Druckversion
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save -> Saves current game.
save_finish_async ->
say -> Display player message
say_team -> Display player message to team
sb_add -> Add a Survivor Bot.
sb_all_bot_team -> 0 -> Allow a team of nothing but bots
sb_always_hurry_vs -> 1 -> If nonzero never walk always run in VS mode
sb_battlestation_give_up_range_from_human -> 1500 ->
sb_battlestation_human_hold_time -> 4 -> How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations
sb_close_checkpoint_door_interval -> 2 ->
sb_close_threat_range -> 200 ->
sb_combat_saccade_speed -> 1000 ->
sb_crouch -> 0 -> Forces survivor bots to crouch
sb_debug_apoproach_wait_time -> 5 -> How long a SurvivorBot waits once it reaches its debug move-to spot
sb_debug_buddy -> 0 ->
sb_debug_locomotion -> 0 ->
sb_debug_retreat -> 0 ->
sb_debug_team_avoidance -> 0 ->
sb_dont_bash -> 0 -> Force SurvivorBots to not bash
sb_dont_shoot -> 0 -> Force SurvivorBots to not fire their weapons
sb_enforce_proximity_lookat_timeout -> 10 ->
sb_enforce_proximity_range -> 1500 ->
sb_far_hearing_range -> 1500 ->
sb_flashlight -> 0 -> Forces survivor bots to use flashlights (-1 to force off)
sb_follow_stress_factor -> 0 ->
sb_force_max_intensity -> Force intensity of selected SurvivorBot to maximum level.
sb_friend_immobilized_reaction_time_expert -> 0 -> How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
sb_friend_immobilized_reaction_time_hard -> 1 -> How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
sb_friend_immobilized_reaction_time_normal -> 2 -> How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
sb_friend_immobilized_reaction_time_vs -> 0 -> How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
sb_friendlyfire -> 0 ->
sb_give -> Give an item to each Survivor bot
sb_give_random_weapon -> Give a random weapon to each Survivor bot
sb_hindrance_range -> 150 ->
sb_hold_position -> 0 -> Force SurvivorBots to stand still
sb_locomotion_wait_threshold -> 10 ->
sb_max_battlestation_range_from_human -> 750 ->
sb_max_scavenge_separation -> 750 -> SurvivorBots won't scavenge items farther away from the group than this
sb_min_attention_notice_time -> 0 -> If someone looks at me longer than this I'll notice
sb_min_orphan_time_to_cover -> 1 ->
sb_move -> 1 -> Stop all SurvivorBots from moving
sb_move_to_cursor -> Sends survivor bots to cursor target
sb_narrow_corridor_width -> 100 ->
sb_near_hearing_range -> 500 ->
sb_neighbor_range -> 300 -> How close a friend needs to be to feel safe
sb_normal_saccade_speed -> 350 ->
sb_open_fire -> 0 -> Forces survivor bots to fire continuously
sb_path_lookahead_range -> 300 ->
sb_perf_crawl -> 0 -> If true survivor bot will be doing a perf-crawl walk through the map
sb_perf_crawl_ang -> 5 -> Rotation angles at perf-crawl snapshots in the map
sb_perf_crawl_dist -> 128 -> Distance between perf-crawl snapshots in the map
sb_perf_crawl_time -> 1 -> How much time is spent at each perf-crawl spot/ang in the map
sb_perf_dump -> 0 -> If true low perf places will be dumped
sb_perf_dump_bots -> 0 -> Which bots to use for dumping: namvet girl biker manager
sb_pushscale -> 1 ->
sb_reachability_cache_lifetime -> 3 ->
sb_replacement_interval -> 0 -> Force SurvivorBots to be replaced after this many seconds for stress testing
sb_rescue_vehicle_loading_range -> 300 -> How close to the arrival point of the rescue vehicle SurvivorBots try to get
sb_separation_danger_max_range -> 600 -> A Survivor teammate this far away needs to be gathered back into the group
sb_separation_danger_min_range -> 500 -> A Survivor teammate this far away is straying from the group
sb_separation_range -> 200 -> Desired distance between Survivors
sb_show_threat_areas -> 0 ->
sb_sidestep_for_horde -> 0 -> Allow sidestepping left/right to acquire common infected targets
sb_stop -> 0 -> Forces survivor bots to stand still
sb_takecontrol -> Take control of a bot.
