List of Console Commands

From Dota 2 Wiki
Jump to: navigation, search
Release Illuminate icon.png
Play Many hands make light work.
This article or section contains incomplete or outdated information. Please help the community by updating it.
You can help improve this article by updating the content as necessary. See the wiki style guide.

This is a list of console commands in Dota 2, based-on Dota 2 (7.21D) GC version 3420 (4873 total convars/concommands).

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



Command Default Value Cheat? Help Text
@panoram_debug_dead_pad 0
@panorama_cache_command_list_repaint_threshold 0
@panorama_cache_command_list_size_threshold 2048
@panorama_clear_frames_on_device_restore 2
@panorama_daisy_wheel 0 Daisy wheel input mode: RS | ABXY
@panorama_debug_fast_box_shadow 0
@panorama_debug_movies 0
@panorama_debug_overlay_opacity 0
@panorama_dragscroll_affordance 20 Minimum mouse movement in pixels before a move is treated as a drag scroll
@panorama_dragscroll_affordance_vr 100 Minimum mouse movement in pixels before a move is treated as a drag scroll in VR
@panorama_dragscroll_maxflickvelocity 8000 Maximum velocity for a drag scroll flick
@panorama_dragscroll_maxflickvelocity_vr 8000 Maximum velocity for a drag scroll flick in VR
@panorama_dragscroll_minflickvelocity 60 Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick
@panorama_dragscroll_minflickvelocity_vr 240 Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick in VR
@panorama_dragscroll_mintime 0 Minimum time that the mouse button must be down before a move is treated as a drag scroll
@panorama_dragscroll_mintime_vr 0 Minimum time that the mouse button must be down before a move is treated as a drag scroll in VR
@panorama_dragscroll_velocitymultiplier 0 Multiplier for flick velocity off of actual measured velocity
@panorama_dragscroll_velocitymultiplier_vr 0 Multiplier for flick velocity off of actual measured velocity
@panorama_early_anim_dispatch 1
@panorama_experimental_fast_box_shadow 1
@panorama_experimental_overdraw_prevention 1
@panorama_fbo_alloc_batch 10
@panorama_joystick_axis_repeat_curve_time 1
@panorama_joystick_axis_repeat_interval_end 0
@panorama_joystick_axis_repeat_interval_start 0
@panorama_joystick_button_repeat_curve_time 1
@panorama_joystick_button_repeat_interval_end 0
@panorama_joystick_button_repeat_interval_start 0
@panorama_large_dispatch_event_queue 0
@panorama_max_fps 120
@panorama_max_free_fbo 1000
@panorama_max_oof_overlay_up_fps 4
@panorama_max_overlay_fps 60
@panorama_min_comp_layer_cache_cost 4096
@panorama_movie_async_load_size_bytes 20971520
@panorama_print_cache_status Print internal panorama refcounts for every file
@panorama_reload_animations 1
@panorama_show_fps 0
@panorama_show_fps_scale 1
@panorama_spew_layout_invalidates 0
@panorama_stats_log_time 0
@panorama_steampad_button_repeat_curve_time 0
@panorama_steampad_button_repeat_interval_end 0
@panorama_steampad_button_repeat_interval_start 0
@panorama_suspend_paint 0
@panorama_track_render_commands 0
@panorama_transition_time_factor 1 A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast
@panorama_volume_ambient 0
@panorama_volume_effects 1
@panorama_volume_master 1
@panorama_volume_movies 1
@panorama_vsync 1


Command Default Value Cheat? Help Text
_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


Command Default Value Cheat? Help Text
achievement_debug 0 Yes Turn on achievement debug msgs.
achievement_disable 0 Yes Turn off achievements.
addip Add an IP address to the ban list.
addons list current addon info.
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_debug_los 0 Yes NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
ai_debug_off_nav 0 Yes
ai_debug_ragdoll_magnets 0
ai_debug_shoot_positions 0 Yes
ai_debug_speech 0
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_force_serverside_ragdoll 0
ai_LOS_mode 0
ai_sequence_debug 0
ai_shot_bias_max 1
ai_shot_bias_min -1
ai_show_hull_attacks 0 Show AI hull traces for melee attacks. 1 = show them for attacks, 2 = show them for tests.
ai_use_visibility_cache 1
alias Alias a command.
all_pick_force_test 0
allow_clientside_entities 1
anim_disable 0
anim_showmainactivity 0 Yes Show the idle, walk, run, and/or sprint activities.
animevents_dump List all the currently registered anim events.
animgraph_debug_tags 0
animgraph_debug_variables 0
animgraph_ik_debug 0
animgraph_ik_locks_enabled 1
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
async_track_all Enable all registered asynchronous tracking convars at once
auto_bug auto_bug : create non-interactive bug report.
autoaim_max_deflect 0
autoaim_max_dist 2160
autosave Autosave
autosavedangerous AutoSaveDangerous


Command Default Value Cheat? Help Text
banid Add a user ID to the ban list.
banip Add an IP address to the ban list.
benchframe Takes a snapshot of a particular frame in a time demo.
bind Bind a key.
binddefaults Bind all keys to their default values.
bindss Bind a key for a particular splitscreen player.
bindtoggle Performs a bind <key> 'increment var <cvar> 0 1 1'.
blackbox 1
blackbox_dump Dump the contents of the blackbox
blackbox_record Record an entry into the blackbox
blink Blink specified convar value between two values at the specified duration.
blink_duration 0 How many seconds an eye blink will last.
bot_mimic 0 Bot uses usercmd of player by index.
bot_mimic_spec_buttons 1 Yes +attack, +jump etc are used for spectator control instead of being passed on to spectated bot
box Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
break_damage_inherit_scale 0
break_invulnerable_spawn_duration 0
breakable_multiplayer 1
broadcaster_quickstats_baselen 6
broadcaster_quickstats_image_mode 0
broadcaster_quickstats_len 9
broadcaster_quickstats_maxl 200
broadcaster_quickstats_minl 100
broadcaster_quickstats_minmovielen 10
broadcaster_quickstatsleague 0
buddha 0 Yes Player takes damage but won't die
bug bug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate the bug reporter.
bug_submitter_override 0
bug_swap Automatically swaps the current weapon for the bug bait and back again.
bugvoice Finish recording bug voice attachment.
bugvoice Start recording bug voice attachment.
bugvoice_clear Clear voice attachment data.
bugvoice_save Write buffered voice attachment data to file.
buildcubemaps Build Cubemaps
building_cubemaps 0


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
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 Yes Switch to orthographic camera. There is currently no known way to exit this mode without restarting the engine.
capturecubemap Capture Cubemap
cast_hull Tests hull collision detection
cast_ray Tests collision detection
cast_sphere Tests collision detection
cavern_crawl_pregame_intro_shown 0
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 (empty = 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).
cg_start_loading Listen server started loading
changelevel changelevel <mapname> :Multiplayer change level.
changelevel2 changelevel2 <mapname> :Singe player change level.
chat_channel_debug Print members of a chat channel
chat_join Join a chat channel
chat_join_hltv Join an hltv chat channel
chat_leave Leave a chat channel
chat_say Send a message to the specified channel
chat_sound false
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
chat_wheel_phrase_8 65
chat_wheel_phrase_9 69
chat_wheel_phrase_10 79
chat_wheel_phrase_11 66
chat_wheel_phrase_12 80
chat_wheel_phrase_13 61
chat_wheel_phrase_14 62
chat_wheel_phrase_15 70
-chatwheel Executes the highlighted chatwheel menu item
+chatwheel Opens chatwheel menu while held
-chatwheel2 Executes the highlighted chatwheel menu item
+chatwheel2 Opens the second chatwheel menu while held
chatwheel_say Send a chatwheel message. Usage: chatwheel_say <messagenum>
check_dpi Show the currently detected DPI.
cl_aggregate_particles 0
cl_allowupload 1 Client uploads customization files
cl_anglespeedkey 0
cl_anim_queue_changes 1
cl_auto_cursor_scale true
cl_backspeed 450 Yes
cl_box Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
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_cameraoverride_fade_in_amount 0
cl_cameraoverride_shadow_depth_bias 0
cl_cameraoverride_shadow_end 0
cl_change_callback_limit 0 change callback msec warning limit
cl_chat_active 0
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.
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.
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_clock_unhook 0
cl_clockdbg 0
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
cl_connectionretrytime_p2p 20 Number of seconds over which to spread retry attempts for P2P.
cl_consistencycheck_interval 180 Perform a consistency check after this amount of time (seconds) has passed since the last.
cl_cursor_scale 1
cl_customsounds 0 Enable customized player sound playback
cl_debug_flex_shader_constants 0 Yes
cl_debug_overlay_fullposition 0
cl_debug_player_use 0 Visualizes +use logic for the given range. Green cross=trace success, Red cross=trace too far, Green box=radius success
cl_debugoverlay_toggle Toggles visibility of the debug overlay system.
cl_decal_clear_all_entities Clears decals from all entities
cl_decal_clear_world Clears world decals
cl_decal_debug Toggles client decal debug visualization
cl_decal_shoot Shoots a client-side decal
cl_demoviewoverride 0 Override view during demo playback
cl_destroy_ragdolls Destroys all client-side ragdolls
cl_dev_simulate_gcdown <state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)
cl_disable_ragdolls 0 Yes
cl_disconnect_soundevent 0 This soundevent is called to stop the desired soundevents when the game is disconnected.
cl_display_game_events 0 Yes
cl_dormant_spew 0 Spew state on when client entities become dormant or active.
cl_dota_alt_unit_movetodirection 0 Does holding alt enable move to direction mode?
cl_dota_ambient_tree_shake 0
cl_dota_ambient_tree_shake_cooldown 2
cl_dota_ambient_tree_shake_duration 0
cl_dota_ambient_tree_shake_peak_time 0
cl_dota_ambient_tree_shake_range 128
cl_dota_ambient_tree_shake_strength 2
cl_dota_cd_captain_pick_time 10 Yes
cl_dota_dump_econ_item_stringtable cl_dota_dump_econ_item_stringtable
cl_dota_dump_modifier_stringtable cl_dota_dump_modifier_stringtable
cl_dota_gridnav_show 0 Yes
cl_dota_mk_tree_shake_duration 2
cl_dota_mk_tree_shake_peak_time 0
cl_dota_mk_tree_shake_strength 15
cl_dota_recent_games_include_custom_games 1
cl_dota_recent_games_include_event_games 1
cl_dota_recent_games_include_practice_matches 1
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_dota_unified_tree_hitboxes 1
cl_downloadfilter 0 Determines which files can be downloaded from the server (all, none, nosounds)
cl_drawcross Draws a cross at the given location Arguments: x y z
cl_drawhud 1 Yes Enable the rendering of the hud
cl_drawline Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
cl_drawmaterial 0 Yes Draw a particular material over the frame
cl_drawmonitors 1
cl_dump_modifier_list Dumps all modifiers that exist in the game
cl_dump_particle_stats dump particle profiling info to particle_profile.csv
cl_dump_projected_texture_count Print out number of active projected textures
cl_dumpentity Dumps info about an entity
cl_dumpsplithacks Dump split screen workarounds.
cl_ejectbrass 1
cl_enable_eye_occlusion 1
cl_ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_animgraph_debug Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_attachments Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_call ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
cl_ent_clear_debug_overlays Clears all debug overlays
cl_ent_find Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
cl_ent_find_index Display data for entity matching specified index. Format: find_ent_index <index>
cl_ent_grab grabs the object in front of the player. Options: -loose -multiple -toggle
cl_ent_hitbox Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_joint_axis_size 4
cl_ent_joint_names 1
cl_ent_joint_only_ik_joints 0
cl_ent_joints Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_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 that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_name Displays the entity name
cl_ent_picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information
cl_ent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_pivot_size 20 Yes
cl_ent_remove Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_remove_all Removes all entities of the specified type Arguments: {entity_name} / {class_name}
cl_ent_scale Scales entities. Arguments: <scale factor> {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_script_dump Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_select Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_setname Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_show_cloth 1 Yes Show cloth debug info in ent_text display
cl_ent_show_contexts 0 Yes Show entity contexts in ent_text display
cl_ent_showonlyattachment 0 Yes
cl_ent_showonlyhitbox -1 Yes
cl_ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_skeleton_only_ik_joints 0
cl_ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text256 Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_clear Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_filter Set which ent_text filters you want:
cl_ent_text_flags_active -1 Yes
cl_ent_text_no_name_really_i_mean_it 0 Yes
cl_ent_text_radius Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: Radius, {entity_name/class_name/ no argument picks what player is looking at}
cl_ent_text_sticky_add Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_sticky_clear Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_sticky_dump Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_sticky_remove Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_ungrab un-grabs all objects
cl_ent_vcollide_wireframe Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_viewoffset Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_entityreport Reports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
cl_entitysummary Summarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
cl_ents List client entities, sorted by spawn group
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_eye_sin_wave 0
cl_eye_target_override -16777216
cl_eye_yaw_multiplier 1
cl_eyeball_override 0
cl_fasttempentcollision 5
cl_flex_cycler_think_interval 0
cl_flex_expression 0
cl_flex_talk 0
cl_flushentitypacket 0 Yes For debugging. Force the engine to flush an entity packet.
cl_forwardspeed 450 Yes
cl_fullupdate Force uncompressed update
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_use_shaadow_near_offset 1
cl_globallight_world_bottom_height 0
cl_globallight_world_top_height 4096
cl_glow_brightness 1 Yes Brightness of player halos
cl_glow_item_far_b 1
cl_glow_item_far_g 0
cl_glow_item_far_r 0
cl_glow_physics_props 0
cl_groups Show status of all spawn groups.
cl_hitbox_debug 0
cl_ignorepackets 0 Yes Force client to ignore packets (for debugging).
cl_ik_enable 1 Yes Enable IK.
cl_ik_enable_only_this_chain Disables all chains except for the mentioned one on the selected entity(ies), by name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no argument picks what player is looking at]
cl_ik_toggle_chain Toggles on a chain in the selected entity(ies), by name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no argument picks what player is looking at]
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_animationvars 1 Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval
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 1 Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_interp_simulationvars 1 Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval
cl_interp_threadmodeticks 0 Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_interpolate_report 0 Enable to show interpolation profile timing
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
cl_latch_report 0 Enable to skip client-side animation
cl_leveloverview 0 Yes
cl_lightquery_debug 0 Yes
cl_log_tick 0 Log when a tick is recieved
cl_log_tick_skips 0 Log when the tick delta >= this
cl_massreport 0
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_mouselook2 1 Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_net_showeventlisteners 0 Show listening addition/removals
cl_net_showevents 0 Dump game events to console (1=client only, 2=all).
cl_network_quality2 1
cl_overdraw_test 0 Yes
cl_panel_freeze_time_after_press 0 time to freeze mouse/pointer motion after a mouse button press
cl_panorama_script_help Display Panorama JavaScript bindings
cl_panorama_script_help_2 Display all registered Panorama JavaScript bindings in wiki syntax
cl_parallel_frame_simulate 0
cl_particle_batch_mode 1
cl_particle_fallback_base 0 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_log_creates 0 Print debug message every time a particle collection is created
cl_particle_max_count 0
cl_particle_retire_cost 0 Yes
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 is. Higher numbers are more aggressive.
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_debug_showparticles 0 Yes
cl_particles_dumplist Dump all new particles, optional name substring.
cl_pause_animate 0 1 = Animates the pause text so that you can be sure the game isn't just hard locked.
cl_pclass 0 Yes Dump entity by prediction classname.
cl_pdump -1 Yes Dump info about this entity to screen.
cl_phys_animated_hierarchy 1
cl_phys_block_dist 1
cl_phys_block_fraction 0
cl_phys_debug_callback_entities 0 Print all entities that get touch callbacks. Each entity is printed only once.
cl_phys_dump_intersection_controller Dump intersection controller status
cl_phys_list List all physics component contents of every entity in the game; -allents: include non-physical entities -classes: print class names -sdk  : Rubikon build -world  : current state of the world -world -touch: list body pairs (bodies in contact) -world -save <name>: save world to a file -world -mem: memory dump -world -snapshots: Start/Stop dumping snapshots of the world into the current directory -world -profiletraces: ProfileRecordedTraces -world -agg: current aggregate data registry (loaded resources)
cl_phys_sleep Put all physics in all the worlds to sleep
cl_phys_sleep_enable 1 Yes Enable sleeping for dynamic physics bodies.
cl_phys_stop_at_collision 0 Yes
cl_phys_timescale 1 Scale time for physics
cl_phys_visualize_awake 0
cl_phys_wakeup Wake all physics objects in the Main physics up
cl_physics_add_test add test object
cl_physics_highlight_active Turns on the absbox for all active physics objects. 0 : un-highlight.
cl_physics_remove_test remove test object
cl_physics_report_active Lists all active physics objects -more : extra info
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_portrait_bg_translucent_test 0 Yes Renders the hero on a gray background for translucency blending testing
cl_precacheinfo Show precache info (client).
cl_pred_doresetlatch 0
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_predictioncopy_print Print simple description of prediction copy fields for entindex
cl_predictioncopy_runs 1
cl_predictionlist 0 Yes Show which entities are predicting
cl_predictweapons 1 Perform client side prediction of weapon effects.
cl_print_consistency_list Display's the contents and flags of the current consistency list
cl_printfps Print information from cl_showfps.
cl_prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
cl_prop_fadeout_alpha -1
cl_prop_fadeout_height 0
cl_prop_fadeout_mode -1
cl_prop_fadeout_radius -1
cl_prop_fadeout_radius_end -1
cl_prop_fadeout_time -1
cl_querycache_stats Display status of the query cache (client only)
cl_ragdoll_default_scale 1
cl_ragdoll_limit 20 Maximum number of ragdolls to show (-1 disables limit)
cl_ragdoll_reload 0
cl_removedecals Remove the decals from the entity under the crosshair.
cl_report_predcopy_overrides Report prediction copy overrides
cl_report_soundpatch reports client-side sound patch count
cl_resend 0 Delay in seconds before the client will resend the 'connect' attempt
cl_resetfps Reset information from cl_showfps.
cl_retire_low_priority_lights 0 Low priority dlights are replaced by high priority ones
cl_rr_reloadresponsesystems Reload all response system scripts. Note: This won't work unless you run with -rr_allow_reload.
cl_sceneentity_debug 0 Display all thinking scene entities and its data.
cl_screenmessage_notifytime 8 How long to display screen message text
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_attach_debugger_at_startup 0
cl_script_break_in_native_debugger_on_error 0
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_find Find a key in the VM
cl_script_help Output help for script functions
cl_script_help2 Output help for script functions suitable for auto-completion
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_reload_entity_code Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
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_sequence_debug -1
cl_sequence_debug2 -1
cl_sequence_debug_verbose 1
cl_sequence_model_substring 0
cl_show_bounds_errors 0
cl_show_mouseclick_effects 1
cl_show_splashes 1
cl_showanimstate -1 Yes Show the (client) animation state for the specified entity (-1 for none).
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_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_showpos 0 Draw current position at top of screen
cl_showtextmsg 1 Enable/disable text messages printing on the screen.
cl_sidespeed 450 Yes
cl_skeleton_instance_smear_boneflags 0 Yes Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
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_snd_new_visualize 0 Yes Displays soundevent name played at its 3d position
cl_soundscape_flush Flushes the client side soundscapes
cl_soundscape_printdebuginfo print soundscapes
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_spewserializers Spew serializers
cl_ss_origin print origin in script format
cl_steamcontroller 0
cl_stuff_keys 0 Yes
cl_team 0 Default team when joining a game
cl_tempragdoll_transition_time 0
cl_tempragdoll_unragdoll_time 1
cl_timeout 30 After this many seconds without receiving a packet from the server, the client will disconnect itself
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_update_spatial_entities_before_latchwork 1 Update spatial partition entities before we do latch work. Overcomes a potential deadlock in IK, but convared so we can test perf implications.
cl_updaterate 30 Number of packets per second of updates you are requesting from the server
cl_updatevisibility Updates visibility bits.
cl_upspeed 320 Yes
cl_viewmodelsclonedasworld 1
cl_viewtarget_clamp 1
cl_voice_filter 0 Filter voice by name substring
cl_voice_transmit_lobby 0
cl_voiceenabled 1
cl_vprof_scope_entity_gamephys 0
cl_weather 0 Yes
cl_winddir 0 Yes Weather effects wind direction angle
cl_windspeed 0 Yes Weather effects wind speed scalar
cl_yawspeed 210
clear Clear console output.
clearall Clear console output from all views.
cli_ent_attachments Displays the interpolated attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_hitbox Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_pivot Displays the interpolated pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_vcollide_wireframe Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
clientport 0 If non-empty, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection.
closecaption 0 Enable close captioning.
cloth_airdrag 0
cloth_airdrag_override 0
cloth_batch 32
cloth_compatibility 1
cloth_damping_bias 0
cloth_damping_multiplier 1
cloth_debug 0
cloth_debug_draw 0
cloth_debug_draw_nodepth_alpha 16
cloth_expairdrag 0
cloth_expquadairdrag 0
cloth_ground_offset 0
cloth_ground_plane_thickness 3
cloth_guard_threshold 1000
cloth_iteration_multiplier 1
cloth_iv_dump 4
cloth_iv_store_back 0
cloth_legacy_stretch_force 0
cloth_node_debug_axis_length 1
cloth_node_velocity_limit 1000000
cloth_quad_smooth_iterations -1
cloth_quad_smooth_rate -1
cloth_quadairdrag 0
cloth_quasistatic_iters 0
cloth_reload_immediately 0
cloth_rod_smooth_iterations -1
cloth_rod_smooth_rate -1
cloth_simulate 1
cloth_step 1
cloth_update 1
cloth_watch 1
cloth_wind 0
cloth_wind_pitch 0
cmd Forward command to server.
col_viz Collision visualizer commands
collect_entity_model_name Collect model names of the entities you're pointing at
collision_shake_amp 0
collision_shake_freq 0
collision_shake_time 0
commentary 0 Desired commentary mode state.
commentary_available 0 Automatically set by the game when a commentary file is available for the current map.
con_enable 1
con_logfile_suffix 0 Suffix to append to the console log, may be changed to reopen the log
condump dump the text currently in the console to condumpXX.log
connect Connect to a remote server.
connect_hltv Connect to a remote HLTV server.
console_history_size 1000
consoletool Open a VConsole subtool.
convars_echo_toggle_changes 1 Echo to the console changes caused by toggling.
convert_steamid Convert SteamID into multiple formats
cpu_level 2 CPU Level - Default: High
cpuinfo Print CPU configuration information
crash Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only) 3: Same but with full heap 4: force an Assert
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
crowbar_impact_damage_mass 8
crowbar_impact_damage_scale 1
csm_bias_override_0 1 Yes
csm_bias_override_1 1 Yes
csm_bias_override_2 1 Yes
csm_bias_override_3 1 Yes
csm_cascade0_override_dist -1 Yes
csm_cascade1_override_dist -1 Yes
csm_cascade2_override_dist -1 Yes
csm_cascade3_override_dist -1 Yes
csm_cascade_viewdir_shadow_bias_scale 2 Yes
csm_max_num_cascades_override -1 Yes
csm_max_shadow_dist_override -1 Yes
csm_res_override_0 0 Yes
csm_res_override_1 0 Yes
csm_res_override_2 0 Yes
csm_res_override_3 0 Yes
csm_slope_scale_db_override -1 Yes
csm_split_log_scalar 0 Yes
csm_viewdir_shadow_bias 0 Yes
custom_game_detail_max_friend_lobbies 3 Max number of friend lobbies shown on custom game detail page.
custom_game_lobby_fake_entries 0 Add fake entries to the custom lobby UI
custom_game_overview_fake_friend_lobbies 0 Fake friend lobbies in custom game overview UI.
custom_game_overview_fake_friends_in_game 0 Fake friends in custom game overview UI.
custom_game_overview_friend_lobbies_to_hide_ingame_friends 4 When there are this many friend lobbies, the friends ingame display is hidden.
custom_game_overview_max_friend_lobbies 3 Max number of friend lobbies shown in custom game overview UI.
custom_game_overview_suppress_friend_data 0 Suppress friend active and historical data on custom game overview UI
customgamesetup_auto_assign_players Automatically assign all currently unassigned players to teams.
customgamesetup_enable_auto_launch Enable or disable automatically launching the game when all players are assigned to a team.
customgamesetup_lock_team_selection Lock or unlock the team selection, when locked players cannot change teams.
customgamesetup_select_team Player selecting a team during custom game setup.
customgamesetup_set_auto_launch_delay Set the amount of time in seconds that will be set as the remaining time when all players are assigned to a team.
customgamesetup_set_remaining_time Set the number of seconds remaining before the game starts.
customgamesetup_shuffle_players Shuffle the team assignments of all players currently assigned to a team.
cvarlist Show the list of convars/concommands.


