Client Commands

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Useful commands:

#cl_showfps 0 (0,1,2)
Shows the current map, Frame rate, and changes color to alert you to a high demand view. Value 2 is averaged out a bit, with a

minimum value too.

give (item/weapon)_(item or weapon name)
Equips player with requested item.

hud_fastswitch 0 (0,1)
Turns on fast weapon-switching. Simply hit your "weapon_up" key and it will instantly do so without accessing the

weapon-change menu and requiring an extra button push.

IMPULSE 200

Makes your weapon go away. Use this in conjunction with cl_drawhud for great screenshots.

NET_GRAPH 0 (0, 1, 2)

Enables the net statisics and visual display of net activity

NET_GRAPHPOS 0 (0, 1, 2, 3)

Postition of the NET_GRAPH

blanak for all panels>. 1|name> 1|name>
_fov
Automates fov command to server.
_restart
Shutdown and restart the engine.
addip
Add an IP address to the ban list.
adsp_alley_min

adsp_courtyard_min

adsp_debug

adsp_door_height

adsp_duct_min

adsp_hall_min

adsp_low_ceiling

adsp_opencourtyard_min

adsp_openspace_min

adsp_openstreet_min

adsp_openwall_min

adsp_room_min

adsp_street_min

adsp_tunnel_min

adsp_wall_height

ai_clear_bad_links
Clears bits set on nav links indicating link is unusable
ai_debug_node_connect
Debug the attempted connection between two nodes
ai_disable
Bypasses all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way

and to test effect of AI logic routines on frame rate.
ai_dump_hints

ai_next_hull
Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections

are shown when ai_show_hull or ai_show_connect commands are used
Arguments: -none-
ai_nodes
Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the

nodes and their IDs. Nodes are color coded as follows:

* Green - ground node
* Cyan - air node
* Magenta - climb node
* Grey - node not available for selected hull size
* Orange - node currently locked

ai_reloadresponsesystems
Reload all response system scripts.
ai_resume
If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_set_move_height_epsilon
Set how high AI bumps up ground walkers when checking steps.
ai_show_connect
Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as

follows:

* Green - ground movement
* Blue - jumping movement
* Cyan - flying movement
* Magenta - climbing movement
* Red - connection disabled

ai_show_connect_fly
Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as

follows:

* Green - ground movement
* Blue - jumping movement
* Cyan - flying movement
* Magenta - climbing movement
* Red - connection disabled

ai_show_connect_jump
Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as

follows:

* Green - ground movement
* Blue - jumping movement
* Cyan - flying movement
* Magenta - climbing movement
* Red - connection disabled

ai_show_graph_connect
Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected

node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected

via the net graph from the selected node will be drawn in blue.
ai_show_grid
Draw a grid on the floor where looking.
ai_show_hints
Displays all hints as small boxes

* Blue - hint is available for use
* Red - hint is currently being used by an NPC
* Orange - hint not being used by timed out
* Grey - hint has been disabled

ai_show_hull
Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows:

* Green - ground movement
* Blue - jumping movement
* Cyan - flying movement
* Magenta - climbing movement
* Arguments: -none-

ai_show_node
Highlight the specified node
ai_show_visibility
Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be

drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn

in blue.
ai_step
NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume

processing normally use 'ai_resume'
ainet_generate_report
Generate a report to the console.
ainet_generate_report_only
Generate a report to the console.
air_density
Changes the density of air for drag computations.
alias
Alias a command. Use : Alias NAME "COMMAND"
+alt1

-alt1

+attack

-attack

+attack2

-attack2

autobuy

autosave

+back

-back

banid
Add a user ID to the ban list.
bench_end
Ends gathering of info.
bench_showstatsdialog
Shows a dialog displaying the most recent benchmark results.
bench_start
Starts gathering of info. Arguments: filename to write results into
bench_upload
Uploads most recent benchmark stats to the Valve servers.
benchframe
Takes a snapshot of a particular frame in a time demo.
bgmvolume
CD sound playback volume.
bind
Allows you to bind a key to any command.

* Usage: bind "(Your command)"

bindtoggle
Allows you to bind a key that toggles a cvar from its different modes (1/0)

* Usage: BindToggle [cvar]

blink_duration
How many seconds an eye blink will last.
bloodspray
blood
bot_add
Adds a bot to whichever team has fewer players
bot_add_ct
Adds a Counter-Terrorist bot
bot_add_t
Adds a Terrorist bot
bot_all_weapons
Allows the bots to use all weapons
bot_goto_mark
Sends a bot to the selected nav area (for editing nav meshes)
bot_kick
Kicks the specified bot, or all bots if no name is given
bot_kill
Kills the specified bot, or all bots if no name is given
bot_knives_only
Restricts the bots to only using knives
bot_memory_usage
Reports on the bots' memory usage
bot_pistols_only
Restricts the bots to only using pistols
bot_snipers_only
Restricts the bots to only using sniper rifles
box
Draw a debug box.
+break

-break

buddha
Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
budget_averages_window
Number of frames to look at when figuring out average frametimes
budget_background_alpha
How translucent the budget panel is
budget_bargraph_background_alpha
How translucent the budget panel is
budget_bargraph_range_ms
budget bargraph range in milliseconds
budget_history_numsamplesvisible
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
Budget history range in milliseconds.
budget_panel_bottom_of_history_fraction
number between 0 and 1
budget_panel_height
height in pixels of the budget panel
budget_panel_width
width in pixels of the budget panel
budget_panel_x
number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y
number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window
number of frames to look at when figuring out peak frametimes
budget_show_averages
enable/disable averages in the budget panel
budget_show_history
turn history graph off and on. . good to turn off on low end
budget_show_peaks
enable/disable peaks in the budget panel
bug
Show/hide the bug reporting UI.
bug_swap
Automatically swaps the current weapon for the bug bait and back again.
bugreporter_includebsp
Include .bsp for internal bug submissions.
buildcubemaps
Rebuild cubemaps.
building_cubemaps

buyequip
Show equipment buy menu
buymenu
Show main buy menu
c_maxdistance

c_maxpitch

c_maxyaw

c_mindistance

c_minpitch

c_minyaw

c_orthoheight

c_orthowidth

cache_print
Print out contents of cache memory.
cam_command

cam_idealdist

cam_idealpitch

cam_idealyaw

cam_snapto

+camdistance

-camdistance

+camin

-camin

+cammousemove

-cammousemove

camortho
Switch to orthographic camera.
+camout

-camout

+campitchdown

-campitchdown

+campitchup

-campitchup

+camyawleft

-camyawleft

+camyawright

-camyawright

cancelselect

cast_hull
Tests hull collision detection
cast_ray
Tests collision detection
cc_captiontrace
Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_emit
Emits a closed caption
cc_lang
Current close caption language (emtpy = use game UI language)
cc_linger_time
Close caption linger time.
cc_lookup_crc
For tracking down missing CC token strings
cc_predisplay_time
Close caption delay before showing caption.
cc_sentencecaptionnorepeat
How often a sentence can repeat.
cc_subtitles
If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
cd
Play or stop a cd track.
centerview

ch_createairboat
Spawn airboat in front of the player.
ch_createjeep
Spawn jeep in front of the player.
changelevel
Change server to the specified map
changelevel2
Transition to the specified map in single player
chooseteam
Choose a new team
cl_allowdownload
Client downloads customization files
cl_allowupload
Client uploads customization files
cl_anglespeedkey

cl_animationinfo
Hud element to examine.
cl_autohelp
Auto-help
cl_autowepswitch
Automatically switch to picked up weapons (if more powerful)
cl_backspeed

cl_bob

cl_bobcycle

cl_bobup

cl_c4dynamiclight
Draw dynamic light when planted c4 flashes
cl_c4progressbar
Draw progress bar when defusing the C4
cl_class
Default class when joining a game
cl_clock_correction
Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount
Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this

amount if the difference between the client and server clock is equal to or larger than

cl_clock_correction_adjustment_max_offset.
cl_clock_correction_adjustment_max_offset
As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves

towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset

is small.
cl_clock_correction_adjustment_min_offset
If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick
Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo
Show debugging info about the clock drift.
cl_clockdrift_max_ms
Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdbackup
For each command packet, how many additional history commands are sent ( helps in case of packet loss )
cl_cmdrate
Max number of command packets sent to server per second
cl_crosshairalpha

cl_crosshaircolor

cl_crosshairscale

cl_crosshairusealpha

cl_customsounds
Enable customized player sound playback
cl_demoviewoverride
Override view during demo playback
cl_detaildist

cl_detailfade

cl_drawhud
Enable the rendering of the hud
cl_drawleaf

cl_drawmaterial
Draw a particular material over the frame
cl_drawmonitors

cl_drawshadowtexture

cl_dynamiccrosshair

cl_ejectbrass

cl_ent_absbox
Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox
Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox
Displays the client's render box for the entity under the crosshair.
cl_entityreport
For debugging, draw entity states to console
cl_extrapolate
Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount
Set how many seconds the client will extrapolate entities for.
cl_flushentitypacket
For debugging. Force the engine to flush an entity packet.
cl_forcehighendmonitors

cl_forcepreload
Whether we should force preloading.
cl_forwardspeed

cl_fullupdate
Forces the server to send a full update packet
cl_idealpitchscale

cl_ignorepackets
Force client to ignore packets (for debugging).
cl_interp
Interpolate object positions starting this many seconds in past
cl_interp_npcs
Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interpolate
Interpolate entities on the client.
cl_lagcomp_errorcheck
Player index of other player to check for position errors.
cl_lagcompensation
Perform server side lag compensation of weapon firing events.
cl_left_hand_ik
Attach player's left hand to rifle with IK.
cl_leveloverview

cl_localnetworkbackdoor
Enable network optimizations for single player games.
cl_logofile
Spraypoint logo decal.
cl_low_violence

cl_maxrenderable_dist
Max distance from the camera at which things will be rendered
cl_mouseenable

cl_observercrosshair

cl_overdraw_test

cl_panelanimation
cl_particleeffect_aabb_buffer
Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as

often.
cl_pclass
Dump entity by prediction classname.
cl_pdump
Dump info about this entity to screen.
cl_phys_props_enable
Disable clientside physics props (must be set before loading a level).
cl_phys_props_max
Maximum clientside physic props
cl_phys_timescale
Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown

cl_pitchspeed

cl_pitchup

cl_precacheinfo
Show precache info (client).
cl_pred_optimize
Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors

(2).
cl_predict
Perform client side prediction.
cl_predictionlist
Show which entities are predicting
cl_predictweapons
Perform client side prediction of weapon effects.
cl_pushaway_force
How hard the player is pushed away from physics objects (falls off with inverse square of distance).
cl_pushaway_max_force
Maximum of how hard the player is pushed away from physics objects.
cl_radaralpha

cl_radartype

cl_ragdoll_collide
Enable/disable ragdolls clipping into each other.
cl_ragdoll_physics_enable
Enable/disable ragdoll physics.
cl_rate
Max bytes/sec the host can send data
cl_removedecals
Remove the decals from the entity under the crosshair.
cl_resend
Delay in seconds before the client will resend the 'connect' attempt
cl_righthand
Use right-handed view models.
cl_scalecrosshair

cl_SetupAllBones

cl_show_bloodspray

cl_show_splashes

cl_showanimstate
Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_log
1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
cl_showents
Dump entity list to console.
cl_showerror
Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents
Print event firing info in the console
cl_showfps
Draw fps meter at top of screen (1 = fps, 2 = smooth fps)
cl_showpos
Draw current position at top of screen
cl_ShowSunVectors

cl_showtextmsg
Enable/disable text messages printing on the screen.
cl_sidespeed

cl_slist
Number of seconds to wait for server ping responses when checking for server on your lan
cl_smooth
Smooth view/eye origin after prediction errors
cl_smoothtime
Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush
Flushes the sounds.txt system (client only)
cl_soundfile
Jingle sound file.
cl_soundscape_flush
Flushes the client side soundscapes
cl_soundscape_printdebuginfo
print soundscapes
cl_sun_decay_rate

cl_team
Default team when joining a game
cl_timeout
After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_updaterate
Number of packets per second of updates you are requesting from the server
cl_upspeed

cl_view
Set the view entity index.
cl_winddir
Weather effects wind direction angle
cl_windspeed
Weather effects wind speed scalar
cl_wpn_sway_interp

cl_wpn_sway_scale

cl_yawspeed

clear
Clear all console output.
clear_debug_overlays
clears debug overlays
clientport
Host game client port
closecaption
Enable close captioning.
cmd
Forward command to server.
+commandermousemove

-commandermousemove

con_drawnotify
Disables drawing of notification area (for taking screenshots).
con_enable
Allows the console to be activated.
con_notifytime
How long to display recent console text to the upper part of the game window
con_nprint_bgalpha
Con_NPrint background alpha.
con_nprint_bgborder
Con_NPrint border size.
con_trace
Print console text to low level printout.
connect
Connect to specified server.
contimes
Number of console lines to overlay for debugging.
coop
Cooperative play.
CreateHairball
Normally creates hairballs, now it just crashes the server and gives the client a nasty error.

creditsdone

crosshair

cs_disko

cvarlist
Show the list of convars/concommands.
deathmatch
Running a deathmatch server. Use : deathmatch 0/1
default_fov

demo_debug
Demo debug info.
demo_fastforwardfinalspeed
Go this fast when starting to hold FF button.
demo_fastforwardramptime
How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed
Go this fast when starting to hold FF button.
demo_interpolateview
Do view interpolation during dem playback.
demo_pauseatservertick
Pauses demo playback at server tick
demo_quitafterplayback
Quits game after demo playback.
demo_recordcommands
Record commands typed at console into .dem files.
demogototick
Skips to a tick in demo.
demolist
Print demo sequence list.
demopause
Pauses demo playback.
demoresume
Resumes demo playback.
demos
Demo demo file sequence.
demotimescale
Sets demo replay speed.
demotogglepause
Toggles demo playback.
demoui
Show/hide the demo player UI.
developer
Show developer messages.
differences
Show all convars which are not at their default values.
disconnect
Disconnect game from server.
disp_dynamic

disp_modlimit

disp_modlimit_down

disp_modlimit_up

disp_numiterations

drawcross
Draws a cross at the given location

* Arguments: x y z

drawline
Draws line between two 3D Points.

* Green if no collision
* Red if there is collision
* Arguments: x1 y1 z1 x2 y2 z2

drawradar
Draws HUD radar
dsp_automatic

dsp_db_min

dsp_db_mixdrop

dsp_dist_max

dsp_dist_min

dsp_enhance_stereo

dsp_facingaway

dsp_mix_max

dsp_mix_min

dsp_off

dsp_player

dsp_reload

dsp_room

dsp_slow_cpu

dsp_spatial

dsp_speaker

dsp_vol_2ch

dsp_vol_4ch

dsp_vol_5ch

dsp_volume

dsp_water

dti_flush
Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning
Print data table warnings?
dtwatchent
Watch this entities data table encoding.
dtwatchvar
Watch the named variable.
+duck
Duck down. Type this in the console to duck all the time without the need to hold a key.
-duck
Come back up. Type this in the console to come back up after typing in '+duck'.
dump_globals
Dump all global entities/states
dumpstringtables
Print string tables to console.
echo
Echo text to console.
editdemo
Edit a recorded demo file (.dem ).
endmovie
Stop recording movie frames.
endround
End the current round.
english
If set to 1, running the english language set of assets.
ent_absbox
Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_bbox
Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific

overlays.

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_dump
Usage: ent_dump
ent_fire
Usage: ent_fire [action] [value] [delay]
ent_info
Usage: ent_info
ent_messages
Toggles input/output message display for the selected entities. The name of the entity will be displayed as well as any

messages that it sends or receives.

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_name

ent_pause
Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop.

Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one

by one use 'ent_step'.
ent_pivot
Displays the pivot for the given entities.(y=up=green, z=forward=blue, x=left=red)

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_rbox
Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_remove
Removes the given entity(s)

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_remove_all
Removes all entities of the specified type

* Arguments: {entity_name} / {class_name}

ent_setname
Sets the targetname of the given entity(s)

* Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at

ent_show_response_criteria
Print, to the console, an entity's current criteria set used to select responses.

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

ent_step
When 'ent_pause' is set this will step through one waiting input / output message at a time.
ent_text
Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

envmap

escape
Escape key pressed.
exec
Execute script file.
exit
Exit the engine.
fadein
fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout
fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
find
Find concommands with the specified string in their name/help text.
firetarget

firstperson
Switch to firstperson camera.
flex_rules
Allow flex animation rules to run.
flex_smooth
Applies smoothing/decay curve to flex animation controller changes.
flush
Flush cache memory.
flush_unlocked
Flush unlocked cache memory.
fog_color

fog_colorskybox

fog_enable

fog_enable_water_fog

fog_enableskybox

fog_end

fog_endskybox

fog_override

fog_start

fog_startskybox

force_centerview

+forward

-forward

fov
Change players FOV
fps_max
Frame rate limiter
fs_printopenfiles
Show all files currently opened by the engine.
fs_warning_level
Set the filesystem warning level.
g_debug_ragdoll_visualize

g_ragdoll_fadespeed

gameui_hide

getpos
dump position and angles to the console
give
Give item to player.

