List of CS:GO Cvars – Valve Developer Community

List of CS:GO Cvars - Valve Developer Community - Download List of CS:GO Cvars - Valve Developer Community for FREE - Free Cheats for Games

List of CS:GO Cvars – Valve Developer Community

Download List of CS:GO Cvars – Valve Developer Community for FREE

NameDefault ValueAttributesDescription@panorama_debug_overlay_opacity0a@panorama_force_sort_child_ops0cheatachievement_debug0cheat, rep, clTurn on achievement debug msgs.achievement_disable0cheat, rep, clTurn off achievements.adsp_debug0aai_debug_los0sv, cheatNPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it’lai_debug_shoot_positions0cheat, rep, clai_drawbattlelines0sv, cheatai_report_task_timings_on_limit0a, svai_think_limit_label0a, svai_vehicle_avoidance1sv, cheatammo_338mag_max30rep, clammo_357sig_max52rep, clammo_357sig_min_max12rep, clammo_357sig_p250_max26rep, clammo_357sig_small_max24rep, clammo_45acp_max100rep, clammo_50AE_max35rep, clammo_556mm_box_max200rep, clammo_556mm_max90rep, clammo_556mm_small_max40rep, clammo_57mm_max100rep, clammo_762mm_max90rep, clammo_9mm_max120rep, clammo_buckshot_max32rep, clammo_grenade_limit_breachcharge3rep, clammo_grenade_limit_bumpmine3rep, clammo_grenade_limit_default1rep, clammo_grenade_limit_flashbang1rep, clammo_grenade_limit_snowballs3rep, clammo_grenade_limit_total3rep, clammo_item_limit_healthshot4rep, clanim_twistbones_enabled0cheat, rep, clEnable procedural twist bones.bot_allow_grenades1sv, repIf nonzero, bots may use grenades.bot_allow_machine_guns1sv, repIf nonzero, bots may use the machine gun.bot_allow_pistols1sv, repIf nonzero, bots may use pistols.bot_allow_rifles1sv, repIf nonzero, bots may use rifles.bot_allow_rogues1sv, repIf nonzero, bots may occasionally go ‘rogue’. Rogue bots do not obey radio commands, nor pursue scenario goals.bot_allow_shotguns1sv, repIf nonzero, bots may use shotguns.bot_allow_snipers1sv, repIf nonzero, bots may use sniper rifles.bot_allow_sub_machine_guns1sv, repIf nonzero, bots may use sub-machine guns.bot_autodifficulty_threshold_high5rep, clUpper bound above Average Human Contribution Score that a bot must be above to change its difficultybot_autodifficulty_threshold_low-2rep, clLower bound below Average Human Contribution Score that a bot must be below to change its difficultybot_chatter0sv, repControl how bots talk. Allowed values: ‘off’, ‘radio’, ‘minimal’, or ‘normal’.bot_coop_force_throw_grenade_chance0sv, cheatbot_coop_idle_max_vision_distance1400sv, repMax distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.bot_crouch0sv, cheatbot_debug0sv, cheat, repFor internal testing purposes.bot_debug_target0sv, cheat, repFor internal testing purposes.bot_defer_to_human_goals0sv, repIf nonzero and there is a human on the team, the bots will not do the scenario tasks.bot_defer_to_human_items1sv, repIf nonzero and there is a human on the team, the bots will not get scenario items.bot_difficulty1sv, repDefines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.bot_dont_shoot0sv, cheat, repIf nonzero, bots will not fire weapons (for debugging).bot_freeze0sv, cheatbot_ignore_enemies0sv, cheat, repIf nonzero, bots will ignore enemies (for debugging).bot_ignore_players0sv, cheatBots will not see non-bot players.bot_join_after_player1sv, repIf nonzero, bots wait until a player joins before entering the game.bot_join_team0sv, repDetermines the team bots will join into. Allowed values: ‘any’, ‘T’, or ‘CT’.bot_loadout0sv, cheatbots are given these items at round startbot_max_hearing_distance_override-1sv, repMax distance bots can hear targets.bot_max_visible_smoke_length200sv, repBots will see players through smoke clouds up to this length.bot_max_vision_distance_override-1sv, repMax distance bots can see targets.bot_mimic0sv, cheatbot_mimic_yaw_offset180sv, cheatbot_quota10sv, repDetermines the total number of bots in the game.bot_quota_mode0sv, repDetermines the type of quota.

Allowed values: ‘normal’, ‘fill’, and ‘match’. If ‘fill’, the server will adjust bots to keep N p

bot_randombuy0sv, cheatshould bots ignore their prefered weapons and just buy weapons at random?bot_show_battlefront0sv, cheatShow areas where rushing players will initially meet.bot_show_nav0sv, cheat, repFor internal testing purposes.bot_show_occupy_time0sv, cheatShow when each nav area can first be reached by each team.bot_show_patrol_areas0sv, cheatShow bot patrol areas if present.bot_stop0sv, cheat, repall> | | | bot_traceview0sv, cheat, repFor internal testing purposes.bot_zombie0sv, cheat, repIf nonzero, bots will stay in idle mode and not attack.budget_averages_window30anumber of frames to look at when figuring out average frametimesbudget_background_alpha128ahow translucent the budget panel isbudget_bargraph_background_alpha128ahow translucent the budget panel isbudget_bargraph_range_ms16abudget bargraph range in millisecondsbudget_history_numsamplesvisible100anumber of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panelbudget_history_range_ms66abudget history range in millisecondsbudget_panel_bottom_of_history_fraction0anumber between 0 and 1budget_panel_height384aheight in pixels of the budget panelbudget_panel_width512awidth in pixels of the budget panelbudget_panel_x0anumber of pixels from the left side of the game screen to draw the budget panelbudget_panel_y50anumber of pixels from the top side of the game screen to draw the budget panelbudget_peaks_window30anumber of frames to look at when figuring out peak frametimesbudget_show_averages0aenable/disable averages in the budget panelbudget_show_history1aturn history graph off and on. . good to turn off on low endbudget_show_peaks1aenable/disable peaks in the budget panelbugreporter_uploadasync0aUpload attachments asynchronouslybugreporter_username0aUsername to use for bugreporterbuilding_cubemaps0cheat, clIndicates we’re building cubemapsc_maxdistance200a, clc_maxpitch90a, clc_maxyaw135a, clc_mindistance30a, clc_minpitch0a, clc_minyaw-135a, clc_orthoheight100a, clc_orthowidth100a, clc_thirdpersonshoulder0a, clc_thirdpersonshoulderaimdist120a, clc_thirdpersonshoulderdist40a, clc_thirdpersonshoulderheight5a, clc_thirdpersonshoulderoffset20a, clcam_collision1a, server_can_execute, clWhen in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.cam_idealdelta4a, clControls the speed when matching offset to ideal angles in thirdperson viewcam_idealdist150a, server_can_execute, clcam_idealdistright0a, server_can_execute, clcam_idealdistup0a, server_can_execute, clcam_ideallag4a, clAmount of lag used when matching offset to ideal angles in thirdperson viewcam_idealpitch0a, server_can_execute, clcam_idealyaw0a, server_can_execute, clcam_showangles0cheat, clWhen in thirdperson, print viewangles/idealangles/cameraoffsets to the console.cam_snapto0a, clcameraman_override0Set to 1 when you’re secondary cameraman and need to override the primary cameraman’s observer target and modecash_player_bomb_defused300nf, rep, clcash_player_bomb_planted300nf, rep, clcash_player_damage_hostage-30nf, rep, clcash_player_get_killed0nf, rep, clcash_player_interact_with_hostage150nf, rep, clcash_player_killed_enemy_default300nf, rep, clcash_player_killed_enemy_factor1nf, rep, clcash_player_killed_hostage-1000nf, rep, clcash_player_killed_teammate-300nf, rep, clcash_player_rescued_hostage1000nf, rep, clcash_player_respawn_amount0nf, rep, clcash_team_elimination_bomb_map3250nf, rep, clcash_team_elimination_hostage_map_ct2000nf, rep, clcash_team_elimination_hostage_map_t1000nf, rep, clcash_team_hostage_alive0nf, rep, clcash_team_hostage_interaction500nf, rep, clcash_team_loser_bonus1400nf, rep, clcash_team_loser_bonus_consecutive_rounds500nf, rep, clcash_team_planted_bomb_but_defused800nf, rep, clcash_team_rescued_hostage0nf, rep, clcash_team_survive_guardian_wave1000nf, rep, clcash_team_terrorist_win_bomb3500nf, rep, clcash_team_win_by_defusing_bomb3250nf, rep, clcash_team_win_by_hostage_rescue3500nf, rep, clcash_team_win_by_time_running_out_bomb3250nf, rep, clcash_team_win_by_time_running_out_hostage3250nf, rep, clcash_team_winner_bonus_consecutive_rounds0nf, rep, clcc_lang0a, clCurrent close caption language (emtpy = use game UI language)cc_linger_time1a, clClose caption linger time.cc_predisplay_time0a, clClose caption delay before showing caption.cc_subtitles0a, clIf set, don’t show sound effect captions, just voice overs (i.e., won’t help hearing impaired players).chet_debug_idle0a, svIf set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose infocl_allowdownload1aClient downloads customization filescl_allowupload1aClient uploads customization filescl_autobuy0clThe order in which autobuy will attempt to purchase itemscl_autohelp1a, user, clAuto-helpcl_autowepswitch1a, user, cl, ssAutomatically switch to picked up weapons (if more powerful)cl_backspeed450cheat, clcl_bob_lower_amt21a, clThe amount the viewmodel lowers when runningcl_bob_version0cheat, clcl_bobamt_lat0a, clThe amount the viewmodel moves side to side when runningcl_bobamt_vert0a, clThe amount the viewmodel moves up and down when runningcl_bobcycle0a, clthe frequency at which the viewmodel bobs.cl_bobup0cheat, clcl_brushfastpath1cheat, clcl_buywheel_nomousecentering0a, cl, ssSet non-zero to prevent buy wheel from centering mouse into the wheel origincl_buywheel_nonumberpurchasing0a, cl, ssSet non-zero to prevent buy wheel from purchasing via number keyscl_cam_driver_compensation_scale0clcl_camera_follow_bone_index-2cheat, clIndex of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.cl_camera_height_restriction_debug0cheat, rep, clcl_chatfilters63a, clStores the chat filter settingscl_clock_correction1cheatEnable/disable clock correction on the client.cl_clock_correction_adjustment_max_amount200cheatSets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amountcl_clock_correction_adjustment_max_offset90cheatAs the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applycl_clock_correction_adjustment_min_offset10cheatIf the clock offset is less than this amount (in milliseconds), then no clock correction is applied.cl_clock_correction_force_server_tick999cheatForce clock correction to match the server tick + this offset (-999 disables it).cl_clock_showdebuginfo0cheatShow debugging info about the clock drift.cl_clockdrift_max_ms150cheatMaximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s.cl_clockdrift_max_ms_threadmode0cheatMaximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s.cl_cmdrate64a, userMax number of command packets sent to server per secondcl_color0a, userPreferred teammate colorcl_compass_enabled1a, clcl_connection_trouble_show0clShow connection trouble HUD warningscl_countbones0cheat, clcl_crosshair_drawoutline1a, cl, ssDraws a black outline around the crosshair for better visibilitycl_crosshair_dynamic_maxdist_splitratio0a, cl, ssIf using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_cl_crosshair_dynamic_splitalpha_innermod1a, cl, ssIf using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they’ve split.cl_crosshair_dynamic_splitalpha_outermod0a, cl, ssIf using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they’ve split.cl_crosshair_dynamic_splitdist7a, cl, ssIf using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7)cl_crosshair_friendly_warning1a, cl0: always off, 1: only on default crosshair styles, 2: always oncl_crosshair_outlinethickness1a, cl, ssSet how thick you want your crosshair outline to draw (0-3)cl_crosshair_recoil0cheat, clRecoil/aimpunch will move the user’s crosshair to show the effectcl_crosshair_sniper_show_normal_inaccuracy0a, cl, ssInclude standing inaccuracy when determining sniper crosshair blurcl_crosshair_sniper_width1a, cl, ssIf >1 sniper scope cross lines gain extra width (1 for single-pixel hairline)cl_crosshair_t0a, cl, ssT style crosshaircl_crosshairalpha200a, cl, sscl_crosshaircolor1a, cl, ssSet crosshair color as defined in game_options.consoles.txtcl_crosshaircolor_b50a, cl, sscl_crosshaircolor_g250a, cl, sscl_crosshaircolor_r50a, cl, sscl_crosshairdot1a, cl, sscl_crosshairgap1a, cl, sscl_crosshairgap_useweaponvalue0a, cl, ssIf set to 1, the gap will update dynamically based on which weapon is currently equippedcl_crosshairsize5a, cl, sscl_crosshairstyle2a, cl, ss0 = DEFAULT, 1 = DEFAULT STATIC, 2 = ACCURATE SPLIT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYNcl_crosshairthickness0.5a, cl, sscl_crosshairusealpha1a, cl, sscl_custommaterial_debug_graph0cheat, clcl_dangerzone_approaching_sound_radius700cheat, clcl_dangerzone_moving_sound_volume0cheat, clcl_dangerzone_sound_volume0cheat, clcl_debug_ugc_downloads0cl_debugrumble0a, clTurn on rumble debugging spewcl_decryptdata_key0Key to decrypt encrypted GOTV messagescl_decryptdata_key_pub0Key to decrypt public encrypted GOTV messagescl_detail_avoid_force0a, clforce with which to avoid players ( in units, percentage of the width of the detail sprite )cl_detail_avoid_radius0a, clradius around detail sprite to avoid playerscl_detail_avoid_recover_speed0a, clhow fast to recover position after avoiding playerscl_detail_max_sway0a, clAmplitude of the detail prop swaycl_detail_multiplier1cheat, clextra details to createcl_disable_ragdolls0cheat, clcl_disablefreezecam0a, clTurn on/off freezecam on clientcl_disablehtmlmotd0a, clDisable HTML motds.cl_dm_buyrandomweapons1a, clPlayer will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive thecl_download_demoplayer1Determines whether downloads of external resources are allowed during demo playback (0:no,1:workshop,2:all)cl_downloadfilter0aDetermines which files can be downloaded from the server (all, none, nosounds)cl_draw_only_deathnotices0clFor drawing only the crosshair and death notices (used for moviemaking)cl_drawhud1cheat, clEnable the rendering of the hudcl_drawhud_force_deathnotices0cl0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnoticescl_drawhud_force_radar0cl0: default; 1: draw radar even if hud disabled; -1: force no radarcl_drawhud_force_teamid_overhead0cl0: default; 1: draw teamid even if hud disabled; -1: force no teamidcl_drawhud_specvote1cl1: default; 0: disables vote UI for spectatorscl_drawleaf-1cheat, clcl_drawmaterial0cheat, clDraw a particular material over the framecl_drawshadowtexture0cheat, clcl_dz_playagain_auto_spectate0a, clAutomatically switch to spectate mode after clicking the ‘Play Again’ button in end of match screencl_entityreport0cheatFor debugging, draw entity states to consolecl_extrapolate1cheat, clEnable/disable extrapolation if interpolation history runs out.cl_extrapolate_amount0cheat, clSet how many seconds the client will extrapolate entities for.cl_fastdetailsprites1cheat, clwhether to use new detail sprite systemcl_fixedcrosshairgap3a, cl, ssFor crosshair style 1: How big to make the gap between the pips in the fixed crosshaircl_flushentitypacket0cheatFor debugging. Force the engine to flush an entity packet.cl_foot_contact_shadows1clcl_forcepreload0aWhether we should force preloading.cl_forwardspeed450cheat, clcl_freezecameffects_showholiday0clHappy holidays from the CS:GO team and Valve!cl_freezecampanel_position_dynamic1a, clTurn on/off freezecam’s kill panel dynamic Y movementcl_grass_mip_bias0acl_grenadepreview0cheat, clShow trajectory of a grenade when pin is pulled.cl_hide_avatar_images0a, clHide avatar images for other players.

