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Poradnik Counter Strike : Global offensive | Komendy ponad 2393 KOMEND

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[Poradnik] Counter Strike : Global offensive | Komendy ponad 2393 KOMEND


[code]
+alt1

+alt2

+attack

+attack2

+back

+break

+camdistance

+camin

+cammousemove

+camout

+campitchdown

+campitchup

+camyawleft

+camyawright

+commandermousemove

+csm_rot_x_neg

+csm_rot_x_plus

+csm_rot_y_neg

+csm_rot_y_plus

+duck

+forward

+graph

+grenade1

+grenade2

+jlook

+jump

+klook

+left

+lookdown

+lookspin

+lookup

+mat_texture_list

+movedown

+moveleft

+moveright

+moveup

+posedebug // Turn on pose debugger or add ents to pose debugger UI

+reload

+right

+score

+showbudget

+showbudget_texture

+showbudget_texture_global

+showscores

+showvprof

+speed

+strafe

+use

+vgui_drawtree

+voicerecord

+walk

+zoom

+zoom_in

+zoom_out

-alt1

-alt2

-attack

-attack2

-back

-break

-camdistance

-camin

-cammousemove

-camout

-campitchdown

-campitchup

-camyawleft

-camyawright

-commandermousemove

-csm_rot_x_neg

-csm_rot_x_plus

-csm_rot_y_neg

-csm_rot_y_plus

-duck

-forward

-graph

-grenade1

-grenade2

-jlook

-jump

-klook

-left

-lookdown

-lookspin

-lookup

-mat_texture_list

-movedown

-moveleft

-moveright

-moveup

-posedebug // Turn off pose debugger or hide ents from pose debugger UI

-reload

-right

-score

-showbudget

-showbudget_texture

-showbudget_texture_global

-showscores

-showvprof

-speed

-strafe

-use

-vgui_drawtree

-voicerecord

-walk

-zoom

-zoom_in

-zoom_out

achievement_debug "0" // Turn on achievement debug msgs.

achievement_disable "0" // Turn off achievements.

addip // Add an IP address to the ban list.

adsp_debug "0"

adsp_reset_nodes

ainet_generate_report // Generate a REPORT to the console.

ainet_generate_report_only // Generate a report to the console.

air_density // Changes the density of air for drag computations.

ai_clear_bad_links // Clears bits set on nav links indicating link is unusable

ai_debug_los "0" // itl

ai_debug_node_connect // Debug the attempted CONNECTION between two nodes

ai_debug_shoot_positions "0"

ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t

ai_drawbattlelines "0"

ai_drop_hint // Drop an ai_hint at the players current eye position.

ai_dump_hints

ai_hull // Controls which CONNECTIONS are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,

ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are

ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a

ai_report_task_timings_on_limit "0"

ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.

ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.

ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps

ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre

ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre

ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre

ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre

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

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 -

ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -

ai_show_node // Highlight the specified node

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 d

ai_step // use ai_step again. To resume processing no

ai_test_los // Test AI LOS from the players POV

ai_think_limit_label "0"

ai_vehicle_avoidance "1"

alias // Alias a command.

ammo_338mag_max "30"

ammo_357sig_max "52"

ammo_357sig_min_max "12"

ammo_357sig_small_max "24"

ammo_45acp_max "100"

ammo_50AE_max "35"

ammo_556mm_box_max "200"

ammo_556mm_max "90"

ammo_556mm_small_max "40"

ammo_57mm_max "100"

ammo_762mm_max "90"

ammo_9mm_max "120"

ammo_buckshot_max "32"

ammo_grenade_limit_default "1"

ammo_grenade_limit_flashbang "1"

ammo_grenade_limit_total "3"

askconnect_accept // ACCEPT a redirect request by the server.

asw_engine_finished_building_map // Notify engine that weve finished building a map

async_resume

async_suspend

audit_save_in_memory // Audit the memory usage and FILES in the save-to-memory system

autobuy // Attempt to purchase items with the order listed in cl_autobuy

autosave // Autosave

autosavedangerous // AutoSaveDangerous

autosavedangerousissafe

banid // Add a user ID to the ban list.

banip // Add an IP address to the ban list.

benchframe // Takes a snapshot of a particular frame in a time DEMO.

bench_end // Ends gathering of info.

bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.

bench_start // Starts gathering of info. Arguments: filename to write results into

bench_upload // Uploads most recent benchmark stats to the Valve servers.

bind // Bind a key.

BindToggle // Performs a bind <key> increment var <cvar> 0 1 1

bind_osx // Bind a key for OSX only.

blackbox_dump // Dump the contents of the blackbox

blackbox_record // RECORD an entry into the blackbox

bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.

bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.

bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.

bot_all_weapons // Allows the bots to use all weapons

bot_autodifficulty_threshold_high "2" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty

bot_autodifficulty_threshold_low "-6" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty

bot_chatter "0" // or normal.

bot_crouch "0"

bot_debug "0" // For internal testing purposes.

bot_debug_target "0" // For internal testing purposes.

bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.

bot_defer_to_human_items "1" // the bots will not get scenario items.

bot_difficulty "1" // 3=expert.

bot_dont_shoot "0" // bots will not fire weapons (for debugging).

bot_freeze "0"

bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)

bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)

bot_join_after_player "1" // bots wait until a player joins before entering the game.

bot_join_team "0" // or CT.

bot_kick // matching the given criteria.

bot_kill // matching the given criteria.

