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Commandes console

 
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Gihada
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Inscrit le: 18 Déc 2008
Messages: 66

MessagePosté le: Mar 27 Jan - 20:17 (2009)    Sujet du message: Commandes console Répondre en citant

Commandes Console : L4D

"1°commande" "2°type" "3°explication"

Exemple:
achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs.


  • _resetgamestats : cmd : : Erases current game stats and writes out a blank stats file
  • _restart : cmd : : Shutdown and restart the engine.
  • achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs.
  • achievement_disable : 0 : , "sv", "cheat", "rep" : Turn off achievements.
  • addip : cmd : : Add an IP address to the ban list.
  • ai_debug_los : 0 : , "sv", "cheat" : NPC LineOfSight
  • debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'l
  • ai_debug_shoot_positions : 0 : , "sv", "cheat", "rep" :
  • ai_talk_idle_enabled : 1 : , "sv", "cheat" : Set to 0 to disable TLK_IDLEs on survivors
  • air_density : cmd : : Changes the density of air for drag computations.
  • alias : cmd : : Alias a command.
  • banid : cmd : : Add a user ID to the ban list.
  • banip : cmd : : Add an IP address to the ban list.
  • bind :cmd : :Bind akey.
  • BindToggle : cmd : : Performs a bind <key> 'increment var <cvar> 0 1 1'
  • blackbox_dump : cmd : : Dump the contents of the blackbox
  • blackbox_record : cmd : : Record an entry into the blackbox
  • boomer_exposed_time_tolerance : 1 : , "sv", "cheat" : How long an outofrange
  • Boomer will tolerate being visible before fleeing
  • boomer_vomit_delay : 1 : , "sv", "cheat" : How long the Boomer waits before he vomits on his target on Normal difficulty
  • bot_crouch : 0 : , "sv", "cheat" :
  • bot_freeze : 0 : , "sv", "cheat" :
  • bot_mimic : 0 : , "sv", "cheat", "rep" :
  • bot_mimic_yaw_offset : 180 : , "sv", "cheat" :
  • buddha : 0 : , "sv", "cheat", "nf" : Survivors take damage but won't die
  • budget_toggle_group : cmd : : Turn a budget group on/off
  • bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again.
  • cache_print : cmd : : cache_print [section]
  • Print out contents of cache memory.
  • cache_print_lru : cmd : : cache_print_lru [section] Print out contents of cache memory.
  • cache_print_summary : cmd : : cache_print_summary [section] Print out a summary contents of cache memory.
  • callvote : cmd : : Start a vote on an issue.
  • cast_hull : cmd : : Tests hull collision detection
  • cast_ray : cmd : : Tests collision detection
  • ch_createairboat : cmd : : Spawn airboat in front of the player.
  • ch_createjeep : cmd : : Spawn jeep in front of the player.
  • changelevel : cmd : : Change server to the specified map
  • changelevel2 : cmd : : Transition to the specified map in single player
  • changelevel_inhibit : 0 : , "sv", "cheat" :
  • changelevel_pause_interval : 8 : , "sv", "cheat" :
  • chet_debug_idle : 0 : , "a", "sv" : If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
  • cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.
  • cl_clock_correction_adjustment_max_amount : 200 : , "cheat" : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
  • cl_clock_correction_adjustment_max_offset : 90 : , "cheat" : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply
  • cl_clock_correction_adjustment_min_offset : 10 : , "cheat" : If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
  • cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (999
  • disables it).
  • cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift.
  • cl_clockdrift_max_ms : 150 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
  • cl_clockdrift_max_ms_threadmode : 0 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
  • cl_cmdrate : 30 : , "a", "user" : Max number of command packets sent to server per second
  • cl_skipslowpath : 0 : , "cheat" : Set to 1 to skip any models that don't go through the model fast path
  • cl_updaterate : 20 : , "a", "user" : Number of packets per second of updates you are requesting from the server
  • claw_force : 240 : , "sv", "cheat", "rep" : Force with witch the claw shoves other zombies away
  • claw_plays_hit_anims : 0 : , "sv", "cheat", "rep" : Play the new hit anims for debugging?
  • claw_range : 52 : , "sv", "cheat", "rep" : Range of the Claw weapon
  • claw_range_down : 70 : , "sv", "cheat", "rep" : Range of the Claw weapon when looking straight down, so it can reach your feet from your eyes.
  • claw_swing_duration : 0 : , "sv", "cheat", "rep" :
  • claw_swing_interval : 1 : , "sv", "cheat", "rep" :
  • claw_swing_miss_interval : 0 : , "sv", "cheat", "rep" :
  • clear_attribute : cmd : : Remove given attribute from all areas in the selected set.
  • clear_debug_overlays : cmd : : clears debug overlays
  • clientport : 27005 : : Host game client port
  • closecaption : 0 : , "a", "user" : Enable close captioning.
  • cmd : cmd : : Forward command to server.
  • cmd1 : cmd : : sets userinfo string for split screen player in slot 1
  • cmd2 : cmd : : sets userinfo string for split screen player in slot 2
  • cmd3 : cmd : : sets userinfo string for split screen player in slot 3
  • cmd4 : cmd : : sets userinfo string for split screen player in slot 4
  • collision_test : cmd : : Tests collision system
  • commentary_cvarsnotchanging : cmd : :
  • commentary_finishnode : cmd : :
  • create_flashlight : cmd : :
  • CreatePredictionError : cmd : : Create a prediction error
  • cs_make_vip : cmd : : Marks a player as the VIP
  • cs_ShowStateTransitions : 2
  • : , "sv", "cheat" : cs_ShowStateTransitions <ent index or 1
  • for all>. Show player state transitions.
  • current_flow_distance : cmd : : Reports the flow distance for the local player
  • cvarlist : cmd : : Show the list of convars/concommands.
  • dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line>
  • dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
  • debug_visibility_monitor : 0 : , "sv", "cheat" :
  • devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist.
  • differences : cmd : : Show all convars which are not at their default values.
  • director_ai_tanks : 0 : , "sv", "cheat" :
  • director_build_up_min_interval : 15 : , "sv", "cheat" :
  • director_convert_pills : 1 : , "sv", "cheat" :
  • director_convert_pills_critical_health : 50 : , "sv", "cheat" :
  • director_debug : 0 : , "sv", "cheat" :
  • director_debug_scavenge_items : 0 : , "sv", "cheat" :
  • director_debug_threat_placement : 0 : , "sv", "cheat" :
  • director_finale_infinite : 0 : , "sv", "cheat" : Never bring in a rescue vehicle.
  • director_finale_item_cluster_count : 3 : , "sv", "cheat" : How many clusters of items will be populated in the finale
  • director_finale_max_loops : 2 : , "sv", "cheat" : Versus mode: Number of times to loop through the finale waves before rescue.
  • director_finale_mob_max_interval : 45 : , "sv", "cheat" :
  • director_finale_mob_min_interval : 5 : , "sv", "cheat" :
  • director_finale_mob_relax_interval : 20 : , "sv", "cheat" : How long a 'relax' wave lasts during the finale
  • director_finale_stage_delay : 5 : , "sv", "cheat" :
  • director_force_background : 0 : , "sv", "cheat" : Forces background map population logic for testing
  • director_force_panic_event : cmd : : Forces a 'PanicEvent' to occur
  • director_force_tank : 0 : , "sv", "cheat" :
  • director_force_versus_start : cmd : : Force start the versus game, so PZs can spawn even if survivors are still in the safe room
  • director_force_witch : 0 : , "sv", "cheat" :
  • director_gas_can_density : 6 : , "sv", "cheat" : Items per 100 yards square
  • director_impossible_retry : 1 : , "sv", "cheat" :
  • director_ingress_range : 3000 : , "sv", "cheat" :
  • director_intensity_relax_allow_wanderers_threshold : 0 : , "sv", "cheat" : All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  • director_intensity_relax_allow_wanderers_threshold_expert : 0 : , "sv", "cheat" : All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  • director_intensity_relax_allow_wanderers_threshold_hard : 0 : , "sv", "cheat" : All survivors must be below this intensity during RELAX for wandering zombies to be spawned
  • director_intensity_relax_threshold : 0 : , "sv", "cheat" : All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)
  • director_intensity_threshold : 0 : , "sv", "cheat", "rep" :
  • director_item_cluster_range : 50 : , "sv", "cheat" : Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
  • director_molotov_density : 6 : , "sv", "cheat" : Items per 100 yards square
  • director_must_create_all_scavenge_items : 0 : , "sv", "cheat" :
  • director_no_bosses : 0 : , "sv", "cheat" : Disable boss spawns
  • director_no_death_check : 0 : , "sv", "cheat" : Disable survivor team death ending scenario
  • director_no_mobs : 0 : , "sv", "cheat" : Disable mob rushes
  • director_no_specials : 0 : , "sv", "cheat" : Disable PZ spawns
  • director_no_survivor_bots : 0 : , "sv", "cheat" : Disable filling out the survivor team with bots
  • director_oxygen_tank_density : 6 : , "sv", "cheat" : Items per 100 yards square
  • director_pain_pill_density : 6 : , "sv", "cheat" : Items per 100 yards square
  • director_panic_forever : 0 : , "sv", "cheat" : Panic events never end
  • director_pipe_bomb_density : 6 : , "sv", "cheat" : Items per 100 yards square
  • director_pistol_density : 4 : , "sv", "cheat" : Items per 100 yards square
  • director_print_player_counts : cmd : : Prints out counts of connected players and transitioning players (for debugging)
  • director_propane_tank_density : 6 : , "sv", "cheat" : Items per 100 yards square
  • director_ready_duration : 60 : , "sv", "cheat" : If nonzero, survivor team has this amount of time to get ready before starting out
  • director_ready_radius : 300 : , "sv", "cheat" : The distance survivors can move from the starting weapons during the ready period
  • director_relax_max_flow_travel : 3000 : , "sv", "cheat" :
  • director_relax_max_interval : 45 : , "sv", "cheat" :
  • director_relax_min_interval : 30 : , "sv", "cheat" :
  • director_report : cmd : : Prints a snapshot of the director's state
  • director_scavenge_item_override : 0 : , "sv", "cheat" : Override mapspecified
  • item densities with cvar values for tuning
  • director_short_finale : 0 : , "sv", "cheat" : Short finale for testing escape vehicles
  • director_special_battlefield_respawn_interval : 10 : , "sv", "cheat" :
  • director_special_finale_offer_length : 10 : , "sv", "cheat" : How long is given to a player to accept the offer of a special zombie during the finale.
  • director_special_initial_spawn_delay_max : 60 : , "sv", "cheat" :
  • director_special_initial_spawn_delay_max_extra : 180 : , "sv", "cheat" :
  • director_special_initial_spawn_delay_min : 30 : , "sv", "cheat" :
  • director_special_original_offer_length : 30 : , "sv", "cheat" : How long is given to the first player to accept the offer of a special zombie.
  • director_special_respawn_interval : 45 : , "sv", "cheat" :
  • director_spectate_specials : 0 : , "sv", "cheat" : Allow spectating zombies
  • director_start : cmd : : Restores spawning of all wanderers, mobs, specials, and bosses
  • director_stop : cmd : : Shuts off all wanderers, mobs, specials, and bosses
  • director_sustain_peak_max_time : 5 : , "sv", "cheat" :
  • director_sustain_peak_min_time : 3 : , "sv", "cheat" :
  • director_tank_bypass_max_flow_travel : 1500 : , "sv", "cheat" :
  • director_tank_checkpoint_interval : 15 : , "sv", "cheat" : Min time after leaving a checkpoint that a tank can spawn
  • director_tank_force_offer : 0 : , "sv", "cheat" : Forces the director to offer a tank
  • director_tank_lottery_entry_time : 0 : , "sv", "cheat" : Time it takes for entry into the tank lottery
  • director_tank_lottery_selection_time : 4 : , "sv", "cheat" : Time it takes for selection in the tank lottery
  • director_tank_max_interval : 500 : , "sv", "cheat" :
  • director_tank_min_interval : 350 : , "sv", "cheat" :
  • director_tank_offer_debug : 0 : , "sv", "cheat" :
  • director_threat_clear_radius : 500 : , "sv", "cheat" : Prevent wandering zombies within this radius of threats
  • director_threat_max_separation : 5000 : , "sv", "cheat" :
  • director_threat_min_separation : 5000 : , "sv", "cheat" :
  • director_threat_radius : 1000 : , "sv", "cheat" :
  • director_transition_timeout : 60 : , "sv", "cheat" : Duration (in seconds) to wait for survivors to transition across changelevels
  • director_unfreeze_time : 20 : , "sv", "cheat" : Duration (in seconds) to wait to unfreeze a team after the first player has connected
  • disable_dynamic_prop_loading : 0 : , "sv", "cheat" : If nonzero
  • when a map loads, dynamic props won't be loaded
  • disable_static_prop_loading : 0 : , "cheat" : If nonzero
  • when a map loads, static props won't be loaded
  • disconnect : cmd : : Disconnect game from server.
  • display_elapsedtime : cmd : : Displays how much time has elapsed since the game started
  • display_game_events : 0 : , "cheat" :
  • drawcross : cmd : : Draws a cross at the given location Arguments: x y z
  • drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
  • dti_flush : cmd : : Write out the datatable instrumentation files (you must run with dti
  • for this to work).
  • dump_entity_sizes : cmd : : Print sizeof(entclass)
  • dump_globals : cmd : : Dump all global entities/states
  • dump_player_reports : cmd : : Dump all player reports to the console for debugging.
  • dump_pz_data : cmd : : Dump PZ data
  • dumpentityfactories : cmd : : Lists all entity factory names.
  • dumpeventqueue : cmd : : Dump the contents of the Entity I/O event queue to the console.
  • dumpgamestringtable : cmd : : Dump the contents of the game string table to the console.
  • dumpstringtables : cmd : : Print string tables to console.
  • echo : cmd : : Echo text to console.
  • endround : cmd : : End the current round.
  • ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  • ent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
  • ent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  • ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
  • ent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
  • ent_create : cmd : : Creates an entity of the given type where the player is looking.
  • ent_dump : cmd : : Usage: ent_dump <entity name>
  • ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay]
  • ent_info : cmd : : Usage: ent_info <class name>
  • ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
  • ent_messages : cmd : : Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
  • ent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity.
  • ent_name : cmd : :
  • ent_orient : cmd : : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' opt
  • ent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
  • ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
  • ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
  • ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
  • ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name}
  • ent_rotate : cmd : : Rotates an entity by a specified # of degrees
  • ent_setang : cmd : : Set entity angles
  • ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
  • ent_setpos : cmd : : Move entity to position
  • ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
  • ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.
  • ent_teleport : cmd : : Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
  • ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
  • ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
  • exec : cmd : : Execute script file.
  • exit : cmd : : Exit the engine.
  • explode : cmd : : Kills the player with explosive damage
  • explodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
  • fade_crosshair : cmd : : Fades the prop being looked at
  • fade_immediately : 0 : , "sv", "cheat" :
  • fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
  • fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
  • find : cmd : : Find concommands with the specified string in their name/help text.
  • find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
  • find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index <index>
  • findflags : cmd : : Find concommands by flags.
  • firetarget : cmd : :
  • first_aid_heal_percent : 0 : , "sv", "cheat" : Percent of injuries to heal
  • first_aid_kit_max_heal : 100 : , "sv", "cheat", "rep" :
  • first_aid_kit_range : 100 : , "sv", "cheat", "rep" :
  • first_aid_kit_use_duration : 5 : , "sv", "cheat", "rep" :
  • fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive.
  • flush : cmd : : Flush unlocked cache memory.
  • flush_locked : cmd : : Flush unlocked and locked cache memory.
  • fog_enable_water_fog : 1 : , "cheat" :
  • forcebind : cmd : : Bind a command to an available key. (forcebind command opt:suggestedKey)
  • foundry_engine_get_mouse_control : cmd : : Give the engine control of the mouse.
  • foundry_engine_release_mouse_control : cmd : : Give the control of the mouse back to Hammer.
  • foundry_select_entity : cmd : : Select the entity under the crosshair or select entities with the specified name.
  • foundry_sync_hammer_view : cmd : : Move Hammer's 3D view to the same position as the engine's 3D view.
  • foundry_update_entity : cmd : : Updates the entity's position/angles when in edit mode
  • fs_printopenfiles : cmd : : Show all files currently opened by the engine.
  • fs_warning_level : cmd : : Set the filesystem warning level.
  • func_break_max_pieces : 15 : , "a", "sv", "rep" :
  • g_debug_angularsensor : 0 : , "sv", "cheat" :
  • g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds.
  • g_debug_physcannon : 0 : , "sv", "cheat", "rep" :
  • g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" :
  • g_debug_vehiclebase : 0 : , "sv", "cheat" :
  • g_debug_vehicleexit : 0 : , "sv", "cheat" :
  • g_debug_vehiclesound : 0 : , "sv", "cheat" :
  • give : cmd : : Give item to player. Arguments: <item_name>
  • givecurrentammo : cmd : : Give a supply of ammo for current weapon..
  • global_set : cmd : : global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
  • go_away_from_keyboard : cmd : : Go away from the keyboard so a bot will take over.
  • god : 0 : , "sv", "cheat", "nf" : Survivors don't take damage
  • groundlist : cmd : : Display ground entity list <index>
  • hammer_update_entity : cmd : : Updates the entity's position/angles when in edit mode
  • hammer_update_safe_entities : cmd : : Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit
  • heartbeat : cmd : : Force heartbeat of master servers
  • help : cmd : : Find help about a convar/concommand.
  • host_flush_threshold : 12 : : Memory threshold below which the host should flush caches between server instances
  • host_map : 0 : : Current map name.
  • host_runofftime : cmd : : Run off some time without rendering/updating sounds
  • host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.
  • hostfile : 0 : , "sv" : The HOST file to load.
  • hostip : 167969040.000 : : Host game server ip
  • hostname : 0 : : Hostname for server.
  • hostport : 27015 : : Host game server port
  • hunter_committed_attack_range : 75 : , "sv", "cheat" :
  • hunter_leap_away_give_up_range : 1000 : , "sv", "cheat" :
  • hunter_pounce_air_speed : 700 : , "sv", "cheat" :
  • hunter_pounce_loft_rate : 0 : , "sv", "cheat" : Hunter adds this angle/distance when pouncing
  • hunter_pounce_max_loft_angle : 45 : , "sv", "cheat" : Maximum loft angle for Hunter Pounce angle adjustment
  • hunter_pounce_ready_range : 500 : , "sv", "cheat" : If victim is this close, crouch and get ready
  • hunter_pz_claw_dmg : 10 : , "sv", "cheat", "rep" : Amount of damage done by a PZ hunter's regular melee attack
  • hurtme : cmd : : Hurts the player. Arguments: <health to lose>
  • in_forceuser : 0 : , "cheat" : Force user input to this split screen player.
  • incrementvar : cmd : : Increment specified convar value.
  • inferno_child_spawn_interval_multiplier : 1 : , "sv", "cheat" : Amount spawn interval increases for each child
  • inferno_child_spawn_max_depth : 4 : , "sv", "cheat" :
  • inferno_damage : 40 : , "sv", "cheat" : Damage per second
  • inferno_debug : 0 : , "sv", "cheat" :
  • inferno_flame_lifetime : 15 : , "sv", "cheat" : Average lifetime of each flame in seconds
  • inferno_flame_spacing : 50 : , "sv", "cheat" : Minimum distance between separate flame spawns
  • inferno_friendly_fire_duration : 6 : , "sv", "cheat" : For this long, FF is credited back to the thrower.
  • inferno_initial_spawn_interval : 0 : , "sv", "cheat" : Time between spawning flames for first fire
  • inferno_max_child_spawn_interval : 1 : , "sv", "cheat" : Largest time interval for child flame spawning
  • inferno_max_flames : 32 : , "sv", "cheat" : Maximum number of flames that can be created
  • inferno_max_range : 500 : , "sv", "cheat" : Maximum distance flames can spread from their initial ignition point
  • inferno_particles : 0 : , "sv", "cheat", "rep" :
  • inferno_per_flame_spawn_duration : 5 : , "sv", "cheat" : Duration each new flame will attempt to spawn new flames
  • inferno_scorch_decals : 0 : , "sv", "cheat" :
  • inferno_spawn_angle : 45 : , "sv", "cheat" : Angular change from parent
  • inferno_surface_offset : 20 : , "sv", "cheat" :
  • inferno_velocity_decay_factor : 0 : , "sv", "cheat" :
  • inferno_velocity_factor : 0 : , "sv", "cheat" :
  • inferno_velocity_normal_factor : 0 : , "sv", "cheat" :
  • infinite_loop : cmd : : Hang server with an infinite loop to test crash recovery.
  • intensity_averaged_following_decay : 20 : , "sv", "cheat" : Seconds for the 'time averaged intensity' to meet the baseline intensity
  • intensity_decay_time : 30 : , "sv", "cheat" : Seconds to decay full intensity to zero
  • intensity_enemy_death_far_range : 500 : , "sv", "cheat" :
  • intensity_enemy_death_near_range : 150 : , "sv", "cheat" :
  • intensity_factor : 0 : , "sv", "cheat" : How quickly intensity increases
  • intensity_lock : 1
  • : , "sv", "cheat" : Lock players' intensities at this value
  • ip : 10 : : Overrides IP for multihomed hosts
  • kdtree_test : cmd : : Tests spatial partition for entities queries.
  • key_findbinding : cmd : : Find key bound to specified command string.
  • key_listboundkeys : cmd : : List bound keys with bindings.
  • kick : cmd : : Kick a player by name.
  • kick_transitioning : cmd : : Kick a transitioning player by userID
  • kickid : cmd : : Kick a player by userid or uniqueid, with a message.
  • kill : cmd : : Kills the player with generic damage
  • killserver : cmd : : Shutdown the server.
  • killvector : cmd : : Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
  • left_4_dead_radio : 0 : , "sv", "cheat" :
  • listid : cmd : : Lists banned users.
  • listip : cmd : : List IP addresses on the ban list.
  • listissues : cmd : : List all the issues that can be voted on.
  • listmodels : cmd : : List loaded models.
  • listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs.
  • log : cmd : : Enables logging to file, console, and udp < on | off >.
  • logaddress_add : cmd : : Set address and port for remote host <ip:port>.
  • logaddress_del : cmd : : Remove address and port for remote host <ip:port>.
  • logaddress_delall : cmd : : Remove all udp addresses being logged to
  • logaddress_list : cmd : : List all addresses currently being used by logaddress.
  • map : cmd : : Start playing on specified map.
  • map_background : cmd : : Runs a map as the background to the main menu.
  • map_commentary : cmd : : Start playing, with commentary, on a specified map.
  • map_showspawnpoints : cmd : : Shows player spawn points (red=invalid)
  • maps : cmd : : Displays list of maps.
  • mark : cmd : : Set attribute of selected area.
  • mat_bumpbasis : 0 : , "cheat" :
  • mat_configcurrent : cmd : : show the current video control panel config for the material system
  • mat_debug : cmd : : Activates debugging spew for a specific material.
  • mat_debugalttab : 0 : , "cheat" :
  • mat_depthbias_normal : 0 : , "cheat" :
  • mat_drawflat : 0 : , "cheat" :
  • mat_fastnobump : 0 : , "cheat" :
  • mat_fillrate : 0 : , "cheat" :
  • mat_forcedynamic : 0 : , "cheat" :
  • mat_fullbright : 0 : , "cheat" :
  • mat_hdr_enabled : cmd : : Report if HDR is enabled for debugging
  • mat_hdr_tonemapscale : 1 : , "sv", "cheat" : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.
  • mat_info : cmd : : Shows material system info
  • mat_leafvis : 0 : , "cheat" : Draw wireframe of current leaf
  • mat_loadtextures : 1 : , "cheat" :
  • mat_luxels : 0 : , "cheat" :
  • mat_measurefillrate : 0 : , "cheat" :
  • mat_monitorgamma_tv_enabled : 0 : , "a" :
  • mat_morphstats : 0 : , "cheat" :
  • mat_norendering : 0 : , "cheat" :
  • mat_normalmaps : 0 : , "cheat" :
  • mat_normals : 0 : , "cheat" :
  • mat_proxy : 0 : , "cheat" :
  • mat_queue_mode : 1
  • : : The queue/thread mode the material system should use: 1=
  • default, 0=synchronous single thread, 1=queued single thread, 2=queued
  • mat_reloadallmaterials : cmd : : Reloads all materials
  • mat_reloadmaterial : cmd : : Reloads a single material
  • mat_reloadtextures : cmd : : Reloads all textures
  • mat_reporthwmorphmemory : cmd : : Reports the amount of size in bytes taken up by hardware morph textures.
  • mat_reversedepth : 0 : , "cheat" :
  • mat_savechanges : cmd : : saves current video configuration to the registry
  • mat_showmaterials : cmd : : Show materials.
  • mat_showmaterialsverbose : cmd : : Show materials (verbose version).
  • mat_showtextures : cmd : : Show used textures.
  • mat_softwareskin : 0 : , "cheat" :
  • mat_spewalloc : 0 : , "a" :
  • mat_suppress : cmd : : Supress a material from drawing
  • mat_wireframe : 0 : , "cheat" :
  • matchmakingport : 27025 : : Host Matchmaking port
  • maxplayers : cmd : : Change the maximum number of players allowed on this server.
  • mem_compact : cmd : :
  • mem_dump : cmd : : Dump memory stats to text file.
  • mem_eat : cmd : :
  • mem_incremental_compact : cmd : :
  • mem_incremental_compact_rate : 0 : , "cheat" : Rate at which to attempt internal heap compation
  • mem_test : cmd : :
  • mem_vcollide : cmd : : Dumps the memory used by vcollides
  • memory : cmd : : Print memory stats.
  • memory_diff : cmd : : show memory stats relative to snapshot
  • memory_list : cmd : : dump memory list (linux only)
  • memory_mark : cmd : : snapshot current allocation status
  • memory_status : cmd : : show memory stats (linux only)
  • mission_reload : cmd : : Reload the mission description.
  • mission_save : cmd : : Save the mission description.
  • mix_dynamic_cull_max_CI_emitters : 0 : , "sv", "cheat" :
  • mix_dynamic_debug_CI : 0 : , "sv", "cheat" :
  • mix_dynamic_max_CI_emitters : 30 : , "sv", "cheat" :
  • mix_dynamic_num_attack_vox_CI : 2 : , "sv", "cheat" :
  • motd_enabled : 1 : , "sv" : Toggles whether or not to show the MOTD to clients when they connect.
  • motdfile : 0 : , "sv" : The MOTD file to load.
  • mp_disable_autokick : cmd : : Prevents a userid from being autokicked
  • mp_forcerespawnplayers : cmd : : Force all players to respawn.
  • mp_forcewin : cmd : : Forces team to win
  • mp_scrambleteams : cmd : : Scramble the teams and restart the game
  • mp_switchteams : cmd : : Switch teams and restart the game
  • multiplayerendgame : cmd : : Take all of the connected clients and take them to the end game state.
  • multvar : cmd : : Multiply specified convar value.
  • music_calm_min_interval : 45 : , "sv", "cheat" : Minimum time between DisturbingAtmosphere performances
  • music_dynamic_action_decay : 10 : , "sv", "cheat" :
  • music_dynamic_ambient_decay : 7 : , "sv", "cheat" :
  • music_dynamic_ambient_in_max : 0 : , "sv", "cheat" :
  • music_dynamic_ambient_in_min : 0 : , "sv", "cheat" :
  • music_dynamic_ambient_out_max : 1 : , "sv", "cheat" :
  • music_dynamic_ambient_out_min : 0 : , "sv", "cheat" :
  • music_dynamic_ambient_vol_min_alert : 0 : , "sv", "cheat" :
  • music_dynamic_asg_speed : 1 : , "sv", "cheat" :
  • music_dynamic_attack_CI_close_decay : 0 : , "sv", "cheat" :
  • music_dynamic_attack_CI_close_distmax : 600 : , "sv", "cheat" :
  • music_dynamic_attack_CI_distmax : 2400 : , "sv", "cheat" :
  • music_dynamic_attack_CI_near_decay : 0 : , "sv", "cheat" :
  • music_dynamic_attack_CI_near_distmax : 300 : , "sv", "cheat" :
  • music_dynamic_attack_CI_num : 30 : , "sv", "cheat" :
  • music_dynamic_attack_CI_veryclose_decay : 0 : , "sv", "cheat" :
  • music_dynamic_attack_CI_veryclose_distmax : 94 : , "sv", "cheat" :
  • music_dynamic_boomer_interval_beats : 5 : , "sv", "cheat" :
  • music_dynamic_calm_decay : 15 : , "sv", "cheat" :
  • music_dynamic_CI_sight_decay : 8 : , "sv", "cheat" :
  • music_dynamic_damage_decay : 10 : , "sv", "cheat" :
  • music_dynamic_damage_duck_damage_max : 1 : , "sv", "cheat" :
  • music_dynamic_damage_duck_damage_min : 0 : , "sv", "cheat" :
  • music_dynamic_damage_duck_max : 0 : , "sv", "cheat" :
  • music_dynamic_damage_duck_min : 0 : , "sv", "cheat" :
  • music_dynamic_damage_increment : 0 : , "sv", "cheat" :
  • music_dynamic_debug : 0 : , "sv", "cheat" : Draw parameter meters
  • music_dynamic_dodamage_decay : 4 : , "sv", "cheat" :
  • music_dynamic_dodamage_increment : 0 : , "sv", "cheat" :
  • music_dynamic_gunfire_decay : 1 : , "sv", "cheat" :
  • music_dynamic_gunfire_increment : 0 : , "sv", "cheat" :
  • music_dynamic_gunfireslow_decay : 3 : , "sv", "cheat" :
  • music_dynamic_gunfireslow_increment : 0 : , "sv", "cheat" :
  • music_dynamic_hunter_interval_beats : 5 : , "sv", "cheat" :
  • music_dynamic_huntrifle_speed : 3 : , "sv", "cheat" :
  • music_dynamic_melee_speed : 2 : , "sv", "cheat" :
  • music_dynamic_mgun_speed : 0 : , "sv", "cheat" :
  • music_dynamic_mob_action_close_max : 0 : , "sv", "cheat" :
  • music_dynamic_mob_action_close_min : 0 : , "sv", "cheat" :
  • music_dynamic_mob_action_decay : 15 : , "sv", "cheat" :
  • music_dynamic_mob_action_increment : 0 : , "sv", "cheat" :
  • music_dynamic_mob_action_max : 1 : , "sv", "cheat" :
  • music_dynamic_mob_action_min : 0 : , "sv", "cheat" :
  • music_dynamic_mob_choir_BPM : 90 : , "sv", "cheat" :
  • music_dynamic_mob_choir_interval_beats : 16 : , "sv", "cheat" :
  • music_dynamic_mob_choir_interval_randmultmax : 3 : , "sv", "cheat" :
  • music_dynamic_mob_damage_max : 1 : , "sv", "cheat" :
  • music_dynamic_mob_damage_min : 0 : , "sv", "cheat" :
  • music_dynamic_mob_decay : 15 : , "sv", "cheat" :
  • music_dynamic_mob_increment : 0 : , "sv", "cheat" :
  • music_dynamic_mob_large : 49 : , "sv", "cheat" : Spawning a large mob
  • music_dynamic_mob_max : 1 : , "sv", "cheat" :
  • music_dynamic_mob_med : 29 : , "sv", "cheat" : Spawning a med mob
  • music_dynamic_mob_min : 0 : , "sv", "cheat" :
  • music_dynamic_mob_size : 25 : , "sv", "cheat" : Spawning a mob this large can play music
  • music_dynamic_mob_small : 20 : , "sv", "cheat" : Spawning a small mob
  • music_dynamic_mobstop_size : 8 : , "sv", "cheat" : When a mob gets to this size we think about stopping the music
  • music_dynamic_on : 1 : , "sv", "cheat" :
  • music_dynamic_pistol_speed : 0 : , "sv", "cheat" :
  • music_dynamic_psg_speed : 2 : , "sv", "cheat" :
  • music_dynamic_PZ_BPM : 80 : , "sv", "cheat" :
  • music_dynamic_PZ_interval_randmultmax : 5 : , "sv", "cheat" :
  • music_dynamic_rifle_speed : 0 : , "sv", "cheat" :
  • music_dynamic_scanmobstop_size : 3 : , "sv", "cheat" : When see less than this many of a mob, music stops
