ConVars
Last update: 5 minutes ago
List of all ConVars
Name | Description | Flags |
---|---|---|
_fov 0 | Automates fov command to server. | developmentonly clientdll defensive |
adsp_alley_min 122 | developmentonly defensive | |
adsp_courtyard_min 126 | developmentonly defensive | |
adsp_debug 0 | archive | |
adsp_door_height 112 | developmentonly defensive | |
adsp_duct_min 106 | developmentonly defensive | |
adsp_hall_min 110 | developmentonly defensive | |
adsp_low_ceiling 108 | developmentonly defensive | |
adsp_opencourtyard_min 126 | developmentonly defensive | |
adsp_openspace_min 130 | developmentonly defensive | |
adsp_openstreet_min 118 | developmentonly defensive | |
adsp_openwall_min 130 | developmentonly defensive | |
adsp_room_min 102 | developmentonly defensive | |
adsp_street_min 118 | developmentonly defensive | |
adsp_tunnel_min 114 | developmentonly defensive | |
adsp_wall_height 128 | developmentonly defensive | |
ai_debug_dyninteractions 0 | Debug the NPC dynamic interaction system. | gamedll cheat |
ai_debug_los 0 | NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid. | gamedll cheat |
ai_debug_ragdoll_magnets false | developmentonly gamedll defensive | |
ai_debug_scripted_sequence false | gamedll cheat | |
ai_debug_shoot_positions 0 | gamedll clientdll replicated cheat | |
ai_debug_soundent 0 | Reports sounds being entered into the AI sound list. Set to 1 to see all sounds, set to 2 to only see DANGER sounds. | developmentonly gamedll defensive |
ai_debug_soundent_duration 0.1 | Length of time to display ai_debug_soundent visual displays. | developmentonly gamedll defensive |
ai_debug_speech 0 | developmentonly gamedll defensive | |
ai_disabled false | gamedll clientdll replicated cheat | |
ai_expression_frametime 0.05 | Maximum frametime to still play background expressions. | developmentonly gamedll defensive |
ai_expression_optimization false | Disable npc background expressions when you can't see them. | developmentonly gamedll defensive |
ai_force_serverside_ragdoll false | developmentonly gamedll defensive | |
ai_off_nav_show_nearest false | gamedll cheat | |
ai_sequence_debug false | developmentonly gamedll clientdll replicated defensive | |
ai_use_visibility_cache 1 | Sets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPC->Target results match that of Target->NPC. | developmentonly gamedll defensive |
ai_use_visibility_cache_reciprocation true | Sets whether or not the visibility check cache should be reciprocal. | developmentonly gamedll defensive |
ammo_338mag_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_338mag_impulse 2800 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_338mag_max 30 | gamedll clientdll replicated release | |
ammo_357sig_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_357sig_impulse 2000 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_357sig_max 52 | gamedll clientdll replicated release | |
ammo_357sig_min_max 12 | gamedll clientdll replicated release | |
ammo_357sig_p250_max 26 | gamedll clientdll replicated release | |
ammo_357sig_small_max 24 | gamedll clientdll replicated release | |
ammo_45acp_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_45acp_impulse 2100 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_45acp_max 100 | gamedll clientdll replicated release | |
ammo_50AE_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_50AE_impulse 2400 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_50AE_max 35 | gamedll clientdll replicated release | |
ammo_556mm_box_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_556mm_box_impulse 2400 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_556mm_box_max 200 | gamedll clientdll replicated release | |
ammo_556mm_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_556mm_impulse 2400 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_556mm_max 90 | gamedll clientdll replicated release | |
ammo_556mm_small_max 40 | gamedll clientdll replicated release | |
ammo_57mm_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_57mm_impulse 2000 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_57mm_max 100 | gamedll clientdll replicated release | |
ammo_762mm_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_762mm_impulse 2400 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_762mm_max 90 | gamedll clientdll replicated release | |
ammo_9mm_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_9mm_impulse 2000 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_9mm_max 120 | gamedll clientdll replicated release | |
ammo_buckshot_headshot_mult 1 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_buckshot_impulse 600 | You must enable tweaking via tweak_ammo_impulses to use this value. | developmentonly gamedll clientdll replicated defensive |
ammo_buckshot_max 32 | gamedll clientdll replicated release | |
ammo_grenade_limit_breachcharge 3 | gamedll clientdll replicated release | |
ammo_grenade_limit_bumpmine 3 | gamedll clientdll replicated release | |
ammo_grenade_limit_default 1 | gamedll clientdll replicated release missing3 | |
ammo_grenade_limit_flashbang 1 | gamedll clientdll replicated release missing3 | |
ammo_grenade_limit_snowballs 3 | gamedll clientdll replicated release | |
ammo_grenade_limit_total 3 | gamedll clientdll replicated release missing3 | |
ammo_grenade_limit_tripwirefire 1 | gamedll clientdll replicated release | |
ammo_item_limit_adrenaline 5 | gamedll clientdll replicated release | |
ammo_item_limit_healthshot 4 | gamedll clientdll replicated release missing3 | |
anim_damped_move_speed_timewindow 0.2 | developmentonly gamedll clientdll replicated | |
anim_dampedaccel16_scale 0.85 | developmentonly gamedll clientdll replicated | |
anim_dampedaccel16_timewindow 0.25 | developmentonly gamedll clientdll replicated | |
anim_decode_forcewritealltransforms false | Force BatchAnimationDecode to write transformations for all bones | developmentonly |
anim_disable false | developmentonly gamedll clientdll replicated defensive | |
anim_resource_validate_on_load true | Validates the animation group channel list against the animations on load for every animation | release |
anim_scale_wasd_input_hip_dip 0.8 | developmentonly gamedll clientdll replicated | |
anim_scale_wasd_input_hip_swivel 0.8 | developmentonly gamedll clientdll replicated | |
animated_material_attributes true | clientdll cheat | |
animgraph_debug false | Debug animation graph | gamedll clientdll replicated cheat |
animgraph_debug_animevents false | Print info about animevents emitted by AnimGraph | developmentonly gamedll clientdll replicated |
animgraph_debug_entindex 0 | The entity to specifically debug | gamedll clientdll replicated cheat |
animgraph_debug_filterent 0 | Filter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex. | developmentonly gamedll clientdll replicated defensive |
animgraph_debug_max_poseop_count false | hide | |
animgraph_debug_set_filter_params | Comma separated list of params to filter against when drawing debug text overlays | developmentonly gamedll clientdll replicated defensive |
animgraph_debug_show_unreferenced_params false | developmentonly gamedll clientdll replicated defensive | |
animgraph_debug_tags false | developmentonly gamedll clientdll replicated defensive | |
animgraph_debug_variables false | Turn on to see animgraph variable changes for entities passing animgraph_debug_filterent. | developmentonly gamedll clientdll replicated defensive |
animgraph_debug_variables_ignore_missing true | If set, animgraph_debug_variables won't show debug for warnings about sets to missing variables. | developmentonly gamedll clientdll replicated defensive |
animgraph_debug_variables_ignore_nonchanges true | If set, animgraph_debug_variables won't show debug for variable sets that don't change the value. | developmentonly gamedll clientdll replicated defensive |
animgraph_draw_traces false | developmentonly gamedll clientdll replicated defensive | |
animgraph_enable true | Enable animation graph | developmentonly gamedll clientdll replicated |
animgraph_enable_dirty_netvar_optimization true | developmentonly defensive | |
animgraph_enable_parallel_op_evaluation false | developmentonly gamedll clientdll replicated defensive | |
animgraph_enable_parallel_update true | developmentonly gamedll clientdll replicated defensive | |
animgraph_footlock_auto_ledge_detection true | Attempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom | developmentonly replicated defensive |
animgraph_footlock_auto_stair_detection true | Attempt to detect when the foot is on a stair and will stop it from tilting to reach the next step | developmentonly replicated defensive |
animgraph_footlock_calculate_tilt true | developmentonly replicated defensive | |
animgraph_footlock_debug_foot_index -1 | developmentonly replicated defensive | |
animgraph_footlock_debug_type 2 | developmentonly replicated defensive | |
animgraph_footlock_draw_footbase false | developmentonly defensive | |
animgraph_footlock_enabled true | A master convar that effectively disables the entire footlock node. | developmentonly replicated defensive |
animgraph_footlock_ground_roll true | developmentonly defensive | |
animgraph_footlock_hip_offset_enable true | developmentonly defensive | |
animgraph_footlock_ik_enable true | Enable IK. | cheat |
animgraph_footlock_tilt_mode 1 | developmentonly defensive | |
animgraph_footlock_trace_ground_enabled true | Convar for toggling foot lock ground tracking. | developmentonly replicated defensive |
animgraph_footlock_use_hip_shift true | developmentonly defensive | |
animgraph_force_full_network_updates false | developmentonly defensive | |
animgraph_force_tick_all_graphs false | developmentonly gamedll clientdll replicated defensive | |
animgraph_ik_debug false | developmentonly defensive | |
animgraph_motionmatching_print_compressionstats false | developmentonly replicated defensive | |
animgraph_network_enable true | Enable animation graph networking. The setting is only read at graph creation time; to use please set on the command line. | developmentonly gamedll clientdll replicated |
animgraph_record_all false | Automatically start recording AnimGraphs when they get created, and save them to disk when they are destroyed | gamedll clientdll replicated cheat |
animgraph_slope_draw_raycasts false | gamedll clientdll replicated cheat | |
animgraph_slope_enable true | gamedll clientdll replicated cheat | |
animgraph_slowdownonslopes_enabled true | developmentonly replicated defensive | |
animgraph_trace_ignore_prop_physics true | developmentonly gamedll clientdll replicated defensive | |
animgraph_trace_static_only false | gamedll clientdll replicated cheat | |
animgraph_verify_dirty_netvar_optimization false | developmentonly defensive | |
annotation_auto_load false | clientdll release missing3 | |
async_serialize false | Force async reads to serialize for profiling | developmentonly defensive |
attached_output_stall_ms 250 | developmentonly defensive | |
audio_input_test_signal false | For testing the audio input pathway with a sine tone instead of SDL3. | developmentonly |
autosave_fully_async true | Set to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completes | developmentonly gamedll defensive |
battery_saver false | OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on | archive |
blink_duration 0.5 | How many seconds an eye blink will last. | developmentonly clientdll defensive |
bot_allow_grenades true | If nonzero, bots may use grenades. | gamedll replicated release |
bot_allow_machine_guns true | If nonzero, bots may use the machine gun. | gamedll replicated release |
bot_allow_pistols true | If nonzero, bots may use pistols. | gamedll replicated release |
bot_allow_rifles true | If nonzero, bots may use rifles. | gamedll replicated release |
bot_allow_rogues true | If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals. | gamedll replicated release missing3 |
bot_allow_shotguns true | If nonzero, bots may use shotguns. | gamedll replicated release |
bot_allow_snipers true | If nonzero, bots may use sniper rifles. | gamedll replicated release |
bot_allow_sub_machine_guns true | If nonzero, bots may use sub-machine guns. | gamedll replicated release |
bot_auto_follow false | If nonzero, bots with high co-op may automatically follow a nearby human player. | developmentonly gamedll replicated defensive |
bot_auto_vacate true | If nonzero, bots will automatically leave to make room for human players. | developmentonly gamedll replicated defensive |
bot_autodifficulty_threshold_high 5 | Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty Min: -20 Max: 20 | gamedll clientdll replicated release missing3 |
bot_autodifficulty_threshold_low -2 | Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty Min: -20 Max: 20 | gamedll clientdll replicated release missing3 |
bot_controllable true | Determines whether bots can be controlled by players | gamedll replicated release |
bot_coop_idle_max_vision_distance 1400 | Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep. Min: -1 | gamedll replicated release missing3 |
bot_crouch false | gamedll cheat | |
bot_debug 0 | For internal testing purposes. | gamedll replicated cheat |
bot_debug_target 0 | For internal testing purposes. | gamedll replicated cheat |
bot_defer_to_human_goals false | If nonzero and there is a human on the team, the bots will not do the scenario tasks. | gamedll replicated release missing3 |
bot_defer_to_human_items true | If nonzero and there is a human on the team, the bots will not get scenario items. | gamedll replicated release missing3 |
bot_difficulty 1 | Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert. | gamedll replicated release missing3 |
bot_dont_shoot false | If nonzero, bots will not fire weapons (for debugging). | gamedll replicated cheat release |
bot_eco_limit 2000 | If nonzero, bots will not buy if their money falls below this amount. | developmentonly gamedll replicated defensive |
bot_flipout false | If nonzero, bots use no CPU for AI. Instead, they run around randomly. | developmentonly gamedll replicated defensive |
bot_force_duck false | developmentonly gamedll defensive | |
bot_freeze false | gamedll cheat | |
bot_chatter normal | Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'. | gamedll replicated release missing3 |
bot_chatter_use_rr true | 0 = Use old bot chatter system, 1 = Use response rules | developmentonly gamedll |
bot_ignore_enemies false | If nonzero, bots will ignore enemies (for debugging). | gamedll replicated cheat |
bot_ignore_players false | Bots will not see non-bot players. | gamedll cheat |
bot_join_after_player true | If nonzero, bots wait until a player joins before entering the game. | gamedll replicated release |
bot_join_delay 0 | Prevents bots from joining the server for this many seconds after a map change. | developmentonly gamedll defensive |
bot_join_in_warmup true | Prevents bots from joining the server while warmup phase is active. | developmentonly gamedll defensive |
bot_join_team any | Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'. | gamedll replicated release |
bot_loadout | bots are given these items at round start | gamedll cheat |
bot_max_visible_smoke_length 200 | Bots will see players through smoke clouds up to this length. | gamedll replicated release |
bot_max_vision_distance_override -1 | Max distance bots can see targets. Min: -1 | gamedll replicated release missing3 |
bot_mimic 0 | Bot uses usercmd of player by index. | gamedll clientdll replicated cheat |
bot_mimic_spec_buttons true | +attack, +jump etc are used for spectator control instead of being passed on to spectated bot | clientdll cheat |
bot_mimic_yaw_offset 180 | gamedll cheat | |
bot_prefix | This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <weaponclass> will be replaced with the bot's desired weapon class. <skill> will be replaced with a 0-100 representation of the bot's skill. | developmentonly gamedll replicated defensive |
bot_quota 10 | Determines the total number of bots in the game. | gamedll replicated release missing3 |
bot_quota_mode normal | Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota. | gamedll replicated release missing3 |
bot_randombuy false | should bots ignore their prefered weapons and just buy weapons at random? | gamedll cheat |
bot_show_battlefront false | Show areas where rushing players will initially meet. | gamedll cheat |
bot_show_nav false | For internal testing purposes. | gamedll replicated cheat |
bot_show_occupy_time false | Show when each nav area can first be reached by each team. | gamedll cheat |
bot_stop 0 | bot_stop <1|all> | <not_bomber> | <t> | <ct> | gamedll replicated cheat |
bot_traceview 0 | For internal testing purposes. | gamedll replicated cheat |
bot_walk false | If nonzero, bots can only walk, not run. | developmentonly gamedll replicated defensive |
bot_zombie false | If nonzero, bots will stay in idle mode and not attack. | gamedll replicated cheat |
break_damage_inherit_scale 1 | developmentonly gamedll clientdll replicated defensive | |
break_invulnerable_spawn_duration 0.5 | developmentonly gamedll clientdll replicated defensive | |
breakable_multiplayer true | developmentonly gamedll defensive | |
buddha false | Player takes damage but won't die | gamedll notify cheat |
buddha_ignore_bots false | Bots always buddha 0 | gamedll notify cheat |
buddha_reset_hp 1 | HP to set when damaged below zero in Buddha Mode | gamedll notify cheat |
bug_submitter_override | archive | |
buildcubemaps_renderdoc_capture -1 | Capture a specific cubemap with RenderDoc during buildcubemaps. | developmentonly clientdll |
c_maxdistance 200 | clientdll archive | |
c_maxpitch 90 | clientdll archive | |
c_maxyaw 135 | clientdll archive | |
c_mindistance 30 | clientdll archive | |
c_minpitch 0 | clientdll archive | |
c_minyaw -135 | clientdll archive | |
c_orthoheight 100 | clientdll archive | |
c_orthowidth 100 | clientdll archive | |
c_thirdpersonshoulder false | clientdll archive | |
c_thirdpersonshoulderaimdist 120 | clientdll archive | |
c_thirdpersonshoulderdist 40 | clientdll archive | |
c_thirdpersonshoulderheight 5 | clientdll archive | |
c_thirdpersonshoulderoffset 20 | clientdll archive | |
cachedvalue_count_partybrowser 0 | hidden clientdll archive | |
cachedvalue_count_teammates 0 | hidden clientdll archive | |
cam_collision 1 | When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls. | clientdll archive |
cam_head_constraint_debug false | Show camera head constraint debug info | developmentonly gamedll clientdll replicated |
cam_head_constraint_distance 12 | Distance to constrain first/thirdperson camera and head | developmentonly gamedll clientdll replicated defensive |
cam_head_constraint_soft_transition 4 | Constraint soft transition distance | developmentonly gamedll clientdll replicated defensive |
cam_idealdelta 4 | Controls the speed when matching offset to ideal angles in thirdperson view | clientdll archive |
cam_idealdist 150 | clientdll archive | |
cam_ideallag 4 | Amount of lag used when matching offset to ideal angles in thirdperson view | clientdll archive |
cam_idealpitch 0 | clientdll archive | |
cam_idealyaw 0 | clientdll archive | |
cam_showangles false | When in thirdperson, print viewangles/idealangles/cameraoffsets to the console. | clientdll cheat |
cam_snapto false | clientdll archive | |
camera_datadriven_debug false | developmentonly clientdll cheat | |
camera_datadriven_disable_cache false | developmentonly gamedll cheat | |
camera_jolt_fix true | camera jolt fix | developmentonly gamedll clientdll replicated |
cash_player_bomb_defused 300 | gamedll clientdll notify replicated release missing3 | |
cash_player_bomb_planted 300 | gamedll clientdll notify replicated release missing3 | |
cash_player_damage_hostage -30 | gamedll clientdll notify replicated release missing3 | |
cash_player_get_killed 0 | gamedll clientdll notify replicated release missing3 | |
cash_player_interact_with_hostage 150 | gamedll clientdll notify replicated release missing3 | |
cash_player_killed_enemy_default 300 | gamedll clientdll notify replicated release missing3 | |
cash_player_killed_enemy_factor 1 | gamedll clientdll notify replicated release missing3 | |
cash_player_killed_hostage -1000 | gamedll clientdll notify replicated release missing3 | |
cash_player_killed_teammate -300 | gamedll clientdll notify replicated release missing3 | |
cash_player_rescued_hostage 1000 | gamedll clientdll notify replicated release missing3 | |
cash_player_respawn_amount 0 | gamedll clientdll notify replicated release missing3 | |
cash_team_bonus_shorthanded 0 | gamedll clientdll notify replicated release missing3 | |
cash_team_elimination_bomb_map 3250 | gamedll clientdll notify replicated release missing3 | |
cash_team_elimination_hostage_map_ct 2000 | gamedll clientdll notify replicated release missing3 | |
cash_team_elimination_hostage_map_t 1000 | gamedll clientdll notify replicated release missing3 | |
cash_team_hostage_alive 0 | gamedll clientdll notify replicated release missing3 | |
cash_team_hostage_interaction 500 | gamedll clientdll notify replicated release missing3 | |
cash_team_loser_bonus 1400 | gamedll clientdll notify replicated release missing3 | |
cash_team_loser_bonus_consecutive_rounds 500 | gamedll clientdll notify replicated release missing3 | |
cash_team_planted_bomb_but_defused 600 | gamedll clientdll notify replicated release missing3 | |
cash_team_rescued_hostage 0 | gamedll clientdll notify replicated release missing3 | |
cash_team_terrorist_win_bomb 3500 | gamedll clientdll notify replicated release missing3 | |
cash_team_win_by_defusing_bomb 3250 | gamedll clientdll notify replicated release missing3 | |
cash_team_win_by_hostage_rescue 3500 | gamedll clientdll notify replicated release missing3 | |
cash_team_win_by_time_running_out_bomb 3250 | gamedll clientdll notify replicated release missing3 | |
cash_team_win_by_time_running_out_hostage 3250 | gamedll clientdll notify replicated release missing3 | |
cash_team_winner_bonus_consecutive_rounds 0 | gamedll clientdll notify replicated release | |
cc_captiontrace 1 | Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud) | developmentonly clientdll defensive |
cc_delay_time 0.25 | Close caption delay before showing caption. | clientdll archive |
cc_lang | Current close caption language (emtpy = use game UI language) | clientdll archive |
cc_linger_time 1 | Close caption linger time. | clientdll archive |
cc_log 0 | Log caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions) | developmentonly clientdll defensive |
cc_norepeat 5 | In multiplayer games, don't repeat captions more often than this many seconds. | developmentonly gamedll defensive |
cc_showmissing false | Show missing closecaption entries. | developmentonly gamedll replicated defensive |
cc_spectator_only false | clientdll archive | |
cc_subtitles false | If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players). | clientdll archive |
cc_vr_caption_catchup_interval 0.3 | Duration it takes for attached caption to ideal point Min: 0.01 | developmentonly clientdll defensive |
cc_vr_caption_speed 1 | 0 = slow, 1 = medium (default), 2 = fast0 Max: 2 | clientdll archive |
cc_vr_debug false | Debug visualization of VR closed caption placement | developmentonly clientdll defensive |
cc_vr_depth_test false | Have closed caption Panorama panel perform depth testing against the scene | developmentonly clientdll defensive |
cc_vr_epsilon 2.5 | Epsilon to trigger movement of VR subtitle panel in world space | developmentonly clientdll defensive |
cc_vr_font_size 1 | 0 = small, 1 = med (default), 2 = large0 Max: 2 | clientdll archive |
cc_vr_forward_offset 30 | Subtitle offset distance (forward, in front of player) | developmentonly clientdll defensive |
cc_vr_vertical_offset -6.5 | Subtitle vertical offset distance (positive is up) | developmentonly clientdll defensive |
cc_vr_width 1 | 0 = narrow, 1 = med (default), 2 = wide0 Max: 2 | clientdll archive |
cl_access_all_missions false | developmentonly clientdll | |
cl_aggregate_particles false | developmentonly defensive | |
cl_allow_animated_avatars true | Whether or not to allow animated avatars | clientdll archive release |
cl_allow_multi_input_binds false | clientdll cheat release | |
cl_anglespeedkey 0.67 | developmentonly clientdll defensive | |
cl_animgraph_history_force_temporal_consistency true | developmentonly clientdll defensive | |
cl_async_client_shatter true | spawn client glass shards asynchronously during demos or when remotely connected. | developmentonly clientdll |
cl_auto_cursor_scale true | Automatic cursor size scaling. | archive |
cl_autobuy | The order in which autobuy will attempt to purchase items | clientdll release |
cl_autohelp true | Auto-help | clientdll archive userinfo |
cl_bone_cache_optimization true | developmentonly clientdll defensive | |
cl_borrow_music_from_player_slot -1 | clientdll release | |
cl_boxmove 0 | run in a square, # represents how many usercommands to run before turning. | developmentonly clientdll |
cl_boxmove_speed 1 | how fast to run (1 to use player max run speed). | developmentonly clientdll |
cl_buymenu_ct_nextround_high 5000 | clientdll archive per_user release | |
cl_buymenu_ct_nextround_low 1400 | clientdll archive per_user release | |
cl_buymenu_t_nextround_high 5000 | clientdll archive per_user release | |
cl_buymenu_t_nextround_low 1400 | clientdll archive per_user release | |
cl_buywheel_donate_key 0 | Set the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift. | clientdll archive per_user release |
cl_buywheel_nonumberpurchasing false | Set non-zero to prevent buy wheel from purchasing via number keys | clientdll archive per_user release |
cl_cache_sendtable true | Cache sendtables | developmentonly defensive |
cl_cameraoverride_fade_in_amount 0 | developmentonly clientdll defensive | |
cl_cameraoverride_shadow_depth_bias 0.006 | developmentonly clientdll defensive | |
cl_cameraoverride_shadow_end 0.8 | developmentonly clientdll defensive | |
cl_clanid 0 | Current clan ID for name decoration | hidden clientdll archive userinfo |
cl_clock_buffer_ticks 0 | Clock sync will try to maintain an additional margin of N ticks. This is intended to smooth over packet loss, and is a replacement for cl_interp_ratio / cl_interp. This value is simply added to cl_clock_recvmargin_desired | developmentonly |
cl_clock_correction true | Enable/disable clock correction on the client. | cheat |
cl_clock_recvmargin_adjust_limit_slowdown 93 | Clock sync will not slow down time slower than N% Min: 66 Max: 100 | developmentonly |
cl_clock_recvmargin_adjust_limit_speedup 106 | Clock sync will not speed up time faster than N% Min: 100 Max: 150 | developmentonly |
cl_clock_recvmargin_desired 5 | Clock sync will try to maintain N ms margin between tick arrival and polling network. The effective value is the sum of this and the time implied by cl_clock_buffer_ticks | developmentonly |
cl_clock_recvmargin_minsamples_slowdown 3 | Clock sync will not slow down unless we have N indicating samples | developmentonly |
cl_clock_recvmargin_minsamples_speedup 0.5 | Clock sync will not speed up unless we have N seconds of indicating samples | developmentonly |
cl_clock_recvmargin_spew_interval 0 | release | |
cl_clock_recvmargin_timeconstant_slowdown 0.3 | Clock sync will remove 63.2% of the error in N seconds | developmentonly |
cl_clock_recvmargin_timeconstant_speedup 0.6 | Clock sync will remove 63.2% of the error in N seconds | developmentonly |
cl_clock_recvmargin_window 4 | Clock sync will use past N seconds | developmentonly |
cl_clockdbg false | developmentonly defensive | |
cl_clockdrift_max_ticks 3 | Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's.0 | cheat |
cl_clutch_mode false | Silence voice and other distracting sounds until the end of round or next death. | clientdll release |
cl_color 2 | Preferred teammate color0 Max: 4 | clientdll archive userinfo |
cl_connectionretrytime_p2p 20 | Number of seconds over which to spread retry attempts for P2P. | release |
cl_cq_min_queue 0 | Used by the client to inform the server of their desired queue length. Derived from cl_tickpacket_recvmargin_desired and cl_tickpacket_desired_queuelength | userinfo |
cl_crosshair_drawoutline true | Draws a black outline around the crosshair for better visibility | clientdll archive per_user |
cl_crosshair_dynamic_maxdist_splitratio 1 | If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_crosshairsize*(1-cl_crosshair_dynamic_maxdist_splitratio), outer = cl_crosshairsize*cl_crosshair_dynamic_maxdist_splitratio] [0 - 1]0 Max: 1 | clientdll archive per_user |
cl_crosshair_dynamic_splitalpha_innermod 0 | If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. [0 - 1]0 Max: 1 | clientdll archive per_user |
cl_crosshair_dynamic_splitalpha_outermod 1 | If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. [0.3 - 1] Min: 0.3 Max: 1 | clientdll archive per_user |
cl_crosshair_dynamic_splitdist 3 | If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7) | clientdll archive per_user |
cl_crosshair_friendly_warning 1 | 0: off, 1: on0 Max: 1 | clientdll archive release |
cl_crosshair_outlinethickness 1 | Set how thick you want your crosshair outline to draw (0-3)0 Max: 3 | clientdll archive per_user |
cl_crosshair_recoil true | clientdll archive per_user | |
cl_crosshair_sniper_width 1 | If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline) | clientdll archive per_user |
cl_crosshair_t false | T style crosshair | clientdll archive per_user |
cl_crosshairalpha 200 | 0 Max: 255 | clientdll archive per_user |
cl_crosshaircolor 5 | Set crosshair color as defined in game_options.consoles.txt | clientdll archive per_user |
cl_crosshaircolor_b 0 | 0 Max: 255 | clientdll archive per_user |
cl_crosshaircolor_g 255 | 0 Max: 255 | clientdll archive per_user |
cl_crosshaircolor_r 0 | 0 Max: 255 | clientdll archive per_user |
cl_crosshairdot false | clientdll archive per_user | |
cl_crosshairgap -2.2 | clientdll archive per_user | |
cl_crosshairgap_useweaponvalue true | If set to 1, the gap will update dynamically based on which weapon is currently equipped | clientdll archive per_user |
cl_crosshairsize 3.9 | clientdll archive per_user | |
cl_crosshairstyle 2 | 0 = DEFAULT (DISABLED), 1 = DEFAULT STATIC (DISABLED), 2 = DEFAULT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYNAMIC (DISABLED) (accurate recoil/spread feedback), 4 = DEFAULT STATIC, 5 = LEGACY (fake recoil - inaccurate feedback) | clientdll archive per_user |
cl_crosshairthickness 0.6 | clientdll archive per_user | |
cl_crosshairusealpha true | clientdll archive per_user | |
cl_csgo_shoot_debugvis_rdp_text_l 10 | developmentonly clientdll | |
cl_csgo_shoot_debugvis_rdp_text_x 45 | developmentonly clientdll | |
cl_csgo_shoot_debugvis_show_los false | Show line of last shot. | developmentonly clientdll |
cl_csgo_shoot_debugvis_show_rdp false | developmentonly clientdll | |
cl_csgo_shoot_trim_input_frames true | developmentonly clientdll | |
cl_cursor_scale 1 | Cursor size scaling factor. | archive |
cl_dangerzone_approaching_sound_radius 700 | clientdll cheat release | |
cl_dangerzone_moving_sound_volume 0.5 | clientdll cheat release | |
cl_dangerzone_sound_volume 0.2 | clientdll cheat release | |
cl_death_anim_viewmodel_drop_rate 50 | developmentonly clientdll | |
cl_death_anim_viewmodel_pitch_rate 60 | developmentonly clientdll | |
cl_deathcam_audio_mix_phase1_fade_amount 0.15 | Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied. | clientdll release |
cl_deathcam_audio_mix_phase1_fade_time 2 | Sets the amount of time we fade out over. | clientdll release |
cl_deathcam_audio_mix_phase2_fade_amount 0.5 | Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied. | clientdll release |
cl_deathcam_audio_mix_phase2_fade_time 0.4 | Sets the amount of time we fade out over. | clientdll release |
cl_deathcampanel_position_dynamic 1 | Turn on/off deathcam's kill panel dynamic Y movement | clientdll archive |
cl_deathnotices_show_numbers 0 | 0: default; 1: draw names as just numbers; 2: append number on killer and victim to the name | clientdll release |
cl_debounce_zoom true | Whether or not to disable holding secondary fire to cycle zoom levels | clientdll archive userinfo per_user |
cl_debug_client_gamestats true | developmentonly clientdll defensive | |
cl_debug_force_push_to_talk false | developmentonly clientdll defensive | |
cl_debug_overlay_fullposition false | developmentonly clientdll defensive | |
cl_debug_overlays_broadcast false | Render debug overlays from server. | release |
cl_debug_round_stat_submission false | developmentonly clientdll | |
cl_debugviewangle false | Plots view angles yaw at various stages of the frame/tick in Tracy. | developmentonly clientdll |
cl_demo_steadycam_blendframes 5 | blend over this many frames | developmentonly clientdll defensive |
cl_demo_steadycam_deflection 5 | if camera orientation changes this much update orientation | developmentonly clientdll defensive |
cl_demo_steadycam_enable 0 | Stabilize camera orientation/position during demo playback. 1 == remove roll, 2 == steadycam | developmentonly clientdll defensive |
cl_demo_steadycam_radius 16 | if camera moves this much from last anchor update anchor | developmentonly clientdll defensive |
cl_demo_view_offset_left 0 | View offset during demo playback (+/- 1.25 is a good default for human average left/right eye offset) | developmentonly clientdll defensive |
cl_demoviewoverride 0 | Override view during demo playback | developmentonly clientdll defensive |
cl_disable_deathcam_audio_mix_fade_out false | When set to true, disables audio being silenced while the death cam fades out. | clientdll release |
cl_disable_postprocessing false | clientdll cheat | |
cl_disable_ragdolls false | clientdll cheat | |
cl_disable_round_end_report false | clientdll archive release | |
cl_disconnect_soundevent StopSoundEvents.StopAllExceptMusic | This soundevent is called to stop the desired soundevents when the game is disconnected. | developmentonly defensive |
cl_disconnect_voice_fade -1 | This is a fade of current voices that is called when the game is disconnected. -1.f for no fade on disconnect | developmentonly defensive |
cl_display_flashbang_values false | developmentonly clientdll | |
cl_display_game_events false | clientdll cheat | |
cl_display_player_visibilty false | developmentonly clientdll | |
cl_dm_buyrandomweapons true | Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the last weapon) | clientdll archive release |
cl_dormant_spew false | Spew state on when client entities become dormant or active. | developmentonly clientdll defensive |
cl_draw_only_deathnotices false | For drawing only the crosshair and death notices (used for moviemaking) | clientdll release |
cl_draw_simulating_entities false | clientdll cheat | |
cl_draw_simulating_entities_distance false | developmentonly clientdll defensive | |
cl_drawhud true | Enable the rendering of the hud | clientdll cheat |
cl_drawhud_force_deathnotices 0 | 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices | clientdll release |
cl_drawhud_force_radar 0 | 0: default; 1: draw radar even if hud disabled; -1: force no radar | clientdll release |
cl_drawhud_force_teamid_overhead 0 | 0: default; 1: draw teamid even if hud disabled; -1: force no teamid | clientdll release |
cl_drawhud_specvote true | 1: default; 0: disables vote UI for spectators | clientdll release |
cl_embedded_stream_audio_volume 0 | Embedded stream audio volume0 Max: 100 | hidden clientdll archive |
cl_embedded_stream_audio_volume_xmaster true | Whether embedded stream audio volume gets multiplied by master volume | hidden clientdll archive |
cl_embedded_stream_video_playing 0 | Embedded stream video playing state | developmentonly hidden clientdll defensive |
cl_enable_eye_occlusion true | developmentonly clientdll defensive | |
cl_ent_joint_axis_size 4 | developmentonly clientdll defensive | |
cl_ent_joint_filter_substring | developmentonly clientdll defensive | |
cl_ent_joint_names true | developmentonly clientdll defensive | |
cl_ent_joint_only_ik_joints false | developmentonly clientdll defensive | |
cl_ent_joint_use_bind_pose false | developmentonly clientdll defensive | |
cl_ent_pivot_size 20 | clientdll archive cheat | |
cl_ent_show_contexts false | Show entity contexts in ent_text display | clientdll cheat |
cl_ent_showonlyattachment | clientdll cheat | |
cl_ent_showonlyhitbox -1 | clientdll cheat | |
cl_ent_skeleton_only_ik_joints false | developmentonly clientdll defensive | |
cl_ent_text_flags_active -1 | clientdll archive cheat | |
cl_ent_text_no_name_really_i_mean_it false | clientdll cheat | |
cl_error_report_time 0 | Minimum time in seconds that must elapse before printing prediction error summary. 0 to disable. | clientdll release |
cl_extrapolate true | Enable/disable extrapolation if interpolation history runs out. | clientdll cheat |
cl_extrapolate_amount 0.25 | Set how many seconds the client will extrapolate entities for. | clientdll cheat |
cl_eye_occlusion_debug false | clientdll cheat | |
cl_eye_sin_wave false | developmentonly clientdll defensive | |
cl_eye_target_override 0,0,0 | developmentonly clientdll defensive | |
cl_eye_yaw_multiplier 1 | developmentonly clientdll defensive | |
cl_fake_timeout false | developmentonly clientdll | |
cl_fasttempentcollision 5 | developmentonly clientdll defensive | |
cl_firstperson_legs true | developmentonly clientdll defensive | |
cl_firstperson_legs_aoproxy true | developmentonly clientdll defensive | |
cl_fixedcrosshairgap 3 | For crosshair style 1: How big to make the gap between the pips in the fixed crosshair | clientdll archive per_user |
cl_flushentitypacket 0 | For debugging. Force the engine to flush an entity packet. | cheat |
cl_force_next_signon_to_reset false | developmentonly | |
cl_frametime_summary_report_detailed true | When a perf report is dumped at the end of the session, should it be detailed? | clientdll release |
cl_globallight_debug false | developmentonly clientdll defensive | |
cl_globallight_depth_bias -999 | developmentonly clientdll defensive | |
cl_globallight_expansion 200 | developmentonly clientdll defensive | |
cl_globallight_freeze false | developmentonly clientdll defensive | |
cl_globallight_orig_calc_frustum true | developmentonly clientdll defensive | |
cl_globallight_shadow_mode 2 | developmentonly clientdll defensive | |
cl_globallight_slope_scale_depth_bias -999 | developmentonly clientdll defensive | |
cl_globallight_use_alt_focus_region false | developmentonly clientdll defensive | |
cl_globallight_use_optimized_calc_frustum true | developmentonly clientdll defensive | |
cl_globallight_use_shaadow_near_offset true | developmentonly clientdll defensive | |
cl_globallight_world_bottom_height 0 | developmentonly clientdll defensive | |
cl_globallight_world_top_height 4096 | developmentonly clientdll defensive | |
cl_glow_brightness 1 | Brightness of player halos | clientdll cheat |
cl_glow_item_far_b 1 | clientdll release | |
cl_glow_item_far_g 0.4 | clientdll release | |
cl_glow_item_far_r 0.3 | clientdll release | |
cl_graphics_driver_warning_dont_show_again false | clientdll archive release | |
cl_grenadecrosshair_decoy true | Is the grenade crosshair enabled | clientdll archive per_user |
cl_grenadecrosshair_explosive true | Is the grenade crosshair enabled | clientdll archive per_user |
cl_grenadecrosshair_fire true | Is the grenade crosshair enabled | clientdll archive per_user |
cl_grenadecrosshair_flash true | Is the grenade crosshair enabled | clientdll archive per_user |
cl_grenadecrosshair_keepusercrosshair true | Keep the user's crosshair when the grenade crosshair is enabled | clientdll archive per_user |
cl_grenadecrosshair_smoke true | Is the grenade crosshair enabled | clientdll archive per_user |
cl_grenadecrosshair_tickinterval 10 | Min: 1 Max: 45 | developmentonly clientdll |
cl_grenadecrosshair_ticklabels true | developmentonly clientdll | |
cl_grenadecrosshair_tickscaling 1.1 | Min: 0.5 Max: 2 | developmentonly clientdll |
cl_grenadecrosshairdelay_decoy 2 | How long should the pin be pulled for before showing the grenade crosshair | clientdll archive per_user |
cl_grenadecrosshairdelay_explosive 2 | How long should the pin be pulled for before showing the grenade crosshair | clientdll archive per_user |
cl_grenadecrosshairdelay_fire 2 | How long should the pin be pulled for before showing the grenade crosshair | clientdll archive per_user |
cl_grenadecrosshairdelay_flash 2 | How long should the pin be pulled for before showing the grenade crosshair | clientdll archive per_user |
cl_grenadecrosshairdelay_smoke 2 | How long should the pin be pulled for before showing the grenade crosshair | clientdll archive per_user |
cl_gunlowerangle 2 | developmentonly clientdll defensive | |
cl_gunlowerspeed 0.1 | developmentonly clientdll defensive | |
cl_hide_avatar_images 0 | Hide avatar images for other players. 0 - Off. 1 - Block All 2 - Block all but friends | clientdll archive |
cl_hitbox_debug false | developmentonly clientdll defensive | |
cl_hold_game_events_force_delay_ticks 0 | Debugging convar to force late dispatch of game events. | developmentonly clientdll defensive |
cl_hold_game_events_until_server_tick true | Holds game events until client has received the tick the event was fired on. | developmentonly clientdll defensive |
cl_http_log_enable false | Allows sending HTTP log from client main menu. | clientdll dontrecord release clientcmd_can_execute |
cl_hud_color 0 | 0 = team color, 1 = white, 2 = bright white, 3 = light blue, 4 = blue, 5 = purple, 6 = red, 7 = orange, 8 = yellow, 9 = green, 10 = aqua, 11 = pink, 12 = teammate color. | clientdll archive release |
cl_hud_radar_background_alpha 0.6269 | 0 Max: 1 | clientdll archive release |
cl_hud_radar_map_additive true | Blend Hud radar map additively on top of background. | clientdll archive release |
cl_hud_radar_scale 1 | Min: 0.8 Max: 1.3 | clientdll archive release |
cl_hud_telemetry_frametime_poor 100 | Frame time greater than this is considered 'poor'. Min: 1 Max: 100 | clientdll archive release |
cl_hud_telemetry_frametime_show 1 | Show frame time (FPS) in the HUD. 0=never, 1=only if poor, 2=always | clientdll archive release |
cl_hud_telemetry_net_detailed 0 | Show breakdown network misdelivery (loss, late delivery, and peak jitter). 0=never, 1=only in poor network conditions, 2=always | clientdll archive release |
cl_hud_telemetry_net_misdelivery_poor 5 | Packet delivery anomaly rate (0..100) higher than this is considered 'poor'. | clientdll archive release |
cl_hud_telemetry_net_misdelivery_show 1 | Show percentage of user commands & server snapshots that are missed due to network conditions. 0=never, 1=only in poor conditions, 2=always | clientdll archive release |
cl_hud_telemetry_net_quality_graph_show 0 | Show packet jitter and netframe loss/reordering in the HUD. 0=never, 1=only in poor conditions, 2=always | clientdll archive release |
cl_hud_telemetry_ping_poor 100 | Ping higher than this (ms) is considered 'poor'. | clientdll archive release |
cl_hud_telemetry_ping_show 1 | Show ping in the HUD. 0=never, 1=only in poor conditions, 2=always | clientdll archive release |
cl_hud_telemetry_serverrecvmargin_graph_show 0 | Show graph of the server recv margin in the HUD. (How early/late user commands are arriving at the server before they are executed.) 0=never, 1=only when there are command queue problems, 2=always | clientdll archive release |
cl_change_callback_limit 0.2 | change callback msec warning limit | clientdll release |
cl_chat_active 0 | developmentonly clientdll defensive | |
cl_ignore_campaign_completion_requirements false | Ignores campaign progression requirements when granting quests. | developmentonly clientdll |
cl_ignorepackets false | Force client to ignore packets (for debugging). | cheat |
cl_import_csgo_config true | clientdll archive release | |
cl_inferno_bodyburn true | developmentonly clientdll | |
cl_input_enable_raw_keyboard false | Enable raw keyboard input | release |
cl_instant_death_anim false | developmentonly clientdll | |
cl_interp_all false | Disable interpolation list optimizations. | developmentonly clientdll defensive |
cl_interp_animationvars true | Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval | developmentonly clientdll defensive |
cl_interp_hermite true | Set to zero do disable hermite interpolation. | clientdll cheat |
cl_interp_npcs 0 | Interpolate NPC positions starting this many seconds in past (or the value as per cl_interp_ratio, if greater) | developmentonly clientdll defensive |
cl_interp_ratio 0 | Set number of client simulation interpolation ticks.0 Max: 19 | clientdll userinfo |
cl_interp_simulationvars true | Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval | developmentonly clientdll defensive |
cl_interp_threadmodeticks 0 | Additional interpolation ticks to use when interpolating with threaded engine mode set. | developmentonly clientdll defensive |
cl_interpolate true | Interpolate entities on the client. | developmentonly clientdll userinfo |
cl_interpolate_report false | Enable to show interpolation profile timing | clientdll archive |
cl_inventory_debug_tooltip false | clientdll release | |
cl_inventory_radial_immediate_select true | In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit. | clientdll archive per_user |
cl_inventory_radial_tap_to_cycle true | In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit. | clientdll archive per_user |
cl_inventory_saved_filter2 all | clientdll archive release | |
cl_inventory_saved_sort2 inv_sort_age | clientdll archive release | |