bot_knives_only // Restricts the bots to only using knives

bot_loadout "0" // bots are given these items at round start

bot_mimic "0"

bot_mimic_yaw_offset "180"

bot_pistols_only // Restricts the bots to only using pistols

bot_place // bot_place - Places a bot from the map at where the local player is pointing.

bot_quota "10" // Determines the total number of bots in the game.

bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to KEEP N p

bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?

bot_show_battlefront "0" // Show areas where rushing players will initially meet.

bot_show_nav "0" // For internal testing purposes.

bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.

bot_snipers_only // Restricts the bots to only using sniper rifles

bot_stop "0" // immediately stops all bot processing.

bot_traceview "0" // For internal testing purposes.

bot_zombie "0" // bots will stay in idle mode and not attack.

box // Draw a debug box.

buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)

budget_averages_window "30" // number of frames to look at when figuring out average frametimes

budget_background_alpha "128" // how translucent the budget panel is

budget_bargraph_background_alpha "128" // how translucent the budget panel is

budget_bargraph_range_ms "16" // budget bargraph range in milliseconds

budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel

budget_history_range_ms "66" // budget history range in milliseconds

budget_panel_bottom_of_history_fraction "0" // number between 0 and 1

budget_panel_height "384" // height in pixels of the budget panel

budget_panel_width "512" // width in pixels of the budget panel

budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel

budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel

budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes

budget_show_averages "0" // enable/disable averages in the budget panel

budget_show_history "1" // turn history graph off and on. . good to turn off on low end

budget_show_peaks "1" // enable/disable peaks in the budget panel

budget_toggle_group // Turn a budget group on/off

bug // Show the bug REPORTING UI.

bugreporter_uploadasync "0" // Upload attachments asynchronously

bugreporter_username "0" // Username to use for bugreporter

bug_swap // Automatically swaps the current weapon for the bug bait and back again.

buildcubemaps // Rebuild cubemaps.

building_cubemaps "0" // Indicates were building cubemaps

buildmodelforworld // buildmodelforworld

buymenu // Show or hide main buy menu

buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.

buy_stamps // Temporary solution for Pinion to kick back to community map makers.

cache_print // cache_print [section] Print out contents of cache memory.

cache_print_lru // cache_print_lru [section] Print out contents of cache memory.

cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.

callvote // Start a vote on an issue.

cam_collision "1" // an attempt is made to KEEP the camera from passing though walls.

cam_command // Tells camera to change modes

cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view

cam_idealdist "150"

cam_idealdistright "0"

cam_idealdistup "0"

cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view

cam_idealpitch "0"

cam_idealyaw "0"

cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.

cam_snapto "0"

cancelselect

cash_player_bomb_defused "300"

cash_player_bomb_planted "300"

cash_player_damage_hostage "-30"

cash_player_get_killed "0"

cash_player_interact_with_hostage "150"

cash_player_killed_enemy_default "300"

cash_player_killed_enemy_factor "1"

cash_player_killed_hostage "-1000"

cash_player_killed_teammate "-3300"

cash_player_rescued_hostage "1000"

cash_player_respawn_amount "0"

cash_team_elimination_bomb_map "3250"

cash_team_elimination_hostage_map_ct "2000"

cash_team_elimination_hostage_map_t "1000"

cash_team_hostage_alive "0"

cash_team_hostage_interaction "500"

cash_team_loser_bonus "1400"

cash_team_loser_bonus_consecutive_rounds "500"

cash_team_planted_bomb_but_defused "800"

cash_team_rescued_hostage "0"

cash_team_terrorist_win_bomb "3500"

cash_team_win_by_defusing_bomb "3250"

cash_team_win_by_hostage_rescue "3500"

cash_team_win_by_time_running_out_bomb "3250"

cash_team_win_by_time_running_out_hostage "3250"

cast_hull // Tests hull collision detection

cast_ray // Tests collision detection

cc_emit // Emits a closed caption

cc_findsound // Searches for soundname which emits specified text.

cc_flush // Flushes asyncd captions.

cc_lang "0" // Current close caption language (emtpy = use game UI language)

cc_linger_time "1" // Close caption linger time.

cc_predisplay_time "0" // Close caption delay before showing caption.

cc_random // Emits a random caption

cc_showblocks // Toggles showing which blocks are pending/loaded async.

cc_subtitles "0" // wont help hearing impaired players).

centerview

changelevel // Change server to the specified map

changelevel2 // Transition to the specified map in single player

chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info

ch_createairboat // Spawn airboat in front of the player.

ch_createjeep // Spawn jeep in front of the player.

clear // Clear all console output.

clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).

clear_debug_overlays // clears debug overlays

clientport "27005" // Host game client port

closecaption "0" // Enable close captioning.

closeonbuy "0" // Set non-zero to close the buy menu after buying something

cl_allowdownload "1" // Client DOWNLOADS customization FILES

cl_allowupload "1" // Client uploads customization files

cl_animationinfo // Hud element to examine.

cl_autobuy "0" // The order in which autobuy will attempt to purchase items

cl_autohelp "0" // Auto-help

cl_autowepswitch "1" // Automatically switch to PICKED up weapons (if more powerful)

cl_backspeed "450"

cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running

cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running

cl_bobcycle "0" // the frequency at which the viewmodel bobs.

cl_bobup "0"

cl_bob_lower_amt "21" // The amount the viewmodel lowers when running

cl_bob_version "0"

cl_brushfastpath "1"

cl_buy_favorite // Purchase a favorite weapon/equipment loadout

cl_buy_favorite_nowarn "0" // Skips the error prompt when SAVING an invalid buy favorite

cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu

cl_buy_favorite_reset // Reset favorite loadouts to the default

cl_buy_favorite_set // SAVES the current loadout as a favorite

cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.

cl_chatfilters "63" // Stores the chat filter settings

cl_class "0" // Default class when joining a game

cl_clearhinthistory // Clear memory of client side hints displayed to the player.

cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.

cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.

