| | hello:D im fiding for Cheat code COuntr-Strike anyone can tell me ? like ~ and then we write.. and we have good GUN OR HOW FLY Thanks |
| Nov 20, 2009 |
There's lots of locations for cheats, tips and things. Make sure you don't use aimbot, wall hack and speed hack on VAC Secured servers though. In a matter of 3 days of usage your Steam account will become VAC banned, and you'll need to buy CS:S on a new Steam account.Some console commands require sv_cheats set to "1".Some cheats:QUOTEr_shadowids 1 with sv cheats on in console Moving numbers on screen showing players shadowssv_gravity # Replace # with number to change gr...
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Try www.megagames.com, they have lots of cheats, trainers, mods, freeware etc.
QUOTE(liridonahm @ Mar 2 2005, 03:27 PM) hello:D im fiding for Cheat code COuntr-Strike anyone can tell me ? like ~ and then we write.. and we have good GUN OR HOW FLY Thanks Maybe if you didn't go through life looking for cheat codes, you could have spelled “cheat” correctly the first time. Why not just play the game and enjoy the fact that you were able to beat it with your skill and wisdom instead of some lame line of code. Just to prove the point, you don’t even go looking for the code, you ask someone else to do the work then post it for you to use. Why even buy the game?
The best cheat codes web site that I know of is thewww.gamewinners.com.
It has cheats for all kinds of gaming platforms (PC, PlayStation, PlayStation2, Xbox ...) Check it out it will probably help you!!!
I agree, seems like you must not be english. But still COUTNERSTRIKE ISNT A GAME FOR CHEATERS! How about you just sit on your ass for a couple of hours and figure out how to click the mouse. Dont go Bag assin' around looking for hacks because all your going to cause is frustration in the game and risk your account beeing band, im not warning you though, i love seeing people like you get banned because it just makes our fun that much cleaner, getting rid of all the idiots who can't respect an online game. Just give up and find something new to have fun with.
Sincerely [tol] The Outlaws
well i dont think we should judge whether cheating is good or bad... cause i mean some people prefer to cheat on their own time on their own game. It becomes an issue when it affects other people but if they cheat on their own, i dont think its such a big deal. i mean why would the game makers have put the cheats there in the first place. so ya online cheating is bad but cheating on your own is all up to them...
QUOTE(darkmeca @ Mar 4 2005, 06:10 AM) well i dont think we should judge whether cheating is good or bad... cause i mean some people prefer to cheat on their own time on their own game. It becomes an issue when it affects other people but if they cheat on their own, i dont think its such a big deal. i mean why would the game makers have put the cheats there in the first place. so ya online cheating is bad but cheating on your own is all up to them... In my opinion cheating in any form at anytime sucks and so does the person doing it. Its human nature, people don’t just cheat on single player games. They find it easy and need to be the guy out there killing everyone so they figure they’re little hack won’t hurt anyone so they’ll bring it to the multiplayer. Besides, why bother spending your money to buy a game if all you’re going to do it cheat to get through it? Where’s the fun? What did you learn? It’s totally asinine. And the people that cheat in single player are the same people that get majorly pissed in multiplayer games when their asses get handed to them by the people that sat down and played and learned the game. Then they start crying about how much the other person must be cheating because he’s getting his ass pwn’d. I have a friend that continuously gets kicked out of Desert Combat servers because people think he cheats. He is one of the best game players I’ve even seen and I know for a fact he doesn’t cheat. He can fly the helicopters with awesome precision, hover over top of enemy bases and shot down aircraft with an Apache. Just because he is good, and he practices the n00bs that spend their off hours cheating automatically think he has to be cheating because he is beating their l33t asses. My son has friends that come over and want to use codes out of books to get by some hard guy on an Xbox game. He knows I forbid this so he keeps trying. Sometimes he gets frustrated, but like any situation in life, if you sit back, rethink what you’re doing then set your sites on your goal you can accomplish anything. The look on his face after he finally clears the hardest part of the game is priceless and something I’m not willing to give up. Too bad people that cheat will never know such feelings. QUOTE(darkmeca @ Mar 4 2005, 06:10 AM) well i dont think we should judge whether cheating is good or bad... cause i mean some people prefer to cheat on their own time on their own game. It becomes an issue when it affects other people but if they cheat on their own, i dont think its such a big deal. i mean why would the game makers have put the cheats there in the first place. so ya online cheating is bad but cheating on your own is all up to them... In my opinion cheating in any form at anytime sucks and so does the person doing it. Its human nature, people don’t just cheat on single player games. They find it easy and need to be the guy out there killing everyone. They figure they’re little hack won’t hurt anyone so they’ll bring it to the multiplayer. Besides, why bother spending your money to buy a game if all you’re going to do it cheat to get through it? Where’s the fun? What did you learn? It’s totally asinine. And the people that cheat in single player are the same people that get majorly pissed in multiplayer games when their asses get handed to them by the people that sat down and played and learned the game. Then they start crying about how much the other person must be cheating because he’s getting his ass pwn’d. I have a friend that continuously gets kicked out of Desert Combat servers because people think he cheats. He is one of the best game players I’ve even seen and I know for a fact he doesn’t cheat. He can fly the helicopters with awesome precision, hover over top of enemy bases and shoot down aircraft with an Apache. Just because he is good, and he practices the n00bs that spend their off hours cheating automatically think he has to be cheating because he is beating their l33t asses. My son has friends that come over and want to use codes out of books to get by some hard guy on an Xbox game. He knows I forbid this so he keeps trying. Sometimes he gets frustrated, but like any situation in life, if you sit back, rethink what you’re doing then set your sites on your goal you can accomplish anything. The look on his face after he finally clears the hardest part of the game is priceless and something I’m not willing to give up. Too bad people that cheat will never know such feelings. QUOTE(darkmeca @ Mar 4 2005, 10:10 AM) well i dont think we should judge whether cheating is good or bad... cause i mean some people prefer to cheat on their own time on their own game. It becomes an issue when it affects other people but if they cheat on their own, i dont think its such a big deal. i mean why would the game makers have put the cheats there in the first place. so ya online cheating is bad but cheating on your own is all up to them... That is true and not so true, i will admit i do do some offline cheating when it comes to single player games but the fact that you said that the gamemakers wouldn't have put the cheats in there if they werent to be used is entirely wrong. Counter-Strike was never a game that was intended to be cheated, the gamemakers have nothing to do with the ammount of cheating software out there today. All the hacks and trainers used to cheat in Counter-Strike are 3rd party software that weren't intended by the gamemakers , but by the players who just don't get off with a cheatfree game. They need that superiority sensation. But i'm just making my point. The Gamemakers of Counter-Strike are not the ones who made the hacks and cheats, but it was 3rd party. Thank you and good'night
Well I dont want to point out the obvious, but I believe you mispelled Cheat...lol.
Btw, I believe I must agree with all these people here. Cheating is a not a fun way of playing especially when you are playing AGAINST other people. Cheating is okay if you play it by yourself, maybe you want to finish the game faster, maybe you want to be invicible, but NOT when you are playing AGAINST or WITH other people. That is called BEING A LOSER. You know why? Because only a loser can think of cheating other players. A winner will not think that way, because why would he need cheats when he can win from others just as easy. Oh and one more thing for all: it really struck me that despite the number of people saying that they hate cheating, they still know a good cheat site. Who in here doesnt know gameFAQs, obviously it is one of the biggest cheat site for games. So why dont we open our mask and say outloud: YES, ALTHOUGH I DESPITE CHEATING, I ALSO IN IRONI CHEATS....well only if I am playing by myself (mostly for adventure games and RPGs). Personally, I am one of the good CS player. I can climb my self up to no. 1 within minutes...well more like hours.... Hope this is good enough reason to not cheat....well when you are playing against other people... Latest Entries
There's lots of locations for cheats, tips and things. Make sure you don't use aimbot, wall hack and speed hack on VAC Secured servers though. In a matter of 3 days of usage your Steam account will become VAC banned, and you'll need to buy CS:S on a new Steam account.
