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Console Variable/Command List

Showing 4284 of 4284 console variables/commands
NameDescriptionDefault ValueFlags
_fovAutomates fov command to server.0 cl
_recordRecord a demo incrementally.cmd norecord | release
_resetgamestatsErases current game stats and writes out a blank stats filecmd sv
addipAdd an IP address to the ban list.cmd
addonslist current addon info.cmd
adsp_alley_min122
adsp_courtyard_min126
adsp_debug0 a
adsp_door_height112
adsp_duct_min106
adsp_hall_min110
adsp_low_ceiling108
adsp_opencourtyard_min126
adsp_openspace_min130
adsp_openstreet_min118
adsp_openwall_min130
adsp_room_min102
adsp_street_min118
adsp_tunnel_min114
adsp_wall_height128
ai_debug_dyninteractionsDebug the NPC dynamic interaction system.0 sv | cheat
ai_debug_losNPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.0 sv | cheat
ai_debug_ragdoll_magnetsfalse sv
ai_debug_scripted_sequencefalse sv | cheat
ai_debug_shoot_positions0 sv | cl | rep | cheat
ai_debug_speech0 sv
ai_disabledfalse sv | cl | rep | cheat
ai_expression_frametimeMaximum frametime to still play background expressions.0.05 sv
ai_expression_optimizationDisable npc background expressions when you can't see them.false sv
ai_force_serverside_ragdollfalse sv
ai_off_nav_show_nearestfalse sv | cheat
ai_sequence_debugfalse sv | cl | rep
ai_use_visibility_cacheSets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPC->Target results match that of Target->NPC.1 sv
ai_use_visibility_cache_reciprocationSets whether or not the visibility check cache should be reciprocal.true sv
aliasAlias a command.cmd release
ammo_338mag_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_338mag_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.2800 sv | cl | rep
ammo_338mag_max30 sv | cl | rep | release
ammo_357sig_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_357sig_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.2000 sv | cl | rep
ammo_357sig_max52 sv | cl | rep | release
ammo_357sig_min_max12 sv | cl | rep | release
ammo_357sig_p250_max26 sv | cl | rep | release
ammo_357sig_small_max24 sv | cl | rep | release
ammo_45acp_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_45acp_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.2100 sv | cl | rep
ammo_45acp_max100 sv | cl | rep | release
ammo_50AE_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_50AE_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.2400 sv | cl | rep
ammo_50AE_max35 sv | cl | rep | release
ammo_556mm_box_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_556mm_box_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.2400 sv | cl | rep
ammo_556mm_box_max200 sv | cl | rep | release
ammo_556mm_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_556mm_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.2400 sv | cl | rep
ammo_556mm_max90 sv | cl | rep | release
ammo_556mm_small_max40 sv | cl | rep | release
ammo_57mm_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_57mm_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.2000 sv | cl | rep
ammo_57mm_max100 sv | cl | rep | release
ammo_762mm_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_762mm_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.2400 sv | cl | rep
ammo_762mm_max90 sv | cl | rep | release
ammo_9mm_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_9mm_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.2000 sv | cl | rep
ammo_9mm_max120 sv | cl | rep | release
ammo_buckshot_headshot_multYou must enable tweaking via tweak_ammo_impulses to use this value.1 sv | cl | rep
ammo_buckshot_impulseYou must enable tweaking via tweak_ammo_impulses to use this value.600 sv | cl | rep
ammo_buckshot_max32 sv | cl | rep | release
ammo_grenade_limit_default1 sv | cl | rep | release
ammo_grenade_limit_flashbang2 sv | cl | rep | release
ammo_grenade_limit_total4 sv | cl | rep | release
ammo_item_limit_adrenaline5 sv | cl | rep | release
ammo_item_limit_healthshot4 sv | cl | rep | release
anim_disablefalse sv | cl | rep
anim_resource_validate_on_loadValidates the animation group channel list against the animations on load for every animationtrue release
animated_material_attributestrue cl | cheat
animevents_dumpList all the currently registered anim events.cmd sv | cheat
animgraph2_enable_parallel_updatetrue sv | cl | rep
animgraph_debugDebug animation graphfalse sv | cl | rep | cheat
animgraph_debug_entindexThe entity to specifically debug0 sv | cl | rep | cheat
animgraph_debug_filterentFilter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.0 sv | cl | rep
animgraph_debug_set_filter_paramsComma separated list of params to filter against when drawing debug text overlays0 sv | cl | rep
animgraph_debug_set_filter_tagsComma separated list of tags to filter against when drawing debug text overlays0 sv | cl | rep
animgraph_debug_show_unreferenced_paramsfalse sv | cl | rep
animgraph_debug_show_unreferenced_tagsfalse sv | cl | rep
animgraph_debug_tagsfalse sv | cl | rep
animgraph_debug_variablesTurn on to see animgraph variable changes for entities passing animgraph_debug_filterent.false sv | cl | rep
animgraph_debug_variables_ignore_missingIf set, animgraph_debug_variables won't show debug for warnings about sets to missing variables.true sv | cl | rep
animgraph_debug_variables_ignore_nonchangesIf set, animgraph_debug_variables won't show debug for variable sets that don't change the value.true sv | cl | rep
animgraph_draw_tracesfalse sv | cl | rep
animgraph_enable_dirty_netvar_optimizationtrue rep
animgraph_enable_parallel_op_evaluationfalse sv | cl | rep
animgraph_enable_parallel_updatetrue sv | cl | rep
animgraph_footlock_auto_ledge_detectionAttempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottomtrue rep
animgraph_footlock_auto_stair_detectionAttempt to detect when the foot is on a stair and will stop it from tilting to reach the next steptrue rep
animgraph_footlock_calculate_tilttrue rep
animgraph_footlock_debug_foot_index-1 rep
animgraph_footlock_debug_type2 rep
animgraph_footlock_draw_footbasefalse rep
animgraph_footlock_enabledA master convar that effectively disables the entire footlock node.true rep
animgraph_footlock_ground_rolltrue rep
animgraph_footlock_hip_offset_enabletrue rep
animgraph_footlock_ik_enableEnable IK.true rep | cheat
animgraph_footlock_tilt_mode1 rep
animgraph_footlock_trace_ground_enabledConvar for toggling foot lock ground tracking.true rep
animgraph_footlock_use_hip_shifttrue rep
animgraph_footstep_node_supresses_eventsfalse sv | cl | rep
animgraph_force_full_network_updatesfalse rep
animgraph_force_tick_all_graphsfalse sv | cl | rep
animgraph_ik_debugfalse rep
animgraph_motionmatching_print_compressionstatsfalse rep
animgraph_record_allAutomatically start recording AnimGraphs when they get created, and save them to disk when they are destroyedfalse sv | cl | rep | cheat
animgraph_set_parameter_boolSpecified entities will have the specified bool parameter set to the value specified. Useful for animators to test. Arguments: <entity> <parameter name> <value you want to send to animgraph for the entity>cmd sv | cheat
animgraph_set_parameter_enumSpecified entities will have the specified enum parameter set to the value specified. Useful for animators to test. Arguments: <entity> <parameter name> <value you want to send to animgraph for the entity>cmd sv | cheat
animgraph_set_parameter_floatSpecified entities will have the specified float parameter set to the value specified. Useful for animators to test. Arguments: <entity> <parameter name> <value you want to send to animgraph for the entity>cmd sv | cheat
animgraph_set_parameter_intSpecified entities will have the specified int parameter set to the value specified. Useful for animators to test. Arguments: <entity> <parameter name> <value you want to send to animgraph for the entity>cmd sv | cheat
animgraph_set_parameter_stringSpecified entities will have the specified bool parameter set to the value specified. Useful for animators to test. Arguments: <entity> <parameter name> <value you want to send to animgraph for the entity>cmd sv | cheat
animgraph_set_parameter_vectorSpecified entities will have the specified vector parameter set to the value specified. Useful for animators to test. Arguments: <entity> <parameter name> <value you want to send to animgraph for the entity>cmd sv | cheat
animgraph_slope_draw_raycastsfalse sv | cl | rep | cheat
animgraph_slope_enabletrue sv | cl | rep | cheat
animgraph_slowdownonslopes_enabledtrue rep
animgraph_trace_ignore_prop_physicstrue sv | cl | rep
animgraph_trace_static_onlyfalse sv | cl | rep | cheat
animgraph_verify_dirty_netvar_optimizationfalse rep
annotation_appendLoad annotation to a file without clearing existing annotationscmd cl | release
annotation_auto_loadfalse cl | release
annotation_clearClear all annotationcmd cl | release
annotation_createCreates an annotationcmd cl | release
annotation_delete_previous_node_setDelete the last node set createdcmd cl | release
annotation_loadLoad annotation to a file after first clearing existing annotationscmd cl | release
annotation_reloadReload the annotation filecmd cl | release
annotation_reload_language_fileCreates an annotationcmd cl | release
annotation_saveSave annotation to a filecmd cl | release
apply_crosshair_codeApply a crosshair code to the current crosshair settings.cmd cl
assetbrowserShow the global asset browser.cmd vconsole_set_focus
assetbrowser_name_filter_delayMillisecond delay between typing in the assetbrowser filter and the filter being applied250
assetsystem_check_compile_statePerform a detailed check of an asset's compile statecmd
assetsystem_clear_thumbnail_cacheClear thumbnail cachecmd
assetsystem_countFind the number of assets registered with the asset systemcmd
assetsystem_debug_substringSpew info for assets that match the specified substring0
assetsystem_dump_string_thresholdMax length of strings to dump in assetsystem_dump_table2000
assetsystem_dump_tablePrint internal assetsystem data.cmd linked
assetsystem_legacy_explicit_reload_child_resourcesWhether to explicitly reload child resources of a QueueReloadIfLoadedfalse
assetsystem_legacy_process_file_changes_after_compileUse old behavior of calling ProcessFileChanges() immediately after recompiling a resourcefalse
assetsystem_old_loop_algorithmSet to true to revert to old behaviorfalse
assetsystem_quiet_inputs_before_recompileBefore triggering a resource recompile, wait for input dependencies to stop being writtentrue
assetsystem_quiet_inputs_before_recompile_max_pauseMax amount of time to wait (in ms) for input dependencies to stop being written before abandoning the compile1000
assetsystem_quiet_inputs_before_reloadBefore triggering a resource reload, wait for input dependencies to stop being writtentrue
assetsystem_reload_queue_requeue_pauseTime (sec) to pause assetsystem reload behavior if a requeue is requested1
assetsystem_statsInformation about the current assetsystem database.cmd linked
assetsystem_test_resort(Dev command - regenerate the asset sort indicies)cmd linked
assetthumbnail_old_fingerprint_styleSet to true to revert to old behaviortrue
attached_output_stall_ms250
autobuyAttempt to purchase items with the order listed in cl_autobuycmd cl | clientcmd_can_execute
automatically_open_saved_animgraph_recordingfalse sv | cl | a | rep
autosaveAutosavecmd sv
autosave_fully_asyncSet to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completestrue sv
autosavedangerousAutoSaveDangerouscmd sv
autosavedangerousissafecmd sv
axisDraw an axis Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>cmd sv | cheat
banidAdd a user ID to the ban list.cmd
banipAdd an IP address to the ban list.cmd
battery_saverOBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=onfalse a
benchframeTakes a snapshot of a particular frame in a time demo.cmd release
bindBind a key.cmd release
binddefaultsBind all keys to their default values.cmd release
bindssBind a key for a particular splitscreen player.cmd release
bindtogglePerforms a bind <key> 'increment var <cvar> 0 1 1'.cmd
blinkBlink specified convar value between two values at the specified duration.cmd norecord
blink_durationHow many seconds an eye blink will last.0.5 cl
bot_addbot_add <t\|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.cmd sv | release
bot_add_ctbot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.cmd sv | release
bot_add_tbot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.cmd sv | release
bot_all_weaponsAllows the bots to use all weaponscmd sv | release
bot_allow_grenadesIf nonzero, bots may use grenades.true sv | release
bot_allow_machine_gunsIf nonzero, bots may use the machine gun.true sv | release
bot_allow_pistolsIf nonzero, bots may use pistols.true sv | release
bot_allow_riflesIf nonzero, bots may use rifles.true sv | release
bot_allow_roguesIf nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.true sv | release
bot_allow_shotgunsIf nonzero, bots may use shotguns.true sv | release
bot_allow_snipersIf nonzero, bots may use sniper rifles.true sv | release
bot_allow_sub_machine_gunsIf nonzero, bots may use sub-machine guns.true sv | release
bot_auto_followIf nonzero, bots with high co-op may automatically follow a nearby human player.false sv | release
bot_auto_vacateIf nonzero, bots will automatically leave to make room for human players.true sv | release
bot_autodifficulty_threshold_highUpper bound above Average Human Contribution Score that a bot must be above to change its difficulty0 sv | cl | rep | release
bot_autodifficulty_threshold_lowLower bound below Average Human Contribution Score that a bot must be below to change its difficulty-2 sv | cl | rep | release
bot_chatterControl how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.normal sv | release
bot_controllableDetermines whether bots can be controlled by playerstrue sv | release
bot_coop_idle_max_vision_distanceMax distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.1400 sv | rep | release
bot_crouchfalse sv | cheat
bot_debugFor internal testing purposes.0 sv | cheat
bot_debug_targetFor internal testing purposes.0 sv | cheat
bot_defer_to_human_goalsIf nonzero and there is a human on the team, the bots will not do the scenario tasks.true sv | release
bot_defer_to_human_itemsIf nonzero and there is a human on the team, the bots will not get scenario items.true sv | release
bot_difficultyDefines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.2 sv | release
bot_dont_shootIf nonzero, bots will not fire weapons (for debugging).false sv | cheat | release
bot_eco_limitIf nonzero, bots will not buy if their money falls below this amount.2000 sv | release
bot_flipoutIf nonzero, bots use no CPU for AI. Instead, they run around randomly.false sv | release
bot_force_duckfalse sv
bot_freezefalse sv | cheat
bot_goto_markSends a bot to the marked nav area (useful for testing navigation meshes)cmd sv | cheat
bot_goto_selectedSends a bot to the selected nav area (useful for testing navigation meshes)cmd sv | cheat
bot_ignore_enemiesIf nonzero, bots will ignore enemies (for debugging).false sv | cheat
bot_ignore_playersBots will not see non-bot players.false sv | cheat
bot_join_after_playerIf nonzero, bots wait until a player joins before entering the game.true sv | release
bot_join_delayPrevents bots from joining the server for this many seconds after a map change.0 sv
bot_join_in_warmupPrevents bots from joining the server while warmup phase is active.true sv
bot_join_teamDetermines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.any sv | release
bot_kickbot_kick <all> <t\|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.cmd sv | release
bot_killbot_kill <all> <t\|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.cmd sv | cheat
bot_knives_onlyRestricts the bots to only using knivescmd sv | release
bot_loadoutbots are given these items at round start0 sv | cheat
bot_max_visible_smoke_lengthBots will see players through smoke clouds up to this length.200 sv | rep | release
bot_max_vision_distance_overrideMax distance bots can see targets.-1 sv | rep | release
bot_mimicBot uses usercmd of player by index.0 sv | cl | rep | cheat
bot_mimic_spec_buttons+attack, +jump etc are used for spectator control instead of being passed on to spectated bottrue cl | cheat
bot_mimic_yaw_offset180 sv | cheat
bot_pistols_onlyRestricts the bots to only using pistolscmd sv | release
bot_placebot_place - Places a bot from the map at where the local player is pointing.cmd sv | cheat
bot_prefixThis string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <weaponclass> will be replaced with the bot's desired weapon class. <skill> will be replaced with a 0-100 representation of the bot's skill.0 sv | release
bot_quotaDetermines the total number of bots in the game.10 sv | release
bot_quota_modeDetermines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.fill sv | release
bot_randombuyshould bots ignore their prefered weapons and just buy weapons at random?false sv | cheat
bot_show_battlefrontShow areas where rushing players will initially meet.false sv | cheat
bot_show_navFor internal testing purposes.false sv | cheat
bot_show_occupy_timeShow when each nav area can first be reached by each team.false sv | cheat
bot_snipers_onlyRestricts the bots to only using sniper riflescmd sv | release
bot_stopbot_stop <1\|all> \| <not_bomber> \| <t> \| <ct>0 sv | cheat
bot_traceviewFor internal testing purposes.0 sv | cheat
bot_walkIf nonzero, bots can only walk, not run.false sv | release
bot_zombieIf nonzero, bots will stay in idle mode and not attack.false sv | cheat
boxDraw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>cmd sv | cheat
break_damage_inherit_scale1 sv | cl | rep
break_invulnerable_spawn_duration0.5 sv | cl | rep
breakable_force_breakForce a breakable to breakcmd sv
breakable_multiplayertrue sv
buddhaPlayer takes damage but won't diefalse sv | nf | cheat
buddha_ignore_botsBots always buddha 0false sv | nf | cheat
buddha_reset_hpHP to set when damaged below zero in Buddha Mode1 sv | nf | cheat
bug_submitter_override0 a
+bugvoiceStart recording bug voice attachment.cmd norecord
bugvoice_clearClear voice attachment data.cmd norecord
bugvoice_saveWrite buffered voice attachment data to file.cmd norecord
buildcubemapsBuild Cubemapscmd cl
button_infoDisplay information about the specified key or button.cmd release
buymenuShow or hide main buy menucmd cl | server_can_execute
buyrandomBuy random primary and secondary. Primarily for deathmatch where cost is not an issue.cmd sv
c_maxdistance200 cl | a
c_maxpitch90 cl | a
c_maxyaw135 cl | a
c_mindistance30 cl | a
c_minpitch0 cl | a
c_minyaw-135 cl | a
c_orthoheight100 cl | a
c_orthowidth100 cl | a
c_thirdpersonshoulderfalse cl | a
c_thirdpersonshoulderaimdist120 cl | a
c_thirdpersonshoulderdist40 cl | a
c_thirdpersonshoulderheight5 cl | a
c_thirdpersonshoulderoffset20 cl | a
callvoteStart a vote on an issue.cmd sv
cam_collisionWhen in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.1 cl | a
cam_commandTells camera to change modescmd cl | cheat
cam_head_constraint_distanceDistance to constrain first/thirdperson camera and head12 sv | cl | rep
cam_head_constraint_soft_transitionConstraint soft transition distance4 sv | cl | rep
cam_idealdeltaControls the speed when matching offset to ideal angles in thirdperson view4 cl | a
cam_idealdist150 cl | a
cam_ideallagAmount of lag used when matching offset to ideal angles in thirdperson view4 cl | a
cam_idealpitch0 cl | a
cam_idealyaw0 cl | a
cam_showanglesWhen in thirdperson, print viewangles/idealangles/cameraoffsets to the console.false cl | cheat
cam_snaptofalse cl | a
+camdistancecmd cl
camera_path_addcmd cl | cheat
camera_path_clear_allcmd cl | cheat
camera_path_deletecmd cl | cheat
camera_path_edit_modefalse cl | cheat
camera_path_loadcmd cl | cheat
camera_path_savecmd cl | cheat
camerazoomincmd cl
camerazoomoutcmd cl
+cammousemovecmd cl
camorthoSwitch to orthographic camera.cmd cl | cheat
cancelselectcmd cl | server_can_execute
capturecubemapCapture Cubemapcmd cl
cash_player_bomb_defused300 sv | cl | nf | rep | release
cash_player_bomb_planted300 sv | cl | nf | rep | release
cash_player_damage_hostage-30 sv | cl | nf | rep | release
cash_player_get_killed0 sv | cl | nf | rep | release
cash_player_interact_with_hostage300 sv | cl | nf | rep | release
cash_player_killed_enemy_default300 sv | cl | nf | rep | release
cash_player_killed_enemy_factor1 sv | cl | nf | rep | release
cash_player_killed_hostage-1000 sv | cl | nf | rep | release
cash_player_killed_teammate-300 sv | cl | nf | rep | release
cash_player_rescued_hostage1000 sv | cl | nf | rep | release
cash_player_respawn_amount0 sv | cl | nf | rep | release
cash_team_bonus_shorthanded1000 sv | cl | nf | rep | release
cash_team_elimination_bomb_map3250 sv | cl | nf | rep | release
cash_team_elimination_hostage_map_ct3000 sv | cl | nf | rep | release
cash_team_elimination_hostage_map_t3000 sv | cl | nf | rep | release
cash_team_hostage_alive0 sv | cl | nf | rep | release
cash_team_hostage_interaction600 sv | cl | nf | rep | release
cash_team_loser_bonus1400 sv | cl | nf | rep | release
cash_team_loser_bonus_consecutive_rounds500 sv | cl | nf | rep | release
cash_team_per_dead_enemy50 sv | cl | nf | rep | release
cash_team_planted_bomb_but_defused600 sv | cl | nf | rep | release
cash_team_rescued_hostage600 sv | cl | nf | rep | release
cash_team_terrorist_win_bomb3500 sv | cl | nf | rep | release
cash_team_win_by_defusing_bomb3500 sv | cl | nf | rep | release
cash_team_win_by_hostage_rescue2900 sv | cl | nf | rep | release
cash_team_win_by_time_running_out_bomb3250 sv | cl | nf | rep | release
cash_team_win_by_time_running_out_hostage3250 sv | cl | nf | rep | release
cash_team_winner_bonus_consecutive_rounds0 sv | cl | nf | rep | release
cast_aabbTests box collision detectioncmd sv | cheat
cast_bulletTests bullet castcmd sv | cheat
cast_capsuleTests capsule collision detectioncmd sv | cheat
cast_convexTests convex hull collision detectioncmd sv | cheat
cast_cylinderTests cylinder collision detectioncmd sv | cheat
cast_intervalsTests interval ray castcmd sv | cheat
cast_obbTests cylinder collision detectioncmd sv | cheat
cast_physicsTests physics shape collision detectioncmd sv | cheat
cast_rayTests ray castcmd sv | cheat
cast_sphereTests sphere castcmd sv | cheat
cc_captiontraceShow missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)1 cl
cc_delay_timeClose caption delay before showing caption.0.25 cl | a
cc_emitEmits a closed captioncmd cl
cc_findsoundSearches for soundname which emits specified text.cmd cl
cc_flushFlushes async'd captions.cmd cl
cc_langCurrent close caption language (emtpy = use game UI language)0 cl | a
cc_linger_timeClose caption linger time.1 cl | a
cc_logLog caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)0 cl
cc_norepeatIn multiplayer games, don't repeat captions more often than this many seconds.5 sv
cc_randomEmits a random captioncmd cl
cc_showblocksToggles showing which blocks are pending/loaded async.cmd cl
cc_showmissingShow missing closecaption entries.false sv | rep
cc_spectator_onlyfalse cl | a
cc_subtitlesIf set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).false cl | a
cc_vr_caption_catchup_intervalDuration it takes for attached caption to ideal point0.3 cl
cc_vr_caption_speed0 = slow, 1 = medium (default), 2 = fast1 cl | a
cc_vr_debugDebug visualization of VR closed caption placementfalse cl
cc_vr_depth_testHave closed caption Panorama panel perform depth testing against the scenefalse cl
cc_vr_epsilonEpsilon to trigger movement of VR subtitle panel in world space2.5 cl
cc_vr_font_size0 = small, 1 = med (default), 2 = large1 cl | a
cc_vr_forward_offsetSubtitle offset distance (forward, in front of player)30 cl
cc_vr_vertical_offsetSubtitle vertical offset distance (positive is up)-6.5 cl
cc_vr_width0 = narrow, 1 = med (default), 2 = wide1 cl | a
changelevelchangelevel <mapname> :Multiplayer change level.cmd release
check_nofilefdPrint the current number of FDs reported by getrlimitcmd
chicken_stopfalse sv | cheat
cl_aggregate_particlesfalse
cl_allow_animated_avatarsWhether or not to allow animated avatarstrue cl | a | release
cl_allow_multi_input_bindsfalse cl | cheat | release
cl_anglespeedkey0.67 cl
cl_animgraph_history_force_temporal_consistencytrue cl
cl_async_usercmd_send_recvmargin_minMin size of the recv margin queue when async usercmd send is disabled1
cl_auto_cursor_scaleAutomatic cursor size scaling.true a
cl_autobuyThe order in which autobuy will attempt to purchase itemsvesthelm vest m4a1 ak47 famas galilar mp7 nova defuser cl | release
cl_autohelpAuto-helptrue cl | a | user
cl_avatar_convert_pngConverts all rgb avatars in the avatars directory to pngcmd cl | cheat | release
cl_avatar_convert_rgbConverts all png avatars in the avatars directory to rgbcmd cl | cheat | release
cl_axisDraw an axis Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>cmd cl | cheat
cl_bone_cache_optimizationtrue cl
cl_borrow_music_from_player_slot-1 cl | release
cl_boxDraw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>cmd cl | cheat
cl_buffer_incoming_net_messagestrue release
cl_buymenu_ct_nextround_high5000 cl | a | per_user | release
cl_buymenu_ct_nextround_low1400 cl | a | per_user | release
cl_buymenu_t_nextround_high5000 cl | a | per_user | release
cl_buymenu_t_nextround_low1400 cl | a | per_user | release
cl_buywheel_donate_keySet the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift.0 cl | a | per_user | release
cl_buywheel_nonumberpurchasingSet non-zero to prevent buy wheel from purchasing via number keysfalse cl | a | per_user | release
cl_cache_sendtableCache sendtablestrue
cl_cameraoverride_fade_in_amount0 cl
cl_cameraoverride_shadow_depth_bias0.006 cl
cl_cameraoverride_shadow_end0.8 cl
cl_change_callback_limitchange callback msec warning limit0.2 cl | release
cl_chat_active0 cl
cl_checkdeclareclassesCheck game code serializerscmd cheat
cl_clock_correctionEnable/disable clock correction on the client.true cheat
cl_clock_recvmargin_spew_interval0 release
cl_clockdbgfalse
cl_clutch_modeSilence voice and other distracting sounds until the end of round or next death.false cl | release
cl_colorPreferred teammate color0 cl | a | user
cl_connectionretrytime_p2pNumber of seconds over which to spread retry attempts for P2P.20 release
cl_cq_min_queueUsed by the client to inform the server of their desired queue length. Derived from cl_tickpacket_recvmargin_desired and cl_tickpacket_desired_queuelength2 user
cl_crosshair_drawoutlineDraws a black outline around the crosshair for better visibilitytrue cl | a | per_user
cl_crosshair_dynamic_maxdist_splitratioIf using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_crosshairsize*(1-cl_crosshair_dynamic_maxdist_splitratio), outer = cl_crosshairsize*cl_crosshair_dynamic_maxdist_splitratio] [0 - 1]1 cl | a | per_user
cl_crosshair_dynamic_splitalpha_innermodIf using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. [0 - 1]0 cl | a | per_user
cl_crosshair_dynamic_splitalpha_outermodIf using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. [0.3 - 1]1 cl | a | per_user
cl_crosshair_dynamic_splitdistIf using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7)3 cl | a | per_user
cl_crosshair_friendly_warning0: off, 1: on1 cl | a | release
cl_crosshair_outlinethicknessSet how thick you want your crosshair outline to draw (0-3)1 cl | a | per_user
cl_crosshair_recoilfalse cl | a | per_user
cl_crosshair_sniper_widthIf >1 sniper scope cross lines gain extra width (1 for single-pixel hairline)1 cl | a | per_user
cl_crosshair_tT style crosshairfalse cl | a | per_user
cl_crosshairalpha200 cl | a | per_user
cl_crosshaircolorSet crosshair color as defined in game_options.consoles.txt5 cl | a | per_user
cl_crosshaircolor_b0 cl | a | per_user
cl_crosshaircolor_g255 cl | a | per_user
cl_crosshaircolor_r0 cl | a | per_user
cl_crosshairdottrue cl | a | per_user
cl_crosshairgap-1.41727 cl | a | per_user
cl_crosshairgap_useweaponvalueIf set to 1, the gap will update dynamically based on which weapon is currently equippedtrue cl | a | per_user
cl_crosshairsize4.13366 cl | a | per_user
cl_crosshairstyle0 = DEFAULT (DISABLED), 1 = DEFAULT STATIC (DISABLED), 2 = DEFAULT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYNAMIC (DISABLED) (accurate recoil/spread feedback), 4 = DEFAULT STATIC, 5 = LEGACY (fake recoil - inaccurate feedback)5 cl | a | per_user
cl_crosshairthickness0.339602 cl | a | per_user
cl_crosshairusealphatrue cl | a | per_user
cl_cs_dump_econ_item_stringtablecl_cs_dump_econ_item_stringtablecmd cl
cl_cursor_scaleCursor size scaling factor.1 a
cl_deathcam_audio_mix_phase1_fade_amountSets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.0.15 cl | release
cl_deathcam_audio_mix_phase1_fade_timeSets the amount of time we fade out over.2 cl | release
cl_deathcam_audio_mix_phase2_fade_amountSets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.0.5 cl | release
cl_deathcam_audio_mix_phase2_fade_timeSets the amount of time we fade out over.0.4 cl | release
cl_deathcampanel_position_dynamicTurn on/off deathcam's kill panel dynamic Y movement1 cl | a
cl_deathnotices_show_numbers0: default; 1: draw names as just numbers; 2: append number on killer and victim to the name0 cl | release
cl_debounce_zoomWhether or not to disable holding secondary fire to cycle zoom levelstrue cl | a | user | per_user
cl_debug_build_recvmargin_minMin size of the recv margin queue when in tools/debug mode2
cl_debug_client_gamestatstrue cl
cl_debug_force_push_to_talkfalse cl
cl_debug_overlay_fullpositionfalse cl
cl_debug_overlays_broadcastRender debug overlays from server.false release
cl_debugoverlay_cycle_domainToggles visibility of the debug overlay system.cmd cl | cheat
cl_debugoverlay_cycle_stateToggles visibility of the debug overlay system.cmd cl | cheat
cl_debugoverlay_dashboardMakes the debug overlay dashboard visible.cmd cl | cheat
cl_debugoverlay_hide_imguiHides the overlay.cmd cl | cheat
cl_debugoverlay_toggleToggles visibility of the debug overlay system.cmd cl | cheat
cl_demo_predictEnable 'TrueView' when watching a demo, which attempts to recreate the client's experience more accurately. 0=disable, 1=only if demo version match, 2=always1 cl | release
cl_demo_steadycam_blendframesblend over this many frames5 cl
cl_demo_steadycam_deflectionif camera orientation changes this much update orientation5 cl
cl_demo_steadycam_enableStabilize camera orientation/position during demo playback. 1 == remove roll, 2 == steadycam0 cl
cl_demo_steadycam_radiusif camera moves this much from last anchor update anchor16 cl
cl_demo_view_offset_leftView offset during demo playback (+/- 1.25 is a good default for human average left/right eye offset)0 cl
cl_demoviewoverrideOverride view during demo playback0 cl
cl_destroy_ragdollsDestroys all client-side ragdollscmd cl
cl_disable_deathcam_audio_mix_fade_outWhen set to true, disables audio being silenced while the death cam fades out.false cl | release
cl_disable_postprocessingfalse cl | cheat
cl_disable_ragdollsfalse cl | cheat
cl_disable_round_end_reportfalse cl | a | release
cl_disconnect_soundeventThis soundevent is called to stop the desired soundevents when the game is disconnected.StopSoundEvents.StopAllExceptMusic
cl_disconnect_voice_fadeThis is a fade of current voices that is called when the game is disconnected. -1.f for no fade on disconnect-1
cl_display_game_eventsfalse cl | cheat
cl_dm_buyrandomweaponsPlayer will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the last weapon)true cl | a | release
cl_dormant_spewSpew state on when client entities become dormant or active.false cl
cl_draw_only_deathnoticesFor drawing only the crosshair and death notices (used for moviemaking)false cl | release
cl_draw_simulating_entitiesfalse cl | cheat
cl_draw_simulating_entities_distancefalse cl
cl_drawcrossDraws a cross at the given location Arguments: x y zcmd cl | cheat
cl_drawhudEnable the rendering of the hudtrue cl | cheat
cl_drawhud_force_deathnotices0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices0 cl | release
cl_drawhud_force_radar0: default; 1: draw radar even if hud disabled; -1: force no radar0 cl | release
cl_drawhud_force_teamid_overhead0: default; 1: draw teamid even if hud disabled; -1: force no teamid0 cl | release
cl_drawhud_specvote1: default; 0: disables vote UI for spectatorstrue cl | release
cl_drawlineDraws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2cmd cl | cheat
cl_dump_projected_texture_countPrint out number of active projected texturescmd cl
cl_dump_response_symbolsprint all response symbols to the consolecmd cl
cl_dumpentityDumps info about an entitycmd cl | cheat
cl_dumpsplithacksDump split screen workarounds.cmd cl
cl_enable_eye_occlusiontrue cl
cl_enable_party_voicetrue cl | a | release
cl_ent_absboxDisplays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_actornamesDisplays the entity name for all entities that have ShouldDisplayInActorNames true in codecmd cl | cheat
cl_ent_animgraph_debugDisplays debug draws about the given entity(ies) animgraph Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_animgraph_recordToggles recording of animgraph replay of the given entity(s) Arguments: entityName automaticallyOpenInAnimgraphEditor Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_attachment_filter_substringsIf an attachment's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '\|' character.0 cl | cheat
cl_ent_attachmentsDisplays the attachment points on an entity. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_bboxDisplays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_callent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scopecmd cl | cheat
cl_ent_clear_debug_overlaysClears all debug overlayscmd cl | cheat
cl_ent_findFind and list all entities with classnames or targetnames that contain the specified substrings. Format: find_ent <substring>cmd cl | cheat
cl_ent_find_indexDisplay data for entity matching specified index. Format: find_ent_index <index>cmd cl | cheat
cl_ent_grabgrabs the object in front of the player. Options: -loose -multiple -togglecmd cl | cheat
cl_ent_hierarchyPrints the entity hierarchy tree rooted at the specified ent(s)cmd cl | cheat
cl_ent_hitboxDisplays the hitboxes for the given entity(ies). Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_joint_axis_size4 cl
cl_ent_joint_filter_substringsIf a joint's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '\|' character.0 cl | cheat
cl_ent_joint_linesDraw a line between a rendered joint and its parent.true cl | cheat
cl_ent_joint_namesDraw the name of a rendered joint.true cl | cheat
cl_ent_joint_only_ik_jointsfalse cl
cl_ent_joint_use_bind_posefalse cl
cl_ent_jointsDisplays the joint names + axes an entity. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_messagesToggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_nameDisplays the entity namecmd cl | cheat
cl_ent_pickerToggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug informationcmd cl | cheat
cl_ent_pivotDisplays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_pivot_size20 cl | a | cheat
cl_ent_removeRemoves the given entity(s) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_remove_allRemoves all entities of the specified type Arguments: \{entity_name\} / \{class_name\}cmd cl | cheat
cl_ent_scaleScales entities. Arguments: <scale factor> <\{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}>cmd cl | cheat
cl_ent_scenehierarchyPrints the entity scenenode hierarchy tree rooted at the specified ent(s)cmd cl | cheat
cl_ent_script_dumpDumps the names and values of this entity's script scope to the console Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_selectSelect or deselects the given entities(s) for later manipulation Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_setangSet entity anglescmd cl | cheat
cl_ent_setnameSets the targetname of the given entity(s) Arguments: <new entity name> <\{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}>cmd cl | cheat
cl_ent_setposMove entity to positioncmd cl | cheat
cl_ent_show_contextsShow entity contexts in ent_text displayfalse cl | cheat
cl_ent_show_damageSets damage display mode. When on, you will see the amount of damage dealt over the target's head.cmd cl | cheat
cl_ent_showonlyattachment0 cl | cheat
cl_ent_showonlyhitbox-1 cl | cheat
cl_ent_skeletonDisplays the skeleton for the given entity(ies). Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_skeleton_only_ik_jointsfalse cl
cl_ent_textDisplays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat | vconsole_fuzzy
cl_ent_text256Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_text_clearHide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_text_filterSet which ent_text filters you want:cmd cl | cheat
cl_ent_text_flags_active-1 cl | a | cheat
cl_ent_text_no_name_really_i_mean_itfalse cl | cheat
cl_ent_text_radiusDisplays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: <Radius> <\{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}>cmd cl | cheat
cl_ent_text_sticky_addAdds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_text_sticky_clearClears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_text_sticky_dumpSpews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_text_sticky_removeRemoves from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_ungrabun-grabs all objectscmd cl | cheat
cl_ent_vcollide_wireframeDisplays the interpolated vcollide wireframe pm am entity. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_viewoffsetDisplays the eye position for the given entity(ies) in red. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_ent_visibility_tracesDisplays visibility traces for the given entity Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat | vconsole_fuzzy
cl_entityreportReports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.cmd cl
cl_entitysummarySummarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.cmd cl
cl_entsList client entities, sorted by spawn groupcmd cl
cl_error_report_timeMinimum time in seconds that must elapse before printing prediction error summary. 0 to disable.0 cl | release
cl_extrapolateEnable/disable extrapolation if interpolation history runs out.true cl | cheat
cl_extrapolate_amountSet how many seconds the client will extrapolate entities for.0.25 cl | cheat
cl_eye_occlusion_debugfalse cl | cheat
cl_eye_sin_wavefalse cl
cl_eye_target_override0.000000 0.000000 0.000000 cl
