Best launch Options For Counter Strike global offesnive
Without going into too much details from the start, let’s see what are the best commands to use in Launch Options box. Counter Strike Global Offensive have received several major and even more minor updates with some optimizations in the last few years. We have also seen developers being active on the forums. All this information helped out to pick the best of the best to make your game run as good as possible.
-novid -nojoy
Simple as that. There are no secrets anymore. None of the commands will help you get a better performance than these few. If you feel like your game runs very poorly, it means you have an issue somewhere else. Please refer to our other performance related article that will definitely help you boost your FPS and optimize the game. Launch options should stay clean.
Valve CS:GO’s developer, McJohn said himself that ‘Best launch options are no launch options.
Below are the only Launch Options that you will ever need in 2021. To access them, open your Steam and right click on Counter Strike Global Offensive. Select properties and the Launch Options box should be at the bottom.
novid - disables the intro
nojoy - REQUIRED BY FACEIT, disables joystick / gamepad library (free up memory on ancient PCs)
tickrate 64 / 128 - optional, tickrate (if you play FaceIt, you want to practice on 128 ticks)
language CUSTOM - optional, use custom language file in chat / menu
exec YOUR_CONFIG - optional, recommended (create your autoexec.cfg here)
Launch options commands that you shouldn’t use anymore
Over the years, we have collected tens of commands that used to be ‘magical’, sometimes enabling the Source Engine to render more frames per second. Let’s faceit, most people play on 60Hz monitors and there is still a big portion of the playerbase that won’t hit 60FPS. There is no magic solution. You have to follow the above article to squeeze maximum performance.
Here are the commands that we don’t use anymore, because they don’t work anymore, never worked or possibly lower the CS:GO performance. Don’t stuff your Launch Options blindly with these.
-d3d9ex
Introduced in March 2019, it used to be temporary command to reduce CPU memory usage by 40%. It is now a part of the game and it is no longer needed to use this command. It has been pushed to public CS:GO
refresh 144
It simply doesn’t work. Set your windows screen refresh rate to whatever your monitor’s specifications are. Make sure to use correct cable, like display port or HDMI 2.1 for 144Hz screens, then CS will run at the highest refresh rate.
autoconfig
Restores video and performance settings to default for the current hardware detected. Ignores settings inside any .cfg files until this parameter is removed. DO NOT USE.
mat_queue_mode 2 (multi), 1 (single) , 0 (single synchronous), -1 (auto)
Enable Multicore Rendering in the options sets it to -1 (default), which results in the same as setting it manually to 1 if you have a multicore CPU. Make sure you have multicore rendering enabled. Whatever you set it to, it will get reset as soon as you enter the menu options. Set multicore rendering to ON and don’t use this command at all in your configs or Launch Options.
freq 144 / 240
It doesn’t work. Run your game in full screen and it will run at maximum refresh rate. This command is obsolete.
fps_max
You should have this command inside you autoexec configuration file, which you can generate here. When set to 0, it uncaps your framerate, which means it will go as high as possible on your computer / laptop. Some players like to limit (cap) it to a value 1 higher than your monitors refresh rate, for example: if your monitor is 60Hz, set it to 61, for 144Hz, set it to 145.
fullscreen
Use your in-game settings to set it. It offers the best performance as it makes Counter Strike run in dedicated full screen mode.
windowed
Use your in-game settings to set it. Runs CS:GO in windowed mode, which introduces input lag as Windows runs in the background at all times. It is recommended to not play in windowed mode, unless you have no option.
nocrashdialog
Disables logging of errors in the console. Not recommended. It will suppress all important information, in case you develop issues with your installation.
r_dynamic (0 / 1)
Disables muzzle flash and light effects when flashes explode. It offers next to none performance improvement, might be worth trying it on lower end gaming machines. Remember to put everything in your autoexec config file. Do not clutter your launch options.
Boosting FPS With Launch Options
You can get small performance improvement, by going through our guide ‘Improve CS:GO Performance‘ and then setting up your autoexec configuration file the right way with ‘Autoexec Generator‘. You should also use the advice from CS:GO developers that best launch options are no launch options.
Best launch options are no launch options.
vMcJohn / CS:GO Developer
If you want to experiment and gain some more performance while playing Counter Strike, you should create separate configuration file and place all the experimental cvars there, then activate your additional config from launch options using this command:
+exec PERFORMANCE.CFG
Create performance.cfg file next to your autoexec.cfg file in this folder:
...\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\cfg
Paste all the commands that you think will boost your FPS in the config without disturbing your main autoexec configuration and launch commands. You can always delete this performance.cfg file at any time.
Add Console Commands As Launch Commands
Dedicated launch commands are used with a leading dash and look like this inside launch options text box:
-novid
-nojoy
etc
Console commands or CVARS on the other hand should be used with leading plus sign and would look like this:
+r_dynamic 0
+cl_mute_enemy_players 1
You can use any console commands in launch options, but it will clutter your installation. Place them inside autoexec or dedicated configuration file as mentioned above. You can visit Autoexec Tutorial to find out how to create your config files for CS:GO.
List Of ALL Available CS:GO Console CVARS
There are 1136 console commands for Counter Strike: Global Offensive. Some are only available in offline environment, like local server. Use this command to enable them. You can find them in Properties table.
sv_cheats 1
Command | Value | Properties | Description |
---|---|---|---|
ai_debug_los | 0 | sv, cheat | NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it’l |
ai_debug_shoot_positions | 0 | cheat, rep, cl | |
ai_drawbattlelines | 0 | sv, cheat | |
ai_report_task_timings_on_limit | 0 | a, sv | |
ai_think_limit_label | 0 | a, sv | |
ai_vehicle_avoidance | 1 | sv, cheat | |
ammo_338mag_max | 30 | rep, cl | |
ammo_357sig_max | 52 | rep, cl | |
ammo_357sig_min_max | 12 | rep, cl | |
ammo_357sig_p250_max | 26 | rep, cl | |
ammo_357sig_small_max | 24 | rep, cl | |
ammo_45acp_max | 100 | rep, cl | |
ammo_50AE_max | 35 | rep, cl | |
ammo_556mm_box_max | 200 | rep, cl | |
ammo_556mm_max | 90 | rep, cl | |
ammo_556mm_small_max | 40 | rep, cl | |
ammo_57mm_max | 100 | rep, cl | |
ammo_762mm_max | 90 | rep, cl | |
ammo_9mm_max | 120 | rep, cl | |
ammo_buckshot_max | 32 | rep, cl | |
ammo_grenade_limit_breachcharge | 3 | rep, cl | |
ammo_grenade_limit_bumpmine | 3 | rep, cl | |
ammo_grenade_limit_default | 1 | rep, cl | |
ammo_grenade_limit_flashbang | 1 | rep, cl | |
ammo_grenade_limit_snowballs | 3 | rep, cl | |
ammo_grenade_limit_total | 3 | rep, cl | |
ammo_item_limit_healthshot | 4 | rep, cl | |
anim_twistbones_enabled | 0 | cheat, rep, cl | Enable procedural twist bones. |
bot_allow_grenades | 1 | sv, rep | If nonzero, bots may use grenades. |
bot_allow_machine_guns | 1 | sv, rep | If nonzero, bots may use the machine gun. |
bot_allow_pistols | 1 | sv, rep | If nonzero, bots may use pistols. |
bot_allow_rifles | 1 | sv, rep | If nonzero, bots may use rifles. |
bot_allow_rogues | 1 | sv, rep | If nonzero, bots may occasionally go ‘rogue’. Rogue bots do not obey radio commands, nor pursue scenario goals. |
bot_allow_shotguns | 1 | sv, rep | If nonzero, bots may use shotguns. |
bot_allow_snipers | 1 | sv, rep | If nonzero, bots may use sniper rifles. |
bot_allow_sub_machine_guns | 1 | sv, rep | If nonzero, bots may use sub-machine guns. |
bot_autodifficulty_threshold_high | 5 | rep, cl | Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty |
bot_autodifficulty_threshold_low | -2 | rep, cl | Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty |
bot_chatter | 0 | sv, rep | Control how bots talk. Allowed values: ‘off’, ‘radio’, ‘minimal’, or ‘normal’. |
bot_coop_force_throw_grenade_chance | 0 | sv, cheat | |
bot_coop_idle_max_vision_distance | 1400 | sv, rep | Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep. |
bot_crouch | 0 | sv, cheat | |
bot_debug | 0 | sv, cheat, rep | For internal testing purposes. |
bot_debug_target | 0 | sv, cheat, rep | For internal testing purposes. |
bot_defer_to_human_goals | 0 | sv, rep | If nonzero and there is a human on the team, the bots will not do the scenario tasks. |
bot_defer_to_human_items | 1 | sv, rep | If nonzero and there is a human on the team, the bots will not get scenario items. |
bot_difficulty | 1 | sv, rep | Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert. |
bot_dont_shoot | 0 | sv, cheat, rep | If nonzero, bots will not fire weapons (for debugging). |
bot_freeze | 0 | sv, cheat | |
bot_ignore_enemies | 0 | sv, cheat, rep | If nonzero, bots will ignore enemies (for debugging). |
bot_ignore_players | 0 | sv, cheat | Bots will not see non-bot players. |
bot_join_after_player | 1 | sv, rep | If nonzero, bots wait until a player joins before entering the game. |
bot_join_team | 0 | sv, rep | Determines the team bots will join into. Allowed values: ‘any’, ‘T’, or ‘CT’. |
bot_loadout | 0 | sv, cheat | bots are given these items at round start |
bot_max_hearing_distance_override | -1 | sv, rep | Max distance bots can hear targets. |
bot_max_visible_smoke_length | 200 | sv, rep | Bots will see players through smoke clouds up to this length. |
bot_max_vision_distance_override | -1 | sv, rep | Max distance bots can see targets. |
bot_mimic | 0 | sv, cheat | |
bot_mimic_yaw_offset | 180 | sv, cheat | |
bot_quota | 10 | sv, rep | Determines the total number of bots in the game. |
bot_quota_mode | 0 | sv, rep | Determines the type of quota.Allowed values: ‘normal’, ‘fill’, and ‘match’. If ‘fill’, the server will adjust bots to keep N p |
bot_randombuy | 0 | sv, cheat | should bots ignore their prefered weapons and just buy weapons at random? |
bot_show_battlefront | 0 | sv, cheat | Show areas where rushing players will initially meet. |
bot_show_nav | 0 | sv, cheat, rep | For internal testing purposes. |
bot_show_occupy_time | 0 | sv, cheat | Show when each nav area can first be reached by each team. |
bot_show_patrol_areas | 0 | sv, cheat | Show bot patrol areas if present. |
bot_stop | 0 | sv, cheat, rep | all> | <not_bomber> | <t> | <ct> |
bot_traceview | 0 | sv, cheat, rep | For internal testing purposes. |
bot_zombie | 0 | sv, cheat, rep | If nonzero, bots will stay in idle mode and not attack. |
budget_averages_window | 30 | a | number of frames to look at when figuring out average frametimes |
budget_background_alpha | 128 | a | how translucent the budget panel is |
budget_bargraph_background_alpha | 128 | a | how translucent the budget panel is |
budget_bargraph_range_ms | 16 | a | budget bargraph range in milliseconds |
budget_history_numsamplesvisible | 100 | a | number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel |
budget_history_range_ms | 66 | a | budget history range in milliseconds |
budget_panel_bottom_of_history_fraction | 0 | a | number between 0 and 1 |
budget_panel_height | 384 | a | height in pixels of the budget panel |
budget_panel_width | 512 | a | width in pixels of the budget panel |
budget_panel_x | 0 | a | number of pixels from the left side of the game screen to draw the budget panel |
budget_panel_y | 50 | a | number of pixels from the top side of the game screen to draw the budget panel |
budget_peaks_window | 30 | a | number of frames to look at when figuring out peak frametimes |
budget_show_averages | 0 | a | enable/disable averages in the budget panel |
budget_show_history | 1 | a | turn history graph off and on. . good to turn off on low end |
budget_show_peaks | 1 | a | enable/disable peaks in the budget panel |
bugreporter_uploadasync | 0 | a | Upload attachments asynchronously |
bugreporter_username | 0 | a | Username to use for bugreporter |
building_cubemaps | 0 | cheat, cl | Indicates we’re building cubemaps |
c_maxdistance | 200 | a, cl | |
c_maxpitch | 90 | a, cl | |
c_maxyaw | 135 | a, cl | |
c_mindistance | 30 | a, cl | |
c_minpitch | 0 | a, cl | |
c_minyaw | -135 | a, cl | |
c_orthoheight | 100 | a, cl | |
c_orthowidth | 100 | a, cl | |
c_thirdpersonshoulder | 0 | a, cl | |
c_thirdpersonshoulderaimdist | 120 | a, cl | |
c_thirdpersonshoulderdist | 40 | a, cl | |
c_thirdpersonshoulderheight | 5 | a, cl | |
c_thirdpersonshoulderoffset | 20 | a, cl | |
cam_collision | 1 | a, server_can_execute, cl | When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls. |
cam_idealdelta | 4 | a, cl | Controls the speed when matching offset to ideal angles in thirdperson view |
cam_idealdist | 150 | a, server_can_execute, cl | |
cam_idealdistright | 0 | a, server_can_execute, cl | |
cam_idealdistup | 0 | a, server_can_execute, cl | |
cam_ideallag | 4 | a, cl | Amount of lag used when matching offset to ideal angles in thirdperson view |
cam_idealpitch | 0 | a, server_can_execute, cl | |
cam_idealyaw | 0 | a, server_can_execute, cl | |
cam_showangles | 0 | cheat, cl | When in thirdperson, print viewangles/idealangles/cameraoffsets to the console. |
cam_snapto | 0 | a, cl | |
cameraman_override | 0 | Set to 1 when you’re secondary cameraman and need to override the primary cameraman’s observer target and mode | |
cash_player_bomb_defused | 300 | nf, rep, cl | |
cash_player_bomb_planted | 300 | nf, rep, cl | |
cash_player_damage_hostage | -30 | nf, rep, cl | |
cash_player_get_killed | 0 | nf, rep, cl | |
cash_player_interact_with_hostage | 150 | nf, rep, cl | |
cash_player_killed_enemy_default | 300 | nf, rep, cl | |
cash_player_killed_enemy_factor | 1 | nf, rep, cl | |
cash_player_killed_hostage | -1000 | nf, rep, cl | |
cash_player_killed_teammate | -300 | nf, rep, cl | |
cash_player_rescued_hostage | 1000 | nf, rep, cl | |
cash_player_respawn_amount | 0 | nf, rep, cl | |
cash_team_elimination_bomb_map | 3250 | nf, rep, cl | |
cash_team_elimination_hostage_map_ct | 2000 | nf, rep, cl | |
cash_team_elimination_hostage_map_t | 1000 | nf, rep, cl | |
cash_team_hostage_alive | 0 | nf, rep, cl | |
cash_team_hostage_interaction | 500 | nf, rep, cl | |
cash_team_loser_bonus | 1400 | nf, rep, cl | |
cash_team_loser_bonus_consecutive_rounds | 500 | nf, rep, cl | |
cash_team_planted_bomb_but_defused | 800 | nf, rep, cl | |
cash_team_rescued_hostage | 0 | nf, rep, cl | |
cash_team_survive_guardian_wave | 1000 | nf, rep, cl | |
cash_team_terrorist_win_bomb | 3500 | nf, rep, cl | |
cash_team_win_by_defusing_bomb | 3250 | nf, rep, cl | |
cash_team_win_by_hostage_rescue | 3500 | nf, rep, cl | |
cash_team_win_by_time_running_out_bomb | 3250 | nf, rep, cl | |
cash_team_win_by_time_running_out_hostage | 3250 | nf, rep, cl | |
cash_team_winner_bonus_consecutive_rounds | 0 | nf, rep, cl | |
cc_lang | 0 | a, cl | Current close caption language (emtpy = use game UI language) |
cc_linger_time | 1 | a, cl | Close caption linger time. |
cc_predisplay_time | 0 | a, cl | Close caption delay before showing caption. |
cc_subtitles | 0 | a, cl | If set, don’t show sound effect captions, just voice overs (i.e., won’t help hearing impaired players). |
chet_debug_idle | 0 | a, sv | If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info |
cl_allowdownload | 1 | a | Client downloads customization files |
cl_allowupload | 1 | a | Client uploads customization files |
cl_autobuy | 0 | cl | The order in which autobuy will attempt to purchase items |
cl_autohelp | 1 | a, user, cl | Auto-help |
cl_autowepswitch | 1 | a, user, cl, ss | Automatically switch to picked up weapons (if more powerful) |
cl_backspeed | 450 | cheat, cl | |
cl_bob_lower_amt | 21 | a, cl | The amount the viewmodel lowers when running |
cl_bob_version | 0 | cheat, cl | |
cl_bobamt_lat | 0 | a, cl | The amount the viewmodel moves side to side when running |
cl_bobamt_vert | 0 | a, cl | The amount the viewmodel moves up and down when running |
cl_bobcycle | 0 | a, cl | the frequency at which the viewmodel bobs. |
cl_bobup | 0 | cheat, cl | |
cl_brushfastpath | 1 | cheat, cl | |
cl_buywheel_nomousecentering | 0 | a, cl, ss | Set non-zero to prevent buy wheel from centering mouse into the wheel origin |
cl_buywheel_nonumberpurchasing | 0 | a, cl, ss | Set non-zero to prevent buy wheel from purchasing via number keys |
cl_cam_driver_compensation_scale | 0 | cl | |
cl_camera_follow_bone_index | -2 | cheat, cl | Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index. |
cl_camera_height_restriction_debug | 0 | cheat, rep, cl | |
cl_chatfilters | 63 | a, cl | Stores the chat filter settings |
cl_clock_correction | 1 | cheat | Enable/disable clock correction on the client. |
cl_clock_correction_adjustment_max_amount | 200 | cheat | Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount |
cl_clock_correction_adjustment_max_offset | 90 | cheat | As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply |
cl_clock_correction_adjustment_min_offset | 10 | cheat | If the clock offset is less than this amount (in milliseconds), then no clock correction is applied. |
cl_clock_correction_force_server_tick | 999 | cheat | Force clock correction to match the server tick + this offset (-999 disables it). |
cl_clock_showdebuginfo | 0 | cheat | Show debugging info about the clock drift. |
cl_clockdrift_max_ms | 150 | cheat | Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s. |
cl_clockdrift_max_ms_threadmode | 0 | cheat | Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s. |
cl_cmdrate | 64 | a, user | Max number of command packets sent to server per second |
cl_color | 0 | a, user | Preferred teammate color |
cl_compass_enabled | 1 | a, cl | |
cl_connection_trouble_show | 0 | cl | Show connection trouble HUD warnings |
cl_countbones | 0 | cheat, cl | |
cl_crosshair_drawoutline | 1 | a, cl, ss | Draws a black outline around the crosshair for better visibility |
cl_crosshair_dynamic_maxdist_splitratio | 0 | a, cl, ss | If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_ |
cl_crosshair_dynamic_splitalpha_innermod | 1 | a, cl, ss | If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they’ve split. |
cl_crosshair_dynamic_splitalpha_outermod | 0 | a, cl, ss | If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they’ve split. |
