Competitive Scene

List of Console Commands

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This is a list of console commands in Dota 2, based-on Dota 2 GC version 901 (4059 total convars/concommands).

Note: Commands with "Yes" in "Cheat?" column require sv_cheats 1 to be active before working.

Descriptions with ** denote community modified descriptions and/or other source and may not be entirely accurate.


[edit] List

[edit] _

Command Default Value Cheat? Help Text
_autosave Autosave
_autosavedangerous AutoSaveDangerous
_bugreporter_restart Restarts bug reporter .dll
_cl_minimapzoom 1
_fov 0 Automates fov command to server.
_overview_mode 1 Overview mode - 0 = off, 1 = inset, 2 = full
_record Record a demo incrementally.
_resetgamestats Erases current game stats and writes out a blank stats file
_restart Shutdown and restart the engine.

[edit] A

Command Default Value Cheat? Help Text
achievement_debug 0 Yes Turn on achievement debug msgs.
achievement_disable 0 Yes Turn off achievements.
actionpanel_frame Actionpanel set frame #.
actionpanel_resize Actionpanel force re-layout.
addip Add an IP address to the ban list.
adsp_alley_min 122
adsp_courtyard_min 126
adsp_debug 0
adsp_door_height 112
adsp_duct_min 106
adsp_hall_min 110
adsp_low_ceiling 108
adsp_opencourtyard_min 126
adsp_openspace_min 130
adsp_openstreet_min 118
adsp_openwall_min 130
adsp_room_min 102
adsp_street_min 118
adsp_tunnel_min 114
adsp_wall_height 128
ai_auto_contact_solver 1
ai_block_damage 0
ai_clear_bad_links Clears bits set on nav links indicating link is unusable
ai_debug_assault 0
ai_debug_avoidancebounds 0
ai_debug_directnavprobe 0
ai_debug_doors 0
ai_debug_dyninteractions 0 Debug the NPC dynamic interaction system.
ai_debug_efficiency 0
ai_debug_enemies 0
ai_debug_expressions 0 Show random expression decisions for NPCs.
ai_debug_follow 0
ai_debug_loners 0
ai_debug_looktargets 0
ai_debug_los 0 yes **NPC Line-Of-Sight debug mode. 1 = Highlights all things that currently block line of sight. 2 = Highlights all things that can potentially block line of sight as well (like disabled brushes that can be enabled). [1]
ai_debug_nav 0
ai_debug_node_connect Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets 0
ai_debug_shoot_positions 0 Yes
ai_debug_speech 0
ai_debug_squads 0
ai_debug_think_ticks 0
ai_debugscriptconditions 0
ai_default_efficient 0
ai_disable 0 **Allows you to enable / disable the AI of all NPCs in the game. Disabled NPCs won't "think", but the rest of the game code continues to run. [2]
ai_drawbattlelines 0 Yes
ai_drop_hint Drop an ai_hint at the player's current eye position.
ai_efficiency_override 0
ai_enable_fear_behavior 1
ai_expression_frametime 0 Maximum frametime to still play background expressions.
ai_expression_optimization 0 Disable npc background expressions when you can't see them.
ai_fear_player_dist 720
ai_find_lateral_cover 1
ai_find_lateral_los 1
ai_follow_use_points 1
ai_follow_use_points_when_moving 1
ai_force_serverside_ragdoll 1
ai_frametime_limit 50 Frametime limit for min efficiency AIE_NORMAL (in sec's).
ai_hull Controls which connections are shown when ai_show_hull or ai_show_connect commands are used. Arguments: NPC name or classname (incomplete description)
ai_lead_time 0
ai_LOS_mode 0
ai_moveprobe_debug 0
ai_moveprobe_jump_debug 0
ai_moveprobe_usetracelist 0
ai_nav_debug_experimental_pathing 0 Draw paths tried during search for bodysnatcher pathing
ai_navigator_generate_spikes 0
ai_navigator_generate_spikes_strength 8
ai_next_hull Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are (incomplete description). See also [3]
ai_no_local_paths 0
ai_no_node_cache 0
ai_no_select_box 0
ai_no_steer 0
ai_no_talk_delay 0
ai_nodes **Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes' Hammer ID. [3]
ai_norebuildgraph 0
ai_path_adjust_speed_on_immediate_turns 1
ai_path_insert_pause_at_est_end 1
ai_path_insert_pause_at_obstruction 1
ai_post_frame_navigation 0
ai_radial_max_link_dist 512
ai_reaction_delay_alert 0
ai_reaction_delay_idle 0
ai_rebalance_thinks 1
ai_report_task_timings_on_limit 0
ai_resume If NPC is stepping through tasks (see ai_step) will resume normal processing.
ai_sequence_debug 0
ai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking steps
ai_setenabled 0 Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
ai_setupbones_debug 0 Shows that bones that are setup every think
ai_shot_bias 1
ai_shot_bias_max 1
ai_shot_bias_min -1
ai_shot_stats 0
ai_shot_stats_term 1000
ai_show_connect **Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green, Blue, Cyan, Grey, Dark red, Bright red. See also [3] for more information.
ai_show_connect_crawl **Refer to ai_show_connect.
ai_show_connect_fly **Refer to ai_show_connect.
ai_show_connect_jump **Refer to ai_show_connect.
ai_show_graph_connect **Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue. [4]
ai_show_grid Draw a grid on the floor where looking.
ai_show_hints Displays all hints as small boxes: Blue - hint is available for use; Red - hint is currently being used by an NPC; Orange - Hint not being used by timed out; Grey - Hint has been disabled. [4]
ai_show_hull **Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - Ground movement; Blue - Jumping movement; Cyan - Flying movement; Magenta - Climbing movement. [4]
ai_show_hull_attacks 0
ai_show_node Highlight the specified node
ai_show_think_tolerance 0
ai_show_visibility Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue. [4]
ai_simulate_task_overtime 0
ai_spread_cone_focus_time 0
ai_spread_defocused_cone_multiplier 3
ai_spread_pattern_focus_time 0
ai_step NPCs will freeze after completing their current task. To complete the next task, use ai_step again. To resume processing normally use ai_resume. [4]
ai_strong_optimizations 0
ai_strong_optimizations_no_checkstand 0
ai_task_pre_script 0
ai_test_los Test AI LOS from the player's POV
ai_test_moveprobe_ignoresmall 0
ai_think_limit_label 0
ai_use_clipped_paths 1
ai_use_efficiency 1
ai_use_frame_think_limits 1
ai_use_think_optimizations 1
ai_use_visibility_cache 1
ai_vehicle_avoidance 1 Yes
ainet_generate_report Generate a report to the console.
ainet_generate_report_only Generate a report to the console.
air_density Changes the density of air for drag computations.
alias Alias a command.
all_pick_force_test 0
anim_3wayblend 1 Toggle the 3-way animation blending code.
anim_showmainactivity 0 Yes Show the idle, walk, run, and/or sprint activities.
askconnect_accept Accept a redirect request by the server.
asw_engine_finished_building_map Notify engine that we've finished building a map.
async_allow_held_files 1 Allow AsyncBegin/EndRead()
async_mode 0 Set the async filesystem mode (0 = async, 1 = synchronous)
async_serialize 0 Force async reads to serialize for profiling
async_simulate_delay 0 Simulate a delay of up to a set msec per file operation
audit_save_in_memory Audit the memory usage and files in the save-to-memory system
autoaim_max_deflect 0
autoaim_max_dist 2160
autosave Autosave
autosavedangerous AutoSaveDangerous

[edit] B

Command Default Value Cheat? Help Text
banid Add a user ID to the ban list.
banip Add an IP address to the ban list.
bench_end Ends gathering of info.
bench_showstatsdialog Shows a dialog displaying the most recent benchmark results.
bench_start Starts gathering of info. Arguments: filename to write results into
bench_upload Uploads most recent benchmark stats to the Valve servers.
benchframe Takes a snapshot of a particular frame in a time demo.
bind Bind a key.
BindToggle Performs a bind <key> 'increment var <cvar> 0 1 1'
blackbox 0
blackbox_dump Dump the contents of the blackbox
blackbox_record Record an entry into the blackbox
BlendBonesMode 2
blink_duration 0 How many seconds an eye blink will last.
bot_mimic 0 Bot uses usercmd of player by index.
box Draw a debug box.
breakable_disable_gib_limit 0
breakable_multiplayer 1
buddha Toggle. Player takes damage but won't die (Shows red cross when health is zero).
budget budget
budget_averages_window 30 Number of frames to look at when figuring out average frametimes.
budget_background_alpha 128 How translucent the budget panel is.
budget_bargraph_background_alpha 128 How translucent the budget panel is.
budget_bargraph_range_ms 16 Budget bargraph range in milliseconds.
budget_history_numsamplesvisible 100 Number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel

(incomplete description)

budget_history_range_ms 66 Budget history range in milliseconds
budget_panel_bottom_of_history_fraction 0 Number between 0 and 1
budget_panel_height 384 Height in pixels of the budget panel
budget_panel_width 512 Width in pixels of the budget panel
budget_panel_x 0 Number of pixels from the left side of the game screen to draw the budget panel.
budget_panel_y 50 Number of pixels from the top side of the game screen to draw the budget panel.
budget_peaks_window 30 Number of frames to look at when figuring out peak frametimes.
budget_show_averages 0 Enable/disable averages in the budget panel.
budget_show_history 1 Turn history graph off and on. Good to turn off on low end.
budget_show_peaks 1 Enable/disable peaks in the budget panel.
budget_toggle_group Turn a budget group on/off.
bug Show the bug reporting UI.
bug_swap Automatically swaps the current weapon for the bug bait and back again.
bugreporter_console_bytes 15000 Max # of console bytes to put into bug report body (full text still attached).
bugreporter_includebsp 1 Include .bsp for internal bug submissions.
bugreporter_snapshot_delay 0 Frames to delay before taking snapshot.
bugreporter_uploadasync 0 Upload attachments asynchronously.
bugreporter_username 0 Username to use for bugreporter.
buildcubemaps Rebuild cubemaps.
building_cubemaps 0

[edit] C

Command Default Value Cheat? Help Text
c_maxdistance 200
c_maxpitch 90
c_maxyaw 135
c_mindistance 30
c_minpitch 0
c_minyaw -135
c_orthoheight 100
c_orthowidth 100
c_thirdpersonshoulder 0
c_thirdpersonshoulderaimdist 120
c_thirdpersonshoulderdist 40
c_thirdpersonshoulderheight 5
c_thirdpersonshoulderoffset 20
cache_print cache_print [section]. Print out contents of cache memory.
cache_print_lru cache_print_lru [section]. Print out contents of cache memory.
cache_print_summary cache_print_summary [section]. Print out a summary contents of cache memory.
cam_collision 1 When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
cam_command Tells camera to change modes.
cam_idealdelta 4 Controls the speed when matching offset to ideal angles in thirdperson view.
cam_idealdist 150
cam_ideallag 4 Amount of lag used when matching offset to ideal angles in thirdperson view.
cam_idealpitch 0
cam_idealyaw 0
cam_showangles 0 Yes When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
cam_snapto 0
camortho Switch to orthographic camera.
can_show_full_ui Check show full UI stat.
cc_captiontrace 1 Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cast_hull Tests hull collision detection.
cast_ray Tests collision detection.
cc_captiontrace 1 Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_emit Emits a closed caption.
cc_findsound Searches for soundname which emits specified text.
cc_flush Flushes async'd captions.
cc_lang 0 Current close caption language (emtpy = use game UI language).
cc_linger_time 1 Close caption linger time.
cc_minvisibleitems 1 Minimum number of caption items to show.
cc_norepeat 5 In multiplayer games don't repeat captions more often than this many seconds.
cc_predisplay_time 0 Close caption delay before showing caption.
cc_random Emits a random caption
cc_sentencecaptionnorepeat 4 How often a sentence can repeat.
cc_showblocks Toggles showing which blocks are pending/loaded async.
cc_showmissing 0 Show missing closecaption entries.
cc_subtitles 0 If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
ch_createairboat Spawn airboat in front of the player.
ch_createjeep Spawn jeep in front of the player.
changelevel Change server to the specified map.
changelevel2 Transition to the specified map in single player.
chat_channel_debug Print members of a chat channel.
chat_clear Clears all chat history.
chat_join Join a chat channel.
chat_leave Leave a chat channel.
chat_say Send a message to the specified channel.
chat_sound 0 If enabled play sound when receiving chat messages.
chat_wheel_phrase_0 8
chat_wheel_phrase_1 1
chat_wheel_phrase_2 2
chat_wheel_phrase_3 3
chat_wheel_phrase_4 4
chat_wheel_phrase_5 5
chat_wheel_phrase_6 6
chat_wheel_phrase_7 7
+chatwheel Opens chatwheel menu while held.
-chatwheel Executes the highlighted chatwheel menu item.
chatwheel_say Send a chatwheel message. Usage: chatwheel_say <messagenum>. For a full list of messages and their corresponding commands, check Chat Wheel.
chet_debug_idle 0 1 = many debug prints to help track down the TLK_IDLE issue. 2 = super verbose info.
circle_paintsplat_alpha_offset 1 Yes Alpha offset from max radius of the splat circle, -1 = no offset
circle_paintsplat_bias 0 Yes Change bias value for computing circle buffer.
circle_paintsplat_enabled 1 Yes
circle_paintsplat_max_alpha_noise 128 Yes Max noise value of circle alpha.
circle_paintsplat_noise_enabled 1 Yes
circle_paintsplat_radius 4 Yes Change the radius of circle in paintmap.
cl_aggregate_particles 1
cl_allowdownload 1 Client downloads customization files.
cl_allowupload 1 Client uploads customization files.
cl_ambient_light_disableentities 0 Disable map ambient light entities.
cl_anglespeedkey 0
cl_animationinfo Hud element to examine.
cl_backspeed 450 Yes
cl_biofeedback_collection_window 120 Number of seconds of biofeedback data to use in human player excitement calculation.
cl_blobulator_freezing_max_metaball_radius 12 Setting this can create more complex surfaces on large hitboxes at the cost of performance.
cl_blurClearAlpha 0 0-255, but 0 has errors at the moment.
cl_blurDebug 0
cl_blurPasses 1
cl_blurTapSize 0
cl_burninggibs 0 A burning player that gibs has burning gibs.
cl_cache_sendtable 1 Cache sendtables.
cl_camera_follow_bone_index -2 Yes Index of the bone to follow. -2 = disabled. -1 = root bone. 0+ is bone index.
cl_chat_active 0
cl_chatfilters 31 Stores the chat filter settings.
cl_class 0 Default class when joining a game.
cl_clearhinthistory Clear memory of client side hints displayed to the player.
cl_clock_correction 1 Yes Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount 200 Yes **Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset [5]
cl_clock_correction_adjustment_max_offset 90 Yes **As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small. [5]
cl_clock_correction_adjustment_min_offset 10 Yes If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick 999 Yes Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo 0 Yes Show debugging info about the clock drift.
cl_clockdrift_max_ms 150 Yes 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 Yes Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdrate 30 Max number of command packets sent to server per second. **Additional notes: cl_cmdrate and cl_updaterate are clamped between 20 - 40 on server side. Modifying this value outside the range will yield no additional benefit to the network connection between the server and client. [6]
cl_colorfastpath 0
cl_customsounds 0 Enable customized player sound playback.
cl_demoviewoverride 0 Override view during demo playback.
cl_detail_multiplier 1 Yes Extra details to create.
cl_detaildist 1024 Distance at which detail props are no longer visible.
cl_detailfade 400 Distance across which detail props fade in.
cl_disable_ragdolls 0 Yes
cl_disable_water_render_targets 0
cl_dota_cd_captain_pick_time 10 Yes
cl_dota_cm_captain_pick_time 10 Yes
cl_dota_showents Dump entity list to console.
cl_dota_speech_announcer_holiday 0 Set to enable special seasonal announcer
cl_dota_speech_spec_ancientattack 1 Set to 0 to prevent hearing 'your ancient is under attack' lines.
cl_dota_speech_spec_barracksattack 1 Set to 0 to prevent hearing 'your rax is under attack' lines.
cl_dota_speech_spec_barracksfalls 1 Set to 0 to prevent hearing 'your rax has fallen' lines.
cl_dota_speech_spec_enemybasefalls 1 Set to 0 to prevent hearing 'enemy's tower/rax has fallen' lines.
cl_dota_speech_spec_idles 1 Set to 0 to prevent hearing announcers' idle lines.
cl_dota_speech_spec_towerattack 1 Set to 0 to prevent hearing 'your tower is under attack' lines.
cl_dota_speech_spec_towerfalls 1 Set to 0 to prevent hearing 'your tower has fallen' lines.
cl_downloadfilter 0 Determines which files can be downloaded from the server (all, , nosounds)
cl_drawhud 1 Yes Enable the rendering of the HUD.
cl_drawleaf -1 Yes
cl_drawmaterial 0 Yes Draw a particular material over the frame.
cl_drawmonitors 1
cl_drawshadowtexture 0 Yes
cl_dump_particle_stats dump particle profiling info to particle_profile.csv.
cl_dumpplayer Dumps info about a player.
cl_dumpsplithacks Dump split screen workarounds.
cl_ejectbrass 1
cl_enable_remote_splitscreen 0 Allows viewing of nonlocal players in a split screen fashion.
cl_ent_absbox Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox Displays the client's render box for the entity under the crosshair.
cl_entityreport 0 Yes For debugging, draw entity states to console.
cl_extrapolate 0 Yes Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount 0 Yes Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites 1 Yes Whether to use new detail sprite system
cl_fasttempentcollision 5
cl_find_ent Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
cl_find_ent_index Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
cl_flushentitypacket 0 Yes For debugging. Force the engine to flush an entity packet.
cl_forcepreload 0 Whether we should force preloading.
cl_forwardspeed 450 Yes
cl_foundry_ShowEntityHighlights 1
cl_fullupdate Forces the server to send a full update packet
cl_globallight_debug 0
cl_globallight_depth_bias -999
cl_globallight_expansion 200
cl_globallight_freeze 0
cl_globallight_orig_calc_frustum 1
cl_globallight_shadow_mode 2
cl_globallight_slope_scale_depth_bias -999
cl_globallight_use_alt_focus_region 0
cl_globallight_use_optimized_calc_frustum 1
cl_globallight_world_bottom_height 0
cl_globallight_world_top_height 1060
cl_idealpitchscale 0
cl_ignorepackets 0 Yes Force client to ignore packets (for debugging).
cl_inspect Dump information on all script entities with a given name. You can also specify by number.
cl_interp 0 Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all 0 Disable interpolation list optimizations.
cl_interp_hermite 1 Yes Set to zero do disable hermite interpolation.
cl_interp_npcs 0 Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interp_ratio 2 Sets the interpolation amount (final amount is cl_interp_ratio/ cl_updaterate).
cl_interp_threadmodeticks 0 Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_jiggle_bone_debug 0 Yes Display physics-based 'jiggle bone' debugging information.
cl_jiggle_bone_debug_pitch_constraints 0 Yes Display physics-based 'jiggle bone' debugging information.
cl_jiggle_bone_debug_yaw_constraints 0 Yes Display physics-based 'jiggle bone' debugging information.
cl_jiggle_bone_invert 0 Yes
cl_jiggle_bone_sanity 1 Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_lagcomp_errorcheck 0 Player index of other player to check for position errors.
cl_lagcompensation 1 Perform server side lag compensation of weapon firing events.
cl_language 0 Language (from Steam API).
cl_leafsystemvis 0 Yes
cl_leveloverview 0 Yes
cl_leveloverviewmarker 0 Yes
cl_logofile 0 Spraypoint logo decal.
cl_maxrenderable_dist 3000 Yes Max distance from the camera at which things will be rendered
cl_modelfastpath 1
cl_mouseenable 1
cl_mouselook 1 Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_observercrosshair 1
cl_overdraw_test 0 Yes
cl_panelanimation blank for all panels>.
cl_particle_batch_mode 1
cl_particle_fallback_base 4 Base for falling back to cheaper effects under load.
cl_particle_fallback_multiplier 0 Multiplier for falling back to cheaper effects under load.
cl_particle_forceinstantiate 0 Yes Force effects to simulate when far off screen.
cl_particle_sim_fallback_base_multiplier 5 How aggressive the switch to fallbacks will be depending on how far over the

cl_particle_sim_fallback_threshold_ms the sim time.