* Arguments:

gl_clear

god
Toggle. Player becomes invulnerable.
+graph

-graph

groundlist
Display ground entity list
heartbeat

help
Find help about a convar/concommand.
hideconsole
Hide the console.
hidehud

hidepanel
Hides a viewport panel
hideradar
Hides HUD radar
hltv_autorecord
Automatically records all games as HLTV demos.
hltv_cam_distance
Default HLTV chase camera distance
hltv_cam_fov
Default HLTV chase camera FOV
hltv_cam_inertia
Default HLTV chase camera inertia
hltv_cam_offset
Default HLTV chase camera offset
hltv_cam_phi
Default HLTV chase camera phi angle
hltv_cam_theta
Default HLTV chase camera theta angle
hltv_connect
Connect to specified HLTV server.
hltv_debug
HLTV debug info.
hltv_maxclients
Maximum client number on HLTV server.
hltv_maxrate
Max client bandwidth rate allowed, 0 == unlimited
hltv_port
Host HLTV port
hltv_record
Starts HLTV demo recording.
hltv_retry
Reconnects the HLTV relay proxy.
hltv_snapshotinterval
Take game snapshot every nth tick
hltv_status
Connect to specified HLTV server.
hltv_stop
Stops the HLTV broadcast.
hltv_stoprecord
Stops HLTV demo recording.
host_framerate
Set to lock per-frame time elapse.
host_limitlocal
Apply cl_cmdrate and cl_updaterate to loopback connection
host_map
Current map name.
host_profile

host_runofftime
Run off some time without rendering/updating sounds
host_showcachemiss
Print a debug message when the client or server cache is missed.
host_sleep
Force the host to sleep a certain number of milliseconds each frame.
host_speeds
Show general system running times.
host_timescale
Prescale the clock by this amount.
host_writeconfig
Store current settings to config.cfg (or specified .cfg file).
hostname
Hostname for server.
hostport
Host game server port
hud_autoreloadscript
Automatically reloads the animation script each time one is ran
hud_centerid

hud_deathnotice_time

hud_drawhistory_time

hud_fastswitch

hud_reloadscheme
Reloads hud layout and animation scripts.
hud_saytext_time

hud_showtargetid

hurtme
Hurts the player.

* Arguments:

impulse Triggers a selection of common commands, aliases and tweaks

* impulse 101 - Fully equip player
* impulse 102 - Spawn gibs
* impulse 203 - Shortcut to ent_removeDelete the object you're pointing at (WARNING : THE OBJECT WILL NOT RESPAWN

UNTIL THE SERVER IS RESTARTED/A NEW MAP IS STARTED). Do NOT use on a player (Crashes the server.)

incrementvar
Increment specified convar value.
invnext

invprev

ip
Overrides IP for multihomed hosts
+jlook

-jlook

joy_advanced

joy_advaxisr

joy_advaxisu

joy_advaxisv

joy_advaxisx

joy_advaxisy

joy_advaxisz

joy_diagonalpov
POV manipulator operates on diagonal axes, too.
joy_forwardsensitivity

joy_forwardthreshold

joy_name

joy_pitchsensitivity

joy_pitchthreshold

joy_sidesensitivity

joy_sidethreshold

joy_wingmanwarrier_centerhack
Wingman warrior centering hack.
joy_wingmanwarrier_turnhack
Wingman warrior hack related to turn axes.
joy_yawsensitivity

joy_yawthreshold

joyadvancedupdate

joystick

jpeg
Take a jpeg screenshot: jpeg .
jpeg_quality
jpeg screenshot quality.
+jump

-jump

kdtree_test
Tests spatial partition for entities queries.
key_findbinding
Find key bound to specified command string.
key_listboundkeys
List bound keys with bindings.
key_updatelayout
Updates game keyboard layout to current windows keyboard setting.
kick
Kick a player by slot, userid or name.
kill
kills the player
killserver
Shutdown the server.
+klook

-klook

lastinv

+left

-left

light_crosshair
Show texture color at crosshair
linefile
Parses map leak data from .lin file
list
List cached servers.
listdemo
List demo file contents.
listid
Lists banned users.
listip
List IP addresses on the ban list.
listmodels
List loaded models.
load
Load a saved game.
lod_Enable

lod_TransitionDist

log
1>.
log_addaddress
Set address and port for remote host .
log_console
1>.
log_events
1>.
log_level
Specifies a logging level 0..15 .
log_udp
1>.
+lookdown

-lookdown

lookspring

lookstrafe

+lookup

-lookup

m_customaccel
Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).

* Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity
* If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.

m_customaccel_exponent
Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max
Max mouse move scale factor, 0 for no limit
m_customaccel_scale
Custom mouse acceleration value.
m_filter
Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward
Mouse forward factor.
m_mouseaccel1
Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2
Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed
Windows mouse speed factor (range 1 to 20).
m_pitch
Mouse pitch factor.
m_side
Mouse side factor.
m_yaw
Mouse yaw factor.
map
Start playing on specified map.
map_background
Runs a map as the background to the main menu.
map_edit

map_noareas
Disable area to area connection testing.
map_showspawnpoints
Shows player spawn points (red=invalid)
maps
Displays list of maps.
mat_antialias

mat_bloom

mat_bufferprimitives

mat_bumpbasis

mat_bumpmap

mat_camerarendertargetoverlaysize

mat_clipz

mat_compressedtextures

mat_configcurrent
Show the current video control panel config for the material system
mat_crosshair

mat_debug

mat_debugdepth

mat_debugdepthmode

mat_debugdepthval

mat_debugdepthvalmax

mat_depthbias_decal

mat_depthbias_normal

mat_diffuse

mat_drawflat

mat_drawwater

mat_dxlevel

mat_envmapsize

mat_envmaptgasize

mat_fastnobump

mat_fastspecular
Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate

mat_filterlightmaps

mat_filtertextures

mat_forceaniso

mat_forcedynamic

mat_forcehardwaresync

mat_frame_sync_enable

mat_frame_sync_force_texture
Force frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize

mat_fullbright

mat_hsv

mat_info
Shows material system info
mat_leafvis
Draw wireframe of current leaf
mat_levelflush

mat_loadtextures

mat_luxels

mat_maxframelatency

mat_measurefillrate

mat_mipmaptextures

mat_monitorgamma
monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_norendering

mat_normalmaps

mat_normals

mat_parallaxmap

mat_picmip

mat_proxy

mat_reducefillrate

mat_reloadallmaterials

mat_reloadmaterial

mat_reloadtextures

mat_reversedepth

mat_savechanges
saves current video configuration to the registry
mat_setvideomode
sets the width, height, windowed state of the material system
mat_shadowstate

mat_show_texture_memory_usage
Display the texture memory usage on the HUD.
mat_showcamerarendertarget

mat_showenvmapmask

mat_showframebuffertexture

mat_showlightmapcomponent
||

* 0: show normal-mapped lightmap
* 1: show component 1
* 2: show component 2
* 3: show component 3

mat_showlightmappage

mat_showlowresimage

mat_showmaterials
Show materials.
mat_showmaterialsverbose

mat_showmiplevels

mat_showtextures
Show textures.
mat_showwatertextures

mat_skybloomamount

mat_slopescaledepthbias_decal

mat_slopescaledepthbias_normal

mat_softwarelighting

mat_softwareskin

mat_specular
Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_spewvertexandpixelshaders
print all vertex and pixel shaders currently loaded to the console
mat_stub

mat_suppress
Supress a material from drawing
mat_surfaceid

mat_surfacemat

mat_texture_limit
If this value is not -1, the material system will limit the amount of texture memory it uses in a frame. Useful for

identifying performance cliffs. The value is in kilobytes.
-mat_texture_list

+mat_texture_list

mat_texture_list
For debugging, show a list of used textures per frame
mat_texture_list_all
If this is nonzero, then the texture list panel will show all currently-loaded textures.
mat_texturelist_directories

mat_texturelist_files

mat_trilinear

mat_viewportscale
debugging viewport scale
mat_vsync
Force sync to vertical retrace
mat_wateroverlaysize

mat_wireframe

mat_yuv

maxplayers
Change the maximum number of players allowed on this server.
mem_dump
dump memory stats.
mem_dumpstats
Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_force_flush
Force cache flush of unlocked resources on every alloc
minisave
Saves game (for current level only!)
mod_forcedata
Forces all model file data into cache on model load.
+movedown

-movedown

+moveleft

-moveleft

+moveright

-moveright

+moveup

-moveup

mp_decals

mp_logecho

mp_logfile

muzzleflash_light

name
Current user name
nav_begin_area
Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a

'nav_end_area' command.
nav_clear_walkable_marks
Erase any previously placed walkable positions.
nav_connect
To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that

this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the

second area to the first.
nav_corner_lower
Lower the selected corner of the currently marked Area.
nav_corner_raise
Raise the selected corner of the currently marked Area.
nav_corner_select
Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_crouch
Toggles the 'must crouch in this area' flag used by the AI system.
nav_delete
Deletes the currently highlighted Area.
nav_disconnect
To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will

remove all connections between the two Areas.
nav_end_area
Defines the second corner of a new Area and creates it.
nav_generate
Generate a Navigation Mesh for the current map and save it to disk.
nav_jump
Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_load
Loads the Navigation Mesh for the current map.
nav_mark
Marks the Area under the cursor for manipulation by subsequent editing commands.
nav_mark_unnamed
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable
Mark the current location as a walkable position. These positions are used as seed locations when sampling the map

to generate a Navigation Mesh.
nav_merge
To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the

merge command.
nav_no_jump
Toggles the 'dont jump in this area' flag used by the AI system.
nav_place_floodfill
Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas.

Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
nav_place_pick
Sets the current Place to the Place of the Area under the cursor.
nav_precise
Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_save
Saves the current Navigation Mesh to disk.
nav_splice
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area

between them.
nav_split
To split an Area into two, align the split line using your cursor and invoke the split command.
nav_strip
Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_toggle_place_mode
Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
nav_use_place
If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
net_blockmsg
net_channels
Shows net channel info
net_chokeloop
Apply bandwidth choke to loopback packets
net_drawslider
Draw completion slider during signon
net_droppackets
Drops next n packets on client
net_fakelag
Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss
Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph
Draw the network usage graph
net_graphheight

net_graphpos

net_graphsolid

net_maxfragments
Max fragment bytes per packet.
net_scale

net_showdrop
Show dropped packets in console
net_showevents
Print game event infos to console.
net_showfragments
Show netchannel fragments
net_showmsg
net_showpeaks
Show messages for large packets only:
net_showsplits
Show info about packet splits
net_showtcp
Dump TCP stream summary to console
net_showudp
Dump UPD packets summary to console
net_start
Inits multiplayer network sockets
net_synctags
Insert tokens into the net stream to find client/server mismatches.
next
Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo
Play next demo in sequence.
noclip
Toggle. Player becomes non-solid and flies.
notarget
Toggle. Player becomes hidden to NPCs.
npc_ammo_deplete
Subtracts half of the target's ammo
npc_bipass
Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed

in red, successful bypasses are shown in green.

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.

npc_combat
Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)

* Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_conditions
Displays all the current AI conditions that an NPC has in the overlay text.

* Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_create
Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).

Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an

instance in the level.

* Arguments: {npc_class_name}

npc_create_aimed
Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can

actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an

entity that doesn't have an instance in the level.

* Arguments: {npc_class_name}

npc_destroy
Removes the given NPC(s) from the universe

* Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at

npc_destroy_unselected
Removes all NPCs from the universe that aren't currently selected
npc_enemies
Shows memory of NPC. Draws an X on top of each memory.

* Eluded entities drawn in blue (don't know where it went)
* Unreachable entities drawn in green (can't get to it)
* Current enemy drawn in red
* Current target entity drawn in magenta
* All other entities drawn in pink
* Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_focus
Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)

* Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_freeze
Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.

* Arguments: -none-

npc_go
Selected NPC(s) will go to the location that the player is looking (shown with a purple box)

* Arguments: -none-

npc_go_random
Sends all selected NPC(s) to a random node.

* Arguments: -none-

npc_heal
Heals the target back to full health
npc_kill
Kills the given NPC(s)

* Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at

npc_nearest
Draw's a while box around the NPC(s) nearest node

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

npc_reset
Reloads schedules for all NPC's from their script files

* Arguments: -none-

npc_route
Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small

cyan rectangles. Line is color coded in the following manner:

* Blue - path to a node
* Cyan - detour around an object (triangulation)
* Red - jump
* Maroon - path to final target position
* Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at

npc_select
Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red

translucent box

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

npc_speakall
Force the npc to try and speak all thier responses
npc_squads
Obsolete. Replaced by npc_combat
npc_steering
Displays the steering obstructions of the NPC (used to perform local avoidance)

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

npc_steering_all
Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_task_text
Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC

current schedule

* Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_tasks
Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See

Overlay Text)

* Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at

npc_thinknow
Trigger NPC to think
npc_viewcone
Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)

* Arguments: {entity_name} / {class_name} / no argument picks what player is looking at

overview_health
Show player's health in map overview.
overview_locked
Locks map angle, doesn't follow view angle.
overview_mode
1|2>
overview_names
Show player's names in map overview.
overview_tracks
Show player's tracks in map overview.
overview_zoomabs
Sets overview map zoom:
overview_zoomrel
Changes overview map zoom:
particle_simulateoverflow
Used for stress-testing particle systems. Randomly denies creation of particles.
password
Current server access password
path
Show the engine filesystem path.
pause
Toggle the server pause state.
perfui
Show/hide the level performance tools UI.
perfvisualbenchmark

perfvisualbenchmark_abort

phonemedelay
Phoneme delay to account for sound system latency.
phonemefilter
Time duration of box filter to pass over phonemes.
phonemesnap
Don't force visemes to always consider two phonemes, regardless of duration.
phys_swap
Automatically swaps the current weapon for the physcannon and back again.
physics_budget
Times the cost of each active object
physics_debug_entity
Dumps debug info for an entity
physics_highlight_active
Turns on the absbox for all active physics objects
physics_report_active
Lists all active physics objects
physics_select
Dumps debug info for an entity
picker
Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity

the player is looking at.

* Arguments: full - enables all debug information

ping
Display ping to server.
pixelvis_debug
Dump debug info
play
Play a sound.
playdemo
Play a recorded demo file (.dem ).
playflush
Play a sound, reloading from disk in case of changes.
playgamesound
Play a sound from the game sounds txt file
playsoundscape
Forces a soundscape to play
playvol
Play a sound at a specified volume.
progress_enable

prop_crosshair
Shows name for prop looking at
prop_debug
Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White

means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
props_break_max_pieces

pwatchent
Entity to watch for prediction system changes.
pwatchvar
Entity variable to watch in prediction system for changes.
quit
Exit the engine.
quti
Exit the engine.
r_3dnow

r_3dsky
Enable the rendering of 3d sky boxes
r_ambientlightingonly
Set this to 1 to light models with only ambient lighting (and no static lighting).
r_aspectratio

r_avglight

r_avglightmap

r_cheapwaterend

r_cheapwaterstart

r_cleardecals
Usage r_cleardecals .
r_ClipAreaPortals

r_colorstaticprops

r_debugcheapwater

r_debugrandomstaticlighting
Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r_decal_cullsize
Decals under this size in pixels are culled
r_decals

r_decalstaticprops
Decal static props test
r_DispBuildable

r_DispDrawAxes

r_DispEnableLOD

r_DispFullRadius
Radius within which a displacement will stay at its highest LOD
r_DispLockLOD

r_DispRadius

r_DispSetLOD

r_DispTolerance

r_DispUpdateAll

r_DispUseStaticMeshes
High end machines use static meshes. Low end machines use temp meshes.
r_DispWalkable

r_DoCovertTransitions

r_dopixelvisibility

r_drawbatchdecals
Render decals batched.
r_DrawBeams

r_drawbrushmodels
Render brush models.
r_drawclipbrushes
Draw clip brushes
r_drawdecals
Render decals.
r_drawdetailprops

r_DrawDisp
Toggles rendering of displacment maps
r_drawentities

r_drawflecks

r_drawfullskybox

r_drawleaf
Draw the specified leaf.
r_drawlightcache
||

* 0: off
* 1: draw light cache entries
* 2: draw rays

r_drawlightinfo

r_drawlights

r_drawmodeldecals

r_DrawModelLightOrigin

r_drawmodelstatsoverlay

r_drawmodelstatsoverlaydistance

r_drawmodelstatsoverlaymax
time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin
time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables

r_drawopaqueworld

r_drawothermodels

r_drawparticles
Enable/disable particle rendering
r_drawpixelvisibility
Show the occlusion proxies
r_DrawPortals

r_DrawRain
Enable/disable rain rendering.
r_drawrenderboxes

r_drawropes

r_drawskybox

r_DrawSpecificStaticProp

r_drawsprites

r_drawstaticprops

r_drawtranslucentrenderables

r_drawtranslucentworld

r_drawvgui
Enable the rendering of vgui panels
r_drawviewmodel

r_drawworld
Render the world.
r_dynamic

r_eyeglintlodpixels
The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss

r_eyemove

r_eyes

r_eyeshift_x

r_eyeshift_y

r_eyeshift_z

r_eyesize

r_eyewaterepsilon

r_farz
Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject
Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to

hardware settings
r_flashlightconstant

r_flashlightdrawfrustum

r_flashlightdrawfrustumbbox

r_flashlightdrawsweptbbox

r_flashlightfar

r_flashlightfov

r_flashlightlinear

r_flashlightlockposition

r_flashlightmodels

r_flashlightnear

r_flashlightnodraw

r_flashlightoffsetx

r_flashlightoffsety

r_flashlightoffsetz

r_flashlightquadratic

r_flashlightvisualizetrace

r_flex

r_flushlod
Flush and reload LODs.
r_ForceRestore

r_ForceWaterLeaf
Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld

r_lightaverage
Activates/deactivate light averaging
r_lightcache_numambientsamples
number of random directions to fire rays when computing ambient lighting
r_lightcachecenter

r_lightinterp
Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap

r_lightstyle

r_lockpvs
Lock the PVS so you can fly around and inspect what is being drawn.
r_lod

r_lod_noupdate

r_mapextents
Set the max dimension for the map. This determines the far clipping plane
r_maxdlights

r_maxmodeldecal

r_maxnewsamples

r_maxsampledist

r_minnewsamples

r_mmx

r_modellodscale
1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r_modelwireframedecal

r_newflashlight

r_newproplighting

r_nohw

r_norefresh

r_nosw

r_novis
Turn off the PVS.
r_occludeemaxarea
Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said

to use.
r_occluderminarea
Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said

to use.
r_occludermincount
At least this many occluders will be used, no matter how big they are.
r_occlusion
Activate/deactivate the occlusion system.
r_occlusionspew
Activate/deactivates spew about what the occlusion system is doing.
r_overlaywireframe

r_PhysPropStaticLighting

r_pixelvis_partial

r_portalscloseall

r_portalsopenall

r_PortalTestEnts
Clip entities against portal frustums.
r_printdecalinfo

r_propsmaxdist
Maximum visible distance
r_radiosity
||

* 0: no radiosity
* 1: radiosity with ambient cube (6 samples)
* 2: radiosity with 162 samples
* 3: 162 samples for static props, 6 samples for everything else

