Source Engine Games List

The following list is comprised of console commands common to all Source-engine games.

Table of Contents

Commands are sorted alphabetically:

Source is a 3D video game engine developed by Valve Corporation.It debuted as the successor to GoldSrc, with the first game being Counter-Strike: Source in June 2004, followed shortly by Half-Life 2 in November, and it has been in active development since. Source does not have a concise version numbering scheme; instead, it is designed in constant incremental updates. A remake of the Alien Swarm mod for Unreal Tournament 2004 on the Source engine made by the developers between other projects after they were hired by Valve. Released for free via Steam with access to the complete code base to help developers creating Source engine mods. One of very few Valve games without a Mac or Linux version.

Note:Commands with 'Yes' in 'Cheat?' column require sv_cheats 1 to be active before working.
Source Engine Games List

Commands starting with letter 'A'

Command Default Cheat? Help Text
_fov0Automates fov command to server.
_restartShutdown and restart the engine.
addipAdd an IP address to the ban list.
adsp_alley_min122None
adsp_courtyard_min126None
adsp_debug0None
adsp_door_height112None
adsp_duct_min106None
adsp_hall_min110None
adsp_low_ceiling108None
adsp_opencourtyard_min126None
adsp_openspace_min130None
adsp_openstreet_min118None
adsp_openwall_min130None
adsp_room_min102None
adsp_street_min118None
adsp_tunnel_min114None
adsp_wall_height128None
ai_actbusy_search_time10None
ai_ally_manager_debug0None
ai_auto_contact_solver1None
ai_citizen_debug_commander1None
ai_clear_bad_linksClears bits set on nav links indicating link is unusable
ai_debug_actbusy0YesUsed to debug actbusy behavior. Usage:
1
Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.
2
Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.
3
Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.
4
Display debug output of actbusy logic.
ai_debug_assault0None
ai_debug_directnavprobe0None
ai_debug_doors0None
ai_debug_efficiency0None
ai_debug_enemies0None
ai_debug_expressions0Show random expression decisions for NPCs.
ai_debug_follow0None
ai_debug_loners0None
ai_debug_looktargets0None
ai_debug_los0YesHighlights what blocks (or is able to block) NPCline of sight.
ai_debug_nav0None
ai_debug_node_connectDebug the attempted connection between two nodes
ai_debug_ragdoll_magnets0None
ai_debug_readiness0None
ai_debug_shoot_positions0None
ai_debug_speech0None
ai_debug_squads0None
ai_debug_think_ticks0None
ai_debugscriptconditions0None
ai_disableBypasses 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_drawbattlelines0YesNone
ai_dump_hintsNone
ai_efficiency_override0None
ai_follow_move_commands1None
ai_follow_use_points1None
ai_follow_use_points_when_moving1None
ai_lead_time0None
ai_LOS_mode0None
ai_moveprobe_debug0None
ai_moveprobe_jump_debug0None
ai_moveprobe_usetracelist0None
ai_new_aiming1None
ai_newgroundturret0None
ai_next_hullCycles 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
ai_no_local_paths0None
ai_no_node_cache0None
ai_no_select_box0None
ai_no_steer0None
ai_no_talk_delay0None
ai_nodesToggles 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_norebuildgraph0None
ai_path_adjust_speed_on_immediate_turns1None
ai_path_insert_pause_at_est_end1None
ai_path_insert_pause_at_obstruction1None
ai_reaction_delay_alert0None
ai_reaction_delay_idle0None
ai_readiness_decay120None
ai_rebalance_thinks1None
ai_reloadresponsesystemsReload all response system scripts.
ai_report_task_timings_on_limit0None
ai_resumeIf NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug0None
ai_set_move_height_epsilonSet how high AI bumps up ground walkers when checking steps
ai_shot_bias1None
ai_shot_bias_max1None
ai_shot_bias_min-1None
ai_shot_stats0None
ai_shot_stats_term1000None
ai_show_connectDisplays 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
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_flyDisplays 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
Magenta
Climbing movement
Red
Connection disabled
ai_show_connect_jumpDisplays 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
Magenta
Climbing movement
Red
Connection disabled
ai_show_graph_connectToggles 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_gridDraw a grid on the floor where looking.
ai_show_hintsDisplays 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_hullDisplays 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
Magenta
Climbing movement
ai_show_hull_attacks0None
ai_show_nodeHighlight the specified node
ai_show_think_tolerance0None
ai_show_visibilityToggles 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_simulate_task_overtime0None
ai_spread_cone_focus_time0None
ai_spread_defocused_cone_multiplier3None
ai_spread_pattern_focus_time0None
ai_stepNPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'
ai_think_limit_label0None
ai_use_clipped_paths1None
ai_use_efficiency1None
ai_use_frame_think_limits1None
ai_use_readiness1None
ai_use_think_optimizations1None
ainet_generate_reportGenerate a report to the console.
ainet_generate_report_onlyGenerate a report to the console
air_densityChanges the density of air for drag computations
airboat_fatal_stress5000Amount of stress in kg that would kill the airboat driver
aliasCreates aliases for other commands
+alt1None
-alt1None
+attackLaunches the selected weapon's primary attack
-attackStops the selected weapon's primary attack
+attack2Launches the selected weapon's secondary attack
-attack2Stops the selected weapon's secondary attack
autosaveNone

Commands starting with letter 'B'

Command Default Cheat? Help Text
+backStart moving player backward (button down)
-backStop moving player backward (button up)
banidAdd a user ID to the ban list.
bench_endYesEnds gathering of info.
bench_showstatsdialogShows a dialog displaying the most recent benchmark results.
bench_startStarts gathering of info.

Arguments: <filename>

bench_uploadUploads most recent benchmark stats to the Valve servers.
benchframeTakes a snapshot of a particular frame in a time demo.
bgmvolume1CD sound playback volume.
bindBind a key.

Arguments: <key> '<command>'

BindToggleB
birds_debug0None
blink_duration0.2How many seconds an eye blink will last.
bloodsprayblood
boxDraw a debug box.
+breakNone
-breakNone
breakable_disable_gib_limit0None
breakable_multiplayer1None
buddhaToggle. Player takes damage but won't die. (Shows red cross when health is zero)
budget_averages_window30number of frames to look at when figuring out average frametimes
budget_background_alpha128how translucent the budget panel is
budget_bargraph_background_alpha128how translucent the budget panel is
budget_bargraph_range_ms16budget bargraph range in milliseconds
budget_history_numsamplesvisible100number 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_ms66budget history range in milliseconds
budget_panel_bottom_of_history_fraction0number between 0 and 1
budget_panel_height384height in pixels of the budget panel
budget_panel_width512width in pixels of the budget panel
budget_panel_x0number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y50number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window30number of frames to look at when figuring out peak frametimes
budget_show_averages0enable/disable averages in the budget panel
budget_show_history1turn history graph off and on. . good to turn off on low end
budget_show_peaks1enable/disable peaks in the budget panel
bugShow/hide the bug reporting UI.
bug_swapAutomatically swaps the current weapon for the bug bait and back again.
bugreporter_includebsp1Include .bsp for internal bug submissions.
buildcubemapsRebuild cubemaps.
building_cubemaps0None

Commands starting with letter 'C'

Command Default Cheat? Help Text
c_maxdistance200YesNone
c_maxpitch90NoNone
c_maxyaw135NoNone
c_mindistance30YesNone
c_minpitch0YesNone
c_minyaw-135YesNone
c_orthoheight100YesNone
c_orthowidth100YesNone
cache_printNoPrint out contents of cache memory.
cam_command0YesChanges camera view, first/third person
cam_idealdist150YesCam distance from player
cam_idealdistup0YesCam above/below player
cam_idealdistright0YesCam left/right of player
cam_idealpitch0YesNone
cam_idealyaw90Yes0=Behind player, 90=Right arm
cam_snapto0YesNone
+camdistanceNoNone
-camdistanceNoNone
+cammousemoveNoNone
-cammousemoveNoNone
camorthoNoSwitch to orthographic camera.

There is currently no known way to exit this mode without restarting the engine.