cl_invites_only_friends false | If turned on, will ignore in-game invites from recent teammates or other non-friends | clientdll archive release |
cl_invites_only_mainmenu false | If turned on, will ignore all invites when user is playing a match | clientdll archive release |
cl_itemimages_dynamically_generated 2 | 2: use render-targets, fallback to cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk assets only | clientdll archive release |
cl_jiggle_bone_debug false | Display physics-based 'jiggle bone' debugging information | cheat |
cl_jiggle_bone_debug_pitch_constraints false | Display physics-based 'jiggle bone' debugging information | cheat |
cl_jiggle_bone_debug_yaw_constraints false | Display physics-based 'jiggle bone' debugging information | cheat |
cl_jiggle_bone_invert false | cheat | |
cl_jiggle_bone_sanity true | Prevent jiggle bones from pointing directly away from their target in case of numerical instability. | developmentonly defensive |
cl_jitter_bad_threshold_up 20 | When upstream packet jitter in a frame exceeds this threshold (ms), the frame is considered to have 'irregular delivery'. This is a derived value and should not be modified manually Min: 1 Max: 100 | userinfo |
cl_join_advertise 1 | Advertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: none) | clientdll archive |
cl_joystick_enabled false | Enable joystick input | archive |
cl_lagcompensation_test_auto_target false | Auto-pick value of cl_lagcompensation_test_target. | developmentonly clientdll |
cl_lagcompensation_test_target -1 | Player whose head is tracked to test lag compensation. | developmentonly clientdll |
cl_language english | Language | developmentonly defensive |
cl_latch_report false | Enable to output stats about latching | clientdll archive |
cl_leveloverview 0 | clientdll cheat | |
cl_lightquery_debug false | clientdll cheat | |
cl_loadout_saved_sort inv_sort_age | clientdll archive release | |
cl_lock_camera false | clientdll cheat | |
cl_log_tick false | Log when a tick is received | developmentonly defensive |
cl_log_tick_skips 0 | Log when the tick delta >= this | developmentonly defensive |
cl_low_latency_vsync_recommendation_dont_show_again false | clientdll archive release | |
cl_mantle_gunloweramt 20 | developmentonly clientdll defensive | |
cl_mantle_gunlowerspeed 1.4 | developmentonly clientdll defensive | |
cl_map_preview_debug_jitter false | developmentonly clientdll defensive | |
cl_massreport false | developmentonly clientdll defensive | |
cl_matchlist_controlroom_aid 0 | hidden clientdll release | |
cl_max_particle_pvs_aabb_edge_length 0 | release | |
cl_min_china_movie_time 6 | developmentonly clientdll defensive | |
cl_min_movie_time 4 | developmentonly clientdll defensive | |
cl_mouselook true | Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server. | notconnected clientdll archive userinfo per_user missing4 |
cl_mute_all_but_friends_and_party 0 | Only allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set to 2 will apply the setting in all modes. | clientdll archive |
cl_mute_enemy_team false | Block all communication from players on the enemy team. | clientdll archive |
cl_mute_player_after_reporting_abuse true | Mute players reported for abuse automatically. | developmentonly clientdll |
cl_names_debug false | developmentonly | |
cl_net_buffer_ticks 0 | Number of ticks of delay for server snapshots and user commands. This value controls the value of cl_interp_ratio, which you should not modify directly.0 Max: 2 | clientdll archive release |
cl_net_buffer_ticks_use_interp true | If false, we smooth over packet loss by adjusting the clock synchronization to buffer packets. If true, we process packets immediately and use cl_interp to delay their effects | developmentonly clientdll defensive |
cl_net_showeventlisteners false | Show listening addition/removals | developmentonly clientdll defensive |
cl_net_showevents 0 | Dump game events to console (1=client only, 2=all). | developmentonly clientdll defensive |
cl_new_user_phase 0 | 0: Not Started, 1: Needs Training, 2: Training Complete, -1: Disabled | clientdll archive release |
cl_obs_interp_angle_progress_headstart 0.025 | developmentonly clientdll defensive | |
cl_obs_interp_dist_to_turn_to_face 500 | Changing to a target further than this will cause the camera to face the direction of travel | developmentonly clientdll defensive |
cl_obs_interp_enable true | Enables interpolation between observer targets | clientdll archive |
cl_obs_interp_obstruction_behavior 2 | developmentonly clientdll defensive | |
cl_obs_interp_pos_halflife 0.26 | developmentonly clientdll defensive | |
cl_obs_interp_pos_rate 0.27 | clientdll archive | |
cl_obs_interp_settle_dist 16 | developmentonly clientdll defensive | |
cl_obs_interp_snap_dist 0.01 | developmentonly clientdll defensive | |
cl_obs_interp_turn_to_face_end_frac 0.65 | developmentonly clientdll defensive | |
cl_obs_interp_turn_to_face_start_frac 0.1 | developmentonly clientdll defensive | |
cl_observed_bot_crosshair 2 | Control the crosshair shown when observing a bot. 0: Show player crosshair. 1: Show player crosshair only when bot can be taken over, otherwise show default.. 2: Always show default crosshair for bots. | clientdll archive release |
cl_paintkit_override | clientdll cheat release | |
cl_panel_freeze_time_after_press 0.5 | time to freeze mouse/pointer motion after a mouse button press | developmentonly clientdll defensive |
cl_parallel_readpacketentities true | Set to 1 to use threading snapshot reading (if game supports and server is sending bitcounts). | developmentonly defensive |
cl_parallel_readpacketentities_threshold 2 | Use parallel processing of snapshot reading if above this many entries. | developmentonly defensive |
cl_particle_batch_mode 1 | developmentonly defensive | |
cl_particle_fallback_base 0 | Base for falling back to cheaper effects under load. | developmentonly defensive |
cl_particle_fallback_multiplier 0 | Multiplier for falling back to cheaper effects under load. | developmentonly defensive |
cl_particle_log_creates false | Print debug message every time a particle collection is created | developmentonly defensive |
cl_particle_max_count 0 | developmentonly defensive | |
cl_particle_retire_cost 0 | cheat | |
cl_particle_sim_fallback_base_multiplier 5 | How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more aggressive. | developmentonly defensive |
cl_particle_sim_fallback_threshold_ms 6 | Amount of simulation time that can elapse before new systems start falling back to cheaper versions | developmentonly defensive |
cl_particle_simulate true | Enables/Disables Particle Simulation | cheat |
cl_pclass | Dump entity by prediction classname. | clientdll cheat |
cl_pdump -1 | Dump info about this entity to screen. | clientdll cheat |
cl_phys_animated_hierarchy true | developmentonly clientdll defensive | |
cl_phys_block_dist 1 | developmentonly clientdll defensive | |
cl_phys_block_fraction 0.1 | developmentonly clientdll defensive | |
cl_phys_debug_callback_entities false | Print all entities that get touch callbacks. Each entity is printed only once. | clientdll cheat |
cl_phys_enabled true | Enable all physics simulation | clientdll cheat |
cl_phys_networked_start_sleep false | developmentonly clientdll defensive | |
cl_phys_sleep_enable true | Enable sleeping for dynamic physics bodies. | clientdll cheat |
cl_phys_stop_at_collision | clientdll cheat | |
cl_phys_timescale 1 | Scale time for physics | developmentonly clientdll defensive |
cl_phys_visualize_awake false | developmentonly clientdll defensive | |
cl_ping_fade_deadzone 60 | Distance from the crosshair over which the ping is completely invisible | clientdll archive release |
cl_ping_fade_distance 300 | Distance from the crosshair over which the ping fades | clientdll archive release |
cl_pitchdown 89 | clientdll cheat | |
cl_pitchspeed 225 | developmentonly clientdll defensive | |
cl_pitchup 89 | clientdll cheat | |
cl_playback_screenshots false | Allows the client to playback screenshot and jpeg commands in demos. | developmentonly defensive |
cl_player_lighting_origin_offset 32 | developmentonly clientdll | |
cl_player_ping_mute 0 | If 1, player pinging will make a sound, if 0, pings will be silent | clientdll archive release |
cl_player_proximity_debug false | clientdll replicated cheat | |
cl_player_ragdolls_collide false | clientdll cheat release | |
cl_player_visibility_far 700 | distance at which proxy scale is maximized | developmentonly clientdll |
cl_player_visibility_far_scale 1.3 | proxy scale multiplier at max dist (is 1.0 at mindist) | developmentonly clientdll |
cl_player_visibility_near 200 | cull characters nearer than this | developmentonly clientdll |
cl_player_visibility_show_stencil_proxy false | developmentonly clientdll | |
cl_player_visibility_stencil_bloat_amount 1.4 | developmentonly clientdll | |
cl_player_visibility_stencil_proxy_min_dist 3 | developmentonly clientdll | |
cl_player_visibility_stencil_proxy_min_dist_box 1 | developmentonly clientdll | |
cl_player_visibility_stencil_proxy_type 1 | 0 - box, 1 - dodecahedron | developmentonly clientdll |
cl_playerspraydisable false | Disable player sprays. | clientdll archive |
cl_poll_network_early true | Enable polling for network messages every frame, instead of every tick | developmentonly |
cl_pred_always_latch false | clientdll release | |
cl_pred_build_verbose false | Verbose spew when building prediction optimized data runs. | developmentonly clientdll defensive |
cl_pred_checkstuck false | Perform the additional 'stuck' traces on the client side during prediction. | developmentonly clientdll |
cl_pred_optimize 2 | Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2). | developmentonly clientdll defensive |
cl_pred_parallel_postnetwork true | developmentonly clientdll defensive | |
cl_pred_print_every_cmd false | Print something every time we predict a command | clientdll release |
cl_predict_after_every_createmove true | run prediction after every CreateMove instead of only after CreateMove for the final tick in a frame. | developmentonly |
cl_predict_body_shot_fx false | clientdll archive release | |
cl_predict_bomb_defusal true | developmentonly clientdll defensive | |
cl_predict_head_shot_fx false | clientdll archive release | |
cl_predict_kill_ragdolls true | clientdll archive release | |
cl_predict_weapon_drop true | developmentonly clientdll defensive | |
cl_predictioncopy_runs true | developmentonly clientdll defensive | |
cl_prefer_lefthanded false | Left handed preference | clientdll archive userinfo per_user |
cl_promoted_settings_acknowledged 0:0 | clientdll archive | |
cl_quickinventory_filename radial_quickinventory.txt | clientdll archive release | |
cl_quickinventory_lastinv true | clientdll archive release | |
cl_quickinventory_line_update_speed 65 | clientdll archive release | |
cl_radar_always_centered true | If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents. | clientdll archive release |
cl_radar_fast_transforms true | Faster way of placing icons on the mini map. | developmentonly clientdll |
cl_radar_icon_scale_min 0.6 | Sets the minimum icon scale. Valid values are 0.4 to 1.25. Min: 0.4 Max: 1.25 | clientdll archive release |
cl_radar_rotate true | 1 | clientdll archive release |
cl_radar_scale 0.7 | Sets the radar scale. Valid values are 0.25 to 1.0. Min: 0.25 Max: 1 | clientdll archive release |
cl_radar_scale_alternate 1 | Sets the alternate radar scale. Valid values are 0.25 to 1.0. Min: 0.25 Max: 1 | clientdll archive release |
cl_radar_square_with_scoreboard true | If set, the radar will toggle to square when the scoreboard is visible. | clientdll archive release |
cl_radial_coyote_time 0.15 | Selection lenience: How long in seconds the last selected radial segment is used if no segment is selected. | developmentonly clientdll |
cl_radial_menu_icon_radius 200 | developmentonly clientdll | |
cl_radial_menu_tap_duration 0.2 | If nothing in a radial menu is selected, and the button engaging the radial menu is released within this duration, fallback on the radial's tap functionality | developmentonly clientdll |
cl_radial_radio_tab 0 | clientdll release | |
cl_radial_radio_tab_0_text_1 #Chatwheel_quiet | clientdll archive release | |
cl_radial_radio_tab_0_text_2 #Chatwheel_requestecoround | clientdll archive release | |
cl_radial_radio_tab_0_text_3 #Chatwheel_bplan | clientdll archive release | |
cl_radial_radio_tab_0_text_4 #Chatwheel_requestweapon | clientdll archive release | |
cl_radial_radio_tab_0_text_5 #Chatwheel_midplan | clientdll archive release | |
cl_radial_radio_tab_0_text_6 #Chatwheel_droppedbomb | clientdll archive release | |
cl_radial_radio_tab_0_text_7 #Chatwheel_aplan | clientdll archive release | |
cl_radial_radio_tab_0_text_8 #Chatwheel_requestspend | clientdll archive release | |
cl_radial_radio_tab_1_text_1 #Chatwheel_bombcarrierspotted | clientdll archive release | |
cl_radial_radio_tab_1_text_2 #Chatwheel_requestecoround | clientdll archive release | |
cl_radial_radio_tab_1_text_3 #Chatwheel_multipleenemieshere | clientdll archive release | |
cl_radial_radio_tab_1_text_4 #Chatwheel_requestweapon | clientdll archive release | |
cl_radial_radio_tab_1_text_5 #Chatwheel_rotatetome | clientdll archive release | |
cl_radial_radio_tab_1_text_6 #Chatwheel_ihavethebomb | clientdll archive release | |
cl_radial_radio_tab_1_text_7 #Chatwheel_oneenemyhere | clientdll archive release | |
cl_radial_radio_tab_1_text_8 #Chatwheel_requestspend | clientdll archive release | |
cl_radial_radio_tab_2_text_1 #Chatwheel_bombcarrierspotted | clientdll archive release | |
cl_radial_radio_tab_2_text_2 #Chatwheel_requestecoround | clientdll archive release | |
cl_radial_radio_tab_2_text_3 #Chatwheel_multipleenemieshere | clientdll archive release | |
cl_radial_radio_tab_2_text_4 #Chatwheel_requestweapon | clientdll archive release | |
cl_radial_radio_tab_2_text_5 #Chatwheel_rotatetome | clientdll archive release | |
cl_radial_radio_tab_2_text_6 #Chatwheel_ihavethebomb | clientdll archive release | |
cl_radial_radio_tab_2_text_7 #Chatwheel_oneenemyhere | clientdll archive release | |
cl_radial_radio_tab_2_text_8 #Chatwheel_requestspend | clientdll archive release | |
cl_radial_radio_tap_to_ping true | When tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in cl_radial_menu_tap_duration | clientdll archive release |
cl_radial_radio_version_reset 2 | clientdll archive release | |
cl_radialmenu_deadzone_size 0.4 | 0 Max: 1 | clientdll release |
cl_radialmenu_deadzone_size_joystick 0.17 | 0 Max: 1 | clientdll archive release |
cl_ragdoll_default_scale 1 | developmentonly clientdll | |
cl_ragdoll_limit 20 | Maximum number of ragdolls to show (-1 disables limit) | clientdll archive |
cl_ragdoll_lru_debug false | clientdll replicated cheat | |
cl_ragdoll_physics_enable 1 | Enable/disable ragdoll physics. | developmentonly clientdll defensive |
cl_ragdoll_reload false | developmentonly clientdll defensive | |
cl_ragdoll_workaround_threshold 4 | Mainly cosmetic, client-only effect: when client doesn't know the last position of another player that spawns a ragdoll, the ragdoll creation is simplified and ragdoll is created in the right place. If you increase this significantly, ragdoll positions on your client may be dramatically wrong, but it won't affect other clients | clientdll release |
cl_random_taser_bone_y -1 | The Y position used for the random taser force. | developmentonly clientdll defensive |
cl_random_taser_force_y -1 | The Y position used for the random taser force. | developmentonly clientdll defensive |
cl_random_taser_power 4000 | Power used when applying the taser effect. | developmentonly clientdll defensive |
cl_rebuy | The order in which rebuy will attempt to repurchase items | clientdll release |
cl_redemption_reset_timestamp 0 | clientdll archive release | |
cl_refresh_rate_recommendation_dont_show_again false | clientdll archive release | |
cl_resend 0.5 | Delay in seconds before the client will resend the 'connect' attempt Min: 0.1 Max: 2 | release |
cl_retire_low_priority_lights false | Low priority dlights are replaced by high priority ones | developmentonly clientdll defensive |
cl_sanitize_muted_players true | Hide names and avatars of muted players. | clientdll release |
cl_sanitize_player_names false | Replace names of other players with something non-offensive. | clientdll archive |
cl_sceneentity_debug false | Display all thinking scene entities and its data. | developmentonly clientdll defensive |
cl_scoreboard_mouse_enable_binding +attack2 | Name of the binding to enable mouse selection in the scoreboard | clientdll archive |
cl_scoreboard_survivors_always_on false | clientdll archive release | |
cl_scoreboard_toggle_enable false | developmentonly clientdll | |
cl_screenmessage_notifytime 8 | How long to display screen message text | developmentonly clientdll defensive |
cl_script_attach_debugger_at_startup false | developmentonly clientdll defensive | |
cl_script_break_in_native_debugger_on_error false | developmentonly clientdll defensive | |
cl_search_key_token | Development search key token. | hidden clientdll release |
cl_sendtable_cache_filename sendtables.bin | Send tables cache file | developmentonly defensive |
cl_sequence_debug -1 | developmentonly clientdll defensive | |
cl_sequence_debug2 -1 | developmentonly clientdll defensive | |
cl_sequence_model_substring | developmentonly clientdll defensive | |
cl_server_graphic1_enable true | When enabled, 360x60 (<16kb) image file will be displayed to on-server spectators. | clientdll release |
cl_server_graphic2_enable true | When enabled, 220x45 (<16kb) image file will be displayed to on-server spectators. | clientdll release |
cl_session | developmentonly hidden server_can_execute | |
cl_show_camera_position false | developmentonly clientdll | |
cl_show_clan_in_death_notice true | Is set, the clan name will show next to player names in the death notices. | clientdll archive release |
cl_show_enemy_avatar_colors true | developmentonly clientdll defensive | |
cl_show_equipment_value false | developmentonly clientdll defensive | |
cl_show_equipped_character_for_player_avatars false | clientdll archive | |
cl_show_head_trajectory 0 | developmentonly clientdll | |
cl_show_matchmaking_stat_spew false | developmentonly clientdll defensive | |
cl_show_observer_crosshair 2 | Show the crosshair of the player being observed. 0: off 1: friends and party 2: everyone | clientdll archive release |
cl_show_playernames_max_chars_console false | Shows all player names (including bots) as 16 W's. | developmentonly clientdll |
cl_show_quest_info false | developmentonly clientdll | |
cl_show_splashes true | developmentonly clientdll | |
cl_ShowBoneSetupEnts false | Show which entities are having their bones setup each frame. | developmentonly clientdll defensive |
cl_showdemooverlay 0 | How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always) | developmentonly defensive |
cl_showerror 0 | Show prediction errors, 2 for above plus detailed field deltas, 3 to filter out serverside known prediction errors, -entindex for specific entity. | clientdll release |
cl_showfps 0 | Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file ) | clientdll release |
cl_showloadout true | Toggles display of current loadout. | clientdll archive per_user |
cl_showmem 0 | Draw approximate memory use at top of screen | clientdll release |
cl_showpos 0 | Draw current position at top of screen | clientdll cheat release |
cl_showtextmsg true | Enable/disable text messages printing on the screen. | developmentonly clientdll defensive |
cl_showusercmd false | Show user command encoding | developmentonly clientdll defensive |
cl_silencer_mode 0 | 0: cannot detach; 1: press secondary fire to detach | clientdll archive userinfo per_user |
cl_simulate_dormant_entities true | developmentonly clientdll defensive | |
cl_skel_constraints_enable true | replicated cheat | |
cl_skeleton_instance_smear_boneflags false | Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent. | clientdll cheat |
cl_skip_hierarchy_update_for_unchanged_entities true | Skip updating hierarchy information in PostDataUpdate for entities that have not changed | developmentonly gamedll clientdll replicated |
cl_skip_update_animations false | Enable to skip game animations | developmentonly clientdll |
cl_smoke_edge_feather 21 | developmentonly gamedll clientdll replicated | |
cl_smoke_lower_speed 1 | developmentonly gamedll clientdll replicated | |
cl_smoke_origin_height 68 | developmentonly gamedll clientdll replicated | |
cl_smoke_player_particle_effect false | clientdll cheat | |
cl_smoke_torus_ring_radius 61 | developmentonly gamedll clientdll replicated | |
cl_smoke_torus_ring_subradius 88 | developmentonly gamedll clientdll replicated | |
cl_smoke_volume_growth 1 | developmentonly clientdll defensive | |
cl_smoke_volumeprop true | developmentonly clientdll defensive | |
cl_smooth true | Smooth view/eye origin after prediction errors | developmentonly clientdll defensive |
cl_smooth_targetspeed 150 | developmentonly clientdll | |
cl_smoothtime 0.2 | Smooth client's view after prediction error over this many seconds Min: 0.01 Max: 2 | developmentonly clientdll defensive |
cl_snd_cast_clear true | developmentonly defensive | |
cl_snd_cast_retrigger true | developmentonly defensive | |
cl_snd_new_visualize false | Displays soundevent name played at it's 3d position | clientdll cheat |
cl_sniper_auto_rezoom true | Auto-rezoom snipers after a shot | clientdll archive userinfo per_user |
cl_sniper_delay_unscope false | clientdll archive release | |
cl_spawngroup_log false | Dump the contents of the next spawngroup manifest to file. | developmentonly |
cl_spawngroup_spewresources false | Spew all manifest add/updates. | developmentonly |
cl_spec_show_bindings true | Toggle the visibility of the spectator bindings. | clientdll release clientcmd_can_execute |
cl_spec_stats true | clientdll release | |
cl_spec_use_tournament_content_standards false | clientdll release | |
cl_streams_image_sfurl img://loadjpeg:(640x360): | Format of Scaleform image representing the stream | developmentonly clientdll |
cl_streams_mytwitchtv_channel http://www.twitch.tv/ | Twitch.tv account channel URL | developmentonly clientdll |
cl_streams_mytwitchtv_nolink http://www.twitch.tv/settings/connections | Twitch.tv account linking URL | developmentonly clientdll |
cl_streams_refresh_interval 300 | How often to refresh streams list | developmentonly clientdll |
cl_streams_request_accept application/vnd.twitchtv.v5+json | Header for api request | developmentonly clientdll |
cl_streams_request_url https://api.twitch.tv/helix/streams?game_id=32399&first=12 | Number of streams requested for display | developmentonly clientdll |
cl_streams_write_response_file | When set will save streams info file for diagnostics | developmentonly clientdll |
cl_teamcounter_playercount_instead_of_avatars false | clientdll archive release | |
cl_teamid_overhead_colors_show true | Show team overhead id in teammate color | clientdll archive release |
cl_teamid_overhead_fade_near_crosshair 0.5 | The amount to fade teamid when near the crosshair. Range is 0.0-1.0. 0: off | clientdll archive release |
cl_teamid_overhead_maxdist 6000 | max distance at which the overhead team id icons will show | clientdll cheat per_user |
cl_teamid_overhead_maxdist_spec 4000 | max distance at which the overhead team id icons will show when a spectator | clientdll cheat per_user |
cl_teamid_overhead_mode 3 | Always show team id over teammates. 0 = off, 1 = pips; 2 = +name, 3 = +equipment | clientdll archive release |
cl_teammate_color_1 136,206,245,255 | developmentonly clientdll defensive | |
cl_teammate_color_2 0,158,128,255 | developmentonly clientdll defensive | |
cl_teammate_color_3 241,228,65,255 | developmentonly clientdll defensive | |
cl_teammate_color_4 230,128,42,255 | developmentonly clientdll defensive | |
cl_teammate_color_5 189,44,150,255 | developmentonly clientdll defensive | |
cl_teammate_colors_show 1 | In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters | clientdll archive release |
cl_tickpacket_desired_queuelength 0 | This value, multiplied by the tick interval, is added to cl_tickpacket_recvmargin_desired to obtain the effective desired recv margin.0 Max: 5 | userinfo |
cl_tickpacket_recvmargin_adjust_limit 5 | Recvmargin-based usercommand pacing will not speed up or slow down command pacing by more than N% compared to realtime | developmentonly |
cl_tickpacket_recvmargin_desired 5 | Recvmargin-based usercommand pacing will try to maintain N ms margin between user command arriving at the server and the server needing that user command. See also cl_tickpacket_desired_queuelength. | developmentonly |
cl_tickpacket_recvmargin_minsamples 10 | Recvmargin-based usercommand pacing will not take action unless we have N samples | developmentonly |
cl_tickpacket_recvmargin_spew_interval 0 | release | |
cl_tickpacket_recvmargin_timeconstant 0.4 | Recvmargin-based usercommand pacing will remove 63.2% of the error in N seconds | developmentonly |
cl_tickpacket_recvmargin_window 4 | Recvmargin-based usercommand pacing will use past N seconds | developmentonly |
cl_tickpacket_send_every_tick true | Send a network packet each time we generate a new usercommand, even if our frame rate is slow and we generate multiple commands in one frame | developmentonly |
cl_ticks_net_print_threshold 2 | Print a message if network issues cause problems with server snapshots of user commands not being available when needed, if the percentage (0...100) exceeds this value. A value of 0 will cause the message to always print each time it is calculated | release |
cl_ticks_warning_level 0 | Print a message about problems with ticks and interpolation. 0=never, 1=warnings, 2=all, even if hidden by interpolation | release |
cl_timeout 30 | After this many seconds without receiving a packet from the server, the client will disconnect itself | archive |
cl_tracer_frequency_override 1 | Override tracer frequency (-1 to disable) | developmentonly clientdll |
cl_tracer_whiz_distance 72 | developmentonly clientdll defensive | |
cl_tracer_whiz_infront_distance 32 | developmentonly clientdll defensive | |
cl_track_aim_head_log_closest false | Log when closest distance to head was reached and what it was | clientdll release |
cl_track_aim_head_threshold 0 | Notify render device when rendering a frame with enemy head within threshold distance | clientdll release |
cl_track_render_eye_angles false | Spew render eye angles | clientdll release |
cl_true_sight_spectate true | developmentonly clientdll defensive | |
cl_ui_particles_destroy_when_not_painting true | developmentonly clientdll | |
cl_use_entity_as_targetid true | developmentonly clientdll defensive | |
cl_use_old_wearable_shoulddraw false | developmentonly clientdll defensive | |
cl_use_opens_buy_menu false | Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key). | clientdll archive userinfo per_user |
cl_usercmd_dbg 0 | show usercmd payload sizing info for packets with more than this many usercmds | developmentonly |
cl_usercmd_max_per_movemsg 4 | max number of CUserCmds to send in one client move message Min: 4 | release |
cl_usercmd_showsize false | developmentonly | |
cl_usesocketsforloopback false | When connecting to local listen server (for example, using the 'map' command), default to loopback=false, which connects to '127.0.0.1' instead of 'loopback'. This uses the network stack so that fake lag/loss can be simulated. | developmentonly defensive |
cl_versus_intro true | clientdll archive release | |
cl_view_near_hud_player_eye_dist 20 | developmentonly clientdll | |
cl_view_near_other_player_eye_dist 16 | developmentonly clientdll | |
cl_viewmodel_reprediction_override 0 | Disable reprediction for CS2 viewmodels. 0 = Leave it as-is, 1 = allow prediction errors, 2 = ignore prediction errors, 3 = ignore prediction errors and copy corrections forward | developmentonly clientdll |
cl_viewmodel_reprediction_override_early_prediction_handling 0 | Choose how to handle early predictions when disabling reprediction. 0 = allow reprediction of early commands, 1 = skip early prediction and wait for full predictions, 2 = early predictions are considered final predictions | developmentonly clientdll |
cl_viewmodel_reprediction_override_restore_during_skips true | When skipping prediction for the viewmodel. Should we restore the predicted data for that predicted command? | developmentonly clientdll defensive |
cl_viewmodelsclonedasworld true | developmentonly clientdll | |
cl_viewtarget_clamp true | developmentonly clientdll defensive | |
cl_voiceenabled true | developmentonly clientdll defensive | |
cl_voip_lobby_audio_volume 0 | Lobby voip stream audio volume0 Max: 100 | developmentonly hidden clientdll |
cl_vrr_recommendation_dont_show_again false | clientdll archive release | |
cl_vsnd_morph_override_ease_enabled true | Controls whether the compiled in vsnd morph data ease in/out values are used or values set from the convars (cl_vsnd_morph_override_ease_in, cl_vsnd_morph_override_ease_out) are used | developmentonly clientdll defensive |
cl_vsnd_morph_override_ease_in 0.2 | If cl_enable_vsnd_morph_override_ease_enabled is true, ease into vsnd morph driven animation over the specified number of seconds. | developmentonly clientdll defensive |
cl_vsnd_morph_override_ease_out 0.2 | If cl_enable_vsnd_morph_override_ease_enabled is true, ease out of vsnd morph driven animation over the specified number of seconds. | developmentonly clientdll defensive |
cl_wallbang_heavy_threshold 22 | The Threshold where to switch from Light to Heavy Wallbang tracer | clientdll cheat release |
cl_weapon_clip_thinwalls true | clientdll replicated cheat | |
cl_weapon_clip_thinwalls_debug false | clientdll replicated cheat | |
cl_weapon_clip_thinwalls_lock false | clientdll replicated cheat | |
cl_weapon_clip_thinwalls_pitchlimit_down 67 | clientdll replicated cheat | |
cl_weapon_clip_thinwalls_pitchlimit_up 77 | clientdll replicated cheat | |
cl_weapon_debug_print_accuracy false | developmentonly clientdll replicated | |
cl_weapon_debug_show_accuracy 0 | Draws a circle representing the effective range with every shot. | clientdll cheat release |
cl_weapon_debug_show_accuracy_duration 10 | clientdll cheat release | |
cl_weapon_pickup_lerp 2 | developmentonly clientdll defensive | |
cl_workshop_map_download_timeout 120 | developmentonly clientdll defensive | |
cl_yawspeed 210 | developmentonly clientdll defensive | |
clDrawTargetIDTrace false | visualizing line trace for target ID | developmentonly clientdll |
clientport 0 | If non-zero, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection. | release |
closecaption false | Enable close captioning. | clientdll archive userinfo |
cloth_approximate_collide true | developmentonly defensive | |
cloth_batch 32 | developmentonly defensive | |
cloth_cdt_mul 0.1 | developmentonly | |
cloth_damping_bias 0 | developmentonly defensive | |
cloth_damping_multiplier 1 | developmentonly defensive | |
cloth_debug 0 | developmentonly defensive | |
cloth_debug_draw 0 | developmentonly clientdll defensive | |
cloth_debug_draw_nodepth_alpha 16 | developmentonly defensive | |
cloth_dry_drag 0 | developmentonly defensive | |
cloth_dry_drag_soften 1 | developmentonly defensive | |
cloth_filter_transform_stateless false | Enable the new, stateless version of FilterTransform | developmentonly defensive |
cloth_ground_offset 0 | developmentonly defensive | |
cloth_ground_plane_thickness 3 | developmentonly defensive | |
cloth_guard_threshold 1000 | developmentonly defensive | |
cloth_interpolation_strategy 0 | developmentonly | |
cloth_iv_dump 4 | developmentonly clientdll defensive | |
cloth_iv_store_back false | developmentonly clientdll replicated defensive | |
cloth_legacy_stretch_force 0.95 | developmentonly defensive | |
cloth_legacy_support 1 | developmentonly defensive | |
cloth_max_ticks_per_frame 8 | developmentonly | |
cloth_node_debug_axis_length 1 | developmentonly defensive | |
cloth_quad_smooth_iterations -1 | developmentonly defensive | |
cloth_quad_smooth_rate -1 | developmentonly defensive | |
cloth_quasistatic_iters 0 | developmentonly | |
cloth_reload_immediately true | Reload and reconstruct cloth on the fly after phsyics has been reloaded (usually due to having been recompiled). When set to 0, and the bones change, crashes may occur due to de-sychronization between animation/model state in the game, particles and rendering and cloth state | developmentonly defensive |
cloth_resim_after 0.5 | developmentonly | |
cloth_rigid_update false | developmentonly | |
cloth_rod_smooth_iterations -1 | developmentonly defensive | |
cloth_rod_smooth_rate -1 | developmentonly defensive | |
cloth_sdf_antitunnel 1 | developmentonly | |
cloth_sdf_collision 1 | developmentonly | |
cloth_sim_on_tick true | developmentonly clientdll defensive | |
cloth_simulate true | developmentonly defensive | |
cloth_sleep_threshold 30 | developmentonly | |
cloth_solver 0 | developmentonly defensive | |
cloth_step 1 | developmentonly | |
cloth_step_variability 0.05 | developmentonly | |
cloth_update true | developmentonly clientdll defensive | |
cloth_watch 1 | developmentonly replicated defensive | |
cloth_wind 0 | developmentonly defensive | |
cloth_wind_pitch 0 | developmentonly defensive | |
cojob_lock_hold_warning_threshold_ms 10000 | How long in milliseconds before we warn about lock hold duration | developmentonly gamedll clientdll replicated defensive |
cojob_max_no_yield_time_us 3000 | Will spew if a job takes longer than the specified number of microseconds | developmentonly gamedll clientdll replicated defensive |
commentary false | Desired commentary mode state. | gamedll archive |
commentary_available false | Automatically set by the game when a commentary file is available for the current map. | developmentonly gamedll defensive |
commentary_node_use_viewfacing false | developmentonly clientdll defensive | |
composite_material_cache_count_max 16 | developmentonly clientdll | |
composite_material_dump_images false | developmentonly clientdll | |
composite_material_save_to_disk false | developmentonly clientdll | |
composite_material_use_bc7 false | developmentonly clientdll | |
composite_material_use_gpu true | developmentonly clientdll | |
composite_material_use_gpu_endpoint_optimization false | developmentonly clientdll | |
composite_material_use_gpu_perceptual_error_metric true | developmentonly clientdll | |
compositematerial_showdebugwindow false | Source2/Composite Material Debug | developmentonly clientdll archive replicated cheat menubar_item |
con_enable false | Allows the console to be activated. | archive per_user |
con_logfile_suffix | Suffix to append to the console log, may be changed to reopen the log | developmentonly defensive |
connect_lobby 0 | Sets the lobby ID to connect to on start. | developmentonly hidden clientdll defensive |
contributionscore_assist 1 | amount of contribution score added for an assist | gamedll release missing3 |
contributionscore_assist_reqs 0 | extra requirements to earn contribution score for an assist | gamedll release missing3 |
contributionscore_bomb_defuse_major 3 | amount of contribution score for defusing a bomb while at least one enemy remains alive | gamedll release missing3 |
contributionscore_bomb_defuse_minor 1 | amount of contribution score for defusing a bomb after eliminating enemy team | gamedll release missing3 |
contributionscore_bomb_exploded 1 | amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round | gamedll release missing3 |
contributionscore_bomb_planted 2 | amount of contribution score for planting a bomb | gamedll release missing3 |
contributionscore_cash_bundle 0 | amount of contribution score for picking up a cash bundle | gamedll release missing3 |
contributionscore_crate_break 0 | amount of contribution score for breaking an item crate | gamedll release missing3 |
contributionscore_hostage_kill -2 | amount of contribution score for killing a hostage, normally negative | gamedll release missing3 |
contributionscore_hostage_rescue_major 3 | amount of contribution score added to rescuer per hostage rescued | gamedll release missing3 |
contributionscore_hostage_rescue_minor 1 | amount of contribution score added to all alive CTs per hostage rescued | gamedll release missing3 |
contributionscore_kill 2 | amount of contribution score added for a kill | gamedll release missing3 |
contributionscore_kill_factor 0 | percentage of victim's contribution score to award to their killer as a bonus | gamedll release missing3 |
contributionscore_kill_reqs 0 | extra requirements to earn contribution score for a kill | gamedll release missing3 |
contributionscore_objective_kill 3 | amount of contribution score added for an objective related kill | gamedll release missing3 |
contributionscore_participation 0 | amount of contribution score awarded to players for active participation in the round | gamedll release missing3 |
contributionscore_suicide -2 | amount of contribution score for a suicide, normally negative | gamedll release missing3 |
contributionscore_team_kill -2 | amount of contribution score for a team kill, normally negative | gamedll release missing3 |
convars_echo_toggle_changes true | Echo to the console changes caused by toggling. | developmentonly defensive |
cpu_level 2 | CPU Level - Default: High | developmentonly clientdll defensive |
cq_buffer_bloat_msecs_max 64 | Server will not allow the client to buffer up more than N ms of commands. | replicated release |
cq_debug 0 | Verbose command queue logging. | developmentonly gamedll replicated defensive |
cq_dilation_percentage 5 | When speeding up slowing down, this is how much Min: 0.1 Max: 10 | developmentonly gamedll clientdll replicated defensive |
cq_enable true | Run one usercmd per server tick and maintain a buffer. Client speeds up/slows down it's usercmd tick rate to maintain server command queue buffering. | developmentonly gamedll clientdll replicated defensive |
cq_fake_starve 0 | if set, starve this many commands by discarding during process usercmds. | developmentonly gamedll |
cq_logging false | command queue logging of events. | gamedll release |
cq_logging_interval 0 | command queue logging per player stats every N seconds, 0 to disable. | gamedll release |
cq_max_starved_substitute_commands 4 | Server will stop generating substitute commands if client hasn't sent one, after N in a row | gamedll release |
cq_print_every_command false | print every command as we execute it | gamedll release |
cq_runtests false | developmentonly gamedll | |
cq_runtests_broadcast_info false | send message to remote client console when tests change. | developmentonly gamedll |
cq_runtests_interval 30 | developmentonly gamedll | |
crosshair true | clientdll archive per_user | |
crowbar_impact_damage_mass 8 | developmentonly gamedll defensive | |
crowbar_impact_damage_scale 1 | developmentonly gamedll defensive | |
cs_AssistDamageThreshold 25 | cs_AssistDamageThreshold defines the amount of damage needed to score an assist | developmentonly gamedll |
cs_hostage_near_rescue_music_distance 2000 | gamedll cheat | |
cs_logtouchexpansion -2 | cs_logtouchexpansion <ent index or -1 for all>. Log player touch expansion component. | gamedll cheat |
cs_minimap_create_output_size 1024 | Size of minimap texture generated with cs_minimap_create (512 default) | clientdll release |
cs_minimap_renderdoc_capture_enabled false | developmentonly hidden clientdll cheat | |
cs_minimap_rendering_msaa_mode 2 | MSAA mode used for minimap rendering 0-none, 1-2xMSAA, 2-4xMSAA, 3-6X, 4-8X, etc | developmentonly clientdll cheat |
cs_ShowStateTransitions -2 | cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions. | gamedll cheat |
cs_steamvideo_max_kills_per_multikill 5 | Max number of kills for a single multikill event | developmentonly clientdll |
cs_steamvideo_max_time_between_multikill_events 5 | Maximum time in seconds between consecutive kills for them to be combined into a multikill event | developmentonly clientdll |
cs_steamvideo_multikill_padding_time 2 | Time in seconds to add before the first kill and after the last kill for multikill events | developmentonly clientdll |
CS_WarnFriendlyDamageInterval 3 | Defines how frequently the server notifies clients that a player damaged a friend | gamedll cheat |
csgo_3d_skybox true | developmentonly clientdll defensive | |
csgo_demoui_playbeck_timestep_value 15 | Number of seconds to seek when using TimeStep buttons on demo playback controller. | developmentonly clientdll defensive |
csgo_demoui_player_death_seek_lead_up_time 1 | Seek to a moment this amount of seconds leading up to a player death instead of the exact time of the death. | developmentonly clientdll defensive |
csgo_demoui_previous_event_search_offset 2 | Do not consider events that happened in the last specified number of seconds when a user clicks 'previous' on the UI. | developmentonly clientdll defensive |
csgo_disable_preview_maps false | developmentonly clientdll defensive | |
csgo_fatdemo_enable false | gamedll clientdll replicated release | |
csgo_fatdemo_output test.fatdem | gamedll clientdll replicated release | |
csgo_map_preview_scale 0 | clientdll archive | |
csgo_mappreview_transparent_background_col_performance 0.3 | developmentonly clientdll | |
csgo_mappreview_transparent_background_col_quality 0 | developmentonly clientdll | |
csgo_nav_jump_link_detour_threshold 1500 | don't traverse a jump link if there's a detour that costs less than this amount | developmentonly gamedll replicated defensive |
csgo_use_fullsort_for_opaque true | fullsort the opaque pass when there wasn't a depth prepass | clientdll cheat |
csgo_vanity_defer_teleport 3 | developmentonly clientdll | |
csm_bias_override_0 1 | cheat | |
csm_bias_override_1 1 | cheat | |
csm_bias_override_2 1 | cheat | |
csm_bias_override_3 1 | cheat | |
csm_cascade_viewdir_shadow_bias_scale 2 | cheat | |
csm_cascade0_override_dist -1 | cheat | |
csm_cascade1_override_dist -1 | cheat | |
csm_cascade2_override_dist -1 | cheat | |
csm_cascade3_override_dist -1 | cheat | |
csm_max_dist_between_caster_and_receiver 15000 | default pushback | cheat |
csm_max_num_cascades_override -1 | Number of cascades in sunlight shadow | developmentonly defensive |
csm_max_shadow_dist_override -1 | developmentonly defensive | |
csm_max_visible_dist 7500 | cheat | |
csm_res_override_0 0 | cheat | |
csm_res_override_1 0 | cheat | |
csm_res_override_2 0 | cheat | |
csm_res_override_3 0 | cheat | |
csm_shadow_worldview_align_x_to_u true | cheat | |
csm_shadow_worldview_shear_align_z_to_v true | cheat | |
csm_split_log_scalar 0.85 | cheat | |
csm_sst_max_visible_dist 2000 | cheat | |
csm_sst_pushback_distance 1500 | default pushback | cheat |
csm_sst_shadow_focus_region_maxz 2000 | cheat | |
csm_sst_shadow_focus_region_minz -2000 | cheat | |
csm_viewdir_shadow_bias 0 | cheat | |
csm_viewmodel_farz 30 | cheat | |
csm_viewmodel_max_shadow_dist 21 | cheat | |
csm_viewmodel_max_visible_dist 1000 | cheat | |
csm_viewmodel_nearz 0.5 | cheat | |
csm_viewmodel_shadows false | developmentonly defensive | |
custom_bot_difficulty 2 | Bot difficulty for offline play. | gamedll clientdll replicated release |
cv_bot_ai_bt_debug_target -1 | Draw the behavior tree of the given bot. | gamedll replicated cheat |
cv_bot_ai_bt_hiding_spot_show false | Draw hiding spots. | gamedll replicated cheat |
cv_bot_ai_bt_moveto_show_next_hiding_spot false | Draw the hiding spot the bot will check next. | gamedll replicated cheat |
d3d_max_feature_level <Not set> | Report the maximum D3D feature level available. | developmentonly defensive |
damage_impact_heavy 40 | Damage ABOVE this value is considered heavy damage | developmentonly clientdll defensive |
damage_impact_medium 20 | Damage BELOW this value is considered light damage | developmentonly clientdll defensive |
death_chase_distance 76 | developmentonly clientdll | |
death_panel_delay_time 0.25 | developmentonly clientdll | |
death_panel_travel_time 0.25 | developmentonly clientdll | |
debug_aim_angle 0 | developmentonly gamedll clientdll replicated | |
debug_destructible_parts false | Draw debug information for destructible parts. | developmentonly gamedll defensive |
debug_draw_enable true | developmentonly replicated | |
debug_entity_outline_highlight false | clientdll cheat | |
debug_hltv 0 | Print out hltv events | developmentonly clientdll replicated clientcmd_can_execute |
debug_chicken false | Chicken debug info | developmentonly gamedll |
debug_overlay_fullposition false | developmentonly gamedll defensive | |
debug_physimpact false | developmentonly gamedll defensive | |
debug_shared_random false | developmentonly gamedll clientdll replicated defensive | |
debug_takedamage_summaries false | gamedll cheat | |
debug_video_config_cvars false | developmentonly clientdll | |
debug_visibility_monitor 0 | gamedll cheat | |
debugoverlay_force_respect_ttl false | Force respect TTL even when clearing scopes | cheat |
debugoverlay_show_text_outline false | Toggle display of box around text | cheat |
debugoverlay_text_scale 1 | Scale of the text used for 3d display | archive cheat |
decalfrequency 10 | developmentonly gamedll notify defensive | |
default_fov 90 | clientdll cheat | |
demo_allow_game_mismatch false | Allow playback of demo even if game directories are not matched [may crash or fail to load]. | developmentonly defensive |
demo_debug 0 | Turn on demo debug spew. | developmentonly |
demo_flush false | Flush writing the demo file every network update | archive |