0 – Off. 1 – Block All 2 – Block all but friends

cl_hideserverip0If set to 1, server IPs will be hidden in the console (except when you type ‘status’)cl_http_log_enable0norecord, server_can_execute, clAllows sending HTTP log from client main menu.cl_hud_background_alpha0a, clcl_hud_bomb_under_radar1a, clcl_hud_color0a, cl0 = default, 1 = light blue, 2 = orange, 3 = green, 4 = purple, 5 = white.cl_hud_healthammo_style0a, clcl_hud_playercount_pos0a, cl0 = default (top), 1 = bottomcl_hud_playercount_showcount0a, cl0 = show player avatars (default), 1 = just show count number (no avatars)cl_hud_radar_scale1a, clcl_idealpitchscale0a, clcl_ignorepackets0cheatForce client to ignore packets (for debugging).cl_interp0user, clSets the interpolation amount (bounded on low side by server interp ratio settings).cl_interp_ratio2user, clSets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).cl_interpolate1Enables or disables interpolation on listen servers or during demo playbackcl_inventory_debug_tooltip0clcl_inventory_saved_filter20a, clcl_inventory_saved_sort20a, clcl_invites_only_friends0a, clIf turned on, will ignore in-game invites from recent teammates or other non-friendscl_invites_only_mainmenu0a, clIf turned on, will ignore all invites when user is playing a matchcl_itemimages_dynamically_generated2a, cl2: use render-targets, fallback to cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk assets onlcl_jiggle_bone_debug0cheat, clDisplay physics-based ‘jiggle bone’ debugging informationcl_jiggle_bone_debug_pitch_constraints0cheat, clDisplay physics-based ‘jiggle bone’ debugging informationcl_jiggle_bone_debug_yaw_constraints0cheat, clDisplay physics-based ‘jiggle bone’ debugging informationcl_jiggle_bone_invert0cheat, clcl_join_advertise1a, clAdvertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: nocl_lagcompensation1user, clPerform server side lag compensation of weapon firing events.cl_leafsystemvis0cheat, clcl_leveloverview0cheat, clcl_leveloverviewmarker0cheat, clcl_lock_camera0cheat, clcl_mainmenu_show_datagraph0clcl_maxrenderable_dist3000cheat, clMax distance from the camera at which things will be renderedcl_minimal_rtt_shadows1a, clcl_mouselook1a, cl, ssSet to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.cl_mute_all_but_friends_and_party0a, clOnly allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set tcl_mute_enemy_team0a, clBlock all communication from players on the enemy team.cl_obs_interp_enable1a, clEnables interpolation between observer targetscl_observercrosshair1a, cl, sscl_overdraw_test0cheat, numeric, clcl_particle_retire_cost0cheat, clcl_particles_show_bbox0cheat, clcl_particles_show_controlpoints0cheat, clcl_pclass0cheat, clDump entity by prediction classname.cl_pdump-1cheat, clDump info about this entity to screen.cl_phys_show_active0cheat, clcl_phys_timescale1cheat, clSets the scale of time for client-side physics (ragdolls)cl_pitchdown89cheat, clcl_pitchup89cheat, clcl_player_ping_mute0a, clIf 1, player pinging will make a sound, if 0, pings will be silentcl_player_proximity_debug0cheat, rep, clcl_playerspray_auto_apply1a, clAutomatically apply graffiti when graffiti menu closescl_portal_use_new_dissolve1cheat, clUse new dissolve effectcl_predict1user, clPerform client side prediction.cl_predictionlist0cheat, clShow which entities are predictingcl_predictweapons1user, clPerform client side prediction of weapon effects.cl_promoted_settings_acknowledged0:0a, clcl_quickinventory_lastinv1a, clcl_quickinventory_line_update_speed65a, clcl_radar_always_centered1a, clIf set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.cl_radar_icon_scale_min0a, clSets the minimum icon scale. Valid values are 0.4 to 1.25.cl_radar_rotate1a, cl1cl_radar_scale0a, clSets the radar scale. Valid values are 0.25 to 1.0.cl_radar_square_with_scoreboard1a, clIf set, the radar will toggle to square when the scoreboard is visible.cl_radial_radio_tab0a, clcl_radialmenu_deadzone_size0a, clcl_ragdoll_gravity600cheat, clSets the gravity client-side ragdollscl_ragdoll_workaround_threshold4clMainly cosmetic, client-only effect: when client doesn’t know the last position of another player that spawns a ragdoll, the racl_rappel_tilt0clcl_rebuy0clThe order in which rebuy will attempt to repurchase itemscl_remove_old_ugc_downloads1clcl_resend2Delay in seconds before the client will resend the ‘connect’ attemptcl_resend_timeout60Total time allowed for the client to resend the ‘connect’ attemptcl_righthand1a, cl, ssUse right-handed view models.cl_rumblescale1a, cl, ssScale sensitivity of rumble effects (0 to 1.0)cl_sanitize_player_names0a, clReplace names of other players with something non-offensive.cl_scoreboard_mouse_enable_binding0a, clName of the binding to enable mouse selection in the scoreboardcl_scoreboard_survivors_always_on0a, clcl_server_graphic1_enable1clWhen enabled, 360×60 (<16kb) image file will be displayed to on-server spectators.cl_server_graphic2_enable1clWhen enabled, 220×45 (<16kb) image file will be displayed to on-server spectators.cl_shadowtextureoverlaysize256cheat, clcl_show_clan_in_death_notice1a, clIs set, the clan name will show next to player names in the death notices.cl_show_observer_crosshair1a, clShow the crosshair of the player being observed. 0: off 1: friends and party 2: everyonecl_showanimstate_activities0cheat, clShow activities in the (client) animation state display.cl_showerror0clShow prediction errors, 2 for above plus detailed field deltas.cl_showevents0cheatPrint event firing info in the consolecl_showfps0clDraw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, 5 = Thread and wait times +10 = detailed )cl_showhelp1a, clSet to 0 to not show on-screen helpcl_showloadout1a, cl, ssToggles display of current loadout.cl_showpluginmessages20aAllow plugins to display messages to youcl_showpos0clDraw current position at top of screencl_sidespeed450cheat, clcl_skipfastpath0cheat, clSet to 1 to stop all models that go through the model fast path from renderingcl_skipslowpath0cheatSet to 1 to skip any models that don’t go through the model fast pathcl_sniper_delay_unscope0a, clcl_spec_follow_grenade_key0a, cl0 = LALT, 1 = LSHIFT, 2 = +reloadcl_spec_mode0a, user, server_can_execute, cl, ssSaves the last viewed spectator mode for use next time we start to spectatecl_spec_show_bindings1server_can_execute, clToggle the visibility of the spectator bindings.cl_spec_stats1clcl_spec_swapplayersides0clToggle set the player names and team names to the opposite side in which they are are on the spectator panel.cl_spec_use_tournament_content_standards0clcl_sporeclipdistance512cheat, clcl_sun_decay_rate0cheat, clcl_sun_in_reflection_h_scale2cheat, clcl_sun_in_reflection_v_scale2cheat, clcl_sunlight_ortho_size0cheat, clSet to values greater than 0 for ortho view render projections.cl_tablet_mapmode1a, clcl_teamid_overhead_maxdist3000cheat, cl, ssmax distance at which the overhead team id icons will showcl_teamid_overhead_maxdist_spec2000cheat, cl, ssmax distance at which the overhead team id icons will show when a spectatorcl_teamid_overhead_mode2a, clAlways show team id over teammates. 1 = pips; 2 = pips, name, and equipmentcl_teammate_colors_show1a, clIn competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letterscl_threaded_bone_setup0clEnable parallel processing of bonescl_timeout30aAfter this many seconds without receiving a packet from the server, the client will disconnect itselfcl_updaterate64a, userNumber of packets per second of updates you are requesting from the servercl_upspeed320cheat, clcl_use_new_headbob1cheat, clcl_use_opens_buy_menu1a, user, cl, ssPressing the +use key will open the buy menu if in a buy zone (just as if you pressed the ‘buy’ key).cl_versus_intro1a, clcl_viewmodel_shift_left_amt1a, clThe amount the viewmodel shifts to the left when shooting accuracy increases.cl_viewmodel_shift_right_amt0a, clThe amount the viewmodel shifts to the right when shooting accuracy decreases.cl_voice_filter0Filter voice traffic, e.g.: ‘steamids:765123,765456,7651244’cl_weapon_clip_thinwalls1cheat, rep, clcl_weapon_clip_thinwalls_debug0cheat, rep, clcl_weapon_clip_thinwalls_lock0cheat, rep, clcl_weapon_debug_print_accuracy0cheat, clcl_weapon_debug_show_accuracy0cheat, clDraws a circle representing the effective range with every shot.cl_weapon_debug_show_accuracy_duration10cheat, clcl_winddir0cheat, clWeather effects wind direction anglecl_windspeed0cheat, clWeather effects wind speed scalarcl_wpn_sway_scale1cheat, clclientport27005Host game client portclosecaption0aEnable close captioning.closeonbuy0a, cl, ssSet non-zero to close the buy menu after buying somethingcloth_windage_multiplier1cheat, clcommentary_firstrun0a, clcon_allownotify1aAllows the notification area to be visible.con_enable0aAllows the console to be activated.con_filter_enable0Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than otcon_filter_text0Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.con_filter_text_out0Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.con_logfile0Console output gets written to this filecon_timestamp0Prefix console.log entries with timestampscontributionscore_assist1svamount of contribution score added for an assistcontributionscore_bomb_defuse_major3svamount of contribution score for defusing a bomb while at least one enemy remains alivecontributionscore_bomb_defuse_minor1svamount of contribution score for defusing a bomb after eliminating enemy teamcontributionscore_bomb_exploded1svamount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the roundcontributionscore_bomb_planted2svamount of contribution score for planting a bombcontributionscore_cash_bundle0svamount of contribution score for picking up a cash bundlecontributionscore_crate_break0svamount of contribution score for breaking an item cratecontributionscore_hostage_kill-2svamount of contribution score for killing a hostage, normally negativecontributionscore_hostage_rescue_major3svamount of contribution score added to rescuer per hostage rescuedcontributionscore_hostage_rescue_minor1svamount of contribution score added to all alive CTs per hostage rescuedcontributionscore_kill2svamount of contribution score added for a killcontributionscore_kill_factor0svpercentage of victim’s contribution score to award to their killer as a bonuscontributionscore_objective_kill3svamount of contribution score added for an objective related killcontributionscore_suicide-2svamount of contribution score for a suicide, normally negativecontributionscore_team_kill-2svamount of contribution score for a team kill, normally negativecpu_frequency_monitoring0Set CPU frequency monitoring interval in seconds. Zero means disabled.crosshair1a, cl, sscs_enable_player_physics_box0svcs_hostage_near_rescue_music_distance2000sv, cheatcs_ShowStateTransitions-2sv, cheatcs_ShowStateTransitions . Show player state transitions.CS_WarnFriendlyDamageInterval3sv, cheatDefines how frequently the server notifies clients that a player damaged a friendcustom_bot_difficulty0sv, rep, clBot difficulty for offline play.cv_bot_ai_bt_debug_target-1sv, cheat, repDraw the behavior tree of the given bot.cv_bot_ai_bt_hiding_spot_show0sv, cheat, repDraw hiding spots.cv_bot_ai_bt_moveto_show_next_hiding_spot0sv, cheat, repDraw the hiding spot the bot will check next.debug_entity_outline_highlight0cheat, cldebug_map_crc0Prints CRC for each map lump loadeddebug_visibility_monitor0sv, cheatdefault_fov90cheat, cldemo_recordcommands1cheatRecord commands typed at console into .dem files.demo_strict_validation0developer0Set developer message leveldisplay_game_events0cheatdsp_db_min80cheat, demodsp_db_mixdrop0cheat, demodsp_dist_max1440cheat, demodsp_dist_min0cheat, demodsp_enhance_stereo0adsp_mix_max0cheat, demodsp_mix_min0cheat, demodsp_off0cheatdsp_player0demo, server_can_executedsp_slow_cpu0cheatdsp_volume0cheatenable_debug_overlays1sv, cheatEnable rendering of debug overlaysenable_fast_math1Turns Denormals-Are-Zeroes and Flush-to-Zero on or offenable_skeleton_draw0cheat, clRender skeletons in wireframeengine_no_focus_sleep50aent_messages_draw0sv, cheatVisualizes all entity input/output activity.ff_damage_bullet_penetration0rep, clIf friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly playeff_damage_reduction_bullets0rep, clHow 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 enff_damage_reduction_grenade0rep, clHow much to reduce damage done to teammates by a thrown grenade. Range is from 0 – 1 (with 1 being damage equal to what is donff_damage_reduction_grenade_self1rep, clHow 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 doff_damage_reduction_other0rep, clHow much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 – 1 (with 1 being damagfish_debug0cheat, clShow debug info for fishfish_dormant0sv, cheat, repTurns off interactive fish behavior. Fish become immobile and unresponsive.fog_color-1cheat, clfog_colorskybox-1cheat, clfog_enable1cheat, clfog_enable_water_fog1cheatfog_enableskybox1cheat, clfog_end-1cheat, clfog_endskybox-1cheat, clfog_hdrcolorscale-1cheat, clfog_hdrcolorscaleskybox-1cheat, clfog_maxdensity-1cheat, clfog_maxdensityskybox-1cheat, clfog_override0cheat, clOverrides the map’s fog settings (-1 populates fog_ vars with map’s values)fog_start-1cheat, clfog_startskybox-1cheat, clforce_audio_english0aKeeps track of whether we’re forcing english in a localized language.fov_cs_debug0cheat, clSets the view fov if cheats are on.fov_tv_debug0clSets the GOTV view custom fov in roaming view.fps_max400Frame rate limiterfps_max_menu120Frame rate limiter, main menufps_screenshot_frequency10cheatWhile the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds wfps_screenshot_threshold-1cheatDump a screenshot when the FPS drops below the given value.fs_allow_unsafe_writes00: Disallow writes to filesystem locations we don’t own. 1: Allow such writes (potentially unsafe).fs_report_sync_opens00:Off, 1:Always, 2:Not during map loadfunc_break_max_pieces15a, rep, clfx_new_sparks1sv, cheatUse new style sparks.g15_update_msec250a, clLogitech G-15 Keyboard update interval.g_debug_angularsensor0sv, cheatg_debug_constraint_sounds0sv, cheatEnable debug printing about constraint sounds.g_debug_ragdoll_removal0cheat, rep, clg_debug_ragdoll_visualize0cheat, clg_debug_trackpather0sv, cheatg_debug_vehiclebase0sv, cheatg_debug_vehicledriver0sv, cheatg_debug_vehicleexit0sv, cheatg_debug_vehiclesound0sv, cheatg_jeepexitspeed100sv, cheatgame_mode0sv, rep, clThe current game mode (based on game type). See GameModes.txt.game_type0sv, rep, clThe current game type. See GameModes.txt.gameinstructor_enable1a, clDisplay in game lessons that teach new players.gameinstructor_find_errors0cheat, clSet to 1 and the game instructor will run EVERY scripted command to uncover errors.gameinstructor_save_restore_lessons1cheat, clSet to 0 to disable save/load of open lesson opportunities in single player.gameinstructor_verbose0cheat, clSet to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.gameinstructor_verbose_lesson0cheat, clDisplay more verbose information for lessons have this name.gl_clear_randomcolor0cheat, clClear the back buffer to random colors every frame. Helps spot open seams in geometry.global_chatter_info0svMap/mode-specific responserules criteria used by calls to UTIL_GlobalChatterglobal_event_log_enabled0sv, cheatEnables the global event log systemglow_outline_effect_enable1cheat, clEnable entity outline glow effects.glow_outline_width6cheat, clWidth of glow outline effect in screen space.gotv_theater_container0clEnables GOTV theater mode for the specified container, setting it to ‘live’ will play top live matcheshealthshot_allow_use_at_full1rep, clhealthshot_health50rep, clhealthshot_healthboost_damage_multiplier1sv, rephealthshot_healthboost_speed_multiplier1rep, clhealthshot_healthboost_time0rep, clhidehud0cheat, cl, sshost_flush_threshold12Memory threshold below which the host should flush caches between server instanceshost_framerate0cheat, repSet to lock per-frame time elapse.host_info_show1How server info gets disclosed in server queries: 0 – query disabled, 1 – show only general info, 2 – show full infohost_map0Current map name.host_name_store1Whether hostname is recorded in game events and GOTV.host_players_show1How players are disclosed in server queries: 0 – query disabled, 1 – show only max players count, 2 – show all playershost_rules_show1How server rules get disclosed in server queries: 0 – query disabled, 1 – query enabledhost_sleep0cheatForce the host to sleep a certain number of milliseconds each frame.host_timescale1cheat, repPrescale the clock by this amount.hostage_debug0sv, cheatShow hostage AI debug informationhostage_is_silent0sv, cheatWhen set, the hostage won’t play any code driven response rules lineshostfile0svThe HOST file to load.hostip-1062731776.000Host game server iphostname0Hostname for server.hostport27015Host game server porthud_scaling0a, clScales hud elementshud_showtargetid1a, cl, ssEnables display of target nameshud_takesshots0a, clAuto-save a scoreboard screenshot at the end of a map.in_forceuser0cheatForce user input to this split screen player.inferno_child_spawn_interval_multiplier0sv, cheatAmount spawn interval increases for each childinferno_child_spawn_max_depth4sv, repinferno_damage40sv, cheatDamage per secondinferno_debug0sv, cheatinferno_dlight_spacing200cheat, clInferno dlights are at least this far apartinferno_flame_lifetime7sv, repAverage lifetime of each flame in secondsinferno_flame_spacing42sv, cheatMinimum distance between separate flame spawnsinferno_forward_reduction_factor0sv, cheatinferno_friendly_fire_duration6sv, cheatFor this long, FF is credited back to the thrower.inferno_initial_spawn_interval0sv, cheatTime between spawning flames for first fireinferno_max_child_spawn_interval0sv, cheatLargest time interval for child flame spawninginferno_max_flames16sv, repMaximum number of flames that can be createdinferno_max_range150sv, repMaximum distance flames can spread from their initial ignition pointinferno_per_flame_spawn_duration3sv, cheatDuration each new flame will attempt to spawn new flamesinferno_scorch_decals1sv, cheatinferno_spawn_angle45sv, cheatAngular change from parentinferno_surface_offset20sv, cheatinferno_velocity_decay_factor0sv, cheatinferno_velocity_factor0sv, cheatinferno_velocity_normal_factor0sv, cheatip0Overrides IP for multihomed hostsip_relay0Overrides IP used to redirect TV relay connections for NAT hostsip_steam0Overrides IP used to bind Steam port for multihomed hostsip_tv0Overrides IP used to bind TV port for multihomed hostsip_tv10Overrides IP used to bind TV1 port for multihomed hostsjoy_accelmax1a, cljoy_accelscale3a, cljoy_accelscalepoly0a, cljoy_advanced0a, cljoy_advaxisr0a, cljoy_advaxisu0a, cljoy_advaxisv0a, cljoy_advaxisx0a, cljoy_advaxisy0a, cljoy_advaxisz0a, cljoy_autoaimdampen0a, clHow much to scale user stick input when the gun is pointing at a valid target.joy_autoAimDampenMethod0a, cljoy_autoaimdampenrange0a, clThe stick range where autoaim dampening is applied. 0 = offjoy_axisbutton_threshold0aAnalog axis range before a button press is registered.joy_cfg_preset1a, cl, ssjoy_circle_correct1a, cljoy_curvepoint_10a, cljoy_curvepoint_20a, cljoy_curvepoint_30a, cljoy_curvepoint_41a, cljoy_curvepoint_end2a, cljoy_diagonalpov0a, clPOV manipulator operates on diagonal axes, too.joy_display_input0a, cljoy_forwardsensitivity-1a, cljoy_forwardthreshold0a, cljoy_gamma0a, cljoy_inverty0a, cl, ssWhether to invert the Y axis of the joystick for looking.joy_lowend1a, cljoy_lowend_linear0a, cljoy_lowmap1a, cljoy_movement_stick0a, cl, ssWhich stick controls movement : 0 = left stick, 1 = right stick, 2 = legacy controlsjoy_name0a, cljoy_no_accel_jump0a, cljoy_pitchsensitivity-1a, cl, ssjoystick pitch sensitivityjoy_pitchthreshold0a, cljoy_response_look0a, cl‘Look’ stick response mode: 0=Default, 1=Acceleration Promotionjoy_response_look_pitch1a, cl‘Look’ stick response mode for pitch: 0=Default, 1=Acceleration Promotionjoy_response_move1a, cl‘Movement’ stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivityjoy_sensitive_step00a, cljoy_sensitive_step10a, cljoy_sensitive_step20a, cljoy_sidesensitivity1a, cljoy_sidethreshold0a, cljoy_wingmanwarrior_centerhack0aWingman warrior centering hack.joy_wingmanwarrior_turnhack0a, clWingman warrior hack related to turn axes.joy_yawsensitivity-1a, cl, ssjoystick yaw sensitivityjoy_yawthreshold0a, cljoystick1a, clTrue if the joystick is enabled, false otherwise.joystick_force_disabled1a, clPrevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad sijoystick_force_disabled_set_from_options1a, clSets controllers enabled/disabled just before the config is written.lightcache_maxmiss2cheatlobby_default_privacy_bits21a, clLobby default permissions (0: private, 1: public)locator_split_len0cheat, cllocator_split_maxwide_percent0cheat, cllockMoveControllerRet0a, cllogaddress_token_secret0Set a secret string that will be hashed when using logaddress with explicit token hash.lookspring0a, cllookstrafe0a, clloopsingleplayermaps0sv, cheat, repm_customaccel0a, clCustom mouse acceleration:

