive. mp_hunt_autoattack_bot_frac : 0 : , "sv", "rep" : The % of bot players that need to be left before auto attack starts mp_hunt_autoattack_distance_too_close : 400 : , "sv", "rep" : If bots are closer than this distance to an alive player they won't auto attack mp_hunt_autoattack_start_delay : 10 : , "sv", "rep" : The delay after the autoattack bot % is reached before the autoattack actually begins mp_hunt_counterattack_distance : 6000 : , "sv", "rep" : Distance bots will respond to a cache blowing up mp_hunt_nav_spawning : 0 : , "sv", "rep" : Enable experimental spawning system? mp_hunt_patrol_proximity_to_cache : 6000 : , "sv", "rep" : Bots will prioritize patrol point pathing within this range of their cache mp_hunt_patrol_proximity_to_cache_destroyed : 2000 : , "sv", "rep" : Bots will prioritize mp_timer_voting : 15 : , "sv", "nf", "rep" : Time given to post-game voting. mp_tkpunish : 1 : , "sv", "rep" : Will a TK'er be punished in the next round? {0=no, 1=warning, 2=kill} mp_voice_bias : 0 : , "sv", "cheat", "rep" : mp_voice_blocked_lineofsight_enemy_volume : 0 : , "sv", "cheat", "rep" : mp_voice_blocked_lineofsight_friendly_volume : 0 : , "sv", "cheat", "rep" : mp_voice_friendly_volume_bias : 0 : , "sv", "cheat", "rep" : mp_voice_max_distance_enemy : 550 : , "sv", "cheat", "rep" : mp_voice_max_distance_friendly : 1300 : , "sv", "cheat", "rep" : mp_voice_max_distance_friendly_radio : 6000 : , "sv", "cheat", "rep" : mp_voice_max_enemy_volume_local : 0 : , "sv", "cheat", "rep" : mp_voice_max_friendly_volume_local : 1 : , "sv", "cheat", "rep" : mp_voice_max_squad_volume_local : 1 : , "sv", "cheat", "rep" : mp_voice_max_squad_volume_radio : 1 : , "sv", "cheat", "rep" : mp_voice_min_distance_enemy : 100 : , "sv", "cheat", "rep" : mp_voice_min_distance_friendly : 100 : , "sv", "cheat", "rep" : mp_voice_min_enemy_volume_local : 0 : , "sv", "cheat", "rep" : mp_voice_min_friendly_volume_local : 0 : , "sv", "cheat", "rep" : mp_voice_min_squad_volume_local : 1 : , "sv", "cheat", "rep" : mp_voice_min_squad_volume_radio : 1 : , "sv", "cheat", "rep" : mp_voice_radio_filter : 1 : , "sv", "rep" : Should a radio filter be applied to distant squad comms? mp_voice_relay : 1 : , "sv", "rep" : Should nearby players with radios be able to relay our voip to others with radios mp_voice_squad_radio : 0 : , "sv", "rep" : Whether to use the squad radio or not. Disabling this will force spatial only. mp_voice_use_3d_voip : 1 : , "sv", "rep" : Alive players use spatial audio for voice communications? mp_waitingforplayers_cancel : 0 : , "sv" : Set to 1 to end the WaitingForPlayers period. mp_waitingforplayers_restart : 0 : , "sv" : Set to 1 to start or restart the WaitingForPlayers period. mp_waitingforplayers_time : 0 : , "sv" : WaitingForPlayers time length in seconds mp_wave_capture_increment : 10 : , "sv", "rep" : Amount of waves awarded for capturing points mp_wave_count_attackers : 10 : , "sv", "rep" : Total waves for attackers mp_wave_count_defenders : 30 : , "sv", "rep" : Total waves for defenders mp_wave_count_defenders_per_obj : 5 : , "sv", "rep" : Total waves for defenders per objective (so Push can support many objectives) mp_wave_count_perteam : 2 : , "sv", "rep" : Total waves per team mp_wave_dpr_attackers : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for attacking team mp_wave_dpr_attackers_finale : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for attacking team during the last stand specifically mp_wave_dpr_defenders : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for defending team mp_wave_dpr_defenders_finale : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for defending team for the last objective specifically mp_wave_dpr_perteam : 0 : , "sv", "rep" : Dead player ratio that triggers a reinforcement wave for both teams mp_wave_dpr_survival_end : 0 : , "sv", "rep" : Dead player ratio at level 30 of Survival game mp_wave_dpr_survival_start : 0 : , "sv", "rep" : Dead player ratio at start of Survival game mp_wave_grace_period : 30 : , "sv", "rep" : Grace period where if a reinforcement wave occurs it does not get deducted from wave count mp_wave_max_wait_attackers : 30 : , "sv", "rep" : Max wave trigger time for attacking team mp_wave_max_wait_defenders : 30 : , "sv", "rep" : Max wave trigger time for defending team mp_wave_max_wait_perteam : 40 : , "sv", "rep" : Max wave trigger time for both teams mp_wave_spawn_instant : 0 : , "sv", "rep" : Server side option to force instant spawning mp_waves_enabled : 1 : , "sv", "rep" : Whether or not waves are enabled for this mode mp_weaponstay : 0 : , "sv", "nf" : mp_winlimit : 2 : , "sv", "nf", "rep" : win limit mp_winlimit_coop : 1 : , "sv", "nf", "rep" : win limit for coop multvar : cmd : : Multiply specified convar value. name : 0 : , "a", "user", "print", "server_can_execute", "ss" : Current user name namelockid : cmd : : Prevent name changes for this userID. nav_add_to_selected_set : cmd : : Add current area to the selected set. nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set. nav_analyze : cmd : : Re-analyze the current Navigation Mesh