cl_eye_yaw_multiplier1 cl
cl_fasttempentcollision5 cl
cl_firstperson_legstrue cl
cl_firstperson_legs_aoproxytrue cl
cl_fixedcrosshairgapFor crosshair style 1: How big to make the gap between the pips in the fixed crosshair3 cl | a | per_user
cl_flushentitypacketFor debugging. Force the engine to flush an entity packet.0 cheat
cl_force_spec_hud_color_to_teamSpec hud color setting is always team/teammatefalse cl | a
cl_frametime_summary_report_detailedWhen a perf report is dumped at the end of the session, should it be detailed?true cl | release
cl_fullupdateForce uncompressed updatecmd cheat
cl_game_mode_convarsDisplay the values of the convars for the current game_mode.cmd cl
cl_globallight_debugfalse cl
cl_globallight_depth_bias-999 cl
cl_globallight_expansion200 cl
cl_globallight_freezefalse cl
cl_globallight_orig_calc_frustumtrue cl
cl_globallight_shadow_mode2 cl
cl_globallight_slope_scale_depth_bias-999 cl
cl_globallight_use_alt_focus_regionfalse cl
cl_globallight_use_optimized_calc_frustumtrue cl
cl_globallight_use_shaadow_near_offsettrue cl
cl_globallight_world_bottom_height0 cl
cl_globallight_world_top_height4096 cl
cl_glow_brightnessBrightness of player halos1 cl | cheat
cl_glow_item_far_b1 cl | release
cl_glow_item_far_g0.4 cl | release
cl_glow_item_far_r0.3 cl | release
cl_graphics_driver_warning_dont_show_againtrue cl | a | release
cl_grenadecrosshair_decoyIs the grenade crosshair enabledtrue cl | a | per_user
cl_grenadecrosshair_explosiveIs the grenade crosshair enabledtrue cl | a | per_user
cl_grenadecrosshair_fireIs the grenade crosshair enabledtrue cl | a | per_user
cl_grenadecrosshair_flashIs the grenade crosshair enabledtrue cl | a | per_user
cl_grenadecrosshair_keepusercrosshairKeep the user's crosshair when the grenade crosshair is enabledtrue cl | a | per_user
cl_grenadecrosshair_smokeIs the grenade crosshair enabledtrue cl | a | per_user
cl_grenadecrosshairdelay_decoyHow long should the pin be pulled for before showing the grenade crosshair2 cl | a | per_user
cl_grenadecrosshairdelay_explosiveHow long should the pin be pulled for before showing the grenade crosshair2 cl | a | per_user
cl_grenadecrosshairdelay_fireHow long should the pin be pulled for before showing the grenade crosshair2 cl | a | per_user
cl_grenadecrosshairdelay_flashHow long should the pin be pulled for before showing the grenade crosshair2 cl | a | per_user
cl_grenadecrosshairdelay_smokeHow long should the pin be pulled for before showing the grenade crosshair2 cl | a | per_user
cl_groupsShow status of all spawn groups.cmd cl | cheat
cl_hide_avatar_imagesHide avatar images for other players. 0 - Off. 1 - Block All 2 - Block all but friends0 cl | a
cl_hitbox_debugfalse cl
cl_hold_game_events_force_delay_ticksDebugging convar to force late dispatch of game events.0 cl
cl_hold_game_events_until_server_tickHolds game events until client has received the tick the event was fired on.true cl
cl_http_log_enableAllows sending HTTP log from client main menu.false cl | norecord | release | clientcmd_can_execute
cl_hud_color0 = team color, 1 = white, 2 = bright white, 3 = light blue, 4 = blue, 5 = purple, 6 = red, 7 = orange, 8 = yellow, 9 = green, 10 = aqua, 11 = pink, 12 = teammate color.0 cl | a | release
cl_hud_radar_background_alpha0.627 cl | a | release
cl_hud_radar_blur_backgroundBlurs the radar background.true cl | a | release
cl_hud_radar_map_additiveBlend Hud radar map additively on top of background.true cl | a | release
cl_hud_radar_scale0.8 cl | a | release
cl_hud_telemetry_frametime_poorFrame time greater than this is considered 'poor'.100 cl | a | release
cl_hud_telemetry_frametime_showShow frame time (FPS) in the HUD. 0=never, 1=only if poor, 2=always0 cl | a | release
cl_hud_telemetry_net_detailedShow breakdown network misdelivery (loss, late delivery, and peak jitter). 0=never, 1=only in poor network conditions, 2=always0 cl | a | release
cl_hud_telemetry_net_misdelivery_poorPacket delivery anomaly rate (0..100) higher than this is considered 'poor'.5 cl | a | release
cl_hud_telemetry_net_misdelivery_showShow percentage of user commands & server snapshots that are missed due to network conditions. 0=never, 1=only in poor conditions, 2=always1 cl | a | release
cl_hud_telemetry_net_quality_graph_showShow packet jitter and netframe loss/reordering in the HUD. 0=never, 1=only in poor conditions, 2=always0 cl | a | release
cl_hud_telemetry_ping_poorPing higher than this (ms) is considered 'poor'.100 cl | a | release
cl_hud_telemetry_ping_showShow ping in the HUD. 0=never, 1=only in poor conditions, 2=always1 cl | a | release
cl_hud_telemetry_serverrecvmargin_graph_showShow graph of the server recv margin in the HUD. (How early/late user commands are arriving at the server before they are executed.) 0=never, 1=only when there are command queue problems, 2=always0 cl | a | release
cl_ignorepacketsForce client to ignore packets (for debugging).false cheat
cl_imgui_debug_entityShows the entity browser, focused on the entity you specify. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cl_imgui_set_selectionSets ImGui selectioncmd cl | cheat
cl_imgui_set_status_textSets ImGui header status textcmd cl | cheat
cl_import_csgo_configfalse cl | a | release
cl_input_enable_raw_keyboardEnable raw keyboard inputfalse release
cl_interpRead the effective client simulation interpolation amount in terms of time.cmd cl | release
cl_interp_allDisable interpolation list optimizations.false cl
cl_interp_animationvarsInterpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation intervaltrue cl
cl_interp_hermiteSet to zero do disable hermite interpolation.true cl | cheat
cl_interp_npcsInterpolate NPC positions starting this many seconds in past (or the value as per cl_interp_ratio, if greater)0 cl
cl_interp_parallelRun interpolation in parallel for entities with no children.false cl
cl_interp_ratioSet number of client simulation interpolation ticks.0 cl | user
cl_interp_simulationvarsInterpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation intervaltrue cl
cl_interp_threadmodeticksAdditional interpolation ticks to use when interpolating with threaded engine mode set.0 cl
cl_interpolate_reportEnable to show interpolation profile timingfalse cl | a
cl_inventory_debug_tooltipfalse cl | release
cl_inventory_radial_immediate_selectIn inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.true cl | a | per_user
cl_inventory_radial_tap_to_cycleIn inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.true cl | a | per_user
cl_inventory_saved_filter2all cl | a | release
cl_inventory_saved_sort2inv_sort_rarity cl | a | release
cl_invites_only_friendsIf turned on, will ignore in-game invites from recent teammates or other non-friendsfalse cl | a | release
cl_invites_only_mainmenuIf turned on, will ignore all invites when user is playing a matchfalse cl | a | release
cl_ironsight_dot_scaleIronsight dot scale1 cl | a | per_user
cl_ironsight_usecrosshaircolorShould the scope dot match the user's crosshair colorfalse cl | a | per_user
cl_itemimages_dynamically_generated2: use render-targets; 0: disk assets only2 cl | a | release
cl_jitter_bad_threshold_upWhen upstream packet jitter in a frame exceeds this threshold (ms), the frame is considered to have 'irregular delivery'. This is a derived value and should not be modified manually41.25 user
cl_join_advertiseAdvertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: none)1 cl | a
cl_joystick_enabledEnable joystick inputfalse a
cl_languageLanguageenglish
cl_latch_reportEnable to output stats about latchingfalse cl | a
cl_leveloverview0 cl | cheat
cl_lightquery_debugfalse cl | cheat
cl_loadout_saved_sortinv_sort_age cl | a | release
cl_lock_camerafalse cl | cheat
cl_log_tickLog when a tick is receivedfalse
cl_log_tick_skipsLog when the tick delta >= this0
cl_low_latency_vsync_recommendation_dont_show_againfalse cl | a | release
cl_map_preview_debug_jitterfalse cl
cl_massreportfalse cl
cl_matchstats_print_own_datacl_matchstats_print_own_data RANGENAMEcmd cl
cl_max_particle_pvs_aabb_edge_length0 release
cl_min_china_movie_time6 cl
cl_min_movie_time4 cl
cl_mute_all_but_friends_and_partyOnly allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set to 2 will apply the setting in all modes.0 cl | a
cl_mute_enemy_teamBlock all communication from players on the enemy team.false cl | a
cl_net_buffer_ticksNumber of ticks of delay for server snapshots and user commands. This value controls the value of cl_interp_ratio, which you should not modify directly.0 cl | a | release
cl_net_buffer_ticks_use_interpIf false, we smooth over packet loss by adjusting the clock synchronization to buffer packets. If true, we process packets immediately and use cl_interp to delay their effectsfalse cl | release
cl_net_printsummaryPrint a summary report of Source2 engine networking statistics. (Ticks, netchan messages, etc.)cmd norecord | release
cl_net_showeventlistenersShow listening addition/removalsfalse cl
cl_net_showeventsDump game events to console (1=client only, 2=all).0 cl
cl_new_user_phase0: Not Started, 1: Needs Training, 2: Training Complete, -1: Disabled-1 cl | a | release
cl_obs_interp_enableEnables interpolation between observer targetstrue cl | a
cl_obs_interp_speedSpectator camera interpolation speed1 cl | a
cl_observed_bot_crosshairControl the crosshair shown when observing a bot. 0: Show player crosshair. 1: Show player crosshair only when bot can be taken over, otherwise show default.. 2: Always show default crosshair for bots.2 cl | a | release
cl_paintkit_override0 cl | cheat | release
cl_panel_freeze_time_after_presstime to freeze mouse/pointer motion after a mouse button press0.5 cl
cl_parallel_readpacketentitiesSet to 1 to use threading snapshot reading (if game supports and server is sending bitcounts).true
cl_parallel_readpacketentities_thresholdUse parallel processing of snapshot reading if above this many entries.2
cl_particle_batch_mode1
cl_particle_fallback_baseBase for falling back to cheaper effects under load.0
cl_particle_fallback_multiplierMultiplier for falling back to cheaper effects under load.0.2
cl_particle_log_createsPrint debug message every time a particle collection is createdfalse
cl_particle_max_count0
cl_particle_retire_cost0 cheat
cl_particle_sim_fallback_base_multiplierHow aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more aggressive.5
cl_particle_sim_fallback_threshold_msAmount of simulation time that can elapse before new systems start falling back to cheaper versions6
cl_particle_simulateEnables/Disables Particle Simulationtrue cheat
cl_particles_dump_effectscmd cl
cl_particles_dumplistDump all new particles, optional name substring.cmd cl | linked
cl_particles_dumpsimlistDump all simulating particles, optional name substring.cmd cl | linked
cl_pclassDump entity by prediction classname.0 cl | cheat
cl_pdumpDump info about this entity to screen.-1 cl | cheat
cl_phys_animated_hierarchytrue cl
cl_phys_block_dist1 cl
cl_phys_block_fraction0.1 cl
cl_phys_debug_callback_entitiesPrint all entities that get touch callbacks. Each entity is printed only once.false cl | cheat
cl_phys_enabledEnable all physics simulationtrue cl | cheat
cl_phys_networked_start_sleepfalse cl
cl_phys_sleep_enableEnable sleeping for dynamic physics bodies.true cl | cheat
cl_phys_sound_disable_impact_sounds_under_hard_thresholdif true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold.false cl | cheat
cl_phys_stop_at_collision0 cl | cheat
cl_phys_timescaleScale time for physics1 cl
cl_phys_visualize_awakefalse cl
cl_ping_fade_deadzoneDistance from the crosshair over which the ping is completely invisible0 cl | a | release
cl_ping_fade_distanceDistance from the crosshair over which the ping fades0 cl | a | release
cl_pitchdown89 cl | cheat
cl_pitchspeed225 cl
cl_pitchup89 cl | cheat
cl_playback_screenshotsAllows the client to playback screenshot and jpeg commands in demos.false
cl_player_ping_muteIf 1, player pinging will make a sound, if 0, pings will be silent0 cl | a | release
cl_player_proximity_debugfalse cl | rep | cheat
cl_player_ragdolls_collidefalse cl | cheat | release
cl_poll_network_earlyEnable polling for network messages every frame, instead of every ticktrue release
cl_precacheinfoShow precache info (client).cmd
cl_pred_always_latchfalse cl | release
cl_pred_build_verboseVerbose spew when building prediction optimized data runs.false cl
cl_pred_optimizeOptimize for not repredicting if there were no errorstrue cl
cl_pred_parallel_postnetworktrue cl
cl_pred_print_every_cmdPrint something every time we predict a commandfalse cl | release
cl_pred_track<entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.cmd cl
cl_pred_track_offclear field track changes.cmd cl
cl_predict_body_shot_fxfalse cl | a | release
cl_predict_bomb_defusaltrue cl
cl_predict_head_shot_fxfalse cl | a | release
cl_predict_kill_ragdollstrue cl | a | release
cl_predict_weapon_droptrue cl
cl_prediction_savedata_postentitypacketreceivedExperimental optimization. If you are reading this in 2026, please delete this convar.false cl | release
cl_predictioncopy_describeDescribe datamap_t for entindexcmd cl
cl_predictioncopy_printPrint simple description of prediction copy fields for entindexcmd cl
cl_predictioncopy_runstrue cl
cl_prefer_lefthandedLeft handed preferencetrue cl | a | user | per_user
cl_printfpsPrint information from cl_showfps.cmd cl
cl_promoted_settings_acknowledged1:1748644520570 cl | a
cl_prop_debugToggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.cmd cl | cheat
cl_querycache_statsDisplay status of the query cache (client only)cmd cl | cheat
cl_quickinventory_filenameradial_quickinventory.txt cl | a | release
cl_quickinventory_lastinvtrue cl | a | release
cl_quickinventory_line_update_speed65 cl | a | release
cl_radar_always_centeredIf set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.true cl | a | release
cl_radar_icon_scale_minSets the minimum icon scale. Valid values are 0.4 to 1.25.0.6 cl | a | release
cl_radar_rotate1true cl | a | release
cl_radar_scaleSets the radar scale. Valid values are 0.25 to 1.0.0.5 cl | a | release
cl_radar_scale_alternateSets the alternate radar scale. Valid values are 0.25 to 1.0.1 cl | a | release
cl_radar_scale_dynamicToggles between a radar that scales dynamically to encompass all the detected elements on the map.true cl | a | release
cl_radar_square_alwaysIf set, the radar will always be square.false cl | a | release
cl_radar_square_with_scoreboardIf set, the radar will toggle to square when the scoreboard is visible.true cl | a | release
cl_radial_radio_tab0 cl | release
cl_radial_radio_tab_0_text_1#Chatwheel_requestspend cl | a | release
cl_radial_radio_tab_0_text_2#Chatwheel_requestweapon cl | a | release
cl_radial_radio_tab_0_text_3#Chatwheel_bplan cl | a | release
cl_radial_radio_tab_0_text_4#Chatwheel_followingyou cl | a | release
cl_radial_radio_tab_0_text_5#Chatwheel_midplan cl | a | release
cl_radial_radio_tab_0_text_6#Chatwheel_followme cl | a | release
cl_radial_radio_tab_0_text_7#Chatwheel_aplan cl | a | release
cl_radial_radio_tab_0_text_8#Chatwheel_requestecoround cl | a | release
cl_radial_radio_tab_1_text_1#Chatwheel_enemyspotted cl | a | release
cl_radial_radio_tab_1_text_2#Chatwheel_needbackup cl | a | release
cl_radial_radio_tab_1_text_3#Chatwheel_bplan cl | a | release
cl_radial_radio_tab_1_text_4#Chatwheel_bombcarrierspotted cl | a | release
cl_radial_radio_tab_1_text_5#Chatwheel_multipleenemieshere cl | a | release
cl_radial_radio_tab_1_text_6#Chatwheel_sniperspotted cl | a | release
cl_radial_radio_tab_1_text_7#Chatwheel_aplan cl | a | release
cl_radial_radio_tab_1_text_8#Chatwheel_inposition cl | a | release
cl_radial_radio_tab_2_text_1#Chatwheel_affirmative cl | a | release
cl_radial_radio_tab_2_text_2#Chatwheel_negative cl | a | release
cl_radial_radio_tab_2_text_3#Chatwheel_compliment cl | a | release
cl_radial_radio_tab_2_text_4#Chatwheel_thanks cl | a | release
cl_radial_radio_tab_2_text_5#Chatwheel_cheer cl | a | release
cl_radial_radio_tab_2_text_6#Chatwheel_peptalk cl | a | release
cl_radial_radio_tab_2_text_7#Chatwheel_sorry cl | a | release
cl_radial_radio_tab_2_text_8#Chatwheel_sectorclear cl | a | release
cl_radial_radio_tap_to_pingWhen tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in cl_radial_menu_tap_durationtrue cl | a | release
cl_radial_radio_version_reset12 cl | a | release
cl_radialmenu_deadzone_size0.4 cl | release
cl_radialmenu_deadzone_size_joystick0.17 cl | a | release
cl_ragdoll_limitMaximum number of ragdolls to show (-1 disables limit)20 cl | a
cl_ragdoll_lru_debugfalse cl | rep | cheat
cl_ragdoll_physics_enableEnable/disable ragdoll physics.1 cl
cl_ragdoll_reloadfalse cl
cl_ragdoll_workaround_thresholdMainly cosmetic, client-only effect: when client doesn't know the last position of another player that spawns a ragdoll, the ragdoll creation is simplified and ragdoll is created in the right place. If you increase this significantly, ragdoll positions on your client may be dramatically wrong, but it won't affect other clients4 cl | release
cl_random_taser_bone_yThe Y position used for the random taser force.-1 cl
cl_random_taser_force_yThe Y position used for the random taser force.-1 cl
cl_random_taser_powerPower used when applying the taser effect.4000 cl
cl_rebuyThe order in which rebuy will attempt to repurchase itemsArmor PrimaryWeapon Flashbang SmokeGrenade Defuser HEGrenade Flashbang SecondaryWeapon Molotov IncGrenade Decoy Taser cl | release
cl_redemption_reset_timestamp1760561552 cl | a | release
cl_refresh_rate_recommendation_dont_show_againfalse cl | a | release
cl_reload_hudReloads the hud scale and resets scale and borderscmd cl
cl_removedecalsRemove the decals from the entity under the crosshair.cmd cl | cheat
cl_report_predcopy_overridesReport prediction copy overridescmd cl
cl_report_soundpatchreports client-side sound patch countcmd cl
cl_resendDelay in seconds before the client will resend the 'connect' attempt0.5 release
cl_resetfpsReset information from cl_showfps.cmd cl
cl_retire_low_priority_lightsLow priority dlights are replaced by high priority onesfalse cl
cl_rr_dump_rulesPrint all response rulescmd cl | cheat
cl_rr_reloadresponsesystemsReload all response system scripts.cmd cl | cheat
cl_sanitize_muted_playersHide names and avatars of muted players.true cl | release
cl_sanitize_player_namesReplace names of other players with something non-offensive.false cl | a
cl_save_animgraph_recordingSaves all active animgraph recordings to disk Arguments: automaticallyOpenInAnimgraphEditorcmd cl | cheat
cl_sceneentity_debugDisplay all thinking scene entities and its data.false cl
cl_scoreboard_mouse_enable_bindingName of the binding to enable mouse selection in the scoreboard+attack2 cl | a
cl_scoreboard_survivors_always_onfalse cl | a | release
cl_screenmessage_notifytimeHow long to display screen message text8 cl
cl_script_add_debug_filterAdd a filter to the game debug overlaycmd cl | cheat
cl_script_add_watchAdd a watch to the game debug overlaycmd cl | cheat
cl_script_add_watch_patternAdd a watch to the game debug overlaycmd cl | cheat
cl_script_attach_debuggerConnect the vscript VM to the script debuggercmd cl | cheat
cl_script_attach_debugger_at_startupfalse cl
cl_script_break_in_native_debugger_on_errorfalse cl
cl_script_clear_watchesClear all watches from the game debug overlaycmd cl | cheat
cl_script_debugToggle the in-game script debug featurescmd cl | cheat
cl_script_dump_allDump the state of the VM to the consolecmd cl | cheat
cl_script_findFind a key in the VMcmd cl | cheat
cl_script_helpOutput help for script functionscmd cl | cheat
cl_script_help2Output help for script functions suitable for auto-completioncmd cl
cl_script_reloadReload scriptscmd cl | cheat
cl_script_reload_codeExecute a vscript file, replacing existing functions with the functions in the run scriptcmd cl | cheat
cl_script_reload_entity_codeExecute all of this entity's VScripts, replacing existing functions with the functions in the run scriptscmd cl | cheat
cl_script_remove_debug_filterRemove a filter from the game debug overlaycmd cl | cheat
cl_script_remove_watchRemove a watch from the game debug overlaycmd cl | cheat
cl_script_remove_watch_patternRemove a watch from the game debug overlaycmd cl | cheat
cl_script_resurrect_unreachableUse the garbage collector to track down reference cyclescmd cl | cheat
cl_script_trace_disableTurn off a particular trace output by file or function namecmd cl | cheat
cl_script_trace_disable_allTurn off all trace outputcmd cl | cheat
cl_script_trace_disable_keyTurn off a particular trace output by table/instancecmd cl | cheat
cl_script_trace_enableTurn on a particular trace output by file or function namecmd cl | cheat
cl_script_trace_enable_allTurn on all trace outputcmd cl | cheat
cl_script_trace_enable_keyTurn on a particular trace output by table/instancecmd cl | cheat
cl_sendtable_cache_filenameSend tables cache filesendtables.bin
cl_sequence_debug-1 cl
cl_sequence_debug2-1 cl
cl_sequence_model_substring0 cl
cl_server_graphic1_enableWhen enabled, 360x60 (<16kb) image file will be displayed to on-server spectators.true cl | release
cl_server_graphic2_enableWhen enabled, 220x45 (<16kb) image file will be displayed to on-server spectators.true cl | release
cl_show_bombsfalse cl
cl_show_clan_in_death_noticeIs set, the clan name will show next to player names in the death notices.true cl | a | release
cl_show_enemy_avatar_colorstrue cl
cl_show_equipment_valuefalse cl
cl_show_equipped_character_for_player_avatarsfalse cl | a
cl_show_matchmaking_stat_spewfalse cl
cl_show_observer_crosshairShow the crosshair of the player being observed. 0: off 1: friends and party 2: everyone2 cl | a | release
+cl_show_team_equipmentcmd cl | release
cl_ShowBoneSetupEntsShow which entities are having their bones setup each frame.false cl
cl_showdemooverlayHow often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)0
cl_showentsDump entity list to console.cmd cl | cheat
cl_showerrorShow prediction errors, 2 for above plus detailed field deltas, 3 to filter out serverside known prediction errors, -entindex for specific entity.0 cl | release
cl_showfpsDraw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )0 cl | release
cl_showloadoutToggles display of current loadout.true cl | a | per_user
cl_showmemDraw approximate memory use at top of screen0 cl | release
cl_showposDraw current position at top of screen0 cl | cheat | release
cl_showtextmsgEnable/disable text messages printing on the screen.true cl
cl_showtickShow current tick/time values. Bitmask: 1='render time' 2='GameTime' 4=time of predicted entities 8=offset of predicted entities (-1 means 'everything')0 cl | release
cl_showusercmdShow user command encodingfalse cl
cl_silencer_mode0: cannot detach; 1: press secondary fire to detach0 cl | a | user | per_user
cl_sim_grenade_trajectoryDraw trajectory of the deployed grenade if thrown from this position. Takes an optional parameter for how long the drawn trajectory will last.cmd cl | cheat
cl_simulate_dormant_entitiestrue cl
cl_skel_constraints_enabletrue rep | cheat
cl_skeleton_instance_smear_boneflagsSmear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.false cl | cheat
cl_smoke_volume_growth1 cl
cl_smoke_volumeproptrue cl
cl_smoothSmooth view/eye origin after prediction errorstrue cl
cl_smooth_draw_debugfalse cl | cheat
cl_smooth_root_catchup_factor0.21 cl | cheat
cl_smooth_root_max_accel1000 cl | cheat
cl_smooth_root_origin_coeff100 cl | cheat
cl_smooth_root_timehorizon0.125 cl | cheat
cl_smooth_root_velocity_coeff20 cl | cheat
cl_smooth_targetspeed150 cl | release
cl_smoothtimeSmooth client's view after prediction error over this many seconds0.2 cl
cl_snd_cast_cleartrue
cl_snd_cast_retriggertrue
cl_snd_new_visualizeDisplays soundevent name played at it's 3d positionfalse cl | cheat
cl_sniper_auto_rezoomAuto-rezoom snipers after a shottrue cl | a | user | per_user
cl_sniper_delay_unscopefalse cl | a | release
cl_sniper_show_inaccuracytrue cl | a | release
cl_sos_test_get_opvarcmd cl | cheat
cl_sos_test_set_opvarcmd cl | cheat
cl_soundscape_flushFlushes the client side soundscapescmd cl | cheat | server_can_execute
cl_soundscape_printdebuginfoprint soundscapescmd cl
cl_spec_show_bindingsToggle the visibility of the spectator bindings.true cl | release | clientcmd_can_execute
cl_spec_statstrue cl | release
cl_spec_use_tournament_content_standardsfalse cl | release
cl_spewserializersSpew serializerscmd cheat
cl_ss_originprint origin in script formatcmd cl
cl_teamcounter_playercount_instead_of_avatarsfalse cl | a | release
cl_teamid_overhead_colors_showShow team overhead id in teammate colortrue cl | a | release
cl_teamid_overhead_fade_near_crosshairThe amount to fade teamid when near the crosshair. Range is 0.0-1.0. 0: off0.75 cl | a | release
cl_teamid_overhead_maxdistmax distance at which the overhead team id icons will show6000 cl | cheat | per_user
cl_teamid_overhead_maxdist_specmax distance at which the overhead team id icons will show when a spectator4000 cl | cheat | per_user
cl_teamid_overhead_modeAlways show team id over teammates. 0 = off, 1 = pips; 2 = +name, 3 = +equipment3 cl | a | release
cl_teammate_color_1136 206 245 cl
cl_teammate_color_20 158 128 cl
cl_teammate_color_3241 228 65 cl
cl_teammate_color_4230 128 42 cl
cl_teammate_color_5189 44 150 cl
cl_teammate_colors_showIn competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters1 cl | a | release
cl_test_list_entitiestest-list entitiescmd cl | cheat
cl_tickpacket_desired_queuelengthThis value, multiplied by the tick interval, is added to cl_tickpacket_recvmargin_desired to obtain the effective desired recv margin.0 user
cl_tickpacket_recvmargin_spew_interval0 release
cl_ticks_net_print_thresholdPrint a message if network issues cause problems with server snapshots of user commands not being available when needed, if the percentage (0...100) exceeds this value. A value of 0 will cause the message to always print each time it is calculated2 release
cl_ticks_warning_levelPrint a message about problems with ticks and interpolation. 0=never, 1=warnings, 2=all, even if hidden by interpolation0 release
cl_ticktiming\{print\|<interval>\} [summary\|detail] Print timing stats now, or set report intervalcmd norecord | release
cl_timeoutAfter this many seconds without receiving a packet from the server, the client will disconnect itself30 a
cl_tracer_whiz_distance72 cl
cl_tracer_whiz_infront_distance32 cl
cl_track_render_eye_anglesSpew render eye anglesfalse cl | cheat
cl_trueview_show_status0=Never; 1=Only if there is a problem; 2=always2 cl | release
cl_updatevisibilityUpdates visibility bits.cmd cl
cl_use_entity_as_targetidtrue cl
cl_use_last_selected_weapon_slot_positionUse the last selected weapon slot position when switching back to a weapon slot.false cl | a | release
cl_use_old_wearable_shoulddrawfalse cl
cl_use_opens_buy_menuPressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key).false cl | a | user | per_user
cl_usercmd_max_per_movemsgmax number of CUserCmds to send in one client move message4 release
cl_usesocketsforloopbackWhen connecting to local listen server (for example, using the 'map' command), default to loopback=false, which connects to '127.0.0.1' instead of 'loopback'. This uses the network stack so that fake lag/loss can be simulated.false
cl_versus_introtrue cl | a | release
cl_viewing_vanity_loadoutfalse sv | cl | user
cl_viewtarget_clamptrue cl
cl_voiceenabledtrue cl
cl_vrr_recommendation_dont_show_againtrue cl | a | release
cl_vsnd_morph_override_ease_enabledControls whether the compiled in vsnd morph data ease in/out values are used or values set from the convars (cl_vsnd_morph_override_ease_in, cl_vsnd_morph_override_ease_out) are usedtrue cl
cl_vsnd_morph_override_ease_inIf cl_enable_vsnd_morph_override_ease_enabled is true, ease into vsnd morph driven animation over the specified number of seconds.0.2 cl
cl_vsnd_morph_override_ease_outIf cl_enable_vsnd_morph_override_ease_enabled is true, ease out of vsnd morph driven animation over the specified number of seconds.0.2 cl
cl_wallbang_heavy_thresholdThe Threshold where to switch from Light to Heavy Wallbang tracer22 cl | cheat | release
cl_weapon_clip_thinwallstrue cl | rep | cheat
cl_weapon_clip_thinwalls_debugfalse cl | rep | cheat
cl_weapon_clip_thinwalls_lockfalse cl | rep | cheat
cl_weapon_clip_thinwalls_pitchlimit_down67 cl | rep | cheat
cl_weapon_clip_thinwalls_pitchlimit_up77 cl | rep | cheat
cl_weapon_debug_show_accuracyDraws a circle representing the effective range with every shot.0 cl | cheat | release
cl_weapon_debug_show_accuracy_duration10 cl | cheat | release
cl_weapon_selection_rarity_colorfalse cl | a | release
cl_workshop_map_download_timeout120 cl
cl_yawspeed210 cl
clearClear console output.cmd norecord | release
clear_bombscmd sv | cheat
clear_debug_flags_on_deathtrue sv
clearallClear console output from all views.cmd norecord | release
cli_ent_attachmentsDisplays the interpolated attachment points on an entity. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cli_ent_hitboxDisplays the skeleton for the given entity(ies). Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cli_ent_pivotDisplays the interpolated pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cli_ent_skeletonDisplays the skeleton for the given entity(ies). Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
cli_ent_vcollide_wireframeDisplays the interpolated vcollide wireframe pm am entity. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
clientportIf non-zero, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection.0 release
closecaptionEnable close captioning.false cl | a | user
cloth_filter_transform_statelessEnable the new, stateless version of FilterTransformfalse
cloth_ground_plane_thicknessRaise ground by this much for all cloth that traces the ground; should be 0 ideally3
cloth_iv_dump4 cl
cloth_iv_store_backfalse cl | rep
clutch_mode_toggleToggle clutch mode convarcmd cl | release
cmdForward command to server.cmd
cojob_lock_hold_warning_threshold_msHow long in milliseconds before we warn about lock hold duration10000 sv | cl | rep
cojob_max_no_yield_time_usWill spew if a job takes longer than the specified number of microseconds3000 sv | cl | rep
collect_entity_model_nameCollect model names of the entities you're pointing atcmd sv | cheat
commentaryDesired commentary mode state.false sv | a
commentary_availableAutomatically set by the game when a commentary file is available for the current map.false sv
commentary_cvarsnotchangingcmd sv
commentary_finishnodecmd sv
commentary_node_use_viewfacingfalse cl
composite_material_use_bc7true cl
con_enableAllows the console to be activated.true a | per_user
con_logfile_suffixSuffix to append to the console log, may be changed to reopen the log0
condumpdump the text currently in the console to condumpXX.logcmd release
connectConnect to a remote server.cmd release
connect_hltvConnect to a remote HLTV server.cmd release
consoletoolOpen a VConsole subtool.cmd norecord | release
contributionscore_assistamount of contribution score added for an assist1 sv | release
contributionscore_assist_reqsextra requirements to earn contribution score for an assist1 sv | release
contributionscore_bomb_defuse_majoramount of contribution score for defusing a bomb while at least one enemy remains alive3 sv | release
contributionscore_bomb_defuse_minoramount of contribution score for defusing a bomb after eliminating enemy team1 sv | release
contributionscore_bomb_explodedamount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round1 sv | release
contributionscore_bomb_plantedamount of contribution score for planting a bomb2 sv | release
contributionscore_cash_bundleamount of contribution score for picking up a cash bundle0 sv | release
contributionscore_crate_breakamount of contribution score for breaking an item crate0 sv | release
contributionscore_hostage_killamount of contribution score for killing a hostage, normally negative-2 sv | release
contributionscore_hostage_rescue_majoramount of contribution score added to rescuer per hostage rescued3 sv | release
contributionscore_hostage_rescue_minoramount of contribution score added to all alive CTs per hostage rescued1 sv | release
contributionscore_killamount of contribution score added for a kill2 sv | release
contributionscore_kill_factorpercentage of victim's contribution score to award to their killer as a bonus0 sv | release
contributionscore_kill_reqsextra requirements to earn contribution score for a kill1 sv | release
contributionscore_objective_killamount of contribution score added for an objective related kill3 sv | release
contributionscore_participationamount of contribution score awarded to players for active participation in the round0 sv | release
contributionscore_suicideamount of contribution score for a suicide, normally negative-2 sv | release
contributionscore_team_killamount of contribution score for a team kill, normally negative-2 sv | release
convars_echo_toggle_changesEcho to the console changes caused by toggling.true
convert_steamidConvert SteamID into multiple formatscmd cl
cpu_levelCPU Level - Default: High2 cl
cpuinfoPrint CPU configuration informationcmd
cq_buffer_bloat_msecs_maxServer will not allow the client to buffer up more than N ms of commands.64 rep | release
cq_debugVerbose command queue logging.0 sv | rep
cq_dilation_percentageWhen speeding up slowing down, this is how much5 sv | cl | rep
cq_enableRun one usercmd per server tick and maintain a buffer. Client speeds up/slows down it's usercmd tick rate to maintain server command queue buffering.true sv | cl | rep
cq_loggingcommand queue logging of events.false sv | release
cq_logging_intervalcommand queue logging per player stats every N seconds, 0 to disable.0 sv | release
cq_max_starved_substitute_commandsServer will stop generating substitute commands if client hasn't sent one, after N in a row4 sv | release
cq_print_every_commandprint every command as we execute itfalse sv | release
crashCrash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: force an Assert 3: infinite loop 4: stack buffer overrun 5: multiple asserts across multiple threads. Optional number of threads (default 5) 6: looping memory leak until we're out of memory. Optional allocation size in bytes (default 1048576/1MB)cmd cheat
crash_errorCause the engine to crash by Plat_FatalError on main thread (Debug!!)cmd cheat
crash_error_jobCause the engine to crash by Plat_FatalError on job thread (Debug!!)cmd cheat
crash_error_threadCause the engine to crash by Plat_FatalError on non-main thread (Debug!!)cmd cheat
crash_jobCause the engine to crash in a job thread (Debug!!)cmd cheat
crash_threadCause the engine to crash in a brand new non-main thread (Debug!!)cmd cheat
create_radius_damageCauses radius damage where you're looking, at the passed in radius.cmd sv | cheat
CreatePredictionErrorCreate a prediction errorcmd sv | cheat
creditsdonecmd sv
crosshairtrue cl | a | per_user
cs_hostage_near_rescue_music_distance2000 sv | cheat
cs_logtouchexpansioncs_logtouchexpansion <ent index or -1 for all>. Log player touch expansion component.-2 sv | cheat
cs_minimap_create_output_sizeSize of minimap texture generated with cs_minimap_create (512 default)1024 cl | release
cs_quit_promptQuit the gamecmd cl | release
cs_ShowStateTransitionscs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.-2 sv | cheat
CS_WarnFriendlyDamageIntervalDefines how frequently the server notifies clients that a player damaged a friend3 sv | cheat
csgo_3d_skyboxtrue cl
csgo_demoui_playbeck_timestep_valueNumber of seconds to seek when using TimeStep buttons on demo playback controller.15 cl
csgo_demoui_player_death_seek_lead_up_timeSeek to a moment this amount of seconds leading up to a player death instead of the exact time of the death.1 cl
csgo_demoui_previous_event_search_offsetDo not consider events that happened in the last specified number of seconds when a user clicks 'previous' on the UI.2 cl
csgo_disable_preview_mapsfalse cl
csgo_download_matchDownloads a match via serial code and starts playbackcmd cl | norecord | clientcmd_can_execute
csgo_fatdemo_enablefalse sv | cl | rep | release
csgo_fatdemo_outputtest.fatdem sv | cl | rep | release
csgo_map_preview_scale8 cl | a
csgo_nav_jump_link_detour_thresholddon't traverse a jump link if there's a detour that costs less than this amount1500 sv | rep
csgo_use_fullsort_for_opaquefullsort the opaque pass when there wasn't a depth prepasstrue cl | cheat
csm_bias_override_01 cheat
csm_bias_override_11 cheat
csm_bias_override_21 cheat
csm_bias_override_31 cheat
csm_cascade0_override_dist-1 cheat
csm_cascade1_override_dist-1 cheat
csm_cascade2_override_dist-1 cheat
csm_cascade3_override_dist-1 cheat
csm_cascade_viewdir_shadow_bias_scale2 cheat
csm_max_dist_between_caster_and_receiverdefault pushback15000 cheat
csm_max_num_cascades_overrideNumber of cascades in sunlight shadow3
csm_max_shadow_dist_override560
csm_max_visible_dist7500 cheat
csm_res_override_00 cheat
csm_res_override_10 cheat
csm_res_override_20 cheat
csm_res_override_30 cheat
csm_shadow_worldview_align_x_to_ufalse cheat
csm_shadow_worldview_shear_align_z_to_vfalse cheat
csm_split_log_scalar0.85 cheat
csm_sst_max_visible_dist2000 cheat
csm_sst_pushback_distancedefault pushback1500 cheat
csm_sst_shadow_focus_region_maxz2000 cheat
csm_sst_shadow_focus_region_minz-2000 cheat
csm_viewdir_shadow_bias0 cheat
csm_viewmodel_farz30 cheat
csm_viewmodel_max_shadow_dist21 cheat
csm_viewmodel_max_visible_dist1000 cheat
csm_viewmodel_nearz0.5 cheat
csm_viewmodel_shadowstrue
custom_bot_difficultyBot difficulty for offline play.2 sv | cl | rep | release
cv_bot_ai_bt_debug_targetDraw the behavior tree of the given bot.-1 sv | rep | cheat
cv_bot_ai_bt_hiding_spot_showDraw hiding spots.false sv | rep | cheat
cv_bot_ai_bt_moveto_show_next_hiding_spotDraw the hiding spot the bot will check next.false sv | rep | cheat
cvarlistShow the list of convars/concommands.cmd release
cyclevarCycle through specified convar values.cmd norecord | release
d3d_max_feature_levelReport the maximum D3D feature level available.11_1
damage_impact_heavyDamage ABOVE this value is considered heavy damage40 cl
damage_impact_mediumDamage BELOW this value is considered light damage20 cl
dbghist_addlineAdd a line to the debug history. Format: <category id> <line>cmd sv
dbghist_dumpDump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player 5: Player Teleport 6: Blind Zombie Sounds 7: Player Continuouscmd sv
