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 <key> "(Your command)" 
bindtoggle Allows you to bind a key that toggles a cvar from its different modes (1/0)
* Usage: BindToggle <key> [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: <item_name> 
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: <health to lose> 
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 <quality 1-100>. 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>] showpanel Shows a viewport panel <name> showparticlecounts Display number of particles drawn per frame +showscores -showscores showtriggers_toggle Toggle show triggers -showvprof +showvprof singlestep Run engine in single step mode ( set next to 1 to advance a frame ) skill Game skill level (1-3). slist List servers on your LAN. slot0 slot1 slot10 slot2 slot3 slot4 slot5 slot6 slot7 slot8 slot9 snapto snd_async_fullyasync All playback is fully async (sound doesn't play until data arrives). snd_async_spew_blocking Spew message to console any time async sound loading blocks on file i/o. snd_disable_mixer_duck snd_duckerattacktime snd_duckerreleasetime snd_duckerthreshold snd_ducktovolume snd_flushasync Flush all async .wav data snd_foliage_db_loss snd_gain snd_gain_max snd_gain_min snd_memasync Show async memory stats snd_mixahead snd_mixvol Set named Mixgroup to mix volume. snd_musicvolume Music volume snd_noextraupdate snd_obscured_gain_dB snd_pitchquality snd_profile snd_rebuildaudiocache Rebuilds all audio caches (_other, _other_rebuild, _sharedprecache, level caches) from reslists snd_refdb snd_refdist snd_restart Restart sound system. snd_show Show sounds info snd_showclassname snd_showmixer snd_showstart snd_soundmixer snd_surround_speakers snd_visualize Show sounds location in world snd_vox_captiontrace Shows sentence name for sentences which are set not to show captions. snd_vox_globaltimeout snd_vox_sectimetout snd_vox_seqtimetout snd_writemanifest If running a game, outputs the precache manifest for the current level sndplaydelay soundfade Fade client volume. soundinfo Describe the current sound device. soundlist List all known sounds. soundscape_fadetime Time to crossfade sound effects between soundscapes soundscape_flush Flushes the server & client side soundscapes speak Play a constructed sentence. spec_help Show spectator help screen spec_menu Activates spectator menu spec_mode Set spectator mode spec_next Spectate next player spec_player Spectate player by name spec_pos dump position and angles to the console spec_prev Spectate previous player spec_scoreboard spec_track Tracks an entity in spec mode +speed -speed spike generates a fake spike startdemos Play demos in demo sequence. startmovie Start recording movie frames. startupmenu Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer mode. status Display map and connection status. stop Finish recording demo. stopdemo Stop playing back a demo. stopsound stopsoundscape Stops all soundscape processing and fades current looping sounds +strafe -strafe stuffcmds Parses and stuffs command line + commands to command buffer. surfaceprop Reports the surface properties at the cursor sv_allowdownload Allow clients to download files sv_allowupload Allow clients to upload customizations files sv_alternateticks sv_cacheencodedents If set to 1, does an optimization to prevent extra SendTable_Encode calls. sv_cheats Allow cheats on server sv_contact Contact email for server sysop sv_debugmanualmode Make sure entities correctly report whether or not their network data has changed. sv_deltaprint Print accumulated CalcDelta profiling data (only if sv_deltatime is on) sv_deltatime Enable profiling of CalcDelta calls sv_filterban Set packet filtering by IP mode sv_findsoundname Find sound names which reference the specified wave files. sv_forcepreload Force server side preloading. sv_hltv Enables HLTV on this server. sv_instancebaselines Enable instanced baselines. Saves network overhead. sv_lan Server is a lan server ( no heartbeat, no authentication, no non-class C addresses, 9999.0 rate, etc. sv_logbans sv_maxrate Max bandwidth rate allowed on server, 0 == unlimited sv_maxupdaterate Maximum updates per second that the server will allow