sb_threat_close_range -> 150 -> Very close range for threats
sb_threat_exposure_stop -> 200000
sb_threat_exposure_walk -> 50000
sb_threat_far_range -> 600 -> Close enough to be a threat if near several other threats
sb_threat_medium_range -> 300 -> Too close for comfort even when neutral
sb_threat_very_close_range -> 150 ->
sb_threat_very_far_range -> 1500 ->Too far to be a threat even for boss infected
sb_unstick -> 1 ->
sb_use_button_range -> 1000 ->
sb_vomit_blind_time -> 5 -> How long Boomer vomit/explosion gore blinds us
scene_flush -> Flush all .vcds from the cache and reload from disk.
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.
'+score' ->
'-score' ->
screenshot -> Take a screenshot.
select_cliff -> Selects all NAV_MESH_CLIFF areas.
select_invalid_finale_nospawn -> Selects all FINALE_NOSPAWN areas that aren't also FINALE.
select_with_attribute -> Selects areas with the given attribute.
sensitivity -> 4 -> Mouse sensitivity.
server_game_time -> Gives the game time in seconds (server's curtime)
setang -> Snap player eyes to specified pitch yaw (must have sv_cheats).
setang_exact -> Snap player eyes and orientation to specified pitch yaw (must have sv_cheats).
setinfo -> Adds a new user info value
setmaster -> add/remove/enable/disable master servers
setmodel -> Changes's player's model
setpause -> Set the pause state of the server.
setpos -> Move player to specified origin (must have sv_cheats).
setpos_exact -> Move player to an exact specified origin (must have sv_cheats).
setpos_player -> Move specified player to specified origin (must have sv_cheats).
shake -> Shake the screen.
shake_stop -> Stops all active screen shakes.
shout_going_to_die_interval -> 20 ->
shout_make_way_interval -> 2 ->
shout_max_warn_range -> 2000 ->
shout_min_special_warn_interval -> 5 ->
shout_min_use_range -> 200 ->
shout_min_warn_interval -> 10 ->
shout_threat_range -> 500 ->
shout_view_motion_threshold -> 0 ->
shout_view_target_threahold -> 0 ->
show_menu -> Opens a menu
'+showbudget' ->
'-showbudget' ->
showbudget_texture -> 0 -> Enable the texture budget panel.
'-showbudget_texture' ->
'+showbudget_texture' ->
'-showbudget_texture_global' ->
'+showbudget_texture_global' ->
showbudget_texture_global_dumpstats -> Dump all items in +showbudget_texture_global in a text form
showconsole -> Show the console.
showGameSettings ->
showinfo -> Shows a info panel: []
showpanel -> Shows a viewport panel
'-showscores' ->
'+showscores' ->
showtriggers -> 0 -> Shows trigger brushes
showtriggers_toggle -> Toggle show triggers
'-showvprof' ->
'+showvprof' ->
shriek_shake_amplitude -> 10 ->
shriek_shake_duration -> 2 ->
shriek_shake_frequency -> 5 ->
singlestep -> 0 -> Run engine in single step mode ( set next to 1 to advance a frame )
sk_autoaim_mode -> 1 ->
skill -> 1 -> Game skill level (1-3).
slot0 ->
slot1 ->
slot2 ->
slot3 ->
slot4 ->
slot5 ->
slot6 ->
slot7 ->
slot8 ->
slot9 ->
slot10 ->
Smoker_escape_range -> 750 ->
smoker_pz_claw_dmg -> 4 -> Amount of damage done by a PZ smoker's regular melee attack
smoker_tongue_delay -> 1 ->
snapto ->
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_duckerattacktime -> 0 ->
snd_duckerreleasetime -> 2 ->
snd_duckerthreshold -> 0 ->
snd_ducktovolume -> 0 ->
snd_dump_filepaths ->
snd_dumpclientsounds -> Dump sounds to console
snd_filter -> 0 ->
snd_foliage_db_loss -> 4 -> foliage dB loss per 1200 units
snd_gain -> 1 ->
snd_gain_max -> 1 ->
snd_gain_min -> 0 ->
snd_getmixer -> Get data related to mix group matching string
snd_legacy_surround -> 0 ->
snd_list_mix_groups -> List all mix groups to dev console.
