| Effect |
Code |
| Unknown | _attack |
| Unknown | _back |
| Switch to indicated weapon slot, regardless if you have a weapon there
| _button0 |
| Switch to indicated weapon slot, regardless if you have a weapon there
| _button1 |
| Switch to indicated weapon slot, regardless if you have a weapon there
| _button2 |
| Switch to indicated weapon slot, regardless if you have a weapon there
| _button3 |
| Switch to indicated weapon slot, regardless if you have a weapon there
| _button4 |
| Switch to indicated weapon slot, regardless if you have a weapon there
| _button5 |
| Switch to indicated weapon slot, regardless if you have a weapon there
| _button6 |
| Switch to indicated weapon slot, regardless if you have a weapon there
| _button7 |
| Unknown | aas_goalArea
|
| Unknown | aas_pullPlayer
|
| Unknown | aas_randomPullPlayer
|
| Unknown | aas_showAreas
|
| Unknown | aas_showFlyPath
|
| Unknown | aas_showHideArea
|
| Unknown | aas_showPath
|
| Unknown | aas_showPushIntoArea
|
| Unknown | aas_showWallEdges
|
| Unknown | aas_test |
| Show AAS stats | aasStats
|
| Adds debug arrow | addarrow
|
| Core to game chat lines | addChatLine
|
| Add debug line | addline
|
| Scale contact friction | af_contactFrictionScale
|
| Force the given friction value | af_forceFriction
|
| Name of the body to highlight | af_highlightBody
|
| Name of the constraint to highlight | af_highlightConstraint
|
| Scale the joint friction | af_jointFrictionScale
|
| Maximum angular velocity | af_maxAngularVelocity:
|
| Maximum linear velocity | af_maxLinearVelocity
|
| Show structures of articulated figures not at rest
| af_showActive |
| Show bodies | af_showBodies
|
| Show body names | af_showBodyNames
|
| Show two bodies constrained by the highlighted constraint
| af_showConstrainedBodies |
| Show constraint names | af_showConstraintNames
|
| Show constraints | af_showConstraints
|
| Show the inertia tensor of each body | af_showInertia
|
| Show joint limits | af_showLimits
|
| Show mass of each body | af_showMass
|
| Show primary constraints only | af_showPrimaryOnly
|
| Show articulated figure CPU usage | af_showTimings
|
| Show the total mass of each articulated figure
| af_showTotalMass |
| Show tree-like structures | af_showTrees
|
| Show velocity of each body | af_showVelocity
|
| Skip friction | af_skipFriction
|
| Skip joint limits | af_skipLimits
|
| Skip self collision detection | af_skipSelfCollision
|
| Test for bodies initially stuck in solid |
af_testSolid |
| Scale time | af_timeScale
|
| Use impulse-based contact friction | af_useImpulseFriction
|
| Use impulse-based joint friction | af_useJointImpulseFriction
|
| Use linear time algorithm for tree-like structures
| af_useLinearTime |
| Use constraint matrix symmetry | af_useSymmetry
|
| Enable blocked fail safe handling | ai_blockedFailSafe
|
| Draw movement information for monsters |
ai_debugMove |
| Display script calls for the specified monster entity number
| ai_debugScript |
| Draw trajectory tests for monsters | ai_debugTrajectory
|
| Draw attack cones for monsters | ai_showCombatNodes
|
| Draw obstacle avoidance information for monsters.
| ai_showObstacleAvoidance 1 |
| Draw obstacle avoidance information for monsters and player
| ai_showObstacleAvoidance 2 |
| Draw path_* entities | ai_showPaths:
|
| Unknown | ai_testPredictPath
|
| Write .AVI for a command demo | aviCmdDemo
|
| Save demo in .AVI format | avidemo
|
| Write .AVI for a demo | aviDemo
|
| Write .AVI for the current game | aviGame
|
| Game benchmark | benchmark
|
| Benchmark | benchmark
|
| Bind command to a key | bind
|
| Unknown | bindlist |
| Bind ragdoll at the current drag position |
bindRagdoll |
| Bind a key, but unbinds it first if there are more than two binds
| bindunbindtwo |
| Blink a debug line | blinkline
|
| Center view | centerview
|
| Check if new version of the game is available
| checkNewVersion |
| Clear the console | clear
|
| Unknown | clearlights
|
| Clear all lights | clearLights
|
| Drop current weapon | clientDropWeapon
|
| In-game GUI message mode | clientMessageMode
|
| Voice chats | clientVoiceChat
|
| Team voice chats | clientVoiceChatTeam
|
| Close the view showing any notes for this map
| closeViewNotes |
| Cull back facing polygons | cm_backFaceCul
|
| Debug collision detection | cm_debugCollision
|
| Color used to draw the collision models |
cm_drawColor |
| Draw filled polygons | cm_drawFilled
|
| Draw internal edges green | cm_drawInternal
|
| Collision mask | cm_drawMask
|
| Draw polygon and edge normals | cm_drawNormals
|
| Unknown | cm_testAngle
|
| Unknown | cm_testBox
|
| Unknown | cm_testBoxRotation
|
| Unknown | cm_testCollision
|
| Unknown | cm_testLength
|
| Unknown | cm_testModel
|
| Unknown | cm_testOrigin
|
| Unknown | cm_testRadius
|
| Unknown | cm_testRandomMany
|
| Unknown | cm_testReset
|
| Unknown | cm_testRotation
|
| Unknown | cm_testTimes
|
| Unknown | cm_testWalk
|
| Show collision model info | collisionModelInfo
|
| Use ~ to toggle console | com_allowConsole
|
| Sample input from the async thread | com_asyncInput
|
| Mix sound from the async thread | com_asyncSound
|
| Unknown | com_aviDemoHeight
|
| Unknown | com_aviDemoSamples
|
| Unknown | com_aviDemoTics
|
| Unknown | com_aviDemoWidth
|
| Unknown | com_compressDemos
|
| Compress saved games | com_compressSaveGame
|
| Unknown | com_fixedTic
|