Some console commands require sv_cheats set to "1". Some cheats: QUOTE r_shadowids 1 with sv cheats on in console Moving numbers on screen showing players shadows Some more:sv_gravity # Replace # with number to change gravity impulse 101 16,000 cash net_graph 0 Won't show stats at bottom of screen net_graph 1 Show's stats at bottom of screen cl_crosshairscale 4000 small crosshair, doesnt get bigger or smaller noclip let's you fly around the map and not get hurt mat_wireframe 3 See through walls. host_timescale * Replace * with a number to get the desired speed. Don't go too high or your server/CSS will crash. Higher you go, less FPS and vice versa. sv_showimpacts Puts a square where bullets hit. Very useful for learning how to control sprays. Sv_cheats is not required buy c4 Free bomb, as terrorist QUOTE Commands This is a complete list of all of the server side, client side, and console commands in Counter-Strike: Source. The things these commands control range from changing the weather effects to displaying frame rate information in real time. The first few tables list the most commonly used Client Side and Server Side Values. The last table lists all other variables. Client Side Commands Description fps_max Frame rate limiter. cl_allowdownload <0/1> Client downloads customization files. Default: 1 cl_allowupload <0/1> Client uploads customization files. Default: 1 cl_autowepswitch <0/1> Automatically switch to picked up weapons (if more powerful) Default: 1 cl_c4dynamiclight <0/1> Draw dynamic light when planted c4 flashes. Default: 0 cl_c4progressbar <0/1> Draw progress bar when defusing the C4. Default: 1 cl_cmdrate Max number of command packets sent to server per second. Default: 0 cl_updaterate Number of packets per second of updates you are requesting from the server. Default: 20 cl_crosshaircolor Color of crosshair. 0=green, 1=red, 2=blue, 3=yellow, 4=skyblue Default: 0 cl_crosshairscale Size of the crosshair. Lower value=Larger, Higher value=smaller Default: 768 cl_crosshairusealpha <0/1> Make crosshair translucent against similar colors. Default: 0 cl_customsounds <0/1> Enable customized player sound playback. Default: 0 cl_demoviewoverride <0/1> Override view during demo playback. Default: 0 cl_drawhud <0/1> Enable the rendering of the hud. sv_cheats must be enabled to disable hud. Default: 1 cl_showtextmsg <0/1> Enable/disable text messages printing on the screen. Default: 1 Server Side Commands Description hostname The name of the server. sv_password Set server password. Leave blank to disable. mp_friendlyfire <0/1> Turn on/off friendlyfire. Default: off mp_footsteps <0/1> Turn on/off footsteps. Default: on mp_autoteambalance <0/1> Force clients to auto-join the opposite team if they are not balanced. Default: on mp_autokick <0/1> Kick idle/team-killing players. Default: off mp_flashlight <0/1> Turn on/off the ability for clients to use flashlight. Default: off mp_tkpunish <0/1> Punish TK'ers on next round? Default: on mp_forcecamera <0/1> Force dead players to first person mode, effectively disabling freelook. Default: off sv_alltalk <0/1> Players can hear all other players, no team restrictions. Default: off sv_pausable <0/1> Can the server be paused Default: 0 sv_consistency <0/1> Force cleints to pass consistency check for critical files before joining server? Default: 0 sv_cheats <0/1> Allow cheats on server. Default: 0 sv_gravity <0/1> World Gravity Default: 800 sv_maxvelocity Maximum speed any ballistically moving object is allowed to attain per axis. Default: 3500 sv_unlag <0/1> Enables player lag compensation. Default: 1 sv_voicecodec Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.. Default: vaudio_miles sv_allowupload <0/1> Allow clients to upload their custom decals to the server. Default: 1 sv_allowdownload <0/1> Allow clients to downnload files. Default: 1 sv_maxspeed Maximum speed a player can move. Default: 320 mp_limitteams <0-20> Max # of players 1 team can have over another. Default: 2 mp_hostagepenalty <##> How many hostages a Terrorist can kill before being kicked, 0 to disable. Default: 5 sv_voiceenable <0/1> Allow clients to use mic. Default: 1 mp_allowspectators <0/1> Allow spectators on the server. Default: 1 mp_chattime <0-120> amount of time in seconds players can chat after the game is over. Lower value = faster map load change. Default: 10 sv_timeout <##> After this many seconds without a message from a client, the client is dropped. Default: 65 Rcon Cvars rcon_password Set rcon passsword. Leave blank to disable rcon sv_rcon_banpenalty <mins> Number of minutes to ban users who fail rcon authentication. Default: 0 sv_rcon_maxfailures <0-20> Max number of times a user can fail rcon authentication before being banned. Default: 10 sv_rcon_minfailures <0-20> Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned. Default: 5 sv_rcon_minfailuretime <1-seconds> Number of seconds to track failed rcon authentications. Default: 30 Round Cvars mp_freezetime <0-60> Time in seconds to keep players frozen when the round starts. Default: 6 mp_roundtime <1-9> How much time in minutes does a round last. Default: 5 mp_startmoney <800-16000> Amount of money each player gets when they reset (16000 max) Default: 800 mp_c4timer <10-90> The amount of time in seconds before bomb explodes after planted. Default: 45 mp_fraglimit <##> Amount of frags a player can exceed before changing maps. Default: 0 mp_maxrounds <##> Amount of round to play before server changes maps. Default: 0 mp_winlimit <0-20> Max number of rounds one team can win before server changes maps. Default: 0 mp_playerid <0/1/2> Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names. Default: 0 mp_spawnprotectiontime Time in seconds to Kick players who team-kill after round restart. Default: 5 Bandwidth Rates sv_minrate <0-25000> Min bandwidth rate allowed on server. Default: 0 (unlimited) sv_maxrate <0-25000> Max bandwidth rate allowed on server. Default: 0 (unlimited) decalfrequency Amount of time in seconds a player can spray their decal. Default: 10 sv_maxupdaterate Maximum updates per second that the server will allow. Default: 60 sv_minupdaterate Minimum updates per second that the server will allow. Default: 10 Server logging log <on/off> Enable server logging? Default: off sv_logbans <0/1> Log server bans in the server logs. Default: 0 sv_logecho <0/1> Echo log information to the console. Default: 1 sv_logfile <0/1> Log server information in the log file. Default: 1 sv_log_onefile <0/1> Log server information to only one file. Default: 0 sv_logsdir Folder in the game directory where server logs will be stored. SourceTV tv_enable <0|1> Activates SourceTV on local game server, SourceTV bot will appear as spectator client after next changelevel (master only). tv_name <name> Sets SourceTV name as it appears in server browser and scoreboard (master only). tv_title <text> Sets a SourceTV broadcast title shown in the spectator GUI tv_maxclients <0..255> Sets maximum client number for local SourceTV server/proxy (default 128). tv_stop Stops broadcasting the game via SourceTV. tv_status Shows SourceTV specific information. tv_clients Shows a list of all spectator clients connect to local SourceTV server tv_msg <text> Send a HUD message to all connected SourceTV spectator clients tv_retry Reconnects the SourceTV relay proxy to last known address (relay only). tv_autoretry <0|1> If enabled, SourceTV relay proxies try to reconnect to last known server after connection was lost. tv_timeout <seconds> Sets SourceTV relay proxy connection timeout in seconds. If a connection times out, the relay proxy tries to reconnect automatically. tv_delay <seconds> Source TV broadcast delay in seconds (master only). tv_delaymapchange <0|1> Delays the map change on game server until rest of buffered game has been broadcasted tv_port <port> Set the SourceTV host port (default 27020). Must be set as srcds start parameter. tv_maxrate <bytes> Sets the maximum bandwidth spend per client in bytes/second (default 5000) tv_snapshotrate <n> Sets world snapshots broadcasted per second by SourceTV (master only). tv_password <password> Sets required password for connecting spectators. tv_relaypassword <password> Sets required password for connecting relay proxies. tv_record <filename> Starts a SourceTV demo recording that records all entities & events (master only) tv_stoprecord Stops SourceTV demo recording (master only) tv_autorecord <0|1> Automatically records every game, demo file name format is auto-YYYYMMDD-hhmm-map.dem tv_debug <0|1> Shows additional debugging messages tv_dispatchmode <0|1|2> Sets Source client dispatch mode for connecting clients: 0=never, 1=if appropriate, 2=always tv_overrideroot <0|1> Overrides the master IP broadcast to spectators with a local IP. tv_relayvoice <0|1> If enabled, allow player voice chat if broadcasted (master only) tv_transmitall <0|1> By default entities and events outside of the auto-director view are removed from SourceTV broadcasts to save bandwidth. If tv_transmitall is enabled, the whole game is transmitted and spectators can switch their view to any player they want. This option increases bandwidth requirement per spectator client by factor 2 to 3. tv_chattimelimit <seconds> Limits spectators to chat only every n seconds tv_chatgroupsize <n> Set chat group size to n spectators. Only spectators in the same chat group can speak to each other. Chat groups are turned off with "tv_chatgroupsize 0" and everybody can speak to everybody. Setting chat groups helps reducing chatter noise and saves some bandwidth. tv_chatgroup <name> Allows spectators to choose their chat group. If no name if given the current chat group is shown (client only) tv_nochat <0|1> Disables other spectators chat lines (client only) tv_allow_static_shots <0|1> Allows auto-director to choose fixed camera shots (master only) tv_allow_camera_man <0|1> Allows spectator clients on game server to become SourceTV camera men (master only) -nohltv (Command Line Variable) -tvdisable Disables all SourceTV features on this game server. (Command Line Variable) -tvmasteronly SourceTV can only serve one client and can't be used as relay proxy. (Command Line Variable) Operation sv_lan <0/1> 0=Public/LAN, 1=LAN Default: 0 sv_region Geographic location of the server. -1 World 0 US East coast 1 US West coast 2 South America 3 Europe 4 Asia 5 Australia 6 Middle East 7 Africa sv_contact Contact email for server sysop Other Variables Description _fov Automates fov command to server. _restart Shutdown and restart the engine. addip Add an IP address to the ban list. adsp_alley_min adsp_courtyard_min adsp_debug adsp_door_height adsp_duct_min adsp_hall_min adsp_low_ceiling adsp_opencourtyard_min adsp_openspace_min adsp_openstreet_min adsp_openwall_min adsp_room_min adsp_street_min adsp_tunnel_min adsp_wall_height ai_auto_contact_solver ai_clear_bad_links Clears bits set on nav links indicating link is unusable ai_debug_assault ai_debug_directnavprobe ai_debug_doors ai_debug_dyninteractions Debug the NPC dynamic interaction system. ai_debug_efficiency ai_debug_enemies ai_debug_expressions Show random expression decisions for NPCs. ai_debug_follow ai_debug_loners ai_debug_looktargets ai_debug_los NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l ai_debug_nav ai_debug_node_connect Debug the attempted connection between two nodes ai_debug_ragdoll_magnets ai_debug_shoot_positions ai_debug_speech ai_debug_squads ai_debug_think_ticks ai_debugscriptconditions 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 ai_dump_hints ai_efficiency_override ai_follow_use_points ai_follow_use_points_when_movi ng ai_lead_time ai_LOS_mode ai_moveprobe_debug ai_moveprobe_jump_debug ai_moveprobe_usetracelist ai_next_hull Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are ai_no_local_paths ai_no_node_cache ai_no_select_box ai_no_steer ai_no_talk_delay ai_nodes Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a ai_norebuildgraph ai_path_adjust_speed_on_immedi ate_turns ai_path_insert_pause_at_est_en d ai_path_insert_pause_at_obstru ction ai_reaction_delay_alert ai_reaction_delay_idle ai_rebalance_thinks ai_reloadresponsesystems Reload all response system scripts. ai_report_task_timings_on_limi t ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing. ai_sequence_debug ai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking steps ai_shot_bias ai_shot_bias_max ai_shot_bias_min ai_shot_stats ai_shot_stats_term ai_show_connect Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows ai_show_connect_fly Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows ai_show_connect_jump Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows 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 ai_show_hull_attacks ai_show_node Highlight the specified node ai_show_think_tolerance 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_simulate_task_overtime ai_spread_cone_focus_time ai_spread_defocused_cone_multi plier ai_spread_pattern_focus_time ai_step NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing no ai_think_limit_label ai_use_clipped_paths ai_use_efficiency ai_use_frame_think_limits ai_use_think_optimizations 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. alias Alias a command. +alt1 -alt1 ammo_338mag_max ammo_357sig_max ammo_45acp_max ammo_50AE_max ammo_556mm_box_max ammo_556mm_max ammo_57mm_max ammo_762mm_max ammo_9mm_max ammo_buckshot_max ammo_flashbang_max ammo_hegrenade_max ammo_smokegrenade_max async_mode Set the async filesystem mode (0 == optimal async, 1 == simple async, 2 == synchronous async_simulate_delay Simulate a delay of up to a set msec per file operation async_simulate_mixed_mode Simulate a mix of async load styles +attack -attack +attack2 -attack2 autobuy Attempt to purchase items with the order listed in cl_autobuy autosave +back -back banid Add a user ID to the ban list. banip Add an IP address to the ban list. bench_end Ends gathering of info. bench_showstatsdialog Shows a dialog displaying the most recent benchmark results. bench_start Starts gathering of info. Arguments bench_upload Uploads most recent benchmark stats to the Valve servers. benchframe Takes a snapshot of a particular frame in a time demo. bgmvolume CD sound playback volume. bind Bind a key. BindToggle blink_duration How many seconds an eye blink will last. bloodspray blood 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_allow_grenades If nonzero, bots may use grenades. bot_allow_machine_guns If nonzero, bots may use the machine gun. bot_allow_pistols If nonzero, bots may use pistols. bot_allow_rifles If nonzero, bots may use rifles. bot_allow_rogues If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals. bot_allow_shotguns If nonzero, bots may use shotguns. bot_allow_snipers If nonzero, bots may use sniper rifles. bot_allow_sub_machine_guns If nonzero, bots may use sub-machine guns. bot_auto_follow If nonzero, bots with high co-op may automatically follow a nearby human player. bot_auto_vacate If nonzero, bots will automatically leave to make room for human players. bot_chatter Control how bots talk. Allowed values bot_crouch bot_debug For internal testing purposes. bot_debug_target For internal testing purposes. bot_defer_to_human If nonzero and there is a human on the team, the bots will not do the scenario tasks. bot_difficulty Defines the skill of bots joining the game. Values are bot_dont_shoot If nonzero, bots will not fire weapons (for debugging). bot_eco_limit If nonzero, bots will not buy if their money falls below this amount. bot_freeze bot_goto_mark Sends a bot to the selected nav area (useful for testing navigation meshes) bot_join_after_player If nonzero, bots wait until a player joins before entering the game. bot_join_delay Prevents bots from joining the server for this many seconds after a map change. bot_join_team Determines the team bots will join into. Allowed values bot_kick bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria. bot_kill bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria. bot_knives_only Restricts the bots to only using knives bot_loadout bots are given these items at round start bot_mimic bot_mimic_yaw_offset bot_pistols_only Restricts the bots to only using pistols bot_prefix This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <w bot_profile_db The filename from which bot profiles will be read. bot_quota Determines the total number of bots in the game. bot_quota_mode Determines the type of quota. Allowed values bot_show_battlefront Show areas where rushing players will initially meet. bot_show_nav For internal testing purposes. bot_show_occupy_time 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 If nonzero, immediately stops all bot processing. bot_traceview For internal testing purposes. bot_walk If nonzero, bots can only walk, not run. bot_zombie If nonzero, bots will stay in idle mode and not attack. box Draw a debug box. +break -break breakable_disable_gib_limit breakable_multiplayer buddha Toggle. Player takes damage but won't die. (Shows red cross when health is zero) budget_averages_window number of frames to look at when figuring out average frametimes budget_background_alpha how translucent the budget panel is budget_bargraph_background_alp ha how translucent the budget panel is budget_bargraph_range_ms budget bargraph range in milliseconds budget_history_numsamplesvisib le 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 budget history range in milliseconds budget_panel_bottom_of_history _fraction number between 0 and 1 budget_panel_height height in pixels of the budget panel budget_panel_width width in pixels of the budget panel budget_panel_x number of pixels from the left side of the game screen to draw the budget panel budget_panel_y number of pixels from the top side of the game screen to draw the budget panel budget_peaks_window number of frames to look at when figuring out peak frametimes budget_show_averages enable/disable averages in the budget panel budget_show_history turn history graph off and on. . good to turn off on low end budget_show_peaks enable/disable peaks in the budget panel bug Show/hide the bug reporting UI. bug_swap Automatically swaps the current weapon for the bug bait and back again. bugreporter_includebsp Include .bsp for internal bug submissions. buildcubemaps Rebuild cubemaps. building_cubemaps buyequip Show equipment buy menu buymenu Show main buy menu c_maxdistance c_maxpitch c_maxyaw c_mindistance c_minpitch c_minyaw c_orthoheight c_orthowidth cache_print Print out contents of cache memory. Optionally use cache_set_print_section cache_print_lru Print out contents of cache memory. Optionally use cache_set_print_section cache_print_summary Print out a summary contents of cache memory. cache_set_print_section cam_command cam_idealdist cam_idealpitch cam_idealyaw cam_snapto +camdistance -camdistance +camin -camin +cammousemove -cammousemove camortho Switch to orthographic camera. +camout -camout +campitchdown -campitchdown +campitchup -campitchup +camyawleft -camyawleft +camyawright -camyawright cancelselect cast_hull Tests hull collision detection cast_ray Tests collision detection cc_captiontrace Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud) cc_emit Emits a closed caption cc_lang Current close caption language (emtpy = use game UI language) cc_linger_time Close caption linger time. cc_lookup_crc For tracking down missing CC token strings cc_predisplay_time Close caption delay before showing caption. cc_sentencecaptionnorepeat How often a sentence can repeat. cc_subtitles If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players). cd Play or stop a cd track. centerview ch_createairboat Spawn airboat in front of the player. ch_createjeep Spawn jeep in front of the player. changelevel Change server to the specified map changelevel2 Transition to the specified map in single player chooseteam Choose a new team cl_anglespeedkey cl_animationinfo Hud element to examine. cl_autobuy The order in which autobuy will attempt to purchase items cl_autohelp Auto-help cl_backspeed cl_bob cl_bobcycle cl_bobup cl_buy_favorite Purchase a favorite weapon/equipment loadout cl_buy_favorite_nowarn Skips the error prompt when saving an invalid buy favorite cl_buy_favorite_quiet 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_class Default class when joining a game cl_clock_correction Enable/disable clock correction on the client. cl_clock_correction_adjustment _max_amount 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 As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply cl_clock_correction_adjustment _min_offset If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. cl_clock_correction_force_serv er_tick Force clock correction to match the server tick + this offset (-999 disables it). cl_clock_showdebuginfo Show debugging info about the clock drift. cl_clockdrift_max_ms Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. cl_cmdbackup For each command packet, how many additional history commands are sent ( helps in case of packet loss ) cl_crosshairalpha cl_detail_avoid_force force with which to avoid players ( in units, percentage of the width of the detail sprite ) cl_detail_avoid_radius radius around detail sprite to avoid players cl_detail_avoid_recover_speed how fast to recover position after avoiding players cl_detail_max_sway Amplitude of the detail prop sway cl_detaildist cl_detailfade cl_downloadfilter Determines which files can be downloaded from the server (all, none, nosounds) cl_drawleaf cl_drawmaterial Draw a particular material over the frame cl_drawmonitors cl_drawshadowtexture cl_dynamiccrosshair cl_ejectbrass cl_ent_absbox Displays the client's absbox for the entity under the crosshair. cl_ent_bbox Displays the client's bounding box for the entity under the crosshair. cl_ent_rbox Displays the client's render box for the entity under the crosshair. cl_entityreport For debugging, draw entity states to console cl_extrapolate Enable/disable extrapolation if interpolation history runs out. cl_extrapolate_amount Set how many seconds the client will extrapolate entities for. cl_flushentitypacket For debugging. Force the engine to flush an entity packet. cl_forcepreload Whether we should force preloading. cl_forwardspeed cl_fullupdate Forces the server to send a full update packet cl_idealpitchscale cl_ignorepackets Force client to ignore packets (for debugging). cl_interp Interpolate object positions starting