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" // it moves towards apply

cl_clock_correction_adjustment_min_offset "10" // 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_cmdrate "128" // Max number of command packets sent to server per second

cl_cmm_showteamplayercolors "1" // etc.

cl_cmm_teamplayercolors_showletters "0" // this will show letters over the colors.

cl_crosshairalpha "200"

cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt

cl_crosshaircolor_b "50"

cl_crosshaircolor_g "250"

cl_crosshaircolor_r "50"

cl_crosshairdot "0"

cl_crosshairgap "0"

cl_crosshairscale "0" // Crosshair scaling factor (deprecated)

cl_crosshairsize "5"

cl_crosshairstyle "1"

cl_crosshairthickness "0"

cl_crosshairusealpha "1"

cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility

cl_crosshair_dynamic_maxdist_splitratio "0" // this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_

cl_crosshair_dynamic_splitalpha_innermod "1" // this is the alpha modification that will be used for the INNER crosshair pips once theyve split.

cl_crosshair_dynamic_splitalpha_outermod "0" // this is the alpha modification that will be used for the OUTER crosshair pips once theyve split.

cl_crosshair_dynamic_splitdist "7" // this is the distance that the crosshair pips will split into 2. (default is 7)

cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.1-3)

cl_csm_server_status // Usage: cl_csm_server_status

cl_csm_status // Usage: cl_csm_status

cl_cs_dump_econ_item_stringtable // cl_cs_dump_econ_item_stringtable

cl_custommaterial_debug_graph "0"

cl_debugrumble "0" // Turn on rumble debugging spew

cl_debug_ugc_downloads "1"

cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messages

cl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messages

cl_detail_avoid_force "0" // percentage of the width of the detail sprite )

cl_detail_avoid_radius "64" // radius around detail sprite to avoid players

cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players

cl_detail_max_sway "5" // Amplitude of the detail prop sway

cl_detail_multiplier "1" // extra details to create

cl_disablefreezecam "0" // Turn on/off freezecam on client

cl_disablehtmlmotd "0" // Disable HTML motds.

cl_disable_ragdolls "0"

cl_dm_buyrandomweapons "1" // they will receive the

cl_downloadfilter "0" // nosounds)

cl_download_demoplayer "1" // 2:all)

cl_drawhud "1" // Enable the rendering of the hud

cl_drawleaf "-1"

cl_drawmaterial "0" // Draw a particular material over the frame

cl_drawshadowtexture "0"

cl_draw_only_deathnotices "0" // For drawing only the crosshair and death notices (used for moviemaking)

cl_dumpplayer // Dumps info about a player

cl_dumpsplithacks // Dump split screen workarounds.

cl_dump_particle_stats // dump particle profiling info to particle_profile.csv

cl_entityreport "0" // draw entity states to console

cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.

cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.

cl_ent_rbox // Displays the clients render box for the entity under the crosshair.

cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.

cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.

cl_fastdetailsprites "1" // whether to use new detail sprite system

cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>

cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>

cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair

cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.

cl_forcepreload "0" // Whether we should force preloading.

cl_forwardspeed "450"

cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve!

cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement

cl_fullupdate // Forces the server to send a full update packet

cl_game_mode_convars // Display the values of the convars for the current game_mode.

cl_idealpitchscale "0"

cl_ignorepackets "0" // Force client to ignore packets (for debugging).

cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).

cl_interpolate "1" // Enables or disables interpolation on listen servers or during DEMOplayback

cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).

cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.

cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information

cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information

cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information

cl_jiggle_bone_invert "0"

cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.

cl_language "0" // Language (from Steam API)

cl_leafsystemvis "0"

cl_leveloverview "0"

cl_leveloverviewmarker "0"

cl_loadout_colorweaponnames "0" // the weapon names are colored in the weapon loadout to match their rarity.

cl_logofile "0" // Spraypoint logo decal.

cl_mainmenu_show_datagraph "0"

cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered

cl_minimal_rtt_shadows "1"

cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.

cl_mouseenable "0"

cl_mouselook "1" // 0 for keyboard look. Cannot be set while CONNECTED TO a server.

cl_observercrosshair "1"

cl_overdraw_test "0"

cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.

cl_particles_dumplist // optional name substring.

cl_particles_dump_effects

cl_particles_show_bbox "0"

cl_particles_show_controlpoints "0"

cl_particle_retire_cost "0"

cl_pclass "0" // Dump entity by prediction classname.

cl_pdump "-1" // Dump info about this entity to screen.

cl_phys_show_active "0"

cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)

cl_pitchdown "89"

cl_pitchup "89"

cl_portal_use_new_dissolve "1" // Use new dissolve effect

cl_precacheinfo // Show precache info (client).

cl_predict "1" // Perform client side prediction.

cl_predictioncopy_describe // Describe datamap_t for entindex

cl_predictionlist "0" // Show which entities are predicting

cl_predictweapons "1" // Perform client side prediction of weapon effects.

cl_pred_track // for field fieldname.

cl_radar_always_centered "1" // even at map extents.

cl_radar_icon_scale_min "0" // Sets the minimum icon scale. Valid values are 0.4 to 1.0.