| Force generic platform independent SIMD |
com_forceGenericSIMD |
| Unknown | com_guid |
| Record journal | com_journal 1
|
| Play back journal | com_journal 2
|
| Unknown | com_logDemos
|
| Set hardware classification to | com_machineSpec
|
| Set hardware classification to not detected,
| com_machineSpec -1 |
| Set hardware classification to low quality,
| com_machineSpec 0 |
| Set hardware classification to medium quality,
| com_machineSpec 1 |
| Set hardware classification to high quality,
| com_machineSpec 2 |
| Set hardware classification to ultra quality
| com_machineSpec 3 |
| Make a build | com_makingBuild 1
|
| Marker for memory stats | com_memoryMarker
|
| Unknown | com_minTics
|
| Run one game tick every async thread update
| com_preciseTic |
| Unknown | com_preloadDemos
|
| Purge everything between level loads | com_purgeAll
|
| Unknown | com_showAngles
|
| Show async network stats | com_showAsyncStats
|
| Unknown | com_showDemo
|
| Show frame rate | com_showFPS
|
| Show framerate | com_showfps 1
|
| Show total and per frame memory usage | com_showMemoryUsage
|
| Show sound decoders | com_showSoundDecoders
|
| Unknown | com_showTics
|
| Unknown | com_skipGameDraw
|
| Skip the renderer completely | com_skipRenderer
|
| Show engine timings | com_speeds
|
| Print time in milliseconds with each console print
| com_timestampPrints 1 |
| Print time in seconds with each console print
| com_timestampPrints 2 |
| Update the load size after loading a map |
com_updateLoadSize |
| Hold last amount of detected video RAM |
com_videoRam |
| Unknown | com_wipeSeconds
|
| Combine six images for roq compression |
combineCubeImages |
| Compress a demo file | compressDemo
|
| Print on the console but not onscreen when console is displayed
| con_noPrint |
| Time messages displayed when console is displayed
| con_notifyTime |
| Speed at which the console moves | con_speed <number>
|
| Dump the console text to a file | conDump
|
| Connect to a server | connect
|
| Crash game | crash |
| Restart the cvar system | cvar_restart
|
| Unknown | cvarlist |
| Apply damage to an entity | damage
|
| Launch script debugger | debugger
|
| Print parses | decl_show 1
|
| Print parses and references developer | decl_show 2
|
| Delete selected entity | deleteSelected
|
| Save screenshot for a demo | demoShot
|
| Load a map in developer mode | devmap
|
| List a folder | dir |
| List a folder with sub-folders | dirtree
|
| Unknown | dirtyfeet |
| Disassembles script | disasmScript
|
| Disables connection for current multi-player game
| disconnect |
| Disconnect from a game | disconnect
|
| Compile map | dmap |
| Print indicated text | echo <text>
|
| Launch in-game Articulated Figure Editor |
editAFs |
| Launch in-game Declaration Editor | editDecls
|
| Launch GUI Editor | editGUIs
|
| Change lighting | editlight
|
| Launch in-game Light Editor | editLights
|
| Open the in-game editor | editor
|
| Launch in-game Particle Editor | editParticles
|
| Launch in-game PDA Editor | editPDAs
|
| Launch in-game Script Editor | editScripts
|
| Launch in-game Sound Editor | editSounds
|
| Unknown | EntityPlacement
|
| Take an environment shot | envshot
|
| Cause an error | error
|
| Execute a config file | exec
|
| Execute appropriate config files and sets cvars based on com_machineSpec
| execMachineSpec |
| Exit game | exit |
| Exit command demo | exitCmdDemo
|
| Export models | exportmodels
|
| Unknown | fillrate |
| Finish the build process | finishBuild
|
| Unknown | flashlight
|
| Unknown | focussoundseditor
|
| Freeze everything on screen | freeze
|
| Freeze game for indicated number of seconds
| freeze <number> |
| Unknown | fs_basepath
|
| Unknown | fs_caseSensitiveOS
|
| Unknown | fs_cdpath |
| Unknown | fs_copyfiles
|
| Unknown | fs_debug |
| Unknown | fs_devpath
|
| Unknown | fs_game |
| Unknown | fs_restrict
|
| Unknown | fs_savepath
|
| Armor takes this percentage of damage | g_armorProtection <number>
|
| Armor takes this percentage of damage in MP
| g_armorProtectionMP <number>
|
| Maintain even teams | g_balanceTDM
|
| Unknown | g_blobSize
|
| Unknown | g_blobTime
|
| Show blood splats, sprays, and gibs | g_bloodEffects
|
| Skip updating entities not marked 'cinematic' '1' during cinematics
| g_cinematic |
| Set seconds to allow game to run when skipping cinematic
| g_cinematicMaxSkipTime <number>
|
| Pregame countdown in seconds | g_countDown <number>
|
| Scale final damage on player by this factor
| g_damageScale <number>
|
| Display information on which animations are playing on specified entity; -1 disables
| g_debugAnim <number> |
| Check for models with bounds over 2048 |
g_debugBounds |
| Unknown | g_debugCinematic
|
| Unknown | g_debugDamage
|
| Unknown | g_debugMove
|
| Unknown | g_debugMover
|
| Unknown | g_debugScript
|
| Unknown | g_debugTriggers
|
| Unknown | g_debugWeapon
|
| Show decals (bullet holes, etc.) | g_decals
|
| Disassemble script into base/script disasm.txt when script is compiled
| g_disasm |
| Show double vision when taking damage | g_doubleVision
|
| Unknown | g_dragDamping
|
| Allow dragging physics objects around by placing the crosshair over them and holding [Fire]
| g_dragEntity |
| Unknown | g_dragShowSelection
|
| Unknown | g_dropItemRotation
|
| Unknown | g_dvAmplitude
|
| Unknown | g_dvFrequency
|
| Unknown | g_dvTime |
| Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models.