demo_highlight_fade_duration 0.25 | Duration of the fade in and of the fade out transitions (fade in + fade out is 2x this value). | clientdll release |
demo_highlight_seconds_after 2 | How many seconds after the actual highlight event to show when viewing highlights. | clientdll release |
demo_highlight_seconds_before 6 | How many seconds before the actual highlight event to show when viewing highlights. | clientdll release |
demo_mouse_enable_binding drop | Name of the binding to enable mouse on demo playback UI | clientdll archive |
demo_movie_write_intervals false | Write highlight interval metadata along with movie files when recording. | hidden clientdll release |
demo_pause_at_end true | Pause demo playback when the end of the file is reached, otherwise quit to main menu. | clientdll release |
demo_pauseatservertick 0 | Pauses demo playback at server tick | developmentonly defensive |
demo_playback_override_settings false | developmentonly clientdll defensive | |
demo_quitafterplayback false | Quits game after demo playback. | release |
demo_recordcommands true | Record commands typed at console into .dem files. | cheat |
demo_skip_to_shot_seconds_before 2 | How many seconds before the shot to skip to when skipping to a specific shot ID. | clientdll release |
demo_ui_mode 2 | UI mode for demo playback. 0 = disabled, 1 = minimal, 2 = full | clientdll release |
demo_usefastgoto true | Use fast frame skipping when available for demo_goto commands. | developmentonly defensive |
demo_writefullupdate_rate 60 | Interval time in seconds to write full updates to demo. | developmentonly defensive |
dev_add_onground_on_spawn false | Should we mess with the ground flag when we spawn? (I don't think we should). If we don't hit the assert in CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022. | gamedll release |
dev_create_bhop_reports false | Whether we should create bhop reports when you jump. Reports are created for the client and server and are numbered monotonically | developmentonly gamedll clientdll replicated cheat |
dev_create_move_report false | Whether we should create move reports when you push movement keys. Reports are created for the server and are numbered monotonically | developmentonly gamedll clientdll replicated cheat |
dev_create_sensitivity_report 0 | developmentonly clientdll | |
dev_create_smooth_motion_report false | developmentonly clientdll replicated cheat | |
dev_cs_force_disable_move false | forcibly prevent players from moving | developmentonly gamedll clientdll replicated |
dev_cs_frame_firing_enable true | Enable that firing will pretend like it's happening on frames. | developmentonly gamedll clientdll replicated |
dev_cs_frame_firing_insert_idle_pose_now true | Should we insert the idle pose at this time to make the animation interpolation punchier? | developmentonly gamedll clientdll replicated |
dev_cs_frame_firing_play_animevents true | Should we play the animevents that animgraph will skip over? | developmentonly gamedll clientdll replicated |
dev_cs_frame_firing_skip_first_frame_enable true | Should we skip the first frame of shooting to make the animation punchier? | developmentonly gamedll clientdll replicated |
dev_cs_frame_firing_tick_offset_enable true | Should we offset the current frame to the tick | developmentonly gamedll clientdll replicated |
dev_cs_ragdoll_head_ankle_delta_z_threshold 35 | developmentonly gamedll clientdll replicated | |
dev_cs_ragdoll_nudge_intensity 500 | developmentonly gamedll clientdll replicated | |
dev_cs_ragdoll_nudge_max_duration 1.5 | developmentonly gamedll clientdll replicated | |
dev_cs_ragdoll_progress_check_interval 0.25 | developmentonly gamedll clientdll replicated | |
dev_reportmoneychanges false | Displays money account changes for players in the console | developmentonly gamedll replicated |
developer 0 | Set developer message level. | release |
devonly_chicken_activity_debug false | Print chicken activity info to the console | developmentonly gamedll |
devonly_chicken_blocktimer 0.2 | Chicken blockertimer | developmentonly gamedll |
devonly_chicken_feeler_distance 30 | Chicken feeler distance | developmentonly gamedll |
devonly_chicken_feeler_height 5 | Chicken feeler height | developmentonly gamedll |
devonly_chicken_feeler_pitch 45 | Chicken feeler pitch | developmentonly gamedll |
diffcheck true | Activate diffcheck system. | developmentonly defensive |
diffcheck_playerslot 0 | developmentonly defensive | |
diffcheck_spew true | Actually show diffcheck results. | developmentonly defensive |
diffcheck_spew_diff_filter | Show diff with matching filter substring only. | developmentonly defensive |
diffcheck_spew_diff_only false | Show diff only. | developmentonly defensive |
disable_dynamic_prop_loading false | If non-zero when a map loads, dynamic props won't be loaded | gamedll cheat |
disable_source_soundscape_trace false | Bypasses lookup of soundscapes for indvidual audio sources when enabled. | developmentonly gamedll defensive |
display_game_events false | gamedll cheat | |
dota_enable_spatial_audio false | Flag to enable spatial audio in Dota 2. | release |
dota_overhead_on_received_item true | Emit an overhead particle effect on receiving an item from an ally. | developmentonly gamedll clientdll replicated defensive |
dota_spatial_audio_mix 1 | Mix value to blend spatial and non-spatial audio in Dota 2. | release |
dota_toast_manager_override_duration -1 | developmentonly clientdll | |
dsp_automatic 0 | developmentonly demo defensive | |
dsp_db_min 80 | developmentonly demo defensive | |
dsp_db_mixdrop 0.5 | developmentonly demo defensive | |
dsp_dist_max 1440 | cheat demo | |
dsp_dist_min 0 | cheat demo | |
dsp_mix_max 0.8 | developmentonly demo defensive | |
dsp_mix_min 0.2 | developmentonly demo defensive | |
dsp_off false | cheat | |
dsp_vol_2ch 1 | developmentonly demo defensive | |
dsp_vol_4ch 0.5 | developmentonly demo defensive | |
dsp_vol_5ch 0.5 | developmentonly demo defensive | |
dsp_volume 0.8 | archive demo | |
dump_audio_input false | developmentonly | |
econ_debug_loadout_ui false | Show debug data when players change their loadout. | developmentonly clientdll |
econ_enable_inventory_images true | allow inventory image rendering for use by scaleform | developmentonly clientdll |
econ_inventory_image_pinboard false | developmentonly clientdll | |
enable_boneflex true | clientdll archive | |
engine_accurate_input_processing_delta_time false | When true, elapsed time given to the input processing will be the time elapsed since the last input processing. This is only relevant when input is processed multiple times per frame ( i.e. multiple ticks per frame) | developmentonly defensive |
engine_allow_multiple_simulates_per_frame false | When the client is catching up in low frame rate situations, should we run client simulate more than once a frame? | developmentonly defensive |
engine_allow_multiple_ticks_per_frame true | When the client is catching up in low frame rate situations, should we run tick more than once a frame? | developmentonly defensive |
engine_client_tick_pad_enable false | developmentonly defensive | |
engine_cpu_info_extended | CPU the engine is running on. | developmentonly defensive |
engine_frametime_amnesty_debug false | Enable logging about events that disable frame time warnings | developmentonly defensive |
engine_frametime_warnings_enable true | Enable framerate-related warnings, such as sv_long_frame_ms. Disabling warnings is useful when running in situations such a debug where a slow frame rate is expected | developmentonly defensive |
engine_low_latency_sleep_after_client_tick false | When r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation. | release |
engine_max_resource_system_update_time 5 | developmentonly defensive | |
engine_max_ticks_to_simulate -1 | Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time. | developmentonly defensive |
engine_no_focus_sleep 20 | archive | |
engine_no_focus_sleep_vconsole_suppress true | When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior | developmentonly defensive |
engine_ostype | OS type the engine is running on. | developmentonly defensive |
engine_platform_name_extended | Platform the engine is running on. | developmentonly defensive |
engine_render_only false | developmentonly defensive | |
engine_rendersystem_init | Rendersystem option requested (changing this does not change the rendersystem). | developmentonly defensive |
engine_rendersystem_shader_model 0 | Rendersystem shader model in use (changing this does not change the shader model). | developmentonly defensive |
engine_rendersystem_used | Rendersystem option in use (changing this does not change the rendersystem). | developmentonly defensive |
engine_show_frame_dispatch false | show frame dispatch names. | developmentonly |
engine_show_frame_pacing false | release | |
engine_show_frame_ticks false | developmentonly defensive | |
engine_sse42 true | turn on sse4.2 optimizations in the engine | developmentonly defensive |
english true | If set to 1, running the english language set of assets. | clientdll userinfo |
ent_actornames_font Consolas | ent_actornames font name | gamedll clientdll replicated cheat |
ent_actornames_fontsize 24 | ent_actornames font size | gamedll clientdll replicated cheat |
ent_bitvec_enable false | developmentonly gamedll defensive | |
ent_debug_draw_thinkers false | developmentonly gamedll clientdll replicated defensive | |
ent_joint_axis_size 4 | developmentonly gamedll defensive | |
ent_joint_filter_substring | developmentonly gamedll defensive | |
ent_joint_names true | developmentonly gamedll defensive | |
ent_joint_only_ik_joints false | developmentonly gamedll defensive | |
ent_joint_use_bind_pose false | developmentonly gamedll defensive | |
ent_messages_draw false | Visualizes all entity input/output activity. | gamedll clientdll replicated cheat |
ent_pivot_size 20 | gamedll archive cheat | |
ent_revert_dormancy_change false | developmentonly clientdll defensive | |
ent_show_contexts false | Show entity contexts in ent_text display | gamedll cheat |
ent_showonlyattachment | gamedll cheat | |
ent_skeleton_duration 0 | Duration of ent_skeleton display | gamedll clientdll replicated cheat |
ent_skeleton_only_ik_joints false | developmentonly gamedll defensive | |
ent_steadystate_batchsize 20 | Max number of entities to transmit to player | developmentonly gamedll defensive |
ent_steadystate_delay 5 | Time in seconds without network state changes until an entity is considered for trickle updates | developmentonly gamedll defensive |
ent_steadystate_enable true | developmentonly gamedll defensive | |
ent_steadystate_interval 0.1 | Rate at which entities can be trickled to players | developmentonly gamedll defensive |
ent_test_interpolation false | developmentonly clientdll defensive | |
ent_text_flags_active -1 | gamedll archive cheat | |
ent_text_no_name_really_i_mean_it false | gamedll cheat | |
entity_log_load_unserialize 0 | Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client | gamedll clientdll replicated cheat |
eom_local_player_defeat_anim_enabled true | clientdll archive release | |
execute_command_every_frame | cheat | |
fade_debug_splitscreen_slot -1 | developmentonly clientdll defensive | |
ff_damage_bullet_penetration 0 | If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player0 Max: 1 | gamedll clientdll replicated release missing3 |
ff_damage_decoy_explosion false | Enables or disables team damage from decoy detonation | gamedll clientdll replicated release |
ff_damage_reduction_bullets 0.1 | How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) | gamedll clientdll replicated release missing3 |
ff_damage_reduction_grenade 0.25 | How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) | gamedll clientdll replicated release missing3 |
ff_damage_reduction_grenade_self 1 | How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) | gamedll clientdll replicated release missing3 |
ff_damage_reduction_other 0.25 | How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) | gamedll clientdll replicated release missing3 |
filesystem_buffer_size 0 | Size of per file buffers. 0 for none | developmentonly defensive |
filesystem_fake_latency 0 | developmentonly defensive | |
filesystem_max_stdio_read 16 | developmentonly defensive | |
filesystem_native true | Use native FS or STDIO | developmentonly defensive |
filesystem_report_buffered_io false | developmentonly defensive | |
filesystem_unbuffered_io true | developmentonly defensive | |
filter_player_simulation_time true | developmentonly gamedll clientdll replicated | |
fire_absorbrate 3 | developmentonly gamedll defensive | |
fire_dmgbase 1 | developmentonly gamedll defensive | |
fire_dmginterval 1 | developmentonly gamedll defensive | |
fire_dmgscale 0.1 | developmentonly gamedll defensive | |
fire_extabsorb 5 | developmentonly gamedll defensive | |
fire_extinguishes_under_water false | developmentonly gamedll clientdll replicated defensive | |
fire_extscale 12 | developmentonly gamedll defensive | |
fire_growthrate 1 | developmentonly gamedll defensive | |
fire_heatscale 1 | developmentonly gamedll defensive | |
fire_incomingheatscale 0.1 | developmentonly gamedll defensive | |
fire_maxabsorb 50 | developmentonly gamedll defensive | |
fire_use_modifier false | developmentonly gamedll clientdll replicated defensive | |
fish_debug false | Show debug info for fish | clientdll cheat |
fish_dormant false | Turns off interactive fish behavior. Fish become immobile and unresponsive. | gamedll replicated cheat |
fog_color -1,-1,-1 | clientdll cheat | |
fog_colorskybox -1,-1,-1 | clientdll cheat | |
fog_enable true | Enable fog | clientdll cheat |
fog_enableskybox true | clientdll cheat | |
fog_end -1 | clientdll cheat | |
fog_endskybox -1 | clientdll cheat | |
fog_hdrcolorscale -1 | clientdll cheat | |
fog_hdrcolorscaleskybox -1 | clientdll cheat | |
fog_maxdensity -1 | clientdll cheat | |
fog_maxdensityskybox -1 | clientdll cheat | |
fog_override 0 | Overrides the map's fog settings (-1 populates fog_ vars with map's values) | clientdll cheat |
fog_override_enable false | Use fog_override convars instead of world fog data | cheat |
fog_override_end 3500 | cheat | |
fog_override_exponent 2 | cheat | |
fog_override_max_density 0.4 | cheat | |
fog_override_start 1000 | cheat | |
fog_start -1 | clientdll cheat | |
fog_startskybox -1 | clientdll cheat | |
fog_volume_debug false | If enabled, prints diagnostic information about the current fog volume | developmentonly gamedll defensive |
font_show_glyph_miss false | developmentonly | |
footstep_audible_threshold 0.55 | developmentonly gamedll clientdll replicated defensive | |
footstep_debug false | developmentonly gamedll clientdll replicated defensive | |
footstep_force_volume -1 | developmentonly gamedll clientdll replicated defensive | |
force_spectator_only_tools false | developmentonly hidden clientdll cheat | |
fov_cs_debug 0 | Sets the view fov if cheats are on. | clientdll cheat |
fov_cs_near_z 6.5 | developmentonly clientdll cheat | |
fov_cs_super_ultrawide_near_z 1 | developmentonly clientdll cheat | |
fov_cs_ultrawide_near_z 4 | developmentonly clientdll cheat | |
fov_desired 75 | Sets the base field-of-view. Min: 1 Max: 135 | clientdll archive userinfo |
fps_max 400 | Frame rate limiter. 0=no limit. Does not apply to dedicated server. | archive release |
fps_max_tools 120 | Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit. | archive |
fps_max_ui 200 | Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server. | archive |
frag_grenade_blip_frequency 1 | developmentonly gamedll clientdll replicated defensive | |
freecamera_accel 5 | Tweak this parameter to adjust Free Camera movement acceleration. | developmentonly clientdll defensive |
freecamera_fog_end 2500 | Fog end for Free Camera. | developmentonly clientdll defensive |
freecamera_fog_start 1800 | Fog start for Free Camera. | developmentonly clientdll defensive |
freecamera_max_speed 500 | Tweak this parameter to adjust Free Camera movement max speed. | developmentonly clientdll defensive |
freecamera_rotation_multiplier 10 | Tweak this parameter to adjust Free Camera mouse rotation. | developmentonly clientdll defensive |
freecamera_zfar 4500 | Fog start for Free Camera. | developmentonly clientdll defensive |
fs_async_threads -1 | Number of IO threads in async filesystem (-1 == auto) | developmentonly defensive |
fs_fake_read_delay_ms 0 | Add N ms of delay to every low-level read operation, to simulate a slow disk | developmentonly defensive |
fs_report_async_io false | developmentonly defensive | |
fs_report_long_reads 0 | 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold | developmentonly defensive |
fs_report_sync_opens 0 | 0:Off, 1:Always, 2:Not during load | release |
fs_warning_mode 0 | 0:Off, 1:Warn main thread, 2:Warn other threads | developmentonly defensive |
func_break_max_pieces 15 | gamedll archive replicated | |
func_break_reduction_factor 0.5 | developmentonly gamedll defensive | |
func_breakdmg_bullet 0.5 | developmentonly gamedll defensive | |
func_breakdmg_club 1.5 | developmentonly gamedll defensive | |
func_breakdmg_explosive 1.25 | developmentonly gamedll defensive | |
func_mover_debug false | developmentonly gamedll defensive | |
func_mover_get_speed_override 0 | developmentonly gamedll defensive | |
fx_drawmetalspark true | Draw metal spark effects. | developmentonly clientdll |
g_debug_angularsensor false | gamedll cheat | |
g_debug_constraint_sounds false | Enable debug printing about constraint sounds. | gamedll cheat |
g_debug_doors false | developmentonly gamedll defensive | |
g_debug_ragdoll_visualize false | clientdll cheat | |
g_debug_transitions 0 | Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition. | developmentonly gamedll cheat |
g_ragdoll_fadespeed 600 | developmentonly clientdll defensive | |
g_ragdoll_important_maxcount 2 | developmentonly gamedll clientdll replicated defensive | |
g_ragdoll_lvfadespeed 100 | developmentonly clientdll defensive | |
g_ragdoll_maxcount 5 | developmentonly gamedll clientdll replicated defensive | |
game_mode 1 | The current game mode (based on game type). See GameModes.txt. | gamedll clientdll replicated release |
game_online true | The current game is online. | developmentonly gamedll hidden clientdll replicated defensive |
game_particle_manager_requeue_messages true | developmentonly hidden clientdll defensive | |
game_public true | The current game is public. | developmentonly gamedll hidden clientdll replicated defensive |
game_type 0 | The current game type. See GameModes.txt. | gamedll clientdll replicated release |
gameevents_showeventlisteners false | Show listening addition/removals | developmentonly defensive |
gameevents_showevents 0 | Dump game events to console. (1 = Show Signaling, 2 = Show Posting also). | developmentonly defensive |
gameinstructor_enable false | Display in game lessons that teach new players. | clientdll release |
gameinstructor_find_errors false | Set to 1 and the game instructor will run EVERY scripted command to uncover errors. | clientdll cheat |
gameinstructor_start_sound_cooldown 4 | Number of seconds forced between similar lesson start sounds. | developmentonly clientdll defensive |
gameinstructor_verbose 0 | Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions. | clientdll cheat |
gameinstructor_verbose_lesson | Display more verbose information for lessons have this name. | clientdll cheat |
gamestats_file_output_directory | When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath | developmentonly gamedll defensive |
gc_secret_key | Secret key for authenticating with the GC | developmentonly gamedll protected defensive |
gl_clear true | developmentonly clientdll defensive | |
gl_clear_gray false | Clear the back buffer to gray every frame. | clientdll cheat |
gl_clear_randomcolor false | Clear the back buffer to random colors every frame. Helps spot open seams in geometry. | clientdll cheat |
glow_chickens false | Glow chickens with a green outline. | developmentonly gamedll |
glow_outline_width 6 | Width of glow outline effect in screen space. | clientdll cheat |
glow_use_tolerance 0.85 | clientdll replicated cheat | |
gotv_theater_container | Enables GOTV theater mode for the specified container, setting it to 'live' will play top live matches | clientdll release |
gpu_level 3 | GPU Level - Default: High | developmentonly clientdll defensive |
gpu_mem_level 2 | Memory Level - Default: High | developmentonly clientdll defensive |
hairsim_force_fixed_timestep true | developmentonly defensive | |
hairsim_reset false | developmentonly defensive | |
healthshot_allow_use_at_full true | gamedll clientdll replicated release missing3 | |
healthshot_health 50 | gamedll clientdll replicated release missing3 | |
healthshot_healthboost_damage_multiplier 1 | gamedll clientdll replicated release missing3 | |
healthshot_healthboost_speed_multiplier 1 | gamedll clientdll replicated release missing3 | |
healthshot_healthboost_time 1 | gamedll clientdll replicated release missing3 | |
hidehud 0 | bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle | clientdll cheat |
hinttext_displaytime 4 | developmentonly clientdll defensive | |
host_force_frametime_to_equal_tick_interval false | developmentonly defensive | |
host_force_max_frametime_to_tick_interval false | developmentonly defensive | |
host_framerate 0 | Set to lock per-frame time elapse. | release |
host_readconfig_ignore_userconfig false | Whether we should ignore the user config file for reading/writing. | cheat |
host_timescale 1 | Prescale the clock by this amount. | replicated cheat |
hostage_debug 0 | Show hostage AI debug information | gamedll clientdll replicated cheat |
hostage_drop_time 1 | Time for the hostage before it fully drops to ground | developmentonly gamedll |
hostage_is_silent false | When set, the hostage won't play any code driven response rules lines | gamedll clientdll replicated cheat |
hostfile host.txt | The HOST file to load. | gamedll release |
hostip 0 | Host game server ip | release |
hostname | Hostname for server. | release |
hostname_in_client_status false | Show server hostname in client status. | release |
hostport 27015 | Host game server port | release |
hud_fastswitch 0 | clientdll archive | |
hud_scaling 1 | Scales hud elements Min: 0.9 Max: 1.1 | clientdll archive |
hud_showtargetid true | Enables display of target names | clientdll archive per_user |
hullivr_edge_merge_tan 0.02 | Should we try to straighten two faces connected to this edge? (tangent) | developmentonly replicated defensive |
hullivr_faceisland_merge_disp 0 | Should we straighten face island if the displacement is this much? (inches) | developmentonly replicated defensive |
hullivr_faceisland_merge_tan 0.04 | Should we try to straighten an island of faces deviating from their average normal (tangent)? | developmentonly replicated defensive |
hullivr_version 3 | developmentonly replicated defensive | |
character_patches true | developmentonly clientdll | |
check_transmit_dump_ents false | developmentonly gamedll | |
chicken_stop false | gamedll cheat | |
ik_constraints_enabled true | developmentonly defensive | |
ik_debug_all_chains_unique_color_per_chain false | developmentonly defensive | |
ik_debug_ccd 0 | developmentonly defensive | |
ik_debug_constraints -1 | developmentonly defensive | |
ik_debug_dogleg3bone 0 | developmentonly defensive | |
ik_debug_dogleg3bone_enabled true | developmentonly defensive | |
ik_debug_fabrik_backwards_enabled true | developmentonly defensive | |
ik_debug_fabrik_backwards_iterations 0 | developmentonly defensive | |
ik_debug_fabrik_forwards_enabled true | developmentonly defensive | |
ik_debug_fabrik_forwards_iterations 0 | developmentonly defensive | |
ik_debug_groundtraces false | Show IK trace related details | developmentonly gamedll clientdll replicated |
ik_debug_chain_to_filter_by | gamedll clientdll replicated cheat | |
ik_debug_perlin_solver false | developmentonly gamedll clientdll replicated defensive | |
ik_debug_planetilt 0 | developmentonly defensive | |
ik_debug_planetilt_axis_length 20 | developmentonly defensive | |
ik_debug_targets false | developmentonly defensive | |
ik_enable true | Enable IK. | cheat |
ik_fabrik_align_chain true | developmentonly defensive | |
ik_fabrik_backwards_enabled true | developmentonly defensive | |
ik_fabrik_forwards_enabled true | developmentonly defensive | |
ik_fabrik_override_num_iterations -1 | developmentonly defensive | |
ik_final_fixup_enable true | developmentonly defensive | |
ik_hinge_debug_bone_index -1 | gamedll clientdll replicated cheat | |
ik_planetilt_enable true | developmentonly defensive | |
imgui_debug_draw_dashboard_toggle_pause false | Dashboard/Pause Game When Activated | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_debug_draw_dashboard_window false | Dashboard/Show Dashboard | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_debug_draw_dashboard_window_toggle_focus false | Dashboard toggle focus | developmentonly gamedll clientdll replicated cheat |
imgui_default_font_size 20 | Default imgui font size | archive cheat |
imgui_domain 2 | 1 == client, 2 == server | developmentonly gamedll clientdll archive replicated cheat |
imgui_enable false | if imgui should display | developmentonly gamedll clientdll replicated cheat |
imgui_enable_input false | if imgui should consume input | developmentonly gamedll clientdll replicated cheat |
imgui_ent_text_enable true | Show Entity Text in Window | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_entity_browser_size 0 | developmentonly gamedll clientdll archive replicated cheat | |
imgui_show_bullets false | CSGO/Bullets | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_show_command_tool false | Game/Show Command Tool | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_show_entity_browser false | Game/Show Entity Browser | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_show_entity_catalog false | Game/Show Entity Catalog | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_show_example_window false | Source2/Show Example Window | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_show_grenades_window false | CS2/Show Grenades History | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_show_overlay_nav_editor false | Game/Nav Editor | developmentonly gamedll cheat menubar_item |
imgui_show_sim_history_window false | Simulation History | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_show_sound_window false | Source2/Show Sound Window | developmentonly gamedll clientdll archive replicated cheat menubar_item |
imgui_temp_enable false | if imgui should display temporarily | developmentonly gamedll clientdll replicated cheat |
in_button_double_press_window 0.22 | How short the time between presses needs to be for us to consider it a double-press | developmentonly gamedll clientdll replicated defensive |
in_spewbuttondelta 0 | Spew button deltas, 0 = off, 1 = server, 2 = client, 3 = both | developmentonly gamedll clientdll replicated |
in_spewbuttonhold 0 | Spew button hold times, 0 = off, 1 = server, 2 = client, 3 = both | developmentonly gamedll clientdll replicated |
in_spewent -1 | Which entity should we spew input for? (Useful for debugging bot input) | developmentonly gamedll clientdll replicated |
in_spewinput 0 | Spew input, 0 = off, 1 = server, 2 = client, 3 = both | developmentonly gamedll clientdll replicated |
inferno_batched_rays true | developmentonly clientdll defensive | |
Inferno_concav_plane_threshold -10 | developmentonly clientdll defensive | |
inferno_ct_experiment true | enable ct incendiary experiment | gamedll clientdll replicated cheat |
inferno_damage 40 | Damage per second | gamedll cheat |
inferno_damage_ct 40 | Damage per second from CT inferno | gamedll cheat |
inferno_damage_timer 0.2 | How long between times for the inferno to deal damage. | developmentonly gamedll clientdll replicated defensive |
inferno_debug false | gamedll cheat | |
inferno_dlight_spacing 7200 | Inferno dlights are at least this far apart | clientdll cheat |
inferno_dlights 30 | Min FPS at which molotov dlights will be created | developmentonly clientdll defensive |
inferno_fire 2 | developmentonly clientdll defensive | |
inferno_flame_lifetime 7 | Average lifetime of each flame in seconds | gamedll replicated release |
inferno_flame_lifetime_incendiary 5.5 | Average lifetime of each flame in seconds (incgrenade) | gamedll replicated release |
inferno_flame_spacing 42 | Minimum distance between separate flame spawns | gamedll cheat |
inferno_forward_reduction_factor 0.9 | gamedll cheat | |
inferno_friendly_fire_duration 6 | For this long, FF is credited back to the thrower. | gamedll cheat |
inferno_child_spawn_interval_multiplier 0.1 | Amount spawn interval increases for each child | gamedll cheat |
inferno_child_spawn_max_depth 4 | gamedll replicated release | |
inferno_initial_spawn_interval 0.02 | Time between spawning flames for first fire | gamedll cheat |
inferno_max_flames 16 | Maximum number of flames that can be created | gamedll replicated release |
inferno_max_child_spawn_interval 0.5 | Largest time interval for child flame spawning | gamedll cheat |
inferno_max_range 150 | Maximum distance flames can spread from their initial ignition point | gamedll replicated release |
inferno_max_range_ct 110 | Maximum distance flames can spread from their initial ignition point for an incendiary | gamedll replicated release |
inferno_max_trace_per_tick 16 | developmentonly gamedll defensive | |
inferno_per_flame_spawn_duration 3 | Duration each new flame will attempt to spawn new flames | gamedll cheat |
inferno_smoke_volume_density 0.03 | gamedll cheat | |
inferno_spawn_angle 45 | Angular change from parent | gamedll cheat |
inferno_surface_offset 15 | gamedll cheat | |
inferno_velocity_decay_factor 0.2 | gamedll cheat | |
inferno_velocity_factor 0.003 | gamedll cheat | |
inferno_velocity_normal_factor 0 | gamedll cheat | |
input_button_code_is_scan_code_scd true | Bind keys based on keyboard position instead of key name | archive per_user |
input_downimpulsevalue 0.7 | developmentonly clientdll | |
input_filter_relative_analog_inputs false | clientdll archive | |
input_forceuser -1 | Force user input to this split screen player. | cheat |
input_upimpulsevalue 0.3 | developmentonly clientdll | |
install_dlc_workshoptools_cvar -1 | DLC Install Status | clientdll release |
instant_replay true | Enable instant replay recording. | developmentonly defensive |
instant_replay_history_limit 120 | Maximum amount of minutes to save history (0 is unlimited). | developmentonly defensive |
instant_replay_history_limit_low 10 | Maximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited). | developmentonly defensive |
ip | Overrides IP for multihomed hosts | release |
iv_debugbone | Debug bone name for interpolation spew of CAnimationState. | release |
iv_parallel_latch true | developmentonly clientdll defensive | |
iv_parallel_restore false | developmentonly clientdll defensive | |
iv_wrapped_parallel_latch true | developmentonly clientdll defensive | |
joy_accel_filter 0.2 | developmentonly clientdll | |
joy_accelmax 1 | developmentonly clientdll | |
joy_accelscale 0.6 | developmentonly clientdll | |
joy_advanced false | clientdll archive | |
joy_advaxisr 0 | clientdll archive | |
joy_advaxisu 0 | clientdll archive | |
joy_advaxisv 0 | clientdll archive | |
joy_advaxisx 0 | clientdll archive | |
joy_advaxisy 0 | clientdll archive | |
joy_advaxisz 0 | clientdll archive | |
joy_autosprint 0 | Automatically sprint when moving with an analog joystick | developmentonly clientdll defensive |
joy_axisbutton_threshold 0.3 | Analog axis range before a button press is registered. | archive |
joy_axisr_deadzone 0.15 | archive per_user | |
joy_axisr_relative false | archive per_user | |
joy_axisu_deadzone 0.15 | archive per_user | |
joy_axisu_relative false | archive per_user | |
joy_axisv_deadzone 0.15 | archive per_user | |
joy_axisv_relative false | archive per_user | |
joy_axisx_deadzone 0.15 | archive per_user | |
joy_axisx_relative false | archive per_user | |
joy_axisy_deadzone 0.15 | archive per_user | |
joy_axisy_relative false | archive per_user | |
joy_axisz_deadzone 0.15 | archive per_user | |
joy_axisz_relative false | archive per_user | |
joy_circle_correct_mode 1 | clientdll archive per_user | |
joy_circle_correct_mode_vehicle 2 | clientdll archive per_user | |
joy_display_input false | clientdll archive | |
joy_forward_sensitivity 1 | clientdll archive per_user | |
joy_lowend 1 | developmentonly clientdll | |
joy_lowmap 1 | developmentonly clientdll | |
joy_movement_stick false | Which stick controls movement (0 is left stick) | clientdll archive per_user |
joy_name joystick | clientdll archive | |
joy_pegged 0.75 | developmentonly clientdll | |
joy_pitch_sensitivity 3 | clientdll archive per_user | |
joy_pitchsensitivity 1 | clientdll archive per_user | |
joy_response_look 0 | clientdll archive per_user | |
joy_response_move 9 | clientdll archive per_user | |
joy_response_move_vehicle 6 | developmentonly clientdll defensive | |
joy_sensitive_step0 0.1 | developmentonly clientdll | |
joy_sensitive_step1 0.4 | developmentonly clientdll | |
joy_sensitive_step2 0.9 | developmentonly clientdll | |
joy_side_sensitivity 1 | clientdll archive per_user | |
joy_sidesensitivity 1 | clientdll archive | |
joy_vehicle_turn_lowend 0.7 | developmentonly clientdll | |
joy_vehicle_turn_lowmap 0.4 | developmentonly clientdll | |
joy_virtual_peg 0 | developmentonly clientdll | |
joy_xcontroller_cfg_loaded false | If 0, the 360controller.cfg file will be executed on startup & option changes. | developmentonly clientdll defensive |
joy_yaw_sensitivity 3 | clientdll archive per_user | |
joy_yawsensitivity -1 | clientdll archive per_user | |
joystick false | True if the joystick is enabled, false otherwise. | clientdll archive |
jpeg_quality 90 | Set jpeg screenshot quality. [1..100] Min: 1 Max: 100 | developmentonly defensive |
key_bind_version 0 | hidden clientdll archive release | |
keychain_animation_reactivity 0.5 | developmentonly clientdll | |
keychain_preview_limit_step 0.125 | developmentonly clientdll | |
keychain_reactivity 0.1 | developmentonly clientdll | |
keychain_wmul 1 | developmentonly clientdll | |
labelled_debug_helper_arc_segments 20 | gamedll clientdll replicated cheat | |
labelled_debug_helper_enabled true | gamedll clientdll replicated cheat | |
labelled_debug_helper_scale 1 | gamedll clientdll replicated cheat | |
labelled_debug_helper_show_position false | gamedll clientdll replicated cheat | |
labelled_debug_helper_show_text true | gamedll clientdll replicated cheat | |
labelled_debug_helper_skeleton_show_bone_names true | gamedll clientdll replicated cheat | |
lb_allow_shadow_rotation true | SceneSystem/LightBinner/Shadow Rotation | developmentonly cheat menubar_item |
lb_allow_time_sliced_shadow_map_rendering true | Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi | developmentonly defensive |
lb_barnlight_shadow_use_precomputed_vis true | developmentonly defensive | |
lb_barnlight_shadowmap_scale 1 | Scale for computed barnlight shadowmap size | release |
lb_bin_slices 8192 | developmentonly defensive | |
lb_convert_to_barn_lights_falloff_match_point 0.15 | developmentonly defensive | |
lb_csm_cascade_size_override -1 | Override width/height of individual cascades in the CSM | developmentonly defensive |
lb_csm_cross_fade_override -1 | Override CSM cross fade amount | developmentonly defensive |
lb_csm_distance_fade_override -1 | Override CSM distance fade | developmentonly defensive |
lb_csm_draw_alpha_tested true | developmentonly defensive | |
lb_csm_draw_translucent true | developmentonly defensive | |
lb_csm_fov_override -1 | developmentonly cheat | |
lb_csm_override_bulb_radius -1 | Override bulb radius for CSM | developmentonly defensive |
lb_csm_override_staticgeo_cascades false | Override Cascades that will render static objects with lb_csm_override_staticgeo_cascades_value | developmentonly defensive |
lb_csm_override_staticgeo_cascades_value -1 | If lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects | developmentonly defensive |
lb_csm_receiver_plane_depth_bias 0 | Shader depth bias applied to shadow receiver (Note this conflicts with renderstate depth bias, both now default to 0) | developmentonly defensive |
lb_csm_receiver_plane_depth_bias_transmissive_backface 0.0001 | Depth bias applied to shadow receiver for transmissive backface geo (based on renderstate depthbias being 0) | developmentonly defensive |
lb_cubemap_normalization_max 1 | developmentonly defensive | |
lb_cubemap_normalization_roughness_begin 0.1 | developmentonly defensive | |
lb_debug_light_bounds false | SceneSystem/LightBinner/Debug Light Bounds | developmentonly cheat menubar_item |
lb_debug_shadow_atlas false | SceneSystem/LightBinner/Debug Shadow Atlas | developmentonly cheat menubar_item |
lb_debug_shadowtile_atlas false | SceneSystem/LightBinner/Debug ShadowTile Atlas | developmentonly cheat menubar_item |
lb_debug_silhouette 0 | SceneSystem/LightBinner/Debug Silhouettes | developmentonly cheat menubar_item |
lb_debug_tiles 0 | SceneSystem/LightBinner/Debug Tiles | developmentonly cheat menubar_item |
lb_debug_visualize_shadowed_lights false | SceneSystem/LightBinner/Debug Visualize Shadowed Lights | developmentonly cheat menubar_item |
lb_dynamic_shadow_penumbra true | Adjust shadow penumbra based on light size | developmentonly defensive |
lb_dynamic_shadow_resolution true | Dynamically adjust shadow resolution | developmentonly defensive |
lb_dynamic_shadow_resolution_base 1024 | Base resolution for dynamic shadowmap sizing. Shadowmap size of a screen sized light Min: 128 Max: 2048 | developmentonly defensive |
lb_dynamic_shadow_resolution_base_cmp_shadowmapsize false | take min of lb_dynamic_shadow_resolution and barnlight shadowmapsize as base shadowmapsize | developmentonly cheat |
lb_dynamic_shadow_resolution_delay 0.85 | Update delay for shadow size Min: 0.1 Max: 3 | developmentonly defensive |
lb_dynamic_shadow_resolution_hysteresis 0.33 | Update hysteresis for shadow size Min: 0.01 Max: 1 | developmentonly defensive |
lb_dynamic_shadow_resolution_quantization 64 | Quantization of dynamically computed shadow size Min: 8 Max: 128 | developmentonly defensive |
lb_enable_baked_shadows true | SceneSystem/LightBinner/Enable Baked Shadows | developmentonly cheat menubar_item |
lb_enable_binning true | SceneSystem/LightBinner/Enable Binning | developmentonly menubar_item defensive |
lb_enable_dynamic_lights true | Allows rendering dynamic lights | developmentonly cheat |
lb_enable_envmaps true | SceneSystem/LightBinner/Enable EnvMaps | developmentonly cheat menubar_item |
lb_enable_fog_mixed_shadows true | SceneSystem/LightBinner/Enable Fog Mixed Shadows | developmentonly cheat menubar_item |
lb_enable_lights true | SceneSystem/LightBinner/Enable Lights | developmentonly cheat menubar_item |
lb_enable_shadow_casting true | Allow stationary/dynamic lights to cast shadows. | developmentonly defensive |
lb_enable_stationary_lights true | Allows rendering stationary/mixed lights | developmentonly cheat |
lb_enable_sunlight true | SceneSystem/LightBinner/Enable Sunlight | developmentonly cheat menubar_item |
lb_low_quality_shader_fade_region_rescale 0.5 | For envmaps in low quality shader mode, how much of the fade region to scale the envmap box by. | developmentonly cheat |
lb_max_visible_barn_lights_override -1 | Override maximum visible barn lights | developmentonly cheat |
lb_max_visible_envmaps_override -1 | Override maximum visible envmaps | developmentonly cheat |
lb_mixed_shadows true | SceneSystem/LightBinner/Enable Mixed Shadows | developmentonly cheat menubar_item |
lb_override_barn_light_fade_sizes 0.05000000074505806,0.02500000037252903 | developmentonly cheat | |
lb_override_barn_light_fade_sizes_enable false | developmentonly cheat | |
lb_override_barn_light_shadow_fade_sizes 0.10000000149011612,0.05000000074505806 | developmentonly cheat | |
lb_shadow_map_cull_empty_mixed false | Don't render shadows for mixed shadowmaps with no dynamics objects in view | cheat |
lb_shadow_map_culling true | cheat | |
lb_shadow_texture_height_override -1 | Override height of shadow atlas texture | developmentonly defensive |
lb_shadow_texture_width_override -1 | Override width of shadow atlas texture | developmentonly defensive |
lb_sun_csm_size_cull_threshold_texels 10 | Size, in texels, where we will cull an object in the shadowmap | developmentonly defensive |
lb_tile_pixels 8 | developmentonly defensive | |
lb_timesliced_shadows_dynamic_size true | developmentonly defensive | |
lb_use_ellipsoid_bounds true | developmentonly cheat | |
lb_use_illumination_silhouette true | SceneSystem/LightBinner/Use Illumination Bounds | developmentonly cheat menubar_item |
leaderboards_cache_duration 600 | developmentonly clientdll | |
legacy_models_supported true | Whether to support legacy (pre-modeldoc) models | developmentonly |
lightquery_debug_direct_lighting true | gamedll clientdll replicated cheat | |
lightquery_debug_indirect_lighting true | gamedll clientdll replicated cheat | |
lobby_default_privacy_bits2 1 | Lobby default permissions (0: private, 1: public) | clientdll archive release |
lobby_gamesearch_fake 0 | developmentonly clientdll | |
lobby_stats_fake false | developmentonly clientdll | |
locator_topdown_style false | Topdown games set this to handle distance and offscreen location differently. | developmentonly clientdll defensive |
lockMoveControllerRet false | clientdll archive | |
logaddress_token_secret | Set a secret string that will be hashed when using logaddress with explicit token hash. | gamedll release |
logic_npc_counter_debug false | gamedll replicated cheat | |
lservercfgfile listenserver.cfg | developmentonly gamedll defensive | |
lua_assert_on_error false | developmentonly defensive | |
lua_shipping_assert_on_error false | developmentonly defensive | |
m_pitch 0.022 | Mouse pitch factor. | clientdll archive userinfo per_user |
m_yaw 0.022 | Mouse yaw factor. | clientdll archive userinfo per_user |
mapcyclefile mapcycle.txt | Name of the .txt file used to cycle the maps on multiplayer servers | developmentonly gamedll defensive |
mapoverview_allow_client_draw false | Allow a client to draw on the map overview | clientdll release |
mapoverview_icon_scale 1 | Sets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0. Min: 0.5 Max: 3 | clientdll archive release |
markup_volume_ref_cone_angle 135 | developmentonly gamedll defensive | |
mat_assert_on_error_shader_use false | developmentonly | |
mat_colcorrection_disableentities false | Disable map color-correction entities | developmentonly clientdll defensive |
mat_colcorrection_editor false | developmentonly clientdll defensive | |
mat_colcorrection_forceentitiesclientside false | Forces color correction entities to be updated on the client | clientdll cheat |
mat_colorcorrection true | developmentonly | |
mat_depthbias_shadowmap 0.0005 | developmentonly clientdll defensive | |
mat_disable_normal_mapping false | clientdll cheat | |
mat_fullbright 0 | Debug rendering modes | cheat |
mat_hide_error_shader false | developmentonly | |
mat_lpv_luxels false | cheat | |
mat_luxels false | cheat | |
mat_max_lighting_complexity 8 | cheat | |
mat_overdraw 0 | Visualize overdraw | cheat |
mat_overdraw_color 0.07500000298023224,0.15000000596046448,0.30000001192092896 | cheat | |
mat_shader_cache true | developmentonly | |
mat_shading_complexity false | Visualize shading complexity | cheat |
mat_shading_complexity_color 1,0.5,0.25 | cheat | |
mat_shading_complexity_max_instruction_count 1024 | cheat | |
mat_shading_complexity_max_register_count 128 | cheat | |
mat_shadowmap_luxels false | cheat | |
mat_show_distance_field 0 | 0=Off, 1=Visualize trace from camera, 2=Visualize occlusion, 3=Visualize far field trace from camera | cheat |
mat_skip_static_const_eval true | developmentonly | |
mat_slopescaledepthbias_shadowmap 4 | developmentonly clientdll defensive | |
mat_tonemap_bloom_scale -1 | cheat | |
mat_tonemap_bloom_start_value -1 | cheat | |
mat_tonemap_debug 0 | developmentonly defensive | |
mat_tonemap_force_accelerate_exposure_down -1 | cheat | |
mat_tonemap_force_average_lum_min -1 | Override. Old default was 3.0 | cheat |
mat_tonemap_force_log_lum_max -1 | cheat | |
mat_tonemap_force_log_lum_min -1 | cheat | |
mat_tonemap_force_max -1 | cheat | |
mat_tonemap_force_min -1 | cheat | |
mat_tonemap_force_percent_bright_pixels -1 | Override. Old value was 1.0 | cheat |
mat_tonemap_force_percent_target -1 | Override. Old default was 45. | cheat |
mat_tonemap_force_rate -1 | cheat | |
mat_tonemap_force_scale 0 | cheat | |
mat_tonemap_force_use_alpha -1 | cheat | |
mat_tonemap_uncap_exposure 0 | cheat | |
mat_viewportscale 1 | Scale down the main viewport (to reduce GPU impact on CPU profiling) Min: 0.0015 Max: 1 | developmentonly clientdll defensive |
mat_warn_bad_modes false | developmentonly | |
mat_wireframe 0 | 0=Off, 1=Surface Wireframe, 2=Transparent Wireframe | cheat |
mem_level 2 | Memory Level - Default: High | developmentonly clientdll defensive |
mem_test_each_frame false | Run heap check at end of every frame | developmentonly defensive |
mem_test_every_n_seconds 0 | Run heap check at a specified interval | developmentonly defensive |
mem_test_quiet false | Don't print stats when memtesting | developmentonly defensive |
mesh_calculate_curvature_smooth_invert false | gamedll clientdll replicated cheat | |
mesh_calculate_curvature_smooth_pass_count 3 | gamedll clientdll replicated cheat | |
mesh_calculate_curvature_smooth_weight 1 | gamedll clientdll replicated cheat | |