debug_destructible_partsDraw debug information for destructible parts.false sv | cl | rep
debug_destructible_parts_enabledToggle enabling/disabling the destructible parts system for debug.true sv | cl | rep | cheat
debug_destructible_parts_radius_damagefalse sv | cl | rep
debug_destructible_parts_ttlHow long the debug draws stick around for, unless they're per-tick.1 sv | cl | rep
debug_error_modelfalse sv | cl | rep | cheat
debug_font_sizeFont size for the debug font14
debug_overlay_fullpositionfalse sv
debug_physimpactfalse sv
debug_purchase_defidxPurchase an item by defindexcmd cl | release | clientcmd_can_execute
debug_radial_damagefalse sv | cl | rep | cheat
debug_shared_randomfalse sv | cl | rep
debug_takedamage_summariesfalse sv | cheat
debug_visibility_monitor0 sv | cheat
debugoverlay_cycle_domainToggles visibility of the debug overlay system.cmd sv | cheat
debugoverlay_cycle_stateToggles visibility of the debug overlay system.cmd sv | cheat
debugoverlay_dashboardMakes the debug overlay dashboard visible.cmd sv | cheat
debugoverlay_force_respect_ttlForce respect TTL even when clearing scopesfalse cheat
debugoverlay_hide_imguiHides the overlay.cmd sv | cheat
debugoverlay_show_text_outlineToggle display of box around textfalse cheat
debugoverlay_text_scaleScale of the text used for 3d display1 a | cheat
debugoverlay_toggleToggles visibility of the debug overlay system.cmd sv | cheat
decalfrequency10 sv | nf
default_fov90 cl | cheat
demo_allow_game_mismatchAllow playback of demo even if game directories are not matched [may crash or fail to load].false
demo_flushFlush writing the demo file every network updatefalse a
demo_gotoSkips to location in demo.cmd release
demo_gotomarkSkips the current demo playback to the marked tickcmd release
demo_gototickSkips to a tick in demo.cmd release
demo_highlight_fade_durationDuration of the fade in and of the fade out transitions (fade in + fade out is 2x this value).0.25 cl | release
demo_highlight_seconds_afterHow many seconds after the actual highlight event to show when viewing highlights.2 cl | release
demo_highlight_seconds_beforeHow many seconds before the actual highlight event to show when viewing highlights.6 cl | release
demo_infoPrint information about currently playing demo.cmd release
demo_marktickMarks the current demo playback tick for later usecmd release
demo_max_consecutive_skip_packetsDon't skip more than N messages in a row when skipping in a demo file.2500
demo_mouse_enable_bindingName of the binding to enable mouse on demo playback UIdrop cl | a
demo_pausePauses demo playback.cmd release
demo_pause_at_endPause demo playback when the end of the file is reached, otherwise quit to main menu.true cl | release
demo_pauseatservertickPauses when the 'render time' reaches the specified tick.cmd release
demo_playback_override_settingsfalse cl
demo_quitafterplaybackQuits game after demo playback.false release
demo_recordcommandsRecord commands typed at console into .dem files.true cheat
demo_resumeResumes demo playback.cmd release
demo_skip_to_shot_seconds_beforeHow many seconds before the shot to skip to when skipping to a specific shot ID.2 cl | release
demo_step_tickPlay for N ticks (default=1) and then pause.cmd release
demo_timescaleSets demo replay speed.cmd release
demo_togglepauseToggles demo playback.cmd release
demo_ui_modeUI mode for demo playback. 0 = disabled, 1 = minimal, 2 = full2 cl | release
demo_usefastgotoUse fast frame skipping when available for demo_goto commands.true
demo_writefullupdate_rateInterval time in seconds to write full updates to demo.60
demo_writemetafilesave current meta file demo_<version>.meta file for use in demo upconversion.cmd norecord
demolistPrint demo sequence list.cmd release
demouiShow/hide demo playback uicmd cl | release
destructible_parts_destroy_parts_when_gibbingtrue sv | cl | rep
dev_add_onground_on_spawnShould we mess with the ground flag when we spawn? (I don't think we should). If we don't hit the assert in CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022.false sv | release
dev_send_gc_message<msgid> Send a blank body message with a given ID to gc for routing testscmd cl
dev_send_gc_message_server<msgid> Send a blank body message with a given ID to gc for routing testscmd sv
dev_simulate_gcdown<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)cmd cl
developerSet developer message level.1 release
diffcheckActivate diffcheck system.true
diffcheck_playerslot0
diffcheck_spewActually show diffcheck results.true
diffcheck_spew_diff_filterShow diff with matching filter substring only.0
diffcheck_spew_diff_onlyShow diff only.false
differencesShow all convars which are not at their default values (optional restricted to specific flags).cmd release
disable_dynamic_prop_loadingIf non-zero when a map loads, dynamic props won't be loadedfalse sv | cheat
disable_priority_boostDisable focus based priority boostcmd
disable_source_soundscape_traceBypasses lookup of soundscapes for indvidual audio sources when enabled.false sv
disconnectDisconnect from servercmd release
display_game_eventsfalse sv | cheat
dlight_debugCreates a dlight in front of the playercmd cl | cheat
dm_reset_spawnscmd sv
dm_togglerandomweaponsTurns random weapons in deathmatch on/offcmd cl | server_can_execute | clientcmd_can_execute
dota_enable_spatial_audioFlag to enable spatial audio in Dota 2.false release
dota_overhead_on_received_itemEmit an overhead particle effect on receiving an item from an ally.true sv | cl | rep
dota_spatial_audio_mixMix value to blend spatial and non-spatial audio in Dota 2.1 release
drawcrossDraws a cross at the given location Arguments: x y zcmd sv | cheat
drawlineDraws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2cmd sv | cheat
drawoverviewmapDraws the overview mapcmd cl
drawradarDraws HUD radarcmd cl
ds_workshop_changelevelChangelevel to an available workshop map by namecmd sv | release
ds_workshop_listmapsDump workshop maps available on this servercmd sv | release
dsp_automatic0 demo
dsp_db_min80 demo
dsp_db_mixdrop0.5 demo
dsp_dist_max1440 cheat | demo
dsp_dist_min0 cheat | demo
dsp_mix_max0.8 demo
dsp_mix_min0.2 demo
dsp_offfalse cheat
dsp_vol_2ch1 demo
dsp_vol_4ch0.5 demo
dsp_vol_5ch0.5 demo
dsp_volume0.8 a | demo
dump_entity_reportList all client-side entities in the scenecmd cl | cheat
dump_globalsDump all global entities/statescmd sv
dump_loc_tokenList information on the given tokencmd
dump_localization_filesList all loaded localization filescmd
dump_panorama_css_propertiesPrints out all valid panorama CSS properties and their documentationcmd release
dump_panorama_eventsprint panorama event types and their documentationcmd release
dump_panorama_render_command_statscmd
dump_response_symbolsprint all response symbols to the consolecmd sv
dump_secondary_scene_worldsLists secondary scene worlds and ref countscmd cl
dumpparticlelistPrint out information on existing particle systemscmd cheat
dumpstringtableUsage: dumpstringtable <tablename \|all> <sv \| cl> <verbose \| simple> <element> Print string tables to console, verbose to dump data, simple to show name and count only, can specifiy a single numeric element index to restrict spew.cmd
echoEcho text to console.cmd server_can_execute
echolnEcho the command arguments on the consolecmd release
econ_build_pinboard_images_from_collection_nameRenders and saves images for all models in a collection.cmd cl
econ_clear_inventory_imagesclear the local inventory images (they will regenerate)cmd cl
econ_show_items_with_tagLists the item definitions that have a specified tag.cmd cl
enable_boneflextrue cl | a
enable_priority_boostDisable focus based priority boostcmd
endmatch_votenextmapVotes for the next map at the end of the matchcmd cl | clientcmd_can_execute
endmovieStop recording movie frames.cmd norecord
endroundEnd the current round.cmd sv | cheat
engine_accurate_input_processing_delta_timeWhen true, elapsed time given to the input processing will be the time elapsed since the last input processing. This is only relevant when input is processed multiple times per frame ( i.e. multiple ticks per frame)false
engine_allow_multiple_simulates_per_frameWhen the client is catching up in low frame rate situations, should we run client simulate more than once a frame?false
engine_allow_multiple_ticks_per_frameWhen the client is catching up in low frame rate situations, should we run tick more than once a frame?true
engine_client_tick_pad_enablefalse
engine_cpu_info_extendedCPU the engine is running on.20 CPUs (14 cores - 6P/8E), Frequency: 2.5 GHz, Features: F/M/S 6/191/2 GenuineIntel '13th Gen Intel(R) Core(TM) i5-13500' SSE SSE2 SSE4.1 SSE4.2 AVX AVX2 MMX RDTSC RDTSCP CMOV FCMOV PCLMULQDQ (64-bit process)
engine_frametime_amnesty_debugEnable logging about events that disable frame time warningsfalse
engine_frametime_print_reportPrint a performance report from the current data in the vprof 'lite' profilercmd
engine_frametime_warnings_enableEnable framerate-related warnings, such as sv_long_frame_ms. Disabling warnings is useful when running in situations such a debug where a slow frame rate is expectedfalse
engine_low_latency_sleep_after_client_tickWhen r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation.false release
engine_max_resource_system_update_time5
engine_max_ticks_to_simulateMax number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.-1
engine_no_focus_sleep20 a
engine_no_focus_sleep_vconsole_suppressWhen VConsole is in the foreground, don't trigger engine_no_focus_sleep behaviortrue
engine_ostypeOS type the engine is running on.Windows 11
engine_platform_name_extendedPlatform the engine is running on.pc64
engine_render_onlyfalse
engine_rendersystem_initRendersystem option requested (changing this does not change the rendersystem).-dx11
engine_rendersystem_shader_modelRendersystem shader model in use (changing this does not change the shader model).111
engine_rendersystem_usedRendersystem option in use (changing this does not change the rendersystem).-dx11
engine_show_frame_pacingfalse release
engine_show_frame_ticksfalse
engine_sse42turn on sse4.2 optimizations in the enginetrue
englishIf set to 1, running the english language set of assets.true cl | user
ent_absboxDisplays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_actornamesDisplays the entity name for all entities that have ShouldDisplayInActorNames true in codecmd sv | cheat
ent_actornames_fontent_actornames font nameConsolas sv | cl | rep | cheat
ent_actornames_fontsizeent_actornames font size24 sv | cl | rep | cheat
ent_animgraph_debugDisplays debug draws about the given entity(ies) animgraph Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_animgraph_recordToggles recording of animgraph replay of the given entity(s) Arguments: entityName automaticallyOpenInAnimgraphEditor Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_animgraph_setvarSets a variable on the animgraph of the given entity(s) Arguments: <varname>=<value> <\{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}>cmd sv | cheat
ent_attachment_filter_substringsIf an attachment's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '\|' character.0 sv | cheat
ent_attachmentsDisplays the attachment points on an entity. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_autoaimDisplays the entity's autoaim radius. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_bboxDisplays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_bitvec_enablefalse sv
ent_bonemergeplayerBonemerge the player onto the entity under the crosshairscmd sv | cheat
ent_callent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scopecmd sv | cheat
ent_cancelpendingentfiresCancels all ent_fire created outputs that are currently waiting for their delay to expire.cmd sv
ent_characterizeSpew PVS debug info for entitycmd sv
ent_clear_debug_overlaysClears all debug overlayscmd sv | cheat
ent_createCreates an entity of the given designer or subclass name where the player is looking.cmd sv | cheat | vconsole_fuzzy
ent_debug_animUse the specified entity for animation debugging.cmd cl
ent_debug_draw_thinkersfalse sv | cl | rep
ent_findFind and list all entities with classnames or targetnames that contain the specified substrings. Format: find_ent <substring>cmd sv | cheat
ent_find_indexDisplay data for entity matching specified index. Format: find_ent_index <index>cmd sv | cheat
ent_fireUsage: ent_fire <target> [action] [value] [delay]cmd sv | cheat | vconsole_fuzzy
ent_fire_outputUsage: ent_fire_output <target> [output name] [value] [delay]cmd sv | cheat | vconsole_fuzzy
ent_gibGibs the given entity(s) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_grabgrabs the object in front of the player. Options: -loose -multiple -togglecmd sv | cheat
ent_hierarchyPrints the entity hierarchy tree rooted at the specified ent(s)cmd sv | cheat
ent_hitboxDisplays the hitboxes for the given entity(ies). Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_infoUsage: ent_info <class name>cmd sv | cheat
ent_joint_axis_size4 sv
ent_joint_filter_substringsIf a joint's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '\|' character.0 sv | cheat
ent_joint_linesDraw a line between a rendered joint and its parent.true sv | cheat
ent_joint_namesDraw the name of a rendered joint.true sv | cheat
ent_joint_only_ik_jointsfalse sv
ent_joint_use_bind_posefalse sv
ent_jointsDisplays the joint names + axes an entity. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_killKills the given entity(s) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_list_reportReports all list of all entities in a map, one by onecmd sv
ent_messagesToggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_messages_drawVisualizes all entity input/output activity.false sv | cl | rep | cheat
ent_nameDisplays the entity namecmd sv | cheat
ent_orientOrient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles>cmd sv | cheat
ent_pickerToggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug informationcmd sv | cheat
ent_pivotDisplays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_pivot_size20 sv | a | cheat
ent_rboxDisplays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd cl | cheat
ent_removeRemoves the given entity(s) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_remove_allRemoves all entities of the specified type Arguments: \{entity_name\} / \{class_name\}cmd sv | cheat
ent_revert_dormancy_changefalse cl
ent_rotateRotates an entity by a specified # of degreescmd sv | cheat
ent_scaleScales entities. Arguments: <scale factor> <\{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}>cmd sv | cheat
ent_scenehierarchyPrints the entity scenenode hierarchy tree rooted at the specified ent(s)cmd sv | cheat
ent_script_dumpDumps the names and values of this entity's script scope to the console Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_selectSelect or deselects the given entities(s) for later manipulation Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_setangSet entity anglescmd sv | cheat
ent_setnameSets the targetname of the given entity(s) Arguments: <new entity name> <\{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}>cmd sv | cheat
ent_setposMove entity to positioncmd sv | cheat
ent_show_contextsShow entity contexts in ent_text displayfalse sv | cheat
ent_show_damageSets damage display mode. When on, you will see the amount of damage dealt over the target's head.cmd sv | cheat
ent_show_response_criteriaPrint, to the console, an entity's current criteria set used to select responses. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_showonlyattachment0 sv | cheat
ent_skeletonDisplays the skeleton for the given entity(ies). Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_skeleton_durationDuration of ent_skeleton display0 sv | cl | rep | cheat
ent_skeleton_only_ik_jointsfalse sv
ent_steadystate_batchsizeMax number of entities to transmit to player20 sv
ent_steadystate_delayTime in seconds without network state changes until an entity is considered for trickle updates5 sv
ent_steadystate_enablefalse sv
ent_steadystate_intervalRate at which entities can be trickled to players0.1 sv
ent_teleportTeleport the specified entity to where the player is looking. Format: ent_teleport <entity name>cmd sv | cheat
ent_test_interpolationfalse cl
ent_textDisplays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat | vconsole_fuzzy
ent_text256Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_text_clearHide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_text_filterSet which ent_text filters you want:cmd sv | cheat
ent_text_flags_active-1 sv | a | cheat
ent_text_no_name_really_i_mean_itfalse sv | cheat
ent_text_radiusDisplays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: <Radius> <\{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}>cmd sv | cheat
ent_text_sticky_addAdds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_text_sticky_clearClears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_text_sticky_dumpSpews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_text_sticky_removeRemoves from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_ungrabun-grabs all objectscmd sv | cheat
ent_vcollide_wireframeDisplays the interpolated vcollide wireframe pm am entity. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_viewoffsetDisplays the eye position for the given entity(ies) in red. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
ent_visibility_tracesDisplays visibility traces for the given entity Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat | vconsole_fuzzy
entity_log_load_unserializeOutput unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client0 sv | cl | rep | cheat
entity_lump_listList all known entity lumpscmd
entity_lump_spewDump the contents of an entity lumpcmd
entityreportReports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.cmd sv
entitysummarySummarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.cmd sv
entsList server entities, sorted by spawn groupcmd sv
eom_local_player_defeat_anim_enabledtrue cl | a | release
escapeEscape key pressed.cmd release | clientcmd_can_execute
execExecute a cfg filecmd norecord | release
exec_asyncExecute a cfg file over timecmd cheat | norecord
execifexistsExecute a cfg file if file existscmd norecord | release
execute_command_every_frame0 cheat
explodeKills the player with explosive damagecmd sv | cheat
explodevectorKills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>cmd sv | cheat
fade_debug_splitscreen_slot-1 cl
fadeinfadein \{time r g b\}: Fades the screen in from black or from the specified color over the given number of seconds.cmd sv | cheat
fadeoutfadeout \{time r g b\}: Fades the screen to black or to the specified color over the given number of seconds.cmd sv | cheat
ff_damage_bullet_penetrationIf friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player0 sv | cl | rep | release
ff_damage_decoy_explosionEnables or disables team damage from decoy detonationfalse sv | cl | rep | release
ff_damage_reduction_bulletsHow 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 enemy)0.33 sv | cl | rep | release
ff_damage_reduction_grenadeHow much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)0.85 sv | cl | rep | release
ff_damage_reduction_grenade_selfHow 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 done to an enemy)1 sv | cl | rep | release
ff_damage_reduction_otherHow much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)0.4 sv | cl | rep | release
filesystem_buffer_sizeSize of per file buffers. 0 for none0
filesystem_fake_latency0
filesystem_max_stdio_read16
filesystem_nativeUse native FS or STDIOtrue
filesystem_report_buffered_iofalse
filesystem_unbuffered_iotrue
findFind concommands with the specified string in their name/help text.cmd release
findflagsFind concommands by flags.cmd release
fire_use_modifierfalse sv | cl | rep
firetargetcmd sv | cheat
firstpersonSwitch to firstperson camera.cmd cl | release | execute_per_tick
fish_debugShow debug info for fishfalse cl | cheat
fish_dormantTurns off interactive fish behavior. Fish become immobile and unresponsive.false sv | rep | cheat
fog_color-1.000000 -1.000000 -1.000000 cl | cheat
fog_colorskybox-1.000000 -1.000000 -1.000000 cl | cheat
fog_enableEnable fogtrue cl | cheat
fog_enableskyboxtrue cl | cheat
fog_end-1 cl | cheat
fog_endskybox-1 cl | cheat
fog_hdrcolorscale-1 cl | cheat
fog_hdrcolorscaleskybox-1 cl | cheat
fog_maxdensity-1 cl | cheat
fog_maxdensityskybox-1 cl | cheat
fog_overrideOverrides the map's fog settings (-1 populates fog_ vars with map's values)0 cl | cheat
fog_override_colorSets the fog color overridecmd cheat
fog_override_enableUse fog_override convars instead of world fog datafalse cheat
fog_override_end3500 cheat
fog_override_exponent2 cheat
fog_override_max_density0.4 cheat
fog_override_start1000 cheat
fog_start-1 cl | cheat
fog_startskybox-1 cl | cheat
fog_volume_debugIf enabled, prints diagnostic information about the current fog volumefalse sv
footstep_audible_threshold0.55 sv | cl | rep
footstep_debugfalse sv | cl | rep
footstep_force_volume-1 sv | cl | rep
fov_cs_debugSets the view fov if cheats are on.0 cl | cheat
fov_desiredSets the base field-of-view.75 cl | a | user
fp_traceToggle field path tracing to filecmd
fps_maxFrame rate limiter. 0=no limit. Does not apply to dedicated server.0 a | release
fps_max_toolsAdditional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit.120 a
fps_max_uiFrame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server.200 a
frag_grenade_blip_frequency1 sv | cl | rep
freecamera_accelTweak this parameter to adjust Free Camera movement acceleration.5 cl
freecamera_fog_endFog end for Free Camera.2500 cl
freecamera_fog_startFog start for Free Camera.1800 cl
freecamera_max_speedTweak this parameter to adjust Free Camera movement max speed.500 cl
freecamera_rotation_multiplierTweak this parameter to adjust Free Camera mouse rotation.10 cl
freecamera_zfarFog start for Free Camera.4500 cl
fs_async_threadsNumber of IO threads in async filesystem (-1 == auto)-1
fs_clear_open_duplicate_timesClear the list of files that have been opened.cmd
fs_dump_open_duplicate_timesSet 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 spent reading from them.cmd
fs_fake_read_delay_msAdd N ms of delay to every low-level read operation, to simulate a slow disk0 release
fs_report_async_iofalse
fs_report_long_reads0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold0
fs_report_sync_opens0:Off, 1:Always, 2:Not during load0 release
fs_spew_readfieldlistindex <threshold bytes>: spew changes to ent index, optionally only spewing if update is > than threshold bytescmd cheat
fs_warning_mode0:Off, 1:Warn main thread, 2:Warn other threads0
func_break_max_pieces15 sv | a | rep
func_break_reduction_factor0.5 sv
func_breakdmg_bullet0.5 sv
func_breakdmg_club1.5 sv
func_breakdmg_explosive1.25 sv
func_mover_async_movable_navmesh_updatestrue sv
func_mover_debugfalse sv
func_mover_debug_followerfalse sv
func_mover_get_speed_override0 sv
func_mover_verbose_log_count15 sv
func_rotator_debugfalse sv
g_debug_angularsensorfalse sv | cheat
g_debug_constraint_soundsEnable debug printing about constraint sounds.false sv | cheat
g_debug_doorsfalse sv
g_debug_ragdoll_visualizefalse cl | cheat
g_ragdoll_fadespeed600 cl
g_ragdoll_important_maxcount2 sv | cl | rep
g_ragdoll_lvfadespeed100 cl
g_ragdoll_maxcount5 sv | cl | rep
game_aliasSet the configuration of game type and mode based on game alias like 'deathmatch'.cmd release
game_modeThe current game mode (based on game type). See GameModes.txt.1 sv | cl | rep | release
game_typeThe current game type. See GameModes.txt.0 sv | cl | rep | release
gameevents_showeventlistenersShow listening addition/removalsfalse
gameevents_showeventsDump game events to console. (1 = Show Signaling, 2 = Show Posting also).0
gameinstructor_dump_open_lessonsGives a list of all currently open lessons.cmd cl | cheat
gameinstructor_dump_run_lesson_countsGives a list of lessons that been completed or showncmd cl | cheat
gameinstructor_enableDisplay in game lessons that teach new players.false cl | release
gameinstructor_find_errorsSet to 1 and the game instructor will run EVERY scripted command to uncover errors.false cl | cheat
gameinstructor_reload_lessonsShuts down all open lessons and reloads them from the script file.cmd cl
gameinstructor_start_sound_cooldownNumber of seconds forced between similar lesson start sounds.4 cl
gameinstructor_teach_lessonForce a specific lesson to be triggeredcmd cl
gameinstructor_verboseSet to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.0 cl | cheat
gameinstructor_verbose_lessonDisplay more verbose information for lessons have this name.0 cl | cheat
gamestats_file_output_directoryWhen -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath0 sv
gameui_hideHides the game UIcmd release
gc_secret_keySecret key for authenticating with the GC0 sv | prot
generate_null_containerGenerated a nulled out container.cmd linked
generate_trash_synthArgs: [Asset directory Path]cmd linked
getposdump position and angles to the consolecmd cl | cheat
getpos_exactdump origin and angles to the consolecmd cl | cheat
getposcopydump position and angles to the console and clipboardcmd cl | cheat
getposcopy_exactdump origin and angles to the console and clipboardcmd cl | cheat
gfx_calculate_skin_diffusion_profile_dipoleCalculate a skin diffusion profile using scattering constants.cmd
gfx_generate_6point_ballGenerates a reference 6-point lighting ballcmd
gfx_generate_ao_cone_responseGenerates a LUT for AO cone vs. spherecmd
gfx_generate_ao_sphere_responseGenerates a LUT for AO proxy calculationscmd
gfx_generate_arhosek_solar_radiance_imageGenerate solar radiance imagecmd
gfx_generate_cone_cone_union_LUTGenerates a LUT for cone-cone unioncmd
gfx_generate_cone_cone_union_sliceGenerates a LUT for cone-cone unioncmd
gfx_generate_ellipse_coneangle_LUTGenerates a LUT to give a cone angle from parameterized ellipsecmd
gfx_generate_ggx_lutsGenerate LUTs for modified GGXcmd
gfx_generate_limb_darkening_datasetsEXR containing sky model limb darkening datasetscmd
gfx_generate_poisson_diskGenerate a poisson disk of N samples using best-candidate sampling.cmd
gfx_generate_preintegrated_brdfGenerate a pre-integrated BRDF LUTcmd
gfx_generate_sh_ballGenerates a reference spherical harmonics lighting ballcmd
gfx_generate_sh_skyboxesGenerates SH skyboxescmd
gfx_generate_sin_pulse_textureGenerate a sine pulse texturecmd
gfx_generate_skin_diffuse_warpGenerate the diffuse warp lookup texture used for pre-integrated skin shading.cmd
gfx_generate_skin_shadow_warpGenerate the shadow warp lookup texture used for pre-integrated skin shading.cmd
gfx_generate_skin_shadow_warp_shadow_widthRemapped width of the shadow penumbra0.5
gfx_generate_solar_datasetsEXR containing sky model solar datasetscmd
gfx_generatemips_testTest generate mips 32 bitscmd
gfx_graph_cie_color_matching_approx_funcsGraphs CIE1931 functions to make sure they look rightcmd
gfx_graph_lightmap_filter_kernelsGraphs the old broken filter kernel and candidates for new onescmd
gfx_hemioct_flat_normal_testDetermine which constant(s) to use to preserve flat normals under HemiOctohedron normal map encodingcmd
gfx_load_skin_diffusion_profileLoad a measured diffusion profile.cmd
gfx_load_skin_diffusion_profile_imageLoad a custom skin diffusion profile.cmd
gfx_load_skin_diffusion_profile_sum_of_gaussiansLoad sum-of-gaussians skin diffusion profile.cmd
gfx_make_gpu_scrambled_halton_codeMake some code for mecmd
giveGive item to player. Arguments: <item_name>cmd sv | vconsole_fuzzy
give_orientedGive item oriented to player angles. Arguments: <item_name>cmd sv | vconsole_fuzzy
givecurrentammoGive a supply of ammo for current weapon..cmd sv | cheat
gl_cleartrue cl
global_setglobal_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).cmd sv | cheat
glow_outline_widthWidth of glow outline effect in screen space.6 cl | cheat
glow_use_tolerance0.85 cl | rep | cheat
godToggle by default, or 0 to disable and 1 to enable. Player becomes invulnerable.cmd sv | cheat
gotv_theater_containerEnables GOTV theater mode for the specified container, setting it to 'live' will play top live matches0 cl | release
gpu_levelGPU Level - Default: High3 cl
gpu_mem_levelMemory Level - Default: High2 cl
grepgrep line for pattern, print out matching lines onlycmd release
groupsShow status of all spawn groups.cmd sv | cheat
hammer_bevel_leave_edgesfalse
hammer_dota_path_falloff1
hammer_dota_path_fixuptrue
hammer_dota_path_opacity0
hammer_dota_path_sharpness0.5
hammer_dota_path_use_material_settingstrue
hammer_dota_path_width150
hammer_draw_boundsfalse
hammer_draw_dirty_boundsfalse
hammer_draw_model_raytrace_datafalse
hammer_draw_model_skeletonfalse
hammer_draw_overlay_triangles_in_boxfalse
hammer_face_debug_infofalse
hammer_gridnav_always_updatefalse
hammer_gridnav_preview_radius15
hammer_gridnav_show_creature_blockingtrue
hammer_gridnav_show_hero_blockingtrue
hammer_gridnav_show_impassabletrue
hammer_gridnav_show_obstructionstrue
hammer_gridnav_show_ward_blockingtrue
hammer_isosurface_merge_tolerance0 rep
hammer_isosurface_remove_interiortrue rep
hammer_isosurface_sample_offset0.0001 rep
hammer_isosurface_subtractfalse
hammer_overlay_draw_projection_trianglesfalse
hammer_parallel_terrain_updatefalse
hammer_raytrace_debug_drawDraw ray tracing environment debug visualization in Hammer0
hammer_render_model_bounding_spheresfalse
hammer_show_light_truncation_errorfalse
hammer_spawn_area_base_alpha0
hammer_spawn_area_outline_alpha255
hammer_tile_border_size16
hammer_use_minimum_element_count_for_loopfalse
hammer_vis_opacity32
hammer_world_trace_multisampletrue
hammer_world_trace_pack_raysfalse
healmeHeals the player. Arguments: <health to gain>cmd sv | cheat
healthshot_allow_use_at_fulltrue sv | cl | rep | release
healthshot_health50 sv | cl | rep | release
healthshot_healthboost_damage_multiplier1 sv | cl | rep | release
healthshot_healthboost_speed_multiplier1 sv | cl | rep | release
healthshot_healthboost_time1 sv | cl | rep | release
helpFind help about a convar/concommand.cmd release
hideconsoleHide the console.cmd norecord | release
hidehudbitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle0 cl | cheat
hideoverviewmapHides the overview mapcmd cl
hideradarHides HUD radarcmd cl
hinttext_displaytime4 cl
host_force_frametime_to_equal_tick_intervalfalse
host_force_max_frametime_to_tick_intervalfalse
host_framerateSet to lock per-frame time elapse.0 release
host_readconfig_ignore_userconfigWhether we should ignore the user config file for reading/writing.false cheat
host_timescalePrescale the clock by this amount.1 rep | cheat
host_timescale_decDecrement the timescale by one stepcmd cheat
host_timescale_incIncrement the timescale by one stepcmd cheat
host_workshop_collectionHost a workshop map collection as a mapgroupcmd sv | release
host_workshop_mapGet the latest version of the map and host it on this server.cmd sv | release
host_writeconfigSaves out the user config values.cmd release
hostage_debugShow hostage AI debug information0 sv | cl | rep | cheat
hostage_is_silentWhen set, the hostage won't play any code driven response rules linesfalse sv | cl | rep | cheat
hostfileThe HOST file to load.host.txt sv | release
hostipHost game server ip0 release
hostnameHostname for server.Angel release
hostname_in_client_statusShow server hostname in client status.false release
hostportHost game server port27015 release
hud_fastswitch0 cl | a
hud_reloadschemeReloads hud layout and animation scripts.cmd cl
hud_scalingScales hud elements1.1 cl | a
hud_showtargetidEnables display of target namesfalse cl | a | per_user
hullivr_edge_merge_tanShould we try to straighten two faces connected to this edge? (tangent)0.02 sv | rep
hullivr_faceisland_merge_dispShould we straighten face island if the displacement is this much? (inches)0 sv | rep
hullivr_faceisland_merge_tanShould we try to straighten an island of faces deviating from their average normal (tangent)?0.04 sv | rep
hullivr_version3 sv | rep
hurtmeHurts the player. Arguments: <health to lose>cmd sv | cheat
hurtthemHurts the enemy in front of you. Arguments: <health to lose>cmd sv | cheat
icinterp entity countcmd cl
ik_constraints_enabledtrue rep
ik_debug_all_chains_unique_color_per_chainfalse rep
ik_debug_ccd0 rep
ik_debug_chain_to_filter_by0 sv | cl | rep | cheat
ik_debug_constraints-1 rep
ik_debug_dogleg3bone0 rep
ik_debug_dogleg3bone_enabledtrue rep
ik_debug_fabrik_backwards_enabledtrue rep
ik_debug_fabrik_backwards_iteration_togglecmd linked
ik_debug_fabrik_backwards_iterations0 rep
ik_debug_fabrik_forwards_enabledtrue rep
ik_debug_fabrik_forwards_iteration_togglecmd linked
ik_debug_fabrik_forwards_iterations0 rep
ik_debug_perlin_solverfalse sv | cl | rep
ik_debug_planetilt0 rep
ik_debug_planetilt_axis_length20 rep
ik_debug_targetsfalse rep
ik_enableEnable IK.true rep | cheat
ik_fabrik_align_chaintrue rep
ik_fabrik_backwards_enabledtrue rep
ik_fabrik_forwards_enabledtrue rep
ik_fabrik_override_num_iterations-1 rep
ik_final_fixup_enabletrue rep
ik_hinge_debug_bone_index-1 sv | cl | rep | cheat
ik_planetilt_enabletrue rep
ime_hkl_infoSpew IME HKL info.cmd norecord
ime_infoSpew IME info.cmd norecord
ime_supported_infoSpew IME Supported info.cmd norecord
imgui_cycle_undocked_window_focusCycles focus between the game window and undocked imgui windowscmd
imgui_debug_entityShows the entity browser, focused on the entity you specify. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
imgui_default_font_sizeDefault imgui font size20 a | cheat
imgui_set_selectionSets ImGui selectioncmd sv | cheat
imgui_set_status_textSets ImGui header status textcmd sv | cheat
import_csgo_configImports an existing CS:GO configuration file into CS2cmd cl
import_wizard_spewfalse
impulseTriggers impulse commandcmd cl | release
in_button_double_press_windowHow short the time between presses needs to be for us to consider it a double-press0.22 sv | cl | rep
incrementvarIncrement specified convar value.cmd norecord | release
inferno_batched_raystrue cl
inferno_child_spawn_interval_multiplierAmount spawn interval increases for each child0.1 sv | cheat
inferno_child_spawn_max_depth4 sv | rep | release
Inferno_concav_plane_threshold-10 cl
inferno_ct_experimentenable ct incendiary experimenttrue sv | cl | rep | cheat
inferno_damageDamage per second40 sv | cheat
inferno_damage_ctDamage per second from CT inferno40 sv | cheat
inferno_damage_timerHow long between times for the inferno to deal damage.0.2 sv | cl | rep
inferno_debugfalse sv | cheat
inferno_dlight_spacingInferno dlights are at least this far apart7200 cl | cheat
inferno_dlightsMin FPS at which molotov dlights will be created30 cl
inferno_fire2 cl
inferno_flame_lifetimeAverage lifetime of each flame in seconds7 sv | rep | release
inferno_flame_lifetime_incendiaryAverage lifetime of each flame in seconds (incgrenade)5.5 sv | rep | release
inferno_flame_spacingMinimum distance between separate flame spawns42 sv | cheat
inferno_forward_reduction_factor0.9 sv | cheat
inferno_friendly_fire_durationFor this long, FF is credited back to the thrower.6 sv | cheat
inferno_initial_spawn_intervalTime between spawning flames for first fire0.02 sv | cheat
inferno_max_child_spawn_intervalLargest time interval for child flame spawning0.5 sv | cheat
inferno_max_flamesMaximum number of flames that can be created16 sv | rep | release
inferno_max_rangeMaximum distance flames can spread from their initial ignition point150 sv | rep | release
inferno_max_range_ctMaximum distance flames can spread from their initial ignition point for an incendiary110 sv | rep | release
inferno_max_trace_per_tick16 sv
inferno_per_flame_spawn_durationDuration each new flame will attempt to spawn new flames3 sv | cheat
inferno_smoke_volume_density0.03 sv | cheat
inferno_spawn_angleAngular change from parent45 sv | cheat
inferno_spread_speed_multSpeed up the spreadrate of the Molotov until max number of nodes are created. slowdown < 1 > Speedup1 sv | rep | release
inferno_spread_speed_mult_ctSpeed up the spread rate of the Incendiary until max number of nodes are created. slowdown < 1 > Speedup10 sv | rep | release
inferno_surface_offset15 sv | cheat
inferno_velocity_decay_factor0.2 sv | cheat
inferno_velocity_factor0.003 sv | cheat
inferno_velocity_factor_ct0.003 sv | cheat
inferno_velocity_normal_factor0 sv | cheat
input_button_code_is_scan_code_scdBind keys based on keyboard position instead of key nametrue a | per_user
input_filter_relative_analog_inputsfalse cl | a
input_forceuserForce user input to this split screen player.-1 cheat
install_dlc_workshoptools_cvarDLC Install Status-1 cl | release
instant_replayEnable instant replay recording.true
instant_replay_goto_tickGoto a direct timestamp of the replaycmd
instant_replay_goto_tick_relativeGoto a direct timestamp of the replaycmd
instant_replay_history_limitMaximum amount of minutes to save history (0 is unlimited).120
instant_replay_history_limit_lowMaximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).10
instant_replay_liveIf in replay, jumps back to livecmd
instant_replay_pausePauses instant replay.cmd
instant_replay_resumeResumes instant replay.cmd
instant_replay_skipNumber of seconds to skip back to instant replay from current positioncmd
instant_replay_skip_liveNumber of seconds to skip back to instant replay from livecmd
instant_replay_timescaleSets instant replay speed.cmd
instant_replay_togglepauseToggles instant replay.cmd
invnextcmd cl | server_can_execute
invnextselectcmd cl | server_can_execute
invprevcmd cl | server_can_execute
invprevselectcmd cl | server_can_execute
ipOverrides IP for multihomed hosts0 release
iv_debugSpew interpolated var info for entity.cmd cl
iv_debugboneDebug bone name for interpolation spew of CAnimationState.0 release
iv_interpSpew interpolated var info for entity.cmd cl
iv_offTurn off all interpolation variable spew.cmd cl
iv_onSpew both interpolated var debug info and history for entity.cmd cl
iv_parallel_latchtrue cl
iv_parallel_restorefalse cl
iv_wrapped_parallel_latchtrue cl
joy_advancedfalse cl | a
joy_advaxisr0 cl | a
joy_advaxisu0 cl | a
joy_advaxisv0 cl | a
joy_advaxisx0 cl | a
joy_advaxisy0 cl | a
joy_advaxisz0 cl | a
joy_autosprintAutomatically sprint when moving with an analog joystick0 cl
joy_axisbutton_thresholdAnalog axis range before a button press is registered.0.3 a
joy_axisr_deadzone0.15 a | per_user
