Druckversion
| Hits: 2937 | Aufgenommen am 07.05.09 | Aktualisiert am 07.05.09 | Verfasser: GodShin |
m_customaccel -> 0 -> Custom mouse acceleration (0 disable 1 to enable 2 enable with separate yaw/pitch rescale).
Formula: mousesensitivity = ( raw
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 -> SSMouse filtering (set this to 1 to average the mouse over 2 frames).
m_filter2 -> 0 -> SS_ADDEDMouse 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 speed factor (range 1 to 20).
m_pitch -> 0 -> SSMouse pitch factor.
m_pitch2 -> 0 -> SS_ADDEDMouse pitch factor.
m_side -> 0 -> Mouse side factor.
m_yaw -> 0 -> Mouse yaw factor.
map -> Start playing on specified map.
map_background -> Runs a map as the background to the main menu.
map_commentary -> Start playing with commentary on a specified map.
map_edit ->
map_showspawnpoints -> Shows player spawn points (red=invalid)
maps -> Displays list of maps.
mark -> Set attribute of selected area.
mat_accelerate_adjust_exposure_down -> 3 ->
mat_bloom_scalefactor_scalar -> 0 ->
mat_bloomamount_rate -> 0 ->
mat_bumpbasis -> 0 ->
mat_camerarendertargetoverlaysize -> 128 ->
mat_colcorrection_forceentitiesclientside -> 0 -> Forces color correction entities to be updated on the client
mat_configcurrent -> show the current video control panel config for the material system
mat_crosshair -> Display the name of the material under the crosshair
mat_crosshair_edit -> open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer -> open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial -> print the material under the crosshair
mat_crosshair_reloadmaterial -> reload the material under the crosshair
mat_debug -> Activates debugging spew for a specific material.
mat_debug_bloom -> 0 ->
mat_debugalttab -> 0 ->
mat_drawflat -> 0 ->
mat_drawwater -> 1 ->
mat_dynamic_tonemapping -> 1 ->
mat_dynamiclightmaps -> 0 ->
mat_edit -> Bring up the material under the crosshair in the editor
mat_exposure_center_region_x -> 0 ->
mat_exposure_center_region_y -> 0 ->
mat_fastnobump -> 0 ->
mat_fillrate -> 0 ->
mat_force_bloom -> 0 ->
mat_force_tonemap_scale -> 0 ->
mat_forcedynamic -> 0 ->
mat_frame_sync_enable -> 1 ->
mat_frame_sync_force_texture -> 0 -> Force frame syncing to lock a managed texture.
mat_fullbright -> 0 ->
mat_grain_scale_override -> 1 ->
mat_hdr_enabled -> Report if HDR is enabled for debugging
mat_hdr_tonemapscale -> 1 -> The HDR tonemap scale. 1 = Use autoexposure 0 = eyes fully closed 16 = eyes wide open.
mat_hdr_uncapexposure -> 0 ->
mat_hsv -> 0 ->
mat_info -> Shows material system info
mat_leafvis -> 0 -> Draw wireframe of current leaf
mat_loadtextures -> 1 ->
mat_lpreview_mode -> -1 ->
mat_luxels -> 0 ->
mat_measurefillrate -> 0 ->
mat_monitorgamma_tv_enabled -> 0 ->
mat_morphstats -> 0 ->
mat_norendering -> 0 ->
mat_normalmaps -> 0 ->
mat_normals -> 0 ->
mat_postprocess_enable -> 1 ->
mat_proxy -> 0 ->
mat_queue_mode -> -1 -> The queue/thread mode the material system should use: -1=default 0=synchronous single thread 1=queued single thread 2=queued
mat_queue_priority -> 1 ->
mat_reloadallmaterials -> Reloads all materials
mat_reloadmaterial -> Reloads a single material
mat_reloadtextures -> Reloads all textures
mat_reporthwmorphmemory -> Reports the amount of size in bytes taken up by hardware morph textures.
mat_reversedepth -> 0 ->
mat_savechanges -> saves current video configuration to the registry
mat_setvideomode -> sets the width height windowed state of the material system
mat_shadercount -> display count of all shaders and reset that count
mat_show_texture_memory_usage -> 0 -> NEVER_AS_STRINGDisplay the texture memory usage on the HUD.
mat_showcamerarendertarget -> 0 ->
mat_showframebuffertexture -> 0 ->
mat_showmaterials -> Show materials.
mat_showmaterialsverbose -> Show materials (verbose version).
mat_showtextures -> Show used textures.
mat_showwatertextures -> 0 ->
mat_softwareskin -> 0 ->
mat_spewalloc -> 0 ->
mat_spewvertexandpixelshaders -> Print all vertex and pixel shaders currently loaded to the console
mat_stub -> 0 ->
mat_suppress -> Supress a material from drawing
mat_surfaceid -> 0 ->
mat_surfacemat -> 0 ->
'+mat_texture_list' ->
'-mat_texture_list' ->
mat_texture_list_exclude -> 'load' - loads the exclude list file 'reset' - resets all loaded exclude information 'save' - saves exclude list file
mat_texture_list_txlod -> Adjust LOD of the last viewed texture +1 to inc resolution -1 to dec resolution
mat_texture_list_txlod_sync -> 'reset' - resets all run-time changes to LOD overrides 'save' - saves all changes to material content files
mat_tonemap_algorithm -> 1 -> 0 = Original Algorithm 1 = New Algorithm
mat_tonemap_min_avglum -> 3 ->
mat_tonemap_percent_bright_pixels -> 1 ->
mat_tonemap_percent_target -> 45 ->
mat_viewportscale -> 1 -> Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_wireframe -> 0 ->
mat_yuv -> 0 ->
matchmakingport -> 27025 Host Matchmaking port
maxplayers -> Change the maximum number of players allowed on this server.