r_rainalpha

r_rainalphapow

r_raindensity

r_RainHack

r_rainlength

r_RainProfile
Enable/disable rain profiling.
r_RainRadius

r_RainSideVel
How much sideways velocity rain gets.
r_RainSimulate
Enable/disable rain simulation.
r_rainspeed

r_RainSplashPercentage

r_rainwidth

r_renderoverlayfragment

r_rootlod
Root LOD
r_ropebatch

r_ropetranslucent

r_screenfademaxsize

r_screenfademinsize

r_screenoverlay

r_sequence_debug

r_shadowangles
Set shadow angles
r_shadowblobbycutoff
some shadow stuff
r_shadowcolor
Set shadow color
r_shadowdir
Set shadow direction
r_shadowdist
Set shadow distance
r_shadowids

r_shadowmaxrendered

r_shadowrendertotexture

r_shadows

r_shadowwireframe

r_showenvcubemap

r_skin

r_skybox
Enable the rendering of sky boxes
r_snapportal

r_sse

r_sse2

r_staticpropinfo

r_teeth

r_TransitionSensitivity
Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r_updaterefracttexture

r_VehicleViewClamp

r_visocclusion
Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces

r_visualizelighttracesshowfulltrace

r_visualizeproplightcaching

r_visualizetraces

r_WaterDrawReflection
Enable water reflection
r_WaterDrawRefraction
Enable water refraction
r_waterforceexpensive

r_waterforcereflectentities

r_worldlightmin

r_worldlights
number of world lights to use per vertex
rate
Max bytes/sec the host can receive data
rcon
Issue an rcon command.
rcon_address
Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password
remote console password.
rebuy

recompute_speed
Recomputes clock speed (for debugging purposes).
record
Record a demo.
+reload

-reload

reload
Reload the most recent saved game (add setpos to jump to current view position on reload).
removeid
Remove a user ID from the ban list.
removeip
Remove an IP address from the ban list.
report_entities
Lists all entities
report_simthinklist
Lists all simulating/thinking entities
report_soundpatch
reports sound patch count
report_soundpatch
reports sound patch count
report_touchlinks
Lists all touchlinks
restart
Restart the game on the same level (add setpos to jump to current view position on restart).
retry
Retry connection to last server.
revert
Revert convars to their default values.
+right

-right

room_type

rope_averagelight
Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide
Collide rope with the world
rope_drawlines

rope_shake

rope_smooth
Do an antialiasing effect on ropes
rope_smooth_enlarge
How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha
Alpha for rope antialiasing effect
rope_smooth_maxalphawidth

rope_smooth_minalpha
Alpha for rope antialiasing effect
rope_smooth_minwidth
When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv
Rope subdivision amount
rope_wind_dist
Don't use CPU applying small wind gusts to ropes when they're past this distance.
save
Saves current game.
say
Display player message
say_team
Display player message to team
scene_flush
Flush all .vcds from the cache and reload from disk.
+score

-score

scr_centertime

screenshot
Take a screenshot.
sensitivity
Mouse sensitivity.
setang
Snap player eyes to specified pitch yaw (must have sv_cheats).
setmaster

setmodel
Changes's player's model
setpause
Set the pause state of the server.
setpos
Move player to specified origin (must have sv_cheats).
shake
Shake the screen.
shake_show
Displays a list of the active screen shakes.
shake_stop
Stops all active screen shakes.
-showbudget