cl_particle_sim_fallback_threshold_ms 6 Amount of simulation time that can elapse before new systems start falling back to cheaper versions.
cl_particle_simulate 1 Yes Enables/Disables Particle Simulation
cl_particles_dumplist Dump all new particles, optional name substring.
cl_particles_show_bbox 0 Yes
cl_particles_show_controlpoints 0 Yes
cl_pclass 0 Yes Dump entity by prediction classname.
cl_pdump -1 Yes Dump info about this entity to screen.
cl_phys_block_dist 1
cl_phys_block_fraction 0
cl_phys_maxticks 3 Sets the max number of physics ticks allowed for client-side physics (ragdolls).
cl_phys_timescale 1 Yes Sets the scale of time for client-side physics (ragdolls).
cl_pitchdown 89 Yes
cl_pitchspeed 225
cl_pitchup 89 Yes
cl_playback_screenshots 0 Allows the client to playback screenshot and jpeg commands in demos.
cl_playerspraydisable 0 Disable player sprays.
cl_precacheinfo Show precache info (client).
cl_pred_doresetlatch 1
cl_pred_error_verbose 0 Show more field info when spewing prediction errors.
cl_pred_optimize 2 Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_pred_track <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
cl_predict 0 Yes Perform client side prediction.
cl_predictioncopy_describe Describe datamap_t for entindex
cl_predictionlist 0 Yes Show which entities are predicting
cl_predictweapons 1 Perform client side prediction of weapon effects.
cl_ragdoll_collide 0
cl_ragdoll_gravity 386 Yes Sets the gravity client-side ragdolls.
cl_removedecals Remove the decals from the entity under the crosshair.
cl_report_soundpatch Reports client-side sound patch count.
cl_resend 6 Delay in seconds before the client will resend the connect attempt.
cl_retire_low_priority_lights 0 Low priority dlights are replaced by high priority ones.
cl_rr_reloadresponsesystems Reload all response system scripts.
cl_screenshotname 0 Custom Screenshot name
cl_script Run the text as a script.
cl_script_add_debug_filter Add a filter to the game debug overlay.
cl_script_add_watch Add a watch to the game debug overlay.
cl_script_add_watch_pattern Add a watch to the game debug overlay.
cl_script_attach_debugger Connect the vscript VM to the script debugger.
cl_script_clear_watches Clear all watches from the game debug overlay.
cl_script_debug Toggle the in-game script debug features.
cl_script_dump_all Dump the state of the VM to the console.
cl_script_execute Run a vscript file.
cl_script_find Find a key in the VM.
cl_script_help Output help for script functions, optionally with a search string.
cl_script_reload Reload scripts.
cl_script_reload_code Execute a vscript file, replacing existing functions with the functions in the run script.
cl_script_remove_debug_filter Remove a filter from the game debug overlay.
cl_script_remove_watch Remove a watch from the game debug overlay.
cl_script_remove_watch_pattern Remove a watch from the game debug overlay.
cl_script_resurrect_unreachable Use the garbage collector to track down reference cycles.
cl_script_trace_disable Turn off a particular trace output by file or function name.
cl_script_trace_disable_all Turn off all trace output.
cl_script_trace_disable_key Turn off a particular trace output by table/instance.
cl_script_trace_enable Turn on a particular trace output by file or function name.
cl_script_trace_enable_all Turn on all trace output.
cl_script_trace_enable_key Turn on a particular trace output by table/instance.
cl_sendtable_cache_filename 0 Send tables cache file.
cl_SetupAllBones 0
cl_shadowtextureoverlaysize 512 Yes
cl_shadowtextureoverlayx 200 Yes
cl_shadowtextureoverlayy 100 Yes
cl_show_bounds_errors 0
cl_show_clientmessage 0 Show protobuf client messages.
cl_show_splashes 1
cl_show_usermessage 0 Shows the incoming user messages for this client and dumps them out the type and size of the messages to the console. Setting t (incomplete description)
cl_showanimstate_activities 1 Yes Show activities in the (client) animation state display.
cl_ShowBoneSetupEnts 0 Show which entities are having their bones setup each frame.
cl_showdemooverlay 0 How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)
cl_showents Dump entity list to console.
cl_showerror 0 Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents 0 Yes Print event firing info in the console
cl_showfps 0 Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )
cl_showhelp 1 Set to 0 to not show on-screen help
cl_showncustomtabhelp 0
cl_showpausedimage 1 Show the 'Paused' image when game is paused.
cl_showpluginmessages 1 Allow plugins to display messages to you
cl_showpos 0 Draw current position at top of screen
cl_ShowSunVectors 0
cl_showtextmsg 1 Enable/disable text messages printing on the screen.
cl_sidespeed 450 Yes
cl_simdbones 0 Use SIMD bone setup.
cl_singleplayernetworkbackdoor 0 Enable network optimizations for single player games.
cl_skipfastpath 0 Yes Set to 1 to stop all models that go through the model fast path from rendering.
cl_skipslowpath 0 Yes Set to 1 to skip any models that don't go through the model fast path.
cl_smooth 1 Smooth view/eye origin after prediction errors.
cl_smoothtime 0 Smooth client's view after prediction error over this many seconds.
cl_soundemitter_flush Flushes the sounds.txt system (client only).
cl_soundfile 0 Jingle sound file.
cl_soundscape_flush Flushes the client side soundscapes.
cl_soundscape_printdebuginfo Print soundscapes.
cl_spec_mode 1 Spectator mode.
cl_spectator_cmdrate_factor 0 Rate multiplier when connected via hltv.
cl_spectator_interp_ratio 2 When connected to hltv or playing a demo, adjust the interp time by this ratio.
cl_sporeclipdistance 512 Yes
cl_ss_origin print origin in script format
cl_sun_decay_rate 0 Yes
cl_sunlight_depthbias 0
cl_sunlight_ortho_size 0 Yes Set to values greater than 0 for ortho view render projections.
cl_team 0 Default team when joining a game
cl_threaded_bone_setup 0 Enable parallel processing of C_BaseAnimating::SetupBones()
cl_threaded_init 0
cl_timeout 30 After this many seconds without receiving a packet from the server, the client will disconnect itself.
cl_tlucfastpath 1
cl_tracer_whiz_distance 72
cl_trade_steamid Trade with a person by Steam ID.
cl_tree_sway_dir Sets tree sway wind direction and strength.
cl_updaterate 30 Number of packets per second of updates you are requesting from the server. **Additional notes: cl_cmdrate and cl_updaterate are clamped between 20 - 40 on server side. Modifying this value outside the range will yield no additional benefit to the network connection between the server and client. [6]
cl_updatevisibility Updates visibility bits.
cl_upspeed 320 Yes
cl_use_simd_bones 1 1 use SIMD bones, 0 use scalar bones.
cl_view Set the view entity index.
cl_voice_buffer_time 0 Amount of time between receiving voice data and playing the audio.
cl_voice_filter 0 Filter voice by name substring.
cl_voice_hltv_buffer_time 1 Amount of time between receiving voice data and playing the audio when watching HLTV.
cl_voice_team_filter -1 Filter voice by team index.
cl_winddir 0 Yes Weather effects wind direction angle.
cl_windspeed 0 Yes Weather effects wind speed scalar.
cl_yawspeed 210
clear Clear all console output.
clear_debug_overlays Clears debug overlays.
clientport 27005 Host game client port
clientportany 0 If set, use system allocated port.
closecaption 0 Enable close captioning.
cloth_debug 0
cloth_editor cloth_editor
cloth_force Creates a test force
cloth_max_force 5000
cloth_reload Reload cloth files
cloth_simulate 1
cloth_static Set cloth to a static pose
cloth_test 1
cloth_update 1
cmd Forward command to server.
cmd1 Sets userinfo string for split screen player in slot 1.
cmd2 Sets userinfo string for split screen player in slot 2.
cmd3 Sets userinfo string for split screen player in slot 3.
cmd4 Sets userinfo string for split screen player in slot 4.
coach_toggle_studentview Toggle in and out of in-perspective view of your student. Toggling in will return to the student you were last in the perspective.
col_viz Collision visualizer commands.
collision_shake_amp 0
collision_shake_freq 0
collision_shake_time 0
collision_test 0 Tests collision system.
colorcorrectionui Show/hide the color correction tools UI.
combine_disp_images combine_disp_images
commentary 0 Desired commentary mode state.
commentary_available 0 Automatically set by the game when a commentary file is available for the current map.
commentary_firstrun 0
commentary_showmodelviewer Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
con_drawnotify 1 Disables drawing of notification area (for taking screenshots).
con_enable 0 Allows the console to be activated.
con_filter_enable 0 Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot (incomplete description)
con_filter_text 0 Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out 0 Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile 0 Console output gets written to this file.
con_notifytime 8 How long to display recent console text to the upper part of the game window.
con_nprint_bgalpha 50 Con_NPrint background alpha.
con_nprint_bgborder 5 Con_NPrint border size.
con_timestamp 0 Prefix console.log entries with timestamps
con_trace 0 Print console text to low level printout.
condump dump the text currently in the console to condumpXX.log
connect Connect to specified server.
contimes 8 Number of console lines to overlay for debugging.
coop 0 Cooperative play.
cpu_level 0 CPU Level - Default: High.
crash Cause the engine to crash (Debug!!).
crash_assert 0 Yes Modifies all crash_* commands to trigger an assertion failure. 0 = off, 1 = assert then crash, 2 = assert and skip the crash.
crash_error Cause the engine to crash by spewing an error (Debug!!).
crash_job Cause the engine to crash in a job thread (Debug!!).
crash_thread Cause the engine to crash in a brand new non-main thread (Debug!!)
CreatePredictionError Create a prediction error.
crosshair 1
cvarlist Show the list of convars/concommands.
cw_alignment 0
cw_image_height 12
cw_image_width 12
cw_vspace -8

[edit] D

Command Default Value Cheat? Help Text
das_max_z_trace_length 72 Maximum height of player and still test for adsp.
das_process_overhang_spaces 0
datacachesize 32 Size in MB.
dbghist_addline Add a line to the debug history. Format: <category id> <line>.
dbghist_dump Dump the debug history to the console. Format: <category id>. Categories: 0 - Entity I/O, 1 - AI Decisions, 2 - Sc (incomplete description)
deathmatch 0 Running a deathmatch server.
debug_circle_splat 0 Yes
debug_materialmodifycontrol 0
debug_materialmodifycontrol_client 0
debug_overlay_fullposition 0
debug_paint_seam 0 Yes
debug_physimpact 0
debugsystemui Yes Show/hide the debug system UI.
decalfrequency 10
default_fov 90 Yes
demo_analyze 0 Yes
demo_analyze_all Runs demo_analyze on all demo files found in the dota/demo_analysis/ directory.
demo_analyze_running 0 Yes
demo_avellimit 2000 Angular velocity limit before eyes considered snapped for demo playback.
demo_fastforwardfinalspeed 20 Go this fast when starting to hold FF button.
demo_fastforwardramptime 5 How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed 2 Go this fast when starting to hold FF button.
demo_goto Skips to location in demo.
demo_gototick Skips to a tick in demo.
demo_info Print information about currently playing demo.
demo_interplimit 4000 How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.
demo_interpolateview 1 Do view interpolation during dem playback.
demo_pause Pauses demo playback.
demo_pauseatservertick 0 Pauses demo playback at server tick.
demo_quitafterplayback 0 Quits game after demo playback.
demo_recordcommands 1 Yes Record commands typed at console into .dem files.
demo_resume Resumes demo playback.
demo_timescale Sets demo replay speed.
demo_togglepause Toggles demo playback.
demo_usefastgoto 1 Use fast frame skipping when available for demo_goto commands.
demo_writefullupdate_rate 60 Interval time in seconds to write full updates to demo.
demolist Print demo sequence list.
demos Demo demo file sequence.
dev_simulate_gcdown <state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down).
dev_simulate_gcdown_server <state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down).
developer 0 Set developer message level
devshots_nextmap Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the screenshot command instead.
differences Show all convars which are not at their default values.
diretide_password 0 Password used to find diretide matches.
disable_static_prop_loading 0 Yes If non-zero when a map loads, static props won't be loaded.
disconnect Disconnect game from server.
disp_dynamic 0
dispcoll_drawplane 0
display_elapsedtime Displays how much time has elapsed since the game started.
display_game_events 0 Yes
dlight_debug Creates a dlight in front of the player.
dota_ability_debug 0 Yes
dota_ability_dump_refcounts Dumps the modifier refcounts of all hero abilities.
dota_ability_learn_mode Enter the mode where ability points can be spent.
dota_ability_legacy_mode_quick_cast 0
dota_ability_quick_cast 1
dota_ability_refcount_modifiers 0 Yes
dota_ability_self_cast_timeout 0 Maximum time between clicks to execute self-cast before a timeout.
dota_all_vision 0 Yes
dota_allow_clientside_entities 1
dota_allow_clientside_particles 1
dota_allow_invalid_orders 0 Yes
dota_allow_orders_while_paused 0 Yes
dota_allow_pause_in_match 1 Allow players to pause in matchmade games.
dota_always_show_player_names 0 If set, always show player names
dota_ambient_creatures 1
dota_ambient_creatures_pop 1
dota_animation_force_modifier 0
dota_announcer_idle_speech_deathwait 45 Yes This many seconds must pass after a hero dies for an announcer to consider saying idle lines.
dota_announcer_idle_speech_debug 0 Yes If true print debug information about why announcers do or do not idle.
dota_announcer_idle_speech_herodamage_limit 250 Yes If any hero has taken more than this many hitpoints of damage recently no idles play.
dota_announcer_idle_speech_herodamage_window 45 Yes If any hero has taken more than dota_announcer_idle_speech_herodamage_limit hitpoints of damage in this many seconds no idles.
dota_announcer_idle_speech_interval 240 Yes After an announcer has said an idle line another can't play for at least this many seconds.
dota_announcer_idle_speech_minwait 20 Yes Announcers won't say idle speech unless at least this many seconds passed since the last time they said something.
dota_announcer_idle_speech_starttime 240 Yes This many seconds must have passed since start of game before announcers poll for idle speech.
dota_auto_connect 0 Automatically connect to the specified server forever
dota_auto_create_proxy 0 Automatically create a proxy
dota_autoselect_bots 0 Yes If set, new bots will be autoselected. This is for the item icon editor.
dota_autoselect_entity 0 Yes If set, new bots of the given type will be autoselected. This is for the item icon editor.
dota_bio_debug 0 Show SCL value in UI
dota_bot_chat_throttle_duration 4
dota_bot_client_debug 0 Draw some basic client-side debug info for each hero.
dota_bot_debug_assemble 0 Yes
dota_bot_debug_clear Disables all bot debugging.
dota_bot_debug_clear_all Disables all bot debugging.
dota_bot_debug_grid 0
dota_bot_debug_grid_cycle Cycles through grid modes.
dota_bot_debug_lanes 0
dota_bot_debug_minimap 0
dota_bot_debug_minimap_cycle Cycles through different minimap debug modes.
dota_bot_debug_overview 0
dota_bot_debug_overview_toggle Toggles overview of all bot status
dota_bot_debug_path 0 Yes
dota_bot_debug_path_avg 0 Yes
dota_bot_debug_path_draw 0 Yes
dota_bot_debug_pathing 0
dota_bot_debug_potential_location 0
dota_bot_disable 1 Yes
dota_bot_disable_test 0
dota_bot_disconnect_player Disconnects the player owner of all bots
dota_bot_dump_state Dumps the entire bot state to the client
dota_bot_failed_pathfind_warnings 0 Yes
dota_bot_force_pick 0
dota_bot_give_gold Gives all bots the specified amount of gold.
dota_bot_give_item Creates an item for all bots.
dota_bot_give_level Gives all bots the specified number of levels.
dota_bot_level 0 If set,bots will be set to the level specified with appropriate gold on game start.
dota_bot_match_difficulty 2 Difficulty to play coop bot matches against.
dota_bot_match_game_modes 2 Bit masks of game modes to search for in co-op bot matchmaking.
dota_bot_mode 0
dota_bot_populate Populates the remaining slots with bots.
dota_bot_potential_debug Displays potential locations for this bot.
dota_bot_practice_difficulty 1 Default difficulty for quick bot practice games.
dota_bot_practice_gamemode 1 Default game mode for bot practice games, AP = 1.
dota_bot_practice_start 0 Whether to start a local game when the map loads.
dota_bot_practice_team 0 Default team for quick bot practice games.
dota_bot_purchase_item_enable 1
dota_bot_select_debug Displays general bot debugging information.
dota_bot_select_debug_gank Displays gank bot debugging information.
dota_bot_set_difficulty Sets all bots to a particular difficulty (0 = easy, 1 = medium, 2 = hard, 3 = unfair).
dota_bot_takeover_disconnected 0 Yes
dota_bot_tutorial_boss 1
dota_broadcast_debug 0
dota_broadcaster_channel_country_name 0 Broadcaster channel country name.
dota_broadcaster_channel_description 0 Broadcaster channel description.
dota_building_defended_radius 800 Yes
dota_building_health_loss_warn_interval 9 Yes Minimum seconds between announcer warning a particular building is under attack.
dota_button_fade_in_time 0
dota_button_ready_fade_time 0
dota_button_ready_start_alpha 100
dota_button_unlearned_saturation 0
dota_camera_accelerate 50
dota_camera_disable_yaw 1
dota_camera_disable_zoom 0
dota_camera_distance 1134 Yes
dota_camera_drag_speed 1
dota_camera_dotatv_smooth_drag 1
dota_camera_dotatv_smooth_drag_drag 0
dota_camera_dotatv_smooth_drag_inverse 0
dota_camera_dotatv_smooth_drag_max_speed 25
dota_camera_drag_speed 1
dota_camera_edgemove 1
dota_camera_follow_doublepress_time 0
dota_camera_getpos Gets the camera position
dota_camera_heightmap 1
dota_camera_hero_inspector_camera_height_percentage 0  % of the hero's hitbox height.
dota_camera_hero_inspector_camera_lookat_height_percentage 0  % of the hero's hitbox height.
dota_camera_hero_inspector_dist_max 1000
dota_camera_hero_inspector_dist_min 150
dota_camera_hero_inspector_drag_scale 1
dota_camera_hero_inspector_drag_speed_const 100
dota_camera_hero_inspector_drag_yaw_max 89
dota_camera_hero_inspector_drag_yaw_min -60
dota_camera_hero_inspector_duration 0
dota_camera_hero_inspector_fog_end_max 2200
dota_camera_hero_inspector_fog_end_min 1700
dota_camera_hero_inspector_fog_start_max 1200
dota_camera_hero_inspector_fog_start_min 500
dota_camera_hero_inspector_fov_default 60
dota_camera_hero_inspector_fov_max 80
dota_camera_hero_inspector_fov_min 50
dota_camera_hero_inspector_mousewheel_direction_multiplier 0
dota_camera_hero_inspector_mousewheel_frametime_multiplier 2
dota_camera_hero_inspector_mousewheel_process_interval 0
dota_camera_hero_inspector_speed_const 3
dota_camera_hero_inspector_zfar_max 4000
dota_camera_hero_inspector_zfar_min 3500
dota_camera_lerp_duration 2
dota_camera_listening_offset 700
dota_camera_lock 0 **Centers the camera on the currently selected unit. The camera can no longer be moved around with moving the mouse to the edges of the screen. If another unit gets selected, the camera centers on this unit. There is no camera smoothing in this mode, which means that the camera will instantly follow if the unit ports around.
dota_camera_lock_mouse_lead 220
dota_camera_lock_view_helper 1
dota_camera_lock_view_helper_ratio 0
dota_camera_reverse 0
dota_camera_setpos Sets the camera position.
dota_camera_sixense_center_on_hero 0
dota_camera_sixense_grab_speed 3
dota_camera_sixense_invert_grab 1
dota_camera_sixense_invert_pan 0
dota_camera_sixense_pan_expo 1
dota_camera_sixense_pan_speed 4000
dota_camera_smart_follow_drag_distance 500
dota_camera_smart_follow_edge_distance 500
dota_camera_smart_follow_offset_reset 8
dota_camera_smart_follow_offset_time 1
dota_camera_smooth_count 8
dota_camera_smooth_distance 96
dota_camera_smooth_enable 1
dota_camera_smooth_sample_timer 0
dota_camera_smooth_time 0
dota_camera_spectate_distance 1600 Yes
dota_camera_speed 3000
dota_camera_stage_fov 15
dota_camera_stage_pitch 0
dota_camera_stage_rotate 0
dota_camera_stage_x 25
dota_camera_stage_y -600
dota_camera_stage_yaw 90
dota_camera_stage_z 225
dota_camera_yaw_rotate_hold_time 1
dota_camera_yaw_rotate_speed 0
dota_cd_captain_pick_time 10 Yes
dota_cd_pick_time 150 Yes
dota_cd_pool_size 24 Yes
dota_center_message Show a message in the center of the screen.
dota_chat_test 0 Print some text to the chat.
dota_cheap_water 0
dota_check_localization Look over unit and ability data to verify that all the expected localization strings are present
dota_client_filesystem_warnings 0 Set fs_warning_level and fs_warning_mode to warn on synchronous file warnings.
dota_cm_captain_pick_time 10 Yes
dota_combine_models 1
dota_commander_report Prints a snapshot of the commander's state.
dota_companion_enable 0
dota_competitive_game_modes 65536 Bit masks of game modes to search for in ranked matchmaking.
dota_courier_burst Hey courier, go go go!
dota_courier_deliver Hey courier, bring me my stuff.
dota_create_bot_wearing_item Creates a bot wearing a given item def index.
dota_create_bot_wearing_set Creates a bot wearing a given set of items from a bundle object.
dota_create_fake_clients Populates the remaining slots with fake clients.
dota_create_hero_model Creates a hero model.
dota_create_item Creates an item for the selected unit.
dota_create_lan_lobby Create a LAN lobby.
dota_create_modified_unit Creates a unit with a mesh modifier.
dota_create_neutral_hero Creates a unit.
dota_create_unit Creates a unit.
dota_credits_fade_delay 1
dota_credits_fade_time 2
dota_credits_interval 2
dota_credits_scroll_time 23
dota_creep_stack_nearby_hero_radius 3000
dota_creeps_no_spawning 0 Yes
dota_custom_channels 0 List of custom channels to join on startup.
dota_custom_game_win_score 11
dota_damage_flash 1 Flash when enemies take damage from the player.
dota_dashboard 0 Enable dota dashboard.
dota_dead_unit_delete_time 1 Yes
dota_dead_unit_disappear_time 4 Yes
dota_debug_global_light 0 Yes
dota_debug_location_x 0
dota_debug_location_y 0
dota_debug_rewardanim Test a reward animation. Parameter should be the item ID of the item to display.
dota_debug_so_cache 0 Log SO cache messages.
dota_debug_stuck 0 Yes
dota_debug_today_message_sorting 0 Print out unsorted and sorted today messages to the console.
dota_default_gold 625 Yes
dota_demo_mode 0
dota_demo_mode_time 15
dota_dev DotA dev commands
dota_director_debug 0
dota_director_shoulder_view_chance 10
dota_disable_bot_lane 0
dota_disable_mid_lane 0
dota_disable_range_finder 0 **Value "1" makes you see the range of your skills by hovering their icons. Value "0" makes them visible while selecting target.
dota_disable_showcase_view_button 0 Disable the Showcase View button unless sv_cheats is enabled.
dota_disable_top_lane 0
dota_disable_unit_ring 0
dota_draw_portrait 1 Yes
dota_dump_creep_stats Displays stats on creep denies/lasthits/kills.
dota_dump_keybindings 0
dota_dump_tournament Dump tournament state
dota_easy_mode 0
dota_econ_randomiseitems Randomises the items on the hero under your cursor.
dota_effective_creep_spawn_time 0 Yes If non-zero, the time the creep spawner uses for deciding what to spawn.
dota_embers 1
dota_endgame_cinematic_disable 0
dota_enemy_color_b 0
dota_enemy_color_b_cb 0
dota_enemy_color_g 0
dota_enemy_color_g_cb 0
dota_enemy_color_r 0
dota_enemy_color_r_cb 1
dota_entity_count_grace_threshold 128 Number of entities to reserve when we're getting close to the limit. Stops some entities from spawning.
dota_fake_battle_bonus 0 Yes
dota_fanfare_disable 0
dota_fantasy_draft_early_entry_time 5 Yes Time displayed for how early you can enter a fantasy draft before it begins.
dota_fantasy_stat_update_interval 10 Yes How often the server updates the GC with player fantasy stats.
dota_fill_empty_slots_with_bots 0 Set automatically by matchmaking to fill slots with bots.
dota_find_source_tv_games Request game news from the GC.
dota_force_bot_cycle 0 Set automatically by matchmaking to fill slots with bots.
dota_force_cooldown 0
dota_force_end_scores 0 Yes
dota_force_gamemode 1 Force the game mode to a specific one. AP = 1, CM = 2, RD = 3, SD = 4, INTRO = 6, HW = 7, REVERSE CM = 8, XMAS = 9.
dota_force_pick_allow 0
dota_force_right_click_attack 0
dota_force_upload_match_stats 0 Yes If enabled, server will upload match stats even when there aren't human players on each side.
dota_fountain_idle_minimum_time 600 How long into the game we need to be before we boot players for being intentionally idle.
dota_fow_grid_size 64
dota_free_camera 0
dota_free_ids Shows next free ID for items, abilities and heroes.
dota_friendly_color_b 0
dota_friendly_color_b_cb 1
dota_friendly_color_g 0
dota_friendly_color_g_cb 0
dota_friendly_color_r 0
dota_friendly_color_r_cb 0
dota_full_ui 1 Unlock the full UI.
dota_game_account_debug Prints game account info.
dota_gamemode_ability_draft_per_player_time 5 Total time in seconds a player has to draft an ability.
dota_gamemode_ability_draft_pre_round_time 10 Break between rounds.
dota_gamemode_ability_draft_pre_time 60 Yes
dota_gamemode_ability_draft_test_hero 0 Yes Forced hero id.
dota_gamescom_althack 0 QWE and ASD + Alt = inventory keys.
dota_gamestate Print current game state.
dota_generalinfo_panel In game DOTA general information (HTML) panel.
dota_glyph Trigger the Glyph of Fortification for your team.
dota_gold_redistribute_time 1 Yes
dota_greevil_black_essence -1 Yes
dota_greevil_blue_essence -1 Yes
dota_greevil_green_essence -1 Yes
dota_greevil_orange_essence -1 Yes
dota_greevil_purple_essence -1 Yes
dota_greevil_red_essence -1 Yes
dota_greevil_seed -1 Yes
dota_greevil_white_essence -1 Yes
dota_greevil_yellow_essence -1 Yes
dota_gridnav_show 0 Yes
dota_grinder_snap_to_damage 0 Yes
dota_hack_delay_start 0
dota_health_hurt_decay_time_max 0
dota_health_hurt_decay_time_min 0
dota_health_hurt_delay 0
dota_health_hurt_threshold 0
dota_health_marker_major_alpha 255
dota_health_marker_minor_alpha 128
dota_health_per_vertical_marker 250 How much health between each vertical line in the health bars.
dota_health_regen_disable 0 Disable constant health regeneration.
dota_height_fog_scale 1 Yes
dota_hero_auto_graball 0
dota_hero_god_mode 0 Yes
dota_hero_multiple_kill_time 18
dota_hero_selection_announcer_use_rr 1 If enabled, use response rules for hero selection announcer lines.
dota_hero_tooltip 1 Style of the hero tooltip. 0 = Corner, 1 = Overhead, 2 = Inline overhead.
dota_hero_undying_max_zombies 64 Maximum amount of zombies that can be spawned.
dota_heropicker_ad_select_time 10 Yes
dota_heropicker_ap_select_time 75 Yes
dota_heropicker_ar_select_time 10 Yes
dota_heropicker_fh_select_time 60 Yes
dota_heropicker_intro_select_time 180 Yes
dota_heropicker_rd_select_time 20 Yes
dota_heropicker_sd_select_time 60 Yes
dota_heropicker_tutorial_select_time 599
dota_hide_cursor 0 If set, mouse cursor is always hidden.
dota_hide_wearables 0 Yes If set, wearables (default body parts) will be hidden. This is for the item icon editor.
dota_highlight_reel 0
dota_highlight_reel_debug 0 Yes
dota_highlight_reel_leadin_seconds 13
dota_highlight_reel_leadout_seconds 5
dota_highlight_reel_matchid 0
dota_highlight_reel_playerid -1
dota_highlight_reel_running_time 180
dota_html_panel 0 Enable dota html control in dashboard.
dota_html_zoom 1 Scaling method for HTML displays (0 = Bilinear Texture Scaling, 1 = CEF Pixel Accurate Zoom).
dota_html_zoom_override 99
dota_hud_colorblind 0 Use color blind versions HUD elements.
dota_hud_debug_name_all_entities 0 If set, shows debug names for all entities.
dota_hud_flip 0 Hud layout with minimap on the right.
dota_hud_healthbar_hoveroutline_alpha 200 Mouse hover outline brightness on healthbars.
dota_hud_healthbar_number 1 If set, your own hero's health number will be shown on the floating health bar over his head.
dota_hud_healthbar_number_critical 20 Percentage of health left before hitpoint number turns red (value between 1 - 100).
dota_hud_healthbar_number_danger 40 Percentage of health left before hitpoint number turns orange (value between 1 - 100).
dota_hud_healthbars 3 Show unit health bars, etc.
dota_hud_show_overhead_events 1 Show Crit, Gold, XP, etc. Overhead Event Messages.
dota_hud_unit_info 0 Show health bars, etc.
dota_hugeportrait 0
dota_ice_grip 500
dota_ice_grip_skates 2000
dota_ice_slide 1
dota_ice_slide_slack 25
dota_idle_acquire 1 Yes
dota_idle_rare_interval_max 25 Yes
dota_idle_rare_interval_min 15 Yes
dota_idle_time 360 How long a player needs to be idle before he counts as disconnected.
dota_ignore_nonfriend_guild_invites 0 If set, guild invites from non-friends are ignored.
dota_ignore_nonfriend_invites 0 If set, party invites from non-friends are ignored.
dota_intro_mode 0
dota_inventory_combine_ground_items_radius 200 Yes
dota_inventory_shuffled_slots 0 Bitmask of player loadout slots that the user selected to shuffle.
dota_invite_debug Prints local invite objects.
dota_item_free_disassemble_interval 10 Yes
dota_item_fullprice_buyback_interval 10 Yes
dota_joystick 0
dota_keybind_hero 0
dota_keybindings_cloud_disable 0
dota_kill_all_bots Destroys all bots.
dota_kill_buildings Kill buildings.
dota_kill_creeps Kill creeps.
dota_killcam_history_time 20
dota_killcam_show 0
dota_last_hit_multiple_kill_time 8
dota_learn_stats Spend an ability point on hero stats.
dota_leaver_status List leaver status of players.
dota_legacy_demo_combine 1
dota_lenient_idle_time 480 How long a player needs to be idle before he counts as disconnected during the end stages of the game.
dota_load_all_hero_sounds Loads all hero sound entries, for diagnostics.
dota_load_game_from_replay Load a save game from the closet save before the current replay point.
dota_lobby_debug Prints local lobby objects.
dota_local_custom_difficulty 0
dota_local_custom_enable 0
dota_local_custom_game 0
dota_local_custom_map 0
dota_log_server_connection 1 Log connections to the server.
dota_log_server_connection_logfile 0 Name of the file to log server connections too.
dota_magic_stick_enabled 0
dota_mana_regen_disable 0 Disable constant mana regeration.
dota_map_locations_debug Prints map location objects.
dota_map_ping_multi_key_press 0 If true, we can ping the map even if we have multiple keys pressed on the keyboard. Otherwise map pinging will only occur if all (incomplete description)
dota_match_details Show match details for a specific matchID.
dota_match_game_modes 65564 Bit masks of game modes to search for in unranked matchmaking.
dota_match_languages 2 Bit masks of languages to search for in matchmaking.
dota_match_map_preference_new 2 1 = Classic only, 2 = Themed map (if available), 3 = either.
dota_match_signout_timeout 10 Yes
dota_matchgroups 2 Bit masks of match groups to search in for matchmaking.
dota_matchgroups_version 3 Used to reset matchgroups setting when regions change.
dota_max_disconnected_time 300 How long a player needs to be disconnected before he counts as a leaver and gets punished.
dota_max_hero_select_time 390 How long a player has to choose their hero before being marked as AFK.
dota_max_invade_path_length 1000 Yes
dota_minimap_always_draw_hero_icons 0
dota_minimap_create Does a bunch of work to create a minimap.
dota_minimap_creep_scale 1
dota_minimap_draw_cocaster_camera 1
dota_minimap_draw_fow 1 Yes
dota_minimap_filter_amount 0
dota_minimap_hero_name_shadowsize 8
dota_minimap_hero_scalar 0
dota_minimap_hero_scalar_distance 12
dota_minimap_hero_scalar_minimum 500
dota_minimap_hero_size 900
dota_minimap_hero_spread 0
dota_minimap_hero_spread_distance 2
dota_minimap_hide_background 0
dota_minimap_misclick_time 0 Minimum time after the mouse enters the minimap before we accept a move command. Used to prevent misclicks.
dota_minimap_ping_duration 3
dota_minimap_ping_tag_duration 10
dota_minimap_rune_size 500
dota_minimap_show_hero_icon 1 If set, will show hero icons when you hold alt down.
dota_minimap_simple_colors 0
dota_minimap_simple_filter 1
dota_minimap_tower_defend_distance 500
dota_minimap_use_dynamic_mesh 1
dota_modifier_debug 0 Yes
dota_modifier_dump Dump all modifiers on all entities.
dota_modifier_test Creates a test modifier on unit: dota_modifier_test <entityindex> <modifiername> <duration>
dota_mouse_spectator_window_lock 0 If enabled, mouse will be locked to the window when ingame.
dota_mouse_window_lock 1 If enabled, mouse will be locked to the window when ingame.
dota_music_battle_debug 0
dota_music_battle_distance 1000
dota_music_battle_duration 2
dota_music_battle_enable 1
dota_music_battle_pre_time 2
dota_music_battle_rest_time 10
dota_music_battle_weight_trigger 40
dota_music_enable_spectator_mode 1
dota_music_gank_enemy_timer 2
dota_music_spectator_battle_average 30
dota_music_spectator_battle_min 15
dota_music_spectator_debug_enable 0
dota_mute_cobroadcasters 0
dota_neutral_color_b 1
dota_neutral_color_b_cb 1
dota_neutral_color_g 1
dota_neutral_color_g_cb 1
dota_neutral_color_r 1
dota_neutral_color_r_cb 1
dota_neutral_initial_spawn_delay 30 Yes Time after 0:00 to spawn the first wave of creeps.
dota_neutral_spacing_radius 100 Yes Range that neutrals will be spaced apart from each other.
dota_neutral_spawn_interval 60 Yes Time between neutral creep camp respawns, starting at 0:00.
dota_new_user_keybind 0
dota_no_minimap 0
dota_no_render 0
dota_no_simulate 0
dota_no_vgui 0
dota_ogs_report_interval 120 When in 'heartbeat' dota_ogs_report_vprof mode, the number of seconds between reports.
dota_ogs_report_vprof 0 Control reporting of vprof data to ogs. 0 - no report, 1 - database report at end of game, 2 - report every


