CS:GO Console Command List

CS:GO Console Command List. Enjoy.
-Nat0

    +alt1
    +alt2
    +attack
    +attack2
    +back
    +break
    +camdistance
    +camin
    +cammousemove
    +camout
    +campitchdown
    +campitchup
    +camyawleft
    +camyawright
    +commandermousemove
    +csm_rot_x_neg
    +csm_rot_x_plus
    +csm_rot_y_neg
    +csm_rot_y_plus
    +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
    +duck
    +forward
    +graph
    +grenade1
    +grenade2
    +jlook
    +jump
    +klook
    +left
    +lookdown
    +lookspin
    +lookup
    +mat_texture_list
    +movedown
    +moveleft
    +moveright
    +moveup
    +posedebug // Turn on pose debugger or add ents to pose debugger UI
    +reload
    +right

    +score
    +showbudget
    +showbudget_texture
    +showbudget_texture_global
    +showscores
    +showvprof
    +speed
    +strafe
    +use
    +vgui_drawtree
    +voicerecord
    +walk
    +zoom
    +zoom_in
    +zoom_out
    -alt1
    -alt2
    -attack
    -attack2
    -back
    -break
    -camdistance
    -camin
    -cammousemove
    -camout
    -campitchdown
    -campitchup
    -camyawleft
    -camyawright
    -commandermousemove
    -csm_rot_x_neg
    -csm_rot_x_plus
    -csm_rot_y_neg
    -csm_rot_y_plus
    -demoui2 // Send the advanced demo player UI (demoui2) to background.
    -duck
    -forward
    -graph
    -grenade1
    -grenade2
    -jlook
    -jump
    -klook
    -left
    -lookdown
    -lookspin
    -lookup
    -mat_texture_list
    -movedown
    -moveleft
    -moveright
    -moveup
    -posedebug // Turn off pose debugger or hide ents from pose debugger UI
    -reload
    -right
    -score
    -showbudget
    -showbudget_texture
    -showbudget_texture_global
    -showscores
    -showvprof
    -speed
    -strafe
    -use
    -vgui_drawtree
    -voicerecord
    -walk
    -zoom
    -zoom_in
    -zoom_out
    achievement_debug "0" // Turn on achievement debug msgs.
    achievement_disable "0" // Turn off achievements.
    addip // Add an IP address to the ban list.
    adsp_debug "0"
    adsp_reset_nodes
    ainet_generate_report // Generate a report to the console.
    ainet_generate_report_only // Generate a report to the console.
    air_density // Changes the density of air for drag computations.
    ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
    ai_debug_los "0" // itl
    ai_debug_node_connect // Debug the attempted connection between two nodes
    ai_debug_shoot_positions "0"
    ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
    ai_drawbattlelines "0"
    ai_drop_hint // Drop an ai_hint at the players current eye position.
    ai_dump_hints
    ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
    ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
    ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
    ai_report_task_timings_on_limit "0"
    ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
    ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
    ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
    ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
    ai_show_grid // Draw a grid on the floor where looking.
    ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
    ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
    ai_show_node // Highlight the specified node
    ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
    ai_step // use ai_step again. To resume processing no
    ai_test_los // Test AI LOS from the players POV
    ai_think_limit_label "0"
    ai_vehicle_avoidance "1"
    alias // Alias a command.
    ammo_338mag_max "30"
    ammo_357sig_max "52"
    ammo_357sig_small_max "24"
    ammo_45acp_max "100"
    ammo_50AE_max "35"
    ammo_556mm_box_max "200"
    ammo_556mm_max "90"
    ammo_556mm_small_max "40"
    ammo_57mm_max "100"
    ammo_762mm_max "90"
    ammo_9mm_max "120"
    ammo_buckshot_max "32"
    ammo_grenade_limit_default "1"
    ammo_grenade_limit_flashbang "1"
    ammo_grenade_limit_total "3"
    askconnect_accept // Accept a redirect request by the server.
    asw_engine_finished_building_map // Notify engine that weve finished building a map
    async_resume
    async_suspend
    audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
    autobuy // Attempt to purchase items with the order listed in cl_autobuy
    autosave // Autosave
    autosavedangerous // AutoSaveDangerous
    autosavedangerousissafe
    banid // Add a user ID to the ban list.
    banip // Add an IP address to the ban list.
    benchframe // Takes a snapshot of a particular frame in a time demo.
    bench_end // Ends gathering of info.
    bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
    bench_start // Starts gathering of info. Arguments: filename to write results into
    bench_upload // Uploads most recent benchmark stats to the Valve servers.
    bind // Bind a key.
    BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
    bind_osx // Bind a key for OSX only.
    blackbox_dump // Dump the contents of the blackbox
    blackbox_record // Record an entry into the blackbox
    bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
    bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
    bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
    bot_all_weapons // Allows the bots to use all weapons
    bot_autodifficulty_threshold_high "2" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
    bot_autodifficulty_threshold_low "-6" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
    bot_chatter "0" // or normal.
    bot_crouch "0"
    bot_debug "0" // For internal testing purposes.
    bot_debug_target "0" // For internal testing purposes.
    bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.
    bot_defer_to_human_items "1" // the bots will not get scenario items.
    bot_difficulty "1" // 3=expert.
    bot_dont_shoot "0" // bots will not fire weapons (for debugging).
    bot_freeze "0"
    bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
    bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
    bot_join_after_player "1" // bots wait until a player joins before entering the game.
    bot_join_team "0" // or CT.
    bot_kick // matching the given criteria.
    bot_kill // matching the given criteria.
    bot_knives_only // Restricts the bots to only using knives
    bot_loadout "0" // bots are given these items at round start
    bot_mimic "0"
    bot_mimic_yaw_offset "180"
    bot_pistols_only // Restricts the bots to only using pistols
    bot_place // bot_place - Places a bot from the map at where the local player is pointing.
    bot_quota "10" // Determines the total number of bots in the game.
    bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
    bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
    bot_show_battlefront "0" // Show areas where rushing players will initially meet.
    bot_show_nav "0" // For internal testing purposes.
    bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
bot_snipers_only // Restricts the bots to only using sniper rifles
    bot_stop "0" // immediately stops all bot processing.
    bot_traceview "0" // For internal testing purposes.
    bot_zombie "0" // bots will stay in idle mode and not attack.
    box // Draw a debug box.
    buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
    budget_averages_window "30" // number of frames to look at when figuring out average frametimes
    budget_background_alpha "128" // how translucent the budget panel is
    budget_bargraph_background_alpha "128" // how translucent the budget panel is
    budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
    budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
    budget_history_range_ms "66" // budget history range in milliseconds
    budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
    budget_panel_height "384" // height in pixels of the budget panel
    budget_panel_width "512" // width in pixels of the budget panel
    budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
    budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
    budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
    budget_show_averages "0" // enable/disable averages in the budget panel
    budget_show_history "1" // turn history graph off and on. . good to turn off on low end
    budget_show_peaks "1" // enable/disable peaks in the budget panel
    budget_toggle_group // Turn a budget group on/off
    bug // Show the bug reporting UI.
    bugreporter_uploadasync "0" // Upload attachments asynchronously
    bugreporter_username "0" // Username to use for bugreporter
    bug_swap // Automatically swaps the current weapon for the bug bait and back again.
    buildcubemaps // Rebuild cubemaps.
    building_cubemaps "0" // Indicates were building cubemaps
    buildmodelforworld // buildmodelforworld
    buymenu // Show or hide main buy menu
    buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
    buy_stamps // Temporary solution for Pinion to kick back to community map makers.
    cache_print // cache_print [section] Print out contents of cache memory.
    cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
    cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
    callvote // Start a vote on an issue.
    cam_collision "1" // an attempt is made to keep the camera from passing though walls.
    cam_command // Tells camera to change modes
    cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
    cam_idealdist "150"
    cam_idealdistright "0"
    cam_idealdistup "0"
    cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
    cam_idealpitch "0"
    cam_idealyaw "0"
    cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
    cam_snapto "0"
    cancelselect
    cash_player_bomb_defused "300"
    cash_player_bomb_planted "300"
    cash_player_damage_hostage "-30"
    cash_player_get_killed "0"
    cash_player_interact_with_hostage "150"
    cash_player_killed_enemy_default "300"
    cash_player_killed_enemy_factor "1"
    cash_player_killed_hostage "-1000"
    cash_player_killed_teammate "-3300"
    cash_player_rescued_hostage "1000"
    cash_player_respawn_amount "0"
    cash_team_elimination_bomb_map "3250"
    cash_team_elimination_hostage_map_ct "2000"
    cash_team_elimination_hostage_map_t "1000"
    cash_team_hostage_alive "0"
    cash_team_hostage_interaction "500"
    cash_team_loser_bonus "1400"
    cash_team_loser_bonus_consecutive_rounds "500"
    cash_team_planted_bomb_but_defused "800"
    cash_team_rescued_hostage "0"
    cash_team_terrorist_win_bomb "3500"
    cash_team_win_by_defusing_bomb "3250"
    cash_team_win_by_hostage_rescue "3500"
    cash_team_win_by_time_running_out_bomb "3250"
    cash_team_win_by_time_running_out_hostage "3250"
    cast_hull // Tests hull collision detection
    cast_ray // Tests collision detection
    cc_emit // Emits a closed caption
    cc_findsound // Searches for soundname which emits specified text.
    cc_flush // Flushes asyncd captions.
    cc_lang "0" // Current close caption language (emtpy = use game UI language)
    cc_linger_time "1" // Close caption linger time.
    cc_predisplay_time "0" // Close caption delay before showing caption.
    cc_random // Emits a random caption
    cc_showblocks // Toggles showing which blocks are pending/loaded async.
    cc_subtitles "0" // wont help hearing impaired players).
    centerview
    changelevel // Change server to the specified map
    changelevel2 // Transition to the specified map in single player
    chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
    ch_createairboat // Spawn airboat in front of the player.
    ch_createjeep // Spawn jeep in front of the player.
    clear // Clear all console output.
    clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
    clear_debug_overlays // clears debug overlays
    clientport "27005" // Host game client port
    closecaption "0" // Enable close captioning.
    closeonbuy "0" // Set non-zero to close the buy menu after buying something
    cl_allowdownload "1" // Client downloads customization files
    cl_allowupload "1" // Client uploads customization files
    cl_animationinfo // Hud element to examine.
    cl_autobuy "0" // The order in which autobuy will attempt to purchase items
    cl_autohelp "0" // Auto-help
    cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
    cl_backspeed "450"
    cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running
    cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running
    cl_bobcycle "0" // the frequency at which the viewmodel bobs.
    cl_bobup "0"
    cl_bob_lower_amt "21" // The amount the viewmodel lowers when running
    cl_bob_version "0"
    cl_brushfastpath "1"
    cl_buy_favorite // Purchase a favorite weapon/equipment loadout
    cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
    cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
    cl_buy_favorite_reset // Reset favorite loadouts to the default
    cl_buy_favorite_set // Saves the current loadout as a favorite
    cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
    cl_chatfilters "63" // Stores the chat filter settings
    cl_class "0" // Default class when joining a game
    cl_clearhinthistory // Clear memory of client side hints displayed to the player.
    cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
    cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
    cl_clock_correction "1" // Enable/disable clock correction on the client.
    cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
    cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
    cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
    cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
    cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
    cl_cmdrate "128" // Max number of command packets sent to server per second
    cl_crosshairalpha "200"
    cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt
    cl_crosshaircolor_b "50"
    cl_crosshaircolor_g "250"
    cl_crosshaircolor_r "50"
    cl_crosshairdot "0"
    cl_crosshairgap "0"
    cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
    cl_crosshairsize "5"
    cl_crosshairstyle "1"
    cl_crosshairthickness "0"
    cl_crosshairusealpha "1"
    cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility
    cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.1-3)
    cl_csm_server_status // Usage: cl_csm_server_status
    cl_csm_status // Usage: cl_csm_status
    cl_custommaterial_debug_graph "0"
    cl_debugrumble "0" // Turn on rumble debugging spew
    cl_debug_ugc_downloads "1"
    cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messages
    cl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messages
    cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
    cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
    cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
    cl_detail_max_sway "5" // Amplitude of the detail prop sway
    cl_detail_multiplier "1" // extra details to create
    cl_disablefreezecam "0" // Turn on/off freezecam on client
    cl_disablehtmlmotd "0" // Disable HTML motds.
    cl_disable_ragdolls "0"
    cl_dm_buyrandomweapons "1" // they will receive the
    cl_downloadfilter "0" // nosounds)
    cl_download_demoplayer "1" // 2:all)
    cl_drawhud "1" // Enable the rendering of the hud
    cl_drawleaf "-1"
    cl_drawmaterial "0" // Draw a particular material over the frame
    cl_drawshadowtexture "0"
    cl_dumpplayer // Dumps info about a player
    cl_dumpsplithacks // Dump split screen workarounds.
    cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
    cl_entityreport "0" // draw entity states to console
    cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
    cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
    cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
    cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
    cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
    cl_fastdetailsprites "1" // whether to use new detail sprite system
    cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
    cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
    cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
    cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
    cl_forcepreload "0" // Whether we should force preloading.
    cl_forwardspeed "450"
    cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve!
    cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement
    cl_fullupdate // Forces the server to send a full update packet
    cl_game_mode_convars // Display the values of the convars for the current game_mode.
    cl_idealpitchscale "0"
    cl_ignorepackets "0" // Force client to ignore packets (for debugging).
    cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
    cl_interpolate "1" // Enables or disables interpolation on listen servers or during demo playback
    cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
    cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.
    cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
    cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
    cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
    cl_jiggle_bone_invert "0"
    cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
    cl_language "0" // Language (from Steam API)
    cl_leafsystemvis "0"
    cl_leveloverview "0"
    cl_leveloverviewmarker "0"
    cl_loadout_colorweaponnames "0" // the weapon names are colored in the weapon loadout to match their rarity.
    cl_logofile "0" // Spraypoint logo decal.
    cl_mainmenu_show_datagraph "0"
    cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
    cl_minimal_rtt_shadows "1"
    cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
    cl_mouseenable "0"
    cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
    cl_observercrosshair "1"
    cl_overdraw_test "0"
    cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
    cl_particles_dumplist // optional name substring.
    cl_particles_dump_effects
    cl_particles_show_bbox "0"
    cl_particles_show_controlpoints "0"
    cl_particle_retire_cost "0"
    cl_pclass "0" // Dump entity by prediction classname.
    cl_pdump "-1" // Dump info about this entity to screen.
    cl_phys_show_active "0"
    cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
    cl_pitchdown "89"
    cl_pitchup "89"
    cl_portal_use_new_dissolve "1" // Use new dissolve effect
    cl_precacheinfo // Show precache info (client).
    cl_predict "1" // Perform client side prediction.
    cl_predictioncopy_describe // Describe datamap_t for entindex
    cl_predictionlist "0" // Show which entities are predicting
    cl_predictweapons "1" // Perform client side prediction of weapon effects.
    cl_pred_track // for field fieldname.
    cl_radar_always_centered "1" // even at map extents.
    cl_radar_icon_scale_min "0" // Sets the minimum icon scale. Valid values are 0.4 to 1.0.
    cl_radar_rotate "1" // 1
    cl_radar_scale "0" // Sets the radar scale. Valid values are 0.25 to 1.0.
    cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
    cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
    cl_reloadpostprocessparams
    cl_removedecals // Remove the decals from the entity under the crosshair.
    cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
    cl_remove_old_ugc_downloads "1"
    cl_report_soundpatch // reports client-side sound patch count
    cl_resend "6" // Delay in seconds before the client will resend the connect attempt
    cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
    cl_righthand "1" // Use right-handed view models.
    cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
    cl_saveweaponcustomtextures // Save custom textures of current weapon.
    cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
    cl_shadowtextureoverlaysize "256"
    cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
    cl_showbackpackrarities "0" // Show item rarities within the backpack.
    cl_showents // Dump entity list to console.
    cl_showerror "0" // 2 for above plus detailed field deltas.
    cl_showevents "0" // Print event firing info in the console
    cl_showfps "0" // +10 = detailed )
    cl_showhelp "1" // Set to 0 to not show on-screen help
    cl_showloadout "1" // Toggles display of current loadout.
    cl_showpluginmessages "1" // Allow plugins to display messages to you
    cl_showpos "0" // Draw current position at top of screen
    cl_sidespeed "450"
    cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
    cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
    cl_sos_test_get_opvar
    cl_sos_test_set_opvar
    cl_soundemitter_flush // Flushes the sounds.txt system (server only)
    cl_soundemitter_reload // Flushes the sounds.txt system
    cl_soundfile "0" // Jingle sound file.
    cl_soundscape_flush // Flushes the client side soundscapes
    cl_soundscape_printdebuginfo // print soundscapes
