All sv_cheats 1 Console Commands in CS:GO

Category: Counter-Strike Global Offensive, Counter-Strike Global Offensive Guides & Tutorials
4 comments
164.5K

All sv_cheats 1 console commands for CS:GO

We have collected a full list of all console commands and cvars for Counter-Strike Global Offensive, that requires sv_cheats to be enabled on the server. If you just want to know about some of the basic “cheating” commands, check out our sv_cheats 1 guide, which covers most of basics.

Remember, sv_cheats has to be turned ON (sv_cheats 1) for these commands to work!

CS:GO sv_cheats 1 commands

  • +posedebug
    Turn on pose debugger or add ents to pose debugger UI
    Client only
  • +showbudget
  • +showbudget_texture
  • +showbudget_texture_global
  • -posedebug
    Turn off pose debugger or hide ents from pose debugger UI
    Client only
  • -showbudget
  • -showbudget_texture
  • -showbudget_texture_global
  • achievement_debug
    Default: 0
    Turn on achievement debug msgs.
    Client only
  • achievement_disable
    Default: 0
    Turn off achievements.
    Client only
  • ai_debug_los
    Default: 0
    NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
    Server only
  • ai_debug_shoot_positions
    Default: 0
    Client only
  • ai_disable
    Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
    Server only
  • ai_drawbattlelines
    Default: 0
    Server only
  • ai_drop_hint
    Drop an ai_hint at the player's current eye position.
    Server only
  • ai_hull
    Controls which connections are shown when ai_show_hull or ai_show_connect commands are used
    Arguments:NPC name or classname, <none>=NPC under crosshair
    Server only
  • ai_next_hull
    Cycles through the various hull sizes.  Currently selected hull size is written to the screen.  Controls which connections are shown when ai_show_hull or ai_show_connect commands are used
    Arguments:-none-
    Server only
  • ai_nodes
    Toggles node display.  First call displays the nodes for the given network as green objects.  Second call  displays the nodes and their IDs.  Nodes are color coded as follows:
    Green- ground node
    Cyan- air node
    Magenta- climb node
    Grey- node not available for selected hull size
    Orange - node currently locked
    Server only
  • ai_resume
    If NPC is stepping through tasks (see ai_step ) will resume normal processing.
    Server only
  • ai_setenabled
    Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
    Server only
  • ai_show_connect
    Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
    Green- ground movement 
    Blue- jumping movement
    Cyan- flying movement
    Yellow- crawling movement
    Magenta- climbing movement
    Red- connection disabled
    Server only
  • ai_show_connect_crawl
    Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
    Green- ground movement 
    Blue- jumping movement
    Cyan- flying movement
    Yellow- crawling movement
    Magenta- climbing movement
    Red- connection disabled
    Server only
  • ai_show_connect_fly
    Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
    Green- ground movement 
    Blue- jumping movement
    Cyan- flying movement
    Yellow- crawling movement
    Magenta- climbing movement
    Red- connection disabled
    Server only
  • ai_show_connect_jump
    Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:
    Green- ground movement 
    Blue- jumping movement
    Cyan- flying movement
    Yellow- crawling movement
    Magenta- climbing movement
    Red- connection disabled
    Server only
  • ai_show_graph_connect
    Toggles graph connection display for the node that the player is looking at.  Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node.  Nodes that are not connected via the net graph from the selected node will be drawn in blue.
    Server only
  • ai_show_grid
    Draw a grid on the floor where looking.
    Server only
  • ai_show_hints
    Displays all hints as small boxes
    Blue- hint is available for use
    Red- hint is currently being used by an NPC
    Orange- hint not being used by timed out
    Grey- hint has been disabled
    Server only
  • ai_show_hull
    Displays the allowed hulls between each node for the currently selected hull type.  Hulls are color code as follows:
    Green- ground movement 
    Blue- jumping movement
    Cyan- flying movement
    Yellow- crawling movement
    Magenta- climbing movement
    Arguments: -none-
    Server only
  • ai_show_node
    Highlight the specified node
    Server only
    Modified in v1.34.6.6
  • ai_show_visibility
    Toggles visibility display for the node that the player is looking at.  Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node.  Nodes that are not visible from the selected node will be drawn in blue.
    Server only
  • ai_step
    NPCs will freeze after completing their current task.  To complete the next task, use 'ai_step' again.  To resume processing normally use 'ai_resume'
    Server only
  • ai_vehicle_avoidance
    Default: 1
    Server only
  • air_density
    Changes the density of air for drag computations.
    Server only
  • bench_end
    Ends gathering of info.
    
  • bench_showstatsdialog
    Shows a dialog displaying the most recent benchmark results.
    Client only
  • bench_start
    Starts gathering of info. Arguments: filename to write results into
    
  • bench_upload
    Uploads most recent benchmark stats to the Valve servers.
    
  • bot_crouch
    Default: 0
    Server only
  • bot_debug
    Default: 0
    For internal testing purposes.
    Server only
  • bot_debug_target
    Default: 0
    For internal testing purposes.
    Server only
  • bot_dont_shoot
    Default: 0
    If nonzero, bots will not fire weapons (for debugging).
    Server only
  • bot_freeze
    Default: 0
    Server only
  • bot_goto_mark
    Sends a bot to the marked nav area (useful for testing navigation meshes)
    Server only
  • bot_goto_selected
    Sends a bot to the selected nav area (useful for testing navigation meshes)
    Server only
  • bot_kill
    bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
    Server only
  • bot_loadout
    Default: 
    bots are given these items at round start
    Server only
  • bot_max_vision_distance_override
    Default: -1
    Min: -1
    Max distance bots can see targets.
    Server only
  • bot_mimic
    Default: 0
    Server only
  • bot_mimic_yaw_offset
    Default: 180
    Server only
  • bot_place
    bot_place - Places a bot from the map at where the local player is pointing.
    Server only
  • bot_randombuy
    Default: 0
    should bots ignore their prefered weapons and just buy weapons at random?
    Server only
  • bot_show_battlefront
    Default: 0
    Show areas where rushing players will initially meet.
    Server only
  • bot_show_nav
    Default: 0
    For internal testing purposes.
    Server only
  • bot_show_occupy_time
    Default: 0
    Show when each nav area can first be reached by each team.
    Server only
  • bot_stop
    Default: 0
    If nonzero, immediately stops all bot processing.
    Server only
  • bot_traceview
    Default: 0
    For internal testing purposes.
    Server only
  • bot_zombie
    Default: 0
    If nonzero, bots will stay in idle mode and not attack.
    Server only
  • box
    Draw a debug box.
    
  • buddha
    Toggle.  Player takes damage but won't die. (Shows red cross when health is zero)
    Server only
  • bug_swap
    Automatically swaps the current weapon for the bug bait and back again.
    Server only
  • building_cubemaps
    Default: 0
    Indicates we're building cubemaps
    Client only
  • cam_command
    Tells camera to change modes
    Client only
  • cam_showangles
    Default: 0
    When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
    Client only
  • cast_hull
    Tests hull collision detection
    Server only
  • cast_ray
    Tests collision detection
    Server only
  • ch_createairboat
    Spawn airboat in front of the player.
    Server only
  • ch_createjeep
    Spawn jeep in front of the player.
    Server only
  • cl_avatar_convert_rgb
    Converts all png avatars in the avatars directory to rgb
    Client only
    New in v1.34.7.9
  • cl_backspeed
    Default: 450
    Client only
  • cl_bob_version
    Default: 0
    Client only
  • cl_bobup
    Default: 0.5
    Client only
  • cl_brushfastpath
    Default: 1
    Client only
  • cl_camera_follow_bone_index
    Default: -2
    Index of the bone to follow.  -2 == disabled.  -1 == root bone.  0+ is bone index.
    Client only
  • cl_clock_correction
    Default: 1
    Enable/disable clock correction on the client.
    
  • cl_clock_correction_adjustment_max_amount
    Default: 200
    Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.
    
  • cl_clock_correction_adjustment_max_offset
    Default: 90
    As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.
    
  • cl_clock_correction_adjustment_min_offset
    Default: 10
    If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
    
  • cl_clock_correction_force_server_tick
    Default: 999
    Force clock correction to match the server tick + this offset (-999 disables it).
    
  • cl_clock_showdebuginfo
    Default: 0
    Show debugging info about the clock drift.
    
  • cl_clockdrift_max_ms
    Default: 150
    Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
    
  • cl_clockdrift_max_ms_threadmode
    Default: 0
    Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
    
  • cl_custommaterial_debug_graph
    Default: 0
    Client only
  • cl_detail_multiplier
    Default: 1
    extra details to create
    Client only
  • cl_disable_ragdolls
    Default: 0
    Client only
  • cl_draw_only_deathnotices
    Default: 0
    For drawing only the crosshair and death notices (used for moviemaking)
    Client only
  • cl_drawhud
    Default: 1
    Enable the rendering of the hud
    Client only
  • cl_drawleaf
    Default: -1
    Client only
  • cl_drawmaterial
    Default: 
    Draw a particular material over the frame
    Client only
  • cl_drawshadowtexture
    Default: 0
    Client only
  • cl_dumpplayer
    Dumps info about a player
    Client only
  • cl_ent_absbox
    Displays the client's absbox for the entity under the crosshair.
    Client only
  • cl_ent_bbox
    Displays the client's bounding box for the entity under the crosshair.
    Client only
  • cl_ent_rbox
    Displays the client's render box for the entity under the crosshair.
    Client only
  • cl_entityreport
    Default: 0
    For debugging, draw entity states to console
    
  • cl_extrapolate
    Default: 1
    Enable/disable extrapolation if interpolation history runs out.
    Client only
  • cl_extrapolate_amount
    Default: 0.25
    Set how many seconds the client will extrapolate entities for.
    Client only
  • cl_fastdetailsprites
    Default: 1
    whether to use new detail sprite system
    Client only
  • cl_find_ent
    Find and list all client entities with classnames that contain the specified substring.
    Format: cl_find_ent <substring>
    Client only
  • cl_find_ent_index
    Display data for clientside entity matching specified index.
    Format: cl_find_ent_index <index>
    Client only
  • cl_flushentitypacket
    Default: 0
    For debugging. Force the engine to flush an entity packet.
    