snd_list_mixers -> List all mixers to dev console.
snd_mixahead -> 0 ->
snd_musicvolume -> 1 -> Music volume
snd_obscured_gain_dB -> -2 ->
snd_pitchquality -> 1 ->
snd_play_in_out -> Plays one of two sounds from entity depending on players in/out location
snd_playsounds -> Play sounds from the game sounds txt file at a given location
snd_pre_gain_dist_falloff -> 1 ->
snd_prefetch_common -> 1 -> Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
snd_rebuildaudiocache -> rebuild audio cache for current language
snd_refdb -> 60 -> Reference dB at snd_refdist
snd_refdist -> 36 -> Reference distance for snd_refdb
snd_restart -> Restart sound system.
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_setmixlayer_amount -> Set named mix layer mix amount.
snd_setsoundparam -> Set a sound paramater
snd_showstart -> 0 ->
snd_soundmixer_flush -> Reload soundmixers.txt file.
snd_visualize -> 0 -> Show sounds location in world
snd_writemanifest -> If running a game outputs the precache manifest for the current level
sndplaydelay ->
soundfade -> Fade client volume.
soundinfo -> Describe the current sound device.
soundlist -> List all known sounds.
soundscape_debug -> 0 -> When on draws lines to all env_soundscape entities. Green lines show the active soundscape red lines show soundscapes that ar
soundscape_dumpclient -> Dumps the client's soundscape data.
soundscape_fadetime -> 1 -> Time to crossfade sound effects between soundscapes
soundscape_flush -> Flushes the server & client side soundscapes
spawnboomermenu -> Show the Spawn Mode menu for boomers
spawnhuntermenu -> Show the Spawn Mode menu for hunters
spawnmodemenu -> Show the Spawn Mode menu
spawnsmokermenu -> Show the Spawn Mode menu for smokers
speak -> Play a constructed sentence.
spec_allowroaming -> 1 ->
spec_centerchasecam -> 0 -> Looks at the target player's center instead of his eye position in chase came mode
spec_chasedistancestep -> 10 -> Amount to adjust the chase cam's distance on a zoom request
spec_cinematic -> 0 ->
spec_freeze_distance_max -> 200 -> Maximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min -> 96 -> Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_time -> 4 -> Time spend frozen in observer freeze cam.
spec_freeze_traveltime -> 0 -> Time taken to zoom in to frame a target in observer freeze cam.
spec_help -> Show spectator help screen
spec_keep_team_cc -> 1 -> Use team color correction even when spectating in vs mode
spec_keep_team_glows -> 1 -> Use team glows even when spectating in vs mode
spec_menu -> Activates spectator menu
spec_mode -> Set spectator mode
spec_next -> Spectate next player
spec_player -> Spectate player by name
spec_pos -> dump position and angles to the console
spec_prev -> Spectate previous player
spec_scoreboard -> 0 ->
spec_target ->
spec_target_clear ->
'+speed' ->
'-speed' ->
spike -> generates a fake spike
ss_enable -> 0 -> Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
ss_map -> Start playing on specified map with max allowed splitscreen players.
ss_splitmode -> 0 -> Two player split screen mode (0 - recommended settings base on the width 1 - horizontal 2 - vertical (only allowed in widescr
star_memory -> Dump memory stats
starts -> Play s in sequence.
startmovie -> Start recording movie frames.
startupmenu -> Opens initial menu screen and loads the background bsp but only if no other level is being loaded and we're not in developer
stats -> Prints server performance variables
stats_nexthighlight ->
status -> Display map and connection status.
stop -> Finish recording .
stop -> Stop playing back a .
stopsound ->
stopsoundscape -> Stops all soundscape processing and fades current looping sounds
'+strafe' ->
'-strafe' ->
stringtabledictionary -> Create dictionary for current strings.
stuffs -> Parses and stuffs command line + commands to command buffer.
suitvolume -> 0 ->
surfaceprop -> Reports the surface properties at the cursor
survivor_accuracy_upgrade_factor -> 0 ->
survivor_autolook_voc_delay -> 1 -> After staring an object for this many seconds a survivor will say a smartlook concept for it if available.