mem_compact ->
mem_dump -> Dump memory stats to text file.
mem_dumpvballocs -> Dump VB memory allocation stats.
mem_eat ->
mem_incremental_compact ->
mem_incremental_compact_rate -> 0 -> Rate at which to attempt internal heap compation
mem_test ->
mem_vcollide -> Dumps the memory used by vcollides
memory -> Print memory stats.
memory_diff -> show memory stats relative to snapshot
memory_list -> dump memory list (linux only)
memory_mark -> snapshot current allocation status
memory_status -> show memory stats (linux only)
'+menuAccept' ->
'-menuAccept' ->
'+menuDown' ->
'-menuDown' ->
menuselect -> menuselect
'+menuUp' ->
'-menuUp' ->
minisave -> Saves game (for current level only!)
mission_reload -> Reload the mission description.
mission_save -> Save the mission description.
mix_dynamic_cull_max_CI_emitters -> 0 ->
mix_dynamic_debug_CI -> 0 ->
mix_dynamic_max_CI_emitters -> 30 ->
mix_dynamic_num_attack_vox_CI -> 2 ->
mm_add_item -> Add a stats item
mm_add_player -> Add a player
mm_dump_avatars -> Dump avatar assignments
mm_ignore_lan_servers -> 0 -> Ignore local lan servers when searching for a dedicated server (only talk to the master).
mm_joinreply_waittime -> 3 ->
mm_l4d_debug -> 0 ->
mm_message -> Send a message to all remote clients
mm_select_session -> Select a session
mm_session_info -> Dump session information
mm_stats ->
mm_update_lobby_avatar -> Update lobby avatar based on team_desired.
mm_use_datacenter_ping_min -> 400 ->
mm_use_local_dedicated_server -> 1 ->
motd_enabled -> 1 -> Toggles whether or not to show the MOTD to clients when they connect.
motd_intros -> 15 ->
motdfile -> 0 -> The MOTD file to load.
'+mouse_menu' -> Opens a menu while held
'-mouse_menu' -> Executes the highlighted button on the radial menu (if cl_fastradial is 1)
'+movedown' ->
'-movedown' ->
'+moveleft' ->
'-moveleft' ->
'+moveright' ->
'-moveright' ->
'+moveup' ->
'-moveup' ->
movie_fixwave -> Fixup corrupted .wav file if engine crashed during startmovie/endmovie etc.
mp_disable_autokick -> Prevents a userid from being auto-kicked
mp_forcerespawnplayers -> Force all players to respawn.
mp_forcewin -> Forces team to win
mp_gamemode -> 0 -> Current game mode acceptable values are coop versus and survival.
mp_scrambleteams -> Scramble the teams and restart the game
mp_switchteams -> Switch teams and restart the game
ms_dedicated_search_timeout -> 30 -> How long (seconds) to search for a dedicated server before falling back to listen server.
ms_dedicated_server_type -> 0 -> Type of dedicated server to search for: 'official' or 'best' available.
ms_dump_netConnections -> Dump connection information
ms_dumpref -> Prints a dump of the ref counts of various match objects
ms_force_dedicated_server -> 0 -> Forces specified ip:port to be used for dedicated server.
ms_force_search_fail_dedicated_server -> 0 -> search fails so host locally
ms_friends_start_find -> Start Find All Friends
ms_friends_stop_find -> Stop Find All Friends
ms_search_nobackground -> 0 -> 1: no background searches will occur
ms_search_timeout -> 180 -> How long (seconds) to search for a live game before auto canceling.
ms_state -> Prints a dump of the current state of the local players
multiplayerendgame -> Take all of the connected clients and take them to the end game state.
multvar -> Multiply specified convar value.