  • music_dynamic_SI_close_distmax : 1200 : , "sv", "cheat" :
  • music_dynamic_SI_far_distmin : 1800 : , "sv", "cheat" :
  • music_dynamic_SI_inrange_distmax : 2400 : , "sv", "cheat" :
  • music_dynamic_smg_speed : 0 : , "sv", "cheat" :
  • music_dynamic_smoker_interval_beats : 5 : , "sv", "cheat" :
  • music_dynamic_solosuccess_damagemin : 0 : , "sv", "cheat" :
  • music_dynamic_solosuccess_decay : 4 : , "sv", "cheat" :
  • music_dynamic_solosuccess_increment : 1 : , "sv", "cheat" :
  • music_dynamic_threat_decay : 6 : , "sv", "cheat" :
  • music_dynamic_update_interval : 0 : , "sv", "cheat" : interval between music status/action update
  • music_dynamic_witch_alert_interval : 37 : , "sv", "cheat" :
  • music_dynamic_witch_near_max : 1800 : , "sv", "cheat" :
  • music_dynamic_witch_near_min : 360 : , "sv", "cheat" :
  • music_intensity_override : 1
  • : , "sv", "cheat", "rep" : Overrides the player's music intensity track for testing
  • music_intensity_threshold : 0 : , "sv", "cheat", "rep" :
  • music_large_area_reveal_repeat_threshold : 60 : , "sv", "cheat" : The minimum time in seconds between performances of this music
  • music_large_area_reveal_threshold : 500000 : , "sv", "cheat" : How much new area must be revealed to trigger the reveal music
  • music_manager : 1 : , "sv", "cheat" : Using the new music manager system.
  • music_min_pending_threat_time : 10 : , "sv", "cheat" : Minimum time until the next mob or boss. Used when deciding to play MomentOfSilence
  • music_min_safe_time : 3 : , "sv", "cheat" : Minimum time that we haven't seen a threat or been injured. Used when deciding to play MomentOfSilence
  • music_moment_of_silence_repeat_interval : 600 : , "sv", "cheat" : Minimum time between successive MomentOfSilence performances
  • music_moment_of_silence_start_delay : 60 : , "sv", "cheat" : Minimum time before we can play a MomentOfSilence after leaving a Checkpoint
  • name : 0 : , "a", "user", "print", "server_can_execute", "ss" : Current user name
  • name2 : 0 : , "a", "user", "print", "server_can_execute", "ss_added" : Current user name
  • nav_add_to_selected_set : cmd : : Add current area to the selected set.
  • nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set.
  • nav_analyze : cmd : : Reanalyze
  • the current Navigation Mesh and save it to disk.
  • nav_area_bgcolor : 0 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing.
  • nav_area_max_size : 50 : , "sv", "cheat" : Max area size created in nav generation
  • nav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system.
  • nav_begin_area : cmd : : Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and
  • nav_begin_selecting : cmd : : Start continuously adding to the selected set.
  • nav_begin_shift_xy : cmd : : Begin shifting the Selected Set.
  • nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor.
  • nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/outofdate
  • navigation files.
  • nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area.
  • nav_check_stairs : cmd : : Update the nav mesh STAIRS attribute
  • nav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areas
  • nav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set.
  • nav_clear_selected_set : cmd : : Clear the selected set.
  • nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions.
  • nav_compress_id : cmd : : Reorders
  • area and ladder ID's so they are continuous.
  • nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a
  • nav_coplanar_slope_limit : 0 : , "sv", "cheat" :
  • nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" :
  • nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners.
  • nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.
  • nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground.
  • nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.
  • nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners.
  • nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feet
  • nav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand.
  • nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.
  • nav_debug_blocked : 0 : , "sv", "cheat" :
  • nav_debug_finale_area : 0 : , "sv", "cheat" : Show extents of finale area and selected finale center
  • nav_delete : cmd : : Deletes the currently highlighted Area.
  • nav_delete_marked : cmd : : Deletes the currently marked Area (if any).
  • nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec
  • nav_displacement_test : 10000 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for indevelopment
  • maps)
  • nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
  • nav_draw_limit : 500 : , "sv", "cheat" : The maximum number of areas to draw in edit mode
  • nav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
  • nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it.
  • nav_end_selecting : cmd : : Stop continuously adding to the selected set.
  • nav_end_shift_xy : cmd : : Finish shifting the Selected Set.
  • nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
  • nav_fog_edit : 0 : , "sv", "cheat" :
  • nav_fog_mark : cmd : : Sets fog value for selected areas.
  • nav_fog_pick : cmd : : Sets fog value for selected areas.
  • nav_fog_set : cmd : : If used without arguments, all available Fog values will be listed. If a Fog argument is given, the current Fog is set.
  • nav_gen_cliffs_approx : cmd : : Mark cliff areas, postprocessing
  • approximation
  • nav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.
  • nav_generate_fencetops : 1 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle tops
  • nav_generate_fixup_jump_areas : 1 : , "sv", "cheat" : Convert obsolete jump areas into 2way
  • connections
  • nav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk.
  • nav_generate_incremental_range : 2000 : , "sv", "cheat" :
  • nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.
  • nav_ladder_flip : cmd : : Flips the selected ladder's direction.
  • nav_load : cmd : : Loads the Navigation Mesh for the current map.
  • nav_make_sniper_spots : cmd : : Chops the marked area into disconnected subareas
  • suitable for sniper spots.
  • nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
  • nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set.
  • nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  • nav_mark_walkable : cmd : : Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
  • nav_max_view_distance : 0 : , "sv", "cheat" : Maximum range for precomputed nav mesh visibility (0 = no limit)
  • nav_max_vis_delta_list_length : 64 : , "sv", "cheat" :
  • nav_merge : cmd : : To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm
  • nav_merge_mesh : cmd : : Merges a saved selected set into the current mesh.
  • nav_no_hostages : cmd : : Toggles the 'hostages cannot use this area' flag used by the AI system.
  • nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.
  • nav_obscure_range : 400 : , "sv", "cheat" :
  • nav_place_floodfill : cmd : : Sets the Place of the Area under the cursor to the curent Place, and 'floodfills'
  • the Place to all adjacent Areas. Floodfilli
  • nav_place_list : cmd : : Lists all place names used in the map.
  • nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.
  • nav_place_replace : cmd : : Replaces all instances of the first place with the second place.
  • nav_place_set : cmd : : Sets the Place of all selected areas to the current Place.
  • nav_potentially_visible_dot_tolerance : 0 : , "sv", "cheat" :
  • nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.
  • nav_print_visibility_info : cmd : : Dumps some visibilityrelated
  • data to the console.
  • nav_quicksave : 1 : , "sv", "cheat" : Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
  • nav_recall_selected_set : cmd : : Reselects
  • the stored selected set.
  • nav_recompute_flow : cmd : : Recomputes flow distance
  • nav_remove_from_selected_set : cmd : : Remove current area from the selected set.
  • nav_remove_jump_areas : cmd : : Removes legacy jump areas, replacing them with connections.
  • nav_run : cmd : : Toggles the 'traverse this area by running' flag used by the AI system.
  • nav_save : cmd : : Saves the current Navigation Mesh to disk.
  • nav_save_selected : cmd : : Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
  • nav_select_blocked_areas : cmd : : Adds all blocked areas to the selected set
  • nav_select_completely_visible : cmd : : Selects all areas completely visible to the selected area.
  • nav_select_damaging_areas : cmd : : Adds all damaging areas to the selected set
  • nav_select_half_space : cmd : : Selects any areas that intersect the given halfspace.
  • nav_select_invalid_areas : cmd : : Adds all invalid areas to the Selected Set.
  • nav_select_obstructed_areas : cmd : : Adds all obstructed areas to the selected set
  • nav_select_overlapping : cmd : : Selects nav areas that are overlapping others.
  • nav_select_partially_visible : cmd : : Selects all areas at least partially visible to the selected area.
  • nav_select_radius : cmd : : Adds all areas in a radius to the selection set
  • nav_select_stairs : cmd : : Adds all stairway areas to the selected set
  • nav_select_threat : cmd : : Selects all threat areas
  • nav_select_view_distance : cmd : : Selects all areas within nav_max_view_distance.
  • nav_select_visible_set_size : cmd : : Selects all areas with visible sets this size or greater.
  • nav_selected_set_border_color : 100 : , "sv", "cheat" : Color used to draw the selected set borders while editing.
  • nav_selected_set_color : 255 : , "sv", "cheat" : Color used to draw the selected set background while editing.
  • nav_set_place_mode : cmd : : Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
  • nav_shift : cmd : : Shifts the selected areas by the specified amount
  • nav_show_approach_points : 0 : , "sv", "cheat" : Show Approach Points in the Navigation Mesh.
  • nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editing
  • nav_show_compass : 0 : , "sv", "cheat" :
  • nav_show_danger : 0 : , "sv", "cheat" : Show current 'danger' levels.
  • nav_show_ladder_bounds : cmd : : Draws the bounding boxes of all func_ladders in the map.
  • nav_show_light_intensity : 0 : , "sv", "cheat" :
  • nav_show_node_grid : 0 : , "sv", "cheat" :
  • nav_show_node_id : 0 : , "sv", "cheat" :
  • nav_show_nodes : 0 : , "sv", "cheat" :
  • nav_show_player_area : 0 : , "sv", "cheat" : Draws the last known area for the given entindex
  • nav_show_player_counts : 0 : , "sv", "cheat" : Show current player counts in each area.
  • nav_simplify_selected : cmd : : Chops all selected areas into their component 1x1 areas and remerges
  • them together into larger areas
  • nav_slope_limit : 0 : , "sv", "cheat" : The ground unit normal's Z component must be greater than this for nav areas to be generated.
  • nav_slope_tolerance : 0 : , "sv", "cheat" : The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
  • nav_snap_to_grid : 0 : , "sv", "cheat" : Snap to the nav generation grid when creating new nav areas
  • nav_solid_props : 0 : , "sv", "cheat" : Make props solid to nav generation/editing
  • nav_splice : cmd : : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
  • nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command.
  • nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split.
  • nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system.
  • nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system.
  • nav_store_selected_set : cmd : : Stores the current selected set for later retrieval.
  • nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
  • nav_subdivide : cmd : : Subdivides all selected areas.
  • nav_test_node : 0 : , "sv", "cheat" :
  • nav_test_node_crouch : 0 : , "sv", "cheat" :
  • nav_test_node_crouch_dir : 4 : , "sv", "cheat" :
  • nav_test_stairs : cmd : : Test the selected set for being on stairs
  • nav_test_visibility : cmd : : Tests visibility from the selected area to the one under the cursor.
  • nav_toggle_in_selected_set : cmd : : Remove current area from the selected set.
  • nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
  • nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
  • nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set.
  • nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set.
  • nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system.
  • nav_trouble_report : cmd : : Selects areas that may be breaking the map checklist for inspection
  • nav_trouble_report_corner_to_corner : cmd : : Selects areas that can break game mechanics
  • nav_trouble_report_invalid : cmd : : Selects areas that can break game mechanics
  • nav_trouble_report_suggestions : cmd : : Selects areas that do not have a population set, only if any area has a population
  • nav_trouble_test_area : 0 : , "sv", "cheat" : If nonzero, tests will be run against this areaID only
  • nav_trouble_test_debug_duration : 10 : , "sv", "cheat" :
  • nav_trouble_walkable_backtrace : 0 : , "sv", "cheat" :
  • nav_unmark : cmd : : Clears the marked Area or Ladder.
  • nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area.
  • nav_update_lighting : cmd : : Recomputes lighting values
  • nav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibility
  • nav_use_place : cmd : : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
  • nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system.
  • nav_warp_to_mark : cmd : : Warps the player to the marked area.
  • nav_world_center : cmd : : Centers the nav mesh in the world
  • nb_acceleration : 500 : , "sv", "cheat" :
  • nb_allow_avoiding : 1 : , "sv", "cheat" :
  • nb_allow_climbing : 1 : , "sv", "cheat" :
  • nb_allow_gap_jumping : 1 : , "sv", "cheat" :
  • nb_blind : 0 : , "sv", "cheat" : Disable vision
  • nb_chase_lead_time : 2 : , "sv", "cheat" :
  • nb_debug : cmd : : Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS.
  • nb_debug_climbing : 0 : , "sv", "cheat" :
  • nb_debug_filter : cmd : : Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
  • nb_debug_history : 1 : , "sv" : If true, each bot keeps a history of debug output in memory
  • nb_delete_all : cmd : : Delete all nonplayer
  • NextBot entities.
  • nb_dump_debug_history : cmd : : Dumps debug history for the bot under the cursor to the blackbox
  • nb_force_look_at : cmd : : Force selected bot to look at the local player's position
  • nb_friction_forward : 0 : , "sv", "cheat" :
  • nb_friction_sideways : 3 : , "sv", "cheat" :
  • nb_goal_look_ahead_range : 50 : , "sv", "cheat" :
  • nb_gravity : 1000 : , "sv", "cheat" :
  • nb_head_aim_settle_duration : 0 : , "sv", "cheat" :
  • nb_head_aim_steady_max_rate : 100 : , "sv", "cheat" :
  • nb_ladder_align_range : 50 : , "sv", "cheat" :
  • nb_lean_forward_accel : 100 : , "sv", "cheat" :
  • nb_lean_max_angle : 30 : , "sv", "cheat" :
  • nb_lean_rate : 3 : , "sv", "cheat" :
  • nb_move_to_cursor : cmd : : Tell all NextBots to move to the cursor position
  • nb_path_draw_inc : 100 : , "sv", "cheat" :
  • nb_path_segment_influence_radius : 100 : , "sv", "cheat" :
  • nb_player_crouch : 0 : , "sv", "cheat" : Force bots to crouch
  • nb_player_move : 1 : , "sv", "cheat" : Prevents bots from moving
  • nb_player_stop : 0 : , "sv", "cheat" : Stop all NextBotPlayers from updating
  • nb_player_walk : 0 : , "sv", "cheat" : Force bots to walk
  • nb_rush : cmd : : Causes all infected to rush the survivors.
  • nb_saccade_speed : 1000 : , "sv", "cheat" :
  • nb_saccade_time : 0 : , "sv", "cheat" :
  • nb_select : cmd : : Select the bot you are aiming at for further debug operations.
  • nb_speed_look_ahead_range : 150 : , "sv", "cheat" :
  • nb_stop : 0 : , "sv", "cheat", "rep" : Stop all NextBots
  • nb_update_debug : 0 : , "sv", "cheat" :
