Korupt Data Posted January 5, 2009 Report Posted January 5, 2009 Ok these are the commands for the pc version of left 4 dead but you can use most of them on your 360. Just open your user settings file in a hex editor of you choice and change what each button does. (just scroll through the usersettings file in your hex editor untill you see the controls) EXAMPLE V _resetgamestats : cmd : : Erases current game stats and writes out a blank stats file_restart : cmd : : Shutdown and restart the engine.achievement_debug : 0 : , "sv", "cheat", "rep" : Turn on achievement debug msgs.achievement_disable : 0 : , "sv", "cheat", "rep" : Turn off achievements.addip : cmd : : Add an IP address to the ban list.ai_debug_los : 0 : , "sv", "cheat" : NPC LineÂOfÂSight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'lai_debug_shoot_positions : 0 : , "sv", "cheat", "rep" :ai_talk_idle_enabled : 1 : , "sv", "cheat" : Set to 0 to disable TLK_IDLEs on survivorsair_density : cmd : : Changes the density of air for drag computations.alias : cmd : : Alias a command.banid : cmd : : Add a user ID to the ban list.banip : cmd : : Add an IP address to the ban list.bind : cmd : : Bind a key.BindToggle : cmd : : Performs a bind <key> 'increment var <cvar> 0 1 1'blackbox_dump : cmd : : Dump the contents of the blackboxblackbox_record : cmd : : Record an entry into the blackboxboomer_exposed_time_tolerance : 1 : , "sv", "cheat" : How long an outÂofÂrange Boomer will tolerate being visible before fleeingboomer_vomit_delay : 1 : , "sv", "cheat" : How long the Boomer waits before he vomits on his target on Normal difficultybot_crouch : 0 : , "sv", "cheat" :bot_freeze : 0 : , "sv", "cheat" :bot_mimic : 0 : , "sv", "cheat", "rep" :bot_mimic_yaw_offset : 180 : , "sv", "cheat" :buddha : 0 : , "sv", "cheat", "nf" : Survivors take damage but won't diebudget_toggle_group : cmd : : Turn a budget group on/offbug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again.cache_print : cmd : : cache_print [section] Print out contents of cache memory.cache_print_lru : cmd : : cache_print_lru [section] Print out contents of cache memory.cache_print_summary : cmd : : cache_print_summary [section] Print out a summary contents of cache memory.callvote : cmd : : Start a vote on an issue.cast_hull : cmd : : Tests hull collision detectioncast_ray : cmd : : Tests collision detectionch_createairboat : cmd : : Spawn airboat in front of the player.ch_createjeep : cmd : : Spawn jeep in front of the player.changelevel : cmd : : Change server to the specified mapchangelevel2 : cmd : : Transition to the specified map in single playerchangelevel_inhibit : 0 : , "sv", "cheat" :changelevel_pause_interval : 8 : , "sv", "cheat" :chet_debug_idle : 0 : , "a", "sv" : If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose infocl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.cl_clock_correction_adjustment_max_amount : 200 : , "cheat" : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amountcl_clock_correction_adjustment_max_offset : 90 : , "cheat" : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applycl_clock_correction_adjustment_min_offset : 10 : , "cheat" : If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (Â999 disables it).cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift.cl_clockdrift_max_ms : 150 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.cl_clockdrift_max_ms_threadmode : 0 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.cl_cmdrate : 30 : , "a", "user" : Max number of command packets sent to server per secondcl_skipslowpath : 0 : , "cheat" : Set to 1 to skip any models that don't go through the model fast pathcl_updaterate : 20 : , "a", "user" : Number of packets per second of updates you are requesting from the serverclaw_force : 240 : , "sv", "cheat", "rep" : Force with witch the claw shoves other zombies awayclaw_plays_hit_anims : 0 : , "sv", "cheat", "rep" : Play the new hit anims for debugging?claw_range : 52 : , "sv", "cheat", "rep" : Range of the Claw weaponclaw_range_down : 70 : , "sv", "cheat", "rep" : Range of the Claw weapon when looking straight down, so it can reach your feet from your eyes.claw_swing_duration : 0 : , "sv", "cheat", "rep" :claw_swing_interval : 1 : , "sv", "cheat", "rep" :claw_swing_miss_interval : 0 : , "sv", "cheat", "rep" :clear_attribute : cmd : : Remove given attribute from all areas in the selected set.clear_debug_overlays : cmd : : clears debug overlaysclientport : 27005 : : Host game client portclosecaption : 0 : , "a", "user" : Enable close captioning.cmd : cmd : : Forward command to server.cmd1 : cmd : : sets userinfo string for split screen player in slot 1cmd2 : cmd : : sets userinfo string for split screen player in slot 2cmd3 : cmd : : sets userinfo string for split screen player in slot 3cmd4 : cmd : : sets userinfo string for split screen player in slot 4collision_test : cmd : : Tests collision systemcommentary_cvarsnotchanging : cmd : :commentary_finishnode : cmd : :create_flashlight : cmd : :CreatePredictionError : cmd : : Create a prediction errorcs_make_vip : cmd : : Marks a player as the VIPcs_ShowStateTransitions : Â2 : , "sv", "cheat" : cs_ShowStateTransitions <ent index or Â1 for all>. Show player state transitions.current_flow_distance : cmd : : Reports the flow distance for the local playercvarlist : cmd : : Show the list of convars/concommands.dbghist_addline : cmd : : Add a line to the debug history. Format: <category id> <line>dbghist_dump : cmd : : Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scdebug_visibility_monitor : 0 : , "sv", "cheat" :devshots_nextmap : cmd : : Used by the devshots system to go to the next map in the devshots maplist.differences : cmd : : Show all convars which are not at their default values.director_ai_tanks : 0 : , "sv", "cheat" :director_build_up_min_interval : 15 : , "sv", "cheat" :director_convert_pills : 1 : , "sv", "cheat" :director_convert_pills_critical_health : 50 : , "sv", "cheat" :director_debug : 0 : , "sv", "cheat" :director_debug_scavenge_items : 0 : , "sv", "cheat" :director_debug_threat_placement : 0 : , "sv", "cheat" :director_finale_infinite : 0 : , "sv", "cheat" : Never bring in a rescue vehicle.director_finale_item_cluster_count : 3 : , "sv", "cheat" : How many clusters of items will be populated in the finaledirector_finale_max_loops : 2 : , "sv", "cheat" : Versus mode: Number of times to loop through the finale waves before rescue.director_finale_mob_max_interval : 45 : , "sv", "cheat" :director_finale_mob_min_interval : 5 : , "sv", "cheat" :director_finale_mob_relax_interval : 20 : , "sv", "cheat" : How long a 'relax' wave lasts during the finaledirector_finale_stage_delay : 5 : , "sv", "cheat" :director_force_background : 0 : , "sv", "cheat" : Forces background map population logic for testingdirector_force_panic_event : cmd : : Forces a 'PanicEvent' to occurdirector_force_tank : 0 : , "sv", "cheat" :director_force_versus_start : cmd : : Force start the versus game, so PZs can spawn even if survivors are still in the safe roomdirector_force_witch : 0 : , "sv", "cheat" :director_gas_can_density : 6 : , "sv", "cheat" : Items per 100 yards squaredirector_impossible_retry : 1 : , "sv", "cheat" :director_ingress_range : 3000 : , "sv", "cheat" :director_intensity_relax_allow_wanderers_threshold : 0 : , "sv", "cheat" : All survivors must be below this intensity during RELAX for wandering zombies to be spawneddirector_intensity_relax_allow_wanderers_threshold_expert : 0 : , "sv", "cheat" : All survivors must be below this intensity during RELAX for wandering zombies to be spawneddirector_intensity_relax_allow_wanderers_threshold_hard : 0 : , "sv", "cheat" : All survivors must be below this intensity during RELAX for wandering zombies to be spawneddirector_intensity_relax_threshold : 0 : , "sv", "cheat" : All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)director_intensity_threshold : 0 : , "sv", "cheat", "rep" :director_item_cluster_range : 50 : , "sv", "cheat" : Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposesdirector_molotov_density : 6 : , "sv", "cheat" : Items per 100 yards squaredirector_must_create_all_scavenge_items : 0 : , "sv", "cheat" :director_no_bosses : 0 : , "sv", "cheat" : Disable boss spawnsdirector_no_death_check : 0 : , "sv", "cheat" : Disable survivor team death ending scenariodirector_no_mobs : 0 : , "sv", "cheat" : Disable mob rushesdirector_no_specials : 0 : , "sv", "cheat" : Disable PZ spawnsdirector_no_survivor_bots : 0 : , "sv", "cheat" : Disable filling out the survivor team with botsdirector_oxygen_tank_density : 6 : , "sv", "cheat" : Items per 100 yards squaredirector_pain_pill_density : 6 : , "sv", "cheat" : Items per 100 yards squaredirector_panic_forever : 0 : , "sv", "cheat" : Panic events never enddirector_pipe_bomb_density : 6 : , "sv", "cheat" : Items per 100 yards squaredirector_pistol_density : 4 : , "sv", "cheat" : Items per 100 yards squaredirector_print_player_counts : cmd : : Prints out counts of connected players and transitioning players (for debugging)director_propane_tank_density : 6 : , "sv", "cheat" : Items per 100 yards squaredirector_ready_duration : 60 : , "sv", "cheat" : If nonzero, survivor team has this amount of time to get ready before starting outdirector_ready_radius : 300 : , "sv", "cheat" : The distance survivors can move from the starting weapons during the ready perioddirector_relax_max_flow_travel : 3000 : , "sv", "cheat" :director_relax_max_interval : 45 : , "sv", "cheat" :director_relax_min_interval : 30 : , "sv", "cheat" :director_report : cmd : : Prints a snapshot of the director's statedirector_scavenge_item_override : 0 : , "sv", "cheat" : Override mapÂspecified item densities with cvar values for tuningdirector_short_finale : 0 : , "sv", "cheat" : Short finale for testing escape vehiclesdirector_special_battlefield_respawn_interval : 10 : , "sv", "cheat" :director_special_finale_offer_length : 10 : , "sv", "cheat" : How long is given to a player to accept the offer of a special zombie during the finale.director_special_initial_spawn_delay_max : 60 : , "sv", "cheat" :director_special_initial_spawn_delay_max_extra : 180 : , "sv", "cheat" :director_special_initial_spawn_delay_min : 30 : , "sv", "cheat" :director_special_original_offer_length : 30 : , "sv", "cheat" : How long is given to the first player to accept the offer of a special zombie.director_special_respawn_interval : 45 : , "sv", "cheat" :director_spectate_specials : 0 : , "sv", "cheat" : Allow spectating zombiesdirector_start : cmd : : Restores spawning of all wanderers, mobs, specials, and bossesdirector_stop : cmd : : Shuts off all wanderers, mobs, specials, and bossesdirector_sustain_peak_max_time : 5 : , "sv", "cheat" :director_sustain_peak_min_time : 3 : , "sv", "cheat" :director_tank_bypass_max_flow_travel : 1500 : , "sv", "cheat" :director_tank_checkpoint_interval : 15 : , "sv", "cheat" : Min time after leaving a checkpoint that a tank can spawndirector_tank_force_offer : 0 : , "sv", "cheat" : Forces the director to offer a tankdirector_tank_lottery_entry_time : 0 : , "sv", "cheat" : Time it takes for entry into the tank lotterydirector_tank_lottery_selection_time : 4 : , "sv", "cheat" : Time it takes for selection in the tank lotterydirector_tank_max_interval : 500 : , "sv", "cheat" :director_tank_min_interval : 350 : , "sv", "cheat" :director_tank_offer_debug : 0 : , "sv", "cheat" :director_threat_clear_radius : 500 : , "sv", "cheat" : Prevent wandering zombies within this radius of threatsdirector_threat_max_separation : 5000 : , "sv", "cheat" :director_threat_min_separation : 5000 : , "sv", "cheat" :director_threat_radius : 1000 : , "sv", "cheat" :director_transition_timeout : 60 : , "sv", "cheat" : Duration (in seconds) to wait for survivors to transition across changelevelsdirector_unfreeze_time : 20 : , "sv", "cheat" : Duration (in seconds) to wait to unfreeze a team after the first player has connecteddisable_dynamic_prop_loading : 0 : , "sv", "cheat" : If nonÂzero when a map loads, dynamic props won't be loadeddisable_static_prop_loading : 0 : , "cheat" : If nonÂzero when a map loads, static props won't be loadeddisconnect : cmd : : Disconnect game from server.display_elapsedtime : cmd : : Displays how much time has elapsed since the game starteddisplay_game_events : 0 : , "cheat" :drawcross : cmd : : Draws a cross at the given location Arguments: x y zdrawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2dti_flush : cmd : : Write out the datatable instrumentation files (you must run with Âdti for this to work).dump_entity_sizes : cmd : : Print sizeof(entclass)dump_globals : cmd : : Dump all global entities/statesdump_player_reports : cmd : : Dump all player reports to the console for debugging.dump_pz_data : cmd : : Dump PZ datadumpentityfactories : cmd : : Lists all entity factory names.dumpeventqueue : cmd : : Dump the contents of the Entity I/O event queue to the console.dumpgamestringtable : cmd : : Dump the contents of the game string table to the console.dumpstringtables : cmd : : Print string tables to console.echo : cmd : : Echo text to console.endround : cmd : : End the current round.ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arent_attachments : cmd : : Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looent_autoaim : cmd : : Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking atent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlayent_cancelpendingentfires : cmd : : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.ent_create : cmd : : Creates an entity of the given type where the player is looking.ent_dump : cmd : : Usage: ent_dump <entity name>ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay]ent_info : cmd : : Usage: ent_info <class name>ent_keyvalue : cmd : : Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<vent_messages : cmd : : Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mesent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity.ent_name : cmd : :ent_orient : cmd : : Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' optent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {classent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking atent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name}ent_rotate : cmd : : Rotates an entity by a specified # of degreesent_setang : cmd : : Set entity anglesent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks whent_setpos : cmd : : Move entity to positionent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} /ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.ent_teleport : cmd : : Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_ent_viewoffset : cmd : : Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks whaexec : cmd : : Execute script file.exit : cmd : : Exit the engine.explode : cmd : : Kills the player with explosive damageexplodevector : cmd : : Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>fade_crosshair : cmd : : Fades the prop being looked atfade_immediately : 0 : , "sv", "cheat" :fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.find : cmd : : Find concommands with the specified string in their name/help text.find_ent : cmd : : Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>find_ent_index : cmd : : Display data for entity matching specified index. Format: find_ent_index <index>findflags : cmd : : Find concommands by flags.firetarget : cmd : :first_aid_heal_percent : 0 : , "sv", "cheat" : Percent of injuries to healfirst_aid_kit_max_heal : 100 : , "sv", "cheat", "rep" :first_aid_kit_range : 100 : , "sv", "cheat", "rep" :first_aid_kit_use_duration : 5 : , "sv", "cheat", "rep" :fish_dormant : 0 : , "sv", "cheat", "rep" : Turns off interactive fish behavior. Fish become immobile and unresponsive.flush : cmd : : Flush unlocked cache memory.flush_locked : cmd : : Flush unlocked and locked cache memory.fog_enable_water_fog : 1 : , "cheat" :forcebind : cmd : : Bind a command to an available key. (forcebind command opt:suggestedKey)foundry_engine_get_mouse_control : cmd : : Give the engine control of the mouse.foundry_engine_release_mouse_control : cmd : : Give the control of the mouse back to Hammer.foundry_select_entity : cmd : : Select the entity under the crosshair or select entities with the specified name.foundry_sync_hammer_view : cmd : : Move Hammer's 3D view to the same position as the engine's 3D view.foundry_update_entity : cmd : : Updates the entity's position/angles when in edit modefs_printopenfiles : cmd : : Show all files currently opened by the engine.fs_warning_level : cmd : : Set the filesystem warning level.func_break_max_pieces : 15 : , "a", "sv", "rep" :g_debug_angularsensor : 0 : , "sv", "cheat" :g_debug_constraint_sounds : 0 : , "sv", "cheat" : Enable debug printing about constraint sounds.g_debug_physcannon : 0 : , "sv", "cheat", "rep" :g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" :g_debug_vehiclebase : 0 : , "sv", "cheat" :g_debug_vehicleexit : 0 : , "sv", "cheat" :g_debug_vehiclesound : 0 : , "sv", "cheat" :give : cmd : : Give item to player. Arguments: <item_name>givecurrentammo : cmd : : Give a supply of ammo for current weapon..global_set : cmd : : global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).go_away_from_keyboard : cmd : : Go away from the keyboard so a bot will take over.god : 0 : , "sv", "cheat", "nf" : Survivors don't take damagegroundlist : cmd : : Display ground entity list <index>hammer_update_entity : cmd : : Updates the entity's position/angles when in edit modehammer_update_safe_entities : cmd : : Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entitheartbeat : cmd : : Force heartbeat of master servershelp : cmd : : Find help about a convar/concommand.host_flush_threshold : 12 : : Memory threshold below which the host should flush caches between server instanceshost_map : 0 : : Current map name.host_runofftime : cmd : : Run off some time without rendering/updating soundshost_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.hostfile : 0 : , "sv" : The HOST file to load.hostip : 167969040.000 : : Host game server iphostname : 0 : : Hostname for server.hostport : 27015 : : Host game server porthunter_committed_attack_range : 75 : , "sv", "cheat" :hunter_leap_away_give_up_range : 1000 : , "sv", "cheat" :hunter_pounce_air_speed : 700 : , "sv", "cheat" :hunter_pounce_loft_rate : 0 : , "sv", "cheat" : Hunter adds this angle/distance when pouncinghunter_pounce_max_loft_angle : 45 : , "sv", "cheat" : Maximum loft angle for Hunter Pounce angle adjustmenthunter_pounce_ready_range : 500 : , "sv", "cheat" : If victim is this close, crouch and get readyhunter_pz_claw_dmg : 10 : , "sv", "cheat", "rep" : Amount of damage done by a PZ hunter's regular melee attackhurtme : cmd : : Hurts the player. Arguments: <health to lose>in_forceuser : 0 : , "cheat" : Force user input to this split screen player.incrementvar : cmd : : Increment specified convar value.inferno_child_spawn_interval_multiplier : 1 : , "sv", "cheat" : Amount spawn interval increases for each childinferno_child_spawn_max_depth : 4 : , "sv", "cheat" :inferno_damage : 40 : , "sv", "cheat" : Damage per secondinferno_debug : 0 : , "sv", "cheat" :inferno_flame_lifetime : 15 : , "sv", "cheat" : Average lifetime of each flame in secondsinferno_flame_spacing : 50 : , "sv", "cheat" : Minimum distance between separate flame spawnsinferno_friendly_fire_duration : 6 : , "sv", "cheat" : For this long, FF is credited back to the thrower.inferno_initial_spawn_interval : 0 : , "sv", "cheat" : Time between spawning flames for first fireinferno_max_child_spawn_interval : 1 : , "sv", "cheat" : Largest time interval for child flame spawninginferno_max_flames : 32 : , "sv", "cheat" : Maximum number of flames that can be createdinferno_max_range : 500 : , "sv", "cheat" : Maximum distance flames can spread from their initial ignition pointinferno_particles : 0 : , "sv", "cheat", "rep" :inferno_per_flame_spawn_duration : 5 : , "sv", "cheat" : Duration each new flame will attempt to spawn new flamesinferno_scorch_decals : 0 : , "sv", "cheat" :inferno_spawn_angle : 45 : , "sv", "cheat" : Angular change from parentinferno_surface_offset : 20 : , "sv", "cheat" :inferno_velocity_decay_factor : 0 : , "sv", "cheat" :inferno_velocity_factor : 0 : , "sv", "cheat" :inferno_velocity_normal_factor : 0 : , "sv", "cheat" :infinite_loop : cmd : : Hang server with an infinite loop to test crash recovery.intensity_averaged_following_decay : 20 : , "sv", "cheat" : Seconds for the 'time averaged intensity' to meet the baseline intensityintensity_decay_time : 30 : , "sv", "cheat" : Seconds to decay full intensity to zerointensity_enemy_death_far_range : 500 : , "sv", "cheat" :intensity_enemy_death_near_range : 150 : , "sv", "cheat" :intensity_factor : 0 : , "sv", "cheat" : How quickly intensity increasesintensity_lock : Â1 : , "sv", "cheat" : Lock players' intensities at this valueip : 10 : : Overrides IP for multihomed hostskdtree_test : cmd : : Tests spatial partition for entities queries.key_findbinding : cmd : : Find key bound to specified command string.key_listboundkeys : cmd : : List bound keys with bindings.kick : cmd : : Kick a player by name.kick_transitioning : cmd : : Kick a transitioning player by userIDkickid : cmd : : Kick a player by userid or uniqueid, with a message.kill : cmd : : Kills the player with generic damagekillserver : cmd : : Shutdown the server.killvector : cmd : : Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>left_4_dead_radio : 0 : , "sv", "cheat" :listid : cmd : : Lists banned users.listip : cmd : : List IP addresses on the ban list.listissues : cmd : : List all the issues that can be voted on.listmodels : cmd : : List loaded models.listRecentNPCSpeech : cmd : : Displays a list of the last 5 lines of speech from NPCs.log : cmd : : Enables logging to file, console, and udp < on | off >.logaddress_add : cmd : : Set address and port for remote host <ip:port>.logaddress_del : cmd : : Remove address and port for remote host <ip:port>.logaddress_delall : cmd : : Remove all udp addresses being logged tologaddress_list : cmd : : List all addresses currently being used by logaddress.map : cmd : : Start playing on specified map.map_background : cmd : : Runs a map as the background to the main menu.map_commentary : cmd : : Start playing, with commentary, on a specified map.map_showspawnpoints : cmd : : Shows player spawn points (red=invalid)maps : cmd : : Displays list of maps.mark : cmd : : Set attribute of selected area.mat_bumpbasis : 0 : , "cheat" :mat_configcurrent : cmd : : show the current video control panel config for the material systemmat_debug : cmd : : Activates debugging spew for a specific material.mat_debugalttab : 0 : , "cheat" :mat_depthbias_normal : 0 : , "cheat" :mat_drawflat : 0 : , "cheat" :mat_fastnobump : 0 : , "cheat" :mat_fillrate : 0 : , "cheat" :mat_forcedynamic : 0 : , "cheat" :mat_fullbright : 0 : , "cheat" :mat_hdr_enabled : cmd : : Report if HDR is enabled for debuggingmat_hdr_tonemapscale : 1 : , "sv", "cheat" : The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.mat_info : cmd : : Shows material system infomat_leafvis : 0 : , "cheat" : Draw wireframe of current leafmat_loadtextures : 1 : , "cheat" :mat_luxels : 0 : , "cheat" :mat_measurefillrate : 0 : , "cheat" :mat_monitorgamma_tv_enabled : 0 : , "a" :mat_morphstats : 0 : , "cheat" :mat_norendering : 0 : , "cheat" :mat_normalmaps : 0 : , "cheat" :mat_normals : 0 : , "cheat" :mat_proxy : 0 : , "cheat" :mat_queue_mode : Â1 : : The queue/thread mode the material system should use: Â1=default, 0=synchronous single thread, 1=queued single thread, 2=queuedmat_reloadallmaterials : cmd : : Reloads all materialsmat_reloadmaterial : cmd : : Reloads a single materialmat_reloadtextures : cmd : : Reloads all texturesmat_reporthwmorphmemory : cmd : : Reports the amount of size in bytes taken up by hardware morph textures.mat_reversedepth : 0 : , "cheat" :mat_savechanges : cmd : : saves current video configuration to the registrymat_showmaterials : cmd : : Show materials.mat_showmaterialsverbose : cmd : : Show materials (verbose version).mat_showtextures : cmd : : Show used textures.mat_softwareskin : 0 : , "cheat" :mat_spewalloc : 0 : , "a" :mat_suppress : cmd : : Supress a material from drawingmat_wireframe : 0 : , "cheat" :matchmakingport : 27025 : : Host Matchmaking portmaxplayers : cmd : : Change the maximum number of players allowed on this server.mem_compact : cmd : :mem_dump : cmd : : Dump memory stats to text file.mem_eat : cmd : :mem_incremental_compact : cmd : :mem_incremental_compact_rate : 0 : , "cheat" : Rate at which to attempt internal heap compationmem_test : cmd : :mem_vcollide : cmd : : Dumps the memory used by vcollidesmemory : cmd : : Print memory stats.memory_diff : cmd : : show memory stats relative to snapshotmemory_list : cmd : : dump memory list (linux only)memory_mark : cmd : : snapshot current allocation statusmemory_status : cmd : : show memory stats (linux only)mission_reload : cmd : : Reload the mission description.mission_save : cmd : : Save the mission description.mix_dynamic_cull_max_CI_emitters : 0 : , "sv", "cheat" :mix_dynamic_debug_CI : 0 : , "sv", "cheat" :mix_dynamic_max_CI_emitters : 30 : , "sv", "cheat" :mix_dynamic_num_attack_vox_CI : 2 : , "sv", "cheat" :motd_enabled : 1 : , "sv" : Toggles whether or not to show the MOTD to clients when they connect.motdfile : 0 : , "sv" : The MOTD file to load.mp_disable_autokick : cmd : : Prevents a userid from being autoÂkickedmp_forcerespawnplayers : cmd : : Force all players to respawn.mp_forcewin : cmd : : Forces team to winmp_scrambleteams : cmd : : Scramble the teams and restart the gamemp_switchteams : cmd : : Switch teams and restart the gamemultiplayerendgame : cmd : : Take all of the connected clients and take them to the end game state.multvar : cmd : : Multiply specified convar value.music_calm_min_interval : 45 : , "sv", "cheat" : Minimum time between DisturbingAtmosphere performancesmusic_dynamic_action_decay : 10 : , "sv", "cheat" :music_dynamic_ambient_decay : 7 : , "sv", "cheat" :music_dynamic_ambient_in_max : 0 : , "sv", "cheat" :music_dynamic_ambient_in_min : 0 : , "sv", "cheat" :music_dynamic_ambient_out_max : 1 : , "sv", "cheat" :music_dynamic_ambient_out_min : 0 : , "sv", "cheat" :music_dynamic_ambient_vol_min_alert : 0 : , "sv", "cheat" :music_dynamic_asg_speed : 1 : , "sv", "cheat" :music_dynamic_attack_CI_close_decay : 0 : , "sv", "cheat" :music_dynamic_attack_CI_close_distmax : 600 : , "sv", "cheat" :music_dynamic_attack_CI_distmax : 2400 : , "sv", "cheat" :music_dynamic_attack_CI_near_decay : 0 : , "sv", "cheat" :music_dynamic_attack_CI_near_distmax : 300 : , "sv", "cheat" :music_dynamic_attack_CI_num : 30 : , "sv", "cheat" :music_dynamic_attack_CI_veryclose_decay : 0 : , "sv", "cheat" :music_dynamic_attack_CI_veryclose_distmax : 94 : , "sv", "cheat" :music_dynamic_boomer_interval_beats : 5 : , "sv", "cheat" :music_dynamic_calm_decay : 15 : , "sv", "cheat" :music_dynamic_CI_sight_decay : 8 : , "sv", "cheat" :music_dynamic_damage_decay : 10 : , "sv", "cheat" :music_dynamic_damage_duck_damage_max : 1 : , "sv", "cheat" :music_dynamic_damage_duck_damage_min : 0 : , "sv", "cheat" :music_dynamic_damage_duck_max : 0 : , "sv", "cheat" :music_dynamic_damage_duck_min : 0 : , "sv", "cheat" :music_dynamic_damage_increment : 0 : , "sv", "cheat" :music_dynamic_debug : 0 : , "sv", "cheat" : Draw parameter metersmusic_dynamic_dodamage_decay : 4 : , "sv", "cheat" :music_dynamic_dodamage_increment : 0 : , "sv", "cheat" :music_dynamic_gunfire_decay : 1 : , "sv", "cheat" :music_dynamic_gunfire_increment : 0 : , "sv", "cheat" :music_dynamic_gunfireslow_decay : 3 : , "sv", "cheat" :music_dynamic_gunfireslow_increment : 0 : , "sv", "cheat" :music_dynamic_hunter_interval_beats : 5 : , "sv", "cheat" :music_dynamic_huntrifle_speed : 3 : , "sv", "cheat" :music_dynamic_melee_speed : 2 : , "sv", "cheat" :music_dynamic_mgun_speed : 0 : , "sv", "cheat" :music_dynamic_mob_action_close_max : 0 : , "sv", "cheat" :music_dynamic_mob_action_close_min : 0 : , "sv", "cheat" :music_dynamic_mob_action_decay : 15 : , "sv", "cheat" :music_dynamic_mob_action_increment : 0 : , "sv", "cheat" :music_dynamic_mob_action_max : 1 : , "sv", "cheat" :music_dynamic_mob_action_min : 0 : , "sv", "cheat" :music_dynamic_mob_choir_BPM : 90 : , "sv", "cheat" :music_dynamic_mob_choir_interval_beats : 16 : , "sv", "cheat" :music_dynamic_mob_choir_interval_randmultmax : 3 : , "sv", "cheat" :music_dynamic_mob_damage_max : 1 : , "sv", "cheat" :music_dynamic_mob_damage_min : 0 : , "sv", "cheat" :music_dynamic_mob_decay : 15 : , "sv", "cheat" :music_dynamic_mob_increment : 0 : , "sv", "cheat" :music_dynamic_mob_large : 49 : , "sv", "cheat" : Spawning a large mobmusic_dynamic_mob_max : 1 : , "sv", "cheat" :music_dynamic_mob_med : 29 : , "sv", "cheat" : Spawning a med mobmusic_dynamic_mob_min : 0 : , "sv", "cheat" :music_dynamic_mob_size : 25 : , "sv", "cheat" : Spawning a mob this large can play musicmusic_dynamic_mob_small : 20 : , "sv", "cheat" : Spawning a small mobmusic_dynamic_mobstop_size : 8 : , "sv", "cheat" : When a mob gets to this size we think about stopping the musicmusic_dynamic_on : 1 : , "sv", "cheat" :music_dynamic_pistol_speed : 0 : , "sv", "cheat" :music_dynamic_psg_speed : 2 : , "sv", "cheat" :music_dynamic_PZ_BPM : 80 : , "sv", "cheat" :music_dynamic_PZ_interval_randmultmax : 5 : , "sv", "cheat" :music_dynamic_rifle_speed : 0 : , "sv", "cheat" :music_dynamic_scanmobstop_size : 3 : , "sv", "cheat" : When see less than this many of a mob, music stopsmusic_dynamic_SI_close_distmax : 1200 : , "sv", "cheat" :music_dynamic_SI_far_distmin : 1800 : , "sv", "cheat" :music_dynamic_SI_inrange_distmax : 2400 : , "sv", "cheat" :music_dynamic_smg_speed : 0 : , "sv", "cheat" :music_dynamic_smoker_interval_beats : 5 : , "sv", "cheat" :music_dynamic_solosuccess_damagemin : 0 : , "sv", "cheat" :music_dynamic_solosuccess_decay : 4 : , "sv", "cheat" :music_dynamic_solosuccess_increment : 1 : , "sv", "cheat" :music_dynamic_threat_decay : 6 : , "sv", "cheat" :music_dynamic_update_interval : 0 : , "sv", "cheat" : interval between music status/action updatemusic_dynamic_witch_alert_interval : 37 : , "sv", "cheat" :music_dynamic_witch_near_max : 1800 : , "sv", "cheat" :music_dynamic_witch_near_min : 360 : , "sv", "cheat" :music_intensity_override : Â1 : , "sv", "cheat", "rep" : Overrides the player's music intensity track for testingmusic_intensity_threshold : 0 : , "sv", "cheat", "rep" :music_large_area_reveal_repeat_threshold : 60 : , "sv", "cheat" : The minimum time in seconds between performances of this musicmusic_large_area_reveal_threshold : 500000 : , "sv", "cheat" : How much new area must be revealed to trigger the reveal musicmusic_manager : 1 : , "sv", "cheat" : Using the new