music_calm_min_interval -> 45 -> Minimum time between DisturbingAtmosphere performances
music_dynamic_action_decay -> 10 ->
music_dynamic_ambient_decay -> 7 ->
music_dynamic_ambient_in_max -> 0 ->
music_dynamic_ambient_in_min -> 0 ->
music_dynamic_ambient_out_max -> 1 ->
music_dynamic_ambient_out_min -> 0 ->
music_dynamic_ambient_vol_min_alert -> 0 ->
music_dynamic_asg_speed -> 1 ->
music_dynamic_attack_CI_close_decay -> 0 ->
music_dynamic_attack_CI_close_distmax -> 600 ->
music_dynamic_attack_CI_distmax -> 2400 ->
music_dynamic_attack_CI_near_decay -> 0 ->
music_dynamic_attack_CI_near_distmax -> 300 ->
music_dynamic_attack_CI_num -> 30 ->
music_dynamic_attack_CI_veryclose_decay -> 0 ->
music_dynamic_attack_CI_veryclose_distmax -> 94 ->
music_dynamic_boomer_interval_beats -> 5 ->
music_dynamic_calm_decay -> 15 ->
music_dynamic_CI_sight_decay -> 8 ->
music_dynamic_damage_decay -> 10 ->
music_dynamic_damage_duck_damage_max -> 1 ->
music_dynamic_damage_duck_damage_min -> 0 ->
music_dynamic_damage_duck_max -> 0 ->
music_dynamic_damage_duck_min -> 0 ->
music_dynamic_damage_increment -> 0 ->
music_dynamic_debug -> 0 -> Draw parameter meters
music_dynamic_dodamage_decay -> 4 ->
music_dynamic_dodamage_increment -> 0 ->
music_dynamic_gunfire_decay -> 1 ->
music_dynamic_gunfire_increment -> 0 ->
music_dynamic_gunfireslow_decay -> 3 ->
music_dynamic_gunfireslow_increment -> 0 ->
music_dynamic_hunter_interval_beats -> 5 ->
music_dynamic_huntrifle_speed -> 3 ->
music_dynamic_melee_speed -> 2 ->
music_dynamic_mgun_speed -> 0 ->
music_dynamic_mob_action_close_max -> 0 ->
music_dynamic_mob_action_close_min -> 0 ->
music_dynamic_mob_action_decay -> 15 ->
music_dynamic_mob_action_increment -> 0 ->
music_dynamic_mob_action_max -> 1 ->
music_dynamic_mob_action_min -> 0 ->
music_dynamic_mob_choir_BPM -> 90 ->
music_dynamic_mob_choir_interval_beats -> 16 ->
music_dynamic_mob_choir_interval_randmultmax -> 3 ->
music_dynamic_mob_damage_max -> 1 ->
music_dynamic_mob_damage_min -> 0 ->
music_dynamic_mob_decay -> 15 ->
music_dynamic_mob_increment -> 0 ->
music_dynamic_mob_large -> 49 -> Spawning a large mob
music_dynamic_mob_max -> 1 ->
music_dynamic_mob_med -> 29 -> Spawning a med mob
music_dynamic_mob_min -> 0 ->
music_dynamic_mob_size -> 25 -> Spawning a mob this large can play music
music_dynamic_mob_small -> 20 -> Spawning a small mob
music_dynamic_mobstop_size -> 8 -> When a mob gets to this size we think about stopping the music
music_dynamic_on -> 1 ->
music_dynamic_pistol_speed -> 0 ->
music_dynamic_play ->
music_dynamic_psg_speed -> 2 ->
music_dynamic_PZ_BPM -> 80 ->
music_dynamic_PZ_interval_randmultmax -> 5 ->
music_dynamic_rifle_speed -> 0 ->
music_dynamic_scanmobstop_size -> 3 -> When see less than this many of a mob music stops
music_dynamic_SI_close_distmax -> 1200 ->
music_dynamic_SI_far_distmin -> 1800 ->
music_dynamic_SI_inrange_distmax -> 2400 ->
music_dynamic_smg_speed -> 0 ->
music_dynamic_smoker_interval_beats -> 5 ->
music_dynamic_solosuccess_damagemin -> 0 ->
music_dynamic_solosuccess_decay -> 4 ->
music_dynamic_solosuccess_increment -> 1 ->
music_dynamic_stop_playing ->
music_dynamic_threat_decay -> 6 ->
music_dynamic_update_interval -> 0 -> interval between music status/action update
music_dynamic_witch_alert_interval -> 37 ->
music_dynamic_witch_near_max -> 1800 ->
music_dynamic_witch_near_min -> 360 ->
music_intensity_override -> -1 -> Overrides the player's music intensity track for testing
music_intensity_threshold -> 0 ->
music_large_area_reveal_repeat_threshold -> 60 -> The minimum time in seconds between performances of this music
music_large_area_reveal_threshold -> 500000 How much new area must be revealed to trigger the reveal music
music_manager -> 1 -> Using the new music manager system.
music_master_debug -> 0 ->
music_master_tag_threshold -> 0 ->
music_min_pending_threat_time -> 10 -> Minimum time until the next mob or boss. Used when deciding to play MomentOfSilence
music_min_safe_time -> 3 -> Minimum time that we haven't seen a threat or been injured. Used when deciding to play MomentOfSilence
music_moment_of_silence_repeat_interval -> 600 -> Minimum time between successive MomentOfSilence performances
music_moment_of_silence_start_delay -> 60 -> Minimum time before we can play a MomentOfSilence after leaving a Checkpoint
music_print -> client
muzzleflash_light -> 1 ->
name -> 119 -> SERVER_CAN_EXECUTESSCurrent user name
name2 -> 0 -> SERVER_CAN_EXECUTESS_ADDEDCurrent user 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_bgcolor -> 0 -> RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size -> 50 -> Max area size created in nav generation
nav_avoid -> Toggles the 'avoid this area when possible' flag used by the AI system.
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
nav_begin_selecting -> Start continuously adding to the selected set.
nav_begin_shift_xy -> Begin shifting the Selected Set.
nav_build_ladder -> Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_file_consistency -> Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor -> Updates the blocked/unblocked status for every nav area.
nav_check_stairs -> Update the nav mesh STAIRS attribute
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_selected_set -> Clear the selected set.
nav_clear_walkable_marks -> Erase any previously placed walkable positions.
nav_compress_id -> Re-orders area and ladder ID's so they are continuous.
nav_connect -> To connect two Areas mark the first Area highlight the second Area then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit -> 0 ->
nav_coplanar_slope_limit_displacement -> 0 ->
nav_corner_adjust_adjacent -> 18 -> 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 -> Anchor nav_begin_area Z to editing player's feet
nav_create_place_on_ground -> 0 -> 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_debug_blocked -> 0 ->
nav_debug_finale_area -> 0 -> Show extents of finale area and selected finale center
nav_delete -> Deletes the currently highlighted Area.
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 connec
nav_displacement_test -> 10000 Checks for nodes embedded in displacements (useful for in-development maps)
nav_dont_hide -> Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
nav_draw_limit -> 500 -> The maximum number of areas to draw in edit mode
nav_edit -> 0 -> Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area -> Defines the second corner of a new Area or Ladder and creates it.