  • cl_forwardspeed
    Default: 450
    Client only
  • cl_fullupdate
    Forces the server to send a full update packet
    
  • cl_ignorepackets
    Default: 0
    Force client to ignore packets (for debugging).
    
  • cl_jiggle_bone_debug
    Default: 0
    Display physics-based 'jiggle bone' debugging information
    Client only
  • cl_jiggle_bone_debug_pitch_constraints
    Default: 0
    Display physics-based 'jiggle bone' debugging information
    Client only
  • cl_jiggle_bone_debug_yaw_constraints
    Default: 0
    Display physics-based 'jiggle bone' debugging information
    Client only
  • cl_jiggle_bone_invert
    Default: 0
    Client only
  • cl_leafsystemvis
    Default: 0
    Client only
  • cl_leveloverview
    Default: 0
    Client only
  • cl_leveloverviewmarker
    Default: 0
    Client only
  • cl_maxrenderable_dist
    Default: 3000
    Max distance from the camera at which things will be rendered
    Client only
  • cl_overdraw_test
    Default: 0
    Client only
  • cl_particle_retire_cost
    Default: 0
    Client only
  • cl_particles_show_bbox
    Default: 0
    Client only
  • cl_particles_show_controlpoints
    Default: 0
    Client only
  • cl_pclass
    Default: 
    Dump entity by prediction classname.
    Client only
  • cl_pdump
    Default: -1
    Dump info about this entity to screen.
    Client only
  • cl_phys_show_active
    Default: 0
    Client only
  • cl_phys_timescale
    Default: 1.0
    Sets the scale of time for client-side physics (ragdolls)
    Client only
  • cl_pitchdown
    Default: 89
    Client only
  • cl_pitchup
    Default: 89
    Client only
  • cl_portal_use_new_dissolve
    Default: 1
    Use new dissolve effect
    Client only
  • cl_predictionlist
    Default: 0
    Show which entities are predicting
    Client only
  • cl_ragdoll_gravity
    Default: 600
    Sets the gravity client-side ragdolls
    Client only
  • cl_reloadpostprocessparams
    Client only
  • cl_removedecals
    Remove the decals from the entity under the crosshair.
    Client only
  • cl_shadowtextureoverlaysize
    Default: 256
    Client only
  • cl_showanimstate_activities
    Default: 0
    Show activities in the (client) animation state display.
    Client only
  • cl_showents
    Dump entity list to console.
    
  • cl_showevents
    Default: 0
    Print event firing info in the console
    
  • cl_sidespeed
    Default: 450
    Client only
  • cl_skipfastpath
    Default: 0
    Set to 1 to stop all models that go through the model fast path from rendering
    Client only
  • cl_skipslowpath
    Default: 0
    Set to 1 to skip any models that don't go through the model fast path
    
  • cl_sos_test_get_opvar
    Client only
  • cl_sos_test_set_opvar
    Client only
  • cl_soundscape_flush
    Flushes the client side soundscapes
    Client only
  • cl_sporeclipdistance
    Default: 512
    Client only
  • cl_sun_decay_rate
    Default: 0.05
    Client only
  • cl_sunlight_ortho_size
    Default: 0.0
    Set to values greater than 0 for ortho view render projections.
    Client only
  • cl_teamid_overhead
    Default: 1
    Shows teamID over player's heads.  0 = off, 1 = on
    Client only
  • cl_teamid_overhead_maxdist
    Default: 3000
    max distance at which the overhead team id icons will show
    Client only
  • cl_teamid_overhead_maxdist_spec
    Default: 2000
    max distance at which the overhead team id icons will show when a spectator
    Client only
  • cl_upspeed
    Default: 320
    Client only
  • cl_use_new_headbob
    Default: 1
    Client only
  • cl_view
    Set the view entity index.
    
  • cl_weapon_debug_print_accuracy
    Default: 0
    Client only
    New in v1.34.0.0
  • cl_winddir
    Default: 0
    Weather effects wind direction angle
    Client only
  • cl_windspeed
    Default: 0
    Weather effects wind speed scalar
    Client only
  • cl_wpn_sway_scale
    Default: 1.6
    Client only
  • collision_test
    Tests collision system
    Server only
  • colorcorrectionui
    Show/hide the color correction tools UI.
    
  • crash
    Cause the engine to crash (Debug!!)
    
  • create_flashlight
    Server only
  • CreatePredictionError
    Create a prediction error
    Server only
  • cs_hostage_near_rescue_music_distance
    Default: 2000
    Server only
  • cs_ShowStateTransitions
    Default: -2
    cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
    Server only
  • CS_WarnFriendlyDamageInterval
    Default: 3.0
    Defines how frequently the server notifies clients that a player damaged a friend
    Server only
  • debug_visibility_monitor
    Default: 0
    Server only
  • debugsystemui
    Show/hide the debug system UI.
    
  • default_fov
    Default: 90
    Client only
  • demo_recordcommands
    Default: 1
    Record commands typed at console into .dem files.
    
  • disable_static_prop_loading
    Default: 0
    If non-zero when a map loads, static props won't be loaded
    
  • display_elapsedtime
    Displays how much time has elapsed since the game started
    
  • display_game_events
    Default: 0
    
  • dlight_debug
    Creates a dlight in front of the player
    Client only
  • drawcross
    Draws a cross at the given location
    Arguments: x y z
    Server only
  • drawline
    Draws line between two 3D Points.
    Green if no collision
    Red is collides with something
    Arguments: x1 y1 z1 x2 y2 z2
    Server only
  • dsp_db_min
    Default: 80
    
  • dsp_db_mixdrop
    Default: 0.5
    
  • dsp_dist_max
    Default: 1440.0
    
  • dsp_dist_min
    Default: 0.0
    
  • dsp_mix_max
    Default: 0.8
    
  • dsp_mix_min
    Default: 0.2
    
  • dsp_off
    Default: 0
    
  • dsp_reload
  • dsp_slow_cpu
    Default: 0
    
  • dsp_volume
    Default: 0.8
    
  • dump_particlemanifest
    Dump the list of particles loaded.
    Client only
  • dumpgamestringtable
    Dump the contents of the game string table to the console.
    Server only
  • editor_toggle
    Disables the simulation and returns focus to the editor
    
  • enable_debug_overlays
    Default: 1
    Enable rendering of debug overlays
    Server only
  • enable_skeleton_draw
    Default: 0
    Render skeletons in wireframe
    Client only
  • endround
    End the current round.
    Server only
  • ent_absbox
    Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_attachments
    Displays the attachment points on an entity.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_autoaim
    Displays the entity's autoaim radius.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_bbox
    Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlays.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_create
    Creates an entity of the given type where the player is looking.
    Server only
  • ent_dump
    Usage:
       ent_dump <entity name>
    Server only
  • ent_fire
    Usage:
       ent_fire <target> [action] [value] [delay]
    Server only
  • ent_info
    Usage:
       ent_info <class name>
    Server only
  • ent_keyvalue
    Applies the comma delimited key=value pairs to the entity with the given Hammer ID.
    Format: ent_keyvalue <entity id> <key1>=<value1>,<key2>=<value2>,...,<keyN>=<valueN>
    Server only
  • ent_messages
    Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any messages that it sends or receives.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_messages_draw
    Default: 0
    Visualizes all entity input/output activity.
    Server only
  • ent_name
    Server only
  • ent_orient
    Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis.
    Format: ent_orient <entity name> <optional: allangles>
    Server only
  • ent_pause
    Toggles pausing of input/output message processing for entities.  When turned on processing of all message will stop.  Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.
    Server only
  • ent_pivot
    Displays the pivot for the given entity(ies).
    (y=up=green, z=forward=blue, x=left=red). 
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_rbox
    Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_remove
    Removes the given entity(s)
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_remove_all
    Removes all entities of the specified type
    Arguments:   {entity_name} / {class_name}
    Server only
  • ent_rotate
    Rotates an entity by a specified # of degrees
    Server only
  • ent_script_dump
    Dumps the names and values of this entity's script scope to the console
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_setang
    Set entity angles
    Server only
  • ent_setname
    Sets the targetname of the given entity(s)
    Arguments:   {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_setpos
    Move entity to position
    Server only
  • ent_show_response_criteria
    Print, to the console, an entity's current criteria set used to select responses.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_step
    When 'ent_pause' is set this will step through one waiting input / output message at a time.
    Server only
  • ent_teleport
    Teleport the specified entity to where the player is looking.
    Format: ent_teleport <entity name>
    Server only
  • ent_text
    Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • ent_viewoffset
    Displays the eye position for the given entity(ies) in red.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • fadein
    fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
    Server only
  • fadeout
    fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
    Server only
  • find_ent
    Find and list all entities with classnames or targetnames that contain the specified substring.
    Format: find_ent <substring>
    Server only
  • find_ent_index
    Display data for entity matching specified index.
    Format: find_ent_index <index>
    Server only
  • firetarget
    Server only
  • fish_debug
    Default: 0
    Show debug info for fish
    Client only
  • fish_dormant
    Default: 0
    Turns off interactive fish behavior. Fish become immobile and unresponsive.
    Server only
  • flush
    Flush unlocked cache memory.
    
  • flush_locked
    Flush unlocked and locked cache memory.
    
