Dota 2 Console
Dota 2 Console
All Pick = 1
Captains Mode = 2
Random Draft = 3
Single Draft = 4
All Random = 5
INTRO = 6
Diretide = 7
Greeviling = 9
Tutorial = 10
Mid Only = 11
Least Played = 12
Limited Heroes = 13
Compendium = 14
Captains Draft = 16
Balanced Draft = 17
Ability Draft = 18
1 VS 1 Solo-Mid = 21
sv_cheats 1
sv_lan 1
dota_bot_set_difficulty 4
dota_start_ai_game 1
dota_force_gamemode 1
map dota
Cheat Commands
When enabling cheats through the lobby settings, the players are able to use these
chat commands. All of these commands also have a console command equivalent, many
of which are only usable once the host enabled sv_cheats.
Basic Item
Cheat Dota2 dibawah ini bisa menambahkan basic item dan karakter atau bot secara
otomatis, tanpa harus terlebih dahulu membeli di shop. Tentu uang kamu akan tetap
utuh dengan cara ini.
Buildings
Dire Ancient      npc_dota_badguys_fort
Dire filler building    npc_dota_badguys_filler
Dire melee barracks top npc_dota_badguys_melee_rax_top
Dire melee barracks mid npc_dota_badguys_melee_rax_mid
Dire melee barracks bottom    npc_dota_badguys_melee_rax_bot
Dire range barracks top npc_dota_badguys_range_rax_top
Dire range barracks mid npc_dota_badguys_range_rax_mid
Dire range barracks bottom    npc_dota_badguys_range_rax_bot
Dire tier # top lane tower    npc_dota_badguys_tower#_top (1-3)
Dire tier # mid lane tower    npc_dota_badguys_tower#_mid (1-3)
Dire tier # bottom lane tower npc_dota_badguys_tower#_bot (1-3)
Dire tier 4 base tower npc_dota_badguys_tower4
Radiant Ancient   npc_dota_goodguys_fort
Radiant filler building npc_dota_goodguys_filler
Radiant melee barracks top    npc_dota_goodguys_melee_rax_top
Radiant melee barracks mid    npc_dota_goodguys_melee_rax_mid
Radiant melee barracks bottom npc_dota_goodguys_melee_rax_bot
Radiant range barracks top    npc_dota_goodguys_range_rax_top
Radiant range barracks mid    npc_dota_goodguys_range_rax_mid
Radiant range barracks bottom npc_dota_goodguys_range_rax_bot
Radiant tier # top lane tower npc_dota_goodguys_tower#_top (1-3)
Radiant tier # mid lane tower npc_dota_goodguys_tower#_mid (1-3)
Radiant tier # bottom lane tower    npc_dota_goodguys_tower#_bot (1-3)
Radiant tier 4 base tower     npc_dota_goodguys_tower4
Fountain    dota_fountain
Neutral creeps
Alpha Wolf npc_dota_neutral_alpha_wolf
Centaur Conqueror npc_dota_neutral_centaur_khan
Centaur Courser   npc_dota_neutral_centaur_outrunner
Dark Troll Summoner     npc_dota_neutral_dark_troll_warlord
Fell Spirit npc_dota_neutral_fel_beast
Ghost npc_dota_neutral_ghost
Giant Wolf npc_dota_neutral_giant_wolf
Harpy npc_dota_neutral_harpy_scout
Harpy Stormcrafter      npc_dota_neutral_harpy_storm
Hellbear    npc_dota_neutral_polar_furbolg_champion
Hellbear Smasher npc_dota_neutral_polar_furbolg_ursa_warrior
Hill Troll npc_dota_neutral_dark_troll
Hill Troll Berserker    npc_dota_neutral_forest_troll_berserker
Hill Troll Priest npc_dota_neutral_forest_troll_high_priest
Kobold      npc_dota_neutral_kobold
Kobold Soldier    npc_dota_neutral_kobold_tunneler
Kobold Foreman    npc_dota_neutral_kobold_taskmaster
Mud Golem   npc_dota_neutral_mud_golem
Ogre Bruiser      npc_dota_neutral_ogre_mauler
Ogre Frostmage    npc_dota_neutral_ogre_magi
Satyr Banisher    npc_dota_neutral_satyr_trickster
Satyr Mindstealer npc_dota_neutral_satyr_soulstealer
Satyr Tormenter   npc_dota_neutral_satyr_hellcaller
Vhoul Assassin    npc_dota_neutral_gnoll_assassin
Wildwing    npc_dota_neutral_wildkin
Wildwing Ripper   npc_dota_neutral_enraged_wildkin
Ancient   creeps
Ancient   Black Drake     npc_dota_neutral_black_drake
Ancient   Black Dragon    npc_dota_neutral_black_dragon
Ancient   Drakken Armorer npc_dota_neutral_blue_dragonspawn_sorcerer
Ancient   Drakken Sentinel      npc_dota_neutral_blue_dragonspawn_overseer
Ancient   Granite Golem   npc_dota_neutral_granite_golem
Ancient   Primal Stalker npc_dota_neutral_elder_jungle_stalker
Ancient   Prowler Acolyte npc_dota_neutral_prowler_acolyte
Ancient   Prowler Shaman npc_dota_neutral_prowler_shaman
Ancient   Rock Golem      npc_dota_neutral_rock_golem
Ancient   Rumblehide      npc_dota_neutral_small_thunder_lizard
Ancient   Stalker   npc_dota_neutral_jungle_stalker
Ancient   Thunderhide     npc_dota_neutral_big_thunder_lizard
Roshan        npc_dota_roshan
Summoned units
Regular summons
Animal Courier    npc_dota_courier
Boar (old Lesser Boar) npc_dota_beastmaster_boar
Boar (old Greater Boar) npc_dota_beastmaster_greater_boar
Boar npc_dota_beastmaster_boar_# (1-4)
Doom Shard npc_dota_neutral_mud_golem_split_doom
Eidolon (lvl1)    npc_dota_lesser_eidolon
Eidolon (lvl2)    npc_dota_eidolon
Eidolon (lvl3)    npc_dota_greater_eidolon
Eidolon (lvl4)    npc_dota_dire_eidolon
Flying Courier    npc_dota_flying_courier
Forged Spirit     npc_dota_invoker_forged_spirit
Greater Treant    npc_dota_furion_treant_large
Hawk (old Scout Hawk)   npc_dota_scout_hawk
Hawk (old Greater Hawk) npc_dota_greater_hawk
Hawk npc_dota_beastmaster_hawk_# (1-4)
Lycan Wolf npc_dota_lycan_wolf# (1-4)
Necronomicon Archer     npc_dota_necronomicon_archer_# (1-3)
Necronomicon Warrior    npc_dota_necronomicon_warrior_# (1-3)
Shard Golem npc_dota_neutral_mud_golem_split
Skeleton Warrior npc_dota_dark_troll_warlord_skeleton_warrior
Spiderling npc_dota_broodmother_spiderling
Spiderite   npc_dota_broodmother_spiderite
Treant      npc_dota_furion_treant
Zombie (walking) npc_dota_unit_undying_zombie
Zombie (crawling) npc_dota_unit_undying_zombie_torso
Creep-heroes
Earth npc_dota_brewmaster_earth_# (1-3)
Fire npc_dota_brewmaster_fire_# (1-3)
Spirit Bear npc_dota_lone_druid_bear# (1-4)
Storm npc_dota_brewmaster_storm_# (1-3)
Familiar    npc_dota_visage_familiar# (1-3)
Warlock’s Golem   npc_dota_warlock_golem_# (1-3)
Warlock’s Golem (aghanim’s upgrade) npc_dota_warlock_golem_scepter_# (1-3)
Wards
Death Ward npc_dota_witch_doctor_death_ward
Frozen Sigil      npc_dota_tusk_frozen_sigil# (1-4)
Healing Ward      npc_dota_juggernaut_healing_ward
Proximity Mine    npc_dota_techies_land_mine
Serpent Ward      npc_dota_shadow_shaman_ward_# (1-3)
Nether Ward npc_dota_pugna_nether_ward_# (1-4)
Plague Ward npc_dota_venomancer_plague_ward_# (1-4)
Power Cog   npc_dota_rattletrap_cog
Psionic Trap      npc_dota_templar_assassin_psionic_trap
Remote Mine npc_dota_techies_remote_mine
Stasis Trap npc_dota_techies_stasis_trap
Supernova   npc_dota_phoenix_sun
Tombstone   npc_dota_unit_tombstone# (1-4)
Observer Ward     npc_dota_observer_wards
Sentry Ward npc_dota_sentry_wards
Dummy/spell units
Astral Spirit     npc_dota_elder_titan_ancestral_spirit
Base unit   npc_dota_units_base
Eyes in the Forest      npc_dota_treant_eyes
Fire Remnant      npc_dota_ember_spirit_remnant
Homing Missile    npc_dota_gyrocopter_homing_missile
“invisible vision source”     npc_dota_invisible_vision_source
“looping sound”   npc_dota_looping_sound
Kindler’s Kit     npc_dota_healing_campfire
Manifold Paradox kill gravestones npc_dota_phantomassassin_gravestone
Minefield Sign    npc_dota_techies_minefield_sign
Plasma Field      npc_dota_plasma_field
Rocket Flare      npc_dota_rattletrap_rocket
“Slark Visual”    npc_dota_slark_visual
Spin Web    npc_dota_broodmother_web
Spirits     npc_dota_wisp_spirit
Static Remnant    npc_dota_stormspirit_remnant
Stone Remnant     npc_dota_earth_spirit_stone
Target Dummy      npc_dota_target_dummy
The Swarm   npc_dota_weaver_swarm
Companion   npc_dota_companion
Thinker     npc_dota_thinker
Whirling Axes     npc_dota_troll_warlord_axe
Wild Axes   npc_dota_beastmaster_axe
Tornado     npc_dota_enraged_wildkin_tornado
Event units
Diretide
“Halloween Chaos Unit” npc_dota_halloween_chaos_unit
Dire Diretide melee creep    npc_dota_creep_badguys_melee_diretide
Dire Diretide ranged creep   npc_dota_creep_badguys_ranged_diretide
Dire Diretide siege creep    npc_dota_badguys_siege_diretide
Radiant Diretide melee creep npc_dota_creep_goodguys_melee_diretide
Radiant Diretide ranged creep npc_dota_creep_goodguys_ranged_diretide
Radiant Diretide siege creep npc_dota_goodguys_siege_diretide
Roshan (Diretide) npc_dota_roshan_halloween
Roshling    npc_dota_roshan_halloween_minion
Greeviling
Greevil     npc_dota_greevil
Thyg, the Giftsnatch    npc_dota_loot_greevil
Megagreevil npc_dota_greevil_miniboss_color
Greevil Minion    npc_dota_greevil_minion_color
New Bloom Festival
Radiant Year Beast      npc_dota_goodguys_cny_beast
Dire Year Beast   npc_dota_badguys_cny_beast
Tutorial
Roquelaire   npc_dota_roquelaire
dota 2 console
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_
Command     Default Value     Cheat?      Help Text
_cl_minimapzoom   1
_fov 0            Automates fov command to server.
_overview_mode    1           Overview mode - 0=off, 1=inset, 2=full
_record                 Record a demo incrementally.
_resetgamestats               Erases current game stats and writes out a blank
stats file
A
Command     Default Value     Cheat?      Help Text
achievement_debug 0     Yes   Turn on achievement debug msgs.
achievement_disable     0     Yes   Turn off achievements.
activategameui
addip             Add an IP address to the ban list.
addons                  list current addon info.
adsp_alley_min    122
adsp_courtyard_min      126
adsp_debug 0
adsp_door_height 112
adsp_duct_min     106
adsp_hall_min     110
adsp_low_ceiling 108
adsp_opencourtyard_min 126
adsp_openspace_min      130
adsp_openstreet_min     118
adsp_openwall_min 130
adsp_room_min     102
adsp_street_min   118
adsp_tunnel_min   114
adsp_wall_height 128
ai_debug_los      0     Yes   NPC Line-Of-Sight debug mode. If 1, solid entities
that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show
non-solid entities that would do it if they were solid.
ai_debug_off_nav 0      Yes
ai_debug_ragdoll_magnets      0
ai_debug_shoot_positions      0     Yes
ai_debug_speech   0
ai_expression_frametime 0           Maximum frametime to still play background
expressions.
ai_expression_optimization    0           Disable npc background expressions when
you can't see them.
ai_force_serverside_ragdoll   0
ai_LOS_mode 0
ai_sequence_debug 0
ai_shot_bias_max 1
ai_shot_bias_min -1
ai_show_hull_attacks    0           Show AI hull traces for melee attacks. 1 = show
them for attacks, 2 = show them for tests.
ai_use_visibility_cache 1
alias             Alias a command.
all_pick_force_test     0
allow_clientside_entities     1
-alt1
+alt1
-alt2
+alt2
anim_disable      0
anim_showmainactivity   0     Yes   Show the idle, walk, run, and/or sprint
activities.
animevents_dump               List all the currently registered anim events.
animgraph_debug_tags    0
animgraph_debug_variables     0
animgraph_ik_debug      0
animgraph_ik_locks_enabled    1
async_allow_held_files 1            Allow AsyncBegin/EndRead()
async_mode 0            Set the async filesystem mode (0 = async, 1 = synchronous)
async_resume
async_serialize   0           Force async reads to serialize for profiling
async_simulate_delay    0           Simulate a delay of up to a set msec per file
operation
async_suspend
async_track_all               Enable all registered asynchronous tracking convars
at once
-attack
+attack
-attack2
+attack2
auto_bug                auto_bug : create non-interactive bug report.
autoaim_max_deflect     0
autoaim_max_dist 2160
autosave                Autosave
autosavedangerous             AutoSaveDangerous
autosavedangerousissafe
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B
Command    Default Value     Cheat?      Help Text
-back
+back
banid            Add a user ID to the ban list.
banip             Add an IP address to the ban list.
benchframe              Takes a snapshot of a particular frame in a time demo.
bind              Bind a key.
binddefaults                  Bind all keys to their default values.
bindss                  Bind a key for a particular splitscreen player.
bindtoggle              Performs a bind <key> 'increment var <cvar> 0 1 1'.
blackbox    1
blackbox_dump                 Dump the contents of the blackbox
blackbox_record               Record an entry into the blackbox
blink             Blink specified convar value between two values at the
specified .
blink_duration    0           How many seconds an eye blink will last.
bot_mimic   0           Bot uses usercmd of player by index.
bot_mimic_spec_buttons 1      Yes   +attack, +jump etc are used for spectator
control instead of being passed on to spectated bot
box               Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime =
10.0> <r g b a>
-break
+break
break_damage_inherit_scale    0
break_invulnerable_spawn_duration 0
breakable_multiplayer   1
broadcaster_addfacts
broadcaster_annotatefacts
broadcaster_build_ability_movie_loc
broadcaster_openmenu
broadcaster_openquickstats
broadcaster_quickstats_baselen      6
broadcaster_quickstats_image_mode 0
broadcaster_quickstats_len    9
broadcaster_quickstats_maxl   200
broadcaster_quickstats_minl   100
broadcaster_quickstats_minmovielen 10
broadcaster_quickstatsleague 0
broadcaster_reloadfacts
broadcaster_setsecondaryquickstats
broadcaster_togglegreenscreen
buddha      0     Yes   Player takes damage but won't die
bug               bug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate
the bug reporter.
bug_submitter_override 0
bug_swap                Automatically swaps the current weapon for the bug bait and
back again.
bugvoice                Finish recording bug voice attachment.
bugvoice                Start recording bug voice attachment.
bugvoice_clear                Clear voice attachment data.
bugvoice_save                 Write buffered voice attachment data to file.
buildcubemaps                 Build Cubemaps
building_cubemaps 0
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C
Command     Default Value    Cheat?      Help Text
c_maxdistance     200
c_maxpitch 90
c_maxyaw    135
c_mindistance     30
c_minpitch 0
c_minyaw    -135
c_orthoheight     100
c_orthowidth      100
c_thirdpersonshoulder   0
c_thirdpersonshoulderaimdist 120
c_thirdpersonshoulderdist     40
c_thirdpersonshoulderheight   5
c_thirdpersonshoulderoffset   20
cam_collision     1           When in thirdperson and cam_collision is set to 1, an
attempt is made to keep the camera from passing though walls.
cam_command             Tells camera to change modes
cam_idealdelta    4           Controls the speed when matching offset to ideal
angles in thirdperson view
cam_idealdist     150
cam_ideallag      4           Amount of lag used when matching offset to ideal
angles in thirdperson view
cam_idealpitch    0
cam_idealyaw      0
cam_showangles    0     Yes   When in thirdperson, print
viewangles/idealangles/cameraoffsets to the console.
cam_snapto 0
-camdistance
+camdistance
-cameragrip
+cameragrip
-camerayawgrip
+camerayawgrip
camerazoomin
camerazoomout
-camin
+camin
-cammousemove
+cammousemove
camortho          Yes   Switch to orthographic camera. There is currently no known
way to exit this mode without restarting the engine.
-camout
+camout
-campitchdown
+campitchdown
-campitchup
+campitchup
-camyawleft
+camyawleft
-camyawright
+camyawright
cancelselect
capturecubemap                Capture Cubemap
cast_hull               Tests hull collision detection
cast_ray                Tests collision detection
cast_sphere             Tests collision detection
cavern_crawl_pregame_intro_shown    0
cc_captiontrace   1           Show missing closecaptions (0 = no, 1 = devconsole, 2
= show in hud)
cc_emit                 Emits a closed caption
cc_findsound                  Searches for soundname which emits specified text.
cc_flush                Flushes async'd captions.
cc_lang     0           Current close caption language (empty = use game UI
language)
cc_linger_time    1           Close caption linger time.
cc_minvisibleitems      1           Minimum number of caption items to show.
cc_norepeat 5           In multiplayer games, don't repeat captions more often than
this many seconds.
cc_predisplay_time      0           Close caption delay before showing caption.
cc_random               Emits a random caption
cc_sentencecaptionnorepeat    4           How often a sentence can repeat.
cc_showblocks                 Toggles showing which blocks are pending/loaded
async.
cc_showmissing    0           Show missing closecaption entries.
cc_subtitles      0           If set, don't show sound effect captions, just voice
overs (i.e., won't help hearing impaired players).
cg_start_loading              Listen server started loading
changelevel             changelevel <mapname> :Multiplayer change level.
changelevel2                  changelevel2 <mapname> :Singe player change level.
chat_channel_debug                  Print members of a chat channel
chat_dump_channels
chat_join               Join a chat channel
chat_join_hltv                Join an hltv chat channel
chat_leave              Leave a chat channel
chat_say                Send a message to the specified channel
chat_sound false
chat_wheel_phrase_0     8
chat_wheel_phrase_1     1
chat_wheel_phrase_2     2
chat_wheel_phrase_3     3
chat_wheel_phrase_4     4
chat_wheel_phrase_5     5
chat_wheel_phrase_6     6
chat_wheel_phrase_7     7
chat_wheel_phrase_8     65
chat_wheel_phrase_9     69
chat_wheel_phrase_10    79
chat_wheel_phrase_11    66
chat_wheel_phrase_12    80
chat_wheel_phrase_13    61
chat_wheel_phrase_14    62
chat_wheel_phrase_15    70
-chatwheel              Executes the highlighted chatwheel menu item
+chatwheel              Opens chatwheel menu while held
-chatwheel2             Executes the highlighted chatwheel menu item
+chatwheel2             Opens the second chatwheel menu while held
chatwheel_say                 Send a chatwheel message. Usage: chatwheel_say
<messagenum>
check_dpi               Show the currently detected DPI.
cl_aggregate_particles 0
cl_allowupload    1           Client uploads customization files
cl_anglespeedkey 0
cl_anim_queue_changes   1
cl_auto_cursor_scale    true
cl_backspeed      450   Yes
cl_box                  Draw a bbox Arguments: minx miny miny maxx maxy maxz
<lifetime = 10.0> <r g b a>
cl_burninggibs    0           A burning player that gibs has burning gibs.
cl_cache_sendtable      1           Cache sendtables
cl_camera_follow_bone_index   -2    Yes   Index of the bone to follow. -2 ==
disabled. -1 == root bone. 0+ is bone index.
cl_cameraoverride_fade_in_amount    0
cl_cameraoverride_shadow_depth_bias 0
cl_cameraoverride_shadow_end 0
cl_change_callback_limit      0           change callback msec warning limit
cl_chat_active    0
cl_class    0           Default class when joining a game
cl_clearhinthistory                 Clear memory of client side hints displayed to
the player.
cl_clock_correction     1     Yes   Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount 200   Yes   Sets the maximum number of
milliseconds per second it is allowed to correct the client clock. It will only
correct this amount if the difference between the client and server clock is equal
to or larger than cl_clock_correction_adjustment_max_offset.
cl_clock_correction_adjustment_max_offset 90    Yes   As the clock offset goes from
cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves
towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way,
the response is small when the offset is small.
cl_clock_correction_adjustment_min_offset 10    Yes   If the clock offset is less
than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick     999   Yes   Force clock correction to
match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo 0      Yes   Show debugging info about the clock drift.
cl_clock_unhook   0
cl_clockdbg 0
cl_clockdrift_max_ms    150   Yes   Maximum number of milliseconds the clock is
allowed to drift before the client snaps its clock to the server's.
cl_clockdrift_max_ms_threadmode     0     Yes   Maximum number of milliseconds the
clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdrate 30           Max number of command packets sent to server per second
cl_connectionretrytime_p2p    20          Number of seconds over which to spread
retry attempts for P2P.
cl_consistencycheck_interval 180          Perform a consistency check after this
amount of time (seconds) has passed since the last.
cl_cursor_scale   1
cl_customsounds   0           Enable customized player sound playback
cl_debug_flex_shader_constants      0     Yes
cl_debug_overlay_fullposition 0
cl_debug_player_use     0           Visualizes +use logic for the given range.
Green cross=trace success, Red cross=trace too far, Green box=radius success
cl_debugoverlay_toggle              Toggles visibility of the debug overlay system.
cl_decal_clear_all_entities               Clears decals from all entities
cl_decal_clear_world                Clears world decals
cl_decal_debug                Toggles client decal debug visualization
cl_decal_shoot                Shoots a client-side decal
cl_demoviewoverride     0           Override view during demo playback
cl_destroy_ragdolls                 Destroys all client-side ragdolls
cl_dev_simulate_gcdown              <state> Turn on/off simulated GC communications
failure (GC is down in a way that we know it is down)
cl_disable_ragdolls     0     Yes
cl_disconnect_soundevent      0           This soundevent is called to stop the
desired soundevents when the game is disconnected.
cl_display_game_events 0      Yes
cl_dormant_spew   0           Spew state on when client entities become dormant or
active.
cl_dota_alt_unit_movetodirection    0           Does holding alt enable move to
direction mode?
cl_dota_ambient_tree_shake    0
cl_dota_ambient_tree_shake_cooldown 2
cl_dota_ambient_tree_shake_duration 0
cl_dota_ambient_tree_shake_peak_time      0
cl_dota_ambient_tree_shake_range    128
cl_dota_ambient_tree_shake_strength 2
cl_dota_cd_captain_pick_time 10     Yes
cl_dota_dump_econ_item_stringtable              cl_dota_dump_econ_item_stringtable
cl_dota_dump_modifier_stringtable               cl_dota_dump_modifier_stringtable
cl_dota_gridnav_show    0     Yes
cl_dota_mk_tree_shake_duration      2
cl_dota_mk_tree_shake_peak_time     0
cl_dota_mk_tree_shake_strength      15
cl_dota_recent_games_include_custom_games 1
cl_dota_recent_games_include_event_games 1
cl_dota_recent_games_include_practice_matches 1
cl_dota_showents              Dump entity list to console.
cl_dota_speech_announcer_holiday    0           Set to enable special seasonal
announcer
cl_dota_speech_spec_ancientattack 1             Set to 0 to prevent hearing 'your
ancient is under attack' lines.
cl_dota_speech_spec_barracksattack 1            Set to 0 to prevent hearing 'your
rax is under attack' lines.
cl_dota_speech_spec_barracksfalls 1             Set to 0 to prevent hearing 'your
rax has fallen' lines.
cl_dota_speech_spec_enemybasefalls 1            Set to 0 to prevent hearing
'enemy's tower/rax has fallen' lines.
cl_dota_speech_spec_idles     1           Set to 0 to prevent hearing announcers'
idle lines.
cl_dota_speech_spec_towerattack     1           Set to 0 to prevent hearing 'your
tower is under attack' lines.
cl_dota_speech_spec_towerfalls      1           Set to 0 to prevent hearing 'your
tower has fallen' lines.
cl_dota_unified_tree_hitboxes 1
cl_downloadfilter 0           Determines which files can be downloaded from the
server (all, none, nosounds)
cl_drawcross                  Draws a cross at the given location Arguments: x y z
cl_drawhud 1      Yes   Enable the rendering of the hud
cl_drawline             Draws line between two 3D Points. Green if no collision Red
is collides with something Arguments: x1 y1 z1 x2 y2 z2
cl_drawmaterial   0     Yes   Draw a particular material over the frame
cl_drawmonitors   1
cl_dump_anim_list
cl_dump_modifier_list               Dumps all modifiers that exist in the game
cl_dump_particle_stats              dump particle profiling info to
particle_profile.csv
cl_dump_projected_texture_count                 Print out number of active
projected textures
cl_dumpentity                 Dumps info about an entity
cl_dumpsplithacks             Dump split screen workarounds.
cl_ejectbrass     1
cl_enable_eye_occlusion 1
cl_ent_absbox                 Displays the total bounding box for the given
entity(s) in green. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
cl_ent_animgraph_debug              Displays debug draws about the given
entity(ies) animgraph Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
cl_ent_attachments                  Displays the attachment points on an entity.
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
cl_ent_bbox             Displays the movement bounding box for the given
entity(ies) in orange. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
cl_ent_call             ent_call <funcname> <option:entname> calls function on
current look target or filtername, checks on ent, then root, then mode, then map
scope
cl_ent_clear_debug_overlays               Clears all debug overlays
cl_ent_find             Find and list all entities with classnames or targetnames
that contain the specified substring. Format: find_ent <substring>
cl_ent_find_index             Display data for entity matching specified index.
Format: find_ent_index <index>
cl_ent_grab             grabs the object in front of the player. Options: -loose -
multiple -toggle
cl_ent_hitbox                 Displays the hitboxes for the given entity(ies).
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
cl_ent_joint_axis_size 4
cl_ent_joint_names      1
cl_ent_joint_only_ik_joints   0
cl_ent_joints                 Displays the joint names + axes an entity. Arguments:
{entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_messages               Toggles input/output message display for the selected
entity(ies). The name of the entity will be displayed as well as any messages that
it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
cl_ent_name             Displays the entity name
cl_ent_picker                 Toggles 'picker' mode. When picker is on, the
bounding box, pivot and debugging text is displayed for whatever entity the player
is looking at. Arguments: full - enables all debug information
cl_ent_pivot                  Displays the pivot for the given entity(ies).
(y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} /
no argument picks what player is looking at
cl_ent_pivot_size 20    Yes
cl_ent_remove                 Removes the given entity(s) Arguments:
{entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_remove_all             Removes all entities of the specified type Arguments:
{entity_name} / {class_name}
cl_ent_scale                  Scales entities. Arguments: <scale factor>
{entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_script_dump                  Dumps the names and values of this entity's
script scope to the console Arguments: {entity_name} / {class_name} / no argument
picks what player is looking at
cl_ent_select                 Select or deselects the given entities(s) for later
manipulation Arguments: {entity_name} / {class_name} / no argument picks what
player is looking at
cl_ent_setname                Sets the targetname of the given entity(s) Arguments:
{new entity name} {entity_name} / {class_name} / no argument picks what player is
looking at
cl_ent_show_cloth 1     Yes   Show cloth debug info in ent_text display
cl_ent_show_contexts    0     Yes   Show entity contexts in ent_text display
cl_ent_showonlyattachment     0     Yes
cl_ent_showonlyhitbox   -1    Yes
cl_ent_skeleton               Displays the skeleton for the given entity(ies).
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
cl_ent_skeleton_only_ik_joints      0
cl_ent_text             Displays text debugging information about the given
entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} /
{class_name} / no argument picks what player is looking at
cl_ent_text256                Displays text debugging information about the given
entity(ies) [within 256 units of the player] on top of the entity (See Overlay
Text) Arguments: {entity_name} / {class_name} / no argument picks what player is
looking at
cl_ent_text_clear             Hide text debugging information about the given
entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} /
{class_name} / no argument picks what player is looking at
cl_ent_text_filter                  Set which ent_text filters you want:
cl_ent_text_flags_active      -1    Yes
cl_ent_text_no_name_really_i_mean_it      0     Yes
cl_ent_text_radius                  Displays text debugging information about the
given entity(ies) [near the player] on top of the entity (See Overlay Text) 2
Arguments: Radius, {entity_name/class_name/ no argument picks what player is
looking at}
cl_ent_text_sticky_add              Adds to list of names to display text debugging
information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
cl_ent_text_sticky_clear                  Clears the list of names to display text
debugging information about the given entity(ies) on top of the entity (See Overlay
Text) Arguments: {entity_name} / {class_name} / no argument picks what player is
looking at
cl_ent_text_sticky_dump             Spews the list of names to display text
debugging information about the given entity(ies) on top of the entity (See Overlay
Text) Arguments: {entity_name} / {class_name} / no argument picks what player is
looking at
cl_ent_text_sticky_remove                 Removes from the list of names to display
text debugging information about the given entity(ies) on top of the entity (See
Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what
player is looking at
cl_ent_ungrab                 un-grabs all objects
cl_ent_vcollide_wireframe                 Displays the interpolated vcollide
wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
cl_ent_viewoffset             Displays the eye position for the given entity(ies)
in red. Arguments: {entity_name} / {class_name} / no argument picks what player is
looking at
cl_entityreport               Reports all extant entities. Optional 2nd arg is a
substring of a classname that the list will be filtered by.
cl_entitysummary              Summarizes (by class) all extant entities. Optional
2nd arg is a substring of a classname that the list will be filtered by.
cl_ents                 List client entities, sorted by spawn group
cl_extrapolate    0     Yes   Enable/disable extrapolation if interpolation history
runs out.
cl_extrapolate_amount   0     Yes   Set how many seconds the client will
extrapolate entities for.
cl_eye_sin_wave   0
cl_eye_target_override -16777216
cl_eye_yaw_multiplier   1
cl_eyeball_override     0
cl_fasttempentcollision 5
cl_flex_cycler_think_interval 0
cl_flex_expression      0
cl_flex_talk      0
cl_flushentitypacket    0     Yes   For debugging. Force the engine to flush an
entity packet.
cl_forwardspeed   450   Yes
cl_fullupdate                 Force uncompressed update
cl_globallight_debug    0
cl_globallight_depth_bias     -999
cl_globallight_expansion      200
cl_globallight_freeze   0
cl_globallight_orig_calc_frustum    1
cl_globallight_shadow_mode    2
cl_globallight_slope_scale_depth_bias     -999
cl_globallight_use_alt_focus_region 0
cl_globallight_use_optimized_calc_frustum 1
cl_globallight_use_shaadow_near_offset    1
cl_globallight_world_bottom_height 0
cl_globallight_world_top_height     4096
cl_glow_brightness      1     Yes   Brightness of player halos
cl_glow_item_far_b      1
cl_glow_item_far_g      0
cl_glow_item_far_r      0
cl_glow_physics_props   0
cl_groups               Show status of all spawn groups.
cl_hitbox_debug   0
cl_ignorepackets 0      Yes   Force client to ignore packets (for debugging).
cl_ik_enable      1     Yes   Enable IK.
cl_ik_enable_only_this_chain              Disables all chains except for the
mentioned one on the selected entity(ies), by name of the chain. Arguments:
{chain_name} [entity_name | {class_name} | no argument picks what player is looking
at]
cl_ik_toggle_chain                  Toggles on a chain in the selected entity(ies),
by name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no
argument picks what player is looking at]
cl_interp   0           Sets the interpolation amount (bounded on low side by
server interp ratio settings).
cl_interp_all     0           Disable interpolation list optimizations.
cl_interp_animationvars 1           Interpolate LATCH_ANIMATION_BIT vars if
interpolation interval is greater than simulation interval
cl_interp_hermite 1     Yes   Set to zero do disable hermite interpolation.
cl_interp_npcs    0           Interpolate NPC positions starting this many seconds
in past (or cl_interp, if greater)
cl_interp_ratio   1           Sets the interpolation amount (final amount is
cl_interp_ratio / cl_updaterate).
cl_interp_simulationvars      1           Interpolate LATCH_SIMULATION_BIT vars if
interpolation interval is greater than animation interval
cl_interp_threadmodeticks     0           Additional interpolation ticks to use
when interpolating with threaded engine mode set.
cl_interpolate_report   0           Enable to show interpolation profile timing
cl_jiggle_bone_debug    0     Yes   Display physics-based 'jiggle bone' debugging
information
cl_jiggle_bone_debug_pitch_constraints    0     Yes   Display physics-based 'jiggle
bone' debugging information
cl_jiggle_bone_debug_yaw_constraints      0     Yes   Display physics-based 'jiggle
bone' debugging information
cl_jiggle_bone_invert   0     Yes
cl_jiggle_bone_sanity   1           Prevent jiggle bones from pointing directly
away from their target in case of numerical instability.
cl_lagcomp_errorcheck   0           Player index of other player to check for
position errors.
cl_lagcompensation      1           Perform server side lag compensation of weapon
firing events.
cl_language 0           Language
cl_latch_report   0           Enable to skip client-side animation
cl_leveloverview 0      Yes
cl_lightquery_debug     0     Yes
cl_log_tick 0           Log when a tick is recieved
cl_log_tick_skips 0           Log when the tick delta >= this
cl_massreport     0
cl_mouseenable    1
cl_mouselook      1           Set to 1 to use mouse for look, 0 for keyboard look.
Cannot be set while connected to a server.
cl_mouselook2     1           Set to 1 to use mouse for look, 0 for keyboard look.
