If Half Life Was Written By A Bot
If Half Life Was Written By A Bot https://cinurl.com/2tiUmg
Another popular series is the one that started the channel, the bad fan-fiction machinimas. Most of the fan-fictions were written by Peter Chimera. The first they did was \"Babylon 13\"[12] and most recent was \"Castlevania: Wisps of Dracula\".[13]
\"Deadwater 2nd Channel\" was created on January 10, 2020. It was originally called \"Deadwater Squared\", but this was changed to avoid confusion. It currently has over 4k subscribers. It was made for videos that are deemed \"not up to standard\" with the videos on the main channel. These usually consist of certain gameplay recordings, random machinimas, and clips. The first video uploaded was \"The Raid\",[15] a half-hour-long video of Destiny 2 shenanigans with friends.
He still watches the Deadwater Gaming's uploads and on the MahoganyCrafter channel it has become an inside joke that Mahvl is currently locked in Mahogany's basement (example in the comments of this video: [33]). Even Mahvl is in on the joke, and has claimed that \"[Mahogany] spoonfeeds me mashed pears every night at 7:30\" and that \"it's a pretty good life\" (in the comments of this video: [34]).
After he had spent a few moments pondering these immediate concerns, an avalanche of questions tumbled through Newell's mind. How had this happened Had the leak come from within Valve Which member of his team, having given years of their life to building the game, would jeopardise the project in the final hour
2 : If using metamod, type \"meta list\" in the console. If it shows rcbot_mm...dll/so status is 'badf' it means the file could not be found (meaning the path written in metamod's plugin.ini file is wrong). If it isn't shown at all then you haven't wrote the bot dll path into metamod's plugins.ini file and still need to do it. Some people have found that changing the '/' folder characters in the rcbot path in metamod's plugin file to windows folder character (backslash : '\\') will work.
In STEAM, and if running mods such as deathmatch classic where the mod is in its own folder (i.e. not inside half-life steam app folder), you must make another copy of the bot folder and put it in the \"steamapps/\" folder too.
First of all this could be because the bot is again not installed into the correct folder, or the gamedll_linux line in liblist.gam is pointing to the wrong .so file or the path is written incorrectly.
cvar list--------------_restart : cmd : : Shutdown and restart the engine.addip : cmd : : Add an IP address to the ban list.ai_auto_contact_solver : 1 : , \"sv\" : ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable ai_debug_assault : 0 : , \"sv\" : ai_debug_directnavprobe : 0 : , \"sv\" : ai_debug_doors : 0 : , \"sv\" : ai_debug_efficiency : 0 : , \"sv\" : ai_debug_enemies : 0 : , \"sv\" : ai_debug_expressions : 0 : , \"sv\" : Show random expression decisions for NPCs.ai_debug_follow : 0 : , \"sv\" : ai_debug_loners : 0 : , \"sv\" : ai_debug_looktargets : 0 : , \"sv\" : ai_debug_los : 0 : , \"sv\", \"cheat\" : NPC Line-Of-Sight debug mode. If1, solid entities that blo ck 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.ai_debug_nav : 0 : , \"sv\" : ai_debug_node_connect : cmd : : Debug the attempted connection between two nodesai_debug_ragdoll_magnets : 0 : , \"sv\" : ai_debug_shoot_positions : 0 : , \"sv\", \"rep\" : ai_debug_speech : 0 : , \"sv\" : ai_debug_squads : 0 : , \"sv\" : ai_debug_think_ticks : 0 : , \"sv\" : ai_debugscriptconditions : 0 : , \"sv\" : ai_disable : cmd : : Bi-passes all AI logic routines and puts all NPCs into their idleanimations. Can be used to get NPCs out of your way and to test effect of AI logicroutines on frame rateai_drawbattlelines : 0 : , \"sv\", \"cheat\" : ai_dump_hints : cmd : : ai_efficiency_override : 0 : , \"sv\" : ai_follow_use_points : 1 : , \"sv\" : ai_follow_use_points_when_moving : 1 : , \"sv\" : ai_lead_time : 0 : , \"sv\" : ai_LOS_mode : 0 : , \"sv\", \"rep\" : ai_moveprobe_debug : 0 : , \"sv\" : ai_moveprobe_jump_debug : 0 : , \"sv\" : ai_moveprobe_usetracelist : 0 : , \"sv\" : ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull sizeis written to the screen. Controls which connections are shown when ai_show_hull orai_show_connect commands are used Arguments: -none-ai_no_local_paths : 0 : , \"sv\" : ai_no_node_cache : 0 : , \"sv\" : ai_no_select_box : 0 : , \"sv\" : ai_no_steer : 0 : , \"sv\" : ai_no_talk_delay : 0 : , \"sv\" : ai_nodes : cmd : : Toggles node display. First call displays the nodes for the givennetwork as green objects. Second call displays the nodes and their IDs. Nodes are colorcoded as follows: Green - ground node Cyan - air node Magenta - climb node Grey - node notavailable for selected hull size Orange - node currently lockedai_norebuildgraph : 0 : , \"sv\" : ai_path_adjust_speed_on_immediate_turns : 1 : , \"sv\" : ai_path_insert_pause_at_est_end : 1 : , \"sv\" : ai_path_insert_pause_at_obstruction : 1 : , \"sv\" : ai_reaction_delay_alert : 0 : , \"sv\" : ai_reaction_delay_idle : 0 : , \"sv\" : ai_rebalance_thinks : 1 : , \"sv\" : ai_reloadresponsesystems : cmd : : Reload all response system scripts.ai_report_task_timings_on_limit : 0 : , \"a\", \"sv\" : ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resumenormalprocessing.ai_sequence_debug : 0 : , \"sv\" : ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checkingstepsai_shot_bias : 1 : , \"sv\" : ai_shot_bias_max : 1 : , \"sv\", \"rep\" : ai_shot_bias_min : -1 : , \"sv\", \"rep\" : ai_shot_stats : 0 : , \"sv\" : ai_shot_stats_term : 1000 : , \"sv\" : ai_show_connect : cmd : : Displays the allowed connections between each node for thecurrently selected hull type. Hulls are color code as follows: Green - ground movementBlue - jumping movement Cyan - flyingmovement Magenta - climbing movement Red - connectiondisabledai_show_connect_fly : cmd : : Displays the allowed connections between each node for thecurrently selected hull type. Hulls are color code as follows: Green - ground movementBlue - jumping movement Cyan - flyingmovement Magenta - climbing movement Red - connectiondisabledai_show_connect_jump : cmd : : Displays the allowed connections between each node for thecurrently selected hull type. Hulls are color code as follows: Green - ground movementBlue - jumping movement Cyan - flyingmovement Magenta - climbing movement Red - connectiondisabledai_show_graph_connect : cmd : : Toggles graph connection display for the node that theplayer is looking at. Nodes that are connected to the selected node by the net graph willbe drawn in red with magenta lines connectingto the selected node. Nodes that are notconnected via the net graph from the selected node will be drawn in blue.ai_show_grid : cmd : : Draw a grid on the floor where looking.ai_show_hints : cmd : : Displays all hints as small boxes Blue - hint is available for useRed - hint is currently being used by an NPC Orange - hint not being used by timed outGrey - hint has been disabledai_show_hull : cmd : : Displays the allowed hulls between each node for the currentlyselected hull type. Hulls are color code