Command Default Value Cheat? Help Text
d3d_max_feature_level 11 Report the maximum D3D feature level available.
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: Scene Print 3: Alyx Blind 4: Log of damage done to player 5: Player Teleport
debug_materialmodifycontrol 0
debug_materialmodifycontrol_client 0
debug_overlay_fullposition 0
debug_physimpact 0
debug_shared_random 0
debug_touchlinks 0 Spew touch link activity
debug_visibility_monitor 0 Yes
debugoverlay_draw_current 0 Yes Tell debugoverlay to not draw any entries that have aged out by the time of rendering. Useful if sim runs more often than rendering.
debugoverlay_ignore_source 0 Yes Draw everything normal and ignore the source for rendering
debugoverlay_show_text_outline 0 Yes Toggle display of box around text
debugoverlay_toggle Toggles visibility of the debug overlay system.
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_flush 0 Flush writing the demo file every network update
demo_goto Skips to location in demo.
demo_gotomark Skips the current demo playback to the marked tick
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_marktick Marks the current demo playback tick for later use
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_show_event_dungeon_leaderboards Show the Dungeon event leaderboards
dev_simulate_gcdown <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.
diffcheck 0 Activate diffcheck system.
diffcheck_playerslot 0
diffcheck_spew 1 Actually show diffcheck results.
differences Show all convars which are not at their default values (optional restricted to specific flags).
disable_dynamic_prop_loading 0 Yes If non-zero when a map loads, dynamic props won't be loaded
disconnect Disconnect from server
dispcoll_drawplane 0
display_game_events 0 Yes
displaysoundlist 0
dlight_debug Creates a dlight in front of the player
dota_1v1_skip_strategy 0
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 false
dota_ability_projection_data_file 0
dota_ability_quick_cast false
dota_ability_refcount_modifiers 0 Yes
dota_ability_self_cast_timeout 0.600000
dota_activate_window_on_hero_picking_start 0 If set, brings Dota to the foreground when hero picking starts
dota_activate_window_on_match_found 0 If set, brings Dota to the foreground when match found
dota_activate_window_on_unpause 0 If set, brings Dota to the foreground when unpaused
dota_active_play_section 3
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_alt_shows_neutral_spawn_boxes true
dota_alt_shows_tower_attack_range true
dota_always_show_hero_finder false
dota_ambient_cloth 1
dota_ambient_creatures 1
dota_ambient_creatures_pop 0
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 play.
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_apm_update_interval 5 Yes
dota_arcana_votes_cache_duration 300
dota_armory_automatically_add_new_item_to_collection false
dota_armory_CustomTagDisplayName_1 0
dota_armory_CustomTagDisplayName_2 0
dota_armory_CustomTagDisplayName_3 0
dota_armory_CustomTagDisplayName_4 0
dota_armory_CustomTagDisplayName_5 0
dota_armory_CustomTagDisplayName_6 0
dota_armory_CustomTagDisplayName_7 0
dota_armory_CustomTagDisplayName_8 0
dota_assisted_camera_operator_pure_interp_multiplier 16
dota_attack_timer_buffer_ticks 3 Yes
dota_auto_connect 0 Automatically connect to the specified server forever
dota_auto_create_proxy 0 Automatically create a proxy
dota_auto_surrender_all_disconnected_timeout 60 Yes If all players have been disconnected for at least N seconds, end the game immediately
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_bonus_hero_rollover_time -14400 Yes
dota_bot_allow_human_control 0 Yes
dota_bot_avg_fps Reports the average fps for this dota game
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_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_debug_team 0
dota_bot_debug_team_power 1
dota_bot_debug_ward_spots 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 Force bots to pick one of these heroes before falling back to random selection (should be a comma-separated list with no spaces)
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_long_frame_limit 2
dota_bot_match_difficulty 3 Difficulty to play coop bot matches against
dota_bot_match_script_index 0 Bot script index to use for matchmaking
dota_bot_match_solo 1
dota_bot_match_team 2 What to play in practice bot matches. 0=radiant, 1=dire, 2=random
dota_bot_match_use_matchmaking 0 Fill a bot practice match with human teammates via matchmaking.
dota_bot_mode 0
dota_bot_pick_odds 500
dota_bot_populate Populates the remaining slots with bots
dota_bot_potential_debug Displays potential locations for this bot.
dota_bot_practice_difficulty 3 Default difficulty for quick bot practice games
dota_bot_practice_gamemode 1 Default game mode for bot practice games, AP = 1
dota_bot_practice_script 0 Bot script ID (as a string) to use for local games.
dota_bot_practice_select_hero 0 Force selection of a hero for the human player in practice games.
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_practice_team_desired 0
dota_bot_purchase_item_enable 1
dota_bot_reload_scripts Reloads all the bot scripts
dota_bot_select_debug Displays general bot debugging information.
dota_bot_select_debug_attack Displays debugging info on potential attack targets.
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_bot_use_machine_learned_weights 1
dota_broadcaster_camera_interp 0
dota_broadcaster_channel_country_name 0 Broadcaster Channel Country Name
dota_broadcaster_channel_description 0 Broadcaster Channel Description
dota_broadcaster_channel_language 0 Broadcaster Channel Language
dota_broadcaster_channel_save_settings 1
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_cache_duration_all_hero_challenge_s 1800
dota_cache_duration_custom_game_counts_s 300
dota_cache_duration_leaderboard_s 60
dota_cache_duration_league_admin_list_s 30
dota_cache_duration_league_info_s 5
dota_cache_duration_league_list_s 15
dota_cache_duration_league_live_games_s 5
dota_cache_duration_league_lobby_nodes_s 5
dota_cache_duration_league_node_results_s 5
dota_cache_duration_league_prediction_results_s 5
dota_cache_duration_league_predictions_s 60
dota_cache_duration_league_prize_pool_s 5
dota_cache_duration_team_info_s 60
dota_camera_accelerate 49.000000
dota_camera_allow_freecam 0 Yes
dota_camera_assisted_camera_operator_bias_constant_oneteam 1
dota_camera_assisted_camera_operator_bias_constant_twoteams 0
dota_camera_assisted_camera_operator_bias_frame_multiplier 1
dota_camera_assisted_camera_operator_bias_scale 1
dota_camera_assisted_camera_operator_bias_scale_frame_multiplier 0
dota_camera_assisted_camera_operator_blend_multiplier 1
dota_camera_assisted_camera_operator_inner_radius_at_zoomed_in 250
dota_camera_assisted_camera_operator_input_cooldown 0
dota_camera_assisted_camera_operator_interp_speed_bias_param 0
dota_camera_assisted_camera_operator_interp_speed_dist_max 8000
dota_camera_assisted_camera_operator_interp_speed_dist_min 500
dota_camera_assisted_camera_operator_interp_speed_multiplier 1
dota_camera_assisted_camera_operator_interp_speed_speed_max 50
dota_camera_assisted_camera_operator_interp_speed_speed_min 1
dota_camera_assisted_camera_operator_max_instanteous_ent_velocity 275
dota_camera_assisted_camera_operator_mouseclick_duration 0
dota_camera_assisted_camera_operator_movement_multiplier 4
dota_camera_assisted_camera_operator_null_zone_enabled 1
dota_camera_assisted_camera_operator_null_zone_velocity_max 125
dota_camera_assisted_camera_operator_null_zone_velocity_min 100
dota_camera_assisted_camera_operator_outer_radius_at_zoomed_in 600
dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_in 20
dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_out 6
dota_camera_assisted_camera_operator_radius_scale_at_zoomed_out 4
dota_camera_assisted_camera_operator_unit_fade_duration 1
dota_camera_broadcaster_mousewheel_direction_multiplier 0 Multiplier on direction, used for broadcasters only.
dota_camera_broadcaster_mousewheel_frametime_multiplier 1 Multipler on frametime, used for broadcasters only.
+dota_camera_center_on_hero Follows your hero while the key is held without changing selection.
dota_camera_deatheffect true
dota_camera_disable_yaw 1 Yes
dota_camera_disable_zoom false
dota_camera_distance 1134 Yes
dota_camera_distance_teamspec 2600 Yes
dota_camera_dotatv_smooth_drag false
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_factor_zoomed_out 0 Yes
dota_camera_drag_speed 1
dota_camera_edgemove 1
dota_camera_fog_end_zoomed_in 2500 Yes
dota_camera_fog_end_zoomed_out 6000 Yes
dota_camera_fog_start_zoomed_in 2000 Yes
dota_camera_fog_start_zoomed_out 4500 Yes
+dota_camera_follow Selects your hero and follows it while the key is held.
dota_camera_follow_doublepress_time 0
dota_camera_get_lookatpos Prints the main camera's look-at position.
dota_camera_get_pos Prints the camera position. If you are trying to set DOTA's main camera position, you probably want to use dota_camera_get_lookatpos and dota_camera_set_lookatpos.
dota_camera_hero_inspector_bob_amount 0
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 25
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 4000
dota_camera_hero_inspector_fog_end_min 4000
dota_camera_hero_inspector_fog_start_max 1200
dota_camera_hero_inspector_fog_start_min 500
dota_camera_hero_inspector_fov_buffer_multiplier 1
dota_camera_hero_inspector_fov_default 75
dota_camera_hero_inspector_fov_max 80
dota_camera_hero_inspector_fov_min 50
dota_camera_hero_inspector_grass_skew_multiplier 0
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 4
dota_camera_hero_inspector_use_third_person 0 Locks the showcase behind the hero
dota_camera_hero_inspector_zfar_max 4000
dota_camera_hero_inspector_zfar_min 3500
dota_camera_hold_select_to_follow 1 If set, pressing the select hero button will actively follow and keep you on screen
dota_camera_lerp_duration 2
dota_camera_listening_offset 700
dota_camera_lock 0
dota_camera_lock_lerp 0
dota_camera_lock_mouse_lead 220
dota_camera_lock_view_helper 1
dota_camera_lock_view_helper_ratio 0
dota_camera_mousewheel_delay_reset_interval 1 The mousewheel delay timer is reset after this interval. Does not apply to spectator zooming.
dota_camera_mousewheel_direction_multiplier 0 Multiplier on direction
dota_camera_mousewheel_start_delay 0 The delay (in seconds) before mousewheeling will begin to actually zoom. Only used for players in-game. Does not apply to spectator zooming.
dota_camera_reverse false
dota_camera_set_lookatpos Sets the main camera's look-at position from (x,y) coordinates.
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_speed 3031.055664
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_terrain_sample_timer_duration 0
dota_camera_yaw_rotate_hold_time 1
dota_camera_yaw_rotate_speed 0
dota_camera_z_interp_speed 10
dota_camera_zfar_zoomed_in 3300 Yes
dota_camera_zfar_zoomed_out 4800 Yes
dota_camera_zoom_return_to_default_speed 0 Yes
dota_camera_zoom_return_to_default_time 30 Yes
dota_camera_zoom_return_to_default_time_spectator_enabled 1
dota_cameraman_queryunit_slave 0 Query unit controls for camera man. 0=none, 1=copy main broadcaster query unit, but allow local override, 2=always slave from main broadcaster, no local control over query unit
dota_cancel_GG Cancel GG call
dota_cd_captain_pick_time 10 Yes
dota_cd_minimum_pick_time 5 Yes
dota_cd_pool_size 27 Yes
dota_chat_allow_global true
dota_chat_broadcast_whispers 1 Show whispers in all chat tabs, not just the tab for the individual user.
dota_chat_disable_refresh_user_list 0
dota_chat_enable_whispers true
dota_chat_mute_enemies 1 Set to 1 to mute all enemy chat
dota_chat_mute_everyone 0 Set to 1 to mute all incoming chat
dota_chat_scroll_step 10
dota_cheap_water 0
dota_check_localization Look over unit and ability data to verify that all the expected localization strings are present
dota_cl_projection_enabled 1
dota_claim_item_action_async_rewards_timeout_duration 20
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_cm_minimum_pick_time 5 Yes
dota_collapsed_bundled_item_list false
dota_collapsed_new_item_list false
dota_collapsed_recent_item_list false
dota_combatlog_fight_idle_time 5 The amount of time needed to determine a fight is over (no one involved in a fight did anything to anyone else involved in the fight).
dota_combatlog_file 0 A file you want to write combatlog events to as they happen.
dota_combatlog_location_interval 1 Yes
dota_combatlog_scan Scans for fights
dota_combatlog_size Calculates the total allocations for a combatlog
dota_combatlog_update Send combat log to a client
dota_combatlog_write_test Writes combatlog to disk if you have dota_combatlog_file set
dota_combine_models 1
dota_commander_report Prints a snapshot of the commander's state
dota_compendium_stretch_goal_popup_tracker 0
dota_competitive_game_modes 0 Bit masks of game modes to search for in ranked matchmaking
dota_conduct_scorecard_latest_acknowledged 0
dota_continue_click_movement_after_cast_cancel true
dota_courier_burst Activate speed boost on courier
dota_courier_deliver Order courier to deliver my items
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_item Creates an item for the selected unit
dota_create_neutral_hero Creates a unit
dota_create_unit Creates a unit
dota_creep_distance_interval 5
dota_creep_stack_nearby_hero_radius 3000
dota_creeps_no_spawning 0 Yes
dota_custom_game_library_filter 0 Custom game library filter type
dota_custom_game_library_sort 0 Custom game library sort type
dota_custom_game_win_score 11
dota_custom_games_enable_browse_tab 1
dota_custom_games_exclude 0 Comma separated list of IDs to exclude from custom games overview page
dota_custom_ui_debug_panel Usage: dota_custom_ui_debug_panel <panel_type_index>
dota_damage_flash 1 Flash when enemies take damage from the player
dota_dashboard_enable_mouse_history true
dota_daynightcycle_pause 0 Yes 0 = resume day/night cycle; 1 = pause day/night cycle; default = 0;
dota_daynightcycle_toggle Toggle the day-night cycle.
dota_dead_unit_delete_time 1 Yes
dota_dead_unit_disappear_time 4 Yes
dota_debug_global_light 0 Yes
dota_debug_lasthit_timing 0
dota_debug_location_x 0
dota_debug_location_y 0
dota_debug_new_linear_projectile_visibility_check 0 Yes
dota_debug_onstage_seats 0
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 600 Yes
dota_default_spoilers_blocked false
dota_dev DotA dev commands
dota_dev_weekend_hub_status -1
dota_dev_weekend_hub_time -1
dota_director_record_combat_log 1
dota_director_shoulder_view_chance 10
dota_disable_add_fractional_attack_time 0 Yes
dota_disable_attack_regulator 0 Yes
dota_disable_autoattack_during_stop true
dota_disable_bot_lane 0
dota_disable_lan_lobby_broadcast 0 Don't send UDP broadcast packets for LAN lobby discovery
dota_disable_mid_lane 0
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_draw_simple_selection_box false
dota_dump_buff_message_count dota_dump_buff_message_count
dota_dump_client_asset_modifiers Dump asset modifiers on the client.
dota_dump_connection_stats Dump current connection stats
dota_dump_creep_stats Displays stats on creep denies/lasthits/kills.
dota_dump_game_items Print a list of all game items with their item ids in CSV format.
dota_dump_hero_history Dump items and abilities that a hero has bought/leveled
dota_dump_keybindings 0
dota_dump_server_asset_modifiers Dump asset modifiers on the server.
dota_easy_mode 0
dota_easybuy 0 Yes Everything is free, all shops are in range, and you can purchase for other heroes
dota_echoslam_max_projectiles 75 Yes
dota_effective_creep_spawn_time 0 Yes If non-zero, the time the creep spawner uses for deciding what to spawn
dota_enable_direct_quickcast_bindings false
dota_enable_range_finder true
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 1
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_event_game_mode_difficulty_hack 0
dota_event_goal_update_delay 300
dota_event_tips_cache_duration 300
dota_experimental_stats_interval 60 Seconds between each experimental stat update.
dota_export_steam_inventory_layout Save the inventory layout to the Steam servers.
dota_export_steam_inventory_layout_flow Save the inventory layout to the Steam servers.
dota_fake_accept_slots 0
dota_fake_announcer_teamid 0
dota_fake_battle_cup_live_game 0
dota_fake_control_groups 0
dota_fake_event_wins -1
dota_fake_event_wins_claimed -1
dota_fake_gc_connection_state -1
dota_fake_gc_est_time -1
dota_fake_gc_queue_pos -1
dota_fake_lobby_browser_data 0
dota_fake_lobby_count 100
dota_fake_no_match_metadata 0
dota_fake_party_games -2
dota_fake_party_rank -2
dota_fake_pending_connect 0
dota_fake_solo_games -2
dota_fake_solo_rank -2
dota_fanfare_disable 0
dota_fantasy_popup_help_ti7 1
dota_fantasy_popup_help_ti8 1
dota_fantasy_popup_help_ti9 1
dota_fantasy_spew_scoring 0 Yes
dota_fantasy_stat_update_interval_s 20 Yes How often the server updates the GC with player fantasy stats
dota_fetch_match_metadata Fetch match metadata
dota_fight_recap_terse 0
dota_flip_home_team 0
dota_force_battle_cup_winner 0 Yes
dota_force_bot_cycle 0 Set automatically by matchmaking to fill slots with bots
dota_force_default_death_stinger true
dota_force_default_respawn_stinger false
dota_force_gamemode 1 Force the game mode to a specific one. AP = 1, CM = 2, RD = 3, SD = 4. INTRO = 6. 7 = HW. 8 = REVERSE CM. 9 = XMAS
dota_force_pick_allow 0
dota_force_right_click_attack false
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 0 How long into the game we need to be before we boot players for being intentionally Idle.
dota_fow_grid_size 64
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 1
dota_friendly_color_g_cb 0
dota_friendly_color_r 0
dota_friendly_color_r_cb 0
dota_frontpage_data_cache_duration 600
dota_frontpage_procircuit_force 0
dota_full_ui 1 Unlock the full UI
dota_game_account_client_debug Prints game account client info
dota_game_account_plus_debug Prints game account plus info
dota_game_end_match_details_delayed_time 4 After showing game end message, if server hasn't told us it signed out with the GC, then turn on warning text
dota_game_end_match_details_time_out 10 Max time client waits for server to let it know that it has signed out with GC.
dota_game_end_match_details_time_out_weekend_tourney 60 Max time client waits for server to let it know that it has signed out with GC, in weekend tourney match
dota_gamemode_ability_draft_per_player_time 7 Total time in seconds a player has to draft an ability
dota_gamemode_ability_draft_pool_hero 0 Yes Forced hero id to be in the ability pool
dota_gamemode_ability_draft_pre_round_time 5 Break between rounds
dota_gamemode_ability_draft_pre_time 60 Yes
dota_gamemode_ability_draft_test_hero 0 Yes Forced hero id for player 0
dota_gamemode_ardm_hero_count 90 Yes
dota_gamemode_ardm_preload_count 10 Yes
dota_gamemode_ardm_sellback_percent 0 Yes
dota_gamescom_althack 0 QWE and ASD + Alt = inventory keys.
dota_gamestate Print current game state
dota_gg_call_time 10
dota_gift_permissions_cache_duration 300
dota_gift_permissions_request_timeout 60
dota_global_hero_stats_cache_duration 300
dota_global_item_shuffle_enabled_slots 0
dota_global_item_shuffle_enabled_slots_upconverted false
dota_glyph trigger the Glyph of Fortification for your team
dota_gold_redistribute_time 1 Yes
dota_gold_summary Print out gold info
dota_graph_player_items_divider_height 50
dota_graph_player_items_inset 10
dota_graph_player_items_margin_top 16
dota_graph_player_items_min_quality 0
dota_graph_player_items_right_margin 100
dota_graph_player_items_row_height 30
dota_graph_player_items_scale_x 1
dota_graph_player_items_show_consumables 0
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_guide_enable_publish_all false
dota_guide_prioritize_recent true
dota_hack_delay_start 0
dota_health_high_marker_major_alpha 128
dota_health_high_marker_minor_alpha 0
dota_health_high_threshold 15000
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 225
dota_health_marker_minor_alpha 96
dota_health_per_vertical_marker 250 How much health between each vertical line in the health bars
dota_height_fog_scale 1 Yes
dota_help_tips_active_per_category 2
dota_help_tips_enabled true
dota_help_tips_reset Removes records of any already dismissed help tips.
dota_hero_auto_graball 0
dota_hero_god_mode 0 Yes
dota_hero_multiple_kill_time 18
dota_hero_overhead_names 0
dota_hero_relic_debug_visuals 0
dota_hero_selection_announcer_use_rr 1 If enabled, use response rules for hero selection announcer lines
dota_hero_undying_max_zombies 64 Maximum amount of zombies that can be spawned.
dota_heropicker_ad_select_time 10 Yes
dota_heropicker_alldraft_banning_time 15 Yes
dota_heropicker_alldraft_random_time 11 Yes
dota_heropicker_alldraft_select_time 26 Yes
dota_heropicker_ap_select_time 75 Yes
dota_heropicker_ar_select_time 10 Yes
dota_heropicker_ardm_select_time 10 Yes
dota_heropicker_fh_select_time 60 Yes
dota_heropicker_sd_select_time 60 Yes
dota_heropicker_select_penalty_cost 2 Yes
dota_heropicker_select_penalty_time 30 Yes
dota_heropicker_tutorial_select_time 599
dota_hide_cursor 0 If set, mouse cursor is always hidden
dota_hide_frontpage_video 0 Don't load the frontpage streaming video.
dota_hide_tips_on_loading_screens true
dota_hide_wearables 0 Yes If set, wearables (default body parts) will be hidden. This is for the item icon editor.
dota_highest_seen_item_id 15368084378
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_hltv_camera_override_pos 0
dota_hltv_camera_use_override_pos 0
dota_html_panel 0 enable dota html control in dashboard
dota_hud_chat_fade_time 7
dota_hud_chat_history_lines 15 Number of history lines to save for in-game chat.
dota_hud_chat_wheel 1
dota_hud_colorblind 0
dota_hud_combine_move_speed 1 Combine base and bonus move speed numbers on the HUD
dota_hud_custom_label_offset 16
dota_hud_debug_name_all_entities 0 If set, shows debug names for all entities.
dota_hud_disable_damage_numbers false
dota_hud_extra_large_minimap 0 Set minimap to extra large size
dota_hud_flip false
dota_hud_force_killcam 0
dota_hud_force_query 0 Yes Left clicking a unit will force query selection to that unit.
dota_hud_force_rank_wagering 0 Yes
dota_hud_force_wagering 0 Yes
dota_hud_gameend 1
dota_hud_gameend_dev 0
dota_hud_gameend_dev_winning_team 2
dota_hud_healthbar_disable_status_display false
dota_hud_healthbar_hoveroutline_alpha 200 Mouse hover outline brightness on healthbars
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_hide_mainhud 0
dota_hud_hide_minimap 0
dota_hud_hide_topbar 0
dota_hud_ingame_predictions_hide 0
dota_hud_ministun_duration 0 Stuns lower than this will add UnitMiniStunned class to the HUD
dota_hud_netgraph 0 Display net statistics on the hud
dota_hud_new_query_panel 0 Enable new query panel
dota_hud_panorama_healthbars_hide 1
dota_hud_popup_battlecup_fade_delay 3
dota_hud_portrait_force_alive 0
dota_hud_portrait_inset_bottom 0
dota_hud_portrait_inset_left 2
dota_hud_portrait_inset_right 2
dota_hud_portrait_inset_top 3
dota_hud_portrait_killer_inset_bottom 0
dota_hud_portrait_killer_inset_left 2
dota_hud_portrait_killer_inset_right 2
dota_hud_portrait_killer_inset_top 3
dota_hud_projection_debug 0
dota_hud_radar_h 0
dota_hud_radar_w 0
dota_hud_radar_x 0
dota_hud_radar_x_flipped 1
dota_hud_radar_y 0
dota_hud_reduced_flash 0 Reduce flashing in various gameplay effects.
dota_hud_show_overhead_events 1 Show Crit, Gold, XP, etc. Overhead Event Messages
dota_hud_skins_enabled 1 Enable HUD skins on the panorama HUD
dota_hud_unit_info 0 Show health bars when the game or camera mode would ordinarily hide them.
dota_hud_victory_message_delay 2 Delay before showing victory message in game end
dota_hud_victory_message_duration 4 Duration victory message is shown in game end
dota_hud_wager_spoof Spoof a wager for a specific player
dota_ice_grip 500
dota_ice_grip_skates 2000
dota_ice_slide 1
dota_idle_acquire 1 Yes
dota_idle_rare_interval_max 25 Yes
dota_idle_rare_interval_min 15 Yes
dota_idle_time 300 How long a player needs to be idle before he counts as disconnected.
dota_ignore_nonfriend_invites false
dota_import_steam_inventory_layout Load the inventory layout from the Steam servers.
dota_inhibit_query_after_cast 0
dota_inventory_combine_ground_items_radius 200 Yes
dota_invite_debug Prints local invite objects
dota_item_free_disassemble_interval 10 Yes
dota_item_fullprice_buyback_interval 10 Yes
dota_item_suggestion_time 30 Window for item suggestions.
dota_join_regional_chat_channel true
dota_joystick 0
dota_keybindings_cloud_disable 0
dota_kill_all_bots Destroys all bots
dota_kill_buildings Kill buildings.
dota_kill_creeps Kill creeps.
dota_kill_streak_expire_time 6 Yes
dota_killcam_history_time 20
dota_lag_compensate_tracking_projectiles 1 Advance tracking projectiles when their spawn is known to have been delayed by lag or packet loss.
dota_lan_lobby_port 27005 Port to use for LAN lobby broadcast. (Used for both sending and receiving.)
dota_lane_detection_distance 1200
dota_lane_detection_duration 600
dota_lane_detection_interval 5
dota_last_acknowledged_plus_status -1
dota_last_hit_multiple_kill_time 8
dota_launch_custom_game Launch a custom game
dota_league_refresh_localization Refreshes the english localization file with all the latest league strings
dota_learn_stats Show talents popup.
dota_leaver_status List leaver status of players
dota_leftclick_cameragrip_new false
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_letterbox_mode_fade_duration 5 Yes
dota_lightning_fixed_angle 0
dota_lightning_lerp_exponent 1
dota_load_all_hero_sounds Loads all hero sound entries, for diagnostics
dota_loading_screen_battle_cup_dev 0
dota_loadout_test_pet_offset -16777216 Yes
dota_lobby_browser_selected_gamemode 0
dota_lobby_browser_selected_region 0
dota_lobby_debug Prints local lobby objects
dota_lobby_settings_advanced_visible 0
dota_local_event_difficulty 0
dota_local_event_enable 0
dota_local_event_game 0
dota_local_event_map 0
dota_local_map_strategy_time 0 Yes
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_mana_per_vertical_marker 250 How much mana between each vertical line in the mana bars
dota_map_lines_max_allowance 30 Yes
dota_map_lines_max_allowance_period_seconds 1 Yes
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 alt is the only key pressed.
dota_match_game_modes 0 Bit masks of game modes to search for in unranked matchmaking
dota_match_game_modes_version 0 Which version of the defaults the player is running
dota_match_languages 0 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_match_solo_queue false
dota_match_steam_group_account_id 0 Steam Group to use when searching for matchmaking
dota_matchgroups_automatic 2 Bit mask of match groups to search in for matchmaking if automatic detection is enabled
dota_matchgroups_new 0 Bit masks of match groups to search in for matchmaking
dota_matchgroups_random_data 0
dota_matchgroups_version 107 Last known match groups version. GC will bump this version to trigger confirmation of any manual user selections
dota_max_courier_purchase_limit 24 Maximum allowed couriers per player (purchasing disallowed when reached)
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_max_pets 10 Yes Number of pets allowed in a single match.
dota_max_physical_items_drop_limit 6 Maximum allowed physical items on ground per player for split items (tango/wards)
dota_max_physical_items_purchase_limit 24 Maximum allowed physical items per player (purchasing disallowed when reached)
dota_max_videomode_matches 20 Max number of video resolutions to show in UI.
dota_metadata_min_games_for_avg_stats 2 Games required on a hero for average KDA to be valid and calibrated
dota_minimap_always_draw_hero_icons false
dota_minimap_create Does a bunch of work to create a minimap
dota_minimap_create_output_size 512 Yes Size of minimap texture generated with dota_minimap_create (512 default)
dota_minimap_creep_scale 1
dota_minimap_disable_rightclick 0 Disables right clicking on the minimap.
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 false
dota_minimap_hero_scalar_distance 20
dota_minimap_hero_scalar_minimum 600
dota_minimap_hero_size 594.312744
dota_minimap_hero_spread false
dota_minimap_hero_spread_distance 2
dota_minimap_hide_background false
dota_minimap_misclick_time 0.200000
dota_minimap_ping_duration 3
dota_minimap_ping_tag_duration 10
dota_minimap_power_rune_scale 1
dota_minimap_rune_size 325
dota_minimap_show_hero_icon false
dota_minimap_simple_background true
dota_minimap_simple_colors false
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 in game and spectating in a mode that doesn't give camera control
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_mute_other_coaches 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 60 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_fx_timing 2 Yes Time before neutral spawns to play effects.
dota_neutral_spawn_interval 60 Yes Time between neutral creep camp respawns, starting at 1:00.
dota_new_player true
dota_no_minimap 0
dota_npc_creep_pushback_enabled 1
dota_npc_creep_pushback_height_scale 100
dota_npc_creep_pushback_max_damage_amount 500
dota_npc_creep_pushback_max_damage_force 1
dota_npc_creep_pushback_max_random_force 1
dota_npc_creep_pushback_max_time 0
dota_npc_creep_pushback_min_damage_amount 100
dota_npc_creep_pushback_min_damage_force 0
dota_npc_creep_pushback_min_random_force 0
dota_npc_creep_pushback_min_time 0
dota_npc_creep_pushback_random_yaw 2
dota_npc_creep_pushback_scale 200
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_interval seconds, 11: like 1, but fake report to console (for testing), 12: like 2, but fake report to console (for testing).
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_old_linear_projectile_visibility_check 0 Yes
dota_open_party_manual_accept_invites false
dota_orders_update_bots_immediately 1 Yes
dota_overhead_damage_threshold_percent 15
dota_overkill_threshold 0 Yes
dota_overlay_map_fow_opacity_max 1
dota_overlay_map_fow_opacity_min 0
dota_override_dire_team_logo 0
dota_override_dire_wins 0
dota_override_radiant_team_logo 0
dota_override_radiant_wins 0
dota_override_series_type 0
dota_pain_debug 0
dota_pain_factor 3
dota_pain_fade_rate 3
dota_particle_camera_cull_distance 3200 Yes
dota_particle_fow_debug 0 Yes
dota_particle_off_camera_simrate 0 Yes
dota_particle_offset_x 0
dota_particle_offset_y 300
dota_particle_parallel_prerender 1
dota_particle_vis_check_interpolation 1 Yes
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_countdown 3 Yes
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_pending_replay_force_failure 0
dota_pending_replay_num_retries 30
dota_pending_replay_retry_seconds 300
dota_pet_aatest_threat -1 Yes
dota_pet_allow_infront 1 Yes
dota_pet_creepdist_maxthreat 0 Yes
dota_pet_creepdist_minthreat 0 Yes
dota_pet_debug 0 Yes
dota_pet_decay_rate 0 Yes
dota_pet_dist_cone 50 Yes
dota_pet_dist_max 400 Yes
dota_pet_dist_min 200 Yes
dota_pet_dist_range 400 Yes
dota_pet_dmg_threshold_panic 200 Yes
dota_pet_emote_maxtime 30 Yes
dota_pet_emote_mintime 10 Yes
dota_pet_fleedir_persist_time 2 Yes
dota_pet_herodist_maxthreat 0 Yes
dota_pet_herodist_minthreat 0 Yes
dota_pet_herodist_radius 1024 Yes
dota_pet_itemcarry 120 Yes
dota_pet_priorthreat_to_vanish 0 Yes
dota_pet_reposition_maxtime 7 Yes
dota_pet_reposition_mintime 4 Yes
dota_pet_return_threshold 0 Yes
dota_pet_return_threshold_time 10 Yes
dota_pet_threat_rate 1 Yes
dota_pet_threat_time 1 Yes
dota_pick_hero Pick a hero for <player-id> <hero>
dota_ping Print out latency information
dota_ping_max_allowance 10 Yes
dota_ping_max_allowance_period_seconds 1 Yes
dota_ping_menu_delay 0.15
dota_play_custom_server 0
dota_play_custom_server_name 0
dota_play_steam_group_desired 0
dota_player_add_summoned_to_selection false
dota_player_auto_repeat_right_mouse false
dota_player_cards_duplicate_display_ti7 1 Yes
dota_player_cards_duplicate_display_ti8 1 Yes
dota_player_cards_duplicate_display_ti9 1 Yes
dota_player_channels_require_stop false
dota_player_graphs_hide_last_time_dist 80
dota_player_multipler_orders false
dota_player_simplified_controls 0
dota_player_smart_multiunit_cast 0
dota_player_status Gives a status update on all players.
dota_player_teleport_requires_halt true
dota_player_units_auto_attack_mode 1
dota_plus_button_shard_animation_duration_max_change 20000
dota_plus_button_shard_animation_duration_max_seconds 5
dota_plus_button_shard_animation_duration_min 0
dota_plus_button_shard_animation_duration_min_change 500
dota_plus_use_assistant 1 When set, we default to Plus Assistant rather than the default guides
dota_poor_network_detection_debug_level 2 Spew verbosity for poor network condition detection
dota_poor_network_detection_disconnects_total 3 Total number of near-simultaneous disconnections required to declare poor network conditions
dota_poor_network_detection_loss_pct 0 Packet loss threshold (0...1) for declaring a QoS stat interval to be 'bad'
dota_poor_network_detection_max_intervals_player 5 Max number of bad intervals to count for a player
dota_poor_network_detection_min_intervals_player 3 Player must have at least N bad intervals to count
dota_poor_network_detection_num_intervals_team 11 Number of QoS stats intervals that must be 'bad' on each team.
dota_poor_network_detection_num_intervals_total 25 Number of QoS stats intervals that must be 'bad' over the whole match.
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_no_modifier 0 Yes
dota_portrait_hide_background 0 Yes Disable portrait backgrounds. Mostly useful for rendering portrait movies with alpha.
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_reload_file Reloads portrait data.
dota_portrait_test_pet 0 Yes Set to 1 to make the pet show up once.
dota_post_game Show post game lobby with a historical matchid
dota_post_game_debug_animate_progress 0
dota_post_game_debug_heroes -1
dota_post_game_debug_mmr 0
dota_post_game_fake_dire_team_id 0
dota_post_game_fake_player_pic 0
dota_post_game_fake_radiant_team_id 0
dota_post_game_fake_replay_state -1
dota_post_game_force_animate_progress 0
dota_post_game_level_graph_major_size 5
dota_post_game_level_graph_minor_size 3
dota_post_game_lobby Show post game lobby with current lobby
dota_post_game_player_graph_highlight 10
dota_post_game_quick_commend 1
dota_post_game_report_time 600 Time after the signout completes that we can still report and commend players, given the lobby id
dota_post_game_reward_tracking_duration 10
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_prediction_result_dev 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_scale -1 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_profile_hero_stats_sort_priorities 0
dota_profile_teammate_stats_sort_priorities 0
dota_projection_check_fow 1
dota_projection_continue_offscreen_abilities 1
dota_projection_embargo_enabled 1
dota_projection_embargo_time 0
dota_projection_enabled_ti6 1
dota_projection_failsafe_timeout 10
dota_projection_hero_pick_abilities 0
dota_projection_hero_pick_max_time 3
dota_projection_max_medium_layer 2
dota_projection_max_top_layer 1
dota_projection_multikill 1
dota_projection_multikill_time 3
dota_projection_note_away_team_highlight_base 123
dota_projection_note_base_layer_day 100
dota_projection_note_base_layer_day_flipped 101
dota_projection_note_base_layer_dire_win 106
dota_projection_note_base_layer_dire_win_flipped 107
dota_projection_note_base_layer_night 102
dota_projection_note_base_layer_night_flipped 103
dota_projection_note_base_layer_pick 112
dota_projection_note_base_layer_radiant_win 104
dota_projection_note_base_layer_radiant_win_flipped 105
dota_projection_note_first_blood_stage_left 110
dota_projection_note_first_blood_stage_right 111
dota_projection_note_first_blood_time 3
dota_projection_note_game_paused 20
dota_projection_note_godlike 84
dota_projection_note_godlike_time 3
dota_projection_note_home_team_highlight_base 118
dota_projection_note_pick_highlight_stage_left 108
dota_projection_note_pick_highlight_stage_right 109
dota_projection_note_picks_transition 113
dota_projection_note_picks_transition_flipped 114
dota_projection_note_rampage 117
dota_projection_note_strategy_time 21
dota_projection_note_triple_kill 115
dota_projection_note_ultra_kill 116
dota_projection_picks_transition_time 3
dota_projection_team_win_notes 1
dota_projection_video_channel 0
dota_purchase_force_failure 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_random_hero_relic_animation_final_delay_time 0
dota_purchase_random_hero_relic_animation_max_delay_time 0
dota_purchase_random_hero_relic_animation_min_delay_time 0
dota_purchase_random_hero_relic_shards_tick_duration 1
dota_purchase_random_hero_relic_slowdown_time 3
dota_purchase_random_hero_relic_steady_time 2
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_quest_challenge_selected 0
dota_quest_selected 0
dota_quickcast_onkeydown false
dota_quit_after_game 1 Quit after a game is completed, do not hibernate
dota_quit_on_hibernate_after_lobby 1 Always terminate after receiving a lobby, do not rehibernate
dota_radar Activate radar mode
dota_random_strength 0
dota_range_display 0 Displays a ring around the hero at the specified radius. Although sv_cheats is not required, this command cannot be used in public matches.
dota_rare_line_click_count 5
dota_realtime_stat_keyframe_interval_s 10 How often the server generates a keyframe of realtime stats
dota_realtime_stat_update_interval_s 1 How often the server updates internal game state and checks whether it should update the GC with realtime stats
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 animation
dota_record_hero Pick hero for recording
dota_record_hero_next Switch to next hero
dota_record_hero_prev Switch to prev hero
dota_record_mode_webm 0 Yes Don't use this directly, use the dota_record_webm command.
dota_record_webm Record a hero for a transparent webm movie.
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, 3 = PNG sequence of anim
dota_recorder_particle_settle_frames 10 Yes Number of frames to render the portrait for in order for particle systems to settle.
dota_recorder_use_card_portrait 0 Yes Use the hero selector card portrait setup
dota_recorder_use_default_items 1 Yes Use default items only when recording heroes.
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_file 0 Yes Load camera setup from a specific portrait file
dota_recorder_use_portrait_position 1 Yes Use camera position/activity from the portrait setup
dota_redeem_item_code Redeem a legacy Dota item code.
dota_ref_winner_dire Causes the dire team to win
dota_ref_winner_radiant Causes the radiant team to win
dota_reload_podseats Reload ti_podseats.txt data
dota_render_bottom_inset 0
dota_render_top_inset 0
dota_replay_manager_download_chunk_size 1048576
dota_replay_manager_download_simultaneous_requests 3
dota_replay_upload_script 0 Name of the script used to upload replay files
dota_reset_camera_on_spawn false
dota_respawn_roshan Respawn Roshan
dota_restrict_partner_type_chat 1 Disallow chat between certain partner types
dota_roshan_upgrade_rate 60 Yes
dota_rp_hide_party_unless_open false
dota_salute_rate_limit_seconds 30 Yes The amount of seconds that you must wait before you can salute again.
dota_saved_camera_pos_1 [-2230.000000 1630.000000 0.000000]
dota_saved_camera_pos_2 [2800.000000 -2345.000000 0.000000]
dota_saved_camera_pos_3 [3870.000000 -1930.000000 0.000000]
dota_saved_camera_pos_4 [-6220.000000 3645.000000 0.000000]
dota_saved_camera_pos_5 [-530.000000 -400.000000 0.000000]
dota_saved_camera_pos_6 [6145.000000 -2840.000000 0.000000]
dota_saved_camera_pos_7 [0.000000 0.000000 0.000000]
dota_saved_camera_pos_8 [0.000000 0.000000 0.000000]
dota_saved_camera_pos_9 [0.000000 0.000000 0.000000]
dota_saved_camera_pos_10 [0.000000 0.000000 0.000000]
dota_saved_camera_pos_doublepress_time 2.000000
dota_scale_unit Scales the unit to the target multiplier
dota_scoreboard_force_visible 0
dota_screen_shake true
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 Select a courier, or snap camera to courier if already selected
dota_select_scale 0
dota_selection_test 1
dota_send_courier_killed 1
dota_server_allow_custom_games 0 Where this server makes itself available to host custom games: 0 = both regular and custom, 1 = regular only, 2 = custom only
dota_server_lobby_debug Prints server lobby object
dota_server_projection_fow_check 1
dota_server_projection_spectator_only 1
dota_set_lobby_details Set game/team names
dota_settings_quick_move 0
dota_settings_quick_target_attack 0
dota_settings_targeted_attack_move false
dota_settings_targeted_attack_move_radius 200 Yes
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_hud_voicechat 1
dota_sf_hud_voicechat_loud_value 0
dota_sf_hud_voicechat_quiet_value 0
dota_sf_victory_message_duration 3 Duration victory message is shown in game end
dota_shop_common_items item_ward_observer item_ward_sentry item_smoke_of_deceit item_dust item_infused_raindrop item_bottle
dota_shop_force_hotkeys false
dota_shop_search_autofocus 0 If enabled, focus will automatically be placed on the search box when opening the shop
dota_shop_speech_timer 30
dota_show_heightmap 0 Yes
dota_show_hero_finder true
dota_show_itempickups 1
dota_show_nav_obstructions 0 Yes
dota_show_object_obstructions 0 Yes
dota_show_old_plus_page Show the old-style plus page
dota_show_plus_assistant_violator 1
dota_show_spectated_unit_orders 0 Log unit orders from other players while spectating/watching replays
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_silent_roshan 0 Be quiet Rosh, the pros are trying to kill you
dota_smart_doubletap true
dota_social_feed_cache_duration 300
dota_sort_steam_inventory Sort the steam inventory layout.
dota_spawn_creeps Force spawn of all lane creeps.
dota_spawn_creeps_mid Force spawn of all mid lane creeps.
dota_spawn_neutrals Force spawn of all neutrals.
dota_spawn_rune Spawns a rune
dota_spec_show_courierkills 1
dota_spec_show_spellsteals 1
dota_spec_talentchanges_show 1
dota_special_attack_delay 0 Yes
dota_spectate_lobby_voice_volume 1 Set volume of incoming spectator lobby voice chat
dota_spectate_roshantimer_enable 1
dota_spectate_server_voice_volume 1 Set volume of caster voice when watching a game in a spectator lobby
dota_spectator_auto_spectate_bot_games 0 Automatically spectate the always-running bot game.
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_broadcaster_mode 0 Display hero selection in broadcaster mode.
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 0
dota_spectator_graph_interval 1 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_send_interval 1 Seconds between each graph update and tranmission.
dota_spectator_hero_index 0
dota_spectator_inventory_snapshot_interval 30 Seconds between inventory snapshots
dota_spectator_minimum_spawn_delay 1 Hero spawning takes at least this long so that we can move the camera and play the particle effect
dota_spectator_mode 0 Toggles the spectator mode: 0=Directed - 1=Free Cam - 2=Hero Chase - 3=PlayerView
dota_spectator_selection_mode 2
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_spawn_duration 1 Duration that the camera should stay on the spawned hero before resetting back to normal
dota_spectator_spawn_ui_delay 0 Delay after the hero spawns before showing the name and playing the pick sound
dota_spectator_stats_panel 0 Current spectator stats panel. 1 = scoreboard, 2 = gold+xp, 3 = items, 4 = graph, 5 = fantasy
dota_spectator_teamname_dire 0 International 2012: for testing, override the team ID # for the dire.
dota_spectator_teamname_overrides 1 International 2012: enable override of 'radiant's turn to ban' with 'navi's turn to ban'.
dota_spectator_teamname_radiant 0 International 2012: for testing, override the team ID # for the radiant.
dota_spectator_test_spectator_view 0
dota_spectator_ti_stream 0
dota_spectator_use_broadcaster_stats_panel true
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. Meaningless when not in player view spectator mode.
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 per n*10 seconds. Set 0 to disable altogether.
dota_speech_proximity_radius 500 Yes Heroes nearer than this distance will poll for the TLK_ALLY_NEARBY concept.
dota_speech_proximity_radius_enemy 1000 Yes Enemy heroes nearer than this distance will poll for the TLK_ENEMY_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_splash_ad_acknowledged_id 79
dota_start_ai_game 0
dota_start_party_ready_check Start a party ready check.
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_steamcontroller_view_acceleration_exponent 1
dota_steamcontroller_view_cardinal_bias 0
dota_steamcontroller_view_cardinal_bias_diagonal 0
dota_steamcontroller_view_distance_scale 1
dota_steamcontroller_view_haptic_intensity 2
dota_steamcontroller_view_mode 0
dota_steamcontroller_view_sensitivity -5
dota_stencil_glows 1 Enable stencil of glows.
dota_store_available_items_duration 600
dota_store_data_cache_duration 300
dota_store_data_retry_delay 30
dota_suggest_disable 0
dota_suggest_item_sequence_allow_threshold 0
dota_suggest_item_sequence_dupe_multiplier 0
dota_suggest_item_sequence_other_option_multiplier 0
dota_suggest_item_sequence_threshold_full 15
dota_suggest_item_sequence_threshold_start 6
dota_suggest_item_threshold 0
dota_suggest_lane_trilane_penalty 0
dota_suggest_pregame_items_reduction 0
dota_suggest_pregame_items_threshold 0
dota_suggest_spew_abilities 0
dota_suggest_spew_items 0
dota_suggest_spew_lanes 0
dota_suggest_spew_pregame_items 0
dota_suggest_spew_win_probability 0
dota_suggest_spew_win_probability_chat 0
dota_suggest_win_probability_interval 5
dota_suggested_item_time 30
dota_summoned_units_auto_attack_mode_2 2
dota_suppress_invalid_orders 0 Don't log invalid orders
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_surrender_timeout_all_abandoned 3 Delay after an entire team has officially left the game (not just disconnected from the server) before timing the game out.
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.
dota_teamscore_enable 1
dota_test_achievement_toast Create a toast for an achievement
dota_test_custom_game_save Test custom game saving, only available from dota_launch_custom_game
dota_test_disconnect_icon Test disconnect icon
dota_test_npc Creates a testing npc
dota_test_tp_particle_team 0
dota_ti8_teams_tp_effects 1
dota_ti_onstage_fake_team_0 0
dota_ti_onstage_fake_team_1 0
dota_ti_onstage_overlay 0
dota_ti_onstage_pods 0
dota_ti_onstage_pods_away_back 0
dota_ti_onstage_pods_away_front 0
dota_ti_onstage_pods_buyback 1
dota_ti_onstage_pods_buyback_available 1
dota_ti_onstage_pods_buyback_duration 5
dota_ti_onstage_pods_during_draft 1
dota_ti_onstage_pods_force_video_0 0
dota_ti_onstage_pods_force_video_1 0
dota_ti_onstage_pods_home_back 0
dota_ti_onstage_pods_home_front 0
dota_ti_onstage_pods_id 0
dota_ti_onstage_pods_item_pickup 1
dota_ti_onstage_pods_item_time 4
dota_ti_onstage_pods_level_up_time 4
dota_ti_onstage_pods_player_pics 1
dota_ti_onstage_pods_rapier 1
dota_ti_onstage_pods_reversed_seats 0
dota_ti_onstage_pods_secret_info 1
dota_ti_override_home_team 0
dota_ti_podseats_data_file 0
dota_ti_winners_data_file 0
dota_time_of_day_rate 0 Yes Rate at which time of day changes relative to game seconds
dota_timed_hero_stats_initial_entry_time 120 The initial time offset before we get the values, this has the effect of not adding a 0 entry and adding an actual early game valid entry
dota_timed_hero_stats_interval 300
dota_tod_slow_transition_speed 0 Yes
dota_tod_transition_speed 1 Yes
dota_toggle_assisted_camera_operator Toggle assisted camera operator mode. This is a hybrid of Directed mode with operator control.
dota_toggle_autoattack_automatically_during_orders false
dota_toggle_broadcaster_cameraman toggle cameraman
dota_toggle_free_camera Toggle free camera mode. Only available in DotaTV and replays.
dota_toggle_hero_movie_mode Show item details pages with minimal UI, for recording hero movies
dota_trading_show_requests_from 1
dota_treerespawn Respawns all trees on the map.
dota_trivia_autoplay_sounds 1 Determines whether or not to autoplay trivia sounds.
dota_trivia_chat_enabled 1
dota_turbo_matches_played 321
dota_tutorial_actionpanel 1
dota_tutorial_camera_location_dist 500
dota_tutorial_debug 1
dota_tutorial_disable_bot_situational_items 0 Yes
dota_tutorial_fadespeed 150
dota_tutorial_force_bot_defend 0 Yes
dota_tutorial_force_learn_ability -1
dota_tutorial_game 0
dota_tutorial_heroselection 1
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_see_enemy 1
dota_tutorial_show_tower_damage 0 Yes
dota_tutorial_skip_pregame 0 Yes
dota_tutorial_start_lesson 0
dota_tutorial_state_change_delay 2
dota_tutorial_stop_daynightcycle 0 Yes
dota_tutorial_usemodifierforanim 1
dota_ugc_binary 0
dota_ui_armory_build_on_demand 1
dota_ui_armory_is_category_view true
dota_ui_armory_item_duplicate 1
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 3 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_paths 0 Yes
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_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 1
dota_unit_z_speed 200
dota_unpause_countdown 3 Yes
dota_unpause_mass_disconnect_cooldown 86400 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_building_state 60 Yes max send interval: tower state changed
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_kills 60 Yes max send interval: kill counts changed
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_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_item_purchase_history_duration_threshold 1200 Yes match duration below which we will not upload item purchases
dota_upload_item_purchase_history_mmr_threshold 1000 Yes MMR below which we will not upload item purchases
dota_upload_match_state_history_duration_threshold 900 Yes match duration below which we will not upload item purchases
dota_upload_match_state_history_interval 300 Yes interval in seconds that we track game states
dota_upload_match_state_history_mmr_threshold 2000 Yes MMR below which we will not upload game state history
dota_upload_replay Upload a replay file
dota_use_controller 0
dota_use_heightmap 1 Yes Set to 0 to disable using heightmap when tracing vertical rays
dota_use_particle_fow 1
dota_use_particle_fow_unbloated 1 Yes
dota_view_store_item_details <itemdef>
dota_vr_avatar_debug 0 Enable to broadcast an offset avatar position back to yourself
dota_vr_avatar_debug_offset 50 Amount to offset your own avatar
dota_vr_avatar_hat 0 Controls your appearance in a VR spectator lobby
dota_vr_avatar_hat_scale 0 Scale of head models in VR spectating
dota_vr_avatar_proximity_dist 20 Avatars within this dist of your HMD are hidden
dota_vr_avatar_velocity_scale 0 Scale velocity of other avatar movements
dota_vr_avatars_in_map 1 If enabled, shows VR avatars in the map as well as the lobby
dota_vr_center_camera_offset 0
dota_vr_multitool_activate_on_touch 0
dota_vr_multitool_hmd_look_angle_offset 15 how many degrees to look down from the hmd eye angles
dota_vr_multitool_hmd_look_start_offset 40 how many inches to start the effect from the HMD
dota_vr_multitool_hmd_targeting_mode 0
dota_vr_multitool_tp_angle -100 angle to rotate teleport beam from controller
dota_vr_multitool_tp_arc_break 0 The amount of time in seconds between each segment of the teleport arc.
dota_vr_multitool_tp_arc_duration 3 The amount of time in seconds to predict the motion of the teleport arc.
dota_vr_multitool_tp_arc_gravity -800 The force of gravity applied to the teleport arc.
dota_vr_multitool_tp_arc_orient_gravity 1 Whether gravity is adjusted by controller pitch.
dota_vr_multitool_tp_arc_speed 0 The movement speed segments of the teleport arc.
dota_vr_multitool_tp_fade_time 0 Fade time for the vr teleport multitool when turning on and off.
dota_vr_multitool_tp_max_anchor_dist 864 Max distance from anchor you can teleport
dota_vr_multitool_tp_max_dist 3500 Max distance you can teleport
dota_vr_multitool_tp_speed 500 Multiplier on teleport arc speed
dota_vr_multitool_trackpad_teleport 1 Trackpad can be used to teleport.
dota_vr_popup_manager_height 162
dota_vr_popup_manager_width 288
dota_vr_popup_offset 130
dota_vr_spectate_camera 0 If enabled, camera will automatically move to follow the directed camera when watching a replay
dota_vr_spectate_camera_angle -16777216 Angle applied to anchor when watching a replay
dota_vr_spectate_camera_interval 8 Interval between VR camera updates
dota_vr_spectate_camera_offset 0 VR anchor offset from directed camera
dota_vr_trackpad_left_angle -10528256 Set angle offset of VR trackpad panel relative to controller
dota_vr_trackpad_left_offset 0 Set position offset of VR trackpad panel relative to controller
dota_vr_trackpad_right_angle -10528256 Set angle offset of VR trackpad panel relative to controller
dota_vr_trackpad_right_offset 0 Set position offset of VR trackpad panel relative to controller
dota_wait_for_players_battle_cup_present_time 10 Time to stay after waiting for players succeeds when displaying battle cup winners
dota_wait_for_players_completed_delay 2 How long to stay at the waiting-for-players UI after all players have loaded
dota_wait_for_players_failed_delay 3 How long to stay at the waiting-for-players UI after all players have loaded
dota_wait_for_players_to_load 1 If set, hero picking will be delayed until all players have loaded.
dota_wait_for_players_to_load_streaming_timeout 30 Game will start after this time, even if all players haven't loaded yet
dota_wait_for_players_to_load_timeout 180 Game will start after this time, even if all players haven't loaded yet
dota_watch_bot_script_only 0
dota_watch_live_friend_score_boost 500 Yes Amount that friends in live games boost the game's sort score
dota_watch_live_friends_only 0
dota_watch_live_hero_id 0 Yes Hero ID for requested games
dota_watch_live_league_id 0 Yes League ID for requested games
dota_watch_live_match_data_refresh_interval 1
dota_watch_live_match_list_auto_refresh_interval 120
dota_watch_live_match_list_refresh_interval 10
dota_watch_live_request_period 30 Yes Amount that friends in live games boost the game's sort score
dota_watch_special_list 0
dota_wearables_clientside 0
dota_weekend_tourney_debug Prints local weekend tourney object(s), if any
dota_weekend_tourney_selected_division 6
dota_will_purchase_gold_remaining_max_remaining 1000 On the 'I will purchase <item>' alert, the maximum amount of gold remaining when showing the remaining gold cost
dota_will_purchase_gold_remaining_min_cost 2000 On the 'I will purchase <item>' alert, the minimum cost of an item to show the remaining gold cost
dota_winter_ambientfx 0
dota_workshoptest 0
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
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.
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_mix_max 0
dsp_mix_min 0
dsp_off 0 Yes
dsp_vol_2ch 1
dsp_vol_4ch 0
dsp_vol_5ch 0
dsp_volume 0
dti_report_stddev_threshold 1 For network encoding stats, provide a notes field if field change count is above this many standard deviations for the average field change counts for the serializer.
dump_client_projectiles Spews a list of all client-side projectiles
dump_globals Dump all global entities/states
dump_localization_files List all loaded localization files.
dump_modifier_list Dumps all modifiers that exist in the game
dump_panorama_css_properties Prints out all valid panorama CSS properties and their documentation
dump_panorama_events print panorama event types and their documentation
dump_secondary_scene_worlds Lists secondary scene worlds and ref counts
dump_visible_buffs Print out non-hidden buffs.
dumpparticlelist Print out information on existing particle systems
dumpparticleperf Write a spreadheeet describing particle performance to particle_profile.csv
dumpsavedir List the contents of the save directory in memory
dumpstringtable Usage: dumpstringtable tablename <sv | cl> <verbose> Print string tables to console, verbose to dump data.