cl_crosshair_dynamic_splitdist | 7 | a, cl, ss | If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7) |
cl_crosshair_friendly_warning | 1 | a, cl | 0: always off, 1: only on default crosshair styles, 2: always on |
cl_crosshair_outlinethickness | 1 | a, cl, ss | Set how thick you want your crosshair outline to draw (0-3) |
cl_crosshair_recoil | 0 | cheat, cl | Recoil/aimpunch will move the user’s crosshair to show the effect |
cl_crosshair_sniper_show_normal_inaccuracy | 0 | a, cl, ss | Include standing inaccuracy when determining sniper crosshair blur |
cl_crosshair_sniper_width | 1 | a, cl, ss | If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline) |
cl_crosshair_t | 0 | a, cl, ss | T style crosshair |
cl_crosshairalpha | 200 | a, cl, ss | |
cl_crosshaircolor | 1 | a, cl, ss | Set crosshair color as defined in game_options.consoles.txt |
cl_crosshaircolor_b | 50 | a, cl, ss | |
cl_crosshaircolor_g | 250 | a, cl, ss | |
cl_crosshaircolor_r | 50 | a, cl, ss | |
cl_crosshairdot | 1 | a, cl, ss | |
cl_crosshairgap | 1 | a, cl, ss | |
cl_crosshairgap_useweaponvalue | 0 | a, cl, ss | If set to 1, the gap will update dynamically based on which weapon is currently equipped |
cl_crosshairsize | 5 | a, cl, ss | |
cl_crosshairstyle | 2 | a, cl, ss | 0 = DEFAULT, 1 = DEFAULT STATIC, 2 = ACCURATE SPLIT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYN |
cl_crosshairthickness | 0.5 | a, cl, ss | |
cl_crosshairusealpha | 1 | a, cl, ss | |
cl_custommaterial_debug_graph | 0 | cheat, cl | |
cl_dangerzone_approaching_sound_radius | 700 | cheat, cl | |
cl_dangerzone_moving_sound_volume | 0 | cheat, cl | |
cl_dangerzone_sound_volume | 0 | cheat, cl | |
cl_debug_ugc_downloads | 0 | ||
cl_debugrumble | 0 | a, cl | Turn on rumble debugging spew |
cl_decryptdata_key | 0 | Key to decrypt encrypted GOTV messages | |
cl_decryptdata_key_pub | 0 | Key to decrypt public encrypted GOTV messages | |
cl_detail_avoid_force | 0 | a, cl | force with which to avoid players ( in units, percentage of the width of the detail sprite ) |
cl_detail_avoid_radius | 0 | a, cl | radius around detail sprite to avoid players |
cl_detail_avoid_recover_speed | 0 | a, cl | how fast to recover position after avoiding players |
cl_detail_max_sway | 0 | a, cl | Amplitude of the detail prop sway |
cl_detail_multiplier | 1 | cheat, cl | extra details to create |
cl_disable_ragdolls | 0 | cheat, cl | |
cl_disablefreezecam | 0 | a, cl | Turn on/off freezecam on client |
cl_disablehtmlmotd | 0 | a, cl | Disable HTML motds. |
cl_dm_buyrandomweapons | 1 | a, cl | Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the |
cl_download_demoplayer | 1 | Determines whether downloads of external resources are allowed during demo playback (0:no,1:workshop,2:all) | |
cl_downloadfilter | 0 | a | Determines which files can be downloaded from the server (all, none, nosounds) |
cl_draw_only_deathnotices | 0 | cl | For drawing only the crosshair and death notices (used for moviemaking) |
cl_drawhud | 1 | cheat, cl | Enable the rendering of the hud |
cl_drawhud_force_deathnotices | 0 | cl | 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices |
cl_drawhud_force_radar | 0 | cl | 0: default; 1: draw radar even if hud disabled; -1: force no radar |
cl_drawhud_force_teamid_overhead | 0 | cl | 0: default; 1: draw teamid even if hud disabled; -1: force no teamid |
cl_drawhud_specvote | 1 | cl | 1: default; 0: disables vote UI for spectators |
cl_drawleaf | -1 | cheat, cl | |
cl_drawmaterial | 0 | cheat, cl | Draw a particular material over the frame |
cl_drawshadowtexture | 0 | cheat, cl | |
cl_dz_playagain_auto_spectate | 0 | a, cl | Automatically switch to spectate mode after clicking the ‘Play Again’ button in end of match screen |
cl_entityreport | 0 | cheat | For debugging, draw entity states to console |
cl_extrapolate | 1 | cheat, cl | Enable/disable extrapolation if interpolation history runs out. |
cl_extrapolate_amount | 0 | cheat, cl | Set how many seconds the client will extrapolate entities for. |
cl_fastdetailsprites | 1 | cheat, cl | whether to use new detail sprite system |
cl_fixedcrosshairgap | 3 | a, cl, ss | For crosshair style 1: How big to make the gap between the pips in the fixed crosshair |
cl_flushentitypacket | 0 | cheat | For debugging. Force the engine to flush an entity packet. |
cl_foot_contact_shadows | 1 | cl | |
cl_forcepreload | 0 | a | Whether we should force preloading. |
cl_forwardspeed | 450 | cheat, cl | |
cl_freezecameffects_showholiday | 0 | cl | Happy holidays from the CS:GO team and Valve! |
cl_freezecampanel_position_dynamic | 1 | a, cl | Turn on/off freezecam’s kill panel dynamic Y movement |
cl_grass_mip_bias | 0 | a | |
cl_grenadepreview | 0 | cheat, cl | Show trajectory of a grenade when pin is pulled. |
cl_hide_avatar_images | 0 | a, cl | Hide avatar images for other players.0 – Off. 1 – Block All 2 – Block all but friends |
cl_hideserverip | 0 | If set to 1, server IPs will be hidden in the console (except when you type ‘status’) | |
cl_http_log_enable | 0 | norecord, server_can_execute, cl | Allows sending HTTP log from client main menu. |
cl_hud_background_alpha | 0 | a, cl | |
cl_hud_bomb_under_radar | 1 | a, cl | |
cl_hud_color | 0 | a, cl | 0 = default, 1 = light blue, 2 = orange, 3 = green, 4 = purple, 5 = white. |
cl_hud_healthammo_style | 0 | a, cl | |
cl_hud_playercount_pos | 0 | a, cl | 0 = default (top), 1 = bottom |
cl_hud_playercount_showcount | 0 | a, cl | 0 = show player avatars (default), 1 = just show count number (no avatars) |
cl_hud_radar_scale | 1 | a, cl | |
cl_idealpitchscale | 0 | a, cl | |
cl_ignorepackets | 0 | cheat | Force client to ignore packets (for debugging). |
cl_interp | 0 | user, cl | Sets the interpolation amount (bounded on low side by server interp ratio settings). |
cl_interp_ratio | 2 | user, cl | Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). |
cl_interpolate | 1 | Enables or disables interpolation on listen servers or during demo playback | |
cl_inventory_debug_tooltip | 0 | cl | |
cl_inventory_saved_filter2 | 0 | a, cl | |
cl_inventory_saved_sort2 | 0 | a, cl | |
cl_invites_only_friends | 0 | a, cl | If turned on, will ignore in-game invites from recent teammates or other non-friends |
cl_invites_only_mainmenu | 0 | a, cl | If turned on, will ignore all invites when user is playing a match |
cl_itemimages_dynamically_generated | 2 | a, cl | 2: use render-targets, fallback to cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk assets onl |
cl_jiggle_bone_debug | 0 | cheat, cl | Display physics-based ‘jiggle bone’ debugging information |
cl_jiggle_bone_debug_pitch_constraints | 0 | cheat, cl | Display physics-based ‘jiggle bone’ debugging information |
cl_jiggle_bone_debug_yaw_constraints | 0 | cheat, cl | Display physics-based ‘jiggle bone’ debugging information |
cl_jiggle_bone_invert | 0 | cheat, cl | |
cl_join_advertise | 1 | a, cl | Advertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: no |
cl_lagcompensation | 1 | user, cl | Perform server side lag compensation of weapon firing events. |
cl_leafsystemvis | 0 | cheat, cl | |
cl_leveloverview | 0 | cheat, cl | |
cl_leveloverviewmarker | 0 | cheat, cl | |
cl_lock_camera | 0 | cheat, cl | |
cl_mainmenu_show_datagraph | 0 | cl | |
cl_maxrenderable_dist | 3000 | cheat, cl | Max distance from the camera at which things will be rendered |
cl_minimal_rtt_shadows | 1 | a, cl | |
cl_mouselook | 1 | a, cl, ss | Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server. |
cl_mute_all_but_friends_and_party | 0 | a, cl | Only allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set t |
cl_mute_enemy_team | 0 | a, cl | Block all communication from players on the enemy team. |
cl_obs_interp_enable | 1 | a, cl | Enables interpolation between observer targets |
cl_observercrosshair | 1 | a, cl, ss | |
cl_overdraw_test | 0 | cheat, numeric, cl | |
cl_particle_retire_cost | 0 | cheat, cl | |
cl_particles_show_bbox | 0 | cheat, cl | |
cl_particles_show_controlpoints | 0 | cheat, cl | |
cl_pclass | 0 | cheat, cl | Dump entity by prediction classname. |
cl_pdump | -1 | cheat, cl | Dump info about this entity to screen. |
cl_phys_show_active | 0 | cheat, cl | |
cl_phys_timescale | 1 | cheat, cl | Sets the scale of time for client-side physics (ragdolls) |
cl_pitchdown | 89 | cheat, cl | |
cl_pitchup | 89 | cheat, cl | |
cl_player_ping_mute | 0 | a, cl | If 1, player pinging will make a sound, if 0, pings will be silent |
cl_player_proximity_debug | 0 | cheat, rep, cl | |
cl_playerspray_auto_apply | 1 | a, cl | Automatically apply graffiti when graffiti menu closes |
cl_portal_use_new_dissolve | 1 | cheat, cl | Use new dissolve effect |
cl_predict | 1 | user, cl | Perform client side prediction. |
cl_predictionlist | 0 | cheat, cl | Show which entities are predicting |
cl_predictweapons | 1 | user, cl | Perform client side prediction of weapon effects. |
cl_promoted_settings_acknowledged | 0:0 | a, cl | |
cl_quickinventory_lastinv | 1 | a, cl | |
cl_quickinventory_line_update_speed | 65 | a, cl | |
cl_radar_always_centered | 1 | a, cl | If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents. |
cl_radar_icon_scale_min | 0 | a, cl | Sets the minimum icon scale. Valid values are 0.4 to 1.25. |
cl_radar_rotate | 1 | a, cl | 1 |
cl_radar_scale | 0 | a, cl | Sets the radar scale. Valid values are 0.25 to 1.0. |
cl_radar_square_with_scoreboard | 1 | a, cl | If set, the radar will toggle to square when the scoreboard is visible. |
cl_radial_radio_tab | 0 | a, cl | |
cl_radialmenu_deadzone_size | 0 | a, cl | |
cl_ragdoll_gravity | 600 | cheat, cl | Sets the gravity client-side ragdolls |
cl_ragdoll_workaround_threshold | 4 | cl | Mainly cosmetic, client-only effect: when client doesn’t know the last position of another player that spawns a ragdoll, the ra |
cl_rappel_tilt | 0 | cl | |
cl_rebuy | 0 | cl | The order in which rebuy will attempt to repurchase items |
cl_remove_old_ugc_downloads | 1 | cl | |
cl_resend | 2 | Delay in seconds before the client will resend the ‘connect’ attempt | |
cl_resend_timeout | 60 | Total time allowed for the client to resend the ‘connect’ attempt | |
cl_righthand | 1 | a, cl, ss | Use right-handed view models. |
cl_rumblescale | 1 | a, cl, ss | Scale sensitivity of rumble effects (0 to 1.0) |
cl_sanitize_player_names | 0 | a, cl | Replace names of other players with something non-offensive. |
cl_scoreboard_mouse_enable_binding | 0 | a, cl | Name of the binding to enable mouse selection in the scoreboard |
cl_scoreboard_survivors_always_on | 0 | a, cl | |
cl_server_graphic1_enable | 1 | cl | When enabled, 360×60 (<16kb) image file will be displayed to on-server spectators. |
cl_server_graphic2_enable | 1 | cl | When enabled, 220×45 (<16kb) image file will be displayed to on-server spectators. |
cl_shadowtextureoverlaysize | 256 | cheat, cl | |
cl_show_clan_in_death_notice | 1 | a, cl | Is set, the clan name will show next to player names in the death notices. |
cl_show_observer_crosshair | 1 | a, cl | Show the crosshair of the player being observed. 0: off 1: friends and party 2: everyone |
cl_showanimstate_activities | 0 | cheat, cl | Show activities in the (client) animation state display. |
cl_showerror | 0 | cl | Show prediction errors, 2 for above plus detailed field deltas. |
cl_showevents | 0 | cheat | Print event firing info in the console |
cl_showfps | 0 | cl | Draw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, 5 = Thread and wait times +10 = detailed ) |
cl_showhelp | 1 | a, cl | Set to 0 to not show on-screen help |
cl_showloadout | 1 | a, cl, ss | Toggles display of current loadout. |
cl_showpluginmessages2 | 0 | a | Allow plugins to display messages to you |
cl_showpos | 0 | cl | Draw current position at top of screen |
cl_sidespeed | 450 | cheat, cl | |
cl_skipfastpath | 0 | cheat, cl | Set to 1 to stop all models that go through the model fast path from rendering |
cl_skipslowpath | 0 | cheat | Set to 1 to skip any models that don’t go through the model fast path |
cl_sniper_delay_unscope | 0 | a, cl | |
cl_spec_follow_grenade_key | 0 | a, cl | 0 = LALT, 1 = LSHIFT, 2 = +reload |
cl_spec_mode | 0 | a, user, server_can_execute, cl, ss | Saves the last viewed spectator mode for use next time we start to spectate |
cl_spec_show_bindings | 1 | server_can_execute, cl | Toggle the visibility of the spectator bindings. |
cl_spec_stats | 1 | cl | |
cl_spec_swapplayersides | 0 | cl | Toggle set the player names and team names to the opposite side in which they are are on the spectator panel. |
cl_spec_use_tournament_content_standards | 0 | cl | |
cl_sporeclipdistance | 512 | cheat, cl | |
cl_sun_decay_rate | 0 | cheat, cl | |
cl_sun_in_reflection_h_scale | 2 | cheat, cl | |
cl_sun_in_reflection_v_scale | 2 | cheat, cl | |
cl_sunlight_ortho_size | 0 | cheat, cl | Set to values greater than 0 for ortho view render projections. |
cl_tablet_mapmode | 1 | a, cl | |
cl_teamid_overhead_maxdist | 3000 | cheat, cl, ss | max distance at which the overhead team id icons will show |
cl_teamid_overhead_maxdist_spec | 2000 | cheat, cl, ss | max distance at which the overhead team id icons will show when a spectator |
cl_teamid_overhead_mode | 2 | a, cl | Always show team id over teammates. 1 = pips; 2 = pips, name, and equipment |
cl_teammate_colors_show | 1 | a, cl | In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters |
cl_threaded_bone_setup | 0 | cl | Enable parallel processing of bones |
cl_timeout | 30 | a | After this many seconds without receiving a packet from the server, the client will disconnect itself |
cl_updaterate | 64 | a, user | Number of packets per second of updates you are requesting from the server |
cl_upspeed | 320 | cheat, cl | |
cl_use_new_headbob | 1 | cheat, cl | |
cl_use_opens_buy_menu | 1 | a, user, cl, ss | Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the ‘buy’ key). |
cl_versus_intro | 1 | a, cl | |
cl_viewmodel_shift_left_amt | 1 | a, cl | The amount the viewmodel shifts to the left when shooting accuracy increases. |
cl_viewmodel_shift_right_amt | 0 | a, cl | The amount the viewmodel shifts to the right when shooting accuracy decreases. |
cl_voice_filter | 0 | Filter voice traffic, e.g.: ‘steamids:765123,765456,7651244’ | |
cl_weapon_clip_thinwalls | 1 | cheat, rep, cl | |
cl_weapon_clip_thinwalls_debug | 0 | cheat, rep, cl | |
cl_weapon_clip_thinwalls_lock | 0 | cheat, rep, cl | |
cl_weapon_debug_print_accuracy | 0 | cheat, cl | |
cl_weapon_debug_show_accuracy | 0 | cheat, cl | Draws a circle representing the effective range with every shot. |
cl_weapon_debug_show_accuracy_duration | 10 | cheat, cl | |
cl_winddir | 0 | cheat, cl | Weather effects wind direction angle |
cl_windspeed | 0 | cheat, cl | Weather effects wind speed scalar |
cl_wpn_sway_scale | 1 | cheat, cl | |
clientport | 27005 | Host game client port | |
closecaption | 0 | a | Enable close captioning. |
closeonbuy | 0 | a, cl, ss | Set non-zero to close the buy menu after buying something |
cloth_windage_multiplier | 1 | cheat, cl | |
commentary_firstrun | 0 | a, cl | |
con_allownotify | 1 | a | Allows the notification area to be visible. |
con_enable | 0 | a | Allows the console to be activated. |
con_filter_enable | 0 | Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot | |
con_filter_text | 0 | Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate. | |
con_filter_text_out | 0 | Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate. | |
con_logfile | 0 | Console output gets written to this file | |
con_timestamp | 0 | Prefix console.log entries with timestamps | |
contributionscore_assist | 1 | sv | amount of contribution score added for an assist |
contributionscore_bomb_defuse_major | 3 | sv | amount of contribution score for defusing a bomb while at least one enemy remains alive |
contributionscore_bomb_defuse_minor | 1 | sv | amount of contribution score for defusing a bomb after eliminating enemy team |
contributionscore_bomb_exploded | 1 | sv | amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round |
contributionscore_bomb_planted | 2 | sv | amount of contribution score for planting a bomb |
contributionscore_cash_bundle | 0 | sv | amount of contribution score for picking up a cash bundle |
contributionscore_crate_break | 0 | sv | amount of contribution score for breaking an item crate |
contributionscore_hostage_kill | -2 | sv | amount of contribution score for killing a hostage, normally negative |
contributionscore_hostage_rescue_major | 3 | sv | amount of contribution score added to rescuer per hostage rescued |
contributionscore_hostage_rescue_minor | 1 | sv | amount of contribution score added to all alive CTs per hostage rescued |
contributionscore_kill | 2 | sv | amount of contribution score added for a kill |
contributionscore_kill_factor | 0 | sv | percentage of victim’s contribution score to award to their killer as a bonus |
contributionscore_objective_kill | 3 | sv | amount of contribution score added for an objective related kill |
contributionscore_suicide | -2 | sv | amount of contribution score for a suicide, normally negative |
contributionscore_team_kill | -2 | sv | amount of contribution score for a team kill, normally negative |
cpu_frequency_monitoring | 0 | Set CPU frequency monitoring interval in seconds. Zero means disabled. | |
crosshair | 1 | a, cl, ss | |
cs_enable_player_physics_box | 0 | sv | |
cs_hostage_near_rescue_music_distance | 2000 | sv, cheat | |
cs_ShowStateTransitions | -2 | sv, cheat | cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions. |
CS_WarnFriendlyDamageInterval | 3 | sv, cheat | Defines how frequently the server notifies clients that a player damaged a friend |
custom_bot_difficulty | 0 | sv, rep, cl | Bot difficulty for offline play. |
cv_bot_ai_bt_debug_target | -1 | sv, cheat, rep | Draw the behavior tree of the given bot. |
cv_bot_ai_bt_hiding_spot_show | 0 | sv, cheat, rep | Draw hiding spots. |
cv_bot_ai_bt_moveto_show_next_hiding_spot | 0 | sv, cheat, rep | Draw the hiding spot the bot will check next. |
debug_entity_outline_highlight | 0 | cheat, cl | |
debug_map_crc | 0 | Prints CRC for each map lump loaded | |
debug_visibility_monitor | 0 | sv, cheat | |
default_fov | 90 | cheat, cl | |
demo_recordcommands | 1 | cheat | Record commands typed at console into .dem files. |
demo_strict_validation | 0 | ||
developer | 0 | Set developer message level | |
display_game_events | 0 | cheat | |
dsp_db_min | 80 | cheat, demo | |
dsp_db_mixdrop | 0 | cheat, demo | |
dsp_dist_max | 1440 | cheat, demo | |
dsp_dist_min | 0 | cheat, demo | |
dsp_enhance_stereo | 0 | a | |
dsp_mix_max | 0 | cheat, demo | |
dsp_mix_min | 0 | cheat, demo | |
dsp_off | 0 | cheat | |
dsp_player | 0 | demo, server_can_execute | |
dsp_slow_cpu | 0 | cheat | |
dsp_volume | 0 | cheat | |
enable_debug_overlays | 1 | sv, cheat | Enable rendering of debug overlays |
enable_fast_math | 1 | Turns Denormals-Are-Zeroes and Flush-to-Zero on or off | |
enable_skeleton_draw | 0 | cheat, cl | Render skeletons in wireframe |