Cannot be set while connected to a server.
cl_net_showeventlisteners     0           Show listening addition/removals
cl_net_showevents 0           Dump game events to console (1=client only, 2=all).
cl_network_quality2     1
cl_overdraw_test 0      Yes
cl_panel_freeze_time_after_press    0           time to freeze mouse/pointer motion
after a mouse button press
cl_panorama_script_help             Display Panorama JavaScript bindings
cl_panorama_script_help_2                 Display all registered Panorama
JavaScript bindings in wiki syntax
cl_parallel_frame_simulate    0
cl_particle_batch_mode 1
cl_particle_fallback_base     0           Base for falling back to cheaper effects
under load.
cl_particle_fallback_multiplier     0           Multiplier for falling back to
cheaper effects under load.
cl_particle_log_creates 0           Print debug message every time a particle
collection is created
cl_particle_max_count   0
cl_particle_retire_cost 0     Yes
cl_particle_sim_fallback_base_multiplier 5            How aggressive the switch to
fallbacks will be depending on how far over the
cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more
aggressive.
cl_particle_sim_fallback_threshold_ms     6           Amount of simulation time
that can elapse before new systems start falling back to cheaper versions
cl_particle_simulate    1     Yes   Enables/Disables Particle Simulation
cl_particles_debug_showparticles    0     Yes
cl_particles_dump_effects
cl_particles_dumplist               Dump all new particles, optional name
substring.
cl_pause_animate 0            1 = Animates the pause text so that you can be sure
the game isn't just hard locked.
cl_pclass   0     Yes   Dump entity by prediction classname.
cl_pdump    -1    Yes   Dump info about this entity to screen.
cl_phys_animated_hierarchy    1
cl_phys_block_dist      1
cl_phys_block_fraction 0
cl_phys_debug_callback_entities     0           Print all entities that get touch
callbacks. Each entity is printed only once.
cl_phys_dump_intersection_controller                  Dump intersection controller
status
cl_phys_list                  List all physics component contents of every entity
in the game; -allents: include non-physical entities -classes: print class names -
sdk : Rubikon build -world : current state of the world -world -touch: list body
pairs (bodies in contact) -world -save <name>: save world to a file -world -mem:
memory dump -world -snapshots: Start/Stop dumping snapshots of the world into the
current directory -world -profiletraces: ProfileRecordedTraces -world -agg: current
aggregate data registry (loaded resources)
cl_phys_sleep                 Put all physics in all the worlds to sleep
cl_phys_sleep_enable    1     Yes   Enable sleeping for dynamic physics bodies.
cl_phys_stop_at_collision     0     Yes
cl_phys_timescale 1           Scale time for physics
cl_phys_visualize_awake 0
cl_phys_wakeup                Wake all physics objects in the Main physics up
cl_physics_add_test                 add test object
cl_physics_highlight_active               Turns on the absbox for all active
physics objects. 0 : un-highlight.
cl_physics_remove_test              remove test object
cl_physics_report_active                  Lists all active physics objects -more :
extra info
cl_pitchdown      89    Yes
cl_pitchspeed     225
cl_pitchup 89     Yes
cl_playback_screenshots 0           Allows the client to playback screenshot and
jpeg commands in demos.
cl_playerspraydisable   0           Disable player sprays.
cl_portrait_bg_translucent_test     0     Yes   Renders the hero on a gray
background for translucency blending testing
cl_precacheinfo               Show precache info (client).
cl_pred_doresetlatch    0
cl_pred_error_verbose   0           Show more field info when spewing prediction
errors.
cl_pred_optimize 2            Optimize for not copying data if didn't receive a
network update (1), and also for not repredicting if there were no errors (2).
cl_pred_track                 <entindex> <fieldname>: Track changes to entity index
entindex, for field fieldname.
cl_predict 0      Yes   Perform client side prediction.
cl_predictioncopy_describe                Describe datamap_t for entindex
cl_predictioncopy_print             Print simple description of prediction copy
fields for entindex
cl_predictioncopy_runs 1
cl_predictionlist 0     Yes   Show which entities are predicting
cl_predictweapons 1           Perform client side prediction of weapon effects.
cl_print_consistency_list                 Display's the contents and flags of the
current consistency list
cl_printfps             Print information from cl_showfps.
cl_prop_debug                 Toggle prop debug mode. If on, props will show
colorcoded bounding boxes. Red means ignore all damage. White means respond
physically to damage but never break. Green maps health in the range of 100 down to
1.
cl_prop_fadeout_alpha   -1
cl_prop_fadeout_height 0
cl_prop_fadeout_mode    -1
cl_prop_fadeout_radius -1
cl_prop_fadeout_radius_end    -1
cl_prop_fadeout_time    -1
cl_querycache_stats                 Display status of the query cache (client only)
cl_ragdoll_default_scale      1
cl_ragdoll_limit 20           Maximum number of ragdolls to show (-1 disables
limit)
cl_ragdoll_reload 0
cl_removedecals               Remove the decals from the entity under the
crosshair.
cl_report_predcopy_overrides              Report prediction copy overrides
cl_report_soundpatch                reports client-side sound patch count
cl_resend   0           Delay in seconds before the client will resend the
'connect' attempt
cl_resetfps             Reset information from cl_showfps.
cl_retire_low_priority_lights 0           Low priority dlights are replaced by high
priority ones
cl_rr_reloadresponsesystems               Reload all response system scripts. Note:
This won't work unless you run with -rr_allow_reload.
cl_sceneentity_debug    0           Display all thinking scene entities and its
data.
cl_screenmessage_notifytime   8           How long to display screen message text
cl_script_add_debug_filter                Add a filter to the game debug overlay
cl_script_add_watch                 Add a watch to the game debug overlay
cl_script_add_watch_pattern               Add a watch to the game debug overlay
cl_script_attach_debugger                 Connect the vscript VM to the script
debugger
cl_script_attach_debugger_at_startup      0
cl_script_break_in_native_debugger_on_error     0
cl_script_clear_watches             Clear all watches from the game debug overlay
cl_script_debug               Toggle the in-game script debug features
cl_script_dump_all                  Dump the state of the VM to the console
cl_script_find                Find a key in the VM
cl_script_help                Output help for script functions
cl_script_help2               Output help for script functions suitable for auto-
completion
cl_script_reload              Reload scripts
cl_script_reload_code               Execute a vscript file, replacing existing
functions with the functions in the run script
cl_script_reload_entity_code              Execute all of this entity's VScripts,
replacing existing functions with the functions in the run scripts
cl_script_remove_debug_filter             Remove a filter from the game debug
overlay
cl_script_remove_watch              Remove a watch from the game debug overlay
cl_script_remove_watch_pattern                  Remove a watch from the game debug
overlay
cl_script_resurrect_unreachable                 Use the garbage collector to track
down reference cycles
cl_script_trace_disable             Turn off a particular trace output by file or
function name
cl_script_trace_disable_all               Turn off all trace output
cl_script_trace_disable_key               Turn off a particular trace output by
table/instance
cl_script_trace_enable              Turn on a particular trace output by file or
function name
cl_script_trace_enable_all                Turn on all trace output
cl_script_trace_enable_key                Turn on a particular trace output by
table/instance
cl_sendtable_cache_filename   0           Send tables cache file
cl_sequence_debug -1
cl_sequence_debug2      -1
cl_sequence_debug_verbose     1
cl_sequence_model_substring   0
cl_show_bounds_errors   0
cl_show_mouseclick_effects    1
cl_show_splashes 1
cl_showanimstate -1     Yes   Show the (client) animation state for the specified
entity (-1 for none).
cl_showanimstate_activities   1     Yes   Show activities in the (client) animation
state display.
cl_ShowBoneSetupEnts    0           Show which entities are having their bones
setup each frame.
cl_showdemooverlay      0           How often to flash demo recording/playback
overlay (0 - disable overlay, -1 - show always)
cl_showents             Dump entity list to console.
cl_showerror      0           Show prediction errors, 2 for above plus detailed
field deltas.
cl_showfps 0            Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3
= server MS, 4 = Show FPS and Log to file )
cl_showhelp 1           Set to 0 to not show on-screen help
cl_showpos 0            Draw current position at top of screen
cl_showtextmsg    1           Enable/disable text messages printing on the screen.
cl_sidespeed      450   Yes
cl_skeleton_instance_smear_boneflags      0     Yes   Smear boneflags across the
model. Costs computation, but tests to make sure your bone flags are consistent.
cl_smooth   1           Smooth view/eye origin after prediction errors
cl_smoothtime     0           Smooth client's view after prediction error over this
many seconds
cl_snd_new_visualize    0     Yes   Displays soundevent name played at its 3d
position
cl_soundscape_flush                 Flushes the client side soundscapes
cl_soundscape_printdebuginfo              print soundscapes
cl_spectator_cmdrate_factor   0           Rate multiplier when connected via hltv
cl_spectator_interp_ratio     2           When connected to hltv or playing a demo,
adjust the interp time by this ratio.
cl_spewserializers                  Spew serializers
cl_ss_origin                  print origin in script format
cl_steamcontroller      0
cl_stuff_keys     0     Yes
cl_team     0           Default team when joining a game
cl_tempragdoll_transition_time      0
cl_tempragdoll_unragdoll_time 1
cl_timeout 30           After this many seconds without receiving a packet from the
server, the client will disconnect itself
cl_tracer_whiz_distance 72
cl_trade_steamid              Trade with a person by steam id
cl_tree_sway_dir              sets tree sway wind direction and strength
cl_update_spatial_entities_before_latchwork     1           Update spatial partition
entities before we do latch work. Overcomes a potential deadlock in IK, but
convared so we can test perf implications.
cl_updaterate     30          Number of packets per second of updates you are
requesting from the server
cl_updatevisibility                 Updates visibility bits.
cl_upspeed 320    Yes
cl_viewmodelsclonedasworld    1
cl_viewtarget_clamp     1
cl_voice_filter   0           Filter voice by name substring
cl_voice_transmit_lobby 0
cl_voiceenabled   1
cl_vprof_scope_entity_gamephys      0
cl_weather 0      Yes
cl_winddir 0      Yes   Weather effects wind direction angle
cl_windspeed      0     Yes   Weather effects wind speed scalar
cl_yawspeed 210
clear             Clear console output.
clearall                Clear console output from all views.
cli_ent_attachments                 Displays the interpolated attachment points on
an entity. Arguments: {entity_name} / {class_name} / no argument picks what player
is looking at
cli_ent_hitbox                Displays the skeleton for the given entity(ies).
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
cli_ent_pivot                 Displays the interpolated pivot for the given
entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} /
{class_name} / no argument picks what player is looking at
cli_ent_skeleton              Displays the skeleton for the given entity(ies).
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
cli_ent_vcollide_wireframe                Displays the interpolated vcollide
wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
clientport 0            If non-empty, client binds port to specific address.
Usually you should leave this blank to use a different random system-assigned port
for each connection.
closecaption      0           Enable close captioning.
cloth_airdrag     0
cloth_airdrag_override 0
cloth_batch 32
cloth_compatibility     1
cloth_damping_bias      0
cloth_damping_multiplier      1
cloth_debug 0
cloth_debug_draw 0
cloth_debug_draw_nodepth_alpha      16
cloth_expairdrag 0
cloth_expquadairdrag    0
cloth_ground_offset     0
cloth_ground_plane_thickness 3
cloth_guard_threshold   1000
cloth_iteration_multiplier    1
cloth_iv_dump     4
cloth_iv_store_back     0
cloth_legacy_stretch_force    0
cloth_node_debug_axis_length 1
cloth_node_velocity_limit     1000000
cloth_quad_smooth_iterations -1
cloth_quad_smooth_rate -1
cloth_quadairdrag 0
cloth_quasistatic_iters 0
cloth_reload_immediately      0
cloth_rod_smooth_iterations   -1
cloth_rod_smooth_rate   -1
cloth_simulate    1
cloth_step 1
cloth_update      1
cloth_watch 1
cloth_wind 0
cloth_wind_pitch 0
cmd               Forward command to server.
col_viz                 Collision visualizer commands
collect_entity_model_name                 Collect model names of the entities
you're pointing at
collision_shake_amp     0
collision_shake_freq    0
collision_shake_time    0
commentary 0            Desired commentary mode state.
commentary_available    0           Automatically set by the game when a commentary
file is available for the current map.
commentary_cvarsnotchanging
commentary_finishnode
con_enable 1
con_logfile_suffix      0           Suffix to append to the console log, may be
changed to reopen the log
condump                 dump the text currently in the console to condumpXX.log
connect                 Connect to a remote server.
connect_hltv                  Connect to a remote HLTV server.
console_history_size    1000
consoletool             Open a VConsole subtool.
convars_echo_toggle_changes   1           Echo to the console changes caused by
toggling.
convert_steamid               Convert SteamID into multiple formats
cpu_level   2           CPU Level - Default: High
cpuinfo                 Print CPU configuration information
crash             Crash the client. Optional parameter -- type of crash: 0: read
from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only) 3: Same but with full
heap 4: force an Assert
crash_error             Cause the engine to crash by spewing an error (Debug!!)
crash_job               Cause the engine to crash in a job thread (Debug!!)
crash_thread                  Cause the engine to crash in a brand new non-main
thread (Debug!!)
create_flashlight
CreatePredictionError               Create a prediction error
creditsdone
crowbar_impact_damage_mass    8
crowbar_impact_damage_scale   1
csm_bias_override_0     1     Yes
csm_bias_override_1     1     Yes
csm_bias_override_2     1     Yes
csm_bias_override_3     1     Yes
csm_cascade0_override_dist    -1    Yes
csm_cascade1_override_dist    -1    Yes
csm_cascade2_override_dist    -1    Yes
csm_cascade3_override_dist    -1    Yes
csm_cascade_viewdir_shadow_bias_scale     2     Yes
csm_max_num_cascades_override -1    Yes
csm_max_shadow_dist_override -1     Yes
csm_res_override_0      0     Yes
csm_res_override_1      0     Yes
csm_res_override_2      0     Yes
csm_res_override_3      0     Yes
csm_slope_scale_db_override   -1    Yes
csm_split_log_scalar    0     Yes
csm_viewdir_shadow_bias 0     Yes
custom_game_detail_max_friend_lobbies     3           Max number of friend lobbies
shown on custom game detail page.
custom_game_lobby_fake_entries      0           Add fake entries to the custom
lobby UI
custom_game_overview_fake_friend_lobbies 0            Fake friend lobbies in custom
game overview UI.
custom_game_overview_fake_friends_in_game 0           Fake friends in custom game
overview UI.
custom_game_overview_friend_lobbies_to_hide_ingame_friends 4            When there
are this many friend lobbies, the friends ingame display is hidden.
custom_game_overview_max_friend_lobbies 3             Max number of friend lobbies
shown in custom game overview UI.
custom_game_overview_suppress_friend_data 0           Suppress friend active and
historical data on custom game overview UI
customgamesetup_auto_assign_players             Automatically assign all currently
unassigned players to teams.
customgamesetup_enable_auto_launch              Enable or disable automatically
launching the game when all players are assigned to a team.
customgamesetup_lock_team_selection             Lock or unlock the team selection,
when locked players cannot change teams.
customgamesetup_select_team               Player selecting a team during custom
game setup.
customgamesetup_set_auto_launch_delay                 Set the amount of time in
seconds that will be set as the remaining time when all players are assigned to a
team.
customgamesetup_set_remaining_time              Set the number of seconds remaining
before the game starts.
customgamesetup_shuffle_players                 Shuffle the team assignments of all
players currently assigned to a team.
cvarlist                Show the list of convars/concommands.
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Command     Default Value     Cheat?      Help Text
d3d_max_feature_level   11          Report the maximum D3D feature level available.
dbghist_addline               Add a line to the debug history. Format: <category
id> <line>
dbghist_dump                  Dump the debug history to the console. Format:
<category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx
Blind 4: Log of damage done to player 5: Player Teleport
debug_materialmodifycontrol   0
debug_materialmodifycontrol_client 0
debug_overlay_fullposition    0
debug_physimpact 0
debug_shared_random     0
debug_touchlinks 0            Spew touch link activity
debug_visibility_monitor      0     Yes
debugoverlay_draw_current     0     Yes   Tell debugoverlay to not draw any entries
that have aged out by the time of rendering. Useful if sim runs more often than
rendering.
debugoverlay_ignore_source    0     Yes   Draw everything normal and ignore the
source for rendering
debugoverlay_show_text_outline      0     Yes   Toggle display of box around text
debugoverlay_toggle                 Toggles visibility of the debug overlay system.
decalfrequency    10
default_fov 90    Yes
demo_analyze      0     Yes
demo_analyze_all              Runs demo_analyze on all demo files found in the
dota/demo_analysis/ directory.
demo_analyze_running    0     Yes
demo_avellimit    2000        Angular velocity limit before eyes considered snapped
for demo playback.
demo_fastforwardfinalspeed    20          Go this fast when starting to hold FF
button.
demo_fastforwardramptime      5           How many seconds it takes to get to full
FF speed.
demo_fastforwardstartspeed    2           Go this fast when starting to hold FF
button.
demo_flush 0            Flush writing the demo file every network update
demo_goto               Skips to location in demo.
demo_gotomark                 Skips the current demo playback to the marked tick
demo_gototick                 Skips to a tick in demo.
demo_info               Print information about currently playing demo.
demo_interplimit 4000         How much origin velocity before it's considered to
have 'teleported' causing interpolation to reset.
demo_interpolateview    1           Do view interpolation during dem playback.
demo_marktick                 Marks the current demo playback tick for later use
demo_pause              Pauses demo playback.
demo_pauseatservertick 0            Pauses demo playback at server tick
demo_quitafterplayback 0            Quits game after demo playback.
demo_recordcommands     1     Yes   Record commands typed at console into .dem
files.
demo_resume             Resumes demo playback.
demo_timescale                Sets demo replay speed.
demo_togglepause              Toggles demo playback.
demo_usefastgoto 1            Use fast frame skipping when available for demo_goto
commands.
demo_writefullupdate_rate     60          Interval time in seconds to write full
updates to demo.
demolist                Print demo sequence list.
demos             Demo demo file sequence.
dev_show_event_dungeon_leaderboards             Show the Dungeon event leaderboards
dev_simulate_gcdown                 <state> Turn on/off simulated GC communications
failure (GC is down in a way that we know it is down)
developer   0           Set developer message level.
diffcheck   0           Activate diffcheck system.
diffcheck_playerslot    0
diffcheck_spew    1           Actually show diffcheck results.
differences             Show all convars which are not at their default values
(optional restricted to specific flags).
disable_dynamic_prop_loading 0      Yes   If non-zero when a map loads, dynamic
props won't be loaded
disconnect              Disconnect from server
dispcoll_drawplane      0
display_game_events     0     Yes
displaysoundlist 0
dlight_debug                  Creates a dlight in front of the player
dota_1v1_skip_strategy 0
dota_ability_autocast
dota_ability_debug      0     Yes
dota_ability_dump_refcounts               Dumps the modifier refcounts of all hero
abilities
dota_ability_execute
-dota_ability_execute
+dota_ability_execute
dota_ability_learn_mode             Enter the mode where ability points can be
spent
dota_ability_legacy_mode_quick_cast false
dota_ability_projection_data_file 0
dota_ability_quick_cast false
dota_ability_quickcast
dota_ability_refcount_modifiers     0     Yes
dota_ability_self_cast_timeout      0.600000
dota_activate_window_on_hero_picking_start      0           If set, brings Dota to
the foreground when hero picking starts
dota_activate_window_on_match_found 0           If set, brings Dota to the
foreground when match found
dota_activate_window_on_unpause     0           If set, brings Dota to the
foreground when unpaused
dota_active_play_section      3
dota_all_vision   0     Yes
dota_allow_clientside_entities      1
dota_allow_clientside_particles     1
dota_allow_invalid_orders     0     Yes
dota_allow_orders_while_paused      0     Yes
dota_allow_pause_in_match     1           Allow players to pause in matchmade games
dota_alt_shows_neutral_spawn_boxes true
dota_alt_shows_tower_attack_range true
dota_always_show_hero_finder false
dota_ambient_cloth      1
dota_ambient_creatures 1
dota_ambient_creatures_pop    0
dota_animation_force_modifier 0
dota_animation_run
dota_announcer_idle_speech_deathwait      45    Yes   This many seconds must pass
after a hero dies for an announcer to consider saying idle lines.
dota_announcer_idle_speech_debug    0     Yes   If true print debug information
about why announcers do or do not idle.
dota_announcer_idle_speech_herodamage_limit     250   Yes   If any hero has taken
more than this many hitpoints of damage recently, no idles play.
dota_announcer_idle_speech_herodamage_window    45    Yes   If any hero has taken
more than dota_announcer_idle_speech_herodamage_limit hitpoints of damage in this
many seconds, no idles play.
dota_announcer_idle_speech_interval 240   Yes   After an announcer has said an idle
line, another can't play for at least this many seconds.
dota_announcer_idle_speech_minwait 20     Yes   Announcers won't say idle speech
unless at least this many seconds passed since the last time they said something.
dota_announcer_idle_speech_starttime      240   Yes   This many seconds must have
passed since start of game before announcers poll for idle speech.
dota_apm
dota_apm_update_interval      5     Yes
dota_arcana_votes_cache_duration    300
dota_armory_automatically_add_new_item_to_collection false
dota_armory_CustomTagDisplayName_1 0
dota_armory_CustomTagDisplayName_2 0
dota_armory_CustomTagDisplayName_3 0
dota_armory_CustomTagDisplayName_4 0
dota_armory_CustomTagDisplayName_5 0
dota_armory_CustomTagDisplayName_6 0
dota_armory_CustomTagDisplayName_7 0
dota_armory_CustomTagDisplayName_8 0
dota_assisted_camera_operator_pure_interp_multiplier 16
dota_attack_timer_buffer_ticks      3     Yes
dota_auto_connect 0           Automatically connect to the specified server forever
dota_auto_create_proxy 0            Automatically create a proxy
dota_auto_surrender_all_disconnected_timeout    60    Yes   If all players have been
disconnected for at least N seconds, end the game immediately
dota_autoselect_bots    0     Yes   If set, new bots will be autoselected. This is
for the item icon editor.
dota_autoselect_entity 0      Yes   If set, new bots of the given type will be
autoselected. This is for the item icon editor.
dota_bloodstone_aoe_size      0     yes   Increases Bloodstone's AoE Bonus trait by
the specified value.
dota_bonus_hero_rollover_time -14400      Yes
dota_bot_allow_human_control 0      Yes
dota_bot_avg_fps              Reports the average fps for this dota game
dota_bot_chat_throttle_duration     4
dota_bot_client_debug   0           Draw some basic client-side debug info for each
hero.
dota_bot_debug_assemble 0     Yes
dota_bot_debug_clear                Disables all bot debugging.
dota_bot_debug_clear_all                  Disables all bot debugging.
dota_bot_debug_grid     0
dota_bot_debug_grid_cycle                 Cycles through grid modes.
dota_bot_debug_lanes    0
dota_bot_debug_minimap 0
dota_bot_debug_minimap_cycle              Cycles through different minimap debug
modes.
dota_bot_debug_path     0     Yes
dota_bot_debug_path_avg 0     Yes
dota_bot_debug_path_draw      0     Yes
dota_bot_debug_pathing 0
dota_bot_debug_potential_location 0
dota_bot_debug_team     0
dota_bot_debug_team_power     1
dota_bot_debug_ward_spots     0
dota_bot_disable 1      Yes
dota_bot_disable_test   0
dota_bot_disconnect_player                Disconnects the player owner of all bots
dota_bot_dump_state                 Dumps the entire bot state to the client
dota_bot_failed_pathfind_warnings 0       Yes
dota_bot_force_pick     0           Force bots to pick one of these heroes before
falling back to random selection (should be a comma-separated list with no spaces)
dota_bot_give_gold                  Gives all bots the specified amount of gold.
dota_bot_give_item                  Creates an item for all bots.
dota_bot_give_level                 Gives all bots the specified number of levels.
dota_bot_level    0           If set, bots will be set to the level specified with
appropriate gold on game start
dota_bot_long_frame_limit     2
dota_bot_match_difficulty     3           Difficulty to play coop bot matches
against
dota_bot_match_script_index   0           Bot script index to use for matchmaking
dota_bot_match_solo     1
dota_bot_match_team     2           What to play in practice bot matches.
0=radiant, 1=dire, 2=random
dota_bot_match_use_matchmaking      0           Fill a bot practice match with
human teammates via matchmaking.
dota_bot_mode     0
dota_bot_pick_odds      500
dota_bot_populate             Populates the remaining slots with bots
dota_bot_potential_debug                  Displays potential locations for this
bot.
dota_bot_practice_difficulty 3            Default difficulty for quick bot practice
games
dota_bot_practice_gamemode    1           Default game mode for bot practice games,
AP = 1
dota_bot_practice_script      0           Bot script ID (as a string) to use for
local games.
dota_bot_practice_select_hero 0           Force selection of a hero for the human
player in practice games.
dota_bot_practice_start 0           Whether to start a local game when the map
loads
dota_bot_practice_team 0            Default team for quick bot practice games
dota_bot_practice_team_desired      0
dota_bot_purchase_item_enable 1
dota_bot_reload_scripts             Reloads all the bot scripts
dota_bot_select_debug               Displays general bot debugging information.
dota_bot_select_debug_attack              Displays debugging info on potential
attack targets.
dota_bot_set_difficulty             Sets all bots to a particular difficulty (0 =
easy, 1 = medium, 2 = hard, 3 = unfair.
dota_bot_takeover_disconnected      0     Yes
dota_bot_tutorial_boss 1
dota_bot_use_machine_learned_weights      1
dota_broadcaster_camera_interp      0
dota_broadcaster_channel_country_name     0           Broadcaster Channel Country
Name
dota_broadcaster_channel_description      0           Broadcaster Channel
Description
dota_broadcaster_channel_language 0             Broadcaster Channel Language
dota_broadcaster_channel_save_settings    1
dota_broadcaster_dismiss_all_stats
dota_building_defended_radius 800  Yes
dota_building_health_loss_warn_interval 9       Yes   Minimum seconds between
announcer warning a particular building is under attack
dota_cache_duration_all_hero_challenge_s 1800
dota_cache_duration_custom_game_counts_s 300
dota_cache_duration_leaderboard_s 60
dota_cache_duration_league_admin_list_s 30
dota_cache_duration_league_info_s 5
dota_cache_duration_league_list_s 15
dota_cache_duration_league_live_games_s 5
dota_cache_duration_league_lobby_nodes_s 5
dota_cache_duration_league_node_results_s 5
dota_cache_duration_league_prediction_results_s 5
dota_cache_duration_league_predictions_s 60
dota_cache_duration_league_prize_pool_s 5
dota_cache_duration_team_info_s    60
dota_camera_accelerate 49.000000
dota_camera_allow_freecam     0    Yes
dota_camera_assisted_camera_operator_bias_constant_oneteam 1
dota_camera_assisted_camera_operator_bias_constant_twoteams0
dota_camera_assisted_camera_operator_bias_frame_multiplier 1
dota_camera_assisted_camera_operator_bias_scale 1
dota_camera_assisted_camera_operator_bias_scale_frame_multiplier 0
dota_camera_assisted_camera_operator_blend_multiplier 1
dota_camera_assisted_camera_operator_inner_radius_at_zoomed_in    250
dota_camera_assisted_camera_operator_input_cooldown 0
dota_camera_assisted_camera_operator_interp_speed_bias_param      0
dota_camera_assisted_camera_operator_interp_speed_dist_max 8000
dota_camera_assisted_camera_operator_interp_speed_dist_min 500
dota_camera_assisted_camera_operator_interp_speed_multiplier      1
dota_camera_assisted_camera_operator_interp_speed_speed_max50
dota_camera_assisted_camera_operator_interp_speed_speed_min1
dota_camera_assisted_camera_operator_max_instanteous_ent_velocity       275
dota_camera_assisted_camera_operator_mouseclick_duration    0
dota_camera_assisted_camera_operator_movement_multiplier    4
dota_camera_assisted_camera_operator_null_zone_enabled      1
dota_camera_assisted_camera_operator_null_zone_velocity_max125
dota_camera_assisted_camera_operator_null_zone_velocity_min100
dota_camera_assisted_camera_operator_outer_radius_at_zoomed_in    600
dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_in 20
dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_out       6
dota_camera_assisted_camera_operator_radius_scale_at_zoomed_out 4
dota_camera_assisted_camera_operator_unit_fade_duration     1
dota_camera_broadcaster_mousewheel_direction_multiplier     0           Multiplier
on direction, used for broadcasters only.
dota_camera_broadcaster_mousewheel_frametime_multiplier     1           Multipler on
frametime, used for broadcasters only.
dota_camera_center
dota_camera_center_on_entity
-dota_camera_center_on_hero
+dota_camera_center_on_hero               Follows your hero while the key is held
without changing selection.
dota_camera_deatheffect true
dota_camera_disable_yaw 1     Yes
dota_camera_disable_zoom      false
dota_camera_distance    1134 Yes
dota_camera_distance_teamspec 2600 Yes
dota_camera_dotatv_smooth_drag      false
dota_camera_dotatv_smooth_drag_drag 0
dota_camera_dotatv_smooth_drag_inverse    0
dota_camera_dotatv_smooth_drag_max_speed 25
dota_camera_drag_factor_zoomed_out 0      Yes
dota_camera_drag_speed 1
dota_camera_edgemove    1
dota_camera_focus_player
dota_camera_fog_end_zoomed_in 2500 Yes
dota_camera_fog_end_zoomed_out      6000 Yes
dota_camera_fog_start_zoomed_in     2000 Yes
dota_camera_fog_start_zoomed_out    4500 Yes
-dota_camera_follow
+dota_camera_follow                 Selects your hero and follows it while the key
is held.
dota_camera_follow_doublepress_time 0
dota_camera_get_lookatpos                 Prints the main camera's look-at
position.
dota_camera_get_pos                 Prints the camera position. If you are trying
to set DOTA's main camera position, you probably want to use
dota_camera_get_lookatpos and dota_camera_set_lookatpos.
dota_camera_hero_inspector_bob_amount     0
dota_camera_hero_inspector_camera_height_percentage 0             % of the hero's
hitbox height.
dota_camera_hero_inspector_camera_lookat_height_percentage 0            % of the
hero's hitbox height.
dota_camera_hero_inspector_dist_max 1000
dota_camera_hero_inspector_dist_min 150
dota_camera_hero_inspector_drag_scale     1
dota_camera_hero_inspector_drag_speed_const     25
dota_camera_hero_inspector_drag_yaw_max 89
dota_camera_hero_inspector_drag_yaw_min -60
dota_camera_hero_inspector_duration 0
dota_camera_hero_inspector_fog_end_max    4000
dota_camera_hero_inspector_fog_end_min    4000
dota_camera_hero_inspector_fog_start_max 1200
dota_camera_hero_inspector_fog_start_min 500
dota_camera_hero_inspector_fov_buffer_multiplier      1
dota_camera_hero_inspector_fov_default    75
dota_camera_hero_inspector_fov_max 80
dota_camera_hero_inspector_fov_min 50
dota_camera_hero_inspector_grass_skew_multiplier      0
dota_camera_hero_inspector_mousewheel_direction_multiplier 0
dota_camera_hero_inspector_mousewheel_frametime_multiplier 2
dota_camera_hero_inspector_mousewheel_process_interval      0
dota_camera_hero_inspector_speed_const    4
dota_camera_hero_inspector_use_third_person     0           Locks the showcase
behind the hero
dota_camera_hero_inspector_zfar_max 4000
dota_camera_hero_inspector_zfar_min 3500
dota_camera_hold_select_to_follow 1             If set, pressing the select hero
button will actively follow and keep you on screen
dota_camera_lerp_duration     2
dota_camera_listening_offset 700
dota_camera_lock 0
dota_camera_lock_lerp   0
dota_camera_lock_mouse_lead   220
dota_camera_lock_view_helper 1
dota_camera_lock_view_helper_ratio 0
dota_camera_mousewheel_delay_reset_interval     1           The mousewheel delay
timer is reset after this interval. Does not apply to spectator zooming.
dota_camera_mousewheel_direction_multiplier     0           Multiplier on direction
dota_camera_mousewheel_start_delay 0            The delay (in seconds) before
mousewheeling will begin to actually zoom. Only used for players in-game. Does not
apply to spectator zooming.
dota_camera_reverse     false
dota_camera_saved_position
dota_camera_set_lookatpos                 Sets the main camera's look-at position
from (x,y) coordinates.
dota_camera_smart_follow_drag_distance    500
dota_camera_smart_follow_edge_distance    500
dota_camera_smart_follow_offset_reset     8
dota_camera_smart_follow_offset_time      1
dota_camera_smooth_count      8
dota_camera_smooth_distance   96
dota_camera_smooth_enable     1
dota_camera_speed 3031.055664
dota_camera_stage_fov   15
dota_camera_stage_pitch 0
dota_camera_stage_rotate      0
dota_camera_stage_x     25
dota_camera_stage_y     -600
dota_camera_stage_yaw   90
dota_camera_stage_z     225
dota_camera_terrain_sample_timer_duration 0
dota_camera_yaw_rotate_hold_time    1
dota_camera_yaw_rotate_speed 0
dota_camera_z_interp_speed    10
dota_camera_zfar_zoomed_in    3300 Yes
dota_camera_zfar_zoomed_out   4800 Yes
dota_camera_zoom_return_to_default_speed 0      Yes
dota_camera_zoom_return_to_default_time 30      Yes
dota_camera_zoom_return_to_default_time_spectator_enabled 1
dota_cameraman_queryunit_slave      0           Query unit controls for camera man.
