______ __ _____ __ _ __ / ____/___ __ ______ / /____ _____ / ___// /______(_) /_____ TM / / / __ \/ / / / __ \/ __/ _ \/ ___/ \__ \/ __/ ___/ / //_/ _ \ / /___/ /_/ / /_/ / / / / /_/ __/ / ___/ / /_/ / / / ,< / __/ \____/\____/\__,_/_/ /_/\__/\___/_/ /____/\__/_/ /_/_/|_|\___/ ___ ___ __ _____________ (_-</ _ \/ // / __/ __/ -_) /___/\___/\_,_/_/ \__/\__/ ____ _ _ / ___| |__ ___ __ _| |_ | | | '_ \ / _ \/ _` | __| | |___| | | | __/ (_| | |_ \____|_| |_|\___|\__,_|\__| ____ _ / ___|___ _ __ ___ _ __ ___ __ _ _ __ __| |___ | | / _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` / __| | |__| (_) | | | | | | | | | | | (_| | | | | (_| \__ \ \____\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|___/ A document listing all of the cheat commands in Counter-strike: Source. Version 0.50 23rd July 2009 By oblivion from aoc oblivion_ee_hotmail.com =============================================================================== 0. - *Table of Contents* =============================================================================== 0. Table of Contents 1. Update History 2. Copyright/distribution 3. Introduction and About this guide 4. Cheat Commands Table 5. Impulse Command 6. Give Command 7. Tempent Command 8. Prop Create 9. Official CS:S cvarlist 10. Finding out what commands do 11. General FAQ 12. Helpful websites 13. Credits =============================================================================== 1. - *Update History* =============================================================================== 0.10 - 04th March 2009, guide started. All default comments added. 62kb. 0.20 - 10th March 2009, added shake, hurtme, ent_, 6. Give Command 7. Tempent Command, 8. Prop Create, including model list. 163kb. 0.50 - 23rd July 2009, added Official CS:S cvarlist section. Added many new commands & comments. Added 5 new questions to the General FAQ section. Guide is getting much more useful now. Other tweaks/changes/fixes etc. 240kb. ?.?? - ???? ???? ????, TBA. ???kb. =============================================================================== 2. - *Copyright/distribution* =============================================================================== ---------------------------------- .:'*':. Copyright .:'*':. ---------------------------------- Copyright 2009 to me. This document may not be modified in any way, shape or form unless consent by the author or for personal private use. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Counter-Strike: Source is the copyright and trademark of the Valve Corporation. The author of this document, and the document itself is not affiliated in any way with the Valve Corporation. ---------------------------------- .:'*':. Distribution .:'*':. ---------------------------------- You can freely distribute the DOCUMENT, provided that: (a) you DO NOT charge, or ask for donations, for this. (b) you DO NOT distribute it with any other product, commercial or not. (c) ALL of the document are to be remained unmodified, and untouched. The document MUST remain in its ORIGINAL text form. (d) this document must NOT be used in any illegal activities of any kind. Warning: This document is protected by copyright law and international treaties. Latest version of the guide will always be located on the GameFaqs.com server. http://www.gamefaqs.com/features/recognition/49375.html The Valve Corporation owns some of the comments/notes, but I compiled, created, dumped, extracted, built, presented and formatted everything else. =============================================================================== 3. - *Introduction and About this guide* =============================================================================== This is a guide listing all the cheat commands which require the command "sv_cheat" to be enabled for them to function. You can search this guide using CTRL+F, or scroll through it manually. If you search for a command which isn't a cheat, it will jump to the full official cvar list. These particular commands are useful for developers, mappers, modellers, testers, scripters, modders, artists, demo reviewers, server administrators, and many different types of users. It also applies to other source engine games too. It also lists the props/models available. The commands 'impulse', 'give', 'te' and prop creation, have separate sections because the wider amount of functionality they have available. =============================================================================== 4. - *Cheat Commands Table* =============================================================================== _______________________________________________________________________ |Terms: Command name = The command you enter | | Def # = The default value of the command | | Type = The type of command | | sv : server side | | cl : client side | ! matsys : graphical change | / Comments/notes = Brief explanation of command | / | /--------------------------------------------------------------------------+ / TABLE IS COPYRIGHT 2009 oblivion from aoc | X___________________________________________________________________________/ / | | | \ -----------------------------------------+------+------+----------------------+ Command name | Def #| Type |Comments/notes | -----------------------------------------+------+------+----------------------+ +showbudget | |cmd | +showbudget_texture | |cmd | +showbudget_texture_global | |cmd | -showbudget | |cmd | -showbudget_texture | |cmd | -showbudget_texture_global | |cmd | ai_debug_los | 0 |sv |NPC Line-Of-Sight debug | | |mode. If 1, solid | | |entities that block NPC | | |LC will be highlighted | | |with white bounding | | |boxes. If 2, it'll..... ai_debug_shoot_positions | 0 |sv |Mapping related. ai_disable | | |Debugging tool that | | |allows you enable / | | |disable the AI of all | | |NPCs in the game. | | |Disabled NPCs won't | | |"think", but the rest | | |of the game code | | |continues to run. ai_drawbattlelines | 0 |sv |Displays where players | | |battle for mapping | | |purposes. ai_drop_hint | | |Drop an ai_hint at | | |the player's current | | |eye position. ai_next_hull | | |Display the next NPC | | |Hull size. ai_nodes | | |Toggles node display. | | |First call displays | | |the nodes for the | | |given network as | | |green objects. Second | | |call displays the | | |nodes and their IDs. | | |Nodes are color coded | | |as follows: Green - | | |ground node Cyan - | | |air node Magenta - | | |climb node Grey - | | |node not available | | |for selected hull | | |size Orange - node | | |currently locked ai_resume | | |If NPC is stepping | | |through tasks (see | | |ai_step) will resume | | |normal processing. ai_show_connect | | |debugging tool for | | |examining the AI node | | |graph. ai_show_connect_fly | | |Toggle display of fly | | |connections between | | |nodes. ai_show_connect_jump | | |Toggle display of | | |jump connections | | |between nodes. ai_show_graph_connect | | |Toggles graph | | |connection display | | |for the node that the | | |player is looking at. | | |Nodes that are | | |connected to the | | |selected node by the | | |net graph will be | | |drawn in red with | | |magenta lines | | |connecting to the | | |selected node. Nodes | | |that are not | | |connected via the net | | |graph from the | | |selected node will be | | |drawn in blue. ai_show_grid | | |Draw a grid on the | | |floor where looking. ai_show_hints | | |Displays all hints as | | |small boxes. Blue - | | |hint is available for | | |use Red - hint is | | |currently being used | | |by an NPC Orange - | | |hint not being used | | |by timed out Grey - | | |hint has been disabled. ai_show_hull | | |Displays the allowed | | |hulls between each | | |node for the | | |currently selected | | |hull type. Hulls are | | |color code as | | |follows: Green - | | |ground movement | | |Blue - jumping | | |movement Cyan - | | |flying movement | | |Magenta - climbing | | |movement Arguments: - | | |none- ai_show_visibility | | |Toggles visibility | | |display for the node | | |that the player is | | |looking at. Nodes | | |that are visible from | | |the selected node | | |will be drawn in red | | |with yellow lines | | |connecting to the | | |selected node. Nodes | | |that are not visible | | |from the selected | | |node will be drawn in | | |blue. ai_step | | |If NPC is stepping | | |through tasks (see | | |ai_step ) will resume air_density | | | bench_end | | |Ends gathering of info. bench_showstatsdialog | | |Starts gathering of | | |info. Arguments: | | |filename to write resu bench_start | | |Starts gathering of | | |info. Arguments: | | |filename to write | | |results into bench_upload | | |Uploads most recent | | |benchmark stats to the | | |Valve servers. bloodspray | | |blood bot_crouch | 0 |sv |Forces bots to crouch. bot_debug | 0 |sv |For internal testing | | |purposes. bot_debug_target | 0 |sv |For internal testing | | |purposes. bot_dont_shoot | 0 |sv |If nonzero, bots will | | |not fire weapons (for | | |debugging). bot_freeze | 0 |sv |Doesn't work, use | | |bot_zombie 1 instead. bot_goto_mark | | |Sends a bot to the | | |selected nav area (for | | |editing nav meshes) bot_loadout | 0 |sv |bots are given these | | |items at round start. bot_mimic | 0 |sv |Bots mimic players | | |actions/movements. bot_mimic_yaw_offset | 180 |sv |Points bot in another | | |direction. bot_show_battlefront | 0 |sv |Show areas where | | |rushing players will | | |initially meet. bot_show_nav | 0 |sv |For internal testing | | |purposes. bot_show_occupy_time | 0 |sv |Show when each nav area | | |can first be reached by | | |each team. bot_stop | 0 |sv |If nonzero, immediately | | |stops all bot | | |processing. bot_traceview | 0 |sv |For internal testing | | |purposes. bot_zombie | 0 |sv |If nonzero, bots will | | |stay in idle mode and | | |not attack. box | | |Draw a debug box. buddha | | |Produces "Buddha Mode | | |on..." bug_swap | | |Automatically swaps the | | |current weapon for the | | |bug bait and back again. camortho | | |turns on zoom cam_command | 0 | |Sets to view to third | | |person. cam_idealdist | | |Change camera distance. | | |Use with thirdperson. cam_idealyaw | | |Change camera angle. | | |Use with thirdperson. cast_hull | | |Tests hull collision | | |detection. cast_ray | | |Tests collision | | |detection. ch_createairboat | | |Spawn airboat in front | | |of the player. ch_createjeep | | |Spawn jeep in front of | | |the player. cl_backspeed | 400 |cl |Disabled in CS:S. | | |Backwards walk speed. cl_bob | 0.002|cl |Affects the players | | |weapon bobbing up and | | |down when walking. cl_bobcycle | 0.8 |cl |Affects the players | | |weapon bobbing up and | | |down when walking. cl_bobup | 0.5 |cl |Affects the players | | |weapon bobbing up and | | |down when walking. cl_clock_correction | 1 | |Enable/disable clock | | |correction on the | | |client. cl_clock_correction_adjustment_max_amount| 200 | |Sets the maximum number | | |of milliseconds per | | |second it is allowed to | | |correct the client | | |clock. It will only | | |correct this amount. cl_clock_correction_adjustment_max_offset| 90 | |As the clock offset | | |goes from | | |cl_clock_correction_ | | |adjustment_min_offset | | |to this value (in | | |milliseconds), it moves | | |towards apply. cl_clock_correction_adjustment_min_offset| 10 | |If the clock offset is | | |less than this amount | | |(in milliseconds), then | | |no clock correction is | | |applied. cl_clock_correction_force_server_tick | 999 | |Force clock correction | | |to match the server | | |tick + this offset | | |(-999 disables it). cl_clock_showdebuginfo | 0 | |Show debugging info | | |about the clock drift. cl_clockdrift_max_ms | 150 | |Maximum number of | | |milliseconds the clock | | |is allowed to drift | | |before the client snaps | | |its clock to the | | |server's. cl_detaildist | 0 |matsys|Affects detail of | | |things in distance. cl_detailfade | 0 |matsys|Affects detail of | | |things in distance. cl_drawhud | 1 |cl |Enable the rendering of | | |the hud. cl_drawleaf |-1 |cl |Draw a specified leaf. cl_drawmaterial | 0 |cl |Draw a particular | | |material over the | | |frame. cl_drawshadowtexture | 0 |cl | cl_entityreport | 0 | |For debugging, draw | | |entity states to | | |console. cl_ent_absbox | | |Displays the client's | | |absbox for the entity | | |under the crosshair. cl_ent_bbox | | |Displays the client's | | |bounding box for the | | |entity under the | | |crosshair. cl_ent_rbox | | |Displays the client's | | |render box for the | | |entity under the | | |crosshair. cl_extrapolate | 1 |cl |Enable/disable | | |extrapolation if | | |interpolation history | | |runs out. cl_extrapolate_amount | 0 |cl |Set how many seconds | | |the client will | | |extrapolate entities | | |for. cl_flushentitypacket | 0 | |For debugging. Force | | |the engine to flush an | | |entity packet. cl_forwardspeed | 400 |cl |How fast you travel | | |forward. Default is | | |at max speed I think, | | |going too high makes | | |it harder to turn. cl_fullupdate | | |request a full snapshot | | |manually. cl_ignorepackets | 0 | |Force client to ignore | | |packets (for | | |debugging). cl_leveloverview | 0 |cl |Views level from above. cl_leveloverviewmarker | 0 |cl |Sets marker. cl_maxrenderable_dist | 3000 |cl |Max distance from the | | |camera at which things | | |will be rendered. cl_overdraw_test | |cl |Makes everything grey. cl_particleeffect_aabb_buffer | 2 |cl |Add this amount to a | | |particle effect's bbox | | |in the leaf system so | | |if it's growing slowly, | | |it won't have. cl_particles_show_bbox | 0 |cl |Show bounding boxes for | | |dust/fog particles. cl_pclass | 0 |cl |Dump entity by | | |prediction classname. cl_pdump |-1 |cl |Dump info about this | | |entity to screen. cl_phys_props_enable | 1 |cl |Disable clientside | | |physics props (must be | | |set loading a level). cl_phys_timescale | 1 |cl |Sets the scale of time | | |for client-side physics | | |(ragdolls). cl_pitchdown | 89 |cl |The limit of how far | | |the player can look | | |down. Increasing it | | |allows the player to | | |look under them without | | |turning around. cl_pitchup | 89 |cl |The limit of how far | | |the player can go up. | | |Increasing it allows | | |the player to look | | |behind them without | | |turning around. cl_predict | 1 |cl |Perform client side | | |prediction. cl_predictionlist | 0 |cl |Show which entities are | | |predicting. cl_removedecals | | |Allows player to remove | | |decals that they are | | |pointing at. cl_showanimstate |-1 |cl |Show the (client) | | |animation state for the | | |specified entity (-1 | | |for none). cl_showanimstate_log | 0 |cl |1 to output | | |cl_showanimstate to | | |Msg(). 