Command Default Value Cheat? Help Text
echoln Echo the command arguments on the console
econ_show_items_with_tag Lists the item definitions that have a specified tag.
enable_boneflex 1
endmovie Stop recording movie frames.
engine_experimental_drop_frame_ticks 1 Experimental feature to skip ticks when the client is catching up in low frame rate situations.
engine_max_resource_system_update_time 5
engine_no_focus_sleep 20
engine_no_focus_sleep_vconsole_suppress 1 When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior
engine_platform_name_extended 0 Platform the engine is running on.
engine_rendersystem_init 0 Rendersystem option requested (changing this does not change the rendersystem).
engine_rendersystem_used 0 Rendersystem option in use (changing this does not change the rendersystem).
engine_show_frame_multiple_ticks 0
engine_show_frame_pacing 0
engine_show_frame_ticks 0
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. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_animgraph_debug Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_animgraph_record Toggles recording of animgraph replay of the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_animgraph_setvar Sets a variable on the animgraph of the given entity(s) Arguments: <varname>=<value> {entity_name} / {class_name} / no argument picks what player is looking at
ent_attachments Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_autoaim Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_call ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
ent_cancelpendingentfires Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_characterize Spew PVS debug info for entity
ent_clear_debug_overlays Clears all debug overlays
ent_create Creates an entity of the given type where the player is looking.
ent_debug_anim Use the specified entity for animation debugging.
ent_debugkeys 0
ent_find Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
ent_find_index Display data for entity matching specified index. Format: find_ent_index <index>
ent_fire Usage: ent_fire <target> [action] [value] [delay]
ent_grab grabs the object in front of the player. Options: -loose -multiple -toggle
ent_hitbox Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_info Usage: ent_info <class name>
ent_joint_axis_size 4
ent_joint_names 1
ent_joint_only_ik_joints 0
ent_joints Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
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 that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_messages_draw 0 Yes Visualizes all entity input/output activity.
ent_name Displays the entity name
ent_orient Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles>
ent_picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information
ent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_pivot_size 20 Yes
ent_rbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_revert_dormancy_change 0
ent_rotate Rotates an entity by a specified # of degrees
ent_scale Scales entities. Arguments: <scale factor> {entity_name} / {class_name} / no argument picks what player is looking at
ent_scale_hack 0
ent_script_dump Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_select Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
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 what player is looking at
ent_setpos Move entity to position
ent_show_contexts 0 Yes 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} / no argument picks what player is looking at
ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_skeleton_only_ik_joints 0
ent_steadystate_batchsize 20 Max number of entities to transmit to player
ent_steadystate_cooldown 5 Time in seconds after player state changes before steady state changes can occur.
ent_steadystate_delay 5 Time in seconds without network state changes until an entity is considered for trickle updates
ent_steadystate_enable 1
ent_steadystate_interval 0 Rate at which entities can be trickled to players
ent_teleport Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_test_interpolation 0
ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text256 Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_clear Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_filter Set which ent_text filters you want:
ent_text_flags_active -1 Yes
ent_text_no_name_really_i_mean_it 0 Yes
ent_text_radius Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: Radius, {entity_name/class_name/ no argument picks what player is looking at}
ent_text_sticky_add Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_sticky_clear Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_sticky_dump Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_sticky_remove Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_ungrab un-grabs all objects
ent_vcollide_wireframe Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_viewoffset Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
entity_log_load_unserialize 0 Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client
entity_lump_list List all known entity lumps
entity_lump_spew Dump the contents of an entity lump
entityreport Reports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
entitysummary Summarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
ents List server entities, sorted by spawn group
escape Escape key pressed.
event_points_activate_timeout 10
exec Execute a cfg file
exec_async Execute a cfg file over time
execifexists Execute a cfg file if file exists
execute_command_every_frame 0
explode Kills the player with explosive damage
explodevector Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>