0=none, 1=copy main broadcaster query unit, but allow local override, 2=always
slave from main broadcaster, no local control over query unit
dota_cancel_GG                Cancel GG call
dota_cd_captain_pick_time     10    Yes
dota_cd_minimum_pick_time     5     Yes
dota_cd_pool_size 27    Yes
dota_chat_allow_global true
dota_chat_broadcast_whispers 1            Show whispers in all chat tabs, not just
the tab for the individual user.
dota_chat_disable_refresh_user_list 0
dota_chat_enable_whispers     true
dota_chat_mute_enemies 1            Set to 1 to mute all enemy chat
dota_chat_mute_everyone 0           Set to 1 to mute all incoming chat
dota_chat_scroll_step   10
dota_cheap_water 0
dota_check_localization             Look over unit and ability data to verify that
all the expected localization strings are present
dota_cl_projection_enabled    1
dota_claim_item_action_async_rewards_timeout_duration 20
dota_client_filesystem_warnings     0           Set fs_warning_level and
fs_warning_mode to warn on synchronous file warnings.
dota_cm_captain_pick_time     10    Yes
dota_cm_minimum_pick_time     5     Yes
dota_collapsed_bundled_item_list    false
dota_collapsed_new_item_list false
dota_collapsed_recent_item_list     false
dota_combatlog_fight_idle_time      5           The amount of time needed to
determine a fight is over (no one involved in a fight did anything to anyone else
involved in the fight).
dota_combatlog_file     0           A file you want to write combatlog events to as
they happen.
dota_combatlog_location_interval    1     Yes
dota_combatlog_scan                 Scans for fights
dota_combatlog_size                 Calculates the total allocations for a
combatlog
dota_combatlog_size_server
dota_combatlog_summary
dota_combatlog_update               Send combat log to a client
dota_combatlog_write_test                 Writes combatlog to disk if you have
dota_combatlog_file set
dota_combine_models     1
dota_commander_report               Prints a snapshot of the commander's state
dota_compendium_stretch_goal_popup_tracker      0
dota_competitive_game_modes   0           Bit masks of game modes to search for in
ranked matchmaking
dota_conduct_scorecard_latest_acknowledged      0
dota_continue_click_movement_after_cast_cancel true
-dota_control_group
+dota_control_group
dota_courier_burst                  Activate speed boost on courier
dota_courier_deliver                Order courier to deliver my items
dota_create_bot_wearing_item              Creates a bot wearing a given item def
index.
dota_create_bot_wearing_set               Creates a bot wearing a given set of
items from a bundle object.
dota_create_fake_clients                  Populates the remaining slots with fake
clients
dota_create_item              Creates an item for the selected unit
dota_create_neutral_hero                  Creates a unit
dota_create_unit              Creates a unit
dota_creep_distance_interval 5
dota_creep_stack_nearby_hero_radius 3000
dota_creeps_no_spawning 0     Yes
dota_custom_game_library_filter     0           Custom game library filter type
dota_custom_game_library_sort 0           Custom game library sort type
dota_custom_game_win_score    11
dota_custom_games_enable_browse_tab 1
dota_custom_games_exclude     0           Comma separated list of IDs to exclude
from custom games overview page
dota_custom_ui_debug_panel                Usage: dota_custom_ui_debug_panel
<panel_type_index>
dota_cycle_prev_selected
dota_cycle_selected
dota_damage_flash 1           Flash when enemies take damage from the player
dota_dashboard_enable_mouse_history true
dota_daynightcycle_pause      0     Yes   0 = resume day/night cycle; 1 = pause
day/night cycle; default = 0;
dota_daynightcycle_toggle                 Toggle the day-night cycle.
dota_dead_unit_delete_time    1     Yes
dota_dead_unit_disappear_time 4     Yes
dota_debug_global_light 0     Yes
dota_debug_lasthit_timing     0
dota_debug_location_x   0
dota_debug_location_y   0
dota_debug_new_linear_projectile_visibility_check     0     Yes
dota_debug_onstage_seats      0
dota_debug_so_cache     0           Log SO cache messages
dota_debug_stuck 0      Yes
dota_debug_today_message_sorting    0           Print out unsorted and sorted today
messages to the console
dota_default_gold 600   Yes
dota_default_spoilers_blocked false
dota_dev                DotA dev commands
dota_dev_weekend_hub_status   -1
dota_dev_weekend_hub_time     -1
dota_director_record_combat_log     1
dota_director_shoulder_view_chance 10
dota_disable_add_fractional_attack_time 0       Yes
dota_disable_attack_regulator 0     Yes
dota_disable_autoattack_during_stop true
dota_disable_bot_lane   0
dota_disable_lan_lobby_broadcast    0           Don't send UDP broadcast packets
for LAN lobby discovery
dota_disable_mid_lane   0
dota_disable_showcase_view_button 0             Disable the Showcase View button
unless sv_cheats is enabled.
dota_disable_top_lane   0
dota_disable_unit_ring 0
dota_draw_portrait      1     Yes
dota_draw_simple_selection_box      false
dota_dump_all_player_stats
dota_dump_bot_state
dota_dump_buff_message_count              dota_dump_buff_message_count
dota_dump_client_asset_modifiers                Dump asset modifiers on the client.
dota_dump_connection_stats                Dump current connection stats
dota_dump_creep_stats               Displays stats on creep denies/lasthits/kills.
dota_dump_game_items                Print a list of all game items with their item
ids in CSV format.
dota_dump_hero_history              Dump items and abilities that a hero has
bought/leveled
dota_dump_inventory
dota_dump_keybindings   0
dota_dump_server_asset_modifiers                Dump asset modifiers on the server.
dota_dump_server_inventory
dota_easy_mode    0
dota_easybuy      0     Yes   Everything is free, all shops are in range, and you
can purchase for other heroes
dota_echoslam_max_projectiles 75    Yes   Limits the amount of projectiles Echo
Slam visually draws, meaning any projectile exceeding the given value is invisible.
dota_effective_creep_spawn_time     0     Yes   If non-zero, the time the creep
spawner uses for deciding what to spawn
dota_enable_direct_quickcast_bindings     false
dota_enable_range_finder      true
dota_endgame_cinematic_disable      0
dota_enemy_color_b      0
dota_enemy_color_b_cb   0
dota_enemy_color_g      0
dota_enemy_color_g_cb   0
dota_enemy_color_r      1
dota_enemy_color_r_cb   1
dota_entity_count_grace_threshold 128           Number of entities to reserve when
we're getting close to the limit. Stops some entities from spawning.
dota_event_game_mode_difficulty_hack      0
dota_event_goal_update_delay 300
dota_event_tips_cache_duration      300
dota_experimental_stats_interval    60          Seconds between each experimental
stat update.
dota_export_steam_inventory_layout              Save the inventory layout to the
Steam servers.
dota_export_steam_inventory_layout_flow               Save the inventory layout to
the Steam servers.
dota_fake_accept_slots 0
dota_fake_announcer_teamid    0
dota_fake_battle_cup_live_game      0
dota_fake_control_groups      0
dota_fake_event_wins    -1
dota_fake_event_wins_claimed -1
dota_fake_gc_connection_state -1
dota_fake_gc_est_time   -1
dota_fake_gc_queue_pos -1
dota_fake_lobby_browser_data 0
dota_fake_lobby_count   100
dota_fake_no_match_metadata   0
dota_fake_party_games   -2
dota_fake_party_rank    -2
dota_fake_pending_connect     0
dota_fake_solo_games    -2
dota_fake_solo_rank     -2
dota_fanfare_disable    0
dota_fantasy_popup_help_ti7   1
dota_fantasy_popup_help_ti8   1
dota_fantasy_popup_help_ti9   1
dota_fantasy_spew_scoring     0     Yes
dota_fantasy_stat_update_interval_s 20    Yes   How often the server updates the GC
with player fantasy stats
dota_fetch_match_metadata                 Fetch match metadata
dota_fight_recap_terse 0
dota_flip_home_team     0
dota_force_battle_cup_winner 0      Yes
dota_force_bot_cycle    0           Set automatically by matchmaking to fill slots
with bots
dota_force_default_death_stinger    true
dota_force_default_respawn_stinger false
dota_force_gamemode     1           Force the game mode to a specific one. AP = 1,
CM = 2, RD = 3, SD = 4. INTRO = 6. 7 = HW. 8 = REVERSE CM. 9 = XMAS
dota_force_pick_allow   0
dota_force_right_click_attack false
dota_force_upload_match_stats 0     Yes   If enabled, server will upload match
stats even when there aren't human players on each side
dota_fountain_idle_minimum_time     0           How long into the game we need to
be before we boot players for being intentionally Idle.
dota_fow_grid_size      64
dota_free_ids                 Shows next free ID for items, abilities and heroes.
dota_friendly_color_b   0
dota_friendly_color_b_cb      1
dota_friendly_color_g   1
dota_friendly_color_g_cb      0
dota_friendly_color_r   0
dota_friendly_color_r_cb      0
dota_frontpage_data_cache_duration 600
dota_frontpage_procircuit_force     0
dota_full_ui      1           Unlock the full UI
dota_game_account_client_debug                  Prints game account client info
dota_game_account_plus_debug              Prints game account plus info
dota_game_end_match_details_delayed_time 4            After showing game end
message, if server hasn't told us it signed out with the GC, then turn on warning
text
dota_game_end_match_details_time_out      10          Max time client waits for
server to let it know that it has signed out with GC.
dota_game_end_match_details_time_out_weekend_tourney 60           Max time client
waits for server to let it know that it has signed out with GC, in weekend tourney
match
dota_gamemode_ability_draft_per_player_time     7           Total time in seconds a
player has to draft an ability
dota_gamemode_ability_draft_pool_hero     0     Yes   Forced hero id to be in the
ability pool
dota_gamemode_ability_draft_pre_round_time      5           Break between rounds
dota_gamemode_ability_draft_pre_time      60    Yes
dota_gamemode_ability_draft_test_hero     0     Yes   Forced hero id for player 0
dota_gamemode_ardm_hero_count 90    Yes
dota_gamemode_ardm_preload_count    10    Yes
dota_gamemode_ardm_sellback_percent 0     Yes
dota_gamescom_althack   0           QWE and ASD + Alt = inventory keys.
dota_gamestate                Print current game state
dota_get_team_info
dota_gg_call_time 10
dota_gift_permissions_cache_duration      300
dota_gift_permissions_request_timeout     60
dota_global_hero_stats_cache_duration     300
dota_global_item_shuffle_enabled_slots    0
dota_global_item_shuffle_enabled_slots_upconverted    false
dota_glyph              trigger the Glyph of Fortification for your team
dota_gold_redistribute_time   1     Yes
dota_gold_summary             Print out gold info
dota_graph_player_items_divider_height    50
dota_graph_player_items_inset 10
dota_graph_player_items_margin_top 16
dota_graph_player_items_min_quality 0
dota_graph_player_items_right_margin      100
dota_graph_player_items_row_height 30
dota_graph_player_items_scale_x     1
dota_graph_player_items_show_consumables 0
dota_greevil_black_essence    -1    Yes
dota_greevil_blue_essence     -1    Yes
dota_greevil_green_essence    -1    Yes
dota_greevil_orange_essence   -1    Yes
dota_greevil_purple_essence   -1    Yes
dota_greevil_red_essence      -1    Yes
dota_greevil_seed -1    Yes
dota_greevil_white_essence    -1    Yes
dota_greevil_yellow_essence   -1    Yes
dota_gridnav_perf_test
dota_gridnav_show 0     Yes
dota_grinder_snap_to_damage   0     Yes
dota_guide_enable_publish_all false
dota_guide_prioritize_recent true
dota_hack_delay_start   0
dota_health_high_marker_major_alpha 128
dota_health_high_marker_minor_alpha 0
dota_health_high_threshold    15000
dota_health_hurt_decay_time_max     0
dota_health_hurt_decay_time_min     0
dota_health_hurt_delay 0
dota_health_hurt_threshold    0
dota_health_marker_major_alpha      225
dota_health_marker_minor_alpha      96
dota_health_per_vertical_marker     250         How much health between each
vertical line in the health bars
dota_height_fog_scale   1     Yes
dota_help_tips_active_per_category 2
dota_help_tips_enabled true
dota_help_tips_reset                Removes records of any already dismissed help
tips.
dota_hero_auto_graball 0
dota_hero_god_mode      0     Yes
dota_hero_multiple_kill_time 18
dota_hero_overhead_names      0
dota_hero_relic_debug_visuals 0
dota_hero_selection_announcer_use_rr      1           If enabled, use response
rules for hero selection announcer lines
dota_hero_undying_max_zombies 64          Maximum amount of zombies that can be
spawned.
dota_heropicker_ad_select_time      10    Yes
dota_heropicker_alldraft_banning_time     15    Yes
dota_heropicker_alldraft_random_time      11    Yes
dota_heropicker_alldraft_select_time      26    Yes
dota_heropicker_ap_select_time      75    Yes
dota_heropicker_ar_select_time      10    Yes
dota_heropicker_ardm_select_time    10    Yes
dota_heropicker_fh_select_time      60    Yes
dota_heropicker_sd_select_time      60    Yes
dota_heropicker_select_penalty_cost 2     Yes
dota_heropicker_select_penalty_time 30    Yes
dota_heropicker_tutorial_select_time      599
dota_hide_cursor 0            If set, mouse cursor is always hidden
dota_hide_frontpage_video     0           Don't load the frontpage streaming video.
dota_hide_tips_on_loading_screens true
dota_hide_wearables     0     Yes   If set, wearables (default body parts) will be
hidden. This is for the item icon editor.
dota_highest_seen_item_id     15368084378
dota_highlight_reel     0
dota_highlight_reel_debug     0     Yes
dota_highlight_reel_leadin_seconds 13
dota_highlight_reel_leadout_seconds 5
dota_highlight_reel_matchid   0
dota_highlight_reel_playerid -1
dota_highlight_reel_running_time    180
dota_hltv_camera_override_pos 0
dota_hltv_camera_use_override_pos 0
dota_hold
dota_html_panel   0           enable dota html control in dashboard
dota_hud_chat_fade_time 7
dota_hud_chat_history_lines   15          Number of history lines to save for in-
game chat.
dota_hud_chat_wheel     1
dota_hud_colorblind     0
dota_hud_combine_move_speed   1           Combine base and bonus move speed numbers
on the HUD
dota_hud_custom_label_offset 16
dota_hud_debug_name_all_entities    0           If set, shows debug names for all
entities.
dota_hud_disable_damage_numbers     false
dota_hud_extra_large_minimap 0            Set minimap to extra large size
dota_hud_flip     false
dota_hud_force_killcam 0
dota_hud_force_query    0     Yes   Left clicking a unit will force query selection
to that unit.
dota_hud_force_rank_wagering 0      Yes
dota_hud_force_wagering 0     Yes
dota_hud_gameend 1
dota_hud_gameend_dev    0
dota_hud_gameend_dev_winning_team 2
dota_hud_healthbar_disable_status_display false
dota_hud_healthbar_hoveroutline_alpha     200         Mouse hover outline
brightness on healthbars
dota_hud_healthbar_number_critical 20           Percentage of health left before
hitpoint number turns red (value between 1-100)
dota_hud_healthbar_number_danger    40          Percentage of health left before
hitpoint number turns orange (value between 1-100)
dota_hud_healthbars     3           Show unit health bars, etc.
dota_hud_hide_mainhud   0
dota_hud_hide_minimap   0
dota_hud_hide_topbar    0
dota_hud_ingame_predictions_hide    0
dota_hud_ministun_duration    0           Stuns lower than this will add
UnitMiniStunned class to the HUD
dota_hud_netgraph 0           Display net statistics on the hud
dota_hud_new_query_panel      0           Enable new query panel
dota_hud_panorama_healthbars_hide 1
dota_hud_popup_battlecup_fade_delay 3
dota_hud_portrait_force_alive 0
dota_hud_portrait_inset_bottom      0
dota_hud_portrait_inset_left 2
dota_hud_portrait_inset_right 2
dota_hud_portrait_inset_top   3
dota_hud_portrait_killer_inset_bottom     0
dota_hud_portrait_killer_inset_left 2
dota_hud_portrait_killer_inset_right      2
dota_hud_portrait_killer_inset_top 3
dota_hud_projection_debug     0
dota_hud_radar_h 0
dota_hud_radar_w 0
dota_hud_radar_x 0
dota_hud_radar_x_flipped      1
dota_hud_radar_y 0
dota_hud_reduced_flash 0            Reduce flashing in various gameplay effects.
dota_hud_show_overhead_events 1           Show Crit, Gold, XP, etc. Overhead Event
Messages
dota_hud_skins_enabled 1            Enable HUD skins on the panorama HUD
dota_hud_unit_info      0           Show health bars when the game or camera mode
would ordinarily hide them.
dota_hud_victory_message_delay      2           Delay before showing victory
message in game end
dota_hud_victory_message_duration 4             Duration victory message is shown
in game end
dota_hud_wager_spoof                Spoof a wager for a specific player
dota_ice_grip     500
dota_ice_grip_skates    2000
dota_ice_slide    1
dota_idle_acquire 1     Yes
dota_idle_rare_interval_max   25    Yes
dota_idle_rare_interval_min   15    Yes
dota_idle_time    300         How long a player needs to be idle before he counts
as disconnected.
dota_ignore_nonfriend_invites false
dota_import_steam_inventory_layout              Load the inventory layout from the
Steam servers.
dota_inhibit_query_after_cast 0
dota_inventory_combine_ground_items_radius      200   Yes
dota_invite_debug             Prints local invite objects
dota_item_autocast
dota_item_execute
dota_item_free_disassemble_interval 10    Yes
dota_item_fullprice_buyback_interval      10    Yes
dota_item_quick_cast
dota_item_suggestion_time     30          Window for item suggestions.
dota_join_regional_chat_channel     true
dota_joystick     0
dota_keybindings_cloud_disable      0
dota_kill_all_bots                  Destroys all bots
dota_kill_buildings                 Kill buildings.
dota_kill_creeps              Kill creeps.
dota_kill_streak_expire_time 6      Yes
dota_killcam_history_time     20
dota_lag_compensate_tracking_projectiles 1            Advance tracking projectiles
when their spawn is known to have been delayed by lag or packet loss.
dota_lan_lobby_port     27005       Port to use for LAN lobby broadcast. (Used for
both sending and receiving.)
dota_lane_detection_distance 1200
dota_lane_detection_duration 600
dota_lane_detection_interval 5
dota_last_acknowledged_plus_status -1
dota_last_hit_multiple_kill_time    8
dota_launch_custom_game             Launch a custom game
dota_league_refresh_localization                Refreshes the english localization
file with all the latest league strings
dota_learn_stats              Show talents popup.
dota_leaver_status                  List leaver status of players
dota_leftclick_cameragrip_new false
dota_legacy_demo_combine      1
dota_lenient_idle_time 480          How long a player needs to be idle before he
counts as disconnected during the end stages of the game.
dota_letterbox_mode_fade_duration 5       Yes
dota_lightning_fixed_angle    0
dota_lightning_lerp_exponent 1
dota_load_all_hero_sounds                 Loads all hero sound entries, for
diagnostics
dota_loading_screen_battle_cup_dev 0
dota_loadout_test_pet_offset -16777216    Yes
dota_lobby_browser_selected_gamemode      0
dota_lobby_browser_selected_region 0
dota_lobby_debug              Prints local lobby objects
dota_lobby_settings_advanced_visible      0
dota_local_event_difficulty   0
dota_local_event_enable 0
dota_local_event_game   0
dota_local_event_map    0
dota_local_map_strategy_time 0      Yes
dota_log_server_connection    1           Log connections to the server
dota_log_server_connection_logfile 0            Name of the file to log server
connections too
dota_mana_per_vertical_marker 250         How much mana between each vertical line
in the mana bars
dota_map_lines_max_allowance 30     Yes
dota_map_lines_max_allowance_period_seconds     1     Yes
dota_map_locations_debug                  Prints map location objects
dota_map_ping_multi_key_press 0           If true, we can ping the map even if we
have multiple keys pressed on the keyboard. Otherwise map pinging will only occur
if alt is the only key pressed.
dota_match_game_modes   0           Bit masks of game modes to search for in
unranked matchmaking
dota_match_game_modes_version 0           Which version of the defaults the player
is running
dota_match_languages    0           Bit masks of languages to search for in
matchmaking
dota_match_map_preference_new 2           1=Classic only, 2=Themed map (if
available), 3=either
dota_match_signout_timeout    10    Yes
dota_match_solo_queue   false
dota_match_steam_group_account_id 0             Steam Group to use when searching
for matchmaking
dota_matchgroups_automatic    2           Bit mask of match groups to search in for
matchmaking if automatic detection is enabled
dota_matchgroups_new    0           Bit masks of match groups to search in for
matchmaking
dota_matchgroups_random_data 0
dota_matchgroups_version      107         Last known match groups version. GC will
bump this version to trigger confirmation of any manual user selections
dota_max_courier_purchase_limit     24          Maximum allowed couriers per player
(purchasing disallowed when reached)
dota_max_disconnected_time    300         How long a player needs to be
disconnected before he counts as a leaver and gets punished.
dota_max_hero_select_time     390         How long a player has to choose their
hero before being marked as AFK.
dota_max_invade_path_length   1000 Yes
dota_max_pets     10    Yes   Number of pets allowed in a single match.
dota_max_physical_items_drop_limit 6            Maximum allowed physical items on
ground per player for split items (tango/wards)
dota_max_physical_items_purchase_limit    24          Maximum allowed physical
items per player (purchasing disallowed when reached)
dota_max_videomode_matches    20          Max number of video resolutions to show
in UI.
dota_metadata_min_games_for_avg_stats     2           Games required on a hero for
average KDA to be valid and calibrated
dota_minimap_always_draw_hero_icons false
dota_minimap_create                 Does a bunch of work to create a minimap
dota_minimap_create_output_size     512   Yes   Size of minimap texture generated
with dota_minimap_create (512 default)
dota_minimap_creep_scale      1
dota_minimap_disable_rightclick     0           Disables right clicking on the
minimap.
dota_minimap_draw_cocaster_camera 1
dota_minimap_draw_fow   1     Yes
dota_minimap_filter_amount    0
dota_minimap_hero_name_shadowsize 8
dota_minimap_hero_scalar      false
dota_minimap_hero_scalar_distance 20
dota_minimap_hero_scalar_minimum    600
dota_minimap_hero_size 594.312744
dota_minimap_hero_spread      false
dota_minimap_hero_spread_distance 2
dota_minimap_hide_background false
dota_minimap_misclick_time    0.200000
dota_minimap_ping_duration    3
dota_minimap_ping_tag_duration      10
dota_minimap_power_rune_scale 1
dota_minimap_rune_size 325
dota_minimap_show_hero_icon   false
dota_minimap_simple_background      true
dota_minimap_simple_colors    false
dota_minimap_simple_filter    1
dota_minimap_tower_defend_distance 500
dota_minimap_use_dynamic_mesh 1
dota_mmr
dota_modifier_debug     0     Yes
dota_modifier_dump                  Dump all modifiers on all entities.
dota_modifier_test                  Creates a test modifier on unit:
dota_modifier_test <entityindex> <modifiername> <duration>
dota_mouse_spectator_window_lock    0           If enabled, mouse will be locked to
the window when in game and spectating in a mode that doesn't give camera control
dota_mouse_window_lock 1            If enabled, mouse will be locked to the window
when ingame
dota_music_battle_debug 0
dota_music_battle_distance    1000
dota_music_battle_duration    2
dota_music_battle_enable      1
dota_music_battle_pre_time    2
dota_music_battle_rest_time   10
dota_music_battle_weight_trigger    40
dota_music_enable_spectator_mode    1
dota_music_gank_enemy_timer   2
dota_music_spectator_battle_average 30
dota_music_spectator_battle_min     15
dota_music_spectator_debug_enable 0
dota_mute_cobroadcasters      0
dota_mute_other_coaches 0
dota_neutral_color_b    1
dota_neutral_color_b_cb 1
dota_neutral_color_g    1
dota_neutral_color_g_cb 1
dota_neutral_color_r    1
dota_neutral_color_r_cb 1
dota_neutral_initial_spawn_delay    60    Yes   Time after 0:00 to spawn the first
wave of creeps.
dota_neutral_spacing_radius   100   Yes   Range that neutrals will be spaced apart
from each other.
dota_neutral_spawn_fx_timing 2      Yes   Time before neutral spawns to play
effects.
dota_neutral_spawn_interval   60    Yes   Time between neutral creep camp respawns,
starting at 1:00.
dota_new_player   true
dota_no_minimap   0
dota_npc_creep_pushback_enabled     1
dota_npc_creep_pushback_height_scale      100
dota_npc_creep_pushback_max_damage_amount 500
dota_npc_creep_pushback_max_damage_force 1
dota_npc_creep_pushback_max_random_force 1
dota_npc_creep_pushback_max_time    0
dota_npc_creep_pushback_min_damage_amount 100
dota_npc_creep_pushback_min_damage_force 0
dota_npc_creep_pushback_min_random_force 0
dota_npc_creep_pushback_min_time    0
dota_npc_creep_pushback_random_yaw 2
dota_npc_creep_pushback_scale 200
dota_ogs_report_interval      120         When in 'heartbeat' dota_ogs_report_vprof
mode, the number of seconds between reports
dota_ogs_report_vprof   0           Control reporting of vprof data to ogs. 0: no
report, 1: database report at end of game, 2: report every dota_ogs_report_interval
seconds, 11: like 1, but fake report to console (for testing), 12: like 2, but fake
report to console (for testing).
dota_ogs_report_vprof_force_now                 testing only
dota_ogs_report_vprof_fraction      0           If nonzero, then only one in this
many servers will run vprof if dota_ogs_report_vprof is set.
dota_ogs_snapshot_interval    300
dota_old_client_projectile    0
dota_old_linear_projectile_visibility_check     0     Yes
dota_open_party_manual_accept_invites     false
dota_orders_update_bots_immediately 1     Yes
dota_overhead_damage_threshold_percent    15
dota_overkill_threshold 0     Yes
dota_overlay_map_fow_opacity_max    1
dota_overlay_map_fow_opacity_min    0
dota_override_dire_team_logo 0
dota_override_dire_wins 0
dota_override_radiant_team_logo     0
dota_override_radiant_wins    0
dota_override_series_type     0
dota_pain_debug   0
dota_pain_factor 3
dota_pain_fade_rate     3
dota_particle_camera_cull_distance 3200 Yes
dota_particle_fow_debug 0     Yes
dota_particle_off_camera_simrate    0     Yes
dota_particle_offset_x 0
dota_particle_offset_y 300
dota_particle_parallel_prerender    1
dota_particle_vis_check_interpolation     1     Yes
dota_party_debug              Prints local party objects
dota_pause              Send a game pause request.
dota_pause_cooldown     2     Yes
dota_pause_cooldown_time      300         Number of seconds before a player is
allowed to pause again
dota_pause_count 3            Number of times a player is allowed to pause the game
dota_pause_countdown    3     Yes
dota_pause_force_unpause_time 300         Number of seconds after which the game
will automatically unpause
dota_pause_game_pause_silently      0     Yes
dota_pause_same_team_resume_time    5           Number of seconds resuming is
restricted to the same team, after that either team can pause
dota_pause_same_team_resume_time_disconnected 30            Number of seconds
resuming is restricted to the same team if someone disconnected, after that either
team can pause
dota_pending_replay_force_failure 0
dota_pending_replay_num_retries     30
dota_pending_replay_retry_seconds 300
dota_pet_aatest_threat -1     Yes
dota_pet_allow_infront 1      Yes
dota_pet_creepdist_maxthreat 0      Yes
dota_pet_creepdist_minthreat 0      Yes
dota_pet_debug    0     Yes
dota_pet_decay_rate     0     Yes
dota_pet_dist_cone      50    Yes
dota_pet_dist_max 400   Yes
dota_pet_dist_min 200   Yes
dota_pet_dist_range     400   Yes
dota_pet_dmg_threshold_panic 200    Yes
dota_pet_emote_maxtime 30     Yes
dota_pet_emote_mintime 10     Yes
dota_pet_fleedir_persist_time 2     Yes
dota_pet_herodist_maxthreat   0     Yes
dota_pet_herodist_minthreat   0     Yes
dota_pet_herodist_radius      1024 Yes
dota_pet_itemcarry      120   Yes
dota_pet_priorthreat_to_vanish      0     Yes
dota_pet_reposition_maxtime   7     Yes
dota_pet_reposition_mintime   4     Yes
dota_pet_return_threshold     0     Yes
dota_pet_return_threshold_time      10    Yes
dota_pet_threat_rate    1     Yes
dota_pet_threat_time    1     Yes
dota_pick_hero                Pick a hero for <player-id> <hero>
dota_ping               Print out latency information
dota_ping_max_allowance 10    Yes
dota_ping_max_allowance_period_seconds    1     Yes
dota_ping_menu_delay    0.15
dota_play_custom_server 0
dota_play_custom_server_name 0
dota_play_steam_group_desired 0
dota_player_add_summoned_to_selection     false
dota_player_auto_repeat_right_mouse false
dota_player_cards_duplicate_display_ti7 1       Yes
dota_player_cards_duplicate_display_ti8 1       Yes
dota_player_cards_duplicate_display_ti9 1       Yes
dota_player_channels_require_stop false
dota_player_graphs_hide_last_time_dist    80
dota_player_multipler_orders false
dota_player_simplified_controls     0
dota_player_smart_multiunit_cast    0
dota_player_status                  Gives a status update on all players.
dota_player_teleport_requires_halt true
dota_player_units_auto_attack_mode 1
dota_plus_button_shard_animation_duration_max_change 20000
dota_plus_button_shard_animation_duration_max_seconds 5
dota_plus_button_shard_animation_duration_min 0
dota_plus_button_shard_animation_duration_min_change 500
dota_plus_use_assistant 1           When set, we default to Plus Assistant rather
than the default guides
dota_poor_network_detection_debug_level 2             Spew verbosity for poor
network condition detection
dota_poor_network_detection_disconnects_total 3             Total number of near-
simultaneous disconnections required to declare poor network conditions
dota_poor_network_detection_loss_pct      0           Packet loss threshold (0...1)
for declaring a QoS stat interval to be 'bad'
dota_poor_network_detection_max_intervals_player      5           Max number of bad
intervals to count for a player
dota_poor_network_detection_min_intervals_player      3           Player must have
at least N bad intervals to count
dota_poor_network_detection_num_intervals_team 11           Number of QoS stats
intervals that must be 'bad' on each team.
dota_poor_network_detection_num_intervals_total 25          Number of QoS stats
intervals that must be 'bad' over the whole match.
dota_portrait_animate   1
dota_portrait_debug_draw_frustum    1     Yes
dota_portrait_debug_item_def_index 0      Yes   Enables icon modification shader
for specific item def index.
dota_portrait_debug_no_modifier     0     Yes
dota_portrait_hide_background 0     Yes   Disable portrait backgrounds. Mostly
useful for rendering portrait movies with alpha.
dota_portrait_hide_hero 0     Yes
dota_portrait_model                 Sets the model used in the portrait editor
dota_portrait_reload                Reload portrait data
dota_portrait_reload_file                 Reloads portrait data.
dota_portrait_test_pet 0      Yes   Set to 1 to make the pet show up once.
dota_post_game                Show post game lobby with a historical matchid
dota_post_game_debug_animate_progress     0
dota_post_game_debug_heroes   -1
dota_post_game_debug_mmr      0
dota_post_game_fake_dire_team_id    0
dota_post_game_fake_player_pic      0
dota_post_game_fake_radiant_team_id 0
dota_post_game_fake_replay_state    -1
dota_post_game_force_animate_progress     0
dota_post_game_level_graph_major_size     5
dota_post_game_level_graph_minor_size     3
dota_post_game_lobby                Show post game lobby with current lobby
dota_post_game_player_graph_highlight     10
dota_post_game_quick_commend 1
dota_post_game_report_time    600         Time after the signout completes that we
can still report and commend players, given the lobby id
dota_post_game_reward_tracking_duration 10
dota_post_game_survey_player_count 3            The first N player id slots will be
surveyed for match quality
dota_postgame_finish_replay_time    15          How long to wait after the end
scoreboard panel to finish the replay
dota_prediction_result_dev    0
dota_preview_hero             Pick hero for previewing
dota_preview_hero_pitch_offset      0     Yes
dota_preview_hero_roll_offset 0     Yes
dota_preview_hero_scale -1    Yes
dota_preview_hero_x_offset    0     Yes
dota_preview_hero_y_offset    0     Yes
dota_preview_hero_yaw_offset 0      Yes
dota_preview_hero_z_offset    0     Yes
dota_privatebeta_teamswap     0
dota_profile_hero_stats_sort_priorities 0
dota_profile_teammate_stats_sort_priorities     0
dota_projection_check_fow     1
dota_projection_continue_offscreen_abilities    1
dota_projection_embargo_enabled     1
dota_projection_embargo_time 0
dota_projection_enabled_ti6   1
dota_projection_failsafe_timeout    10
dota_projection_hero_pick_abilities 0
dota_projection_hero_pick_max_time 3
dota_projection_max_medium_layer    2
dota_projection_max_top_layer 1
dota_projection_multikill     1
dota_projection_multikill_time      3
dota_projection_note_away_team_highlight_base 123
dota_projection_note_base_layer_day 100
dota_projection_note_base_layer_day_flipped     101
dota_projection_note_base_layer_dire_win 106
dota_projection_note_base_layer_dire_win_flipped      107
dota_projection_note_base_layer_night     102
dota_projection_note_base_layer_night_flipped 103
dota_projection_note_base_layer_pick      112
dota_projection_note_base_layer_radiant_win     104
dota_projection_note_base_layer_radiant_win_flipped 105
dota_projection_note_first_blood_stage_left     110
dota_projection_note_first_blood_stage_right    111
dota_projection_note_first_blood_time     3
dota_projection_note_game_paused    20
dota_projection_note_godlike 84
dota_projection_note_godlike_time 3
dota_projection_note_home_team_highlight_base 118
dota_projection_note_pick_highlight_stage_left 108
dota_projection_note_pick_highlight_stage_right 109
dota_projection_note_picks_transition     113
dota_projection_note_picks_transition_flipped 114
dota_projection_note_rampage 117
dota_projection_note_strategy_time 21
dota_projection_note_triple_kill    115
dota_projection_note_ultra_kill     116
dota_projection_picks_transition_time     3
dota_projection_team_win_notes      1
dota_projection_video_channel 0
dota_purchase_force_failure   0
dota_purchase_quickbuy              Attempt to purchase an item out of   the
quickbuy. Priority is left to right, skips over items not purchasable    due to secret
shop
dota_purchase_random_hero_relic_animation_final_delay_time 0
dota_purchase_random_hero_relic_animation_max_delay_time    0
dota_purchase_random_hero_relic_animation_min_delay_time    0
dota_purchase_random_hero_relic_shards_tick_duration 1
dota_purchase_random_hero_relic_slowdown_time 3
dota_purchase_random_hero_relic_steady_time     2
dota_purchase_stickybuy             Attempt to purchase an item out of   the sticky
slot. Skips over items not purchasable due to secret shop
dota_query_inhibit_time 0
dota_quest_challenge_selected 0
dota_quest_selected     0
dota_quickcast_onkeydown      false
dota_quit_after_game    1           Quit after a game is completed, do   not
hibernate
dota_quit_on_hibernate_after_lobby 1            Always terminate after   receiving a
lobby, do not rehibernate
dota_radar              Activate radar mode
dota_random_strength    0
dota_range_display      0           Displays a ring around the hero at   the
specified radius. Although sv_cheats is not required, this command cannot be used
in public matches.
dota_rare_line_click_count    5
dota_realtime_stat_keyframe_interval_s    10          How often the server
generates a keyframe of realtime stats
dota_realtime_stat_update_interval_s      1           How often the server updates
internal game state and checks whether it should update the GC with realtime stats
dota_recent_event
dota_reconnect_idle_buffer_time     45          How much extra time the player has
after reconnecting before he gets marked as AFK.
dota_record_blend_scale 1           Scales rate of crossfade between 1st and 3rd
idle cycles. A value of 10 means the 1st cycle is fully blended in by 1/10th of
animation
dota_record_hero              Pick hero for recording
dota_record_hero_next               Switch to next hero
dota_record_hero_prev               Switch to prev hero
dota_record_mode_webm   0     Yes   Don't use this directly, use the
dota_record_webm command.
dota_record_webm              Record a hero for a transparent webm movie.
dota_recorder_auto_advance    1     Yes   Automatically start recording the next
hero when the current ends
dota_recorder_cycles    3     Yes   How many cycles of the animation to record
dota_recorder_mode      1     Yes   0 = avi of idle anim, 1 = tga sequence of idle
anim, 2 = single tga from start of idle anim, 3 = PNG sequence of anim
dota_recorder_particle_settle_frames      10    Yes   Number of frames to render
the portrait for in order for particle systems to settle.
dota_recorder_use_card_portrait     0     Yes   Use the hero selector card portrait
setup
dota_recorder_use_default_items     1     Yes   Use default items only when
recording heroes.
dota_recorder_use_fullbody_portrait 0     Yes   Use the fullbody portrait setup. If
2, use Morphling's position for all heroes.
dota_recorder_use_portrait_file     0     Yes   Load camera setup from a specific
portrait file
dota_recorder_use_portrait_position 1     Yes   Use camera position/activity from
the portrait setup
dota_redeem_item_code               Redeem a legacy Dota item code.
dota_ref_winner_dire                Causes the dire team to win
dota_ref_winner_radiant             Causes the radiant team to win
dota_reload_podseats                Reload ti_podseats.txt data
dota_render_bottom_inset      0
dota_render_top_inset   0
dota_replay_manager_download_chunk_size 1048576
dota_replay_manager_download_simultaneous_requests    3
dota_replay_upload_script     0           Name of the script used to upload replay
files
dota_reset_camera_on_spawn    false
dota_respawn_roshan                 Respawn Roshan
dota_restrict_partner_type_chat     1           Disallow chat between certain
partner types
dota_roshan_upgrade_rate      60    Yes
dota_rp_hide_party_unless_open      false
dota_salute_rate_limit_seconds      30    Yes   The amount of seconds that you must
wait before you can salute again.
dota_saved_camera_pos_1 [-2230.000000 1630.000000 0.000000]
dota_saved_camera_pos_2 [2800.000000 -2345.000000 0.000000]
dota_saved_camera_pos_3 [3870.000000 -1930.000000 0.000000]
dota_saved_camera_pos_4 [-6220.000000 3645.000000 0.000000]
dota_saved_camera_pos_5 [-530.000000 -400.000000 0.000000]
dota_saved_camera_pos_6 [6145.000000 -2840.000000 0.000000]
dota_saved_camera_pos_7 [0.000000 0.000000 0.000000]
dota_saved_camera_pos_8 [0.000000 0.000000 0.000000]
dota_saved_camera_pos_9 [0.000000 0.000000 0.000000]
dota_saved_camera_pos_10      [0.000000 0.000000 0.000000]
dota_saved_camera_pos_doublepress_time    2.000000
dota_scale_unit               Scales the unit to the target multiplier
dota_scoreboard_force_visible 0
dota_screen_shake true
dota_script_function_help                 Get help on registered script API
functions and tables.
dota_scripted_replay    0
dota_scripted_replay_camspeed 1
dota_scripted_replay_file     0
dota_select_all
dota_select_all_others
dota_select_courier                 Select a courier, or snap camera to courier if
already selected
dota_select_scale 0
dota_selection_groups   1           Allows single-unit tabbing for units such as
treants and spiderling, default value selects the entire group of units
dota_selection_test     1
dota_send_courier_killed      1
dota_server_allow_custom_games      0           Where this server makes itself
available to host custom games: 0 = both regular and custom, 1 = regular only, 2 =
custom only
dota_server_lobby_debug             Prints server lobby object
dota_server_projection_fow_check    1
dota_server_projection_spectator_only     1
dota_set_lobby_details              Set game/team names
dota_settings_quick_move      0
dota_settings_quick_target_attack 0
dota_settings_targeted_attack_move false        Toggle "smart attack move"
dota_settings_targeted_attack_move_radius 200   Yes
dota_sf_force_ready_up_dialog 0           1 to force dialog immediately, 2 to force
ready dialog when we lose focus
dota_sf_game_end_delay 10           Delay before the end game panel animation (XP +
scoreboard) starts once a game is ended
dota_sf_hud_voicechat   1
dota_sf_hud_voicechat_loud_value    0
dota_sf_hud_voicechat_quiet_value 0
dota_sf_victory_message_duration    3           Duration victory message is shown
in game end
dota_shop_common_items item_ward_observer item_ward_sentry item_smoke_of_deceit
item_dust item_infused_raindrop item_bottle
dota_shop_force_hotkeys false
dota_shop_search_autofocus    0           If enabled, focus will automatically be
placed on the search box when opening the shop
dota_shop_speech_timer 30
dota_show_combatlog
dota_show_heightmap     0     Yes
dota_show_hero_finder   true
dota_show_itempickups   1
dota_show_killgraph
dota_show_nav_obstructions    0     Yes
dota_show_object_obstructions 0     Yes
dota_show_old_plus_page             Show the old-style plus page
dota_show_plus_assistant_violator 1
dota_show_spectated_unit_orders     0           Log unit orders from other players
while spectating/watching replays
dota_show_spectator_tournament_drops      1           Set to 1 for spectators
directly connected to the game server to be able to see tournament drop messages
dota_silent_roshan      0           Be quiet Rosh, the pros are trying to kill you
dota_smart_doubletap    true
dota_social_feed_cache_duration     300
dota_sort_steam_inventory                 Sort the steam inventory layout.