cl_radar_rotate "1" // 1

cl_radar_scale "0" // Sets the radar scale. Valid values are 0.25 to 1.0.

cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls

cl_rebuy "0" // The order in which rebuy will attempt to repurchase items

cl_reloadpostprocessparams

cl_removedecals // Remove the decals from the entity under the crosshair.

cl_remove_all_workshop_maps // Removes all maps from the workshop directory.

cl_remove_old_ugc_downloads "1"

cl_report_soundpatch // REPORTS client-side sound patch count

cl_resend "6" // Delay in seconds before the client will resend the CONNECT attempt

cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt

cl_righthand "1" // Use right-handed view models.

cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)

cl_saveweaponcustomtextures // SAVE custom textures of current weapon.

cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)

cl_shadowtextureoverlaysize "256"

cl_showanimstate_activities "0" // Show ACTIVITIES in the (client) animation state display.

cl_showents // Dump entity list to console.

cl_showerror "0" // 2 for above plus detailed field deltas.

cl_showevents "0" // Print event firing info in the console

cl_showfps "0" // 5 = Thread and wait times +10 = detailed )

cl_showhelp "1" // Set to 0 to not show on-screen help

cl_showloadout "1" // Toggles display of current loadout.

cl_showpluginmessages "1" // Allow plugins to display messages to you

cl_showpos "0" // Draw current position at top of screen

cl_show_clan_in_death_notice "1" // the clan name will show next to player names in the death notices.

cl_sidespeed "450"

cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering

cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path

cl_sos_test_get_opvar

cl_sos_test_set_opvar

cl_soundemitter_flush // Flushes the sounds.txt system (server only)

cl_soundemitter_reload // Flushes the sounds.txt system

cl_soundfile "0" // Jingle sound FILE.

cl_soundscape_flush // Flushes the client side soundscapes

cl_soundscape_printdebuginfo // print soundscapes

cl_spec_mode "5" // Saves the last viewed spectator mode for use next time we start to spectate

cl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.

cl_spec_stats "1"

cl_sporeclipdistance "512"

cl_ss_origin // print origin in script format

cl_steamscreenshots // Enable/disable SAVING screenshots to Steam

cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.

cl_sun_decay_rate "0"

cl_team "0" // Default team when joining a game

cl_teamid_overhead "1" // 1 = on

cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show

cl_teamid_overhead_maxdist_spec "2000" // max distance at which the overhead team id icons will show when a spectator

cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.

cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.

cl_timeout "30" // the client will disconnect itself

cl_tree_sway_dir // sets tree sway wind direction and strength

cl_updaterate "64" // Number of packets per second of updates you are requesting from the server

cl_updatevisibility // Updates visibility bits.

cl_upspeed "320"

cl_use_new_headbob "1"

cl_use_opens_buy_menu "1" // Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the buy key).

cl_view // Set the view entity index.

cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.

cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.

cl_winddir "0" // Weather effects wind direction angle

cl_windspeed "0" // Weather effects wind speed scalar

cl_wpn_sway_scale "1"

cmd // Forward command to server.

cmd1 // sets userinfo string for split screen player in SLOT 1

cmd2 // sets userinfo string for split screen player in SLOT 2

cmd3 // sets userinfo string for split screen player in SLOT 3

cmd4 // sets userinfo string for split screen player in slot 4

collision_test // Tests collision system

colorcorrectionui // Show/hide the color correction tools UI.

commentary_cvarsnotchanging

commentary_finishnode

commentary_firstrun "0"

commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>

commentary_testfirstrun

computer_name // Spew computer name

condump // dump the text currently in the console to condumpXX.log

connect // CONNECT TO specified server.

con_enable "0" // Allows the console to be ACTIVATED.

con_filter_enable "0" // 2 displays filtered text brighter than ot

con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to ACTIVATE.

con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.

con_logfile "0" // Console output gets written to this FILE

con_min_severity // LS_ERROR=3.

crash // Cause the engine to crash (Debug!!)

CreatePredictionError // Create a prediction error

create_flashlight

creditsdone

crosshair "1"

csgo_download_match // DOWNLOADS a match via serial code and starts playback

cs_enable_player_physics_box "0"

cs_hostage_near_rescue_music_distance "2000"

cs_make_vip // Marks a player as the VIP

cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.

CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend

cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity

custom_bot_difficulty "0" // Bot difficulty for offline play.

cvarlist // Show the list of convars/concommands.

c_maxdistance "200"

c_maxpitch "90"

c_maxyaw "135"

c_mindistance "30"

c_minpitch "0"

c_minyaw "-135"

c_orthoheight "100"

c_orthowidth "100"

c_thirdpersonshoulder "0"

c_thirdpersonshoulderaimdist "120"

c_thirdpersonshoulderdist "40"

c_thirdpersonshoulderheight "5"

c_thirdpersonshoulderoffset "20"

dbghist_addline // Add a line to the debug history. Format: <category id> <line>

dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc

debugsystemui // Show/hide the debug system UI.

debug_map_crc "0" // Prints CRC for each map lump loaded

debug_visibility_monitor "0"

default_fov "90"

demolist // Print DEMO sequence list.

demos // Demo demo file sequence.

demoui // Show/hide the demo player UI.

demo_gototick // Skips to a tick in demo.

demo_listhighlights // List all highlights data for the demo.

demo_listimportantticks // List all important ticks in the demo.

demo_pause // Pauses demo playback.