0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,

m_customaccel_exponent1a, clMouse move is raised to this power before being scaled by scale factor.m_customaccel_max0a, clMax mouse move scale factor, 0 for no limitm_customaccel_scale0a, clCustom mouse acceleration value.m_forward1a, clMouse forward factor.m_mouseaccel10a, clWindows mouse acceleration initial threshold (2x movement).m_mouseaccel20a, clWindows mouse acceleration secondary threshold (4x movement).m_mousespeed1a, clWindows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary thresholdm_pitch0a, cl, ssMouse pitch factor.m_rawinput1a, clUse Raw Input for mouse input.m_side0a, clMouse side factor.m_yaw0a, clMouse yaw factor.mapcycledisabled0rep, clrepeats the same map after each match instead of using the map cyclemapoverview_allow_client_draw0clAllow a client to draw on the map overviewmapoverview_allow_grid_usage0clWhen set to 1, allows turning on the (experimental) grid for drawing.mapoverview_icon_scale1a, clSets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0.mat_accelerate_adjust_exposure_down40cheat, clmat_ambient_light_b0cheatmat_ambient_light_g0cheatmat_ambient_light_r0cheatmat_aniso_disable0cheatNOTE: You must change mat_forceaniso after changing this convar for this to take effectmat_autoexposure_max2cheat, clmat_autoexposure_max_multiplier1cheat, clmat_autoexposure_min0cheat, clmat_bloomamount_rate0cheat, clmat_bumpbasis0cheatmat_camerarendertargetoverlaysize128cheat, clmat_colcorrection_forceentitiesclientside0cheat, clForces color correction entities to be updated on the clientmat_colorcorrection1cheatmat_debug_bloom0cheat, clmat_debug_postprocessing_effects0cheat, cl0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screenmat_debugalttab0cheatmat_disable_bloom0cheat, clmat_displacementmap1cheatmat_draw_resolution0cheatmat_draw_resolution_threshold3072cheatmat_draw_zone_highlight1cheat, clmat_draw_zone_projection_mode1cheat, clmat_drawflat0cheatmat_drawgray0cheatmat_drawwater1cheat, clmat_dynamic_tonemapping1cheatmat_dynamiclightmaps0cheatmat_dynamicPaintmaps0cheatmat_exposure_center_region_x0cheat, clmat_exposure_center_region_y0cheat, clmat_fastclip0cheatmat_fastnobump0cheatmat_fillrate0cheatmat_force_bloom0cheat, clmat_force_tonemap_min_avglum-1cheat, clOverride. Old default was 3.0mat_force_tonemap_percent_bright_pixels-1cheat, clOverride. Old value was 2.0mat_force_tonemap_percent_target-1cheat, clOverride. Old default was 60.mat_force_tonemap_scale0cheatmat_forcedynamic0cheatmat_frame_sync_enable1cheatmat_frame_sync_force_texture0cheatForce frame syncing to lock a managed texture.mat_fullbright0cheatmat_hdr_uncapexposure0cheat, clmat_hsv0cheat, clmat_leafvis0cheatDraw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for whatmat_loadtextures1cheatmat_local_contrast_edge_scale_override-1000cheatmat_local_contrast_midtone_mask_override-1cheatmat_local_contrast_scale_override0cheatmat_local_contrast_vignette_end_override-1cheatmat_local_contrast_vignette_start_override-1cheatmat_lpreview_mode-1cheat, clmat_luxels0cheatmat_measurefillrate0cheatmat_monitorgamma2amonitor gamma (typically 2.2 for CRT and 1.7 for LCD)mat_monitorgamma_tv_enabled0amat_morphstats0cheatmat_norendering0cheatmat_normalmaps0cheatmat_normals0cheatmat_postprocess_enable1cheat, clmat_powersavingsmode0aPower Savings Modemat_preview0cheat, clmat_proxy0cheatmat_queue_mode-1The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queuedmat_queue_priority1mat_queue_report0aReport thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.mat_remoteshadercompile127cheatmat_rendered_faces_count0cheatSet to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use ‘mat_remat_resolveFullFrameDepth1cheatEnable depth resolve to a texture. 0=disable, 1=enable via resolve tricks if supported in hw, otherwise disable, 2=force extramat_reversedepth0cheatmat_show_histogram0cheat, clmat_show_texture_memory_usage0cheat, numericDisplay the texture memory usage on the HUD.mat_showcamerarendertarget0cheat, clmat_showframebuffertexture0cheat, clmat_showlowresimage0cheatmat_showmiplevels0cheatcolor-code miplevels 2: normalmaps, 1: everything elsemat_showwatertextures0cheat, clmat_softwareskin0cheatmat_spewalloc0amat_stub0cheat, clmat_surfaceid0cheatmat_surfacemat0cheatmat_tessellation_accgeometrytangents0cheatmat_tessellation_cornertangents1cheatmat_tessellation_update_buffers1cheatmat_tessellationlevel6cheatmat_texture_list0cheatFor debugging, show a list of used textures per framemat_texture_list_content_path0aThe content path to the materialsrc directory. If left unset, it’ll assume your content directory is next to the currently runnmat_tonemap_algorithm1cheat, cl0 = Original Algorithm 1 = New Algorithmmat_viewportscale1cheat, clScale down the main viewport (to reduce GPU impact on CPU profiling)mat_viewportupscale1cheat, clScale the viewport back upmat_wireframe0cheatmat_yuv0cheat, clmc_accel_band_size0a, clPercentage of half the screen width or height.mc_dead_zone_radius0a, cl0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.mc_max_pitchrate100a, cl(degrees/sec)mc_max_yawrate230a, cl(degrees/sec)mem_incremental_compact_rate0cheatRate at which to attempt internal heap compationmm_csgo_community_search_players_min3aWhen performing CSGO community matchmaking look for servers with at least so many human playersmm_dedicated_force_servers0Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers.