engine_no_focus_sleep | 50 | a | |
ent_messages_draw | 0 | sv, cheat | Visualizes all entity input/output activity. |
ff_damage_bullet_penetration | 0 | rep, cl | If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly playe |
ff_damage_reduction_bullets | 0 | rep, cl | How much to reduce damage done to teammates when shot. Range is from 0 – 1 (with 1 being damage equal to what is done to an en |
ff_damage_reduction_grenade | 0 | rep, cl | How much to reduce damage done to teammates by a thrown grenade. Range is from 0 – 1 (with 1 being damage equal to what is don |
ff_damage_reduction_grenade_self | 1 | rep, cl | How much to damage a player does to himself with his own grenade. Range is from 0 – 1 (with 1 being damage equal to what is do |
ff_damage_reduction_other | 0 | rep, cl | How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 – 1 (with 1 being damag |
fish_debug | 0 | cheat, cl | Show debug info for fish |
fish_dormant | 0 | sv, cheat, rep | Turns off interactive fish behavior. Fish become immobile and unresponsive. |
fog_color | -1 | cheat, cl | |
fog_colorskybox | -1 | cheat, cl | |
fog_enable | 1 | cheat, cl | |
fog_enable_water_fog | 1 | cheat | |
fog_enableskybox | 1 | cheat, cl | |
fog_end | -1 | cheat, cl | |
fog_endskybox | -1 | cheat, cl | |
fog_hdrcolorscale | -1 | cheat, cl | |
fog_hdrcolorscaleskybox | -1 | cheat, cl | |
fog_maxdensity | -1 | cheat, cl | |
fog_maxdensityskybox | -1 | cheat, cl | |
fog_override | 0 | cheat, cl | Overrides the map’s fog settings (-1 populates fog_ vars with map’s values) |
fog_start | -1 | cheat, cl | |
fog_startskybox | -1 | cheat, cl | |
force_audio_english | 0 | a | Keeps track of whether we’re forcing english in a localized language. |
fov_cs_debug | 0 | cheat, cl | Sets the view fov if cheats are on. |
fov_tv_debug | 0 | cl | Sets the GOTV view custom fov in roaming view. |
fps_max | 400 | Frame rate limiter | |
fps_max_menu | 120 | Frame rate limiter, main menu | |
fps_screenshot_frequency | 10 | cheat | While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w |
fps_screenshot_threshold | -1 | cheat | Dump a screenshot when the FPS drops below the given value. |
fs_allow_unsafe_writes | 0 | 0: Disallow writes to filesystem locations we don’t own. 1: Allow such writes (potentially unsafe). | |
fs_report_sync_opens | 0 | 0:Off, 1:Always, 2:Not during map load | |
func_break_max_pieces | 15 | a, rep, cl | |
fx_new_sparks | 1 | sv, cheat | Use new style sparks. |
g15_update_msec | 250 | a, cl | Logitech G-15 Keyboard update interval. |
g_debug_angularsensor | 0 | sv, cheat | |
g_debug_constraint_sounds | 0 | sv, cheat | Enable debug printing about constraint sounds. |
g_debug_ragdoll_removal | 0 | cheat, rep, cl | |
g_debug_ragdoll_visualize | 0 | cheat, cl | |
g_debug_trackpather | 0 | sv, cheat | |
g_debug_vehiclebase | 0 | sv, cheat | |
g_debug_vehicledriver | 0 | sv, cheat | |
g_debug_vehicleexit | 0 | sv, cheat | |
g_debug_vehiclesound | 0 | sv, cheat | |
g_jeepexitspeed | 100 | sv, cheat | |
game_mode | 0 | sv, rep, cl | The current game mode (based on game type). See GameModes.txt. |
game_type | 0 | sv, rep, cl | The current game type. See GameModes.txt. |
gameinstructor_enable | 1 | a, cl | Display in game lessons that teach new players. |
gameinstructor_find_errors | 0 | cheat, cl | Set to 1 and the game instructor will run EVERY scripted command to uncover errors. |
gameinstructor_save_restore_lessons | 1 | cheat, cl | Set to 0 to disable save/load of open lesson opportunities in single player. |
gameinstructor_verbose | 0 | cheat, cl | Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions. |
gameinstructor_verbose_lesson | 0 | cheat, cl | Display more verbose information for lessons have this name. |
gl_clear_randomcolor | 0 | cheat, cl | Clear the back buffer to random colors every frame. Helps spot open seams in geometry. |
global_chatter_info | 0 | sv | Map/mode-specific responserules criteria used by calls to UTIL_GlobalChatter |
global_event_log_enabled | 0 | sv, cheat | Enables the global event log system |
glow_outline_effect_enable | 1 | cheat, cl | Enable entity outline glow effects. |
glow_outline_width | 6 | cheat, cl | Width of glow outline effect in screen space. |
gotv_theater_container | 0 | cl | Enables GOTV theater mode for the specified container, setting it to ‘live’ will play top live matches |
healthshot_allow_use_at_full | 1 | rep, cl | |
healthshot_health | 50 | rep, cl | |
healthshot_healthboost_damage_multiplier | 1 | sv, rep | |
healthshot_healthboost_speed_multiplier | 1 | rep, cl | |
healthshot_healthboost_time | 0 | rep, cl | |
hidehud | 0 | cheat, cl, ss | |
host_flush_threshold | 12 | Memory threshold below which the host should flush caches between server instances | |
host_framerate | 0 | cheat, rep | Set to lock per-frame time elapse. |
host_info_show | 1 | How server info gets disclosed in server queries: 0 – query disabled, 1 – show only general info, 2 – show full info | |
host_map | 0 | Current map name. | |
host_name_store | 1 | Whether hostname is recorded in game events and GOTV. | |
host_players_show | 1 | How players are disclosed in server queries: 0 – query disabled, 1 – show only max players count, 2 – show all players | |
host_rules_show | 1 | How server rules get disclosed in server queries: 0 – query disabled, 1 – query enabled | |
host_sleep | 0 | cheat | Force the host to sleep a certain number of milliseconds each frame. |
host_timescale | 1 | cheat, rep | Prescale the clock by this amount. |
hostage_debug | 0 | sv, cheat | Show hostage AI debug information |
hostage_is_silent | 0 | sv, cheat | When set, the hostage won’t play any code driven response rules lines |
hostfile | 0 | sv | The HOST file to load. |
hostip | -1062731776.000 | Host game server ip | |
hostname | 0 | Hostname for server. | |
hostport | 27015 | Host game server port | |
hud_scaling | 0 | a, cl | Scales hud elements |
hud_showtargetid | 1 | a, cl, ss | Enables display of target names |
hud_takesshots | 0 | a, cl | Auto-save a scoreboard screenshot at the end of a map. |
in_forceuser | 0 | cheat | Force user input to this split screen player. |
inferno_child_spawn_interval_multiplier | 0 | sv, cheat | Amount spawn interval increases for each child |
inferno_child_spawn_max_depth | 4 | sv, rep | |
inferno_damage | 40 | sv, cheat | Damage per second |
inferno_debug | 0 | sv, cheat | |
inferno_dlight_spacing | 200 | cheat, cl | Inferno dlights are at least this far apart |
inferno_flame_lifetime | 7 | sv, rep | Average lifetime of each flame in seconds |
inferno_flame_spacing | 42 | sv, cheat | Minimum distance between separate flame spawns |
inferno_forward_reduction_factor | 0 | sv, cheat | |
inferno_friendly_fire_duration | 6 | sv, cheat | For this long, FF is credited back to the thrower. |
inferno_initial_spawn_interval | 0 | sv, cheat | Time between spawning flames for first fire |
inferno_max_child_spawn_interval | 0 | sv, cheat | Largest time interval for child flame spawning |
inferno_max_flames | 16 | sv, rep | Maximum number of flames that can be created |
inferno_max_range | 150 | sv, rep | Maximum distance flames can spread from their initial ignition point |
inferno_per_flame_spawn_duration | 3 | sv, cheat | Duration each new flame will attempt to spawn new flames |
inferno_scorch_decals | 1 | sv, cheat | |
inferno_spawn_angle | 45 | sv, cheat | Angular change from parent |
inferno_surface_offset | 20 | sv, cheat | |
inferno_velocity_decay_factor | 0 | sv, cheat | |
inferno_velocity_factor | 0 | sv, cheat | |
inferno_velocity_normal_factor | 0 | sv, cheat | |
ip | 0 | Overrides IP for multihomed hosts | |
ip_relay | 0 | Overrides IP used to redirect TV relay connections for NAT hosts | |
ip_steam | 0 | Overrides IP used to bind Steam port for multihomed hosts | |
ip_tv | 0 | Overrides IP used to bind TV port for multihomed hosts | |
ip_tv1 | 0 | Overrides IP used to bind TV1 port for multihomed hosts | |
joy_accelmax | 1 | a, cl | |
joy_accelscale | 3 | a, cl | |
joy_accelscalepoly | 0 | a, cl | |
joy_advanced | 0 | a, cl | |
joy_advaxisr | 0 | a, cl | |
joy_advaxisu | 0 | a, cl | |
joy_advaxisv | 0 | a, cl | |
joy_advaxisx | 0 | a, cl | |
joy_advaxisy | 0 | a, cl | |
joy_advaxisz | 0 | a, cl | |
joy_autoaimdampen | 0 | a, cl | How much to scale user stick input when the gun is pointing at a valid target. |
joy_autoAimDampenMethod | 0 | a, cl | |
joy_autoaimdampenrange | 0 | a, cl | The stick range where autoaim dampening is applied. 0 = off |
joy_axisbutton_threshold | 0 | a | Analog axis range before a button press is registered. |
joy_cfg_preset | 1 | a, cl, ss | |
joy_circle_correct | 1 | a, cl | |
joy_curvepoint_1 | 0 | a, cl | |
joy_curvepoint_2 | 0 | a, cl | |
joy_curvepoint_3 | 0 | a, cl | |
joy_curvepoint_4 | 1 | a, cl | |
joy_curvepoint_end | 2 | a, cl | |
joy_diagonalpov | 0 | a, cl | POV manipulator operates on diagonal axes, too. |
joy_display_input | 0 | a, cl | |
joy_forwardsensitivity | -1 | a, cl | |
joy_forwardthreshold | 0 | a, cl | |
joy_gamma | 0 | a, cl | |
joy_inverty | 0 | a, cl, ss | Whether to invert the Y axis of the joystick for looking. |
joy_lowend | 1 | a, cl | |
joy_lowend_linear | 0 | a, cl | |
joy_lowmap | 1 | a, cl | |
joy_movement_stick | 0 | a, cl, ss | Which stick controls movement : 0 = left stick, 1 = right stick, 2 = legacy controls |
joy_name | 0 | a, cl | |
joy_no_accel_jump | 0 | a, cl | |
joy_pitchsensitivity | -1 | a, cl, ss | joystick pitch sensitivity |
joy_pitchthreshold | 0 | a, cl | |
joy_response_look | 0 | a, cl | ‘Look’ stick response mode: 0=Default, 1=Acceleration Promotion |
joy_response_look_pitch | 1 | a, cl | ‘Look’ stick response mode for pitch: 0=Default, 1=Acceleration Promotion |
joy_response_move | 1 | a, cl | ‘Movement’ stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity |
joy_sensitive_step0 | 0 | a, cl | |
joy_sensitive_step1 | 0 | a, cl | |
joy_sensitive_step2 | 0 | a, cl | |
joy_sidesensitivity | 1 | a, cl | |
joy_sidethreshold | 0 | a, cl | |
joy_wingmanwarrior_centerhack | 0 | a | Wingman warrior centering hack. |
joy_wingmanwarrior_turnhack | 0 | a, cl | Wingman warrior hack related to turn axes. |
joy_yawsensitivity | -1 | a, cl, ss | joystick yaw sensitivity |
joy_yawthreshold | 0 | a, cl | |
joystick | 1 | a, cl | True if the joystick is enabled, false otherwise. |
joystick_force_disabled | 1 | a, cl | Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si |
joystick_force_disabled_set_from_options | 1 | a, cl | Sets controllers enabled/disabled just before the config is written. |
lightcache_maxmiss | 2 | cheat | |
lobby_default_privacy_bits2 | 1 | a, cl | Lobby default permissions (0: private, 1: public) |
locator_split_len | 0 | cheat, cl | |
locator_split_maxwide_percent | 0 | cheat, cl | |
lockMoveControllerRet | 0 | a, cl | |
logaddress_token_secret | 0 | Set a secret string that will be hashed when using logaddress with explicit token hash. | |
lookspring | 0 | a, cl | |
lookstrafe | 0 | a, cl | |
loopsingleplayermaps | 0 | sv, cheat, rep | |
m_customaccel | 0 | a, cl | Custom mouse acceleration:0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, |
m_customaccel_exponent | 1 | a, cl | Mouse move is raised to this power before being scaled by scale factor. |
m_customaccel_max | 0 | a, cl | Max mouse move scale factor, 0 for no limit |
m_customaccel_scale | 0 | a, cl | Custom mouse acceleration value. |
m_forward | 1 | a, cl | Mouse forward factor. |
m_mouseaccel1 | 0 | a, cl | Windows mouse acceleration initial threshold (2x movement). |
m_mouseaccel2 | 0 | a, cl | Windows mouse acceleration secondary threshold (4x movement). |
m_mousespeed | 1 | a, cl | Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold |
m_pitch | 0 | a, cl, ss | Mouse pitch factor. |
m_rawinput | 1 | a, cl | Use Raw Input for mouse input. |
m_side | 0 | a, cl | Mouse side factor. |
m_yaw | 0 | a, cl | Mouse yaw factor. |
mapcycledisabled | 0 | rep, cl | repeats the same map after each match instead of using the map cycle |
mapoverview_allow_client_draw | 0 | cl | Allow a client to draw on the map overview |
mapoverview_allow_grid_usage | 0 | cl | When set to 1, allows turning on the (experimental) grid for drawing. |
mapoverview_icon_scale | 1 | a, cl | Sets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0. |
mat_accelerate_adjust_exposure_down | 40 | cheat, cl | |
mat_ambient_light_b | 0 | cheat | |
mat_ambient_light_g | 0 | cheat | |
mat_ambient_light_r | 0 | cheat | |
mat_aniso_disable | 0 | cheat | NOTE: You must change mat_forceaniso after changing this convar for this to take effect |
mat_autoexposure_max | 2 | cheat, cl | |
mat_autoexposure_max_multiplier | 1 | cheat, cl | |
mat_autoexposure_min | 0 | cheat, cl | |
mat_bloomamount_rate | 0 | cheat, cl | |
mat_bumpbasis | 0 | cheat | |
mat_camerarendertargetoverlaysize | 128 | cheat, cl | |
mat_colcorrection_forceentitiesclientside | 0 | cheat, cl | Forces color correction entities to be updated on the client |
mat_colorcorrection | 1 | cheat | |
mat_debug_bloom | 0 | cheat, cl | |
mat_debug_postprocessing_effects | 0 | cheat, cl | 0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen |
mat_debugalttab | 0 | cheat | |
mat_disable_bloom | 0 | cheat, cl | |
mat_displacementmap | 1 | cheat | |
mat_draw_resolution | 0 | cheat | |
mat_draw_resolution_threshold | 3072 | cheat | |
mat_draw_zone_highlight | 1 | cheat, cl | |
mat_draw_zone_projection_mode | 1 | cheat, cl | |
mat_drawflat | 0 | cheat | |
mat_drawgray | 0 | cheat | |
mat_drawwater | 1 | cheat, cl | |
mat_dynamic_tonemapping | 1 | cheat | |
mat_dynamiclightmaps | 0 | cheat | |
mat_dynamicPaintmaps | 0 | cheat | |
mat_exposure_center_region_x | 0 | cheat, cl | |
mat_exposure_center_region_y | 0 | cheat, cl | |
mat_fastclip | 0 | cheat | |
mat_fastnobump | 0 | cheat | |
mat_fillrate | 0 | cheat | |
mat_force_bloom | 0 | cheat, cl | |
mat_force_tonemap_min_avglum | -1 | cheat, cl | Override. Old default was 3.0 |
mat_force_tonemap_percent_bright_pixels | -1 | cheat, cl | Override. Old value was 2.0 |
mat_force_tonemap_percent_target | -1 | cheat, cl | Override. Old default was 60. |
mat_force_tonemap_scale | 0 | cheat | |
mat_forcedynamic | 0 | cheat | |
mat_frame_sync_enable | 1 | cheat | |
mat_frame_sync_force_texture | 0 | cheat | Force frame syncing to lock a managed texture. |
mat_fullbright | 0 | cheat | |
mat_hdr_uncapexposure | 0 | cheat, cl | |
mat_hsv | 0 | cheat, cl | |
mat_leafvis | 0 | cheat | Draw wireframe of: [0] nothing, [1] current leaf, [2] entire vis cluster, or [3] entire PVS (see mat_leafvis_draw_mask for what |
mat_loadtextures | 1 | cheat | |
mat_local_contrast_edge_scale_override | -1000 | cheat | |
mat_local_contrast_midtone_mask_override | -1 | cheat | |
mat_local_contrast_scale_override | 0 | cheat | |
mat_local_contrast_vignette_end_override | -1 | cheat | |
mat_local_contrast_vignette_start_override | -1 | cheat | |
mat_lpreview_mode | -1 | cheat, cl | |
mat_luxels | 0 | cheat | |
mat_measurefillrate | 0 | cheat | |
mat_monitorgamma | 2 | a | monitor gamma (typically 2.2 for CRT and 1.7 for LCD) |
mat_monitorgamma_tv_enabled | 0 | a | |
mat_morphstats | 0 | cheat | |
mat_norendering | 0 | cheat | |
mat_normalmaps | 0 | cheat | |
mat_normals | 0 | cheat | |
mat_postprocess_enable | 1 | cheat, cl | |
mat_powersavingsmode | 0 | a | Power Savings Mode |
mat_preview | 0 | cheat, cl | |
mat_proxy | 0 | cheat | |
mat_queue_mode | -1 | The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued | |
mat_queue_priority | 1 | ||
mat_queue_report | 0 | a | Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks. |
mat_remoteshadercompile | 127 | cheat | |
mat_rendered_faces_count | 0 | cheat | Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use ‘mat_re |
mat_resolveFullFrameDepth | 1 | cheat | Enable depth resolve to a texture. 0=disable, 1=enable via resolve tricks if supported in hw, otherwise disable, 2=force extra |
mat_reversedepth | 0 | cheat | |
mat_show_histogram | 0 | cheat, cl | |
mat_show_texture_memory_usage | 0 | cheat, numeric | Display the texture memory usage on the HUD. |
mat_showcamerarendertarget | 0 | cheat, cl | |
mat_showframebuffertexture | 0 | cheat, cl | |
mat_showlowresimage | 0 | cheat | |
mat_showmiplevels | 0 | cheat | color-code miplevels 2: normalmaps, 1: everything else |
mat_showwatertextures | 0 | cheat, cl | |
mat_softwareskin | 0 | cheat | |
mat_spewalloc | 0 | a | |
mat_stub | 0 | cheat, cl | |
mat_surfaceid | 0 | cheat | |
mat_surfacemat | 0 | cheat | |
mat_tessellation_accgeometrytangents | 0 | cheat | |
mat_tessellation_cornertangents | 1 | cheat | |
mat_tessellation_update_buffers | 1 | cheat | |
mat_tessellationlevel | 6 | cheat | |
mat_texture_list | 0 | cheat | For debugging, show a list of used textures per frame |
mat_texture_list_content_path | 0 | a | The content path to the materialsrc directory. If left unset, it’ll assume your content directory is next to the currently runn |
mat_tonemap_algorithm | 1 | cheat, cl | 0 = Original Algorithm 1 = New Algorithm |
mat_viewportscale | 1 | cheat, cl | Scale down the main viewport (to reduce GPU impact on CPU profiling) |
mat_viewportupscale | 1 | cheat, cl | Scale the viewport back up |
mat_wireframe | 0 | cheat | |
mat_yuv | 0 | cheat, cl | |
mc_accel_band_size | 0 | a, cl | Percentage of half the screen width or height. |
mc_dead_zone_radius | 0 | a, cl | 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen. |
mc_max_pitchrate | 100 | a, cl | (degrees/sec) |
mc_max_yawrate | 230 | a, cl | (degrees/sec) |
mem_incremental_compact_rate | 0 | cheat | Rate at which to attempt internal heap compation |
mm_csgo_community_search_players_min | 3 | a | When performing CSGO community matchmaking look for servers with at least so many human players |
mm_dedicated_force_servers | 0 | Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers.Use sy | |
mm_dedicated_search_maxping | 150 | a | Longest preferred ping to dedicated servers for games |
mm_server_search_lan_ports | 27015 | a | Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs. |
mm_session_search_ping_buckets | 4 | ||
mm_session_search_qos_timeout | 15 | ||
mm_session_sys_kick_ban_duration | 180 | ||
mm_session_sys_pkey | 0 | ||
molotov_throw_detonate_time | 2 | rep, cl | |
motdfile | 0 | sv | The MOTD file to load. |
mp_afterroundmoney | 0 | rep, cl | amount of money awared to every player after each round |
mp_anyone_can_pickup_c4 | 0 | rep, cl | If set, everyone can pick up the c4, not just Ts. |
mp_autokick | 1 | sv, rep | Kick idle/team-killing/team-damaging players |
mp_autoteambalance | 1 | sv, nf | |
mp_backup_restore_load_autopause | 1 | sv | Whether to automatically pause the match after restoring round data from backup |
mp_backup_round_auto | 1 | sv | If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren’t written to disk |
mp_backup_round_file | 0 | sv | If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor |
mp_backup_round_file_last | 0 | sv | Every time a backup file is written the value of this convar gets updated to hold the name of the backup file. |
mp_backup_round_file_pattern | 0 | sv | If set then server will save all played rounds information to files named by this pattern, e.g.’%prefix%_%date%_%time%_%team1%_ |
mp_bot_ai_bt | 0 | sv | Use the specified behavior tree file to drive the bot behavior. |
mp_buy_allow_grenades | 1 | rep, cl | Whether players can purchase grenades from the buy menu or not. |
mp_buy_allow_guns | 255 | rep, cl | Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32). |
mp_buy_anywhere | 0 | nf, rep, cl | When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. |
mp_buy_during_immunity | 0 | nf, rep, cl | When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. |
mp_buytime | 90 | rep, cl | How many seconds after round start players can buy items for. |
mp_c4_cannot_be_defused | 0 | rep, cl | If set, the planted c4 cannot be defused. |
mp_c4timer | 40 | nf, rep, cl | how long from when the C4 is armed until it blows |
mp_competitive_endofmatch_extra_time | 15 | sv | After a competitive match finishes rematch voting extra time is given for rankings. |
mp_consecutive_loss_aversion | 1 | sv, rep | How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win |
mp_consecutive_loss_max | 4 | sv, rep | |
mp_coop_force_join_ct | 0 | rep, cl | If set, real players will auto join CT on join. |
mp_coopmission_bot_difficulty_offset | 0 | sv, rep | The difficulty offset modifier for bots during coop missions. |
mp_coopmission_dz | 0 | rep, cl | Whether this a coop mission leveraging the DZ universe (tablets, choppers, drones, etc). |
mp_coopmission_dz_use_bt | 1 | rep, cl | Use new AI system for bots or not. |
mp_coopmission_mission_number | 0 | rep, cl | Which mission the map should run after it loads. |
mp_ct_default_grenades | 0 | rep, cl | The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like thi |
mp_ct_default_melee | 0 | rep, cl | The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it shou |
mp_ct_default_primary | 0 | rep, cl | The default primary (rifle) weapon that the CTs will spawn with |
mp_ct_default_secondary | 0 | rep, cl | The default secondary (pistol) weapon that the CTs will spawn with |
mp_damage_headshot_only | 0 | sv, rep | Determines whether non-headshot hits do any damage. |
mp_damage_scale_ct_body | 1 | sv, rep | Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%) |
mp_damage_scale_ct_head | 1 | sv, rep | Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshot |
mp_damage_scale_t_body | 1 | sv, rep | Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%) |
mp_damage_scale_t_head | 1 | sv, rep | Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots |
mp_damage_vampiric_amount | 0 | sv, rep | If Set to non-0, will determine the fraction of damage dealt that will be given to attacker. |
mp_death_drop_breachcharge | 1 | rep, cl | Drop breachcharge on player death |
mp_death_drop_c4 | 1 | rep, cl | Whether c4 is droppable |
mp_death_drop_defuser | 1 | rep, cl | Drop defuser on player death |
mp_death_drop_grenade | 2 | rep, cl | Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades |
mp_death_drop_gun | 1 | rep, cl | Which gun to drop on player death: 0=none, 1=best, 2=current or best |
mp_death_drop_healthshot | 1 | rep, cl | Drop healthshot on player death |
mp_death_drop_taser | 1 | rep, cl | Drop taser on player death |
mp_deathcam_skippable | 1 | sv, rep | Determines whether a player can early-out of the deathcam. |
mp_default_team_winner_no_objective | -1 | rep, cl | If the map doesn’t define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time run |
mp_defuser_allocation | 0 | rep, cl | How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone |
mp_disconnect_kills_bots | 0 | sv | When a bot disconnects, kill them first. Requires mp_disconnect_kills_players. |
mp_disconnect_kills_players | 1 | sv | When a player disconnects, kill them first (triggering item drops, stats, etc.) |
mp_display_kill_assists | 1 | rep, cl | Whether to display and score player assists |
mp_dm_bonus_length_max | 30 | sv, rep | Maximum time the bonus time will last (in seconds) |
mp_dm_bonus_length_min | 30 | sv, rep | Minimum time the bonus time will last (in seconds) |
mp_dm_bonus_percent | 50 | rep, cl | Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period. |
mp_dm_bonus_respawn | 0 | rep, cl | When attempting to get the bonus weapon in deathmatch, whether we should respawn you with it or just give it to you directly |
mp_dm_bonusweapon_dogtags | 0 | rep, cl | Additional dogtags to drop when making a kill with the bonus weapon |
mp_dm_dogtag_score | 0 | rep, cl | Points to award for picking up a dogtag in deathmatch. |
mp_dm_kill_base_score | 10 | rep, cl | Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points. |
mp_dm_teammode | 0 | rep, cl | In deathmatch, enables team DM visuals & scoring |
mp_dm_teammode_bonus_score | 1 | rep, cl | Team deathmatch victory points to award for kill with bonus weapon |
mp_dm_teammode_dogtag_score | 0 | rep, cl | Team deathmatch victory points to award for collecting enemy dogtags |
mp_dm_teammode_kill_score | 1 | rep, cl | Team deathmatch victory points to award for enemy kill |
mp_dm_time_between_bonus_max | 40 | sv, rep | Maximum time a bonus time will start after the round start or after the last bonus (in seconds) |
mp_dm_time_between_bonus_min | 30 | sv, rep | Minimum time a bonus time will start after the round start or after the last bonus (in seconds) |
mp_do_warmup_offine | 0 | rep, cl | Whether or not to do a warmup period at the start of a match in an offline (bot) match. |
mp_do_warmup_period | 1 | rep, cl | Whether or not to do a warmup period at the start of a match. |
mp_dogtag_despawn_on_killer_death | 1 | sv, rep | Whether dogtags should despawn when their killer dies |
mp_dogtag_despawn_time | 120 | sv, rep | How many seconds dogtags should stay around before despawning automatically (0 = infinite) |
mp_dogtag_pickup_rule | 0 | sv, rep | Who is eligible to pick up a dogtag (0 = killer only, 1 = killer’s team, 2 = victim’s team, 3 = killer & victim’s team, 4 = any |
mp_drop_grenade_enable | 0 | sv | Allows players to drop grenades. |
mp_drop_knife_enable | 0 | sv | Allows players to drop knives. |
mp_economy_reset_rounds | 0 | rep, cl | Reset all player money every N rounds (0 for never) |
mp_endmatch_votenextleveltime | 20 | cl | If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end. |
mp_endmatch_votenextmap | 1 | rep, cl | Whether or not players vote for the next map at the end of the match when the final scoreboard comes up |
mp_endmatch_votenextmap_keepcurrent | 1 | rep, cl | If set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting |
mp_endmatch_votenextmap_wargames_modes | 0 | sv | Modes available for endmatch voting during War Games. Separate names with spaces. |
mp_endmatch_votenextmap_wargames_nummaps | 3 | sv | Maximum number of maps to include in endmatch voting during War Games |
mp_endmatch_votenextmap_wargames_nummodes | 1 | sv | Maximum number of other War Games to include in endmatch voting during War Games |
mp_endwarmup_player_count | 0 | rep, cl | Number of players required to be connected to end warmup early. 0 to require maximum players for mode. |
mp_equipment_reset_rounds | 0 | rep, cl | Reset all player equipment every N rounds (0 for never) |
mp_footsteps_serverside | 1 | sv | Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server. |
mp_force_assign_teams | 0 | rep, cl | Players don’t get to choose what team they are on, it is auto assinged. |
mp_force_pick_time | 15 | rep, cl | The amount of time a player has on the team screen to make a selection before being auto-teamed |
mp_forcecamera | 1 | rep, cl | Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_ |
mp_free_armor | 0 | rep, cl | Determines whether kevlar (1+) and/or helmet (2+) are given automatically. |
mp_freezetime | 6 | sv, nf, rep | how many seconds to keep players frozen when the round starts |
mp_friendlyfire | 0 | nf, rep, cl | Allows team members to injure other members of their team |
mp_ggprogressive_random_weapon_kills_needed | 2 | rep, cl | If mp_ggprogressive_use_random_weapons is set, this is the number of kills needed with each weapon |
mp_ggprogressive_round_restart_delay | 15 | rep, cl | Number of seconds to delay before restarting a round after a win in gungame progessive |
mp_ggprogressive_use_random_weapons | 1 | rep, cl | If set, selects random weapons from set categories for the progression order |
mp_ggtr_always_upgrade | 0 | rep, cl | Award this many upgrade points every round in demolition mode |
mp_ggtr_bomb_defuse_bonus | 1 | rep, cl | Number of bonus upgrades to award the CTs when they defuse a gun game bomb |
mp_ggtr_bomb_detonation_bonus | 1 | rep, cl | Number of bonus upgrades to award the Ts when they detonate a gun game bomb |
mp_ggtr_bomb_pts_for_flash | 4 | rep, cl | Kill points required in a round to get a bonus flash grenade |
mp_ggtr_bomb_pts_for_he | 3 | rep, cl | Kill points required in a round to get a bonus HE grenade |
mp_ggtr_bomb_pts_for_molotov | 5 | rep, cl | Kill points required in a round to get a bonus molotov cocktail |
mp_ggtr_bomb_pts_for_upgrade | 2 | rep, cl | Kill points required to upgrade a player’s weapon |
mp_ggtr_bomb_respawn_delay | 0 | rep, cl | Number of seconds to delay before making the bomb available to a respawner in gun game |
mp_ggtr_end_round_kill_bonus | 1 | rep, cl | Number of bonus points awarded in Demolition Mode when knife kill ends round |
mp_ggtr_halftime_delay | 0 | rep, cl | Number of seconds to delay during TR Mode halftime |
mp_ggtr_last_weapon_kill_ends_half | 0 | rep, cl | End the half and give a team round point when a player makes a kill using the final weapon |
mp_ggtr_num_rounds_autoprogress | 3 | rep, cl | Upgrade the player’s weapon after this number of rounds without upgrading |
mp_give_player_c4 | 1 | rep, cl | Whether this map should spawn a c4 bomb for a player or not. |
mp_global_damage_per_second | 0 | sv, rep | If above 0, deal non-lethal damage to players over time. |
mp_guardian_bot_money_per_wave | 800 | sv, rep | The amount of money bots get time each wave the players complete. This # is absolute and not additive, the money is set to (th |
mp_guardian_force_collect_hostages_timeout | 50 | sv | Force bots to collect hostages after this amount of time if no enemy has been seen. |
mp_guardian_give_random_grenades_to_bots | 1 | sv | If set guardian bots will be given grenades at the beginning of the wave. |
mp_guardian_loc_string_desc | 0 | rep, cl | Loc string token for instructions for this mission, otherwise default to kills with weapon. |
mp_guardian_loc_string_hud | 0 | rep, cl | Loc string token to use on hud for this mission, otherwise default to kills with weapon. |
mp_guardian_loc_weapon | 0 | rep, cl | Override to weapon dialog var applied to UI |
mp_guardian_player_dist_max | 2000 | sv, rep | The maximum distance a player is allowed to get from the bombsite before they’re killed. |
mp_guardian_player_dist_min | 1300 | sv, rep | The distance at which we start to warn a player when they are too far from the guarded bombsite. |
mp_guardian_special_kills_needed | 10 | sv, rep | The number of kills needed with a specific weapon. |
mp_guardian_special_weapon_needed | 0 | sv, rep | The weapon that needs to be used to increment the kills needed to complete the mission. |
mp_guardian_target_site | -1 | sv | If set to the index of a bombsite, will cause random spawns to be only created near that site. |
mp_halftime | 0 | rep, cl | Determines whether the match switches sides in a halftime event. |
mp_halftime_duration | 15 | rep, cl | Number of seconds that halftime lasts |
mp_halftime_pausematch | 0 | rep, cl | Set to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin. |
mp_halftime_pausetimer | 0 | rep, cl | Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer. |
mp_heavyassaultsuit_aimpunch | 1 | rep, cl | How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot |
mp_heavyassaultsuit_cooldown | 5 | rep, cl | Determines cooldown of purchase. |
mp_heavyassaultsuit_deploy_timescale | 0 | rep, cl | How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed) |
mp_heavyassaultsuit_speed | 130 | rep, cl | The max speed of a player when they are wearing the heavy assault suit |
mp_heavybot_damage_reduction_scale | 1 | rep, cl | How much damage should scale when the player wearing the heavy assault suit is shot (1.0 = no change, 0.5 = half damage) |
mp_hostages_max | 2 | sv, rep | Maximum number of hostages to spawn. |
mp_hostages_rescuetime | 1 | rep, cl | Additional time added to round time if a hostage is reached by a CT. |
mp_hostages_run_speed_modifier | 1 | sv, rep | Default is 1.0, slow down hostages by setting this to < 1.0. |
mp_hostages_spawn_farthest | 0 | sv, rep | When enabled will consistently force the farthest hostages to spawn. |
mp_hostages_spawn_force_positions | 0 | sv, rep | Comma separated list of zero based indices to force spawn positions, e.g. ‘0,2’ or ‘1,6’ |
mp_hostages_spawn_same_every_round | 1 | sv, rep | 0 = spawn hostages randomly every round, 1 = same spawns for entire match. |
mp_hostages_takedamage | 0 | rep, cl | Whether or not hostages can be hurt. |
mp_humanteam | 0 | sv, rep | Restricts human players to a single team {any, CT, T} |
mp_ignore_round_win_conditions | 0 | sv, rep | Ignore conditions which would end the current round |
mp_items_prohibited | 0 | rep, cl | Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use. |
mp_join_grace_time | 0 | rep, cl | Number of seconds after round start to allow a player to join a game |
mp_limitteams | 2 | sv, nf, rep | Max # of players 1 team can have over another (0 disables check) |
mp_logdetail | 0 | sv | Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both) |
mp_logdetail_items | 0 | sv | Logs a line any time a player acquires or loses an item. |
mp_logdistance_2d | 250 | sv | Enables distance logging every so many units |
mp_logdistance_sec | 15 | sv | Enables distance logging every so many seconds |
mp_logloadouts | 1 | sv | Enables distance logging with full loadouts |
mp_logmoney | 0 | sv | Enables money logging. Values are: 0=off, 1=on |
mp_match_can_clinch | 1 | rep, cl | Can a team clinch and end the match by being so far ahead that the other team has no way to catching up? |
mp_match_end_changelevel | 0 | rep, cl | At the end of the match, perform a changelevel even if next map is the same |
mp_match_end_restart | 0 | rep, cl | At the end of the match, perform a restart instead of loading a new map |
mp_match_restart_delay | 25 | rep, cl | Time (in seconds) until a match restarts. |
mp_max_armor | 2 | rep, cl | Determines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet |
mp_maxmoney | 16000 | rep, cl | maximum amount of money allowed in a player’s account |
mp_maxrounds | 0 | nf, rep, cl | max number of rounds to play before server changes maps |
mp_molotovusedelay | 15 | rep, cl | Number of seconds to delay before the molotov can be used after acquiring it |
mp_only_cts_rescue_hostages | 1 | sv, rep | |
mp_overtime_enable | 0 | rep, cl | If a match ends in a tie, use overtime rules to determine winner |
mp_overtime_halftime_pausetimer | 0 | rep, cl | If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the t |
mp_overtime_maxrounds | 6 | rep, cl | When overtime is enabled play additional rounds to determine winner |
mp_overtime_startmoney | 10000 | rep, cl | Money assigned to all players at start of every overtime half |
mp_plant_c4_anywhere | 0 | rep, cl | |
mp_playercashawards | 1 | rep, cl | Players can earn money by performing in-game actions |
mp_playerid | 0 | rep, cl | Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names |
mp_playerid_delay | 0 | rep, cl | Number of seconds to delay showing information in the status bar |
mp_playerid_hold | 0 | rep, cl | Number of seconds to keep showing old information in the status bar |
mp_radar_showall | 0 | rep, cl | Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. |
mp_randomspawn | 0 | rep, cl | Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs. |
mp_randomspawn_dist | 0 | rep, cl | If using mp_randomspawn, determines whether to test distance when selecting this spot. |
mp_randomspawn_los | 1 | rep, cl | If using mp_randomspawn, determines whether to test Line of Sight when spawning. |
mp_require_gun_use_to_acquire | 0 | sv | Whether guns must be +used to acquire or default is touch-to-pickup |
mp_respawn_immunitytime | 4 | rep, cl | How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity. |
mp_respawn_on_death_ct | 0 | rep, cl | When set to 1, counter-terrorists will respawn after dying. |
mp_respawn_on_death_t | 0 | rep, cl | When set to 1, terrorists will respawn after dying. |
mp_respawnwavetime_ct | 10 | rep, cl | Time between respawn waves for CTs. |
mp_respawnwavetime_t | 10 | rep, cl | Time between respawn waves for Terrorists. |
mp_restartgame | 0 | sv | If non-zero, game will restart in the specified number of seconds |
mp_round_restart_delay | 7 | rep, cl | Number of seconds to delay before restarting a round after a win |
mp_roundtime | 5 | sv, nf, rep | How many minutes each round takes. |
mp_roundtime_defuse | 0 | sv, nf, rep | How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead. |
mp_roundtime_deployment | 5 | sv | How many minutes deployment for coop mission takes. |
mp_roundtime_hostage | 0 | sv, nf, rep | How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead. |
mp_shield_speed_deployed | 170 | rep, cl | The max speed of a player when they have a shield deployed |
mp_shield_speed_holstered | 200 | rep, cl | The max speed of a player when they have a shield holstered |
mp_solid_teammates | 1 | rep, cl | How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads |
mp_spawnprotectiontime | 5 | sv, rep | Kick players who team-kill within this many seconds of a round restart. |
mp_spec_swapplayersides | 0 | rep, cl | Toggle set the player names and team names to the opposite side in which they are are on the spectator panel. |
mp_spectators_max | 2 | rep, cl | How many spectators are allowed in a match. |
mp_starting_losses | 0 | sv, rep | Determines what the initial loss streak is. |
mp_startmoney | 800 | rep, cl | amount of money each player gets when they reset |
mp_suicide_penalty | 1 | sv | Punish players for suicides |
mp_suicide_time | 5 | sv, cheat, rep | Specifies number of seconds required to wait before another suicide. |
mp_t_default_grenades | 0 | rep, cl | The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this |
mp_t_default_melee | 0 | rep, cl | The default melee weapon that the Ts will spawn with |
mp_t_default_primary | 0 | rep, cl | The default primary (rifle) weapon that the Ts will spawn with |
mp_t_default_secondary | 0 | rep, cl | The default secondary (pistol) weapon that the Ts will spawn with |