+caminNoNone
-caminNoNone
+camoutNoNone
-camoutNoNone
+campitchdownNoNone
-campitchdownNoNone
+campitchupNoNone
-campitchupNoNone
+camyawleftNoNone
-camyawleftNoNone
+camyawrightNoNone
-camyawrightNoNone
cancelselectNoNone
cast_hullNoTests hull collision detection
cast_rayNoTests collision detection
cc_captiontrace1NoShow missing closecaptions: (0 = no, 1 = devconsole, 2 = show in HUD)
cc_emitNoEmits a closed caption
cc_lang0NoCurrent close caption language (empty = use game UI language)
cc_linger_time1NoClose caption linger time
cc_lookup_crcNoFor tracking down missing CC token strings
cc_predisplay_time0NoClose caption delay before showing caption
cc_sentencecaptionnorepeat4NoHow often a sentence can repeat
cc_subtitles0NoIf set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players)
cdNoPlay or stop a CD track
centerviewNoNone
ch_createairboatNoSpawn airboat in front of the player
ch_createjeepNoSpawn jeep in front of the player
changelevelNoChange server to the specified map
changelevel2NoTransition to the specified map in single player
cl_allowdownload1NoClient downloads customization files
cl_allowupload1NoClient uploads customization files
cl_anglespeedkey0NoNone
cl_animationinfoNoHUD element to examine
cl_backspeed400NoNone
cl_bob0.2NoNone
cl_bobcycle0NoNone
cl_bobup0NoNone
cl_class0NoDefault class when joining a game
cl_clock_correction1YesEnable/disable clock correction on the client
cl_clock_correction_adjustment_max_amount200YesSets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset
cl_clock_correction_adjustment_max_offset90YesAs the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small
cl_clock_correction_adjustment_min_offset10YesIf the clock offset is less than this amount (in milliseconds), then no clock correction is applied
cl_clock_correction_force_server_tick999YesForce clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo0YesShow debugging info about the clock drift.
cl_clockdrift_max_ms150YesMaximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdbackup2NoFor each command packet, how many additional history commands are sent ( helps in case of packet loss ) (This command no longer exists)
cl_cmdrate30NoMax number of command packets sent to server per second
cl_customsounds0NoEnable customized player sound playback
cl_demoviewoverride0NoOverride view during demo playback
cl_detaildist1200NoDistance at which detail props (e.g. grass) are shown.
cl_detailfade400NoDistance it takes for detail props to go from transparent to opaque. If this value is >= cl_detaildist, it is treated as if it were 0.
cl_drawhud1YesEnable the rendering of the HUD
cl_drawleaf-1YesNone
cl_drawmaterial0YesDraw a particular material over the frame
cl_drawmonitors1NoNone
cl_drawshadowtexture0YesNone
cl_ejectbrass1NoDetermines whether spent shells are shown ejecting from a gun
cl_ent_absboxNoDisplays the client's absbox for the entity under the crosshair.
cl_ent_bboxNoDisplays the client's bounding box for the entity under the crosshair.
cl_ent_rboxNoDisplays the client's render box for the entity under the crosshair.
cl_entityreport0YesFor debugging, draw entity states to console
cl_extrapolate1YesEnable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount0YesSet how many seconds the client will extrapolate entities for.
cl_flushentitypacket0YesFor debugging. Force the engine to flush an entity packet.
cl_forcehighendmonitors1NoNone
cl_forcepreload0NoWhether we should force preloading model and texture information to video memory at the beginning of a level. Makes level loads longer, but can reduce stuttering caused by loading information on the fly
cl_forwardspeed400YesNone
cl_fullupdateNoForces the server to send a full update packet
cl_idealpitchscale0NoNone
cl_ignorepackets0YesForce client to ignore packets (for debugging).
cl_interp0NoInterpolate object positions starting this many seconds in past
cl_interp_npcs0NoInterpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interpolate1NoInterpolate entities on the client.
cl_lagcomp_errorcheck0NoPlayer index of other player to check for position errors.
cl_lagcompensation1NoPerform server side lag compensation of weapon firing events.
cl_leveloverview0YesNone
cl_localnetworkbackdoor1NoEnable network optimizations for single player games.
cl_logofile0NoSpraypoint logo decal.
cl_maxrenderable_dist3000YesMax distance from the camera at which things will be rendered
cl_mouseenable1NoNone
cl_observercrosshair1NoNone
cl_overdraw_test0YesNone
cl_panelanimationNoShows panel animation variables
cl_particleeffect_aabb_buffer2YesAdd this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often
cl_pclass0YesDump entity by prediction classname
cl_pdump-1YesDump info about this entity to screen.
cl_phys_props_enable1NoDisable clientside physics props (must be set before loading a level)
cl_phys_props_max300NoMaximum clientside physics props
cl_phys_timescale1YesSets the scale of time for client-side physics (ragdolls)
cl_pitchdown89NoNone
cl_pitchspeed225NoNone
cl_pitchup89NoNone
cl_playback_screenshots0NoAllows the client to playback screenshot and jpeg commands in demos.
cl_precacheinfoNoShow precache info (client).
cl_pred_optimize2NoOptimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
cl_predict0NoPerform client side prediction.
cl_predictionlist0YesShow which entities are predicting
cl_predictweapons1NoPerform client side prediction of weapon effects.
cl_ragdoll_collide0NoNone
cl_rate10000NoMax bytes/sec the host can send data (This command no longer exists)
cl_removedecalsNoRemove the decals from the entity under the crosshair.
cl_resend6NoDelay in seconds before the client will resend the 'connect' attempt
cl_restrict_server_commands1NoPrevents the server from executing random console commands on the client. When cl_restrict_server_commands is enabled only concommands marked with FCVAR_SERVER_CAN_EXECUTE are allowed. Usage:
0
Don't restrict any server commands.
1
Restrict server commands in Valve multiplayer games.
2
Restrict server commands in all multiplayer games.
cl_SetupAllBones0NoNone
cl_show_bloodspray1NoNone
cl_show_splashes1NoNone
cl_showanimstate-1YesShow the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_log0Yes1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
cl_showentsNoDump entity list to console.
cl_showerror0YesShow prediction errors, 2 for above plus detailed field deltas.
cl_showevents0YesPrint event firing info in the console
cl_showfps0NoSee Optimization Commands
cl_showpos0NoDraw current position at top of screen
cl_ShowSunVectors0NoNone
cl_showtextmsg1NoEnable/disable text messages printing on the screen.
cl_sidespeed400NoNone
cl_slist10NoNumber of seconds to wait for server ping responses when checking for server on your lan
cl_smooth1NoSmooth view/eye origin after prediction errors
cl_smoothtime0NoSmooth client's view after prediction error over this many seconds
cl_soundemitter_flushNoNoFlushes the sounds.txt system (client only)
cl_soundfile0NoJingle sound file.
cl_soundscape_flushNoFlushes the client side soundscapes
cl_soundscape_printdebuginfoNoprint soundscapes
cl_sun_decay_rate0YesNone
cl_team0NoDefault team when joining a game
cl_timeout30NoAfter this many seconds without receiving a packet from the server, the client will disconnect itself
cl_updaterate20NoNumber of packets per second of updates you are requesting from the server
cl_upspeed320YesNone
cl_viewNoSet the view entity index.
cl_winddir0NoWeather effects wind direction angle
cl_windspeed0NoWeather effects wind speed scalar
cl_yawspeed210NoNone
clearNoClear all console output
clear_debug_overlaysNoclears debug overlays
clientport27005NoHost game client port
closecaption0NoEnable close captioning
cmdNoForward command to server
collision_shake_amp0NoNone
collision_shake_freq0NoNone
collision_shake_time0NoNone
combine_guard_spawn_health1NoNone
combine_spawn_health1NoNone
+commandmenuNoGoldSrc Command Menu
-commandmenuNoNone
con_drawnotify1NoDisables drawing of notification area (for taking screenshots)
con_enable1NoAllows the console to be activated.
con_filter_enable0NoEnables the console filter.
con_filter_textNoFilters out everything except lines containing the specified text.
con_filter_text_outNoFilters out lines with the specified text.
con_notifytime8NoHow long to display recent console text to the upper part of the game window
con_nprint_bgalpha50NoCon_NPrint background alpha.
con_nprint_bgborder5NoCon_NPrint border size.
con_trace0NoPrint console text to low level printout.
connectNoConnect to specified server.
contimes8NoNumber of console lines to overlay for debugging.
coop0NoCooperative play.
CreateHairballNoNone
creditsdoneNoNone
crosshair1NoNone
curve_bias0NoNone
cvarlistNoShow the list of convars/concommands.

Commands starting with letter 'D'

Command Default Cheat? Help Text
deathmatch0NoRunning a deathmatch server
debug_physimpact0NoNone
decalfrequency10NoNone
default_fov75YesNone
demo_debug0NoDemo debug info
demo_fastforwardfinalspeed20NoGo this fast when holding FF button for a set amount of time (see below)
demo_fastforwardramptime5NoHow many seconds it takes to get to full FF speed
demo_fastforwardstartspeed2NoGo this fast when starting to hold FF button
demo_interpolateview1NoDo view interpolation during dem playback
demo_pauseatservertick0NoPauses demo playback at server tick
demo_quitafterplayback0NoQuits game after demo playback.
demo_recordcommands1NoRecord commands typed at console into .dem files
demolistNoPrint demo sequence list.
demopauseNoPauses demo playback.
demoresumeNoResumes demo playback.
demosNoDemo demo file sequence
demotimescaleNoSets demo replay speed.
demotogglepauseNoToggles demo playback.
demouiNoShow/hide the demo player UI.
developer0NoShow developer messages.
differencesNoShow all convars which are not at their default values
disconnectNoDisconnect game from server.
disp_dynamic0NoNone
disp_modlimit80NoNone
disp_modlimit_down20NoNone
disp_modlimit_up80NoNone
disp_numiterations1YesNone
dispcoll_drawplane0NoNone
displaysoundlist0NoNone
dog_debug0NoNone
dog_max_wait_time7NoNone
drawcrossNoDraws a cross at the given location. Arguments: x y z
drawlineNoDraws line between two 3D Points
Green
If no collision
Red
Is collided with something
Arguments
x1 y1 z1 x2 y2 z2
dropprimarydropprimary: Drops the primary weapon of the player. NOTE: Doesn't work and needs fixing
dsp_automatic0NoNone
dsp_db_min80NoNone
dsp_db_mixdrop0NoNone
dsp_dist_max1440NoNone
dsp_dist_min0NoNone
dsp_enhance_stereo1NoNone
dsp_facingaway0NoNone
dsp_mix_max0NoNone
dsp_mix_min0NoNone
dsp_off0YesNone
dsp_player0NoNone
dsp_reloadNoNone
dsp_room0NoNone
dsp_slow_cpu0NoNone
dsp_spatial40NoNone
dsp_speaker50NoNone
dsp_vol_2ch1NoNone
dsp_vol_4ch0NoNone
dsp_vol_5ch0NoNone
dsp_volume1NoNone
dsp_water14NoNone
dti_flushNoWrite out the datatable instrumentation files (you must run with -dti for this to work)
dtwarning0NoPrint data table warnings
dtwatchent-1NoWatch this entities data table encoding
dtwatchvar0NoWatch the named variable
+duckNoStart player ducking (button down)
-duckNoStop player ducking (button up)
dump_entity_sizesNoPrint sizeof(entclass)
dump_globalsNoDump all global entities/states
dumpstringtablesNoPrint string tables to console