music manager system.music_min_pending_threat_time : 10 : , "sv", "cheat" : Minimum time until the next mob or boss. Used when deciding to play MomentOfSilencemusic_min_safe_time : 3 : , "sv", "cheat" : Minimum time that we haven't seen a threat or been injured. Used when deciding to play MomentOfSilencemusic_moment_of_silence_repeat_interval : 600 : , "sv", "cheat" : Minimum time between successive MomentOfSilence performancesmusic_moment_of_silence_start_delay : 60 : , "sv", "cheat" : Minimum time before we can play a MomentOfSilence after leaving a Checkpointname : 0 : , "a", "user", "print", "server_can_execute", "ss" : Current user namename2 : 0 : , "a", "user", "print", "server_can_execute", "ss_added" : Current user namenav_add_to_selected_set : cmd : : Add current area to the selected set.nav_add_to_selected_set_by_id : cmd : : Add specified area id to the selected set.nav_analyze : cmd : : ReÂanalyze the current Navigation Mesh and save it to disk.nav_area_bgcolor : 0 : , "sv", "cheat" : RGBA color to draw as the background color for nav areas while editing.nav_area_max_size : 50 : , "sv", "cheat" : Max area size created in nav generationnav_avoid : cmd : : Toggles the 'avoid this area when possible' flag used by the AI system.nav_begin_area : cmd : : Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location andnav_begin_selecting : cmd : : Start continuously adding to the selected set.nav_begin_shift_xy : cmd : : Begin shifting the Selected Set.nav_build_ladder : cmd : : Attempts to build a nav ladder on the climbable surface under the cursor.nav_check_file_consistency : cmd : : Scans the maps directory and reports any missing/outÂofÂdate navigation files.nav_check_floor : cmd : : Updates the blocked/unblocked status for every nav area.nav_check_stairs : cmd : : Update the nav mesh STAIRS attributenav_chop_selected : cmd : : Chops all selected areas into their component 1x1 areasnav_clear_attribute : cmd : : Remove given nav attribute from all areas in the selected set.nav_clear_selected_set : cmd : : Clear the selected set.nav_clear_walkable_marks : cmd : : Erase any previously placed walkable positions.nav_compress_id : cmd : : ReÂorders area and ladder ID's so they are continuous.nav_connect : cmd : : To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates anav_coplanar_slope_limit : 0 : , "sv", "cheat" :nav_coplanar_slope_limit_displacement : 0 : , "sv", "cheat" :nav_corner_adjust_adjacent : 18 : , "sv", "cheat" : radius used to raise/lower corners in nearby areas when raising/lowering corners.nav_corner_lower : cmd : : Lower the selected corner of the currently marked Area.nav_corner_place_on_ground : cmd : : Places the selected corner of the currently marked Area on the ground.nav_corner_raise : cmd : : Raise the selected corner of the currently marked Area.nav_corner_select : cmd : : Select a corner of the currently marked Area. Use multiple times to access all four corners.nav_create_area_at_feet : 0 : , "sv", "cheat" : Anchor nav_begin_area Z to editing player's feetnav_create_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when created by hand.nav_crouch : cmd : : Toggles the 'must crouch in this area' flag used by the AI system.nav_debug_blocked : 0 : , "sv", "cheat" :nav_debug_finale_area : 0 : , "sv", "cheat" : Show extents of finale area and selected finale centernav_delete : cmd : : Deletes the currently highlighted Area.nav_delete_marked : cmd : : Deletes the currently marked Area (if any).nav_disconnect : cmd : : To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connecnav_displacement_test : 10000 : , "sv", "cheat" : Checks for nodes embedded in displacements (useful for inÂdevelopment maps)nav_dont_hide : cmd : : Toggles the 'area is not suitable for hiding spots' flag used by the AI system.nav_draw_limit : 500 : , "sv", "cheat" : The maximum number of areas to draw in edit modenav_edit : 0 : , "sv", "cheat" : Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.nav_end_area : cmd : : Defines the second corner of a new Area or Ladder and creates it.nav_end_selecting : cmd : : Stop continuously adding to the selected set.nav_end_shift_xy : cmd : : Finish shifting the Selected Set.nav_flood_select : cmd : : Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.nav_fog_edit : 0 : , "sv", "cheat" :nav_fog_mark : cmd : : Sets fog value for selected areas.nav_fog_pick : cmd : : Sets fog value for selected areas.nav_fog_set : cmd : : If used without arguments, all available Fog values will be listed. If a Fog argument is given, the current Fog is set.nav_gen_cliffs_approx : cmd : : Mark cliff areas, postÂprocessing approximationnav_generate : cmd : : Generate a Navigation Mesh for the current map and save it to disk.nav_generate_fencetops : 1 : , "sv", "cheat" : Autogenerate nav areas on fence and obstacle topsnav_generate_fixup_jump_areas : 1 : , "sv", "cheat" : Convert obsolete jump areas into 2Âway connectionsnav_generate_incremental : cmd : : Generate a Navigation Mesh for the current map and save it to disk.nav_generate_incremental_range : 2000 : , "sv", "cheat" :nav_jump : cmd : : Toggles the 'traverse this area by jumping' flag used by the AI system.nav_ladder_flip : cmd : : Flips the selected ladder's direction.nav_load : cmd : : Loads the Navigation Mesh for the current map.nav_make_sniper_spots : cmd : : Chops the marked area into disconnected subÂareas suitable for sniper spots.nav_mark : cmd : : Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.nav_mark_attribute : cmd : : Set nav attribute for all areas in the selected set.nav_mark_unnamed : cmd : : Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.nav_mark_walkable : cmd : : Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generatenav_max_view_distance : 0 : , "sv", "cheat" : Maximum range for precomputed nav mesh visibility (0 = no limit)nav_max_vis_delta_list_length : 64 : , "sv", "cheat" :nav_merge : cmd : : To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge commnav_merge_mesh : cmd : : Merges a saved selected set into the current mesh.nav_no_hostages : cmd : : Toggles the 'hostages cannot use this area' flag used by the AI system.nav_no_jump : cmd : : Toggles the 'dont jump in this area' flag used by the AI system.nav_obscure_range : 400 : , "sv", "cheat" :nav_place_floodfill : cmd : : Sets the Place of the Area under the cursor to the curent Place, and 'floodÂfills' the Place to all adjacent Areas. FloodÂfillinav_place_list : cmd : : Lists all place names used in the map.nav_place_pick : cmd : : Sets the current Place to the Place of the Area under the cursor.nav_place_replace : cmd : : Replaces all instances of the first place with the second place.nav_place_set : cmd : : Sets the Place of all selected areas to the current Place.nav_potentially_visible_dot_tolerance : 0 : , "sv", "cheat" :nav_precise : cmd : : Toggles the 'dont avoid obstacles' flag used by the AI system.nav_print_visibility_info : cmd : : Dumps some visibilityÂrelated data to the console.nav_quicksave : 1 : , "sv", "cheat" : Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.nav_recall_selected_set : cmd : : ReÂselects the stored selected set.nav_recompute_flow : cmd : : Recomputes flow distancenav_remove_from_selected_set : cmd : : Remove current area from the selected set.nav_remove_jump_areas : cmd : : Removes legacy jump areas, replacing them with connections.nav_run : cmd : : Toggles the 'traverse this area by running' flag used by the AI system.nav_save : cmd : : Saves the current Navigation Mesh to disk.nav_save_selected : cmd : : Writes the selected set to disk for merging into another mesh via nav_merge_mesh.nav_select_blocked_areas : cmd : : Adds all blocked areas to the selected setnav_select_completely_visible : cmd : : Selects all areas completely visible to the selected area.nav_select_damaging_areas : cmd : : Adds all damaging areas to the selected setnav_select_half_space : cmd : : Selects any areas that intersect the given halfÂspace.nav_select_invalid_areas : cmd : : Adds all invalid areas to the Selected Set.nav_select_obstructed_areas : cmd : : Adds all obstructed areas to the selected setnav_select_overlapping : cmd : : Selects nav areas that are overlapping others.nav_select_partially_visible : cmd : : Selects all areas at least partially visible to the selected area.nav_select_radius : cmd : : Adds all areas in a radius to the selection setnav_select_stairs : cmd : : Adds all stairway areas to the selected setnav_select_threat : cmd : : Selects all threat areasnav_select_view_distance : cmd : : Selects all areas within nav_max_view_distance.nav_select_visible_set_size : cmd : : Selects all areas with visible sets this size or greater.nav_selected_set_border_color : 100 : , "sv", "cheat" : Color used to draw the selected set borders while editing.nav_selected_set_color : 255 : , "sv", "cheat" : Color used to draw the selected set background while editing.nav_set_place_mode : cmd : : Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.nav_shift : cmd : : Shifts the selected areas by the specified amountnav_show_approach_points : 0 : , "sv", "cheat" : Show Approach Points in the Navigation Mesh.nav_show_area_info : 0 : , "sv", "cheat" : Duration in seconds to show nav area ID and attributes while editingnav_show_compass : 0 : , "sv", "cheat" :nav_show_danger : 0 : , "sv", "cheat" : Show current 'danger' levels.nav_show_ladder_bounds : cmd : : Draws the bounding boxes of all func_ladders in the map.nav_show_light_intensity : 0 : , "sv", "cheat" :nav_show_node_grid : 0 : , "sv", "cheat" :nav_show_node_id : 0 : , "sv", "cheat" :nav_show_nodes : 0 : , "sv", "cheat" :nav_show_player_area : 0 : , "sv", "cheat" : Draws the last known area for the given entindexnav_show_player_counts : 0 : , "sv", "cheat" : Show current player counts in each area.nav_simplify_selected : cmd : : Chops all selected areas into their component 1x1 areas and reÂmerges them together into larger areasnav_slope_limit : 0 : , "sv", "cheat" : The ground unit normal's Z component must be greater than this for nav areas to be generated.nav_slope_tolerance : 0 : , "sv", "cheat" : The ground unit normal's Z component must be this close to the nav area's Z component to be generated.nav_snap_to_grid : 0 : , "sv", "cheat" : Snap to the nav generation grid when creating new nav areasnav_solid_props : 0 : , "sv", "cheat" : Make props solid to nav generation/editingnav_splice : cmd : : To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.nav_split : cmd : : To split an Area into two, align the split line using your cursor and invoke the split command.nav_split_place_on_ground : 0 : , "sv", "cheat" : If true, nav areas will be placed flush with the ground when split.nav_stand : cmd : : Toggles the 'stand while hiding' flag used by the AI system.nav_stop : cmd : : Toggles the 'must stop when entering this area' flag used by the AI system.nav_store_selected_set : cmd : : Stores the current selected set for later retrieval.nav_strip : cmd : : Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.nav_subdivide : cmd : : Subdivides all selected areas.nav_test_node : 0 : , "sv", "cheat" :nav_test_node_crouch : 0 : , "sv", "cheat" :nav_test_node_crouch_dir : 4 : , "sv", "cheat" :nav_test_stairs : cmd : : Test the selected set for being on stairsnav_test_visibility : cmd : : Tests visibility from the selected area to the one under the cursor.nav_toggle_in_selected_set : cmd : : Remove current area from the selected set.nav_toggle_place_mode : cmd : : Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.nav_toggle_place_painting : cmd : : Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.nav_toggle_selected_set : cmd : : Toggles all areas into/out of the selected set.nav_toggle_selecting : cmd : : Start or stop continuously adding to the selected set.nav_transient : cmd : : Toggles the 'area is transient and may become blocked' flag used by the AI system.nav_trouble_report : cmd : : Selects areas that may be breaking the map checklist for inspectionnav_trouble_report_corner_to_corner : cmd : : Selects areas that can break game mechanicsnav_trouble_report_invalid : cmd : : Selects areas that can break game mechanicsnav_trouble_report_suggestions : cmd : : Selects areas that do not have a population set, only if any area has a populationnav_trouble_test_area : 0 : , "sv", "cheat" : If nonzero, tests will be run against this areaID onlynav_trouble_test_debug_duration : 10 : , "sv", "cheat" :nav_trouble_walkable_backtrace : 0 : , "sv", "cheat" :nav_unmark : cmd : : Clears the marked Area or Ladder.nav_update_blocked : cmd : : Updates the blocked/unblocked status for every nav area.nav_update_lighting : cmd : : Recomputes lighting valuesnav_update_visibility_on_edit : 0 : , "sv", "cheat" : If nonzero editing the mesh will incrementally recompue visibilitynav_use_place : cmd : : If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.nav_walk : cmd : : Toggles the 'traverse this area by walking' flag used by the AI system.nav_warp_to_mark : cmd : : Warps the player to the marked area.nav_world_center : cmd : : Centers the nav mesh in the worldnb_acceleration : 500 : , "sv", "cheat" :nb_allow_avoiding : 1 : , "sv", "cheat" :nb_allow_climbing : 1 : , "sv", "cheat" :nb_allow_gap_jumping : 1 : , "sv", "cheat" :nb_blind : 0 : , "sv", "cheat" : Disable visionnb_chase_lead_time : 2 : , "sv", "cheat" :nb_debug : cmd : : Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS.nb_debug_climbing : 0 : , "sv", "cheat" :nb_debug_filter : cmd : : Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.nb_debug_history : 1 : , "sv" : If true, each bot keeps a history of debug output in memorynb_delete_all : cmd : : Delete all nonÂplayer NextBot entities.nb_dump_debug_history : cmd : : Dumps debug history for the bot under the cursor to the blackboxnb_force_look_at : cmd : : Force selected bot to look at the local player's positionnb_friction_forward : 0 : , "sv", "cheat" :nb_friction_sideways : 3 : , "sv", "cheat" :nb_goal_look_ahead_range : 50 : , "sv", "cheat" :nb_gravity : 1000 : , "sv", "cheat" :nb_head_aim_settle_duration : 0 : , "sv", "cheat" :nb_head_aim_steady_max_rate : 100 : , "sv", "cheat" :nb_ladder_align_range : 50 : , "sv", "cheat" :nb_lean_forward_accel : 100 : , "sv", "cheat" :nb_lean_max_angle : 30 : , "sv", "cheat" :nb_lean_rate : 3 : , "sv", "cheat" :nb_move_to_cursor : cmd : : Tell all NextBots to move to the cursor positionnb_path_draw_inc : 100 : , "sv", "cheat" :nb_path_segment_influence_radius : 100 : , "sv", "cheat" :nb_player_crouch : 0 : , "sv", "cheat" : Force bots to crouchnb_player_move : 1 : , "sv", "cheat" : Prevents bots from movingnb_player_stop : 0 : , "sv", "cheat" : Stop all NextBotPlayers from updatingnb_player_walk : 0 : , "sv", "cheat" : Force bots to walknb_rush : cmd : : Causes all infected to rush the survivors.nb_saccade_speed : 1000 : , "sv", "cheat" :nb_saccade_time : 0 : , "sv", "cheat" :nb_select : cmd : : Select the bot you are aiming at for further debug operations.nb_speed_look_ahead_range : 150 : , "sv", "cheat" :nb_stop : 0 : , "sv", "cheat", "rep" : Stop all NextBotsnb_update_debug : 0 : , "sv", "cheat" :nb_update_framelimit : 15 : , "sv", "cheat" :nb_update_frequency : 0 : , "sv", "cheat" :nb_update_maxslide : 2 : , "sv", "cheat" :nb_vision_ignore_survivors : 0 : , "sv", "cheat" :nb_vision_notice_hidden_range : 50 : , "sv", "cheat" :nb_warp_selected_here : cmd : : Teleport