Use sy

mm_dedicated_search_maxping150aLongest preferred ping to dedicated servers for gamesmm_server_search_lan_ports27015aPorts to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.mm_session_search_ping_buckets4mm_session_search_qos_timeout15mm_session_sys_kick_ban_duration180mm_session_sys_pkey0molotov_throw_detonate_time2rep, clmotdfile0svThe MOTD file to load.mp_afterroundmoney0rep, clamount of money awared to every player after each roundmp_anyone_can_pickup_c40rep, clIf set, everyone can pick up the c4, not just Ts.mp_autokick1sv, repKick idle/team-killing/team-damaging playersmp_autoteambalance1sv, nfmp_backup_restore_load_autopause1svWhether to automatically pause the match after restoring round data from backupmp_backup_round_auto1svIf enabled will keep in-memory backups to handle reconnecting players even if the backup files aren’t written to diskmp_backup_round_file0svIf set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scormp_backup_round_file_last0svEvery time a backup file is written the value of this convar gets updated to hold the name of the backup file.mp_backup_round_file_pattern0svIf set then server will save all played rounds information to files named by this pattern, e.g.’%prefix%_%date%_%time%_%team1%_mp_bot_ai_bt0svUse the specified behavior tree file to drive the bot behavior.mp_buy_allow_grenades1rep, clWhether players can purchase grenades from the buy menu or not.mp_buy_allow_guns255rep, clWhether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).mp_buy_anywhere0nf, rep, clWhen set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.mp_buy_during_immunity0nf, rep, clWhen set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.mp_buytime90rep, clHow many seconds after round start players can buy items for.mp_c4_cannot_be_defused0rep, clIf set, the planted c4 cannot be defused.mp_c4timer40nf, rep, clhow long from when the C4 is armed until it blowsmp_competitive_endofmatch_extra_time15svAfter a competitive match finishes rematch voting extra time is given for rankings.mp_consecutive_loss_aversion1sv, repHow loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first winmp_consecutive_loss_max4sv, repmp_coop_force_join_ct0rep, clIf set, real players will auto join CT on join.mp_coopmission_bot_difficulty_offset0sv, repThe difficulty offset modifier for bots during coop missions.mp_coopmission_dz0rep, clWhether this a coop mission leveraging the DZ universe (tablets, choppers, drones, etc).mp_coopmission_dz_use_bt1rep, clUse new AI system for bots or not.mp_coopmission_mission_number0rep, clWhich mission the map should run after it loads.mp_ct_default_grenades0rep, clThe default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like thimp_ct_default_melee0rep, clThe default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it shoump_ct_default_primary0rep, clThe default primary (rifle) weapon that the CTs will spawn withmp_ct_default_secondary0rep, clThe default secondary (pistol) weapon that the CTs will spawn withmp_damage_headshot_only0sv, repDetermines whether non-headshot hits do any damage.mp_damage_scale_ct_body1sv, repScales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)mp_damage_scale_ct_head1sv, repScales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshotmp_damage_scale_t_body1sv, repScales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)mp_damage_scale_t_head1sv, repScales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshotsmp_damage_vampiric_amount0sv, repIf Set to non-0, will determine the fraction of damage dealt that will be given to attacker.mp_death_drop_breachcharge1rep, clDrop breachcharge on player deathmp_death_drop_c41rep, clWhether c4 is droppablemp_death_drop_defuser1rep, clDrop defuser on player deathmp_death_drop_grenade2rep, clWhich grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenadesmp_death_drop_gun1rep, clWhich gun to drop on player death: 0=none, 1=best, 2=current or bestmp_death_drop_healthshot1rep, clDrop healthshot on player deathmp_death_drop_taser1rep, clDrop taser on player deathmp_deathcam_skippable1sv, repDetermines whether a player can early-out of the deathcam.mp_default_team_winner_no_objective-1rep, clIf the map doesn’t define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runmp_defuser_allocation0rep, clHow to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyonemp_disconnect_kills_bots0svWhen a bot disconnects, kill them first. Requires mp_disconnect_kills_players.mp_disconnect_kills_players1svWhen a player disconnects, kill them first (triggering item drops, stats, etc.)mp_display_kill_assists1rep, clWhether to display and score player assistsmp_dm_bonus_length_max30sv, repMaximum time the bonus time will last (in seconds)mp_dm_bonus_length_min30sv, repMinimum time the bonus time will last (in seconds)mp_dm_bonus_percent50rep, clPercent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.mp_dm_bonus_respawn0rep, clWhen attempting to get the bonus weapon in deathmatch, whether we should respawn you with it or just give it to you directlymp_dm_bonusweapon_dogtags0rep, clAdditional dogtags to drop when making a kill with the bonus weaponmp_dm_dogtag_score0rep, clPoints to award for picking up a dogtag in deathmatch.mp_dm_kill_base_score10rep, clNumber of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points.mp_dm_teammode0rep, clIn deathmatch, enables team DM visuals & scoringmp_dm_teammode_bonus_score1rep, clTeam deathmatch victory points to award for kill with bonus weaponmp_dm_teammode_dogtag_score0rep, clTeam deathmatch victory points to award for collecting enemy dogtagsmp_dm_teammode_kill_score1rep, clTeam deathmatch victory points to award for enemy killmp_dm_time_between_bonus_max40sv, repMaximum time a bonus time will start after the round start or after the last bonus (in seconds)mp_dm_time_between_bonus_min30sv, repMinimum time a bonus time will start after the round start or after the last bonus (in seconds)mp_do_warmup_offine0rep, clWhether or not to do a warmup period at the start of a match in an offline (bot) match.mp_do_warmup_period1rep, clWhether or not to do a warmup period at the start of a match.mp_dogtag_despawn_on_killer_death1sv, repWhether dogtags should despawn when their killer diesmp_dogtag_despawn_time120sv, repHow many seconds dogtags should stay around before despawning automatically (0 = infinite)mp_dogtag_pickup_rule0sv, repWho is eligible to pick up a dogtag (0 = killer only, 1 = killer’s team, 2 = victim’s team, 3 = killer & victim’s team, 4 = anymp_drop_grenade_enable0svAllows players to drop grenades.mp_drop_knife_enable0svAllows players to drop knives.mp_economy_reset_rounds0rep, clReset all player money every N rounds (0 for never)mp_endmatch_votenextleveltime20clIf mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.mp_endmatch_votenextmap1rep, clWhether or not players vote for the next map at the end of the match when the final scoreboard comes upmp_endmatch_votenextmap_keepcurrent1rep, clIf set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of votingmp_endmatch_votenextmap_wargames_modes0svModes available for endmatch voting during War Games. Separate names with spaces.mp_endmatch_votenextmap_wargames_nummaps3svMaximum number of maps to include in endmatch voting during War Gamesmp_endmatch_votenextmap_wargames_nummodes1svMaximum number of other War Games to include in endmatch voting during War Gamesmp_endwarmup_player_count0rep, clNumber of players required to be connected to end warmup early. 0 to require maximum players for mode.mp_equipment_reset_rounds0rep, clReset all player equipment every N rounds (0 for never)mp_footsteps_serverside1svMakes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.mp_force_assign_teams0rep, clPlayers don’t get to choose what team they are on, it is auto assinged.mp_force_pick_time15rep, clThe amount of time a player has on the team screen to make a selection before being auto-teamedmp_forcecamera1rep, clRestricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_mp_free_armor0rep, clDetermines whether kevlar (1+) and/or helmet (2+) are given automatically.mp_freezetime6sv, nf, rephow many seconds to keep players frozen when the round startsmp_friendlyfire0nf, rep, clAllows team members to injure other members of their teammp_ggprogressive_random_weapon_kills_needed2rep, clIf mp_ggprogressive_use_random_weapons is set, this is the number of kills needed with each weaponmp_ggprogressive_round_restart_delay15rep, clNumber of seconds to delay before restarting a round after a win in gungame progessivemp_ggprogressive_use_random_weapons1rep, clIf set, selects random weapons from set categories for the progression ordermp_ggtr_always_upgrade0rep, clAward this many upgrade points every round in demolition modemp_ggtr_bomb_defuse_bonus1rep, clNumber of bonus upgrades to award the CTs when they defuse a gun game bombmp_ggtr_bomb_detonation_bonus1rep, clNumber of bonus upgrades to award the Ts when they detonate a gun game bombmp_ggtr_bomb_pts_for_flash4rep, clKill points required in a round to get a bonus flash grenademp_ggtr_bomb_pts_for_he3rep, clKill points required in a round to get a bonus HE grenademp_ggtr_bomb_pts_for_molotov5rep, clKill points required in a round to get a bonus molotov cocktailmp_ggtr_bomb_pts_for_upgrade2rep, clKill points required to upgrade a player’s weaponmp_ggtr_bomb_respawn_delay0rep, clNumber of seconds to delay before making the bomb available to a respawner in gun gamemp_ggtr_end_round_kill_bonus1rep, clNumber of bonus points awarded in Demolition Mode when knife kill ends roundmp_ggtr_halftime_delay0rep, clNumber of seconds to delay during TR Mode halftimemp_ggtr_last_weapon_kill_ends_half0rep, clEnd the half and give a team round point when a player makes a kill using the final weaponmp_ggtr_num_rounds_autoprogress3rep, clUpgrade the player’s weapon after this number of rounds without upgradingmp_give_player_c41rep, clWhether this map should spawn a c4 bomb for a player or not.mp_global_damage_per_second0sv, repIf above 0, deal non-lethal damage to players over time.mp_guardian_bot_money_per_wave800sv, repThe amount of money bots get time each wave the players complete. This # is absolute and not additive, the money is set to (thmp_guardian_force_collect_hostages_timeout50svForce bots to collect hostages after this amount of time if no enemy has been seen.mp_guardian_give_random_grenades_to_bots1svIf set guardian bots will be given grenades at the beginning of the wave.mp_guardian_loc_string_desc0rep, clLoc string token for instructions for this mission, otherwise default to kills with weapon.mp_guardian_loc_string_hud0rep, clLoc string token to use on hud for this mission, otherwise default to kills with weapon.mp_guardian_loc_weapon0rep, clOverride to weapon dialog var applied to UImp_guardian_player_dist_max2000sv, repThe maximum distance a player is allowed to get from the bombsite before they’re killed.mp_guardian_player_dist_min1300sv, repThe distance at which we start to warn a player when they are too far from the guarded bombsite.mp_guardian_special_kills_needed10sv, repThe number of kills needed with a specific weapon.mp_guardian_special_weapon_needed0sv, repThe weapon that needs to be used to increment the kills needed to complete the mission.mp_guardian_target_site-1svIf set to the index of a bombsite, will cause random spawns to be only created near that site.mp_halftime0rep, clDetermines whether the match switches sides in a halftime event.mp_halftime_duration15rep, clNumber of seconds that halftime lastsmp_halftime_pausematch0rep, clSet to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin.mp_halftime_pausetimer0rep, clSet to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.mp_heavyassaultsuit_aimpunch1rep, clHow much EXTRA aim punch will happen when a player wearing the assault suit gets when shotmp_heavyassaultsuit_cooldown5rep, clDetermines cooldown of purchase.mp_heavyassaultsuit_deploy_timescale0rep, clHow fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)mp_heavyassaultsuit_speed130rep, clThe max speed of a player when they are wearing the heavy assault suitmp_heavybot_damage_reduction_scale1rep, clHow much damage should scale when the player wearing the heavy assault suit is shot (1.0 = no change, 0.5 = half damage)mp_hostages_max2sv, repMaximum number of hostages to spawn.mp_hostages_rescuetime1rep, clAdditional time added to round time if a hostage is reached by a CT.mp_hostages_run_speed_modifier1sv, repDefault is 1.0, slow down hostages by setting this to < 1.0.mp_hostages_spawn_farthest0sv, repWhen enabled will consistently force the farthest hostages to spawn.mp_hostages_spawn_force_positions0sv, repComma separated list of zero based indices to force spawn positions, e.g. ‘0,2’ or ‘1,6’mp_hostages_spawn_same_every_round1sv, rep0 = spawn hostages randomly every round, 1 = same spawns for entire match.mp_hostages_takedamage0rep, clWhether or not hostages can be hurt.mp_humanteam0sv, repRestricts human players to a single team {any, CT, T}mp_ignore_round_win_conditions0sv, repIgnore conditions which would end the current roundmp_items_prohibited0rep, clSet this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.mp_join_grace_time0rep, clNumber of seconds after round start to allow a player to join a gamemp_limitteams2sv, nf, repMax # of players 1 team can have over another (0 disables check)mp_logdetail0svLogs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)mp_logdetail_items0svLogs a line any time a player acquires or loses an item.mp_logdistance_2d250svEnables distance logging every so many unitsmp_logdistance_sec15svEnables distance logging every so many secondsmp_logloadouts1svEnables distance logging with full loadoutsmp_logmoney0svEnables money logging. Values are: 0=off, 1=onmp_match_can_clinch1rep, clCan a team clinch and end the match by being so far ahead that the other team has no way to catching up?mp_match_end_changelevel0rep, clAt the end of the match, perform a changelevel even if next map is the samemp_match_end_restart0rep, clAt the end of the match, perform a restart instead of loading a new mapmp_match_restart_delay25rep, clTime (in seconds) until a match restarts.mp_max_armor2rep, clDetermines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmetmp_maxmoney16000rep, clmaximum amount of money allowed in a player’s accountmp_maxrounds0nf, rep, clmax number of rounds to play before server changes mapsmp_molotovusedelay15rep, clNumber of seconds to delay before the molotov can be used after acquiring itmp_only_cts_rescue_hostages1sv, repmp_overtime_enable0rep, clIf a match ends in a tie, use overtime rules to determine winnermp_overtime_halftime_pausetimer0rep, clIf set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the tmp_overtime_maxrounds6rep, clWhen overtime is enabled play additional rounds to determine winnermp_overtime_startmoney10000rep, clMoney assigned to all players at start of every overtime halfmp_plant_c4_anywhere0rep, clmp_playercashawards1rep, clPlayers can earn money by performing in-game actionsmp_playerid0rep, clControls what information player see in the status bar: 0 all names; 1 team names; 2 no namesmp_playerid_delay0rep, clNumber of seconds to delay showing information in the status barmp_playerid_hold0rep, clNumber of seconds to keep showing old information in the status barmp_radar_showall0rep, clDetermines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.mp_randomspawn0rep, clDetermines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.mp_randomspawn_dist0rep, clIf using mp_randomspawn, determines whether to test distance when selecting this spot.mp_randomspawn_los1rep, clIf using mp_randomspawn, determines whether to test Line of Sight when spawning.mp_require_gun_use_to_acquire0svWhether guns must be +used to acquire or default is touch-to-pickupmp_respawn_immunitytime4rep, clHow many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity.mp_respawn_on_death_ct0rep, clWhen set to 1, counter-terrorists will respawn after dying.mp_respawn_on_death_t0rep, clWhen set to 1, terrorists will respawn after dying.mp_respawnwavetime_ct10rep, clTime between respawn waves for CTs.mp_respawnwavetime_t10rep, clTime between respawn waves for Terrorists.mp_restartgame0svIf non-zero, game will restart in the specified number of secondsmp_round_restart_delay7rep, clNumber of seconds to delay before restarting a round after a winmp_roundtime5sv, nf, repHow many minutes each round takes.mp_roundtime_defuse0sv, nf, repHow many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.mp_roundtime_deployment5svHow many minutes deployment for coop mission