    cl_spec_mode "5" // Saves the last viewed spectator mode for use next time we start to spectate
    cl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.
    cl_sporeclipdistance "512"
    cl_ss_origin // print origin in script format
    cl_steamscreenshots // Enable/disable saving screenshots to Steam
    cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
    cl_sun_decay_rate "0"
    cl_team "0" // Default team when joining a game
    cl_teamid_overhead "1" // 1 = on
    cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show
    cl_teamid_overhead_maxdist_spec "1600" // max distance at which the overhead team id icons will show when a spectator
    cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.
    cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.
    cl_timeout "30" // the client will disconnect itself
    cl_tree_sway_dir // sets tree sway wind direction and strength
    cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
    cl_updatevisibility // Updates visibility bits.
    cl_upspeed "320"
    cl_use_new_headbob "1"
    cl_view // Set the view entity index.
    cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.
    cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.
    cl_winddir "0" // Weather effects wind direction angle
    cl_windspeed "0" // Weather effects wind speed scalar
    cl_wpn_sway_scale "1"
    cmd // Forward command to server.
    cmd1 // sets userinfo string for split screen player in slot 1
    cmd2 // sets userinfo string for split screen player in slot 2
    cmd3 // sets userinfo string for split screen player in slot 3
    cmd4 // sets userinfo string for split screen player in slot 4
    collision_test // Tests collision system
    colorcorrectionui // Show/hide the color correction tools UI.
    commentary_cvarsnotchanging
    commentary_finishnode
    commentary_firstrun "0"
    commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
    commentary_testfirstrun
    condump // dump the text currently in the console to condumpXX.log
    connect // Connect to specified server.
    con_enable "0" // Allows the console to be activated.
    con_filter_enable "0" // 2 displays filtered text brighter than ot
    con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
    con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
    con_logfile "0" // Console output gets written to this file
    con_min_severity // LS_ERROR=3.
    crash // Cause the engine to crash (Debug!!)
    CreatePredictionError // Create a prediction error
    create_flashlight
    creditsdone
    crosshair "1"
    cs_enable_player_physics_box "0"
    cs_hostage_near_rescue_music_distance "2000"
    cs_make_vip // Marks a player as the VIP
    cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
    CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend
    cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
    custom_bot_difficulty "0" // Bot difficulty for offline play.
    cvarlist // Show the list of convars/concommands.
    c_maxdistance "200"
    c_maxpitch "90"
    c_maxyaw "135"
    c_mindistance "30"
    c_minpitch "0"
    c_minyaw "-135"
    c_orthoheight "100"
    c_orthowidth "100"
    c_thirdpersonshoulder "0"
    c_thirdpersonshoulderaimdist "120"
    c_thirdpersonshoulderdist "40"
    c_thirdpersonshoulderheight "5"
    c_thirdpersonshoulderoffset "20"
    dbghist_addline // Add a line to the debug history. Format: <category id> <line>
    dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
    debugsystemui // Show/hide the debug system UI.
    debug_visibility_monitor "0"
    default_fov "90"
    demolist // Print demo sequence list.
    demos // Demo demo file sequence.
    demoui // Show/hide the demo player UI.
    demoui2 // Show/hide the advanced demo player UI (demoui2).
    demo_gototick // Skips to a tick in demo.
    demo_pause // Pauses demo playback.
    demo_recordcommands "1" // Record commands typed at console into .dem files.
    demo_resume // Resumes demo playback.
    demo_timescale // Sets demo replay speed.
    demo_togglepause // Toggles demo playback.
    developer "0" // Set developer message level
    devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
    devshots_screenshot // use the screenshot command instead.
    differences // Show all convars which are not at their default values.
    disable_static_prop_loading "0" // static props wont be loaded
    disconnect // Disconnect game from server.
    display_elapsedtime // Displays how much time has elapsed since the game started
    display_game_events "0"
    disp_list_all_collideable // List all collideable displacements
    dlight_debug // Creates a dlight in front of the player
    dm_reset_spawns
    dm_togglerandomweapons // Turns random weapons in deathmatch on/off
    drawcross // Draws a cross at the given location Arguments: x y z
    drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
    drawoverviewmap // Draws the overview map
    drawradar // Draws HUD radar
    dsp_db_min "80"
    dsp_db_mixdrop "0"
    dsp_dist_max "1440"
    dsp_dist_min "0"
    dsp_enhance_stereo "1"
    dsp_mix_max "0"
    dsp_mix_min "0"
    dsp_off "0"
    dsp_player "0"
    dsp_reload
    dsp_slow_cpu "0"
    dsp_volume "0"
    ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam
    dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
    dumpentityfactories // Lists all entity factory names.
    dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
    dumpgamestringtable // Dump the contents of the game string table to the console.
    dumpstringtables // Print string tables to console.
    dump_entity_sizes // Print sizeof(entclass)
    dump_globals // Dump all global entities/states
    dump_particlemanifest // Dump the list of particles loaded.
    echo // Echo text to console.
    econ_clear_inventory_images // clear the local inventory images (they will regenerate)
    econ_highest_baseitem_seen "61"
    econ_show_items_with_tag // Lists the item definitions that have a specified tag.
    editdemo // Edit a recorded demo file (.dem ).
    editor_toggle // Disables the simulation and returns focus to the editor
    enable_debug_overlays "1" // Enable rendering of debug overlays
    enable_skeleton_draw "0" // Render skeletons in wireframe
    endmatch_votenextmap // Votes for the next map at the end of the match
    endmovie // Stop recording movie frames.
    endround // End the current round.
    english "0" // running the english language set of assets.
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
    ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
    ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
    ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
    ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
    ent_create // Creates an entity of the given type where the player is looking.
    ent_dump // Usage: ent_dump <entity name>
    ent_fire // Usage: ent_fire <target> [action] [value] [delay]
    ent_info // Usage: ent_info <class name>
    ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
    ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
    ent_messages_draw "0" // Visualizes all entity input/output activity.
    ent_name
    ent_orient // only orients target entitys YAW. Use the allangles opt
    ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
    ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
    ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
    ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
    ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
    ent_rotate // Rotates an entity by a specified # of degrees
    ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
    ent_setang // Set entity angles
    ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
    ent_setpos // Move entity to position
    ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
    ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
    ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
    ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
    ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
    envmap
    escape // Escape key pressed.
    exec // Execute script file.
    execifexists // Execute script file if file exists.
    execwithwhitelist // only execing convars on a whitelist.
    exit // Exit the engine.
    explode // Kills the player with explosive damage
    explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
    fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
    fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
    ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en
    ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don
    ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do
    ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag
    find // Find concommands with the specified string in their name/help text.
    findflags // Find concommands by flags.
    find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
    find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
    firetarget
    firstperson // Switch to firstperson camera.
    fish_debug "0" // Show debug info for fish
    fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
    flush // Flush unlocked cache memory.
    flush_locked // Flush unlocked and locked cache memory.
    fogui // Show/hide fog control UI.
    fog_color "-1"
    fog_colorskybox "-1"
    fog_enable "1"
    fog_enableskybox "1"
    fog_enable_water_fog "1"
    fog_end "-1"
    fog_endskybox "-1"
    fog_hdrcolorscale "-1"
    fog_hdrcolorscaleskybox "-1"
    fog_maxdensity "-1"
    fog_maxdensityskybox "-1"
    fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
    fog_start "-1"
    fog_startskybox "-1"
    forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
    force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
    force_centerview
    foundry_engine_get_mouse_control // Give the engine control of the mouse.
    foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
    foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
    foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
    foundry_update_entity // Updates the entitys position/angles when in edit mode
    fov_cs_debug "0" // Sets the view fov if cheats are on.
    fps_max "300" // Frame rate limiter
    fps_max_menu "120" // main menu
    fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
    fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
    fs_clear_open_duplicate_times // Clear the list of files that have been opened.
    fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
    fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
    fs_fios_flush_cache // Flushes the FIOS HDD cache.
    fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
    fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
    fs_fios_print_prefetches // Displays all the prefetches currently in progress.
    fs_printopenfiles // Show all files currently opened by the engine.
    fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
    fs_warning_level // Set the filesystem warning level.
    func_break_max_pieces "0"
    fx_new_sparks "1" // Use new style sparks.
    g15_dumpplayer // Spew player data.
    g15_reload // Reloads the Logitech G-15 Keyboard configs.
    g15_update_msec "250" // Logitech G-15 Keyboard update interval.
    gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
    gameinstructor_enable "1" // Display in game lessons that teach new players.
    gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
    gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
    gameinstructor_reset_counts // Resets all display and success counts to zero.
    gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
    gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
    gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
    gamemenucommand // Issue game menu command.
    gamepadslot1
    gamepadslot2
    gamepadslot3
    gamepadslot4
    gamepadslot5
    gamepadslot6
    gameui_activate // Shows the game UI
    gameui_allowescape // Escape key allowed to hide game UI
    gameui_allowescapetoshow // Escape key allowed to show game UI
    gameui_hide // Hides the game UI
    gameui_preventescape // Escape key doesnt hide game UI
    gameui_preventescapetoshow // Escape key doesnt show game UI
    game_mode "0" // The current game mode (based on game type). See GameModes.txt.
    game_type "0" // The current game type. See GameModes.txt.
    getpos // dump position and angles to the console
    getpos_exact // dump origin and angles to the console
    give // Give item to player. Arguments: <item_name>
    givecurrentammo // Give a supply of ammo for current weapon..
    global_event_log_enabled "0" // Enables the global event log system
    global_set // 2 = DEAD).
    glow_outline_effect_enable "1" // Enable entity outline glow effects.
    glow_outline_width "6" // Width of glow outline effect in screen space.
    gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
    god // Toggle. Player becomes invulnerable.
    gods // Toggle. All players become invulnerable.
    groundlist // Display ground entity list <index>
    g_debug_angularsensor "0"
    g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
    g_debug_ragdoll_removal "0"
    g_debug_ragdoll_visualize "0"
    g_debug_trackpather "0"
    g_debug_vehiclebase "0"
    g_debug_vehicledriver "0"
    g_debug_vehicleexit "0"
    g_debug_vehiclesound "0"
    g_jeepexitspeed "100"
    hammer_update_entity // Updates the entitys position/angles when in edit mode
    hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
    heartbeat // Force heartbeat of master servers
    help // Find help about a convar/concommand.
    hideconsole // Hide the console.
    hidehud "0"
    hideoverviewmap // Hides the overview map
    hidepanel // Hides a viewport panel <name>
    hideradar // Hides HUD radar
    hidescores // Forcibly hide score panel
    hostage_debug "0" // Show hostage AI debug information
    hostfile "0" // The HOST file to load.
    hostip "-1062686208.000" // Host game server ip
    hostname "0" // Hostname for server.
    hostport "27015" // Host game server port
    host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
    host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
    host_map "0" // Current map name.
    host_reset_config // reset config (for testing) with param as splitscreen index.
    host_runofftime // Run off some time without rendering/updating sounds
    host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
    host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
    host_timescale "1" // Prescale the clock by this amount.
    host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
    host_workshop_map // Get the latest version of the map and host it on this server.
    host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
    host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
    hud_reloadscheme // Reloads hud layout and animation scripts.
    hud_scaling "0" // Scales hud elements
    hud_showtargetid "1" // Enables display of target names
    hud_subtitles // Plays the Subtitles: <filename>
    hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
    hunk_print_allocations
    hunk_track_allocation_types "1"
    hurtme // Hurts the player. Arguments: <health to lose>
    impulse
    incrementvar // Increment specified convar value.
    inferno_child_spawn_interval_multiplier "0" // Amount spawn interval increases for each child
    inferno_child_spawn_max_depth "4"
    inferno_damage "40" // Damage per second
    inferno_debug "0"
    inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
    inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
    inferno_flame_spacing "42" // Minimum distance between separate flame spawns
    inferno_forward_reduction_factor "0"
    inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
    inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
    inferno_max_child_spawn_interval "0" // Largest time interval for child flame spawning
    inferno_max_flames "16" // Maximum number of flames that can be created
    inferno_max_range "150" // Maximum distance flames can spread from their initial ignition point
    inferno_per_flame_spawn_duration "3" // Duration each new flame will attempt to spawn new flames
    inferno_scorch_decals "1"
    inferno_spawn_angle "45" // Angular change from parent
    inferno_surface_offset "20"
    inferno_velocity_decay_factor "0"
    inferno_velocity_factor "0"
    inferno_velocity_normal_factor "0"
    invnext
    invnextgrenade
    invnextitem
    invnextnongrenade
    invprev
    in_forceuser "0" // Force user input to this split screen player.
    ip "0" // Overrides IP for multihomed hosts
    joinsplitscreen // join split screen
    joyadvancedupdate
    joystick "0" // false otherwise.
    joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
    joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
    joy_accelmax "1"
    joy_accelscale "3"
    joy_accelscalepoly "0"
    joy_advanced "0"
    joy_advaxisr "0"
    joy_advaxisu "0"
    joy_advaxisv "0"
    joy_advaxisx "0"
    joy_advaxisy "0"
    joy_advaxisz "0"
    joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
    joy_autoAimDampenMethod "0"
    joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
    joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
    joy_cfg_preset "1"
    joy_circle_correct "1"
    joy_curvepoint_1 "0"
    joy_curvepoint_2 "0"
    joy_curvepoint_3 "0"
    joy_curvepoint_4 "1"
    joy_curvepoint_end "2"
    joy_diagonalpov "0" // too.
    joy_display_input "0"
    joy_forwardsensitivity "-1"
    joy_forwardthreshold "0"
    joy_gamma "0"
    joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
    joy_lowend "1"
    joy_lowend_linear "0"
    joy_lowmap "1"
    joy_movement_stick "0" // 2 = legacy controls
    joy_name "0"
    joy_no_accel_jump "0"
    joy_pitchsensitivity "-1" // joystick pitch sensitivity
    joy_pitchthreshold "0"
    joy_response_look "0" // 1=Acceleration Promotion
    joy_response_look_pitch "1" // 1=Acceleration Promotion
    joy_response_move "1" // 1/sensitivity
    joy_sensitive_step0 "0"
    joy_sensitive_step1 "0"
    joy_sensitive_step2 "0"
    joy_sidesensitivity "1"
    joy_sidethreshold "0"
    joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
    joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
    joy_yawsensitivity "-1" // joystick yaw sensitivity
    joy_yawthreshold "0"
    jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
    kdtree_test // Tests spatial partition for entities queries.
    key_findbinding // Find key bound to specified command string.
    key_listboundkeys // List bound keys with bindings.
    key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
    kick // Kick a player by name.
    kickid // with a message.
    kickid_ex // provide a force-the-kick flag and also assign a message.
    kill // Kills the player with generic damage
    killserver // Shutdown the server.
    killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
    lastinv
    lightcache_maxmiss "2"
    lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
    light_crosshair // Show texture color at crosshair
    linefile // Parses map leak data from .lin file
    listdemo // List demo file contents.
    listid // Lists banned users.
    listip // List IP addresses on the ban list.
    listissues // List all the issues that can be voted on.
    listmodels // List loaded models.
    listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
    load // Load a saved game.
    loadcommentary
    loader_dump_table
    locator_split_len "0"
    locator_split_maxwide_percent "0"
    lockMoveControllerRet "0"
    log // and udp < on | off >.
    logaddress_add // Set address and port for remote host <ip:port>.
    logaddress_del // Remove address and port for remote host <ip:port>.
    logaddress_delall // Remove all udp addresses being logged to
    logaddress_list // List all addresses currently being used by logaddress.
    log_color // Set the color of a logging channel.
    log_dumpchannels // Dumps information about all logging channels.
    log_flags // Set the flags on a logging channel.
    log_level // Set the spew level of a logging channel.
    lookspring "0"
    lookstrafe "0"
    loopsingleplayermaps "0"
    map // Start playing on specified map.
    mapcycledisabled "0" // repeats the same map after each match instead of using the map cycle
    mapgroup // Specify a map group
    mapoverview_allow_client_draw "0" // Allow a client to draw on the map overview
    maps // Displays list of maps.
    map_background // Runs a map as the background to the main menu.
    map_commentary // on a specified map.
    map_edit