and save it to disk. nav_area_bgcolor : 503316480 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing. nav_area_max_size : 160 : , "sv", "cheat" : Max area size created in nav generation nav_areas_danger_zone_cooldown_player_gunshot : 1 : , "sv", "cheat" : Time between each bullet impact check nav_areas_danger_zone_decay : 0 : , "sv", "cheat" : Decay/second toward zero nav_areas_danger_zone_increment_gunshot : 0 : , "sv", "cheat" : Enemy killed friendly from location increment nav_areas_danger_zone_increment_shoot_player : 0 : , "sv", "cheat" : Someone shot another player from this area nav_areas_death_trap_decay : 0 : , "sv", "cheat" : Decay/second toward zero nav_areas_death_trap_increment_blown_up : 0 : , "sv", "cheat" : Death by explosion increment nav_areas_death_trap_increment_shot : 0 : , "sv", "cheat" : Death by gunshot increment nav_areas_increment_neighbor_falloff : 0 : , "sv", "cheat" : Frac of the increment amount applied to neighboring nav areas nav_areas_suppression_decay : 0 : , "sv", "cheat" : Decay/second toward zero nav_areas_suppression_increment_bullet_impact : 0 : , "sv", "cheat" : Bullet impact suppression increment nav_areas_suppression_increment_explosion : 0 : , "sv", "cheat" : Explosion suppression increment nav_areas_suppression_increment_friendly_take_damage : 0 : , "sv", "cheat" : Friendly taken damage suppression increment nav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system. nav_begin_area : cmd : : Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and nav_begin_deselecting : cmd : : Start continuously removing from the selected set. nav_begin_drag_deselecting : cmd : : Start dragging a selection area. nav_begin_drag_selecting : cmd : : Start dragging a selection area. nav_begin_selecting : cmd : : Start continuously adding to the selected set. nav_begin_shift_xy : cmd : : Begin shifting the Selected Set. nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor. nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/out-of-date navigation files. nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area. nav_check_stairs : cmd : : Update the nav mesh STAIRS attribute nav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areas nav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set. nav_clear_selected_set : cmd : : Clear the selected set. nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions. nav_compress_id : cmd : : Re-orders area and ladder ID's so they are continuous. nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a nav_coplanar_slope_limit : 0 : , "sv", "cheat" : nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" : nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners. nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area. nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground. nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area. nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners. nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feet nav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand. nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system. nav_debug_areas : 0 : , "sv", "cheat" : Debugging nav areas nav_debug_blocked : 0 : , "sv", "cheat" : nav_debug_dangerzone : 0 : , "sv", "cheat" : Show danger zones nav_debug_deathtraps : 0 : , "sv", "cheat" : Show death traps nav_debug_flanker : 0 : , "sv", "cheat" : Debugging nav for flankers nav_debug_pathing : 0 : , "sv", "cheat" : Debugging nav pathing nav_delete : cmd : : Deletes the currently highlighted Area. nav_delete_marked : cmd : : Deletes the currently marked Area (if any). nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec nav_disconnect_outgoing_oneways : cmd : : For each area in the selected set, disconnect all outgoing one-way connections. nav_displacement_test : 100 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for in-development maps) nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system. nav_drag_selection_volume_zmax_offset : 32 : , "sv", "rep" : The offset of the nav drag volume top from center nav_drag_selection_volume_zmin_offset : 32 : , "sv", "rep" : The offset of the nav drag volume bottom from center nav_draw_limit : 500 : , "sv", "cheat" : The maximum number of areas to draw in edit mode nav_dump_selected_set_positions : cmd : : Write the (x,y,z) coordinates of the centers of all selected nav areas to a file. nav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it. nav_end_deselecting : cmd : : Stop continuously removing from the selected set. nav_end_drag_deselecting : cmd : : Stop dragging a selection area. nav_end_drag_selecting : cmd : : Stop dragging a selection area. nav_end_selecting : cmd : : Stop continuously adding to the selected set. nav_end_shift_xy : cmd : : Finish shifting the Selected Set. nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again. nav_gen_cliffs_approx : cmd : : Mark cliff areas, post-processing approximation nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk. nav_generate_fencetops : 0 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle tops