dota_spawn_creeps             Force spawn of all lane creeps.
dota_spawn_creeps_mid               Force spawn of all mid lane creeps.
dota_spawn_neutrals                 Force spawn of all neutrals.
dota_spawn_rune               Spawns a rune
dota_spec_show_courierkills   1
dota_spec_show_spellsteals    1
dota_spec_talentchanges_show 1
dota_special_attack_delay     0     Yes
dota_spectate_lobby_voice_volume    1           Set volume of incoming spectator
lobby voice chat
dota_spectate_roshantimer_enable    1
dota_spectate_server_voice_volume 1             Set volume of caster voice when
watching a game in a spectator lobby
dota_spectator_auto_spectate_bot_games    0           Automatically spectate the
always-running bot game.
dota_spectator_auto_spectate_games 0            Automatically spectate available
games. Set to a LeagueID to auto spectate games from that league.
dota_spectator_autospeed      0           Toggle Directed mode auto speed control.
dota_spectator_autospeed_fast 2
dota_spectator_autospeed_fastest    4
dota_spectator_autospeed_slowmo     1
dota_spectator_autospeed_slowmo_slow      0
dota_spectator_autospeed_slowmo_slowest 0
dota_spectator_broadcaster_mode     0           Display hero selection in
broadcaster mode.
dota_spectator_debug    0
dota_spectator_decreasereplayspeed
dota_spectator_directed_bonusz      75
dota_spectator_directed_hero_timer 2
dota_spectator_directed_maxdistance 820
dota_spectator_directed_mouse_bias 400
dota_spectator_directed_mouse_control     0
dota_spectator_directed_player_perspective      0
dota_spectator_directed_spline_time 1
dota_spectator_fog_of_war     -1          Set fog of war spectator mode. -1:All
2:Radiant 3:Dire
dota_spectator_fowtoggle
dota_spectator_graph    0
dota_spectator_graph_interval 1           Seconds between each graph update. Each
update will update one stat for one player.
dota_spectator_graph_networking_enabled 1             0 to disable graph data
networking for perf comparisons.
dota_spectator_graph_networking_override 0            1 to enable graph data
networking for all clients.
dota_spectator_graph_per_player_stats     0           Set to enable creation and
networking of per player stats.
dota_spectator_graph_print                Prints spectator graph debug info
dota_spectator_graph_send_interval 1            Seconds between each graph update
and tranmission.
dota_spectator_hero_index     0
dota_spectator_increasereplayspeed
dota_spectator_inventory_snapshot_interval      30          Seconds between
inventory snapshots
dota_spectator_minimum_spawn_delay 1            Hero spawning takes at least this
long so that we can move the camera and play the particle effect
dota_spectator_mode     0           Toggles the spectator mode: 0=Directed - 1=Free
Cam - 2=Hero Chase - 3=PlayerView
dota_spectator_pausetoggle
dota_spectator_resetreplayspeed
dota_spectator_revertcameraview
dota_spectator_rewind
dota_spectator_select_under_mouse
dota_spectator_selection_mode 2
dota_spectator_selectnexthero
dota_spectator_selectprevioushero
dota_spectator_shoulder_view 0
dota_spectator_shoulder_view_forward      -300
dota_spectator_shoulder_view_override_angles_pitch    25
dota_spectator_shoulder_view_right 0
dota_spectator_shoulder_view_up     75
dota_spectator_spawn_duration 1           Duration that the camera should stay on
the spawned hero before resetting back to normal
dota_spectator_spawn_ui_delay 0           Delay after the hero spawns before
showing the name and playing the pick sound
dota_spectator_stats_panel    0           Current spectator stats panel. 1 =
scoreboard, 2 = gold+xp, 3 = items, 4 = graph, 5 = fantasy
dota_spectator_statstoggle
dota_spectator_teamname_dire 0            International 2012: for testing, override
the team ID # for the dire.
dota_spectator_teamname_overrides 1             International 2012: enable override
of 'radiant's turn to ban' with 'navi's turn to ban'.
dota_spectator_teamname_radiant     0           International 2012: for testing,
override the team ID # for the radiant.
dota_spectator_test_spectator_view 0
dota_spectator_ti_stream      0
dota_spectator_use_broadcaster_stats_panel      true
dota_spectator_watching_broadcaster 0           Indicates if you are watching a
broadcaster in player view, so that the handling of selection can be treated
differently. Meaningless when not in player view spectator mode.
dota_speech_emotes      1           Set 0 to disable emotes.
dota_speech_hardcoded_respeak_delay 1     Yes   Certain speech concepts will not be
said more than once per (n) seconds. Set to 0 to disable.
dota_speech_level 2           Mutes certain parts of the units speech: 0 = no
speech, 1 = only events, 2 = all
dota_speech_meepo_pitch 5     Yes   Increase the pitch of every successive meepo
voice by this many %
dota_speech_missinglane_call_interval     10    Yes   Bots will call 'missing' on a
lane no more than once per this many seconds.
dota_speech_missinglane_call_threshold    8     Yes   Bots will call 'missing' on a
lane if an opponent has been gone this many seconds.
dota_speech_mute_time   1
dota_speech_proximity_interval      5     Yes   Once per (n) seconds, one hero will
poll for TLK_ALLY_NEARBY. Because there are ten heroes this means each hero will
poll once per n*10 seconds. Set 0 to disable altogether.
dota_speech_proximity_radius 500    Yes   Heroes nearer than this distance will
poll for the TLK_ALLY_NEARBY concept.
dota_speech_proximity_radius_enemy 1000 Yes     Enemy heroes nearer than this
distance will poll for the TLK_ENEMY_NEARBY concept.
dota_speech_shop_dawdle_interval    15          Play 'dawdling' line from
shopkeeper after hero has been in shop this long.
dota_speech_shop_enter_interval     30          At least this many seconds must
pass between shopkeeper greeting someone to his shop.
dota_speech_shopkeeper 0      Yes   Enable or disable shopkeepers' speech.
dota_speech_test              Play an arbitrary speech VCD as if it were coming out
of the local player.
dota_speech_test_cycle
dota_spew_connected_players   0           If enabled, server will spew connected
player GC updates
dota_splash_ad_acknowledged_id      79
dota_start_ai_game      0
dota_start_party_ready_check              Start a party ready check.
dota_state_disconnect               Transition to disconnect state on a listen
server
dota_statmanager_debug 0            Enables debug spew for the stat manager. 0 =
off, 1 = on, 2 = verbose.
dota_steamcontroller_view_acceleration_exponent 1
dota_steamcontroller_view_cardinal_bias 0
dota_steamcontroller_view_cardinal_bias_diagonal      0
dota_steamcontroller_view_distance_scale 1
dota_steamcontroller_view_haptic_intensity      2
dota_steamcontroller_view_mode      0
dota_steamcontroller_view_sensitivity     -5
dota_stencil_glows      1           Enable stencil of glows.
-dota_stop
+dota_stop
dota_store_available_items_duration 600
dota_store_data_cache_duration      300
dota_store_data_retry_delay   30
dota_suggest_disable    0
dota_suggest_item_sequence_allow_threshold      0
dota_suggest_item_sequence_dupe_multiplier      0
dota_suggest_item_sequence_other_option_multiplier    0
dota_suggest_item_sequence_threshold_full 15
dota_suggest_item_sequence_threshold_start      6
dota_suggest_item_threshold   0
dota_suggest_lane_trilane_penalty 0
dota_suggest_pregame_items_reduction      0
dota_suggest_pregame_items_threshold      0
dota_suggest_spew_abilities   0
dota_suggest_spew_items 0
dota_suggest_spew_lanes 0
dota_suggest_spew_pregame_items     0
dota_suggest_spew_win_probability 0
dota_suggest_spew_win_probability_chat    0
dota_suggest_win_probability_interval     5
dota_suggested_item_time      30
dota_summoned_units_auto_attack_mode_2    2
dota_suppress_invalid_orders 0            Don't log invalid orders
dota_surrender_on_disconnect 1            If enabled, a team will surrender if all
players on that team disconnect
dota_surrender_timeout 360          Delay after an entire team has disconnected
before timing the game out.
dota_surrender_timeout_abandoner    30          Delay after an entire team has
disconnected before timing the game out when someone has abandoned.
dota_surrender_timeout_all_abandoned      3           Delay after an entire team
has officially left the game (not just disconnected from the server) before timing
the game out.
dota_sv_ogs_itemevents 0            When enabled, this will handle logging to ogs
of item events, otherwise it will omit this logging
dota_swap_mouse_spellcast     0
dota_takeherophotos                 Take a single full body shot of each hero.
dota_teamscore_enable   1
dota_test_achievement_toast               Create a toast for an achievement
dota_test_buyback
dota_test_challenge
dota_test_custom_game_save                Test custom game saving, only available
from dota_launch_custom_game
dota_test_disconnect_icon                 Test disconnect icon
dota_test_glyph
dota_test_npc                 Creates a testing npc
dota_test_quest
dota_test_teamshowcase
dota_test_tp_particle_team    0
dota_ti8_teams_tp_effects     1
dota_ti_onstage_fake_team_0   0
dota_ti_onstage_fake_team_1   0
dota_ti_onstage_overlay 0
dota_ti_onstage_pods    0
dota_ti_onstage_pods_away_back      0
dota_ti_onstage_pods_away_front     0
dota_ti_onstage_pods_buyback 1
dota_ti_onstage_pods_buyback_available    1
dota_ti_onstage_pods_buyback_duration     5
dota_ti_onstage_pods_during_draft 1
dota_ti_onstage_pods_force_video_0 0
dota_ti_onstage_pods_force_video_1 0
dota_ti_onstage_pods_home_back      0
dota_ti_onstage_pods_home_front     0
dota_ti_onstage_pods_id 0
dota_ti_onstage_pods_item_pickup    1
dota_ti_onstage_pods_item_time      4
dota_ti_onstage_pods_level_up_time 4
dota_ti_onstage_pods_player_pics    1
dota_ti_onstage_pods_rapier   1
dota_ti_onstage_pods_reversed_seats 0
dota_ti_onstage_pods_secret_info    1
dota_ti_override_home_team    0
dota_ti_podseats_data_file    0
dota_ti_winners_data_file     0
dota_time_of_day_rate   0     Yes   Rate at which time of day changes relative to
game seconds
dota_timed_hero_stats_initial_entry_time 120          The initial time offset
before we get the values, this has the effect of not adding a 0 entry and adding an
actual early game valid entry
dota_timed_hero_stats_interval      300
dota_tod_slow_transition_speed      0     Yes
dota_tod_transition_speed     1     Yes
dota_toggle_assisted_camera_operator                  Toggle assisted camera
operator mode. This is a hybrid of Directed mode with operator control.
dota_toggle_autoattack
dota_toggle_autoattack_automatically_during_orders    false
dota_toggle_broadcaster_cameraman               toggle cameraman
dota_toggle_combatlog
dota_toggle_free_camera             Toggle free camera mode. Only available in
DotaTV and replays.
dota_toggle_hero_movie_mode               Show item details pages with minimal UI,
for recording hero movies
dota_trading_show_requests_from     1
dota_tree_try_to_make_solid
dota_treerespawn              Respawns all trees on the map.
dota_trivia_autoplay_sounds   1           Determines whether or not to autoplay
trivia sounds.
dota_trivia_chat_enabled      1
dota_turbo_matches_played     321
dota_tutorial_actionpanel     1
dota_tutorial_camera_location_dist 500
dota_tutorial_debug     1
dota_tutorial_disable_bot_situational_items     0     Yes
dota_tutorial_fadespeed 150
dota_tutorial_force_bot_defend      0     Yes
dota_tutorial_force_learn_ability -1
dota_tutorial_game      0
dota_tutorial_heroselection   1
dota_tutorial_move_location_dist    225
dota_tutorial_percent_bot_exp_decrease    0     Yes
dota_tutorial_percent_damage_decrease     0     Yes   Percentage decrease to apply
on damage on the player character.
dota_tutorial_prevent_exp_gain      0     Yes
dota_tutorial_prevent_start   0     Yes
dota_tutorial_see_enemy 1
dota_tutorial_show_tower_damage     0     Yes
dota_tutorial_skip_pregame    0     Yes
dota_tutorial_start
dota_tutorial_start_lesson    0
dota_tutorial_state_change_delay    2
dota_tutorial_stop_daynightcycle    0     Yes
dota_tutorial_usemodifierforanim    1
dota_ugc_binary   0
dota_ui_armory_build_on_demand      1
dota_ui_armory_is_category_view     true
dota_ui_armory_item_duplicate 1
dota_ui_stats_chance    0           Chance of client tracking UI stats
dota_ui_stats_debug     0           Print debug spew for UI stat tracking
dota_unit_alert_radius 500    Yes
dota_unit_alert_range   1800 Yes
dota_unit_anger_cooldown      3     Yes
dota_unit_anger_duration      2     Yes
dota_unit_anger_radius 500    Yes
dota_unit_blocked_angle_threshold 0       Yes
dota_unit_blocked_look_ahead_angle_threshold    0     Yes
dota_unit_blocked_wait_time   0     Yes
dota_unit_blocked_wait_time_long    0     Yes
dota_unit_blocked_wait_time_mid     0     Yes
dota_unit_cache_npc_searches 1      Yes   Whether to reuse a unit's search cache
every frame to avoid obstruction manager queries.
dota_unit_damage_event_window 2     Yes   Window (in seconds) that we track damage
events for future health value extrapolation.
dota_unit_debug_acquisition_range 0       Yes   Shows the acquisition range for
selected units (Green circle)
dota_unit_debug_attack 0      Yes
dota_unit_debug_attack_range 0      Yes   Shows the attack range for selected units
(Red circle)
dota_unit_debug_vision_range 0      Yes   Shows the vision range for selected units
(Teal circle)
dota_unit_draw_paths    0     Yes
dota_unit_health_bar_offset   -1
dota_unit_hero_glows    0
dota_unit_interact_flash_duration 0
dota_unit_lean_angle    90
dota_unit_lean_enable   1
dota_unit_lean_rate     3
-dota_unit_movetodirection
+dota_unit_movetodirection
dota_unit_short_path_search_debug 0      Yes
dota_unit_show_bounding_radius     0     Yes
dota_unit_show_collision_radius    0     Yes
dota_unit_show_missing_selection_boxes   0
dota_unit_show_selection_boxes     0     Yes    Draws selection hitboxes. 0 = off,
1 = non-trees, 2 = trees, 3 = all entities.
dota_unit_sink_delay    4
dota_unit_sink_speed    50
dota_unit_use_player_color    1
dota_unit_z_speed 200
dota_unpause_countdown 3      Yes
dota_unpause_mass_disconnect_cooldown    86400 Yes
dota_update_connected_players_check_time 1      Yes   How often the server should
check if it needs to update the GC in seconds
dota_update_connected_players_send_time 2       Yes   Minimum send interval: Don't
check for lobby vs game state discrepancies if we've sent a message within N
seconds
dota_update_connected_players_urgency_building_state 60     Yes   max send interval:
tower state changed
dota_update_connected_players_urgency_connect 30      Yes   max send interval:
player connect
dota_update_connected_players_urgency_disconnect_consequences     5     Yes   max
send interval: player disconnects, relevant leaver actions are predicted
dota_update_connected_players_urgency_disconnect_noconsequences 30      Yes   max
send interval: player disconnects, no relevant leaver actions predicted
dota_update_connected_players_urgency_gamestate_timeout     10    Yes   max send
interval: We send a game state change, but lobby hasn't acknowledged it
dota_update_connected_players_urgency_heartbeat 1800 Yes    max send interval:
nothing has changed and lobby appears to be accurate
dota_update_connected_players_urgency_herochanged     10    Yes   max send interval:
player changer their hero
dota_update_connected_players_urgency_kills     60    Yes   max send interval: kill
counts changed
dota_update_connected_players_urgency_mass_disconnect 3     Yes   max send interval:
mass disconnection has been detected
dota_update_connected_players_urgency_spectator_count 60    Yes   max send interval:
spectator count changed
dota_update_gc_connection_check_count    2      Yes   How many tries we check if
the GC is still connected before terminating due to no response
dota_update_gc_connection_check_time     1200 Yes     How often the server should
check the GC is still connected
dota_update_gc_server_info    600  Yes   How often the server should check if it
needs to update the GC in seconds
dota_upload_item_purchase_history_duration_threshold 1200 Yes     match duration
below which we will not upload item purchases
dota_upload_item_purchase_history_mmr_threshold 1000 Yes    MMR below which we will
not upload item purchases
dota_upload_match_state_history_duration_threshold    900   Yes   match duration
below which we will not upload item purchases
dota_upload_match_state_history_interval 300    Yes   interval in seconds that we
track game states
dota_upload_match_state_history_mmr_threshold 2000 Yes      MMR below which we will
not upload game state history
dota_upload_replay                 Upload a replay file
dota_use_controller     0
dota_use_heightmap      1     Yes   Set to 0 to disable using heightmap when
tracing vertical rays
dota_use_particle_fow   1
dota_use_particle_fow_unbloated     1     Yes
dota_view_store_item_details              <itemdef>
dota_vr_avatar_debug    0           Enable to broadcast an offset avatar position
back to yourself
dota_vr_avatar_debug_offset   50          Amount to offset your own avatar
dota_vr_avatar_hat      0           Controls your appearance in a VR spectator
lobby
dota_vr_avatar_hat_scale      0           Scale of head models in VR spectating
dota_vr_avatar_proximity_dist 20          Avatars within this dist of your HMD are
hidden
dota_vr_avatar_velocity_scale 0           Scale velocity of other avatar movements
dota_vr_avatars_in_map 1            If enabled, shows VR avatars in the map as well
as the lobby
dota_vr_center_camera_offset 0
dota_vr_multitool_activate_on_touch 0
dota_vr_multitool_hmd_look_angle_offset 15            how many degrees to look down
from the hmd eye angles
dota_vr_multitool_hmd_look_start_offset 40            how many inches to start the
effect from the HMD
dota_vr_multitool_hmd_targeting_mode      0
dota_vr_multitool_tp_angle    -100        angle to rotate teleport beam from
controller
dota_vr_multitool_tp_arc_break      0           The amount of time in seconds
between each segment of the teleport arc.
dota_vr_multitool_tp_arc_duration 3             The amount of time in seconds to
predict the motion of the teleport arc.
dota_vr_multitool_tp_arc_gravity    -800        The force of gravity applied to the
teleport arc.
dota_vr_multitool_tp_arc_orient_gravity 1             Whether gravity is adjusted
by controller pitch.
dota_vr_multitool_tp_arc_speed      0           The movement speed segments of the
teleport arc.
dota_vr_multitool_tp_fade_time      0           Fade time for the vr teleport
multitool when turning on and off.
dota_vr_multitool_tp_max_anchor_dist      864         Max distance from anchor you
can teleport
dota_vr_multitool_tp_max_dist 3500        Max distance you can teleport
dota_vr_multitool_tp_speed    500         Multiplier on teleport arc speed
dota_vr_multitool_trackpad_teleport 1           Trackpad can be used to teleport.
dota_vr_popup_manager_height 162
dota_vr_popup_manager_width   288
dota_vr_popup_offset    130
dota_vr_spectate_camera 0           If enabled, camera will automatically move to
follow the directed camera when watching a replay
dota_vr_spectate_camera_angle -16777216         Angle applied to anchor when
watching a replay
dota_vr_spectate_camera_interval    8           Interval between VR camera updates
dota_vr_spectate_camera_offset      0           VR anchor offset from directed
camera
dota_vr_trackpad_left_angle   -10528256         Set angle offset of VR trackpad
panel relative to controller
dota_vr_trackpad_left_offset 0            Set position offset of VR trackpad panel
relative to controller
dota_vr_trackpad_right_angle -10528256          Set angle offset of VR trackpad
panel relative to controller
dota_vr_trackpad_right_offset 0          Set position offset of VR trackpad panel
relative to controller
dota_wait_for_players_battle_cup_present_time 10            Time to stay after
waiting for players succeeds when displaying battle cup winners
dota_wait_for_players_completed_delay    2            How long to stay at the
waiting-for-players UI after all players have loaded
dota_wait_for_players_failed_delay 3            How long to stay at the waiting-
for-players UI after all players have loaded
dota_wait_for_players_to_load 1          If set, hero picking will be delayed
until all players have loaded.
dota_wait_for_players_to_load_streaming_timeout 30          Game will start after
this time, even if all players haven't loaded yet
dota_wait_for_players_to_load_timeout    180          Game will start after this
time, even if all players haven't loaded yet
dota_watch_bot_script_only    0
dota_watch_live_friend_score_boost 500   Yes    Amount that friends in live games
boost the game's sort score
dota_watch_live_friends_only 0
dota_watch_live_hero_id 0     Yes  Hero ID for requested games
dota_watch_live_league_id     0    Yes   League ID for requested games
dota_watch_live_match_data_refresh_interval     1
dota_watch_live_match_list_auto_refresh_interval      120
dota_watch_live_match_list_refresh_interval     10
dota_watch_live_request_period     30    Yes    Amount that friends in live games
boost the game's sort score
dota_watch_special_list 0
dota_wearables_clientside     0
dota_weekend_tourney_debug               Prints local weekend tourney object(s),
if any
dota_weekend_tourney_selected_division   6
dota_will_purchase_gold_remaining_max_remaining 1000        On the 'I will purchase
<item>' alert, the maximum amount of gold remaining when showing the remaining gold
cost
dota_will_purchase_gold_remaining_min_cost      2000        On the 'I will purchase
<item>' alert, the minimum cost of an item to show the remaining gold cost
dota_winter_ambientfx   0
dota_workshoptest 0
dota_workshoptest_modelnew0   0
dota_workshoptest_modelnew1   0
dota_workshoptest_modelnew2   0
dota_workshoptest_modelorg0   0
dota_workshoptest_modelorg1   0
dota_workshoptest_modelorg2   0
dota_workshoptest_modelwearable0   0
dota_workshoptest_modelwearable1   0
dota_workshoptest_modelwearable10 0
dota_workshoptest_modelwearable11 0
dota_workshoptest_modelwearable12 0
dota_workshoptest_modelwearable13 0
dota_workshoptest_modelwearable14 0
dota_workshoptest_modelwearable15 0
dota_workshoptest_modelwearable2   0
dota_workshoptest_modelwearable3   0
dota_workshoptest_modelwearable4   0
dota_workshoptest_modelwearable5   0
dota_workshoptest_modelwearable6   0
dota_workshoptest_modelwearable7   0
dota_workshoptest_modelwearable8   0
dota_workshoptest_modelwearable9   0
dotadev_bind                  For development: Bind a key to in dota (ALT+key)
allowed.
dotadev_binds_show                  For development: List all developer binds.
dotadev_unbind                For development: Unbind a key to in dota (ALT+key)
allowed.
dp_drag     0     Yes
dp_pull     0     Yes
dp_radius   100   Yes
dp_spirits 0      Yes
drawcross               Draws a cross at the given location Arguments: x y z
drawline                Draws line between two 3D Points. Green if no collision Red
is collides with something Arguments: x1 y1 z1 x2 y2 z2
dsp_automatic     0
dsp_db_min 80
dsp_db_mixdrop    0
dsp_dist_max      1440 Yes
dsp_dist_min      0     Yes
dsp_mix_max 0
dsp_mix_min 0
dsp_off     0     Yes
dsp_vol_2ch 1
dsp_vol_4ch 0
dsp_vol_5ch 0
dsp_volume 0
dti_report_stddev_threshold   1           For network encoding stats, provide a
notes field if field change count is above this many standard deviations for the
average field change counts for the serializer.
-duck
+duck
dump_client_projectiles             Spews a list of all client-side projectiles
dump_globals                  Dump all global entities/states
dump_localization_files             List all loaded localization files.
dump_modifier_list                  Dumps all modifiers that exist in the game
dump_panorama_css_properties              Prints out all valid panorama CSS
properties and their documentation
dump_panorama_events                print panorama event types and their
documentation
dump_panorama_render_command_stats
dump_secondary_scene_worlds               Lists secondary scene worlds and ref
counts
dump_visible_buffs                  Print out non-hidden buffs.
dumpparticlelist              Print out information on existing particle systems
dumpparticleperf              Write a spreadheeet describing particle performance
to particle_profile.csv
dumpsavedir             List the contents of the save directory in memory
dumpstringtable               Usage: dumpstringtable tablename <sv | cl> <verbose>
Print string tables to console, verbose to dump data.
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E
Command     Default Value     Cheat?      Help Text
echoln                  Echo the command arguments on the console
econ_show_items_with_tag                  Lists the item definitions that have a
specified tag.
enable_boneflex   1
endmovie                Stop recording movie frames.
engine_experimental_drop_frame_ticks      1           Experimental feature to skip
ticks when the client is catching up in low frame rate situations.
engine_max_resource_system_update_time    5
engine_no_focus_sleep   20
engine_no_focus_sleep_vconsole_suppress 1             When VConsole is in the
foreground, don't trigger engine_no_focus_sleep behavior
engine_platform_name_extended 0           Platform the engine is running on.
engine_rendersystem_init      0           Rendersystem option requested (changing
this does not change the rendersystem).
engine_rendersystem_used      0           Rendersystem option in use (changing this
does not change the rendersystem).
engine_show_frame_multiple_ticks    0
engine_show_frame_pacing      0
engine_show_frame_ticks 0
english     1           If set to 1, running the english language set of assets.
ent_absbox              Displays the total bounding box for the given entity(s) in
green. Some entites will also display entity specific overlays. Arguments:
{entity_name} / {class_name} / no argument picks what player is looking at
ent_animgraph_debug                 Displays debug draws about the given
entity(ies) animgraph Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
ent_animgraph_record                Toggles recording of animgraph replay of the
given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what
player is looking at
ent_animgraph_setvar                Sets a variable on the animgraph of the given
entity(s) Arguments: <varname>=<value> {entity_name} / {class_name} / no argument
picks what player is looking at
ent_attachments               Displays the attachment points on an entity.
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
ent_autoaim             Displays the entity's autoaim radius. Arguments:
{entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox                Displays the movement bounding box for the given
entity(ies) in orange. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
ent_call                ent_call <funcname> <option:entname> calls function on
current look target or filtername, checks on ent, then root, then mode, then map
scope
ent_cancelpendingentfires                 Cancels all ent_fire created outputs that
are currently waiting for their delay to expire.
ent_characterize              Spew PVS debug info for entity
ent_clear_debug_overlays                  Clears all debug overlays
ent_create              Creates an entity of the given type where the player is
looking.
ent_debug_anim                Use the specified entity for animation debugging.
ent_debugkeys     0
ent_find                Find and list all entities with classnames or targetnames
that contain the specified substring. Format: find_ent <substring>
ent_find_index                Display data for entity matching specified index.
Format: find_ent_index <index>
ent_fire                Usage: ent_fire <target> [action] [value] [delay]
ent_grab                grabs the object in front of the player. Options: -loose -
multiple -toggle
ent_hitbox              Displays the hitboxes for the given entity(ies). Arguments:
{entity_name} / {class_name} / no argument picks what player is looking at
ent_info                Usage: ent_info <class name>
ent_joint_axis_size     4
ent_joint_names   1
ent_joint_only_ik_joints      0
ent_joints              Displays the joint names + axes an entity. Arguments:
{entity_name} / {class_name} / no argument picks what player is looking at
ent_messages                  Toggles input/output message display for the selected
entity(ies). The name of the entity will be displayed as well as any messages that
it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
ent_messages_draw 0     Yes   Visualizes all entity input/output activity.
ent_name                Displays the entity name
ent_orient              Orient the specified entity to match the player's angles.
By default, only orients target entity's YAW. Use the 'allangles' option to orient
on all axis. Format: ent_orient <entity name> <optional: allangles>
ent_picker              Toggles 'picker' mode. When picker is on, the bounding box,
pivot and debugging text is displayed for whatever entity the player is looking at.
Arguments: full - enables all debug information
ent_pivot               Displays the pivot for the given entity(ies). (y=up=green,
z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument
picks what player is looking at
ent_pivot_size    20    Yes
ent_rbox                Displays the total bounding box for the given entity(s) in
green. Some entites will also display entity specific overlays. Arguments:
{entity_name} / {class_name} / no argument picks what player is looking at
ent_remove              Removes the given entity(s) Arguments: {entity_name} /
{class_name} / no argument picks what player is looking at
ent_remove_all                Removes all entities of the specified type Arguments:
{entity_name} / {class_name}
ent_revert_dormancy_change    0
ent_rotate              Rotates an entity by a specified # of degrees
ent_scale               Scales entities. Arguments: <scale factor> {entity_name} /
{class_name} / no argument picks what player is looking at
ent_scale_hack    0
ent_script_dump               Dumps the names and values of this entity's script
scope to the console Arguments: {entity_name} / {class_name} / no argument picks
what player is looking at
ent_select              Select or deselects the given entities(s) for later
manipulation Arguments: {entity_name} / {class_name} / no argument picks what
player is looking at
ent_setang              Set entity angles
ent_setname             Sets the targetname of the given entity(s) Arguments: {new
entity name} {entity_name} / {class_name} / no argument picks what player is
looking at
ent_setpos              Move entity to position
ent_show_contexts 0     Yes   Show entity contexts in ent_text display
ent_show_response_criteria                Print, to the console, an entity's
current criteria set used to select responses. Arguments: {entity_name} /
{class_name} / no argument picks what player is looking at
ent_skeleton                  Displays the skeleton for the given entity(ies).
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
ent_skeleton_only_ik_joints   0
ent_steadystate_batchsize     20          Max number of entities to transmit to
player
ent_steadystate_cooldown      5           Time in seconds after player state
changes before steady state changes can occur.
ent_steadystate_delay   5           Time in seconds without network state changes
until an entity is considered for trickle updates
ent_steadystate_enable 1
ent_steadystate_interval      0           Rate at which entities can be trickled to
players
ent_teleport                  Teleport the specified entity to where the player is
looking. Format: ent_teleport <entity name>
ent_test_interpolation 0
ent_text                Displays text debugging information about the given
entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} /
{class_name} / no argument picks what player is looking at
ent_text256             Displays text debugging information about the given
entity(ies) [within 256 units of the player] on top of the entity (See Overlay
Text) Arguments: {entity_name} / {class_name} / no argument picks what player is
looking at
ent_text_clear                Hide text debugging information about the given
entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} /
{class_name} / no argument picks what player is looking at
ent_text_filter               Set which ent_text filters you want:
ent_text_flags_active   -1    Yes
ent_text_no_name_really_i_mean_it 0       Yes
ent_text_radius               Displays text debugging information about the given
entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments:
Radius, {entity_name/class_name/ no argument picks what player is looking at}
ent_text_sticky_add                 Adds to list of names to display text debugging
information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
ent_text_sticky_clear               Clears the list of names to display text
debugging information about the given entity(ies) on top of the entity (See Overlay
Text) Arguments: {entity_name} / {class_name} / no argument picks what player is
looking at
ent_text_sticky_dump                Spews the list of names to display text
debugging information about the given entity(ies) on top of the entity (See Overlay
Text) Arguments: {entity_name} / {class_name} / no argument picks what player is
looking at
ent_text_sticky_remove              Removes from the list of names to display text
debugging information about the given entity(ies) on top of the entity (See Overlay
Text) Arguments: {entity_name} / {class_name} / no argument picks what player is
looking at
ent_ungrab              un-grabs all objects
ent_vcollide_wireframe              Displays the interpolated vcollide wireframe pm
am entity. Arguments: {entity_name} / {class_name} / no argument picks what player
is looking at
ent_viewoffset                Displays the eye position for the given entity(ies)
in red. Arguments: {entity_name} / {class_name} / no argument picks what player is
looking at
entity_log_load_unserialize   0           Output unserialization of entities on map
load. 0 - off, 1 - client/server, 2 - server, 3 - client
entity_lump_list              List all known entity lumps
entity_lump_spew              Dump the contents of an entity lump
entityreport                  Reports all extant entities. Optional 2nd arg is a
substring of a classname that the list will be filtered by.
entitysummary                 Summarizes (by class) all extant entities. Optional
2nd arg is a substring of a classname that the list will be filtered by.
ents              List server entities, sorted by spawn group
escape                  Escape key pressed.
event_points_activate_timeout 10
exec              Execute a cfg file
exec_async              Execute a cfg file over time
execifexists                  Execute a cfg file if file exists
execute_command_every_frame   0
explode                 Kills the player with explosive damage
explodevector                 Kills a player applying an explosive force. Usage:
explodevector <player> <x value> <y value> <z value>
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F
Command     Default Value     Cheat?      Help Text
fade_debug_splitscreen_slot   -1
fadein                  fadein {time r g b}: Fades the screen in from black or from
the specified color over the given number of seconds.
fadeout                 fadeout {time r g b}: Fades the screen to black or to the
specified color over the given number of seconds.
fake_account_disabled   0
fake_account_disabled_duration_seconds    100
fake_chat_members 0           Number of users in chat channel.
fake_low_pri      0
fake_meta_xp                  Fake meta xp values
filesystem_buffer_size 0            Size of per file buffers. 0 for none
filesystem_max_stdio_read     16
filesystem_native 1           Use native FS or STDIO
filesystem_report_buffered_io 0
filesystem_unbuffered_io      1
filter_live_games_by_hero     0
filter_live_games_by_team_games     0
find              Find concommands with the specified string in their name/help
text.
findflags               Find concommands by flags.