2 to store in | | |AnimStateClient.log. 3 | | |for both. cl_showerror | 0 |cl |Show prediction errors, | | |2 for above plus | | |detailed fied deltas. cl_showents | | | cl_showevents | 0 | |Print event firing info | | |in the console. cl_sidespeed | 400 |cl |Disabled in CS:S. | | |Sideways walk speed. cl_soundemitter_flush | | | cl_soundscape_flush | | |Flushes the client side | | |soundscapes. cl_sporeclipdistance | 512 |cl | cl_sun_decay_rate | 0 |cl | cl_view | | | cl_upspeed | 320 |cl |How quickly you moveup | | |and movedown in liquids | | |or how fast you jump up | | |Credits to Robert | | |Whelan and sKel cl_winddir | 0 |cl |Weather effects wind | | |direction angle. cl_windspeed | 0 |cl |Weather effects wind | | |speed scale. cl_wpn_sway_scale | 1 |cl |How much players' | | |weapon sways when | | |turning around. collision_test | | |Tests collision system colorcorrectionui | | |Show/hide the color | | |correction tools CreateHairBall | | |Makes large hairballs | | |appear. CreatePredictionError | | |Create a prediction | | |error. cs_ShowStateTransitions | -2 |sv |cs_ShowStateTransitions | | |<ent index or -1 for | | |all>. Show player state | | |transitions. default_fov | 90 |cl |See fov command. demo_recordcommands | 1 | |Record commands typed | | |at console into .dem | | |files. developer | 1 | |Show developer | | |messages. disp_numiterations | 1 | |Invisible floor if 0. dispcoll_drawplane | 0 |sv | drawcross | | | drawline | | |Draws line between | | |two 3D Points. Green | | |If no collision Red | | |Is collided with | | |something Arguments | | |x1 y1 z1 x2 y2 z2 dsp_dist_max | 1440 |demo | dsp_dist_min | 0 |demo | dsp_off | 1 | | dumpgamestringtable | | |Print string tables to | | |console. editor_toggle | | | endround | | |End the current round. ent_absbox | | |Displays the total | | |bounding box for the | | |given entity(s) in | | |green. Some entites | | |will also display | | |entity specific | | |overlays. ent_attachments | | |Displays the attachment | | |points on an entity. | | |Arguments: | | |{entity_name} / | | |{class_name} / no | | |argument picks what | | |player is loo ent_autoaim | | |Displays the entity's | | |autoaim radius. | | |Arguments: | | |{entity_name} / | | |{class_name} / no | | |argument picks what | | |player is looking at ent_bbox | | |Displays the movement | | |bounding box for the | | |given entity(ies) in | | |orange. Some entites | | |will also display | | |entity specific overlay ent_create | | |Creates an entity of | | |the given type where | | |the player is looking. ent_debugkeys | |sv | ent_dump | | |ent_dump <entity name> ent_fire | | |ent_fire <target> | | |[action] [value] | | |[delay] ent_info | | |ent_info <class name> 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. ent_messages_draw | |sv |Visualizes all entity | | |input/output activity. ent_name | | | ent_pause | | |Toggles pausing of | | |input/output message | | |processing for | | |entities. When turned | | |on processing of all | | |message will stop. | | |Any mess ent_pivot | | |Displays the pivot for | | |the given entity(ies). | | |(y=up=green, | | |z=forward=blue, | | |x=left=red). Arguments: | | |{entity_name} / {class} ent_rbox | | |Displays the total | | |bounding box for the | | |given entity(s) in | | |green. Some entites | | |will also display | | |entity specific | | |overlays. Ar ent_remove | | |Removes the given | | |entity(s) Arguments: | | |{entity_name} / | | |{class_name} / no | | |argument picks what | | |player is looking at ent_remove_all | | |Removes all entities of | | |the specified type | | |Arguments: | | |{entity_name} / | | |{class_name} ent_rotate | | |Rotates an entity by a | | |specified # of degrees. ent_setname | | |Sets the targetname of | | |the given entity(s) | | |Arguments: {new entity | | |name} {entity_name} / | | |{class_name} / no | | |argument picks wh ent_show_response_criteria | | |Print, to the console, | | |an entity's current | | |criteria set used to | | |select responses. | | |Arguments: | | |{entity_name} / | | |{class_name} / ent_step | | |When 'ent_pause' is set | | |this will step through | | |one waiting input / | | |output message at a | | |time. ent_text | | |Displays text debugging | | |information about the | | |given entity(ies) on | | |top of the entity (See | | |Overlay Text) | | |Arguments: {entity_ fadein | | |fadein {time r g b}: | | |Fades the screen in | | |from black or from | | |the specified color | | |over the given number | | |of seconds. fadeout | | |fadeout {time r g b}: | | |Fades the screen to | | |black or to the | | |specified color over | | |the given number of | | |seconds. find_ent | | |Tool to search for | | |entities | | |find_ent <entity_name> firetarget | |cmd |Calling "firetarget | | |<entity name>" causes | | |the "Use" input to be | | |fired on all entities | | |that match <entity | | |name>. -- Robin Walker fish_debug | 0 |cl |Show debug info for | | |fish. fish_dormant | 0 |sv |Turns off interactive | | |fish behavior. Fish | | |become immobile and | | |unresponsive. fog_color | -1 |cl | fog_colorskybox | -1 |cl | fog_enable | 1 |cl |Toggle fog on/off. fog_enable_water_fog | 1 | |Toggle water fog. fog_enableskybox | 1 |cl |Toggle skybox fog. fog_end | -1 |cl | fog_endskybox | - |cl | fog_override | 0 |cl | fog_start | -1 |cl | fog_startskybox | -1 |cl | fov | 90 |cl |Field of vision, can be | | |used to mimic sniper | | |and rifle zoom levels. flush | | |Flush cache memory. flush_locked | | |Flush unlocked cache | | |memory. g_debug_angularsensor | 0 |sv | g_debug_ragdoll_removal | 0 |sv | g_debug_ragdoll_visualize | 0 |cl | g_debug_trackpather | 0 |sv | g_debug_vehiclebase | 0 |sv |Related to vehicles. g_debug_vehicledriver | 0 |sv |Related to vehicles. g_debug_vehicleexit | 0 |sv |Related to vehicles. g_debug_vehiclesound | 0 |sv |Related to vehicles. g_jeepexitspeed | 100 |sv |Jeep only Source games? give | | |Give player an entity. | | |See Give Command | | |section. obivionaoc givecurrentammo | | |Gives ammo; doesn't | | |work. global_set | | |<globalname> <state>: | | |Sets the state of the | | |given env_global (0 = | | |OFF, 1 = ON, 2 = DEAD). god | | |Toggle. Player becomes | | |invulnerable. | | | hidehud | 0 |cl |Removes crosshair. host_sleep | 0 | |Force the host to sleep | | |a certain number of | | |milliseconds each | | |frame. host_framerate | 0 | |FPS/Game speed/amount | | |relation. Smaller = | | |faster. 0.1 = fastest. host_timescale | 1 | |Prescale the clock by | | |this amount. Speed of | | |game. hostage_debug | 0 |sv |Show hostage AI debug | | |information. hurtme | | |Hurts player by 10hp, | | |or whatever value is | | |is entered. impulse | | |See 5. - *Impulse | | |Command* section. kdtree_test | | |Tests spatial | | |partition for | | |entities queries. lightcache_maxmiss | 2 | | light_crosshair | | | linefile | | | map_setbombradius | | |Sets the bomb radius | | |for the map. map_showbombradius | | |Shows bomb radius | | |from the center of | | |each bomb site and | | |planted bomb. mat_accelerate_adjust_exposure_down | 3 |matsys| mat_antialias | 0 |matsys|Adjusts antialiasing | | |level. mat_bloomamount_rate | 0 |cl | mat_bumpbasis | 0 | |Displays bright xyz | | |axis on level | | |architecture. mat_camerarendertargetoverlaysize | 128 |cl | mat_debug | | | mat_debug_autoexposure | 0 |cl | mat_debug_bloom | 0 |cl |Turns screen black. mat_debug_process_halfscreen | 0 |cl | mat_debugalttab | 0 | | mat_debugdepth | 0 |matsys| mat_depthbias_decal |-26214|matsys|Related to seeing | | |decals through walls. mat_depthbias_normal | 0 | |Related to seeing | | |things through walls. | | |Also see | | |mat_reversedepth. mat_diffuse | 1 |matsys| If set to 1, uses | | |diffuse lighting on | | |materials. If set to 0 | | |such lighting is | | |removed and while | | |performance is improved | | |the screen is almost | | |completely black from | | |lack of this diffuse | | |(ambient) lighting and | | |hence is not | | |recommended. mat_drawflat | 0 |matsys|Everything becomes flat | | |and one-sided. mat_drawwater | 1 |cl |Toggle, if water is | | |rendered or not. mat_dynamic_tonemapping | 1 | |Enables or disables | | |dynamic (automatic) | | |HDR tonemapping. mat_exposure_center_region_ | 0 |cl | mat_exposure_center_region_x_flashlight | 0 |cl | mat_exposure_center_region_y | 0 |cl | mat_exposure_center_region_y_flashlight | 0 |cl | mat_fillrate | 0 |matsys|Similar to wireframe. mat_filtertextures | 1 |matsys| mat_force_bloom | 0 |cl |Shading becomes | | |slightly pixelated. mat_force_tonemap_scale | 0 | | mat_forcedynamic | 0 | | mat_frame_sync_enable | 1 |matsys| mat_frame_sync_force_texture | 0 |matsys|Force frame syncing to | | |lock a managed texture. mat_fullbright | 0 | |1 = Removes all | | |lighting so everything | | |is bright. | | |2 = Same as 1 but black | | |and white. mat_hdr_manual_tonemap_rate | 1 |matsys|High dynamic ranged | | |lighting related. mat_hdr_tonemapscale | 1 |matsys|High dynamic ranged | | |lighting related. mat_hdroverbrightrange | 16 |matsys|High dynamic ranged | | |lighting related. mat_hsv | 0 |cl |Renders everything in | | |Black and white. mat_leafvis | 0 | |Draw wireframe of | | |current leaf mat_loadtextures | 1 | |If 0 skybox and some | | |other things are not | | |fully rendered. mat_luxels | 0 | |Like wireframe but | | |displays luxels. mat_measurefillrate | 0 |matsys|Very similar to | | |wireframe. mat_mipmaptextures | 1 |matsys|Mip map toggle. mat_norendering | 0 | | mat_normalmaps | 0 |matsys|May make walls all | | |blue. mat_normals | 0 | |Shows xyz axis on | | |everything. mat_proxy | 0 |matsys|Makes walls see | | |through. | | |1 = does nothing. | | |2 = see through. | | |3 = see through with | | | pulsing colors. | | |4 = same as 3 but some | | | objects don't | | | change color. mat_reloadallmaterials | | |Refreshes all materials mat_reloadmaterial | | |Reload material(s) | | |with <material> in | | |its name mat_reloadtextures | | |Reloads all textures. mat_reversedepth | 0 |matsys|See through walls close | | |by. mat_show_texture_memory_usage | 0 | |Display the texture | | |memory usage on the | | |HUD. mat_showcamerarendertarget | 0 |cl |Display camera render | | |at top left of screen. mat_showframebuffertexture | 0 |cl |Larger display at top | | |left. mat_showlightmappage | -1 | |Show light map. mat_showlowresimage | 0 |matsys|Very low resolution/ | | |detail walls. mat_showmiplevels | 0 |matsys| mat_showwatertextures | 0 |cl | mat_slopescaledepthbias_decal | 0 |matsys|Used for seeing players | | |through walls mat_slopescaledepthbias_normal | 0 |matsys|Used for seeing players | | |through walls mat_softwarelighting | 1 |matsys|Causes some objects to | | |become fullbright. mat_softwareskin | 0 | | mat_stub | 0 |cl |Crash? mat_suppress | | |Suppress a material | | |from drawing. mat_surfaceid | 0 | |Displays surface ID of | | |all textures on screen. mat_surfacemat | 0 | |Displays names of all | | |textures on screen. mat_texture_limit | -1 |matsys|If this value is not | | |-1, the material system | | | will limit the amount | | |of texture memory it | | |uses in a frame. Useful | | |for identifying mat_viewportscale | 1 |cl |Changes scale of GUI, | | |set between 0 and 3. mat_wireframe | 0 | |View world in | | |wireframe. Set between | | |0 and 4. mat_yuv | 0 |cl |Black and White mode mem_force_flush | 0 | |Force cache flush of | | |unlocked resources on | | |every allocat.......... mod_forcedata | 1 | |Forces all model file | | |data into cache on | | |model load. mod_load_anims_async | 0 | | mod_load_mesh_async | 0 | | mod_load_vcollide_async | 0 | | mod_lock_mdls_on_load | 0 | | mod_test_mesh_not_available | 0 | | mod_test_not_available | 0 | | mod_test_verts_not_available | 0 | | mod_trace_load | 0 | | nav_begin_area | | |There commands are nav_build_ladder | | |all related to nav_check_connectivity | | |building navigation nav_check_file_consistency | | |meshes for bots. For nav_clear_walkable_marks | | |more information see nav_analyze | | |http://developer.valves nav_avoid | | |oftware.com nav_begin_area | | |/wiki/Navigation_Meshes nav_build_ladder | | | nav_check_connectivity | | | nav_check_file_consistency | | | nav_clear_walkable_marks | | | nav_compress_id | | | nav_connect | | | nav_corner_lower | | | nav_corner_place_on_ground | | | nav_corner_raise | | | nav_corner_select | | | nav_crouch | | | nav_delete | | | nav_delete_marked | | | nav_disconnect | | | nav_dont_hide | | | nav_end_area | | | nav_edit | 0 |sv |Set to one to | | |interactively edit the | | |Navigation Mesh. Set to | | |zero to leave edit | | |mode. nav_generate | | | nav_generate_incremental | | | nav_jump | | | nav_ladder_flip | | | nav_load | | | nav_make_sniper_spots | | | nav_mark | | | nav_mark_unnamed | | | nav_mark_walkable | | | nav_merge | | | nav_no_hostages | | | nav_no_jump | | | nav_place_floodfill | | | nav_place_list | | | nav_place_pick | | | nav_place_replace | | | nav_precise | | | nav_remove_unused_jump_areas | | | nav_run | | | nav_save | | | nav_set_place_mode | | | nav_show_ladder_bounds | | | nav_splice | | | nav_split | | | nav_stand | | | nav_stop | | | nav_strip | | | nav_toggle_place_mode | | | nav_toggle_place_painting | | | nav_transient | | | nav_unmark | | | nav_use_place | | | nav_walk | | | nav_warp_to_mark | | | nav_quicksave | 0 |sv |Set to one to skip the | | |time consuming phases | | |of the analysis. | | |Useful for data | | |collection and testing. nav_show_approach_points | 0 |sv |Show Approach Points in | | |the Navigation Mesh. nav_show_danger | 0 |sv |Show current 'danger' | | |levels. nav_show_player_counts | 0 |sv |Show current player | | |counts in each area. net_blockmsg | 0 | |Discards incoming | | |message: <0|1|name> net_droppackets | 0 | |Drops next n packets on | | |client net_fakelag | 0 | |Lag all incoming | | |network data (including | | |loopback) by this many | | |milliseconds. net_fakeloss | 0 | |Simulate packet loss as | | |a percentage (negative | | |means drop 1/n packets) next | 0 | |Set to 1 to advance to | | |next frame ( when | | |singlestep == 1 ) noclip | |sv |Toggle. Player becomes | | |non-solid and flies. notarget | | |Player becomes hidden | | |to NPCs. npc_ally_deathmessage | 1 |sv |All npc commands are npc_bipass | | |bot related. npc_combat | | | npc_conditions | | | npc_create | | | npc_create_aimed | | | npc_destroy | | | npc_destroy_unselected | | | npc_enemies | | | npc_focus | | | npc_freeze | | | npc_go | | | npc_go_random | | | npc_kill | | | npc_nearest | | | npc_relationships | | | npc_reset | | | npc_route | | | npc_select | | | npc_squads | | | npc_steering | | | npc_steering_all | | | npc_task_text | | | npc_tasks | | | npc_teleport | | | npc_viewcone | | | particle_simulateoverflow | 0 |cl |Used for stress-testing | | |particle systems. | | |Randomly denies | | |creation of particles. perfui | | |Wireframe/see through | | |walls GUI options. picker | | |Toggles 'picker' | | |mode. When picker is | | |on, the bounding box, | | |pivot and debugging | | |text is displayed for | | |whatever entity the play | | |play specified sound playsoundscape | | |play specified sound | | |scape prop_dynamic_create | | |Creates a dynamic prop | | |with a specific .mdl | | |aimed away from where | | |the player is looking. | | |Arguments: {.mdl name} | | |See prop create | | |section. print_colorcorrection | | |Display the color | | |correction layer | | |information. prop_crosshair | | |Shows name for prop | | |looking at prop_debug | | | prop_dynamic_create | | | prop_physics_create | | |Creates a physics prop | | |with a specific .mdl | | |aimed away from where | | |the player is looking. | | |See prop create | | |section. | | |Arguments: {.mdl name} pwatchent | -1 |cl |Entity to watch for | | |prediction system | | |changes. pwatchvar | 0 |cl |Entity variable to | | |watch in prediction | | |system for changes. recompute_speed | | |Recomputes clock | | |speed (for debugging | | |purposes). respawn_entities | | |Respawns all entities | | |on the map. Is only | | |usable on single | | |player games. r_AirboatViewDampenDamp | 1 |sv |Boat only Source games? r_AirboatViewDampenFreq | 7 |sv |Boat only Source games? r_AirboatViewZHeight | 0 |sv |Boat only Source games? r_ambientfraction | 0 | |Fraction of direct | | |lighting that ambient | | |cube must be below to | | |trigger boosting r_ambientlightingonly | 0 | |Set this to 1 to light | | |models with only | | |ambient lighting (and | | |no stati lighting). r_aspectratio | 0 | |Adjust the aspect ratio | | |of screen. Like zooming | | |out. r_avglight | 1 | |Average lighting toggle r_avglightmap | 0 | |Lighting quality is | | |reduced significantly. r_ClipAreaPortals | 1 | | r_colorstaticprops | 0 | |Static props are given | | |different bright | | |colors. r_debugcheapwater | 0 |cl |Debugs only cheap | | |water. r_debugrandomstaticlighting | 0 | |Set to 1 to randomize | | |static lighting for | | |debugging. Must restart | | |for change o take | | |affect. r_DispBuildable | 0 | |Makes all areas which | | |are buildable (such as | | |many floors) a bright | | |color. r_DispUseStaticMeshes | | |High end machines use | | |static meshes. Low | | |end machines use temp | | |meshes. r_DispWalkable | 0 | |Makes all main walkable | | |areas a bright color. r_DrawBeams | 1 |cl |0=Off, 1=Normal, | | |2=Wireframe r_drawbrushmodels | 1 | |Render brush models. | | |0=Off, 1=Normal, | | |2=Wireframe r_drawclipbrushes | 0 | |Draw clip brushes r_drawdecals | 1 | |Render decals. r_drawdetailprops | 0 |matsys|Draw detailed props | | |toggle. r_DrawDisp | 1 | |Toggles rendering of | | |displacment maps r_drawentities | 1 | |Draws and doesn't draw | | |some entities. | | |0 = Some entities | | |become invisible. | | |1 = Default, no change | | |2 = Same as 0 but your | | | hands and gun turn | | | into a yeti. | | |3 = Screen goes white. r_drawfullskybox | 1 | | r_drawleaf | -1 | |Draw the specified | | |leaf. r_drawlightcache | 0 | |0: off 1: draw light | | |cache entries 2: draw | | |rays r_drawlightinfo | 0 | |Light info and | | |cordinates are | | |displayed in-game. | | |Useful for mappers. r_drawlights | 0 | | r_DrawModelLightOrigin | 0 | |Draws light origins. r_drawmodelstatsoverlay | 0 | |Shows names of every | | |prop in-game. r_drawmodelstatsoverlaydistance | 500 | |Distance to when prop | | |name is displayed. r_drawopaquerenderables | 1 |cl |Some objects become | | |invisible. r_drawopaqueworld | 1 |cl |If 0, everything opaque | | |becomes invisible | | |except props. r_drawothermodels | 1 |cl |0=Off, 1=Normal, | | |2=Wireframes only | | |players. r_drawparticles | 1 |cl |Enable/disable particle | | |rendering r_DrawPortals | 0 | |Shows where portals are | | |Used by mappers. | | |Outlines any portal | | |border surface | | |(between two areas) | | |in green when set to | | |"1". Sometimes more | | |than one portal is | | |condensed into one. | | ||If the portal | | |belonging to it is | | |open, a second green | | |box is also drawn, | | |showing what the | | |visibility on the | | |other side is clipped | | |to. From Valve Dev | | |Wiki. See: | | |http://developer.valveso | | |ftware.com/wiki/Areaport | | |al r_DrawRain | 1 |cl |Enable/disable rain | | |rendering. r_drawrenderboxes | 0 |cl |Surrounds props and | | |players in a bright | | |pink box. r_drawropes | 1 |cl |Toggle ropes on/off. r_drawskybox | 1 | |Affects skybox. r_drawsprites | 1 |cl |Toggle whether sprites | | |are drawn or not. r_drawstaticprops | 1 | |0=Off, 1=Normal, | | |2`=Wireframe. r_drawtranslucentrenderables | 1 |cl |Toggle if translucent | | |things like glass are | | |shown. r_drawtranslucentworld | 1 | |Translucent render | | |toggle, e.g. some | | |glass. r_drawvgui | 1 | |Enable the rendering of | | |vgui panels. r_drawviewmodel | 1 |cl |Toggle if models such | | |as guns/grenade | | |in player hands are | | |shown. r_drawworld | 1 | |Toggle. | | |Render the world. r_dscale_basefov | 90 | | r_dscale_fardist | 2000 | | r_dscale_farscale | 4 | | r_dscale_neardist | 100 | | r_dscale_nearscale | 1 | | r_entity | -1 | |Toggles if entities are | | |rendered or not. r_eyewaterepsilon | 7 |cl | r_farz | -1 |cl |Override the far | | |clipping plane. -1 | | |means to use the value | | |in env_fog_cotroller. r_flashlightconstant | 0 |cl | r_flashlightfar | 750 |cl |How far the flashlight | | |can shine. r_flashlightfov | 45 |cl |How large flashlight is | | |179 = max. r_flashlightlinear | 100 |cl |Flashlight brightness. r_flashlightlockposition | 0 |cl |Makes flashlight stick | | |in one position. r_flashlightnear | 1 |cl | r_flashlightoffsetx | 10 |cl |Controls position. r_flashlightoffsety | -20 |cl |Controls position. r_flashlightoffsetz | 24 |cl |Controls position. r_flashlightquadratic | 0 |cl | r_flashlightvisualizetrace | 0 |cl |Shows distance from | | |player to spotlight. r_itemblinkmax | 0 | | r_itemblinkrate | 4 | | r_JeepFOV | 90 |cl |Jeep only Source games? r_JeepViewBlendTo | 1 |cl |Jeep only Source games? r_JepViewBlendToScale | 0 |cl |Jeep only Source games? r_JeepViewBlendToTime | 1 |cl |Jeep only Source games? r_JeepViewDampenDamp | 1 | |Jeep only Source games? r_JeepViewDampenFreq | 7 | |Jeep only Source games? r_JeepViewZHeight | 10 | |Jeep only Source games? r_lightcache_numambientsamples | 162 | |number of random | | |directions to fire rays | | |when computing ambient | | |lighting r_lightcachecenter | 1 | | r_lightinterp | 5 | |Controls the speed of | | |light interpolation, 0 | | |turns off interpolation r_lightmap | -1 | |software rendering mode | | |only - * displays one | | |of four (0,1,2,3) | | |possible lightmaps to | | |view range of switched | | |lights. r_lightstyle | -1 | |software rendering mode | | |only - * displays only | | |specified lighting | | |style for viewing full | | |range of pulsing, | | |blinking, etc. lighting | | |effects r_lockpvs | 0 | |Lock the PVS so you can | | |fly around and inspect | | |what is being drawn. r_mapextents |16384 |cl |Set the max dimension | | |for the map. This | | |determines the far | | |clipping plane r_modellodscale | 1 |studio|1.0 is the default, set | | | to a lower value (ie | | |0.5) to tend towards | | |sipler models r_modelwireframedecal | 0 | |Shows decals in | | |wireframe, including | | |bullet holes. r_newflashlight | 1 |cl |If 0 uses old spotlight | | |flashlight. r_nohw | 0 | |Makes some objects like | | |boxes/trees invisible. r_nosw | 0 | |Makes some objects like | | |boxes/trees invisible. r_novis | 0 | |Turn off the PVS. r_occlusionspew | 0 | |Activate/deactivates | | |spew about what the | | |occlusion system is | | |doing. r_partition_level | -1 | |Displays a particular | | |level of the spatial | | |partition system. Use | | |-1 to disable it. r_portalsopenall | 0 | | r_PortalTestEnts | 1 |cl |Clip entities against | | |portal frustums. r_propsmaxdist | 1200 |cl |Maximum visible | | |distance r_radiosity | 4 | |0: no radiosity 1: | | |radiosity with ambient | | |cube (6 samples) 2: | | |radiosity with 162 | | |samples 3: 162 samples | | |for static props, 6 sam | | |- NOTE: r_rain commands | | |only affect maps with | | |rain on them, such as | | |de_aztek r_rainalpha | 0 |cl |Transparency of rain, | | |0 = invisible rain | | |0.4 = default | | |1 = solid r_rainalphapow | 0 |cl |Similar to above, | | |3 = invisible rain r_raindensity | 0 |cl |How dense rainfall is r_RainHack | 0 |cl |Console flood. r_rainlength | 0 |cl |Length of rain, if | | |increased creates | | |stringy rain. | | |0 = invisible rain r_RainProfile | 0 |cl |Enable/disable rain | | |profiling. r_RainRadius | 1500 |cl |If you set this too | | |high the game will | | |crash. Tell a | | |programmer! r_RainSideVel | 130 |cl |How much sideways | | |velocity rain gets. r_RainSimulate | 1 |cl |Enable/disable rain | | |simulation. r_rainspeed | 600 |cl |Speed of rainfall. r_RainSplashPercentage | 20 |cl |Percentage of splash. r_rainwidth | 0 |cl |Width of rain | | |0 = invisible rain. r_screenfademaxsize | 300 |matsys| r_screenfademinsize | 200 |matsys| r_shadowangles | | | r_shadowblobbycutoff | | | r_shadowcolor | | | r_shadowdir | | | r_shadowdist | | | r_shadowids | 0 | |Displays shadow ids | | |in-game. r_shadows_gamecontrol | -1 | |Shaddow toggle. r_shadowwireframe | 0 | |Shadows of all props | | |with shadows are | | |wireframed. r_showenvcubemap | 0 | |All reflective objects | | |become silver shiney. r_skin | 0 | | r_skybox | 1 |cl |Enable the rendering of | | |sky boxes. | | | - NOTE: All r_Snow | | |commands only affect | | |maps with snow enabled. r_SnowColorBlue | 200 |cl |Snow. r_SnowColorGreen | 175 |cl |Snow. r_SnowColorRed | 150 |cl |Snow. r_SnowDebugBox | 0 |cl |Snow Debug Boxes. r_SnowEnable | 1 |cl |Snow Enable r_SnowEdAlpha | 255 |cl |Snow. r_SnowEndSize | 0 |cl |Snow fall speed. r_SnowFallSpeed | 1 |cl |Snow fall speed scale. r_SnowInsideRadius | 256 |cl |Snow. r_SnowOutsideRadius | 1024 |cl |Snow. r_SnowParticles | 500 |cl |Snow. r_SnowPosScale | 1 |cl |Snow. r_SnowRayEnable | 1 |cl |Snow. r_SnowRayLength | 8192 |cl |Snow. r_SnowRayRadius | 256 |cl |Snow. r_SnowSpeedScale | 1 |cl |Snow. r_SnowStartAlpha | 25 |cl |Snow. r_SnowStartSize | 1 | |Snow. r_SnowWindScale | 0 |cl |Snow. r_SnowZoomOffset | 384 |cl |Snow. r_SnowZoomRadius | 512 |cl |Snow. r_TransitionSensitivity | 6 |cl |Controls when LODs are | | |changed. Lower numbers | | |cause more overt LOD | | |transitions. r_vehicleBrakeRate | 1 |sv |Related to vehicles. r_vehicleDrawDebug | 0 |sv |Related to vehicles. r_VehicleViewClamp | 1 |cl |Related to vehicles. r_visocclusion | 0 | |Activate/deactivate | | |wireframe rendering of | | |what the occlusion | | |system is doing. r_visualizelighttraces | 0 | |Related to vehicles. r_visualizelighttracesshowfulltrace | 0 | |Related to vehicles. r_visualizetraces | 0 | |Related to vehicles. setang | cmd | |Snap player eyes to | | |specified pitch yaw | | |<roll|optional> (must | | |have sv_cheats). setpos | cmd | |Move player to | | |specified origin (must | | |have sv_cheats). Use | | |with getpos command. set_screen_effect_param | | |Set a parameter for | | |one of the screen | | |space effects. setmodel | | |Change players model. shake | 0 |cl |Shakes player screen. shake_stop | | |Stops shake. showbudget_exture | 0 | |Enable the texture | | |budget panel. showtriggers | 0 |sv |Shows trigger brushes showtriggers_toggle | | | singlestep | 0 | |Run engine in single | | |step mode ( set next to | | |1 to advance a frame ) snd_foliage_db_loss | 4 | |Affects how loud | | |foliage is. snd_gain | 1 | | snd_gain_max | 1 | | snd_gain_min | 0 | | snd_obscured_gain_dB | -2 | | snd_refdb | 60 | | snd_refdist | 36 | | snd_restart | | | snd_show | 0 | |Show sounds info being | | |played + directory. snd_showstart | 0 | | snd_visualize | 0 | |Show sounds location in | | |world. soundscape_fadetime | 3 |cl |Time to crossfade sound | | |effects between | | |soundscapes. spike | | |Simulates lag spikes. stopsound | | |stops stopsoundscape | | |stop soundscapes playing surfaceprop | | |See | | |http://developer.valves | | |oftware.com | | |/wiki/$surfaceprop sv_cheats | 1 | |Allow cheats on server sv_netvisdist |10000 |sv |Test networking | | |visibility distance sv_noclipduringpause | 0 | |If cheats are enabled, | | |then you can noclip | | |with the game paused | | |(for doing screenshots, | | |etc.). sv_pushaway_hostage_force |20000 | |How hard the hostage is | | |pushed away from | | |physics objects (falls | | |off with inversesquare | | |of distance). sv_pushaway_max_hostage_force | 1000 | |Maximum of how hard the | | |hostage is pushed away | | |from physics objects. sv_pushaway_max_player_force |10000 | |Maximum of how hard the | | |player is pushed away | | |from physics objects. sv_pushaway_player_force |200000| |How hard the player is | | |pushed away from | | |physics objects (falls | | |off with inverse square | | |of distance). sv_showanimstate | -1 |sv |Show the (server) | | |animation state for the | | |specified entity (-1 | | |for none). sv_showanimstate_log | 0 |sv |1 to output | | |sv_showanimstate to | | |Msg(). 2 to store in | | |AnimStateServer.log. 3 | | |for both. sv_showhitboxes | -1 |sv |Send server-side | | |hitboxes for specified | | |entity to client (NOTE: | | |this uses lots of | | |bandwdth, use on listen | | |server only). sv_showlagcompensation | 0 |sv |Show lag compensated | | |hitboxes whenever a | | |player is lag | | |compensated. te | | |te <lifetime> <entname> | | |See 7. Tempent Command | | |section. Test_CreateEntity | | | test_dispatcheffect | | | Test_EHandle | | | test_entity_blocker | | | Test_InitRandomEntitySpawner | | | Test_ProxyToggle_EnableProxy | | | Test_ProxyToggle_EnsureValue | | | Test_ProxyToggle_SetValue | | | Test_RandomizeInPVS | | | Test_RandomPlayerPosition | | | Test_RemoveAllRandomEntities | | | Test_SpawnRandomEntities | | | testhudanim | | |Test a hud element | | |animation. Arguments: | | |<anim name> timerefresh | | |Checks computer speed | | |by refreshing all | | |content and | | |outputting the result. thirdperson | 0 |cl |Displays player in | | |third person. | | |Use firstperson to | | |revert. vcollide_wireframe | 0 | |Displays wireframe on | | |some objects. vgui_drawtree | 0 | |Draws the vgui panel | | |hiearchy to the | | |specified depth level. viewanim_addkeyframe | | | viewanim_reset | | | viewmodel_fov | 54 |cl |Doesn't work in CS:S, | | |affects the players gun | | |size/position. voxeltree_box | | |View entities in the | | |voxel-tree inside box voxeltree_playerview | | |View entities in the | | |voxel-tree at the | | |player position. voxeltree_sphere | | |View entities in the | | |voxel-tree inside | | |sphere. voxeltree_view | | |View entities in the | | |voxel-tree. wc_air_edit_further | | |Moves position of air | | |node crosshair and | | |placement location | | |further away from | | |player. wc_air_edit_nearer | | |Moves position of air | | |node crosshair and | | |placement location | | |nearer to from player. wc_air_node_edit | | |Toggles air node | | |editing mode, which | | |allows add and | | |removed air nodes. | | |Use wc_create and | | |wc_destroy to add and | | |remove nodes. wc_create | | |Creates a node where | | |the player is looking | | |if a node is allowed | | |at that location for | | |the currently | | |selected hull size wc_destroy | | |Destroys the node | | |that the player is | | |nearest to looking | | |at. The node will be | | |highlighted by a red | | |box. wc_destroy_undo | | |Restores the last | | |deleted node. wc_link_edit | | |link editing mode. -----------------------------------------+------+------+----------------------+ Command | Def #| Type |Comments/notes | -----------------------------------------+------+------+----------------------+ \_______________________________________/______/______/______________________/ =============================================================================== 5. - *Impulse Command* =============================================================================== The impulse command is a special command which does many things. It is usually entered as: impulse # Here is the list of known functions it has: +-------------+---------------------------------------------------------------+ | Command | Effect | |-------------+---------------------------------------------------------------| | impulse 100 | Toggles flashlight on/off. | |-------------+---------------------------------------------------------------| | impulse 101 | Generic Source games cheat. Gives player max ammo and money. | |-------------+---------------------------------------------------------------| | impulse 102 | Spawns a human skull. (The models\Gibs\AGIBS.mdl gib) | |-------------+---------------------------------------------------------------| | impulse 106 | Displays the classname, targetname and modelname of what ever | | | is under the crosshair. A terrorist BOT player produces: | | | Classname: player - Name: No Targetname Model: | | | models/player/t_leet.mdl | |-------------+---------------------------------------------------------------| | impulse 107 | Displays what texture the crosshairs are pointing at. E.g. | | | Texture: DE_DUST/STONEWALL02 | |-------------+---------------------------------------------------------------| | impulse 200 | Hides players gun they are holding on the screen. Useful for | | | taking screenshots. | |-------------+---------------------------------------------------------------| | impulse 201 | Spray custom decal, default key T. *NOT A CHEAT* | |-------------+---------------------------------------------------------------| | impulse 203 | Removes whatever entity is under crosshair.