nav_generate_fixup_jump_areas : 1 : , "sv", "cheat" : Convert obsolete jump areas into 2-way connections nav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk. nav_generate_incremental_range : 2000 : , "sv", "cheat" : nav_generate_incremental_tolerance : 0 : , "sv", "cheat" : Z tolerance for adding new nav areas. nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system. nav_ladder_flip : cmd : : Flips the selected ladder's direction. nav_load : cmd : : Loads the Navigation Mesh for the current map. nav_lower_drag_volume_max : cmd : : Lower the top of the drag select volume. nav_lower_drag_volume_min : cmd : : Lower the bottom of the drag select volume. nav_make_sniper_spots : cmd : : Chops the marked area into disconnected sub-areas suitable for sniper spots. nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set. nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. nav_mark_walkable : cmd : : Mark the current locationav_spawn_score_cp_proximity_min : 100 : , "sv" : nav_spawn_score_cp_score_max : 1 : , "sv" : nav_spawn_score_cp_score_min : 1 : , "sv" : nav_spawn_score_decoy_score_max : 1 : , "sv" : nav_spawn_score_decoy_score_min : 1 : , "sv" : nav_spawn_score_decrement_combat_high : 0 : , "sv", "cheat" : Decrement for being in a high combat area nav_spawn_score_decrement_combat_medium : 0 : , "sv", "cheat" : Decrement for being in a medium combat area nav_spawn_score_decrement_light_intensity_high : 0 : , "sv", "cheat" : Decrement for being in a high light intensity area nav_spawn_score_decrement_light_intensity_medium : 0 : , "sv", "cheat" : Decrement for being in a medium light intensity area nav_spawn_score_decrement_no_hiding_spots : 0 : , "sv", "cheat" : Decrement for not having any hiding spots nav_spawn_score_decrement_occupied : 0 : , "sv", "cheat" : Decrement for being occupied nav_spawn_score_discard : 0 : , "sv", "cheat" : Minimum score a nav spawn must have to be added nav_spawn_score_enemy_player_proximity_bonus : 2 : , "sv", "cheat" : Max bonus to apply nav_spawn_score_enemy_player_proximity_distance : 2000 : , "sv", "cheat" : Ideal distance from enemies for each spawn nav_spawn_score_enemy_player_proximity_falloff : 3000 : , "sv", "cheat" : Range to apply the distance bonus nav_spawn_score_enemy_spawn_dist_ideal : 2500 : , "sv" : nav_spawn_score_enemy_spawn_dist_min : 1500 : , "sv" : nav_spawn_score_enemy_spawn_score_ideal : 1 : , "sv" : nav_spawn_score_enemy_spawn_score_ideal_falloff : 0 : , "sv" : nav_spawn_score_frequency : 5 : , "sv", "cheat" : Nav spawn rescore frequency in seconds nav_spawn_score_friendly_spawn_bonus : 1 : , "sv", "cheat" : bonus max for being near a friendly spawn zone nav_spawn_score_friendly_spawn_bonus_max_distance : 500 : , "sv", "cheat" : how far to fall off the spawn zone bonus nav_spawn_score_hiding_bonus : 1 : , "sv", "cheat" : Bonus given to Nav Spawns derived from Hiding Spots nav_spawn_score_inside : 1 : , "sv", "cheat" : Modifier for areas that are inside nav_spawn_score_los_check : 0 : , "sv", "cheat" : Whether or not we should do an los check nav_spawn_score_max : 1 : , "sv", "cheat" : Max spawn score nav_spawn_score_min : 0 : , "sv", "cheat" : Min spawn score nav_spawn_score_multiplier_outdoors : 1 : , "sv", "cheat" : Multiplier if outdoors nav_spawn_score_outpost_bonus : 2 : , "sv" : nav_spawn_score_player_proximity_bonus : 2 : , "sv" : nav_spawn_score_player_proximity_distance : 1000 : , "sv" : nav_spawn_score_player_proximity_outpost_max : 2000 : , "sv" : nav_spawn_score_player_proximity_outpost_min : 100 : , "sv" : nav_spawn_score_player_proximity_penalty : 2 : , "sv" : nav_spawn_score_player_proximity_sustained_max : 1000 : , "sv" : nav_spawn_score_player_proximity_sustained_min : 100 : , "sv" : nav_spawn_score_potentially_visible : 0 : , "sv", "cheat" : Modifier for areas that are potentially visible by enemy team nav_spawn_score_random_max : 1 : , "sv", "cheat" : Random modifier given to each spawn to prevent spawn patterns nav_spawn_score_random_min : 0 : , "sv", "cheat" : Random modifier given to each spawn to prevent spawn patterns nav_spawn_score_spawn_point_bonus : 1 : , "sv", "cheat" : Bonus given to Nav Spawns derived from Spawn Points nav_spawn_score_sustained_bonus : 2 : , "sv" : nav_spawn_stored_spawn_expiration : 1 : , "sv" : nav_spawn_verify_rate : 1 : , "sv" : nav_splice : cmd : : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command. nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split. nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system. nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system. nav_store_selected_set : cmd : : Stores the current selected set for later retrieval. nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. nav_subdivide : cmd : : Subdivides all selected areas. nav_test_node : 0 : , "sv", "cheat" : nav_test_node_crouch : 0 : , "sv", "cheat" : nav_test_node_crouch_dir : 4 : , "sv", "cheat" : nav_test_stairs : cmd : : Test the selected set for being on stairs nav_toggle_deselecting : cmd : : Start or stop continuously removing from the selected set. nav_toggle_in_selected_set : cmd : : Remove current area from the selected set. nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set. nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set. nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system. nav_unmark : cmd : : Clears the marked Area or Ladder. nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area. nav_update_lighting : cmd : : Recomputes lighting values nav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibility nav_use_place : cmd : : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system. nav_warp_to_mark : cmd : : Warps the player to the marked area. nav_world_center : cmd : : Centers the nav mesh in the world nb_allow_avoiding : 1 : , "sv", "cheat" : nb_allow_climbing : 1 : , "sv", "cheat" : nb_allow_gap_jumping : 1 : , "sv", "cheat" : nb_blind : 0 : , "sv", "cheat" : Disable vision nb_command : cmd : : Sends a command string to all bots nb_debug : cmd : : Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS. nb_debug_climbing : 0 : , "sv", "cheat" : nb_debug_filter : cmd : : Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots. nb_debug_history : 0 : , "sv", "cheat" : If true, each bot keeps a history of debug output in memory nb_debug_known_entities : 0 : , "sv", "cheat" : Show the 'known entities' for the bot that is the current spectator target nb_debug_spectatefilter : 0 : , "sv", "cheat" : If 1, nextbot debug will only show for the observer target. nb_force_look_at : cmd : : Force selected bot to look at the local player's position nb_goal_look_ahead_range : 50 : , "sv", "cheat" : nb_head_aim_resettle_angle : 100 : , "sv", "cheat" : After rotating through this angle, the bot pauses to 'recenter' its virtual mouse on its virtual mousepad nb_head_aim_resettle_time : 0 : , "sv", "cheat" : How long the bot pauses to 'recenter' its virtual mouse on its virtual mousepad nb_head_aim_settle_duration : 0 : , "sv", "cheat" : nb_head_aim_steady_max_rate : 100 : , "sv", "cheat" : nb_ladder_align_range : 50 : , "sv", "cheat" : nb_move_to_cursor : cmd : : Tell all NextBots to move to the cursor position nb_nav_combat_build_rate : 0 : , "sv", "cheat" : Gunfire/second increase (combat caps at 1.0) nb_nav_combat_decay_rate : 0 : , "sv", "cheat" : Decay/second toward zero nb_nav_death_build_rate : 0 : , "sv", "cheat" : Death increase (caps at 1.0) nb_nav_death_decay_rate : 0 : , "sv", "cheat" : Decay/second toward zero nb_nav_hiding_spot_show_cover : 0 : , "sv", "cheat" : nb_nav_hiding_spot_show_score : 0 : , "sv", "cheat" : nb_nav_in_combat_duration : 30 : , "sv", "cheat" : How long after gunfire occurs is this area still considered to be 'in combat' nb_nav_show_actor_potential_visibility : 0 : , "sv", "cheat" : nb_nav_show_blocked_areas : 0 : , "sv", "cheat" : Highlight areas that are considered blocked for TF-specific reasons nb_nav_show_bomb_drop_areas : 0 : , "sv", "cheat" : nb_nav_show_bomb_target_distance : 0 : , "sv", "cheat" : Display travel distances to bomb target nb_nav_show_control_points : 0 : , "sv", "cheat" : nb_nav_show_death_areas : 0 : , "sv", "cheat" : nb_nav_show_enemy_invasion_areas : 0 : , "sv", "cheat" : Highlight areas where the enemy team enters the visible environment of the local player nb_nav_show_gate_defense_areas : 0 : , "sv", "cheat" : nb_nav_show_in_combat_areas : 0 : , "sv", "cheat" : nb_nav_show_incursion_distance : 0 : , "sv", "cheat" : Display travel distances from current spawn room (1=red, 2=blue) nb_nav_show_incursion_flow : 0 : , "sv", "cheat" : nb_nav_show_incursion_flow_gradient : 0 : , "sv", "cheat" : 1 = red, 2 = blue nb_nav_show_incursion_flow_range : 150 : , "sv", "cheat" : 1 = red, 2 = blue nb_nav_show_incursion_range : 0 : , "sv", "cheat" : 1 = red, 2 = blue nb_nav_show_incursion_range_max : 0 : , "sv", "cheat" : Highlight areas with incursion distances between min and max cvar values nb_nav_show_incursion_range_min : 0 : , "sv", "cheat" : Highlight areas with incursion distances between min and max cvar values nb_nav_show_mesh_decoration : 0 : , "sv", "cheat" : Highlight special areas nb_nav_show_mesh_decoration_manual : 0 : , "sv", "cheat" : Highlight special areas marked by hand nb_nav_show_point_defense_areas : 0 : , "sv", "cheat" : nb_nav_show_sentry_danger : 0 : , "sv", "cheat" : nb_nav_show_sniper_areas : 0 : , "sv", "cheat" : nb_nav_show_sniper_areas_safety_range : 1000 : , "sv", "cheat" : nb_nav_show_sweeped_areas : 0 : , "sv", "cheat" : nb_nav_show_turf_ownership : 0 : , "sv", "cheat" : Color nav area by smallest incursion distance nb_nav_show_valid_spawn_points : 0 : , "sv", "cheat" : Show points > 11 score (bient cube will not boost (i.e. it's already sufficiently bright r_colorstaticprops : 0 : , "cheat" : r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect. r_decal_cover_count : 4 : : r_decal_overlap_area : 0 : : r_decal_overlap_count : 3 : : r_decals : 2048 : : r_decalstaticprops : 1 : : Decal static props test r_DispBuildable : 0 : , "cheat" : r_DispWalkable : 0 : , "cheat" : r_drawbatchdecals : 1 : : Render decals batched. r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframe r_drawdecals : 