as follows: Green - ground movement Blue -jumping movement Cyan - flying movement Magenta - climbing movement Arguments: -none-ai_show_hull_attacks : 0 : , \"sv\" : ai_show_node : cmd : : Highlight the specified nodeai_show_think_tolerance : 0 : , \"sv\" : ai_show_visibility : cmd : : Toggles visibility display for the node that the player islooking at. Nodes that are visible from the selected node will be drawn in red with yellowlines connecting to the selected node. Nodes that are not visible from the selected nodewill be drawn in blue.ai_simulate_task_overtime : 0 : , \"sv\" : ai_spread_cone_focus_time : 0 : , \"sv\" : ai_spread_defocused_cone_multiplier : 3 : , \"sv\" : ai_spread_pattern_focus_time : 0 : , \"sv\" : ai_step : cmd : : NPCs will freeze after completing their current task. To complete thenext task, use 'ai_step' again. To resume processing normally use 'ai_resume'ai_think_limit_label : 0 : , \"a\", \"sv\" : ai_use_clipped_paths : 1 : , \"sv\" : ai_use_efficiency : 1 : , \"sv\" : ai_use_frame_think_limits : 1 : , \"sv\" : ai_use_think_optimizations : 1 : , \"sv\" : ainet_generate_report : cmd : : Generate a report to the console.ainet_generate_report_only : cmd : : Generate a report to the console.air_density : cmd : : Changes the density of air for drag computations.alias : cmd : : Alias a command.ammo_338mag_max : 30 : , \"sv\", \"rep\" : ammo_357sig_max : 52 : , \"sv\", \"rep\" : ammo_45acp_max : 100 : , \"sv\", \"rep\" : ammo_50AE_max : 35 : , \"sv\", \"rep\" : ammo_556mm_box_max : 200 : , \"sv\", \"rep\" : ammo_556mm_max : 90 : , \"sv\", \"rep\" : ammo_57mm_max : 100 : , \"sv\", \"rep\" : ammo_762mm_max : 90 : , \"sv\", \"rep\" : ammo_9mm_max : 120 : , \"sv\", \"rep\" : ammo_buckshot_max : 32 : , \"sv\", \"rep\" : ammo_flashbang_max : 2 : , \"sv\", \"rep\" : ammo_hegrenade_max : 1 : , \"sv\", \"rep\" : ammo_smokegrenade_max : 1 : , \"sv\", \"rep\" : banid : cmd : : Add a user ID to the ban list.bench_end : cmd : : Ends gathering of info.bench_start : cmd : : Starts gathering of info. Arguments: filename to write results intobench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers.BindToggle : cmd : : bloodspray : cmd : : bloodbot_add : cmd : : Adds a bot to whichever team has fewer playersbot_add_ct : cmd : : Adds a Counter-Terrorist botbot_add_t : cmd : : Adds a Terrorist botbot_all_weapons : cmd : : Allows the bots to use all weaponsbot_allow_grenades : 1 : , \"sv\", \"rep\" : bot_allow_machine_guns : 1 : , \"sv\", \"rep\" : bot_allow_pistols : 1 : , \"sv\", \"rep\" : bot_allow_rifles : 1 : , \"sv\", \"rep\" : bot_allow_rogues : 1 : , \"sv\", \"rep\" : bot_allow_shield : 1 : , \"sv\", \"rep\" : bot_allow_shotguns : 1 : , \"sv\", \"rep\" : bot_allow_snipers : 1 : , \"sv\", \"rep\" : bot_allow_sub_machine_guns : 1 : , \"sv\", \"rep\" : bot_auto_vacate : 1 : , \"sv\", \"rep\" : bot_chatter : 0 : , \"sv\", \"rep\" : bot_crouch : 0 : , \"sv\", \"cheat\" : bot_debug : 0 : , \"sv\", \"rep\" : bot_defer_to_human : 0 : , \"sv\", \"rep\" : bot_difficulty : 0 : , \"sv\", \"rep\" : bot_freeze : 0 : , \"sv\", \"cheat\" : bot_goto_mark : cmd : : Sends a bot to the selected nav area (for editing nav meshes)bot_join_after_player : 1 : , \"sv\", \"rep\" : bot_join_team : 0 : , \"sv\", \"rep\" : bot_kick : cmd : : Kicks the specified bot, or all bots if no name is givenbot_kill : cmd : : Kills the specified bot, or all bots if no name is givenbot_knives_only : cmd : : Restricts the bots to only using knivesbot_memory_usage : cmd : : Reports on the bots' memory usagebot_mimic : 0 : , \"sv\", \"cheat\" : bot_mimic_yaw_offset : 180 : , \"sv\", \"cheat\" : bot_pistols_only : cmd : : Restricts the bots to only using pistolsbot_prefix : 0 : , \"sv\", \"rep\" : bot_profile_db : 0 : , \"sv\", \"rep\" : bot_quota : 0 : , \"sv\", \"rep\" : bot_quota_match : 0 : , \"sv\", \"rep\" : bot_show_nav : 0 : , \"sv\", \"rep\" : bot_snipers_only : cmd : : Restricts the bots to only using sniper riflesbot_stop : 0 : , \"sv\", \"rep\" : bot_traceview : 0 : , \"sv\", \"rep\" : bot_walk : 0 : , \"sv\", \"rep\" : bot_zombie : 0 : , \"sv\", \"rep\" : breakable_disable_gib_limit : 0 : , \"sv\" : breakable_multiplayer : 1 : , \"sv\" : buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when healthis zero)bug_swap : cmd : : Automatically swaps the current weapon for the bug bait andback again.cache_print : cmd : : Print out contents of cache memory.cast_hull : cmd : : Tests hull collision detectioncast_ray : cmd : : Tests collision detectioncc_lookup_crc : cmd : : For tracking down missing CC token strings ch_createairboat : cmd : : Spawn airboat in front of the player.ch_createjeep : cmd : : Spawn jeep in front of the player.changelevel : cmd : : Change server to the specified mapchangelevel2 : cmd : : Transition to the specified map in single playercl_clock_correction : 1 : , \"cheat\" : Enable/disable clock correction on theclient.cl_clock_correction_adjustment_max_amount : 200 : , \"cheat\" : Sets the maximumnumber of milliseconds per second it is allowed to correct the client clock. It will onlycorrect this amount if the difference between the client and server clock is equal to orlarger than cl_clock_correction_adjustment_max_offset.cl_clock_correction_adjustment_max_offset : 90 : , \"cheat\" : As the clock offsetgoes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), itmoves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way,the response is small when the offset is small.cl_clock_correction_adjustment_min_offset : 10 : , \"cheat\" : If the clock offsetis less than this amount (in milliseconds), then no clock correction is applied.cl_clock_correction_force_server_tick : 999 : , \"cheat\" : Force clock correctionto match the server tick + this offset (-999 disables it).cl_clock_showdebuginfo : 0 : , \"cheat\" : Show debugging info about the clockdrift. cl_clockdrift_max_ms : 150 : , \"cheat\" : Maximum number of milliseconds theclock is allowed to drift before the client snaps its clock to the server's.cl_resend : 0 : : unusedclear_debug_overlays : cmd : : clears debug overlaysclientport : 27005 : : Host game client portcmd : cmd : : Forward command to server.collision_shake_amp : 0 : , \"sv\" : collision_shake_freq : 0 : , \"sv\" : collision_shake_time : 0 : , \"sv\" : coop : 0 : , \"nf\" : Cooperative play.CreatePredictionError : cmd : : Create a prediction errorcreditsdone : cmd : : cs_ShowStateTransitions : -2 : , \"sv\", \"cheat\" :cs_ShowStateTransitions . Show player state transitions.cs_stacking_num_levels : 1 : , \"sv\", \"rep\" : How many players canstack on top of another player.cvarlist : cmd : : Show the list of convars/concommands.deathmatch : 1 : , \"nf\" : Running a deathmatch server.debug_physimpact : 0 : , \"sv\" : decalfrequency : 5 : , \"sv\", \"nf\" : developer : 0 : : Show developer messages.differences : cmd : : Show all convars which are not at their default values.disconnect : cmd : : Disconnect game from server.disp_dynamic : 0 : : disp_modlimit : 80 : : disp_modlimit_down : 20 : : disp_modlimit_up : 80 : : disp_numiterations : 1 : , \"cheat\" : dispcoll_drawplane : 0 : , \"sv\" : displaysoundlist : 0 : , \"sv\" : drawcross : cmd : : Draws a cross at the given location Arguments: x y zdrawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collideswith something Arguments: x1 y1 z1 x2 y2 z2dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dtifor this to work).dtwarning : 0 : : Print data table warningsdtwatchent : -1 : : Watch this entities data table encoding.dtwatchvar : 0 : : Watch the named variable.dump_globals : cmd : : Dump all global entities/statesdumpstringtables : cmd : : Print string tables to console.echo : cmd : : Echo text to console.endround : cmd : : End the current round.ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green.Some entites will also display entity specific overlays. Arguments: {entity_name} /{class_name} / no argument picks what player is looking at ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange.Some entites will also display entity specific overlays. Arguments: {entity_name} /{class_name} / no argument picks what player is looking at ent_debugkeys : 0 : , \"sv\" : ent_dump : cmd : : Usage: ent_dump ent_fire : cmd : : Usage: ent_fire [action] [value] [delay] ent_info : cmd : : Usage: ent_info ent_messages : cmd : : Toggles input/output message display for the selected entity(ies).The name of the entity will be displayed as well as any messages that it sends orreceives. Arguments: {entity_name} / {class_name} / no argument picks what player islooking atent_messages_draw : 0 : , \"sv\", \"cheat\" : Visualizes all entityinput/output activity.ent_name : cmd : : ent_pause : cmd : : Toggles pausing of input/output message processing for entities. Whenturned on processing of all message will stop. Any messages displayed with 'ent_messages'will stop fading and be displayed indefinitely. To step through the messages one by oneuse 'ent_step'.ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green,z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument pickswhat player is looking at ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Someentites will also display entity specific overlays. Arguments: {entity_name} /{class_name} / no argument picks what player is looking at ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} /no argument picks what player is looking at ent_remove_all : cmd : : Removes all entities of the specified type Arguments:{entity_name} / {class_name} ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entityname} {entity_name} / {class_name} / no argument picks what player is looking at ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteriaset used to select responses. Arguments: {entity_name} / {class_name} / no argument pickswhat player is looking at ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input /output message at a time.ent_text : cmd : : Displays text debugging information about the given entity(ies) on topof the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argumentpicks what player is looking at exec : cmd : : Execute script file.exit : cmd : : Exit the engine.fadein : cmd : : fadein {time r g b}: Fades the screen in from black or fromthe specifiedcolor over the given number of seconds.fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specifiedcolor over the given number of seconds.find : cmd : : Find concommands with the specified string in their name/help text.fire_absorbrate : 3 : , \"sv\" : fire_dmgbase : 1 : , \"sv\" : fire_dmginterval : 1 : , \"sv\" : fire_dmgscale : 0 : , \"sv\" : fire_extabsorb : 5 : , \"sv\" : fire_extscale : 12 : , \"sv\" : fire_growthrate : 1 : , \"sv\" : fire_heatscale : 1 : , \"sv\" : fire_incomingheatscale : 0 : , \"sv\" : fire_maxabsorb : 50 : , \"sv\" : firetarget : cmd : : flex_expression : 0 : , \"sv\" : flex_looktime : 5 : , \"sv\" : flex_maxawaytime : 1 : , \"sv\" : flex_maxplayertime : 7 : , \"sv\" : flex_minawaytime : 0 : , \"sv\" : flex_minplayertime : 5 : , \"sv\" : flex_talk : 0 : , \"sv\" : flush : cmd : : Flush cache memory.flush_unlocked : cmd : : Flush unlocked cache memory.fog_enable_water_fog : 1 : : fov : cmd : : Change players FOVfps_max : 300 : : Frame rate limiterfree_pass_peek_debug : 0 : , \"sv\" : fs_printopenfiles : cmd : : Show all files currently opened by the engine.fs_warning_level : cmd : : Set the filesystem warning level.func_break_max_pieces : 15 : , \"a\", \"sv\", \"rep\" : func_breakdmg_bullet : 0 : , \"sv\" : func_breakdmg_club : 1 : , \"sv\" : func_breakdmg_explosive : 1 : , \"sv\" : g_debug_doors : 0 : , \"sv\" : g_debug_ragdoll_removal : 0 : , \"sv\", \"cheat\", \"rep\" : g_debug_trackpather : 0 : , \"sv\", \"cheat\" : g_debug_transitions : 0 : , \"sv\" : Set to 1 and restart the map to be warned ifthe map has no trigger_transition volumes. Set to 2 to see a dump of all entities &associated results during a transition.g_Language : 0 : , \"sv\", \"rep\" : g_ragdoll_maxcount : 8 : , \"sv\", \"rep\" : give : cmd : : Give item to player. Arguments: god : cmd : : Toggle. Player becomes invulnerable.groundlist : cmd : : Display ground entity list heartbeat : cmd : : help : cmd : : Find help about a convar/concommand.hltv_autorecord : 0 : : Automatically records all games as HLTV demos.hltv_connect : cmd : : Connect to specified HLTV server.hltv_debug : 0 : : HLTV debug info.hltv_delay : 10 : , \"sv\" : HLTV broadcast delay in secondshltv_maxclients : 128 : : Maximum client number on HLTV server.hltv_maxrate : 3500 : : Max client bandwidth rate allowed, 0 == unlimitedhltv_port : 27020 : : Host HLTV porthltv_record : cmd : : Starts HLTV demo recording.hltv_retry : cmd : : Reconnects the HLTV relay proxy.hltv_snapshotinterval : 2 : : Take game snapshot every nth tickhltv_status : cmd : : Connect to specified HLTV server.hltv_stop : cmd : : Stops the HLTV broadcast.hltv_stoprecord : cmd : : Stops HLTV demo recording.hltv_viewent : 0 : , \"sv\" : HLTV camera entity indexhost_framerate : 0 : : Set to lock per-frame time elapse.host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connectionhost_map : 0 : : Current map name.host_profile : 0 : : host_runofftime : cmd : : Run off some time without rendering/updating sounds host_showcachemiss : 0 : : Print a debug message when the client or server cache ismissed.host_sleep : 0 : , \"cheat\" : Force the host to sleep a certain number ofmilliseconds each frame.host_speeds : 0 : : Show general system running times.host_timescale : 1 : : Prescale the clock by this amount.hostage_debug : 0 : , \"sv\", \"cheat\" : Show hostage AI debuginformationhostname : 0 : : Hostname for server.hostport : 27015 : : Host game server porthurtme : cmd : : Hurts the player. Arguments: incrementvar : cmd : : Increment specified convar value.ip : 66 : : Overrides IP for multihomed hostskdtree_test : cmd : : Tests spatial partition for entities queries.kick : cmd : : Kick a player by slot, userid or name.kill : cmd : : kills the playerkillserver : cmd : : Shutdown the server.listid : cmd : : Lists banned users.listip : cmd : : List IP addresses on the ban list.listmodels : cmd : : List loaded models.log : cmd : : Enables standard log file .log_addaddress : cmd : : Set address and port for remote host .log_console : cmd : : Echos event logging in console .log_events : cmd : : Set UDP logging to remote host .log_level : cmd : : Specifies a logging level 0..15 .log_udp : cmd : : Send log packets to hosts in address list .lservercfgfile : 0 : , \"sv\" : map : cmd : : Start playing on specified map.map_background : cmd : : Runs a map as the background to the main menu.map_noareas : 0 : : Disable area to area connection testing.map_showspawnpoints : cmd : : Shows player spawn points (red=invalid)mapcyclefile : 0 : , \"sv\" : maps : cmd : : Displays list of maps.mat_bumpbasis : 0 : : mat_configcurrent : cmd : : show the current video control panel config for the materialsystemmat_envmapsize : 128 : : mat_envmaptgasize : 32 : : mat_fastspecular : 1 : : Enable/Disable specularity for visual testing. Will not reloadmaterials and will not affect perf.mat_forcedynamic : 0 : , \"cheat\" : mat_fullbright : 0 : , \"cheat\" : mat_leafvis : 0 : : Draw wireframe of current leafmat_levelflush : 1 : : mat_loadtextures : 1 : : mat_luxels : 0 : , \"cheat\" : mat_maxframelatency : 1 : : mat_monitorgamma : 2 : : monitor gamma (typically 2.2 for CRT and 1.7 for LCD)mat_norendering : 0 : : mat_normals : 0 : , \"cheat\" : mat_reloadallmaterials : cmd : : mat_reloadmaterial : cmd : : mat_reloadtextures : cmd : : mat_savechanges : cmd : : saves current video configuration to the registrymat_setvideomode : cmd : : sets the width, height, windowed state of the material systemmat_shadowstate : 1 : : mat_showlightmappage : -1 : : mat_softwareskin : 0 : : mat_wireframe : 0 : , \"cheat\" : maxplayers : cmd : : Change the maximum number of players allowed on this server.mem_dump : cmd : : dump memory stats.mem_dumpstats : 0 : : Dump current and max heap usage info to console at end of frame (set to 2 for continuous output ) mem_force_flush : 0 : : Force cache flush of unlocked resources on every allocmod_forcedata : 1 : : Forces all model file data into cache on model load.mp_allowNPCs : 1 : , \"sv\", \"nf\" : mp_allowspectators : 1 : , \"sv\", \"rep\" : toggles whether the serverallows spectator mode or notmp_autocrosshair : 1 : , \"sv\", \"nf\" : mp_autokick : 1 : , \"sv\", \"rep\" : Kick idle/team-killing playersmp_autoteambalance : 1 : , \"sv\" : mp_buytime : 1 : , \"sv\", \"rep\" : How many minutes after round startplayers can buy items for.mp_c4timer : 35 : , \"sv\", \"rep\" : how long from when the C4 is armeduntil it blowsmp_chattime : 2 : , \"sv\", \"rep\" : amount of time players can chatafter the game is overmp_decals : 200 : , \"a\" : mp_defaultteam : 0 : , \"sv\" : mp_facefronttime : 3 : , \"sv\", \"rep\" : After this amount of time ofstanding in place but aiming to one side, go ahead and move feet to face upper body.mp_fadetoblack : 0 : , \"sv\", \"rep\" : fade a player's screen to blackwhen he diesmp_falldamage : 0 : , \"sv\", \"nf\" : mp_feetyawrate : 720 : , \"sv\", \"rep\" : How many degrees per secondthat we can turn our feet or upper body.mp_flashlight : 1 : , \"sv\", \"nf\" : mp_footsteps : 1 : , \"sv\", \"nf\" : mp_forcecamera : 0 : , \"sv\", \"rep\" : Restricts spectator modes fordead playersmp_forcerespawn : 1 : , \"sv\", \"nf\" : mp_fraglimit : 0 : , \"sv\", \"nf\" : mp_freezetime : 5 : , \"sv\", \"rep\" : how many seconds to keep playersfrozen when the round startsmp_friendlyfire : 1 : , \"sv\", \"nf\", \"rep\" : mp_hostagepenalty : 2 : , \"sv\" : Terrorist are kicked for killing too muchhostagesmp_ik : 1 : , \"sv\", \"rep\" : Use IK on in-place turns.mp_limitteams : 1 : , \"sv\", \"rep\" : Max # of players 1 team can haveover anothermp_logecho : 1 : : mp_logfile : 1 : : mp_maxrounds : 0 : , \"sv\", \"rep\" : max number of rounds to play beforeserver changes mapsmp_playerid : 0 : , \"sv\", \"rep\" : Controls what information player seein the status bar: 0 all names; 1 team names; 2 no namesmp_restartgame : 0 : , \"sv\" : If non-zero, game will restart in the specifiednumber of secondsmp_roundtime : 2 : , \"sv\", \"rep\" : How many minutes each round takes.mp_solidplayers : 1 : , \"sv\", \"rep\" : Set player solid in multiplayermode, no pushbackmp_spawnprotectiontime : 5 : , \"sv\", \"rep\" : Kick players whoteam-kill within this many seconds of a round restart.mp_startmoney : 800 : , \"sv\", \"rep\" : amount of money each player getswhen they resetmp_teamlist : 0 : , \"sv\", \"nf\" : mp_teamoverride : 1 : , \"sv\" : mp_teamplay : 0 : , \"sv\", \"nf\" : mp_timelimit : 25 : , \"sv\", \"nf\", \"rep\" : game time per mapin minutesmp_tkpunish : 2 : , \"sv\", \"rep\" : Will a TK'er be punished in the nextround {0=no, 1=yes}mp_weaponstay : 0 : , \"sv\", \"nf\" : mp_winlimit : 0 : , \"sv\", \"rep\" : max number of rounds one team canwin before server changesmapsname : 0 : : unusednav_begin_area : cmd : : Defines a corner of a new Area. To complete the Area, drag theopposite corner to the desired location and issue a 'nav_end_area' command.nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions.nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the secondArea, then invoke the connect command. Note that this creates a ONE-WAY connection fromthe first to the second Area. To make atwo-way connection, also connect the second area tothe first.nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multipletimes to access all four corners.nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.nav_delete : cmd : : Deletes the currently highlighted Area.nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area,then invoke the disconnect command. This will remove all connections between the twoAreas.nav_edit : 0 : , \"sv\" : Set to one to interactively edit the Navigation Mesh.Set to zero to leave edit mode.nav_end_area : cmd : : Defines the second corner of a new Area and creates it.nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.nav_load : cmd : : Loads the Navigation Mesh for the current map.nav_mark : cmd : : Marks the Area under the cursor for manipulation by subsequent editingcommands.nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areasmissed when Place Painting.nav_mark_walkable : cmd : : Mark the current location as a walkable position. Thesepositions are used as seed locations when sampling the map to generate a Navigation Mesh.nav_merge : cmd : : To merge two Areas into one, mark the first Area, highlight the secondby pointing your cursor at it, and invoke the merge command.nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.nav_place_floodfill : cmd : : Sets the Place of the Area under the cursor to the curentPlace, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hitsan Area with the same Place, or a different Place than that of the initial Area.nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.nav_quicksave : 1 : , \"sv\" : Set to one to skip the time consuming phases of theanalysis. Useful for data collection and testing.nav_save : cmd : : Saves the current Navigation Mesh to disk.nav_show_approach_points : 0 : , \"sv\" : Show Approach Points in the NavigationMesh.nav_show_danger : 0 : , \"sv\" : Show current 'danger' levels.nav_splice : cmd : : To splice, mark an area, highlight a second area, then invoke