dota_ogs_report_vprof_force_now testing only
dota_ogs_report_vprof_fraction 0 If nonzero, then only one in this many servers will run vprof if dota_ogs_report_vprof is set.
dota_ogs_snapshot_interval 300
dota_old_client_projectile 0
dota_onstage_stat_cycle_early 10
dota_onstage_stat_cycle_late 6
dota_onstage_stat_cycle_mid 8
dota_onstage_stat_end_early_game_mins 10
dota_onstage_stat_end_mid_game_mins 25
dota_orders_update_bots_immediately 1 Yes
dota_overhead_damage_threshold_percent 15
dota_pain_debug 0
dota_pain_decay 0
dota_pain_factor 3
dota_pain_fade_rate 3
dota_pain_multiplier 0
dota_particle_fow_debug 0 Yes
dota_particle_offset_x 0
dota_particle_offset_y 300
dota_party_debug Prints local party objects.
dota_pause Send a game pause request.
dota_pause_cooldown 2 Yes
dota_pause_cooldown_time 300 Number of seconds before a player is allowed to pause again.
dota_pause_count 3 Number of times a player is allowed to pause the game.
dota_pause_force_unpause_time 300 Number of seconds after which the game will automatically unpause.
dota_pause_game_pause_silently 0 Yes
dota_pause_same_team_resume_time 5 Number of seconds resuming is restricted to the same team, after that either team can pause.
dota_pause_same_team_resume_time_disconnected 30 Number of seconds resuming is restricted to the same team if someone disconnected, after that either team can pause.
dota_ping Print out latency information.
dota_play_landing_tab 10
dota_play_tab_web_panel 1
dota_player_add_summoned_to_selection 0
dota_player_auto_purchase_items 0
dota_player_multipler_orders 1 By setting this to 1, you will issue an order to all controllable units by holding down the CTRL key when you click.
dota_player_simplified_controls 0
dota_player_smart_multiunit_cast 0
dota_player_status Gives a status update on all players.
dota_player_units_auto_attack 0
dota_player_units_auto_attack_after_spell 1
dota_pods_flashcheck 1
dota_portrait_animate 1
dota_portrait_debug_draw_frustum 1 Yes
dota_portrait_debug_item_def_index 0 Yes Enables icon modification shader for specific item def index.
dota_portrait_debug_mode 0 Yes Enables editing of portrait camera/lighting. 1 = HUD portrait, 2 = Full body hero picker, 3 = item icon editor , 4 = hero select.
dota_portrait_debug_mode_sensitivity 0 Yes
dota_portrait_debug_no_modifier 0 Yes
dota_portrait_debug_preview_letterbox 16 Yes
dota_portrait_hide_hero 0 Yes
dota_portrait_model Sets the model used in the portrait editor.
dota_portrait_reload Reload portrait data.
dota_portrait_thinkfast 1
dota_post_game_survey_player_count 3 The first N player id slots will be surveyed for match quality.
dota_postgame_finish_replay_time 15 How long to wait after the end scoreboard panel to finish the replay.
dota_powerbar_baseline 0
dota_preview_hero Pick hero for previewing.
dota_preview_hero_pitch_offset 0 Yes
dota_preview_hero_roll_offset 0 Yes
dota_preview_hero_x_offset 0 Yes
dota_preview_hero_y_offset 0 Yes
dota_preview_hero_yaw_offset 0 Yes
dota_preview_hero_z_offset 0 Yes
dota_privatebeta_teamswap 0
dota_purchase_quickbuy Attempt to purchase an item out of the quickbuy. Priority is left to right, skips over items not purchasable due to secret shop.
dota_purchase_stickybuy Attempt to purchase an item out of the sticky slot. Skips over items not purchasable due to secret shop.
dota_query_inhibit_time 0
dota_quit_after_game 1 Quit after a game is completed, do not hibernate.
dota_quit_immediate 0 If enabled, Dota will quit immediately rather than prompting to confirm.
dota_random_strength 0
dota_range_display 0 Yes [7] Displays a ring around the hero at the specified radius.
dota_rare_line_click_count 5
dota_rattletrap_cogs_death_anim 0 Yes
dota_reconnect_idle_buffer_time 45 How much extra time the player has after reconnecting before he gets marked as AFK.
dota_record_blend_scale 1 Scales rate of crossfade between 1st and 3rd idle cycles. A value of 10 means the 1st cycle is fully blended in by 1/10th of a (incomplete description).
dota_record_hero Pick hero for recording.
dota_record_hero_next Switch to next hero.
dota_record_hero_prev Switch to prev hero.
dota_recorder_auto_advance 1 Yes Automatically start recording the next hero when the current ends.
dota_recorder_cycles 3 Yes How many cycles of the animation to record.
dota_recorder_mode 1 Yes 0 = avi of idle anim, 1 = tga sequence of idle anim, 2 = single tga from start of idle anim
dota_recorder_use_card_portrait 0 Yes Use the hero selector card portrait setup.
dota_recorder_use_fullbody_portrait 0 Yes Use the fullbody portrait setup. If 2, use Morphling's position for all heroes.
dota_recorder_use_portrait_position 1 Yes Use camera position/activity from the portrait setup.
dota_recruitment_check_interval 30
dota_ref_winner_dire Causes the dire team to win.
dota_ref_winner_radiant Causes the radiant team to win.
dota_remap_alt_key 0 Specify a key to use instead of the alt key in-game.
dota_render_crop_height 148
dota_render_y_inset 31
dota_replay_upload_script 0 Name of the script used to upload replay files.
dota_reset_camera_on_spawn 0 If enabled, camera will reset to your hero when you respawn.
dota_restrict_partner_type_chat 1 Disallow chat between certain partner types.
dota_roshan_halloween_game_end_time 3 Yes
dota_roshan_halloween_phase2_start_time 960 Yes
dota_roshan_halloween_spawn_time 480 Yes
dota_roshan_halloween_start_time_delay 300 Yes
dota_roshan_halloween_start_time_delay_min 10 Yes
dota_roshan_halloween_time_limit 120 Yes
dota_roshan_halloween_time_limit_bonus 30 Yes
dota_roshan_spawn_timer 600 Yes Time after death that Roshan will respawn.
dota_roshan_upgrade_rate 240 Yes
dota_scale_unit Scales the unit to the target multiplier.
dota_scoreboard_buyback_border 0
dota_screen_shake 0
dota_script_function_help Get help on registered script API functions and tables.
dota_scripted_replay 0
dota_scripted_replay_camspeed 1
dota_scripted_replay_file 0
dota_select_courier Attempt to select a courier.
dota_select_scale 0
dota_selection_stage_enable 0
dota_selector_advfilter_attack 0 Stores the attack filter of the Hero Selector.
dota_selector_advfilter_myhero 0 Stores the stats filter of the Hero Selector.
dota_selector_advfilter_role 0 Stores the role filter of the Hero Selector.
dota_selector_fulldeck_dynamic 1 If set, choose the full deck mode dynamically (Legacy for All Heroes, Turntable for subsets (SD/RD)).
dota_selector_fulldeck_mode 0 0 = Turntable Heroes, 1 = Legacy Mode. Can be overridden by dota_selector_fulldeck_dynamic.
dota_server_lobby_debug Prints server lobby object.
dota_set_lobby_details Set game/team names.
dota_sf_force_ready_up_dialog 0 1 to force dialog immediately, 2 to force ready dialog when we lose focus.
dota_sf_game_end_delay 10 Delay before the end game panel animation (XP + scoreboard) starts once a game is ended.
dota_sf_hero_selection_seen 1 Has this player seen the hero picker yet?
dota_sf_hud_actionpanel 1
dota_sf_hud_betting 0
dota_sf_hud_channelbar 1
dota_sf_hud_chat 1
dota_sf_hud_chat_wheel 1
dota_sf_hud_chat_wheel_debug 0
dota_sf_hud_combat_log 1
dota_sf_hud_error_msg 1
dota_sf_hud_force_broadcaster_selection 0 Set to 1 to force broadcaster selection panel to be visible. Set to -1 to force panel to be always hidden.
dota_sf_hud_force_captainsmode 0
dota_sf_hud_force_heroselection 0 Yes
dota_sf_hud_force_inline_ready 0
dota_sf_hud_force_inspect 0
dota_sf_hud_force_killcam 0
dota_sf_hud_force_mm_ready 0
dota_sf_hud_force_spec 0
dota_sf_hud_force_teamname 0
dota_sf_hud_gameend 1
dota_sf_hud_header_display_time 7
dota_sf_hud_herodisplay 1
dota_sf_hud_heroselection 1
dota_sf_hud_inventory 1
dota_sf_hud_killcam_local_player_items 0
dota_sf_hud_overlay 1
dota_sf_hud_questlog 1
dota_sf_hud_report_dialogue 0 Yes
dota_sf_hud_shared_content 1
dota_sf_hud_shared_units 1
dota_sf_hud_shop 1
dota_sf_hud_shop_tree_animtime 0
dota_sf_hud_stats_dropdown 1
dota_sf_hud_survey 1
dota_sf_hud_top 1
dota_sf_hud_voicechat 1
dota_sf_hud_voicechat_loud_value 1
dota_sf_hud_voicechat_quiet_value 0
dota_sf_hud_waitingforplayers 1
dota_sf_max_reward_wait 4 Max time we wait for reward message from the GC.
dota_sf_old_heropedia 0
dota_sf_party_invite 0
dota_sf_spectate_teamname_dire 0 International 2012: for testing, override the team ID # for the dire.
dota_sf_spectate_teamname_overrides 1 International 2012: enable override of 'radiant's turn to ban' with 'navi's turn to ban'.
dota_sf_spectate_teamname_radiant 0 International 2012: for testing, override the team ID # for the radiant.
dota_sf_store_feature 1
dota_sf_store_feature_test_local 0
dota_sf_victory_message_duration 4 Duration victory message is shown in game end.
dota_shop_force_hotkeys 0
dota_shop_recommended_open 0
dota_shop_view_mode 1
dota_show_hero_finder 1 If set, will show hero indicator when alt is held down.
dota_show_itempickups 1
dota_show_loadgame Open the Load Game dialog.
dota_show_object_obstructions 0 Yes
dota_show_spectator_tournament_drops 1 Set to 1 for spectators directly connected to the game server to be able to see tournament drop messages.
dota_sixense_draw_grid 1
dota_sixense_draw_pan_control 1
dota_sixense_enabled 0
dota_sixense_grab_filter 0
dota_sixense_grab_is_toggle 0
dota_sixense_grab_wand_length 600
dota_sixense_joystick_pan_enabled 0
dota_sixense_left_joystick_threshold 0
dota_sixense_motion_pan_enabled 1
dota_sixense_mouse_enabled 1
dota_sixense_right_joystick_threshold 0
dota_sixense_select_hero_on_grab 0
dota_spawn_creeps Force spawn of all lane creeps.
dota_spawn_neutrals Force spawn of all neutrals.
dota_spawn_rune Spawns a rune.
dota_special_attack_delay 0 Yes
dota_spectator_auto_spectate_games 0 Automatically spectate available games. Set to a LeagueID to auto spectate games from that league.
dota_spectator_autospeed 0 Toggle Directed mode auto speed control.
dota_spectator_autospeed_fast 2
dota_spectator_autospeed_fastest 4
dota_spectator_autospeed_slowmo 1
dota_spectator_autospeed_slowmo_slow 0
dota_spectator_autospeed_slowmo_slowest 0
dota_spectator_debug 0
dota_spectator_directed_bonusz 75
dota_spectator_directed_hero_timer 2
dota_spectator_directed_maxdistance 820
dota_spectator_directed_mouse_bias 400
dota_spectator_directed_mouse_control 0
dota_spectator_directed_player_perspective 0
dota_spectator_directed_spline_time 1
dota_spectator_fog_of_war -1 Set fog of war spectator mode. -1:All, 2:Radiant, 3:Dire
dota_spectator_graph_interval 3 Seconds between each graph update. Each update will update one stat for one player.
dota_spectator_graph_networking_enabled 1 0 to disable graph data networking for perf comparisons.
dota_spectator_graph_networking_override 0 1 to enable graph data networking for all clients.
dota_spectator_graph_per_player_stats 0 Set to enable creation and networking of per player stats.
dota_spectator_graph_print Prints spectator graph debug info
dota_spectator_graph_team_interval 10 Seconds between each team graph update.
dota_spectator_hero_index 0
dota_spectator_mode 0 Toggles the spectator mode: 0 = Directed, 1 = Free Cam, 2 = Hero Chase, 3 = PlayerView
dota_spectator_shoulder_view 0
dota_spectator_shoulder_view_forward -300
dota_spectator_shoulder_view_override_angles_pitch 25
dota_spectator_shoulder_view_right 0
dota_spectator_shoulder_view_up 75
dota_spectator_stats_panel 0 Current spectator stats panel. 1 = scoreboard, 2 = gold+xp, 3 = items, 4 = graph, 5 = fantasy.
dota_spectator_test_spectator_view 0
dota_spectator_use_broadcaster_stats_panel 1 Follow the broadcasters choice of stats display.
dota_spectator_watching_broadcaster 0 Indicates if you are watching a broadcaster in player view, so that the handling of selection can be treated differently. Meaning (incomplete description).
dota_speech_emotes 1 Set 0 to disable emotes.
dota_speech_hardcoded_respeak_delay 1 Yes Certain speech concepts will not be said more than once per (n) seconds. Set to 0 to disable.
dota_speech_level 2 Mutes certain parts of the units speech: 0 = no speech, 1 = only events, 2 = all.
dota_speech_meepo_pitch 5 Yes Increase the pitch of every successive meepo voice by this many %.
dota_speech_missinglane_call_interval 10 Yes Bots will call 'missing' on a lane no more than once per this many seconds.
dota_speech_missinglane_call_threshold 8 Yes Bots will call 'missing' on a lane if an opponent has been gone this many seconds.
dota_speech_mute_time 1
dota_speech_proximity_interval 5 Yes Once per (n) seconds, one hero will poll for TLK_ALLY_NEARBY. Because there are ten heroes this means each hero will poll once (incomplete description).
dota_speech_proximity_radius 500 Yes Heroes nearer than this distance will poll for the TLK_ALLY_NEARBY concept.
dota_speech_shop_dawdle_interval 15 Play 'dawdling' line from shopkeeper after hero has been in shop this long.
dota_speech_shop_enter_interval 30 At least this many seconds must pass between shopkeeper greeting someone to his shop.
dota_speech_shopkeeper 0 Yes Enable or disable shopkeepers' speech.
dota_speech_test Play an arbitrary speech VCD as if it were coming out of the local player.
dota_spew_connected_players 0 If enabled,server will spew connected player GC updates.
dota_start_ai_game 0
dota_startup 0
dota_state_disconnect Transition to disconnect state on a listen server.
dota_statmanager_debug 0 Enables debug spew for the stat manager. 0 = off, 1 = on, 2 = verbose.
dota_steam_workshop_download_dir 0 The directory you're downloading workshop submissions to import from.
dota_steam_workshop_import_dir 0 The directory you're storing your workshop submissions files in.
dota_steam_workshop_preview_mousespeed 0
dota_steam_workshop_query_timeout 10 Time in seconds to allow communication with the Steam Workshop server.
dota_steam_workshop_sourceonly 0 Only submit source during imports. Saves you a lot of space in your workshop quota. Recommended that you leave it on.
dota_steam_workshop_tempdir 0 Temp directory used to unzip imported submissions from the Steam Workshop.
dota_steam_workshop_use_p4 1 Automatically submit imported wearables to perforce.
dota_suppress_invalid_orders 0 Yes
dota_surrender_on_disconnect 1 If enabled, a team will surrender if all players on that team disconnect.
dota_surrender_timeout 360 Delay after an entire team has disconnected before timing the game out.
dota_surrender_timeout_abandoner 30 Delay after an entire team has disconnected before timing the game out when someone has abandoned.
dota_sv_ogs_itemevents 0 When enabled, this will handle logging to ogs of item events, otherwise it will omit this logging.
dota_swap_mouse_spellcast 0
dota_takeherophotos Take a single full body shot of each hero. Make sure you've increased MAX_PARTICLESYSTEMS_STRING_BITS to 15 before compiling, (Incomplete description)
dota_teamscore_enable 1
dota_test_npc Creates a testing npc.
dota_ti_announcements_left_cycle_time 8
dota_ti_announcements_no_team_logos 0
dota_ti_announcements_right_cycle_time 15
dota_ti_announcements_update_fantasy_time 30
dota_ti_announcements_update_time 30
dota_ti_onstage_pods 0
dota_ti_onstage_side 0
dota_ti_onstage_side_stat_rotation_time 5
dota_ti_web_redirect 1 If enabled, show buttons redirecting to web pages for recent International games.
dota_time_of_day_rate 0 Yes Rate at which time of day changes relative to game seconds.
dota_tod_slow_transition_speed 0 Yes
dota_tod_transition_speed 1 Yes
dota_tooltip_nohide 0
dota_topbar_buyback_time 10
dota_trading_show_requests_from 2 View trade requests from a certain group only.
dota_tutorial_actionpanel 1
dota_tutorial_camera_location_dist 500
dota_tutorial_can_disassemble_items 1
dota_tutorial_can_sell_items 1
dota_tutorial_debug 1
dota_tutorial_disable_bot_situational_items 0 Yes
dota_tutorial_disable_goldtick 0 Yes
dota_tutorial_disable_item_drops 0
dota_tutorial_disable_stash 0
dota_tutorial_disable_suggested_items 0
dota_tutorial_fadespeed 150
dota_tutorial_force_bot_defend 0 Yes
dota_tutorial_force_finish 0
dota_tutorial_force_learn_ability -1
dota_tutorial_force_shop_mode -1 Force the shop to list(0) or grid(1), (-1) to not force.
dota_tutorial_game 0
dota_tutorial_heroselection 1
dota_tutorial_log_bot_game 0
dota_tutorial_log_hero 0
dota_tutorial_move_location_dist 225
dota_tutorial_percent_bot_exp_decrease 0 Yes
dota_tutorial_percent_damage_decrease 0 Yes Percentage decrease to apply on damage on the player character.
dota_tutorial_prevent_exp_gain 0 Yes
dota_tutorial_prevent_start 0 Yes
dota_tutorial_quick_buy 1
dota_tutorial_roquelaire_keepdistance 0
dota_tutorial_roquelaire_useperches 0
dota_tutorial_see_enemy 1
dota_tutorial_shop_combine_tree 1
dota_tutorial_shop_wait_for_leftclick 0
dota_tutorial_show_tower_damage 0 Yes
dota_tutorial_skip_pregame 0 Yes
dota_tutorial_start_lesson 0
dota_tutorial_stash_wait_for_mouseover 0
dota_tutorial_state_change_delay 2
dota_tutorial_stop_daynightcycle 0 Yes
dota_tutorial_usemodifierforanim 1
dota_tutorial_wait_for_double_tap 0
dota_ui_stats_chance 0 Chance of client tracking UI stats.
dota_ui_stats_debug 0 Print debug spew for UI stat tracking.
dota_unit_alert_radius 500 Yes
dota_unit_alert_range 1800 Yes
dota_unit_anger_cooldown 2 Yes
dota_unit_anger_duration 2 Yes
dota_unit_anger_radius 500 Yes
dota_unit_blocked_angle_threshold 0 Yes
dota_unit_blocked_look_ahead_angle_threshold 0 Yes
dota_unit_blocked_wait_time 0 Yes
dota_unit_blocked_wait_time_long 0 Yes
dota_unit_blocked_wait_time_mid 0 Yes
dota_unit_cache_npc_searches 1 Yes Whether to reuse a unit's search cache every frame to avoid obstruction manager queries.
dota_unit_damage_event_window 2 Yes Window (in seconds) that we track damage events for future health value extrapolation.
dota_unit_debug_acquisition_range 0 Yes Shows the acquisition range for selected units (Green circle)
dota_unit_debug_attack 0 Yes
dota_unit_debug_attack_range 0 Yes Shows the attack range for selected units (Red circle).
dota_unit_debug_vision_range 0 Yes Shows the vision range for selected units (Teal circle).
dota_unit_draw_health_bar 1
dota_unit_draw_paths 0 Yes
dota_unit_fly_bonus_height 150
dota_unit_health_bar_offset -1
dota_unit_hero_glows 0
dota_unit_interact_flash_duration 0
dota_unit_lean_angle 90
dota_unit_lean_enable 1
dota_unit_lean_rate 3
dota_unit_multiple_selection 0
dota_unit_short_path_max_search_score 5000 Yes
dota_unit_short_path_max_search_updates 150 Yes
dota_unit_short_path_search_debug 0 Yes
dota_unit_show_bounding_radius 0 Yes
dota_unit_show_collision_radius 0 Yes
dota_unit_show_missing_selection_boxes 0
dota_unit_show_selection_boxes 0 Yes Draws selection hitboxes. 0 = off, 1 = non-trees, 2 = trees, 3 = all entities.
dota_unit_sink_delay 4
dota_unit_sink_speed 50
dota_unit_use_player_color 0
dota_unit_z_speed 200
dota_unpause_countdown 3 Yes
dota_update_connected_players_check_time 1 Yes How often the server should check if it needs to update the GC in seconds.
dota_update_connected_players_send_time 2 Yes Minimum send interval: Don't check for lobby vs game state discrepancies if we've sent a message within N seconds.
dota_update_connected_players_urgency_connect 30 Yes Max send interval: player connect.
dota_update_connected_players_urgency_disconnect_consequences 5 Yes Max send interval: player disconnects, relevant leaver actions are predicted.
dota_update_connected_players_urgency_disconnect_noconsequences 30 Yes Max send interval: player disconnects, no relevant leaver actions predicted.
dota_update_connected_players_urgency_gamestate_timeout 10 Yes Max send interval: We send a game state change, but lobby hasn't acknowledged it.
dota_update_connected_players_urgency_heartbeat 1800 Yes Max send interval: nothing has changed and lobby appears to be accurate.
dota_update_connected_players_urgency_herochanged 10 Yes Max send interval: player changer their hero.
dota_update_connected_players_urgency_mass_disconnect 3 Yes Max send interval: mass disconnection has been detected.
dota_update_connected_players_urgency_spectator_count 60 Yes Max send interval: spectator count changed.
dota_update_connected_players_urgency_tower_state 60 Yes Max send interval: tower state changed.
dota_update_gc_connection_check_count 2 Yes How many tries we check if the GC is still connected before terminating due to no response.
dota_update_gc_connection_check_time 1200 Yes How often the server should check the GC is still connected.
dota_update_gc_server_info 600 Yes How often the server should check if it needs to update the GC in seconds.
dota_upload_replay Upload a replay file
dota_use_particle_fow 1
dota_vcon_autopan 1
dota_vcon_edge_tolerance 0
dota_vcon_edgeclamp 0
dota_vcon_edgespin 0
dota_vcon_edgespin_bias 0
dota_vcon_edgespin_scale 0
dota_vcon_gravity 0
dota_vcon_gravity_max 0
dota_vcon_gravity_scale 5
dota_vcon_recenter 1
dota_vcon_recenter_bias 0
dota_vcon_recenter_exponent 1
dota_vcon_recenter_max 0
dota_vcon_recenter_scale 0
dota_wait_for_players_to_load 1 If set, hero picking will be delayed until all players have loaded. If 2, show even when there is only 1 player present.
dota_wait_for_players_to_load_timeout 120 Game will start after this time, even if all players haven't loaded yet.
dota_water_level -12 Yes
dota_wearables_clientside 0
dota_winter_ambientfx 0
dota_workshoptest 0
dota_workshoptest_hudskin 0
dota_workshoptest_modelhero -1
dota_workshoptest_modelnew0 0
dota_workshoptest_modelnew1 0
dota_workshoptest_modelnew2 0
dota_workshoptest_modelorg0 0
dota_workshoptest_modelorg1 0
dota_workshoptest_modelorg2 0
dota_workshoptest_modelwearable0 0
dota_workshoptest_modelwearable1 0
dota_workshoptest_modelwearable10 0
dota_workshoptest_modelwearable11 0
dota_workshoptest_modelwearable12 0
dota_workshoptest_modelwearable13 0
dota_workshoptest_modelwearable14 0
dota_workshoptest_modelwearable15 0
dota_workshoptest_modelwearable2 0
dota_workshoptest_modelwearable3 0
dota_workshoptest_modelwearable4 0
dota_workshoptest_modelwearable5 0
dota_workshoptest_modelwearable6 0
dota_workshoptest_modelwearable7 0
dota_workshoptest_modelwearable8 0
dota_workshoptest_modelwearable9 0
dota_xmas_greevil_camp_clear_heal 0 Yes How much to heal nearby heroes when a camp of greevils is killed.
dota_xmas_greevil_camps_active 3 Yes Maximum level of neutral greevil camps.
dota_xmas_greevil_max_spawn_level 3 Yes Maximum level of neutral greevil camps.
dota_xmas_greevil_spawn_interval 180 Yes Minimum time for a greevil camp spawn, starting at 0:00.
dota_xmas_greevil_spawns_per_level 6 Yes Number of Greevil spawns before we jump to the next level.
dotadev_bind For development: Bind a key to in dota (ALT+key) allowed.
dotadev_binds_show For development: List all developer binds.
dotadev_unbind For development: Unbind a key to in dota (ALT+key) allowed.
dotafish_dormant 1 Yes Turns off dota fish.
dotaguide_load Loads the guide found at game\dota\guides\<guide name>.build
dp_drag 0 Yes
dp_pull 0 Yes
dp_radius 100 Yes
dp_spirits 0 Yes
drawcross Draws a cross at the given location. Arguments: x y z
drawline Draws line between two 3D Points. Green if no collision. Red is collides with something. Arguments: x1 y1 z1 x2 y2 z2.
dsp_automatic 0
dsp_db_min 80
dsp_db_mixdrop 0
dsp_dist_max 1440 Yes
dsp_dist_min 0 Yes
dsp_enhance_stereo 1
dsp_facingaway 0
dsp_mix_max 0
dsp_mix_min 0
dsp_off 0 Yes
dsp_player 0
dsp_room 0
dsp_slow_cpu 0
dsp_spatial 40
dsp_speaker 50
dsp_vol_2ch 1
dsp_vol_4ch 0
dsp_vol_5ch 0
dsp_volume 0
dsp_water 14
dt_ShowPartialChangeEnts 0 (SP and bot games only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
dt_ShowSendTableProps 0 (SP and bot games only) - show changed props of a named send table.
dt_UsePartialChangeEnts 1 (SP and bot games only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
dti_flush Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning 0 Print data table warnings?
dtwatchclass 0 Watch all fields encoded with this table.
dtwatchent -1 Watch this entities data table encoding.
dtwatchvar 0 Watch the named variable.
dump_client_projectiles cmd Spews a list of all client-side projectiles.
dump_globals Dump all global entities/states.
dump_localization_files List all loaded localization files.
dump_particlemanifest Dump the list of particles loaded.
dump_visible_buffs Print out non-hidden buffs.
dumpeventqueue Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable Dump the contents of the game string table to the console.
dumpsavedir List the contents of the save directory in memory.
dumpstringtables Print string tables to console.