  • fog_color
    Default: -1 -1 -1
    Client only
  • fog_colorskybox
    Default: -1 -1 -1
    Client only
  • fog_enable
    Default: 1
    Client only
  • fog_enable_water_fog
    Default: 1
    
  • fog_enableskybox
    Default: 1
    Client only
  • fog_end
    Default: -1
    Client only
  • fog_endskybox
    Default: -1
    Client only
  • fog_hdrcolorscale
    Default: -1
    Client only
  • fog_hdrcolorscaleskybox
    Default: -1
    Client only
  • fog_maxdensity
    Default: -1
    Client only
  • fog_maxdensityskybox
    Default: -1
    Client only
  • fog_override
    Default: 0
    Overrides the map's fog settings (-1 populates fog_ vars with map's values)
    Client only
  • fog_start
    Default: -1
    Client only
  • fog_startskybox
    Default: -1
    Client only
  • forktest
    Cause the engine to fork and wait for child PID, parameter can be passed for requested exit code (Debug!!)
    New in v1.32.8.0
  • foundry_engine_get_mouse_control
    Give the engine control of the mouse.
    Server only
  • foundry_engine_release_mouse_control
    Give the control of the mouse back to Hammer.
    Server only
  • foundry_select_entity
    Select the entity under the crosshair or select entities with the specified name.
    Server only
  • foundry_sync_hammer_view
    Move Hammer's 3D view to the same position as the engine's 3D view.
    Server only
  • foundry_update_entity
    Updates the entity's position/angles when in edit mode
    Server only
  • fov_cs_debug
    Default: 0
    Sets the view fov if cheats are on.
    Client only
  • fps_screenshot_frequency
    Default: 10
    While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds when under the given fps.)
    
  • fps_screenshot_threshold
    Default: -1
    Dump a screenshot when the FPS drops below the given value.
    
  • fx_new_sparks
    Default: 1
    Use new style sparks.
    Server only
  • g_debug_angularsensor
    Default: 0
    Server only
  • g_debug_constraint_sounds
    Default: 0
    Enable debug printing about constraint sounds.
    Server only
  • g_debug_ragdoll_removal
    Default: 0
    Client only
  • g_debug_ragdoll_visualize
    Default: 0
    Client only
  • g_debug_trackpather
    Default: 0
    Server only
  • g_debug_vehiclebase
    Default: 0
    Server only
  • g_debug_vehicledriver
    Default: 0
    Server only
  • g_debug_vehicleexit
    Default: 0
    Server only
  • g_debug_vehiclesound
    Default: 0
    Server only
  • g_jeepexitspeed
    Default: 100
    Server only
  • gameinstructor_dump_open_lessons
    Gives a list of all currently open lessons.
    Client only
  • gameinstructor_find_errors
    Default: 0
    Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
    Client only
  • gameinstructor_reload_lessons
    Shuts down all open lessons and reloads them from the script file.
    Client only
  • gameinstructor_save_restore_lessons
    Default: 1
    Set to 0 to disable save/load of open lesson opportunities in single player.
    Client only
  • gameinstructor_verbose
    Default: 0
    Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
    Client only
  • gameinstructor_verbose_lesson
    Default: 
    Display more verbose information for lessons have this name.
    Client only
  • givecurrentammo
    Give a supply of ammo for current weapon..
    Server only
  • gl_clear_randomcolor
    Default: 0
    Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
    Client only
  • global_event_log_enabled
    Default: 0
    Enables the global event log system
    Server only
  • global_set
    global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
    Server only
  • glow_outline_effect_enable
    Default: 1
    Enable entity outline glow effects.
    Client only
  • glow_outline_width
    Default: 6.0f
    Width of glow outline effect in screen space.
    Client only
  • god
    Toggle. Player becomes invulnerable.
    Server only
  • gods
    Toggle. All players become invulnerable.
    Server only
  • hidehud
    Default: 0
    Client only
  • host_framerate
    Default: 0
    Set to lock per-frame time elapse.
    New in v1.34.5.8
  • host_sleep
    Default: 0
    Force the host to sleep a certain number of milliseconds each frame.
    
  • host_timescale
    Default: 1.0
    Prescale the clock by this amount.
    
  • hostage_debug
    Default: 0
    Show hostage AI debug information
    Server only
  • hunk_track_allocation_types
    Default: 1
    
  • hurtme
    Hurts the player.
    Arguments: <health to lose>
    Server only
  • in_forceuser
    Default: 0
    Force user input to this split screen player.
    
  • inferno_child_spawn_interval_multiplier
    Default: 0.1
    Amount spawn interval increases for each child
    Server only
  • inferno_child_spawn_max_depth
    Default: 4
    Server only
  • inferno_damage
    Default: 40
    Damage per second
    Server only
  • inferno_debug
    Default: 0
    Server only
  • inferno_dlight_spacing
    Default: 200
    Inferno dlights are at least this far apart
    Client only
  • inferno_flame_lifetime
    Default: 7
    Average lifetime of each flame in seconds
    Server only
  • inferno_flame_spacing
    Default: 42
    Minimum distance between separate flame spawns
    Server only
  • inferno_forward_reduction_factor
    Default: 0.9
    Server only
  • inferno_friendly_fire_duration
    Default: 6
    For this long, FF is credited back to the thrower.
    Server only
  • inferno_initial_spawn_interval
    Default: 0.02
    Time between spawning flames for first fire
    Server only
  • inferno_max_child_spawn_interval
    Default: 0.5
    Largest time interval for child flame spawning
    Server only
  • inferno_max_flames
    Default: 16
    Maximum number of flames that can be created
    Server only
  • inferno_max_range
    Default: 150
    Maximum distance flames can spread from their initial ignition point
    Server only
  • inferno_per_flame_spawn_duration
    Default: 3
    Duration each new flame will attempt to spawn new flames
    Server only
  • inferno_scorch_decals
    Default: 1
    Server only
  • inferno_spawn_angle
    Default: 45
    Angular change from parent
    Server only
  • inferno_surface_offset
    Default: 20
    Server only
  • inferno_velocity_decay_factor
    Default: 0.2
    Server only
  • inferno_velocity_factor
    Default: 0.003
    Server only
  • inferno_velocity_normal_factor
    Default: 0
    Server only
  • kdtree_test
    Tests spatial partition for entities queries.
    Server only
  • light_crosshair
    Show texture color at crosshair
    
  • lightcache_maxmiss
    Default: 2
    
  • linefile
    Parses map leak data from .lin file
    
  • locator_split_len
    Default: 0.5f
    Client only
  • locator_split_maxwide_percent
    Default: 0.80f
    Client only
  • loopsingleplayermaps
    Default: 0
    Server only
  • map_setbombradius
    Sets the bomb radius for the map.
    Server only
  • map_showbombradius
    Shows bomb radius from the center of each bomb site and planted bomb.
    Server only
  • mat_accelerate_adjust_exposure_down
    Default: 40.0
    Client only
  • mat_ambient_light_b
    Default: 0.0
    New in v1.34.4.6
  • mat_ambient_light_g
    Default: 0.0
    New in v1.34.4.6
  • mat_ambient_light_r
    Default: 0.0
    New in v1.34.4.6
  • mat_aniso_disable
    Default: 0
    NOTE: You must change mat_forceaniso after changing this convar for this to take effect
    
  • mat_autoexposure_max
    Default: 2
    Client only
  • mat_autoexposure_max_multiplier
    Default: 1.0
    Client only
  • mat_autoexposure_min
    Default: 0.5
    Client only
  • mat_bloomamount_rate
    Default: 0.05f
    Client only
  • mat_bumpbasis
    Default: 0
    
  • mat_camerarendertargetoverlaysize
    Default: 128
    Client only
  • mat_colcorrection_forceentitiesclientside
    Default: 0
    Forces color correction entities to be updated on the client
    Client only
  • mat_colorcorrection
    Default: 1
    
  • mat_crosshair
    Display the name of the material under the crosshair
    
  • mat_crosshair_edit
    open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
    
  • mat_crosshair_explorer
    open the material under the crosshair in explorer and highlight the vmt file
    
  • mat_crosshair_printmaterial
    print the material under the crosshair
    
  • mat_crosshair_reloadmaterial
    reload the material under the crosshair
    
  • mat_debug_bloom
    Default: 0
    Client only
  • mat_debug_postprocessing_effects
    Default: 0
    0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
    Client only
  • mat_debugalttab
    Default: 0
    
  • mat_disable_bloom
    Default: 0
    Client only
  • mat_displacementmap
    Default: 1
    
  • mat_drawflat
    Default: 0
    
  • mat_drawgray
    Default: 0
    
  • mat_drawwater
    Default: 1
    Client only
  • mat_dynamic_tonemapping
    Default: 1
    
  • mat_dynamiclightmaps
    Default: 0
    
  • mat_dynamicPaintmaps
    Default: 0
    
  • mat_edit
    Bring up the material under the crosshair in the editor
    
  • mat_exposure_center_region_x
    Default: 0.9
    Client only
  • mat_exposure_center_region_y
    Default: 0.85
    Client only
  • mat_fastclip
    Default: 0
    
  • mat_fastnobump
    Default: 0
    
  • mat_fillrate
    Default: 0
    
  • mat_force_bloom
    Default: 0
    Client only
  • mat_force_tonemap_min_avglum
    Default: -1
    Override. Old default was 3.0
    Client only
  • mat_force_tonemap_percent_bright_pixels
    Default: -1
    Override. Old value was 2.0
    Client only
  • mat_force_tonemap_percent_target
    Default: -1
    Override. Old default was 60.
    Client only
  • mat_force_tonemap_scale
    Default: 0.0
    
  • mat_forcedynamic
    Default: 0
    
  • mat_frame_sync_enable
    Default: 1
    
  • mat_frame_sync_force_texture
    Default: 0
    Force frame syncing to lock a managed texture.
    