survivor_burn_factor_easy -> 0 -> Flame damage multiplier
survivor_burn_factor_expert -> 1 -> Flame damage multiplier
survivor_burn_factor_hard -> 0 -> Flame damage multiplier
survivor_burn_factor_normal -> 0 -> Flame damage multiplier
survivor_calm_damage_delay -> 5 -> survivors are not calm for this many seconds after taking damage
survivor_calm_deploy_delay -> 2 -> survivors are not calm for this many seconds after switching weapons
survivor_calm_intensity -> 0 -> survivors are not calm if their intensity level is above this point
survivor_calm_no_flashlight -> 1 -> survivors are not calm if they have their flashlight on to keep the weapon pointing along the flashlight beam
survivor_calm_recent_enemy_delay -> 5 -> survivors are not calm for this many seconds after seeing an enemy
survivor_calm_weapon_delay -> 5 -> survivors are not calm for this many seconds after firing
survivor_commando_factor -> 2 ->
survivor_crawl_speed -> 15 ->
survivor_crouch_speed -> 75 ->
survivor_damage_speed_factor -> 0 -> How much a Survivor is slowed when hit by an Infected
survivor_debug_active_area_set -> 0 ->
survivor_debug_in_combat -> 0 ->
survivor_debug_visibility -> 0 ->
survivor_drag_speed_multiplier -> 0 -> Multiplier to speed when we are dragging somebody.
survivor_drag_type -> 0 -> 0: no dragging 1: short tug 2: continuous drag
survivor_extra_damage_ammo_factor -> 1 ->
survivor_ff_avoidance -> 0 ->
survivor_ff_avoidance_pitch -> 20 ->
survivor_ff_avoidance_yaw -> 10 ->
survivor_ff_tolerance -> 26 ->
survivor_fog_vocalize_percent -> 0 -> The percent of the fog end distance that stops vocalizations.
survivor_friendly_fire_factor_easy -> 0 ->
survivor_friendly_fire_factor_expert -> 1 ->
survivor_friendly_fire_factor_hard -> 0 ->
survivor_friendly_fire_factor_normal -> 0 ->
survivor_fumes_run_speed -> 85 ->
survivor_fumes_walk_speed -> 85 ->
survivor_groupie_range -> 350 ->
survivor_groupie_regenerate_rate -> 0 ->
survivor_hanging_eye_height -> 85 ->
survivor_hanging_from_tongue_eye_height -> 40 ->
survivor_helping_hand_inhibit_duration -> 1 ->
survivor_hitsound_interval_timer -> 0 ->
survivor_incapacitated_accuracy_penalty -> 0 -> Penalty given for shooting while incapacitated.
survivor_incapacitated_cycle_time -> 0 -> New cycle time (RoF) used when incapacitated overriding weapon.
survivor_incapacitated_dizzy_severity -> 2 -> From negative to positive this how much bump we add to a incap'd player's mouse.
survivor_incapacitated_dizzy_timer -> 2 -> How often our incap'd dizzy-drift changes directions.
survivor_incapacitated_eye_height -> 24 ->
survivor_incapacitated_max_yaw -> 180 ->
survivor_incapacitated_reload_multiplier -> 1 -> Multiplier to reload time when incapacitated.
survivor_incapacitated_roll -> 20 ->
survivor_intensity_decay_threat_range -> 750 ->
survivor_intensity_recent_enemy_duration -> 5 ->
survivor_it_duration -> 20 ->
survivor_knockdown_roll -> -20 ->
survivor_ledge_scales_health -> 1 ->
survivor_limp_health -> 40 ->
survivor_limp_run_speed -> 150 ->
survivor_limp_walk_speed -> 85 ->
survivor_max_incapacitated_count -> 2 -> How many times you can be incapacitated instead of killed between health kits.
survivor_max_lunge_stagger_distance -> 30 -> Max distance a stationary crouched survivor can stagger after being lunged.
survivor_max_lunge_stagger_speed -> 220 -> Hunters lunging this fast stagger survivors with full power.