Commands starting with letter 'E'

Command Default Cheat? Help Text
echoNoEcho text to console.
editdemoNoEdit a recorded demo file (.dem )
endmovieNoStop recording movie frames
english1NoIf set to 1, running the english language set of assets
ent_absboxNoDisplays 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_bboxNoDisplays 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_debugkeys0NoNone
ent_dumpNoUsage: ent_dump <entity name></pre>
ent_fireNoUsage: ent_fire <target> action value delay
ent_infoNoUsage: ent_info <class name></pre>
ent_messagesNoToggles 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_messages_draw0YesVisualizes all entity input/output activity
ent_nameNoNone
ent_pauseNoToggles 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_pivotNoDisplays 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_rboxNoDisplays 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_removeNoRemoves the given entity(s)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_allNoRemoves all entities of the specified type;Arguments: {entity_name} / {class_name}
ent_setnameNoSets the targetname of the given entity(s)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at
ent_show_response_criteriaNoPrint, 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_stepNoWhen 'ent_pause' is set this will step through one waiting input / output message at a time
ent_textNoDisplays 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
envmapNoNone
escapeNoEscape key pressed
execNoExecutes a config in the 'cfg' directory. // exec config_default.cfg

Config files in sub-directories can be accessed by specifying their location relative to the cfg directory.

Example
exec otherConfigs/config1.cfg // Executes configuration file named 'config1.cfg' found in the 'cfg/otherConfigs/' directory
exitNoExit the engine

Commands starting with letter 'F'

Command Default Cheat? Help Text
fadeinNofadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds
fadeoutNofadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds
findNoFind concommands with the specified string in their name/help text.
findflagsNo Displays a list of console commands with the specified flags. Usage: findflags <string>

Available flags to search for:

fire_absorbrate3NoNone
fire_dmgbase1NoNone
fire_dmginterval1NoNone
fire_dmgscale0NoNone
fire_extabsorb5NoNone
fire_extscale12NoNone
fire_growthrate1NoNone
fire_heatscale1NoNone
fire_incomingheatscale0NoNone
fire_maxabsorb50NoNone
firetargetNoNone
firstpersonYesSwitch to firstperson camera
flex_expression0NoNone
flex_looktime5NoNone
flex_maxawaytime1NoNone
flex_maxplayertime7NoNone
flex_minawaytime0NoNone
flex_minplayertime5NoNone
flex_rules1NoAllow flex animation rules to run
flex_smooth1NoApplies smoothing/decay curve to flex animation controller changes
flex_talk0NoNone
flushNoFlush cache memory
flush_lockedNoFlush locked cache memory
fog_color-1NoNone
fog_colorskybox-1NoNone
fog_enable1YesNone
fog_enable_water_fog1NoNone
fog_enableskybox1NoNone
fog_end-1YesNone
fog_endskybox-1NoNone
fog_override0YesNone
fog_start-1YesNone
fog_startskybox-1NoNone
force_centerviewNoPositions the player's view straight ahead
+forwardNoStart moving player forward (button down)
-forwardNoStop moving player forward (button up)
fovNoChange players FOV
fps_max300NoFrame rate limiter
free_pass_peek_debug0NoNone
fs_printopenfilesNoShow all files currently opened by the engine
fs_warning_levelYesSet the filesystem warning level
func_break_max_pieces15NoNone
func_breakdmg_bullet0NoNone
func_breakdmg_club1NoNone
func_breakdmg_explosive1NoNone

Commands starting with letter 'G'

Command Default Cheat? Help Text
g_ai_citizen_show_enemy0None
g_antlion_maxgibs16None
g_debug_antlion0None
g_debug_antlionguard0None
g_debug_antlionmaker0YesNone
g_debug_basehelicopter0YesNone
g_debug_combine_camera0None
g_debug_cscanner0None
g_debug_doors0None
g_debug_dropship0None
g_debug_dynamicresupplies0Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning.
g_debug_gunship0YesNone
g_debug_headcrab0YesNone
g_debug_physcannon0None
g_debug_ragdoll_removal0YesNone
g_debug_ragdoll_visualize0YesNone
g_debug_trackpather0YesNone
g_debug_transitions0Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
g_debug_turret0None
g_debug_turret_ceiling0None
g_debug_vehiclebase0YesNone
g_debug_vehicledriver0YesNone
g_debug_vehicleexit0YesNone
g_debug_vehiclesound0YesNone
g_helicopter_bullrush_bomb_enemy_distance0None
g_helicopter_bullrush_bomb_speed850The maximum distance the player can be from the chopper before it stops firing
g_helicopter_bullrush_bomb_time10None
g_helicopter_bullrush_distance5000None
g_helicopter_bullrush_mega_bomb_health0Fraction of the health of the chopper before it mega-bombs
g_helicopter_bullrush_shoot_height650The maximum distance the player can be from the chopper before it stops firing
g_helicopter_chargetime2How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
g_helicopter_idletime3How much time we have to wait (on average) after we fire before we can charge up again
g_helicopter_maxfiringdist2500The maximum distance the player can be from the chopper before it stops firing
g_jeepexitspeed100YesNone
g_Language0None
g_ragdoll_fadespeed600None
g_ragdoll_maxcount8None
g_test_new_antlion_jump1None
gameui_hideNone
getposdump position and angles to the console
giveGive item to player. Arguments: <item_name>
gl_clear0None
godYesToggle. Player becomes invulnerable. (Suit will still take damage.)
+graphNone
-graphNone
groundlistDisplay ground entity list <index>

Commands starting with letter 'H'

Command Default Cheat? Help Text
hammer_update_entityOrange Box replacement for wc_update_entity
heartbeatNone
helpFind help about a convar/concommand
hideconsoleHide the console
hidehud0YesWhen set to 1 (or any value that is not 0 or 2) this disables the weapon changing hud, as well as the players ability to change weapons. When set to 4, this will remove the crosshair as well
hidepanelHides a viewport panel <name>
hltv_autorecord0Automatically records all games as HLTV demos
hltv_cam_distance96Default HLTV chase camera distance
hltv_cam_fov90Default HLTV chase camera FOV
hltv_cam_inertia100Default HLTV chase camera inertia
hltv_cam_offset64Default HLTV chase camera offset
hltv_cam_phi0Default HLTV chase camera phi angle
hltv_cam_theta0Default HLTV chase camera theta angle
hltv_connectConnect to specified HLTV server
hltv_debug0HLTV debug info
hltv_delay10HLTV broadcast delay in seconds
hltv_maxclients128Maximum client number on HLTV server
hltv_maxrate3500Max client bandwidth rate allowed, 0 unlimited
hltv_port27020Host HLTV port
hltv_recordStarts HLTV demo recording
hltv_retryReconnects the HLTV relay proxy
hltv_snapshotinterval2Take game snapshot every nth tick
hltv_statusConnect to specified HLTV server
hltv_stopStops the HLTV broadcast
hltv_stoprecordStops HLTV demo recording
hltv_viewent0HLTV camera entity index
host_framerate0Set to lock per-frame time elapse
host_limitlocal0Apply cl_cmdrate and cl_updaterate to loopback connection
host_map0Current map name
host_profile0None
host_runofftimeRun off some time without rendering/updating sounds
host_showcachemiss0Print a debug message when the client or server cache is missed
host_sleep0YesForce the host to sleep a certain number of milliseconds each frame
host_speeds0Show general system running times
host_timescale1YesPrescale the clock by this amount
host_writeconfigStore current settings to configcfg (or specified cfg file)
hostname0Hostname for server
hostport27015Host game server port
hud_airboathint_numentries10None
hud_autoreloadscript0Automatically reloads the animation script each time one is ran
hud_deathnotice_time6None
hud_drawhistory_time5None
hud_fastswitch0None
hud_jeephint_numentries10None
hud_quickinfo0None
hud_reloadschemeReloads hud layout and animation scripts
hud_saytext_time12None
hurtmeHurts the player

Arguments: <health to lose>

Commands starting with letter 'I'

Command Default Cheat? Help Text
impulseSometimes See impulse.
incrementvarNoIncrement specified convar value.
invnextNoSelects the next weapon in the player's inventory
invprevnoSelects the previous weapon in the player's inventory
ip0noOverrides IP for multihomed hosts
Free source engine games

Commands starting with letter 'J'