Available flags to search for:
DEVELOPMENTONLY
GAMEDLL
CLIENTDLL
PROTECTED
SPONLY
ARCHIVE
NOTIFY
USERINFO
PRINTABLEONLY
UNLOGGED
NEVER_AS_STRING
REPLICATED
CHEAT
SS
DEMO
DONTRECORD
SS_ADDED
RELEASE
RELOAD_MATERIALS
RELOAD_TEXTURES
NOT_CONNECTED
MATERIAL_SYSTEM_THREAD
ARCHIVE_XBOX
ACCESSIBLE_FROM_THREADS
LINKED_CONCOMMAND
VCONSOLE_FUZZY_MATCHING
SERVER_CAN_EXECUTE
SERVER_CANNOT_QUERY
VCONSOLE_SET_FOCUS
CLIENTCMD_CAN_EXECUTE
EXECUTE_PER_TICK
fire_absorbrate   3
fire_dmgbase      1
fire_dmginterval 1
fire_dmgscale     0
fire_extabsorb    5
fire_extscale     12
fire_growthrate   1
fire_heatscale    1
fire_incomingheatscale 0
fire_maxabsorb    50
firetarget
firstperson             Switch to firstperson camera.
fish_debug 0      Yes   Show debug info for fish
fish_dormant      0     Yes   Turns off interactive fish behavior. Fish become
immobile and unresponsive.
flex_cycler_think_interval    0
flex_expression   0
flex_rules 1            Allow flex animation rules to run.
flex_smooth 1           Applies smoothing/decay curve to flex animation controller
changes.
flex_talk   0
fog_color   -1    Yes
fog_colorskybox   -1    Yes
fog_enable 1      Yes   Enable fog
fog_enableskybox 1      Yes
fog_end     -1    Yes
fog_endskybox     -1    Yes
fog_hdrcolorscale -1    Yes
fog_hdrcolorscaleskybox -1    Yes
fog_maxdensity    -1    Yes
fog_maxdensityskybox    -1    Yes
fog_override      0     Yes   Overrides the map's fog settings (-1 populates fog_
vars with map's values)
fog_override_color                  Sets the fog color override
fog_override_enable     0     Yes   Use fog_override convars instead of world fog
data
fog_override_end 3500 Yes
fog_override_exponent   2     Yes
fog_override_max_density      0     Yes
fog_override_start      1000 Yes
fog_start   -1    Yes
fog_startskybox   -1    Yes
fog_volume_debug 0            If enabled, prints diagnostic information about the
current fog volume
footstep_debug    0
footstep_force_volume   -1
force_centerview
force_leave_game_button 0
forceactivecontrollertype     -1
-forward
+forward
fow_client_nofiltering 0      Yes   0 = normal, 1 = off
fow_client_show_stats   0     Yes
fow_client_stats              displays fog of war stats
fow_client_visibility   0     Yes   0 = normal, 1 = off, 2 = never seen, 3 = seen
fow_debug_draw_height_override      0
fow_degree_fade_in_rate1      4     Yes   FoW area fade in rate #1 (greater than 1
is faster)
fow_degree_fade_in_rate2      4     Yes   FoW area fade in rate #2 (greater than 1
is faster)
fow_degree_fade_in_rate_midpoint    0     Yes   FoW area fade out rate midpoint
(0.0 - 1.0)
fow_degree_fade_out_rate1     4     Yes   FoW area fade out rate #1 (greater than 1
is faster)
fow_degree_fade_out_rate2     4     Yes   FoW area fade out rate #2 (greater than 1
is faster)
fow_degree_fade_out_rate_midpoint 0       Yes   FoW area fade out rate (0.0 - 1.0)
fow_entity_reveal_unseen_radius     0           Radius in world space to reveal
around all viewers from unseen state, regardless of visibility.
fow_entity_reveal_unseen_time 0           Seconds over which an unseen area is
revealed by radius checks, 0 is instant.
fow_server_show_stats   0     Yes
fow_server_stats              displays fog of war stats
fow_server_test_tempviewer                test a temp viewer
fow_simd_unseen   1
fow_tile_update_time    0     Yes   FoW tile update time.
fp_trace                Toggle field path tracing to file
fps_max     120         Frame rate limiter. 0=no limit. Does not apply to dedicated
server.
freecamera_accel 5            Tweak this parameter to adjust Free Camera movement
acceleration.
freecamera_fog_end      2500        Fog end for Free Camera.
freecamera_fog_start    1800        Fog start for Free Camera.
freecamera_max_speed    500         Tweak this parameter to adjust Free Camera
movement max speed.
freecamera_rotation_mulitplier      10          Tweak this parameter to adjust Free
Camera mouse rotation.
freecamera_zfar   4500        Fog start for Free Camera.
fs_clear_open_duplicate_times             Clear the list of files that have been
opened.
fs_dump_open_duplicate_times              Set fs_report_long_reads 1 before loading
to use this. Prints a list of files that were opened more than once and ~how long
was spent reading from them.
fs_fake_read_delay_ms   0           Add N ms of delay to every low-level read
operation, to simulate a slow disk
fs_monitor_read_from_pack     0           0:Off, 1:Any, 2:Sync only
fs_report_long_reads    0           0:Off, 1:All (for tracking accumulated
duplicate read times), >1:Microsecond threashold
fs_report_sync_opens    0           0:Off, 1:Always, 2:Not during load
fs_warning_mode   0           0:Off, 1:Warn main thread, 2:Warn other threads
func_break_max_pieces   15
func_break_reduction_factor   0
func_breakdmg_bullet    0
func_breakdmg_club      1
func_breakdmg_explosive 1
func_nav_blocker_obstacle     0     Yes   If true, a func_nav_blocker will create a
navigation avoidance obstacle.
fx_glass_velocity_cap   0           Maximum downwards speed of shattered glass
particles
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G
Command     Default Value     Cheat?      Help Text
g_debug_angularsensor   0     Yes
g_debug_constraint_sounds     0     Yes   Enable debug printing about constraint
sounds.
g_debug_doors     0
g_debug_npc_vehicle_roles     0
g_debug_ragdoll_removal 0     Yes
g_debug_ragdoll_visualize     0     Yes
g_debug_transitions     0           Set to 1 and restart the map to be warned if
the map has no trigger_transition volumes. Set to 2 to see a dump of all entities &
associated results during a transition.
g_debug_vehiclebase     0     Yes
g_debug_vehicleexit     0     Yes
g_debug_vehiclesound    0     Yes
g_Language 0
g_physics_use_block_solver    1     Yes   Use block solving for constraint entities
g_ragdoll_fadespeed     600
g_ragdoll_important_maxcount 2
g_ragdoll_lvfadespeed   100
g_ragdoll_maxcount      5
gameevents_showeventlisteners 0           Show listening addition/removals
gameevents_showevents   0           Dump game events to console. (1 = Show
Signaling, 2 = Show Posting also).
gameinstructor_dump_open_lessons                Gives a list of all currently open
lessons.
gameinstructor_enable   1           Display in game lessons that teach new players.
gameinstructor_find_errors    0     Yes   Set to 1 and the game instructor will run
EVERY scripted command to uncover errors.
gameinstructor_reload_lessons             Shuts down all open lessons and reloads
them from the script file.
gameinstructor_reset_counts               Resets all display and success counts to
zero.
gameinstructor_start_sound_cooldown 4           Number of seconds forced between
similar lesson start sounds.
gameinstructor_verbose 0      Yes   Set to 1 for standard debugging or 2 (in combo
with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson 0     Yes   Display more verbose information for
lessons have this name.
gamestats_file_output_directory     0           When -gamestatsfileoutputonly is
specified, file will be emitted here instead of to modpath
gameui_activate               Shows the game UI
gameui_allowescape                  Escape key allowed to hide game UI
gameui_allowescapetoshow                  Escape key allowed to show game UI
gameui_hide             Hides the game UI
gameui_preventescape                Escape key doesn't hide game UI
gameui_preventescapetoshow                Escape key doesn't show game UI
gc_finish_loading             tell whatever
gc_secret_key     0           Secret key for authenticating with the GC
getpos                  dump position and angles to the console
getpos_exact                  dump origin and angles to the console
give              Give item to player. Arguments: <item_name>
givecurrentammo               Give a supply of ammo for current weapon..
gl_clear    1
gl_clear_gray     0     Yes   Clear the back buffer to gray every frame.
gl_clear_randomcolor    0     Yes   Clear the back buffer to random colors every
frame. Helps spot open seams in geometry.
global_set              global_set <globalname> <state>: Sets the state of the
given env_global (0 = OFF, 1 = ON, 2 = DEAD).
glow_outline_effect_enable    1     Yes   Enable entity outline glow effects.
glow_outline_width      6     Yes   Width of glow outline effect in screen space.
glow_use_tolerance      0     Yes
god               Toggle by default, or 0 to disable and 1 to enable. Player
becomes invulnerable.
gpu_level   3           GPU Level - Default: High
gpu_mem_level     2           Memory Level - Default: High
-grenade1
+grenade1
-grenade2
+grenade2
grep              grep line for pattern, print out matching lines only
groundik_enabled 1
groups                  Show status of all spawn groups.
guidepanel_resetnag                 Resets the nag count on the guide panel
guild_refresh                 guild_force_refresh
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H
Command     Default Value     Cheat?      Help Text
handforce_inner   1     Yes
handforce_outer   8     Yes
handforce_scale   1     Yes
headforce_inner   8     Yes
headforce_outer   16    Yes
headforce_strength      10    Yes
help              Find help about a convar/concommand.
herochatwheel                 Executes the highlighted hero chatwheel menu item
herochatwheel                 Opens hero chatwheel menu while held
hide_sf_shop                  hide scaleform shop
hideconsole             Hide the console.
hidehud     0     Yes   bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health,
16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle
crosshair, 1024=in vehicle
hint_panel_fadein 0     Yes
hint_panel_fadeout      0     Yes
hl2_episodic      0
hl_dissolve_all_dropped_weapons     0     Yes
hmd_anchor_rotate
host_force_frametime_to_equal_tick_interval     0
host_framerate    0           Set to lock per-frame time elapse.
host_limitlocal   0           Apply cl_cmdrate and cl_updaterate to loopback
connection
host_showcachemiss      0           Print a debug message when the client or server
cache is missed.
host_timescale    1     Yes   Prescale the clock by this amount.
host_timescale_dec                  Decrement the timescale by one step
host_timescale_inc                  Increment the timescale by one step
host_writeconfig              Saves out the user config values.
hostfile    0           The HOST file to load.
hostip      0           Host game server ip
hostname    0           Hostname for server.
hostport    27015       Host game server port
http_cache_size   150
hud_drawhistory_time    5
hud_fastswitch    0
hud_max_minimap_distance      2600
hud_river_vial_ui_expanded    true
hud_sticky_item_name    0
hud_takesshots    0           Auto-save a scoreboard screenshot at the end of a
map.
hud_toggle_visibility               Toggles the Hud on and off
hullivr_edge_merge_tan 0            Should we try to straighten two faces connected
to this edge? (tangent)
hullivr_faceisland_merge_disp 0           Should we straighten face island if the
displacement is this much? (inches)
hullivr_faceisland_merge_tan 0            Should we try to straighten an island of
faces deviating from their average normal (tangent)?
hullivr_version   3
hurtme                  Hurts the player. Arguments: <health to lose>
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I
Command     Default Value     Cheat?      Help Text
ic                interp entity count
ik_abs_origin_height_spring_strength_default    500
ik_constraints_enabled 1
ik_debug_2bone_soften   0
ik_debug_all_chains_post_solve      0
ik_debug_all_chains_pre_update      0
ik_debug_all_chains_pre_update_post_tilt 0
ik_debug_all_chains_unique_color_per_chain      0
ik_debug_build_transform_from_collision 0
ik_debug_build_transform_from_collision_noop    0
ik_debug_chain_to_filter_by   0
ik_debug_constraints    -1
ik_debug_dogleg3bone    0
ik_debug_dogleg3bone_enabled 1
ik_debug_drawfixuprotation    0
ik_debug_fabrik_backwards_enabled 1
ik_debug_fabrik_backwards_iteration_toggle
ik_debug_fabrik_backwards_iterations      0
ik_debug_fabrik_forwards_enabled    1
ik_debug_fabrik_forwards_iteration_toggle
ik_debug_fabrik_forwards_iterations 0
ik_debug_groundrule     0
ik_debug_groundtrace_requests 0
ik_debug_hyperextension 0
ik_debug_lock_force_lock_rotation_alpha -1
ik_debug_locks    0
ik_debug_locks_breaks   0
ik_debug_perlin_solver 0
ik_debug_planetilt      0
ik_debug_targets 0
ik_debugrule_degreespeed      0
ik_debugrule_distance   100
ik_debugrule_forcedegree      87
ik_debugrule_offset_x   0
ik_debugrule_offset_y   0
ik_debugrule_offset_z   0
ik_debugrule_spin_axis -1
ik_debugrule_spin_radius      100
ik_debugrule_spin_speedscale 0
ik_enable_only_this_chain                 Disables all chains except for the
mentioned one on the selected entity(ies), by name of the chain. Arguments:
{chain_name} [entity_name | {class_name} | no argument picks what player is looking
at]
ik_fabrik_iterations    6
ik_force_lock_value     -1
ik_force_masterblend_amount   -1
ik_ground_rule_normalspring_strength      10
ik_ground_rule_zspring_strength     50
ik_groundrule_enabled   1
ik_groundrule_full_orienting_threshold    2
ik_groundrule_max_normal_degrees_from_up 30
ik_groundrule_no_orienting_threshold      12
ik_hinge_constraint_enable    1
ik_ignore_end_effector_target_bones 0
ik_locks_acquire_threshold    0
ik_locks_breaking_enabled     1
ik_locks_enabled 0
ik_locks_release_threshold    0
ik_move_debug_target                Offset the debug targets by x y z amount (space
separated)
ik_planetilt_enable     1
ik_planetilt_spring_strength 5
ik_solve_enabled 1
ik_toggle_chain               Toggles on a chain in the selected entity(ies), by
name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no
argument picks what player is looking at]
ime_hkl_info                  Spew IME HKL info.
ime_info                Spew IME info.
ime_supported_info                  Spew IME Supported info.
impulse
incrementvar                  Increment specified convar value.
input_button_code_is_scan_code      0           Bind keys based on keyboard
position instead of key name
input_downimpulsevalue 0.700000
input_filter_relative_analog_inputs false
input_forceuser   -1    Yes   Force user input to this split screen player.
input_upimpulsevalue    0.300000
inspectheroinworld                  Zoom into a selected hero in the world for a
closer view.
instant_replay    1           Enable instant replay recording.
instant_replay_goto_tick                  Goto a direct timestamp of the replay
instant_replay_history_limit 120          Maximum amount of minutes to save history
(0 is unlimited).
instant_replay_history_limit_low    10          Maximum amount of minutes to save
history on low memory (32 bit) systems (0 is unlimited).
instant_replay_live                 If in replay, jumps back to live
instant_replay_pause                Pauses instant replay.
instant_replay_resume               Resumes instant replay.
instant_replay_skip                 Number of seconds to skip back to instant
replay from current position
instant_replay_skip_live                  Number of seconds to skip back to instant
replay from live
instant_replay_timescale                  Sets instant replay speed.
instant_replay_togglepause                Toggles instant replay.
-invaction
+invaction
invnext
invnextselect
invprev
invprevselect
ip    0           Overrides IP for multihomed hosts
item_show_whitelistable_definitions             Lists the item definitions that can
be whitelisted in the item_whitelist.txt file in tournament mode.
items_game_use_gc_copy 0            If set, items_game.txt will be stomped by the
GC.
iv_debug                Spew interpolated var info for entity.
iv_debugbone      0           Debug bone name for interpolation spew of
CAnimationState.
iv_interp               Spew interpolated var info for entity.
iv_off                  Turn off all interpolation variable spew.
iv_on             Spew both interpolated var debug info and history for entity.
iv_parallel_latch 1
iv_parallel_restore     0
iv_wrapped_parallel_latch     1
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J
Command     Default Value     Cheat?      Help Text
-jlook
+jlook
jointeam                Join a team
joy_accel_filter 0.200000
joy_accelmax      1.000000
joy_accelscale    0.600000
joy_advanced      0
joy_advaxisr      0
joy_advaxisu      0
joy_advaxisv      0
joy_advaxisx      0
joy_advaxisy      0
joy_advaxisz      0
joy_autoaimdampen 0           How much to scale user stick input when the gun is
pointing at a valid target.
joy_autoaimdampenrange 0            The stick range where autoaim dampening is
applied. 0 = off
joy_autosprint    0           Automatically sprint when moving with an analog
joystick
joy_axisbutton_threshold      0           Analog axis range before a button press
is registered.
joy_axisr_deadzone      0.150000
joy_axisr_relative      false
joy_axisu_deadzone      0.150000
joy_axisu_relative      false
joy_axisv_deadzone      0.150000
joy_axisv_relative      false
joy_axisx_deadzone      0.150000
joy_axisx_relative      false
joy_axisy_deadzone      0.150000
joy_axisy_relative      false
joy_axisz_deadzone      0.150000
joy_axisz_relative      false
joy_circle_correct      true
joy_deadzone_mode 0
joy_display_input 0
joy_forward_sensitivity 1.000000
joy_forwardsensitivity -1
joy_forwardthreshold    0
joy_inverty 0           Whether to invert the Y axis of the joystick for looking.
joy_inverty2      0           Whether to invert the Y axis of the joystick for
looking.
joy_legacy 0            Turn on/off 'Legacy' mapping for control sticks.
joy_legacy2 0           Turn on/off 'Legacy' mapping for control sticks.
joy_lookspin_default    0
joy_lowend 1.000000
joy_lowmap 1.000000
joy_movement_stick      0           Which stick controls movement (0 is left stick)
joy_movement_stick2     0           Which stick controls movement (0 is left stick)
joy_name    0
joy_pegged 0.750000
joy_pitch_sensitivity   3.000000
joy_pitchsensitivity    1
joy_pitchsensitivity2   1
joy_pitchthreshold      0
joy_response_look 0
joy_response_move 9
joy_response_move_vehicle     6
joy_sensitive_step0     0.100000
joy_sensitive_step1     0.400000
joy_sensitive_step2     0.900000
joy_side_sensitivity    1.000000
joy_sidesensitivity     1
joy_sidethreshold 0
joy_variable_frametime 1
joy_vehicle_turn_lowend 0.700000
joy_vehicle_turn_lowmap 0.400000
joy_virtual_peg   false
joy_wingmanwarrior_centerhack 0           Wingman warrior centering hack.
joy_wingmanwarrior_turnhack   0           Wingman warrior hack related to turn
axes.
joy_xcontroller_cfg_loaded    0           If 0, the 360controller.cfg file will be
executed on startup & option changes.
joy_yaw_sensitivity     3.000000
joy_yawsensitivity      -1
joy_yawsensitivity2     -1
joy_yawthreshold 0
joyadvancedupdate
joystick    0           True if the joystick is enabled, false otherwise.
jpeg_quality      90          Set jpeg screenshot quality. [1..100]
jpeg_screenshot               Take a jpeg screenshot: jpeg_screenshot [filename]
[quality 1-100].
-jump
+jump
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K
Command     Default Value     Cheat?      Help Text
key_findbinding               Find key bound to specified command string.
key_listboundkeys             List bound keys with bindings.
key_updatelayout              Updates game keyboard layout to current windows
keyboard setting.
kick              Kick a player by name.
kickid                  Kick a player by userid or uniqueid, with a message.
kickid_hltv             Kick a player by userid or uniqueid, with a message.
kill              Kills the player with generic damage
killvector              Kills a player applying force. Usage: killvector <player>
<x value> <y value> <z value>
-klook
+klook
L
Command     Default Value     Cheat?      Help Text
labelled_debug_helper_arc_segments 20
labelled_debug_helper_enabled 1
labelled_debug_helper_scale   1
labelled_debug_helper_show_position 0
labelled_debug_helper_show_text     1
labelled_debug_helper_skeleton_show_bone_names 1
language_fake_unsupported_primary 0
lastinv
-left
+left
light_priority_enabled 1
light_priority_max_lights     0
lightquery_debug_direct_lighting    1     Yes
lightquery_debug_indirect_lighting 1      Yes
lightquery_debug_indirect_lighting_fast 0       Yes   0 = standard sampling, 1 =
fast sampling, 2 = ultra-fast sampling
listdemo                List demo file contents.
listid                  Lists banned users.
listip                  List IP addresses on the ban list.
listRecentNPCSpeech                 Displays a list of the last 5 lines of speech
from NPCs.
load              Usage: load [save file name]
loadout_test_activity_modifiers     0     Yes
log               Enables logging to file, console, and udp < on | off >.
log_color               Set the color of a logging channel.
log_dumpchannels              Dumps information about all logging channels.
log_flags               Set the flags on a logging channel.
log_level               Set the spew level of a logging channel.
log_verbosity                 Set the verbosity of a logging channel.
logic_npc_counter_debug 0     Yes
-lookdown
+lookdown
-lookspin
+lookspin
lookstrafe 0
-lookup
+lookup
loop_dump               Print the listeners of the current loop mode
lrucache_flush                Flushes the specified cache
lrucache_reset_stats                Resets stats for the specified CUtlLRUCaches
(or all if none specified)
lrucache_set_size             Sets the specified cache to the specified size
lrucache_stats                Spews information about all CUtlLRUCaches
lservercfgfile    0
lua_assert_on_error     0
lua_report_memory
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M
Command     Default Value     Cheat?      Help Text
m_customaccel     0           Custom mouse acceleration: 0: custom accelaration
disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
m_customaccel_exponent) * m_customaccel_scale + sensitivity) 2: Same as 1, with but
x and y sensitivity are scaled by m_pitch and m_yaw respectively. 3:
mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
m_customaccel_exponent 1            Mouse move is raised to this power before being
scaled by scale factor.
m_customaccel_max 0           Max mouse move scale factor, 0 for no limit
m_customaccel_scale     0           Custom mouse acceleration value.
m_filter    0           Mouse filtering (set this to 1 to average the mouse over 2
frames).
m_filter2   0           Mouse filtering (set this to 1 to average the mouse over 2
frames).
m_forward   1           Mouse forward factor.
m_mouseaccel1     0           Windows mouse acceleration initial threshold (2x
movement).
m_mouseaccel2     0           Windows mouse acceleration secondary threshold (4x
movement).
m_mousespeed      1           Windows mouse acceleration (0 to disable, 1 to enable
[Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows
2000 only]).
m_pitch     0           Mouse pitch factor.
m_pitch2    0           Mouse pitch factor.
m_rawinput 0            Use Raw Input for mouse input.
m_side      0           Mouse side factor.
m_yaw 0           Mouse yaw factor.
map               map <mapname> :Load a new map.
map_enable_background_maps                Enables/disables portrait background maps
mapcyclefile      0           Name of the .txt file used to cycle the maps on
multiplayer servers
maps              Displays list of maps. Usage: maps <substring>. For all maps:
maps *
markup_group_ent_bbox               markup_group_ent_bbox <markup_group name> ->
toggle ent_bbox for all members of the named markup group
markup_group_ent_text               markup_group_ent_text <markup_group name> ->
toggle ent_text for all members of the named markup group
markup_group_spew             Spew all current markup groups and their members
markup_volume_ref_cone_angle 135
mat_accelerate_adjust_exposure_down 3     Yes
mat_bloom_scalefactor_scalar 1
mat_bloomamount_rate    0     Yes
mat_bloomscale    1
mat_camerarendertargetoverlaysize 128     Yes
mat_clearshadercache                Clears the shader cache used for dynamic shader
compile.
mat_clipz   1
mat_colcorrection_disableentities 0             Disable map color-correction
entities
mat_colcorrection_editor      0
mat_colcorrection_forceentitiesclientside 0     Yes   Forces color correction
entities to be updated on the client
mat_debug_bloom   0     Yes
mat_debug_postprocessing_effects    0           0 = off, 1 = show post-processing
passes in quadrants of the screen, 2 = only apply post-processing to the centre of
the screen
mat_depthbias_shadowmap 0
mat_disable_bloom 0
mat_disable_dynamic_shader_compile              Reloads all shaders from vcs files
until the next time mat_reloadshaders is called
mat_dof_enabled   1
mat_dof_far_blur_depth 1000
mat_dof_far_blur_radius 5
mat_dof_far_focus_depth 250
mat_dof_near_blur_depth 20
mat_dof_near_blur_radius      10
mat_dof_near_focus_depth      100
mat_dof_override 0
mat_dof_quality   0
mat_drawTexture   0           Enable debug view texture
mat_drawTextureScale    1           Debug view texture scale
mat_drawTitleSafe 0           Enable title safe overlay
mat_drawwater     1     Yes
mat_dump_rts      0
mat_exposure_center_region_x 0      Yes
mat_exposure_center_region_y 0      Yes
mat_force_bloom   0     Yes
mat_framebuffercopyoverlaysize      128
mat_fullbright    0     Yes
mat_grain_enable 0
mat_hdr_level     2
mat_hdr_manual_tonemap_rate   1
mat_hdr_uncapexposure   0     Yes
mat_hsv     0     Yes
mat_local_contrast_enable     0
mat_luxels 0      Yes
mat_material_frameupdate_limit      2           Maximum time in ms to spend
initializing shaders for materials each frame.
mat_motion_blur_enabled 1
mat_motion_blur_falling_intensity 1
mat_motion_blur_falling_max   20
mat_motion_blur_falling_min   10
mat_motion_blur_forward_enabled     1
mat_motion_blur_rotation_intensity 1
mat_motion_blur_strength      1
mat_overdraw      0     Yes   Visualize overdraw
mat_overdraw_color      0     Yes
mat_print_dead_materials                  Print loaded materials that have no valid
layers due to not supporting any of the modes in gameinfo.gi.
mat_print_error_materials                 Print loaded materials that are using the
error shader or material.
mat_print_expensive_materials             Print materials sorted by cost heuristic
mat_print_material_info             Print info about a specific material
mat_print_materials                 Print loaded materials. Takes an optional
substring as an argument.
mat_print_materials_last_frame                  Print materials used last frame
mat_print_materials_unused                Print materials that have never been used
mat_print_modes               Print supported rendering modes.
mat_print_shader_info               Print detailed info about a single shader.
Takes a shader name (hero.vfx) as an argument.
mat_print_shaders             Print loaded shaders. Takes a substring as an
argument.
mat_print_textures                  Print loaded textures in alphabetical order.
Takes an optional substring as an argument.
mat_print_textures_size             Print loaded textures in ascending size order.
Takes an optional substring as an argument.
mat_print_textures_size_in_memory               Print loaded textures in ascending
size order as they are in memory. Takes an optional substring as an argument.
mat_reinitmaterials                 Reinitializes all loaded materials, reloading
their shaders.
mat_reloadmaterials                 Reloads all materials. Takes an optional
substring as an argument.
mat_reloadshaders             Reloads all shaders. Takes an optional substring as
an argument.
mat_reset_material_costs                  Reset material cost heuristic
mat_shading_complexity 0      Yes   Visualize shading complexity
mat_shading_complexity_color 1      Yes
mat_shading_complexity_max_instruction_count    1024 Yes
mat_show_histogram      0
mat_showcamerarendertarget    0     Yes
mat_showframebuffertexture    0     Yes
mat_showwatertextures   0     Yes
mat_slopescaledepthbias_shadowmap 4
mat_stub    0     Yes
mat_tonemap_bloom_scale -1    Yes
mat_tonemap_bloom_start_value -1    Yes
mat_tonemap_debug 0
mat_tonemap_force_accelerate_exposure_down      -1    Yes
mat_tonemap_force_average_lum_min -1      Yes   Override. Old default was 3.0
mat_tonemap_force_log_lum_max -1    Yes
mat_tonemap_force_log_lum_min -1    Yes
mat_tonemap_force_max   -1    Yes
mat_tonemap_force_min   -1    Yes
mat_tonemap_force_percent_bright_pixels -1      Yes   Override. Old value was 1.0
mat_tonemap_force_percent_target    -1    Yes   Override. Old default was 45.
mat_tonemap_force_rate -1     Yes
mat_tonemap_force_scale 0     Yes
mat_tonemap_force_use_alpha   -1    Yes
mat_tonemap_uncap_exposure    0     Yes
mat_viewportscale 1           Scale down the main viewport (to reduce GPU impact on
CPU profiling)
mat_viewportupscale     1     Yes   Scale the viewport back up
mat_wateroverlaysize    128
mat_wireframe     0     Yes
mat_yuv     0     Yes
mem_compact             Compacts the heap
mem_dump                Dump memory stats to text file.
mem_incremental_compact             Incrementally compacts the heap
mem_incremental_compact_rate 0      Yes   Rate at which to attempt internal heap
compaction
mem_level   2           Memory Level - Default: High
mem_test
mem_test_each_frame     0           Run heap check at end of every frame
mem_test_every_n_seconds      0           Run heap check at a specified interval
mem_test_quiet    0           Don't print stats when memtesting
memory                  Print memory stats.
mesh_calculate_curvature_smooth_invert    1     Yes
mesh_calculate_curvature_smooth_pass_count      3     Yes
mesh_calculate_curvature_smooth_weight    1     Yes
mic_listen_while_nonfocused   0           Enables the ability for the mic to remain
open if the window loses focus such as when a caster tabs out to adjust settings
midi_auto_connect_port -1           On init, attempt to connect to the device on
this port
midi_connect_port             Attempt to open a connection on the passed port ( or
0 if not specfied ). Will close existing connection
-midi_note
+midi_note
midi_release                  Release any connected MIDI device
midi_reset_notes              Send emergency Note OFF for all active notes on all
channels
midi_status             Dump info about connected MIDI devices
midi_test_off                 Send a test note OFF to the connected MIDI device
midi_test_on                  Send a test note ON to the connected MIDI device
minimap_create                Does a bunch of work to create a minimap
mix_input               Set an input mix value
model_combiner_dumpstats                  Dump the stats for the model combiner
manager.
model_default_preview_sequence_name 0
model_dump_convert_info             Print model load-time conversion info
motdfile    0           The MOTD file to load.
mouse_disableinput      0           Set to disable mouse input
mouse_pitchyaw_sensitivity    50.000000
-movedown
+movedown
-moveleft
+moveleft
-moveright
+moveright
-moveup
+moveup
movie_fixwave                 Fixup corrupted .wav file if engine crashed during
startmovie/endmovie, etc.
mp_allowNPCs      1
mp_allowspectators      1           toggles whether the server allows spectator
mode or not
mp_autocrosshair 1
mp_bonusroundtime 15          Time after round win until round restarts
mp_chattime 10          amount of time players can chat after the game is over
mp_clan_ready_signal    0           Text that team leader from each team must speak
for the match to begin
mp_clan_readyrestart    0           If non-zero, game will restart once someone
from each team gives the ready signal
mp_defaultteam    0
mp_disable_autokick                 Prevents a userid from being auto-kicked
mp_disable_respawn_times      0
mp_fadetoblack    0           fade a player's screen to black when he dies
mp_falldamage     0
mp_feetyawrate_max      360         How many degrees per second that we can turn
our feet or upper body when we're outside the max body yaw.
mp_flashlight     1
mp_footsteps      1
mp_forcecamera    0           Restricts spectator modes for dead players
mp_forcerespawn   1
mp_fraglimit      0
mp_friendlyfire   0           Allows team members to injure other members of their
team
mp_maxrounds      0           max number of rounds to play before server changes
maps
mp_restartgame    0           If non-zero, game will restart in the specified
number of seconds
mp_teamlist 0
mp_teamoverride   1
mp_teamplay 0
mp_teams_unbalance_limit      1           Teams are unbalanced when one team has
this many more players than the other team. (0 disables check)
mp_timelimit      0           game time per map in minutes
mp_tournament     0
mp_tournament_whitelist 0           Specifies the item whitelist file to use.
mp_usehwmmodels   0           Enable the use of the hw morph models. (-1 = never, 1
= always, 0 = based upon GPU)
mp_usehwmvcds     0           Enable the use of the hw morph vcd(s). (-1 = never, 1
= always, 0 = based upon GPU)
mp_waitingforplayers_cancel   0           Set to 1 to end the WaitingForPlayers
period.
mp_waitingforplayers_restart 0            Set to 1 to start or restart the
WaitingForPlayers period.
mp_waitingforplayers_time     0           WaitingForPlayers time length in seconds
mp_weaponstay     0
mp_winlimit 0           Max score one team can reach before server changes maps
multiunit_frame_tall    44
multiunit_frame_tall_three_col      66
multiunit_frame_tall_two_col 104
multiunit_frame_wide    64
multiunit_frame_wide_three_col      84
multiunit_frame_wide_two_col 130
multiunit_page_next                 cycle to the next multiunit page
multiunit_page_prev                 cycle to the previous multiunit page
multiunit_x_gap   1
multiunit_x_gap_three_col     3
multiunit_x_gap_two_col 1
multiunit_x_start 0
multiunit_y_gap   15
multiunit_y_gap_three_col     17
multiunit_y_gap_two_col 15
multiunit_y_start 0
multvar                 Multiply specified convar value.
muzzle_flash_enable     1     Yes
muzzleflash_light 1
Advertisement
N
Command     Default Value     Cheat?      Help Text
name
nav_add_to_selected_set             Add current area to the selected set.
nav_add_to_selected_set_by_id             Add specified area id to the selected
set.
nav_analyze             Re-analyze the current Navigation Mesh and save it to disk.
nav_area_max_size 15    Yes   Max area size created in nav generation
nav_area_res      25    Yes   Standard nav area minimum size
nav_auto_build_area                 Build out high-precision areas around the edit
cursor and create them.
nav_avoid               Toggles the 'avoid this area when possible' flag used by
the AI system.
nav_avoid_obstacles     1     Yes
nav_begin_area                Defines a corner of a new Area or Ladder. To complete
the Area or Ladder, drag the opposite corner to the desired location and issue a
'nav_end_area' command.
nav_begin_deselecting               Start continuously removing from the selected
set.
nav_begin_drag_deselecting                Start dragging a selection area.
nav_begin_drag_selecting                  Start dragging a selection area.
nav_begin_selecting                 Start continuously adding to the selected set.
nav_begin_shift_xy                  Begin shifting the Selected Set.
nav_bfs_debug     0     Yes
nav_blockers_can_affect_flow 1      Yes   Set this convar to 0 if you want the
'affectsFlow' property of func_nav_blockers to be ignored
nav_build_ladder              Attempts to build a nav ladder on the climbable
surface under the cursor.
nav_chop_selected             Chops all selected areas into their component 1x1
areas
nav_clear_attribute                 Remove given nav attribute from all areas in
the selected set.
nav_clear_attributes                Clear all nav attributes of selected area.
nav_clear_selected_set              Clear the selected set.
nav_clear_walkable_marks                  Erase any previously placed walkable
positions.
nav_connect             To connect two Areas, mark the first Area, highlight the
second Area, then invoke the connect command. Note that this creates a ONE-WAY
connection from the first to the second Area. To make a two-way connection, also
connect the second area to the first.
nav_coplanar_slope_limit      0     Yes
nav_corner_adjust_adjacent    18    Yes   radius used to raise/lower corners in
nearby areas when raising/lowering corners.
nav_corner_lower              Lower the selected corner of the currently marked
Area.
nav_corner_place_on_ground                Places the selected corner of the
currently marked Area on the ground.
nav_corner_raise              Raise the selected corner of the currently marked
Area.
nav_corner_select             Select a corner of the currently marked Area. Use
multiple times to access all four corners.
nav_create_area_at_feet 0     Yes   Anchor nav_begin_area Z to editing player's
feet
nav_create_place_on_ground    0     Yes   If true, nav areas will be placed flush
with the ground when created by hand.
nav_crouch              Toggles the 'must crouch in this area' flag used by the AI
system.
nav_curve_alt     0     Yes
nav_curve_iter    0     Yes
nav_curve_lock    -1    Yes
nav_curve_max_step      10    Yes
nav_curve_set     -1    Yes
nav_curve_step    0     Yes
nav_debug_blocked 0     Yes
nav_delete              Deletes the currently highlighted Area.
nav_delete_all_hull                 Deletes all areas with given hull category.
nav_delete_marked             Deletes the currently marked Area (if any).
nav_disconnect                To disconnect two Areas, mark an Area, highlight a
second Area, then invoke the disconnect command. This will remove all connections
between the two Areas.
nav_displacement_test   10000 Yes   Checks for nodes embedded in displacements
(useful for in-development maps)
nav_drag_selection_volume_zmax_offset     32          The offset of the nav drag
volume top from center
nav_drag_selection_volume_zmin_offset     32          The offset of the nav drag
volume bottom from center
nav_draw_area_bgcolor   503316480   Yes   RGBA color to draw as the background
color for nav areas while editing.
nav_draw_area_filled    0     Yes
nav_draw_area_vert_order      0     Yes
nav_draw_blocked 1      Yes
nav_draw_blocked_connections 0      Yes
nav_draw_connected_area_radius      1000 Yes
nav_draw_connections    0     Yes
nav_draw_hull_support   0     Yes
nav_draw_indices 0      Yes
nav_draw_inset_margin   0     Yes
nav_draw_jump_links     0     Yes
nav_draw_limit    300   Yes   The maximum number of areas to draw in edit mode
nav_draw_mesh     1     Yes
nav_draw_mesh_grid      0     Yes   Draw the meshe's spatial grid structure around
the edit cursor position.
nav_draw_mesh_offset    1     Yes   Vertical offset for drawing the mesh (useful
for flat planes where the mesh is often a fixed offset from the physical ground
nav_draw_should_be_destroyed 0      Yes
nav_draw_show_light_intensity 0     Yes
nav_draw_split_by_obstacle_mgr      0     Yes
nav_draw_vert_hotspots 0      Yes
nav_edit    0     Yes   Set to one to interactively edit the Navigation Mesh. Set
to zero to leave edit mode.
nav_edit_validate 0     Yes   Validate navmesh structures.
nav_end_area                  Defines the second corner of a new Area or Ladder and
creates it.
nav_end_deselecting                 Stop continuously removing from the selected
set.
nav_end_drag_deselecting                  Stop dragging a selection area.
nav_end_drag_selecting              Stop dragging a selection area.
nav_end_selecting             Stop continuously adding to the selected set.
nav_end_shift_xy              Finish shifting the Selected Set.
nav_flood_select              Selects the current Area and all Areas connected to
it, recursively. To clear a selection, use this command again.
nav_gen_add_jumps 1     Yes
nav_gen_agent_radius_buffer   0     Yes   Buffer to add to agent radius before
passing to nav gen
nav_gen_clip_max_edge_len     0     Yes
nav_gen_clip_polys_to_clearance     1     Yes
nav_gen_clip_polys_to_clearance_debug     0     Yes
nav_gen_connect_angle   0     Yes
nav_gen_connect_angle_ignore_z      1     Yes
nav_gen_connect_dist_a 1      Yes
nav_gen_connect_dist_b 1      Yes
nav_gen_connect_overlap 0     Yes
nav_gen_degen_limit     0     Yes
nav_gen_false     0     Yes   Always false
nav_gen_island_removal 0      Yes
nav_gen_island_removal_all_hulls    1     Yes
nav_gen_markup_split_expand   2     Yes
nav_gen_markup_split_tol_base 1     Yes
nav_gen_markup_split_tol_nonav      1     Yes
nav_gen_markup_split_tol_nonentity 8      Yes
nav_gen_max_edge_len    144   Yes
nav_gen_max_edge_len_split_tol      24    Yes
nav_gen_opt_to_quads_2 1      Yes
nav_gen_opt_to_quads_angle_limit_2 10     Yes
nav_gen_opt_to_quads_num_steps      6     Yes
nav_gen_opt_to_quads_se_limit_end 0       Yes
nav_gen_opt_to_quads_se_limit_start 0     Yes
nav_gen_opt_to_quads_weld_limit_end 0     Yes
nav_gen_opt_to_quads_weld_limit_start     0     Yes
nav_gen_remove_vertical_polys 1     Yes
nav_gen_run_recast      1     Yes
nav_gen_split_boundary_polys 0      Yes
nav_gen_split_doors     0     Yes
nav_gen_split_doors_tol 1     Yes
nav_gen_tr_max_acceptable_cost_1    900   Yes
nav_gen_tr_max_acceptable_cost_2    900   Yes
nav_gen_tri_reduce_all 0      Yes
nav_gen_true      1     Yes   Always true
nav_gen_vertical_limit 88     Yes
nav_generate                  Generate a Navigation Mesh for the current map and
save it to disk.
nav_generate_compute_lighting 0     Yes   If true, compute lighting for this area.