thesplice command to create a new, connected area between them.nav_split : cmd : : To split an Area into two, align the split line using your cursor andinvoke the split command.nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from thecurrent Area.nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place modeallows labelling of Area with Place names.nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting,pointing at an Area will 'paint' it with the current Place.nav_use_place : cmd : : If used without arguments, all available Places will be listed. Ifa Place argument is given, the current Place is set.net_blockmsg : 0 : , \"cheat\" : Discards incoming message: net_channels : cmd : : Shows net channel infonet_chokeloop : 0 : : Apply bandwidth choke to loopback packetsnet_drawslider : 0 : : Draw completion slider during signonnet_droppackets : 0 : , \"cheat\" : Drops next n packets on clientnet_fakelag : 0 : , \"cheat\" : Lag all incoming network data (including loopback)by this many milliseconds.net_fakeloss : 0 : , \"cheat\" : Simulate packet loss as a percentage (negativemeans drop 1/n packets)net_maxfragments : 1280 : : Max fragment bytes per packet.net_showdrop : 0 : : Show dropped packets in consolenet_showevents : 0 : : Print game event infos to console.net_showfragments : 0 : : Show netchannel fragmentsnet_showmsg : 0 : : Show incoming message: net_showpeaks : 0 : : Show messages for large packets only: net_showsplits : 0 : : Show info about packet splitsnet_showtcp : 0 : : Dump TCP stream summary to consolenet_showudp : 0 : : Dump UPD packets summary to consolenet_start : cmd : : Inits multiplayer network socketsnet_synctags : 0 : , \"cheat\" : Insert tokens into the net stream to findclient/server mismatches.next : 0 : , \"cheat\" : Set to 1 to advance to next frame ( when singlestep == 1)noclip : cmd : : Toggle. Player becomes non-solid and flies.notarget : cmd : : Toggle. Player becomes hidden to NPCs.npc_ammo_deplete : cmd : : Subtracts half of the target's ammonpc_bipass : cmd : : Displays the local movement attempts by the given NPC(s)(triangulation detours). Failed bypass routes are displayed in red, successful bypassesare shown in green. Arguments: {entity_name} / {class_name} / no argument picks whatplayer is looking at.npc_combat : cmd : : Displays text debugging information about the squad and enemy of theselected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argumentpicks what player is looking atnpc_conditions : cmd : : Displays all the current AI conditions that an NPC has in theoverlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player islooking atnpc_create : cmd : : Creates an NPC of the given type where the player is looking (if thegiven NPC can actually stand at that location). Note that this only works for npc classesthat are already in the world. You can not create an entity that doesn't have an instancein the level. Arguments: {npc_class_name}npc_create_aimed : cmd : : Creates an NPC aimed away from the player of the giventypewhere the player is looking (if the given NPC can actually stand at that location).Note that this only works for npc classes thatare already in the world. You can not createan entity that doesn't have an instance in the level. Arguments: {npc_class_name}npc_create_equipment : 0 : , \"sv\" : npc_destroy : cmd : : Removes the given NPC(s) from the universe Arguments: {npc_name} /{npc_class_name} / no argument picks what player is looking atnpc_destroy_unselected : cmd : : Removes all NPCs from the universe that aren't currentlyselectednpc_enemies : cmd : : Shows memory of NPC. Draws an X on top of each memory. Eludedentities drawn in blue (don't know where it went) Unreachable entities drawn in green(can't get to it) Current enemy drawn in red Current target entity drawn in magenta Allother entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument pickswhat player is looking atnpc_focus : cmd : : Displays red line to NPC's enemy (if has one) and blue lineto NPC'starget entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument pickswhat player is looking atnpc_freeze : cmd : : Selected NPC(s) will freeze in place (or unfreeze). If there are noselected NPCs, uses the NPC under the crosshair. Arguments: -none-npc_go : cmd : : Selected NPC(s) will go to the location that the player is looking (shownwith a purple box) Arguments: -none-npc_go_do_run : 1 : , \"sv\" : Set whether should run on NPC gonpc_go_random : cmd : : Sends all selected NPC(s) to a random node. Arguments: -none-npc_heal : cmd : : Heals the target back to full healthnpc_height_adjust : 1 : , \"a\", \"sv\" : Enable test mode for ik heightadjustmentnpc_kill : cmd : : Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / noargument picks what player is looking atnpc_nearest : cmd : : Draw's a while box around the NPC(s) nearest node Arguments:{entity_name} / {class_name} / no argument picks what player is looking at npc_reset : cmd : : Reloads schedules for all NPC's from their script files Arguments:-none-npc_route : cmd : : Displays the current route of the given NPC as a line on the screen.Waypoints along the route are drawn as small cyan rectangles. Line is color coded in thefollowing manner: Blue - path to a node Cyan - detour around an object (triangulation) Red- jump Maroon - path to final target position Arguments: {npc_name} / {npc_class_name} /no argument picks what player is looking at npc_select : cmd : : Select or deselects the given NPC(s) for later manipulation. SelectedNPC's are shown surrounded by a red translucent box Arguments: {entity_name} /{class_name} / no argument picks whatplayer is looking at npc_sentences : 0 : , \"sv\" : npc_speakall : cmd : : Force the npc to try and speak all thier responsesnpc_squads : cmd : : Obsolete. Replaced by npc_combatnpc_steering : cmd : : Displays the steering obstructions of the NPC (used to performlocal avoidance) Arguments: {entity_name} / {class_name} / no argument picks what playeris looking atnpc_steering_all : cmd : : Displays the steering obstructions of all NPCs (used to performlocal avoidance) npc_task_text : cmd : : Outputs text debugging information to the console about the allthe tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} /{npc class_name} / no argument picks what player is looking at npc_tasks : cmd : : Displays detailed text debugging information about the all the tasksof the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npcclass_name} / no argument picks what player is looking at npc_thinknow : cmd : : Trigger NPC to thinknpc_viewcone : cmd : : Displays the viewcone of the NPC (where they are currently lookingand what the extents of there vision is) Arguments: {entity_name} / {class_name} / noargument picks what player is looking atnpc_vphysics : 0 : , \"sv\" : old_radiusdamage : 0 : , \"sv\", \"rep\" : password : 0 : : Current server access passwordpath : cmd : : Show the engine filesystem path.pause : cmd : : Toggle the server pause state.phys_impactforcescale : 1 : , \"sv\" : phys_penetration_error_time : 10 : , \"sv\" : Controls the duration of vphysicspenetration error boxes.phys_pushscale : 1 : , \"sv\", \"rep\" : phys_speeds : 0 : , \"sv\" : phys_stressbodyweights : 5 : , \"sv\" : phys_swap : cmd : : Automatically swaps the current weapon for the physcannon and backagain.phys_timescale : 1 : , \"sv\" : Scale time for physicsphys_upimpactforcescale : 0 : , \"sv\" : physics_budget : cmd : : Times the cost of each active objectphysics_debug_entity : cmd : : Dumps debug info for an entityphysics_highlight_active : cmd : : Turns on the absbox for all active physics objectsphysics_report_active : cmd : : Lists all active physics objectsphysics_select : cmd : : Dumps debug info for an entityphysicsshadowupdate_render : 0 : , \"sv\" : picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot anddebugging text is displayed for whatever entity the player is looking at. Arguments: full- enables all debug informationping : cmd : : Display ping to server.player_old_armor : 0 : , \"sv\" : prop_crosshair : cmd : : Shows name for prop looking atprop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded boundingboxes. Red means ignore all damage. White means respond physically to damage but neverbreak. Green maps health in the rangeof 100 down to 1.props_break_max_pieces : -1 : , \"sv\" : Maximum prop breakable piece count (-1 =model default)quit : cmd : : Exit the engine.quti : cmd : : Exit the engine.r_3dnow : cmd : : r_AirboatViewDampenDamp : 1 : , \"sv\", \"cheat\", \"nf\",\"rep\" : r_AirboatViewDampenFreq : 7 : , \"sv\", \"cheat\", \"nf\",\"rep\" : r_AirboatViewZHeight : 0 : , \"sv\", \"cheat\", \"nf\",\"rep\" : r_colorstaticprops : 0 : , \"cheat\" : r_debugrandomstaticlighting : 0 : , \"cheat\" : Set to 1 to make all staticlighting red for debugging. Must restart for change to take affect.r_decal_cullsize : 1 : : Decals under this size in pixels are culledr_decals : 2048 : : r_decalstaticprops : 1 : : Decal static props testr_DispBuildable : 0 : , \"cheat\" : r_DispDrawAxes : 0 : : r_DispEnableLOD : 0 : : r_DispFullRadius : 400 : : Radius within which a displacement will stay at its highestLODr_DispLockLOD : 0 : : r_DispRadius : 500 : : r_DispSetLOD : 0 : : r_DispTolerance : 5 : : r_DispUpdateAll : 0 : : r_DispUseStaticMeshes : 1 : , \"cheat\" : High end machines use static meshes. Lowend machines use temp meshes.r_DispWalkable : 0 : , \"cheat\" : r_drawbatchdecals : 1 : : Render decals batched.r_drawbrushmodels : 1 : , \"cheat\" : Render brush models.r_drawdecals : 1 : : Render decals.r_DrawDisp : 1 : , \"cheat\" : Toggles rendering of displacment mapsr_drawentities : 1 : , \"cheat\" : r_drawleaf : -1 : , \"cheat\" : Draw the specified leaf.r_drawmodeldecals : 1 : : r_DrawModelLightOrigin : 0 : , \"cheat\" : r_drawmodelstatsoverlay : 0 : , \"cheat\" : r_drawmodelstatsoverlaydistance : 500 : , \"cheat\" : r_drawmodelstatsoverlaymax : 1 : , \"a\" : time in milliseconds beyond which amodel overlay is fully red in r_drawmodelstatsoverlay 2r_drawmodelstatsoverlaymin : 0 : , \"a\" : time in milliseconds that a model musttake to render before showing an overlay in r_drawmodelstatsoverlay 2r_DrawSpecificStaticProp : -1 : : r_drawstaticprops : 1 : , \"cheat\" : r_drawtranslucentworld : 1 : , \"cheat\" : r_drawworld : 1 : , \"cheat\" : Render the world.r_dynamic : 1 : : r_eyeglintlodpixels : 20 : : The number of pixels wide an eyeball has to be beforerendering an eyeglint. Is a floating point value.r_eyegloss : 1 : , \"a\" : r_eyemove : 1 : , \"a\" : r_eyes : 1 : : r_eyeshift_x : 0 : , \"a\" : r_eyeshift_y : 0 : , \"a\" : r_eyeshift_z : 0 : , \"a\" : r_eyesize : 0 : , \"a\" : r_fastzreject : 0 : : Activate/deactivates a fast z-setting algorithm to take advantage ofhardware with fast z reject. Use -1 to default to hardware settingsr_flex : 1 : : r_flushlod : cmd : : Flush and reload LODs.r_ForceRestore : 0 : : r_JeepViewDampenDamp : 1 : , \"sv\", \"cheat\", \"nf\",\"rep\" : r_JeepViewDampenFreq : 7 : , \"sv\", \"cheat\", \"nf\",\"rep\" : r_JeepViewZHeight : 10 : , \"sv\", \"cheat\", \"nf\",\"rep\" : r_lightaverage : 1 : : Activates/deactivate light averagingr_lightinterp : 5 : : Controls the speed of light interpolation, 0 turns off interpolationr_lightmap : -1 : : r_lightstyle : -1 : : r_lockpvs : 0 : , \"cheat\" : Lock the PVS so you can fly around and inspect whatis being drawn.r_lod : -1 : : r_lod_noupdate : 0 : : r_maxmodeldecal : 50 : : r_mmx : cmd : : r_modellodscale : 1 : , \"studio\" : 1.0 is the default, set to a lower value (ie0.5) to tend towards simpler modelsr_modelwireframedecal : 0 : , \"cheat\" : r_newproplighting : 0 : : r_nohw : 0 : , \"cheat\" : r_norefresh : 0 : : r_nosw : 0 : , \"cheat\" : r_novis : 0 : , \"cheat\" : Turn off the PVS.r_occludeemaxarea : 0 : : Prevents occlusion testing for entities that take up more thanX% of the screen. 0 means use whatever the level said to use.r_occluderminarea : 0 : : Prevents this occluder from being used if it takes up less thanX% of the screen. 0 means use whatever the level said to use.r_occludermincount : 0 : : At least this many occluders will be used, no matter how bigthey are.r_occlusion : 1 : : Activate/deactivate the occlusion system.r_occlusionspew : 0 : : Activate/deactivates spew about what the occlusion system isdoing.r_printdecalinfo : cmd : : r_rootlod : 0 : : Root LODr_shadowrendertotexture : 1 : : r_showenvcubemap : 0 : , \"cheat\" : r_skin : 0 : : r_sse : cmd : : r_sse2 : cmd : : r_staticpropinfo : 0 : : r_teeth : 1 : : r_vehicleBrakeRate : 1 : , \"sv\", \"cheat\" : r_vehicleDrawDebug : 0 : , \"sv\", \"cheat\" : r_VehicleViewDampen : 1 : , \"sv\", \"cheat\", \"nf\",\"rep\" : r_visocclusion : 0 : : Activate/deactivate wireframe rendering of what the occlusionsystem is doing.r_visualizetraces : 0 : , \"sv\", \"cheat\" : r_waterforceexpensive : 0 : : r_waterforcereflectentities : 0 : : rcon_password : 2 : : remote console password.recompute_speed : cmd : : Recomputes clock speed (for debugging purposes).reload : cmd : : Reload the most recent saved game (add setpos to jump to current viewposition on reload).removeid : cmd : : Remove a user ID from the ban list.removeip : cmd : : Remove an IP address from the ban list.replaydelay : 0 : , \"sv\" : report_entities : cmd : : Lists all entitiesreport_simthinklist : cmd : : Lists all simulating/thinking entitiesreport_soundpatch : cmd : : reports sound patch countreport_touchlinks : cmd : : Lists all touchlinksrestart : cmd : : Restart the game on the same level (add setpos to jump to current viewposition on restart).revert : cmd : : Revert convars to their default values.say : cmd : : Display player messagesay_team : cmd : : Display player message to teamscene_allowoverrides : 1 : , \"sv\" : When playing back a choreographed scene,allow per-model expression overrides.scene_flatturn : 1 : , \"sv\" : scene_flush : cmd : : Flush all .vcds from the cache and reload from disk.scene_forcecombined : 0 : , \"sv\" : When playing back, force use of combined .wavfiles even inenglish.scene_maxcaptionradius : 1200 : , \"sv\" : Only show closed captions if recipientis within this many units of speaking actor (0==disabled).scene_print : 0 : , \"sv\" : When playing back a scene, print timing and eventinfo to