    map_setbombradius // Sets the bomb radius for the map.
    map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
    map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.
    mat_accelerate_adjust_exposure_down "40"
    mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
    mat_autoexposure_max "2"
    mat_autoexposure_max_multiplier "1"
    mat_autoexposure_min "0"
    mat_bloomamount_rate "0"
    mat_bumpbasis "0"
    mat_camerarendertargetoverlaysize "128"
    mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
    mat_colorcorrection "1"
    mat_configcurrent // show the current video control panel config for the material system
    mat_crosshair // Display the name of the material under the crosshair
    mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
    mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
    mat_crosshair_printmaterial // print the material under the crosshair
    mat_crosshair_reloadmaterial // reload the material under the crosshair
    mat_custommaterialusage // Show memory usage for custom weapon materials.
    mat_debugalttab "0"
    mat_debug_bloom "0"
    mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
    mat_disable_bloom "0"
    mat_displacementmap "1"
    mat_drawflat "0"
    mat_drawgray "0"
    mat_drawwater "1"
    mat_dynamiclightmaps "0"
mat_dynamicPaintmaps "0"
    mat_dynamic_tonemapping "1"
    mat_edit // Bring up the material under the crosshair in the editor
    mat_exposure_center_region_x "0"
    mat_exposure_center_region_y "0"
    mat_fastclip "0"
    mat_fastnobump "0"
    mat_fillrate "0"
    mat_forcedynamic "0"
    mat_force_bloom "0"
    mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
    mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
    mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
    mat_force_tonemap_scale "0"
    mat_frame_sync_enable "1"
    mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
    mat_fullbright "0"
    mat_hdr_enabled // Report if HDR is enabled for debugging
    mat_hdr_uncapexposure "0"
    mat_hsv "0"
    mat_info // Shows material system info
    mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
    mat_loadtextures "1"
    mat_local_contrast_edge_scale_override "-1000"
    mat_local_contrast_midtone_mask_override "-1"
    mat_local_contrast_scale_override "0"
    mat_local_contrast_vignette_end_override "-1"
    mat_local_contrast_vignette_start_override "-1"
    mat_lpreview_mode "-1"
    mat_luxels "0"
    mat_measurefillrate "0"
    mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
    mat_monitorgamma_tv_enabled "0"
    mat_morphstats "0"
    mat_norendering "0"
    mat_normalmaps "0"
    mat_normals "0"
    mat_postprocess_enable "1"
    mat_powersavingsmode "0" // Power Savings Mode
    mat_proxy "0"
    mat_queue_mode "-1" // 2=queued
    mat_queue_priority "1"
    mat_reloadallcustommaterials // Reloads all custom materials
    mat_reloadallmaterials // Reloads all materials
    mat_reloadmaterial // Reloads a single material
    mat_reloadtextures // Reloads all textures
    mat_remoteshadercompile "0"
    mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
    mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
    mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
    mat_reversedepth "0"
    mat_savechanges // saves current video configuration to the registry
    mat_setvideomode // windowed state of the material system
    mat_shadercount // display count of all shaders and reset that count
    mat_showcamerarendertarget "0"
    mat_showframebuffertexture "0"
    mat_showlowresimage "0"
    mat_showmaterials // Show materials.
    mat_showmaterialsverbose // Show materials (verbose version).
    mat_showmiplevels "0" // 1: everything else
    mat_showtextures // Show used textures.
    mat_showwatertextures "0"
    mat_show_histogram "0"
    mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
    mat_softwareskin "0"
    mat_spewalloc "0"
    mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
    mat_stub "0"
    mat_surfaceid "0"
    mat_surfacemat "0"
    mat_tessellationlevel "6"
    mat_tessellation_accgeometrytangents "0"
    mat_tessellation_cornertangents "1"
    mat_tessellation_update_buffers "1"
    mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
    mat_texture_list_exclude // save - saves exclude list file
    mat_texture_list_txlod // -1 to dec resolution
    mat_texture_list_txlod_sync // save - saves all changes to material content files
    mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
    mat_updateconvars // updates the video config convars
    mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
    mat_wireframe "0"
    mat_yuv "0"
    maxplayers // Change the maximum number of players allowed on this server.
    mc_accel_band_size "0" // Percentage of half the screen width or height.
    mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
    mc_max_pitchrate "100" // (degrees/sec)
    mc_max_yawrate "230" // (degrees/sec)
    mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.
    memory // Print memory stats.
    mem_compact
    mem_dump // Dump memory stats to text file.
    mem_dumpvballocs // Dump VB memory allocation stats.
    mem_eat
    mem_incremental_compact
    mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
    mem_test
    mem_vcollide // Dumps the memory used by vcollides
    mem_verify // Verify the validity of the heap
    menuselect // menuselect
    minisave // Saves game (for current level only!)
    mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
    mm_datacenter_debugprint // Shows information retrieved from data center
    mm_debugprint // Show debug information about current matchmaking session
    mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
    mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
    mm_dlc_debugprint // Shows information about dlc
    mm_queue_show_stats // Display global server stats
    mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
    mm_session_search_ping_buckets "4"
    mm_session_search_qos_timeout "15"
    mod_combiner_info // debug spew for Combiner Info
    mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
    mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
    molotov_throw_detonate_time "2"
    motdfile "0" // The MOTD file to load.
    movie_fixwave // etc.
    mp_afterroundmoney "0" // amount of money awared to every player after each round
    mp_autokick "1" // Kick idle/team-killing/team-damaging players
    mp_autoteambalance "1"
    mp_backup_restore_list_files // accepts a numeric parameter to limit the number o
    mp_backup_restore_load_file // scores and team scores; resets to the next round after the backup
    mp_backup_round_file "0" // If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor
    mp_backup_round_file_last "0" // Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
    mp_backup_round_file_pattern "0" // e.g.%prefix%_%date%_%time%_%team1%_
    mp_buytime "90" // How many seconds after round start players can buy items for.
    mp_buy_allow_grenades "1" // Whether players can purchase grenades from the buy menu or not.
    mp_buy_anywhere "0" // not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
    mp_buy_during_immunity "0" // ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
    mp_c4timer "45" // how long from when the C4 is armed until it blows
    mp_competitive_endofmatch_extra_time "15" // After a competitive match finishes rematch voting extra time is given for rankings.
    mp_ct_default_grenades "0" // separate each weapon class with a space like thi
    mp_ct_default_melee "0" // it shou
    mp_ct_default_primary "0" // The default primary (rifle) weapon that the CTs will spawn with
    mp_ct_default_secondary "0" // The default secondary (pistol) weapon that the CTs will spawn with
    mp_death_drop_c4 "1" // Whether c4 is droppable
    mp_death_drop_defuser "1" // Drop defuser on player death
    mp_death_drop_grenade "2" // 2=current or best
    mp_death_drop_gun "1" // 2=current or best
    mp_default_team_winner_no_objective "-1" // the value of this convar will declare the winner when the time run
    mp_defuser_allocation "0" // 2=everyone
    mp_disable_autokick // Prevents a userid from being auto-kicked
    mp_display_kill_assists "1" // Whether to display and score player assists
    mp_dm_bonus_length_max "30" // Maximum time the bonus time will last (in seconds)
    mp_dm_bonus_length_min "30" // Minimum time the bonus time will last (in seconds)
    mp_dm_bonus_percent "50" // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
    mp_dm_time_between_bonus_max "40" // Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
    mp_dm_time_between_bonus_min "30" // Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
    mp_do_warmup_offine "0" // Whether or not to do a warmup period at the start of a match in an offline (bot) match.
    mp_do_warmup_period "1" // Whether or not to do a warmup period at the start of a match.
    mp_dump_timers // Prints round timers to the console for debugging
    mp_endmatch_votenextleveltime "20" // players have this much time to vote on the next map at match end.
    mp_endmatch_votenextmap "1" // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
    mp_endmatch_votenextmap_keepcurrent "1" // the current map is not guaranteed to be in the
    mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
    mp_forcerespawnplayers // Force all players to respawn.
    mp_forcewin // Forces team to win
    mp_force_pick_time "15" // The amount of time a player has on the team screen to make a selection before being auto-teamed
    mp_freezetime "6" // how many seconds to keep players frozen when the round starts
    mp_free_armor "0" // Determines whether armor and helmet are given automatically.
    mp_friendlyfire "0" // Allows team members to injure other members of their team
    mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
    mp_ggtr_bomb_defuse_bonus "1" // Number of bonus upgrades to award the CTs when they defuse a gun game bomb
    mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
    mp_ggtr_bomb_pts_for_flash "4" // Kill points required in a round to get a bonus flash grenade
    mp_ggtr_bomb_pts_for_he "3" // Kill points required in a round to get a bonus HE grenade
    mp_ggtr_bomb_pts_for_molotov "5" // Kill points required in a round to get a bonus molotov cocktail
    mp_ggtr_bomb_pts_for_upgrade "2" // Kill points required to upgrade a players weapon
    mp_ggtr_bomb_respawn_delay "0" // Number of seconds to delay before making the bomb available to a respawner in gun game
    mp_ggtr_end_round_kill_bonus "1" // Number of bonus points awarded in Demolition Mode when knife kill ends round
    mp_ggtr_halftime_delay "0" // Number of seconds to delay during TR Mode halftime
    mp_ggtr_last_weapon_kill_ends_half "0" // End the half and give a team round point when a player makes a kill using the final weapon
    mp_give_player_c4 "1" // Whether this map should spawn a c4 bomb for a player or not.
    mp_halftime "0" // Determines whether the match switches sides in a halftime event.
    mp_halftime_duration "15" // Number of seconds that halftime lasts
    mp_halftime_pausetimer "0" // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
    mp_hostages_max "2" // Maximum number of hostages to spawn.
    mp_hostages_rescuetime "1" // Additional time added to round time if a hostage is reached by a CT.
    mp_hostages_run_speed_modifier "1" // slow down hostages by setting this to < 1.0.
    mp_hostages_spawn_farthest "0" // When enabled will consistently force the farthest hostages to spawn.
    mp_hostages_spawn_force_positions "0" // 6
    mp_hostages_spawn_same_every_round "1" // 1 = same spawns for entire match.
    mp_hostages_takedamage "0" // Whether or not hostages can be hurt.
    mp_humanteam "0" // T}
    mp_ignore_round_win_conditions "0" // Ignore conditions which would end the current round
    mp_join_grace_time "2" // Number of seconds after round start to allow a player to join a game
    mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
    mp_logdetail "0" // 3=both)
    mp_match_can_clinch "1" // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
    mp_match_end_changelevel "0" // perform a changelevel even if next map is the same
    mp_match_end_restart "0" // perform a restart instead of loading a new map
    mp_match_restart_delay "15" // Time (in seconds) until a match restarts.
    mp_maxmoney "16000" // maximum amount of money allowed in a players account
    mp_maxrounds "0" // max number of rounds to play before server changes maps
    mp_molotovusedelay "15" // Number of seconds to delay before the molotov can be used after acquiring it
    mp_overtime_enable "0" // use overtime rules to determine winner
    mp_overtime_halftime_pausetimer "0" // If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the t
    mp_overtime_maxrounds "6" // When overtime is enabled play additional rounds to determine winner
    mp_overtime_startmoney "10000" // Money assigned to all players at start of every overtime half
    mp_playercashawards "1" // Players can earn money by performing in-game actions
    mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
    mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
    mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
    mp_radar_showall "0" // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
    mp_randomspawn "0" // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
    mp_randomspawn_los "1" // determines whether to test Line of Sight when spawning.
    mp_respawnwavetime_ct "10" // Time between respawn waves for CTs.
    mp_respawnwavetime_t "10" // Time between respawn waves for Terrorists.
    mp_respawn_immunitytime "4" // How many seconds after respawn immunity lasts.
    mp_respawn_on_death_ct "0" // counter-terrorists will respawn after dying.
    mp_respawn_on_death_t "0" // terrorists will respawn after dying.
    mp_restartgame "0" // game will restart in the specified number of seconds
    mp_roundtime "5" // How many minutes each round takes.
    mp_roundtime_defuse "0" // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
    mp_roundtime_hostage "0" // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
    mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win
    mp_scrambleteams // Scramble the teams and restart the game
    mp_solid_teammates "1" // Determines whether teammates are solid or not.
    mp_spawnprotectiontime "5" // Kick players who team-kill within this many seconds of a round restart.
    mp_spectators_max "2" // How many spectators are allowed in a match.
    mp_spec_swapplayersides "0" // Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
    mp_startmoney "800" // amount of money each player gets when they reset
    mp_swapteams // Swap the teams and restart the game
    mp_switchteams // Switch teams and restart the game
    mp_td_dmgtokick "300" // The damage threshhold players have to exceed in a match to get kicked.
    mp_td_dmgtowarn "200" // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
    mp_td_spawndmgthreshold "50" // The damage threshold players have to exceed at the start of the round to be warned/kick.
    mp_teamcashawards "1" // Teams can earn money by performing in-game actions
    mp_teamflag_1 "0" // Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard.
    mp_teamflag_2 "0" // Enter a countrys alpha 2 code to show that flag next to team 2s name in the spectator scoreboard.
    mp_teammates_are_enemies "0" // your teammates act as enemies and all players are valid targets.
    mp_teamname_1 "0" // A non-empty string overrides the first teams name.
    mp_teamname_2 "0" // A non-empty string overrides the second teams name.
    mp_timelimit "5" // game time per map in minutes
    mp_tkpunish "0" // 1=yes}
    mp_tournament_restart // Restart Tournament Mode on the current level.
    mp_t_default_grenades "0" // separate each weapon class with a space like this
    mp_t_default_melee "0" // The default melee weapon that the Ts will spawn with
    mp_t_default_primary "0" // The default primary (rifle) weapon that the Ts will spawn with
    mp_t_default_secondary "0" // The default secondary (pistol) weapon that the Ts will spawn with
    mp_use_respawn_waves "0" // they will respawn in waves.
    mp_verbose_changelevel_spew "1"
    mp_warmuptime "30" // How long the warmup period lasts. Changing this value resets warmup.
    mp_warmup_end // End warmup immediately.
    mp_warmup_pausetimer "0" // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
    mp_warmup_start // Start warmup.
    mp_weapons_allow_map_placed "0" // the game will not delete weapons placed in the map.
    mp_weapons_allow_randomize "0" // If set to >0 the buy menu will populate with random weapons with the value of this convar specifying how many from each weapon
    mp_weapons_allow_zeus "1" // Determines whether the Zeus is purchasable or not.
    mp_weapons_glow_on_ground "0" // weapons on the ground will have a glow around them.
    mp_win_panel_display_time "3" // The amount of time to show the win panel between matches / halfs
    ms_player_dump_properties // Prints a dump the current players property data
    multvar // Multiply specified convar value.
    muzzleflash_light "1"
    m_customaccel "3" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
    m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
    m_customaccel_max "0" // 0 for no limit
    m_customaccel_scale "0" // Custom mouse acceleration value.
    m_forward "1" // Mouse forward factor.
    m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
    m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
    m_mousespeed "1" // 2 to enable secondary threshold
    m_pitch "0" // Mouse pitch factor.
    m_rawinput "1" // Use Raw Input for mouse input.
    m_side "0" // Mouse side factor.
    m_yaw "0" // Mouse yaw factor.
    name "0" // Current user name
    nav_add_to_selected_set // Add current area to the selected set.
    nav_add_to_selected_set_by_id // Add specified area id to the selected set.
    nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
    nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
    nav_area_max_size "50" // Max area size created in nav generation
    nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
    nav_begin_area // drag the opposite corner to the desired location and
    nav_begin_deselecting // Start continuously removing from the selected set.
    nav_begin_drag_deselecting // Start dragging a selection area.
    nav_begin_drag_selecting // Start dragging a selection area.
    nav_begin_selecting // Start continuously adding to the selected set.
    nav_begin_shift_xy // Begin shifting the Selected Set.
    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_check_stairs // Update the nav mesh STAIRS attribute
    nav_chop_selected // Chops all selected areas into their component 1x1 areas
    nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
    nav_clear_selected_set // Clear the selected set.
    nav_clear_walkable_marks // Erase any previously placed walkable positions.
    nav_compress_id // Re-orders area and ladder IDs so they are continuous.
    nav_connect // then invoke the connect command. Note that this creates a
    nav_coplanar_slope_limit "0"
    nav_coplanar_slope_limit_displacement "0"
    nav_corner_adjust_adjacent "18" // 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_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
    nav_create_place_on_ground "0" // 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_debug_blocked "0"
    nav_delete // Deletes the currently highlighted Area.
    nav_delete_marked // Deletes the currently marked Area (if any).
    nav_disconnect // then invoke the disconnect command. This will remove all connec
    nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
    nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
    nav_draw_limit "500" // The maximum number of areas to draw in edit mode
    nav_edit "0" // 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_end_deselecting // Stop continuously removing from the selected set.
    nav_end_drag_deselecting // Stop dragging a selection area.
    nav_end_drag_selecting // Stop dragging a selection area.
    nav_end_selecting // Stop continuously adding to the selected set.
    nav_end_shift_xy // Finish shifting the Selected Set.
    nav_flood_select // use this command again.
    nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
    nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
    nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
    nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
    nav_generate_incremental_range "2000"
    nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.