sv_minrate Min bandwidth rate allowed on server, 0 == unlimited sv_minupdaterate Minimum updates per second that the server will allow sv_password Server password for entry into multiplayer games sv_pausable Is the server pausable. sv_precachegeneric Add file to precache list. <pre><code>* Usage: sv_precachegeneric <name> [ preload ] </code></pre> sv_precacheinfo Show precache info. sv_precachemodel Add model to precache list. <pre><code>* Usage: sv_precachemodel <name> [ preload ] </code></pre> sv_precachesound Add sound to precache list. <pre><code>* Usage: sv_precachesound <name> [ preload ] </code></pre> sv_rcon_banpenalty Number of minutes to ban users who fail rcon authentication sv_rcon_maxfailures Max number of times a user can fail rcon authentication before being banned sv_rcon_minfailures Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned sv_rcon_minfailuretime Number of seconds to track failed rcon authentications sv_region The region of the world to report this server in. sv_sendtables Force full sendtable sending path. sv_soundemitter_filecheck Report missing wave files for sounds and game_sounds files. sv_soundemitter_flush Flushes the sounds.txt system (server only) sv_soundscape_printdebuginfo print soundscapes sv_stats Collect CPU usage stats sv_stressbots If set to 1, the server calculates data and fills packets to bots. Used for perf testing. sv_timeout After this many seconds without a message from a client, the client is dropped sv_unlockedchapters Highest unlocked game chapter. sv_voicecodec Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. sv_voiceenable Test_CreateEntity test_dispatcheffect Test a clientside dispatch effect. <pre><code>* Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> * Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0> </code></pre> Test_EHandle test_entity_blocker Test command that drops an entity blocker out in front of the player. Test_InitRandomEntitySpawner Test_Loop Test_Loop <loop name> - loop back to the specified loop start point unconditionally. Test_LoopCount Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times. Test_LoopForNumSeconds Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds. Test_ProxyToggle_EnableProxy Test_ProxyToggle_EnsureValue Test_ProxyToggle_SetValue Test_RandomChance Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance. Test_RandomizeInPVS Test_RandomPlayerPosition Test_RemoveAllRandomEntities Test_RunFrame Test_SendKey Test_SpawnRandomEntities Test_StartLoop Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to. Test_StartScript Start a test script running.. Test_Wait Test_WaitForCheckPoint testhudanim Test a hud element animation. <pre><code>* Arguments: <anim name> </code></pre> testscript_debug Debug test scripts. texture_budget_background_alpha how translucent the budget panel is texture_budget_panel_bottom_of_history_fraction number between 0 and 1 texture_budget_panel_global Show global times in the texture budget panel. texture_budget_panel_height height in pixels of the budget panel texture_budget_panel_width width in pixels of the budget panel texture_budget_panel_x number of pixels from the left side of the game screen to draw the budget panel texture_budget_panel_y number of pixels from the top side of the game screen to draw the budget panel thirdperson Switch to thirdperson camera. timedemo Play a demo and report performance info. timedemoquit Play a demo, report performance info, and then exit timerefresh Profile the renderer. toggleconsole Show/hide the console. togglescores Toggles score panel tracer_extra unbind Unbind a key. unbindall Unbind all keys. unpause Unpause the game. +use -use use Use a particular weapon <pre><code>* Arguments: <weapon_name> </code></pre> user Show user data. users Show user info for players on server. UseViewParameters Choose old or new view parameters. v_centermove v_centerspeed vcollide_wireframe vcollide_wireframe_axes version Print version info string. vgui_drawfocus Report which panel is under the mouse. -vgui_drawtree +vgui_drawtree vgui_drawtree Draws the vgui panel hiearchy to the specified depth level. vgui_drawtree_clear vgui_drawtree_freeze Set to 1 to stop updating the vgui_drawtree