  • nb_update_framelimit : 15 : , "sv", "cheat" :
  • nb_update_frequency : 0 : , "sv", "cheat" :
  • nb_update_maxslide : 2 : , "sv", "cheat" :
  • nb_vision_ignore_survivors : 0 : , "sv", "cheat" :
  • nb_vision_notice_hidden_range : 50 : , "sv", "cheat" :
  • nb_warp_selected_here : cmd : : Teleport the selected bot to your cursor position
  • nb_yaw_rate : 250 : , "sv", "cheat" :
  • net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name>
  • net_channels : cmd : : Shows net channel info
  • net_droppackets : 0 : , "cheat" : Drops next n packets on client
  • net_dumpeventstats : cmd : : Dumps out a report of game event network usage
  • net_fakejitter : 0 : , "cheat" : Jitter fakelag packet time
  • net_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds.
  • net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets)
  • net_maxroutable : 1200 : , "a", "user" : Requested max packet size before packets are 'split'.
  • net_showreliablesounds : 0 : , "cheat" :
  • net_showsplits : 0 : : Show info about packet splits
  • net_splitrate : 3 : : Number of fragments for a splitpacket that can be sent per frame
  • net_start : cmd : : Inits multiplayer network sockets
  • net_status : cmd : : Shows current network status
  • net_steamcnx_status : cmd : : Print status of steam connection sockets.
  • next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )
  • noclip : cmd : : Toggle. Player becomes nonsolid
  • and flies. Optional argument of 0 or 1 to force enable/disable
  • noclip_fixup : 1 : , "sv", "cheat" :
  • notarget : cmd : : Toggle. Player becomes hidden to NPCs.
  • npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustment
  • null_ptr_references : cmd : : Produce a null ptr reference.
  • outtro_stats_done : cmd : : Fire an output when the outtro stats are finished
  • pain_pills_decay_rate : 0 : , "sv", "cheat", "rep" :
  • pain_pills_health_threshold : 99 : , "sv", "cheat", "rep" : Pills can't be used unless total health is less than this amount
  • pain_pills_health_value : 50 : , "sv", "cheat", "rep" :
  • particle_test_attach_attachment : 0 : , "sv", "cheat" : Attachment index for attachment mode
  • particle_test_attach_mode : 0 : , "sv", "cheat" : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
  • particle_test_file : 0 : , "sv", "cheat" : Name of the particle system to dynamically spawn
  • particle_test_start : cmd : : Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particl
  • particle_test_stop : cmd : : Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
  • password : 0 : , "a", "norecord" : Current server access password
  • path : cmd : : Show the engine filesystem path.
  • pause : cmd : : Toggle the server pause state.
  • physics_budget : cmd : : Times the cost of each active object
  • physics_constraints : cmd : : Highlights constraint system graph for an entity
  • physics_debug_entity : cmd : : Dumps debug info for an entity
  • physics_highlight_active : cmd : : Turns on the absbox for all active physics objects
  • physics_report_active : cmd : : Lists all active physics objects
  • physics_select : cmd : : Dumps debug info for an entity
  • picker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play
  • ping : cmd : : Display ping to server.
  • player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console.
  • plugin_load : cmd : : plugin_load <filename> : loads a plugin
  • plugin_pause : cmd : : plugin_pause <index> : pauses a loaded plugin
  • plugin_pause_all : cmd : : pauses all loaded plugins
  • plugin_print : cmd : : Prints details about loaded plugins
  • plugin_unload : cmd : : plugin_unload <index> : unloads a plugin
  • plugin_unpause : cmd : : plugin_unpause <index> : unpauses a disabled plugin
  • plugin_unpause_all : cmd : : unpauses all disabled plugins
  • prop_crosshair : cmd : : Shows name for prop looking at
  • prop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
  • prop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  • prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
  • pz_damages : cmd : : List player zombie damages
  • quit : cmd : : Exit the engine.
  • r_3dnow : cmd : : Enable/disable 3DNow code
  • r_AirboatViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" :
  • r_AirboatViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" :
  • r_AirboatViewZHeight : 0 : , "sv", "cheat", "nf", "rep" :
  • r_ambientfraction : 0 : , "cheat" : Fraction of direct lighting used to boost lighting when model requests
  • r_colorstaticprops : 0 : , "cheat" :
  • r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
  • r_DispBuildable : 0 : , "cheat" :
  • r_DispWalkable : 0 : , "cheat" :
  • r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframe
  • r_drawdecals : 1 : , "cheat" : Render decals.
  • r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment maps
  • r_drawentities : 1 : , "cheat" :
  • r_drawfuncdetail : 1 : , "cheat" : Render func_detail
  • r_drawleaf : 1
  • : , "cheat" : Draw the specified leaf.
  • r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw rays
  • r_DrawModelLightOrigin : 0 : , "cheat" :
  • r_drawmodelstatsoverlay : 0 : , "cheat" :
  • r_drawmodelstatsoverlaydistance : 500 : , "cheat" :
  • r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
  • r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
  • r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframe
  • r_drawtranslucentworld : 1 : , "cheat" :
  • r_drawworld : 1 : , "cheat" : Render the world.
  • r_dscale_basefov : 90 : , "cheat" :
  • r_dscale_fardist : 2000 : , "cheat" :
  • r_dscale_farscale : 4 : , "cheat" :
  • r_dscale_neardist : 100 : , "cheat" :
  • r_dscale_nearscale : 1 : , "cheat" :
  • r_eyemove : 1 : , "a" :
  • r_eyeshift_x : 0 : , "a" :
  • r_eyeshift_y : 0 : , "a" :
  • r_eyeshift_z : 0 : , "a" :
  • r_eyesize : 0 : , "a" :
  • r_flashlightscissor : 1 : , "cheat" :
  • r_flushlod : cmd : : Flush and reload LODs.
  • r_hwmorph : 0 : , "cheat" :
  • r_itemblinkmax : 0 : , "cheat" :
  • r_itemblinkrate : 4 : , "cheat" :
  • r_JeepFOV : 90 : , "sv", "cheat", "rep" :
  • r_JeepViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" :
  • r_JeepViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" :
  • r_JeepViewZHeight : 10 : , "sv", "cheat", "nf", "rep" :
  • r_lightcachemodel : 1
  • : , "cheat" :
  • r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolation
  • r_lightmap : 1
  • : , "cheat" :
  • r_lightstyle : 1
  • : , "cheat" :
  • r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn.
  • r_modelwireframedecal : 0 : , "cheat" :
  • r_nohw : 0 : , "cheat" :
  • r_nosw : 0 : , "cheat" :
  • r_novis : 0 : , "cheat" : Turn off the PVS.
  • r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing.
  • r_partition_level : 1
  • : , "cheat" : Displays a particular level of the spatial partition system. Use 1
  • to disable it.
  • r_printdecalinfo : cmd : :
  • r_proplightingpooling : 1
  • : , "cheat" : 0 off,
  • 1 static
  • prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
  • r_randomflex : 0 : , "cheat" :
  • r_shadow_deferred : 0 : , "cheat" : Toggle deferred shadow rendering
  • r_showenvcubemap : 0 : , "cheat" :
  • r_skin : 0 : , "cheat" :
  • r_slowpathwireframe : 0 : , "cheat" :
  • r_sse2 : cmd : : Enable/disable SSE2 code
  • r_vehicleBrakeRate : 1 : , "sv", "cheat" :
  • r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" :
  • r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing.
  • r_visualizetraces : 0 : , "sv", "cheat" :
  • rate : 10000 : , "user" : Max bytes/sec the host can receive data
  • rcon_password : 0 : , "norecord" : remote console password.
  • recompute_speed : cmd : : Recomputes clock speed (for debugging purposes).
  • reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload).
  • removeid : cmd : : Remove a user ID from the ban list.
  • removeip : cmd : : Remove an IP address from the ban list.
  • report : cmd : :
  • report_entities : cmd : : Lists all entities
  • report_simthinklist : cmd : : Lists all simulating/thinking entities
  • report_soundpatch : cmd : : reports sound patch count
  • report_touchlinks : cmd : : Lists all touchlinks
  • rescue_distance : 4500 : , "sv", "cheat" : Living survivors must travel this far past a dead survivor's corpse to be able to rescue him
  • rescue_finale_ignore_distance : 4000 : , "sv", "cheat" : If living survivors are this far past a rescuable survivor, he stops calling for help
  • rescue_finale_spawn_range : 4000 : , "sv", "cheat" : info_survivor_rescue ents will be considered if they are this close to the leading survivor
  • rescue_ignore_distance : 2000 : , "sv", "cheat" : If living survivors are this far past a rescuable survivor, he stops calling for help
  • rescue_interval : 2 : , "sv", "cheat" : Dead survivors are checked to start calling for help this often
  • rescue_min_dead_time : 60 : , "sv", "cheat" : Duration in seconds a survivor must be dead before being rescuable
  • rescue_range : 1000 : , "sv", "cheat" : if a survivor gets this close to an active info_survivor_rescue, it will be triggered
  • rescue_show : cmd : : Shows debugging info for info_survivor_rescue ents
  • rescue_spawn_flow : 400 : , "sv", "cheat" : info_survivor_rescue ents will be considered if they are no more than this far ahead in flow distance from the leading survivor
  • rescue_spawn_range : 2000 : , "sv", "cheat" : info_survivor_rescue ents will be considered if they are this close to the leading survivor
  • rescue_update_nav : cmd : : Updates RESCUE_CLOSET nav flags
  • rescue_vs : 0 : , "sv", "cheat" : Rescue closets in vs mode
  • rescue_yell_delay : 1 : , "sv", "cheat" : Delay before yelling when activating
  • rescue_yell_interval : 6 : , "sv", "cheat" : Interval at which an info_survivor_rescue yells for help
  • reset_gameconvars : cmd : : Reset a bunch of game convars to default values
  • respawn_entities : cmd : : Respawn all the entities in the map.
  • restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart).
  • rr_followup_maxdist : 1800 : , "sv", "cheat" : 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
  • rr_reloadresponsesystems : cmd : : Reload all response system scripts.
  • rr_remarkable_world_entities_replay_limit : 1 : , "sv", "cheat" : TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
  • rr_thenany_score_slop : 0 : , "a", "sv", "cheat" : When computing respondents for a 'THEN ANY' rule, all rulematching
  • scores within this much of the best score will be considere
  • say : cmd : : Display player message
  • say_team : cmd : : Display player message to team
  • sb_add : cmd : : Add a Survivor Bot.
  • sb_all_bot_team : 0 : , "sv", "cheat" : Allow a team of nothing but bots
  • sb_always_hurry_vs : 1 : , "sv", "cheat" : If nonzero, never walk, always run in VS mode
  • sb_battlestation_give_up_range_from_human : 1500 : , "sv", "cheat" :
  • sb_battlestation_human_hold_time : 4 : , "sv", "cheat" : How long the nearest human must hold their place before SurvivorBots will reevaluate
  • their Battlestations
  • sb_close_checkpoint_door_interval : 2 : , "sv", "cheat" :
  • sb_close_threat_range : 200 : , "sv", "cheat" :
  • sb_combat_saccade_speed : 1000 : , "sv", "cheat" :
  • sb_crouch : 0 : , "sv", "cheat" : Forces survivor bots to crouch
  • sb_debug_apoproach_wait_time : 5 : , "sv", "cheat" : How long a SurvivorBot waits once it reaches its debug moveto
  • spot
  • sb_debug_buddy : 0 : , "sv", "cheat" :
  • sb_debug_locomotion : 0 : , "sv", "cheat" :
  • sb_debug_retreat : 0 : , "sv", "cheat" :
  • sb_debug_team_avoidance : 0 : , "sv", "cheat" :
  • sb_dont_bash : 0 : , "sv", "cheat" : Force SurvivorBots to not bash
  • sb_dont_shoot : 0 : , "sv", "cheat" : Force SurvivorBots to not fire their weapons
  • sb_enforce_proximity_lookat_timeout : 10 : , "sv", "cheat" :
  • sb_enforce_proximity_range : 1500 : , "sv", "cheat" :
  • sb_far_hearing_range : 1500 : , "sv", "cheat" :
  • sb_flashlight : 0 : , "sv", "cheat" : Forces survivor bots to use flashlights (1
  • to force off)
  • sb_follow_stress_factor : 0 : , "sv", "cheat" :
  • sb_force_max_intensity : cmd : : Force intensity of selected SurvivorBot to maximum level.
  • sb_friend_immobilized_reaction_time_expert : 0 : , "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  • sb_friend_immobilized_reaction_time_hard : 1 : , "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  • sb_friend_immobilized_reaction_time_normal : 2 : , "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  • sb_friend_immobilized_reaction_time_vs : 0 : , "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
  • sb_friendlyfire : 0 : , "sv", "cheat" :
  • sb_give : cmd : : Give an item to each Survivor bot
  • sb_give_random_weapon : cmd : : Give a random weapon to each Survivor bot
  • sb_hindrance_range : 150 : , "sv", "cheat" :
  • sb_hold_position : 0 : , "sv", "cheat" : Force SurvivorBots to stand still
  • sb_locomotion_wait_threshold : 10 : , "sv", "cheat" :
  • sb_max_battlestation_range_from_human : 750 : , "sv", "cheat" :
  • sb_max_scavenge_separation : 750 : , "sv", "cheat" : SurvivorBots won't scavenge items farther away from the group than this
  • sb_min_attention_notice_time : 0 : , "sv", "cheat" : If someone looks at me longer than this, I'll notice
  • sb_min_orphan_time_to_cover : 1 : , "sv", "cheat" :
  • sb_move : 1 : , "sv", "cheat" : Stop all SurvivorBots from moving
  • sb_move_to_cursor : cmd : : Sends survivor bots to cursor target
  • sb_narrow_corridor_width : 100 : , "sv", "cheat" :
  • sb_near_hearing_range : 500 : , "sv", "cheat" :
  • sb_neighbor_range : 300 : , "sv", "cheat" : How close a friend needs to be to feel safe
  • sb_normal_saccade_speed : 350 : , "sv", "cheat" :
  • sb_open_fire : 0 : , "sv", "cheat" : Forces survivor bots to fire continuously
  • sb_path_lookahead_range : 300 : , "sv", "cheat" :
  • sb_perf_crawl : 0 : , "sv", "cheat", "rep" : If true, survivor bot will be doing a perfcrawl
  • walk through the map
  • sb_perf_crawl_ang : 5 : , "sv", "cheat" : Rotation angles at perfcrawl
  • snapshots in the map
  • sb_perf_crawl_dist : 128 : , "sv", "cheat" : Distance between perfcrawl
  • snapshots in the map
  • sb_perf_crawl_time : 1 : , "sv", "cheat" : How much time is spent at each perfcrawl
  • spot/ang in the map
  • sb_perf_dump : 0 : , "sv", "cheat", "rep" : If true, low perf places will be dumped
  • sb_perf_dump_bots : 0 : , "sv", "cheat", "rep" : Which bots to use for dumping: namvet, girl, biker, manager
  • sb_pushscale : 1 : , "sv", "cheat", "rep" :
  • sb_reachability_cache_lifetime : 3 : , "sv", "cheat" :
  • sb_replacement_interval : 0 : , "sv", "cheat" : Force SurvivorBots to be replaced after this many seconds for stress testing
  • sb_rescue_vehicle_loading_range : 300 : , "sv", "cheat" : How close to the arrival point of the rescue vehicle SurvivorBots try to get
  • sb_separation_danger_max_range : 600 : , "sv", "cheat" : A Survivor teammate this far away needs to be gathered back into the group
  • sb_separation_danger_min_range : 500 : , "sv", "cheat" : A Survivor teammate this far away is straying from the group
  • sb_separation_range : 200 : , "sv", "cheat" : Desired distance between Survivors
  • sb_show_threat_areas : 0 : , "sv", "cheat" :
  • sb_sidestep_for_horde : 0 : , "sv", "cheat" : Allow sidestepping left/right to acquire common infected targets
  • sb_stop : 0 : , "sv", "cheat" : Forces survivor bots to stand still
  • sb_takecontrol : cmd : : Take control of a bot.
  • sb_threat_close_range : 150 : , "sv", "cheat" : Very close range for threats
  • sb_threat_exposure_stop : 200000 : , "sv", "cheat" :
  • sb_threat_exposure_walk : 50000 : , "sv", "cheat" :
  • sb_threat_far_range : 600 : , "sv", "cheat" : Close enough to be a threat if near several other threats