Command Default Value Cheat? Help Text
fade_debug_splitscreen_slot -1
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_account_disabled 0
fake_account_disabled_duration_seconds 100
fake_chat_members 0 Number of users in chat channel.
fake_low_pri 0
fake_meta_xp Fake meta xp values
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
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.
findflags Find concommands by flags.

Available flags to search for:

  • SS
  • DEMO
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_cycler_think_interval 0
flex_expression 0
flex_rules 1 Allow flex animation rules to run.
flex_smooth 1 Applies smoothing/decay curve to flex animation controller changes.
flex_talk 0
fog_color -1 Yes
fog_colorskybox -1 Yes
fog_enable 1 Yes Enable fog
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_override_color Sets the fog color override
fog_override_enable 0 Yes Use fog_override convars instead of world fog data
fog_override_end 3500 Yes
fog_override_exponent 2 Yes
fog_override_max_density 0 Yes
fog_override_start 1000 Yes
fog_start -1 Yes
fog_startskybox -1 Yes
fog_volume_debug 0 If enabled, prints diagnostic information about the current fog volume
footstep_debug 0
footstep_force_volume -1
force_leave_game_button 0
forceactivecontrollertype -1
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_debug_draw_height_override 0
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_entity_reveal_unseen_radius 0 Radius in world space to reveal around all viewers from unseen state, regardless of visibility.
fow_entity_reveal_unseen_time 0 Seconds over which an unseen area is revealed by radius checks, 0 is instant.
fow_server_show_stats 0 Yes
fow_server_stats displays fog of war stats
fow_server_test_tempviewer test a temp viewer
fow_simd_unseen 1
fow_tile_update_time 0 Yes FoW tile update time.
fp_trace Toggle field path tracing to file
fps_max 120 Frame rate limiter. 0=no limit. Does not apply to dedicated server.
freecamera_accel 5 Tweak this parameter to adjust Free Camera movement acceleration.
freecamera_fog_end 2500 Fog end for Free Camera.
freecamera_fog_start 1800 Fog start for Free Camera.
freecamera_max_speed 500 Tweak this parameter to adjust Free Camera movement max speed.
freecamera_rotation_mulitplier 10 Tweak this parameter to adjust Free Camera mouse rotation.
freecamera_zfar 4500 Fog start for Free Camera.
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 spent reading from them.
fs_fake_read_delay_ms 0 Add N ms of delay to every low-level read operation, to simulate a slow disk
fs_monitor_read_from_pack 0 0:Off, 1:Any, 2:Sync only
fs_report_long_reads 0 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold
fs_report_sync_opens 0 0:Off, 1:Always, 2:Not during load
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
func_nav_blocker_obstacle 0 Yes If true, a func_nav_blocker will create a navigation avoidance obstacle.
fx_glass_velocity_cap 0 Maximum downwards speed of shattered glass particles


Command Default Value Cheat? Help Text
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_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 & associated results during a transition.
g_debug_vehiclebase 0 Yes
g_debug_vehicleexit 0 Yes
g_debug_vehiclesound 0 Yes
g_Language 0
g_physics_use_block_solver 1 Yes Use block solving for constraint entities
g_ragdoll_fadespeed 600
g_ragdoll_important_maxcount 2
g_ragdoll_lvfadespeed 100
g_ragdoll_maxcount 5
gameevents_showeventlisteners 0 Show listening addition/removals
gameevents_showevents 0 Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).
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.
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
gc_finish_loading tell whatever
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 1
gl_clear_gray 0 Yes Clear the back buffer to gray every frame.
gl_clear_randomcolor 0 Yes Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
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.
glow_use_tolerance 0 Yes
god Toggle by default, or 0 to disable and 1 to enable. Player becomes invulnerable.
gpu_level 3 GPU Level - Default: High
gpu_mem_level 2 Memory Level - Default: High
grep grep line for pattern, print out matching lines only
groundik_enabled 1
groups Show status of all spawn groups.
guidepanel_resetnag Resets the nag count on the guide panel
guild_refresh guild_force_refresh


Command Default Value Cheat? Help Text
handforce_inner 1 Yes
handforce_outer 8 Yes
handforce_scale 1 Yes
headforce_inner 8 Yes
headforce_outer 16 Yes
headforce_strength 10 Yes
help Find help about a convar/concommand.
herochatwheel Executes the highlighted hero chatwheel menu item
herochatwheel Opens hero chatwheel menu while held
hide_sf_shop hide scaleform shop
hideconsole Hide the console.
hidehud 0 Yes bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle
hint_panel_fadein 0 Yes
hint_panel_fadeout 0 Yes
hl2_episodic 0
hl_dissolve_all_dropped_weapons 0 Yes
host_force_frametime_to_equal_tick_interval 0
host_framerate 0 Set to lock per-frame time elapse.
host_limitlocal 0 Apply cl_cmdrate and cl_updaterate to loopback connection
host_showcachemiss 0 Print a debug message when the client or server cache is missed.
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 Saves out the user config values.
hostfile 0 The HOST file to load.
hostip 0 Host game server ip
hostname 0 Hostname for server.
hostport 27015 Host game server port
http_cache_size 150
hud_drawhistory_time 5
hud_fastswitch 0
hud_max_minimap_distance 2600
hud_river_vial_ui_expanded true
hud_sticky_item_name 0
hud_takesshots 0 Auto-save a scoreboard screenshot at the end of a map.
hud_toggle_visibility Toggles the Hud on and off
hullivr_edge_merge_tan 0 Should we try to straighten two faces connected to this edge? (tangent)
hullivr_faceisland_merge_disp 0 Should we straighten face island if the displacement is this much? (inches)
hullivr_faceisland_merge_tan 0 Should we try to straighten an island of faces deviating from their average normal (tangent)?
hullivr_version 3
hurtme Hurts the player. Arguments: <health to lose>


Command Default Value Cheat? Help Text
ic interp entity count
ik_abs_origin_height_spring_strength_default 500
ik_constraints_enabled 1
ik_debug_2bone_soften 0
ik_debug_all_chains_post_solve 0
ik_debug_all_chains_pre_update 0
ik_debug_all_chains_pre_update_post_tilt 0
ik_debug_all_chains_unique_color_per_chain 0
ik_debug_build_transform_from_collision 0
ik_debug_build_transform_from_collision_noop 0
ik_debug_chain_to_filter_by 0
ik_debug_constraints -1
ik_debug_dogleg3bone 0
ik_debug_dogleg3bone_enabled 1
ik_debug_drawfixuprotation 0
ik_debug_fabrik_backwards_enabled 1
ik_debug_fabrik_backwards_iterations 0
ik_debug_fabrik_forwards_enabled 1
ik_debug_fabrik_forwards_iterations 0
ik_debug_groundrule 0
ik_debug_groundtrace_requests 0
ik_debug_hyperextension 0
ik_debug_lock_force_lock_rotation_alpha -1
ik_debug_locks 0
ik_debug_locks_breaks 0
ik_debug_perlin_solver 0
ik_debug_planetilt 0
ik_debug_targets 0
ik_debugrule_degreespeed 0
ik_debugrule_distance 100
ik_debugrule_forcedegree 87
ik_debugrule_offset_x 0
ik_debugrule_offset_y 0
ik_debugrule_offset_z 0
ik_debugrule_spin_axis -1
ik_debugrule_spin_radius 100
ik_debugrule_spin_speedscale 0
ik_enable_only_this_chain Disables all chains except for the mentioned one on the selected entity(ies), by name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no argument picks what player is looking at]
ik_fabrik_iterations 6
ik_force_lock_value -1
ik_force_masterblend_amount -1
ik_ground_rule_normalspring_strength 10
ik_ground_rule_zspring_strength 50
ik_groundrule_enabled 1
ik_groundrule_full_orienting_threshold 2
ik_groundrule_max_normal_degrees_from_up 30
ik_groundrule_no_orienting_threshold 12
ik_hinge_constraint_enable 1
ik_ignore_end_effector_target_bones 0
ik_locks_acquire_threshold 0
ik_locks_breaking_enabled 1
ik_locks_enabled 0
ik_locks_release_threshold 0
ik_move_debug_target Offset the debug targets by x y z amount (space separated)
ik_planetilt_enable 1
ik_planetilt_spring_strength 5
ik_solve_enabled 1
ik_toggle_chain Toggles on a chain in the selected entity(ies), by name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no argument picks what player is looking at]
ime_hkl_info Spew IME HKL info.
ime_info Spew IME info.
ime_supported_info Spew IME Supported info.
incrementvar Increment specified convar value.
input_button_code_is_scan_code 0 Bind keys based on keyboard position instead of key name
input_downimpulsevalue 0.700000
input_filter_relative_analog_inputs false
input_forceuser -1 Yes Force user input to this split screen player.
input_upimpulsevalue 0.300000
inspectheroinworld Zoom into a selected hero in the world for a closer view.
instant_replay 1 Enable instant replay recording.
instant_replay_goto_tick Goto a direct timestamp of the replay
instant_replay_history_limit 120 Maximum amount of minutes to save history (0 is unlimited).
instant_replay_history_limit_low 10 Maximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).
instant_replay_live If in replay, jumps back to live
instant_replay_pause Pauses instant replay.
instant_replay_resume Resumes instant replay.
instant_replay_skip Number of seconds to skip back to instant replay from current position
instant_replay_skip_live Number of seconds to skip back to instant replay from live
instant_replay_timescale Sets instant replay speed.
instant_replay_togglepause Toggles instant replay.
ip 0 Overrides IP for multihomed hosts
item_show_whitelistable_definitions Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
items_game_use_gc_copy 0 If set, items_game.txt will be stomped by the GC.
iv_debug Spew interpolated var info for entity.
iv_debugbone 0 Debug bone name for interpolation spew of CAnimationState.
iv_interp Spew interpolated var info for entity.
iv_off Turn off all interpolation variable spew.
iv_on Spew both interpolated var debug info and history for entity.
iv_parallel_latch 1
iv_parallel_restore 0
iv_wrapped_parallel_latch 1


Command Default Value Cheat? Help Text
jointeam Join a team
joy_accel_filter 0.200000
joy_accelmax 1.000000
joy_accelscale 0.600000
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_axisr_deadzone 0.150000
joy_axisr_relative false
joy_axisu_deadzone 0.150000
joy_axisu_relative false
joy_axisv_deadzone 0.150000
joy_axisv_relative false
joy_axisx_deadzone 0.150000
joy_axisx_relative false
joy_axisy_deadzone 0.150000
joy_axisy_relative false
joy_axisz_deadzone 0.150000
joy_axisz_relative false
joy_circle_correct true
joy_deadzone_mode 0
joy_display_input 0
joy_forward_sensitivity 1.000000
joy_forwardsensitivity -1
joy_forwardthreshold 0
joy_inverty 0 Whether to invert the Y axis of the joystick for looking.
joy_inverty2 0 Whether to invert the Y axis of the joystick for looking.
joy_legacy 0 Turn on/off 'Legacy' mapping for control sticks.
joy_legacy2 0 Turn on/off 'Legacy' mapping for control sticks.
joy_lookspin_default 0
joy_lowend 1.000000
joy_lowmap 1.000000
joy_movement_stick 0 Which stick controls movement (0 is left stick)
joy_movement_stick2 0 Which stick controls movement (0 is left stick)
joy_name 0
joy_pegged 0.750000
joy_pitch_sensitivity 3.000000
joy_pitchsensitivity 1
joy_pitchsensitivity2 1
joy_pitchthreshold 0
joy_response_look 0
joy_response_move 9
joy_response_move_vehicle 6
joy_sensitive_step0 0.100000
joy_sensitive_step1 0.400000
joy_sensitive_step2 0.900000
joy_side_sensitivity 1.000000
joy_sidesensitivity 1
joy_sidethreshold 0
joy_variable_frametime 1
joy_vehicle_turn_lowend 0.700000
joy_vehicle_turn_lowmap 0.400000
joy_virtual_peg false
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_yaw_sensitivity 3.000000
joy_yawsensitivity -1
joy_yawsensitivity2 -1
joy_yawthreshold 0
joystick 0 True if the joystick is enabled, false otherwise.
jpeg_quality 90 Set jpeg screenshot quality. [1..100]
jpeg_screenshot Take a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].