view. vgui_drawtree_hidden Draw the hidden panels. vgui_drawtree_panelalpha Show the panel alpha values in the vgui_drawtree view. vgui_drawtree_panelptr Show the panel pointer values in the vgui_drawtree view. vgui_drawtree_popupsonly Draws the vgui popup list in hierarchy(1) or most recently used(2) order. vgui_drawtree_render_order List the vgui_drawtree panels in render order. vgui_drawtree_visible Draw the visible panels. vgui_togglepanel show/hide vgui panel by name. viewmodel_fov violence_ablood Draw alien blood violence_agibs Show alien gib entities violence_hblood Draw human blood violence_hgibs Show human gib entities voice_avggain voice_clientdebug voice_dsound voice_enable voice_fadeouttime voice_forcemicrecord voice_inputfromfile Get voice input from 'voice_input.wav' rather than from the microphone. voice_loopback voice_maxgain voice_modenable Enable/disable voice in this mod. voice_overdrive voice_overdrivefadetime voice_profile voice_recordtofile Record mic data and decompressed voice data into 'voice_micdata.wav' and 'voice_decompressed.wav' voice_scale voice_showchannels voice_showincoming voice_steal -voicerecord +voicerecord volume Sound volume vox_reload Reload sentences.txt file voxeltree_box View entities in the voxel-tree inside box <Vector(min), Vector(max)>. voxeltree_playerview View entities in the voxel-tree at 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<em>" series and there was far from all "SV</em>" 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 7 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 664th</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> 0 legendary, 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) Some of which need sv_cheats to be enabled(-1) Some look like they only work on bots. So no real use in-game.(-1) Almost confusing when so many are bunched together.(-1) 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 761st</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. <b>Cons:</b> It's so LONG! o___o 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 8412th</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 664th</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">10 years ago:</span> <article class="RichText"> Well thank you =) 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 1120th</small> </div> <div class="Medals"> <strong> <a href="http://gamebanana.com/members/stats/medals/74563"> 1 medal </a> </strong> <small> 0 legendary, 0 rare </small> <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">10 years ago:</span> <article class="RichText"> Only if i saw this yesterday lol 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 664th</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">10 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 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Authors</dt> <dd class="AuthorsAndRoles"> <dl> <dt> <a href="http://gamebanana.com/skins/search?search=Ottomus"> Ottomus </a> </dt> <dd>Unknown</dd> </dl> </dd> </dl> </div> </div><div id="SubmitterModule" class="Module SingleRowProfileModule TutorialProfileModule SubmitterModule"> <div class="ModuleTools"> </div> <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 664th</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 TutorialProfileModule PrivateMessageAddFormRequesterModule"> <div class="ModuleTools"> </div> <script class="Beacon" type="application/json">{"_sTargetSelector":"#PrivateMessageAddFormRequesterModule","_sType":"Help","_sText":"Send a private message to the submitter (Ottomus)."}</script> <div class="Content"> <button id="requester_6a3da240f8f3cd73562173a7008885bb" class="ModalLauncher" data-PrependModalToSelector="#PrivateMessageAddFormRequesterModule .FormWrapper" type="button" onclick=" 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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"> <div class="ModuleTools"> </div> <script class="Beacon" type="application/json">{"_sTargetSelector":"#GameModule","_sType":"Help","_sText":"What game this Tutorial is for."}</script> <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"> <div class="ModuleTools"> </div> <script class="Beacon" type="application/json">{"_sTargetSelector":"#CategoryModule","_sType":"Help","_sText":"This Tutorial's category."