Command Default Cheat? Help Text
joy_advanced0NoNone
joy_advaxisr0NoNone
joy_advaxisu0NoNone
joy_advaxisv0NoNone
joy_advaxisx0NoNone
joy_advaxisy0NoNone
joy_advaxisz0NoNone
joy_diagonalpov0NoPOV manipulator operates on diagonal axes, too
joy_forwardsensitivity-1NoNone
joy_forwardthreshold0NoNone
joy_name0NoNone
joy_pitchsensitivity1NoNone
joy_pitchthreshold0NoNone
joy_sidesensitivity-1NoNone
joy_sidethreshold0NoNone
joy_wingmanwarrior_centerhack0NoWingman warrior centering hack
joy_wingmanwarrior_turnhack0NoWingman warrior hack related to turn axes
joy_yawsensitivity-1NoNone
joy_yawthreshold0NoNone
joyadvancedupdateNoNone
joystick0NoNone
jpegNoTake a jpeg screenshot:

Arguments: <filename> <quality 1-100>

jpeg_quality90NoSets screenshot quality
+jlookNoNone
-jlookNoNone
+jumpNoStart player jump upward (button down)
-jumpNoStop player jump upward (button up)

Commands starting with letter 'K'

Command Default Cheat? Help Text
kdtree_testNoTests spatial partition for entities queries
key_findbindingNoFind key bound to specified command string
key_listboundkeysNoList bound keys with bindings
key_updatelayoutNoUpdates game keyboard layout to current windows keyboard setting
kickNoKick a player by slot, userid or name
killNoKills the player
killserverNoShutdown the server
+klookNoNone
-klookNoNone

Commands starting with letter 'L'

Command Default Cheat? Help Text
lastinvNoSelects last selected weapon
+leftNoStart moving player left (button down)
-leftNoStop moving player left (button up)
light_crosshairNoShow texture color at crosshair
linefileNoParses map leak data from .lin file
listNoList cached servers
listdemoNoList demo file contents
listidNoLists banned users
listipNoList IP addresses on the ban list
listmodelsNoList loaded models
loadNoLoad a saved game
lod_TransitionDist800NoDistance at which LOD takes place
logNoEnables standard log file <0/1>
+lookdownNoStart player look down (button down)
-lookdownNoStop player look down (button up)
lookspring0NoNone
lookstrafe0NoStrafes with the mouse
+lookupNoStart player look up (button down)
-lookupNoStop player look up (button up)
lservercfgfile0NoNone

Commands starting with letter 'M'

Command Default Cheat? Help Text
m_customaccel0Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).

Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity. If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.

m_customaccel_exponent1Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max0Max mouse move scale factor, 0 for no limit
m_customaccel_scale0Custom mouse acceleration value.
m_filter0Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward1Mouse forward factor.
m_mouseaccel10Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel20Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed1Windows mouse speed factor (range 1 to 20).
m_pitch0Mouse pitch factor.
m_side0Mouse side factor.
m_yaw0Mouse yaw factor.
mapStart playing on specified map.
map_backgroundRuns a map as the background to the main menu.
map_editNone
map_noareas0Disable area to area connection testing.
mapcyclefilemapcycle.txtSets the map cycle file to use for cycling maps.
mapsDisplays list of maps.
mat_antialias0None
mat_bloom1None
mat_bufferprimitives1None
mat_bumpbasis0None
mat_bumpmap1Toggles bumpmap rendering on/off.
mat_camerarendertargetoverlaysize128YesNone
mat_clipz1None
mat_compressedtextures1When set to 0 the engine will use uncompressed textures for the current map.
mat_configcurrentShow the current video control panel config for the material system.
mat_crosshairDisplay the name of the material/texture under the crosshair.
mat_debugNone
mat_debugdepth0None
mat_debugdepthmode0None
mat_debugdepthval128None
mat_debugdepthvalmax256None
mat_depthbias_decal-262144None
mat_depthbias_normal0YesNone
mat_diffuse1YesWhen set to 0, shows specular map on models with $envmaptint values. Use with mat_fullbright to view specular on brushes.
mat_drawflat0YesNone
mat_drawwater1YesNone
mat_dxlevel90Changes what GPU features are used based on directX version. 98 is a directX 10 emulation of directX 9.
mat_envmapsize128Adjusts the resolution of environment maps that are used for reflective surfaces.
mat_envmaptgasize32None
mat_fastnobump0None
mat_fastspecular1Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate0YesNone
mat_filterlightmaps1Smooths lightmaps. Lighting appears blocky when this is off.
mat_filtertextures1Smooths textures. Textures appear blocky when this is off.
mat_forceaniso1Sets Anistropic Filtering Level
mat_forcedynamic0YesForces the use of dynamic lighting where applicable.
mat_forcehardwaresync1None
mat_frame_sync_enable1YesNone
mat_frame_sync_force_texture0YesForce frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize128None
mat_fullbright0YesWhen set to 1 it turns on self-illumination for geometry.
mat_hsv0None
mat_infoShows material system info
mat_leafvis0Draw wireframe of current leaf
mat_levelflush1None
mat_loadtextures1None
mat_luxels0YesTurns on luxel visualization.
mat_maxframelatency1None
mat_measurefillrate0YesNone
mat_mipmaptextures1None
mat_monitorgamma2Monitor gamma (typically 2.2 for CRT and 1.7 for LCD).
mat_norendering0None
mat_normalmaps0YesTurns on normalmap visualization
mat_normals0YesTurns on surface normal visualization
mat_parallaxmap0Enables the use of parallax maps
mat_picmip0Sets texture quality. Is the same as the 'Texture Detail' menu. Values are -1-Very High (Orange Box only), 0-High, 1-Medium, 2-Low
mat_proxy0YesNone
mat_reducefillrate0None
mat_reloadallmaterialsNone
mat_reloadmaterialNone
mat_reloadtexturesNone
mat_reversedepth0YesNone
mat_savechangesSaves current video configuration to the registry.
mat_setvideomodeSets the width, height, windowed state of the material system.
mat_shadowstate1None
mat_show_texture_memory_usage0Display the texture memory usage on the HUD.
mat_showcamerarendertarget0YesNone
mat_showenvmapmask0None
mat_showframebuffertexture0YesNone
mat_showlightmapcomponent00: show normal-mapped lightmap

1: show component 11: show component 21: show component 3

mat_showlightmappage-1None
mat_showlowresimage0None
mat_showmaterialsShow materials.
mat_showmaterialsverboseNone
mat_showmiplevels0None
mat_showtexturesShow textures.
mat_showwatertextures0YesNone
mat_skybloomamount1None
mat_slopescaledepthbias_decal0YesNone
mat_slopescaledepthbias_normal0YesNone
mat_softwarelighting0None
mat_softwareskin0None
mat_specular1Enable/Disable specularity for performance testing. Will cause a material reload upon change.
mat_spewvertexandpixelshadersPrint all vertex and pixel shaders currently loaded to the console.
mat_stub0YesNone
mat_suppressSuppress a material from drawing
mat_surfaceid0None
mat_surfacemat0None
mat_texture_limit-1If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying performance cliffs. The value is in kilobytes.
+mat_texture_listNone
-mat_texture_listNone
mat_texture_list0For debugging, show a list of used textures per frame
mat_texture_list_all0If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texturelist_directories0None
mat_texturelist_files1None
mat_trilinear1None
mat_viewportscale1YesDebugging viewport scale
mat_vsync0Force sync to vertical retrace
mat_wateroverlaysize128None
mat_wireframe0 to 3YesSee Optimization Commands.
mat_yuv0Turns the screen monochrome
maxplayersChange the maximum number of players allowed on this server.
mem_dumpDump memory stats.
mem_dumpstats0Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_force_flush0Force cache flush of unlocked resources on every alloc.
metropolice_charge1None
metropolice_chase_use_follow0None
metropolice_move_and_melee1None
minisaveSaves game (for current level only!)
mod_forcedata1Forces all model file data into cache on model load.
monk_headshot_freq2None
mortar_visualize0None
+movedownNone
-movedownNone
+moveleftNone
-moveleftNone
+moverightNone
-moverightNone
+moveupNone
-moveupNone
mp_allowNPCs1None
[mp_autokick]]1None
mp_autoteambalance1None - New Source Engine
mp_autoteambalance_delay1Time after the teams become unbalanced to attempt to switch players. - New Source Engine
mp_autoteambalance_warning_delay1Time after the teams become unbalanced to print a balance warning. - New Source Engine
mp_allowspectators1Toggles whether the server allows spectator mode or not.
mp_autocrosshair1None
mp_bonusroundtime1Time after round win until round restarts - New Source Engine
mp_buytime1.5Time players have to buy weapons
mp_chattime10Amount of time players can chat after the game is over.
mp_decals200None
mp_defaultteam0None
mp_enableroundwaittime1Enable timers to wait between rounds. - New Source Engine
mp_facefronttime3After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
mp_falldamage0None
mp_feetyawrate720How many degrees per second that we can turn our feet or upper body.
mp_flashlight0None
mp_footsteps1None
mp_forcecamera0Restricts spectator modes for dead players.
mp_forcerespawn1None
mp_fraglimit0None
mp_freezetime5None
mp_friendlyfire0None
mp_ik1Use IK on in-place turns.
mp_logecho1None
mp_logfile1None
mp_maxrounds1Max number of rounds to play before server changes maps - New Source Engine.
mp_respawntime10Sets the time before respawn - New Source Engine.
mp_restartround1If non-zero, the current round will restart in the specified number of seconds - New Source Engine.
mp_roundtime4None
mp_stalemate_timelimit1Timelimit (in seconds) of the stalemate round. - New Source Engine.
mp_teamlist0None
mp_teamoverride1None
mp_teamplay0None
mp_teams_unbalance_limit1Teams are unbalanced when one team has this many more players than the other team. (0 disables check) - New Source Engine.
mp_timelimit0Game time per map in minutes.
mp_weaponstay0None
mp_winlimit0Max number of rounds one team can win before server changes maps - New Source Engine.
mp3(Counter-Strike: Source only) Starts the Valve MP3 Player.
muzzleflash_light1None