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_fog_edit -> 0 ->
nav_fog_mark -> Sets fog value for selected areas.
nav_fog_pick -> Sets fog value for selected areas.
nav_fog_print_used -> Prints out the list of fog names used in the map.
nav_fog_replace -> Replaces the first fog name with the second in the map.
nav_fog_select_place -> Selects all areas with the given fog place.
nav_fog_set -> If used without arguments all available Fog values will be listed. If a Fog argument is given the current Fog is set.
nav_gen_cliffs_approx -> Mark cliff areas post-processing approximation
nav_generate -> Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops -> 1 -> Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas -> 1 -> 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 ->
nav_gui -> Opens the nav editing GUI
nav_gui_rebuild -> 0 -> Rebuilds the nav ui windows from scratch every time they're opened
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_make_sniper_spots -> Chops the marked area into disconnected sub-areas suitable for sniper spots.
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_unnamed -> Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable -> Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
nav_max_view_distance -> 0 -> Maximum range for precomputed nav mesh visibility (0 = no limit)
nav_max_vis_delta_list_length -> 64 ->
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 comm
nav_merge_mesh -> Merges a saved selected set into the current mesh.
nav_no_hostages -> Toggles the 'hostages cannot use this area' flag used by the AI system.
nav_no_jump -> Toggles the 'dont jump in this area' flag used by the AI system.
nav_obscure_range -> 400 ->
nav_place_floodfill -> Sets the Place of the Area under the cursor to the curent Place and 'flood-fills' the Place to all adjacent Areas. Flood-filli
nav_place_list -> Lists all place names used in the map.
nav_place_pick -> Sets the current Place to the Place of the Area under the cursor.
nav_place_replace -> Replaces all instances of the first place with the second place.
nav_place_set -> Sets the Place of all selected areas to the current Place.
nav_potentially_visible_dot_tolerance -> 0 ->
nav_precise -> Toggles the 'dont avoid obstacles' flag used by the AI system.
nav_print_visibility_info -> Dumps some visibility-related data to the console.
nav_quicksave -> 1 -> Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_recall_selected_set -> Re-selects the stored selected set.
nav_recompute_flow -> Recomputes flow distance
nav_remove_from_selected_set -> Remove current area from the selected set.
nav_remove_jump_areas -> Removes legacy jump areas replacing them with connections.
nav_run -> Toggles the 'traverse this area by running' flag used by the AI system.
nav_save -> Saves the current Navigation Mesh to disk.
nav_save_selected -> Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_select_blocked_areas -> Adds all blocked areas to the selected set
nav_select_completely_visible -> Selects all areas completely visible to the selected area.
nav_select_damaging_areas -> Adds all damaging areas to the selected set
nav_select_half_space -> Selects any areas that intersect the given half-space.
nav_select_invalid_areas -> Adds all invalid areas to the Selected Set.
nav_select_obstructed_areas -> Adds all obstructed areas to the selected set
nav_select_overlapping -> Selects nav areas that are overlapping others.
nav_select_partially_visible -> Selects all areas at least partially visible to the selected area.
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_threat -> Selects all threat areas
nav_select_view_distance -> Selects all areas within nav_max_view_distance.
nav_select_visible_set_size -> Selects all areas with visible sets this size or greater.
nav_selected_set_border_color -> 100 -> Color used to draw the selected set borders while editing.
nav_selected_set_color -> 255 -> Color used to draw the selected set background while editing.
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_approach_points -> 0 -> Show Approach Points in the Navigation Mesh.
nav_show_area_info -> 0 -> Duration in seconds to show nav area ID and attributes while editing
nav_show_compass -> 0 ->
nav_show_danger -> 0 -> Show current 'danger' levels.
nav_show_ladder_bounds -> Draws the bounding boxes of all func_ladders in the map.
nav_show_light_intensity -> 0 ->
nav_show_node_grid -> 0 ->
nav_show_node_id -> 0 ->
nav_show_nodes -> 0 ->
nav_show_player_area -> 0 -> Draws the last known area for the given entindex
nav_show_player_counts -> 0 -> Show current player counts in each 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 -> The ground unit normal's Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance -> 0 -> The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
nav_snap_to_grid -> 0 -> Snap to the nav generation grid when creating new nav areas
nav_solid_props -> 0 -> 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_place_on_ground -> 0 -> If true nav areas will be placed flush with the ground when split.
nav_stand -> Toggles the 'stand while hiding' flag used by the AI system.
nav_stop -> Toggles the 'must stop when entering this area' flag used by the AI system.
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_test_node -> 0 ->
nav_test_node_crouch -> 0 ->
nav_test_node_crouch_dir -> 4 ->
nav_test_stairs -> Test the selected set for being on stairs
nav_test_visibility -> Tests visibility from the selected area to the one under the cursor.
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_place_painting -> Toggles Place Painting mode. When Place Painting pointing at an Area will 'paint' it with the current Place.