demo_recordcommands "1" // RECORD commands typed at console into .dem files.

demo_resume // Resumes demo playback.

demo_timescale // Sets demo replay speed.

demo_togglepause // Toggles demo playback.

developer "0" // Set developer message level

devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.

devshots_screenshot // use the screenshot command instead.

differences // Show all convars which are not at their default values.

disable_static_prop_loading "0" // static props wont be loaded

disconnect // Disconnect game from server.

display_elapsedtime // Displays how much time has elapsed since the game started

display_game_events "0"

disp_list_all_collideable // List all collideable displacements

dlight_debug // Creates a dlight in front of the player

dm_reset_spawns

dm_togglerandomweapons // Turns random weapons in deathmatch on/off

drawcross // Draws a cross at the given location Arguments: x y z

drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2

drawoverviewmap // Draws the overview map

drawradar // Draws HUD radar

dsp_db_min "80"

dsp_db_mixdrop "0"

dsp_dist_max "1440"

dsp_dist_min "0"

dsp_enhance_stereo "1"

dsp_mix_max "0"

dsp_mix_min "0"

dsp_off "0"

dsp_player "0"

dsp_reload

dsp_slow_cpu "0"

dsp_volume "0"

ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed FILE lists from disk and DOWNLOADS the latest updates of those files from steam

dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).

dumpentityfactories // Lists all entity factory names.

dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.

dumpgamestringtable // Dump the contents of the game string table to the console.

dumpstringtables // Print string tables to console.

dump_entity_sizes // Print sizeof(entclass)

dump_globals // Dump all global entities/states

dump_particlemanifest // Dump the list of particles loaded.

echo // Echo text to console.

econ_build_pinboard_images_from_collection_name // Renders and saves images for all models in a COLLECTION.

econ_clear_inventory_images // clear the local inventory images (they will regenerate)

econ_highest_baseitem_seen "62"

econ_show_items_with_tag // Lists the item definitions that have a specified tag.

editdemo // Edit a recorded demo file (.dem ).

editor_toggle // Disables the simulation and returns focus to the editor

enable_debug_overlays "1" // Enable rendering of debug overlays

enable_skeleton_draw "0" // Render skeletons in wireframe

endmatch_votenextmap // Votes for the next map at the end of the match

endmovie // Stop RECORDING movie frames.

endround // End the current round.

english "0" // running the english language set of assets.

ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar

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 entitys 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_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.

ent_create // Creates an entity of the given type where the player is looking.

ent_dump // Usage: ent_dump <entity name>

ent_fire // Usage: ent_fire <target> [action] [value] [delay]

ent_info // Usage: ent_info <class name>

ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v

ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes

ent_messages_draw "0" // Visualizes all entity input/output ACTIVITY.

ent_name

ent_orient // only orients target entitys YAW. Use the allangles opt

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_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume

ent_setang // Set entity angles

ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh

ent_setpos // Move entity to position

ent_show_response_criteria // an entitys 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_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>

ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_

ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha

envmap

escape // Escape key pressed.

exec // Execute script FILE.

execifexists // Execute script file if file exists.

execwithwhitelist // only execing convars on a whitelist.

exit // Exit the engine.

explode // Kills the player with explosive damage

explodevector // Kills a player APPLYING an explosive force. Usage: explodevector <player> <x value> <y value> <z value>

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.

ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en

ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don

ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do

ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag

find // Find concommands with the specified string in their name/help text.

findflags // Find concommands by flags.

find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>

find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>

firetarget

firstperson // Switch to firstperson camera.

fish_debug "0" // Show debug info for fish

fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.

flush // Flush unlocked cache memory.

flush_locked // Flush unlocked and locked cache memory.

fogui // Show/hide fog control UI.

fog_color "-1"

fog_colorskybox "-1"

fog_enable "1"

fog_enableskybox "1"

fog_enable_water_fog "1"

fog_end "-1"

fog_endskybox "-1"

fog_hdrcolorscale "-1"

fog_hdrcolorscaleskybox "-1"

fog_maxdensity "-1"

fog_maxdensityskybox "-1"

fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)

fog_start "-1"

fog_startskybox "-1"

forcebind // Bind a command to an available key. (forcebind command optConfuseduggestedKey)

force_audio_english "0" // KEEPS track of whether were forcing english in a localized language.

force_centerview

foundry_engine_get_mouse_control // Give the engine control of the mouse.

foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.

foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.

foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.

foundry_update_entity // Updates the entitys position/angles when in edit mode

fov_cs_debug "0" // Sets the view fov if CHEATS are on.

fps_max "300" // Frame rate limiter

fps_max_menu "120" // main menu

fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w

fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.

fs_clear_open_duplicate_times // Clear the list of files that have been opened.

fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was

fs_fios_cancel_prefetches // Cancels all the prefetches in progress.

fs_fios_flush_cache // Flushes the FIOS HDD cache.

fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.

fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers

fs_fios_print_prefetches // Displays all the prefetches currently in progress.

fs_printopenfiles // Show all FILES currently opened by the engine.

fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.

fs_warning_level // Set the filesystem warning level.

func_break_max_pieces "15"

fx_new_sparks "1" // Use new style sparks.

g15_dumpplayer // Spew player data.

g15_reload // Reloads the Logitech G-15 Keyboard configs.

g15_update_msec "250" // Logitech G-15 Keyboard update interval.

gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.

gameinstructor_enable "1" // Display in game lessons that teach new players.

gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.

gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.

gameinstructor_reset_counts // Resets all display and success counts to zero.

