CS:GO komendy i bindy, które mogą się przydać

Counter Strike: Global Offensive posiada bardzo wiele komend, których możemy użyć, a z których nie zdajemy sobie nawet sprawy. Wiele z nich może nam ułatwić codzienną rozgrywkę, zwiększyć nasz czas reakcji oraz pomóc w bezpośredniej walce z przeciwnikami. Poniżej zaprezentuję kilka przydatnych komend i bindów do CS:GO.

komendy cs go

Komendy na fps w CS:GO:

cl_showfps 1 lub net_graph 3 – po użyciu tych komend będziemy widzieli ile mamy fps
fps_max – po komendzie wpisujemy ilość 60, 120, 144, 240 lub 290. Ta komenda ustawia maksymalną ilość fps jaką możemy uzyskać w grze. Dlaczego warto ograniczyć ilość? Powód jest prosty: aby ograniczyć skoki fps podczas gry. Dzięki temu unikamy zacięć gry przy nagłych spadkach ilości klatek na sekundę. Dla własnego komfortu rozgrywki należy jak największą wartość przy której nasze FPSy są stabilne.
cl_forcepreaload 1 – komenda wymusza pobranie pewnych elementów gry przy ładowaniu mapy. Zwiększa to trochę czas łączenia się na serwer, jednak później uzyskujemy bardziej stabilne fpsy.
r_cleardecals – jest to komenda usuwająca szczegóły z mapy, takie jak krew i dziury po kulach. Dla skutecznego jej działania musimy jej użyć jako bind w połączeniu z innym, często używanym klawiszem. W moim przypadku to kucanie, a bind wygląda następująco:

bind "C" "+duck;r_cleardecals"

Komendy startowe na zwiększenie fps w CS:GO:
W Steam należy ustawić komendy startowe, które pozwolą nam na zwiększenie fps w CS:GO. Poniżej lista komend z opisem działania:

-threads 2/4 – liczba używanych procesorów w grze. Jeżeli mamy procesor dwurdzeniowy, to wpisujemy 2, a jeżeli cztero to 4.
-high – sprawia, że CS:GO jest uruchomiony w trybie z wysokim priorytetem
-novid – komenda wyłącza video przy uruchamianiu gry
-nojoy – jest to komenda do CS:GO, która wyłącza wsparcie dla joysticka.
-nod3d9ex – ogranicza dx9
-noaafont – wyłącza antialiasing dla czcionek
-lv – usuwa niektóre zbędne detale
-processheap – komenda do CS:GO zwiększająca stabilność fps przy długim użytkowaniu.

Komendy CS:GO, które poprawią gameplay:

cl_radar_scale 0.4 – komenda, która pozwoli nam widzieć w pełni minimapę w CSie. Zwiększa to kontrolę pozycji naszych towarzyszy broni oraz np. miejsca, w którym zostawiliśmy pakę.
cl_radar_always_centered 0 – po wpisaniu tej komendy wyłączamy centrowanie naszej pozycji na minimapie. Dzięki temu nasza minimapa jest zawsze w takiej samej pozycji. Dodatkowo nie tracimy widoczności, gdy stoimy w rogu mapy.
zoom_sensitivity_ratio_mouse 1 – jeżeli mamy ustawioną tą komendę na 1, to wówczas czułość naszej myszki w CS:GO jest taka sama, gdy przymierzamy AWP, jak również bez.
voice_scale 0.5 – wartość tej komendy pozwala zmieniać głośność czatu podczas matchmakingu. Można przyciszać lub pogłaśniać innych graczy. voice_enable 0 całkowicie wyłącza voicechat.
bind “4” “use flashbang” – bind do CS:GO ustawiający użycie flasha od razu po wciśnięciu 4. Oczywiście można zmienić klawisz na pasujący nam. Idea tego i poniższych dwóch bindów jest taka, aby granat wyciągać natychmiast, a nie przwijać wciskając kilka razy przycisk. Pozwala nam to oszczędzić cenne sekundy, których w rundzie jest zbyt mało, aby tracić je na szukanie granatów.
bind “x” “use smokegrenade” – jak wyżej, tylko granat dymny.
bind “z” “use hegrenade” – jak wyżej, tylko granat odłamkowy.
bind “f” “buy flashbang;buy hegrenade;buy flashbang;buy smokegrenade” – bind na kupowanie granatów w kolejności: flash, he, flash i dym. Jeżeli mamy za mało kasy, to nie kupi nam smoka. Jeżeli mamy jeszcze mniej kasy, to kupi nam tylko flasha i hejdża.
cl_disablefreezecam 1 – wyłącza killcama