  • sb_threat_medium_range : 300 : , "sv", "cheat" : Too close for comfort, even when neutral
  • sb_threat_very_close_range : 150 : , "sv", "cheat" :
  • sb_threat_very_far_range : 1500 : , "sv", "cheat" : Too far to be a threat, even for boss infected
  • sb_unstick : 1 : , "sv", "cheat" :
  • sb_use_button_range : 1000 : , "sv", "cheat" :
  • sb_vomit_blind_time : 5 : , "sv", "cheat" : How long Boomer vomit/explosion gore blinds us
  • scene_flush : cmd : : Flush all .vcds from the cache and reload from disk.
  • scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events.
  • scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location.
  • scene_showunlock : 0 : , "a", "sv" : Show when a vcd is playing but normal AI is running.
  • select_cliff : cmd : : Selects all NAV_MESH_CLIFF areas.
  • select_invalid_finale_nospawn : cmd : : Selects all FINALE_NOSPAWN areas that aren't also FINALE.
  • select_with_attribute : cmd : : Selects areas with the given attribute.
  • server_game_time : cmd : : Gives the game time in seconds (server's curtime)
  • setang : cmd : : Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
  • setang_exact : cmd : : Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
  • setmaster : cmd : : add/remove/enable/disable master servers
  • setmodel : cmd : : Changes's player's model
  • setpause : cmd : : Set the pause state of the server.
  • setpos : cmd : : Move player to specified origin (must have sv_cheats).
  • setpos_exact : cmd : : Move player to an exact specified origin (must have sv_cheats).
  • setpos_player : cmd : : Move specified player to specified origin (must have sv_cheats).
  • shake : cmd : : Shake the screen.
  • shout_going_to_die_interval : 20 : , "sv", "cheat" :
  • shout_make_way_interval : 2 : , "sv", "cheat" :
  • shout_max_warn_range : 2000 : , "sv", "cheat" :
  • shout_min_special_warn_interval : 5 : , "sv", "cheat" :
  • shout_min_use_range : 200 : , "sv", "cheat" :
  • shout_min_warn_interval : 10 : , "sv", "cheat" :
  • shout_threat_range : 500 : , "sv", "cheat" :
  • shout_view_motion_threshold : 0 : , "sv", "cheat" :
  • shout_view_target_threahold : 0 : , "sv", "cheat" :
  • showtriggers : 0 : , "sv", "cheat" : Shows trigger brushes
  • showtriggers_toggle : cmd : : Toggle show triggers
  • shriek_shake_amplitude : 10 : , "sv", "cheat" :
  • shriek_shake_duration : 2 : , "sv", "cheat" :
  • shriek_shake_frequency : 5 : , "sv", "cheat" :
  • singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )
  • sk_autoaim_mode : 1 : , "a", "sv", "rep" :
  • skill : 1 : , "a" : Game skill level (13).
  • Smoker_escape_range : 750 : , "sv", "cheat" :
  • smoker_tongue_delay : 1 : , "sv", "cheat" :
  • snd_foliage_db_loss : 4 : , "cheat" : foliage dB loss per 1200 units
  • snd_gain : 1 : , "cheat" :
  • snd_gain_max : 1 : , "cheat" :
  • snd_gain_min : 0 : , "cheat" :
  • snd_play_in_out : cmd : : Plays one of two sounds from entity depending on players in/out location
  • snd_refdb : 60 : , "cheat" : Reference dB at snd_refdist
  • snd_refdist : 36 : , "cheat" : Reference distance for snd_refdb
  • snd_restart : cmd : : Restart sound system.
  • soundscape_debug : 0 : , "sv", "cheat" : When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar
  • soundscape_flush : cmd : : Flushes the server & client side soundscapes
  • spec_freeze_time : 4 : , "sv", "cheat", "rep" : Time spend frozen in observer freeze cam.
  • spec_freeze_traveltime : 0 : , "sv", "cheat", "rep" : Time taken to zoom in to frame a target in observer freeze cam.
  • spec_target : cmd : :
  • spec_target_clear : cmd : :
  • spike : cmd : : generates a fake spike
  • star_memory : cmd : : Dump memory stats
  • stats : cmd : : Prints server performance variables
  • status : cmd : : Display map and connection status.
  • stringtabledictionary : cmd : : Create dictionary for current strings.
  • stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.
  • suitvolume : 0 : , "a", "sv" :
  • surfaceprop : cmd : : Reports the surface properties at the cursor
  • survivor_accuracy_upgrade_factor : 0 : , "sv", "cheat", "rep" :
  • survivor_burn_factor_easy : 0 : , "sv", "cheat" : Flame damage multiplier
  • survivor_burn_factor_expert : 1 : , "sv", "cheat" : Flame damage multiplier
  • survivor_burn_factor_hard : 0 : , "sv", "cheat" : Flame damage multiplier
  • survivor_burn_factor_normal : 0 : , "sv", "cheat" : Flame damage multiplier
  • survivor_calm_damage_delay : 5 : , "sv", "cheat" : survivors are not calm for this many seconds after taking damage
  • survivor_calm_deploy_delay : 2 : , "sv", "cheat" : survivors are not calm for this many seconds after switching weapons
  • survivor_calm_intensity : 0 : , "sv", "cheat" : survivors are not calm if their intensity level is above this point
  • survivor_calm_no_flashlight : 1 : , "sv", "cheat" : survivors are not calm if they have their flashlight on, to keep the weapon pointing along the flashlight beam
  • survivor_calm_recent_enemy_delay : 5 : , "sv", "cheat" : survivors are not calm for this many seconds after seeing an enemy
  • survivor_calm_weapon_delay : 5 : , "sv", "cheat" : survivors are not calm for this many seconds after firing
  • survivor_commando_factor : 2 : , "sv", "cheat" :
  • survivor_crawl_speed : 15 : , "sv", "cheat", "rep" :
  • survivor_crouch_speed : 75 : , "sv", "cheat", "rep" :
  • survivor_damage_speed_factor : 0 : , "sv", "cheat" : How much a Survivor is slowed when hit by an Infected
  • survivor_debug_active_area_set : 0 : , "sv", "cheat" :
  • survivor_debug_in_combat : 0 : , "sv", "cheat" :
  • survivor_debug_visibility : 0 : , "sv", "cheat" :
  • survivor_drag_speed_multiplier : 0 : , "sv", "cheat", "rep" : Multiplier to speed when we are dragging somebody.
  • survivor_drag_type : 0 : , "sv", "cheat" : 0: no dragging, 1: short tug, 2: continuous drag
  • survivor_extra_damage_ammo_factor : 1 : , "sv", "cheat" :
  • survivor_ff_avoidance : 0 : , "sv", "cheat" :
  • survivor_ff_avoidance_pitch : 20 : , "sv", "cheat" :
  • survivor_ff_avoidance_yaw : 10 : , "sv", "cheat" :
  • survivor_ff_tolerance : 26 : , "sv", "cheat" :
  • survivor_fog_vocalize_percent : 0 : , "sv", "cheat" : The percent of the fog end distance that stops vocalizations.
  • survivor_friendly_fire_factor_easy : 0 : , "sv", "cheat" :
  • survivor_friendly_fire_factor_expert : 1 : , "sv", "cheat" :
  • survivor_friendly_fire_factor_hard : 0 : , "sv", "cheat" :
  • survivor_friendly_fire_factor_normal : 0 : , "sv", "cheat" :
  • survivor_fumes_run_speed : 85 : , "sv", "cheat", "rep" :
  • survivor_fumes_walk_speed : 85 : , "sv", "cheat", "rep" :
  • survivor_groupie_range : 350 : , "sv", "cheat" :
  • survivor_groupie_regenerate_rate : 0 : , "sv", "cheat" :
  • survivor_hanging_eye_height : 85 : , "sv", "cheat", "rep" :
  • survivor_hanging_from_tongue_eye_height : 40 : , "sv", "cheat", "rep" :
  • survivor_helping_hand_inhibit_duration : 1 : , "sv", "cheat", "rep" :
  • survivor_hitsound_interval_timer : 0 : , "sv", "cheat" :
  • survivor_incapacitated_accuracy_penalty : 0 : , "sv", "cheat", "rep" : Penalty given for shooting while incapacitated.
  • survivor_incapacitated_cycle_time : 0 : , "sv", "cheat", "rep" : New cycle time (RoF) used when incapacitated, overriding weapon.
  • survivor_incapacitated_dizzy_severity : 2 : , "sv", "cheat", "rep" : From negative to positive this, how much bump we add to a incap'd player's mouse.
  • survivor_incapacitated_dizzy_timer : 2 : , "sv", "cheat", "rep" : How often our incap'd dizzydrift
  • changes directions.
  • survivor_incapacitated_eye_height : 24 : , "sv", "cheat", "rep" :
  • survivor_incapacitated_max_yaw : 180 : , "sv", "cheat", "rep" :
  • survivor_incapacitated_reload_multiplier : 1 : , "sv", "cheat", "rep" : Multiplier to reload time when incapacitated.
  • survivor_incapacitated_roll : 20 : , "sv", "cheat", "rep" :
  • survivor_intensity_decay_threat_range : 750 : , "sv", "cheat" :
  • survivor_intensity_recent_enemy_duration : 5 : , "sv", "cheat" :
  • survivor_it_duration : 20 : , "sv", "cheat", "rep" :
  • survivor_knockdown_roll : 20
  • : , "sv", "cheat" :
  • survivor_ledge_scales_health : 1 : , "sv", "cheat" :
  • survivor_limp_health : 40 : , "sv", "cheat", "rep" :
  • survivor_limp_run_speed : 150 : , "sv", "cheat", "rep" :
  • survivor_limp_walk_speed : 85 : , "sv", "cheat", "rep" :
  • survivor_max_incapacitated_count : 2 : , "sv", "cheat" : How many times you can be incapacitated instead of killed between health kits.
  • survivor_max_lunge_stagger_distance : 30 : , "sv", "cheat" : Max distance a stationary, crouched survivor can stagger after being lunged.
  • survivor_max_lunge_stagger_speed : 220 : , "sv", "cheat" : Hunters lunging this fast stagger survivors with full power.
  • survivor_max_tongue_stagger_distance : 200 : , "sv", "cheat" :
  • survivor_max_tongue_stagger_duration : 1 : , "sv", "cheat" :
  • survivor_max_tug_distance : 300 : , "sv", "cheat" :
  • survivor_max_tug_duration : 1 : , "sv", "cheat" :
  • survivor_min_lunge_stagger_speed : 50 : , "sv", "cheat" : Hunters must be lunging this fast to stagger a survivor.
  • survivor_no_pounce_or_hang : 0 : , "sv", "cheat" :
  • survivor_pounce_victim_eye_height : 12 : , "sv", "cheat", "rep" :
  • survivor_push : 0 : , "sv", "cheat" :
  • survivor_revive_duration : 5 : , "sv", "cheat" :
  • survivor_revive_health : 30 : , "sv", "cheat" : How much temp health you get revived with.
  • survivor_revive_successive_penalty : 0 : , "sv", "cheat" : How much less temp health you get each revive.
  • survivor_shove_teammates : 0 : , "sv", "cheat" :
  • survivor_speed : 210 : , "sv", "cheat" :
  • survivor_speed_boost_factor : 1 : , "sv", "cheat", "rep" : Speed boost from upgrade
  • survivor_sprint_multiplier : 1 : , "sv", "cheat", "rep" :
  • survivor_still_penalty : 3 : , "sv", "cheat", "rep" : Amount gun accuracy is affected when the view is not still
  • survivor_stun_immunity_duration : 0 : , "sv", "cheat" :
  • survivor_team_hit_pitch_max : 10 : , "sv", "cheat" :
  • survivor_team_hit_pitch_min : 10
  • : , "sv", "cheat" :
  • survivor_team_hit_yaw_max : 10 : , "sv", "cheat" :
  • survivor_team_hit_yaw_min : 10
  • : , "sv", "cheat" :
  • survivor_unstoppable_speed : 150 : , "sv", "cheat", "rep" :
  • survivor_upgrade_accuracy : 0 : , "sv", "cheat", "rep" :
  • survivor_upgrade_quickdraw : 0 : , "sv", "cheat", "rep" :
  • survivor_vision_range : 1500 : , "sv", "cheat" :
  • survivor_vision_range_obscured : 750 : , "sv", "cheat" :
  • survivor_walk_speed : 85 : , "sv", "cheat", "rep" :
  • sv_allow_color_correction : 1 : , "rep" : Allow or disallow clients to use color correction on this server.
  • sv_allow_lobby_connect_only : 1 : : If set, players may only join this server from matchmaking lobby, may not connect directly.
  • sv_allow_wait_command : 1 : , "rep" : Allow or disallow the wait command on clients connected to this server.
  • sv_alltalk : 0 : , "sv", "nf" : Players can hear all other players' voice communication, no team restrictions
  • sv_alternateticks : 0 : , "sp" : If set, server only simulates entities on even numbered ticks.
  • sv_cheats : 0 : , "nf", "rep" : Allow cheats on server
  • sv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player.
  • sv_consistency : 1 : , "rep" : Whether the server enforces file consistency for critical files
  • sv_contact : 0 : , "nf" : Contact email for server sysop
  • sv_crash : cmd : : Causes a server crash for testing
  • sv_cycle_latch_timer : 0 : , "sv", "cheat" : How often to transmit our cycle to the client for corrections.
  • sv_disable_querycache : 0 : , "sv", "cheat" : debug disable
  • trace query cache
  • sv_doors_push_players : 0 : , "sv", "cheat" : If true, a door will push players out of the way as it opens and closes.
  • sv_downloadurl : 0 : , "rep" : Location from which clients can download missing files
  • sv_dumpstringtables : 0 : , "cheat" :
  • sv_findsoundname : cmd : : Find sound names which reference the specified wave files.
  • sv_footstepinterval : 0 : , "sv", "cheat", "rep" :
  • sv_forcepreload : 0 : , "a" : Force server side preloading.
  • sv_infinite_ammo : 0 : , "sv", "cheat", "rep" : Player's active weapon will never run out of ammo
  • sv_lagcompensationforcerestore : 1 : , "sv", "cheat" : Don't test validity of a lag comp restore, just do it.
  • sv_lan : 1 : : Server is a lan server ( no heartbeat, no authentication, no nonclass
  • C addresses )
  • sv_log_onefile : 0 : , "a" : Log server information to only one file.
  • sv_logbans : 1 : , "a" : Log server bans in the server logs.
  • sv_logecho : 1 : , "a" : Echo log information to the console.
  • sv_logfile : 1 : , "a" : Log server information in the log file.
  • sv_logflush : 0 : , "a" : Flush the log file to disk on each write (slow).
  • sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored.
  • sv_maxcmdrate : 40 : , "rep" : (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
  • sv_memlimit : 0 : , "cheat" : If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
  • sv_mincmdrate : 0 : , "rep" : This sets the minimum value for cl_cmdrate. 0 == unlimited.
  • sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" :
  • sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
  • sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" :
  • sv_password : 0 : , "nf", "prot", "norecord" : Server password for entry into multiplayer games
  • sv_pausable : 0 : : Is the server pausable.
  • sv_precacheinfo : cmd : : Show precache info.
  • sv_prop_door_max_close_attempts : 8 : , "sv", "cheat" : Number of times blocked doors will try to close before becoming nonsolid
  • and forcing a close.
  • sv_pure : cmd : : Show user data.
  • sv_pure_kick_clients : 1 : : If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
  • sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
  • sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVS
  • sv_querycache_stats : cmd : : Display status of the query cache (client only)
  • sv_region : 0 : : The region of the world to report this server in.
  • sv_reservation_timeout : 45 : : Time in seconds before lobby reservation expires.
  • sv_search_key : 0 : : When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.
  • sv_showfootsteps : 0 : , "sv", "cheat", "rep" : Shows client (red) and server (green) footsteps (1=clientonly,
  • 2=serveronly,
  • 3=both)
  • sv_showhitboxes : 1
  • : , "sv", "cheat" : Send serverside
  • hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).
  • sv_showlagcompensation : 0 : , "sv", "cheat" : Show lag compensated hitboxes whenever a player is lag compensated.
  • sv_showposeparams : 1 : , "sv", "cheat" :
  • sv_shutdown : cmd : : Sets the server to shutdown when all games have completed
  • sv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texture
  • sv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files.
  • sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)
  • sv_soundscape_printdebuginfo : cmd : : print soundscapes
  • sv_specaccelerate : 5 : , "a", "sv", "nf", "rep" :
  • sv_specnoclip : 1 : , "a", "sv", "nf", "rep" :
  • sv_specspeed : 3 : , "a", "sv", "nf", "rep" :
  • sv_spectatoridletime : 3 : , "sv", "cheat" :
  • sv_tags : 0 : , "nf" : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
  • sv_tankpropfade : 1 : , "sv", "cheat" :
  • sv_turbophysics_shadow : 0 : , "sv", "cheat" : players have physics shadows even when sv_turbophysics is 1
  • sv_unlockedchapters : 1 : , "a", "sv" :
  • sv_unreserve : cmd : : Clears any lobby reservation for this server
  • sv_visiblemaxplayers : 1
  • : : Overrides the max players reported to prospective clients
  • sv_voiceenable : 1 : , "a", "nf" :
  • systemlinkport : 27030 : : System Link port
  • tank_attack_range : 50 : , "sv", "cheat", "rep" : Distance from Survivor that tank triggers own swing.