| g_editEntityMode <0-7>
|
| Unknown | g_exportMask
|
| Toggle disable buffer file writing for save games
| g_flushSave <0 or 1> |
| Unknown | g_fov |
| Display timing information for each game frame
| g_frametime |
| Score review time in seconds at end game |
g_gameReviewPause |
| Unknown | g_gravity |
| Unknown | g_gunX |
| Unknown | g_gunY |
| Unknown | g_gunZ |
| Set how much health to take in nightmare mode
| g_healthTakeAmt <number>
|
| Set how low can health get taken in nightmare mode
| g_healthTakeLimit <number>
|
| Set how often to take health in nightmare mode
| g_healthTakeTime <number>
|
| Unknown | g_kickAmplitude
|
| Unknown | g_kickTime
|
| Unknown | g_maxShowDistance
|
| Unknown | g_monsters
|
| Control the weapon sway in MP | g_mpWeaponAngleScale <number>
|
| Show muzzle flashes | g_muzzleFlash <0 or 1>
|
| If nightmare mode is allowed | g_nightmare <0 or 1>
|
| Game password | g_password <password>
|
| Show dynamic lights on projectiles | g_projectileLights
|
| Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green
| g_showActiveEntities |
| Enable ejected shells from weapon | g_showBrass
|
| Display current frame number for camera when playing cinematics
| g_showcamerainfo |
| Unknown | g_showCollisionModels
|
| Unknown | g_showCollisionTraces
|
| Unknown | g_showCollisionWorld
|
| Draw boxes around monsters that targeted player
| g_showEnemies |
| Unknown | g_showEntityInfo
|
| Unknown | g_showHud |
| Enable shadow of player model | g_showPlayerShadow
|
| Enable display of player hit percentage |
g_showProjectilePct |
| Toggle hit % to HUD | g_showprojectilepct 1
|
| Unknown | g_showPVS |
| Draw entities and their targets; hidden entities are gray
| g_showTargets |
| Display current animation and frame number for testmodels.
| g_showTestModelFrame |
| Draw trigger entities (orange) and their targets (green); disabled triggers are gray.
| g_showTriggers |
| Unknown | g_showviewpos
|
| Unknown | g_skill |
| Unknown | g_skipFX |
| Unknown | g_skipParticles
|
| Skip damage and other view effects | g_skipViewEffects
|
| Let spectators talk to everyone during game
| g_spectatorChat |
| Unknown | g_stopTime
|
| Draw arrows over teammates in team deathmatch
| g_TDMArrows |
| Unknown | g_testDeath
|
| Unknown | g_testHealthVision
|
| Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once
| g_testModelAnimate |
| Number of frames to blend | g_testModelBlend
|
| Test model rotation speed | g_testModelRotate
|
| Test particle visualation; set by the particle editor
| g_testParticle |
| Name of the particle being tested by the particle editor
| g_testParticleName |
| Name of material to draw over screen | g_testPostProcess
|
| When non-zero, shows entities whose think functions exceeded the number of milliseconds specified
| g_timeEntities <number> |
| scale damage and armor dynamically to keep player alive more often
| g_useDynamicProtection |
| Unknown | g_vehicleForce
|
| Unknown | g_vehicleVelocity
|
| Unknown | g_viewNodalX
|
| Unknown | g_viewNodalZ
|
| Show available memory | game_memory
|
| Cause a game error | gameError
|
| Kick player from multi-player game | gameKick <name>
|
| Print current view position | getviewpos
|
| Display graphics card details | gfxinfo
|
| Spawn indicated item | give <item name>
|
| Full weapons and ammunition | give all
|
| Full ammunition for current weapons | give ammo
|
| Armor to 125 | give armor
|
| Health to 100 | give health
|
| All keys | give keys
|
| BFG | give weapon_bfg
|
| Chainsaw | give weapon_chainsaw
|
| Machine gun | give weapon_machinegun
|
| Plasmagun | give weapon_plasmagun
|
| Rocket launcher | give weapon_rocketlauncher
|
| Shotgun | give weapon_shotgun
|
| God mode1 | god
|
| Unknown | gui_configServerRate
|
| Unknown | gui_debug |
| Unknown | gui_edit |
| Gametype filter | gui_filter_gameType
|
| Password filter | gui_filter_password
|
| Players filter | gui_filter_players
|
| Unknown | gui_mediumFontLimit
|
| Unknown | gui_smallFontLimit
|
| Send heartbeat to master servers | Heartbeat
|
| Show help | help |
| Hitch the game | hitch
|
| Show IK debug lines | ik_debug
|
| Enable IK | ik_enable
|
| Name of log file; if empty "qconsole.log" will be used
| ilFileName |
| Set the maximum texture anisotropy if available
| image_anisotropy <number>
|
| Maximum MB reserved for temporary loading of full-sized precompressed images
| image_cacheMegs <number>
|
| Maximum KB of precompressed files to read at specification time
| image_cacheMinK <number>
|
| See texture MIP usage | image_colorMipLevels
|
| Control texture downsampling | image_downSize
|
| Control normal map downsampling | image_downSizeBump
|
| Control normal map downsample limit | image_downSizeBumpLimit
|
| Control diffuse map downsample limit | image_downSizeLimit
|
| Control specular downsampling | image_downSizeSpecular
|
| Control specular downsampled limit | image_downSizeSpecularLimit
|
| Change texture filtering on mipmapped images
| image_filter |
| Unknown | image_forceDownSize
|
| Ignore high quality setting on materials |
image_ignoreHighQuality |
| Change lod bias on mipmapped images | image_lodbias
|
| If 0, dynamically load all images | image_preload <0 or 1>
|
| Round bad sizes down to nearest power of two
| image_roundDown |
| If 1, print number of outstanding background loads
| image_showBackgroundLoads<0 or 1>
|
| Allow alpha/intensity/luminance luminance+alpha
| image_useAllFormats |
| If 1, do background load image caching |
image_useCache <0 or 1> |
| If 0, force everything to high quality |
image_useCompression <0 or 1>
|
| If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available
| image_useNormalCompression <0-2>
|
| Write batch file for offline compression of .DDS files
| image_useOfflineCompression |
| Use .DDS files if present | image_usePrecompressedTextures
|
| Write .tgas of the final normal maps for debugging
| image_writeNormalTGA |