Command Default Value Cheat? Help Text
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.
kickid_hltv Kick a player by userid or uniqueid, with a message.
kill Kills the player with generic damage
killvector Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>


Command Default Value Cheat? Help Text
labelled_debug_helper_arc_segments 20
labelled_debug_helper_enabled 1
labelled_debug_helper_scale 1
labelled_debug_helper_show_position 0
labelled_debug_helper_show_text 1
labelled_debug_helper_skeleton_show_bone_names 1
language_fake_unsupported_primary 0
light_priority_enabled 1
light_priority_max_lights 0
lightquery_debug_direct_lighting 1 Yes
lightquery_debug_indirect_lighting 1 Yes
lightquery_debug_indirect_lighting_fast 0 Yes 0 = standard sampling, 1 = fast sampling, 2 = ultra-fast sampling
listdemo List demo file contents.
listid Lists banned users.
listip List IP addresses on the ban list.
listRecentNPCSpeech Displays a list of the last 5 lines of speech from NPCs.
load Usage: load [save file name]
loadout_test_activity_modifiers 0 Yes
log Enables logging to file, console, and udp < on | 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.
logic_npc_counter_debug 0 Yes
lookstrafe 0
loop_dump Print the listeners of the current loop mode
lrucache_flush Flushes the specified cache
lrucache_reset_stats Resets stats for the specified CUtlLRUCaches (or all if none specified)
lrucache_set_size Sets the specified cache to the specified size
lrucache_stats Spews information about all CUtlLRUCaches
lservercfgfile 0
lua_assert_on_error 0


Command Default Value Cheat? Help Text
m_customaccel 0 Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity) 2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. 3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
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_filter2 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 acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).
m_pitch 0 Mouse pitch factor.
m_pitch2 0 Mouse pitch factor.
m_rawinput 0 Use Raw Input for mouse input.
m_side 0 Mouse side factor.
m_yaw 0 Mouse yaw factor.
map map <mapname> :Load a new map.
map_enable_background_maps Enables/disables portrait background maps
mapcyclefile 0 Name of the .txt file used to cycle the maps on multiplayer servers
maps Displays list of maps. Usage: maps <substring>. For all maps: maps *
markup_group_ent_bbox markup_group_ent_bbox <markup_group name> -> toggle ent_bbox for all members of the named markup group
markup_group_ent_text markup_group_ent_text <markup_group name> -> toggle ent_text for all members of the named markup group
markup_group_spew Spew all current markup groups and their members
markup_volume_ref_cone_angle 135
mat_accelerate_adjust_exposure_down 3 Yes
mat_bloom_scalefactor_scalar 1
mat_bloomamount_rate 0 Yes
mat_bloomscale 1
mat_camerarendertargetoverlaysize 128 Yes
mat_clearshadercache Clears the shader cache used for dynamic shader compile.
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_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_depthbias_shadowmap 0
mat_disable_bloom 0
mat_disable_dynamic_shader_compile Reloads all shaders from vcs files until the next time mat_reloadshaders is called
mat_dof_enabled 1
mat_dof_far_blur_depth 1000
mat_dof_far_blur_radius 5
mat_dof_far_focus_depth 250
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_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_exposure_center_region_x 0 Yes
mat_exposure_center_region_y 0 Yes
mat_force_bloom 0 Yes
mat_framebuffercopyoverlaysize 128
mat_fullbright 0 Yes
mat_grain_enable 0
mat_hdr_level 2
mat_hdr_manual_tonemap_rate 1
mat_hdr_uncapexposure 0 Yes
mat_hsv 0 Yes
mat_local_contrast_enable 0
mat_luxels 0 Yes
mat_material_frameupdate_limit 2 Maximum time in ms to spend initializing shaders for materials each frame.
mat_motion_blur_enabled 1
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_rotation_intensity 1
mat_motion_blur_strength 1
mat_overdraw 0 Yes Visualize overdraw
mat_overdraw_color 0 Yes
mat_print_dead_materials Print loaded materials that have no valid layers due to not supporting any of the modes in
mat_print_error_materials Print loaded materials that are using the error shader or material.
mat_print_expensive_materials Print materials sorted by cost heuristic
mat_print_material_info Print info about a specific material
mat_print_materials Print loaded materials. Takes an optional substring as an argument.
mat_print_materials_last_frame Print materials used last frame
mat_print_materials_unused Print materials that have never been used
mat_print_modes Print supported rendering modes.
mat_print_shader_info Print detailed info about a single shader. Takes a shader name (hero.vfx) as an argument.
mat_print_shaders Print loaded shaders. Takes a substring as an argument.
mat_print_textures Print loaded textures in alphabetical order. Takes an optional substring as an argument.
mat_print_textures_size Print loaded textures in ascending size order. Takes an optional substring as an argument.
mat_print_textures_size_in_memory Print loaded textures in ascending size order as they are in memory. Takes an optional substring as an argument.
mat_reinitmaterials Reinitializes all loaded materials, reloading their shaders.
mat_reloadmaterials Reloads all materials. Takes an optional substring as an argument.
mat_reloadshaders Reloads all shaders. Takes an optional substring as an argument.
mat_reset_material_costs Reset material cost heuristic
mat_shading_complexity 0 Yes Visualize shading complexity
mat_shading_complexity_color 1 Yes
mat_shading_complexity_max_instruction_count 1024 Yes
mat_show_histogram 0
mat_showcamerarendertarget 0 Yes
mat_showframebuffertexture 0 Yes
mat_showwatertextures 0 Yes
mat_slopescaledepthbias_shadowmap 4
mat_stub 0 Yes
mat_tonemap_bloom_scale -1 Yes
mat_tonemap_bloom_start_value -1 Yes
mat_tonemap_debug 0
mat_tonemap_force_accelerate_exposure_down -1 Yes
mat_tonemap_force_average_lum_min -1 Yes Override. Old default was 3.0
mat_tonemap_force_log_lum_max -1 Yes
mat_tonemap_force_log_lum_min -1 Yes
mat_tonemap_force_max -1 Yes
mat_tonemap_force_min -1 Yes
mat_tonemap_force_percent_bright_pixels -1 Yes Override. Old value was 1.0
mat_tonemap_force_percent_target -1 Yes Override. Old default was 45.
mat_tonemap_force_rate -1 Yes
mat_tonemap_force_scale 0 Yes
mat_tonemap_force_use_alpha -1 Yes
mat_tonemap_uncap_exposure 0 Yes
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_wateroverlaysize 128
mat_wireframe 0 Yes
mat_yuv 0 Yes
mem_compact Compacts the heap
mem_dump Dump memory stats to text file.
mem_incremental_compact Incrementally compacts the heap
mem_incremental_compact_rate 0 Yes Rate at which to attempt internal heap compaction
mem_level 2 Memory Level - Default: High
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
memory Print memory stats.
mesh_calculate_curvature_smooth_invert 1 Yes
mesh_calculate_curvature_smooth_pass_count 3 Yes
mesh_calculate_curvature_smooth_weight 1 Yes
mic_listen_while_nonfocused 0 Enables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settings
midi_auto_connect_port -1 On init, attempt to connect to the device on this port
midi_connect_port Attempt to open a connection on the passed port ( or 0 if not specfied ). Will close existing connection
midi_release Release any connected MIDI device
midi_reset_notes Send emergency Note OFF for all active notes on all channels
midi_status Dump info about connected MIDI devices
midi_test_off Send a test note OFF to the connected MIDI device
midi_test_on Send a test note ON to the connected MIDI device
minimap_create Does a bunch of work to create a minimap
mix_input Set an input mix value
model_combiner_dumpstats Dump the stats for the model combiner manager.
model_default_preview_sequence_name 0
model_dump_convert_info Print model load-time conversion info
motdfile 0 The MOTD file to load.
mouse_disableinput 0 Set to disable mouse input
mouse_pitchyaw_sensitivity 50.000000
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_bonusroundtime 15 Time after round win until round restarts
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_disable_respawn_times 0
mp_fadetoblack 0 fade a player's screen to black when he dies
mp_falldamage 0
mp_feetyawrate_max 360 How many degrees per second that we can turn our feet or upper body when we're outside the max body yaw.
mp_flashlight 1
mp_footsteps 1
mp_forcecamera 0 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_maxrounds 0 max number of rounds to play before server changes maps
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_teams_unbalance_limit 1 Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
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
mp_winlimit 0 Max score one team can reach before server changes maps
multiunit_frame_tall 44
multiunit_frame_tall_three_col 66
multiunit_frame_tall_two_col 104
multiunit_frame_wide 64
multiunit_frame_wide_three_col 84
multiunit_frame_wide_two_col 130
multiunit_page_next cycle to the next multiunit page
multiunit_page_prev cycle to the previous multiunit page
multiunit_x_gap 1
multiunit_x_gap_three_col 3
multiunit_x_gap_two_col 1
multiunit_x_start 0
multiunit_y_gap 15
multiunit_y_gap_three_col 17
multiunit_y_gap_two_col 15
multiunit_y_start 0
multvar Multiply specified convar value.
muzzle_flash_enable 1 Yes
muzzleflash_light 1


Command Default Value Cheat? Help Text
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_max_size 15 Yes Max area size created in nav generation
nav_area_res 25 Yes Standard nav area minimum size
nav_auto_build_area Build out high-precision areas around the edit cursor and create them.
nav_avoid Toggles the 'avoid this area when possible' flag used by the AI system.
nav_avoid_obstacles 1 Yes
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 issue a 'nav_end_area' command.
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_bfs_debug 0 Yes
nav_blockers_can_affect_flow 1 Yes Set this convar to 0 if you want the 'affectsFlow' property of func_nav_blockers to be ignored
nav_build_ladder Attempts to build a nav ladder on the climbable surface under the cursor.
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_attributes Clear all nav attributes of selected area.
nav_clear_selected_set Clear the selected set.
nav_clear_walkable_marks Erase any previously placed walkable positions.
nav_connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
nav_coplanar_slope_limit 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_curve_alt 0 Yes
nav_curve_iter 0 Yes
nav_curve_lock -1 Yes
nav_curve_max_step 10 Yes
nav_curve_set -1 Yes
nav_curve_step 0 Yes
nav_debug_blocked 0 Yes
nav_delete Deletes the currently highlighted Area.
nav_delete_all_hull Deletes all areas with given hull category.
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 connections between the two Areas.
nav_displacement_test 10000 Yes Checks for nodes embedded in displacements (useful for in-development maps)
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_area_bgcolor 503316480 Yes RGBA color to draw as the background color for nav areas while editing.
nav_draw_area_filled 0 Yes
nav_draw_area_vert_order 0 Yes
nav_draw_blocked 1 Yes
nav_draw_blocked_connections 0 Yes
nav_draw_connected_area_radius 1000 Yes
nav_draw_connections 0 Yes
nav_draw_hull_support 0 Yes
nav_draw_indices 0 Yes
nav_draw_inset_margin 0 Yes
nav_draw_jump_links 0 Yes
nav_draw_limit 300 Yes The maximum number of areas to draw in edit mode
nav_draw_mesh 1 Yes
nav_draw_mesh_grid 0 Yes Draw the meshe's spatial grid structure around the edit cursor position.
nav_draw_mesh_offset 1 Yes Vertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground
nav_draw_should_be_destroyed 0 Yes
nav_draw_show_light_intensity 0 Yes
nav_draw_split_by_obstacle_mgr 0 Yes
nav_draw_vert_hotspots 0 Yes
nav_edit 0 Yes Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_edit_validate 0 Yes Validate navmesh structures.
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_add_jumps 1 Yes
nav_gen_agent_radius_buffer 0 Yes Buffer to add to agent radius before passing to nav gen
nav_gen_clip_max_edge_len 0 Yes
nav_gen_clip_polys_to_clearance 1 Yes
nav_gen_clip_polys_to_clearance_debug 0 Yes
nav_gen_connect_angle 0 Yes
nav_gen_connect_angle_ignore_z 1 Yes
nav_gen_connect_dist_a 1 Yes
nav_gen_connect_dist_b 1 Yes
nav_gen_connect_overlap 0 Yes
nav_gen_degen_limit 0 Yes
nav_gen_false 0 Yes Always false
nav_gen_island_removal 0 Yes
nav_gen_island_removal_all_hulls 1 Yes
nav_gen_markup_split_expand 2 Yes
nav_gen_markup_split_tol_base 1 Yes
nav_gen_markup_split_tol_nonav 1 Yes
nav_gen_markup_split_tol_nonentity 8 Yes
nav_gen_max_edge_len 144 Yes
nav_gen_max_edge_len_split_tol 24 Yes
nav_gen_opt_to_quads_2 1 Yes
nav_gen_opt_to_quads_angle_limit_2 10 Yes
nav_gen_opt_to_quads_num_steps 6 Yes
nav_gen_opt_to_quads_se_limit_end 0 Yes
nav_gen_opt_to_quads_se_limit_start 0 Yes
nav_gen_opt_to_quads_weld_limit_end 0 Yes
nav_gen_opt_to_quads_weld_limit_start 0 Yes
nav_gen_remove_vertical_polys 1 Yes
nav_gen_run_recast 1 Yes
nav_gen_split_boundary_polys 0 Yes
nav_gen_split_doors 0 Yes
nav_gen_split_doors_tol 1 Yes
nav_gen_tr_max_acceptable_cost_1 900 Yes
nav_gen_tr_max_acceptable_cost_2 900 Yes
nav_gen_tri_reduce_all 0 Yes
nav_gen_true 1 Yes Always true
nav_gen_vertical_limit 88 Yes
nav_generate Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_compute_lighting 0 Yes If true, compute lighting for this area. Otherwise, just set to 1/2.
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_generate_no_restart 0
nav_generate_remove_jump_areas 1
nav_genrt_debug 0 Yes
nav_genrt_no_splice 0 Yes
nav_genrt_no_split 0 Yes
nav_genrt_step -1 Yes
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_load_aaquad Loads the Navigation Mesh for the current map.
nav_load_polyclip Loads the Navigation Mesh for the current map.
nav_load_recast 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_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_walkable Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_max_auto_area_size 16384 Yes Max size in x/y of any auto-generated nav area
nav_max_view_distance 0 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 command.
nav_merge_mesh Merges a saved selected set into the current mesh.
nav_no_jump Toggles the 'dont jump in this area' flag used by the AI system.
nav_obstacle_genrt 0 Yes
nav_obstacle_keep_inside_poly 1 Yes
nav_obstacle_split2 0 Yes
nav_obstacle_stats 0 Yes
nav_obstacle_validate 0 Yes
nav_obstruction_draw 0 Yes
nav_path_debug 0 Yes
nav_path_debug_compute_with_open_goal 0 Yes
nav_path_debug_jump_segments 0 Yes
nav_path_draw_areas 0 Yes
nav_path_draw_arrow 1 Yes
nav_path_draw_climb_segments 1 Yes
nav_path_draw_connected_areas 0 Yes
nav_path_draw_ground_segments 1 Yes
nav_path_draw_jump_segments 1 Yes
nav_path_draw_ladder_segments 1 Yes
nav_path_draw_tick 0 Yes
nav_path_fixup_climb_up_segments 0 Yes
nav_path_fixup_gap_segments 0 Yes
nav_path_fixup_portal_violation_segments 0 Yes
nav_path_jump_process_debug 0 Yes
nav_path_optimize_enable 1 Yes
nav_path_optimize_portal_positions 1 Yes
nav_path_optimizer_debug 0 Yes
nav_path_record_draw_last_fail 0 Yes
nav_path_record_enable 1 Yes
nav_pathfind_debug_draw 0 Yes
nav_pathfind_debug_draw_costs 0 Yes
nav_pathfind_debug_draw_errors 0 Yes
nav_pathfind_debug_draw_total_costs 0 Yes
nav_pathfind_debug_log 0 Yes
nav_pathfind_inadmissable_heuristic_factor 1 Yes
nav_pathfind_use_area_center 0 Yes
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_save Saves the current Navigation Mesh to disk.
nav_save_history 10 Keep this many backup copies of nav files.
nav_save_selected Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_search_lattice_initial_scale 3
nav_search_lattice_progressive_scale 1
nav_select_allow_blocked 1 Yes When selecting an area under nav_edit, allow area marked as blocked.
nav_select_arc 0 Yes Set to change selection trace to be an arc instead of a line. Value 1 should give a reasonable arc.
nav_select_blocked_areas Adds all blocked areas to the selected set
nav_select_half_space Selects any areas that intersect the given half-space.
nav_select_hull_category -1 Yes Restrict area selection to areas that can support a hull of the given category
nav_select_hull_height -1 Yes Restrict area selection to areas that can support a hull of given height
nav_select_hull_radius -1 Yes Restrict area selection to areas that can support a hull of given radius
nav_select_obstructed_areas Adds all obstructed areas to the selected set
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_select_with_attribute Selects areas with the given attribute.
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_area_connections 0 Yes Show connections to selected area when true
nav_show_area_info -1 Yes Duration in seconds to show nav area ID and attributes while editing. (-1 = never hide)
nav_show_area_info_font 0 Yes
nav_show_area_info_font_size -1 Yes
nav_show_area_info_font_voffset -11 Yes
nav_show_clearance 0 Yes Show the clearance for each area.
nav_show_compass 0 Yes
nav_show_connectionblockers 0 Yes Debug: Show connection blocker models.
nav_show_edit_pos 1 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_smooth_calc_z 1 Yes
nav_smooth_constrain_results 1 Yes
nav_smooth_constrain_results_relax 0 Yes
nav_smooth_constrain_spring 2 Yes
nav_smooth_constrain_spring_relax 0 Yes
nav_smooth_draw_accel 0 Yes
nav_smooth_draw_boundary 0 Yes
nav_smooth_draw_calc 0 Yes
nav_smooth_draw_constraint_spline 0 Yes
nav_smooth_draw_constraint_spring 0 Yes
nav_smooth_draw_speed 0 Yes
nav_smooth_separating_dist_override 0 Yes
nav_smooth_spring_const_override -1 Yes
nav_smooth_spring_factor_deriv 0 Yes
nav_smooth_spring_factor_dist 0 Yes
nav_smooth_spring_factor_speed 0 Yes
nav_smooth_spring_forward_dist_base 50 Yes
nav_smooth_spring_forward_dist_time_limit 1 Yes
nav_smooth_spring_max_dist 36 Yes
nav_smooth_spring_tension_max_override -1 Yes
nav_smooth_spring_timestep_factor_accel 100
nav_smooth_spring_timestep_factor_speed 100
nav_smooth_spring_timestep_max 1
nav_smooth_spring_timestep_min 0
nav_smooth_use_opt 0 Yes
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_aa 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_split_show_aa 0 Yes Show the axis-aligned split line in addition to free angle split line
nav_split_show_free 0 Yes Show the free split line.
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_switch Switches to navmesh for the specified spawngroup
nav_test_bfs_lattice -1 Yes
nav_test_boundary_zone_circle 0 Yes
nav_test_boundary_zone_path 0 Yes
nav_test_boundary_zone_rays 100 Yes
nav_test_curve_opt 1 Yes
nav_test_find_nearest 0 Yes Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull_*.
nav_test_find_nearest_clear 0 Yes Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull_*.
nav_test_find_random_connected 0 Yes Demonstrates finding random points that are connected in the nav mesh to the start point.
nav_test_find_random_connected_dist_max 1000 Yes
nav_test_find_random_connected_dist_min 100 Yes
nav_test_find_z 0 Yes
nav_test_force_npc_repath 0 Yes
nav_test_genrt 0 Yes
nav_test_genrt_place 0 Yes
nav_test_level_hull Find entities that intrude into the nav mesh. List those entities in console output, and display bounding boxes around them for a while.
nav_test_node 0 Yes
nav_test_node_crouch 0 Yes
nav_test_node_crouch_dir 4 Yes
nav_test_path 0 Yes Calculate and draw a path from player/camera position to the test position.
nav_test_path_expansion_search 0 Yes Extend nav_tes_path by doing an expansion search on that path. Convar value defines dist.
nav_test_path_lock_goal 0 Yes Lock the pathfinding goal to the current intersection point.
nav_test_path_lock_start 0 Yes Lock the pathfinding start to the current intersection point.
nav_test_path_max_climb_up -1 Yes
nav_test_path_max_drop_down -1 Yes
nav_test_path_move 0 Yes
nav_test_path_opt 1 Yes Enable path optimization for nav_edit_path paths.
nav_test_path_opt_transitions 0 Yes
nav_test_pos_name 0
nav_test_pos_place -1
nav_test_rays 0 Yes
nav_test_search_lattice 0 Yes Demonstrates searching hexagonal lattice over nav mesh.
nav_test_smooth 0 Yes
nav_test_smooth_extern_push 30 Yes
nav_test_smooth_in_speed 120 Yes
nav_test_smooth_in_yaw 0 Yes
nav_test_smooth_path_speed -1 Yes
nav_test_smooth_separating_dist -1 Yes
nav_test_smooth_spring_const -1 Yes
nav_test_smooth_spring_tension_max -1 Yes
nav_test_spline 0 Yes
nav_test_split_obstacle 0 Yes
nav_test_split_obstacle_dirty 0 Yes
nav_test_split_obstacle_leave 0 Yes
nav_test_split_obstacle_update_pos 1 Yes
nav_test_test_ray_to_mesh Test CNavMesh::TestRayToMesh(). Args: nNumrays, flRayLength, flRadialOffset
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_selected_set Toggles all areas into/out of the selected set.
nav_toggle_selecting Start or stop continuously adding to the selected set.
nav_try_load_nav2 0 Try loading the new nav mesh file (.nav2_legacy), which is the new nav mesh system saved to the legacy nav file format.
nav_unmark Clears the marked Area or Ladder.
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_validate 0 Yes Level of validation for nav system. Higher will be slower.
nav_volume_debug 0 Yes Draw or print debug information about nav volume queries.
nav_warp_to_mark Warps the player to the marked area.
nav_world_center Centers the nav mesh in the world
nb_command Sends a command string to all bots
nb_debug_filter Add items to the NextBot debug filter. Items can be entindexes or part of the identifier of one or more bots.
nb_debug_history 0 If true, each bot keeps a history of debug output in memory
nb_delete_all Delete all non-player NextBot entities. Equivalent to script 'NextBotManager.DeleteAll(...)'
nb_dump_debug_history Dumps debug history for the bot under the cursor to the blackbox
nb_force_look_at Force selected bot to look at the local player's position
nb_freeze 0 Yes Stop all NextBots from moving only
nb_locomotion_acceleration_max 500 Yes
nb_locomotion_debug_climb 0 Yes
nb_locomotion_friction_forward 0 Yes
nb_locomotion_friction_sideways 3 Yes
nb_locomotion_gravity 1000 Yes
nb_locomotion_lean_forward_accel 100 Yes
nb_locomotion_lean_sideways_max_angle 30 Yes
nb_locomotion_lean_sideways_rate 3 Yes
nb_locomotion_yaw_rate_max 250 Yes
nb_lod_0_limit 12 Yes
nb_lod_0_range 1500 Yes
nb_lod_1_limit 25 Yes
nb_lod_1_range 2500 Yes
nb_lod_debug 0 Yes
nb_lod_stats 0 Yes
nb_move_to_cursor Tell all NextBots to move to the cursor position
nb_select Select the bot you are aiming at for further debug operations.
nb_shadow_blobby_dist 400
nb_shadow_cull_dist 1600
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_channels Shows net channel info
net_compressvoice 0 Attempt to compress out of band voice payloads (360 only).
net_connections_stats Print detailed network statistics for each network connection
net_debug_to_file 0
net_detailed_canpacket_log 0
net_force_steamdatagram false
net_listallmessages List all registered net messages
net_log_processing 0 Log network processing
net_max_foreign_packets 1000 Maximum amount of foreign packets (no established connection) allowed per frame before we discard
net_maxcleartime 4 Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_maxroutable 1200 Requested max packet size before packets are 'split'.
net_messageinfo Display info about a message (by classname or id)
net_p2p_client_to_client_messages 1 Enable P2P via ISteamNetworkingMessages.
net_p2p_listen_dedicated 0 Should dedicated server listen for new-style P2P?
net_p2pconnection_linger_time 120 How long p2p connection requests should linger before we completely ignore them
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_qospacketloss_percentage_threshold 5 Spew a warning if packet loss percentage is above this threshold
net_restrict_showmsg_socket 0 If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.
net_serializedentitymemory Spew CSerializedEntity memory
net_showdrop 0 Show dropped packets in console
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_showmsg 0 Show incoming message: <0|1|2|name> where 1 == all and 2 == all except net_NOP
net_showoob 0 Show connectionless UDP traffic.
net_showpeaks 0 Show messages for large packets only: <size>
net_showreliable 0 Like net_showmsg, but only spew reliable messages
net_showudp 0 Dump UDP packets summary to console
net_showudp_remoteonly 1 Dump non-loopback udp only
net_showusercmd 0 Show user command encoding
net_spewcounts Spew serializer counts
net_splitpacket_minimum_ack_rtt_msecs 750 After sending last chunk of split packet payload, wait at least this many msecs after last activity before giving up
net_splitpacket_require_acks_threshold 24 If a splitpacket has more than this many fragments, use the reliable/ack based protocol
net_splitpacket_resend_time_msecs 100 Wait this many msecs before checking whether to send resend requests.
net_splitpacket_success_ack_count 3 If we get a completed splitpacket requesting acks, send the final 'success' ack this many times
net_stats_json Output server networking statistics in json format
net_status Shows current network status
net_usesocketsforloopback 0 Use network sockets layer even for listen server local player's packets (multiplayer only).
net_validatemessages Activates/deactivates net message validation
next_weapon_timer 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.
npc_destroy Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_kill Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_select Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_vphysics 0
npcsolve_attract_draw 0
npcsolve_constraint_nav 1
npcsolve_constraint_npc 1
npcsolve_drag_linear 0
npcsolve_forward 1
npcsolve_forward_const 30000
npcsolve_forward_dist 200
npcsolve_forward_margin 5
npcsolve_path_close_const 0
npcsolve_path_close_max_tension 100
npcsolve_path_lookahead_const 4
npcsolve_path_lookahead_dist 100
npcsolve_path_vel_const 0
npcsolve_separation 1
npcsolve_separation_const 10000
npcsolve_separation_dist 5
npcsolve_separation_draw 0
npcsolve_separation_jitter 0
npcsolve_separation_r2 0