Commands starting with letter 'N'

Command Default Cheat? Help Text
name0Current user name.
nav_begin_areaDefines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
nav_clear_walkable_marksErase any previously placed walkable positions.
nav_connectTo 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_lowerLower the selected corner of the currently marked Area.
nav_corner_raiseRaise the selected corner of the currently marked Area.
nav_corner_selectSelect a corner of the currently marked Area. Use multiple times to access all four corners.
nav_crouchToggles the 'must crouch in this area' flag used by the AI system.
nav_deleteDeletes the currently highlighted Area.
nav_disconnectTo 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_edit0Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_areaDefines the second corner of a new Area and creates it.
nav_generateGenerate a Navigation Mesh for the current map and save it to disk.
nav_jumpToggles the 'traverse this area by jumping' flag used by the AI system.
nav_loadLoads the Navigation Mesh for the current map.
nav_markMarks the Area under the cursor for manipulation by subsequent editing commands.
nav_mark_unnamedMark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkableMark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_mergeTo merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav_no_jumpToggles the 'don't jump in this area' flag used by the AI system.
nav_place_floodfillSets the Place of the Area under the cursor to the current 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_pickSets the current Place to the Place of the Area under the cursor.
nav_preciseToggles the 'don't avoid obstacles' flag used by the AI system.
nav_quicksave1Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_saveSaves the current Navigation Mesh to disk.
nav_show_approach_points0Show Approach Points in the Navigation Mesh.
nav_show_danger0Show current 'danger' levels.
nav_spliceTo splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_splitTo split an Area into two, align the split line using your cursor and invoke the split command.
nav_stripStrips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_toggle_place_modeToggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_paintingToggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_use_placeIf used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
net_blockmsg0Yes1|name>
net_channelsShows net channel info.
net_chokeloop0Apply bandwidth choke to loopback packets.
net_drawslider0Draw completion slider during signon.
net_droppackets0YesDrops next n packets on client.
net_fakelag0YesLag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss0YesSimulate packet loss as a percentage (negative means drop 1/n packets).
net_graph0Draw the network usage graph.
net_graphheight64None
net_graphpos1None
net_graphsolid1None
net_maxfilesize16Max filesize server can transfer to clients.
net_maxfragments1280Max fragment bytes per packet.
net_port_try0Prevent servers from trying to climb ports if the request port was busy.
net_scale5None
net_showdrop0Show dropped packets in console
net_showevents0Print game event infos to console.
net_showfragments0Show netchannel fragments.
net_showmsg01|name>
net_showpeaks0Show messages for large packets only: <size>
net_showsplits0Show info about packet splits.
net_showtcp0Dump TCP stream summary to console.
net_showudp0Dump UPD packets summary to console
net_startInitializes multiplayer network sockets.
net_synctags0YesInsert tokens into the net stream to find client/server mismatches.
next0YesSet to 1 to advance to next frame ( when singlestep 1 )
nextdemoPlay next demo in sequence.
noclipYesToggle. Player becomes non-solid and flies. Useful for developers and players that have gotten physically stuck.
notargetToggle. Player becomes hidden to NPCs.
npc_ammo_depleteSubtracts half of the target's ammo.
npc_barnacle_swallow0Use prototype swallow code.
npc_bipassDisplays 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_citizen_auto_player_squad1None
npc_citizen_auto_player_squad_allow_use0None
npc_citizen_explosive_resist0None
npc_citizen_insignia0None
npc_citizen_squad_marker0None
npc_combatDisplays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_conditionsDisplays all the current AI conditions that an NPC has in the overlay text.
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_createCreates an NPC 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_create_aimedCreates 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_create_equipment0None
npc_destroyRemoves the given NPC(s) from the universe
Arguments
{entity_name} / {class_name} / no argument picks what player is looking at.
npc_destroy_unselectedRemoves all NPCs from the universe that aren't currently selected.
npc_enemiesShows memory of NPC. Draws an X on top of each memory.
Blue
Eluded entities (don't know where it went)
Green
Unreachable entities (can't get to it)
Red
Current enemy
Magenta
Current target entity
Pink
All other entities drawn
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_focusDisplays 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_freezeSelected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.
npc_goSelected NPC(s) will go to the location that the player is looking (shown with a purple box).
npc_go_do_run1Set whether should run on NPC go.
npc_go_randomSends all selected NPC(s) to a random node.
npc_healHeals the target back to full health.
npc_height_adjust1Enable test mode for ik height adjustment.
npc_killKills the given NPC(s)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_nearestDraw's a while box around the NPC(s) nearest node
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_resetReloads schedules for all NPC's from their script files.
npc_routeDisplays 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_selectSelects or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at
npc_sentences0None
npc_speakallForce the npc to try and speak all their responses.
npc_squadsObsolete. Replaced by npc_combat.
npc_steeringDisplays the steering obstructions of the NPC (used to perform local avoidance)
Arguments
{npc_name} / {npc class_name} / no argument picks what player is looking at.
npc_steering_allDisplays the steering obstructions of all NPCs (used to perform local avoidance).
npc_strider_height_adj0None
npc_strider_shake_ropes_magnitude150None
npc_strider_shake_ropes_radius1200None
npc_task_textOutputs 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_tasksDisplays 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_thinknowTrigger NPC to think.
npc_viewconeDisplays the viewcone of NPCs. (Where they are currently looking and what the extents of their vision is.)
Arguments
{npc_name} / {npc class_name} / No argument picks what player is looking at.
npc_vphysics0None

Commands starting with letter 'O'

Command Default Cheat? Help Text
old_radiusdamage0None
overview_health1Show player's health in map overview.
overview_locked1Locks map angle, doesn't follow view angle.
overview_mode1|2>
overview_names1Show player's names in map overview.
overview_tracks1Show player's tracks in map overview.
overview_zoomabsSets overview map zoom: <zoom>
overview_zoomrelChanges overview map zoom: <factor>

Commands starting with letter 'P'

Command Default Cheat? Help Text
particle_simulateoverflow0YesUsed for stress-testing particle systems. Randomly denies creation of particles.
password0Current server access password
pathShow the engine filesystem path.
pauseToggle the server pause state.
perfuiShow/hide the level performance tools UI.
perfvisualbenchmarkNone
perfvisualbenchmark_abortNone
phonemedelay0Phoneme delay to account for sound system latency.
phonemefilter0Time duration of box filter to pass over phonemes.
phonemesnap1Don't force visemes to always consider two phonemes, regardless of duration.
phys_impactforcescale1None
phys_penetration_error_time10Controls the duration of vphysics penetration error boxes.
phys_pushscale1None
phys_speeds0None
phys_stressbodyweights5None
phys_swapAutomatically swaps the current weapon for the physcannon and back again.
phys_timescale1Scale time for physics
phys_upimpactforcescale0None
physcannon_ball_cone0None
physcannon_chargetime2None
physcannon_cone0None
physcannon_maxforce1500None
physcannon_maxmass250None
physcannon_mega_pullforce8000None
physcannon_mega_tracelength850None
physcannon_minforce700None
physcannon_pullforce4000None
physcannon_tracelength250None
physics_budgetTimes the cost of each active object
physics_debug_entityDumps debug info for an entity
physics_highlight_activeTurns on the absbox for all active physics objects
physics_report_activeLists all active physics objects
physics_selectDumps debug info for an entity
physicsshadowupdate_render0None
pickerToggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
Arguments
Full - enables all debug information
pingDisplay ping to server.
pistol_use_new_accuracy1None
pixelvis_debugDump debug info
playPlay a sound.
playdemoPlay a recorded demo file (.dem ).
player_old_armor0None
player_showpredictedposition0None
player_showpredictedposition_timestep1None
player_squad_autosummon_debug0None
player_squad_autosummon_move_tolerance20None
player_squad_autosummon_player_tolerance10None
player_squad_autosummon_time5None
player_squad_autosummon_time_after_combat8None
player_squad_double_tap_time0None
player_squad_transient_commands1None
player_throwforce1000None
playflushPlay a sound, reloading from disk in case of changes.
playgamesoundPlay a sound from the game sounds txt file
playsoundscapeForces a soundscape to play
playvolPlay a sound at a specified volume.
plugin_loadLoads a plugin present in the addons directory.
plugin_printPrints loaded plugins (server).
plugin_unloadUnloads a plugin based on it's ID in plugin_print.
progress_enableNone
prop_crosshairShows name for prop looking at
prop_debugToggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
props_break_max_pieces-1None
pwatchent-1YesEntity to watch for prediction system changes.
pwatchvar0YesEntity variable to watch in prediction system for changes.

Commands starting with letter 'Q'

Source Engine Games List 2016

Command Default Cheat? Help Text
quitExit the engine.
qutiExit the engine.