the selected bot to your cursor positionnb_yaw_rate : 250 : , "sv", "cheat" :net_blockmsg : 0 : , "cheat" : Discards incoming message: <0|1|name>net_channels : cmd : : Shows net channel infonet_droppackets : 0 : , "cheat" : Drops next n packets on clientnet_dumpeventstats : cmd : : Dumps out a report of game event network usagenet_fakejitter : 0 : , "cheat" : Jitter fakelag packet timenet_fakelag : 0 : , "cheat" : Lag all incoming network data (including loopback) by this many milliseconds.net_fakeloss : 0 : , "cheat" : Simulate packet loss as a percentage (negative means drop 1/n packets)net_maxroutable : 1200 : , "a", "user" : Requested max packet size before packets are 'split'.net_showreliablesounds : 0 : , "cheat" :net_showsplits : 0 : : Show info about packet splitsnet_splitrate : 3 : : Number of fragments for a splitpacket that can be sent per framenet_start : cmd : : Inits multiplayer network socketsnet_status : cmd : : Shows current network statusnet_steamcnx_status : cmd : : Print status of steam connection sockets.next : 0 : , "cheat" : Set to 1 to advance to next frame ( when singlestep == 1 )noclip : cmd : : Toggle. Player becomes nonÂsolid and flies. Optional argument of 0 or 1 to force enable/disablenoclip_fixup : 1 : , "sv", "cheat" :notarget : cmd : : Toggle. Player becomes hidden to NPCs.npc_height_adjust : 1 : , "a", "sv" : Enable test mode for ik height adjustmentnull_ptr_references : cmd : : Produce a null ptr reference.outtro_stats_done : cmd : : Fire an output when the outtro stats are finishedpain_pills_decay_rate : 0 : , "sv", "cheat", "rep" :pain_pills_health_threshold : 99 : , "sv", "cheat", "rep" : Pills can't be used unless total health is less than this amountpain_pills_health_value : 50 : , "sv", "cheat", "rep" :particle_test_attach_attachment : 0 : , "sv", "cheat" : Attachment index for attachment modeparticle_test_attach_mode : 0 : , "sv", "cheat" : Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'particle_test_file : 0 : , "sv", "cheat" : Name of the particle system to dynamically spawnparticle_test_start : cmd : : Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particlparticle_test_stop : cmd : : Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playepassword : 0 : , "a", "norecord" : Current server access passwordpath : cmd : : Show the engine filesystem path.pause : cmd : : Toggle the server pause state.physics_budget : cmd : : Times the cost of each active objectphysics_constraints : cmd : : Highlights constraint system graph for an entityphysics_debug_entity : cmd : : Dumps debug info for an entityphysics_highlight_active : cmd : : Turns on the absbox for all active physics objectsphysics_report_active : cmd : : Lists all active physics objectsphysics_select : cmd : : Dumps debug info for an entitypicker : cmd : : Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the playping : cmd : : Display ping to server.player_debug_print_damage : 0 : , "sv", "cheat" : When true, print amount and type of all damage received by player to console.plugin_load : cmd : : plugin_load <filename> : loads a pluginplugin_pause : cmd : : plugin_pause <index> : pauses a loaded pluginplugin_pause_all : cmd : : pauses all loaded pluginsplugin_print : cmd : : Prints details about loaded pluginsplugin_unload : cmd : : plugin_unload <index> : unloads a pluginplugin_unpause : cmd : : plugin_unpause <index> : unpauses a disabled pluginplugin_unpause_all : cmd : : unpauses all disabled pluginsprop_crosshair : cmd : : Shows name for prop looking atprop_debug : cmd : : Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physprop_dynamic_create : cmd : : Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}prop_physics_create : cmd : : Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}pz_damages : cmd : : List player zombie damagesquit : cmd : : Exit the engine.r_3dnow : cmd : : Enable/disable 3DNow coder_AirboatViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" :r_AirboatViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" :r_AirboatViewZHeight : 0 : , "sv", "cheat", "nf", "rep" :r_ambientfraction : 0 : , "cheat" : Fraction of direct lighting used to boost lighting when model requestsr_colorstaticprops : 0 : , "cheat" :r_debugrandomstaticlighting : 0 : , "cheat" : Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.r_DispBuildable : 0 : , "cheat" :r_DispWalkable : 0 : , "cheat" :r_drawbrushmodels : 1 : , "cheat" : Render brush models. 0=Off, 1=Normal, 2=Wireframer_drawdecals : 1 : , "cheat" : Render decals.r_DrawDisp : 1 : , "cheat" : Toggles rendering of displacment mapsr_drawentities : 1 : , "cheat" :r_drawfuncdetail : 1 : , "cheat" : Render func_detailr_drawleaf : Â1 : , "cheat" : Draw the specified leaf.r_drawlightcache : 0 : , "cheat" : 0: off 1: draw light cache entries 2: draw raysr_DrawModelLightOrigin : 0 : , "cheat" :r_drawmodelstatsoverlay : 0 : , "cheat" :r_drawmodelstatsoverlaydistance : 500 : , "cheat" :r_drawmodelstatsoverlaymax : 1 : , "a" : time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2r_drawmodelstatsoverlaymin : 0 : , "a" : time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2r_drawstaticprops : 1 : , "cheat" : 0=Off, 1=Normal, 2=Wireframer_drawtranslucentworld : 1 : , "cheat" :r_drawworld : 1 : , "cheat" : Render the world.r_dscale_basefov : 90 : , "cheat" :r_dscale_fardist : 2000 : , "cheat" :r_dscale_farscale : 4 : , "cheat" :r_dscale_neardist : 100 : , "cheat" :r_dscale_nearscale : 1 : , "cheat" :r_eyemove : 1 : , "a" :r_eyeshift_x : 0 : , "a" :r_eyeshift_y : 0 : , "a" :r_eyeshift_z : 0 : , "a" :r_eyesize : 0 : , "a" :r_flashlightscissor : 1 : , "cheat" :r_flushlod : cmd : : Flush and reload LODs.r_hwmorph : 0 : , "cheat" :r_itemblinkmax : 0 : , "cheat" :r_itemblinkrate : 4 : , "cheat" :r_JeepFOV : 90 : , "sv", "cheat", "rep" :r_JeepViewDampenDamp : 1 : , "sv", "cheat", "nf", "rep" :r_JeepViewDampenFreq : 7 : , "sv", "cheat", "nf", "rep" :r_JeepViewZHeight : 10 : , "sv", "cheat", "nf", "rep" :r_lightcachemodel : Â1 : , "cheat" :r_lightinterp : 5 : , "cheat" : Controls the speed of light interpolation, 0 turns off interpolationr_lightmap : Â1 : , "cheat" :r_lightstyle : Â1 : , "cheat" :r_lockpvs : 0 : , "cheat" : Lock the PVS so you can fly around and inspect what is being drawn.r_modelwireframedecal : 0 : , "cheat" :r_nohw : 0 : , "cheat" :r_nosw : 0 : , "cheat" :r_novis : 0 : , "cheat" : Turn off the PVS.r_occlusionspew : 0 : , "cheat" : Activate/deactivates spew about what the occlusion system is doing.r_partition_level : Â1 : , "cheat" : Displays a particular level of the spatial partition system. Use Â1 to disable it.r_printdecalinfo : cmd : :r_proplightingpooling : Â1 : , "cheat" : 0  off, 1  static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offsetr_randomflex : 0 : , "cheat" :r_shadow_deferred : 0 : , "cheat" : Toggle deferred shadow renderingr_showenvcubemap : 0 : , "cheat" :r_skin : 0 : , "cheat" :r_slowpathwireframe : 0 : , "cheat" :r_sse2 : cmd : : Enable/disable SSE2 coder_vehicleBrakeRate : 1 : , "sv", "cheat" :r_VehicleViewDampen : 1 : , "sv", "cheat", "nf", "rep" :r_visocclusion : 0 : , "cheat" : Activate/deactivate wireframe rendering of what the occlusion system is doing.r_visualizetraces : 0 : , "sv", "cheat" :rate : 10000 : , "user" : Max bytes/sec the host can receive datarcon_password : 0 : , "norecord" : remote console password.recompute_speed : cmd : : Recomputes clock speed (for debugging purposes).reload : cmd : : Reload the most recent saved game (add setpos to jump to current view position on reload).removeid : cmd : : Remove a user ID from the ban list.removeip : cmd : : Remove an IP address from the ban list.report : cmd : :report_entities : cmd : : Lists all entitiesreport_simthinklist : cmd : : Lists all simulating/thinking entitiesreport_soundpatch : cmd : : reports sound patch countreport_touchlinks : cmd : : Lists all touchlinksrescue_distance : 4500 : , "sv", "cheat" : Living survivors must travel this far past a dead survivor's corpse to be able to rescue himrescue_finale_ignore_distance : 4000 : , "sv", "cheat" : If living survivors are this far past a rescuable survivor, he stops calling for helprescue_finale_spawn_range : 4000 : , "sv", "cheat" : info_survivor_rescue ents will be considered if they are this close to the leading survivorrescue_ignore_distance : 2000 : , "sv", "cheat" : If living survivors are this far past a rescuable survivor, he stops calling for helprescue_interval : 2 : , "sv", "cheat" : Dead survivors are checked to start calling for help this oftenrescue_min_dead_time : 60 : , "sv", "cheat" : Duration in seconds a survivor must be dead before being rescuablerescue_range : 1000 : , "sv", "cheat" : if a survivor gets this close to an active info_survivor_rescue, it will be triggeredrescue_show : cmd : : Shows debugging info for info_survivor_rescue entsrescue_spawn_flow : 400 : , "sv", "cheat" : info_survivor_rescue ents will be considered if they are no more than this far ahead in flow distance from the leading survivorrescue_spawn_range : 2000 : , "sv", "cheat" : info_survivor_rescue ents will be considered if they are this close to the leading survivorrescue_update_nav : cmd : : Updates RESCUE_CLOSET nav flagsrescue_vs : 0 : , "sv", "cheat" : Rescue closets in vs moderescue_yell_delay : 1 : , "sv", "cheat" : Delay before yelling when activatingrescue_yell_interval : 6 : , "sv", "cheat" : Interval at which an info_survivor_rescue yells for helpreset_gameconvars : cmd : : Reset a bunch of game convars to default valuesrespawn_entities : cmd : : Respawn all the entities in the map.restart : cmd : : Restart the game on the same level (add setpos to jump to current view position on restart).rr_followup_maxdist : 1800 : , "sv", "cheat" : 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.rr_reloadresponsesystems : cmd : : Reload all response system scripts.rr_remarkable_world_entities_replay_limit : 1 : , "sv", "cheat" : TLK_REMARKs will be dispatched no more than this many times for any given info_remarkablerr_thenany_score_slop : 0 : , "a", "sv", "cheat" : When computing respondents for a 'THEN ANY' rule, all ruleÂmatching scores within this much of the best score will be consideresay : cmd : : Display player messagesay_team : cmd : : Display player message to teamsb_add : cmd : : Add a Survivor Bot.sb_all_bot_team : 0 : , "sv", "cheat" : Allow a team of nothing but botssb_always_hurry_vs : 1 : , "sv", "cheat" : If nonzero, never walk, always run in VS modesb_battlestation_give_up_range_from_human : 1500 : , "sv", "cheat" :sb_battlestation_human_hold_time : 4 : , "sv", "cheat" : How long the nearest human must hold their place before SurvivorBots will reÂevaluate their Battlestationssb_close_checkpoint_door_interval : 2 : , "sv", "cheat" :sb_close_threat_range : 200 : , "sv", "cheat" :sb_combat_saccade_speed : 1000 : , "sv", "cheat" :sb_crouch : 0 : , "sv", "cheat" : Forces survivor bots to crouchsb_debug_apoproach_wait_time : 5 : , "sv", "cheat" : How long a SurvivorBot waits once it reaches its debug moveÂto spotsb_debug_buddy : 0 : , "sv", "cheat" :sb_debug_locomotion : 0 : , "sv", "cheat" :sb_debug_retreat : 0 : , "sv", "cheat" :sb_debug_team_avoidance : 0 : , "sv", "cheat" :sb_dont_bash : 0 : , "sv", "cheat" : Force SurvivorBots to not bashsb_dont_shoot : 0 : , "sv", "cheat" : Force SurvivorBots to not fire their weaponssb_enforce_proximity_lookat_timeout : 10 : , "sv", "cheat" :sb_enforce_proximity_range : 1500 : , "sv", "cheat" :sb_far_hearing_range : 1500 : , "sv", "cheat" :sb_flashlight : 0 : , "sv", "cheat" : Forces survivor bots to use flashlights (Â1 to force off)sb_follow_stress_factor : 0 : , "sv", "cheat" :sb_force_max_intensity : cmd : : Force intensity of selected SurvivorBot to maximum level.sb_friend_immobilized_reaction_time_expert : 0 : , "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tonguedsb_friend_immobilized_reaction_time_hard : 1 : , "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tonguedsb_friend_immobilized_reaction_time_normal : 2 : , "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tonguedsb_friend_immobilized_reaction_time_vs : 0 : , "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tonguedsb_friendlyfire : 0 : , "sv", "cheat" :sb_give : cmd : : Give an item to each Survivor botsb_give_random_weapon : cmd : : Give a random weapon to each Survivor botsb_hindrance_range : 150 : , "sv", "cheat" :sb_hold_position : 0 : , "sv", "cheat" : Force SurvivorBots to stand stillsb_locomotion_wait_threshold : 10 : , "sv", "cheat" :sb_max_battlestation_range_from_human : 750 : , "sv", "cheat" :sb_max_scavenge_separation : 750 : , "sv", "cheat" : SurvivorBots won't scavenge items farther away from the group than thissb_min_attention_notice_time : 0 : , "sv", "cheat" : If someone looks at me longer than this, I'll noticesb_min_orphan_time_to_cover : 1 : , "sv", "cheat" :sb_move : 1 : , "sv", "cheat" : Stop all SurvivorBots from movingsb_move_to_cursor : cmd : : Sends survivor bots to cursor targetsb_narrow_corridor_width : 100 : , "sv", "cheat" :sb_near_hearing_range : 500 : , "sv", "cheat" :sb_neighbor_range : 300 : , "sv", "cheat" : How close a friend needs to be to feel safesb_normal_saccade_speed : 350 : , "sv", "cheat" :sb_open_fire : 0 : , "sv", "cheat" : Forces survivor bots to fire continuouslysb_path_lookahead_range : 300 : , "sv", "cheat" :sb_perf_crawl : 0 : , "sv", "cheat", "rep" : If true, survivor bot will be doing a perfÂcrawl walk through the mapsb_perf_crawl_ang : 5 : , "sv", "cheat" : Rotation angles at perfÂcrawl snapshots in the mapsb_perf_crawl_dist : 128 : , "sv", "cheat" : Distance between perfÂcrawl snapshots in the mapsb_perf_crawl_time : 1 : , "sv", "cheat" : How much time is spent at each perfÂcrawl spot/ang in the mapsb_perf_dump : 0 : , "sv", "cheat", "rep" : If true, low perf places will be dumpedsb_perf_dump_bots : 0 : , "sv", "cheat", "rep" : Which bots to use for dumping: namvet, girl, biker, managersb_pushscale : 1 : , "sv", "cheat", "rep" :sb_reachability_cache_lifetime : 3 : , "sv", "cheat" :sb_replacement_interval : 0 : , "sv", "cheat" : Force SurvivorBots to be replaced after this many seconds for stress testingsb_rescue_vehicle_loading_range : 300 : , "sv", "cheat" : How close to the arrival point of the rescue vehicle SurvivorBots try to getsb_separation_danger_max_range : 600 : , "sv", "cheat" : A Survivor teammate this far away needs to be gathered back into the groupsb_separation_danger_min_range : 500 : , "sv", "cheat" : A Survivor teammate this far away is straying from the groupsb_separation_range : 200 : , "sv", "cheat" : Desired distance between Survivorssb_show_threat_areas : 0 : , "sv", "cheat" :sb_sidestep_for_horde : 0 : , "sv", "cheat" : Allow sidestepping left/right to acquire common infected targetssb_stop : 0 : , "sv", "cheat" : Forces survivor bots to stand stillsb_takecontrol : cmd : : Take control of a bot.sb_threat_close_range : 150 : , "sv", "cheat" : Very close range for threatssb_threat_exposure_stop : 200000 : , "sv", "cheat" :sb_threat_exposure_walk : 50000 : , "sv", "cheat" :sb_threat_far_range : 600 : , "sv", "cheat" : Close enough to be a threat if near several other threatssb_threat_medium_range : 300 : , "sv", "cheat" : Too close for comfort, even when neutralsb_threat_very_close_range : 150 : , "sv", "cheat" :sb_threat_very_far_range : 1500 : , "sv", "cheat" : Too far to be a threat, even for boss infectedsb_unstick : 1 : , "sv", "cheat" :sb_use_button_range : 1000 : , "sv", "cheat" :sb_vomit_blind_time : 5 : , "sv", "cheat" : How long Boomer vomit/explosion gore blinds usscene_flush : cmd : : Flush all .vcds from the cache and reload from disk.scene_showlook : 0 : , "a", "sv" : When playing back, show the directions of look events.scene_showmoveto : 0 : , "a", "sv" : When moving, show the end location.scene_showunlock : 0 : , "a", "sv" : Show when a vcd is playing but normal AI is running.select_cliff : cmd : : Selects all NAV_MESH_CLIFF areas.select_invalid_finale_nospawn : cmd : : Selects all FINALE_NOSPAWN areas that aren't also FINALE.select_with_attribute : cmd : : Selects areas with the given attribute.server_game_time : cmd : : Gives the game time in seconds (server's curtime)setang : cmd : : Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).setang_exact : cmd : : Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).setmaster : cmd : : add/remove/enable/disable master serverssetmodel : cmd : : Changes's player's modelsetpause : cmd : : Set the pause state of the server.setpos : cmd : : Move player to specified origin (must have sv_cheats).setpos_exact : cmd : : Move player to an exact specified origin (must have sv_cheats).setpos_player : cmd : : Move specified player to specified origin (must have sv_cheats).shake : cmd : : Shake the screen.shout_going_to_die_interval : 20 : , "sv", "cheat" :shout_make_way_interval : 2 : , "sv", "cheat" :shout_max_warn_range : 2000 : , "sv", "cheat" :shout_min_special_warn_interval : 5 : , "sv", "cheat" :shout_min_use_range : 200 : , "sv", "cheat" :shout_min_warn_interval : 10 : , "sv", "cheat" :shout_threat_range : 500 : , "sv", "cheat" :shout_view_motion_threshold : 0 : , "sv", "cheat" :shout_view_target_threahold : 0 : , "sv", "cheat" :showtriggers : 0 : , "sv", "cheat" : Shows trigger brushesshowtriggers_toggle : cmd : : Toggle show triggersshriek_shake_amplitude : 10 : , "sv", "cheat" :shriek_shake_duration : 2 : , "sv", "cheat" :shriek_shake_frequency : 5 : , "sv", "cheat" :singlestep : 0 : , "cheat" : Run engine in single step mode ( set next to 1 to advance a frame )sk_autoaim_mode : 1 : , "a", "sv", "rep" :skill : 1 : , "a" : Game skill level (1Â3).Smoker_escape_range : 750 : , "sv", "cheat" :smoker_tongue_delay : 1 : , "sv", "cheat" :snd_foliage_db_loss : 4 : , "cheat" : foliage dB loss per 1200 unitssnd_gain : 1 : , "cheat" :snd_gain_max : 1 : , "cheat" :snd_gain_min : 0 : , "cheat" :snd_play_in_out : cmd : : Plays one of two sounds from entity depending on players in/out locationsnd_refdb : 60 : , "cheat" : Reference dB at snd_refdistsnd_refdist : 36 : , "cheat" : Reference distance for snd_refdbsnd_restart : cmd : : Restart sound system.soundscape_debug : 0 : , "sv", "cheat" : When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that arsoundscape_flush : cmd : : Flushes the server & client side soundscapesspec_freeze_time : 4 : , "sv", "cheat", "rep" : Time spend frozen in observer freeze cam.spec_freeze_traveltime : 0 : , "sv", "cheat", "rep" : Time taken to zoom in to frame a target in observer freeze cam.spec_target : cmd : :spec_target_clear : cmd : :spike : cmd : : generates a fake spikestar_memory : cmd : : Dump memory statsstats : cmd : : Prints server performance variablesstatus : cmd : : Display map and connection status.stringtabledictionary : cmd : : Create dictionary for current strings.stuffcmds : cmd : : Parses and stuffs command line + commands to command buffer.suitvolume : 0 : , "a", "sv" :surfaceprop : cmd : : Reports the surface properties at the cursorsurvivor_accuracy_upgrade_factor : 0 : , "sv", "cheat", "rep" :survivor_burn_factor_easy : 0 : , "sv", "cheat" : Flame damage multipliersurvivor_burn_factor_expert : 1 : , "sv", "cheat" : Flame damage multipliersurvivor_burn_factor_hard : 0 : , "sv", "cheat" : Flame damage multipliersurvivor_burn_factor_normal : 0 : , "sv", "cheat" : Flame damage multipliersurvivor_calm_damage_delay : 5 : , "sv", "cheat" : survivors are not calm for this many seconds after taking damagesurvivor_calm_deploy_delay : 2 : , "sv", "cheat" : survivors are not calm for this many seconds after switching weaponssurvivor_calm_intensity : 0 : , "sv", "cheat" : survivors are not calm if their intensity level is above this pointsurvivor_calm_no_flashlight : 1 : , "sv", "cheat" : survivors are not calm if they have their flashlight on, to keep the weapon pointing along the flashlight beamsurvivor_calm_recent_enemy_delay : 5 : , "sv", "cheat" : survivors are not calm for this many seconds after seeing an enemysurvivor_calm_weapon_delay : 5 : , "sv", "cheat" : survivors are not calm for this many seconds after firingsurvivor_commando_factor : 2 : , "sv", "cheat" :survivor_crawl_speed : 15 : , "sv", "cheat", "rep" :survivor_crouch_speed : 75 : , "sv", "cheat", "rep" :survivor_damage_speed_factor : 0 : , "sv", "cheat" : How much a Survivor is slowed when hit by an Infectedsurvivor_debug_active_area_set : 0 : , "sv", "cheat" :survivor_debug_in_combat : 0 : , "sv", "cheat" :survivor_debug_visibility : 0 : , "sv", "cheat" :survivor_drag_speed_multiplier : 0 : , "sv", "cheat", "rep" : Multiplier to speed when we are dragging somebody.survivor_drag_type : 0 : , "sv", "cheat" : 0: no dragging, 1: short tug, 2: continuous dragsurvivor_extra_damage_ammo_factor : 1 : , "sv", "cheat" :survivor_ff_avoidance : 0 : , "sv", "cheat" :survivor_ff_avoidance_pitch : 20 : , "sv", "cheat" :survivor_ff_avoidance_yaw : 10 : , "sv", "cheat" :survivor_ff_tolerance : 26 : , "sv", "cheat" :survivor_fog_vocalize_percent : 0 : , "sv", "cheat" : The percent of the fog end distance that stops vocalizations.survivor_friendly_fire_factor_easy : 0 : , "sv", "cheat" :survivor_friendly_fire_factor_expert : 1 : , "sv", "cheat" :survivor_friendly_fire_factor_hard : 0 : , "sv", "cheat" :survivor_friendly_fire_factor_normal : 0 : , "sv", "cheat" :survivor_fumes_run_speed : 85 : , "sv", "cheat", "rep" :survivor_fumes_walk_speed : 85 : , "sv", "cheat", "rep" :survivor_groupie_range : 350 : , "sv", "cheat" :survivor_groupie_regenerate_rate : 0 : , "sv", "cheat" :survivor_hanging_eye_height : 85 : , "sv", "cheat", "rep" :survivor_hanging_from_tongue_eye_height : 40 : , "sv", "cheat", "rep" :survivor_helping_hand_inhibit_duration : 1 : , "sv", "cheat", "rep" :survivor_hitsound_interval_timer : 0 : , "sv", "cheat" :survivor_incapacitated_accuracy_penalty : 0 : , "sv", "cheat", "rep" : Penalty given for shooting while incapacitated.survivor_incapacitated_cycle_time : 0 : , "sv", "cheat", "rep" : New cycle time (RoF) used when incapacitated, overriding weapon.survivor_incapacitated_dizzy_severity : 2 : , "sv", "cheat", "rep" : From negative to positive this, how much bump we add to a incap'd player's mouse.survivor_incapacitated_dizzy_timer : 2 : , "sv", "cheat", "rep" : How often our incap'd dizzyÂdrift changes directions.survivor_incapacitated_eye_height : 24 : , "sv", "cheat", "rep" :survivor_incapacitated_max_yaw : 180 : , "sv", "cheat", "rep" :survivor_incapacitated_reload_multiplier : 1 : , "sv", "cheat", "rep" : Multiplier to reload time when incapacitated.survivor_incapacitated_roll : 20 : , "sv", "cheat", "rep" :survivor_intensity_decay_threat_range : 750 : , "sv", "cheat" :survivor_intensity_recent_enemy_duration : 5 : , "sv", "cheat" :survivor_it_duration : 20 : , "sv", "cheat", "rep" :survivor_knockdown_roll : Â20 : , "sv", "cheat" :survivor_ledge_scales_health : 1 : , "sv", "cheat" :survivor_limp_health : 40 : , "sv", "cheat", "rep" :survivor_limp_run_speed : 150 : , "sv", "cheat", "rep" :survivor_limp_walk_speed : 85 : , "sv", "cheat", "rep" :survivor_max_incapacitated_count : 2 : , "sv", "cheat" : How many times you can be incapacitated instead of killed between health kits.survivor_max_lunge_stagger_distance : 30 : , "sv", "cheat" : Max distance a stationary, crouched survivor can stagger after being lunged.survivor_max_lunge_stagger_speed : 220 : , "sv", "cheat" : Hunters lunging this fast stagger survivors with full power.survivor_max_tongue_stagger_distance : 200 : , "sv", "cheat" :survivor_max_tongue_stagger_duration : 1 : , "sv", "cheat" :survivor_max_tug_distance : 300 : , "sv", "cheat" :survivor_max_tug_duration : 1 : , "sv", "cheat" :survivor_min_lunge_stagger_speed : 50 : , "sv", "cheat" : Hunters must be lunging this fast to stagger a survivor.survivor_no_pounce_or_hang : 0 : , "sv", "cheat" :survivor_pounce_victim_eye_height : 12 : , "sv", "cheat", "rep" :survivor_push : 0 : , "sv", "cheat" :survivor_revive_duration : 5 : , "sv", "cheat" :survivor_revive_health : 30 : , "sv", "cheat" : How much temp health you get revived with.survivor_revive_successive_penalty : 0 : , "sv", "cheat" : How much less temp health you get each revive.survivor_shove_teammates : 0 : , "sv", "cheat" :survivor_speed : 210 : , "sv", "cheat" :survivor_speed_boost_factor : 1 : , "sv", "cheat", "rep" : Speed boost from upgradesurvivor_sprint_multiplier : 1 : , "sv", "cheat", "rep" :survivor_still_penalty : 3 : , "sv", "cheat", "rep" : Amount gun accuracy is affected when the view is not stillsurvivor_stun_immunity_duration : 0 : , "sv", "cheat" :survivor_team_hit_pitch_max : 10 : , "sv", "cheat" :survivor_team_hit_pitch_min : Â10 : , "sv", "cheat" :survivor_team_hit_yaw_max : 10 : , "sv", "cheat" :survivor_team_hit_yaw_min : Â10 : , "sv", "cheat" :survivor_unstoppable_speed : 150 : , "sv", "cheat", "rep" :survivor_upgrade_accuracy : 0 : , "sv", "cheat", "rep" :survivor_upgrade_quickdraw : 0 : , "sv", "cheat", "rep" :survivor_vision_range : 1500 : , "sv", "cheat" :survivor_vision_range_obscured : 750 : , "sv", "cheat" :survivor_walk_speed : 85 : , "sv", "cheat", "rep" :sv_allow_color_correction : 1 : , "rep" : Allow or disallow clients to use color correction on this server.sv_allow_lobby_connect_only : 1 : : If set, players may only join this server from matchmaking lobby, may not connect directly.sv_allow_wait_command : 1 : , "rep" : Allow or disallow the wait command on clients connected to this server.sv_alltalk : 0 : , "sv", "nf" : Players can hear all other players' voice communication, no team restrictionssv_alternateticks : 0 : , "sp" : If set, server only simulates entities on even numbered ticks.sv_cheats : 0 : , "nf", "rep" : Allow cheats on serversv_clearhinthistory : cmd : : Clear memory of server side hints displayed to the player.sv_consistency : 1 : , "rep" : Whether the server enforces file consistency for critical filessv_contact : 0 : , "nf" : Contact email for server sysopsv_crash : cmd : : Causes a server crash for testingsv_cycle_latch_timer : 0 : , "sv", "cheat" : How often to transmit our cycle to the client for corrections.sv_disable_querycache : 0 : , "sv", "cheat" : debug  disable trace query cachesv_doors_push_players : 0 : , "sv", "cheat" : If true, a door will push players out of the way as it opens and closes.sv_downloadurl : 0 : , "rep" : Location from which clients can download missing filessv_dumpstringtables : 0 : , "cheat" :sv_findsoundname : cmd : : Find sound names which reference the specified wave files.sv_footstepinterval : 0 : , "sv", "cheat", "rep" :sv_forcepreload : 0 : , "a" : Force server side preloading.sv_infinite_ammo : 0 : , "sv", "cheat", "rep" : Player's active weapon will never run out of ammosv_lagcompensationforcerestore : 1 : , "sv", "cheat" : Don't test validity of a lag comp restore, just do it.sv_lan : 1 : : Server is a lan server ( no heartbeat, no authentication, no nonÂclass C addresses )sv_log_onefile : 0 : , "a" : Log server information to only one file.sv_logbans : 1 : , "a" : Log server bans in the server logs.sv_logecho : 1 : , "a" : Echo log information to the console.sv_logfile : 1 : , "a" : Log server information in the log file.sv_logflush : 0 : , "a" : Flush the log file to disk on each write (slow).sv_logsdir : 0 : , "a" : Folder in the game directory where server logs will be stored.sv_maxcmdrate : 40 : , "rep" : (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.sv_memlimit : 0 : , "cheat" : If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.sv_mincmdrate : 0 : , "rep" : This sets the minimum value for cl_cmdrate. 0 == unlimited.sv_noclipaccelerate : 5 : , "a", "sv", "nf", "rep" :sv_noclipduringpause : 0 : , "sv", "cheat", "rep" : If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).sv_noclipspeed : 5 : , "a", "sv", "nf", "rep" :sv_password : 0 : , "nf", "prot", "norecord" : Server password for entry into multiplayer gamessv_pausable : 0 : : Is the server pausable.sv_precacheinfo : cmd : : Show precache info.sv_prop_door_max_close_attempts : 8 : , "sv", "cheat" : Number of times blocked doors will try to close before becoming nonÂsolid and forcing a close.sv_pure : cmd : : Show user data.sv_pure_kick_clients : 1 : : If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.sv_pure_trace : 0 : : If set to 1, the server will print a message whenever a client is verifying a CRC for a file.sv_pvsskipanimation : 1 : , "a", "sv" : Skips SetupBones when npc's are outside the PVSsv_querycache_stats : cmd : : Display status of the query cache (client only)sv_region : 0 : : The region of the world to report this server in.sv_reservation_timeout : 45 : : Time in seconds before lobby reservation expires.sv_search_key : 0 : : When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.sv_showfootsteps : 0 : , "sv", "cheat", "rep" : Shows client (red) and server (green) footsteps (1=clientÂonly, 2=serverÂonly, 3=both)sv_showhitboxes : Â1 : , "sv", "cheat" : Send serverÂside hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only).sv_showlagcompensation : 0 : , "sv", "cheat" : Show lag compensated hitboxes whenever a player is lag compensated.sv_showposeparams : 1 : , "sv", "cheat" :sv_shutdown : cmd : : Sets the server to shutdown when all games have completedsv_skyname : 0 : , "a", "sv", "rep" : Current name of the skybox texturesv_soundemitter_filecheck : cmd : : Report missing wave files for sounds and game_sounds files.sv_soundemitter_flush : cmd : : Flushes the sounds.txt system (server only)sv_soundscape_printdebuginfo : cmd : : print soundscapessv_specaccelerate : 5 : , "a", "sv", "nf", "rep" :sv_specnoclip : 1 : , "a", "sv", "nf", "rep" :sv_specspeed : 3 : , "a", "sv", "nf", "rep" :sv_spectatoridletime : 3 : , "sv", "cheat" :sv_tags : 0 : , "nf" : Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.sv_tankpropfade : 1 : , "sv", "cheat" :sv_turbophysics_shadow : 0 : , "sv", "cheat" : players have physics shadows even when sv_turbophysics is 1sv_unlockedchapters : 1 : , "a", "sv" :sv_unreserve : cmd : : Clears any lobby reservation for this serversv_visiblemaxplayers : Â1 : : Overrides the max players reported to prospective clientssv_voiceenable : 1 : , "a", "nf" :systemlinkport : 27030 : : System Link porttank_attack_range : 50 : , "sv", "cheat", "rep" : Distance from Survivor that tank triggers own swing.tank_auto_swing : 0 : , "sv", "cheat", "rep" :tank_burn_duration_expert : 40 : , "sv", "cheat" : Number of seconds a burning Tank takes to dietank_burn_duration_hard : 35 : , "sv", "cheat" : Number of seconds a burning Tank takes to dietank_burn_duration_normal : 30 : , "sv", "cheat" : Number of seconds a burning Tank takes to dietank_burn_duration_vs : 30 : , "sv", "cheat" : Number of seconds a burning Tank takes to dietank_fist_radius : 15 : , "sv", "cheat", "rep" :tank_ground_pound_duration : 1 : , "sv", "cheat", "rep" :tank_ground_pound_reveal_distance : 500 : , "sv", "cheat" :tank_raffle_debug : 0 : , "sv", "cheat", "rep" : Fill the tank raffle with dummy values for debuggingtank_stuck_failsafe : 1 : , "sv", "cheat" :tank_stuck_time_choose_new_target : 2 : , "sv", "cheat" :tank_stuck_time_suicide : 10 : , "sv", "cheat" :tank_stuck_visibility_tolerance_choose_new_target : 5 : , "sv", "cheat" :tank_stuck_visibility_tolerance_suicide : 15 : , "sv", "cheat" :tank_swing_arc : 180 : , "sv", "cheat", "rep" :tank_swing_duration : 0 : , "sv", "cheat", "rep" : Duration of the actual swingtank_swing_fast_interval : 0 : , "sv", "cheat", "rep" : Interval between tank swings when he is clearing zombies out of his pathtank_swing_interval : 1 : , "sv", "cheat", "rep" : Interval between tank swingstank_swing_miss_interval : 1 : , "sv", "cheat", "rep" : Interval between tank swings after a misstank_swing_physics_prop_force : 4 : , "sv", "cheat", "rep" : Multiplier for tank hitting a phys prop.tank_swing_range : 56 : , "sv", "cheat", "rep" : Range of the actual swingtank_swing_yaw : 80 : , "sv", "cheat", "rep" :tank_throw_aim_error : 100 : , "sv", "cheat" : Margin of error for Easy mode Tank rock throwstank_throw_allow_range : 250 : , "sv", "cheat" : How far away our victim must be before we'll try to throw debris at themtank_throw_lead_time_factor : 0 : , "sv", "cheat" : How much to lead a moving targettank_throw_loft_rate : 0 : , "sv", "cheat" : Beyond noÂloft range, Tank adds this angle/distance when throwingtank_throw_max_loft_angle : 30 : , "sv", "cheat" : Maximum loft angle for Tank throw angle adjustmenttank_throw_min_interval : 8 : , "sv", "cheat" : Minimum interval between Tank rock throwstank_visibility_tolerance_suicide : 60 : , "sv", "cheat" :tank_windup_time : 0 : , "sv", "cheat", "rep" : Time from intent to swing that swing actually happens.team_desired : 0 : , "user", "print", "server_can_execute", "ss" : Desired team and team member name on server jointeam_desired2 : 0 : , "user", "print", "server_can_execute", "ss_added" : Desired team and team member name on server jointerror_ammo_multiplier : 2 : , "sv", "cheat" :Test_CreateEntity : cmd : :test_dispatcheffect : cmd : : Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> DefauTest_EHandle : cmd : :test_entity_blocker : cmd : : Test command that drops an entity blocker out in front of the player.Test_InitRandomEntitySpawner : cmd : :Test_Loop : cmd : : Test_Loop <loop name>  loop back to the specified loop start point unconditionally.Test_LoopCount : cmd : : Test_LoopCount <loop name> <count>  loop back to the specified loop start point the specified # of times.Test_LoopForNumSeconds : cmd : : Test_LoopForNumSeconds <loop name> <time>  loop back to the specified start point for the specified # of seconds.test_outtro_stats : cmd : :test_point : cmd : :test_progression_loop : 0 : , "sv", "cheat" : Allow a team of nothing but bots, advance through maps and loop back to starttest_progression_loop_rotate_maps : 1 : , "sv", "cheat" : When looping, advance to the next map when reach end of campaigntest_progression_loop_time : 3 : , "sv", "cheat" : When looping, stay in each map for at most the amount of time, in minutes, specifiedtest_progression_restarts_before_rotate : 4 : , "sv", "cheat" : When looping and rotating, how many times to restart before moving to next campaignTest_ProxyToggle_EnableProxy : cmd : :Test_ProxyToggle_SetValue : cmd : :Test_RandomChance : cmd : : Test_RandomChance <percent chance, 0Â100> <token1> <token2...>  Roll the dice and maybe run the command following the percentaTest_RandomizeInPVS : cmd : :Test_RandomPlayerPosition : cmd : :Test_RemoveAllRandomEntities : cmd : :Test_RunFrame : cmd : :Test_SendKey : cmd : :Test_SpawnRandomEntities : cmd : :Test_StartLoop : cmd : : Test_StartLoop <loop name>  Denote the start of a loop. Really just defines a named point you can jump to.Test_StartScript : cmd : : Start a test script running..Test_Wait : cmd : :Test_WaitForCheckPoint : cmd : :think_limit : 0 : , "sv", "rep" : Maximum think time in milliseconds, warning is printed if this is exceeded.timeleft : cmd : : prints the time remaining until the next missiontoggle : cmd : : Toggles a convar on or off, or cycles through a set of values.tongue_allow_voluntary_release : 0 : , "sv", "cheat" : Can a Smoker let go with his tongue by clicking or turning away?tongue_bend_point_deflection : 5 : , "sv", "cheat" : How far off the first obstacle the tongue bends.tongue_bend_point_needs_LOS : 0 : , "sv", "cheat", "rep" : Does a bent tongue still need LOS from the bend point?tongue_break_from_damage_amount : 50 : , "sv", "cheat" : How much damage to the smoker makes him let go of his victim.tongue_choke_damage_amount : 10 : , "sv", "cheat" : How much damage the choke does.tongue_choke_damage_interval : 1 : , "sv", "cheat" : How often the choke does damage.tongue_cone_start_tolerance : 0 : , "sv", "cheat" : How wide the cone is for a tongue hit.tongue_debug : 0 : , "sv", "cheat" : Print debug info for tonguetongue_dropping_to_ground_time : 2 : , "sv", "cheat" : A miss or a wall hit will wait this long before pulling back.tongue_fire_hit_mulligan : 0 : , "sv", "cheat", "rep" : If we break after a hit this soon, and we broke for a good reason, then treat as a miss for the fire timer, not a hit.tongue_fly_speed : 1000 : , "sv", "cheat" : How fast a tongue flies through the air.tongue_force_break : 0 : , "sv", "cheat" : Force an existing attached tongue to break, for debuggingtongue_gravity_force : 4000 : , "sv", "cheat", "rep" : The speed that gravity tries to pull us downwards while being tongued.tongue_health : 100 : , "sv", "cheat" : Tongue healthtongue_hit_delay : 20 : , "sv", "cheat", "rep" : How long a smoker must wait to shoot his tongue after a hit, from the time he lets go.tongue_kill_smoker_on_detach : 1 : , "sv", "cheat" : Do we kill the smoker when they take enough damage to detach the tongue?tongue_los_forgiveness_time : 1 : , "sv", "cheat" : A traveling tongue can lose LOS for this amount of time and still hit.tongue_miss_delay : 15 : , "sv", "cheat" : How long a smoker must wait to shoot his tongue after a miss.tongue_no_progress_break_interval : 10 : , "sv", "cheat" : How long of the victim making no progress until we break the tongue.tongue_no_progress_choke_early_ambush_delay : 0 : , "sv", "cheat" : Use a smaller delay if the smoker started choking us from behind. So this plus TongueNoProgressChokeTime equals the earliest sttongue_no_progress_choke_early_delay : 1 : , "sv", "cheat" : We won't think about ground choking for this long after the hit. So this plus TongueNoProgressChokeTime equals the earliest statongue_no_progress_choke_time : 0 : , "sv", "cheat" : If our victim doesn't make tongue_no_progress_tolerance progress towards in this time, start to hurt him.tongue_no_progress_damage_interval : 0 : , "sv", "cheat" : How long of the victim making no progress until we start choking him.tongue_no_progress_tolerance : 25 : , "sv", "cheat" : If our victim doesn't make this much progress in tongue_no_progress_release_time, start to hurt him.tongue_player_dropping_to_ground_time : 1 : , "sv", "cheat" : How long after the tongue disconnects will a player need to wait.tongue_range : 750 : , "sv", "cheat" : How far a smoker can shoot his tongue.tongue_release_fatigue_penalty : 2500 : , "sv", "cheat" : How much fatigue the victim gets when released, to slow him down.tongue_start_pull_delay : 0 : , "sv", "cheat", "rep" : How long from tongue contact to tongue pulling.tongue_unbend : 1 : , "sv", "cheat" : Can the smoker tongue unbend?tongue_vertical_choke_dot : 0 : , "sv", "cheat" : DotProduct between tongue and vertical required to start choking.tongue_vertical_choke_height : 40 : , "sv", "cheat" : Need to have victim this high off ground to choke him.tongue_vertical_choke_time_off_ground : 0 : , "sv", "cheat" : Need to have victim off ground for this long to choke him.tongue_victim_acceleration : 30 : , "sv", "cheat", "rep" : Acceleration while tongued.tongue_victim_accuracy_penalty : 0 : , "sv", "cheat", "rep" : How much someone's accuracy suffers while being dragged by a tongue.tongue_victim_max_speed : 175 : , "sv", "cheat", "rep" : The fastest the tongue can get you going.tp_schedule_post_think : 1 : , "sv", "cheat" : Schedule postÂthink operations to run at 10hztravel_distance : cmd : : Build the shortest path from the previously marked area to the currently selected one and print the length of that path.tv_clients : cmd : : Shows list of connected SourceTV clients.tv_enable : 0 : : Activates SourceTV on server.tv_msg : cmd : : Send a screen message to all clients.tv_port : 27020 : : Host SourceTV porttv_record : cmd : : Starts SourceTV demo recording.tv_relay : cmd : : Connect to SourceTV server and relay broadcast.tv_retry : cmd : : Reconnects the SourceTV relay proxy.tv_status : cmd : : Show SourceTV server status.tv_stop : cmd : : Stops the SourceTV broadcast.tv_stoprecord : cmd : : Stops SourceTV demo recording.unbind : cmd : : Unbind a key.unbindall : cmd : : Unbind all keys.unpause : cmd : : Unpause the game.use : cmd : : Use a particular weapon Arguments: <weapon_name>user : cmd : : Show user data.users : cmd : : Show user info for players on server.vehicle_flushscript : cmd : : Flush and reload all vehicle scriptsversion : cmd : : Print version info string.versus_shove_fov_pounce_only : 0 : , "sv", "cheat", "rep" : If set, then versus_shove_hunter_fov is only used if the hunter being hit is pouncingversus_shove_hunter_fov : 90 : , "sv", "cheat", "rep" : Angle that survivor shove will hit huntersversus_tank_bonus_health : 1 : , "sv", "cheat" :view_offset_down : 16 : , "sv", "cheat", "rep" :view_offset_forward : 8 : , "sv", "cheat", "rep" :view_offset_up : Â16 : , "sv", "cheat", "rep" :vis_debug : 0 : , "sv", "cheat" :vis_force : 0 : , "sv", "cheat" :vismon_poll_frequency : 0 : , "sv", "cheat" :vismon_trace_limit : 12 : , "sv", "cheat" :voice_inputfromfile : 0 : : Get voice input from 'voice_input.wav' rather than from the microphone.voice_recordtofile : 0 : : Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav'vox_reload : cmd : : Reload sentences.txt filevoxeltree_box : cmd : : View entities in the voxelÂtree inside box <Vector(min), Vector(max)>.voxeltree_playerview : cmd : : View entities in the voxelÂtree at the player position.voxeltree_sphere : cmd : : View entities in the voxelÂtree inside sphere <Vector(center), float(radius)>.voxeltree_view : cmd : : View entities in the voxelÂtree.vphys_sleep_timeout : cmd : : set sleep timeout: large values mean stuff won't ever sleepvprof : cmd : : Toggle VProf profilervprof_cachemiss : cmd : : Toggle VProf cache miss checkingvprof_cachemiss_off : cmd : : Turn off VProf cache miss checkingvprof_cachemiss_on : cmd : : Turn on VProf cache miss checkingvprof_dump_counters : cmd : : Dump vprof counters to the consolevprof_dump_groupnames : cmd : : Write the names of all of the vprof groups to the console.vprof_generate_report : cmd : : Generate a report to the console.vprof_generate_report_AI : cmd : : Generate a report to the console.vprof_generate_report_AI_only : cmd : : Generate a report to the console.vprof_generate_report_budget : cmd : : Generate a report to the console based on budget group.vprof_generate_report_hierarchy : cmd : : Generate a report to the console.vprof_generate_report_hierarchy_per_frame_and_count_only : cmd : : Generate a minimal hiearchical report to the console.vprof_generate_report_map_load : cmd : : Generate a report to the console.vprof_off : cmd : : Turn off VProf profilervprof_on : cmd : : Turn on VProf profilervprof_playback_average : cmd : : Average the next N frames.vprof_playback_start : cmd : : Start playing back a recorded .vprof file.vprof_playback_step : cmd : : While playing back a .vprof file, step to the next tick.vprof_playback_stepback : cmd : : While playing back a .vprof file, step to the previous tick.vprof_playback_stop : cmd : : Stop playing back a recorded .vprof file.vprof_record_start : cmd : : Start recording vprof data for playback later.vprof_record_stop : cmd : : Stop recording vprof datavprof_reset : cmd : : Reset the stats in VProf profilervprof_reset_peaks : cmd : : Reset just the peak time in VProf profilervprof_vtune_group : cmd : : enable vtune for a particular vprof group ('disable' to disable)vs_tank_damage : 24 : , "sv", "cheat" : Amount of damage done by a vs tank's melee attackvs_threat_initial_distance_first_map_max : 12000 : , "sv", "cheat" : Max distance of starting threat area in vs mode on the first mapvs_threat_initial_distance_first_map_min : 8000 : , "sv", "cheat" : Min distance of starting threat area in vs mode on the first mapvs_threat_initial_distance_max : 8000 : , "sv", "cheat" : Max distance of starting threat area in vs modevs_threat_initial_distance_min : 3000 : , "sv", "cheat" : Min distance of starting threat area in vs modevs_threat_radius : 200 : , "sv", "cheat" : Distance from the escape route for placing threatswarp_all_survivors_here : cmd : : Warp all survivors to the player's cursorwarp_all_survivors_to_battlefield : cmd : : Warp all Survivors to the battlefieldwarp_all_survivors_to_checkpoint : cmd : : Warp all Survivors to the exit checkpointwarp_all_survivors_to_finale : cmd : : Warp all Survivors to the finale radiowarp_far_survivor_here : cmd : : Teleport the farthest away Survivor to your cursor positionwarp_to_start_area : cmd : : Warp yourself to a survivor spawn areaweapon_reparse_server : cmd : : Reloads the weapon script fileswipe_attributes : cmd : : Clear all attributes of selected area.wipe_nav_attributes : cmd : : Clear all nav attributes of selected area.writeid : cmd : : Writes a list of permanentlyÂbanned user IDs to banned_user.cfg.writeip : cmd : : Save the ban list to banned_ip.cfg.xbox_autothrottle : 1 : , "a", "sv" :xbox_throttlebias : 100 : , "a", "sv" :xbox_throttlespoof : 200 : , "a", "sv" :z_acquire_far_range : 2500 : , "sv", "cheat" :z_acquire_far_time : 5 : , "sv", "cheat" :z_acquire_near_range : 200 : , "sv", "cheat" :z_acquire_near_time : 0 : , "sv", "cheat" :z_acquire_time_variance_factor : 0 : , "sv", "cheat" :z_add : cmd : : Add an Infected  optional x y z arguments for world position to add themz_alert_dot : 0 : , "sv", "cheat" :z_alert_range : 1000 : , "sv", "cheat" :z_allow_ai_to_use_abilities : 1 : , "sv", "cheat" : If zero, Hunters wont pounce, Tanks wont throw rocks, etcz_attack_flow_range : 1500 : , "sv", "cheat" :z_attention_range_lying_modifier : 0 : , "sv", "cheat" :z_attention_range_sitting_modifier : 0 : , "sv", "cheat" :z_avoid_max_range : 100 : , "sv", "cheat" :z_avoid_min_range : 30 : , "sv", "cheat" :z_avoid_power : 10 : , "sv", "cheat" :z_avoidforce : 2500 : , "sv", "cheat", "rep" :z_avoidteammates : 1 : , "sv", "cheat", "rep" :z_award_debug : 0 : , "sv", "cheat", "rep" : Get debugging info on all award calcs to the console. (0|1|2|3 for none|yesÂno thoughts|every thought|every spammy calc)z_background_limit : 20 : , "sv", "cheat" : How many common infected are on the background map at once.z_backspeed : 450 : , "sv", "cheat", "rep" :z_boomer_near_dist : 180 : , "sv", "cheat" :z_boss_crouch : 0 : , "sv", "cheat" : Forces boss zombie bots to crouchz_boundary_clear_type : 1 : , "sv", "cheat" : 0 = floodfill, 1 = new creepz_boundary_max_range : 5000 : , "sv", "cheat" :z_boundary_spread_speed : 200 : , "sv", "cheat" :z_brawl_chance : 2 : , "sv", "cheat" :z_breakable_damage : 4 : , "sv", "cheat" :z_burning_lifetime : 30 : , "sv", "cheat" : Number of seconds a burning zombie takes to crispz_carry_max_mass : 250 : , "sv", "cheat", "rep" :z_chance : 60 : , "sv", "cheat" :z_claw_hit_pitch_max : 20 : , "sv", "cheat" :z_claw_hit_pitch_min : Â20 : , "sv", "cheat" :z_claw_hit_yaw_max : 20 : , "sv", "cheat" :z_claw_hit_yaw_min : Â20 : , "sv", "cheat" :z_clear_area_range : 300 : , "sv", "cheat" :z_clear_max_time : 5 : , "sv", "cheat" :z_clear_min_time : 0 : , "sv", "cheat" :z_clear_min_time_range : 300 : , "sv", "cheat" :z_clear_range : 750 : , "sv", "cheat" :z_close_target_notice_distance : 60 : , "sv", "cheat" : How far an attacking zombie will look for a nearby target on their way to their chosen victim.z_common_limit : 30 : , "sv", "cheat" : How many common infecteds we can have at once.z_cooldown_spawn_safety_range : 1000 : , "sv", "cheat" :z_cough_cloud_expire : 14 : , "sv", "cheat" : You don't cough after a smoke cloud has existed this long.z_cough_cloud_initial_cough_delay : 0 : , "sv", "cheat" : You don't cough until smoke cloud exists for this long.z_cough_cloud_radius : 175 : , "sv", "cheat" : How far from center of smoke cloud makes you cough.z_cough_duration : 5 : , "sv", "cheat", "rep" : How long a cougher continuously coughs for.z_cough_fatigue : 3000 : , "sv", "cheat", "rep" : Stamina impact of coughing. High number will pin in place for a long time, lower will just slow.z_cough_interval : 20 : , "sv", "cheat", "rep" : How often a cougher can cough.z_credits_interval : 0 : , "sv", "cheat" :z_crouch_speed : 75 : , "sv", "cheat", "rep" :z_cull_timeout : 5 : , "sv", "cheat" : Grace period before player zombie is culled for being too far awayz_deafen_radius_one : 100 : , "sv", "cheat" :z_deafen_radius_three : 200 : , "sv", "cheat" :z_deafen_radius_two : 150 : , "sv", "cheat" :z_debug : 0 : , "sv", "cheat" :z_debug_activities : 0 : , "sv", "cheat" :z_debug_avoid : 0 : , "sv", "cheat" :z_debug_breakables : 0 : , "sv", "cheat" :z_debug_climb : 0 : , "sv", "cheat" :z_debug_cull : 0 : , "sv", "cheat" :z_debug_escape_scan : 0 : , "sv", "cheat" :z_debug_falling_damage : 0 : , "sv", "cheat" :z_debug_fog : 0 : , "sv", "cheat" :z_debug_infected_anim_report : cmd : : Prints the server's layer info for the specified infectedz_debug_ledges : 0 : , "sv", "cheat" :z_debug_mob_spawn : 0 : , "sv", "cheat" :z_debug_neighbors : 0 : , "sv", "cheat" :z_debug_path_stress_test : cmd : : StressÂtests Path::Compute() on an Infected. Optional argument is number of times to invoke Compute()z_debug_population : 0 : , "sv", "cheat" :z_debug_spawn_ahead : 0 : , "sv", "cheat" :z_debug_spawn_set : Â1 : , "sv", "cheat" : 0=Anywhere, 1=Behind, 2=IT, 3=Specials in front, 4=Specials anywhere, 5=Far Away, 6=Abovez_debug_spawnable_areas : 0 : , "sv", "cheat" : Draws areas mobs can spawn from in green (normal) or blue (marked as OBSCURED in the nav)z_debug_tank_spawn : 1 : , "sv", "cheat" : When console spawning a tank automatically give it to a player.z_decals : cmd : : Splat decals on all infectedz_density_region_length : 1500 : , "sv", "cheat" :z_destroy_on_attack : 0 : , "sv", "cheat" : When an infected starts punching its victim, destroy it. Useful for demos.z_difficulty : 0 : , "sv", "rep" : Difficulty of the current game (Easy, Normal, Hard, Impossible)z_director_special_spawn_delay : 10 : , "sv", "cheat" :z_discard_min_range : 1000 : , "sv", "cheat" : Don't relocate PZs closer than this regardless of flow distancez_discard_range : 2500 : , "sv", "cheat" : Discard Zombies farther away than thisz_do_tracers : 1 : , "sv", "cheat", "rep" : Do we want tracers at all?z_dont_clear : 0 : , "sv", "cheat" :z_door_reopen_interval : 0 : , "sv", "cheat" : Closed doors can be reÂopened after this amount of timez_door_retry_interval : 1 : , "sv", "cheat" : Interval at which blocked doors will try to reopenz_exploding_health : 50 : , "sv", "cheat" : Exploding Zombie max healthz_exploding_limit : 1 : , "sv", "cheat" :z_exploding_shove_interval : 10 : , "sv", "cheat" :z_exploding_shove_max : 5 : , "sv", "cheat" :z_exploding_shove_min : 4 : , "sv", "cheat" :z_exploding_speed : 175 : , "sv", "cheat", "rep" :z_exploding_splat : 50 : , "sv", "cheat" : Boomers splat instead of making a thud when taking this much falling damagez_exploding_splat_radius : 200 : , "sv", "cheat" : Boomers splattering on the ground make survivors inside this radius itz_expressions : 1 : , "sv", "cheat" :z_falling_land_forward_speed : 200 : , "sv", "cheat" : Minimum falling speed to cause a stumbling forward landing animation to occurz_falling_land_hard_speed : 200 : , "sv", "cheat" : Minimum falling speed to cause a 'hard' landing animation to occurz_falling_land_speed : 200 : , "sv", "cheat" : Minimum falling speed to cause a landing animation to occurz_finale_chance : 100 : , "sv", "cheat" :z_finale_spawn_safety_range : 600 : , "sv", "cheat" :z_first_aid_cabinets : 0 : , "sv", "cheat" :z_force_attack_from_sound_range : 750 : , "sv", "cheat" :z_forcezombiemodel : 0 : , "sv", "cheat" : remove variability in infected models and instead use the specified model from z_zombieforcemodelnamez_forcezombiemodelname : 0 : , "sv", "cheat" : base name for the model from the models/infected directory to use for all infected if z_forcezombiemodel is set.z_forwardspeed : 450 : , "sv", "cheat", "rep" :z_friendly_fire_forgiveness : 1 : , "sv", "cheat" : Ignore friendly fire that appears to be unintentional.z_frustration : 1 : , "sv", "cheat", "rep" :z_frustration_lifetime : 20 : , "sv", "cheat" : Frustration will accumulate for this many seconds before forcing an AI tank takeoverz_frustration_los_delay : 2 : , "sv", "cheat" :z_frustration_spawn_delay : 10 : , "sv", "cheat" :z_gas_health : 250 : , "sv", "cheat" : Gas Zombie max healthz_gas_limit : 1 : , "sv", "cheat" :z_gas_speed : 210 : , "sv", "cheat", "rep" :z_ghost_checkpoint_spawn_interval : 30 : , "sv", "cheat" : Interval for spawning special zombies while survivors are in the checkpointz_ghost_finale_spawn_interval : 20 : , "sv", "cheat" : Interval for spawning special zombies during the finalez_ghost_spawn_in_start : 0 : , "sv", "cheat" : Allow ghosts to materialize while players are in the start areaz_ghost_spawn_interval : 60 : , "sv", "cheat" : Interval for spawning special zombiesz_ghost_speed : 450 : , "sv", "cheat", "rep" :z_ghost_travel_distance : 1000 : , "sv", "cheat" : Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivorsz_gib_limb_distance : 400 : , "sv", "cheat" : Rifles and sniper rifles can dismember at this rangez_gib_limb_distance_buckshot : 350 : , "sv", "cheat" : Shotguns can dismember at this rangez_gib_limb_distance_headshot : 2000 : , "sv", "cheat" : Rifles and sniper rifles can decapitate at this rangez_gib_limb_distance_headshot_zoomed : 4000 : , "sv", "cheat" : Sniper rifles can decapitate at this range when zoomedz_gib_limb_distance_zoomed : 800 : , "sv", "cheat" : Sniper rifles can dismember at this range when zoomedz_gib_limbs : 25 : , "sv", "cheat" : Limbs can be shot off infected when doing this much damage (0 disables)z_grab_force : 0 : , "sv", "cheat" : For testing  always grab ledges regardless of estimated falling damagez_grab_ledges_solo : 0 : , "sv", "cheat" : For testing  grab ledges even if you're the last survivorz_gun_damage : 10 : , "sv", "cheat", "rep" :z_gun_debug_player_index : 0 : , "sv", "cheat", "rep" :z_gun_force : 300 : , "sv", "cheat" :z_gun_horiz_punch : 0 : , "sv", "cheat", "rep" : Toggles horizontal punchangles for gunsz_gun_kick : 0 : , "sv", "cheat", "rep" : Firing a gun can knock the player's view this amount of the current spreadz_gun_physics_force : 25 : , "sv", "cheat" : How hard we push things that aren't players or doors.z_gun_range : 75 : , "sv", "cheat", "rep" :z_gun_stun_duration : 1 : , "sv", "cheat", "rep" :z_gun_survivor_force : 200 : , "sv", "cheat" :z_gun_survivor_friend_push : 1 : , "sv", "cheat", "rep" : Allow survivors to push survivors with a right click.z_gun_survivor_shove_dot : 0 : , "sv", "cheat" : Max dot of a shove swing that can push a fellow survivorz_gun_swing_duration : 0 : , "sv", "cheat", "rep" :z_gun_swing_interval : 0 : , "sv", "cheat", "rep" :z_gun_swing_vs_amt_penalty : 1 : , "sv", "cheat", "rep" :z_gun_swing_vs_cooldown : 1 : , "sv", "cheat", "rep" :z_gun_swing_vs_max_penalty : 6 : , "sv", "cheat", "rep" :z_gun_swing_vs_min_penalty : 3 : , "sv", "cheat", "rep" :z_gun_swing_vs_restore_time : 4 : , "sv", "cheat", "rep" :z_gun_vertical_punch : 1 : , "sv", "cheat", "rep" : Toggles vertical punchangles for gunsz_health : 50 : , "sv", "cheat" : Zombie max healthz_hear_gunfire_range : 200 : , "sv", "cheat" :z_hear_runner_far_range : 750 : , "sv", "cheat" :z_hear_runner_near_range : 500 : , "sv", "cheat" :z_hit_from_behind_cosine : 0 : , "sv", "cheat" :z_hit_from_behind_factor : 0 : , "sv", "cheat" : Damage multiplier if zombie hits Survivor from behindz_hit_incap_factor_easy : 0 : , "sv", "cheat" : Damage multiplier if zombie hits incapacitated Survivorz_hit_incap_factor_expert : 1 : , "sv", "cheat" : Damage multiplier if zombie hits incapacitated Survivorz_hit_incap_factor_hard : 1 : , "sv", "cheat" : Damage multiplier if zombie hits incapacitated Survivorz_hit_incap_factor_normal : 1 : , "sv", "cheat" : Damage multiplier if zombie hits incapacitated Survivorz_hunter_claw_buildup_growl_percent : 0 : , "sv", "cheat" : When at least this charged up, Hunter starts growling constantly.z_hunter_claw_force : 240 : , "sv", "cheat", "rep" : Force with which the claw shoves other zombies awayz_hunter_claw_max_buildup_time : 3 : , "sv", "cheat" : Attack button held longer than this gets no extra benefit.z_hunter_claw_plays_hit_anims : 0 : , "sv", "cheat", "rep" : Play the new hit anims for debugging?z_hunter_claw_range : 52 : , "sv", "cheat", "rep" : Range of the Claw weaponz_hunter_claw_range_down : 70 : , "sv", "cheat", "rep" : Range of the Claw weapon when looking straight down, so it can reach your feet from your eyes.z_hunter_claw_start_buildup_time : 0 : , "sv", "cheat" : Attack button released in less than this time is just a click.z_hunter_claw_swing_duration : 0 : , "sv", "cheat", "rep" :z_hunter_claw_swing_interval : 1 : , "sv", "cheat", "rep" :z_hunter_claw_swing_miss_interval : 0 : , "sv", "cheat", "rep" :z_hunter_ground_normal : 0 : , "sv", "cheat", "rep" :z_hunter_health : 250 : , "sv", "cheat" : Zombie max healthz_hunter_limit : 1 : , "sv", "cheat" :z_hunter_lunge_stagger_time : 1 : , "sv", "cheat" :z_hunter_speed : 300 : , "sv", "cheat", "rep" :z_increment_head : cmd : : Switch to next head bodygroupz_increment_lower : cmd : : Switch to next lower body bodygroupz_increment_skin : cmd : : Switch to next skinz_increment_upper : cmd : : Switch to next upper body bodygroupz_infected_flashlight : 1 : , "sv", "cheat" :z_infected_invuln : 0 : , "sv", "cheat" :z_infected_move : 1 : , "sv", "cheat" :z_last_area_update_tolerance : 4 : , "sv", "cheat" : Distance a character needs to travel in order to invalidate cached areaz_last_man_run_interval : 3 : , "sv", "cheat" :z_lean_wall_align_speed : 300 : , "sv", "cheat" :z_look_at_local_player : 0 : , "sv", "cheat" : For demo purposesz_lunge_interval : 0 : , "sv", "cheat", "rep" :z_lunge_power : 600 : , "sv", "cheat", "rep" :z_lunge_up : 200 : , "sv", "cheat", "rep" :z_max_hunter_pounce_stagger_duration : 0 : , "sv", "cheat" : Max time a PZ staggers when bashed by a survivor that was pounced by said hunter.z_max_neighbor_range : 200 : , "sv", "cheat" : Max range for neighbor collection for avoidancez_max_path_length : 5000 : , "sv", "cheat" :z_max_stagger_duration : 6 : , "sv", "cheat" : Max time a PZ staggers when bashed by a survivor.z_mega_mob_size : 50 : , "sv", "cheat" :z_mega_mob_spawn_max_interval : 900 : , "sv", "cheat" :z_mega_mob_spawn_min_interval : 420 : , "sv", "cheat" :z_min_ladder_mount_dot : 0 : , "sv", "cheat", "rep" : Minimum 2D dot product from player's view to a ladder to be able to grab itz_minigun_cooldown_time : 3 : , "sv", "cheat" : Minigun cooldown timez_minigun_damage_rate : 48000 : , "sv", "cheat" : Minigun damage rate, in health/minutez_minigun_fire_think_interval : 0 : , "sv", "cheat" :z_minigun_overheat_time : 20 : , "sv", "cheat" : Minigun overheat timez_minigun_rate_of_fire : 1500 : , "sv", "cheat" : Minigun rate of fire, in bullets/minutez_minion_aim_tolerance : 0 : , "sv", "cheat" :z_minion_limit : 3 : , "sv", "cheat" :z_mob_min_notify_count : 10 : , "sv", "cheat" : Mobs at least this large trigger 'mob' eventsz_mob_music_size : 2 : , "sv", "cheat" : Spotting a mob this large plays musicz_mob_population_density : 0 : , "sv", "cheat" : Density of mob spawns, per square inch (0.0064 = 4 per 1x1 nav area)z_mob_recharge_rate : 0 : , "sv", "cheat" :z_mob_sacrifice_timeout : 5 : , "sv", "cheat" :z_mob_spawn_finale_size : 20 : , "sv", "cheat" :z_mob_spawn_max_interval_easy : 240 : , "sv", "cheat" :z_mob_spawn_max_interval_expert : 180 : , "sv", "cheat" :z_mob_spawn_max_interval_hard : 180 : , "sv", "cheat" :z_mob_spawn_max_interval_normal : 180 : , "sv", "cheat" :z_mob_spawn_max_size : 30 : , "sv", "cheat" :z_mob_spawn_min_interval_easy : 120 : , "sv", "cheat" :z_mob_spawn_min_interval_expert : 90 : , "sv", "cheat" :z_mob_spawn_min_interval_hard : 90 : , "sv", "cheat" :z_mob_spawn_min_interval_normal : 90 : , "sv", "cheat" :z_mob_spawn_min_size : 10 : , "sv", "cheat" :z_must_wander : 0 : , "sv", "cheat" : For testing. 0: default. 