mp_tagging_scale | 1 | sv, rep | Scalar for player tagging modifier when hit. Lower values for greater tagging. |
mp_taser_recharge_time | -1 | rep, cl | Determines recharge time for taser. -1 = disabled. |
mp_td_dmgtokick | 300 | sv, rep | The damage threshhold players have to exceed in a match to get kicked. |
mp_td_dmgtowarn | 200 | sv, rep | The damage threshhold players have to exceed in a match to get warned that they are about to be kicked. |
mp_td_spawndmgthreshold | 50 | sv, rep | The damage threshold players have to exceed at the start of the round to be warned/kick. |
mp_tdm_healthshot_killcount | 3 | rep, cl | Grant healthshots in team deathmatch after n kills |
mp_team_timeout_max | 1 | sv, rep, cl | Number of timeouts each team gets per match. |
mp_team_timeout_time | 60 | sv, rep, cl | Duration of each timeout. |
mp_teamcashawards | 1 | rep, cl | Teams can earn money by performing in-game actions |
mp_teamflag_1 | 0 | sv | Enter a country’s alpha 2 code to show that flag next to team 1’s name in the spectator scoreboard. |
mp_teamflag_2 | 0 | sv | Enter a country’s alpha 2 code to show that flag next to team 2’s name in the spectator scoreboard. |
mp_teamlogo_1 | 0 | sv | Enter a team’s shorthand image name to display their logo. Images can be found here: ‘resource/flash/econ/tournaments/teams’ |
mp_teamlogo_2 | 0 | sv | Enter a team’s shorthand image name to display their logo. Images can be found here: ‘resource/flash/econ/tournaments/teams’ |
mp_teammatchstat_1 | 0 | sv | A non-empty string sets first team’s match stat. |
mp_teammatchstat_2 | 0 | sv | A non-empty string sets second team’s match stat. |
mp_teammatchstat_cycletime | 45 | sv | Cycle match stats after so many seconds |
mp_teammatchstat_holdtime | 5 | sv | Decide on a match stat and hold it additionally for at least so many seconds |
mp_teammatchstat_txt | 0 | sv | A non-empty string sets the match stat description, e.g. ‘Match 2 of 3’. |
mp_teammates_are_enemies | 0 | nf, rep, cl | When set, your teammates act as enemies and all players are valid targets. |
mp_teamname_1 | 0 | sv | A non-empty string overrides the first team’s name. |
mp_teamname_2 | 0 | sv | A non-empty string overrides the second team’s name. |
mp_teamprediction_pct | 0 | sv | A value between 1 and 99 will show predictions in favor of CT team. |
mp_teamprediction_txt | 0 | sv | A value between 1 and 99 will set predictions in favor of first team. |
mp_teamscore_1 | 0 | sv | A non-empty string for best-of-N maps won by the first team. |
mp_teamscore_2 | 0 | sv | A non-empty string for best-of-N maps won by the second team. |
mp_teamscore_max | 0 | sv | How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4) |
mp_timelimit | 5 | nf, rep, cl | game time per map in minutes |
mp_tkpunish | 0 | sv, rep | Will TK’ers and team damagers be punished in the next round? {0=no, 1=yes} |
mp_use_respawn_waves | 0 | rep, cl | When set to 1, and that player’s team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the w |
mp_verbose_changelevel_spew | 1 | cl | |
mp_warmup_pausetimer | 0 | rep, cl | Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer. |
mp_warmuptime | 30 | rep, cl | How long the warmup period lasts. Changing this value resets warmup. |
mp_warmuptime_all_players_connected | 0 | rep, cl | Warmup time to use when all players have connected. 0 to disable. |
mp_weapon_melee_touch_time_after_hit | 5 | sv, cheat | |
mp_weapon_next_owner_touch_time | 1 | sv, cheat | |
mp_weapon_prev_owner_touch_time | 1 | sv, cheat | |
mp_weapon_self_inflict_amount | 0 | sv, rep | If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss. |
mp_weapons_allow_heavy | -1 | rep, cl | Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs. |
mp_weapons_allow_heavyassaultsuit | 0 | rep, cl | Determines whether heavyassaultsuit is permitted. |
mp_weapons_allow_map_placed | 0 | rep, cl | If this convar is set, when a match starts, the game will not delete weapons placed in the map. |
mp_weapons_allow_pistols | -1 | rep, cl | Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs. |
mp_weapons_allow_rifles | -1 | rep, cl | Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs. |
mp_weapons_allow_smgs | -1 | rep, cl | Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs. |
mp_weapons_allow_typecount | 5 | rep, cl | Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit). |
mp_weapons_allow_zeus | 1 | rep, cl | Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit). |
mp_weapons_glow_on_ground | 0 | rep, cl | If this convar is set, weapons on the ground will have a glow around them. |
mp_weapons_max_gun_purchases_per_weapon_per_match | -1 | sv, rep, cl | Max number of times a player may purchase any weapon per match |
mp_win_panel_display_time | 3 | rep, cl | The amount of time to show the win panel between matches / halfs |
muzzleflash_light | 1 | a, cl | |
name | 0 | a, user, print, server_can_execute, ss | Current user name |
nav_area_bgcolor | 0 0 0 30 | sv, cheat | RGBA color to draw as the background color for nav areas while editing. |
nav_area_max_size | 50 | sv, cheat | Max area size created in nav generation |
nav_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_create_area_at_feet | 0 | sv, cheat | Anchor nav_begin_area Z to editing player’s feet |
nav_create_place_on_ground | 0 | sv, cheat | If true, nav areas will be placed flush with the ground when created by hand. |
nav_debug_blocked | 0 | sv, cheat | |
nav_displacement_test | 10000 | sv, cheat | Checks for nodes embedded in displacements (useful for in-development maps) |
nav_draw_limit | 500 | sv, cheat | The maximum number of areas to draw in edit mode |
nav_edit | 0 | sv, cheat | Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. |
nav_generate_fencetops | 1 | sv, cheat | Autogenerate nav areas on fence and obstacle tops |
nav_generate_fixup_jump_areas | 1 | sv, cheat | Convert obsolete jump areas into 2-way connections |
nav_generate_incremental_range | 2000 | sv, cheat | |
nav_generate_incremental_tolerance | 0 | sv, cheat | Z tolerance for adding new nav areas. |
nav_max_view_distance | 0 | sv, cheat | Maximum range for precomputed nav mesh visibility (0 = default 1500 units) |
nav_max_vis_delta_list_length | 64 | sv, cheat | |
nav_potentially_visible_dot_tolerance | 0 | sv, cheat | |
nav_quicksave | 0 | sv, cheat | Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. |
nav_selected_set_border_color | 100 100 0 255 | sv, cheat | Color used to draw the selected set borders while editing. |
nav_selected_set_color | 255 255 200 96 | sv, cheat | Color used to draw the selected set background while editing. |
nav_show_approach_points | 0 | sv, cheat | Show Approach Points in the Navigation Mesh. |
nav_show_area_info | 0 | sv, cheat | Duration in seconds to show nav area ID and attributes while editing |
nav_show_compass | 0 | sv, cheat | |
nav_show_continguous | 0 | sv, cheat | Highlight non-contiguous connections |
nav_show_danger | 0 | sv, cheat | Show current ‘danger’ levels. |
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_counts | 0 | sv, cheat | Show current player counts in each area. |
nav_show_potentially_visible | 0 | sv, cheat | Show areas that are potentially visible from the current nav area |
nav_slope_limit | 0 | sv, cheat | The ground unit normal’s Z component must be greater than this for nav areas to be generated. |
nav_slope_tolerance | 0 | sv, cheat | The ground unit normal’s Z component must be this close to the nav area’s Z component to be generated. |
nav_snap_to_grid | 0 | sv, cheat | Snap to the nav generation grid when creating new nav areas |
nav_solid_props | 0 | sv, cheat | Make props solid to nav generation/editing |
nav_split_place_on_ground | 0 | sv, cheat | If true, nav areas will be placed flush with the ground when split. |
nav_test_node | 0 | sv, cheat | |
nav_test_node_crouch | 0 | sv, cheat | |
nav_test_node_crouch_dir | 4 | sv, cheat | |
nav_update_visibility_on_edit | 0 | sv, cheat | If nonzero editing the mesh will incrementally recompue visibility |
net_allow_multicast | 1 | a | |
net_blockmsg | 0 | cheat | 1|name> |
net_chan_limit_msec | 0 | Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget | |
net_chan_stats_dump | 0 | Netchannel statistics will dump in the logs upon request | |
net_chan_stats_dump_top_msgs | 5 | Netchannel statistics will dump so many top messages in each category | |
net_chan_stats_lru | 3 | Netchannel statistics LRU accumulation buffer size | |
net_client_steamdatagram_enable_override | 0 | cl | 0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible |
net_droponsendoverflow | 0 | If enabled, channel will drop client when sending too much data causes buffer overrun | |
net_droppackets | 0 | cheat | Drops next n packets on client |
net_earliertempents | 0 | cheat | |
net_fakejitter | 0 | cheat | Jitter fakelag packet time |
net_fakelag | 0 | cheat | Lag all incoming network data (including loopback) by this many milliseconds. |
net_fakeloss | 0 | cheat | Simulate packet loss as a percentage (negative means drop 1/n packets) |
net_graph | 0 | a, cl | Draw the network usage data, = 2 prints in/out data, = 3 draws data on payload, |
net_graphheight | 64 | a, cl | Height of netgraph panel |
net_graphholdsvframerate | 0 | a, cl | Hold worst case in server framerate line. |
net_graphipc | 0 | a, cl | Show IPCs on netgraph panel |
net_graphmsecs | 400 | a, cl | The latency graph represents this many milliseconds. |
net_graphpos | 1 | a, cl | |
net_graphproportionalfont | 1 | a, cl | Determines whether netgraph font is proportional or not |
net_graphshowinterp | 1 | a, cl | Draw the interpolation graph. |
net_graphshowlatency | 1 | a, cl | Draw the ping/packet loss graph. |
net_graphshowsvframerate | 0 | a, cl | Draw the server framerate graph. |
net_graphsolid | 1 | a, cl | |
net_graphtext | 1 | a, cl | Draw text fields |
net_maxroutable | 1200 | a, user | Requested max packet size before packets are ‘split’. |
net_public_adr | 0 | For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: (‘x.x.x.x’ | |
net_scale | 5 | a, cl | |
net_showreliablesounds | 0 | cheat | |
net_showsplits | 0 | Show info about packet splits | |
net_showudp | 0 | Dump UDP packets summary to console | |
net_showudp_oob | 0 | Dump OOB UDP packets summary to console | |
net_showudp_remoteonly | 0 | Dump non-loopback udp only | |
net_splitrate | 1 | Number of fragments for a splitpacket that can be sent per frame | |
net_steamcnx_allowrelay | 1 | a | Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel |
net_steamcnx_enabled | 1 | Use steam connections on listen server as a fallback, 2 forces use of steam connections instead of raw UDP. | |
net_threaded_socket_burst_cap | 1024 | Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets. | |
net_threaded_socket_recovery_rate | 6400 | Number of packets per second that threaded socket pump algorithm allows from client. | |
net_threaded_socket_recovery_time | 60 | Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit. | |
net_warningthrottle | 5 | Network warning throttling to specified Hz rate | |
next | 0 | cheat | Set to 1 to advance to next frame ( when singlestep == 1 ) |
nextlevel | 0 | nf, rep, cl | If set to a valid map name, will trigger a changelevel to the specified map at the end of the round |
nextmap_print_enabled | 0 | sv | When enabled prints next map to clients |
nextmode | 0 | nf, rep, cl | Sets the game mode to be played when the next level loads |
noclip_fixup | 1 | sv, cheat | |
npc_ally_deathmessage | 1 | sv, cheat | |
npc_height_adjust | 1 | a, sv | Enable test mode for ik height adjustment |
occlusion_old | 0 | ||
occlusion_test_async | 0 | Enable asynchronous occlusion test in another thread; may save some server tick time at the cost of synchronization overhead wi | |
occlusion_test_async_jitter | 2 | cheat | |
occlusion_test_async_move_tolerance | 8 | cheat | |
occlusion_test_camera_margins | 12 | sv | Amount by which the camera (viewer’s eye) is expanded for occlusion test. This should be large enough to accommodate eye’s move |
occlusion_test_jump_margin | 12 | Amount by which the player bounding box is expanded up for occlusion test to account for jumping. This margin should be large e | |
occlusion_test_margins | 36 | Amount by which the player bounding box is expanded for occlusion test. This margin should be large enough to accommodate playe | |
occlusion_test_shadow_length | 144 | sv | Max length of completely occluded shadow to consider a player for occlusion test. If shadow provably stops at this distance, th |
occlusion_test_shadow_max_distance | 1500 | Max distance at which to consider shadows for occlusion computations | |
option_duck_method | 0 | a, cl, ss | |
option_speed_method | 0 | a, cl, ss | |
paintsplat_bias | 0 | cheat, rep | Change bias value for computing circle buffer |
paintsplat_max_alpha_noise | 0 | cheat, rep | Max noise value of circle alpha |
paintsplat_noise_enabled | 1 | cheat, rep | |
panel_test_title_safe | 0 | cheat | Test vgui panel positioning with title safe indentation |
panorama_dump_events_backlog | 0 | ||
panorama_dump_events_threshold_break | 0 | ||
panorama_dump_events_threshold_us | 0 | ||
particle_simulateoverflow | 0 | cheat, cl | Used for stress-testing particle systems. Randomly denies creation of particles. |
particle_test_attach_attachment | 0 | sv, cheat | Attachment index for attachment mode |
particle_test_attach_mode | 0 | sv, cheat | Possible Values: ‘start_at_attachment’, ‘follow_attachment’, ‘start_at_origin’, ‘follow_origin’ |
particle_test_file | 0 | sv, cheat | Name of the particle system to dynamically spawn |
password | 0 | a, norecord | Current server access password |
phys_debug_check_contacts | 0 | cheat, rep, cl | |
phys_show_active | 0 | sv, cheat | |
play_distance | 1 | a, cl | Set to 1:’2 foot’ or 2:’10 foot’ presets. |
player_botdifflast_s | 2 | a, cl | |
player_competitive_maplist_2v2_8_0_E8907D2E | mg_de_train,mg_de_lake,mg_de_inferno,mg_de_shortnuke,mg_de_vertigo,mg_gd_rialto,mg_de_shortdust,mg_de_overpass,mg_de_cbble | a, cl | |
player_competitive_maplist_8_8_0_1B1D6577 | mg_de_dust2,mg_de_train,mg_de_inferno,mg_de_nuke,mg_de_vertigo,mg_de_mirage,mg_cs_office,mg_de_cache,mg_de_anubis,mg_de_chlorine,mg_cs_agency,mg_de_overpass | a, cl | |
player_debug_print_damage | 0 | sv, cheat | When true, print amount and type of all damage received by player to console. |
player_nevershow_communityservermessage | 0 | a, cl, ss | |
player_ping_throttle_decay | 0 | sv, cheat | Decay for how fast the ping throttle delay will decay |
player_survival_list_8_0_7 | mg_dz_blacksite,mg_dz_sirocco,mg_dz_junglety | a, cl | |
player_teamplayedlast | 3 | a, cl, ss | |
player_wargames_list2_8_0_604 | mg_skirmish_flyingscoutsman,mg_skirmish_armsrace,mg_skirmish_demolition | a, cl | |
post_jump_crouch | 0 | cheat, rep, cl | This determines how long the third person player character will crouch for after landing a jump. This only affects the third p |
pvs_min_player_distance | 1500 | sv | Min distance to player at which PVS is used. At closer distances, PVS assumes we can see a shadow or something else from the pl |
pwatchent | -1 | cheat, cl | Entity to watch for prediction system changes. |
pwatchvar | 0 | cheat, cl | Entity variable to watch in prediction system for changes. |
r_AirboatViewDampenDamp | 1 | cheat, nf, rep, cl | |
r_AirboatViewDampenFreq | 7 | cheat, nf, rep, cl | |
r_AirboatViewZHeight | 0 | cheat, nf, rep, cl | |
r_alphafade_usefov | 1 | cheat, cl | Account for FOV when computing an entity’s distance-based alpha fade |
r_ambientfraction | 0 | cheat | Fraction of direct lighting used to boost lighting when model requests |
r_ambientlightingonly | 0 | cheat | Set this to 1 to light models with only ambient lighting (and no static lighting). |
r_avglight | 1 | cheat | |
r_avglightmap | 0 | cheat | |
r_brush_queue_mode | 0 | cheat | |
r_ClipAreaFrustums | 1 | cheat | |
r_ClipAreaPortals | 1 | cheat | |
r_colorstaticprops | 0 | cheat | |
r_debugcheapwater | 0 | cheat, cl | |
r_debugrandomstaticlighting | 0 | cheat | Set to 1 to randomize static lighting for debugging. Must restart for change to take affect. |
r_depthoverlay | 0 | cheat, cl | Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output. |
r_disable_distance_fade_on_big_props | 0 | cheat, cl | Completely disable distance fading on large props |
r_disable_distance_fade_on_big_props_thresh | 48000 | cheat, cl | Distance prop fade disable threshold size |
r_disable_static_prop_loading | 0 | cheat | If non-zero when a map loads, static props won’t be loaded |
r_disable_update_shadow | 1 | cheat, cl | |
r_DispBuildable | 0 | cheat | |
r_DispWalkable | 0 | cheat | |
r_dlightsenable | 1 | cheat | |
r_drawallrenderables | 0 | cheat, cl | Draw all renderables, even ones inside solid leaves. |
r_DrawBeams | 1 | cheat | 0=Off, 1=Normal, 2=Wireframe |
r_drawbrushmodels | 1 | cheat | Render brush models. 0=Off, 1=Normal, 2=Wireframe |
r_drawclipbrushes | 0 | cheat | Draw clip brushes (red=NPC+player, pink=player, purple=NPC) |
r_drawdecals | 1 | cheat | Render decals. |
r_DrawDisp | 1 | cheat | Toggles rendering of displacment maps |
r_drawentities | 1 | cheat | |
r_drawfuncdetail | 1 | cheat | Render func_detail |
r_drawleaf | -1 | cheat | Draw the specified leaf. |
r_drawlightcache | 0 | cheat | 0: off1: draw light cache entries 2: draw rays |
r_drawlightinfo | 0 | cheat | |
r_drawlights | 0 | cheat | |
r_DrawModelLightOrigin | 0 | cheat | |
r_drawmodelnames | 0 | cheat, rep, cl | |
r_drawmodelstatsoverlay | 0 | cheat | |
r_drawmodelstatsoverlaydistance | 500 | cheat | |
r_drawmodelstatsoverlayfilter | -1 | cheat | |
r_drawmodelstatsoverlaymax | 1 | a | time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2 |
r_drawmodelstatsoverlaymin | 0 | a | time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2 |
r_drawopaquedetailprops | 1 | cheat, cl | |
r_drawopaquedetailprops_csm | 0 | cheat, cl | |
r_drawopaquedetailprops_reflect | 0 | cheat, cl | |
r_drawopaquedetailprops_refract | 0 | cheat, cl | |
r_drawopaquerenderables | 1 | cheat, cl | |
r_drawopaqueworld | 1 | cheat, cl | |
r_drawothermodels | 1 | cheat, cl | 0=Off, 1=Normal, 2=Wireframe |
r_drawparticles | 1 | cheat, cl | Enable/disable particle rendering |
r_drawplayers | 1 | cheat, cl | |
r_DrawPortals | 0 | cheat | |
r_DrawRain | 1 | cheat, cl | Enable/disable rain rendering. |
r_drawrenderboxes | 0 | cheat, cl | (0 – off) (1 – Draws the bounding box of entities) (2 – Draws the axis aligned bounding box used for culling) (3 – draws both b |
r_drawropes | 1 | cheat, cl | |
r_drawscreenoverlay | 1 | cheat, server_can_execute, cl | |
r_drawshieldstencil | 1 | cheat, cl | |
r_drawshieldstencil_debug | 0 | cheat, cl | |
r_drawskybox | 1 | cheat | |
r_drawsprites | 1 | cheat, cl | |
r_drawstaticprops | 1 | cheat | 0=Off, 1=Normal, 2=Wireframe |
r_drawtracers | 1 | cheat, cl | |
r_drawtracers_firstperson | 1 | a, cl | Toggle visibility of first person weapon tracers |
r_drawtracers_movetonotintersect | 1 | cheat, cl | |