  • mat_fullbright
    Default: 0
    
  • mat_hdr_uncapexposure
    Default: 0
    Client only
  • mat_hsv
    Default: 0
    Client only
  • mat_leafvis
    Default: 0
    Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what does/doesn't get drawn)
    
  • mat_loadtextures
    Default: 1
    
  • mat_local_contrast_edge_scale_override
    Default: -1000.0
    
  • mat_local_contrast_midtone_mask_override
    Default: -1.0
    
  • mat_local_contrast_scale_override
    Default: 0.0
    
  • mat_local_contrast_vignette_end_override
    Default: -1.0
    
  • mat_local_contrast_vignette_start_override
    Default: -1.0
    
  • mat_lpreview_mode
    Default: -1
    Client only
  • mat_luxels
    Default: 0
    
  • mat_measurefillrate
    Default: 0
    
  • mat_morphstats
    Default: 0
    
  • mat_norendering
    Default: 0
    
  • mat_normalmaps
    Default: 0
    
  • mat_normals
    Default: 0
    
  • mat_postprocess_enable
    Default: 1
    Client only
  • mat_proxy
    Default: 0
    
  • mat_reloadallcustommaterials
    Reloads all custom materials
    Client only
  • mat_reloadallmaterials
    Reloads all materials
    
  • mat_reloadmaterial
    Reloads a single material
    
  • mat_reloadtextures
    Reloads all textures
    
  • mat_remoteshadercompile
    Default: 127.0.0.1
    Modified in v1.34.4.7
  • mat_rendered_faces_count
    Default: 0
    Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use 'mat_rendered_faces_spew' to spew all models rendered in the current frame)
    
  • mat_reporthwmorphmemory
    Reports the amount of size in bytes taken up by hardware morph textures.
    
  • mat_reversedepth
    Default: 0
    
  • mat_show_histogram
    Default: 0
    Client only
  • mat_show_texture_memory_usage
    Default: 0
    Display the texture memory usage on the HUD.
    
  • mat_showcamerarendertarget
    Default: 0
    Client only
  • mat_showframebuffertexture
    Default: 0
    Client only
  • mat_showlowresimage
    Default: 0
    
  • mat_showmiplevels
    Default: 0
    color-code miplevels 2: normalmaps, 1: everything else
    
  • mat_showwatertextures
    Default: 0
    Client only
  • mat_softwareskin
    Default: 0
    
  • mat_stub
    Default: 0
    Client only
  • mat_surfaceid
    Default: 0
    
  • mat_surfacemat
    Default: 0
    
  • mat_tessellation_accgeometrytangents
    Default: 0
    
  • mat_tessellation_cornertangents
    Default: 1
    
  • mat_tessellation_update_buffers
    Default: 1
    
  • mat_tessellationlevel
    Default: 6
    
  • mat_texture_list
    Default: 0
    For debugging, show a list of used textures per frame
    New in v1.34.6.1
  • mat_tonemap_algorithm
    Default: 1
    0 = Original Algorithm 1 = New Algorithm
    Client only
  • mat_viewportscale
    Default: 1.0
    Min: 0.001563, Max: 1
    Scale down the main viewport (to reduce GPU impact on CPU profiling)
    Client only
  • mat_viewportupscale
    Default: 1
    Scale the viewport back up
    Client only
    New in v1.34.4.7
  • mat_wireframe
    Default: 0
    
  • mat_yuv
    Default: 0
    Client only
  • mem_dumpvballocs
    Dump VB memory allocation stats.
    
  • mem_incremental_compact_rate
    Default: .5
    Rate at which to attempt internal heap compation
    
  • mod_dynamicloadpause
    Default: 0
    
  • mod_dynamicloadthrottle
    Default: 0
    
  • molotov_throw_detonate_time
    Default: 2.0
    Client only
  • mp_forcerespawnplayers
    Force all players to respawn.
    Server only
  • mp_forcewin
    Forces team to win
    Server only
  • ms_player_dump_properties
    Prints a dump the current players property data
    
  • nav_add_to_selected_set
    Add current area to the selected set.
    Server only
  • nav_add_to_selected_set_by_id
    Add specified area id to the selected set.
    Server only
  • nav_analyze
    Re-analyze the current Navigation Mesh and save it to disk.
    Server only
  • nav_analyze_scripted
    commandline hook to run a nav_analyze and then quit.
    Server only
  • nav_area_bgcolor
    Default: 0 0 0 30
    RGBA color to draw as the background color for nav areas while editing.
    Server only
  • nav_area_max_size
    Default: 50
    Max area size created in nav generation
    Server only
  • nav_avoid
    Toggles the 'avoid this area when possible' flag used by the AI system.
    Server only
  • nav_begin_area
    Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
    Server only
  • nav_begin_deselecting
    Start continuously removing from the selected set.
    Server only
  • nav_begin_drag_deselecting
    Start dragging a selection area.
    Server only
  • nav_begin_drag_selecting
    Start dragging a selection area.
    Server only
  • nav_begin_selecting
    Start continuously adding to the selected set.
    Server only
  • nav_begin_shift_xy
    Begin shifting the Selected Set.
    Server only
  • nav_build_ladder
    Attempts to build a nav ladder on the climbable surface under the cursor.
    Server only
  • nav_check_connectivity
    Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
    Server only
  • nav_check_file_consistency
    Scans the maps directory and reports any missing/out-of-date navigation files.
    Server only
  • nav_check_stairs
    Update the nav mesh STAIRS attribute
    Server only
    Modified in v1.34.7.9
  • nav_chop_selected
    Chops all selected areas into their component 1x1 areas
    Server only
  • nav_clear_attribute
    Remove given nav attribute from all areas in the selected set.
    Server only
  • nav_clear_selected_set
    Clear the selected set.
    Server only
  • nav_clear_walkable_marks
    Erase any previously placed walkable positions.
    Server only
  • nav_compress_id
    Re-orders area and ladder ID's so they are continuous.
    Server only
  • nav_connect
    To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
    Server only
  • nav_coplanar_slope_limit
    Default: 0.99
    Server only
  • nav_coplanar_slope_limit_displacement
    Default: 0.7
    Server only
  • nav_corner_adjust_adjacent
    Default: 18
    radius used to raise/lower corners in nearby areas when raising/lowering corners.
    Server only
  • nav_corner_lower
    Lower the selected corner of the currently marked Area.
    Server only
  • nav_corner_place_on_ground
    Places the selected corner of the currently marked Area on the ground.
    Server only
  • nav_corner_raise
    Raise the selected corner of the currently marked Area.
    Server only
  • nav_corner_select
    Select a corner of the currently marked Area. Use multiple times to access all four corners.
    Server only
  • nav_create_area_at_feet
    Default: 0
    Anchor nav_begin_area Z to editing player's feet
    Server only
  • nav_create_place_on_ground
    Default: 0
    If true, nav areas will be placed flush with the ground when created by hand.
    Server only
  • nav_crouch
    Toggles the 'must crouch in this area' flag used by the AI system.
    Server only
  • nav_debug_blocked
    Default: 0
    Server only
  • nav_delete
    Deletes the currently highlighted Area.
    Server only
  • nav_delete_marked
    Deletes the currently marked Area (if any).
    Server only
  • nav_disconnect
    To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
    Server only
  • nav_displacement_test
    Default: 10000
    Checks for nodes embedded in displacements (useful for in-development maps)
    Server only
  • nav_dont_hide
    Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
    Server only
  • nav_draw_limit
    Default: 500
    The maximum number of areas to draw in edit mode
    Server only
  • nav_edit
    Default: 0
    Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
    Server only
  • nav_end_area
    Defines the second corner of a new Area or Ladder and creates it.
    Server only
  • nav_end_deselecting
    Stop continuously removing from the selected set.
    Server only
  • nav_end_drag_deselecting
    Stop dragging a selection area.
    Server only
  • nav_end_drag_selecting
    Stop dragging a selection area.
    Server only
  • nav_end_selecting
    Stop continuously adding to the selected set.
    Server only
  • nav_end_shift_xy
    Finish shifting the Selected Set.
    Server only
  • nav_flood_select
    Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
    Server only
  • nav_gen_cliffs_approx
    Mark cliff areas, post-processing approximation
    Server only
  • nav_generate
    Generate a Navigation Mesh for the current map and save it to disk.
    Server only
  • nav_generate_fencetops
    Default: 1
    Autogenerate nav areas on fence and obstacle tops
    Server only
  • nav_generate_fixup_jump_areas
    Default: 1
    Convert obsolete jump areas into 2-way connections
    Server only
  • nav_generate_incremental
    Generate a Navigation Mesh for the current map and save it to disk.
    Server only
  • nav_generate_incremental_range
    Default: 2000
    Server only
  • nav_generate_incremental_tolerance
    Default: 0
    Z tolerance for adding new nav areas.
    Server only
  • nav_jump
    Toggles the 'traverse this area by jumping' flag used by the AI system.
    Server only
  • nav_ladder_flip
    Flips the selected ladder's direction.
    Server only
  • nav_load
    Loads the Navigation Mesh for the current map.
    Server only
  • nav_lower_drag_volume_max
    Lower the top of the drag select volume.
    Server only
  • nav_lower_drag_volume_min
    Lower the bottom of the drag select volume.
    Server only
  • nav_make_sniper_spots
    Chops the marked area into disconnected sub-areas suitable for sniper spots.
    Server only
  • nav_mark
    Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
    Server only
  • nav_mark_attribute
    Set nav attribute for all areas in the selected set.
    Server only
  • nav_mark_unnamed
    Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
    Server only
  • nav_mark_walkable
    Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
    Server only
  • nav_max_view_distance
    Default: 0
    Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
    Server only
  • nav_max_vis_delta_list_length
    Default: 64
    Server only
  • nav_merge
    To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
    Server only
  • nav_merge_mesh
    Merges a saved selected set into the current mesh.
    Server only
  • nav_no_hostages
    Toggles the 'hostages cannot use this area' flag used by the AI system.
    Server only
  • nav_no_jump
    Toggles the 'dont jump in this area' flag used by the AI system.
    Server only
  • nav_place_floodfill
    Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
    Server only
  • nav_place_list
    Lists all place names used in the map.
    Server only
  • nav_place_pick
    Sets the current Place to the Place of the Area under the cursor.
    Server only
  • nav_place_replace
    Replaces all instances of the first place with the second place.
    Server only
  • nav_place_set
    Sets the Place of all selected areas to the current Place.
    Server only
  • nav_potentially_visible_dot_tolerance
    Default: 0.98
    Server only
  • nav_precise
    Toggles the 'dont avoid obstacles' flag used by the AI system.
    Server only
  • nav_quicksave
    Default: 0
    Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing.
    Server only
  • nav_raise_drag_volume_max
    Raise the top of the drag select volume.
    Server only
  • nav_raise_drag_volume_min
    Raise the bottom of the drag select volume.
    Server only
  • nav_recall_selected_set
    Re-selects the stored selected set.
    Server only
  • nav_remove_from_selected_set
    Remove current area from the selected set.
    Server only
  • nav_remove_jump_areas
    Removes legacy jump areas, replacing them with connections.
    Server only
  • nav_run
    Toggles the 'traverse this area by running' flag used by the AI system.
    Server only
  • nav_save
    Saves the current Navigation Mesh to disk.
    Server only
  • nav_save_selected
    Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
    Server only
  • nav_select_blocked_areas
    Adds all blocked areas to the selected set
    Server only
  • nav_select_damaging_areas
    Adds all damaging areas to the selected set
    Server only
  • nav_select_half_space
    Selects any areas that intersect the given half-space.
    Server only
  • nav_select_invalid_areas
    Adds all invalid areas to the Selected Set.
    Server only
  • nav_select_obstructed_areas
    Adds all obstructed areas to the selected set
    Server only
  • nav_select_radius
    Adds all areas in a radius to the selection set
    Server only
  • nav_select_stairs
    Adds all stairway areas to the selected set
    Server only
  • nav_selected_set_border_color
    Default: 100 100 0 255
    Color used to draw the selected set borders while editing.
    Server only
  • nav_selected_set_color
    Default: 255 255 200 96
    Color used to draw the selected set background while editing.
    Server only
  • nav_set_place_mode
    Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
    Server only
  • nav_shift
    Shifts the selected areas by the specified amount
    Server only
  • nav_show_approach_points
    Default: 0
    Show Approach Points in the Navigation Mesh.
    Server only
  • nav_show_area_info
    Default: 0.5
    Duration in seconds to show nav area ID and attributes while editing
    Server only
  • nav_show_compass
    Default: 0
    Server only
  • nav_show_continguous
    Default: 0
    Highlight non-contiguous connections
    Server only
  • nav_show_danger
    Default: 0
    Show current 'danger' levels.
    Server only
  • nav_show_light_intensity
    Default: 0
    Server only
  • nav_show_node_grid
    Default: 0
    Server only
  • nav_show_node_id
    Default: 0
    Server only
  • nav_show_nodes
    Default: 0
    Server only
  • nav_show_player_counts
    Default: 0
    Show current player counts in each area.
    Server only
  • nav_show_potentially_visible
    Default: 0
    Show areas that are potentially visible from the current nav area
    Server only
  • nav_simplify_selected
    Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
    Server only
  • nav_slope_limit
    Default: 0.7
    The ground unit normal's Z component must be greater than this for nav areas to be generated.
    Server only
  • nav_slope_tolerance
    Default: 0.1
    The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
    Server only
  • nav_snap_to_grid
    Default: 0
    Snap to the nav generation grid when creating new nav areas
    Server only
  • nav_solid_props
    Default: 0
    Make props solid to nav generation/editing
    Server only
  • nav_splice
    To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
    Server only
  • nav_split
    To split an Area into two, align the split line using your cursor and invoke the split command.
    Server only
  • nav_split_place_on_ground
    Default: 0
    If true, nav areas will be placed flush with the ground when split.
    Server only
  • nav_stand
    Toggles the 'stand while hiding' flag used by the AI system.
    Server only
  • nav_stop
    Toggles the 'must stop when entering this area' flag used by the AI system.
    Server only
  • nav_store_selected_set
    Stores the current selected set for later retrieval.
    Server only
  • nav_strip
    Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
    Server only
  • nav_subdivide
    Subdivides all selected areas.
    Server only
  • nav_test_node
    Default: 0
    Server only
  • nav_test_node_crouch
    Default: 0
    Server only
  • nav_test_node_crouch_dir
    Default: 4
    Server only
  • nav_test_stairs
    Test the selected set for being on stairs
    Server only
  • nav_toggle_deselecting
    Start or stop continuously removing from the selected set.
    Server only
  • nav_toggle_in_selected_set
    Remove current area from the selected set.
    Server only
  • nav_toggle_place_mode
    Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
    Server only
  • nav_toggle_place_painting
    Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
    Server only
  • nav_toggle_selected_set
    Toggles all areas into/out of the selected set.
    Server only
  • nav_toggle_selecting
    Start or stop continuously adding to the selected set.
    Server only
  • nav_transient
    Toggles the 'area is transient and may become blocked' flag used by the AI system.
    Server only
  • nav_unmark
    Clears the marked Area or Ladder.
    Server only
  • nav_update_lighting
    Recomputes lighting values
    Server only
  • nav_update_visibility_on_edit
    Default: 0
    If nonzero editing the mesh will incrementally recompue visibility
    Server only
  • nav_use_place
    If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
    Server only
  • nav_walk
    Toggles the 'traverse this area by walking' flag used by the AI system.
    Server only
  • nav_warp_to_mark
    Warps the player to the marked area.
    Server only
  • nav_world_center
    Centers the nav mesh in the world
    Server only
  • net_blockmsg
    Default: none
    Discards incoming message: <0|1|name>
    