1 : , "cheat" : Render decals. r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps r_drawentities : 1 : , "cheat" : r_drawfuncdetail : 1 : , "cheat" : Render func_detail r_drawleaf : -1 : , "cheat" : Draw the specified leaf. r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw rays r_drawmodeldecals : 1 : : r_DrawModelLightOrigin : 0 : , "cheat" : r_drawmodelstatsoverlay : 0 : , "cheat" : r_drawmodelstatsoverlaydistance : 500 : , "cheat" : r_drawmodelstatsoverlayfilter : -1 : , "cheat" : r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 r_DrawSpecificStaticProp : -1 : : r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe r_drawtranslucentworld : 1 : , "cheat" : r_drawworld : 1 : , "cheat" : Render the world. r_dscale_basefov : 90 : , "cheat" : r_dscale_fardist : 2000 : , "cheat" : r_dscale_farscale : 4 : , "cheat" : r_dscale_neardist : 100 : , "cheat" : r_dscale_nearscale : 1 : , "cheat" : r_dynamic : 1 : : r_emulategl : 0 : : r_eyeglintlodpixels : 20 : : The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. r_eyemove : 1 : , "a" : r_eyes : 1 : : r_eyeshift_x : 0 : , "a" : r_eyeshift_y : 0 : , "a" : r_eyeshift_z : 0 : , "a" : r_eyesize : 0 : , "a" : r_fastzreject : 0 : : Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware r_fastzrejectdisp : 0 : : Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on. r_flashlightdepthtexture : 1 : : r_flashlightscissor : 0 : , "cheat" : r_flex : 1 : : r_flushlod : cmd : : Flush and reload LODs. r_ForceRestore : 0 : : r_glint_alwaysdraw : 0 : : r_glint_procedural : 0 : : r_hidepaintedsurfaces : 0 : : If enabled, hides all surfaces which have been painted. r_hunkalloclightmaps : 1 : : r_hwmorph : 0 : , "cheat" : r_itemblinkmax : 0 : , "cheat" : r_itemblinkrate : 4 : , "cheat" : r_JeepFOV : 90 : , "sv", "cheat", "rep" : r_keepstyledlightmapsonly : 0 : : r_lightaverage : 1 : : Activates/deactivate light averaging r_lightcachemodel : -1 : , "cheat" : r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolation r_lightmap : -1 : , "cheat" : r_lightstyle : -1 : , "cheat" : r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn. r_lod : -1 : : r_maxmodeldecal : 50 : : r_modelAmbientMin : 0 : , "cheat" : Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns). r_modelwireframedecal : 0 : , "cheat" : r_nohw : 0 : , "cheat" : r_norefresh : 0 : : r_nosw : 0 : , "cheat" : r_novis : 0 : , "cheat" : Turn off the PVS. r_occludeemaxarea : 0 : : Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use. r_occluderminarea : 0 : : Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use. r_occludermincount : 0 : : At least this many occluders will be used, no matter how big they are. r_occlusion : 1 : : Activate/deactivate the occlusion system. r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing. r_partition_level : -1 : , "cheat" : Displays a particular level of the spatial partition system. Use -1 to disable it. r_portal_use_pvs_optimization : 1 : : Enables an optimization that allows portals to be culled when outside of the PVS. r_printdecalinfo : cmd : : r_proplightingfromdisk : 1 : , "cheat" : 0=Off, 1=On, 2=Show Errors r_proplightingpooling : -1 : , "cheat" : 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset r_queued_decals : 0 : : Offloads a bit of decal rendering setup work to the material system queue when enabled. r_randomflex : 0 : , "cheat" : r_rootlod : 0 : : Root LOD r_shadow_deferred : 0 : , "cheat" : Toggle deferred shadow rendering r_shadowrendertotexture : 0 : : r_showenvcubemap : 0 : , "cheat" : r_skin : 0 : , "cheat" : r_skybox_draw_last : 0 : , "cheat" : Draws skybox after world brush geometry, rather than before. r_slowpathwireframe : 0 : , "cheat" : r_spray_lifetime : 10 : : Number of rounds player sprays are visible r_staticlight_streams : 1 : : r_staticpropinfo : 0 : : r_teeth : 1 : : r_unloadlightmaps : 0 : , "cheat" : r_vehicleBrakeRate : 1 : , "sv", "cheat" : r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" : r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing. r_visualizetraces : 0 : , "sv", "cheat" : rcon_password : 26470832 : , "norecord" : remote console password. recompute_speed : cmd : : Recomputes clock speed (for debugging purposes). reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload). remove_upgrade : cmd : : Remove weapon upgrade for active weapon to the player removeid : cmd : : Remove a user ID from the ban list. removeip : cmd : : Remove an IP address from the ban list. report_entities : cmd : : Lists all entities report_simthinklist : cmd : : Lists all simulating/thinking entities report_soundpatch : cmd : : reports sound patch count report_touchlinks : cmd : : Lists all touchlinks res_restrict_access : 0 : : reset_gameconvars : cmd : : Reset a bunch of game convars to default values respawn_entities : cmd : : Respawn all the entities in the map. restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart). rr_debugresponseconcept : 0 : , "sv" : If set, rr_debugresponses will print only responses testing for the specified concept rr_debugresponses : 0 : , "sv" : Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/f