takes.mp_roundtime_hostage0sv, nf, repHow many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.mp_shield_speed_deployed170rep, clThe max speed of a player when they have a shield deployedmp_shield_speed_holstered200rep, clThe max speed of a player when they have a shield holsteredmp_solid_teammates1rep, clHow solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of headsmp_spawnprotectiontime5sv, repKick players who team-kill within this many seconds of a round restart.mp_spec_swapplayersides0rep, clToggle set the player names and team names to the opposite side in which they are are on the spectator panel.mp_spectators_max2rep, clHow many spectators are allowed in a match.mp_starting_losses0sv, repDetermines what the initial loss streak is.mp_startmoney800rep, clamount of money each player gets when they resetmp_suicide_penalty1svPunish players for suicidesmp_suicide_time5sv, cheat, repSpecifies number of seconds required to wait before another suicide.mp_t_default_grenades0rep, clThe default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like thismp_t_default_melee0rep, clThe default melee weapon that the Ts will spawn withmp_t_default_primary0rep, clThe default primary (rifle) weapon that the Ts will spawn withmp_t_default_secondary0rep, clThe default secondary (pistol) weapon that the Ts will spawn withmp_tagging_scale1sv, repScalar for player tagging modifier when hit. Lower values for greater tagging.mp_taser_recharge_time-1rep, clDetermines recharge time for taser. -1 = disabled.mp_td_dmgtokick300sv, repThe damage threshhold players have to exceed in a match to get kicked.mp_td_dmgtowarn200sv, repThe damage threshhold players have to exceed in a match to get warned that they are about to be kicked.mp_td_spawndmgthreshold50sv, repThe damage threshold players have to exceed at the start of the round to be warned/kick.mp_tdm_healthshot_killcount3rep, clGrant healthshots in team deathmatch after n killsmp_team_timeout_max1sv, rep, clNumber of timeouts each team gets per match.mp_team_timeout_time60sv, rep, clDuration of each timeout.mp_teamcashawards1rep, clTeams can earn money by performing in-game actionsmp_teamflag_10svEnter a country’s alpha 2 code to show that flag next to team 1’s name in the spectator scoreboard.mp_teamflag_20svEnter a country’s alpha 2 code to show that flag next to team 2’s name in the spectator scoreboard.mp_teamlogo_10svEnter a team’s shorthand image name to display their logo. Images can be found here: ‘resource/flash/econ/tournaments/teams’mp_teamlogo_20svEnter a team’s shorthand image name to display their logo. Images can be found here: ‘resource/flash/econ/tournaments/teams’mp_teammatchstat_10svA non-empty string sets first team’s match stat.mp_teammatchstat_20svA non-empty string sets second team’s match stat.mp_teammatchstat_cycletime45svCycle match stats after so many secondsmp_teammatchstat_holdtime5svDecide on a match stat and hold it additionally for at least so many secondsmp_teammatchstat_txt0svA non-empty string sets the match stat description, e.g. ‘Match 2 of 3’.mp_teammates_are_enemies0nf, rep, clWhen set, your teammates act as enemies and all players are valid targets.mp_teamname_10svA non-empty string overrides the first team’s name.mp_teamname_20svA non-empty string overrides the second team’s name.mp_teamprediction_pct0svA value between 1 and 99 will show predictions in favor of CT team.mp_teamprediction_txt0svA value between 1 and 99 will set predictions in favor of first team.mp_teamscore_10svA non-empty string for best-of-N maps won by the first team.mp_teamscore_20svA non-empty string for best-of-N maps won by the second team.mp_teamscore_max0svHow many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)mp_timelimit5nf, rep, clgame time per map in minutesmp_tkpunish0sv, repWill TK’ers and team damagers be punished in the next round? {0=no, 1=yes}mp_use_respawn_waves0rep, clWhen 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 wmp_verbose_changelevel_spew1clmp_warmup_pausetimer0rep, clSet to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.mp_warmuptime30rep, clHow long the warmup period lasts. Changing this value resets warmup.mp_warmuptime_all_players_connected0rep, clWarmup time to use when all players have connected. 0 to disable.mp_weapon_melee_touch_time_after_hit5sv, cheatmp_weapon_next_owner_touch_time1sv, cheatmp_weapon_prev_owner_touch_time1sv, cheatmp_weapon_self_inflict_amount0sv, repIf Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.mp_weapons_allow_heavy-1rep, clDetermines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs.mp_weapons_allow_heavyassaultsuit0rep, clDetermines whether heavyassaultsuit is permitted.mp_weapons_allow_map_placed0rep, clIf this convar is set, when a match starts, the game will not delete weapons placed in the map.mp_weapons_allow_pistols-1rep, clDetermines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs.mp_weapons_allow_rifles-1rep, clDetermines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs.mp_weapons_allow_smgs-1rep, clDetermines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs.mp_weapons_allow_typecount5rep, clDetermines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).mp_weapons_allow_zeus1rep, clDetermines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).mp_weapons_glow_on_ground0rep, clIf this convar is set, weapons on the ground will have a glow around them.mp_weapons_max_gun_purchases_per_weapon_per_match-1sv, rep, clMax number of times a player may purchase any weapon per matchmp_win_panel_display_time3rep, clThe amount of time to show the win panel between matches / halfsmuzzleflash_light1a, clname0a, user, print, server_can_execute, ssCurrent user namenav_area_bgcolor0 0 0 30sv, cheatRGBA color to draw as the background color for nav areas while editing.nav_area_max_size50sv, cheatMax area size created in nav generationnav_coplanar_slope_limit0sv, cheatnav_coplanar_slope_limit_displacement0sv, cheatnav_corner_adjust_adjacent18sv, cheatradius used to raise/lower corners in nearby areas when raising/lowering corners.nav_create_area_at_feet0sv, cheatAnchor nav_begin_area Z to editing player’s feetnav_create_place_on_ground0sv, cheatIf true, nav areas will be placed flush with the ground when created by hand.nav_debug_blocked0sv, cheatnav_displacement_test10000sv, cheatChecks for nodes embedded in displacements (useful for in-development maps)nav_draw_limit500sv, cheatThe maximum number of areas to draw in edit modenav_edit0sv, cheatSet to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.nav_generate_fencetops1sv, cheatAutogenerate nav areas on fence and obstacle topsnav_generate_fixup_jump_areas1sv, cheatConvert obsolete jump areas into 2-way connectionsnav_generate_incremental_range2000sv, cheatnav_generate_incremental_tolerance0sv, cheatZ tolerance for adding new nav areas.nav_max_view_distance0sv, cheatMaximum range for precomputed nav mesh visibility (0 = default 1500 units)nav_max_vis_delta_list_length64sv, cheatnav_potentially_visible_dot_tolerance0sv, cheatnav_quicksave0sv, cheatSet to one to skip the time consuming phases of the analysis. Useful for data collection and testing.nav_selected_set_border_color100 100 0 255sv, cheatColor used to draw the selected set borders while editing.nav_selected_set_color255 255 200 96sv, cheatColor used to draw the selected set background while editing.nav_show_approach_points0sv, cheatShow Approach Points in the Navigation Mesh.nav_show_area_info0sv, cheatDuration in seconds to show nav area ID and attributes while editingnav_show_compass0sv, cheatnav_show_continguous0sv, cheatHighlight non-contiguous connectionsnav_show_danger0sv, cheatShow current ‘danger’ levels.nav_show_light_intensity0sv, cheatnav_show_node_grid0sv, cheatnav_show_node_id0sv, cheatnav_show_nodes0sv, cheatnav_show_player_counts0sv, cheatShow current player counts in each area.nav_show_potentially_visible0sv, cheatShow areas that are potentially visible from the current nav areanav_slope_limit0sv, cheatThe ground unit normal’s Z component must be greater than this for nav areas to be generated.nav_slope_tolerance0sv, cheatThe ground unit normal’s Z component must be this close to the nav area’s Z component to be generated.nav_snap_to_grid0sv, cheatSnap to the nav generation grid when creating new nav areasnav_solid_props0sv, cheatMake props solid to nav generation/editingnav_split_place_on_ground0sv, cheatIf true, nav areas will be placed flush with the ground when split.nav_test_node0sv, cheatnav_test_node_crouch0sv, cheatnav_test_node_crouch_dir4sv, cheatnav_update_visibility_on_edit0sv, cheatIf nonzero editing the mesh will incrementally recompue visibilitynet_allow_multicast1anet_blockmsg0cheat1|name>net_chan_limit_msec0Netchannel processing is limited to so many milliseconds, abort connection if exceeding budgetnet_chan_stats_dump0Netchannel statistics will dump in the logs upon requestnet_chan_stats_dump_top_msgs5Netchannel statistics will dump so many top messages in each categorynet_chan_stats_lru3Netchannel statistics LRU accumulation buffer sizenet_client_steamdatagram_enable_override0cl0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possiblenet_droponsendoverflow0If enabled, channel will drop client when sending too much data causes buffer overrunnet_droppackets0cheatDrops next n packets on clientnet_earliertempents0cheatnet_fakejitter0cheatJitter fakelag packet timenet_fakelag0cheatLag all incoming network data (including loopback) by this many milliseconds.net_fakeloss0cheatSimulate packet loss as a percentage (negative means drop 1/n packets)net_graph0a, clDraw the network usage data, = 2 prints in/out data, = 3 draws data on payload,net_graphheight64a, clHeight of netgraph panelnet_graphholdsvframerate0a, clHold worst case in server framerate line.net_graphipc0a, clShow IPCs on netgraph panelnet_graphmsecs400a, clThe latency graph represents this many milliseconds.net_graphpos1a, clnet_graphproportionalfont1a, clDetermines whether netgraph font is proportional or notnet_graphshowinterp1a, clDraw the interpolation graph.net_graphshowlatency1a, clDraw the ping/packet loss graph.net_graphshowsvframerate0a, clDraw the server framerate graph.net_graphsolid1a, clnet_graphtext1a, clDraw text fieldsnet_maxroutable1200a, userRequested max packet size before packets are ‘split’.net_public_adr0For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: (‘x.x.x.x’net_scale5a, clnet_showreliablesounds0cheatnet_showsplits0Show info about packet splitsnet_showudp0Dump UDP packets summary to consolenet_showudp_oob0Dump OOB UDP packets summary to consolenet_showudp_remoteonly0Dump non-loopback udp onlynet_splitrate1Number of fragments for a splitpacket that can be sent per framenet_steamcnx_allowrelay1aAllow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrelnet_steamcnx_enabled1Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP.net_threaded_socket_burst_cap1024Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.net_threaded_socket_recovery_rate6400Number of packets per second that threaded socket pump algorithm allows from client.net_threaded_socket_recovery_time60Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.net_warningthrottle5Network warning throttling to specified Hz ratenext0cheatSet to 1 to advance to next frame ( when singlestep == 1 )nextlevel0nf, rep, clIf set to a valid map name, will trigger a changelevel to the specified map at the end of the roundnextmap_print_enabled0svWhen enabled prints next map to clientsnextmode0nf, rep, clSets the game mode to be played when the next level loadsnoclip_fixup1sv, cheatnpc_ally_deathmessage1sv, cheatnpc_height_adjust1a, svEnable test mode for ik height adjustmentocclusion_old0occlusion_test_async0Enable asynchronous occlusion test in another thread; may save some server tick time at the cost of synchronization overhead wiocclusion_test_async_jitter2cheatocclusion_test_async_move_tolerance8cheatocclusion_test_camera_margins12svAmount by which the camera (viewer’s eye) is expanded for occlusion test. This should be large enough to accommodate eye’s moveocclusion_test_jump_margin12Amount by which the player bounding box is expanded up for occlusion test to account for jumping. This margin should be large eocclusion_test_margins36Amount by which the player bounding box is expanded for occlusion test. This margin should be large enough to accommodate playeocclusion_test_shadow_length144svMax length of completely occluded shadow to consider a player for occlusion test. If shadow provably stops at this distance, thocclusion_test_shadow_max_distance1500Max distance at which to consider shadows for occlusion computationsoption_duck_method0a, cl, ssoption_speed_method0a, cl, sspaintsplat_bias0cheat, repChange bias value for computing circle bufferpaintsplat_max_alpha_noise0cheat, repMax noise value of circle alphapaintsplat_noise_enabled1cheat, reppanel_test_title_safe0cheatTest vgui panel positioning with title safe indentationpanorama_dump_events_backlog0panorama_dump_events_threshold_break0panorama_dump_events_threshold_us0particle_simulateoverflow0cheat, clUsed for stress-testing particle systems. Randomly denies creation of particles.particle_test_attach_attachment0sv, cheatAttachment index for attachment modeparticle_test_attach_mode0sv, cheatPossible Values: ‘start_at_attachment’, ‘follow_attachment’, ‘start_at_origin’, ‘follow_origin’particle_test_file0sv, cheatName of the particle system to dynamically spawnpassword0a, norecordCurrent server access passwordphys_debug_check_contacts0cheat, rep, clphys_show_active0sv, cheatplay_distance1a, clSet to 1:’2 foot’ or 2:’10 foot’ presets.player_botdifflast_s2a, clplayer_competitive_maplist_2v2_8_0_E8907D2Emg_de_train,mg_de_lake,mg_de_inferno,mg_de_shortnuke,mg_de_vertigo,mg_gd_rialto,mg_de_shortdust,mg_de_overpass,mg_de_cbblea, clplayer_competitive_maplist_8_8_0_1B1D6577mg_de_dust2,mg_de_train,mg_de_inferno,mg_de_nuke,mg_de_vertigo,mg_de_mirage,mg_cs_office,mg_de_cache,mg_de_anubis,mg_de_chlorine,mg_cs_agency,mg_de_overpassa, clplayer_debug_print_damage0sv, cheatWhen true, print amount and type of all damage received by player to console.player_nevershow_communityservermessage0a, cl, ssplayer_ping_throttle_decay0sv, cheatDecay for how fast the ping throttle delay will decayplayer_survival_list_8_0_7mg_dz_blacksite,mg_dz_sirocco,mg_dz_jungletya, clplayer_teamplayedlast3a, cl, ssplayer_wargames_list2_8_0_604mg_skirmish_flyingscoutsman,mg_skirmish_armsrace,mg_skirmish_demolitiona, clpost_jump_crouch0cheat, rep, clThis determines how long the third person player character will crouch for after landing a jump. This only affects the third ppvs_min_player_distance1500svMin distance to player at which PVS is used. At closer distances, PVS assumes we can see a shadow or something else from the plpwatchent-1cheat, clEntity to watch for prediction system changes.pwatchvar0cheat, clEntity variable to watch in prediction system for changes.r_AirboatViewDampenDamp1cheat, nf, rep, clr_AirboatViewDampenFreq7cheat, nf, rep, clr_AirboatViewZHeight0cheat, nf, rep, clr_alphafade_usefov1cheat, clAccount for FOV when computing an entity’s distance-based alpha fader_ambientfraction0cheatFraction of direct lighting used to boost lighting when model requestsr_ambientlightingonly0cheatSet this to 1 to light models with only ambient lighting (and no static lighting).r_avglight1cheatr_avglightmap0cheatr_brush_queue_mode0cheatr_ClipAreaFrustums1cheatr_ClipAreaPortals1cheatr_colorstaticprops0cheatr_debugcheapwater0cheat, clr_debugrandomstaticlighting0cheatSet to 1 to randomize static lighting for debugging. Must restart for change to take affect.r_depthoverlay0cheat, clReplaces opaque objects with their grayscaled depth values. r_showz_power scales the output.r_disable_distance_fade_on_big_props0cheat, clCompletely disable distance fading on large propsr_disable_distance_fade_on_big_props_thresh48000cheat, clDistance prop fade disable threshold sizer_disable_static_prop_loading0cheatIf non-zero when a map loads, static props won’t be loadedr_disable_update_shadow1cheat, clr_DispBuildable0cheatr_DispWalkable0cheatr_dlightsenable1cheatr_drawallrenderables0cheat, clDraw all renderables, even ones inside solid leaves.r_DrawBeams1cheat0=Off, 1=Normal, 2=Wireframer_drawbrushmodels1cheatRender brush models. 0=Off, 1=Normal, 2=Wireframer_drawclipbrushes0cheatDraw clip brushes (red=NPC+player, pink=player, purple=NPC)r_drawdecals1cheatRender decals.r_DrawDisp1cheatToggles rendering of displacment mapsr_drawentities1cheatr_drawfuncdetail1cheatRender func_detailr_drawleaf-1cheatDraw the specified leaf.r_drawlightcache0cheat0: off