this many seconds in past cl_interp_all Disable interpolation list optimizations. cl_interp_npcs Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater) cl_interpolate Interpolate entities on the client. cl_lagcomp_errorcheck Player index of other player to check for position errors. cl_lagcompensation Perform server side lag compensation of weapon firing events. cl_left_hand_ik Attach player's left hand to rifle with IK. cl_leveloverview cl_leveloverviewmarker cl_localnetworkbackdoor Enable network optimizations for single player games. cl_locationalpha cl_logofile Spraypoint logo decal. cl_maxrenderable_dist Max distance from the camera at which things will be rendered cl_min_ct Controls which CT model is used when cl_minmodels is set. cl_min_t Controls which Terrorist model is used when cl_minmodels is set. cl_minmodels Uses one player model for each team. cl_mouseenable cl_mouselook Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server. cl_observercrosshair cl_overdraw_test cl_panelanimation Shows panel animation variables cl_particleeffect_aabb_buffer Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as oft cl_pclass Dump entity by prediction classname. cl_pdump Dump info about this entity to screen. cl_phys_props_enable Disable clientside physics props (must be set before loading a level). cl_phys_props_max Maximum clientside physic props cl_phys_timescale Sets the scale of time for client-side physics (ragdolls) cl_pitchdown cl_pitchspeed cl_pitchup cl_precacheinfo Show precache info (client). cl_pred_optimize Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) cl_predict Perform client side prediction. cl_predictionlist Show which entities are predicting cl_predictweapons Perform client side prediction of weapon effects. cl_radaralpha cl_radartype cl_ragdoll_collide cl_ragdoll_physics_enable Enable/disable ragdoll physics. cl_rebuy The order in which rebuy will attempt to repurchase items cl_removedecals Remove the decals from the entity under the crosshair. cl_resend Delay in seconds before the client will resend the 'connect' attempt cl_righthand Use right-handed view models. cl_scalecrosshair cl_SetupAllBones cl_show_splashes cl_showanimstate Show the (client) animation state for the specified entity (-1 for none). cl_showanimstate_log 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both. cl_ShowBoneSetupEnts Show which entities are having their bones setup each frame. cl_showents Dump entity list to console. cl_showerror Show prediction errors, 2 for above plus detailed field deltas. cl_showevents Print event firing info in the console cl_showfps Draw fps meter at top of screen (1 = fps, 2 = smooth fps) cl_showpausedimage Show the 'Paused' image when game is paused. cl_showpluginmessages Allow plugins to display messages to you cl_showpos Draw current position at top of screen cl_ShowSunVectors cl_sidespeed cl_slist Number of seconds to wait for server ping responses when checking for server on your lan cl_smooth Smooth view/eye origin after prediction errors cl_smoothtime Smooth client's view after prediction error over this many seconds cl_soundemitter_flush Flushes the sounds.txt system (client only) cl_soundfile Jingle sound file. cl_soundscape_flush Flushes the client side soundscapes cl_soundscape_printdebuginfo print soundscapes cl_spec_mode spectator mode cl_sun_decay_rate cl_team Default team when joining a game cl_timeout After this many seconds without receiving a packet from the server, the client will disconnect itself cl_upspeed cl_view Set the view entity index. cl_winddir Weather effects wind direction angle cl_windspeed Weather effects wind speed scalar cl_wpn_sway_interp cl_wpn_sway_scale cl_yawspeed clear Clear all console output. clear_debug_overlays clears debug overlays clientport Host game client port closecaption Enable close captioning. cmd Forward command to server. collision_shake_amp collision_shake_freq collision_shake_time colorcorrectionui Show/hide the color correction tools UI. +commandermousemove -commandermousemove commentary Desired commentary mode state. commentary_available Automatically set by the game when a commentary file is available for the current map. commentary_cvarsnotchanging commentary_finishnode commentary_firstrun commentary_testfirstrun con_drawnotify Disables drawing of notification area (for taking screenshots). con_enable Allows the console to be activated. con_notifytime How long to display recent console text to the upper part of the game window con_nprint_bgalpha Con_NPrint background alpha. con_nprint_bgborder Con_NPrint border size. con_trace Print console text to low level printout. condump dump the text currently in the console to condumpXX.log connect Connect to specified server. contimes Number of console lines to overlay for debugging. coop Cooperative play. CreateHairball CreatePredictionError Create a prediction error creditsdone crosshair cs_make_vip Marks a player as the VIP cs_ShowStateTransitions cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions. cvarlist Show the list of convars/concommands. deathmatch Running a deathmatch server. debug_physimpact default_fov demo_debug Demo debug info. demo_fastforwardfinalspeed Go this fast when starting to hold FF button. demo_fastforwardramptime How many seconds it takes to get to full FF speed. demo_fastforwardstartspeed Go this fast when starting to hold FF button. demo_gototick Skips to a tick in demo. demo_interpolateview Do view interpolation during dem playback. demo_pause Pauses demo playback. demo_pauseatservertick Pauses demo playback at server tick demo_quitafterplayback Quits game after demo playback. demo_recordcommands Record commands typed at console into .dem files. demo_resume Resumes demo playback. demo_timescale Sets demo replay speed. demo_togglepause Toggles demo playback. demolist Print demo sequence list. demos Demo demo file sequence. demoui Show/hide the demo player UI. developer Show developer messages. devshots_nextmap Used by the devshots system to go to the next map in the devshots maplist. devshots_screenshot Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead. differences Show all convars which are not at their default values. disconnect Disconnect game from server. disp_dynamic disp_modlimit disp_modlimit_down disp_modlimit_up disp_numiterations dispcoll_drawplane displaysoundlist drawcross Draws a cross at the given location Arguments drawline Draws line between two 3D Points. Green if no collision Red is collides with something Arguments drawradar Draws HUD radar dsp_automatic dsp_db_min dsp_db_mixdrop dsp_dist_max dsp_dist_min dsp_enhance_stereo dsp_facingaway dsp_mix_max dsp_mix_min dsp_off dsp_player dsp_reload dsp_room dsp_slow_cpu dsp_spatial dsp_speaker dsp_vol_2ch dsp_vol_4ch dsp_vol_5ch dsp_volume dsp_water dti_flush Write out the datatable instrumentation files (you must run with -dti for this to work). dtwarning Print data table warnings? dtwatchent Watch this entities data table encoding. dtwatchvar Watch the named variable. +duck -duck dump_globals Dump all global entities/states dump_panels Dump Panel Tree dump_terrain Dump physics info about virtual terrains dump_terrain Dump physics info about virtual terrains dumpstringtables Print string tables to console. echo Echo text to console. editdemo Edit a recorded demo file (.dem ). editor_toggle Disables the simulation and returns focus to the editor endmovie Stop recording movie frames. endround End the current round. english If set to 1, running the english language set of assets. ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar ent_attachments Displays the attachment points on an entity. Arguments ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay ent_debugkeys ent_dump Usage ent_fire Usage ent_info Usage ent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes ent_messages_draw Visualizes all entity input/output activity. ent_name ent_pause Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess ent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments ent_rbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar ent_remove Removes the given entity(s) Arguments ent_remove_all Removes all entities of the specified type Arguments ent_setname Sets the targetname of the given entity(s) Arguments ent_show_response_criteria Print, to the console, an entity's current criteria set used to select responses. Arguments ent_step When 'ent_pause' is set this will step through one waiting input / output message at a time. ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments envmap escape Escape key pressed. exec Execute script file. exit Exit the engine. fadein fadein {time r g b} fadeout fadeout {time r g b} filesystem_buffer_size Size of per file buffers. 0 for none find Find concommands with the specified string in their name/help text. fire_absorbrate fire_dmgbase fire_dmginterval fire_dmgscale fire_extabsorb fire_extscale fire_growthrate fire_heatscale fire_incomingheatscale fire_maxabsorb firetarget firstperson Switch to firstperson camera. fish_debug Show debug info for fish fish_dormant Turns off interactive fish behavior. Fish become immobile and unresponsive. flex_expression flex_looktime flex_maxawaytime flex_maxplayertime flex_minawaytime flex_minplayertime flex_rules Allow flex animation rules to run. flex_smooth Applies smoothing/decay curve to flex animation controller changes. flex_talk flush Flush cache memory. flush_unlocked Flush unlocked cache memory. fog_color fog_colorskybox fog_enable fog_enable_water_fog fog_enableskybox fog_end fog_endskybox fog_override fog_start fog_startskybox force_centerview +forward -forward fov Change players FOV free_pass_peek_debug fs_printopenfiles Show all files currently opened by the engine. fs_warning_level Set the filesystem warning level. func_break_max_pieces func_breakdmg_bullet func_breakdmg_club func_breakdmg_explosive g_debug_angularsensor g_debug_doors g_debug_ragdoll_removal g_debug_ragdoll_visualize g_debug_trackpather g_debug_transitions Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities g_debug_vehiclebase g_debug_vehicledriver g_debug_vehicleexit g_debug_vehiclesound g_jeepexitspeed g_Language g_ragdoll_fadespeed g_ragdoll_lvfadespeed g_ragdoll_maxcount gameui_activate gameui_allowescape gameui_hide gameui_preventescape getpos dump position and angles to the console give Give item to player. Arguments gl_clear global_set global_set <globalname> <state> god Toggle. Player becomes invulnerable. +graph -graph -grenade1 +grenade1 -grenade2 +grenade2 groundlist Display ground entity list <index> heartbeat help Find help about a convar/concommand. hideconsole Hide the console. hidehud hidepanel Hides a viewport panel <name> hideradar Hides HUD radar hl2_episodic host_framerate Set to lock per-frame time elapse. host_limitlocal Apply cl_cmdrate and cl_updaterate to loopback connection host_map Current map name. host_profile host_runofftime Run off some time without rendering/updating sounds host_showcachemiss Print a debug message when the client or server cache is missed. host_sleep Force the host to sleep a certain number of milliseconds each frame. host_speeds Show general system running times. host_timescale Prescale