Komendy na celownik CS:GO

:

KomendaStandardZakresOpis
cl_crosshairstyle0“2” = KlasycznyUstawia styl celownika
“3” = Dynamiczny
“4” = Statyczny
cl_crosshairdot0“0” = OFFWłączona/wyłączona kropka na środku celownika.
“1” = ON
cl_crosshaircolor1cl_crosshaircolor 0 – czerwonyWartość 0-4 standardowe kolory, tak jak w kolumnie obok.
cl_crosshaircolor 1 – zielony cl_crosshaircolor 5 – włączamy ustawienia koloru celownika na podstawie palety barw RGB
cl_crosshaircolor 2 – zółty
cl_crosshaircolor 3 – niebieski
cl_crosshaircolor 4 – jasnoniebieski
cl_crosshaircolor 5 – paleta RGB
cl_crosshaircolor_r 50 “0” to “255”“Ilość” czerwonego koloru w celowniku.
cl_crosshaircolor_g 255 “0” to “255”Ilość zielonego.
cl_crosshaircolor_b 50 “0” to “255”Ilość niebieskiego.
cl_crosshairusealpha 1“0” = OFFWartość “1” – włącza przezroczystość celownika.
“1” = ON
cl_crosshairalpha 2000-255Wartość przezroczystości celownika: 0 – całkowicie przeźroczysty, 255 – całkowicie nieprzeźroczysty.
cl_crosshairsize 5Wielkość celownika.
cl_crosshairthickness 0.5Grubość celowika.

Więcej komend na celownik można znaleźć w tym artykule.

Dla zagorzałych graczy CS:GO poniże lista wszystkich komend do CS:GO:

