+alt2
+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+csm_rot_x_neg
+csm_rot_x_plus
+csm_rot_y_neg
+csm_rot_y_plus
+demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
+duck
+forward
+graph
+grenade1
+grenade2
+jlook
+jump
+klook
+left
+lookdown
+lookspin
+lookup
+mat_texture_list
+movedown
+moveleft
+moveright
+moveup
+posedebug // Turn on pose debugger or add ents to pose debugger UI
+reload
+right
+score
+showbudget
+showbudget_texture
+showbudget_texture_global
+showscores
+showvprof
+sixense_left_point_gesture
+sixense_ratchet
+sixense_right_point_gesture
+speed
+strafe
+use
+vgui_drawtree
+voicerecord
+walk
+zoom
+zoom_in
+zoom_out
-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-csm_rot_x_neg
-csm_rot_x_plus
-csm_rot_y_neg
-csm_rot_y_plus
-demoui2 // Send the advanced demo player UI (demoui2) to background.
-duck
-forward
-graph
-grenade1
-grenade2
-jlook
-jump
-klook
-left
-lookdown
-lookspin
-lookup
-mat_texture_list
-movedown
-moveleft
-moveright
-moveup
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
-reload
-right
-score
-showbudget
-showbudget_texture
-showbudget_texture_global
-showscores
-showvprof
-sixense_left_point_gesture
-sixense_ratchet
-sixense_right_point_gesture
-speed
-strafe
-use
-vgui_drawtree
-voicerecord
-walk
-zoom
-zoom_in
-zoom_out
achievement_debug "0" // Turn on achievement debug msgs.
achievement_disable "0" // Turn off achievements.
addip // Add an IP address to the ban list.
adsp_debug "0"
adsp_reset_nodes
ainet_generate_report // Generate a report to the console.
ainet_generate_report_only // Generate a report to the console.
air_density // Changes the density of air for drag computations.
ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
ai_debug_los "0" // itl
ai_debug_node_connect // Debug the attempted connection between two nodes
ai_debug_shoot_positions "0"
ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drawbattlelines "0"
ai_drop_hint // Drop an ai_hint at the players current eye position.
ai_dump_hints
ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_report_task_timings_on_limit "0"
ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid // Draw a grid on the floor where looking.
ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
ai_show_node // Highlight the specified node
ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_step // use ai_step again. To resume processing no
ai_test_los // Test AI LOS from the players POV
ai_think_limit_label "0"
ai_vehicle_avoidance "1"
alias // Alias a command.
ammo_338mag_max "30"
ammo_357sig_max "52"
ammo_45acp_max "100"
ammo_50AE_max "35"
ammo_556mm_box_max "200"
ammo_556mm_max "90"
ammo_57mm_max "100"
ammo_762mm_max "90"
ammo_9mm_max "120"
ammo_buckshot_max "32"
ammo_grenade_limit_default "1"
ammo_grenade_limit_flashbang "1"
ammo_grenade_limit_total "3"
askconnect_accept // Accept a redirect request by the server.
asw_engine_finished_building_map // Notify engine that weve finished building a map
async_resume
async_suspend
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autobuy // Attempt to purchase items with the order listed in cl_autobuy
autosave // Autosave
autosavedangerous // AutoSaveDangerous
autosavedangerousissafe
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // Ends gathering of info.
bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
bench_start // Starts gathering of info. Arguments: filename to write results into
bench_upload // Uploads most recent benchmark stats to the Valve servers.
bind // Bind a key.
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
bind_osx // Bind a key for OSX only.
blackbox_dump // Dump the contents of the blackbox
blackbox_record // Record an entry into the blackbox
bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
bot_all_weapons // Allows the bots to use all weapons
bot_autodifficulty_threshold_high "2" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
bot_autodifficulty_threshold_low "-6" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
bot_chatter "0" // or normal.
bot_crouch "0"
bot_debug "0" // For internal testing purposes.
bot_debug_target "0" // For internal testing purposes.
bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.
bot_defer_to_human_items "1" // the bots will not get scenario items.
bot_difficulty "1" // 3=expert.
bot_dont_shoot "0" // bots will not fire weapons (for debugging).
bot_freeze "0"
bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
bot_join_after_player "1" // bots wait until a player joins before entering the game.
bot_join_team "0" // or CT.
bot_kick // matching the given criteria.
bot_kill // matching the given criteria.
bot_knives_only // Restricts the bots to only using knives
bot_loadout "0" // bots are given these items at round start
bot_mimic "0"
bot_mimic_yaw_offset "180"
bot_pistols_only // Restricts the bots to only using pistols
bot_place // bot_place - Places a bot from the map at where the local player is pointing.
bot_quota "10" // Determines the total number of bots in the game.
bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
bot_show_battlefront "0" // Show areas where rushing players will initially meet.
bot_show_nav "0" // For internal testing purposes.
bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
bot_snipers_only // Restricts the bots to only using sniper rifles
bot_stop "0" // immediately stops all bot processing.
bot_take_control // Take control of a bot.
bot_traceview "0" // For internal testing purposes.
bot_zombie "0" // bots will stay in idle mode and not attack.
box // Draw a debug box.