1: draw light cache entries 2: draw rays

r_drawlightinfo0cheatr_drawlights0cheatr_DrawModelLightOrigin0cheatr_drawmodelnames0cheat, rep, clr_drawmodelstatsoverlay0cheatr_drawmodelstatsoverlaydistance500cheatr_drawmodelstatsoverlayfilter-1cheatr_drawmodelstatsoverlaymax1atime in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2r_drawmodelstatsoverlaymin0atime in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2r_drawopaquedetailprops1cheat, clr_drawopaquedetailprops_csm0cheat, clr_drawopaquedetailprops_reflect0cheat, clr_drawopaquedetailprops_refract0cheat, clr_drawopaquerenderables1cheat, clr_drawopaqueworld1cheat, clr_drawothermodels1cheat, cl0=Off, 1=Normal, 2=Wireframer_drawparticles1cheat, clEnable/disable particle renderingr_drawplayers1cheat, clr_DrawPortals0cheatr_DrawRain1cheat, clEnable/disable rain rendering.r_drawrenderboxes0cheat, cl(0 – off) (1 – Draws the bounding box of entities) (2 – Draws the axis aligned bounding box used for culling) (3 – draws both br_drawropes1cheat, clr_drawscreenoverlay1cheat, server_can_execute, clr_drawshieldstencil1cheat, clr_drawshieldstencil_debug0cheat, clr_drawskybox1cheatr_drawsprites1cheat, clr_drawstaticprops1cheat0=Off, 1=Normal, 2=Wireframer_drawtracers1cheat, clr_drawtracers_firstperson1a, clToggle visibility of first person weapon tracersr_drawtracers_movetonotintersect1cheat, clr_drawtranslucentrenderables1cheat, clr_drawtranslucentworld1cheatr_drawunderwatercap1cheat, server_can_execute, clr_drawunderwateroverlay1cheat, server_can_execute, clr_drawvgui1cheatEnable the rendering of vgui panelsr_drawviewmodel1cheat, clr_drawworld1cheatRender the world.r_dscale_basefov90cheatr_dscale_fardist2000cheatr_dscale_farscale4cheatr_dscale_neardist100cheatr_dscale_nearscale1cheatr_dynamic1r_dynamiclighting1cheatr_eyegloss1a, clr_eyemove1ar_eyeshift_x0ar_eyeshift_y0ar_eyeshift_z0ar_eyesize0ar_eyewaterepsilon7cheat, clr_farz-1cheat, clOverride the far clipping plane. -1 means to use the value in env_fog_controller.r_flashlightambient0cheat, clr_flashlightbacktraceoffset0cheat, clr_flashlightbrightness0cheatr_flashlightclip0cheatr_flashlightconstant0cheat, clr_flashlightdrawclip0cheatr_flashlightfar750cheat, clr_flashlightfov53cheat, clr_flashlightladderdist40cheat, clr_flashlightlinear100cheat, clr_flashlightlockposition0cheat, clr_flashlightmuzzleflashfov120cheat, clr_flashlightnear4cheat, clr_flashlightnearoffsetscale1cheat, clr_flashlightoffsetforward0cheat, clr_flashlightoffsetright5cheat, clr_flashlightoffsetup-5cheat, clr_flashlightquadratic0cheat, clr_flashlightshadowatten0cheat, clr_flashlightvisualizetrace0cheat, clr_hwmorph0cheatr_itemblinkmax0cheatr_itemblinkrate4cheatr_JeepFOV90sv, cheat, repr_JeepViewBlendTo1cheat, clr_JeepViewBlendToScale0cheat, clr_JeepViewBlendToTime1cheat, clr_JeepViewDampenDamp1cheat, nf, rep, clr_JeepViewDampenFreq7cheat, nf, rep, clr_JeepViewZHeight10cheat, nf, rep, clr_lightcache_numambientsamples162cheatnumber of random directions to fire rays when computing ambient lightingr_lightcache_radiusfactor1000cheatAllow lights to influence lightcaches beyond the lights’ radiir_lightcachecenter1cheatr_lightcachemodel-1cheatr_lightinterp5cheatControls the speed of light interpolation, 0 turns off interpolationr_lightmap-1cheatr_lightstyle-1cheatr_lightwarpidentity0cheatr_lockpvs0cheatLock the PVS so you can fly around and inspect what is being drawn.r_mapextents16384cheat, clSet the max dimension for the map. This determines the far clipping planer_modelAmbientMin0cheatMinimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).r_modelwireframedecal0cheatr_nohw0cheatr_nosw0cheatr_novis0cheatTurn off the PVS.r_occlusionspew0cheatActivate/deactivates spew about what the occlusion system is doing.r_oldlightselection0cheatSet this to revert to HL2’s method of selecting lightsr_particle_demo0cheat, clr_partition_level-1cheatDisplays a particular level of the spatial partition system. Use -1 to disable it.r_portalsopenall0cheatOpen all portalsr_PortalTestEnts1cheat, clClip entities against portal frustums.r_proplightingpooling-1cheat0 – off, 1 – static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offsetr_radiosity4cheat0: no radiosity