gameinstructor_save_restore_lessons "1" // Set to 0 to disable SAVE/load of open lesson opportunities in single player.

gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.

gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.

gamemenucommand // Issue game menu command.

gamepadslot1

gamepadslot2

gamepadslot3

gamepadslot4

gamepadslot5

gamepadslot6

gameui_activate // Shows the game UI

gameui_allowescape // Escape key allowed to hide game UI

gameui_allowescapetoshow // Escape key allowed to show game UI

gameui_hide // Hides the game UI

gameui_preventescape // Escape key doesnt hide game UI

gameui_preventescapetoshow // Escape key doesnt show game UI

game_mode "0" // The current game mode (based on game type). See GameModes.txt.

game_type "0" // The current game type. See GameModes.txt.

getpos // dump position and angles to the console

getpos_exact // dump origin and angles to the console

give // Give item to player. Arguments: <item_name>

givecurrentammo // Give a supply of ammo for current weapon..

global_event_log_enabled "0" // Enables the global event log system

global_set // 2 = DEAD).

glow_outline_effect_enable "1" // Enable entity outline glow effects.

glow_outline_width "6" // Width of glow outline effect in screen space.

gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.

god // Toggle. Player becomes invulnerable.

gods // Toggle. All players become invulnerable.

gotv_theater_container "0" // setting it to live will play top live matches

groundlist // Display ground entity list <index>

g_debug_angularsensor "0"

g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.

g_debug_ragdoll_removal "0"

g_debug_ragdoll_visualize "0"

g_debug_trackpather "0"

g_debug_vehiclebase "0"

g_debug_vehicledriver "0"

g_debug_vehicleexit "0"

g_debug_vehiclesound "0"

g_jeepexitspeed "100"

hammer_update_entity // Updates the entitys position/angles when in edit mode

hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit

heartbeat // Force heartbeat of master servers

help // Find help about a convar/concommand.

hideconsole // Hide the console.

hidehud "0"

hideoverviewmap // Hides the overview map

hidepanel // Hides a viewport panel <name>

hideradar // Hides HUD radar

hidescores // Forcibly hide score panel

hostage_debug "0" // Show hostage AI debug information

hostfile "0" // The HOST FILE to load.

hostip "-1062686208.000" // Host game server ip

hostname "0" // Hostname for server.

hostport "27015" // Host game server port

host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).

host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances

host_map "0" // Current map name.

host_reset_config // reset config (for testing) with param as splitscreen index.

host_runofftime // Run off some time without rendering/updating sounds

host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.

host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)

host_timescale "1" // Prescale the clock by this amount.

host_workshop_collection // Get the latest version of maps in a workshop COLLECTION and host them as a maplist.

host_workshop_map // Get the latest version of the map and host it on this server.

host_writeconfig // Store current settings to config.cfg (or specified .cfg file).

host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.

hud_reloadscheme // Reloads hud layout and animation scripts.

hud_scaling "0" // Scales hud elements

hud_showtargetid "1" // Enables display of target names

hud_subtitles // Plays the Subtitles: <filename>

hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.

hunk_print_allocations

hunk_track_allocation_types "1"

hurtme // Hurts the player. Arguments: <health to lose>

impulse

incrementvar // Increment specified convar value.

inferno_child_spawn_interval_multiplier "0" // Amount spawn interval increases for each child

inferno_child_spawn_max_depth "4"

inferno_damage "40" // Damage per second

inferno_debug "0"

inferno_dlight_spacing "200" // Inferno dlights are at least this far apart

inferno_flame_lifetime "7" // Average lifetime of each flame in seconds

inferno_flame_spacing "42" // Minimum distance between separate flame spawns

inferno_forward_reduction_factor "0"

inferno_friendly_fire_duration "6" // FF is credited back to the thrower.

inferno_initial_spawn_interval "0" // Time between spawning flames for first fire

inferno_max_child_spawn_interval "0" // Largest time interval for child flame spawning

inferno_max_flames "16" // Maximum number of flames that can be created

inferno_max_range "150" // Maximum distance flames can spread from their initial ignition point

inferno_per_flame_spawn_duration "3" // Duration each new flame will attempt to spawn new flames

inferno_scorch_decals "1"

inferno_spawn_angle "45" // Angular change from parent

inferno_surface_offset "20"

inferno_velocity_decay_factor "0"

inferno_velocity_factor "0"

inferno_velocity_normal_factor "0"

invnext

invnextgrenade

invnextitem

invnextnongrenade

invprev

in_forceuser "0" // Force user input to this split screen player.

ip "0" // Overrides IP for multihomed hosts

ipc_console_disable // Disable IPC console(s)

ipc_console_disable_all // Disable all IPC consoles

ipc_console_enable // Enable IPC console

ipc_console_show // Show status of IPC consoles

joinsplitscreen // join split screen

joyadvancedupdate

joystick "0" // false otherwise.

joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si

joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.

joy_accelmax "1"

joy_accelscale "3"

joy_accelscalepoly "0"

joy_advanced "0"

joy_advaxisr "0"

joy_advaxisu "0"

joy_advaxisv "0"

joy_advaxisx "0"

joy_advaxisy "0"

joy_advaxisz "0"

joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.

joy_autoAimDampenMethod "0"

joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off

joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.

joy_cfg_preset "1"

joy_circle_correct "1"

joy_curvepoint_1 "0"

joy_curvepoint_2 "0"

joy_curvepoint_3 "0"

joy_curvepoint_4 "1"

joy_curvepoint_end "2"

joy_diagonalpov "0" // too.