joy_axisr_relativefalse a | per_user
joy_axisu_deadzone0.15 a | per_user
joy_axisu_relativefalse a | per_user
joy_axisv_deadzone0.15 a | per_user
joy_axisv_relativefalse a | per_user
joy_axisx_deadzone0.15 a | per_user
joy_axisx_relativefalse a | per_user
joy_axisy_deadzone0.15 a | per_user
joy_axisy_relativefalse a | per_user
joy_axisz_deadzone0.15 a | per_user
joy_axisz_relativefalse a | per_user
joy_circle_correct_mode1 cl | a | per_user
joy_circle_correct_mode_vehicle2 cl | a | per_user
joy_display_inputfalse cl | a
joy_forward_sensitivity1 cl | a | per_user
joy_movement_stickWhich stick controls movement (0 is left stick)false cl | a | per_user
joy_namejoystick cl | a
joy_pitch_sensitivity3 cl | a | per_user
joy_pitchsensitivity1 cl | a | per_user
joy_response_look0 cl | a | per_user
joy_response_move9 cl | a | per_user
joy_response_move_vehicle6 cl
joy_side_sensitivity1 cl | a | per_user
joy_sidesensitivity1 cl | a
joy_xcontroller_cfg_loadedIf 0, the 360controller.cfg file will be executed on startup & option changes.false cl
joy_yaw_sensitivity3 cl | a | per_user
joy_yawsensitivity-1 cl | a | per_user
joystickTrue if the joystick is enabled, false otherwise.false cl | a
jpeg_qualitySet jpeg screenshot quality. [1..100]90
jpeg_screenshotTake a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].cmd
key_findbindingFind key bound to specified command string.cmd release
key_listboundkeysList bound keys with bindings.cmd release
key_updatelayoutUpdates game keyboard layout to current windows keyboard setting.cmd
kickKick a player by name.cmd norecord | release
kickidKick a player by userid or uniqueid, with a message.cmd norecord | release
kickid_hltvKick a player by userid or uniqueid, with a message.cmd norecord | release
killKills the player with generic damagecmd sv | cheat
killvectorKills a player applying force. Usage: killvector <player> <x value> <y value> <z value>cmd sv | cheat
labelled_debug_helper_arc_segments20 sv | cl | rep | cheat
labelled_debug_helper_enabledtrue sv | cl | rep | cheat
labelled_debug_helper_scale1 sv | cl | rep | cheat
labelled_debug_helper_show_positionfalse sv | cl | rep | cheat
labelled_debug_helper_show_texttrue sv | cl | rep | cheat
labelled_debug_helper_skeleton_show_bone_namestrue sv | cl | rep | cheat
lastinvcmd cl | server_can_execute
launch_training_mapcmd cl
launch_warmup_mapLaunches warmup mapcmd cl | norecord | clientcmd_can_execute
lb_allow_time_sliced_shadow_map_renderingAllow time-sliced shadow buffer rendering when enabled via gameinfo.gitrue
lb_barnlight_shadow_use_precomputed_vistrue
lb_barnlight_shadowmap_scaleScale for computed barnlight shadowmap size1 release
lb_bin_slices8192
lb_convert_to_barn_lights_falloff_match_point0.15
lb_csm_cascade_size_overrideOverride width/height of individual cascades in the CSM2048
lb_csm_cross_fade_overrideOverride CSM cross fade amount0.1
lb_csm_distance_fade_overrideOverride CSM distance fade0.05
lb_csm_draw_alpha_testedtrue
lb_csm_draw_translucenttrue
lb_csm_override_bulb_radiusOverride bulb radius for CSM-1
lb_csm_override_staticgeo_cascadesOverride Cascades that will render static objects with lb_csm_override_staticgeo_cascades_valuetrue
lb_csm_override_staticgeo_cascades_animated_vertsIf lb_csm_override_staticgeo_cascades, ensure only objects without animated verts, i.e. SCENEOBJECTFLAG_CAN_RENDER_INTO_SST flag will be excluded (as opposed to all static objects).false
lb_csm_override_staticgeo_cascades_valueIf lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects2
lb_csm_receiver_plane_depth_biasShader depth bias applied to shadow receiver (Note this conflicts with renderstate depth bias, both now default to 0)0.000015
lb_csm_receiver_plane_depth_bias_transmissive_backfaceDepth bias applied to shadow receiver for transmissive backface geo (based on renderstate depthbias being 0)0.00015
lb_cubemap_normalization_max1
lb_cubemap_normalization_roughness_begin0.1
lb_dynamic_shadow_penumbraAdjust shadow penumbra based on light sizetrue
lb_dynamic_shadow_resolutionDynamically adjust shadow resolutiontrue
lb_dynamic_shadow_resolution_baseBase resolution for dynamic shadowmap sizing. Shadowmap size of a screen sized light1536
lb_dynamic_shadow_resolution_delayUpdate delay for shadow size0.85
lb_dynamic_shadow_resolution_hysteresisUpdate hysteresis for shadow size0.33
lb_dynamic_shadow_resolution_quantizationQuantization of dynamically computed shadow size64
lb_enable_binningSceneSystem/LightBinner/Enable Binningtrue menubar_item
lb_enable_shadow_castingAllow stationary/dynamic lights to cast shadows.true
lb_shadow_map_cull_empty_mixedDon't render shadows for mixed shadowmaps with no dynamics objects in viewfalse cheat
lb_shadow_map_cullingtrue cheat
lb_shadow_texture_height_overrideOverride height of shadow atlas texture5760
lb_shadow_texture_width_overrideOverride width of shadow atlas texture5760
lb_ssss_importance_samplefalse
lb_ssss_samplesSubsurface sample count11
lb_sun_csm_size_cull_threshold_texelsSize, in texels, where we will cull an object in the shadowmap10
lb_tile_pixels8
lb_timesliced_shadows_dynamic_sizetrue
lightbinner_precomputecmd
lightbinner_test_computesumsilhouettecmd
lightquery_debug_direct_lightingtrue sv | cl | rep | cheat
lightquery_debug_indirect_lightingtrue sv | cl | rep | cheat
listdemoList demo file contents.cmd release
listidLists banned users.cmd
listipList IP addresses on the ban list.cmd
listissuesList all the issues that can be voted on.cmd sv
listRecentNPCSpeechDisplays a list of the last 5 lines of speech from NPCs.cmd sv | norecord
loadUsage: load [save file name]cmd norecord | vconsole_fuzzy
lobby_default_privacy_bits2Lobby default permissions (0: private, 1: public)0 cl | a | release
localization_quest_item_string_printoutlocalization_quest_item_string_printoutcmd cl
locator_topdown_styleTopdown games set this to handle distance and offscreen location differently.false cl
lockMoveControllerRetfalse cl | a
logEnables logging to file, console, and udp < on \| off >.cmd release
log_colorSet the color of a logging channel.cmd norecord | release
log_dumpchannelsDumps information about all logging channels.cmd norecord | release
log_flagsSet the flags on a logging channel.cmd norecord | release
log_levelSet the spew level of a logging channel.cmd norecord | release
log_verbositySet the verbosity of a logging channel.cmd norecord | release
logaddress_add_httpSet URI of a listener to receive logs via http post. Wrap URI in double quotes.cmd sv | nolog | release
logaddress_add_http_delayedSet a delay and URI of a listener to receive logs via http post. Wrap URI in double quotes.cmd sv | nolog | release
logaddress_del_httpRemove http listener by URI. Wrap URI in double quotes.cmd sv | nolog | release
logaddress_delall_httpRemove all http listeners from the dispatch list.cmd sv | nolog | release
logaddress_list_httpList all URIs currently receiving server logscmd sv | nolog | release
logaddress_token_secretSet a secret string that will be hashed when using logaddress with explicit token hash.0 sv | release
logic_npc_counter_debugfalse sv | rep | cheat
+lookatweaponcmd cl | release
loop_dumpPrint the listeners of the current loop modecmd
lrucache_flushFlushes the specified cachecmd
lrucache_reset_statsResets stats for the specified CUtlLRUCaches (or all if none specified)cmd
lrucache_set_sizeSets the specified cache to the specified sizecmd
lrucache_statsSpews information about all CUtlLRUCachescmd
lservercfgfilelistenserver.cfg sv
lua_assert_on_errorfalse
lua_report_memorycmd
lua_shipping_assert_on_errorfalse
m_pitchMouse pitch factor.0.022 cl | a | user | per_user
m_yawMouse yaw factor.0.022 cl | a | user | per_user
mapmap <mapname> :Load a new map.cmd release | vconsole_fuzzy | vconsole_set_focus
map_enable_portrait_worldsEnables/disables portrait worldscmd cl | cheat
map_setbombradiusSets the bomb radius for the map.cmd sv | cheat
map_showbombradiusShows bomb radius from the center of each bomb site and planted bomb.cmd sv | cheat
map_showspawnpointsShows player spawn points (red=invalid). Optionally pass in the duration.cmd sv
map_workshopLaunch a workshop mapcmd cl | release | vconsole_fuzzy | vconsole_set_focus
mapcyclefileName of the .txt file used to cycle the maps on multiplayer serversmapcycle.txt sv
mapgroupSpecify a map groupcmd sv | norecord | release
mapoverview_allow_client_drawAllow a client to draw on the map overviewfalse cl | release
mapoverview_icon_scaleSets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0.1 cl | a | release
mapsDisplays list of maps.cmd release
markup_group_ent_bboxmarkup_group_ent_bbox <markup_group name> -> toggle ent_bbox for all members of the named markup groupcmd sv | cheat
markup_group_ent_textmarkup_group_ent_text <markup_group name> -> toggle ent_text for all members of the named markup groupcmd sv | cheat
markup_group_spewSpew all current markup groups and their memberscmd sv | cheat
markup_volume_ref_cone_angle135 sv
mat_clearshadercacheClears the shader cache used for dynamic shader compile.cmd
mat_colcorrection_disableentitiesDisable map color-correction entitiesfalse cl
mat_colcorrection_editorfalse cl
mat_colcorrection_forceentitiesclientsideForces color correction entities to be updated on the clientfalse cl | cheat
mat_debugSets a mat_fullbright debug visualization modecmd cl
mat_depthbias_shadowmap0.0005 cl
mat_disable_dynamic_shader_compileReloads all shaders from vcs files until the next time mat_reloadshaders is calledcmd
mat_disable_normal_mappingfalse cl | cheat
mat_forcereloadshadersForce reloads all shaders (skips MD5 check). Takes optional substrings of shader names to recompile as arguments.cmd
mat_fullbrightDebug rendering modes0 cheat
mat_lpv_luxelsfalse cheat
mat_luxelsfalse cheat
mat_max_lighting_complexity8 cheat
mat_overdrawVisualize overdraw0 cheat
mat_overdraw_color0.075000 0.150000 0.300000 cheat
mat_print_dead_materialsPrint loaded materials that have no valid layers due to not supporting any of the modes in gameinfo.gi.cmd
mat_print_error_materialsPrint loaded materials that are using the error shader or material.cmd
mat_print_expensive_materialsPrint materials sorted by cost heuristiccmd
mat_print_material_infoPrint info about a specific materialcmd
mat_print_materialsPrint loaded materials. Takes an optional substring as an argument.cmd
mat_print_materials_last_framePrint materials used last framecmd
mat_print_materials_unusedPrint materials that have never been usedcmd
mat_print_modesPrint supported rendering modes.cmd
mat_print_shader_infoPrint detailed info about a single shader. Takes a shader name (hero.vfx) as an argument.cmd
mat_print_shader_qualityPrint current shader quality settingcmd
mat_print_shadersPrint loaded shaders. Takes a substring as an argument.cmd
mat_print_texturesPrint loaded textures in alphabetical order. Takes an optional substring as an argument.cmd
mat_print_textures_sizePrint loaded textures in ascending size order. Takes an optional substring as an argument.cmd
mat_print_textures_size_in_memoryPrint loaded textures in ascending size order as they are in memory. Takes an optional substring as an argument.cmd
mat_reinitmaterialsReinitializes all loaded materials, reloading their shaders.cmd
mat_reloadshadersReloads all shaders. Takes optional substrings of shader names to recompile as arguments.cmd
mat_reset_material_costsReset material cost heuristiccmd
mat_set_shader_qualityForce shader quality setting (valid values are 0 or 1)cmd
mat_shading_complexityVisualize shading complexityfalse cheat
mat_shading_complexity_color1.000000 0.500000 0.250000 cheat
mat_shading_complexity_max_instruction_count1024 cheat
mat_shading_complexity_max_register_count128 cheat
mat_shadowmap_luxelsfalse cheat
mat_show_distance_field0=Off, 1=Visualize trace from camera, 2=Visualize occlusion, 3=Visualize far field trace from camera0 cheat
mat_slopescaledepthbias_shadowmap4 cl
mat_tonemap_bloom_scale-1 cheat
mat_tonemap_bloom_start_value-1 cheat
mat_tonemap_debug0
mat_tonemap_force_accelerate_exposure_down-1 cheat
mat_tonemap_force_average_lum_minOverride. Old default was 3.0-1 cheat
mat_tonemap_force_log_lum_max-1 cheat
mat_tonemap_force_log_lum_min-1 cheat
mat_tonemap_force_max-1 cheat
mat_tonemap_force_min-1 cheat
mat_tonemap_force_percent_bright_pixelsOverride. Old value was 1.0-1 cheat
mat_tonemap_force_percent_targetOverride. Old default was 45.-1 cheat
mat_tonemap_force_rate-1 cheat
mat_tonemap_force_scale0 cheat
mat_tonemap_force_use_alpha-1 cheat
mat_tonemap_uncap_exposure0 cheat
mat_viewportscaleScale down the main viewport (to reduce GPU impact on CPU profiling)1 cl
mat_wireframe0=Off, 1=Surface Wireframe, 2=Transparent Wireframe0 cheat
mem_compactCompacts the heapcmd
mem_dumpDump memory stats to text file or <stdout>.cmd
mem_levelMemory Level - Default: High2 cl
mem_testcmd
mem_test_each_frameRun heap check at end of every framefalse
mem_test_every_n_secondsRun heap check at a specified interval0
mem_test_quietDon't print stats when memtestingfalse
memoryPrint memory stats.cmd
menuselectmenuselectcmd cl | clientcmd_can_execute
mesh_calculate_curvature_smooth_invertfalse sv | cl | rep | cheat
mesh_calculate_curvature_smooth_pass_count3 sv | cl | rep | cheat
mesh_calculate_curvature_smooth_weight1 sv | cl | rep | cheat
mic_listen_while_nonfocusedEnables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settingsfalse cl
minimap_createDoes a bunch of work to create a minimapcmd cl | cheat
mm_csgo_community_search_players_minWhen performing CSGO community matchmaking look for servers with at least so many human players3 a | release
mm_datacenter_debugprintShows information retrieved from data centercmd
mm_debugprintShow debug information about current matchmaking sessioncmd
mm_dedicated_force_serversComma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use syntax `publicip1:port\|privateip1:port,publicip2:port\|privateip2:port` if your server is behind NAT. If the server is behind NAT, you can specify `0.0.0.0\|privateip:port` and if server port is in the list of `mm_server_search_lan_ports` its public address should be automatically detected.0 release
mm_dedicated_search_maxpingLongest preferred ping to dedicated servers for games350 a
mm_dlcs_mask_extras0
mm_dlcs_mask_fake0
mm_queue_show_statsDisplay global server statscmd cl | clientcmd_can_execute
mm_server_search_lan_portsPorts to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.27015,27016,27017,27018,27019,27020 a | release
mm_session_search_qos_timeout15 release
mm_session_sys_kick_ban_duration180 release
mm_session_sys_pkey0 release
mm_tu_string0
mm_use_p2p_for_listen_servertrue
mobile_fps_increase_during_chargingMOBILE_FPS_CONTROL: If true we increase framerate limit while chargingfalse a
mobile_fps_increase_during_touchMOBILE_FPS_CONTROL: If true we increase framerate limit during touchtrue a
mobile_fps_limitMOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 6030 a
model_default_preview_sequence_name0 sv | cl | a | rep
model_dump_convert_infoPrint model load-time conversion infocmd sv | cl | linked
molotov_throw_detonate_time2 sv | cl | rep | release
molotov_usethrow_directionfalse sv | cheat
motdfileThe MOTD file to load.motd.txt sv | release
mouse_disableinputSet to disable mouse inputfalse
mouse_invertyfalse cl | a | user
movement_stats_debug_drawfalse sv | cheat
movement_stats_force_calculatefalse sv | cheat
movie_fixwaveFixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.cmd
mp_afterroundmoneyamount of money awared to every player after each round0 sv | cl | rep | release
mp_allowspectatorstoggles whether the server allows spectator mode or nottrue sv | cl | rep
mp_anyone_can_pickup_c4If set, everyone can pick up the c4, not just Ts.false sv | cl | rep | release
mp_autokickKick idle/team-killing/team-damaging playerstrue sv | rep | release
mp_autoteambalancetrue sv | nf | release
mp_backup_restore_list_filesLists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number of files displayedcmd sv | release
mp_backup_restore_load_autopauseWhether to automatically pause the match after restoring round data from backuptrue sv | release
mp_backup_restore_load_fileLoads player cash, KDA, scores and team scores; resets to the next round after the backupcmd sv | release
mp_backup_round_autoIf enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disktrue sv | release
mp_backup_round_fileIf set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txtbackup sv | release
mp_backup_round_file_lastEvery time a backup file is written the value of this convar gets updated to hold the name of the backup file.0 sv | release
mp_backup_round_file_patternIf set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt'%prefix%_round%round%.txt sv | release
mp_bot_ai_btUse the specified behavior tree file to drive the bot behavior.0 sv | release
mp_bot_ai_bt_clear_cacheClears the cache for behavior tree files.cmd sv | release
mp_buy_allow_grenadesWhether players can purchase grenades from the buy menu or not.true sv | cl | rep | release
mp_buy_allow_gunsWhether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).255 sv | cl | rep | release
mp_buy_anywhereWhen set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.0 sv | cl | nf | rep | release
mp_buy_during_immunityWhen set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.0 sv | cl | nf | rep | release
mp_buytimeHow many seconds after round start players can buy items for.20 sv | cl | rep | release
mp_c4_cannot_be_defusedIf set, the planted c4 cannot be defused.false sv | cl | rep | release
mp_c4timerhow long from when the C4 is armed until it blows40 sv | cl | nf | rep | release
mp_chattimeamount of time players can chat after the game is over10 sv | cl | rep
mp_competitive_endofmatch_extra_timeAfter a competitive match finishes rematch voting extra time is given for rankings.15 sv | release
mp_consecutive_loss_aversionHow loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win holds loss bonus and step down starting with second win1 sv | cl | rep | release
mp_consecutive_loss_max4 sv | cl | rep | release
mp_coopmission_bot_difficulty_offsetThe difficulty offset modifier for bots during coop missions.0 sv | rep | release
mp_ct_default_grenadesThe default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'0 sv | cl | rep | release
mp_ct_default_meleeThe default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!weapon_knife sv | cl | rep | release
mp_ct_default_primaryThe default primary (rifle) weapon that the CTs will spawn with0 sv | cl | rep | release
mp_ct_default_secondaryThe default secondary (pistol) weapon that the CTs will spawn withweapon_hkp2000 sv | cl | rep | release
mp_damage_headshot_onlyDetermines whether non-headshot hits do any damage.false sv | cl | rep | release
mp_damage_scale_ct_bodyScales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)1 sv | cl | rep | release
mp_damage_scale_ct_headScales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.1 sv | cl | rep | release
mp_damage_scale_t_bodyScales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)1 sv | cl | rep | release
mp_damage_scale_t_headScales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.1 sv | cl | rep | release
mp_damage_vampiric_amountIf Set to non-0, will determine the fraction of damage dealt that will be given to attacker.0 sv | rep | release
mp_death_drop_c4Whether c4 is droppabletrue sv | cl | rep | release
mp_death_drop_defuserDrop defuser on player deathtrue sv | cl | rep | release
mp_death_drop_grenadeWhich grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades2 sv | cl | rep | release
mp_death_drop_gunWhich gun to drop on player death: 0=none, 1=best, 2=current or best1 sv | cl | rep | release
mp_death_drop_healthshotDrop healthshot on player deathtrue sv | cl | rep | release
mp_death_drop_taserDrop taser on player deathtrue sv | cl | rep | release
mp_deathcam_skippableDetermines whether a player can early-out of the deathcam.true sv | rep | release
mp_debug_timeoutsPrints time outs to the console for debuggingcmd sv
mp_default_team_winner_no_objectiveIf the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round.-1 sv | cl | rep | release
mp_defuser_allocationHow to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone0 sv | cl | rep | release
mp_disable_autokickPrevents a userid from being auto-kickedcmd sv | release
mp_disconnect_kills_botsWhen a bot disconnects, kill them first. Requires mp_disconnect_kills_players.false sv | release
mp_disconnect_kills_playersWhen a player disconnects, kill them first (triggering item drops, stats, etc.)true sv | release
mp_display_kill_assistsWhether to display and score player assiststrue sv | cl | rep | release
mp_dm_bonus_length_maxMaximum time the bonus time will last (in seconds)30 sv | cl | rep | release
mp_dm_bonus_length_minMinimum time the bonus time will last (in seconds)30 sv | cl | rep | release
mp_dm_bonus_percentPercent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.50 sv | cl | rep | release
mp_dm_bonusweapon_dogtagsAdditional dogtags to drop when making a kill with the bonus weapon0 sv | cl | rep | release
mp_dm_dogtag_scorePoints to award for picking up a dogtag in deathmatch.0 sv | cl | rep | release
mp_dm_healthshot_killcountGrant healthshots in deathmatch after n kills3 sv | cl | rep | release
mp_dm_kill_base_scoreNumber of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points.10 sv | cl | rep | release
mp_dm_taser_bonus_streak_maxMaximum times to multiply the score for getting a streak of taser kills in a single life.2 sv | cl | rep | release
mp_dm_teammodeIn deathmatch, enables team DM visuals & scoring (0: personal, 1: team mode, 2: use team contribution score)0 sv | cl | rep | release
mp_dm_teammode_bonus_scoreTeam deathmatch victory points to award for kill with bonus weapon1 sv | cl | rep | release
mp_dm_teammode_dogtag_scoreTeam deathmatch victory points to award for collecting enemy dogtags0 sv | cl | rep | release
mp_dm_teammode_kill_scoreTeam deathmatch victory points to award for enemy kill1 sv | cl | rep | release
mp_dm_time_between_bonus_maxMaximum time a bonus time will start after the round start or after the last bonus (in seconds)40 sv | cl | rep | release
mp_dm_time_between_bonus_minMinimum time a bonus time will start after the round start or after the last bonus (in seconds)30 sv | cl | rep | release
mp_dogtag_despawn_on_killer_deathWhether dogtags should despawn when their killer diestrue sv | rep | release
mp_dogtag_despawn_timeHow many seconds dogtags should stay around before despawning automatically (0 = infinite)120 sv | rep | release
mp_dogtag_pickup_ruleWho is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 = anyone)0 sv | rep | release
mp_drop_grenade_enableAllows players to drop grenades.true sv | cl | rep | release
mp_drop_knife_enableAllows players to drop knives.false sv | cl | rep | release
mp_dump_timersPrints round timers to the console for debuggingcmd sv
mp_economy_reset_roundsReset all player money every N rounds (0 for never)0 sv | cl | rep | release
mp_endmatch_votenextleveltimeIf mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.20 sv | release
mp_endmatch_votenextmapWhether or not players vote for the next map at the end of the match when the final scoreboard comes uptrue sv | cl | rep | release
mp_endmatch_votenextmap_keepcurrentIf set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting options.true sv | cl | rep | release
mp_endmatch_votenextmap_wargames_modesModes available for endmatch voting during War Games. Separate names with spaces.0 sv | release
mp_endmatch_votenextmap_wargames_nummapsMaximum number of maps to include in endmatch voting during War Games3 sv | release
mp_endmatch_votenextmap_wargames_nummodesMaximum number of other War Games to include in endmatch voting during War Games1 sv | release
mp_endwarmup_player_countNumber of players required to be connected to end warmup early. 0 to require maximum players for mode.0 sv | cl | rep | release
mp_equipment_reset_roundsReset all player equipment every N rounds (0 for never)0 sv | cl | rep | release
mp_fadetoblackfade a player's screen to black when he diesfalse sv | cl | nf | rep
mp_footsteps_serversideMakes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.true sv | release
mp_force_pick_timeThe amount of time a player has on the team screen to make a selection before being auto-teamed15 sv | cl | rep | release
mp_forcecameraRestricts spectator modes for dead players1 sv | cl | rep | release
mp_forcerespawntrue sv | nf
mp_fraglimit0 sv | nf | release
mp_free_armorDetermines whether kevlar (1+) and/or helmet (2+) are given automatically.0 sv | cl | rep | release
mp_freezetimehow many seconds to keep players frozen when the round starts15 sv | nf | rep | release
mp_friendlyfireAllows team members to injure other members of their teamtrue sv | cl | nf | rep | release
mp_give_player_c4Whether this map should spawn a c4 bomb for a player or not.true sv | cl | rep | release
mp_global_damage_per_secondIf above 0, deal non-lethal damage to players over time.0 sv | rep | release
mp_guardian_bomb_plant_custom_x_mark_locationx,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries.0 sv | cl | rep | release
mp_guardian_target_siteIf set to the index of a bombsite, will cause random spawns to be only created near that site.-1 sv | release
mp_halftimeDetermines whether the match switches sides in a halftime event.true sv | cl | rep | release
mp_halftime_durationTarget number of seconds that halftime lasts; shortened if team intros are active15 sv | cl | rep | release
mp_halftime_pausematchSet to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin.0 sv | cl | rep | release
mp_halftime_pausetimerSet to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.0 sv | cl | rep | release
mp_hostages_maxMaximum number of hostages to spawn.2 sv | rep | release
mp_hostages_rescuetimeAdditional time added to round time if a hostage is reached by a CT.1 sv | cl | rep | release
mp_hostages_run_speed_modifierDefault is 1.0, slow down hostages by setting this to < 1.0.1 sv | rep | release
mp_hostages_spawn_farthestWhen enabled will consistently force the farthest hostages to spawn.false sv | rep | release
mp_hostages_spawn_force_positionsComma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6'0 sv | rep | release
mp_hostages_spawn_force_positions_xyzComma separated list of xyz locations to force spawn positions, e.g. 'x1 y1 z1,x2 y2 z2'0 sv | rep | release
mp_hostages_spawn_same_every_round0 = spawn hostages randomly every round, 1 = same spawns for entire match.true sv | rep | release
mp_hostages_takedamageWhether or not hostages can be hurt.false sv | cl | rep | release
mp_humanteamRestricts human players to a single team \{any, CT, T\}any sv | rep | release
mp_ignore_round_win_conditionsIgnore conditions which would end the current roundfalse sv | rep | release
mp_items_prohibitedSet this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.0 sv | cl | rep | release
mp_join_grace_timeNumber of seconds after round start to allow a player to join a game0 sv | cl | rep | release
mp_limitteamsMax # of players 1 team can have over another (0 disables check)2 sv | nf | rep | release
mp_logdetailLogs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)0 sv | release
mp_logdetail_itemsLogs a line any time a player acquires or loses an item.false sv | release
mp_logmoneyEnables money logging. Values are: 0=off, 1=onfalse sv | release
mp_match_can_clinchCan a team clinch and end the match by being so far ahead that the other team has no way to catching up?true sv | cl | rep | release
mp_match_end_changelevelAt the end of the match, perform a changelevel even if next map is the samefalse sv | cl | rep | release
mp_match_end_restartAt the end of the match, perform a restart instead of loading a new mapfalse sv | cl | rep | release
mp_match_restart_delayTime (in seconds) until a match restarts.25 sv | cl | rep | release
mp_max_armorDetermines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet2 sv | cl | rep | release
mp_maxmoneymaximum amount of money allowed in a player's account16000 sv | cl | rep | release
mp_maxroundsmax number of rounds to play before server changes maps24 sv | cl | nf | rep | release
mp_min_halftime_durationMinimum number of seconds that halftime lasts even if team intros are active8.5 sv | cl | rep | release
mp_modify_timeoutsmp_modify_timeouts <CT\|T> <N>, e.g., mp_modify ct -1cmd sv | release
mp_only_cts_rescue_hostagestrue sv | cl | rep | release
mp_overtime_enableIf a match ends in a tie, use overtime rules to determine winnerfalse sv | cl | rep | release
mp_overtime_halftime_pausetimerIf set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the timer.0 sv | cl | rep | release
mp_overtime_limitWhen overtime is enabled, only so many overtimes can be played0 sv | cl | rep | release
mp_overtime_maxroundsWhen overtime is enabled play additional rounds to determine winner6 sv | cl | rep | release
mp_overtime_startmoneyMoney assigned to all players at start of every overtime half10000 sv | cl | rep | release
mp_pause_matchPause the match in the next freeze timecmd sv | release
mp_plant_c4_anywherefalse sv | cl | rep | release
mp_playercashawardsPlayers can earn money by performing in-game actionstrue sv | cl | rep | release
mp_playeridControls what information player see in the status bar: 0 all names; 1 team names; 2 no names0 sv | cl | rep | release
mp_playerid_delayNumber of seconds to delay showing information in the status bar0.4 sv | cl | rep | release
mp_playerid_holdNumber of seconds to keep showing old information in the status bar0.1 sv | cl | rep | release
mp_promoted_item_enabledAllow the purchasing of the promoted item.false sv | cl | nf | rep | release
mp_randomspawnDetermines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.0 sv | cl | rep | release
mp_randomspawn_distIf using mp_randomspawn, determines whether to test distance when selecting this spot.0 sv | cl | rep | release
mp_randomspawn_losIf using mp_randomspawn, determines whether to test Line of Sight when spawning.false sv | cl | rep | release
mp_require_gun_use_to_acquireWhether guns must be +used to acquire or default is touch-to-pickupfalse sv | release
mp_respawn_immunitytimeHow many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity.-1 sv | cl | rep | release
mp_respawn_on_death_ctWhen set to 1, counter-terrorists will respawn after dying.false sv | cl | rep | release
mp_respawn_on_death_tWhen set to 1, terrorists will respawn after dying.false sv | cl | rep | release
mp_respawnwavetime_ctTime between respawn waves for CTs.10 sv | cl | rep | release
mp_respawnwavetime_tTime between respawn waves for Terrorists.10 sv | cl | rep | release
mp_restartgameIf non-zero, game will restart in the specified number of seconds0 sv | release
mp_retake_ct_countNumber of CT's when playing retakes.4 sv | cl | rep | release
mp_retake_ct_loadout_bonus_cardCT bonus card for full buy round when playing bomb site retake.#GameUI_Retake_Card_TheAWPortunity,1,1,weapon_awp sv | cl | rep | release
mp_retake_ct_loadout_bonus_card_availabilityCT bonus card availability pattern for full buy round when playing bomb site retake.1,2 sv | cl | rep | release
mp_retake_ct_loadout_default_pistol_roundCT Loadouts for default pistol round when playing bomb site retake.1\|3;#GameUI_Retake_Card_4v3,1,0,secondary0\|1;#GameUI_Retake_Card_FlashOut,0,0,secondary0,grenade0;#GameUI_Retake_Card_HideAndPeek,0,0,secondary0,grenade1 sv | cl | rep | release
mp_retake_ct_loadout_enemy_cardCT enemy card for full buy round when playing bomb site retake.#GameUI_Retake_Card_BehindEnemyLines,1,1,rifle1,grenade2 sv | cl | rep | release
mp_retake_ct_loadout_full_buy_roundCT Loadouts for full buy round when playing bomb site retake.4\|2;#GameUI_Retake_Card_LightEmUp,1,1,rifle1,grenade0\|2;#GameUI_Retake_Card_Kobe,1,1,rifle1,grenade2\|1;#GameUI_Retake_Card_1g,1,1,rifle1,grenade3\|1;#GameUI_Retake_Card_DisappearingAct,1,1,rifle1,grenade1\|1;#GameUI_Retake_Card_EyesOnTarget,1,1,weapon_aug sv | cl | rep | release
mp_retake_ct_loadout_light_buy_roundCT Loadouts for force buy round when playing bomb site retake.3\|2;#GameUI_Retake_Card_UmpInSmoke,1,1,weapon_ump45,grenade1\|2;#GameUI_Retake_Card_FunNGun,1,1,weapon_mp9,grenade2\|2;#GameUI_Retake_Card_Sharpshooter,1,1,weapon_ssg08,grenade0\|2;#GameUI_Retake_Card_BurstBullpup,1,1,weapon_famas sv | cl | rep | release
mp_retake_ct_loadout_upgraded_pistol_roundCT Loadouts for upgraded pistol round when playing bomb site retake.2\|2;#GameUI_Retake_Card_TakeFive,0,0,weapon_fiveseven\|2;#GameUI_Retake_Card_BlindFire,1,0,weapon_p250,grenade0\|2;#GameUI_Retake_Card_OnlyTakesOne,0,0,weapon_deagle\|2;#GameUI_Retake_Card_SneakyBeakyLike,0,0,weapon_p250,grenade1 sv | cl | rep | release
mp_retake_max_consecutive_rounds_same_target_siteLimit the number of consecutive rounds targeting the same site.2 sv | cl | rep | release
mp_retake_t_countNumber of terrorists when playing retakes.3 sv | cl | rep | release
mp_retake_t_loadout_bonus_cardT bonus card for full buy round when playing bomb site retake.#GameUI_Retake_Card_TheAWPortunity,1,1,weapon_awp sv | cl | rep | release
mp_retake_t_loadout_bonus_card_availabilityT bonus card availability pattern for full buy round when playing bomb site retake.1,1,2 sv | cl | rep | release
mp_retake_t_loadout_default_pistol_roundT Loadouts for default pistol round when playing bomb site retake.0\|3;#GameUI_Retake_Card_4BadGuysLeft,1,0,secondary0\|1;#GameUI_Retake_Card_LookAway,0,0,secondary0,grenade0;#GameUI_Retake_Card_WhenThereIsSmoke,0,0,secondary0,grenade1 sv | cl | rep | release
mp_retake_t_loadout_enemy_cardT enemy card for full buy round when playing bomb site retake.#GameUI_Retake_Card_FindersKeepers,1,1,rifle1,grenade0 sv | cl | rep | release
mp_retake_t_loadout_full_buy_roundT Loadouts for full buy round when playing bomb site retake.0\|2;#GameUI_Retake_Card_OlReliable,1,1,rifle1,grenade0\|1;#GameUI_Retake_Card_SmokeShow,1,1,rifle1,grenade1\|1;#GameUI_Retake_Card_HotShot,1,1,rifle1,grenade3\|1;#GameUI_Retake_Card_EyeSpy,1,1,weapon_sg556,grenade2 sv | cl | rep | release
mp_retake_t_loadout_light_buy_roundT Loadouts for force buy round when playing bomb site retake.0\|2;#GameUI_Retake_Card_BackInAFlash,1,1,weapon_ump45,grenade0\|2;#GameUI_Retake_Card_AllIn,1,1,weapon_galilar\|1;#GameUI_Retake_Card_BoomBox,1,1,weapon_mac10,grenade2,grenade1\|1;#GameUI_Retake_Card_SetThemFree,1,1,weapon_ssg08,grenade0 sv | cl | rep | release
mp_retake_t_loadout_upgraded_pistol_roundT Loadouts for upgraded pistol round when playing bomb site retake.0\|2;#GameUI_Retake_Card_BlindFire,1,0,weapon_elite,grenade0\|2;#GameUI_Retake_Card_QueOta,0,0,weapon_deagle\|1;#GameUI_Retake_Card_SmokeScreen,0,0,weapon_p250,grenade1\|1;#GameUI_Retake_Card_TecTecBoom,0,0,weapon_tec9,grenade2 sv | cl | rep | release
mp_round_restart_delayNumber of seconds to delay before restarting a round after a win7 sv | cl | rep | release
mp_roundtimeHow many minutes each round takes.1.92 sv | nf | rep | release
mp_roundtime_defuseHow many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.1.92 sv | nf | rep | release
mp_roundtime_hostageHow many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.1.92 sv | nf | rep | release
mp_scrambleteamsScramble the teams and restart the gamecmd sv | release
mp_shorthanded_cash_bonus_ignore_kickedDetermines whether kicked players are included in the assessment for short-handednesstrue sv | cl | rep | release
mp_shorthanded_cash_bonus_round_delaynumber of previous rounds that a team needs to have been shorthanded before they are eligible for the short-handed bonus2 sv | cl | rep | release
mp_solid_enemiesHow solid are enemies: 0 = transparent; 1 = fully solid1 sv | cl | rep | release
mp_solid_teammatesHow solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads1 sv | cl | rep | release
mp_spawnprotectiontimeKick players who team-kill within this many seconds of a round restart.5 sv | rep | release
mp_spectators_maxHow many spectators are allowed in a match.2 sv | cl | rep | release
mp_starting_lossesDetermines what the initial loss streak is.1 sv | cl | rep | release
mp_startmoneyamount of money each player gets when they reset800 sv | cl | rep | release
mp_suicide_penaltyPunish players for suicidestrue sv | release
mp_swapteamsSwap the teams and restart the gamecmd sv | release
mp_t_default_grenadesThe default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'0 sv | cl | rep | release
mp_t_default_meleeThe default melee weapon that the Ts will spawn withweapon_knife sv | cl | rep | release
mp_t_default_primaryThe default primary (rifle) weapon that the Ts will spawn with0 sv | cl | rep | release
mp_t_default_secondaryThe default secondary (pistol) weapon that the Ts will spawn withweapon_glock sv | cl | rep | release
mp_tagging_scaleScalar for player tagging modifier when hit. Lower values for greater tagging.1 sv | cl | rep | release
mp_taser_recharge_timeDetermines recharge time for taser. -1 = disabled.30 sv | cl | rep | release
mp_td_dmgtokickThe damage threshhold players have to exceed in a match to get kicked.300 sv | rep | release
mp_td_dmgtowarnThe damage threshhold players have to exceed in a match to get warned that they are about to be kicked.200 sv | rep | release
mp_td_spawndmgthresholdThe damage threshold players have to exceed at the start of the round to be warned/kick.50 sv | rep | release
mp_team_intro_timeHow many seconds for team intro6.5 sv | nf | rep | release
mp_team_timeout_maxNumber of timeouts each team gets per match.1 sv | cl | rep | release
mp_team_timeout_ot_add_eachNumber of timeouts to add for each team when match goes to 2nd and each next overtime.0 sv | cl | rep | release
mp_team_timeout_ot_add_onceNumber of timeouts to add for each team when regulation time ends and match goes to overtime.0 sv | cl | rep | release
mp_team_timeout_ot_maxMax number of timeouts each team can have per OT after all OT timeouts got added.1 sv | cl | rep | release
mp_team_timeout_timeDuration of each timeout.60 sv | cl | rep | release
mp_teamcashawardsTeams can earn money by performing in-game actionstrue sv | cl | rep | release
mp_teamflag_1Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.0 sv | release
mp_teamflag_2Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.0 sv | release
mp_teamlogo_1Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'0 sv | release
mp_teamlogo_2Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'0 sv | release
mp_teammatchstat_1A non-empty string sets first team's match stat.0 sv | release