survivor_max_tongue_stagger_distance -> 200 ->
survivor_max_tongue_stagger_duration -> 1 ->
survivor_max_tug_distance -> 300 ->
survivor_max_tug_duration -> 1 ->
survivor_min_local_yaw -> -45 ->
survivor_min_lunge_stagger_speed -> 50 -> Hunters must be lunging this fast to stagger a survivor.
survivor_no_pounce_or_hang -> 0 ->
survivor_pounce_victim_eye_height -> 12 ->
survivor_push -> 0 ->
survivor_revive_duration -> 5 ->
survivor_revive_health -> 30 -> How much temp health you get revived with.
survivor_revive_successive_penalty -> 0 -> How much less temp health you get each revive.
survivor_shove_teammates -> 0 ->
survivor_speed -> 210 ->
survivor_speed_boost_factor -> 1 -> Speed boost from upgrade
survivor_sprint_multiplier -> 1 ->
survivor_still_penalty -> 3 -> Amount gun accuracy is affected when the view is not still
survivor_stun_immunity_duration -> 0 ->
survivor_team_hit_pitch_max -> 10 ->
survivor_team_hit_pitch_min -> -10 ->
survivor_team_hit_yaw_max -> 10 ->
survivor_team_hit_yaw_min -> -10 ->
survivor_unstoppable_speed -> 150 ->
survivor_upgrade_accuracy -> 0 ->
survivor_upgrade_quickdraw -> 0 ->
survivor_use_glow_range -> 500 ->
survivor_vision_range -> 1500 ->
survivor_vision_range_obscured -> 750 ->
survivor_walk_speed -> 85 ->
sv_allow_lobby_connect_only -> 1 -> 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 -> 1 -> Players can hear all other players' voice communication no team restrictions
sv_alternateticks -> 0 -> SPONLYIf set server only simulates entities on even numbered ticks.
sv_bonus_map_challenge_update -> Updates a bonus map challenge score.
sv_bonus_map_complete -> Completes a bonus map.
sv_bonus_map_unlock -> Locks a bonus map.
sv_cheats -> 0 -> Allow cheats on server
sv_clearhinthistory -> Clear memory of server side hints displayed to the player.
sv_consistency -> 1 -> Whether the server enforces file consistency for critical files
sv_contact -> 0 -> Contact email for server sysop
sv_crash -> Causes a server crash for testing
sv_cycle_latch_timer -> 0 -> How often to transmit our cycle to the client for corrections.
sv_disable_querycache -> 0 -> debug - disable trace query cache
sv_doors_push_players -> 0 -> If true a door will push players out of the way as it opens and closes.
sv_downloadurl -> 0 -> Location from which clients can download missing files
sv_dumpstringtables -> 0 ->
sv_footstepinterval -> 0 ->
sv_forcepreload -> 0 -> Force server side preloading.
sv_gametypes -> 0 -> Allowable game types lobbies will search based on this.
sv_infinite_ammo -> 0 -> Player's active weapon will never run out of ammo
sv_lagcompensationforcerestore -> 1 -> 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_log_onefile -> 0 -> Log server information to only one file.
sv_logbans -> 0 -> Log server bans in the server logs.
sv_logecho -> 1 -> Echo log information to the console.
sv_logfile -> 1 -> 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_master_legacy_mode -> 0 -> Use (outside-of-Steam) code to communicate with master servers.
sv_maxrate -> 40 -> (If sv_minrate is > 0) this sets the maximum value for cl_rate.
sv_maxrate -> 0 -> Max bandwidth rate allowed on server 0 == unlimited
sv_memlimit -> 0 -> 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_minrate -> 0 -> This sets the minimum value for cl_rate. 0 == unlimited.
sv_minrate -> 5000 ->Min bandwidth rate allowed on server 0 == unlimited
sv_noclipaccelerate -> 5 ->
sv_noclipduringpause -> 0 -> If cheats are enabled then you can noclip with the game paused (for doing screenshots etc.).
sv_noclipspeed -> 5 ->
sv_password -> 0 -> PROTECTEDDONTRECORDServer password for entry into multiplayer games
sv_pausable -> 0 -> Is the server pausable.
sv_precacheinfo -> Show precache info.