   
   
   
    nav_gen_cliffs_approx // post-processing approximation
    nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
    nav_ladder_flip // Flips the selected ladders direction.
    nav_load // Loads the Navigation Mesh for the current map.
    nav_lower_drag_volume_max // Lower the top of the drag select volume.
    nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
    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_attribute // Set nav attribute for all areas in the selected set.
    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_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
    nav_max_vis_delta_list_length "64"
    nav_merge // and invoke the merge comm
    nav_merge_mesh // Merges a saved selected set into the current mesh.
    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 // 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_place_set // Sets the Place of all selected areas to the current Place.
    nav_potentially_visible_dot_tolerance "0"
    nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
    nav_quicksave "0" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
    nav_raise_drag_volume_max // Raise the top of the drag select volume.
    nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
    nav_recall_selected_set // Re-selects the stored selected set.
    nav_remove_from_selected_set // Remove current area from the selected set.
    nav_remove_jump_areas // replacing them with connections.
    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_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
    nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
    nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
    nav_select_blocked_areas // Adds all blocked areas to the selected set
    nav_select_damaging_areas // Adds all damaging areas to the selected set
    nav_select_half_space // Selects any areas that intersect the given half-space.
    nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
    nav_select_obstructed_areas // Adds all obstructed areas to the selected set
    nav_select_overlapping // Selects nav areas that are overlapping others.
    nav_select_radius // Adds all areas in a radius to the selection set
    nav_select_stairs // Adds all stairway areas to the selected set
    nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
    nav_shift // Shifts the selected areas by the specified amount
    nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
    nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
    nav_show_compass "0"
    nav_show_continguous "0" // Highlight non-contiguous connections
    nav_show_danger "0" // Show current danger levels.
    nav_show_light_intensity "0"
    nav_show_nodes "0"
    nav_show_node_grid "0"
    nav_show_node_id "0"
    nav_show_player_counts "0" // Show current player counts in each area.
    nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
    nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
    nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
    nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
    nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
    nav_solid_props "0" // Make props solid to nav generation/editing
    nav_splice // connected area between them.
    nav_split // align the split line using your cursor and invoke the split command.
    nav_split_place_on_ground "0" // 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_store_selected_set // Stores the current selected set for later retrieval.
    nav_strip // and Encounter Spots from the current Area.
    nav_subdivide // Subdivides all selected areas.
    nav_test_node "0"
    nav_test_node_crouch "0"
    nav_test_node_crouch_dir "4"
    nav_test_stairs // Test the selected set for being on stairs
    nav_toggle_deselecting // Start or stop continuously removing from the selected set.
    nav_toggle_in_selected_set // Remove current area from the selected set.
    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 // pointing at an Area will paint it with the current Place.
    nav_toggle_selected_set // Toggles all areas into/out of the selected set.
    nav_toggle_selecting // Start or stop continuously adding to the selected set.
    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_update_lighting // Recomputes lighting values
    nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
    nav_use_place // 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.
    nav_world_center // Centers the nav mesh in the world
    net_allow_multicast "1"
    net_blockmsg "0" // Discards incoming message: <0|1|name>
    net_channels // Shows net channel info
    net_droppackets "0" // Drops next n packets on client
    net_dumpeventstats // Dumps out a report of game event network usage
    net_earliertempents "0"
    net_fakejitter "0" // Jitter fakelag packet time
    net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
    net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
    net_graph "0"
    net_graphheight "65" // Height of netgraph panel
    net_graphmsecs "400" // The latency graph represents this many milliseconds.
    net_graphpos "1"
    net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
    net_graphshowinterp "1" // Draw the interpolation graph.
    net_graphshowlatency "1" // Draw the ping/packet loss graph.
    net_graphshowsvframerate "0" // Draw the server framerate graph.
    net_graphsolid "1"
    net_graphtext "1" // Draw text fields
    net_maxroutable "1200" // Requested max packet size before packets are split.
    net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
    net_scale "5"
    net_showreliablesounds "0"
    net_showsplits "0" // Show info about packet splits
    net_showudp "0" // Dump UDP packets summary to console
    net_showudp_oob "0" // Dump OOB UDP packets summary to console
    net_showudp_remoteonly "0" // Dump non-loopback udp only
    net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
    net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
    net_start // Inits multiplayer network sockets
    net_status // Shows current network status
    net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
    net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
    net_steamcnx_status // Print status of steam connection sockets.
    next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
    nextdemo // Play next demo in sequence.
    nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
    noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
    noclip_fixup "1"
    notarget // Toggle. Player becomes hidden to NPCs.
    npc_ally_deathmessage "1"
    npc_ammo_deplete // Subtracts half of the targets ammo
    npc_bipass // s
    npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
    npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
    npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
    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_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
    npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
    npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
    npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
    npc_freeze // uses the NPC under the crosshair. Arguments
    npc_freeze_unselected // Freeze all NPCs not selected
    npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
    npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
    npc_heal // Heals the target back to full health
    npc_height_adjust "1" // Enable test mode for ik height adjustment
    npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
    npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
    npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
    npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
    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 NPCs are shown surrounded by a red translucent box Arg
    npc_set_freeze // uses the NPC under the crosshair. Arguments
    npc_set_freeze_unselected // Freeze all NPCs not selected
    npc_squads // Obsolete. Replaced by npc_combat
    npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
    npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
    npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
    npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
    npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
    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: {ent
    observer_use
    option_duck_method "0"
    option_speed_method "0"
    paintsplat_bias "0" // Change bias value for computing circle buffer
    paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
    paintsplat_noise_enabled "1"
    panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
    particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
    particle_test_attach_attachment "0" // Attachment index for attachment mode
    particle_test_attach_mode "0" // follow_origin
    particle_test_file "0" // Name of the particle system to dynamically spawn
    particle_test_start // particle_test_attach_mode and particl
    particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
    password "0" // 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
    physics_budget // Times the cost of each active object
    physics_constraints // Highlights constraint system graph for an entity
    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
    phys_debug_check_contacts "0"
    phys_show_active "0"
    picker // pivot and debugging text is displayed for whatever entity the play
    ping // Display ping to server.
    pingserver // Ping a server for info
    pixelvis_debug // Dump debug info
    play // Play a sound.
    playdemo // Play a recorded demo file (.dem ).
    player_botdifflast_s "1"
    player_competitive_maplist2 "0"
    player_debug_print_damage "0" // print amount and type of all damage received by player to console.
    player_gamemodelast_m "0"
    player_gamemodelast_s "2"
    player_gametypelast_m "1"
    player_gametypelast_s "1"
    player_last_leaderboards_filter "0" // Last mode setting in the Leaderboards screen
    player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
    player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
    player_last_medalstats_category "3" // Last selected category on the Medals panel in the Medals & Stats screen
    player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
    player_maplast_m "0"
    player_maplast_s "0"
    player_medalstats_most_recent_time "1354610432" // Timestamp of most recently earned achievement displayed on Medals & Stats screen
    player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show
    player_nevershow_communityservermessage "0"
    player_teamplayedlast "3"
    playflush // reloading from disk in case of changes.
    playgamesound // Play a sound from the game sounds txt file
    playsoundscape // Forces a soundscape to play
    playvideo // Plays a video: <filename> [width height]
    playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
    playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
    playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
    playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
    playvol // Play a sound at a specified volume.
    play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
    play_with_friends_enabled "1"
    plugin_load // plugin_load <filename> : loads a plugin
    plugin_pause // plugin_pause <index> : pauses a loaded plugin
    plugin_pause_all // pauses all loaded plugins
    plugin_print // Prints details about loaded plugins
    plugin_unload // plugin_unload <index> : unloads a plugin
    plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
    plugin_unpause_all // unpauses all disabled plugins
    post_jump_crouch "0" // This determines how long the third person player character will crouch for after landing a jump. This only affects the third p
    press_x360_button // d[own])
    print_colorcorrection // Display the color correction layer information.
    print_mapgroup // Prints the current mapgroup and the contained maps
    print_mapgroup_sv // Prints the current mapgroup and the contained maps
    progress_enable
    prop_crosshair // Shows name for prop looking at
    prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
    prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
    prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
    pwatchent "-1" // Entity to watch for prediction system changes.
    pwatchvar "0" // Entity variable to watch in prediction system for changes.
    quit // Exit the engine.
    radarvisdistance "1000" // at this distance and beyond you need to be point right at someone to see them
    radarvismaxdot "0" // how closely you have to point at someone to see them beyond max distance
    radarvismethod "1" // 1 for more realistic method
    radarvispow "0" // and still see them on radar.
    radio1 // Opens a radio menu
    radio2 // Opens a radio menu
    radio3 // Opens a radio menu
    rate "80000" // Max bytes/sec the host can receive data
    rcon // Issue an rcon command.
    rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
    rcon_password "0" // remote console password.
    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 the most recent saved game (add setpos to jump to current view position on reload).
    reload_vjobs // reload vjobs module
    remote_bug // Starts a bug report with data from the currently connected rcon machine
    removeallids // Remove all user IDs from the ban list.
    removeid // Remove a user ID from the ban list.
    removeip // Remove an IP address from the ban list.
    render_blanks // render N blank frames
    report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
    report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
    report_entities // Lists all entities
    report_simthinklist // Lists all simulating/thinking entities
    report_soundpatch // reports sound patch count
    report_touchlinks // Lists all touchlinks
    reset_expo // and end the round
    reset_gameconvars // Reset a bunch of game convars to default values
    respawn_entities // Respawn all the entities in the map.
    restart // Restart the game on the same level (add setpos to jump to current view position on restart).
    retry // Retry connection to last server.
    rope_min_pixel_diameter "2"
    rr_debugresponseconcept_exclude // Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments
    rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
    rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
    rr_reloadresponsesystems // Reload all response system scripts.
    rr_remarkables_enabled "1" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
    rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
    rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
    rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
    r_AirboatViewDampenDamp "1"
    r_AirboatViewDampenFreq "7"
    r_AirboatViewZHeight "0"
    r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
    r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
    r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
    r_avglight "1"
    r_avglightmap "0"
    r_brush_queue_mode "0"
    r_cheapwaterend
    r_cheapwaterstart
    r_cleardecals // Usage r_cleardecals <permanent>.
    r_ClipAreaFrustums "1"
    r_ClipAreaPortals "1"
    r_colorstaticprops "0"
    r_debugcheapwater "0"
    r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
    r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
    r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
    r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
    r_disable_update_shadow "1"
    r_DispBuildable "0"
    r_DispWalkable "0"
    r_dlightsenable "1"
    r_drawallrenderables "0" // even ones inside solid leaves.
    r_DrawBeams "1" // 2=Wireframe
    r_drawbrushmodels "1" // 2=Wireframe
    r_drawclipbrushes "0" // purple=NPC)
    r_drawdecals "1" // Render decals.
    r_DrawDisp "1" // Toggles rendering of displacment maps
    r_drawentities "1"
    r_drawfuncdetail "1" // Render func_detail
    r_drawleaf "-1" // Draw the specified leaf.
    r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
    r_drawlightinfo "0"
    r_drawlights "0"
    r_DrawModelLightOrigin "0"
    r_drawmodelstatsoverlay "0"
    r_drawmodelstatsoverlaydistance "500"
    r_drawmodelstatsoverlayfilter "-1"
    r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
    r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
    r_drawopaquerenderables "1"
    r_drawopaqueworld "1"
    r_drawothermodels "1" // 2=Wireframe
    r_drawparticles "1" // Enable/disable particle rendering
    r_DrawPortals "0"
    r_DrawRain "1" // Enable/disable rain rendering.
    r_drawrenderboxes "0" // (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
    r_drawropes "1"
    r_drawscreenoverlay "0"
    r_drawskybox "1"
    r_drawsprites "1"
    r_drawstaticprops "1" // 2=Wireframe
    r_drawtracers "1"
    r_drawtracers_firstperson "1" // Toggle visibility of first person weapon tracers
    r_drawtracers_movetonotintersect "1"
    r_drawtranslucentrenderables "1"
    r_drawtranslucentworld "1"
    r_drawunderwateroverlay "0"
    r_drawvgui "1" // Enable the rendering of vgui panels
    r_drawviewmodel "1"
    r_drawworld "1" // Render the world.
    r_dscale_basefov "90"
    r_dscale_fardist "2000"
    r_dscale_farscale "4"