joy_display_input "0"

joy_forwardsensitivity "-1"

joy_forwardthreshold "0"

joy_gamma "0"

joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.

joy_lowend "1"

joy_lowend_linear "0"

joy_lowmap "1"

joy_movement_stick "0" // 2 = legacy controls

joy_name "0"

joy_no_accel_jump "0"

joy_pitchsensitivity "-1" // joystick pitch sensitivity

joy_pitchthreshold "0"

joy_response_look "0" // 1=Acceleration Promotion

joy_response_look_pitch "1" // 1=Acceleration Promotion

joy_response_move "1" // 1/sensitivity

joy_sensitive_step0 "0"

joy_sensitive_step1 "0"

joy_sensitive_step2 "0"

joy_sidesensitivity "1"

joy_sidethreshold "0"

joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.

joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.

joy_yawsensitivity "-1" // joystick yaw sensitivity

joy_yawthreshold "0"

jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.

kdtree_test // Tests spatial partition for entities queries.

key_findbinding // Find key bound to specified command string.

key_listboundkeys // List bound keys with bindings.

key_updatelayout // Updates game keyboard layout to current windows keyboard setting.

kick // Kick a player by name.

kickid // with a message.

kickid_ex // provide a force-the-kick flag and also assign a message.

kill // Kills the player with generic damage

killserver // Shutdown the server.

killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>

lastinv

lightcache_maxmiss "2"

lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material

light_crosshair // Show texture color at crosshair

linefile // Parses map leak data from .lin file

listdemo // List demo file contents.

listid // Lists banned users.

listip // List IP addresses on the ban list.

listissues // List all the issues that can be voted on.

listmodels // List loaded models.

listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.

load // Load a saved game.

loadcommentary

loader_dump_table

lobby_voice_chat_enabled "1" // Lobby microphone is enabled when this is set to 1

locator_split_len "0"

locator_split_maxwide_percent "0"

lockMoveControllerRet "0"

log // and udp < on | off >.

logaddress_add // Set address and port for remote host <ip:port>.

logaddress_del // Remove address and port for remote host <ip:port>.

logaddress_delall // Remove all udp addresses being logged to

logaddress_list // List all addresses currently being used by logaddress.

log_color // Set the color of a logging channel.

log_dumpchannels // Dumps information about all logging channels.

log_flags // Set the flags on a logging channel.

log_level // Set the spew level of a logging channel.

lookspring "0"

lookstrafe "0"

loopsingleplayermaps "0"

map // Start playing on specified map.

mapcycledisabled "0" // repeats the same map after each match instead of using the map cycle

mapgroup // Specify a map group

mapoverview_allow_client_draw "0" // Allow a client to draw on the map overview

maps // Displays list of maps.

map_background // Runs a map as the background to the main menu.

map_commentary // on a specified map.

map_edit

map_setbombradius // Sets the bomb radius for the map.

map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.

map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.

mat_accelerate_adjust_exposure_down "40"

mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect

mat_autoexposure_max "2"

mat_autoexposure_max_multiplier "1"

mat_autoexposure_min "0"

mat_bloomamount_rate "0"

mat_bumpbasis "0"

mat_camerarendertargetoverlaysize "128"

mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client

mat_colorcorrection "1"

mat_configcurrent // show the current video control panel config for the material system

mat_crosshair // Display the name of the material under the crosshair

mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor

mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file

mat_crosshair_printmaterial // print the material under the crosshair

mat_crosshair_reloadmaterial // reload the material under the crosshair

mat_custommaterialusage // Show memory usage for custom weapon materials.

mat_debugalttab "0"

mat_debug_bloom "0"

mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen

mat_disable_bloom "0"

mat_displacementmap "1"

mat_drawflat "0"

mat_drawgray "0"

mat_drawwater "1"

mat_dynamiclightmaps "0"

mat_dynamicPaintmaps "0"

mat_dynamic_tonemapping "1"

mat_edit // Bring up the material under the crosshair in the editor

mat_exposure_center_region_x "0"

mat_exposure_center_region_y "0"

mat_fastclip "0"

mat_fastnobump "0"

mat_fillrate "0"

mat_forcedynamic "0"

mat_force_bloom "0"

mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0

mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0

mat_force_tonemap_percent_target "-1" // Override. Old default was 60.

mat_force_tonemap_scale "0"

mat_frame_sync_enable "1"

mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.

mat_fullbright "0"

mat_hdr_enabled // Report if HDR is enabled for debugging

mat_hdr_uncapexposure "0"

mat_hsv "0"

mat_info // Shows material system info

mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what

mat_loadtextures "1"

mat_local_contrast_edge_scale_override "-1000"

mat_local_contrast_midtone_mask_override "-1"

mat_local_contrast_scale_override "0"

mat_local_contrast_vignette_end_override "-1"

mat_local_contrast_vignette_start_override "-1"

mat_lpreview_mode "-1"

mat_luxels "0"

mat_measurefillrate "0"

mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)

mat_monitorgamma_tv_enabled "0"

mat_morphstats "0"

mat_norendering "0"

mat_normalmaps "0"

mat_normals "0"

mat_postprocess_enable "1"

mat_powersavingsmode "0" // Power Savings Mode

mat_proxy "0"

mat_queue_mode "-1" // 2=queued

mat_queue_priority "1"

mat_reloadallcustommaterials // Reloads all custom materials

mat_reloadallmaterials // Reloads all materials

mat_reloadmaterial // Reloads a single material

mat_reloadtextures // Reloads all textures

mat_remoteshadercompile "0"

mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re

mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count

mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.