the clock by this amount. host_writeconfig Store current settings to config.cfg (or specified .cfg file). hostage_debug Show hostage AI debug information hostport Host game server port hud_autoreloadscript Automatically reloads the animation script each time one is ran hud_centerid hud_classautokill Automatically kill player after choosing a new playerclass. hud_deathnotice_time hud_drawhistory_time hud_fastswitch hud_jeephint_numentries hud_reloadscheme Reloads hud layout and animation scripts. hud_saytext_time hud_showtargetid hurtme Hurts the player. Arguments impulse incrementvar Increment specified convar value. invnext invprev ip Overrides IP for multihomed hosts +jlook -jlook joy_advanced joy_advaxisr joy_advaxisu joy_advaxisv joy_advaxisx joy_advaxisy joy_advaxisz joy_autosprint Automatically sprint when moving with an analog joystick joy_diagonalpov POV manipulator operates on diagonal axes, too. joy_forwardsensitivity joy_forwardthreshold joy_name joy_pitchsensitivity joy_pitchthreshold joy_sidesensitivity joy_sidethreshold joy_wingmanwarrier_centerhack Wingman warrior centering hack. joy_wingmanwarrier_turnhack Wingman warrior hack related to turn axes. joy_yawsensitivity joy_yawthreshold joyadvancedupdate joystick jpeg Take a jpeg screenshot jpeg_quality jpeg screenshot quality. +jump -jump kdtree_test Tests spatial partition for entities queries. key_findbinding Find key bound to specified command string. key_listboundkeys List bound keys with bindings. key_updatelayout Updates game keyboard layout to current windows keyboard setting. kick Kick a player by name. kickid Kick a player by userid or uniqueid, with a message. kill kills the player killserver Shutdown the server. +klook -klook lastinv +left -left light_crosshair Show texture color at crosshair linefile Parses map leak data from .lin file list List cached servers. listdemo List demo file contents. listid Lists banned users. listip List IP addresses on the ban list. listmodels List loaded models. load Load a saved game. lod_Enable lod_TransitionDist log Enables logging to file, console, and udp < on | off >. logaddress_add Set address and port for remote host <ip logaddress_del Remove address and port for remote host <ip logaddress_delall Remove all udp addresses being logged to logaddress_list List all addresses currently being used by logaddress. +lookdown -lookdown lookspring lookstrafe +lookup -lookup lservercfgfile m_customaccel Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula m_customaccel_exponent Mouse move is raised to this power before being scaled by scale factor. m_customaccel_max Max mouse move scale factor, 0 for no limit m_customaccel_scale Custom mouse acceleration value. m_filter Mouse filtering (set this to 1 to average the mouse over 2 frames). m_forward Mouse forward factor. m_mouseaccel1 Windows mouse acceleration initial threshold (2x movement). m_mouseaccel2 Windows mouse acceleration secondary threshold (4x movement). m_mousespeed Windows mouse speed factor (range 1 to 20). m_pitch Mouse pitch factor. m_side Mouse side factor. m_yaw Mouse yaw factor. map Start playing on specified map. map_background Runs a map as the background to the main menu. map_commentary Start playing, with commentary, on a specified map. map_edit map_noareas Disable area to area connection testing. map_setbombradius Sets the bomb radius for the map. map_showbombradius Shows bomb radius from the center of each bomb site and planted bomb. map_showspawnpoints Shows player spawn points (red=invalid) mapcyclefile maps Displays list of maps. mat_antialias mat_autoexposure_max mat_autoexposure_min mat_bloomamount_rate mat_bloomscale mat_bufferprimitives mat_bumpbasis mat_bumpmap mat_camerarendertargetoverlays ize mat_clipz mat_compressedtextures mat_configcurrent show the current video control panel config for the material system mat_crosshair mat_debug mat_debug_autoexposure mat_debug_postprocessing_effec ts mat_debug_process_halfscreen mat_debugalttab mat_debugdepth mat_debugdepthmode mat_debugdepthval mat_debugdepthvalmax mat_depthbias_decal mat_depthbias_normal mat_diffuse mat_disable_bloom mat_drawflat mat_drawwater mat_dxlevel mat_dynamic_tonemapping mat_edit mat_envmapsize mat_envmaptgasize mat_fastnobump mat_fastspecular Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. mat_fillrate mat_filterlightmaps mat_filtertextures mat_force_bloom mat_force_tonemap_scale mat_forceaniso mat_forcedynamic mat_forcehardwaresync mat_forcemanagedtextureintohar dware mat_frame_sync_enable mat_frame_sync_force_texture Force frame syncing to lock a managed texture. mat_framebuffercopyoverlaysize mat_fullbright mat_hdr_enabled mat_hdr_level Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps. mat_hdr_manual_tonemap_rate mat_hdr_tonemapscale mat_hdr_tonemapscale_max mat_hdroverbrightrange mat_hsv mat_info Shows material system info mat_leafvis Draw wireframe of current leaf mat_levelflush mat_loadtextures mat_luxels mat_maxframelatency mat_measurefillrate mat_mipmaptextures mat_monitorgamma monitor gamma (typically 2.2 for CRT and 1.7 for LCD) mat_norendering mat_normalmaps mat_normals mat_parallaxmap mat_picmip mat_proxy mat_reducefillrate mat_reloadallmaterials mat_reloadmaterial mat_reloadtextures mat_reversedepth mat_savechanges saves current video configuration to the registry mat_setvideomode sets the width, height, windowed state of the material system mat_shadowstate mat_show_ab_hdr mat_show_histogram mat_show_texture_memory_usage Display the texture memory usage on the HUD. mat_showcamerarendertarget mat_showenvmapmask mat_showframebuffertexture mat_showlightmapcomponent 0 mat_showlightmappage mat_showlowresimage mat_showmaterials Show materials. mat_showmaterialsverbose mat_showmiplevels mat_showtextures Show textures. mat_showwatertextures mat_slopescaledepthbias_decal mat_slopescaledepthbias_normal mat_softwarelighting mat_softwareskin mat_specular Enable/Disable specularity for perf testing. Will cause a material reload upon change. mat_spewvertexandpixelshaders print all vertex and pixel shaders currently loaded to the console mat_stub mat_suppress Supress a material from drawing mat_surfaceid mat_surfacemat mat_texture_limit If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying -mat_texture_list +mat_texture_list mat_texture_list For debugging, show a list of used textures per frame mat_texture_list_all If this is nonzero, then the texture list panel will show all currently-loaded textures. mat_texturelist_directories mat_texturelist_files mat_tonemapping_occlusion_use_ stencil mat_trilinear mat_viewportscale mat_vsync Force sync to vertical retrace mat_wateroverlaysize mat_wireframe mat_yuv maxplayers Change the maximum number of players allowed on this server. mem_dumpstats Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output ) mem_force_flush Force cache flush of unlocked resources on every alloc memory Print memory stats. menuselect minisave Saves game (for current level only!) mod_forcedata Forces all model file data into cache on model load. mod_load_async mod_test_mesh_not_available mod_test_not_available mod_test_verts_not_available mod_trace_load motdfile The MOTD file to load. +movedown -movedown +moveleft -moveleft +moveright -moveright +moveup -moveup mp3 Show/hide mp3 player UI. mp_allowNPCs mp_autocrosshair mp_buytime How many minutes after round start players can buy items for. mp_decals mp_defaultteam mp_disable_autokick Prevents a userid from being auto-kicked mp_facefronttime After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body. mp_fadetoblack fade a player's screen to black when he dies mp_falldamage mp_feetyawrate How many degrees per second that we can turn our feet or upper body. mp_forcerespawn mp_humanteam Restricts human players to a single team {any, CT, T} mp_ik Use IK on in-place turns. mp_logdetail Logs attacks. Values are mp_playerid_delay Number of seconds to delay showing information in the status bar mp_playerid_hold Number of seconds to keep showing old information in the status bar mp_restartgame If non-zero, game will restart in the specified number of seconds mp_teamlist mp_teamoverride mp_teamplay mp_timelimit game time per map in minutes mp_weaponstay muzzleflash_light name Current user name nav_analyze Re-analyze the current Navigation Mesh and save it to disk. nav_area_bgcolor RGBA color to draw as the background color for nav areas while editing. nav_avoid Toggles the 'avoid this area when possible' flag used by the AI system. nav_begin_area Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and nav_build_ladder Attempts to build a nav ladder on the climbable surface under the cursor. nav_check_connectivity Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site). nav_check_file_consistency Scans the maps directory and reports any missing/out-of-date navigation files. nav_check_floor Updates the blocked/unblocked status for every nav area. nav_clear_walkable_marks Erase any previously placed walkable positions. nav_compress_id Re-orders area and ladder ID's so they are continuous. nav_connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a nav_coplanar_slope_limit nav_corner_adjust_adjacent radius used to raise/lower corners in nearby areas when raising/lowering corners. nav_corner_lower Lower the selected corner of the currently marked Area. nav_corner_place_on_ground Places the selected corner of the currently marked Area on the ground. nav_corner_raise Raise the selected corner of the currently marked Area. nav_corner_select Select a corner of the currently marked Area. Use multiple times to access all four corners. nav_create_place_on_ground If true, nav areas will be placed flush with the ground when created by hand. nav_crouch Toggles the 'must crouch in this area' flag used by the AI system. nav_delete Deletes the currently highlighted Area. nav_disconnect To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec nav_dont_hide Toggles the 'area is not suitable for hiding spots' flag used by the AI system. nav_edit Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. nav_end_area Defines the second corner of a new Area or Ladder and creates it. nav_generate Generate a Navigation Mesh for the current map and save it to disk. nav_generate_incremental Generate a Navigation Mesh for the current map and save it to disk. nav_jump Toggles the 'traverse this area by jumping' flag used by the AI system. nav_ladder_flip Flips the selected ladder's direction. nav_load Loads the Navigation Mesh for the current map. nav_make_sniper_spots Chops the marked area into disconnected sub-areas suitable for sniper spots. nav_mark Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. nav_mark_unnamed Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. nav_mark_walkable Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate nav_merge To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm nav_no_hostages Toggles the 'hostages cannot use this area' flag used by the AI system. nav_no_jump Toggles the 'dont jump in this area' flag used by the AI system. nav_place_floodfill Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filli nav_place_list Lists all place names used in the map. nav_place_pick Sets the current