    r_dscale_neardist "100"
    r_dscale_nearscale "1"
    r_dynamic "1"
    r_dynamiclighting "1"
    r_eyegloss "1"
    r_eyemove "1"
    r_eyeshift_x "0"
    r_eyeshift_y "0"
    r_eyeshift_z "0"
    r_eyesize "0"
    r_eyewaterepsilon "7"
    r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
    r_flashlightambient "0"
    r_flashlightbacktraceoffset "0"
    r_flashlightbrightness "0"
    r_flashlightclip "0"
    r_flashlightconstant "0"
    r_flashlightdrawclip "0"
    r_flashlightfar "750"
    r_flashlightfov "53"
    r_flashlightladderdist "40"
    r_flashlightlinear "100"
    r_flashlightlockposition "0"
    r_flashlightmuzzleflashfov "120"
    r_flashlightnear "4"
    r_flashlightnearoffsetscale "1"
    r_flashlightoffsetforward "0"
    r_flashlightoffsetright "5"
    r_flashlightoffsetup "-5"
    r_flashlightquadratic "0"
    r_flashlightshadowatten "0"
    r_flashlightvisualizetrace "0"
    r_flushlod // Flush and reload LODs.
    r_hwmorph "0"
    r_itemblinkmax "0"
    r_itemblinkrate "4"
    r_JeepFOV "90"
    r_JeepViewBlendTo "1"
    r_JeepViewBlendToScale "0"
    r_JeepViewBlendToTime "1"
    r_JeepViewDampenDamp "1"
    r_JeepViewDampenFreq "7"
    r_JeepViewZHeight "10"
    r_lightcachecenter "1"
    r_lightcachemodel "-1"
    r_lightcache_invalidate
    r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
    r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
    r_lightinterp "5" // 0 turns off interpolation
    r_lightmap "-1"
    r_lightstyle "-1"
    r_lightwarpidentity "0"
    r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
    r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
    r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
    r_modelwireframedecal "0"
    r_nohw "0"
    r_nosw "0"
    r_novis "0" // Turn off the PVS.
    r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
    r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
    r_particle_demo "0"
    r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
    r_portalsopenall "0" // Open all portals
    r_PortalTestEnts "1" // Clip entities against portal frustums.
    r_printdecalinfo
    r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
    r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
    r_rainalpha "0"
    r_rainalphapow "0"
    r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
    r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
    r_raindensity "0"
    r_RainHack "0"
    r_rainlength "0"
    r_RainProfile "0" // Enable/disable rain profiling.
    r_RainRadius "1500"
    r_RainSideVel "130" // How much sideways velocity rain gets.
    r_RainSimulate "1" // Enable/disable rain simulation.
    r_rainspeed "600"
    r_RainSplashPercentage "20"
    r_rainwidth "0"
    r_randomflex "0"
    r_rimlight "1"
    r_screenoverlay // Draw specified material as an overlay
    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_shadowfromanyworldlight "0"
    r_shadowfromworldlights_debug "0"
    r_shadowids "0"
    r_shadows_gamecontrol "-1"
    r_shadowwireframe "0"
    r_shadow_debug_spew "0"
    r_shadow_deferred "0" // Toggle deferred shadow rendering
    r_showenvcubemap "0"
    r_showz_power "1"
    r_skin "0"
    r_skybox "1" // Enable the rendering of sky boxes
    r_slowpathwireframe "0"
    r_SnowDebugBox "0" // Snow Debug Boxes.
    r_SnowEnable "1" // Snow Enable
    r_SnowEndAlpha "255" // Snow.
    r_SnowEndSize "0" // Snow.
    r_SnowFallSpeed "1" // Snow fall speed scale.
    r_SnowInsideRadius "256" // Snow.
    r_SnowOutsideRadius "1024" // Snow.
    r_SnowParticles "500" // Snow.
    r_SnowPosScale "1" // Snow.
    r_SnowRayEnable "1" // Snow.
    r_SnowRayLength "8192" // Snow.
    r_SnowRayRadius "256" // Snow.
    r_SnowSpeedScale "1" // Snow.
    r_SnowStartAlpha "25" // Snow.
    r_SnowStartSize "1" // Snow.
    r_SnowWindScale "0" // Snow.
    r_SnowZoomOffset "384" // Snow.
    r_SnowZoomRadius "512" // Snow.
    r_swingflashlight "1"
    r_updaterefracttexture "1"
    r_vehicleBrakeRate "1"
    r_VehicleViewClamp "1"
    r_VehicleViewDampen "1"
    r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
    r_visualizelighttraces "0"
    r_visualizelighttracesshowfulltrace "0"
    r_visualizetraces "0"
    safezonex "1" // The percentage of the screen width that is considered safe from overscan
    safezoney "1" // The percentage of the screen height that is considered safe from overscan
    save // Saves current game.
    save_finish_async
    say // Display player message
    say_team // Display player message to team
    scene_flush // Flush all .vcds from the cache and reload from disk.
    scene_playvcd // Play the given VCD as an instanced scripted scene.
    scene_showfaceto "0" // show the directions of faceto events.
    scene_showlook "0" // show the directions of look events.
    scene_showmoveto "0" // show the end location.
    scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
    screenshot // Take a screenshot.
    script // Run the text as a script
    script_client // Run the text as a script
    script_debug // Connect the vscript VM to the script debugger
    script_debug_client // Connect the vscript VM to the script debugger
    script_dump_all // Dump the state of the VM to the console
    script_dump_all_client // Dump the state of the VM to the console
    script_execute // Run a vscript file
    script_execute_client // Run a vscript file
    script_help // optionally with a search string
    script_help_client // optionally with a search string
    script_reload_code // replacing existing functions with the functions in the run script
    script_reload_entity_code // replacing existing functions with the functions in the run scripts
    script_reload_think // replacing existing functions with the functions in the run script
    sensitivity "6" // Mouse sensitivity.
    servercfgfile "0"
    server_game_time // Gives the game time in seconds (servers curtime)
    setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
    setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
    setinfo // Adds a new user info value
    setmaster // add/remove/enable/disable master servers
    setmodel // Changess players model
    setpause // Set the pause state of the server.
    setpos // Move player to specified origin (must have sv_cheats).
    setpos_exact // Move player to an exact specified origin (must have sv_cheats).
    setpos_player // Move specified player to specified origin (must have sv_cheats).
    sf4_meshcache_stats // Outputs Scaleform 4 mesh cache stats
    sf_ui_tint "1" // The current tint applied to the Scaleform UI
    shake // Shake the screen.
    shake_stop // Stops all active screen shakes.
    shake_testpunch // Test a punch-style screen shake.
    showbudget_texture "0" // Enable the texture budget panel.
    showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
    showconsole // Show the console.
    showinfo // Shows a info panel: <type> <title> <message> [<command number>]
    showpanel // Shows a viewport panel <name>
    showtriggers "0" // Shows trigger brushes
    showtriggers_toggle // Toggle show triggers
    show_loadout_toggle // Toggles loadout display
    singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
    skill "1" // Game skill level (1-3).
    skip_next_map // Skips the next map in the map rotation for the server.
    sk_autoaim_mode "1"
    slot0
    slot1
    slot10
    slot11
    slot2
    slot3
    slot4
    slot5
    slot6
    slot7
    slot8
    slot9
    snapto
    sndplaydelay
    snd_async_flush // Flush all unlocked async audio data
    snd_async_showmem // Show async memory stats
    snd_async_showmem_music // Show async memory stats for just non-streamed music
    snd_async_showmem_summary // Show brief async memory stats
    snd_debug_panlaw "0" // Visualize panning crossfade curves
    snd_disable_mixer_duck "0"
    snd_disable_mixer_solo "0"
    snd_duckerattacktime "0"
    snd_duckerreleasetime "2"
    snd_duckerthreshold "0"
    snd_ducking_off "1"
    snd_ducktovolume "0"
    snd_dumpclientsounds // Dump sounds to console
    snd_dump_filepaths
    snd_dvar_dist_max "1320" // Play full far sound at this distance
    snd_dvar_dist_min "240" // Play full near sound at this distance
    snd_filter "0"
    snd_foliage_db_loss "4" // foliage dB loss per 1200 units
    snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
    snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
    snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
    snd_gain "1"
    snd_gain_max "1"
    snd_gain_min "0"
    snd_getmixer // Get data related to mix group matching string
    snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
    snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
    snd_legacy_surround "0"
    snd_list "0"
    snd_max_same_sounds "4"
    snd_max_same_weapon_sounds "3"
    snd_mixahead "0"
    snd_mixer_master_dsp "1"
    snd_mixer_master_level "1"
    snd_musicvolume "0" // Music volume
    snd_musicvolume_multiplier_inoverlay "0" // Music volume multiplier when Steam Overlay is active
    snd_music_selection "1" // Temporary convar to choose which music kit to use for this player.
    snd_mute_losefocus "1"
    snd_obscured_gain_dB "-2"
    snd_op_test_convar "1"
    snd_pause_all "1" // Specifies to pause all sounds and not just voice
    snd_pitchquality "1"
    snd_playsounds // Play sounds from the game sounds txt file at a given location
    snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
    snd_pre_gain_dist_falloff "1"
    snd_print_channels // Prints all the active channel.
    snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
    snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
    snd_print_dsp_effect // Prints the content of a dsp effect.
    snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
    snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
    snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
    snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
    snd_rebuildaudiocache // rebuild audio cache for current language
    snd_refdb "60" // Reference dB at snd_refdist
    snd_refdist "36" // Reference distance for snd_refdb
    snd_report_format_sound "0" // report all sound formats.
    snd_report_loop_sound "0" // report all sounds that just looped.
    snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
    snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
    snd_report_verbose_error "0" // report more error found when playing sounds.
    snd_restart // Restart sound system.
    snd_setmixer // solo.
    snd_setmixlayer // solo.
    snd_setmixlayer_amount // Set named mix layer mix amount.
    snd_setsoundparam // Set a sound paramater
    snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
    snd_show "0" // Show sounds info
    snd_showclassname "0"
    snd_showmixer "0"
    snd_showstart "0"
    snd_sos_flush_operators // Flush and re-parse the sound operator system
    snd_sos_list_operator_updates "0"
    snd_sos_print_operators // Prints a list of currently available operators
    snd_sos_show_block_debug "0" // Spew data about the list of block entries.
    snd_sos_show_client_rcv "0"
    snd_sos_show_client_xmit "0"
    snd_sos_show_operator_entry_filter "0"
    snd_sos_show_operator_init "0"
    snd_sos_show_operator_parse "0"
    snd_sos_show_operator_prestart "0"
    snd_sos_show_operator_shutdown "0"
    snd_sos_show_operator_start "0"
    snd_sos_show_operator_stop_entry "0"
    snd_sos_show_operator_updates "0"
    snd_sos_show_queuetotrack "0"
    snd_sos_show_server_xmit "0"
    snd_sos_show_startqueue "0"
    snd_soundmixer_flush // Reload soundmixers.txt file.
    snd_soundmixer_list_mixers // List all mixers to dev console.
    snd_soundmixer_list_mix_groups // List all mix groups to dev console.
    snd_soundmixer_list_mix_layers // List all mix layers to dev console.
    snd_soundmixer_set_trigger_factor // trigger amount.
    snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
    snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
    snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
    snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
    snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
    snd_visualize "0" // Show sounds location in world
    snd_writemanifest // outputs the precache manifest for the current level
    soundfade // Fade client volume.
    soundinfo // Describe the current sound device.
    soundlist // List all known sounds.
    soundscape_debug "0" // red lines show soundscapes that ar
    soundscape_dumpclient // Dumps the clients soundscape data.
    soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
    soundscape_flush // Flushes the server & client side soundscapes
    soundscape_radius_debug "0" // Prints current volume of radius sounds
    speak // Play a constructed sentence.
    spec_allow_roaming "0" // allow free-roaming spectator camera.
    spec_freeze_cinematiclight_b "1"
    spec_freeze_cinematiclight_g "1"
    spec_freeze_cinematiclight_r "1"
    spec_freeze_cinematiclight_scale "2"
    spec_freeze_deathanim_time "0" // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
    spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam.
    spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
    spec_freeze_panel_extended_time "0" // Time spent with the freeze panel still up after observer freeze cam is done.
    spec_freeze_target_fov "42" // The target FOV that the deathcam should use.
    spec_freeze_target_fov_long "90" // The target FOV that the deathcam should use when the cam zoom far away on the target.
    spec_freeze_time "5" // Time spend frozen in observer freeze cam.
    spec_freeze_time_lock "2" // Time players are prevented from skipping the freeze cam
    spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
    spec_freeze_traveltime_long "0" // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
    spec_gui // Shows or hides the spectator bar
    spec_hide_players "0" // Toggle the visibility of scoreboard players.
    spec_menu // Activates spectator menu
    spec_mode // Set spectator mode
    spec_next // Spectate next player
    spec_player // Spectate player by index
    spec_player_by_name // Spectate player by name
    spec_pos // dump position and angles to the console
    spec_prev // Spectate previous player ( valid values are 3 to 6 )
    spec_show_xray "1" // you can see player outlines and name IDs through walls - who you can see depends on your team and mode
    spike // generates a fake spike
    spincycle // Cause the engine to spincycle (Debug!!)
    ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
    ss_map // Start playing on specified map with max allowed splitscreen players.
    ss_reloadletterbox // ss_reloadletterbox
    ss_splitmode "0" // 2 - vertical (only allowed in widescr
    startdemos // Play demos in demo sequence.
    startmovie // Start recording movie frames.
    startupmenu // and were not in developer
    star_memory // Dump memory stats
    stats // Prints server performance variables
    status // Display map and connection status.
    stop // Finish recording demo.
    stopdemo // Stop playing back a demo.
    stopsound
    stopsoundscape // Stops all soundscape processing and fades current looping sounds
    stopvideos // Stops all videos playing to the screen
    stopvideos_fadeout // Fades out all videos playing to the screen: <time>
    stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
    stringtabledictionary // Create dictionary for current strings.
    stuffcmds // Parses and stuffs command line + commands to command buffer.
    suitvolume "0"
    surfaceprop // Reports the surface properties at the cursor
    sv_accelerate "5"
    sv_airaccelerate "10"
    sv_allow_votes "1" // Allow voting?
    sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
    sv_alltalk "0" // chat)
    sv_alternateticks "0" // server only simulates entities on even numbered ticks.
    sv_arms_race_vote_to_restart_disallowed_after "0" // Arms Race gun level after which vote to restart is disallowed
    sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
    sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
    sv_broadcast_ugc_downloads "1"
    sv_broadcast_ugc_download_progress_interval "4"
    sv_cheats "0" // Allow cheats on server
    sv_clearhinthistory // Clear memory of server side hints displayed to the player.
    sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
    sv_clockcorrection_msecs "30" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
    sv_competitive_minspec "1" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
    sv_competitive_official_5v5 "0" // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
    sv_consistency "0" // Whether the server enforces file consistency for critical files
    sv_contact "0" // Contact email for server sysop
    sv_damage_print_enable "1" // Turn this off to disable the players damage feed in the console after getting killed.
    sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
    sv_deadtalk "0" // text) to the living
    sv_debug_ugc_downloads "1"
    sv_downloadurl "0" // Location from which clients can download missing files
    sv_dumpstringtables "0"
    sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
    sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
    sv_forcepreload "1" // Force server side preloading.
    sv_friction "4" // World friction.