sv_prop_door_max_close_attempts -> 8 -> 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_pvsskipanimation -> 1 -> Skips SetupBones when npc's are outside the PVS
sv_querycache_stats -> Display status of the query cache (client only)
sv_region -> -1 -> The region of the world to report this server in.
sv_reservation_timeout -> 45 -> Time in seconds before lobby reservation expires.
sv_search_key -> 0 -> When searching for a dedicated server from lobby restrict search to only dedicated servers having the same sv_search_key.
sv_search_max_ping -> 150 -> Maximum acceptable ping when lobby leader searches for dedicated servers.
sv_search_max_results -> 75 -> Stop searching for dedicated servers once this many are found.
sv_showfootsteps -> 0 -> Shows client (red) and server (green) footsteps (1=client-only 2=server-only 3=both)
sv_showhitboxes -> -1 -> Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth use on listen server only).
sv_showlagcompensation -> 0 -> Show lag compensated hitboxes whenever a player is lag compensated.
sv_showposeparams -> 1 ->
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_soundscape_printdebuginfo -> print soundscapes
sv_specaccelerate -> 5 ->
sv_specnoclip -> 1 ->
sv_specspeed -> 3 ->
sv_spectatoridletime -> 3 ->
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 comm
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 ser
sv_tags -> 0 -> Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
sv_tankpropfade -> 1 ->
sv_turbophysics_shadow -> 0 -> players have physics shadows even when sv_turbophysics is 1
sv_unlockedchapters -> 1 -> Highest unlocked game chapter.
sv_visiblemaxplayers -> -1 -> Overrides the max players reported to prospective clients
sv_voiceenable -> 1 ->
sys_minidumpspewlines -> 500 -> Lines of crash dump console spew to keep.
systemlinkport -> 27030 System Link port
tank_attack_range -> 50 -> Distance from Survivor that tank triggers own swing.
tank_auto_swing -> 0 ->
tank_burn_duration_expert -> 40 -> Number of seconds a burning Tank takes to die
tank_burn_duration_hard -> 35 -> Number of seconds a burning Tank takes to die
tank_burn_duration_normal -> 30 -> Number of seconds a burning Tank takes to die
tank_burn_duration_vs -> 30 -> Number of seconds a burning Tank takes to die
tank_fist_radius -> 15 ->
tank_ground_pound_duration -> 1 ->
tank_ground_pound_reveal_distance -> 500 ->
tank_raffle_debug -> 0 -> Fill the tank raffle with dummy values for debugging
tank_stuck_failsafe -> 1 ->
tank_stuck_time_choose_new_target -> 2 ->
tank_stuck_time_suicide -> 10 ->
tank_stuck_visibility_tolerance_choose_new_target -> 5 ->
tank_stuck_visibility_tolerance_suicide -> 15 ->
tank_swing_arc -> 180 ->
tank_swing_duration -> 0 -> Duration of the actual swing
tank_swing_fast_interval -> 0 -> Interval between tank swings when he is clearing zombies out of his path
tank_swing_interval -> 1 -> Interval between tank swings
tank_swing_miss_interval -> 1 -> Interval between tank swings after a miss
tank_swing_physics_prop_force -> 4 -> Multiplier for tank hitting a phys prop.
tank_swing_range -> 56 -> Range of the actual swing
tank_swing_yaw -> 80 ->
tank_throw_aim_error -> 100 -> Margin of error for Easy mode Tank rock throws
tank_throw_allow_range -> 250 -> How far away our victim must be before we'll try to throw debris at them
tank_throw_lead_time_factor -> 0 -> How much to lead a moving target
tank_throw_loft_rate -> 0 -> Beyond no-loft range Tank adds this angle/distance when throwing
tank_throw_max_loft_angle -> 30 -> Maximum loft angle for Tank throw angle adjustment
tank_throw_min_interval -> 8 -> Minimum interval between Tank rock throws
tank_visibility_tolerance_suicide -> 60 ->
tank_windup_time -> 0 -> Time from intent to swing that swing actually happens.
team_desired -> 0 -> SERVER_CAN_EXECUTESSDesired team and team member name on server join
team_desired2 -> 0 -> SERVER_CAN_EXECUTESS_ADDEDDesired team and team member name on server join
terror_ammo_multiplier -> 2 ->
Test_CreateEntity ->
test_dispatcheffect -> Test a clientside dispatch effect.