Otherwise, just set to 1/2.
nav_generate_fencetops 1      Yes   Autogenerate nav areas on fence and obstacle
tops
nav_generate_fixup_jump_areas 1     Yes   Convert obsolete jump areas into 2-way
connections
nav_generate_incremental                  Generate a Navigation Mesh for the
current map and save it to disk.
nav_generate_incremental_range      2000 Yes
nav_generate_incremental_tolerance 0      Yes   Z tolerance for adding new nav
areas.
nav_generate_no_restart 0
nav_generate_remove_jump_areas      1
nav_genrt_debug   0     Yes
nav_genrt_no_splice     0     Yes
nav_genrt_no_split      0     Yes
nav_genrt_step    -1    Yes
nav_jump                Toggles the 'traverse this area by jumping' flag used by
the AI system.
nav_ladder_flip               Flips the selected ladder's direction.
nav_load                Loads the Navigation Mesh for the current map.
nav_load_aaquad               Loads the Navigation Mesh for the current map.
nav_load_polyclip             Loads the Navigation Mesh for the current map.
nav_load_recast               Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max                 Lower the top of the drag select volume.
nav_lower_drag_volume_min                 Lower the bottom of the drag select
volume.
nav_mark                Marks the Area or Ladder under the cursor for manipulation
by subsequent editing commands.
nav_mark_attribute                  Set nav attribute for all areas in the selected
set.
nav_mark_walkable             Mark the current location as a walkable position.
These positions are used as seed locations when sampling the map to generate a
Navigation Mesh.
nav_max_auto_area_size 16384 Yes    Max size in x/y of any auto-generated nav area
nav_max_view_distance   0     Yes   Maximum range for precomputed nav mesh
visibility (0 = default 1500 units)
nav_max_vis_delta_list_length 64    Yes
nav_merge               To merge two Areas into one, mark the first Area, highlight
the second by pointing your cursor at it, and invoke the merge command.
nav_merge_mesh                Merges a saved selected set into the current mesh.
nav_no_jump             Toggles the 'dont jump in this area' flag used by the AI
system.
nav_obstacle_genrt      0     Yes
nav_obstacle_keep_inside_poly 1     Yes
nav_obstacle_split2     0     Yes
nav_obstacle_stats      0     Yes
nav_obstacle_validate   0     Yes
nav_obstruction_draw    0     Yes
nav_path_debug    0     Yes
nav_path_debug_compute_with_open_goal     0     Yes
nav_path_debug_jump_segments 0      Yes
nav_path_draw_areas     0     Yes
nav_path_draw_arrow     1     Yes
nav_path_draw_climb_segments 1      Yes
nav_path_draw_connected_areas 0     Yes
nav_path_draw_ground_segments 1     Yes
nav_path_draw_jump_segments   1     Yes
nav_path_draw_ladder_segments 1     Yes
nav_path_draw_tick      0     Yes
nav_path_fixup_climb_up_segments    0     Yes
nav_path_fixup_gap_segments   0     Yes
nav_path_fixup_portal_violation_segments 0      Yes
nav_path_jump_process_debug   0     Yes
nav_path_optimize_enable      1     Yes
nav_path_optimize_portal_positions 1      Yes
nav_path_optimizer_debug      0     Yes
nav_path_record_draw_last_fail      0     Yes
nav_path_record_enable 1      Yes
nav_pathfind_debug_draw 0     Yes
nav_pathfind_debug_draw_costs 0     Yes
nav_pathfind_debug_draw_errors      0     Yes
nav_pathfind_debug_draw_total_costs 0     Yes
nav_pathfind_debug_log 0      Yes
nav_pathfind_inadmissable_heuristic_factor      1     Yes
nav_pathfind_use_area_center 0      Yes
nav_potentially_visible_dot_tolerance     0     Yes
nav_precise             Toggles the 'dont avoid obstacles' flag used by the AI
system.
nav_quicksave     1     Yes   Set to one to skip the time consuming phases of the
analysis. Useful for data collection and testing.
nav_raise_drag_volume_max                 Raise the top of the drag select volume.
nav_raise_drag_volume_min                 Raise the bottom of the drag select
volume.
nav_recall_selected_set             Re-selects the stored selected set.
nav_remove_from_selected_set              Remove current area from the selected
set.
nav_save                Saves the current Navigation Mesh to disk.
nav_save_history 10           Keep this many backup copies of nav files.
nav_save_selected             Writes the selected set to disk for merging into
another mesh via nav_merge_mesh.
nav_search_lattice_initial_scale    3
nav_search_lattice_progressive_scale      1
nav_select_allow_blocked      1     Yes   When selecting an area under nav_edit,
allow area marked as blocked.
nav_select_arc    0     Yes   Set to change selection trace to be an arc instead of
a line. Value 1 should give a reasonable arc.
nav_select_blocked_areas                  Adds all blocked areas to the selected
set
nav_select_half_space               Selects any areas that intersect the given
half-space.
nav_select_hull_category      -1    Yes   Restrict area selection to areas that can
support a hull of the given category
nav_select_hull_height -1     Yes   Restrict area selection to areas that can
support a hull of given height
nav_select_hull_radius -1     Yes   Restrict area selection to areas that can
support a hull of given radius
nav_select_obstructed_areas               Adds all obstructed areas to the selected
set
nav_select_radius             Adds all areas in a radius to the selection set
nav_select_stairs             Adds all stairway areas to the selected set
nav_select_with_attribute                 Selects areas with the given attribute.
nav_set_place_mode                  Sets the editor into or out of Place mode.
Place mode allows labelling of Area with Place names.
nav_shift               Shifts the selected areas by the specified amount
nav_show_area_connections     0     Yes   Show connections to selected area when
true
nav_show_area_info      -1    Yes   Duration in seconds to show nav area ID and
attributes while editing. (-1 = never hide)
nav_show_area_info_font 0     Yes
nav_show_area_info_font_size -1     Yes
nav_show_area_info_font_voffset     -11   Yes
nav_show_clearance      0     Yes   Show the clearance for each area.
nav_show_compass 0      Yes
nav_show_connectionblockers   0     Yes   Debug: Show connection blocker models.
nav_show_edit_pos 1     Yes
nav_show_node_grid      0     Yes
nav_show_node_id 0      Yes
nav_show_nodes    0     Yes
nav_show_player_counts 0      Yes   Show current player counts in each area.
nav_show_potentially_visible 0      Yes   Show areas that are potentially visible
from the current nav area
nav_simplify_selected               Chops all selected areas into their component
1x1 areas and re-merges them together into larger areas
nav_slope_limit   0     Yes   The ground unit normal's Z component must be greater
than this for nav areas to be generated.
nav_slope_tolerance     0     Yes   The ground unit normal's Z component must be
this close to the nav area's Z component to be generated.
nav_smooth_calc_z 1     Yes
nav_smooth_constrain_results 1      Yes
nav_smooth_constrain_results_relax 0      Yes
nav_smooth_constrain_spring   2     Yes
nav_smooth_constrain_spring_relax 0       Yes
nav_smooth_draw_accel   0     Yes
nav_smooth_draw_boundary      0     Yes
nav_smooth_draw_calc    0     Yes
nav_smooth_draw_constraint_spline 0       Yes
nav_smooth_draw_constraint_spring 0       Yes
nav_smooth_draw_speed   0     Yes
nav_smooth_separating_dist_override 0     Yes
nav_smooth_spring_const_override    -1    Yes
nav_smooth_spring_factor_deriv      0     Yes
nav_smooth_spring_factor_dist 0     Yes
nav_smooth_spring_factor_speed      0     Yes
nav_smooth_spring_forward_dist_base 50    Yes
nav_smooth_spring_forward_dist_time_limit 1     Yes
nav_smooth_spring_max_dist    36    Yes
nav_smooth_spring_tension_max_override    -1    Yes
nav_smooth_spring_timestep_factor_accel 100
nav_smooth_spring_timestep_factor_speed 100
nav_smooth_spring_timestep_max      1
nav_smooth_spring_timestep_min      0
nav_smooth_use_opt      0     Yes
nav_snap_to_grid 0      Yes   Snap to the nav generation grid when creating new nav
areas
nav_solid_props   0     Yes   Make props solid to nav generation/editing
nav_splice              To splice, mark an area, highlight a second area, then
invoke the splice command to create a new, connected area between them.
nav_split               To split an Area into two, align the split line using your
cursor and invoke the split command.
nav_split_aa                  To split an area into two, align the split line using
your cursor and invoke the split command.
nav_split_place_on_ground     0     Yes   If true, nav areas will be placed flush
with the ground when split.
nav_split_show_aa 0     Yes   Show the axis-aligned split line in addition to free
angle split line
nav_split_show_free     0     Yes   Show the free split line.
nav_store_selected_set              Stores the current selected set for later
retrieval.
nav_strip               Strips all Hiding Spots, Approach Points, and Encounter
Spots from the current Area.
nav_subdivide                 Subdivides all selected areas.
nav_switch              Switches to navmesh for the specified spawngroup
nav_test_bfs_lattice    -1    Yes
nav_test_boundary_zone_circle 0     Yes
nav_test_boundary_zone_path   0     Yes
nav_test_boundary_zone_rays   100   Yes
nav_test_curve_opt      1     Yes
nav_test_find_nearest   0     Yes   Calculate the nearest point on the navmesh to
the trace point. Uses selection from nav_select_hull_*.
nav_test_find_nearest_clear   0     Yes   Calculate the nearest point on the
navmesh to the trace point. Uses selection from nav_select_hull_*.
nav_test_find_random_connected      0     Yes   Demonstrates finding random points
that are connected in the nav mesh to the start point.
nav_test_find_random_connected_dist_max 1000 Yes
nav_test_find_random_connected_dist_min 100     Yes
nav_test_find_z   0     Yes
nav_test_force_npc_repath     0     Yes
nav_test_genrt    0     Yes
nav_test_genrt_place    0     Yes
nav_test_level_hull                 Find entities that intrude into the nav mesh.
List those entities in console output, and display bounding boxes around them for a
while.
nav_test_level_hull_move
nav_test_node     0     Yes
nav_test_node_crouch    0     Yes
nav_test_node_crouch_dir      4     Yes
nav_test_path     0     Yes   Calculate and draw a path from player/camera position
to the test position.
nav_test_path_expansion_search      0     Yes   Extend nav_tes_path by doing an
expansion search on that path. Convar value defines dist.
nav_test_path_lock_goal 0     Yes   Lock the pathfinding goal to the current
intersection point.
nav_test_path_lock_start      0     Yes   Lock the pathfinding start to the current
intersection point.
nav_test_path_max_climb_up    -1    Yes
nav_test_path_max_drop_down   -1    Yes
nav_test_path_move      0     Yes
nav_test_path_opt 1     Yes   Enable path optimization for nav_edit_path paths.
nav_test_path_opt_transitions 0     Yes
nav_test_pos_name 0
nav_test_pos_place      -1
nav_test_rays     0     Yes
nav_test_search_lattice 0     Yes   Demonstrates searching hexagonal lattice over
nav mesh.
nav_test_smooth   0     Yes
nav_test_smooth_extern_push   30    Yes
nav_test_smooth_in_speed      120   Yes
nav_test_smooth_in_yaw 0      Yes
nav_test_smooth_path_speed    -1    Yes
nav_test_smooth_separating_dist     -1    Yes
nav_test_smooth_spring_const -1     Yes
nav_test_smooth_spring_tension_max -1     Yes
nav_test_spline   0     Yes
nav_test_split_obstacle 0     Yes
nav_test_split_obstacle_dirty 0     Yes
nav_test_split_obstacle_leave 0     Yes
nav_test_split_obstacle_update_pos 1      Yes
nav_test_test_ray_to_mesh                 Test CNavMesh::TestRayToMesh(). Args:
nNumrays, flRayLength, flRadialOffset
nav_toggle_deselecting              Start or stop continuously removing from the
selected set.
nav_toggle_in_selected_set                Remove current area from the selected
set.
nav_toggle_place_mode               Toggle the editor into and out of Place mode.
Place mode allows labelling of Area with Place names.
nav_toggle_selected_set             Toggles all areas into/out of the selected set.
nav_toggle_selecting                Start or stop continuously adding to the
selected set.
nav_try_load_nav2 0           Try loading the new nav mesh file (.nav2_legacy),
which is the new nav mesh system saved to the legacy nav file format.
nav_unmark              Clears the marked Area or Ladder.
nav_use_place                 If used without arguments, all available Places will
be listed. If a Place argument is given, the current Place is set.
nav_validate      0     Yes   Level of validation for nav system. Higher will be
slower.
nav_volume_debug 0      Yes   Draw or print debug information about nav volume
queries.
nav_warp_to_mark              Warps the player to the marked area.
nav_world_center              Centers the nav mesh in the world
nb_command              Sends a command string to all bots
nb_debug                Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH,
ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS.
nb_debug_filter               Add items to the NextBot debug filter. Items can be
entindexes or part of the identifier of one or more bots.
nb_debug_history 0            If true, each bot keeps a history of debug output in
memory
nb_delete_all                 Delete all non-player NextBot entities. Equivalent to
script 'NextBotManager.DeleteAll(...)'
nb_dump_debug_history               Dumps debug history for the bot under the
cursor to the blackbox
nb_force_look_at              Force selected bot to look at the local player's
position
nb_freeze   0     Yes   Stop all NextBots from moving only
nb_locomotion_acceleration_max      500   Yes
nb_locomotion_debug_climb     0     Yes
nb_locomotion_friction_forward      0     Yes
nb_locomotion_friction_sideways     3     Yes
nb_locomotion_gravity   1000 Yes
nb_locomotion_lean_forward_accel    100   Yes
nb_locomotion_lean_sideways_max_angle     30    Yes
nb_locomotion_lean_sideways_rate    3     Yes
nb_locomotion_yaw_rate_max    250   Yes
nb_lod_0_limit    12    Yes
nb_lod_0_range    1500 Yes
nb_lod_1_limit    25    Yes
nb_lod_1_range    2500 Yes
nb_lod_debug      0     Yes
nb_lod_stats      0     Yes
nb_move_to_cursor             Tell all NextBots to move to the cursor position
nb_select               Select the bot you are aiming at for further debug
operations.
nb_shadow_blobby_dist   400
nb_shadow_cull_dist     1600
nb_stop     0     Yes   Stop all NextBots
nb_update_debug   0     Yes
nb_update_framelimit    15    Yes
nb_update_frequency     0     Yes
nb_update_maxslide      2     Yes
nb_warp_selected_here               Teleport the selected bot to your cursor
position
net_channels                  Shows net channel info
net_compressvoice 0           Attempt to compress out of band voice payloads (360
only).
net_connections_stats               Print detailed network statistics for each
network connection
net_debug_to_file 0
net_detailed_canpacket_log    0
net_force_steamdatagram false
net_listallmessages                 List all registered net messages
net_log_processing      0           Log network processing
net_max_foreign_packets 1000        Maximum amount of foreign packets (no
established connection) allowed per frame before we discard
net_maxcleartime 4            Max # of seconds we can wait for next packets to be
sent based on rate setting (0 == no limit).
net_maxroutable   1200        Requested max packet size before packets are 'split'.
net_messageinfo               Display info about a message (by classname or id)
net_p2p_client_to_client_messages 1             Enable P2P via
ISteamNetworkingMessages.
net_p2p_listen_dedicated      0           Should dedicated server listen for new-
style P2P?
net_p2pconnection_linger_time 120         How long p2p connection requests should
linger before we completely ignore them
net_port_try      150         If unable to bind to initial port, how many more to
try binding.
net_public_adr    0           For servers behind NAT/DHCP meant to be exposed to
the public internet, this is the public facing ip address string: ('x.x.x.x' )
net_qospacketloss_percentage_threshold    5           Spew a warning if packet loss
percentage is above this threshold
net_restrict_showmsg_socket   0           If set, only net_showmsg spew for data
inbound on this socket name e.g. client, server, etc.
net_serializedentitymemory                Spew CSerializedEntity memory
net_showdrop      0           Show dropped packets in console
net_showeventlisteners 0            Show listening addition/removals
net_showevents    0           Dump game events to console (1=client only, 2=all).
net_showfragments 0           Show netchannel fragments
net_showmsg 0           Show incoming message: <0|1|2|name> where 1 == all and 2 ==
all except net_NOP
net_showoob 0           Show connectionless UDP traffic.
net_showpeaks     0           Show messages for large packets only: <size>
net_showreliable 0            Like net_showmsg, but only spew reliable messages
net_showudp 0           Dump UDP packets summary to console
net_showudp_remoteonly 1            Dump non-loopback udp only
net_showusercmd   0           Show user command encoding
net_spewcounts                Spew serializer counts
net_splitpacket_minimum_ack_rtt_msecs     750         After sending last chunk of
split packet payload, wait at least this many msecs after last activity before
giving up
net_splitpacket_require_acks_threshold    24          If a splitpacket has more
than this many fragments, use the reliable/ack based protocol
net_splitpacket_resend_time_msecs 100           Wait this many msecs before
checking whether to send resend requests.
net_splitpacket_success_ack_count 3             If we get a completed splitpacket
requesting acks, send the final 'success' ack this many times
net_stats_json                Output server networking statistics in json format
net_status              Shows current network status
net_usesocketsforloopback     0           Use network sockets layer even for listen
server local player's packets (multiplayer only).
net_validatemessages                Activates/deactivates net message validation
next_weapon_timer 1
nextdemo                Play next demo in sequence.
nextlevel   0           If set to a valid map name, will change to this map during
the next changelevel
nian_fight_duration     1500 Yes
nian_ingot_conversion   40    Yes
noclip                  Toggle. Player becomes non-solid and flies. Optional
argument of 0 or 1 to force enable/disable
noclip_fixup      1     Yes
notarget                Toggle. Player becomes hidden to NPCs.
npc_destroy             Removes the given NPC(s) from the universe Arguments:
{npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_kill                Kills the given NPC(s) Arguments: {npc_name} /
{npc_class_name} / no argument picks what player is looking at
npc_select              Select or deselects the given NPC(s) for later
manipulation. Selected NPC's are shown surrounded by a red translucent box
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
npc_vphysics      0
npcsolve_attract_draw   0
npcsolve_constraint_nav 1
npcsolve_constraint_npc 1
npcsolve_drag_linear    0
npcsolve_forward 1
npcsolve_forward_const 30000
npcsolve_forward_dist   200
npcsolve_forward_margin 5
npcsolve_path_close_const     0
npcsolve_path_close_max_tension     100
npcsolve_path_lookahead_const 4
npcsolve_path_lookahead_dist 100
npcsolve_path_vel_const 0
npcsolve_separation     1
npcsolve_separation_const     10000
npcsolve_separation_dist      5
npcsolve_separation_draw      0
npcsolve_separation_jitter    0
npcsolve_separation_r2 0
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O
Command     Default Value     Cheat?      Help Text
open_asset              Opens an asset in it's primary editor of choice. Specify
the full path to the asset from the mod directory.
openshop_category             opens shop from clicks on the world shop model,
specific tab request
P
Command     Default Value     Cheat?      Help Text
p2p_listpeers                 List currently known peers.
p2p_lockdown_dota_lobby_trust_everyone_in_assembled_lobbies-1           Allow direct
peer to peer connectivity with anyone in an assembled lobby. [0 = force off, 1 =
force on, -1 = Engine Controlled]
p2p_lockdown_dota_lobby_trust_everyone_in_matchmade_lobbies-1           Allow direct
peer to peer connectivity with anyone in a matchmade lobby. [0 = force off, 1 =
force on, -1 = Engine Controlled]
p2p_lockdown_dota_lobby_trust_friends     -1          Allow direct peer to peer
connectivity with steam friends in any lobby. [0 = force off, 1 = force on, -1 =
Engine Controlled]
p2p_lockdown_dota_lobby_trust_lobby_leader_in_assembled_lobbies -1            Allow
direct peer to peer connectivity with lobby leaders while in an assembled lobby.
And everyone in an assembled lobby if you're the leader. [0 = force off, 1 = force
on, -1 = Engine Controlled]
p2p_lockdown_dota_party_trust_everyone    -1          Allow direct peer to peer
connectivity with anyone in your party. [0 = force off, 1 = force on, -1 = Engine
Controlled]
p2p_lockdown_dota_party_trust_friends     -1          Allow direct peer to peer
connectivity with your friends in a party. [0 = force off, 1 = force on, -1 =
Engine Controlled]
p2p_lockdown_dota_party_trust_party_leader      -1          Allow direct peer to
peer connectivity with the party leader. [0 = force off, 1 = force on, -1 = Engine
Controlled]
p2p_lockdown_game_server_trust_everyone -1            Allow direct peer to peer
connectivity with any players on the same game server. [0 = force off, 1 = force
on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_friends    -1          Allow direct peer to peer
connectivity with any steam friends on the same game server. [0 = force off, 1 =
force on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_listenserver_host      -1          Allow direct peer
to peer connectivity with the player running a listenserver you're connected to.
And everyone connected to a listenserver you're running yourself. [0 = force off, 1
= force on, -1 = Engine Controlled]
p2p_ping                Ping a peer.
p2p_relay_maxhops 4
panel_test_title_safe   0     Yes   Test vgui panel positioning with title safe
indentation
panorama_focus_world_panels   false
particle_end_profile                End profiling particle system performance
particle_start_profile              Begin profiling particle system performance
particle_system_start               start the specified particle system
particle_system_stop                stop the specified particle system
particle_test_attach_attachment     0     Yes   Attachment index for attachment
mode
particle_test_attach_mode     0     Yes   Possible Values: 'start_at_attachment',
'follow_attachment', 'start_at_origin', 'follow_origin'
particle_test_file      0     Yes   Name of the particle system to dynamically
spawn
particle_test_start                 Dispatches the test particle system with the
parameters specified in particle_test_file, particle_test_attach_mode and
particle_test_attach_param on the entity the player is looking at. Arguments:
{entity_name} / {class_name} / no argument picks what player is looking at
particle_test_stop                  Stops all particle systems on the selected
entities. Arguments: {entity_name} / {class_name} / no argument picks what player
is looking at
particles_multiplier    1     Yes   Multiply # of rendered particles by this for
perf testing
password    0           Current server access password
path              Show the filesystem path.
pause             Toggle the server pause state.
perfvisualbenchmark
perfvisualbenchmark_abort
phonemedelay      0           Phoneme delay to account for sound system latency.
phonemefilter     0           Time duration of box filter to pass over phonemes.
phonemesnap 2           Lod at level at which visemes stops always considering two
phonemes, regardless of duration.
phys2_contact_debug_draw_size 2
phys2_debug_broadphase 0
phys_active 1
phys_build_bounds 0
phys_build_mass   0
phys_continuous_kinematic_update    0
phys_debug_draw               Set up debug-draw of physics internal state
phys_drag_multiplier    1           Multiply air drag
phys_dump_intersection_controller               Dump intersection controller status
phys_dynamic_scaling    1     Yes
phys_explode_new 0
phys_fast_report_contacts     1           when 1, fast path for collision reporting
is implemented making triggers faster in some cases
phys_impactforcescale   1
phys_implicit_integarator     1           Use implicit integrator for gyroscopic
forces
phys_jiggle_bone_enable 1
phys_list               List all physics component contents of every entity in the
game; -allents: include non-physical entities -classes: print class names -sdk :
Rubikon build -world : current state of the world -world -touch: list body pairs
(bodies in contact) -world -save <name>: save world to a file -world -mem: memory
dump -world -snapshots: Start/Stop dumping snapshots of the world into the current
directory -world -profiletraces: ProfileRecordedTraces -world -agg: current
aggregate data registry (loaded resources)
phys_log_updaters 0
phys_log_updaters_exclude     0
phys_log_updaters_include     0
phys_mark_debug               Mark object for debug
phys_old_contact_draw   0
phys_position_iterations      2
phys_pushscale    1
phys_ragdoll_force_magnitude 0
phys_reload_immediately 0           Set to 1 to reload resources and reconstruct
physics of entities on the fly. May unexpectedly change behavior or crash the game,
because game code is generally unaware of underlying resource reloads and may hold
references to physics that may become invalid during resource reload. It is
inherently harder for physics to deal with resource reloads because of persistent
nature of objects being simulated (textures can be easily reloaded on the fly; if
an entity holds a handle to a ragdoll body part, it may expect that handle to stay
valid while the ragdoll exists)
phys_shoot              Shoots a phys object.
phys_shoot_speed 250
phys_shoot_torque 100000000
phys_show_stats   0
phys_sleep              Put all physics in all the worlds to sleep
phys_soft_contacts_enabled    0
phys_soft_contacts_max_mass_ratio 1
phys_specialized_linear_sweep 1     Yes
phys_sphere_cast_version      1
phys_step_threaded      1
phys_stressbodyweights 5
phys_timescale    1           Scale time for physics
phys_traceline_radius   0
phys_tracker      0
phys_upimpactforcescale 0
phys_validate     0
phys_velocity_iterations      8
phys_visualize_traces   0     Yes
phys_wakeup             Wake all physics objects in the Main physics up
physics_add_test              add test object
physics_debug_entity                Dumps debug info for an entity
physics_highlight_active                  Turns on the absbox for all active
physics objects. 0 : un-highlight.
physics_remove_test                 remove test object
physics_report_active               Lists all active physics objects -more : extra
info
physicsshadowupdate_render    0
pickup_check_period     0
pitchyaw_customaccel    false
pitchyaw_customaccel_exponent 1.000000
pitchyaw_customaccel_max      0.000000
pitchyaw_customaccel_scale    0.040000
pixelvis_debug                Dump debug info
play              Play a sound.
playdemo                Play a recorded demo file (.dem ).
playdemo_scripted             Play a demo with an associated markup script.
player0_using_joystick 0
player_debug_off_nav    0     Yes
player_debug_print_damage     0     Yes   When true, print amount and type of all
damage received by player to console.
player_incap_use_radius 96    Yes
player_input_motor_jerk 6
player_item_merge_dots_dist   32
player_item_y_offset    5
player_level_graph_style      0
player_old_armor 0
player_use_radius 80    Yes
playsound               playsound <soundname>
playsoundscape                Forces a soundscape to play
playvol                 Play a sound at a specified volume.
pop_var_values                Restore previously pushed convars and config values
population_distribution_debug 0
portrait_red      200
practice_password 0           Password used to filter private practice lobbies.
print_occlusion_depth   0     Yes
progress_enable
projection_reload_ability_data                  Reload ability_projection.txt
prop_active_gib_limit   999999
prop_active_gib_max_fade_time 999999
prop_debug              Toggle prop debug mode. If on, props will show colorcoded
bounding boxes. Red means ignore all damage. White means respond physically to
damage but never break. Green maps health in the range of 100 down to 1.
prop_debug_vr_collision 0     Yes   Highlights props based on their collision
group: COLLISION_GROUP_PROPS(white),
COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_PROPS_VR_DEBRIS
and will return to COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS on sleeping(bright
red), COLLISION_GROUP_PROPS_VR_DEBRIS permanently (dark red),
COLLISION_GROUP_DEBRIS(blue), OTHER(grey)
prop_dynamic_create                 Creates a dynamic prop with a specific .vmdl
aimed away from where the player is looking. Arguments: {.vmdl name}
prop_physics_create                 Creates a physics prop with a specific .vmdl
aimed away from where the player is looking. Arguments: {.vmdl name}
props_break_max_pieces_perframe     16          Maximum prop breakable piece count
per frame (-1 = model default)
purchase_battle_pass_levels_activate_timeout    10
purchase_in_html 0
push_var_values               Save convars and config values
pvs_debugentity   -1          Verbose spew for this entity when doing IsInPVS
computation.
pvs_flowtype      0           Flow through spawn groups for vis (0 == default, 1 ==
always visible, 2 == never visible.
pwatchent   -1    Yes   Entity to watch for prediction system changes.
pwatchvar   0     Yes   Entity variable to watch in prediction system for changes.
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Q
Command     Default Value     Cheat?      Help Text
-query
+query
quit              Quit the game
R
Command     Default Value     Cheat?      Help Text
r_AirboatViewDampenDamp 1     Yes
r_AirboatViewDampenFreq 7     Yes
r_AirboatViewZHeight    0     Yes
r_allow_all_objects_to_refract      0     Yes
r_allow_morph_batching_on_base      0
r_allow_refracted_particles   1     Yes
r_always_render_all_windows   0           Always force all engine & tools to render
r_aspectratio     0
r_bloom_compute   1           Use compute shaders for bloom on Vulkan
r_bloom_offset    0
r_bloom_scale     1
r_cacheSequenceData     1
r_camerapos             Prints out the current camera position + orientation to the
console
r_cleardecals                 Clears all decals
r_cubemap_debug_colors 0      Yes
r_cubemap_takesnapshot              Take a cube map snapshot at the current camera
location
r_dashboard_render_quality    1
r_debug_precipitation   0     Yes   Show precipitation volumes
r_debug_rendering_in_vr_headset     1
r_debugcheapwater 0     Yes
r_decals    2048
r_decals_default_fade_duration      0
r_decals_default_start_fade   10
r_deferred_additive_pass      1
r_deferred_cubemap_diffuse    0
r_deferred_debugvis     0
r_deferred_height_fog   1
r_deferred_simple_light 1           0=off, 1=on, 2=debug visualization
r_deferred_specular     1
r_deferred_specular_bloom     1
r_depthoverlay    0     Yes   Replaces opaque objects with their grayscaled depth
values. r_showz_power scales the output.
r_directlighting 1      Yes   Set to use direct lighting
r_dither_scale    1
r_dopixelvisibility     1     Yes
r_dota_allow_colorwarp 1
r_dota_allow_parallax_mapping 1
r_dota_allow_particle_only_portraits      1
r_dota_allow_wind_on_trees    1
r_dota_always_reflect_refract 0     Yes   1 = force setup of refrect / refact
pipelines even when using cheap water
r_dota_bloom_compute_shader   0           Use compute shader for Bloom downsample
r_dota_caustic_fog_exclusion_radius 3000
r_dota_caustic_fog_plane_min -128
r_dota_clouds     1     Yes
r_dota_color_correction 1
r_dota_debug_reflection_rects 0     Yes
r_dota_depthbias 0      Yes
r_dota_disable_portrait_world_renderer    0
r_dota_draw_overlays    1     Yes
r_dota_draw_water 1     Yes
r_dota_draw_world_texture_blend     2     Yes
r_dota_enabled_3d_skybox_postprocess      1
r_dota_framebuffer_refraction 1     Yes
r_dota_fxaa 1
r_dota_height_fog_exclusion_radius 2200
r_dota_height_fog_plane_height      128
r_dota_highlight_particle_only_portraits 0
r_dota_local_light_compute    0
r_dota_lowend_objects   1     Yes   0 = Force disable, 1 = use video settings, 2 =
force enable
r_dota_normal_maps      1
r_dota_particle_bloom   0
r_dota_particle_bloom_overbright    1
r_dota_reflection_min_far_plane     5000 Yes
r_dota_refract_heroes   0
r_dota_render_2d_skybox 1
r_dota_render_3d_skybox 1
r_dota_shadows    1     Yes
r_dota_shadows_debug    0     Yes
r_dota_shadows_scissor 1
r_dota_slopescaledepthbias    4     Yes
r_dota_tools_full_renderer    1     Yes
r_dota_ultra_slopescaledepthbias    4     Yes
r_dota_unseen_fow 1     Yes
r_dota_water_reflection 1     Yes
r_dota_water_refraction 1     Yes
r_dota_white_skybox     0     Yes
r_dota_wind_min_high_freq_strength 25
r_DotaSpecificCullingToggle               Toggle Dota specific culling
r_draw3dskybox    1
r_draw_animatables      1     Yes
r_draw_particle_children_with_parents     -1    Yes   Draw particle children with
parents (-1=use gameinfo, 0=no, 1=yes)
r_draw_selected_ring    1           hides the selected_ring particle
r_drawblankworld 0      Yes   Render blank instead of the game world
r_drawdecals      1     Yes   Set to render decals
r_drawdevvisualizers    0     Yes   Render dev visualizers
r_drawgameui      1     Yes   Enable the rendering of gameui
r_drawmodeldecals 1
r_drawpanorama    1     Yes   Enable the rendering of panorama UI
r_drawparticles   1     Yes   Enable/disable particle rendering
r_DrawRain 1      Yes   Enable/disable rain rendering.
r_drawrenderboxes 0     Yes
r_drawropes 1     Yes
r_drawskybox      1     Yes   Render the 2d skybox.
r_drawsprites     1     Yes
r_drawtracers     1     Yes
r_drawtracers_firstperson     1
r_drawvgui 1      Yes   Enable the rendering of vgui panels
r_drawviewmodel   1     Yes   Render view model
r_drawworld 1     Yes   Render the world.
r_entpos                Moves the camera position + orientation to the named entity
r_expensive_draws_last 1
r_experimental_lag_limiter    0
r_extra_render_frames   0     Yes
r_eyewaterepsilon 7     Yes
r_fade360style    1
r_fallback_texture_lod_scale 2      Yes   Scale factor for requested texture size
(texture streaming) - used for geo that doesn't have a precomputed UV density
measure
r_farplane 6000 Yes     Set far plane for rendering
r_farz      -1    Yes   Override the far clipping plane. -1 means to use the value
in env_fog_controller.
r_flashlight_topdown    0
r_flashlightambient     0     Yes
r_flashlightbacktraceoffset   0     Yes
r_flashlightbrightness 1      Yes
r_flashlightconstant    0     Yes
r_flashlightfar   1500 Yes
r_flashlightfov   53    Yes
r_flashlightladderdist 40     Yes
r_flashlightlinear      100   Yes
r_flashlightlockposition      0     Yes
r_flashlightmuzzleflashfov    120   Yes
r_flashlightnear 4      Yes
r_flashlightnearoffsetscale   1     Yes
r_flashlightoffsetforward     0     Yes
r_flashlightoffsetright 5     Yes
r_flashlightoffsetup    -5    Yes
r_flashlightquadratic   0     Yes
r_flashlightshadowatten 0     Yes
r_flashlighttracedistcutoff   128   Yes
r_flashlighttracedistwatercutoff    80    Yes
r_flashlightvisualizetrace    0     Yes
r_force_engine_render_frame               Force a single render of the engine
viewport.
r_force_zprepass -1     Yes   0: Force z prepass off. 1: Force on. -1: Don't force
r_ForceWaterLeaf 1            Enable for optimization to water - considers view in
leaf under water for purposes of culling
r_frame_sync_enable     1
r_freeze_sceneobjects   0
r_freezeparticles 0     Yes   Pause particle simulation
r_fullscreen_gamma      2           Screen Gamma (only in fullscreen modes)
r_gpu_driver_high 1572885
r_gpu_driver_low 861892
r_gpu_mem_stats               Display GPU memory usage.
r_grass_allow_flattening      0
r_grass_alpha_test      0
r_grass_density_mode    0           0 = Density corresponds to blade existance, 1 =
Density corresponds to blade height, 2 = Both 0 and 1
r_grass_end_fade 3000
r_grass_max_brightness_change 75
r_grass_quality   2           0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra
r_grass_start_fade      2000
r_grass_vertex_lighting 0
r_hdr_bloom 1
r_hero_debug_render_mode      0     Yes   Hero Debug Rendering: 0-off, 2-Grayscale
full specular without normal maps, 3-Grayscale full specular with normal maps, 4-
Grayscale with normal maps, 5-Desaturated, 6-Wireframe, 7-Shaded wireframe, 8-
Wireframe overlay
r_hlvr_old_tonemapping_curve 0
r_impacts_alt_orientation     1
r_incrementlodscale                 Modifies the LOD scale
r_indirect_specular_force_scale     -1    Yes
r_indirectlighting      1     Yes   Set to use indirect lighting
r_JeepFOV   90    Yes
r_JeepViewBlendTo 1     Yes
r_JeepViewBlendToScale 0      Yes
r_JeepViewBlendToTime   1     Yes
r_JeepViewDampenDamp    1     Yes
r_JeepViewDampenFreq    7     Yes
r_JeepViewZHeight 10    Yes
r_jiggle_bones    1
r_light_probe_volume_debug_colors 0       Yes
r_lightBinnerFarPlane   4096 Yes
r_mapextents      1444 Yes    Set the max dimension for the map. This determines
the far clipping plane
r_max_texture_pool_size 0           Upper limit on texture pool size.
r_monitor_3dskybox      1
r_morphing_enabled      1     Yes
r_muzzleflashbrightness 0     Yes
r_muzzleflashlinear     0     Yes
r_nearz     -1    Yes   Override the near clipping plane. -1 means use the default.
r_occluder_overlay      0     Yes   Show the occluder depth buffer mip level.