mp_teammatchstat_2A non-empty string sets second team's match stat.0 sv | release
mp_teammatchstat_cycletimeCycle match stats after so many seconds45 sv | release
mp_teammatchstat_holdtimeDecide on a match stat and hold it additionally for at least so many seconds5 sv | release
mp_teammatchstat_txtA non-empty string sets the match stat description, e.g. 'Match 2 of 3'.0 sv | release
mp_teammates_are_enemiesWhen set, your teammates act as enemies and all players are valid targets.false sv | cl | nf | rep | release
mp_teamname_1A non-empty string overrides the first team's name.0 sv | release
mp_teamname_2A non-empty string overrides the second team's name.0 sv | release
mp_teamplayfalse sv | nf
mp_teamprediction_pctA value between 1 and 99 will show predictions in favor of CT team.0 sv | release
mp_teamprediction_txtA value between 1 and 99 will set predictions in favor of first team.#SFUIHUD_Spectate_Predictions sv | release
mp_teamscore_1A non-empty string for best-of-N maps won by the first team.0 sv | release
mp_teamscore_2A non-empty string for best-of-N maps won by the second team.0 sv | release
mp_teamscore_maxHow many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)0 sv | release
mp_technical_timeout_duration_sHow many seconds is a full technical timeout?120 sv | cl | rep | release
mp_technical_timeout_per_teamHow many technical timeouts are there per team?1 sv | cl | rep | release
mp_timelimitgame time per map in minutes0 sv | cl | nf | rep | release
mp_tkpunishWill TK'ers and team damagers be punished in the next round? \{0=no, 1=yes\}0 sv | rep | release
mp_tournamentfalse sv | cl | nf | rep
mp_tournament_whitelistSpecifies the item whitelist file to use.item_whitelist.txt sv
mp_unpause_matchResume the matchcmd sv | release
mp_use_respawn_wavesWhen set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the whole team is dead.0 sv | cl | rep | release
mp_verbose_changelevel_spew1 sv | cl | rep | release
mp_warmup_endEnd warmup immediately.cmd sv | release
mp_warmup_items_drop_policyWhich items can drop during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser, 16=taser, 32=healthshot)247 sv | cl | rep | release
mp_warmup_items_nocostDetermines whether weapons are free to buy during warmup.false sv | cl | rep | release
mp_warmup_items_nocount_policyWhich items are unlimited during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser/kevlar, 16=taser, 32=healthshot)42 sv | cl | rep | release
mp_warmup_jointeam_cooldown2 sv
mp_warmup_offline_enabledWhether or not to do a warmup period at the start of a match in an offline (bot) match.false sv | cl | rep | release
mp_warmup_online_enabledWhether or not to do a warmup period at the start of an online match.true sv | cl | rep | release
mp_warmup_pausetimerSet to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.0 sv | cl | rep | release
mp_warmup_startStart warmup.cmd sv | release
mp_warmuptimeHow long the warmup period lasts. Changing this value resets warmup.120 sv | cl | rep | release
mp_warmuptime_all_players_connectedWarmup time to use when all players have connected. 0 to disable.15 sv | cl | rep | release
mp_warmuptime_match_cancelledWarmup time to use when the match will be cancelled (eg. due to a live VAC ban).5 sv | cl | rep | release
mp_weapon_next_owner_touch_time1.3 sv | cheat | release
mp_weapon_prev_owner_touch_time1.5 sv | cl | rep | cheat | release
mp_weapon_self_inflict_amountIf Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.0 sv | rep | release
mp_weapons_allow_heavyDetermines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs.-1 sv | cl | rep | release
mp_weapons_allow_map_placedIf this convar is set, when a match starts, the game will not delete weapons placed in the map.true sv | cl | rep | release
mp_weapons_allow_pistolsDetermines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs.-1 sv | cl | rep | release
mp_weapons_allow_riflesDetermines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs.-1 sv | cl | rep | release
mp_weapons_allow_smgsDetermines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs.-1 sv | cl | rep | release
mp_weapons_allow_typecountDetermines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).5 sv | cl | rep | release
mp_weapons_allow_zeusDetermines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).5 sv | cl | rep | release
mp_weapons_max_gun_purchases_per_weapon_per_matchMax number of times a player may purchase any weapon per match-1 sv | cl | rep | release
mp_weaponstayfalse sv | nf
mp_win_panel_display_timeThe amount of time to show the win panel between matches / halfs3 sv | cl | rep | release
mp_winlimitMax score one team can reach before server changes maps0 sv | cl | nf | rep
multigpu_skip_semaphoresfalse
multigpu_skip_transfersfalse
multvarMultiply specified convar value.cmd norecord | release
nameAngel a | per_user
nav_add_to_selected_setAdd current area to the selected set.cmd sv | cheat
nav_add_to_selected_set_by_idAdd specified area id to the selected set.cmd sv | cheat
nav_approach_points_area_size_thresholdIgnore nav areas with at least one side smaller than this amount during approach point calculation.200 sv
nav_begin_deselectingStart continuously removing from the selected set.cmd sv | cheat
nav_begin_drag_deselectingStart dragging a selection area.cmd sv | cheat
nav_begin_drag_selectingStart dragging a selection area.cmd sv | cheat
nav_begin_selectingStart continuously adding to the selected set.cmd sv | cheat
nav_bfs_debug0 sv | cheat
nav_check_connectivityChecks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).cmd sv | cheat
nav_clear_attributeRemove given nav attribute from all areas in the selected set.cmd sv | cheat
nav_clear_attributesClear all nav attributes of selected area.cmd sv | cheat
nav_clear_selected_setClear the selected set.cmd sv | cheat
nav_corner_adjust_adjacentradius used to raise/lower corners in nearby areas when raising/lowering corners.18 cheat
nav_create_indirect_connectionCreate a connection between the selected area and the area pointed at by the crosshair.cmd sv | cheat
nav_create_indirect_connection_from_toCreate a connection between the current 'from' and 'to' locations.cmd sv | cheat
nav_create_indirect_connection_set_fromSet the 'from' location of an indirect connection.0.000000 0.000000 0.000000 sv | cheat
nav_create_indirect_connection_set_from_using_editposSet the 'from' location of an indirect connection to be the current edit pos of nav_edit.cmd sv | cheat
nav_create_indirect_connection_set_toSet the 'to' location of an indirect connection.0.000000 0.000000 0.000000 sv | cheat
nav_create_indirect_connection_set_to_using_editposSet the 'to' location of an indirect connection to be the current edit pos of nav_edit.cmd sv | cheat
nav_curve_altfalse sv | cheat
nav_curve_iter0 sv | cheat
nav_curve_lock-1 sv | cheat
nav_curve_max_step10 sv | cheat
nav_curve_set-1 sv | cheat
nav_curve_step0.02 sv | cheat
nav_debug_blockedfalse sv | cheat
nav_deleteDeletes the currently highlighted Area.cmd sv | cheat
nav_delete_all_hullDeletes all areas with given hull category.cmd sv | cheat
nav_delete_markedDeletes the currently marked Area (if any).cmd sv | cheat
nav_disconnectDisconnects selected area from all neighbor areas.cmd sv | cheat
nav_drag_selection_volume_zmax_offsetThe offset of the nav drag volume top from center32 sv | rep
nav_drag_selection_volume_zmin_offsetThe offset of the nav drag volume bottom from center32 sv | rep
nav_draw_area_connectionsfalse sv | cheat
nav_draw_area_filledtrue sv | cheat
nav_draw_area_gravityfalse sv | cheat
nav_draw_area_groundfalse sv | cheat
nav_draw_area_hull_supportfalse sv | cheat
nav_draw_area_idsfalse sv | cheat
nav_draw_area_inset_margin0 sv | cheat
nav_draw_area_normalfalse sv | cheat
nav_draw_area_should_be_destroyedfalse sv | cheat
nav_draw_area_split_by_obstacle_mgrfalse sv | cheat
nav_draw_area_ztestfalse sv | cheat
nav_draw_blockedtrue sv | cheat
nav_draw_blocked_connectionsfalse sv | cheat
nav_draw_boundary_areasfalse sv | cheat
nav_draw_connected_area_radius1000 sv | cheat
nav_draw_dangerareasfalse sv | cheat
nav_draw_dormant_movable_meshesDraw dormant movable meshes.false sv | cheat
nav_draw_externally_createdfalse sv | cheat
nav_draw_hidingspotsfalse sv | cheat
nav_draw_indirect_connectionsfalse sv | cheat
nav_draw_jump_linksfalse sv | cheat
nav_draw_limitThe maximum number of areas to draw in edit mode300 sv | cheat
nav_draw_link_alignmentfalse sv | cheat
nav_draw_linksfalse sv | cheat
nav_draw_markuptrue sv | cheat
nav_draw_meshtrue sv | cheat
nav_draw_mesh_gridDraw the mesh's spatial grid structure around the edit cursor position.false sv | cheat
nav_draw_mesh_offsetVertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground1 sv | cheat
nav_draw_space_boundaryfalse sv | cheat
nav_draw_space_cellsfalse sv | cheat
nav_draw_space_flyfalse sv | cheat
nav_draw_space_neighbors0 sv | cheat
nav_draw_space_portalsfalse sv | cheat
nav_draw_space_radius0 sv | cheat
nav_draw_space_swimfalse sv | cheat
nav_draw_space_transitionstrue sv | cheat
nav_editSet to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.0 sv | cheat
nav_edit_use_cameratrue sv | cheat
nav_edit_validateValidate navmesh structures.false sv | cheat
nav_end_deselectingStop continuously removing from the selected set.cmd sv | cheat
nav_end_drag_deselectingStop dragging a selection area.cmd sv | cheat
nav_end_drag_selectingStop dragging a selection area.cmd sv | cheat
nav_end_selectingStop continuously adding to the selected set.cmd sv | cheat
nav_find_occluded_node_nozup_use_raycasttrue sv | cheat
nav_gen_add_jumpstrue sv | cheat
nav_gen_agent_radius_bufferBuffer to add to agent radius before passing to nav gen0.75 sv | cheat
nav_gen_clip_polys_to_clearancetrue sv | cheat
nav_gen_clip_polys_to_clearance_debugfalse sv | cheat
nav_gen_connect_allow_multipletrue sv | cheat
nav_gen_connect_angle0.75 sv | cheat
nav_gen_connect_angle_ignore_ztrue sv | cheat
nav_gen_connect_dist_a1 sv | cheat
nav_gen_connect_dist_b1.5 sv | cheat
nav_gen_connect_dist_z_mult0.5 sv | cheat
nav_gen_connect_overlap0.5 sv | cheat
nav_gen_degen_limit0.001 sv | cheat
nav_gen_falseAlways falsefalse sv | cheat
nav_gen_island_removalfalse sv | cheat
nav_gen_island_removal_all_hullstrue sv | cheat
nav_gen_join_nonzuptrue sv | cheat
nav_gen_jump_connection_min_overlap_ratioMinimum edge overlap required for jump connection consideration as a percentage of agent radius0.1 sv | cheat
nav_gen_markup_split_expand2 sv | cheat
nav_gen_markup_split_tol_base1 sv | cheat
nav_gen_markup_split_tol_nonav1 sv | cheat
nav_gen_markup_split_tol_nonentity8 sv | cheat
nav_gen_max_bottleneck_width128 sv | cheat
nav_gen_max_bottleneck_width_do_cliptrue sv | cheat
nav_gen_max_edge_len512 sv | cheat
nav_gen_max_edge_len_do_cliptrue sv | cheat
nav_gen_max_edge_len_split_tol24 sv | cheat
nav_gen_opt_to_quadstrue sv | cheat
nav_gen_opt_to_quads_angle_limit8 sv | cheat
nav_gen_opt_to_quads_num_steps6 sv | cheat
nav_gen_opt_to_quads_planar_deviation_limit4 sv | cheat
nav_gen_opt_to_quads_se_limit_end0.1 sv | cheat
nav_gen_opt_to_quads_se_limit_start0.000010 sv | cheat
nav_gen_opt_to_quads_weld_limit_end0.01 sv | cheat
nav_gen_opt_to_quads_weld_limit_start0 sv | cheat
nav_gen_oriented_angle_tolMax abrupt orientation difference an NPC can tolerate when moving through the mesh (degrees).15 sv | cheat
nav_gen_oriented_max_region_rangeMax orientation range allowed within a region before it gets further split.15 sv | cheat
nav_gen_remove_vertical_polystrue sv | cheat
nav_gen_split_boundary_polysfalse sv | cheat
nav_gen_split_multi_connection_polystrue sv | cheat
nav_gen_split_multi_connection_polys_tol0.01 sv | cheat
nav_gen_trueAlways truetrue sv | cheat
nav_gen_vertical_limit88 sv | cheat
nav_genrt_debugfalse sv | cheat
nav_list_movable_meshesList the movable meshes registered with the movable meshes manager.cmd sv | cheat
nav_lower_drag_volume_maxLower the top of the drag select volume.cmd sv | cheat
nav_lower_drag_volume_minLower the bottom of the drag select volume.cmd sv | cheat
nav_markMarks the Area or Ladder under the cursor for manipulation by subsequent editing commands.cmd sv | cheat
nav_mark_attributeSet nav attribute for all areas in the selected set.cmd sv | cheat
nav_max_view_distanceMaximum range for precomputed nav mesh visibility (0 = default 1500 units)0 sv | cheat
nav_max_vis_delta_list_length64 cheat
nav_navlink_enable_splitsSplit wide nav links into narrower ones to increase lanes and alleviate 'crossing' effect.true sv | cheat
nav_navlink_split_max_widthThe maximum desired width of a nav link split.144 sv | cheat
nav_navlink_split_scale_with_lengthNav link splits' widths are proportional to the nav link's length.true sv | cheat
nav_obstacle_validatefalse sv | cheat
nav_obstruction_draw0 sv | cheat
nav_obstruction_draw_changefalse sv | cheat
nav_obstruction_draw_dist-1 sv | cheat
nav_obstruction_draw_island0 sv | cheat
nav_obstruction_draw_island_hull-1 sv | cheat
nav_obstruction_draw_movefail_blockingfalse sv | cheat
nav_path_debugfalse sv | cheat
nav_path_draw_areasfalse sv | cheat
nav_path_draw_arrowtrue sv | cheat
nav_path_draw_climb_segmentstrue sv | cheat
nav_path_draw_connected_areasfalse sv | cheat
nav_path_draw_ground_segmentstrue sv | cheat
nav_path_draw_jump_segmentstrue sv | cheat
nav_path_draw_ladder_segmentstrue sv | cheat
nav_path_draw_link_segmentstrue sv | cheat
nav_path_draw_tick0 sv | cheat
nav_path_fixup_climb_up_segmentstrue sv | cheat
nav_path_fixup_gap_segmentsfalse sv | cheat
nav_path_jump_process_debugfalse sv | cheat
nav_path_optimizetrue sv | cheat
nav_path_optimize_portalstrue sv | cheat
nav_path_optimizer_debug0 sv | cheat
nav_pathfind_debug_log0 sv | cheat
nav_pathfind_draw0 sv | cheat
nav_pathfind_draw_blocked0 sv | cheat
nav_pathfind_draw_costsfalse sv | cheat
nav_pathfind_draw_fail0 sv | cheat
nav_pathfind_draw_total_costsfalse sv | cheat
nav_pathfind_inadmissable_heuristic_factor1 sv | cheat
nav_pathfind_multithreadfalse sv | cheat
nav_potentially_visible_dot_tolerance0.98 sv | cheat
nav_raise_drag_volume_maxRaise the top of the drag select volume.cmd sv | cheat
nav_raise_drag_volume_minRaise the bottom of the drag select volume.cmd sv | cheat
nav_recall_selected_setRe-selects the stored selected set.cmd sv | cheat
nav_recorder_enabledtrue sv | cheat
nav_remove_from_selected_setRemove current area from the selected set.cmd sv | cheat
nav_select_allow_blockedWhen selecting an area under nav_edit, allow area marked as blocked.true sv | cheat
nav_select_area_idSelect nav area with matching ID.-1 sv | cheat
nav_select_block_idSelect nav space block with matching ID.-1 sv | cheat
nav_select_hullRestrict area selection to areas that can support a hull of the given category0 sv | cheat
nav_select_radiusAdds all areas in a radius to the selection setcmd sv | cheat
nav_select_with_attributeSelects areas with the given attribute.cmd sv | cheat
nav_set_movable_mesh_dormant_flagSet the movable mesh dormant flag (0=active, 1=dormant)cmd sv | cheat
nav_show_area_connectionsShow connections to selected area when truetrue sv | cheat
nav_show_area_vertsShow area vertex positionstrue sv | cheat
nav_show_area_water_infotrue sv | cheat
nav_show_elem_infotrue sv | cheat
nav_show_elem_info_fontConsolas sv | cheat
nav_show_elem_info_font_size-1 sv | cheat
nav_show_elem_info_font_voffset-11 sv | cheat
nav_show_potentially_visibleShow areas that are potentially visible from the current nav area0 cheat
nav_smooth_constrain_resultstrue sv | cheat
nav_smooth_constrain_results_relax0.006 sv | cheat
nav_smooth_constrain_spring2 sv | cheat
nav_smooth_constrain_spring_relax0.01 sv | cheat
nav_smooth_draw_accel0 sv | cheat
nav_smooth_draw_boundary0 sv | cheat
nav_smooth_draw_calcfalse sv | cheat
nav_smooth_draw_constraint_splinefalse sv | cheat
nav_smooth_draw_constraint_spring0 sv | cheat
nav_smooth_draw_speed0 sv | cheat
nav_smooth_enabletrue sv | cheat
nav_smooth_relaxtrue sv | cheat
nav_smooth_relax_use_timestepsfalse sv | cheat
nav_smooth_spring_const_override-1 sv | cheat
nav_smooth_spring_enabletrue sv | cheat
nav_smooth_spring_factor_deriv0 sv | cheat
nav_smooth_spring_factor_dist0 sv | cheat
nav_smooth_spring_factor_speed0 sv | cheat
nav_smooth_spring_forward_dist_base50 sv | cheat
nav_smooth_spring_forward_dist_time_limit1 sv | cheat
nav_smooth_spring_max_dist36 sv | cheat
nav_smooth_spring_tension_max_override-1 sv | cheat
nav_smooth_spring_timestep_factor_accel100 sv | cheat
nav_smooth_spring_timestep_factor_speed100 sv | cheat
nav_smooth_spring_timestep_max0.5 sv | cheat
nav_smooth_spring_timestep_min0.1 sv | cheat
nav_smooth_spring_yaw_rotation_speed50 sv | cheat
nav_smooth_spring_yaw_threshold20 sv | cheat
nav_smooth_use_opttrue sv | cheat
nav_space_select_dist1000 sv | cheat
nav_splitTo split an Area into two, align the split line using your cursor and invoke the split command.cmd sv | cheat
nav_split_show_lineShow the free split line.false sv | cheat
nav_store_selected_setStores the current selected set for later retrieval.cmd sv | cheat
nav_switchSwitches to navmesh for the specified spawngroupcmd sv
nav_test_area_gravityfalse sv | cheat
nav_test_bfs_lattice_dist_0-1 sv | cheat
nav_test_bfs_lattice_dist_1-1 sv | cheat
nav_test_bfs_lattice_dist_2-1 sv | cheat
nav_test_bfs_lattice_hexDemonstrates searching hexagonal lattice over nav mesh.false sv | cheat
nav_test_bfs_lattice_mark2 sv | cheat
nav_test_bfs_lattice_simplefalse sv | cheat
nav_test_bfs_lattice_spacing_024 sv | cheat
nav_test_bfs_lattice_spacing_148 sv | cheat
nav_test_bfs_lattice_spacing_296 sv | cheat
nav_test_bfs_simplefalse sv | cheat
nav_test_boundary_zone_circle0 sv | cheat
nav_test_boundary_zone_forcefalse sv | cheat
nav_test_boundary_zone_grid_dim90 sv | cheat
nav_test_boundary_zone_path0 sv | cheat
nav_test_boundary_zone_rays100 sv | cheat
nav_test_boundary_zone_rays_margin-1 sv | cheat
nav_test_boundary_zone_rays_randomfalse sv | cheat
nav_test_boundary_zone_sphere0 sv | cheat
nav_test_curve_opt0 sv | cheat
nav_test_detourfalse sv | cheat
nav_test_find_nearestCalculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.false sv | cheat
nav_test_find_nearest_clearCalculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.false sv | cheat
nav_test_find_random_connectedDemonstrates finding random points that are connected in the nav mesh to the start point.false sv | cheat
nav_test_find_random_connected_dist_max1000 sv | cheat
nav_test_find_random_connected_dist_min100 sv | cheat
nav_test_find_z0 sv | cheat
nav_test_force_npc_repathfalse sv | cheat
nav_test_genrtfalse sv | cheat
nav_test_genrt_placefalse sv | cheat
nav_test_genrt_tile_removal_extent50 sv | cheat
nav_test_genrt_tile_removal_placefalse sv | cheat
nav_test_getareaoverlapping_gravityfalse sv | cheat
nav_test_getnearestnav_gravityfalse sv | cheat
nav_test_level_hullFind entities that intrude into the nav mesh. List those entities in console output, and display bounding boxes around them for a while.cmd sv | cheat
nav_test_level_hull_movecmd sv | cheat
nav_test_multi_connectionfalse sv | cheat
nav_test_npc_area0 sv | cheat
nav_test_npc_collision0 sv | cheat
nav_test_npc_collision_range250 sv | cheat
nav_test_npc_collision_show_geometryfalse sv | cheat
nav_test_pathCalculate and draw a path from player/camera position to the test position.false sv | cheat
nav_test_path_expansion_searchExtend nav_test_path by doing an expansion search on that path. Convar value defines dist.0 sv | cheat
nav_test_path_lock_goalLock the pathfinding goal to the current intersection point.false sv | cheat
nav_test_path_lock_startLock the pathfinding start to the current intersection point.false sv | cheat
nav_test_path_movefalse sv | cheat
nav_test_path_optEnable path optimization for nav_edit_path paths.true sv | cheat
nav_test_path_opt_transitionsfalse sv | cheat
nav_test_path_returnCalculate a return path from cursor position to the path calculated by nav_test_path.false sv | cheat
nav_test_path_spaceShould nav_test_path test 3d navigation? 1 = space to space, 2 = multi-modal space/ground0 sv | cheat
nav_test_path_space_flyTest flight pathstrue sv | cheat
nav_test_path_space_swimTest swim pathstrue sv | cheat
nav_test_pos_name0 sv
nav_test_pos_place-1 sv
nav_test_ray_space0 sv | cheat
nav_test_raysfalse sv | cheat
nav_test_smoothfalse sv | cheat
nav_test_smooth_extern_push0 sv | cheat
nav_test_smooth_in_speed120 sv | cheat
nav_test_smooth_in_yaw0 sv | cheat
nav_test_smooth_path_speed-1 sv | cheat
nav_test_smooth_separating_dist-1 sv | cheat
nav_test_smooth_spring_const-1 sv | cheat
nav_test_smooth_spring_tension_max-1 sv | cheat
nav_test_spline0 sv | cheat
nav_test_split_obstacle0 sv | cheat
nav_test_split_obstacle_dirtyfalse sv | cheat
nav_test_split_obstacle_leavefalse sv | cheat
nav_test_split_obstacle_size30 sv | cheat
nav_test_split_obstacle_update_postrue sv | cheat
nav_toggle_deselectingStart or stop continuously removing from the selected set.cmd sv | cheat
nav_toggle_in_selected_setRemove current area from the selected set.cmd sv | cheat
nav_toggle_selected_setToggles all areas into/out of the selected set.cmd sv | cheat
nav_toggle_selectingStart or stop continuously adding to the selected set.cmd sv | cheat
nav_unmarkClears the marked Area or Ladder.cmd sv | cheat
nav_validateLevel of validation for nav system. Higher will be slower.0 cheat
nav_volume_debugDraw or print debug information about nav volume queries.0 sv | cheat
navspace_create_water_smooth_connectionstrue sv | cheat
navspace_create_water_transition_connectionstrue sv | cheat
navspace_debug_pathfind-1 sv | cheat
navspace_debug_stringpull1 sv | cheat
navspace_debug_trace0 sv | cheat
navspace_debug_transition_calc0 sv | cheat
navspace_draw_changes_blocksDraw blocks when they change0 sv | cheat
navspace_draw_changes_watersDraw water volumes when they change0 sv | cheat
navspace_path_use_water_level_locatortrue sv | cheat
net_allow_multicasttrue a | release
net_async_clientconnectEnable async client connect optimizationtrue
net_async_job_random_sleepSleep randomly 0..net_async_job_random_sleep ms in the parallel server jobs; sleep is per job0
net_captureculldataCaptures low-level data to replay path culling algorithm behavior in controlled unit test environmentcmd
net_channelsShows net channel infocmd release
net_client_steamdatagram_enable_override0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible0 cl | release
net_connections_statsPrint detailed network statistics for each network connectioncmd release
net_culloptimizationEnable optimization of slow path that makes HLTV CPU consumption high in AnimGraph-using mods. Will switch to this on by default soon.true
net_debug_to_filefalse sv
net_detailed_canpacket_logfalse
net_fakeclearClear all simulated network conditionscmd release
net_fakejitterShortcut to set jitter net options. Run with no arguments for usage.cmd release
net_fakelagShortcut to set both FakePacketLag_Recv and FakePacketLag_Send net optionscmd release
net_fakelossShortcut to set both FakePacketLoss_Recv and FakePacketLoss_Send net optionscmd release
net_fakestatusPrint current simulated network condifionscmd release
net_limit_sv_recv_max_message_size_kbServer will reject message larger than N kb32 release
net_limit_sv_recv_segments_per_packetServer will reject packets with more than N segments50 release
net_limit_sv_recvbuffer_kbServer will not buffer more than N kb from connected clients128 release
net_limit_sv_recvbuffer_msgServer will not buffer more than N messages from connected clients100 release
net_listallmessagesList all registered net messagescmd cheat
net_log_processingLog network processingfalse
net_max_message_process_countMaximum number of messages to process from a client in a single frame (0 == no limit).0
net_max_message_queue_sizeMaximum number of messages to allow waiting in queue after processing; exceeding this disconnects the client. 0 == no limit0
net_max_polymorphic_spewMax polymorphic variants to spew when spewing a flattened serializer.5
net_messageinfoDisplay info about a message (by classname or id)cmd cheat
net_optionGet or set SteamNetworkingSockets options such as fake packet lag and losscmd release
net_p2p_listen_dedicatedShould dedicated server listen for new-style P2P?false
net_print_sdr_ping_timesPrint current ping times to SDR points of presence, and selected routecmd release
net_public_adrFor servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x' )0 release
net_qospacketloss_percentage_thresholdSpew a warning if packet loss percentage is above this threshold5
net_restrict_showmsg_socketIf set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.0
net_serializedentitymemorySpew CSerializedEntity memorycmd
net_serializedentitymetadatainfoSpew CSerializedEntity metadata informationcmd
net_showdropShow dropped packets in consolefalse
net_showeventlistenersShow listening addition/removalsfalse sv
net_showeventsDump game events to console (1=client only, 2=all).0 sv
net_showmsgShow incoming message: <0\|1\|2\|name> where 1 == all and 2 == all except net_NOP0
net_showoobShow connectionless UDP traffic.false
net_showpeaksShow messages for large packets only: <size>0
net_showreliableLike net_showmsg, but only spew reliable messages0
net_showudpDump UDP packets summary to consolefalse release
net_showudp_remoteonlyDump non-loopback udp onlytrue release
net_spewcountsSpew serializer counts, client only by default, specify server to spew server countscmd
net_stats_jsonOutput server networking statistics in json formatcmd
net_statusShows current network statuscmd release
net_use_delta_property_fastpath1
net_use_packet_compressionCompress network traffictrue
net_validatemessagesActivates/deactivates net message validationcmd cheat
nextdemoPlay next demo in sequence.cmd release
nextlevelIf set to a valid map name, will trigger a changelevel to the specified map at the end of the round0 sv | nf | release
nextmap_print_enabledWhen enabled prints next map to clientsfalse sv | release
nextmodeSets the game mode to be played when the next level loads0 sv | nf | rep | release
noclipToggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disablecmd sv | cheat
noclip_fixuptrue sv | cheat
notargetToggle. Player becomes hidden to NPCs.cmd sv | cheat
npcsolve_attract_drawfalse sv
npcsolve_constraint_navtrue sv
npcsolve_constraint_npctrue sv
npcsolve_drag_linear0 sv
npcsolve_forwardtrue sv
npcsolve_forward_const30000 sv
npcsolve_forward_dist200 sv
npcsolve_forward_margin5 sv
npcsolve_path_close_const0 sv
npcsolve_path_close_max_tension100 sv
npcsolve_path_lookahead_const4 sv
npcsolve_path_lookahead_dist100 sv
npcsolve_path_vel_const0 sv
npcsolve_separationtrue sv
npcsolve_separation_const10000 sv
npcsolve_separation_dist5 sv
npcsolve_separation_drawfalse sv
npcsolve_separation_jitter0 sv
npcsolve_separation_r2false sv
open_assetOpens an asset in it's primary editor of choice. Specify the full path to the asset from the mod directory.cmd
option_duck_methodInput toggle controlfalse cl | a | user | per_user
option_speed_methodInput toggle controlfalse cl | a | user | per_user
p2p_listpeersList currently known peers.cmd
p2p_pingPing a peer.cmd cl
panorama_debugger_themeLight cl | a
panorama_dispatch_eventDispatch the event defined by the argument string. No creating panel is specified.cmd
panorama_dump_symbols<ESymbolType> Dump all of the symbols in the Panorama symbol tablecmd
panorama_focus_world_panelswhen set request key focus when a world panel is enabledfalse cl | a
panorama_generate_layout_xsdGenerate the Layout XML Schema Definition for the current run-time (types are dependent on which game DLL is running).cmd
panorama_joystick_enabledEnable panorama joystick inputfalse a
panorama_print_cache_statusPrint internal panorama refcounts for every filecmd
panorama_show_fpsfalse
panorama_show_fps_scale1
panorama_streaming_load_local_imagesfalse cl
panorama_worldpanel_update_cull_distance1000 cl
panorama_worldpanel_update_cull_size_threshold5 cl
panorama_worldpanel_update_cullingfalse cl
particle_cluster_debug0 sv | cl | rep
particle_cluster_manager_search_dist256 sv | cl | rep
particle_cluster_nodrawfalse sv | cl | rep
particle_cluster_use_collision_hullstrue sv | cl | rep
particle_powsimd_random_range_exptrue
particle_profileProfile particlecmd
particle_profile_filterProfile particle filter0
particle_profile_spikeProfile particle spikecmd
particle_test_attach_attachmentAttachment index for attachment mode0 sv | cheat
particle_test_attach_modePossible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'follow_attachment sv | cheat
particle_test_createCreates the named particle system where the player is looking. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
particle_test_destroyDestroys all particle systems matching the specified name. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
particle_test_fileName of the particle system to dynamically spawn0 sv | cheat
particle_test_startDispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
particle_test_stopStops all particle systems on the selected entities. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
passwordCurrent server access passwordmap a | norecord | server_cant_query
pathShow the filesystem path.cmd
pauseToggle the server pause state.cmd release
pet_preview_gravity0.000000 0.000000 -800.000000
pet_preview_underwaterfalse
phonemedelayPhoneme delay to account for sound system latency.0 cl
phonemefilterTime duration of box filter to pass over phonemes.0.08 cl
phonemesnapLod at level at which visemes stops always considering two phonemes, regardless of duration.2 cl
phys_batch_ray_test0 cl
phys_continuous_kinematic_update1 sv | cl | rep
phys_cull_internal_mesh_contactsfalse rep
phys_debug_drawSet up debug-draw of physics internal statecmd
phys_dynamic_scalingtrue sv | cl | rep | cheat
phys_expensive_shape_threshold6 cl | cheat
phys_headshotscaleModifier for the headshot impulse hits on players1.3 sv | cl | rep
phys_highlight_expensive_objectsHighlight expensive physics objectsfalse cheat
phys_highlight_expensive_objects_strengthHighlight expensive physics objects strength0.02 cheat
phys_impactforcescale1 sv
phys_joint_teleportTeleport joint anchors if connected to worldtrue sv | cheat
phys_length_damping_ratioSpring damping ratio for length constraint2 sv | cheat
phys_length_frequencySpring stiffness for length constraint5 sv | cheat
phys_log_updatersfalse sv | cl | rep
phys_log_updaters_excludeweapon pistol rifle survivor common_male sv | cl | rep
phys_log_updaters_includelimbs sv | cl | rep
phys_min_motion_controller_count_to_run_in_job8
phys_multithreading_enabledEnable/Disable Multithreading in VPhysicstrue sv | cl | rep
phys_playerscaleThis multiplies the bullet impact impuse on players for more dramatic results when players are shot.10 sv | cl | rep
phys_powered_ragdoll_debugfalse sv | cl | rep
phys_pushscale1 sv | cl | rep
phys_shootShoots a phys object.cmd sv | cheat
phys_shoot_angular_speed3600 sv
phys_shoot_speed250 sv
phys_show_statsfalse sv | cl | rep
phys_stressbodyweights5 sv
phys_threaded_cloth_bone_updatefalse sv | cl | rep
phys_threaded_kinematic_bone_updatefalse sv | cl | rep
phys_threaded_transform_updatefalse sv | cl | rep
phys_timescaleScale time for physics1 sv
phys_upimpactforcescale0.375 sv
phys_use_block_solverUse block solving for constraint entitiestrue sv | cheat
phys_vehicleimpactforcescale1.5 sv
phys_visualize_awake_dynamic_onlyfalse sv | cl | rep
phys_visualize_awake_unattached_onlyfalse sv | cl | rep
phys_visualize_tracesfalse sv | cl | rep | cheat
physics_debug_entityDumps debug info for an entitycmd sv
pickup_check_period0.25 sv
pixelvis_debugDump debug infocmd cheat
plant_bombPlant a bomb where the player is looking.cmd sv | cheat
playPlay a sound.cmd server_can_execute
playcastPlay a broadcastcmd release
playdemoPlay a recorded demo file (.dem ).cmd release
player0_using_joystickfalse a
player_botdifflast_s2 cl | a | release
player_competitive_maplist_2v2_10_0_BCB8668Dmg_de_inferno,mg_de_nuke,mg_de_vertigo,mg_de_rooftop,mg_de_overpass cl | a
player_competitive_maplist_8_10_0_C951FF02mg_de_dust2,mg_de_mirage,mg_de_inferno,mg_de_ancient,mg_de_nuke,mg_de_overpass,mg_de_anubis,mg_de_vertigo,mg_cs_office cl | a
player_debug_off_navfalse sv | cheat
player_debug_print_damageWhen true, print amount and type of all damage received by player to console.false sv | cheat
player_nevershow_communityservermessage0 cl | a | per_user
player_pingCreates a ping notification where the player is looking.cmd sv
player_ping_token_cooldownCooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens).20 sv | cheat | release
player_survival_list_10_0_303mg_dz_blacksite,mg_dz_sirocco,mg_dz_vineyard,mg_dz_ember cl | a
player_teamplayedlast3 cl | a | per_user
player_use_radius80 sv | cl | rep | cheat
player_wargames_list2_10_0_00 cl | a
playsoundplaysound <soundname>cmd
playsoundscapeForces a soundscape to playcmd cl | cheat
playvolPlay a sound at a specified volume.cmd
png_screenshotTake a .png screenshot: png_screenshot [filename]cmd
pop_var_valuesRestore previously pushed convars and config valuescmd
population_distribution_debug0 sv | rep
presettle_cloth_iterations30 cl
print_changed_convarsPrints all convars that have changed from their default valuecmd release
print_mapgroupPrints the current mapgroup and the contained mapscmd cl | release
print_mapgroup_svPrints the current mapgroup and the contained mapscmd sv | release
print_model_bind_posePrints the bind pose of the specified model. Optionally limits to a particular bone and its parent chain, otherwise prints the entire skeleton.cmd
progress_enablecmd
prop_debugToggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.cmd sv | cheat
prop_debug_collisionHighlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_DEBRIS and will return to COLLISION_GROUP_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey)false sv | cheat
prop_dynamic_createCreates a dynamic prop with a specific .vmdl aimed away from where the player is looking. Arguments: \{.vmdl name\}cmd sv | cheat
prop_nav_ignore_edge_len-1 sv
prop_nav_ignore_mass-1 sv
prop_nav_obstacle_avoid_mass100.1 sv
prop_nav_obstacle_avoid_use_connection_blockerfalse sv
prop_nav_obstacle_block_edge_min_-1 sv
prop_nav_obstacle_block_edge_min_a-1 sv
prop_nav_obstacle_block_edge_min_c-1 sv
prop_nav_obstacle_block_mass_a-1 sv
prop_nav_obstacle_block_mass_b-1 sv
prop_nav_obstacle_block_mass_c-1 sv
prop_physics_createCreates a physics prop with a specific .vmdl aimed away from where the player is looking. Arguments: \{.vmdl name\}cmd sv | cheat
proped_attr_loggingfalse
proped_debug_margin0
proped_debug_splitterfalse
proped_sync_timingsfalse
property_editor_use_overlaytrue
props_break_max_pieces_perframeMaximum prop breakable piece count per frame (-1 = model default)16 sv | cl | rep
pulse_debug_entityOpens a graph referencing the selected entity. If it is referenced by more than 1 graph, list all the active pulse graph instances referring to that entity so you can pick which one you want.cmd sv | cheat | vconsole_fuzzy
pulse_list_game_blackboardsList all the active pulse graph instancescmd sv | cheat
pulse_list_graphsList all the active pulse graph instancescmd cheat
pulse_open_graph_idOpen a specific graph instance by idcmd cheat
pulse_print_graph_execution_historyPrints the execution history of a graph by filename or instanceidcmd cheat
push_var_valuesSave convars and config valuescmd
pvs_debugentityVerbose spew for this entity when doing IsInPVS computation.-1 sv | release
pvs_flowtypeFlow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.0 sv | release
pwatchentEntity to watch for prediction system changes.-1 cl | cheat
pwatchvarEntity variable to watch in prediction system for changes.0 cl | cheat
+quickbuyradialcmd cl | release
+quickgearradialcmd cl
+quickgrenaderadialcmd cl | release
+quickinvcmd cl | release
quitQuit the gamecmd release | vconsole_set_focus
r_add_views_in_pre_outputtrue
r_AirboatViewDampenDamp1 sv | cl | nf | rep | cheat
r_AirboatViewDampenFreq7 sv | cl | nf | rep | cheat
r_AirboatViewZHeight0 sv | cl | nf | rep | cheat
r_allow_onesweep_gpusorttrue
r_always_render_all_windowsAlways force all engine & tools to renderfalse
r_aoproxy_cull_distDistance to cull the AO proxy as a factor of size12
r_aoproxy_debugfalse cl | cheat
r_aoproxy_enabletrue cl
r_aoproxy_min_dist8
r_aoproxy_min_dist_box1
r_aoproxy_showfalse cl | cheat
r_aspectratio0
r_cameraposPrints out the current camera position + orientation to the consolecmd linked
r_character_decal_resolutionResolution of character decal texture.1024
r_csgo_cmaa_enablefalse cl
r_csgo_cmaa_extra_sharptrade more sharpness for reduced antialiasingfalse cl
r_csgo_cmaa_quality0=low, 1=medium, 2=high, 3=ultra3 cl
r_csgo_csm_override_staticgeo_cascades_alphatestIf lb_csm_override_staticgeo_cascades true, ensure objects with SCENEOBJECTFLAG_ALPHA_TESTED flag will be rendered into cascade.false cl
r_csgo_cubemap_normalizationtrue cl | cheat
r_csgo_decal_debugfalse cl | cheat
r_csgo_depth_prepasstrue cl | cheat
r_csgo_depth_prepass_cull_threshold60 cl | cheat
r_csgo_depth_prepass_skybox_alpha_testedtrue cl | cheat
r_csgo_depth_prepass_small_cull_threshold10 cl | cheat
r_csgo_depth_prepass_viewmodeltrue cl | cheat
r_csgo_directional_lightmapstrue cl | cheat
r_csgo_effects_bloomtrue cl | cheat
r_csgo_effects_bloom_when_smokedfalse cl | cheat
r_csgo_enable_glowstrue cl | cheat
r_csgo_enable_high_precision_lightingtrue cl | cheat
r_csgo_enable_sunlight_checkEnable vis tests for sunlight.true cl
r_csgo_enable_tonemappingtrue cl | cheat
r_csgo_enable_translucent_screen_spacetrue cl | cheat
r_csgo_fsr_enable_mip_biasApply negative mip bias when rendering with FSR.true cl
r_csgo_fsr_rcas_sharpnessRCAS sharpness when using FSR + RCAS upsample.0.25 cl
r_csgo_fsr_upsample0 == bilinear upsampe, 1 == FSR upsample, 2 == FSR + RCAS upsample0 cl
r_csgo_gpu_cullingCSGO/Graphics/GPU Cullingtrue cl | menubar_item
r_csgo_gpu_culling_shadowsCSGO/Graphics/GPU Cull Shadow Viewsfalse cl | menubar_item
r_csgo_gpu_culling_two_passCSGO/Graphics/GPU Culling (Two Pass)false cl | menubar_item
r_csgo_mboittrue cl | cheat
r_csgo_mboit_bias0.000005 cl | cheat
r_csgo_mboit_debugfalse cl | cheat
r_csgo_mboit_force_mixed_resolutionfalse cl
r_csgo_mboit_overestimation0.01 cl | cheat
r_csgo_mboit_upscale_csfalse cl | cheat
r_csgo_mboit_use_4_momentsfalse cl | cheat
r_csgo_merge_resolve_with_histogramtrue cl | cheat
r_csgo_microshadowingtrue cl
r_csgo_mixed_resolution_color_slicesfalse cl | cheat