+showbudget

-showbudget_texture

+showbudget_texture

showbudget_texture
Enable the texture budget panel.
-showbudget_texture_global

+showbudget_texture_global

showinfo
Shows a info panel: <message> [<command>] <br>showpanel <br> Shows a viewport panel <name> <br>showparticlecounts <br> Display number of particles drawn per frame <br>+showscores <br> <br>-showscores <br> <br>showtriggers_toggle <br> Toggle show triggers <br>-showvprof <br> <br>+showvprof <br> <br>singlestep <br> Run engine in single step mode ( set next to 1 to advance a frame ) <br>skill <br> Game skill level (1-3). <br>slist <br> List servers on your LAN. <br>slot0 <br> <br>slot1 <br> <br>slot10 <br> <br>slot2 <br> <br>slot3 <br> <br>slot4 <br> <br>slot5 <br> <br>slot6 <br> <br>slot7 <br> <br>slot8 <br> <br>slot9 <br> <br>snapto <br> <br>snd_async_fullyasync <br> All playback is fully async (sound doesn't play until data arrives). <br>snd_async_spew_blocking <br> Spew message to console any time async sound loading blocks on file i/o. <br>snd_disable_mixer_duck <br> <br>snd_duckerattacktime <br> <br>snd_duckerreleasetime <br> <br>snd_duckerthreshold <br> <br>snd_ducktovolume <br> <br>snd_flushasync <br> Flush all async .wav data <br>snd_foliage_db_loss <br> <br>snd_gain <br> <br>snd_gain_max <br> <br>snd_gain_min <br> <br>snd_memasync <br> Show async memory stats <br>snd_mixahead <br> <br>snd_mixvol <br> Set named Mixgroup to mix volume. <br>snd_musicvolume <br> Music volume <br>snd_noextraupdate <br> <br>snd_obscured_gain_dB <br> <br>snd_pitchquality <br> <br>snd_profile <br> <br>snd_rebuildaudiocache <br> Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists <br>snd_refdb <br> <br>snd_refdist <br> <br>snd_restart <br> Restart sound system. <br>snd_show <br> Show sounds info <br>snd_showclassname <br> <br>snd_showmixer <br> <br>snd_showstart <br> <br>snd_soundmixer <br> <br>snd_surround_speakers <br> <br>snd_visualize <br> Show sounds location in world <br>snd_vox_captiontrace <br> Shows sentence name for sentences which are set not to show captions. <br>snd_vox_globaltimeout <br> <br>snd_vox_sectimetout <br> <br>snd_vox_seqtimetout <br> <br>snd_writemanifest <br> If running a game, outputs the precache manifest for the current level <br>sndplaydelay <br> <br>soundfade <br> Fade client volume. <br>soundinfo <br> Describe the current sound device. <br>soundlist <br> List all known sounds. <br>soundscape_fadetime <br> Time to crossfade sound effects between soundscapes <br>soundscape_flush <br> Flushes the server & client side soundscapes <br>speak <br> Play a constructed sentence. <br>spec_help <br> Show spectator help screen <br>spec_menu <br> Activates spectator menu <br>spec_mode <br> Set spectator mode <br>spec_next <br> Spectate next player <br>spec_player <br> Spectate player by name <br>spec_pos <br> dump position and angles to the console <br>spec_prev <br> Spectate previous player <br>spec_scoreboard <br> <br>spec_track <br> Tracks an entity in spec mode <br>+speed <br> <br>-speed <br> <br>spike <br> generates a fake spike <br>startdemos <br> Play demos in demo sequence. <br>startmovie <br> Start recording movie frames. <br>startupmenu <br> Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in <br> <br>developer mode. <br>status <br> Display map and connection status. <br>stop <br> Finish recording demo. <br>stopdemo <br> Stop playing back a demo. <br>stopsound <br> <br>stopsoundscape <br> Stops all soundscape processing and fades current looping sounds <br>+strafe <br> <br>-strafe <br> <br>stuffcmds <br> Parses and stuffs command line + commands to command buffer. <br>surfaceprop <br> Reports the surface properties at the cursor <br>sv_allowdownload <br> Allow clients to download files <br>sv_allowupload <br> Allow clients to upload customizations files <br>sv_alternateticks <br> <br>sv_cacheencodedents <br> If set to 1, does an optimization to prevent extra SendTable_Encode calls. <br>sv_cheats <br> Allow cheats on server <br>sv_contact <br> Contact email for server sysop <br>sv_debugmanualmode <br> Make sure entities correctly report whether or not their network data has changed. <br>sv_deltaprint <br> Print accumulated CalcDelta profiling data (only if sv_deltatime is on) <br>sv_deltatime <br> Enable profiling of CalcDelta calls <br>sv_filterban <br> Set packet filtering by IP mode <br>sv_findsoundname <br> Find sound names which reference the specified wave files. <br>sv_forcepreload <br> Force server side preloading. <br>sv_hltv <br> Enables HLTV on this server. <br>sv_instancebaselines <br> Enable instanced baselines. Saves network overhead. <br>sv_lan <br> Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc. <br>sv_logbans <br> <br>sv_maxrate <br> Max bandwidth rate allowed on server, 0 == unlimited <br>sv_maxupdaterate <br> Maximum updates per second that the server will allow <br>sv_minrate <br> Min bandwidth rate allowed on server, 0 == unlimited <br>sv_minupdaterate <br> Minimum updates per second that the server will allow <br>sv_password <br> Server password for entry into multiplayer games <br>sv_pausable <br> Is the server pausable. <br>sv_precachegeneric <br> Add file to precache list. <br> <br> * Usage: sv_precachegeneric <name> [ preload ] <br> <br>sv_precacheinfo <br> Show precache info. <br>sv_precachemodel <br> Add model to precache list. <br> <br> * Usage: sv_precachemodel <name> [ preload ] <br> <br>sv_precachesound <br> Add sound to precache list. <br> <br> * Usage: sv_precachesound <name> [ preload ] <br> <br>sv_rcon_banpenalty <br> Number of minutes to ban users who fail rcon authentication <br>sv_rcon_maxfailures <br> Max number of times a user can fail rcon authentication before being banned <br>sv_rcon_minfailures <br> Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned <br>sv_rcon_minfailuretime <br> Number of seconds to track failed rcon authentications <br>sv_region <br> The region of the world to report this server in. <br>sv_sendtables <br> Force full sendtable sending path. <br>sv_soundemitter_filecheck <br> Report missing wave files for sounds and game_sounds files. <br>sv_soundemitter_flush <br> Flushes the sounds.txt system (server only) <br>sv_soundscape_printdebuginfo <br> print soundscapes <br>sv_stats <br> Collect CPU usage stats <br>sv_stressbots <br> If set to 1, the server calculates data and fills packets to bots. Used for perf testing. <br>sv_timeout <br> After this many seconds without a message from a client, the client is dropped <br>sv_unlockedchapters <br> Highest unlocked game chapter. <br>sv_voicecodec <br> Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. <br>sv_voiceenable <br> <br>Test_CreateEntity <br> <br>test_dispatcheffect <br> Test a clientside dispatch effect. <br> <br> * Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> <br> * Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0> <br> <br>Test_EHandle <br> <br>test_entity_blocker <br> Test command that drops an entity blocker out in front of the player. <br>Test_InitRandomEntitySpawner <br> <br>Test_Loop <br> Test_Loop <loop name> - loop back to the specified loop start point unconditionally. <br>Test_LoopCount <br> Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times. <br>Test_LoopForNumSeconds <br> Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds. <br>Test_ProxyToggle_EnableProxy <br> <br>Test_ProxyToggle_EnsureValue <br> <br>Test_ProxyToggle_SetValue <br> <br>Test_RandomChance <br> Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command <br> <br>following the percentage chance. <br>Test_RandomizeInPVS <br> <br>Test_RandomPlayerPosition <br> <br>Test_RemoveAllRandomEntities <br> <br>Test_RunFrame <br> <br>Test_SendKey <br> <br>Test_SpawnRandomEntities <br> <br>Test_StartLoop <br> Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to. <br>Test_StartScript <br> Start a test script running.. <br>Test_Wait <br> <br>Test_WaitForCheckPoint <br> <br>testhudanim <br> Test a hud element animation. <br> <br> * Arguments: <anim name> <br> <br>testscript_debug <br> Debug test scripts. <br>texture_budget_background_alpha <br> how translucent the budget panel is <br>texture_budget_panel_bottom_of_history_fraction <br> number between 0 and 1 <br>texture_budget_panel_global <br> Show global times in the texture budget panel. <br>texture_budget_panel_height <br> height in pixels of the budget panel <br>texture_budget_panel_width <br> width in pixels of the budget panel <br>texture_budget_panel_x <br> number of pixels from the left side of the game screen to draw the budget panel <br>texture_budget_panel_y <br> number of pixels from the top side of the game screen to draw the budget panel <br>thirdperson <br> Switch to thirdperson camera. <br>timedemo <br> Play a demo and report performance info. <br>timedemoquit <br> Play a demo, report performance info, and then exit <br>timerefresh <br> Profile the renderer. <br>toggleconsole <br> Show/hide the console. <br>togglescores <br> Toggles score panel <br>tracer_extra <br> <br>unbind <br> Unbind a key. <br>unbindall <br> Unbind all keys. <br>unpause <br> Unpause the game. <br>+use <br> <br>-use <br> <br>use <br> Use a particular weapon <br> <br> * Arguments: <weapon_name> <br> <br>user <br> Show user data. <br>users <br> Show user info for players on server. <br>UseViewParameters <br> Choose old or new view parameters. <br>v_centermove <br> <br>v_centerspeed <br> <br>vcollide_wireframe <br> <br>vcollide_wireframe_axes <br> <br>version <br> Print version info string. <br>vgui_drawfocus <br> Report which panel is under the mouse. <br>-vgui_drawtree <br> <br>+vgui_drawtree <br> <br>vgui_drawtree <br> Draws the vgui panel hiearchy to the specified depth level. <br>vgui_drawtree_clear <br> <br>vgui_drawtree_freeze <br> Set to 1 to stop updating the vgui_drawtree view. <br>vgui_drawtree_hidden <br> Draw the hidden panels. <br>vgui_drawtree_panelalpha <br> Show the panel alpha values in the vgui_drawtree view. <br>vgui_drawtree_panelptr <br> Show the panel pointer values in the vgui_drawtree view. <br>vgui_drawtree_popupsonly <br> Draws the vgui popup list in hierarchy(1) or most recently used(2) order. <br>vgui_drawtree_render_order <br> List the vgui_drawtree panels in render order. <br>vgui_drawtree_visible <br> Draw the visible panels. <br>vgui_togglepanel <br> show/hide vgui panel by name. <br>viewmodel_fov <br> <br>violence_ablood <br> Draw alien blood <br>violence_agibs <br> Show alien gib entities <br>violence_hblood <br> Draw human blood <br>violence_hgibs <br> Show human gib entities <br>voice_avggain <br> <br>voice_clientdebug <br> <br>voice_dsound <br> <br>voice_enable <br> <br>voice_fadeouttime <br> <br>voice_forcemicrecord <br> <br>voice_inputfromfile <br> Get voice input from 'voice_input.wav' rather than from the microphone. <br>voice_loopback <br> <br>voice_maxgain <br> <br>voice_modenable <br> Enable/disable voice in this mod. <br>voice_overdrive <br> <br>voice_overdrivefadetime <br> <br>voice_profile <br> <br>voice_recordtofile <br> Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav' <br>voice_scale <br> <br>voice_showchannels <br> <br>voice_showincoming <br> <br>voice_steal <br> <br>-voicerecord <br> <br>+voicerecord <br> <br>volume <br> Sound volume <br>vox_reload <br> Reload sentences.txt file <br>voxeltree_box <br> View entities in the voxel-tree inside box <Vector(min), Vector(max)>. <br>voxeltree_playerview <br> View entities in the voxel-tree at t</article> </div> </div><div id="PostsListModule" class="Module MultipleRowListModule TutorialProfileModule PostsListModule"> <div class="ModuleTools"> <span title="Maximize/Minimize Module" class="IconSheet MaximizeMinimizeButton"></span> <span title="Fullscreen/Revert Module" class="IconSheet FullscreenOrRevertButton"></span> </div> <h3>Comments</h3> <div class="Content"> <ul> <li id="Post_5258365" class="Post " > <div class="PostHeader"> <div class="AvatarWrapper"> <a class="Avatar Offline" href="http://gamebanana.com/members/463830"><img alt="Kiwi2007 avatar" src="http://files.gamebanana.com/img/av/_7.png"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/463830"> <strong>Kiwi2007</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 8 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/463830"> 0 points </a> </strong> </div> </div> </div> </div> <div class="Poster"> <a class="MemberLink " href="http://gamebanana.com/members/463830"> Kiwi2007 </a> </div> <div class="PostLabels"> </div> <div class="PostTools"> <button onclick="location.href='http://gamebanana.com/support/add?source=http%3A%2F%2Fgamebanana.com%2Ftuts%2F1324%23Post_5258365'"> <span class="IconSheet SubnavigatorIcon ReportIcon"></span> </button> <div class="Tooltip">Report post</div> <input type="checkbox" name="Id" value="5258365"> </div> </div> <span class="LabelStat OlderThan1Day Date">7 years ago:</span> <article class="RichText"> I give this Tutorial only 5.7. There was NOT all commands as you even forgot the hole "MP_" series and there was far from all "SV_" commands also. To get this tutorial better I say you will need to put more of the available commands. <p class="Rating"> <span class="Rated5To7">5.7</span>/10 </p> <footer> Bananite </footer> </article> </li> <li id="Post_5033532" class="Post " > <div class="PostHeader"> <div class="AvatarWrapper"> <a class="Avatar Offline" href="http://gamebanana.com/members/677354"><img alt="Lazdaa avatar" src="http://files.gamebanana.com/img/av/_7.png"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/677354"> <strong>Lazdaa</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 8 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/677354"> 0 points </a> </strong> </div> </div> </div> </div> <div class="Poster"> <a class="MemberLink " href="http://gamebanana.com/members/677354"> Lazdaa </a> </div> <div class="PostLabels"> </div> <div class="PostTools"> <button onclick="location.href='http://gamebanana.com/support/add?source=http%3A%2F%2Fgamebanana.com%2Ftuts%2F1324%23Post_5033532'"> <span class="IconSheet SubnavigatorIcon ReportIcon"></span> </button> <div class="Tooltip">Report post</div> <input type="checkbox" name="Id" value="5033532"> </div> </div> <span class="LabelStat OlderThan1Day Date">7 years ago:</span> <article class="RichText"> How does the give (item/weapon)_(item or weapon name) cnat get it working can u give me an ex. if i need a nade? <footer> <img alt=" avatar" src="http://files.gamebanana.com/img/sig/677354.jpg"> <div class="Tooltip"> <div class="Title">Mantra</div> </div> </footer> </article> </li> <li id="Post_2120634" class="Post " > <div class="PostHeader"> <div class="AvatarWrapper"> <a class="Avatar Offline" href="http://gamebanana.com/members/59080"><img alt="Ottomus avatar" src="http://files.gamebanana.com/img/av/59080.gif"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/59080"> <strong>Ottomus</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 11 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/59080"> 6,154 points </a> </strong> <small>Ranked 673rd</small> </div> </div> </div> </div> <div class="Poster"> <a class="MemberLink " href="http://gamebanana.com/members/59080"> Ottomus </a> </div> <div class="PostLabels"> <span class="StateLabel IsSubmitter">Submitter</span> </div> <div class="PostTools"> <button onclick="location.href='http://gamebanana.com/support/add?source=http%3A%2F%2Fgamebanana.com%2Ftuts%2F1324%23Post_2120634'"> <span class="IconSheet SubnavigatorIcon ReportIcon"></span> </button> <div class="Tooltip">Report post</div> <input type="checkbox" name="Id" value="2120634"> </div> </div> <span class="LabelStat OlderThan1Day Date">9 years ago:</span> <article class="RichText"> Not all of them are good to use. The ones which have descriptions are the ones that are "useful" to some people. <footer> <img alt="The Flaming Smith Guy avatar" src="http://files.gamebanana.com/img/sig/59080.png"> <div class="Tooltip"> <div class="Title">Mantra</div> The Flaming Smith Guy </div> </footer> </article> </li> <li id="Post_2083178" class="Post " > <div class="PostHeader"> <div class="AvatarWrapper"> <a class="Avatar Offline" href="http://gamebanana.com/members/133652"><img alt="@dSafeTV avatar" src="http://files.gamebanana.com/img/av/133652.gif"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/133652"> <strong>@dSafeTV</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 10 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/133652"> 1 points </a> </strong> </div> <div class="Medals"> <strong> <a href="http://gamebanana.com/members/stats/medals/133652"> 6 medals </a> </strong> <small>1 rare</small> <ul> <li title="6 years a member"><img class="MiniMedal_rare" alt="6 years a member Medal icon" src="http://files.gamebanana.com/img/ico/medals/m_age_6.png"/></li> <li title="One month a member"><img class="MiniMedal_normal" alt="One month a member Medal icon" src="http://files.gamebanana.com/img/ico/medals/m_age_1.png"/></li> <li title="6 months a member"><img class="MiniMedal_normal" alt="6 months a member Medal icon" src="http://files.gamebanana.com/img/ico/medals/m_age_2.png"/></li> <li title="1 year a member"><img class="MiniMedal_normal" alt="1 year a member Medal icon" src="http://files.gamebanana.com/img/ico/medals/m_age_3.png"/></li> <li title="2 years a member"><img class="MiniMedal_normal" alt="2 years a member Medal icon" src="http://files.gamebanana.com/img/ico/medals/m_age_4.png"/></li> <li title="4 years a member"><img class="MiniMedal_normal" alt="4 years a member Medal icon" src="http://files.gamebanana.com/img/ico/medals/m_age_5.png"/></li> </ul> </div> </div> </div> </div> <div class="Poster"> <a class="MemberLink " href="http://gamebanana.com/members/133652"> @dSafeTV </a> </div> <div class="PostLabels"> </div> <div class="PostTools"> <button onclick="location.href='http://gamebanana.com/support/add?source=http%3A%2F%2Fgamebanana.com%2Ftuts%2F1324%23Post_2083178'"> <span class="IconSheet SubnavigatorIcon ReportIcon"></span> </button> <div class="Tooltip">Report post</div> <input type="checkbox" name="Id" value="2083178"> </div> </div> <span class="LabelStat OlderThan1Day Date">9 years ago:</span> <article class="RichText"> I don't see the need for this. At least not all these commands. (-1) <br>Some of which need sv_cheats to be enabled(-1) <br>Some look like they only work on bots. So no real use in-game.(-1) <br>Almost confusing when so many are bunched together.(-1) <br>Long list, and you did add a few comments explaining a few of these which are kinda neat.(+1) <p class="Rating"> <span class="Rated7To9">7</span>/10 </p> <footer> <img alt="^@( avatar" src="http://files.gamebanana.com/img/sig/133652.jpg"> <div class="Tooltip"> <div class="Title">Mantra</div> ^@( </div> </footer> </article> </li> <li id="Post_1347124" class="Post " > <div class="PostHeader"> <div class="AvatarWrapper"> <a class="Avatar Offline" href="http://gamebanana.com/members/162059"><img alt="{cancer} avatar" src="http://files.gamebanana.com/static/img/defaults/avatar.gif"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/162059"> <strong>{cancer}</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 10 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/162059"> 5,423 points </a> </strong> <small>Ranked 769th</small> </div> </div> </div> </div> <div class="Poster"> <a class="MemberLink " href="http://gamebanana.com/members/162059"> {cancer} </a> </div> <div class="PostLabels"> </div> <div class="PostTools"> <button onclick="location.href='http://gamebanana.com/support/add?source=http%3A%2F%2Fgamebanana.com%2Ftuts%2F1324%23Post_1347124'"> <span class="IconSheet SubnavigatorIcon ReportIcon"></span> </button> <div class="Tooltip">Report post</div> <input type="checkbox" name="Id" value="1347124"> </div> </div> <span class="LabelStat OlderThan1Day Date">10 years ago:</span> <article class="RichText"> <b>Pros:</b> Very nice listing of the commands. <br><b>Cons:</b> It's so LONG! o___o <br>Plus not everything has a description. <p class="Rating"> <span class="Rated7To9">8</span>/10 </p> <footer> </footer> </article> </li> <li id="Post_667519" class="Post " > <div class="PostHeader"> <div class="AvatarWrapper"> <a class="Avatar Offline" href="http://gamebanana.com/members/49361"><img alt="LeRadieux avatar" src="http://files.gamebanana.com/static/img/defaults/avatar.gif"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/49361"> <strong>LeRadieux</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 11 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/49361"> 446 points </a> </strong> <small>Ranked 8550th</small> </div> </div> </div> </div> <div class="Poster"> <a class="MemberLink " href="http://gamebanana.com/members/49361"> LeRadieux </a> </div> <div class="PostLabels"> </div> <div class="PostTools"> <button onclick="location.href='http://gamebanana.com/support/add?source=http%3A%2F%2Fgamebanana.com%2Ftuts%2F1324%23Post_667519'"> <span class="IconSheet SubnavigatorIcon ReportIcon"></span> </button> <div class="Tooltip">Report post</div> <input type="checkbox" name="Id" value="667519"> </div> </div> <span class="LabelStat OlderThan1Day Date">10 years ago:</span> <article class="RichText"> Nice compilation. <footer> </footer> </article> </li> <li id="Post_438308" class="Post " > <div class="PostHeader"> <div class="AvatarWrapper"> <a