Usage: test_dispatcheffect
Test_EHandle ->
test_entity_blocker -> Test command that drops an entity blocker out in front of the player.
test_freezeframe -> Test the freeze frame code.
Test_InitRandomEntitySpawner ->
Test_Loop -> Test_Loop - loop back to the specified loop start point unconditionally.
Test_LoopCount -> Test_LoopCount - loop back to the specified loop start point the specified # of times.
Test_LoopForNumSeconds -> Test_LoopForNumSeconds - loop back to the specified start point for the specified # of seconds.
test_outtro_stats ->
test_point ->
test_progression_loop -> 0 -> Allow a team of nothing but bots advance through maps and loop back to start
test_progression_loop_rotate_maps -> 1 -> When looping advance to the next map when reach end of campaign
test_progression_loop_time -> 3 -> When looping stay in each map for at most the amount of time in minutes specified
test_progression_restarts_before_rotate -> 4 -> When looping and rotating how many times to restart before moving to next campaign
Test_ProxyToggle_EnableProxy ->
Test_ProxyToggle_EnsureValue -> Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue ->
Test_RandomChance -> Test_RandomChance - Roll the dice and maybe run the command following the percenta
Test_RandomizeInPVS ->
Test_RandomPlayerPosition ->
Test_RemoveAllRandomEntities ->
Test_RunFrame ->
Test_SendKey ->
Test_SpawnRandomEntities ->
Test_StartLoop -> Test_StartLoop - Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScript -> Start a test script running..
Test_Wait ->
Test_WaitForCheckPoint ->
testhudanim -> Test a hud element animation.
Arguments:
texture_budget_background_alpha -> 128 -> how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction -> 0 -> number between 0 and 1
texture_budget_panel_height -> 284 -> height in pixels of the budget panel
texture_budget_panel_width -> 512 -> width in pixels of the budget panel
texture_budget_panel_x -> 0 -> number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y -> 450 -> number of pixels from the top side of the game screen to draw the budget panel
think_limit -> 10 -> 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.
thirdpersonshoulder -> Switch to thirdperson-shoulder camera.
thread_test_tslist ->
thread_test_tsqueue ->
threadpool_cycle_reserve -> Cycles threadpool reservation by powers of 2
threadpool_run_tests ->
time -> Play a and report performance info.
time_vprofrecord -> Play a and report performance info. Also record vprof data for the span of the
timequit -> Play a report performance info and then exit
timeleft -> prints the time remaining until the next mission
timerefresh -> Profile the renderer.
tir_maxpitch -> 15 -> TrackIR Max Pitch
tir_maxroll -> 90 -> TrackIR Max Roll
tir_maxx -> 4 -> TrackIR Max X
tir_maxy -> 6 -> TrackIR Max Y
tir_maxyaw -> 90 -> TrackIR Max Yaw
tir_maxz -> 1 -> TrackIR Max Z
toggle -> Toggles a convar on or off or cycles through a set of values.
toggle_duck ->
toggleconsole -> Show/hide the console.
togglescores -> Toggles score panel
tongue_allow_voluntary_release -> 0 -> Can a Smoker let go with his tongue by clicking or turning away?
tongue_bend_point_deflection -> 5 -> How far off the first obstacle the tongue bends.
tongue_bend_point_needs_LOS -> 0 -> Does a bent tongue still need LOS from the bend point?
tongue_break_from_damage_amount -> 50 -> How much damage to the smoker makes him let go of his victim.
tongue_choke_damage_amount -> 10 -> How much damage the choke does.
tongue_choke_damage_interval -> 1 -> How often the choke does damage.
tongue_cone_start_tolerance -> 0 -> How wide the cone is for a tongue hit.
tongue_debug -> 0 -> Print debug info for tongue
tongue_drag_damage_amount -> 3 -> How much damage the tongue drag does.
tongue_dropping_to_ground_time -> 2 -> A miss or a wall hit will wait this long before pulling back.
tongue_fly_speed -> 1000 ->How fast a tongue flies through the air.