r_csgo_mixed_resolution_particlestrue cl
r_csgo_mixed_resolution_particles_minmaxfalse cl | cheat
r_csgo_mixed_resolution_particles_scale2 cl | cheat
r_csgo_mouse_trace_coordtrue cl | cheat
r_csgo_multiscatteringtrue cl
r_csgo_no_shader_resolvefalse cl | cheat
r_csgo_postprocess_enabletrue cl | cheat
r_csgo_readonly_depth_stencil_enabletrue cl | cheat
r_csgo_reconstruct_normalsfalse cl | cheat
r_csgo_reconstruct_normals_method0 cl | cheat
r_csgo_render_decalstrue cl | cheat
r_csgo_render_decals_on_translucenttrue cl | cheat
r_csgo_render_dither_scale1 cl | cheat
r_csgo_render_dynamic_objectstrue cl | cheat
r_csgo_render_inferno_decalstrue cl | cheat
r_csgo_render_opaquetrue cl | cheat
r_csgo_render_overlaystrue cl | cheat
r_csgo_render_post_bloom1 cl | cheat
r_csgo_render_post_bloom_strength-1 cl | cheat
r_csgo_render_post_colorcorrection0 cl | cheat
r_csgo_render_post_film_grain0 cl | cheat
r_csgo_render_post_fxaa0 cl
r_csgo_render_post_local_contrasttrue cl | cheat
r_csgo_render_post_mirror_horizontal0 cl | cheat
r_csgo_render_post_mirror_vertical0 cl | cheat
r_csgo_render_translucenttrue cl | cheat
r_csgo_shadows_debug0 cl | cheat
r_csgo_test1false cl | release
r_csgo_volume_mboit_optimizationtrue cl | cheat
r_csgo_water_effectstrue cl | cheat
r_csgo_water_refractiontrue cl | cheat
r_cubemap_debug_colors0 cheat
r_dashboard_render_qualitytrue cl
r_debug_depth_holesfalse cl | cheat
r_debug_particle_shadowsfalse cl | cheat
r_debug_precipitationShow precipitation volumesfalse cl | cheat
r_decals2048 sv | cl | rep
r_decals_default_fade_duration3 sv | cl | rep
r_decals_default_start_fade30 sv | cl | rep
r_decals_overide_fadestarttime_params-1 sv | cl | rep
r_decals_overlap_threshold6 sv | cl | rep
r_directional_lightmapstrue
r_directlightingSet to use direct lightingtrue cheat
r_dlss_preset5
r_dof_overridefalse cheat
r_dof_override_far_blurry2000 cheat
r_dof_override_far_crisp180 cheat
r_dof_override_near_blurry-100 cheat
r_dof_override_near_crisp0 cheat
r_dof_override_tilt_to_ground0.5 cheat
r_dopixelvisibilitytrue cheat
r_draw3dskyboxtrue cl
r_draw_first_tri_onlyfalse cheat
r_draw_instancestrue cheat
r_draw_overlaystrue
r_draw_particle_children_with_parentsDraw particle children with parents (-1=use gameinfo, 0=no, 1=yes)-1 cheat
r_drawblankworldRender blank instead of the game worldfalse cheat
r_drawchickensRender chickenstrue cl | cheat
r_drawcsplayersRender CS playerstrue cl | cheat
r_drawdecalsSet to render decalstrue cheat
r_drawdevvisualizersRender dev visualizersfalse cl | cheat
r_drawpanoramaEnable the rendering of panorama UItrue cheat
r_drawparticlesEnable/disable particle renderingtrue cheat
r_drawpixelvisibilityShow the occlusion proxiesfalse
r_drawropestrue cl | cheat
r_drawskyboxRender the 2d skybox.true cheat
r_drawtracerstrue cl | cheat
r_drawtracers_firstpersonToggle visibility of first person weapon tracerstrue cl | a | release
r_drawviewmodelRender view modeltrue cl | cheat
r_drawworldRender the world.true cheat
r_dx11_debug_cleanAggressively unbind bound resources to cleanup DX11 debug warnings.false release
r_dx11_report_live_objectsPrints out live D3D11 objects (requires -dx11debug)cmd
r_dx11_software_cmd_listsEnable Software Command lists for DX11 (Avoid using deferred contexts)true
r_entposMoves the camera position + orientation to the named entitycmd linked
r_experimental_lag_limiterfalse
r_extra_render_frames0 cheat
r_fallback_texture_lod_scaleScale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure2 cheat
r_farzOverride the far clipping plane. -1 means to use the value in env_fog_controller.-1 cl | cheat
r_flashlightambient0 cl | cheat
r_flashlightbacktraceoffset0.4 cl | cheat
r_flashlightbrightness1 cl | rep | cheat
r_flashlightconstant0 cl | rep | cheat
r_flashlightfar1500 cl | rep | cheat
r_flashlightfov53 cl | rep | cheat
r_flashlightladderdist40 cl | cheat
r_flashlightlinear100 cl | rep | cheat
r_flashlightlockpositionfalse cl | cheat
r_flashlightmuzzleflashfov120 cl | cheat
r_flashlightnear4 cl | rep | cheat
r_flashlightnearoffsetscale1 cl | cheat
r_flashlightoffsetforward0 cl | rep | cheat
r_flashlightoffsetright5 cl | rep | cheat
r_flashlightoffsetup-5 cl | rep | cheat
r_flashlightquadratic0 cl | rep | cheat
r_flashlightshadowatten0.35 cl | cheat
r_flashlighttracedistcutoff128 cl | cheat
r_flashlighttracedistwatercutoff80 cl | cheat
r_flashlightvisualizetracefalse cl | cheat
r_flush_on_pooled_ib_resizetrue release
r_force_engine_render_frameForce a single render of the engine viewport.cmd
r_force_no_presentForce the render device to not present frames.false cheat
r_force_zprepass0: Force z prepass off. 1: Force on. -1: Don't force-1 cheat
r_frame_sync_enabletrue
r_freeze_sceneobjectsfalse cl
r_freezeparticlesPause particle simulationfalse cheat
r_fullscreen_gammaScreen Gamma (only in fullscreen modes)2.2 a
r_gpu_mem_statsDisplay GPU memory usage.cmd linked
r_grass_allow_flatteningfalse
r_grass_alpha_test1
r_grass_density_mode0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 11
r_grass_end_fade3900
r_grass_max_brightness_change75
r_grass_quality0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra3
r_grass_start_fade3000
r_grass_vertex_lighting0
r_hair_aotrue
r_hair_indirect_transmittancetrue
r_hair_meshshader0
r_hair_shadowtiletrue
r_hair_wind_global_scale0.3
r_hair_wind_min_noise_speed20
r_hair_wind_motion_scale0.07
r_hair_wind_noise0.2
r_hair_wind_noise_occlusion1
r_hair_wind_noise_size10
r_hair_wind_occlusion2
r_impact_ricochet_chance0.3 cl
r_impacts_alt_orientationtrue cl
r_impacts_decal_grazing_incidence_cutoff0.55 cl
r_impacts_decal_grazing_incidence_variance0.1 cl
r_indirectlightingSet to use indirect lightingtrue cheat
r_JeepViewDampenDamp1 sv | cl | nf | rep | cheat
r_JeepViewDampenFreq7 sv | cl | nf | rep | cheat
r_JeepViewZHeight10 sv | cl | nf | rep | cheat
r_late_particle_job_syncfalse cl
r_light_flickering_enabledtrue sv | cl | rep
r_light_probe_volume_debug_colorsfalse cheat
r_light_probe_volume_debug_gridShow LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all0 cheat
r_light_probe_volume_debug_grid_albedoalbedo for LPV debug grid128 128 128 cheat
r_light_probe_volume_debug_grid_bboxShow LPV bounding box when debug grid is on, 0: off, 1: ontrue cheat
r_light_probe_volume_debug_grid_metalnessmetalness for LPV debug grid0 cheat
r_light_probe_volume_debug_grid_prim0: spheres, 1: cubes0 cheat
r_light_probe_volume_debug_grid_roughnessroughness for LPV debug grid0.5 cheat
r_light_probe_volume_debug_grid_samplesizesphere radius (world) for LPV debug grid4 cheat
r_lightmap_setLightmap set to use, only works on map loadlightmaps cheat
r_lightmap_sizeMaximum lightmap resolution.65536
r_lightmap_size_directional_irradianceMaximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size-1
r_limit_particle_job_durationfalse
r_low_latencyNVIDIA Low Latency/AMD Anti-Lag 2 (0 = off, 1 = on, 2 = NV-only, on + boost)1
r_low_latency_trigger_flashNVIDIA Low Latency Trigger Flashtrue
r_mapextentsSet the max dimension for the map. This determines the far clipping plane16384 cl | cheat
r_max_texture_pool_sizeUpper limit on texture pool size.0
r_mixed_shadows_fade_in_time0.5 sv | cl | rep
r_mixed_shadows_fade_out_time0.5 sv | cl | rep
r_monitor_3dskyboxtrue cl
r_morphing_enabledtrue cheat
r_multigpu_num_gpus_found1
r_multigpu_num_gpus_used1
r_muzzleflashbrightness0.4 cl | rep | cheat
r_muzzleflashlinear0.05 cl | rep | cheat
r_nearzOverride the near clipping plane. -1 means use the default.-1 cl | cheat
r_new_character_decalsfalse sv | cl | rep | cheat
r_particle_cables_cast_shadowstrue
r_particle_cables_culling1
r_particle_cables_culling_bounds_scale1.2
r_particle_cables_dynamic_roundnessfalse
r_particle_cables_dynamic_roundness_threshold20
r_particle_cables_render_meshletstrue
r_particle_cables_visualize_roundnessfalse
r_particle_debug_filterLimit debug visualizations to substring match of effect name0
r_particle_debug_force_simulation-1 for all asleep, 1 for all awake0
r_particle_debug_randomseedsUse random seeds in debugfalse
r_particle_gpu_implicittrue
r_particle_max_detail_levelThe maximum detail level of particle to create3
r_particle_max_draw_distanceThe maximum distance that particles will render1000000.000000 cheat
r_particle_max_size_cullParticle systems larger than this in every dimension skip culling to save CPU. They will be drawn anyway.1200
r_particle_max_texture_layers-1
r_particle_min_timestepA minimum on particle simulation time, particle simulation happening more frequently than this will lerp.0
r_particle_multiplierRender each particle system N times for perf testing1 cheat
r_particle_render_testrender particles 100 times and show perffalse
r_particle_shadow_map_texture_size1536 cl
r_particle_shadowstrue cl
r_particle_shadows_cast_on_particlestrue cl
r_particle_shadows_cast_on_particles_scaletrue cl
r_particle_shadows_cast_on_worldtrue cl
r_particle_shadows_computetrue cl | release
r_particle_testbuffersfalse
r_particle_timescale1
r_particle_warn_threshold_msThreshold to warn about when rendering particles.0
r_pipeline_stats_command_flushExperimental: Set to 1 to enable full GPU pipeline flushing after each command list.false
r_pipeline_stats_flush_before_sleepingExperimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work.false
r_pipeline_stats_present_flushExperimental: Set to 1 to enable full GPU pipeline flushing after each present.false
r_pipeline_stats_use_flush_apiExperimental: Set to 1 to use the ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries.true
r_pixelvisibility_partialtrue cheat
r_pixelvisibility_spewfalse cheat
r_player_visibility_mode1 cl | a | release
r_print_buffersPrint Vertex/Index/GPU buffers.cmd linked
r_print_texture_statsTexture statscmd
r_propsmaxdistMaximum visible distance1200 cl
r_RainAllowInSplitScreenAllows rain in splitscreenfalse cl
r_RainParticleDensityDensity of Particle Rain 0-11 cl
r_render_coordination_statePrints out the current render coordination state.cmd
r_render_to_cubemap_begin_mixing_roughness0.25 cl
r_render_to_cubemap_debugfalse cl
r_render_world_node_boundsRender world node boundsfalse cheat
r_renderdoc_auto_shader_pdbsAutomatically generate shader debug info on capturetrue
r_renderdoc_capture_frameTriggers a RenderDoc capturecmd linked
r_renderdoc_open_capturestrue
r_renderdoc_validation_error_capture_limit5
r_rendersunRender sun lightingtrue cheat
r_replay_post_effect-1 cl | cheat
r_reset_character_decalsfalse
r_ropetranslucenttrue cl
r_screen_size_expansion0 cl
r_setposMoves the camera position + orientation to the specified positioncmd linked
r_shadowstrue cheat
r_show_build_infoBuild information. Leave this enabled when submitting bug screenshots and videos, please!false cl | a | release
r_show_time_infoShow real time, large.false cl | release
r_showdebugoverlaysSet to render debug overlaysfalse cheat
r_showdebugrendertargetSet the debug render target to show, 0 == disablefalse cheat
r_showsceneobjectboundsShow scenesystem object bounding boxesfalse cheat
r_showsunshadowdebugrendertargetsSet to render sun shadow render targetsfalse cheat
r_showsunshadowdebugsplitvisSet to render sun shadow split visibility debuggerfalse cheat
r_size_cull_threshold_shadowThreshold of shadow map size percentage below which objects get culled0.2 cheat
r_skinning_enabledtrue cheat
r_skip_precache_validation_checkfalse
r_smooth_morph_normalsfalse release
r_ssaoSet to use screen-space ambient occlusiontrue
r_ssao_bias2.5
r_ssao_blurtrue
r_ssao_radius8
r_ssao_strength3
r_strip_invisible_during_sceneobject_updatefalse cl
r_suppress_redundant_state_changestrue
r_test1_maximum_wait_ms10 cl | release
r_texture_budget_dynamicDynamically adjust texture streaming budget based on GPU memory usage.true
r_texture_budget_thresholdReduce texture memory pool size when this percentage of the budget is full.0.9
r_texture_budget_update_periodTime (in seconds) between updating texture memory budget.0.1
r_texture_eager_evictionfalse
r_texture_hookup_uses_threadpoolAsync Texture hookup uses its own threadpool instead of the global pool.true
r_texture_lod_scaleScale factor for requested texture size (texture streaming)1 cheat
r_texture_nonstreaming_loadAllow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.true
r_texture_pool_increase_rateIncrease texture memory pool size by this many MB / s when under budget.64
r_texture_pool_reduce_rateReduce texture memory pool size by this many MB / s when over budget.256
r_texture_pool_sizeTotal size of the texture pool in MB11091
r_texture_stream_max_resolutionMaximum resolution for top mip level in streaming textures8192
r_texture_stream_mip_biasBiases the mip level the texture streaming system choses to stream for each texture.0
r_texture_stream_resolution_bias1
r_texture_stream_resolution_bias_decrease_rate0.1
r_texture_stream_resolution_bias_increase_rate0.05
r_texture_stream_resolution_bias_min1
r_texture_stream_resolution_bias_update_period0.5
r_texture_stream_throttle_amount10
r_texture_stream_throttle_count3
r_texture_stream_throttle_count_over_budget1
r_texture_streaming_timeslicedtrue
r_texture_streamout_unthrottle_msAfter hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.0.2
r_texturefilteringquality0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x5
r_textures_evict_allEvict all resident texture.cmd linked
r_threaded_particle_creationtrue
r_threaded_particlestrue
r_threaded_scene_object_updatetrue cl
r_timestamp_query_multiplierSet the TIMESTAMP query cycle multiplier, for drivers that lie1
r_toggleviewportsizeToggles viewport size between small + full window.cmd
r_translucentEnable rendering of translucent geometrytrue cheat
r_update_particles_on_render_only_framesfalse cl
r_use_memory_budget_modelUse a model of GPU memory use to determine budget rather than querying the OS.false
r_validate_texture_streamingDumps state of texture streaming at the next frame boundary.false
r_vconsole_foregroundforcerenderWhen VConsole is in the foreground, force all engine & tools to rendertrue
r_viewportSlams viewport size to a specified value.cmd
r_wait_on_presentfalse
r_world_frame_load_threshold_ms10
r_world_wind_dir0.707000 0.707000 0.000000
r_world_wind_frequency_grass0.03
r_world_wind_frequency_trees0.003
r_world_wind_offset_speed0.250000 0.300000 0.200000
r_world_wind_smooth_time2
r_world_wind_strength40
r_zprepass_normals0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.false cheat
radarvisdistanceat this distance and beyond you need to be point right at someone to see them1000 sv | cheat
radarvismaxdothow closely you have to point at someone to see them beyond max distance0.996 sv | cheat
radarvismethod0 for traditional method, 1 for more realistic method1 sv | cheat
radarvispowthe degree to which you can point away from a target, and still see them on radar.0.4 sv | cheat
+radialradiocmd cl | release
+radialradio2cmd cl | release
+radialradio3cmd cl | release
radioOpens a radio menucmd cl | release
radio1Opens a radio menucmd cl | release
radio2Opens a radio menucmd cl | release
radio3Opens a radio menucmd cl | release
ragdoll_cleanup_allCleans up all ragdolls.cmd sv | cl | cheat | linked
ragdoll_debug_item_detachmentfalse sv | rep
ragdoll_friction_scale0.6 sv | cl | rep | cheat
ragdoll_gravity_scale1 sv | cl | rep | cheat
ragdoll_impact_strength500 cl
ragdoll_lru_debug_removalfalse sv | cl | rep | cheat
ragdoll_lru_min_age10 sv | cl | rep | cheat
ragdoll_move_entityfalse sv | cl | rep | cheat
ragdoll_override_root_orientationtrue sv | rep
ragdoll_parallel_pose_controlfalse sv | cl | rep
ragdoll_prop_settleEnable more aggressive ragdoll settlingtrue sv | rep
ragdoll_prop_sleepaftertimeAfter this many seconds of being basically stationary, the ragdoll will go to sleep.4 sv | rep
ragdoll_prop_sleepdisabletimeRagdoll is not allowed to physically sleep until this timer has elapsed.1.5 sv | rep
ragdoll_resolve_initial_conflicttrue sv | cl | rep | cheat
ragdoll_resolve_separationtrue sv | cl | rep | cheat
ragdoll_scale_sleep_tolerancetrue sv | rep
ragdoll_update_from_weightsfalse sv | cl | rep | cheat
ragdoll_visualize_creation_skeletonfalse sv | rep
ragdoll_vphysics_scaleHow much we scale physics impacts against the ragdoll.0.5 sv | rep
rangefinderMeasures distance along a raycmd sv | cheat
rangefinder2dMeasures distance along a ray, only measuring along XY plane.cmd sv | cheat
rateMin bytes/sec the host can receive data786432 a | user
ray_benchLoad the rays and run the benchmarkcmd sv
rc_default_texture_encode_qualityTexture compression quality used in tools mode0
rc_relaxedcones_cpufalse
rconIssue an rcon command.cmd norecord | release
rcon_addressAddress of remote server if sending unconnected rcon commands (format x.x.x.x:p)0 norecord | release | server_cant_query
rcon_connected_clients_allowAllow clients to use rcon commands on server.true rep | release
rcon_passwordremote console password.0 norecord | release | server_cant_query
rebuyAttempt to repurchase items with the order listed in cl_rebuycmd cl | clientcmd_can_execute
recast_mark_overhangEnable/disable overhang detectionfalse sv | rep | cheat
recast_partitioning0 = watershed, 1 = monotone, 2 = layers0 sv | rep | cheat
recordRecord a demo.cmd norecord | release
regenerate_weapon_skinscmd cl | cheat
reload_modelForce a reload of a vmdl resourcecmd
reload_store_configcmd cl
reloadgameReload the most recent saved game.cmd cheat | vconsole_set_focus
remove_weaponRemove a weapon held by the player. Arguments: <weapon subclass name>cmd sv | cheat
removeidRemove a user ID from the ban list.cmd
removeipRemove an IP address from the ban list.cmd
repeat_last_console_commandRepeat last console command.cmd release
replay_deathstart hltv replay of last deathcmd sv | cheat
replay_debug0 rep | release
replay_startStart Source2 TV replay: replay_start <delay> [<player name or index>]cmd sv | cheat
replay_stopstop hltv replaycmd sv
report_cliententitysimList all clientside simulations and time - will report and turn itself off.false cl | cheat
report_clientthinklistList all clientside entities thinking and time - will report and turn itself off.false cl | cheat
report_connection_failure_percentage0
report_soundpatchreports sound patch countcmd sv
reset_gameconvarsReset game convars to default valuescmd cheat
reset_voice_on_input_stalloutIf true, resets the input device when there was a long enough hitch between callbacks.false user
resource_leaksresource_leaks <resource_name>: Show resource leaks for the named resourcecmd
resource_listList loaded resources matching a substringcmd
resource_log_allocate_timingLog time spent in Allocate for all resource typescmd
resource_manifest_validate_modulesScan all of the loaded modules and validate any resource manifests foundcmd
resource_repeated_reloadresource_repeated_reload <count> <resource_name> (<resource name> ...): Load and unload the specified resource(s)cmd
resource_reset_allocate_timingReset tracked time spent in Allocate (see resource_log_allocate_timing)cmd
resourcecompiler_log_compile_statsfalse
respawn_playerRespawns the player from death!cmd sv | cheat
restartPoor man's restart: reload the current map from disk.cmd cheat | vconsole_set_focus
retake_barrier_clearcmd sv | cheat
retake_barrier_pointcmd sv | cheat
retake_barrier_spawncmd sv | cheat
rope_averagelightMakes ropes use average of cubemap lighting instead of max intensity.true cl
rope_collideCollide rope with the world1 cl
rope_shakefalse cl
rope_smooth_enlargeHow much to enlarge ropes in screen space for antialiasing effect1.4 cl
rope_smooth_maxalphaAlpha for rope antialiasing effect0.5 cl
rope_smooth_maxalphawidth1.75 cl
rope_smooth_minalphaAlpha for rope antialiasing effect0.2 cl
rope_smooth_minwidthWhen using smoothing, this is the min screenspace width it lets a rope shrink to0.3 cl
rope_subdivRope subdivision amount2 cl
rope_wind_distDon't use CPU applying small wind gusts to ropes when they're past this distance.1000 cl
rr_debugclassnameIf set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.0 sv | cl | rep
rr_debugresponseconceptIf set, rr_debugresponseconcept will print only responses testing for the specified concept0 sv | cl | rep
rr_debugresponsesShow verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.0 sv | cl | rep
rr_debugruleIf set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.0 sv | cl | rep
rr_dump_rulesPrint all response rulescmd sv | cheat
rr_followup_maxdist'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.1800 sv | cheat
rr_forceconceptfire a response concept directly at a given character. USAGE: rr_forceconcept <target name or index> <concept> 'criteria1:value1,criteria2:value2,...' criteria values are optional.cmd sv | cheat
rr_reloadresponsesystemsReload all response system scripts.cmd sv | cheat
rr_thenany_score_slopWhen computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.0 sv | a | cheat
rtx_dynamic_blasAllow dynamic BLAS creation for geometry going through the compute shader skinning path.true
rtx_dynamic_blas_cachingCache dynamic BLAS if geometry has not changedtrue
rtx_force_default_hitgroupForces all ray traced geometry to use default hit shaders instead of specialized ones.false
rtx_texture_resolutionSets the texture resolution the raytracer will mark to stream in512
run_perftestExecute perftest.cfgcmd cheat | norecord
safezonexThe percentage of the screen width that is considered safe from overscan. Cannot result in a width less than the height.1 cl | a
safezoneyThe percentage of the screen height that is considered safe from overscan0.989891 cl | a
saveSave Gamecmd sv | norecord
save_animgraph_recordingSaves all active animgraph recordings to disk Arguments: automaticallyOpenInAnimgraphEditorcmd sv | cheat
save_asynctrue sv
save_clear_subdirectorycmd sv | rep
save_fake_hitchForce a busy wait for the specified number of milliseconds during save to simulate a hitch0 sv
save_finish_asynccmd sv
save_history_countKeep this many old copies in history of autosaves and quicksaves.1 sv
save_maxarray_spewMax number of array entries to spew when using SaveRestoreIO spewing.10 sv | release
save_paralleltrue sv | cl | rep
save_screenshot0 = none, 1 = non-autosave, 2 = always, 3 = bug_only2 sv
save_set_subdirectorycmd sv | rep
save_showelapsedtimedisplay up-to-date elapsed play timecmd sv
save_spewfalse sv | cl | rep
save_version0: (V0) Legacy save format, 1: (V1) KeyValues3 save format1 sv | cl | rep
save_watchclassRestrict spew to entities with matching classnamecmd sv
save_watchentityRestrict spew to entity indexcmd sv
save_write_kv3Write the KV3 entity data as a text file in the save directoryfalse sv | cl | rep
sayDisplay player messagecmd sv
say_teamDisplay player message to teamcmd sv
sc_aggregate_gpu_cullingToggles GPU culling of aggregate meshestrue
sc_aggregate_gpu_occlusion_cullingtrue
sc_aggregate_gpu_vis_cullingtrue
sc_aggregate_indirect_draw_compactionUse multidrawindirect...count if the driver/hardware supports ittrue release
sc_aggregate_indirect_draw_compaction_thresholdThreshold of indirect draws when we will do compaction8 release
sc_allow_dithered_lodAllow use of dithered lod transitionstrue
sc_allow_dynamic_constant_batchingtrue
sc_allow_precomputed_vismemberstrue
sc_allow_write_depth_before_blendtrue
sc_barnlight_enable_precomputed_visEnable use of precomputed vis membership for lights (requires map restart)true
sc_batch_layer_cb_updatestrue
sc_cache_envmap_lpv_lookuptrue
sc_clutter_density_full_sizeScreen-size where clutter will be full density0.0075
sc_clutter_density_none_sizeScreen-size where clutter will be gone0.0035
sc_disable_baked_lightingfalse
sc_disable_culling_boxesfalse cheat
sc_disable_procedural_layer_renderingfalse cheat
sc_disable_shadow_fastpathfalse cheat
sc_disable_spotlight_shadowsfalse cheat
sc_disable_world_materialsfalse cheat
sc_disableThreadingfalse cheat
sc_dithered_lod_transition_amtPercentage of the transition between two lods we will apply a dither0.075
sc_dump_listsfalse cheat
sc_dumpworldDump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>)cmd cheat
sc_dumpworld3dDump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>)cmd cheat
sc_enable_discardtrue
sc_extended_statsfalse cheat
sc_fade_distance_scale_override-1 cheat
sc_force_lod_level-1 cheat
sc_force_materials_batchablefalse cheat
sc_force_single_display_list_per_layerfalse
sc_force_translation_in_projectionIf enabled, the camera's translation will be included in the projection matrix.false cheat
sc_hdr_enabled_overrideOverride default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110-1
sc_instanced_mesh_gpu_cullingToggles GPU culling of instanced meshestrue
sc_instanced_mesh_gpu_density_cullingToggles density culling (if enabled)true
sc_instanced_mesh_gpu_occlusion_cullingToggles GPU occlusion of instanced meshestrue
sc_instanced_mesh_gpu_vis_cullingToggles GPU vis of instanced meshestrue
sc_instanced_mesh_lod_biasBias for LOD selection of instanced meshes1.25
sc_instanced_mesh_lod_bias_shadowBias for LOD selection of instanced meshes in shadowmaps1.75
sc_instanced_mesh_motion_vectorsToggles motion vector support for instanced meshestrue
sc_instanced_mesh_size_cull_biasBias for size culling of instanced meshes1.5
sc_instanced_mesh_size_cull_bias_shadowBias for size culling instanced meshes in shadowmaps2
sc_keep_all_layersfalse
sc_layer_batch_threshold128
sc_layer_batch_threshold_fullsort80
sc_list_extradata_allocationsPrints out the overall extra data allocation countscmd
sc_listworldsList all the active sceneworldscmd cheat
sc_max_framebuffer_copies_per_layer1
sc_mesh_backface_cullingtrue
sc_no_cullfalse
sc_no_visfalse
sc_only_render_opaquefalse cheat
sc_only_render_shadowcastersfalse cheat
sc_reject_all_objectsfalse cheat
sc_screen_size_lod_scale_override-1 cheat
sc_setclassflagsLow level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>cmd cheat
sc_shadow_depth_bias256
sc_shadow_depth_bias_clamp0
sc_shadow_depth_bias_state_overridefalse
sc_shadow_slopescale_depth_bias2.13
sc_showclassesList the object class names known by scenesystemcmd cheat
sc_skip_traversalfalse cheat
sc_spew_cmt_usagefalse
sc_throw_away_all_layersfalse
sc_use_clear_subrectfalse
sc_view_profiler_frame_averaging10
sc_visualize_batchescolor per batch0
sc_visualize_sceneobjects1 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 5 = LOD, 6 == LPV Binding, 7 == instancingSCENEOBJECT_VIS_NONE
scene_clientflexDo client side flex animation.true sv | cl | rep
scene_flushFlush all .vcds from the cache and reload from disk.cmd sv
scene_maxcaptionradiusOnly show closed captions if recipient is within this many units of speaking actor (0==disabled).1200 sv
scene_playvcdPlay the given VCD as an instanced scripted scene.cmd sv | cheat
scene_printWhen playing back a scene, print timing and event info to console.0 sv | cl | rep
scene_vcdautosaveCreate a savegame before VCD playbackfalse cl
screenmessage_notifytimeHow long to display screen message text8 sv
screenmessage_showEnable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present-1 cheat
screenshotTake a screenshot: screenshot [filename]cmd
screenshot_heightScreenshot height. -1 for screen height.-1
screenshot_prefixSet the screenshot auto naming prefix.shot
screenshot_subdirSet the screenshot directory.screenshots
screenshot_widthScreenshot width. -1 for screen width.-1
script_add_debug_filterAdd a filter to the game debug overlaycmd sv | cheat
script_add_watchAdd a watch to the game debug overlaycmd sv | cheat
script_add_watch_patternAdd a watch to the game debug overlaycmd sv | cheat
script_attach_debuggerConnect the vscript VM to the script debuggercmd sv | cheat
script_attach_debugger_at_startupfalse sv
script_break_in_native_debugger_on_errorfalse sv
script_clear_watchesClear all watches from the game debug overlaycmd sv | cheat
script_debugToggle the in-game script debug featurescmd sv | cheat
script_dump_allDump the state of the VM to the consolecmd sv | cheat
script_findFind a key in the VMcmd sv | cheat
script_helpOutput help for script functionscmd sv | cheat
script_help2Output help for script functions suitable for auto-completioncmd sv
script_reloadReload scriptscmd sv | cheat
script_reload_codeExecute a vscript file, replacing existing functions with the functions in the run scriptcmd sv | cheat
script_reload_entity_codeExecute all of this entity's VScripts, replacing existing functions with the functions in the run scriptscmd sv | cheat
script_remove_debug_filterRemove a filter from the game debug overlaycmd sv | cheat
script_remove_watchRemove a watch from the game debug overlaycmd sv | cheat
script_remove_watch_patternRemove a watch from the game debug overlaycmd sv | cheat
script_resurrect_unreachableUse the garbage collector to track down reference cyclescmd sv | cheat
script_trace_disableTurn off a particular trace output by file or function namecmd sv | cheat
script_trace_disable_allTurn off all trace outputcmd sv | cheat
script_trace_disable_keyTurn off a particular trace output by table/instancecmd sv | cheat
script_trace_enableTurn on a particular trace output by file or function namecmd sv | cheat
script_trace_enable_allTurn on all trace outputcmd sv | cheat
script_trace_enable_keyTurn on a particular trace output by table/instancecmd sv | cheat
scrubberScrub system off - not a dev buildcmd
sdrAn old command that has been renamed to 'net_option'cmd release
sellbackallAttempt to refund all equipmentcmd cl | clientcmd_can_execute
sensitivityMouse sensitivity.2.5 cl | a | user | per_user
sensitivity_y_scaleMultiplies the mouse Y axis for finer pitch vs yaw aim1 cl | a | user | per_user
server_game_timeGives the game time in seconds (server's curtime)cmd sv
server_snd_castCasts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.cmd sv | cheat
servercfgfileserver.cfg sv | release
servervoice_clearservervoice_clearcmd cl
servervoice_dumpservervoice_dumpcmd cl
setangSnap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).cmd sv | cheat
setang_exactSnap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).cmd sv | cheat
setinfoAdds a new user info valuecmd clientcmd_can_execute
setmodelChanges's player's modelcmd sv | cheat
setpauseSet the pause state of the server.cmd release
setposMove player to specified origin (must have sv_cheats).cmd sv | cheat
setpos_exactMove player to an exact specified origin (must have sv_cheats).cmd sv | cheat
setpos_playerMove specified player to specified origin (must have sv_cheats).cmd sv | cheat
shakeShake the screen.cmd sv | cheat
shake_showDisplays a list of the active screen shakes.false cl
shake_stopStops all active screen shakes.cmd cl | cheat
shake_testpunchTest a punch-style screen shake.cmd cl | cheat
shatterglass_breakcmd sv | cheat
shatterglass_cleanuptrue sv | cl | rep | cheat
shatterglass_cleanup_max200 sv | cl | rep | cheat
shatterglass_debugfalse sv | cl | rep | cheat
shatterglass_hit_tolerance2 sv | cl | rep | cheat
shatterglass_restorecmd sv | cheat
shatterglass_shard_lifetime15 sv | cl | rep | cheat
show_loadout_toggleToggles loadout displaycmd cl | clientcmd_can_execute
show_toolShow or launch the specified engine toolcmd
show_visibility_boxesEnable or Disable debug display of visibility boxesfalse cl | cheat
showconsoleShow the console.cmd norecord | release
showentsDump entity list to console.cmd sv | cheat
showtriggersEnable or Disable showing trigger entitiescmd sv | cheat
showtriggers_toggleDisplays the movement bounding box for the triggers in orange. Some entites will also display entity specific overlays. Arguments: \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat
silence_dspWhen on, silences all DSP mixes.false cheat
sk_autoaim_mode1 sv | cl | a | rep
sk_player_arm1 sv
sk_player_chest1 sv
sk_player_head2 sv
sk_player_leg1 sv
sk_player_stomach1 sv
skel_constraints_enabletrue rep | cheat
skel_debug0 sv | cl | rep
skeleton_instance_scaleset_enabletrue sv | cl | rep | cheat
skeleton_instance_smear_boneflagsSmear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.false sv | cheat
skillGame skill level.1 sv | cl | a | rep | per_user
slope_drop_debugToggles a test dropping the view offset based on the slope0 sv | cl | rep
slope_drop_enableToggles a test dropping the view offset based on the slopetrue sv | cl | rep
slope_drop_max_offsetThe maximum distance to adjust the view height16 sv | cl | rep
slope_drop_off_ground_blend_speedThe speed with which the slope drop is blended out when the entity leaves the ground160 sv | cl | rep
slot0cmd cl | server_can_execute
slot1cmd cl | server_can_execute
slot10cmd cl | server_can_execute
slot11cmd cl | server_can_execute
slot12cmd cl | server_can_execute
slot13cmd cl | server_can_execute
slot2cmd cl | server_can_execute
slot3cmd cl | server_can_execute
slot4cmd cl | server_can_execute
slot5cmd cl | server_can_execute
slot6cmd cl | server_can_execute
slot7cmd cl | server_can_execute
slot8cmd cl | server_can_execute
slot9cmd cl | server_can_execute
smartprop_print_timingsfalse
smoke_grenade_ct_color75.000000 127.000000 155.000000 sv
smoke_grenade_custom_color0 = Gray (classic), 1 = Red, 2 = Orange, 3 = Skyblue, 4 = Yellow, 5 = Green, , 6 = Blue, 7 = Purple, 8 = pink-1 sv
smoke_grenade_t_color180.000000 129.000000 50.000000 sv
smoke_param16.26 sv | cl | rep
smoke_param28.27 sv | cl | rep
smoke_param30.13 sv | cl | rep
smoke_param40 sv | cl | rep
smoke_param50 sv | cl | rep
smoke_use_noise_texturetrue sv | cl | rep
smoothstairsSmooth player eye z coordinate when traversing stairs.true sv | cl | rep
snaptocmd cl
snd_arrangement_startStarts the specified arrangement.cmd cheat
snd_async_flushFlush all unlocked async audio datacmd
snd_async_showmemShow async memory statscmd
snd_async_showmem_musicShow async memory stats for just non-streamed musiccmd
snd_async_showmem_summaryShow brief async memory statscmd
snd_async_spew_blockingSpew message to console any time async sound loading blocks on file i/o.0
snd_autodetect_latencytrue a
snd_boxverb_simdEnable SIMD code path for shoebox reverb processor.true
snd_boxverb_simd_svf0 = use biquad instead of svf, 1 = use vectorized svf, 2 = use scalar svf1
snd_break_on_start_soundeventUse to debug break on any soundevent that is started matching this name0 sv | cl | rep | cheat
snd_castCasts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically if cl_snd_cast_retrigger is set. The sound event will clear previous snd_cast events if cl_snd_cast_clear is set. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.cmd cheat
snd_compare_KV_convertfalse
snd_cs_duck_reverbOne shot trigger to duck reverb for a few seconds.cmd cl
snd_deathcamera_volumeVolume of Deathcam Timers0.16 cl | a | release
snd_delay_sound_ms_maxSound device synchronization max delay (ms)40
snd_delay_sound_ms_shiftSound device synchronization shift (ms)23
snd_diffusor_simdEnable SIMD code path for diffusor processor.false
snd_disable_mixer_duckfalse cheat
snd_disable_mixer_solofalse cheat
snd_disable_radar_visualizefalse sv | cl | rep
snd_dsp_distance_max2000 cheat
snd_dsp_distance_min20 cheat
snd_duckerattacktime0.5 a
snd_duckerreleasetime2.5 a
snd_duckerthreshold0.15 a
snd_ducktovolume0.55 a
snd_enable_subgraph_corenull_passthroughtrue
snd_enable_subgraph_logfalse
snd_envelope_rate0.9 cheat
snd_filter0 cheat
snd_foliage_db_lossfoliage dB loss per 1200 units4 sv | cheat
snd_front_headphone_positionSpecifies the position (in degrees) of the virtual front left/right headphones.cmd
snd_front_stereo_speaker_positionSpecifies the position (in degrees) of the virtual front left/right speakers.cmd
snd_front_surround_speaker_positionSpecifies the position (in degrees) of the virtual front left/right speakers.cmd
snd_gain1 a
snd_gain_max1 cheat
snd_gain_min0.01 cheat
snd_gamevoicevolumeGame v.o. volume1 a
snd_gamevolumeGame volume1 a
snd_get_physics_surface_propertiesGet physics surface properties for all the materials.cmd cheat
snd_group_cluster_debugfalse rep | cheat
snd_group_priority_debugfalse rep | cheat
snd_group_priority_max_tolerance0.05 rep | cheat
snd_headphone_eqSelect Headphone EQ Preset0 cl | a | clientcmd_can_execute
snd_headphone_eq_activeSelect Headphone EQ Preset0 cl | clientcmd_can_execute
snd_headphone_pan_exponentSpecifies the exponent for the pan xfade from phone to phone if the 'exp' pan law is being used.cmd
snd_headphone_pan_radial_weightApply cos(angle) * weight before pan lawcmd
snd_hrtf_distance_behindHRTF calculations will calculate the player as being this far behind the camera.50
snd_list0 cheat
snd_log_empty_event_entitiesLogs the sound event entities that have empty names.false cl | cheat
snd_mainmenu_music_break_time_maxMaximum amount of time to pause between playing main menu music0 cl | cheat
snd_mainmenu_music_break_time_minMinimum amount of time to pause between playing main menu music0 cl | cheat
snd_mapobjective_volumeVolume of Map Objective Music0.04 cl | a | release
snd_max_pitch_shift_inaccuracy0.08 sv | cl | rep
snd_menumap_volumeVolume of background sounds for maps1 cl | a | release
snd_menumusic_volumeVolume of Menu / Non-gameplay music0.04 cl | a | release
snd_mergemethodSound merge method (0 == sum and clip, 1 == max, 2 == avg).1
snd_mixahead0.001 a
snd_mixer_master_dsp1 cheat
snd_mixer_master_level1 cheat
snd_musicvolumeMusic volume1 a
snd_mute_losefocustrue a
snd_mute_mvp_music_live_playersIf set, MVP music is muted if players from both teams are still alive.false cl | a | release
snd_mvp_volumeVolume of MVP Music0.16 cl | a | release
snd_new_visualizeDisplays soundevent name played at it's 3d positionfalse sv | cheat
snd_occlusion_bounces1 rep | cheat
snd_occlusion_debugfalse sv | cl | rep | cheat
snd_occlusion_min_wall_thickness4 rep | cheat
snd_occlusion_rays4 rep | cheat
snd_op_test_convar720 cheat
snd_opvar_set_point_debugfalse sv | cl | rep | cheat
snd_opvar_set_point_update_interval0.2 sv | cl | rep
snd_print_activetracksList all active trackscmd cheat
snd_print_arrangementsList all available sequence arrangmentscmd cheat
snd_print_current_mixer_mixgroupGet data related to mix group matching stringcmd
snd_print_samplersList all available samplerscmd cheat
snd_print_sequencesList all available midi sequencescmd cheat
snd_rear_headphone_positionSpecifies the position (in degrees) of the virtual rear left/right headphones.cmd
snd_rear_stereo_scale1 rep | cheat
snd_rear_stereo_speaker_positionSpecifies the position (in degrees) of the virtual rear left/right speakers.cmd
snd_rear_surround_speaker_positionSpecifies the position (in degrees) of the virtual rear left/right speakers.cmd
snd_refdbReference dB at snd_refdist60 cheat
snd_refdistReference distance for snd_refdb36 cheat
