Dieses Spiel hat mehr als 2800 Konsolenbefehle, mit denen sich nahezu das gesamte Spiel kontrollieren lässt.
Erweitere deine left4dead.exe um den parameter -console.
Wenn ihr nun das Spiel startet, ist die Konsole bereits im Hauptmenü aufgerufen.
gib hier nun "bind toggleconsole" ein, um die Konsole nun in jedem Spielmodus verfügbar zumachen.
Um jeden Cheat nutzen zukönnen, gebt ihr "sv_cheats 1" in die Konsole ein, welche ihr mit der ^ - Taste aufrufen könnt.
Vor dem -> der Konsolenbefehl, dahinter der Standardwert und dahinter die Beschreibung
_bugreporter_restart -> Restarts bug reporter
_record -> Record a incrementally.
_resetgamestats -> Erases current game stats and writes out a blank stats file
_restart -> Shutdown and restart the engine.
achievement_debug -> 0 -> Turn on achievement debug msgs.
achievement_disable -> 0 -> Turn off achievements.
achievement_status -> Shows status of all achievement
addip -> Add an IP address to the ban list.
adsp_debug -> 0 ->
ai_debug_los -> 0 -> NPC Line-Of-Sight debug mode. If 1 solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2 it'l
ai_debug_shoot_positions -> 0 ->
ai_talk_idle_enabled -> 1 -> Set to 0 to disable TLK_IDLEs on survivors
air_density -> Changes the density of air for drag computations.
alias -> Alias a command.
'-alt1' ->
'+alt1' ->
'-alt2' ->
'+alt2' ->
askconnect_accept -> Accept a redirect request by the server.
async_resume ->
async_suspend ->
'+attack' ->
'-attack' ->
'-attack2' ->
'+attack2' ->
audit_save_in_memory -> Audit the memory usage and files in the save-to-memory system
_autosave -> Autosave
_autosavedangerous -> AutoSaveDangerous
autosavedangerous -> AutoSaveDangerous
autosavedangerousissafe ->
award_achievement -> Award an achievement by ID
'-back' ->
'+back' ->
banid -> Add a user ID to the ban list.
banip -> Add an IP address to the ban list.
bench_end -> Ends gathering of info.
bench_showstatsdialog -> Shows a dialog displaying the most recent benchmark results.
bench_start -> Starts gathering of info. Arguments: filename to write results into
bench_upload -> Uploads most recent benchmark stats to the Valve servers.
benchframe -> Takes a snapshot of a particular frame in a time .
bind -> Bind a key.
BindToggle -> Performs a bind 'increment var 0 1 1'
blackbox_dump -> Dump the contents of the blackbox
blackbox_record -> Record an entry into the blackbox
boomer_exposed_time_tolerance -> 1 -> How long an out-of-range Boomer will tolerate being visible before fleeing
boomer_pz_claw_dmg -> 4 -> Amount of damage done by a PZ boomer's regular melee attack
boomer_vomit_delay -> 1 -> How long the Boomer waits before he vomits on his target on Normal difficulty
bot_crouch -> 0 ->
bot_freeze -> 0 -> Dumme Bots
bot_mimic -> 0 ->
bot_mimic_spec_buttons -> 1 -> +attack +jump etc are used for spectator control instead of being passed on to spectated bot
bot_mimic_yaw_offset -> 180 ->
box -> Draw a debug box.
'-break' ->
'+break' ->
buddha -> 0 -> Survivors take damage but won't die
budget_averages_window -> 30 -> number of frames to look at when figuring out average frametimes
budget_background_alpha -> 128 -> how translucent the budget panel is
budget_bargraph_background_alpha -> 128 -> how translucent the budget panel is
budget_bargraph_range_ms -> 16 -> budget bargraph range in milliseconds
budget_history_numsamplesvisible -> 100 -> number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms -> 66 -> budget history range in milliseconds
budget_panel_bottom_of_history_fraction -> 0 -> number between 0 and 1
budget_panel_height -> 384 -> height in pixels of the budget panel
budget_panel_width -> 512 -> width in pixels of the budget panel
budget_panel_x -> 0 -> number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y -> 50 -> number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window -> 30 -> number of frames to look at when figuring out peak frametimes
budget_show_averages -> 0 -> enable/disable averages in the budget panel
budget_show_history -> 1 -> turn history graph off and on. . good to turn off on low end
budget_show_peaks -> 1 -> enable/disable peaks in the budget panel
budget_toggle_group -> Turn a budget group on/off
bug -> Show the bug reporting UI.