(ent_remove) | +-------------+---------------------------------------------------------------+ Here is the list of known functions which are not available in CS:S but instead return an error or do not function. +--------------+--------------------------------------------------------------+ | Command | Error/response | |--------------+--------------------------------------------------------------| | impulse 76 | You must now restart to use Grunt-o-matic. OR | | | Attempted to create unknown entity type NPC_human_grunt! | |--------------+--------------------------------------------------------------| | impulse 81 | Error reading weapon data file for: weapon_cubemap | |--------------+--------------------------------------------------------------| | impulse 82 | Attempted to create unknown entity type prop_vehicle_jeep! | |--------------+--------------------------------------------------------------| | impulse 83 | Attempted to create unknown entity type | | | prop_vehicle_airboat! | |--------------+--------------------------------------------------------------| | impulse 195 | Attempted to create unknown entity type node_viewer_fly! | |--------------+--------------------------------------------------------------| | impulse 196 | Attempted to create unknown entity type node_viewer_large! | |--------------+--------------------------------------------------------------| | impulse 197 | Attempted to create unknown entity type node_viewer_human! | +--------------+--------------------------------------------------------------+ Also see http://developer.valvesoftware.com/wiki/Impulse =============================================================================== 6. - *Give Command* =============================================================================== The give command spawns any entity the player enters. Some of these entities will do nothing, whilst others may crash your game/server. Unless you are a mapper/developer, most of these commands will mean nothing to you. For information on each individual command, use the Valve Developer Community wiki: http://developer.valvesoftware.com/wiki/List_of_CS:S_entities http://developer.valvesoftware.com/wiki/Give For a more expansive list see: http://developer.valvesoftware.com/wiki/List_of_base_entities To use the give command simply enter give <entity name> For example to get a Desert Eagle, I would type give weapon_deagle ambient_generic // Ammo for each individual weapon. ammo_338mag ammo_357sig ammo_45acp ammo_50ae ammo_556mm ammo_556mm_box ammo_57mm ammo_762mm ammo_9mm ammo_buckshot cycler env_zoom env_credits env_particlelight env_sun env_lightglow env_fade env_player_surface_trigger env_tonemap_controller env_beam env_beverage env_microphone env_blood env_physexplosion env_physimpact env_firesource env_entity_igniter env_shake env_shooter env_rotorshooter env_soundscape_proxy env_spark env_wind env_dustpuff filter_activator_team filter_multi filter_activator_name func_ladderendpoint func_physbox_multiplayer func_bomb_target func_hostage_rescue func_rotating func_button func_smokevolume func_dustcloud func_occluder func_breakable_surf func_detail func_illusionary func_guntarget func_trackchange func_tanktrain func_traincontrols func_physbox game_ragdoll_manager game_player_equip game_score game_ui game_zone_player hostage_entity item_assaultsuit item_kevlar infodecal info_npc_spawn_destination info_player_counterterrorist info_player_terrorist info_no_dynamic_shadow info_player_start info_null info_ladder_dismount info_target info_teleport_destination info_node_hint info_node_air_hint info_node_climb info_mass_center keyframe_track logic_auto logic_compare logic_branch logic_case logic_multicompare logic_relay logic_collision_pair logic_lineto logic_autosave logic_measure_movement math_remap move_keyframed move_track move_rope momentary_rot_button path_track point_message point_spotlight point_tesla point_servercommand point_surroundtest point_viewcontrol point_template point_anglesensor point_teleport point_hurt physics_cannister phys_hinge phys_ballsocket phys_pulleyconstraint phys_ragdollconstraint phys_torque phys_magnet prop_detail prop_dynamic prop_physics_multiplayer shadow_control tanktrain_ai trigger_changelevel trigger_gravity trigger_soundscape trigger_remove trigger_once trigger_look trigger_impact trigger_transition water_lod_control // All the CS:S weapons/items player can hold. weapon_hegrenade weapon_smokegrenade weapon_c4 weapon_usp weapon_p228 weapon_deagle weapon_fiveseven weapon_elite weapon_xm1014 weapon_mp5navy weapon_ump45 weapon_p90 weapon_mac10 weapon_ak47 weapon_sg552 weapon_famas weapon_m4a1 weapon_aug weapon_g3sg1 weapon_sg550 weapon_awp weapon_flashbang worldspawn =============================================================================== 7. - *Tempent Command* =============================================================================== TempEnts, also called "temporary entities," "tempentities," or "TEs," are quick graphical displays that are too simple to justify the overhead of a CBaseEntity instantiation or full server-side networkability. In the SDK, they are statically defined instances that can be "played back" to the client by simply sending a copy of its network class properties. For more information on SourceMod's TempEnt support, see the SDKTools TempEnt Functions writeup. http://wiki.amxmodx.org/SDKTools_(SourceMod_Scripting)#TempEnt_Functions From http://wiki.amxmodx.org/TempEnts_(SourceMod_SDKTools) Released under GFDL. +----------------------+------------------------------------------------------. | Command | Effect | +----------------------+------------------------------------------------------+ |Armor Ricochet | armor ricochet with sound | |BSP Decal | | |BeamEntPoint | | |BeamEnts | some little beam thing sometimes | |BeamFollow | | |BeamLaser | | |BeamPoints | beam | |BeamRing | makes a ring | |BeamRingPoint | yellow ring thing same as beam ring | |BeamSpline | | |Blood Sprite | blood with no texture | |Blood Stream | blood stream with no decal | |Bomb Plant | | |Bubble Trail | | |Bubbles | | |breakmodel | a bunch of skulls | |CS MuzzleFlash | drops skulls from point | |Dust | | |Dynamic Light | makes some flashing light | |EffectDispatch | | |Energy Splash | Self explanatory. | |Entity Decal | | |Explosion | Self explanatory, does physics stuff too | |Fizz | | |Footprint Decal | | |GaussExplosion | | |GlowSprite | more clouds | |Impact | | |KillPlayerAttachments | | |Large Funnel | a bunch of blocks that fall around with no textures | |Metal Sparks | Self explanatory. | |MuzzleFlash | | |Player Decal | | |PlayerAnimEvent | | |PhysicsProp | skulls, does physics stuff too | |Projed Decal | | |RadioIcon | | |Shotgun Shot | | |Show Line | makes some line thing with no texture | |Smoke | Self explanatory. | |Sparks | Self explanatory. | |Sprite | some cloud | |Sprite Spray | shoots clouds | |Surface Shatter | | |World Decal | | +----------------------+------------------------------------------------------+ | Command | Effect | +----------------------+------------------------------------------------------+ See http://wiki.amxmodx.org/TempEnts_(SourceMod_SDKTools) for 17 of them with screenshots. =============================================================================== 8. - *Prop Create* =============================================================================== This allows you to spawn props and other entities which you can build things with. There are already a few server mods which make use of this command, not just in CS:S but also in Half-Life 2: Deathmatch and other Source games. The commands are: prop_dynamic_create <modelpath.mld> prop_physics_create <modelpath.mld> Dynamic props are non-moving props which the player cannot move, such as cars and other large objects. They can also be stuck anywhere such as on ceilings/ walls. Physics props are props which the player can move or push such as litter/junk/ barrels and smaller objects. Some models only work with one of the commands, whilst others may work with both. DO NOT attempt to create anything not under the models directory or it is likely to crash your game. Sometimes you get errors like this if you use the wrong one: prop_dynamic has a health specified in model 'model/directory/modelname.mdl'. Use prop_physics or prop_dynamic instead. DO NOT INCLUDE THE models/ DIRECTORY IN THE COMMAND! ALSO IF YOU TYPE THE MODEL OR DIRECTORY NAME WRONG YOUR GAME CAN CRASH! FOR UNKNOWN REASONS SOME PROPS WILL ALSO CRASH YOUR GAME IF THEY ARE NOT LOADED (use listmodels) to see loaded props. TO SOLVE THIS LOAD THE MAP YOU WISH TO TAKE PROPS FROM BEFORE HAND. AND ONLY USE MODELS FOUND UNDER THE listmodels COMMAND! REMEMBER: THIS IS A DEVELOPERS/TESTERS TOOL, NOT GARRY'S MOD! If I wanted to create "models/player/ct_urban.mdl" (ct prop) I would type: "prop_dynamic_create player/ct_urban.mdl" If you type listmodels in console it will show you the available models, it may show you only the models you have loaded. Here is a basic example of the sort of things you can do: http://img6.imageshack.us/my.php?image=dedust0006.jpg In this game I barricaded myself into a section of de_dust using the following commands: ent_remove - I used this to delete stuff I wasn't happy with. ent_rotate - used to rotate one of the crates. prop_dynamic_create props/de_dust/du_crate_96x96.mdl - creates the large crates prop_dynamic_create props/de_dust/du_antenna_A.mdl - created the antenna prop_dynamic_create props/de_dust/du_hanging_rugsB.mdl - created my guard roof It can be very fun, you are not limited to models that are only in the map, you can use a train from de_train if you want! props_trainstation/train002.mdl props_trainstation/train003.mdl Here are the ent commands again but in a more readable format, if you find any particulary useful I suggest binding them to a button for convenience. One bind I found useful which I made was: bind "mwheelup" "ent_rotate 1" bind "mwheeldown" "ent_rotate -1" This allows you to spin the entity in either direction with your mousewheel. +----------------------------+------------------------------------------------+ | Command | Effect | |----------------------------+------------------------------------------------| | ent_show_response_criteria | | |----------------------------+------------------------------------------------| | ent_absbox | Displays the total bounding box for the given | | | entity(s) in green. Some entites will also | | | display entity specific overlays. | |----------------------------+------------------------------------------------| | ent_attachments | Displays the attachment points on an entity. | | | Arguments: {entity_name} / {class_name} / no | | | argument picks what player is looking at. | |----------------------------+------------------------------------------------| | ent_autoaim | Displays the entity's autoaim radius. | | | Arguments: {entity_name} / {class_name} / no | | | argument picks what player is looking at. | |----------------------------+------------------------------------------------| | ent_bbox | Displays the movement bounding box for the | | | given entity(ies) in orange. Some entites | | | will also display entity specific overlay. | |----------------------------+------------------------------------------------| | ent_create | Creates an entity of the given type where the | | | player is looking. | |----------------------------+------------------------------------------------| | ent_debugkeys | | |----------------------------+------------------------------------------------| | ent_dump | ent_dump <entity name> | |----------------------------+------------------------------------------------| | ent_fire | ent_fire <target> [action] [value] [delay] | |----------------------------+------------------------------------------------| | ent_info | ent_info <class name> | |----------------------------+------------------------------------------------| | 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. | |----------------------------+------------------------------------------------| | ent_messages_draw | Visualizes all entity input/output activity | |----------------------------+------------------------------------------------| | ent_name | | |----------------------------+------------------------------------------------| | ent_pause | Toggles pausing of input/output message | | | processing for entities. When turned on | | | processing of all message will stop. Any mess | |----------------------------+------------------------------------------------| | ent_pivot | Displays the pivot for the given entity(ies). | | | (y=up=green, z=forward=blue, x=left=red). | | | Arguments: {entity_name} / {class} | |----------------------------+------------------------------------------------| | ent_rbox | Displays the total bounding box for the given | | | entity(s) in green. Some entites will also | | | display entity specific overlays. Ar | |----------------------------+------------------------------------------------| | ent_remove | Removes the given entity(s) Arguments: | | | {entity_name} / {class_name} / no argument | | | picks what player is looking at. | |----------------------------+------------------------------------------------| | ent_remove_all | Removes all entities of the specified type | | | Arguments: {entity_name} / {class_name} | |----------------------------+------------------------------------------------| | ent_rotate | Rotates an entity by a specified # of degrees. | |----------------------------+------------------------------------------------| | ent_setname | Sets the targetname of the given entity(s) | | | Arguments: {new entity name} {entity_name} / | | | {class_name} / no argument picks wh | |----------------------------+------------------------------------------------| | ent_show_response_criteria | Print, to the console an entity's current | | | criteria set used to select responses. | | | Arguments: {entity_name} / {class_name} / | |----------------------------+------------------------------------------------| | ent_step | When 'ent_pause' is set this will step through | | | one waiting input / output message at a time. | |----------------------------+------------------------------------------------| | ent_text | Displays text debugging information about the | | | given entity(ies) on top of the entity (See | | | Overlay Text). | +----------------------------+------------------------------------------------+ Here is the default list, models which appear in every map. I have left out any comments/notes because they are all self-explanatory. It is re-organised and the models/ directory removed for your convenience. See below for FULL model list. gibs/hgibs.mdl player/ct_gign.mdl player/ct_gsg9.mdl player/ct_sas.mdl player/ct_urban.mdl player/t_arctic.mdl player/t_guerilla.mdl player/t_leet.mdl player/t_phoenix.mdl Shells/shell_12gauge.mdl Shells/shell_338mag.mdl Shells/shell_556.mdl Shells/shell_57.mdl Shells/shell_762nato.mdl Shells/shell_9mm.mdl weapons/rifleshell.mdl weapons/shell.mdl weapons/shotgun_shell.mdl weapons/v_c4.mdl weapons/v_eq_flashbang.mdl weapons/v_eq_fraggrenade.mdl weapons/v_eq_smokegrenade.mdl weapons/v_knife_t.mdl weapons/v_mach_m249para.mdl weapons/v_pist_deagle.mdl weapons/v_pist_elite.mdl weapons/v_pist_fiveseven.mdl weapons/v_pist_glock18.mdl weapons/v_pist_p228.mdl weapons/v_pist_usp.mdl weapons/v_rif_ak47.mdl weapons/v_rif_aug.mdl weapons/v_rif_famas.mdl