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_transient -> Toggles the 'area is transient and may become blocked' flag used by the AI system.
nav_trouble_report -> Selects areas that may be breaking the map checklist for inspection
nav_trouble_report_corner_to_corner -> Selects areas that can break game mechanics
nav_trouble_report_invalid -> Selects areas that can break game mechanics
nav_trouble_report_suggestions -> Selects areas that do not have a population set only if any area has a population
nav_trouble_test_area -> 0 -> If nonzero tests will be run against this areaID only
nav_trouble_test_debug_duration -> 10 ->
nav_trouble_walkable_backtrace -> 0 ->
nav_unmark -> Clears the marked Area or Ladder.
nav_update_blocked -> Updates the blocked/unblocked status for every nav area.
nav_update_lighting -> Recomputes lighting values
nav_update_visibility_on_edit -> 0 -> If nonzero editing the mesh will incrementally recompue visibility
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_walk -> Toggles the 'traverse this area by walking' flag used by the AI system.
nav_warp_to_mark -> Warps the player to the marked area.
nav_world_center -> Centers the nav mesh in the world
nb_acceleration -> 500 ->
nb_allow_avoiding -> 1 ->
nb_allow_climbing -> 1 ->
nb_allow_gap_jumping -> 1 ->
nb_blind -> 0 -> Disable vision
nb_chase_lead_time -> 2 ->
nb_debug -> Debug NextBots. Categories are: BEHAVIOR LOOK_AT PATH ANIMATION LOCOMOTION VISION HEARING EVENTS ERRORS.
nb_debug_climbing -> 0 ->
nb_debug_filter -> Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
nb_debug_history -> 1 -> If true each bot keeps a history of debug output in memory
nb_delete_all -> Delete all non-player NextBot entities.
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_friction_forward -> 0 ->
nb_friction_sideways -> 3 ->
nb_goal_look_ahead_range -> 50 ->
nb_gravity -> 1000 ->
nb_head_aim_settle_duration -> 0 ->
nb_head_aim_steady_max_rate -> 100 ->
nb_ladder_align_range -> 50 ->
nb_lean_forward_accel -> 100 ->
nb_lean_max_angle -> 30 ->
nb_lean_rate -> 3 ->
nb_move_to_cursor -> Tell all NextBots to move to the cursor position
nb_path_draw_inc -> 100 ->
nb_path_segment_influence_radius -> 100 ->
nb_player_crouch -> 0 -> Force bots to crouch
nb_player_move -> 1 -> Prevents bots from moving
nb_player_stop -> 0 -> Stop all NextBotPlayers from updating
nb_player_walk -> 0 -> Force bots to walk
nb_rush -> Causes all infected to rush the survivors.
nb_saccade_speed -> 1000 ->
nb_saccade_time -> 0 ->
nb_select -> Select the bot you are aiming at for further debug operations.
nb_speed_look_ahead_range -> 150 ->
nb_stop -> 0 -> Stop all NextBots
nb_update_debug -> 0 ->
nb_update_framelimit -> 15 ->
nb_update_frequency -> 0 ->
nb_update_maxslide -> 2 ->
nb_vision_ignore_survivors -> 0 ->
nb_vision_notice_hidden_range -> 50 ->
nb_warp_selected_here -> Teleport the selected bot to your cursor position
nb_yaw_rate -> 250 ->
net_allow_multicast -> 1 ->
net_blockmsg -> 0 -> Discards incoming message: <0|1|name>
net_channels -> Shows net channel info
net_droppackets -> 0 -> Drops next n packets on client
net_dumpeventstats -> Dumps out a report of game event network usage
net_fakejitter -> 0 -> Jitter fakelag packet time
net_fakelag -> 0 -> Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss -> 0 -> Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph -> 0 -> Draw the network usage graph = 2 draws data on payload = 3 draws payload legend.
net_graphheight -> 64 -> Height of netgraph panel
net_graphmsecs -> 400 -> The latency graph represents this many milliseconds.
net_graphpos -> 1 ->
net_graphproportionalfont -> 1 -> Determines whether netgraph font is proportional or not
net_graphshowinterp -> 1 -> Draw the interpolation graph.
net_graphshowlatency -> 1 -> Draw the ping/packet loss graph.
net_graphsolid -> 1 ->
net_graphtext -> 1 -> Draw text fields
net_maxroutable -> 1200 ->Requested max packet size before packets are 'split'.
net_public_adr -> 0 -> For servers behind NAT/DHCP meant to be exposed to the public internet this is the public facing ip address string: ('x.x.x.x'
net_scale -> 5 ->
net_showreliablesounds -> 0 ->
net_showsplits -> 0 -> Show info about packet splits
net_showudp -> 0 -> Dump UDP packets summary to console
net_showudp_remoteonly -> 0 -> Dump non-loopback udp only
net_showusermessages -> 0 ->
net_splitpacket_maxrate -> 15000 Max bytes per second when queueing splitpacket chunks
net_splitrate -> 1 -> Number of fragments for a splitpacket that can be sent per frame
net_start -> Inits multiplayer network sockets
net_status -> Shows current network status
net_steamcnx_allowrelay -> 0 -> Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
net_steamcnx_enabled -> 1 -> Use steam connections on listen server as a fallback 2 forces use of steam connections instead of raw UDP.
net_steamcnx_status -> Print status of steam connection sockets.
next -> 0 -> Set to 1 to advance to next frame ( when singlestep == 1 )
next_weapon_timer -> 1 ->
next -> Play next in sequence.
noclip -> Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
noclip_fixup -> 1 ->
notarget -> Toggle. Player becomes hidden to NPCs.
npc_height_adjust -> 1 -> Enable test mode for ik height adjustment
openserverbrowser -> Opens server browser
outtro_stats_done -> Fire an output when the outtro stats are finished
overview_alpha -> 1 -> CLIENTCMD_CAN_EXECUTE -> Overview map translucency.
overview_health -> 1 -> CLIENTCMD_CAN_EXECUTE -> Show player's health in map overview.
overview_locked -> 1 -> CLIENTCMD_CAN_EXECUTE -> Locks map angle doesn't follow view angle.