bug_swap -> Automatically swaps the current weapon for the bug bait and back again.
cl_buy_favorite -> Purchase a favorite weapon/equipment loadout
cl_buy_favorite_nowarn -> 0 -> CLIENTCMD_CAN_EXECUTE -> Skips the error prompt when saving an invalid buy favorite
cl_buy_favorite_quiet -> 0 -> CLIENTCMD_CAN_EXECUTE -> Skips the prompt when saving a buy favorite in the buy menu
cl_buy_favorite_reset -> Reset favorite loadouts to the default
cl_buy_favorite_set -> Saves the current loadout as a favorite
cl_chatfilters -> 31 -> Stores the chat filter settings
cl_cinematiclight_b -> 0 ->
cl_cinematiclight_g -> 0 ->
cl_cinematiclight_r -> 3 ->
cl_cinematiclight_scale -> 7 ->
cl_cinematiclight_tonemap -> 0 ->
cl_clearhinthistory -> Clear memory of client side hints displayed to the player.
cl_clock_correction -> 1 -> Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount -> 200 -> Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset -> 90 -> As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds) it moves towards apply
cl_clock_correction_adjustment_min_offset -> 10 -> If the clock offset is less than this amount (in milliseconds) then no clock correction is applied.
cl_clock_correction_force_server_tick -> 999 -> Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo -> 0 -> Show debugging info about the clock drift.
cl_clockdrift_max_ms -> 150 -> 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 -> Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_rate -> 30 -> Max number of command packets sent to server per second
cl_colorblind -> 0 -> Set to 1 for high contrast crosshairs. Set to 2 for specific color changes intended to help common types of color blindness.
cl_crash -> Causes a client crash for testing
cl_create_server ->
cl_crosshair_alpha -> 255 -> Crosshair alpha
cl_crosshair_blue -> 220 -> Crosshair blue component
cl_crosshair_dynamic -> 1 -> Crosshair scales based on accuracy
cl_crosshair_green -> 182 -> Crosshair green component
cl_crosshair_red -> 138 -> Crosshair red component
cl_crosshair_thickness -> 1 -> Crosshair thickness in pixels
cl__polish_print_time -> Show the polish options dialog
cl_detail_avoid_force -> 0 -> force with which to avoid players ( in units percentage of the width of the detail sprite )
cl_detail_avoid_radius -> 64 -> radius around detail sprite to avoid players
cl_detail_avoid_recover_speed -> 0 -> how fast to recover position after avoiding players
cl_detail_max_sway -> 5 -> Amplitude of the detail prop sway
cl_detail_multiplier -> 1 -> extra details to create
cl_disable_ragdolls -> 0 ->
cl_downloadfilter -> 0 -> Determines which files can be downloaded from the server (all none nosounds)
cl_drawhud -> 1 -> Enable the rendering of the hud
cl_drawleaf -> -1 ->
cl_drawmaterial -> 0 -> Draw a particular material over the frame
cl_drawshadowtexture -> 0 ->
cl_dump_particle_stats -> dump particle profiling info to particle_profile.csv
claw_force -> 240 -> Force with witch the claw shoves other zombies away
claw_plays_hit_anims -> 0 -> Play the new hit anims for debugging?
claw_range -> 52 -> Range of the Claw weapon
claw_range_down -> 70 -> Range of the Claw weapon when looking straight down so it can reach your feet from your eyes.
claw_swing_duration -> 0 ->
claw_swing_interval -> 1 ->
claw_swing_miss_interval -> 0 ->
clear -> Clear all console output.
clear_attribute -> Remove given attribute from all areas in the selected set.
clear_debug_overlays -> clears debug overlays
clientport -> 27005 Host game client port
closecaption -> 0 -> Enable close captioning.
0 -> Forward command to server.
1 -> sets userinfo string for split screen player in slot 1
2 -> sets userinfo string for split screen player in slot 2
3 -> sets userinfo string for split screen player in slot 3
4 -> sets userinfo string for split screen player in slot 4
collision_test -> Tests collision system
colorcorrectionui -> Show/hide the color correction tools UI.