weapons/v_rif_galil.mdl weapons/v_rif_m4a1.mdl weapons/v_rif_sg552.mdl weapons/v_shot_m3super90.mdl weapons/v_shot_xm1014.mdl weapons/v_smg_mac10.mdl weapons/v_smg_mp5.mdl weapons/v_smg_p90.mdl weapons/v_smg_tmp.mdl weapons/v_smg_ump45.mdl weapons/v_snip_awp.mdl weapons/v_snip_g3sg1.mdl weapons/v_snip_scout.mdl weapons/v_snip_sg550.mdl weapons/w_bullet.mdl weapons/w_c4.mdl weapons/w_c4_planted.mdl weapons/w_defuser.mdl weapons/w_eq_eholster.mdl weapons/w_eq_eholster_elite.mdl weapons/w_eq_flashbang.mdl Weapons/w_eq_flashbang_thrown.mdl weapons/w_eq_fraggrenade.mdl Weapons/w_eq_fraggrenade_thrown.mdl weapons/w_eq_smokegrenade.mdl Weapons/w_eq_smokegrenade_thrown.mdl weapons/w_knife_t.mdl weapons/w_mach_m249para.mdl weapons/w_pist_deagle.mdl weapons/w_pist_elite.mdl weapons/w_pist_elite_dropped.mdl weapons/w_pist_elite_single.mdl weapons/w_pist_fiveseven.mdl weapons/w_pist_glock18.mdl weapons/w_pist_p228.mdl weapons/w_pist_usp.mdl weapons/w_pist_usp_silencer.mdl weapons/w_rif_ak47.mdl weapons/w_rif_aug.mdl weapons/w_rif_famas.mdl weapons/w_rif_galil.mdl weapons/w_rif_m4a1.mdl weapons/w_rif_m4a1_silencer.mdl weapons/w_rif_sg552.mdl weapons/w_shot_m3super90.mdl weapons/w_shot_xm1014.mdl weapons/w_smg_mac10.mdl weapons/w_smg_mp5.mdl weapons/w_smg_p90.mdl weapons/w_smg_tmp.mdl weapons/w_smg_ump45.mdl weapons/w_snip_awp.mdl weapons/w_snip_g3sg1.mdl weapons/w_snip_scout.mdl weapons/w_snip_sg550.mdl ------------------------------------------------------------------------------- END OF LIST ------------------------------------------------------------------------------- Here is the full model/prop list for CS:S, this is every model/prop used in the official CS:S maps like de_dust, de_train, cs_office etc. The only models which are not listed here are the base Source models which are used in Half-Life 2. The list is re-organised and the models/ directory removed for your convenience, yes I'm that generous! There is 1,814 in total. I used macros to format it, if I did it by hand it would take months. Also please don't copy this list without mentioning where you got it, I've added hidden signatures so I'll know if it's my list or a new list someone else built. You can use this list if your looking for a specific model, it's MUCH easier to use than looking through the listmodels output. Use CTRL+F find function and type the map name to jump to that maps prop list. -> PLEASE DO NOT REMOVE THE TOP TWO LINES IF POSTING THIS LIST ELSEWHERE <- // Taken from guide by oblivion from aoc @ GameFAQs.com // http://www.gamefaqs.com/features/recognition/49375.html brokenglass_piece.mdl characters/hostage_01.mdl characters/hostage_02.mdl characters/hostage_03.mdl characters/hostage_04.mdl cranes/crane_body_lod.mdl cranes/crane_frame.mdl gibs/frniture_gibs/furnituretable002a_shard01.mdl gibs/furniture_gibs/furnituredrawer002a_gib03.mdl gibs/furniture_gibs/furnituredrawer002a_gib05.mdl gibs/furniture_gibs/furnituredrawer002a_gib06.mdl gibs/furniture_gibs/furnituredrawer002a_gib07.mdl gibs/furniture_gibs/furnituretable001a_chunk01.mdl gibs/furniture_gibs/furnituretable001a_chunk02.mdl gibs/furniture_gibs/furnituretable001a_chunk03.mdl gibs/furniture_gibs/furnituretable001a_chunk04.mdl gibs/furniture_gibs/furnituretable001a_chunk05.mdl gibs/furniture_gibs/furnituretable001a_chunk06.mdl gibs/furniture_gibs/furnituretable001a_chunk07.dl gibs/furniture_gibs/furnituretable001a_shard01.mdl gibs/furniture_gibs/furnituretable002a_chunk01.mdl gibs/furniture_gibs/furnituretable002a_chunk02.mdl gibs/furniture_gibs/furnituretable002a_chunk03.mdl gibs/furniture_gibs/furnituretable002a_chunk07.mdl gibs/furniture_gibs/furnituretable002a_chunk08.mdl gibs/furniture_gibs/furnituretable002a_chunk11.mdl gibs/furniture_gibs/furnituretable003a_gib01.mdl gibs/furniture_gibs/furnituretable003a_gib03.mdl gibs/furniture_gibs/furnituretable003a_gib04.mdl gibs/furniture_gibs/furnituretable003a_gib05.mdl gibs/furniture_gibs/furnituretable003a_shard01.mdl gibs/furniture_gibs/furniturewooddrawer003a_chunk01.mdl gibs/furniture_gibs/furniturewooddrawer003a_chunk02.mdl gibs/furniture_gibs/furniturewooddrawer003a_chunk03.mdl gibs/furniture_gibs/furniturewooddrawer003a_chunk04.mdl gibs/furniture_gibs/furniturewooddrawer003a_chunk05.mdl gibs/glass_shard01.mdl gibs/glass_shard02.mdl gibs/glass_shard03.mdl gibs/glass_shard04.mdl gibs/glass_shard05.mdl gibs/glass_shard06.mdl gibs/hgibs.mdl gibs/metal_gib1.mdl gibs/metal_gib2.mdl gibs/metal_gib3.mdl gibs/metal_gib4.mdl gibs/metal_gib5.mdl gibs/wood_gib01a.mdl gibs/wood_gib01b.mdl gibs/wood_gib01c.mdl gibs/wood_gib01d.mdl gibs/wood_gib01e.mdl items/car_battery01.mdl player/ct_gign.mdl player/ct_gsg9.mdl player/ct_sas.mdl player/ct_urban.mdl player/t_arctic.mdl player/t_guerilla.mdl player/t_leet.mdl player/t_phoenix.mdl props/cs_assault/acunit01.mdl props/cs_assault/acunit02.mdl props/cs_assault/barrelwarning.mdl props/cs_assault/billboard.mdl props/cs_assault/box_stack1.mdl props/cs_assault/box_stack2.mdl props/cs_assault/camera.mdl props/cs_assault/chaintrainstationsign.mdl props/cs_assault/consolepanelloadingbay.mdl props/cs_assault/dollar.mdl props/cs_assault/dryer_box.mdl props/cs_assault/duct.mdl props/cs_assault/fireescape_bottom.mdl props/cs_assault/fireescape_top.mdl props/cs_assault/firehydrant.mdl props/cs_assault/floodlight01.mdl props/cs_assault/floodlight02.mdl props/cs_assault/forklift.mdl props/cs_assault/handtruck.mdl props/cs_assault/ladder_tall.mdl props/cs_assault/ladderaluminium128.mdl props/cs_assault/light_shop2.mdl props/cs_assault/meter.mdl props/cs_assault/money.mdl props/cs_assault/moneypallet.mdl props/cs_assault/moneypallet_washerdryer.mdl props/cs_assault/moneypallet02.mdl props/cs_assault/moneypallet03.mdl props/cs_assault/noparking.mdl props/cs_assault/nostopssign.mdl props/cs_assault/pylon.mdl props/cs_assault/railingalley02.mdl props/cs_assault/railingtraintrack01.mdl props/cs_assault/rustyrailing01.mdl props/cs_assault/rustyrailing02.mdl props/cs_assault/rustyrailing03.mdl props/cs_assault/stoplight.mdl props/cs_assault/streetlight.mdl props/cs_assault/streetsign01.mdl props/cs_assault/streetsign02.mdl props/cs_assault/ticketmachine.mdl props/cs_assault/trainstationsign.mdl props/cs_assault/ventilationduct01.mdl props/cs_assault/ventilationduct02.mdl props/cs_assault/vents.mdl props/cs_assault/wall_vent.mdl props/cs_assault/wall_wires1.mdl props/cs_assault/wall_wires2.mdl props/cs_assault/washer_box2.mdl props/cs_assault/water_tower.mdl props/cs_assault/wirepipe.mdl props/cs_assault/wirespout.mdl props/cs_havana/arch_c.mdl props/cs_havana/bookcase_large.mdl props/cs_havana/bookcase_small.mdl props/cs_havana/gazebo.mdl props/cs_havana/pillar_a.mdl props/cs_havana/pole_a.mdl props/cs_havana/pole_a_skybox.mdl props/cs_havana/wndb.mdl props/cs_havana/wndc.mdl props/cs_havana/wndd.mdl props/cs_havana/wndg.mdl props/cs_havana/wndl.mdl props/cs_havana/wndx1.mdl props/cs_havana/wndz2.mdl props/cs_italy/bananna.mdl props/cs_italy/bananna_bunch.mdl props/cs_italy/banannagib1.mdl props/cs_italy/banannagib2.mdl props/cs_italy/it_blc_med.mdl props/cs_italy/it_blc_small.mdl props/cs_italy/it_doora.mdl props/cs_italy/it_doorb.mdl props/cs_italy/it_doorc.mdl props/cs_italy/it_entarch1.mdl props/cs_italy/it_entarch2.mdl props/cs_italy/it_lampholder1.mdl props/cs_italy/it_lampholder2.mdl props/cs_italy/it_lantern1.mdl props/cs_italy/it_lantern2.mdl props/cs_italy/it_logs.mdl props/cs_italy/it_mkt_container1.mdl props/cs_italy/it_mkt_container1a.mdl props/cs_italy/it_mkt_container2.mdl props/cs_italy/it_mkt_container3.mdl props/cs_italy/it_mkt_container3a.mdl props/cs_italy/it_mkt_shelf1.mdl props/cs_italy/it_mkt_table1.mdl props/cs_italy/it_mkt_table2.mdl props/cs_italy/it_mkt_table3.mdl props/cs_italy/it_roofsup192.ml props/cs_italy/it_roofsup240.mdl props/cs_italy/it_streetlampleg.mdl props/cs_italy/it_wnda.mdl props/cs_italy/it_wndb.mdl props/cs_italy/it_wndc.mdl props/cs_italy/it_wndc2.mdl props/cs_italy/it_wndg.mdl props/cs_italy/it_wndx1.mdl props/cs_italy/it_wndx1open.mdl props/cs_italy/it_wndx2.mdl props/cs_italy/it_wndx2open.mdl props/cs_italy/it_wndy1.mdl props/cs_italy/it_wndz1.mdl props/cs_italy/orange.mdl props/cs_italy/orangegib1.mdl props/cs_italy/orangegib2.mdl props/cs_italy/orangegib3.mdl props/cs_italy/winerack_large.mdl props/cs_italy/winerack_small.mdl props/cs_militia/2x4walls01.mdl props/cs_militia/axe.mdl props/cs_militia/bar01.mdl props/cs_militia/barstool01.mdl props/cs_militia/bathroomwallhole01_tile.mdl props/cs_militia/bathroomwallhole01_wood_broken.mdl props/cs_militia/bathroomwallhole01_wood_broken_01.mdl props/cs_militia/bathroomwallhole01_wood_broken_03.mdl props/cs_militia/bathroomwallhole01_wood_broken_04.mdl props/cs_militia/bathroomwallole01_wood_broken_02.mdl props/cs_militia/beroombeams.mdl props/cs_militia/bottle01.mdl props/cs_militia/bottle01_breaka.mdl props/cs_militia/bottle01_breakb.mdl props/cs_militia/bottle02.mdl props/cs_militia/bottle03.mdl props/cs_militia/boulder01.mdl props/cs_militia/boulderring01.mdl props/cs_militia/boxes_frontroom.mdl props/cs_militia/boxes_garage.mdl props/cs_militia/boxes_garage_lower.mdl props/cs_militia/bridglight.mdl props/cs_militia/bunkbed2.mdl props/cs_militia/bunked.mdl 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props_pipes/pipe02_straight01_long.mdl props_pipes/pipe02_straight01_short.mdl props_pipes/pipe03_45degree01.mdl props_pipes/pipe03_90degree01.mdl props_pipes/pipe03_connector01.mdl props_pipes/pipe03_lcurve01_long.mdl props_pipes/pipe03_lcurve02_long.mdl props_pipes/pipe03_straight01_long.mdl props_pipes/pipe03_straight01_short.mdl props_pipes/pipe03_tjoint01.mdl props_pipes/pipecluster04d_001a.mdl props_pipes/pipecluster08d_extender128.mdl props_pipes/pipecluster08d_extender64.mdl props_pipes/pipecluster32d_001a.mdl props_pipes/pipeset02d_128_001a.mdl props_pipes/pipeset02d_256_001a.mdl props_pipes/pipeset02d_512_001a.mdl props_pipes/pipeset02d_64_001a.mdl props_pipes/pipeset02d_corner128d_001a.mdl props_pipes/pipeset02d_corner128l_001a.mdl props_pipes/pipeset08d_128_001a.mdl props_pipes/pipeset08d_512_001a.mdl props_pipes/pipeset08d_64_001a.mdl props_pipes/pipeset08d_corner128d_001a.mdl props_pipes/pipeset08d_corner128l_001a.mdl props_pipes/pipeset08d_corner128r_001a.mdl props_pipes/pipeset08d_corner128u_001a.mdl props_pipes/pipeset32d_128_001a.mdl props_pipes/pipeset32d_256_001a.mdl props_pipes/pipeset32d_512_001a.mdl props_pipes/pipeset32d_bend256d_001a.mdl props_pipes/pipeset32d_corner128d_001a.mdl props_pipes/pipeset32d_corner128r_001a.mdl props_pipes/valve003.mdl props_pipes/valvewheel001.mdl props_pipes/vave002.mdl props_rooftop/antenna02a.mdl props_rooftop/antenna03a.mdl props_rooftop/antennaclusters01a.mdl props_rooftop/chimneypipe_cluster02a.mdl props_rooftop/chimneypipe_cluster02b.mdl props_rooftop/chimneypipe01a.mdl props_rooftop/chimneypipe01c.mdl props_rooftop/chimneysmokestack_cluster01a.mdl props_rooftop/chimneytoppipe_cluster01c.mdl props_rooftop/gutter_pipe_128.mdl props_rooftop/gutter_pipe_256.mdl props_rooftop/railing01a.mdl props_rooftop/roof_vent001.mdl props_rooftop/roof_vent002.mdl props_rooftop/roof_vent003.mdl props_rooftop/roof_vent004.mdl props_rooftop/rooftopcluser01a.mdl props_rooftop/rooftopcluser02a.mdl props_rooftop/rooftopcluser03a.mdl props_rooftop/rooftopcluser04a.mdl props_rooftop/rooftopcluser05a.mdl props_rooftop/rooftopcluser06a.mdl props_rooftop/rooftopcluser07a.mdl props_rooftop/scaffolding01a.mdl props_skybox/coast01.mdl props_trainstaion/trackends01.mdl props_trainstation/bench_indoor001a.ml props_trainstation/benchoutdoor01a.mdl props_trainstation/column_light001a.mdl props_trainstation/light_128wallmounted001a.mdl props_trainstation/light_signal001a.mdl props_trainstation/light_signal001b.mdl props_trainstation/lighttowercluster01.mdl props_trainstation/tracklight01.mdl props_trainstation/trackmarkers01.mdl props_trainstation/train002.mdl props_trainstation/train003.mdl props_trainstation/trainstation_post001.mdl props_trainstation/trashcan_indoor001a.dl props_vehicles/apc_tire001.mdl props_vehicles/apc001.mdl props_vehicles/car001a_hatchback.mdl props_vehicles/car001b_hatchback.mdl props_vehicles/car002a.mdl props_vehicles/car003a.mdl props_vehicles/car003b.mdl props_vehicles/car004a.mdl props_vehicles/car004b.mdl props_vehicles/car005a.mdl props_vehicles/car005b.mdl props_vehicles/car02b.mdl props_vehicles/carparts_axel01a.mdl props_vehicles/carparts_door01a.mdl props_vehicles/carparts_muffler01a.mdl props_vehicles/carparts_tire01a.mdl props_vehicles/carparts_wheel01a.mdl props_vehicles/generatortrailer01.mdl props_vehicles/trailer001a.mdl props_vehicles/trailer002a.mdl props_vehicles/truck001a.mdl props_vehicles/truck002a_cab.dl props_vehicles/truck003a.mdl props_vehicles/van001a.mdl props_vents/vent_cluster006.mdl props_vents/vent_cluster007.mdl props_vents/vent_large_corner001.mdl props_vents/vent_large_grill001.mdl props_vents/vent_large_straight001.mdl props_vents/vent_medium_grill001.mdl props_vents/vent_medium_straight001.mdl props_wasteland/arricade001a_chunk05.mdl props_wasteland/barricade001a.mdl props_wasteland/barricade001a_chunk01.mdl props_wasteland/barricade001a_chunk02.mdl props_wasteland/barricade001a_chunk03.mdl props_wasteland/barricade001a_chunk04.mdl props_wasteland/bridge_railing.mdl props_wasteland/cafeteria_bench001a.mdl props_wasteland/cafeteria_bench001a_chunk01.mdl props_wasteland/cafeteria_bench001a_chunk02.mdl props_wasteland/cafeteria_bench001a_chunk03.mdl props_wasteland/cafeteria_bench001a_chunk04.mdl props_wasteland/cafeteria_bench001a_chunk05.mdl props_wasteland/cafeteria_table001a.mdl props_wasteland/cafeteria_table001a_chunk01.mdl props_wasteland/cafeteria_table001a_chunk02.mdl props_wasteland/cafeteria_table001a_chunk03.mdl props_wasteland/cafeteria_table001a_chunk04.mdl props_wasteland/cafeteria_table001a_chunk05.mdl props_wasteland/cafeteria_table001a_chunk06.mdl props_wasteland/cafeteria_table001a_chunk07.mdl props_wasteland/cafeteria_table001a_chunk08.mdl props_wasteland/cargo_container01.mdl props_wasteland/chimneypipe01b.mdl props_wasteland/chimneypipe02a.mdl props_wasteland/controlroom_chair001a.mdl props_wasteland/controlroom_desk001a.mdl props_wasteland/controlroom_desk001b.mdl props_wasteland/controlroom_filecabinet001a.mdl props_wasteland/controlroom_filecabinet002a.mdl props_wasteland/controlroom_storagecloset001a.mdl props_wasteland/coolingtank01.mdl props_wasteland/coolingtank02.mdl props_wasteland/dockplank_chunk01a.mdl props_wasteland/dockplank_chunk01b.mdl props_wasteland/dockplank_chunk01c.mdl props_wasteland/dockplank_chunk01d.mdl props_wasteland/dockplank_chunk01e.mdl props_wasteland/dockplank_chunk01f.mdl props_wasteland/dockplank01a.mdl props_wasteland/dockplank01b.mdl props_wasteland/exterior_fence001a.mdl props_wasteland/exterior_fence001b.mdl props_wasteland/exterior_fence002a.mdl props_wasteland/exterior_fence002b.mdl props_wasteland/exterior_fence002c.mdl props_wasteland/exterior_fence002d.mdl props_wasteland/exterior_fence002e.mdl props_wasteland/exterior_fence003a.mdl props_wasteland/exterior_fence003b.mdl props_wasteland/gear01.mdl props_wasteland/gear02.mdl props_wasteland/horizontalcoolingtank04.mdl props_wasteland/interior_fence001g.mdl props_wasteland/interior_fence002a.mdl props_wasteland/interior_fence002b.mdl props_wasteland/interior_fence002c.mdl props_wasteland/interior_fence002d.mdl props_wasteland/interior_fence002e.mdl props_wasteland/lights_industrialcluster01a.mdl props_wasteland/pipecluster001a.mdl props_wasteland/pipecluster001c.mdl props_wasteland/pipecluster002a.mdl props_wasteland/pipecluster003a_small.mdl props_wasteland/powetower01.mdl props_wasteland/prison_bracket001a.mdl props_wasteland/prison_cagedlight001a.mdl