mat_reversedepth "0"

mat_savechanges // saves current video configuration to the registry

mat_setvideomode // windowed state of the material system

mat_shadercount // display count of all shaders and reset that count

mat_showcamerarendertarget "0"

mat_showframebuffertexture "0"

mat_showlowresimage "0"

mat_showmaterials // Show materials.

mat_showmaterialsverbose // Show materials (verbose version).

mat_showmiplevels "0" // 1: everything else

mat_showtextures // Show used textures.

mat_showwatertextures "0"

mat_show_histogram "0"

mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.

mat_softwareskin "0"

mat_spewalloc "0"

mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console

mat_stub "0"

mat_surfaceid "0"

mat_surfacemat "0"

mat_tessellationlevel "6"

mat_tessellation_accgeometrytangents "0"

mat_tessellation_cornertangents "1"

mat_tessellation_update_buffers "1"

mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn

mat_texture_list_exclude // save - saves exclude list file

mat_texture_list_txlod // -1 to dec resolution

mat_texture_list_txlod_sync // save - saves all changes to material content files

mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm

mat_updateconvars // updates the video config convars

mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)

mat_wireframe "0"

mat_yuv "0"

maxplayers // Change the maximum number of players allowed on this server.

mc_accel_band_size "0" // Percentage of half the screen width or height.

mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.

mc_max_pitchrate "100" // (degrees/sec)

mc_max_yawrate "230" // (degrees/sec)

mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.

memory // Print memory stats.

mem_compact

mem_dump // Dump memory stats to text file.

mem_dumpvballocs // Dump VB memory allocation stats.

mem_eat

mem_incremental_compact

mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation

mem_test

mem_vcollide // Dumps the memory used by vcollides

mem_verify // Verify the validity of the heap

menuselect // menuselect

minisave // Saves game (for current level only!)

mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players

mm_datacenter_debugprint // Shows information retrieved from data center

mm_debugprint // Show debug information about current matchmaking session

mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy

mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games

mm_dlc_debugprint // Shows information about dlc

mm_queue_show_stats // Display global server stats

mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.

mm_session_search_ping_buckets "4"

mm_session_search_qos_timeout "15"

mod_combiner_info // debug spew for Combiner Info

mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents

mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents

molotov_throw_detonate_time "2"

motdfile "0" // The MOTD file to load.

movie_fixwave // etc.

mp_afterroundmoney "0" // amount of money awared to every player after each round

mp_autokick "1" // Kick idle/team-killing/team-damaging players

mp_autoteambalance "1"

mp_backup_restore_list_files // accepts a numeric parameter to limit the number o

mp_backup_restore_load_file // scores and team scores; resets to the next round after the backup

mp_backup_round_file "0" // If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor

mp_backup_round_file_last "0" // Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.

mp_backup_round_file_pattern "0" // e.g.%prefix%_%date%_%time%_%team1%_

mp_buytime "90" // How many seconds after round start players can buy items for.

mp_buy_allow_grenades "1" // Whether players can purchase grenades from the buy menu or not.

mp_buy_anywhere "0" // not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.

mp_buy_during_immunity "0" // ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.

mp_c4timer "45" // how long from when the C4 is armed until it blows

mp_competitive_endofmatch_extra_time "15" // After a competitive match finishes rematch voting extra time is given for rankings.

mp_ct_default_grenades "0" // separate each weapon class with a space like thi

mp_ct_default_melee "0" // it shou

mp_ct_default_primary "0" // The default primary (rifle) weapon that the CTs will spawn with

mp_ct_default_secondary "0" // The default secondary (pistol) weapon that the CTs will spawn with

mp_death_drop_c4 "1" // Whether c4 is droppable

mp_death_drop_defuser "1" // Drop defuser on player death

mp_death_drop_grenade "2" // 2=current or best

mp_death_drop_gun "1" // 2=current or best

mp_default_team_winner_no_objective "-1" // the value of this convar will declare the winner when the time run

mp_defuser_allocation "0" // 2=everyone

mp_disable_autokick // Prevents a userid from being auto-kicked

mp_display_kill_assists "1" // Whether to display and score player assists

mp_dm_bonus_length_max "30" // Maximum time the bonus time will last (in seconds)

mp_dm_bonus_length_min "30" // Minimum time the bonus time will last (in seconds)

mp_dm_bonus_percent "50" // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.

mp_dm_time_between_bonus_max "40" // Maximum time a bonus time will start after the round start or after the last bonus (in seconds)

mp_dm_time_between_bonus_min "30" // Minimum time a bonus time will start after the round start or after the last bonus (in seconds)

mp_do_warmup_offine "0" // Whether or not to do a warmup period at the start of a match in an offline (bot) match.

mp_do_warmup_period "1" // Whether or not to do a warmup period at the start of a match.

mp_dump_timers // Prints round timers to the console for debugging

mp_endmatch_votenextleveltime "20" // players have this much time to vote on the next map at match end.

mp_endmatch_votenextmap "1" // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up

mp_endmatch_votenextmap_keepcurrent "1" // the current map is not guaranteed to be in the

mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_

mp_forcerespawnplayers // Force all players to respawn.

mp_forcewin // Forces team to win

mp_force_pick_time "15" // The amount of time a player has on the team screen to make a selection before being auto-teamed

mp_freezetime "6" // how many seconds to keep players fro...
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