'+commandermousemove' ->
'-commandermousemove' ->
commentary_cvarsnotchanging ->
commentary_finishnode ->
commentary_firstrun -> 0 ->
commentary_showmodelviewer -> Display the commentary model viewer. Usage: commentary_showmodelviewer
commentary_testfirstrun ->
con_enable -> 1 -> Allows the console to be activated.
condump -> dump the text currently in the console to condumpXX.log
connect -> Connect to specified server.
crash -> Cause the engine to crash (Debug!!)
create_flashlight ->
CreatePredictionError -> Create a prediction error
crosshair -> 1 ->
cs_make_vip -> Marks a player as the VIP
cs_ShowStateTransitions -> -2 -> cs_ShowStateTransitions . Show player state transitions.
current_flow_distance -> Reports the flow distance for the local player
cvarlist -> Show the list of convars/concommands.
dbghist_addline -> Add a line to the debug history. Format:
dbghist_dump -> Dump the debug history to the console. Format:
debug_zombie_panel -> 0 -> -1 = Too Far 1 = Tank 2 = Someone else tank
debugsystemui -> Show/hide the debug system UI.
default_fov -> 90 ->
_gototick -> Skips to a tick in .
_pause -> Pauses playback.
_polish_auto_polish -> 1 -> When enabled will cause a recorded to be polished automatically on end record.
_polish_bone_test_index -> -1 -> Test bone index.
_recordcommands -> 1 -> Record commands typed at console into .dem files.
_resume -> Resumes playback.
_timescale -> Sets replay speed.
_togglepause -> Toggles playback.
list -> Print sequence list.
s -> file sequence.
ui -> Show/hide the player UI.
'+ui2' -> Bring the advanced player UI (ui2) to foreground.
'-ui2' -> Send the advanced player UI (ui2) to background.
ui2 -> Show/hide the advanced player UI (ui2).
devshots_nextmap -> Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot -> Used by the -makedevshots system to take a screenshot. For taking your own screenshots use the 'screenshot' command instead.
differences -> Show all convars which are not at their default values.
director_ai_tanks -> 0 ->
director_build_up_min_interval -> 15 ->
director_convert_pills -> 1 ->
director_convert_pills_critical_health -> 50 ->
director_debug -> 0 ->
director_debug_scavenge_items -> 0 ->
director_debug_threat_placement -> 0 ->
director_finale_infinite -> 0 -> Never bring in a rescue vehicle.
director_finale_item_cluster_count -> 3 -> How many clusters of items will be populated in the finale
director_finale_max_loops -> 2 -> Versus mode: Number of times to loop through the finale waves before rescue.
director_finale_mob_max_interval -> 45 ->
director_finale_mob_min_interval -> 5 ->
director_finale_mob_relax_interval -> 20 -> How long a 'relax' wave lasts during the finale
director_finale_stage_delay -> 5 ->
director_force_background -> 0 -> Forces background map population logic for testing
director_force_panic_event -> Forces a 'PanicEvent' to occur
director_force_tank -> 0 ->
director_force_versus_start -> Force start the versus game so PZs can spawn even if survivors are still in the safe room
director_force_witch -> 0 ->
director_gas_can_density -> 6 -> Items per 100 yards square
director_ingress_range -> 3000 ->
director_intensity_relax_allow_wanderers_threshold -> 0 -> All survivors must be below this intensity during RELAX for wandering zombies to be spawned
director_intensity_relax_allow_wanderers_threshold_expert -> 0 -> All survivors must be below this intensity during RELAX for wandering zombies to be spawned
director_intensity_relax_allow_wanderers_threshold_hard -> 0 -> All survivors must be below this intensity during RELAX for wandering zombies to be spawned
director_intensity_relax_threshold -> 0 -> All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)
director_intensity_threshold -> 0 ->
director_item_cluster_range -> 50 -> Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
director_molotov_density -> 6 -> Items per 100 yards square
director_must_create_all_scavenge_items -> 0 ->
director_no_bosses -> 0 -> Disable boss spawns
director_no_death_check -> 0 -> Disable survivor team death ending scenario
director_no_mobs -> 0 -> Disable mob rushes
director_no_specials -> 0 -> Disable PZ spawns
director_no_survivor_bots -> 0 -> Disable filling out the survivor team with bots
director_oxygen_tank_density -> 6 -> Items per 100 yards square
director_pain_pill_density -> 6 -> Items per 100 yards square
director_panic_forever -> 0 -> Panic events never end
director_pipe_bomb_density -> 6 -> Items per 100 yards square
director_pistol_density -> 4 -> Items per 100 yards square
director_print_player_counts -> Prints out counts of connected players and transitioning players (for debugging)
director_propane_tank_density -> 6 -> Items per 100 yards square
director_ready_duration -> 60 -> If nonzero survivor team has this amount of time to get ready before starting out
director_ready_radius -> 300 -> The distance survivors can move from the starting weapons during the ready period
director_relax_max_flow_travel -> 3000 ->
director_relax_max_interval -> 45 ->
director_relax_min_interval -> 30 ->
director_report -> Prints a snapshot of the director's state
director_scavenge_item_override -> 0 -> Override map-specified item densities with cvar values for tuning
director_short_finale -> 0 -> Short finale for testing escape vehicles
g_debug_constraint_sounds -> 0 -> Enable debug printing about constraint sounds.