| Write .TGAs of the final palletized normal maps for debugging
| image_writeNormalTGAPalletized |
| Write .DDS files if necessary | image_writePrecompressedTextures
|
| Write .TGAs of the non normal maps for debugging
| image_writeTGA |
| Always run (reverse _speed button) in multi-player mode
| in_alwaysRun |
| Angle change scale when holding _speed button
| in_anglespeedkey |
| Look around with mouse (reverse _mlook button)
| in_freeLook |
| Enable mouse input | in_mouse
|
| Pitch change speed when holding _lookUp or _lookDown button
| in_pitchspeed |
| Restart the input system | in_restart
|
| Yaw change speed when holding _left or _right button
| in_yawspeed |
| Keep last test model in the game | keepTestModel
|
| Kick client by connection number | kick
|
| Kill current target; suicide if no one is targeted
| kill |
| Kill the player | kill
|
| Kill all monsters in current level | killmonsters
|
| Kill all moving enemies | killmoveables
|
| Kill all non-moving enemies | killragdolls
|
| Scan LAN for servers | LANScan
|
| Show LCP solver failures | lcp_showFailures
|
| List active game entities | listActiveEntities
|
| List articulated figures | listAF
|
| List all animations | listAnims
|
| List audios | listAudios
|
| List key bindings | listBinds
|
| List game classes | listClasses
|
| List commands | listCmds
|
| List collision models | listCollisionModels
|
| List cvars | listCvars
|
| List all decls | listDecls
|
| List all keys used by dictionaries | listDictKeys
|
| List all values used by dictionaries | listDictValues
|
| List emails | listEmails
|
| List game entities | listEntities
|
| Lists indicated def file settings | listentitydefs
|
| List FX systems | listFX
|
| List game commands | listGameCmds
|
| List GUIs | listGuis
|
| List decl text character frequencies | listHuffmanFrequencies
|
| List images | listImages
|
| Lists indicated def file settings | listlightdefs
|
| List all debug lines | listLines
|
| List materials | listMaterials
|
| List model defs | listModelDefs
|
| List all models | listModels
|
| List all video modes | listModes
|
| Lists images of monsters | listmonsters
|
| List particle systems | listParticles
|
| List PDAs | listPDAs
|
| List the entity defs | listRenderEntityDefs
|
| List renderer commands | listRendererCmds
|
| List the light defs | listRenderLightDefs
|
| List scanned servers | listServers
|
| List skins | listSkins
|
| List sound commands | listSoundCmds
|
| List active sound decoders | listSoundDecoders
|
| List all sounds | listSounds
|
| List sound shaders | listSoundShaders
|
| List the spawn args of an entity | listSpawnArgs
|
| List system commands | listSystemCmds
|
| List tables | listTables
|
| List script threads | listThreads
|
| List tool commands | listToolCmds
|
| List type info | listTypeInfo
|
| List vertex cache | listVertexCache
|
| List videos | listVideos
|
| Load a game | loadGame
|
| Localize GUIs | localizeGuis
|
| Localize maps | localizeMaps
|
| If 1, buffer log; if 2, flush after each print
| logFile <1 or 2> |
| Mouse pitch scale | m_pitch
|
| Show mouse movement | m_showMouseRate
|
| Number of samples blended for mouse viewing
| m_smooth |
| Mouse strafe movement scale | m_strafeScale
|
| Number of samples blended for mouse moving |
m_strafeSmooth |
| Mouse yaw scale | m_yaw
|
| Make an ambient map | makeAmbientMap
|
| Process giant images | MakeMegaTexture
|
| Play indicated map | map game/<map name>
|
| Create memory dump | memoryDump
|
| Create a compressed memory dump | memoryDumpCompressed
|
| Valid skins (including flushing referenced pak files); decreased if over 0
| mod_validSkins |
| Modify shader parms on all lights | modulateLights
|
| Show next animation on test model | nextAnim
|
| Show next animation frame on test model |
nextFrame |
| Teleport player to the next func_static with a GUI
| nextGUI |
| Load next map on the server | nextMap
|
| Disable collision detection for the player |
noclip |
| Ignored by most enemies | notarget
|
| Unknown | overlaygui
|
| Print tokenized string | parse
|
| Unknown | parsewait |
| List search paths | path
|
| Play back a command demo | playCmdDemo
|
| Play back a demo | playDemo
|
| Set the given model on the player | playerModel <model name>
|
| Milliseconds the player can go without air before damage starts
| pm_air <number> |
| x/y size of player's bounding box | pm_bboxwidth
|
| Unknown | pm_bobpitch
|
| Unknown | pm_bobroll
|
| Unknown | pm_bobup |
| Bob much faster when crouched | pm_crouchbob
|
| Height of player's bounding box while crouched
| pm_crouchheight <number>
|
| Time it takes for player's view to change from standing to crouching
| pm_crouchrate <number>
|
| Speed the player can move while crouched |
pm_crouchspeed <number> |
| Height of player's view while crouched |
pm_crouchviewheight <number>
|
| Height of player's bounding box while dead |
pm_deadheight <number> |
| Height of player's view while dead | pm_deadviewheight <number>
|
| Approximate height the player can jump |
pm_jumpheight <number> |
| Amount player's view can look down | pm_maxviewpitch <number>
|
| Amount player's view can look up; negative values are up
| pm_minviewpitch <number>
|
| Draw camera from POV of player model; 1 = always, 2 = when dead
| pm_modelView <1 or 2> |
| Speed the player can move while in noclip |
pm_noclipspeed <number> |
| Height of player's bounding box while standing
| pm_normalheight <number>
|
| Height of player's view while standing |
pm_normalviewheight <number>
|
| Bob faster when running | pm_runbob
|
| Unknown | pm_runpitch
|
| Unknown | pm_runroll
|
| Speed the player can move while running |
pm_runspeed <number> |
| Size of the spectator bounding box | pm_spectatebbox <number>
|
| Speed the player can move while spectating |
pm_spectatespeed <number> |
| Length of time player can run | pm_stamina <number>
|
| Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge.