props_wasteland/prison_conduit001a.mdl props_wasteland/prison_gate001b.mdl props_wasteland/prison_lamp001b.mdl props_wasteland/prison_pipefaucet001a.mdl props_wasteland/prison_pipes002a.mdl props_wasteland/prison_shelf001a.mdl props_wasteland/prison_sink001a.mdl props_wasteland/prison_sprikler001a.mdl props_wasteland/prison_sprinkler001b.mdl props_wasteland/prison_switchbox001a.mdl props_wasteland/prison_toilet01.mdl props_wasteland/prison_toiletchunk01a.mdl props_wasteland/prison_toiletchunk01b.mdl props_wasteland/prison_toiletchunk01c.mdl props_wasteland/prison_toiletchunk01d.mdl props_wasteland/prison_toiletchunk01e.mdl props_wasteland/prison_toiletchunk01f.mdl props_wasteland/prison_toiletchunk01g.mdl props_wasteland/prison_toiletchunk01h.mdl props_wasteland/prison_toiletchunk01j.mdl props_wasteland/prison_toiletchunk01k.mdl props_wasteland/prison_toiletchunk01l.mdl props_wasteland/prison_toiletchunk01m.mdl props_wasteland/rockcliff_cluster01a.mdl props_wasteland/rockcliff_cluster01b.mdl props_wasteland/rockcliff_cluster02a.mdl props_wasteland/rockcliff_cluster02b.mdl props_wasteland/rockcliff_cluster02c.mdl props_wasteland/rockcliff_cluster03a.mdl props_wasteland/rockcliff_cluster03c.mdl props_wasteland/rockcliff07e.mdl props_wasteland/speakercluster01a.mdl props_wasteland/tram_lever01.mdl shells/shell_12gauge.mdl shells/shell_338mag.mdl shells/shell_556.mdl shells/shell_57.mdl shells/shell_762nato.mdl shells/shell_9mm.mdl weapons/rifleshell.mdl weapons/shell.mdl weapons/shotgun_shell.mdl weapons/v_c4.mdl weapons/v_eq_flashbang.mdl weapons/v_eq_fraggrenade.mdl weapons/v_eq_smokegrenade.mdl weapons/v_knife_t.mdl weapons/v_mach_m249para.mdl weapons/v_pist_deagle.mdl weapons/v_pist_elite.mdl weapons/v_pist_fivseven.mdl weapons/v_pist_glock18.mdl weapons/v_pist_p228.mdl weapons/v_pist_usp.mdl weapons/v_rif_ak47.mdl weapons/v_rif_aug.mdl weapons/v_rif_famas.mdl weapons/v_rif_galil.mdl weapons/v_rif_m4a1.mdl weapons/v_rif_sg552.mdl weapons/v_shot_m3super90.mdl weapons/v_shot_xm1014.mdl weapons/v_smg_mac10.mdl weapons/v_smg_mp5.mdl weapons/v_smg_p90.mdl weapons/v_smg_tmp.mdl weapons/v_smg_ump45.mdl weapons/v_snip_awp.mdl weapons/v_snip_g3sg1.mdl weapons/v_snip_scout.mdl weapons/v_snip_sg550.mdl weapons/w_bullet.mdl weapons/w_c4.mdl weapons/w_c4_planted.mdl weapons/w_defuser.mdl weapons/w_eq_eholster.mdl weapons/w_eq_eholster_elite.mdl weapons/w_eq_flashbang.mdl weapons/w_eq_flashbang_thrown.mdl weapons/w_eq_fraggrenade.mdl weapons/w_eq_fraggrenade_thrown.mdl weapons/w_eq_smokegrenade.mdl weapons/w_eq_smokegrenade_thrown.mdl weapons/w_knife_t.mdl weapons/w_mach_m249para.mdl weapons/w_pist_deagle.mdl weapons/w_pist_elite.mdl weapons/w_pist_elite_dropped.mdl weapons/w_pist_elite_single.mdl weapons/w_pist_fiveseven.mdl weapons/w_pist_glock18.mdl weapons/w_pist_p228.mdl weapons/w_pist_usp.mdl weapons/w_pist_usp_silencer.mdl weapons/w_rif_ak47.mdl weapons/w_rif_aug.mdl weapons/w_rif_famas.mdl weapons/w_rif_galil.mdl weapons/w_rif_m4a1.mdl weapons/w_rif_m4a1_silencer.mdl weapons/w_rif_sg552.mdl weapons/w_shot_m3super90.mdl weapons/w_shot_xm1014.mdl weapons/w_sm_ump45.mdl weapons/w_smg_mac10.mdl weapons/w_smg_mp5.mdl weapons/w_smg_p90.mdl weapons/w_smg_tmp.mdl weapons/w_snip_awp.mdl weapons/w_snip_g3sg1.mdl weapons/w_snip_scout.mdl weapons/w_snip_sg550.mdl // Taken from guide by oblivion from aoc @ GameFAQs.com // http://www.gamefaqs.com/features/recognition/49375.html ------------------------------------------------------------------------------- END OF LIST ------------------------------------------------------------------------------- =============================================================================== 9. - *Official CS:S cvarlist* =============================================================================== This is the official cvarlist provided by the source engine within CS:S. Note, all comments have been removed, and some CS:S only commands are not included. Commands such as spectate, because they were not listed by the engine. ---------------------------------------- +alt1 +alt2 +attack +attack2 +back +break +camdistance +camin +cammousemove +camout +campitchdown +campitchup +camyawleft +camyawright +commandermousemove +duck +forward +graph +grenade1 +grenade2 +jlook +jump +klook +left +lookdown +lookup +mat_texture_list +movedown +moveleft +moveright +moveup +reload +right +score +showbudget +showbudget_texture +showbudget_texture_global +showscores +showvprof +speed +strafe +use +vgui_drawtree +voicerecord +walk +zoom ---------------------------------------- 46 convars/concommands for [+] ---------------------------------------- -alt1 -alt2 -attack -attack2 -back -break -camdistance -camin -cammousemove -camout -campitchdown -campitchup -camyawleft -camyawright -commandermousemove -duck -forward -graph -grenade1 -grenade2 -jlook -jump -klook -left -lookdown -lookup -mat_texture_list -movedown -moveleft -moveright -moveup -reload -right -score -showbudget -showbudget_texture -showbudget_texture_global -showscores -showvprof -speed -strafe -use -vgui_drawtree -voicerecord -walk -zoom ---------------------------------------- 46 convars/concommands for [-] ---------------------------------------- addip adsp_alley_min adsp_courtyard_min adsp_debug adsp_door_height adsp_duct_min adsp_hal_min adsp_low_ceiling adsp_opencourtyard_min adsp_openspace_min adsp_openstreet_min adsp_openwall_min adsp_room_min adp_street_min adsp_tunnel_min adsp_wall_height ai_auto_contact_solver ai_block_damage ai_clear_bad_links ai_debug_assalt ai_debug_avoidancebounds ai_debug_directnavprobe ai_debug_doors ai_debug_dyninteractions ai_debug_efficiency ai_debug_enemies ai_debug_expressions ai_debug_follow ai_debug_loners ai_debug_looktargets ai_debug_los ai_debug_nav ai_debug_node_connect ai_debug_ragdoll_magnets ai_debug_shoot_positions ai_debug_speech ai_debug_squads ai_debug_think_ticks ai_debugscriptconditions ai_default_efficient ai_disable ai_drawbattlelines ai_drop_hint ai_dump_hints ai_efficiency_override ai_expression_frametime ai_expression_optimization ai_follow_use_points ai_follow_use_points_when_moving ai_force_serverside_ragdoll ai_frametime_limit ai_lead_time ai_LOS_mode ai_moveprobe_debug ai_moveprobe_jump_debug ai_moveprobe_usetracelist ai_next_hull ai_no_local_paths ai_no_node_cache ai_no_select_box ai_no_steer ai_no_talk_delay ai_nodes ai_norebuildgraph ai_path_adjust_speed_on_immediate_turns ai_path_insert_pause_at_est_end ai_path_insert_pause_at_obstruction ai_radial_max_link_dist ai_reaction_delay_alert ai_reaction_delay_idle ai_rebalance_thinks ai_report_task_timings_on_limit ai_resume ai_sequence_debug ai_set_move_height_epsilon ai_setupbones_debug ai_shot_bias ai_shot_bias_max ai_shot_bias_min ai_shot_stats ai_shot_stats_term ai_show_connect ai_show_connect_fly ai_show_connect_jump ai_show_graph_connect ai_show_grid ai_show_hints ai_show_hull ai_show_hull_attacks ai_show_node ai_show_think_tolerance ai_show_visibility ai_simulate_task_overtime ai_spread_cone_focus_time ai_spread_defocused_cone_multiplier ai_spread_pattern_focus_time ai_step ai_test_moveprobe_ignoresmall ai_think_limit_label ai_use_clipped_paths ai_use_efficiency ai_us_frame_think_limits ai_use_think_optimizations ai_use_visibility_cache ainet_generate_report ainet_generate_report_only air_density alias ammo_338mag_max ammo_357sig_max ammo_45acp_max ammo_50AE_max ammo_556mm_box_max ammo_556mmmax ammo_57mm_max ammo_762mm_max ammo_9mm_max ammo_buckshot_max ammo_flashbang_max ammo_hegrenade_max ammosmokegrenade_max askconnect_accept async_allow_held_files async_mode async_resume async_serialize async_simulate_delay async_simulate_mixed_mode async_suspend async_toggle_priority auoaim_max_deflect autoaim_max_dist autobuy autosave autosavedangerous autosavedangerousissafe ---------------------------------------- 136 convars/concommands for [a] ---------------------------------------- banid banip bench_end bench_showstatsdialog bench_start bench_upload benchframe bgmvolume bind BindToggle blink_duration bloodspray bot_add bot_add_ct bot_add_t bot_all_weapons bot_allow_grenades bot_allow_machine_guns bot_allow_pistols bot_allow_rifles bot_allow_rogues bot_allow_shotguns bot_allow_snipers bot_allow_sub_machine_guns bot_auto_follow bot_auto_vacate bot_chatter bot_crouch bot_debug bot_debug_target bot_defer_to_human bot_difficulty bot_dont_shoot bot_eco_limit bot_flipout bot_freeze bot_goto_mark bot_join_after_layer bot_join_delay bot_join_team bot_kick bot_kill bot_knives_only bot_loadout bot_mimic bot_mimic_yaw_offset bot_pistols_only bot_prefix bot_profile_db bot_quota bot_quota_mode bot_show_battlefront bot_show_nav bot_show_occupy_time bot_snipers_only bot_stop bot_traceview bot_walk bot_zombie box breakable_disable_gib_limit breakable_multiplayer buddha budget_averages_window budget_background_alpha budget_bargraph_backgound_alpha budget_bargraph_range_ms budget_history_numsamplesvisible budget_history_range_ms budet_panel_bottom_of_history_fraction budget_panel_height budget_panel_width budget_panel_x budget_panel_y budget_peaks_window budget_show_averages budget_show_history budget_show_peaks bug bug_swap bugreporter_includebsp buildcubemaps building_cubemaps buyequip buymenu ---------------------------------------- 85 convars/concommands for [b] ---------------------------------------- c_maxdistance c_maxpitch c_maxyaw c_mindistance c_minpitch c_minyaw c_orthoheight c_orthowidth cache_print cache_print_lru cache_print_summary cam_command cam_idealdist cam_idealpitch cam_idealyaw cam_snapto camortho cancelselect cast_hull cast_ray cc_captiontrace cc_emit cc_flush cc_lang cc_linger_time cc_lookup_crc cc_minvisibleitems cc_predisplay_time cc_random cc_sentencecaptionnorepeat cc_showblocks cc_subtitles cd centerview ch_createairboat ch_createjeep changelevel changelevel2 chooseteam cl_allowdownload cl_allowupload cl_anglespeedkey cl_animationinfo cl_autobuy cl_autohelp cl_autowepswitch cl_backspeed cl_bob cl_bobcycle cl_bobup cl_buy_favorite cl_buy_favorite_nowarn cl_buy_favorite_quiet cl_buy_favorite_reset cl_buy_favorite_set cl_c4dynamiclight cl_c4progressbar cl_chatfilters cl_class cl_clock_correction cl_clock_correction_adjustment_max_amount cl_clock_correction_adjustment_max_offset cl_clock_correction_adjustment_min_offset cl_clock_correction_force_server_tick cl_clock_showdebuginfo cl_clockdrift_max_ms cl_cmdrate cl_crosshairalpha cl_crosshaircolor cl_crosshairscale cl_crosshairusealpha cl_customsounds cl_debugrumble cl_demoviewoverride cl_detail_avoid_force cl_detail_avoid_radius cl_detail_avoid_recover_speed cl_detail_max_sway cl_detaildist cl_detailfade cl_downloadfilter cl_drawhud cl_drawleaf cl_drawmaterial cl_drawmonitors cl_drawshadowtexture cl_dynamiccrosshair cl_ejectbrass cl_ent_absbox cl_ent_bbox cl_ent_rbox cl_entityreport cl_extrapolate cl_extrapolate_amount cl_flushentitypacket cl_forcepreload cl_forwardspeed cl_fullupdate cl_idealpitchscale cl_ignorepackets cl_interp cl_interp_all cl_interp_npcs cl_interp_ratio cl_interpolate cl_lagcomp_errorcheck cl_lagcompensation cl_language cl_left_hand_ik cl_leveloverview cl_leveloverviewmarker cl_localnetworkbackdoor cl_locationalpha cl_logofile cl_maxrenderable_dist cl_min_ct cl_min_t cl_minmodels cl_mouseenable cl_mouselook cl_observercrosshair cl_overdraw_test cl_panelanimation cl_particleeffect_aabb_buffer cl_particles_dump_effects cl_particles_show_bbox cl_pclass cl_pdump cl_phys_props_enable cl_phys_props_max cl_phys_timescale cl_pitchdown cl_pitchspeed cl_pitchup cl_playback_screenshots cl_precacheinfo cl_pred_optimize cl_predict cl_predictionlist cl_predictweapons cl_radar_locked cl_radaralpha cl_radartype cl_ragdoll_collide cl_ragdoll_physics_enable cl_rebuy cl_removedecals cl_resend cl_righthand cl_rumblescale cl_scalecrosshair cl_SetupAllBones cl_show_splashes cl_showanimstate cl_showanmstate_log cl_ShowBoneSetupEnts cl_showents cl_showerror cl_showevents cl_showfps cl_showpausedimage cl_showpluginmessages cl_showpos cl_ShowSunVectors cl_showtextmsg cl_sidespeed cl_smooth cl_smoothtime cl_soundemitter_flush cl_soundfile cl_soundscape_flush cl_soundscape_printdebuginfo cl_spec_mode cl_sporeclipdistance cl_sun_decay_rate cl_team cl_timeout cl_updaterate cl_upspeed cl_view cl_winddir cl_windspeed cl_wpn_sway_interp cl_wpn_sway_scale cl_yawspeed clear clear_debug_overlays clientport closecaption cmd collision_shake_amp collision_shake_freq collision_shake_time collision_test colorcorrectionui commentary commentary_available commentary_cvarsnotchanging commentary_finishnode commentary_firstrun commentary_testfirstrun con_drawnotify con_enable con_filter_enable con_filter_text con_notifytime con_nprint_bgalpha con_nprint_bgborder con_trace condump connect contimes coop CreateHairball CreatePredictionError creditsdone crosshair cs_make_vip cs_ShowStateTransitions cvarlist ---------------------------------------- 220 convars/concommands for [c] ---------------------------------------- datacachesize dbghist_addline dbghist_dump deathmatch debug_materialmodifycontrol debug_materialmodifycontrol_client debug_physimpact decalfrequency default_fov demo_debug demo_fastforwardfinalspeed demo_fastforwardramptime demo_fastforwardstartspeed demo_gototick demo_interpolateview demo_pause demo_pauseatservertick demo_quitafterplayback demo_recordcommands demo_resume deo_timescale demo_togglepause demolist demos demoui developer devshots_nextmap devshots_screenshot differences disconnect disp_dynamic disp_modlimit disp_modlimit_down disp_modlimit_up disp_numiterations displaysoundlist drawcross drawline drawradar dsp_automatic dsp_db_min dsp_db_mixdrop dsp_dist_max dsp_dist_min dsp_enhance_stereo dsp_facingaay dsp_mix_max dsp_mix_min dsp_off dsp_player dsp_reload dsp_room dsp_slow_cpu dsp_spatial dsp_speaker dsp_vol_2ch dsp_vol_4ch dsp_vol_5ch dsp_volume dsp_water dt_ShowPartialChangeEnts dt_UsePartialChangeEnts dti_flush dtwarning dtwatchent dtwatchvar dump_entity_sizes dump_globals dump_panels dump_terrain dumpcountedstrings dumpcountedstrings dumpcountedstrings dumpcountedstrings dumpcountedstrings dumpcountedstrings dumpcountedstrings dumpentityfactories dumpeventqueue dumpgamestringtable dumpstringtables ---------------------------------------- 82 convars/concommands for [d] ---------------------------------------- echo editdemo editor_toggle endmovie endround english ent_absbox ent_attachments ent_autoaim ent_bbox ent_create ent_debugkeys ent_dump ent_fire ent_info ent_mesages ent_messages_draw ent_name ent_pause ent_pivot ent_rbox ent_remove ent_remove_all ent_rotate ent_setname ent_show_response_criteria ent_step ent_text envmap escape exec exit ---------------------------------------- 32 convars/concommands for [e] ---------------------------------------- fadein fadeout filesystem_buffer_size find find_ent findflags fire_absorbrate fire_dgbase fire_dmginterval fire_dmgscale fire_extabsorb fire_extscale fire_growthrate fire_heatscale fire_incomingheatscale fire_maxabsorb firetarget firstperson fish_debug fish_dormant flex_expression flex_looktime flex_maxawaytime flex_maxplayertime flex_minawaytime flex_minplayertime flx_rules flex_smooth flex_talk flush flush_locked fog_color fog_colorskybox fog_enable fog_enable_water_fog fog_enableskybox fog_end fog_endskybox fog_override fog_start fog_startskybox force_centerview fov fps_max fre_pass_peek_debug fs_monitorreadfrompack fs_printopenfiles fs_report_sync_opens fs_warning_level fs_warning_mode func_break_max_pieces func_breakdmg_bullet func_breakdmg_club func_breakdmg_explosive ---------------------------------------- 54 convars/concommands for [f] ---------------------------------------- g_debug_angularsensor g_debug_doors g_debug_npc_vehicle_roles g_debug_ragdoll_removal