Command Default Value Cheat? Help Text
open_asset Opens an asset in it's primary editor of choice. Specify the full path to the asset from the mod directory.
openshop_category opens shop from clicks on the world shop model, specific tab request


Command Default Value Cheat? Help Text
p2p_listpeers List currently known peers.
p2p_lockdown_dota_lobby_trust_everyone_in_assembled_lobbies -1 Allow direct peer to peer connectivity with anyone in an assembled lobby. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_lobby_trust_everyone_in_matchmade_lobbies -1 Allow direct peer to peer connectivity with anyone in a matchmade lobby. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_lobby_trust_friends -1 Allow direct peer to peer connectivity with steam friends in any lobby. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_lobby_trust_lobby_leader_in_assembled_lobbies -1 Allow direct peer to peer connectivity with lobby leaders while in an assembled lobby. And everyone in an assembled lobby if you're the leader. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_party_trust_everyone -1 Allow direct peer to peer connectivity with anyone in your party. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_party_trust_friends -1 Allow direct peer to peer connectivity with your friends in a party. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_party_trust_party_leader -1 Allow direct peer to peer connectivity with the party leader. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_everyone -1 Allow direct peer to peer connectivity with any players on the same game server. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_friends -1 Allow direct peer to peer connectivity with any steam friends on the same game server. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_listenserver_host -1 Allow direct peer to peer connectivity with the player running a listenserver you're connected to. And everyone connected to a listenserver you're running yourself. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_ping Ping a peer.
p2p_relay_maxhops 4
panel_test_title_safe 0 Yes Test vgui panel positioning with title safe indentation
panorama_focus_world_panels false
particle_end_profile End profiling particle system performance
particle_start_profile Begin profiling particle system performance
particle_system_start start the specified particle system
particle_system_stop stop the specified particle system
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_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
particle_test_stop Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
particles_multiplier 1 Yes Multiply # of rendered particles by this for perf testing
password 0 Current server access password
path Show the filesystem path.
pause Toggle the server pause state.
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.
phys2_contact_debug_draw_size 2
phys2_debug_broadphase 0
phys_active 1
phys_build_bounds 0
phys_build_mass 0
phys_continuous_kinematic_update 0
phys_debug_draw Set up debug-draw of physics internal state
phys_drag_multiplier 1 Multiply air drag
phys_dump_intersection_controller Dump intersection controller status
phys_dynamic_scaling 1 Yes
phys_explode_new 0
phys_fast_report_contacts 1 when 1, fast path for collision reporting is implemented making triggers faster in some cases
phys_impactforcescale 1
phys_implicit_integarator 1 Use implicit integrator for gyroscopic forces
phys_jiggle_bone_enable 1
phys_list List all physics component contents of every entity in the game; -allents: include non-physical entities -classes: print class names -sdk  : Rubikon build -world  : current state of the world -world -touch: list body pairs (bodies in contact) -world -save <name>: save world to a file -world -mem: memory dump -world -snapshots: Start/Stop dumping snapshots of the world into the current directory -world -profiletraces: ProfileRecordedTraces -world -agg: current aggregate data registry (loaded resources)
phys_log_updaters 0
phys_log_updaters_exclude 0
phys_log_updaters_include 0
phys_mark_debug Mark object for debug
phys_old_contact_draw 0
phys_position_iterations 2
phys_pushscale 1
phys_ragdoll_force_magnitude 0
phys_reload_immediately 0 Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists)
phys_shoot Shoots a phys object.
phys_shoot_speed 250
phys_shoot_torque 100000000
phys_show_stats 0
phys_sleep Put all physics in all the worlds to sleep
phys_soft_contacts_enabled 0
phys_soft_contacts_max_mass_ratio 1
phys_specialized_linear_sweep 1 Yes
phys_sphere_cast_version 1
phys_step_threaded 1
phys_stressbodyweights 5
phys_timescale 1 Scale time for physics
phys_traceline_radius 0
phys_tracker 0
phys_upimpactforcescale 0
phys_validate 0
phys_velocity_iterations 8
phys_visualize_traces 0 Yes
phys_wakeup Wake all physics objects in the Main physics up
physics_add_test add test object
physics_debug_entity Dumps debug info for an entity
physics_highlight_active Turns on the absbox for all active physics objects. 0 : un-highlight.
physics_remove_test remove test object
physics_report_active Lists all active physics objects -more : extra info
physicsshadowupdate_render 0
pickup_check_period 0
pitchyaw_customaccel false
pitchyaw_customaccel_exponent 1.000000
pitchyaw_customaccel_max 0.000000
pitchyaw_customaccel_scale 0.040000
pixelvis_debug Dump debug info
play Play a sound.
playdemo Play a recorded demo file (.dem ).
playdemo_scripted Play a demo with an associated markup script.
player0_using_joystick 0
player_debug_off_nav 0 Yes
player_debug_print_damage 0 Yes When true, print amount and type of all damage received by player to console.
player_incap_use_radius 96 Yes
player_input_motor_jerk 6
player_item_merge_dots_dist 32
player_item_y_offset 5
player_level_graph_style 0
player_old_armor 0
player_use_radius 80 Yes
playsound playsound <soundname>
playsoundscape Forces a soundscape to play
playvol Play a sound at a specified volume.
pop_var_values Restore previously pushed convars and config values
population_distribution_debug 0
portrait_red 200
practice_password 0 Password used to filter private practice lobbies.
print_occlusion_depth 0 Yes
projection_reload_ability_data Reload ability_projection.txt
prop_active_gib_limit 999999
prop_active_gib_max_fade_time 999999
prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
prop_debug_vr_collision 0 Yes Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_PROPS_VR_DEBRIS and will return to COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_PROPS_VR_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey)
prop_dynamic_create Creates a dynamic prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}
prop_physics_create Creates a physics prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}
props_break_max_pieces_perframe 16 Maximum prop breakable piece count per frame (-1 = model default)
purchase_battle_pass_levels_activate_timeout 10
purchase_in_html 0
push_var_values Save convars and config values
pvs_debugentity -1 Verbose spew for this entity when doing IsInPVS computation.
pvs_flowtype 0 Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.
pwatchent -1 Yes Entity to watch for prediction system changes.
pwatchvar 0 Yes Entity variable to watch in prediction system for changes.


Command Default Value Cheat? Help Text
quit Quit the game


Command Default Value Cheat? Help Text
r_AirboatViewDampenDamp 1 Yes
r_AirboatViewDampenFreq 7 Yes
r_AirboatViewZHeight 0 Yes
r_allow_all_objects_to_refract 0 Yes
r_allow_morph_batching_on_base 0
r_allow_refracted_particles 1 Yes
r_always_render_all_windows 0 Always force all engine & tools to render
r_aspectratio 0
r_bloom_compute 1 Use compute shaders for bloom on Vulkan
r_bloom_offset 0
r_bloom_scale 1
r_cacheSequenceData 1
r_camerapos Prints out the current camera position + orientation to the console
r_cleardecals Clears all decals
r_cubemap_debug_colors 0 Yes
r_cubemap_takesnapshot Take a cube map snapshot at the current camera location
r_dashboard_render_quality 1
r_debug_precipitation 0 Yes Show precipitation volumes
r_debug_rendering_in_vr_headset 1
r_debugcheapwater 0 Yes
r_decals 2048
r_decals_default_fade_duration 0
r_decals_default_start_fade 10
r_deferred_additive_pass 1
r_deferred_cubemap_diffuse 0
r_deferred_debugvis 0
r_deferred_height_fog 1
r_deferred_simple_light 1 0=off, 1=on, 2=debug visualization
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_directlighting 1 Yes Set to use direct lighting
r_dither_scale 1
r_dopixelvisibility 1 Yes
r_dota_allow_colorwarp 1
r_dota_allow_parallax_mapping 1
r_dota_allow_particle_only_portraits 1
r_dota_allow_wind_on_trees 1
r_dota_always_reflect_refract 0 Yes 1 = force setup of refrect / refact pipelines even when using cheap water
r_dota_bloom_compute_shader 0 Use compute shader for Bloom downsample
r_dota_caustic_fog_exclusion_radius 3000
r_dota_caustic_fog_plane_min -128
r_dota_clouds 1 Yes
r_dota_color_correction 1
r_dota_debug_reflection_rects 0 Yes
r_dota_depthbias 0 Yes
r_dota_disable_portrait_world_renderer 0
r_dota_draw_overlays 1 Yes
r_dota_draw_water 1 Yes
r_dota_draw_world_texture_blend 2 Yes
r_dota_enabled_3d_skybox_postprocess 1
r_dota_framebuffer_refraction 1 Yes
r_dota_fxaa 1
r_dota_height_fog_exclusion_radius 2200
r_dota_height_fog_plane_height 128
r_dota_highlight_particle_only_portraits 0
r_dota_local_light_compute 0
r_dota_lowend_objects 1 Yes 0 = Force disable, 1 = use video settings, 2 = force enable
r_dota_normal_maps 1
r_dota_particle_bloom 0
r_dota_particle_bloom_overbright 1
r_dota_reflection_min_far_plane 5000 Yes
r_dota_refract_heroes 0
r_dota_render_2d_skybox 1
r_dota_render_3d_skybox 1
r_dota_shadows 1 Yes
r_dota_shadows_debug 0 Yes
r_dota_shadows_scissor 1
r_dota_slopescaledepthbias 4 Yes
r_dota_tools_full_renderer 1 Yes
r_dota_ultra_slopescaledepthbias 4 Yes
r_dota_unseen_fow 1 Yes
r_dota_water_reflection 1 Yes
r_dota_water_refraction 1 Yes
r_dota_white_skybox 0 Yes
r_dota_wind_min_high_freq_strength 25
r_DotaSpecificCullingToggle Toggle Dota specific culling
r_draw3dskybox 1
r_draw_animatables 1 Yes
r_draw_particle_children_with_parents -1 Yes Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes)
r_draw_selected_ring 1 hides the selected_ring particle
r_drawblankworld 0 Yes Render blank instead of the game world
r_drawdecals 1 Yes Set to render decals
r_drawdevvisualizers 0 Yes Render dev visualizers
r_drawgameui 1 Yes Enable the rendering of gameui
r_drawmodeldecals 1
r_drawpanorama 1 Yes Enable the rendering of panorama UI
r_drawparticles 1 Yes Enable/disable particle rendering
r_DrawRain 1 Yes Enable/disable rain rendering.
r_drawrenderboxes 0 Yes
r_drawropes 1 Yes
r_drawskybox 1 Yes Render the 2d skybox.
r_drawsprites 1 Yes
r_drawtracers 1 Yes
r_drawtracers_firstperson 1
r_drawvgui 1 Yes Enable the rendering of vgui panels
r_drawviewmodel 1 Yes Render view model
r_drawworld 1 Yes Render the world.
r_entpos Moves the camera position + orientation to the named entity
r_expensive_draws_last 1
r_experimental_lag_limiter 0
r_extra_render_frames 0 Yes
r_eyewaterepsilon 7 Yes
r_fade360style 1
r_fallback_texture_lod_scale 2 Yes Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure
r_farplane 6000 Yes Set far plane for rendering
r_farz -1 Yes Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_flashlight_topdown 0
r_flashlightambient 0 Yes
r_flashlightbacktraceoffset 0 Yes
r_flashlightbrightness 1 Yes
r_flashlightconstant 0 Yes
r_flashlightfar 1500 Yes
r_flashlightfov 53 Yes
r_flashlightladderdist 40 Yes
r_flashlightlinear 100 Yes
r_flashlightlockposition 0 Yes
r_flashlightmuzzleflashfov 120 Yes
r_flashlightnear 4 Yes
r_flashlightnearoffsetscale 1 Yes
r_flashlightoffsetforward 0 Yes
r_flashlightoffsetright 5 Yes
r_flashlightoffsetup -5 Yes
r_flashlightquadratic 0 Yes
r_flashlightshadowatten 0 Yes
r_flashlighttracedistcutoff 128 Yes
r_flashlighttracedistwatercutoff 80 Yes
r_flashlightvisualizetrace 0 Yes
r_force_engine_render_frame Force a single render of the engine viewport.
r_force_zprepass -1 Yes 0: Force z prepass off. 1: Force on. -1: Don't force
r_ForceWaterLeaf 1 Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frame_sync_enable 1
r_freeze_sceneobjects 0
r_freezeparticles 0 Yes Pause particle simulation
r_fullscreen_gamma 2 Screen Gamma (only in fullscreen modes)
r_gpu_driver_high 1572885
r_gpu_driver_low 861892
r_gpu_mem_stats Display GPU memory usage.
r_grass_allow_flattening 0
r_grass_alpha_test 0
r_grass_density_mode 0 0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 1
r_grass_end_fade 3000
r_grass_max_brightness_change 75
r_grass_quality 2 0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra
r_grass_start_fade 2000
r_grass_vertex_lighting 0
r_hdr_bloom 1
r_hero_debug_render_mode 0 Yes Hero Debug Rendering: 0-off, 2-Grayscale full specular without normal maps, 3-Grayscale full specular with normal maps, 4-Grayscale with normal maps, 5-Desaturated, 6-Wireframe, 7-Shaded wireframe, 8-Wireframe overlay
r_hlvr_old_tonemapping_curve 0
r_impacts_alt_orientation 1
r_incrementlodscale Modifies the LOD scale
r_indirect_specular_force_scale -1 Yes
r_indirectlighting 1 Yes Set to use indirect lighting
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_light_probe_volume_debug_colors 0 Yes
r_lightBinnerFarPlane 4096 Yes
r_mapextents 1444 Yes Set the max dimension for the map. This determines the far clipping plane
r_max_texture_pool_size 0 Upper limit on texture pool size.
r_monitor_3dskybox 1
r_morphing_enabled 1 Yes
r_muzzleflashbrightness 0 Yes
r_muzzleflashlinear 0 Yes
r_nearz -1 Yes Override the near clipping plane. -1 means use the default.
r_occluder_overlay 0 Yes Show the occluder depth buffer mip level. 0=off, 1=1st mip, 2=2nd mip, etc...
r_occlusion_culling 1 Yes Enable or disable occlusion culling
r_paint_post 0
r_particle_debug_force_simulation 0 -1 for all asleep, 1 for all awake
r_particle_min_timestep 0 A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.
r_particle_render_test 0 render particles 100 times and show perf
r_particle_timescale 1
r_PhysPropStaticLighting 1
r_pixelvisibility_partial 1 Yes
r_pixelvisibility_spew 0 Yes
r_point_light_shadows_in_game 1 Yes
r_point_light_shadows_in_tools 1 Yes
r_post_bloom 1
r_post_bloom_kawase_steps 4
r_post_bloom_strength -1
r_post_colorcorrection 0
r_post_film_grain 0
r_post_fxaa 0
r_post_vignette 0
r_printdecalinfo Prints info about decals currently in the scene
r_propsmaxdist 1200 Maximum visible distance
r_RainAllowInSplitScreen 0 Allows rain in splitscreen
r_rainalpha 0 Yes
r_rainalphapow 0 Yes
r_RainCheck 0 Yes Enable/disable IsInAir() check for rain drops?
r_RainDebugDuration 0 Yes Shows rain tracelines for this many seconds (0 disables)
r_raindensity 0 Yes
r_RainHack 0 Yes
r_rainlength 0 Yes
r_RainParticleDensity 1 Density of Particle Rain 0-1
r_RainProfile 0 Yes Enable/disable rain profiling.
r_RainRadius 1500 Yes
r_RainSideVel 130 Yes How much sideways velocity rain gets.
r_RainSimulate 1 Yes Enable/disable rain simulation.
r_rainspeed 600 Yes
r_RainSplashPercentage 20 Yes
r_rainwidth 0 Yes
r_render_coordination_state Prints out the current render coordination state.
r_render_world_node_bounds 0 Yes Render world node bounds
r_rendersun 1 Yes Render sun lighting
r_reset_character_decals 0
r_retinaburn_capture_next_frame 0
r_ropetranslucent 1
r_screen_size_expansion 0
r_screenoverlay Draw specified material as an overlay
r_setpos Moves the camera position + orientation to the specified position
r_shadows 1 Yes
r_show_hipoly_draw_calls 0 Yes Transparent wireframe overlay for draw calls with triangle count higher than specified number
r_show_occluders 0 Yes Show occluder
r_show_skymap 0 Yes Draw the sky map
r_show_ssao 0 Yes Draw the SSAO occlusion buffer
r_show_zprepass_depth 0 Yes Draw the depth from the depth pre-pass
r_show_zprepass_normals 0 Yes Draw the normals from the depth pre-pass
r_showdebugoverlays 0 Yes Set to render debug overlays
r_showdebugrendertarget 0 Yes Set the debug render target to show, 0 == disable
r_showsceneobjectbounds 0 Yes Show scenesystem object bounding boxes
r_showsunshadowdebugrendertargets 0 Yes Set to render sun shadow render targets
r_showsunshadowdebugsplitvis 0 Yes Set to render sun shadow split visibility debugger
r_size_cull_threshold 0.800000
r_size_cull_threshold_shadow 0 Yes Threshold of sun shadow map size percentage below which objects get culled
r_skinning_enabled 1 Yes
r_skip_particle_light_bounds_in_forward 1
r_skip_precache_validation_check 1
r_SnowColorBlue 200 Yes Snow.
r_SnowColorGreen 175 Yes Snow.
r_SnowColorRed 150 Yes Snow.
r_SnowDebugBox 0 Yes Snow Debug Boxes.
r_SnowEnable 1 Yes Snow Enable
r_SnowEndAlpha 255 Yes Snow.
r_SnowEndSize 0 Yes Snow.
r_SnowFallSpeed 1 Yes Snow fall speed scale.
r_SnowInsideRadius 256 Yes Snow.
r_SnowOutsideRadius 1024 Yes Snow.
r_SnowParticles 500 Yes Snow.
r_SnowPosScale 1 Yes Snow.
r_SnowRayEnable 1 Yes Snow.
r_SnowRayLength 8192 Yes Snow.
r_SnowRayRadius 256 Yes Snow.
r_SnowSpeedScale 1 Yes Snow.
r_SnowStartAlpha 25 Yes Snow.
r_SnowStartSize 1 Yes Snow.
r_SnowWindScale 0 Yes Snow.
r_SnowZoomOffset 384 Yes Snow.
r_SnowZoomRadius 512 Yes Snow.
r_ssao 1 Set to use screen-space ambient occlusion
r_ssao_bias 0
r_ssao_blur 1
r_ssao_radius 30
r_ssao_strength 1
r_ssr 0 Enable or disable screenspace reflections
r_stereo_convergence 0 Sets the focal plane that is aligned with the monitor's surface
r_stereo_eye_separation 5 Wider eye separation results in greater depth perception
r_stereo_mode_anaglyph 0 Requires -stereo on the command line
r_stereo_mode_crossed 0 Requires -stereo on the command line
r_stereo_mode_parallel 0 Requires -stereo on the command line
r_strip_invisible_during_sceneobject_update 0
r_swingflashlight 1 Yes
r_test_econ_item_isolate_view 0
r_texture_eager_eviction 0
r_texture_lod_scale 1 Yes Scale factor for requested texture size (texture streaming)
r_texture_pool_size 787 Total size of the texture pool in MB
r_texture_stream_debug_spew 0
r_texture_stream_mip_bias 0 Biases the mip level the texture streaming system chooses to stream for each texture.
r_texture_stream_throttle_amount 10
r_texture_stream_throttle_count 3
r_texture_streaming_timesliced 1
r_texturefilteringquality 3 0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x
r_textures_evict_all Evict all resident texture.
r_threaded_particles 1
r_threaded_scene_object_mincost 10
r_threaded_scene_object_update 1
r_threaded_update_animgraph_animations 1
r_toggleviewportsize Toggles viewport size between small + full window.
r_translucent 1 Yes Enable rendering of translucent geometry
r_transmissive_lighting 1
r_updaterefracttexture 1 Yes
r_validate_texture_streaming 0
r_vconsole_foregroundforcerender 1 When VConsole is in the foreground, force all engine & tools to render
r_vehicleBrakeRate 1 Yes
r_VehicleViewClamp 1 Yes
r_VehicleViewDampen 1 Yes
r_viewport Slams viewport size to a specified value.
r_vignette 1
r_visualizeproplightcaching 0
r_vr_3d_skybox 1
r_vr_overtop_menu 1
r_wait_on_present 0
r_WaterDrawReflection 1 Enable water reflection
r_WaterDrawRefraction 1 Enable water refraction
r_waterforcereflectentities 0
r_wireframe 0 Yes 0=Off, 1=Surface Wireframe, 2=Transparent Wireframe
r_world_allow_bindless_desc 1
r_world_frame_load_threshold_ms 10
r_world_wind_dir 0
r_world_wind_frequency_grass 0
r_world_wind_frequency_trees 0
r_world_wind_offset_speed 0
r_world_wind_smooth_time 2
r_world_wind_strength 40
r_worldlod 1 Yes Set to enable world LOD
r_zprepass_normals 0 Yes 0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.
ragdoll_impact_strength 500
ragdoll_prop_settle 1 Enable more aggressive ragdoll settling
ragdoll_prop_sleepaftertime 4 After this many seconds of being basically stationary, the ragdoll will go to sleep.
ragdoll_sleepaftertime 5 After this many seconds of being basically stationary, the ragdoll will go to sleep.
rangefinder Measures distance along a ray
rate 80000 Min bytes/sec the host can receive data
ray_bench Load the rays and run the benchmark
rcon_address 0 Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password 0 remote console password.
recast_mark_overhang 1 Yes Enable/disable overhang detection
recast_partitioning 0 Yes 0 = watershed, 1 = monotone, 2 = layers
record Record a demo.
reload Reload the most recent saved game.
removeid Remove a user ID from the ban list.
removeip Remove an IP address from the ban list.
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_connection_failure_percentage 0
report_soundpatch reports sound patch count
reset_gameconvars Reset game convars to default values
resource_dump Dump known resources to console.
resource_leaks resource_leaks <resource_name>: Show resource leaks for the named resource
resource_repeated_reload resource_repeated_reload <count> <resource_name> (<resource name> ...): Load and unload the specified resource(s)
respawn_entities Respawn all the entities in the map.
respawn_player Respawns the player from death!
restart Poor man's restart: reload the current map from disk.
rope_averagelight 1 Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide 1 Collide rope with the world
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.
rpg_particle_camera_cull_distance 3200 Yes
rpg_particle_off_camera_simrate 0 Yes
rpg_use_particle_fow 1
rr_debugclassname 0 If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.
rr_debugresponseconcept 0 If set, rr_debugresponseconcept will print only responses testing for the specified concept
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 for npc_selected NPCs.
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,...' criteria values are optional.
rr_reloadresponsesystems Reload all response system scripts. Note: This won't work unless you run with -rr_allow_reload.
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.
rubikon_joint_deepdebugging 0
run_perftest Execute perftest.cfg