[edit] E

Command Default Value Cheat? Help Text
echo Echo text to console.
econ_show_items_with_tag Lists the item definitions that have a specified tag.
editor_toggle Disables the simulation and returns focus to the editor
enable_boneflex 1
enable_debug_overlays 1 Yes Enable rendering of debug overlays
enable_skeleton_draw 0 Yes Render skeletons in wireframe
endmovie Stop recording movie frames.
engine_generatedotamapheightfielddata 0 Generate heightfield map data
engine_no_focus_sleep 50 0 = Disables game freezing on minimized game. Very helpful for streamers.
engine_usedotamap_heightfield_data 1 Set to 0 to disable using heightfields when tracing vertical rays (must reload map when changed)
english 1 If set to 1, running the english language set of assets.
ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar (incomplete description).
ent_attachments Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo (incomplete description).
ent_autoaim Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at (incomplete description)
ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay.
ent_cancelpendingentfires Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create Creates an entity of the given type where the player is looking.
ent_debugkeys 0
ent_dump Usage: ent_dump <entity name>
ent_fire Usage: ent_fire <target> [action] [value] [delay]
ent_info Usage: ent_info <class name>
ent_keyvalue Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<value> (incomplete description).
ent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages (incomplete description).
ent_messages_draw 0 Yes Visualizes all entity input/output activity.
ent_orient Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option (incomplete description).
ent_pause Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages (incomplete description).
ent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class} (incomplete description).
ent_rbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar (incomplete description).
ent_remove Removes the given entity(s). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at (incomplete description).
ent_remove_all Removes all entities of the specified type Arguments: {entity_name} / {class_name}.
ent_rotate Rotates an entity by a specified # of degrees.
ent_script_dump Dumps the names and values of this entity's script scope to the console. Arguments: {entity_name} / {class_name} / no argument (incomplete description).
ent_setang Set entity angles
ent_setname Sets the targetname of the given entity(s). Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh (incomplete description).
ent_setpos Move entity to position.
ent_show_contexts 0 Show entity contexts in ent_text display
ent_show_response_criteria Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / (incomplete description).
ent_step When ent_pause is set this will step through one waiting input / output message at a time.
ent_teleport Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text). Arguments: {entity_ (incomplete description).
ent_viewoffset Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha (incomplete description)
er_colwidth 100
er_graphwidthfrac 0
er_maxname 14
error_msg_test Fire a fake hud error message.
escape Escape key pressed.
event_boss_active 0
exec Execute script file.
execifexists Execute script file if file exists.
exit Exit the engine.
explode Kills the player with explosive damage.
explodevector Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>

[edit] F

Command Default Value Cheat? Help Text
fadein fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
fake_event 0
fake_meta_xp Fake meta xp values.
fast_fogvolume 0
filesystem_buffer_size 0 Size of per file buffers. 0 for none.
filesystem_max_stdio_read 16
filesystem_native 1 Use native FS or STDIO.
filesystem_report_buffered_io 0
filesystem_unbuffered_io 1
filesystem_use_overlapped_io 1
filter_live_games_by_hero 0
filter_live_games_by_team_games 0
find Find concommands with the specified string in their name/help text.
find_ent Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
find_ent_index Display data for entity matching specified index. Format: find_ent_index <index>
findflags Find concommands by flags.
fire_absorbrate 3
fire_dmgbase 1
fire_dmginterval 1
fire_dmgscale 0
fire_extabsorb 5
fire_extscale 12
fire_growthrate 1
fire_heatscale 1
fire_incomingheatscale 0
fire_maxabsorb 50
firstperson Switch to firstperson camera.
fish_debug 0 Yes Show debug info for fish.
fish_dormant 0 Yes Turns off interactive fish behavior. Fish become immobile and unresponsive.
flex_expression 0
flex_looktime 5
flex_maxawaytime 1
flex_maxplayertime 7
flex_minawaytime 0
flex_minplayertime 5
flex_rules 1 Allow flex animation rules to run.
flex_smooth 1 Applies smoothing/decay curve to flex animation controller changes.
flex_talk 0
flush Flush unlocked cache memory.
flush_locked Flush unlocked and locked cache memory.
fog_color -1 Yes
fog_colorskybox -1 Yes
fog_editor fog_editor
fog_enable 1 Yes
fog_enable_water_fog 1 Yes
fog_enableskybox 1 Yes
fog_end -1 Yes
fog_endskybox -1 Yes
fog_hdrcolorscale -1 Yes
fog_hdrcolorscaleskybox -1 Yes
fog_maxdensity -1 Yes
fog_maxdensityskybox -1 Yes
fog_override 0 Yes Overrides the map's fog settings (-1 populates fog_ vars with map's values)
fog_start -1 Yes
fog_startskybox -1 Yes
fog_volume_debug 0 If enabled, prints diagnostic information about the current fog volume.
fogui Show/hide fog control UI.
font_provider_update Update font provider settings
force_quest_update 0
forcebind Bind a command to an available key. (forcebind command opt:suggestedKey).
foundry_engine_get_mouse_control Give the engine control of the mouse.
foundry_engine_release_mouse_control Give the control of the mouse back to Hammer.
foundry_select_entity Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view Move Hammer's 3D view to the same position as the engine's 3D view.
foundry_update_entity Updates the entity's position/angles when in edit mode
fow_client_nofiltering 0 Yes 0 = normal, 1 = off
fow_client_show_stats 0 Yes
fow_client_stats displays fog of war stats
fow_client_visibility 0 Yes 0 = normal, 1 = off, 2 = never seen, 3 = seen
fow_degree_fade_in_rate1 4 Yes FoW area fade in rate #1 (greater than 1 is faster).
fow_degree_fade_in_rate2 4 Yes FoW area fade in rate #2 (greater than 1 is faster).
fow_degree_fade_in_rate_midpoint 0 Yes FoW area fade out rate midpoint (0.0 - 1.0).
fow_degree_fade_out_rate1 4 Yes FoW area fade out rate #1 (greater than 1 is faster).
fow_degree_fade_out_rate2 4 Yes FoW area fade out rate #2 (greater than 1 is faster)
fow_degree_fade_out_rate_midpoint 0 Yes FoW area fade out rate (0.0 - 1.0).
fow_server_debug 0 Yes
fow_server_debug_team -1 Yes
fow_server_show_grid 1 Yes
fow_server_show_grid_xy 0 Yes
fow_server_show_occluders 1 Yes
fow_server_show_stats 0 Yes
fow_server_show_viewers 1 Yes
fow_server_stats Displays fog of war stats.
fow_server_test_tempviewer Test a temp viewer.
fow_tile_update_time 0 Yes FoW tile update time.
fow_viz FoW viz commands.
fps_max 120 Frame rate limiter.
fps_max_splitscreen 300 Frame rate limiter, splitscreen.
free_pass_peek_debug 0
fs_clear_open_duplicate_times Clear the list of files that have been opened.
fs_dump_open_duplicate_times Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was (incomplete description).
fs_monitor_read_from_pack 0 0 - Off, 1 - Any, 2 - Sync only
fs_printopenfiles Show all files currently opened by the engine.
fs_report_long_reads 0 0 - Off,1 - All (for tracking accumulated duplicate read times) >1:Microsecond threshold.
fs_report_sync_opens 0 0 - Off, 1 - Always, 2 - Not during load.
fs_syncdvddevcache Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
fs_warning_level Set the filesystem warning level.
fs_warning_mode 0 0 - Off, 1 - Warn main thread, 2 - Warn other threads.
func_break_max_pieces 15
func_break_reduction_factor 0
func_breakdmg_bullet 0
func_breakdmg_club 1
func_breakdmg_explosive 1
fx_glass_velocity_cap 0 Maximum downwards speed of shattered glass particles.

[edit] G

Command Default Value Cheat? Help Text
g15_dumpplayer Spew player data.
g15_reload Reloads the Logitech G-15 Keyboard configs.
g15_update_msec 250 Logitech G-15 Keyboard update interval.
g_ai_threadedgraphbuild 0 If true, use experimental threaded node graph building.
g_debug_angularsensor 0 Yes
g_debug_constraint_sounds 0 Yes Enable debug printing about constraint sounds.
g_debug_doors 0
g_debug_npc_vehicle_roles 0
g_debug_ragdoll_removal 0 Yes
g_debug_ragdoll_visualize 0 Yes
g_debug_trackpather 0 Yes
g_debug_transitions 0 Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
g_debug_vehiclebase 0 Yes
g_debug_vehicledriver 0 Yes
g_debug_vehicleexit 0 Yes
g_debug_vehiclesound 0 Yes
g_Language 0
g_ragdoll_fadespeed 600
g_ragdoll_important_maxcount 2
g_ragdoll_lvfadespeed 100
g_ragdoll_maxcount 8
game_end_halloween_intro_delay 10
game_end_halloween_intro_failure_delay 2
game_end_item_anim_delay 2
game_end_show_gpm Print GPM stats during game end
game_end_speech_delay 1
game_end_xmas_intro_delay 2
game_end_xp_anim_delay 1
game_end_xp_anim_duration 1
gameinstructor_dump_open_lessons Gives a list of all currently open lessons.
gameinstructor_enable 1 Display in game lessons that teach new players.
gameinstructor_find_errors 0 Yes Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessons Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts Resets all display and success counts to zero.
gameinstructor_start_sound_cooldown 4 Number of seconds forced between similar lesson start sounds.
gameinstructor_verbose 0 Yes Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson 0 Yes Display more verbose information for lessons have this name.
gamemenucommand Issue game menu command.
gamestats_file_output_directory 0 When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
gameui_activate Shows the game UI
gameui_allowescape Escape key allowed to hide game UI
gameui_allowescapetoshow Escape key allowed to show game UI
gameui_hide Hides the game UI
gameui_preventescape Escape key doesn't hide game UI
gameui_preventescapetoshow Escape key doesn't show game UI
gameui_xbox 0
gc_secret_key 0 Secret key for authenticating with the GC
getpos dump position and angles to the console
getpos_exact dump origin and angles to the console
give Give item to player. Arguments: <item_name>
givecurrentammo Give a supply of ammo for current weapon..
gl_clear 0
gl_clear_randomcolor 0 Yes Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
global_event_log_enabled 0 Yes Enables the global event log system
global_set global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
glow_outline_effect_enable 1 Yes Enable entity outline glow effects.
glow_outline_width 6 Yes Width of glow outline effect in screen space.
god Toggle. Player becomes invulnerable.
gpu_level 0 GPU Level - Default: High
gpu_mem_level 1 Memory Level - Default: High
guidepanel_promptforrating 1
guidepanel_resetnag Resets the nag count on the guide panel
guidepanel_toggle Toggles the visibility of the Hero Build panel
guild_refresh guild_force_refresh

[edit] H

Command Default Value Cheat? Help Text
hammer_update_entity Updates the entity's position/angles when in edit mode.
hammer_update_safe_entities Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entities (incomplete description).
heartbeat Force heartbeat of master servers
help Find help about a convar/concommand.
hide_sf_shop Hide scaleform shop.
hideconsole Hide the console.
hidehud 0 Yes
hidepanel Hides a viewport panel <name>
hl2_episodic 0
host_flush_threshold 12 Memory threshold below which the host should flush caches between server instances.
host_framerate 0 Set to lock per-frame time elapse.
host_limitlocal 0 Apply cl_rate and cl_updaterate to loopback connection.
host_map 0 Current map name.
host_profile 0
host_runofftime Run off some time without rendering/updating sounds.
host_showcachemiss 0 Print a debug message when the client or server cache is missed.
host_ShowIPCCallCount 0 Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.
host_sleep 0 Yes Force the host to sleep a certain number of milliseconds each frame.
host_speeds 0 Show general system running times.
host_threaded_sound 0 Run the sound on a thread (independent of mix).
host_timescale 1 Yes Prescale the clock by this amount.
host_timescale_dec Decrement the timescale by one step.
host_timescale_inc Increment the timescale by one step.
host_writeconfig Store current settings to config.cfg (or specified .cfg file).
host_writeconfig_ss Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
hostfile 0 The HOST file to load.
hostip -1062731520.000 Host game server ip
hostname 0 Hostname for server.
hostport 27015 Host game server port
http_file_exists Tests if a remote http file exists.
hud_autoreloadscript 0 Automatically reloads the animation script each time one is ran.
hud_drawhistory_time 5
hud_fastswitch 0
hud_reloadscheme Reloads hud layout and animation scripts.
hud_saytext_time 12
hud_scaleformperf 0
hud_sf_is_element_visible Prints visibility info about an SF HUD element. Can specify a child in the SWF as third argument for further info.
hud_sf_reload reload scaleform hud element. usage: hud_sf_reload <substring of panel name>
hud_sticky_item_name 0
hud_takesshots 0 Auto-save a scoreboard screenshot at the end of a map.
hunk_track_allocation_types 0 Yes
hurtme Hurts the player. Arguments: <health to lose>.

[edit] I

Command Default Value Cheat? Help Text
in_forceuser 0 Yes Force user input to this split screen player.
in_lock_mouse_to_window 1 If set, mouse will be locked inside the game window.
in_usekeyboardsampletime 1 Use keyboard sample time smoothing.
incrementvar Increment specified convar value.
inspect Dump information on all script entities with a given name. You can also specify by number.
inspectheroinworld Zoom into a selected hero in the world for a closer view.
inventory_frame Inventory set frame #.
inventory_resize Force re-layout inventory.
ip 0 Overrides IP for multihomed hosts.
item_debug_validation 1 If set, CEconEntity::ValidateEntityAttachedToPlayer behaves as it would in release builds and also allows bot players to take t (incomplete description)
item_editor item_editor
item_enable_dynamic_loading 1 Enable/disable dynamic streaming of econ content.
item_land_duration 350
item_land_magnitude 10
item_land_oscillations 3
item_show_whitelistable_definitions Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
item_testitem Creates a server-side item of the specified type, and gives it to the player. Does NOT create the item on the Steam backend.
items_game_use_gc_copy 1 If set, items_game.txt will be stomped by the GC.
itemtest itemtest
iv_off Turn off all interpolation variable spew.

[edit] J

Command Default Value Cheat? Help Text
joy_accel_filter 0
joy_accelmax 1
joy_accelscale 0
joy_advanced 0
joy_advaxisr 0
joy_advaxisu 0
joy_advaxisv 0
joy_advaxisx 0
joy_advaxisy 0
joy_advaxisz 0
joy_autoaimdampen 0 How much to scale user stick input when the gun is pointing at a valid target.
joy_autoaimdampenrange 0 The stick range where autoaim dampening is applied. 0 = off
joy_autosprint 0 Automatically sprint when moving with an analog joystick
joy_axisbutton_threshold 0 Analog axis range before a button press is registered.
joy_cfg_preset 0
joy_circle_correct 1
joy_deadzone_mode 0 0 = Cross-shaped deadzone (default), 1 = Square deadzone.
joy_diagonalpov 0 POV manipulator operates on diagonal axes, too.
joy_display_input 0
joy_forwardsensitivity -1
joy_forwardthreshold 0
joy_inverty 0 Whether to invert the Y axis of the joystick for looking.
joy_lookspin_default 0
joy_lowend 1
joy_lowmap 1
joy_movement_stick 0 Which stick controls movement (0 is left stick)
joy_name 0
joy_pegged 0
joy_pitchsensitivity 1
joy_pitchsensitivity_default -1
joy_pitchthreshold 0
joy_response_look 0 'Look' stick response mode: 0 = Default, 1 = Acceleration Promotion
joy_response_move 1 'Movement' stick response mode: 0 = Linear, 1 = quadratic, 2 = cubic, 3 = quadratic extreme, 4 = power function(i.e., pow(x,1/sensitivity (incomplete description)
joy_response_move_vehicle 6
joy_sensitive_step0 0
joy_sensitive_step1 0
joy_sensitive_step2 0
joy_sidesensitivity 1
joy_sidethreshold 0
joy_variable_frametime 1
joy_vehicle_turn_lowend 0
joy_vehicle_turn_lowmap 0
joy_virtual_peg 0
joy_wingmanwarrior_centerhack 0 Wingman warrior centering hack.
joy_wingmanwarrior_turnhack 0 Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded 0 If 0, the 360controller.cfg file will be executed on startup & option changes.
joy_yawsensitivity -1
joy_yawsensitivity_default -1
joy_yawthreshold 0
joystick 0 True if the joystick is enabled, false otherwise.
jpeg Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
jpeg_quality 90 jpeg screenshot quality.

