All sv_cheats 1 Console Commands in CS:GO

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