mic_listen_while_nonfocused false | Enables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settings | developmentonly clientdll defensive |
mm_csgo_community_search_players_min 3 | When performing CSGO community matchmaking look for servers with at least so many human players | archive release |
mm_datacenter_query_delay 5 | Delay after datacenter update is enabled before data is actually queried. | developmentonly |
mm_datacenter_retry_interval 75 | Interval between datacenter stats retries. | developmentonly |
mm_datacenter_update_interval 3600 | Interval between datacenter stats updates. | developmentonly |
mm_debug_friend_rp 0 | developmentonly | |
mm_dedicated_allow true | 1 = allow searches for dedicated servers | developmentonly |
mm_dedicated_fake false | 1 = pretend like search is going, but abort after some time | developmentonly |
mm_dedicated_force_servers | Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use syntax `publicip1:port|privateip1:port,publicip2:port|privateip2:port` if your server is behind NAT. If the server is behind NAT, you can specify `0.0.0.0|privateip:port` and if server port is in the list of `mm_server_search_lan_ports` its public address should be automatically detected. | release |
mm_dedicated_ip | IP address of dedicated servers to consider available | developmentonly |
mm_dedicated_search_maxping 150 | Longest preferred ping to dedicated servers for games Min: 25 Max: 350 | archive |
mm_dedicated_search_maxresults 75 | developmentonly | |
mm_dedicated_timeout_request 20 | developmentonly | |
mm_dlcs_mask_extras 0 | developmentonly defensive | |
mm_dlcs_mask_fake | developmentonly defensive | |
mm_events_listeners_validation false | developmentonly | |
mm_ignored_sessions_forget_pass 5 | developmentonly | |
mm_ignored_sessions_forget_time 600 | developmentonly | |
mm_match_search_update_interval 10 | Interval between matchsearcher updates. | developmentonly |
mm_player_search_count 5 | developmentonly | |
mm_player_search_lan_ping_duration 3.5 | Duration of LAN discovery ping phase. | developmentonly |
mm_player_search_lan_ping_interval 0.5 | Interval between LAN discovery pings. | developmentonly |
mm_player_search_requests_limit -1 | How many friend requests are displayed. | developmentonly |
mm_player_search_update_interval 10 | Interval between players searches. | developmentonly |
mm_server_search_inet_ping_interval 1 | How long to wait between pinging internet server details. | developmentonly |
mm_server_search_inet_ping_refresh 15 | How often to refresh a listed server. | developmentonly |
mm_server_search_inet_ping_timeout 3 | How long to wait for internet server details. | developmentonly |
mm_server_search_inet_ping_window 10 | How many servers can be pinged for server details in a batch. | developmentonly |
mm_server_search_lan_ping_duration 1 | Duration of LAN discovery ping phase. | developmentonly |
mm_server_search_lan_ping_interval 0.4 | Interval between LAN discovery pings. | developmentonly |
mm_server_search_lan_ports 27015,27016,27017,27018,27019,27020 | Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs. | archive release |
mm_server_search_server_lifetime 180 | How long until a server is no longer returned by the master till we remove it. | developmentonly |
mm_server_search_update_interval 60 | Interval between servers updates. | developmentonly |
mm_session_search_num_results 10 | developmentonly | |
mm_session_search_qos_timeout 15 | release | |
mm_session_sys_connect_timeout 8 | developmentonly | |
mm_session_sys_delay_create 0 | developmentonly | |
mm_session_sys_delay_create_host 1.2 | developmentonly | |
mm_session_sys_kick_ban_duration 180 | release | |
mm_session_sys_pkey | release | |
mm_session_sys_ranking_timeout 12 | developmentonly | |
mm_session_sys_slots_guaranteed 10 | developmentonly | |
mm_session_team_res_timeout 30 | developmentonly | |
mm_session_voice_loading false | developmentonly | |
mm_sv_load_test false | developmentonly | |
mm_teamsearch_errortime 3 | Time team search is in error state until it self-cancels | developmentonly |
mm_teamsearch_nostart false | Team search will fake cancel before searching for server | developmentonly |
mm_title_debug_version 0 | This matchmaking version will override .res file version for isolating matchmaking | developmentonly |
mm_tu_string 00000000 | developmentonly defensive | |
mm_use_p2p_for_listen_server true | developmentonly defensive | |
mobile_fps_increase_during_hfr_animations true | MOBILE_FPS_CONTROL: If true we increase framerate limit during HFR-tagged animations and transitions. | developmentonly hidden defensive |
mobile_fps_increase_during_charging false | MOBILE_FPS_CONTROL: If true we increase framerate limit while charging | archive |
mobile_fps_increase_during_touch true | MOBILE_FPS_CONTROL: If true we increase framerate limit during touch | archive |
mobile_fps_limit 30 | MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60 | archive |
model_default_preview_sequence_name | gamedll clientdll archive replicated | |
molotov_throw_detonate_time 2 | gamedll clientdll replicated release missing3 | |
molotov_usethrow_direction false | gamedll cheat | |
motdfile motd.txt | The MOTD file to load. | gamedll release |
mouse_disableinput false | Set to disable mouse input | developmentonly defensive |
mouse_inverty false | clientdll archive userinfo | |
mp_afterroundmoney 0 | amount of money awared to every player after each round | gamedll clientdll replicated release missing3 |
mp_allowspectators true | toggles whether the server allows spectator mode or not | developmentonly gamedll clientdll replicated defensive |
mp_anyone_can_pickup_c4 false | If set, everyone can pick up the c4, not just Ts. | gamedll clientdll replicated release missing3 |
mp_autokick true | Kick idle/team-killing/team-damaging players | gamedll replicated release missing3 |
mp_autoteambalance true | gamedll notify release missing3 | |
mp_backup_restore_load_autopause true | Whether to automatically pause the match after restoring round data from backup | gamedll release |
mp_backup_round_auto true | If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk | gamedll release |
mp_backup_round_file backup | If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txt | gamedll release |
mp_backup_round_file_last | Every time a backup file is written the value of this convar gets updated to hold the name of the backup file. | gamedll release |
mp_backup_round_file_pattern %prefix%_round%round%.txt | If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt' | gamedll release |
mp_bot_ai_bt | Use the specified behavior tree file to drive the bot behavior. | gamedll release missing3 |
mp_buy_allow_grenades true | Whether players can purchase grenades from the buy menu or not. | gamedll clientdll replicated release missing3 |
mp_buy_allow_guns 255 | Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).0 Max: 255 | gamedll clientdll replicated release missing3 |
mp_buy_anywhere 0 | When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. | gamedll clientdll notify replicated release missing3 |
mp_buy_during_immunity 0 | When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. | gamedll clientdll notify replicated release missing3 |
mp_buytime 90 | How many seconds after round start players can buy items for.0 | gamedll clientdll replicated release missing3 |
mp_c4_cannot_be_defused false | If set, the planted c4 cannot be defused. | gamedll clientdll replicated release missing3 |
mp_c4timer 40 | how long from when the C4 is armed until it blows Min: 10 | gamedll clientdll notify replicated release missing3 |
mp_competitive_endofmatch_extra_time 15 | After a competitive match finishes rematch voting extra time is given for rankings. | gamedll release |
mp_consecutive_loss_aversion 1 | How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win holds loss bonus and step down starting with second win0 | gamedll clientdll replicated release |
mp_consecutive_loss_max 4 | 0 | gamedll clientdll replicated release missing3 |
mp_coopmission_bot_difficulty_offset 0 | The difficulty offset modifier for bots during coop missions. | gamedll replicated release missing3 |
mp_ct_default_grenades | The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade' | gamedll clientdll replicated release missing3 |
mp_ct_default_melee weapon_knife | The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser! | gamedll clientdll replicated release missing3 |
mp_ct_default_primary | The default primary (rifle) weapon that the CTs will spawn with | gamedll clientdll replicated release missing3 |
mp_ct_default_secondary weapon_hkp2000 | The default secondary (pistol) weapon that the CTs will spawn with | gamedll clientdll replicated release missing3 |
mp_damage_headshot_only false | Determines whether non-headshot hits do any damage. | gamedll clientdll replicated release missing3 |
mp_damage_scale_ct_body 1 | Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%) | gamedll clientdll replicated release missing3 |
mp_damage_scale_ct_head 1 | Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied. | gamedll clientdll replicated release missing3 |
mp_damage_scale_t_body 1 | Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%) | gamedll clientdll replicated release missing3 |
mp_damage_scale_t_head 1 | Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied. | gamedll clientdll replicated release missing3 |
mp_damage_vampiric_amount 0 | If Set to non-0, will determine the fraction of damage dealt that will be given to attacker. | gamedll replicated release missing3 |
mp_death_drop_breachcharge true | Drop breachcharge on player death | gamedll clientdll replicated release |
mp_death_drop_c4 true | Whether c4 is droppable | gamedll clientdll replicated release missing3 |
mp_death_drop_defuser true | Drop defuser on player death | gamedll clientdll replicated release missing3 |
mp_death_drop_grenade 2 | Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades0 Max: 2 | gamedll clientdll replicated release missing3 |
mp_death_drop_gun 1 | Which gun to drop on player death: 0=none, 1=best, 2=current or best0 Max: 2 | gamedll clientdll replicated release missing3 |
mp_death_drop_healthshot true | Drop healthshot on player death | gamedll clientdll replicated release |
mp_death_drop_taser true | Drop taser on player death | gamedll clientdll replicated release |
mp_deathcam_skippable true | Determines whether a player can early-out of the deathcam. | gamedll replicated release missing3 |
mp_default_team_winner_no_objective -1 | If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round. | gamedll clientdll replicated release missing3 |
mp_defuser_allocation 0 | How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone0 Max: 2 | gamedll clientdll replicated release missing3 |
mp_disconnect_kills_bots false | When a bot disconnects, kill them first. Requires mp_disconnect_kills_players. | gamedll release |
mp_disconnect_kills_players true | When a player disconnects, kill them first (triggering item drops, stats, etc.) | gamedll release |
mp_display_kill_assists true | Whether to display and score player assists | gamedll clientdll replicated release missing3 |
mp_dm_bonus_length_max 30 | Maximum time the bonus time will last (in seconds) | gamedll clientdll replicated release |
mp_dm_bonus_length_min 30 | Minimum time the bonus time will last (in seconds) | gamedll clientdll replicated release |
mp_dm_bonus_percent 50 | Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.0 | gamedll clientdll replicated release missing3 |
mp_dm_bonusweapon_dogtags 0 | Additional dogtags to drop when making a kill with the bonus weapon | gamedll clientdll replicated release missing3 |
mp_dm_dogtag_score 0 | Points to award for picking up a dogtag in deathmatch.0 | gamedll clientdll replicated release missing3 |
mp_dm_healthshot_killcount 3 | Grant healthshots in deathmatch after n kills | gamedll clientdll replicated release |
mp_dm_kill_base_score 10 | Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points.0 | gamedll clientdll replicated release missing3 |
mp_dm_teammode 0 | In deathmatch, enables team DM visuals & scoring (0: personal, 1: team mode, 2: use team contribution score) | gamedll clientdll replicated release missing3 |
mp_dm_teammode_bonus_score 1 | Team deathmatch victory points to award for kill with bonus weapon | gamedll clientdll replicated release missing3 |
mp_dm_teammode_dogtag_score 0 | Team deathmatch victory points to award for collecting enemy dogtags | gamedll clientdll replicated release missing3 |
mp_dm_teammode_kill_score 1 | Team deathmatch victory points to award for enemy kill | gamedll clientdll replicated release missing3 |
mp_dm_time_between_bonus_max 40 | Maximum time a bonus time will start after the round start or after the last bonus (in seconds) | gamedll clientdll replicated release |
mp_dm_time_between_bonus_min 30 | Minimum time a bonus time will start after the round start or after the last bonus (in seconds) | gamedll clientdll replicated release |
mp_dogtag_despawn_on_killer_death true | Whether dogtags should despawn when their killer dies | gamedll replicated release missing3 |
mp_dogtag_despawn_time 120 | How many seconds dogtags should stay around before despawning automatically (0 = infinite)0 | gamedll replicated release missing3 |
mp_dogtag_pickup_rule 0 | Who is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 = anyone) | gamedll replicated release missing3 |
mp_drop_grenade_enable true | Allows players to drop grenades. | gamedll clientdll replicated release missing3 |
mp_drop_knife_enable false | Allows players to drop knives. | gamedll clientdll replicated release missing3 |
mp_economy_reset_rounds 0 | Reset all player money every N rounds (0 for never) | gamedll clientdll replicated release missing3 |
mp_endmatch_votenextleveltime 20 | If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end. | gamedll release |
mp_endmatch_votenextmap true | Whether or not players vote for the next map at the end of the match when the final scoreboard comes up | gamedll clientdll replicated release |
mp_endmatch_votenextmap_keepcurrent true | If set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting options. | gamedll clientdll replicated release |
mp_endmatch_votenextmap_wargames_modes | Modes available for endmatch voting during War Games. Separate names with spaces. | gamedll release |
mp_endmatch_votenextmap_wargames_nummaps 3 | Maximum number of maps to include in endmatch voting during War Games | gamedll release |
mp_endmatch_votenextmap_wargames_nummodes 1 | Maximum number of other War Games to include in endmatch voting during War Games | gamedll release |
mp_endwarmup_player_count 0 | Number of players required to be connected to end warmup early. 0 to require maximum players for mode. | gamedll clientdll replicated release |
mp_equipment_reset_rounds 0 | Reset all player equipment every N rounds (0 for never) | gamedll clientdll replicated release missing3 |
mp_fadetoblack false | fade a player's screen to black when he dies | developmentonly gamedll clientdll notify replicated defensive |
mp_fists_replace_melee false | If enabled then when melee weapon is dropped player will have fists, when melee weapon is picked up then fists are unavailable | gamedll release missing3 |
mp_flinch_punch_scale 3 | Scalar for first person view punch when getting hit. | developmentonly gamedll clientdll replicated cheat |
mp_footsteps_serverside true | Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server. | gamedll release |
mp_force_pick_time 15 | The amount of time a player has on the team screen to make a selection before being auto-teamed | gamedll clientdll replicated release missing3 |
mp_forcecamera 0 | Restricts spectator modes for dead players | gamedll clientdll replicated release missing3 |
mp_forcerespawn true | developmentonly gamedll notify defensive | |
mp_fraglimit 0 | gamedll notify release | |
mp_free_armor 0 | Determines whether kevlar (1+) and/or helmet (2+) are given automatically. | gamedll clientdll replicated release missing3 |
mp_freezetime 6 | how many seconds to keep players frozen when the round starts0 Max: 60 | gamedll notify replicated release missing3 |
mp_friendlyfire false | Allows team members to injure other members of their team | gamedll clientdll notify replicated release missing3 |
mp_give_player_c4 true | Whether this map should spawn a c4 bomb for a player or not. | gamedll clientdll replicated release missing3 |
mp_global_damage_per_second 0 | If above 0, deal non-lethal damage to players over time.0 | gamedll replicated release missing3 |
mp_guardian_bomb_plant_custom_x_mark_location | x,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries. | gamedll clientdll replicated release |
mp_guardian_force_collect_hostages_timeout 50 | Force bots to collect hostages after this amount of time if no enemy has been seen. | gamedll release missing3 |
mp_guardian_target_site -1 | If set to the index of a bombsite, will cause random spawns to be only created near that site. | gamedll release missing3 |
mp_halftime false | Determines whether the match switches sides in a halftime event. | gamedll clientdll replicated release missing3 |
mp_halftime_duration 15 | Target number of seconds that halftime lasts; shortened if team intros are active0 Max: 300 | gamedll clientdll replicated release |
mp_halftime_pausematch 0 | Set to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin. | gamedll clientdll replicated release |
mp_halftime_pausetimer 0 | Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer. | gamedll clientdll replicated release missing3 |
mp_heavyassaultsuit_aimpunch true | How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot | gamedll clientdll replicated release missing3 |
mp_heavyassaultsuit_cooldown 5 | Determines cooldown of purchase. | gamedll clientdll replicated release missing3 |
mp_heavyassaultsuit_deploy_timescale 0.8 | How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed) | gamedll clientdll replicated release missing3 |
mp_heavyassaultsuit_speed 130 | The max speed of a player when they are wearing the heavy assault suit | gamedll clientdll replicated release missing3 |
mp_heavybot_damage_reduction_scale 1 | How much damage should scale when the player wearing the heavy assault suit is shot (1.0 = no change, 0.5 = half damage) | gamedll clientdll replicated release missing3 |
mp_hostages_max 2 | Maximum number of hostages to spawn. | gamedll replicated release missing3 |
mp_hostages_rescuetime 1 | Additional time added to round time if a hostage is reached by a CT. | gamedll clientdll replicated release |
mp_hostages_rescuetowin 1 | 0 == all alive, any other number is the number the CT's need to rescue to win the round. | developmentonly gamedll clientdll replicated |
mp_hostages_run_speed_modifier 1 | Default is 1.0, slow down hostages by setting this to < 1.0. Min: 0.1 Max: 1.5 | gamedll replicated release |
mp_hostages_spawn_farthest false | When enabled will consistently force the farthest hostages to spawn. | gamedll replicated release |
mp_hostages_spawn_force_positions | Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6' | gamedll replicated release missing3 |
mp_hostages_spawn_force_positions_xyz | Comma separated list of xyz locations to force spawn positions, e.g. 'x1 y1 z1,x2 y2 z2' | gamedll replicated release |
mp_hostages_spawn_same_every_round true | 0 = spawn hostages randomly every round, 1 = same spawns for entire match. | gamedll replicated release missing3 |
mp_hostages_takedamage false | Whether or not hostages can be hurt. | gamedll clientdll replicated release |
mp_humanteam any | Restricts human players to a single team {any, CT, T} | gamedll replicated release |
mp_chattime 10 | amount of time players can chat after the game is over Min: 1 Max: 120 | developmentonly gamedll clientdll replicated defensive |
mp_ignore_round_win_conditions false | Ignore conditions which would end the current round | gamedll replicated release |
mp_items_prohibited | Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use. | gamedll clientdll replicated release missing3 |
mp_join_grace_time 0 | Number of seconds after round start to allow a player to join a game0 Max: 30 | gamedll clientdll replicated release |
mp_limitteams 2 | Max # of players 1 team can have over another (0 disables check)0 Max: 30 | gamedll notify replicated release missing3 |
mp_logdetail 0 | Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)0 Max: 3 | gamedll release |
mp_logdetail_items false | Logs a line any time a player acquires or loses an item. | gamedll release |
mp_logmoney false | Enables money logging. Values are: 0=off, 1=on | gamedll release |
mp_match_can_clinch true | Can a team clinch and end the match by being so far ahead that the other team has no way to catching up? | gamedll clientdll replicated release missing3 |
mp_match_end_changelevel false | At the end of the match, perform a changelevel even if next map is the same | gamedll clientdll replicated release missing3 |
mp_match_end_restart false | At the end of the match, perform a restart instead of loading a new map | gamedll clientdll replicated release |
mp_match_restart_delay 25 | Time (in seconds) until a match restarts. Min: 1 Max: 9999 | gamedll clientdll replicated release |
mp_max_armor 2 | Determines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet | gamedll clientdll replicated release missing3 |
mp_maxmoney 16000 | maximum amount of money allowed in a player's account0 | gamedll clientdll replicated release missing3 |
mp_maxrounds 0 | max number of rounds to play before server changes maps0 | gamedll clientdll notify replicated release missing3 |
mp_min_halftime_duration 8.5 | Minimum number of seconds that halftime lasts even if team intros are active0 Max: 300 | gamedll clientdll replicated release |
mp_only_cts_rescue_hostages true | gamedll clientdll replicated release missing3 | |
mp_overtime_enable false | If a match ends in a tie, use overtime rules to determine winner | gamedll clientdll replicated release |
mp_overtime_halftime_pausetimer 0 | If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the timer. | gamedll clientdll replicated release |
mp_overtime_limit 0 | When overtime is enabled, only so many overtimes can be played | gamedll clientdll replicated release |
mp_overtime_maxrounds 6 | When overtime is enabled play additional rounds to determine winner | gamedll clientdll replicated release |
mp_overtime_startmoney 10000 | Money assigned to all players at start of every overtime half | gamedll clientdll replicated release |
mp_plant_c4_anywhere false | gamedll clientdll replicated release missing3 | |
mp_playercashawards true | Players can earn money by performing in-game actions | gamedll clientdll replicated release missing3 |
mp_playerid 0 | Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names0 Max: 2 | gamedll clientdll replicated release |
mp_playerid_delay 0.4 | Number of seconds to delay showing information in the status bar0 Max: 1 | gamedll clientdll replicated release |
mp_playerid_hold 0.1 | Number of seconds to keep showing old information in the status bar0 Max: 1 | gamedll clientdll replicated release |
mp_promoted_item_enabled false | Allow the purchasing of the promoted item. | gamedll clientdll notify replicated release |
mp_randomspawn 0 | Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs. | gamedll clientdll replicated release missing3 |
mp_randomspawn_dist 0 | If using mp_randomspawn, determines whether to test distance when selecting this spot. | gamedll clientdll replicated release missing3 |
mp_randomspawn_los true | If using mp_randomspawn, determines whether to test Line of Sight when spawning. | gamedll clientdll replicated release missing3 |
mp_require_gun_use_to_acquire false | Whether guns must be +used to acquire or default is touch-to-pickup | gamedll release |
mp_respawn_immunitytime 4 | How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity. | gamedll clientdll replicated release missing3 |
mp_respawn_on_death_ct false | When set to 1, counter-terrorists will respawn after dying. | gamedll clientdll replicated release missing3 |
mp_respawn_on_death_t false | When set to 1, terrorists will respawn after dying. | gamedll clientdll replicated release missing3 |
mp_respawnwavetime_ct 10 | Time between respawn waves for CTs. | gamedll clientdll replicated release missing3 |
mp_respawnwavetime_t 10 | Time between respawn waves for Terrorists. | gamedll clientdll replicated release missing3 |
mp_restartgame 0 | If non-zero, game will restart in the specified number of seconds | gamedll release |
mp_retake_ct_count 4 | Number of CT's when playing retakes. | gamedll clientdll replicated release |
mp_retake_ct_loadout_bonus_card #GameUI_Retake_Card_TheAWPortunity,1,1,rifle4 | CT bonus card for full buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_ct_loadout_bonus_card_availability 1,2 | CT bonus card availability pattern for full buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_ct_loadout_default_pistol_round 1|3;#GameUI_Retake_Card_4v3,0,0,secondary0|1;#GameUI_Retake_Card_FlashOut,0,0,secondary0,grenade2;#GameUI_Retake_Card_HideAndPeek,0,0,secondary0,grenade4 | CT Loadouts for default pistol round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_ct_loadout_enemy_card #GameUI_Retake_Card_BehindEnemyLines,1,1,rifle1,grenade2 | CT enemy card for full buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_ct_loadout_full_buy_round 4|2;#GameUI_Retake_Card_LightEmUp,1,1,rifle1,grenade2|2;#GameUI_Retake_Card_Kobe,1,1,rifle1,grenade3|1;#GameUI_Retake_Card_1g,1,1,rifle1,grenade0|1;#GameUI_Retake_Card_DisappearingAct,1,1,rifle1,grenade4|1;#GameUI_Retake_Card_EyesOnTarget,1,1,rifle3 | CT Loadouts for full buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_ct_loadout_light_buy_round 3|2;#GameUI_Retake_Card_UmpInSmoke,1,1,smg2,grenade4|2;#GameUI_Retake_Card_FunNGun,1,1,smg0,grenade3|2;#GameUI_Retake_Card_Sharpshooter,1,1,rifle2,grenade2|2;#GameUI_Retake_Card_BurstBullpup,1,1,rifle0 | CT Loadouts for force buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_ct_loadout_upgraded_pistol_round 2|2;#GameUI_Retake_Card_TakeFive,0,0,secondary3|2;#GameUI_Retake_Card_BlindFire,0,0,secondary2,grenade2|2;#GameUI_Retake_Card_OnlyTakesOne,0,0,secondary4|2;#GameUI_Retake_Card_SneakyBeakyLike,0,0,secondary2,grenade4 | CT Loadouts for upgraded pistol round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_max_consecutive_rounds_same_target_site 2 | Limit the number of consecutive rounds targeting the same site. | gamedll clientdll replicated release missing3 |
mp_retake_t_count 3 | Number of terrorists when playing retakes. | gamedll clientdll replicated release |
mp_retake_t_loadout_bonus_card #GameUI_Retake_Card_TheAWPortunity,1,1,rifle4 | T bonus card for full buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_t_loadout_bonus_card_availability 1,1,2 | T bonus card availability pattern for full buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_t_loadout_default_pistol_round 0|3;#GameUI_Retake_Card_4BadGuysLeft,0,0,secondary0|1;#GameUI_Retake_Card_LookAway,0,0,secondary0,grenade2;#GameUI_Retake_Card_WhenThereIsSmoke,0,0,secondary0,grenade4 | T Loadouts for default pistol round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_t_loadout_enemy_card #GameUI_Retake_Card_FindersKeepers,1,1,rifle1,grenade2 | T enemy card for full buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_t_loadout_full_buy_round 0|2;#GameUI_Retake_Card_OlReliable,1,1,rifle1,grenade2|1;#GameUI_Retake_Card_SmokeShow,1,1,rifle1,grenade4|1;#GameUI_Retake_Card_HotShot,1,1,rifle1,grenade0|1;#GameUI_Retake_Card_EyeSpy,1,1,rifle3,grenade3 | T Loadouts for full buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_t_loadout_light_buy_round 0|2;#GameUI_Retake_Card_BackInAFlash,1,1,smg2,grenade2|2;#GameUI_Retake_Card_AllIn,1,1,rifle0|1;#GameUI_Retake_Card_BoomBox,1,1,smg0,grenade3,grenade4|1;#GameUI_Retake_Card_SetThemFree,1,1,rifle2,grenade2 | T Loadouts for force buy round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_retake_t_loadout_upgraded_pistol_round 0|2;#GameUI_Retake_Card_BlindFire,0,0,secondary2,grenade2|2;#GameUI_Retake_Card_QueOta,0,0,secondary4|1;#GameUI_Retake_Card_SmokeScreen,0,0,secondary2,grenade4|1;#GameUI_Retake_Card_TecTecBoom,0,0,secondary3,grenade3 | T Loadouts for upgraded pistol round when playing bomb site retake. | gamedll clientdll replicated release missing3 |
mp_round_restart_delay 7 | Number of seconds to delay before restarting a round after a win0 | gamedll clientdll replicated release missing3 |
mp_roundtime 5 | How many minutes each round takes. Min: 0.1 Max: 60 | gamedll notify replicated release missing3 |
mp_roundtime_defuse 0 | How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.0 Max: 60 | gamedll notify replicated release missing3 |
mp_roundtime_hostage 0 | How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.0 Max: 60 | gamedll notify replicated release missing3 |
mp_shield_speed_deployed 170 | The max speed of a player when they have a shield deployed | gamedll clientdll replicated release |
mp_shield_speed_holstered 200 | The max speed of a player when they have a shield holstered | gamedll clientdll replicated release |
mp_shorthanded_cash_bonus_ignore_kicked true | Determines whether kicked players are included in the assessment for short-handedness | gamedll clientdll replicated release |
mp_shorthanded_cash_bonus_round_delay 2 | number of previous rounds that a team needs to have been shorthanded before they are eligible for the short-handed bonus | gamedll clientdll replicated release |
mp_solid_teammates 1 | How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads | gamedll clientdll replicated release missing3 |
mp_spawnprotectiontime 5 | Kick players who team-kill within this many seconds of a round restart. | gamedll replicated release |
mp_spectators_max 2 | How many spectators are allowed in a match.0 | gamedll clientdll replicated release |
mp_starting_losses 0 | Determines what the initial loss streak is.0 | gamedll clientdll replicated release missing3 |
mp_startmoney 800 | amount of money each player gets when they reset0 | gamedll clientdll replicated release missing3 |
mp_suicide_penalty true | Punish players for suicides | gamedll release missing3 |
mp_t_default_grenades | The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade' | gamedll clientdll replicated release missing3 |
mp_t_default_melee weapon_knife | The default melee weapon that the Ts will spawn with | gamedll clientdll replicated release missing3 |
mp_t_default_primary | The default primary (rifle) weapon that the Ts will spawn with | gamedll clientdll replicated release missing3 |
mp_t_default_secondary weapon_glock | The default secondary (pistol) weapon that the Ts will spawn with | gamedll clientdll replicated release missing3 |
mp_tagging_scale 1 | Scalar for player tagging modifier when hit. Lower values for greater tagging. | gamedll clientdll replicated release missing3 |
mp_taser_recharge_time 30 | Determines recharge time for taser. -1 = disabled. | gamedll clientdll replicated release missing3 |
mp_td_dmgtokick 300 | The damage threshhold players have to exceed in a match to get kicked. | gamedll replicated release |
mp_td_dmgtowarn 200 | The damage threshhold players have to exceed in a match to get warned that they are about to be kicked. | gamedll replicated release |
mp_td_spawndmgthreshold 50 | The damage threshold players have to exceed at the start of the round to be warned/kick. | gamedll replicated release |
mp_team_intro_time 6.5 | How many seconds for team intro0 | gamedll notify replicated release missing3 |
mp_team_timeout_max 1 | Number of timeouts each team gets per match. | gamedll clientdll replicated release |
mp_team_timeout_ot_add_each 0 | Number of timeouts to add for each team when match goes to 2nd and each next overtime. | gamedll clientdll replicated release |
mp_team_timeout_ot_add_once 0 | Number of timeouts to add for each team when regulation time ends and match goes to overtime. | gamedll clientdll replicated release |
mp_team_timeout_ot_max 1 | Max number of timeouts each team can have per OT after all OT timeouts got added. | gamedll clientdll replicated release |
mp_team_timeout_time 60 | Duration of each timeout. | gamedll clientdll replicated release |
mp_teamcashawards true | Teams can earn money by performing in-game actions | gamedll clientdll replicated release missing3 |
mp_teamflag_1 | Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard. | gamedll release |
mp_teamflag_2 | Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard. | gamedll release |
mp_teamlogo_1 | Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams' | gamedll release |
mp_teamlogo_2 | Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams' | gamedll release |
mp_teammates_are_enemies false | When set, your teammates act as enemies and all players are valid targets. | gamedll clientdll notify replicated release missing3 |
mp_teammatchstat_1 | A non-empty string sets first team's match stat. | gamedll release |
mp_teammatchstat_2 | A non-empty string sets second team's match stat. | gamedll release |
mp_teammatchstat_cycletime 45 | Cycle match stats after so many seconds | gamedll release |
mp_teammatchstat_holdtime 5 | Decide on a match stat and hold it additionally for at least so many seconds | gamedll release |
mp_teammatchstat_txt | A non-empty string sets the match stat description, e.g. 'Match 2 of 3'. | gamedll release |
mp_teamname_1 | A non-empty string overrides the first team's name. | gamedll release |
mp_teamname_2 | A non-empty string overrides the second team's name. | gamedll release |
mp_teamplay false | developmentonly gamedll notify defensive | |
mp_teamprediction_pct 0 | A value between 1 and 99 will show predictions in favor of CT team. | gamedll release |
mp_teamprediction_txt #SFUIHUD_Spectate_Predictions | A value between 1 and 99 will set predictions in favor of first team. | gamedll release |
mp_teamscore_1 0 | A non-empty string for best-of-N maps won by the first team. | gamedll release |
mp_teamscore_2 0 | A non-empty string for best-of-N maps won by the second team. | gamedll release |
mp_teamscore_max 0 | How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)0 Max: 7 | gamedll release |
mp_technical_timeout_duration_s 0 | How many seconds is a full technical timeout? | gamedll clientdll replicated release missing3 |
mp_technical_timeout_per_team 0 | How many technical timeouts are there per team? | gamedll clientdll replicated release missing3 |
mp_timelimit 0 | game time per map in minutes | gamedll clientdll notify replicated release missing3 |
mp_tkpunish 0 | Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes} | gamedll replicated release |
mp_tournament false | developmentonly gamedll clientdll notify replicated defensive | |
mp_tournament_whitelist item_whitelist.txt | Specifies the item whitelist file to use. | developmentonly gamedll defensive |
mp_use_respawn_waves 0 | When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the whole team is dead. | gamedll clientdll replicated release missing3 |
mp_verbose_changelevel_spew 1 | gamedll clientdll replicated release | |
mp_warmup_offline_enabled false | Whether or not to do a warmup period at the start of a match in an offline (bot) match. | gamedll clientdll replicated release |
mp_warmup_online_enabled true | Whether or not to do a warmup period at the start of an online match. | gamedll clientdll replicated release |
mp_warmup_pausetimer 0 | Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer. | gamedll clientdll replicated release missing3 |
mp_warmuptime 30 | How long the warmup period lasts. Changing this value resets warmup. Min: 5 | gamedll clientdll replicated release missing3 |
mp_warmuptime_all_players_connected 0 | Warmup time to use when all players have connected. 0 to disable. | gamedll clientdll replicated release missing3 |
mp_warmuptime_match_cancelled 5 | Warmup time to use when the match will be cancelled (eg. due to a live VAC ban). | gamedll clientdll replicated release missing3 |
mp_weapon_next_owner_touch_time 1.3 | gamedll cheat release | |
mp_weapon_prev_owner_touch_time 1.5 | gamedll clientdll replicated cheat release | |
mp_weapon_self_inflict_amount 0 | If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss. | gamedll replicated release missing3 |
mp_weapons_allow_heavy -1 | Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs. | gamedll clientdll replicated release missing3 |
mp_weapons_allow_heavyassaultsuit false | Determines whether heavyassaultsuit is permitted. | gamedll clientdll replicated release missing3 |
mp_weapons_allow_map_placed false | If this convar is set, when a match starts, the game will not delete weapons placed in the map. | gamedll clientdll replicated release missing3 |
mp_weapons_allow_pistols -1 | Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs. | gamedll clientdll replicated release missing3 |
mp_weapons_allow_rifles -1 | Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs. | gamedll clientdll replicated release missing3 |
mp_weapons_allow_smgs -1 | Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs. | gamedll clientdll replicated release missing3 |
mp_weapons_allow_typecount 5 | Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit). | gamedll clientdll replicated release missing3 |
mp_weapons_allow_zeus 1 | Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit). | gamedll clientdll replicated release missing3 |
mp_weapons_max_gun_purchases_per_weapon_per_match -1 | Max number of times a player may purchase any weapon per match Min: -1 Max: 1 | gamedll clientdll replicated release missing3 |
mp_weaponstay false | developmentonly gamedll notify defensive | |
mp_win_panel_display_time 3 | The amount of time to show the win panel between matches / halfs | gamedll clientdll replicated release missing3 |
mp_winlimit 0 | Max score one team can reach before server changes maps0 | developmentonly gamedll clientdll notify replicated defensive |
multigpu_skip_semaphores false | developmentonly defensive | |
multigpu_skip_transfers false | developmentonly defensive | |
muzzle_flash_debug false | developmentonly clientdll | |
name unnamed | archive per_user | |
nav_approach_points_area_size_threshold 200 | Ignore nav areas with at least one side smaller than this amount during approach point calculation. | developmentonly gamedll defensive |
nav_avoid_obstacles true | gamedll cheat | |
nav_bfs_debug 0 | gamedll cheat | |
nav_corner_adjust_adjacent 18 | radius used to raise/lower corners in nearby areas when raising/lowering corners. | cheat |
nav_curve_alt false | gamedll cheat | |
nav_curve_iter 0 | gamedll cheat | |
nav_curve_lock -1 | gamedll cheat | |
nav_curve_max_step 10 | gamedll cheat | |
nav_curve_set -1 | gamedll cheat | |
nav_curve_step 0.02 | gamedll cheat | |
nav_debug_blocked false | gamedll cheat | |
nav_drag_selection_volume_zmax_offset 32 | The offset of the nav drag volume top from center | developmentonly gamedll replicated defensive |
nav_drag_selection_volume_zmin_offset 32 | The offset of the nav drag volume bottom from center | developmentonly gamedll replicated defensive |
nav_draw_area_connections false | gamedll cheat | |
nav_draw_area_filled true | gamedll cheat | |
nav_draw_area_gravity false | gamedll cheat | |
nav_draw_area_ground false | gamedll cheat | |
nav_draw_area_hull_support false | gamedll cheat | |
nav_draw_area_ids false | gamedll cheat | |
nav_draw_area_inset_margin 0 | gamedll cheat | |
nav_draw_area_normal false | gamedll cheat | |
nav_draw_area_should_be_destroyed false | gamedll cheat | |
nav_draw_area_split_by_nav_link_mgr false | gamedll cheat | |
nav_draw_area_split_by_obstacle_mgr false | gamedll cheat | |
nav_draw_area_ztest false | gamedll cheat | |
nav_draw_attribute_dynamic | Draw all nav areas with this dynamic attribute | gamedll cheat |
nav_draw_attribute_game | Draw all nav areas with this game attribute | gamedll cheat |
nav_draw_blocked true | gamedll cheat | |
nav_draw_blocked_connections false | gamedll cheat | |
nav_draw_connected_area_radius 1000 | gamedll cheat | |
nav_draw_dangerareas false | gamedll cheat | |
nav_draw_externally_created false | gamedll cheat | |
nav_draw_hidingspots false | gamedll cheat | |
nav_draw_indirect_connections false | gamedll cheat | |
nav_draw_jump_links false | gamedll cheat | |
nav_draw_limit 300 | The maximum number of areas to draw in edit mode | gamedll cheat |
nav_draw_link_alignment false | gamedll cheat | |
nav_draw_links false | gamedll cheat | |
nav_draw_markup true | gamedll cheat | |
nav_draw_mesh true | gamedll cheat | |
nav_draw_mesh_grid false | Draw the mesh's spatial grid structure around the edit cursor position. | gamedll cheat |
nav_draw_mesh_offset 1 | Vertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground | gamedll cheat |
nav_draw_space_cells false | gamedll cheat | |
nav_draw_space_fly false | gamedll cheat | |
nav_draw_space_neighbors false | gamedll cheat | |
nav_draw_space_portals false | gamedll cheat | |
nav_draw_space_radius 0 | gamedll cheat | |
nav_draw_space_scatter false | gamedll cheat | |
nav_draw_space_swim false | gamedll cheat | |
nav_edit 0 | Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. | gamedll cheat |
nav_edit_validate false | Validate navmesh structures. | gamedll cheat |
nav_find_occluded_node_nozup_use_raycast true | gamedll cheat | |
nav_flow_map_enabled true | developmentonly gamedll | |
nav_gen_add_jumps true | cheat | |
nav_gen_agent_radius_buffer 0.75 | Buffer to add to agent radius before passing to nav gen | cheat |
nav_gen_clip_polys_to_clearance true | cheat | |
nav_gen_clip_polys_to_clearance_debug false | cheat | |
nav_gen_connect_allow_multiple true | cheat | |
nav_gen_connect_angle 0.75 | cheat | |
nav_gen_connect_angle_ignore_z true | cheat | |
nav_gen_connect_dist_a 1 | cheat | |
nav_gen_connect_dist_b 1.5 | cheat | |
nav_gen_connect_dist_z_mult 0.5 | cheat | |
nav_gen_connect_overlap 0.5 | cheat | |
nav_gen_degen_limit 0.001 | cheat | |
nav_gen_false false | Always false | cheat |
nav_gen_island_removal false | cheat | |
nav_gen_island_removal_all_hulls true | cheat | |
nav_gen_join_nonzup true | cheat | |
nav_gen_jump_connection_min_overlap_ratio 0.1 | Minimum edge overlap required for jump connection consideration as a percentage of agent radius | cheat |
nav_gen_markup_split_expand 2 | cheat | |
nav_gen_markup_split_tol_base 1 | cheat | |
nav_gen_markup_split_tol_nonav 1 | cheat | |
nav_gen_markup_split_tol_nonentity 8 | cheat | |
nav_gen_match_ground false | cheat | |
nav_gen_max_bottleneck_width 128 | cheat | |
nav_gen_max_bottleneck_width_do_clip true | cheat | |
nav_gen_max_edge_len 512 | cheat | |
nav_gen_max_edge_len_do_clip true | cheat | |
nav_gen_max_edge_len_split_tol 24 | cheat | |
nav_gen_opt_to_quads true | cheat | |
nav_gen_opt_to_quads_angle_limit 8 | cheat | |
nav_gen_opt_to_quads_num_steps 6 | cheat | |
nav_gen_opt_to_quads_planar_deviation_limit 4 | cheat | |
nav_gen_opt_to_quads_se_limit_end 0.1 | cheat | |
nav_gen_opt_to_quads_se_limit_start 0 | cheat | |
nav_gen_opt_to_quads_weld_limit_end 0.01 | cheat | |
nav_gen_opt_to_quads_weld_limit_start 0 | cheat | |
nav_gen_oriented_angle_tol 15 | Max abrupt orientation difference an NPC can tolerate when moving through the mesh (degrees). | cheat |
nav_gen_oriented_max_region_range 30 | Max orientation range allowed within a region before it gets further split. | cheat |
nav_gen_remove_vertical_polys true | cheat | |
nav_gen_split_boundary_polys false | cheat | |
nav_gen_split_multi_connection_polys true | cheat | |
nav_gen_split_multi_connection_polys_tol 0.01 | cheat | |
nav_gen_true true | Always true | cheat |
nav_gen_vertical_limit 88 | cheat | |
nav_genrt_debug false | gamedll cheat | |
nav_genrt_no_splice false | gamedll cheat | |
nav_genrt_no_split false | gamedll cheat | |
nav_genrt_step -1 | gamedll cheat | |
nav_max_view_distance 0 | Maximum range for precomputed nav mesh visibility (0 = default 1500 units) | gamedll cheat |
nav_max_vis_delta_list_length 64 | cheat | |
nav_obstacle_genrt false | gamedll cheat | |
nav_obstacle_validate false | gamedll cheat | |
nav_obstruction_draw 0 | gamedll cheat | |
nav_obstruction_draw_dist -1 | gamedll cheat | |
nav_obstruction_draw_change false | gamedll cheat | |
nav_obstruction_draw_island 0 | gamedll cheat | |
nav_obstruction_draw_island_hull -1 | gamedll cheat | |
nav_obstruction_draw_movefail_blocking false | gamedll cheat | |
nav_path_debug false | gamedll cheat | |
nav_path_debug_compute_with_open_goal 0 | gamedll cheat | |
nav_path_draw_areas false | gamedll cheat | |
nav_path_draw_arrow true | gamedll cheat | |
nav_path_draw_climb_segments true | gamedll cheat | |
nav_path_draw_connected_areas false | gamedll cheat | |
nav_path_draw_ground_segments true | gamedll cheat | |
nav_path_draw_jump_segments true | gamedll cheat | |
nav_path_draw_ladder_segments true | gamedll cheat | |
nav_path_draw_link_segments true | gamedll cheat | |
nav_path_draw_tick 0 | gamedll cheat | |
nav_path_fixup_climb_up_segments true | gamedll cheat | |
nav_path_fixup_gap_segments false | gamedll cheat | |
nav_path_jump_process_debug false | gamedll cheat | |
nav_path_optimize true | gamedll cheat | |
nav_path_optimize_portals true | gamedll cheat | |
nav_path_optimizer_debug 0 | gamedll cheat | |
nav_path_record_draw_last_fail false | gamedll cheat | |
nav_path_record_enable 1 | gamedll cheat | |
nav_pathfind_debug_log 0 | gamedll cheat | |
nav_pathfind_draw 0 | gamedll cheat | |