+demoui2 – Bring the advanced demo player UI (demoui2) to foreground.
+mat_texture_list -
+showbudget -
+showbudget_texture -
+showbudget_texture_global -
+showvprof -
+vgui_drawtree -
+voicerecord -
-demoui2 – Send the advanced demo player UI (demoui2) to background.
-mat_texture_list -
-showbudget -
-showbudget_texture -
-showbudget_texture_global -
-showvprof -
-vgui_drawtree -
-voicerecord -
_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.
addip – Add an IP address to the ban list.
adsp_reset_nodes -
ai_clear_bad_links – Clears bits set on nav links indicating link is unusable
ai_debug_node_connect – Debug the attempted connection between two nodes
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 test effect of AI logic routines on frame rate
ai_drop_hint – Drop an ai_hint at the player’s 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, =NPC under crosshair
ai_next_hull – Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-
ai_nodes – Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green – ground node Cyan – air node Magenta – climb node Grey – node not available for selected hull size Orange – node currently locked
ai_resume – If NPC is stepping through tasks (see ai_step ) will resume normal processing.
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: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Red – connection disabled
ai_show_connect_crawl – Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Red – connection disabled
ai_show_connect_fly – Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Red – connection disabled
ai_show_connect_jump – Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Red – connection disabled
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 the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.
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 – hint not being used by timed out Grey – hint has been disabled
ai_show_hull – Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green – ground movement Blue – jumping movement Cyan – flying movement Yellow – crawling movement Magenta – climbing movement Arguments: -none-
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 drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.
ai_step – NPCs will freeze after completing their current task. To complete the next task, use ‘ai_step’ again. To resume processing normally use ‘ai_resume’
ai_test_los – Test AI LOS from the player’s POV
ainet_generate_report – Generate a report to the console.
ainet_generate_report_only – Generate a report to the console.
alias – Alias a command.
askconnect_accept – Accept a redirect request by the server.
asw_engine_finished_building_map – Notify engine that we’ve finished building a map
async_resume -
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.
bench_end – Ends gathering of info.
bench_start – Starts gathering of info. Arguments: filename to write results into
bench_upload – Uploads most recent benchmark stats to the Valve servers.
benchframe – Takes a snapshot of a particular frame in a time demo.
bind_osx – Bind a key for OSX only.
BindToggle – Performs a bind “increment var 0 1 1″
blackbox_dump – Dump the contents of the blackbox
blackbox_record – Record an entry into the blackbox
bot_add – bot_add <t|ct> – Adds a bot matching the given criteria.
bot_add_ct – bot_add_ct – Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t – bot_add_t – Adds a terrorist bot matching the given criteria.
bot_control_next_all_teams – Take control of the next bot regardless of team (development only).
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 fo
bot_kick – bot_kick <t|ct> – Kicks a specific bot, or all bots, matching the given criteria.
bot_kill – bot_kill <t|ct> – Kills a specific bot, or all bots, matching the given criteria.
bot_knives_only – Restricts the bots to only using knives
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_snipers_only – Restricts the bots to only using sniper rifles
bot_take_control – Take control of a bot.
box – Draw a debug box.
buddha – Toggle. Player takes damage but won’t die. (Shows red cross when health is zero)
bug – Show the bug reporting UI.
bug_swap – Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps – Rebuild cubemaps.
buildmodelforworld – buildmodelforworld
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.
cast_hull – Tests hull collision detection
cast_ray – Tests collision detection
ch_createairboat – Spawn airboat in front of the player.
ch_createjeep – Spawn jeep in front of the player.
changelevel – Change server to the specified map
changelevel2 – Transition to the specified map in single player
cl_csm_server_status – Usage: cl_csm_server_status
cl_fullupdate – Forces the server to send a full update packet
cl_precacheinfo – Show precache info (client).
cl_view – Set the view entity index.
clear – Clear all console output.
clear_anim_cache – Clears the animation cache, freeing the memory (until the next time a streaming animblock is requested).
clear_debug_overlays – clears debug overlays
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 -
con_min_severity – Minimum severity level for messages sent to any logging channel: LS_MESSAGE=0, LS_WARNING=1, LS_ASSERT=2, LS_ERROR=3.
connect – Connect to specified server.
connect_splitscreen – Connect to specified server. With multiple players.
crash – Cause the engine to crash (Debug!!)
create_flashlight -
creditsdone -
cs_make_vip – Marks a player as the VIP
cssdm – CS:S DM console menu
cssdm_spawn_menu – Edits CS:S DM spawn points
cvarlist – Show the list of convars/concommands.
dbghist_addline – Add a line to the debug history. Format: dbghist_dump – Dump the debug history to the console. Format: Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player
debugsystemui – Show/hide the debug system UI.
demo_gototick – Skips to a tick in demo.
demo_pause – Pauses demo playback.
demo_resume – Resumes demo playback.
demo_timescale – Sets demo replay speed.
demo_togglepause – Toggles demo playback.
demolist – Print demo sequence list.
demoui – Show/hide the demo player UI.
demoui2 – Show/hide the advanced demo player UI (demoui2).
devshots_nextmap – Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot – Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the ‘screenshot’ command instead.