Place to the Place of the Area under the cursor. nav_place_replace Replaces all instances of the first place with the second place. nav_precise Toggles the 'dont avoid obstacles' flag used by the AI system. nav_quicksave Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. nav_remove_unused_jump_areas Removes jump areas with at most 1 connection to a ladder or non-jump area. nav_restart_after_analysis When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for increm nav_run Toggles the 'traverse this area by running' flag used by the AI system. nav_save Saves the current Navigation Mesh to disk. nav_set_place_mode Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. nav_show_approach_points Show Approach Points in the Navigation Mesh. nav_show_area_info Duration in seconds to show nav area ID and attributes while editing nav_show_danger Show current 'danger' levels. nav_show_ladder_bounds Draws the bounding boxes of all func_ladders in the map. nav_show_nodes nav_show_player_counts Show current player counts in each area. nav_slope_limit The ground unit normal's Z component must be greater than this for nav areas to be generated. nav_snap_to_grid Snap to the nav generation grid when creating new nav areas nav_splice To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. nav_split To split an Area into two, align the split line using your cursor and invoke the split command. nav_split_place_on_ground If true, nav areas will be placed flush with the ground when split. nav_stand Toggles the 'stand while hiding' flag used by the AI system. nav_stop Toggles the 'must stop when entering this area' flag used by the AI system. nav_strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. nav_toggle_place_mode Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. nav_toggle_place_painting Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. nav_transient Toggles the 'area is transient and may become blocked' flag used by the AI system. nav_unmark Clears the marked Area or Ladder. nav_update_blocked Updates the blocked/unblocked status for every nav area. nav_use_place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. nav_walk Toggles the 'traverse this area by walking' flag used by the AI system. nav_warp_to_mark Warps the player to the marked area. net_blockmsg Discards incoming message net_channels Shows net channel info net_chokeloop Apply bandwidth choke to loopback packets net_drawslider Draw completion slider during signon net_droppackets Drops next n packets on client net_fakelag Lag all incoming network data (including loopback) by this many milliseconds. net_fakeloss Simulate packet loss as a percentage (negative means drop 1/n packets) net_graph Draw the network usage graph net_graphheight net_graphpos net_graphsolid net_maxfilesize Maximum allowed file size for uploading in MB net_maxfragments Max fragment bytes per packet net_scale net_showdrop Show dropped packets in console net_showevents Dump game events to console (1=client only, 2=all). net_showfragments Show netchannel fragments net_showmsg Show incoming message net_showpeaks Show messages for large packets only net_showsplits Show info about packet splits net_showtcp Dump TCP stream summary to console net_showudp Dump UPD packets summary to console net_start Inits multiplayer network sockets next Set to 1 to advance to next frame ( when singlestep == 1 ) nextdemo Play next demo in sequence. nextlevel If set, will trigger a changelevel to the specified map at the end of the round noclip Toggle. Player becomes non-solid and flies. notarget Toggle. Player becomes hidden to NPCs. npc_ammo_deplete Subtracts half of the target's ammo npc_bipass Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s npc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments npc_conditions Displays all the current AI conditions that an NPC has in the overlay text. Arguments npc_create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that npc_create_aimed Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at npc_create_equipment npc_destroy Removes the given NPC(s) from the universe Arguments npc_destroy_unselected Removes all NPCs from the universe that aren't currently selected npc_enemies Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable npc_focus Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments npc_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments npc_gameendally_deathmessage npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments npc_go_do_run Set whether should run on NPC go npc_go_random Sends all selected NPC(s) to a random node. Arguments npc_heal Heals the target back to full health npc_height_adjust Enable test mode for ik height adjustment npc_kill Kills the given NPC(s) Arguments npc_nearest Draw's a while box around the NPC(s) nearest node Arguments npc_relationships Displays the relationships between this NPC and all others. Arguments npc_reset Reloads schedules for all NPC's from their script files Arguments npc_route Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang npc_select Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arg npc_sentences npc_speakall Force the npc to try and speak all thier responses npc_squads Obsolete. Replaced by npc_combat npc_steering Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments npc_steering_all Displays the steering obstructions of all NPCs (used to perform local avoidance) npc_task_text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu npc_tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A npc_teleport Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments npc_thinknow Trigger NPC to think npc_viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments npc_vphysics old_radiusdamage overview_alpha Overview map translucency. overview_health Show player's health in map overview. overview_locked Locks map angle, doesn't follow view angle. overview_mode Sets overview map mode off,small,large overview_names Show player's names in map overview. overview_tracks Show player's tracks in map overview. overview_zoom Sets overview map zoom particle_simulateoverflow Used for stress-testing particle systems. Randomly denies creation of particles. password Current server access password path Show the engine filesystem path. pause Toggle the server pause state. perfui Show/hide the level performance tools UI. perfvisualbenchmark perfvisualbenchmark_abort phonemedelay Phoneme delay to account for sound system latency. phonemefilter Time duration of box filter to pass over phonemes. phonemesnap Don't force visemes to always consider two phonemes, regardless of duration. phys_impactforcescale phys_penetration_error_time Controls the duration of vphysics penetration error boxes. phys_pushscale phys_speeds phys_stressbodyweights phys_swap Automatically swaps the current weapon for the physcannon and back again. phys_timescale Scale time for physics phys_upimpactforcescale physics_budget Times the cost of each active object physics_debug_entity Dumps debug info for an entity physics_highlight_active Turns on the absbox for all active physics objects physics_report_active Lists all active physics objects physics_select Dumps debug info for an entity physicsshadowupdate_render picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play ping Display ping to server. pixelvis_debug Dump debug info play Play a sound. playdemo Play a recorded demo file (.dem ). player_old_armor playflush Play a sound, reloading from disk in case of changes. playgamesound Play a sound from the game sounds txt file playsoundscape Forces a soundscape to play playvol Play a sound at a specified volume. plugin_load plugin_load <filename> plugin_pause plugin_pause <index> plugin_pause_all pauses all loaded plugins plugin_print Prints details about loaded plugins plugin_unload plugin_unload <index> plugin_unpause plugin_unpause <index> plugin_unpause_all unpauses all disabled plugins progress_enable prop_crosshair Shows name for prop looking at prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys props_break_max_pieces props_break_max_pieces_perfram e Maximum prop breakable piece count per frame (-1 = model default) pwatchent Entity to watch for prediction system changes. pwatchvar Entity variable to watch in prediction system for changes. quit Exit the engine. quti Exit the engine. r_3dnow r_3dsky Enable the rendering of 3d sky boxes r_AirboatViewDampenDamp r_AirboatViewDampenFreq r_AirboatViewZHeight r_ambientlightingonly Set this to 1 to light models with only ambient lighting (and no static lighting). r_aspectratio r_avglight r_avglightmap r_cheapwaterend r_cheapwaterstart r_cleardecals Usage r_cleardecals <permanent>. r_ClipAreaPortals r_colorstaticprops r_debugcheapwater r_debugrandomstaticlighting Set to 1 to make all static lighting red for debugging. Must restart for change to take affect. r_decal_cullsize Decals under this size in pixels are culled r_decals r_decalstaticprops Decal static props test r_DispBuildable r_DispDrawAxes r_DispWalkable r_DoCovertTransitions r_dopixelvisibility r_drawbatchdecals Render decals batched. r_DrawBeams r_drawbrushmodels Render brush models. r_drawclipbrushes Draw clip brushes r_drawdecals Render decals. r_drawdetailprops r_DrawDisp Toggles rendering of displacment maps r_drawentities r_drawflecks r_drawfullskybox r_drawleaf Draw the specified leaf. r_drawlightcache 0 r_drawlightinfo r_drawlights r_drawmodeldecals r_DrawModelLightOrigin r_drawmodelstatsoverlay r_drawmodelstatsoverlaydistanc e r_drawmodelstatsoverlaymax time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 r_drawmodelstatsoverlaymin time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 r_drawopaquerenderables r_drawopaqueworld r_drawothermodels r_drawparticles Enable/disable particle rendering r_drawpixelvisibility Show the occlusion proxies r_DrawPortals r_DrawRain Enable/disable rain rendering. r_drawrenderboxes r_drawropes r_drawskybox r_DrawSpecificStaticProp r_drawsprites r_drawstaticprops r_drawtranslucentrenderables r_drawtranslucentworld r_drawvgui Enable the rendering of vgui panels r_drawviewmodel r_drawworld Render the world. r_dscale_basefov r_dscale_fardist r_dscale_farscale r_dscale_neardist r_dscale_nearscale r_dynamic r_eyeglintlodpixels The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value. r_eyegloss r_eyemove r_eyes r_eyeshift_x r_eyeshift_y r_eyeshift_z r_eyesize r_eyewaterepsilon r_farz Override the far clipping plane. -1 means to use the value in env_fog_controller. r_fastzreject Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware r_flashlightconstant r_flashlightdrawfrustum r_flashlightdrawfrustumbbox r_flashlightdrawsweptbbox r_flashlightfar r_flashlightfov r_flashlightlinear r_flashlightlockposition r_flashlightmodels r_flashlightnear r_flashlightnodraw r_flashlightoffsetx r_flashlightoffsety r_flashlightoffsetz r_flashlightquadratic r_flashlightvisualizetrace r_flex r_flushlod Flush and reload LODs. r_ForceRestore r_ForceWaterLeaf Enable for optimization to water - considers view in leaf under water for purposes of culling r_frustumcullworld r_JeepFOV r_JeepViewBlendTo r_JeepViewBlendToScale r_JeepViewBlendToTime r_JeepViewDampenDamp r_JeepViewDampenFreq r_JeepViewZHeight r_lightaverage Activates/deactivate light averaging r_lightcache_numambientsamples number of random directions to fire rays when computing ambient lighting r_lightcachecenter r_lightinterp Controls the speed of light interpolation, 0 turns off interpolation r_lightmap r_lightstyle r_lockpvs Lock the PVS so you can fly around and inspect what is being drawn. r_lod r_lod_noupdate r_mapextents Set the max dimension for the map. This determines the far clipping plane r_maxdlights r_maxmodeldecal r_maxnewsamples r_maxsampledist r_minnewsamples r_mmx r_modellodscale 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models r_modelwireframedecal r_newflashlight r_newproplighting r_nohw r_norefresh r_nosw r_novis Turn off the PVS. r_occludeemaxarea Prevents occlusion testing for entities that take up more than X42447600f the screen. 