[edit] K

Command Default Value Cheat? Help Text
kdtree_test Tests spatial partition for entities queries.
key_findbinding Find key bound to specified command string.
key_listboundkeys List bound keys with bindings.
key_updatelayout Updates game keyboard layout to current windows keyboard setting.
kick Kick a player by name.
kickid Kick a player by userid or uniqueid, with a message.
kill Kills the player with generic damage
killserver Shutdown the server.
killvector Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>

[edit] L

Command Default Value Cheat? Help Text
light_crosshair Show texture color at crosshair.
lightcache_maxmiss 2 Yes
lightprobe Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material (incomplete description).
linefile Parses map leak data from .lin file.
listdemo List demo file contents.
listid Lists banned users.
listip List IP addresses on the ban list.
listmodels List loaded models.
listRecentNPCSpeech Displays a list of the last 5 lines of speech from NPCs.
load Load a saved game.
loader_defer_non_critical_jobs 0
loader_spew_info 0 0 - Off, 1 - Timing, 2 - Completions, 3 - Late Completions, 4 - Creations/Purges, -1 - All
loader_throttle_io 1
loadgame_simulate_fail 0
loadout_test_activity_modifiers 0 Yes
locator_background_border_color 268435456 The default color for the border.
locator_background_border_thickness 3 How many pixels the background borders the left and right.
locator_background_color 100663296 The default color for the background.
locator_background_shift_x 3 How many pixels the background is shifted right.
locator_background_shift_y 1 How many pixels the background is shifted down.
locator_background_style 0 Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
locator_background_thickness_x 8 How many pixels the background borders the left and right.
locator_background_thickness_y 0 How many pixels the background borders the top and bottom.
locator_fade_time 0 Number of seconds it takes for a lesson to fully fade in/out.
locator_icon_max_size_non_ss 1 Maximum scale of the icon on the screen.
locator_icon_min_size_non_ss 1 Minimum scale of the icon on the screen.
locator_lerp_rest 2 Number of seconds before moving from the center.
locator_lerp_speed 5 Speed that static lessons move along the Y axis.
locator_lerp_time 1 Number of seconds to lerp before reaching final destination.
locator_pulse_time 1 Number of seconds to pulse after changing icon or position.
locator_split_len 0 Yes
locator_split_maxwide_percent 0 Yes
locator_start_at_crosshair 0 Start position at the crosshair instead of the top middle of the screen.
locator_target_offset_x 0 How many pixels to offset the locator from the target position.
locator_target_offset_y 0 How many pixels to offset the locator from the target position.
locator_text_drop_shadow 1 If enabled, a drop shadow is drawn behind caption text. PC only.
locator_text_glow 0 If enabled, a glow is drawn behind caption text
locator_text_glow_color -1 Color of text glow.
locator_topdown_style 0 Topdown games set this to handle distance and offscreen location differently.
log off >.
log_color Set the color of a logging channel.
log_dumpchannels Dumps information about all logging channels.
log_flags Set the flags on a logging channel.
log_level Set the spew level of a logging channel.
log_verbosity Set the verbosity of a logging channel.
logaddress_add Set address and port for remote host <ip:port>.
logaddress_del Remove address and port for remote host <ip:port>.
logaddress_delall Remove all udp addresses being logged to.
logaddress_list List all addresses currently being used by logaddress.
lookspring 0
lookstrafe 0
lore_fade_in_rate 400
lore_fade_out_rate 400
lservercfgfile 0

[edit] M

Command Default Value Cheat? Help Text
m_customaccel 0 Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( raw (incomplete description)
m_customaccel_exponent 1 Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max 0 Max mouse move scale factor, 0 for no limit.
m_customaccel_scale 0 Custom mouse acceleration value.
m_filter 0 Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward 1 Mouse forward factor.
m_mouseaccel1 0 Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 0 Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed 1 Windows mouse speed factor (range 1 to 20).
m_pitch 0 Mouse pitch factor.
m_side 0 Mouse side factor.
m_yaw 0 Mouse yaw factor.
map Start playing on specified map.
map_background Runs a map as the background to the main menu.
map_commentary Start playing, with commentary, on a specified map.
map_networkbackdoor Run a map using the local network backdoor.
map_noareas 0 Disable area to area connection testing.
mapcyclefile 0 Name of the .txt file used to cycle the maps on multiplayer servers.
maps Displays list of maps.
mat_aaquality 0
mat_accelerate_adjust_exposure_down 3 Yes
mat_ambient_light_b 0 Yes
mat_ambient_light_b_forced -1
mat_ambient_light_g 0 Yes
mat_ambient_light_g_forced -1
mat_ambient_light_r 0 Yes
mat_ambient_light_r_forced -1
mat_antialias 0
mat_autoexposure_max 2
mat_autoexposure_min 0
mat_bloom_scalefactor_scalar 0
mat_bloomamount_rate 0 Yes
mat_bloomscale 1
mat_bufferprimitives 1
mat_bumpbasis 0 Yes
mat_bumpmap 1
mat_camerarendertargetoverlaysize 128 Yes
mat_clipz 1
mat_colcorrection_disableentities 0 Disable map color-correction entities.
mat_colcorrection_editor 0
mat_colcorrection_forceentitiesclientside 0 Yes Forces color correction entities to be updated on the client.
mat_color_projection 0
mat_combined 0
mat_compressedtextures 1
mat_configcurrent Show the current video control panel config for the material system.
mat_crosshair Display the name of the material under the crosshair
mat_crosshair_edit Open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer Open the material under the crosshair in explorer and highlight the vmt file.
mat_crosshair_printmaterial Print the material under the crosshair.
mat_crosshair_reloadmaterial Reload the material under the crosshair.
mat_debug Activates debugging spew for a specific material.
mat_debug_bloom 0 Yes
mat_debug_postprocessing_effects 0 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen.
mat_debugalttab 0 Yes
mat_debugdepth 0
mat_debugdepthmode 0
mat_debugdepthval 128
mat_debugdepthvalmax 256
mat_defaultlightmap 1 Default brightness for lightmaps where none have been created in the level.
mat_depth_blur_focal_distance_override -1
mat_depth_blur_strength_override -1
mat_depthbias_shadowmap 0
mat_diffuse 1
mat_disable_bloom 0
mat_disable_fancy_blending 0
mat_disable_lightwarp 0
mat_displacementmap 1 Yes
mat_do_not_shrink_dynamic_vb 0 Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
mat_dof_enabled 1
mat_dof_far_blur_depth 1000
mat_dof_far_blur_radius 5
mat_dof_far_focus_depth 250
mat_dof_max_blur_radius 10
mat_dof_near_blur_depth 20
mat_dof_near_blur_radius 10
mat_dof_near_focus_depth 100
mat_dof_override 0
mat_dof_quality 0
mat_drawflat 0 Yes
mat_drawTexture 0 Enable debug view texture.
mat_drawTextureScale 1 Debug view texture scale.
mat_drawTitleSafe 0 Enable title safe overlay.
mat_drawwater 1 Yes
mat_dump_rts 0
mat_dynamic_tonemapping 1 Yes
mat_dynamiclightmaps 0 Yes
mat_edit Bring up the material under the crosshair in the editor.
mat_envmapsize 128
mat_envmaptgasize 32
mat_excludetextures 0
mat_exposure_center_region_x 0 Yes
mat_exposure_center_region_y 0 Yes
mat_fastclip 0 Yes
mat_fastnobump 0 Yes
mat_fastspecular 1 Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate 0 Yes
mat_filterlightmaps 1
mat_filtertextures 1
mat_flushshaders_async 0 Yes Set to one to flush shaders next frame (will automatically be reset to zero). Will only work if dynamic shader compile is enable (incomplete description)
mat_force_bloom 0 Yes
mat_force_low_quality_shadows 0
mat_force_tonemap_scale 0 Yes
mat_forceaniso 1
mat_forcedynamic 0 Yes
mat_forcehardwaresync 1
mat_frame_sync_enable 1 Yes
mat_frame_sync_force_texture 0 Yes Force frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize 128
mat_freeze_leafvis 0 If set to 1, uses the last known leaf visibility data for visualization. If set to 0, updates every frame based on camera move.
mat_fullbright 0 Yes
mat_grain_enable 0
mat_grain_scale_override -1
mat_hdr_enabled Report if HDR is enabled for debugging.
mat_hdr_level 0 Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_hdr_manual_tonemap_rate 1
mat_hdr_tonemapscale 1 Yes The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.
mat_hdr_uncapexposure 0 Yes
mat_hsv 0 Yes
mat_info Shows material system info.
mat_leafvis 0 Yes Draw wireframe of current leaf.
mat_leafvis_draw_mask -1 A bitfield which affects leaf visibility debug rendering. -1: show all, bit 0: render PVS-visible leafs, bit 1: render PVS- an (incomplete description)
mat_levelflush 1
mat_lightmap_pfms 0 Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
mat_loadtextures 1 Yes
mat_local_contrast_edge_scale_override -1000
mat_lowqualityshaders 0
mat_local_contrast_enable 0
mat_local_contrast_midtone_mask_override -1
mat_local_contrast_scale_override 0
mat_local_contrast_vignette_end_override -1
mat_local_contrast_vignette_start_override -1
mat_lpreview_mode -1 Yes
mat_luxels 0 Yes
mat_managedtextures 1 If set, allows Direct3D to manage texture uploading at the cost of extra system memory.
mat_max_worldmesh_vertices 65536
mat_maxframelatency 1
mat_measurefillrate 0 Yes
mat_mipmaptextures 1
mat_monitorgamma 1 monitor gamma (typically 2.2 for CRT and 1.7 for LCD).
mat_monitorgamma_tv_enabled 0
mat_monitorgamma_tv_exp 2
mat_monitorgamma_tv_range_max 255
mat_monitorgamma_tv_range_min 16
mat_morphstats 0 Yes
mat_motion_blur_enabled 0
mat_motion_blur_falling_intensity 1
mat_motion_blur_falling_max 20
mat_motion_blur_falling_min 10
mat_motion_blur_forward_enabled 1
mat_motion_blur_percent_of_screen_max 4
mat_motion_blur_rotation_intensity 1
mat_motion_blur_strength 1
mat_non_hdr_bloom_scalefactor 0
mat_norendering 0 Yes
mat_normalmaps 0 Yes
mat_normals 0 Yes
mat_object_motion_blur_enable 0
mat_object_motion_blur_model_scale 1
mat_paint_enabled 0
mat_parallaxmap 1
mat_parallaxmapsamplesmax 50
mat_parallaxmapsamplesmin 12
mat_phong 1
mat_picmip 1
mat_postprocess_enable 1 Yes
mat_postprocess_x 4
mat_postprocess_y 1
mat_processtoolvars 1
mat_proxy 0 Yes
mat_proxy_warnings 1
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_queue_priority 1
mat_queue_report 0 Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
mat_reducefillrate 0
mat_reduceparticles 0
mat_reloadallmaterials Reloads all materials.
mat_reloadmaterial Reloads a single material.
mat_reloadtextures Reloads all textures.
mat_remoteshadercompile 0 Yes
mat_report_queue_status 0
mat_reporthwmorphmemory Reports the amount of size in bytes taken up by hardware morph textures.
mat_reversedepth 0 Yes
mat_savechanges Saves current video configuration to the registry.
mat_screen_blur_override -1
mat_setvideomode Sets the width, height, windowed state of the material system.
mat_shadercount Display count of all shaders and reset that count
mat_shadowstate 1
mat_show_histogram 0
mat_show_texture_memory_usage 0 Yes Display the texture memory usage on the HUD.
mat_showcamerarendertarget 0 Yes
mat_showenvmapmask 0
mat_showframebuffertexture 0 Yes
mat_showlightmappage -1
mat_showlowresimage 0 Yes
mat_showmaterials Show materials.
mat_showmaterialsverbose Show materials (verbose version).
mat_showmiplevels 0 Yes Color-code miplevels 2: normalmaps, 1: everything else
mat_showtextures Show used textures.
mat_showwatertextures 0 Yes
mat_slopescaledepthbias_shadowmap 4
mat_software_aa_blur_one_pixel_lines 0 How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots).
mat_software_aa_debug 0 Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0->black, 1->red, 2->green, 3->blue), (2 - show anti-a (incomplete description).
mat_software_aa_edge_threshold 1 Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more ( incomplete description).
mat_software_aa_quality 0 Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter).
mat_software_aa_strength -1 Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o (incomplete description).
mat_software_aa_strength_vgui -1 Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.
mat_software_aa_tap_offset 1 Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im (incomplete description)
mat_softwarelighting 0
mat_softwareskin 0 Yes
mat_specular 1 Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_spew_long_frames 0 Warn about frames that go over 66ms for CERT purposes.
mat_spewalloc 0
mat_spewvertexandpixelshaders Print all vertex and pixel shaders currently loaded to the console
mat_stub 0 Yes
mat_suppress Supress a material from drawing.
mat_surfaceid 0 Yes
mat_surfacemat 0 Yes
mat_tessellation_accgeometrytangents 0 Yes
mat_tessellation_cornertangents 1 Yes
mat_tessellation_update_buffers 1 Yes
mat_tessellationlevel 6 Yes
mat_texture_limit -1 If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for identifying (incomplete description)
mat_texture_list 0 For debugging, show a list of used textures per frame.
mat_texture_list_all 1 If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texture_list_all_frames 2 How many frames to sample texture memory for all textures.
mat_texture_list_content_path 0 The content path to the materialsrc directory. If left unset, it'll assume your content directory is next to the currently runn
mat_texture_list_exclude 'load' - loads the exclude list file, 'reset' - resets all loaded exclude information, 'save' - saves exclude list file.
mat_texture_list_exclude_editing 0
mat_texture_list_txlod Adjust LOD of the last viewed texture +1 to inc resolution, -1 to dec resolution.
mat_texture_list_txlod_sync 'reset' - resets all run-time changes to LOD overrides, 'save' - saves all changes to material content files
mat_texture_list_view 1 If this is nonzero, then the texture list panel will render thumbnails of currently-loaded textures.
mat_texture_tracking 0
mat_tonemap_algorithm 1 Yes 0 = Original Algorithm, 1 = New Algorithm
mat_tonemap_min_avglum 3 Yes
mat_tonemap_percent_bright_pixels 2 Yes
mat_tonemap_percent_target 60 Yes
mat_tonemapping_occlusion_use_stencil 0
mat_triplebuffered 0 This means we want triple buffering if we are fullscreen and vsync'd.
mat_use_compressed_hdr_textures 1
mat_viewportscale 1 Scale down the main viewport (to reduce GPU impact on CPU profiling).
mat_viewportupscale 1 Yes Scale the viewport back up.
mat_vignette_enable 0
mat_vsync 0 Force sync to vertical retrace.
mat_wateroverlaysize 128
mat_wireframe 0 Yes
mat_yuv 0 Yes
maxplayers Change the maximum number of players allowed on this server.
mem_dump Dump memory stats to text file.
mem_dumpstats 0 Dump current and max heap usage info to console at end of frame (set to 2 for continuous output).
mem_dumpvballocs Dump VB memory allocation stats.
mem_force_flush 0 Force cache flush of unlocked resources on every alloc.
mem_force_flush_section 0 Cache section to restrict mem_force_flush.
mem_incremental_compact_rate 0 Yes Rate at which to attempt internal heap compation.
mem_level 2 Memory Level - Default: High
mem_max_heapsize 256 Maximum amount of memory to dedicate to engine hunk and datacache (in MB).
mem_max_heapsize_dedicated 64 Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in MB).
mem_min_heapsize 128 Minimum amount of memory to dedicate to engine hunk and datacache (in MB).
mem_periodicdumps 0 Write periodic memstats dumps every n seconds.
mem_test_each_frame 0 Run heap check at end of every frame.
mem_test_every_n_seconds 0 Run heap check at a specified interval.
mem_test_quiet 0 Don't print stats when memtesting.
mem_vcollide Dumps the memory used by vcollides.
mem_verify Verify the validity of the heap.
memory Print memory stats.
miniprofiler_dump 0
minisave Saves game (for current level only!).
mod_check_vcollide 0 Check all vcollides on load.
mod_combiner_info Debug spew for Combiner Info.
mod_dont_load_vertices 0 For the dedicated server, suppress loading model vertex data.
mod_forcedata 1 Forces all model file data into cache on model load.
mod_forcetouchdata 1 Forces all model file data into cache on model load.
mod_load_anims_async 0
mod_load_fakestall 0 Forces all ANI file loading to stall for specified ms.
mod_load_mesh_async 0
mod_load_showstall 0 1 - show hitches , 2 - show stalls
mod_load_vcollide_async 0
mod_lock_mdls_on_load 1
mod_lock_meshes_on_load 0
mod_test_mesh_not_available 0
mod_test_not_available 0
mod_test_verts_not_available 0
mod_touchalldata 1 Touch model data during level startup.
mod_trace_load 0
model_combiner_dumpstats Dump the stats for the model combiner manager.
model_list Dump model list to file.
morph_debug 0
morph_path 7
motdfile 0 The MOTD file to load.
movie_fixwave Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
mp_allowNPCs 1
mp_allowspectators 1 Toggles whether the server allows spectator mode or not.
mp_autocrosshair 1
mp_chattime 10 Amount of time players can chat after the game is over.
mp_clan_ready_signal 0 Text that team leader from each team must speak for the match to begin.
mp_clan_readyrestart 0 If non-zero, game will restart once someone from each team gives the ready signal.
mp_defaultteam 0
mp_disable_autokick Prevents a userid from being auto-kicked.
mp_fadetoblack 0 Fade a player's screen to black when he dies.
mp_falldamage 0
mp_flashlight 0
mp_footsteps 1
mp_forcecamera 1 Restricts spectator modes for dead players.
mp_forcerespawn 1
mp_fraglimit 0
mp_friendlyfire 0 Allows team members to injure other members of their team.
mp_restartgame 0 If non-zero, game will restart in the specified number of seconds.
mp_teamlist 0
mp_teamoverride 1
mp_teamplay 0
mp_timelimit 0 Game time per map in minutes.
mp_tournament 0
mp_tournament_whitelist 0 Specifies the item whitelist file to use.
mp_usehwmmodels 0 Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
mp_usehwmvcds 0 Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
mp_waitingforplayers_cancel 0 Set to 1 to end the WaitingForPlayers period.
mp_waitingforplayers_restart 0 Set to 1 to start or restart the WaitingForPlayers period.
mp_waitingforplayers_time 0 WaitingForPlayers time length in seconds.
mp_weaponstay 0
multiunit_frame_tall 48
multiunit_frame_wide 48
multiunit_page_next Cycle to the next multiunit page.
multiunit_page_prev Cycle to the previous multiunit page.
multiunit_x_gap 4
multiunit_x_start 0
multiunit_y_gap 13
multiunit_y_start 0
multvar Multiply specified convar value.
muzzleflash_light 1