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
budget_averages_window "30" // number of frames to look at when figuring out average frametimes
budget_background_alpha "128" // how translucent the budget panel is
budget_bargraph_background_alpha "128" // how translucent the budget panel is
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms "66" // budget history range in milliseconds
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
budget_panel_height "384" // height in pixels of the budget panel
budget_panel_width "512" // width in pixels of the budget panel
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // enable/disable averages in the budget panel
budget_show_history "1" // turn history graph off and on. . good to turn off on low end
budget_show_peaks "1" // enable/disable peaks in the budget panel
budget_toggle_group // Turn a budget group on/off
bug // Show the bug reporting UI.
bugreporter_uploadasync "0" // Upload attachments asynchronously
bugreporter_username "0" // Username to use for bugreporter
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
buildmodelforworld // buildmodelforworld
buymenu // Show or hide main buy menu
cache_print // cache_print [section] Print out contents of cache memory.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
callvote // Start a vote on an issue.
cam_collision "1" // an attempt is made to keep the
camera
from passing though walls.cam_command // Tells camera to change modes
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch "0"
cam_idealyaw "0"
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cancelselect
cash_player_bomb_defused "300"
cash_player_bomb_planted "300"
cash_player_damage_hostage "-30"
cash_player_interact_with_hostage "150"
cash_player_killed_enemy_default "300"
cash_player_killed_enemy_factor "1"
cash_player_killed_hostage "-1000"
cash_player_killed_teammate "-3300"
cash_player_rescued_hostage "1000"
cash_team_elimination_bomb_map "3250"
cash_team_elimination_hostage_map "3000"
cash_team_hostage_alive "150"
cash_team_hostage_interaction "150"
cash_team_loser_bonus "1400"
cash_team_loser_bonus_consecutive_rounds "500"
cash_team_planted_bomb_but_defused "800"
cash_team_rescued_hostage "750"
cash_team_terrorist_win_bomb "3500"
cash_team_win_by_defusing_bomb "3250"
cash_team_win_by_hostage_rescue "3500"
cash_team_win_by_time_running_out "3250"
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
cc_emit // Emits a closed caption
cc_findsound // Searches for soundname which emits specified text.
cc_flush // Flushes asyncd captions.
cc_lang "0" // Current close caption language (emtpy = use game UI language)
cc_linger_time "1" // Close caption linger time.
cc_predisplay_time "0" // Close caption delay before showing caption.
cc_random // Emits a random caption
cc_showblocks // Toggles showing which blocks are pending/loaded async.
cc_subtitles "0" // wont help hearing impaired players).
centerview
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
ch_createairboat // Spawn airboat in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
closecaption "0" // Enable close captioning.
closeonbuy "0" // Set non-zero to close the buy menu after buying something
cl_allowdownload "1" // Client downloads customization files
cl_allowupload "1" // Client uploads customization files
cl_animationinfo // Hud element to examine.
cl_autobuy "0" // The order in which autobuy will attempt to purchase items
cl_autohelp "1" // Auto-help
cl_autowepswitch "0" // Automatically switch to picked up weapons (if more powerful)
cl_backspeed "450"
cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running
cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running
cl_bobcycle "1" // the frequency at which the viewmodel bobs.
cl_bobup "0"
cl_bob_lower_amt "21" // The amount the viewmodel lowers when running
cl_bob_version "0"
cl_brushfastpath "1"
cl_buy_favorite // Purchase a favorite weapon/equipment loadout
cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
cl_buy_favorite_reset // Reset favorite loadouts to the default
cl_buy_favorite_set // Saves the current loadout as a favorite
cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_chatfilters "63" // Stores the chat filter settings
cl_class "0" // Default class when joining a game
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "128" // Max number of command packets sent to server per second
cl_crosshairalpha "200"
cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt
cl_crosshaircolor_b "50"
cl_crosshaircolor_g "250"
cl_crosshaircolor_r "50"
cl_crosshairdot "0"
cl_crosshairgap "0"
cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
cl_crosshairsize "5"
cl_crosshairstyle "3"
cl_crosshairthickness "0"
cl_crosshairusealpha "1"
cl_csm_server_status // Usage: cl_csm_server_status
cl_csm_status // Usage: cl_csm_status
cl_debugrumble "0" // Turn on rumble debugging spew
cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
cl_detail_max_sway "5" // Amplitude of the detail prop sway
cl_detail_multiplier "1" // extra details to create
cl_disablefreezecam "0" // Turn on/off freezecam on client
cl_disablehtmlmotd "0" // Disable HTML motds.
cl_disable_ragdolls "0"
cl_downloadfilter "0" // nosounds)
cl_drawhud "1" // Enable the rendering of the hud
cl_drawleaf "-1"
cl_drawmaterial "0" // Draw a particular material over the frame
cl_drawshadowtexture "0"
cl_dumpplayer // Dumps info about a player
cl_dumpsplithacks // Dump split screen workarounds.