  • net_droppackets
    Default: 0
    Drops next n packets on client
    
  • net_earliertempents
    Default: 0
    
  • net_fakejitter
    Default: 0
    Jitter fakelag packet time
    
  • net_fakelag
    Default: 0
    Lag all incoming network data (including loopback) by this many milliseconds.
    
  • net_fakeloss
    Default: 0
    Simulate packet loss as a percentage (negative means drop 1/n packets)
    
  • net_showreliablesounds
    Default: 0
    
  • next
    Default: 0
    Set to 1 to advance to next frame ( when singlestep == 1 )
    
  • noclip
    Toggle. Player becomes non-solid and flies.  Optional argument of 0 or 1 to force enable/disable
    Server only
  • noclip_fixup
    Default: 1
    Server only
  • notarget
    Toggle. Player becomes hidden to NPCs.
    Server only
  • npc_ally_deathmessage
    Default: 1
    Server only
  • npc_bipass
    Displays the local movement attempts by the given NPC(s) (triangulation detours).  Failed bypass routes are displayed in red, successful bypasses are shown in green.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at.
    Server only
  • npc_combat
    Displays text debugging information about the squad and enemy of the selected NPC  (See Overlay Text)
    Arguments:   {npc_name} / {npc class_name} / no argument picks what player is looking at
    Server only
  • npc_conditions
    Displays all the current AI conditions that an NPC has in the overlay text.
    Arguments:   {npc_name} / {npc class_name} / no argument picks what player is looking at
    Server only
  • npc_create
    Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).  
    Arguments:[npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
    Server only
  • npc_create_aimed
    Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location).  Note that this only works for npc classes that are already in the world.  You can not create an entity that doesn't have an instance in the level.
    Arguments:{npc_class_name}
    Server only
  • npc_destroy
    Removes the given NPC(s) from the universe
    Arguments:   {npc_name} / {npc_class_name} / no argument picks what player is looking at
    Server only
  • npc_destroy_unselected
    Removes all NPCs from the universe that aren't currently selected
    Server only
  • npc_enemies
    Shows memory of NPC.  Draws an X on top of each memory.
    Eluded entities drawn in blue (don't know where it went)
    Unreachable entities drawn in green (can't get to it)
    Current enemy drawn in red
    Current target entity drawn in magenta
    All other entities drawn in pink
    Arguments:   {npc_name} / {npc class_name} / no argument picks what player is looking at
    Server only
  • npc_focus
    Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)
    Arguments:   {npc_name} / {npc class_name} / no argument picks what player is looking at
    Server only
  • npc_freeze
    Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
    Arguments:-none-
    Server only
  • npc_go
    Selected NPC(s) will go to the location that the player is looking (shown with a purple box)
    Arguments:-none-
    Server only
  • npc_go_random
    Sends all selected NPC(s) to a random node.
    Arguments:   -none-
    Server only
  • npc_kill
    Kills the given NPC(s)
    Arguments:   {npc_name} / {npc_class_name} / no argument picks what player is looking at
    Server only
  • npc_nearest
    Draw's a while box around the NPC(s) nearest node
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • npc_relationships
    Displays the relationships between this NPC and all others.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • npc_reset
    Reloads schedules for all NPC's from their script files
    Arguments:-none-
    Server only
  • npc_route
    Displays the current route of the given NPC as a line on the screen.  Waypoints along the route are drawn as small cyan rectangles.  Line is color coded in the following manner:
    Blue- path to a node
    Cyan- detour around an object (triangulation)
    Red- jump
    Maroon - path to final target position
    Arguments:   {npc_name} / {npc_class_name} / no argument picks what player is looking at
    Server only
  • npc_select
    Select or deselects the given NPC(s) for later manipulation.  Selected NPC's are shown surrounded by a red translucent box
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • npc_set_freeze
    Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
    Arguments:-none-
    Server only
  • npc_squads
    Obsolete.  Replaced by npc_combat
    Server only
  • npc_steering
    Displays the steering obstructions of the NPC (used to perform local avoidance)
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • npc_steering_all
    Displays the steering obstructions of all NPCs (used to perform local avoidance)
    Server only
  • npc_task_text
    Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
    Arguments:   {npc_name} / {npc class_name} / no argument picks what player is looking at
    Server only
  • npc_tasks
    Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
    Arguments:   {npc_name} / {npc class_name} / no argument picks what player is looking at
    Server only
  • npc_teleport
    Selected NPC will teleport to the location that the player is looking (shown with a purple box)
    Arguments:-none-
    Server only
  • npc_viewcone
    Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • paintsplat_bias
    Default: 0.1f
    Change bias value for computing circle buffer
    
  • paintsplat_max_alpha_noise
    Default: 0.1f
    Max noise value of circle alpha
    
  • paintsplat_noise_enabled
    Default: 1
    
  • panel_test_title_safe
    Default: 0
    Test vgui panel positioning with title safe indentation
    
  • particle_simulateoverflow
    Default: 0
    Used for stress-testing particle systems. Randomly denies creation of particles.
    Client only
  • particle_test_attach_attachment
    Default: 0
    Attachment index for attachment mode
    Server only
  • particle_test_attach_mode
    Default: follow_attachment
    Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
    Server only
  • particle_test_file
    Default: 
    Name of the particle system to dynamically spawn
    Server only
  • particle_test_start
    Dispatches the test particle system with the parameters specified in particle_test_file,
     particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • particle_test_stop
    Stops all particle systems on the selected entities.
    Arguments:   {entity_name} / {class_name} / no argument picks what player is looking at
    Server only
  • perfui
    Show/hide the level performance tools UI.
    