differences – Show all convars which are not at their default values.
disconnect – Disconnect game from server.
disp_list_all_collideable – List all collideable displacements
display_elapsedtime – Displays how much time has elapsed since the game started
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
droppistol -
dsp_reload -
dti_flush – Write out the datatable instrumentation files (you must run with -dti for this to work).
dump_entity_sizes – Print sizeof(entclass)
dump_globals – Dump all global entities/states
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.
echo – Echo text to console.
editdemo – Edit a recorded demo file (.dem ).
editor_toggle – Disables the simulation and returns focus to the editor
endmovie – Stop recording movie frames.
endround – End the current round.
ent_absbox – Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_attachments – Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_autoaim – Displays the entity’s 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 overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
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
ent_fire – Usage: ent_fire [action] [value] [delay]
ent_info – Usage: ent_info
ent_keyvalue – Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue =,=,…,=
ent_messages – Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_name -
ent_orient – Orient the specified entity to match the player’s angles. By default, only orients target entity’s YAW. Use the ‘allangles’ option to orient on all axis. Format: ent_orient ent_pause – Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with ‘ent_messages’ will stop fading and be displayed indefinitely. To step through the messages one by one use ‘ent_step’.
ent_pivot – Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_rbox – Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
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 entity’s script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_setang – Set entity angles
ent_setpos – Move entity to position
ent_show_response_criteria – Print, to the console, an entity’s current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
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
ent_text – Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_viewoffset – Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
envmap -
escape – Escape key pressed.
exec – Execute script file.
execifexists – Execute script file if file exists.
exit – Exit the engine.
explode – Kills the player with explosive damage
explodevector – Kills a player applying an explosive force. Usage: explodevector
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.
find – Find concommands with the specified string in their name/help text.
find_ent – Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent
find_ent_index – Display data for entity matching specified index. Format: find_ent_index
findflags – Find concommands by flags.
firetarget -
flush – Flush unlocked cache memory.
flush_locked – Flush unlocked and locked cache memory.
fogui – Show/hide fog control UI.
forcebind – Bind a command to an available key. (forcebind command opt:suggestedKey)
foundry_engine_get_mouse_control – Give the engine control of the mouse.
foundry_select_entity – Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view – Move Hammer’s 3D view to the same position as the engine’s 3D view.
foundry_update_entity – Updates the entity’s position/angles when in edit mode
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 spent reading from them.
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: . 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-persistent.
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.
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 doesn’t hide game UI
gameui_preventescapetoshow – Escape key doesn’t show game UI
give – Give item to player. Arguments: <item_name>
global_set – global_set : Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
god – Toggle. Player becomes invulnerable.
gods – Toggle. All players become invulnerable.
groundlist – Display ground entity list
hammer_update_entity – Updates the entity’s position/angles when in edit mode
hammer_update_safe_entities – Updates entities in the map that can safely be updated (don’t have parents or are affected by constraints). Also excludes entities mentioned in any hammer_updateignorelist objects in this map.
help – Find help about a convar/concommand.
hideconsole – Hide the console.
host_reset_config – reset config (for testing) with param as splitscreen index.
host_runofftime – Run off some time without rendering/updating sounds
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.
hunk_print_allocations -
hurtme – Hurts the player. Arguments:
incrementvar – Increment specified convar value.
item_show_whitelistable_definitions – Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
jpeg – Take a jpeg screenshot: jpeg .
kdtree_test – Tests spatial partition for entities queries.
key_findbinding – Find key bound to specified command string.
key_listboundkeys – List bound keys with bindings.
key_updatelayout – Updates game keyboard layout to current windows keyboard setting.
kick – Kick a player by name.
kickid – Kick a player by userid or uniqueid, with a message.
kickid_ex – Kick a player by userid or uniqueid, 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
light_crosshair – Show texture color at crosshair
lightprobe – Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called ‘materials/lightprobes’ .The lightprobe command requires you specify a base file name.
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.
listmaps -
listmodels – List loaded models.
listRecentNPCSpeech – Displays a list of the last 5 lines of speech from NPCs.
load – Load a saved game.
log – Enables logging to file, console, and udp < on | off >.
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.
logaddress_add – Set address and port for remote host .
logaddress_del – Remove address and port for remote host .
logaddress_delall – Remove all udp addresses being logged to
logaddress_list – List all addresses currently being used by logaddress.