  • tank_auto_swing : 0 : , "sv", "cheat", "rep" :
  • tank_burn_duration_expert : 40 : , "sv", "cheat" : Number of seconds a burning Tank takes to die
  • tank_burn_duration_hard : 35 : , "sv", "cheat" : Number of seconds a burning Tank takes to die
  • tank_burn_duration_normal : 30 : , "sv", "cheat" : Number of seconds a burning Tank takes to die
  • tank_burn_duration_vs : 30 : , "sv", "cheat" : Number of seconds a burning Tank takes to die
  • tank_fist_radius : 15 : , "sv", "cheat", "rep" :
  • tank_ground_pound_duration : 1 : , "sv", "cheat", "rep" :
  • tank_ground_pound_reveal_distance : 500 : , "sv", "cheat" :
  • tank_raffle_debug : 0 : , "sv", "cheat", "rep" : Fill the tank raffle with dummy values for debugging
  • tank_stuck_failsafe : 1 : , "sv", "cheat" :
  • tank_stuck_time_choose_new_target : 2 : , "sv", "cheat" :
  • tank_stuck_time_suicide : 10 : , "sv", "cheat" :
  • tank_stuck_visibility_tolerance_choose_new_target : 5 : , "sv", "cheat" :
  • tank_stuck_visibility_tolerance_suicide : 15 : , "sv", "cheat" :
  • tank_swing_arc : 180 : , "sv", "cheat", "rep" :
  • tank_swing_duration : 0 : , "sv", "cheat", "rep" : Duration of the actual swing
  • tank_swing_fast_interval : 0 : , "sv", "cheat", "rep" : Interval between tank swings when he is clearing zombies out of his path
  • tank_swing_interval : 1 : , "sv", "cheat", "rep" : Interval between tank swings
  • tank_swing_miss_interval : 1 : , "sv", "cheat", "rep" : Interval between tank swings after a miss
  • tank_swing_physics_prop_force : 4 : , "sv", "cheat", "rep" : Multiplier for tank hitting a phys prop.
  • tank_swing_range : 56 : , "sv", "cheat", "rep" : Range of the actual swing
  • tank_swing_yaw : 80 : , "sv", "cheat", "rep" :
  • tank_throw_aim_error : 100 : , "sv", "cheat" : Margin of error for Easy mode Tank rock throws
  • tank_throw_allow_range : 250 : , "sv", "cheat" : How far away our victim must be before we'll try to throw debris at them
  • tank_throw_lead_time_factor : 0 : , "sv", "cheat" : How much to lead a moving target
  • tank_throw_loft_rate : 0 : , "sv", "cheat" : Beyond noloft
  • range, Tank adds this angle/distance when throwing
  • tank_throw_max_loft_angle : 30 : , "sv", "cheat" : Maximum loft angle for Tank throw angle adjustment
  • tank_throw_min_interval : 8 : , "sv", "cheat" : Minimum interval between Tank rock throws
  • tank_visibility_tolerance_suicide : 60 : , "sv", "cheat" :
  • tank_windup_time : 0 : , "sv", "cheat", "rep" : Time from intent to swing that swing actually happens.
  • team_desired : 0 : , "user", "print", "server_can_execute", "ss" : Desired team and team member name on server join
  • team_desired2 : 0 : , "user", "print", "server_can_execute", "ss_added" : Desired team and team member name on server join
  • terror_ammo_multiplier : 2 : , "sv", "cheat" :
  • Test_CreateEntity : cmd : :
  • test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
  • Test_EHandle : cmd : :
  • test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player.
  • Test_InitRandomEntitySpawner : cmd : :
  • Test_Loop : cmd : : Test_Loop <loop name> loop
  • back to the specified loop start point unconditionally.
  • Test_LoopCount : cmd : : Test_LoopCount <loop name> <count> loop
  • back to the specified loop start point the specified # of times.
  • Test_LoopForNumSeconds : cmd : : Test_LoopForNumSeconds <loop name> <time> loop
  • back to the specified start point for the specified # of seconds.
  • test_outtro_stats : cmd : :
  • test_point : cmd : :
  • test_progression_loop : 0 : , "sv", "cheat" : Allow a team of nothing but bots, advance through maps and loop back to start
  • test_progression_loop_rotate_maps : 1 : , "sv", "cheat" : When looping, advance to the next map when reach end of campaign
  • test_progression_loop_time : 3 : , "sv", "cheat" : When looping, stay in each map for at most the amount of time, in minutes, specified
  • test_progression_restarts_before_rotate : 4 : , "sv", "cheat" : When looping and rotating, how many times to restart before moving to next campaign
  • Test_ProxyToggle_EnableProxy : cmd : :
  • Test_ProxyToggle_SetValue : cmd : :
  • Test_RandomChance : cmd : : Test_RandomChance <percent chance, 0100>
  • <token1> <token2...> Roll
  • the dice and maybe run the command following the percenta
  • Test_RandomizeInPVS : cmd : :
  • Test_RandomPlayerPosition : cmd : :
  • Test_RemoveAllRandomEntities : cmd : :
  • Test_RunFrame : cmd : :
  • Test_SendKey : cmd : :
  • Test_SpawnRandomEntities : cmd : :
  • Test_StartLoop : cmd : : Test_StartLoop <loop name> Denote
  • the start of a loop. Really just defines a named point you can jump to.
  • Test_StartScript : cmd : : Start a test script running..
  • Test_Wait : cmd : :
  • Test_WaitForCheckPoint : cmd : :
  • think_limit : 0 : , "sv", "rep" : Maximum think time in milliseconds, warning is printed if this is exceeded.
  • timeleft : cmd : : prints the time remaining until the next mission
  • toggle : cmd : : Toggles a convar on or off, or cycles through a set of values.
  • tongue_allow_voluntary_release : 0 : , "sv", "cheat" : Can a Smoker let go with his tongue by clicking or turning away?
  • tongue_bend_point_deflection : 5 : , "sv", "cheat" : How far off the first obstacle the tongue bends.
  • tongue_bend_point_needs_LOS : 0 : , "sv", "cheat", "rep" : Does a bent tongue still need LOS from the bend point?
  • tongue_break_from_damage_amount : 50 : , "sv", "cheat" : How much damage to the smoker makes him let go of his victim.
  • tongue_choke_damage_amount : 10 : , "sv", "cheat" : How much damage the choke does.
  • tongue_choke_damage_interval : 1 : , "sv", "cheat" : How often the choke does damage.
  • tongue_cone_start_tolerance : 0 : , "sv", "cheat" : How wide the cone is for a tongue hit.
  • tongue_debug : 0 : , "sv", "cheat" : Print debug info for tongue
  • tongue_dropping_to_ground_time : 2 : , "sv", "cheat" : A miss or a wall hit will wait this long before pulling back.
  • tongue_fire_hit_mulligan : 0 : , "sv", "cheat", "rep" : If we break after a hit this soon, and we broke for a good reason, then treat as a miss for the fire timer, not a hit.
  • tongue_fly_speed : 1000 : , "sv", "cheat" : How fast a tongue flies through the air.
  • tongue_force_break : 0 : , "sv", "cheat" : Force an existing attached tongue to break, for debugging
  • tongue_gravity_force : 4000 : , "sv", "cheat", "rep" : The speed that gravity tries to pull us downwards while being tongued.
  • tongue_health : 100 : , "sv", "cheat" : Tongue health
  • tongue_hit_delay : 20 : , "sv", "cheat", "rep" : How long a smoker must wait to shoot his tongue after a hit, from the time he lets go.
  • tongue_kill_smoker_on_detach : 1 : , "sv", "cheat" : Do we kill the smoker when they take enough damage to detach the tongue?
  • tongue_los_forgiveness_time : 1 : , "sv", "cheat" : A traveling tongue can lose LOS for this amount of time and still hit.
  • tongue_miss_delay : 15 : , "sv", "cheat" : How long a smoker must wait to shoot his tongue after a miss.
  • tongue_no_progress_break_interval : 10 : , "sv", "cheat" : How long of the victim making no progress until we break the tongue.
  • tongue_no_progress_choke_early_ambush_delay : 0 : , "sv", "cheat" : Use a smaller delay if the smoker started choking us from behind. So this plus TongueNoProgressChokeTime equals the earliest st
  • tongue_no_progress_choke_early_delay : 1 : , "sv", "cheat" : We won't think about ground choking for this long after the hit. So this plus TongueNoProgressChokeTime equals the earliest sta
  • tongue_no_progress_choke_time : 0 : , "sv", "cheat" : If our victim doesn't make tongue_no_progress_tolerance progress towards in this time, start to hurt him.
  • tongue_no_progress_damage_interval : 0 : , "sv", "cheat" : How long of the victim making no progress until we start choking him.
  • tongue_no_progress_tolerance : 25 : , "sv", "cheat" : If our victim doesn't make this much progress in tongue_no_progress_release_time, start to hurt him.
  • tongue_player_dropping_to_ground_time : 1 : , "sv", "cheat" : How long after the tongue disconnects will a player need to wait.
  • tongue_range : 750 : , "sv", "cheat" : How far a smoker can shoot his tongue.
  • tongue_release_fatigue_penalty : 2500 : , "sv", "cheat" : How much fatigue the victim gets when released, to slow him down.
  • tongue_start_pull_delay : 0 : , "sv", "cheat", "rep" : How long from tongue contact to tongue pulling.
  • tongue_unbend : 1 : , "sv", "cheat" : Can the smoker tongue unbend?
  • tongue_vertical_choke_dot : 0 : , "sv", "cheat" : DotProduct between tongue and vertical required to start choking.
  • tongue_vertical_choke_height : 40 : , "sv", "cheat" : Need to have victim this high off ground to choke him.
  • tongue_vertical_choke_time_off_ground : 0 : , "sv", "cheat" : Need to have victim off ground for this long to choke him.
  • tongue_victim_acceleration : 30 : , "sv", "cheat", "rep" : Acceleration while tongued.
  • tongue_victim_accuracy_penalty : 0 : , "sv", "cheat", "rep" : How much someone's accuracy suffers while being dragged by a tongue.
  • tongue_victim_max_speed : 175 : , "sv", "cheat", "rep" : The fastest the tongue can get you going.
  • tp_schedule_post_think : 1 : , "sv", "cheat" : Schedule postthink
  • operations to run at 10hz
  • travel_distance : cmd : : Build the shortest path from the previously marked area to the currently selected one and print the length of that path.
  • tv_clients : cmd : : Shows list of connected SourceTV clients.
  • tv_enable : 0 : : Activates SourceTV on server.
  • tv_msg : cmd : : Send a screen message to all clients.
  • tv_port : 27020 : : Host SourceTV port
  • tv_record : cmd : : Starts SourceTV demo recording.
  • tv_relay : cmd : : Connect to SourceTV server and relay broadcast.
  • tv_retry : cmd : : Reconnects the SourceTV relay proxy.
  • tv_status : cmd : : Show SourceTV server status.
  • tv_stop : cmd : : Stops the SourceTV broadcast.
  • tv_stoprecord : cmd : : Stops SourceTV demo recording.
  • unbind : cmd : : Unbind a key.
  • unbindall : cmd : : Unbind all keys.
  • unpause : cmd : : Unpause the game.
  • use : cmd : : Use a particular weapon Arguments: <weapon_name>
  • user : cmd : : Show user data.
  • users : cmd : : Show user info for players on server.
  • vehicle_flushscript : cmd : : Flush and reload all vehicle scripts
  • version : cmd : : Print version info string.
  • versus_shove_fov_pounce_only : 0 : , "sv", "cheat", "rep" : If set, then versus_shove_hunter_fov is only used if the hunter being hit is pouncing
  • versus_shove_hunter_fov : 90 : , "sv", "cheat", "rep" : Angle that survivor shove will hit hunters
  • versus_tank_bonus_health : 1 : , "sv", "cheat" :
  • view_offset_down : 16 : , "sv", "cheat", "rep" :
  • view_offset_forward : 8 : , "sv", "cheat", "rep" :
  • view_offset_up : 16
  • : , "sv", "cheat", "rep" :
  • vis_debug : 0 : , "sv", "cheat" :
  • vis_force : 0 : , "sv", "cheat" :
  • vismon_poll_frequency : 0 : , "sv", "cheat" :
  • vismon_trace_limit : 12 : , "sv", "cheat" :
  • voice_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than from the microphone.
  • voice_recordtofile : 0 : : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'
  • vox_reload : cmd : : Reload sentences.txt file
  • voxeltree_box : cmd : : View entities in the voxeltree
  • inside box <Vector(min), Vector(max)>.
  • voxeltree_playerview : cmd : : View entities in the voxeltree
  • at the player position.
  • voxeltree_sphere : cmd : : View entities in the voxeltree
  • inside sphere <Vector(center), float(radius)>.
  • voxeltree_view : cmd : : View entities in the voxeltree.
  • vphys_sleep_timeout : cmd : : set sleep timeout: large values mean stuff won't ever sleep
  • vprof : cmd : : Toggle VProf profiler
  • vprof_cachemiss : cmd : : Toggle VProf cache miss checking
  • vprof_cachemiss_off : cmd : : Turn off VProf cache miss checking
  • vprof_cachemiss_on : cmd : : Turn on VProf cache miss checking
  • vprof_dump_counters : cmd : : Dump vprof counters to the console
  • vprof_dump_groupnames : cmd : : Write the names of all of the vprof groups to the console.
  • vprof_generate_report : cmd : : Generate a report to the console.
  • vprof_generate_report_AI : cmd : : Generate a report to the console.
  • vprof_generate_report_AI_only : cmd : : Generate a report to the console.
  • vprof_generate_report_budget : cmd : : Generate a report to the console based on budget group.
  • vprof_generate_report_hierarchy : cmd : : Generate a report to the console.
  • vprof_generate_report_hierarchy_per_frame_and_count_only : cmd : : Generate a minimal hiearchical report to the console.
  • vprof_generate_report_map_load : cmd : : Generate a report to the console.
  • vprof_off : cmd : : Turn off VProf profiler
  • vprof_on : cmd : : Turn on VProf profiler
  • vprof_playback_average : cmd : : Average the next N frames.
  • vprof_playback_start : cmd : : Start playing back a recorded .vprof file.
  • vprof_playback_step : cmd : : While playing back a .vprof file, step to the next tick.
  • vprof_playback_stepback : cmd : : While playing back a .vprof file, step to the previous tick.
  • vprof_playback_stop : cmd : : Stop playing back a recorded .vprof file.
  • vprof_record_start : cmd : : Start recording vprof data for playback later.
  • vprof_record_stop : cmd : : Stop recording vprof data
  • vprof_reset : cmd : : Reset the stats in VProf profiler
  • vprof_reset_peaks : cmd : : Reset just the peak time in VProf profiler
  • vprof_vtune_group : cmd : : enable vtune for a particular vprof group ('disable' to disable)
  • vs_tank_damage : 24 : , "sv", "cheat" : Amount of damage done by a vs tank's melee attack
  • vs_threat_initial_distance_first_map_max : 12000 : , "sv", "cheat" : Max distance of starting threat area in vs mode on the first map
  • vs_threat_initial_distance_first_map_min : 8000 : , "sv", "cheat" : Min distance of starting threat area in vs mode on the first map
  • vs_threat_initial_distance_max : 8000 : , "sv", "cheat" : Max distance of starting threat area in vs mode
  • vs_threat_initial_distance_min : 3000 : , "sv", "cheat" : Min distance of starting threat area in vs mode
  • vs_threat_radius : 200 : , "sv", "cheat" : Distance from the escape route for placing threats
  • warp_all_survivors_here : cmd : : Warp all survivors to the player's cursor
  • warp_all_survivors_to_battlefield : cmd : : Warp all Survivors to the battlefield
  • warp_all_survivors_to_checkpoint : cmd : : Warp all Survivors to the exit checkpoint
  • warp_all_survivors_to_finale : cmd : : Warp all Survivors to the finale radio
  • warp_far_survivor_here : cmd : : Teleport the farthest away Survivor to your cursor position
  • warp_to_start_area : cmd : : Warp yourself to a survivor spawn area
  • weapon_reparse_server : cmd : : Reloads the weapon script files
  • wipe_attributes : cmd : : Clear all attributes of selected area.
  • wipe_nav_attributes : cmd : : Clear all nav attributes of selected area.
  • writeid : cmd : : Writes a list of permanentlybanned
  • user IDs to banned_user.cfg.
  • writeip : cmd : : Save the ban list to banned_ip.cfg.
  • xbox_autothrottle : 1 : , "a", "sv" :
  • xbox_throttlebias : 100 : , "a", "sv" :
  • xbox_throttlespoof : 200 : , "a", "sv" :
  • z_acquire_far_range : 2500 : , "sv", "cheat" :
  • z_acquire_far_time : 5 : , "sv", "cheat" :
  • z_acquire_near_range : 200 : , "sv", "cheat" :
  • z_acquire_near_time : 0 : , "sv", "cheat" :
  • z_acquire_time_variance_factor : 0 : , "sv", "cheat" :
  • z_add : cmd : : Add an Infected optional
  • x y z arguments for world position to add them
  • z_alert_dot : 0 : , "sv", "cheat" :
  • z_alert_range : 1000 : , "sv", "cheat" :