    sv_full_alltalk "0" // Any player (including Spectator team) can speak to any other player
    sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
    sv_game_mode_convars // Display the values of the convars for the current game_mode.
    sv_gravity "800" // World gravity.
    sv_grenade_trajectory "0" // Shows grenade trajectory visualization in-game.
    sv_grenade_trajectory_dash "0" // Dot-dash style grenade trajectory arc
    sv_grenade_trajectory_thickness "0" // Visible thickness of grenade trajectory arc
    sv_grenade_trajectory_time "20" // Length of time grenade trajectory remains visible.
    sv_grenade_trajectory_time_spectator "4" // Length of time grenade trajectory remains visible as a spectator.
    sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
    sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
    sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
    sv_hibernate_punt_tv_clients "0" // When enabled will punt all GOTV clients during hibernation
    sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
    sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
    sv_infinite_ammo "0" // Players active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
    sv_kick_ban_duration "15" // How long should a kick ban from the server should last (in minutes)
    sv_kick_players_with_cooldown "1" // (0: do not kick; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)
    sv_lagcompensationforcerestore "1" // just do it.
    sv_lan "0" // no non-class C addresses )
    sv_logbans "0" // Log server bans in the server logs.
    sv_logecho "1" // Echo log information to the console.
    sv_logfile "1" // Log server information in the log file.
    sv_logflush "0" // Flush the log file to disk on each write (slow).
    sv_logsdir "0" // Folder in the game directory where server logs will be stored.
    sv_log_onefile "0" // Log server information to only one file.
    sv_maxrate "0" // 0 == unlimited
    sv_maxspeed "320"
    sv_maxuptimelimit "0" // the server will exit.
    sv_maxusrcmdprocessticks "16" // 0 to allow no restrictions
    sv_maxusrcmdprocessticks_warning "-1" // negat
    sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
    sv_memlimit "0" // the server will exit.
    sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
    sv_minrate "5000" // 0 == unlimited
    sv_minupdaterate "10" // Minimum updates per second that the server will allow
    sv_minuptimelimit "0" // the server will continue running regardle
    sv_noclipaccelerate "5"
    sv_noclipduringpause "0" // etc.).
    sv_noclipspeed "5"
    sv_password "0" // Server password for entry into multiplayer games
    sv_pausable "0" // Is the server pausable.
    sv_precacheinfo // Show precache info.
    sv_pure // Show user data.
    sv_pure_checkvpk // CheckPureServerVPKFiles
    sv_pure_consensus "100000000" // Minimum number of file hashes to agree to form a consensus.
    sv_pure_finduserfiles // ListPureServerFiles
    sv_pure_kick_clients "1" // it will issue a warning to the client.
    sv_pure_listfiles // ListPureServerFiles
    sv_pure_listuserfiles // ListPureServerFiles
    sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
    sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
    sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
    sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
    sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
    sv_querycache_stats // Display status of the query cache (client only)
    sv_rcon_whitelist_address "0" // e.g. 127.0.0.1
    sv_regeneration_force_on "0" // Cheat to test regenerative health systems
    sv_region "-1" // The region of the world to report this server in.
    sv_remove_old_ugc_downloads "1"
    sv_reservation_tickrate_adjustment "0" // Adjust server tickrate upon reservation
    sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
    sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
    sv_search_team_key "0" // set this key to match with known opponents team
    sv_showimpacts "0" // 3=server-only)
    sv_showimpacts_time "4" // Duration bullet impact indicators remain before disappearing
    sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
    sv_showtags // Describe current gametags.
    sv_shutdown // Sets the server to shutdown when all games have completed
    sv_skyname "0" // Current name of the skybox texture
    sv_soundemitter_reload // Flushes the sounds.txt system
    sv_soundscape_printdebuginfo // print soundscapes
    sv_spawn_afk_bomb_drop_time "15" // Players that have never moved since they spawned will drop the bomb after this amount of time.
    sv_specaccelerate "5"
    sv_specnoclip "1"
    sv_specspeed "3"
    sv_spec_hear "1" // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
    sv_staminajumpcost "0" // Stamina penalty for jumping
    sv_staminalandcost "0" // Stamina penalty for landing
    sv_staminamax "80" // Maximum stamina penalty
    sv_staminarecoveryrate "60" // Rate at which stamina recovers (units/sec)
    sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
    sv_steamgroup_exclusive "0" // public people will be able to join the ser
    sv_stopspeed "75" // Minimum stopping speed when on ground.
    sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
    sv_ugc_manager_max_new_file_check_interval_secs "600"
    sv_unlockedchapters "1" // Highest unlocked game chapter.
    sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
    sv_voiceenable "1"
    sv_vote_allow_in_warmup "0" // Allow voting during warmup?
    sv_vote_allow_spectators "0" // Allow spectators to vote?
    sv_vote_command_delay "2" // How long after a vote passes until the action happens
    sv_vote_creation_timer "120" // How often someone can individually call a vote.
    sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
    sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
    sv_vote_kick_ban_duration "15" // How long should a kick vote ban someone from the server? (in minutes)
    sv_vote_quorum_ratio "0" // The minimum ratio of players needed to vote on an issue to resolve it.
    sv_vote_timer_duration "15" // How long to allow voting on an issue
    sv_workshop_allow_other_maps "1" // users can play other workshop map on this server when it is empty and then mapcycle into th
    sys_antialiasing "1" // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
    sys_aspectratio "-1" // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
    sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
    sys_refldetail "0" // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
    sys_sound_quality "-1" // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
    teammenu // Show team selection window
    testhudanim // Test a hud element animation. Arguments: <anim name>
    Test_CreateEntity
    test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
    Test_EHandle
    test_entity_blocker // Test command that drops an entity blocker out in front of the player.
    test_freezeframe // Test the freeze frame code.
    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_outtro_stats
    Test_ProxyToggle_EnableProxy
    Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
    Test_ProxyToggle_SetValue
    Test_RandomChance // 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
    texture_budget_background_alpha "128" // how translucent the budget panel is
    texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
    texture_budget_panel_height "284" // height in pixels of the budget panel
    texture_budget_panel_width "512" // width in pixels of the budget panel
    texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
    texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
    think_limit "10" // warning is printed if this is exceeded.
    thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
    threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
    threadpool_run_tests
    thread_test_tslist
    thread_test_tsqueue
    timedemo // Play a demo and report performance info.
    timedemoquit // and then exit
    timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
    timeleft // prints the time remaining in the match
    timerefresh // Profile the renderer.
    toggle // or cycles through a set of values.
    toggleconsole // Show/hide the console.
    togglescores // Toggles score panel
    toolload // Load a tool.
    toolunload // Unload a tool.
    tv_advertise_watchable "0" // clients watching via UI will not need to type password
    tv_allow_camera_man "1" // Auto director allows spectators to become camera man
    tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
    tv_autorecord "0" // Automatically records all games as GOTV demos.
    tv_autoretry "1" // Relay proxies retry connection after network timeout
    tv_chatgroupsize "0" // Set the default chat group size
    tv_chattimelimit "8" // Limits spectators to chat only every n seconds
    tv_clients // Shows list of connected GOTV clients.
    tv_debug "0" // GOTV debug info.
    tv_delay "10" // GOTV broadcast delay in seconds
    tv_delaymapchange "1" // Delays map change until broadcast is complete
    tv_deltacache "2" // Enable delta entity bit stream cache
    tv_dispatchmode "1" // 2=always
    tv_enable "0" // Activates GOTV on server (0=off;1=on;2=on when reserved)
    tv_encryptdata_key "0" // When set to a valid key communication messages will be encrypted for GOTV
    tv_encryptdata_key_pub "0" // When set to a valid key public communication messages will be encrypted for GOTV
    tv_maxclients "128" // Maximum client number on GOTV server.
    tv_maxrate "20000" // 0 == unlimited
    tv_msg // Send a screen message to all clients.
    tv_name "0" // GOTV host name
    tv_nochat "0" // Dont receive chat messages from other GOTV spectators
    tv_overridemaster "0" // Overrides the GOTV master root address.
    tv_password "0" // GOTV password for all clients
    tv_port "27020" // Host GOTV port
    tv_record // Starts GOTV demo recording.
    tv_relay // Connect to GOTV server and relay broadcast.
    tv_relaypassword "0" // GOTV password for relay proxies
    tv_relayradio "0" // 1=on
    tv_relaytextchat "1" // 2=say+say_team
    tv_relayvoice "1" // 1=on
    tv_retry // Reconnects the GOTV relay proxy.
    tv_snapshotrate "16" // Snapshots broadcasted per second
    tv_status // Show GOTV server status.
    tv_stop // Stops the GOTV broadcast.
    tv_stoprecord // Stops GOTV demo recording.
    tv_timeout "30" // GOTV connection timeout in seconds.
    tv_time_remaining // Print remaining tv broadcast time
    tv_title "0" // Set title for GOTV spectator UI
    tv_transmitall "1" // Transmit all entities (not only director view)
    tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
    ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
    ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
    ui_reloadscheme // Reloads the resource files for the active UI window
    ui_steam_overlay_notification_position "0" // Steam overlay notification position
    ui_workshop_games_expire_minutes "3"
    unbind // Unbind a key.
    unbindall // Unbind all keys.
    unbindalljoystick // Unbind all joystick keys.
    unbindallmousekeyboard // Unbind all mouse / keyboard keys.
    unload_all_addons // Reloads the search paths for game addons.
    unpause // Unpause the game.
    update_addon_paths // Reloads the search paths for game addons.
    use // Use a particular weapon Arguments: <weapon_name>
    user // Show user data.
    users // Show user info for players on server.
    vcollide_wireframe "0" // Render physics collision models in wireframe
    vehicle_flushscript // Flush and reload all vehicle scripts
    version // Print version info string.
    vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
    vgui_drawtree_clear
    vgui_dump_panels // vgui_dump_panels [visible]
    vgui_message_dialog_modal "1"
    vgui_spew_fonts
    vgui_togglepanel // show/hide vgui panel by name.
    viewanim_addkeyframe
    viewanim_create // 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 "60"
    viewmodel_offset_x "1"
    viewmodel_offset_y "1"
    viewmodel_offset_z "-1"
    viewmodel_presetpos "1" // 3:Classic
    view_punch_decay "18" // Decay factor exponent for view punch
    view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
    vismon_poll_frequency "0"
    vismon_trace_limit "12"
    vis_force "0"
    vm_debug "0"
    vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
    voicerecord_toggle
    voice_enable "1" // Toggle voice transmit and receive.
    voice_forcemicrecord "1"
    voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
    voice_loopback "0"
    voice_mixer_boost "0"
    voice_mixer_mute "0"
    voice_mixer_volume "1"
    voice_modenable "1" // Enable/disable voice in this mod.
    voice_mute // Mute a specific Steam user
    voice_player_speaking_delay_threshold "0"
    voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
    voice_reset_mutelist // Reset all mute information for all players who were ever muted.
    voice_scale "1"
    voice_show_mute // Show whether current players are muted.
    voice_threshold "2000"
    voice_unmute // or `all` to unmute all connected players.
    volume "0" // Sound volume
    voxeltree_box // Vector(max)>.
    voxeltree_playerview // View entities in the voxel-tree at the player position.
    voxeltree_sphere // float(radius)>.
    voxeltree_view // View entities in the voxel-tree.
    vox_reload // Reload sentences.txt file
    vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
    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_dump_counters // Dump vprof counters to the console
    vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
    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_budget // Generate a report to the console based on budget group.
    vprof_generate_report_hierarchy // Generate a report to the console.
    vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
    vprof_generate_report_map_load // Generate a report to the console.
    vprof_graphheight "256"
    vprof_graphwidth "512"
    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 // step to the next tick.
    vprof_playback_stepback // step to the previous tick.
    vprof_playback_stop // Stop playing back a recorded .vprof file.
    vprof_prevsibling
    vprof_record_start // Start recording vprof data for playback later.
    vprof_record_stop // Stop recording vprof data
    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_to_csv // Convert a recorded .vprof file to .csv.
    vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
    vprof_verbose "1" // Set to one to show average and peak times
    vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
    vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
    vtune // Controls VTunes sampling.
    vx_model_list // Dump models to VXConsole
    wc_air_edit_further // moves position of air node crosshair and placement location further away from play
    wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
    wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
    wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
    wc_destroy // 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
    weapon_accuracy_nospread "0" // Disable weapon inaccuracy spread
    weapon_debug_spread_gap "0"
    weapon_debug_spread_show "0" // 3: show accuracy with dynamic crosshair
    weapon_recoil_cooldown "0" // Amount of time needed between shots before restarting recoil
    weapon_recoil_decay1_exp "3" // Decay factor exponent for weapon recoil
    weapon_recoil_decay2_exp "8" // Decay factor exponent for weapon recoil
    weapon_recoil_decay2_lin "18" // Decay factor (linear term) for weapon recoil
    weapon_recoil_scale "2" // Overall scale factor for recoil. Used to reduce recoil on specific platforms
    weapon_recoil_scale_motion_controller "1" // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
    weapon_recoil_suppression_factor "0" // lerping to 1 for later shots
    weapon_recoil_suppression_shots "4" // Number of shots before weapon uses full recoil
    weapon_recoil_variance "0" // Amount of variance per recoil impulse
    weapon_recoil_vel_decay "4" // Decay factor for weapon recoil velocity
    weapon_recoil_view_punch_extra "0" // Additional (non-aim) punch added to view from recoil
    weapon_reload_database // Reload the weapon database
    whitelistcmd // Runs a whitelisted command.
    windows_speaker_config "4"
    wipe_nav_attributes // Clear all nav attributes of selected area.
    workshop_start_map // Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
    writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
    writeip // Save the ban list to banned_ip.cfg.
    xbox_autothrottle "1"
    xbox_throttlebias "100"
    xbox_throttlespoof "200"
    xload // Load a saved game from a console storage device.
    xlook
    xmove
    xsave // Saves current game to a console storage device.
    zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
    zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
    _autosave // Autosave
    _autosavedangerous // AutoSaveDangerous
    _bugreporter_restart // Restarts bug reporter .dll
    _record // Record a demo incrementally.
    _resetgamestats // Erases current game stats and writes out a blank stats file
    _restart // Shutdown and restart the engine.