map – Start playing on specified map.
map_background – Runs a map as the background to the main menu.
map_commentary – Start playing, with commentary, on a specified map.
map_edit -
map_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)
mapgroup – Specify a map group
maps – Displays list of maps.
mat_configcurrent – show the current video control panel config for the material system
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_debug – Activates debugging spew for a specific material.
mat_edit – Bring up the material under the crosshair in the editor
mat_hdr_enabled – Report if HDR is enabled for debugging
mat_info – Shows material system info
mat_reloadtextures – Reloads all textures
mat_rendered_faces_spew – ‘mat_rendered_faces_spew ’ Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count must be set to use this)
mat_reporthwmorphmemory – Reports the amount of size in bytes taken up by hardware morph textures.
mat_savechanges – saves current video configuration to the registry
mat_setvideomode – sets the width, height, windowed state of the material system
mat_showaspectratioinfo – Spew info about the hardware aspect ratio
mat_showmaterials – Show materials.
mat_showmaterialsverbose – Show materials (verbose version).
mat_showtextures – Show used textures.
mat_suppress – Suppress a material from drawing
mat_texture_list_exclude – ‘load’ – loads the exclude list file, ‘reset’ – resets all loaded exclude information, ‘save’ – saves exclude list file
mat_texture_list_txlod – Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution
mat_texture_list_txlod_sync – ‘reset’ – resets all run-time changes to LOD overrides, ‘save’ – saves all changes to material content files
mat_updateconvars – updates the video config convars
maxplayers – Change the maximum number of players allowed on this server.
mem_dump – Dump memory stats to text file.
mem_eat -
mem_incremental_compact -
mem_test -
mem_vcollide – Dumps the memory used by vcollides
memory – Print memory stats.
meta – Metamod:Source control options
minisave – Saves game (for current level only!)
mm_datacenter_debugprint – Shows information retrieved from data center
mod_DumpWeaponWiewModelCache – Dumps the weapon view model cache contents
mod_DumpWeaponWorldModelCache – Dumps the weapon world model cache contents
motd -
movie_fixwave – Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
mp_disable_autokick – Prevents a userid from being auto-kicked
mp_forcerespawnplayers – Force all players to respawn.
mp_forcewin – Forces team to win
mp_swapteams – Swap the teams and restart the game
mp_switchteams – Switch teams and restart the game
mp_tournament_restart – Restart Tournament Mode on the current level.
multvar – Multiply specified convar value.
mvpup -
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_analyze_scripted – commandline hook to run a nav_analyze and then quit.
nav_avoid – Toggles the ‘avoid this area when possible’ flag used by the AI system.
nav_begin_area – Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a ‘nav_end_area’ command.
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 1×1 areas
nav_clear_attribute – Remove given nav attribute from all areas in the selected set.
nav_clear_walkable_marks – Erase any previously placed walkable positions.
nav_compress_id – Re-orders area and ladder ID’s so they are continuous.
nav_connect – To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
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_crouch – Toggles the ‘must crouch in this area’ flag used by the AI system.
nav_delete – Deletes the currently highlighted Area.
nav_delete_marked – Deletes the currently marked Area (if any).
nav_disconnect – To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
nav_dont_hide – Toggles the ‘area is not suitable for hiding spots’ flag used by the AI system.
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 – Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
nav_gen_cliffs_approx – Mark cliff areas, post-processing approximation
nav_generate – Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental – Generate a Navigation Mesh for the current map and save it to disk.
nav_jump – Toggles the ‘traverse this area by jumping’ flag used by the AI system.
nav_ladder_flip – Flips the selected ladder’s direction.
nav_load – Loads the Navigation Mesh for the current map.
nav_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_walkable – Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_merge – To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
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 – Sets the Place of the Area under the cursor to the curent Place, and ‘flood-fills’ the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
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_precise – Toggles the ‘dont avoid obstacles’ flag used by the AI system.
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 – Removes legacy 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_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_radius – Adds all areas in a radius to the selection 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_splice – To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split – To split an Area into two, align the split line using your cursor and invoke the split command.
nav_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 – Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_subdivide – Subdivides all selected areas.
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 – Toggles Place Painting mode. When Place Painting, pointing at an Area will ‘paint’ it with the current Place.
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_use_place – If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_walk – Toggles the ‘traverse this area by walking’ flag used by the AI system.
nav_world_center – Centers the nav mesh in the world
net_channels – Shows net channel info
net_dumpeventstats – Dumps out a report of game event network usage
net_status – Shows current network status
net_steamcnx_status – Print status of steam connection sockets.
nextdemo – Play next demo in sequence.
nextmap -
notarget – Toggle. Player becomes hidden to NPCs.