[edit] N

Command Default Value Cheat? Help Text
name 0 Current user name
nav_add_to_selected_set Add current area to the selected set.
nav_add_to_selected_set_by_id Add specified area id to the selected set.
nav_analyze Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor 503316480 Yes RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size 50 Yes Max area size created in nav generation.
nav_avoid Toggles the 'avoid this area when possible' flag used by the AI system.
nav_begin_area Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and (incomplete description).
nav_begin_deselecting Start continuously removing from the selected set.
nav_begin_drag_deselecting Start dragging a selection area.
nav_begin_drag_selecting Start dragging a selection area.
nav_begin_selecting Start continuously adding to the selected set.
nav_begin_shift_xy Begin shifting the Selected Set.
nav_build_ladder Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_file_consistency Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor Updates the blocked/unblocked status for every nav area.
nav_check_stairs Update the nav mesh STAIRS attribute.
nav_chop_selected Chops all selected areas into their component 1x1 areas.
nav_clear_attribute Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set Clear the selected set.
nav_clear_walkable_marks Erase any previously placed walkable positions.
nav_compress_id Re-orders area and ladder ID's so they are continuous.
nav_connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a (incomplete description).
nav_coplanar_slope_limit 0 Yes
nav_coplanar_slope_limit_displacement 0 Yes
nav_corner_adjust_adjacent 18 Yes radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground Places the selected corner of the currently marked Area on the ground.
nav_corner_raise Raise the selected corner of the currently marked Area.
nav_corner_select Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet 0 Yes Anchor nav_begin_area Z to editing player's feet.
nav_create_place_on_ground 0 Yes If true, nav areas will be placed flush with the ground when created by hand.
nav_crouch Toggles the 'must crouch in this area' flag used by the AI system.
nav_debug_blocked 0 Yes
nav_delete Deletes the currently highlighted Area.
nav_delete_marked Deletes the currently marked Area (if any).
nav_disconnect To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connected (incomplete description).
nav_displacement_test 10000 Yes Checks for nodes embedded in displacements (useful for in-development maps).
nav_dont_hide Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
nav_drag_selection_volume_zmax_offset 32 The offset of the nav drag volume top from center.
nav_drag_selection_volume_zmin_offset 32 The offset of the nav drag volume bottom from center.
nav_draw_limit 500 Yes The maximum number of areas to draw in edit mode.
nav_edit 0 Yes Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting Stop continuously removing from the selected set.
nav_end_drag_deselecting Stop dragging a selection area.
nav_end_drag_selecting Stop dragging a selection area.
nav_end_selecting Stop continuously adding to the selected set.
nav_end_shift_xy Finish shifting the Selected Set.
nav_flood_select Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
nav_gen_cliffs_approx Mark cliff areas, post-processing approximation.
nav_generate Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops 1 Yes Autogenerate nav areas on fence and obstacle tops.
nav_generate_fixup_jump_areas 1 Yes Convert obsolete jump areas into 2-way connections.
nav_generate_incremental Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range 2000 Yes
nav_generate_incremental_tolerance 0 Yes Z tolerance for adding new nav areas.
nav_jump Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_ladder_flip Flips the selected ladder's direction.
nav_load Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max Lower the top of the drag select volume.
nav_lower_drag_volume_min Lower the bottom of the drag select volume.
nav_make_sniper_spots Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute Set nav attribute for all areas in the selected set.
nav_mark_unnamed Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate (incomplete description).
nav_max_view_distance 6000 Yes Maximum range for precomputed nav mesh visibility (0 = default 1500 units).
nav_max_vis_delta_list_length 64 Yes
nav_merge To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge comm (incomplete description).
nav_merge_mesh Merges a saved selected set into the current mesh.
nav_no_hostages Toggles the 'hostages cannot use this area' flag used by the AI system.
nav_no_jump Toggles the 'dont jump in this area' flag used by the AI system.
nav_place_floodfill Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling (incomplete description).
nav_place_list Lists all place names used in the map.
nav_place_pick Sets the current Place to the Place of the Area under the cursor.
nav_place_replace Replaces all instances of the first place with the second place.
nav_place_set Sets the Place of all selected areas to the current Place.
nav_potentially_visible_dot_tolerance 0 Yes
nav_precise Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_quicksave 1 Yes Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_raise_drag_volume_max Raise the top of the drag select volume.
nav_raise_drag_volume_min Raise the bottom of the drag select volume.
nav_recall_selected_set Re-selects the stored selected set.
nav_remove_from_selected_set Remove current area from the selected set.
nav_remove_jump_areas Removes legacy jump areas, replacing them with connections.
nav_run Toggles the 'traverse this area by running' flag used by the AI system.
nav_save Saves the current Navigation Mesh to disk.
nav_save_selected Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_select_blocked_areas Adds all blocked areas to the selected set.
nav_select_damaging_areas Adds all damaging areas to the selected set.
nav_select_half_space Selects any areas that intersect the given half-space.
nav_select_invalid_areas Adds all invalid areas to the Selected Set.
nav_select_obstructed_areas Adds all obstructed areas to the selected set.
nav_select_overlapping Selects nav areas that are overlapping others.
nav_select_radius Adds all areas in a radius to the selection set.
nav_select_stairs Adds all stairway areas to the selected set.
nav_selected_set_border_color -16751516 Yes Color used to draw the selected set borders while editing.
nav_selected_set_color 1623785472 Yes Color used to draw the selected set background while editing.
nav_set_place_mode Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift Shifts the selected areas by the specified amount.
nav_show_approach_points 0 Yes Show Approach Points in the Navigation Mesh.
nav_show_area_info 0 Yes Duration in seconds to show nav area ID and attributes while editing.
nav_show_compass 0 Yes
nav_show_continguous 0 Yes Highlight non-contiguous connections
nav_show_danger 0 Yes Show current 'danger' levels.
nav_show_light_intensity 0 Yes
nav_show_node_grid 0 Yes
nav_show_node_id 0 Yes
nav_show_nodes 0 Yes
nav_show_player_counts 0 Yes Show current player counts in each area.
nav_show_potentially_visible 0 Yes Show areas that are potentially visible from the current nav area.
nav_simplify_selected Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas.
nav_slope_limit 0 Yes The ground unit normal's Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance 0 Yes 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 Yes Snap to the nav generation grid when creating new nav areas.
nav_solid_props 0 Yes Make props solid to nav generation/editing
nav_splice To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_split To split an Area into two, align the split line using your cursor and invoke the split command.
nav_split_place_on_ground 0 Yes If true, nav areas will be placed flush with the ground when split.
nav_stand Toggles the 'stand while hiding' flag used by the AI system.
nav_stop Toggles the 'must stop when entering this area' flag used by the AI system.
nav_store_selected_set Stores the current selected set for later retrieval.
nav_strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_subdivide Subdivides all selected areas.
nav_test_node 0 Yes
nav_test_node_crouch 0 Yes
nav_test_node_crouch_dir 4 Yes
nav_test_stairs Test the selected set for being on stairs.
nav_toggle_deselecting Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set Remove current area from the selected set.
nav_toggle_place_mode Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_toggle_selected_set Toggles all areas into/out of the selected set.
nav_toggle_selecting Start or stop continuously adding to the selected set.
nav_transient Toggles the 'area is transient and may become blocked' flag used by the AI system.
nav_unmark Clears the marked Area or Ladder.
nav_update_blocked Updates the blocked/unblocked status for every nav area.
nav_update_lighting Recomputes lighting values.
nav_update_visibility_on_edit 0 Yes If nonzero editing the mesh will incrementally recompue visibility.
nav_use_place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_walk Toggles the 'traverse this area by walking' flag used by the AI system.
nav_warp_to_mark Warps the player to the marked area.
nav_world_center Centers the nav mesh in the world.
nb_allow_avoiding 1 Yes
nb_allow_climbing 1 Yes
nb_allow_gap_jumping 1 Yes
nb_blind 0 Yes Disable vision
nb_command Sends a command string to all bots
nb_debug_climbing 0 Yes
nb_debug_filter Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
nb_debug_history 0 Yes If true, each bot keeps a history of debug output in memory.
nb_debug_known_entities 0 Yes Show the 'known entities' for the bot that is the current spectator target.
nb_delete_all Delete all non-player NextBot entities.
nb_force_look_at Force selected bot to look at the local player's position
nb_goal_look_ahead_range 50 Yes
nb_head_aim_resettle_angle 100 Yes After rotating through this angle, the bot pauses to 'recenter' its virtual mouse on its virtual mousepad.
nb_head_aim_resettle_time 0 Yes How long the bot pauses to 'recenter' its virtual mouse on its virtual mousepad.
nb_head_aim_settle_duration 0 Yes
nb_head_aim_steady_max_rate 100 Yes
nb_ladder_align_range 50 Yes
nb_move_to_cursor Tell all NextBots to move to the cursor position.
nb_path_draw_inc 100 Yes
nb_path_draw_segment_count 100 Yes
nb_path_segment_influence_radius 100 Yes
nb_player_crouch 0 Yes Force bots to crouch.
nb_player_move 1 Yes Prevents bots from moving.
nb_player_move_direct 0
nb_player_stop 0 Yes Stop all NextBotPlayers from updating.
nb_player_walk 0 Yes Force bots to walk.
nb_saccade_speed 1000 Yes
nb_saccade_time 0 Yes
nb_select Select the bot you are aiming at for further debug operations.
nb_shadow_dist 400
nb_speed_look_ahead_range 150 Yes
nb_stop 0 Yes Stop all NextBots.
nb_update_debug 0 Yes
nb_update_framelimit 15 Yes
nb_update_frequency 0 Yes
nb_update_maxslide 2 Yes
nb_warp_selected_here Teleport the selected bot to your cursor position.
net_blockmsg 0 Yes 1| name>.
net_channels Shows net channel info.
net_compressvoice 0 Attempt to compress out of band voice payloads (360 only).
net_debug_to_file 0
net_droppackets 0 Yes Drops next n packets on client.
net_dumpeventstats Dumps out a report of game event network usage.
net_fakejitter 0 Yes Jitter fakelag packet time.
net_fakelag 0 Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss 0 Yes Simulate packet loss as a percentage (negative means drop 1/n packets).
net_graph 1 Draw the network usage graph, 2 = draws data on payload, 3 = draws payload legend.
net_graphheight 64 Height of netgraph panel.
net_graphinsetbottom 429 net_graph insert from bottom.
net_graphinsetleft 0 net_graph insert from left.
net_graphinsetright -70 net_graph insert from right.
net_graphinsettop 0 net_graph insert from top.
net_graphmsecs 400 The latency graph represents this many milliseconds.
net_graphpos 1
net_graphproportionalfont 0 Determines whether netgraph font is proportional or not..
net_graphshowinterp 1 Draw the interpolation graph.
net_graphshowlatency 1 Draw the ping/packet loss graph.
net_graphsolid 1
net_graphtext 1 Draw text fields.
net_maxcleartime 4 Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_maxfilesize 16 Maximum allowed file size for uploading in MB.
net_maxfragments 1200 Max fragment bytes per packet.
net_maxroutable 1200 Requested max packet size before packets are 'split'.
net_port_try 150 If unable to bind to initial port, how many more to try binding.
net_public_adr 0 For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ('x.x.x.x').
net_queue_trace 0
net_queued_packet_thread 1 Use a high priority thread to send queued packets out instead of sending them each frame.
net_scale 5
net_showcompression 0 Show compression results.
net_showeventlisteners 0 Show listening addition/removals.
net_showevents 0 Dump game events to console (1=client only, 2=all).
net_showfragments 0 Show netchannel fragments.
net_showoob 0 Show connectionless UDP traffic.
net_showpeaks 0 Show messages for large packets only: <size>.
net_showreliablesounds 0 Yes
net_showsplits 0 Show info about packet splits.
net_showudp 0 Dump UDP packets summary to console.
net_showudp_remoteonly 0 Dump non-loopback udp only.
net_showuser 0 Show user command encoding.
net_splitrate 1 Number of fragments for a splitpacket that can be sent per frame.
net_status Shows current network status.
net_usesocketsforloopback 1 Use network sockets layer even for listen server local player's packets (multiplayer only).
next 0 Yes Set to 1 to advance to next frame (when singlestep == 1).
nextdemo Play next demo in sequence.
nextlevel 0 If set to a valid map name, will change to this map during the next changelevel.
nian_fight_duration 1500 Yes
nian_ingot_conversion 40 Yes
noclip Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable.
noclip_fixup 1 Yes
notarget Toggle. Player becomes hidden to NPCs.
notification_popup_sf_debug_element Prints draw info about an SF notification element. Can specify a child in the SWF as the second argument for further info.
notification_sf_debug_element Prints draw info about an SF notification element. Can specify a child in the SWF as the second argument for further info.
npc_ally_deathmessage 1 Yes
npc_ammo_deplete Subtracts half of the target's ammo.
npc_bipass Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, s (incomplete description).
npc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text). Arguments: {npc_name}
npc_conditions Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a (incomplete description).
npc_create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Arguments: (incomplete description).
npc_create_aimed Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at (incomplete description).
npc_create_equipment 0
npc_destroy Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking (incomplete description).
npc_destroy_unselected Removes all NPCs from the universe that aren't currently selected.
npc_enemies Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable (incomplete description).
npc_focus Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments: {npc_name} / {np (incomplete description).
npc_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments: (incomplete description).
npc_freeze_unselected Freeze all NPCs not selected
npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box). Arguments: -none-
npc_go_do_run 1 Set whether should run on NPC go.
npc_go_random Sends all selected NPC(s) to a random node. Arguments: -none-
npc_heal Heals the target back to full health.
npc_height_adjust 1 Enable test mode for ik height adjustment.
npc_kill Kills the given NPC(s). Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at (incomplete description).
npc_nearest Draw's a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i (incomplete description).
npc_relationships Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha (incomplete description).
npc_reset Reloads schedules for all NPC's from their script files. Arguments: -none-
npc_route Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangle (incomplete description).
npc_select Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: (incomplete description).
npc_sentences 0
npc_set_freeze Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair. Arguments: (incomplete description).
npc_set_freeze_unselected Freeze all NPCs not selected.
npc_speakall Force the npc to try and speak all their responses.
npc_squads Obsolete. Replaced by npc_combat.
npc_steering Displays the steering obstructions of the NPC (used to perform local avoidance). Arguments: {entity_name} / {class_name} / n (incomplete description).
npc_steering_all Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_task_text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule (incomplete description).
npc_tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text). Arguments: (incomplete description).
npc_teleport Selected NPC will teleport to the location that the player is looking (shown with a purple box). Arguments: -none-
npc_thinknow Trigger NPC to think.
npc_viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is). Arguments: {ent (incomplete description).
npc_vphysics 0

[edit] O

Command Default Value Cheat? Help Text
old_radiusdamage 0
openshop_category Opens shop from clicks on the world shop model, specific tab request.
option_duck_method 1
overview_alpha 1 Overview map translucency.
overview_draw_map 1
overview_health 1 Show player's health in map overview.
overview_locked 1 Locks map angle, doesn't follow view angle.
overview_mode 1|2>.
overview_names 1 Show player's names in map overview.
overview_tracks 1 Show player's tracks in map overview.
overview_zoom Sets overview map zoom: <zoom> [

[edit] P

Command Default Value Cheat? Help Text
paint_sample_size 4 Yes
paintmap_scale 1 Yes
panel_test_title_safe 0 Yes Test vgui panel positioning with title safe indentation.
particle_render_memory_min_req 256
particle_sim_alt_cores 2
particle_simulateoverflow 0 Yes Used for stress-testing particle systems. Randomly denies creation of particles.
particle_test_attach_attachment 0 Yes Attachment index for attachment mode.
particle_test_attach_mode 0 Yes Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'.
particle_test_file 0 Yes Name of the particle system to dynamically spawn.
particle_test_start Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle.
particle_test_stop Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player (incomplete description).
particle_vertex_memory_min_req 2536
particles_default_max_recreate_time 2 Yes
particles_recreate_tick_size 0 Yes
password -2147483648 Current server access password.
path Show the filesystem path.
pause Toggle the server pause state.
perfui Show/hide the level performance tools UI.
phonemedelay 0 Phoneme delay to account for sound system latency.
phonemefilter 0 Time duration of box filter to pass over phonemes.
phonemesnap 2 Lod at level at which visemes stops always considering two phonemes, regardless of duration.
phys_enable_query_cache 1
phys_impactforcescale 1
phys_penetration_error_time 10 Controls the duration of vphysics penetration error boxes.
phys_pushscale 1
phys_speeds 0
phys_stressbodyweights 5
phys_timescale 1 Scale time for physics.
phys_upimpactforcescale 0
physics_budget Times the cost of each active object.
physics_constraints Highlights constraint system graph for an entity.
physics_debug_entity Dumps debug info for an entity.
physics_highlight_active Turns on the absbox for all active physics objects.
physics_report_active Lists all active physics objects.
physics_select Dumps debug info for an entity.
physicsshadowupdate_render 0
physPMC 0
picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play.
ping Display ping to server.
pipeline_static_props 1
pixelvis_debug Dump debug info.
play Play a sound.
play_greevil_pitch_adjust 0
play_greevil_y_adjust 0
playdemo Play a recorded demo file (.dem ).
playdemo_scripted Play a demo with an associated markup script.
player_debug_print_damage 0 Yes When true, print amount and type of all damage received by player to console.
player_old_armor 0
playflush Play a sound, reloading from disk in case of changes.
playgamesound Play a sound from the game sounds txt file.
playsoundscape Forces a soundscape to play.
playuisound Play a sound from the game sounds txt file in the UI.
playvideo Plays a video: <filename> [width height].
playvideo_exitcommand Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>.
playvideo_exitcommand_nointerrupt Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>).
playvideo_nointerrupt Plays a video without ability to skip: <filename> [width height].
playvol Play a sound at a specified volume.
pods_force_refresh Force a refresh on the models drawn in the pods.
portrait_red 200
+posedebug Turn on pose debugger or add ents to pose debugger UI.
-posedebug Turn off pose debugger or hide ents from pose debugger UI.
practice_password 0 Password used to filter private practice lobbies.
print_colorcorrection Display the color correction layer information.
prop_active_gib_limit 999999
prop_active_gib_max_fade_time 999999
prop_crosshair Shows name for prop looking at.
prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys (incomplete description).
prop_dynamic_create Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}.
prop_physics_create Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}.
props_break_max_pieces -1 Maximum prop breakable piece count (-1 = model default).
props_break_max_pieces_perframe -1 Maximum prop breakable piece count per frame (-1 = model default).
pwatchent -1 Yes Entity to watch for prediction system changes.
pwatchvar 0 Yes Entity variable to watch in prediction system for changes.

[edit] Q

Command Default Value Cheat? Help Text
quit Exit the engine.

[edit] R

Command Default Value Cheat? Help Text
r_3dsky 1 Enable the rendering of 3d sky boxes.
r_AirboatViewDampenDamp 1 Yes
r_AirboatViewDampenFreq 7 Yes
r_AirboatViewZHeight 0 Yes
r_ambientboost 1 Set to boost ambient term if it is totally swamped by local lights.
r_ambientfactor 5 Boost ambient cube by no more than this factor.
r_ambientfraction 0 Yes Fraction of direct lighting used to boost lighting when model requests.
r_ambientlightingonly 0 Yes Set this to 1 to light models with only ambient lighting (and no static lighting).
r_ambientmin 0 Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright.
r_aspectratio 0
r_avglight 1 Yes
r_avglightmap 0 Yes
r_bloomtintb 0
r_bloomtintexponent 2
r_bloomtintg 0
r_bloomtintr 0
r_cleardecals Usage r_cleardecals <permanent>.
r_ClipAreaPortals 1 Yes
r_colorstaticprops 0 Yes
r_debug_sequencesets -2
r_debugcheapwater 0 Yes
r_debugrandomstaticlighting 0 Yes Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_decal_cover_count 4
r_decal_overlap_area 0
r_decal_overlap_count 3
r_decals 2048
r_decalstaticprops 1 Decal static props test.
r_deferred_additive_pass 0
r_deferred_global_light 1
r_deferred_height_fog 0
r_deferred_simple_light 1
r_deferred_simple_projections 1
r_deferred_specular 1
r_deferred_specular_bloom 1
r_depthoverlay 0 Yes Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_DispBuildable 0 Yes
r_DispWalkable 0 Yes
r_dopixelvisibility 1
r_DotaSpecificCullingToggle Toggle Dota specific culling.
r_drawallrenderables 0 Yes Draw all renderables, even ones inside solid leaves.
r_drawbatchdecals 1 Render decals batched.
r_DrawBeams 1 Yes 0 = Off, 1 = Normal, 2 = Wireframe
r_drawbrushmodels 1 Yes Render brush models. 0 = Off, 1 = Normal, 2=Wireframe
r_drawclipbrushes 0 Yes Draw clip brushes (red = NPC+player, pink = player, purple = NPC)
r_drawdecals 1 Yes Render decals.
r_DrawDetailProps 1 0 = Off, 1 = Normal, 2 = Wireframe
r_DrawDisp 1 Yes Toggles rendering of displacment maps.
r_drawentities 1 Yes
r_drawflecks 1
r_drawfuncdetail 1 Yes Render func_detail.
r_drawleaf -1 Yes Draw the specified leaf.
r_drawlightcache 0 Yes 0 - off, 1 - draw light cache entries, 2 - draw rays
r_drawlightinfo 0 Yes
r_drawlights 0 Yes
r_drawmodeldecals 1
r_DrawModelLightOrigin 0 Yes
r_drawmodelstatsoverlay 0 Yes
r_drawmodelstatsoverlaydistance 500 Yes
r_drawmodelstatsoverlaymax 1 Time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay</cpde> 2 (incomplete description).
r_drawmodelstatsoverlaymin 0 Time in milliseconds that a model must take to render before showing an overlay in <code>r_drawmodelstatsoverlay 2 (incomplete description).
r_drawopaquerenderables 1 Yes
r_drawopaqueworld 1 Yes
r_drawothermodels 1 Yes 0 = Off, 1 = Normal, 2 = Wireframe.
r_drawparticles 1 Yes Enable/disable particle rendering.
r_drawpixelvisibility 0 Show the occlusion proxies.
r_DrawPortals 0 Yes
r_DrawRain 1 Yes Enable/disable rain rendering.
r_drawrenderboxes 0 Yes
r_drawropes 1 Yes
r_drawscaleform 1
r_drawskybox 1 Yes
r_DrawSpecificStaticProp -1
r_drawsprites 1 Yes
r_drawstaticprops 1 Yes 0 = Off, 1 = Normal, 2 = Wireframe.
r_drawtracers 1 Yes
r_drawtracers_firstperson 1
r_drawtranslucentrenderables 1 Yes
r_drawtranslucentworld 1 Yes
r_drawvgui 1 Yes Enable the rendering of vgui panels.
r_drawviewmodel 1 Yes
r_drawworld 1 Yes Render the world.
r_dscale_basefov 90 Yes
r_dscale_fardist 2000 Yes
r_dscale_farscale 4 Yes
r_dscale_neardist 100 Yes
r_dscale_nearscale 1 Yes
r_dynamic 1
r_dynamiclighting 1 Yes
r_emulategl 0
r_entityclips 1
r_eyeglintlodpixels 20 The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss 1
r_eyemove 1
r_eyes 1
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyesize 0
r_eyewaterepsilon 7 Yes
r_fade360style 1
r_farz -1 Yes Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject 0 Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware.
r_fastzrejectdisp 0 Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
r_flashcombined 0
r_flashlight_topdown 0
r_flashlightambient 0 Yes
r_flashlightbacktraceoffset 0 Yes
r_flashlightbrightness 0 Yes
r_flashlightclip 0 Yes
r_flashlightconstant 0 Yes
r_flashlightculldepth 1
r_flashlightdepth_drawtranslucents 0
r_flashlightdepthres 1024
r_flashlightdepthreshigh 1024
r_flashlightdepthtexture 1
r_FlashlightDetailProps 1 Enable a flashlight drawing pass on detail props. 0 = off, 1 = single pass, 2 = multipass (multipass is PC ONLY).
r_flashlightdrawclip 0 Yes
r_flashlightdrawdepth 0
r_flashlightdrawdepthres 256
r_flashlightdrawfrustum 0
r_flashlightdrawfrustumbbox 0
r_flashlightdrawsweptbbox 0
r_flashlightfar 750 Yes
r_flashlightfov 53 Yes
r_flashlightladderdist 40 Yes
r_flashlightlinear 100 Yes
r_flashlightlockposition 0 Yes
r_flashlightmodels 1
r_flashlightmuzzleflashfov 120 Yes
r_flashlightnear 4 Yes
r_flashlightnearoffsetscale 1 Yes
r_flashlightnodraw 0
r_flashlightoffsetforward 0 Yes
r_flashlightoffsetright 5 Yes
r_flashlightoffsetup -5 Yes
r_flashlightquadratic 0 Yes
r_flashlightrender 1
r_flashlightrendermodels 1
r_flashlightrenderworld 1
r_flashlightscissor 1
r_flashlightshadowatten 0 Yes
r_flashlighttracedistcutoff 128
r_flashlightupdatedepth 1
r_flashlightvisualizetrace 0 Yes
r_flashlightvolumetrics 1
r_flashoverbudget 0
r_flex 1
r_flushlod Flush and reload LODs.
r_ForceRestore 0
r_ForceWaterLeaf 1 Enable for optimization to water - considers view in leaf under water for purposes of culling.
r_frame_query 0
r_frustumcullworld 1
r_glint_alwaysdraw 0
r_glint_procedural 0
r_globallight_singlepass 1 Global light is drawn as a single pass.
r_hunkalloclightmaps 1
r_hwmorph 0 Yes
r_impacts_alt_orientation 1
r_itemblinkmax 0 Yes
r_itemblinkrate 4 Yes
r_JeepFOV 90 Yes
r_JeepViewBlendTo 1 Yes
r_JeepViewBlendToScale 0 Yes
r_JeepViewBlendToTime 1 Yes
r_JeepViewDampenDamp 1 Yes
r_JeepViewDampenFreq 7 Yes
r_JeepViewZHeight 10 Yes
r_jiggle_bones 1
r_lightaverage 1 Activates/deactivate light averaging.
r_lightcache_numambientsamples 162 Yes Number of random directions to fire rays when computing ambient lighting.
r_lightcache_radiusfactor 1000 Yes Allow lights to influence lightcaches beyond the lights' radii.
r_lightcache_zbuffercache 0
r_lightcachecenter 1 Yes
r_lightcachemodel -1 Yes
r_lightinterp 5 Yes Controls the speed of light interpolation, 0 turns off interpolation.
r_lightmap -1 Yes
r_lightstyle -1 Yes
r_lightwarpidentity 0 Yes
r_lockpvs 0 Yes Lock the PVS so you can fly around and inspect what is being drawn.
r_lod -1
r_mapextents 16384 Yes Set the max dimension for the map. This determines the far clipping plane.
r_maxdlights 32
r_maxmodeldecal 50
r_maxnewsamples 6
r_maxsampledist 128
r_minnewsamples 3
r_modelwireframedecal 0 Yes
r_nohw 0 Yes
r_norefresh 0
r_nosw 0 Yes
r_novis 0 Yes Turn off the PVS.
r_occludeemaxarea 0 Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea 0 Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occludermincount 0 At least this many occluders will be used, no matter how big they are.
r_occlusion 1 Activate/deactivate the occlusion system.
r_occlusionspew 0 Yes Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection 0 Yes Set this to revert to HL2's method of selecting lights.
r_overlayfadeenable 0
r_overlayfademax 2000
r_overlayfademin 1750
r_overlaypushout 0
r_overlaywireframe 0
r_particle_demo 0 Yes
r_particle_sim_spike_threshold_ms 0
r_particle_timescale 1
r_partition_level -1 Yes Displays a particular level of the spatial partition system. Use -1 to disable it.
r_PhysPropStaticLighting 1
r_pix_recordframes 0
r_pix_start 0
r_pixelvisibility_partial 1
r_pixelvisibility_spew 0
r_portalscloseall 0
r_portalsopenall 0 Yes Open all portals.
r_PortalTestEnts 1 Yes Clip entities against portal frustums.
r_proplightingfromdisk 1 0 = Off, 1 = On, 2 = Show Errors.
r_proplightingpooling -1 Yes 0 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset).
r_propsmaxdist 1200 Maximum visible distance.
r_queued_decals 0 Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_queued_post_processing 0
r_queued_ropes 1
r_radiosity 4 Yes 0 - no radiosity, 1 - radiosity with ambient cube (6 samples), 2 - radiosity with 162 samples, 3 - 162 samples for static props, 6 sam (incomplete description).
r_RainAllowInSplitScreen 0 Allows rain in splitscreen.
r_rainalpha 0 Yes
r_rainalphapow 0 Yes
r_RainParticleDensity 1 Density of Particle Rain (0 - 1).
r_randomflex 0 Yes
r_render_perf_force_flushing 0 If 1, a full GPU pipeline flush will occur on every BeginGPUTimingQuery/EndGPUTimingQuery call.
r_render_perf_report_cpu_times 0 If 1, GetCompletedGPUTimingQueries() will lie and report CPU times instead of GPU times.
r_render_space 0 Yes
r_renderoverlayfragment 1
r_rimlight 1 Yes
r_rootlod 0 Root LOD.
r_ropetranslucent 1
r_screen_size_expansion 0
r_screenoverlay Draw specified material as an overlay.
r_screenspace_aa 1
r_screenspace_aa_debug_w 0
r_screenspace_aa_debug_x 0
r_screenspace_aa_debug_y 0
r_screenspace_aa_debug_z 0
r_screenspace_aa_technique 0
r_sequence_debug 0
r_shader_srgb 0 -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup).
r_shadow_debug_spew 0 Yes
r_shadow_deferred 0 Yes Toggle deferred shadow rendering.
r_shadow_deferred_downsample 0 Toggle low-res deferred shadow rendering.
r_shadow_deferred_simd 0
r_shadow_half_update_rate 1 Updates shadows at half the framerate.
r_shadow_lightpos_lerptime 0
r_shadow_shortenfactor 2 Makes shadows cast from local lights shorter.
r_shadowangles Set shadow angles.
r_shadowblobbycutoff Some shadow stuff.
r_shadowcolor Set shadow color.
r_shadowdir Set shadow direction.
r_shadowdist Set shadow distance.
r_shadowfromanyworldlight 0 Yes
r_shadowfromworldlights 1 Enable shadowing from world lights.
r_shadowfromworldlights_debug 0 Yes
r_shadowids 0 Yes
r_shadowmaxrendered 32
r_shadowrendertotexture 0
r_shadows 1
r_shadows_gamecontrol -1 Yes
r_shadows_on_renderables_enable 0 Support casting RTT shadows onto other renderables.
r_shadowwireframe 0 Yes
r_showenvcubemap 0 Yes
r_showonlyshadowents 0 Yes
r_ShowViewerArea 0
r_showz_power 1 Yes
r_skin 0 Yes
r_skybox 1 Yes Enable the rendering of sky boxes.
r_slowpathwireframe 0 Yes
r_snapportal -1
r_spray_lifetime 10 Number of rounds player sprays are visible.
r_ssao 0 Enable the rendering of SSAO.
r_ssao_gpu_times 0
r_ssao_super_expensive 0
r_sse_s 1 SSE ins for particle sphere create.
r_staticlight_streams 1
r_staticprop_lod -1
r_staticpropinfo 0
r_studio_stats 0 Yes
r_suppress_d3dcalls 0
r_swingflashlight 1 Yes
r_teeth 1
r_threaded_particles 1
r_threaded_shadow_clip 0
r_threadeddetailprops 1 Enable threading of detail prop drawing.
r_topdown 0
r_twopasspaint 1 HAZARD: Only change this outside a map. Enable two-pass paint method. You will need to reload all materials when changing this.
r_unlimitedrefract 0
r_unloadlightmaps 0
r_updaterefracttexture 1 Yes
r_vehicleBrakeRate 1 Yes
r_VehicleViewClamp 1 Yes
r_VehicleViewDampen 1 Yes
r_visambient 0 Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work.
r_visocclusion 0 Yes Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces 0 Yes
r_visualizelighttracesshowfulltrace 0 Yes
r_visualizeproplightcaching 0
r_visualizetraces 0 Yes
r_WaterDrawReflection 1 Enable water reflection.
r_WaterDrawRefraction 1 Enable water refraction.
r_waterforceexpensive 0
r_waterforcereflectentities 0
r_worldlightmin 0
r_worldlights 3 Number of world lights to use per vertex.
r_worldlistcache 1
ragdoll_sleepaftertime 5 After this many seconds of being basically stationary, the ragdoll will go to sleep.
rate 80000 Max bytes/sec the host can receive data.
rcon Issue an rcon command.
rcon_address 0 Address of remote server if sending unconnected rcon commands (format x.x.x.x:p).
rcon_password 0 Remote console password.
recompute_speed Recomputes clock speed (for debugging purposes).
record Record a demo.
record_tga_interval 1 How often to save screenshots when using startmovie. A value of 1 will save every frame. A value of 2 will save every other f (incomplete description).
record_tga_usealpha 0 If true, writes out alpha into TGA screenshots when using startmovie.
refractfog_center -16777216 Yes The epicenter of the refract fog effect (distance is relative to this point). Specified as a string, so '0 0 0' is the origin.
refractfog_end 2000 Yes Objects using vertexlit_sob (with $refractfog 1) will start to fade into the background at this distance from refractfog_center (incomplete description).
refractfog_maxdensity 0 Yes The strength of the refract fog effect (0 - minimum (refract fog off), 1 - maximum). 'Refract fog' causes objects using the ver (incomplete description).
refractfog_start 1000 Yes Objects using vertexlit_sob (with $refractfog 1) will start to fade into the background at this distance from refractfog_center (incomplete description).
reload Reload the most recent saved game (add setpos to jump to current view position on reload).
reload_fullbody_portrait_data Reloads full body portrait data.
reload_materials 0
remote_bug Starts a bug report with data from the currently connected rcon machine.
removeid Remove a user ID from the ban list.
removeip Remove an IP address from the ban list.
render_perf render_perf
render_test render_test22222
report_cliententitysim 0 Yes List all clientside simulations and time - will report and turn itself off.
report_clientthinklist 0 Yes List all clientside entities thinking and time - will report and turn itself off.
report_soundpatch Reports sound patch count.
res_restrict_access 0
reset_gameconvars Reset a bunch of game convars to default values.
reset_map Reset the map to its initial state.
respawn_entities Respawn all the entities in the map.
restart Restart the game on the same level (add setpos to jump to current view position on restart).
results_row_initial_delay 0
results_row_interval 0
retry Retry connection to last server.
room_type 0
rope_averagelight 1 Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide 1 Collide rope with the world.
rope_min_pixel_diameter 2 Yes
rope_rendersolid 1
rope_shake 0
rope_smooth 1 Do an antialiasing effect on ropes.
rope_smooth_enlarge 1 How much to enlarge ropes in screen space for antialiasing effect.
rope_smooth_maxalpha 0 Alpha for rope antialiasing effect.
rope_smooth_maxalphawidth 1
rope_smooth_minalpha 0 Alpha for rope antialiasing effect.
rope_smooth_minwidth 0 When using smoothing, this is the min screenspace width it lets a rope shrink to.
rope_solid_maxalpha 1
rope_solid_maxwidth 1
rope_solid_minalpha 0
rope_solid_minwidth 0
rope_subdiv 2 Rope subdivision amount.
rope_wind_dist 1000 Don't use CPU applying small wind gusts to ropes when they're past this distance.
roquelaire_land_distance 200 Yes
roshan_halloween_base_health 15000 Yes
roshan_halloween_bonus_health_per_level 15000 Yes
rr_debug_qa 0 Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
rr_debugclassname 0 If set, rr_debugresponses will print only response tests where 'classname' corresponds to this variable. Use to filter for a sp (incomplete description).
rr_debugresponseconcept 0 If set, rr_debugresponses will print only responses testing for the specified concept (incomplete description).
rr_debugresponses 0 Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure (incomplete description).
rr_debugrule 0 If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.
rr_discrepancycheck 0 Set 0 to disable the [RESPONSELIB] warning messages.
rr_dumpresponses 0 Dump all response_rules.txt and rules (requires restart).
rr_followup_maxdist 1800 Yes 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
rr_forceconcept Fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> 'criteria1:value1,criteria2:value2 (incomplete description).
rr_reloadresponsesystems Reload all response system scripts.
rr_remarkable_max_distance 1200 Yes AIs will not even consider remarkarbles that are more than this many units away.
rr_remarkable_world_entities_replay_limit 1 Yes TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable.
rr_remarkables_enabled 0 Yes If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
rr_thenany_score_slop 0 Yes When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered (incomplete description).