rr_debugrule : 0 : , "sv" : If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system. rr_dumpresponses : 0 : , "sv" : Dump all response_rules.txt and rules (requires restart) rr_followup_maxdist : 1800 : , "sv", "cheat" : 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance. rr_forceconcept : cmd : : fire a response concept directly at a given character. USAGE: rr_forceconcept 'criteria1:value1,criteria2:va rr_reloadresponsesystems : cmd : : Reload all response system scripts. rr_thenany_score_slop : 0 : , "sv", "cheat" : When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considere say : cmd : : Display player message say_team : cmd : : Display player message to team sc_debug_sets : 0 : , "a" : Debugging sc_joystick_map : 1 : , "a" : How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square. scene_async_prefetch_spew : 0 : , "sv" : Display async .ani file loading info. scene_clientflex : 1 : , "sv", "rep" : Do client side flex animation. scene_clientplayback : 1 : , "sv" : Play all vcds on the clients. scene_flush : cmd : : Flush all .vcds from the cache and reload from disk. scene_forcecombined : 0 : , "sv" : When playing back, forcectly report whether or not their network data has changed. sv_debugtempentities : 0 : : Show temp entity bandwidth usage. sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime is on) sv_deltatime : 0 : : Enable profiling of CalcDelta calls sv_downloadurl : 0 : , "rep" : Location from which clients can download missing files sv_dump_serialized_entities_mem : cmd : : Dump serialized entity allocations stats. sv_dumpstringtables : 0 : , "cheat" : sv_enable_delta_packing : 0 : : When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, b sv_enableoldqueries : 0 : : Enable support for old style (HL1) server queries sv_extra_client_connect_time : 15 : : Seconds after client connect during which extra frames are buffered to prevent non-delta'd update sv_filterban : 1 : : Set packet filtering by IP mode sv_footstep_low_time_sound : 900 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person. sv_footstep_run_time_sound : 740 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person. sv_footstep_sound_frequency : 0 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person. sv_footstep_sprint_time_sound : 340 : , "sv", "cheat", "rep" : How frequent to hear the player's step sound or how fast they appear to be running from first person. sv_footstep_thirdperson : 0 : , "sv", "cheat", "rep" : Enable the player's step sound or how fast they appear to be running from third person. sv_footstepinterval : 0 : , "sv", "cheat", "rep" : sv_forcepreload : 0 : , "a" : Force server side preloading. sv_friction : 4 : , "sv", "nf", "rep" : World friction. sv_gravity : 800 : , "sv", "nf", "rep" : World gravity. sv_health_bonus_enable : 0 : , "sv", "rep" : sv_health_bonus_per_outnumbered_player : 5 : , "sv", "rep" : sv_hibernate_ms : 20 : : # of milliseconds to sleep per frame while hibernating sv_hibernate_ms_vgui : 20 : : # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend sv_hibernate_postgame_delay : 5 : : # of seconds to wait after final client leaves before hibernating. sv_hibernate_when_empty : 1 : : Puts the server into extremely low CPU usage mode when no clients connected sv_hq_messages_allowed : 1 : , "sv", "rep" : If 0, HQ messages will be disabled for all players sv_hud_deathmessages : 0 : , "sv", "nf", "rep" : sv_hud_deathmessages_spectator : 0 : , "sv", "nf", "rep" : Show death notices to people spectating? sv_hud_enemy_wave_display : 1 : , "sv", "nf", "rep" : sv_hud_scoreboard_show_score : 0 : , "sv", "nf", "rep" : Show score when alive and out of spawn? sv_hud_scoreboard_show_score_dead : 1 : , "sv", "nf", "rep" : Show score info while dead? sv_hud_targetindicator : 1 : , "sv", "nf", "rep" : sv_hud_targetindicator_party_color : 0 : , "sv", "nf", "rep" : Sets the color of the target indicator for players in the same party. sv_hud_targetindicator_party_obstruct : 0 : , "sv", "nf", "rep" : Hide obstructed target indicators for players in the same party. sv_hud_targetindicator_squad_color : 0 : , "sv", "nf", "rep" : Sets the color of the target indicator for players in the same squad. sv_hud_targetindicator_squad_obstruct : 0 : , "sv", "nf", "rep" : Hide obstructed target indicators for players in the same squad. sv_hud_targetindicator_teammate_color : 0 : , "sv", "nf", "rep" : Sets the color of the target indicator for players on the same team. sv_hud_targetindicator_teammate_obstruct : 1 : , "sv", "nf", "rep" : Hide obstructed target indicators for teammates. sv_hud_targetindicator_vip_color : 0 : , "sv", "nf", "rep" : Sets the color of the target indicator for players on the same team. sv_infected_damage_cutouts : 1 : , "sv", "rep" : sv_infinite_ammo : 0 : , "sv", "cheat", "rep" : Player's active weapon will never run out of ammo sv_lagcompensationforcerestore : 1 : , "sv", "cheat" : Don't test validity of a lag comp restore, just do it. sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) sv_log_onefile : 0 : , "a" : Log server