0=off, 1=1st mip, 2=2nd mip, etc...
r_occlusion_culling     1     Yes   Enable or disable occlusion culling
r_paint_post      0
r_particle_debug_force_simulation 0             -1 for all asleep, 1 for all awake
r_particle_min_timestep 0           A minimum on particle simulation time, particle
simulation happening more frequently than this will lerp.
r_particle_render_test 0            render particles 100 times and show perf
r_particle_timescale    1
r_PhysPropStaticLighting      1
r_pixelvisibility_partial     1     Yes
r_pixelvisibility_spew 0      Yes
r_point_light_shadows_in_game 1     Yes
r_point_light_shadows_in_tools      1     Yes
r_post_bloom      1
r_post_bloom_kawase_steps     4
r_post_bloom_strength   -1
r_post_colorcorrection 0
r_post_film_grain 0
r_post_fxaa 0
r_post_vignette   0
r_printdecalinfo              Prints info about decals currently in the scene
r_propsmaxdist    1200        Maximum visible distance
r_RainAllowInSplitScreen      0           Allows rain in splitscreen
r_rainalpha 0     Yes
r_rainalphapow    0     Yes
r_RainCheck 0     Yes   Enable/disable IsInAir() check for rain drops?
r_RainDebugDuration     0     Yes   Shows rain tracelines for this many seconds (0
disables)
r_raindensity     0     Yes
r_RainHack 0      Yes
r_rainlength      0     Yes
r_RainParticleDensity   1           Density of Particle Rain 0-1
r_RainProfile     0     Yes   Enable/disable rain profiling.
r_RainRadius      1500 Yes
r_RainSideVel     130   Yes   How much sideways velocity rain gets.
r_RainSimulate    1     Yes   Enable/disable rain simulation.
r_rainspeed 600   Yes
r_RainSplashPercentage 20     Yes
r_rainwidth 0     Yes
r_render_coordination_state               Prints out the current render
coordination state.
r_render_world_node_bounds    0     Yes   Render world node bounds
r_rendersun 1     Yes   Render sun lighting
r_reset_character_decals      0
r_retinaburn_capture_next_frame     0
r_ropetranslucent 1
r_screen_size_expansion 0
r_screenoverlay               Draw specified material as an overlay
r_setpos                Moves the camera position + orientation to the specified
position
r_shadows   1     Yes
r_show_hipoly_draw_calls      0     Yes   Transparent wireframe overlay for draw
calls with triangle count higher than specified number
r_show_occluders 0      Yes   Show occluder
r_show_skymap     0     Yes   Draw the sky map
r_show_ssao 0     Yes   Draw the SSAO occlusion buffer
r_show_zprepass_depth   0     Yes   Draw the depth from the depth pre-pass
r_show_zprepass_normals 0     Yes   Draw the normals from the depth pre-pass
r_showdebugoverlays     0     Yes   Set to render debug overlays
r_showdebugrendertarget 0     Yes   Set the debug render target to show, 0 ==
disable
r_showsceneobjectbounds 0     Yes   Show scenesystem object bounding boxes
r_showsunshadowdebugrendertargets 0       Yes   Set to render sun shadow render
targets
r_showsunshadowdebugsplitvis 0      Yes   Set to render sun shadow split visibility
debugger
r_size_cull_threshold   0.800000
r_size_cull_threshold_shadow 0      Yes   Threshold of sun shadow map size
percentage below which objects get culled
r_skinning_enabled      1     Yes
r_skip_particle_light_bounds_in_forward 1
r_skip_precache_validation_check    1
r_SnowColorBlue   200   Yes   Snow.
r_SnowColorGreen 175    Yes   Snow.
r_SnowColorRed    150   Yes   Snow.
r_SnowDebugBox    0     Yes   Snow Debug Boxes.
r_SnowEnable      1     Yes   Snow Enable
r_SnowEndAlpha    255   Yes   Snow.
r_SnowEndSize     0     Yes   Snow.
r_SnowFallSpeed   1     Yes   Snow fall speed scale.
r_SnowInsideRadius      256   Yes   Snow.
r_SnowOutsideRadius     1024 Yes    Snow.
r_SnowParticles   500   Yes   Snow.
r_SnowPosScale    1     Yes   Snow.
r_SnowRayEnable   1     Yes   Snow.
r_SnowRayLength   8192 Yes    Snow.
r_SnowRayRadius   256   Yes   Snow.
r_SnowSpeedScale 1      Yes   Snow.
r_SnowStartAlpha 25     Yes   Snow.
r_SnowStartSize   1     Yes   Snow.
r_SnowWindScale   0     Yes   Snow.
r_SnowZoomOffset 384    Yes   Snow.
r_SnowZoomRadius 512    Yes   Snow.
r_ssao      1           Set to use screen-space ambient occlusion
r_ssao_bias 0
r_ssao_blur 1
r_ssao_radius     30
r_ssao_strength   1
r_ssr 0           Enable or disable screenspace reflections
r_stereo_convergence    0           Sets the focal plane that is aligned with the
monitor's surface
r_stereo_eye_separation 5           Wider eye separation results in greater depth
perception
r_stereo_mode_anaglyph 0            Requires -stereo on the command line
r_stereo_mode_crossed   0           Requires -stereo on the command line
r_stereo_mode_parallel 0            Requires -stereo on the command line
r_strip_invisible_during_sceneobject_update     0
r_swingflashlight 1     Yes
r_test_econ_item_isolate_view 0
r_texture_eager_eviction      0
r_texture_lod_scale     1     Yes   Scale factor for requested texture size
(texture streaming)
r_texture_pool_size     787         Total size of the texture pool in MB
r_texture_stream_debug_spew   0
r_texture_stream_mip_bias     0           Biases the mip level the texture
streaming system chooses to stream for each texture.
r_texture_stream_throttle_amount    10
r_texture_stream_throttle_count     3
r_texture_streaming_timesliced      1
r_texturefilteringquality     3           0: Bilinear, 1: Trilinear, 2: Aniso 2x,
3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x
r_textures_evict_all                Evict all resident texture.
r_threaded_particles    1
r_threaded_scene_object_mincost     10
r_threaded_scene_object_update      1
r_threaded_update_animgraph_animations    1
r_toggleviewportsize                Toggles viewport size between small + full
window.
r_translucent     1     Yes   Enable rendering of translucent geometry
r_transmissive_lighting 1
r_updaterefracttexture 1      Yes
r_validate_texture_streaming 0
r_vconsole_foregroundforcerender    1           When VConsole is in the foreground,
force all engine & tools to render
r_vehicleBrakeRate      1     Yes
r_VehicleViewClamp      1     Yes
r_VehicleViewDampen     1     Yes
r_viewport              Slams viewport size to a specified value.
r_vignette 1
r_visualizeproplightcaching   0
r_vr_3d_skybox    1
r_vr_overtop_menu 1
r_wait_on_present 0
r_WaterDrawReflection   1           Enable water reflection
r_WaterDrawRefraction   1           Enable water refraction
r_waterforcereflectentities   0
r_wireframe 0     Yes   0=Off, 1=Surface Wireframe, 2=Transparent Wireframe
r_world_allow_bindless_desc   1
r_world_frame_load_threshold_ms     10
r_world_wind_dir 0
r_world_wind_frequency_grass 0
r_world_wind_frequency_trees 0
r_world_wind_offset_speed     0
r_world_wind_smooth_time      2
r_world_wind_strength   40
r_worldlod 1      Yes   Set to enable world LOD
r_zprepass_normals      0     Yes   0: Use normals reconstructed from depth. 1:
Output correct normals in z prepass.
ragdoll_impact_strength 500
ragdoll_prop_settle     1           Enable more aggressive ragdoll settling
ragdoll_prop_sleepaftertime   4           After this many seconds of being
basically stationary, the ragdoll will go to sleep.
ragdoll_sleepaftertime 5            After this many seconds of being basically
stationary, the ragdoll will go to sleep.
rangefinder             Measures distance along a ray
rate 80000        Min bytes/sec the host can receive data
ray_bench               Load the rays and run the benchmark
rcon_address      0           Address of remote server if sending unconnected rcon
commands (format x.x.x.x:p)
rcon_password     0           remote console password.
recast_mark_overhang    1     Yes   Enable/disable overhang detection
recast_partitioning     0     Yes   0 = watershed, 1 = monotone, 2 = layers
record                  Record a demo.
-reload
+reload
reload                  Reload the most recent saved game.
removeid                Remove a user ID from the ban list.
removeip                Remove an IP address from the ban list.
report_cliententitysim 0      Yes   List all clientside simulations and time - will
report and turn itself off.
report_clientthinklist 0      Yes   List all clientside entities thinking and time
- will report and turn itself off.
report_connection_failure_percentage      0
report_soundpatch             reports sound patch count
reset_gameconvars             Reset game convars to default values
resource_dump                 Dump known resources to console.
resource_leaks                resource_leaks <resource_name>: Show resource leaks
for the named resource
resource_repeated_reload                  resource_repeated_reload <count>
<resource_name> (<resource name> ...): Load and unload the specified resource(s)
respawn_entities              Respawn all the entities in the map.
respawn_player                Respawns the player from death!
restart                 Poor man's restart: reload the current map from disk.
+right
-right
rope_averagelight 1           Makes ropes use average of cubemap lighting instead
of max intensity.
rope_collide      1           Collide rope with the world
rope_rendersolid 1
rope_shake 0
rope_smooth 1           Do an antialiasing effect on ropes
rope_smooth_enlarge     1           How much to enlarge ropes in screen space for
antialiasing effect
rope_smooth_maxalpha    0           Alpha for rope antialiasing effect
rope_smooth_maxalphawidth     1
rope_smooth_minalpha    0           Alpha for rope antialiasing effect
rope_smooth_minwidth    0           When using smoothing, this is the min
screenspace width it lets a rope shrink to
rope_solid_maxalpha     1
rope_solid_maxwidth     1
rope_solid_minalpha     0
rope_solid_minwidth     0
rope_subdiv 2           Rope subdivision amount
rope_wind_dist    1000        Don't use CPU applying small wind gusts to ropes when
they're past this distance.
rpg_particle_camera_cull_distance 3200 Yes
rpg_particle_off_camera_simrate     0     Yes
rpg_use_particle_fow    1
rr_debugclassname 0           If set, rr_debugclassname will print only response
tests where 'classname' corresponds to this variable. Use to filter for a specific
character.
rr_debugresponseconcept 0           If set, rr_debugresponseconcept will print only
responses testing for the specified concept
rr_debugresponses 0           Show verbose matching output (1 for simple, 2 for
rule scoring, 3 for noisy). If set to 4, it will only show response success/failure
for npc_selected NPCs.
rr_debugrule      0           If set to the name of the rule, that rule's score
will be shown whenever a concept is passed into the response rules system.
rr_discrepancycheck     0           Set 0 to disable the [RESPONSELIB] warning
messages.
rr_dumpresponses 0            Dump all response_rules.txt and rules (requires
restart)
rr_followup_maxdist     1800 Yes    'then ANY' or 'then ALL' response followups
will be dispatched only to characters within this distance.
rr_forceconcept               fire a response concept directly at a given
character. USAGE: rr_forceconcept <target> <concept>
'criteria1:value1,criteria2:value2,...' criteria values are optional.
rr_reloadresponsesystems                  Reload all response system scripts. Note:
This won't work unless you run with -rr_allow_reload.
rr_remarkables_enabled 0      Yes   If 1, polling for info_remarkables and
issuances of TLK_REMARK is enabled.
rr_thenany_score_slop   0     Yes   When computing respondents for a 'THEN ANY'
rule, all rule-matching scores within this much of the best score will be
considered.
rubikon_joint_deepdebugging   0
run_perftest                  Execute perftest.cfg
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S
Command     Default Value     Cheat?      Help Text
save              Save Game
save_animgraph_recording                  Saves all active animgraph recordings to
disk
save_async 1
save_finish_async
save_history_count      1           Keep this many old copies in history of
autosaves and quicksaves.
save_screenshot   2           0 = none, 1 = non-autosave, 2 = always
save_showelapsedtime                display up-to-date elapsed play time
save_spew   0
say               Display player message
say_team                Display player message to team
sc_allow_dynamic_constant_batching 1
sc_allow_secondary_contexts   1
sc_allow_shadow_only_draws    1
sc_animatable_disable_materials     0     Yes
sc_animatable_fastpath_always_bind_materials    0     Yes
sc_animatable_fastpath_enable_sort 1      Yes
sc_aux_cameras_enabled 1
sc_aux_cameras_single_submit 0
sc_batch_cb_updates_for_view 0      Yes
sc_batch_layer_cb_updates     1
sc_check_world    0     Yes
sc_disable_dynamic_sky_lighting     0     Yes
sc_disable_procedural_layer_rendering     0     Yes
sc_disable_shadow_fastpath    0     Yes
sc_disable_shadow_materials   0     Yes
sc_disable_spotlight_shadows 0      Yes
sc_disable_world_materials    0     Yes
sc_disableThreading     0     Yes
sc_double_submit 0      Yes
sc_dump_lists     0     Yes
sc_dumpworld                  Dump a list of the objects in a sceneworld (Usage:
sc_dumpworld <world_index>)
sc_dumpworld3d                Dump the objects in a sceneworld into a 3d geoview
buffer (Usage: sc_dumpworld3d <world_index>)
sc_dupe_simple_meshes_count   1     Yes
sc_dynamic_job_scheduling     1     Yes
sc_enable_discard 1
sc_extended_stats 0     Yes
sc_fast_object_reject   0     Yes
sc_force_camera   0     Yes
sc_force_lod_level      -1    Yes
sc_force_materials_batchable 0      Yes
sc_force_push_constant_update_every_draw 0
sc_force_single_display_list_per_layer    0
sc_force_submit_count   0
sc_ground_fog_depth     0
sc_ground_fog_top 0
sc_keep_all_layers      0
sc_list_extradata_allocations             Prints out the overall extra data
allocation counts
sc_listworlds                 List all the active sceneworlds
sc_lod_distance_scale_override      -1    Yes
sc_log_stats      0     Yes
sc_log_submits    0     Yes   Log out display list submits from scenesystem
sc_max_framebuffer_copies_per_layer 1
sc_multithread_sorted_layers 1
sc_new_morph_atlasing   1
sc_only_render_opaque   0     Yes
sc_only_render_shadowcasters 0      Yes
sc_optimize_partitions_every_frame 0      Yes
sc_optimizepartitions               Optimize the partition assignment of objects
based on the next frame's render
sc_override_shadow_fade_max_dist    -1    Yes
sc_override_shadow_fade_min_dist    -1    Yes
sc_partitions_per_job   1     Yes
sc_queue_reflection_views_to_layers 1
sc_reject_all_objects   0     Yes
sc_rr_partitions_to_jobs      0     Yes
sc_schedule_fullsort_early    1
sc_setclassflags              Low level command to set the flags byte associated
with an object class. sc_SetClassFlags <classname> <value>
sc_setfloatattr               Set a float attribute which will be visible to all
rendering (Usage: sc_setfloatattr <attrname> <value>)
sc_setintattr                 Set an integer attribute which will be visible to all
rendering (Usage: sc_setintattr <attrname> <value>)
sc_show_rejected_objects      0
sc_show_rejected_objects_range      -1
sc_showclasses                List the object class names known by scenesystem
sc_skip_identical_rt_binds    0
sc_skip_traversal 0     Yes
sc_spew_cmt_usage 0
sc_throw_away_all_layers      0
sc_use_clear_subrect    0
sc_use_fullsort_for_opaque    1     Yes
scene_clientflex 1            Do client side flex animation.
scene_clientplayback    1           Play all vcds on the clients.
scene_flush             Flush all .vcds from the cache and reload from disk.
scene_forcecombined     0           When playing back, force use of combined .wav
files even in english.
scene_maxcaptionradius 1200         Only show closed captions if recipient is
within this many units of speaking actor (0==disabled).
scene_playvcd                 Play the given VCD as an instanced scripted scene.
scene_print 0           When playing back a scene, print timing and event info to
console.
scene_showlook    0           When playing back, show the directions of look
events.
scene_showmoveto 0            When moving, show the end location.
scene_showunlock 0            Show when a vcd is playing but normal AI is running.
scene_vcdautosave 0           Create a savegame before VCD playback
-score
+score
screenmessage_notifytime      8           How long to display screen message text
screenmessage_show      -1    Yes   Enable display of console messages on screen. 1
= Enabled, 0 = Disabled, -1 = Enabled if vgui is not present
screenshot              Take a screenshot: screenshot [filename]
screenshot_prefix 0           Set the screenshot auto naming prefix.
screenshot_subdir 0           Set the screenshot directory.
script_add_debug_filter             Add a filter to the game debug overlay
script_add_watch              Add a watch to the game debug overlay
script_add_watch_pattern                  Add a watch to the game debug overlay
script_attach_debugger              Connect the vscript VM to the script debugger
script_attach_debugger_at_startup 0
script_break_in_native_debugger_on_error 0
script_clear_watches                Clear all watches from the game debug overlay
script_debug                  Toggle the in-game script debug features
script_dump_all               Dump the state of the VM to the console
script_find             Find a key in the VM
script_help             Output help for script functions
script_help2                  Output help for script functions suitable for auto-
completion
script_reload                 Reload scripts
script_reload_code                  Execute a vscript file, replacing existing
functions with the functions in the run script
script_reload_entity_code                 Execute all of this entity's VScripts,
replacing existing functions with the functions in the run scripts
script_remove_debug_filter                Remove a filter from the game debug
overlay
script_remove_watch                 Remove a watch from the game debug overlay
script_remove_watch_pattern               Remove a watch from the game debug
overlay
script_resurrect_unreachable              Use the garbage collector to track down
reference cycles
script_trace_disable                Turn off a particular trace output by file or
function name
script_trace_disable_all                  Turn off all trace output
script_trace_disable_key                  Turn off a particular trace output by
table/instance
script_trace_enable                 Turn on a particular trace output by file or
function name
script_trace_enable_all             Turn on all trace output
script_trace_enable_key             Turn on a particular trace output by
table/instance
scripted_demo_restart               Play a demo with an associated markup script.
sdr               SteamDatagram Network Configuration
-secondary
+secondary
sensitivity 3           Mouse sensitivity.
server_game_time              Gives the game time in seconds (server's curtime)
server_gc_status              Check status of connection to the GC
servercfgfile     0
set_vgui_language             Set language vgui is using
setang            Yes   Snap player eyes to specified pitch yaw <roll:optional>
(must have sv_cheats).
setang_exact            Yes   Snap player eyes and orientation to specified pitch
yaw <roll:optional> (must have sv_cheats).
setinfo                 Adds a new user info value
setmodel                Changes's player's model
setpause                Set the pause state of the server.
setpos            Yes   Move player to specified origin (must have sv_cheats).
setpos_exact            Yes   Move player to an exact specified origin (must have
sv_cheats).
setpos_player           Yes   Move specified player to specified origin (must have
sv_cheats).
sf_loadout_rotate_drag 0
sf_loadout_rotate_frametime_multiplier    8
sf_loadout_rotate_grab_scale 0
sf_loadout_rotate_scale 2
shader_roughness_cone   1     Yes
shader_roughness_ellipse      1     Yes
shake             Shake the screen.
shake_show 0            Displays a list of the active screen shakes.
shake_stop              Stops all active screen shakes.
shake_testpunch               Test a punch-style screen shake.
shatterglass_break
shatterglass_cleanup    1     Yes   -
shatterglass_cleanup_max      150   Yes
shatterglass_debug      0     Yes
shatterglass_distort    1     Yes
shatterglass_edge_uv_scale    0     Yes
shatterglass_hit_tolerance    2     Yes
shatterglass_restore
shatterglass_shard_lifetime   15    Yes
shatterglass_subdiv_size      1     Yes
shatterglass_voronoi_size     15    Yes
shootbullet
shop_nav_to_search                  with the shop open, makes the search box active
shop_nav_to_tab               switch to a particular shop tab ( 0 - 12 )
shop_select_itemrow                 buy ( or set quickbuy with shift held ) a
particular displayed row
show_sf_shop                  show scaleform shop
showconsole             Show the console.
-showitems
+showitems
showmainmenu
showparticlecounts      0           Display number of particles drawn per frame
-showscores
+showscores
showtriggers      0     Yes   Shows trigger brushes
showtriggers_toggle                 Displays the movement bounding box for the
triggers in orange. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / no argument picks what player is looking
at
sk_autoaim_mode   1
sk_crowbar_lead_time    0
sk_player_arm     1
sk_player_chest   1
sk_player_head    2
sk_player_leg     1
sk_player_stomach 1
skel_constraints_enable 1     Yes
skel_debug 0
skeleton_instance_smear_boneflags 0       Yes   Smear boneflags across the model.
Costs computation, but tests to make sure your bone flags are consistent.
skill 1           Game skill level (1-3).
skill2      1           Game skill level (1-3).
slot0
slot1
slot10
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
smoothstairs      1           Smooth player eye z coordinate when traversing
stairs.
snapto
snd_arrangement_start               Starts the specified arrangement.
snd_async_flush               Flush all unlocked async audio data
snd_async_showmem             Show async memory stats
snd_async_showmem_music             Show async memory stats for just non-streamed
music
snd_async_showmem_summary                 Show brief async memory stats
snd_async_spew_blocking 0           Spew message to console any time async sound
loading blocks on file i/o.
snd_async_stream_fail   0           Spew stream pool failures.
snd_async_stream_spew   0           Spew streaming info ( 0=Off, 1=streams,
2=buffers
snd_autodetect_latency 1            Enable automatic buffer latency detection
(requires driver support)
snd_compare_KV_convert 0
snd_compare_soundevents             Compare the compiled and loaded contents of 2
soundevents.
snd_delay_sound_shift   0
snd_disable_mixer_duck 0      Yes
snd_disable_mixer_solo 0      Yes
snd_duckerattacktime    0
snd_duckerreleasetime   2
snd_duckerthreshold     0
snd_ducktovolume 0
snd_dump_filepaths
snd_envelope_rate 0
snd_filter 0      Yes
snd_foliage_db_loss     0     Yes   foliage dB loss per 1200 units
snd_front_headphone_position              Specifies the position (in degrees) of
the virtual front left/right headphones.
snd_front_stereo_speaker_position               Specifies the position (in degrees)
of the virtual front left/right speakers.
snd_front_surround_speaker_position             Specifies the position (in degrees)
of the virtual front left/right speakers.
snd_gain    1     Yes
snd_gain_max      1     Yes
snd_gain_min      0     Yes
snd_gamevoicevolume     1           Game v.o. volume
snd_gamevolume    1           Game volume
snd_headphone_pan_exponent                Specifies the exponent for the pan xfade
from phone to phone if the 'exp' pan law is being used.
snd_headphone_pan_radial_weight                 Apply cos(angle) * weight before
pan law
snd_list    0     Yes
snd_list_soundevents                List all available soundevents
snd_list_soundevents_by_stack             List all available soundevents using
specified stack name
snd_max_same_sounds     4     Yes
snd_max_same_weapon_sounds    3     Yes
snd_mergemethod   1           Sound merge method (0 == sum and clip, 1 == max, 2 ==
avg).
snd_mix_minframetime    0
snd_mixahead      0
snd_mixer_master_dsp    1     Yes
snd_mixer_master_level 1      Yes
snd_moviefix      1           Defer sound recording until next tick when laying off
movies.
snd_musicvolume   1           Music volume
snd_mute_losefocus      1
snd_new_visualize 0     Yes   Displays soundevent name played at its 3d position
snd_occlusion_debug     0     Yes
snd_op_test_convar      720   Yes
snd_opvar_set_point_debug     0     Yes
snd_print_arrangements              List all available sequence arrangments
snd_print_current_mixer_mixgroup                Get data related to mix group
matching string
snd_print_samplers                  List all available samplers
snd_print_sequences                 List all available midi sequences
snd_rear_headphone_position               Specifies the position (in degrees) of
the virtual rear left/right headphones.
snd_rear_stereo_speaker_position                Specifies the position (in degrees)
of the virtual rear left/right speakers.
snd_rear_surround_speaker_position              Specifies the position (in degrees)
of the virtual rear left/right speakers.
snd_refdb   60    Yes   Reference dB at snd_refdist
snd_refdist 36    Yes   Reference distance for snd_refdb
snd_remove_all_soundevents                Remove all soundevents
snd_remove_soundevent               Remove the specified soundevent
snd_report_stop_sound   0     Yes   If set to 1, report all sounds stopped with
S_StopSound().
snd_report_verbose_error      0     Yes   If set to 1, report more error found when
playing sounds.
snd_samplers_play_note              Play a note from a specified sampler
snd_samplers_stop_note              Stop a note from a specified sampler
snd_sequence_set_track_bpm                Sets the tempo of the specified track
snd_sequence_set_track_transpose                Sets the transposition of the
specified track
snd_sequence_start                  Start the specified sequence
snd_sequence_stop_all_tracks              Stops all currently playing sequences
snd_sequence_stop_track             Stops the specified track
snd_sequencer_show_events     0     Yes
snd_sequencer_show_quantize_queue 0       Yes
snd_setmixer                  Set named Mixgroup of current mixer to mix vol, mute,
solo.
snd_setmixlayer               Set named Mixgroup of named mix layer to mix vol,
mute, solo.
snd_showclassname 0     Yes
snd_showstart     0     Yes
snd_sos_block_global_stack    0     Yes
snd_sos_cl_soundevent_pause_last                Test
snd_sos_cl_soundevent_start               Test
snd_sos_cl_soundevent_stop_last                 Test
snd_sos_cl_soundevent_unpause_last              Test
snd_sos_debug_trigger_opvar   0
snd_sos_default_update_stack 0
snd_sos_flush_operators             Flush and re-parse the sound operator system
snd_sos_get_operator_field_info                 Currently gets info for a single
operator field
snd_sos_list_operator_updates 0     Yes
snd_sos_max_event_base_depth 4
snd_sos_opvar_debug     0     Yes
snd_sos_print_class_sizes                 Prints the sizes of relevant sos classes.
snd_sos_print_field_references      0     Yes
snd_sos_print_full_field_info 0     Yes
snd_sos_print_groups                Prints the current state of the groups system
snd_sos_print_operator_stack              Prints a master list of currently exposed
variables
snd_sos_print_operators             Prints a list of currently available operators
snd_sos_print_stack_exec_list             Prints the current stack execution list
snd_sos_print_stack_list                  Prints a list of currently available
stacks
snd_sos_print_strings               Prints a list of currently cached strings
snd_sos_print_tool_properties             Prints the current state of tool
properties.
snd_sos_resolve_execute_operator                Resolve the inputs and execute one
specified operator from a specified stack
snd_sos_set_operator_field                Currently sets a single float operator
field
snd_sos_set_operator_field_by_guid              Currently sets a single float
operator field
snd_sos_show_block_debug      0     Yes   Spew data about the list of block
entries.
snd_sos_show_client_rcv 0
snd_sos_show_client_xmit      0     Yes
snd_sos_show_entry_match_free 0
snd_sos_show_groups_debug     0     Yes   Spew data about the list of block
entries.
snd_sos_show_groups_match_free      0
snd_sos_show_operator_event_and_stack     1     Yes
snd_sos_show_operator_event_filter 0      Yes
snd_sos_show_operator_field_filter 0      Yes
snd_sos_show_operator_init    0     Yes
snd_sos_show_operator_not_executing 1     Yes
snd_sos_show_operator_operator_filter     0     Yes
snd_sos_show_operator_parse   0     Yes
snd_sos_show_operator_pause_entry 0       Yes
snd_sos_show_operator_prestart      0     Yes
snd_sos_show_operator_shutdown      0     Yes
snd_sos_show_operator_start   0     Yes
snd_sos_show_operator_stop_entry    0     Yes
snd_sos_show_operator_updates 0     Yes
snd_sos_show_opvar_updates    0     Yes
snd_sos_show_opvar_updates_filter 0       Yes
snd_sos_show_parameter_overwrite_warnings 0
snd_sos_show_queuetotrack     0     Yes
snd_sos_show_server_xmit      0     Yes
snd_sos_show_soundevent_param_overwrite 0       Yes
snd_sos_show_track_list 0
snd_sos_soundevent_filter     0     Yes
snd_sos_start_soundevent                  Starts a specified soundevent
snd_sos_stop_all_soundevents              Stops all soundevents currently on the
execution list
snd_sos_stop_soundevent_guid              Stops a specified soundevent
snd_sos_stop_soundevent_index             Stops a specified soundevent
snd_sos_sv_soundevent_pause_last                Test
snd_sos_sv_soundevent_start               Test
snd_sos_sv_soundevent_stop_last                 Test
snd_sos_sv_soundevent_unpause_last              Test
snd_sos_sv_test_gender              Test
snd_sos_test_soundmessage                 test
snd_sos_use_case_sensitive_soundevents    0
snd_soundmixer    0
snd_soundmixer_flush                Reload soundmixers.txt file.
snd_soundmixer_list_mix_groups                  List all mix groups to dev console.
snd_soundmixer_list_mix_layers                  List all mix layers to dev console.
snd_soundmixer_list_mixers                List all mixers to dev console.
snd_soundmixer_set_trigger_factor               Set named mix layer / mix group,
trigger amount.
snd_soundmixer_setmixlayer_amount               Set named mix layer mix amount.
snd_soundmixer_version 2
snd_spew_particle_sound_names 0     Yes   Display the names of sounds events fired
from PlaySoundFromParticleEffectName.
snd_steamaudio_export_scene               Exports scene currently used by Steam
Audio as an OBJ file.
snd_steamaudio_set_reverb_level                 Set reverb level for Steam Audio
Reverb. Suggested values from [.0f, 10.0f]. Setting it to zero disables all
simulation for reverb calculation as well.
snd_stereo_speaker_pan_exponent                 Specifies the exponent for the pan
xfade from speaker to speaker if the 'exp' pan law is being used.
snd_stereo_speaker_pan_radial_weight                  Apply cos(angle) * weight
before pan law
snd_store_filepaths     0
snd_surround_speaker_pan_exponent               Specifies the exponent for the pan
xfade from speaker to speaker if the 'exp' pan law is being used.
snd_surround_speaker_pan_radial_weight                Apply cos(angle) * weight
before pan law
snd_toolvolume    1           Volume of sounds in tools (e.g. Hammer, SFM)
snd_visualize     0     Yes   Show sounds location in world
snd_vmix_show_input_updates   0     Yes   If set to 1, show all incoming updates to
vmix inputs.
snd_voipvolume    1           Voice volume
sndplaydelay
sos_debug_emit    0
sound_device_override   0           ID of the sound device to use
soundinfo               Describe the current sound device.
soundlist               List all known sounds.
soundpatch_captionlength      2           How long looping soundpatch captions
should display for.
soundscape_debug 0      Yes   When on, draws lines to all env_soundscape entities.
