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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 optuggestedKey) 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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