information to only one file. sv_logbans : 0 : , "a" : Log server bans in the server logs. sv_logblocks : 0 : : If true when log when a query is blocked (can cause very large log files) sv_logdownloadlist : 0 : : sv_logecho : 1 : , "a" : Echo log information to the console. sv_logfile : 1 : , "a" : Log server information in the log file. sv_logflush : 0 : , "a" : Flush the log file to disk on each write (slow). sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored. sv_logsecret : 0 : : If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52) sv_map_voting : 1 : , "sv", "nf", "rep" : Is map voting enabled? sv_map_voting_shuffle : 1 : , "sv", "nf", "rep" : Initially use random map selections in the vote rather than using the map cycle order. sv_massreport : 0 : , "sv" : sv_master_legacy_mode : 1 : : Use (outside-of-Steam) code to communicate with master servers. sv_master_share_game_socket : 1 : : Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm sv_max_queries_sec : 3 : : Maximum queries per second to respond to from a single IP address. sv_max_queries_sec_global : 60 : : Maximum queries per second to respond to from anywhere. sv_max_queries_window : 30 : : Window over which to average queries per second averages. sv_max_usercmd_future_ticks : 8 : , "sv" : Prevents clients from running usercmds too far in the future. Prevents speed hacks. sv_maxclientframes : 128 : : sv_maxcmdrate : 64 : , "rep" : (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate. sv_maxrate : 0 : , "rep" : Max bandwidth rate allowed on server, 0 == unlimited sv_maxreplay : 0 : : Maximum replay time in seconds sv_maxroutable : 1200 : : Server upper bound on net_maxroutable that a client can use. sv_maxupdaterate : 64 : , "rep" : Maximum updates per second that the server will allow sv_maxuptimelimit : 0 : : If set, whenever a game ends, if the uptime is greater than this number of hours, the server will exit sv_memlimit : 0 : : If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit. sv_mincmdrate : 10 : , "rep" : This sets the minimum value for cl_cmdrate. 0 == unlimited. sv_minrate : 5000 : , "rep" : Min bandwidth rate allowed on server, 0 == unlimited sv_minupdaterate : 10 : , "rep" : Minimum updates per second that the server will allow sv_multiplayer_maxtempentities : 32 : : sv_multiplayer_sounds : 20 : : sv_mumble_positionalaudio : 1 : , "sv", "rep" : Allows players using Mumble to have support for positional audio. sv_name_change_limit : 10 : , "sv" : sv_namechange_cooldown_seconds : 30 : : When a client name change is received, wait N seconds before allowing another name change sv_new_delta_bits : 1 : : sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" : sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" : sv_nwi_banlist : 1 : , "sv", "nf", "rep" : sv_nwi_banlist_show : 0 : , "sv" : sv_parallel_packentities : 1 : : sv_parallel_sendsnapshot : 1 : : sv_password : 0 : , "nf", "prot", "norecord" : Server password for entry into multiplayer games sv_pausable : 0 : : Is the server pausable. sv_player_stuck_tolerance : 10 : , "sv", "cheat" : sv_playerperfhistorycount : 20 : , "sv" : Number of samples to maintain in player perf history sv_playlist : 0 : , "sv", "nf", "rep" : Active playlist. Format: sv_playlist sv_precacheinfo : cmd : : Show precache info. sv_pure : cmd : : Show user data. sv_pure_consensus : 100000000 : : Minimum number of file hashes to agree to form a consensus. sv_pure_kick_clients : 1 : : If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client. sv_pure_retiretime : 900 : : Seconds of server idle time to flush the sv_pure file hash cache. sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file. sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS sv_querycache_stats : cmd : : Display status of the query cache (client only) sv_radial_cooldown : 0 : , "sv", "rep" : Wait time between radial commands sv_radial_debug_artillery : 0 : , "sv", "cheat", "rep" : If 1, artillery bypasses nearby radio requirements sv_radial_enemy_confirm : 8 : , "sv" : Timeout for enemy spotted confirmation commands sv_radial_marker_duration : 15 : , "sv", "rep" : How long do radial markers persist in the world. sv_radial_marker_duration_attack : 10 : , "sv", "rep" : How long does the waypoint marker persist. sv_radial_spam_cooldown : 2 : , "sv", "rep" : How long until spam counter resets sv_radial_spam_delay : 0 : , "sv", "rep" : How much to increase delay by if radial commands are being spammed sv_radial_spam_delay_leaderfrac : 4 : , "sv", "rep" : Max possible delay for radial command spamming sv_radial_viewcone_enemy : 5 : , "sv", "cheat", "rep" : Viewcone for radial menu FoV enemy check (degrees) sv_radial_viewcone_objective : 12 : , "sv", "cheat", "rep" : Viewcone for radial menu FoV objective check (degrees) sv_radial_vo_enemies : 620 : , "sv", "rep" : If non-zero, enemy radial commands within this distance are audible sv_ragdoll_max_fps : 30 : , "sv" : Clients with framerates less than this will reduce the ideal number of ragdolls to display sv_ragdoll_max_remove_per_frame : 1 : , "sv" : sv_ragdoll_maxcount : 25 : , "sv" : Server will only show this many ragdolls sv_ragdoll_min_fps : 10 : , "sv" : Clients with framerates less than this will only show 1 ragdoll of each type sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authentication sv_rcon_log : 1 : : Enable/disable rcon logging. sv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authentication before being banned sv_rcon_maxpacketbans : 1 : : Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize sv_rcon_maxpacketsize : 1024 : : The maximum number of bytes to allow in a command packet sv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned sv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authentications sv_rcon_whitelist_address : 0 : : When set, rcon failed authentications will never ban this address, e.g. '127.0.0.1' sv_recoil_debug : 0 : , "sv", "cheat", "rep" : sv_regeneration_wait_time : 1 : , "sv", "rep" : sv_region : 255 : : The region of the world to report this server in. sv_reservation_grace : 5 : : Time in seconds given foam? sv_vote_issue_nextlevel_allowed : 1 : , "sv" : Can people hold votes to set the next level? sv_vote_issue_nextlevel_allowextend : 0 : , "sv" : Allow players to extend the current map? sv_vote_issue_nextlevel_choicesmode : 1 : , "sv" : Present players with a list of maps to choose from? sv_vote_issue_nextlevel_min_population : 0 : , "sv" : The voting population required to pass a next level vote sv_vote_issue_nextlevel_min_ratio : 0 : , "sv" : How strong does the yes vote need to be to win? (2.0 = 2x more voters) sv_vote_issue_nextlevel_prevent_change : 1 : , "sv" : Not allowed to vote for a nextlevel if one has already been set. sv_vote_issue_nextlevel_round_count_delay : 1 : , "sv" : How many rounds before map voting can begin. sv_vote_issue_restart_game_allowed : 1 : , "sv" : Can people hold votes to restart the game? sv_vote_issue_restart_round_allowed : 1 : , "sv" : Can people hold votes to restart the round? sv_vote_issue_scramble_teams_allowed : 1 : , "sv" : Can people hold votes to scramble the teams? sv_vote_issue_switch_teams_allowed : 1 : , "sv" : Can people hold votes to switch the teams? sv_vote_kick_ban_duration_cheating : 240 : , "sv" : How long should a kick ban last for if a player is kicked for hacking? (minutes) sv_vote_kick_ban_duration_idle : 0 : , "sv" : How long should a kick vote ban someone from the server? (in minutes) sv_vote_kick_ban_duration_teamkilling : 10 : , "sv" : How long should a kick ban last for if a player is kicked for team killing? (minutes) sv_vote_kick_ban_duration_trolling : 60 : , "sv" : How long should a kick ban last for if a player is kicked for trolling? (minutes) sv_vote_kick_ban_owner : 1 : , "sv" : If a user is successfully votebanned, shall we also ban the game owner if the game has been shared? sv_vote_kick_hack_min_population : 0 : , "sv" : The voting population required to kick a person for hacking sv_vote_kick_hack_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) sv_vote_kick_idle_min_population : 0 : , "sv" : The voting population required to kick a person for being idle sv_vote_kick_idle_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) sv_vote_kick_min_players : 4 : , "sv" : The minimum number of players needed on the server to start a vote kick. sv_vote_kick_min_voters : 3 : , "sv" : Minimum number of vote attempts required to start an actual vote. sv_vote_kick_tk_min_population : 0 : , "sv" : The voting population required to kick a person for team killing sv_vote_kick_tk_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) sv_vote_kick_troll_min_population : 0 : , "sv" : The voting population required to kick a person for trolling sv_vote_kick_troll_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) sv_vote_min_population : 0 : , "sv" : The voting population required sv_vote_min_ratio : 0 : , "sv" : What ratio of the votes needs to be yes to pass? (1.0 = All votes need to be yes) sv_vote_ui_hide_disabled_issues : 1 : , "sv" : Suppress listing of disabled issues in the vote setup screen. sv_weapon_manager_cleanup : 1 : , "sv" : sv_weapon_manager_drop_timer : 45 : , "sv" : sv_weapon_manager_max_count : 50 : , "sv" : sv_workshop_enabled : 0 : , "sv" : Enable Workshop support? sv_workshop_list_file : 0 : , "sv" : File containing list of server Workshop files. sv_workshop_mapcycle_random : 0 : , "sv" : Generate mapcycle in random order? sv_workshop_mapcycle_start : 1 : , "sv" : Start Workshop mapcycle if any maps are defined? sys_minidumpexpandedspew : 1 : : sys_minidumpspewlines : 500 : : Lines of crash dump console spew to keep. template_debug : 0 : , "sv" : Test_CreateEntity : cmd : : test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect Defau Test_EHandle : cmd : : test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player. Test_InitRandomEntitySpawner : cmd : : Test_Loop : cmd : : Test_Loop - loop back to the specified loop start point unconditionally. Test_LoopCount : cmd : : Test_LoopCount - loop back to the specified loop start point the specified # of times. Test_LoopForNumSeconds : cmd : : Test_LoopForNumSeconds