g_debug_physcannon -> 0 ->
g_debug_ragdoll_removal -> 0 ->
g_debug_ragdoll_visualize -> 0 ->
g_debug_vehiclebase -> 0 ->
g_debug_vehicleexit -> 0 ->
g_debug_vehiclesound -> 0 ->
gameinstructor_dump_open_lessons -> Gives a list of all currently open lessons.
gameinstructor_enable -> 1 -> Display in game lessons that teach new players.
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_verbose -> 0 -> Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson -> 0 -> Display more verbose information for lessons have this name.
gamemenucommand -> Issue game menu command.
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_hide_dialog -> asdf
gameui_preventescape -> Escape key doesn't hide game UI
gameui_preventescapetoshow -> Escape key doesn't show game UI
gameui_show_dialog -> Show an arbitrary Dialog.
gamma_dialog -> Opens the gamma adjustment dialog
getpos -> dump position and angles to the console
getpos_exact -> dump origin and angles to the console
give -> Give item to player.
Arguments:
givecurrentammo -> Give a supply of ammo for current weapon..
gl_clear_randomcolor -> 0 -> Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
global_set -> global_set : Sets the state of the given env_global (0 = OFF 1 = ON 2 = DEAD).
go_away_from_keyboard -> Go away from the keyboard so a bot will take over.
god -> 0 -> Survivors don't take damage
'-graph' ->
'+graph' ->
'-grenade1' ->
'+grenade1' ->
'-grenade2' ->
'+grenade2' ->
groundlist -> Display ground entity list
hammer_update_entity -> Updates the entity's position/angles when in edit mode
hammer_update_safe_entities -> Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entit
joy_wingmanwarrior_turnhack -> 0 -> Wingman warrior hack related to turn axes.
joy_yawsensitivity -> -1 -> SS
joy_yawsensitivity2 -> -1 -> SS_ADDED
joy_yawthreshold -> 0 ->
joyadvancedupdate ->
joystick -> 0 ->
jpeg -> Take a jpeg screenshot: jpeg .
'-jump' ->
'+jump' ->
kdtree_test -> Tests spatial partition for entities queries.
key_findbinding -> Find key bound to specified command string.
key_listboundkeys -> List bound keys with bindings.
key_updatelayout -> Updates game keyboard layout to current windows keyboard setting.
kick -> Kick a player by name.
kick_transitioning -> Kick a transitioning player by userID
kickid -> Kick a player by userid or uniqueid with a message.
kill -> Kills the player with generic damage
killserver -> Shutdown the server.
killvector -> Kills a player applying force. Usage: killvector
'-klook' ->
'+klook' ->
lastinv ->
leaderboard_duplicate_entries -> 1 ->
'-left' ->
'+left' ->
left_4_dead_radio -> 0 ->
light_crosshair -> Show texture color at crosshair
lightcache_maxmiss -> 2 ->
lightprobe -> Samples the lighting environment.
Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material
linefile -> Parses map leak data from .lin file
list -> List file contents.
listid -> Lists banned users.
listip -> List IP addresses on the ban list.
listissues -> List all the issues that can be voted on.
listmodels -> List loaded models.
listRecentNPCSpeech -> Displays a list of the last 5 lines of speech from NPCs.
load -> Load a saved game.
loadcommentary ->
loader_dump_table ->
log -> Enables logging to file console and udp < on | off >.
logaddress_add -> Set address and port for remote host .
logaddress_del -> Remove address and port for remote host .
logaddress_delall -> Remove all udp addresses being logged to
logaddress_list -> List all addresses currently being used by logaddress.
'-lookdown' ->
'+lookdown' ->
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