snd_refresh_ui_audio_stateRestores audio DSP state for the UI.cmd cl | cheat
snd_report_audio_nanfalse release
snd_report_verbose_errorIf set to 1, report more error found when playing sounds.false cheat
snd_roundaction_volumeVolume of Move Action Music0 cl | a | release
snd_roundend_volumeVolume of Won/Lost Music0.16 cl | a | release
snd_roundstart_volumeVolume of Round Start Music0 cl | a | release
snd_samplers_play_notePlay a note from a specified samplercmd cheat
snd_samplers_stop_noteStop a note from a specified samplercmd cheat
snd_sequence_set_track_bpmSets the tempo of the specified trackcmd cheat
snd_sequence_set_track_transposeSets the transposition of the specified trackcmd cheat
snd_sequence_stop_all_tracksStops all currently playing sequencescmd cheat
snd_sequence_stop_trackStops the specified trackcmd cheat
snd_sequencer_show_bpmfalse cheat
snd_sequencer_show_eventsfalse cheat
snd_sequencer_show_quantize_queuefalse cheat
snd_set_physics_surface_propertiesSet physics surface properties for materials. Usage: <heuristic #> <commit>cmd cheat
snd_showclassname0 cheat
snd_showstart0 cheat
snd_side_surround_speaker_positionSpecifies the position (in degrees) of the virtual rear left/right speakers.cmd
snd_sos_block_global_stackfalse cheat
snd_sos_block_stop_global_stacktrue cheat
snd_sos_calc_angle_debugfalse rep | cheat
snd_sos_cl_soundevent_pause_lastTestcmd cl
snd_sos_cl_soundevent_startTestcmd cl
snd_sos_cl_soundevent_stop_lastTestcmd cl
snd_sos_cl_soundevent_unpause_lastTestcmd cl
snd_sos_compare_operator_stacksCompares 2 operator stacks and spews any errorscmd cheat
snd_sos_debug_trigger_opvarfalse sv
snd_sos_flush_operatorsFlush and re-parse the sound operator systemcmd cheat
snd_sos_get_operator_field_infoCurrently gets info for a single operator fieldcmd cheat
snd_sos_hide_simple_parameter_overwrite_warningstrue
snd_sos_ingame_debugfalse cheat
snd_sos_list_operator_updatesfalse cheat
snd_sos_max_event_base_depth4
snd_sos_opvar_debugfalse cheat
snd_sos_pause_soundeventPause the specified soundevent in the listcmd cheat
snd_sos_pause_systemfalse cheat
snd_sos_print_addfield_dupesfalse cheat
snd_sos_print_class_sizesPrints the sizes of relevant sos classes.cmd cheat
snd_sos_print_field_name_stringsPrints a list of currently cached field name stringscmd cheat
snd_sos_print_field_referencesfalse cheat
snd_sos_print_fpsfalse cheat
snd_sos_print_full_field_infofalse cheat
snd_sos_print_groupsPrints the current state of the groups systemcmd cheat
snd_sos_print_operator_stackPrints a master list of currently exposed variablescmd cheat
snd_sos_print_operator_stack_operatorPrints an operator from a stackcmd cheat
snd_sos_print_operator_stacksPrints a list of currently available stackscmd cheat
snd_sos_print_operatorsPrints a list of currently available operatorscmd cheat
snd_sos_print_stack_exec_listPrints the current stack execution listcmd cheat
snd_sos_print_stringsPrints a list of currently cached stringscmd cheat
snd_sos_print_table_arraysfalse cheat
snd_sos_print_tool_propertiesPrints the current state of tool properties.cmd cheat
snd_sos_report_entity_deletedfalse
snd_sos_resolve_execute_operatorResolve the inputs and execute one specified operator from a specified stackcmd cheat
snd_sos_set_operator_fieldCurrently sets a single float operator fieldcmd cheat
snd_sos_set_operator_field_by_guidCurrently sets a single float operator fieldcmd cheat
snd_sos_show_block_debugSpew data about the list of block entries.false cheat
snd_sos_show_entry_match_freefalse
snd_sos_show_mixgroup_path_errorsfalse
snd_sos_show_operator_event_and_stacktrue cheat
snd_sos_show_operator_event_filter0 cheat
snd_sos_show_operator_field_filter0 cheat
snd_sos_show_operator_initfalse cheat
snd_sos_show_operator_not_executingtrue cheat
snd_sos_show_operator_operator_filter0 cheat
snd_sos_show_operator_pause_entryfalse cheat
snd_sos_show_operator_shutdownfalse cheat
snd_sos_show_operator_stop_entryfalse cheat
snd_sos_show_operator_updatesfalse cheat
snd_sos_show_opvar_updatesfalse cheat
snd_sos_show_opvar_updates_filter0 cheat
snd_sos_show_parameter_overwrite_value_comparisonsfalse
snd_sos_show_parameter_overwrite_warningsfalse
snd_sos_show_queuetotrackfalse cheat
snd_sos_show_soundevent_overwritesfalse
snd_sos_show_soundevent_param_overwritefalse cheat
snd_sos_show_soundevent_startfalse cheat
snd_sos_show_track_listfalse
snd_sos_show_voice_elapsed_timefalse
snd_sos_soundevent_deferred_interval_time0.1
snd_sos_soundevent_filter0 cheat
snd_sos_soundevent_max_deferred_time5
snd_sos_soundevent_profileDump a record of current soundevents and profile datacmd cheat
snd_sos_soundevent_show_deferral_warningfalse
snd_sos_start_soundeventStarts a specified soundeventcmd cheat
snd_sos_start_soundevent_at_posStarts a specified soundevent at the given positioncmd cheat
snd_sos_start_stackStarts a specified stack via an empty soundeventcmd cheat
snd_sos_stop_all_soundeventsStops all soundevents currently on the execution listcmd cheat
snd_sos_stop_soundevent_guidStops a specified soundeventcmd cheat
snd_sos_stop_soundevent_indexStops a specified soundeventcmd cheat
snd_sos_sv_soundevent_pause_lastTestcmd sv
snd_sos_sv_soundevent_startTestcmd sv
snd_sos_sv_soundevent_stop_lastTestcmd sv
snd_sos_sv_soundevent_unpause_lastTestcmd sv
snd_sos_sv_test_genderTestcmd sv
snd_sos_test_soundmessagetestcmd cheat
snd_sos_unpause_soundeventUnPause the first soundevent in the listcmd cheat
snd_sound_areas_debugfalse cl | rep | cheat
snd_sound_areas_debug_interval0.2 cl | rep | cheat
snd_soundmixerMainMenu_Mix
snd_soundmixer_flushReload soundmixers.txt file.cmd
snd_soundmixer_list_mix_groupsList all mix groups to dev console.cmd
snd_soundmixer_list_mix_layersList all mix layers to dev console.cmd
snd_soundmixer_list_mixersList all mixers to dev console.cmd
snd_soundmixer_update_maximum_frame_rate10 cheat
snd_soundmixer_version2
snd_spatialize_lerp0 a | release
snd_steamaudio_baked_data_statsDisplay baked data stats for the current mod.cmd cheat
snd_steamaudio_baked_occlusion_mode0: distance ratio only. 1: deviation only (1/r). 2: deviation only (linear). 3: Mode 0 and Mode 1, 4: Mode 0 and Mode 20 cheat
snd_steamaudio_display_probesLoad all the probes from a file and display probes based on the passed on arguments.cmd
snd_steamaudio_dynamicpathing_max_samples16 sv | cl | rep
snd_steamaudio_enable_custom_hrtfEnable custom HRTF loading.false
snd_steamaudio_enable_pathingThis variable is checked by soundstack to globally enabling pathing for audio processing.true cheat
snd_steamaudio_enable_perspective_correctionEnable perspective correction for 3D audio.true a | release
snd_steamaudio_enable_probeneighborhood_cachingEnable caching listener probe neighborhood for pathing.true
snd_steamaudio_enable_reverbEnable Steam Audio Reverb processor.0 release
snd_steamaudio_enable_reverb_probe_caching_for_missing_probesContinue using previous prrobes if probe lookup for reverb fails.true
snd_steamaudio_enable_spatial_blend_fixToggles the speculative fix for low-frequency issues when using spatial blend.cmd cheat
snd_steamaudio_export_sceneExports scene currently used by Steam Audio as a phononscene file.cmd cheat
snd_steamaudio_halton_sequenceGenerate Halton Sequence for a given order and number of samples.cmd cheat
snd_steamaudio_hammer_probes_always_renderRender Steam Audio Probes even when probes are unselected.true a
snd_steamaudio_hybrid_reverb_overlapSet the overlap fraction (0 to 1) for hybrid reverb.0.25
snd_steamaudio_hybrid_reverb_transition_timeSet the transition time (in seconds) between convolution and parametric reverb.1
snd_steamaudio_invalid_path_lengthPath length of invalid path in inches. Set this to .0 to use direct distance as path length.0
snd_steamaudio_ir_durationThe time delay between a sound being emitted and the last audible reflection in Steam Audio.2 cheat
snd_steamaudio_load_dimensions_dataIf set, baked dimensions data is loaded.true
snd_steamaudio_load_materials_dataIf set, baked materials data is loaded.true
snd_steamaudio_load_occlusion_dataIf set, baked occlusion data is loaded.true
snd_steamaudio_load_pathing_dataIf set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case.true
snd_steamaudio_load_reverb_dataIf set, baked reverb data is loaded. Reset it to zero during an format changes of baked data until all data is updated.true
snd_steamaudio_max_convolution_sourcesThe maximum number of simultaneous sources that can be modeled by Steam Audio.4 cheat
snd_steamaudio_max_hrtf_normalization_gain_dbMaximum gain any HRTF could have during volume normalization.6
snd_steamaudio_max_occlusion_samplesThe maximum number of rays that can be traced for volumetric occlusion by Steam Audio.64 cheat
snd_steamaudio_max_probes_customdataMaximum number of probes to create when baking custom data (occlusion).12000
snd_steamaudio_max_probes_customdata_dimensionsMaximum number of probes to create when baking custom data (dimensions).4294967295
snd_steamaudio_max_probes_customdata_materialsMaximum number of probes to create when baking custom data (occlusion).4294967295
snd_steamaudio_max_probes_pathingMaximum number of probes to create when baking paths.4294967295
snd_steamaudio_max_probes_reverbMaximum number of probes to create when baking reverb.4294967295
snd_steamaudio_num_bouncesThe maximum number of times any ray can bounce when using Steam Audio.128 cheat
snd_steamaudio_num_diffuse_samplesThe number of directions considered for ray bounce by Steam Audio.2048 cheat
snd_steamaudio_num_raysThe number of rays to trace for reflection modeling by Steam Audio.65536 cheat
snd_steamaudio_num_threadsSets the number of threads used for realtime reflection by Steam Audio.2 cheat
snd_steamaudio_pathing_caching_threshold5 sv | cl | rep
snd_steamaudio_pathing_enable_cachingtrue sv | cl | rep
snd_steamaudio_pathing_enable_source_probe_interpIf set, all the probes near a source withing probe range are used to find paths instead of nearest probe.false
snd_steamaudio_pathing_orderThe amount of directional detail in the simulated by Steam Audio.1 cheat
snd_steamaudio_pathing_order_renderingThe amount of directional detail in the rendered audio by Steam Audio.1 cheat
snd_steamaudio_perspective_correction_factorPerspective correction factor, ratio of screen size and view depth from screen, for 3D audio.1
snd_steamaudio_reverb_level_dbAdjust overall volume (dB) of the output from Steam Audio Reverb processor.-3 release
snd_steamaudio_reverb_orderAmbisonics order to use for simulating reverb.1
snd_steamaudio_reverb_order_renderingAmbisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels.1
snd_steamaudio_reverb_update_rateSet the maximum update rate (in Hz) for reverb.30
snd_steamaudio_source_pathing_debugEnable path visualization for steam_audio_source operator.false a
snd_steamaudio_source_pathing_debug_durationDuration for which path remains visible. Should be close to update rate of the sound operator stack.0.01
snd_steamaudio_source_pathing_enable_validationEnable real-time pathing validation against dynamic geometry.false
snd_stereo_speaker_pan_exponentSpecifies the exponent for the pan xfade from speaker to speaker if the 'exp' pan law is being used.cmd
snd_stereo_speaker_pan_radial_weightApply cos(angle) * weight before pan lawcmd
snd_surf_volume_inairThe volume of the wind when surfing.0.5 cl | a | release
snd_surf_volume_mapThe volume of ambient sounds when surfing is enabled.0.3 cl | a | release
snd_surf_volume_slideThe volume of sliding along surfaces when surfing.0.5 cl | a | release
snd_surround_speaker_pan_exponentSpecifies the exponent for the pan xfade from speaker to speaker if the 'exp' pan law is being used.cmd
snd_surround_speaker_pan_radial_weightApply cos(angle) * weight before pan lawcmd
snd_tensecondwarning_volumeVolume of Ten Second Warnings0.04 cl | a | release
snd_toolvolumeVolume of sounds in tools (e.g. Hammer, SFM)1 a
snd_use_baked_occlusion0 rep | cheat | release
snd_vmidi_flushPurge and reload all vmidi data and files.cmd cheat
snd_vmix_override_mix_decay_timeIf set > 0, overrides how long the decay time is on all mix graphs (in seconds).-1 cheat
snd_vmix_show_input_updatesIf set to 1, show all incoming updates to vmix inputs.false cheat
snd_voipvolumeVoice volume1 a
sndplaydelaycmd
sos_debug_emitfalse sv | cl | rep
sos_use_guid_filterfalse sv | cl | rep
sound_device_overrideID of the sound device to use0 a | release
soundinfoDescribe the current sound device with an active voice list.cmd release
soundlistList all known sounds.cmd
soundpatch_captionlengthHow long looping soundpatch captions should display for.2 sv | cl | rep
soundscape_debugWhen on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.false sv | cheat
soundscape_dumpclientDumps the client's soundscape data.cmd cl | cheat
soundscape_fadetimeTime to crossfade sound effects between soundscapes3 cl | cheat
soundscape_flushFlushes the server & client side soundscapescmd sv
soundscape_messagefalse cl
soundscape_radius_debugPrints current volume of radius soundsfalse cl | cheat
soundsystem_device_usedSound device in use (changing this does not change the soundsystem).Headphones (3- High Definition Audio Device)
soundsystem_update_asynctrue
soundsysteminfoDescribe the current sound device without an active voice list.cmd
spawn_group_activateActivate specified spawngroup.cmd sv | cheat
spawn_group_loadLoad named spawn group.cmd sv | cheat
spawn_group_unloadUnload named spawn group.cmd sv | cheat
spawngroup_ignore_timeoutsfalse
speaker_config-1 a
spec_autodirectorAuto-director chooses best view modes while spectatingfalse cl | clientcmd_can_execute
spec_centerchasecamLooks at the target player's center, instead of his eye position, in chase came modefalse cl | a
spec_chasedistanceChase cam's ideal distance from target96 cl
spec_chasedistancespeedChase cam's ideal distance from target144 cl
spec_death_panel_replay_position0.75 cl
spec_freeze_deathanim_timeThe time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.0.8 sv | cl | rep | release
spec_freeze_timeTime spend frozen in observer freeze cam.2 sv | cl | rep | release
spec_freeze_time_lockTime players are prevented from skipping the freeze cam1 sv | cl | rep | release
spec_freeze_traveltimeTime taken to zoom in to frame a target in observer freeze cam.0.3 sv | cl | rep | release
spec_glow_decay_timeTime to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time.2 cl | release
spec_glow_full_timeNoisy players stay at full brightness for this long.1 cl | release
spec_glow_silent_factorLurking player xray glow scaling.0.4 cl | release
spec_glow_spike_factorNoisy player xray glow scaling (pop when noise is made). Make >1 to add a 'spike' to noise-making players1.2 cl | release
spec_glow_spike_timeTime for noisy player glow 'spike' to show that they made noise very recently.0 cl | release
spec_gotoMove the spectator camera to a specific location. `spec_goto x y z pitch yaw`cmd cl | clientcmd_can_execute
spec_modeSet spectator modecmd cl | clientcmd_can_execute
spec_nextSpectate next playercmd cl | clientcmd_can_execute
spec_playerSpectate a player by name or slotcmd cl | clientcmd_can_execute
spec_posdump position and angles to the consolecmd cl | cheat
spec_prevSpectate previous playercmd cl | clientcmd_can_execute
spec_replay_autostartAuto-start Killer Replay when availabletrue cl | a
spec_replay_botEnable Spectator Hltv Replay when killed by botfalse sv | release
spec_replay_cache_ragdollswhen set to 0, ragdolls will settle dynamically before and after Killer Replaytrue cl
spec_replay_colorcorrectionAmount of color correction in deathcam replay0.5 cl
spec_replay_enableEnable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)0 rep | release
spec_replay_fadeinAmount of time in seconds it takes to visually fade into replay, or into real-time after replay0.75 cl
spec_replay_fadeoutAmount of time in seconds it takes to visually fade out of replay, or out of real-time before replay0.75 cl
spec_replay_fullframeSend full frame on every hltv replay transitiontrue
spec_replay_leadup_timeReplay time in seconds before the highlighted event5.3438 rep | release
spec_replay_message_timeHow long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time9.5 rep | release
spec_replay_on_deathWhen > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive playersfalse rep | release
spec_replay_others_experimentalReplay the last death of the round, if possible. Disabled on official servers by default. Experimental.false cl
spec_replay_outlineEnable outline selecting victim in hltv replay: 0 - none; 1 - ouline YOU; 2 - outline YOU, with red ragdoll outline; 3 - normal spectator outlines1 cl
spec_replay_rate_baseBase time scale of Killer Replay.Experimental.1 rep | release
spec_replay_rate_limitMinimum allowable pause between replay requests in seconds3 rep | release
spec_replay_rate_slowdownThe part of Killer Replay right before death is played at this rate1 cl
spec_replay_rate_slowdown_lengthThe part of Killer Replay right before death is played at this rate0.5 cl
spec_replay_review_soundWhen set to non-0, a sound effect is played during Killer Replaytrue cl
spec_replay_round_delayRound can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second)0 sv | release
spec_replay_sound_fadeinAmount of time in seconds it takes to fade in the audio before or after replay0.05 cl
spec_replay_sound_fadeoutAmount of time in seconds it takes to fade out the audio before or after replay0 cl
spec_replay_victim_povKiller Replay - replay from victim's point of view (1); the default is killer's (0). Experimental.false cl
spec_replay_winddown_timeThe trailing time, in seconds, of replay past the event, including fade-out2 sv | release
spec_show_xrayIf set to 1, you can see player outlines and name IDs through walls - who you can see depends on your team and mode1 cl | a | release
spec_trackTracks an entity in spec mode0 cl
spec_usenumberkeys_nobindsIf set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc).true cl | a
spew_fontsSpew information about font manager fontscmd
splitscreen_mode0 a | cheat
splitscreen_testreadconfigconflictcmd
+spray_menucmd cl | release
srgb_to_xyzsRGB to CIEXYZ conversioncmd
ss_addAdds a splitscreen user.cmd
ss_removeRemoves a splitscreen user.cmd
ss_voice_hearpartnerRoute voice between splitscreen players on same system.false
startdemosPlay demos in demo sequence.cmd release
startmovieStart recording movie frames.cmd norecord
statsPrints server performance variablescmd
stats_collect_gpuWhile doing stats_display, collect GPU perf counters. Used for stats_print_gpu.false
stats_displayDisplays perf statistics information0
stats_highlight_intervalInterval between hightlight screens in the transition stats panel10 cl
stats_printPrints out perf statistics to the console, clears perf historycmd
stats_print_gpuPrints out GPU perf statistics to the console. Requires stats_display > 0, and stats_collect_gpu = true. Optional argument of CSV filenamecmd
statusPrint connection statuscmd release
status_jsonPrint status in JSON formatcmd release
steam_controller_hapticstrue cl | release
steamaudio_customdata_dimensions_numraysNumber of rays to trace for estimating inside outside status of a probe.32768
stopFinish recording demo.cmd release
stopdemosStop looping demos (current demo will complete).cmd release
stopsoundcmd cheat
stopsoundscapeStops all soundscape processing and fades current looping soundscmd cl | cheat
stopwatchGeneral purpose timer. use 'stopwatch' to toggle or explicitly call 'stopwatch start' and/or 'stopwatch stop'.cmd cl
subclass_changeChanges the subclass of the given entity. Arguments: <new_subclass> \{entity_name\} / \{class_name\} / \{entity_index\} / \{no argument = pick what player is looking at\}cmd sv | cheat | vconsole_fuzzy
subclass_createCreates an entity of the given subclass where the player is looking.cmd sv | cheat | vconsole_fuzzy
surf_speed_fastSpeed above which a player is considered to be going fast.3000 sv | cl | rep | release
surf_speed_medSpeed above which a player is considered to be going medium.2000 sv | cl | rep | release
surf_speed_slowSpeed above which a player is considered to be going slow.50 sv | cl | rep | release
surfacepropReports the surface properties at the cursorcmd sv | cheat
suspicious_hit_odds_threshold0.01 sv | release
suspicious_hit_player_radius8 sv | release
suspicious_hit_strategyWhat to do about suspicious hits. 0: Nothing. 1: Skip the bullet. 2: Skip the bullet and re-roll a new bullet.0 sv | release
sv_accelerate5.5 sv | cl | nf | rep | release
sv_accelerate_debug_speedfalse sv | cl | nf | rep | release
sv_accelerate_use_weapon_speedtrue sv | cl | nf | rep | release
sv_ag2_low_skel_lodfalse sv
sv_air_max_wishspeed30 sv | cl | rep | release
sv_airaccelerate12 sv | cl | nf | rep | release
sv_allchatPlayers can receive all other players' text chat, no death restrictionstrue sv | nf | release
sv_allow_annotationsAllow clients to use the annotation system on the server.false sv | cl | rep | release
sv_allow_votesAllow voting?true sv | release
sv_alltalkPlayers can hear all other players' voice communication, no team restrictionsfalse sv | nf | release
sv_auto_adjust_bot_difficultyAdjust the difficulty of bots each round based on contribution score.true sv | release
sv_auto_cstrafe_attempt_windowThe length of the window of trailing counter-strafe attempts considered during input automation detection.1 sv | release
sv_auto_cstrafe_kickWhether or not to kick players when counter-strafe input automation is detected.false sv | release
sv_auto_cstrafe_logging0: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafe0 sv | release
sv_auto_cstrafe_lower_overlap_pct_thresholdThe percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold.0 sv | release
sv_auto_cstrafe_min_attemptsThe minimum number of counter-strafe attempts required for input automation detection. The player must be moving more than 135.2 units/s for their counter-strafe to be considered an attempt. An attempt is either considered a success (counter-strafing took place within a single tick), an overlap (both directions were held for 1+ ticks) or an underlap (neither direction was held for 1+ ticks).1 sv | release
sv_auto_cstrafe_sequence_lengthThe length of sequential counter-strafe attempts evaluated relative to the success threshold. Input automation detection considers the best sequence within the larger attempt window.1 sv | release
sv_auto_cstrafe_success_thresholdThe minimum number of successful counter-strafes within a best sequence that will trigger input automation detection. The number of successes that trigger input automation detection is interpolated between the success threshold and a 'perfect' sequence (all counter-strafes in a sequence are successes), depending on the player's percentage of overlapping counter-strafe attempts.1 sv | release
sv_auto_cstrafe_upper_overlap_pct_thresholdThe percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes.0 sv | release
sv_auto_full_alltalk_during_warmup_half_endWhen enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the matchfalse sv | release
sv_autobunnyhoppingPlayers automatically re-jump while holding jump buttonfalse sv | cl | rep | release
sv_autobuyammoEnable automatic ammo purchase when inside buy zones during buy periodsfalse sv | cl | nf | rep | release
sv_autoexec_mapname_cfgExecute a mapname cfg file on the server automatically in custom game modes that require it.false sv | release
sv_autosaveSet to 1 to autosave game on level transition. Does not affect autosave triggers.true sv | rep
sv_banid_enabledWhether server supports banid commandtrue release
sv_bot_buy_decoy_weightGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.1 sv | release
sv_bot_buy_flash_weightGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.1 sv | release
sv_bot_buy_grenade_chanceChance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)33 sv | release
sv_bot_buy_hegrenade_weightGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.6 sv | release
sv_bot_buy_molotov_weightGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.1 sv | release
sv_bot_buy_smoke_weightGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.1 sv | release
sv_bot_parallel_threat_detectionPerform bot threat detection in paralleltrue sv
sv_bots_get_easier_each_winIf > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time.0 sv | release
sv_bounceBounce multiplier for when physically simulated objects collide with other objects.0 sv | cl | nf | rep | release
sv_buy_status_overrideOverride for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody-1 sv | rep | release
sv_buymenu_open_prevents_opportunistic_pickupfalse sv | release
sv_c4_upright_constraint_dampingControls how much velocity is damped on the constraint. 0 = undamped wobbly spring, 1 = critically damped no wobble fast converge, >1 = over damped0.5 sv
sv_c4_upright_constraint_enabledUse a constraint to keep C4 pointed upright when throwntrue sv
sv_c4_upright_constraint_strengthHow quickly the constraint converges0.6 sv
sv_chat_proximity-1 sv | cl | rep | release
sv_cheatsAllow cheats on servertrue nf | rep | release
sv_client_max_interp_ratioThis can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).5 sv | cl | rep
sv_client_min_interp_ratioThis can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).0 sv | cl | rep
sv_clientratesShow client rates.cmd
sv_clip_penetration_traces_to_playerstrue sv | cl | rep
sv_clockcorrection_msecsThe server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount30 sv | release
sv_clusterData center cluster this server lives in.0 release
sv_competitive_minspecEnable to force certain client convars to minimum/maximum values to help prevent competitive advantages.true sv | cl | nf | rep | release
sv_condense_late_buttonsWhen condensing late commands. Should we compress multiple moves of button presses into the target move?true sv
sv_cq_min_queueServer min buffer size.0 rep
sv_cq_trim_bloat_remainderWhen trimming a bloated CQ, leave at least N more commands than the minimum1 sv | release
sv_cq_trim_bloat_spaceWhen trimming a bloated CQ, try to leave room for N more commands to be added. 0 will trim only what is needed to remove the immediate bloat, a very large value will reset the whole queue.0 sv | release
sv_cq_trim_catchup_remainderWhen trimming an overful CQ due to app 'catchup' request, leave at least N more commands than the minimum1 sv | release
sv_cs_dump_econ_item_stringtablesv_cs_dump_econ_item_stringtablecmd sv
sv_cs_player_speed_has_hostage200 sv | cl | rep | release
sv_damage_prediction_allowedtrue sv | cl | rep | release
sv_deadtalkDead players can speak (voice, text) to the livingtrue sv | cl | nf | rep | release
sv_debug_client_not_in_pvsIf set, draw failed client PVS checks with red boxfalse sv | cheat
sv_debug_overlays_bandwidthBroadcast server debug overlays traffic65536 release
sv_debug_overlays_broadcastBroadcast server debug overlaysfalse nf | cheat | release
sv_debug_player_useVisualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success0 sv | cl | rep
sv_deltaticks_enforceBy default, player must ack delta ticks in order. How to enforce it: 2 = kick all clients, 1 = kick only TV clients, 0 = do not kick.2 release
sv_deltaticks_logWhether diagnostic logging is enabled when clients ack delta ticks out of order. Policy: 2 = log all out of order acks, 1 = log only when disconnect is triggered, 0 = do not log.2 release
sv_dev_entitydeltapadding_extra_maxWhen encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.0
sv_dev_entitydeltapadding_extra_minWhen encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.0
sv_dev_entitydeltapadding_min_sizeWhen encoding entity deltas, if the delta size is < N bytes, then shove in N dummy bytes. This happens before sv_dev_entitydeltapadding_extra_min/sv_dev_entitydeltapadding_extra_max0
sv_dev_simulate_gcdown<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)cmd sv
sv_disable_immunity_alphaIf set, clients won't slam the player model render settings each frame for immunity [mod authors use this]false sv | cl | rep | release
sv_disable_observer_interpolationDisallow interpolating between observer targets on this server.false sv | cl | rep | release
sv_disable_radar0: regular radar; 1: always disabled; 2: disabled in warmup0 sv | cl | rep | release
sv_disable_reliable_delta_retransmitAssume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.true
sv_disable_teamselect_menuDisable teamselect menu on clientsfalse sv | cl | rep | release
sv_disconnected_player_data_hold_timeDuration, in seconds, to hold onto the data of disconnected players, for scoreboard display.60 sv | cl | rep | release
sv_disconnected_players_cleanup_delayDelay between player disconnecting and their corpse getting cleaned up.0 sv | release
sv_dz_cash_bundle_sizeSize of a cash bundle50 sv | rep | release
sv_dz_cash_mega_bundle_sizeSize of a mega cash bundle13 sv | rep | release
sv_dz_contractkill_rewardCash bundles to award for a successful contract kill10 sv | rep | release
sv_dz_hostage_rescue_rewardNumber of cash bundles to award for rescuing a hostage18 sv | cl | rep | release
sv_dz_squad_wipe_rewardNumber of cash bundles to award for eliminating a squad2 sv | cl | rep | release
sv_enable_alternate_baselinesAllow alternate baseline system, set to 2 for debugging spew.1 release
sv_enable_delta_packingWhen enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.true release
sv_enable_removearrayelementsoutsidemetadataboundsfalse release
sv_enablebunnyhoppingAllow player speed to exceed maximum running speedfalse sv | cl | rep | release
sv_ent_showonlyhitbox-1 sv | cheat
sv_ents_write_alarmPrint callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of milliseconds0 release
sv_extra_client_connect_timeSeconds after client connect during which extra frames are buffered to prevent non-delta'd update15
sv_extract_ammo_from_dropped_weaponsfalse sv | cl | rep | release
sv_fade_player_visibility_farzfalse sv | cl | rep | release
sv_falldamage_scale1 sv | cl | rep | release
sv_falldamage_to_below_player_multiplierScale damage when distributed across two players1 sv | cl | rep | release
sv_falldamage_to_below_player_ratioLanding on a another player's head gives them this ratio of the damage.0 sv | cl | rep | release
sv_filterbanSet packet filtering by IP mode1
sv_flashed_amount_for_blind_killMinimum flashed alpha value for a player to be awarded a blind kill on the kill feed.0.7 sv | release
sv_frictionWorld friction.5.2 sv | cl | nf | rep | release
sv_full_alltalkAny player (including Spectator team) can speak to any other playerfalse sv | cl | rep | release
sv_fullupdateForce a full update for all clients.cmd
sv_game_mode_convarsDisplay the values of the convars for the current game_mode.cmd sv
sv_game_mode_flagsDedicated server game mode flags to run0 sv | release
sv_gameinstructor_disableForce all clients to disable their game instructors.false sv | cl | rep | release
sv_gameinstructor_enableForce all clients to enable their game instructors.false cl | rep | release
sv_gravityWorld gravity.800 sv | cl | nf | rep | release
sv_grenade_trajectory_prac_pipreviewShows grenade trajectory practice picture-in-picture preview.false sv | cl | rep | release
sv_grenade_trajectory_prac_trailtimeShows grenade trajectory practice visualization for this number of seconds.0 sv | cl | rep | release
sv_grenade_trajectory_time_spectatorLength of time grenade trajectory remains visible as a spectator.4 sv | cl | rep | release
sv_guardian_extra_equipment_ctExtra starting equipment for CT players in guardian modes0 sv | release
sv_guardian_extra_equipment_tExtra starting equipment for Terrorist players in guardian modes0 sv | release
sv_guardian_refresh_ammo_for_items_on_wavesList of additional weapons to refill ammo on waves.0 sv | release
sv_guardian_spawn_health_ctStarting health in guardian modes.100 sv | release
sv_guardian_spawn_health_tStarting health in guardian modes.100 sv | release
sv_health_approach_enabledtrue sv | rep | release
sv_health_approach_speed10 sv | rep | release
sv_hegrenade_damage_multiplier1 sv | cl | rep | release
sv_hegrenade_radius_multiplier1 sv | cl | rep | release
sv_hibernate_postgame_delay# of seconds to wait after final client leaves before hibernating.5 release
sv_hibernate_when_emptyPuts the server into extremely low CPU usage mode when no clients connectedtrue release
sv_hide_roundtime_until_seconds0 sv | cl | rep | release
sv_highlight_distance500 sv | cl | rep | release
sv_highlight_duration3.5 sv | cl | rep | release
sv_histogramvar change info histogramcmd
sv_hitbox_debugfalse sv
sv_hoststate_quit_syscallWhen enabled, game server will quit immediately via syscall instead of running host states shutdown sequencefalse release
sv_human_autojoin_teamForce human players on to a team. 0 to disable.0 sv | cl | rep | release
sv_ignoregrenaderadioTurn off Fire in the hole messagesfalse sv | release
sv_infinite_ammoPlayer's active weapon will never run out of ammo0 sv | cl | rep | cheat | release
sv_invites_only_mainmenuIf turned on, will ignore all invites when user is playing a matchfalse sv | cl | rep | release
sv_jump_impulseInitial upward velocity for player jumps; sqrt(2*gravity*height).301.993 sv | cl | rep | release
sv_jump_precision_enableEnable jump precision. Some game modes benefit from being able to turn this off.true sv | cl | rep | release
sv_jump_spam_penalty_timeFor subtick jumps, if this much time has elapsed since the last time the user has pressed the jump key, pretend they hadn't. Lowering this makes bunnyhopping easier.0.015625 sv | cl | rep | release
sv_kick_ban_durationHow long should a kick ban from the server should last (in minutes)15 sv | cl | nf | rep | release
sv_kick_players_with_cooldown(0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)1 sv | rep | release
sv_kill_players_at_coord_minKill players with fall damage at negative coord mintrue sv | release
sv_ladder_angleCos of angle of incidence to ladder perpendicular for applying ladder_dampen-0.707 sv | cl | rep
sv_ladder_dampenAmount to dampen perpendicular movement on a ladder0.2 sv | cl | rep
sv_ladder_scale_speedScale top speed on ladders0.78 sv | cl | rep | release
sv_ladder_slack_z_multDifference in Z increases toward the middle of the slack ladder.0.026 sv | cl | rep | cheat
sv_lagcomp_filterbyviewangleIf true, player pawn will filter lag compensation targets by their view angle.true sv | cheat
sv_lagcompensationforcerestoreDon't test validity of a lag comp restore, just do it.true sv | cheat
sv_lanServer is a lan server ( no heartbeat, no authentication, no non-class C addresses )false release
sv_late_commands_allowedAllow N late commands to run at 0 timescale prior to running an on-time command. Negative values for network round trip based calculation with a hard cap of the of absolute value5 sv | release
sv_lightquery_debugfalse sv | cheat
sv_limit_buyrandom_per_lifeEnable to limit buyrandom command to only run once per player lifetrue sv | release
sv_listen_directudpServer will listen for direct UDP connections on the configured port. This can be turned off to only listen for P2P/SDR connections.true release
sv_load_forced_client_names_fileLoads a file containing SteamID64 names for clientscmd sv | release
sv_load_random_client_names_fileLoads a file containing random name words for clientscmd sv | release
sv_log_http_record_before_any_listenersfalse sv | release
sv_log_onefileLog server information to only one file.false a | release
sv_log_roundstatstrue sv | release
sv_logbansLog server bans in the server logs.false a | release
sv_logblocksIf true when log when a query is blocked (can cause very large log files)false release
sv_logechoEcho log information to the console.true a | release
sv_logfileLog server information in the log file.false a | release
sv_logflushFlush the log file to disk on each write (slow).false a | release
sv_logsdirFolder in the game directory where server logs will be stored.logs a | release
sv_long_frame_msIf a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable.15
sv_mapvetopickvote_mapsWhich maps are used for map veto pick sequencede_inferno,de_mirage,de_train,de_dust2,de_nuke,de_ancient,de_overpass sv | release
sv_mapvetopickvote_phase_durationHow many seconds each phase lasts[1:5][2:15][3:20][4:10][5:10][6:5] sv | release
sv_mapvetopickvote_rndWhen enabled will shuffle veto pick maps list order every timefalse sv | release
sv_massreportfalse sv
sv_matchend_drops_enabledRewards gameplay time is always accumulated for players, but drops at the end of the match can be preventedtrue sv | release
sv_matchpause_auto_5v5When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.false sv | cl | rep | release
sv_matchperfstats_maxclientperfsamplesDon't retain more than N perf samples for any given client100 sv
sv_max_deathmatch_respawns_per_tick0 sv | release
sv_max_distance_transmit_footstepsMaximum distance to transmit footstep sound effects.1250 sv | cl | rep
sv_max_queries_secMaximum queries per second to respond to from a single IP address.3 release
sv_max_queries_sec_globalMaximum queries per second to respond to from anywhere.60 release
sv_max_queries_windowWindow over which to average queries per second averages.30 release
sv_max_unreliable_delta_sizeMaximum allowable entity delta size over unreliable delivery.4096
sv_maxclientframes128
sv_maxrateMax bandwidth rate allowed on server, 0 == unlimited0 rep | release
sv_maxreplayMaximum replay time in seconds0
sv_maxspeed320 sv | cl | nf | rep | release
sv_maxunlagMaximum lag compensation in seconds0.2 sv | cl | rep | release
sv_maxunlag_playerIf >0, maximumum lag compensation used for other human pawns. Applied after sv_maxunlag!-1 sv | release
sv_maxuptimelimitNumber of hours to operate before trying sv_shutdown.0 sv | release
sv_maxvelocityMaximum speed any ballistically moving object is allowed to attain per axis.3500 sv | cl | rep | release
sv_memlimitIf set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.0 cheat | release
sv_merge_changes_after_tick_with_calcdeltaThis fixes bugs where pure calcdelta is used due to recipient changing but it doesn't pick up a field change where the value was changed back to same value as the from snapshot even though the destination fields change list does note the change. Set to 2 to spew any changes merged in by this fix.1 release
sv_metaduplicationCheck serializer meta for duplication, add verbose to command for full spewcmd cheat
sv_min_jump_landing_sound260 sv | cl | rep | release