}</script> <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"> <div class="ModuleTools"> </div> <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</span> </span> </dd> </dl> </div> </div><div id="StatsModule" class="Module SingleRowProfileModule TutorialProfileModule StatsModule"> <div class="ModuleTools"> </div> <h3>Stats</h3> <div class="Content"> <dl> <dt>Posts</dt> <dd class="PostCount"> 10 </dd> <dt>Views</dt> <dd class="ViewCount">22,114</dd> <dt>Date Added</dt> <dd class="DateAdded"> <span class="LabelStat OlderThan1Day Date">10 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="ModuleTools"> </div> <div class="Content"> <div id="AtfSquareBannerWrapper"><!-- AtfSquareBanner --> <div id='cdm-zone-02'></div></div> </div> </div><div id="RatingModule" class="Module RatingModule TutorialProfileModule RatingModule"> <div class="ModuleTools"> </div> <script class="Beacon" type="application/json">{"_sTargetSelector":"#RatingModule","_sType":"Help","_sText":"The average user rating of this Tutorial."}</script> <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>Votes</dt> <dd> <a href="http://gamebanana.com/tuts/ratings/1324">6</a> </dd> </dl> </div> </div><div id="RatingCriteriaBreakdownModule" class="Module SingleRowProfileModule TutorialProfileModule RatingCriteriaBreakdownModule"> <div class="ModuleTools"> </div> <script class="Beacon" type="application/json">{"_sTargetSelector":"#RatingCriteriaBreakdownModule","_sType":"Help","_sText":"How the ratings are dispersed among the criteria."}</script> <h3>Ratings Breakdown</h3> <div class="Content"> <table> <thead> <tr><th>Criterion</th><th>Avg.</th><th>Votes</th><th>Range</th></tr> </thead> <tbody> <tr> <td>Overall</td> <td><span class="Rated7To9">7.6</span></td> <td>6</td> <td> <span class="Rated5To7">5.7</span> to <span class="Rated9To10">10</span> </td> </tr> <tbody> </table> </div> </div><div id="MoreBySubmitterSubmissionsListModule" class="Module MultipleRowListModule TutorialProfileModule MoreBySubmitterSubmissionsListModule"> <div class="ModuleTools"> </div> <h3>More Tutorials from Ottomus</h3> <div class="Content"> <ul> <li> <div class="Preview"> <a href="http://gamebanana.com/tuts/1338"> <img alt="Transparent Logo Tutorial preview" class="PreviewImage" src="http://files.gamebanana.com/img/ss/tuts/thm_520fedbcebebc.jpg"> </a> </div> <div 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="ModuleTools"> </div> <div class="Content"> <div id="BtfSquareBannerWrapper"><!-- BtfSquareBanner --> <div id='cdm-zone-03'></div></div> </div> </div></div> </div> </div> <ul id="ImportantLinks"> <li> <a id="ChatLink" href="http://gamebanana.com/chat"> <span class="IconSheet SubmissionTypeSmall Thread"></span> <span>Chat</span> </a> </li> <li> <a id="AddIdeaLink" href="http://gamebanana.com/ideas/add"> <span class="IconSheet SubmissionTypeSmall Idea"></span> <span>Feedback</span> </a> </li> <li> <a id="AddBugLink" href="http://gamebanana.com/bugs/add"> <span class="IconSheet SubmissionTypeSmall Bug"></span> <span>Bugs</span> </a> </li> <li> <a id="AddTicketLink" href="http://gamebanana.com/support/add"> <span class="IconSheet SubmissionTypeSmall Support"></span> <span>Support</span> </a> </li> </ul> <div id="FooterWrapper"> <footer> <div id="BtfLeaderboardRow"> <div id="BtfLeaderboard"> <div id="BtfLeaderboardModule" class="Module BannerModule TutorialProfileModule BtfLeaderboardModule"> <div class="ModuleTools"> </div> <div class="Content"> <div id="BtfLeaderboardWrapper"><!-- BtfLeaderboard --> <div id='cdm-zone-04'></div></div> </div> </div> </div> </div> <div id="FooterLinks"> <div id="SocialPages"> <ul> <li> <a href="http://steamcommunity.com/groups/gamebanana"><span class="IconSheet ContactTypeIcon SteamIcon"></span></a> </li> <li> <a href="http://www.facebook.com/GameBanana"><span class="IconSheet ContactTypeIcon FacebookIcon"></span></a> </li> <li> <a href="http://www.youtube.com/user/gamebananasite"><span class="IconSheet ContactTypeIcon YoutubeIcon"></span></a> </li> <li> <a href="http://twitter.com/gamebanana"><span class="IconSheet 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