npc_ammo_deplete – Subtracts half of the target’s ammo
npc_bipass – Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.
npc_combat – Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_conditions – Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_create – Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Arguments: [npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
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 that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn’t have an instance in the level. Arguments: {npc_class_name}
npc_destroy – Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_destroy_unselected – Removes all NPCs from the universe that aren’t currently selected
npc_enemies – Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don’t know where it went) Unreachable entities drawn in green (can’t get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_focus – Displays red line to NPC’s enemy (if has one) and blue line to NPC’s target entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
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_kill – Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_nearest – Draw’s a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_relationships – Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_reset – Reloads schedules for all NPC’s 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 rectangles. Line is color coded in the following manner: Blue – path to a node Cyan – detour around an object (triangulation) Red – jump Maroon – path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_select – Select or deselects the given NPC(s) for later manipulation. Selected NPC’s are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_set_freeze – Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments: -none-
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} / no argument picks what player is looking at
npc_steering_all – Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_task_text – Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_tasks – Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
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: {entity_name} / {class_name} / no argument picks what player is looking at
particle_test_start – Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
particle_test_stop – Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
path – Show the engine filesystem path.
pause – Toggle the server pause state.
perfui – Show/hide the level performance tools UI.
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_report_active – Lists all active physics objects
physics_select – Dumps debug info for an entity
ping – Display ping to server.
pingserver – Ping a server for info
play – Play a sound.
playdemo – Play a recorded demo file (.dem ).
playvol – Play a sound at a specified volume.
plugin_load – plugin_load : loads a plugin
plugin_pause – plugin_pause : pauses a loaded plugin
plugin_pause_all – pauses all loaded plugins
plugin_print – Prints details about loaded plugins
plugin_unload – plugin_unload : unloads a plugin
plugin_unpause – plugin_unpause : unpauses a disabled plugin
plugin_unpause_all – unpauses all disabled plugins
press_x360_button – Press the specified Xbox 360 controller button (lt, rt, st[art], ba[ck], lb, rb, a, b, x, y, l[eft], r[right], u[p], d[own])
print_colorcorrection – Display the color correction layer information.
progress_enable -
prop_crosshair – Shows name for prop looking at
prop_debug – Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
prop_physics_create – Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
quit – Exit the engine.
r_cleardecals – Usage r_cleardecals .
r_flushlod – Flush and reload LODs.
r_lightcache_invalidate -
r_printdecalinfo -
rcon – Issue an rcon command.
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
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_entities – Lists all entities
report_simthinklist – Lists all simulating/thinking entities
report_soundpatch – reports sound patch count
report_touchlinks – Lists all touchlinks
reset_expo – Reset player scores, player controls, team scores, and end the round
reset_gameconvars – Reset a bunch of game convars to default values
respawn_entities – Respawn all the entities in the map.
respawnme -
restart – Restart the game on the same level (add setpos to jump to current view position on restart).
rpt – Issue an rpt command.
rpt_client_enable -
rpt_connect -
rpt_download_log -
rpt_end -
rpt_password -
rpt_screenshot -
rpt_server_enable -
rpt_start -
rr_debugresponseconcept_exclude – Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments to see current list. Call ‘rr_debug_responseconcept_exclude !’ to reset.
rr_forceconcept – fire a response concept directly at a given character. USAGE: rr_forceconcept “criteria1:value1,criteria2:value2,…” criteria values are optional.
rr_reloadresponsesystems – Reload all response system scripts.
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.
scoreup -
screenshot – Take a screenshot.
script_debug – Connect the vscript VM to the script debugger
script_dump_all – Dump the state of the VM to the console
script_execute – Run a vscript file
script_help – Output help for script functions, optionally with a search string
script_reload_code – Execute a vscript file, replacing existing functions with the functions in the run script
script_reload_entity_code – Execute all of this entity’s VScripts, replacing existing functions with the functions in the run scripts
script_reload_think – Execute an activation script, replacing existing functions with the functions in the run script
server_game_time – Gives the game time in seconds (server’s curtime)
setang – Snap player eyes to specified pitch yaw (must have sv_cheats).
setang_exact – Snap player eyes and orientation to specified pitch yaw (must have sv_cheats).
setinfo – Adds a new user info value
setmaster – add/remove/enable/disable master servers
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).
shake – Shake the screen.
showconsole – Show the console.
showtriggers_toggle – Toggle show triggers
skip_next_map – Skips the next map in the map rotation for the server.
sm – SourceMod Menu
sm_addban – sm_addban