| pm_staminarate <number>
|
| When stamina is below this value, player slows to a walk
| pm_staminathreshold <number>
|
| Maximum height player can step up without jumping
| pm_stepsize <number> |
| Toggle third person view | pm_thirdperson <0 or 1>
|
| Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front
| pm_thirdPersonAngle <0-180>
|
| Clip third person view into world space |
pm_thirdPersonClip |
| Enable third person view when player dies |
pm_thirdPersonDeath |
| Height of camera from normal view height in third person
| pm_thirdPersonHeight <number>
|
| Camera distance from player in third person
| pm_thirdPersonRange <number>
|
| Use cylinder approximation instead of bounding box for player collision detection
| pm_usecylinder |
| Bob slowly when walking | pm_walkbob
|
| Player's walking speed | pm_walkspeed <number>
|
| Remove last created light | popLight
|
| Show previous animation on test model | prevAnim
|
| Show previous animation frame on test model
| prevFrame |
| Print an articulated figure | printAF
|
| Print an Audio | printAudio
|
| Print an email | printEmail
|
| Print an entity def | printEntityDef
|
| Print an FX system | printFX
|
| Print a material | printMaterial
|
| Print model info | printModel
|
| Print a model def | printModelDefs
|
| Print a particle system | printParticle
|
| Print a PDA | printPDA
|
| Unknown | printshader
|
| Print a skin | printSkin
|
| Print a sound shader | printSoundShader
|
| Print a table | printTable
|
| Print an Video | printVideo
|
| Prompt and set the CD Key | promptKey
|
| Quit the game | quit
|
| Change gamma tables | r_brightness
|
| Set brightness level | r_brightness <number>
|
| arbfp1, fp30 | r_cgFragmentProfile
|
| arbvp1, vp20, vp30 | r_cgVertexProfile
|
| Compare all surface bounds with precalculated ones
| r_checkBounds |
| Force screen clear every frame; 1 = purple, 2 = black, R G B = custom
| r_clear <1, 2, or R G B value>
|
| Custom screen height | r_customHeight <number>
|
| Custom screen width | r_customWidth <number>
|
| Step size of arrow cone line rotation in degrees
| r_debugArrowStep <number>
|
| Perform depth test on debug lines | r_debugLineDepthTest
|
| Width of debug lines | r_debugLineWidth <number>
|
| Draw a filled polygon | r_debugPolygonFilled
|
| Used during development to show IHV's their problems
| r_demonstrateBug |
| Optional display refresh rate option for vid mode
| r_displayRefresh |
| Force a call to glFinish() every frame |
r_finish |
| Scale flare deforms from the material def |
r_flareSize |
| Draw all images to screen after registration
| r_forceLoadImages |
| Draw to front buffer for debugging | r_frontBuffer
|
| 0 = windowed, 1 = full screen | r_fullscreen <0 or 1>
|
| Change gamma tables | r_gamma
|
| Set gamma level | r_gamma <0-3>
|
| "opengl32", etc. | r_glDriver <value>
|
| Fraction to smear across neighbors | r_hdr_bloomFraction
|
| Maximum light scale | r_hdr_exposure
|
| Monitor gamma power | r_hdr_gamma
|
| Random dither in monitor space | r_hdr_monitorDither
|
| Use a floating point rendering buffer | r_hdr_useFloats
|
| Random debugging without defining new vars |
r_ignore |
| Random debugging without defining new vars |
r_ignore2 |
| Ignore GL errors | r_ignoreGLErrors
|
| Ignore the fragment program extension | r_inhibitFragmentProgram
|
| Randomly subpixel jitter the projection matrix
| r_jitter |
| Offset of joint names when r_showskel is set to 1
| r_jointNameOffset |
| Size of joint names when r_showskel is set to 1
| r_jointNameScale |
| Light all the back faces, even when they would be shadowed
| r_lightAllBackFaces |
| All light intensities are multiplied by this
| r_lightScale |
| Soft-shadow sampling | r_lightSourceRadius
|
| Allow moving the view point without changing the composition of the scene, including culling
| r_lockSurfaces |
| Number of frames to emit GL logs | r_logFile
|
| Override all materials | r_materialOverride
|
| Draw only a specific level | r_megaTextureLevel
|
| Combine model surfaces with the same material
| r_mergeModelSurfaces |
| Video mode number | r_mode
|
| Number of antialiasing samples | r_multiSamples
|
| Near Z clip plane distance | r_near
|
| Polygon offset parameter | r_offsetfactor
|
| Polygon offset parameter | r_offsetunits
|
| Perform index reorganization to optimize vertex use
| r_orderIndexes |
| Hardware specific renderer path to use |
r_renderer |
| Scale factor for jitter bias | r_sb_biasScale
|
| Oversize FOV for point light side matching |
r_sb_frustomFOV |
| Scale factor for jitter offset | r_sb_jitterScale
|
| Pixel dimensions for each shadow buffer, 64 - 2048
| r_sb_lightResolution |
| Use GL_LINEAR instead of GL_NEAREST on shadow maps
| r_sb_linearFilter |
| Do not draw any occluders | r_sb_noShadows
|
| 0 = front faces; 1 = back faces; 2 = midway between them
| r_sb_occluderFacing<0-3>
|
| polygonOffset factor for drawing shadow buffer
| r_sb_polyOfsFactor |
| polygonOffset units for drawing shadow buffer
| r_sb_polyOfsUnits |
| Randomly offset jitter texture each draw |
r_sb_randomize |
| Set to 0, 1, 4, or 16 | r_sb_samples <number>
|
| Build shadows in screen space instead of on surfaces
| r_sb_screenSpaceShadow |
| Color the pixels contained in the frustum |
r_sb_showFrustumPixels |
| only draw a single side (0 to 5) of points lights
| r_sb_singleSide |
| Cull geometry to individual side frustums |
r_sb_useCulling |
| Draw offscreen | r_sb_usePbuffer
|
| Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed
| r_sb_viewResolution |
| Scale value for stencil shadow drawing |
r_shadowPolygonFactor |
| Bias value added to depth test for stencil shadow drawing
| r_shadowPolygonOffset |
| Enable shadows | r_shadows
|
| Report alloc/free counts | r_showAlloc
|
| Report sphere and box culling stats | r_showCull
|
| Report number of modeDefs and lightDefs in view
| r_showDefs |
| Report reads and writes to the demo file |
r_showDemo |
| Display contents of the depth buffer and the depth range
| r_showDepth |
| Draw lines from vertexes to center of dominant triangles
| r_showDominantTri |
| Report stats on dynamic surface generation |
r_showDynamic |
| Draw the sil edges | r_showEdges