overview_mode -> Sets overview map mode offsmalllarge: <0|1|2>
overview_names -> 1 -> CLIENTCMD_CAN_EXECUTE -> Show player's names in map overview.
overview_tracks -> 1 -> CLIENTCMD_CAN_EXECUTE -> Show player's tracks in map overview.
overview_zoom -> Sets overview map zoom: [] [rel]
pain_pills_decay_rate -> 0 ->
pain_pills_health_threshold -> 99 -> Pills can't be used unless total health is less than this amount
pain_pills_health_value -> 50 ->
panel_test_title_safe -> 0 -> Test vgui panel positioning with title safe indentation
particle_simulateoverflow -> 0 -> Used for stress-testing particle systems. Randomly denies creation of particles.
particle_test_attach_attachment -> 0 -> Attachment index for attachment mode
particle_test_attach_mode -> 0 -> Possible Values: 'start_at_attachment' 'follow_attachment' 'start_at_origin' 'follow_origin'
particle_test_file -> 0 -> 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 particl
particle_test_stop -> Stops all particle systems on the selected entities.
Arguments: / / no argument picks what playe
password -> 0 -> Current server access password
path -> Show the engine filesystem path.
pause -> Toggle the server pause state.
perfui -> Show/hide the level performance tools UI.
perfvisualbenchmark ->
perfvisualbenchmark_abort ->
personalstats -> Shows the player stats dialog
physics_budget -> Times the cost of each active object
physics_constraints -> Highlights constraint system graph for an entity
physics_debug_entity -> Dumps debug info for an entity
physics_highlight_active -> Turns on the absbox for all active physics objects
physics_report_active -> Lists all active physics objects
physics_select -> Dumps debug info for an entity
picker -> Toggles 'picker' mode. When picker is on the bounding box pivot and debugging text is displayed for whatever entity the play
ping -> Display ping to server.
pingserver -> Ping a server for info
pixelvis_debug -> Dump debug info
play -> Play a sound.
play -> Play a recorded file (.dem ).
player_debug_print_damage -> 0 -> When true print amount and type of all damage received by player to console.
playflush -> Play a sound reloading from disk in case of changes.
playgamesound -> Play a sound from the game sounds txt file
playsoundscape -> Forces a soundscape to play
playvideo -> Plays a video: [width height]
playvideo_exitcommand -> Plays a video and fires and exit command when it is stopped or finishes:
playvol -> Play a sound at a specified volume.
plugin_load -> plugin_load : loads a plugin
plugin_pause -> plugin_pause : pauses a loaded plugin
plugin_pause_all -> pauses all loaded plugins
plugin_print -> Prints details about loaded plugins
plugin_unload -> plugin_unload : unloads a plugin
plugin_unpause -> plugin_unpause : unpauses a disabled plugin
plugin_unpause_all -> unpauses all disabled plugins
polish_ -> Polish the given . Pass name as only parameter.
'+posedebug' -> Turn on pose debugger or add ents to pose debugger
'-posedebug' -> Turn off pose debugger or hide ents from pose debugger
print_colorcorrection -> Display the color correction layer information.
progress_enable ->
prop_crosshair -> Shows name for prop looking at
prop_debug -> Toggle prop debug mode. If on props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
prop_dynamic_create -> Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.
Arguments: {.mdl name}
prop_physics_create -> Creates a physics prop with a specific .mdl aimed away from where the player is looking.
Arguments: {.mdl name}
pwatchent -> -1 -> Entity to watch for prediction system changes.
pwatchvar -> 0 -> Entity variable to watch in prediction system for changes.
pz_damages -> List player zombie damages
quit -> Exit the engine.
r_3dnow -> Enable/disable 3DNow code
r_AirboatViewDampenDamp -> 1 ->
r_AirboatViewDampenFreq -> 7 ->
r_AirboatViewZHeight -> 0 ->
r_ambientfraction -> 0 -> Fraction of direct lighting used to boost lighting when model requests
r_ambientlightingonly -> 0 -> Set this to 1 to light models with only ambient lighting (and no static lighting).
r_avglight -> 1 ->
r_avglightmap -> 0 ->
r_cheapwaterend ->
r_cheapwaterstart ->
r_cleardecals -> Usage r_cleardecals .
r_ClipAreaPortals -> 1 ->
r_colorstaticprops -> 0 ->
r_debugcheapwater -> 0 ->
r_debugrandomstaticlighting -> 0 -> Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_depthoverlay -> 0 -> Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_DispBuildable -> 0 ->
r_DispWalkable -> 0 ->
r_DrawBeams -> 1 -> 0=Off 1=Normal 2=Wireframe
r_drawbrushmodels -> 1 -> Render brush models. 0=Off 1=Normal 2=Wireframe
r_drawclipbrushes -> 0 -> Draw clip brushes (red=NPC+player pink=player purple=NPC)
r_drawdecals -> 1 -> Render decals.
r_DrawDisp -> 1 -> Toggles rendering of displacment maps
r_drawentities -> 1 ->
r_drawfuncdetail -> 1 -> Render func_detail
r_drawleaf -> -1 -> Draw the specified leaf.
r_drawlightcache -> 0 -> 0: off
1: draw light cache entries
2: draw rays
r_drawlightinfo -> 0 ->
r_drawlights -> 0 ->
r_DrawModelLightOrigin -> 0 ->
r_drawmodelstatsoverlay -> 0 ->
r_drawmodelstatsoverlaydistance -> 500 ->
r_drawmodelstatsoverlaymax -> 1 -> time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin -> 0 -> time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables -> 1 ->
r_drawopaqueworld -> 1 ->
r_drawothermodels -> 1 -> 0=Off 1=Normal 2=Wireframe
r_drawparticles -> 1 -> Enable/disable particle rendering
r_DrawPortals -> 0 ->
r_DrawRain -> 1 -> Enable/disable rain rendering.