Counter-Strike: Global Offensive Useful Console Commands

Counter-Strike: Global Offensive Useful Console Commands:


cl_radar_always_centered: "1" centers your icon so it's in the center of the radar.
cl_radar_scale*: Scales how much of the map/radar is zoomed in.
cl_hud_radar_scale*: Scales the entire radar size.
cl_radar_icon_scale_min*: Makes the icons on the radar bigger.
cl_radar_rotate*: Radar rotates in relation to the direction you're going.
bot_add : adds a bot to the team with player disavantage (bot name is optional)
bot_add_ct: adds a bot to ct team (bot name is optional)
bot_add_t: adds a bot to t team (bot name is optional)
bot_kick: if bot name isn't specified, it kicks all bots
bot_kill: if bot name isn't specified, kills all bots
bot_zombie: if set to "1" will freeze all bots
bot_dont_shoot: if bot name isn't specified, all bots won't shoot
bot_difficulty: changes the AI level of the bots(difficulty levels: 0=easy, 1=normal, 2=hard)
mp_limitteams - with this set to 0 there will be no limit to ammout of people in the teams
mp_autoteambalance - with this set to 0, there will be no auto-bancing
mp_roundtime - set the time of the rounds (max:60 mins)
mp_roundtime_defuse - set the time of the rounds (max:60 mins)
mp_maxmoney - set maximum money
mp_startmoney - set starting money
mp_freezetime - sets the time that the players are frozen on the start of the round
mp_buytime - sets the time to buy
mp_buy_anywhere - if set to 1, you may buy wherever you want
ammo_grenade_limit_total - changes the max granade limit
mp_restartgame - restarts the match
mp_ignore_round_win_conditions - if set to 1, the server will ignore the conditions that end the round
sv_grenade_trajectory - shows the trajectory made by a granade
sv_showimpacts - shows where your bullets hit (blue boxes are what the server sees, red boxes are what the client sees)
god - gives the player god mode (invincibility)
gods - give all the players god mode (invincibility)
sv_infinite_ammo - if state is set to 1 you'll never have to reload again, if state is set to 2 you'll have infinite magazines
noclip - will make you fly and clip through walls
r_drawothermodels - sets the player visibilities (0=hide all players, 1=normal, 2=see through walls)
give - gives a weapon to the player you may use weapon codes ONLY
net_graph: "1"= Displays netgraph. net_graph 0 to remove.
net_graphpos (1/2/3): Changes the position (0= left edge, 1= right edge, 2= centered)
net_graphproportionalfont (0/1): Determines whether netgraph font is proportional or not (i.e., whether it tries to use larger fonts when running at higher resolutions). Makes the font proportional  smaller/bigger.
net_graphheight (0-1000): Makes height of graph move
sv_cheats 1: Activates the ability to enable cheats.
weapon_accuracy_nospread 1: Turns off spread so you can see the recoil pattern
sv_infinite_ammo: 1= Unlimited Ammo, 2= Unlimited but with mag reload.
sv_showimpacts 3: 1= Shows both red (client) and blue (server) hit markers. 2= only red, 3= only blue
noclip: Fly around
mp_maxmoney 50000
mp_startmoney 50000
mp_freezetime 1
mp_roundtime_defuse 20
mp_buy_anywhere 1
mp_buytime 99999
mp_warmup_end
mp_restartgame 1
sv_grenade_trajectory 1
bot_kick
cl_crosshairstyle (0-5)
cl_crosshairdot
cl_crosshaircolor (0-5)
cl_crosshaircolor_r (0-255)
cl_crosshaircolor_g (0-255)
cl_crosshaircolor_b (0-255)
cl_crosshairdot
cl_crosshairusealpha (0-1)
cl_crosshairalpha (0-255)
cl_crosshairsize
cl_crosshairthickness
cl_crosshairgap
give weapon_flashbang
give weapon_smokegrenade
give weapon_hegrenade
sv_grenade_trajectory 1
sv_grenade_trajectory 1
cl_radar_scale (0.5 - 0.95)
cl_radar_always_centered (0/1)
mp_roundtime 60
mp_roundtime_defuse 60
mp_roundtime_hostage 60
mp_warmuptime 999999999
mp_roundtime_0
mp_roundtime 0.1
mp_roundtime 60
mp_roundtime_defuse 0
mp_roundtime_hostage 0
mp_roundtime 1.000000
mp_timelimit
workshop_workbench
cl_crosshairstyle 6
m_rawinput 1: Enables muse raw input
m_customaccel 0: Disables mouse acceleration
voice_loopback 1: Loops voice.
prop_physics_create /props_junk/watermelon01.mdl: Spawn watermelon!

Counter-Strike: Global Offensive Useful Console Commands Codes

PVK2 useful console commands list

PVK2 useful console commands list

Copy these commands into a text file :

mp_autoteambalance 0
mp_afkprotector_time 3600
mp_afkprotector_trinketdroptime 3600
mp_allowrespawntime 5
mp_killdelay 0
mp_limitteams 0
mp_meleedamagecalc 1
mp_meleedamagemultiplier 1
mp_moveduringsuicide 1
mp_preventchestpickup 0
mp_respawntime 0
mp_respawntime_waves 0
mp_respawnwaves_minwait 0
mp_teamswitch_delay 0
cl_pvk2_dropweapons 0


GENERIC BOT ATTACK

alias attack "+attack; wait; -attack; wait; attack;"

KNIGHT BASH + SLASH

alias knight "+attack2; +attack; wait; -attack; wait; +attack; wait; -attack; knight;"

Mass Effect 3 CONSOLE commands

How to enable console:

In build 1.2.5427.16 (latest patch, as of this post), you can patch the bytes in MassEffect3.exe at file offset 0x1518AEC from A0 7B 6B to 60 31 D6 to enable the console. Note that there will be no output from your commands, but they will work (if properly entered).

For example, from the main menu, try the command open BioP_MPNov.