nav_pathfind_draw_blocked 0 | gamedll cheat | |
nav_pathfind_draw_costs false | gamedll cheat | |
nav_pathfind_draw_fail 0 | gamedll cheat | |
nav_pathfind_draw_total_costs false | gamedll cheat | |
nav_pathfind_inadmissable_heuristic_factor 1 | gamedll cheat | |
nav_pathfind_multithread false | gamedll cheat | |
nav_potentially_visible_dot_tolerance 0.98 | gamedll cheat | |
nav_select_allow_blocked true | When selecting an area under nav_edit, allow area marked as blocked. | gamedll cheat |
nav_select_area_id -1 | Select nav area with matching ID. | gamedll cheat |
nav_select_block_id -1 | Select nav space block with matching ID. | gamedll cheat |
nav_select_hull 0 | Restrict area selection to areas that can support a hull of the given category | gamedll cheat |
nav_show_area_connections true | Show connections to selected area when true | gamedll cheat |
nav_show_area_info_font Consolas | gamedll cheat | |
nav_show_area_info_font_size -1 | gamedll cheat | |
nav_show_area_info_font_voffset -11 | gamedll cheat | |
nav_show_area_verts true | Show area vertex positions | gamedll cheat |
nav_show_area_water_info true | gamedll cheat | |
nav_show_potentially_visible 0 | Show areas that are potentially visible from the current nav area | cheat |
nav_smooth_constrain_results true | gamedll cheat | |
nav_smooth_constrain_results_relax 0.006 | gamedll cheat | |
nav_smooth_constrain_spring 2 | gamedll cheat | |
nav_smooth_constrain_spring_relax 0.01 | gamedll cheat | |
nav_smooth_draw_accel 0 | gamedll cheat | |
nav_smooth_draw_boundary 0 | gamedll cheat | |
nav_smooth_draw_calc false | gamedll cheat | |
nav_smooth_draw_constraint_spline false | gamedll cheat | |
nav_smooth_draw_constraint_spring 0 | gamedll cheat | |
nav_smooth_draw_speed 0 | gamedll cheat | |
nav_smooth_enable true | gamedll cheat | |
nav_smooth_relax true | gamedll cheat | |
nav_smooth_relax_use_timesteps false | gamedll cheat | |
nav_smooth_spring_const_override -1 | gamedll cheat | |
nav_smooth_spring_enable true | gamedll cheat | |
nav_smooth_spring_factor_deriv 0 | gamedll cheat | |
nav_smooth_spring_factor_dist 0 | gamedll cheat | |
nav_smooth_spring_factor_speed 0 | gamedll cheat | |
nav_smooth_spring_forward_dist_base 50 | gamedll cheat | |
nav_smooth_spring_forward_dist_time_limit 1 | gamedll cheat | |
nav_smooth_spring_max_dist 36 | gamedll cheat | |
nav_smooth_spring_tension_max_override -1 | gamedll cheat | |
nav_smooth_spring_timestep_factor_accel 100 | gamedll cheat | |
nav_smooth_spring_timestep_factor_speed 100 | gamedll cheat | |
nav_smooth_spring_timestep_max 0.5 | gamedll cheat | |
nav_smooth_spring_timestep_min 0.1 | gamedll cheat | |
nav_smooth_spring_yaw_rotation_speed 50 | gamedll cheat | |
nav_smooth_spring_yaw_threshold 20 | gamedll cheat | |
nav_smooth_use_opt true | gamedll cheat | |
nav_space_select_dist 1000 | gamedll cheat | |
nav_split_show_line false | Show the free split line. | gamedll cheat |
nav_test_area_gravity false | gamedll cheat | |
nav_test_bfs_lattice_dist_0 -1 | gamedll cheat | |
nav_test_bfs_lattice_dist_1 -1 | gamedll cheat | |
nav_test_bfs_lattice_dist_2 -1 | gamedll cheat | |
nav_test_bfs_lattice_hex false | Demonstrates searching hexagonal lattice over nav mesh. | gamedll cheat |
nav_test_bfs_lattice_mark 2 | gamedll cheat | |
nav_test_bfs_lattice_simple false | gamedll cheat | |
nav_test_bfs_lattice_spacing_0 24 | gamedll cheat | |
nav_test_bfs_lattice_spacing_1 48 | gamedll cheat | |
nav_test_bfs_lattice_spacing_2 96 | gamedll cheat | |
nav_test_bfs_simple false | gamedll cheat | |
nav_test_boundary_zone_circle 0 | gamedll cheat | |
nav_test_boundary_zone_force false | gamedll cheat | |
nav_test_boundary_zone_grid_dim 90 | gamedll cheat | |
nav_test_boundary_zone_path 0 | gamedll cheat | |
nav_test_boundary_zone_rays 100 | gamedll cheat | |
nav_test_boundary_zone_rays_margin -1 | gamedll cheat | |
nav_test_boundary_zone_rays_random false | gamedll cheat | |
nav_test_boundary_zone_sphere 0 | gamedll cheat | |
nav_test_curve_opt 0 | gamedll cheat | |
nav_test_detour false | gamedll cheat | |
nav_test_find_nearest false | Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull. | gamedll cheat |
nav_test_find_nearest_clear false | Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull. | gamedll cheat |
nav_test_find_random_connected false | Demonstrates finding random points that are connected in the nav mesh to the start point. | gamedll cheat |
nav_test_find_random_connected_dist_max 1000 | gamedll cheat | |
nav_test_find_random_connected_dist_min 100 | gamedll cheat | |
nav_test_find_z 0 | gamedll cheat | |
nav_test_force_npc_repath false | gamedll cheat | |
nav_test_genrt false | gamedll cheat | |
nav_test_genrt_place false | gamedll cheat | |
nav_test_getareaoverlapping_gravity false | gamedll cheat | |
nav_test_getnearestnav_gravity false | gamedll cheat | |
nav_test_multi_connection false | gamedll cheat | |
nav_test_npc_area 0 | gamedll cheat | |
nav_test_npc_collision 0 | gamedll cheat | |
nav_test_npc_collision_range 250 | gamedll cheat | |
nav_test_npc_collision_show_geometry false | gamedll cheat | |
nav_test_path false | Calculate and draw a path from player/camera position to the test position. | gamedll cheat |
nav_test_path_expansion_search 0 | Extend nav_test_path by doing an expansion search on that path. Convar value defines dist. | gamedll cheat |
nav_test_path_lock_goal false | Lock the pathfinding goal to the current intersection point. | gamedll cheat |
nav_test_path_lock_start false | Lock the pathfinding start to the current intersection point. | gamedll cheat |
nav_test_path_move false | gamedll cheat | |
nav_test_path_opt true | Enable path optimization for nav_edit_path paths. | gamedll cheat |
nav_test_path_opt_transitions false | gamedll cheat | |
nav_test_path_return false | Calculate a return path from cursor position to the path calculated by nav_test_path. | gamedll cheat |
nav_test_path_space 0 | Should nav_test_path test 3d navigation? 1 = space to space, 2 = multi-modal space/ground | gamedll cheat |
nav_test_path_space_fly true | Test flight paths | gamedll cheat |
nav_test_path_space_swim true | Test swim paths | gamedll cheat |
nav_test_pos_name | developmentonly gamedll defensive | |
nav_test_pos_place -1 | developmentonly gamedll defensive | |
nav_test_ray_space 0 | gamedll cheat | |
nav_test_rays false | gamedll cheat | |
nav_test_smooth false | gamedll cheat | |
nav_test_smooth_extern_push 0 | gamedll cheat | |
nav_test_smooth_in_speed 120 | gamedll cheat | |
nav_test_smooth_in_yaw 0 | gamedll cheat | |
nav_test_smooth_path_speed -1 | gamedll cheat | |
nav_test_smooth_separating_dist -1 | gamedll cheat | |
nav_test_smooth_spring_const -1 | gamedll cheat | |
nav_test_smooth_spring_tension_max -1 | gamedll cheat | |
nav_test_spline 0 | gamedll cheat | |
nav_test_split_obstacle 0 | gamedll cheat | |
nav_test_split_obstacle_dirty false | gamedll cheat | |
nav_test_split_obstacle_leave false | gamedll cheat | |
nav_test_split_obstacle_size 30 | gamedll cheat | |
nav_test_split_obstacle_update_pos true | gamedll cheat | |
nav_validate 0 | Level of validation for nav system. Higher will be slower. | cheat |
nav_volume_debug 0 | Draw or print debug information about nav volume queries. | gamedll cheat |
navspace_create_water_smooth_connections true | gamedll cheat | |
navspace_create_water_transition_connections true | gamedll cheat | |
navspace_debug_pathfind -1 | gamedll cheat | |
navspace_debug_stringpull 1 | gamedll cheat | |
navspace_debug_trace 0 | gamedll cheat | |
navspace_debug_transition_calc 0 | gamedll cheat | |
navspace_draw_water_changes 0 | Draw changes in water volumes | gamedll cheat |
navspace_path_use_water_level_locator true | gamedll cheat | |
net_allow_multicast true | archive release | |
net_async_clientconnect true | Enable async client connect optimization | developmentonly defensive |
net_async_job_random_sleep 0 | Sleep randomly 0..net_async_job_random_sleep ms in the parallel server jobs; sleep is per job | developmentonly defensive |
net_client_steamdatagram_enable_override 0 | 0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible | clientdll release |
net_compresspackets_minsize 1024 | Don't bother compressing packets below this size. | developmentonly |
net_culloptimization true | Enable optimization of slow path that makes HLTV CPU consumption high in AnimGraph-using mods. Will switch to this on by default soon. | developmentonly defensive |
net_debug_to_file false | developmentonly gamedll defensive | |
net_detailed_canpacket_log false | developmentonly defensive | |
net_filelogging false | Log packets to files | developmentonly |
net_fs_showindirections false | developmentonly | |
net_limit_sv_recv_max_message_size_kb 32 | Server will reject message larger than N kb | release |
net_limit_sv_recv_segments_per_packet 50 | Server will reject packets with more than N segments | release |
net_limit_sv_recvbuffer_kb 128 | Server will not buffer more than N kb from connected clients | release |
net_limit_sv_recvbuffer_msg 100 | Server will not buffer more than N messages from connected clients | release |
net_log_processing false | Log network processing | developmentonly defensive |
net_max_message_process_count 0 | Maximum number of messages to process from a client in a single frame (0 == no limit). | developmentonly defensive |
net_max_message_queue_size 0 | Maximum number of messages to allow waiting in queue after processing; exceeding this disconnects the client. 0 == no limit | developmentonly defensive |
net_max_polymorphic_spew 5 | Max polymorphic variants to spew when spewing a flattened serializer. | developmentonly defensive |
net_p2p_listen_dedicated false | Should dedicated server listen for new-style P2P? | developmentonly defensive |
net_public_adr | For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ("x.x.x.x" ) | release |
net_qosinterval_spew false | Spew QoS interval data as we gather it | developmentonly |
net_qospacketloss_percentage_threshold 5 | Spew a warning if packet loss percentage is above this threshold Min: 0.001 Max: 100 | developmentonly defensive |
net_restrict_showmsg_socket | If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc. | developmentonly defensive |
net_showdrop false | Show dropped packets in console | developmentonly defensive |
net_showeventlisteners false | Show listening addition/removals | developmentonly gamedll defensive |
net_showevents 0 | Dump game events to console (1=client only, 2=all). | developmentonly gamedll defensive |
net_showmsg 0 | Show incoming message: <0|1|2|name> where 1 == all and 2 == all except net_NOP | developmentonly defensive |
net_showoob false | Show connectionless UDP traffic. | developmentonly defensive |
net_showpeaks 0 | Show messages for large packets only: <size> | developmentonly defensive |
net_showreliable 0 | Like net_showmsg, but only spew reliable messages | developmentonly defensive |
net_showudp false | Dump UDP packets summary to console | release |
net_showudp_remoteonly true | Dump non-loopback udp only | release |
net_use_delta_property_fastpath 1 | developmentonly defensive | |
net_use_packet_compression true | Compress network traffic | developmentonly defensive |
nextlevel | If set to a valid map name, will trigger a changelevel to the specified map at the end of the round | gamedll notify release |
nextmap_print_enabled false | When enabled prints next map to clients | gamedll release |
nextmode | Sets the game mode to be played when the next level loads | gamedll notify replicated release |
noclip_fixup true | gamedll cheat | |
npcsolve_attract_draw false | developmentonly gamedll defensive | |
npcsolve_constraint_nav true | developmentonly gamedll defensive | |
npcsolve_constraint_npc true | developmentonly gamedll defensive | |
npcsolve_drag_linear 0 | developmentonly gamedll defensive | |
npcsolve_forward true | developmentonly gamedll defensive | |
npcsolve_forward_const 30000 | developmentonly gamedll defensive | |
npcsolve_forward_dist 200 | developmentonly gamedll defensive | |
npcsolve_forward_margin 5 | developmentonly gamedll defensive | |
npcsolve_path_close_const 0 | developmentonly gamedll defensive | |
npcsolve_path_close_max_tension 100 | developmentonly gamedll defensive | |
npcsolve_path_lookahead_const 4 | developmentonly gamedll defensive | |
npcsolve_path_lookahead_dist 100 | developmentonly gamedll defensive | |
npcsolve_path_vel_const 0 | developmentonly gamedll defensive | |
npcsolve_separation true | developmentonly gamedll defensive | |
npcsolve_separation_const 10000 | developmentonly gamedll defensive | |
npcsolve_separation_dist 5 | developmentonly gamedll defensive | |
npcsolve_separation_draw false | developmentonly gamedll defensive | |
npcsolve_separation_jitter 0 | developmentonly gamedll defensive | |
npcsolve_separation_r2 false | developmentonly gamedll defensive | |
option_duck_method false | Input toggle control | clientdll archive userinfo per_user |
option_speed_method false | Input toggle control | clientdll archive userinfo per_user |
opus_decode_test_signal false | developmentonly | |
opus_encode_test_signal false | developmentonly | |
opus_unittest_test_signal false | developmentonly | |
panorama_2d_translate_no_comp_layer true | developmentonly hidden defensive | |
panorama_3dpanel_anim_fadeinout_time_scale 2 | temp scale factor for animation fade in/out time | developmentonly clientdll |
panorama_3dpanel_anims_pivotlock false | default true. | developmentonly clientdll |
panorama_3dpanel_camera_blend_mode 0 | developmentonly clientdll | |
panorama_3dpanel_camera_inout_scale 0.1 | developmentonly clientdll defensive | |
panorama_3dpanel_camera_inout_scale_kb 1 | developmentonly clientdll defensive | |
panorama_3dpanel_camera_lookat_scale 0.1 | developmentonly clientdll defensive | |
panorama_3dpanel_camera_preset_blend_time 1 | time to blend between camera presets | developmentonly clientdll |
panorama_3dpanel_camera_rotate_altitude_scale 0.004 | developmentonly clientdll defensive | |
panorama_3dpanel_camera_rotate_azimuth_scale 0.004 | developmentonly clientdll defensive | |
panorama_3dpanel_debuginfo_anim true | developmentonly clientdll | |
panorama_3dpanel_debuginfo_cam true | developmentonly clientdll | |
panorama_3dpanel_debuginfo_item true | developmentonly clientdll | |
panorama_3dpanel_debuginfo_manifest true | developmentonly clientdll | |
panorama_3dpanel_debuginfo_paused true | developmentonly clientdll | |
panorama_3dpanel_debuginfo_player true | developmentonly clientdll | |
panorama_3dpanel_light_move_scale 0.1 | developmentonly clientdll defensive | |
panorama_3dpanel_light_rotate_altitude_scale 0.004 | developmentonly clientdll defensive | |
panorama_3dpanel_light_rotate_azimuth_scale 0.004 | developmentonly clientdll defensive | |
panorama_3dpanel_loadout_rotate_drag 0.19 | developmentonly clientdll defensive | |
panorama_3dpanel_loadout_rotate_frametime_multiplier 4 | developmentonly clientdll defensive | |
panorama_3dpanel_loadout_rotate_grab_scale 0.5 | developmentonly clientdll defensive | |
panorama_3dpanel_loadout_rotate_scale 2 | developmentonly clientdll defensive | |
panorama_allow_texture_composition_layer_fast_path true | developmentonly hidden defensive | |
panorama_allow_transitions true | developmentonly hidden defensive | |
panorama_assert_loading_panel_type false | Force style invalidation of the entire panel subtree when adding / removing classes. | developmentonly hidden defensive |
panorama_async_compute_mipgen true | use asynchronous compute for mipmap generation. | developmentonly clientdll |
panorama_box_shadow_no_comp_layer true | developmentonly hidden defensive | |
panorama_cache_command_list_repaint_threshold 0.25 | developmentonly hidden defensive | |
panorama_cache_command_list_size_threshold 2048 | developmentonly hidden defensive | |
panorama_classes_force_invalidate false | Force style invalidation of the entire panel subtree when adding / removing classes. | developmentonly hidden defensive |
panorama_clear_frames_on_device_restore 2 | developmentonly hidden defensive | |
panorama_command_reordering true | developmentonly hidden defensive | |
panorama_comp_layer_lru_lifetime 1 | developmentonly hidden defensive | |
panorama_composition_atlas true | developmentonly hidden defensive | |
panorama_console_max_autocomplete 100 | developmentonly hidden clientdll defensive | |
panorama_console_max_history 100 | developmentonly hidden clientdll defensive | |
panorama_console_max_lines 2000 | developmentonly hidden clientdll defensive | |
panorama_console_position_and_size | hidden clientdll archive | |
panorama_daisy_wheel ABXY | Daisy wheel input mode: RS | ABXY | developmentonly hidden clientdll defensive |
panorama_dash_gap_ratio 0.5 | developmentonly hidden defensive | |
panorama_dash_len 20 | developmentonly hidden defensive | |
panorama_debug_movies false | developmentonly hidden clientdll defensive | |
panorama_debug_overlay_opacity 0.25 | hidden archive | |
panorama_debug_overlay_opacity_max 0.25 | hidden archive | |
panorama_debug_overlay_opacity_min 0.01 | hidden archive | |
panorama_debug_ready_for_display false | developmentonly hidden defensive | |
panorama_debugger_theme Light | clientdll archive | |
panorama_disable_blur false | developmentonly hidden defensive | |
panorama_disable_box_shadow false | developmentonly hidden defensive | |
panorama_disable_descendant_filtering false | Disable descendant selector filtering | developmentonly hidden defensive |
panorama_disable_draw_fancy_quad false | developmentonly hidden defensive | |
panorama_disable_draw_text false | developmentonly hidden defensive | |
panorama_disable_draw_text_shadow false | developmentonly hidden defensive | |
panorama_disable_layer_cache false | developmentonly hidden defensive | |
panorama_disable_layer_clear false | developmentonly hidden defensive | |
panorama_disable_render_callbacks false | developmentonly hidden defensive | |
panorama_disable_render_target_cache false | developmentonly hidden defensive | |
panorama_disallow_hover_styles false | developmentonly hidden defensive | |
panorama_dragscroll_affordance 20 | Minimum mouse movement in pixels before a move is treated as a drag scroll | developmentonly hidden defensive |
panorama_dragscroll_maxflickvelocity 8000 | Maximum velocity for a drag scroll flick | developmentonly hidden clientdll defensive |
panorama_dragscroll_minflickvelocity 60 | Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick | developmentonly hidden clientdll defensive |
panorama_dragscroll_mintime 0.02 | Minimum time that the mouse button must be down before a move is treated as a drag scroll | developmentonly hidden defensive |
panorama_dragscroll_velocitymultiplier 0.5 | Multiplier for flick velocity off of actual measured velocity | developmentonly hidden defensive |
panorama_enable_secondary_layout_pass true | developmentonly hidden defensive | |
panorama_focus_world_panels false | when set request key focus when a world panel is enabled | clientdll archive |
panorama_force_active_controller_type -1 | developmentonly hidden defensive | |
panorama_force_text_shadow_strength -1 | developmentonly hidden defensive | |
panorama_highlight_bad_opacity_masks false | developmentonly hidden defensive | |
panorama_highlight_composition_layers false | developmentonly hidden defensive | |
panorama_highlight_slow_operations false | developmentonly hidden defensive | |
panorama_hsbc_through_fast_path true | developmentonly hidden defensive | |
panorama_joystick_axis_repeat_curve_time 1 | developmentonly hidden defensive | |
panorama_joystick_axis_repeat_interval_end 0.05 | developmentonly hidden defensive | |
panorama_joystick_axis_repeat_interval_start 0.22 | developmentonly hidden defensive | |
panorama_joystick_button_repeat_curve_time 1.2 | developmentonly hidden defensive | |
panorama_joystick_button_repeat_interval_end 0.1 | developmentonly hidden defensive | |
panorama_joystick_button_repeat_interval_start 0.48 | developmentonly hidden defensive | |
panorama_joystick_enabled false | Enable panorama joystick input | archive |
panorama_js_minidumps true | Enable sending minidumps on JS Exceptions. | developmentonly hidden defensive |
panorama_label_wrap_before_shrink true | Should labels try to wrap text before using text-overflow: shrink | developmentonly hidden clientdll defensive |
panorama_large_dispatch_event_queue 0 | developmentonly hidden defensive | |
panorama_light_inout_scale 0.5 | developmentonly clientdll defensive | |
panorama_max_fps 120 | developmentonly hidden defensive | |
panorama_max_oof_overlay_up_fps 4 | developmentonly hidden defensive | |
panorama_max_overlay_fps 60 | developmentonly hidden defensive | |
panorama_max_text_shadow_strength 10 | developmentonly hidden defensive | |
panorama_might_scroll_no_comp_layer true | developmentonly hidden defensive | |
panorama_min_comp_layer_cache_cost 4096 | developmentonly hidden defensive | |
panorama_movie_async_load_size_bytes 20971520 | developmentonly hidden clientdll defensive | |
panorama_movie_force_not_ready_behavior -1 | developmentonly hidden clientdll defensive | |
panorama_reload_animations 2 | developmentonly hidden defensive | |
panorama_render_target_cache_max_size 31457280 | developmentonly hidden defensive | |
panorama_script_cache_enabled true | Enable script caching to speed up recompiling scripts multiple times. | developmentonly hidden defensive |
panorama_show_fps false | developmentonly defensive | |
panorama_show_fps_scale 1 | developmentonly defensive | |
panorama_simple_borders_no_comp_layer true | developmentonly hidden defensive | |
panorama_spew_async_event_substring | If non-empty, print debug info about async event queue and dispatch behavior for events containing the substring. | developmentonly hidden defensive |
panorama_spew_layout_invalidates false | developmentonly hidden defensive | |
panorama_stats_log_time 0 | developmentonly hidden defensive | |
panorama_style_flag_force_invalidate false | Force style invalidation of the entire panel subtree when adding / removing style flags. | developmentonly hidden defensive |
panorama_suspend_paint false | developmentonly hidden defensive | |
panorama_temp_comp_layer_min_dimension 512 | developmentonly hidden defensive | |
panorama_track_render_commands false | developmentonly hidden defensive | |
panorama_transform_parents_no_layer_for_perspective false | developmentonly hidden defensive | |
panorama_transforms_no_comp_layer false | developmentonly hidden defensive | |
panorama_transition_time_factor 1 | A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast | developmentonly hidden defensive |
panorama_use_backbuffer_directly true | developmentonly hidden defensive | |
panorama_worldpanel_update_cull_distance 1000 | developmentonly clientdll defensive | |
panorama_worldpanel_update_cull_size_threshold 5 | developmentonly clientdll defensive | |
panorama_worldpanel_update_culling false | developmentonly clientdll defensive | |
particle_cluster_debug 0 | developmentonly gamedll clientdll replicated defensive | |
particle_cluster_manager_search_dist 256 | developmentonly gamedll clientdll replicated defensive | |
particle_cluster_nodraw false | developmentonly gamedll clientdll replicated defensive | |
particle_cluster_use_collision_hulls true | developmentonly gamedll clientdll replicated defensive | |
particle_debug_creation_filter | developmentonly hidden clientdll replicated defensive | |
particle_layer_id_whitelist | developmentonly | |
particle_powsimd_random_range_exp true | developmentonly defensive | |
particle_snapshot_allow_combined_models false | developmentonly | |
particle_test_attach_attachment 0 | Attachment index for attachment mode | gamedll cheat |
particle_test_attach_mode follow_attachment | Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin' | gamedll cheat |
particle_test_file | Name of the particle system to dynamically spawn | gamedll cheat |
particles_multiplier 1 | Multiply # of rendered particles by this for perf testing | cheat |
partybrowser_throttle_data 0.15 | developmentonly clientdll | |
partybrowser_timeout 15 | developmentonly clientdll | |
password | Current server access password | archive dontrecord server_cannot_query missing5 |
path_simple_closest_point_on_path_debug false | developmentonly gamedll clientdll replicated | |
pawn_mimic_all false | developmentonly gamedll clientdll replicated | |
phonemedelay 0 | Phoneme delay to account for sound system latency. | developmentonly clientdll defensive |
phonemefilter 0.08 | Time duration of box filter to pass over phonemes. | developmentonly clientdll defensive |
phonemesnap 2 | Lod at level at which visemes stops always considering two phonemes, regardless of duration. | developmentonly clientdll defensive |
phys_active true | Whether PLAYER physics is actively simulated (ie. noclip) | developmentonly gamedll defensive |
phys_async_buoyancy_update false | If true, buoyancy motion controllers are updated in an async job after the tick has completed. | developmentonly gamedll clientdll replicated defensive |
phys_batch_ray_test 0 | developmentonly clientdll defensive | |
phys_build_bounds false | developmentonly defensive | |
phys_build_mass false | developmentonly defensive | |
phys_buoyancy_angular_damping_multiplier 1 | Multiply water damping for buoyancy affecting angular velocity | developmentonly notify replicated defensive |
phys_buoyancy_drag_multiplier 1 | Multiply water drag (tries to equalize object velocity with the velocity of the water flow) | developmentonly notify replicated defensive |
phys_buoyancy_horizontal_damping_multiplier 0 | Multiply water damping for buoyancy affecting linear velocity in the horizontal plane | developmentonly notify replicated defensive |
phys_buoyancy_max_acceleration 3200 | Maximum acceleration that can be applied by water forces | developmentonly notify replicated defensive |
phys_buoyancy_vertical_damping_multiplier 1 | Multiply water damping for buoyancy affecting linear velocity in the vertical direction | developmentonly notify replicated defensive |
phys_continuous_kinematic_update 0 | developmentonly gamedll clientdll replicated defensive | |
phys_cull_internal_mesh_contacts false | developmentonly replicated defensive | |
phys_debug_showdefaultmaterial false | If enabled, surfaces with default material are highlighted in physics debug geometry. | cheat |
phys_deterministic true | developmentonly replicated defensive | |
phys_drag_multiplier 1 | Multiply air drag | developmentonly notify replicated defensive |
phys_dump_filter_body_name | developmentonly defensive | |
phys_dump_filter_solid_only false | developmentonly defensive | |
phys_dump_filter_trace_callstack | developmentonly defensive | |
phys_dynamic_scaling true | gamedll clientdll replicated cheat | |
phys_enable_fallback_toi true | developmentonly replicated defensive | |
phys_enable_gjk_clipping false | developmentonly replicated defensive | |
phys_expensive_shape_threshold 6 | clientdll cheat | |
phys_fast_report_contacts 1 | when 1, fast path for collision reporting is implemented making triggers faster in some cases | developmentonly defensive |
phys_fastaddcloneshape false | developmentonly defensive | |
phys_headshotscale 1.3 | Modifier for the headshot impulse hits on players | developmentonly gamedll clientdll replicated defensive |
phys_highlight_expensive_objects false | Highlight expensive physics objects | cheat |
phys_highlight_expensive_objects_strength 0.02 | Highlight expensive physics objects strength | cheat |
phys_impactforcescale 1 | developmentonly gamedll defensive | |
phys_implicit_integarator true | Use implicit integrator for gyroscopic forces | developmentonly notify replicated defensive |
phys_intermediate_notify_remove_only true | developmentonly replicated defensive | |
phys_jiggle_bone_enable true | developmentonly defensive | |
phys_joint_elasticity_max_rest 0.25 | developmentonly defensive | |
phys_joint_elasticity_min_rest 0.01 | developmentonly defensive | |
phys_joint_plasticity_threshold_max 0.1 | developmentonly defensive | |
phys_joint_plasticity_threshold_min 0.01 | developmentonly defensive | |
phys_joint_teleport true | Teleport joint anchors if connected to world | gamedll cheat |
phys_length_damping_ratio 2 | Spring damping ratio for length constraint | gamedll cheat |
phys_length_frequency 5 | Spring stiffness for length constraint | gamedll cheat |
phys_log_updaters false | developmentonly gamedll clientdll replicated defensive | |
phys_log_updaters_exclude weapon pistol rifle survivor common_male | developmentonly gamedll clientdll replicated defensive | |
phys_log_updaters_include limbs | developmentonly gamedll clientdll replicated defensive | |
phys_manifold_pool_enabled true | developmentonly replicated defensive | |
phys_mesh_local_toi true | developmentonly replicated defensive | |
phys_min_motion_controller_count_to_run_in_job 8 | developmentonly defensive | |
phys_old_contact_draw false | developmentonly defensive | |
phys_parallel_islands false | Enable/Disable Parallel Island Solving | developmentonly gamedll clientdll replicated defensive |
phys_playerscale 10 | This multiplies the bullet impact impuse on players for more dramatic results when players are shot. | developmentonly gamedll clientdll replicated defensive |
phys_position_iterations 2 | developmentonly defensive | |
phys_powered_ragdoll_debug false | developmentonly gamedll clientdll replicated defensive | |
phys_pushscale 1 | developmentonly gamedll clientdll replicated defensive | |
phys_reload_immediately false | Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists) | developmentonly defensive |
phys_shoot_angular_speed 3600 | developmentonly gamedll defensive | |
phys_shoot_speed 250 | developmentonly gamedll defensive | |
phys_show_stats false | developmentonly gamedll clientdll replicated defensive | |
phys_skip_creating_trivial_islands false | developmentonly replicated defensive | |
phys_solve_in_parallel_with_island_build false | developmentonly replicated defensive | |
phys_step_threaded true | developmentonly | |
phys_stressbodyweights 5 | developmentonly gamedll defensive | |
phys_threaded_kinematic_bone_update false | developmentonly gamedll clientdll replicated defensive | |
phys_threaded_transform_update false | developmentonly gamedll clientdll replicated defensive | |
phys_timescale 1 | Scale time for physics | developmentonly gamedll defensive |
phys_upimpactforcescale 0.375 | developmentonly gamedll defensive | |
phys_use_block_solver true | Use block solving for constraint entities | gamedll cheat |
phys_validate false | developmentonly defensive | |
phys_vehicleimpactforcescale 1.5 | developmentonly gamedll defensive | |
phys_velocity_iterations 8 | developmentonly defensive | |
phys_visualize_awake_dynamic_only false | developmentonly gamedll clientdll replicated defensive | |
phys_visualize_awake_unattached_only false | developmentonly gamedll clientdll replicated defensive | |
phys_visualize_traces false | gamedll clientdll replicated cheat | |
phys2_contact_debug_draw_size 2 | developmentonly defensive | |
phys2_debug_broadphase 0 | developmentonly defensive | |
physcannon_maxforce 1500 | developmentonly gamedll defensive | |
physcannon_minforce 700 | developmentonly gamedll defensive | |
physics_hull_sphere_cast_sat_experimental 1 | developmentonly defensive | |
pickup_check_period 0.25 | developmentonly gamedll defensive | |
player_botdifflast_s 2 | clientdll archive release | |
player_competitive_maplist_2v2_10_0_CCC21262 mg_de_inferno,mg_de_nuke,mg_de_vertigo,mg_de_palais,mg_de_whistle,mg_de_overpass | clientdll archive | |
player_competitive_maplist_8_10_0_E5CC76A3 mg_de_dust2,mg_de_train,mg_de_ancient,mg_de_inferno,mg_de_nuke,mg_de_vertigo,mg_de_mirage,mg_cs_office,mg_cs_italy,mg_de_edin,mg_de_anubis,mg_lobby_mapveto,mg_de_basalt,mg_de_overpass | clientdll archive | |
player_debug_off_nav false | gamedll cheat | |
player_debug_print_damage false | When true, print amount and type of all damage received by player to console. | gamedll cheat |
player_nevershow_communityservermessage 0 | clientdll archive per_user | |
player_ping_token_cooldown 20 | Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens). | gamedll cheat release |
player_survival_list_10_0_303 mg_dz_blacksite,mg_dz_sirocco,mg_dz_vineyard,mg_dz_ember | clientdll archive | |
player_teamplayedlast 3 | clientdll archive per_user | |
player_use_radius 80 | gamedll clientdll replicated cheat | |
player_wargames_list2_10_0_0 | clientdll archive | |
player0_using_joystick false | archive | |
population_distribution_debug 0 | developmentonly gamedll replicated defensive | |
pred_cloth_pos_max 2 | developmentonly clientdll | |
pred_cloth_pos_multiplier 0.5 | developmentonly clientdll | |
pred_cloth_pos_strength 0.25 | developmentonly clientdll | |
pred_cloth_rot_high 0.1 | developmentonly clientdll | |
pred_cloth_rot_low 0.01 | developmentonly clientdll | |
pred_cloth_rot_multiplier 0.3 | developmentonly clientdll | |
pred_cloth_smooth_motion 1 | developmentonly clientdll | |
pred_cloth_substeps 1 | developmentonly clientdll | |
pred_cloth_vmax 2 | developmentonly clientdll | |
pred_cloth_vw 0.05 | developmentonly clientdll | |
presettle_cloth_iterations 30 | developmentonly clientdll defensive | |
prop_debug_collision false | Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_DEBRIS and will return to COLLISION_GROUP_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey) | gamedll cheat |
prop_nav_ignore_edge_len -1 | developmentonly gamedll defensive | |
prop_nav_ignore_mass -1 | developmentonly gamedll defensive | |
prop_nav_obstacle_avoid_mass 100.1 | developmentonly gamedll defensive | |
prop_nav_obstacle_avoid_use_connection_blocker false | developmentonly gamedll defensive | |
prop_nav_obstacle_block_edge_min_a -1 | developmentonly gamedll defensive | |
prop_nav_obstacle_block_edge_min_b -1 | developmentonly gamedll defensive | |
prop_nav_obstacle_block_mass_a -1 | developmentonly gamedll defensive | |
prop_nav_obstacle_block_mass_b -1 | developmentonly gamedll defensive | |
props_break_apply_radial_forces true | developmentonly gamedll clientdll replicated | |
props_break_max_pieces_perframe 16 | Maximum prop breakable piece count per frame (-1 = model default) | developmentonly gamedll clientdll replicated defensive |
props_break_radial_force_ratio 0.33 | developmentonly gamedll clientdll replicated | |
props_breakable_debug_spawn false | developmentonly gamedll clientdll replicated | |
pulse_save_execution_history true | Keep a history of all instructions run on a per graph basis. | developmentonly gamedll clientdll replicated |
pulse_save_execution_history_limit 10000 | Keep a history of all instructions run on a per graph basis. | developmentonly gamedll clientdll replicated |
pvs_debugentity -1 | Verbose spew for this entity when doing IsInPVS computation. | gamedll release |
pvs_flowtype 0 | Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible. | gamedll release |
pwatchent -1 | Entity to watch for prediction system changes. | clientdll cheat |
pwatchvar | Entity variable to watch in prediction system for changes. | clientdll cheat |
r_add_views_in_pre_output true | developmentonly defensive | |
r_AirboatViewDampenDamp 1 | gamedll clientdll notify replicated cheat | |
r_AirboatViewDampenFreq 7 | gamedll clientdll notify replicated cheat | |
r_AirboatViewZHeight 0 | gamedll clientdll notify replicated cheat | |
r_always_render_all_windows false | Always force all engine & tools to render | developmentonly defensive |
r_aoproxy_cull_dist 12 | Distance to cull the AO proxy as a factor of size | developmentonly defensive |
r_aoproxy_debug false | clientdll cheat | |
r_aoproxy_enable true | developmentonly clientdll defensive | |
r_aoproxy_min_dist 3 | developmentonly defensive | |
r_aoproxy_min_dist_box 1 | developmentonly defensive | |
r_aoproxy_show false | clientdll cheat | |
r_aspectratio 0 | developmentonly defensive | |
r_async_shader_compile_notify_frequency 10 | developmentonly | |
r_bloom_tent_filter_radius 3.1 | bloom mip up-sample filtering radius (using 3x3 tent filter, radius in mip level texels), 0.0 radius => box (2x2) filter with (fixed) 1.0 radius | developmentonly clientdll cheat |
r_cs2_show_icon_editor false | CSGO/Icon Editor | developmentonly clientdll replicated cheat menubar_item |
r_csgo_bloom_threshold_all_samples true | Execute bloom threshold once per sample during downsample (default enabled, higher quality, less bloom aliasing) | developmentonly clientdll |
r_csgo_bloom_threshold_downsample_jimenez true | Custom downsample based on Jimenez14, (default enabled, higher quality, decreases bloom aliasing further) | developmentonly clientdll |
r_csgo_cable_pixel_radius_clamp 1.2 | Minimum clamped size in pixels of a cable (if using F_CLAMP_MIN_RADIUS 1 in cable material) | developmentonly clientdll |
r_csgo_cmaa_debug_edges false | debug visualize edges | developmentonly clientdll |
r_csgo_cmaa_enable false | developmentonly clientdll defensive | |
r_csgo_cmaa_extra_sharp false | trade more sharpness for reduced antialiasing | developmentonly clientdll defensive |
r_csgo_cmaa_quality 3 | 0=low, 1=medium, 2=high, 3=ultra | developmentonly clientdll defensive |
r_csgo_csm_pushback_distance 7000 | developmentonly clientdll | |
r_csgo_cubemap_normalization true | clientdll cheat | |
r_csgo_debug_reflection_rects 0 | clientdll cheat | |
r_csgo_decal_debug false | clientdll cheat | |
r_csgo_decals_use_msaa false | developmentonly clientdll | |
r_csgo_depth_prepass true | clientdll cheat | |
r_csgo_depth_prepass_cull_threshold 60 | clientdll cheat | |
r_csgo_depth_prepass_reflections_large true | clientdll cheat | |
r_csgo_depth_prepass_reflections_small true | clientdll cheat | |
r_csgo_depth_prepass_skybox_alpha_tested true | clientdll cheat | |
r_csgo_depth_prepass_small_cull_threshold 10 | clientdll cheat | |
r_csgo_depth_prepass_viewmodel true | clientdll cheat | |
r_csgo_directional_lightmaps true | clientdll cheat | |
r_csgo_effects_bloom true | clientdll cheat | |
r_csgo_effects_bloom_when_smoked false | clientdll cheat | |
r_csgo_enable_cubemap_fog true | developmentonly clientdll | |
r_csgo_enable_glows true | clientdll cheat | |
r_csgo_enable_gradient_fog true | developmentonly clientdll | |
r_csgo_enable_high_precision_lighting true | clientdll cheat | |
r_csgo_enable_sunlight_check true | Enable vis tests for sunlight. | developmentonly clientdll defensive |
r_csgo_enable_tonemapping true | clientdll cheat | |
r_csgo_enable_translucent_screen_space true | clientdll cheat | |
r_csgo_enable_volume_fog false | developmentonly clientdll | |
r_csgo_firstpersonlegs_nearz_offset 0.1 | developmentonly clientdll | |
r_csgo_fsr_enable_mip_bias true | Apply negative mip bias when rendering with FSR. | developmentonly clientdll defensive |
r_csgo_fsr_rcas_sharpness 0.25 | RCAS sharpness when using FSR + RCAS upsample. | developmentonly clientdll defensive |
r_csgo_fsr_upsample 0 | 0 == bilinear upsampe, 1 == FSR upsample, 2 == FSR + RCAS upsample | developmentonly clientdll defensive |
r_csgo_gpu_culling true | CSGO/Graphics/GPU Culling | developmentonly clientdll menubar_item defensive |
r_csgo_gpu_culling_camera_offset -0.5 | developmentonly clientdll | |
r_csgo_gpu_culling_shadows false | CSGO/Graphics/GPU Cull Shadow Views | developmentonly clientdll menubar_item defensive |
r_csgo_gpu_culling_two_pass false | CSGO/Graphics/GPU Culling (Two Pass) | developmentonly clientdll menubar_item defensive |
r_csgo_joint_upscale_sigma 0.002 | developmentonly clientdll | |
r_csgo_lowend_objects true | 0 = Force disable, 1 = use video settings | developmentonly clientdll defensive |
r_csgo_mboit true | clientdll cheat | |
r_csgo_mboit_bias 0 | clientdll cheat | |
r_csgo_mboit_debug false | clientdll cheat | |
r_csgo_mboit_force_mixed_resolution false | developmentonly clientdll defensive | |
r_csgo_mboit_overestimation 0.01 | clientdll cheat | |
r_csgo_mboit_upscale_cs false | clientdll cheat | |
r_csgo_mboit_use_4_moments false | clientdll cheat | |
r_csgo_microshadowing true | developmentonly clientdll defensive | |
r_csgo_mixed_resolution_color_slices false | clientdll cheat | |
r_csgo_mixed_resolution_particles true | developmentonly clientdll defensive | |
r_csgo_mixed_resolution_particles_minmax false | clientdll cheat | |
r_csgo_mixed_resolution_particles_scale 2 | clientdll cheat | |
r_csgo_mouse_trace_coord true | clientdll cheat | |
r_csgo_msaa_resolve_apply_exposure_scale true | 0 - before, 1 - after fix for a2c fringing | developmentonly clientdll |
r_csgo_multiscattering true | developmentonly clientdll defensive | |
r_csgo_no_shader_resolve false | clientdll cheat | |
r_csgo_outline_glow_scaledenom 1 | developmentonly clientdll cheat | |
r_csgo_override_global_time true | clientdll cheat | |
r_csgo_postprocess_enable true | clientdll cheat | |
r_csgo_preview_csm_max_visible_distance 2000 | developmentonly clientdll | |
r_csgo_preview_csm_pushback_distance 1500 | developmentonly clientdll | |
r_csgo_prewarm_particles false | developmentonly clientdll defensive | |
r_csgo_r11g11b10_dither_mode 2 | 0 - disabled, 1 - regular dither noise, 2 - blue noise dither | developmentonly clientdll |
r_csgo_readonly_depth_stencil_enable true | clientdll cheat | |
r_csgo_reconstruct_normals false | clientdll cheat | |
r_csgo_reconstruct_normals_method 0 | clientdll cheat | |
r_csgo_reflection_min_far_plane 5000 | clientdll cheat | |
r_csgo_render_decals true | clientdll cheat | |
r_csgo_render_decals_on_translucent true | clientdll cheat | |
r_csgo_render_dither_scale 1 | clientdll cheat | |
r_csgo_render_dynamic_objects true | clientdll cheat | |
r_csgo_render_inferno_decals true | clientdll cheat | |
r_csgo_render_opaque true | clientdll cheat | |
r_csgo_render_overlays true | clientdll cheat | |
r_csgo_render_post_bloom 1 | clientdll cheat | |
r_csgo_render_post_bloom_strength -1 | clientdll cheat | |
r_csgo_render_post_colorcorrection 0 | clientdll cheat | |
r_csgo_render_post_film_grain 0 | clientdll cheat | |
r_csgo_render_post_fxaa 0 | developmentonly clientdll defensive | |
r_csgo_render_post_local_contrast true | clientdll cheat | |
r_csgo_render_post_mirror_horizontal 0 | clientdll cheat | |
r_csgo_render_post_mirror_vertical 0 | clientdll cheat | |
r_csgo_render_translucent true | clientdll cheat | |
r_csgo_resolve_dither_bluenoise_amount 4 | Equivalent to r_csgo_render_dither_scale, but purely to control bluenoise for R11G11B10 downsample dither (if r_csgo_r11g11b10_dither_mode = 2) | developmentonly clientdll |
r_csgo_resolve_dither_noise_amount 0.2 | Amount of screen space dither noise to apply during resolve (used/essential with R11G11B10_FLOAT RT) | developmentonly clientdll |
r_csgo_shadow_map_allocation_failure_policy 1 | What happens when a shadow map fails allocation? 0 = don't render, 1 = render unshadowed | developmentonly clientdll cheat |
r_csgo_shadows_debug 0 | clientdll cheat | |
r_csgo_smoke_avoid_flat true | developmentonly clientdll | |
r_csgo_smoke_clip_sniper true | developmentonly clientdll | |
r_csgo_smoke_fullres_enhance false | Enhance edges of smokes to eliminate bad pixels | developmentonly clientdll |
r_csgo_smoke_fullres_pass true | Does a full res pass to cover holes and artifacts in smoke low res | developmentonly clientdll |
r_csgo_smoke_overlay_min_dt 0.0156 | developmentonly clientdll | |
r_csgo_smoke_shadow true | developmentonly clientdll | |
r_csgo_smoke_upscale_discard_pixels_behind false | When upsampling smoke discard pixels behind solid depth to avoid pixelated artifacts | developmentonly clientdll |
r_csgo_stencil_sniper_zoom true | developmentonly clientdll | |
r_csgo_tools_vis_cubemap_roughness 0.0001 | developmentonly clientdll cheat | |
r_csgo_upscale_depth_threshold 3 | developmentonly clientdll | |
r_csgo_viewmodel_csm_pushback_distance 1000 | developmentonly clientdll | |
r_csgo_viewmodel_envmap_clamp_plane_distance 24 | developmentonly clientdll cheat | |
r_csgo_viewmodel_envmap_position_bias 0.85 | developmentonly clientdll cheat | |
r_csgo_viewmodel_far_plane 100 | developmentonly clientdll | |
r_csgo_viewmodel_near_plane 1 | developmentonly clientdll | |
r_csgo_volume_mboit_optimization true | clientdll cheat | |
r_csgo_water_effects true | clientdll cheat | |
r_csgo_water_reflections true | developmentonly clientdll | |
r_csgo_water_refraction true | clientdll cheat | |
r_csgo_water_skybox_depth true | developmentonly clientdll | |
r_cubemap_debug_colors 0 | cheat | |
r_dac_disable_portrait_world_renderer false | developmentonly clientdll | |
r_dashboard_render_quality true | developmentonly clientdll missing5 defensive | |
r_debug_draw_safe_area_insets false | Render safe area insets as wireframe. | developmentonly |
r_debug_particle_shadows false | clientdll cheat | |
r_debug_precipitation false | Show precipitation volumes | clientdll cheat |
r_decals 2048 | developmentonly clientdll defensive | |
r_decals_additional_offset 0.01 | developmentonly clientdll replicated defensive | |
r_decals_default_fade_duration 1 | developmentonly clientdll replicated defensive | |
r_decals_default_start_fade 30 | developmentonly clientdll replicated defensive | |
r_decals_overide_fadestarttime_params -1 | developmentonly gamedll clientdll replicated missing3 defensive | |
r_decals_overlap_threshold 6 | developmentonly clientdll replicated defensive | |
r_depth_of_field 1 | 0 = off, 1 = enabled (high quality, circular bokeh, HDR) | developmentonly clientdll |
r_detail_lerp_znormal 0.89 | developmentonly clientdll defensive | |
r_detailprop_fade_dist 3000 | developmentonly clientdll defensive | |