sm_maphistory – Shows the most recent maps played
sm_msay – sm_msay – sends message as a menu panel
sm_mute – sm_mute – Removes a player’s ability to use voice.
sm_noclip – sm_noclip <#userid|name>
sm_pistols – Sets up a pistol round.
sm_play – sm_play <#userid|name>
sm_print_telist – Prints the temp entity list
sm_printtest –
sm_psay – sm_psay – sends private message
sm_rcon – sm_rcon
sm_reload_restrictions – Reloads all restricted weapon cvars and removes any admin overrides
sm_reloadadmins – sm_reloadadmins
sm_remove_restricted – Removes restricted weapons from players to the limit the weapons are set to.
sm_rename – sm_rename <#userid|name>
sm_resetcvar – sm_resetcvar
sm_restrict – Restrict weapons
sm_revote –
sm_say – sm_say – sends message to all players
sm_searchcmd – Searches SourceMod commands
sm_settings –
sm_silence – sm_silence – Removes a player’s ability to use voice or chat.
sm_slap – sm_slap <#userid|name> [damage]
sm_slay – sm_slay <#userid|name>
sm_timebomb – sm_timebomb <#userid|name> [0/1]
sm_tsay – sm_tsay [color] – sends top-left message to all players
sm_unban – sm_unban <steamid|ip>
sm_ungag – sm_ungag – Restores a player’s ability to use chat.
sm_unmute – sm_unmute – Restores a player’s ability to use voice.
sm_unrestrict – Unrestrict weapons
sm_unsilence – sm_unsilence – Restores a player’s ability to use voice and chat.
sm_vote – sm_vote [Answer1] [Answer2] … [Answer5]
sm_votealltalk – sm_votealltalk
sm_voteban – sm_voteban [reason]
sm_voteburn – sm_voteburn sm_voteff – sm_voteff
sm_votegravity – sm_votegravity [amount2] … [amount5]
sm_votekick – sm_votekick [reason]
sm_voteslay – sm_voteslay sm_who – sm_who [#userid|name]
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_dump_filepaths –
snd_dumpclientsounds – Dump sounds to console
snd_getmixer – Get data related to mix group matching string
snd_print_channel_by_guid – Prints the content of a channel from its guid. snd_print_channel_by_guid .
snd_print_channel_by_index – Prints the content of a channel from its index. snd_print_channel_by_index .
snd_print_channels – Prints all the active channel.
snd_print_dsp_effect – Prints the content of a dsp effect.
snd_rebuildaudiocache – rebuild audio cache for current language
snd_restart – Restart sound system.
snd_set_master_volume – Sets the master volume for a channel. snd_set_master_volume .
snd_setmixer – Set named Mixgroup of current mixer to mix vol, mute, solo.
snd_setmixlayer – Set named Mixgroup of named mix layer to mix vol, mute, solo.
snd_setmixlayer_amount – Set named mix layer mix amount.
snd_sos_flush_operators – Flush and re-parse the sound operator system
snd_sos_print_operators – Prints a list of currently available operators
snd_soundmixer_flush – Reload soundmixers.txt file.
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_list_mixers – List all mixers to dev console.
snd_soundmixer_set_trigger_factor – Set named mix layer / mix group, trigger amount.
snd_updateaudiocache – checks _master.cache based on file sizes and rebuilds any change/new entries
snd_writemanifest – If running a game, outputs the precache manifest for the current level
sndplaydelay –
soundfade – Fade client volume.
soundlist – List all known sounds.
soundscape_flush – Flushes the server & client side soundscapes
speak – Play a constructed sentence.
spike – generates a fake spike
ss_connect – If connected with available split screen slots, connects a split screen player to this machine.
ss_disconnect – If connected with available split screen slots, connects a split screen player to this machine.
star_memory – Dump memory stats
startdemos – Play demos in demo sequence.
startmovie – Start recording movie frames.
startupmenu – Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we’re not in developer mode.
stats – Prints server performance variables
status – Display map and connection status.
stop – Finish recording demo.
stopdemo – Stop playing back a demo.
stopsound –
stringtabledictionary – Create dictionary for current strings.
stuffcmds – Parses and stuffs command line + commands to command buffer.
sv_benchmark_force_start – Force start the benchmark. This is only for debugging. It’s better to set sv_benchmark to 1 and restart the level.
sv_clearhinthistory – Clear memory of server side hints displayed to the player.
sv_findsoundname – Find sound names which reference the specified wave files.
sv_game_mode_convars – Display the values of the convars for the current game_mode.
sv_precacheinfo – Show precache info.
sv_pure – Show user data.
sv_querycache_stats – Display status of the query cache (client only)
sv_shutdown – Sets the server to shutdown when all games have completed
sv_soundemitter_filecheck – Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush – Flushes the sounds.txt system (server only)