  • phys_debug_check_contacts
    Default: 0
    Client only
  • phys_show_active
    Default: 0
    Server only
  • picker
    Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
    Arguments:full - enables all debug information
    Server only
  • player_debug_print_damage
    Default: 0
    When true, print amount and type of all damage received by player to console.
    Server only
  • playsoundscape
    Forces a soundscape to play
    Client only
  • post_jump_crouch
    Default: 0.2f
    This determines how long the third person player character will crouch for after landing a jump.  This only affects the third person animation visuals.
    Client only
  • print_colorcorrection
    Display the color correction layer information.
    
  • prop_crosshair
    Shows name for prop looking at
    
  • prop_debug
    Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
    Server only
  • prop_dynamic_create
    Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.
    Arguments: {.mdl name}
    Server only
  • prop_physics_create
    Creates a physics prop with a specific .mdl aimed away from where the player is looking.
    Arguments: {.mdl name}
    Server only
  • pwatchent
    Default: -1
    Entity to watch for prediction system changes.
    Client only
  • pwatchvar
    Default: 
    Entity variable to watch in prediction system for changes.
    Client only
  • r_AirboatViewDampenDamp
    Default: 1.0
    Client only
  • r_AirboatViewDampenFreq
    Default: 7.0
    Client only
  • r_AirboatViewZHeight
    Default: 0.0
    Client only
  • r_alphafade_usefov
    Default: 1
    Account for FOV when computing an entity's distance-based alpha fade
    Client only
  • r_ambientfraction
    Default: 0.2
    Fraction of direct lighting used to boost lighting when model requests
    
  • r_ambientlightingonly
    Default: 0
    Set this to 1 to light models with only ambient lighting (and no static lighting).
    
  • r_avglight
    Default: 1
    
  • r_avglightmap
    Default: 0
    
  • r_brush_queue_mode
    Default: 0
    
  • r_ClipAreaFrustums
    Default: 1
    
  • r_ClipAreaPortals
    Default: 1
    
  • r_colorstaticprops
    Default: 0
    
  • r_debugcheapwater
    Default: 0
    Client only
  • r_debugrandomstaticlighting
    Default: 0
    Set to 1 to randomize static lighting for debugging.  Must restart for change to take affect.
    
  • r_depthoverlay
    Default: 0
    Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
    Client only
  • r_disable_distance_fade_on_big_props
    Default: 0
    Completely disable distance fading on large props
    Client only
  • r_disable_distance_fade_on_big_props_thresh
    Default: 48000
    Distance prop fade disable threshold size
    Client only
  • r_disable_update_shadow
    Default: 1
    Client only
  • r_DispBuildable
    Default: 0
    
  • r_DispWalkable
    Default: 0
    
  • r_dlightsenable
    Default: 1
    
  • r_drawallrenderables
    Default: 0
    Draw all renderables, even ones inside solid leaves.
    Client only
  • r_DrawBeams
    Default: 1
    0=Off, 1=Normal, 2=Wireframe
    
  • r_drawbrushmodels
    Default: 1
    Render brush models. 0=Off, 1=Normal, 2=Wireframe
    
  • r_drawclipbrushes
    Default: 0
    Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
    
  • r_drawdecals
    Default: 1
    Render decals.
    
  • r_DrawDisp
    Default: 1
    Toggles rendering of displacment maps
    
  • r_drawentities
    Default: 1
    
  • r_drawfuncdetail
    Default: 1
    Render func_detail
    
  • r_drawleaf
    Default: -1
    Draw the specified leaf.
    
  • r_drawlightcache
    Default: 0
    0: off
    1: draw light cache entries
    2: draw rays
    
  • r_drawlightinfo
    Default: 0
    
  • r_drawlights
    Default: 0
    
  • r_DrawModelLightOrigin
    Default: 0
    
  • r_drawmodelstatsoverlay
    Default: 0
    
  • r_drawmodelstatsoverlaydistance
    Default: 500
    
  • r_drawmodelstatsoverlayfilter
    Default: -1
    
  • r_drawopaquerenderables
    Default: 1
    Client only
  • r_drawopaqueworld
    Default: 1
    Client only
  • r_drawothermodels
    Default: 1
    0=Off, 1=Normal, 2=Wireframe
    Client only
  • r_drawparticles
    Default: 1
    Enable/disable particle rendering
    Client only
  • r_DrawPortals
    Default: 0
    
  • r_DrawRain
    Default: 1
    Enable/disable rain rendering.
    Client only
  • r_drawrenderboxes
    Default: 0
    (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both bounding boxes)
    Client only
  • r_drawropes
    Default: 1
    Client only
  • r_drawscreenoverlay
    Default: 1
    Client only
    Modified in v1.33.0.0
  • r_drawskybox
    Default: 1
    
  • r_drawsprites
    Default: 1
    Client only
  • r_drawstaticprops
    Default: 1
    0=Off, 1=Normal, 2=Wireframe
    
  • r_drawtracers
    Default: 1
    Client only
  • r_drawtracers_movetonotintersect
    Default: 1
    Client only
  • r_drawtranslucentrenderables
    Default: 1
    Client only
  • r_drawtranslucentworld
    Default: 1
    
  • r_drawunderwateroverlay
    Default: 0
    Client only
  • r_drawvgui
    Default: 1
    Enable the rendering of vgui panels
    
  • r_drawviewmodel
    Default: 1
    Client only
  • r_drawworld
    Default: 1
    Render the world.
    
  • r_dscale_basefov
    Default: 90
    
  • r_dscale_fardist
    Default: 2000
    
  • r_dscale_farscale
    Default: 4
    
  • r_dscale_neardist
    Default: 100
    
  • r_dscale_nearscale
    Default: 1
    
  • r_dynamiclighting
    Default: 1
    
  • r_eyewaterepsilon
    Default: 7.0f
    Client only
  • r_farz
    Default: -1
    Override the far clipping plane. -1 means to use the value in env_fog_controller.
    Client only
  • r_flashlightambient
    Default: 0.0
    Client only
  • r_flashlightbacktraceoffset
    Default: 0.4
    Client only
  • r_flashlightbrightness
    Default: 0.25
    
  • r_flashlightclip
    Default: 0
    
  • r_flashlightconstant
    Default: 0.0
    Client only
  • r_flashlightdrawclip
    Default: 0
    
  • r_flashlightfar
    Default: 750.0
    Client only
  • r_flashlightfov
    Default: 53.0
    Client only
  • r_flashlightladderdist
    Default: 40.0
    Client only
  • r_flashlightlinear
    Default: 100.0
    Client only
  • r_flashlightlockposition
    Default: 0
    Client only
  • r_flashlightmuzzleflashfov
    Default: 120
    Client only
  • r_flashlightnear
    Default: 4.0
    Client only
  • r_flashlightnearoffsetscale
    Default: 1.0
    Client only
  • r_flashlightoffsetforward
    Default: 0.0
    Client only
  • r_flashlightoffsetright
    Default: 5.0
    Client only
  • r_flashlightoffsetup
    Default: -5.0
    Client only
  • r_flashlightquadratic
    Default: 0.0
    Client only
  • r_flashlightshadowatten
    Default: 0.35
    Client only
  • r_flashlightvisualizetrace
    Default: 0
    Client only
  • r_hwmorph
    Default: 0
    Min: 0, Max: 0
    Modified in v1.34.4.7
  • r_itemblinkmax
    Default: .3
    
  • r_itemblinkrate
    Default: 4.5
    
  • r_JeepFOV
    Default: 90
    Server only
  • r_JeepViewBlendTo
    Default: 1
    Client only
  • r_JeepViewBlendToScale
    Default: 0.03
    Client only
  • r_JeepViewBlendToTime
    Default: 1.5
    Client only
  • r_JeepViewDampenDamp
    Default: 1.0
    Client only
  • r_JeepViewDampenFreq
    Default: 7.0
    Client only
  • r_JeepViewZHeight
    Default: 10.0
    Client only
  • r_lightcache_invalidate
  • r_lightcache_numambientsamples
    Default: 162
    Min: 1, Max: 162
    number of random directions to fire rays when computing ambient lighting
    
  • r_lightcache_radiusfactor
    Default: 1000
    Allow lights to influence lightcaches beyond the lights' radii
    
  • r_lightcachecenter
    Default: 1
    
  • r_lightcachemodel
    Default: -1
    
  • r_lightinterp
    Default: 5
    Controls the speed of light interpolation, 0 turns off interpolation
    
  • r_lightmap
    Default: -1
    
  • r_lightstyle
    Default: -1
    
  • r_lightwarpidentity
    Default: 0
    
  • r_lockpvs
    Default: 0
    Lock the PVS so you can fly around and inspect what is being drawn.
    
  • r_mapextents
    Default: 16384
    Set the max dimension for the map.  This determines the far clipping plane
    Client only
  • r_modelAmbientMin
    Default: 0.0
    Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
    
  • r_modelwireframedecal
    Default: 0
    
  • r_nohw
    Default: 0
    
  • r_nosw
    Default: 0
    
  • r_novis
    Default: 0
    Turn off the PVS.
    