console.scene_showfaceto : 0 : , \"a\", \"sv\" : When playing back, show thedirections of faceto events.scene_showlook : 0 : , \"a\", \"sv\" : When playing back, show thedirections of look events.scene_showmoveto : 0 : , \"a\", \"sv\" : When moving, show the endlocation.servercfgfile : 0 : , \"sv\" : setang : cmd : : Snap player eyes to specified pitch yaw (must havesv_cheats).setmaster : cmd : : setmodel : cmd : : Changes's player's modelsetpause : cmd : : Set the pause state of the server.setpos : cmd : : Move player to specified origin (must have sv_cheats).shake : cmd : : Shake the screen.showhitlocation : 0 : , \"sv\" : showtriggers : 0 : , \"sv\", \"cheat\" : Shows trigger brushesshowtriggers_toggle : cmd : : Toggle show triggerssinglestep : 0 : , \"cheat\" : Run engine in single step mode ( set next to 1 toadvance a frame )sk_ally_regen_time : 0 : , \"sv\" : Time taken for an ally to regenerate a pointof health.sk_npc_arm : 1 : , \"sv\" : sk_npc_chest : 1 : , \"sv\" : sk_npc_head : 2 : , \"sv\" : sk_npc_leg : 1 : , \"sv\" : sk_npc_stomach : 1 : , \"sv\" : sk_player_arm : 1 : , \"sv\" : sk_player_chest : 1 : , \"sv\" : sk_player_head : 2 : , \"sv\" : sk_player_leg : 1 : , \"sv\" : sk_player_stomach : 1 : , \"sv\" : skill : 1 : , \"a\" : Game skill level (1-3).smoothstairs : 1 : , \"sv\", \"rep\" : Smooth player eye z coordinate whenclimbing stairs.snd_foliage_db_loss : 4 : : snd_gain : 1 : : snd_gain_max : 1 : : snd_gain_min : 0 : : snd_refdb : 60 : : snd_refdist : 36 : : snd_restart : cmd : : Restart sound system.snd_vox_captiontrace : 0 : : Shows sentence name for sentences which are set not toshowcaptions.snd_vox_globaltimeout : 300 : : snd_vox_sectimetout : 300 : : snd_vox_seqtimetout : 300 : : soundpatch_captionlength : 2 : , \"sv\", \"rep\" : How long loopingsoundpatch captions should display for.soundscape_flush : cmd : : Flushes the server & client side soundscapesspike : cmd : : generates a fake spikestatus : cmd : : Display map and connection status.step_spline : 0 : , \"sv\" : stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.suitvolume : 0 : , \"a\", \"sv\" : surfaceprop : cmd : : Reports the surface properties at the cursorsv_accelerate : 5 : , \"sv\", \"nf\", \"rep\" : sv_airaccelerate : 10 : , \"sv\", \"nf\", \"rep\" : sv_allowdownload : 1 : : Allow clients to download filessv_allowupload : 1 : : Allow clients to upload customizations filessv_alltalk : 0 : , \"sv\", \"nf\" : Players can hear all other players, noteam restrictionssv_alternateticks : 0 : , \"sp\", \"sv\" : If set, server only simulatesentities on alternate ticks. sv_autosave : 1 : , \"sv\" : Set to 1 to save game on level transition. Does notaffect autosave triggers.sv_backspeed : 0 : , \"a\", \"sv\", \"rep\" : How much to slowdown backwards motionsv_bounce : 0 : , \"sv\", \"nf\", \"rep\" : Bounce multiplier forwhen physically simulated objects collide with other objects.sv_cacheencodedents : 1 : : If set to 1, does an optimization to prevent extraSendTable_Encode calls.sv_cheats : 0 : , \"nf\", \"rep\" : Allow cheats on serversv_contact : 0 : : Contact email for server sysopsv_debug_player_use : 0 : , \"sv\", \"rep\" : Visualizes +use logic. Greencross=trace success, Red cross=trace too far, Green box=radius successsv_debugmanualmode : 0 : : Make sure entities correctly report whether or not theirnetwork data has changed.sv_debugresponses : 0 : , \"sv\" : Show verbose matching output (1 for simple, 2for rule scoring)sv_deltaprint : 0 : : Print accumulated CalcDelta profiling data (only if sv_deltatime ison)sv_deltatime : 0 : : Enable profiling of CalcDelta callssv_dumpresponses : 0 : , \"sv\" : Dump all response_rules.txt and rules (requiresrestart)sv_filterban : 1 : : Set packet filtering by IP modesv_findsoundname : cmd : : Find sound names which reference the specified wave files.sv_footsteps : 1 : , \"sv\", \"nf\", \"rep\" : Play footstep soundfor playerssv_forcepreload : 0 : , \"a\" : Force server side preloading.sv_friction : 4 : , \"sv\", \"nf\", \"rep\" : World friction.sv_gravity : 800 : , \"sv\", \"nf\", \"rep\" : World gravity.sv_hltv : 0 : : Enables HLTV on this server.sv_instancebaselines : 1 : : Enable instanced baselines. Saves network overhead.sv_lan : 0 : : Server is a lan server ( no heartbeat, no authentication, no non-class Caddresses, 9999.0 rate, etc.sv_logbans : 1 : : sv_massreport : 0 : , \"sv\" : sv_max_usercmd_future_ticks : 8 : , \"sv\" : Prevents clients from runningusercmds too far in the future. Prevents speed hacks.sv_maxrate : 10000 : : Max bandwidth rate allowed on server, 0 == unlimitedsv_maxspeed : 320 : , \"sv\", \"nf\", \"rep\" : sv_maxunlag : 1 : , \"sv\" : Maximum lag compensation in secondssv_maxupdaterate : 60 : : Maximum updates per second that the server will allowsv_maxvelocity : 3500 : , \"sv\", \"rep\" : Maximum speed anyballistically moving object is allowed toattain per axis.sv_minrate : 4000 : : Min bandwidth rate allowed on server, 0 == unlimitedsv_minupdaterate : 10 : : Minimum updates per second that the server will allowsv_netvisdist : 10000 : , \"sv\", \"cheat\" : Test networking visibilitydistancesv_noclipaccelerate : 5 : , \"a\", \"sv\", \"nf\", \"rep\": sv_noclipduringpause : 0 : , \"cheat\" : If cheats are enabled, then you cannoclip with the game paused (for doing screenshots, etc.).sv_noclipspeed : 5 : , \"a\", \"sv\", \"nf\", \"rep\" : sv_npc_talker_maxdist : 1024 : , \"sv\" : NPCs over this distance from the playerwon't attempt to speak.sv_password : 0 : , \"nf\", \"prot\" : Server password for entry intomultiplayer gamessv_pausable : 0 : , \"nf\" : Is the server pausable.sv_precachegeneric : cmd : : Usage: sv_precachegeneric [ preload ] Add fileto precache list.sv_precacheinfo : cmd : : Show precache info.sv_precachemodel : cmd : : Usage: sv_precachemodel [ preload ] Add model toprecache list.sv_precachesound : cmd : : Usage: sv_precachesound [ preload ] Add sound toprecache list.sv_pushaway_clientside : 0 : , \"sv\", \"rep\" : Clientside physics pushaway (0=off, 1=only localplayer, 1=all players)sv_pushaway_clientside_size : 15 : , \"sv\", \"rep\" : Minimum size ofpushback objectssv_pushaway_force : 30000 : , \"sv\", \"rep\" : How hard physics objectsare pushed away from the players on the server.sv_pushaway_max_force : 1000 : , \"sv\", \"rep\" : Maximum amount of forceapplied to physics objects by players.sv_pushaway_min_player_speed : 75 : , \"sv\", \"rep\" : If a player ismoving slower than this, don't push away physics objects (enables ducking behind things).sv_rcon_banpenalty : 0 : : Number of minutes to ban users who fail rcon authenticationsv_rcon_maxfailures : 10 : : Max number of times a user can fail rcon authenticationbefore being bannedsv_rcon_minfailures : 5 : : Number of times a user can fail rcon authentication insv_rcon_minfailuretime before being bannedsv_rcon_minfailuretime : 30 : : Number of seconds to track failed rcon authenticationssv_region : 0 : : The region of the world to report this server in.sv_rollangle : 0 : , \"sv\", \"nf\", \"rep\" : Max view roll anglesv_rollspeed : 200 : , \"sv\", \"nf\", \"rep\" : sv_runcmds : 1 : , \"sv\" : sv_sendtables : 0 : : Force full sendtable sending path.sv_showhitboxes : -1 : , \"sv\", \"cheat\" : Send server-side hitboxes forspecified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).sv_showimpacts : 0 : , \"sv\", \"rep\" : Shows client (red) and server(blue) bullet impact pointsv_showladders : 0 : , \"sv\" : Show bbox and dismount points for all ladders(must be set before level load.) sv_skyname : 0 : , \"a\", \"sv\", \"rep\" : Current name of theskybox texturesv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_soundsfiles.sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)sv_soundemitter_trace : 0 : , \"sv\", \"rep\" : Show all EmitSound callsincluding their symbolic name and the actual wave file they resolved to sv_soundscape_printdebuginfo : cmd : : print soundscapessv_specaccelerate : 5 : , \"a\", \"sv\", \"nf\", \"rep\" :sv_specnoclip : 1 : , \"a\", \"sv\", \"nf\", \"rep\" : sv_specspeed : 3 : , \"a\", \"sv\", \"nf\", \"rep\" : sv_stats : 1 : : Collect CPU usage statssv_stepsize : 18 : , \"sv\", \"nf\", \"rep\" : sv_stopspeed : 75 : , \"sv\", \"nf\", \"rep\" : Minimum stoppingspeed when on ground.sv_stressbots : 0 : : If set to 1, the server calculates data and fills packets to bots.Used for perf testing.sv_strict_notarget : 0 : , \"sv\" : If set, notarget will cause entities to neverthink they are in the pvssv_suppress_viewpunch : 0 : , \"sv\", \"rep\" : sv_teststepsimulation : 1 : , \"sv\" : sv_thinktimecheck : 0 : , \"sv\" : Check for thinktimes all on same timestamp.sv_timeout : 65 : : After this many seconds without a message from a client, the client isdroppedsv_unlag : 1 : , \"sv\" : Enables player lag compensationsv_unlockedchapters : 1 : , \"a\", \"sv\" : sv_voicecodec : 0 : : Specifies which voice codec DLL to use in a game. Set to the name ofthe DLL without the extension.sv_voiceenable : 1 : , \"a\", \"nf\" : sv_wateraccelerate : 10 : , \"sv\", \"nf\", \"rep\" : sv_waterdist : 12 : , \"sv\", \"rep\" : Vertical view fixup when eyes arenear water plane.sv_waterfriction : 1 : , \"sv\", \"nf\", \"rep\" : template_debug : 0 : , \"sv\" : Test_CreateEntity : cmd : : test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect Defaults are: Test_EHandle : cmd : : test_entity_blocker : cmd : : Test command that drops an entity blocker out in front ofthe player.Test_InitRandomEntitySpawner : cmd : : Test_Loop : cmd : : Test_Loop - loop back to the specified loop startpoint unconditionally.Test_LoopCount : cmd : : Test_LoopCount - loop back to thespecified loop start point the specified # of times.Test_LoopForNumSeconds : cmd : : Test_LoopForNumSeconds -loop back to the specified start point for the specified # of seconds.test_nav_opt : 1 : , \"sv\" : Test_ProxyToggle_EnableProxy : cmd : : Test_ProxyToggle_SetValue : cmd : : Test_RandomChance : cmd : : Test_RandomChance - Roll the dice and maybe run the command following the percentagechance.Test_RandomizeInPVS : cmd : : Test_RandomPlayerPosition : cmd : : Test_RemoveAllRandomEntities : cmd : : Test_RunFrame : cmd : : Test_SendKey : cmd : : Test_SpawnRandomEntities : cmd : : Test_StartLoop : cmd : : Test_StartLoop - Denote the start of a loop.Really just defines a named point you can jump to.Test_StartScript : cmd : : Start a test script running..Test_Wait : cmd : : Test_WaitForCheckPoint : cmd : : testscript_debug : 0 : : Debug test scripts.think_limit : 0 : , \"sv\", \"rep\" : Maximum think time in milliseconds,warning is printed if this is exceeded.trace_report : 0 : , \"sv\" : unpause : cmd : : Unpause the game.use : cmd : : Use a particular weapon Arguments: user : cmd : : Show user data.users : cmd : : Show user info for players on server.vcollide_wireframe : 0 : , \"cheat\" : version : cmd : : Print version info string.violence_ablood : 1 : : Draw alien bloodviolence_agibs : 1 : : Show alien gib entitiesviolence_hblood : 1 : : Draw human bloodviolence_hgibs : 1 : : Show human gib entitiesvoice_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than fromthemicrophone.voice_recordtofile : 0 : : Record mic data and decompressed voice data into'voice_micdata.wav' and 'voice_decompressed.wav'voice_serverdebug : 0 : , \"sv\" : vox_reload : cmd : : Reload sentences.txt filevoxeltree_box : cmd : : View entities in the voxel-tree inside box .voxeltree_playerview : cmd : : View entities in the voxel-tree at the player position.voxeltree_sphere : cmd : : View entities in the voxel-tree inside sphere.voxeltree_view : cmd : : View entities in the voxel-tree.vprof : cmd : : Toggle VProf profilervprof_cachemiss : cmd : : Toggle VProf cache miss checkingvprof_cachemiss_off : cmd : : Turn off VProf cache miss checkingvprof_cachemiss_on : cmd : : Turn on VProf cache miss checkingvprof_counters : 0 : : vprof_dump_groupnames : cmd : : Write the names of all of the vprof groups to the console.vprof_dump_spikes : 0 : : Framerate at which vprof will begin to dump spikes to theconsole. 0 = disabled.vprof_generate_report : cmd : : Generate a report to the console.vprof_generate_report_AI : cmd : : Generate a report to the console.vprof_generate_report_AI_only : cmd : : Generate a report to the console.vprof_generate_report_hierarchy : cmd : : Generate a report to the console.vprof_generate_report_map_load : cmd : : Generate a report to the console.vprof_off : cmd : : Turn off VProf profilervprof_on : cmd : : Turn on VProf profilervprof_playback_start : cmd : : Start playing back a recorded .vprof file.vprof_playback_step : cmd : : While playing back a .vprof file, step to the next tick.vprof_playback_stop : cmd : : vprof_record_start : cmd : : Start recording vprof data for playback later.vprof_record_stop : cmd : : vprof_reset : cmd : : Reset the stats in VProf profilervprof_reset_peaks : cmd : : Reset just the peak time in VProf profilervprof_vtune_group : cmd : : enable vtune for a particular vprof group ('disable' todisable)wait : cmd : : Stop command parsing until next frame.wc_air_edit_further : cmd : : When in WC edit mode and editing air nodes, moves positionofair node crosshair and placement location further away from playerwc_air_edit_nearer : cmd : : When in WC edit mode and editing air nodes, moves positionofair node crosshair and placement location nearer to from playerwc_air_node_edit : cmd : : When in WC edit mode, toggles laying down or air nodes insteadof ground nodeswc_create : cmd : : When in WC edit mode, creates a node where the player is looking if anode is allowed at that location for the currently selected hull size (see ai_next_hull)wc_destroy : cmd : : When in WC edit mode, destroys the node that the player is nearest tolooking at. (The node will be highlighted by a red box).wc_destroy_undo : cmd : : When in WC edit mode restores the last deleted nodewc_link_edit : cmd : : wc_update_entity : cmd : : Updates the entity's position/angles when in edit modeweapon_showproficiency : 0 : , \"sv\" : writeid : cmd : : Writes a list of permanently-banned user IDs to banned_user.cfg.writeip : cmd : : Save the ban list to banned_ip.cfg.--------------812 total convars/concommands 153554b96e
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