sv_soundemitter_reload – Flushes the sounds.txt system
sv_soundemitter_spew – Print details about a sound.
sv_soundscape_printdebuginfo – print soundscapes
switchme –
terminateround –
Test_CreateEntity –
test_dispatcheffect – Test a clientside dispatch effect. Usage: test_dispatcheffect Defaults are:
Test_EHandle –
test_entity_blocker – Test command that drops an entity blocker out in front of the player.
Test_InitRandomEntitySpawner –
Test_Loop – Test_Loop – loop back to the specified loop start point unconditionally.
Test_LoopCount – Test_LoopCount – loop back to the specified loop start point the specified # of times.
test_outtro_stats –
Test_ProxyToggle_EnableProxy –
Test_ProxyToggle_SetValue –
Test_RandomChance – Test_RandomChance <token2…> – Roll the dice and maybe run the command following the percentage chance.
Test_RandomizeInPVS –
Test_RandomPlayerPosition –
Test_RemoveAllRandomEntities –
Test_RunFrame –
Test_SendKey –
Test_SpawnRandomEntities –
Test_StartLoop – Test_StartLoop – 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 –
thread_test_tslist –
thread_test_tsqueue –
threadpool_cycle_reserve – Cycles threadpool reservation by powers of 2
threadpool_run_tests –
timedemo_vprofrecord – Play a demo and report performance info. Also record vprof data for the span of the demo
timedemoquit – Play a demo, report performance info, and then exit
timeleft – prints the time remaining in the match
timerefresh – Profile the renderer.
toggle – Toggles a convar on or off, or cycles through a set of values.
togglebuy –
toggledrop –
toggleprice –
toggleround –
toolload – Load a tool.
TransmitEvents – Transmits Game Events to tv_clients – Shows list of connected SourceTV clients.
tv_msg – Send a screen message to all clients.
tv_record – Starts SourceTV demo recording.
tv_relay – Connect to SourceTV server and relay broadcast.
tv_retry – Reconnects the SourceTV relay proxy.
tv_status – Show SourceTV server status.
tv_stop – Stops the SourceTV broadcast.
tv_stoprecord – Stops SourceTV demo recording.
tweak_ammo_impulses – Allow real-time tweaking of the ammo impulse values.
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.
vehicle_flushscript – Flush and reload all vehicle scripts
version – Print version info string.
vgui_drawtree_clear –
vgui_dump_panels – vgui_dump_panels [visible]
vgui_spew_fonts –
vgui_togglepanel – show/hide vgui panel by name.
voice_mute – Mute a specific Steam user
voice_reset_mutelist – Reset all mute information for all players who were ever muted.
voice_show_mute – Show whether current players are muted.
voice_unmute – Unmute a specific Steam user, or `all` to unmute all connected players.
voicerecord_toggle –
vox_reload – Reload sentences.txt file
voxeltree_box – View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
voxeltree_playerview – View entities in the voxel-tree at the player position.
voxeltree_sphere – View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
voxeltree_view – View entities in the voxel-tree.
vphys_sleep_timeout – set sleep timeout: large values mean stuff won’t 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_nextsibling –
vprof_off – Turn off VProf profiler
vprof_on – Turn on VProf profiler
vprof_parent –
vprof_playback_average – Average the next N frames.
vprof_playback_start – Start playing back a recorded .vprof file.
vprof_playback_step – While playing back a .vprof file, step to the next tick.
vprof_playback_stepback – While playing back a .vprof file, step to the previous tick.
vprof_playback_stop – 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_peaks – Reset just the peak time in VProf profiler
vprof_to_csv – Convert a recorded .vprof file to .csv.
vprof_vtune_group – enable vtune for a particular vprof group (“disable” to disable)
vtune – Controls VTune’s sampling.
vx_model_list – Dump models to VXConsole
wc_air_edit_further – When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from player
wc_air_edit_nearer – When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player
wc_air_node_edit – When in WC edit mode, toggles laying down or air nodes instead of ground nodes
wc_create – When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull)
wc_destroy – When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
wc_destroy_undo – When in WC edit mode restores the last deleted node
wc_link_edit –
weapon_reload_database – Reload the weapon database
wipe_nav_attributes – Clear all nav attributes of selected area.
writeid – Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip – Save the ban list to banned_ip.cfg.
xload – Load a saved game from a console storage device.
xsave – Saves current game to a console storage device.

 

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