r_drawrenderboxes -> 0 ->
r_drawropes -> 1 ->
r_drawskybox -> 1 ->
r_drawsprites -> 1 ->
r_drawstaticprops -> 1 -> 0=Off 1=Normal 2=Wireframe
r_drawtracers -> 1 ->
r_drawtranslucentrenderables -> 1 ->
r_drawtranslucentworld -> 1 ->
r_drawvgui -> 1 -> Enable the rendering of vgui panels
r_drawviewmodel -> 1 ->
r_drawworld -> 1 -> Render the world.
r_dscale_basefov -> 90 ->
r_dscale_fardist -> 2000 ->
r_dscale_farscale -> 4 ->
r_dscale_neardist -> 100 ->
r_dscale_nearscale -> 1 ->
r_dynamic -> 1 ->
r_dynamiclighting -> 1 ->
r_eyemove -> 1 ->
r_eyeshift_x -> 0 ->
r_eyeshift_y -> 0 ->
r_eyeshift_z -> 0 ->
r_eyesize -> 0 ->
r_eyewaterepsilon -> 7 ->
r_farz -> -1 -> Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_flashlight_attach_to_viewmodel -> 1 -> Attach the flashlight effect to the viewmodel
r_flashlightambient -> 0 ->
r_flashlightbacktraceoffset -> 0 ->
r_flashlightbrightness -> 0 ->
r_flashlightclip -> 0 ->
r_flashlightconstant -> 0 ->
r_flashlightdrawclip -> 0 ->
r_flashlightfar -> 750 -> taschenlampe lichtweite
r_flashlightfov -> 53 -> taschenlampe lichtkegel
r_flashlightinfectedtexture -> 0 ->
r_flashlightladderdist -> 40 ->
r_flashlightlinear -> 100 ->
r_flashlightlockposition -> 0 ->
r_flashlightmuzzleflashfov -> 120 ->
r_flashlightnear -> 4 ->
r_flashlightnearoffsetscale -> 0 ->
r_flashlightoffsetforward -> 0 ->
r_flashlightoffsetforward_low -> 0 ->
r_flashlightoffsetright -> 5 ->
r_flashlightoffsetright_low -> 10 ->
r_flashlightoffsetup -> -5 ->
r_flashlightoffsetup_low -> -16 ->
r_flashlightquadratic -> 0 ->
r_flashlightscissor -> 1 ->
r_flashlightshadowatten -> 0 ->
r_flashlightvisualizetrace -> 0 ->
r_flushlod -> Flush and reload LODs.
r_hwmorph -> 0 ->
r_itemblinkmax -> 0 ->
r_itemblinkrate -> 4 ->
r_JeepFOV -> 90 ->
r_JeepViewBlendTo -> 1 ->
r_JeepViewBlendToScale -> 0 ->
r_JeepViewBlendToTime -> 1 ->
r_JeepViewDampenDamp -> 1 ->
r_JeepViewDampenFreq -> 7 ->
r_JeepViewZHeight -> 10 ->
r_lightcache_invalidate ->
r_lightcache_numambientsamples -> 162 -> number of random directions to fire rays when computing ambient lighting
r_lightcache_radiusfactor -> 1000 ->Allow lights to influence lightcaches beyond the lights' radii
r_lightcachecenter -> 1 ->
r_lightcachemodel -> -1 ->
r_lightinterp -> 5 -> Controls the speed of light interpolation 0 turns off interpolation
r_lightmap -> -1 ->
r_lightstyle -> -1 ->
r_lightwarpidentity -> 0 ->
r_lockpvs -> 0 -> Lock the PVS so you can fly around and inspect what is being drawn.
r_mapextents -> 16384 Set the max dimension for the map. This determines the far clipping plane
r_modelwireframedecal -> 0 ->
r_nohw -> 0 ->
r_nosw -> 0 ->
r_novis -> 0 -> Turn off the PVS.
r_occlusionspew -> 0 -> Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection -> 0 -> Set this to revert to HL2's method of selecting lights
r_partition_level -> -1 -> Displays a particular level of the spatial partition system. Use -1 to disable it.
r_PhysPropStaticLighting -> 0 ->
r_portalsopenall -> 0 -> Open all portals
r_PortalTestEnts -> 1 -> Clip entities against portal frustums.
r_printdecalinfo ->
r_proplightingpooling -> -1 -> 0 - off 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_radiosity -> 4 ->
0: no radiosity
1: radiosity with ambient cube (6 samples)
2: radiosity with 162 samples
3: 162 samples for static props 6 sam
r_rainalpha -> 0 ->
r_rainalphapow -> 0 ->
r_RainCheck -> 0 -> Enable/disable IsInAir() check for rain drops?
r_RainDebugDuration -> 0 -> Shows rain tracelines for this many seconds (0 disables)
r_raindensity -> 0 ->
r_RainHack -> 0 ->
r_rainlength -> 0 ->
r_RainProfile -> 0 -> Enable/disable rain profiling.
r_RainRadius -> 1500 ->
r_RainSideVel -> 10 -> How much sideways velocity rain gets.
r_RainSimulate -> 1 -> Enable/disable rain simulation.