r_detailprop_force_probe false | developmentonly clientdll defensive | |
r_detailprop_lod_dist 4000 | developmentonly clientdll defensive | |
r_directional_lightmaps true | developmentonly defensive | |
r_directlighting true | Set to use direct lighting | cheat |
r_dof_override false | cheat | |
r_dof_override_far_blurry 2000 | cheat | |
r_dof_override_far_crisp 180 | cheat | |
r_dof_override_near_blurry -100 | cheat | |
r_dof_override_near_crisp 0 | cheat | |
r_dof_override_tilt_to_ground 0.5 | cheat | |
r_dof2_maxblursize 5 | developmentonly clientdll | |
r_dof2_radiusscale 0.25 | developmentonly clientdll | |
r_dopixelvisibility true | cheat | |
r_draw_first_tri_only false | cheat | |
r_draw_instances true | cheat | |
r_draw_overlays true | developmentonly defensive | |
r_draw_particle_children_with_parents -1 | Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes) | cheat |
r_draw3dskybox true | developmentonly clientdll defensive | |
r_drawblankworld false | Render blank instead of the game world | cheat |
r_drawcsplayers true | Render CS players | clientdll cheat |
r_drawdecals true | Set to render decals | cheat |
r_drawdetailprops true | developmentonly clientdll defensive | |
r_drawdevvisualizers false | Render dev visualizers | clientdll cheat |
r_drawchickens true | Render chickens | clientdll cheat |
r_drawmodeldecals true | developmentonly clientdll defensive | |
r_drawpanorama true | Enable the rendering of panorama UI | cheat |
r_drawparticles true | Enable/disable particle rendering | cheat |
r_drawpixelvisibility false | Show the occlusion proxies | developmentonly defensive |
r_drawropes true | clientdll cheat | |
r_drawskybox true | Render the 2d skybox. | cheat |
r_drawtracers true | clientdll cheat | |
r_drawtracers_firstperson true | Toggle visibility of first person weapon tracers | clientdll archive release |
r_drawviewmodel true | Render view model | clientdll cheat |
r_drawworld true | Render the world. | cheat |
r_dx11_software_cmd_lists true | Enable Software Command lists for DX11 (Avoid using deferred contexts) | developmentonly defensive |
r_enable_rigid_animation false | developmentonly clientdll | |
r_experimental_lag_limiter false | developmentonly defensive | |
r_extra_render_frames 0 | cheat | |
r_fallback_texture_lod_scale 2 | Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure | cheat |
r_farz -1 | Override the far clipping plane. -1 means to use the value in env_fog_controller. | clientdll cheat |
r_flashlightambient 0 | clientdll cheat | |
r_flashlightbacktraceoffset 0.4 | clientdll cheat | |
r_flashlightbrightness 1 | clientdll replicated cheat | |
r_flashlightconstant 0 | clientdll replicated cheat | |
r_flashlightfar 1500 | clientdll replicated cheat | |
r_flashlightfov 53 | clientdll replicated cheat | |
r_flashlightladderdist 40 | clientdll cheat | |
r_flashlightlinear 100 | clientdll replicated cheat | |
r_flashlightlockposition false | clientdll cheat | |
r_flashlightmuzzleflashfov 120 | clientdll cheat | |
r_flashlightnear 4 | clientdll replicated cheat | |
r_flashlightnearoffsetscale 1 | clientdll cheat | |
r_flashlightoffsetforward 0 | clientdll replicated cheat | |
r_flashlightoffsetright 5 | clientdll replicated cheat | |
r_flashlightoffsetup -5 | clientdll replicated cheat | |
r_flashlightquadratic 0 | clientdll replicated cheat | |
r_flashlightshadowatten 0.35 | clientdll cheat | |
r_flashlighttracedistcutoff 128 | clientdll cheat | |
r_flashlighttracedistwatercutoff 80 | clientdll cheat | |
r_flashlightvisualizetrace false | clientdll cheat | |
r_flush_on_pooled_ib_resize true | release | |
r_force_no_present false | Force the render device to not present frames. | cheat |
r_force_render_frame_count 5 | The number of frames to render when a | developmentonly |
r_force_thick_hair false | developmentonly defensive | |
r_force_zprepass -1 | 0: Force z prepass off. 1: Force on. -1: Don't force | cheat |
r_frame_sync_enable true | developmentonly defensive | |
r_freeze_sceneobjects false | developmentonly clientdll defensive | |
r_freezeparticles false | Pause particle simulation | cheat |
r_fullscreen_gamma 2.2 | Screen Gamma (only in fullscreen modes) Min: 1 Max: 4 | archive missing5 |
r_fullscreen_quad_single_triangle true | developmentonly | |
r_grass_allow_flattening false | developmentonly defensive | |
r_grass_alpha_test 1 | developmentonly defensive | |
r_grass_density_mode 1 | 0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 1 | developmentonly defensive |
r_grass_end_fade 3900 | developmentonly defensive | |
r_grass_max_brightness_change 75 | developmentonly defensive | |
r_grass_parallel_load false | developmentonly defensive | |
r_grass_quality 3 | 0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra | developmentonly defensive |
r_grass_start_fade 3000 | developmentonly defensive | |
r_grass_vertex_lighting 0 | developmentonly defensive | |
r_hair_voxels -1 | developmentonly defensive | |
r_haircull_percent -1 | developmentonly defensive | |
r_hairsort true | developmentonly defensive | |
r_character_decal_renderdoc_capture false | developmentonly | |
r_character_decal_resolution 1024 | Resolution of character decal texture. Min: 256 | developmentonly defensive |
r_icon_csm_pushback_distance -1 | csm pushback distance, should be much shorter/disabled for icon rendering | developmentonly clientdll cheat |
r_icon_custommaterial_maxres 512 | maxres for custommaterials when rendering icons | developmentonly clientdll cheat |
r_icon_generate_offline_mips false | generate mips via sidecar file for offline | developmentonly clientdll cheat |
r_icon_generate_runtime_mips true | generate mips for runtime | developmentonly clientdll cheat |
r_icon_highcontrast_postprocessing_weight 0.375 | if using high contrast postprocessing, use this weight (weight = 1.0 for characters)0 Max: 1 | developmentonly clientdll cheat |
r_icon_max_mip_width 128 | r_icon_max_mip_width | developmentonly clientdll cheat |
r_icon_player_equip_gloves_from_loadout false | equip gloves on player for icon rendering from loadout, or use default gloves | developmentonly clientdll cheat |
r_icon_reload_map false | force reload map on new request | developmentonly clientdll cheat |
r_icon_rendering_4xnice 0 | icon rendering 4x nice | developmentonly clientdll cheat |
r_icon_rendering_height 384 | icon rendering height | developmentonly clientdll cheat |
r_icon_rendering_msaa_mode 4 | MSAA mode used for icon rendering 0-none, 1-2xMSAA, 2-4xMSAA, 3-6X, 4-8X, etc | developmentonly clientdll cheat |
r_icon_rendering_width 512 | icon rendering width | developmentonly clientdll cheat |
r_icon_show_timing false | show timing in output | developmentonly clientdll cheat |
r_icon_use_kv3_camera false | use test kv3 data for camera | developmentonly clientdll cheat |
r_impact_ricochet_chance 0.3 | developmentonly clientdll defensive | |
r_impacts_alt_orientation true | developmentonly clientdll defensive | |
r_impacts_decal_grazing_incidence_cutoff 0.55 | developmentonly clientdll defensive | |
r_impacts_decal_grazing_incidence_variance 0.1 | developmentonly clientdll defensive | |
r_indirectlighting true | Set to use indirect lighting | cheat |
r_JeepViewDampenDamp 1 | gamedll clientdll notify replicated cheat | |
r_JeepViewDampenFreq 7 | gamedll clientdll notify replicated cheat | |
r_JeepViewZHeight 10 | gamedll clientdll notify replicated cheat | |
r_late_particle_job_sync false | developmentonly clientdll defensive | |
r_legacy_vsync false | Use legacy vsync mode -- for testing for a couple user machines. | developmentonly hidden defensive |
r_light_flickering_enabled true | developmentonly gamedll clientdll replicated defensive | |
r_light_probe_volume_debug_colors 0 | cheat | |
r_light_probe_volume_debug_grid false | Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all | cheat |
r_light_probe_volume_debug_grid_albedo 128,128,128,255 | albedo for LPV debug grid | cheat |
r_light_probe_volume_debug_grid_bbox true | Show LPV bounding box when debug grid is on, 0: off, 1: on | cheat |
r_light_probe_volume_debug_grid_metalness 0 | metalness for LPV debug grid | cheat |
r_light_probe_volume_debug_grid_prim 0 | 0: spheres, 1: cubes | cheat |
r_light_probe_volume_debug_grid_roughness 0.5 | roughness for LPV debug grid | cheat |
r_light_probe_volume_debug_grid_samplesize 4 | sphere radius (world) for LPV debug grid | cheat |
r_lightmap_set lightmaps | Lightmap set to use, only works on map load | cheat |
r_lightmap_size 65536 | Maximum lightmap resolution. | developmentonly defensive |
r_lightmap_size_directional_irradiance -1 | Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size | developmentonly defensive |
r_limit_particle_job_duration false | developmentonly defensive | |
r_low_latency 1 | NVIDIA Low Latency/AMD Anti-Lag 2 (0 = off, 1 = on, 2 = NV-only, on + boost) | developmentonly defensive |
r_low_latency_trigger_flash true | NVIDIA Low Latency Trigger Flash | developmentonly defensive |
r_mapextents 16384 | Set the max dimension for the map. This determines the far clipping plane | clientdll cheat |
r_max_texture_pool_size 0 | Upper limit on texture pool size. | developmentonly defensive |
r_mixed_shadows_fade_in_time 0.5 | developmentonly gamedll clientdll replicated defensive | |
r_mixed_shadows_fade_out_time 0.5 | developmentonly gamedll clientdll replicated defensive | |
r_monitor_3dskybox true | developmentonly clientdll defensive | |
r_morphing_enabled true | cheat | |
r_multigpu_num_gpus_found 1 | developmentonly defensive | |
r_multigpu_num_gpus_used 1 | developmentonly defensive | |
r_muzzleflashbrightness 0.4 | clientdll replicated cheat | |
r_muzzleflashlinear 0.05 | clientdll replicated cheat | |
r_nearz -1 | Override the near clipping plane. -1 means use the default. | clientdll cheat |
r_particle_cables_cast_shadows true | developmentonly defensive | |
r_particle_debug_filter | Limit debug visualizations to substring match of effect name | developmentonly defensive |
r_particle_debug_force_simulation 0 | -1 for all asleep, 1 for all awake | developmentonly defensive |
r_particle_debug_randomseeds false | Use random seeds in debug | developmentonly defensive |
r_particle_enable_fastpath true | developmentonly | |
r_particle_fixedrandomseeds false | Use fixed seeds for easier debugging | developmentonly |
r_particle_force_material_binds false | developmentonly defensive | |
r_particle_gpu_implicit true | developmentonly defensive | |
r_particle_gpu_implicit_debug_bricks false | developmentonly | |
r_particle_gpu_implicit_debug_stats false | developmentonly | |
r_particle_gpu_implicit_debug_wireframe false | developmentonly | |
r_particle_gpu_implicit_lds_cache false | developmentonly | |
r_particle_max_detail_level 3 | The maximum detail level of particle to create | developmentonly defensive |
r_particle_max_draw_distance -214748.3648 | The maximum distance that particles will render | cheat |
r_particle_max_size_cull 1200 | Particle systems larger than this in every dimension skip culling to save CPU. They will be drawn anyway. | developmentonly defensive |
r_particle_max_texture_layers -1 | developmentonly defensive | |
r_particle_min_timestep 0 | A minimum on particle simulation time, particle simulation happening more frequently than this will lerp. | developmentonly defensive |
r_particle_mixed_resolution_viewstart 500 | developmentonly | |
r_particle_model_old false | developmentonly | |
r_particle_model_per_thread_count 32 | developmentonly | |
r_particle_newinput false | Enable input path in particle ops | developmentonly |
r_particle_render_refreshes_sleep_timer true | Disable to get a better look at what's happening offscreen | developmentonly |
r_particle_render_test false | render particles 100 times and show perf | developmentonly defensive |
r_particle_shadow_map_texture_size 1536 | developmentonly clientdll defensive | |
r_particle_shadows true | developmentonly clientdll defensive | |
r_particle_shadows_cast_on_particles true | developmentonly clientdll defensive | |
r_particle_shadows_cast_on_particles_scale true | developmentonly clientdll defensive | |
r_particle_shadows_cast_on_world true | developmentonly clientdll defensive | |
r_particle_shadows_compute true | clientdll release | |
r_particle_timescale 1 | developmentonly defensive | |
r_particle_warn_threshold_ms 0 | Threshold to warn about when rendering particles. | developmentonly defensive |
r_physics_particle_op_spawn_scale 1 | developmentonly | |
r_pipeline_stats_command_flush false | Experimental: Set to 1 to enable full GPU pipeline flushing after each command list. | developmentonly defensive |
r_pipeline_stats_flush_before_sleeping false | Experimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work. | developmentonly defensive |
r_pipeline_stats_present_flush false | Experimental: Set to 1 to enable full GPU pipeline flushing after each present. | developmentonly defensive |
r_pipeline_stats_use_flush_api true | Experimental: Set to 1 to use the ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries. | developmentonly defensive |
r_pixelvisibility_partial true | cheat | |
r_pixelvisibility_spew false | cheat | |
r_player_fog_distance_multiplier 1.7 | developmentonly clientdll cheat | |
r_player_fog_maxdensity_multiplier 0.6 | developmentonly clientdll cheat | |
r_player_visibility_mode 1 | clientdll archive release | |
r_player_visibility_stencil true | developmentonly clientdll cheat | |
r_player_visibility_strength 1.1 | developmentonly clientdll cheat | |
r_post_bloom_debug 0 | 1 = bloom output (before thresholding), 2 = quarter res downsample, 3 = quarter res effects bloom 4 = quarter res effects raw | developmentonly clientdll |
r_propsmaxdist 1200 | Maximum visible distance | developmentonly clientdll defensive |
r_RainAllowInSplitScreen false | Allows rain in splitscreen | developmentonly clientdll defensive |
r_RainParticleDensity 1 | Density of Particle Rain 0-1 | developmentonly clientdll defensive |
r_refraction_clip_plane_adjust -1 | clientdll cheat | |
r_render_to_cubemap_begin_mixing_roughness 0.25 | developmentonly clientdll defensive | |
r_render_to_cubemap_debug false | developmentonly clientdll defensive | |
r_render_world_node_bounds false | Render world node bounds | cheat |
r_renderdoc_open_captures true | developmentonly defensive | |
r_renderdoc_validation_error_capture_limit 5 | developmentonly defensive | |
r_rendersun true | Render sun lighting | cheat |
r_replay_post_effect -1 | clientdll cheat | |
r_reset_character_decals false | developmentonly defensive | |
r_ropetranslucent true | developmentonly clientdll defensive | |
r_screen_size_expansion 0 | developmentonly clientdll defensive | |
r_shadows true | cheat | |
r_shadowtile_waveops false | hide | |
r_show_build_info true | Build information. Leave this enabled when submitting bug screenshots and videos, please! | clientdll archive release |
r_show_time_info false | Show real time, large. | clientdll release |
r_showdebugoverlays false | Set to render debug overlays | cheat |
r_showdebugrendertarget false | Set the debug render target to show, 0 == disable | cheat |
r_showsceneobjectbounds false | Show scenesystem object bounding boxes | cheat |
r_showsunshadowdebugrendertargets false | Set to render sun shadow render targets | cheat |
r_showsunshadowdebugsplitvis false | Set to render sun shadow split visibility debugger | cheat |
r_size_cull_threshold 0.33 | Threshold of screen size percentage below which objects get culled | developmentonly |
r_size_cull_threshold_fade 7.5 | % above the screen size percentage where we will start fading out (==0 will disable fading). | developmentonly |
r_size_cull_threshold_shadow 0.2 | Threshold of shadow map size percentage below which objects get culled | cheat |
r_skinning_enabled true | cheat | |
r_skip_precache_validation_check true | developmentonly defensive | |
r_smooth_morph_normals false | release | |
r_ssao true | Set to use screen-space ambient occlusion | developmentonly defensive |
r_ssao_bias 2.5 | developmentonly defensive | |
r_ssao_blur true | developmentonly defensive | |
r_ssao_radius 8 | developmentonly defensive | |
r_ssao_strength 3 | developmentonly defensive | |
r_stereo_multiview_instancing false | Use multiview instancing for stereo rendering. | cheat |
r_strip_invisible_during_sceneobject_update false | developmentonly clientdll defensive | |
r_suppress_redundant_state_changes true | developmentonly defensive | |
r_texture_budget_dynamic true | Dynamically adjust texture streaming budget based on GPU memory usage. | developmentonly defensive |
r_texture_budget_threshold 0.9 | Reduce texture memory pool size when this percentage of the budget is full. | developmentonly defensive |
r_texture_budget_update_period 0.5 | Time (in seconds) between updating texture memory budget. | developmentonly defensive |
r_texture_eager_eviction false | developmentonly defensive | |
r_texture_hookup_uses_threadpool true | Async Texture hookup uses its own threadpool instead of the global pool. | developmentonly defensive |
r_texture_lod_scale 1 | Scale factor for requested texture size (texture streaming) | cheat |
r_texture_nonstreaming_load true | Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency. | developmentonly defensive |
r_texture_pool_increase_rate 64 | Increase texture memory pool size by this many MB / s when under budget. | developmentonly defensive |
r_texture_pool_reduce_rate 256 | Reduce texture memory pool size by this many MB / s when over budget. | developmentonly defensive |
r_texture_pool_size 1600 | Total size of the texture pool in MB | developmentonly defensive |
r_texture_stream_max_resolution 2147483647 | Maximum resolution for top mip level in streaming textures Min: 512 | developmentonly defensive |
r_texture_stream_mip_bias 0 | Biases the mip level the texture streaming system choses to stream for each texture. | developmentonly defensive |
r_texture_stream_resolution_bias 1 | developmentonly defensive | |
r_texture_stream_resolution_bias_decrease_rate 0.1 | developmentonly defensive | |
r_texture_stream_resolution_bias_increase_rate 0.05 | developmentonly defensive | |
r_texture_stream_resolution_bias_min 1 | developmentonly defensive | |
r_texture_stream_resolution_bias_update_period 0.5 | developmentonly defensive | |
r_texture_stream_throttle_amount 10 | developmentonly defensive | |
r_texture_stream_throttle_count 3 | developmentonly defensive | |
r_texture_stream_throttle_count_over_budget 1 | developmentonly defensive | |
r_texture_streaming_timesliced true | developmentonly defensive | |
r_texture_streamout_unthrottle_ms 0.2 | After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds. | developmentonly defensive |
r_texturefilteringquality 1 | 0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x | developmentonly missing5 defensive |
r_threaded_particles true | developmentonly defensive | |
r_threaded_scene_object_update true | developmentonly clientdll defensive | |
r_timestamp_query_multiplier 1 | Set the TIMESTAMP query cycle multiplier, for drivers that lie | developmentonly defensive |
r_translucent true | Enable rendering of translucent geometry | cheat |
r_update_particles_on_render_only_frames false | developmentonly clientdll defensive | |
r_use_memory_budget_model false | Use a model of GPU memory use to determine budget rather than querying the OS. | developmentonly defensive |
r_validate_texture_streaming false | Dumps state of texture streaming at the next frame boundary. | developmentonly defensive |
r_vconsole_foregroundforcerender true | When VConsole is in the foreground, force all engine & tools to render | developmentonly defensive |
r_wait_on_present false | developmentonly defensive | |
r_world_frame_load_threshold_ms 10 | developmentonly defensive | |
r_world_wind_dir 0.7070000171661377,0.7070000171661377,0 | developmentonly defensive | |
r_world_wind_frequency_grass 0.03 | developmentonly defensive | |
r_world_wind_frequency_trees 0.003 | developmentonly defensive | |
r_world_wind_offset_speed 0.25,0.30000001192092896,0.20000000298023224 | developmentonly defensive | |
r_world_wind_smooth_time 2 | developmentonly defensive | |
r_world_wind_strength 40 | developmentonly defensive | |
r_zprepass_normals false | 0: Use normals reconstructed from depth. 1: Output correct normals in z prepass. | cheat |
radarvisdistance 1000 | at this distance and beyond you need to be point right at someone to see them Min: 10 | gamedll cheat |
radarvismaxdot 0.996 | how closely you have to point at someone to see them beyond max distance0 Max: 1 | gamedll cheat |
radarvismethod 1 | 0 for traditional method, 1 for more realistic method0 Max: 1 | gamedll cheat |
radarvispow 0.4 | the degree to which you can point away from a target, and still see them on radar. | gamedll cheat |
ragdoll_debug_item_detachment false | developmentonly gamedll replicated defensive | |
ragdoll_friction_scale 0.6 | gamedll clientdll replicated cheat | |
ragdoll_gravity_scale 1 | gamedll clientdll replicated cheat | |
ragdoll_impact_strength 500 | developmentonly clientdll defensive | |
ragdoll_lru_debug_removal false | gamedll clientdll replicated cheat | |
ragdoll_lru_min_age 10 | gamedll clientdll replicated cheat | |
ragdoll_move_entity false | gamedll clientdll replicated cheat | |
ragdoll_override_root_orientation true | developmentonly gamedll replicated defensive | |
ragdoll_parallel_pose_control false | developmentonly gamedll clientdll replicated defensive | |
ragdoll_prop_settle true | Enable more aggressive ragdoll settling | developmentonly gamedll replicated defensive |
ragdoll_prop_sleepaftertime 4 | After this many seconds of being basically stationary, the ragdoll will go to sleep. | developmentonly gamedll replicated defensive |
ragdoll_prop_sleepdisabletime 1.5 | Ragdoll is not allowed to physically sleep until this timer has elapsed. | developmentonly gamedll replicated defensive |
ragdoll_relax_limts false | developmentonly gamedll replicated defensive | |
ragdoll_resolve_initial_conflict true | gamedll clientdll replicated cheat | |
ragdoll_resolve_separation true | gamedll clientdll replicated cheat | |
ragdoll_scale_sleep_tolerance true | developmentonly gamedll replicated defensive | |
ragdoll_update_from_weights false | gamedll clientdll replicated cheat | |
ragdoll_validate_targetpose true | developmentonly gamedll replicated defensive | |
ragdoll_visualize_creation_skeleton false | developmentonly gamedll replicated defensive | |
ragdoll_visualize_targetpose false | developmentonly gamedll replicated defensive | |
rate 786432 | Min bytes/sec the host can receive data Min: 98304 Max: 1000000 | archive userinfo |
rcon_address | Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) | dontrecord release server_cannot_query |
rcon_connected_clients_allow true | Allow clients to use rcon commands on server. | replicated release |
rcon_password | remote console password. | dontrecord release server_cannot_query |
recast_mark_overhang true | Enable/disable overhang detection | replicated cheat |
recast_partitioning 0 | 0 = watershed, 1 = monotone, 2 = layers | replicated cheat |
replay_debug 0 | replicated release | |
report_cliententitysim false | List all clientside simulations and time - will report and turn itself off. | clientdll cheat |
report_clientthinklist false | List all clientside entities thinking and time - will report and turn itself off. | clientdll cheat |
report_connection_failure_percentage 0 | developmentonly defensive | |
reset_voice_on_input_stallout false | If true, resets the input device when there was a long enough hitch between callbacks. | userinfo |
resourcesystem_multiframe_finalize_time_msec 10 | Max time to spend finalizing resources per frame in miliseconds. | developmentonly |
rope_averagelight true | Makes ropes use average of cubemap lighting instead of max intensity. | developmentonly clientdll defensive |
rope_collide 1 | Collide rope with the world | developmentonly clientdll defensive |
rope_shake false | developmentonly clientdll defensive | |
rope_smooth_enlarge 1.4 | How much to enlarge ropes in screen space for antialiasing effect | developmentonly clientdll defensive |
rope_smooth_maxalpha 0.5 | Alpha for rope antialiasing effect | developmentonly clientdll defensive |
rope_smooth_maxalphawidth 1.75 | developmentonly clientdll defensive | |
rope_smooth_minalpha 0.2 | Alpha for rope antialiasing effect | developmentonly clientdll defensive |
rope_smooth_minwidth 0.3 | When using smoothing, this is the min screenspace width it lets a rope shrink to | developmentonly clientdll defensive |
rope_subdiv 2 | Rope subdivision amount0 Max: 8 | developmentonly clientdll defensive |
rope_wind_dist 1000 | Don't use CPU applying small wind gusts to ropes when they're past this distance. | developmentonly clientdll defensive |
rr_dacmode false | If set to 1, enable special functionality for DAC | developmentonly gamedll clientdll replicated defensive |
rr_debugclassname | If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character. | developmentonly gamedll clientdll replicated defensive |
rr_debugresponseconcept | If set, rr_debugresponseconcept will print only responses testing for the specified concept | developmentonly gamedll clientdll replicated defensive |
rr_debugresponses 0 | Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs. | developmentonly gamedll clientdll replicated defensive |
rr_debugrule | If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system. | developmentonly gamedll clientdll replicated defensive |
rr_followup_maxdist 1800 | 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance. | gamedll cheat |
rr_thenany_score_slop 0 | When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered. | gamedll archive cheat |
rtx_dynamic_blas false | Allow dynamic BLAS creation for geometry going through the compute shader skinning path. | developmentonly defensive |
rtx_force_default_hitgroup false | Forces all ray traced geometry to use default hit shaders instead of specialized ones. | developmentonly defensive |
rubikon_joint_always_draw_at_pivot_point true | developmentonly defensive | |
rubikon_joint_deepdebugging false | developmentonly defensive | |
run_voicecontainer_async false | developmentonly | |
safezonex 1 | The percentage of the screen width that is considered safe from overscan. Cannot result in a width less than the height.0 Max: 1 | clientdll archive |
safezoney 1 | The percentage of the screen height that is considered safe from overscan Min: 0.8 Max: 1 | clientdll archive |
save_async true | developmentonly gamedll defensive | |
save_fake_hitch 0 | Force a busy wait for the specified number of milliseconds during save to simulate a hitch | developmentonly gamedll defensive |
save_history_count 1 | Keep this many old copies in history of autosaves and quicksaves. | developmentonly gamedll defensive |
save_maxarray_spew 10 | Max number of array entries to spew when using SaveRestoreIO spewing. | gamedll release |
save_screenshot 2 | 0 = none, 1 = non-autosave, 2 = always, 3 = bug_only | developmentonly gamedll defensive |
save_spew false | developmentonly gamedll clientdll replicated defensive | |
sc_aggregate_debug_draw_meshlets false | SceneSystem/Aggregates/Visualize Meshlets | developmentonly menubar_item |
sc_aggregate_fragment_merging true | developmentonly | |
sc_aggregate_gpu_culling true | Toggles GPU culling of aggregate meshes | developmentonly defensive |
sc_aggregate_gpu_culling_conservative_bounds false | developmentonly | |
sc_aggregate_gpu_culling_show_culled false | SceneSystem/Aggregates/Show GPU Culled Meshes | developmentonly menubar_item |
sc_aggregate_gpu_occlusion_culling true | developmentonly defensive | |
sc_aggregate_gpu_vis_culling true | developmentonly defensive | |
sc_aggregate_indirect_draw_compaction true | Use multidrawindirect...count if the driver/hardware supports it | release |
sc_aggregate_indirect_draw_compaction_threshold 8 | Threshold of indirect draws when we will do compaction Min: 1 | release |
sc_aggregate_material_solo | developmentonly cheat | |
sc_aggregate_show_outside_vis false | developmentonly | |
sc_allow_dithered_lod true | Allow use of dithered lod transitions | developmentonly defensive |
sc_allow_dynamic_constant_batching true | developmentonly defensive | |
sc_allow_precomputed_vismembers true | developmentonly defensive | |
sc_allow_write_depth_before_blend true | developmentonly defensive | |
sc_barnlight_enable_precomputed_vis false | Enable use of precomputed vis membership for lights (requires map restart) | developmentonly defensive |
sc_batch_layer_cb_updates true | developmentonly defensive | |
sc_bounds_group_cull true | developmentonly defensive | |
sc_cache_envmap_lpv_lookup true | developmentonly defensive | |
sc_clutter_density_full_size 0.05 | Screen-size where clutter will be full density | developmentonly defensive |
sc_clutter_density_none_size 0.01 | Screen-size where clutter will be gone | developmentonly defensive |
sc_clutter_draw true | SceneSystem/Aggregates/Draw Aggregates | developmentonly menubar_item |
sc_disable_baked_lighting false | developmentonly defensive | |
sc_disable_culling_boxes false | cheat | |
sc_disable_procedural_layer_rendering false | cheat | |
sc_disable_shadow_fastpath false | cheat | |
sc_disable_shadow_materials false | cheat | |
sc_disable_spotlight_shadows false | cheat | |
sc_disable_world_materials false | cheat | |
sc_disableThreading false | cheat | |
sc_dithered_lod_transition_amt 0.075 | Percentage of the transition between two lods we will apply a dither0 Max: 0.2 | developmentonly defensive |
sc_draw_aggregate_meshes true | SceneSystem/Aggregates/Draw Aggregates | developmentonly menubar_item |
sc_dump_lists false | cheat | |
sc_enable_discard true | developmentonly defensive | |
sc_extended_stats false | cheat | |
sc_fade_distance_scale_override -1 | cheat | |
sc_force_lod_level -1 | cheat | |
sc_force_materials_batchable false | cheat | |
sc_force_single_display_list_per_layer false | developmentonly defensive | |
sc_force_translation_in_projection false | If enabled, the camera's translation will be included in the projection matrix. | cheat |
sc_hdr_enabled_override -1 | Override default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110 | developmentonly defensive |
sc_check_world false | cheat | |
sc_imgui_show_debug_log false | SceneSystem/Imgui/Show Debug Log | developmentonly cheat menubar_item |
sc_imgui_show_id_stack false | SceneSystem/Imgui/Show ID Stack Tool | developmentonly cheat menubar_item |
sc_imgui_show_metrics false | SceneSystem/Imgui/Show Metrics | developmentonly cheat menubar_item |
sc_instanced_material_solo | developmentonly cheat | |
sc_instanced_mesh_enable true | Toggles rendering instanced meshes | developmentonly cheat |
sc_instanced_mesh_gpu_culling true | Toggles GPU culling of instanced meshes | developmentonly defensive |
sc_instanced_mesh_gpu_occlusion_culling true | Toggles GPU occlusion of instanced meshes | developmentonly defensive |
sc_instanced_mesh_gpu_vis_culling true | Toggles GPU vis of instanced meshes | developmentonly defensive |
sc_instanced_mesh_lod_bias 1.25 | Bias for LOD selection of instanced meshes | developmentonly defensive |
sc_instanced_mesh_lod_bias_shadow 1.75 | Bias for LOD selection of instanced meshes in shadowmaps | developmentonly defensive |
sc_instanced_mesh_motion_vectors true | Toggles motion vector support for instanced meshes | developmentonly defensive |
sc_instanced_mesh_size_cull_bias 1.5 | Bias for size culling of instanced meshes | developmentonly defensive |
sc_instanced_mesh_size_cull_bias_shadow 2 | Bias for size culling instanced meshes in shadowmaps | developmentonly defensive |
sc_instanced_mesh_solo | developmentonly cheat | |
sc_keep_all_layers false | developmentonly defensive | |
sc_layer_batch_threshold 128 | developmentonly defensive | |
sc_layer_batch_threshold_fullsort 80 | developmentonly defensive | |
sc_max_framebuffer_copies_per_layer 1 | developmentonly defensive | |
sc_mesh_backface_culling true | developmentonly defensive | |
sc_no_cull false | developmentonly defensive | |
sc_no_vis false | developmentonly defensive | |
sc_only_render_opaque false | cheat | |
sc_only_render_shadowcasters false | cheat | |
sc_queue_reflection_views_to_layers true | developmentonly defensive | |
sc_reject_all_objects false | cheat | |
sc_rendergraph_debug_visualizer false | SceneSystem/RenderGraph Visualizer | developmentonly menubar_item |
sc_screen_size_lod_scale_override -1 | cheat | |
sc_shadow_depth_bias 256 | developmentonly defensive | |
sc_shadow_depth_bias_clamp 0 | developmentonly defensive | |
sc_shadow_depth_bias_state_override false | developmentonly defensive | |
sc_shadow_slopescale_depth_bias 2.13 | developmentonly defensive | |
sc_show_cs_skinning_stats false | SceneSystem/Compute Skinning Stats | developmentonly cheat menubar_item |
sc_show_gpu_profiler false | SceneSystem/GPU Profiler | developmentonly cheat menubar_item |
sc_show_texture_visualizer false | SceneSystem/Texture Visualizer | developmentonly cheat menubar_item |
sc_show_tonemap_visualizer false | SceneSystem/Tonemap Visualizer | developmentonly cheat menubar_item |
sc_show_view_profiler false | SceneSystem/View Profiler | developmentonly cheat menubar_item |
sc_skip_traversal false | cheat | |
sc_spew_cmt_usage false | developmentonly defensive | |
sc_throw_away_all_layers false | developmentonly defensive | |
sc_use_clear_subrect false | developmentonly defensive | |
sc_visualize_batches 0 | color per batch | developmentonly defensive |
sc_visualize_sceneobjects 0 | 1 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 4 = bounds group, 5 = LOD, 6 == LPV Binding, 7 == instancing | developmentonly defensive |
scene_clientflex true | Do client side flex animation. | developmentonly gamedll clientdll replicated defensive |
scene_maxcaptionradius 1200 | Only show closed captions if recipient is within this many units of speaking actor (0==disabled). | developmentonly gamedll defensive |
scene_print 0 | When playing back a scene, print timing and event info to console. | developmentonly gamedll clientdll replicated defensive |
scene_vcdautosave false | Create a savegame before VCD playback | developmentonly clientdll defensive |
screenmessage_notifytime 8 | How long to display screen message text | developmentonly gamedll defensive |
screenmessage_show -1 | Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present | cheat |
screenshot_height -1 | Screenshot height. -1 for screen height. | developmentonly defensive |
screenshot_prefix shot | Set the screenshot auto naming prefix. | developmentonly defensive |
screenshot_subdir screenshots | Set the screenshot directory. | developmentonly defensive |
screenshot_width -1 | Screenshot width. -1 for screen width. | developmentonly defensive |
script_attach_debugger_at_startup false | developmentonly gamedll defensive | |
script_break_in_native_debugger_on_error false | developmentonly gamedll defensive | |
sensitivity 1.25 | Mouse sensitivity. Min: 0.0001 Max: 8 | clientdll archive userinfo per_user |
servercfgfile server.cfg | gamedll release | |
shake_show false | Displays a list of the active screen shakes. | developmentonly clientdll defensive |
shatterglass_cleanup true | gamedll clientdll replicated cheat | |
shatterglass_cleanup_max 200 | gamedll clientdll replicated cheat | |
shatterglass_debug false | gamedll clientdll replicated cheat | |
shatterglass_hit_tolerance 2 | gamedll clientdll replicated cheat | |
shatterglass_shard_lifetime 15 | gamedll clientdll replicated cheat | |
show_visibility_boxes false | Enable or Disable debug display of visibility boxes | clientdll cheat |
silence_dsp false | When on, silences all DSP mixes. | cheat |
sk_autoaim_mode 1 | gamedll clientdll archive replicated | |
sk_player_arm 1 | developmentonly gamedll defensive | |
sk_player_head 2 | developmentonly gamedll defensive | |
sk_player_chest 1 | developmentonly gamedll defensive | |
sk_player_leg 1 | developmentonly gamedll defensive | |
sk_player_stomach 1 | developmentonly gamedll defensive | |
skel_constraints_enable true | replicated cheat | |
skel_debug | developmentonly gamedll clientdll replicated defensive | |
skeleton_instance_lod_optimization false | Compute LOD mask internally like since 2016, i.e. force all LOD groups' bones to compute | developmentonly gamedll clientdll replicated |
skeleton_instance_scaleset_enable true | gamedll clientdll replicated cheat | |
skeleton_instance_smear_boneflags false | Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent. | gamedll cheat |
skill 1 | Game skill level. Min: 1 Max: 3 | gamedll clientdll archive replicated per_user |
slope_drop_debug 0 | Toggles a test dropping the view offset based on the slope | developmentonly gamedll clientdll replicated defensive |
slope_drop_enable true | Toggles a test dropping the view offset based on the slope | developmentonly gamedll clientdll replicated defensive |
slope_drop_max_offset 16 | The maximum distance to adjust the view height | developmentonly gamedll clientdll replicated defensive |
slope_drop_off_ground_blend_speed 160 | The speed with which the slope drop is blended out when the entity leaves the ground | developmentonly gamedll clientdll replicated defensive |
smoke_grenade_ct_color 75,127,155 | developmentonly gamedll defensive | |
smoke_grenade_custom_color -1 | 0 = Gray (classic), 1 = Red, 2 = Orange, 3 = Skyblue, 4 = Yellow, 5 = Green, , 6 = Blue, 7 = Purple, 8 = pink | developmentonly gamedll defensive |
smoke_grenade_t_color 180,129,50 | developmentonly gamedll defensive | |
smoke_param1 6.26 | developmentonly gamedll clientdll replicated defensive | |
smoke_param2 8.27 | developmentonly gamedll clientdll replicated defensive | |
smoke_param3 0.13 | developmentonly gamedll clientdll replicated defensive | |
smoke_param4 0 | developmentonly gamedll clientdll replicated defensive | |
smoke_param5 0 | developmentonly gamedll clientdll replicated defensive | |
smoke_use_noise_texture true | developmentonly gamedll clientdll replicated defensive | |
smoke_volume_lod_ratio_change 0.6 | developmentonly clientdll | |
smooth_cloth_amax 0.5 | developmentonly | |
smooth_cloth_amin 0.01 | developmentonly | |
smooth_cloth_amul 0.4 | developmentonly | |
smoothstairs true | Smooth player eye z coordinate when traversing stairs. | developmentonly gamedll clientdll replicated defensive |
snd_async_spew_blocking 0 | Spew message to console any time async sound loading blocks on file i/o. | developmentonly defensive |
snd_autodetect_latency true | archive missing5 | |
snd_boxverb_simd true | Enable SIMD code path for shoebox reverb processor. | developmentonly defensive |
snd_boxverb_simd_svf 1 | 0 = use biquad instead of svf, 1 = use vectorized svf, 2 = use scalar svf | developmentonly defensive |
snd_break_on_start_soundevent | Use to debug break on any soundevent that is started matching this name | gamedll clientdll replicated cheat |
snd_compare_KV_convert false | developmentonly defensive | |
snd_deathcamera_volume 0.16 | Volume of Deathcam Timers0 Max: 1 | clientdll archive release |
snd_delay_sound_ms_max 40 | Sound device synchronization max delay (ms)0 Max: 250 | developmentonly defensive |
snd_delay_sound_ms_shift 23 | Sound device synchronization shift (ms)0 Max: 50 | developmentonly defensive |
snd_diffusor_simd false | Enable SIMD code path for diffusor processor. | developmentonly defensive |
snd_disable_mixer_duck false | cheat | |
snd_disable_mixer_solo false | cheat | |
snd_disable_radar_visualize false | developmentonly gamedll clientdll replicated defensive | |
snd_dsp_distance_max 2000 | cheat | |
snd_dsp_distance_min 20 | cheat | |
snd_duckerattacktime 0.5 | archive | |
snd_duckerreleasetime 2.5 | archive | |
snd_duckerthreshold 0.15 | archive | |
snd_ducktovolume 0.55 | archive | |
snd_enable_imgui false | Game/Sound System Debugger | developmentonly archive cheat menubar_item |
snd_enable_subgraph_corenull_passthrough true | developmentonly defensive | |
snd_enable_subgraph_log false | developmentonly defensive | |
snd_envelope_rate 0.9 | cheat | |
snd_eq_arms_race -1 | developmentonly clientdll archive | |
snd_eq_casual -1 | developmentonly clientdll archive | |
snd_eq_competitive -1 | developmentonly clientdll archive | |
snd_eq_deathmatch -1 | developmentonly clientdll archive | |
snd_eq_spectator -1 | developmentonly clientdll archive | |
snd_eq_warmup -1 | developmentonly clientdll archive | |
snd_event_oriented_box_debug false | developmentonly gamedll clientdll replicated cheat | |
snd_filter | cheat | |
snd_foliage_db_loss 4 | foliage dB loss per 1200 units | gamedll cheat |
snd_gain 1 | archive missing5 | |
snd_gain_max 1 | cheat | |
snd_gain_min 0.01 | cheat | |
snd_gamevoicevolume 1 | Game v.o. volume0 Max: 1 | archive |
snd_gamevolume 1 | Game volume0 Max: 1 | archive missing5 |
snd_group_cluster_debug false | replicated cheat | |
snd_group_priority_debug false | replicated cheat | |
snd_group_priority_max_tolerance 0.05 | replicated cheat | |
snd_headphone_eq 0 | Select Headphone EQ Preset | clientdll archive clientcmd_can_execute |
snd_headphone_eq_active 0 | Select Headphone EQ Preset | clientdll clientcmd_can_execute |
snd_hrtf_distance_behind 50 | HRTF calculations will calculate the player as being this far behind the camera. | developmentonly defensive |
snd_list | cheat | |
snd_log_empty_event_entities false | Logs the sound event entities that have empty names. | clientdll cheat |
snd_mainmenu_music_break_time_max 0 | Maximum amount of time to pause between playing main menu music | clientdll cheat |
snd_mainmenu_music_break_time_min 0 | Minimum amount of time to pause between playing main menu music | clientdll cheat |
snd_mapobjective_volume 0.04 | Volume of Map Objective Music0 Max: 1 | clientdll archive release |
snd_max_pitch_shift_inaccuracy 0.08 | developmentonly gamedll clientdll replicated defensive | |
snd_menumusic_volume 0.04 | Volume of Menu / Non-gameplay music0 Max: 1 | clientdll archive release |
snd_mergemethod 1 | Sound merge method (0 == sum and clip, 1 == max, 2 == avg). | developmentonly defensive |
snd_mix_async true | developmentonly cheat | |
snd_mixahead 0.001 | archive missing5 | |
snd_mixer_master_dsp 1 | cheat | |
snd_mixer_master_level 1 | cheat | |
snd_musicvolume 1 | Music volume0 Max: 1 | archive missing5 |
snd_mute_losefocus true | archive missing5 | |
snd_mute_mvp_music_live_players false | If set, MVP music is muted if players from both teams are still alive. | clientdll archive release |
snd_mvp_volume 0.16 | Volume of MVP Music0 Max: 1 | clientdll archive release |
snd_new_visualize false | Displays soundevent name played at it's 3d position | gamedll cheat |
snd_occlusion_bounces 1 | replicated cheat | |
snd_occlusion_debug false | gamedll clientdll replicated cheat | |
snd_occlusion_debug_listener_pos | developmentonly cheat | |
snd_occlusion_indirect_max 0.7 | developmentonly cheat | |
snd_occlusion_indirect_min 0.01 | developmentonly cheat | |
snd_occlusion_indirect_radius 120 | developmentonly cheat | |
snd_occlusion_min_wall_thickness 4 | replicated cheat | |
snd_occlusion_override -1 | developmentonly replicated cheat | |
snd_occlusion_rays 4 | replicated cheat | |
snd_occlusion_report false | developmentonly cheat | |
snd_occlusion_visualize false | developmentonly cheat | |
snd_op_test_convar 720 | cheat | |
snd_opvar_set_point_debug false | gamedll clientdll replicated cheat | |
snd_opvar_set_point_update_interval 0.2 | developmentonly gamedll clientdll replicated defensive | |
snd_rear_stereo_scale 1 | replicated cheat | |
snd_refdb 60 | Reference dB at snd_refdist | cheat |
snd_refdist 36 | Reference distance for snd_refdb | cheat |
snd_report_c4_sounds false | developmentonly clientdll cheat | |
snd_report_verbose_error false | If set to 1, report more error found when playing sounds. | cheat |
snd_roundaction_volume 0 | Volume of Move Action Music0 Max: 1 | clientdll archive release |
snd_roundend_volume 0.16 | Volume of Won/Lost Music0 Max: 1 | clientdll archive release |
snd_roundstart_volume 0 | Volume of Round Start Music0 Max: 1 | clientdll archive release |
snd_sequencer_show_bpm false | cheat | |
snd_sequencer_show_events false | cheat | |
snd_sequencer_show_quantize_queue false | cheat | |
snd_showclassname 0 | cheat | |
snd_showstart 0 | cheat | |
snd_sos_block_global_stack false | cheat | |
snd_sos_block_stop_global_stack true | cheat | |
snd_sos_calc_angle_debug false | replicated cheat | |
snd_sos_compare_kv3_native_stacks false | cheat | |
snd_sos_debug_trigger_opvar false | developmentonly gamedll defensive | |
snd_sos_default_update_stack core_update_default | developmentonly defensive | |
snd_sos_hide_simple_parameter_overwrite_warnings true | developmentonly defensive | |
snd_sos_ingame_debug false | cheat | |
snd_sos_limit_self false | developmentonly | |
snd_sos_list_operator_updates false | cheat | |
snd_sos_max_event_base_depth 4 | developmentonly defensive | |
snd_sos_opvar_debug false | cheat | |
snd_sos_pause_system false | cheat | |
snd_sos_print_addfield_dupes false | cheat | |
snd_sos_print_field_references false | cheat | |
snd_sos_print_fps false | cheat | |
snd_sos_print_full_field_info false | cheat | |
snd_sos_print_table_arrays false | cheat | |
snd_sos_report_entity_deleted false | developmentonly defensive | |
snd_sos_show_block_debug false | Spew data about the list of block entries. | cheat |
snd_sos_show_entry_match_free false | developmentonly defensive | |
snd_sos_show_mixgroup_path_errors false | developmentonly defensive | |