class="Avatar Offline" href="http://gamebanana.com/members/59080"><img alt="Ottomus avatar" src="http://files.gamebanana.com/img/av/59080.gif"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/59080"> <strong>Ottomus</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 11 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/59080"> 6,154 points </a> </strong> <small>Ranked 673rd</small> </div> </div> </div> </div> <div class="Poster"> <a class="MemberLink " href="http://gamebanana.com/members/59080"> Ottomus </a> </div> <div class="PostLabels"> <span class="StateLabel IsSubmitter">Submitter</span> </div> <div class="PostTools"> <button onclick="location.href='http://gamebanana.com/support/add?source=http%3A%2F%2Fgamebanana.com%2Ftuts%2F1324%23Post_438308'"> <span class="IconSheet SubnavigatorIcon ReportIcon"></span> </button> <div class="Tooltip">Report post</div> <input type="checkbox" name="Id" value="438308"> </div> </div> <span class="LabelStat OlderThan1Day Date">11 years ago:</span> <article class="RichText"> Well thank you =) <br>If i had enough time i would make it look more simplier but its f00kin hjuuge =/ <footer> <img alt="The Flaming Smith Guy avatar" src="http://files.gamebanana.com/img/sig/59080.png"> <div class="Tooltip"> <div class="Title">Mantra</div> The Flaming Smith Guy </div> </footer> </article> </li> <li id="Post_426546" class="Post " > <div class="PostHeader"> <div class="AvatarWrapper"> <a class="Avatar Offline" href="http://gamebanana.com/members/74563"><img alt="-Mack- avatar" src="http://files.gamebanana.com/img/av/74563.jpg"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/74563"> <strong>-Mack-</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 11 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/74563"> 3,756 points </a> </strong> <small>Ranked 1132nd</small> </div> <div class="Medals"> <strong> <a href="http://gamebanana.com/members/stats/medals/74563"> 1 medal </a> </strong> <ul> <li title="Installation Guide Submitter"><img class="MiniMedal_normal" alt="Installation Guide Submitter Medal icon" src="http://files.gamebanana.com/img/ico/medals/5592b7489e177.png"/></li> </ul> </div> </div> </div> </div> <div class="Poster"> <a class="MemberLink " href="http://gamebanana.com/members/74563"> -Mack- </a> </div> <div class="PostLabels"> </div> <div class="PostTools"> <button onclick="location.href='http://gamebanana.com/support/add?source=http%3A%2F%2Fgamebanana.com%2Ftuts%2F1324%23Post_426546'"> <span class="IconSheet SubnavigatorIcon ReportIcon"></span> </button> <div class="Tooltip">Report post</div> <input type="checkbox" name="Id" value="426546"> </div> </div> <span class="LabelStat OlderThan1Day Date">11 years ago:</span> <article class="RichText"> Only if i saw this yesterday lol <br><br>agent smith flame guy gj on this tho <footer> <img alt="Maybe i'm back for a little wh avatar" src="http://files.gamebanana.com/img/sig/74563.gif"> <div class="Tooltip"> <div class="Title">Mantra</div> Maybe i'm back for a little wh </div> </footer> </article> </li> <li id="Post_426408" class="Post " > <div class="PostHeader"> <div class="AvatarWrapper"> <a class="Avatar Offline" href="http://gamebanana.com/members/59080"><img alt="Ottomus avatar" src="http://files.gamebanana.com/img/av/59080.gif"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/59080"> <strong>Ottomus</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 11 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/59080"> 6,154 points </a> </strong> <small>Ranked 673rd</small> </div> </div> </div> </div> <div class="Poster"> <a class="MemberLink " href="http://gamebanana.com/members/59080"> Ottomus </a> </div> <div class="PostLabels"> <span class="StateLabel IsSubmitter">Submitter</span> </div> <div class="PostTools"> <button onclick="location.href='http://gamebanana.com/support/add?source=http%3A%2F%2Fgamebanana.com%2Ftuts%2F1324%23Post_426408'"> <span class="IconSheet SubnavigatorIcon ReportIcon"></span> </button> <div class="Tooltip">Report post</div> <input type="checkbox" name="Id" value="426408"> </div> </div> <span class="LabelStat OlderThan1Day Date">11 years ago:</span> <article class="RichText"> If someone wants to make this smoothier i could use some help =/ <footer> <img alt="The Flaming Smith Guy avatar" src="http://files.gamebanana.com/img/sig/59080.png"> <div class="Tooltip"> <div class="Title">Mantra</div> The Flaming Smith Guy </div> </footer> </article> </li> </ul> <a name="PostsListBottom"></a> 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images</a></p> </div> <div id="SocialMediaTools"> <!-- AddThis Button BEGIN --> <a class="addthis_button" href="http://www.addthis.com/bookmark.php?v=300&pubid=xa-5134fcc46bf124df"><img src="http://s7.addthis.com/static/btn/v2/lg-share-en.gif" width="125" height="16" alt="Bookmark and Share" style="border:0"/></a> <script type="text/javascript" src="//s7.addthis.com/js/300/addthis_widget.js#pubid=xa-5134fcc46bf124df"></script> <!-- AddThis Button END --> </div> </div> </div></div><div class="ContentColumn StaticColumn" style="width: 162px"><div id="AuthorsAndRolesModule" class="Module SingleRowProfileModule TutorialProfileModule AuthorsAndRolesModule"> <h3>Credits</h3> <div class="Content"> <dl> <dt>Key Authors</dt> <dd class="AuthorsAndRoles"> <dl> <dt> <a href="/search?query=Ottomus"> Ottomus </a> </dt> <dd>Unknown</dd> </dl> </dd> </dl> </div> </div><div id="SubmitterModule" class="Module SingleRowProfileModule TutorialProfileModule SubmitterModule"> <h3>Submitter</h3> <div class="Content"> <a class="Avatar Offline" href="http://gamebanana.com/members/59080"><img alt="Ottomus avatar" src="http://files.gamebanana.com/img/av/59080.gif"></a> <div class="Tooltip AvatarTooltip" > <div class="Column Column1"> <div class="NameAndStatus"> <a href="http://gamebanana.com/members/59080"> <strong>Ottomus</strong> </a> <small> <span class="StateLabel Offline">Offline</span> </small> </div> <div class="Clearance"> <span class="StateLabel Member"> Member </span> <small>Joined 11 years ago</small> </div> </div><div class="Column Column2"> <div class="Points"> <strong> <a href="http://gamebanana.com/members/activity/pointslog/59080"> 6,154 points </a> </strong> <small>Ranked 673rd</small> </div> </div> </div> <br/> <a class="MemberLink " href="http://gamebanana.com/members/59080"> Ottomus </a> <br/> <span class="StateLabel IsCreator">Creator</span> </div> </div><div id="PrivateMessageAddFormRequesterModule" class="Module PrivateMessageAddFormRequesterModule 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{ dataType: 'script', success: function() { _oRequester.vParseResponse(); }, complete: function() { _oRequester.vParseResponse(); }, error: function() { _oRequester.vParseResponse(); }, url: 'http://gamebanana.com/responders/are', data: '', processData: false, type: 'POST' }) "> <span class="IconSheet NavigatorTabIcon MessagesTabIcon"></span> <span>Send PM</span> </button> <div class="Tooltip"> Send a Private Message to the submitter </div> <div class="FormWrapper"></div> </div> </div><div id="GameModule" class="Module SingleRowProfileModule TutorialProfileModule GameModule"> <h3>Game</h3> <div class="Content"> <a href="http://gamebanana.com/games/2"> <img src="http://files.gamebanana.com/img/ico/games/css_icon.png" alt="Counter-Strike: Source"/><br/> Counter-Strike: Source </a> </div> </div><div id="CategoryModule" class="Module SingleRowProfileModule TutorialProfileModule CategoryModule"> <h3>Category</h3> <div class="Content"> <a href="http://gamebanana.com/tuts/cats/20"> Other/Misc </a> </div> </div><div id="AdditionalInfoModule" class="Module SingleRowProfileModule TutorialProfileModule AdditionalInfoModule"> <h3>Details</h3> <div class="Content"> <dl> <dt>Genre</dt> <dd class="Genre"> Other/Misc </dd> <dt>Difficulty Level</dt> <dd class="DifficultyLevel"> <span class="RedColor"> <span class="BlueColor">Intermediate Difficulty</span> </span> </dd> </dl> </div> </div><div id="TagsModule" class="Module SingleRowProfileModule TutorialProfileModule TagsModule"> <h3>Tags</h3> <div class="Content"> <ul> <li> <span class="StateLabel"> <a href="/search?query=client§ion=Tutorial&game=CS:S"> client </a> </span> </li> <li> <span class="StateLabel"> <a href="/search?query=commands§ion=Tutorial&game=CS:S"> commands </a> </span> </li> </ul> </div> </div><div id="StatsModule" class="Module SingleRowProfileModule TutorialProfileModule StatsModule"> <h3>Stats</h3> <div class="Content"> <dl> <dt>Posts</dt> <dd class="PostCount"> 10 </dd> <dt>Views</dt> <dd class="ViewCount">22,342</dd> <dt>Date Added</dt> <dd class="DateAdded"> <span class="LabelStat OlderThan1Day Date">11 years ago</span> <div class="Tooltip"> Mar 11 2006 @ 12:57pm UTC </div> </dd> <dt>Date Modified</dt> <dd class="DateModified"> <span class="LabelStat OlderThan1Day Date">8 years ago</span> <div class="Tooltip"> Dec 6 2008 @ 10:13pm UTC </div> </dd> </dl> </div> </div></div><div class="ContentColumn StaticColumn" style="width: 300px"><div id="AtfSquareBannerModule" class="Module BannerModule TutorialProfileModule AtfSquareBannerModule"> <div class="Content"> <div id="AtfSquareBannerWrapper"><!-- AtfSquareBanner --> <div id='cdm-zone-02'></div></div> </div> </div><div id="RatingModule" class="Module RatingModule TutorialProfileModule RatingModule"> <h3>Rating</h3> <div class="Content"> <div id="TheRating"> <strong><span class="Rated7To9">7.6</span></strong> <span class="StateLabel SkillLevel IsIntermediateSkillLevel">Intermediate</span> </div> <dl> <dt>Ratings</dt> <dd> 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class="Tooltip"> <dl> <dt>Game</dt> <dd> <a href="http://gamebanana.com/games/2"> <img title="CS:S - Counter-Strike: Source" alt="CS:S - Counter-Strike: Source" class="GameIcon" src="http://files.gamebanana.com/img/ico/games/css_icon.png"> </a> </dd> <dt>Category</dt> <dd> <a href="http://gamebanana.com/tuts/cats/51"> Sprays </a> </dd> <dt>Submitter</dt> <dd> <a href="http://gamebanana.com/members/59080"> <img alt="Ottomus avatar" title="Ottomus" class="Avatar" src="http://files.gamebanana.com/img/av/59080.gif"/> </a> </dd> </dl> </div> <a class="Name" href="http://gamebanana.com/tuts/1338"> Transparent Logo </a> </li> </ul> </div> </div><div id="BtfSquareBannerModule" class="Module BannerModule TutorialProfileModule BtfSquareBannerModule"> <div class="Content"> <div id="BtfSquareBannerWrapper"><!-- BtfSquareBanner --> <div id='cdm-zone-03'></div></div> </div> </div></div> </div> </div> <ul id="ImportantLinks"> <li> <button id="OpenChatButton"> <span class="IconSheet 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