g_debug_ragdoll_visualize g_debug_trackpather g_debug_transitions g_debug_vehiclebase g_debug_vehicledriver g_debug_vehicleexit g_debug_vehiclesound g_jeepexitspeed g_Language g_ragdoll_fadespeed g_ragdoll_important_maxcount g_ragdoll_lvfadespeed g_ragdoll_maxcount gamemenucommand gameui_activate gameui_allowescape gameui_hide gameui_preventescape getpos give givecurentammo gl_clear global_set god groundlist ---------------------------------------- 29 convars/concommands for [g] ---------------------------------------- heartbeat help hideconsole hidehud hidepanel hderadar hl2_episodic host_framerate host_limitlocal host_map host_profile host_runofftime host_showcachemiss host_ShowIPCCallCount host_sleep host_speeds host_timescale host_writeconfig hostage_debug hostip hostname hostport hud_autoreloadscript hud_centeid hud_classautokill hud_deathnotice_time hud_drawhistory_time hud_fastswitch hud_jeephint_numentries hud_reloadscheme hud_saytext_time hud_showtargetid hurtme ---------------------------------------- 33 convars/concommands for [h] ---------------------------------------- impulse incrementvar invnext invprev ip ---------------------------------------- 5 convars/concommands for [i] ---------------------------------------- joy_accelscale joy_advanced joy_advaxisr joy_advaxisu joy_advaxisv joy_advaxisx joy_advaxisy joy_advaxisz joy_autoaimdampen joy_autoaimdampenrange joy_autosprint joy_axisbutton_threshold joy_diagonalpov joy_display_input joy_forwardsensitivity joy_forwardthreshold joy_lowend joy_lowmap joy_name joy_pitchsensitivity joy_pitchthreshold joy_response_look oy_response_move joy_sidesensitivity joy_sidethreshold joy_wingmanwarrior_centerhack joy_wingmanwarrior_turnhack joy_yawsensitivity joy_yawthreshold joyadvancedupdate joystick jpeg jpeg_quality ---------------------------------------- 33 convars/concommands for [j] ---------------------------------------- kdtree_test key_findbinding key_listboundkeys key_updatelayout kick kickid kill killserver ---------------------------------------- 8 convars/concommands for [k] ---------------------------------------- lastinv light_crosshair lightcache_maxmiss linefile listdemo listid listip listmodels listRecentNPCSpeech ListServerUserMessages load loadcommentary lod_Enable lod_TransitionDist log logaddress_add logaddress_del logaddress_delall logaddress_list lookspring lookstrafe lservercfgfile ---------------------------------------- 22 convars/concommands for [l] ---------------------------------------- m_customaccel m_customaccel_exponent m_customaccel_max m_customaccel_scale m_filter m_forward m_mouseaccel1 m_mouseaccel2 m_mousespeed m_pitch m_side m_yaw map map_background map_commentary map_edit map_noareas map_setbombradius map_showbombradius map_showspawnpoints mapcyclefile maps mat_aaquality mat_accelerate_adjust_exposure_down mat_antialias mat_autoexposure_max mat_autoexposure_min mat_bloomamount_rate mat_bloomscale mat_bufferprimitives mat_bumpbasis mat_bumpmap mat_camerarendertargetoverlaysize mat_clipz mat_colorcorrection mat_compressedtextures mat_configcurrent mat_crosshair mat_debug mat_debug_autoexposure mat_debug_bloom mat_debug_postprocessing_effects mat_debug_process_halfscreen mat_debugalttab mat_debugdepth mat_debugdepthmode mat_debugdepthval mat_debugdepthvalmax mat_depthbias_decal mat_depthbias_normal mat_diffuse mat_disable_bloom mat_disable_fancy_blending mat_disable_lightwarp mat_disable_ps_patch mat_drawflat mat_drawwater mat_dxlevel mat_dynamic_tonemapping mat_edit mat_envmapsize mat_envmaptgasize mat_exposure_center_region_ mat_exposure_center_region_x_flashlight mat_exposure_center_region_y mat_exposure_center_region_y_flashlight mat_fastnobump mat_fastspecular mat_fillrate mat_filterlightmaps mat_filtertextures mat_force_bloom mat_force_ps_patch mat_force_tonemap_scale mat_forceaniso mat_forcedynamic mat_forcehardwaresync mat_forcemanagedtextureintohardware mat_frame_sync_enable mat_frame_sync_force_texture mat_framebuffercopyoverlaysize mat_fullbright mat_hdr_enabled mat_hdr_level mat_hdr_manual_tonemap_rate mat_hdr_tonemapscale mat_hdroverbrightrange mat_hsv mat_info mat_leafvis mat_levelflush mat_loadtextures mat_luxels mat_maxframelatency mat_measurefillrate mat_mipmaptextures mat_monitorgamma mat_non_hdr_bloom_scalefactor mat_norendering mat_normals mat_parallaxmap mat_picmip mat_proxy mat_reducefillrate mat_reloadallmaterials mat_reloadmaterial mat_reloadtextures mat_reversedepth mat_savechanges mat_setvideomode mat_shadowstate mat_show_ab_hdr mat_show_ab_hdr_hudelement mat_show_histogram mat_show_texture_memory_usage mat_showcamerarendertarget mat_shownvmapmask mat_showframebuffertexture mat_showlightmapcomponent mat_showlightmappage mat_showlowresimage mat_showmaterials mat_showmaterialsverbose mat_showmiplevels mat_showtextures mat_showwatertextures mat_slopescaledepthbias_decal mat_slopescaledepthbias_normal mat_softwarelghting mat_softwareskin mat_specular mat_spewvertexandpixelshaders mat_stub mat_surfaceid mat_surfacemat mat_texture_limit mat_texture_list mat_texture_list_all mat_texturelist_directories mat_texturelist_files mat_tonemapping_occlusion_use_stencil mat_trilinear mat_use_compressed_hdr_textures mat_viewportscale mat_vsync mat_wateroverlaysize mat_wireframe mat_yuv maxplayes mem_compact mem_dump mem_dumpstats mem_eat mem_force_flush mem_vcollide memory menuselect minisave mod_forcedata mod_forcetouchdata mod_load_anims_async mod_load_mesh_async mod_load_vcollide_async mod_lock_mdls_on_load mod_test_mesh_not_available mod_test_not_available mod_test_verts_not_available mod_touchalldata mod_trace_load motdfile mp_allowNPCs mp_allowspectators mp_autocrosshair mp_autokick mp_autoteambalance mp_buytime mp_c4timer mp_chattime mp_decals mp_defaultteam mp_disable_autokick mp_dump_timers mp_dynamicpricing mp_facefronttime mp_fadetoblack mp_falldamage mp_feetyawrate mp_flashlight mp_footsteps mp_forcecamera mp_forcerespawn mp_fraglimit mp_freezetime mp_friendlyfire mp_hostagepenalty mp_humanteam mp_ik mp_limitteams mp_logdetail mp_maxrounds mp_playerid mp_playerid_delay mp_playerid_hold mp_restartgame mp_roundtime mp_spawnprotectiontime mp_startmoney mp_teamlist mp_teamoverride mp_teamplay mp_timelimit mp_tkpunish mp_weaponstay mp_winlimit multvar muzzleflash_light ---------------------------------------- 218 convars/concommands for [m] ---------------------------------------- name nav_analyze nav_area_bgcolor nav_avoid nav_begin_area nav_build_ladder nav_check_connectivity nav_check_file_consistency nav_check_floor nav_clear_walkable_marks nav_compress_id nav_connect nav_coplanar_slope_limit nav_corner_adjust_adjacent nav_corner_lower nav_corner_place_on_ground nav_corner_raise nav_corner_select nav_create_place_on_ground nav_crouch nav_delete nav_delete_marked nav_disconnect nav_dont_hide nav_edit nav_end_area nav_generate nav_generate_incremental nav_jmp nav_ladder_flip nav_load nav_make_sniper_spots nav_mark nav_mark_unnamed nav_mark_walkable nav_merge nav_no_hostages nav_no_jump nav_place_floodfill nav_place_list nav_place_pick nav_place_replace nav_precise nav_quicksave nav_remove_unused_jump_areas nav_restart_after_analysis nav_run nav_save nav_set_place_mode nav_show_approach_points nav_show_area_info nav_show_danger navshow_ladder_bounds nav_show_nodes nav_show_player_counts nav_slope_limit nav_snap_to_grid nav_splice nav_split nav_split_place_on_ground nav_stand nav_stop nav_strip nav_toggle_place_mode nav_toggle_place_painting nav_transient nav_unmark nav_update_blocked nav_use_place nav_walk nav_warp_to_mark net_blockmsg net_channels net_chokeloop net_compresssplits net_drawslider net_droppackets net_fakelag net_fakeloss net_graph net_graphheight net_graphpos net_graphsolid net_maxfilesize net_maxfragments net_queue_flush_interval net_queue_trace net_queued_packet_thread net_scale net_showdrop net_showevents net_showfragments net_showmsg net_showpeaks net_showsplits net_showtcp net_showudp net_start net_status next nextdemo nextlevel noclip notarget npc_ally_deathmessage npc_ammo_deplete npc_bipass npc_combat npc_conditions npc_create npc_create_aimed npc_create_equipment npc_destroy npc_destroy_unselected npc_enemies npc_focus npc_freeze npc_go npc_go_do_run npc_go_random npc_heal npc_height_adjust npc_kill npc_nearest npc_relationships npc_reset npc_route npc_select npc_sentences npc_speakall npc_squads npc_steering npc_steering_all npc_task_text npc_tass npc_teleport npc_thinknow npc_viewcone npc_vphysics ---------------------------------------- 139 convars/concommands for [n] ---------------------------------------- old_radiusdamage overview_alpha overview_health overview_locked overview_mode overview_names overview_preferred_mode overview_preferred_view_size overview_tracks overview_zoom ---------------------------------------- 10 convars/concommands for [o] ---------------------------------------- particle_simulateoverflow password path pause perfui perfvisualbenchmark perfvisualbenchmark_abort phonemedelay phonemefilter phonemesnap phys_impactforcescale phys_penetration_error_time phys_pushscale phys_speeds phys_stressbodyweights phys_swap phys_timescale phys_upimpactforcescale physics_budget physics_debug_entity physics_highlight_active physics_report_active physics_select physicsshadowupdate_render picker ping pixelvis_debug play playdemo player_old_armor playflush playgamesound playsoundscape playvol plugin_load plugin_pause plugin_pause_all plugin_print plugin_unload plugin_unpause plugin_unpause_all print_colorcorrection progress_enable prop_active_gib_max_fade_time prop_crosshair prop_debug prop_dynamic_create prop_physics_create props_break_max_pieces props_break_max_pieces_perframe pwatchent pwatchvar ---------------------------------------- 53 convars/concommands for [p] ---------------------------------------- quit quti ---------------------------------------- 2 convars/concommands for [q] ---------------------------------------- r_3dnow r_3dsky r_AirboatViewDampenDamp r_AirboatViewDampenFreq r_AirboatViewZHeight r_ambientboost r_ambientfactor r_ambientfraction r_ambientlightingonly r_ambientmin r_aspectratio r_avglight r_avglightmap r_cheapwaterend r_cheapwaterstart r_cleardecals r_ClipAreaPortals r_colorstaticprops r_debugcheapwater r_debugrandomstaticlighting r_decal_cullsize r_decals r_decalstaticprops r_DispBuildable r_DispDrawAxes r_DispWalkable r_DoCovertTransitions r_dopixelvisibility r_drawbatchdecals r_DrawBeams r_drawbrushmodels r_drawclipbrushes r_drawdecals r_drawdetailprops r_DrawDisp r_drawentities r_drawflecks r_drawfullskybox r_drawleaf r_drawlightcache r_drawlightinfo r_drawlights r_drawmodeldecals r_DrawModelLightOrigi r_drawmodelstatsoverlay r_drawmodelstatsoverlaydistance r_drawmodelstatsoverlaymax r_drawmodelstatsoverlaymin r_drawmodeloblivfromaoc r_drawopaquerenderables r_drawopaqueworld r_drawothermodels r_drawparticles r_drawpixelvisibility r_DrawPortals r_DrawRain r_drawrenderboxes r_drawropes r_drawskybox r_DrawSpecificStaticProp r_drawsprites r_drawstaticprops r_drawtranslucentrenderables r_drawtranslucentworld r_drawvgui r_drawviewmodel r_drawworld r_dscale_basefov r_dscale_fardist r_dscale_farscale r_dscale_neardist r_dscale_nearscale r_dynamic r_entity r_entityclips r_eyeglintlodpixels r_eyegloss r_eyemove r_eyes r_eeshift_x r_eyeshift_y r_eyeshift_z r_eyesize r_eyewaterepsilon r_farz r_fastzreject r_flashlightconstant r_flashlightculldepth r_flashlightdrawdepth r_flashlightdrawfrustum r_flahlightdrawfrustumbbox r_flashlightdrawsweptbbox r_flashlightfar r_flashlightfov r_flashlightlinear r_flashlightlockposition r_flashlightmodels r_flashlightnodraw r_flashlightoffsetx r_flashlightoffsety r_flashlightoffsetz r_flashlightquadratic r_flashlightrendermodels r_flashlightrenderworld r_flashlightvisualizetrace r_flex r_flushlod r_ForceRestore r_ForceWaterLeaf r_frustumcullworld r_gamma r_itemblinkmax r_itemblinkrate r_JeepFOV r_JeepViewBlendTo r_JepViewBlendToScale r_JeepViewBlendToTime r_JeepViewDampenDamp r_JeepViewDampenFreq r_JeepViewZHeight r_lightaverage r_lightcachecenter r_lightinterp r_lightmap r_lightstyle r_folockpvs r_lod r_lod_noupdate r_mapextents r_maxdlights r_axmodeldecal r_maxnewsamples r_maxsampledist r_minnewsamples r_mmx r_modellodscale r_modelwireframedecal r_newflashlight r_nohw r_norefresh r_nosw r_novis r_occludeemaxarea r_occluderminarea r_occludermincount r_occlusin r_occlusionspew r_overlayfadeenable r_overlayfademax r_overlayfademin r_overlaywireframe r_partition_level r_phong r_PhysPropStaticLighting r_pix_recordframes r_pix_start r_pixelvisibility_partial r_pixelvisibility_spew r_portalscloseall r_portalsopenall r_PortalTestEnts r_printdecalinfo r_proplightingfromdisk r_propsmaxdist r_radiosity r_rainalpha r_rainalphapow r_raindensity r_RainHack r_rainlength r_RainProfile r_RainRadius r_RainSideVel r_RainSimulate r_rainspeed r_RainSplashPercentage r_rainwidth r_renderoverlayfragment r_rootlod r_ropetranslucent r_screenfademaxsize r_screenfademinsize r_screenoverlay r_sequence_debug r_shadowangles r_shadowblobbycutoff r_shadowolor r_shadowdir r_shadowdist r_shadowids r_shadowmaxrendered r_shadowrendertotexture r_shadows r_shadows_gamecontrol r_shadowwireframe r_showenvcubemap r_ShowViewerArea r_skin r_skybox r_snapportal r_SnowColorBlue r_SnowColorGreen r_SnowColorRed r_SnowDebugBox r_SnowEnable r_SnowEdAlpha r_SnowEndSize r_SnowFallSpeed r_SnowInsideRadius r_SnowOutsideRadius r_SnowParticles r_SnowPosScale r_SnowRayEnable r_SnowRayLength r_SnowRayRadius r_SnowSpeedScale r_SnowStartAlpha r_SnowStartSize r_SnowWindScale r_SnowZoomOffset r_SnowZoomRadius r_spewleaf r_spray_lifetime r_sse r_sse2 r_staticpropinfo r_teeth r_TransitionSensitivity r_updaterefracttexture r_vehicleBrakeRate r_vehicleDrawDebug r_VehicleViewClamp r_VehicleViewDampen r_visocclusion r_visualizelighttraces r_visualizelighttracesshowfulltrace r_visualizeproplightcaching r_visualizetraces r_WaterDrawReflection r_WaterDrawRefraction r_waterforceexpensive r_waterforcereflectentities r_worldlights radio1 radio2 radio3 ragdoll_sleepaftertime rate rcon rcon_address rcon_password rebuy recompute_speed record reload reload_materials removeid removeip report_entities report_simthinklist report_soundpatch report_soundpatch report_touchlinks respawn_entities restart retry room_type rope_averagelight rope_collide rope_rendersolid rope_shake rope_smooth rope_smooth_enlarge rope_smooth_maxalpha rope_smooth_maxalphawidth rope_smooth_minalpha rope_smooth_minwidth rope_solid_maxalpha rope_solid_maxwidth rope_solid_minalpha rope_solid_minwidth rope_subdiv rope_wind_dist rr_debug_qa rr_debugresponses rr_debugrule rr_dumpresponses rr_reloadresponsesystems ---------------------------------------- 290 convars/concommands for [r] ---------------------------------------- save save_history_count say say_team scene_allowoverrides scene_async_prefetch_spew scene_clientflex scene_flatturn scene_flush scene_maxcaptionradius scene_mem scene_print scene_showfaceto scene_showlook scene_showmoveto scenefilecache_status scr_centertime screenshot sensitivity servercfgfile set_screen_effect_param setng setinfo setmaster setmodel setpause setpos shake shake_show shake_stop showbudget_exture showconsole showhitlocation showinfo showpanel showparticlecounts showtriggers showtriggers_toggle singlestep sk_ally_regen_time sk_npc_arm sk_npc_chest sk_npc_head sk_npc_leg sk_npc_stomach sk_player_arm sk_player_chest sk_player_head sk_player_leg sk_player_stomach skill slot0 slot1 slot10 slot2 slot3 slot4 slot5 slot6 slot7 slot8 slot9 smoothstairs snapto snd_async_buffer_spew snd_async_fullyasync snd_async_minsize snd_async_showmem snd_async_spew_blocking snd_digital_surround snd_disable_mixer_duck snd_duckerattacktime