r_drawtranslucentrenderables | 1 | cheat, cl | |
r_drawtranslucentworld | 1 | cheat | |
r_drawunderwatercap | 1 | cheat, server_can_execute, cl | |
r_drawunderwateroverlay | 1 | cheat, server_can_execute, cl | |
r_drawvgui | 1 | cheat | Enable the rendering of vgui panels |
r_drawviewmodel | 1 | cheat, cl | |
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_dynamic | 1 | ||
r_dynamiclighting | 1 | cheat | |
r_eyegloss | 1 | a, cl | |
r_eyemove | 1 | a | |
r_eyeshift_x | 0 | a | |
r_eyeshift_y | 0 | a | |
r_eyeshift_z | 0 | a | |
r_eyesize | 0 | a | |
r_eyewaterepsilon | 7 | cheat, cl | |
r_farz | -1 | cheat, cl | Override the far clipping plane. -1 means to use the value in env_fog_controller. |
r_flashlightambient | 0 | cheat, cl | |
r_flashlightbacktraceoffset | 0 | cheat, cl | |
r_flashlightbrightness | 0 | cheat | |
r_flashlightclip | 0 | cheat | |
r_flashlightconstant | 0 | cheat, cl | |
r_flashlightdrawclip | 0 | cheat | |
r_flashlightfar | 750 | cheat, cl | |
r_flashlightfov | 53 | cheat, cl | |
r_flashlightladderdist | 40 | cheat, cl | |
r_flashlightlinear | 100 | cheat, cl | |
r_flashlightlockposition | 0 | cheat, cl | |
r_flashlightmuzzleflashfov | 120 | cheat, cl | |
r_flashlightnear | 4 | cheat, cl | |
r_flashlightnearoffsetscale | 1 | cheat, cl | |
r_flashlightoffsetforward | 0 | cheat, cl | |
r_flashlightoffsetright | 5 | cheat, cl | |
r_flashlightoffsetup | -5 | cheat, cl | |
r_flashlightquadratic | 0 | cheat, cl | |
r_flashlightshadowatten | 0 | cheat, cl | |
r_flashlightvisualizetrace | 0 | cheat, cl | |
r_hwmorph | 0 | cheat | |
r_itemblinkmax | 0 | cheat | |
r_itemblinkrate | 4 | cheat | |
r_JeepFOV | 90 | sv, cheat, rep | |
r_JeepViewBlendTo | 1 | cheat, cl | |
r_JeepViewBlendToScale | 0 | cheat, cl | |
r_JeepViewBlendToTime | 1 | cheat, cl | |
r_JeepViewDampenDamp | 1 | cheat, nf, rep, cl | |
r_JeepViewDampenFreq | 7 | cheat, nf, rep, cl | |
r_JeepViewZHeight | 10 | cheat, nf, rep, cl | |
r_lightcache_numambientsamples | 162 | cheat | number of random directions to fire rays when computing ambient lighting |
r_lightcache_radiusfactor | 1000 | cheat | Allow lights to influence lightcaches beyond the lights’ radii |
r_lightcachecenter | 1 | cheat | |
r_lightcachemodel | -1 | cheat | |
r_lightinterp | 5 | cheat | Controls the speed of light interpolation, 0 turns off interpolation |
r_lightmap | -1 | cheat | |
r_lightstyle | -1 | cheat | |
r_lightwarpidentity | 0 | cheat | |
r_lockpvs | 0 | cheat | Lock the PVS so you can fly around and inspect what is being drawn. |
r_mapextents | 16384 | cheat, cl | Set the max dimension for the map. This determines the far clipping plane |
r_modelAmbientMin | 0 | cheat | Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns). |
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_oldlightselection | 0 | cheat | Set this to revert to HL2’s method of selecting lights |
r_particle_demo | 0 | cheat, cl | |
r_partition_level | -1 | cheat | Displays a particular level of the spatial partition system. Use -1 to disable it. |
r_portalsopenall | 0 | cheat | Open all portals |
r_PortalTestEnts | 1 | cheat, cl | Clip entities against portal frustums. |
r_proplightingpooling | -1 | cheat | 0 – off, 1 – static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset |
r_radiosity | 4 | cheat | 0: no radiosity1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam |
r_rainalpha | 0 | cheat, cl | |
r_rainalphapow | 0 | cheat, cl | |
r_RainCheck | 0 | cheat, cl | Enable/disable IsInAir() check for rain drops? |
r_RainDebugDuration | 0 | cheat, cl | Shows rain tracelines for this many seconds (0 disables) |
r_raindensity | 0 | cheat, cl | |
r_RainHack | 0 | cheat, cl | |
r_rainlength | 0 | cheat, cl | |
r_RainProfile | 0 | cheat, cl | Enable/disable rain profiling. |
r_RainRadius | 1500 | cheat, cl | |
r_RainSideVel | 130 | cheat, cl | How much sideways velocity rain gets. |
r_RainSimulate | 1 | cheat, cl | Enable/disable rain simulation. |
r_rainspeed | 600 | cheat, cl | |
r_RainSplashPercentage | 20 | cheat, cl | |
r_rainwidth | 0 | cheat, cl | |
r_randomflex | 0 | cheat | |
r_replay_post_effect | -1 | cheat, cl | |
r_rimlight | 1 | cheat | |
r_shadow_debug_spew | 0 | cheat, cl | |
r_shadow_deferred | 0 | cheat | Toggle deferred shadow rendering |
r_shadowfromanyworldlight | 0 | cheat, cl | |
r_shadowfromworldlights_debug | 0 | cheat, cl | |
r_shadowids | 0 | cheat | |
r_shadows_gamecontrol | -1 | cheat | |
r_shadowwireframe | 0 | cheat | |
r_showenvcubemap | 0 | cheat | |
r_showz_power | 1 | cheat | |
r_skin | 0 | cheat | |
r_skybox | 1 | cheat, cl | Enable the rendering of sky boxes |
r_slowpathwireframe | 0 | cheat | |
r_SnowDebugBox | 0 | cheat, cl | Snow Debug Boxes. |
r_SnowEnable | 1 | cheat, cl | Snow Enable |
r_SnowEndAlpha | 255 | cheat, cl | Snow. |
r_SnowEndSize | 0 | cheat, cl | Snow. |
r_SnowFallSpeed | 1 | cheat, cl | Snow fall speed scale. |
r_SnowInsideRadius | 256 | cheat, cl | Snow. |
r_SnowOutsideRadius | 1024 | cheat, cl | Snow. |
r_SnowParticles | 500 | cheat, cl | Snow. |
r_SnowPosScale | 1 | cheat, cl | Snow. |
r_SnowRayEnable | 1 | cheat, cl | Snow. |
r_SnowRayLength | 8192 | cheat, cl | Snow. |
r_SnowRayRadius | 256 | cheat, cl | Snow. |
r_SnowSpeedScale | 1 | cheat, cl | Snow. |
r_SnowStartAlpha | 25 | cheat, cl | Snow. |
r_SnowStartSize | 1 | cheat, cl | Snow. |
r_SnowWindScale | 0 | cheat, cl | Snow. |
r_SnowZoomOffset | 384 | cheat, cl | Snow. |
r_SnowZoomRadius | 512 | cheat, cl | Snow. |
r_swingflashlight | 1 | cheat, cl | |
r_underwateroverlay_drain_speed | 0 | cheat, cl | |
r_updaterefracttexture | 1 | cheat, cl | |
r_vehicleBrakeRate | 1 | sv, cheat | |
r_VehicleViewClamp | 1 | cheat, cl | |
r_VehicleViewDampen | 1 | cheat, nf, rep, cl | |
r_visocclusion | 0 | cheat | Activate/deactivate wireframe rendering of what the occlusion system is doing. |
r_visualizelighttraces | 0 | cheat | |
r_visualizelighttracesshowfulltrace | 0 | cheat | |
r_visualizetraces | 0 | cheat | |
radarvisdistance | 1000 | sv, cheat | at this distance and beyond you need to be point right at someone to see them |
radarvismaxdot | 0 | sv, cheat | how closely you have to point at someone to see them beyond max distance |
radarvismethod | 1 | sv, cheat | 0 for traditional method, 1 for more realistic method |
radarvispow | 0 | sv, cheat | the degree to which you can point away from a target, and still see them on radar. |
rate | 196608 | a, user | Max bytes/sec the host can receive data |
rcon_address | 0 | norecord | Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) |
rcon_password | 0 | norecord | remote console password. |
replay_debug | 0 | rep | |
report_cliententitysim | 0 | cheat, cl | List all clientside simulations and time – will report and turn itself off. |
report_clientthinklist | 0 | cheat, cl | List all clientside entities thinking and time – will report and turn itself off. |
rope_min_pixel_diameter | 2 | cheat | |
rr_followup_maxdist | 1800 | sv, cheat | ‘then ANY’ or ‘then ALL’ response followups will be dispatched only to characters within this distance. |
rr_remarkable_max_distance | 1200 | sv, cheat | AIs will not even consider remarkarbles that are more than this many units away. |
rr_remarkable_world_entities_replay_limit | 1 | sv, cheat | TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable |
rr_remarkables_enabled | 1 | sv, cheat | If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled. |
rr_thenany_score_slop | 0 | sv, cheat | When computing respondents for a ‘THEN ANY’ rule, all rule-matching scores within this much of the best score will be considere |
safezonex | 1 | a, cl | The percentage of the screen width that is considered safe from overscan |
safezoney | 1 | a, cl | The percentage of the screen height that is considered safe from overscan |
sc_enable | 1 | a, cl, ss | Enable SteamController |
sc_joystick_map | 1 | a | How to map the analog joystick deadzone and extents 0 = Scaled Cross, 1 = Concentric Mapping to Square. |
sc_pitch_sensitivity | 1 | a, cl, ss | SteamController pitch factor. |
sc_yaw_sensitivity | 1 | a, cl, ss | SteamController yaw factor. |
scene_showfaceto | 0 | a, sv | When playing back, show the directions of faceto events. |
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. |
sdr_spew_level | 5 | verbosity level for SteamNetSockets spew | |
sensitivity | 2.5 | a, cl | Mouse sensitivity. |
servercfgfile | 0 | sv | |
showbudget_texture | 0 | cheat | Enable the texture budget panel. |
showtriggers | 0 | sv, cheat | Shows trigger brushes |
singlestep | 0 | cheat | Run engine in single step mode ( set next to 1 to advance a frame ) |
sk_autoaim_mode | 1 | a, rep, cl | |
skill | 1 | a | Game skill level (1-3). |
skybox_disablereflection | 0 | cheat, cl | |
snd_deathcamera_volume | 0 | a | Relative volume of the death camera music. |
snd_debug_panlaw | 0 | cheat | Visualize panning crossfade curves |
snd_disable_mixer_duck | 0 | cheat | |
snd_disable_mixer_solo | 0 | cheat | |
snd_duckerattacktime | 0 | a | |
snd_duckerreleasetime | 2 | a | |
snd_duckerthreshold | 0 | a | |
snd_ducking_off | 1 | a | |
snd_ducktovolume | 0 | a | |
snd_dvar_dist_max | 1320 | cheat | Play full ‘far’ sound at this distance |
snd_dvar_dist_min | 240 | cheat | Play full ‘near’ sound at this distance |
snd_dzmusic_volume | 0 | a | Relative volume of the Danger Zone victory music. |
snd_filter | 0 | cheat | |
snd_foliage_db_loss | 4 | cheat | foliage dB loss per 1200 units |
snd_gain | 1 | cheat | |
snd_gain_max | 1 | cheat | |
snd_gain_min | 0 | cheat | |
snd_hrtf_distance_behind | 100 | a | HRTF calculations will calculate the player as being this far behind the camera |
snd_hrtf_lerp_max_distance | 800 | cheat | |
snd_hrtf_lerp_min_distance | 100 | cheat | |
snd_hrtf_stereo_blend | 1 | cheat | |
snd_hrtf_voice_delay | 0 | a | |
snd_hrtf_volume | 0 | cheat | Controls volume of HRTF sounds |
snd_hwcompat | 0 | a | |
snd_list | 0 | cheat | |
snd_mainmenu_music_break_time_max | 0 | cheat, cl | Minimum amount of time to pause between playing main menu music |
snd_mainmenu_music_break_time_min | 0 | cheat, cl | Minimum amount of time to pause between playing main menu music |
snd_mapobjective_volume | 0 | a | Relative volume of map objective music. |
snd_max_same_sounds | 4 | cheat | |
snd_max_same_weapon_sounds | 3 | cheat | |
snd_menumusic_volume | 0 | a | Relative volume of the main menu music. |
snd_mix_async | 1 | a | Sets sound to get mixed asynchronously on a different thread |
snd_mixahead | 0 | a | |
snd_mixer_master_dsp | 1 | cheat | |
snd_mixer_master_level | 1 | cheat | |
snd_music_selection | 1 | a, cl | Tracking rotating music for players with no music packs equipped. |
snd_musicvolume_multiplier_inoverlay | 0 | a | Music volume multiplier when Steam Overlay is active |
snd_mute_losefocus | 1 | a | |
snd_mute_mvp_music_live_players | 0 | a, cl | If set, MVP music is muted if players from both teams are still alive. |
snd_mvp_volume | 1 | a | Relative volume of the MVP music. |
snd_obscured_gain_dB | -2 | cheat | |
snd_occlusion_bounces | 1 | cheat, rep | |
snd_occlusion_eq_high | 0 | cheat | |
snd_occlusion_eq_low | 0 | cheat | |
snd_occlusion_eq_mid | 1 | cheat | |
snd_occlusion_no_eq_scale | 1 | cheat | |
snd_occlusion_rays | 4 | cheat, rep | |
snd_op_test_convar | 1 | cheat | |
snd_pause_all | 1 | cheat | Specifies to pause all sounds and not just voice |
snd_pitchquality | 1 | a | |
snd_pre_gain_dist_falloff | 1 | cheat | |
snd_prefetch_common | 1 | Prefetch common sounds from directories specified in scripts/sound_prefetch.txt | |
snd_rear_speaker_scale | 1 | cheat | How much to scale rear speaker contribution to front stereo output |
snd_refdb | 60 | cheat | Reference dB at snd_refdist |
snd_refdist | 36 | cheat | Reference distance for snd_refdb |
snd_report_format_sound | 0 | cheat | If set to 1, report all sound formats. |
snd_report_loop_sound | 0 | cheat | If set to 1, report all sounds that just looped. |
snd_report_start_sound | 0 | cheat | If set to 1, report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example |
snd_report_stop_sound | 0 | cheat | If set to 1, report all sounds stopped with S_StopSound(). |
snd_report_verbose_error | 0 | cheat | If set to 1, report more error found when playing sounds. |
snd_roundend_volume | 0 | a | Relative volume of round end music. |
snd_roundstart_volume | 0 | a | Relative volume of round start music. |
snd_show | 0 | cheat | Show sounds info |
snd_show_filter | 0 | cheat | Limit debug sounds to those containing this substring |
snd_show_print | 0 | cheat | Print to console the sounds that are normally printed on screen only. 1 = print to console and to screen; 2 = print only to con |
snd_showclassname | 0 | cheat | |
snd_showmixer | 0 | cheat | |
snd_showstart | 0 | cheat | |
snd_sos_list_operator_updates | 0 | cheat | |
snd_sos_show_block_debug | 0 | cheat | Spew data about the list of block entries. |
snd_sos_show_client_rcv | 0 | cheat | |
snd_sos_show_client_xmit | 0 | cheat, cl | |
snd_sos_show_operator_entry_filter | 0 | cheat | |
snd_sos_show_operator_init | 0 | cheat | |
snd_sos_show_operator_parse | 0 | cheat | |
snd_sos_show_operator_prestart | 0 | cheat | |
snd_sos_show_operator_shutdown | 0 | cheat | |
snd_sos_show_operator_start | 0 | cheat | |
snd_sos_show_operator_stop_entry | 0 | cheat | |
snd_sos_show_operator_updates | 0 | cheat | |
snd_sos_show_queuetotrack | 0 | cheat | |
snd_sos_show_server_xmit | 0 | sv, cheat | |
snd_sos_show_startqueue | 0 | cheat | |
snd_surround_speakers | -1 | a | |
snd_tensecondwarning_volume | 0 | a | Relative volume of ten second warning music. |
snd_visualize | 0 | cheat | Show sounds location in world |
sound_device_override | 0 | a | ID of the sound device to use |
soundscape_debug | 0 | sv, cheat | When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that ar |
soundscape_fadetime | 3 | cheat, cl | Time to crossfade sound effects between soundscapes |
soundscape_radius_debug | 0 | cheat, cl | Prints current volume of radius sounds |
spec_allow_roaming | 0 | sv, cheat, rep | If nonzero, allow free-roaming spectator camera. |
spec_dz_group_teams | 1 | cl | If set, will group players into their teams for spectating, if 0, spectating numbers will be the default individual players |
spec_freeze_cinematiclight_b | 1 | cheat, cl | |
spec_freeze_cinematiclight_g | 1 | cheat, cl | |
spec_freeze_cinematiclight_r | 1 | cheat, cl | |
spec_freeze_cinematiclight_scale | 2 | cheat, cl | |
spec_freeze_deathanim_time | 0 | rep, cl | The time that the death cam will spend watching the player’s ragdoll before going into the freeze death cam. |
spec_freeze_distance_max | 80 | cheat, cl | Maximum random distance from the target to stop when framing them in observer freeze cam. |
spec_freeze_distance_min | 60 | cheat, cl | Minimum random distance from the target to stop when framing them in observer freeze cam. |
spec_freeze_panel_extended_time | 0 | rep, cl | Time spent with the freeze panel still up after observer freeze cam is done. |
spec_freeze_target_fov | 42 | cheat, rep, cl | The target FOV that the deathcam should use. |
spec_freeze_target_fov_long | 90 | cheat, rep, cl | The target FOV that the deathcam should use when the cam zoom far away on the target. |
spec_freeze_time | 3 | rep, cl | Time spend frozen in observer freeze cam. |
spec_freeze_time_lock | 1 | sv, rep | Time players are prevented from skipping the freeze cam |
spec_freeze_traveltime | 0 | rep, cl | Time taken to zoom in to frame a target in observer freeze cam. |
spec_freeze_traveltime_long | 0 | cheat, rep, cl | Time taken to zoom in to frame a target in observer freeze cam when they are far away. |
spec_glow_decay_time | 2 | cl | Time to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time. |
spec_glow_full_time | 1 | cl | Noisy players stay at full brightness for this long. |
spec_glow_silent_factor | 0 | cl | Lurking player xray glow scaling. |
spec_glow_spike_factor | 1 | cl | Noisy player xray glow scaling (pop when noise is made). Make >1 to add a ‘spike’ to noise-making players |
spec_glow_spike_time | 0 | cl | Time for noisy player glow ‘spike’ to show that they made noise very recently. |
spec_hide_players | 0 | server_can_execute, cl | Toggle the visibility of scoreboard players. |
spec_lock_to_accountid | 0 | cl | As an observer, lock the spectate target to the given accountid. |
spec_replay_autostart | 1 | a, cl | Auto-start Killer Replay when available |
spec_replay_bot | 0 | sv | Enable Spectator Hltv Replay when killed by bot |
spec_replay_cam_delay | 5 | sv | Hltv Replay delay in seconds |
spec_replay_cam_options | 0 | sv | Debug options for replay cam |
spec_replay_enable | 0 | rep | Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force) |
spec_replay_leadup_time | 5 | rep | Replay time in seconds before the highlighted event |
spec_replay_message_time | 9 | rep | How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_dela |
spec_replay_on_death | 0 | rep | When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from th |
spec_replay_rate_base | 1 | rep | Base time scale of Killer Replay.Experimental. |
spec_replay_rate_limit | 3 | rep | Minimum allowable pause between replay requests in seconds |
spec_replay_round_delay | 0 | sv | Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay wil |
spec_replay_winddown_time | 2 | sv | The trailing time, in seconds, of replay past the event, including fade-out |
spec_show_xray | 0 | a, cl | If set to 1, you can see player outlines and name IDs through walls – who you can see depends on your team and mode |
spec_usenumberkeys_nobinds | 1 | a, cl | If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc). |
spec_xray_dropped_defusekits | 0 | cl | Whether to X-ray dropped defuse kits. |
spec_xray_dropped_unoccluded | 0 | cl | Whether to always X-ray dropped c4 and defuse kits. |
ss_enable | 0 | cl | Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT |
ss_splitmode | 0 | a, cl | Two player split screen mode (0 – recommended settings base on the width, 1 – horizontal, 2 – vertical (only allowed in widescr |
steam_controller_haptics | 1 | cl | |
suitvolume | 0 | a, sv | |
sv_accelerate | 5 | nf, rep, cl | Linear acceleration amount (old value is 5.6) |
sv_accelerate_debug_speed | 0 | nf, rep, cl | |
sv_accelerate_use_weapon_speed | 1 | nf, rep, cl | |
sv_air_max_horizontal_parachute_ratio | 0 | rep, cl | |
sv_air_max_horizontal_parachute_speed | 240 | rep, cl | |
sv_air_max_wishspeed | 30 | rep, cl | |
sv_air_pushaway_dist | 0 | rep, cl | |
sv_airaccelerate | 12 | nf, rep, cl | |
sv_airaccelerate_parachute | 2 | rep, cl | |
sv_airaccelerate_rappel | 2 | rep, cl | |
sv_allchat | 1 | sv, nf | Players can receive all other players’ text chat, team restrictions apply |
sv_allow_legacy_cmd_execution_from_client | 0 | Enables old concommand execution behavior allowing remote clients to run any command not explicitly flagged as disallowed. | |