Source Engine Games Not Working

Commands starting with letter 'R'

Command Default Cheat? Help Text
r_3dnow1 hl2 : to make engine uses amd 3dnow registers
r_3dsky1YesEnable the rendering of 3d sky boxes
r_AirboatPitchCurveLinear60YesNone
r_AirboatPitchCurveZero25YesNone
r_AirboatRollCurveLinear120YesNone
r_AirboatRollCurveZero90YesNone
r_AirboatViewBlendTo1YesNone
r_AirboatViewBlendToScale0YesNone
r_AirboatViewBlendToTime1YesNone
r_AirboatViewDampenDamp1YesNone
r_AirboatViewDampenFreq7YesNone
r_AirboatViewZHeight0YesNone
r_ambientlightingonly0YesSet this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio0YesNone
r_avglight1None
r_avglightmap0None
r_cheapwaterendNone
r_cheapwaterstartNone
r_cleardecalsUsage r_cleardecals <permanent>.

Erases all currently placed decals. The parameter permanent will erase all permanent decals as well, i.e., infodecal.

Note:There are no available engine hooks for executing this command, so the best way to execute it on a client is using engine->ClientCommand.
r_ClipAreaPortals1YesNone
r_colorstaticprops0YesNone
r_debugcheapwater0YesNone
r_debugrandomstaticlighting0YesSet to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize5Decals under this size in pixels are culled
r_decals2048None
r_decalstaticprops1Decal static props test
r_DispBuildable0YesNone
r_DispDrawAxes0None
r_DispEnableLOD0None
r_DispFullRadius400Radius within which a displacement will stay at its highest LOD
r_DispLockLOD0None
r_DispRadius500None
r_DispSetLOD0None
r_DispTolerance5None
r_DispUpdateAll0None
r_DispUseStaticMeshes1YesHigh end machines use static meshes. Low end machines use temp meshes.
r_DispWalkable0YesNone
r_DoCovertTransitions0None
r_dopixelvisibility1None
r_drawbatchdecals1Render decals batched.
r_DrawBeams1YesNone
r_drawbrushmodels1YesRender brush models.
r_drawclipbrushes0YesDraw clip brushes
r_drawdecals1YesRender decals.
r_drawdetailprops1None
r_DrawDisp1YesToggles rendering of displacment maps
r_drawentities1YesNone
r_drawflecks1None
r_drawfullskybox1YesNone
r_drawleaf-1YesDraw the specified leaf.
r_drawlightcache0Yes0: off

1: draw light cache entries2: draw rays

r_drawlightinfo0YesNone
r_drawlights0YesNone
r_drawmodeldecals1None
r_DrawModelLightOrigin0YesNone
r_drawmodelstatsoverlay0YesNone
r_drawmodelstatsoverlaydistance500YesNone
r_drawmodelstatsoverlaymax1time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin0time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables1YesNone
r_drawopaqueworld1YesNone
r_drawothermodels1YesNone
r_drawparticles1YesEnable/disable particle rendering
r_drawpixelvisibility0Show the occlusion proxies
r_DrawPortals0YesNone
r_DrawRain1YesEnable/disable rain rendering.
r_drawrenderboxes0YesNone
r_drawropes1YesNone
r_drawskybox1YesNone
r_DrawSpecificStaticProp-1None
r_drawsprites1YesNone
r_drawstaticprops1YesNone
r_drawtranslucentrenderables1YesNone
r_drawtranslucentworld1YesNone
r_drawvgui1YesEnable the rendering of vgui panels
r_drawviewmodel1YesNone
r_drawworld1YesRender the world.
r_dynamic1None
r_eyeglintlodpixels20The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss1None
r_eyemove1None
r_eyes1None
r_eyeshift_x0None
r_eyeshift_y0None
r_eyeshift_z0None
r_eyesize0None
r_eyewaterepsilon7YesNone
r_farz-1YesOverride the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject0Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
r_flashlightconstant0YesNone
r_flashlightdrawfrustum0None
r_flashlightdrawfrustumbbox0None
r_flashlightdrawsweptbbox0None
r_flashlightfar750YesNone
r_flashlightfov45YesNone
r_flashlightlinear100YesNone
r_flashlightlockposition0YesNone
r_flashlightmodels1None
r_flashlightnear1YesNone
r_flashlightnodraw0None
r_flashlightoffsetx10YesNone
r_flashlightoffsety-20YesNone
r_flashlightoffsetz24YesNone
r_flashlightquadratic0YesNone
r_flashlightvisualizetrace0YesNone
r_flex1None
r_flushlodFlush and reload LODs.
r_ForceRestore0None
r_ForceWaterLeaf1Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld1None
r_JeepFOV90YesNone
r_JeepViewBlendTo1YesNone
r_JeepViewBlendToScale0YesNone
r_JeepViewBlendToTime1YesNone
r_JeepViewDampenDamp1YesNone
r_JeepViewDampenFreq7YesNone
r_JeepViewZHeight10YesNone
r_lightaverage1Activates/deactivate light averaging
r_lightcache_numambientsamples162number of random directions to fire rays when computing ambient lighting
r_lightcachecenter1YesNone
r_lightinterp5Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap-1None
r_lightstyle-1None
r_lockpvs0YesLock the PVS so you can fly around and inspect what is being drawn.
r_lod-1None
r_lod_noupdate0None
r_mapextents16384YesSet the max dimension for the map. This determines the far clipping plane
r_maxdlights32None
r_maxmodeldecal50None
r_maxnewsamples6None
r_maxsampledist128None
r_minnewsamples3None
r_mmx1hl1 and hl2 : to make engines use mmx registers
r_modellodscale11.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal0YesNone
r_newflashlight1YesNone
r_newproplighting0None
r_nohw0YesNone
r_norefresh0None
r_nosw0YesNone
r_novis0YesTurn off the PVS.
r_occludeemaxarea0Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea0Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occludermincount0At least this many occluders will be used, no matter how big they are.
r_occlusion1Activate/deactivate the occlusion system.
r_occlusionspew0Activate/deactivates spew about what the occlusion system is doing.
r_overlaywireframe0None
r_PhysPropStaticLighting1None
r_pixelvis_partial1None
r_portalscloseall0None
r_portalsopenall0None
r_PortalTestEnts1YesClip entities against portal frustums.
r_printdecalinfoNone
r_propsmaxdist1200Maximum visible distance
r_radiosity4
0
No radiosity
1
Radiosity with ambient cube (6 samples)
2
Radiosity with 162 samples
3
162 samples for static props, 6 samples for everything else
r_rainalpha0None
r_rainalphapow0None
r_raindensity0None
r_RainHack0None
r_rainlength0None
r_RainProfile0Enable/disable rain profiling.
r_RainRadius1500None
r_RainSideVel130How much sideways velocity rain gets.
r_RainSimulate1Enable/disable rain simulation.
r_rainspeed600None
r_RainSplashPercentage20None
r_rainwidth0None
r_renderoverlayfragment1None
r_rootlod0Root LOD
r_ropebatch1None
r_ropetranslucent1None
r_screenfademaxsize0Maximum prop visible distance
r_screenfademinsize0Minimum prop visible distance
r_screenoverlayNone
r_sequence_debug0None
r_shadowanglesSet shadow angles
r_shadowblobbycutoffsome shadow stuff
r_shadowcolorSet shadow color
r_shadowdirSet shadow direction
r_shadowdistSet shadow distance
r_shadowids0None
r_shadowlod-1None
r_shadowlodbias2None
r_shadowmaxrendered32None
r_shadowrendertotexture1Determines shadow quality - is the same as the 'Shadow Detail' option in the menu
r_shadows1Determines whether shadows are drawn
r_shadowwireframe0YesIf 1, seems to render dynamic shadows in pink wireframe.
r_showenvcubemap0YesNone
r_skin0None
r_skybox1YesEnable the rendering of sky boxes
r_snapportal-1None
r_spewleaf0None
r_sse1hl2 : to make engine uses sse registers
r_sse21hl2 : to make engine uses sse registers
r_staticpropinfo0None
r_teeth1None
r_TransitionSensitivity6Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture1None
r_vehicleBrakeRate1YesNone
r_vehicleDrawDebug0YesNone
r_VehicleViewClamp1YesNone
r_VehicleViewDampen1YesNone
r_visocclusion0Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces0YesNone
r_visualizelighttracesshowfulltrace0YesNone
r_visualizeproplightcaching0None
r_visualizetraces0YesNone
r_WaterDrawReflection1Enable water reflection
r_WaterDrawRefraction1Enable water refraction
r_waterforceexpensive1None
r_waterforcereflectentities0None
r_worldlightmin0None
r_worldlights2number of world lights to use per vertex
rate12000Max bytes/sec the host can receive data
rconIssue an rcon command.
rcon_address0Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password0remote console password.
recompute_speedRecomputes clock speed (for debugging purposes).
recordRecord a demo.
+reloadNone
-reloadNone
reloadReload the most recent saved game (add setpos to jump to current view position on reload).
removeidRemove a user ID from the ban list.
removeipRemove an IP address from the ban list.
replaydelay0None
report_entitiesLists all entities
report_simthinklistLists all simulating/thinking entities
report_soundpatchreports sound patch count
report_soundpatchreports sound patch count
report_touchlinksLists all touchlinks
respawn_entitiesYesRespawns all entities on the map. Is only usable on single player games.
restartRestart the game on the same level (add setpos to jump to current view position on restart).
retryRetry connection to last server.
revertRevert convars to their default values.
+rightStart moving player right (button down)
-rightStop moving player right (button up)
room_type0None
rope_averagelight1Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide1Collide rope with the world
rope_drawlines0None
rope_shake0None
rope_smooth1Do an antialiasing effect on ropes
rope_smooth_enlarge1How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha0Alpha for rope antialiasing effect
rope_smooth_maxalphawidth1None
rope_smooth_minalpha0Alpha for rope antialiasing effect
rope_smooth_minwidth0When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv2Rope subdivision amount
rope_wind_dist1000Don't use CPU applying small wind gusts to ropes when they're past this distance.