  • r_occlusionspew
    Default: 0
    Activate/deactivates spew about what the occlusion system is doing.
    
  • r_oldlightselection
    Default: 0
    Set this to revert to HL2's method of selecting lights
    
  • r_particle_demo
    Default: 0
    Client only
  • r_partition_level
    Default: -1
    Displays a particular level of the spatial partition system. Use -1 to disable it.
    
  • r_portalsopenall
    Default: 0
    Open all portals
    
  • r_PortalTestEnts
    Default: 1
    Clip entities against portal frustums.
    Client only
  • r_proplightingpooling
    Default: -1.0
    0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset)
    
  • r_radiosity
    Default: 4
    0: no radiosity
    1: radiosity with ambient cube (6 samples)
    2: radiosity with 162 samples
    3: 162 samples for static props, 6 samples for everything else
    
  • r_rainalpha
    Default: 0.4
    Client only
  • r_rainalphapow
    Default: 0.8
    Client only
  • r_RainCheck
    Default: 0
    Enable/disable IsInAir() check for rain drops?
    Client only
  • r_RainDebugDuration
    Default: 0
    Shows rain tracelines for this many seconds (0 disables)
    Client only
  • r_raindensity
    Default: 0.001
    Client only
  • r_RainHack
    Default: 0
    Client only
  • r_rainlength
    Default: 0.1f
    Client only
  • r_RainProfile
    Default: 0
    Enable/disable rain profiling.
    Client only
  • r_RainRadius
    Default: 1500
    Client only
  • r_RainSideVel
    Default: 130
    How much sideways velocity rain gets.
    Client only
  • r_RainSimulate
    Default: 1
    Enable/disable rain simulation.
    Client only
  • r_rainspeed
    Default: 600.0f
    Client only
  • r_RainSplashPercentage
    Default: 20
    Client only
  • r_rainwidth
    Default: 0.5
    Client only
  • r_randomflex
    Default: 0
    
  • r_rimlight
    Default: 1
    
  • r_screenoverlay
    Draw specified material as an overlay
    Client only
  • r_shadow_debug_spew
    Default: 0
    Client only
  • r_shadow_deferred
    Default: 0
    Toggle deferred shadow rendering
    
  • r_shadowangles
    Set shadow angles
    Client only
  • r_shadowblobbycutoff
    some shadow stuff
    Client only
  • r_shadowcolor
    Set shadow color
    Client only
  • r_shadowdir
    Set shadow direction
    Client only
  • r_shadowdist
    Set shadow distance
    Client only
  • r_shadowfromanyworldlight
    Default: 0
    Client only
  • r_shadowfromworldlights_debug
    Default: 0
    Client only
  • r_shadowids
    Default: 0
    
  • r_shadows_gamecontrol
    Default: -1
    
  • r_shadowwireframe
    Default: 0
    
  • r_showenvcubemap
    Default: 0
    
  • r_showz_power
    Default: 1.0f
    
  • r_skin
    Default: 0
    
  • r_skybox
    Default: 1
    Enable the rendering of sky boxes
    Client only
  • r_slowpathwireframe
    Default: 0
    
  • r_SnowDebugBox
    Default: 0
    Snow Debug Boxes.
    Client only
  • r_SnowEnable
    Default: 1
    Snow Enable
    Client only
  • r_SnowEndAlpha
    Default: 255
    Snow.
    Client only
  • r_SnowEndSize
    Default: 0
    Snow.
    Client only
  • r_SnowFallSpeed
    Default: 1.5
    Snow fall speed scale.
    Client only
  • r_SnowInsideRadius
    Default: 256
    Snow.
    Client only
  • r_SnowOutsideRadius
    Default: 1024
    Snow.
    Client only
  • r_SnowParticles
    Default: 500
    Snow.
    Client only
  • r_SnowPosScale
    Default: 1
    Snow.
    Client only
  • r_SnowRayEnable
    Default: 1
    Snow.
    Client only
  • r_SnowRayLength
    Default: 8192.0f
    Snow.
    Client only
  • r_SnowRayRadius
    Default: 256
    Snow.
    Client only
  • r_SnowSpeedScale
    Default: 1
    Snow.
    Client only
  • r_SnowStartAlpha
    Default: 25
    Snow.
    Client only
  • r_SnowStartSize
    Default: 1
    Snow.
    Client only
  • r_SnowWindScale
    Default: 0.0035
    Snow.
    Client only
  • r_SnowZoomOffset
    Default: 384.0f
    Snow.
    Client only
  • r_SnowZoomRadius
    Default: 512.0f
    Snow.
    Client only
  • r_swingflashlight
    Default: 1
    Client only
  • r_updaterefracttexture
    Default: 1
    Client only
  • r_vehicleBrakeRate
    Default: 1.5
    Server only
  • r_VehicleViewClamp
    Default: 1
    Client only
  • r_VehicleViewDampen
    Default: 1
    Client only
  • r_visocclusion
    Default: 0
    Activate/deactivate wireframe rendering of what the occlusion system is doing.
    
  • r_visualizelighttraces
    Default: 0
    
  • r_visualizelighttracesshowfulltrace
    Default: 0
    
  • r_visualizetraces
    Default: 0
    
  • radarvisdistance
    Default: 1000.0f
    Min: 10
    at this distance and beyond you need to be point right at someone to see them
    Server only
  • radarvismaxdot
    Default: .996
    Min: 0, Max: 1
    how closely you have to point at someone to see them beyond max distance
    Server only
  • radarvismethod
    Default: 1
    Min: 0, Max: 1
    0 for traditional method, 1 for more realistic method
    Server only
  • radarvispow
    Default: .4
    the degree to which you can point away from a target, and still see them on radar.
    Server only
  • rangefinder
    rangefinder
    Client only
    New in v1.32.9.0
  • recompute_speed
    Recomputes clock speed (for debugging purposes).
    
  • report_cliententitysim
    Default: 0
    List all clientside simulations and time - will report and turn itself off.
    Client only
  • report_clientthinklist
    Default: 0
    List all clientside entities thinking and time - will report and turn itself off.
    Client only
  • reset_expo
    Reset player scores, player controls, team scores, and end the round
    Server only
  • reset_gameconvars
    Reset a bunch of game convars to default values
    
  • respawn_entities
    Respawn all the entities in the map.
    Server only
  • rope_min_pixel_diameter
    Default: 2.0
    
  • rr_followup_maxdist
    Default: 1800
    'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
    Server only
  • rr_forceconcept
    fire a response concept directly at a given character.
    USAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,..."
    criteria values are optional.
    Server only
  • rr_remarkable_max_distance
    Default: 1200
    AIs will not even consider remarkarbles that are more than this many units away.
    Server only
  • rr_remarkable_world_entities_replay_limit
    Default: 1
    TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
    Server only
  • rr_remarkables_enabled
    Default: 1
    If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
    Server only
  • rr_thenany_score_slop
    Default: 0.0
    When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
    Server only
  • scene_playvcd
    Play the given VCD as an instanced scripted scene.
    Server only
  • setang
    Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
    Server only
  • setang_exact
    Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
    Server only
  • setmodel
    Changes's player's model
    Server only
  • setpos
    Move player to specified origin (must have sv_cheats).
    Server only
  • setpos_exact
    Move player to an exact specified origin (must have sv_cheats).
    Server only
  • setpos_player
    Move specified player to specified origin (must have sv_cheats).
    Server only
  • shake
    Shake the screen.
    Server only
  • shake_stop
    Stops all active screen shakes.
    Client only
  • shake_testpunch
    Test a punch-style screen shake.
    Client only
  • showbudget_texture
    Default: 0
    Enable the texture budget panel.
    
  • showtriggers
    Default: 0
    Shows trigger brushes
    Server only
  • showtriggers_toggle
    Toggle show triggers
    Server only
  • singlestep
    Default: 0
    Run engine in single step mode ( set next to 1 to advance a frame )
    
  • snd_debug_panlaw
    Default: 0
    Visualize panning crossfade curves
    
  • snd_disable_mixer_duck
    Default: 0
    
  • snd_disable_mixer_solo
    Default: 0
    
  • snd_dvar_dist_max
    Default: 1320
    Play full 'far' sound at this distance
    
  • snd_dvar_dist_min
    Default: 240
    Play full 'near' sound at this distance
    
  • snd_filter
    Default:
    
  • snd_foliage_db_loss
    Default: 4
    foliage dB loss per 1200 units
    
  • snd_gain
    Default: 1
    
  • snd_gain_max
    Default: 1
    
  • snd_gain_min
    Default: 0.01
    
  • snd_list
    Default:
    
  • snd_max_same_sounds
    Default: 4
    
  • snd_max_same_weapon_sounds
    Default: 3
    
  • snd_mixer_master_dsp
    Default: 1.0
    
  • snd_mixer_master_level
    Default: 1.0
    
  • snd_obscured_gain_dB
    Default: -2.70
    
  • snd_op_test_convar
    Default: 1.0
    
  • snd_pause_all
    Default: 1
    Specifies to pause all sounds and not just voice
    
  • snd_pre_gain_dist_falloff
    Default: 1
    
  • snd_rear_speaker_scale
    Default: 1.0
    How much to scale rear speaker contribution to front stereo output
    Modified in v1.34.5.6
  • snd_refdb
    Default: 60
    Reference dB at snd_refdist
    
  • snd_refdist
    Default: 36
    Reference distance for snd_refdb
    
  • snd_report_format_sound
    Default: 0
    If set to 1, report all sound formats.
    
  • snd_report_loop_sound
    Default: 0
    If set to 1, report all sounds that just looped.
    
  • snd_report_start_sound
    Default: 0
    If set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example). Use snd_showstart to see the sounds that are really played.
    
  • snd_report_stop_sound
    Default: 0
    If set to 1, report all sounds stopped with S_StopSound().
    
  • snd_report_verbose_error
    Default: 0
    If set to 1, report more error found when playing sounds.
    