sv_allow_thirdperson | 0 | rep, cl | Allows the server set players in third person mode without the client slamming it back (if cheats are on, all clients can set t |
sv_allow_votes | 1 | sv | Allow voting? |
sv_allow_wait_command | 1 | rep | Allow or disallow the wait command on clients connected to this server. |
sv_allowdownload | 1 | Allow clients to download files | |
sv_allowupload | 0 | Allow clients to upload customizations files | |
sv_alltalk | 0 | nf, rep, cl | Deprecated. Replaced with sv_talk_enemy_dead and sv_talk_enemy_living. |
sv_alternateticks | 0 | If set, server only simulates entities on even numbered ticks. | |
sv_arms_race_vote_to_restart_disallowed_after | 0 | sv, rep | Arms Race gun level after which vote to restart is disallowed |
sv_auto_adjust_bot_difficulty | 1 | sv | Adjust the difficulty of bots each round based on contribution score. |
sv_auto_full_alltalk_during_warmup_half_end | 1 | sv | When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match |
sv_autobunnyhopping | 0 | rep, cl | Players automatically re-jump while holding jump button |
sv_autobuyammo | 0 | sv, nf, rep | Enable automatic ammo purchase when inside buy zones during buy periods |
sv_autoexec_mapname_cfg | 0 | sv | Execute a mapname cfg file on the server automatically in custom game modes that require it. |
sv_bot_buy_decoy_weight | 1 | sv | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. |
sv_bot_buy_flash_weight | 1 | sv | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. |
sv_bot_buy_grenade_chance | 33 | sv | Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0) |
sv_bot_buy_hegrenade_weight | 6 | sv | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. |
sv_bot_buy_molotov_weight | 1 | sv | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. |
sv_bot_buy_smoke_weight | 1 | sv | Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars. |
sv_bots_force_rebuy_every_round | 0 | sv | If set, this strips the bots of their weapons every round and forces them to rebuy. |
sv_bots_get_easier_each_win | 0 | sv | If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficult |
sv_bots_get_harder_after_each_wave | 0 | sv | If > 0, some # of bots will raise thier difficulty each time CTs beat a Guardian wave. The argument defines how many will raise |
sv_bounce | 0 | nf, rep, cl | Bounce multiplier for when physically simulated objects collide with other objects. |
sv_breachcharge_arm_delay | 0 | sv, cl | |
sv_breachcharge_delay_max | 0 | sv, cl | |
sv_breachcharge_delay_min | 0 | sv, cl | |
sv_breachcharge_distance_max | 1200 | sv, cl | |
sv_breachcharge_distance_min | 600 | sv, cl | |
sv_breachcharge_fuse_max | 1 | sv, cl | |
sv_breachcharge_fuse_min | 0 | sv, cl | |
sv_broadcast_ugc_download_progress_interval | 8 | sv | |
sv_broadcast_ugc_downloads | 0 | sv | |
sv_bumpmine_arm_delay | 0 | sv, cl | |
sv_bumpmine_detonate_delay | 0 | sv, cl | |
sv_buy_status_override | -1 | sv, rep | Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody |
sv_chat_proximity | -1 | rep, cl | |
sv_cheats | 0 | nf, rep | Allow cheats on server |
sv_clamp_unsafe_velocities | 1 | rep, cl | Whether the server will attempt to clamp velocities that could cause physics bugs or crashes. |
sv_client_cmdrate_difference | 0 | rep | cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an |
sv_clockcorrection_msecs | 30 | sv | The server tries to keep each player’s m_nTickBase withing this many msecs of the server absolute tickcount |
sv_coach_comm_unrestricted | 0 | rep, cl | When set, ignores coach communication restrictions. |
sv_coaching_enabled | 0 | rep, cl | Allows spectating and communicating with a team ( ‘coach t’ or ‘coach ct’ ) |
sv_competitive_minspec | 1 | nf, rep, cl | Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages. |
sv_competitive_official_5v5 | 0 | nf, rep, cl | Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls. |
sv_consistency | 0 | rep | Whether the server enforces file consistency for critical files |
sv_contact | 0 | nf | Contact email for server sysop |
sv_cs_player_speed_has_hostage | 200 | rep, cl | |
sv_ct_spawn_on_bombsite | -1 | sv | Force cts to spawn on a bombsite |
sv_damage_print_enable | 1 | sv, rep | Turn this off to disable the player’s damage feed in the console after getting killed. |
sv_dc_friends_reqd | 0 | sv | Set this to 0 to allow direct connects to a game in progress even if no presents are present |
sv_deadtalk | 0 | nf, rep, cl | Dead players can speak (voice, text) to the living |
sv_debug_ugc_downloads | 0 | sv | |
sv_debugmanualmode | 0 | Make sure entities correctly report whether or not their network data has changed. | |
sv_disable_immunity_alpha | 0 | rep, cl | If set, clients won’t slam the player model render settings each frame for immunity [mod authors use this] |
sv_disable_observer_interpolation | 0 | rep, cl | Disallow interpolating between observer targets on this server. |
sv_disable_pas | 1 | sv, cheat, rep | |
sv_disable_radar | 0 | rep, cl | |
sv_downloadurl | 0 | rep | Location from which clients can download missing files |
sv_drowning_damage_initial | 2 | sv, rep | |
sv_drowning_damage_max | 5 | sv, rep | |
sv_dumpstringtables | 0 | cheat | |
sv_duplicate_playernames_ok | 0 | rep | When enabled player names won’t have the (#) in front of their names its the same as another player. |
sv_dz_autojointeam | 1 | sv | Whether players are automatically assigned a DZ team |
sv_dz_cash_bundle_size | 50 | sv, rep | Size of a cash bundle |
sv_dz_cash_mega_bundle_size | 13 | sv, rep | Size of a mega cash bundle |
sv_dz_contractkill_reward | 10 | sv, rep | Cash bundles to award for a successful contract kill |
sv_dz_enable_respawn | 1 | rep, cl | |
sv_dz_enable_respawn_solos | 0 | rep, cl | |
sv_dz_exploration_payment_amount | 2 | sv, rep | Number of cash bundles to award for exploring a new sector |
sv_dz_exploration_payment_amount_bonus | 2 | sv, rep | Number of BONUS cash bundles to award for exploring (if the player has the item/upgrade) |
sv_dz_hostage_rescue_reward | 18 | rep, cl | Number of cash bundles to award for rescuing a hostage |
sv_dz_jointeam_allowed | 0 | sv | Whether non-server admins are allowed to use the dz_jointeam command |
sv_dz_parachute_reuse | 1 | sv, rep | |
sv_dz_player_max_health | 120 | sv | |
sv_dz_player_spawn_armor | 0 | sv | |
sv_dz_player_spawn_health | 120 | sv | |
sv_dz_show_enemy_name_scope_range | 800 | sv | |
sv_dz_squad_wipe_reward | 2 | rep, cl | Number of cash bundles to award for eliminating a squad |
sv_dz_team_count | 1 | rep, cl | Max players allowed per team |
sv_dz_warmup_tablet | 1 | sv | |
sv_dz_zone_bombdrop_money_reward | 15 | rep, cl | How many money stacks players are rewarded each danger zone wave |
sv_dz_zone_bombdrop_money_reward_bonus | 5 | rep, cl | How many bonus money stacks players are rewarded each danger zone wave when they have the bonus item |
sv_dz_zone_damage | 1 | sv, cheat | |
sv_dz_zone_hex_radius | 2200 | rep, cl | |
sv_enable_delta_packing | 0 | When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, b | |
sv_enablebunnyhopping | 0 | rep, cl | Allow player speed to exceed maximum running speed |
sv_env_entity_makers_enabled | 1 | sv, rep | |
sv_exojump_jumpbonus_forward | 0 | rep, cl | ExoJump forwards velocity bonus when duck jumping |
sv_exojump_jumpbonus_up | 0 | rep, cl | ExoJump upwards bonus when holding the jump button |
sv_exostaminajumpcost | 0 | rep, cl | Stamina penalty for jumping with exo legs |
sv_exostaminalandcost | 0 | rep, cl | Stamina penalty for landing with exo legs |
sv_extract_ammo_from_dropped_weapons | 0 | rep, cl | |
sv_falldamage_exojump_multiplier | 0 | rep, cl | ExoJump fall damage multiplier |
sv_falldamage_scale | 1 | rep, cl | |
sv_falldamage_to_below_player_multiplier | 1 | rep, cl | Scale damage when distributed across two players |
sv_falldamage_to_below_player_ratio | 0 | rep, cl | Landing on a another player’s head gives them this ratio of the damage. |
sv_footstep_sound_frequency | 0 | cheat, rep, cl | How frequent to hear the player’s step sound or how fast they appear to be running from first person. |
sv_force_reflections | 0 | rep, cl | |
sv_force_transmit_ents | 0 | sv | Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however). |
sv_force_transmit_players | 0 | sv | Will transmit players to all clients regardless of PVS checks. |
sv_forcepreload | 0 | a | Force server side preloading. |
sv_friction | 5 | nf, rep, cl | World friction. |
sv_full_alltalk | 0 | rep, cl | Any player (including Spectator team) can speak to any other player |
sv_gameinstructor_disable | 0 | rep, cl | Force all clients to disable their game instructors. |
sv_grassburn | 0 | rep, cl | |
sv_gravity | 800 | nf, rep, cl | World gravity. |
sv_grenade_trajectory | 0 | cheat, rep, cl | Shows grenade trajectory visualization in-game. |
sv_grenade_trajectory_dash | 0 | rep, cl | Dot-dash style grenade trajectory arc |
sv_grenade_trajectory_thickness | 0 | rep, cl | Visible thickness of grenade trajectory arc |
sv_grenade_trajectory_time | 20 | rep, cl | Length of time grenade trajectory remains visible. |
sv_grenade_trajectory_time_spectator | 4 | rep, cl | Length of time grenade trajectory remains visible as a spectator. |
sv_guardian_extra_equipment_ct | 0 | sv | Extra starting equipment for CT players in guardian modes |
sv_guardian_extra_equipment_t | 0 | sv | Extra starting equipment for Terrorist players in guardian modes |
sv_guardian_health_refresh_per_wave | 50 | sv | Health given to survivors per wave in guardian mode. |
sv_guardian_heavy_all | 0 | sv | |
sv_guardian_heavy_count | 0 | sv | |
sv_guardian_max_wave_for_heavy | 0 | sv | |
sv_guardian_min_wave_for_heavy | 0 | sv | |
sv_guardian_refresh_ammo_for_items_on_waves | 0 | sv | List of additional weapons to refill ammo on waves. |
sv_guardian_reset_c4_every_wave | 0 | sv | |
sv_guardian_respawn_health | 50 | sv | Starting health of guardian players when respawned. |
sv_guardian_spawn_health_ct | 100 | sv | Starting health in guardian modes. |
sv_guardian_spawn_health_t | 100 | sv | Starting health in guardian modes. |
sv_guardian_starting_equipment_humans | 0 | sv | Extra starting equipment for human players in guardian modes |
sv_health_approach_enabled | 0 | sv, rep | |
sv_health_approach_speed | 10 | sv, rep | |
sv_hegrenade_damage_multiplier | 1 | sv, rep | |
sv_hegrenade_radius_multiplier | 1 | sv, rep | |
sv_hibernate_ms | 20 | # of milliseconds to sleep per frame while hibernating | |
sv_hibernate_ms_vgui | 20 | # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend | |
sv_hibernate_postgame_delay | 5 | # of seconds to wait after final client leaves before hibernating. | |
sv_hibernate_punt_tv_clients | 0 | When enabled will punt all GOTV clients during hibernation | |
sv_hibernate_when_empty | 1 | Puts the server into extremely low CPU usage mode when no clients connected | |
sv_highlight_distance | 500 | rep, cl | |
sv_highlight_duration | 3 | rep, cl | |
sv_holiday_mode | 0 | rep, cl | 0 = OFF, 1 = Halloween, 2 = Winter |
sv_ignoregrenaderadio | 0 | sv | Turn off Fire in the hole messages |
sv_infinite_ammo | 0 | rep, cl | Player’s active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the |
sv_invites_only_mainmenu | 0 | rep, cl | If turned on, will ignore all invites when user is playing a match |
sv_jump_impulse | 301 | rep, cl | Initial upward velocity for player jumps; sqrt(2*gravity*height). |
sv_jump_impulse_exojump_multiplier | 1 | rep, cl | ExoJump impulse multiplier |
sv_kick_ban_duration | 15 | nf, rep, cl | How long should a kick ban from the server should last (in minutes) |
sv_kick_players_with_cooldown | 1 | sv, rep | (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any |
sv_knife_attack_extend_from_player_aabb | 0 | rep, cl | |
sv_ladder_scale_speed | 0 | rep, cl | Scale top speed on ladders |
sv_lagcompensateself | 0 | sv, cheat | Player can lag compensate themselves. |
sv_lagcompensationforcerestore | 1 | sv, cheat | Don’t test validity of a lag comp restore, just do it. |
sv_lan | 0 | Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) | |
sv_ledge_mantle_helper | 1 | rep, cl | 1=Only improves success of jump+ducks to windows or vents (jump+duck to duck), 2=Improves success of all jump+ducks to ledges, |
sv_ledge_mantle_helper_dzonly | 0 | rep, cl | 1=only does the feature if running in game mode Danger Zone, 0=Doesn’t check game mode to run |
sv_log_http_record_before_any_listeners | 0 | sv | |
sv_log_onefile | 0 | a | Log server information to only one file. |
sv_logbans | 0 | a | Log server bans in the server logs. |
sv_logblocks | 0 | If true when log when a query is blocked (can cause very large log files) | |
sv_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_logsecret | 0 | If set then include this secret when doing UDP logging (will use 0x53 as packet type, not usual 0x52) | |
sv_logsocket | 1 | Uses a specific outgoing socket for sv udp logging | |
sv_logsocket2 | 1 | Uses a specific outgoing socket for second source of sv udp logging | |
sv_logsocket2_substr | 0 | Uses a substring match for second source of sv udp logging | |
sv_matchend_drops_enabled | 1 | sv | Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented |
sv_matchpause_auto_5v5 | 0 | rep, cl | When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team. |
sv_max_allowed_net_graph | 1 | nf, rep, cl | Determines max allowed net_graph value for clients. |
sv_max_dropped_packets_to_process | 10 | Max dropped packets to process. Lower settings prevent lagged players from simulating too far in the past. Setting of 0 disable | |
sv_max_queries_sec | 10 | Maximum queries per second to respond to from a single IP address. | |
sv_max_queries_sec_global | 500 | Maximum queries per second to respond to from anywhere. | |
sv_max_queries_tracked_ips_max | 50000 | Window over which to average queries per second averages. | |
sv_max_queries_tracked_ips_prune | 10 | Window over which to average queries per second averages. | |
sv_max_queries_window | 30 | Window over which to average queries per second averages. | |
sv_maxrate | 0 | rep | Max bandwidth rate allowed on server, 0 == unlimited |
sv_maxspeed | 320 | nf, rep, cl | |
sv_maxunlag | 0 | sv | Maximum lag compensation in seconds |
sv_maxupdaterate | 64 | rep | Maximum updates per second that the server will allow |
sv_maxuptimelimit | 0 | If set, whenever a game ends, if the server uptime exceeds this number of hours, the server will exit. | |
sv_maxusrcmdprocessticks | 16 | sv | Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions |
sv_maxusrcmdprocessticks_holdaim | 1 | sv | Hold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this server |
sv_maxusrcmdprocessticks_warning | -1 | sv | Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negat |
sv_maxvelocity | 3500 | rep, cl | Maximum speed any ballistically moving object is allowed to attain per axis. |
sv_memlimit | 0 | 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_min_jump_landing_sound | 260 | rep, cl | |
sv_mincmdrate | 64 | rep | This sets the minimum value for cl_cmdrate. 0 == unlimited. |
sv_minrate | 16000 | rep | Min bandwidth rate allowed on server, 0 == unlimited |
sv_minupdaterate | 64 | rep | Minimum updates per second that the server will allow |
sv_minuptimelimit | 0 | If set, whenever a game ends, if the server uptime is less than this number of hours, the server will continue running regardle | |
sv_noclipaccelerate | 5 | a, nf, rep, cl | |
sv_noclipduringpause | 0 | cheat, rep, cl | If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.). |
sv_noclipspeed | 5 | a, nf, rep, cl | |
sv_occlude_players | 1 | sv | |
sv_outofammo_indicator | 0 | rep, cl | |
sv_parallel_packentities | 1 | ||
sv_parallel_send | 0 | Pack and send snapshots in parallel for smoother server tick rate at the expense of spending more CPU. | |
sv_parallel_sendsnapshot | 1 | ||
sv_party_mode | 0 | rep, cl | Party!! |
sv_password | 0 | nf, prot, norecord | Server password for entry into multiplayer games |
sv_pausable | 0 | Is the server pausable. | |
sv_player_parachute_velocity | -200 | sv, rep | |
sv_prime_accounts_only | 0 | sv | When this setting is enabled only prime users can connect to this game server. |
sv_prop_door_open_speed_scale | 1 | sv, rep | |
sv_pure_allow_loose_file_loads | 1 | If set to 1, clients may load non-vpk files from pure protected directories. | |
sv_pure_allow_missing_files | 1 | If set to 1, the server will allow clients to play if files they loaded are missing on server, otherwise treat client as file m | |
sv_pure_consensus | 100000000.000 | Minimum number of file hashes to agree to form a consensus. | |
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_retiretime | 900 | Seconds of server idle time to flush the sv_pure file hash cache. | |
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_pushaway_hostage_force | 20000 | sv, cheat, rep | How hard the hostage is pushed away from physics objects (falls off with inverse square of distance). |
sv_pushaway_max_hostage_force | 1000 | sv, cheat, rep | Maximum of how hard the hostage is pushed away from physics objects. |
sv_pvsskipanimation | 1 | a, sv | Skips SetupBones when npc’s are outside the PVS |
sv_quota_stringcmdspersecond | 40 | How many string commands per second clients are allowed to submit, 0 to disallow all string commands | |
sv_rcon_whitelist_address | 0 | When set, rcon failed authentications will never ban this address, e.g. ‘127.0.0.1’ | |
sv_record_item_time_data | 0 | sv | Turn on recording of per player item time data into the server log. |
sv_regeneration_force_on | 0 | sv, cheat | Cheat to test regenerative health systems |
sv_region | -1 | The region of the world to report this server in. | |
sv_reliableavatardata | 0 | rep | When enabled player avatars are exchanged via gameserver (0: off, 1: players, 2: server) |
sv_remove_old_ugc_downloads | 1 | sv | |
sv_replaybots | 1 | If set to 1, the server records data needed to replay network stream from bot’s perspective | |
sv_reservation_tickrate_adjustment | 0 | Adjust server tickrate upon reservation | |
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_search_team_key | 0 | When initiating team search, set this key to match with known opponents team | |
sv_server_graphic1 | 0 | rep, cl | A 360×60 (<16kb) image file in /csgo/ that will be displayed to spectators. |
sv_server_graphic2 | 0 | rep, cl | A 220×45 (<16kb) image file in /csgo/ that will be displayed to spectators. |
sv_server_verify_blood_on_player | 1 | cheat, rep, cl | |
sv_shield_explosive_damage_cap | 99 | rep, cl | |
sv_shield_explosive_damage_crouch_bonus | 10 | rep, cl | |
sv_shield_explosive_damage_mindist | 250 | rep, cl | |
sv_shield_explosive_damage_mult | 4 | rep, cl | |
sv_shield_explosive_damage_scale | 0 | rep, cl | |
sv_shield_hitpoints | 650 | rep, cl | |
sv_show_cull_props | 0 | Print out props that are being culled/added by recipent proxies. | |
sv_show_ragdoll_playernames | 0 | rep, cl | |