1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam

r_rainalpha0cheat, clr_rainalphapow0cheat, clr_RainCheck0cheat, clEnable/disable IsInAir() check for rain drops?r_RainDebugDuration0cheat, clShows rain tracelines for this many seconds (0 disables)r_raindensity0cheat, clr_RainHack0cheat, clr_rainlength0cheat, clr_RainProfile0cheat, clEnable/disable rain profiling.r_RainRadius1500cheat, clr_RainSideVel130cheat, clHow much sideways velocity rain gets.r_RainSimulate1cheat, clEnable/disable rain simulation.r_rainspeed600cheat, clr_RainSplashPercentage20cheat, clr_rainwidth0cheat, clr_randomflex0cheatr_replay_post_effect-1cheat, clr_rimlight1cheatr_shadow_debug_spew0cheat, clr_shadow_deferred0cheatToggle deferred shadow renderingr_shadowfromanyworldlight0cheat, clr_shadowfromworldlights_debug0cheat, clr_shadowids0cheatr_shadows_gamecontrol-1cheatr_shadowwireframe0cheatr_showenvcubemap0cheatr_showz_power1cheatr_skin0cheatr_skybox1cheat, clEnable the rendering of sky boxesr_slowpathwireframe0cheatr_SnowDebugBox0cheat, clSnow Debug Boxes.r_SnowEnable1cheat, clSnow Enabler_SnowEndAlpha255cheat, clSnow.r_SnowEndSize0cheat, clSnow.r_SnowFallSpeed1cheat, clSnow fall speed scale.r_SnowInsideRadius256cheat, clSnow.r_SnowOutsideRadius1024cheat, clSnow.r_SnowParticles500cheat, clSnow.r_SnowPosScale1cheat, clSnow.r_SnowRayEnable1cheat, clSnow.r_SnowRayLength8192cheat, clSnow.r_SnowRayRadius256cheat, clSnow.r_SnowSpeedScale1cheat, clSnow.r_SnowStartAlpha25cheat, clSnow.r_SnowStartSize1cheat, clSnow.r_SnowWindScale0cheat, clSnow.r_SnowZoomOffset384cheat, clSnow.r_SnowZoomRadius512cheat, clSnow.r_swingflashlight1cheat, clr_underwateroverlay_drain_speed0cheat, clr_updaterefracttexture1cheat, clr_vehicleBrakeRate1sv, cheatr_VehicleViewClamp1cheat, clr_VehicleViewDampen1cheat, nf, rep, clr_visocclusion0cheatActivate/deactivate wireframe rendering of what the occlusion system is doing.r_visualizelighttraces0cheatr_visualizelighttracesshowfulltrace0cheatr_visualizetraces0cheatradarvisdistance1000sv, cheatat this distance and beyond you need to be point right at someone to see themradarvismaxdot0sv, cheathow closely you have to point at someone to see them beyond max distanceradarvismethod1sv, cheat0 for traditional method, 1 for more realistic methodradarvispow0sv, cheatthe degree to which you can point away from a target, and still see them on radar.rate196608a, userMax bytes/sec the host can receive datarcon_address0norecordAddress of remote server if sending unconnected rcon commands (format x.x.x.x:p)rcon_password0norecordremote console password.replay_debug0repreport_cliententitysim0cheat, clList all clientside simulations and time – will report and turn itself off.report_clientthinklist0cheat, clList all clientside entities thinking and time – will report and turn itself off.rope_min_pixel_diameter2cheatrr_followup_maxdist1800sv, cheat‘then ANY’ or ‘then ALL’ response followups will be dispatched only to characters within this distance.rr_remarkable_max_distance1200sv, cheatAIs will not even consider remarkarbles that are more than this many units away.rr_remarkable_world_entities_replay_limit1sv, cheatTLK_REMARKs will be dispatched no more than this many times for any given info_remarkablerr_remarkables_enabled1sv, cheatIf 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.rr_thenany_score_slop0sv, cheatWhen computing respondents for a ‘THEN ANY’ rule, all rule-matching scores within this much of the best score will be consideresafezonex1a, clThe percentage of the screen width that is considered safe from overscansafezoney1a, clThe percentage of the screen height that is considered safe from overscansc_enable1a, cl, ssEnable SteamControllersc_joystick_map1aHow to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square.sc_pitch_sensitivity1a, cl, ssSteamController pitch factor.sc_yaw_sensitivity1a, cl, ssSteamController yaw factor.scene_showfaceto0a, svWhen playing back, show the directions of faceto events.scene_showlook0a, svWhen playing back, show the directions of look events.scene_showmoveto0a, svWhen moving, show the end location.scene_showunlock0a, svShow when a vcd is playing but normal AI is running.sdr_spew_level5verbosity level for SteamNetSockets spewsensitivity2.5a, clMouse sensitivity.servercfgfile0svshowbudget_texture0cheatEnable the texture budget panel.showtriggers0sv, cheatShows trigger brushessinglestep0cheatRun engine in single step mode ( set next to 1 to advance a frame )sk_autoaim_mode1a, rep, clskill1aGame skill level (1-3).skybox_disablereflection0cheat, clsnd_deathcamera_volume0aRelative volume of the death camera music.snd_debug_panlaw0cheatVisualize panning crossfade curvessnd_disable_mixer_duck0cheatsnd_disable_mixer_solo0cheatsnd_duckerattacktime0asnd_duckerreleasetime2asnd_duckerthreshold0asnd_ducking_off1asnd_ducktovolume0asnd_dvar_dist_max1320cheatPlay full ‘far’ sound at this distancesnd_dvar_dist_min240cheatPlay full ‘near’ sound at this distancesnd_dzmusic_volume0aRelative volume of the Danger Zone victory music.snd_filter0cheatsnd_foliage_db_loss4cheatfoliage dB loss per 1200 unitssnd_gain1cheatsnd_gain_max1cheatsnd_gain_min0cheatsnd_hrtf_distance_behind100aHRTF calculations will calculate the player as being this far behind the camerasnd_hrtf_lerp_max_distance800cheatsnd_hrtf_lerp_min_distance100cheatsnd_hrtf_stereo_blend1cheatsnd_hrtf_voice_delay0asnd_hrtf_volume0cheatControls volume of HRTF soundssnd_hwcompat0asnd_list0cheatsnd_mainmenu_music_break_time_max0cheat, clMinimum amount of time to pause between playing main menu musicsnd_mainmenu_music_break_time_min0cheat, clMinimum amount of time to pause between playing main menu musicsnd_mapobjective_volume0aRelative volume of map objective music.snd_max_same_sounds4cheatsnd_max_same_weapon_sounds3cheatsnd_menumusic_volume0aRelative volume of the main menu music.snd_mix_async1aSets sound to get mixed asynchronously on a different threadsnd_mixahead0asnd_mixer_master_dsp1cheatsnd_mixer_master_level1cheatsnd_music_selection1a, clTracking rotating music for players with no music packs equipped.snd_musicvolume_multiplier_inoverlay0aMusic volume multiplier when Steam Overlay is activesnd_mute_losefocus1asnd_mute_mvp_music_live_players0a, clIf set, MVP music is muted if players from both teams are still alive.snd_mvp_volume1aRelative volume of the MVP music.snd_obscured_gain_dB-2cheatsnd_occlusion_bounces1cheat, repsnd_occlusion_eq_high0cheatsnd_occlusion_eq_low0cheatsnd_occlusion_eq_mid1cheatsnd_occlusion_no_eq_scale1cheatsnd_occlusion_rays4cheat, repsnd_op_test_convar1cheatsnd_pause_all1cheatSpecifies to pause all sounds and not just voicesnd_pitchquality1asnd_pre_gain_dist_falloff1cheatsnd_prefetch_common1Prefetch common sounds from directories specified in scripts/sound_prefetch.txtsnd_rear_speaker_scale1cheatHow much to scale rear speaker contribution to front stereo outputsnd_refdb60cheatReference dB at snd_refdistsnd_refdist36cheatReference distance for snd_refdbsnd_report_format_sound0cheatIf set to 1, report all sound formats.snd_report_loop_sound0cheatIf set to 1, report all sounds that just looped.snd_report_start_sound0cheatIf set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for examplesnd_report_stop_sound0cheatIf set to 1, report all sounds stopped with S_StopSound().snd_report_verbose_error0cheatIf set to 1, report more error found when playing sounds.snd_roundend_volume0aRelative volume of round end music.snd_roundstart_volume0aRelative volume of round start music.snd_show0cheatShow sounds infosnd_show_filter0cheatLimit debug sounds to those containing this substringsnd_show_print0cheatPrint to console the sounds that are normally printed on screen only. 1 = print to console and to screen; 2 = print only to consnd_showclassname0cheatsnd_showmixer0cheatsnd_showstart0cheatsnd_sos_list_operator_updates0cheatsnd_sos_show_block_debug0cheatSpew data about the list of block entries.snd_sos_show_client_rcv0cheatsnd_sos_show_client_xmit0cheat, clsnd_sos_show_operator_entry_filter0cheatsnd_sos_show_operator_init0cheatsnd_sos_show_operator_parse0cheatsnd_sos_show_operator_prestart0cheatsnd_sos_show_operator_shutdown0cheatsnd_sos_show_operator_start0cheatsnd_sos_show_operator_stop_entry0cheatsnd_sos_show_operator_updates0cheatsnd_sos_show_queuetotrack0cheatsnd_sos_show_server_xmit0sv, cheatsnd_sos_show_startqueue0cheatsnd_surround_speakers-1asnd_tensecondwarning_volume0aRelative volume of ten second warning music.snd_visualize0cheatShow sounds location in worldsound_device_override0aID of the sound device to usesoundscape_debug0sv, cheatWhen on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that arsoundscape_fadetime3cheat, clTime to crossfade sound effects between soundscapessoundscape_radius_debug0cheat, clPrints current volume of radius soundsspec_allow_roaming0sv, cheat, repIf nonzero, allow free-roaming spectator camera.spec_dz_group_teams1clIf set, will group players into their teams for spectating, if 0, spectating numbers will be the default individual playersspec_freeze_cinematiclight_b1cheat, clspec_freeze_cinematiclight_g1cheat, clspec_freeze_cinematiclight_r1cheat, clspec_freeze_cinematiclight_scale2cheat, clspec_freeze_deathanim_time0rep, clThe time that the death cam will spend watching the player’s ragdoll before going into the freeze death cam.spec_freeze_distance_max80cheat, clMaximum random distance from the target to stop when framing them in observer freeze cam.spec_freeze_distance_min60cheat, clMinimum random distance from the target to stop when framing them in observer freeze cam.spec_freeze_panel_extended_time0rep, clTime spent with the freeze panel still up after observer freeze cam is done.spec_freeze_target_fov42cheat, rep, clThe target FOV that the deathcam should use.spec_freeze_target_fov_long90cheat, rep, clThe target FOV that the deathcam should use when the cam zoom far away on the target.spec_freeze_time3rep, clTime spend frozen in observer freeze cam.spec_freeze_time_lock1sv, repTime players are prevented from skipping the freeze camspec_freeze_traveltime0rep, clTime taken to zoom in to frame a target in observer freeze cam.spec_freeze_traveltime_long0cheat, rep, clTime taken to zoom in to frame a target in observer freeze cam when they are far away.spec_glow_decay_time2clTime to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time.spec_glow_full_time1clNoisy players stay at full brightness for this long.spec_glow_silent_factor0clLurking player xray glow scaling.spec_glow_spike_factor1clNoisy player xray glow scaling (pop when noise is made). Make >1 to add a ‘spike’ to noise-making playersspec_glow_spike_time0clTime for noisy player glow ‘spike’ to show that they made noise very recently.spec_hide_players0server_can_execute, clToggle the visibility of scoreboard players.spec_lock_to_accountid0clAs an observer, lock the spectate target to the given accountid.spec_replay_autostart1a, clAuto-start Killer Replay when availablespec_replay_bot0svEnable Spectator Hltv Replay when killed by botspec_replay_cam_delay5svHltv Replay delay in secondsspec_replay_cam_options0svDebug options for replay camspec_replay_enable0repEnable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)spec_replay_leadup_time5repReplay time in seconds before the highlighted eventspec_replay_message_time9repHow long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delaspec_replay_on_death0repWhen > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from thspec_replay_rate_base1repBase time scale of Killer Replay.Experimental.spec_replay_rate_limit3repMinimum allowable pause between replay requests in secondsspec_replay_round_delay0svRound can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay wilspec_replay_winddown_time2svThe trailing time, in seconds, of replay past the event, including fade-outspec_show_xray0a, clIf set to 1, you can see player outlines and name IDs through walls – who you can see depends on your team and modespec_usenumberkeys_nobinds1a, clIf set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc).spec_xray_dropped_defusekits0clWhether to X-ray dropped defuse kits.spec_xray_dropped_unoccluded0clWhether to always X-ray dropped c4 and defuse kits.ss_enable0clEnables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORTss_splitmode0a, clTwo player split screen mode (0 – recommended settings base on the width, 1 – horizontal, 2 – vertical (only allowed in widescrsteam_controller_haptics1clsuitvolume0a, svsv_accelerate5nf, rep, clLinear acceleration amount (old value is 5.6)sv_accelerate_debug_speed0nf, rep, clsv_accelerate_use_weapon_speed1nf, rep, clsv_air_max_horizontal_parachute_ratio0rep, clsv_air_max_horizontal_parachute_speed240rep, clsv_air_max_wishspeed30rep, clsv_air_pushaway_dist0rep, clsv_airaccelerate12nf, rep, clsv_airaccelerate_parachute2rep, clsv_airaccelerate_rappel2rep, clsv_allchat1sv, nfPlayers can receive all other players’ text chat, team restrictions applysv_allow_legacy_cmd_execution_from_client0Enables old concommand execution behavior allowing remote clients to run any command not explicitly flagged as disallowed.sv_allow_thirdperson0rep, clAllows the server set players in third person mode without the client slamming it back (if cheats are on, all clients can set tsv_allow_votes1svAllow voting?sv_allow_wait_command1repAllow or disallow the wait command on clients connected to this server.sv_allowdownload1Allow clients to download filessv_allowupload0Allow clients to upload customizations filessv_alltalk0nf, rep, clDeprecated. Replaced with sv_talk_enemy_dead and sv_talk_enemy_living.sv_alternateticks0If set, server only simulates entities on even numbered ticks.sv_arms_race_vote_to_restart_disallowed_after0sv, repArms Race gun level after which vote to restart is disallowedsv_auto_adjust_bot_difficulty1svAdjust the difficulty of bots each round based on contribution score.sv_auto_full_alltalk_during_warmup_half_end1svWhen enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the matchsv_autobunnyhopping0rep, clPlayers automatically re-jump while holding jump buttonsv_autobuyammo0sv, nf, repEnable automatic ammo purchase when inside buy zones during buy periodssv_autoexec_mapname_cfg0svExecute a mapname cfg file on the server automatically in custom game modes that require it.sv_bot_buy_decoy_weight1svGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.sv_bot_buy_flash_weight1svGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.sv_bot_buy_grenade_chance33svChance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)sv_bot_buy_hegrenade_weight6svGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.sv_bot_buy_molotov_weight1svGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.sv_bot_buy_smoke_weight1svGiven a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.sv_bots_force_rebuy_every_round0svIf set, this strips the bots of their weapons every round and forces them to rebuy.sv_bots_get_easier_each_win0svIf > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficultsv_bots_get_harder_after_each_wave0svIf > 0, some # of bots will raise thier difficulty each time CTs beat a Guardian wave. The argument defines how many will raisesv_bounce0nf, rep, clBounce multiplier for when physically simulated objects collide with other objects.sv_breachcharge_arm_delay0sv, clsv_breachcharge_delay_max0sv, clsv_breachcharge_delay_min0sv, clsv_breachcharge_distance_max1200sv, clsv_breachcharge_distance_min600sv, clsv_breachcharge_fuse_max1sv, clsv_breachcharge_fuse_min0sv, clsv_broadcast_ugc_download_progress_interval8svsv_broadcast_ugc_downloads0svsv_bumpmine_arm_delay0sv, clsv_bumpmine_detonate_delay0sv, clsv_buy_status_override-1sv, repOverride for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobodysv_chat_proximity-1rep, clsv_cheats0nf, repAllow cheats on serversv_clamp_unsafe_velocities1rep, clWhether the server will attempt to clamp velocities that could cause physics bugs or crashes.sv_client_cmdrate_difference0repcl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate ansv_clockcorrection_msecs30svThe server tries to keep each player’s m_nTickBase withing this many msecs of the server absolute tickcountsv_coach_comm_unrestricted0rep, clWhen set, ignores coach communication restrictions.sv_coaching_enabled0rep, clAllows spectating and communicating with a team ( ‘coach t’ or ‘coach ct’ )sv_competitive_minspec1nf, rep, clEnable to force certain client convars to minimum/maximum values to help prevent competitive advantages.sv_competitive_official_5v50nf, rep, clEnable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.sv_consistency0repWhether the server enforces file consistency for critical filessv_contact0nfContact email for server sysopsv_cs_player_speed_has_hostage200rep, clsv_ct_spawn_on_bombsite-1svForce cts to spawn on a bombsitesv_damage_print_enable1sv, repTurn this off to disable the player’s damage feed in the console after getting killed.sv_dc_friends_reqd0svSet this to 0 to allow direct connects to a game in progress even if no presents are presentsv_deadtalk0nf, rep, clDead players can speak (voice, text) to the livingsv_debug_ugc_downloads0svsv_debugmanualmode0Make sure entities correctly report whether or not their network data has changed.sv_disable_immunity_alpha0rep, clIf set, clients won’t slam the player model render settings each frame for immunity [mod authors use this]sv_disable_observer_interpolation0rep, clDisallow interpolating between observer targets on this server.sv_disable_pas1sv, cheat, repsv_disable_radar0rep, clsv_downloadurl0repLocation from which clients can download missing filessv_drowning_damage_initial2sv, repsv_drowning_damage_max5sv, repsv_dumpstringtables0cheatsv_duplicate_playernames_ok0repWhen enabled player names won’t have the (#) in front of their names its the same as another player.sv_dz_autojointeam1svWhether players are automatically assigned a DZ teamsv_dz_cash_bundle_size50sv, repSize of a cash bundlesv_dz_cash_mega_bundle_size13sv, repSize of a mega cash bundlesv_dz_contractkill_reward10sv, repCash bundles to award for a successful contract killsv_dz_enable_respawn1rep, clsv_dz_enable_respawn_solos0rep, clsv_dz_exploration_payment_amount2sv, repNumber of cash bundles to award for exploring a new sectorsv_dz_exploration_payment_amount_bonus2sv, repNumber of BONUS cash bundles to award for exploring (if the player has the item/upgrade)sv_dz_hostage_rescue_reward18rep, clNumber of cash bundles to award for rescuing a hostagesv_dz_jointeam_allowed0svWhether non-server admins are allowed to use the dz_jointeam commandsv_dz_parachute_reuse1sv, repsv_dz_player_max_health120svsv_dz_player_spawn_armor0svsv_dz_player_spawn_health120svsv_dz_show_enemy_name_scope_range800svsv_dz_squad_wipe_reward2rep, clNumber of cash bundles to award for eliminating a squadsv_dz_team_count1rep, clMax players allowed per teamsv_dz_warmup_tablet1svsv_dz_zone_bombdrop_money_reward15rep, clHow many money stacks players are rewarded each danger zone wavesv_dz_zone_bombdrop_money_reward_bonus5rep, clHow many bonus money stacks players are rewarded each danger zone wave when they have the bonus itemsv_dz_zone_damage1sv, cheatsv_dz_zone_hex_radius2200rep, clsv_enable_delta_packing0When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, bsv_enablebunnyhopping0rep, clAllow player speed to exceed maximum running speedsv_env_entity_makers_enabled1sv, repsv_exojump_jumpbonus_forward0rep, clExoJump forwards velocity bonus when duck jumpingsv_exojump_jumpbonus_up0rep, clExoJump upwards bonus when holding the jump buttonsv_exostaminajumpcost0rep, clStamina penalty for jumping with exo legssv_exostaminalandcost0rep, clStamina penalty for landing with exo legssv_extract_ammo_from_dropped_weapons0rep, clsv_falldamage_exojump_multiplier0rep, clExoJump fall damage multipliersv_falldamage_scale1rep, clsv_falldamage_to_below_player_multiplier1rep, clScale damage when distributed across two playerssv_falldamage_to_below_player_ratio0rep, clLanding on a another player’s head gives them this ratio of the damage.sv_footstep_sound_frequency0cheat, rep, clHow frequent to hear the player’s step sound or how fast they appear to be running from first person.sv_force_reflections0rep, clsv_force_transmit_ents0svWill transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).sv_force_transmit_players0svWill transmit players to all clients regardless of PVS checks.sv_forcepreload0aForce server side preloading.sv_friction5nf, rep, clWorld friction.sv_full_alltalk0rep, clAny player (including Spectator team) can speak to any other playersv_gameinstructor_disable0rep, clForce all clients to disable their game instructors.sv_grassburn0rep, clsv_gravity800nf, rep, clWorld gravity.sv_grenade_trajectory0cheat, rep, clShows grenade trajectory visualization in-game.sv_grenade_trajectory_dash0rep, clDot-dash style grenade trajectory arcsv_grenade_trajectory_thickness0rep, clVisible thickness of grenade trajectory arcsv_grenade_trajectory_time20rep, clLength of time grenade trajectory remains visible.sv_grenade_trajectory_time_spectator4rep, clLength of time grenade trajectory remains visible as a spectator.sv_guardian_extra_equipment_ct0svExtra starting equipment for CT players in guardian modessv_guardian_extra_equipment_t0svExtra starting equipment for Terrorist players in guardian modessv_guardian_health_refresh_per_wave50svHealth given to survivors per wave in guardian mode.sv_guardian_heavy_all0svsv_guardian_heavy_count0svsv_guardian_max_wave_for_heavy0svsv_guardian_min_wave_for_heavy0svsv_guardian_refresh_ammo_for_items_on_waves0svList of additional weapons to refill ammo on waves.sv_guardian_reset_c4_every_wave0svsv_guardian_respawn_health50svStarting health of guardian players when respawned.sv_guardian_spawn_health_ct100svStarting health in guardian modes.sv_guardian_spawn_health_t100svStarting health in guardian modes.sv_guardian_starting_equipment_humans0svExtra starting equipment for human players in guardian modessv_health_approach_enabled0sv, repsv_health_approach_speed10sv, repsv_hegrenade_damage_multiplier1sv, repsv_hegrenade_radius_multiplier1sv, repsv_hibernate_ms20# of milliseconds to sleep per frame while hibernatingsv_hibernate_ms_vgui20# of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontendsv_hibernate_postgame_delay5# of seconds to wait after final client leaves before hibernating.sv_hibernate_punt_tv_clients0When enabled will punt all GOTV clients during hibernationsv_hibernate_when_empty1Puts the server into extremely low CPU usage mode when no clients connectedsv_highlight_distance500rep, clsv_highlight_duration3rep, clsv_holiday_mode0rep, cl0 = OFF, 1 = Halloween, 2 = Wintersv_ignoregrenaderadio0svTurn off Fire in the hole messagessv_infinite_ammo0rep, clPlayer’s active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload thesv_invites_only_mainmenu0rep, clIf turned on, will ignore all invites when user is playing a matchsv_jump_impulse301rep, clInitial upward velocity for player jumps; sqrt(2*gravity*height).sv_jump_impulse_exojump_multiplier1rep, clExoJump impulse multipliersv_kick_ban_duration15nf, rep, clHow long should a kick ban from the server should last (in minutes)sv_kick_players_with_cooldown1sv, rep(0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with anysv_knife_attack_extend_from_player_aabb0rep, clsv_ladder_scale_speed0rep, clScale top speed on ladderssv_lagcompensateself0sv, cheatPlayer can lag compensate themselves.sv_lagcompensationforcerestore1sv, cheatDon’t test validity of a lag comp restore, just do it.sv_lan0Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )sv_ledge_mantle_helper1rep, cl1=Only improves success of jump+ducks to windows or vents (jump+duck to duck), 2=Improves success of all jump+ducks to ledges,sv_ledge_mantle_helper_dzonly0rep, cl1=only does the feature if running in game mode Danger Zone, 0=Doesn’t check game mode to runsv_log_http_record_before_any_listeners0svsv_log_onefile0aLog server information to only one file.sv_logbans0aLog server bans in the server logs.sv_logblocks0If true when log when a query is blocked (can cause very large log files)sv_logecho1aEcho log information to the console.sv_logfile1aLog server information in the log file.sv_logflush0aFlush the log file to disk on each write (slow).sv_logsdir0aFolder in the game directory where server logs will be stored.sv_logsecret0If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52)sv_logsocket1Uses a specific outgoing socket for sv udp loggingsv_logsocket21Uses a specific outgoing socket for second source of sv udp loggingsv_logsocket2_substr0Uses a substring match for second source of sv udp loggingsv_matchend_drops_enabled1svRewards gameplay time is always accumulated for players, but drops at the end of the match can be preventedsv_matchpause_auto_5v50rep, clWhen enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.sv_max_allowed_net_graph1nf, rep, clDetermines max allowed net_graph value for clients.sv_max_dropped_packets_to_process10Max dropped packets to process. Lower settings prevent lagged players from simulating too far in the past. Setting of 0 disablesv_max_queries_sec10Maximum queries per second to respond to from a single IP address.sv_max_queries_sec_global500Maximum queries per second to respond to from anywhere.sv_max_queries_tracked_ips_max50000Window over which to average queries per second averages.sv_max_queries_tracked_ips_prune10Window over which to average queries per second averages.sv_max_queries_window30Window over which to average queries per second averages.sv_maxrate0repMax bandwidth rate allowed on server, 0 == unlimitedsv_maxspeed320nf, rep, clsv_maxunlag0svMaximum lag compensation in secondssv_maxupdaterate64repMaximum updates per second that the server will allowsv_maxuptimelimit0If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit.sv_maxusrcmdprocessticks16svMaximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictionssv_maxusrcmdprocessticks_holdaim1svHold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this serversv_maxusrcmdprocessticks_warning-1svPrint a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negatsv_maxvelocity3500rep, clMaximum speed any ballistically moving object is allowed to attain per axis.sv_memlimit0If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.sv_min_jump_landing_sound260rep, clsv_mincmdrate64repThis sets the minimum value for cl_cmdrate. 