0 means use whatever the level said to use. r_occluderminarea Prevents this occluder from being used if it takes up less than X42447600f the screen. 0 means use whatever the level said to use. r_occludermincount At least this many occluders will be used, no matter how big they are. r_occlusion Activate/deactivate the occlusion system. r_occlusionspew Activate/deactivates spew about what the occlusion system is doing. r_overlayfadeenable r_overlayfademax r_overlayfademin r_overlaywireframe r_PhysPropStaticLighting r_pixelvis_partial r_portalscloseall r_portalsopenall r_PortalTestEnts Clip entities against portal frustums. r_printdecalinfo r_propsmaxdist Maximum visible distance r_radiosity 0 r_rainalpha r_rainalphapow r_raindensity r_RainHack r_rainlength r_RainProfile Enable/disable rain profiling. r_RainRadius r_RainSideVel How much sideways velocity rain gets. r_RainSimulate Enable/disable rain simulation. r_rainspeed r_RainSplashPercentage r_rainwidth r_renderoverlayfragment r_rootlod Root LOD r_ropebatch r_ropetranslucent r_screenfademaxsize r_screenfademinsize r_screenoverlay r_sequence_debug r_shadowangles Set shadow angles r_shadowblobbycutoff some shadow stuff r_shadowcolor Set shadow color r_shadowdir Set shadow direction r_shadowdist Set shadow distance r_shadowids r_shadowmaxrendered r_shadowrendertotexture r_shadows r_shadowwireframe r_showenvcubemap r_ShowViewerArea r_skin r_skybox Enable the rendering of sky boxes r_snapportal r_spray_lifetime Number of rounds player sprays are visible r_sse r_sse2 r_staticpropinfo r_teeth r_TransitionSensitivity Controls when LODs are changed. Lower numbers cause more overt LOD transitions. r_updaterefracttexture r_vehicleBrakeRate r_vehicleDrawDebug r_VehicleViewClamp r_VehicleViewDampen r_visocclusion Activate/deactivate wireframe rendering of what the occlusion system is doing. r_visualizelighttraces r_visualizelighttracesshowfull trace r_visualizeproplightcaching r_visualizetraces r_WaterDrawReflection Enable water reflection r_WaterDrawRefraction Enable water refraction r_waterforceexpensive r_waterforcereflectentities r_worldlightmin r_worldlights number of world lights to use per vertex radio1 Opens a radio menu radio2 Opens a radio menu radio3 Opens a radio menu rate Max bytes/sec the host can receive data rcon Issue an rcon command. rcon_address Address of remote server if sending unconnected rcon commands (format x.x.x.x rebuy Attempt to repurchase items with the order listed in cl_rebuy recompute_speed Recomputes clock speed (for debugging purposes). record Record a demo. +reload -reload reload Reload the most recent saved game (add setpos to jump to current view position on reload). removeid Remove a user ID from the ban list. removeip Remove an IP address from the ban list. report_entities Lists all entities report_simthinklist Lists all simulating/thinking entities report_soundpatch reports sound patch count report_soundpatch reports sound patch count report_touchlinks Lists all touchlinks restart Restart the game on the same level (add setpos to jump to current view position on restart). retry Retry connection to last server. revert Revert convars to their default values. +right -right room_type rope_averagelight Makes ropes use average of cubemap lighting instead of max intensity. rope_collide Collide rope with the world rope_drawlines rope_shake rope_smooth Do an antialiasing effect on ropes rope_smooth_enlarge How much to enlarge ropes in screen space for antialiasing effect rope_smooth_maxalpha Alpha for rope antialiasing effect rope_smooth_maxalphawidth rope_smooth_minalpha Alpha for rope antialiasing effect rope_smooth_minwidth When using smoothing, this is the min screenspace width it lets a rope shrink to rope_subdiv Rope subdivision amount rope_wind_dist Don't use CPU applying small wind gusts to ropes when they're past this distance. save Saves current game. say Display player message say_team Display player message to team scene_allowoverrides When playing back a choreographed scene, allow per-model expression overrides. scene_flatturn scene_flush Flush all .vcds from the cache and reload from disk. scene_forcecombined When playing back, force use of combined .wav files even in english. scene_maxcaptionradius Only show closed captions if recipient is within this many units of speaking actor (0==disabled). scene_print When playing back a scene, print timing and event info to console. scene_showfaceto When playing back, show the directions of faceto events. scene_showlook When playing back, show the directions of look events. scene_showmoveto When moving, show the end location. +score -score scr_centertime screenshot Take a screenshot. sensitivity Mouse sensitivity. servercfgfile setang Snap player eyes to specified pitch yaw <roll setinfo Addes a new user info value setmaster setmodel Changes's player's model setpause Set the pause state of the server. setpos Move player to specified origin (must have sv_cheats). shake Shake the screen. shake_show Displays a list of the active screen shakes. shake_stop Stops all active screen shakes. -showbudget +showbudget -showbudget_texture +showbudget_texture showbudget_texture Enable the texture budget panel. -showbudget_texture_global +showbudget_texture_global showconsole Show the console. showhitlocation showinfo Shows a info panel showpanel Shows a viewport panel <name> showparticlecounts Display number of particles drawn per frame +showscores -showscores showtriggers Shows trigger brushes showtriggers_toggle Toggle show triggers -showvprof +showvprof singlestep Run engine in single step mode ( set next to 1 to advance a frame ) sk_ally_regen_time Time taken for an ally to regenerate a point of health. sk_npc_arm sk_npc_chest sk_npc_head sk_npc_leg sk_npc_stomach sk_player_arm sk_player_chest sk_player_head sk_player_leg sk_player_stomach skill Game skill level (1-3). slist List servers on your LAN. slot0 slot1 slot10 slot2 slot3 slot4 slot5 slot6 slot7 slot8 slot9 smoothstairs Smooth player eye z coordinate when traversing stairs. snapto snd_async_fullyasync All playback is fully async (sound doesn't play until data arrives). snd_async_spew_blocking Spew message to console any time async sound loading blocks on file i/o. snd_digital_surround snd_disable_mixer_duck snd_duckerattacktime snd_duckerreleasetime snd_duckerthreshold snd_ducktovolume snd_flushasync Flush all unlocked async .wav data snd_foliage_db_loss snd_gain snd_gain_max snd_gain_min snd_memasync Show async memory stats snd_mixahead snd_musicvolume Music volume snd_noextraupdate snd_obscured_gain_dB snd_pitchquality snd_profile snd_rebuildaudiocache Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists snd_refdb snd_refdist snd_restart Restart sound system. snd_show Show sounds info snd_showclassname snd_showmixer snd_showstart snd_soundmixer snd_surround_speakers snd_visualize Show sounds location in world snd_vox_captiontrace Shows sentence name for sentences which are set not to show captions. snd_vox_globaltimeout snd_vox_sectimetout snd_vox_seqtimetout snd_writemanifest If running a game, outputs the precache manifest for the current level sndplaydelay soundfade Fade client volume. soundinfo Describe the current sound device. soundlist List all known sounds. soundpatch_captionlength How long looping soundpatch captions should display for. soundscape_debug When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar soundscape_fadetime Time to crossfade sound effects between soundscapes soundscape_flush Flushes the server & client side soundscapes speak Play a constructed sentence. spec_help Show spectator help screen spec_menu Activates spectator menu spec_mode Set spectator mode spec_next Spectate next player spec_player Spectate player by name spec_pos dump position and angles to the console spec_prev Spectate previous player spec_scoreboard spec_track Tracks an entity in spec mode +speed -speed spike generates a fake spike startdemos Play demos in demo sequence. startmovie Start recording movie frames. startupmenu Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer stats Prints server performance variables status Display map and connection status. step_spline stop Finish recording demo. stopdemo Stop playing back a demo. stopsound stopsoundscape Stops all soundscape processing and fades current looping sounds +strafe -strafe stuffcmds Parses and stuffs command line + commands to command buffer. suitvolume surfaceprop Reports the surface properties at the cursor sv_accelerate sv_airaccelerate sv_alternateticks sv_autosave Set to 1 to save game on level transition. Does not affect autosave triggers. sv_backspeed How much to slow down backwards motion sv_bounce Bounce multiplier for when physically simulated objects collide with other objects. sv_cacheencodedents If set to 1, does an optimization to prevent extra SendTable_Encode calls. sv_debug_player_use Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success sv_debugmanualmode Make sure entities correctly report whether or not their network data has changed. sv_debugresponses Show verbose matching output (1 for simple, 2 for rule scoring). If set to 3, it will only show response success/failure for np sv_deltaprint Print accumulated CalcDelta profiling data (only if sv_deltatime is on) sv_deltatime Enable profiling of CalcDelta calls sv_downloadurl Location from which clients can download missing files sv_dumpresponses Dump all response_rules.txt and rules (requires restart) sv_enableoldqueries Enable support for old style (HL1) server queries sv_filterban Set packet filtering by IP mode sv_findsoundname Find sound names which reference the specified wave files. sv_footsteps Play footstep sound for players sv_forcepreload Force server side preloading. sv_friction World friction. sv_instancebaselines Enable instanced baselines. Saves network overhead. sv_lagflushbonecache Flushes entity bone cache on lag compensation sv_logblocks If true when log when a query is blocked (can cause very large log files) sv_logdownloadlist sv_massreport sv_max_queries_sec Maximum queries per second to respond to from a single IP address. sv_max_queries_sec_global Maximum queries per second to respond to from anywhere. sv_max_queries_window Window over which to average queries per second averages. sv_max_usercmd_future_ticks Prevents clients from running usercmds too far in the future. Prevents speed