sv_show_team_equipment_force_on | 0 | rep, cl | Force on if not prohibited |
sv_show_team_equipment_prohibit | 0 | nf, rep, cl | Determines whether +cl_show_team_equipment is prohibited. |
sv_show_voip_indicator_for_enemies | 0 | sv, rep | Makes it so the voip icon is shown over enemies as well as allies when they are talking |
sv_showbullethits | 0 | rep, cl | 1=show hits and near misses, 2=show hits only |
sv_showimpacts | 0 | rep, cl | Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only) |
sv_showimpacts_penetration | 0 | rep, cl | Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown) |
sv_showimpacts_time | 4 | rep, cl | Duration bullet impact indicators remain before disappearing |
sv_showlagcompensation | 0 | sv, cheat | Show lag compensated hitboxes whenever a player is lag compensated. |
sv_showlagcompensation_duration | 4 | sv, cheat | Duration to show lag-compensated hitboxes |
sv_skirmish_id | 0 | rep, cl | Dedicated server skirmish id to run |
sv_skyname | 0 | a, rep, cl | Current name of the skybox texture |
sv_spawn_afk_bomb_drop_time | 15 | sv, rep | Players that have never moved since they spawned will drop the bomb after this amount of time. |
sv_spawn_rappel_min_duration | 8 | sv, rep | |
sv_spawn_rappel_min_duration_with_chute | 2 | sv, rep | |
sv_spec_hear | 1 | nf, rep, cl | Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody |
sv_spec_post_death_additional_time | 0 | sv, rep | |
sv_spec_use_tournament_content_standards | 0 | rep, cl | |
sv_specaccelerate | 5 | a, nf, rep, cl | |
sv_specnoclip | 1 | a, nf, rep, cl | |
sv_specspeed | 3 | a, nf, rep, cl | |
sv_staminajumpcost | 0 | rep, cl | Stamina penalty for jumping |
sv_staminalandcost | 0 | rep, cl | Stamina penalty for landing |
sv_staminamax | 80 | rep, cl | Maximum stamina penalty |
sv_staminarecoveryrate | 60 | rep, cl | Rate at which stamina recovers (units/sec) |
sv_standable_normal | 0 | rep, cl | |
sv_steamauth_enforce | 2 | By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = insta | |
sv_steamgroup | 0 | nf | The ID of the steam group that this server belongs to. You can find your group’s ID on the admin profile page in the steam comm |
sv_steamgroup_exclusive | 0 | If set, only members of Steam group will be able to join the server when it’s empty, public people will be able to join the ser | |
sv_stopspeed | 80 | nf, rep, cl | Minimum stopping speed when on ground. |
sv_stressbots | 0 | If set to 1, the server calculates data and fills packets to bots. Used for perf testing. | |
sv_tablet_show_path_to_nearest_resq | 0 | rep, cl | |
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_talk_after_dying_time | 0 | rep, cl | The number of seconds a player can continue talking after dying as if they were still alive |
sv_talk_enemy_dead | 0 | rep, cl | Dead players can hear all dead enemy communication (voice, chat) |
sv_talk_enemy_living | 0 | rep, cl | Living players can hear all living enemy communication (voice, chat) |
sv_teamid_overhead | 1 | nf, rep, cl | Shows teamID over player’s heads. 0 = off, 1 = on |
sv_teamid_overhead_always_prohibit | 0 | nf, rep, cl | Determines whether cl_teamid_overhead_always is prohibited. |
sv_teamid_overhead_maxdist | 0 | rep, cl | If >0, server will override cl_teamid_overhead_maxdist |
sv_teamid_overhead_maxdist_spec | 0 | rep, cl | If >0, server will override cl_teamid_overhead_maxdist_spec |
sv_timebetweenducks | 0 | rep, cl | Minimum time before recognizing consecutive duck key |
sv_turning_inaccuracy_angle_min | 4 | cheat, rep, cl | |
sv_turning_inaccuracy_decay | 0 | cheat, rep, cl | |
sv_turning_inaccuracy_enabled | 0 | cheat, rep, cl | |
sv_ugc_manager_max_new_file_check_interval_secs | 1000 | sv | |
sv_unlockedchapters | 1 | a | Highest unlocked game chapter. |
sv_usercmd_custom_random_seed | 1 | sv | When enabled server will populate an additional random seed independent of the client |
sv_validate_edict_change_infos | 0 | Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode). | |
sv_versus_screen_scene_id | 0 | sv | Determines which scene is used for the versus screen. |
sv_visiblemaxplayers | -1 | Overrides the max players reported to prospective clients | |
sv_voice_proximity | -1 | sv, rep | |
sv_voice_proximity_minvolume | 0 | rep | |
sv_voice_proximity_positional | 0 | sv, rep | |
sv_voice_proximity_use_falloff | 0 | rep | |
sv_voicecodec | 0 | rep | Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. |
sv_voiceenable | 1 | a, nf | |
sv_vote_allow_in_warmup | 0 | sv | Allow voting during warmup? |
sv_vote_allow_spectators | 0 | sv | Allow spectators to initiate votes? |
sv_vote_command_delay | 2 | sv | How long after a vote passes until the action happens |
sv_vote_count_spectator_votes | 0 | sv | Allow spectators to vote on issues? |
sv_vote_creation_timer | 120 | sv | How often someone can individually call a vote. |
sv_vote_disallow_kick_on_match_point | 0 | sv | Disallow vote kicking on the match point round. |
sv_vote_failure_timer | 300 | sv | A vote that fails cannot be re-submitted for this long |
sv_vote_issue_kick_allowed | 1 | sv, nf, rep | Can people hold votes to kick players from the server? |
sv_vote_issue_loadbackup_allowed | 1 | sv, nf, rep | Can people hold votes to load match from backup? |
sv_vote_issue_loadbackup_spec_authoritative | 0 | sv | When enabled, admins load match from backup without players vote |
sv_vote_issue_loadbackup_spec_only | 0 | sv, nf, rep | When enabled, only admins load match from backup |
sv_vote_issue_loadbackup_spec_safe | 1 | sv | When enabled, admins load match from backup in safe time of the round only |
sv_vote_issue_pause_match_spec_only | 0 | sv, nf, rep | When enabled, only admins start technical pause |
sv_vote_issue_restart_game_allowed | 0 | sv | Can people hold votes to restart the game? |
sv_vote_kick_ban_duration | 15 | sv, nf, rep | How long should a kick vote ban someone from the server? (in minutes) |
sv_vote_quorum_ratio | 0 | sv | The minimum ratio of players needed to vote on an issue to resolve it. |
sv_vote_timer_duration | 15 | sv | How long to allow voting on an issue |
sv_vote_to_changelevel_before_match_point | 0 | sv, rep | Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed) |
sv_walkable_normal | 0 | rep, cl | |
sv_warmup_to_freezetime_delay | 4 | rep, cl | Delay between end of warmup and start of match. |
sv_water_movespeed_multiplier | 0 | rep, cl | |
sv_water_swim_mode | 0 | rep, cl | |
sv_weapon_encumbrance_per_item | 0 | rep, cl | |
sv_weapon_encumbrance_scale | 0 | rep, cl | |
sv_weapon_require_use_grace_period | 1 | sv | |
sv_workshop_allow_other_maps | 1 | sv | When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into th |
sys_minidumpspewlines | 500 | Lines of crash dump console spew to keep. | |
tablet_c4_dist_max | 3000 | rep, cl | |
tablet_c4_dist_min | 400 | rep, cl | |
test_convar | 0 | a, server_can_execute, cl | Skips the prompt when saving a buy favorite in the buy menu |
texture_budget_background_alpha | 128 | a | how translucent the budget panel is |
texture_budget_panel_bottom_of_history_fraction | 0 | a | number between 0 and 1 |
texture_budget_panel_height | 284 | a | height in pixels of the budget panel |
texture_budget_panel_width | 512 | a | width in pixels of the budget panel |
texture_budget_panel_x | 0 | a | number of pixels from the left side of the game screen to draw the budget panel |
texture_budget_panel_y | 450 | a | number of pixels from the top side of the game screen to draw the budget panel |
think_limit | 10 | rep, cl | Maximum think time in milliseconds, warning is printed if this is exceeded. |
thirdperson_lockcamera | 0 | cheat, rep, cl | |
triple_monitor_mode | 0 | a, cl | Enable triple-monitor mode, restricting UI elements to the middle third of the display |
tv_advertise_watchable | 0 | nf, prot, norecord | GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password |
tv_allow_autorecording_index | -1 | sv | When >=0 restricts autorecording only to the specified TV index |
tv_allow_camera_man_override | 0 | Allows cameraman_override to have effect. When this is set, the primary interactive caster will have all the relevant fields pr | |
tv_allow_camera_man_steamid | 0 | sv | Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man. |
tv_allow_camera_man_steamid2 | 0 | sv | Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man. |
tv_allow_static_shots | 1 | sv | Auto director uses fixed level cameras for shots |
tv_autorecord | 0 | Automatically records all games as GOTV demos. | |
tv_autoretry | 1 | Relay proxies retry connection after network timeout | |
tv_broadcast | 0 | Automatically broadcasts all games as GOTV demos through Steam. | |
tv_broadcast1 | 0 | Automatically broadcasts all games as GOTV[1] demos through Steam. | |
tv_broadcast_keyframe_interval | 3 | The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server | |
tv_broadcast_keyframe_interval1 | 3 | The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server | |
tv_broadcast_max_requests | 20 | Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading serve | |
tv_broadcast_max_requests1 | 20 | Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading serv | |
tv_broadcast_server_info_message_size_kb | 512 | The size, in KB, of the server info message size for tv broadcasts. | |
tv_broadcast_startup_resend_interval | 10 | The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or s | |
tv_broadcast_url | 0 | URL of the broadcast relay | |
tv_broadcast_url1 | 0 | URL of the broadcast relay1 | |
tv_challenge_steam_iprange | 0 | Comma-separated IP ranges which require Steam3 challenge protocol even for GOTV connections | |
tv_chatgroupsize | 0 | Set the default chat group size | |
tv_chattimelimit | 8 | Limits spectators to chat only every n seconds | |
tv_debug | 0 | GOTV debug info. | |
tv_delay | 10 | sv | GOTV broadcast delay in seconds |
tv_delay1 | 15 | sv | GOTV[instance 1] broadcast delay in seconds |
tv_delaymapchange | 1 | sv | Delays map change until broadcast is complete |
tv_deltacache | 2 | Enable delta entity bit stream cache | |
tv_dispatchmode | 1 | Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always | |
tv_dispatchweight | 1 | Dispatch clients to relay proxies based on load, 1.25 will prefer for every 4 local clients to put 5 clients on every connected | |
tv_enable | 0 | nf | Activates GOTV on server (0=off;1=on;2=on when reserved) |
tv_enable1 | 0 | nf | Activates GOTV[1] on server (0=off;1=on;2=on when reserved) |
tv_enable_delta_frames | 1 | Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significant | |
tv_encryptdata_key | 0 | When set to a valid key communication messages will be encrypted for GOTV | |
tv_encryptdata_key_pub | 0 | When set to a valid key public communication messages will be encrypted for GOTV | |
tv_maxclients | 128 | Maximum client number on GOTV server. | |
tv_maxclients_relayreserved | 0 | Reserves a certain number of GOTV client slots for relays. | |
tv_maxrate | 196608 | Max GOTV spectator bandwidth rate allowed, 0 == unlimited | |
tv_name | 0 | GOTV host name | |
tv_nochat | 0 | a, user | Don’t receive chat messages from other GOTV spectators |
tv_overridemaster | 0 | Overrides the GOTV master root address. | |
tv_password | 0 | nf, prot, norecord | GOTV password for all clients |
tv_playcast_delay_prediction | 1 | ||
tv_playcast_delay_resync | 0 | To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the s | |
tv_playcast_retry_timeout | 12 | In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync | |
tv_port | 27020 | Host GOTV[0] port | |
tv_port1 | 27021 | Host GOTV[1] port | |
tv_relaypassword | 0 | nf, prot, norecord | GOTV password for relay proxies |
tv_relayradio | 0 | sv | Relay team radio commands to TV: 0=off, 1=on |
tv_relaytextchat | 1 | sv | Relay text chat data: 0=off, 1=say, 2=say+say_team |
tv_relayvoice | 1 | Relay voice data: 0=off, 1=on | |
tv_secure_bypass | 0 | Bypass secure challenge on GOTV port | |
tv_snapshotrate | 32 | rep | Snapshots broadcasted per second |
tv_snapshotrate1 | 32 | Snapshots broadcasted per second, GOTV[1] | |
tv_spectator_port_offset | 0 | cl | |
tv_timeout | 30 | GOTV connection timeout in seconds. | |
tv_title | 0 | Set title for GOTV spectator UI | |
tv_transmitall | 1 | rep | Transmit all entities (not only director view) |
ui_inventorysettings_recently_acknowledged | 0 | a, cl | |
ui_lobby_draft_enabled | 0 | cl | |
ui_nearbylobbies_filter3 | competitive | a, cl | |
ui_news_last_read_link | 0 | a, cl | |
ui_playsettings_maps_listen_casual | 0 | a, cl | |
ui_playsettings_maps_listen_competitive | 0 | a, cl | |
ui_playsettings_maps_listen_deathmatch | 0 | a, cl | |
ui_playsettings_maps_listen_scrimcomp2v2 | 0 | a, cl | |
ui_playsettings_maps_listen_skirmish | 0 | a, cl | |
ui_playsettings_maps_official_casual | 0 | a, cl | |
ui_playsettings_maps_official_deathmatch | 0 | a, cl | |
ui_playsettings_maps_workshop | 0 | a, cl | |
ui_playsettings_mode_listen | 0 | a, cl | |
ui_playsettings_mode_official_v20 | 0 | a, cl | |
ui_playsettings_survival_solo | 0 | a, cl | |
ui_playsettings_warmup_map_name | 0 | a, cl | |
ui_popup_weaponupdate_version | 0 | a, cl | |
ui_posedebug_fade_in_time | 0 | cheat, norecord, cl | Time during which a new pose activity layer is shown in green in +posedebug UI |
ui_posedebug_fade_out_time | 0 | cheat, norecord, cl | Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI |
ui_setting_advertiseforhire_auto | 1 | a, cl | Whether users will automatically advertise for invites (0: off; 1: last; 2: auto) |
ui_setting_advertiseforhire_auto_last | 0 | a, cl | Which game mode users last used to advertise for invites |
ui_steam_overlay_notification_position | 0 | a, cl | Steam overlay notification position |
ui_vanitysetting_loadoutslot_ct | 0 | a, cl | |
ui_vanitysetting_loadoutslot_t | 0 | a, cl | |
ui_vanitysetting_team | 0 | a, cl | |
vcollide_wireframe | 0 | cheat, cl | Render physics collision models in wireframe |
vgui_drawtree | 0 | cheat | Draws the vgui panel hiearchy to the specified depth level. |
vgui_message_dialog_modal | 1 | a, cl | |
view_punch_decay | 18 | cheat, rep, cl | Decay factor exponent for view punch |
view_recoil_tracking | 0 | cheat, rep, cl | How closely the view tracks with the aim punch from weapon recoil |
viewmodel_fov | 60 | a, cl | |
viewmodel_offset_randomize | 0 | cheat, cl | randomly change viewmodel offsets to visualize range |
viewmodel_offset_x | 1 | a, cl | |
viewmodel_offset_y | 1 | a, cl | |
viewmodel_offset_z | -1 | a, cl | |
viewmodel_presetpos | 1 | a, cl | 1:’Desktop’, 2:’Couch’, 3:’Classic’ |
viewmodel_recoil | 1 | a, cl | Amount of weapon recoil/aimpunch to display on viewmodel |
vis_force | 0 | sv, cheat | |
vismon_poll_frequency | 0 | sv, cheat | |
vismon_trace_limit | 12 | sv, cheat | |
vm_debug | 0 | cheat, cl | |
vm_draw_always | 0 | cheat, cl | 1 – Always draw view models, 2 – Never draw view models. Should be done before map launches. |
voice_caster_enable | 0 | a | Toggle voice transmit and receive for casters. 0 = no caster, account number of caster to enable. |
voice_caster_scale | 1 | a | Caster Volume 0.0-1.0 |
voice_enable | 1 | a | Toggle voice transmit and receive. |
voice_forcemicrecord | 1 | a | |
voice_inputfromfile | 0 | Get voice input from ‘voice_input.wav’ rather than from the microphone. | |
voice_loopback | 0 | user | |
voice_mixer_boost | 0 | a | |
voice_mixer_mute | 0 | a | |
voice_mixer_volume | 1 | a | |
voice_modenable | 1 | a, server_can_execute, cl | Enable/disable voice in this mod. |
voice_player_speaking_delay_threshold | 0 | sv, cheat | |
voice_positional | 0 | a | |
voice_positional_seconds_after_death | 6 | ||
voice_recordtofile | 0 | Record mic data and decompressed voice data into ‘voice_micdata.wav’ and ‘voice_decompressed.wav’ | |
voice_scale | 1 | a | Overall volume of voice over IP 0.0-1.0 |
voice_system_enable | 1 | a | Toggle voice system. |
voice_threshold | 4000 | a, cl | |
volume | 1 | a | Sound volume |
vprof_graphheight | 256 | a | |
vprof_graphwidth | 512 | a | |
vprof_unaccounted_limit | 0 | a | number of milliseconds that a node must exceed to turn red in the vprof panel |
vprof_verbose | 1 | a | Set to one to show average and peak times |
vprof_warningmsec | 10 | a | Above this many milliseconds render the label red to indicate slow code. |
weapon_accuracy_forcespread | 0 | rep, cl | Force spread to the specified value. |
weapon_accuracy_nospread | 0 | rep, cl | Disable weapon inaccuracy spread |
weapon_accuracy_reset_on_deploy | 0 | cheat, rep, cl | On deploy, forcibly reset weapon accuracy to zero. |
weapon_accuracy_shotgun_spread_patterns | 1 | rep, cl | |
weapon_air_spread_scale | 1 | rep, cl | Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing |
weapon_auto_cleanup_time | 0 | cl | If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near. |
weapon_debug_spread_gap | 0 | cheat, cl, ss | |
weapon_debug_spread_show | 0 | cheat, cl, ss | Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair |
weapon_max_before_cleanup | 0 | cl | If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world. |
weapon_near_empty_sound | 1 | cheat, rep, cl | |
weapon_recoil_cooldown | 0 | cheat, rep, cl | DEPRECATED. Recoil now decays using weapon_recoil_decay_coefficient |
weapon_recoil_decay1_exp | 3 | cheat, rep, cl | Decay factor exponent for weapon recoil |
weapon_recoil_decay2_exp | 8 | cheat, rep, cl | Decay factor exponent for weapon recoil |
weapon_recoil_decay2_lin | 18 | cheat, rep, cl | Decay factor (linear term) for weapon recoil |
weapon_recoil_decay_coefficient | 2 | cheat, rep, cl | |
weapon_recoil_scale | 2 | rep, cl | Overall scale factor for recoil. Used to reduce recoil on specific platforms |
weapon_recoil_scale_motion_controller | 1 | cheat, rep, cl | Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers |
weapon_recoil_suppression_factor | 0 | cheat, rep, cl | Initial recoil suppression factor (first suppressed shot will use this factor * standard recoil, lerping to 1 for later shots |
weapon_recoil_suppression_shots | 4 | cheat, rep, cl | Number of shots before weapon uses full recoil |
weapon_recoil_variance | 0 | cheat, rep, cl | Amount of variance per recoil impulse |
weapon_recoil_vel_decay | 4 | cheat, rep, cl | Decay factor for weapon recoil velocity |
weapon_recoil_view_punch_extra | 0 | cheat, rep, cl | Additional (non-aim) punch added to view from recoil |
weapon_reticle_knife_show | 1 | rep, cl | When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife. |
weapon_sound_falloff_multiplier | 1 | cheat, rep, cl | Scaling for falloff of weapon firing sounds |
xbox_autothrottle | 1 | a, sv | |
xbox_throttlebias | 100 | a, sv | |
xbox_throttlespoof | 200 | a, sv | |
zoom_sensitivity_ratio_joystick | 1 | a, cl, ss | Additional controller sensitivity scale factor applied when FOV is zoomed in. |
zoom_sensitivity_ratio_mouse | 1 | a, cl, ss | Additional mouse sensitivity scale factor applied when FOV is zoomed in. |
These are maintained by Valve CS:GO developers here.