  • z_allow_ai_to_use_abilities : 1 : , "sv", "cheat" : If zero, Hunters wont pounce, Tanks wont throw rocks, etc
  • z_attack_flow_range : 1500 : , "sv", "cheat" :
  • z_attention_range_lying_modifier : 0 : , "sv", "cheat" :
  • z_attention_range_sitting_modifier : 0 : , "sv", "cheat" :
  • z_avoid_max_range : 100 : , "sv", "cheat" :
  • z_avoid_min_range : 30 : , "sv", "cheat" :
  • z_avoid_power : 10 : , "sv", "cheat" :
  • z_avoidforce : 2500 : , "sv", "cheat", "rep" :
  • z_avoidteammates : 1 : , "sv", "cheat", "rep" :
  • z_award_debug : 0 : , "sv", "cheat", "rep" : Get debugging info on all award calcs to the console. (0|1|2|3 for none|yesno
  • thoughts|every thought|every spammy calc)
  • z_background_limit : 20 : , "sv", "cheat" : How many common infected are on the background map at once.
  • z_backspeed : 450 : , "sv", "cheat", "rep" :
  • z_boomer_near_dist : 180 : , "sv", "cheat" :
  • z_boss_crouch : 0 : , "sv", "cheat" : Forces boss zombie bots to crouch
  • z_boundary_clear_type : 1 : , "sv", "cheat" : 0 = floodfill, 1 = new creep
  • z_boundary_max_range : 5000 : , "sv", "cheat" :
  • z_boundary_spread_speed : 200 : , "sv", "cheat" :
  • z_brawl_chance : 2 : , "sv", "cheat" :
  • z_breakable_damage : 4 : , "sv", "cheat" :
  • z_burning_lifetime : 30 : , "sv", "cheat" : Number of seconds a burning zombie takes to crisp
  • z_carry_max_mass : 250 : , "sv", "cheat", "rep" :
  • z_chance : 60 : , "sv", "cheat" :
  • z_claw_hit_pitch_max : 20 : , "sv", "cheat" :
  • z_claw_hit_pitch_min : 20
  • : , "sv", "cheat" :
  • z_claw_hit_yaw_max : 20 : , "sv", "cheat" :
  • z_claw_hit_yaw_min : 20
  • : , "sv", "cheat" :
  • z_clear_area_range : 300 : , "sv", "cheat" :
  • z_clear_max_time : 5 : , "sv", "cheat" :
  • z_clear_min_time : 0 : , "sv", "cheat" :
  • z_clear_min_time_range : 300 : , "sv", "cheat" :
  • z_clear_range : 750 : , "sv", "cheat" :
  • z_close_target_notice_distance : 60 : , "sv", "cheat" : How far an attacking zombie will look for a nearby target on their way to their chosen victim.
  • z_common_limit : 30 : , "sv", "cheat" : How many common infecteds we can have at once.
  • z_cooldown_spawn_safety_range : 1000 : , "sv", "cheat" :
  • z_cough_cloud_expire : 14 : , "sv", "cheat" : You don't cough after a smoke cloud has existed this long.
  • z_cough_cloud_initial_cough_delay : 0 : , "sv", "cheat" : You don't cough until smoke cloud exists for this long.
  • z_cough_cloud_radius : 175 : , "sv", "cheat" : How far from center of smoke cloud makes you cough.
  • z_cough_duration : 5 : , "sv", "cheat", "rep" : How long a cougher continuously coughs for.
  • z_cough_fatigue : 3000 : , "sv", "cheat", "rep" : Stamina impact of coughing. High number will pin in place for a long time, lower will just slow.
  • z_cough_interval : 20 : , "sv", "cheat", "rep" : How often a cougher can cough.
  • z_credits_interval : 0 : , "sv", "cheat" :
  • z_crouch_speed : 75 : , "sv", "cheat", "rep" :
  • z_cull_timeout : 5 : , "sv", "cheat" : Grace period before player zombie is culled for being too far away
  • z_deafen_radius_one : 100 : , "sv", "cheat" :
  • z_deafen_radius_three : 200 : , "sv", "cheat" :
  • z_deafen_radius_two : 150 : , "sv", "cheat" :
  • z_debug : 0 : , "sv", "cheat" :
  • z_debug_activities : 0 : , "sv", "cheat" :
  • z_debug_avoid : 0 : , "sv", "cheat" :
  • z_debug_breakables : 0 : , "sv", "cheat" :
  • z_debug_climb : 0 : , "sv", "cheat" :
  • z_debug_cull : 0 : , "sv", "cheat" :
  • z_debug_escape_scan : 0 : , "sv", "cheat" :
  • z_debug_falling_damage : 0 : , "sv", "cheat" :
  • z_debug_fog : 0 : , "sv", "cheat" :
  • z_debug_infected_anim_report : cmd : : Prints the server's layer info for the specified infected
  • z_debug_ledges : 0 : , "sv", "cheat" :
  • z_debug_mob_spawn : 0 : , "sv", "cheat" :
  • z_debug_neighbors : 0 : , "sv", "cheat" :
  • z_debug_path_stress_test : cmd : : Stresstests
  • Path::Compute() on an Infected. Optional argument is number of times to invoke Compute()
  • z_debug_population : 0 : , "sv", "cheat" :
  • z_debug_spawn_ahead : 0 : , "sv", "cheat" :
  • z_debug_spawn_set : 1
  • : , "sv", "cheat" : 0=Anywhere, 1=Behind, 2=IT, 3=Specials in front, 4=Specials anywhere, 5=Far Away, 6=Above
  • z_debug_spawnable_areas : 0 : , "sv", "cheat" : Draws areas mobs can spawn from in green (normal) or blue (marked as OBSCURED in the nav)
  • z_debug_tank_spawn : 1 : , "sv", "cheat" : When console spawning a tank automatically give it to a player.
  • z_decals : cmd : : Splat decals on all infected
  • z_density_region_length : 1500 : , "sv", "cheat" :
  • z_destroy_on_attack : 0 : , "sv", "cheat" : When an infected starts punching its victim, destroy it. Useful for demos.
  • z_difficulty : 0 : , "sv", "rep" : Difficulty of the current game (Easy, Normal, Hard, Impossible)
  • z_director_special_spawn_delay : 10 : , "sv", "cheat" :
  • z_discard_min_range : 1000 : , "sv", "cheat" : Don't relocate PZs closer than this regardless of flow distance
  • z_discard_range : 2500 : , "sv", "cheat" : Discard Zombies farther away than this
  • z_do_tracers : 1 : , "sv", "cheat", "rep" : Do we want tracers at all?
  • z_dont_clear : 0 : , "sv", "cheat" :
  • z_door_reopen_interval : 0 : , "sv", "cheat" : Closed doors can be reopened
  • after this amount of time
  • z_door_retry_interval : 1 : , "sv", "cheat" : Interval at which blocked doors will try to reopen
  • z_exploding_health : 50 : , "sv", "cheat" : Exploding Zombie max health
  • z_exploding_limit : 1 : , "sv", "cheat" :
  • z_exploding_shove_interval : 10 : , "sv", "cheat" :
  • z_exploding_shove_max : 5 : , "sv", "cheat" :
  • z_exploding_shove_min : 4 : , "sv", "cheat" :
  • z_exploding_speed : 175 : , "sv", "cheat", "rep" :
  • z_exploding_splat : 50 : , "sv", "cheat" : Boomers splat instead of making a thud when taking this much falling damage
  • z_exploding_splat_radius : 200 : , "sv", "cheat" : Boomers splattering on the ground make survivors inside this radius it
  • z_expressions : 1 : , "sv", "cheat" :
  • z_falling_land_forward_speed : 200 : , "sv", "cheat" : Minimum falling speed to cause a stumbling forward landing animation to occur
  • z_falling_land_hard_speed : 200 : , "sv", "cheat" : Minimum falling speed to cause a 'hard' landing animation to occur
  • z_falling_land_speed : 200 : , "sv", "cheat" : Minimum falling speed to cause a landing animation to occur
  • z_finale_chance : 100 : , "sv", "cheat" :
  • z_finale_spawn_safety_range : 600 : , "sv", "cheat" :
  • z_first_aid_cabinets : 0 : , "sv", "cheat" :
  • z_force_attack_from_sound_range : 750 : , "sv", "cheat" :
  • z_forcezombiemodel : 0 : , "sv", "cheat" : remove variability in infected models and instead use the specified model from z_zombieforcemodelname
  • z_forcezombiemodelname : 0 : , "sv", "cheat" : base name for the model from the models/infected directory to use for all infected if z_forcezombiemodel is set.
  • z_forwardspeed : 450 : , "sv", "cheat", "rep" :
  • z_friendly_fire_forgiveness : 1 : , "sv", "cheat" : Ignore friendly fire that appears to be unintentional.
  • z_frustration : 1 : , "sv", "cheat", "rep" :
  • z_frustration_lifetime : 20 : , "sv", "cheat" : Frustration will accumulate for this many seconds before forcing an AI tank takeover
  • z_frustration_los_delay : 2 : , "sv", "cheat" :
  • z_frustration_spawn_delay : 10 : , "sv", "cheat" :
  • z_gas_health : 250 : , "sv", "cheat" : Gas Zombie max health
  • z_gas_limit : 1 : , "sv", "cheat" :
  • z_gas_speed : 210 : , "sv", "cheat", "rep" :
  • z_ghost_checkpoint_spawn_interval : 30 : , "sv", "cheat" : Interval for spawning special zombies while survivors are in the checkpoint
  • z_ghost_finale_spawn_interval : 20 : , "sv", "cheat" : Interval for spawning special zombies during the finale
  • z_ghost_spawn_in_start : 0 : , "sv", "cheat" : Allow ghosts to materialize while players are in the start area
  • z_ghost_spawn_interval : 60 : , "sv", "cheat" : Interval for spawning special zombies
  • z_ghost_speed : 450 : , "sv", "cheat", "rep" :
  • z_ghost_travel_distance : 1000 : , "sv", "cheat" : Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivors
  • z_gib_limb_distance : 400 : , "sv", "cheat" : Rifles and sniper rifles can dismember at this range
  • z_gib_limb_distance_buckshot : 350 : , "sv", "cheat" : Shotguns can dismember at this range
  • z_gib_limb_distance_headshot : 2000 : , "sv", "cheat" : Rifles and sniper rifles can decapitate at this range
  • z_gib_limb_distance_headshot_zoomed : 4000 : , "sv", "cheat" : Sniper rifles can decapitate at this range when zoomed
  • z_gib_limb_distance_zoomed : 800 : , "sv", "cheat" : Sniper rifles can dismember at this range when zoomed
  • z_gib_limbs : 25 : , "sv", "cheat" : Limbs can be shot off infected when doing this much damage (0 disables)
  • z_grab_force : 0 : , "sv", "cheat" : For testing always
  • grab ledges regardless of estimated falling damage
  • z_grab_ledges_solo : 0 : , "sv", "cheat" : For testing grab
  • ledges even if you're the last survivor
  • z_gun_damage : 10 : , "sv", "cheat", "rep" :
  • z_gun_debug_player_index : 0 : , "sv", "cheat", "rep" :
  • z_gun_force : 300 : , "sv", "cheat" :
  • z_gun_horiz_punch : 0 : , "sv", "cheat", "rep" : Toggles horizontal punchangles for guns
  • z_gun_kick : 0 : , "sv", "cheat", "rep" : Firing a gun can knock the player's view this amount of the current spread
  • z_gun_physics_force : 25 : , "sv", "cheat" : How hard we push things that aren't players or doors.
  • z_gun_range : 75 : , "sv", "cheat", "rep" :
  • z_gun_stun_duration : 1 : , "sv", "cheat", "rep" :
  • z_gun_survivor_force : 200 : , "sv", "cheat" :
  • z_gun_survivor_friend_push : 1 : , "sv", "cheat", "rep" : Allow survivors to push survivors with a right click.
  • z_gun_survivor_shove_dot : 0 : , "sv", "cheat" : Max dot of a shove swing that can push a fellow survivor
  • z_gun_swing_duration : 0 : , "sv", "cheat", "rep" :
  • z_gun_swing_interval : 0 : , "sv", "cheat", "rep" :
  • z_gun_swing_vs_amt_penalty : 1 : , "sv", "cheat", "rep" :
  • z_gun_swing_vs_cooldown : 1 : , "sv", "cheat", "rep" :
  • z_gun_swing_vs_max_penalty : 6 : , "sv", "cheat", "rep" :
  • z_gun_swing_vs_min_penalty : 3 : , "sv", "cheat", "rep" :
  • z_gun_swing_vs_restore_time : 4 : , "sv", "cheat", "rep" :
  • z_gun_vertical_punch : 1 : , "sv", "cheat", "rep" : Toggles vertical punchangles for guns
  • z_health : 50 : , "sv", "cheat" : Zombie max health
  • z_hear_gunfire_range : 200 : , "sv", "cheat" :
  • z_hear_runner_far_range : 750 : , "sv", "cheat" :
  • z_hear_runner_near_range : 500 : , "sv", "cheat" :
  • z_hit_from_behind_cosine : 0 : , "sv", "cheat" :
  • z_hit_from_behind_factor : 0 : , "sv", "cheat" : Damage multiplier if zombie hits Survivor from behind
  • z_hit_incap_factor_easy : 0 : , "sv", "cheat" : Damage multiplier if zombie hits incapacitated Survivor
  • z_hit_incap_factor_expert : 1 : , "sv", "cheat" : Damage multiplier if zombie hits incapacitated Survivor
  • z_hit_incap_factor_hard : 1 : , "sv", "cheat" : Damage multiplier if zombie hits incapacitated Survivor
  • z_hit_incap_factor_normal : 1 : , "sv", "cheat" : Damage multiplier if zombie hits incapacitated Survivor
  • z_hunter_claw_buildup_growl_percent : 0 : , "sv", "cheat" : When at least this charged up, Hunter starts growling constantly.
  • z_hunter_claw_force : 240 : , "sv", "cheat", "rep" : Force with which the claw shoves other zombies away
  • z_hunter_claw_max_buildup_time : 3 : , "sv", "cheat" : Attack button held longer than this gets no extra benefit.
  • z_hunter_claw_plays_hit_anims : 0 : , "sv", "cheat", "rep" : Play the new hit anims for debugging?
  • z_hunter_claw_range : 52 : , "sv", "cheat", "rep" : Range of the Claw weapon
  • z_hunter_claw_range_down : 70 : , "sv", "cheat", "rep" : Range of the Claw weapon when looking straight down, so it can reach your feet from your eyes.
  • z_hunter_claw_start_buildup_time : 0 : , "sv", "cheat" : Attack button released in less than this time is just a click.
  • z_hunter_claw_swing_duration : 0 : , "sv", "cheat", "rep" :
  • z_hunter_claw_swing_interval : 1 : , "sv", "cheat", "rep" :
  • z_hunter_claw_swing_miss_interval : 0 : , "sv", "cheat", "rep" :
  • z_hunter_ground_normal : 0 : , "sv", "cheat", "rep" :
  • z_hunter_health : 250 : , "sv", "cheat" : Zombie max health
  • z_hunter_limit : 1 : , "sv", "cheat" :
  • z_hunter_lunge_stagger_time : 1 : , "sv", "cheat" :
  • z_hunter_speed : 300 : , "sv", "cheat", "rep" :
  • z_increment_head : cmd : : Switch to next head bodygroup
  • z_increment_lower : cmd : : Switch to next lower body bodygroup
  • z_increment_skin : cmd : : Switch to next skin
  • z_increment_upper : cmd : : Switch to next upper body bodygroup
  • z_infected_flashlight : 1 : , "sv", "cheat" :
  • z_infected_invuln : 0 : , "sv", "cheat" :
  • z_infected_move : 1 : , "sv", "cheat" :
  • z_last_area_update_tolerance : 4 : , "sv", "cheat" : Distance a character needs to travel in order to invalidate cached area
  • z_last_man_run_interval : 3 : , "sv", "cheat" :
  • z_lean_wall_align_speed : 300 : , "sv", "cheat" :
  • z_look_at_local_player : 0 : , "sv", "cheat" : For demo purposes
  • z_lunge_interval : 0 : , "sv", "cheat", "rep" :
  • z_lunge_power : 600 : , "sv", "cheat", "rep" :
  • z_lunge_up : 200 : , "sv", "cheat", "rep" :
  • z_max_hunter_pounce_stagger_duration : 0 : , "sv", "cheat" : Max time a PZ staggers when bashed by a survivor that was pounced by said hunter.
  • z_max_neighbor_range : 200 : , "sv", "cheat" : Max range for neighbor collection for avoidance
  • z_max_path_length : 5000 : , "sv", "cheat" :
  • z_max_stagger_duration : 6 : , "sv", "cheat" : Max time a PZ staggers when bashed by a survivor.
  • z_mega_mob_size : 50 : , "sv", "cheat" :
  • z_mega_mob_spawn_max_interval : 900 : , "sv", "cheat" :
  • z_mega_mob_spawn_min_interval : 420 : , "sv", "cheat" :
  • z_min_ladder_mount_dot : 0 : , "sv", "cheat", "rep" : Minimum 2D dot product from player's view to a ladder to be able to grab it
  • z_minigun_cooldown_time : 3 : , "sv", "cheat" : Minigun cooldown time
  • z_minigun_damage_rate : 48000 : , "sv", "cheat" : Minigun damage rate, in health/minute
  • z_minigun_fire_think_interval : 0 : , "sv", "cheat" :
  • z_minigun_overheat_time : 20 : , "sv", "cheat" : Minigun overheat time
  • z_minigun_rate_of_fire : 1500 : , "sv", "cheat" : Minigun rate of fire, in bullets/minute
  • z_minion_aim_tolerance : 0 : , "sv", "cheat" :
  • z_minion_limit : 3 : , "sv", "cheat" :
  • z_mob_min_notify_count : 10 : , "sv", "cheat" : Mobs at least this large trigger 'mob' events
  • z_mob_music_size : 2 : , "sv", "cheat" : Spotting a mob this large plays music
  • z_mob_population_density : 0 : , "sv", "cheat" : Density of mob spawns, per square inch (0.0064 = 4 per 1x1 nav area)
  • z_mob_recharge_rate : 0 : , "sv", "cheat" :
  • z_mob_sacrifice_timeout : 5 : , "sv", "cheat" :
  • z_mob_spawn_finale_size : 20 : , "sv", "cheat" :
  • z_mob_spawn_max_interval_easy : 240 : , "sv", "cheat" :
  • z_mob_spawn_max_interval_expert : 180 : , "sv", "cheat" :
  • z_mob_spawn_max_interval_hard : 180 : , "sv", "cheat" :
  • z_mob_spawn_max_interval_normal : 180 : , "sv", "cheat" :
  • z_mob_spawn_max_size : 30 : , "sv", "cheat" :
  • z_mob_spawn_min_interval_easy : 120 : , "sv", "cheat" :
  • z_mob_spawn_min_interval_expert : 90 : , "sv", "cheat" :
  • z_mob_spawn_min_interval_hard : 90 : , "sv", "cheat" :
  • z_mob_spawn_min_interval_normal : 90 : , "sv", "cheat" :
  • z_mob_spawn_min_size : 10 : , "sv", "cheat" :
  • z_must_wander : 0 : , "sv", "cheat" : For testing. 0: default. 1: wandering zombies don't sit/lie down. 1:
  • wandering zombies always sit/lie down.
  • z_mute_infected : 0 : , "sv", "cheat" : If nonzero, common infected will not growl, yell, etc