tongue_force_break -> 0 -> Force an existing attached tongue to break for debugging
tongue_gravity_force -> 4000 ->The speed that gravity tries to pull us downwards while being tongued.
tongue_health -> 100 -> Tongue health
tongue_hit_delay -> 20 -> How long a smoker must wait to shoot his tongue after a hit from the time he lets go.
tongue_kill_smoker_on_detach -> 1 -> Do we kill the smoker when they take enough damage to detach the tongue?
tongue_los_forgiveness_time -> 1 -> A traveling tongue can lose LOS for this amount of time and still hit.
tongue_miss_delay -> 15 -> How long a smoker must wait to shoot his tongue after a miss.
tongue_no_progress_break_interval -> 10 -> How long of the victim making no progress until we break the tongue.
tongue_no_progress_choke_early_ambush_delay -> 0 -> Use a smaller delay if the smoker started choking us from behind. So this plus TongueNoProgressChokeTime equals the earliest st
tongue_no_progress_choke_early_delay -> 1 -> We won't think about ground choking for this long after the hit. So this plus TongueNoProgressChokeTime equals the earliest sta
tongue_no_progress_choke_time -> 0 -> If our victim doesn't make tongue_no_progress_tolerance progress towards in this time start to hurt him.
tongue_no_progress_damage_interval -> 0 -> How long of the victim making no progress until we start choking him.
tongue_no_progress_tolerance -> 25 -> If our victim doesn't make this much progress in tongue_no_progress_release_time start to hurt him.
tongue_player_dropping_to_ground_time -> 1 -> How long after the tongue disconnects will a player need to wait.
tongue_range -> 750 -> How far a smoker can shoot his tongue.
tongue_release_fatigue_penalty -> 2500 ->How much fatigue the victim gets when released to slow him down.
tongue_start_pull_delay -> 0 -> How long from tongue contact to tongue pulling.
tongue_unbend -> 1 -> Can the smoker tongue unbend?
tongue_vertical_choke_dot -> 0 -> DotProduct between tongue and vertical required to start choking.
tongue_vertical_choke_height -> 40 -> Need to have victim this high off ground to choke him.
tongue_vertical_choke_time_off_ground -> 0 -> Need to have victim off ground for this long to choke him.
tongue_victim_acceleration -> 30 -> Acceleration while tongued.
tongue_victim_accuracy_penalty -> 0 -> How much someone's accuracy suffers while being dragged by a tongue.
tongue_victim_max_speed -> 175 -> The fastest the tongue can get you going.
tongue_vs_cone_start_tolerance -> 0 -> How wide the cone is for a tongue hit in versus.
tp_schedule_post_think -> 1 -> Schedule post-think operations to run at 10hz
travel_distance -> Build the shortest path from the previously marked area to the currently selected one and print the length of that path.
tv_clients -> Shows list of connected SourceTV clients.
tv_enable -> 0 -> Activates SourceTV on server.
tv_msg -> Send a screen message to all clients.
tv_nochat -> 0 -> Don't receive chat messages from other SourceTV spectators
tv_port -> 27020 Host SourceTV port
tv_record -> Starts SourceTV recording.
tv_relay -> Connect to SourceTV server and relay broadcast.
tv_retry -> Reconnects the SourceTV relay proxy.
tv_status -> Show SourceTV server status.
tv_stop -> Stops the SourceTV broadcast.
tv_stoprecord -> Stops SourceTV recording.
ui_l4d_debug -> 0 ->
ui_posedebug_fade_in_time -> 0 -> DONTRECORDTime during which a new pose activity layer is shown in green in +posedebug UI
ui_posedebug_fade_out_time -> 0 -> DONTRECORDTime to keep a no longer active pose activity layer in red until removing it from +posedebug UI
ui_reloadscheme -> Reloads the resource files for the active UI window
ui_showtitlesafe -> Displays the title safty bounds on the current frame
ui_test_wait ->
unbind -> Unbind a key.
unbindall -> Unbind all keys.
unpause -> Unpause the game.
use -> Use a particular weapon
Arguments:
'-use' ->
'+use' ->
user -> Show user data.
user_context -> Set a Rich Presence Context: user_context
user_property -> Set a Rich Presence Property: user_property
users -> Show user info for players on server.
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