Green lines show the active soundscape, red lines show soundscapes that aren't in
range, and white lines show soundscapes that are in range, but not the active
soundscape.
soundscape_dumpclient               Dumps the client's soundscape data.
soundscape_fadetime     3     Yes   Time to crossfade sound effects between
soundscapes
soundscape_flush              Flushes the server & client side soundscapes
soundscape_message      0
soundscape_radius_debug 0     Yes   Prints current volume of radius sounds
spawn_group_activate                Activate specified spawngroup.
spawn_group_list              List all spawn groups
spawn_group_load              Load named spawn group.
spawn_group_unload                  Unload named spawn group.
spawngroup_ignore_timeouts    0
speaker_config    -1
spec_autodirector 1           Auto-director chooses best view modes while
spectating
spec_centerchasecam     0           Looks at the target player's center, instead of
his eye position, in chase came mode
spec_chasedistance      96          Chase cam's ideal distance from target
spec_chasedistancestep 10           Amount to adjust the chase cam's distance on a
zoom request
spec_freeze_distance_max      200   Yes   Maximum random distance from the target
to stop when framing them in observer freeze cam.
spec_freeze_distance_min      96    Yes   Minimum random distance from the target
to stop when framing them in observer freeze cam.
spec_freeze_time 4      Yes   Time spend frozen in observer freeze cam.
spec_freeze_traveltime 0      Yes   Time taken to zoom in to frame a target in
observer freeze cam.
spec_pos                dump position and angles to the console
spec_track 0            Tracks an entity in spec mode
-speed
+speed
spew_fonts              Spew information about font manager fonts
splitscreen_mode 0
ss_add                  Adds a splitscreen user.
ss_remove               Removes a splitscreen user.
ss_voice_hearpartner    0           Route voice between splitscreen players on same
system.
startdemos              Play demos in demo sequence.
startmovie              Start recording movie frames.
stash_grab_all                grab all items from the stash
stat_dropdown                 Select a category in the spectator stats dropdown
stat_dropdown_cycle                 Cycle through the stat dropdown categories in a
specified direction (-1 = back, 1 = forward)
stat_dropdown_sort                  Cycle through the stat dropdown sort methods
stats             Prints server performance variables
stats_display     0           Displays perf statistics information
stats_highlight_interval      10          Interval between hightlight screens in
the transition stats panel
stats_print             Prints out perf statistics to the console, clears perf
history
status                  Print connection status
steamcontroller_flow_interval 7000
steamcontroller_flow_sensitivity    0
steamcontroller_haptic_intensity    320
step_spline 0
stop              Finish recording demo.
stopdemos               Stop looping demos (current demo will complete).
stopsound
stopsoundscape                Stops all soundscape processing and fades current
looping sounds
-strafe
+strafe
suitvolume 0
surfaceprop             Reports the surface properties at the cursor
sv_allchat 1            Players can receive all other players' text chat, no death
restrictions
sv_allow_lobby_connect_only   0           If set, players may only join this server
from matchmaking lobby, may not connect directly.
sv_allow_wait_command   1           Allow or disallow the wait command on clients
connected to this server.
sv_alltalk 0            Players can hear all other players' voice communication, no
team restrictions
sv_alternateticks 0           If set, server only simulates entities on even
numbered ticks.
sv_always_full_flush    0     Yes
sv_anim_queue_changes   1
sv_autosave 1           Set to 1 to autosave game on level transition. Does not
affect autosave triggers.
sv_banid_dev_enabled    0
sv_banid_enabled 1            Whether server supports banid command
sv_bonus_challenge      0           Set to values other than 0 to select a bonus
map challenge type.
sv_can_quit_from_script 0     Yes
sv_cheats   0           Allow cheats on server
sv_clearhinthistory                 Clear memory of server side hints displayed to
the player.
sv_client_cmdrate_difference 20           cl_cmdrate is moved to within
sv_client_cmdrate_difference units of cl_updaterate before it is clamped between
sv_mincmdrate and sv_maxcmdrate.
sv_client_max_interp_ratio    5           This can be used to limit the value of
cl_interp_ratio for connected clients (only while they are connected). If
sv_client_min_interp_ratio is -1, then this cvar has no effect.
sv_client_min_interp_ratio    -1          This can be used to limit the value of
cl_interp_ratio for connected clients (only while they are connected). -1 = let
clients set cl_interp_ratio to anything any other value = set minimum value for
cl_interp_ratio
sv_client_predict -1          This can be used to force the value of cl_predict for
connected clients (only while they are connected). -1 = let clients set cl_predict
to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
sv_clockcorrection_msecs      60          The server tries to keep each player's
m_nTickBase withing this many msecs of the server absolute tickcount
sv_cluster 0            Data center cluster this server lives in.
sv_consistency    0           Whether the server enforces file consistency for
critical files
sv_contact 0            Contact email for server sysop
sv_debug_player_use     0           Visualizes +use logic. Green cross=trace
success, Red cross=trace too far, Green box=radius success
sv_dota_auto_save_interval    300
sv_dota_auto_save_min_players 10          minimum number of players in the game to
allow saves
sv_dota_auto_save_test_interval     120
sv_dota_auto_save_test_interval_futz      30
sv_dota_crash_sentinel_filename     0           Filename of crash detection
sentinel
sv_dota_custom_game_cache_download_stuck_mb     1           We must download N
megabytes within sv_dota_custom_game_cache_download_stuck_timeout seconds, or else
we'll assume the download is stuck and give up
sv_dota_custom_game_cache_download_stuck_timeout      30          Every N seconds,
we must make download progress of at least
sv_dota_custom_game_cache_download_stuck_mb megabytes, or else we'll assume the
download is stuck and give up
sv_dota_custom_game_cache_download_timeout_total      300         If we cannot
finish downloading after N seconds, give up
sv_dota_custom_game_cache_lock_file_timeout     30          If we cannot acquire
lock on shared cache in N seconds, give up and fail UGC install
sv_dota_custom_game_cache_shared_folder 0             Shared cache for downloaded
custom game data. (Dedicated server only)
sv_dota_custom_game_cache_test_download               <custom game ID>
[<expected_timestamp>]. Test code to cache UGC to dedicated server
sv_dota_dump_econ_item_stringtable              sv_dota_dump_econ_item_stringtable
sv_dota_dump_modifier_stringtable               sv_dota_dump_modifier_stringtable
sv_dota_league_auto_save_interval 30
sv_dota_save_games      0           Enable save game code
sv_dota_speech_announcer_networking 1     Yes   Set to 0 to prevent announcer
speech from being matched on the client; match it on the server instead, like the
old way.
sv_downloadurl    0           Location from which clients can download missing
files
sv_enable_delta_packing 1           When enabled, this allows for entity packing to
use the property changes for building up the data. This is many times faster, but
can be disabled for error checking.
sv_ent_showonlyattachment     0     Yes
sv_ent_showonlyhitbox   -1    Yes
sv_extra_client_connect_time 15           Seconds after client connect during which
extra frames are buffered to prevent non-delta'd update
sv_filterban      1           Set packet filtering by IP mode
sv_footstepinterval     0     Yes
sv_forcepreload   0           Force server side preloading.
sv_fullupdate                 Force a full update for all clients.
sv_gameinstructor_disable     0           Force all clients to disable their game
instructors.
sv_gravity 800          World gravity.
sv_hibernate_postgame_delay   5           # of seconds to wait after final client
leaves before hibernating.
sv_hibernate_when_empty 1           Puts the server into extremely low CPU usage
mode when no clients connected
sv_hitbox_debug   0
sv_ik_enable      1     Yes   Enable IK.
sv_infinite_ammo 0      Yes   Player's active weapon will never run out of ammo
sv_infinite_clips 0     Yes   Player's backpack will never run out of clips
sv_ladder_slack_z_mult 0      Yes   Difference in Z increases toward the middle of
the slack ladder.
sv_lagcompensationforcerestore      1     Yes   Don't test validity of a lag comp
restore, just do it.
sv_lan      0           Server is a lan server ( no heartbeat, no authentication,
no non-class C addresses )
sv_lightquery_debug     0     Yes
sv_log_onefile    0           Log server information to only one file.
sv_logbans 0            Log server bans in the server logs.
sv_logblocks      0           If true when log when a query is blocked (can cause
very large log files)
sv_logdownloadlist      0
sv_logecho 1            Echo log information to the console.
sv_logfile 0            Log server information in the log file.
sv_logflush 0           Flush the log file to disk on each write (slow).
sv_logsdir 0            Folder in the game directory where server logs will be
stored.
sv_massreport     0
sv_max_queries_sec      3           Maximum queries per second to respond to from a
single IP address.
sv_max_queries_sec_global     60          Maximum queries per second to respond to
from anywhere.
sv_max_queries_window   30          Window over which to average queries per second
averages.
sv_max_unreliable_delta_size 8192         Maximum allowable entity delta size over
unreliable delivery.
sv_maxclientframes      128
sv_maxcmdrate     40          (If sv_mincmdrate is > 0), this sets the maximum
value for cl_cmdrate.
sv_maxrate 0            Max bandwidth rate allowed on server, 0 == unlimited
sv_maxreplay      0           Maximum replay time in seconds
sv_maxroutable    1200        Server upper bound on net_maxroutable that a client
can use.
sv_maxupdaterate 60           Maximum updates per second that the server will allow
sv_memlimit 0     Yes   If set, whenever a game ends, if the total memory used by
the server is greater than this # of megabytes, the server will exit.
sv_mincmdrate     0           This sets the minimum value for cl_cmdrate. 0 ==
unlimited.
sv_minrate 80000        Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate 10           Minimum updates per second that the server will allow
sv_mover_maxslope 0           The maximum slope the player can overcome [-]
sv_mover_pogodampingratio     2           The capsule pogo stick damping ratio [-]
sv_mover_pogoextension 5            The capsule pogo stick extension to keep the
player better grounded [%]
sv_mover_pogofrequency 8            The capsule pogo stick frequency [hz].
sv_mover_usecapsule     1           Should the mover proxy be a capsule shape?
sv_networkvar_perfieldtracking      1           Track individual field offset
changes, rather than a single dirty flag for the whole entity.
sv_networkvar_validate 0            Validate each StateChanged against known
offsets.
sv_noclipaccelerate     5
sv_noclipduringpause    0     Yes   If cheats are enabled, then you can noclip with
the game paused (for doing screenshots, etc.).
sv_noclipfriction 4           Friction during noclip move.
sv_noclipspeed    5
sv_noclipspeed_min      1           Noclip speeds less than this will be clamped to
zero.
sv_packstats                  Show entity packing stats, pass 'clear' as argument
to reset counts.
sv_parallel_packentities      2           Set to 1 to use threading snapshot
sending on listen servers, 2 for dedicated servers.
sv_password 0           Server password for entry into multiplayer games
sv_pausable 0           Is the server pausable.
sv_pause_on_console_open      0           1 = Pause the game when pressing ~ to
open the console. CTRL+~ opens the console without pause.
sv_phys_animated_hierarchy    1
sv_phys_debug_callback_entities     0     Yes   Print all entities that get touch
callbacks. Each entity is printed only once.
sv_phys_sleep_enable    1     Yes   Enable sleeping for dynamic physics bodies.
sv_phys_stop_at_collision     0     Yes
sv_phys_visualize_awake 0
sv_player_search_range 64
sv_player_stuck_tolerance     10    Yes
sv_prop_door_max_close_attempts     8     Yes   Number of times blocked doors will
try to close before becoming non-solid and forcing a close.
sv_pure                 Show user data.
sv_pure_kick_clients    1           If set to 1, the server will kick clients with
mismatching files. Otherwise, it will issue a warning to the client.
sv_pure_trace     0           If set to 1, the server will print a message whenever
a client is verifying a CRC for a file.
sv_pvs_entity     -1          If set, only allows this ent index to network (other
than players and things that force sending).
sv_pvs_random     0           If set, objects blink in/out of pvs randomly.
sv_querycache_stats                 Display status of the query cache (client only)
sv_radial_vis     0           Use Radial vis for networking PVS checks.
sv_rcon_banpenalty      0           Number of minutes to ban users who fail rcon
authentication
sv_rcon_log 1           Enable/disable rcon logging.
sv_rcon_maxfailures     10          Max number of times a user can fail rcon
authentication before being banned
sv_rcon_minfailures     5           Number of times a user can fail rcon
authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime 30           Number of seconds to track failed rcon
authentications
sv_regeneration_force_on      0     Yes   Cheat to test regenerative health systems
sv_regeneration_wait_time     1
sv_region   -1          The region of the world to report this server in.
sv_remapper_loopsoundfix      0
sv_remapper_range_multiplier 1
sv_replaysdir     0           Directory to store replays in
sv_reservation_grace    5           Time in seconds given for a lobby reservation.
sv_reservation_timeout 120          Time in seconds before lobby reservation
expires.
sv_reserve_slots_for_reconnecting_players 0           Reserve slots for
reconnecting human players.
sv_save_session_persisters                Saves session persister data immediately.
sv_script_profile 0
sv_script_think_interval      0
sv_search_key     0
sv_sequence_debug -1
sv_sequence_debug2      -1
sv_sequence_debug_verbose     1
sv_sequence_model_substring   0
sv_session_persister_mode     0           0 = OFF, 1 = ON, 2 = w/SPAWN MANAGER, 3 =
w/PLAYER & WEAPONS
sv_shared_team_pvs      1           PVS is shared between teams
sv_showfootsteps 0      Yes   Shows client (red) and server (green) footsteps
(1=client-only, 2=server-only, 3=both)
sv_showladders    0           Show bbox and dismount points for all ladders (must
be set before level load.)
sv_showlagcompensation 0      Yes   Show lag compensated hitboxes whenever a player
is lag compensated.
sv_showtags             Describe current gametags.
sv_shutdown             Sets the server to shutdown when all games have completed
sv_skyname 0            Current name of the skybox texture
sv_snapshot_unlimited   0           For debugging, don't throw away old snapshots
so that if you break in debugger (on remote client or server) it won't require an
uncompressed update to resume. You may run out of memory of course...
sv_soundemitter_trace   -1          Show all EmitSound calls including their
symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for
everybody, n = for one entity)
sv_soundscape_printdebuginfo              print soundscapes
sv_specaccelerate 5
sv_specnoclip     1
sv_specspeed      3
sv_stats    1           Collect CPU usage stats
sv_steamgroup     0           The ID of the steam group that this server belongs
to. You can find your group's ID on the admin profile page in the steam community.
sv_steamgroup_exclusive 0           If set, only members of Steam group will be
able to join the server when it's empty, public people will be able to join the
server only if it has players.
sv_strict_notarget      0           If set, notarget will cause entities to never
think they are in the pvs
sv_sync_anims_spawn     0     Yes
sv_sync_client_updates 0            (Only used when hosting xbox games). Send
clients updates at the same time. This saves CPU because the server will encode and
calc deltas on less frames.
sv_tags     0           Server tags. Used to provide extra information to clients
when they're browsing for servers. Separate tags with a comma.
sv_temp_baseline_string_table_buffer_size 524288            Buffer size for writing
string table baselnes
sv_timeout 20           After this many seconds without a message from fully
connected client, the client is dropped
sv_timeout_when_fully_connected     15          Once fully connected, player will
be kicked if he doesn't send a network message within this interval.
sv_timeout_when_fully_connected_customgame      30          Once fully connected in
a custom game game, player will be kicked if they don't send a network message
within this interval.
sv_timeout_when_fully_connected_event     60          Once fully connected in an
event game, player will be kicked if they don't send a network message within this
interval.
sv_timeout_when_fully_connected_tournament      5           Once fully connected in
a tournament game, player will be kicked if he doesn't send a network message
within this interval.
sv_tracereffects_limit_general      15          Limits the number of visible
tracers per frame
sv_turbophysics   1           Turns on turbo physics
sv_unlockedchapters     1           Highest unlocked game chapter.
sv_update_master_server 1           Should we update the master server.
sv_usenetworkvars 1           Use networkvar system.
sv_usercmd_queue_spew_threshold     10          Spew warning if command queue has
grown above this many backlogged commands.
sv_vehicle_autoaim_scale      8
sv_visiblemaxplayers    -1          Overrides the max players reported to
prospective clients
sv_voicecodec     0           Specifies which voice codec DLL to use in a game. Set
to the name of the DLL without the extension.
sv_voiceenable    1
sv_watchtransmit -2           Watch NetworkStateChanged info for this entity index.
sys_info                Print system information to the console
sys_minidumpexpandedspew      1
sys_minidumpspewlines   2000        Lines of crash dump console spew to keep.
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T
Command     Default Value     Cheat?      Help Text
target_scan_use_query_cache   1
tauntfrequency    1
template_debug    0     Yes
tenfoot_match                 [prefix]: matches a string prefix
tenfoot_pickle_dictionaries               compiles daisy wheel input dictionaries
to more performant form
tenfoot_pickle_single_dictionary                [language] compiles one daisy wheel
input dictionary
tenfoot_text_hotspots               find text autosuggest hot spots
test_arcana_initial_info      1
test_compendium_endgame_stats             test_compendium_endgame_stats
test_compendium_stats               test_compendium_stats
Test_CreateEntity
test_dispatcheffect                 Test a clientside dispatch effect. Usage:
test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
Test_EHandle
test_entity_blocker                 Test command that drops an entity blocker out
in front of the player.
Test_ExitProcess              Test_ExitProcess <exit code> - immediately kill the
process.
test_gameend
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> - loop back
to the specified start point for the specified # of seconds.
test_prediction_results
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_restoreonnewmodel 0
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..
testscript_debug 0            Debug test scripts.
tf_arena_max_streak     5           Teams will be scrambled if one team reaches
this streak
tf_arena_preround_time 10           Length of the Pre-Round time
tf_escort_score_rate    1     Yes   Score for escorting the train, in points per
second
tf_server_client_connect_timeout_s 4
tf_server_client_read_timeout_s     4
tf_server_client_write_timeout_s    4
tf_server_idle_timeout_s      600
tf_server_num_servers   1
tf_server_read_timeout_s      1
tf_server_stats_spew_interval_s     60
tf_server_stats_spew_local    0
tf_server_write_timeout_s     1
think_limit 0           Maximum think time in milliseconds, warning is printed if
this is exceeded.
thirdperson             Switch to thirdperson camera.
thirdperson_mayamode                Switch to thirdperson Maya-like camera
controls.
thirdperson_platformer 0            Player will aim in the direction they are
moving.
thirdperson_screenspace 0           Movement will be relative to the camera, eg:
left means screen-left
thirdpersonshoulder                 Switch to thirdperson-shoulder camera.
threaded_occluder_rasterization     1     Yes
timedemo                Play a demo and report performance info.
timedemo_end      -1          Ends timedemo on given tick.
timedemo_start    -1          Starts timedemo on given tick.
timedemo_vprofrecord                Play a demo and report performance info. Also
record vprof data for the span of the demo
timedemoquit                  Play a demo, report performance info, and then exit
toggle                  Toggles specified convar value on and off.
toggleconsole                 Show/hide the console.
toggleshoppanel               toggles shop
top_bar_message               test top bar status message. usage: top_bar_message
['message here'] [scary: 0/1]
tr_do_reduce      1     Yes
tr_epsilon_t_junction   0.010 Yes
tr_max_acceptable_edge_length 10000 Yes
tr_openedge_penalty     10    Yes
treasure_escalating_rares_popup_seen      false
treasure_opening_particle_emission_max    2
treasure_opening_particle_emission_min    0
treasure_opening_particle_emissionB_max 1
treasure_opening_particle_emissionB_min 0
treasure_opening_particle_velocity_max    2
treasure_opening_particle_velocity_min    0
truesight_force_ended   0
truesight_force_live    0
tutorial_cleanup_post
tutorial_experience_closed
tutorial_speech_end
tutorial_start_lesson               Jump to the passed tutorial lesson
tutorial_testui
tutorial_tip_dismissed
tv_allow_camera_man     1           Auto director allows spectators to become
camera man
tv_allow_static_shots   1           Auto director uses fixed level cameras for
shots
tv_autorecord     0           Automatically records all games as SourceTV demos.
tv_autoretry      1           Relay proxies retry connection after network timeout
tv_chatgroupsize 0            Set the default chat group size
tv_chattimelimit 0            Limits spectators to chat only every n seconds
tv_clients              Shows list of connected SourceTV clients.
tv_debug    0           SourceTV debug info.
tv_delay    120         SourceTV broadcast delay in seconds
tv_deltacache     2           Enable delta entity bit stream cache
tv_demo_starttick 0
tv_dispatchmode   1           Dispatch clients to relay proxies: 0=never, 1=if
appropriate, 2=always
tv_dota_auto_record     0           If enabled, a demo will automatically be
recorded for every game
tv_dota_auto_record_stressbots      0           If enabled, a demo will
automatically be recorded for stressbot games
tv_enable   0           Activates SourceTV on server.
tv_enable_delta_frames 1            Indicates whether or not the tv should use
delta frames for storage of intermediate frames. This takes more CPU but
significantly less memory.
tv_extended_logging     0
tv_grouprelaydatareliable     0           When enabled, this will collect all
information for relay sending into a single datagram to ensure that the data stays
together through a potentially large number of relays
tv_grouprelaydataunreliable   0           When enabled, this will collect all
information for relay sending into a single datagram to ensure that the data stays
together through a potentially large number of relays
tv_grouprelaydatavoice 0            Similar to tv_grouprelaydata, but controls
whether or not the voice channels should be routed into the grouped data for the
relays
tv_instant_replay_full_frame 1            Send embedded full frames
tv_instant_replay_full_frame_build_threaded     0           Build the full frames on
a seperate job thread
tv_instant_replay_full_frame_time 30            Seconds between full frame
embeddeds
tv_listen_voice_indices 0           Bitfield of entindices to listen to voice
messages from when connected to SourceTV, default is none
tv_log_director_events 0            Log game events being considered by the
director
tv_maxclients     128         Maximum client number on SourceTV server.
tv_maxrate 0            Max SourceTV spectator bandwidth rate allowed, 0 ==
unlimited
tv_msg                  Send a screen message to all clients.
tv_name     0           SourceTV host name
tv_nochat   1           Don't receive chat messages from other SourceTV spectators
tv_overridemaster 0           Overrides the SourceTV master root address.
tv_password 0           SourceTV password for all clients
tv_port     27020       Host SourceTV port
tv_rate_multiplier      2           Multiply requested rate by this value to adjust
Dota TV send rate
tv_record               Starts SourceTV demo recording.
tv_relay                Connect to SourceTV server and relay broadcast.
tv_relay_quit_after_game      1           Quit after a game has been relayed, do
not hibernate
tv_relay_rate     500000            default rate for relays
tv_relay_secret_code    1           When enabled, this will use a uniquely
generated server code to authenticate relay to relay connections. This code is
coordinated via the GC or some external means rather than by clients directly
tv_relaypassword 0            SourceTV password for relay proxies
tv_relayvoice     1           Relay voice data: 0=off, 1=on
tv_retry                Reconnects the SourceTV relay proxy.
tv_secret_code    1           When enabled, this will use a uniquely generated
server code to authenticate relay connections. This code is coordinated via the GC
or some external means rather than by clients directly
tv_show_allchat   1
tv_snapshotrate   20          Snapshots broadcasted per second
tv_status               Show SourceTV server status.
tv_stop                 Stops the SourceTV broadcast.
tv_stoprecord                 Stops SourceTV demo recording.
tv_timeout 20           SourceTV connection timeout in seconds.
tv_title    0           Set title for SourceTV spectator UI
tv_transmitall    0           Transmit all entities (not only director view)
tv_window_size    16          Specifies the number of seconds worth of frames that
the tv replay system should keep in memory. Increasing this greatly increases the
amount of memory consumed by the TV system
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U
Command     Default Value     Cheat?      Help Text
unbind                  Unbind a key.
unbindall               Unbind all keys.
unpause                 Clear the pause state of the server.
unsubscribe_all_game_modes                Unsubscribes from all custom games. They
will be uninstalled by the Steam client when you close Dota 2.
unsubscribe_custom_game             Stops subscribing to a specific custom game. It
will be uninstalled when you exit Dota 2.
UpdateBinarySizes             Dumps the binary sizes to use for the game in
loadaddress.vpc
url_execute             Executes url-based commands, used for incoming commands
from url-based launches when the game's already running.
-use
+use
use               Use a particular weapon Arguments: <weapon_name>
use_item_client               Use the item in the indicated slot. <hero name> <slot
name>
use_new_damage_system   0
users             Show user info for players on server.
V
Command     Default Value     Cheat?      Help Text
vehicle_flushscript                 Flush and reload all vehicle scripts
versus_stats_highlight_interval     5           Interval between hightlight screens
in the transition stats panel for versus mode
vgui_drawfocus    0           Report which panel is under the mouse.
vgui_drawkeyfocus 0           Report which panel has keyboard focus.
vgui_dump_panels              vgui_dump_panels [visible]
vgui_spew_fonts
vgui_togglepanel              show/hide vgui panel by name.
video_mode_screenshots              dump screenshots at all supported video modes
viewanim_addkeyframe
viewanim_create               viewanim_create
viewanim_load                 load animation from file
viewanim_reset                reset view angles!
viewanim_save                 Save current animation to file
viewanim_test                 test view animation
viewmodel_fov     54    Yes
viewmodel_offset_x      0
viewmodel_offset_y      0
viewmodel_offset_z      0
violence_ablood   1           Draw alien blood
violence_agibs    1           Show alien gib entities
violence_hblood   1           Draw human blood
violence_hgibs    1           Show human gib entities
vis_debug_currentcluster                  Show the current cluster number
vis_debug_drawcluster               Add cluster # to visualization, (-1) to clear
vis_debug_dumpvisibleclusters             Show the list of visible clusters
vis_debug_find_los                  Find or clear the vis LOS to here
vis_debug_lock                Lock vis LOS origin to current
vis_debug_outside             Show outside space vis volumes
vis_debug_record_start              Record a path to debug vis
vis_debug_record_stop               Record a path to debug vis
vis_debug_show                Show/hide the vis debug visualization
vis_debug_tracelos                  Trace rays and check vis from the current
camera
vis_enable 1            Toggle static visibility
vis_force   0     Yes
vismon_poll_frequency   0     Yes
vismon_trace_limit      12    Yes
vm_camera   1
vm_camera_interp_speed 8
vm_camera_no_roll 0
vm_camera_scale   1
vm_debug    0
vm_draw_always    0
vm_fade     1
voice_all_icons   0           Draw all players' voice icons
voice_always_sample_mic 0           For systems experiencing a hang/stall when
using voice chat.
voice_chat_bubble_show_volume 1           Visualize the volume transmitted with the
icon displaying speech.
voice_chat_bubbles      1           Whether to draw chat bubbles int the UI or not
voice_clientdebug 0
voice_debugfeedbackfrom 0
voice_fadeouttime 0
voice_head_icon_height 20           Voice icons are this many inches over player
eye positions
voice_head_icon_size    6           Size of voice icon over player heads in inches
voice_initial_buffer_ms 200
voice_local_icon 0            Draw local player's voice icon
voice_loopback    0
voice_min_buffer_ms     100
voice_minimum_gain      3
voice_modenable   1           Enable/disable voice in this mod.
voice_player_speaking_delay_threshold     0     Yes
voice_scale 1
voice_sequence_maximum_wait_time    0           When receiving packets out of
sequence, wait this many seconds for missing sequences to arrive
voice_serverdebug 0
voice_stall_ms    250
voice_threshold   4000
voice_threshold_delay   0
voice_vox   0
voice_vox_current_peak 0            Current peak value (out of 64k) of the incoming
voice stream
voice_xsend_debug 0
-voicerecord
+voicerecord
volume      1           Sound volume
volume_fog_clipmap_update     1     Yes
volume_fog_clipmaps_enabled   1     Yes
volume_fog_disable      0     Yes
volume_fog_dither_scale 3     Yes
volume_fog_enable_jitter      1     Yes
volume_fog_enable_shadow_display    0     Yes
volume_fog_enable_stereo      1     Yes
volume_fog_enlarge_frusta     2     Yes
volume_fog_single_pass 0      Yes
vphys2_angular_damping 0
vphys2_angular_damping_in_water     0
vphys2_artificial_acceleration      0
vphys2_buoyancy_damping 0
vphys2_buoyancy_version 0
vphys2_default_max_velocity   2000 Yes    max object velocity, in/s
vphys2_enable_buoyancy 1
vphys2_enable_variable_timestep     1
vphys2_expensive_sync_warning 320000
vphys2_linear_damping   0
vphys2_linear_damping_in_water      0
vphys2_ragdoll_joint_or 1
vphys2_solver_batch_size      16
vphys2_water_density_multiplier     1
vphysics_force_apply_magnitude      1
vprof_counters    0
vprof_counters_show_minmax    0
vprof_dump_counters                 Dump vprof counters to the console
vprof_generate_report               Generate a report to the console.
vprof_generate_report_budget              Generate a report to the console based on
budget group.
vprof_generate_report_hierarchy                 Generate a report to the console.
vprof_off               Disable vprof
vprof_on                Enable vprof
vprof_remote_start                  Request a VProf data stream from the remote
server (requires authentication)
vprof_remote_stop             Stop an existing remote VProf data request
vprof_reset             Reset the stats in VProf profiler
vprof_reset_peaks             Reset just the peak time in VProf profiler
vprof_scope_entity_clientthink      0           Set to 1 to generate individual
VPROF nodes for each client entity's think function.
vprof_scope_entity_gamephys   0
vprof_scope_entity_thinks     0
vprof_think_limit 0
vprof_vtrace                  Toggle whether vprof data is sent to VTrace
vr_allow_zero_tracking 0
vr_always_teleport_player     1
vr_ambient_occlusion_strength_diffuse     1
vr_anchor_allow_non_up_floor 0      Yes   Allows anchor teleportation onto walls
and ceiling. NOTE: WIP, mostly broken!
vr_aoproxy_debug 0
vr_aoproxy_enable 0
vr_chaperone_enable     0
vr_chaperone_fade_dist 30
vr_chaperone_hardbounds_disabled    1
vr_chaperone_max_x      87
vr_chaperone_max_y      100
vr_chaperone_max_z      105
vr_chaperone_min_x      -64
vr_chaperone_min_y      -112
vr_chaperone_min_z      0
vr_custom_msaa_resolve 1
vr_debug_actions 0            Debug digital action data.
vr_debug_overlay 0
vr_debug_velocity 0
vr_decal_debug    0
vr_depth_prepass 1
vr_depth_prepass_alphatested 0
vr_depth_prepass_cull_threshold     60
vr_depth_submit   0
vr_drag_scale     -4
vr_dump_lights    0
vr_enable_glows   1
vr_enable_lights 1
vr_enable_tonemapping   1
vr_enable_translucent_screen_space 1
vr_enable_volume_fog    1
vr_expand_cull_frustum 2            degrees to add to fov to compensate for just-
in-time HMD
vr_fakebind_force_threshold   0
vr_fakebind_hand0_AX_dn 0
vr_fakebind_hand0_AX_up 0
vr_fakebind_hand0_grip_press 0
vr_fakebind_hand0_grip_release      0
vr_fakebind_hand0_gripanalog_press 0
vr_fakebind_hand0_gripanalog_release      0
vr_fakebind_hand0_menu_dn     0
vr_fakebind_hand0_menu_up     0
vr_fakebind_hand0_pad_down_press    0
vr_fakebind_hand0_pad_down_release 0
vr_fakebind_hand0_pad_left_press    0
vr_fakebind_hand0_pad_left_release 0
vr_fakebind_hand0_pad_press   0
vr_fakebind_hand0_pad_release 0
vr_fakebind_hand0_pad_right_press 0
vr_fakebind_hand0_pad_right_release 0
vr_fakebind_hand0_pad_touch_press 0
vr_fakebind_hand0_pad_up_press      0
vr_fakebind_hand0_pad_up_release    0
vr_fakebind_hand0_touch_pad_release 0
vr_fakebind_hand0_trigger_press     0
vr_fakebind_hand0_trigger_release 0
vr_fakebind_hand1_AX_dn 0
vr_fakebind_hand1_AX_up 0
vr_fakebind_hand1_grip_press 0
vr_fakebind_hand1_grip_release      0
vr_fakebind_hand1_gripanalog_press 0
vr_fakebind_hand1_gripanalog_release      0
vr_fakebind_hand1_menu_dn     0
vr_fakebind_hand1_menu_up     0
vr_fakebind_hand1_pad_down_press    0
vr_fakebind_hand1_pad_down_release 0
vr_fakebind_hand1_pad_left_press    0
vr_fakebind_hand1_pad_left_release 0
vr_fakebind_hand1_pad_press   0
vr_fakebind_hand1_pad_release 0
vr_fakebind_hand1_pad_right_press 0
vr_fakebind_hand1_pad_right_release 0
vr_fakebind_hand1_pad_up_press      0
vr_fakebind_hand1_pad_up_release    0
vr_fakebind_hand1_touch_pad_press 0
vr_fakebind_hand1_touch_pad_release 0
vr_fakebind_hand1_trigger_press     0
vr_fakebind_hand1_trigger_release 0
vr_fakebind_quadrant_threshold      0
vr_fakebind_spew_pad    0
vr_fakebind_trigger_threshold 0
vr_fakehands_rotate_x   240
vr_fakehands_rotate_y   0
vr_fakehands_rotate_z   180
vr_fakemove_mlook_speed 0
vr_fakemove_speed 10
vr_fakevr_lockhands     0           Lock Hands to current world position
vr_flush_shadow_cache   0
vr_hack_cont_postx      0
vr_hack_cont_posty      0
vr_hack_cont_postz      0
vr_hack_cont_prex 0
vr_hack_cont_prey 0
vr_hack_cont_prez -2
vr_hack_cont_rotx 0
vr_hack_cont_roty 90
vr_hack_cont_rotz 180
vr_hand_debug     0
vr_hand_disable_item_pickup_events 0
vr_hand_knuckles_use_grip     1
vr_hand_left_attachment_rotation    -16777216         Rotation offset from the base
Attachment point (for testing)
vr_hand_model     1
vr_hand_right_attachment_offset     -16777216         Rotation offset from the base
Attachment point (for testing)
vr_hand_use_compression_locally     0
vr_hand_velocity_window 0
vr_handinfo_history_ignore_size     0
vr_handinfo_history_size      5
vr_haptic_pulse_light   200
vr_haptic_pulse_medium 1500
vr_haptic_pulse_strong 3000
vr_hide_viewmodel 0     Yes
vr_hmd_positions_debug 0      Yes   Makes local player HMD avatar visible slightly
in front of its actual position.
vr_hmd_tracking_passthrough   0
vr_hud_dist 24          distance from the player to the hud
vr_interaction_anglediff      35
vr_interaction_debug    0
vr_interaction_deltaspeed     5
vr_interaction_dist_break     5
vr_interaction_dist_search    8
vr_interaction_dist_start     5
vr_lesson_highlight_override_enabled      0     Yes
vr_lesson_highlight_override_pos_x 0      Yes
vr_lesson_highlight_override_pos_y 0      Yes
vr_lesson_highlight_override_pos_z 0      Yes
vr_msaa_submit    0
vr_multitool_hmd_targeting_mode     false
vr_panel_view_focus_max_distance    200
vr_proto_overlay 1
vr_readonly_depth_stencil_enable    1
vr_render_decals 1
vr_render_dynamic_objects     1
vr_render_opaque 1
vr_render_opaque_notzprepassed      1
vr_render_overlays      1
vr_render_refaction     1
vr_render_to_cubemap_debug    0
vr_render_translucent   1
vr_replay_props_visible             Set replay props visible or not
vr_screenshake_scale    1
vr_shadows_debug 0
vr_spawn_at_player_start      0     Yes   Whether to spawn the player or the anchor
at the info_player_start. (0 = Honor the info_player_start spawnflags, 1 = spawn at
the info_player_start position)
vr_stencil_debug 0            0=Off, 1=DebugWireframe, 2=DebugSolidBlink
vr_swap_logical_hands               Swaps which hand is considered 'primary' and
'secondary' (ie. dominant/off-hand)
vr_text_handattach_offset     -16252928
vr_text_hmdattach_offset      -16777201
vr_throw_ang_scale      1
vr_throw_calculation_debug    0
vr_throw_velocity_scale 1
vr_throw_velocity_scale_debug 0
vr_throw_velocity_type 0
vr_track_lost_hand_bug_debug 0
vr_tracked_object_client_can_be_authoritative_for_transform1      Yes
vr_tracked_object_positions_debug -1      Yes
vr_tracked_object_post_projection 1       Yes
vr_tracked_objects_solid      1     Yes
vr_unlit_shadow_color   -7896451
vr_use_absolute_tracking      1
vr_use_invalid_bubble   1
vr_vrfly_does_noclip                VRFly also is noclip
vr_world_scale    1
vtune             Controls VTune's sampling.
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W
Command     Default Value     Cheat?      Help Text
-walk
+walk
watch_server                  Watch a server steam id
weapon_debug_muzzles    0
weapon_showproficiency 0
workshop_download_debug 0           Test different custom game download states
world_dump_loaded_worlds                  Dump all of the worlds that we know about
world_layer_list              List all world layers
world_layer_set_visible             Show or hide the specified world layer
writeid                 Writes a list of permanently-banned user IDs to
banned_user.cfg.
writeip                 Save the ban list to banned_ip.cfg.
writekeybindings              Saves current key bindings to disk.
X
Command     Default Value     Cheat?      Help Text
xbox_autothrottle 1
xbox_steering_deadzone 0
xbox_throttlebias 100
xbox_throttlespoof      200
xc_crouch_debounce      0
xlook
xmove
Z
Command     Default Value     Cheat?      Help Text
-zoom
+zoom
zoom_sensitivity_ratio 1            Additional mouse sensitivity scale factor
applied when FOV is zoomed in.
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Legacy
Listed below is the list of console commands/variables that were added and
depreciated between each different version of the game. Some of these commands were
event related commands while some were depreciated as the game code changes.