snd_sos_show_operator_event_and_stack true | cheat | |
snd_sos_show_operator_event_filter | cheat | |
snd_sos_show_operator_field_filter | cheat | |
snd_sos_show_operator_init false | cheat | |
snd_sos_show_operator_not_executing true | cheat | |
snd_sos_show_operator_operator_filter | cheat | |
snd_sos_show_operator_pause_entry false | cheat | |
snd_sos_show_operator_shutdown false | cheat | |
snd_sos_show_operator_stop_entry false | cheat | |
snd_sos_show_operator_updates false | cheat | |
snd_sos_show_opvar_updates false | cheat | |
snd_sos_show_opvar_updates_filter | cheat | |
snd_sos_show_parameter_overwrite_warnings false | developmentonly defensive | |
snd_sos_show_queuetotrack false | cheat | |
snd_sos_show_soundevent_overwrites false | developmentonly defensive | |
snd_sos_show_soundevent_param_overwrite false | cheat | |
snd_sos_show_soundevent_start false | cheat | |
snd_sos_show_track_list false | developmentonly defensive | |
snd_sos_show_voice_elapsed_time false | developmentonly defensive | |
snd_sos_soundevent_deferred_interval_time 0.1 | developmentonly defensive | |
snd_sos_soundevent_filter | cheat | |
snd_sos_soundevent_max_deferred_time 5 | developmentonly defensive | |
snd_sos_use_case_sensitive_soundevents false | developmentonly defensive | |
snd_sound_areas_debug false | clientdll replicated cheat | |
snd_sound_areas_debug_interval 0.2 | clientdll replicated cheat | |
snd_soundmixer Default_Mix | developmentonly defensive | |
snd_soundmixer_update_maximum_frame_rate 10 | cheat | |
snd_soundmixer_version 2 | developmentonly defensive | |
snd_spatialize_lerp 0 | archive release | |
snd_steamaudio_active_hrtf 0 | Index of active HRTF. | developmentonly |
snd_steamaudio_default_hrtf_volume_gain 0 | Adjust overall volume of the default HRTF by the specified gain (dB). | developmentonly |
snd_steamaudio_dynamicpathing_max_samples 16 | developmentonly gamedll clientdll replicated defensive | |
snd_steamaudio_enable_custom_hrtf false | Enable custom HRTF loading. | developmentonly defensive |
snd_steamaudio_enable_pathing true | This variable is checked by soundstack to globally enabling pathing for audio processing. | cheat |
snd_steamaudio_enable_perspective_correction true | Enable perspective correction for 3D audio. | archive release |
snd_steamaudio_enable_probeneighborhood_caching true | Enable caching listener probe neighborhood for pathing. | developmentonly defensive |
snd_steamaudio_enable_reverb 0 | Enable Steam Audio Reverb processor. | release |
snd_steamaudio_enable_reverb_probe_caching_for_missing_probes true | Continue using previous prrobes if probe lookup for reverb fails. | developmentonly defensive |
snd_steamaudio_hybrid_reverb_overlap 0.25 | Set the overlap fraction (0 to 1) for hybrid reverb. | developmentonly defensive |
snd_steamaudio_hybrid_reverb_transition_time 1 | Set the transition time (in seconds) between convolution and parametric reverb. | developmentonly defensive |
snd_steamaudio_invalid_path_length 0 | Path length of invalid path in inches. Set this to .0 to use direct distance as path length. | developmentonly defensive |
snd_steamaudio_ir_duration 2 | The time delay between a sound being emitted and the last audible reflection in Steam Audio. | cheat |
snd_steamaudio_load_pathing_data true | If set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case. | developmentonly defensive |
snd_steamaudio_load_reverb_data true | If set, baked reverb data is loaded. Reset it to zero during an format changes of baked data until all data is updated. | developmentonly defensive |
snd_steamaudio_max_convolution_sources 4 | The maximum number of simultaneous sources that can be modeled by Steam Audio. | cheat |
snd_steamaudio_max_hrtf_normalization_gain_db 6 | Maximum gain any HRTF could have during volume normalization. | developmentonly defensive |
snd_steamaudio_max_occlusion_samples 64 | The maximum number of rays that can be traced for volumetric occlusion by Steam Audio. | cheat |
snd_steamaudio_max_probes_customdata 4294967295 | Maximum number of probes to create when baking custom data. | developmentonly defensive |
snd_steamaudio_max_probes_pathing 4294967295 | Maximum number of probes to create when baking paths. | developmentonly defensive |
snd_steamaudio_max_probes_reverb 4294967295 | Maximum number of probes to create when baking reverb. | developmentonly defensive |
snd_steamaudio_normalize_default_hrtf_volume true | Normalize volume of default HRTF dataset across all directions. | developmentonly |
snd_steamaudio_num_bounces 128 | The maximum number of times any ray can bounce when using Steam Audio. | cheat |
snd_steamaudio_num_diffuse_samples 2048 | The number of directions considered for ray bounce by Steam Audio. | cheat |
snd_steamaudio_num_rays 65536 | The number of rays to trace for reflection modeling by Steam Audio. | cheat |
snd_steamaudio_num_threads 2 | Sets the number of threads used for realtime reflection by Steam Audio. | cheat |
snd_steamaudio_pathing_caching_threshold 5 | developmentonly gamedll clientdll replicated defensive | |
snd_steamaudio_pathing_enable_caching true | developmentonly gamedll clientdll replicated defensive | |
snd_steamaudio_pathing_enable_source_probe_interp false | If set, all the probes near a source withing probe range are used to find paths instead of nearest probe. | developmentonly defensive |
snd_steamaudio_pathing_order 1 | The amount of directional detail in the simulated by Steam Audio. | cheat |
snd_steamaudio_pathing_order_rendering 1 | The amount of directional detail in the rendered audio by Steam Audio. | cheat |
snd_steamaudio_perspective_correction_factor 1 | Perspective correction factor, ratio of screen size and view depth from screen, for 3D audio. | developmentonly defensive |
snd_steamaudio_perspective_correction_front_only true | Use perspective correction for 3D audio only in the frontal directions. | developmentonly |
snd_steamaudio_reverb_level_db -3 | Adjust overall volume (dB) of the output from Steam Audio Reverb processor. | release |
snd_steamaudio_reverb_order 1 | Ambisonics order to use for simulating reverb. | developmentonly defensive |
snd_steamaudio_reverb_order_rendering 1 | Ambisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels. | developmentonly defensive |
snd_steamaudio_reverb_update_rate 30 | Set the maximum update rate (in Hz) for reverb. | developmentonly defensive |
snd_steamaudio_source_pathing_debug false | Enable path visualization for steam_audio_source operator. | archive |
snd_steamaudio_source_pathing_debug_duration 0.01 | Duration for which path remains visible. Should be close to update rate of the sound operator stack. | developmentonly defensive |
snd_steamaudio_source_pathing_enable_validation false | Enable real-time pathing validation against dynamic geometry. | developmentonly defensive |
snd_tensecondwarning_volume 0.04 | Volume of Ten Second Warnings0 Max: 1 | clientdll archive release |
snd_toolvolume 1 | Volume of sounds in tools (e.g. Hammer, SFM)0 Max: 1 | archive |
snd_ui_positional false | developmentonly cheat | |
snd_ui_spatialization_spread 1 | developmentonly cheat | |
snd_use_baked_occlusion 0 | replicated cheat release | |
snd_vmix_override_mix_decay_time -1 | If set > 0, overrides how long the decay time is on all mix graphs (in seconds). | cheat |
snd_vmix_show_input_updates false | If set to 1, show all incoming updates to vmix inputs. | cheat |
snd_voipvolume 1 | Voice volume0 Max: 2 | archive missing5 |
snd_vol_arms_race 1 | developmentonly clientdll archive | |
snd_vol_casual 1 | developmentonly clientdll archive | |
snd_vol_competitive 1 | developmentonly clientdll archive | |
snd_vol_deathmatch 1 | developmentonly clientdll archive | |
snd_vol_per_game_mode true | developmentonly clientdll archive | |
snd_vol_spectator 1 | developmentonly clientdll archive | |
snd_vol_warmup 1 | developmentonly clientdll archive | |
sos_debug_emit false | developmentonly gamedll clientdll replicated defensive | |
sound_device_override | ID of the sound device to use | archive release |
soundevent_check_networked_entity false | developmentonly gamedll | |
soundpatch_captionlength 2 | How long looping soundpatch captions should display for. | developmentonly gamedll clientdll replicated defensive |
soundscape_debug false | When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape. | gamedll cheat |
soundscape_fadetime 3 | Time to crossfade sound effects between soundscapes | clientdll cheat |
soundscape_message false | developmentonly clientdll defensive | |
soundscape_radius_debug false | Prints current volume of radius sounds | clientdll cheat |
soundscape_update_include_bots false | Enable to calculate soundscape audio params for bots. | developmentonly gamedll cheat |
soundsystem_device_used | Sound device in use (changing this does not change the soundsystem). | developmentonly defensive |
soundsystem_update_async true | developmentonly defensive | |
sparseshadowtree_copy_to_shadow_atlas_ps true | Copy layer from CS output to shadow atlas uses PS copy (vs CopyTexture). | developmentonly clientdll |
sparseshadowtree_cs_debug_colors false | Output debug colors for SST CS. | developmentonly clientdll |
sparseshadowtree_cs_exclude_next_cascade_region true | Exclude the inner region of a cascade during CS unpack if there is a higher resolution cascade that will cover that area. | developmentonly clientdll |
sparseshadowtree_cs_unpack_mode 1 | Unpack mode in cs, 0 - one leaf per thread (16 output pixels), 1 (default) - one leaf row per thread (4 output pixels), 2 - one pixel out per thread.0 Max: 2 | developmentonly clientdll |
sparseshadowtree_debug_tile_range_xmax 72 | SST Tile range for renderdoc/debug capturing. | developmentonly clientdll |
sparseshadowtree_debug_tile_range_xmin 71 | SST Tile range for renderdoc/debug capturing. | developmentonly clientdll |
sparseshadowtree_debug_tile_range_ymax 81 | SST Tile range for renderdoc/debug capturing. | developmentonly clientdll |
sparseshadowtree_debug_tile_range_ymin 80 | SST Tile range for renderdoc/debug capturing. | developmentonly clientdll |
sparseshadowtree_disable_for_viewmodel false | Disable SST generation and runtime for viewmodel (use original CSM rendering). | developmentonly clientdll |
sparseshadowtree_enable_rendering true | Enable use of SST at runtime (static geo rendered into cascades via SST). | developmentonly clientdll |
sparseshadowtree_leaf_compress_scaleoffset true | Compress leaf node depths using scale & offset. | developmentonly clientdll |
sparseshadowtree_leaf_precision 0 | precision for depth compression at SST leaf nodes. | developmentonly clientdll |
sparseshadowtree_leaf_precision_viewmodel 0.0005 | (viewmodel) precision for depth compression at SST leaf nodes. | developmentonly clientdll |
sparseshadowtree_parallel_generation 2 | Split SST tile generation into threadjobs (0 - disabled, 1 - wait on readpixels for job batch, 2 - async readpixels). | developmentonly clientdll |
sparseshadowtree_plane_incr_per_step 0 | depth to increment candidate plane values per iteration to satisfy selection. | developmentonly clientdll |
sparseshadowtree_plane_incr_per_step_viewmodel 0.0025 | (viewmodel) depth to increment candidate plane values per iteration to satisfy selection. | developmentonly clientdll |
sparseshadowtree_plane_max_error 0 | max error (distance away in depth) candidate plane is allowed before rejecting. | developmentonly clientdll |
sparseshadowtree_plane_max_error_viewmodel 0.01 | (viewmodel) max error (distance away in depth) candidate plane is allowed before rejecting. | developmentonly clientdll |
sparseshadowtree_plane_num_iter 5 | number of steps to push candidate plane behind depths. | developmentonly clientdll |
sparseshadowtree_render_cables false | Render cables into SST. | developmentonly clientdll |
sparseshadowtree_renderdoc_capture_generation false | Capture dual shadow maps during sparseshadowtree generation. | developmentonly clientdll |
sparseshadowtree_unpack_direct_to_shadow_atlas false | unpack SST directly into shadow atlas cascade vs via staging texture PS copy (NOTE - rendersystem fix reqd for AMD + driver fix required for NV + VK only. | developmentonly clientdll |
sparseshadowtree_uv_frac_offset_x 0 | uv x offset during copy to cascade. | developmentonly clientdll |
sparseshadowtree_uv_frac_offset_y 0 | uv y offset during copy to cascade. | developmentonly clientdll |
sparseshadowtree_viewmodel_uses_cascade0 false | Re-use cascade 0 SST for viewmodel to save on the significant extra memory. Flipping this invalidates generated SSTs if viewmodel SST not already generated. | developmentonly clientdll |
spawngroup_ignore_timeouts false | developmentonly defensive | |
speaker_config -1 | Min: -1 Max: -1 | archive |
spec_autodirector false | Auto-director chooses best view modes while spectating | clientdll clientcmd_can_execute |
spec_autodirector_cameraman -1 | developmentonly clientdll | |
spec_centerchasecam false | Looks at the target player's center, instead of his eye position, in chase came mode | clientdll archive |
spec_death_panel_replay_position 0.75 | developmentonly clientdll defensive | |
spec_freeze_deathanim_time 0.8 | The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam. | gamedll clientdll replicated release |
spec_freeze_time 3 | Time spend frozen in observer freeze cam. | gamedll clientdll replicated release missing3 |
spec_freeze_time_lock 1 | Time players are prevented from skipping the freeze cam | gamedll clientdll replicated release |
spec_freeze_traveltime 0.3 | Time taken to zoom in to frame a target in observer freeze cam. | gamedll clientdll replicated release |
spec_glow_decay_time 2 | Time to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time.0 | clientdll release |
spec_glow_full_time 1 | Noisy players stay at full brightness for this long.0 | clientdll release |
spec_glow_silent_factor 0.4 | Lurking player xray glow scaling.0 Max: 1 | clientdll release |
spec_glow_spike_factor 1.2 | Noisy player xray glow scaling (pop when noise is made). Make >1 to add a 'spike' to noise-making players Min: 1 Max: 3 | clientdll release |
spec_glow_spike_time 0 | Time for noisy player glow 'spike' to show that they made noise very recently.0 | clientdll release |
spec_chasedistance 96 | Chase cam's ideal distance from target Min: 16 Max: 296 | developmentonly clientdll defensive |
spec_chasedistancespeed 144 | Chase cam's ideal distance from target Min: 48 | developmentonly clientdll defensive |
spec_lock_to_accountid | As an observer, lock the spectator target to the given accountid. | developmentonly clientdll |
spec_replay_autostart true | Auto-start Killer Replay when available | clientdll archive |
spec_replay_bot false | Enable Spectator Hltv Replay when killed by bot | gamedll release |
spec_replay_cache_ragdolls true | when set to 0, ragdolls will settle dynamically before and after Killer Replay | developmentonly clientdll defensive |
spec_replay_colorcorrection 0.5 | Amount of color correction in deathcam replay | developmentonly clientdll defensive |
spec_replay_enable 0 | Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force) | replicated release missing3 |
spec_replay_fadein 0.75 | Amount of time in seconds it takes to visually fade into replay, or into real-time after replay | developmentonly clientdll defensive |
spec_replay_fadeout 0.75 | Amount of time in seconds it takes to visually fade out of replay, or out of real-time before replay | developmentonly clientdll defensive |
spec_replay_fullframe true | Send full frame on every hltv replay transition | developmentonly defensive |
spec_replay_leadup_time 5.3438 | Replay time in seconds before the highlighted event | replicated release |
spec_replay_message_time 9.5 | How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time | replicated release |
spec_replay_on_death false | When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players | replicated release |
spec_replay_others_experimental false | Replay the last death of the round, if possible. Disabled on official servers by default. Experimental. | developmentonly clientdll defensive |
spec_replay_outline 1 | Enable outline selecting victim in hltv replay: 0 - none; 1 - ouline YOU; 2 - outline YOU, with red ragdoll outline; 3 - normal spectator outlines | developmentonly clientdll defensive |
spec_replay_rate_base 1 | Base time scale of Killer Replay.Experimental. | replicated release |
spec_replay_rate_limit 3 | Minimum allowable pause between replay requests in seconds | replicated release |
spec_replay_rate_slowdown 1 | The part of Killer Replay right before death is played at this rate | developmentonly clientdll defensive |
spec_replay_rate_slowdown_length 0.5 | The part of Killer Replay right before death is played at this rate | developmentonly clientdll defensive |
spec_replay_review_sound true | When set to non-0, a sound effect is played during Killer Replay | developmentonly clientdll defensive |
spec_replay_round_delay 0 | Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second) | gamedll release |
spec_replay_sound_fadein 0.05 | Amount of time in seconds it takes to fade in the audio before or after replay | developmentonly clientdll defensive |
spec_replay_sound_fadeout 0 | Amount of time in seconds it takes to fade out the audio before or after replay | developmentonly clientdll defensive |
spec_replay_victim_pov false | Killer Replay - replay from victim's point of view (1); the default is killer's (0). Experimental. | developmentonly clientdll defensive |
spec_replay_winddown_time 2 | The trailing time, in seconds, of replay past the event, including fade-out | gamedll release |
spec_show_xray 1 | If set to 1, you can see player outlines and name IDs through walls - who you can see depends on your team and mode | clientdll archive release |
spec_track 0 | Tracks an entity in spec mode | developmentonly clientdll defensive |
spec_usenumberkeys_nobinds true | If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc). | clientdll archive |
splitscreen_mode 0 | archive cheat | |
ss_mimic 0 | Split screen users mimic base player's CUserCmds | developmentonly clientdll cheat |
ss_voice_hearpartner false | Route voice between splitscreen players on same system. | developmentonly defensive |
stats_collect_gpu false | While doing stats_display, collect GPU perf counters. Used for stats_print_gpu. | developmentonly defensive |
stats_display 0 | Displays perf statistics information | developmentonly defensive |
stats_highlight_interval 10 | Interval between hightlight screens in the transition stats panel | developmentonly clientdll defensive |
steam_controller_haptics true | clientdll release | |
steamworks_sessionid_client 0 | The client session ID for the new steamworks gamestats. | hidden clientdll userinfo |
steamworks_sessionid_lifetime_client 0 | The full client session ID for the new steamworks gamestats. | developmentonly hidden clientdll defensive |
steamworks_sessionid_server 0 | The server session ID for the new steamworks gamestats. | developmentonly gamedll hidden clientdll replicated defensive |
sticky_tooltips false | Don't ever hide tooltips. Helpful when debugging complicated tooltip layouts. | developmentonly hidden clientdll defensive |
suspicious_hit_odds_threshold 0.01 | gamedll release | |
suspicious_hit_player_radius 8 | gamedll release | |
suspicious_hit_strategy 0 | What to do about suspicious hits. 0: Nothing. 1: Skip the bullet. 2: Skip the bullet and re-roll a new bullet. | gamedll release |
sv_accelerate 5.5 | gamedll clientdll notify replicated release | |
sv_accelerate_debug_speed false | gamedll clientdll notify replicated release | |
sv_accelerate_use_weapon_speed true | gamedll clientdll notify replicated release | |
sv_ag2_low_skel_lod false | developmentonly gamedll defensive | |
sv_air_max_wishspeed 30 | gamedll clientdll replicated release | |
sv_airaccelerate 12 | gamedll clientdll notify replicated release | |
sv_allchat true | Players can receive all other players' text chat, no death restrictions | gamedll notify release |
sv_allow_annotations false | Allow clients to use the annotation system on the server. | gamedll clientdll replicated release missing3 |
sv_allow_ground_weapon_pickup true | developmentonly gamedll clientdll replicated | |
sv_allow_switching_weapon_handedness true | developmentonly gamedll clientdll replicated | |
sv_allow_votes true | Allow voting? | gamedll release missing3 |
sv_alltalk false | Players can hear all other players' voice communication, no team restrictions | gamedll notify release missing3 |
sv_auto_adjust_bot_difficulty true | Adjust the difficulty of bots each round based on contribution score. | gamedll release missing3 |
sv_auto_cstrafe_attempt_window 1 | The length of the window of trailing counter-strafe attempts considered during input automation detection. Min: 1 Max: 1000 | gamedll release |
sv_auto_cstrafe_kick false | Whether or not to kick players when counter-strafe input automation is detected. | gamedll release |
sv_auto_cstrafe_logging 0 | 0: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafe0 Max: 2 | gamedll release |
sv_auto_cstrafe_lower_overlap_pct_threshold 0 | The percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold.0 Max: 100 | gamedll release |
sv_auto_cstrafe_min_attempts 1 | The minimum number of counter-strafe attempts required for input automation detection. The player must be moving more than 135.2 units/s for their counter-strafe to be considered an attempt. An attempt is either considered a success (counter-strafing took place within a single tick), an overlap (both directions were held for 1+ ticks) or an underlap (neither direction was held for 1+ ticks). Min: 1 Max: 1000 | gamedll release |
sv_auto_cstrafe_sequence_length 1 | The length of sequential counter-strafe attempts evaluated relative to the success threshold. Input automation detection considers the best sequence within the larger attempt window. Min: 1 Max: 1000 | gamedll release |
sv_auto_cstrafe_success_threshold 1 | The minimum number of successful counter-strafes within a best sequence that will trigger input automation detection. The number of successes that trigger input automation detection is interpolated between the success threshold and a 'perfect' sequence (all counter-strafes in a sequence are successes), depending on the player's percentage of overlapping counter-strafe attempts. Min: 1 Max: 1000 | gamedll release |
sv_auto_cstrafe_upper_overlap_pct_threshold 0 | The percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes.0 Max: 100 | gamedll release |
sv_auto_full_alltalk_during_warmup_half_end true | When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match | gamedll release missing3 |
sv_autobunnyhopping false | Players automatically re-jump while holding jump button | gamedll clientdll replicated release missing3 |
sv_autobuyammo false | Enable automatic ammo purchase when inside buy zones during buy periods | gamedll clientdll notify replicated release missing3 |
sv_autoexec_mapname_cfg false | Execute a mapname cfg file on the server automatically in custom game modes that require it. | gamedll release |
sv_autosave true | Set to 1 to autosave game on level transition. Does not affect autosave triggers. | developmentonly gamedll replicated defensive |
sv_backspeed 0.6 | How much to slow down backwards motion | developmentonly gamedll clientdll replicated |
sv_banid_dev_enabled false | developmentonly defensive | |
sv_banid_enabled true | Whether server supports banid command | release |
sv_bot_buy_decoy_weight 1 | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.0 | gamedll release |
sv_bot_buy_flash_weight 1 | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.0 | gamedll release |
sv_bot_buy_grenade_chance 33 | Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)0 Max: 100 | gamedll release missing3 |
sv_bot_buy_hegrenade_weight 6 | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.0 | gamedll release |
sv_bot_buy_molotov_weight 1 | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.0 | gamedll release |
sv_bot_buy_smoke_weight 1 | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.0 | gamedll release |
sv_bot_difficulty_kbm 0 | Bot difficulty while playing with Keyboard/Mouse device | developmentonly gamedll hidden clientdll replicated defensive |
sv_bot_parallel_threat_detection true | Perform bot threat detection in parallel | developmentonly gamedll defensive |
sv_bots_get_easier_each_win 0 | If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time. | gamedll release missing3 |
sv_bounce 0 | Bounce multiplier for when physically simulated objects collide with other objects. | gamedll clientdll notify replicated release |
sv_buy_status_override -1 | Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody | gamedll replicated release missing3 |
sv_buymenu_open_prevents_opportunistic_pickup false | gamedll release | |
sv_c4_center_of_mass_offset 0 | Shifts center-of-mass along z-axis from default | developmentonly gamedll defensive |
sv_c4_upright_constraint_damping 0.5 | Controls how much velocity is damped on the constraint. 0 = undamped wobbly spring, 1 = critically damped no wobble fast converge, >1 = over damped | developmentonly gamedll defensive |
sv_c4_upright_constraint_enabled true | Use a constraint to keep C4 pointed upright when thrown | developmentonly gamedll defensive |
sv_c4_upright_constraint_strength 0.6 | How quickly the constraint converges | developmentonly gamedll defensive |
sv_client_max_interp_ratio 5 | This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).0 Max: 19 | developmentonly gamedll clientdll replicated defensive |
sv_client_min_interp_ratio 0 | This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
0 Max: 19 | developmentonly gamedll clientdll replicated defensive |
sv_clip_penetration_traces_to_players true | developmentonly gamedll clientdll replicated defensive | |
sv_clockcorrection_msecs 30 | The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount | gamedll release |
sv_cluster 0 | Data center cluster this server lives in. | release |
sv_coaching_enabled false | Allows spectating and communicating with a team ( 'coach t' or 'coach ct' ) | developmentonly gamedll clientdll replicated release |
sv_competitive_minspec true | Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages. | gamedll clientdll notify replicated release |
sv_compute_per_bot_difficulty false | 0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot | developmentonly gamedll clientdll replicated |
sv_condense_late_buttons true | When condensing late commands. Should we compress multiple moves of button presses into the target move? | developmentonly gamedll defensive |
sv_cq_min_queue 0 | Server min buffer size.0 | developmentonly replicated defensive |
sv_cq_trim_bloat_remainder 1 | When trimming a bloated CQ, leave at least N more commands than the minimum | gamedll release |
sv_cq_trim_bloat_space 0 | When trimming a bloated CQ, try to leave room for N more commands to be added. 0 will trim only what is needed to remove the immediate bloat, a very large value will reset the whole queue. | gamedll release |
sv_cq_trim_catchup_remainder 1 | When trimming an overful CQ due to app 'catchup' request, leave at least N more commands than the minimum | gamedll release |
sv_cs_player_speed_has_hostage 200 | gamedll clientdll replicated release | |
sv_csgo_shoot_assert_lagcompensation_error false | developmentonly gamedll clientdll replicated | |
sv_csgo_shoot_force_full_interp false | developmentonly gamedll clientdll replicated | |
sv_csgo_shoot_force_use_target_time false | developmentonly gamedll clientdll replicated | |
sv_csgo_shoot_lagcompensation_max_error 1 | Warn if lag compensated head hitbox position doesn't match that on client. | developmentonly gamedll clientdll replicated |
sv_csgo_shoot_log false | developmentonly gamedll clientdll replicated | |
sv_csgo_shoot_log_attack_cmds_only true | developmentonly gamedll clientdll replicated | |
sv_csgo_shoot_use_full_interp true | developmentonly gamedll clientdll replicated | |
sv_csgo_shoot_verify false | developmentonly gamedll clientdll replicated | |
sv_csgo_shoot_verify_on_attack_only true | Only run lag compensation error check when primary attack goes down. | developmentonly gamedll clientdll replicated |
sv_damage_prediction_allowed true | gamedll clientdll replicated release | |
sv_deadtalk false | Dead players can speak (voice, text) to the living | gamedll clientdll notify replicated release missing3 |
sv_debug_client_not_in_pvs false | If set, draw failed client PVS checks with red box | gamedll cheat |
sv_debug_overlays_bandwidth 65536 | Broadcast server debug overlays traffic | release |
sv_debug_overlays_broadcast false | Broadcast server debug overlays | notify cheat release |
sv_debug_player_use 0 | Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success | developmentonly gamedll clientdll replicated defensive |
sv_debugroundstats false | developmentonly gamedll | |
sv_dev_damage_use_netvars true | Whether we should use network vars (true) or legacy messages (false). | developmentonly gamedll clientdll replicated |
sv_dev_entitydeltapadding_extra_max 0 | When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size. | developmentonly defensive |
sv_dev_entitydeltapadding_extra_min 0 | When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size. | developmentonly defensive |
sv_dev_entitydeltapadding_min_size 0 | When encoding entity deltas, if the delta size is < N bytes, then shove in N dummy bytes. This happens before sv_dev_entitydeltapadding_extra_min/sv_dev_entitydeltapadding_extra_max | developmentonly defensive |
sv_disable_immunity_alpha false | If set, clients won't slam the player model render settings each frame for immunity [mod authors use this] | gamedll clientdll replicated release missing3 |
sv_disable_observer_interpolation false | Disallow interpolating between observer targets on this server. | gamedll clientdll replicated release |
sv_disable_querycache false | debug - disable trace query cache | developmentonly gamedll clientdll replicated cheat |
sv_disable_radar 0 | 0: regular radar; 1: always disabled; 2: disabled in warmup | gamedll clientdll replicated release missing3 |
sv_disable_reliable_delta_retransmit true | Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta. | developmentonly defensive |
sv_disable_teamselect_menu false | Disable teamselect menu on clients | gamedll clientdll replicated release missing3 |
sv_disconnected_player_data_hold_time 60 | Duration, in seconds, to hold onto the data of disconnected players, for scoreboard display. | gamedll clientdll replicated release |
sv_disconnected_players_cleanup_delay 0 | Delay between player disconnecting and their corpse getting cleaned up.0 Max: 300 | gamedll release missing3 |
sv_dz_cash_bundle_size 50 | Size of a cash bundle | gamedll replicated release |
sv_dz_cash_mega_bundle_size 13 | Size of a mega cash bundle | gamedll replicated release |
sv_dz_contractkill_reward 10 | Cash bundles to award for a successful contract kill | gamedll replicated release |
sv_dz_hostage_rescue_reward 18 | Number of cash bundles to award for rescuing a hostage | gamedll clientdll replicated release |
sv_dz_show_enemy_name_scope_range 0 | hide | |
sv_dz_squad_wipe_reward 2 | Number of cash bundles to award for eliminating a squad | gamedll clientdll replicated release |
sv_early_network_message_processing false | Processes network messages on the server before entities think, instead of at the end of the tick. | developmentonly gamedll |
sv_enable_alternate_baselines 1 | Allow alternate baseline system, set to 2 for debugging spew. | release |
sv_enable_delta_packing true | When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking. | release |
sv_enable_donttransmit true | When encoding entity deltas, instead of unreliably deducing explicit deletions, actually send list of existing but not networked entities (dont_transmit list) to each client. | developmentonly |
sv_enable_pvs_vis_bits false | developmentonly gamedll | |
sv_enablebunnyhopping false | Allow player speed to exceed maximum running speed | gamedll clientdll replicated release missing3 |
sv_endmatch_item_drop_interval 1 | The time between drops on the end match scoreboard | developmentonly gamedll clientdll replicated |
sv_endmatch_item_drop_interval_ancient 3.5 | The time between drops on the end match scoreboard for ancient items | developmentonly gamedll clientdll replicated |
sv_endmatch_item_drop_interval_legendary 2 | The time between drops on the end match scoreboard for legendary items | developmentonly gamedll clientdll replicated |
sv_endmatch_item_drop_interval_mythical 1.25 | The time between drops on the end match scoreboard for mythical items | developmentonly gamedll clientdll replicated |
sv_endmatch_item_drop_interval_rare 1 | The time between drops on the end match scoreboard for rare items | developmentonly gamedll clientdll replicated |
sv_ent_showonlyhitbox -1 | gamedll cheat | |
sv_ents_write_alarm 0 | Print callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of milliseconds | release |
sv_extra_client_connect_time 15 | Seconds after client connect during which extra frames are buffered to prevent non-delta'd update | developmentonly defensive |
sv_extract_ammo_from_dropped_weapons false | gamedll clientdll replicated release missing3 | |
sv_extreme_strafe_accuracy_fishtail 0 | Number of degrees of aim 'fishtail' when making an extreme strafe direction change Min: -5 Max: 5 | developmentonly gamedll clientdll replicated |
sv_fade_player_visibility_farz false | gamedll clientdll replicated release | |
sv_falldamage_scale 1 | gamedll clientdll replicated release | |
sv_falldamage_to_below_player_multiplier 1 | Scale damage when distributed across two players | gamedll clientdll replicated release missing3 |
sv_falldamage_to_below_player_ratio 0 | Landing on a another player's head gives them this ratio of the damage. | gamedll clientdll replicated release missing3 |
sv_filterban 1 | Set packet filtering by IP mode | developmentonly defensive |
sv_fistpunch_damage 10 | developmentonly gamedll clientdll replicated defensive | |
sv_fistpunch_damage_hard 20 | developmentonly gamedll clientdll replicated defensive | |
sv_fistpunch_damage_to_player_multiplier 1.5 | developmentonly gamedll clientdll replicated defensive | |
sv_fistpunch_impact_sounds true | developmentonly gamedll clientdll replicated defensive | |
sv_fistpunch_viewmove 40 | developmentonly gamedll clientdll replicated defensive | |
sv_footsteps 1 | Play footstep sound for players | developmentonly gamedll clientdll notify replicated |
sv_force_team_intro_random 0 | developmentonly gamedll | |
sv_force_team_intro_variant 0 | developmentonly gamedll | |
sv_fps_max 0 | Dedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server. | developmentonly hidden defensive |
sv_friction 5.2 | World friction. | gamedll clientdll notify replicated release |
sv_full_alltalk false | Any player (including Spectator team) can speak to any other player | gamedll clientdll replicated release |
sv_game_mode_flags 0 | Dedicated server game mode flags to run | gamedll release |
sv_gameinstructor_disable false | Force all clients to disable their game instructors. | gamedll clientdll replicated release |
sv_gameinstructor_enable false | Force all clients to enable their game instructors. | clientdll replicated release |
sv_give_item | Player's extra item to give | gamedll hidden replicated cheat release missing3 |
sv_gravity 800 | World gravity. | gamedll clientdll notify replicated release |
sv_grenade_trajectory_prac_pipreview false | Shows grenade trajectory practice picture-in-picture preview. | gamedll clientdll replicated release missing3 |
sv_grenade_trajectory_prac_trailtime 0 | Shows grenade trajectory practice visualization for this number of seconds.0 Max: 8 | gamedll clientdll replicated release missing3 |
sv_grenade_trajectory_time_spectator 0 | Length of time grenade trajectory remains visible as a spectator.0 Max: 8 | gamedll clientdll replicated release missing3 |
sv_guardian_extra_equipment_ct | Extra starting equipment for CT players in guardian modes | gamedll release missing3 |
sv_guardian_extra_equipment_t | Extra starting equipment for Terrorist players in guardian modes | gamedll release missing3 |
sv_guardian_health_refresh_per_wave 50 | Health given to survivors per wave in guardian mode. | gamedll release missing3 |
sv_guardian_heavy_all false | gamedll release missing3 | |
sv_guardian_heavy_count 0 | gamedll release missing3 | |
sv_guardian_max_wave_for_heavy 0 | gamedll release missing3 | |
sv_guardian_min_wave_for_heavy 0 | gamedll release missing3 | |
sv_guardian_refresh_ammo_for_items_on_waves | List of additional weapons to refill ammo on waves. | gamedll release missing3 |
sv_guardian_respawn_health 50 | Starting health of guardian players when respawned. Min: 1 | gamedll release missing3 |
sv_guardian_spawn_health_ct 100 | Starting health in guardian modes. | gamedll release missing3 |
sv_guardian_spawn_health_t 100 | Starting health in guardian modes. | gamedll release missing3 |
sv_guardian_starting_equipment_humans | Extra starting equipment for human players in guardian modes | gamedll release missing3 |
sv_health_approach_enabled true | gamedll replicated release missing3 | |
sv_health_approach_speed 10 | gamedll replicated release missing3 | |
sv_hegrenade_damage_multiplier 1 | gamedll clientdll replicated release missing3 | |
sv_hegrenade_radius_multiplier 1 | gamedll clientdll replicated release missing3 | |
sv_hibernate_postgame_delay 5 | # of seconds to wait after final client leaves before hibernating. | release |
sv_hibernate_when_empty true | Puts the server into extremely low CPU usage mode when no clients connected | release |
sv_hide_ent_in_pvs -1 | developmentonly gamedll | |
sv_hide_roundtime_until_seconds 0 | gamedll clientdll replicated release | |
sv_highlight_distance 500 | gamedll clientdll replicated release | |
sv_highlight_duration 3.5 | gamedll clientdll replicated release | |
sv_hitbox_debug false | developmentonly gamedll defensive | |
sv_hosting_lobby false | developmentonly replicated | |
sv_hoststate_quit_syscall false | When enabled, game server will quit immediately via syscall instead of running host states shutdown sequence | release |
sv_human_autojoin_team 0 | Force human players on to a team. 0 to disable. | gamedll clientdll replicated release missing3 |
sv_chat_proximity -1 | gamedll clientdll replicated release | |
sv_cheats false | Allow cheats on server | notify replicated release |
sv_ignoregrenaderadio false | Turn off Fire in the hole messages | gamedll release missing3 |
sv_infinite_ammo 0 | Player's active weapon will never run out of ammo | gamedll clientdll replicated cheat release missing3 |
sv_instancebaselines true | Enable instanced baselines. Saves network overhead. | developmentonly |
sv_invites_only_mainmenu false | If turned on, will ignore all invites when user is playing a match | gamedll clientdll replicated release |
sv_jump_impulse 301.9933 | Initial upward velocity for player jumps; sqrt(2*gravity*height).0 | gamedll clientdll replicated release |
sv_jump_precision_enable true | Enable jump precision. Some game modes benefit from being able to turn this off. | gamedll clientdll replicated release |
sv_jump_spam_penalty_time 0.0156 | For subtick jumps, if this much time has elapsed since the last time the user has pressed the jump key, pretend they hadn't. Lowering this makes bunnyhopping easier. | gamedll clientdll replicated release |
sv_kick_ban_duration 15 | How long should a kick ban from the server should last (in minutes) | gamedll clientdll notify replicated release |
sv_kick_players_with_cooldown 1 | (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown) | gamedll replicated release |
sv_ladder_angle -0.707 | Cos of angle of incidence to ladder perpendicular for applying ladder_dampen Min: -1 Max: 1 | developmentonly gamedll clientdll replicated defensive |
sv_ladder_dampen 0.2 | Amount to dampen perpendicular movement on a ladder0 Max: 1 | developmentonly gamedll clientdll replicated defensive |
sv_ladder_scale_speed 0.7799 | Scale top speed on ladders0 Max: 1 | gamedll clientdll replicated release |
sv_ladder_slack_z_mult 0.026 | Difference in Z increases toward the middle of the slack ladder. | gamedll clientdll replicated cheat |
sv_lagcompensationforcerestore true | Don't test validity of a lag comp restore, just do it. | gamedll cheat |
sv_lan false | Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) | release |
sv_late_commands_allowed 5 | Allow N late commands to run at 0 timescale prior to running an on-time command. Negative values for network round trip based calculation with a hard cap of the of absolute value | gamedll release |
sv_lightquery_debug false | gamedll cheat | |
sv_limit_buyrandom_per_life true | Enable to limit buyrandom command to only run once per player life | gamedll release |
sv_log_http_record_before_any_listeners false | gamedll release | |
sv_log_change_offsets false | Log change offsets to game/varchangeinfoN.log files. | developmentonly gamedll |
sv_log_onefile false | Log server information to only one file. | archive release |
sv_log_roundstats true | gamedll release | |
sv_logbans false | Log server bans in the server logs. | archive release |
sv_logblocks false | If true when log when a query is blocked (can cause very large log files) | release |
sv_logecho true | Echo log information to the console. | archive release |
sv_logfile false | Log server information in the log file. | archive release |
sv_logflush false | Flush the log file to disk on each write (slow). | archive release |
sv_logsdir logs | Folder in the game directory where server logs will be stored. | archive release |
sv_long_frame_ms 15 | If a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable. | developmentonly defensive |
sv_mapvetopickvote_maps de_anubis,de_inferno,de_mirage,de_vertigo,de_dust2,de_nuke,de_ancient | Which maps are used for map veto pick sequence | gamedll release |
sv_mapvetopickvote_phase_duration [1:5][2:15][3:20][4:10][5:10][6:5] | How many seconds each phase lasts | gamedll release |
sv_mapvetopickvote_rnd false | When enabled will shuffle veto pick maps list order every time | gamedll release |
sv_massreport false | developmentonly gamedll defensive | |
sv_matchend_drops_enabled true | Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented | gamedll release |
sv_matchpause_auto_5v5 false | When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team. | gamedll clientdll replicated release |
sv_max_deathmatch_respawns_per_tick 0 | gamedll release missing3 | |
sv_max_distance_transmit_footsteps 1250 | Maximum distance to transmit footstep sound effects. | developmentonly gamedll clientdll replicated defensive |
sv_max_change_offsets 48 | How many network changes to track before requiring full diff check. | developmentonly gamedll |
sv_max_queries_sec 3 | Maximum queries per second to respond to from a single IP address. | release |
sv_max_queries_sec_global 60 | Maximum queries per second to respond to from anywhere. | release |
sv_max_queries_window 30 | Window over which to average queries per second averages. | release |
sv_max_unreliable_delta_size 4096 | Maximum allowable entity delta size over unreliable delivery. | developmentonly defensive |
sv_maxclientframes 128 | developmentonly defensive | |
sv_maxrate 0 | Max bandwidth rate allowed on server, 0 == unlimited0 Max: 1000000 | replicated release |
sv_maxreplay 0 | Maximum replay time in seconds0 Max: 15 | developmentonly defensive |
sv_maxspeed 320 | gamedll clientdll notify replicated release | |
sv_maxunlag 0.2 | Maximum lag compensation in seconds0 Max: 1 | gamedll clientdll replicated release |
sv_maxuptimelimit 0 | Number of hours to operate before trying sv_shutdown. | gamedll release |
sv_maxvelocity 3500 | Maximum speed any ballistically moving object is allowed to attain per axis. | gamedll clientdll replicated release |
sv_memlimit 0 | If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit. | cheat release |
sv_merge_changes_after_tick_with_calcdelta 1 | This fixes bugs where pure calcdelta is used due to recipient changing but it doesn't pick up a field change where the value was changed back to same value as the from snapshot even though the destination fields change list does note the change. Set to 2 to spew any changes merged in by this fix. | release |
sv_min_jump_landing_sound 260 | gamedll clientdll replicated release | |
sv_minimum_desired_chicken_count 0 | Minimum number of chickens to attempt to spawn in the map | gamedll replicated release |
sv_minrate 98304 | Min bandwidth rate allowed on server, 0 == unlimited0 Max: 1000000 | replicated release |
sv_mmqueue_reservation | Server queue reservation | developmentonly dontrecord |
sv_mmqueue_reservation_extended_timeout 21 | Extended time in seconds before mmqueue reservation expires. Min: 5 Max: 180 | developmentonly |
sv_mmqueue_reservation_timeout 21 | Time in seconds before mmqueue reservation expires. Min: 5 Max: 180 | developmentonly |
sv_mover_maxslope 0.7 | The maximum slope the player can overcome [-] | developmentonly gamedll clientdll notify replicated defensive |
sv_mover_pogodampingratio 1 | The capsule pogo stick damping ratio [-] | developmentonly gamedll clientdll notify replicated defensive |
sv_mover_pogofrequency 10 | The capsule pogo stick frequency [hz]. | developmentonly gamedll clientdll notify replicated defensive |