Command Default Value Cheat? Help Text
save Save Game
save_animgraph_recording Saves all active animgraph recordings to disk
save_async 1
save_history_count 1 Keep this many old copies in history of autosaves and quicksaves.
save_screenshot 2 0 = none, 1 = non-autosave, 2 = always
save_showelapsedtime display up-to-date elapsed play time
save_spew 0
say Display player message
say_team Display player message to team
sc_allow_dynamic_constant_batching 1
sc_allow_secondary_contexts 1
sc_allow_shadow_only_draws 1
sc_animatable_disable_materials 0 Yes
sc_animatable_fastpath_always_bind_materials 0 Yes
sc_animatable_fastpath_enable_sort 1 Yes
sc_aux_cameras_enabled 1
sc_aux_cameras_single_submit 0
sc_batch_cb_updates_for_view 0 Yes
sc_batch_layer_cb_updates 1
sc_check_world 0 Yes
sc_disable_dynamic_sky_lighting 0 Yes
sc_disable_procedural_layer_rendering 0 Yes
sc_disable_shadow_fastpath 0 Yes
sc_disable_shadow_materials 0 Yes
sc_disable_spotlight_shadows 0 Yes
sc_disable_world_materials 0 Yes
sc_disableThreading 0 Yes
sc_double_submit 0 Yes
sc_dump_lists 0 Yes
sc_dumpworld Dump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>)
sc_dumpworld3d Dump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>)
sc_dupe_simple_meshes_count 1 Yes
sc_dynamic_job_scheduling 1 Yes
sc_enable_discard 1
sc_extended_stats 0 Yes
sc_fast_object_reject 0 Yes
sc_force_camera 0 Yes
sc_force_lod_level -1 Yes
sc_force_materials_batchable 0 Yes
sc_force_push_constant_update_every_draw 0
sc_force_single_display_list_per_layer 0
sc_force_submit_count 0
sc_ground_fog_depth 0
sc_ground_fog_top 0
sc_keep_all_layers 0
sc_list_extradata_allocations Prints out the overall extra data allocation counts
sc_listworlds List all the active sceneworlds
sc_lod_distance_scale_override -1 Yes
sc_log_stats 0 Yes
sc_log_submits 0 Yes Log out display list submits from scenesystem
sc_max_framebuffer_copies_per_layer 1
sc_multithread_sorted_layers 1
sc_new_morph_atlasing 1
sc_only_render_opaque 0 Yes
sc_only_render_shadowcasters 0 Yes
sc_optimize_partitions_every_frame 0 Yes
sc_optimizepartitions Optimize the partition assignment of objects based on the next frame's render
sc_override_shadow_fade_max_dist -1 Yes
sc_override_shadow_fade_min_dist -1 Yes
sc_partitions_per_job 1 Yes
sc_queue_reflection_views_to_layers 1
sc_reject_all_objects 0 Yes
sc_rr_partitions_to_jobs 0 Yes
sc_schedule_fullsort_early 1
sc_setclassflags Low level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>
sc_setfloatattr Set a float attribute which will be visible to all rendering (Usage: sc_setfloatattr <attrname> <value>)
sc_setintattr Set an integer attribute which will be visible to all rendering (Usage: sc_setintattr <attrname> <value>)
sc_show_rejected_objects 0
sc_show_rejected_objects_range -1
sc_showclasses List the object class names known by scenesystem
sc_skip_identical_rt_binds 0
sc_skip_traversal 0 Yes
sc_spew_cmt_usage 0
sc_throw_away_all_layers 0
sc_use_clear_subrect 0
sc_use_fullsort_for_opaque 1 Yes
scene_clientflex 1 Do client side flex animation.
scene_clientplayback 1 Play all vcds on the clients.
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_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
screenmessage_notifytime 8 How long to display screen message text
screenmessage_show -1 Yes Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present
screenshot Take a screenshot: screenshot [filename]
screenshot_prefix 0 Set the screenshot auto naming prefix.
screenshot_subdir 0 Set the screenshot directory.
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_attach_debugger_at_startup 0
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_find Find a key in the VM
script_help Output help for script functions
script_help2 Output help for script functions suitable for auto-completion
script_reload Reload scripts
script_reload_code Execute a vscript file, replacing existing functions with the functions in the run script
script_reload_entity_code Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
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.
sdr SteamDatagram Network Configuration
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 Yes Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setang_exact Yes Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
setinfo Adds a new user info value
setmodel Changes's player's model
setpause Set the pause state of the server.
setpos Yes Move player to specified origin (must have sv_cheats).
setpos_exact Yes Move player to an exact specified origin (must have sv_cheats).
setpos_player Yes Move specified player to specified origin (must have sv_cheats).
sf_loadout_rotate_drag 0
sf_loadout_rotate_frametime_multiplier 8
sf_loadout_rotate_grab_scale 0
sf_loadout_rotate_scale 2
shader_roughness_cone 1 Yes
shader_roughness_ellipse 1 Yes
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.
shatterglass_cleanup 1 Yes -
shatterglass_cleanup_max 150 Yes
shatterglass_debug 0 Yes
shatterglass_distort 1 Yes
shatterglass_edge_uv_scale 0 Yes
shatterglass_hit_tolerance 2 Yes
shatterglass_shard_lifetime 15 Yes
shatterglass_subdiv_size 1 Yes
shatterglass_voronoi_size 15 Yes
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 buy ( or set quickbuy with shift held ) a particular displayed row
show_sf_shop show scaleform shop
showconsole Show the console.
showparticlecounts 0 Display number of particles drawn per frame
showtriggers 0 Yes Shows trigger brushes
showtriggers_toggle Displays the movement bounding box for the triggers in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
sk_autoaim_mode 1
sk_crowbar_lead_time 0
sk_player_arm 1
sk_player_chest 1
sk_player_head 2
sk_player_leg 1
sk_player_stomach 1
skel_constraints_enable 1 Yes
skel_debug 0
skeleton_instance_smear_boneflags 0 Yes Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
skill 1 Game skill level (1-3).
skill2 1 Game skill level (1-3).
smoothstairs 1 Smooth player eye z coordinate when traversing stairs.
snd_arrangement_start Starts the specified arrangement.
snd_async_flush Flush all unlocked async audio data
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_autodetect_latency 1 Enable automatic buffer latency detection (requires driver support)
snd_compare_KV_convert 0
snd_compare_soundevents Compare the compiled and loaded contents of 2 soundevents.
snd_delay_sound_shift 0
snd_disable_mixer_duck 0 Yes
snd_disable_mixer_solo 0 Yes
snd_duckerattacktime 0
snd_duckerreleasetime 2
snd_duckerthreshold 0
snd_ducktovolume 0
snd_envelope_rate 0
snd_filter 0 Yes
snd_foliage_db_loss 0 Yes foliage dB loss per 1200 units
snd_front_headphone_position Specifies the position (in degrees) of the virtual front left/right headphones.
snd_front_stereo_speaker_position Specifies the position (in degrees) of the virtual front left/right speakers.
snd_front_surround_speaker_position Specifies the position (in degrees) of the virtual front left/right speakers.
snd_gain 1 Yes
snd_gain_max 1 Yes
snd_gain_min 0 Yes
snd_gamevoicevolume 1 Game v.o. volume
snd_gamevolume 1 Game volume
snd_headphone_pan_exponent Specifies the exponent for the pan xfade from phone to phone if the 'exp' pan law is being used.
snd_headphone_pan_radial_weight Apply cos(angle) * weight before pan law
snd_list 0 Yes
snd_list_soundevents List all available soundevents
snd_list_soundevents_by_stack List all available soundevents using specified stack name
snd_max_same_sounds 4 Yes
snd_max_same_weapon_sounds 3 Yes
snd_mergemethod 1 Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
snd_mix_minframetime 0
snd_mixahead 0
snd_mixer_master_dsp 1 Yes
snd_mixer_master_level 1 Yes
snd_moviefix 1 Defer sound recording until next tick when laying off movies.
snd_musicvolume 1 Music volume
snd_mute_losefocus 1
snd_new_visualize 0 Yes Displays soundevent name played at its 3d position
snd_occlusion_debug 0 Yes
snd_op_test_convar 720 Yes
snd_opvar_set_point_debug 0 Yes
snd_print_arrangements List all available sequence arrangments
snd_print_current_mixer_mixgroup Get data related to mix group matching string
snd_print_samplers List all available samplers
snd_print_sequences List all available midi sequences
snd_rear_headphone_position Specifies the position (in degrees) of the virtual rear left/right headphones.
snd_rear_stereo_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_rear_surround_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
snd_refdb 60 Yes Reference dB at snd_refdist
snd_refdist 36 Yes Reference distance for snd_refdb
snd_remove_all_soundevents Remove all soundevents
snd_remove_soundevent Remove the specified soundevent
snd_report_stop_sound 0 Yes If set to 1, report all sounds stopped with S_StopSound().
snd_report_verbose_error 0 Yes If set to 1, report more error found when playing sounds.
snd_samplers_play_note Play a note from a specified sampler
snd_samplers_stop_note Stop a note from a specified sampler
snd_sequence_set_track_bpm Sets the tempo of the specified track
snd_sequence_set_track_transpose Sets the transposition of the specified track
snd_sequence_start Start the specified sequence
snd_sequence_stop_all_tracks Stops all currently playing sequences
snd_sequence_stop_track Stops the specified track
snd_sequencer_show_events 0 Yes
snd_sequencer_show_quantize_queue 0 Yes
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_showclassname 0 Yes
snd_showstart 0 Yes
snd_sos_block_global_stack 0 Yes
snd_sos_cl_soundevent_pause_last Test
snd_sos_cl_soundevent_start Test
snd_sos_cl_soundevent_stop_last Test
snd_sos_cl_soundevent_unpause_last Test
snd_sos_debug_trigger_opvar 0
snd_sos_default_update_stack 0
snd_sos_flush_operators Flush and re-parse the sound operator system
snd_sos_get_operator_field_info Currently gets info for a single operator field
snd_sos_list_operator_updates 0 Yes
snd_sos_max_event_base_depth 4
snd_sos_opvar_debug 0 Yes
snd_sos_print_class_sizes Prints the sizes of relevant sos classes.
snd_sos_print_field_references 0 Yes
snd_sos_print_full_field_info 0 Yes
snd_sos_print_groups Prints the current state of the groups system
snd_sos_print_operator_stack Prints a master list of currently exposed variables
snd_sos_print_operators Prints a list of currently available operators
snd_sos_print_stack_exec_list Prints the current stack execution list
snd_sos_print_stack_list Prints a list of currently available stacks
snd_sos_print_strings Prints a list of currently cached strings
snd_sos_print_tool_properties Prints the current state of tool properties.
snd_sos_resolve_execute_operator Resolve the inputs and execute one specified operator from a specified stack
snd_sos_set_operator_field Currently sets a single float operator field
snd_sos_set_operator_field_by_guid Currently sets a single float operator field
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_groups_debug 0 Yes Spew data about the list of block entries.
snd_sos_show_groups_match_free 0
snd_sos_show_operator_event_and_stack 1 Yes
snd_sos_show_operator_event_filter 0 Yes
snd_sos_show_operator_field_filter 0 Yes
snd_sos_show_operator_init 0 Yes
snd_sos_show_operator_not_executing 1 Yes
snd_sos_show_operator_operator_filter 0 Yes
snd_sos_show_operator_parse 0 Yes
snd_sos_show_operator_pause_entry 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_updates 0 Yes
snd_sos_show_opvar_updates_filter 0 Yes
snd_sos_show_parameter_overwrite_warnings 0
snd_sos_show_queuetotrack 0 Yes
snd_sos_show_server_xmit 0 Yes
snd_sos_show_soundevent_param_overwrite 0 Yes
snd_sos_show_track_list 0
snd_sos_soundevent_filter 0 Yes
snd_sos_start_soundevent Starts a specified soundevent
snd_sos_stop_all_soundevents Stops all soundevents currently on the execution list
snd_sos_stop_soundevent_guid Stops a specified soundevent
snd_sos_stop_soundevent_index Stops a specified soundevent
snd_sos_sv_soundevent_pause_last Test
snd_sos_sv_soundevent_start Test
snd_sos_sv_soundevent_stop_last Test
snd_sos_sv_soundevent_unpause_last Test
snd_sos_sv_test_gender Test
snd_sos_test_soundmessage test
snd_sos_use_case_sensitive_soundevents 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_set_trigger_factor Set named mix layer / mix group, trigger amount.
snd_soundmixer_setmixlayer_amount Set named mix layer mix amount.
snd_soundmixer_version 2
snd_spew_particle_sound_names 0 Yes Display the names of sounds events fired from PlaySoundFromParticleEffectName.
snd_steamaudio_export_scene Exports scene currently used by Steam Audio as an OBJ file.
snd_steamaudio_set_reverb_level Set reverb level for Steam Audio Reverb. Suggested values from [.0f, 10.0f]. Setting it to zero disables all simulation for reverb calculation as well.
snd_stereo_speaker_pan_exponent Specifies the exponent for the pan xfade from speaker to speaker if the 'exp' pan law is being used.
snd_stereo_speaker_pan_radial_weight Apply cos(angle) * weight before pan law
snd_store_filepaths 0
snd_surround_speaker_pan_exponent Specifies the exponent for the pan xfade from speaker to speaker if the 'exp' pan law is being used.
snd_surround_speaker_pan_radial_weight Apply cos(angle) * weight before pan law
snd_toolvolume 1 Volume of sounds in tools (e.g. Hammer, SFM)
snd_visualize 0 Yes Show sounds location in world
snd_vmix_show_input_updates 0 Yes If set to 1, show all incoming updates to vmix inputs.
snd_voipvolume 1 Voice volume
sos_debug_emit 0
sound_device_override 0 ID of the sound device to use
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 aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.
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
spawn_group_activate Activate specified spawngroup.
spawn_group_list List all spawn groups
spawn_group_load Load named spawn group.
spawn_group_unload Unload named spawn group.
spawngroup_ignore_timeouts 0
speaker_config -1
spec_autodirector 1 Auto-director chooses best view modes while spectating
spec_centerchasecam 0 Looks at the target player's center, instead of his eye position, in chase came mode
spec_chasedistance 96 Chase cam's ideal distance from target
spec_chasedistancestep 10 Amount to adjust the chase cam's distance on a zoom request
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_pos dump position and angles to the console
spec_track 0 Tracks an entity in spec mode
spew_fonts Spew information about font manager fonts
splitscreen_mode 0
ss_add Adds a splitscreen user.
ss_remove Removes a splitscreen user.
ss_voice_hearpartner 0 Route voice between splitscreen players on same system.
startdemos Play demos in demo sequence.
startmovie Start recording movie frames.
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
stats_display 0 Displays perf statistics information
stats_highlight_interval 10 Interval between hightlight screens in the transition stats panel
stats_print Prints out perf statistics to the console, clears perf history
status Print connection status
steamcontroller_flow_interval 7000
steamcontroller_flow_sensitivity 0
steamcontroller_haptic_intensity 320
step_spline 0
stop Finish recording demo.
stopdemos Stop looping demos (current demo will complete).
stopsoundscape Stops all soundscape processing and fades current looping sounds
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_lobby_connect_only 0 If set, players may only join this server from matchmaking lobby, may not connect directly.
sv_allow_wait_command 1 Allow or disallow the wait command on clients connected to this server.
sv_alltalk 0 Players can hear all other players' voice communication, no team restrictions
sv_alternateticks 0 If set, server only simulates entities on even numbered ticks.
sv_always_full_flush 0 Yes
sv_anim_queue_changes 1
sv_autosave 1 Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_banid_dev_enabled 0
sv_banid_enabled 1 Whether server supports banid command
sv_bonus_challenge 0 Set to values other than 0 to select a bonus map challenge type.
sv_can_quit_from_script 0 Yes
sv_cheats 0 Allow cheats on server
sv_clearhinthistory Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference 20 cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.
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 is -1, then this cvar has no effect.
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 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio
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 set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
sv_clockcorrection_msecs 60 The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
sv_cluster 0 Data center cluster this server lives in.
sv_consistency 0 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_dota_auto_save_interval 300
sv_dota_auto_save_min_players 10 minimum number of players in the game to allow saves
sv_dota_auto_save_test_interval 120
sv_dota_auto_save_test_interval_futz 30
sv_dota_crash_sentinel_filename 0 Filename of crash detection sentinel
sv_dota_custom_game_cache_download_stuck_mb 1 We must download N megabytes within sv_dota_custom_game_cache_download_stuck_timeout seconds, or else we'll assume the download is stuck and give up
sv_dota_custom_game_cache_download_stuck_timeout 30 Every N seconds, we must make download progress of at least sv_dota_custom_game_cache_download_stuck_mb megabytes, or else we'll assume the download is stuck and give up
sv_dota_custom_game_cache_download_timeout_total 300 If we cannot finish downloading after N seconds, give up
sv_dota_custom_game_cache_lock_file_timeout 30 If we cannot acquire lock on shared cache in N seconds, give up and fail UGC install
sv_dota_custom_game_cache_shared_folder 0 Shared cache for downloaded custom game data. (Dedicated server only)
sv_dota_custom_game_cache_test_download <custom game ID> [<expected_timestamp>]. Test code to cache UGC to dedicated server
sv_dota_dump_econ_item_stringtable sv_dota_dump_econ_item_stringtable
sv_dota_dump_modifier_stringtable sv_dota_dump_modifier_stringtable
sv_dota_league_auto_save_interval 30
sv_dota_save_games 0 Enable save game code
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_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, but can be disabled for error checking.
sv_ent_showonlyattachment 0 Yes
sv_ent_showonlyhitbox -1 Yes
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_footstepinterval 0 Yes
sv_forcepreload 0 Force server side preloading.
sv_fullupdate Force a full update for all clients.
sv_gameinstructor_disable 0 Force all clients to disable their game instructors.
sv_gravity 800 World gravity.
sv_hibernate_postgame_delay 5 # of seconds to wait after final client leaves before hibernating.
sv_hibernate_when_empty 1 Puts the server into extremely low CPU usage mode when no clients connected
sv_hitbox_debug 0
sv_ik_enable 1 Yes Enable IK.
sv_infinite_ammo 0 Yes Player's active weapon will never run out of ammo
sv_infinite_clips 0 Yes Player's backpack will never run out of clips
sv_ladder_slack_z_mult 0 Yes Difference in Z increases toward the middle of the slack ladder.
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_lightquery_debug 0 Yes
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 0 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_max_queries_sec 3 Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global 60 Maximum queries per second to respond to from anywhere.
sv_max_queries_window 30 Window over which to average queries per second averages.
sv_max_unreliable_delta_size 8192 Maximum allowable entity delta size over unreliable delivery.
sv_maxclientframes 128
sv_maxcmdrate 40 (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
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 60 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 0 This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate 80000 Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate 10 Minimum updates per second that the server will allow
sv_mover_maxslope 0 The maximum slope the player can overcome [-]
sv_mover_pogodampingratio 2 The capsule pogo stick damping ratio [-]
sv_mover_pogoextension 5 The capsule pogo stick extension to keep the player better grounded [%]
sv_mover_pogofrequency 8 The capsule pogo stick frequency [hz].
sv_mover_usecapsule 1 Should the mover proxy be a capsule shape?
sv_networkvar_perfieldtracking 1 Track individual field offset changes, rather than a single dirty flag for the whole entity.
sv_networkvar_validate 0 Validate each StateChanged against known offsets.
sv_noclipaccelerate 5
sv_noclipduringpause 0 Yes If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipfriction 4 Friction during noclip move.
sv_noclipspeed 5
sv_noclipspeed_min 1 Noclip speeds less than this will be clamped to zero.
sv_packstats Show entity packing stats, pass 'clear' as argument to reset counts.
sv_parallel_packentities 2 Set to 1 to use threading snapshot sending on listen servers, 2 for dedicated servers.
sv_password 0 Server password for entry into multiplayer games
sv_pausable 0 Is the server pausable.
sv_pause_on_console_open 0 1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.
sv_phys_animated_hierarchy 1
sv_phys_debug_callback_entities 0 Yes Print all entities that get touch callbacks. Each entity is printed only once.
sv_phys_sleep_enable 1 Yes Enable sleeping for dynamic physics bodies.
sv_phys_stop_at_collision 0 Yes
sv_phys_visualize_awake 0
sv_player_search_range 64
sv_player_stuck_tolerance 10 Yes
sv_prop_door_max_close_attempts 8 Yes Number of times blocked doors will try to close before becoming non-solid and forcing a close.
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_pvs_entity -1 If set, only allows this ent index to network (other than players and things that force sending).
sv_pvs_random 0 If set, objects blink in/out of pvs randomly.
sv_querycache_stats Display status of the query cache (client only)
sv_radial_vis 0 Use Radial vis for networking PVS checks.
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 Cheat to test regenerative health systems
sv_regeneration_wait_time 1
sv_region -1 The region of the world to report this server in.
sv_remapper_loopsoundfix 0
sv_remapper_range_multiplier 1
sv_replaysdir 0 Directory to store replays in
sv_reservation_grace 5 Time in seconds given for a lobby reservation.
sv_reservation_timeout 120 Time in seconds before lobby reservation expires.
sv_reserve_slots_for_reconnecting_players 0 Reserve slots for reconnecting human players.
sv_save_session_persisters Saves session persister data immediately.
sv_script_profile 0
sv_script_think_interval 0
sv_search_key 0
sv_sequence_debug -1
sv_sequence_debug2 -1
sv_sequence_debug_verbose 1
sv_sequence_model_substring 0
sv_session_persister_mode 0 0 = OFF, 1 = ON, 2 = w/SPAWN MANAGER, 3 = w/PLAYER & WEAPONS
sv_shared_team_pvs 1 PVS is shared between teams
sv_showfootsteps 0 Yes Shows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both)
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_snapshot_unlimited 0 For debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course...
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 everybody, n = for one entity)
sv_soundscape_printdebuginfo print soundscapes
sv_specaccelerate 5
sv_specnoclip 1
sv_specspeed 3
sv_stats 1 Collect CPU usage stats
sv_steamgroup 0 The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.
sv_steamgroup_exclusive 0 If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
sv_strict_notarget 0 If set, notarget will cause entities to never think they are in the pvs
sv_sync_anims_spawn 0 Yes
sv_sync_client_updates 0 (Only used when hosting xbox games). Send clients updates at the same time. This saves CPU because the server will encode and calc deltas on less frames.
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 524288 Buffer size for writing string table baselnes
sv_timeout 20 After this many seconds without a message from fully connected 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_customgame 30 Once fully connected in a custom game game, player will be kicked if they don't send a network message within this interval.
sv_timeout_when_fully_connected_event 60 Once fully connected in an event game, player will be kicked if they don'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_tracereffects_limit_general 15 Limits the number of visible tracers per frame
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_usenetworkvars 1 Use networkvar system.
sv_usercmd_queue_spew_threshold 10 Spew warning if command queue has grown above this many backlogged commands.
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
sv_watchtransmit -2 Watch NetworkStateChanged info for this entity index.
sys_info Print system information to the console
sys_minidumpexpandedspew 1
sys_minidumpspewlines 2000 Lines of crash dump console spew to keep.