0 == unlimited.sv_minrate16000repMin bandwidth rate allowed on server, 0 == unlimitedsv_minupdaterate64repMinimum updates per second that the server will allowsv_minuptimelimit0If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardlesv_noclipaccelerate5a, nf, rep, clsv_noclipduringpause0cheat, rep, clIf cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).sv_noclipspeed5a, nf, rep, clsv_occlude_players1svsv_outofammo_indicator0rep, clsv_parallel_packentities1sv_parallel_send0Pack and send snapshots in parallel for smoother server tick rate at the expense of spending more CPU.sv_parallel_sendsnapshot1sv_party_mode0rep, clParty!!sv_password0nf, prot, norecordServer password for entry into multiplayer gamessv_pausable0Is the server pausable.sv_player_parachute_velocity-200sv, repsv_prime_accounts_only0svWhen this setting is enabled only prime users can connect to this game server.sv_prop_door_open_speed_scale1sv, repsv_pure_allow_loose_file_loads1If set to 1, clients may load non-vpk files from pure protected directories.sv_pure_allow_missing_files1If set to 1, the server will allow clients to play if files they loaded are missing on server, otherwise treat client as file msv_pure_consensus100000000.000Minimum number of file hashes to agree to form a consensus.sv_pure_kick_clients1If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.sv_pure_retiretime900Seconds of server idle time to flush the sv_pure file hash cache.sv_pure_trace0If set to 1, the server will print a message whenever a client is verifying a CRC for a file.sv_pushaway_hostage_force20000sv, cheat, repHow hard the hostage is pushed away from physics objects (falls off with inverse square of distance).sv_pushaway_max_hostage_force1000sv, cheat, repMaximum of how hard the hostage is pushed away from physics objects.sv_pvsskipanimation1a, svSkips SetupBones when npc’s are outside the PVSsv_quota_stringcmdspersecond40How many string commands per second clients are allowed to submit, 0 to disallow all string commandssv_rcon_whitelist_address0When set, rcon failed authentications will never ban this address, e.g. ‘127.0.0.1’sv_record_item_time_data0svTurn on recording of per player item time data into the server log.sv_regeneration_force_on0sv, cheatCheat to test regenerative health systemssv_region-1The region of the world to report this server in.sv_reliableavatardata0repWhen enabled player avatars are exchanged via gameserver (0: off, 1: players, 2: server)sv_remove_old_ugc_downloads1svsv_replaybots1If set to 1, the server records data needed to replay network stream from bot’s perspectivesv_reservation_tickrate_adjustment0Adjust server tickrate upon reservationsv_reservation_timeout45Time in seconds before lobby reservation expires.sv_search_key0When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.sv_search_team_key0When initiating team search, set this key to match with known opponents teamsv_server_graphic10rep, clA 360×60 (<16kb) image file in /csgo/ that will be displayed to spectators.sv_server_graphic20rep, clA 220×45 (<16kb) image file in /csgo/ that will be displayed to spectators.sv_server_verify_blood_on_player1cheat, rep, clsv_shield_explosive_damage_cap99rep, clsv_shield_explosive_damage_crouch_bonus10rep, clsv_shield_explosive_damage_mindist250rep, clsv_shield_explosive_damage_mult4rep, clsv_shield_explosive_damage_scale0rep, clsv_shield_hitpoints650rep, clsv_show_cull_props0Print out props that are being culled/added by recipent proxies.sv_show_ragdoll_playernames0rep, clsv_show_team_equipment_force_on0rep, clForce on if not prohibitedsv_show_team_equipment_prohibit0nf, rep, clDetermines whether +cl_show_team_equipment is prohibited.sv_show_voip_indicator_for_enemies0sv, repMakes it so the voip icon is shown over enemies as well as allies when they are talkingsv_showbullethits0rep, cl1=show hits and near misses, 2=show hits onlysv_showimpacts0rep, clShows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)sv_showimpacts_penetration0rep, clShows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)sv_showimpacts_time4rep, clDuration bullet impact indicators remain before disappearingsv_showlagcompensation0sv, cheatShow lag compensated hitboxes whenever a player is lag compensated.sv_showlagcompensation_duration4sv, cheatDuration to show lag-compensated hitboxessv_skirmish_id0rep, clDedicated server skirmish id to runsv_skyname0a, rep, clCurrent name of the skybox texturesv_spawn_afk_bomb_drop_time15sv, repPlayers that have never moved since they spawned will drop the bomb after this amount of time.sv_spawn_rappel_min_duration8sv, repsv_spawn_rappel_min_duration_with_chute2sv, repsv_spec_hear1nf, rep, clDetermines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobodysv_spec_post_death_additional_time0sv, repsv_spec_use_tournament_content_standards0rep, clsv_specaccelerate5a, nf, rep, clsv_specnoclip1a, nf, rep, clsv_specspeed3a, nf, rep, clsv_staminajumpcost0rep, clStamina penalty for jumpingsv_staminalandcost0rep, clStamina penalty for landingsv_staminamax80rep, clMaximum stamina penaltysv_staminarecoveryrate60rep, clRate at which stamina recovers (units/sec)sv_standable_normal0rep, clsv_steamauth_enforce2By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instasv_steamgroup0nfThe 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 commsv_steamgroup_exclusive0If 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 sersv_stopspeed80nf, rep, clMinimum stopping speed when on ground.sv_stressbots0If set to 1, the server calculates data and fills packets to bots. Used for perf testing.sv_tablet_show_path_to_nearest_resq0rep, clsv_tags0nfServer tags. Used to provide extra information to clients when they’re browsing for servers. Separate tags with a comma.sv_talk_after_dying_time0rep, clThe number of seconds a player can continue talking after dying as if they were still alivesv_talk_enemy_dead0rep, clDead players can hear all dead enemy communication (voice, chat)sv_talk_enemy_living0rep, clLiving players can hear all living enemy communication (voice, chat)sv_teamid_overhead1nf, rep, clShows teamID over player’s heads. 0 = off, 1 = onsv_teamid_overhead_always_prohibit0nf, rep, clDetermines whether cl_teamid_overhead_always is prohibited.sv_teamid_overhead_maxdist0rep, clIf >0, server will override cl_teamid_overhead_maxdistsv_teamid_overhead_maxdist_spec0rep, clIf >0, server will override cl_teamid_overhead_maxdist_specsv_timebetweenducks0rep, clMinimum time before recognizing consecutive duck keysv_turning_inaccuracy_angle_min4cheat, rep, clsv_turning_inaccuracy_decay0cheat, rep, clsv_turning_inaccuracy_enabled0cheat, rep, clsv_ugc_manager_max_new_file_check_interval_secs1000svsv_unlockedchapters1aHighest unlocked game chapter.sv_usercmd_custom_random_seed1svWhen enabled server will populate an additional random seed independent of the clientsv_validate_edict_change_infos0Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).sv_versus_screen_scene_id0svDetermines which scene is used for the versus screen.sv_visiblemaxplayers-1Overrides the max players reported to prospective clientssv_voice_proximity-1sv, repsv_voice_proximity_minvolume0repsv_voice_proximity_positional0sv, repsv_voice_proximity_use_falloff0repsv_voicecodec0repSpecifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.sv_voiceenable1a, nfsv_vote_allow_in_warmup0svAllow voting during warmup?sv_vote_allow_spectators0svAllow spectators to initiate votes?sv_vote_command_delay2svHow long after a vote passes until the action happenssv_vote_count_spectator_votes0svAllow spectators to vote on issues?sv_vote_creation_timer120svHow often someone can individually call a vote.sv_vote_disallow_kick_on_match_point0svDisallow vote kicking on the match point round.sv_vote_failure_timer300svA vote that fails cannot be re-submitted for this longsv_vote_issue_kick_allowed1sv, nf, repCan people hold votes to kick players from the server?sv_vote_issue_loadbackup_allowed1sv, nf, repCan people hold votes to load match from backup?sv_vote_issue_loadbackup_spec_authoritative0svWhen enabled, admins load match from backup without players votesv_vote_issue_loadbackup_spec_only0sv, nf, repWhen enabled, only admins load match from backupsv_vote_issue_loadbackup_spec_safe1svWhen enabled, admins load match from backup in safe time of the round onlysv_vote_issue_pause_match_spec_only0sv, nf, repWhen enabled, only admins start technical pausesv_vote_issue_restart_game_allowed0svCan people hold votes to restart the game?sv_vote_kick_ban_duration15sv, nf, repHow long should a kick vote ban someone from the server? (in minutes)sv_vote_quorum_ratio0svThe minimum ratio of players needed to vote on an issue to resolve it.sv_vote_timer_duration15svHow long to allow voting on an issuesv_vote_to_changelevel_before_match_point0sv, repRestricts vote to change level to rounds prior to match point (default 0, vote is never disallowed)sv_walkable_normal0rep, clsv_warmup_to_freezetime_delay4rep, clDelay between end of warmup and start of match.sv_water_movespeed_multiplier0rep, clsv_water_swim_mode0rep, clsv_weapon_encumbrance_per_item0rep, clsv_weapon_encumbrance_scale0rep, clsv_weapon_require_use_grace_period1svsv_workshop_allow_other_maps1svWhen hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into thsys_minidumpspewlines500Lines of crash dump console spew to keep.tablet_c4_dist_max3000rep, cltablet_c4_dist_min400rep, cltest_convar0a, server_can_execute, clSkips the prompt when saving a buy favorite in the buy menutexture_budget_background_alpha128ahow translucent the budget panel istexture_budget_panel_bottom_of_history_fraction0anumber between 0 and 1texture_budget_panel_height284aheight in pixels of the budget paneltexture_budget_panel_width512awidth in pixels of the budget paneltexture_budget_panel_x0anumber of pixels from the left side of the game screen to draw the budget paneltexture_budget_panel_y450anumber of pixels from the top side of the game screen to draw the budget panelthink_limit10rep, clMaximum think time in milliseconds, warning is printed if this is exceeded.thirdperson_lockcamera0cheat, rep, cltriple_monitor_mode0a, clEnable triple-monitor mode, restricting UI elements to the middle third of the displaytv_advertise_watchable0nf, prot, norecordGOTV advertises the match as watchable via game UI, clients watching via UI will not need to type passwordtv_allow_autorecording_index-1svWhen >=0 restricts autorecording only to the specified TV indextv_allow_camera_man_override0Allows cameraman_override to have effect. When this is set, the primary interactive caster will have all the relevant fields prtv_allow_camera_man_steamid0svAllows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.tv_allow_camera_man_steamid20svAllows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.tv_allow_static_shots1svAuto director uses fixed level cameras for shotstv_autorecord0Automatically records all games as GOTV demos.tv_autoretry1Relay proxies retry connection after network timeouttv_broadcast0Automatically broadcasts all games as GOTV demos through Steam.tv_broadcast10Automatically broadcasts all games as GOTV[1] demos through Steam.tv_broadcast_keyframe_interval3The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay servertv_broadcast_keyframe_interval13The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay servertv_broadcast_max_requests20Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading servetv_broadcast_max_requests120Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading servtv_broadcast_server_info_message_size_kb512The size, in KB, of the server info message size for tv broadcasts.tv_broadcast_startup_resend_interval10The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or stv_broadcast_url0URL of the broadcast relaytv_broadcast_url10URL of the broadcast relay1tv_challenge_steam_iprange0Comma-separated IP ranges which require Steam3 challenge protocol even for GOTV connectionstv_chatgroupsize0Set the default chat group sizetv_chattimelimit8Limits spectators to chat only every n secondstv_debug0GOTV debug info.tv_delay10svGOTV broadcast delay in secondstv_delay115svGOTV[instance 1] broadcast delay in secondstv_delaymapchange1svDelays map change until broadcast is completetv_deltacache2Enable delta entity bit stream cachetv_dispatchmode1Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=alwaystv_dispatchweight1Dispatch clients to relay proxies based on load, 1.25 will prefer for every 4 local clients to put 5 clients on every connectedtv_enable0nfActivates GOTV on server (0=off;1=on;2=on when reserved)tv_enable10nfActivates GOTV[1] on server (0=off;1=on;2=on when reserved)tv_enable_delta_frames1Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significanttv_encryptdata_key0When set to a valid key communication messages will be encrypted for GOTVtv_encryptdata_key_pub0When set to a valid key public communication messages will be encrypted for GOTVtv_maxclients128Maximum client number on GOTV server.tv_maxclients_relayreserved0Reserves a certain number of GOTV client slots for relays.tv_maxrate196608Max GOTV spectator bandwidth rate allowed, 0 == unlimitedtv_name0GOTV host nametv_nochat0a, userDon’t receive chat messages from other GOTV spectatorstv_overridemaster0Overrides the GOTV master root address.tv_password0nf, prot, norecordGOTV password for all clientstv_playcast_delay_prediction1tv_playcast_delay_resync0To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stv_playcast_retry_timeout12In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resynctv_port27020Host GOTV[0] porttv_port127021Host GOTV[1] porttv_relaypassword0nf, prot, norecordGOTV password for relay proxiestv_relayradio0svRelay team radio commands to TV: 0=off, 1=ontv_relaytextchat1svRelay text chat data: 0=off, 1=say, 2=say+say_teamtv_relayvoice1Relay voice data: 0=off, 1=ontv_secure_bypass0Bypass secure challenge on GOTV porttv_snapshotrate32repSnapshots broadcasted per secondtv_snapshotrate132Snapshots broadcasted per second, GOTV[1]tv_spectator_port_offset0cltv_timeout30GOTV connection timeout in seconds.tv_title0Set title for GOTV spectator UItv_transmitall1repTransmit all entities (not only director view)ui_inventorysettings_recently_acknowledged0a, clui_lobby_draft_enabled0clui_nearbylobbies_filter3competitivea, clui_news_last_read_link0a, clui_playsettings_maps_listen_casual0a, clui_playsettings_maps_listen_competitive0a, clui_playsettings_maps_listen_deathmatch0a, clui_playsettings_maps_listen_scrimcomp2v20a, clui_playsettings_maps_listen_skirmish0a, clui_playsettings_maps_official_casual0a, clui_playsettings_maps_official_deathmatch0a, clui_playsettings_maps_workshop0a, clui_playsettings_mode_listen0a, clui_playsettings_mode_official_v200a, clui_playsettings_survival_solo0a, clui_playsettings_warmup_map_name0a, clui_popup_weaponupdate_version0a, clui_posedebug_fade_in_time0cheat, norecord, clTime during which a new pose activity layer is shown in green in +posedebug UIui_posedebug_fade_out_time0cheat, norecord, clTime to keep a no longer active pose activity layer in red until removing it from +posedebug UIui_setting_advertiseforhire_auto1a, clWhether users will automatically advertise for invites (0: off; 1: last; 2: auto)ui_setting_advertiseforhire_auto_last0a, clWhich game mode users last used to advertise for invitesui_steam_overlay_notification_position0a, clSteam overlay notification positionui_vanitysetting_loadoutslot_ct0a, clui_vanitysetting_loadoutslot_t0a, clui_vanitysetting_team0a, clvcollide_wireframe0cheat, clRender physics collision models in wireframevgui_drawtree0cheatDraws the vgui panel hiearchy to the specified depth level.vgui_message_dialog_modal1a, clview_punch_decay18cheat, rep, clDecay factor exponent for view punchview_recoil_tracking0cheat, rep, clHow closely the view tracks with the aim punch from weapon recoilviewmodel_fov60a, clviewmodel_offset_randomize0cheat, clrandomly change viewmodel offsets to visualize rangeviewmodel_offset_x1a, clviewmodel_offset_y1a, clviewmodel_offset_z-1a, clviewmodel_presetpos1a, cl1:’Desktop’, 2:’Couch’, 3:’Classic’viewmodel_recoil1a, clAmount of weapon recoil/aimpunch to display on viewmodelvis_force0sv, cheatvismon_poll_frequency0sv, cheatvismon_trace_limit12sv, cheatvm_debug0cheat, clvm_draw_always0cheat, cl1 – Always draw view models, 2 – Never draw view models. Should be done before map launches.voice_caster_enable0aToggle voice transmit and receive for casters. 0 = no caster, account number of caster to enable.voice_caster_scale1aCaster Volume 0.0-1.0voice_enable1aToggle voice transmit and receive.voice_forcemicrecord1avoice_inputfromfile0Get voice input from ‘voice_input.wav’ rather than from the microphone.voice_loopback0uservoice_mixer_boost0avoice_mixer_mute0avoice_mixer_volume1avoice_modenable1a, server_can_execute, clEnable/disable voice in this mod.voice_player_speaking_delay_threshold0sv, cheatvoice_positional0avoice_positional_seconds_after_death6voice_recordtofile0Record mic data and decompressed voice data into ‘voice_micdata.wav’ and ‘voice_decompressed.wav’voice_scale1aOverall volume of voice over IP 0.0-1.0voice_system_enable1aToggle voice system.voice_threshold4000a, clvolume1aSound volumevprof_graphheight256avprof_graphwidth512avprof_unaccounted_limit0anumber of milliseconds that a node must exceed to turn red in the vprof panelvprof_verbose1aSet to one to show average and peak timesvprof_warningmsec10aAbove this many milliseconds render the label red to indicate slow code.weapon_accuracy_forcespread0rep, clForce spread to the specified value.weapon_accuracy_nospread0rep, clDisable weapon inaccuracy spreadweapon_accuracy_reset_on_deploy0cheat, rep, clOn deploy, forcibly reset weapon accuracy to zero.weapon_accuracy_shotgun_spread_patterns1rep, clweapon_air_spread_scale1rep, clScale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standingweapon_auto_cleanup_time0clIf set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.weapon_debug_spread_gap0cheat, cl, ssweapon_debug_spread_show0cheat, cl, ssEnables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshairweapon_max_before_cleanup0clIf set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.weapon_near_empty_sound1cheat, rep, clweapon_recoil_cooldown0cheat, rep, clDEPRECATED. Recoil now decays using weapon_recoil_decay_coefficientweapon_recoil_decay1_exp3cheat, rep, clDecay factor exponent for weapon recoilweapon_recoil_decay2_exp8cheat, rep, clDecay factor exponent for weapon recoilweapon_recoil_decay2_lin18cheat, rep, clDecay factor (linear term) for weapon recoilweapon_recoil_decay_coefficient2cheat, rep, clweapon_recoil_scale2rep, clOverall scale factor for recoil. Used to reduce recoil on specific platformsweapon_recoil_scale_motion_controller1cheat, rep, clOverall scale factor for recoil. Used to reduce recoil. Only for motion controllersweapon_recoil_suppression_factor0cheat, rep, clInitial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shotsweapon_recoil_suppression_shots4cheat, rep, clNumber of shots before weapon uses full recoilweapon_recoil_variance0cheat, rep, clAmount of variance per recoil impulseweapon_recoil_vel_decay4cheat, rep, clDecay factor for weapon recoil velocityweapon_recoil_view_punch_extra0cheat, rep, clAdditional (non-aim) punch added to view from recoilweapon_reticle_knife_show1rep, clWhen enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.weapon_sound_falloff_multiplier1cheat, rep, clScaling for falloff of weapon firing soundsxbox_autothrottle1a, svxbox_throttlebias100a, svxbox_throttlespoof200a, svzoom_sensitivity_ratio_joystick1a, cl, ssAdditional controller sensitivity scale factor applied when FOV is zoomed in.zoom_sensitivity_ratio_mouse1a, cl, ssAdditional mouse sensitivity scale factor applied when FOV is zoomed in.

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