|
| Show entity scissor rectangles | r_showEntityScissors
|
| 1 = show all images instead of rendering, 2 = show in proportional size
| r_showImages <0-2> |
| Draw screen colors based on intensity; red = 0, green = 128, blue = 255
| r_showIntensity <number>
|
| 1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
| r_showInteractionFrustums <0-3>
|
| Report interaction generation activity |
r_showInteractions |
| 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
| r_showInteractionScissors <0-2>
|
| 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
| r_showLightCount <0-3>
|
| 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
| r_showLights <0-3> |
| Report scale factor applied to drawing for overbrights
| r_showLightScale |
| Show light scissor rectangles | r_showLightScissors
|
| Display all the level images | r_showMegaTexture
|
| Draw colored blocks in each tile | r_showMegaTextureLabels
|
| Print frame memory utilization | r_showMemory
|
| Draw wireframe normals | r_showNormals
|
| 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
| r_showOverDraw <0-3> |
| Draw portal outlines in color based on passed/not passed
| r_showPortals |
| Report drawsurf/index/vertex counts | r_showPrimitives
|
| Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
| r_showShadowCount <0-4>
|
| 1 = visualize the stencil shadow volumes, 2 = draw filled in
| r_showShadows <0-2> |
| Highlight edges that are casting shadow planes
| r_showSilhouette |
| Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
| r_showSkel<0-2> |
| Show which end (front or back) is blocking |
r_showSmp |
| Show surface material name under crosshair |
r_showSurfaceInfo |
| Report surface/light/shadow counts | r_showSurfaces
|
| Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
| r_showTangentSpace <0-3>
|
| Shade triangles by texture area polarity |
r_showTexturePolarity |
| If greater than 0, draw each triangles texture (tangent) vectors
| r_showTextureVectors <number>
|
| Show intersection of an eye trace with the world
| r_showTrace |
| Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
| r_showTris <0-3> |
| if 1, put all nVidia register combiner programming in display lists
| r_showUnsmoothedTangents <0-1>
|
| Report entity and light updates and ref counts
| r_showUpdates |
| Unknown | r_showVertexCache
|
| Draw all triangles with the solid vertex color
| r_showVertexColor |
| 1 = displays the bounding boxes of all view models, 2 = print index numbers
| r_showViewEntitys <0-2>
|
| Only draw the portal area the view is actually in
| r_singleArea |
| Suppress all but one entity | r_singleEntity
|
| Suppress all but one light | r_singleLight
|
| Suppress all but one surface on each entity
| r_singleSurface |
| Only draw a single triangle per primitive |
r_singleTriangle |
| Bypass all non-interaction drawing | r_skipAmbient
|
| Do not draw anything | r_skipBackEnd
|
| Skip all blend lights | r_skipBlendLights
|
| Use flat surface instead of the bump map |
r_skipBump |
| Do all rendering, but do not actually copyTexSubImage2D
| r_skipCopyTexture |
| Leave all deform materials in their original state
| r_skipDeforms |
| Use black for diffuse | r_skipDiffuse
|
| Do not dynamically create textures | r_skipDynamicTextures
|
| Skip all fog lights | r_skipFogLights
|
| Bypass all front end work, but 2D GUI rendering still draws
| r_skipFrontEnd |
| 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events
| r_skipGuiShaders <0-3>
|
| Skip all light/surface interaction drawing |
r_skipInteractions |
| Do not do any post-interaction light scaling
| r_skipLightScale |
| Only use the lowest level image | r_skipMegaTexture
|
| Bypass all vertex/fragment program ambient drawing
| r_skipNewAmbient |
| Skip overlay surfaces | r_skipOverlays
|
| 1 = skip all particle systems | r_skipParticles <0-1>
|
| Skip all post-process renderings | r_skipPostProcess
|
| Skip 3D rendering, but pass 2D | r_skipRender
|
| Null the rendering context during backend 3D rendering
| r_skipRenderContext |
| Skip ROQ decoding | r_skipROQ
|
| Use black for specular1 | r_skipSpecular
|
| 1 = don't render any GUI elements on surfaces
| r_skipSubviews <0 or 1>
|
| Ignore the per-view suppressions | r_skipSuppress
|
| Skip the translucent interaction rendering |
r_skipTranslucent |
| 1 = do not accept any entity or light updates, making everything static
| r_skipUpdates <0 or 1>
|
| Merge normals that dot less than this | r_slopNormal <number>
|
| Merge texture coordinates this far apart |
r_slopTexCoord <number> |
| Merge xyz coordinates this far apart | r_slopVertex <number>
|
| 1 = do not render main view, allowing subviews to be debugged
| r_subviewOnly <0 or 1>
|
| Changes wglSwapIntarval | r_swapInterval
|
| Vertically scale USGS data | r_terrainScale
|
| Experiment with vertex/fragment programs |
r_testARBProgram |
| if over 0, draw a grid pattern to test gamma levels
| r_testGamma <number> |
| if over 0 draw a grid pattern to test gamma levels
| r_testGammaBias <number>
|
| if over 0 draw a grid pattern to test gamma levels
| r_testStepGamma <number>
|
| Cache snapshots of dynamic models | r_useCachedDynamicModels
|
| 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
| r_useClippedLightScissors <0-2>
|
| Put all nVidia register combiner programming in display lists
| r_useCombinerDisplayLists |
| Use pre-calculated material registers if possible
| r_useConstantMaterials |
| 0 = none, 1 = sphere, 2 = sphere and box |
r_useCulling <0-2> |
| Defer tangents calculations after deform |
r_useDeferredTangents |
| Use depth bounds test to reduce shadow fill
| r_useDepthBoundsTest |
| If 0, issue the callback immediately at update time, rather than deferring
| r_useEntityCallbacks <number>
|
| 0 = none, 1 = box | r_useEntityCulling <0 or 1>
|
| 1 = Use custom scissor rectangle for each entity
| r_useEntityScissors <0 or 1>
|
| 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
| r_useExternalShadows <0-2>
|
| if not 0, force the view frustum far distance to this distance
| r_useFrustumFarDistance <number>
|
| Use ARB_vertex_buffer_object for indexes |
r_useIndexBuffers |