Command Default Value Cheat? Help Text
target_scan_use_query_cache 1
tauntfrequency 1
template_debug 0 Yes
tenfoot_match [prefix]: matches a string prefix
tenfoot_pickle_dictionaries compiles daisy wheel input dictionaries to more performant form
tenfoot_pickle_single_dictionary [language] compiles one daisy wheel input dictionary
tenfoot_text_hotspots find text autosuggest hot spots
test_arcana_initial_info 1
test_compendium_endgame_stats test_compendium_endgame_stats
test_compendium_stats test_compendium_stats
test_dispatcheffect Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
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_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>
Test_RandomChance Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.
test_restoreonnewmodel 0
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..
testscript_debug 0 Debug test scripts.
tf_arena_max_streak 5 Teams will be scrambled if one team reaches this streak
tf_arena_preround_time 10 Length of the Pre-Round time
tf_escort_score_rate 1 Yes Score for escorting the train, in points per second
tf_server_client_connect_timeout_s 4
tf_server_client_read_timeout_s 4
tf_server_client_write_timeout_s 4
tf_server_idle_timeout_s 600
tf_server_num_servers 1
tf_server_read_timeout_s 1
tf_server_stats_spew_interval_s 60
tf_server_stats_spew_local 0
tf_server_write_timeout_s 1
think_limit 0 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.
threaded_occluder_rasterization 1 Yes
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
toggle Toggles specified convar value on and off.
toggleconsole Show/hide the console.
toggleshoppanel toggles shop
top_bar_message test top bar status message. usage: top_bar_message ['message here'] [scary: 0/1]
tr_do_reduce 1 Yes
tr_epsilon_t_junction 0.010 Yes
tr_max_acceptable_edge_length 10000 Yes
tr_openedge_penalty 10 Yes
treasure_escalating_rares_popup_seen false
treasure_opening_particle_emission_max 2
treasure_opening_particle_emission_min 0
treasure_opening_particle_emissionB_max 1
treasure_opening_particle_emissionB_min 0
treasure_opening_particle_velocity_max 2
treasure_opening_particle_velocity_min 0
truesight_force_ended 0
truesight_force_live 0
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_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 significantly less memory.
tv_extended_logging 0
tv_grouprelaydatareliable 0 When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
tv_grouprelaydataunreliable 0 When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
tv_grouprelaydatavoice 0 Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays
tv_instant_replay_full_frame 1 Send embedded full frames
tv_instant_replay_full_frame_build_threaded 0 Build the full frames on a seperate job thread
tv_instant_replay_full_frame_time 30 Seconds between full frame embeddeds
tv_listen_voice_indices 0 Bitfield of entindices to listen to voice messages from when connected to SourceTV, default is none
tv_log_director_events 0 Log game events being considered by the director
tv_maxclients 128 Maximum client number on SourceTV server.
tv_maxrate 0 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 1 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_rate_multiplier 2 Multiply requested rate by this value to adjust Dota TV send rate
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_rate 500000 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 coordinated via the GC or some external means rather than by clients directly
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 GC or some external means rather than by clients directly
tv_show_allchat 1
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 20 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 the amount of memory consumed by the TV system


Command Default Value Cheat? Help Text
unbind Unbind a key.
unbindall Unbind all keys.
unpause Clear the pause state of the server.
unsubscribe_all_game_modes Unsubscribes from all custom games. They will be uninstalled by the Steam client when you close Dota 2.
unsubscribe_custom_game Stops subscribing to a specific custom game. It will be uninstalled when you exit Dota 2.
UpdateBinarySizes Dumps the binary sizes to use for the game in loadaddress.vpc
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>
use_new_damage_system 0
users Show user info for players on server.


Command Default Value Cheat? Help Text
vehicle_flushscript Flush and reload all vehicle scripts
versus_stats_highlight_interval 5 Interval between hightlight screens in the transition stats panel for versus mode
vgui_drawfocus 0 Report which panel is under the mouse.
vgui_drawkeyfocus 0 Report which panel has keyboard focus.
vgui_dump_panels vgui_dump_panels [visible]
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_debug_currentcluster Show the current cluster number
vis_debug_drawcluster Add cluster # to visualization, (-1) to clear
vis_debug_dumpvisibleclusters Show the list of visible clusters
vis_debug_find_los Find or clear the vis LOS to here
vis_debug_lock Lock vis LOS origin to current
vis_debug_outside Show outside space vis volumes
vis_debug_record_start Record a path to debug vis
vis_debug_record_stop Record a path to debug vis
vis_debug_show Show/hide the vis debug visualization
vis_debug_tracelos Trace rays and check vis from the current camera
vis_enable 1 Toggle static visibility
vis_force 0 Yes
vismon_poll_frequency 0 Yes
vismon_trace_limit 12 Yes
vm_camera 1
vm_camera_interp_speed 8
vm_camera_no_roll 0
vm_camera_scale 1
vm_debug 0
vm_draw_always 0
vm_fade 1
voice_all_icons 0 Draw all players' voice icons
voice_always_sample_mic 0 For systems experiencing a hang/stall when using voice chat.
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_debugfeedbackfrom 0
voice_fadeouttime 0
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_initial_buffer_ms 200
voice_local_icon 0 Draw local player's voice icon
voice_loopback 0
voice_min_buffer_ms 100
voice_minimum_gain 3
voice_modenable 1 Enable/disable voice in this mod.
voice_player_speaking_delay_threshold 0 Yes
voice_scale 1
voice_sequence_maximum_wait_time 0 When receiving packets out of sequence, wait this many seconds for missing sequences to arrive
voice_serverdebug 0
voice_stall_ms 250
voice_threshold 4000
voice_threshold_delay 0
voice_vox 0
voice_vox_current_peak 0 Current peak value (out of 64k) of the incoming voice stream
voice_xsend_debug 0
volume 1 Sound volume
volume_fog_clipmap_update 1 Yes
volume_fog_clipmaps_enabled 1 Yes
volume_fog_disable 0 Yes
volume_fog_dither_scale 3 Yes
volume_fog_enable_jitter 1 Yes
volume_fog_enable_shadow_display 0 Yes
volume_fog_enable_stereo 1 Yes
volume_fog_enlarge_frusta 2 Yes
volume_fog_single_pass 0 Yes
vphys2_angular_damping 0
vphys2_angular_damping_in_water 0
vphys2_artificial_acceleration 0
vphys2_buoyancy_damping 0
vphys2_buoyancy_version 0
vphys2_default_max_velocity 2000 Yes max object velocity, in/s
vphys2_enable_buoyancy 1
vphys2_enable_variable_timestep 1
vphys2_expensive_sync_warning 320000
vphys2_linear_damping 0
vphys2_linear_damping_in_water 0
vphys2_ragdoll_joint_or 1
vphys2_solver_batch_size 16
vphys2_water_density_multiplier 1
vphysics_force_apply_magnitude 1
vprof_counters 0
vprof_counters_show_minmax 0
vprof_dump_counters Dump vprof counters to the console
vprof_generate_report 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_off Disable vprof
vprof_on Enable vprof
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_reset Reset the stats in VProf profiler
vprof_reset_peaks Reset just the peak time in VProf profiler
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_think_limit 0
vprof_vtrace Toggle whether vprof data is sent to VTrace
vr_allow_zero_tracking 0
vr_always_teleport_player 1
vr_ambient_occlusion_strength_diffuse 1
vr_anchor_allow_non_up_floor 0 Yes Allows anchor teleportation onto walls and ceiling. NOTE: WIP, mostly broken!
vr_aoproxy_debug 0
vr_aoproxy_enable 0
vr_chaperone_enable 0
vr_chaperone_fade_dist 30
vr_chaperone_hardbounds_disabled 1
vr_chaperone_max_x 87
vr_chaperone_max_y 100
vr_chaperone_max_z 105
vr_chaperone_min_x -64
vr_chaperone_min_y -112
vr_chaperone_min_z 0
vr_custom_msaa_resolve 1
vr_debug_actions 0 Debug digital action data.
vr_debug_overlay 0
vr_debug_velocity 0
vr_decal_debug 0
vr_depth_prepass 1
vr_depth_prepass_alphatested 0
vr_depth_prepass_cull_threshold 60
vr_depth_submit 0
vr_drag_scale -4
vr_dump_lights 0
vr_enable_glows 1
vr_enable_lights 1
vr_enable_tonemapping 1
vr_enable_translucent_screen_space 1
vr_enable_volume_fog 1
vr_expand_cull_frustum 2 degrees to add to fov to compensate for just-in-time HMD
vr_fakebind_force_threshold 0
vr_fakebind_hand0_AX_dn 0
vr_fakebind_hand0_AX_up 0
vr_fakebind_hand0_grip_press 0
vr_fakebind_hand0_grip_release 0
vr_fakebind_hand0_gripanalog_press 0
vr_fakebind_hand0_gripanalog_release 0
vr_fakebind_hand0_menu_dn 0
vr_fakebind_hand0_menu_up 0
vr_fakebind_hand0_pad_down_press 0
vr_fakebind_hand0_pad_down_release 0
vr_fakebind_hand0_pad_left_press 0
vr_fakebind_hand0_pad_left_release 0
vr_fakebind_hand0_pad_press 0
vr_fakebind_hand0_pad_release 0
vr_fakebind_hand0_pad_right_press 0
vr_fakebind_hand0_pad_right_release 0
vr_fakebind_hand0_pad_touch_press 0
vr_fakebind_hand0_pad_up_press 0
vr_fakebind_hand0_pad_up_release 0
vr_fakebind_hand0_touch_pad_release 0
vr_fakebind_hand0_trigger_press 0
vr_fakebind_hand0_trigger_release 0
vr_fakebind_hand1_AX_dn 0
vr_fakebind_hand1_AX_up 0
vr_fakebind_hand1_grip_press 0
vr_fakebind_hand1_grip_release 0
vr_fakebind_hand1_gripanalog_press 0
vr_fakebind_hand1_gripanalog_release 0
vr_fakebind_hand1_menu_dn 0
vr_fakebind_hand1_menu_up 0
vr_fakebind_hand1_pad_down_press 0
vr_fakebind_hand1_pad_down_release 0
vr_fakebind_hand1_pad_left_press 0
vr_fakebind_hand1_pad_left_release 0
vr_fakebind_hand1_pad_press 0
vr_fakebind_hand1_pad_release 0
vr_fakebind_hand1_pad_right_press 0
vr_fakebind_hand1_pad_right_release 0
vr_fakebind_hand1_pad_up_press 0
vr_fakebind_hand1_pad_up_release 0
vr_fakebind_hand1_touch_pad_press 0
vr_fakebind_hand1_touch_pad_release 0
vr_fakebind_hand1_trigger_press 0
vr_fakebind_hand1_trigger_release 0
vr_fakebind_quadrant_threshold 0
vr_fakebind_spew_pad 0
vr_fakebind_trigger_threshold 0
vr_fakehands_rotate_x 240
vr_fakehands_rotate_y 0
vr_fakehands_rotate_z 180
vr_fakemove_mlook_speed 0
vr_fakemove_speed 10
vr_fakevr_lockhands 0 Lock Hands to current world position
vr_flush_shadow_cache 0
vr_hack_cont_postx 0
vr_hack_cont_posty 0
vr_hack_cont_postz 0
vr_hack_cont_prex 0
vr_hack_cont_prey 0
vr_hack_cont_prez -2
vr_hack_cont_rotx 0
vr_hack_cont_roty 90
vr_hack_cont_rotz 180
vr_hand_debug 0
vr_hand_disable_item_pickup_events 0
vr_hand_knuckles_use_grip 1
vr_hand_left_attachment_rotation -16777216 Rotation offset from the base Attachment point (for testing)
vr_hand_model 1
vr_hand_right_attachment_offset -16777216 Rotation offset from the base Attachment point (for testing)
vr_hand_use_compression_locally 0
vr_hand_velocity_window 0
vr_handinfo_history_ignore_size 0
vr_handinfo_history_size 5
vr_haptic_pulse_light 200
vr_haptic_pulse_medium 1500
vr_haptic_pulse_strong 3000
vr_hide_viewmodel 0 Yes
vr_hmd_positions_debug 0 Yes Makes local player HMD avatar visible slightly in front of its actual position.
vr_hmd_tracking_passthrough 0
vr_hud_dist 24 distance from the player to the hud
vr_interaction_anglediff 35
vr_interaction_debug 0
vr_interaction_deltaspeed 5
vr_interaction_dist_break 5
vr_interaction_dist_search 8
vr_interaction_dist_start 5
vr_lesson_highlight_override_enabled 0 Yes
vr_lesson_highlight_override_pos_x 0 Yes
vr_lesson_highlight_override_pos_y 0 Yes
vr_lesson_highlight_override_pos_z 0 Yes
vr_msaa_submit 0
vr_multitool_hmd_targeting_mode false
vr_panel_view_focus_max_distance 200
vr_proto_overlay 1
vr_readonly_depth_stencil_enable 1
vr_render_decals 1
vr_render_dynamic_objects 1
vr_render_opaque 1
vr_render_opaque_notzprepassed 1
vr_render_overlays 1
vr_render_refaction 1
vr_render_to_cubemap_debug 0
vr_render_translucent 1
vr_replay_props_visible Set replay props visible or not
vr_screenshake_scale 1
vr_shadows_debug 0
vr_spawn_at_player_start 0 Yes Whether to spawn the player or the anchor at the info_player_start. (0 = Honor the info_player_start spawnflags, 1 = spawn at the info_player_start position)
vr_stencil_debug 0 0=Off, 1=DebugWireframe, 2=DebugSolidBlink
vr_swap_logical_hands Swaps which hand is considered 'primary' and 'secondary' (ie. dominant/off-hand)
vr_text_handattach_offset -16252928
vr_text_hmdattach_offset -16777201
vr_throw_ang_scale 1
vr_throw_calculation_debug 0
vr_throw_velocity_scale 1
vr_throw_velocity_scale_debug 0
vr_throw_velocity_type 0
vr_track_lost_hand_bug_debug 0
vr_tracked_object_client_can_be_authoritative_for_transform 1 Yes
vr_tracked_object_positions_debug -1 Yes
vr_tracked_object_post_projection 1 Yes
vr_tracked_objects_solid 1 Yes
vr_unlit_shadow_color -7896451
vr_use_absolute_tracking 1
vr_use_invalid_bubble 1
vr_vrfly_does_noclip VRFly also is noclip
vr_world_scale 1
vtune Controls VTune's sampling.


Command Default Value Cheat? Help Text
watch_server Watch a server steam id
weapon_debug_muzzles 0
weapon_showproficiency 0
workshop_download_debug 0 Test different custom game download states
world_dump_loaded_worlds Dump all of the worlds that we know about
world_layer_list List all world layers
world_layer_set_visible Show or hide the specified world layer
writeid Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip Save the ban list to banned_ip.cfg.
writekeybindings Saves current key bindings to disk.


Command Default Value Cheat? Help Text
xbox_autothrottle 1
xbox_steering_deadzone 0
xbox_throttlebias 100
xbox_throttlespoof 200
xc_crouch_debounce 0


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


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
cl_inspect Dump information on all script entities with a given name. You can also specify by number. N/A 902
cl_script Run the text as a script. N/A 925
cl_script_execute Run a vscript file. N/A 925
cl_script_reload Reload scripts. N/A 902
cl_showcase_view_shadow_depth_bias 0 N/A 978
cl_showcase_view_shadow_end 0 N/A 978
cl_showcase_view_shadow_test_enable 1 N/A 978
dota_bot_match_game_modes 2 Bit masks of game modes to search for in co-op bot matchmaking. N/A 978
dota_camera_heightmap 1 N/A 978
dota_camera_sixense_center_on_hero 0 N/A 978
dota_camera_sixense_grab_speed 3 N/A 978
dota_camera_sixense_invert_grab 1 N/A 978
dota_camera_sixense_invert_pan 0 N/A 978
dota_camera_sixense_pan_speed 4000 N/A 978
dota_camera_smooth_sample_timer 0 N/A 978
dota_camera_spectate_distance 1600 Yes N/A 978
dota_clickmove_instant_restart 0 Show clicks in the world in alternate manner. N/A 810
dota_equip_fan_item N/A 987
dota_force_night 0 Yes N/A 810
dota_killcam_show 0 N/A 991
dota_loadgame N/A 810
dota_play_tab_web_panel 1 N/A 994
dota_pods_flashcheck 1 N/A 978
dota_sf_hud_survey 1 N/A 987
dota_smart_camera_toggle N/A 984
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
inspect Dump information on all script entities with a given name. You can also specify by number. N/A 902
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. 851 956
r_screenspace_aa_technique 0 N/A 978
script Run the text as a script. N/A
script_execute Run a vscript file. N/A
script_attach_debugger_at_startup 0 N/A 839
sv_hibernate_ms 20 # of milliseconds to sleep per frame while hibernating. N/A 930
sv_hibernate_ms_vgui 20 # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend. N/A 930
sv_temp_entity_buffer_size 65536 Buffer size for temp entities. N/A 987
test_onstage_item_drop N/A 994
ti3_test_download N/A 994

Patch history[edit]

  • Added engine_max_framerate <default:0>, host_force_frametime_to_equal_tick_interval <default:0> to the console
  • Added dota_1v1_skip_strategy, broadcaster_quickstats_image_mode, and broadcaster_quickstats_minmovielen to the console
  • Removed broadcaster_fact_image_mode from the console
  • Added cl_prop_fadeout_alpha, cl_prop_fadeout_height, cl_prop_fadeout_mode, cl_prop_fadeout_radius, cl_prop_fadeout_radius_end, and cl_prop_fadeout_time to the console
  • Added broadcaster_fact_image_mode, broadcaster_quickstats_len, broadcaster_quickstats_maxl, broadcaster_quickstats_minl to the console
  • Added dota_guide_force_reimport <cmd>, dota_test_tp_particle_team <value>, dota_ti7_teams_tp_effects <value> to the console
  • Added broadcaster_build_ability_movie_loc to the console
  • Added cl_init_scaleform to the console
  • Added dota_pet_itemcarry to the console
  • [U] Re-added the following convars: dota_cancel_gg, dota_ping, say_team and say_student
  • [U] New command: sv_dota_crash_sentinel_filename <0/1> - Filename of crash detection sentinel
  • The experimental auto-repeat feature dota_player_auto_repeat_right_mouse now interacts with the minimap.
  • The experimental directional move feature dota_unit_allow_moveto_direction has been changed to pivot in place to face the direction before starting to move.
  • Added a new confirmation particle effect to dota_unit_allow_moveto_direction movement commands.
  • [U] Removed dota_cancel_gg and dota_ping
  • Alt-Right Click move commands now stop on a collision.
  • Added an experimental feature, dota_player_auto_repeat_right_mouse which will quickly repeat right clicks so long as the button is held.
  • [U] Removed say_team and say_student.
  • Added dota_sf_party_invite_throttle_time and dota_sf_ready_up_throttle_time convar to set time intervals in which additional accept/decline clicks are ignored. Default 5 for both.
  • Added an experimental directional move command on Alt+Right Click which moves with pathfinding disabled. This is enabled with the dota_unit_allow_moveto_direction convar.
  • Added a new command to help debugging/analysis (dota_show_spectated_unit_orders) by showing player inputs when watching a replay or spectating.
  • Added a new convar to disable right clicks on minimamp: dota_minimap_disable_rightclick.
  • Added new console command to respawn all trees on the map: dota_treerespawn
  • Replaced dota_roshan_spawn_timer (set the time intervals at which Roshan would respawn) with dota_respawn_roshan (instantly respawns Roshan when he's dead).
  • Added new convars for video makers: dota_sf_hud_spectator_override 1 and dota_sf_hud_spectator_graph 0.
  • Added new convar to adjust voice data by tick for broadcasters (use 2 for debug), Default is 1: tv_voice_frame_adjust.