sv_minimum_desired_chicken_countMinimum number of chickens to attempt to spawn in the map0 sv | rep | release
sv_minrateMin bandwidth rate allowed on server, 0 == unlimited98304 rep | release
sv_mover_maxslopeThe maximum slope the player can overcome [-]0.7 sv | cl | nf | rep
sv_mover_pogodampingratioThe capsule pogo stick damping ratio [-]1 sv | cl | nf | rep
sv_mover_pogofrequencyThe capsule pogo stick frequency [hz].10 sv | cl | nf | rep
sv_mute_players_with_social_penaltiestrue sv
sv_networkvar_perfieldtrackingTrack individual field offset changes, rather than a single dirty flag for the whole entity.true release
sv_networkvar_validateValidate each StateChanged against known offsets.false release
sv_noclipaccelerate5 sv | cl | a | nf | rep
sv_noclipduringpauseIf cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).false sv | cl | rep | cheat
sv_noclipfrictionFriction during noclip move.4 sv | cl | a | nf | rep
sv_noclipspeed1200 sv | cl | a | nf | rep
sv_nomvpDisable MVP awards.false sv
sv_nonemesisDisable nemesis and revenge.true sv
sv_nowinpanelTurn on/off win panel on serverfalse sv
sv_outofammo_indicatorfalse sv | cl | rep | release
sv_packstatsShow entity packing stats, pass 'clear' as argument to reset counts.cmd release
sv_parallel_checktransmitSet to 1 to use threaded checkentities for transmit/pvs on listen servers, 2 for dedicated servers.2 sv | release
sv_parallel_packentitiesSet to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers.2 release
sv_parallel_sendsnapshot0: run all send jobs on main thread; 1: send jobs run asynchronously (except on dedicated server); 2: send jobs asynchronously; 3: send jobs run in parallel but block to not overlap the next tick; 4: main server clients' send jobs run in parallel, then HLTV server jobs; this approximately matches pre-async profile for a single HLTV server configuration2 release
sv_party_modeParty!!false sv | cl | rep | release
sv_passwordServer password for entry into multiplayer games0 prot | nf | norecord | release
sv_pausableIs the server pausable.0 release
sv_pause_on_console_open1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.false a
sv_phys_animated_hierarchytrue sv
sv_phys_async_buoyancy_updateIf true, server buoyancy motion controllers are updated in an async job after the tick has completed.false sv | rep
sv_phys_debug_callback_entitiesPrint all entities that get touch callbacks. Each entity is printed only once.false sv | cheat
sv_phys_enabledEnable all physics simulationtrue sv | cheat
sv_phys_sleep_enableEnable sleeping for dynamic physics bodies.true sv | cheat
sv_phys_sound_disable_impact_sounds_under_hard_thresholdif true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold.false sv | cheat
sv_phys_stop_at_collision0 sv | cheat
sv_phys_visualize_awakefalse sv
sv_player_search_range64 sv | cl | rep
sv_playerradio_use_allowlistplayerradio commands may only use responses from an allow list of commands.true sv | release
sv_predictable_damage_tag_ticksDelay player slowdown when damaged by # ticks to reduce misprediction effects2 sv | release
sv_prime_accounts_onlyWhen this setting is enabled only prime users can connect to this game server.false sv | release
sv_pushaway_hostage_forceHow hard the hostage is pushed away from physics objects (falls off with inverse square of distance).20000 sv | rep | cheat
sv_pushaway_max_hostage_forceMaximum of how hard the hostage is pushed away from physics objects.1000 sv | rep | cheat
sv_pvs_entityIf set, only allows this ent index to network (other than players and things that force sending).-1 sv
sv_pvs_max_distanceif set, adds a maximum range to PVS/PAS checks0 rep | release
sv_pvs_randomIf set, objects blink in/out of pvs randomly.false sv
sv_pvs_shadows_include_envfalse sv | rep | release
sv_quantize_movement_inputQuantize movement input values. Enabling this restricts players from using analog input to move at fractional speeds normally impossible with digital button input.true sv | cl | rep | release
sv_querycache_statsDisplay status of the query cache (client only)cmd sv
sv_radio_throttle_windowThe number of seconds before radio command tokens refresh.10 sv | release
sv_ragdoll_lru_debugfalse sv | rep | cheat
sv_rcon_banpenaltyNumber of minutes to ban users who fail rcon authentication0
sv_rcon_logEnable/disable rcon logging.true
sv_rcon_maxfailuresMax number of times a user can fail rcon authentication before being banned10
sv_rcon_minfailuresNumber of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned5
sv_rcon_minfailuretimeNumber of seconds to track failed rcon authentications30
sv_recipients_checkWhen packing entities, check that recipient bits match for fast path packing.true release
sv_record_item_time_dataTurn on recording of per player item time data into the server log.false sv | release
sv_recvbuf_messagesMax number of messages that can be queued in a netchan receive buffer for an ordinary connection from a client.1024
sv_regeneration_force_onCheat to test regenerative health systemsfalse sv | cheat
sv_regeneration_wait_time1 sv | rep
sv_regionThe region of the world to report this server in.-1 release
sv_reliableavatardataUse server overrides for steam avatarsfalse sv | cl | rep | release
sv_remapper_loopsoundfixfalse sv | cl | rep
sv_remapper_range_multiplier1 sv | cl | rep
sv_replay_group_idThe replay group that this server will be uploading files to0 release
sv_replaysdirDirectory to store replays inreplays
sv_reserve_slots_for_reconnecting_players_kick_priorKick a previously connected player with the same steamID if a replacement comes alongtrue
sv_rethrow_last_grenadeEmit the last grenade thrown on the server.cmd sv | cheat
sv_runcmdstrue sv
sv_script_think_interval0.1 sv | cl | rep
sv_search_key0 release
sv_search_team_keyWhen initiating team search, set this key to match with known opponents teampublic release
sv_sequence_debug-1 sv
sv_sequence_debug2-1 sv
sv_sequence_model_substring0 sv
sv_server_graphic1A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.0 sv | cl | rep | release
sv_server_graphic2A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.0 sv | cl | rep | release
sv_server_verify_blood_on_playertrue sv | cl | rep | cheat
sv_setsteamaccounttoken Set game server account token to use for logging in to a persistent game server accountcmd release
sv_shared_team_pvsPVS is shared between teamsfalse sv
sv_show_bot_difficulty_in_name0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot namefalse sv | cl | rep
sv_show_move_collisionsEnable this to visualize collisions between player and geometry.false sv | cl | rep | cheat
sv_show_team_equipment_force_onForce on if not prohibitedfalse sv | cl | rep | release
sv_show_team_equipment_prohibitDetermines whether +cl_show_team_equipment is prohibited.false sv | cl | nf | rep | release
sv_show_teammate_death_notificationShow chat notification upon teammate deathfalse sv | release
sv_show_voip_indicator_for_enemiesMakes it so the voip icon is shown over enemies as well as allies when they are talkingfalse sv | rep | release
sv_showbullethits1=show hits and near misses, 2=show hits only0 sv | cl | rep | release
sv_showhitregistrationDisplay lag_compensated hitboxes. 0 = off, 1 = server only, 2 = client only, 3 = both server and client0 sv | cl | rep | cheat
sv_showimpactsShows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)0 sv | cl | rep | release
sv_showimpacts_penetrationShows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)0 sv | cl | rep | release
sv_showimpacts_timeDuration bullet impact indicators remain before disappearing4 sv | cl | rep | release
sv_showladdersShow bbox and dismount points for all ladders (must be set before level load.)false sv
sv_showplayerhitboxesShow lag compensated hitboxes for the specified player index whenever a player fires.0 sv | cl | rep
sv_showtagsDescribe current gametags.cmd
sv_shutdownSets the server to shutdown when all games have completedcmd release
sv_shutdown_immediately_on_requestThe server will always shutdown on receiving the shutdown request, even if not hibernatingfalse
sv_skel_constraints_enablefalse rep | cheat
sv_skirmish_idDedicated server skirmish id to run0 sv | cl | rep | release
sv_skynameCurrent name of the skybox texturesky_urb01 sv | cl | a | rep
sv_snapshot_unlimitedFor debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course...false rep | release
sv_sniper_tracer_modeMode for sniper tracers. 0: legacy, 1: hide when more than sv_sniper_tracer_innacuracy inaccurate.1 sv | cl | rep
sv_soundscape_printdebuginfoprint soundscapescmd sv | cheat
sv_spawn_afk_bomb_drop_timePlayers that have never moved since they spawned will drop the bomb after this amount of time.15 sv | rep | release
sv_spec_hearDetermines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody1 sv | cl | nf | rep | release
sv_spec_use_tournament_content_standardsfalse sv | cl | rep | release
sv_specaccelerate5 sv | cl | a | nf | rep
sv_specnocliptrue sv | cl | a | nf | rep
sv_specspeed1200 sv | cl | a | nf | rep
sv_spewmetaSpew serializer metacmd cheat
sv_staminajumpcostStamina penalty for jumping0.08 sv | cl | rep | release
sv_staminalandcostStamina penalty for landing0.05 sv | cl | rep | release
sv_staminamaxMaximum stamina penalty80 sv | cl | rep | release
sv_staminarecoveryrateRate at which stamina recovers (units/sec)60 sv | cl | rep | release
sv_standable_normal0.7 sv | cl | rep | cheat | release
sv_statsCollect CPU usage statstrue
sv_steamauth_enforceBy default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.2 release
sv_steamauth_ignore_localhostIgnore VAC and auth errors for client connected via localhost address or in-engine loopbacktrue release
sv_steamgroupThe ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.0 nf | release
sv_steamgroup_exclusiveIf set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.false release
sv_step_move_vel_minMin velocity for step move.64 sv | cl | rep | cheat
sv_stopspeedMinimum stopping speed when on ground.80 sv | cl | nf | rep | release
sv_strafing_inaccuracy_bias0.5 sv | cl | rep | cheat | release
sv_strafing_inaccuracy_enabledfalse sv | cl | rep | cheat | release
sv_strafing_inaccuracy_scale0.1 sv | cl | rep | cheat | release
sv_stressbotsIf set to 1, the server calculates data and fills packets to bots. Used for perf testing.false release
sv_strict_notargetIf set, notarget will cause entities to never think they are in the pvsfalse sv
sv_subtick_movement_view_anglesWhether or not subtick view angles are taken into account during movement.true sv | cl | rep | release
sv_surf_soundsShould we try to play sounds for surf?false sv | cl | rep | release
sv_tagsServer tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.0 nf | release
sv_talk_after_dying_timeThe number of seconds a player can continue talking after dying as if they were still alive0 sv | cl | rep | release
sv_talk_enemy_deadDead players can hear all dead enemy communication (voice, chat)false sv | cl | rep | release
sv_talk_enemy_livingLiving players can hear all living enemy communication (voice, chat)false sv | cl | rep | release
sv_teamid_overheadShows teamID over player's heads. 0 = off, 1 = ontrue sv | cl | nf | rep | release
sv_teamid_overhead_always_prohibitDetermines whether cl_teamid_overhead_always is prohibited.false sv | cl | nf | rep | release
sv_teamid_overhead_maxdistIf >0, server will override cl_teamid_overhead_maxdist0 sv | cl | rep | release
sv_teamid_overhead_maxdist_specIf >0, server will override cl_teamid_overhead_maxdist_spec0 sv | cl | rep | release
sv_temp_baseline_string_table_buffer_sizeBuffer size for writing string table baselines524288
sv_timebetweenducksMinimum time before recognizing consecutive duck key0.4 sv | cl | rep | release
sv_timeoutAfter this many seconds without a message from fully connected client, the client is dropped20
sv_turbophysicsTurns on turbo physicsfalse sv | cl | rep
sv_turning_inaccuracy_angle_min4 sv | cl | rep | cheat | release
sv_turning_inaccuracy_decay0.8 sv | cl | rep | cheat | release
sv_turning_inaccuracy_enabledfalse sv | cl | rep | cheat | release
sv_unlockedchaptersHighest unlocked game chapter.1 a
sv_unpause_on_console_close1 = Unpause the game when pressing ~ to close the console. 0 = Leave the game paused.true a
sv_use_hi_pri_context_switch_time+use search behaves as though high priority items are usable for this long after they become unusable to avoid players accidentally performing a different action.1 sv | cl | rep | release
sv_use_playercacheCache off player bounds for traces.true sv | cl | rep | cheat
sv_usenetworkvarsUse networkvar system.true
sv_usercmd_custom_random_seedWhen enabled server will populate an additional random seed independent of the clientfalse sv | release
sv_usercmd_execute_warning_msEmit a warning if we spend more than N ms executing user commands for a single player5 sv | a
sv_vac_webapi_auth_keyKey for when posting to vac related webapis.0 sv | release
sv_versus_screen_scene_idDetermines which scene is used for the versus screen.0 sv | release
sv_visiblemaxplayersOverrides the max players reported to prospective clients-1 release
sv_voice_proximity-1 sv | cl | rep | release
sv_voicecodecSpecifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.vaudio_speex release
sv_voiceenabletrue a | nf | release
sv_vote_allow_in_warmupAllow voting during warmup?false sv | release
sv_vote_allow_spectatorsAllow spectators to initiate votes?false sv | release
sv_vote_command_delayHow long after a vote passes until the action happens2 sv | release
sv_vote_count_spectator_votesAllow spectators to vote on issues?false sv | release
sv_vote_creation_timerHow often someone can individually call a vote.120 sv | release
sv_vote_disallow_kick_on_match_pointDisallow vote kicking on the match point round.false sv | release
sv_vote_failure_timerA vote that fails cannot be re-submitted for this long300 sv | release
sv_vote_issue_changelevel_allowedCan people hold votes to change levels?true sv
sv_vote_issue_kick_allowedCan people hold votes to kick players from the server?true sv | nf | rep | release
sv_vote_issue_loadbackup_allowedCan people hold votes to load match from backup?true sv | nf | rep | release
sv_vote_issue_loadbackup_spec_authoritativeWhen enabled, admins load match from backup without players votefalse sv | release
sv_vote_issue_loadbackup_spec_onlyWhen enabled, only admins load match from backupfalse sv | nf | rep | release
sv_vote_issue_loadbackup_spec_safeWhen enabled, admins load match from backup in safe time of the round onlytrue sv | release
sv_vote_issue_matchready_allowedCan people hold votes to ready/unready the match?true sv
sv_vote_issue_nextlevel_allowedCan people hold votes to set the next level?true sv
sv_vote_issue_nextlevel_allowextendAllow players to extend the current map?true sv
sv_vote_issue_nextlevel_choicesmodePresent players with a list of lowest playtime maps to choose from?true sv
sv_vote_issue_nextlevel_prevent_changeNot allowed to vote for a nextlevel if one has already been set.true sv
sv_vote_issue_pause_match_allowedCan people hold votes to pause/unpause the match?true sv
sv_vote_issue_pause_match_spec_onlyWhen enabled, only admins start technical pausefalse sv | nf | rep | release
sv_vote_issue_restart_game_allowedCan people hold votes to restart the game?false sv | release
sv_vote_issue_scramble_teams_allowedCan people hold votes to scramble the teams?false sv
sv_vote_issue_surrrender_allowedCan people hold votes to surrender?true sv
sv_vote_issue_swap_teams_allowedCan people hold votes to swap the teams?false sv
sv_vote_issue_timeout_allowedCan people hold votes to time out?true sv
sv_vote_kick_ban_durationHow long should a kick vote ban someone from the server? (in minutes)15 sv | nf | rep | release
sv_vote_quorum_ratioThe minimum ratio of players needed to vote on an issue to resolve it.0.501 sv | release
sv_vote_timer_durationHow long to allow voting on an issue15 sv | release
sv_vote_to_changelevel_before_match_pointRestricts vote to change level to rounds prior to match point (default 0, vote is never disallowed)false sv | rep | release
sv_vote_to_changelevel_rndminWhen non-zero, restricts vote to change level to this many first rounds or minutes of the match (default 0, vote is not disallowed)0 sv | rep | release
sv_walkable_normal0.7 sv | cl | rep | cheat | release
sv_warmup_to_freezetime_delayDelay between end of warmup and start of match.4 sv | cl | rep | release
sv_watchtransmitWatch NetworkStateChanged info for this entity index.-2 sv | release
sv_water_slow_amount0.9 sv | cl | rep | release
sv_wateraccelerate10 sv | cl | nf | rep | release
sv_waterfriction1 sv | cl | nf | rep | release
sv_weapon_require_use_grace_period1 sv | release
sv_weapon_swap_difficulty_near_hi_pri0 = Cone searches easily reach past high priority items to swap weapons. 1 = Cone searches are narrowed and require that the weapon is strictly closer. 2 = cone searches are disabled near high priority items2 sv | cl | rep | release
sv_workshop_allow_other_mapsWhen hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.true sv | release
switchhandscmd cl | release
switchhandsleftcmd cl | release
switchhandsrightcmd cl | release
sys_infoPrint system information to the consolecmd release
sys_minidumpexpandedspewtrue
sys_minidumpspewlinesLines of crash dump console spew to keep.2000 release
target_scan_use_query_cachetrue sv
teammenuShow team selection windowcmd cl | server_can_execute
telemetry_messagePlace a message in the telemetry timelinecmd sv | cheat
telemetry_toggle_timespanStarts/stops a timespan with an ever increasing name.cmd sv | cheat
Test_CheckpointIndicate to a test script that a checkpoint has been reachedcmd
Test_CreateEntitycmd sv | cheat
test_dispatcheffectTest a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>cmd sv | cheat
Test_EHandlecmd sv | cheat
test_entity_blockerTest command that drops an entity blocker out in front of the player.cmd sv | cheat
Test_ExitProcessTest_ExitProcess <exit code> - immediately kill the process.cmd cheat
test_list_entitiestest-list entitiescmd sv | cheat
Test_LoopTest_Loop <loop name> - loop back to the specified loop start point unconditionally.cmd
Test_LoopCountTest_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.cmd
Test_LoopForNumSecondsTest_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.cmd
Test_RandomChanceTest_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.cmd
Test_RandomPlayerPositioncmd sv | cheat
test_restoreonnewmodel0 sv | cl | rep
test_shipping_assertGenerate an assert to test shipping assertion codecmd release
Test_StartLoopTest_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.cmd
Test_StartScriptStart a test script running..cmd
test_voice_container_nestingTest nesting voice containers.cmd linked
test_voice_containersQuick example for how we'd derive traits from voice containers.cmd linked
testscript_debugDebug test scripts.false
think_limitMaximum think time in milliseconds, warning is printed if this is exceeded.10 sv | cl | rep | release
thirdpersonSwitch to thirdperson camera.cmd cl | cheat | execute_per_tick
thirdperson_mayamodeSwitch to thirdperson Maya-like camera controls.cmd cl | cheat
thirdpersonshoulderSwitch to thirdperson-shoulder camera.cmd cl
throttle_expensive_aifalse sv
timedemoPlay a demo and report performance info.cmd release
timedemo_endEnds timedemo on given tick.-1
timedemo_startStarts timedemo on given tick.-1
timedemoquitPlay a demo, report performance info, and then exitcmd release
timeleftprints the time remaining in the matchcmd sv
timeout_ct_startcmd sv | release
timeout_terrorist_startcmd sv | release
toggleToggles specified convar value on and off.cmd norecord | release
toggleconsoleShow/hide the console.cmd norecord | release
toggleradarscaleToggles the radar scalecmd cl | release
tool_requestUsage: tool_request <tool_name> \{ request_kv3_data \}cmd
toolhud_enabletrue
tools_renderscenestrue
traceattacktraceattack damage hitgroupcmd sv
trusted_launchTrusted launch status0 cl | a
tv_advertise_watchableGOTV advertises the match as watchable via game UI, clients watching via UI will not need to type passwordfalse prot | nf | norecord | release
tv_allow_autorecording_indexWhen >=0 restricts autorecording only to the specified TV index-1 sv | release
tv_allow_camera_manAuto director allows spectators to become camera mantrue sv
tv_allow_camera_man_steamidAllows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.0 sv | release
tv_allow_camera_man_steamid2Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.0 sv | release
tv_allow_static_shotsAuto director uses fixed level cameras for shotstrue sv | release
tv_autorecordAutomatically records all games as SourceTV demos.false release
tv_autoretryRelay proxies retry connection after network timeouttrue release
tv_broadcastAutomatically broadcasts all games as GOTV demos through Steam.false release
tv_broadcast1Automatically broadcasts all games as GOTV[1] demos through Steam.false release
tv_broadcast_keyframe_intervalThe frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server3 release
tv_broadcast_keyframe_interval1The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server3 release
tv_broadcast_max_requestsMax number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.20 release
tv_broadcast_max_requests1Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.20 release
tv_broadcast_resendresend broadcast data to broadcast relaycmd
tv_broadcast_spew_thresholdThe threshold, in seconds, that we'll spew about the snapshot tick0.1 release
tv_broadcast_startup_resend_intervalThe interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails)10 release
tv_broadcast_statusPrint out broadcast statuscmd release
tv_broadcast_urlURL of the broadcast relayhttp://localhost:8080 release
tv_broadcast_url1URL of the broadcast relay1http://localhost:8080 release
tv_chatgroupsizeSet the default chat group size0 release
tv_chattimelimitLimits spectators to chat only every n seconds0.2 release
tv_clientsShows list of connected SourceTV clients.cmd release
tv_debugSourceTV debug info.0 release
tv_delaySourceTV broadcast delay in seconds105 sv | release
tv_delay1SourceTV[instance 1] broadcast delay in seconds15 sv | release
tv_delaymapchangeDelays map change until broadcast is completetrue sv | release
tv_deltacacheEnable delta entity bit stream cache2 release
tv_demo_starttick0
tv_dispatchmodeDispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always1 release
tv_enableActivates SourceTV on server.false nf | release
tv_enable1Activates SourceTV[1] on server.false nf | release
tv_enable_delta_framesIndicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.true release
tv_enable_dynamicWhen enabled, changes in tv_enable convars cause immediate startup or shutdown of hltv serverfalse nf | release
tv_extended_loggingfalse
tv_grouprelaydatareliableWhen enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relaysfalse
tv_grouprelaydataunreliableWhen enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relaysfalse
tv_grouprelaydatavoiceSimilar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relaysfalse
tv_include_usercommandsHLTV streams will include player usercommands each ticktrue sv | release
tv_instant_replay_full_frameSend embedded full framestrue
tv_instant_replay_full_frame_build_threadedBuild the full frames on a seperate job threadfalse
tv_instant_replay_full_frame_timeSeconds between full frame embeddeds30
tv_listen_voice_indicesBitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none0 cl | user
tv_listen_voice_indices_hHigh 32 bits of bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none0 cl | user
tv_log_director_eventsLog game events being considered by the directorfalse sv
tv_maxclientsMaximum client number on SourceTV server.128 release
tv_maxclients_relayreservedThis number of relay client connections are reserved for SourceTV relays.0 release
tv_maxrateMax SourceTV spectator bandwidth rate allowed, 0 == unlimited0 release
tv_memhltv memory statistics. Use with 'ent 10' (dump entity 10 memory usage) or 'top 8' (dump top 8 memory users) or 'class' CWorld (dump CWorld class)cmd release
tv_msgSend a screen message to all clients.cmd sv
tv_nameSourceTV host nameSourceTV release
tv_nochatDon't receive chat messages from other SourceTV spectatorsfalse a | user
tv_overridemasterOverrides the SourceTV master root address.false release
tv_passwordSourceTV password for all clients of CSTV[0]0 prot | nf | norecord | release
tv_password1SourceTV password for all clients of CSTV[1]. If empty, tv_password is used0 prot | nf | norecord | release
tv_playcast_delay_predictiontrue release
tv_playcast_delay_resyncTo alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure0 release
tv_playcast_fragment_cache_history_lengthHow far back before our current playback head in seconds to hold onto fragments.120 release
tv_playcast_retry_timeoutIn case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync25 release
tv_portHost SourceTV[0] port27020 release
tv_port1Host SourceTV[1] port27021 release
tv_rate_multiplierMultiply requested rate by this value to adjust Dota TV send rate2
tv_recordStarts SourceTV demo recording.cmd release
tv_record_immediatetv_record starting the moment tv_record was executed, not tv_delay earlier0 release
tv_relayConnect to SourceTV server and relay broadcast.cmd release
tv_relay_hard_shutdownfalse
tv_relay_quit_after_gameQuit after a game has been relayed, do not hibernatetrue
tv_relay_ratedefault rate for relays500000
tv_relay_secret_codeWhen enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directlyfalse
tv_relaypasswordSourceTV password for relay proxies0 prot | nf | norecord | release
tv_relayradioRelay team radio commands to TV: 0=off, 1=onfalse sv | release
tv_relayvoiceRelay voice data: 0=off, 1=ontrue release
tv_retryReconnects the SourceTV relay proxy.cmd release
tv_secret_codeWhen enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directlyfalse
tv_secure_bypassBypass secure challenge on TV portfalse release
tv_show_allchattrue sv | release
tv_spectator_port_offset0 cl | release
tv_statusShow SourceTV server status.cmd release
tv_stopStops the SourceTV broadcast.cmd release
tv_stoprecordStops SourceTV demo recording.cmd release
tv_threaded_merge_entity_deltasEnable SourceTV threading of delta mergingtrue
tv_timeoutSourceTV connection timeout in seconds.20 release
tv_titleSet title for SourceTV spectator UISourceTV release
tv_transmitallTransmit all entities (not only director view)false rep | release
tv_update_hibernation_enabledAllow SourceTV to control server hibernation state.false
tv_window_sizeSpecifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system16 release
ui_deepstats_radio_heat_figurine0 cl | a | release
ui_deepstats_radio_heat_tab0 cl | a | release
ui_deepstats_radio_heat_team0 cl | a | release
ui_deepstats_toplevel_mode0 cl | a | release
ui_hud_distdistance from the player to the hud24 cl | rep
ui_inspect_bkgnd_map_539CD0B9Inspect background mapde_train cl | a | release
ui_inventorysettings_recently_acknowledged0 cl | a | release
ui_lobby_draft_enabledfalse cl | release
ui_mainmenu_bkgnd_movie_539CD0B9Main menu background moviecs_italy cl | a | release
ui_nearbylobbies_filter3competitive cl | a | release
ui_news_last_read_linkhttps://www.counter-strike.net/newsentry/578276333072682038 cl | a | release
ui_notification_tb_snooze0 cl | a | release
ui_party_msg_sound_enabledWhen enabled, lobby messages will play a short soundtrue cl | release
ui_playsettings_custom_presetmg_casualalpha cl | a | release
ui_playsettings_directchallengekeyAJC8S-S7QQ-ADLQ3-3L9C cl | a | release
ui_playsettings_flags_listen_casual0 cl | a | release
ui_playsettings_flags_listen_competitive16 cl | a | release
ui_playsettings_flags_listen_cooperative0 cl | a | release
ui_playsettings_flags_listen_deathmatch32 cl | a | release
ui_playsettings_flags_listen_retakes0 cl | a | release
ui_playsettings_flags_listen_scrimcomp2v20 cl | a | release
ui_playsettings_flags_listen_skirmish0 cl | a | release
ui_playsettings_flags_listen_survival0 cl | a | release
ui_playsettings_flags_official_casual0 cl | a | release
ui_playsettings_flags_official_competitive16 cl | a | release
ui_playsettings_flags_official_cooperative0 cl | a | release
ui_playsettings_flags_official_deathmatch32 cl | a | release
ui_playsettings_flags_official_retakes0 cl | a | release
ui_playsettings_flags_official_scrimcomp2v20 cl | a | release
ui_playsettings_flags_official_skirmish0 cl | a | release
ui_playsettings_flags_official_survival0 cl | a | release
ui_playsettings_listen_annotations0 cl | a | release
ui_playsettings_listen_grenades0 cl | a | release
ui_playsettings_listen_infammo1 cl | a | release
ui_playsettings_listen_infwarmup1 cl | a | release
ui_playsettings_maps_listen_casualmg_de_dust2 cl | a | release
ui_playsettings_maps_listen_competitivemg_de_inferno cl | a | release
ui_playsettings_maps_listen_deathmatchmg_de_dust2 cl | a | release
ui_playsettings_maps_listen_gungameprogressivemg_ar_baggage cl | a | release
ui_playsettings_maps_listen_retakesmg_de_dust2 cl | a | release
ui_playsettings_maps_listen_scrimcomp2v2mg_de_rooftop cl | a | release
ui_playsettings_maps_official_casualmg_casualcharlie cl | a | release
ui_playsettings_maps_official_deathmatchmg_casualalpha cl | a | release
ui_playsettings_maps_official_gungameprogressivemg_skirmish_armsrace cl | a | release
ui_playsettings_maps_official_retakesmg_casualalpha cl | a | release
ui_playsettings_maps_workshop@workshop/3240880604/de_dust2_benchmark cl | a | release
ui_playsettings_mode_listencompetitive cl | a | release
ui_playsettings_mode_official_v20deathmatch cl | a | release
ui_playsettings_survival_solo0 cl | a | release
ui_playsettings_warmup_map_namede_mirage cl | a | release
ui_popup_weaponupdate_version2402 cl | a | release
ui_render_task_clips_labeldealt_damage cl | release
ui_render_task_filerendertask cl | release
ui_render_task_fps60 cl | release
ui_render_task_generate_clipsfalse cl | release
ui_setting_advertiseforhire_autoWhether users will automatically advertise for invites (0: off; 1: last; 2: auto)1 cl | a | release
ui_setting_advertiseforhire_auto_lastWhich game mode users last used to advertise for invites/competitive cl | a | release
ui_show_subscription_alert0 cl | a | release
ui_show_unlock_competitive_alert0 cl | a | release
ui_steam_overlay_notification_positionSteam overlay notification positionbottomleft cl | a
ui_steam_overlay_notification_position_horzSteam overlay notification position horizontal offset0 cl | a
ui_steam_overlay_notification_position_vertSteam overlay notification position vertical offset0 cl | a
ui_vanitysetting_loadoutslot_ctsmg4 cl | a | release
ui_vanitysetting_loadoutslot_tsmg3 cl | a | release
ui_vanitysetting_teamct cl | a | release
unbindUnbind a key.cmd release
unbindallUnbind all keys.cmd release
unloadToolunload the specified toolcmd
unpauseClear the pause state of the server.cmd release
update_voices_low_priorityfalse
url_executeExecutes url-based commands, used for incoming commands from url-based launches when the game's already running.cmd cl
usersShow user info for players on server.cmd
vcon_clear_buffered_logClear buffered loggingcmd norecord
vcon_clientsList connectionscmd norecord
vconsole_rcon_server_detailswhen non-empty allows for easy vconsole connection to the dedicated server.0 norecord | release | server_cant_query
videocfg_ao_detail3 cl
videocfg_fsr_detail0 cl
videocfg_hdr_detail-1 cl
videocfg_particle_detail3 cl
videocfg_shadow_quality3 cl
videocfg_texture_detail2 cl
view_punch_decayDecay factor exponent for view punch18 sv | cl | rep | cheat | release
viewmodel_fovViewmodel FOV60 cl | a | user | per_user
viewmodel_offset_xviewmodel_offset_x1 cl | a | user | per_user
viewmodel_offset_yviewmodel_offset_y1 cl | a | user | per_user
viewmodel_offset_zviewmodel_offset_z-1 cl | a | user | per_user
viewmodel_presetpos1:'Desktop', 2:'Classic'1 cl | a
violence_abloodDraw alien bloodtrue a
violence_agibsShow alien gib entitiestrue a
violence_hbloodDraw human bloodfalse a
violence_hgibsShow human gib entitiestrue a
vis_debug_currentclusterShow the current cluster numbercmd
vis_debug_drawclusterAdd cluster # to visualization, (-1) to clearcmd
vis_debug_dumpvisibleclustersShow the list of visible clusterscmd
vis_debug_find_losFind or clear the vis LOS to herecmd
vis_debug_lockLock vis LOS origin to currentcmd
vis_debug_record_startRecord a path to debug viscmd
vis_debug_record_stopRecord a path to debug viscmd
vis_debug_showShow/hide the vis debug visualizationcmd
vis_debug_sunclustersShowing clusters for sun/csm rendering. Red (full sun csm & lighting), Orange (no viewmodel sun or csm), Green (no sun at all)cmd
vis_debug_tracelosTrace rays and check vis from the current cameracmd
vis_enableEnable precomputed visibility when truetrue
vis_forcefalse sv | cheat
vismon_poll_frequency0.5 sv | cheat
vismon_trace_limit12 sv | cheat
vmem_dumpDump memory stats to log.cmd
vmix_debug_listDebug dump the list of available vmix graphscmd
vmix_inputSet an input mix valuecmd cheat
vmix_outputDump main graph control output valuescmd cheat
voice_all_iconsDraw all players' voice iconsfalse cl
voice_always_sample_micWhen enabled, open the voip audio input stream when the application launches.false a
voice_clientdebug0 cl
voice_containers_get_instance_argsArgs: [Voice Container Path]cmd linked
voice_containers_get_instance_paramsArgs: [Voice Container Path]cmd linked
voice_debugfeedbackfromfalse
voice_device_overrideDefault device used for voice capture.Microphone (3- High Definition Audio Device) a | release
voice_fadeouttime0.005
voice_in_processtrue
voice_initial_buffer_ms200
voice_input_stalloutTime before we consider a mic stalled out and need to reset it.2 user
voice_loopbackfalse user
voice_loopback_no_networkingfalse user
voice_min_buffer_ms100
voice_modenableEnable/disable voice in this mod.true cl | a | release | clientcmd_can_execute
voice_modenable_toggleToggle the voice_modenable convar.cmd cl | release
voice_muteMute a specific Steam usercmd
voice_noise_supressionfalse
voice_player_speaking_delay_threshold0.5 sv | cheat
voice_reset_mutelistReset all mute information for all players who were ever muted.cmd
voice_sequence_maximum_wait_timeWhen receiving packets out of sequence, wait this many seconds for missing sequences to arrive0.5
voice_serverdebugfalse sv
voice_show_muteShow whether current players are muted.cmd
voice_stall_ms250
voice_test_log_sendfalse release
voice_thresholddecibel threshold for how loud the talker's input signal is before we think they are talking.-120 cl | a
voice_toggle_open_micToggles between open-mic and push-to-talkcmd cl | release
voice_unmuteUnmute a specific Steam user, or `all` to unmute all connected players.cmd
voice_voxVoice chat uses a vox-style always on0 cl | a | per_user
voice_vox_current_peakCurrent peak value (out of 64k) of the incoming voice stream0 cl
volumeSound volume0.2 a
volume_fog_debug_volumesfalse cheat
volume_fog_depthDepth of volume fog texture128
volume_fog_depth_warp7
volume_fog_depth_warp_debugfalse
volume_fog_dither_scale1 cheat
volume_fog_enable_jittertrue cheat
volume_fog_heightHeight of volume fog texture160
volume_fog_intermediate_textures_hdrtrue
volume_fog_shadow_penumbra_multiplierPenumbra size multiplier for shadow sampling, reduces fog shadow aliasing3
volume_fog_temporal_filtertrue
volume_fog_temporal_weightTemporal filtering weight0.9
volume_fog_widthWidth of volume fog texture240
vprof_counters0
vprof_counters_show_minmaxfalse
vprof_dump_countersDump vprof counters to the consolecmd
vprof_generate_reportGenerate a report to the console.cmd
vprof_generate_report_budgetGenerate a report to the console based on budget group.cmd
vprof_generate_report_hierarchyGenerate a report to the console.cmd
vprof_offDisable vprofcmd
vprof_onEnable vprofcmd
vprof_remote_startRequest a VProf data stream from the remote server (requires authentication)cmd
vprof_remote_stopStop an existing remote VProf data requestcmd
vprof_resetReset the stats in VProf profilercmd
vprof_reset_peaksReset just the peak time in VProf profilercmd
vprof_scope_entity_thinksfalse sv | cl | rep
vprof_think_limitfalse sv
vtuneControls VTune's sampling.cmd
weapon_accuracy_forcespreadForce spread to the specified value.0 sv | cl | rep | release
weapon_accuracy_nospreadDisable weapon inaccuracy spreadfalse sv | cl | rep | release
weapon_accuracy_reset_on_deployOn deploy, forcibly reset weapon accuracy to zero.false sv | cl | rep | cheat | release
weapon_accuracy_shotgun_spread_patternstrue sv | cl | rep | release
weapon_air_spread_scaleScale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing1 sv | cl | rep | release
weapon_auto_cleanup_timeIf set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.0 sv | cl | rep | release
weapon_debug_spread_gap0.67 cl | cheat | per_user
weapon_debug_spread_showEnables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair0 cl | cheat | per_user
weapon_max_before_cleanupIf set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.0 sv | cl | rep | release
weapon_molotov_maxdetonateslopeMaximum angle of slope on which the molotov will detonate30 sv | cl | rep
weapon_near_empty_soundtrue sv | cl | rep | cheat
weapon_reticle_knife_showWhen enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.true sv | cl | rep | release
weapon_sound_falloff_multiplierScaling for falloff of weapon firing sounds1 sv | cl | rep | cheat | release
webapi_values_init_buffer_sizeInitial buffer size for buffers in the WebAPIValues buffer pool65536 cl
webapi_values_max_pool_size_mbMaximum size in bytes of the WebAPIValues buffer pool400 cl
wind_system_debug_volumesfalse
wind_system_default_resolution_xy256
wind_system_default_resolution_z32
wind_system_default_sample_min_spacing12
wind_system_temporal_smoothingtrue
workshop_annotation_submitSubmit annotation to workshop. To update an existing submission add its ID number from the workshop URL as a second argument.cmd cl | release
world_dump_loaded_worldsDump all of the worlds that we know aboutcmd
world_layer_listList all world layerscmd
world_layer_set_visibleShow or hide the specified world layercmd
writeidWrites a list of permanently-banned user IDs to file.cmd
writeipSave the ban list to file.cmd
writekeybindingsSaves current key bindings to disk.cmd release
zoom_sensitivity_ratioAdditional mouse sensitivity scale factor applied when FOV is zoomed in.1 cl | a | per_user