r_rainspeed -> 600 ->
r_RainSplashPercentage -> 20 ->
r_rainwidth -> 0 ->
r_randomflex -> 0 ->
r_screenoverlay -> Draw specified material as an overlay
r_shadow_debug_spew -> 0 ->
r_shadow_deferred -> 0 -> Toggle deferred shadow rendering
r_shadowangles -> Set shadow angles
r_shadowblobbycutoff -> some shadow stuff
r_shadowcolor -> Set shadow color
r_shadowdir -> Set shadow direction
r_shadowdist -> Set shadow distance
r_shadowfromanyworldlight -> 0 ->
r_shadowfromworldlights_debug -> 0 ->
r_shadowids -> 0 ->
r_shadows_gamecontrol -> -1 ->
r_shadowwireframe -> 0 ->
r_showenvcubemap -> 0 ->
r_showz_power -> 1 ->
r_skin -> 0 ->
r_skybox -> 1 -> Enable the rendering of sky boxes
r_slowpathwireframe -> 0 ->
r_SnowColorBlue -> 200 -> Snow.
r_SnowColorGreen -> 175 -> Snow.
r_SnowColorRed -> 150 -> Snow.
r_SnowDebugBox -> 0 -> Snow Debug Boxes.
r_SnowEnable -> 1 -> Snow Enable
r_SnowEndAlpha -> 255 -> Snow.
r_SnowEndSize -> 0 -> Snow.
r_SnowFallSpeed -> 1 -> Snow fall speed scale.
r_SnowInsideRadius -> 256 -> Snow.
r_SnowOutsideRadius -> 1024 ->Snow.
r_SnowParticles -> 500 -> Snow.
r_SnowPosScale -> 1 -> Snow.
r_SnowRayEnable -> 1 -> Snow.
r_SnowRayLength -> 8192 ->Snow.
r_SnowRayRadius -> 256 -> Snow.
r_SnowSpeedScale -> 1 -> Snow.
r_SnowStartAlpha -> 25 -> Snow.
r_SnowStartSize -> 1 -> Snow.
r_SnowWindScale -> 0 -> Snow.
r_SnowZoomOffset -> 384 -> Snow.
r_SnowZoomRadius -> 512 -> Snow.
r_sse2 -> Enable/disable SSE2 code
r_swingflashlight -> 1 ->
r_updaterefracttexture -> 1 ->
r_vehicleBrakeRate -> 1 ->
r_VehicleViewClamp -> 1 ->
r_VehicleViewDampen -> 1 ->
r_visocclusion -> 0 -> Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces -> 0 ->
r_visualizelighttracesshowfulltrace -> 0 ->
r_visualizetraces -> 0 ->
radialmenu -> Opens a radial menu
ragdoll_velocity_multiplier -> 0 -> Acceleration to last living velocity given to new ragdolls
rate -> 20000 Max bytes/sec the host can receive data
rcon -> Issue an rcon command.
rcon_password -> 0 -> DONTRECORDremote console password.
recompute_speed -> Recomputes clock speed (for debugging purposes).
record -> Record a .
reload -> Reload the most recent saved game (add setpos to jump to current view position on reload).
'+reload' ->
'-reload' ->
removeid -> Remove a user ID from the ban list.
removeip -> Remove an IP address from the ban list.
report ->
report_cliententitysim -> 0 -> List all clientside simulations and time - will report and turn itself off.
report_clientthinklist -> 0 -> List all clientside entities thinking and time - will report and turn itself off.
report_entities -> Lists all entities
report_simthinklist -> Lists all simulating/thinking entities
report_soundpatch -> reports sound patch count
report_touchlinks -> Lists all touchlinks
rescue_distance -> 4500 ->Living survivors must travel this far past a dead survivor's corpse to be able to rescue him
rescue_finale_ignore_distance -> 4000 ->If living survivors are this far past a rescuable survivor he stops calling for help
rescue_finale_spawn_range -> 4000 ->info_survivor_rescue ents will be considered if they are this close to the leading survivor
rescue_ignore_distance -> 2000 ->If living survivors are this far past a rescuable survivor he stops calling for help
rescue_interval -> 2 -> Dead survivors are checked to start calling for help this often
rescue_min_dead_time -> 60 -> Duration in seconds a survivor must be dead before being rescuable
rescue_range -> 1000 ->if a survivor gets this close to an active info_survivor_rescue it will be triggered
rescue_show -> Shows debugging info for info_survivor_rescue ents
rescue_spawn_flow -> 400 -> info_survivor_rescue ents will be considered if they are no more than this far ahead in flow distance from the leading survivor
rescue_spawn_range -> 2000 ->info_survivor_rescue ents will be considered if they are this close to the leading survivor
rescue_update_nav -> Updates RESCUE_CLOSET nav flags
rescue_vs -> 0 -> Rescue closets in vs mode
rescue_yell_delay -> 1 -> Delay before yelling when activating
rescue_yell_interval -> 6 -> Interval at which an info_survivor_rescue yells for help
reset_gameconvars -> Reset a bunch of game convars to default values
respawn_entities -> Respawn all the entities in the map.
restart -> Restart the game on the same level (add setpos to jump to current view position on restart).
retry -> Retry connection to last server.
'+right' ->
'-right' ->
rope_min_pixel_diameter -> 2 ->
rr_followup_maxdist -> 1800 ->'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
rr_reloadresponsesystems -> Reload all response system scripts.
rr_remarkable_world_entities_replay_limit -> 1 -> TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
rr_thenany_score_slop -> 0 -> When computing respondents for a 'THEN ANY' rule all rule-matching scores within this much of the best score will be considere
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