sv_mute_players_with_social_penalties true | developmentonly gamedll defensive | |
sv_networkvar_perfieldtracking true | Track individual field offset changes, rather than a single dirty flag for the whole entity. | release |
sv_networkvar_validate false | Validate each StateChanged against known offsets. | release |
sv_no_navmesh false | Block loading of the navmesh. Unplayable, only used for memory sampling. | developmentonly gamedll cheat |
sv_noclipaccelerate 5 | gamedll clientdll archive notify replicated | |
sv_noclipduringpause false | If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). | gamedll clientdll replicated cheat |
sv_noclipfriction 4 | Friction during noclip move. | gamedll clientdll archive notify replicated |
sv_noclipspeed 1200 | gamedll clientdll archive notify replicated | |
sv_nomvp false | Disable MVP awards. | developmentonly gamedll defensive |
sv_nonemesis true | Disable nemesis and revenge. | developmentonly gamedll defensive |
sv_nowinpanel false | Turn on/off win panel on server | developmentonly gamedll defensive |
sv_optimizedmovement true | developmentonly gamedll clientdll replicated | |
sv_outofammo_indicator false | gamedll clientdll replicated release missing3 | |
sv_parallel_checktransmit 2 | Set to 1 to use threaded checkentities for transmit/pvs on listen servers, 2 for dedicated servers. | gamedll release |
sv_parallel_packentities 2 | Set to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers. | release |
sv_parallel_sendsnapshot 2 | 0: run all send jobs on main thread; 1: send jobs run asynchronously (except on dedicated server); 2: send jobs asynchronously; 3: send jobs run in parallel but block to not overlap the next tick; 4: main server clients' send jobs run in parallel, then HLTV server jobs; this approximately matches pre-async profile for a single HLTV server configuration | release |
sv_party_mode false | Party!! | gamedll clientdll replicated release |
sv_password | Server password for entry into multiplayer games | protected notify dontrecord release |
sv_pausable 0 | Is the server pausable. | release |
sv_pausable_dev true | Whether listen server is pausable when running -dev and playing solo against bots | developmentonly |
sv_pausable_dev_ds false | Whether dedicated server is pausable when running -dev and playing solo against bots | developmentonly |
sv_pause_on_console_open false | 1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause. | archive |
sv_pause_on_tick 0 | Tick count to pause on | developmentonly gamedll replicated cheat |
sv_phys_animated_hierarchy true | developmentonly gamedll defensive | |
sv_phys_debug_callback_entities false | Print all entities that get touch callbacks. Each entity is printed only once. | gamedll cheat |
sv_phys_enabled true | Enable all physics simulation | gamedll cheat |
sv_phys_sleep_enable true | Enable sleeping for dynamic physics bodies. | gamedll cheat |
sv_phys_stop_at_collision | gamedll cheat | |
sv_phys_visualize_awake false | developmentonly gamedll defensive | |
sv_player_search_range 64 | developmentonly gamedll clientdll replicated defensive | |
sv_playerradio_use_allowlist true | playerradio commands may only use responses from an allow list of commands. | gamedll release |
sv_predictable_damage_tag_ticks 2 | Delay player slowdown when damaged by # ticks to reduce misprediction effects | gamedll release |
sv_prime_accounts_only false | When this setting is enabled only prime users can connect to this game server. | gamedll release |
sv_pure_kick_clients true | If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client. | release |
sv_pure_trace 0 | If set to 1, the server will print a message whenever a client is verifying a CRC for a file. | release |
sv_pushaway_clientside 0 | Clientside physics push away (0=off, 1=only localplayer, 1=all players) | developmentonly gamedll clientdll replicated |
sv_pushaway_clientside_size 15 | Minimum size of pushback objects | developmentonly gamedll clientdll replicated |
sv_pushaway_force -214748.3648 | How hard physics objects are pushed away from the players on the server. | developmentonly gamedll clientdll replicated |
sv_pushaway_hostage_force 20000 | How hard the hostage is pushed away from physics objects (falls off with inverse square of distance). | gamedll replicated cheat |
sv_pushaway_max_force 2000 | Maximum amount of force applied to physics objects by players. | developmentonly gamedll clientdll replicated |
sv_pushaway_max_hostage_force 1000 | Maximum of how hard the hostage is pushed away from physics objects. | gamedll replicated cheat |
sv_pushaway_max_player_force 20 | Maximum of how hard the player is pushed away from physics objects. | developmentonly gamedll clientdll replicated cheat |
sv_pushaway_min_player_speed 75 | If a player is moving slower than this, don't push away physics objects (enables ducking behind things). | developmentonly gamedll clientdll replicated |
sv_pushaway_player_force 450 | How hard the player is pushed away from physics objects (falls off with inverse square of distance). | developmentonly gamedll clientdll replicated cheat |
sv_pvs_cache_query_inflate_amount 0 | developmentonly gamedll | |
sv_pvs_entity -1 | If set, only allows this ent index to network (other than players and things that force sending). | developmentonly gamedll defensive |
sv_pvs_max_distance 0 | if set, adds a maximum range to PVS/PAS checks | replicated release |
sv_pvs_random false | If set, objects blink in/out of pvs randomly. | developmentonly gamedll defensive |
sv_radio_throttle_window 10 | The number of seconds before radio command tokens refresh. | gamedll release |
sv_ragdoll_lru_debug false | gamedll replicated cheat | |
sv_rcon_banpenalty 0 | Number of minutes to ban users who fail rcon authentication0 | developmentonly defensive |
sv_rcon_log true | Enable/disable rcon logging. | developmentonly defensive |
sv_rcon_maxfailures 10 | Max number of times a user can fail rcon authentication before being banned Min: 1 Max: 20 | developmentonly defensive |
sv_rcon_minfailures 5 | Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned Min: 1 Max: 20 | developmentonly defensive |
sv_rcon_minfailuretime 30 | Number of seconds to track failed rcon authentications Min: 1 | developmentonly defensive |
sv_record_item_time_data false | Turn on recording of per player item time data into the server log. | gamedll release |
sv_regeneration_force_on false | Cheat to test regenerative health systems | gamedll cheat |
sv_regeneration_wait_time 1 | developmentonly gamedll replicated defensive | |
sv_region -1 | The region of the world to report this server in. | release |
sv_reliableavatardata false | Use server overrides for steam avatars | gamedll clientdll replicated release |
sv_remapper_loopsoundfix false | developmentonly gamedll clientdll replicated defensive | |
sv_remapper_range_multiplier 1 | developmentonly gamedll clientdll replicated defensive | |
sv_remove_ent_from_pvs 0 | developmentonly gamedll | |
sv_replaysdir replays | Directory to store replays in | developmentonly defensive |
sv_reserve_slots_for_reconnecting_players_kick_prior true | Kick a previously connected player with the same steamID if a replacement comes along | developmentonly defensive |
sv_rollangle 0 | Max view roll angle | developmentonly gamedll clientdll notify replicated |
sv_rollspeed 200 | developmentonly gamedll clientdll notify replicated | |
sv_runcmds true | developmentonly gamedll defensive | |
sv_script_think_interval 0.1 | developmentonly gamedll clientdll replicated defensive | |
sv_search_key | release | |
sv_search_team_key public | When initiating team search, set this key to match with known opponents team | release |
sv_sendtables 1 | Force full sendtable sending path. | developmentonly |
sv_sequence_debug -1 | developmentonly gamedll defensive | |
sv_sequence_debug2 -1 | developmentonly gamedll defensive | |
sv_sequence_model_substring | developmentonly gamedll defensive | |
sv_server_graphic1 | A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators. | gamedll clientdll replicated release |
sv_server_graphic2 | A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators. | gamedll clientdll replicated release |
sv_server_verify_blood_on_player true | gamedll clientdll replicated cheat | |
sv_shared_team_pvs false | PVS is shared between teams | developmentonly gamedll defensive |
sv_shield_bash_damage_to_nonplayer 30 | gamedll clientdll replicated release | |
sv_shield_bash_damage_to_players 90 | gamedll clientdll replicated release | |
sv_shield_explosive_damage_cap 99 | gamedll clientdll replicated release | |
sv_shield_explosive_damage_crouch_bonus 10 | gamedll clientdll replicated release | |
sv_shield_explosive_damage_mindist 30 | gamedll clientdll replicated release | |
sv_shield_explosive_damage_mult 4 | gamedll clientdll replicated release | |
sv_shield_explosive_damage_scale 0.5 | gamedll clientdll replicated release | |
sv_shield_hitpoints 850 | gamedll clientdll replicated release | |
sv_show_bot_difficulty_in_name false | 0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name | developmentonly gamedll clientdll replicated defensive |
sv_show_move_collisions false | Enable this to visualize collisions between player and geometry. | gamedll clientdll replicated cheat |
sv_show_team_equipment_force_on false | Force on if not prohibited | gamedll clientdll replicated release missing3 |
sv_show_team_equipment_prohibit false | Determines whether +cl_show_team_equipment is prohibited. | gamedll clientdll notify replicated release |
sv_show_teammate_death_notification false | Show chat notification upon teammate death | gamedll release |
sv_show_voip_indicator_for_enemies false | Makes it so the voip icon is shown over enemies as well as allies when they are talking | gamedll replicated release |
sv_showbullethits 0 | 1=show hits and near misses, 2=show hits only | gamedll clientdll replicated release |
sv_showhitregistration 0 | Display lag_compensated hitboxes. 0 = off, 1 = server only, 2 = client only, 3 = both server and client | gamedll clientdll replicated cheat |
sv_showimpacts 0 | Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only) | gamedll clientdll replicated release |
sv_showimpacts_penetration 0 | Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown) | gamedll clientdll replicated release |
sv_showimpacts_time 4 | Duration bullet impact indicators remain before disappearing0 Max: 10 | gamedll clientdll replicated release |
sv_showladders false | Show bbox and dismount points for all ladders (must be set before level load.) | developmentonly gamedll defensive |
sv_showlagcompensation_rec 0 | If > 0, show lag compensation hitboxes as they're recorded. Value is for how long. | developmentonly gamedll |
sv_showplayerhitboxes 0 | Show lag compensated hitboxes for the specified player index whenever a player fires. | developmentonly gamedll clientdll replicated defensive |
sv_shutdown_immediately_on_request false | The server will always shutdown on receiving the shutdown request, even if not hibernating | developmentonly defensive |
sv_skel_constraints_enable false | replicated cheat | |
sv_skip_update_animations false | Enable to skip game animations | developmentonly gamedll |
sv_skirmish_id 0 | Dedicated server skirmish id to run | gamedll clientdll replicated release |
sv_skyname sky_urb01 | Current name of the skybox texture | gamedll clientdll archive replicated |
sv_smoke_perf_test false | hide | |
sv_smoke_volume_blind_start 0.2 | developmentonly clientdll | |
sv_snapshot_unlimited false | For debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course... | replicated release |
sv_sniper_tracer_innacuracy 0.085 | How inaccurate a sniper shot can be before we trip sv_sniper_tracer_mode behavior. | developmentonly gamedll clientdll replicated |
sv_sniper_tracer_innacuracy_length 200 | How far should the tracer draw if we trip sv_sniper_tracer_mode behavior. | developmentonly gamedll clientdll replicated |
sv_sniper_tracer_mode 1 | Mode for sniper tracers. 0: legacy, 1: hide when more than sv_sniper_tracer_innacuracy inaccurate. | developmentonly gamedll clientdll replicated defensive |
sv_spawn_afk_bomb_drop_time 15 | Players that have never moved since they spawned will drop the bomb after this amount of time. | gamedll replicated release |
sv_spec_hear 1 | Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody | gamedll clientdll notify replicated release |
sv_spec_use_tournament_content_standards false | gamedll clientdll replicated release | |
sv_specaccelerate 5 | gamedll clientdll archive notify replicated | |
sv_specnoclip true | gamedll clientdll archive notify replicated | |
sv_specspeed 1200 | gamedll clientdll archive notify replicated | |
sv_staminajumpcost 0.08 | Stamina penalty for jumping0 | gamedll clientdll replicated release missing3 |
sv_staminalandcost 0.05 | Stamina penalty for landing0 | gamedll clientdll replicated release missing3 |
sv_staminamax 80 | Maximum stamina penalty0 Max: 100 | gamedll clientdll replicated release |
sv_staminarecoveryrate 60 | Rate at which stamina recovers (units/sec)0 | gamedll clientdll replicated release |
sv_standable_normal 0.7 | gamedll clientdll replicated cheat release | |
sv_stats true | Collect CPU usage stats | developmentonly defensive |
sv_steamauth_enforce 2 | By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick. | release |
sv_steamgroup | The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community. | notify release |
sv_steamgroup_exclusive false | If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players. | release |
sv_step_move_vel_min 64 | Min velocity for step move. | gamedll clientdll replicated cheat |
sv_stepsize 18 | developmentonly gamedll clientdll notify replicated | |
sv_stopspeed 80 | Minimum stopping speed when on ground. | gamedll clientdll notify replicated release |
sv_strafing_inaccuracy_bias 0.5 | gamedll clientdll replicated cheat release | |
sv_strafing_inaccuracy_enabled false | gamedll clientdll replicated cheat release | |
sv_strafing_inaccuracy_scale 0.1 | gamedll clientdll replicated cheat release | |
sv_stressbots false | If set to 1, the server calculates data and fills packets to bots. Used for perf testing. | release |
sv_strict_notarget false | If set, notarget will cause entities to never think they are in the pvs | developmentonly gamedll defensive |
sv_suppress_friendlyfire_decals true | developmentonly gamedll | |
sv_suppress_viewpunch false | developmentonly gamedll clientdll replicated cheat | |
sv_tags | Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. | notify release |
sv_talk_after_dying_time 0 | The number of seconds a player can continue talking after dying as if they were still alive | gamedll clientdll replicated release |
sv_talk_enemy_dead false | Dead players can hear all dead enemy communication (voice, chat) | gamedll clientdll replicated release missing3 |
sv_talk_enemy_living false | Living players can hear all living enemy communication (voice, chat) | gamedll clientdll replicated release missing3 |
sv_teamid_overhead true | Shows teamID over player's heads. 0 = off, 1 = on | gamedll clientdll notify replicated release |
sv_teamid_overhead_always_prohibit false | Determines whether cl_teamid_overhead_always is prohibited. | gamedll clientdll notify replicated release |
sv_teamid_overhead_maxdist 0 | If >0, server will override cl_teamid_overhead_maxdist | gamedll clientdll replicated release missing3 |
sv_teamid_overhead_maxdist_spec 0 | If >0, server will override cl_teamid_overhead_maxdist_spec | gamedll clientdll replicated release missing3 |
sv_temp_baseline_string_table_buffer_size 524288 | Buffer size for writing string table baselines | developmentonly defensive |
sv_timebetweenducks 0.4 | Minimum time before recognizing consecutive duck key0 Max: 2 | gamedll clientdll replicated release |
sv_timeout 20 | After this many seconds without a message from fully connected client, the client is dropped | developmentonly defensive |
sv_turbophysics false | Turns on turbo physics | developmentonly gamedll clientdll replicated defensive |
sv_turning_inaccuracy_angle_min 4 | gamedll clientdll replicated cheat release | |
sv_turning_inaccuracy_decay 0.8 | gamedll clientdll replicated cheat release | |
sv_turning_inaccuracy_enabled false | gamedll clientdll replicated cheat release | |
sv_unlag true | Enables player lag compensation | developmentonly gamedll |
sv_unlag_debug false | developmentonly gamedll | |
sv_unlag_fixstuck false | Disallow backtracking a player for lag compensation if it will cause them to become stuck | developmentonly gamedll |
sv_unlockedchapters 1 | Highest unlocked game chapter. | archive |
sv_unpause_on_console_close false | 1 = Unpause the game when pressing ~ to close the console. 0 = Leave the game paused. | archive |
sv_update_animgraph_movement_in_finish true | Whether we should update animgraph movement in FinishMove. | gamedll clientdll replicated cheat |
sv_use_hi_pri_context_switch_time 1 | +use search behaves as though high priority items are usable for this long after they become unusable to avoid players accidentally performing a different action. | gamedll clientdll replicated release |
sv_use_pvs_cache false | developmentonly gamedll | |
sv_usenetworkvars true | Use networkvar system. | developmentonly defensive |
sv_usercmd_custom_random_seed false | When enabled server will populate an additional random seed independent of the client | gamedll release |
sv_usercmd_execute_warning_ms 5 | Emit a warning if we spend more than N ms executing user commands for a single player | gamedll archive |
sv_vac_webapi_auth_key | Key for when posting to vac related webapis. | gamedll release |
sv_versus_screen_scene_id 0 | Determines which scene is used for the versus screen. | gamedll release missing3 |
sv_visiblemaxplayers -1 | Overrides the max players reported to prospective clients | release |
sv_voice_proximity -1 | gamedll clientdll replicated release | |
sv_voicecodec vaudio_speex | Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. | release |
sv_voiceenable true | archive notify release | |
sv_vote_allow_in_warmup false | Allow voting during warmup? | gamedll release |
sv_vote_allow_spectators false | Allow spectators to initiate votes? | gamedll release |
sv_vote_command_delay 2 | How long after a vote passes until the action happens Max: 4.5 | gamedll release |
sv_vote_count_spectator_votes false | Allow spectators to vote on issues? | gamedll release |
sv_vote_creation_timer 120 | How often someone can individually call a vote. | gamedll release |
sv_vote_disallow_kick_on_match_point false | Disallow vote kicking on the match point round. | gamedll release |
sv_vote_failure_timer 300 | A vote that fails cannot be re-submitted for this long | gamedll release |
sv_vote_issue_changelevel_allowed true | Can people hold votes to change levels? | developmentonly gamedll defensive |
sv_vote_issue_kick_allowed true | Can people hold votes to kick players from the server? | gamedll notify replicated release |
sv_vote_issue_loadbackup_allowed true | Can people hold votes to load match from backup? | gamedll notify replicated release |
sv_vote_issue_loadbackup_spec_authoritative false | When enabled, admins load match from backup without players vote | gamedll release |
sv_vote_issue_loadbackup_spec_only false | When enabled, only admins load match from backup | gamedll notify replicated release |
sv_vote_issue_loadbackup_spec_safe true | When enabled, admins load match from backup in safe time of the round only | gamedll release |
sv_vote_issue_matchready_allowed true | Can people hold votes to ready/unready the match? | developmentonly gamedll defensive |
sv_vote_issue_nextlevel_allowed true | Can people hold votes to set the next level? | developmentonly gamedll defensive |
sv_vote_issue_nextlevel_allowextend true | Allow players to extend the current map? | developmentonly gamedll defensive |
sv_vote_issue_nextlevel_choicesmode true | Present players with a list of lowest playtime maps to choose from? | developmentonly gamedll defensive |
sv_vote_issue_nextlevel_prevent_change true | Not allowed to vote for a nextlevel if one has already been set. | developmentonly gamedll defensive |
sv_vote_issue_pause_match_allowed true | Can people hold votes to pause/unpause the match? | developmentonly gamedll defensive |
sv_vote_issue_pause_match_spec_only false | When enabled, only admins start technical pause | gamedll notify replicated release |
sv_vote_issue_restart_game_allowed false | Can people hold votes to restart the game? | gamedll release |
sv_vote_issue_scramble_teams_allowed false | Can people hold votes to scramble the teams? | developmentonly gamedll defensive |
sv_vote_issue_surrrender_allowed true | Can people hold votes to surrender? | developmentonly gamedll defensive |
sv_vote_issue_swap_teams_allowed false | Can people hold votes to swap the teams? | developmentonly gamedll defensive |
sv_vote_issue_timeout_allowed true | Can people hold votes to time out? | developmentonly gamedll defensive |
sv_vote_kick_ban_duration 15 | How long should a kick vote ban someone from the server? (in minutes) | gamedll notify replicated release |
sv_vote_quorum_ratio 0.501 | The minimum ratio of players needed to vote on an issue to resolve it. Min: 0.01 Max: 1 | gamedll release |
sv_vote_timer_duration 15 | How long to allow voting on an issue | gamedll release |
sv_vote_to_changelevel_before_match_point false | Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed) | gamedll replicated release missing3 |
sv_vote_to_changelevel_rndmin 0 | When non-zero, restricts vote to change level to this many first rounds or minutes of the match (default 0, vote is not disallowed) | gamedll replicated release missing3 |
sv_walkable_normal 0.7 | gamedll clientdll replicated cheat release | |
sv_warmup_to_freezetime_delay 4 | Delay between end of warmup and start of match. Min: 3 Max: 20 | gamedll clientdll replicated release missing3 |
sv_water_slow_amount 0.9 | gamedll clientdll replicated release | |
sv_wateraccelerate 10 | gamedll clientdll notify replicated release | |
sv_waterdist 12 | Vertical view fixup when eyes are near water plane. | developmentonly gamedll clientdll replicated |
sv_waterfriction 1 | gamedll clientdll notify replicated release | |
sv_watchtransmit -2 | Watch NetworkStateChanged info for this entity index. | gamedll release |
sv_weapon_require_use_grace_period 1 | gamedll release | |
sv_weapon_swap_difficulty_near_hi_pri 2 | 0 = Cone searches easily reach past high priority items to swap weapons. 1 = Cone searches are narrowed and require that the weapon is strictly closer. 2 = cone searches are disabled near high priority items | gamedll clientdll replicated release |
sv_workshop_allow_other_maps true | When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection. | gamedll release |
sys_minidumpexpandedspew true | developmentonly defensive | |
sys_minidumpspewlines 2000 | Lines of crash dump console spew to keep. | release |
target_scan_use_query_cache true | developmentonly gamedll defensive | |
teleport_trigger_debug false | developmentonly gamedll | |
test_restoreonnewmodel 0 | developmentonly gamedll clientdll replicated defensive | |
testscript_debug false | Debug test scripts. | developmentonly defensive |
think_limit 10 | Maximum think time in milliseconds, warning is printed if this is exceeded. | gamedll clientdll replicated release |
throttle_expensive_ai false | developmentonly gamedll defensive | |
timedemo_end -1 | Ends timedemo on given tick. | developmentonly defensive |
timedemo_start -1 | Starts timedemo on given tick. | developmentonly defensive |
tool_spawned_model_scales 1,1,1 | developmentonly gamedll replicated | |
tools_stall_monitor_break_on_unknown_cause false | Break on unknown stall cause | developmentonly |
trusted_launch 0 | Trusted launch status | clientdll archive |
tv_advertise_watchable false | GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password | protected notify dontrecord release |
tv_allow_autorecording_index -1 | When >=0 restricts autorecording only to the specified TV index | gamedll release |
tv_allow_camera_man true | Auto director allows spectators to become camera man | developmentonly gamedll defensive |
tv_allow_camera_man_steamid 0 | Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man. | gamedll release |
tv_allow_camera_man_steamid2 0 | Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man. | gamedll release |
tv_allow_static_shots true | Auto director uses fixed level cameras for shots | gamedll release |
tv_autorecord false | Automatically records all games as SourceTV demos. | release |
tv_autoretry true | Relay proxies retry connection after network timeout | release |
tv_broadcast false | Automatically broadcasts all games as GOTV demos through Steam. | release |
tv_broadcast_drop_fragments 0 | Drop every Nth fragment | hidden release |
tv_broadcast_keyframe_interval 3 | The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server | release |
tv_broadcast_keyframe_interval1 3 | The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server | release |
tv_broadcast_max_requests 20 | Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped. | release |
tv_broadcast_max_requests1 20 | Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped. | release |
tv_broadcast_origin_auth gocastauth | X-Origin-Auth header of the broadcast POSTs | hidden release |
tv_broadcast_origin_auth1 gocastauth | X-Origin-Auth header of the broadcast1 POSTs | hidden release |
tv_broadcast_origin_delay 0 | Injection delay request for CDN rebroadcast frameworks, seconds | hidden release |
tv_broadcast_startup_resend_interval 10 | The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails) | release |
tv_broadcast_terminate true | Terminate every broadcast with a stop command | hidden release |
tv_broadcast_url http://localhost:8080 | URL of the broadcast relay | release |
tv_broadcast_url1 http://localhost:8080 | URL of the broadcast relay1 | release |
tv_broadcast1 false | Automatically broadcasts all games as GOTV[1] demos through Steam. | release |
tv_debug 0 | SourceTV debug info. | release |
tv_delay 120 | SourceTV broadcast delay in seconds0 Max: 960 | gamedll release missing3 |
tv_delay1 15 | SourceTV[instance 1] broadcast delay in seconds0 Max: 960 | gamedll release missing3 |
tv_delaymapchange true | Delays map change until broadcast is complete | gamedll release |
tv_deltacache 2 | Enable delta entity bit stream cache | release |
tv_demo_starttick 0 | developmentonly defensive | |
tv_dispatchmode 1 | Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always | release |
tv_enable false | Activates SourceTV on server. | notify release |
tv_enable_delta_frames true | Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory. | release |
tv_enable_dynamic false | When enabled, changes in tv_enable convars cause immediate startup or shutdown of hltv server | notify release |
tv_enable1 false | Activates SourceTV[1] on server. | notify release |
tv_extended_logging false | developmentonly defensive | |
tv_grouprelaydatareliable false | When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays | developmentonly defensive |
tv_grouprelaydataunreliable false | When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays | developmentonly defensive |
tv_grouprelaydatavoice false | Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays | developmentonly defensive |
tv_chatgroupsize 0 | Set the default chat group size | release |
tv_chattimelimit 0.2 | Limits spectators to chat only every n seconds | release |
tv_include_usercommands true | HLTV streams will include player usercommands each tick | gamedll release |
tv_instant_replay_full_frame true | Send embedded full frames | developmentonly defensive |
tv_instant_replay_full_frame_build_threaded false | Build the full frames on a seperate job thread | developmentonly defensive |
tv_instant_replay_full_frame_time 30 | Seconds between full frame embeddeds | developmentonly defensive |
tv_listen_voice_indices 0 | Bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none | clientdll userinfo |
tv_listen_voice_indices_h 0 | High 32 bits of bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none | clientdll userinfo |
tv_log_director_events false | Log game events being considered by the director | developmentonly gamedll defensive |
tv_maxclients 128 | Maximum client number on SourceTV server.0 Max: 255 | release |
tv_maxclients_relayreserved 0 | This number of relay client connections are reserved for SourceTV relays.0 Max: 255 | release |
tv_maxrate 0 | Max SourceTV spectator bandwidth rate allowed, 0 == unlimited | release |
tv_name SourceTV | SourceTV host name | release |
tv_nochat false | Don't receive chat messages from other SourceTV spectators | archive userinfo |
tv_overridemaster false | Overrides the SourceTV master root address. | release |
tv_password | SourceTV password for all clients of CSTV[0] | protected notify dontrecord release |
tv_password1 | SourceTV password for all clients of CSTV[1]. If empty, tv_password is used | protected notify dontrecord release |
tv_playcast_delay_prediction true | release | |
tv_playcast_delay_resync 0 | To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure | release |
tv_playcast_max_rcvage 15 | hidden release | |
tv_playcast_max_rtdelay 300 | hidden release | |
tv_playcast_origin_auth | Get request X-Origin-Auth string | hidden release |
tv_playcast_retry_timeout 25 | In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync | release |
tv_playcast_showerrors | Set to display headers upon error (e.g. "CF-Ray,CF-Cache-Status,Body" ) | hidden release |
tv_port 27020 | Host SourceTV[0] port | release |
tv_port1 27021 | Host SourceTV[1] port | release |
tv_rate_multiplier 2 | Multiply requested rate by this value to adjust Dota TV send rate | developmentonly defensive |
tv_record_immediate 0 | tv_record starting the moment tv_record was executed, not tv_delay earlier | release |
tv_relay_hard_shutdown false | developmentonly defensive | |
tv_relay_quit_after_game true | Quit after a game has been relayed, do not hibernate | developmentonly defensive |
tv_relay_rate 500000 | default rate for relays | developmentonly defensive |
tv_relay_secret_code false | When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly | developmentonly defensive |
tv_relaypassword | SourceTV password for relay proxies | protected notify dontrecord release |
tv_relayradio false | Relay team radio commands to TV: 0=off, 1=on | gamedll release |
tv_relayvoice true | Relay voice data: 0=off, 1=on | release |
tv_secret_code false | When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directly | developmentonly defensive |
tv_secure_bypass false | Bypass secure challenge on TV port | release |
tv_show_allchat true | gamedll release | |
tv_spectator_port_offset 0 | clientdll release | |
tv_threaded_merge_entity_deltas true | Enable SourceTV threading of delta merging | developmentonly defensive |
tv_timeout 20 | SourceTV connection timeout in seconds. | release |
tv_title SourceTV | Set title for SourceTV spectator UI | release |
tv_transmitall false | Transmit all entities (not only director view) | replicated release |
tv_update_hibernation_enabled false | Allow SourceTV to control server hibernation state. | developmentonly defensive |
tv_window_size 16 | Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system | release |
ui_deepstats_radio_heat_figurine 0 | clientdll archive release | |
ui_deepstats_radio_heat_tab 0 | clientdll archive release | |
ui_deepstats_radio_heat_team 0 | clientdll archive release | |
ui_deepstats_toplevel_mode 0 | clientdll archive release | |
ui_hud_dist 24 | distance from the player to the hud | developmentonly clientdll replicated defensive |
ui_inspect_bkgnd_map_9CA40421 warehouse | Inspect background map | clientdll archive release |
ui_inventorysettings_recently_acknowledged | clientdll archive release | |
ui_leaderboards_top_public_appid 730 | hidden clientdll release | |
ui_lobby_draft_enabled false | clientdll release | |
ui_mainmenu_bkgnd_movie_9CA40421 de_train | Main menu background movie | clientdll archive release |
ui_nearbylobbies_filter3 competitive | clientdll archive release | |
ui_news_last_read_link | clientdll archive release | |
ui_notification_tb_snooze | clientdll archive release | |
ui_party_msg_sound_enabled true | When enabled, lobby messages will play a short sound | clientdll release |
ui_playsettings_custom_preset | clientdll archive release | |
ui_playsettings_directchallengekey | clientdll archive release | |
ui_playsettings_flags_listen_casual 0 | clientdll archive release | |
ui_playsettings_flags_listen_competitive 16 | clientdll archive release | |
ui_playsettings_flags_listen_cooperative 0 | clientdll archive release | |
ui_playsettings_flags_listen_deathmatch 32 | clientdll archive release | |
ui_playsettings_flags_listen_scrimcomp2v2 0 | clientdll archive release | |
ui_playsettings_flags_listen_skirmish 0 | clientdll archive release | |
ui_playsettings_flags_listen_survival 0 | clientdll archive release | |
ui_playsettings_flags_official_casual 0 | clientdll archive release | |
ui_playsettings_flags_official_competitive 16 | clientdll archive release | |
ui_playsettings_flags_official_cooperative 0 | clientdll archive release | |
ui_playsettings_flags_official_deathmatch 32 | clientdll archive release | |
ui_playsettings_flags_official_scrimcomp2v2 0 | clientdll archive release | |
ui_playsettings_flags_official_skirmish 0 | clientdll archive release | |
ui_playsettings_flags_official_survival 0 | clientdll archive release | |
ui_playsettings_listen_annotations 0 | clientdll archive release | |
ui_playsettings_listen_grenades 0 | clientdll archive release | |
ui_playsettings_listen_infammo 0 | clientdll archive release | |
ui_playsettings_listen_infwarmup 0 | clientdll archive release | |
ui_playsettings_maps_listen_casual mg_de_dust2 | clientdll archive release | |
ui_playsettings_maps_listen_competitive mg_de_dust2 | clientdll archive release | |
ui_playsettings_maps_listen_deathmatch mg_de_dust2 | clientdll archive release | |
ui_playsettings_maps_listen_scrimcomp2v2 mg_de_inferno | clientdll archive release | |
ui_playsettings_maps_listen_skirmish mg_skirmish_armsrace | clientdll archive release | |
ui_playsettings_maps_official_casual mg_dust247 | clientdll archive release | |
ui_playsettings_maps_official_deathmatch mg_dust247 | clientdll archive release | |
ui_playsettings_maps_official_gungameprogressive mg_armsrace | clientdll archive release | |
ui_playsettings_maps_workshop | clientdll archive release | |
ui_playsettings_mode_listen deathmatch | clientdll archive release | |
ui_playsettings_mode_official_v20 deathmatch | clientdll archive release | |
ui_playsettings_survival_solo 0 | clientdll archive release | |
ui_playsettings_warmup_map_name de_mirage | clientdll archive release | |
ui_popup_weaponupdate_version 0 | clientdll archive release | |
ui_render_task_clips_label dealt_damage | clientdll release | |
ui_render_task_file rendertask | clientdll release | |
ui_render_task_fps 60 | clientdll release | |
ui_render_task_generate_clips false | clientdll release | |
ui_setting_advertiseforhire_auto 1 | Whether users will automatically advertise for invites (0: off; 1: last; 2: auto) | clientdll archive release |
ui_setting_advertiseforhire_auto_last /competitive | Which game mode users last used to advertise for invites | clientdll archive release |
ui_show_subscription_alert 0 | clientdll archive release | |
ui_show_unlock_competitive_alert | clientdll archive release | |
ui_steam_overlay_notification_position bottomleft | Steam overlay notification position | clientdll archive |
ui_steam_overlay_notification_position_horz 0 | Steam overlay notification position horizontal offset0 Max: 100 | clientdll archive |
ui_steam_overlay_notification_position_vert 0 | Steam overlay notification position vertical offset0 Max: 100 | clientdll archive |
ui_vanitysetting_loadoutslot_ct | clientdll archive release | |
ui_vanitysetting_loadoutslot_t | clientdll archive release | |
ui_vanitysetting_team | clientdll archive release | |
update_voices_low_priority false | developmentonly defensive | |
use_fx_queue true | use_fx_queue | developmentonly gamedll clientdll replicated |
v8_jitless true | Disable runtime allocation of executable memory for V8. | developmentonly |
v8_maximum_heap_size_mb 512 | Hard limit for the v8 heap size (in mBytes) | developmentonly |
v8_stack_size 384 | Default size of stack region v8 is allowed to use (in kBytes) | developmentonly |
vconsole_rcon_server_details | when non-empty allows for easy vconsole connection to the dedicated server. | dontrecord release server_cannot_query |
vehicle_debug_impact_damage false | developmentonly gamedll | |
videocfg_ao_detail 0 | developmentonly clientdll defensive | |
videocfg_fsr_detail 0 | developmentonly clientdll defensive | |
videocfg_hdr_detail -1 | developmentonly clientdll defensive | |
videocfg_particle_detail 1 | developmentonly clientdll defensive | |
videocfg_shadow_quality 1 | developmentonly clientdll defensive | |
videocfg_texture_detail 1 | developmentonly clientdll defensive | |
view_punch_decay 18 | Decay factor exponent for view punch | gamedll clientdll replicated cheat release |
viewmodel_fov 60 | Viewmodel FOV Min: 54 Max: 68 | clientdll archive userinfo per_user |
viewmodel_offset_x 1 | viewmodel_offset_x Min: -2 Max: 2.5 | clientdll archive userinfo per_user |
viewmodel_offset_y 1 | viewmodel_offset_y Min: -2 Max: 2 | clientdll archive userinfo per_user |
viewmodel_offset_z -1 | viewmodel_offset_z Min: -2 Max: 2 | clientdll archive userinfo per_user |
viewmodel_presetpos 1 | 1:"Desktop", 2:"Classic" | clientdll archive |
violence_ablood true | Draw alien blood | archive |
violence_agibs true | Show alien gib entities | archive |
violence_hblood true | Draw human blood | archive |
violence_hgibs true | Show human gib entities | archive |
vis_enable true | Enable precomputed visibility when true | developmentonly defensive |
vis_force false | gamedll cheat | |
vis_sunlight_enable true | Toggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS) | developmentonly cheat |
vismon_poll_frequency 0.5 | gamedll cheat | |
vismon_trace_limit 12 | gamedll cheat | |
vm_camera true | developmentonly clientdll defensive | |
vm_camera_interp_speed 8 | developmentonly clientdll defensive | |
vm_camera_no_roll false | developmentonly clientdll defensive | |
vm_camera_scale 1 | developmentonly clientdll defensive | |
vm_debug 0 | developmentonly gamedll clientdll replicated defensive | |
vm_draw_always false | developmentonly clientdll defensive | |
voice_all_icons false | Draw all players' voice icons | developmentonly clientdll defensive |
voice_always_sample_mic false | When enabled, open the voip audio input stream when the application launches. | archive |
voice_bypass_noise_gate false | developmentonly | |
voice_clientdebug 0 | developmentonly clientdll defensive | |
voice_debugfeedbackfrom false | developmentonly defensive | |
voice_device_override | Default device used for voice capture. | archive release |
voice_fadeouttime 0.005 | developmentonly defensive | |
voice_in_process true | developmentonly defensive | |
voice_initial_buffer_ms 200 | developmentonly defensive | |
voice_input_stallout 2 | Time before we consider a mic stalled out and need to reset it. | userinfo |
voice_loopback false | userinfo | |
voice_loopback_no_networking false | userinfo | |
voice_min_buffer_ms 100 | developmentonly defensive | |
voice_modenable true | Enable/disable voice in this mod. | clientdll archive release clientcmd_can_execute |
voice_noise_supression false | developmentonly defensive | |
voice_player_speaking_delay_threshold 0.5 | gamedll cheat | |
voice_sequence_maximum_wait_time 0.5 | When receiving packets out of sequence, wait this many seconds for missing sequences to arrive | developmentonly defensive |
voice_serverdebug false | developmentonly gamedll defensive | |
voice_stall_ms 250 | developmentonly defensive | |
voice_test_log_send false | release | |
voice_threshold -120 | decibel threshold for how loud the talker's input signal is before we think they are talking. | clientdll archive |
voice_threshold_attack 0.3 | Amount of time we buffer outgoing audio to detect an onset. | developmentonly |
voice_threshold_delay 0.7 | Amount of time the talker is silent before we infer that they are no longer talking. | developmentonly |
voice_threshold_hold 0.2 | Amount of time after the talker starts talking we should keep listening regardless of how loud they are speaking. | developmentonly |
voice_threshold_ramp_min_db -60 | A dB floor of when to stop transmitting packets, the volume between this and voice_threshold will still transmit packets to allow for volume ramping. | developmentonly |
voice_vox 0 | Voice chat uses a vox-style always on | clientdll archive per_user |
voice_vox_current_peak 0 | Current peak value (out of 64k) of the incoming voice stream | developmentonly clientdll defensive |
volume 1 | Sound volume0 Max: 1 | archive |
volume_fog_debug_volumes false | cheat | |
volume_fog_density_scale 1 | Scale global volume fog density | developmentonly cheat |
volume_fog_depth 128 | developmentonly defensive | |
volume_fog_depth_warp 7 | developmentonly defensive | |
volume_fog_depth_warp_debug false | developmentonly defensive | |
volume_fog_dither_scale 1 | cheat | |
volume_fog_enable_jitter true | cheat | |
volume_fog_force_indirect_lpvs false | Force use of LPVs for indirect lighting in fog | developmentonly cheat |
volume_fog_height 160 | developmentonly defensive | |
volume_fog_intermediate_textures_hdr true | developmentonly defensive | |
volume_fog_shadow_penumbra_multiplier 3 | Penumbra size multiplier for shadow sampling, reduces fog shadow aliasing | developmentonly defensive |
volume_fog_temporal_filter true | developmentonly defensive | |
volume_fog_temporal_weight 0.9 | Temporal filtering weight Min: 0.1 Max: 0.99 | developmentonly defensive |
volume_fog_width 240 | developmentonly defensive | |
vphys2_friction_factor 1 | Change global friction factor | cheat |
vphys2_restitution_factor 1 | Change global restitution factor | cheat |
vphysics_force_apply_magnitude 1 | developmentonly defensive | |
vphysics_return_implicit_velocity false | developmentonly defensive | |
vprof_counters 0 | developmentonly defensive | |
vprof_counters_show_minmax false | developmentonly defensive | |
vprof_scope_entity_clientthink false | Does nothing whatsoever. | developmentonly hidden clientdll defensive |
vprof_scope_entity_thinks false | developmentonly gamedll clientdll replicated defensive | |
vprof_think_limit false | developmentonly gamedll defensive | |
weapon_accuracy_forcespread 0 | Force spread to the specified value. | gamedll clientdll replicated release |
weapon_accuracy_logging false | developmentonly gamedll clientdll archive replicated | |
weapon_accuracy_nospread false | Disable weapon inaccuracy spread | gamedll clientdll replicated release missing3 |
weapon_accuracy_reset_on_deploy false | On deploy, forcibly reset weapon accuracy to zero. | gamedll clientdll replicated cheat release |
weapon_accuracy_shotgun_spread_patterns true | gamedll clientdll replicated release | |
weapon_air_spread_scale 1 | Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing0 | gamedll clientdll replicated release missing3 |
weapon_all_nametag false | developmentonly clientdll | |
weapon_all_stattrak false | developmentonly clientdll | |
weapon_auto_cleanup_time 0 | If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near. | gamedll clientdll replicated release |
weapon_debug_inaccuracy_only_up false | Force weapon inaccuracy to be in exactly the up direction | developmentonly gamedll clientdll replicated cheat |
weapon_debug_max_inaccuracy false | Force all shots to have maximum inaccuracy | developmentonly gamedll clientdll replicated cheat |
weapon_debug_spread_gap 0.67 | clientdll cheat per_user | |
weapon_debug_spread_show 0 | Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair | clientdll cheat per_user |
weapon_land_dip_amt 20 | The amount the gun should dip when the player lands after a jump. | developmentonly gamedll clientdll replicated cheat |
weapon_max_before_cleanup 0 | If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world. | gamedll clientdll replicated release missing3 |
weapon_molotov_maxdetonateslope 30 | Maximum angle of slope on which the molotov will detonate0 Max: 90 | developmentonly gamedll clientdll replicated defensive |
weapon_near_empty_sound true | gamedll clientdll replicated cheat | |
weapon_random_stickers false | developmentonly clientdll | |
weapon_reticle_knife_show true | When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife. | gamedll clientdll replicated release missing3 |
weapon_skin_force_legacy -1 | developmentonly gamedll | |
weapon_skins true | developmentonly clientdll | |
weapon_skins_on_default false | developmentonly clientdll | |
weapon_sound_falloff_multiplier 1 | Scaling for falloff of weapon firing sounds | gamedll clientdll replicated cheat release missing3 |
webapi_values_init_buffer_size 65536 | Initial buffer size for buffers in the WebAPIValues buffer pool | developmentonly clientdll defensive |
webapi_values_max_pool_size_mb 400 | Maximum size in bytes of the WebAPIValues buffer pool | developmentonly clientdll defensive |
zoom_sensitivity_ratio 1 | Additional mouse sensitivity scale factor applied when FOV is zoomed in. Min: 0.01 Max: 3 | clientdll archive per_user |