[edit] S

Command Default Value Cheat? Help Text
save Saves current game.
save_async 1
save_asyncdelay 0 For testing, adds this many milliseconds of delay to the save operation.
save_console 0 Autosave on the PC behaves like it does on the consoles.
save_disable 0
save_history_count 1 Keep this many old copies in history of autosaves and quicksaves.
save_huddelayframes 1 Number of frames to defer for drawing the Saving message.
save_in_memory 0 Set to 1 to save to memory instead of disk (Xbox 360).
save_noxsave 0
save_screenshot 1 0 = none, 1 = non-autosave, 2 = always.
save_spew 0
say Display player message.
say_student Display player message to anyone coaching me.
say_team Display player message to team.
scaleform_avatar_debug 0 Show debug text for loading Steam avatars.
scaleform_spew 0 Allow scaleform log spew.
scaleform_update 1 Yes 0 = off, 1 = on.
scene_async_prefetch_spew 0 Display async .ani file loading info.
scene_clamplookat 1 Clamp head turns to a MAX of 20 degrees per think.
scene_clientflex 1 Do client side flex animation.
scene_clientplayback 1 Play all vcds on the clients.
scene_flatturn 1
scene_flush Flush all .vcds from the cache and reload from disk.
scene_forcecombined 0 When playing back, force use of combined .wav files even in english.
scene_maxcaptionradius 1200 Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_playvcd Play the given VCD as an instanced scripted scene.
scene_print 0 When playing back a scene, print timing and event info to console.
scene_showfaceto 0 When playing back, show the directions of faceto events.
scene_showlook 0 When playing back, show the directions of look events.
scene_showmoveto 0 When moving, show the end location.
scene_showunlock 0 Show when a vcd is playing but normal AI is running.
scene_vcdautosave 0 Create a savegame before VCD playback.
schedule_match_ready_sound Plays the sound in windows after a delay of X seconds.
scr_centertime 2
screenshot Take a screenshot.
script Run the text as a script.
script_add_debug_filter Add a filter to the game debug overlay.
script_add_watch Add a watch to the game debug overlay.
script_add_watch_pattern Add a watch to the game debug overlay.
script_attach_debugger Connect the vscript VM to the script debugger.
script_break_in_native_debugger_on_error 0
script_clear_watches Clear all watches from the game debug overlay.
script_debug Toggle the in-game script debug features.
script_dump_all Dump the state of the VM to the console.
script_execute Run a vscript file.
script_find Find a key in the VM.
script_help Output help for script functions, optionally with a search string.
script_reload Reload scripts.
script_reload_code Execute a vscript file, replacing existing functions with the functions in the run script.
script_reload_enity_code Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts.
script_reload_think Execute an activation script, replacing existing functions with the functions in the run script.
script_remove_debug_filter Remove a filter from the game debug overlay.
script_remove_watch Remove a watch from the game debug overlay.
script_remove_watch_pattern Remove a watch from the game debug overlay.
script_resurrect_unreachable Use the garbage collector to track down reference cycles.
script_trace_disable Turn off a particular trace output by file or function name.
script_trace_disable_all Turn off all trace output.
script_trace_disable_key Turn off a particular trace output by table/instance.
script_trace_enable Turn on a particular trace output by file or function name.
script_trace_enable_all Turn on all trace output.
script_trace_enable_key Turn on a particular trace output by table/instance.
scripted_demo_restart Play a demo with an associated markup script.
sensitivity 3 Mouse sensitivity.
server_game_time Gives the game time in seconds (server's curtime).
server_gc_status Check status of connection to the GC
servercfgfile 0
set_vgui_language Set language vgui is using.
setang Snap player eyes to specified pitch yaw <roll:optional> (must have sv_Yess).
setang_exact Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_Yess).
setinfo Adds a new user info value.
setmodel Changes's player's model.
setpause Set the pause state of the server.
setpos Move player to specified origin (must have sv_Yess).
setpos_exact Move player to an exact specified origin (must have sv_Yess).
setpos_player Move specified player to specified origin (must have sv_Yess).
sf_cardflip_time 1
sf_debug_file_opens 0 Print file opens to DevMsg.
sf_fulldeck_card_scale_max 0
sf_fulldeck_card_scale_min 0
sf_fulldeck_hide_unavailable 1 If set, hide unavailable cards instead of greying them out (dynamic mode overrides).
sf_fulldeck_intro_curve 0
sf_fulldeck_intro_time 0
sf_fulldeck_leftovers_position 1
sf_fulldeck_legacy_columns 7
sf_fulldeck_legacy_gap_x 15
sf_fulldeck_legacy_gap_y 50
sf_fulldeck_legacy_rows 3
sf_fulldeck_raise_speed 10
sf_fulldeck_x_gap_perc 0
sf_fulldeck_y_gap_perc 0
sf_info Show Scaleform info.
sf_loadout_rotate_drag 0
sf_loadout_rotate_grab_scale 0
sf_loadout_rotate_scale 2
sf_loadout_tutorial_enable 0
sf_texture_cache_print Print scaleform texture cache info to console.
sf_texture_cache_print_summary Print scaleform texture cache summary to console.
sf_turntable_curve_16x10 0
sf_turntable_curve_16x9 0
sf_turntable_curve_4x3 0
sf_turntable_curve_5x4 0
sf_turntable_deal_curve_max 0
sf_turntable_deal_curve_min 0
sf_turntable_deal_time 0
sf_turntable_edgescroll 0
sf_turntable_end 1
sf_turntable_gradient_curve 0
sf_turntable_hasitems_allitems 0
sf_turntable_indent 0
sf_turntable_itemsel_xdelta 0
sf_turntable_mousescroll 0
sf_turntable_mousewheelscroll 5
sf_turntable_moviecards_fromcenter 3
sf_turntable_rotation_angle 85
sf_turntable_rotation_start 0
sf_turntable_scale_curve 0
sf_turntable_scale_max 150
sf_turntable_scale_min 80
sf_turntable_selmove_time 0
sf_turntable_testmaxheroes -1
sf_turntable_tint_curve 0
sf_turntable_ypos 125
sf_turntable_ypos_curve 0
sf_turntable_ypos_ingame 145
sf_turntable_ypos_max 0
sfm_record_hz 30
shaderstat_viz Shader Stat visualizer commands.
shake Shake the screen.
shake_show 0 Displays a list of the active screen shakes.
shake_stop Stops all active screen shakes.
shake_testpunch Test a punch-style screen shake.
shop_nav_to_search With the shop open, makes the search box active.
shop_nav_to_tab Switch to a particular shop tab (0 - 12).
shop_select_itemrow Nuy (or set quickbuy with shift held) a particular displayed row.
show_broadcast Debug show the broadcaster dialog.
show_ready_up_fail Shows the ready up fail dialog.
show_sf_shop Show scaleform shop.
show_shared_units Show the shared unit control dialog.
showbudget_texture 0 Yes Enable the texture budget panel.
showbudget_texture_global_dumpstats Dump all items in +showbudget_texture_global in a text form.
showbudget_texture_global_sum 0
showconsole Show the console.
showhitlocation 0
showinfo Shows a info panel: <type> <title> <message> [<command>].
showpanel Shows a viewport panel <name>.
showparticlecounts 0 Display number of particles drawn per frame.
showtriggers 0 Yes Shows trigger brushes.
showtriggers_toggle Toggle show triggers.
simple_bot_add Add a simple bot.
singlestep 0 Yes Run engine in single step mode (set next to 1 to advance a frame).
sixense_bind Bind a concommand to a button.
-sixense_camera_drag Drag map with the controller.
+sixense_camera_drag Drag map with the controller.
+sixense_camera_pan Drag map with the controller.
-sixense_camera_pan Drag map with the controller.
sixense_clear_bindings Clear all sixense bindings.
sixense_default_bindings Clear current bindings and load the defaults.
sixense_delete_binding Delete a single binding by index.
+sixense_grid Activate a sixense click grid.
-sixense_grid Activate a sixense click grid.
+sixense_left_alt Left alt.
-sixense_left_alt Left alt.
+sixense_left_click Left click.
-sixense_left_click Left click.
+sixense_left_ctrl Left ctrl.
-sixense_left_ctrl Left ctrl.
+sixense_left_shift Left shift.
-sixense_left_shift Left shift.
sixense_list_bindings List the sixense bindings.
-sixense_map_ping_mode Exit mode where clicking on map pings.
+sixense_map_ping_mode Enter mode where clicking on map pings.
sixense_mouse_set_origin Center the sixense mouse.
-sixense_right_click Right click.
+sixense_right_click Right click.
sixense_set_grid_command Set the command bound to a click grid cell.
sixense_set_grid_size Set the dimensions of a click grid.
+sixense_stat_point_mode Enter mode where pressing ability buttons upgrades.
-sixense_stat_point_mode Exit mode where pressing ability buttons upgrades.
sixense_write_bindings Save the sixense bindings to a file.
sk_ally_regen_time 0 Time taken for an ally to regenerate a point of health.
sk_autoaim_mode 1
sk_npc_arm 1
sk_npc_chest 1
sk_npc_head 2
sk_npc_leg 1
sk_npc_stomach 1
sk_player_arm 1
sk_player_chest 1
sk_player_head 2
sk_player_leg 1
sk_player_stomach 1
smoothstairs 1 Smooth player eye z coordinate when traversing stairs.
snd_async_flush Flush all unlocked async audio data.
snd_async_fullyasync 1 All playback is fully async (sound doesn't play until data arrives).
snd_async_minsize 262144
snd_async_showmem Show async memory stats.
snd_async_showmem_music Show async memory stats for just non-streamed music.
snd_async_showmem_summary Show brief async memory stats.
snd_async_spew_blocking 0 Spew message to console any time async sound loading blocks on file I/O.
snd_async_stream_fail 0 Spew stream pool failures.
snd_async_stream_spew 0 Spew streaming info (0 = Off, 1 = streams, 2 = buffers)
snd_buildsoundcacheforaddon Rebuild sound.cache for named addon.
snd_buildsoundcachefordirectory Rebuild sound.cache for full path to directory ending with a sound/ folder.
snd_cull_duplicates 0 If nonzero, aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be player (incomplete description).
snd_debug_gaincurve 0 Visualize sound gain fall off.
snd_debug_gaincurvevol 1 Visualize sound gain fall off.
snd_defer_trace 1
snd_delay_for_choreo_enabled 1 Enables update of delay for choreo to compensate for I/O latency.
snd_delay_for_choreo_reset_after_N_milliseconds 500 Resets the choreo latency after N milliseconds of VO not playing. Default is 500 ms.
snd_delay_sound_shift 0
snd_disable_mixer_duck 0
snd_disable_mixer_solo 0
snd_duckerattacktime 0
snd_duckerreleasetime 2
snd_duckerthreshold 0
snd_ducking_off 1
snd_ducktovolume 0
snd_dumpclientsounds Dump sounds to console.
snd_dvar_dist_max 1320 Play full 'far' sound at this distance.
snd_dvar_dist_min 240 Play full 'near' sound at this distance.
snd_filter 0 Yes
snd_foliage_db_loss 0 Foliage dB loss per 1200 units.
snd_gain 1 Yes
snd_gain_max 1 Yes
snd_gain_min 0 Yes
snd_gamevoicevolume 1
snd_gamevolume 0 Music volume.
snd_getmixer Get data related to mix group matching string.
snd_list 0
snd_max_same_sounds 4
snd_max_same_weapon_sounds 3
snd_mergemethod 1 Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
snd_mix_async 0
snd_mix_minframetime 0
snd_mixahead 0
snd_mixer_master_dsp 1
snd_mixer_master_level 1
snd_moviefix 1 Defer sound recording until next tick when laying off movies.
snd_musicvolume 0 Music volume.
snd_mute_losefocus 1
snd_noextraupdate 0
snd_obscured_gain_dB -2 Yes
snd_op_test_convar 1 Yes
snd_pause_all 1 Yes Specifies to pause all sounds and not just voice.
snd_pitchquality 1
snd_playsounds Play sounds from the game sounds txt file at a given location.
snd_pre_gain_dist_falloff 1 Yes
snd_prefetch_common 1 Prefetch common sounds from directories specified in scripts/sound_prefetch.txt.
snd_print_channel_by_guid Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
snd_print_channel_by_index Prints the content of a channel from its index. snd_print_channel_by_index <index>.
snd_print_channels Prints all the active channel.
snd_profile 0
snd_rebuildaudiocache Rebuild audio cache.
snd_rebuildlocalizedaudiocache Rebuild audio cache for all localization.
snd_refdb 60 Yes Reference dB at snd_refdist.
snd_refdist 36 Yes Reference distance for snd_refdb.
snd_reload_caches Flush sound caches and reloads them.
snd_restart Restart sound system.
snd_set_master_volume Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
snd_setmixer Set named Mixgroup of current mixer to mix vol, mute, solo.
snd_setmixlayer Set named Mixgroup of named mix layer to mix vol, mute, solo.
snd_setmixlayer_amount Set named mix layer mix amount.
snd_setsoundparam Set a sound paramater.
snd_show 0 Show sounds info.
snd_show_channel_count 0 Show the current count of channel types.
snd_showclassname 0
snd_showmixer 0
snd_showstart 0 Yes
snd_ShowThreadFrameTime 0
snd_sos_allow_dynamic_chantype 0
snd_sos_exec_when_paused 1
snd_sos_flush_operators Flush and re-parse the sound operator system.
snd_sos_list_operator_updates 0 Yes
snd_sos_print_operators Prints a list of currently available operators.
snd_sos_show_block_debug 0 Yes Spew data about the list of block entries.
snd_sos_show_client_rcv 0
snd_sos_show_client_xmit 0 Yes
snd_sos_show_entry_match_free 0
snd_sos_show_operator_entry_filter 0 Yes
snd_sos_show_operator_init 0 Yes
snd_sos_show_operator_prestart 0 Yes
snd_sos_show_operator_shutdown 0 Yes
snd_sos_show_operator_start 0 Yes
snd_sos_show_operator_stop_entry 0 Yes
snd_sos_show_operator_updates 0 Yes
snd_sos_show_opvar_list 0
snd_sos_show_queuetotrack 0 Yes
snd_sos_show_server_xmit 0 Yes
snd_sos_show_source_info 0
snd_sos_show_startqueue 0 Yes
snd_sos_show_track_list 0
snd_soundmixer 0
snd_soundmixer_flush Reload soundmixers.txt file.
snd_soundmixer_list_mix_groups List all mix groups to dev console.
snd_soundmixer_list_mix_layers List all mix layers to dev console.
snd_soundmixer_list_mixers List all mixers to dev console.
snd_soundmixer_parse_debug 0
snd_soundmixer_set_trigger_factor Set named mix layer / mix group, trigger amount.
snd_soundmixer_version 2
snd_spatialize_roundrobin 0 Lowend optimization: if nonzero, spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized.
snd_store_filepaths 0
snd_surround_speakers -1
snd_updateaudiocache Checks current sound caches based on file sizes and rebuilds any change/new entries.
snd_visualize 0 Yes Show sounds location in world.
snd_voip_center_speaker_vol 0 Yes
snd_voip_left_rear_speaker_vol 0 Yes
snd_voip_left_speaker_vol 0 Yes
snd_voip_right_rear_speaker_vol 0 Yes
snd_voip_right_speaker_vol 0 Yes
snd_voipvolume 0 Voice volume.
snd_vox_captiontrace 0 Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout 300
snd_vox_sectimetout 300
snd_vox_seqtimetout 300
snd_writemanifest If running a game, outputs the precache manifest for the current level.
sound_device_list Lists all available audio devices.
sound_device_override 0 ID of the sound device to use.
soundfade Fade client volume.
soundinfo Describe the current sound device.
soundlist List all known sounds.
soundpatch_captionlength 2 How long looping soundpatch captions should display for.
soundscape_debug 0 Yes When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that are (incomplete description).
soundscape_dumpclient Dumps the client's soundscape data.
soundscape_fadetime 3 Yes Time to crossfade sound effects between soundscapes.
soundscape_flush Flushes the server & client side soundscapes.
soundscape_message 0
soundscape_radius_debug 0 Yes Prints current volume of radius sounds.
speak Play a constructed sentence.
speaker_config 0
spec_autodirector 1 Auto-director chooses best view modes while spectating.
spec_freeze_distance_max 200 Yes Maximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min 96 Yes Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_time 4 Yes Time spend frozen in observer freeze cam.
spec_freeze_traveltime 0 Yes Time taken to zoom in to frame a target in observer freeze cam.
spec_mode Set spectator mode.
spec_next Spectate next player.
spec_player Spectate player by name.
spec_pos Dump position and angles to the console.
spec_prev Spectate previous player.
spec_scoreboard 0
spec_track 0 Tracks an entity in spec mode.
spike Generates a fake spike.
ss_enable 0 Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT.
ss_map Start playing on specified map with max allowed splitscreen players.
ss_splitmode 0 Two player split screen mode (0 - recommended settings base on the width, 1 - horizontal, 2 - vertical (only allowed in widescreen) (incomplete description).
ss_verticalsplit 1 Two player split screen uses vertical split (do not set this directly, use ss_splitmode instead).
ss_voice_hearpartner 0 Route voice between splitscreen players on same system.
star_memory Dump memory stats.
startdemos Play demos in demo sequence.
startmovie Start recording movie frames.
startupmenu Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer.
stash_grab_all Grab all items from the stash.
stat_dropdown Select a category in the spectator stats dropdown.
stat_dropdown_cycle Cycle through the stat dropdown categories in a specified direction (-1 = back, 1 = forward).
stat_dropdown_sort Cycle through the stat dropdown sort methods.
stats Prints server performance variables
status Display map and connection status.
step_spline 0
stop Finish recording demo.
stopdemo Stop playing back a demo.
stopsoundscape Stops all soundscape processing and fades current looping sounds.
stopvideos Stops all videos playing to the screen.
stringtable_alwaysrebuilddictionaries 0 Rebuild dictionary file on every level load.
stringtable_usedictionaries 1 Use dictionaries for string table networking.
stringtabledictionary Create dictionary for current strings.
studio_queue_mode 1
stuffs Parses and stuffs command line + commands to command buffer.
suitvolume 0
surfaceprop Reports the surface properties at the cursor.
sv_allchat 1 Players can receive all other players' text chat, no death restrictions.
sv_allow_wait_command 1 Allow or disallow the wait command on clients connected to this server.
sv_allowdownload 0 Allow clients to download files.
sv_allowupload 0 Allow clients to upload customizations files.
sv_alltalk 0 Players can hear all other players, no team restrictions.
sv_alternateticks 0 If set, server only simulates entities on even numbered ticks.
sv_always_full_flush 0 Yes
sv_autosave 1 Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_benchmark_autovprofrecord 0 If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.
sv_benchmark_force_start Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.
sv_benchmark_numticks 3300 If > 0, then it only runs the benchmark for this # of ticks.
sv_bonus_challenge 0 Set to values other than 0 to select a bonus map challenge type.
sv_cacheencodedents 1 If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_Yess 0 Allow Yess on server.
sv_clearhinthistory Clear memory of server side hints displayed to the player.
sv_client_rate_difference 20 cl_rate is moved to within sv_client_rate_difference units of cl_updaterate before it is clamped between sv_minrate and (incomplete description).
sv_client_max_interp_ratio 5 This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio (incomplete description).
sv_client_min_interp_ratio 1 This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 (incomplete description).
sv_client_predict -1 This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se (incomplete description).
sv_clockcorrection_msecs 60 The server tries to keep each player's m_nTickBase within this many msecs of the server absolute tickcount.
sv_cluster 0 Data center cluster this server lives in.
sv_consistency 1 Whether the server enforces file consistency for critical files.
sv_contact 0 Contact email for server sysop.
sv_debug_player_use 0 Visualizes +use logic. Green cross = trace success, Red cross = trace too far, Green box = radius success.
sv_debugmanualmode 0 Make sure entities correctly report whether or not their network data has changed.
sv_debugtempentities 0 Show temp entity bandwidth usage.
sv_delta_entity_full_buffer_size 131072 Buffer size for delta entities.
sv_deltaprint 0 Print accumulated CalcDelta profiling data (only if sv_deltatime is on).
sv_deltatime 0 Enable profiling of CalcDelta calls.
sv_dota_auto_save_interval 30
sv_dota_auto_save_min_players 8 Minimum number of players in the game to allow saves.
sv_dota_dump_econ_item_stringtable sv_dota_dump_econ_item_stringtable
sv_dota_dump_modifier_stringtable sv_dota_dump_modifier_stringtable
sv_dota_speech_announcer_networking 1 Yes Set to 0 to prevent announcer speech from being matched on the client; match it on the server instead, like the old way.
sv_downloadurl 0 Location from which clients can download missing files.
sv_dump_changelists_stats Dump serialized entity allocations.
sv_dump_class_info Dump server class infos.
sv_dump_class_table Dump server class table matching the pattern (substr).
sv_dump_edicts Display a list of edicts allocated on the server.
sv_dump_serialized_entities_mem Dump serialized entity allocations stats.
sv_dumpstringtables 0 Yes
sv_dumptables 0 Dump out the tables when packing.
sv_enable_delta_packing 1 When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, b (incomplete description).
sv_enableoldqueries 0 Enable support for old style (HL1) server queries.
sv_extra_client_connect_time 15 Seconds after client connect during which extra frames are buffered to prevent non-delta'd update.
sv_filterban 1 Set packet filtering by IP mode.
sv_findsoundname Find sound names which reference the specified wave files.
sv_forcepreload 0 Force server side preloading.
sv_gameinstructor_disable 0 Force all clients to disable their game instructors.
sv_gravity 800 World gravity.
sv_hibernate_ms 20 # of milliseconds to sleep per frame while hibernating.
sv_hibernate_ms_vgui 20 # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend.
sv_hibernate_when_empty 1 Puts the server into extremely low CPU usage mode when no clients connected.
sv_infinite_ammo 0 Yes Player's active weapon will never run out of ammo.
sv_lagcompensationforcerestore 1 Yes Don't test validity of a lag comp restore, just do it.
sv_lan 0 Server is a lan server (no heartbeat, no authentication, no non-class C addresses).
sv_log_onefile 0 Log server information to only one file.
sv_logbans 0 Log server bans in the server logs.
sv_logblocks 0 If true when log when a query is blocked (can cause very large log files).
sv_logdownloadlist 0
sv_logecho 1 Echo log information to the console.
sv_logfile 1 Log server information in the log file.
sv_logflush 0 Flush the log file to disk on each write (slow).
sv_logsdir 0 Folder in the game directory where server logs will be stored.
sv_massreport 0
sv_master_share_game_socket 1 Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm (incomplete description).
sv_max_queries_sec 3 Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global 3000 Maximum queries per second to respond to from anywhere.
sv_max_queries_window 30 Window over which to average queries per second averages.
sv_maxclientframes 128
sv_maxcmdrate 30 (If sv_minrate is > 0), this sets the maximum value for cl_rate.
sv_maxrate 0 Max bandwidth rate allowed on server, 0 == unlimited
sv_maxreplay 0 Maximum replay time in seconds
sv_maxroutable 1200 Server upper bound on net_maxroutable that a client can use.
sv_maxupdaterate 30 Maximum updates per second that the server will allow.
sv_memlimit 0 Yes 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 5 This sets the minimum value for cl_rate. 0 == unlimited.
sv_minrate 5000 Min bandwidth rate allowed on server, 0 == unlimited.
sv_minupdaterate 15 Minimum updates per second that the server will allow.
sv_multiplayer_maxtempentities 32
sv_multiplayer_sounds 20
sv_noclipaccelerate 5
sv_noclipduringpause 0 Yes If Yess are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipspeed 5
sv_npc_talker_maxdist 1024 NPCs over this distance from the player won't attempt to speak.
sv_parallel_packentities 0
sv_parallel_sendsnapshot 0
sv_password 0 Server password for entry into multiplayer games.
sv_pausable 0 Is the server pausable.
sv_playerperfhistorycount 20 Number of samples to maintain in player perf history.
sv_precacheinfo Show precache info.
sv_pure 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 Skips SetupBones when npc's are outside the PVS.
sv_querycache_stats Display status of the query cache (client only).
sv_rcon_banpenalty 0 Number of minutes to ban users who fail rcon authentication.
sv_rcon_log 1 Enable/disable rcon logging.
sv_rcon_maxfailures 10 Max number of times a user can fail rcon authentication before being banned.
sv_rcon_minfailures 5 Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned.
sv_rcon_minfailuretime 30 Number of seconds to track failed rcon authentications.
sv_regeneration_force_on 0 Yes Yes to test regenerative health systems.
sv_regeneration_wait_time 1
sv_region 255 The region of the world to report this server in. 255 means default.
sv_replaysdir 0 Directory to store replays in.
sv_savedir 0 Folder in the game directory where save games will be stored.
sv_savereaddir 0 If set save games will be read from this directory instead of sv_savedir.
sv_savewritedir 0 If set save games will be written to this directory instead of sv_savedir.
sv_script_profile 0
sv_script_think_interval 0
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_shared_team_pvs 1 PVS is shared between teams.
sv_show_usermessage 0 Shows the user messages that the server is sending to clients. Setting this to 2 will show the contents of the message.
sv_showhitboxes -1 Yes Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).
sv_showladders 0 Show bbox and dismount points for all ladders (must be set before level load.)
sv_showlagcompensation 0 Yes Show lag compensated hitboxes whenever a player is lag compensated.
sv_showtags Describe current gametags.
sv_shutdown Sets the server to shutdown when all games have completed.
sv_skyname 0 Current name of the skybox texture.
sv_sound_discardextraunreliable 1
sv_soundemitter_filecheck Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush Flushes the sounds.txt system (server only).
sv_soundemitter_spew Print details about a sound.
sv_soundemitter_trace -1 Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for eve) (incomplete description).
sv_soundemitter_version 2 Yes Specfies what version of soundemitter system to use.
sv_soundscape_printdebuginfo Print soundscapes.
sv_specaccelerate 5
sv_specnoclip 1
sv_specspeed 3
sv_stats 1 Collect CPU usage stats.
sv_stickysprint_default 0
sv_stressbots 0 If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_strict_notarget 0 If set, notarget will cause entities to never think they are in the pvs.
sv_sync_client_updates 1 Send clients updates at the same time. This saves CPU because the server will encode and calc deltas on less frames.
sv_syncupdaterate 30 Syncronized update rate.
sv_tags 0 Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
sv_temp_baseline_string_table_buffer_size 131072 Buffer size for writing string table baselnes.
sv_temp_entity_buffer_size 65536 Buffer size for temp entities
sv_test_scripted_sequences 0 Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through (incomplete description).
sv_teststepsimulation 1
sv_thinktimecheck 0 Check for thinktimes all on same timestamp.
sv_threaded_init 0
sv_timeout 65 After this many seconds without a message from a client, the client is dropped.
sv_timeout_when_fully_connected 15 Once fully connected, player will be kicked if he doesn't send a network message within this interval.
sv_timeout_when_fully_connected_tournament 5 Once fully connected in a tournament game, player will be kicked if he doesn't send a network message within this interval.
sv_turbophysics 1 Turns on turbo physics.
sv_unlockedchapters 1 Highest unlocked game chapter.
sv_update_master_server 1 Should we update the master server.
sv_validate_edict_change_infos 0 Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
sv_vehicle_autoaim_scale 8
sv_visiblemaxplayers -1 Overrides the max players reported to prospective clients.
sv_voicecodec 0 Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable 1
sys_minidumpexpandedspew 1
sys_minidumpspewlines 500 Lines of crash dump console spew to keep.