How to enter commands:
----------------------
1)press [~] Tilde key to open console. after that you can press TAB or Tildekey to write commands.
2)use space between words
[command][space][optionalcommand2ndName][space][item or value]pressENTER
3)example:
giveitem self avenger

How to read this file:
----------------------
[command name]
[command example]
;[this is what commentary looks like in this file]


COMMAND LIST
===================
exec
exec commands.txt
;batch-executes commands in txt file, on the go,when ingame just Alt-Tab to notepad++, edit commands, save, and back in game launch exec.  commands.txt file must be placed in binaries folder where me3config is.
each line in txtfile must contain one command, like
----
god
giveitem self avenger
fov 90
----
==================
at
at biop_nor
;this command moves player to another location. you can play whatewer mission without squad members if you currently are on citadel or normandy, and with sqad if you currently are in mission

==================
open
open biop_mpnov
;this command loads mission with default level 1 character. sp=malevanguard, mp=maleadept

mpmapnames
Biop_MPCer
Biop_MPDish
Biop_MPNov
Biop_MPRctr
Biop_MPSlum
Biop_MPTowr
spmapnames
Biop_Cat002
Biop_Cat003
Biop_GthLeg
Biop_GthN7a
Biop_Kro001
Biop_Kro002
Biop_KroGar
Biop_KroGru
Biop_KroN7a
Biop_KroN7b
Biop_Cat004
Biop_OmgJck
Biop_ProEar
Biop_ProMar
Biop_CerJcb
Biop_CerMir
Biop_CitSam
Biop_End001
Biop_End002
Biop_Gth001
Biop_Gth002
Biop_SPCer
Biop_SPDish
Biop_SPNov
Biop_SPRctr
Biop_SPSlum
Biop_SPTowr
biop_cithub ;loads docks
biop_nor ;loads normandy
Biop_Char ;SP new character creation

----?
Biop_Global ;black screen
Biop_MP_COMMON ;crashed game
@ sfxgamecontent.sfxseqact_systemstestbuddy
testmaps
;THEY DO NOT WORK , just a hint what devs used while making game
biop_bchlml
biop_blbgtl
biop_citasl
biop_citgrl
biop_horcr1
biop_jnkkga
biop_juncvl
biop_krohub
biop_krokgl
biop_kroprl
biop_n7bldinv1
biop_n7bldinv2
biop_n7crsh
biop_n7geth2
biop_n7mine
biop_n7mmnt10
biop_n7mmnt1
biop_n7mmnt2
biop_n7mmnt3
biop_n7mmnt5
biop_n7mmnt6
biop_n7mmnt7
biop_n7spdr1
biop_n7spdr2
biop_n7spdr3
biop_n7viq1
biop_n7viq2
biop_n7viq3
biop_omggra
biop_omghub
biop_omgmwl
biop_omgpra
biop_procer
biop_profre
biop_prscva
biop_quatll
biop_rprgta
biop_shpcr2
biop_suntla
biop_twrasa
biop_twrhub
biop_twrmwa
biop_twrvxl
research
mplobby ;never loaded
BIOG_UIWorld ;crashed game
===========================================

God – Toggle on / Off (god mode)
givesuperweapon
givesuperarmor
ENABLEPOWERCOOLDOWN 0
initammo 999
initammo 999 | SwapWeaponIfEmpty | TryReload ;infinite ammo
initgrenades 10
initmedigel 10
Givetalent xxx – gives skill point xxx
GiveXP xxxx – gives xxxx amount of exp
InitCredits xxxx – gives set amount of cash
AdjustCredits – money
SetRenegade xxx – increase renegade status
SetParagon xxx – increase paragon status

Teleport – teleport to pointed area
Ghost – wall hack on
Walk – wall hack off
Fly – something to do with falling, fly up down with arrow keys
ShowHud
FOV 70 ;stadart field of view
SloMo 2   ;0.5 = half speed

=======================================
givepower self cryoammo
discharge =nova
shredderammo
?consumanle_rocket shield revive ammo
;add all power names here

=======================================
giveitem self argus
assault
SFXGameContentDLC_HEN_PR.SFXWeapon_AssaultRifle_Prothean ;doesnt work
argus
avenger
cobra
collector
falcon
gethplasma
mattock
reckoning
revenant
saber
valkyrie
vindicator
pistol
carnifex
eagle
ivory ;paladin
phalanx
predator
scorpion
talon
thor ;arc
shotgun
sfxweapon_shotgun_geth
claymore
crusader
disciple
eviscerator
graal
katana
raider
scimitar
striker ;wraith
smg
hornet
hurricane
locust
shuriken
tempest
sniper
blackwidow
incisor
indra
javelin
mantis
raptor
valiant
viper
widow
heavy
arcprojector
avalanche
blackstar
cain
flamethrower_player
geth02lasertarget
grenadelauncher
minigun ;spitfire
particlebeam
rocketlauncher
titanmissilelauncher ;hydra missle

Torchlight 2 console commands

All Torchlight 2 console commands List


CLS = Clears console history.
SETTIME time = Sets the time of day to time
SETTIMESCALE scale = Sets the timescale for time of day
ROOM = returns the room the player currently is in.
FPS = shows the frame rate and other information.
GOD = toggles god mode.
SPEED = Toggles additional speed for the character.
GODSPEED = Toggles both god and speed mode.
DAMAGE SHAPES = toggles damage shapes on and off.
AIFREEZE = toggles monsters AI to turn on and off.
PLAYERNOTARGET = makes monsters not target the player.
DISABLEPET = disables/enables the player's pet.
LEVELUP = increase XP to next level.
RELOAD = reloads textures.
PATHING = toggles pathing debug display.
COMBATLOG = toggles combat log.
SOUNDDEBUG = toggles sound debug.
KILLALL = kills all monsters.
ASCEND = Goes down a floor.
DESCEND = Goes up a floor.
CLEARHISTORY = Clears level history.
MISSILETRAILS = Shows missile trails.
ALWAYSCRIT = Player always hits critically
DEBUGLOGIC = Toggles if the logic events are fired to the ogre log
NOXP = Player doesn't gain XP
MONEY count = Gives you gold.
STATPOINTS count = Gives you stat points
STRENGTH count = Gives you melee points
DEXTERITY count = Gives you ranged points
MAGIC count = Gives you magic points
DEFENSE count = Gives you defense points
ALLSTATS count = Gives you the count to all stats
FAME count = Gives you fame points
ANIMATIONSPEED fps = changes the animation of everything to match the FPS
HURTME pct = reduces the player and the player's pet HP by the given percent
RESETSTATS = resets the player's stat points
RESETSKILLS = resets the player's skills
RESETPLAYERLEVEL = resets the player's level to 1
RESETPETLEVEL = resets pet's level to 1
RESETPLAYER = resets player's stats, skills, and level
SKILLPOINTS count = Gives you skill points
SETPETLEVEL level = Sets the pet's level
CAMERADISTANCE mult = the mult the camera will be from the player
SKILL name/index = type just skill to see a list of skills. Type the number or the name of the skill to make active on the player.
SKILLTEST = different in the command skill, this will allow you to execute any skill even if it wasn't intended for your character.
ITEM index,count = the params are option. Type items to see indexes of all monsters in the game.
ITEM itemName,count = creates count of itemName.
ALLITEMS = spawns all items.
ALLITEMS unittype = spawns all items of a given unittype (use "_" for spaces)
IDENTIFYALL identify all items in the player's inventory.
ANY index,count = the params are option. Type any to see indexes of all units in the game.
EDITOROBJECT objectName,count = Creates an object from the editor for testing memory use.
UNIT unitName,count = creates a unit by name and count.
SPAWNCLASS spawnclassName,count,level = just type spawnclass to see all the spawn classes listed. Pass in Zero or a negative number for level will use the dungeon depth as the level.
MONSTER index,count = the params are option. Type monster to see indices of all monsters in the game.
MONSTER monsterName,count = creates count of monsterName
MONSTERMEM monsterName,count = the params are option. Creates and deletes a monster for memory testing.
MODEL modelpath,count = the params are optional. Creates and deletes a model for memory testing.
DUNGEON dungeonName = sets the current dungeon
CLEANUP = releases unused resources
CHARGEBARMULT = makes the charge by X percent easier to fill
UNITTYPES = displays all unittypes
RESTARTLEVEL = restarts the current level
QUESTS = lists all quests
QUESTACTIVE questName = sets a quest to active
QUESTSHOWACTIVE = Shows all the players active quests
QUESTCOMPLETE questName = sets a quest to complete
QUESTRESET questName = resets a quest to not be active or complete
QUESTSCOMPLETE = Lists all the quests complete
SHOWBLOOD = toggles blood particles
DIFFICULTY = displays the current game difficulty
SETDIFFICULTY index = sets the current difficulty
ACHIEVEMENTS = Lists the achievements and if they are complete
MEMORY = Dumps the memory allocation to the console.
TAGS = Dumps all tags used in the level and what got created.
ITEMBYMESH = Pass in part of a mesh name to spawn all items with that contain the string you passed.
UIREFRESH = forces a refresh on the UI.
MODIFYSIGHT = changes the sight distance of monsters activation. Pass 0 to reset.
MODIFYMOTION = changes the motion distance of monsters activation. Pass 0 to reset.
CHARACTER COUNT = returns the number of characters updating in the level
PLAYERANIMATION = Dumps to the console which animation the player is playing and stopping.
DOLLYMIN mindis = The min dolly distance for interaction.
BLOOM = Toggle fullscreen bloom.
LOGCONSOLE = Show the logging console.
CONNECTIONDATA = Dump a connection data file.
ADDFRIENDBYUSER = Add a friend by username or email.
DROPCONN = Drop the given connection id.

Torchlight 2 console commands item codes

Toontown Infinite Commands

Toontown Infinite Commands


If you are ever hosting your own Toontown Server using TTI source code and don't have the commands here they are.
To set these commands on other people all you gotta do is add an ~ at the beginning for example: ~~name Toon or ~~maxHp 137.
If you're having trouble using any of these message me on Skype:legendsaab

~target Returns the current Spellbook target.

~warp warp the target to the invoker's current position, and rotation.

~loop animate the target using animation [anim] on the entire actor.

~pose freeze the target on frame [frame] of animation [anim] on the entire actor, or optional [part] of the actor.

~pingpong animate the target by bouncing back and forth between the start and end, or the optional frames <start>, and [end] of animation [anim] on the entire actor, or optional <part> of the actor.

~rightHand parents the optional <prop> to the target's right hand node.

~leftHand parents the optional <prop> to the target's left hand node.

~system Broadcasts a message to the server.

~accessLevel Modify the target's access level.

~run Toggles debugging run speed.

~collisionsOff Turns collisions off.

~collisionsOn Turns collisions on.

~gravity Modifies the invoker's gravity. For default, use 0.

~xyz Modifies the position of the invoker.

~hpr Modifies the rotation of the invoker.

~oobe Toggle the 'out of body experience' view

~oobeCull Toggle the 'out of body experience' view with culling debugging.

~wire Toggle the 'wireframe' view.

~idNametags Display avatar IDs inside nametags.

~nameNametags Display only avatar names inside nametags.

~a2d Toggle aspect2d.

~placer Toggle the camera placer.

~explorer Toggle the scene graph explorer.

~neglect toggle the neglection of network updates on the invoker's client.

~backgroundColor set the background color. Specify no arguments for the default background color.

~fish Register/unregister the fish to be caught on the target.

~quests clear Clears Toontasks

~quests clearHistory Clears Toontask History

~quests add Adds Toontask.

~quests remove Removes added Toontask.

~quest lists Lists your Toontasks(???????)(idfk)

~quest bagSize Sets Toontask slots.

~quest progress Sets your Toontask progress to wherever you want(?????)(idfk)

~quest tier Sets the reward to a toontask(??????)(idfk)

~skipMovie Skips battle movies.

~factoryWarp Warp to a specific factory zone.

~fireworks july4 4th of July Fireworks

~fireworks newyears New Years Fireworks.

~fireworks summer Summer Fireworks.

~house type Set a type of house.

~spooky Activates the 'spooky' effect on the current area.

~minigame request Requests a trolley game.

~minigame force Forces a request for a trolley game.

~minigame remove Removes minigame request.

~minigame diffuclty Request minigame diffuclty(????)(idfk)

~minigame safezone Requests minigame safezone(????)(idfk)

~minigame abort Skips minigame.

~race leave Leave race.

~skipCFO Skips to the final round of the CFO.

~skipVP Skips to the final round of the VP.

~suitPaths Visualizes suit paths.

~globalTeleport Activates the global teleport cheat.

~zone Changes the invoker's zone ID.

~cheesyEffect Modify the target's cheesy effect.

~hp Modify the target's current HP.

~maxHp Modify the target's max HP.

~maxToon Max the invoker's stats for end-level gameplay.

~unlocks Unlocks the invoker's teleport access, emotions, and pet trick phrases.

~sos Modifies the invoker's specified SOS card count.

~unites Restock all resistance messages.

~fires Modifies the invoker's pink slip count.

~maxMoney Modifies the target's max money value.

~money Modifies the target's current money value.

~bank max 12000 Gives max jellybeans.

~bank transfer Transfer amount of jellybeans from bank to jar.

~fishingRod Modify the target's fishing rod value.

~maxFishTank Modify the target's max fish tank value.

~name Modify the target's name.

~hat Modify the target's hat.

~glasses Modify the target's glasses.

~backpack Modify the target's backpack.

~shoes Modify the target's shoes.

~kick Kick the target from the game server.

~ban Ban the target from the game server.

~gmIcon Toggles the target's GM icon. If an access level is provided, however, the target's GM icon will be overridden.

~ghost Toggles invisibility on the invoker. Anyone with an access level below the invoker will not be able to see him or her.

~badName Revoke the target's name.

~tickets Set the target's racing tickets value.

~cogIndex Modifies the invoker's Cog index.

~inventory reset Resets inventory.

~inventory restock Restocks inventory.

~dna gender Change gender.

~dna species Change toon species.

~dna headsize Change toons head size.

~dna torso Change toons torso.

~dna legs Change toons legs.

~dna headcolor Change toons head color.

~dna armcolor Change toons arm color.

~dna legcolor Change toons leg color.

~dna color Change toons color.

~dna gloves Change toons glove color.

~dna toptex Change toons shirt.

~dna toptexcolor Change toons shirt color.

~dna sleevetex Change toons sleeve.

~dna sleevetexcolor Change toons sleeve color.

~dna bottex Change toons shorts/skirt.

~dna bottexcolor Change toons shorts/skirt color.

~dna save Save toons DNA.

~dna restore Restores toons saved DNA.

~trophyScore Modifies the target's trophy score.

~givePies Give the target (numPies) of (pieType) pies.

~trackBonus Modify the invoker's track bonus level.

~track remove Remove a gag track of your choice.

~track add Add a gag track of your choice.

~track experience Set your own gag track experience to any gag track.

~suit spawn Spawn a cog.

~suit building Spawn a cog building.

~suit do Spawn Field Office with diffuclty.

~suit invasion Spawn an invasion.

~suit invasionend End an invasion.

~achievements earn Earn achievements.

~achievements remove Remove achievements.

~getZone Gets your zone.

Toontown Infinite Commands