  • snd_setmixer
    Set named Mixgroup of current mixer to mix vol, mute, solo.
    
  • snd_setmixlayer
    Set named Mixgroup of named mix layer to mix vol, mute, solo.
    
  • snd_setmixlayer_amount
    Set named mix layer mix amount.
    
  • snd_show
    Default: 0
    Show sounds info
    
  • snd_showclassname
    Default: 0
    
  • snd_showmixer
    Default: 0
    
  • snd_showstart
    Default: 0
    
  • snd_sos_flush_operators
    Flush and re-parse the sound operator system
    
  • snd_sos_list_operator_updates
    Default: 0
    
  • snd_sos_print_operators
    Prints a list of currently available operators
    
  • snd_sos_show_block_debug
    Default: 0
    Spew data about the list of block entries.
    
  • snd_sos_show_client_rcv
    Default: 0
    
  • snd_sos_show_client_xmit
    Default: 0
    Client only
  • snd_sos_show_operator_entry_filter
    Default:
    
  • snd_sos_show_operator_init
    Default: 0
    
  • snd_sos_show_operator_parse
    Default: 0
    
  • snd_sos_show_operator_prestart
    Default: 0
    
  • snd_sos_show_operator_shutdown
    Default: 0
    
  • snd_sos_show_operator_start
    Default: 0
    
  • snd_sos_show_operator_stop_entry
    Default: 0
    
  • snd_sos_show_operator_updates
    Default: 0
    
  • snd_sos_show_queuetotrack
    Default: 0
    
  • snd_sos_show_server_xmit
    Default: 0
    Server only
  • snd_sos_show_startqueue
    Default: 0
    
  • snd_soundmixer_flush
    Reload soundmixers.txt file.
    Modified in v1.34.4.1
  • snd_soundmixer_set_trigger_factor
    Set named mix layer / mix group, trigger amount.
    
  • snd_visualize
    Default: 0
    Show sounds location in world
    
  • soundscape_debug
    Default: 0
    When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.
    Server only
  • soundscape_dumpclient
    Dumps the client's soundscape data.
    Client only
  • soundscape_fadetime
    Default: 3.0
    Time to crossfade sound effects between soundscapes
    Client only
  • soundscape_radius_debug
    Default: 0
    Prints current volume of radius sounds
    Client only
  • spec_allow_roaming
    Default: 0
    If nonzero, allow free-roaming spectator camera.
    Server only
  • spec_freeze_cinematiclight_b
    Default: 1.0
    Client only
  • spec_freeze_cinematiclight_g
    Default: 1.2
    Client only
  • spec_freeze_cinematiclight_r
    Default: 1.5
    Client only
  • spec_freeze_cinematiclight_scale
    Default: 2.0
    Client only
  • spec_freeze_distance_max
    Default: 80
    Maximum random distance from the target to stop when framing them in observer freeze cam.
    Client only
  • spec_freeze_distance_min
    Default: 60
    Minimum random distance from the target to stop when framing them in observer freeze cam.
    Client only
  • spec_freeze_target_fov
    Default: 42
    The target FOV that the deathcam should use.
    Client only
  • spec_freeze_target_fov_long
    Default: 90
    The target FOV that the deathcam should use when the cam zoom far away on the target.
    Client only
  • spec_freeze_traveltime_long
    Default: 0.45
    Min: 0.01
    Time taken to zoom in to frame a target in observer freeze cam when they are far away.
    Client only
  • spike
    generates a fake spike
    
  • spincycle
    Cause the engine to spincycle (Debug!!)
    
  • stopsound
  • stopsoundscape
    Stops all soundscape processing and fades current looping sounds
    Client only
  • surfaceprop
    Reports the surface properties at the cursor
    Server only
  • sv_dumpstringtables
    Default: 0
    
  • sv_footstep_sound_frequency
    Default: 0.97
    How frequent to hear the player's step sound or how fast they appear to be running from first person.
    Client only
  • sv_grenade_trajectory
    Default: 0
    Shows grenade trajectory visualization in-game.
    Client only
  • sv_lagcompensateself
    Default: 0
    Player can lag compensate themselves.
    Server only
    New in v1.34.5.2
  • sv_lagcompensationforcerestore
    Default: 1
    Don't test validity of a lag comp restore, just do it.
    Server only
  • sv_noclipduringpause
    Default: 0
    If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
    Client only
  • sv_pushaway_hostage_force
    Default: 20000
    How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
    Server only
  • sv_pushaway_max_hostage_force
    Default: 1000
    Maximum of how hard the hostage is pushed away from physics objects.
    Server only
  • sv_regeneration_force_on
    Default: 0
    Cheat to test regenerative health systems
    Server only
  • sv_server_verify_blood_on_player
    Default: 1
    Client only
    New in v1.34.6.3
  • sv_showlagcompensation
    Default: 0
    Show lag compensated hitboxes whenever a player is lag compensated.
    Server only
  • sv_soundscape_printdebuginfo
    print soundscapes
    Server only
  • sys_sound_quality
    Default: -1
    Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
    Client only
  • test_dispatcheffect
    Test a clientside dispatch effect.
    Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
    Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
    Server only
  • Test_EHandle
    Server only
  • test_entity_blocker
    Test command that drops an entity blocker out in front of the player.
    Server only
  • test_freezeframe
    Test the freeze frame code.
    Client only
  • Test_InitRandomEntitySpawner
    Server only
  • test_outtro_stats
    Server only
  • Test_ProxyToggle_EnableProxy
    Server only
  • Test_ProxyToggle_EnsureValue
    Test_ProxyToggle_EnsureValue
    Client only
  • Test_ProxyToggle_SetValue
    Server only
  • Test_RandomizeInPVS
    Server only
  • Test_RemoveAllRandomEntities
    Server only
  • Test_SpawnRandomEntities
    Server only
  • testhudanim
    Test a hud element animation.
    Arguments: <anim name>
    Client only
  • thirdperson
    Switch to thirdperson camera.
    Client only
    New in v1.33.3.0
  • thirdperson_mayamode
    Switch to thirdperson Maya-like camera controls.
    Client only
  • timerefresh
    Profile the renderer.
    
  • tweak_ammo_impulses
    Allow real-time tweaking of the ammo impulse values.
    Server only
  • ui_posedebug_fade_in_time
    Default: 0.2
    Time during which a new pose activity layer is shown in green in +posedebug UI
    Client only
  • ui_posedebug_fade_out_time
    Default: 0.8
    Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
    Client only
  • vcollide_wireframe
    Default: 0
    Render physics collision models in wireframe
    Client only
  • vgui_drawtree
    Default: 0
    Draws the vgui panel hiearchy to the specified depth level.
    
  • view_punch_decay
    Default: 18
    Decay factor exponent for view punch
    Client only
  • view_recoil_tracking
    Default: 0.45
    How closely the view tracks with the aim punch from weapon recoil
    Client only
  • viewanim_addkeyframe
    Client only
  • viewanim_reset
    reset view angles!
    Client only
  • vis_force
    Default: 0
    Server only
  • vismon_poll_frequency
    Default: .5
    Server only
  • vismon_trace_limit
    Default: 12
    Server only
  • vm_debug
    Default: 0
    Client only
  • vm_draw_always
    Default: 0
    1 - Always draw view models, 2 - Never draw view models.  Should be done before map launches.
    Client only
  • voice_player_speaking_delay_threshold
    Default: 0.5f
    Server only
  • vox_reload
    Reload sentences.txt file
    
  • voxeltree_box
    View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
    Server only
  • voxeltree_playerview
    View entities in the voxel-tree at the player position.
    Server only
  • voxeltree_sphere
    View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
    Server only
  • voxeltree_view
    View entities in the voxel-tree.
    Server only
  • wc_air_edit_further
    When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location further away from player
    Server only
  • wc_air_edit_nearer
    When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location nearer to from player
    Server only
  • wc_air_node_edit
    When in WC edit mode, toggles laying down or air nodes instead of ground nodes
    Server only
  • wc_create
    When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull)
    Server only
  • wc_destroy
    When in WC edit mode, destroys the node that the player is nearest to looking at.  (The node will be highlighted by a red box).
    Server only
  • wc_destroy_undo
    When in WC edit mode restores the last deleted node
    Server only
  • wc_link_edit
    Server only
  • weapon_accuracy_nospread
    Default: 
    Disable weapon inaccuracy spread
    Client only
  • weapon_debug_spread_gap
    Default: 0.67
    Client only
  • weapon_debug_spread_show
    Default: 0
    Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair
    Client only
  • weapon_recoil_cooldown
    Default: 0.55
    Amount of time needed between shots before restarting recoil
    Client only
  • weapon_recoil_decay1_exp
    Default: 3.5
    Decay factor exponent for weapon recoil
    Client only
  • weapon_recoil_decay2_exp
    Default: 8
    Decay factor exponent for weapon recoil
    Client only
  • weapon_recoil_decay2_lin
    Default: 18
    Decay factor (linear term) for weapon recoil
    Client only
  • weapon_recoil_scale
    Default: 2.0
    Overall scale factor for recoil. Used to reduce recoil on specific platforms
    Client only
  • weapon_recoil_scale_motion_controller
    Default: 1.0
    Overall scale factor for recoil. Used to reduce recoil.  Only for motion controllers
    Client only
  • weapon_recoil_suppression_factor
    Default: 0.75
    Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots
    Client only
  • weapon_recoil_suppression_shots
    Default: 4
    Number of shots before weapon uses full recoil
    Client only
  • weapon_recoil_variance
    Default: 0.55
    Min: 0, Max: 1
    Amount of variance per recoil impulse
    Client only
  • weapon_recoil_vel_decay
    Default: 4.5
    Decay factor for weapon recoil velocity
    Client only
  • weapon_recoil_view_punch_extra
    Default: 0.055
    Additional (non-aim) punch added to view from recoil
    Client only
  • weapon_reload_database
    Reload the weapon database
    Server only
  • wipe_nav_attributes
    Clear all nav attributes of selected area.
    Server only