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
cl_entityreport "0" // draw entity states to console
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites "1" // whether to use new detail sprite system
cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
cl_forcepreload "0" // Whether we should force preloading.
cl_forwardspeed "450"
cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement
cl_fullupdate // Forces the server to send a full update packet
cl_game_mode_convars // Display the values of the convars for the current game_mode.
cl_idealpitchscale "0"
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_invert "0"
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_language "0" // Language (from Steam API)
cl_leafsystemvis "0"
cl_leveloverview "0"
cl_leveloverviewmarker "0"
cl_logofile "0" // Spraypoint logo decal.
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
cl_minimal_rtt_shadows "1"
cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
cl_mouseenable "0"
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
cl_observercrosshair "1"
cl_overdraw_test "0"
cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
cl_particles_dumplist // optional name substring.
cl_particles_dump_effects
cl_particles_show_bbox "0"
cl_particles_show_controlpoints "0"
cl_particle_retire_cost "0"
cl_pclass "0" // Dump entity by prediction classname.
cl_pdump "-1" // Dump info about this entity to screen.
cl_phys_show_active "0"
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown "89"
cl_pitchup "89"
cl_portal_use_new_dissolve "1" // Use new dissolve effect
cl_precacheinfo // Show precache info (client).
cl_predict "1" // Perform client side prediction.
cl_predictioncopy_describe // Describe datamap_t for entindex
cl_predictionlist "0" // Show which entities are predicting
cl_predictweapons "1" // Perform client side prediction of weapon effects.
cl_pred_track // for field fieldname.
cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
cl_reloadpostprocessparams
cl_removedecals // Remove the decals from the entity under the crosshair.
cl_report_soundpatch // reports client-side sound patch count
cl_resend "6" // Delay in seconds before the client will resend the connect attempt
cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
cl_righthand "1" // Use right-handed view models.
cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
cl_shadowtextureoverlaysize "256"
cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
cl_showents // Dump entity list to console.
cl_showerror "0" // 2 for above plus detailed field deltas.
cl_showevents "0" // Print event firing info in the console
cl_showfps "1" // +10 = detailed )
cl_showhelp "1" // Set to 0 to not show on-screen help
cl_showloadout "1" // Toggles display of current loadout.
cl_showpluginmessages "1" // Allow plugins to display messages to you
cl_showpos "0" // Draw current position at top of screen
cl_sidespeed "450"
cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
cl_sos_test_get_opvar
cl_sos_test_set_opvar
cl_soundemitter_flush // Flushes the sounds.txt system (server only)
cl_soundemitter_reload // Flushes the sounds.txt system
cl_soundfile "0" // Jingle sound file.
cl_soundscape_flush // Flushes the client side soundscapes
cl_soundscape_printdebuginfo // print soundscapes
cl_spec_mode "4" // Saves the last viewed spectator mode for use next time we start to spectate
cl_sporeclipdistance "512"
cl_ss_origin // print origin in script format
cl_steamscreenshots // Enable/disable saving screenshots to Steam
cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
cl_sun_decay_rate "0"
cl_team "0" // Default team when joining a game
cl_teamid_overhead "1" // 1 = on
cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show
cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.
cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.
cl_timeout "30" // the client will disconnect itself
cl_tree_sway_dir // sets tree sway wind direction and strength
cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
cl_updatevisibility // Updates visibility bits.
cl_upspeed "320"
cl_use_new_headbob "1"
cl_view // Set the view entity index.
cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.
cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.
cl_winddir "0" // Weather effects wind direction angle
cl_windspeed "0" // Weather effects wind speed scalar
cl_wpn_sway_scale "1"
cmd // Forward command to server.
cmd1 // sets userinfo string for split screen player in slot 1
cmd2 // sets userinfo string for split screen player in slot 2
cmd3 // sets userinfo string for split screen player in slot 3
cmd4 // sets userinfo string for split screen player in slot 4
collision_test // Tests collision system
colorcorrectionui // Show/hide the color correction tools UI.
commentary_cvarsnotchanging
commentary_finishnode
commentary_firstrun "0"
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
commentary_testfirstrun
condump // dump the text currently in the console to condumpXX.log
connect // Connect to specified server.
con_enable "1" // Allows the console to be activated.
con_min_severity // LS_ERROR=3.