  • z_nav_debug : 0 : , "sv", "cheat" :
  • z_nextmission : cmd : : Sets the next mission at the end of the current mission
  • z_no_cull : 0 : , "sv", "cheat" : If nonzero, the Director will not cull common infected
  • z_noise_level_display : 0 : , "sv", "cheat" : Show noise levels on players?
  • z_noise_level_fade_rate : 40 : , "sv", "cheat", "rep" : How much noise we lose each tick, after hold_time expires.
  • z_noise_level_footstep : 50 : , "sv", "cheat" : How much noise we make with a footstep.
  • z_noise_level_footstep_in_water : 75 : , "sv", "cheat" : How much noise we make with a footstep while in water.
  • z_noise_level_hold_time : 0 : , "sv", "cheat", "rep" : How long we hold a given noise level before it starts to fade.
  • z_noise_level_max : 135 : , "sv", "cheat", "rep" : The highest the noise level can go.
  • z_noise_level_vocalize : 75 : , "sv", "cheat" : How much noise we make when we say things.
  • z_non_head_damage_factor_easy : 2 : , "sv", "cheat" : Damage to zombie from nonheadshots
  • is multiplied by this factor
  • z_non_head_damage_factor_expert : 0 : , "sv", "cheat" : Damage to zombie from nonheadshots
  • is multiplied by this factor
  • z_non_head_damage_factor_hard : 0 : , "sv", "cheat" : Damage to zombie from nonheadshots
  • is multiplied by this factor
  • z_non_head_damage_factor_normal : 1 : , "sv", "cheat" : Damage to zombie from nonheadshots
  • is multiplied by this factor
  • z_notice_it_range : 1500 : , "sv", "cheat" :
  • z_notice_near_range : 100 : , "sv", "cheat" :
  • z_player_lunge_up : 150 : , "sv", "cheat", "rep" :
  • z_player_zombie_debug : 0 : , "sv", "cheat" :
  • z_player_zombie_land_delay : 0 : , "sv", "cheat" :
  • z_player_zombie_min_dead_time : 2 : , "sv", "cheat" : The minimum time a PC zombie must be dead before being eligible to respawn
  • z_pounce_allow_partial_hidden : 1 : , "sv", "cheat" :
  • z_pounce_crouch_delay : 1 : , "sv", "cheat", "rep" :
  • z_pounce_damage : 5 : , "sv", "cheat" :
  • z_pounce_damage_delay : 1 : , "sv", "cheat" :
  • z_pounce_damage_interrupt : 50 : , "sv", "cheat" : Taking this much damage interrupts a pounce attempt
  • z_pounce_damage_interval : 0 : , "sv", "cheat" :
  • z_pounce_delay : 0 : , "sv", "cheat" :
  • z_pounce_door_damage : 500 : , "sv", "cheat" :
  • z_pounce_silence_range : 500 : , "sv", "cheat" :
  • z_pounce_stumble_force : 5 : , "sv", "cheat" : Force of the stumble effect when a hunter pounces on someone
  • z_prevent_burrowing : 1 : , "sv", "cheat" : Use extra tracelines to prevent burrowing zombies
  • z_puking_eye_height : 44 : , "sv", "cheat", "rep" :
  • z_push_force : 2000 : , "sv", "cheat" :
  • z_push_mass_max : 200 : , "sv", "cheat" :
  • z_pushaway_force : 100 : , "sv", "cheat" : How hard the infected shove nonIT
  • Survivors out of their way to reach the IT victim
  • z_randombodygroups : 1 : , "sv", "cheat" : Set to zero to disable random body groups on infected
  • z_randomskins : 1 : , "sv", "cheat" : Set to zero to disable random skins on infected
  • z_reload_chatter_debug : 0 : , "sv", "cheat" : Should we give devtext explanations of why we didn't say 'Reloading'?
  • z_reload_chatter_intensity : 0 : , "sv", "cheat" : Intensity level at which players start saying 'Reloading'
  • z_reload_chatter_nearby_friend_range : 600 : , "sv", "cheat" : A friend needs to be this close to say'Reloading'
  • z_reload_chatter_recent_enemy : 1 : , "sv", "cheat" : An enemy needs to have been seen this recently to say 'Reloading'
  • z_reload_chatter_shotgun_ammo_threshold : 6 : , "sv", "cheat" : Players don't say 'Reloading' when reloading a shotgun that has this many shells already
  • z_reload_chatter_shotgun_interval : 10 : , "sv", "cheat" :
  • z_removeitems : cmd : : Removes all items from survivors
  • z_reset_population_counter : cmd : : For debugging
  • z_respawn_distance : 100 : , "sv", "cheat" : Infected can try a respawn within this far of their original spawn
  • z_respawn_interval : 10 : , "sv", "cheat" : Infected can try a respawn within this many seconds of spawning
  • z_restrict_team_change : 0 : , "sv", "cheat" :
  • z_round_start_replacement_time : 30 : , "sv", "cheat" :
  • z_run_exertion_interval : 1 : , "sv", "cheat" :
  • z_safe_spawn_range : 250 : , "sv", "cheat" : Minimum range for spawning special zombies
  • z_scout_mob_spawn_range : 3000 : , "sv", "cheat" :
  • z_shotgun_bonus_damage_multiplier : 5 : , "sv", "cheat" : The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range.
  • z_shotgun_bonus_damage_range : 100 : , "sv", "cheat" : A shotgun pellet hitting a common infected within this distance will get the z_shotgun_bonus_damage_multiplier bonus.
  • z_shove_friend_speed : 130 : , "sv", "cheat" :
  • z_show_bottlenecks : 0 : , "sv", "cheat" :
  • z_show_clear : 0 : , "sv", "cheat" :
  • z_show_completely_visible_to_survivor_team : 0 : , "sv", "cheat" :
  • z_show_damaging : 0 : , "sv", "cheat" :
  • z_show_escape_route : 0 : , "sv", "cheat" :
  • z_show_flow_delta : 0 : , "sv", "cheat" :
  • z_show_flow_distance : 0 : , "sv", "cheat" :
  • z_show_infected : 0 : , "sv", "cheat" :
  • z_show_last_area : 0 : , "sv", "cheat" : Draws a line from each player to the center of their last known nav area
  • z_show_mutually_visible_set : 0 : , "sv", "cheat" :
  • z_show_population_density : 0 : , "sv", "cheat" :
  • z_show_potentially_visible : 0 : , "sv", "cheat" :
  • z_show_potentially_visible_to_survivor_team : 0 : , "sv", "cheat" :
  • z_show_swings : 0 : , "sv", "cheat", "rep" :
  • z_show_traffic : 0 : , "sv", "cheat" :
  • z_sidespeed : 450 : , "sv", "cheat", "rep" :
  • z_skirmish_spawn_max_interval : 90 : , "sv", "cheat" :
  • z_skirmish_spawn_max_size : 4 : , "sv", "cheat" :
  • z_skirmish_spawn_min_interval : 45 : , "sv", "cheat" :
  • z_skirmish_spawn_min_size : 1 : , "sv", "cheat" :
  • z_spawn : cmd : : <tank|boomer|smoker|witch|hunter|mob|common> <auto> <ragdoll> <area>. Spawns the specified zombie(s) under your cursor, or out
  • z_spawn_flow_limit : 1500 : , "sv", "cheat" :
  • z_spawn_height : 0 : , "sv", "cheat" : Height above ground z_spawn places new infected
  • z_spawn_mobs_behind_chance : 75 : , "sv", "cheat" : Percentage chance that a mob will spawn behind the Survivor team
  • z_spawn_mobs_from_selected_set : 0 : , "sv", "cheat" : Spawn subsequent mobs from the currently selected set via the nav mesh editor
  • z_spawn_range : 1500 : , "sv", "cheat" :
  • z_spawn_safety_range : 550 : , "sv", "cheat" :
  • z_spawn_speed : 450 : , "sv", "cheat", "rep" :
  • z_special_spawn_interval : 45 : , "sv", "cheat" : Interval for spawning special zombies
  • z_speed : 250 : , "sv", "cheat", "rep" :
  • z_splat_survivor_pitch_max : 25 : , "sv", "cheat" :
  • z_splat_survivor_pitch_min : 15 : , "sv", "cheat" :
  • z_splat_survivor_shake_amplitude : 50 : , "sv", "cheat" :
  • z_splat_survivor_shake_duration : 1 : , "sv", "cheat" :
  • z_splat_survivor_shake_frequency : 150 : , "sv", "cheat" :
  • z_splat_survivor_shake_radius : 10 : , "sv", "cheat" :
  • z_splat_survivor_yaw_max : 10 : , "sv", "cheat" :
  • z_splat_survivor_yaw_min : 10
  • : , "sv", "cheat" :
  • z_stagger_immunity_time : 0 : , "sv", "cheat" : How long after a hunter or smoker has been staggered until they can be staggered again.
  • z_state_debug : 0 : , "sv", "cheat" : Gives feedback on current zombie state.
  • z_stomp_always : 0 : , "sv", "cheat" : Force melee attacks on single infected to always be stomps.
  • z_stumble_max_curve_accel : 5 : , "sv", "cheat" : Rate of turn increase per second
  • z_stumble_max_curve_rate : 10 : , "sv", "cheat" : Maximum degrees/sec turning while stumbling forward
  • z_tank_attack_interval : 1 : , "sv", "cheat" :
  • z_tank_damage_slow_max_range : 400 : , "sv", "cheat" : Range at which Tank is slowed by gunfire
  • z_tank_damage_slow_min_range : 200 : , "sv", "cheat" : Range at which Tank is slowed by gunfire
  • z_tank_grenade_damage : 750 : , "sv", "cheat" : How much damage a Tank takes from a grenade.
  • z_tank_grenade_roll : 10
  • : , "sv", "cheat", "rep" :
  • z_tank_grenade_slowdown : 0 : , "sv", "cheat" : The speed setting put on a Tank when hit by a grenade.
  • z_tank_has_special_blood : 0 : , "sv", "cheat" : Does the Tank get his own blood effect instead of the normal infected one?
  • z_tank_health : 4000 : , "sv", "cheat" : Tank Zombie max health
  • z_tank_incapacitated_decay_rate : 1 : , "sv", "cheat" : How much health a dying Tank loses each update.
  • z_tank_incapacitated_health : 5000 : , "sv", "cheat" : Health Tank starts with in death throes.
  • z_tank_max_stagger_distance : 400 : , "sv", "cheat" : Max distance a Tank staggers when hurt by a grenade.
  • z_tank_max_stagger_duration : 6 : , "sv", "cheat" : Max time a Tank staggers when hit by a grenade.
  • z_tank_max_stagger_fade_duration : 6 : , "sv", "cheat" : Fade in time when a Tank is staggered by a grenade.
  • z_tank_rock_debug : 0 : , "sv", "cheat" : Show debug for the rock thinking about detonating on people.
  • z_tank_rock_radius : 100 : , "sv", "cheat" :
  • z_tank_speed : 210 : , "sv", "cheat", "rep" :
  • z_tank_speed_vs : 210 : , "sv", "cheat", "rep" :
  • z_tank_stagger_fade_alpha : 192 : , "sv", "cheat" : How opaque the screen fade is when a Tank is hit by a grenade.
  • z_tank_stagger_fade_duration : 3 : , "sv", "cheat" : How long the screen fade lasts when a Tank is hit by a grenade.
  • z_tank_throw_fail_interval : 0 : , "sv", "cheat", "rep" : How soon a tank can try again after failing to throw.
  • z_tank_throw_force : 800 : , "sv", "cheat" :
  • z_tank_throw_health : 50 : , "sv", "cheat" : Health of the tank projectile (0 disables)
  • z_tank_throw_interval : 5 : , "sv", "cheat", "rep" : How often a tank can throw.
  • z_tank_walk_speed : 100 : , "sv", "cheat", "rep" :
  • z_tanks_block_molotovs : 1 : , "sv", "cheat" :
  • z_terrify_duration : 2 : , "sv", "cheat" :
  • z_throttle_hit_interval_easy : 0 : , "sv", "cheat" : Minimum time between damaging a Survivor from a mob
  • z_throttle_hit_interval_expert : 1 : , "sv", "cheat" : Minimum time between damaging a Survivor from a mob
  • z_throttle_hit_interval_hard : 0 : , "sv", "cheat" : Minimum time between damaging a Survivor from a mob
  • z_throttle_hit_interval_normal : 0 : , "sv", "cheat" : Minimum time between damaging a Survivor from a mob
  • z_throwforce : 2500 : , "sv", "cheat", "rep" :
  • z_tracer_spacing : 1 : , "sv", "cheat", "rep" : One in how many bullets is a tracer in automatic weapons.
  • z_transitioning_players_remove : 1 : , "sv", "cheat" :
  • z_use_tolerance : 0 : , "sv", "cheat", "rep" :
  • z_vision_range : 500 : , "sv", "cheat" : How far a Zombie can see.
  • z_vision_range_alert : 1500 : , "sv", "cheat" : How far a Zombie can see when alert.
  • z_vision_range_obscured : 500 : , "sv", "cheat" : How far a Zombie can see in OBSCURED areas.
  • z_vision_range_obscured_alert : 750 : , "sv", "cheat" : How far a Zombie can see in OBSCURED areas when alert.
  • z_vocalize_burn_max_interval : 3 : , "sv", "cheat" : The maximum time between vocalizing being burned
  • z_vocalize_burn_min_interval : 2 : , "sv", "cheat" : The minimum time between vocalizing being burned
  • z_vocalize_shot_interval : 0 : , "sv", "cheat" : The minimum time between vocalizing being shot
  • z_vomit : 1 : , "sv", "cheat" :
  • z_vomit_boxsize : 1 : , "sv", "cheat" : Size of vomit damage entities.
  • z_vomit_debug : 0 : , "sv", "cheat", "rep" : Visualize the vomit damage.
  • z_vomit_drag : 0 : , "sv", "cheat" : Air drag of vomit damage entities.
  • z_vomit_duration : 1 : , "sv", "cheat", "rep" : How long a puker continuously pukes for.
  • z_vomit_fade_duration : 5 : , "sv", "cheat", "rep" : How long the fade takes
  • z_vomit_fade_start : 5 : , "sv", "cheat", "rep" : When the vomit starts to fade away
  • z_vomit_fatigue : 3000 : , "sv", "cheat", "rep" : Stamina impact of puking. High number will pin in place for a long time, lower will just slow.
  • z_vomit_float : 130
  • : , "sv", "cheat" : Upward float velocity of vomit damage entities.
  • z_vomit_hit_pitch_max : 15 : , "sv", "cheat" :
  • z_vomit_hit_pitch_min : 15
  • : , "sv", "cheat" :
  • z_vomit_hit_yaw_max : 10 : , "sv", "cheat" :
  • z_vomit_hit_yaw_min : 10
  • : , "sv", "cheat" :
  • z_vomit_interval : 30 : , "sv", "cheat", "rep" : How often a puker can puke.
  • z_vomit_lifetime : 0 : , "sv", "cheat" : Time to live of vomit damage entities.
  • z_vomit_maxdamagedist : 350 : , "sv", "cheat" : Maximum damage distance for vomit.
  • z_vomit_range : 300 : , "sv", "cheat", "rep" :
  • z_vomit_slide_mult : 0 : , "sv", "cheat", "rep" : Multiplier for second texture slide rate
  • z_vomit_slide_rate : 0 : , "sv", "cheat", "rep" : Percentage of screen height per second
  • z_vomit_vecrand : 0 : , "sv", "cheat" : Random vector added to initial velocity of vomit damage entities.
  • z_vomit_velocity : 1700 : , "sv", "cheat" : Initial velocity of vomit damage entities.
  • z_vomit_velocityfadeend : 0 : , "sv", "cheat" : Time at which attacker's velocity contribution finishes fading.
  • z_vomit_velocityfadestart : 0 : , "sv", "cheat" : Time at which attacker's velocity contribution starts to fade.
  • z_walk_speed : 85 : , "sv", "cheat", "rep" :
  • z_wandering_density : 0 : , "sv", "cheat" :
  • z_witch_allow_change_victim : 1 : , "sv", "cheat" :
  • z_witch_anger_rate : 0 : , "sv", "cheat" :
  • z_witch_attack_range : 60 : , "sv", "cheat" :
  • z_witch_berserk_range : 200 : , "sv", "cheat" :
  • z_witch_burn_time : 15 : , "sv", "cheat" :
  • z_witch_damage : 100 : , "sv", "cheat" :
  • z_witch_damage_per_kill_hit : 30 : , "sv", "cheat" :
  • z_witch_discard_range : 2000 : , "sv", "cheat" :
  • z_witch_flashlight_range : 400 : , "sv", "cheat" :
  • z_witch_health : 1000 : , "sv", "cheat" : Witch max health
  • z_witch_hostile_at_me_anger : 2 : , "sv", "cheat" :
  • z_witch_max_retreat_range : 2000 : , "sv", "cheat" :
  • z_witch_max_threat_time : 7 : , "sv", "cheat" :
  • z_witch_min_retreat_range : 750 : , "sv", "cheat" :
  • z_witch_min_threat_time : 5 : , "sv", "cheat" :
  • z_witch_personal_space : 100 : , "sv", "cheat" :
  • z_witch_relax_rate : 0 : , "sv", "cheat" :
  • z_witch_retreat_exit_hidden_duration : 10 : , "sv", "cheat" :
  • z_witch_retreat_exit_range : 1000 : , "sv", "cheat" :
  • z_witch_retreat_min_duration : 10 : , "sv", "cheat" :
  • z_witch_speed : 300 : , "sv", "cheat", "rep" :
  • z_witch_speed_inured : 200 : , "sv", "cheat", "rep" :
  • z_witch_threat_hostile_range : 600 : , "sv", "cheat" :
  • z_witch_threat_normal_range : 300 : , "sv", "cheat" :
  • z_zombie_knockoff_death : 0 : , "sv", "cheat", "rep" : Knocking off a pouncing zombie instantly kills them.
  • z_zombie_lunge_push : 0 : , "sv", "cheat" : Does the zombie lunge push players?
 


1688 commandes

 

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MessagePosté le: Mar 27 Jan - 20:17 (2009)    Sujet du message: Publicité

PublicitéSupprimer les publicités ?
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Eylime
Runeur Team (membre)

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MessagePosté le: Mer 28 Jan - 06:45 (2009)    Sujet du message: Commandes console Répondre en citant

Pour les essayer tous, je vais y passer du temps... surtout en traduction!
Mort de Rire
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zabuza


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MessagePosté le: Mer 28 Jan - 13:27 (2009)    Sujet du message: Commandes console Répondre en citant

ah... euh... ok... hum... Question ... Neutral ... Wink ... Shocked ... Confused ... Sad ... Mr. Green


Mort de Rire   bon ba j'ai pas fini


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MessagePosté le: Aujourd’hui à 17:28 (2018)    Sujet du message: Commandes console

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