| Use the no-far-clip-plane trick | r_useInfiniteFarZ
|
| 1 = cull interactions | r_useInteractionCulling <0 or 1>
|
| 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
| r_useInteractionScissors <0-2>
|
| Create a full entityDefs * lightDefs table to make finding interactions faster
| r_useInteractionTable |
| 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
| r_useLightCulling <0 or 3>
|
| Use a more precise area reference determination
| r_useLightPortalFlow |
| 1 = use custom scissor rectangle for each light
| r_useLightScissors <0 or 1>
|
| Stop pushing reference bounds early when possible
| r_useNodeCommonChildren |
| Use pass optimization for mono lights | r_useNV20MonoLights
|
| Use the dmap generated static shadow volumes
| r_useOptimizedShadows |
| 1 = use portals to perform area culling, otherwise draw everything
| r_usePortals<0 or 1> |
| 1 = do winding clipping to determine if each ambiguous tri should be lit
| r_usePreciseTriangleInteractions <0 or 1>
|
| Scissor clip as portals and lights are processed
| r_useScissor |
| Try to cull shadows from partially visible lights
| r_useShadowCulling |
| Discard triangles outside light volume before shadowing
| r_useShadowProjectedCull |
| Scissor shadows by the scissor rect of the interaction surfaces
| r_useShadowSurfaceScissor |
| Do the shadow projection in the vertex program on capable cards
| r_useShadowVertexProgram |
| Consider verts with the same XYZ, but different ST the same for shadows
| r_useSilRemap |
| Avoid redundant state changes in GL_*() calls
| r_useStateCaching |
| Cards with 3+ texture units do a two pass instead of three pass
| r_useTripleTextureARB |
| Use infinite projection with W technique for dynamic shadows
| r_useTurboShadow |
| Do stencil shadows in one pass with different ops on each side
| r_useTwoSidedStencil |
| Use ARB_vertex_buffer_object for vertexes |
r_useVertexBuffers |
| Unknown | r_vertexBufferMegs
|
| Unknown | radiant_ALTEdgeDrag
|
| Unknown | radiant_AngleSpeed
|
| Unknown | radiant_Autosave
|
| Unknown | radiant_AutosaveMinutes
|
| Unknown | radiant_camerawindow
|
| Unknown | radiant_CamXYUpdate
|
| Unknown | radiant_ChaseMouse
|
| Unknown | radiant_CubicClipping
|
| Unknown | radiant_CubicScale
|
| Unknown | radiant_entityMode
|
| Unknown | radiant_EntityShow
|
| Unknown | radiant_HiColorTextures
|
| Unknown | radiant_InspectorDockedDialogs
|
| Unknown | radiant_InspectorsWindow
|
| Unknown | radiant_LastMap
|
| Unknown | radiant_LastProject
|
| Unknown | radiant_LoadLast
|
| Unknown | radiant_LoadLastMap
|
| Unknown | radiant_LoadShaders
|
| Unknown | radiant_MainWindowPlace
|
| Unknown | radiant_ModelPath
|
| Unknown | radiant_MoveSpeed
|
| Unknown | radiant_NewFaceGrab
|
| Unknown | radiant_NewLightStyle
|
| Unknown | radiant_NewMapFormat
|
| Unknown | radiant_NewRightClick
|
| Unknown | radiant_NewTextureWindowStuff
|
| Unknown | radiant_NewVertex
|
| Unknown | radiant_NoClamp
|
| Unknown | radiant_NoStipple
|
| Unknown | radiant_QE4Paint
|
| Unknown | radiant_QE4StyleWindows
|
| Unknown | radiant_RadiantMapPath
|
| Unknown | radiant_RotateLock
|
| Unknown | radiant_Rotation
|
| Unknown | radiant_RunBefore
|
| Unknown | radiant_SavedInfo
|
| Unknown | radiant_SelectWholeEntitiesKey
|
| Unknown | radiant_SizePainting
|
| Unknown | radiant_Snapshots
|
| Unknown | radiant_SnapT
|
| Unknown | radiant_StatusPointSize
|
| Unknown | radiant_SwitchClipKey
|
| Unknown | radiant_TextureLock
|
| Unknown | radiant_TextureQuality
|
| Unknown | radiant_TextureScale
|
| Unknown | radiant_TextureScrollbar
|
| Unknown | radiant_texwindow
|
| Unknown | radiant_UndoLevels
|
| Unknown | radiant_UseDisplayLists
|
| Unknown | radiant_UseGLLighting
|
| Unknown | radiant_UseTextureBar
|
| Unknown | radiant_WideToolBar
|
| Unknown | radiant_xywindow
|
| Unknown | radiant_XZVIS
|
| Unknown | radiant_xzwindow
|
| Unknown | radiant_YZVIS
|
| Unknown | radiant_yzwindow
|
| Unknown | radiant_ZClipBottom
|
| Unknown | radiant_ZClipEnabled
|
| Unknown | radiant_ZClipTop
|
| Unknown | radiant_ZVIS
|
| Unknown | radiant_zwindow
|
| Show rigid bodies that are not at rest |
rb_showActive |
| Show rigid bodies | rb_showBodies
|
| Show the inertia tensor of each rigid body |
rb_showInertia |
| Show the mass of each rigid body | rb_showMass
|
| Show rigid body cpu usage | rb_showTimings
|
| Show the velocity of each rigid body | rb_showVelocity
|
| Unknown | recordcmddemo
|
| Start recording game demo | recorddemo
|
| Record a demo | recordDemo
|
| Record current view position with notes |
recordViewNotes |
| Re-exports models | reexportmodels
|
| Regenerates all interactions | regenerateWorld
|
| Unknown | reload |
| Reload animations | reloadanims
|
| Reload ARB programs | reloadARBprograms
|
| Reload CG programs | reloadCgPrograms
|
| Reload decls | reloadDecls
|
| Reload engine down to including the file system
| reloadEngine |
| Unknown | reloadentitydefs
|
| Unknown | reloadfx |
| Unknown | reloadguis
|
| Reload GUIs | reloadGuis
|
| Reload images | reloadImages
|
| Reload language dict | reloadLanguage
|
| Reload models | reloadModels
|
| Reload scripts | reloadScript
|
| Unknown | reloadshaders
|
| Reload all sounds | reloadSounds
|
| Unknown | reloadsoundshaders
|
| Reload the decl and images for selected surface
| reloadSurface |
| Remove an entity | remove
|
| Remove a debug line | removeline
|
| Render a bump map | renderbump
|
| Render a flat bump map | renderbumpFlat
|
| Check all referenced images for duplications
| reportImageDuplication |
| List all used materials sorted by surface area
| reportSurfaceAreas |
| Rescan serverinfo cvars and tell game | rescanSI
|
| Reset a cvar | reset
|
| Encode a roq file | roq
|
| Unknown | runaas |
| Compile an AAS file for a map | runAAS
|
| Compile AAS files for all maps in a folder |
runAASDir |
| Calculate reachability for an AAS file |
runReach |
| Unknown | s_cacheinfo
|
| Unknown | s_cacheinvalidate
|
| Unknown | s_constantAmplitude
|
| Reduce sound volume with this distance when going through a door
| s_doorDistanceAdd <number>
|
| Unknown | s_dotbias2
|
| Unknown | s_dotbias6
|
| Unknown | s_drawSounds
|
| Unknown | s_force22kHz