hacks. sv_maxreplay Maximum replay time in seconds sv_maxunlag Maximum lag compensation in seconds sv_netvisdist Test networking visibility distance sv_noclipaccelerate sv_noclipduringpause If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). sv_noclipspeed sv_npc_talker_maxdist NPCs over this distance from the player won't attempt to speak. sv_precacheinfo Show precache info. sv_pushaway_clientside Clientside physics push away (0=off, 1=only localplayer, 1=all players) sv_pushaway_clientside_size Minimum size of pushback objects sv_pushaway_force How hard physics objects are pushed away from the players on the server. sv_pushaway_hostage_force How hard the hostage is pushed away from physics objects (falls off with inverse square of distance). sv_pushaway_max_force Maximum amount of force applied to physics objects by players. sv_pushaway_max_hostage_force Maximum of how hard the hostage is pushed away from physics objects. sv_pushaway_max_player_force Maximum of how hard the player is pushed away from physics objects. sv_pushaway_min_player_speed If a player is moving slower than this, don't push away physics objects (enables ducking behind things). sv_pushaway_player_force How hard the player is pushed away from physics objects (falls off with inverse square of distance). sv_rollangle Max view roll angle sv_rollspeed sv_runcmds sv_secure Server is using Valve Anti-Cheat sv_sendtables Force full sendtable sending path. sv_showhitboxes Send server-side hitboxes for specified entity to client (NOTE sv_showimpacts Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only) sv_showladders Show bbox and dismount points for all ladders (must be set before level load.) sv_skyname Current name of the skybox texture sv_soundemitter_filecheck Report missing wave files for sounds and game_sounds files. sv_soundemitter_flush Flushes the sounds.txt system (server only) sv_soundemitter_trace Show all EmitSound calls including their symbolic name and the actual wave file they resolved to sv_soundscape_printdebuginfo print soundscapes sv_specaccelerate sv_specnoclip sv_specspeed sv_stats Collect CPU usage stats sv_stepsize sv_stopspeed Minimum stopping speed when on ground. sv_stressbots If set to 1, the server calculates data and fills packets to bots. Used for perf testing. sv_strict_notarget If set, notarget will cause entities to never think they are in the pvs sv_suppress_viewpunch sv_teststepsimulation sv_thinktimecheck Check for thinktimes all on same timestamp. sv_turbophysics Turns on turbo physics sv_unlag_debug sv_unlag_fixstuck Disallow backtracking a player for lag compensation if it will cause them to become stuck sv_unlockedchapters Highest unlocked game chapter. sv_visiblemaxplayers Overrides the max players reported to prospective clients sv_wateraccelerate sv_waterdist Vertical view fixup when eyes are near water plane. sv_waterfriction template_debug Test_CreateEntity test_dispatcheffect Test a clientside dispatch effect. Usage Test_EHandle test_entity_blocker Test command that drops an entity blocker out in front of the player. Test_InitRandomEntitySpawner Test_Loop Test_Loop <loop name> - loop back to the specified loop start point unconditionally. Test_LoopCount Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times. Test_LoopForNumSeconds Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds. test_nav_opt Test_ProxyToggle_EnableProxy Test_ProxyToggle_EnsureValue Test_ProxyToggle_SetValue Test_RandomChance Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta Test_RandomizeInPVS Test_RandomPlayerPosition Test_RemoveAllRandomEntities Test_RunFrame Test_SendKey Test_SpawnRandomEntities Test_StartLoop Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to. Test_StartScript Start a test script running.. Test_Wait Test_WaitForCheckPoint testhudanim Test a hud element animation. Arguments testscript_debug Debug test scripts. texture_budget_background_alph a how translucent the budget panel is texture_budget_panel_bottom_of _history_fraction number between 0 and 1 texture_budget_panel_global Show global times in the texture budget panel. texture_budget_panel_height height in pixels of the budget panel texture_budget_panel_width width in pixels of the budget panel texture_budget_panel_x number of pixels from the left side of the game screen to draw the budget panel texture_budget_panel_y number of pixels from the top side of the game screen to draw the budget panel think_limit Maximum think time in milliseconds, warning is printed if this is exceeded. thirdperson Switch to thirdperson camera. timedemo Play a demo and report performance info. timedemoquit Play a demo, report performance info, and then exit timeleft prints the time remaining in the match timerefresh Profile the renderer. toggleconsole Show/hide the console. togglescores Toggles score panel trace_report tracer_extra unbind Unbind a key. unbindall Unbind all keys. unpause Unpause the game. +use -use use Use a particular weapon Arguments user Show user data. users Show user info for players on server. v_centermove v_centerspeed vcollide_wireframe vcollide_wireframe_axes vcr_verbose Write extra information into .vcr file. version Print version info string. vgui_drawfocus Report which panel is under the mouse. -vgui_drawtree +vgui_drawtree vgui_drawtree Draws the vgui panel hiearchy to the specified depth level. vgui_drawtree_bounds Show panel bounds. vgui_drawtree_clear vgui_drawtree_freeze Set to 1 to stop updating the vgui_drawtree view. vgui_drawtree_hidden Draw the hidden panels. vgui_drawtree_panelalpha Show the panel alpha values in the vgui_drawtree view. vgui_drawtree_panelptr Show the panel pointer values in the vgui_drawtree view. vgui_drawtree_popupsonly Draws the vgui popup list in hierarchy(1) or most recently used(2) order. vgui_drawtree_render_order List the vgui_drawtree panels in render order. vgui_drawtree_visible Draw the visible panels. vgui_togglepanel show/hide vgui panel by name. viewanim_addkeyframe viewanim_create viewanim_load load animation from file viewanim_reset reset view angles! viewanim_save Save current animation to file viewanim_test test view animation viewmodel_fov violence_ablood Draw alien blood violence_agibs Show alien gib entities violence_hblood Draw human blood violence_hgibs Show human gib entities voice_avggain voice_clientdebug voice_dsound voice_enable voice_fadeouttime voice_forcemicrecord voice_inputfromfile Get voice input from 'voice_input.wav' rather than from the microphone. voice_loopback voice_maxgain voice_modenable Enable/disable voice in this mod. voice_overdrive voice_overdrivefadetime voice_profile voice_recordtofile Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav' voice_scale voice_serverdebug voice_showchannels voice_showincoming voice_steal -voicerecord +voicerecord volume Sound volume vox_reload Reload sentences.txt file voxeltree_box View entities in the voxel-tree inside box <Vector(min), Vector(max)>. voxeltree_playerview View entities in the voxel-tree at the player position. voxeltree_sphere View entities in the voxel-tree inside sphere <Vector(center), float(radius)>. voxeltree_view View entities in the voxel-tree. vprof Toggle VProf profiler vprof_adddebuggroup1 add a new budget group dynamically for debugging vprof_cachemiss Toggle VProf cache miss checking vprof_cachemiss_off Turn off VProf cache miss checking vprof_cachemiss_on Turn on VProf cache miss checking vprof_child vprof_collapse_all Collapse the whole vprof tree vprof_counters vprof_dump_groupnames Write the names of all of the vprof groups to the console. vprof_dump_spikes Framerate at which vprof will begin to dump spikes to the console. 0 = disabled. vprof_expand_all Expand the whole vprof tree vprof_expand_group Expand a budget group in the vprof tree by name vprof_generate_report Generate a report to the console. vprof_generate_report_AI Generate a report to the console. vprof_generate_report_AI_only Generate a report to the console. vprof_generate_report_hierarch y Generate a report to the console. vprof_generate_report_map_load Generate a report to the console. vprof_graph Draw the vprof graph. vprof_graphheight vprof_graphwidth vprof_nextsibling vprof_off Turn off VProf profiler vprof_on Turn on VProf profiler vprof_parent vprof_playback_average Average the next N frames. vprof_playback_start Start playing back a recorded .vprof file. vprof_playback_step While playing back a .vprof file, step to the next tick. vprof_playback_stepback While playing back a .vprof file, step to the previous tick. vprof_playback_stop vprof_prevsibling vprof_record_start Start recording vprof data for playback later. vprof_record_stop vprof_remote_start Request a VProf data stream from the remote server (requires authentication) vprof_remote_stop Stop an existing remote VProf data request vprof_reset Reset the stats in VProf profiler vprof_reset_peaks Reset just the peak time in VProf profiler vprof_scope Set a specific scope to start showing vprof tree vprof_unaccounted_limit number of milliseconds that a node must exceed to turn red in the vprof panel vprof_verbose Set to one to show average and peak times vprof_vtune_group enable vtune for a particular vprof group ('disable' to disable) vprof_warningmsec Above this many milliseconds render the label red to indicate slow code. vtune Controls VTune's sampling. wait Stop command parsing until next frame. +walk -walk wc_air_edit_further When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from play wc_air_edit_nearer When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player wc_air_node_edit When in WC edit mode, toggles laying down or air nodes instead of ground nodes wc_create When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select wc_destroy When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box). wc_destroy_undo When in WC edit mode restores the last deleted node wc_link_edit wc_update_entity Updates the entity's position/angles when in edit mode weapon_showproficiency writeid Writes a list of permanently-banned user IDs to banned_user.cfg. writeip Save the ban list to banned_ip.cfg. +zoom -zoom zoom_sensitivity_ratio Additional mouse sensitivity scale factor applied when FOV is zoomed in. Be aware that some cheat codes for console can be detected by VAC, and you might get banned. Use at your own risk. -Sky
if you need to cheat at fps, you really ought to be playing polly pocket.
i mean, how can someone get owned so bad at a game that simply rely on raw reflexes?
Hi everybody !!!
Meanwhile I have to cheat I find very good, although not using this lo can add to the bad ... attachment to this cheat is what you wrote activate him when using.Can to be used without activating but then there are no commercials and few hard for you to use ..
I am recently find cheates on this site
cheates.Likely has a good customer can download the file only two, when the register can then download the 30 files a day .. Lots of greeting and I hope that I helped ..
why you find cheats ???, but you can skill and play better,cheats is for nobs,you are nob really ??
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Keywords : cheat, codes, counter, strike
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