1: wandering zombies don't sit/lie down. Â1: wandering zombies always sit/lie down.z_mute_infected : 0 : , "sv", "cheat" : If nonzero, common infected will not growl, yell, etcz_nav_debug : 0 : , "sv", "cheat" :z_nextmission : cmd : : Sets the next mission at the end of the current missionz_no_cull : 0 : , "sv", "cheat" : If nonzero, the Director will not cull common infectedz_noise_level_display : 0 : , "sv", "cheat" : Show noise levels on players?z_noise_level_fade_rate : 40 : , "sv", "cheat", "rep" : How much noise we lose each tick, after hold_time expires.z_noise_level_footstep : 50 : , "sv", "cheat" : How much noise we make with a footstep.z_noise_level_footstep_in_water : 75 : , "sv", "cheat" : How much noise we make with a footstep while in water.z_noise_level_hold_time : 0 : , "sv", "cheat", "rep" : How long we hold a given noise level before it starts to fade.z_noise_level_max : 135 : , "sv", "cheat", "rep" : The highest the noise level can go.z_noise_level_vocalize : 75 : , "sv", "cheat" : How much noise we make when we say things.z_non_head_damage_factor_easy : 2 : , "sv", "cheat" : Damage to zombie from nonÂheadshots is multiplied by this factorz_non_head_damage_factor_expert : 0 : , "sv", "cheat" : Damage to zombie from nonÂheadshots is multiplied by this factorz_non_head_damage_factor_hard : 0 : , "sv", "cheat" : Damage to zombie from nonÂheadshots is multiplied by this factorz_non_head_damage_factor_normal : 1 : , "sv", "cheat" : Damage to zombie from nonÂheadshots is multiplied by this factorz_notice_it_range : 1500 : , "sv", "cheat" :z_notice_near_range : 100 : , "sv", "cheat" :z_player_lunge_up : 150 : , "sv", "cheat", "rep" :z_player_zombie_debug : 0 : , "sv", "cheat" :z_player_zombie_land_delay : 0 : , "sv", "cheat" :z_player_zombie_min_dead_time : 2 : , "sv", "cheat" : The minimum time a PC zombie must be dead before being eligible to respawnz_pounce_allow_partial_hidden : 1 : , "sv", "cheat" :z_pounce_crouch_delay : 1 : , "sv", "cheat", "rep" :z_pounce_damage : 5 : , "sv", "cheat" :z_pounce_damage_delay : 1 : , "sv", "cheat" :z_pounce_damage_interrupt : 50 : , "sv", "cheat" : Taking this much damage interrupts a pounce attemptz_pounce_damage_interval : 0 : , "sv", "cheat" :z_pounce_delay : 0 : , "sv", "cheat" :z_pounce_door_damage : 500 : , "sv", "cheat" :z_pounce_silence_range : 500 : , "sv", "cheat" :z_pounce_stumble_force : 5 : , "sv", "cheat" : Force of the stumble effect when a hunter pounces on someonez_prevent_burrowing : 1 : , "sv", "cheat" : Use extra tracelines to prevent burrowing zombiesz_puking_eye_height : 44 : , "sv", "cheat", "rep" :z_push_force : 2000 : , "sv", "cheat" :z_push_mass_max : 200 : , "sv", "cheat" :z_pushaway_force : 100 : , "sv", "cheat" : How hard the infected shove nonÂIT Survivors out of their way to reach the IT victimz_randombodygroups : 1 : , "sv", "cheat" : Set to zero to disable random body groups on infectedz_randomskins : 1 : , "sv", "cheat" : Set to zero to disable random skins on infectedz_reload_chatter_debug : 0 : , "sv", "cheat" : Should we give devtext explanations of why we didn't say 'Reloading'?z_reload_chatter_intensity : 0 : , "sv", "cheat" : Intensity level at which players start saying 'Reloading'z_reload_chatter_nearby_friend_range : 600 : , "sv", "cheat" : A friend needs to be this close to say'Reloading'z_reload_chatter_recent_enemy : 1 : , "sv", "cheat" : An enemy needs to have been seen this recently to say 'Reloading'z_reload_chatter_shotgun_ammo_threshold : 6 : , "sv", "cheat" : Players don't say 'Reloading' when reloading a shotgun that has this many shells alreadyz_reload_chatter_shotgun_interval : 10 : , "sv", "cheat" :z_removeitems : cmd : : Removes all items from survivorsz_reset_population_counter : cmd : : For debuggingz_respawn_distance : 100 : , "sv", "cheat" : Infected can try a respawn within this far of their original spawnz_respawn_interval : 10 : , "sv", "cheat" : Infected can try a respawn within this many seconds of spawningz_restrict_team_change : 0 : , "sv", "cheat" :z_round_start_replacement_time : 30 : , "sv", "cheat" :z_run_exertion_interval : 1 : , "sv", "cheat" :z_safe_spawn_range : 250 : , "sv", "cheat" : Minimum range for spawning special zombiesz_scout_mob_spawn_range : 3000 : , "sv", "cheat" :z_shotgun_bonus_damage_multiplier : 5 : , "sv", "cheat" : The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range.z_shotgun_bonus_damage_range : 100 : , "sv", "cheat" : A shotgun pellet hitting a common infected within this distance will get the z_shotgun_bonus_damage_multiplier bonus.z_shove_friend_speed : 130 : , "sv", "cheat" :z_show_bottlenecks : 0 : , "sv", "cheat" :z_show_clear : 0 : , "sv", "cheat" :z_show_completely_visible_to_survivor_team : 0 : , "sv", "cheat" :z_show_damaging : 0 : , "sv", "cheat" :z_show_escape_route : 0 : , "sv", "cheat" :z_show_flow_delta : 0 : , "sv", "cheat" :z_show_flow_distance : 0 : , "sv", "cheat" :z_show_infected : 0 : , "sv", "cheat" :z_show_last_area : 0 : , "sv", "cheat" : Draws a line from each player to the center of their last known nav areaz_show_mutually_visible_set : 0 : , "sv", "cheat" :z_show_population_density : 0 : , "sv", "cheat" :z_show_potentially_visible : 0 : , "sv", "cheat" :z_show_potentially_visible_to_survivor_team : 0 : , "sv", "cheat" :z_show_swings : 0 : , "sv", "cheat", "rep" :z_show_traffic : 0 : , "sv", "cheat" :z_sidespeed : 450 : , "sv", "cheat", "rep" :z_skirmish_spawn_max_interval : 90 : , "sv", "cheat" :z_skirmish_spawn_max_size : 4 : , "sv", "cheat" :z_skirmish_spawn_min_interval : 45 : , "sv", "cheat" :z_skirmish_spawn_min_size : 1 : , "sv", "cheat" :z_spawn : cmd : : <tank|boomer|smoker|witch|hunter|mob|common> <auto> <ragdoll> <area>. Spawns the specified zombie(s) under your cursor, or outz_spawn_flow_limit : 1500 : , "sv", "cheat" :z_spawn_height : 0 : , "sv", "cheat" : Height above ground z_spawn places new infectedz_spawn_mobs_behind_chance : 75 : , "sv", "cheat" : Percentage chance that a mob will spawn behind the Survivor teamz_spawn_mobs_from_selected_set : 0 : , "sv", "cheat" : Spawn subsequent mobs from the currently selected set via the nav mesh editorz_spawn_range : 1500 : , "sv", "cheat" :z_spawn_safety_range : 550 : , "sv", "cheat" :z_spawn_speed : 450 : , "sv", "cheat", "rep" :z_special_spawn_interval : 45 : , "sv", "cheat" : Interval for spawning special zombiesz_speed : 250 : , "sv", "cheat", "rep" :z_splat_survivor_pitch_max : 25 : , "sv", "cheat" :z_splat_survivor_pitch_min : 15 : , "sv", "cheat" :z_splat_survivor_shake_amplitude : 50 : , "sv", "cheat" :z_splat_survivor_shake_duration : 1 : , "sv", "cheat" :z_splat_survivor_shake_frequency : 150 : , "sv", "cheat" :z_splat_survivor_shake_radius : 10 : , "sv", "cheat" :z_splat_survivor_yaw_max : 10 : , "sv", "cheat" :z_splat_survivor_yaw_min : Â10 : , "sv", "cheat" :z_stagger_immunity_time : 0 : , "sv", "cheat" : How long after a hunter or smoker has been staggered until they can be staggered again.z_state_debug : 0 : , "sv", "cheat" : Gives feedback on current zombie state.z_stomp_always : 0 : , "sv", "cheat" : Force melee attacks on single infected to always be stomps.z_stumble_max_curve_accel : 5 : , "sv", "cheat" : Rate of turn increase per secondz_stumble_max_curve_rate : 10 : , "sv", "cheat" : Maximum degrees/sec turning while stumbling forwardz_tank_attack_interval : 1 : , "sv", "cheat" :z_tank_damage_slow_max_range : 400 : , "sv", "cheat" : Range at which Tank is slowed by gunfirez_tank_damage_slow_min_range : 200 : , "sv", "cheat" : Range at which Tank is slowed by gunfirez_tank_grenade_damage : 750 : , "sv", "cheat" : How much damage a Tank takes from a grenade.z_tank_grenade_roll : Â10 : , "sv", "cheat", "rep" :z_tank_grenade_slowdown : 0 : , "sv", "cheat" : The speed setting put on a Tank when hit by a grenade.z_tank_has_special_blood : 0 : , "sv", "cheat" : Does the Tank get his own blood effect instead of the normal infected one?z_tank_health : 4000 : , "sv", "cheat" : Tank Zombie max healthz_tank_incapacitated_decay_rate : 1 : , "sv", "cheat" : How much health a dying Tank loses each update.z_tank_incapacitated_health : 5000 : , "sv", "cheat" : Health Tank starts with in death throes.z_tank_max_stagger_distance : 400 : , "sv", "cheat" : Max distance a Tank staggers when hurt by a grenade.z_tank_max_stagger_duration : 6 : , "sv", "cheat" : Max time a Tank staggers when hit by a grenade.z_tank_max_stagger_fade_duration : 6 : , "sv", "cheat" : Fade in time when a Tank is staggered by a grenade.z_tank_rock_debug : 0 : , "sv", "cheat" : Show debug for the rock thinking about detonating on people.z_tank_rock_radius : 100 : , "sv", "cheat" :z_tank_speed : 210 : , "sv", "cheat", "rep" :z_tank_speed_vs : 210 : , "sv", "cheat", "rep" :z_tank_stagger_fade_alpha : 192 : , "sv", "cheat" : How opaque the screen fade is when a Tank is hit by a grenade.z_tank_stagger_fade_duration : 3 : , "sv", "cheat" : How long the screen fade lasts when a Tank is hit by a grenade.z_tank_throw_fail_interval : 0 : , "sv", "cheat", "rep" : How soon a tank can try again after failing to throw.z_tank_throw_force : 800 : , "sv", "cheat" :z_tank_throw_health : 50 : , "sv", "cheat" : Health of the tank projectile (0 disables)z_tank_throw_interval : 5 : , "sv", "cheat", "rep" : How often a tank can throw.z_tank_walk_speed : 100 : , "sv", "cheat", "rep" :z_tanks_block_molotovs : 1 : , "sv", "cheat" :z_terrify_duration : 2 : , "sv", "cheat" :z_throttle_hit_interval_easy : 0 : , "sv", "cheat" : Minimum time between damaging a Survivor from a mobz_throttle_hit_interval_expert : 1 : , "sv", "cheat" : Minimum time between damaging a Survivor from a mobz_throttle_hit_interval_hard : 0 : , "sv", "cheat" : Minimum time between damaging a Survivor from a mobz_throttle_hit_interval_normal : 0 : , "sv", "cheat" : Minimum time between damaging a Survivor from a mobz_throwforce : 2500 : , "sv", "cheat", "rep" :z_tracer_spacing : 1 : , "sv", "cheat", "rep" : One in how many bullets is a tracer in automatic weapons.z_transitioning_players_remove : 1 : , "sv", "cheat" :z_use_tolerance : 0 : , "sv", "cheat", "rep" :z_vision_range : 500 : , "sv", "cheat" : How far a Zombie can see.z_vision_range_alert : 1500 : , "sv", "cheat" : How far a Zombie can see when alert.z_vision_range_obscured : 500 : , "sv", "cheat" : How far a Zombie can see in OBSCURED areas.z_vision_range_obscured_alert : 750 : , "sv", "cheat" : How far a Zombie can see in OBSCURED areas when alert.z_vocalize_burn_max_interval : 3 : , "sv", "cheat" : The maximum time between vocalizing being burnedz_vocalize_burn_min_interval : 2 : , "sv", "cheat" : The minimum time between vocalizing being burnedz_vocalize_shot_interval : 0 : , "sv", "cheat" : The minimum time between vocalizing being shotz_vomit : 1 : , "sv", "cheat" :z_vomit_boxsize : 1 : , "sv", "cheat" : Size of vomit damage entities.z_vomit_debug : 0 : , "sv", "cheat", "rep" : Visualize the vomit damage.z_vomit_drag : 0 : , "sv", "cheat" : Air drag of vomit damage entities.z_vomit_duration : 1 : , "sv", "cheat", "rep" : How long a puker continuously pukes for.z_vomit_fade_duration : 5 : , "sv", "cheat", "rep" : How long the fade takesz_vomit_fade_start : 5 : , "sv", "cheat", "rep" : When the vomit starts to fade awayz_vomit_fatigue : 3000 : , "sv", "cheat", "rep" : Stamina impact of puking. High number will pin in place for a long time, lower will just slow.z_vomit_float : Â130 : , "sv", "cheat" : Upward float velocity of vomit damage entities.z_vomit_hit_pitch_max : 15 : , "sv", "cheat" :z_vomit_hit_pitch_min : Â15 : , "sv", "cheat" :z_vomit_hit_yaw_max : 10 : , "sv", "cheat" :z_vomit_hit_yaw_min : Â10 : , "sv", "cheat" :z_vomit_interval : 30 : , "sv", "cheat", "rep" : How often a puker can puke.z_vomit_lifetime : 0 : , "sv", "cheat" : Time to live of vomit damage entities.z_vomit_maxdamagedist : 350 : , "sv", "cheat" : Maximum damage distance for vomit.z_vomit_range : 300 : , "sv", "cheat", "rep" :z_vomit_slide_mult : 0 : , "sv", "cheat", "rep" : Multiplier for second texture slide ratez_vomit_slide_rate : 0 : , "sv", "cheat", "rep" : Percentage of screen height per secondz_vomit_vecrand : 0 : , "sv", "cheat" : Random vector added to initial velocity of vomit damage entities.z_vomit_velocity : 1700 : , "sv", "cheat" : Initial velocity of vomit damage entities.z_vomit_velocityfadeend : 0 : , "sv", "cheat" : Time at which attacker's velocity contribution finishes fading.z_vomit_velocityfadestart : 0 : , "sv", "cheat" : Time at which attacker's velocity contribution starts to fade.z_walk_speed : 85 : , "sv", "cheat", "rep" :z_wandering_density : 0 : , "sv", "cheat" :z_witch_allow_change_victim : 1 : , "sv", "cheat" :z_witch_anger_rate : 0 : , "sv", "cheat" :z_witch_attack_range : 60 : , "sv", "cheat" :z_witch_berserk_range : 200 : , "sv", "cheat" :z_witch_burn_time : 15 : , "sv", "cheat" :z_witch_damage : 100 : , "sv", "cheat" :z_witch_damage_per_kill_hit : 30 : , "sv", "cheat" :z_witch_discard_range : 2000 : , "sv", "cheat" :z_witch_flashlight_range : 400 : , "sv", "cheat" :z_witch_health : 1000 : , "sv", "cheat" : Witch max healthz_witch_hostile_at_me_anger : 2 : , "sv", "cheat" :z_witch_max_retreat_range : 2000 : , "sv", "cheat" :z_witch_max_threat_time : 7 : , "sv", "cheat" :z_witch_min_retreat_range : 750 : , "sv", "cheat" :z_witch_min_threat_time : 5 : , "sv", "cheat" :z_witch_personal_space : 100 : , "sv", "cheat" :z_witch_relax_rate : 0 : , "sv", "cheat" :z_witch_retreat_exit_hidden_duration : 10 : , "sv", "cheat" :z_witch_retreat_exit_range : 1000 : , "sv", "cheat" :z_witch_retreat_min_duration : 10 : , "sv", "cheat" :z_witch_speed : 300 : , "sv", "cheat", "rep" :z_witch_speed_inured : 200 : , "sv", "cheat", "rep" :z_witch_threat_hostile_range : 600 : , "sv", "cheat" :z_witch_threat_normal_range : 300 : , "sv", "cheat" :z_zombie_knockoff_death : 0 : , "sv", "cheat", "rep" : Knocking off a pouncing zombie instantly kills them.z_zombie_lunge_push : 0 : , "sv", "cheat" : Does the zombie lunge push players? [All of that in a text file]Left_4_Dead_Command_List.txt
0xidium Posted January 5, 2009 Report Posted January 5, 2009 This is kinda confusing... It'd be nice to know what works on the 360 and what doesn't and how does one go about editing this in a Hex Editor? Paste after a button or search the string? This is all very confusing... Or perhaps I'm just stupid... Or maybe both.
Korupt Data Posted January 5, 2009 Author Report Posted January 5, 2009 This is kinda confusing... It'd be nice to know what works on the 360 and what doesn't and how does one go about editing this in a Hex Editor? Paste after a button or search the string? This is all very confusing... Or perhaps I'm just stupid... Or maybe both.Well to go through that huge list and find out what works and what doesnt would take forever, and just replace the text after the button where i highlighted it, its very simple hex editing.
0xidium Posted January 5, 2009 Report Posted January 5, 2009 Well to go through that huge list and find out what works and what doesnt would take forever, and just replace the text after the button where i highlighted it, its very simple hex editing.I guess but I thought it'd all have to be the same amount of characters... I'm just interested in knowing how to spawn people and AI huge, you wouldn't know how would you?
DarkRuler Posted January 6, 2009 Report Posted January 6, 2009 I guess but I thought it'd all have to be the same amount of characters... I'm just interested in knowing how to spawn people and AI huge, you wouldn't know how would you? To make huge AI, then go to No Mercy > Apartments, then have noclip on then fly down to the mini city below the map and then spawn a witch on the mini city, or teleport the other survivors there and then look up and they will be huge
DarkRuler Posted January 6, 2009 Report Posted January 6, 2009 I guess but I thought it'd all have to be the same amount of characters... I'm just interested in knowing how to spawn people and AI huge, you wouldn't know how would you? To make huge AI, then go to No Mercy > Apartments, then have noclip on then fly down to the mini city below the map and then spawn a witch on the mini city, or teleport the other survivors there and then look up and they will be huge the code for auto shotgun is wrong. It isn't "Give Auto_Shotgun" It is "Give AutoShotgun"
0xidium Posted January 6, 2009 Report Posted January 6, 2009 To make huge AI, then go to No Mercy > Apartments, then have noclip on then fly down to the mini city below the map and then spawn a witch on the mini city, or teleport the other survivors there and then look up and they will be huge the code for auto shotgun is wrong. It isn't "Give Auto_Shotgun" It is "Give AutoShotgun"Thanks but how do I teleport survivors?
DarkRuler Posted January 6, 2009 Report Posted January 6, 2009 (edited) Thanks but how do I teleport survivors? Warp_all_survivors_here here are the settings that I use Edited January 6, 2009 by DarkRuler
Guest ashking08 Posted January 6, 2009 Report Posted January 6, 2009 just wondering, if u modify a CON file and add more bytes to the file, dosn't this corrupt the file???
DarkRuler Posted January 6, 2009 Report Posted January 6, 2009 just wondering, if u modify a CON file and add more bytes to the file, dosn't this corrupt the file??? no, as long as you rehash/resign, it will work
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