|
| Volume to all speakers when not spatialized
| s_globalFraction |
| Unknown | s_maxSoundsPerShader
|
| Unknown | s_meterTopTime
|
| Unknown | s_minVolume2
|
| Unknown | s_minVolume6
|
| Unknown | s_musictrack
|
| Unknown | s_noSound |
| Set number of speakers | s_numberOfSpeakers <number>
|
| Play beep for missing sounds | s_playDefaultSound
|
| Unknown | s_quadraticFalloff
|
| Unknown | s_realTimeDecoding
|
| Restart the sound system | s_restart
|
| Unknown | s_reverse |
| Unknown | s_showLevelMeter
|
| Toggle sound level display | s_showlevelmeter 1
|
| Unknown | s_showStartSound
|
| mute All sounds but this emitter | s_singleEmitter
|
| Unknown | s_spatializationDecay
|
| Set volume to subwoofer in Dolby 5.1 | s_subFraction <number>
|
| Unknown | s_useOcclusion
|
| Set sound volume; default is 0 | s_volume_db <number>
|
| Set volume in dB | s_volume_dB <number>
|
| Save a game | saveGame
|
| Save all lights to the .map file | saveLights
|
| Save all moveables to the .map file | saveMoveables
|
| Save all lights to the .map file | saveParticles
|
| Save all ragdoll poses to the .map file |
saveRagdolls |
| Save the selected entity to the .map file |
saveSelected |
| Text chat | say |
| Send message to everyone in multi-player |
say <message> |
| Team text chat | sayTeam
|
| Take a screenshot | screenshot
|
| Execute a line of script | script
|
| Mouse view sensitivity | sensitivity
|
| Force all players ready | serverForceReady
|
| Show server info | serverInfo
|
| Restart current game | serverMapRestart
|
| Change to next map | serverNextMap
|
| Set a cvar | set |
| Set a cvar and flags it as archive | seta
|
| Detect system capabilities and sets com_machineSpec to appropriate value
| setMachineSpec |
| Set a cvar and flags it as server info |
sets |
| Unknown | setstepgamma
|
| Set a cvar and flags it as tool | sett
|
| Set a cvar and flags it as user info | setu
|
| Set the current view position | setviewpos
|
| Show memory used by dictionaries | showDictMemory
|
| Show memory used by interactions | showInteractionMemory
|
| Show memory used by strings | showStringMemory
|
| Show memory used by triangle surfaces | showTriSurfMemory
|
| Show any view notes for the current map, successive calls will cycle to the next note
| showViewNotes |
| Frag limit | si_fragLimit
|
| Set game type to: singleplayer, deathmatch, tourney, team dm or last man
| si_gameType <value> |
| Map to be played next on server | si_map <map name>
|
| Engine version | si_version
|
| Do pre-game warmup | si_warmup
|
| Resize screen to smaller view | sizedown
|
| Make the rendered view smaller | sizeDown
|
| Resize screen to larger view; no effect if in fullscreen
| sizeup |
| Make the rendered view larger | sizeUp
|
| Spawn indicated model | spawn <object name>
|
| Spawn a server | spawnServer
|
| Prepare to make a build | startBuild
|
| Display game status | status
|
| Stop recording game demo | stoprecording
|
| Stop demo recording | stopRecording
|
| Unknown | sys_arch |
| Unknown | sys_cpustring
|
| Unknown | sys_lang |
| Take notes about the current map from the current view
| takeViewNotes |
| Extended take view notes | takeViewNotes2
|
| Teleport player to an entity location | teleport
|
| Test an animation | testAnim
|
| Test animation blending | testBlend
|
| Test an FX system bound to a joint | testBoneFx
|
| Unknown | testbump |
| Test a damage def | testDamage
|
| Test death | testDeath
|
| Test an FX system | testFx
|
| Test a GUI | testGUI
|
| Display given image centered on screen |
testImage |
| Test a light | testLight
|
| Test a map | testmap
|
| Test a model | testModel
|
| Unknown | testparticle
|
| Test particle stop time on a test model |
testParticleStopTime |
| Test a point light | testPointLight
|
| Write out a test savegame | testSave
|
| Test a save game for a level | testSaveGame
|
| Unknown | testshader
|
| Set a shaderParm on an existing testModel |
testShaderParm |
| Test SIMD code | testSIMD
|
| Test a skin on an existing testModel | testSkin
|
| Test a sound | testSound
|
| Unknown | testtrace |
| Display given cinematic | testVideo <name>
|
| Unknown | testwipe |
| Time a command demo | timeCmdDemo
|
| Time a demo | timeDemo
|
| Benchmark test | timedemo demo1.demo
|
| Time a demo and quits | timeDemoQuit
|
| Scales the time | timescale <number>
|
| Toggle a cvar | toggle
|
| Touch a decl | touch
|
| Touch a file | touchFile
|
| Touch a list of files | touchFileList
|
| Unknown | touchfx |
| Touch a gui | touchGui
|
| Unknown | touchmaterial
|
| Touch a model | touchModel
|
| Unknown | touchparticle
|
| Unknown | touchskin |
| Unknown | touchsound
|
| Trigger an entity | trigger
|
| Auto reload weapon | ui_autoReload
|
| Auto switch weapon | ui_autoSwitch
|
| Player name | ui_name
|
| Player is ready to start playing | ui_ready
|
| Show gun | ui_showGun
|
| Player skin | ui_skin
|
| Play or spectate | ui_spectate
|
| Player team | ui_team
|
| Unbind any command from a key | unbind
|
| Unbind any command from all keys | unbindall
|
| Unbind selected ragdoll | unbindRagdoll <name>
|
| Cause sync down of game-modified userinfo |
updateUI |
| Update to previously entered screen resize code
| vid_restart |
| Restart renderSystem | vid_restart
|
| Insert the current value of a cvar as command text
| vstr |
| Delay remaining buffered commands one or more frames
| wait |
| Advance to next weapon slot | weapnext
|
| Unknown | weapon |
| Project blood splat on the player weapon |
weaponSplat |
| Return to previous weapon slot | weapprev
|
| Print current view position | where
|
| Allow multiple instances running concurrently
| win_allowMultipleInstances |
| Disable Windows task keys | win_notaskkeys
|
| Unknown | win_outputDebugString
|
| Unknown | win_outputEditString
|
| Allow game to be updated while dragging window
| win_timerUpdate |
| Windows user name | win_username
|
| Unknown | win_viewlog
|
| Horizontal position of window | win_xpos
|
| Vertical position of window commands | win_ypos
|
| Write a command demo | writeCmdDemo
|
| Write a config file | writeConfig
|
| Write game state | writeGameState
|
| Write precache | writePrecache
|