snd_duckerreleasetime snd_duckerthreshold snd_ducktovolume snd_flushasync snd_foliage_db_loss snd_gain snd_gain_max snd_gain_min snd_mixahead snd_musicvolume snd_noextraupdate snd_obscured_gain_dB snd_pitchquality snd_profile snd_rebuildaudiocache snd_refdb snd_refdist snd_restart snd_show snd_showclassname snd_showmixer snd_showstart snd_soundmixer snd_surround_speakers snd_visualize snd_vox_captiontrace snd_vox_globaltimeout snd_vox_sectimetout snd_vox_seqtimetout snd_writemanifest sndplaydelay soundfade soundinfo soundlist soundpatch_captionlength soundscape_debug soundscape_fadetime soundscape_flush speak spec_autodirector spec_help spec_menu spec_mode spec_next spec_player spec_pos spec_prev spec_scoreboard spec_track spike startdemos startmovie startupmenu stats status step_spline stop stopdemo stopsound stopsoundscape stuffcmds suitvolume surfaceprop sv_accelerate sv_airaccelerate sv_allow_color_correction sv_allow_wait_command sv_allowdownload sv_allowupload sv_alltalk sv_alternateticks sv_autosave sv_backspeed sv_bounce sv_cacheencodedents sv_cheats sv_client_cmdrate_difference sv_client_interpolate sv_client_max_interp_ratio sv_client_min_interp_ratio sv_client_predict sv_consistency sv_contact sv_debug_player_use sv_debugmanualmode sv_deltaprint sv_deltatime sv_downloadurl sv_enableoldqueries sv_filterban sv_findsoundname sv_footsteps sv_forcepreload sv_friction sv_gravity sv_instancebaselines sv_lagflushbonecache sv_lan sv_log_onefile sv_logbans sv_logblocks sv_logdownloadlist sv_logecho sv_logfile sv_logflush sv_logsdir sv_masseport sv_master_legacy_mode sv_master_share_game_socket sv_max_queries_sec sv_max_queries_sec_global sv_max_queries_window sv_max_usercmd_future_ticks sv_maxcmdrate sv_maxrate sv_maxreplay sv_maxspeed sv_maxunlag sv_maxupdaerate sv_maxvelocity sv_mincmdrate sv_minrate sv_minupdaterate sv_netvisdist sv_noclipaccelerate sv_noclipduringpause sv_nocipspeed sv_npc_talker_maxdist sv_password sv_pausable sv_precacheinfo sv_pure sv_pure_kick_clients sv_pure_trace sv_pushaway_clientside sv_pushaway_clientside_size sv_pushaway_force sv_pushaway_hostage_force sv_pushaway_max_force sv_pushaway_max_hostage_force sv_pushaway_max_player_force sv_pushaway_min_player_speed sv_pushaway_player_force sv_pvsskipanimation sv_rcon_banpenalty sv_rcon_log sv_rcon_maxfailures sv_rcon_minfailures sv_rcon_minfailuretime sv_region sv_rollangle sv_rollspeed sv_runcmds sv_sendtables sv_showanimstate sv_showanimstate_log sv_showhitboxes sv_showimpacts sv_showladders sv_showlagcompensation sv_showplayerhiboxes sv_skyname sv_soundemitter_filecheck sv_soundemitter_flush sv_soundmitter_trace sv_soundscape_printdebuginfo sv_specaccelerate sv_specnoclip sv_specspeed sv_stats sv_stepsize sv_stopspeed sv_stressbots sv_strict_notarget sv_suppress_viewpunch sv_teststepsimulation sv_thinktimecheck sv_timeout sv_turbophysics sv_unlag sv_unlag_debug sv_unlag_fixstuck sv_unlockedchapters sv_visiblemaxplayers sv_voicecodec sv_voiceenable sv_wateraccelerate sv_waterdist sv_waterfriction ---------------------------------------- 262 convars/concommands for [s] ---------------------------------------- template_debug Test_CreateEntity test_dispatcheffect Test_EHandle test_entity_blocker Test_InitRandomEntitySpawner Test_Loop Test_LoopCount Test_LoopForNumSecons Test_ProxyToggle_EnableProxy Test_ProxyToggle_EnsureValue Test_ProxyToggle_SetValue Test_RandomChance Test_RandomizeInPVS Test_RandomPlayerPosition Test_RemoveAllRandomEntities Test_RunFrame Test_SendKey Test_SpawnRandomEntities Test_StartLoop Test_StartScript Test_Wait Test_WaitForCheckPoint testhudanim testscript_debug texture_budget_background_alpha texture_budget_panel_bottom_of_history_fraction texture_budget_panel_global texture_budget_panel_height texture_budget_panel_width texture_budget_panel_x texture_budget_panel_y think_limit thirdperson timedemo timedemoquit timeleft timerefresh toggle toggleconsole togglescores trace_report tracer_extra tv_allow_camera_man tv_allow_static_shots tv_autorecord tv_autorery tv_chatgroupsize tv_chattimelimit tv_clients tv_debug tv_delay tv_delaymapchange tv_deltacache tv_dispatchmode tv_enable tv_maxclients tv_maxrate tv_msg tv_name tv_nochat tv_overridemaster tv_password tv_port tv_record tv_relay tv_relaypassword tv_relayvoice tv_retry tv_snapshotrate tv_status tv_stop tv_stoprecord tv_timeout tv_title tv_transmitall ---------------------------------------- 76 convars/concommands for [t] ---------------------------------------- unbind unbindall unpause use user users ---------------------------------------- 6 convars/concommands for [u] ---------------------------------------- v_centermove v_centerspeed vcollide_wireframe vcollide_wireframe_axes vcr_verbose version vgui_drawfocus vgui_drawtree vgui_drawtree_bounds vgui_drawtree_clear vgui_drawtree_freeze vgui_drawtree_hidden vgui_drawtree_panelalpha vgui_drawtree_panelptr vgui_drawtree_popupsonly vgui_drawtree_render_order vgui_drawtree_visible vgui_togglepanel viewanim_addkeyframe viewanim_create viewanimload viewanim_reset viewanim_save viewanim_test viewmodel_fov violence_ablood violence_agibs violence_hblood violence_hgibs voice_avggain voice_clientdebug voice_dsound voice_enable voice_fadeouttime voice_forcemicrecord voice_inputfromfile voice_loopback voice_maxgain voice_modenable voice_overdrive voice_overdrivefadetime voice_profile voice_recordtofile voice_scale voice_serverdebug voice_showchannels voice_showincoming voice_steal voice_writevoices volume vox_reload voxeltree_box voxeltree_playerview voxeltree_sphere voxeltree_view vprof vprof_adddebuggroup1 vprof_cachemiss vprof_cachemiss_off vprof_cachemiss_on vprof_child vprof_collapse_all vprof_counters vprof_ump_groupnames vprof_dump_spikes vprof_dump_spikes_budget_group vprof_dump_spikes_node vprof_expand_all vprof_expand_group vprof_generate_report vprof_generate_report_AI vprof_generate_report_I_only vprof_generate_report_hierarchy vprof_generate_report_map_load vprof_graph vprof_graphheight vprof_graphwidth vprof_nextsibling vprof_off vprof_on vprof_parent vprof_playback_average vprof_playback_start vprof_playback_step vprof_playback_stepback vprof_playback_stop vprof_prevsibling vprof_record_start vprof_record_stop vprof_remote_start vprof_remote_stop vprof_reset vprof_reset_peaks vprof_scope vprof_scope_entity_gamephys vprof_scope_entity_thinks vprof_unaccounted_limit vprof_verbose vprof_vtune_group vprof_warningmsec vtune ---------------------------------------- 101 convars/concommands for [v] ---------------------------------------- wait wc_air_edit_further wc_air_edit_nearer wc_air_node_edit wc_create wc_destroy wc_destroy_undo wc_link_edit wc_update_entity wc_update_safe_entities weapon_showproficiency writeid writeip ---------------------------------------- 13 convars/concommands for [w] ---------------------------------------- xbox_autothrottle xbox_throttlebias xbox_throttlespoof xc_crouch_debounce ---------------------------------------- 4 convars/concommands for [x] ---------------------------------------- zoom_sensitivity_ratio ---------------------------------------- 1 convars/concommands for [z] ---------------------------------------- _fov _restart ---------------------------------------- 2 convars/concommands for [_] ---------------------------------------- // Taken from guide by oblivion from aoc @ GameFAQs.com // http://www.gamefaqs.com/features/recognition/49375.html =============================================================================== 10. - *Finding out what commands do* =============================================================================== This is a short guide on how to find out more details about a command. I. Check the table above. II. Search the web using the top search engines (Google/Yahoo/Live/Altavista) III. Test it yourself on different maps and in different situations and on different source games. IV. Post about it in a popular forum, such as the Steam forums. V. Contact the Valve Corporation. VI. Wait for more responses from IV and V. VII. Go back to step III. =============================================================================== 11. - *General FAQ* =============================================================================== Common questions I've been asked by readers or undoubtedly will be asked. 1. Q. By using your guide I damaged my computer/server in some way or another, you must pay me to fix it! A. No. 2. Q. Can I be VAC banned for using these commands? A. No, never. Unless you use third-party software or 'hacks' it is impossible to be VAC banned for using these commands. See: https://support.steampowered.com/kb_article.php?ref=7849-RADZ-6869 For further information. 3. Q. I'm still worried about being VAC banned for using these commands!? A. You can contact support about it -> http://support.steampowered.com/ or alternatively you can make a post about it in the official VAC forum at: http://forums.steampowered.com/forums/forumdisplay.php?f=35 They will give you the same answer as me. 4. Q. Can I use any of these commands to increase my FPS? A. Yes but you will only be able to use them offline as they are all defined as cheats online. Valve Corporation have previously recategorised cheat commands to normal commands. For example r_3dsky was once a cheat command. 5. Q. What if I enter these commands in an online server? A. Nothing will happen or the following will be displayed: Can't use cheat cvar <COMMAND_YOU_ENTERED> in multiplayer, unless the server has sv_cheats set to 1. Some servers may have third-party anti-cheat programs installed that automatically kick/ban you. 6. Q. What if I use memory editing/hacking/illegal methods to force the cheat commands on then play on online servers? You run the risk of being permanently banned by the Valve-Anti-Cheat software. See: https://support.steampowered.com/kb_article.php?ref=7849-RADZ-6869 Some servers will also auto kick/ban you. 7 Q. What if I put these commands in a config, or I accidentally find an in-game exploit to enable them on any server? Having them in a config is just the same as typing them in to the the console. VAC only bans for third-party cheats and not in-game exploits. 8. Q. Can I post extracts of this guide on my website/forum? A. Please provide a link to this guide when doing so. 9. Q. Can I post this entire guide on my website? A. See the "2. Copyright/distribution" section. 10. Q. There are some cheat commands missing, why is that? A. They were not identified as cheats in the console and/or I am not aware of them. 11. Q. How can I play the game and read your guide at the same time? A. Add -windowed -w 640 -h 480 in your launch options then drag the game to the side when console is open. A bigger screen also helps. 12. Q. How can I reset my game to normal? A. Simply turn sv_cheats off then back on again and all commands will go to their defaults. 13. Q. What if I enable these cheat commands on my own server then switch to another one? A. All the cheats you activated will automatically be disabled. 14. Q. I'm an admin of a server, can I enable these cheats just for myself? A. Don't ask me this. 15. Q. Why do some commands do nothing? A. Because CS:S is a mod of Half-Life 2, some functions were removed as they were not needed anymore. 16. Q. Why do some commands have no comments/notes? A. Because they don't work or I don't know what they do, see 7. - *Finding out what commands do* section. 17. Q. Ahh, I posted this in a forum and it does not format correctly, help!? A. Put it in [code][/code] tags. For MediaWiki Wiki's, put it in <pre></pre> tags. This way it will retain all the proper formatting. 18. Q. There are some mistakes/errors in your model list, why is this? A. Guess my FREE guide isn't flawless. 19. Q. The command didn't do anything or didn't do what your guide said it would? A. Depending on your directx level and other settings you are playing in, effects of commands will differ. 20. Q. You are missing a comment for cheat cheat command x, it does this.... A. If you email me the correct explanation that I can verify then I will add it to the guide with your name next to it, and in the credits section. If I already can find information about the command using any search engine at the time you emailed me it, then it is unlikely I will give you credit. So unless you've tested and researched the command yourself, it is unlikely that I will put your name. 21. Q. I want to find out about cheating/hacking, can you help me? No, there's plenty of cheat websites and forums to get this kind of information. 22. Q. So has anyone stolen this guide, or parts of it yet? Yes, a Norwegian speaking player called "#DjTl [TG09]", "Tommy L", "Tom Li" "djtl123", "tommy liom", "LiOMeN" posted a translated version of section 3. - *Introduction and About this guide* , then copy and pasted the entire table then removed my name. Which he then posted at the catchgamer.no forums on the 18th April 2009. He added his own bit to the introduction saying his friend has some Counter-strike: source tutorials, and how even though the guide is in english, the commands work anyway. Also said 90% of the commands need sv_cheat enabled while others do not, and how it was a bit messy. Well.. If he even bothered to read this FAQ he'd know how to format it on a forum properly! So the result was a big mess. And as the forum has a post size limit, his copy-paste ended at the sv_noclipduringpause command. It was posted at: http://www.catchgamer.no/?module=forum&f=thread&threadId=142989 His user profile at the forum is: http://www.catchgamer.no/?module=users&f=profile&userId=116994 His free website is at http://sitebuilder.yola.com/sites/Dc88/D44f/Db35/D5a8/U8a49866a1e87a52f011e8a55 3bf4488c/8a4986ca1e5fa7bd011e8a55c4370585/ It states on the front page of his website: "Have a Question Send A Email to [email protected] !!!" Or you can email him at [email protected] You can also speak to him on Facebook: http://www.facebook.com/people/Tommy-Liom/732763462 He also appears to have registered on a hundred other sites too: http://www.google.com/search?q="djtl123" Including a lot of cheater/hack/warez sites, how naughty! He seems to be a member of the clan 'MadSkillz' - you shouldn't be using cheats in clans should you? He also stole and translated another CS:S guide on GameFAQs which is currently posted and viewable at: http://www.catchgamer.no/?module=forum&f=thread&threadId=142987 And did exactly the same thing with my Surf FAQ. So well done to him for stealing peoples work and passing it off as his own. So I hope he gets something out of being named and shamed as a serial cheater, software pirate, and thief. =============================================================================== 12. - *Helpful websites* =============================================================================== Other websites for additional information. http://developer.valvesoftware.com/wiki/Developer_Console http://developer.valvesoftware.com/wiki/Console_Command_List http://developer.valvesoftware.com/wiki/Category:Console_Commands http://wiki.amxmodx.org/Main_Page http://www.cstrike-planet.com/cvarlist =============================================================================== 13. - *Credits* =============================================================================== Me - For making this guide. Valve Corporation/Turtle Rock Studios - Publication/development of CS:S. The Valve Developer Community/Wiki - Useful source of information. MMWiki (wiki.amxmodx.org) - For using some of their helpful info. hl2world.com - not sure if their commands were original descriptions or not. GameFAQs - For hosting my FAQ. Jonathan Chang/shoecream - For using their trailing space remover.