[edit] T

Command Default Value Cheat? Help Text
telemetry_demoend 0 When playing demo, stop telemetry on tick #.
telemetry_demostart 0 When playing demo, start telemetry on tick #.
telemetry_filtervalue 500 Set Telemetry ZoneFilterVal (MicroSeconds).
telemetry_framecount 0 Set Telemetry count of frames to capture
telemetry_level 0 Set Telemetry profile level: 0 being off. Hight bit set for mask: 0x8#######.
telemetry_pause 0 Pause Telemetry.
telemetry_resume 0 Resume Telemetry.
telemetry_server 0 Set Telemetry server.
template_debug 0
test_compendium test_compendium
test_dispatcheffect Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Default: (incomplete description).
test_entity_blocker Test command that drops an entity blocker out in front of the player.
test_ExitProcess Test_ExitProcess <exit code> - immediately kill the process.
test_freezeframe Test the freeze frame code.
test_hide_disp test_hide_disp
test_league_pass Test pass.
test_Loop Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
test_LoopCount Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
test_LoopForNumSeconds Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
test_minimap -16777216
test_ProxyToggle_EnsureValue Test_ProxyToggle_EnsureValue
test_RandomChance Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage (incomplete description).
test_StartLoop Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
test_StartScript Start a test script running..
testhudanim Test a hud element animation. Arguments: <anim name>.
testscript_debug 0 Debug test scripts.
texture_budget_background_alpha 128 How translucent the budget panel is.
texture_budget_panel_bottom_of_history_fraction 0 Number between 0 and 1.
texture_budget_panel_global 0 Show global times in the texture budget panel.
texture_budget_panel_height 284 Height in pixels of the budget panel.
texture_budget_panel_width 512 Width in pixels of the budget panel.
texture_budget_panel_x 0 Number of pixels from the left side of the game screen to draw the budget panel.
texture_budget_panel_y 450 Number of pixels from the top side of the game screen to draw the budget panel.
tf_escort_score_rate 1 Yes Score for escorting the train, in points per second.
think_limit 10 Maximum think time in milliseconds, warning is printed if this is exceeded.
thirdperson Switch to thirdperson camera.
thirdperson_mayamode Switch to thirdperson Maya-like camera controls.
thirdperson_platformer 0 Player will aim in the direction they are moving.
thirdperson_screenspace 0 Movement will be relative to the camera, eg: left means screen-left.
thirdpersonshoulder Switch to thirdperson-shoulder camera.
threadpool_affinity 1 Enable setting affinity.
threadpool_cycle_reserve Cycles threadpool reservation by powers of 2.
threadpool_reserve 0 Consume the specified number of threads in the thread pool.
ti_onstage_frame_tall 600
ti_onstage_frame_wide 384
timedemo Play a demo and report performance info.
timedemo_end -1 Ends timedemo on given tick.
timedemo_start -1 Starts timedemo on given tick.
timedemo_vprofrecord Play a demo and report performance info. Also record vprof data for the span of the demo.
timedemoquit Play a demo, report performance info, and then exit.
timerefresh Profile the renderer.
tir_maxpitch 15 Yes TrackIR Max Pitch.
tir_maxroll 90 Yes TrackIR Max Roll.
tir_maxx 4 Yes TrackIR Max X.
tir_maxy 6 Yes TrackIR Max Y.
tir_maxyaw 90 Yes TrackIR Max Yaw.
tir_maxz 1 Yes TrackIR Max Z.
tir_start 0 TrackIR Start.
tir_stop 0 TrackIR Stop.
toggle Toggles a convar on or off, or cycles through a set of values.
toggleconsole Show/hide the console.
toggleshoppanel Toggles shop.
toolload Load a tool.
toolunload Unload a tool.
trace_report 0
tracer_extra 1
tutorial_start_lesson Jump to the passed tutorial lesson.
tv_allow_camera_man 1 Auto director allows spectators to become camera man.
tv_allow_static_shots 1 Auto director uses fixed level cameras for shots.
tv_autorecord 0 Automatically records all games as SourceTV demos.
tv_autoretry 1 Relay proxies retry connection after network timeout.
tv_chatgroupsize 0 Set the default chat group size.
tv_chattimelimit 0 Limits spectators to chat only every n seconds.
tv_clients Shows list of connected SourceTV clients.
tv_debug 0 SourceTV debug info.
tv_delay 120 SourceTV broadcast delay in seconds.
tv_delaymapchange 0 Delays map change until broadcast is complete.
tv_deltacache 2 Enable delta entity bit stream cache.
tv_demo_starttick 0
tv_dispatchmode 1 Dispatch clients to relay proxies: 0 = never, 1 = if appropriate, 2 = always.
tv_dota_auto_record 0 If enabled, a demo will automatically be recorded for every game.
tv_dota_auto_record_stressbots 0 If enabled, a demo will automatically be recorded for stressbot games.
tv_enable 0 Activates SourceTV on server.
tv_enable_delta_frames 1 Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significant (incomplete description).
tv_grouprelaydatareliable 0 When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together.
tv_grouprelaydataunreliable 0 When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together.
tv_grouprelaydatavoice 0 Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the rel (incomplete description).
tv_listen_voice_indices 0 Bitfield of ent indices to listen to voice messages from when connected to SourceTV, default is none.
tv_maxclients 128 Maximum client number on SourceTV server.
tv_maxrate 50000 Max SourceTV spectator bandwidth rate allowed, 0 == unlimited.
tv_msg Send a screen message to all clients.
tv_name 0 SourceTV host name.
tv_nochat 0 Don't receive chat messages from other SourceTV spectators.
tv_overridemaster 0 Overrides the SourceTV master root address.
tv_password 0 SourceTV password for all clients.
tv_port 27020 Host SourceTV port.
tv_record Starts SourceTV demo recording.
tv_relay Connect to SourceTV server and relay broadcast.
tv_relay_quit_after_game 1 Quit after a game has been relayed, do not hibernate.
tv_relay_quit_on_connection_failure 1 Quit after an unsuccesful relay connection.
tv_relay_rate 120000 Default rate for relays.
tv_relay_secret_code 1 When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinate (incomplete description).
tv_relaypassword 0 SourceTV password for relay proxies.
tv_relayvoice 1 Relay voice data: 0 = off, 1 = on.
tv_retry Reconnects the SourceTV relay proxy.
tv_secret_code 1 When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the (incomplete description).
tv_snapshotrate 20 Snapshots broadcasted per second.
tv_status Show SourceTV server status.
tv_stop Stops the SourceTV broadcast.
tv_stoprecord Stops SourceTV demo recording.
tv_timeout 300 SourceTV connection timeout in seconds.
tv_title 0 Set title for SourceTV spectator UI.
tv_transmitall 0 Transmit all entities (not only director view).
tv_window_size 16 Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases (incomplete description).

[edit] U

Command Default Value Cheat? Help Text
ui_posedebug_fade_in_time 0 Yes Time during which a new pose activity layer is shown in green in +posedebug UI.
ui_posedebug_fade_out_time 0 Yes Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI.
ui_volume_max 1
unbind Unbind a key.
unbindall Unbind all keys.
unload_all_addons Reloads the search paths for game addons.
unpause Unpause the game.
update_addon_paths Reloads the search paths for game addons.
url_execute Executes url-based commands, used for incoming commands from url-based launches when the game's already running.
use Use a particular weapon. Arguments: <weapon_name>.
use_item_client Use the item in the indicated slot. <hero name> <slot name>.
user Show user data.
users Show user info for players on server.

[edit] V

Command Default Value Cheat? Help Text
v_centermove 0
v_centerspeed 500
vcollide_wireframe 0 Yes Render physics collision models in wireframe.
vehicle_flushscript Flush and reload all vehicle scripts.
version Print version info string.
vgui_drawfocus 0 Report which panel is under the mouse.
vgui_drawkeyfocus 0 Report which panel has keyboard focus.
vgui_drawtree 0 Yes Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds 0 Show panel bounds.
vgui_drawtree_draw_selected 0 Highlight the selected panel.
vgui_drawtree_freeze 0 Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden 0 Draw the hidden panels.
vgui_drawtree_panelalpha 0 Show the panel alpha values in the vgui_drawtree view.
vgui_drawtree_panelptr 0 Show the panel pointer values in the vgui_drawtree view.
vgui_drawtree_popupsonly 0 Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order 0 List the vgui_drawtree panels in render order.
vgui_drawtree_resource 0 Show resource file for each panel.
vgui_drawtree_scheme 0 Show scheme file for each panel.
vgui_drawtree_visible 1 Draw the visible panels.
vgui_drawtree_zpos 0 Show panel z pos.
vgui_dump_panels vgui_dump_panels [visible].
vgui_message_dialog_modal 1
vgui_queued_rendering 0
vgui_togglepanel Show/hide vgui panel by name.
video_mode_screenshots Dump screenshots at all supported video modes.
viewanim_create viewanim_create
viewanim_load Load animation from file.
viewanim_reset Reset view angles!
viewanim_save Save current animation to file.
viewanim_test Test view animation.
viewmodel_fov 54 Yes
viewmodel_offset_x 0
viewmodel_offset_y 0
viewmodel_offset_z 0
violence_ablood 1 Draw alien blood.
violence_agibs 1 Show alien gib entities.
violence_hblood 1 Draw human blood.
violence_hgibs 1 Show human gib entities.
vis_force 0 Yes
vismon_poll_frequency 0 Yes
vismon_trace_limit 12 Yes
vm_debug 0 Yes
vm_draw_always 0
voice_all_icons 0 Draw all players' voice icons.
voice_avggain 0
voice_buffer_debug 0
voice_chat_bubble_show_volume 1 Visualize the volume transmitted with the icon displaying speech.
voice_chat_bubbles 1 Whether to draw chat bubbles int the UI or not.
voice_clientdebug 0
voice_debugfeedback 0
voice_debugfeedbackfrom 0
voice_enable 1 Toggle voice transmit and receive.
voice_fadeouttime 0
voice_forcemicrecord 1
voice_gain_downward_multiplier 100
voice_gain_max 5
voice_gain_rate 1
voice_gain_target 16000
voice_head_icon_height 20 Voice icons are this many inches over player eye positions.
voice_head_icon_size 6 Size of voice icon over player heads in inches.
voice_inputfromfile 0 Get voice input from 'voice_input.wav' rather than from the microphone.
voice_local_icon 0 Draw local player's voice icon.
voice_loopback 0
voice_maxgain 10
voice_minimum_gain 0
voice_mixer_boost 0
voice_mixer_mute 0
voice_mixer_volume 1
voice_modenable 1 Enable/disable voice in this mod.
voice_overdrive 2
voice_overdrivefadetime 0
voice_player_speaking_delay_threshold 0 Yes
voice_profile 0
voice_record_steam 0 If true use Steam to record voice (not the engine codec).
voice_recordtofile 0 Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav.
voice_scale 1
voice_serverdebug 0
voice_showchannels 0
voice_showincoming 0
voice_steal 2
voice_threshold 2000
voice_thresold_delay 0
voice_volume_duck 1
voice_vox 0 Voice chat uses a vox-style always on.
voice_vox_current_peak 0 Current peak value (out of 16k) of the incoming voice stream.
voice_writevoices 0 Saves each speaker's voice data into separate .wav files.
voice_xsend_debug 0
volume 1 Sound volume.
vox_reload Reload sentences.txt file.
voxeltree_box View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
voxeltree_playerview View entities in the voxel-tree at the player position.
voxeltree_sphere View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
voxeltree_view View entities in the voxel-tree.
vphysics_threadmode 1
vprof Toggle VProf profiler.
vprof_adddebuggroup1 Add a new budget group dynamically for debugging.
vprof_cachemiss Toggle VProf cache miss checking.
vprof_cachemiss_off Turn off VProf cache miss checking.
vprof_cachemiss_on Turn on VProf cache miss checking.
vprof_collapse_all Collapse the whole vprof tree.
vprof_counters 0
vprof_counters_show_minmax 0
vprof_dump_counters Dump vprof counters to the console.
vprof_dump_groupnames Write the names of all of the vprof groups to the console.
vprof_dump_oninterval 0 Interval (in seconds) at which vprof will batch up data and dump it to the console.
vprof_dump_spikes 0 Framerate at which vprof will begin to dump spikes to the console. 0 = disabled, negative to reset after dump.
vprof_dump_spikes_budget_group 0 Budget gtNode to start report from when doing a dump spikes.
vprof_dump_spikes_hierarchy 0 Set to 1 to get a hierarchy report whith vprof_dump_spikes.
vprof_dump_spikes_node 0 Node to start report from when doing a dump spikes.
vprof_dump_spikes_terse 0 Whether to use most terse output.
vprof_expand_all Expand the whole vprof tree.
vprof_expand_group Expand a budget group in the vprof tree by name.
vprof_generate_report Generate a report to the console.
vprof_generate_report_AI Generate a report to the console.
vprof_generate_report_AI_only Generate a report to the console.
vprof_generate_report_budget Generate a report to the console based on budget group.
vprof_generate_report_hierarchy Generate a report to the console.
vprof_generate_report_hierarchy_per_frame_and_count_only Generate a minimal hierarchical report to the console.
vprof_generate_report_map_load Generate a report to the console.
vprof_graph 0 Draw the vprof graph.
vprof_graphheight 256
vprof_graphwidth 512
vprof_off Turn off VProf profiler.
vprof_on Turn on VProf profiler.
vprof_playback_average Average the next N frames.
vprof_playback_start Start playing back a recorded .vprof file.
vprof_playback_step While playing back a .vprof file, step to the next tick.
vprof_playback_stepback While playing back a .vprof file, step to the previous tick.
vprof_playback_stop Stop playing back a recorded .vprof file.
vprof_record_start Start recording vprof data for playback later.
vprof_record_stop Stop recording vprof data.
vprof_remote_start Request a VProf data stream from the remote server (requires authentication).
vprof_remote_stop Stop an existing remote VProf data request.
vprof_report_oninterval 0 Interval (in seconds) at which vprof will batch up a full report to the console -- more detailed than vprof_dump_oninterval.
vprof_reset Reset the stats in VProf profiler.
vprof_reset_peaks Reset just the peak time in VProf profiler.
vprof_scope 0 Set a specific scope to start showing vprof tree.
vprof_scope_entity_clientthink 0 Set to 1 to generate individual VPROF nodes for each client entity's think function.
vprof_scope_entity_gamephys 0
vprof_scope_entity_thinks 0
vprof_server_spike_threshold 999
vprof_server_thread 0
vprof_think_limit 0
vprof_to_csv Convert a recorded .vprof file to .csv.
vprof_unaccounted_limit 0 number of milliseconds that a node must exceed to turn red in the vprof panel.
vprof_verbose 1 Set to one to show average and peak times.
vprof_vtrace Toggle whether vprof data is sent to VTrace.
vprof_vtune_group enable vtune for a particular vprof group ('disable' to disable).
vprof_warningmsec 10 Above this many milliseconds render the label red to indicate slow code.
vtune Controls VTune's sampling.

[edit] W

Command Default Value Cheat? Help Text
wc_air_edit_further When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location further away from player (incomplete description).
wc_air_edit_nearer When in WC edit mode and editing air nodes, moves position of air node crosshair and placement location nearer to from player.
wc_air_node_edit When in WC edit mode, toggles laying down or air nodes instead of ground nodes.
wc_create When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently select (incomplete description).
wc_destroy When in WC edit mode, destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
wc_destroy_undo When in WC edit mode restores the last deleted node.
weapon_showproficiency 0
wipe_nav_attributes Clear all nav attributes of selected area.
workshop_concurrent_fileinfo_requests 5
writeid Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip Save the ban list to banned_ip.cfg.

[edit] X

Command Default Value Cheat? Help Text
xbox_autothrottle 1
xbox_steering_deadzone 0
xbox_throttlebias 100
xbox_throttlespoof 200
xc_crouch_debounce 0
xload Load a saved game from a 360 storage device.
xsave Saves current game to a 360 storage device.

[edit] Z

Command Default Value Cheat? Help Text
z_ragdoll_impact_strength 500
zoom_sensitivity_ratio 1 Additional mouse sensitivity scale factor applied when FOV is zoomed in.

[edit] Legacy

Listed below is the list of console commands/variables that were added and depreciated between each different version of the game. Some of these commands were event related commands while some were depreciated as the game code changes.

Note 1: Changes were tracked starting from version 799.
Note 2: First Seen column indicate when the command/variable was added to the game and Last Seen column indicate when the command/variable was removed from the game (both based on Dota 2 GC version). These values are approximate.
Command Default Value Cheat? Help Text First seen Last seen
dota_clickmove_instant_restart 0 Show clicks in the world in alternate manner. N/A 810
dota_force_night 0 Yes N/A 810
dota_loadgame N/A 810
dota_update_connected_players_send_time_postgame 10 Yes This is the same as dota_update_connected_players_send_time but controls how long the duration should be when in the post game. N/A 872
dota_uploadgame N/A 810
editdemo Edit a recorded demo file (.dem ). N/A 810
holdout_start_round Start the indicated round. N/A 810
script_attach_debugger_at_startup 0 N/A 839

[edit] References