Free Open Source Game Engines

Source

Commands starting with letter 'S'

Command Default Cheat? Help Text
saveSaves current game.
sayDisplay player message. (Screenshot example)
say_teamDisplay player message to team
scene_allowoverrides1When playing back a choreographed scene, allow per-model expression overrides.
scene_flatturn1None
scene_flushFlush all .vcds from the cache and reload from disk.
scene_forcecombined0When playing back, force use of combined .wav files even in english.
scene_maxcaptionradius1200Only show closed captions if recipient is within this many units of speaking actor (0disabled).
scene_print0When playing back a scene, print timing and event info to console.
scene_showfaceto0When playing back, show the directions of faceto events.
scene_showlook0When playing back, show the directions of look events.
scene_showmoveto0When moving, show the end location.
+scoreShow scores ep2 engine
-scoreShow scores ep2 engine
+scoresShow scores classic
-scoresShow scores classic
scr_centertime2None
screenshotTake a screenshot.
sensitivity3Mouse sensitivity.
servercfgfile0None
setangSnap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setmasterNone
setmodelChanges's player's model
setpauseSet the pause state of the server.
setposMove player to specified origin (must have sv_cheats).
shakeShake the screen.
shake_show0Displays a list of the active screen shakes.
shake_stopStops all active screen shakes.
+showbudgetNone
-showbudgetNone
+showbudget_textureNone
-showbudget_textureNone
showbudget_texture0Enable the texture budget panel.
+showbudget_texture_globalNone
-showbudget_texture_globalNone
showhitlocation0None
showinfoShows a info panel: <type> <title> <message> [<command>]
showpanelShows a viewport panel <name>
showparticlecounts0Display number of particles drawn per frame
+showscoresShow scores, any GS/Source
-showscoresShow scores, any GS/Source
showsniperdist0None
showsniperlines0None
showtriggers0YesShows trigger brushes
showtriggers_toggleToggle show triggers
+showvprofNone
-showvprofNone
singlestep0YesRun engine in single step mode ( set next to 1 to advance a frame )
sk_airboat_drain_rate10None
sk_airboat_max_ammo100None
sk_airboat_recharge_rate15None
sk_allow_autoaim1None
sk_ally_regen_time0Time taken for an ally to regenerate a point of health.
sk_ammo_qty_scale11None
sk_ammo_qty_scale21None
sk_ammo_qty_scale30None
sk_antlion_health30None
sk_antlion_jump_damage5None
sk_antlion_swipe_damage5None
sk_antlionguard_dmg_charge20None
sk_antlionguard_dmg_shove10None
sk_antlionguard_health500None
sk_apc_health750None
sk_apc_missile_damage15None
sk_auto_reload_time3None
sk_autoaim_scale11None
sk_autoaim_scale20None
sk_barnacle_health35Barnacle spawn health.
sk_barney_health35None
sk_battery15None
sk_bullseye_health35None
sk_citizen_giveammo_player_delay10None
sk_citizen_heal_ally30None
sk_citizen_heal_ally_delay20None
sk_citizen_heal_ally_min_pct0None
sk_citizen_heal_player25None
sk_citizen_heal_player_delay25None
sk_citizen_heal_player_min_forced10None
sk_citizen_heal_player_min_pct0None
sk_citizen_health40None
sk_citizen_player_stare_dist72None
sk_citizen_player_stare_time1None
sk_citizen_stare_heal_time5None
sk_combine_ball_search_radius512None
sk_combine_guard_health70None
sk_combine_guard_kick15None
sk_combine_s_health50None
sk_combine_s_kick10None
sk_combineball_guidefactor1None
sk_combineball_seek_angle15None
sk_combineball_seek_kill0None
sk_crow_health1None
sk_crow_melee_dmg0None
sk_crowbar_lead_time0None
sk_dmg_homer_grenade20None
sk_dmg_inflict_scale11None
sk_dmg_inflict_scale21None
sk_dmg_inflict_scale30None
sk_dmg_pathfollower_grenade0None
sk_dmg_sniper_penetrate_npc0None
sk_dmg_sniper_penetrate_plr0None
sk_dmg_take_scale10None
sk_dmg_take_scale21None
sk_dmg_take_scale31None
sk_dropship_container_health750None
sk_dynamic_resupply_modifier1None
sk_env_headcrabcanister_shake_amplitude50None
sk_env_headcrabcanister_shake_radius1024None
sk_env_headcrabcanister_shake_radius_vehicle2500None
sk_fraggrenade_radius250None
sk_gunship_burst_dist768None
sk_gunship_burst_min800None
sk_gunship_burst_size15None
sk_gunship_health_increments5None
sk_headcrab_fast_health10None
sk_headcrab_health10None
sk_headcrab_melee_dmg5None
sk_headcrab_poison_health35None
sk_healthcharger50None
sk_healthkit25None
sk_healthvial10None
sk_helicopter_burstcount12How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
sk_helicopter_drone_speed450How fast does the zapper drone move?
sk_helicopter_firingcone20The angle in degrees of the cone in which the shots will be fired
sk_helicopter_grenadedamage30The amount of damage the helicopter grenade deals.
sk_helicopter_grenadeforce55000The physics force that the helicopter grenade exerts.
sk_helicopter_grenaderadius275The damage radius of the helicopter grenade.
sk_helicopter_health5600None
sk_helicopter_roundsperburst5How many shots to fire in a single burst
sk_homer_grenade_radius100None
sk_ichthyosaur_health200None
sk_ichthyosaur_melee_dmg8None
sk_jeep_gauss_damage15None
sk_manhack_health25None
sk_manhack_melee_dmg20None
sk_manhack_v21None
sk_max_35712Size of clip
sk_max_alyxgun150Size of clip
sk_max_ar260Size of clip
sk_max_ar2_altfire3Size of clip
sk_max_buckshot30Size of clip
sk_max_crossbow10Max number of arrows
sk_max_gauss_round30None
sk_max_grenade5None
sk_max_pistol150Size of clip
sk_max_rpg_round3None
sk_max_smg1225Size of clip
sk_max_smg1_grenade3None
sk_max_sniper_round30None
sk_metropolice_health40None
sk_metropolice_simple_health26None
sk_metropolice_stitch_along_hitcount2None
sk_metropolice_stitch_at_hitcount1None
sk_metropolice_stitch_behind_hitcount3None
sk_metropolice_stitch_distance1000None
sk_metropolice_stitch_reaction1None
sk_metropolice_stitch_tight_hitcount2None
sk_npc_arm1None
sk_npc_chest1None
sk_npc_dmg_35730None
sk_npc_dmg_airboat3None
sk_npc_dmg_alyxgun3Damage done to NPCs from weapon_alyxgun
sk_npc_dmg_ar23None
sk_npc_dmg_buckshot3None
sk_npc_dmg_combineball15None
sk_npc_dmg_crossbow10None
sk_npc_dmg_crowbar5None
sk_npc_dmg_dropship2Dropship container cannon damage.
sk_npc_dmg_fraggrenade75None
sk_npc_dmg_grenade75None
sk_npc_dmg_gunship40None
sk_npc_dmg_gunship_to_plr3None
sk_npc_dmg_helicopter6Damage helicopter shots deal to everything but the player
sk_npc_dmg_helicopter_to_plr3Damage helicopter shots deal to the player
sk_npc_dmg_pistol3None
sk_npc_dmg_rpg_round50None
sk_npc_dmg_smg13None
sk_npc_dmg_smg1_grenade50None
sk_npc_dmg_sniper_round100None
sk_npc_dmg_stunstick40None
sk_npc_head3None
sk_npc_leg1None
sk_npc_stomach1None
sk_pathfollower_grenade_radius0None
sk_player_arm1None
sk_player_chest1None
sk_player_head3None
sk_player_leg1None
sk_player_stomach1None
sk_plr_dmg_35740None
sk_plr_dmg_airboat3None
sk_plr_dmg_alyxgun5Damage done to players from weapon_alyxgun
sk_plr_dmg_ar28None
sk_plr_dmg_buckshot8None
sk_plr_dmg_crossbow100None
sk_plr_dmg_crowbar10None
sk_plr_dmg_fraggrenade125None
sk_plr_dmg_grenade150None
sk_plr_dmg_pistol5None
sk_plr_dmg_rpg_round100None
sk_plr_dmg_smg14None
sk_plr_dmg_smg1_grenade100None
sk_plr_dmg_sniper_round20None
sk_plr_dmg_stunstick10None
sk_plr_grenade_drop_time30None
sk_plr_health_drop_time30None
sk_plr_num_shotgun_pellets7None
sk_rollermine_shock10None
sk_rollermine_stun_delay3None
sk_rollermine_vehicle_intercept1None
sk_scanner_dmg_dive25None
sk_scanner_health30None
sk_smg1_grenade_radius250None
sk_stalker_health50None
sk_stalker_melee_dmg5None
sk_strider_health350None
sk_strider_num_missiles15None
sk_strider_num_missiles27None
sk_strider_num_missiles37None
sk_suitcharger75Dedicated to both the func_recharge and the item_suitcharger entity.
sk_suitcharger_citadel500Dedicated to both the func_recharge and the item_suitcharger entity.
sk_suitcharger_citadel_maxarmor200Dedicated to both the func_recharge and the item_suitcharger entity.
sk_vortigaunt_armor_charge30None
sk_vortigaunt_dmg_claw10None
sk_vortigaunt_dmg_rake25None
sk_vortigaunt_dmg_zap50None
sk_vortigaunt_health100None
sk_weapon_ar2_alt_fire_duration2None
sk_weapon_ar2_alt_fire_mass150None
sk_weapon_ar2_alt_fire_radius10None
sk_zombie_dmg_both_slash25None
sk_zombie_dmg_one_slash10None
sk_zombie_health50None
sk_zombie_poison_dmg_spit20None
sk_zombie_poison_health175None
skill1Game skill level (1-3).
slistList servers on your LAN.
slot0None
slot1None
slot10None
slot2None
slot3None
slot4None
slot5None
slot6None
slot7None
slot8None
slot9None
smoke_trail1None
smoothstairs1Smooth player eye z coordinate when climbing stairs.
snaptoNone
snd_async_fullyasync0All playback is fully async (sound doesn't play until data arrives).
snd_async_spew_blocking0Spew message to console any time async sound loading blocks on file i/o.
snd_disable_mixer_duck0None
snd_duckerattacktime0None
snd_duckerreleasetime2None
snd_duckerthreshold0None
snd_ducktovolume0None
snd_flushasyncFlush all async .wav data
snd_foliage_db_loss4None
snd_gain1None
snd_gain_max1None
snd_gain_min0None
snd_memasyncShow async memory stats
spec_track0Tracks an entity in spec mode
snd_mixahead0None
snd_mixvolSet named Mixgroup to mix volume.
snd_musicvolume1Music volume
snd_noextraupdate0None
snd_obscured_gain_dB-2YesNone
snd_pitchquality1None
snd_profile0None
snd_rebuildaudiocacheRebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists
snd_refdb60None
snd_refdist36None
snd_restartRestart sound system.
snd_show0YesShow sounds info
snd_showclassname0None
snd_showmixer0None
snd_showstart0YesNone
snd_soundmixer0None
snd_surround_speakers0None
snd_visualize0YesShow sounds location in world
snd_vox_captiontrace0Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout300None
snd_vox_sectimetout300None
snd_vox_seqtimetout300None
snd_writemanifestIf running a game, outputs the precache manifest for the current level
sndplaydelayNone
sniperspeak0None
sniperviewdist35None
soundfadeFade client volume.
soundinfoDescribe the current sound device.
soundlistList all known sounds.
soundpatch_captionlength2How long looping soundpatch captions should display for.
soundscape_fadetime3Time to crossfade sound effects between soundscapes
soundscape_flushFlushes the server & client side soundscapes
speakPlay a constructed sentence.
spec_modeSet spectator mode
spec_nextSpectate next player
spec_playerSpectate player by name
spec_posdump position and angles to the console
spec_prevSpectate previous player
spec_scoreboard0None
+speedNone
-speedNone
spikegenerates a fake spike
startdemosPlay demos in demo sequence.
startmovieStart recording movie frames.
startupmenuOpens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer mode.
statusDisplay map and connection status.
step_spline0None
stopFinish recording demo.
stopdemoStop playing back a demo.
stopsoundStops all playing sounds
stopsoundscapeStops all soundscape processing and fades current looping sounds
+strafeNone
-strafeNone
strider_always_use_procedural_height0None
strider_ar2_altfire_dmg25None
strider_distributed_fire1None
strider_eyepositions0None
strider_free_knowledge0None
strider_free_pass_cover_dist120None
strider_free_pass_duration2None
strider_free_pass_move_tolerance320None
strider_free_pass_refill_rate0None
strider_free_pass_start_time3None
strider_idle_test0None
strider_immolate0None
strider_pct_height_no_crouch_move90None
strider_peek_eye_dist1None
strider_peek_eye_dist_z4None
strider_peek_time0None
strider_peek_time_after_damage4None
strider_show_cannonlos0None
strider_show_focus0None
strider_show_weapon_los_condition0None
strider_show_weapon_los_z0None
strider_test_height0None
stuffcmdsParses and stuffs command line + commands to command buffer.
suitvolume0None
surfacepropReports the surface properties at the cursor
sv_accelerate10None
sv_airaccelerate10None
sv_allowdownload1Allow clients to download files
sv_allowupload1Allow clients to upload customizations files
sv_alltalk0Players can hear all other players, no team restrictions
sv_alternateticks0None
sv_autojump0None
sv_autoladderdismount1Automatically dismount from ladders when you reach the end (don't have to +USE).
sv_autosave1Set to 1 to save game on level transition. Does not affect autosave triggers.
sv_backspeed0How much to slow down backwards motion
sv_bounce0Bounce multiplier for when physically simulated objects collide with other objects.
sv_cacheencodedents1If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_cheats0Allow cheats on server if set to 1
sv_contact0Contact email for server sysop
sv_debug_player_use0Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_debugmanualmode0Make sure entities correctly report whether or not their network data has changed.
sv_debugresponses0Show verbose matching output (1 for simple, 2 for rule scoring)
sv_deltaprint0Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_downloadurl0Allows Downloading of files via a webserver
sv_deltatime0Enable profiling of CalcDelta calls
sv_dumpresponses0Dump all response_rules.txt and rules (requires restart)
sv_filterban1Set packet filtering by IP mode
sv_findsoundnameFind sound names which reference the specified wave files.
sv_footsteps1Play footstep sound for players
sv_forcepreload0Force server side preloading.
sv_friction4World friction.
sv_gravity600World gravity.
sv_hltv0Enables HLTV on this server.
sv_infinite_aux_power0YesNone
sv_instancebaselines1Enable instanced baselines. Saves network overhead.
sv_ladderautomountdot0When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis.
sv_lan0Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc.
sv_logbans0Log server bans in the server logs.
sv_massreport0None
sv_maxrate0Max bandwidth rate allowed on server, 0 unlimited
sv_maxspeed320None
sv_maxunlag1Maximum lag compensation in seconds
sv_maxupdaterate60Maximum updates per second that the server will allow
sv_maxvelocity3500Maximum speed any ballistically moving object is allowed to attain per axis.
sv_minrate0Min bandwidth rate allowed on server, 0 unlimited
sv_minupdaterate10Minimum updates per second that the server will allow
sv_netvisdist10000YesTest networking visibility distance
sv_noclipaccelerate5None
sv_noclipduringpause0YesIf cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed5None
sv_npc_talker_maxdist1024NPCs over this distance from the player won't attempt to speak.
sv_password0Server password for entry into multiplayer games
sv_pausable0Is the server pausable.
sv_precachegenericUsage: sv_precachegeneric <name> [ preload ]

Add file to precache list.

sv_precacheinfoShow precache info.
sv_precachemodelUsage: sv_precachemodel <name> [ preload ]

Add model to precache list.

sv_precachesoundUsage: sv_precachesound <name> [ preload ]

Add sound to precache list.

sv_pushaway_clientside_size15Minimum size of pushback objects
sv_rcon_banpenalty0Number of minutes to ban users who fail rcon authentication
sv_rcon_maxfailures10Max number of times a user can fail rcon authentication before being banned
sv_rcon_minfailures5Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime30Number of seconds to track failed rcon authentications
sv_region-1The region of the world to report this server in.
sv_robust_explosions1None
sv_rollangle0Max view roll angle
sv_rollspeed200None
sv_sendtables0Force full sendtable sending path.
sv_show_crosshair_target0None
sv_showhitboxes-1YesSend server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).
sv_showladders0Show bbox and dismount points for all ladders (must be set before level load.)
sv_skyname0Current name of the skybox texture
sv_soundemitter_filecheckReport missing wave files for sounds and game_sounds files.
sv_soundemitter_flushFlushes the sounds.txt system (server only)
sv_soundemitter_trace0Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_soundscape_printdebuginfoprint soundscapes
sv_specaccelerate5None
sv_specnoclip1None
sv_specspeed3None
sv_stats1Collect CPU usage stats
sv_stepsize18None
sv_stopspeed100Minimum stopping speed when on ground.
sv_stressbots0If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_strict_notarget0If set, notarget will cause entities to never think they are in the pvs
sv_suppress_viewpunch0None
sv_teststepsimulation1None
sv_thinktimecheck0Check for thinktimes all on same timestamp.
sv_timeout65After this many seconds without a message from a client, the client is dropped
sv_unlag1Enables player lag compensation
sv_unlockedchapters14Highest unlocked game chapter.
sv_visiblemaxplayers-1Overrides the max players reported to prospective clients.
sv_voicecodec0Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable1None
sv_wateraccelerate10None
sv_waterdist12Vertical view fixup when eyes are near water plane.
sv_waterfriction1None

Commands starting with letter 'T'

Command Default Cheat? Help Text
template_debug0NoNone
test_CreateEntityYesNone
test_dispatcheffectYesTest a client-side dispatch effect.
test_EHandleYesNone
test_entity_blockerYesTest command that drops an entity blocker out in front of the player.
Test_InitRandomEntitySpawnerYesNone
test_LoopTest_Loop <loop name> - loop back to the specified loop start point unconditionally.
test_LoopCountTest_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
test_LoopForNumSecondsTest_LoopForNumSeconds <loop name>
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